Autumn, 252
So while last season took a ridiculously long amount of time and was played across 3 different builds of the game, we still made excellent progress. Workers were “better” organized, an above-ground farm was started in earnest, a good bit of mining happened, and mysterious trails of vomit appeared throughout the fort.
Our current top priorities are textiles production and housing improvements. I’ve queued up some of our pig tail stockpile for processing and will have to schedule 2 more batches to finish it all. By then, maybe we’ll be looking at some rope reeds to augment things. I don’t plan on getting into dyes any time soon – we can always expand out to that later.
I’ve also requested that all of the rocks salt apartment floor walls be smoothed to match those we constructed after digging out the initial iron strike.
1st of Limestone
An animal has grown to become a Stray Mule.
Whelp, time to process him I guess.
3rd of Limestone
‘Gulfmine’, mayor cancels Store Item in Stockpile: Taken by mood.
‘Gulfmine’, mayor is taken by a fey mood!
Continue reading the legend of stillmanors – part 11