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Author Topic: Silly Custom Professions  (Read 634 times)

Low_King

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Silly Custom Professions
« on: October 19, 2010, 01:32:28 pm »

Hello all, I am the Low King. In my time as a leader of dwarves I have come to realise that past the first two or three migrant waves (or earlier in some cases) many of my dwarves are redundant.

In order to halt depression among my peasants I created new jobs for them, I'd like you to create some of your own too.

Hermit: A wise craftsdwarf that lives in his own mini-fortress away from the other dwarves. Has an artificial set of winding tunnels connecting to the fortress. Makes toys and bone goods.

Doorman: A decent wrestler that lives in a small room next to the main gate, he must have a chair next to the gate where he can sit and watch.

Undertaker: Mason that only creates coffins. Must have a large empty bedroom and little office connecting to the graveyard.

Voice of the People: A renegade dwarf that hates tradition and has a way with words. Their petty shouting keeps the rabble happy.

Skald: A storyteller and musician. Must own a statue.

Papal, Mother, Sister, Brother: Monks to gods that aren't so bad, like that one that looks like a butterfly, you know? They need two separate warrens, one for males, one for females (Monastery & Nunnery).

Preacher: A half-mad priest to one of the many completely mad gods. Lives in meager quarters, has a dining room but most importantly has a large multi-story cathedral full of pews (chairs) and statues.

Old Pete: A job and a name, an old dwarf that hangs around the jail napping.

Godfather, Right Hand Dwarf, Moll, Hitdwarf, Fingers, Safe Cracker, Con-Artist, Made Dwarfs, Thugs: I always find that if you are going to have crime, it should at least be organised. They need a art deco pad, a casino, some warehouses, a place to dump bodies and a 1950's bar.

Batdwarf & Bluejay: A millionaire by day, a crime fighting detective by night, with his child sidekick in toe. Needs a mansion and a natural cavern walled into a secret hideout. Needs armour stands and weapon racks.

Finally...Gladiator: Warriors for sport and dwarfbucks. Need a steady supply of beasts and goblins, to fight in an arena. Need a training area and a dusty place where they sit and think up plans to escape and travel through Rome only to have the German slaves split from them weakening them to the point that the Romans can recapture them. I am Spar-

Oh sorry, not sure what came over me there.
« Last Edit: October 19, 2010, 01:56:05 pm by Low_King »
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Drakeero

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Re: Silly Custom Professions
« Reply #1 on: October 19, 2010, 03:01:17 pm »

Set up danger rooms throughout your entire fortress in the middle of hallways and such.  Make it Pete's job to pull the lever all day.  Old Mincemeat Pete.
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Cage traps are my magma.

Indricotherium

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Re: Silly Custom Professions
« Reply #2 on: October 19, 2010, 03:53:18 pm »

I like them!
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That is a wasteful idea that recklessly endangers life. I applaud your genius!
There are as many ways to play the game as there are socks on a battlefield.

Rexfelum

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Re: Silly Custom Professions
« Reply #3 on: October 19, 2010, 05:18:41 pm »

I really like these things.  Particularly:

Hermit: A wise craftsdwarf that lives in his own mini-fortress away from the other dwarves. Has an artificial set of winding tunnels connecting to the fortress. Makes toys and bone goods.

I believe this could be fun.  Consider, for instance, allowing him a drop zone into a corner of the main fortress where he tosses his finished goods.  Sure, he helps the fort: he just doesn't want them nosing in on him.  Or he doesn't want to admit that he cares.

--Rexfelum
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