Koseersi (Swifthelms) - 1054 Early Autumn by matryx

Map Description:

The copper bars were produced just in time and construction began on the artifact.
With the construction begun, the superfluous glass furnace was ordered deconstructed.
Agesumost "Brotherbrew", a green glass toy axe.
Decorated with green glass and encircled with bands of copper. It menaces with spikes of green glass. On it is an image of a demon in green glass. The demon is making a submissive gesture.
As the craftsdwarf is now a legendary glassworker, I have ordered the other glassworker to switch professions to rock crafting (well, when we're making more than glass blocks anyway).
Human caravans arrived early into summer, but due to our frantically trying to save the life of our craftsdwarf our crafts production were somewhat limited. Their goods were mostly leathers and cloths so it didn't take much effort to buy out their fish and meat supplies.
News of the artifact spread quickly. 8 more dwarves arrived in mid-summer bringing the numbers to 32.
We are now keeping a standing military of 10% of the population.
Not to disappoint, the new legendary glassworker created his first masterpiece, a Green Glass portal, towards late summer, and then a second identical mere seconds later!
In other news, we finished refurbishing the bridge over the river, and our miners have located the chasm.

Point of Interest: The River Bridge

( 1054 Early Autumn → onwards )

More glass blocks than I expected went into the production of this. - matryx

There are 9 comments for this map series, last post 2007-10-09

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Submitted by: matryx - 2007-08-11 to 1053 Early Spring

Digging straight for the river. Rudimentary things have been made out of stone / wood to keep the dwarves alive until glass production is finished.

Submitted by: Xenomorph - 2007-08-11 to 1054 Early Autumn

This looks like an interesting little challenge.

Submitted by: matryx - 2007-08-11 to 1054 Early Autumn

It's been good fun so far - the main 'problem' is that development of everything is so slow because you have to make Charcoal and Sand before you can craft anything!

Submitted by: Markavian - 2007-08-16 to 1055 Early Spring

Hey matryx, neat job so far - but I can't help thinking you're keeping the numbers down, the fort seems so 'small', despite the frequency of your map updates :)

I updated the Point of Interest: Tombs behind the `Hall of History` because the link you put in opened in a new window. I replaced [url=] bbcode tag with [poi=1005].

I wonder where your mining operations will lead next...
[Message edited on 2007/08/16 at 05:32 by Markavian]

Submitted by: matryx - 2007-08-16 to 1055 Early Spring

Ah! I'd just fired off an email to you about whether you could add [POI=] - I guess you already have! Thanks!

I'm not artificially keeping the numbers down - I guess the dwarves just don't really like glass that much.

It might be because I only produce enough craft goods to buy what I want from the traders, rather than stockpiling tons like most people. I should investigate that in a different fort.

Submitted by: Markavian - 2007-08-16 to 1055 Early Spring

I think migration is based on fortress wealth, and good quality food stockpiles and expensive artifiacts drive new migrants to turn up... if you are able to support them or not.

Submitted by: Markavian - 2007-08-20 to 1056 Early Autumn

Is it wise to have your trade depot so deep within the fortress, won't you have wagons crawling past your beds - or is that only a temporary issue?
[Message edited on 2007/08/20 at 04:42 by Markavian]

Submitted by: matryx - 2007-08-20 to 1056 Early Autumn

This is only a temporary issue. All dwarven accommodation will be moved to a new keep where the nobles are temporarily housed. The nobles will move further north, and we'll make an area for the True Nobility even further north than that.

Submitted by: Fedor - 2007-10-09 to 1058 Early Spring

This one of the more inventive fortresses I've seen. That mural is shaping up to be a masterpiece, and when both are competed ... wow, just wow.

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