2nd Malachite. A pesant is taken by a fey mood. I be wunderin' what be on 'is mind. Prob'ly just too darn lazy tae work, the sod. Aaand 'e did laye claim tae a mason's waerkshop... It took 'im four days tae get 'is ingredients. He is noo workin' fooriusly on 'is sikkrit prodjikt.
An' he be done wi' 'is work!
It be dedicated to t' good o' craftmen. It be soondin' risonable tae me.
1st Galena: Ooor armey be breedin' like t' ne'erhalls!
15th Galena. T' daemon-wurshippin' basturds dinnae get t' messidj. I reckon they dinnae ken what be coomin' tae 'em.
4th Galena. T' lads be blessed! One o' t' beasties frae t' ne'erhells hae been slayen!
Noo t' question be, wether t' bluid be deadly or nea. We need t' waterplumbing done, lads! (And mebbea t' magma: cast obsidian tea des-infect)
24th Galena. We be haevin' a ghost problem. Things gea missin'
and be destroyed.
11th Sandstone. Great. YAMM (yet another moody mason). Ho 'e'll be prodoocin' somthin' use-full.
13th Sandstone. T' ne'erspawn dinnae want tae come oop. It still be 'idin' away in t' looer regions. I try baitin' it sea t' lads o' t' Gilded Fields can shoot it deid.
Oh, and oor broker hae rottin' feet. He cannae move aboot.
. As has Tryrar
@ Mad Fool: You throwin' a tantrum dinnae help!
OOC:
I have slain the Assassin Bug and the Saffron Deamon in the upper level. Unfortunately the other two don't come up so that the marksdvarves can take pot shots at them. I put in some of our soldiers (geese) to lure them up. So far they are ignoring them.
There's still a huge backlog of hauling to do... sucks. I wish we'd be getting immigrants so that I can start to expand the hellfort. It seems possible at the moment, because the waterplumbing is in a adamantine vein that is open to all and everything and nothing happens...