the legend of stillmanors – part 7

Autumn, 251

And now for something completely different! Let’s make a desalination plant on the beach. I’m predicting that someone is going to be hospitalized soon… and a supply of fresh water is likely to be important.

Also, before I forget, I’m going to allow Championpully to play leatherworker in honor of the awesome sharkskin suit she made – even though it was under the influence of a possession and therefore resulted in zero skill points earned and we already have Vesseldips doing some slightly more skilled leatherworking. I figure it’s better to have coverage on the task at this point.

A section of the cavern has collapsed!
‘Factionfountains’, Miner cancels Store Item in Barrel: Unconscious.

Oops. I should have been a bit more careful there – had queued some squaring off of one of the seasonal ponds to make a surface farm. But It looks like I dropped a pile of dirt on Factionfountains in the process, bruising his arm. He’ll be fine once he shakes it off.
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4th of Limestone

‘Swordecho’, Hauler has grown attached to a steel crossbow!

Well, that’s kind of new. Well, he is our best archer, so that works out I guess?

The new still is online – and a special stockpile has been set up exclusively for empty barrels. I’m not sure what the point of this particular exercise is, but it’ll be interesting.

We’ve also started fencing off the lower beach area. With this much wood and this many carpenters, walls go up very quickly.
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We’ll use the wall as part of the desalination plant.

9th of Limestone

The liaison has arrived. Time to trade more wooden shinies for rocks – and probably drinks.

Stray hunting Dog (Tame) has given birth to puppies. (one male, one female)

Okay, the merchants have some rocks. We’ll take all 9. We will also claim 4 glass.

Their animal offerings this time are interesting. They brought the water buffalo bull that I’d requested and technically no longer need… but I think I’ll claim him anyway. He’s more than worth his price in raw materials. They also brought a female horse (bought), and a pair of reindeer (tempting but no).

Four barrels of booze, 2 warhammers, and another pick… 6 boxes of cloth, 2 boxes of leather…

All traded for the extortionate price of two boxes of food. Their merchant made a 2k* profit because I couldn’t tempt him with any of our fine shiny wooden products. Oh well.

… And who do I think I’m kidding? Second trade. Two reindeer. (This time, the guy didn’t demand anything outrageous).

14th of Limestone

An animal has grown to become a Stray Dog. Training task! War dog. I should probably assign these dogs to someone instead of just letting them all follow Swordecho around everywhere.

The large animal pasture is not sufficient to the task of sustaining 5 water buffalo, 2 horses, and 2 reindeer… We need to put the horses and reindeer somewhere else. Though, if I were smart, I would just start butchering the water buffalo – they’re not worth the land requirements… at 18×18 of pasture per adult animal, my current large animal pasture can only sustain two of them for very much longer. I think I will construct an 18x18x5 pasture south of the outer wall and move all of the water buffalo instead.

The reindeer are actually decent meat industry animals – but even the horses don’t eat nearly as much, so I hope this is sustainable.

Of course, the game won’t let me actually make a 90 tile long pasture. I’ll have to settle for a pair of 30×27’s instead.

20th of Limestone

‘Racediamonds’, Fisher cancels Store Item in Barrel: Interrupted by Crab.

A fisher who’s scared of a wee little crab? Feh. I guess the military has a job to do…

What in blazes? The crab is on top of the northern beach wall… and Beltedtrade is up there with it? I am so confused by this. Yeah. Army time.
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That was quick. Crab blood is blue.
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28th of Limestone

‘Crewhelms’, Ghostly Dwarven Child can be heard howling throughout the fortress!

Huh.

A howling spirit. The ceaseless noise is making sleep difficult. This spirit has not been properly memorialized or buried.

Maybe we should have dragged his corpse to the pile instead of waiting for a coffin after all. Well, I guess burial is kind of a thing that should happen now…

…And I just remembered that I’ve not started work on the desalination plant, and have not made any progress on the aquifer at all this month.

9th of Sandstone

‘Crewhelms’, Ghostly Dwarven Child has been found dead, dehydrated.
‘Eyemetal’, Fisher cancels Store Item in Stockpile: Horrified.

Well, at least they know where the howling came from now.

Finally meeting with the liaison. I am going to request sheep and pigs with medium urgency. In return, they are apparently desperate for meat, ammo, and goblets. Sure, why not?

18th of Sandstone

Some migrants have arrived – only seven this time – and all adults.

  • Wheelwrung, an animal dissector (yuck)
  • Riddledolls, another fisher
  • Severebolts, another hunter
  • Bridgesound, a tanner
  • Godsilver, a slightly less useless tanner (with lvl 1 cooking)
  • Shipwarmth, a blacksmith
  • Standardblock[ade]s, a beekeeper!

Well then. Wheelwrung can be a hauler for life. Riddledolls can be a fisher – though we’re producing way more fish than we can process at this point, so some division of labor is about to happen in that sector. The hunter can be a hauler for now, and the tanners are about to become tailors.

The smith will probably wind up actually working as a smith… eventually. Until then, I’ll give him engineer duty. And the beekeeper can be a beekeeper ๐Ÿ™‚

As far as what animals they brought… it’s hard to tell exactly. It looks like therapist is confused with the immigrants arriving so close to the merchants or something? Anyway – I think what we have are a young male horse, a young mule, and a pet male piglet. This is actually pretty good.

22nd of Sandstone

‘Glowtours’, Farmhand cancels Store Item in Stockpile: Taken by mood.
‘Glowtours’, Farmhand withdraws from society…
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Skeletons, huh? I can make a skeleton if I have to. We’ve already got a number of bones from some of the animals we’ve butchered…

‘Glowtours’, has begun a mysterious construction!

Well, that takes care of that.

Now to request some beehives from the carpenters. I should also build a weaver and a tailor… OOH! The first coffin is done. Of course, they don’t bury the ghost’s skeleton… whatever.

27th of Sandstone

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‘Glowtours’, Farmhand has created Cerolrurast, a goose bone chain!

This is a goose bone chain. All craftsdwarfship is of the highest quality. It is decorated with goose bone.

(2400 dwarfbucks)

‘Glowtours’ has become a Bone Carver. Also, that has got to be the lamest artifact ever.

Well, you know the drill. Or, more appropriately, you don’t. This is the first time we’ve actually gotten skill from a strange mood in this fortress (1/3, ugh). Legendary crafters get dedicated workshops set to autofire, and are retired from their previous profession if it doesn’t match their new one.

3rd of Timber

Construct green glass Coffin (4) has been completed.
‘Crewhelms’, Ghostly Dwarven Child has been put to rest.

11th of Timber

An animal has grown to become a Stray Gander. x4
An animal has grown to become a Stray Goose. x3

15th of Timber

Glowtours has been tasked with making some rudimentary bone armour for our militia, and has already made his first masterpiece – a mule bone helm.

And the desalination plant is… probably ready to fire up. We don’t have the well on top yet – as we don’t have any mechanisms yet.

No, false alarm. Apparently you can’t pump directly into a floodgate. And then when you remove it, the water goes everywhere. We’ll move the pump and try again shortly.

21st of Timber

Almost ready to fire up the desalination pump again, and Glowtours has crafted some masterpiece mule bone leggings ๐Ÿ™‚

Of course, importing a few barrels didn’t hurt supplies either…

Food production has really taken off – running the two breweries really made a difference. We’re up to 443 drinks and 697 prepared meals now, with 149 seeds and 73 unprepared plants on hand.

However, we also have 187 unprepared fish in serious need of filleting. With 6 dwarves on fishing duty and only 2 fisheries to do the processing, this doesn’t surprise me at all. I’m going to add a 3rd fishery – and switch fish acquisition duty off on three of them.

25th of Timber

And we have clean water! The desalination plant is working great. Now we just need a “hard” economic rock. Apparently blocks don’t cut it. I may have to buy a chunk of metal to make a proper well before we’re through the aquifer.
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27th of Timber

And the cistern is full. 30×7 fresh water… that we can’t really get to because wells are harder to make than archimedian pumps ๐Ÿ˜›Screen Shot 2014-09-25 at 9.18.48 AM

That diversion out of the way, I guess that means we need to get back to work on the aquifer dig, right? Right. After all, we need to acquire a ROCK in order to actually drink the water we just spent 2 months purifying.

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