Dwarf Fortress: Leromrigòth, 1059
Aug. 17th, 2009 09:09 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
1059: a new farm in an old cave, goblin ambushers, an attack by a mythic beast, and an aqueduct
Spring 1059
A new year, and new goals. The magma reservoir is full and the workshops are being assembled above it. The haulers are clearing the rubble away from what will soon become the storage areas, and dwarves are moving in to their new apartments.
Our next big project will be to divert the flow of the brook so we can have indoor plumbing. Ideally we want an artificial underground stream flowing under the dining hall on the residential level, with a well over it and perhaps an artificial waterfall for added aesthetic value. With proper irrigation, we could also start farming even in the rocky terrain of the mountain, and we'll need to do that fairly soon because we have less than a year of booze stockpiled. We have enough food to last almost two years, but a fortress without booze is not a happy fortress.
One problem is that there is a bottomless chasm between the brook and the fortress. We'll have to build an aqueduct over it to transport the water. Some sort of pumping system might be useful as well, though we may be able to get by without it with careful planning.
The elven caravan has arrived. That probably means some goblins waiting to ambush it--and us--as well. Time to re-activate the remaining marksdwarves, and recruit a few peasants to go with them. The squadron is not happy at this time, though. Likot, so melancholy that she could not even bring herself to eat or drink, has recently passed away.
Well, the elves reached the new trade depot without incident. All they had, though, was a bunch of lumber and cloth, plus a few berries. We gave them a whole bunch of goblin equipment in exchange for all of it, and they went away happy.
Lorbam the mechanic and Olon the marksdwarf have had another son, named Èrith Vabôkarzes.
Ah, finally! The dungeon master, Lady Logem Athelasmel, has arrived from the Mountainhomes. Now if only we had some fantastic creatures to tame... But first, we'll have to build her a high-quality office and quarters. She'll be wanting a nice tomb as well... just in case. She also brings with her a wave of immigrants:
• Ms. Likot Idenoltar, ranger
• Mrs. Zan Cogrifot, animal dissector and wife of Ast Koganegom
• Mr. Ast Koganegom, peasant and husband of Zan Cogrifot
• Mrs. Iden Oltarmilol, weaponsmith and wife of Likot Dumatlulâr
• Mr. Likot Dumatlulâr, peasant and husband of Iden Oltarmilol
• Mr. Zon Fikodistbar, woodcrafter
...and his pet mule Zasit Kolusen
• Mrs. Sibrek Kengcog, fish dissector and wife of Unib Rämèrith
• Mr. Unib Rämèrith, peasant and husband of Sibrek Kengcog
• Ms. Kib Mörullikot, cheesemaker
• Mr. Zulban Dodókrigòth, thresher
• Ms. Likot Koganlîlar, miller
• Ms. Tekkd Razotshorast, dyer
• Ms. Mörul Kolfôker, dyer
• Mr. Iden Monomkosak, lyemaker
...and his pet horse Vabôk Kibmåmgoz
• Mr. Kel Abannish, wood burner
• Mrs. Thîkut Gamilkol, mechanic and wife of Atír Ònulorrun
• Mr. Atír Ònulorrun, peasant and husband of Thîkut Gamilkol
• Ms. Meng Agnomal, pump operator
• Ms. Bomrek Unibiden, peasant
• Ms. Datan Ducimseng, peasant
• Mr. Solon Sigunmeng, carpenter
That brings us to a total of 90 dwarves living in our fortress. Such a change from our original seven!
Again, with no textile industry, we don't have much for dyers to do. However, as we're running low on booze, it's time to get our agriculture started again! We probably don't have time to set up an elaborate irrigation system, so our best bet is to go back to our old farm under the jungle. Our miners will dig a tunnel all the way from our new fortress back to the old site so that farmers can go back and forth in safety, and in the meantime farmers old and new will travel overland to the site and start up the old farm again.
We've got another strange mood going on, too. Mebzuth the armorer has been possessed, and is muttering about metal, cloth, bones, and wood. We don't have any wood stockpiled but the woodcutters can easily get some from the jungle.
Baby Èrith was kidnapped by a goblin snatcher. Why? Why??
Summer 1059
Mebzuth seems to have found some of what she's looking for--lots of iron and some wood.
The human caravan from Anthath Thad has returned... and so have the goblins! Six accursed ambushers jumped out at the caravan, and it looks like the humans have only one swordsman and one marksman to protect it. They struck down a few goblins, but the merchants have fled the area.
That fool! Mebzuth, apparently in search of materials for her strange construction, wandered right into the goblin ambush! She's dead. Now we will never know what incredible armor, or useless trinket, she could have made.
Olin was kidnapped as well. Lorbam the mechanic really needs to look after her children better.
Restoring the old farm is going well; the farmers are sowing cave wheat, pig tails, and sweet pods. For safety we've sealed off its entrance and are digging a tunnel linking it to the main fortress.
BY THE HAMMER OF ARNOK! A HYDRA HAS COME!
All civilians inside! Marksdwarves, gather your equipment! Woodcutters, ready your axes! Rendezvous at the river delta!
Oh, dear. It's attacking the human guild representative. Why is he even still here? Well, at least the beardless fool has the sense to run away. Looks like he's leading the hydra right towards our marksdwarves too.
It's killed Olon. The poor fool wasn't carrying any ammunition and just charged at the beast swinging his crossbow like a warhammer.
Success! The hydra is down. But the losses of Olon's life and Olin's left arm make our victory bittersweet. We'll set up a temporary butcher shop to carve up the hydra and see what we can do with its bones and leather.
While the battle raged overhead, farming continued well below ground. The linking tunnel is complete and the crops are growing nicely. We're considering putting in a skylight in the ceiling of part of the farm cave so that we can grow strawberries there as well, since they make delicious wine and we have a huge surplus of seeds.
Harvesting, on the other hand, is a different matter. So many dwarves are busy hauling other supplies around that the farm was rather short-handed, and much of the harvest wilted in the fields. However, we did manage to secure a plentiful supply of pig tail and cave wheat, which can be brewed into ale and beer. The upcoming booze crisis has been averted.
Autumn 1059
Besmar the marksdwarf has given birth to another girl, Èrith Udiloddom. Let's hope she takes good care of it. The farmers are focusing on one field at a time now so the harvest won't be quite so overwhelming next time.
The annual caravan from the Mountainhomes has arrived! This time, we're immediately sending our marksdwarves to its location as an escort in case of goblins. They're taking a remarkably circuitous route, presumably because of boulders making passage difficult for the wagons. When we have time we should send a stone detailing detail out to smooth some of them over and make a path.
The merchants have arrived safely, with no signs of a goblin ambush. Finally, for the first time in quite a while, we will be able to trade.
...well, as soon as Mayor Tun finishes hauling a millstone all the way across the map to install it in the old farm, anyway.
Meanwhile, Unib the miner has been taken by a fey mood! He's seized a mason's workshop and is hauling stones into it. What's he making?
A very well-made granite weapon rack, apparently.
Anyway, we we gave the usual pile of goblin junk to the merchants in exchange for lumber, barrels, dogs, booze, seeds, and a few spare anvils, and sent them on their way.
The skylight over one of the underground farm plots is now open. To our delight, we've discovered that sun berries WILL grow in the cooler climate of a well-light underground cave! Soon we'll be brewing delicious sunshine.
We've got migrants:
• Mr. Kivish Unibór, hunter
• Mr. Lorbam Tosidzuglar, another hunter
• Ms. Vucar Rathkol, marksdwarf
• Ms. Edëm Keskalodshith, siege engineer
• Ms. Tun Delerfarash, peasant
• Mr. Unib Tunróth, gem setter
• Ms. Lòr Thakfikod, herbalist
That appears to be all of them. We now have a population of 93!
We're putting in a second skylight for the farm so we can grow strawberries there as well. There was a minor setback when Likot inadvertently caused a cave in by digging in the wrong place, but no serious damage resulted.
With our fortress progressing steadily, we've sent some of the miners further down to begin exploratory mining. We're hoping for some large deposits of iron ore and flux stone, as well as precious metals and gems. There are rumors of adamantine somewhere in the depths, but they're probably just that--rumors.
Winter 1059
Tirist the marksdwarf has given birth to a baby girl, Edëm Nônubinod. Inod the woodworker has as well; her name is Sigun Ideklolor.
Our attempts to dig a second skylight, though nearing completion, have been interrupted by an unexpected goblin ambush! One mace, two spears, and three wrestlers. The marksdwarves are on their way. Likot the engraver was in the wrong place at the wrong time and was slightly injured, but he's running away at a goodly pace, with three goblin wrestlers in hot pursuit.
Damn! With the marksdwarf squadron away chasing the goblins, a second ambush has suddenly sprung up at the main gate itself! A few woodcutters are nearby; let's hope their axes will be strong enough. For Leromrigòth!
She's dead! Our dungeon master Logem Athelasmel is dead! They've killed the woodcutters Lokum, Unib, Inod, and Solon as well! And more goblins have just arrived at the gates! This is too much; all marksdwarves report back to the main gate immediately!
The marksdwarves have arrived; many dead goblins litter our front gate and the survivors have scattered to the far corners of our territory. The marksdwarves are chasing them down even now. In the meantime, the rest of us will bury our dead. We mourn especially the loss of our great dungeon master Logem, who will now never see her greatest desire: a platinum door for her bedroom. When we have enough platinum to make such a door, it shall grace the entrance of her tomb. Even worse, we now have no carpenters and only one woodcutter. Perhaps it is time for some of the peasants to learn to take up an axe.
We're getting better at some things, though. During the attack no less than four goblin snatchers attempted to kidnap our children, and thanks to the diligent efforts of our marksdwarves only one of them even got close. This so-called "master" thief was fool enough to jump out of hiding and bag Besmar and Vucar's son Domas within crossbow ranger of 10 skilled archers! Needless to say Domas was not in the bag for very long.
Work proceeds at a very slow pace. There's so much stuff to haul around. Keeping a second stockpile of food near the farm was a mistake; it should all be kept in one place for efficiency. In the meantime we've got disgusting clouds of miasma in the entrance hall from rotting chunks of dead goblin, because everyone's too busy to clean it up. Ugh. To mitigate the problem we've got EVERYBODY working on hauling everything to its proper place, even the miners and marksdwarves. The miners have finished digging out a huge larder next to the dining room, and we're in the process of moving all food inside (it's been sitting in a big pile on our front porch for far too long).
In happier, news, the aqueduct is complete. A tunnel from the river to the chasm, a covered rock bridge over the chasm, a tunnel continuing to just above the dining room, an artificial waterfall through the dining room, and a tunnel from just under the dining room back to the chasm for drainage, with of course a well in the middle of the dining room for getting water from below. At this point all we have to do to activate it is pull the lever that opens the floodgates at the river.
The mechanic has pulled the lever...
Water flows in just as expected. A little slowly, but it works. We'll close the floodgates again for now until we get the dining room a little more prepared. Tosid had the great idea of forging three aluminum statues of triumphant marksdwarves to be installed under the waterfall; it should look very majestic!
Spring 1059
A new year, and new goals. The magma reservoir is full and the workshops are being assembled above it. The haulers are clearing the rubble away from what will soon become the storage areas, and dwarves are moving in to their new apartments.
Our next big project will be to divert the flow of the brook so we can have indoor plumbing. Ideally we want an artificial underground stream flowing under the dining hall on the residential level, with a well over it and perhaps an artificial waterfall for added aesthetic value. With proper irrigation, we could also start farming even in the rocky terrain of the mountain, and we'll need to do that fairly soon because we have less than a year of booze stockpiled. We have enough food to last almost two years, but a fortress without booze is not a happy fortress.
One problem is that there is a bottomless chasm between the brook and the fortress. We'll have to build an aqueduct over it to transport the water. Some sort of pumping system might be useful as well, though we may be able to get by without it with careful planning.
The elven caravan has arrived. That probably means some goblins waiting to ambush it--and us--as well. Time to re-activate the remaining marksdwarves, and recruit a few peasants to go with them. The squadron is not happy at this time, though. Likot, so melancholy that she could not even bring herself to eat or drink, has recently passed away.
Well, the elves reached the new trade depot without incident. All they had, though, was a bunch of lumber and cloth, plus a few berries. We gave them a whole bunch of goblin equipment in exchange for all of it, and they went away happy.
Lorbam the mechanic and Olon the marksdwarf have had another son, named Èrith Vabôkarzes.
Ah, finally! The dungeon master, Lady Logem Athelasmel, has arrived from the Mountainhomes. Now if only we had some fantastic creatures to tame... But first, we'll have to build her a high-quality office and quarters. She'll be wanting a nice tomb as well... just in case. She also brings with her a wave of immigrants:
• Ms. Likot Idenoltar, ranger
• Mrs. Zan Cogrifot, animal dissector and wife of Ast Koganegom
• Mr. Ast Koganegom, peasant and husband of Zan Cogrifot
• Mrs. Iden Oltarmilol, weaponsmith and wife of Likot Dumatlulâr
• Mr. Likot Dumatlulâr, peasant and husband of Iden Oltarmilol
• Mr. Zon Fikodistbar, woodcrafter
...and his pet mule Zasit Kolusen
• Mrs. Sibrek Kengcog, fish dissector and wife of Unib Rämèrith
• Mr. Unib Rämèrith, peasant and husband of Sibrek Kengcog
• Ms. Kib Mörullikot, cheesemaker
• Mr. Zulban Dodókrigòth, thresher
• Ms. Likot Koganlîlar, miller
• Ms. Tekkd Razotshorast, dyer
• Ms. Mörul Kolfôker, dyer
• Mr. Iden Monomkosak, lyemaker
...and his pet horse Vabôk Kibmåmgoz
• Mr. Kel Abannish, wood burner
• Mrs. Thîkut Gamilkol, mechanic and wife of Atír Ònulorrun
• Mr. Atír Ònulorrun, peasant and husband of Thîkut Gamilkol
• Ms. Meng Agnomal, pump operator
• Ms. Bomrek Unibiden, peasant
• Ms. Datan Ducimseng, peasant
• Mr. Solon Sigunmeng, carpenter
That brings us to a total of 90 dwarves living in our fortress. Such a change from our original seven!
Again, with no textile industry, we don't have much for dyers to do. However, as we're running low on booze, it's time to get our agriculture started again! We probably don't have time to set up an elaborate irrigation system, so our best bet is to go back to our old farm under the jungle. Our miners will dig a tunnel all the way from our new fortress back to the old site so that farmers can go back and forth in safety, and in the meantime farmers old and new will travel overland to the site and start up the old farm again.
We've got another strange mood going on, too. Mebzuth the armorer has been possessed, and is muttering about metal, cloth, bones, and wood. We don't have any wood stockpiled but the woodcutters can easily get some from the jungle.
Baby Èrith was kidnapped by a goblin snatcher. Why? Why??
Summer 1059
Mebzuth seems to have found some of what she's looking for--lots of iron and some wood.
The human caravan from Anthath Thad has returned... and so have the goblins! Six accursed ambushers jumped out at the caravan, and it looks like the humans have only one swordsman and one marksman to protect it. They struck down a few goblins, but the merchants have fled the area.
That fool! Mebzuth, apparently in search of materials for her strange construction, wandered right into the goblin ambush! She's dead. Now we will never know what incredible armor, or useless trinket, she could have made.
Olin was kidnapped as well. Lorbam the mechanic really needs to look after her children better.
Restoring the old farm is going well; the farmers are sowing cave wheat, pig tails, and sweet pods. For safety we've sealed off its entrance and are digging a tunnel linking it to the main fortress.
BY THE HAMMER OF ARNOK! A HYDRA HAS COME!
All civilians inside! Marksdwarves, gather your equipment! Woodcutters, ready your axes! Rendezvous at the river delta!
Oh, dear. It's attacking the human guild representative. Why is he even still here? Well, at least the beardless fool has the sense to run away. Looks like he's leading the hydra right towards our marksdwarves too.
It's killed Olon. The poor fool wasn't carrying any ammunition and just charged at the beast swinging his crossbow like a warhammer.
Success! The hydra is down. But the losses of Olon's life and Olin's left arm make our victory bittersweet. We'll set up a temporary butcher shop to carve up the hydra and see what we can do with its bones and leather.
While the battle raged overhead, farming continued well below ground. The linking tunnel is complete and the crops are growing nicely. We're considering putting in a skylight in the ceiling of part of the farm cave so that we can grow strawberries there as well, since they make delicious wine and we have a huge surplus of seeds.
Harvesting, on the other hand, is a different matter. So many dwarves are busy hauling other supplies around that the farm was rather short-handed, and much of the harvest wilted in the fields. However, we did manage to secure a plentiful supply of pig tail and cave wheat, which can be brewed into ale and beer. The upcoming booze crisis has been averted.
Autumn 1059
Besmar the marksdwarf has given birth to another girl, Èrith Udiloddom. Let's hope she takes good care of it. The farmers are focusing on one field at a time now so the harvest won't be quite so overwhelming next time.
The annual caravan from the Mountainhomes has arrived! This time, we're immediately sending our marksdwarves to its location as an escort in case of goblins. They're taking a remarkably circuitous route, presumably because of boulders making passage difficult for the wagons. When we have time we should send a stone detailing detail out to smooth some of them over and make a path.
The merchants have arrived safely, with no signs of a goblin ambush. Finally, for the first time in quite a while, we will be able to trade.
...well, as soon as Mayor Tun finishes hauling a millstone all the way across the map to install it in the old farm, anyway.
Meanwhile, Unib the miner has been taken by a fey mood! He's seized a mason's workshop and is hauling stones into it. What's he making?
A very well-made granite weapon rack, apparently.
Anyway, we we gave the usual pile of goblin junk to the merchants in exchange for lumber, barrels, dogs, booze, seeds, and a few spare anvils, and sent them on their way.
The skylight over one of the underground farm plots is now open. To our delight, we've discovered that sun berries WILL grow in the cooler climate of a well-light underground cave! Soon we'll be brewing delicious sunshine.
We've got migrants:
• Mr. Kivish Unibór, hunter
• Mr. Lorbam Tosidzuglar, another hunter
• Ms. Vucar Rathkol, marksdwarf
• Ms. Edëm Keskalodshith, siege engineer
• Ms. Tun Delerfarash, peasant
• Mr. Unib Tunróth, gem setter
• Ms. Lòr Thakfikod, herbalist
That appears to be all of them. We now have a population of 93!
We're putting in a second skylight for the farm so we can grow strawberries there as well. There was a minor setback when Likot inadvertently caused a cave in by digging in the wrong place, but no serious damage resulted.
With our fortress progressing steadily, we've sent some of the miners further down to begin exploratory mining. We're hoping for some large deposits of iron ore and flux stone, as well as precious metals and gems. There are rumors of adamantine somewhere in the depths, but they're probably just that--rumors.
Winter 1059
Tirist the marksdwarf has given birth to a baby girl, Edëm Nônubinod. Inod the woodworker has as well; her name is Sigun Ideklolor.
Our attempts to dig a second skylight, though nearing completion, have been interrupted by an unexpected goblin ambush! One mace, two spears, and three wrestlers. The marksdwarves are on their way. Likot the engraver was in the wrong place at the wrong time and was slightly injured, but he's running away at a goodly pace, with three goblin wrestlers in hot pursuit.
Damn! With the marksdwarf squadron away chasing the goblins, a second ambush has suddenly sprung up at the main gate itself! A few woodcutters are nearby; let's hope their axes will be strong enough. For Leromrigòth!
She's dead! Our dungeon master Logem Athelasmel is dead! They've killed the woodcutters Lokum, Unib, Inod, and Solon as well! And more goblins have just arrived at the gates! This is too much; all marksdwarves report back to the main gate immediately!
The marksdwarves have arrived; many dead goblins litter our front gate and the survivors have scattered to the far corners of our territory. The marksdwarves are chasing them down even now. In the meantime, the rest of us will bury our dead. We mourn especially the loss of our great dungeon master Logem, who will now never see her greatest desire: a platinum door for her bedroom. When we have enough platinum to make such a door, it shall grace the entrance of her tomb. Even worse, we now have no carpenters and only one woodcutter. Perhaps it is time for some of the peasants to learn to take up an axe.
We're getting better at some things, though. During the attack no less than four goblin snatchers attempted to kidnap our children, and thanks to the diligent efforts of our marksdwarves only one of them even got close. This so-called "master" thief was fool enough to jump out of hiding and bag Besmar and Vucar's son Domas within crossbow ranger of 10 skilled archers! Needless to say Domas was not in the bag for very long.
Work proceeds at a very slow pace. There's so much stuff to haul around. Keeping a second stockpile of food near the farm was a mistake; it should all be kept in one place for efficiency. In the meantime we've got disgusting clouds of miasma in the entrance hall from rotting chunks of dead goblin, because everyone's too busy to clean it up. Ugh. To mitigate the problem we've got EVERYBODY working on hauling everything to its proper place, even the miners and marksdwarves. The miners have finished digging out a huge larder next to the dining room, and we're in the process of moving all food inside (it's been sitting in a big pile on our front porch for far too long).
In happier, news, the aqueduct is complete. A tunnel from the river to the chasm, a covered rock bridge over the chasm, a tunnel continuing to just above the dining room, an artificial waterfall through the dining room, and a tunnel from just under the dining room back to the chasm for drainage, with of course a well in the middle of the dining room for getting water from below. At this point all we have to do to activate it is pull the lever that opens the floodgates at the river.
The mechanic has pulled the lever...
Water flows in just as expected. A little slowly, but it works. We'll close the floodgates again for now until we get the dining room a little more prepared. Tosid had the great idea of forging three aluminum statues of triumphant marksdwarves to be installed under the waterfall; it should look very majestic!