They will at first notice a long upward trek, first past a gold bridge over a river. The path is abrupt, and it is clear that workers labored to remove the smooth inclines that once made up this hill.
A long approach from the north, They first notice a large, flat, grassy plain, broken by the periodic tree and the man-made structures of war. The signs of sieges past, blood everywhere, freshly set traps, walls designed to funnel invaders onto traps, dominate the area, increasing as they approach the fort. They notice several of these traps haven't been emptied recently and goblins, populated by either dismembered and rotting, or begging futily for release.
When they get closer a odd blue pyramid, made of microcline, about 5 z-levels tall, can be seen. A entrance on the south side is guarded by traps, and inside look shows why. A massive tomb to the dead king, the entrance is coated with troll blood, the beasts attracted by the furnishings inside.
As they get closer a imposing figure in the sky appears. A tall tower, with a short wide base, dominates the scene. Massive piles of the dead decorate the nearby area. A platform is atop the tower, and at the base is a large hole, the purpose clear.
They notice a long bridge over a second, large river, and a series of waterwheels, with a long horizontal axle leading to a gear assembly above a opening and resumbably more axles, brining power to the depths of the fort. A boarded up staircase is here, clearly unused for years. The river is spattered with blod that doesn't seem to leave, and several bodies, stuck presumbably on some underwater debirs, litter the river.
When they go over the bridge, they notice a ballista pointed right at them. If this is not enough to put fear into their hearts, heavily armed dwarves patrol the area, waiting for invasion. Marksdwarves crouch behind the fortifications of the large tower. In order to enter the fort, one must pass these vigilant dwarves.
A large number of grazing animals are here, grazing on ever shorter grass. It is clear that they are rotated yearly, and as it is fall, that is coming soon.
A abrupt drop appears here, more signs of laborious dwarves who worked hard to keep this fort alilve. This forced detour brings them past more traps, and onto a smaller, lower down plain that makes up the entrance to the fort. A blood-soaked pit drowning with the sell of rot is here, filled with dog, troll, and goblin blood. Positions often taken by practicing marksdwarves are imprinted on the grass.
The entrance is absoulely covered in bloodm and a few bleeding cats.. A large awning covers the entrance, its purpose unkown to the rural dwarves. A path, paved with gold and ash, and lined with stome traps, lead into the fort. At the front, a mass of bears and dogs, many injured, many not, stand bloodthirstily over the entrance. There is no path through the entrance that does not take one through the thick of these beasts.
The entrance branches off in 2 directions. one is long and winding, clearly for merchants, and the second is short, and absolutely covered in traps of various kinds, clearly for other types of visitors. ioth paths lead to the trade depot, made of platinum. Fromhere there are too paths, one that leads to the General stockpile area, and one that leads deeper into the fort.
Following the later path brings them to a single staircase, and tens of dwarves scurrying along their buisness. The second floor has various workshops. The third is metalwork, and is fairly organized. The fourth is a empty Great Hall, covered with the annals of dwarven history. On this floor there are two things of interest, a path leading to a bloodcovered, spiked room, filled with miasma, with a large hole to the surface in the ceiling. The earlier hole is now obvious. The second item of intereston this floor is a large mining zone, filled with magnatite, aluminum, flux and lignite, a true dwarven goldmine.
The 5th floor is odd, various repurposed rooms. A prison stands to the east, empty at the moment. The bloodstains of a recent executions still there. To the north is the police station, where police recruits train to be able to capture criminals quicky. To the west is a beautifully decorated room, a old vampire's chamber, its former occupant now gone. From here, there are two paths. The one to the north is a long path, decorated with engravings, leading to a well brining water from the caverns.The other path leads to the kings rooms, holding the new occupant, the president of the republic.
The next floor hold the destination of the migrants, the hall. It is a confused scence. Engravings are enverywhere. Tables placed periodically are filled with loitering dwarves. Some moss grows on the floor. At the east end, a artifical waterfall brings constant mist.
Bleeding small animals walk by, a victim of the awfiul dust on the staircase.
The migrants, have arrived.