We ponder selling the captured thieves to the humans, but they don’t offer very much for them, so instead we start on a dungeon. We buy some instruments for our temple (though we do not yet have a musician), more leather, cloth (expensive!), and some of their curious alcohol. They are willing enough to take our discarded clothes in exchange (in addition to our bone and stone trinkets), and we send some gems along as a gift.
This is new for us! We do kind of need the forge to finish armoring our expanded squad, though.
He keeps muttering “Erithsatneng Otensombith…”
He is done!
Sadly, whatever it was that possessed him has left entirely, as he seems no more skilled at weaponsmithing than before.
More migrants! Eight more, including a legendary fisherdwarf (and fishery worker), for whatever that’s worth, and a miner/weaponsmith.
A tour of the fortress. Beginning at the surface, unchanged since the last update:
The first level:
Our training squad has grown to ten, and we’ve expanded the barracks and are in the process of filling out the armor stands and weapon racks. [I noticed the armor stand getting some use! That’s new since I last played.]
The top-right is the training area with the captured bluejay (no progress there) and a giant cave swallow. At the bottom, we’ve cordoned off the indoor dump from the wood stockpile and farm plot.
The second level, north:
Not much new, just expanded stockpiles.
The second level, south:
The tombs have expanded, sadly, but so have the bedrooms. The housing block continues to the south, but we have not yet produced all the doors and beds we need. We are crowded!
The third level, north:
The workshops. We’ve added a second mason’s shop and smelter to keep up wtih demand.
The third level, south:
The temple is immensely popular. We’ve expanded it and are adding some engravings.
The fourth level:
We are currently up-to-date with the memorial room (i.e. no ghosts). Next to it, we’ve designated the area for the dungeon (it will not be smoothed).
Bonus–the entryway to the caverns:
The cage traps have already netted us a gorlak and troll (on the surface), and a giant cave swallow (in training).
And another migrant has come, as well:
She is completely naked and carrying nothing, and has only dabbling skills in the martial arts. We shall see what she discovers here…
I’m going to be traveling for a week, so here are some issues to vote on.
- Charge! She is no match for our training axes.
- Recall our dwarves underground–our traps will handle her.
0 voters
- Display it in the temple, to beseech the gods for help.
- Display it in the barracks, to motivate our defenders.
- Assign it to the best member of our military. (I’ll need to figure this out.)
- Make it a symbol of our government. (Our leader will carry it.)
0 voters
- A library, to make our hold known for more than disaster.
- An inn, to attract visitors and rumors.
- An underground agriculture–a real farm, tree farm, and pasture in the caverns.
0 voters