Chapter 2: Weremoose Corral1st Hematite, 251 Excerpts from the mumblings of Sigun SnakeorbI, Sigun Snakeorb, the Savage Execution of Lashes, is now the expedition leader. There are only the ten of us left untouched by the curse. Capt Risen now commands The Outrage of Creations with me as Recruit Sigun, Hunter Asen, Recruit Onul, and Recruit Urdim.
The Fenced Meteors is captained by Miner Goden with Farmer Momuz, Mason Ushrir, Mason Olon, Wsmith Ingish.
The priority is to segregate “us” from “them”, because “they” are not akin to accepting labor at the moment.
My kills list are sadly from the citizens of this fortress: Unib Lakeslance the Turquoise Prince of Inking, Ingis Dikeshimmers, Aban Glazedoil, and twice for Fikod Sunnyrelic.
The North Ramp burrow is now deisignated for ”them”. I hope they all go there peacefully.
The Weremoose Corral burrow is set far to the south east on the surface. These are for:
1. wm Metal Kumil
2. wm Dobar
3. wm Litast
4. wm Armor Ingiz
5. wm Wood Cerol
6. wm Wsmith Feb
7. wm Udib
8. wm Mech Ablel
Wsmith Ingish just finished killing wm Miner Ubid with a kick in the head. There is still a brawl against wm Wsmith Feb.
2nd Hematite. The fighting stopped abruptly after the dead transform back to dwarfs.
Three kobolds thieves: Plif, Kulu, and Krodo flee away from the sight of your predicament. I don’t blame them.
9th Hematite. A human caravan from Behal Puc has arrived but we’re still busy trying to gain control making doors, hatches, and a bridge.
Someone opened the tavern The Unsweving Lime to the public because we have 3 guests: the human Bard Fikod, Speardwarf Urvad, and Swordsdwarf Vabok. The tavern is now reserved for citizens only.
Brawls still happen when dwarfs rises up from death to continue with their vengeful thoughts.
13th Hematite. Miasma is pouring out of the central stairs. I am anticipating another carnage when the moon rises once again. All the bedrooms are removed from designation. Miner Goden starts digging a small hideout to the south. I hope our squads can station away there before the carnage begins.
17th Hematite. Miner Gogen finished digging a room the south Hideout, so I order the 10 of us to station. Recruit Urdim is on a table in the hospital, having lost the ability to stand, and Wsmith Ingish is still in the hospital bed. And I, Sigun, too have to lay down in the hospital bed from injuries in my hands and feet.
19th Hematite. The full moon rises and many more transformed into weremoose.
Four of the beasts stayed in the Weremoose Corral burrow. Each of these weremoose are given the title prefix of “wm”. They started fighting each other. wm Metal Kumil kicks wm Litast in the head to begin the chaotic night. wm Ubid K start brawling with wm Wood Cerol.
In the North Ramp burrow, Mason Rakust remains a dwarf in the middle of weremoose transformations. wm Lor bites Mason Rakust’s finger, tearing apart muscles. wm Civ Udil bites Mason Rakust in the head, tearing apart muscle.
And in one corner, wm Broker Kogan bites wm Cilob to begin their private brawl.
In the fortress proper, a guineacok pet is being mauled by the weremoose: wm Ryukan, wm Imush, wm Tun, and wm Armor Ral.
I, Sigun, Urdim, and Ingish are stuck in the unsecured hospital.
Capt Risen locked himself in a room.
Medtob is choking in miasma in the hallway, and Stone Astesh is in the bedrooms. Both remain as dwarfs for now, but the use to be kid, wm Nomal is wandering in a nearby hallway.
On the east hall workshops, wm Mother Ubid is having a fight with wm Baby Asmel. wm Aban is just beginning to go berserk.
Six manage to station in the Hideout burrow.
Screams and curdling cries continue to be heard echoing in the stone halls.
21st Hematite. The chaos spilled out on the surface towards the visitors of the outdoor tavern, and the human merchants.
When everyone is no longer berserk and transform back to dwarfs, we get out of the Hideout to investigate the aftermath. There are equipment to be claimed from the fallen visitors and merchants.
25th Hematite. Excerpts from the journals of Capt ImicNine of us arrive and are greeted by blood-curdling screams.
I just met Cmdr Risen and he immediately give me a promotion to captain my own squad, The Oily Marks. I shall lead my seven companions. Cmdr Risen requested that my 8th companion, Hammer Etur, join to his squad because Etur is the most skilled as a novice hammerman.
My seven companions are Surgeon Degen, Wood Doren, Wood Kogan, Mason Meng, Smith Datan, Farmer Ustuth, and Farmer Edem. I, began searching for an available pick to help dig the Hideout.
4th Malachite The cursed Smith Kol, a High Master Bowyer has been possessed.
Ustuth O built a bowyer shop, and Kol was removed from out of North Ramp burrow. Nine days later, Kol creates a jagged walnut wood crossbow. Xbow Onul seized it for herself.
Malachite, 251. Excerpts from the nightmare of Commander RisenThe rising full moon begins the chaos.
Sigun and Ingish are still in hospital bed, and fortunately remain unmolested, secured by a quartzite door.
Recruit Urdim is in the central stairs and has nowhere to hide except the large food warehouse.
Miner Goden was sleeping in an unclaimed bedroom. Soon, wm Smith Kol bites Miner Goden’s left leg, and severed the right foot. Miner Goden’s left hand wa also severed. The left leg was shaken and was severed. The right leg was next to be shaken until it was ripped away from wm Smith Kol’s grip. Miner Goden is now among the dead and will soon rise as cursed.
Farmer Momuz did not make it to the Hideout and was killed my wm Miner Logem, and wm Mech Ablel by the trade depot.
The new guy, Hammer Etur is picking up equipment down in the forge, so he will station down there alone. However, Farmer Momuz rises up from death berserking and toppled the bowyer workshop, then descends deeper in the stairs, Momuz attacks Hammer Etur and Etur ends up being strangled and died.
The visitors Swordsdwarf Vabok and Speardwarf Urvad K. have been killed by wm Miner Logem, wm Udil A, and wm Mech Ablel.
The human bard Fikod Finderarches is found dead clutching a book “Question About Bathsubmerge” written by him.
Recruit Urdim only filled his waterskins with booze and wanders back in the central stairs to meet an onslaught of attacks, his upper body was torn apart.
13th Malachite. Excerpts from the journals of Capt ImicI, Capt Imic, am thankful for Cmdr Risen’s dream warning. Risen gave up his room with a door and gave it to Goden. We locked the hospital door before anyone else may not can enter and hope Sigen and Ingish will not die of thirst.
We order for station sooner in the Hideout. Unfortunately, Recruit Urdim deems it important to get a drink, and thus succumb when the full moon’s chaos arrive.
19th Malachite. The berserk is over for now. Eighteen of us remain.
We will move any weapons in the lower level of the hideout.
Then we will move food and drinks, then expand room by room. Go, go!
Cavern 2 will be opened and the Weremoose Corral burrow will be moved down there.
The North Ramp burrow, we will be cleared of any citizens and reserve for those newly tainted.
25th Malachite. The news from the Weremoose Corral in cavern 2 is that magma has been discovered. Indeed, there is a magma tube in cavern 2 that connects down to cavern 3. Maybe the cursed ones can fall down there and not come back!
4th Galena. A new month, and so we dig a new room for our tavern, The Garlic of Ringing, in the Hideout, and set exclusively for citizens only. The tavern, The Unswerling Lime, has been removed.
11th Galena. Excerpts from the journals of Cmdr RisenThe Hideout burrow is expanded for the future constructions and dig sites. I called for a civilian alert to activate Hideout. And I was immediately horrified as the cursed dwarfs all began coming over as if they still belong. I cancelled the civilian alert for Hideout, and instead activated Weremoose Corral. After watching everyone head down to cavern 2, I ordered the squads to station, and this somewhat separated us from them.
But there are some cursed who aren’t moving towards cavern 2. What is worrying most was the full moon is almost here, and Capt Imic and his companions are overcome by exhaustion and slept outside the Hideout.
Here’s a glimpse of The Weremoose Corral showing it’s chaos in cavern 2.
15th Galena. The tricky part is how to shut close cavern 2 gate. A plan. Build door before Cavern 2 bridge to help secure when pulling bridge close. Build a hatch path towards cavern 2 as alternate entry.
And then dig a room designated as some meeting room, but with a trap-door floor to drop its occupants in cavern 2.
Summer is almost over.