The liason from the mountainhomes has offered to make us a barony! The mayor nominates herself to be the first baroness. While this isn't surprising, she is also our broker. The meeting with the liason continues to drag on, and I hope she can get to the depot before the traders depart.
I see our engravers have been set to smooth a huge amount of the hall, which explains why the fortifications have not been carved into the outdoor barracks. I do wonder why our dining hall is built on clay, which cannot be smoothed or engraved to improve morale.
The trenches I dig to try and seal the eastern edge of our river area have breached the mining tunnels. I quickly order the breach sealed.
1st Moonstone
A goblin snatcher is discovered, all the way in at our front door. Somehow, surrounded by dwarves, he manages to get away, fortunately with no dwarven children in his sack. I position guard animals near the three closed bridges, and double my efforts to restrict access from the east to a few choke points.
2nd Moonstone
The mayor decrees a ban on the export of shields. I guess she has visions of decorating the barony with them.
Another goblin thief appears near our front door. This one immediately stabs one of our haulers, Kosoth Oddomurdim (Unskilled) in the head, instantly killing him. I am astonished at the ferocity of these thieves, who normally just run away when discovered. I wonder if we are dealing with the dreaded Goblin Ninjas.
At least Kosoth's death was swift and painless; the same cannot be said for his murderer. He lost both arms, a leg, and a tooth before Avuz Sazirmozib put his Steel Low Boot through his brain.
That's the goblin's glove in the lower right. I looked all over and could not find where his arm landed... You can follow the blood trail to see where he tried to run away.
With justice dispensed, I station the squads out to prepare for more potential ambushes while another body is interred. I see the first thief who escaped, going after the dog stationed at the west bridge, and send Kenneth with two other axemen to dispatch it, but he flees the map to the north.
The upgraded moatworks are nearly done.
10th Moonstone
I receive word that the traders will be leaving soon. Fortunately Adie the Trader has finished with the liason and reached the depot. I instruct her to offer a quartet of masterpiece marble instruments as a gift to the king, then get down to the serious business of relieving these traders of anything of value. As it turns out, just about the only things they have are the things we asked for last year. I've never seen a caravan so small... I ask for every single item they have, and the total is a paltry 1738 zorkmids! I buy every single thing they brought with them (yes, I even buy the stinky gourmet cheese someone ordered last year) and give them more than twice the value in musical instruments. Maybe that will encourage them to send a real caravan next year.
17th Moonstone
As the caravan leaves the map to the east, through a gap in the moatworks that will soon be closed, the
liason provides the things that are trendy in the Mountainhomes this year.
Third most valuable item to export: Shields. Which were just banned for export by the mayor.
24th Moonstone
The liason safely departs our are, heading west. The second he does, we become a barony. And Baron/Trader/Bookkeeper/Manager Edie starts taking on airs like you wouldn't believe.
We need to relieve her of some of these obligations. We nearly missed the caravan because she was engaged in diplomacy.
1st Opal
The last bridge is linked to the eastern lever in the dining room. When the moatworks bridges are raised, the entire edge of the map will be cut off, and invaders will only have access to the trap corridor.
(This does mean that if there are unforbidden items outside of the moatworks, dwarves may try and exit through the abbatoir. To completely seal the fortress, raise the interior bridge in that hallway too.)
5th Opal
A wandering yak kicks one of our posted stray dogs, bruising its lung. I order it put out of its misery (and into the pantry). I build a kennel and start training stray dogs into war dogs.
11th Opal
At long last, I order the completed moatworks bridges raised.
15th Opal
The bad news: we have run out of lignite. The good news: there is lots more to dig out, and I mark some veins for extraction. The better news: we have 282 coke in the stockpile.
20th Opal
The yak who kicked our dog heads into the abbatoir to try and escape from inside our fortifications. The combat log listed two pages of ground beef:
![]() |
| Noble. |
(Hmm, seems to be bugged, they keep trying to butcher the parts, but just sit in the butcher shops until starving. I have to forbid the pieces to save the dwarves.)
23rd Opal
A dyer/mason is taken by a secretive mood, claims a mason's workshop, and gets building right away. He grabbed three chalk and a wolf bone. Something tells me this one won't be so valuable. Sure enough -- a statue of dwarves, worth 14,700 zorkmids.
1 Granite, 141
At long last, Spring arrives. I gladly step down from the leadership role, leaving a vastly stronger fortress to the next ruler. I regret the two preventable deaths on my watch, although I regret more that I only got to see my trap corridor get tried out on a stupid yak.
(I'll write a more thorough debriefing with things the next ruler should be aware of tomorrow. Are Josh and/or Chris back? Should one of them take the next turn?)
http://dl.dropbox.com/u/36782583/PlaidSlacks%20141.zip





Just showing how n00b I am to _successful_ fort building, I've *never* had a barony. Even with the forts I've stuck with for 5-6 years...
ReplyDeleteYou get the barony for creating and exporting vast quantities of wealth. Apparently it's linked to the liaison and not the merchants, since the dwarven merchants didn't make it out the previous year. Once the liaison reports that the conditions are met, you're offered the barony the following year.
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