First order of business,
Ooh, can I be a part of this one at some point?
Yes, but not right this second, because I derped and forgot to add your name to "the list". It's on there now, and I'll get you in during the next session. In the meantime, why not let me know what your preferred profession is?
Resume the session, and some migrants trudge into our territorry. Good- we need the population and manpower, and for once, the fort isn't woefully unprepared for new arrivals.
And some time after the new arrivals, a dwarven caravan shows up. I snag their booze, cheap food, and a few "gems" of rough glass. The glass I get for two reasons: a) it's cheap, and b) there's a possibility that a moody dwarf might want some. Since Peakwind's site does not have sand (one of the site's few flaws, IMO), we'll need to import pure sand or pre-made glass.
Even before the migrants showed up, I started working on more substantial housing arrangements. I've already dug out a diversion of the brook to feed a well and a mini fishing pond. Also, this site has a particular interaction with the graphics pack that I'm finding rather upsetting- rhyolite walls and floors appear identical, and nearly black. Rhyolite is an igneous rock, and a large portion of Peakwind's site is composed of the stone. Fortunately, smoothed rhyolite is actually visible, in stark contrast to whatever insanity designated the rough stone.
Work continues on the living areas, and another wave of migrants arrive. This shot provides a nice clear image of the magma pipe I'm building the fort around. This z-level in particular is the level the lava's surface is at.
I friggin' knew it! We have a good amount of glass on hand.... except this clown wants more green glass, the cheapest type, and the one type I don't have extra of. (sigh) Never simple, is it?
Not wanting to lose the skilled moody glassmaker, I decide to break into the first cavern layer. Unfortunately, careful examination determines that there is no sand in this cavern. Urist McMoody is just going to have to hold out hope for the next caravan to bring some sand.
Some time later, some elves come knocking. In all the meantimes between caravans, I've had PhantomHoover cranking out stoneware trade goods. They aren't worth enough to buy out whole caravans (yet) but the value is more than enough to get useful supplies from any traders.
Lo and behold, the elves actually came through for once! I snap up some cloth, food, and all the sand they have.
Since Urist McMoody's already hogging one glass furnace, I order another one built post-haste. Using some coke leftover from the initial gear forging phase, the dwarves make some more lumps of green glass. Two lumps later, Urist McMoody gets to work.
And I am certainly glad he managed to get his work done! I think the description on this piece speaks for itself. ...except for one detail- a terrarium is functionally the same as a cage, and can be used for displays or traps. I'm using it as a centerpiece in the soon-to-be-unveiled main dining hall.
This is why I sealed off access to the caverns the instant I determined there was nothing useful for us down there. Now I know that a forgotten beast will never leave the fortress gamespace once it shows up, even if the thing eludes the Unit List for a time. I'm wiser now, and the dwarves of Peakwind won't be entering that cavern without a seriously-fortified backdoor to run to.
What's this? Deathfunner's got a big idea.
Somehow fitting that Peakwind's primary doctor would go and make something from bone. I'll use this throne as the "seat of power" for Peakwind's eventual leaders (mayor, Baron, etc), but for now, it'll make another nice centerpiece alongside the artifact terrarium.
Humies! Same drill, unload stone trinkets for food, seeds, booze, and cheap tools.
Let's now take a quick tour of Peakwind's new layout! This view should be familiar- this area was the initial multifunction floor. Going from left to right, we have the garbage heap and the butcher's shops, there's the room that will become the hospital, then we have the main farming area with two plots, then there's the main entrance with a series of stonefall traps behind the main doors. Because of that damned rough rhyolite, the stone around the trade depot is practically invisible, but I assure you it's there. The trade depot can be accessed from inside by a side door and a drawbridge. With a watch-llama out front, I can (hopefully) close off the side door and force ambush squads through the trapped main entrace. More traps are forthcoming, just you wait.
I apologize for the small icon size here, but I wanted to get this floor all in one shot. One level down from the entry area, we have the main productivity floor. Going clockwise from the lower-left corner, we've got a Loom, Clothier's Shop, a Leatherworks, a Forge, two Glass Furnaces, a Carpenter's Shop, Mechanic's Workshop, Craftsdwarf's Shop, and a Mason's Shop. Storage for appropriate raw materials and finished products is near the requisite workshops.
Behold the main living area. Again with the small icons, but there isn't a whole lot to see yet. Difficult to see on the right are the fishing hole and well (cursed rhyolite- I'm planning to have it all smoothed out). Looking left from there we see the main private quarters. Watsisson is in the process of smoothing out the walls and floors here first- it's an unbelievable pain in the arse to place furniture when you can't see the walls. Left of the quarters is the main food stockpile and the food-preparation-related workshops. Down from the food stockpile is the WIP Grand Hall. I'm actually planning on making the hall legitimately awesome- vaulted ceilings, extensive engravings, and windows overlooking a motherthumping volcano's mouth!
* IronBeer cracks knuckles and loosens up neck.
Now I'm going to go through a dossier for each dwarf currently serving in Wallbones. There's a lot of you, but here goes.
Redsniperson is serving as the Coordinator of Peakwind. He's the main administrator, trade broker, and is a pretty serious miner.
Polpolionson is a Digger. He's got no real secondary responsibilities at the moment (which I prefer for miners, actually), but I can keep you a little busier if you'd prefer.
Watsisson is the main Engraver. This position is quite the honor- I try to limit the Engraver roster to just one active dwarf at a time until they hit Legendary status. Wat's already a High Master, so he may be taking on an apprentice soon.
Scourgeson is a Fortifier, a mason/armorsmith combo and one of the starting seven (though he didn't have his name then). There isn't a lot of work for the metalworkers yet (this will change soon), so Scourge has been helping to produce stone furniture.
Caiaphas is on by IRC special request. He's fulfilling his lifelong dream of working stone, but as a Ranger he's also a skilled animal handler and marksdwarf.
Trashson is Peakwind's other Ranger, except that he's going to embrace his desire to fill the fort's enemies full of bolts.
Kobrarson is back as a ladydwarf Plant Processor. Animal Care doesn't really work, so you've got some impressive skills in Animal Training instead. I trust that's non-violent enough for your gentler reincarnation.
Deejayson's back as the Warsmith, combining skills in Weaponcrafting and Siege Engineering. He doesn't get a lot of day-to-day work, but he's really important when we need him.
Deathfunner is the Chief Medical Dwarf of Peakwind, with basic skill in all aspects of medicine and a recent Legendary status in boneworking. Let's hope it helps her patch up hurt dwarves.
Gortefson is back as the sole brodwarf Chemist. His responsibilities encompass working with chemicals, alchemy, soap making, and other "delicate" tasks.
Dsockwell is another IRC special request, and is the ladydwarf head Cook. Though excellently skilled, the other dwarves call her the "****cook", due to her near-compulsive use of an expletive that sounds quite similar to her informal job title.
Lorric is a Digger, primarily a miner with a small selection of random minor skills.
Borin (Firespawn) is a ladydwarf Presser selected for military duty. Though the infrastructure isn't quite there yet, Borin (Borette?) yearns to learn the ways of the hammer.
Hobbie is Peakwind's Gearsmith, the head Mechanic and a skilled Brewer. Also one of the starting seven, though named after the fact.
Dekkerson came to Peakwind as a skilled Siege Operator, but aspires to the status of Combat Engineer. Though there's no work with explosives in Dwarf Fortress, Siege Operator skill combined with a healthy base of Mechanics will fill much the same role: front-line work with traps and highly destructive siege engines.
PhantomHoover is an expert Bone Doctor, and she makes valuable trade goods from stone when there's nobody to fix up.
Z64555 is an expert Surgeon and a hobbyist Carpenter. If you've got an idea for some more jobs to do, speak up.
So, there we are. I also realize at the end of this that I forgot the description for SpardaSon's dwarf. You're in there, pal- I just forgot to get the sceencap, and I'll rectify that next time.
Coming soon: playing with lava!