59
The migrants are, to say the least, less than impressed with your ultimatum. The owners refuse to have their pets butchered and the others refuse to wait. You attempt to threaten the group, but they only laugh off your highly visible traps, enquire as to the whereabouts of your crossbower and remind you that they could technically take majority control from you and King's dwarves. Fuming, you have no choice but to stand aside and allow them entrance.
As the migrants pass you reluctantly note the skills of each and designate them tasks. The carpenter, wood cutter, fisher and herbalist are granted their original jobs. You direct two craftsdwarves and one peasant towards the more useful grunt work of churning out mechanisms, building doors and gathering plants. The last migrant is a farmer who agrees to take over the doctor's mining until muddy ground is prepared. You refuse to give them any bedrooms out of spite, but do start to dig out a deeper dormitory while fantasising kitten skewers.
For a while time passes surprisingly peacefully - the worst you have to put up with is expanding the refuse pile while it's full. Despite having over twice as many mouths to feed, the food crisis is narrowly averted. Fishes are being caught regularly and wild berries are found plentiful. Your crossbower does eventually return with his first kill and manages several more before switching to weaker makeshift bolts. You even see the doctor cooking up a lavish meal on one occasion.
The farm, however, proves more difficult to manage. Fourguts connects the aquifer-blocking door to a lever easily enough, and before long you are watching water flow over the dry soil and down into your well. The problem comes when not one single dwarf offers to begin seeding. You take a break from installing menacing wooden spikes to investigate. With Foureyes' persuasion, the migrant farmer finally confesses to knowing nothing more than dyeing and burning wood. You order them to farm anyway, but the migrant only stands idly by a barrel of ale.
"What?" the migrant asks after several minutes of hard staring. "YOU forbid us from entering the room weeks ago, duh."
"Technicalities, shmechnicalities," Foureyes shrugs with a wink at you. She tosses the migrant a key and shoos him away. The migrant doesn't move.
"But there's a rock in the way," the migrant states obviously. Foureyes glances at you and puts her hands on her hips.
"Sweetie, if you don't move right now there's going to be one up your-"
Autumn rolls around and work on the fortress continues. You dig out several more expansions for workshops and storage. The wood from your wrecked ship is gradually replaced with wood cut from the forest downhill. Mechanisms are tinkered with in considerable quantities. Sickies are chucked by sleeping in hospital beds. Ominous blood stains are found smeared around the well. All in a day's digging.
Could things finally be looking up for your dreams again? It has been a long time without any signs of stirring from the goblin tower, but they are never far from your mind. Even if they do attack, your fortress is ready. Traps are set, doors are installed, and your kitchens have somehow become cluttered from prepared food that won't fit in your stockpiles.
"You didn't tell them to stop," Fourguts comments flatly, eyeing the full barrels of fish. It's a point you're happy to concede. Even your manpower has further increased - another seven dwarves appeared in search of treasure, all of whom eagerly went to work for the promise of a share in yours. And the best news? A little project of Fourguts' that is finally complete.
"I demand to know the reason that this storeroom has been made my burrow!" one of the first migrants complains. "And why in Armok's name is it half filled with spears?"
"To give them a fair chance," Fourguts smiles wanly. The migrant raises an eyebrow, but his face brightens as an adorable cinnamon cat stalks into sight.
"Aww, has Fathywathy come for some kiddenly cuddletimes? I think he has. I think he has!" the migrant cooed. You cough and jerk your head. Fourguts nods and leads the migrant back out of the room. You quickly lock the door behind them and give the okay symbol to Foureyes. The migrant complains to Fourguts for a while longer, and then ...
Screeeooow! "What was that?" the migrant asks. You pat them on the back assuredly and they wander off confused. Once they're out of sight Fourguts drops his smile and confronts you.
"You know, the new migrants are already pestering me about those gems," Fourguts informs testily. "We're fed, and your kittens are grown and killed. When exactly did you plan on dealing with this?"

If you use the gems to beautify your fortress, turn to page 107.
If you use the gems in the production of trade goods, turn to page 134.
If you hoard your preciouses and mine in search of more, turn to page 88.
If you refuse to dig the gems out and force the migrants to FIGHT for their untarnished beauty, turn to page 140.