Settlements

Monday, June 6, 2011

Mineshadows - Year 190

[This is my first attempt to use the new utility Dwarven Guidance Councilor. It lets you choose labours for your dwarves that they are good at, which also makes them happy. I also discovered that dwarves build up a psychological resistance to trauma over time. If you keep them happy, but make sure they have frequent unhappy thoughts, they become "used to tragedy". This fort has ready access to steel, and has both Good/Evil biomes] 



1st Granite: We have been sent here to forge weapons of war for the Mountainholme. Prospectors have said this area is rich in iron and gems. The tales were true! We can already see the ore on the surface of the mountain! We begin smelting immediately. 
[used dfdig.exe to designate all of the ore veins that are showing through the mountain to simulate dwarven prospectors] 
Early designations

7th Slate: The digging goes well. We shall soon be secure. A herd of unicorn passed by us. Filthy beasts were too afraid to attack! 
sweet sweet Ivory


26th Hematite: Seven migrants have arrived. Our Guidance Councillor has recommended one to become our chef. Not because he is particularly skilled, but becasue he is so passionate about food. I hope he is correct. Our farms are running now and smelting has begun. The first task is to dig a moat and build an iron drawbridge. 
[Probably should forge some armor and weapons first... oh well] 

A suit of armour or this? An easy choice!

1st Limestone: Autumn is here. The new Cook is doing well as are our farms. We have completed a new hospital and the first weapons are emerging from the forges. The local forests are not doing so well due to our metal production. Perhaps there is an easier way. 
Our hospital is conveniently located next to the furnaces

19th Limestone: More migrants on the horizon. Seeing as our new cook was itching to get into combat, and has the skills as well I've made him Captian of the Guard and replaced him with a new migrant that showed promise. Kivish Rabdeduk go forth and make us proud! 

11th Sandstone: The fort is smoothed and is starting to feel like home. The milita is training however is not very well equipped. The steel items are taking longer than expected so i have mandated some more basic iron items for them.
Realised there is only one chair!

20th Sandstone: The miner i sent to begin prospecting for magma has broken into a cavern. Luckily we have not created access to our fort as there are Ogres down there!
...Of the Blind Cave variety
23rd Sandstone: More observations of the cavern reveal a plethora of life. A civilization of Antpeople have been seen tending flocks of Purring Maggots.
The Ant people protect their maggots from a local Troll
18th Timber: While planning a secure entrance to the cavern, our miner stumbled apon a second cavern further toward the surface. Now we must work on two separate entrances. I hope the militia is ready. The traders also arrived this week.
The export agreement for next year
25th Timber: While planning the detour around the new cavern our miners unearthed yet ANOTHER cavern. This one is between the other two and seems to be uninhabited. We have traded some of our iron goods for additional food and cloth. Our workers are running out of things to do so perhaps we shall start up a new industry. 

1st Opal: A beast has come. Smoke began coming up from our lower tunnels. We thought it was an underground fire but we were not that lucky. Since it can fly, I've ordered the lower levels sealed off. I sent the militia out to train on a passing herd of Warthog and stepped their alert level up. 
The warthogs did NOT win the war
1st Granite: My tenure here is complete. Our army is growing in numbers and power. Soon we shall need a squad of rangers to help fend off wild beasts. The next governor would be wise to increase his numbers before delving into the depths.

End of year report. Quite a high wealth! Goblins should attack soon.

2 comments: