Winter,
No bee artifact, just an earing with a picture of a crutch on it.
Just finished the trade negotiating, but a goblin ambush has showed up on our doorstep, too risky to fight them right there, we have no way of knowing how many more there are and I really want this caravan to leave unharmed, they got distracted by a cat which gave time to close the gate anyway.
Set up a pretty good ambush of my own if I do say so myself, caught one goblin in the bridge opening, the rest were hit hard by the preemptively placed military squads, godly got to try out his new axe and got two kills. But the real news comes from another axedwarf named Sosh, this fight brings him to 5 named enemies slain, so in the finest dwarven tradition he has been given a title "The Leafy Dagger of Riddling" a name as mysterious as it is beautiful.
One of the merchant guards got an arm shot off, so hey, free Wolfram Maul for us!
Leaving the guards on station until the caravan gets under way.
And about a week later they are off with no incident, I ordered the gates reclosed.
GOdly came to me today and informed me that under almost no circumstance would he give up his new axe, it was actually pretty creepy. He never looked directly at me, always keeping an eye on it, with one hand constantly caressing the blade. He called it "The Precious" and said he was considering a name for it. There was also some mention of severing should I try to get him to replace it, no mention of what gets severed, just severing in general.
Just saw something wierd on the forge level, a child named Lokum is apparently the only one making weapons these days. Kids are strange out here.
For reasons best known to himself, an axedwarf has taken to training with a battle axe in one had, shield strapped to an arm, and a zwiehander in the other hand, which I am pretty sure isn't physically possible.
Sosh on the other hand, ahs picked up a newly crafted Sladamanting battle axe to go with the Wolfram maul dropped by the caravam guard, also he won't put his shield down either, I do not know what training regimen our military is doing, but I like it.
Clothes are starting to become an issue, I ordered the extraction of gold thread from bars, perhaps more awesome and durable pants will keep people happy.
Oh hey, Migrants, those could come in handy.
They made it in safely, there was a nicely trained fighter to add to the military, other than that we just got more laborers, which actually is fine.
Oh hey, Sosh put down his maul, only to pick up a second Slademantine battle axe.
I set up the gargoyle we purchased on the firing platform above the entrance, somehow I lost my pants doing so, the gargoyle promptly moved down to the entryway of the fort.
That about does it for the year, as is tradition I will step down from direct management and let the next in line gain experience.
Future overseers should note that the food supply is not as grim as it seems, we have a vast sum of prepared meals. Booze is secure of course.
I embarked on a massive bin and barrel construction project, as a result we have a lot more stuff stored than we did.
We lack much in the way of trade goods, though you have a while to fix that I guess. When you get a chance use that gold thread I have been extracting and make some cloth, then clothes, no reason we can't be awesomely dressed at all times.
We still have a ton of metals, plenty of Iron but we now have Cobalt as well, which is rather useful stuff for armor, I think we can probably switch entirely away from Iron weapons now, we have more Iridium, and a couple more Slademantine bars, and not a very large military.
I never got around to setting up wells for the dining room, to do so would require a new dining room pretty much and while I wanted to make it I just never found the time, but we do have a water supply inside the fort now, so there is basically no reason to ever lower the gates. You can find the levers for the gates on the level right below the entrance, in the room next to the dining hall that also contains the Shrine of ArmokSave:
http://dffd.wimbli.com/file.php?id=6661