Welcome!
I have been playing Dwarf Fortress like a maniac the last couple of weeks now that I finally learned to play it. But one thing I noticed that even if awesome things happen, things will get lost like tears in the rain. To remedy this I thought why not create some kind of journal from the perspective of one the settlers and well, Alienman the Fisherdwarf was born! He will be joining Catchchamber and this colony has only existed a couple of months so you will be following it from the start basically.
Since this is my first codex playground-thingy please be gentle, and try to see passed the broken English
If you want a dwarf tell me. The first couple of immigration waves have already been named random nicknames, but if they don't have any roles in the written story so far the names can always be changed.
Okay, here goes!
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Later Winter 20 Obsidian – 125
Finally after several weeks on the road we have arrived. It was a hard road to travel, especially for my wife Norti who are not used to be out on the roads. As a fisherman I'm used to it.
The land around us is green and lush, the ground is soft and you can almost smell the iron ore hidden in the ground. Great ground for a new settlement, but it is not without dangers though. This is untamed lands, with goblins within earshot. But as the saying goes - nothing ventured, nothing gained!
My first impressions -
So what can I say about Catchchamber? Right now it is not much to look at. A fort completely made out of wood, and small is it also. But that is to be expected. We are part of the third immigration wave and the dwarfs here haven't had much time to build anything extravagant. Let's hope they have a still at least!
Late Winter 22 Obsidian – 125
We have settled in, and we have met all the other settlers here. What I didn't know is that my aunt and uncle have answered the call as well. Tempest and Gore. What a bunch, even my cousins Dood and Koliat are here. This sure makes things easier, being surrounded by friendly faces - faces I know.
The expedition leader Siggy has showed us around. There isn't much yet, but they have already done well in my book. In the side of the mountain there is some underground farming going on, there is even some top-side farming on the backside of the fort. The dining room is shared and is on the second floor of the fort. The only room on that floor, and the sleeping quarters are on the first floor. No time to carve out private rooms, not yet anyway she told me. She also told me that the stockpile room was easy to carve out since it's was mostly sand under us. The cellar is big, and hold all kind of stuff. But there is also a lot of vermin. I asked why they didn't bring any cats and she said they had to eat them on their way over here. Unlucky, but they have asked the merchants for some.
They have found iron already and they even have a smith, smelter and a wood furnace up and running. Manpower and skill is lacking though, so not much have been produced yet. But at least it is running. Koliat are trying to forge some iron swords.
I asked about the defenses. The fort look sturdy enough, but without a moat the dangers are apparent. He told me that they had some good hunters with them that can plink a goblin from here to the river. Besides he told me of the incident at Tamedchannel, whom had a moat dug out but it was the moat itself that eventually killed them. The first expedition was overrun and killed before the moat could be filled. The second expedition did finish the moat, but didn't fill it with water until zombies were clawing at their door which trapped the undead under water. Water don't kill zombies, but they can't swim either, so they just stood there with their heads above the water-line moaning – day and night. It drove the inhabitants of the fort mad, and in one last hooray they all attacked the submersed zombies only to get slain themselves. Or so the story goes anyway. Hmmm, maybe a moat is a bad idea.
Late Spring 1 Felsite – 126
I have been laboring hard for the last couple of months, but not much progress have been made. It's hard to get anything done since we are lacking in dwarfs. But today we had a large immigration wave. 26 dwarves have joined us in one go! This will surely help, but it also means trouble in the short team at least. We have to expand the living quarters fast. The small dormitory will not be enough. The dining area is too small as well.
In other news. Tempest and Gore had a baby. A small baby boy. The first dwarf born here in Catchchamber. It has lifted our spirits, and it makes everything here feel more permanent. We are all here for the long haul, and if not for our-self we will have to improve the colony for the children, and our future children. They named him Boyd.
Late Spring 9 Felsite – 126
We have been harassed by buzzards of all creatures. No one has been wounded so far, but we are afraid that they might snatch one of the children so we put together a small militia for protection. Salty is now a militia commander. Tempest was also drafted. They are usually our resident hunters - we are thinking that they might actually have a chance of plinking those damn birds out of the sky.
Late Spring 27 Felsite – 126
We have been ordered (finally I might say) to start to dig out the main living area. It is going to be a hard and long process, but it needs to be done. The living situation is terrible. We are also carving out a temporary dormitory in the cellar. We can always transform it to storage later on. I noticed that a well has been dug out as well. That was some quick thinking! It is not finished yet though, but soon. The only thing missing is the well itself and water, but a underground trench to the river has already been built.
Early Summer 17 Hematite - 126
A human trading caravan came through today. We traded some useless stone and bone crafts for leather. Many of our settlers that don't have anything to do have taken up hunting as a pass-time. We have been butchering badgers for weeks now. We even had to expand the area for refuse with the all dead badger bodies stacking up. I know what we will be eating for the next couple of months...
Mid Summer 2 Malachite – 126
Norti was taken by a fey mood! I didn't think she had it in her! It looks like she found all the stuff she needs. Thank the maker for that. I have heard stories about dwarfs going insane from not being able to craft what they have envisioned.
Mid Summer 7 Malachite – 126
Norti have created her masterpiece. It's a crossbow, and it's looking great. I don't know what to think about the spiders though. Our broker said it was worth around 28800. If only we could sell it, we would be living the dream here with all that amount of gold! But Norti said I would have to take it from her cold dead hands. I guess selling it is out of question.
Mid Summer 21 Malachite – 126
13 new immigrants arrived today. Do we have room? I don't think so, but we will have to make do I guess. We can't send them away. But the resources will get strained. I'm going to ask the expedition leader for another still. What would we ever do if the booze ran out? God forbid.
Mid Summer 21 (Later same day) Malachite – 126
A new militia squad have been created. This one focus on close combat with sword and board. Luckily for me I wasn't drafted. The squad is entirely made up of newcomers. I don't know how I feel about that, but I guess it's a chance for them to prove themselves... if that is ever needed. They will train on the roof of the fort. The creation or weapon and armor-stands have been issued.
Mid Summer 21 (Even later) Malachite – 126
What is going on? Is it a coup? I don't know. But Two-Face, one of the the new immigrants who was drafted into the militia was chosen to represent us as mayor. All this in one day? I don't recall that there was a vote! Oh well. I better just go with it for now. I don't want to end up with a sword in my back. He is no longer drafted for the squad (Sammy took his place), and he has already issued orders that a separate room is to be carved out just for him. He is also demanding an office and a dining room.
Early Autumn 6 Limestone - 126
We have been really busy the last couple of months. A lye and a soap maker has been built, and right at this moment they are making their first soap bars. Time to do a full body scrub-down! We also have a hospital up and running, with beds, stone tables, traction benches and all other hospital-needs. The chief medical dwarf even got his own room carved out - before the mayor and everything! I'm guessing Two-Face can't be all bad since this was a priority. If I'm honest here, he hasn't been shown to be any problem at all. He is working like the rest of us, but I guess time will tell what kind of dwarf the mayor is. The well is also completed and it's working great. We have clean flowing water from the river. Not that I'm all that keen on drinking water, but it's good to have if we get any sick or injured dwarfs.
....and that is all for now, more is coming!
I have been playing Dwarf Fortress like a maniac the last couple of weeks now that I finally learned to play it. But one thing I noticed that even if awesome things happen, things will get lost like tears in the rain. To remedy this I thought why not create some kind of journal from the perspective of one the settlers and well, Alienman the Fisherdwarf was born! He will be joining Catchchamber and this colony has only existed a couple of months so you will be following it from the start basically.
Since this is my first codex playground-thingy please be gentle, and try to see passed the broken English
If you want a dwarf tell me. The first couple of immigration waves have already been named random nicknames, but if they don't have any roles in the written story so far the names can always be changed.
Okay, here goes!
------------------------------------------------------------------------------------------------------------------------
Later Winter 20 Obsidian – 125
Finally after several weeks on the road we have arrived. It was a hard road to travel, especially for my wife Norti who are not used to be out on the roads. As a fisherman I'm used to it.
The land around us is green and lush, the ground is soft and you can almost smell the iron ore hidden in the ground. Great ground for a new settlement, but it is not without dangers though. This is untamed lands, with goblins within earshot. But as the saying goes - nothing ventured, nothing gained!
My first impressions -
So what can I say about Catchchamber? Right now it is not much to look at. A fort completely made out of wood, and small is it also. But that is to be expected. We are part of the third immigration wave and the dwarfs here haven't had much time to build anything extravagant. Let's hope they have a still at least!
Late Winter 22 Obsidian – 125
We have settled in, and we have met all the other settlers here. What I didn't know is that my aunt and uncle have answered the call as well. Tempest and Gore. What a bunch, even my cousins Dood and Koliat are here. This sure makes things easier, being surrounded by friendly faces - faces I know.
The expedition leader Siggy has showed us around. There isn't much yet, but they have already done well in my book. In the side of the mountain there is some underground farming going on, there is even some top-side farming on the backside of the fort. The dining room is shared and is on the second floor of the fort. The only room on that floor, and the sleeping quarters are on the first floor. No time to carve out private rooms, not yet anyway she told me. She also told me that the stockpile room was easy to carve out since it's was mostly sand under us. The cellar is big, and hold all kind of stuff. But there is also a lot of vermin. I asked why they didn't bring any cats and she said they had to eat them on their way over here. Unlucky, but they have asked the merchants for some.
They have found iron already and they even have a smith, smelter and a wood furnace up and running. Manpower and skill is lacking though, so not much have been produced yet. But at least it is running. Koliat are trying to forge some iron swords.
I asked about the defenses. The fort look sturdy enough, but without a moat the dangers are apparent. He told me that they had some good hunters with them that can plink a goblin from here to the river. Besides he told me of the incident at Tamedchannel, whom had a moat dug out but it was the moat itself that eventually killed them. The first expedition was overrun and killed before the moat could be filled. The second expedition did finish the moat, but didn't fill it with water until zombies were clawing at their door which trapped the undead under water. Water don't kill zombies, but they can't swim either, so they just stood there with their heads above the water-line moaning – day and night. It drove the inhabitants of the fort mad, and in one last hooray they all attacked the submersed zombies only to get slain themselves. Or so the story goes anyway. Hmmm, maybe a moat is a bad idea.
Late Spring 1 Felsite – 126
I have been laboring hard for the last couple of months, but not much progress have been made. It's hard to get anything done since we are lacking in dwarfs. But today we had a large immigration wave. 26 dwarves have joined us in one go! This will surely help, but it also means trouble in the short team at least. We have to expand the living quarters fast. The small dormitory will not be enough. The dining area is too small as well.
In other news. Tempest and Gore had a baby. A small baby boy. The first dwarf born here in Catchchamber. It has lifted our spirits, and it makes everything here feel more permanent. We are all here for the long haul, and if not for our-self we will have to improve the colony for the children, and our future children. They named him Boyd.
Late Spring 9 Felsite – 126
We have been harassed by buzzards of all creatures. No one has been wounded so far, but we are afraid that they might snatch one of the children so we put together a small militia for protection. Salty is now a militia commander. Tempest was also drafted. They are usually our resident hunters - we are thinking that they might actually have a chance of plinking those damn birds out of the sky.
Late Spring 27 Felsite – 126
We have been ordered (finally I might say) to start to dig out the main living area. It is going to be a hard and long process, but it needs to be done. The living situation is terrible. We are also carving out a temporary dormitory in the cellar. We can always transform it to storage later on. I noticed that a well has been dug out as well. That was some quick thinking! It is not finished yet though, but soon. The only thing missing is the well itself and water, but a underground trench to the river has already been built.
Early Summer 17 Hematite - 126
A human trading caravan came through today. We traded some useless stone and bone crafts for leather. Many of our settlers that don't have anything to do have taken up hunting as a pass-time. We have been butchering badgers for weeks now. We even had to expand the area for refuse with the all dead badger bodies stacking up. I know what we will be eating for the next couple of months...
Mid Summer 2 Malachite – 126
Norti was taken by a fey mood! I didn't think she had it in her! It looks like she found all the stuff she needs. Thank the maker for that. I have heard stories about dwarfs going insane from not being able to craft what they have envisioned.
Mid Summer 7 Malachite – 126
Norti have created her masterpiece. It's a crossbow, and it's looking great. I don't know what to think about the spiders though. Our broker said it was worth around 28800. If only we could sell it, we would be living the dream here with all that amount of gold! But Norti said I would have to take it from her cold dead hands. I guess selling it is out of question.
Mid Summer 21 Malachite – 126
13 new immigrants arrived today. Do we have room? I don't think so, but we will have to make do I guess. We can't send them away. But the resources will get strained. I'm going to ask the expedition leader for another still. What would we ever do if the booze ran out? God forbid.
Mid Summer 21 (Later same day) Malachite – 126
A new militia squad have been created. This one focus on close combat with sword and board. Luckily for me I wasn't drafted. The squad is entirely made up of newcomers. I don't know how I feel about that, but I guess it's a chance for them to prove themselves... if that is ever needed. They will train on the roof of the fort. The creation or weapon and armor-stands have been issued.
Mid Summer 21 (Even later) Malachite – 126
What is going on? Is it a coup? I don't know. But Two-Face, one of the the new immigrants who was drafted into the militia was chosen to represent us as mayor. All this in one day? I don't recall that there was a vote! Oh well. I better just go with it for now. I don't want to end up with a sword in my back. He is no longer drafted for the squad (Sammy took his place), and he has already issued orders that a separate room is to be carved out just for him. He is also demanding an office and a dining room.
Early Autumn 6 Limestone - 126
We have been really busy the last couple of months. A lye and a soap maker has been built, and right at this moment they are making their first soap bars. Time to do a full body scrub-down! We also have a hospital up and running, with beds, stone tables, traction benches and all other hospital-needs. The chief medical dwarf even got his own room carved out - before the mayor and everything! I'm guessing Two-Face can't be all bad since this was a priority. If I'm honest here, he hasn't been shown to be any problem at all. He is working like the rest of us, but I guess time will tell what kind of dwarf the mayor is. The well is also completed and it's working great. We have clean flowing water from the river. Not that I'm all that keen on drinking water, but it's good to have if we get any sick or injured dwarfs.
....and that is all for now, more is coming!
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