Felsite 15th 205. All quiet on the dwarven front. In light of the ballooning population, I have appointed my loyal henchman, Urist Imiknorris, to the position of Captain of the Guard, in addition to his position as Sheriff. I overheard a minion, Lord Reudh, boasting in the dining room about how she was going to become a world-renowned marksdwarf, the best that ever lived. When I pulled her aside and offered her a position as captain of a marksdwarf squad, however, she declined. Highly suspicious. I'm beginning to suspect she's the one behind the slanderous - nay, blasphemous - graffiti that marred my accession. I've had Not Aussie put her under increased surveillance. After all, anyone who would decline such an honour must be a traitorous rebel. Also, the lookouts spotted some frostbitten elves coming from the north. After some consideration, I ordered the peons to put up a trade depot in the topside perimeter, I'll open a gateway when it's done. Even though they're elves, they might have goods we need, and we could always use the trade depot as a decoy and seize the goods by force.OOC - I fixed Kaamanen's title. I didn't catch your initial dorfing request, so I dorfed her as a peasant just for laughs (and, as it turns out, she likes cats too. Oops). Conchobar is still alive and well. Here's the readouts on the various dorfs;
As for the fortress, I'm a bit mystified as to the purpose of those long corridors off the main hall, but I'm using them for my housing project (which I'll probably start before the end of my turn, given that there's not a whole lot else left to mine right now and like I said before Dariush mines like a reverse cave-in). I take it the large rectangular room in the first cavern layer was going to be the start of stone-layer habitation, but I've repurposed it as a stone stockpile. There..... wasn't really a whole lot to the fortress besides that, there's the main hall and the cavern outpost. I've built walls around the magma pipe to keep the people safe from random herds of skeletal crundles (although I didn't seal it off hermetically - that wouldn't be Fun) and I've started smelting metal. We have a rag-tag bunch of misfits for a militia, but that's one rag-tag bunch of misfits more than I had coming in.
In all honesty, despite my roleplaying as an evil overlord, I'm really just making the fortress a better place to live - anything else would basically amount to self-destruction right now. I do believe I'll leave the fort a better place than it was, overall. The only thing that worries me is the food supply. We have decent stockpiles, and I'm not noticing anything depleting rapidly enough for the stocks screen to notice (apart from plants, which are being brewed), but we have no farms (aside from the one weird plot in the middle of the main hall) and only so many butcherable animals. I could try securing a bigger part of the first cavern layer and irrigating farms there (the migrant wave brought two pump operators and a high master mechanic, so that should be doable), but that's about all I can think of that would secure a permanent food supply, and given my complete inexperience with irrigation I'd rather leave a project like that to the next overseer.
Also, I would like to request to be added to the turn list again. I don't know if Hellcannon will survive that far (I could see it happening, since it won't have as many FB troubles as Failcannon did, and barring sieges destroying the topside wall, building destroyers smashing through the cavern walls, HFS release and tantrum spirals, the fort seems pretty solid), but I'd like to take the reins of a mature fortress if it does. Or roll over to Battlefailed 4, if this place falls before then.