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Author Topic: Need Faction Motives ideas/suggestions  (Read 748 times)

Sanctume

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Need Faction Motives ideas/suggestions
« on: April 06, 2016, 12:35:21 pm »

Using Dwarf Fortress fort mode as a source of emergent story, I want to "fit" a setting where factions of guilds from the mountainhome bring onto an outpost (new embark).

I break down factions/guilds based on weaponskills and some "role" for when the outpost grows into a city.

1. Mace skill - "Cleric" types who have no prayer magic of course.  In charge of Temples, or rather their barracks will be an the entrance to temples when they become open to outside visitors. 

2. Sword skills - "Paladin" types but instead of magic, I made them more devout to learning.  In charge of Library with their barracks associated with Libraries.

3. Spear skills - "Sheriff" which will eventually be Captain of the Guard, their own squad to protect the monarch, and role-played as police force with "inside" the city.  I'm thinking associate their barracks to citizen only tavern.

4. Axe skills - "Militia" heads by the Militia Commander. These will handle the first strike against outside forces; sieges, FBs, etc.  They will get first dibs to weapon and armor upgrades.  Barracks associated with tavern open to the outside.

5. Hammer skills - "Soldiers" which is similar to the militia, more geared to protecting trade and commerce.  So their barracks is associated near the Trade Depot.  Perhaps they can do caravan / merchant escorts.

6. Pickaxe skills - "Miners" will eventually retire due to lack of digging.  I'd like them to gain discipline and other combat skills eventually, so a barracks near the forges.

7. Crossbow skills - "Rangers" will be those who may even have hunting labor.  But I want to make some outdoor archery range.  The closes building association I can think of will be Butchers, Tanner and Leather Works.   And these can also be associated with the need for city walls and guard towers (fortification bunkers).

8. Wrestling or Foreign weapons - "Adventurers" or "Mercenaries" would eventually have some sort of building tavern that has ramps that lead down to the caverns.  Perhaps one of the soldiers can be captain of such cave explorers using whips, flails, morningstar, etc.

Civilians are not associated with martial prowess skills, but can be of certain factions or guilds based on their labor's industry. 

And here's where I'm trying to establish such guilds and their faction's motives. 

Examples.

9. Wood:  includes Woodcutters, associated with the Militia (axe).  But not all wood cutters will be Carpenter or Wood Crafters.

10. Stone: Masons, Mechanics and Stone Crafters sounds reasonable to lump together.

11. Nobles would include Expedition Leader/Mayor, Broker, Bookkeeper, Manager, and Chief Doctor(s).

12. Metal: anything to do with forges / magma.

13. Food: would probably include clothing and leathers.  Or maybe a general Service Industry.

I'm trying to come up with a narrative for a scenario such as 7 founders of the outpost debating what priority to build after Drinks, Food, Dorm and Dine Hall.