After having spent several nights in my overseer's office, reading the logs of my predecessors, I became increasingly horrified. Were we doomed to die struggling? It appeared so. Then, I raised my eyes and saw all of those familiar faces, dwarves who had suffered, orphans, widows, all accosted by ghosts of their long dead friends; or worse, being forced to endure seeing their loved ones crawling around in the open, dripping blood and eating raw meat, like animals, without signs of any type of dwarfity (humanity). These were strong dwarves, and they all deserved something better: A fortress without zombies.
It was then that I devised a glorious plan. Scratch that nonsense about a nice entrance. Let's go full dwarf. I, xczxc, will build a mechanism to end all unlife, and to give Markedangels a fresh start, or die trying. Which is something I can do a couple of times, since there are some undwarfed dwarves (dorfing anyone?). Here is the list:
So, how is the
zombienihilator going to work? Let me explain:
First. A series of winding tunnels are going to be built, all of which spawn from a common room away from the main fort.
Second. Chambers will be dug on top of a segment of those tunnels and a plug of dirt will be hanging from the roof, held by a single pillar, which will be connected to a lever.
Third. Pressure plates will be placed in the tunnels, connected to floodgates to trap zombies.
Fourth. Baits will be placed along the tunnels. Hopefully, animals.
Fifth. The tunnels are going to be opened to the exterior and the miners will return inmediately to the tunnels.
Sixth. Zombies, lured with the smell of fresh meat and fort entrances, will rush into the tunnels, becoming trapped inside the several floodgates. After a while most of the zombies are trapped.
Seventh. The lever is going to be pulled and BAM! No more zombies. The end.
Flawless, right?
But before that we need a healthy fort, and a lot of picks. So, my first rule is banning the upper fort, not because it's dangerous (all the entrances are sealed, I think), but mainly because of the law of dwarven entropy: The bigger a fortress gets, the more time is spent in useless jobs. We need focused dwarfs!
We have plenty of food and drinks. In fact, we have plenty of everything.
Life goes on. At the local hospital, Id Zaluddakost, who has a broken rib, is the first patient of our brand new doctor, Dr. Fokerdeduk. Who is diagnosing him after several days of idling around. Not being able to work because of his rib, Zaluddakost didn't make any crowns for the mayor and is now a criminal. But Markedangels is a free society, there are no cages anywhere. There is a mayor planning to proclaim himself king, tough, probably because we've been isolated for so much time.
A small child was killed by a violent ghost. It is unclear how exactly, but his corpse was found in the floor of the memorial hall, where the children spend most of their time. They don't play, no one does in here, they just wander around near the graves, daydreaming about nicer places. And the recently killed child with the specter hovering over it is still laying there. No one dares to approach to pick up the body.
I should add building several safehouses around the fortress in case there are dwarves outside to my plan.
The smoke has traveled the whole map twice. I hope it's seasonal.
Fuck, migrants! Let's see...which lever should we pull?
WHY ARE THERE SO MANY LEVERS?! I HATE THIS PLACE.
Markedangels - The lever orgy. Hmm. Bridge, bridge, bridge, bridge, bridge...There are bridges everywhere and main entrances everywhere. I'll pull them all. Let's hope they make it.
The way is blocked by a group of zombies.
Such are the times in which heroes are made. A migrant suddenly decides to rip zombies heads and starts hitting one.
Well, none of the levers did anything, but there are some rogue stairs hiding under a pool of blood that are serving as entrance. For both the migrants and zombies, but, there are some heroic dwarves who will stay along the way to fend off zombies until everyone is inside.
So, some zombies got inside. No biggie. He has it under control.
That is, until the zombie ripped his foot off. Now we're in trouble.
WOHOOO! COME INSIDE, BOYS!
After that group, the foot-ripper zombie found the entrance to the lower fort and it had to be forbidden. The migrants, seeing that it was either fight or die, decided to follow the original migrant-soldier and went for the glory. Soon, markedangel's peaceful shore turned into a battlefield.
Meanwhile, foot-ripper, seeing that he couldn't get in, started to wander. The migrants just have to wait to get in.
But it is too much for some dwarves, and they loose control of themselves.
Fortunately, original migrant-soldier is still kicking around, except this time he's fighting fellow dwarves.
BUT DON'T KILL HIM!
Even though the field is full of weapons (unforbidden), the migrants refuse to pick any of them and fight the zombies barehanded, which is very stupid.
The fight is now meaningless. The few remaining undrafted dwarves (not dead) are scattered and away from the entrances.
Foot-ripper and his victim are dancing their eternal tango near the entrance, scaring away everyone.