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Author Topic: Dwarven Guilds - Community fort  (Read 9144 times)

aussieevil

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Re: Dwarven Guilds - Community fort
« Reply #120 on: March 11, 2013, 03:33:03 pm »

Listen up, little priest, why do we only learn how to harness the power of magma when we find the big lava-sea?
You had known that if you listened to teachers when was a little dwarf!
When Sarvesh created seven Dwarven Ancestors of magma and metal and let them inhabit the World, every dwarf knew how to make the magma working. But later dwarves has forgotten their way, distracted by treasures and comfort, they transgressed Ancient Laws and then Sarvesh cursed them to forget the knowledge of Earth's Blood!

And Mountainhomes burnt to ashes and melted to obsidian, since no one knew how to operate old furnaces. Dwarves scattered all over the worls and had to limit their smelters to coal... that were harsh times.

But when a righteous dwarf reveals the eternal magma ocean, its shine awakes the old knowledge in his soul! Thus the dwarf learns the power of Magma.

You and your self-flagellating old allegories. We already have the plans drawn up, but we don't build them until we hit magma because we know they won't work until we have a viable power source!
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Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #121 on: March 12, 2013, 04:28:35 pm »

Sorry guys. But I can't continue with this. I underestimated the amount of work and micromanaging involved. It's just too hard for me to follow orders for seven forts, while trying to keep them alive, and sharing the same pick, and making an interesting story.

I'm really sad to have to quit this, you definitely were engaged in this community fort. You created some very interesting characters. If you want to continue the story on your own as pure roleplaying then go right ahead.

Again, I'm very sorry to let you down. But it's best to end it decisively now instead of letting it turn mediocre and die the slow death.
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Brewster

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Re: Dwarven Guilds - Community fort
« Reply #122 on: March 12, 2013, 05:09:42 pm »

Give me the save! I'll take over... muhahaaaa.

peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #123 on: March 12, 2013, 05:15:11 pm »

Give me the save! I'll take over... muhahaaaa.
Don't give him the save!!!
Give it to me! For the Armok's glory!!!
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Brewster

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Re: Dwarven Guilds - Community fort
« Reply #124 on: March 12, 2013, 05:18:43 pm »

I already called dibs. You can't disregard the laws of DIBS!

I'll step-down as Guildmaster so it's even-steven

Korbac

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Re: Dwarven Guilds - Community fort
« Reply #125 on: March 12, 2013, 05:24:47 pm »

I guess I could head the thieves guild if Brewster wants the save. I'll have different policies ^^
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peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #126 on: March 12, 2013, 05:28:41 pm »

I already called dibs. You can't disregard the laws of DIBS!

I'll step-down as Guildmaster so it's even-steven
Oh, okay then.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Korbac

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Re: Dwarven Guilds - Community fort
« Reply #127 on: March 12, 2013, 05:35:45 pm »

Tip : Treat all resources as communal until each guild has about ~5 members and we can afford to start splitting shit up. :)

That said I would like us to have some sort of 'currency' that would allow non - violent guild deals (The first thing I'd like to do is buy a spare Still, for example. :P)
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Brewster

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Re: Dwarven Guilds - Community fort
« Reply #128 on: March 12, 2013, 06:56:14 pm »

Maybe I should just set-up a whole new thread and fortress?

chaosgear

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Re: Dwarven Guilds - Community fort
« Reply #129 on: March 12, 2013, 07:03:14 pm »

I agree, new thread and fortress.

I feel like we should mod in magic somehow. Or change the mages guild to something a little more applicable.
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.

Korbac

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Re: Dwarven Guilds - Community fort
« Reply #130 on: March 12, 2013, 07:12:45 pm »

Yeah, and possibly a tech tree for the science fort.
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SilverDragon

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Re: Dwarven Guilds - Community fort
« Reply #131 on: March 12, 2013, 07:45:25 pm »

If you make a new fort I still claim assassin s guild!
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chaosgear

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Re: Dwarven Guilds - Community fort
« Reply #132 on: March 12, 2013, 07:53:51 pm »

Dibs on Treasurers Guild!
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.

Brewster

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Re: Dwarven Guilds - Community fort
« Reply #133 on: March 12, 2013, 08:07:58 pm »

Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #134 on: March 13, 2013, 01:38:47 am »

Here is the save if anyone wants it.
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