11th Limestone: They did it. The Enlightened Goblins[I need to come up with a better term for them] slew both Forgotten Beasts. Although it took a long time. I would not recommend using Enlightened Goblins against poison or web spitting Forgotten Beasts, the former because they spend all their time blocking the spittle and no time attacking it and the second because webbed goblins can't kill things as easily. It was worth it. Three goblin minds destroyed and two abominations of sorcery slain. Its a fair trade. It was necessary. It was us or them. Us or them. I had no choice. Because I must. To protect us. Armok have mercy on our souls, but it was necessary.
12th Limestone: I have the new artifact made into a lever and hooked up to the spikes in the Citadel pit. It'll take a while, but it'll be worth it. A new defense against the enemy. A clean death for them.
13th Limestone: I still have to think about what to do about the humans in the Depot. I could set the Gobtech Weapons on them. No, I don't think I will. Not again. Not against something sentient. I could trap them and Enlighten them too. NO. Goblins is bad enough. Humans... I think I'll just leave them be for the time being. I think I've accomplished the great goal of Charmcrafted: Preventing violence through technology. An elven philosopher once said something to the effect of "The only way war can be stopped is to create a weapon so horrifiying that people will go to great lengths to remain peaceful to avoid it." I think Gobtech is that weapon.
14th Limestone: The third goblin has been dropped into the Enlightenment Chamber. Its for the greater good. It was us or them. Us or them. Armok have mercy on our souls. And theirs.
15th Limetone: Seeing as we're running relatively low on them, I order some drinks made. And also some nice lavish meals cooked while we're at it. I also restart a small portion of the farms.
17th Limestone: I order some of the bedrooms dismantled. We need the beds for the Citadel's dormitory.
19th Limestone: The axe-goblin is fully Enlightened. I'm not putting in any more goblins. 3 is enough. More then enough. The puzzlebox clicks. I've finally disengaged the second of its locks. Who knows how many there are on this thing?
22nd Limestone: I take Construction off of building the Citadel and onto full time bedroom relocation.
24th Limestone: I've been sifting through old records, following up on a hunch. This could change quite a lot if there IS something to what the General told me.
26th Limestone: The recapturing mechanism is ready. I order the bridge to the Forgotten Beast trap lowered so we can recapture the other Gobtech Weapon.
27th Limestone: The Gobtech Weapon is recovered without a hitch.
1st Sandstone: I found it! After cross-referencing multiple obscure early records with official ones, I've come to some conclusions about Vucar Mothtrade, the necromantic first General of the Tactical Pillars:
- His tactics and rise to power correlate with what the General told me.
- In around the year 60, Vucar Mothtrade disappeared and was replace by the current general.
- However, eyewitness descriptions reveal a striking similarity between Vucar and the current general
- The current general is probably an alibi and the current de facto ruler of our civilization is an ancient necromancer. And from what the migrants tell me, he's obsessed with vengeance on the goblins. And they're obsessed with vengeance on him.
As I idly fiddle with the puzzlebox, it clicks and the lid slides open. After a brief moment of shock, I look inside. There's writing in there. Oh. I understand now. Its all crystal clear.
<<Later that day, Archvastness abdicated his position and retired to keeping records and studying artifacts. He left the following document attached as an addendum>>
Charmcrafted saveThe forts status is pretty stable. We're running a tad low on drinks however. Most everything is in the Citadel or the two z-levels below it. Press "H" to take a look at hotkeys[<--Sorry if that sounds condescending, I only discovered the hotkey menu a few days ago]. I've marked the Gobtech Area and parts of the Citadel with helpful notes, so take a look at those. Please try to keep any new workshops or stockpiles within or near the Citadel. After maybe a month, Construction should be done dismantling all the bedrooms, so you should put them in the Citadel dormitory ASAP to avoid unhappy thoughts. Plus, you should un-suspend the floor for the top floor of the Citadel once you have the dwarfpower to finish that. Also, the lever on the far right[Labeled with Note to avoid confusion] of the Citadel dining room needs to be hooked up with all the green glass spikes at the bottom of the Citadel pit.
I'll outline the steps for the Gobtech Enlightenment process below to avoid confusion.
#1: Check that the cage trap next to the Enlightenment Chamber is loaded, the glass door next to it is closed, the Enlightenment Spears are un-retracted and the bridge over top of the Enlightenment Chamber is retracted.
#2: Pit an accessible[There are a couple stuck in the caverns where we can't reach them] goblin into the hatch on the top level of Gobtech. It should be labeled with a Note. Make sure its not a Goblin Thief.
#3: Once it lands, have a dwarf pull the appropriate lever[Marked by Note in the Citadel dining room] on repeat until the combat reports start saying "goblin weapon lord".
#4: Open the glass door in the Enlightenment Chamber and the Enlightened goblin will wander out and get caged.
Possible next projects:
-Get the human caravan guards into cage traps and Enlighten them.
-Fix the Citadel magma moat so it actually fills all the way around
-Do the labyrinth thing suggested above
-Work on reclaiming the caverns using Enlightened goblins. Most of the Forgotten Beasts are clustered around an artifact chair, so they shouldn't be much of a problem.