Took a while, but I finally managed to sit down for another session. A lot happened, and quickly, so I'll just dive right in.

Besmar Alathlimar, Clothier, has died of thirst.
Once again, tragic, but necessary. Since death in the fort is not a matter of "if", but rather "when and how", I've already scooped out an area to serve as a graveyard and deep vault. I call it the "hall of history". (I'm trying literal highlighting of points of interest in screencaps. In the absence of dissent, I'mma keep doing this from now on.)

Not much at the moment, but then again, not a lot of history has happened yet. I've installed a couple of coffins already, they're indicated by ASCII zeroes.

Rest now, unfortunate soul.

Expansion to the farming/storage area. Need some safe space to grow wild subsurface plants and wood. Similar to Minecraft, you can indeed grow some plants underground. There are a few differences, though. Plants are divided into surface and subterranean types- where each grows should be obvious, and the distinction goes for trees and "trees" as well. The other difference is that "wild" subsurface plants will start growing on any exposed soil once a cavern layer is opened up. That's where the wierd splashes of color on the sand have been coming from.

Digging out a bigger and better hospital. This position fits better with my overall defensive strategy, and the room will get to be made of good, sturdy stone.

Food is getting a little tight, though not critically so. I direct the chefs to start cooking up some Quarry Bush leaves. Quarry bushes are a type of underground plant that grows from Rock Nuts. Unlike the dwarven staple of Plump Helmets, the bushes cannot be eaten raw, nor can they be brewed. They can however have their leaves isolated, and said leaves can be used in cooking. No detailed descriptions are available, so use your imagination for its appearance.

Babies!

Kobar has earned the right to truly be called an Axedwarf. Military dwarves can use any weapon they (or I) please, but their "class" is dictated by their highest weapon proficiency. Newly-inducted fighters count as Recruits until they hit "adequate" in a weapon skill, which actually isn't too high. Still- a start.

Mo' dwarves, mo' problems.

Indeed "more" problems. Population of 80 is an important milestone- Wallbones is now eligible to come under siege from goblins, ancient beasts, and other such nasties. Time to really prioritize a comprehensive defensive plan. For the moment "lock the doors and wait for the siege to go away" will work fine, but more ..active countermeasures will be necessary at some point.

Moar babies... mayhaps I should consider having the brewers mix contraceptives into the boozahol?

Definitely thinking about it...

Nothing exceptional here, just assigning more living space to be dug out.

So, just prior to this image, I got an announcement that somebody's pet duckling had bled to death, but I couldn't find any combat reports indicating violence. So I zoomed to the location of the announcement and saw something that will permanently change the way Wallbones deals with our contaminated surroundings.

Simply put, we won't whenever possible. I thought there was something fishy about the steady trickle of dwarves going to the hospital. Turns out the sludge isn't just incredibly stinky, but also mildly flesh-eating. This poor SOB is a new arrival, and the duckling that died was his pet. Sucks to be him, I'm not risking any lives to recover his ducky. This guy actually wound up at Yellow on all body parts before making it back inside.
Whole lotta

going on outside, if I say so.

The true invasion is from within! The tide of babies continues unabated!

Well, arming up a militia might be tough with no forgeabe metals. Fortunately, I do have a solution.

I spotted some exposed tetrahedrite deposits on the surface. The mineral is an ore for copper, with a chance of producing silver. Copper is the least-valuable of all forgeable metals, but at least it's some metal Gortina can put between our soldiers and danger.

* IronBeer starts looking up ethanol-soluble contraceptive mixtures...

Metal's metal. Galena isn't very good stuff- it's primarily an ore of lead, with a chance of producing silver. It isn't totally useless though. Silver can be used for ****ty edged weapons, or deceptively good blunt weapons. Since the fort apparently lacks iron ores, I'll need to use whatver I can find.

What do you mean "Dwarf-google" isn't a thing? I need to do something to stem this unending tide of babies! (not really, but this seemed a good recurring axe to grind.)

Oh, ****. That is all. "Deadly blood" is one of the last things I want to see- combat is necessarily very bloody, and I've heard a lot of horror stories about militas that chop up a beast like this only to find that the blood causes rapid tissue necrosis... What's worse, most of these stories include fighters accidentally spreading the blood all over the fort and infecting a BIG fraction of the fort.

To make matters worse, I had *just* launched a subsurface wood grab op. I cancel the op, forbid all the chopped wood, and try to herd all my dwarves back into the fort.

Hah! The beast is foiled by our mighty doors!

...until it decides to smash them. Perhaps it'll be satisfied with a *little* wanton destruction? /sheepish

Oh no.
Locking the doors caused all the dwarves to ignore any collectible resources in the caverns. Once that restriction was lifted, some dwarves immediately ran down to get some stuff.
Like Apollo, carrying her youngest child. Apparently getting some cave spider silk was a critical need.

Apollo's pretty quick on her feet, even with a baby, so she manages to elude the beast for quite some time. Of course, some good-for-nothing elves show up right in the midst of our chaos.

'Apollo' Akrulnon, Craftsdwarf, has been struck down.
Iden Zinatir, Baby, has been struck down.
You had to know this was coming.

Predictably, it's not a pretty scene. Apollo is still technically "missing", but I know for a fact she's dead. I reviewed the combat log, and ...well, she's definitely dead.

****! NO!!
A no-name animal trainer decided to take this particular moment to fetch ...something from the cavern. I don't even know what she went after, but she did manage to stall the beast for a while as well.
Rakust Gebarber, Animal Trainer, was struck down.

Right when I saw the beast break the doors, I ordered my masons to wall over the main staircase. Solid constructions like walls and floors cannot be broken by monsters, thus serving as an impenetrable barrier. In the case of this wall, I almost had to consign TrashMan to death as well. Right when I started the construction, he charged down the stairs to fetch a stone, of all things! This happened right when Rakust was trying to evade the beast.
I waited for TrashMan to complete his task only because he's the sole general doctor in the fort. Armok help me, I truly did wall in poor Rakust and condemned her to death. As with all unpleasant descisions, For the Greater Good.

Geez! Can a guy catch a break? No harm, no trouble. These idiots just run off when discovered. Good riddance; they're lucky I don't decide to get vindictive and sic Kobar and Dante on them. At least the Elven caravan lets us top off on wood. Can't ever get enough.

Ah, the master list of dead and missing. This isn't everybody- Apollo's the only figure of import not on here.
[


GO AWAY! Snatchers are Goblin thieves who try to kidnap children and raise them as their own. Sometimes it's possible to see non-Goblin troops or even squad or siege leaders among a Goblin siege. None of Wallbones' children will do any such thing on my watch! ...the three spotted thieves bolt and run when discovered. No gobbo blood is shed yet.

Well, at some point, NGTM-1R got elected to be the Mayor of Wallbones. How 'bout that? His appointment makes him the first officical Noble in the fort. Nobles require nicer housing then their "common" peers and get to make Mandates. Mandates can be "make (x) amount of (y)" or "you can't export (y)". Night proves to be reasonable by mandating the production of some bolts, which the fort'll need eventually anyhow.

Migrants. Nothing more, nothing less. Seems like a lot of this game is organizing living and sleeping quarters.

Hey, another mood! Let's hope this guy can actually get what he needs. Possession is special- the possessed dwarf will still produce an artifact, but won't get any job experience for doing so. Still- potential artifact.

This guy proves to be into smithing of some sort, and I definitely sighed in relief a bit when he actually got to work. In the meantime, I start the development of a secured surface plant farming area. This involves flooring over an outside area, which will still count as "outside" and "light" even though there's a roof now.

Suddenly out of ****ing nowhere, WEREWARTHOG! He must have been sneaking, because he simply appeared at the work site! ****!

That's Patriot, currently getting shredded by the werewarthog.
'Patriot' Dorenlogem, Fortifier, has been slain.
And the carnage only continues as the werewarthog jumps another stonemason!

The militia, which now includes some civilian recruits, arrives just in time to save the other mason. Our uninvited guest takes the shape of a goblin! That's new for me.

And our army can't get to him as he slips off of the map edge. Goddamnit! Everybody's mad about Patriot's death, but the other mason desperately needs medical help.

Right in the middle of this, our busy smith finishes his creation, a silver cage. Busy at the moment, so I'll post a detailed description of the artifact later.

The werewarthog's second victim, Domas Saziruz, is in pretty rough shape. Luckily, he's a tough sum***** (really- he's got the "very tough" trait. Might've saved his life), and TrashMan started working right away. Domas endures surgery, suturing, wound cleaning, dressing application, casts, splints, and winds up needing a crutch while his injuries heal, but he survives. All the while, his faithful pet goose stays by his side.
Another thing in this image I'd like to touch on is the other highlighted area. Dekker and his lovely ladydwarf siege engineer assistant built four mighty ballistas for use in fortress defense. These hallways are organized such that ballista crews will be safe from invader activity and can still fire back.

I'm not quite done with the defensive design, but when all is said and done, an invading army will be forced to walk up through this hallway while getting hammered with titanic ballista bolts. WIP at the moment. My focus is currently on the "backdoor" defenses- the assortment of basic traps barely hurt the invading Forgotten Beast, who is still chilling in Wallbones' "backyard".

Gotta stop for now, but we've got our work cut out for us. We will mourn Patriot and Apollo someday, but for now, we must find some way to kill the invading beast without contaminating the fortress. Scourge (who is Apollo's spouse, to remind you) hasn't handled the recent turn of events well, but we're simply not in a position to challenge the beast. Dante and Kobar, even as our two strongest soldiers, likely stand little chance, and our other soldiers lack even weapons! This is now, but I have a plan for later.
Until next time.