Zombie Whales
Written by UnseenLibrarian, July 2008.
I decided to build beachfront property – this was just after the start of the most recent build, so not everyone was aware of the horrors of fish just yet.
And as I settled in for the first winter, the zombie whales came in the night. They don’t sleep. They don’t breathe; they don’t even need water; they simply pull themselves up the beach on rotting stumps of fins. They hunger for dwarven flesh.
There was one brave holdout still barely clinging to life in the spring. He had enough time to shout a warning before he expired- but it was too late for that wave of settlers, who were devoured to the last kitten.
Image by Dan Filimon.
A Letter to the King
Written by Dirk Flinthart.
Your Highness:
The Baroness has gone mad.
At least she’s had the decency to do it in an appropriately aristocratic fashion. A forlorn, ragged figure, she haunts the byways of our mighty Fortress Alebaldness, clutching her annoying baby, whining endlessly about the Dungeonmaster having a nicer dining room than her, and occasionally screaming with hallucinations as the withdrawal symptoms set in.
The Baron was much more forthright about it. He went mad about a month after his wife, and promptly turned berserk in the ground-level statue garden. He managed to kill one of the war dogs before The Hammerer turned up and put an end to the brief, rather pathetic rampage.
I’m quite grateful to The Hammerer, really. Because I must admit: we do have an alcohol problem in Alebaldness. As you know, the dwarfs you sent here only function properly at a high level of regular drunkenness. Apparently, our fields and farms are too damned fruitful. We have room after room of food storage: piles of prickleberries, wild strawberries galore, oceans of plump helmets… and meat! We have cat meat, dog meat, cow meat, muskox meat, carp meat, sailfin mollymeat, rhesus macacque meat, deer meat, goat meat, and some mouldering piles which the cooks assure me are still edible, but can’t actually be identified at this point. Then there’s the plants. We’ve grown them and harvested them. We’ve gathered them from the wild. We’ve processed them endlessly, and now we have so many stocks of ‘plant’ that nobody really knows what to do with them, except stick them in yet more goddam barrels.
And therein lies the problem. Apparently, the brewer can’t actually create any more sweet, sweet moonshiny booze until he has a barrel or two available, and even though I’ve got three carpenters working fulltime turning out nothing but barrels, the damned food-storage lackeys keep running off with them all, to stuff them full of yet more anonymous plant matter, mouldering meat, and plump helmets. (Note: what, exactly, is a ‘plump helmet’ and why do we eat it? It sounds terribly… metaphorical. Like a coy nickname for an erection. I’m not really sure that sort of thing constitutes a good diet.
In any case, I’ve put a stop to all farming. I’ve even created a Royal Guard, in the hopes that perhaps the few remaining nobles will be suitably flattered, and thus not go quite as insane as the Baroness and her consort. The Hammerer and the Dungeonmaster are actually quite useful chaps, and I’d hate to see them charging about the place, rending their shabby clothing, gnashing their yellow teeth, and baying at… well, the ceiling, what with us living mostly underground.
At least the goblins have backed off for the time being. Now that we’ve got two squads of marksdwarfs and two teams of champion wrestlers in chainmail, they have been taking a much softer approach. True, we still get the occasional snatcher wandering the boundaries, but in general the populace seems quite cheered by the spectacle of goblin snatchers being torn to pieces by mighty champion wrestlers. And now that the perimeter wall is finished, the only ways in are through the gates with the chained war dogs, the cage traps, the stone drop traps, the weapon traps, and the drawbridges which we can close on a moment’s notice, providing the dwarfs in the control room aren’t too fucking drunk to to pull a lever. Still, it can be quite entertaining if they’re a little late. Three or four goblin pikemen racing frantically around the compound, screaming in horror as the dogs and the wrestlers tear them into itty-bitty green and bloody pieces is a bracing spectacle.
The last goblin raid was actually rather helpful. Since we’ve completed the wall and the drawbridges, the greenies have seemingly decided to time their attacks for the arrival of the regular merchant caravans, in the hopes we’ll leave the gates unguarded. Or something. They sent a score or so of goblins with pikes and crossbows, led by a human Axelord. The arriving caravans were overwhelmed so fast that pieces of caravan guard were still raining down by the time the greenies got to the wardogs chained at the gate. I sent three heavily armoured Champion Wrestlers out to greet them, and raised the bridges. Meanwhile, a team of perpetually half-drunk and insubordinate marksdwarfs set up behind the fortifications and supplied some alleged covering fire. They didn’t hit any of the All-Star Homicidal Wrestling Freakshow this time, so I suppose that’s good.
The slaughter was unspeakable. We lost a hunter who didn’t get inside the perimeter in time, and two babies carried into battle by the lunatic leader of the Pleasant Syrups, which is the title our foremost squadron of steroid abusers has taken. The goblins and their axelord, on the other hand, were ripped into so many pieces by the withdrawal-maddened Pleasant Syrups that over a month later, we’re still cleaning up the mess.
The conflict was so horrific that the sole surviving human merchant instantly went stark raving mad. And his dromedary, too. They just stood there amidst the blood and severed limbs and heads and the vomit and the dead babies. Naturally, I was forced to rescue all the gear they brought with them. We got barrels of free booze, still more plump helmets, a remarkable variety of meats, a range of iron toys, some useful weapons, an entire mule in a cage, and best of all, we got five iron anvils. Five! Added to the four we so laboriously purchased from various over-charging merchant bastards, and we now have more Magma Forges than any sane fortress could possibly use.
Did I say sane? Strike that. In any case, how can you possibly have too many Magma Forges?
The only drawback of the whole event seems to be that the human diplomat went away unhappy. (And how did he survive, anyway? I certainly didn’t see him anywhere near the carnage. Where was he?) Evidently the sight of a goblin army eating his fellow men alive distressed him. Or possibly it was just the fact that we took all their stuff after the event. Which is just tough snot for him. We would happily have negotiated with the remaining merchant, except all he did was stand in one spot and babble meaninglessly. Him and his equally insane dromedary. And you can’t barter with a mad camel, can you?
No, I think the goblins are under control for the moment. And once we complete the Very Long Fake Entrance Hall Of Hideous Trap-Laden Doom With Optional Flooding And Drowning, I think we’ll be fine. So it’s the skeletal mountain goats that really piss me off. They hang around the slopes to the south, where the dwarfs inexplicably go wandering.
Why? Sometimes they say they want a drink. And yet the fortress abounds with wells and underground canals, all nicely set up for guzzling. Sometimes they claim they’re ‘putting items in stockpiles’. What items? What stockpiles? I have a feeling the dwarfs in question are out gathering up bones and skulls of previous victims of the evil skeletal goats, or even the skeletons of previous evil goats torn apart in hideous training exercises by the demented Pleasant Syrups… so you can see it’s a sort of self-sustaining cycle, and I’m damned if I can figure out what to do about it. Except maybe drink more. And even that’s problematic in Fortress Alebaldness, isn’t it?
Of course, the most horrific problem is the children. There must be something in the water here, or perhaps it’s just the perpetual exposure to heavy metal residues. The children are suicidally stupid. They wander around the magma forges at will, getting in the way of the smithies as they pound molten bronze (oh, how I wish we could find some goddamned iron!) into chainmail for the Pleasant Syrups and their fearsomely violent ilk. They play games on the edge of the bottomless chasm, which is particularly annoying because nobody else will go there for fear of the skeletal antmen some ten levels down, who are trapped forever and permanently incapable of harming anyone or anything. Nevertheless, I can’t use the chasm as a garbage dump because my dwarfs get scared and run away from the edge whenever they see the skeletal antmen down there, waving their bony antenna in feeble, futile menace.
But the children aren’t scared, are they? Oh no. Nor are they scared of goblins. In fact, they love nothing more than rushing to the forefront of a battleground before the military actually arrives, so that the goblins can dismember them and make a fine, nutritious snack of young dwarf jerky in order to prepare themselves for the upcoming battle. And of course, there are the babies. Why do the soldiers always breed? And why do they insist on carrying their babies into the battle with them? Why arent the other dwarfs whooping it up and producing offspring at the same rate as those hideously fecund champion wrestlers?
Never mind.
Just a few notes to finish up, your Highness. Fortress Alebaldness is short of a few vital things. We can trade for iron (if the merchants survive the goblins long enough to avoid catatonia) but so far we have no sources of sand with which to make glass, and weve run out of turtle shell. These may sound like small matters, your Highness, but so far two of my dwarfs have been taken by Fey Moods and seized the glass furnace… only to gradually go mad for lack of raw materials. The score for turtle shell is even worse: weve lost three. Naturally I walled them up until they died, but the stench is dreadful, and since nobody wants to bury the corpses of these mad dwarfs, I’ve had to order them dropped into the Magma Pits for disposal. You can imagine what that’s done to morale around the place, I’m sure.
Therefore, if you could just see fit to include some glass and turtle shell with your next shipment of totally fucking useless nobility, your Highness, we might possibly see another year or two out of Fortress Alebaldness. Only — please, for the love of Armok, don’t send us any more fucking Philosphers. The one you sent keeps changing the prices of goods without warning, and staggering about the corridors muttering “I drink therefore I am,” and giggling to himself in a very disturbing fashion. I think one Philosopher is really all that any fortress should have to take.
Yours sincerely,
Cog Tosidlar, Town Manager of Mabdugroder (Alebaldness.)
PS: And send more booze. Or at least send us a lot of empty barrels. The goddam elves have demanded we restrict our tree-cutting this year, which makes barrel-making and therefore brewing quite difficult. And if it comes to a choice between the entire fortress going mad from alcohol withdrawal or war with the pointy-eared treehugging hippie stoner bastards, you know which way I’m going to jump, don’t you?
Part 14: The Doomsday Bowl
I’m getting bored of this fort. It’s slow, nothing interesting has happened in a while, and the new nobles are always demanding things I don’t have, like trifle pewter and crystal glass items.
It would be more interesting if the fortress died a natural death, but I think that euthanisation is my only option here.
I have just finished the construction of a doomsday bowl located high above the fortress. And now to fill it with magma…
The giant bowl balances unevenly on a stone support so tiny that it makes me cringe every time I see it.
I don’t have a way to take a screenshot of a multi-Z-level object, so I drew it instead:
(I haven’t mentioned it before, but that little maze there is full of retractable spikes. I’ve never actually had the opportunity to use it on a goblin horde.)
I decided to make a huge stone bowl rather than just pouring magma into the fort, because this way, the heavy walls will smash through multiple floors of the fortress, enabling the magma to spread throughout, rather than just flowing down the main staircase harmlessly.
The tiny support is linked to a lever in the control room. I need only to give the order, and the whole fort will crumble into fiery chaos.
Can you guess which one is the doomsday lever?
The Fable of Catan and the Eagle
This story is one of many which took place in the legendary superfortress FlareChannel, pictured here:
Written by QuantumSawdust
As a prelude to my favorite story of FlareChannel, I’ll fill you in with the history of Giant Eagles in this fortress. Ever since I noticed the elves brought, occasionally, Giant Eagles with them, it had been a goal to purchase a breeding pair to populate FlareChannel with. After decades of trying to do so, I eventually got a male and female pair within their respective lifetimes, and the first natural-born clutch of baby eaglets was hatched.
Ever since, they have gracefully adorned the halls of my fortress. They tend to hang around the meeting area, but occasionally one can still see them flying elsewhere.
Occasionally they would back up military dwarves in taking down a nearby enemy.
Or even venturing out into the sky to spread their wings a bit, and perhaps scan the landscape for any suspicious enemies approaching.
One eagle even decided to stand guard over the glass dome above the throne room. Why, we will never know. He could have easily flown away, and yet he did not. He stayed steadfast until his dying day, years later. Some say he was standing guard over the weak, watching constantly for those who would prey on lone dwarves. Some say he chose to perch up there, knowing that upon mid-day, when the diplomat would meet to discuss trade agreements, his giant shadow would projected onto the throne room floor. Nothing helps convince a lone human to heed your subtle warnings than what appears to be a 100-foot eagle waiting above.
***NOTE***
I played no part in the events that play out below, except for toggling Catten as a recruit once. This story is recorded as the best interpretation of events that will, likely, remain a mystery forever. Most of what happens I can’t even begin to guess as to how it could have. It seems impossible unless there is secret coding going on for Dwarf Fortress, or features I don’t know about. Regardless, I was as surprised as anyone else at the series of events that follow.
***********
The Fable of Catten and the Eagle
Our story begins 100 years after the first hatchlings wandered the halls of Flarechannel. In the past, giant eagles have been creatures of their own, almost never befriended by dwarves and only then when a rare dwarf who can sympathize with the beasts is born. They are a species of creature who, in the wild, feast upon the sweet alchohol-infused flesh of Dwarves for fun. This is their legacy, and every dwarf is well aware of it.
However, Catten and the Eagle are unique. Catten is a dwarf who prides himself in his skills, and due to this has developed three legendary skills in Masonry, Weaving, and Clothing, not to mention a good number of additional skills across the board.
Perhaps he had even earned his smugness, having created an artifact in his youth
He was a prime woodsman in the forest clearing which led to war with the Elves. Truly he is a dwarf of pride. When it came to the local Giant Eagles, Catten had absolutely no opinion on the beasts. It is well known that dwarves must enjoy a creature to be motivated enough to tame it as their own, but Catten couldn’t care less about the masses of feathers, claws, and beaks which flew among the halls and towers.
But sometimes fate doesn’t ask us for our preferences or wishes, and it was such in the case of Catten. Recently born in Flarechannel was one unspectacular Giant Eagle. She was a little larger and hardier than most hatchlings as one always is, but nothing any dwarves were suprised by. Yet already destiny had woven a fate which bound this eagle with threads stronger than steel. As soon as she grew past childhood, this eagle should have waited for a suitable master to come along (which happened so very rarely). She did not. She went out and found one. Catten. This had never happened before in the FlareChannel’s history. Catten may not have cared one bit about her, but that didn’t stop her from picking him as the dwarf she would stand guard over against all dangers. And thus began the story of unrequited love between dwarf and eagle.
At first, it was merely one of the many mysteries of the fortress. Other dwarves would stop and stare and Catten hurriedly passed between jobs. Collect spider silk, weave thread, make clothes, gather rock, construct blocks, make mechanisms, gather plants, plant seeds, finish a few odd jobs. Catten was no stranger to the busy day, and had no time to entertain a foolish eagle that mistook him for her master. What did he care? Dwarves work, and drink, and kill things if possible. Dwarves don’t sit around entertaining delusional creatures, especially not those who have been known to slaughter dwarves by the dozen. A less determined eagle would have long since left Catten to his duties, but not this one. The eagle knew that one day, Catten would find himself in trouble. She would have to be there to protect him. His disinterest was not such a crime that it justified leaving him to the horror which lay in his future.
And like this, a decade passes.
The year is 505. Catten, now an old man, still rushes from task to task with the persistence of a dwarf half his age. He now finds himself clad in the finest silk of his own making. Even after all these years, he occasionally turns to pick up a piece of silk or rock and catches the outline of an eagle faithfully waiting nearby. Catten is by no means an unpleasant dwarf to be around, but nonetheless even he scoffs at the foolhardy behavior of his eagle follower. Assuredly there are more important things to be doing than following an old man who can take care of himself! A dark raincloud loomed on the horizon and Catten retreated back into his workshops, to once again shut out the world in the endless stream of garments he produced now.
The next day, disaster strikes.
For the first time in countless years, death incarnate approaches FlareChannel. Alarms sound, and the military scrambles into action. From the south, smoke rises and a scout gives the report nervously. A dragon has once again taken its eyes to Flarechannel. This time, it is Tusnung Heatedgilds the Spark of Warmth. Luckily, all dwarves are safely inside the walls not even a dragon can pass, and the military assembles on the main bridge, some who have not seen such a beast stand fearful. In the eyes of others one can see the gleaming of latent bloodlust in their veins. You can smell it in the air.
As the final few warriors catch up to the group, a single order sends them down the spiral tower to intercept the dragon, which is finishing up slaughtering a lone human pikeman who straggled to long after the caravan left. But the dragon doesn’t head to the fortress proper. He heads East. The military still pursues, perplexed at the change of focus of the beast. When they realize the dragon’s target, shivers run up their spines. It has been decades since a dwarf has been lost to an enemy. Catten Shoraster is the lone dwarf who ignored common sense and remained outside. Stubbornness does come with old age, but this was insane! Only Catten would be so lost in his work that he would miss the alarm bells. The military would have no way to catch up with the dragon in time.
By now Catten had realized what followed him to the silken-laden hills. The screams of the human as he was ripped limb from limb made sure to that. As unemotional as he is when he works, Catten pulls out his axe and prepares to die as any dwarf would choose – fighting rather than running, even if it means death.
But Catten is not alone in his choice. The eagle has also accepted her fate.
Its likely she had accepted it 12 years before when she chose Catten to protect. Destiny had ensured she would be in the right place and the right time. Diving between the dragon and Catten, the eagle attacks with a ferocity that echos through the legends of all dwarven lore. Spending years around the dwarves and seeing many battles had taught the eagle a thing or two. Like the champions of FlareChannel, the eagle dived fearlessly, directly into the dragon, knocking them both to the ground in a stunned daze. Now that the dragon had lost its footing and fallen down a ramp, the eagle knew it had to act quick. Driven by determination that any dwarf would respect, it rose before the dragon could and attacked it on the one place they were in equal footing – the eyes. In a second the eagle had ripped both eyes from the dragon’s face. Rare is the sound of a dragon screaming in agony heard and all dwarves shuddered at the piercing wail. Still the eagle attacked, destroying piece after piece of the dragon’s head until eventually it was able to reach the brain through the now mutilated face, which was promptly mangled.
A wounded, blind, insane dragon is still a beast to be feared, and Catten finally realized – that eagle was the closest thing to a family he ever had. If he left it to die, then what would he have left? Pride? Masterful silk clothes? He had never met a wife, and he was too old now. His bloodline would die with him. Perhaps this was why Catten drove himself out of the real world and into has work. The rare happiness Catten felt was when he got a chance to help another. He had always valued the dwarven spirit in them. But now, he was seeing the dwarven spirit in a mere eagle. No, not a mere eagle. His friend.
Catten rushed in, wielding his trusty axe that had felt the sturdy skin of countless trees. No stranger to the swing, Catten and the Eagle slowly took down the dragon, working together to keep each other safe from any injury. By the time the military had finally caught up, it was already over.
Catten and the eagle both died a few years later, peacefully in Dwarven terms. They were buried together, and immortalized in the very spirit of FlareChannel. From that day fourth, eagles were no convenient guests, or bothersome birds that were looked down upon as inferior. No, from that day fourth they were guardians and embodiment of the spirit of FlareChannel.
And what of Catten and the Eagle in their final years? They still went everywhere together, and Catten looked back at her with a smile of comfort instead of disgust. But much of these details are lost in history. What is known, however, is that during the finishing of the Temple to Armok, Catten’s clothes were mysteriously found on the roof, where no path could have possibly led. Additional constructions had to be built just to retrieve them. Some say it was magic, or the joke of some dwarven child. Still, others say that every now and then, on a rare night when others were asleep, Catten would climb aboard his old friend, strip naked, and fly around the towers, admiring the view that no other dwarf was ever privileged to see – laughing as he had only as a child, without a care in the world.
You can see many more pictures and stories from Flarechannel here.
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