Mid Spring of 504 in the Town of Earthencastle
Our food reserves are packed wall-to-wall, and the food in the fields is rotting on the vine. I've set all fields to lay fallow for now, and ordered our reserves to be converted into lavish meals to make a little room.
Beds and doors have been installed on the peasant quarters, and work has commenced on cabinets and coffers for them.
An ambush! Apparently the fishermen have been lax, and have begun fishing outside instead of in their safe little indoor fishing hole. So we've lost a fisherman. I've re-ordered fishing and water to be collected only at the designated indoor pond from now on.
18 migrants have arrived this spring, among them three miners, three doctors, and five new able bodies for the military. 1st squad gets beefed up, and starts training in the danger room.
The elven caravan arrived, but the forest is thick with goblins. The goblins ambushed the elves, and the defenseless elves lost their caravan, being reduced to just a few scattered elves, running for their life in the woods just beyond the fort. The forest has become the goblin's hunting grounds. About half a dozen of them are hanging around the forest's borders.
Created a new uniform, Heavy Metal, that incorporates the leather, iron caps, shields, and breastplates that are currently available, and plans on gauntlets, mail, and high boots, as well as individual choice melee weapons. The Wilted Syrups are the first squad to wear this new uniform, and as we get more metal, gauntlets and high boots will be added.
Also, I've set up a patrol route "Perimeter", and on the third month of every season, the Wilted Syrups will patrol the perimeter in an effort to kill off the goblin menace before they become a serious threat. With our military on duty, we can finally go off alert status and collect the remains of the elven caravan, and goblinite laying about the woods.
Summer brought 7 migrants, bringing our population to 109; doctors and a clothier, and recruits to fill out the first squad. Bass the Fisherdwarf was taken by a mood, but can't seem to get what he needs. So I've assigned two war dogs to escourt him to the hereafter.
The human caravan came, and we traded off a bunch of instruments and puzzleboxes and arrows -- assorted useless loot from the elven caravan that died in the woods. Also offloaded a bunch of syrup for any trinkets of iron, so that they might be later melted down and re-forged into something useful.
The moody fisherdwarf finally got whatever it was he needed, and made a rhesus macque bone chain. So now he's got a couple pet war dogs as company on his fishing trips. Also, I realized too late that one of our mechanics was on auto-repeat mechanisms, so we have a stupid large collection of mechanisms, just looking for a home.
We got our first macelord. So far he's only killed a groundhog, but he's itchin' for some real combat, to test his skills.
The newly renovated Goblinite Processing Plant. In with the old and out with the new!
The autumn caravan arrived with a wealth of stuff, and we traded much of our abundant lavish meals for it. I've ordered lignite, bituminous coal, limonite, and other iron ores, as well as loading up on our wants for next year.
Overlooking the main entrance, we now have an archery tower, for The Gloved Spears to stare down from, and pace about in, and occasionally, well you know, shoot stuff.
The City of Earthencastle has been promoted to a barony! Baron von AngleWyrm. Likes platinum and slabs.
A Vile force of darkness has arrived! In the heat of battle, one of our soldiers dodged into a lake and drowned. But another of our team took them down and became a spear lord in the process. 7 kills.
And so spring of 505 arrives, with our fort in good shape