*galena
I ordered the installation of a masterwork grate in Zen's throne room, and some landmines cages (he loves them for their eternal patience and sudden violence). At least he can conduct his meetings in a nice setting.
Negotiated peace with Drow. Again, I had no idea we were at war. From the Droven hoardmaster I asked Zen to ordered some woolly mammoths, dragons, dragon raptors, and smilodons, and, some broodcreatures, I don't know exactly how these work, but we could use any way to generate labor.
A new human diplomat and trade rep; they're coming from the south and so locked out until I open up our new barricades, and they are followed shortly by human traders. The have some steel bars for us, and other sundries, but we get everything we need from them for just a handful of metalcrafts. The way the humans really distunguished themselves was as comrades in arms. Late in Galena, we get a fairly major frost giant attack! About 10 of them, fording the outer courtyard river from the south. The giants lumber into the frag mine field, which doesn't do a lot of damage, but it does stun about half of them. The best part of this is that it staggers the monsters' approach as they come now basically, one at a time. I leave the main gate open; I suspect they'd come in through the well otherwise. As it happened, the Giants stormed in under a hail of javelins and a blaze of withering gunfire from the humans, right into the waiting blades of the Anvils. The Giants skin might be tough, but runic welded mithril still cuts through them like nothing. A human cannonneer distinguishs himself in the battle, too.
* Limestone
A Giant thief was spotted just outside the inner courtyard. After the great battle in Galena, this seems like no big deal. Manager Sarvesh quick-draws his militia crossbow and breaks its ankles with a couple lucky shots, and the Anvils move in to finish the job. Except... that Meph is caught by surprise on his way to the well. He panics, invokes the true name of dragonfire, and blasts himself into a pond. Fortunately, and amazingly, no permanent damage done to either Meph or the fort.
Zen has done a nice job with meetings, but his lack of hands is stopping him from e.g. changing his clothes. I again order him to the Church of the Depths, this time with a strict burrow , but still he doesn't take the job and begs off his "Noble" exemption. Fine, go get a drink Zen, you've at least earned it for now. I am afraid that his doom approaches. I may have to attempt some more urgent measures before the year is out.
* Sandstone
A quiet month; Construction beginning on the Pub at the Top of the World. The Infinity level is being installed with a gilded floor, so it probably won't actually finish this year. Infinity-minus-one level is a brick construction, and for now just has some drink storage. I don't think we'll have time this year to do proper furnishings.
* Timber
Bandit ambush from south of the river, hot on the heels of our outpost liason, who is cut down by a single volley of rifle fire at short range. The bandits each only carry about 6 to 8 rounds of ammunition, and they waste much of the rest shooting wildly at long range at the couple of war dogs patrolling our perimeter. A second squad emerges within range of the forward tower and is pummeled by the turrets.
The traders get safely inside, and they brought a fortune in goods. Luckily we also have several crates of masterwork aluminum and platinum metalcrafts. I also unload some of the more ornamental looted armor. We get a big stack of good weaponsgrade metal bars (including splurging on a bit of slademantine). An untranslated rune, for use in the Hall of the Mountain King. A great collection of iron golems, turrets and mines. Magma-powered workshop blueprints: armory, weaponry, gunsmith, and ammo. Too bad that the magma forge is so far underground, it takes forever even to walk there and back. And finally, several units of treants, gargoyles, and orchids.
I immediately deployed the golems, summons, and slade/bullet/acid turrets; I'm reserving the hellfire and web turrets and landmines for use in greater battles in the future. Unfortunately the Treants and Orchids didn't take, perhaps because our pets pounced on and killed some of the mechanical kits. But we did get about 5 gargoyles.
Finally, the overlook to the crystal cavern is in. We now have a good field of view and can see a Forgotten Beast tearing up an antmen patrol. Mokar and Meph head down for a look, but never got a good angle to fire on it. The melee squads head out and drive away the few remaining bandits easily.
An artifact door. That could prove useful in our assault on the caverns.
* Opal
Zen's mental state deteriorates. Many of his good memories are fading, and he only remembers his traumatic injuries and obsesses over his increasingly tattered clothes. This month it is his son, Zon, who brings the mundane reports from the office of the Duke, along with an intriguing proposal. "What if we forceably restrain the Duke on the black Altar," says Zon, a dark fear in his eyes; ".. and someone else performs the Ritual? Perhaps they'll both be changed."
"I have no idea what would happen, and besides, how can I risk it? We can't put anyone else at risk like that. Who would volunteer for such a terrible duty?" But even as I tried to protest, I saw the resolve in his eyes harden. "Zon, no. You're the Ducal heir. Take your father up to the Pub, let him contemplate the great works we've already done here, and if these are his last days he'll know that he completed his mission and died with honor."
"Nonsense; first of all, I'm not the only heir, there is my baby sister. More importantly, you know as well as I that Father didn't come here simply to oversee the tower. You lot could have handled that yourself." Zon glanced away, just a little embarressed, but when he turned back his face could have been chiseled from stone. "We are going to the depths. Have your miners and mason continue working on their fortifications in the deep caverns. Take whoever remains among your master smiths and rekindle your forges, for war, not for these trinkets." He disdainfully cast aside a goblet that could have paid for a Human king's ransom. "Please send for Darkhawk, and have him station the Anvils outside the Dark Temple. I'll handle the rest."
Well, I followed most of his instructions, although for good measure I also station the Fortress Guard and the Hammer-praetorians behind the Anvils, and lock the Temple Door securly behind him once he has his materials. That lad can take on the aspect of Armok's firey beard, I'll give him that. For my own part I head down to the newly finished Great Magma Forge, founded during Panopticon II's tenure last year, and start on some obsidian and slade production. These are the final reagents we need for Stonebinding rituals.
After a night and day of restless waiting we hear a terrible gurgling scream. Then nothing. Ill tidings? But then, if something had gone wrong, there would have been more signs of a struggle? At least, there would have been a puddle of woolly mammoth blood leaking under the door. Perhaps everything went according to Zon's plan? We ever so carefully peek in, only to find Zon, or "Zen III" as he now styles himself, cloaked in a mask of darkness and terror. In his eye, still the same calculating dwarf-spirited gleam. The poor lad, just a young peasant with no skills of any kind, and now he'll be unleashed in battle and expected to scythe down enemies like a dark force of nature. Well, at least I can get him equipped. After our tour through the armory, he selects a fell masterwork welded wolfram meteor hammer and a kit of steel armor. Perhaps we can massacre enough elves and orcs to round up another skill essence he can use, or else he needs some time in a library. Gods save us.
His father is still the same; crippled, dispirited, although having a passing happy thought after a nice chat with his son.
* 26th Opal. Masons finish a tiny viewport in the deeps and scouts report a great fortress of the undead! We see at least two entraces, one breaching to the cavern floor not more than 70 urists due west of our Great Magma forge. There are uncountably many undead in the form of satyrs, pekyts, draltha, gremlins, and a few tawny eagles. I don't know whether the latter can get in through our fortifications .. I assume not ... but still dispatch the military to be sure. Once it is clear that we are secure I let Meph and the javalineers stay in the overlook and see if they can do a bit of damage.
Our ancient tormentors -- a detachment of soldier ants -- are locked in a desparate battle with the undead as well. On the far side of the cavern, great eldrich horrors rise from an unfathomable deep lake and begin their own skirmish against the zombies. This place is a madhouse. The first order of business is a stairwell that cuts a few hundred urists of roundabout travel out of the equation. Next, we ask the mason to do his best to enlarge the fortifications, and have the haulers bring down a turret or two. The ants fight valiantly but are overwhelmed by greatly superior numbers.
* Obsidian:
On 14th obsidian, almost simultaneously, ants send reinforcements to both the crystal and deep caverns, and orc ambushers arrive topside. Since the caverns are secure for now, almost everyone reports for duty topside. Meph stays in his outpost. The orc invaders ignore our weapon traps of course, but are pinned down under a crossfire from the turrets. The Anvils quickly advance to clear the courtyard, as a drowen diplomat reveals two fresh squads of orcs. Unsure of the orcish numbers I order our forces to hold a superior defensive position and let the Drow engage first. I think this was probably the right decision, since there was in fact another squad in hiding, and even the Anvils might have been wounded fighting five-to-one odds. Once the Droven guards and turrets engage, and we pull the bridge levers to divide the orcish forces, our troops move in with the odds turned very much in our favor, and the battle goes smoothly. But I regret that the caravan was lost.
In late obsidian, the ants had another run at the undead in the depths. No scouting force but a huge army, that in fact fought the forces of the Dead to a standstill. I have no idea how much or how little Meph contributed to the carnage from his balcony -- the whole place is covered with gore and clouds of horrible vapors, like an Oblivion tower turned inside out. It would be trivial to claim the deep fortress now: the remaining zombies could be counted faster than Ishar chugs two tankards of ale. But we should still spare a thought to securing the cavern against ants and other nasties before cutting a breach!
Thus ends year 115. Only one death, by hammering; we now number 44 adults and 11 young.
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