A Shattered World: Dwarf Fortress Tales (LP/Narrative)
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A Shattered World: Dwarf Fortress Tales (LP/Narrative)
So about a month ago I began a project that is effectively a Dwarf Fortress diary, but de facto is a half-LP ("Let's Play", those dreaded words! worry not, this isn't some youtube get-rich scheme by two 12-year old boys) half-narrative story that I've been writing, aided by a catalog of screenshots to show people what's going on in the story. I originally did not intend to share it, but it's taken such a long time that it seems wasteful not to put it out on the internet somewhere. I was intending to post in on The Three Hammers forum, however it does not have the forum tools that this website has so it'll be easier to stick it up here first.
So, I'm going to be uploading it here. The first tale has been completed in true Dwarf Fortress style, unexpectedly ending with lots of blood. It'll take a while to upload all of it so I won't be able to complete it in one sitting so consider this WIP.
For those interested I'm using the Lazy Newb Pack and Pheobus Tileset. I've explained things as best I can, assuming the reader is not familiar with Dwarf Fortress. For those who ARE familiar with DF, I've made the world 5 years old, large with high savagery, high hostility and high mineral occurrence. Prepare yourselves for a wall of text and adventure! Let me know what you think!
Tale 1: Dwarven Fortress Limuloslan, Goldenwind.
So, I'm going to be uploading it here. The first tale has been completed in true Dwarf Fortress style, unexpectedly ending with lots of blood. It'll take a while to upload all of it so I won't be able to complete it in one sitting so consider this WIP.
For those interested I'm using the Lazy Newb Pack and Pheobus Tileset. I've explained things as best I can, assuming the reader is not familiar with Dwarf Fortress. For those who ARE familiar with DF, I've made the world 5 years old, large with high savagery, high hostility and high mineral occurrence. Prepare yourselves for a wall of text and adventure! Let me know what you think!
- Prologue:
Prologue, 5 years ago:
The sky of the Old World broiled with fire; it would appear the end times long prophesised were indeed here. The priests of Armok talk of a great cycle of life and death, they claim that every eon the Gods awaken to remake the world, casting the old world to the fire and letting life begin anew. It would appear that time has arrived.
However, this time it would be different. Ordinarily civilisation would have been scoured from existence by the End of Times. However, factions within the intrepid races of the Old World, the Dwarves, the Elves, the Humans and alas even the foul Goblins and Kobolds all sought a way to survive this prophesised destruction. A clan of Dwarves, named Morul Lerom, carved a mighty fortress deep within the earth, housing several thousand of their kin and, in exchange for vast riches, several thousand humans who could afford the price of safe harbour.
Meanwhile a group of Elves weaved a great tree of enchanted oak to shelter within. The forest of Avelon, knowing it’s time had come, poured all its energy into this one tree to give the gentle elves, who had long since guarded its grove, one last chance of survival.
Not much is known about the Goblin and Kobold’s operations. To this day it is unclear how they survived the End Times. Perhaps they didn’t, perhaps the Gods seeded the new world with their foul ilk to spite the survivors. Some scholars theorise that their tribes may have sheltered in deep caves and caverns underground, much like the Dwarves. The truth of the matter is unknown.
Regardless, these races all found shelter from the terrible fires which began to erupt in the skies. Several months the flames danced above before finally judgement arrived. Great plumes of flame stripped the lands of all life and the continents themselves shifted and remade. The world changed, it grew larger and more expansive, the seas evaporated in an instant and all was made barren. Then, as huge clouds of water vapour rose into the atmosphere, a great tempest flooded the planet once more and the oceans were reborn.
Eventually the cataclysm grew to a halt. Dwarves and humans deep underground breathed sighs of relief as the great din above quietened and it became clear they had survived. However, soon with a crash of crimson thunder the God’s began to unleash life anew on the world. However, as any Dwarf will tell you, the age of legends at the dawn of time was no time of peace. The God’s in their madness unleashed the basest forms and most terrible creations known to Dwarfkind. In the Old World they had been known as Forgotten Beasts, terrifying entities that had survived the dawn of time and roamed the deep darkness in search of prey. The millennia had whittled down their numbers in the old world to but a few, now; however, their numbers were legion.
Eventually, once more, the sounds of creation above ceased as the God’s withdrew to their shadowy existence. Beneath the Earth the Dwarves solemnly acknowledged their survival. They were the Last of their kind yet in this new world, they were now the first of their kind. The King of the new Mountainhomes immediately ordered the removal of the Humans, their refuge in the Fortress was a business transaction which had now expired. They took the space many other Dwarves could have filled and were it not for the Dwarves’ love of riches they would have been turned away. The humans were expelled into the terrifying new world to build their new homes.
The Dwarves, however, sealed shut their doors and waited. The world above was filled with horrors and it was not safe yet to leave. For five long years the Mountainhomes existed in solitude, waiting for the beasts above to massacre each other. When the time arrived that the King deemed the landscape above less perilous he gathered the Fortresses great army to carve himself a realm above. However, not even the martial prowess and masterwork equipment of the Dwarves were a match for the multitude of Forgotten Beasts above. The army was smashed by all manner of terrifying beasts and all hope seemed lost.
However, the King has now called for volunteers. Small groups of seven Dwarves to cast out in secret and forge new kingdoms for the Dwarven race. One such group has received the king’s blessing. Led by a hammerdwarf named Unib Emetstakud, this group has been dubbed Erlinnil, “The High Hammer”. They cast out in the night and find a secluded stream far from the Mountainhomes. The group convenes. This is where they shall carve themselves a home.
This is the dawn of creation, this is the age of legends. The Dwarves have survived the end, but now they must survive the beginning.
Unib Emetstakud nods and solemnly gives the command.
STRIKE THE EARTH!
Tale 1: Dwarven Fortress Limuloslan, Goldenwind.
- Arrival:
- Arrival:
The Expedition:
Listed are the seven Dwarves of the Erlinnil, “The High Hammer”:
ETUR NILBIDOK, THE MINER- Etur Nilbidok:
MESTTHOS THOLTIRIST, THE MINER- Mestthos Tholtirist:
ERUSH SILASMEL, THE CARPENTER- Erush Silasmel:
ENDOK MUTHKATINEN, THE WOODCUTTER- Endok Muthkatinen:
ATIR LOLOKGEBAR, THE MASON- Atir Lolokgebar:
RAL DUCIMTHEDAK, THE FARMER- Ral Ducimthedak:
UNIB EMTSAKUD, THE HAMMERDWARF- Unib Emtsakud:
LIVESTOCK
2x War Dogs
2x Cats
2x Horses
CONCLUSION
Our expedition is centred around its leader Unib Emstakud. She is perhaps the most important member of the group as she is the only fighter (apart from the two war dogs), armed with leather armour and a Bronze Warhammer. The world is extremely dangerous and if the Dwarves are to survive they must make haste to establish a secure holding in the earth and pray no dangerous enemies discover them. Although she is a proficient hammer dwarf, it is unlikely Unib will be able to defend the group from anything more dangerous than a wild beast. Luckily the group is low-profile enough that they have avoided most of the more dangerous creatures lurking in the foggy darkness of the new world.
The miner friends Etur and Mestthos will carve out holdings in the earth, their role is vital as the group stands little chance on the surface.
Endok and Erush, the woodcutter and carpenter, will be responsible for the wooden constructs of the group. The Dwarves, after all, need beds to sleep on and barrels to store their food. Endok must make haste and harvest as much wood as possible whilst the landscape is free of enemies.
Atir will be responsible for stoneworking. He will in particular need to create doors to keep out foes.
Finally Ral will be responsible for farming mushrooms deep within the earth. These mushrooms will provide food and alcohol for the Dwarves of the High Hammer. Fitting for someone of her shy demeanour, she will spend a lot of time alone in the cavern farms. Until more dwarves arrive, she will also have to brew ale.
The most popular gods are Sostet and Tobul. May they guide the High Hammers to glory!
THE EMBARK
The Dwarves have reached a mountainous region of the new world. They can only be described as Haunted. The ground is littered with fleshy tendrils which wriggle and squirm as the Dwarves trudge past. Growing like bushes around these tendrils are eyes on stalks which watch the party as they proceed. Luckily these freakish features seem harmless enough.- Spoiler:
- Spoiler:
The landscape consists of several hills with some flat, low-lying forests to the south and some rugged ravines to the north. The tendrils and eyeballs cover the top half of the map and are represented by the purple lines and white spots.
Truly a disturbing place.
Last edited by Ironherald on Fri Jan 17, 2014 12:39 am; edited 5 times in total
Ironherald- Posts : 61
Join date : 2010-08-08
Age : 31
Location : England
Character sheet
Name: Grolfingir Ironherald
Title: Goroth
Re: A Shattered World: Dwarf Fortress Tales (LP/Narrative)
- Year 1 Season 1:
1st Granite, 6, Early Spring
STRIKE THE EARTH
At Unib’s command the Dwarves spring into action. Immediately the miners select an appropriate place to dig, a slope on the hill facing out towards the forest. This place will serve as the entrance to the fortress. As much as the Dwarves distrust nature, it seems infinitely better than making an entrance among the writing flesh to the north.- Spoiler:
Endok also begins to fell trees in the forest outside the fortress, the wood will be made into vital furniture and equipment.
However, as soon as the Dwarves set to work a cacophony of hideous groans is heard to the north. Five Undead Yaks have arrived, although thankfully they have not yet noticed the expedition. One is pictured below.- Spoiler:
This could spell disaster, so the Dwarves hurry to their tasks.- Spoiler:
- Spoiler:
The brown represents where the miners will dig. The Dwarves will need an area to sleep and eat relatively early, however it’s not always convenient to assign permanent bedrooms and a dining room shortly upon digging into the earth. So, these rooms will serve as a temporary dormitory and dining room until the miners have time to dig out a more permanent bedroom and eating area. In future these rooms will serve as barracks to guard the entrance to the fortress.
Whilst Etur and Mestthos mine out this area it is time to assign Unib as a military dwarf. Gracefully she steps down as acting expedition leader, it would be unwise for the leader to risk her life regularly. She led the High Hammers to their new home and now seeks to guard it full time. She is promoted to Militia Commander and dons her leather armour and Bronze War hammer whilst Endok, who seems most suited, takes command of the expedition. Unib names her one-dwarf squad “The Dreamy Swords”; there’s no accounting for a Dwarf’s taste in names.
As the Dwarf miners dig they realise the entire area is made of magnetite and limonite, both of which are an ore of iron. This is extremely fortuitous as it means the fortress will have a large supply of iron from which to make crafts, weapons and armour. They have also happened upon low-value gems such as citrine. It would appear the earth is rich in this new world.- Spoiler:
Just as the dwarves finish digging out their temporary dorms the sky thunders and rain begins to fall. Luckily none of the dwarves are inclined to do much more than grumble at the weather. However, the mason and carpenter eagerly head indoors to set up their workshops.
As soon as the workshops are complete the carpenter is immediately tasked with crafting some beds for the dwarves to sleep in. The mason, however, cannot start building anything until we discover some more suitable stone material. The miners extend the corridor further into the hill before building a staircase further down into the earth. This yields some blocks of rock salt which Atir the mason uses to create some stone doors. Erush the carpenter also knocks up a few beds from the wood gathered by Endok the wood cutter, who still labours in the forest.
Before long the beds and doors are placed by the other Dwarves and the dormitory and dining room begin to take shape. The dining room, designated as a meeting hall, is quickly filled with nervous Dwarves eager to get underground and away from the roaming horrors above. The animals also carried into this small room. This should make it less likely that a Dwarf or animal stumbles upon a hostile creature, for example the Zombie Yaks.- Spoiler:
Sadly there is still not enough stone for more furniture, but now is an ideal time to dig downwards anyway. We need space to designate stockpiles where we can haul the goods sitting in the wagon outside.- Spoiler:
Above are the plans for the Craftsdwarf District. The right hand side will be used for workshops and industry, whilst the left will be used to store the many goods the Fortress will (hopefully) produce. This will be the heart of the fortress.
As the Dwarves get to work on this new excavation they realise the undead have left the vicinity. This is fortunate, but they must not get complacent. Worse creatures could arrive any moment.
Several weeks of heavy labour pass. The mason and carpenter churn out many doors, beds, barrels and other assorted furniture. The mining is heavy going; the rock is difficult to cut through and takes some time. Eventually the left wing is completed and the Dwarves begin to haul goods inside. They designate areas to store furniture, gems, finished goods, leather, food, drink and bars/blocks. The food storage is temporary, however, as later it will be located closer to any farms they might make. The miners begin to procrastinate by joining in with the hauling, but they are quickly told to focus on mining to the exclusion of all else. The wagon the dwarves’ goods arrived in is torn down; it is too large to bring indoors and so shall be salvaged for wood.- Spoiler:
After another few weeks much progress has been made. The Craftsdwarf district has been completely dug out and stockpiles have been designated. Workshops begin to be built, the old Carpenter and Mason workshops are demolished and taken downstairs. And now the Dwarves look to their food supply. They shall need to seek out clay or sand in which to sow underground mushroom farms. These mushrooms will provide the fortress with food and will also be brewed into alcohol, which Dwarves need to get through the working day. They drink alcohol to all exclusion by preference; they will drink water if there is no alternative though it will grieve them greatly. No wise overseer lets his Dwarves run out of booze. By looking at the surface, the dwarves determine that there should be sand deposits to the Northwest of the central shaft. So, the Dwarves dig down another layer and dig a passage towards (hopefully) clay.
As Endok labours outside, he wipes his brow, staring up at the sky.
Summer has arrived.
- Year 1 Season 2:
- 1st Hematite, 6, Early Summer
The Dwarves find what they are looking for, a large deposit of red sand. They quickly excavate a medium sized area for farming.- Spoiler:
Ral gets to work sowing the field with plump helmet seeds, I queue this crop to be grown all year round. These are a very basic sort of mushroom which can provide the fortress with all its consumable needs. The miners now need to dig out an area for the food to be stored. Ideally this will be in close proximity to the Meeting Hall, which the Dwarves will be spending their free time in, so that nobody has to walk far for their food. So, we shall plan out the main and most impressive section of our fortress. The Meeting Hall has to be large enough accommodate any future refugees which may make it to the fortress, whilst the food storage area should have some areas for brewers stands and kitchens to process food.- Spoiler:
Ral is exempted from hauling so as to farm without being distracted. The first batches of plump helmet are quickly planted.- Spoiler:
Eight ragged-looking migrants and a Water Buffalo calf are ushered into the fortress, giving the fleshy tentacles outside nervous glances. Sadly three of them are children, unfit for work and the other five have meagre skills, unfit for all but the most basic of labouring tasks. Perhaps they had started out into the primeval wilderness with more, but lost them due to the evil beasts above. They do not appear willing to talk about it.
Regardless, though they do not have any particular talents we shall assign them unimportant jobs which they can slowly improve their skills at. One dwarf named Doren Kemsoruzol is made a stone detailer and is commanded to smooth out all of the stone walls and floors in the fortress. It will take time, but eventually he should become an expert in this task, as it’ll be his only job.
Unib inspects the Dwarves for any military talents. The only one who shows any aptitude at all is a female dwarf named Amost Avuznefek, who is a Novice Dodger. She is drafted into Unib’s squad “The Dreamy Swords”. We shall need to find her a weapon though, as currently we have no spares.
One of the migrants is an amateur fisher dwarf, although he has no great skill at it. There are several ponds in the strange tree grove so hopefully he shall be able to provide at least a few fish to the fortress. Another has minor skills at farming, so shall help Ral in the mushroom fields. The others will help haul things and do minor tasks around the fortress, like cleaning, as there is currently nothing better for them to do.
Some months later the digging is complete. The Public District is completely dug out and now the next priority is furnishing the Great Hall and digging out some bedrooms so that the Dwarves can move out of the cramped Dormitory upstairs.
The plans for these bedrooms are shown below.- Spoiler:
Meanwhile our new stone detailer begins the mammoth task of smoothing out the fortress and our mason works non-stop to produce tables and chairs for the Great Hall. A pack of wolves wanders about on the surface, but luckily, like most of the other hostile creatures, they stick to the foul north among the tendrils and eyes. It would seem we made the right choice in locating our fortress to the nicer south. Just to be safe the miners are ordered to remove the slopes leading up the hill around the fortress entrance. This way any hostile forces will not be able to descend too close will make it easier to predict where they will come from (all slopes to the right of the entrance are removed, so enemies can only come from the left now).
The dwarves pray it makes them safer.
Autumn has come.
- Year 1 Season 3:
- 1st Limestone, 6, Early Autumn
Autumn arrives and brings with it several more undead yaks above land. They’re nowhere near the fortress so we needn’t worry. The bedroom district is full mined out and several beds are in place, however none of the rooms have doors yet so we cannot assign individual bedrooms. Atir begins to make plenty of doors to meet this demand; switching production from tables and chairs. The Grand Hall has a full row of tables and chairs so no-one should get irritated by a lack of seats.- Spoiler:
One of the cats gives birth to a kitten, increasing the number of cats to 3. As any Dwarf Overseer will tell you, cats can multiply exponentially when left to procreate freely, affectionately known as a “Catsplosion”. I, however, have not the heart to kill spare cats and kittens so we shall have to hope the numbers don’t grow out of control.
This reminds me, we have two war dogs growing fat in the Meeting Hall doing very little. So, one is chained just inside the entrance to the fort. Hopefully it will keep away any stealthy invaders that might seek to enter the fortress.
Speaking of entering the fortress, joyous news!
Six dwarves are discovered venturing through the wilderness above and are quickly led indoors. Lucky for us one of the Dwarves, Tobul, is a novice armour smith, so he shall be designated our metal smith for the time being. Another is a mere novice miller, he shall become our furnace operator. Two others have no discernible economic talents, but are novice armour and shield users, so they shall be drafted into the army. This brings us up to 21 Dwarves, 6 of which are children.
The metal smith and furnace worker immediately construct their workshops. To work metal the Metal Smith requires fuel, which the Furnace Operator creates. Sadly we have not, so far, found any bituminous coal or lignite to process into fuel, so we shall have to burn wood to create charcoal. This is a bit more awkward. We shall need to order an increase in our woodstocks.
One of the Dwarves approaches and informs Endok of some troubling news.
This is a strange tendency of Dwarves. Oftentimes they will get ideas for a grand artifact and pursue an all-consuming desire to create it. This can be very good for the fortress, however, it can also be disastrous; if they cannot fulfil this desire they will go insane.
We shall have to hope we have the materials Tobul desires to make his artifact out of. He claims a metalsmith workshop… this is awkward because we’ve only just made it and have yet to get any materials necessary for metalworking made. If Tobul manages to succeed in his task, we will have gained an extremely skilled metalworker. He sketches pictures of “shining bars”, indicating that he wants metal bars to work with.- Spoiler:
Sadly some discrepancies with labours means the Dwarves argue for some time over just whose job it is to build the wood furnace. The mason doesn’t think it’s his job because he isn’t assigned the wood burning or furnace operating and the furnace operator doesn’t think it’s his job because masonry isn’t HIS job. Dwarves can be very obstinate sometimes.
After the initial confusion EVENTUALLY the wood burner is constructed. Immediately some charcoal begins to be produced, but now we need a smelter to be built. This time no-one seems willing to shift a bit of rock that’s blocking the build site. When time is of the essence Dwarves seem to like procrastination. The rock is moved into the hall after some arguing. The female war dog chained up at the entrance to the fortress gives birth in the meantime.
With some fuel readied and the smelter finally constructed Unib Libashathel, the furnace operator, begins to smelt some limonite into iron. Tobul sits muttering in the Metalsmith’s forge, seemingly oblivious to all the drama. But, as soon as the first of the iron bars cools, he immediately springs to his feet and snatches them. Several of the Dwarves peer over his shoulder and it soon becomes clear:
Endok shoos people away though, it will take some time to create the artefact and Tobul needs his space.
Around a dozen bedrooms are now completed, but some doors are still needed for the other rooms. Some time passes but eventually a Dwarf arrives, announcing in a reverential tone that the new artefact is completed.
Gakizaran Risen Edol, roughly translated as “Boardsculpt the Coal of Weathering”, is a gauntlet designed to fit the right hand. On it is a picture of itself. Tobul emerges from the Metalsmith’s forge looking thoroughly pleased with himself. By crafting this artefact he has risen to the rank of “Legendary Armour Smith”. This is the highest rank of skill a dwarf may attain in a task, we are extremely fortunate to have such a skilled blacksmith at such an early stage in the fortresses’ life. With such a plentiful supply of iron we can begin to create a large stock of high-quality armour. As militia captain Unib is given Gakizaran to wear as a symbol of the fortresses’ might.
Our male cat takes a liking to one of the new migrants, Kol Mosusuzol who proceeds to name the chocolate coloured, gigantic and muscular beast Tholtig. Shortly afterwards the other cat takes a liking to Kol as well! He names the cat, who is “very fat and enormous overall”, Unib.
Meanwhile a merchant caravan from the Mountainhome arrives. However, not expecting any trade caravans in so hostile a world, the Dwarves have not yet created a trade depot. One is quickly put together and the caravans unload their goods.
The outpost liaison meets with Endok.
We have little in the way of goods to trade, sadly, so negotiations will be short. The liaison explains that he trades with the various budding fortresses in the new world and asks what goods we’d be interested in buying for next time they arrive (in a year’s time). We have no particular needs, however it’d be nice to get some egg production rolling so we ask that they bring some live poultry that we might farm. In return the liaison informs her that they will pay extra for backpacks, anvils, sceptres, meat, windows, musical instruments, footwear, prepared meals, toys and amulets, as these goods are in short supply at the Mountainhome.
As the caravan leaves the liaison calls, “Farewell Endok Muthkatinen, I look forward to our meeting next year. Our fortunes rise and fall together.”
As Endok sees the caravan off she rubs her hands; a chill is in the air.
Winter is upon us.
- Year 1 Season 4:
1st Moonstone, 6, Early Winter
The caravan leaves and as the new month begins Erush the carpenter creates a Masterwork Bed, she is improving! We also now have personal bedrooms for everyone, including the children. Our miners have been idle for a while now and although it isn’t a pressing matter I hate to see them idle. So, after expanding the stockpile and workshop areas a bit, it is time to create a designated mine. So, the Dwarves designate an area off the central shaft to dig down far into the earth.
We also build a crushing device so that we might pulverise any excess refuse. It is constructed by creating a large stone platform that can be raised and lowered (much like a drawbridge!) but is apparently far more powerful and will pulverise anything beneath it into dust. This is good for disposing of any huge build-up of dead bodies etc. As Atir finishes the “drawbridge” we are informed it is a masterwork drawbridge. At least it’ll look impressive as it grinds rubbish to dust. Also worthy of note is that Doren the Stone Detailer has finished smoothing out the Great Hall, which now looks rather more impressive than it used to, though it still requires more furniture. When his stone detailing skill is better we shall have him engrave the smooth stone with images to further the quality of the Grand Hall. For the meantime we’ll have him improve the fortress entrance and then any other stone rooms.- Spoiler:
This situation is not ideal, as the outside is perilous. However, there is little else for it without huge micromanagement. So, the Dwarves begin to sheer away the slopes of one section of a hill to the north side of the fortress. We shall create a shelf on the hillside that will be unreachable from outside the fortress where we can safely store our rubbish. Given that the north is plagued with zombie yaks, however, this shall be a perilous task for the miners. Hopefully they go unnoticed.- Spoiler:
Spring has arrived.
- Year 1 Lore:
- ***************************************************************************
A horn blew in the deep, signalling an end to the working day. Breathing a sigh of relief, Etur clapped his friend Mestthos on the shoulder, grinning. They’d made it. Not just through the day, but through an entire year. None of them had expected to survive the first week after setting out from the Mountainhome, let alone month or year. This was not simply a triumph of Dwarven perseverance; it was a confirmation of what they thought they’d learnt six years ago. They had survived the end times! There had been doubt amongst all of them about what exactly they had survived to see, the horrors which were unleashed in the re-birthing made many wish they’d died with the rest of their race. But now the reality struck home, Dwarves could survive in this new world. They could thrive!
Etur and Mestthos descending through their new home, into the torch lit Grand Hall. True, it was largely empty and unfurnished, but there would be time to remedy that later. Gathered around the table sat the rest of the Dwarves, pounding the table raucously, the children playing underneath. The turn of the year was normally celebrated with a festival, but this year was especially significant. Upon entering the hall a huge cheer rose from the table, the miners being well-liked. Even Atir managed a smile, despite his grudge with Etur. As they sat Ral entered from the kitchen, smiling shyly and bearing a tray heavily laden with freshly brewed Plump Helmet Ale. With glee every dwarf man, woman and child took a large flagon.
Before anyone could take a sip, Endok raised her drink before the entire fortress, who dutifully went silent.
“Lads an lasses, I speak now not as yer leader but as yer dear, dear friend. It’s been a year since we first arrived tae Limuloslan, a year since we made th’ dread march through the lands above. Truly we’ve been favoured by our ancestors an’ gods, tae stay hidden from th’ dread beasts and found our thriving new home. It’s been a long road an’ not everyone has made it here.”
Several of the newer arrivals exchanged glances, tears in their eyes as they remembered the comrades which fell on the journey. Endok continued, welling passionate tears of her own.
“An I knoo they’d be proud of all of ye sittin’ here today, along wi’ all our kin who’ve fallen, not only in th’ last few years but in th’ history of dwarfkind. Make nae mistake, they’re lookin’ up from th’ heavens an’ they’re joining us as we drink tonight. In this new world we are buildin’ new Mountainhomes, we are th’ first of our kind and our children will sing in th’ deeps of all that was lost. An’ I’d just like tae say ah’m glad ah’m here tae do it all with ye, mah dear friends. Join me now in celebratin’ this new year, this new fortress an’ this new world! Fer kith an’ kin! Fer hearth an’ home an’ fer the king under the mountain! Huzzah!”
Each Dwarf stood at this, adding their voice to the chorus. For the first time ever in the new world of Roth Lum, the hills echoed with the sound and mirth of Dwarves, shouting their defiance at a world of despair and misery.
“FOR KITH AND KIN.”
“FOR HEARTH AND HOME.”
“FOR THE KING UNDER THE MOUNTAIN.”
***************************************************************************
- Year 2 Season 1:
- 1st Granite, 7, early spring
The year starts with a bit of incompetence. Mestthos, whilst smoothing out the refuse shelf, climbed atop a block of dirt and tried to remove it whilst standing on top of it. Naturally this causes him to fall on his arse and results in the bruising of his right hand and left upper arm. These injuries aren’t severe enough to make us worry about medical attention, let it simply serve as a reminder to lay off the stronger ales during manual labour. Our female cat gives birth to another kitten. Cat count: 4. Meanwhile the first of the silver bars are being produced from Galena ore in the smelter, up until now the furnace operator has been producing charcoal using wood, however now that a large stock of charcoal has been collected (we’re not sure how much, we really could do with a bookkeeper to take inventory of our stock) he uses the charcoal to smelt bars from ores. This silver ore is quickly used to create several Silver Warhammers. Silver is perhaps the best metal to craft warhammers with, as it is exceedingly heavy and thus great for bludgeoning,
Whilst further working on the refuse shelf Mestthos is surprised by a shuffling in the red sand. He looks closer, narrowing his bushy eyebrows. He quickly regrets his curiosity. Out bursts a moaning “Hoary Marmot Zombie”, terrifying the miner and causing him to flee in terror. In his panic he runs straight past the open, welcoming fortress entrance and into the infested hills. Some would say this was a poor decision. Regardless, the military is quickly mobilized to the scene, stopping mid-training to rush out the back entrance. Although only several of them have equipment, I’m hoping these glorified guinea pig corpses will prove little issue.- Spoiler:
As expected, the combat is over quickly. With two strikes of the hammer dwarf Amost’s newly acquired silver war hammer the first marmot zombie is slain. Another shambles towards Amost and is quickly crushed in the same way, succeeding only in bruising the dwarf in the left lower arm. Crisis averted it would seem, though it could have been much worse; if it had been one of the large yak zombies we may not have succeeded. The miners work with renewed vigour to seal off an approaches onto the shelf.
Kol Mosusuzol adopts ANOTHER cat, one of the kittens this time. He now owns three cats out of four of the Fortresses’ felines. For what fell purpose he is hoarding these creatures remains unknown for the time being.
Finally the refuse shelf is completely sealed off, there is no way for any ground-dwelling creature to enter this area from any other direction than within the fortress. Unless any flying creatures arrive. We shall place several doors in the path into the mountain so that we can lock it in any potential emergencies. A refuse stockpile is immediately designated and a large supply of rodent remains are carted out of the fortress; at least the cats are doing their jobs, looking fluffy and eating pests.
It would appear the relative prosperity and success of Limuloslan has travelled back with the merchant caravan that arrived last year. A large party of 19 migrants arrives from the north! Fantastic news, though it means we’ll have to hurry up furnishing the extra bedrooms.
Looking through the migrant’s skills immediately several useful Dwarves are visible. One is a talented metalsmith, which is good because although Tobul, our prodigy armour smith, can work wonders crafting armour he is useless at all other metal working. Another is an adequate blacksmith, which crafts slightly different goods to the metal smith. So, we now have three Dwarves that can create their respective goods effectively. Another dwarf is a talented furnace operator, this means our existing furnace operator can specialise in wood burning (refining coal), which he is better at anyway. Our metal industry, which thus far has been rather sluggish and produced only several warhammers, is now much more streamlined. Division of labour HO!
Other notable migrants include:
• High Master Cook, he will be useful later
• Another novice farmer (we’ll need more food)
• High Master Soap Maker… of course I am joking. I’ve never actually troubled myself with setting up soap production. It makes the Dwarves happier and can help prevent infections in hospital, however it requires our wood burners to burn our valuable wood to make ash when they could be making coal. It also requires Tallow, which can only be made when you have a supply of meat. Which we currently lack. Still, it is something to consider in the future.
• Two are proficient wrestlers, armour users, dodgers and fighters. They will go straight into the army!
• One of the migrants brought a tame pet Goose with them, hopefully we can get some eggs from it.
• A High Master Presser, although he is essentially useless. He will become our bookkeeper because he’s as qualified as anyone i.e. has no idea how to do his job. He will take stock of all the goods the fortress owns and display it on the status page, telling us approximately how many of each good we own.
So, with these jobs all designated it’s time to get down to business. The new bookkeeper is given a pre-prepared office and left with the mammoth task of taking inventory to a high-precision. Some nest boxes are quickly knocked together and placed in a new room just off the food-stockpile area. Our goose quickly lays several eggs! How fortuitous.- Spoiler:
Several dwarves approach bearing great news. Amost Avuznefek, currently serving in the military, has given birth to the Fortresses’ first baby! A victory for dwarf-kind indeed. It would appear she was pregnant as she bludgeoned those zombies to death. Interesting.
A few minutes later a party is organised, perhaps in honour of this event. One of the first babies born in the new world! But for some it’s all work and no play as several production orders are issued for 5 iron breastplates and the furnace operators are commanded to smelt ores and create coal indefinitely. We also order a large section of the forest cut down. At least there are no elves in this new world! (As far as the dwarves know that is.)
Amost grows attached to her silver warhammer, which is good as it’ll mean she hopefully grows more proficient with it! In celebration there are around 8 Dingos which have turned up in the grove, the Dwarves order the military to enter combat with these creatures to increase their skills. It should be relatively risk free.
Several of the Dingos are quickly dispatched. However, whilst hunting down the rest a groaning is heard from behind. It appears several of the killed beasts have returned as the undead! That’s troubling news. Perhaps if anything dies it’ll return? If our soldiers die, will they return as zombies?
As the last of the Dingo zombies are dispatched the Dwarves head home. However, suddenly a Yak Bull corpse emerges from nowhere and knocks down one of the hammer dwarves and begins to kick him repeatedly. Damn! The rest of the Dwarves rush to help. But, alas, they are too far away. The dwarf Stodir Ethurmuthkat is surrounded by several of the bulls, their incredible muscles powerful in excess even in death. He is gored to death after several minutes, his body broken and shattered. Cursing, the dwarves are ordered to stay back. We don’t yet have the equipment or numbers to take on such a formable foe and charging in now will result in pointless casualties, if not the death of all our soldiers. The dwarves are ordered indoors and the gates locked. There shall be time for vengeance later. The zombie that landed the killing blow is named Isanmangrod and his image remembered so that it can be singled out in future for retribution. The dwarves do not forget.
As the Dwarves go about their business the battle horn sounds once more and the military are assembled. A lookout on the shelf informs them he has seen something impossible, Elves, approaching. The dwarves don’t know what to think, they are supposed to be dead. Heading up to the shelf, they watch as two Elves leading several pack animal approaches. Apparently they are merchants. Rather amusingly, however, the Elves are instantly set upon by dingo zombies and seemingly having no guards they are chased around the wilderness by the undead. Any other race would have felt obliged to help, but the dwarves simply laugh. One of the merchants gets to trade depot and immediately begins unloading her goods, but the dwarves are not inclined to go out and trade just yet; the yak zombies are still lurking. Not to mention they can watch the second merchant desperately running in circles to the north. It would be fortunate indeed if the merchant’s pack animal dies, they will have no way to take them home and so we can simply claim all the goods for ourselves.- Spoiler:
- Spoiler:
Summer has arrived.
- Year 2 Season 2:
1st Hematite, 7, Early Summer
There is some minor confusion. Having ordered 5 iron leggings created I check back to see how progress is going several moments later. The orders are gone! I check the worker’s log for cancellation announcements but see none. I queue up another legging and keep close eye on what’s going on. It would appear Tobul, our legendary armour smith, is simply creating them so fast that he created 5 iron leggings in about 10 seconds. He is a boon indeed. More armour pieces are ordered. Five helmets are created in several hours (mere game moments), two of which are “masterpieces”.
We order highboots made, but as Tobul begins a dwarf pokes the overseer on the arm. The mason, Atir Lolokgebar, one of our original 7, withdraws from society. It would appear another strange mood is upon us. Hopefully we have the materials he needs. He locks himself in his mason’s workshop and begins drawing grand sketches of “stacked cloth” and “skeletons”. He has already procured some rock. This is awkward. We have neither bones nor cloth, though bones can easily be obtained. This reminds me to designate a bone depot and forbid bones from the main refuse pile. Bones are a common request during strange moods and it’s handy to have some around. We go to the book-keeper who informs us we do indeed have two sections of cloth! Perhaps he only needs bones.
One of our buffalos is ordered to be slaughtered. They shall provide the bones we need. We might even make some soap from the tallow! When the bones are delivered he takes one, however, it would appear he does not have the specific type of cloth he desires as he will not accept what cloth we do have. Oh dear. We shall have to hope the merchants arrive before Atir goes insane. He waits impatiently in his workshop.
I order some easy meals made by our high-master cook in residence, who quickly churns out some “masterwork” biscuits. It’ll be a change from eating raw plump helmets, at least. Eight more migrants arrive from the Mountainhome, though most have no real talent, except for one accomplished weapon smith. They are assigned rooms and told to help out with any chores that need doing, except for the weapon smith who is now our designated weapon manufacturer, not that we need any at the moment.- Spoiler:
Outside the number of yak zombies has increased to seven, though they all remain to the north. It will be tricky to take them out. Numerable iron gauntlets are ordered produced, which Tobul begins to dispatch with godly speed. All that remains after the guantlets are shields and our current military will have a full iron armour set with silver warhammers.
I am alerted to fighting in the fortress. Somehow a yakbull zombie has made it onto the shelf and has entered through the secret entrance. The military is alerted by the screams and makes haste to the scene. The soldiers arrive to the narrow exit and behold a scene. The corridor is splattered in flesh and gore and the remains of a dwarf lay on the floor. It is identified as one Rith Tulonishlum, a recent unskilled migrant. Bellowing with rage the soldiers first on the scene, Amost (carrying her newborn baby, oddly enough) and Unib, charge straight at the lumbering zombie.- Spoiler:
The battle is over quickly. Amost reaches the zombie first and strikes it with her warhammer. But, sadly, it is not enough to halt the charge of the zombie. It rears and kicks Amost in the face “with his left front hoof, bruising the muscle, jamming the skull through the brain and tearing apart the brain.” Amost Avuznefek, Hammerdwarf has been struck down. Her child falls to the ground, unnoticed by the zombie. Roaring with anguish, Unib begins to strike the yakbull repeatedly with her bronze war hammer. The yak bull zombie gores the militia captain with his left horn, bruising the fat through her leather leggings (Unib has yet to be equipped with metal armour and is still wearing leather, an oversight on my part). However, this is all the zombie manages as Unib strikes it repeatedly, shattering the creatures bones until it is a useless heap of wreckage.- Spoiler:
Unib loses control for a minute or two, thrashing and writhing in anger. Unib Emetstakud, militia captain is throwing a tantrum!
Luckily she calms down quickly before harming herself or another Dwarf. It might be a good time for the military to take a break from training, they’ve been on active duty for almost a year now and it’s having a negative impact on their moods, especially Unib. They are exempted from training for a while.
This is a mistake. The miltary dwarves head downstairs for a well-deserved break as some other Dwarves start to clean up. We will need to designate a tomb area to lay the dead dwarves’ bodies to rest. However, as someone bends over to retrieve Amost’s body it begins to stir. With terror,a dwarf named Shem Nishkadol recoils. She has risen! With a groan the zombie sprints at Shem, who screams out in terror. The military is immediately called to the scene once more, though they have just been told to disperse. The corpse relentlessly pursues Shem onto the shelf and they begin a bizzare chase around in circles. Several inexperienced soldiers arrive on the scene and join in this pursuit, our most qualified soldier, Unib, is nowhere to be seen. It appears she is too busy drowing her sorrows in a plump helmet ale and who can blame her?- Spoiler:
Sadly for poor Amost she is quickly dispatched again. Her risen corpse is smashed to pieces by the soldiers, their heavy silver war hammers crushing the zombie until it can no longer operate. Not only did the yak zombie kill her, but forced her to turn against her fellow dwarves and leaving her body so mutilated there is little left to bury.
But there is no rest for the wicked, seconds after putting down Amost’s corpse there are more screams from below. Atir is sitting at his workshop desk, still sketching the materials he needs for his grand design when, all of a sudden, inspiration leaves him. Shocked, he looks down at his sketches which moments before he knew, had the creation been successful, would have been legendary among Dwarves. This would have been the turning point in his life that would sat him foremost at the table of great dwarves. But now, it was all gone. With a roar of despair and rage he flipped his desk into the air, but it was not enough. His mind snaps, leaving him totally insane and he immediately goes beserk. Those incompetent bastards couldn’t even bring him some silk! He spies the nearest dwarf and immediately starts punching him, murder in his mind. He will kill them all. He will kill everything.
The dwarves know the signs, there is no saving poor Atir’s shattered mind. He must be down. Poor Unib, who was drowning her sorrows, is closest and goes to see what the screams are about. Seeing the insane Atir attempting the murder another dwarf, this seems as good a target as any to take out her frustration. Atir spots Unib and immediately punches her, bruising her guts. She still isn’t wearing her iron armour. However, he still stands no chance against the experience and equipment of the militia captain. Unib strikes the Mason in the chest, bruising his heart, then swings the hammer back around and shatters the bone in her left lower leg. The Mason falls over. Unib begins to strike Atir, who lay helplessly on the ground. There is no mercy. They travelled to their new home together and had known each other for many years, but Unib knows Atir is no longer her old friend. His mind has snapped and there is nothing left but a mad wreck, who snarls and drools even as his old friend stands above him, hammer at the ready. There is nothing for it. The bronze war hammer comes down again and again, breaking the mad dwarf’s body. Eventually, Unib completely crushes the Mason’s head leaving it a messy pulp. Atir Lolokgebar, Mason, one of the original seven has been struck down.
Today has been a disaster. Three dwarves dead, one a skilled mason and the other a promising soldier. Could it have gone better? Well, for a start the dwarves have no idea how the yak zombie got onto the inaccessible shelf, there appears to be no way up. We shall have to investigate this. However, sadly Atir could likely not have been saved. There was no way for us to obtain silk in the time scale he needed. These deaths were likely unavoidable. Fortunately, however, these deaths do not impede the fortresses progress. We have an equally talented mason who arrived among the immigrants and, though Amost was one of the better soldiers she still was not very skilled. Let us hope there are no more disasters. Work is solemnly started on a tomb where we can bury the corpses that have collected and the carpenter is set to producing caskets.
Our head cook, Cerol Vaboksolon, decides that there is still good eating on the zombie yak and drags it very slowly it to the kitchen for butchering. It appears Dwarves aren’t fussy. However, as this happens Atir’s body rises from the dead. I can see a theme developing. It arises and the military instantly jump upon it, forewarned that this might occur given Amost’s resurrection. The zombie manages to do a lot of damage to one of the military dwarves before being destroyed, enough that he shall requite medical treatment. This is particularly annoying because we have very few medical supplies. Damn. A space is dug out in the main district for this purpose, south of the Grand Hall and beneath the office areas.
The stress of recent events has gotten to Unib, who continues to tantrum intermittently, though luckily refrains from hurting anyone. Meanwhile, up above, flocks of zombie Keas fill the sky. In fact the zombie population seems to have exploded, perhaps attracted to the blood shed the hills of Limuloslan has seen recently. The doors are locked lest any civilians be set upon. Meanwhile the tombs are completed and several caskets dragged down. The bodies of our fallen civilians, smashed and broken, are scooped into the caskets to rest. They have joined their ancestors in the halls of paradise.- Spoiler:
Looking across the fortress I notice something strange. The barracks, which is supposed to be evacuated, has an occupant. It is Atir! We interned him downstairs! I go to investigate. He is gone! The corpses are leaving their caskets and heading into the fortress! I order the foul beast, which is currently standing around aimlessly in the barracks, destroyed. However, the first soldier which turns up is quickly overwhelmed! The zombie savages the poor soul, scratching and striking at him with inhuman strength, breaking bones and ripping flesh even under iron armour. The dwarf lies down dead and the zombie moves onto another dwarf. It seems chases one upstairs, to the entrance hall of the Fortress. It is put down by one of the military dwarves. However, there is still another to dispatch. It stands idly outside of its casket, blank eyes staring into space. The army (now a mere three Dwarves) is ordered to assemble outside of the tomb, which now appears to be completely useless. There can be no use for a tomb as long as bodies continue to rise from the dead. We shall dispose of bodies a different way.
However, before the soldiers assemble Erush, our carpenter, heads down there himself! For what insane reason I cannot fathom, he saunters in and is quickly assaulted by the zombie. It makes short work of him, the military does not arrive in time and Erush is slain as the zombie strikes him in the head, jamming a fragment of skull into his brain with the force of the blow. The zombie is struck down in short order afterwards. Quickly the dwarves designate all dead bodies to be placed in the crusher room. There is no time to contemplate the ethics of such an action; if we do not stop this cycle now the fortress will be lost.
En-route to the crusher Atir’s corpse rises AGAIN. It is little more than a mangled skeleton with scraps of flesh hanging off it. It’s terrifying visage strikes the dwarves with fear and coupled with the fact it has now slain several dwarves is given a name. The zombie, and whatever fell spirit now inhabits poor Atir’s body, is named “Omathser”. Upstairs another zombie is risen and assaults the wardog chained at the entrance. It kills it and chases another fleeing dwarf. The dog then rises from the dead.
This is quickly spiralling out of control. The original seven, now the original five, are all drafted into a militia along with Tobul, our legendary armourer. They will, hopefully, have time to equip the armour and weapons that are available. All becomes chaos and a lot of the corpses are put down. However, it all becomes too much for Unib who was unbalanced from the start. She goes out of control and begins to strike nearby Dwarves, unable to tell who is friend and who is foe. Eventually she succumbs to a rampaging zombie. The remaining corpses are slain in the confusion, although this means little. More rise.
Autumn has come.
- Year 2 Season 3:
- 1st Limestone, 6, Early Autumn
All is madness. The fortress writhes as the dead slay, are slain and then rise again. Those that are slain rise in turn and begin to kill more. The military cuts down swathes of the dead, but it is no good. The dead are too many and are nigh invulnerable.- Spoiler:
Upstairs the slaughter continues. Not even the cats, kittens, dogs or puppies are safe as every moving thing is savaged to death.- Spoiler:
Those sheltering in the hall flee to the food stockpile as the dead pour in through the door. However, there is no salvation here.- Spoiler:
In one last desperate attempt to save some Dwarves I designate an area on the surface for every remaining Dwarf to flee too. That’s 12 remaining Dwarves, three of whom are children. Most have been locked in their bedrooms for safety, however I order them unlocked so they can chance running for freedom. However, most of them are bleeding and have broken bones so I am not optimistic.- Spoiler:
Poor Tobul and another dwarf called Id, however, are far too injured to get out of bed. I order their doors locked so that their deaths can be peaceful, at least. The dwarves run as fast as they can towards the exit. Luckily the coast is clear in the Public District, although behind them in the great hall a dwarven child is being savaged by 4 zombies. Nobody tries to save him.- Spoiler:
However, just up the stairwell are five zombies which immediately swarm down as the first dwarf goes through. The zombies in the great hall hear the commotion and charge out. The escaping dwarves are surrounded. They stand no chance. They are killed in a frenzy of blood and gore.
The fortress goes silent. All that remain are the two dwarves locked downstairs, too injured to get out of bed and without food or water and bleeding profusely. They face a long, painful death.
But wait, there is another! Looking at the civilian roster I see one other survivor, one Tekkud Kollistat, a Dwarven Child!- Spoiler:
Somehow he made it to the surface rally point, unnoticed by the undead! It would seem fate has a cruel sense of humour. Tekkud is none other than the son of Amost, whose death triggered the chain reaction which killed everyone.- Spoiler:
There is a pastured horse nearby. Climbing atop the animal, the child gazes back at the fortress entrance. No. It is no longer a fortress. It is a tomb.
There is nothing left here.
ABANDON THE FORTRESS.
***************************************************************************
Tekkud Kollisat gazes with emotionless eyes back towards Limuloslan’s entrance. In the past it had been a portal through which Dwarves travelled to reach safety. Now it was a doorway to a nightmarish realm of decay and carrion. The Dwarf spots one of the fortresses pack animals, a horse, whinnying nearby. No doubt alarmed by the sounds of slaughter which had abruptly stopped several minutes past. The Dwarf Child reaches down and tears a clump of grass from the earth, offering it in an open palm for the animal. The horse takes the offering and kneels down, as it has been trained, to allow the young child to climb atop it’s back.Both Dwarf and Beast are keen to leave and waste no time cantering off into the distance, leaving the tangy smell of blood far behind them. The horse knows the way home.
And so ends the tale of Goldenwind. Less than a year past it was the pride of the Mountainhome, the Dwarves believed it signalled a new era of colonisation and prosperity. The hills had rung with the sound of merriment and all had seemed bright. From the Dwarves came masterworks wrought of metal and stone. The great Tobul Kololon, whose name will be remembered in the halls of legend, forged a legendary gauntlet named Gakizaran Risen Edol. It’s loss will be a mighty blow when the Mountainhome comes to learn of the Fortresses’ fall. The King Under The Mountain will send brave adventurers to enter the dungeon of Limuloslan to retrieve this great treasure and many will die in the attempt, bolstering the ranks of undead wandering the deep darkness under the hills.
However, though Goldenwind has fallen many brave Dwarves will not be put off. There is a world out there ripe for the taking and there are many areas where the dead do not rise from the grave. The Dwarves do not give up easily, their race is compelled to gather wealth and the earth beneath the Mountainhome has yielded all its minerals. Sooner or later, a new set of colonists will set forth from the Grand Gates of Morul Lerom and another tale will begin. There shall be no hesitation. The Dwarves will find a new land and, make no mistake, they will…
STRIKE THE EARTH.
- Conclusion:
- Well, that went very wrong very fast.
Despite a very good start the Fortress went the way of FUN very quickly. This I believe was due to several factors:
1. My Inexperience of Reanimation Biomes
Yes! I had never actually played in a reanimation biome before and so did not know that a single dead dwarf (well, ok, two dead dwarves) would spiral so quickly out of control. I did believe that the Atom Smasher would solver the problem if I could get the corpses there quick enough, but by the time I'd tried the fortress was largely full of the undead and I was pretty sure the corpses I DID crush didnt actually get pulverised the way I thought they would have...
(UPDATE: I believe I had set the bridge to retract rather than raise, so it wasn't slamming down as intended. Oops.)
2. The Ascending Yak
Honestly to this day I have no idea how that Yak managed to get to what I thought was an inaccessible shelf. All slopes to it were removed and unless certain creatures can climb Z levels I'm not sure how it materialised up there.
3. The military.
Granted, I was expanding the military at the time of the first outbreak but it was still pretty small. 5 iron-clad Dwarves would normally be enough to survive any threats so early in the game but the reanimation factor meant that no matter how many they killed more arose. TOADY NERF PL0X.
Still, it was a very Dwarf Fortress ending to the tale. Hopefully future tales won't end quite so quickly.
If I was any good at or understood Adventure Mode I might have been tempted to try a "Grand Quest" to retrieve the Artifact Gauntlet that was left behind, but I have no idea if it would even still be there. Ah well. So ends the first Fortress, may the poor Dwarf's souls rest in piece.
Last edited by Ironherald on Tue Jan 19, 2016 1:26 pm; edited 3 times in total
Ironherald- Posts : 61
Join date : 2010-08-08
Age : 31
Location : England
Character sheet
Name: Grolfingir Ironherald
Title: Goroth
Re: A Shattered World: Dwarf Fortress Tales (LP/Narrative)
Tale 2: The Dwarven Fortress Zugobavuz, Grandmine. (Incomplete, Discontinued)
- Part 1:
- Prologue:
The doors to the throne room swung open, burly Fortress Guards ushering the seven in as the deep horn sounded beneath their feet. As expedition leader, Stodir Egebedem was escorted towards the King, who sat high upon his throne of iron. The rest of the dwarves knelt respectfully several meters away, watched closely by the Fortress Guard. Stodir himself knelt before the throne, presenting a pouch of coins as was custom, which the King accepted gratefully, emptying the contents onto the vast horde of treasure behind him. His gaze returned to the kneeling dwarf, studying him keenly. When he spoke, his voice was deep and coarse.
“Welcome, Stodir Egebedem, the sons of Eshtan Mistem are welcome in my halls.”
Eshtan Mistem was a prestigious clan in the Old World, whose members spread far and wide. Many found themselves in the halls of clan Morul Lerom as the apocalypse dawned and it is from this clan that the newest expedition had volunteered its services. Stodir and his companions nodded their heads in appreciation of the King’s respect.
“We are honoured by your words, your majesty.”
“Aye. But it is I who must commend all of you. Yer bravery is the seed of legends and in undertakin’ this mission ye are all paragons of our people. In th’ old world I wouldnae dream o’ commanding a member not of my clan and indeed yer actions here today commend ye on the highest level. I understand if ye want to undertake this new task as members of yer own clan, but let me extend t’ highest honour I can give ye. I offer ye membership o’ mine own clan, Morul Lerom, an kinship with all th’ dwarves o’ my clan.”
A hushed silence filled the throne room, Fortress Guard bowing their heads to the seven kneeling before the king; this honour was near unheard of in Dwarven history. Clans ran deeper than blood and to be offered membership was as good as the king adopting each one as his own son. Several members of the expedition wept, swept away by the emotion of the king’s offer. Eshtan Mistem had been near wiped out by The End, bereaving the survivors of their family and lineage. Now, the King and last Thane of Morul Lerom was offering them a new family. Without exception the dwarves nodded at their adopted leader Stodir, announcing their acceptance. Stodir turned back to the king.
“We accept, yer grace. Gods bless ye and bless Morul Lerom, our family.”
“And bless the fallen o’ Eshtan Mistem. May ye be reunited in the halls of legend.” The King climbed down from his throne, embracing each dwarf and kissing them on the forehead, formalising their investiture to his clan. Later they would add the tattoos of Morul Lerom to their existing tattoos of Eshtan Mistem, children of both families. Eventually, the King returned to his throne, beckoning a Fortress Guard to bring over a scroll of fresh parchment. On it was scrawled a rough map.
“Now, down tae business. What ye do now will cement th’ survival o’ our people. We cannot remain entombed in this fortress forever. The gold runs thin and our hoards stop growing. There is nae future in remaining here indefinitely, an’ as much as I loath to disrespect our home, this fortress was meant tae be the seat of a Thanedom, not a kingdom. We must find new homes an’ new fortresses if our people are tae thrive.”
“On this paper is drawn what little we know o’ th’ new world, Roth Lum.”
The king’s hand pointed to a mountain, on which the map was centred.
“Here we are, stranded amid the Plane o’ Ash. This area is riddled wi’ demons an’ beasts, drawn by our ascent several years ago. They haunt th’ steppes o’ the mountain in droves, so yer’ll have to travel fast an’ silent till yer clear. The guides’ll take ye tae the rugged hills, after which yer’ll have several options. Ye can travel tae th’ north, which’ll take ye tae a myriad of valleys an’ after endless fetid Swamps. Ye can go west, which remains largely unexplored an’ may or may not be dangerous. Or ye can take the road south, tae the coast. Scouts talk o’ vast behemoths in tae deeps o’ th’ sea, however; unnatural creatures o’ flesh an’ teeth, so I dinnae recommend ye take tae th’ water.”
Stodir gazed at the map with interest; this was the first he’d seen of the new world. Looking over his shoulder, the miner Morul interjected.
“An’ what about th’ East?”
Stodir frowned grimly.
“To th’ east lay Limuloslan…” He replied. The king nodded his head in agreement.
“Aye, to th’ east lay Limuloslan an’ the lands of reanimation. That path, I cannae consent tae send ye on. There’s naught there fer Dwarves but decay an’ slaughter.”
After much thought Stodir pointed to the map.
“Then we’ll take th’ Western passage an’ pray it’s more hospitable.”
The King nodded sagely. “Very well. It’ll be a long march but the earth’ll be rich and untapped. If ye succeed vast riches await, not tae mention the opportunity fer our people. My quarter master will supply ye with whatever tools an foods ye require, though bear in mind ye willnae be able to carry much on this mission of stealth. I wish ye all th’ luck in the world.”
The Dwarves knelt once more before the king, who wished each one of them a safe trip before dismissing them. However, as Stodir turned to leave he was beckoned once more to the King’s side, who whispered hurriedly in his ear.
“There’ve been whispers of Elf caravans in th’ wilderness, though I cannae fathom how they would’ve survived. If ye meet any, dinnae let slip where the Mountain Home lay. Th’ last thing we need Is elves breathin’ down our necks, complainin’ every time we so much look at a tree. But stay on their good side.”
Stodir nodded his agreement, Forgotten Beasts were bad enough but Elves as well? It would not do to make more enemies than necessary.
The expedition set forth from the fortress in the quiet hours of the morning, when the light levels were dim but not coal black. As they reached the edge of the Plane of Ash, after several hours of nervous creeping, the party gathered to set one thing straight. Within minutes they all made a hushed celebration as they decided on their parties’ name. With that sorted, they followed the path west.
The Oracular Anvil sets forth…
- Arrival:
We’re back with another game of Dwarf Fortress! This time I’ve decided to pick a much easier embark location, one where we’ll hopefully last more than two years before our poor doomed dwarves explode in clouds of blood and viscera.
So, the Dwarves set forth from the Mountainhome and travel west, eventually reaching a Tropical Shrubland that seems safe. There are plentiful trees for wood, deep soil for farming and both shallow and deep metals to mine. There’s also a flowing stream nearby, which should provide a good source of fish. The area is classed as “Untamed Wilds” so we should get some interesting creatures wandering around as well, rather than a boring idyllic paradise.
We embark, bringing a less war-based array of items this time. I’m not expecting many hostile creatures right off the bat so I neglect to bring a set of armour or a trained soldier, although I still bring several war dogs just in case. We should be able to obtain arms later.
I also bring some chickens to provide a steady source of eggs early on.
The Expedition:
Listed are the seven Dwarves of “The Oracular Anvil”.
THE MINER, MORUL MELBILNEKUT- Morul Melbilnekut:
THE MINER MENG GATINKADOL- Meng Gatinkadol:
THE CARPENTER KIKROST INGISHECEM- Kikrost Ingishecem:
THE WOODCUTTER KIB UDTHIKUT- Kib Udthikut:
THE MASON ZANEG SHEMODDOM- Zaneg Shemoddom:
THE PLANTER MENG DUTHNURZON- Meng Duthnurzon:
EXPEDITION LEADER STODIR EGEBEDEM- Stodir Egebedem:
LIVESTOCK
• 2 War Dogs
• 2 Cats
• 4 Chickens
• 2 horses
CONCLUSION
This time our party is a tad more vulnerable, having no trained fighter at all amongst them. However, due to the less forbidding biome we should get along fine. Instead we have Stodir, a dedicated leader, a competent broker and a dabbling doctor. He should be slightly more useful in this rather more peaceful area.- Arrival:
THE EMBARK
Ah, grass and trees and not a squirming tentacle or eyestalk in sight. Makes a change. The embark site is on a vast marshy plain, the ground littered with ponds and a river in the near vicinity.- Spoiler:
I see no reason why we can’t jump straight into it.
STRIKE THE EARTH
- Year 1 Season 1:
1st Granite, 8, Early Spring
The Dwarves set down their wagon and quickly set to work, Stodir overseeing their every move. The miners are commanded to begin digging an entrance to the fortress, whilst Kib is set to felling trees. Nearby several humanoids resembling mosquitos watch curiously, but they scurry away whenever a Dwarf so much as looks in their direction. Hopefully they shall be benign neighbours.- Spoiler:
Eventually the miners strike stone, excellent. On this level we shall build a large amount of the fortress. Although the ground may look brown, like earth, it’s actually a rock named “Chert”, an unremarkable stone but which nevertheless shall prove an adequate building material.- Spoiler:
After several beds are produced Kikrost the carpenter begins to craft many barrels and bins, well, he’s got nothing better to do. Zaneg the mason continues to produce doors, seats, tables, workshops you name it he’s making it. It’s a tough life being a mason. In the workshop zone several workshops are erected and below, in the stockpile zone, several stockpiles designated. The three main ones shall be closest the corridor, finished goods, blocks + bars and furniture. The dorm and dining room are dug out and furnished, so the Dwarves dig out an area to serve as our food processing zone. Here food will be stored and there will be stills to brew ale and kitchens to process food. I’m hoping the layer above will be all sand, so that we can have the farms directly above this area. Luckily there does indeed appear to be a large layer of sand above, Huzzah!
In the farm we shall have a designated area for each crop and also an area for a chicken coup, for a large source of eggs. To this end, the Dwarves order an area dug out and a dozen nest boxes made, whilst the hens are pastured in this area.- Spoiler:
- Spoiler:
Summer has arrived.
- Year 1 Season 2:
1st Hematite, 8, Early Summer
With summer here, we begin digging out the Grand Hall and bedrooms as the miners have run out of jobs to do. Lucky them. Meanwhile it is becoming clear here is a refuse problem, as our cats kill the various small lizard pests that seem to be rife in this land. So we begin constructing a waste disposal machine, involving heavy slabs of stone and a lever. Meanwhile the stockpile and workshop area has been expanded, so we order some more workshops and stockpiles designated.
Looking on the surface, it’s fortunate we chose a location with a river. The stifling heat in this part of the world has caused all the pools to dry up, leaving the river as our only source of water.- Spoiler:
Five adventurous migrants arrive, seeking riches and glory! What they’ll get is hard labour, but that can amount to the same thing given time and enough embellishment by story tellers.
One is drafted to become the first military dwarf of Grandmine as he is the only dwarf with any military ability and also has no domestic skills to speak of. Another, one Kib Rithzursul, is a talented metal crafter! That’ll be useful, indeed. A dwarf named Logem Oshurcerol is ordered to become the resident stone detailer, as her only other skill is lye making. The only other noteworthy dwarf is Melbil Gimbomrek, who is an accomplished bowyer. I suppose that could be useful. One is ordered to become our wood burner, so that we may have a large supply of coal ready for metalworking.
The Dwarves go about their business, smoothing stone, expanding rooms and growing mushrooms. We also begin furnishing the bedrooms below, although we have a distinct lack of doors. Our mason has been busy getting the waste disposal ready.
Time flies and it becomes clear that Autumn, or “The Dry Season”, has arrived.
- Year 1 Season 3:
1st Limestone, 8, Early Autumn
Waste will be hauled to the refuse stockpile until it is full, when the waste will be carried under the raised slab of stone (a bridge) and subsequently smashed. It actually works this time, so if we need to smash any zombies we won’t be let down!
Now that this task is finished, Zaneg the mason focuses on producing doors for our bedrooms so we can dismantle the dormitory. Look familiar?- Spoiler:
Several offices are mined out so that we can designate a bookkeeper, so that we can keep track of our stocks. Although we don’t have a dwarf currently fit for this task, I’m sure one will turn up. Onto other matters, it’s time we do something about our fortress entrance. Currently it’s an open stairway directly indoors, which isn’t ideal as invaders could come from any direction and simply walk indoors. So, Stodir orders a channel dug to divert river water into a moat. As far as I’m aware, the river should fill it entirely. We can add more fortifications later, however for the time being a simple drawbridge over a moat should suffice. Below are the plans for the moat.- Spoiler:
- Spoiler:
Though, for the fortress as a whole, this means little. We have no goods as of yet to trade so all we can do is make import agreements with a dwarf named Olon, the liaison. Stodir asks for some seeds, for a more varied crop and some steel bars.- Spoiler:
Although it is almost impossible to tell in this humid environment, winter arrives on the calendar.
- Year 1 Season 4:
1st Moonstone, 8, Early Winter
The meeting hall begins to take shape, which means it’s time to say goodbye to our temporary dining room. The tables and chairs are packed up and moved over. Poor Zaneg is put into overdrive producing furniture for the room. Once it is furnished, I think it likely will be time for Zaneg to start building walls outside. The wagons and pack animals depart, bearing letters and missives from the dwarves of Grandmine to their friends back home.- Spoiler:
Below, more bedrooms are mined out and we strike rather a lot of limonite. Iron ho! Zaneg’s masonry, meanwhile, is reaching new heights as he produces his first ever masterwork table. Hopefully the first of many to grace our halls!
The Hall is further expanded, grandiose ideas of design filling Stodir’s head. The food preparation hall is also expanded to accommodate future growth. Soon the miners will be tasked to search for minerals instead of these mundane tasks, as with the name Grandmine I feel we have a commitment to actually do some mining. Our coal supply grows larger, however, as our wood burner Melbil churns out dozens of charcoal lumps. Ideally we need a few more migrants, that we may have a dedicated smelter to produce bars, before our metal industry fully kicks in. I’m also wary of producing too much wealth early, as that could attract unwanted attention. I order some training swords produced, so that our Fortress Guard can get some practice in. I’m not a big fans of swords in general, it not being a very dwarfy weapon, however our super-soldier Urdim is already an accomplished swordsdwarf and his protégé Inod is also a novice swordsdwarf, so I’m sort of backed into a corner really.
Looking on dwarf therapist it appears all our dwarves are ecstatic, mainly due to all the fine furniture and bridges lying around apparently. They are all making friends with one another as well, which is not such good news as their friends are apt to die at some point, leading to widespread depression and tantrums. I’d have thought they were too busy to be chatting! Several lungfish flop their way down into the fortress. How unnerving.
The barracks are expanded to include a sleeping area and the Fortress Guard are set to training. Meanwhile I think it’s time we start mining and so demand that the entrance stairwell is expanded further down, so that we can mine on the levels with promising mineral occurrence. Our mason is set to beginning the wall upstairs at the same time, although it will be slow going as he must haul stone all the way up to the surface.
Perhaps we went a bit overboard with the digging, however, as we have unearthed a vast cavern below and also discovered a great magma sea. In the future we can set up a magma forge, although for now I want to get my money’s worth on all that charcoal lying around.
Oh dear, it appears unearthing the cavern has led to a Giant Olm finding it’s way into the stairwell. I had ordered the breaching stairs removed so that we could make a safer entrance to the magma sea rather than the dangeros cavern, however the miners did not get there fast enough. Well, let’s see if our fabled swords dwarf lives up to his reputation. An Olm is a “giant amphibian predator found underground near water”.
The creature emerges on the main floor of the fortress, regarding the dwarves with hungry eyes. Battle is joined as the soldiers rush to meet the beast, who is quickly pounded by six mighty fists. Lacking any proper weapons, the dwarves have begun striking the creature. It even appears to be working, as the Olm (the white X) is knocked unconscious and beaten senseless. The huge creature begins to vomit everywhere as the blows rain down.
Unable to land any killing blows, the dwarves continue to strike the creature, whose innards have now been completely bruised and whose head has been “dented”. The fortresses war dogs hear the commotion and join in the onslaught, although they too cannot seem to pierce the creature’s skin. The battle continues on long into the night and it seems the creature will never perish. The spectacle is terrifying the rest of the dwarves, who flee from the ruckus on sight.
After many hours the beast finally breathes its last breath, brought low by the relentless onslaught. We’re lucky it was knocked unconscious so quickly; a beast that resilient would have slain many dwarves. The entrance to the cavern is sealed shut for the time being, it’s far too dangerous without armed dwarves.
Perhaps in celebration of their victory, Melbil the bowyer arranges an impromptu party.
As the party gets in full swing, the sky rumbles with thunder. It would appear the wet season has returned, bringing Spring. That marks a whole year, the dwarves pray they last another.
It’s been a successful year, below is a picture of the main floor of Grandmine.- Spoiler:
- Lore:
- The sky broiled with thunder, sending shivers down the spine of the dwarf Stodir. He’d been there eight years ago as the Gods purged the Old World from above, swathes of flame taking the place of lightning and blood replacing raindrops. He could scarce believe things had returned to relative normality, long ago having resigned himself to death and misery. Oftentimes he wondered to himself if this was all a game, a mocking trial by some insane God. A voice hailed the dwarf from the gloom of the morning, interrupting his reverie.
“Stodir.”
Without turning he responded. “Morul.”
“It would appear the rains returnin’, aye?”
“Aye.”
The dwarves stood side by side in uncomfortable silence, peering up into the blackened sky. There was something comforting about the storm, which had not yet begun proper. It was the calm before a downpour and both dwarves were insightful enough to appreciate the metaphor. One of the few truly natural things about this new world, it reminded them both of a more peaceful time. The majesty of the storm was untouched by bizarre entities, unnatural growths and mysterious moans. Content to watch the weather unfold the dwarves sat down atop a grassy bank, surrounded on all sides by the bubbling river. The bridge was raised, there were no strange humanoids in sight and all felt safe.
Stodir stirred. “It’s been a year since we arrived, ye know.”
“Aye, I’d raise ye a glass if I had one. We’ve done quite well, considering.”
“Indeed, but I remember this time several years back. Limuloslan was a burgeoning settlement, th’ pride of the Mountain Home. Wassnae anyone who didn’t want tae move there in search of riches. They didn’t last another year.”
Morul nodded thoughtfully. “True, but that land was cursed. No place fer a dwarf, no place fer an elf even.”
“That land was cursed? Is not this whole world cursed? Roth Lum the scholars have named it. Domain of Winds, though th’ winds bring only death.”
The miner gestured to the landscape. “Nae, Stodir. This land is green an’ calm, safe even. A little hot maybe, but th’ iron is plenty an’ the earth rich. We’ve left th’ darkness behind us, surely ye can see that?”
The dwarf remained silent, eyes fixed on the skies as thunder rumbled ominously. “Ah’m not so sure, friend.”
Morul continued, passion gleaming in his eyes.“Ye’ve done well tae lead us here, Stodir. Our hoards grow an’ there is plenty tae eat an’ drink. We’re safe from roaming beasts and away from th’ nightmare swarms. We have a chance to rebuild here, probably th’ best chance we’ll ever get.”
Several moments passed before Stodir sighed with resignation. “I suppose yer right.”
Rain began to pour from the heavens, a torrential torrent of thick droplets. Morul smiled through his beard, clapping the other dwarf on the shoulder. “Why don’t ye come inside? Several o’ th’ lads are havin’ a little get together fer th’ new year. It’ll be quiet but yer more than welcome to join us for a drink.”
“Nae, thank ye for the offer though. I think I’ll stay outside. Have fun.”
“Sure?”
“Aye.”
“Alright, we’ll have a pint in your name!”
The dwarf trudged back inside, leaving Stodir alone on the bank, water running down his face and beard. In the celestial shower, the dwarf felt at peace.
Last edited by Ironherald on Tue Jul 15, 2014 2:59 pm; edited 8 times in total
Ironherald- Posts : 61
Join date : 2010-08-08
Age : 31
Location : England
Character sheet
Name: Grolfingir Ironherald
Title: Goroth
Re: A Shattered World: Dwarf Fortress Tales (LP/Narrative)
- Part 2:
- Year 2 Season 1:
1st Granite, 9, Early Spring
Military training enters full swing and our wood burner is commanded to begin smelting, for the time being. If we get a magma forge set up in future we shall not need a wood burner, so it’s better he becomes adept at smelting instead.
Down below, however, a fool hardy dwarf has been hunting in the caverns. His screams echo up towards the fortress, prompting the Dwarves to lock the door heading to the magma shelf. There appears to be a way down from it, so until that can be removed we shall block all access to it. The poor dwarf, one Lokum Clodflag, was meant to be our dedicated brewer, however I believe his hunting labour was still enabled, prompting him to wander the caverns for tasty morsels. He met his match in a band of primitive Lizardmen, who roam the cavern in packs searching for food, utilising blow darts and spears to bring down their pray. It would appear the hunter became the hunted. His body is torn apart for food and leather.- Spoiler:
- Spoiler:
Notable Migrants:
• Tosid Onulsedur, High Master Brewer.
• Marksdwarves Litast and Onul.
• Zon Vathsithstukos, Novice Armorsmith + Weaponsmith
Luckily for us a master brewer shows up weeks after our old one was eaten by lizards! The two marks-dwarves aren’t particularly skilled but they shall be drafted into a squad of marksdwarves named the Fortress Wardens. Zon will get to work producing weapons and armour immediately, though it’ll take some time given his lack of skill. The others have various skills that will help ease the work load, such as a back-up mason to produce furniture whilst our dedicated mason builds walls above. One will be made into a book-keeper immediately. Stodir is replaced as broker by a more persuasive dwarf.
Below in the mines the miners spot a very large amount of native gold, such riches! Though we shall not produce anything with it yet, the larger the fortresses wealth the more likely it is to draw unwanted attention.
Our metalcrafter, Kib Rithzursul, withdraws from society. Lucky us! Let us hope he builds a grand artefact, worthy of his race. He claims the metalsmith’s forge, grabs a silver bar and some coal and immediately begins work on a mysterious construction.
He creates “Alosor”, which means “Weightkingdom”, a silver bracelet.
A mighty treasure indeed, fit for the king’s own hoard. This creation has inflated his metal crafting skill to legendary! I look forward to crafting some masterwork gold items.
One of our migrants starts to weave cloth from thread, which is strange as I don’t recall obtaining any thread. However, looking at our stocks, we appear to have rather a lot of giant cave spider silk thread. Perhaps some resourceful dwarf collected it before the caverns were sealed?
Suddenly the plains echo with the sound of music, however, it is not the soothing horns and drums of the dwarves. These are the whistling tunes of elven pipe instruments. Every dwarf looks anxious, they know the sound of elves when they hear it and none know yet how the elves survived, or if they did at all? Perhaps these are fell wraiths taking the form of elves?
Luckily, or perhaps unluckily, these appear to be the real deal, leading a pack animal laden with goods to the fortress. We have no goods to trade, however, so I order Kib to create some golden crafts with the few gold bars we have. He creates a multitude of golden items, such as amulets and rings. He even produces a masterwork gold crown and bracelet. They are quickly taken to the trade depot. The elves coo and gasp over the fine golden items, whose worth is likely greater than all of their stock.
***narrative piece to be included at a later date***
The elves do not seem to want to reveal their secrets and so Stodir nods to the broker, signalling him to begin trading. Sadly, being elves, they have little goods that are of worth to the dwarves. Wooden armour, wooden weapons, useless to a race that can produce the finest equipment in the world.
However, they do carry a large amount of cloth and food. The dwarves buy about 7 containers worth of cloth and around 50 units of berries and a tiger, offering the masterwork crown and a golden sceptre as payment. The elf trader Amayi seems very happy with the deal and accepts graciously. Stodir, remembering the king’s words, whispers in the broker’s ear. The broker frowns, before handing over a beautiful gold ring, as a gift from the dwarves of Zugobavuz and, by extension, all of Morul Lerom. The trader looks ecstatic, sighing and fawning over the object; the elves love nothing better than a nice gift. Stodir grunts with satisfaction, the elf will be sure to boast of the generosity of the dwarves now.
That concludes the negotiations, the elven merchants departing wearing their new trade goods with joy.
As long as they don’t start throwing their weight around, moaning about trees, the dwarves are contented to remain in their good books. At least until the army is slightly bigger.
Summer has arrived.
- Year 2 Season 2:
1st Hematite, 9, Early Summer
The Tiger we bought earlier shall be trained for war, as we have a resident animal trainer. Granted, it is perhaps not wise to entrust a novice animal trainer with a fully grown tiger, even if it is tame, but still. A WAR TIGER. It’ll be worth it. One of the barracks is converted into an animal training zone, and before long the tiger is trained in the arts of war. The dwarves then keep him on a leash just inside the Fortress entrance, alongside a war dog. If anyone tries to sneak inside, they’ll get quite a nasty surprise.
Meanwhile many iron swords are produced for the Fortress Guard and it’s time to get some armour made. The soldiers are slowly increasing in fighting skill as well! The swords-dwarf Inod Likotnazom has a pet dog who accompanies him at all times, which will be useful in a combat situation.
We appear to be running out of charcoal, however, we have plentiful supplies of unrefined coal. We’ll get the coal refined so we have plenty of fuel. On another point, our stone detailer, Logem, is now an expert engraver and has completely smoothed the walls of the Stockpile and Workshop zones. She slowly smoothes her way westward.
Upstairs the fortifications are taking shape, the bridge has been rigged up to a lever in the Grand Hall (where all the civilians will be commanded to take shelter in a siege) and the walls are over half done.
These past few months have been mainly filled with the making of furniture, armour, walls and the training of tigers. Not a bad season.
Autumn has arrived.
- Year 2, Season 3:
1st Limestone, 9, Early Autumn
Several puppies grow to adulthood, so I order them trained to War Dogs. It’s a pity we can’t train War Cats or we’d have an army to be reckoned with.
Another 9 dwarves arrive at the fortress, leaving us with a large deficit in bedrooms; we hadn’t furnished enough bedrooms for the last lot of migrants, let alone this one. We’ll need a dozen doors and beds made, post haste!
Notable Migrant
• High Master Armourer Aban Tatgoden
We also add another dwarf to the Fortress Guard, whom are all now fully equipped in iron armour.
Meanwhile Momuz Asolaban, a Herbalist, withdraws from society. He claims a craftsdwarf workshop, grabs some limonite and immediately begins a mysterious construction! Within moments he has forged Ritlilar, translated to “Cutpatterened” a limonite ring! This elevates Momuz to a legendary stone crafter, which might be useful.
Sometime later a caravan from the Mountainhome arrives. The liaison informs us they’ll pay extra next year for various items. Then we get down to trading. We buy a myriad of different goods, including: Steel bars, a Steel sword and crossbow, glass, food, leather, a dog, a turkey and hen(to lay eggs). All this is traded for a single golden bracelet. Stodir announces that two golden sceptres will be gifted to the King, in respect of his magnificence. The merchants nod eagerly, swearing on their beards that the gifts shall be delivered.
The caravan departs, but as it does there is disturbing news. A goblin snatcher is discovered by the Blacksmith Ushrir. Upon discovery the goblin slashes out with an iron dagger, severing the blacksmith’s hand, who flees back towards the fortress. The goblin himself then retreats, running away into the distance. The dwarves are used to dealing with goblins, though it surprises them greatly that they still exist.
Winter arrives as the blacksmith returns, bleeding profusely.
- Year 2, Season 4:
1st Moonstone, 9, Early Winter
An area for a hospital is quickly mined out, as the blacksmith will likely need treatment. One of our sword dwarves is slain whilst taking a walk outside, a giant mosquito descending from the sky and draining his veins dry before the rest of the military could react. The rest of the soldiers chase the beast off the map, unable to exact vengeance as it escapes.
The dog we purchased from the caravan is trained for war. Upstairs, in the farm, eighteen chicks hatch from their eggs; the dwarves were ordered not to take eggs for food for a year. Now egg production can resume, as we have a plentiful supply of chickens.
The hospital is quickly constructed, though it appears the blacksmith has recovered on his own.
An area is mined out to provide space for a tomb, there is a dead body that needs burial after all.
Spring arrives on the calendar, here’s an update on the main floor of the Fortress.
Last edited by Ironherald on Tue Jul 15, 2014 2:59 pm; edited 5 times in total
Ironherald- Posts : 61
Join date : 2010-08-08
Age : 31
Location : England
Character sheet
Name: Grolfingir Ironherald
Title: Goroth
Re: A Shattered World: Dwarf Fortress Tales (LP/Narrative)
Unfortunately due to an issue with my laptop I lost the save files for this play-through, so despite wanting to resume I'll be unable to. I'll leave this up though so anyone can read and perhaps be inspired to try the game! Or just play a Dwarf. As for the unresolved story, I like to imagine the Dwarves went on to live long and peaceful lives and at no point were horribly murdered.
Perhaps I'll write more now that the new Dwarf Fortress update is live, however it seems unlikely as its very time consuming to transcribe. This also is perhaps not the ideal location for such a play-through, although I found the forum tools are very useful.
Still, if anyone ever has any questions just give me a poke!
Perhaps I'll write more now that the new Dwarf Fortress update is live, however it seems unlikely as its very time consuming to transcribe. This also is perhaps not the ideal location for such a play-through, although I found the forum tools are very useful.
Still, if anyone ever has any questions just give me a poke!
Ironherald- Posts : 61
Join date : 2010-08-08
Age : 31
Location : England
Character sheet
Name: Grolfingir Ironherald
Title: Goroth
Re: A Shattered World: Dwarf Fortress Tales (LP/Narrative)
*Edit* Sadly this third story never materialised, maybe in future!
Ironherald- Posts : 61
Join date : 2010-08-08
Age : 31
Location : England
Character sheet
Name: Grolfingir Ironherald
Title: Goroth
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