I decided to get a nice obsidian floor in the area just out of the door, and two nice statues guarding the entrance. That's the most artistic and grandeur i can get for now, but it's better than nothing.
Our farm, in the meantime, is growing nice and steady, i see no risk of getting low on food this year. Whew. (not that i was ever worried about it, with the huge amount of dogs wandering around the fortress... yummy.)
I realized that there's a bit too much work to do for 13 dwarves, so i'll try and keep the job schedule to a minimum, to try and waste the least amount of workforce.
I really hope that an immigrant wave comes about in short time, or i'll probably start growing additional arms to suffice.
I also had an incredibly cunning idea for a "last resort" kind of defence, just in case we get annoyed by anything bigger than a kobold. The details are currently top secret, but it involves a pond in the upper level. And floodgates. And collateral damage, probably.
Stay tuned.
Speaking of defences, i decided that once my fellow workers sort out the huge stuff moving that seems to have to be done, i'll see to the creation of a trap encirclement around our main entrance, mainly stone falls and cagetraps.
It'll be funny to see small animals, cobolds, and other stuff getting smashed right at our doorsteps. Hah.
8th slate, 102
This will be the day we take back our honor, for we have finally freed our comrade's corpse from it's wet prison.
WE shall get him buried with all ceremonies, i will have him buried just outside the bridge, so that his body will continue to be a metaphorical "foundation" of our fort, just as he had been while he was still alive. No dwarf will be able to enter his home in these mountains, without first having to step in front of our beloved Zas.
[http://img8.imageshack.us/my.php?image=capture19022009205002mc3.jpg]
The general feeling of sadness for remembering our mate's disappearance, was so dense, that the guys spontaneously threw a party.
Whatever floats your boat, dude.
[http://img11.imageshack.us/my.php?image=capture19022009205724pe1.jpg]
11th slate, 102
Well well, i guess that we got our share of luck this time. Soon after we dug out and dried the damn pond of doom, we found just Zas' stuff, not the body. I guess he has been dragged about by some petty creature. I'll get a statue erected just outside the bridge anyway.
On the other hand, MIGRANTS! LOTS OF THEM!
[http://img11.imageshack.us/my.php?image=capture19022009205959qg7.jpg]
A (hear hear) potash maker, an untrained and uninteresting peasant, a child (Curses.), another child (WHO NEEDS CHILDREN forchrissakes), a bloody THRESHER (just a plain FFFFUUUUUU- here), even a specialized and trained mighty fish dissector. After a brief pause, arrived a stonecrafter, another woodcutter (hey, i might have lost a corpse but here comes a shiny new wood rapist!), another petty peasant, a woodcrafter, another peasant, a much wanted woodworker, a metal crafter (makes me wonder if we have smeltable material in this area, i guess i'll add some exploratory digs to our miners' schedule), yet another peasant and another child, excuse me, two children, a bone carver, a woodworker, another peasant, a brewer (i might be wrong but this guy's gonna see his popularity rise soon
enough). Also came along two puppies (NO MORE FOR THE LOVE OF GOD), a fish cleaner, a butcher, another peasant, a carpenter, a metalsmith-metalcrafter hybrid, not really good at any of the two arts.
A grand total of 25 immigrants.
I just finished building quarters for the last of the newcomers, i guess i'll just go high density and stuff beds in a cave as barracks to put these new guys here until i decide our miners can spare time to give them shelter.
The peasants gained instantly the exclusive luxury role of HAULERS OF EVERYTHING. I then proceeded to reassign jobs as needed.
This is going to be an interesting year. And we're just in mid spring. Whew.
(i noticed i'm using much time to write and a bit less to play, so from now on i'll try to be less verbose and limit myself to important stuff.)