22nd Hematite, 202.
Right. I've consulted with a few of the other Dwarves over our current situation. Turns out I forgot two very important things.
1 - The possessed Dwarf isn't missing stone. Every time I came by to see what he wanted, I assumed he wanted stone
even though we have piles upon piles of the stuff. However, my lack of patience as of recent has become evident in this situation - as it turns out, after I would nod and quickly get out of there before he decided to play the drums with my skull, he would continue rattling off what he wanted. He wants cloth - we don't have any. The human merchants with us at the moment, though, surely have some. Which brings up my 2nd mistake:
2 - Stock records are kept,
with bins taking priority. Turns out, I've had 4 bins stuffed full of crafts this entire time - including when the Elves swung by earlier. I'm going to be kicking myself in the side for quite some time after that blunder.
In light of these things, I ordered the bins brought up to the trade depot to be traded for cloth to fill both the crazed dwarfs demands and our own lack of cloth.
Unfortunately,
not two seconds after I ordered this, the migrant went berserk. Fortunately, I was right outside the door, and managed to flip the lock shut just as he pounded his body against the door. Unfortunately, we didn't think to bring a shrink along, so he's just going to have to rot inside till we figure out what to do with him. If we don't figure out something quick, he might just do that - rot. At least stone doesn't trap smell particularly well.
...Oh, also, now that I think of it,
SEE WHY DOORS ARE GOOD!? Sheesh.
27th Hematite, 202.
My project has been sitting for an uncomfortably long time without any progress, even though I ordered the digging roughly a month or two ago. It's come time to investigate why nothing
...You know, I should really expect this sort of stupid, minor,
crippling problem by now. I swear - if I devise something that, by all appearances, should be working properly but does not for some strange reason I'm going to at least leave a note on it with the words "Hey! Guess what?
This doesn't work!" on it. I've opened up the stupid door so work can begin.
20th Malachite, 202. (Mid-Summer)
Alright. I've decided to start another "project" - the first one, which I will detail shortly (When I've time, and I no longer fear for the secrecy of the project), is designed for the well-being and defenses of this fortress. My new project, however, is guaranteed to leave a lasting impression on the fortress by sheer ingenuity - and uniqueness. It's not nearly as imperative a project as the original, however, so I"ll feel free to leave a preliminary sketch of the work to come:
[strike:2lath3fm]Should anyone amidst us be spying on my writings, it'll be evident by the look of confusion on their face should I pass by them.[/strike:2lath3fm]
22nd Malchite, 202.
Great, just great - The merchants left a few days ago, but we still haven't unloaded everything from the depot. This is due primarily to a lack of storage space that I've been trying to remedy. Unfortunately, we've a bigger issue relating to this:
A pack of
roving monkeys has set up shop outside our fortress - one even got by our wardogs stationed out front, and is bouncing back and forth between the stairwell leading to our sleeping area and the dogs out front. The monkeys made off with a sock - which I think may have belonged to one of the goblin thieves we've periodically "dealt" with - and some STEEL ARMOR WE JUST TRADED FOR! GAH! I know we're technically capable of creating our own, but the caravan didn't have a huge selection of goods on it this time around - I figured we might be able to save some work with it.
I don't even have a friggin' door installed on my office yet due to setbacks like this!
Unfortunately, a military has not been high on my list of priorities - an admitted fault with my leadership. To try and remedy this - and, also, get rid of the MONKEYS - I assigned the thus-far vacant sheriff position to one of the new migrants, and told him to grab the nearest axe and get to work. He sliced the monkey indoors to ribbons (Literally, I might add - they were just rather
thick ribbons), walked outside,
induced some form of trance upon himself, and proceeded to eviscerate every remaining primate.
It would seem I chose well in regards to our new Sheriff.
On a related note, I feel it is time to finally remove my original project from my head, and place it upon these pages. We're far enough into it now that a saboteur would have little hope of disrupting the project now. First, a preface:
Everyone's heard of the whispers of
the place. It's a legend that has been around for many years now - The Corrupted Fortress, The Conflagrant Tomb, The Trumpeting Hell. Even now, few like to mention it by name, out of fear of the terrible rumors and jinxing its supposed to induce.
"Boat Murdered"
However, what few Dwarves realize is that
History 203 is a worthwhile elective. After receiving a B- in it more than 12 years ago, I can safely say that its reputation, while perhaps well deserved due to
HOW INCREDIBLY LUDICROUS THEIR SITUATION BECAME, it was no mystical power, no demonic influence,
not even an evil presence. It was a group of Dwarves with a terrifyingly effective defensive arrangement that crippled themselves due to inconsistent leadership.
[strike:2lath3fm](Heh - If I ever run across that "Shootnut" jackass from college again, I can rub his face in this. I never knew someone with the same nickname could be such a condescending moron - "HISTORY IS NOT A WORTHWHILE ENDEAVOR!" Pfft, right. I wonder what he went on to do. Ahh well.)[/strike:2lath3fm]
Anyway - to save the ghost story for another time: Boat Murdered pulled off one of the most ingenious defensive mechanisms I've ever heard of - they devised a system of tunnels, all connected to various levers and channels, that would
pour magma out into the field in front of their defenses. This would obliterate both the attacking force and the landscape surrounding it, lending credence to the rumors about the place due to the large, charred field barely covering the bones of its past victims.
Well, in essence, I'm replicating this system - but with a few adjustments that are unique from the original setup, to my knowledge. The defense plan has 3 major components:
1 - The Flooder. Devised to be the same as the original Boat Murdered system, it essentially involves channeling magma to a remote controlled door, ready to open when the time is right. Nothing particularly new here.
2 - The Moat. So far as I'm aware, Boat Murdered did not have this arrangement. Essentially, I've created a drawbridge, which will extend over a small moat of magma. There's another channel leading to the moat, able to fill it up whenever it may need it. In contrast to the Flood tunnel, the Moat tunnel is underneath the surface of the ground - this is to prevent magma from spilling out over the top, and potentially leaking into our base. Remember - a
magma leak is never a good thing.
3 - The Gate. Directly in front of the opening carved into the mountain, I'm going to lay another drawbridge on the ground. This one, however, won't extend over anything - its sole purpose is to act as a
huge gate blocking any potential invaders from making their way into our fortress. Just pull a lever - Boom! Instant wall where our entrance used to be. Nothing's getting through that.
Of course, all this is well and good, but I still need to finalize the remaining holes in the plan - such as how to raise the magma up to ground level. I've already settled on a pumping system, but I've yet to finally design the power delivery system to them. I'll work on that after I get the positioning of the pumps and remaining tunnels down.
Man - if I knew how
friggin' fun mechanics would be, I'd have gone to school for that engineering degree instead! Screw this associates in accounting.