Tuesday, February 22, 2011

Year 4

I have decided that this fortress needs an entrance. One that is both grand and defensive. I have set the dwarves to start digging it, so that it may be completed before my reign is through.

 

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Before the spring thaw, it was decided to increase the size of the army. Sadly, A dwarf named “Cilob Timnarobok” decided that it was a good time to stand on a lake. He sadly fell in and drowned, while holding a silver battle axe. The Captain of the Guard was grief stricken, blinking on and off, trying but failing due to dangerous terrain over and over to get this axe. He was forbidden to retrieve any of Cilob’s belonging. The Captain is having a memorial service this week for the fallen axe.

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Nomal Akmamkubuk the Hunter felled a black bear this week. The eating will be good.

I have decided that this place is too… blocky. It will be smoothed, in the name of Armok.

 

Vabok Ilonuzol the Blacksmith has been taken by a mood, and has claimed a Metal smith. I will do my best to provide him what he need, but understand that sometimes stone walls are the only option.

Without going insane, he has create a…… BRONZE CABINET

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Thanks to the many ambushes, we have lost our entire army. Twice. There are now 4 goblins, who sit outside chasing the cats, and slaying all of the brave souls who are sent in after them. Hopefully they will be cleared before the next merchants come.

 

On the bright side, a blacksmith has started a mysterious construction in the metal shop. Which got us a bronze short sword:

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It turns out that the goblins have left, which is good. For the human merchants that have arrived anyways.

 

Wait, no, there's a siege now.

We have locked the enemies outside, letting the siege pass at least until our front door is ready for them. Sadly, the human merchants who made it inside at the last moment were unwilling to eat our dwarven food, and went insane. The donkey was especially bad off, becoming very agitated and attack the nearby humans. Luckily, an axe human still had enough wits to kill the donkey.

A visitor came today. Seemed very… steamy.

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Another fey mood, another metal item, made for our hunter who killed the bear (it’s funny how the bear get’s more grizzly with every story) and two of the forgotten beasts we have seen.image

There have been rumors of some type of earthworm that has been heard rumbling, and seen through the well in the bottommost level. My assumption that some type of hallucinations are being caused by the… water *shudder* they have been drinking.image

Migrants have arrived. They will be great additions to the army of builders for the new hall.

The Goblins ambushed us. Luckily, the Kobolds did so at the exact same time and place. They… don’t like each other.

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And thus a very constructive year comes to an end. The main hall, which most of the dwarves were diverted to, is finished, aside from hooking a couple of things up, and a lever that is being pulled as we speak.

 

First thing that was finished is the The bridge of crossing, which will make our foes cross this long, winding bridge before they will ever reach the inner depths of our fortress

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If still needs some mild smoothing, and a finishined 3 wide retractable grate bridge, but other wise it is there. The mechanics have been ordered to connect the grates to a lever in the lever room, however due to his short memory (I believe the alcohol is having an adverse effect on the population), he has not yet been told to connect the leftmost grate.

Above the bridge, is the mandatory trap:

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These bridges are right over the tiny little bridge below. When they are opened, the water will rush out, pushing any on the bridge 6z pit.

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This is the pinnacle of dwarven technology. A water reactor, which produces more energy then it takes to run it! As you can see, the reactor is then connected to a row of pumps, to help speed up the fill of the flood cistern. I assume that grates would be nice to add, but I never got around to adding them. Luckily, winter ice makes it so that you can drain the access area at will. The levers above control the reactor and pumps. They are labeled for the convenience of the next mayor/despot.

 

The next is the entrance seal:

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This is a suspended block that will be able to seal off the fortress in times of great peril. Due to a mistake in dwarven construction, or entrance is mildly too open at the moment, so this will do nothing. Luckily, this is currently being fixed by a dwarf sent to pull a lever for the following two blocks:

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Which will seal off the dwarf made entrances that shouldn’t have been there.

 

We do have a haunting from a ghost currently, due to the many deaths of 4 squads or so of dwarves, that we did not have the coffin capacity for:

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Luckily, the only requirement is that they are put to rest. The mason’s are supposedly right on that.

 

There is currently an ambush outside, we just kind’ve ignore them with a tightened door:

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We also closed the downstairs well, due to rumors that it was haunted by Vesh, and also my dwarven ideals when it comes to water:

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With that, I go to find a room to stay in. Hopefully far away from any crazy Despot’s who come in the future.

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