Okay.
Here comes the fourth and final part of me turn...
Smithbridges, year 184 - Part IV:
Turtling, Building & FeastingAs the dwarves were sealed within their fortress, it was good time to work on multiple expansion projects that the overseer had ordered.
An overview of the level below the reservoir on the way to the first caverns:
1. Silk looms & Clothiers (work in progress)
2. The Sanctuary of Bejeweling (shrine to Asën)
3. Stairs to the Blockaded Palace (the library)
4. Wood stockpile & Craftsdwarf's (the Carpenter is being rebuilt)
5. Entry to caverns
6. Up to the Reservoir & Main Fort
7. Masons
8. Non-economic stone
9. Down, down, down... (work very much in progress)
10. A scenic walkway over the cavern lake (wip)
11. The Earthen Harvester (the pub)
The living quarters were mostly complete. A few rooms were still missing doors, but those have been ordered from the masons. There are plenty of rooms empty still, so we need not worry about immediately building new ones when next time migrants arrive.
We have built a low wall with gates in the caverns, where we set up a pasture for llamas, sheep and other grazers. A group of naked mole dogs came along and are now running around the area panicking after a few of them were caught in cage traps.
I ordered a new “animal pen” to be carved near the cavern entry. I suspect we might be catching more wildlife at some point, and don't have a proper place for them.
We carved out an archery range close to the entrance. There's a shallow pit in front of the targets to allow the collection of stray bolts. There's no crossbow squad yet, but once the new gatehouse and some pillboxes are finished we will assign some of the
useless peasants to train.
It's highly unlikely that it will happen during this year.
Ah, the cloth situation is improving! Good!
I doubt it is yet enough to clothe all of our citizens, but it is a start. I hope the stocks grow eough before the end of the year. Barring the migrants and the “lucky” few who managed to grab some of the elf
crap garb, we are wearing filthy, tattered rags. Ugh.
While our
cowardly brave dwarves are sealed undergound, terrifying undead monstrosities lurk above, waiting to prey on unsuspecting scholarly visitors.
We carved out a scenic walkway around the top portion of the cavern for dwarves to get some nice, damp and musty cave air. We are smoothing the floor and the inner walls, but leaving most of the outer walls and pillars as natural, rough stone.
Some might object to something like this as “useless”, but I disagree with those kinds of assertions. A dwarf needs a place to stretch their legs while holed down underground, and it is a beautiful view. I have to admit that I personally find much enjoyment and inspiration from the cave nature, despite its unpredictability and general lack of order.
The dwarven mind and soul, too, need nourishment.
Speaking of which: it is some time since we had time off. I think I'll dedicate winter for celebration and socialization. A couple more weeks and we can relax.
Luto Urwaegu, a human bard, was ready to leave Smithbridges. Unfortunately the dwarves could not open the gates due to the rampaging hordes of undead above ground, so Luto decided to find alternative routes to leave the fortress.
What drove him to climb along the stone columbs above the cave lake is beyond me. We have access to other safer ways to the caves, which other leaving visitors have used, but no, not Luto. Luto likes it dangerous.
As autumn neared its close, one of our weavers was struck by a mood and created the third artifact of the year: a sheep wool right glove, named Kędnathlokum, “Naughtyspears”.
Well, at least it's worth 30920 Urists. We'll put it on display, Lolor Giginmosus. Though, I wonder why you chose *that* name for a glove...
Winter is upon us.
It is time to have a well-deserved rest. Let us feast, fellow dwarves!
A naked mole dog panicking (too big for imgur gif, apparently)While the dwarves are preparing for winter festivities, some naked mole dogs continue to run rampant near the caverns. Most of them have been captured and tamed in our new animal pen and training area. This one, however, is an elusive bastard and has managed to avoid traps that are loaded with cages.
Tulon Bomrekemal (meaning 'Whipsense') has trained the naked mole dogs quite well, despite being a planter. Still, he is the most qualified of us for the task.
The tavern is filled with dwarves, but the large temple complex is mostly empty except for 'Avolition', the Sacred Phantom, and a couple of worshippers. She is dedicated to her priestly duties and is giving a sermon about Death, the domain of Vesh.
“I hace communed with Vesh Ghostphantom. I am so spiritually moved!", she told me.
I believe she was the perfect choice for the task.
In the guild hall area, where another tavern is, Mafol Besmarutal recites poetry to a decent-sized crowd of dwarves. He is reciting 'The Inferior Lesson and Oar', a typical example of 'The Howl of Ravens'. The poetry is great and artfully indulges the author's fancies. It is a dramatic form of poetry, which is intended to complain about the hunt.
A pity that 'Avolition' isn't here to hear it. Too busy guiding the flock at the temple.
Meanwhile, aboveground a terrible battle rages between a scholar and walking carp scales allied with vile horse hair.
Dwarves gathering webs (another too big one, damn)As Obsidian came, it was decided that work should continue. Two months of downtime was enough for now. A much welcomed rest, but there is yet much to do: we do not have nearly enough cloth.
...And so the web collectors headed to the caverns to fetch spider silk, while threshers threshed pig tails into thread and weavers weaved them into silk and cloth.
The year was nearing its end when a new guild was established.
Fortunately we have more than plenty spaces for guilds, thanks to the work of 'Obsidian' when he was acting overseer. In anticipation of a new petition, we already assigned a new stoneworker's hall and named it 'The Crystalline Amethyst'.
What? Who? What is this? A ghost?
The tormented soul of a dwarf we have never met is haunting the halls of our fortress!
=====
...And that's the end of year 184 and my turn.
Here's a
hastily done very clear lever guide for the next overseers:
(Note, just in case: squares are levers, circles are bridges)1. Cavern gate (access to cavern pasture)
2.-4. Levers controlling the reservoir (bridges not shown on this guide)
5. Another cavern gate (side access to pasture, possibly for military use)
6. Scenic route gate (the path going around the highest cavern level)
7. North gate of cavern pasture
8. West gate of cavern pasture
9. South gate of cavern pasture
10. Gatehouse gate (important!)
11. Trap hall grey gates
12. Trap hall entry & exit gates (the red ones, also important!)
13. Dwarven atom smasher
...I hope I didn't miss any important ones (or label the guide incorrectly, hehe).
And here's the save for the next one:
https://dffd.bay12games.com/file.php?id=16000Good luck dealing with the siege!
(There should be iron gear for a couple squads, but didn't get so far as to actually get them wear the gear... Or you can continue turtling.)
(And remember to put clothiers to work -- there should be enough silk & cloth for starters!)