Obsidian 12thIt is not easy to transcribe the nature of this strange place that I mind myself in. Trying to put to paper some of the things I have seen…
It is like trying to sing gold or speak water; to see scents or believe nobles. Even now, the words on this page shift before my eyes – paragraphs bud eyes, full stops bite, and entire sentences simply… vanish.
I will try my best, nonetheless.
The fortress is currently in good shape, in terms of supplies:
Though I note that one of the scholars in this mad place has apparently become oblivious to his surroundings. A small multitude show similar signs of stress, perhaps from the incessant madness of this warped fortress. I myself am injured, though I cannot for the life of me remember how.
A quick look over the books confirms the source of the stench in the air: we have over eight thousand rotting body parts in various places, along with at least a thousand corpses or more.
At least one of our Axedwarves has been missing for a week, our militia’s commander is in a cage near the farms, screaming about being repentant, and the less said about the lower levels of the Caverns, the better. The stink is almost overpowering, and I really don’t want to think on what is making all those crunching and rattling noises, coming up from the depths of the fortress.
I have a lot of work to do.
Addendum: Some of the more stressed dwarves have taken to throwing random bits of rotting produce at him to see if it provokes a reaction. Nothing yet, no, but damn me if it isn’t funny to see.
Obsidian 15thAfter a review of Dawnthunder’s current layout, I believe I have a general grasp of the fortress’ layout. That said, I will need to review the mechanism-links – I still have no idea how to open the gate leading to the trade depot, nor do I know the precise function of that strange assortment of levers and bridges on level six.
The hospital still needs to be located – if only to treat my current wounds – and that scholar who keeps screaming about cage traps and reloading needs pacifying. And then there’s the giant undead corpse-mangling thing in the Caverns, which the mechanics have quite firmly assured me is not a threat to us so long as it is ‘properly operated’.
Armok help me.
Obsidian 17thWork has begun in the walled-off section of the Caverns. I have given the order to craft a hatch cover and dig a small, narrow shaft straight to the magma sea. That should provide a method to dispose of the numerous body parts accumulated by our fortress, along with some of the Goblin prisoners and perhaps some of the extraneous animals.
Additionally, the mechanics report a problem with the ‘Cleaner’ – though much of their terminology is beyond me, they were able to get it across by pointing and a fair bit of miming. The rollers at the corners, responsible for propelling the minecart, appear without power for the moment, though the rest remains powered.
The bait may also be deceased, though I cannot tell properly: the stinking clouds of miasma prevent me from getting closer, and what looks like purple ink stains obscure large parts of the sketched design. At any rate, the walking corpses don’t look to be entering the main section of the device. Further examination is required.
Sorry for the short update. The game crashed when I tried to save, and that wiped a couple weeks of progress, so I'm posting what I managed to salvage. Add that to me playing blind and the 18 FPS, and the result is that things are going a mite slow.