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Author Topic: Dwarven Guilds - Community fort  (Read 9149 times)

BeserkNINJA

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Re: Dwarven Guilds - Community fort
« Reply #60 on: March 04, 2013, 05:49:24 pm »

Nice going so far

CROWS LOG

GUILD PLANS
I must get hold of some stone blocks as unfortunately the harpy liver i had used in the forming of that stoned where a little past there prime. The new migrants look promising especially that toweramuse we could use. Starting recruitment early on seems like a good idea and i have heard tell of a soldier from the mountain home named firehawk who could very well be a great asset to the defense of the guilds, if what i have heard is true and that they was part of the great elf cull they might have taken part in the slaying of the great spirit itself. If true she may already be magically attuned and it would be there duty to join the only guild capable of turning them into a champion of the mountain home.
JOURNAL
I finished the chamber that will eventually hold the mana gem that is need to cast many powerful spells as well as allowing us to commune with the denizens of the other planes. I have heard talk from some of the other guilds about getting the fort set up before we split off onto our separate ground and this idea hold merit as well as allowing me to socialize with some of the other important members of this expedition. I should also check up on some of my newly made contacts to are whether or not we can set up some long term plans for the coming months. I should also find out where that thug who has been wandering around beating up the wildlife for coin is as i may have a job that he would find very interesting, just as soon as i can figure exactly what went wrong with that blasted stonemeld spell


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SilverDragon

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Re: Dwarven Guilds - Community fort
« Reply #61 on: March 04, 2013, 06:08:07 pm »

Start mining out my guild quarters in the tunnel, as it would be good to get stuff set up. I require a carpenters workshop so I can build my own beds and doors. If possible I'd like the guild common room on the left side and all other schtuff on the right side.
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Tarqiup Inua

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Re: Dwarven Guilds - Community fort
« Reply #62 on: March 04, 2013, 07:30:56 pm »

This sounds like fun! Dwarf me as the beekeeper, I have big plans for the guy (gal?).

Name: Gin'at al-Urn
Profession: Hivemaster
Guild: Scientists
« Last Edit: March 04, 2013, 07:56:52 pm by Tarqiup Inua »
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Nuri al-Gnat - dwarven apidologist
notable works: al-Gnat's test (for determining the child snatcher's ability to pass undetected while getting stung by bees... or at least look human while at it)

Brewster

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Re: Dwarven Guilds - Community fort
« Reply #63 on: March 04, 2013, 07:57:23 pm »

Guild Orders: Continue with providing meat and booze for the tavern. When able mine out confusing 1 tile wide system throughout the first two underground z-levels w/ dead ends and such. Making a maze of soon-to-be sewer systems. Safely flood a few areas, and build grates over them to cross the water. These sewer systems find their ways to almost connecting to all the other guild halls. When we have floodgates, and levers will breach their halls and only allow thieves to be able to find/pull the levers that allows entrance/exit. Close to the tavern within the maze of sewer lines dig out the guild hall.

Edit:  Guild Orders: Continue with providing meat and booze for the tavern. Dig a small 1 tile wide maze (about 20 tiles total) and a basic guild hall. The long maze is too much to ask right now. Craft some wood tables and chairs for the tavern and have it set-up as a meeting place
« Last Edit: March 04, 2013, 08:22:54 pm by Brewster »
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Brewster

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Re: Dwarven Guilds - Community fort
« Reply #64 on: March 04, 2013, 08:30:03 pm »

Memoirs of Dismas: A Thieves' Guild Book

I was able to escape the Crown's reach by coming out here. I've often had to hide in the wilderness or in the sewers but the Royal Guard was catching on to my tricks, so I needed a small 'vacation' away from the Mountainhome. I heard of this small band of settlers coming out here to build a new fortress so I joined-up.

I've been able to use my woodsmen skills to set-up a small tavern already. I'll have a good front for my underground business soon. Just need a nice supply of booze and meat and the migrants, tourist, and citizens will come flocking. Currently we have two gambling tables the other like to frequent. Well not Peregarrette the Priestess she looks down on EVERYTHING I do.

I find it ironic that me, being a thief even goblins admire was stolen from. They 'borrowed' my pick to make their stupid halls and towers. When I have perfectly good roof and beds here! I'll show them... each of them, in due time, will get their comeuppance.
« Last Edit: March 04, 2013, 08:31:47 pm by Brewster »
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SilverDragon

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Re: Dwarven Guilds - Community fort
« Reply #65 on: March 04, 2013, 08:33:17 pm »

Bit of an odd question, but who am I now friends with? I saw I made a new friend and talked with them. Thanks if you can. :)
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Strife26

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Re: Dwarven Guilds - Community fort
« Reply #66 on: March 04, 2013, 09:06:26 pm »

Fools Guild:


Loach will do her level best to get the  new Brewer-Cook into her guild, assigning him to do brewing and cooking, as well as butchering any animals that happen to die. Loach will then be free to do whatever jobs come up, but mostly keep the farm plots plotting. Expand the little room as best as possible, as well as digging out another room in the level below, setting up a stockpile for booze there. Not a great drinking hall yet, but it'll do for now.



"Friend Dismas, might I make an agreement with you? After-all, merry making is little different from tavern keeping, no? Me and mine will provide you with fine food, drink, and semi-fine food, and in return, you could provide us with barrels, temporary lodgings, and good cheer?"
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Brewster

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Re: Dwarven Guilds - Community fort
« Reply #67 on: March 04, 2013, 09:22:15 pm »

Aye, that'll work. Just stay out of my backroom!!
« Last Edit: March 06, 2013, 07:44:19 am by Brewster »
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Strife26

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Re: Dwarven Guilds - Community fort
« Reply #68 on: March 04, 2013, 09:48:22 pm »

Aye, easy enough to do. What's the fun in the world without a bit of mystery, no?
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Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #69 on: March 05, 2013, 01:01:01 am »

Bit of an odd question, but who am I now friends with? I saw I made a new friend and talked with them. Thanks if you can. :)
You're friends with all the other Guildmasters, actually.
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SilverDragon

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Re: Dwarven Guilds - Community fort
« Reply #70 on: March 05, 2013, 01:53:21 am »

Yeah! :D
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peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #71 on: March 05, 2013, 02:00:56 am »

Priests Guild
Peregarrette is taking any dwarf who's religious enough! (Enough means common "worshipper of X" or higher).
Go on building the Tower, just one more floor. And then think of food supplies - depends on new acolytes' skills... Oh, I think beekeeper would be nice choice - we can set hives both sides to the entrance. Bees are the sacred animals of Kathir - they build and defend their 'fortresses' to the last drop of blood!

So, Gin'at al-Urn, what do you think of joining Priests?

And to make our guild more attractive - make a small dining hall next to cells. 4 tables&thrones are enough

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SilverDragon

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Re: Dwarven Guilds - Community fort
« Reply #72 on: March 05, 2013, 02:27:46 am »

Oh yeah, try'n convert someone to The Guild!
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chaosgear

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Re: Dwarven Guilds - Community fort
« Reply #73 on: March 05, 2013, 02:40:04 am »

Hmmm. I could use new guild people, as well.
And what dwarf could possibly say no to the idea of treasure?
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aussieevil

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Re: Dwarven Guilds - Community fort
« Reply #74 on: March 05, 2013, 02:40:57 am »

Gin'at al-Urn, please stay within Scientists. While it is true apiculture has deep roots to Kathirian monasteries, it flourished when the rigors of scientific research were brought to it. Who knows, perhaps you might be able to come up with the next big breakthrough.
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Henry Freeman no get out of here fast as you can...
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