Dwarven Guilds
A community fort of powerplay and intrigue
Welcome to Dwarven Guilds! This is a community fort where you sign up for one of seven guilds, each of them with their own agenda, who try to coexist in a fortress. You must strive towards your own goals, while surviving all the obstacles of developing a fortress… as well as those other damned guilds.
These are the Dwarven Guilds:
Scientists’ Guild
This Guild seeks to advance the famous Dwarven Science. Physics, biology, metallurgy… any field of science is of interest. The practical application of the results is as important as the research.
Mages’ Guild
Magic is a dangerous and poorly understood force, but the Mages’ Guild believes it can be harnessed and exploited. Its members constantly experiment with magical creatures and substances to understand how they work.
Priests’ Guild
The Priests’ Guild makes sure that due devotion is given to the dwarven gods. They perform rituals and care for the spiritual wellbeing of their fellow dwarves.
Treasurers’ Guild
All dwarves love treasure, but the members of the Treasurer’s Guild have made it their focus in life. They are dedicated to the production, acquisition and storage of valuable items.
Thieves’ Guild
Because any city with guilds needs a Thieves’ Guild. The thieves live off what they steal from others… or what others pay them to avoid getting robbed.
Assassins’ Guild
The assassins make their living off the disagreements between the other guilds. They specialize in sabotage, espionage, and, of course, murder, and can take care of any of your problems… for a price.
Fools’ Guild
A guild of comedians and actors. They entertain their fellow dwarves, keeping them laughing and jolly. A crucial task, because everyone knows what happens when dwarves become unhappy.
There are two ways to participate in this community fort: As a Guildmaster, or as a Guild Member. Guildmasters need to stay up to date with this thread and control the actions of their guild. If you want a more laid back position then it's better to be a Guild Member.
GuildmastersThe Guildmaster for every guild has the responsibility to post the
Guild Orders for his or her guild after every update. The Guild Orders should include two things:
1. General instructions for what the guild aims to do over the nearest time
2. What goods the guild will give to any visiting traders, and what it wants in return
Please do not post detailed individual orders for every guild member, because that will just drive me insane.
How the Guild Orders are decided is up to every guild. You could have democracy, dictatorship, enlightened despot etc. but the Guildmaster is the one who must post the official Guild Orders. Of course, if the Guildmaster does not listen to his or her guild members, I might take the actions of rebels into account…
Guild MembersMigrants that arrive will initially be guildless scum, doing hauling work, eating and drinking whatever food and booze they find. When you claim a migrant, post a name for him or her and what guild he or she will become a member of. As a guild member you have no direct power, but you can try to influence your Guildmaster when he or she writes the Guild Orders. If the Guildmaster refuses to listen to you, you can always try to take rebel action.
Guild HallsEach guild gets to claim an area of the map, and a burrow will be set up for them there. It must provide food, drink, bedrooms and so on for its own members. The guild can produce this itself or try to make a deal with other guilds.
NoblesCertain nobles such as expedition leader and mayor are elected as normal. Other noble titles such as manager, bookkeeper, broker and chief medical dwarf will be held by whatever dwarf has the highest relevant skill. The sheriff or captain of the guard is chosen by the guild that controls the expedition leader or mayor. The militia commander position will be held by the first guild to establish armed forces. Any guild can set up squads under their own militia captains.
Each guild is responsible for providing rooms, mandated items etc. to their own nobles.
Game TipsThis is a game of power and intrigue. Don’t be too cooperative. If another guild wants your help, remember to ask: what’s in it for you?
Be creative. And don’t think too much about what’s possible or not in Dwarf Fortress when making your orders… I’ll do my best to follow them anyway.
Roleplay is encouraged.
Embark LocationSignupThe starting seven dwarves will be the Guildmasters of each guild. When you sign up, post the following:
- What Guild you want to be the master of. Make sure no one else has already claimed it.
- Name.
- Preferred gender.
- Skills. Your skills can be raised a maximum total of 10 steps.
- Items and pets you want. Write them in order of importance (most important item first, least important item last) and I’ll try to give you as many as possible.
- Suggestions for fortress name and group name.
Remember that at least initially, you’ll be on your own unless you can convince the other Guildmasters to help you. If you want to mine you better get a pick, if you want to fell trees you better get an axe. And don’t forget the food and booze!
Scientists' GuildVevois, Guildmaster (aussieevil)
Gin'at al-Urn (Tarquip Inua) - Married to Firehawk
Mages' GuildCrow, Guildmaster (BeserkNINJA)
Firehawk (Firehawk45) - Married to Gin'at al-Urn
Priests' GuildPeregarrette, Guildmaster (peregarrett)
Treasurers' GuildVendix, Guildmaster (chaosgear)
Thieves' GuildDismas, Guildmaster (brewster)
Korbac (Korbac)
Vuesh (InZane)
Assassins' GuildSilver, Guildmaster (SilverDragon)
Fools' GuildLoach, Guildmaster (Strife26)
The GuildlessChild of Korbac:
Clobberedbolt, male child, age 9.
Children of Gin'at al-Urn and Firehawk:
Wheelscoured, male child, age 5.
Portalcontained, female child, age 4.
Problemcloistered, female child, age 2.
The guildless are grouped by family. To get dwarfed, post what guildless dwarf you want, a name for him or her, and what Guild you want to join.