3rd SpringThings are quiet nowadays. I don't know for how long it'll stay that way, so I'm documenting the current state of affairs as long as I have time for it.

This is the entry level. As you can see, there have been a few improvements defense-wise. Even so, I don't have any illusions. If an invading army comes, we should just raise the bridges and hope for the best. Sir hates the idea - who doesn't? But with all his charisma, he can still do jack shit about it. We are not equipped for war yet.
At least our lavafall is quite fear-inducing.

Dining room and things like that. Chicken production skyrocketed recently, with a good number of chicks hatching. I like chickens. Dependable, delicious food supply.

Crafters' level. It would be really nice to have a bigger volcano here - space is kind of in-demand. We can still expand this a bit, but as you can see, not much.

Here be badasses. Military level, with the arena (first fight soon to come!), barracks for training, armory, and some ranger training area we have yet to use.

Now this is a tricky part. Mainly, it's animal training, but there's a little processing workshop to the North, future quarters of the dungeon master to the West, offices and housing for our future hammerer and myself (captain of the guard, I still can't believe it) in the middle. There are a couple of prison cells to the South. Actually, way more than a couple. There wasn't enough space for me to engrave all of them, but there are twenty. that should be more than enough.
We still don't have a hammerer - maybe Sir will appoint Panopticon. He serves in the Fortress Guard already, so it'd make sense for him to receive another peacekeeping rank, and he also uses a hammer in battle. We'll consult about this.

Metal ores' and bars' storage. This might look overwhelming at first, but it's actually very neatly organized.

Metal production. You can see we have quite an operation going: five smelters, five forges, and several other facilities. the three rooms on the southern side are for our top three smiths: the furnished one belongs to the Metal Lady of course, and the other two went to a grand master armorsmith and a grand master weaponsmith, who came in with a migrant wave together. The small room the the East is a work-in-progress church to Armok. there are already two shrines set up, where two of our least useful dwarves are constantly praying for water. Kind of a shitty solution, but we still don't want to have anything to do with caverns. Zin, the preacher is constantly nagging us to expand this shrine, but seriously, fuck that guy. He even creeps out Sir, and he's seen a couple of things at Shadytorments.
There's still room for expansion, but we need armed forces first. This goes well by the way: Every soldier has a steel weapon, breastplate, helm and greaves. Gauntlet and boot production will start as soon as we have more steel. Of course, Sir had a mithril zweihander forged for himself, so there's also that.

This looks totally safe and not risky at all.

Rooms for the plebs, and hospital, directly below the lavapit.

Housing for the important dwarfs. The militia commander Sir, the war hero Freya, the mayor Lucky Lur, and the bookkeeper... guy. Even I don't know his name.
There's nothing much below this, really. A bridge separates the mining tunnels from the fort, and that's it. I'd say we are doing fine, with few casualties and decent industry going on. We are kind of lacking in the defense department, but I hope that'll change soon.
(OOC: So... Panopticon. Wanna be our hammerer? Also: I fucked up Sir's room this time, and he has some clay tiles that cannot be smoothed... Meh.)