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Difference between revisions of "User:Sev"
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A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall. | A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall. | ||
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+ | Also, haven't been catching turtles lately. | ||
'''Year Seven''' | '''Year Seven''' |
Revision as of 20:12, 25 August 2008
Sev has been quite content lately. She ate a good meal lately. She spoke with her daughter recently. She has been satisfied at work lately. She was caught in the rain recently.
She is a dubious worshipper of the Burning Man.
She is a citizen of Seattle. She is a member of the Feminist Third Wave.
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color. When possible she prefers to consume Organic coffee.
She lives life at a leisurely pace. She finds helping others very rewarding. She appreciates art and natural beauty. She often feels discouraged. She tends to avoid crowds. She is put off by authority and tradition. She is occasionally given to procrastination.
Fort Journal
Year Eight
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival. Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device. Usually for siltstone, the exact kind of stone that predominates nearby. I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite. Whatever shall we do with it?
For the last two years, we've bought every single thing the dwarven caravan brought. The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼. 564 toys. 337 musical instruments.
Perhaps we'll declare a festival year, and do nothing for awhile. Then everyone can whine about there not being enough work, instead of just the soap makers and such.
The latest load of immigrants arrived just before the king's road was finished. Now between them and all the stinking kids, we're well over the population cap. I wonder if that'll keep the king from arriving?
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.
Probably unrelated: my Places of Drinking have become very hard to get into and out of. Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals. Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room. Or re-designate it outside.
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher. There was a bit of fiddling to get the wall to go up the slope without a gap. Also have caged the excess cows and horses. We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber. I'm going to futz around some more. Channel here, channel there...I'm looking for a real live river experience. Only underground. With floodgates everywhere, because all that water makes me nervous. Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber. Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level. There's a floodgate in that passage which has been kept open. Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress. There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber. The top of that passage is open to the muddy chamber via a channel. Which, if it's going to flood, is how that'll happen. This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber. The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart. If that room floods, it should be slowly enough to get to the lever, assuming I notice it. Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else, I can forbid the door.
I haven't had puppies born in awhile. Really quite awhile. Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them. Fifty war dogs is nice. They take down kobold thieves nearly faster than I notice them. On the downside, I'm not clear why they're not breeding.
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.
Also, haven't been catching turtles lately.
Year Seven
My burgeoning metropolis has been made a Duchy. The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved. She's collecting amulets of marble, horse leather, and turtle shell.
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.
My twenty-dwarf-strong military continues to train. We've produced a couple of Elite Wrestlers and an Axe Lord.
I've begun culling the stocks of worn-out clothes.
The exploratory mining is turning my peasants into Miners. I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before. The mining is mine shafts, broken up by rows and diagonals.
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room. Her next-door neighbor, a stonecrafter, is collecting brass goblets. He's had to compete with the Hammerer for them; she has collected eighteen so far. She's got a lot more places to put them. The tax collector, as advertised, is collecting Microcline items. His rooms are a sea of teal and white.
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand. no sand means no clear glass vials, which means no alchemist's lab, which means no soap. Strangely, I can't seem to turn this lye I made into potash; the response is "needs lye-bearing item" and apparently three buckets full of lye in the stockpile aren't lye-bearing. Which is weird. And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.
Year Six
Baron both arrived, along with the hammerer and the tax collector. They've joined the Dungeon Master who showed up at the end of last year. The Baron was immediately promoted to Count.
All but one of the injured military dwarves have recovered. The one remaining won't ever get out of bed; he's got a red spinal injury.
Still have a surplus of food and a shortage of barrels. This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126. Concerned about deforestation.
Got a visit from a titan. Taking him down cost: three war dogs, two wrestlers, and two recruits. Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner. Oh, well.
Built four shops, right off the lavishly engraved meeting area. Exploratory mining is continuing apace. Somehow managed to stockpile 900 draughts of strawberry wine, yikes! Am leaving fields mostly-fallow until we get supplies a little more under control. Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels. While they're at it, they're keeping the entire fort ecstatic with the legendary meals. Wow.
Also, 150 animals, mostly horses and dogs. Am trying to slaughter them just a little more slowly than they grow.
I widened the little aqueduct that feeds the well and turned it into two large chambers. The left-hand one has the well and the incoming water from the river. I walled off the right-hand one and now it's full of nothing but mud. I'm hoping for spontaneous generation of tower-caps.
Year Five
My mechanic got stuck in an unused mining shaft. Nobody noticed until she began to rot. Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled. Poor Udil.
Four military dwarves were injured sparring. One of them has a spinal injury. The other three just have broken limbs.
I have a serious surplus of prepared meals.
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them. Better, they could even put on the two artifact-level pieces of armor in the storeroom...
I seem to have an awful lot of leather armor. I have to doubt that the migrants brought that much with them. I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?
Year Four
Flagdaubs is in its fourth year.
We got a handful of immigrants this fall. They had few useful skills and I drafted half of them. We now have a population of 65 and the military is 10 strong.
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall. Perhaps they were too few. Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room. While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit. Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing. I'm having trouble making enough tasks to keep everyone busy anyway. Next, will rebuild the two main staircases to have sunlight going through them. Have noted that one of the main staircases goes through the kitchen. This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.
Wow, we go through charcoal fast. Have stopped using metal or stone for anything noncritical. I've bought all the barrels, wood, and charcoal from the caravan every time it comes. Still not enough.
Rakust, the mayor, has given up her "Village Manager" and "Village Broker" tasks to 'Bom-Lokum' the farmer. We're confident he'll eventually pick up the skills to excel at this. I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.