I might’ve gone a little overboard with the story, will be interesting to see where it goes!
Did this for a friend, trying to convince him to play the game. It sort of worked.
It starts here: http://mkv25.net/dfma/poi-27367-groundlevel
The First year of Tonguecrafted
Digging the Dining Room
We found the first ore-rich level and started to dig a dining room, we found many small pockets of gems along the way and enough tin ore to keep any metalsmith happy. Below this will be the food stores and, if we get lucky and find a cavern that we can use to irrigate the ground, the lower farms. We have not yet decided on the locations of the bedrooms or the workshops.
Digging the “Workshops”
I told the miners to “go wild” with the workshops, but I guess they rather took that to heart, as they obviously weren’t following any sort of plan, it’s not even properly symmetrical!
I almost told them to bulldoze it all and put in stud-walls, but maybe it can be re-purposed to confuse invaders or something. Our engravers were complaining they was bored, so I’ve set them to smoothing the walls in the outer hallway.
Our fisherdwarf said this morning that he could smell smoke on the breeze, and one of the dogs has disappeared. I hope it’s more traders, and not goblins.
They were migrants, bringing with them some lambs and young llamas. This will be good later for setting up a wool industry, if the ground here can handle it. We have started smoothing and installing furniture in the dining room and may soon need to expand the farms. There has been mutterings from the miners of digging down to find magma, but we’ve not even built bedrooms yet, it can wait.
I looked out this morning and several more migrants had arrived, following in the footsteps of the first. A milker, a tanner, a metal smith and a leather worker, behind them limped a small piglet and a yak calf.
They told me that originally their group had been much larger, but the roads are getting more dangerous and they have decided to stay. We should think about building a defensive wall on the surface. It’s late autumn now, and desert winters can be harsh.
The dogs have given birth to many puppies over the last season, with a heavy heart I ordered all of the males to be killed for meat, the new tanner will have work today. We don’t have enough room yet as it is, one male has been chosen to live, the biggest and strongest of our war dogs, hopefully the puppies he produces in the future will be female and strong.
We have both a male and female llama calf out in the pasture, both have been put up for adoption, hopefully they will find a loving owner who will protect them from accidental slaughter. They shall live outside and once they grow up, produce more baby llamas, and many wool blankets. The adoptive owner will recive a letter quarterly, it will go as follows.
This is $llama! You adopted me in $season, $year! I am doing well, I have had $digit babies this year and I am very happy, only $digitkilled of them were male!
I hope you continue to donate to my cause, yours lovingly, $llama!
Winter is nearly upon us, but a dwarven trade caravan has arrived. They heard of our predicament and bought replacement parts for our wagon, but that has long been torn up for wood. We will build them a new trade depot out of Bauxite, at the bottom of the entrance ramp. When it is done it will be the colour of blood, a memorial to the fallen puppies.
Despite the new workshop space only one level below, many workshops are still set up in the cavern, this will be fixed eventually but for now it is a fairly efficient way of doing things.
By the time we got the depot up, the merchants had left, they dropped in for a few mugs of wine but didn’t stay long enough to trade.
Their loss I suppose, we’re doing ok for ourselves, we did manage to request more wood for next time.
The winter was as I feared, snowstorms flew unabated, and the small pools we were using to fish have all dried up. The farm plot near the entrance way grew poorly, but it was only deep into the winter that I was informed we had no more barrels for alcohol, or, as it happened, alcohol itself.
I dreaded who I would have to send out to chop more wood, this was something we should have noticed much earlier, but as it was.
Just when we thought all hope was gone, a cry came from outside, the snow storm had eased and the pools had thawed, the water was cold and nasty, but it sated our thirst.
(Whoops, that what I get for leaving the game unpaused)
Spring has arrived! The rest of the winter was cold but uneventful, I may clear those workshops and build some better ones closer to the surface. I’m told that this sand is more solid than I originally thought and could withstand having rooms mined out of it.
On the door step this morning I found a huge group of dwarves, one of my friends, out original, handed me a note with this written on it:
Hunter, planter, Bower, Brewer, Trapper, Armorer, Stoneworker, Weaponsmith, Miner, Tanner, Hunter, Farmer, Stonecrafter, Glazer, Fish Disector, Trader (But I want to be a Fisherdwarf!), Animal Trainer, Diagnoser, Cheese Maker
After speaking to them and asking where they were travelling to, I was informed that they were coming here! Apparently we’re the big thing around the mountainhome, although we never got to trade, word got back and these are actual honest to god migrants.
Armok help us, we can barely feed ourselves as it is, without all these people hanging around. I’ve designated a whole kitchen and crafting area to be dug, we will have to designate more farms, they bought animals that will need pasture we don’t have… The diagnoser has been placed in charge of injuries, the hunter has been sent out hunting and some workshops for milking and such have been marked out on the surface. Those who requested it have been put down for active duty and will act as a military once we have a barracks and weapons sorted out.
We’re growing too fast. I’ve ordered farms to be placed where the finished goods stockpile was meant to be, I hope we can adapt before we starve.
It’s midspring in the year 552, and Tonguecrafted is 37 dwarves strong.
I suppose I’ll continue this somewhere else, unless nobody here has complaints. I started it and got carried away.
We have started building a wall around our fortress, and for good reason. The elves are here.
They say they merely wish to trade, but we have never done good business with elves. All our goods are shell and wood and I do not wish to trade rough gems. A gem-cutters shop has been set up in the crafting area, but if we do not get to trade with them in time, that’s no big loss.
They still stand in our depot and complain about the height of the ceiling. I told somebody to trade with them just to get them out of here, but nobody has yet.
Word gets back to me that we traded a single gem for several planks of wood, a panda and a wild Cogour. Why we would want that I don’t know. About the Panda, I know we will not have been able to keep it alive due to the lack of bamboo pastures on this map, so it has been designated to be killed, but even that is better than than to travel with the elves until it inevitably starves to death.
Separating the gems out into two separate stockpiles, for two separate workshops. We have an abundance of food and two designated cooks now. The bedrooms are coming along and the dining room is almost smooth.
Our armorer has gone nuts, some say he was possessed, some say he was mad, either way he starved himself to death. The awkward workshops shall be where we store our dead, I have told the engravers to deal with it.
Our best carpenter says he does not feel well. He simply sits in his workshop and draws, I hope he isn’t coming down with whatever took poor Litast.
It is named WeatheredFlushed the Blue Mortality, an armour stand with a recurring pattern on it. It is dedicated to the armourer Litast, and the fact that we must all face our mortality eventually.
Just when we think we have achieved stability, more migrants arrive. Lists are being written and jobs will be properly assigned from now on.
We shall need Two cooks, Five Farmers, Two Brewers, One Butcher, One Tanner, One Gem Cutter, One Gem Encruster, One Beekeeper, One Carpenter, Four Masons, However many engravers we have now, but no more, One milker and cheese maker and One Shearer and Spinner.
Other professions may be required too, but that’s just off the top of my head. The fortress will run smoothly for now.