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Editing User:Squirrelloid/Avalrigoth

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==Year 202==
 
==Year 202==
Spring brought migrants, elves, and rhesus macaques.  Oh joy.
 
 
The elves brought little of interest, but i traded for some berries - the brewer says he can make something tasty from them.  Bah.
 
 
Rhesus macaques were handily dispatched by the military upon dropping their picks, which provided meat and leather.  Mmmm... monkey.
 
 
And 18 hungry mouths to feed arrived on my doorstep.  I counted them as they went in.  The armorsmith is quite welcome, as is a second planter and a miner.  But a soap maker?  *Two* bowyers?  A Woodcrafter?  I tell my initial military escort they can drop their picks, and look over the newcomers.
 
 
Full list:
 
2x bowyer (one is making bone arrows -> bonecrafter, one is becoming my mechanic)<br>
 
1x miner<br>
 
1x stonecrafter (handed him a pick)<br>
 
1x woodcrafter (handed him a pick)<br>
 
1x glassmaker<br>
 
1x leatherworker<br>
 
1x craftsdwarf (weaver*/glassmaker*/woodcrafter)<br>
 
1x armorsmith<br>
 
1x farmer (tanner*/miller/herbalist)<br>
 
1x thresher (hi, you're the new carpenter)<br>
 
1x butcher <br>
 
1x grower (dabbled in gem setting)<br>
 
1x soap maker (dabbled in clothier) <br>
 
1x hunter (drafted as wrestler)<br>
 
3x peasants (all drafted)<br>
 
 
<nowiki>*: skill i care about</nowiki>
 
 
My military escort is ordered to do some stone detailing - it'll keep them busy and make them stronger.  They're still grumbling, but they accept that until the draftees train themselves up to something resembling respectable they won't get any good sparring practice in.
 
 
I order my new miners to start some exploratory digging.  We're going to need a lot of tin and copper for what i have planned, and i pray to Armok that this land has tin... somewhere.
 
 
Summer brings the humies, who at least carry good metal with them.  Their diplomat is as stupid as our liason though, announcing his presence from the same location next to the chasm.  I swear the moment someone becomes involved in politics they lose their brains - wonder what that means for me?
 
 
In midsummer we discover goblins sneaking about our fortress.  The military is quickly mobilized and the goblins are dealt with.  Ah, our first iron shipment.  I start planning a method for harnessing the power of the magma for some forging and smelting.
 
 
The mechanic and mason are working full-out to eliminate all this waste rock in our storage and work areas, and I hope they finish soon, i keep tripping over the stuff.  Also, need to see about more wood for the carpenter - apparently our need for bins is ravenous...
 
 
[[Image:SquDwarfHeavenGCSCaged.PNG]]
 
 
The brewer just outran a giant spider today.  Tried to figure out what the problem was and discovered there was a monarch butterfly corpse in a spider web... When i say collect refuse from outside I mean the rotting goblin parts scattered about our courtyard, you morons!  Even more fortunately, however, was the GCS ran itself into our cage traps.  Ok, I suppose I can forgive the brewer this time.  And now the liasons might not kill themselves getting to the fortress.  But no more foolishness running all over the map to dump rotting vermin in the moat!
 
 
And for the height of strangeness, the mason named the gremlin later the same day.  Ezum Stakudumar "machinesmoothed".  The name doesn't even make any sense.  I think he's going a little funny in the head...maybe i should have him make something other than endless blocks of stone...
 
 
[[Image:SquDwarfHeavenSealed.PNG]]
 
 
And the mason designed a true architectural wonder - a real seal against everything but caravans and the occasional lucky gobbos.  Never thought of using drawbridges for anything when there weren't no need of a bridge.  He may be touched in the head, but he comes through when he needs to.  Now I can keep those lollygagging slackers working near the fortress rather than taking a pleasure stroll to 'dump some dead vermin' - yeah, your poor excuses aren't going to work with me buckos.
 

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