Thursday 3 December 2020

Ducimmonag 6 - Hopeless Stagnation

 Timber, Year 252


    Construction of the surface wall has stalled due to the worker's steadfast refusal to move, build over, or in any way deal with the copper crossbow bolt lodged in the ground.


    Dobar, one of the bravest defenders of Workdrilled, has become skilled enough to qualify as a Hammerlord. His skill with his silver warhammer will be of great use in the event that the zombie hordes return.

    A group of eight new migrants, our first in many months, has arrived at the fortress. With so many dead at the hands of those damnable undead new blood is sorely needed.


    By some strange coincidence the majority of the migrants are hunters, animal trappers, or animal trainers. Perhaps this was the primary industry of their fortress of origin. I had hoped for some more useful professions, say miners, warriors, or metalsmiths, but they are better than nothing.


    A pair of blind cave ogres, one male and one female, emerged from the caverns heading towards our fortress today. One was captured in a cage traps and the other was swiftly put down by the Cobalt Tribes. 

    We have now captured three of the ogres. Perhaps we could use their vicious might towards our own aims. Every dwarven body interred in these caverns reminds me of how few of us remain. By the last count there are a scant 700 dwarves remaining across the Absolute Universes. Any way to use our enemies against each other and prevent the needless loss of dwarven life must be utilized.

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Moonstone, Year 252


    Once more we are besieged by an army of monstrous undead hailing from the necromancer's tower to the North.


    They spilled up the northeastern slope and began to charge towards the fortress. Immediately I called for all Dwarves to retreat belowground, but Rith Gemeshas, one of our three remaining original founders, failed to heed the alarm and continued to slowly lug his log across the surface. Before he could reach the fortress a dark zombie human was upon him. If I had sent the Cobalt Tribes out to save him they would have been quickly encircled by the undead swarm and torn to pieces just as foolish Rish was.
    
    Now only Rakust Idnisgak the cook/farmer and Lorbam Tolunsulon the mason remain of the founding seven. I pray that they will not die at the hands of the necromancer's minions as their comrades have.


    Realizing the dire nature of our current situation I recruited four new soldiers for the Cobalt Tribes, most of them from the most recent migrant wave. In total 53 invaders have been counted with an even mix of the superhuman dark zombies and regular animated corpses.


    Unfortunately the main trap hall we used to brunt the attack of the last siege was not repaired in time. While the majority of the cage traps are operational the weapon trap are almost entirely inoperable.


    In light of this the miners have begun excavation of a new trap hall. The plan is that retract bridges will drop the unsuspecting invaders to their deaths far below. Unfortunately the work has been fraught with blunders. Several miners have ended up clinging to the walls of the pit. Luckily none have been injured so far.


    Just as I thought we might have a chance to truly expand, perhaps even strike back against that necromancer tower and rid the land of its cursed blight, we are besieged again. The continuous attacks have pummeled us into the ground and forced us into stagnation. There is never any time to catch our breaths, and the constant attacks make it impossible for merchants and migrants to reach us. The general mood has slipped into a dull hopelessness as of late. It seems my plan for a new grand fortress and a population of more than 30 will have to wait.

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    Credit for the blind cave ogre drawing goes to my sister. If you have any questions, criticisms, or suggestions please comment. Feedback is greatly appreciated! 

3 comments:

  1. Great blog. Looking forward to the next installment!

    ReplyDelete
  2. Well, this blog is certainly enjoyable. You have inspired me to start another playthrough. By the way, if the game's too easy, not using bridges and limiting cage traps makes it a whole lot harder.

    ReplyDelete
    Replies
    1. Thanks for the compliment! I'm glad people are enjoying it. With so few dwarves I'm not quite at the stage where it's too easy yet, but if I ever break a hundred or so I'll have to start implementing things like that.

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Ducimmonag 7 - Harnessing the Beasts

Opal, Year 252           A terribly tragic accident has struck us. Udil the miner fell to his death while working on our new trap hall. This...