Journal of TheCheeseMaker III20 Limestone, 205
You know, I’ve never really thought to stop and think about the past. I always am more of a “live in the moment” kind of guy. I think this is generally a good. Thing. Everyone dies. I know that now. Everyone loses in the end. From the loss of family, to the loss of possessions, to finally the loss of life. Sometimes it’s too much for others.
26 Limestone, 205
A child was possessed today, no doubt by recently deceased spirit. He quickly claimed a craftdwarf’s workshop and demanded materials. I will try to provide him what he needs, but there are more important things to do right now.
2 Sandstone, 205
The Happy Hackers are disbanded. With only one surviving member, it seems fit to recreate the squad. The random name that the squad is decided to be called is… The Halls of Mortality. Quite fitting, actually.
27 Sandstone, 205
The siege is still technically up. Seven goblins remain in Immortalitytowers. Sealed within our bedrooms is the most dangerous goblin I have ever seen. She needs to be removed if the fortress can hope to survive. I hatch a clever plan to defeat her with as little risk as possible.
The exit to the hallway is walled off; the only possible escape is to go through two cage traps. The wall to the hallway will be removed, and Flukenightmare will become our prisoner.
3 Timber, 205
A single wall is taken down. Two dwarves, I didn’t bother to learn their names, immediately charge Flukenightmare, because when a single goblin has murdered half your military and another half of the entire population, some random, skill-less dwarves can defeat her. Right? Actually, no, they both get their heads chopped off for their trouble. The remainder of the plan goes off without a hitch, and the goblin falls into our traps.
12 Timber, 205
Perfect, that’s exactly what we need now. The possessed child went berserk today. The spirit controlling him decided, “Hey, let’s stop trying to create a useless artifact, and instead, murder everybody. That’ll be fun.
The military (aka one dwarf with an axe) killed him without a problem.
1 Moonstone, 205
It is time to expand the military. I pick the two least useful dwarves and draft them into the Halls of Mortality. Our military may be small, but it will grow. That I can guarantee.
10 Moonstone, 205
I turn my attention to the exterior of the fortress. Six goblins still lay siege to Immortalitytowers. One goblin leads his squad away from the fortress. They retreat to the north, through the evil mountain range, where the goo rains down upon them, cursing them with horrible blisters for the remainder of their lives.
That’s our parting gift.
21 Moonstone, 205
Three goblins still mill about the surface. They will be removed. I form a similar strategy to how I captured Flukenightmare. Three cage traps are placed behind the interior gate. The gate is open, and all three goblins stumble inside. All three are caught without incident.
As of today, the siege has been lifted.
4 Opal, 205
A dwarf returns to the fortress. Her body was never recovered, as it was outside the courtyard. Now that the siege is over, we can reclaim the exterior and lay her and her child to rest.
17 Opal, 205
I don’t believe this…Migrants! Somehow they have decided to brave the deathly conditions here and attempt to make a life. Between them and a few births at the fortress, the population is now at 60 dwarves. We will thrive yet.
19 Obsidian, 205
Four goblins reside in cages throughout the fortress. I debate for a long time what to do with them. It would be so easy to order them thrown into the volcano. They killed so many of us. Yet…A quick death seems too merciful. I form a different plan.
A room is dug out deep within the fortress. The goblins are placed at the four corners of the room, and each cage is connected to a lever outside the room. The room is then walled off.
The lever is pulled, and the four goblins escape into the room. They do not know how to remove the walls, however, and so they remains stuck in the small room.
Goblins do not eat. They do not drink. A goblin will never die of old age. And they can never get out. This fortress will fall, I have no doubt about that. Monster, sieges, perhaps even our own disagreements will leave us in ruins. However, no matter what happens, no one will ever come for these four creatures. In a hundred, in a thousand years, long after all of us are dead and gone, Flukenightmare and the others will live on, forgotten. They have no hope of escape, and no one will come to rescue them.
At least someone will find their immortality here.
1 Granite, 206
Spring has arrived. Despite the tragedy we’ve faced, our wealth increases. We may not be thriving, but we are surviving. We will live on, for now at least. We will.
-----
So, there’s the rest of my turn. In a twist, this time the write-up was written while on pain medication, which is why all my decisions were intelligent for the turn, but the writing seems very depressing compared to what I usually do. I have not redorfed Salmeuk or Maskwolf yet, so if the next overseer could take care of that. Save is here:
http://dffd.bay12games.com/file.php?id=11137