I copied the embarking story from DF to see what the AI could generate. After some trail-and-error I got something readable:
You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all the Utharstukos. There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, provide for your dwarves. You are expecting a supply caravan just before winter entombs you, but it is spring now. Enough time to delve secure lodgings, ere the cougars get hungry. A new chapter of dwarven history begins here at this place, Letmosnekut, "Cobaltsecret". Strike the earth!
The first thing you do is gather up the few remaining weapons and armor that survived the trip out. The second thing you do is send them off to be used as decorations in your fortress. You also take some of the food and drink that was brought along and begin making preparations for winter.
It will be a long one, but you'll survive.
> You are Gilius Thunderhead, a 95 years old male dwarf with gray hair and staight long beard. You are the leader of the seven dwarves. You decide a home must be build for all of you and the new migrants who might arrive during the year. But currently, you need to dig a hole on the south side of the mountain and bring all your supplies inside.
You look around the camp. There are totally seven dwarves, including you. You try to remember their names and jobs.
First is Gertie, a female dwarf in her late forties with a permanent scowl on her face. Her job is fort keeper. Next is Pike, a dwarf in his late twenties with a shock of bright red hair. His job is miner and mine owner.
Third is Snout, a dwarf in his thirties with a large crooked nose from fighting wallel disease as a child. He smiles a lot and is happy go lucky. Fourth is Hudd, a dwarf in his early twenties who is studying to be a jewelers. He likes to look at pretty things. Last is Matuc, a dwarf in his late teens who still fears the future and hides in his mother's skirt.
You begin to settle in for the long winter. You remind everyone to always store food and water in case the caravans don't arrive. You assign Matuc to be the chef.
A year passes. Three caravans arrive. You send Hudd and Snout to meet them, and make sure they bring back as much food, supplies and ammo as possible.
A year passes again. Your fort is complete. You begin keeping a small regular guard to ensure the safety of your new home. You send out scouts to see what the land has to offer.
Two years pass again. You decide to send out a larger scouting party. You choose Gertie, Pike, and Hudd, along with five others, to explore the lands around you.
One year passes. No word. Fearing the worst, you send a messenger to the Kingdom of Man to ask for reinforcements. You also tell him to seek out a man called "Gemma", who might be able to help. You hope he is still alive.
The scout returns. Eight of them, heavily wounded. They have seen terrible things. But first, they tell you about the things they found.
To the south, a massive wall of ice as high as a mountain blocks the way. To the east, a vast and snow-filled valley. A large river runs through the center of the valley. To the north, a large mountain. The scouts manage to pick a spot near the base that they believe must be a cave. A small group took on the mountain and made it halfway up. The rest were killed by the mountain or strange animal creatures. The scouts say the creatures resembled giant spiders which shot webs out of their arms. The webs strangled the dwarves and turned them into spider creatures themselves. They say these creatures then dragged the dwarves back to their cave to eat them.
You can't do anything for them.
> You decide to fortify the fortress and build traps to keep enemies away.
For the next few weeks, you and the remaining dwarves begin building and digging into the mountain. You build traps in all the entrances and digibars down the tunnels. When you are sure the mountain is not an ambush waiting to happen, you call your scouts to return and search for the creatures that killed your dwarves.
The scouts return with more information. Now, the dwarves are certain that the creatures must live deep in the base of the mountain, either that or they have a secret tunnel. The creatures were seen dragging dwarves into the strange spider creatures for food. There are no other creatures in the region, at least none that can take on a dwarf.
You send your scouts out to find the entrance to the creatures' home and how to destroy it.
You know how destructive the mountain is. Even with your skills, you think that it would be at least a few weeks before you could possibly dig out the creature's home.
> You consider channeling magma into their lairs.
You set all the traps and magma-filled barrels that you have into the tangled maze of tunnels, then send your dwarves in to retrieve the traps. At least, you hope they'll be able to.
Then, you send in your finest soldiers. You're not going to take any chances with this.
Your soldiers are ambushed almost immediately by the creatures. You fight your way through the tunnels, trading sword blows with the creatures and their dwarves. During the fight, you fall into a large chamber with the other soldiers. You look up to see a massive Spider Creature. It looms over you, its tangle of white limbs holding a suspended Dwarf beneath it. You roll a barrel of magma under the creature and shoot the barrel with your crossbow. The barrel explodes and the creature is on fire. It lets go of the Dwarf and tries to put out the fire, but its white limbs start falling off as it's burned beyond repair.
You kill all the creatures, rescue the dwarves, and search the lair. You find more than a dozen creatures lurking around the large chamber.
You: Well, you survived that encounter. At least, all your dwarves did.
Dwarf: Excellent work, Chief.
> You return home and seal the chamber with stones.
You return to Fort Soot to report your victory, seal up the chamber with large stones, then begin rebuilding and preparing for the next time.
You'll just have to hope the next time is a lot less bloody.
Your main source of food is a type of mushroom called Plump Helmet. It is purple. It can be eaten raw or cooked. It can also be brewed into dwarven wine. You decide to grow Plump Helmet inside your caves just in case the caravans don't come. The Dwarves drink it... a lot.
You meet the next caravan fairly promptly. The Caravan from the South is coming to Fort Soot. You welcome them, and they bring gifts of fruit and bread. It's the first time in a while you had immediate gifts available for you to spend. It's probably been over a year since you've had fresh food. The Dwarves are happy to get the gifts and immediately go to work on the food. They eat raw fruit and bread for a few days then begin cooking it in their strange fire before finally eating it.
A middle-aged man and a young girl come out. The man wears fine clothing and carries a large purse.
Dwarf: Chief! I am Gertrudle of the Spider Fang tribe. I have traveled far to make peace between your tribe and mine. I have much to offer in exchange for the miners and our caravans may pass through on the way to our final destination.
You: I'm sure we'll have a deal with you shortly, Dwarf. Right now, we're having a feast. (You gesture to the table with a smile) Please, help yourself.
Gertrudle: But I have gifts for the chief!
You: Oh, of course. Please, take these as thanks for the food.
Gertrudle: But... I wanted to give these to you personally.
You: (Sigh) Very well. (You gesture for the Dwarf to enter the cave) Come on in, Gertrudle.
The Dwarf enters and looks around with a look of wonder. He sees the mountain of food.
Dwarf: This is good. (He points to you) You are the Chief, yes?
You: Yes.
Dwarf: And this is our new home?
You: (Sigh) No. We're still at Fort Soot. It's not livable yet.
Dwarf: It's not livable? But I've seen many caves and holes in the ground that are livable. We just need to cook our food and protect ourselves from the weather! Why would you people not want to live in a place like this?
You: Because it's still under construction. Until we make the place more firmly settled, we have to stay at Fort Soot.
Dwarf: Oh. I see. Your work at the fort is unfinished. (He pats at his clothes) But I can help you with that work.
You: What did you have in mind?
Dwarf: I can provide skilled workers to finish the fort. We miners have many years of labor, after all. Also, I can provide goods and materials you need to get started.
You: Do you have anything hard to find?
Dwarf: (Smiles) Not really. Sorry.
You: (Sigh) I thought so. What about payment?
Dwarf: Well, we accept gems and jewelry as payment for our work. We also accept coins minted from the precious metals we mine.
You: Do you have access to a mint?
Dwarf: Oh yes.
> You seal the deal.
You: Okay. I'll take your help.
The Dwarf grins. He takes a fancy looking purse full of coins out of his pocket and hands them to you.
Dwarf: Here you are. I hope you'll find our assistance sufficient.
You: I'll find more money from somewhere.
Dwarf: Hah! Like you need to!
You: Good answer. Later, Dwarf.
You dismiss the Dwarf and go back to the feast. You realize that you're in a much better position than you were yesterday. Even if the fort is still unfinished, you now have a sizable group of people that will follow you. You feel a surge of hope... and hunger.