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Lilac Glitter Posh
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Felsite 1: Apparently we've been going through food far too quickly; we're nearly out of reserves. I've got a farm built in the clay above the main hall, but plants take time to grow. I've asked the butcher to slaughter the two mares that pulled our wagon here. It's unfortunate to have to kill the horses, but we need the meat more than we need the companionship. We've lost two of the cats we brought with us to local wildlife, and the slaughtered mares attracted swarms of horrible blood gnats. The disgusting bugs get into every room and crawl all over every living thing they can find! I wish I had a clean area to go sit in, but there's no office or bedrooms set up. I'll need to fix that.
Hematite 1: It was a productive spring! As we move into summer it's a good idea to take stock on what we've got. I've managed to get the refuse area mined out, as well as some working area for the craftsdwarves, masons, and the like. The forging wing is going smoothly as well, though there's a lot left to do over there.
Malachite 9: After getting a floodgate rigged to a mechanism upstairs, we've managed to flood the lower reservoir with magma, for powering forges. The noble Tosid Dodoklelum broke through the obsidian casing of the magma pipe, and managed to run away fast enough to avoid too much searing! Truly a dwarf of the mountainhomes.
Malachite 15: Four dwarves showed up on the edges of our land today, migrants from the mountainhomes. A brewer, a spinner, a pottery glazer, and a weaver. We don't have much call for any of those skills, so I've assigned them all various other duties. The weaver may be useful for making phantom spider silk thread though; their webs are all over the trees outside.
Galena 24th: I have no business being leader. We've been so focused on getting the magma forges and smelters running that I've completely forgotten to tend to our drink stockpile. We've run bone dry, and have been lowered to drinking water from pools and the river. I could order a well dug, but instead I've ordered an emergency still set up. We're going to get this resolved.
Limestone 1: Officially autumn now. The still is working on new booze, and everyone's tempers are getting a bit short. Still, autumn should bring that promised caravan from the mountainhomes, and they should have some food and drink to replenish our stocks.
Timber 1: The drink issue has been resolved by our brewer, though he's continuing to make more for stockpiling. THe wine from the plump helmets grown here has a unique character, but I'm hoping some elves or humans bring up some river spirits in the coming years. It's been a while since I've had a proper drink. Still no caravan, but we did get another batch of migrants today, ten all told. Mostly miscellaneous skills, though our first warrior arrived, a swordsdwarf with experience forging. I've created an official military, though there's no barracks and nowhere for him to train.
Timber 25: At the very end of autumn, the caravan from the mountainhomes has finally arrived. Over the past two months, the forges have been operational, and the smiths have been producing fine gold jewelry and goblets, which granted me pretty much my pick of wares I wanted from the eager traders. I purchased a tremendous amount of varied meats, some drink, cloth, hospital supplies, and various other things, including quite a bit of metal armor for any future military. We should be well-stocked for the time being. Another notable incident is the appearance of kobolds. One was spotted nosing around our trade depot, by one of the merchant guards. He was chased off for some distance, though they can move surprisingly fast on their short legs. The idiot came back again, but was driven away after another lengthy chase. We may need to invest in some crossbows.
[Pictured: The farm just above the main hall]
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