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Author Topic: Dwarven Guilds - Community fort  (Read 9163 times)

Lovechild

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Dwarven Guilds - Community fort
« on: March 02, 2013, 09:25:38 am »

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:

Spoiler (click to show/hide)

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.

Guildmasters
The 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 Members
Migrants 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 Halls
Each 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.

Nobles
Certain 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 Tips
This 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 Location

Spoiler (click to show/hide)

Signup
The 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' Guild
Vevois, Guildmaster (aussieevil)
Gin'at al-Urn (Tarquip Inua) - Married to Firehawk

Mages' Guild
Crow, Guildmaster (BeserkNINJA)
Firehawk (Firehawk45) - Married to Gin'at al-Urn

Priests' Guild
Peregarrette, Guildmaster (peregarrett)

Treasurers' Guild
Vendix, Guildmaster (chaosgear)

Thieves' Guild
Dismas, Guildmaster (brewster)
Korbac (Korbac)
Vuesh (InZane)

Assassins' Guild
Silver, Guildmaster (SilverDragon)

Fools' Guild
Loach, Guildmaster (Strife26)

The Guildless
Child 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.
« Last Edit: March 05, 2013, 03:23:17 pm by Lovechild »
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BeserkNINJA

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Re: Dwarven Guilds - Community fort
« Reply #1 on: March 02, 2013, 01:20:00 pm »

this sounds like it could be fun hope it gets some attention as its a great idea
quick question about the mages do you have a mod that enables actual magic or is it just RP?
Either way ill take the guild master for the mages guild call him Crow. preferably start him off with some skill in spears and leader other than that its up to you.

EDIT: just realized  forgot to specify items.
Silver Spear (RP value as a Magic focus etc.)
Crow or raven if possible
Silk robe
« Last Edit: March 02, 2013, 05:06:29 pm by BeserkNINJA »
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Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #2 on: March 02, 2013, 01:29:05 pm »

Magic is roleplayed, the game is not modded... but it could become modded. For example, if someone casts a spell that turns all groundhogs into demons.
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BeserkNINJA

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Re: Dwarven Guilds - Community fort
« Reply #3 on: March 02, 2013, 02:02:23 pm »

Sounds good looking forward to the crazy politics and mayhem it gonna be !!FUN!!
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aussieevil

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Re: Dwarven Guilds - Community fort
« Reply #4 on: March 02, 2013, 03:19:36 pm »

I'll take scientists.

Vevois
Male
5 Mason/5 Mechanic
Breeding pair of war dogs
Prefer group name has "Despair" in it
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MrWillsauce

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Re: Dwarven Guilds - Community fort
« Reply #5 on: March 02, 2013, 03:25:39 pm »

Ptw I'm curious to see if anyone can successfully pull off the scientists' or mages' guilds.
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chaosgear

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Re: Dwarven Guilds - Community fort
« Reply #6 on: March 02, 2013, 04:02:23 pm »

This looks like oodles of fun.
I'll take the treasurers guild.
Give me a male dwarf named Vendix. A craftsdwarf.
Making him broker and bookkeeper would be preferable.
I want a pet dog to protect my hoard. Other than that, I'm fine with whatever the fort needs.
The group name should defiantly be something like "The Guilds of X". The Guilds of Rivalry? Something like that.
I don't have any idea for the fort name, though.
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Strife26

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Re: Dwarven Guilds - Community fort
« Reply #7 on: March 02, 2013, 04:57:21 pm »

I'll take the Fools Guild, then, I think.


Loach
2 points to fishing
3 points to brewing
2 points to farming

Bring along some cheap fish, some dwarven rum, and four each of plump helmet and cave wheat seeds.

Generally madcap and goofy.



Desiring that both the fort and group be named by application of the random key.
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chaosgear

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Re: Dwarven Guilds - Community fort
« Reply #8 on: March 02, 2013, 10:52:46 pm »

You know... I think the Thieves and Assassins Guilds seems redundant.
Maybe you could change one of them? Like change the Assassin Guild to a Military Guild or something?

That way, there won't be any thieves to take my stuff.
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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.

peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #9 on: March 03, 2013, 03:15:40 am »

Great idea!

I take Priests, whatever gender with engraving skill and highly religiuos personality. Peregar if male, Peregarrette if female,with title 'Highest Priest of (whatever deity he worships)'.
Take silver goblet and hammer for performing rituals. And a couple of barrels of preferable drink/food.

My guild should claim every dwarf who is ardent worshipper of any deity.
And of course I need the description of every deity we know of.
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Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #10 on: March 03, 2013, 04:04:18 am »

You know... I think the Thieves and Assassins Guilds seems redundant.
Maybe you could change one of them? Like change the Assassin Guild to a Military Guild or something?

That way, there won't be any thieves to take my stuff.

Well, I definitely want a Thieves' Guild since any city with guilds needs a Thieves' Guild. Assassins' Guild could be changed. I'd rather not have a dedicated Military Guild though, because then everyone else will expect them to defend the fortress and slack off. But I'm open to suggestions.
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peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #11 on: March 03, 2013, 04:16:34 am »

You know... I think the Thieves and Assassins Guilds seems redundant.
Maybe you could change one of them? Like change the Assassin Guild to a Military Guild or something?

That way, there won't be any thieves to take my stuff.

Well, I definitely want a Thieves' Guild since any city with guilds needs a Thieves' Guild. Assassins' Guild could be changed. I'd rather not have a dedicated Military Guild though, because then everyone else will expect them to defend the fortress and slack off. But I'm open to suggestions.
Peasants' guild? Dedicated to grow and process plants, trees, animals and such.
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Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #12 on: March 03, 2013, 04:23:40 am »

Well, I want to avoid guilds with jobs that actually exist in the game. And preferably their goals should bring them into conflict with the other guilds.

But your suggestion gave me another idea: the Druids' Guild. An elfy guild dedicated to the ruthless protection of nature... What do you think?
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SilverDragon

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Re: Dwarven Guilds - Community fort
« Reply #13 on: March 03, 2013, 05:05:18 am »

[bold]Guild: Assassins guild.
Name: Silver.
Gender: Male.
Skills: 5 Shortsword and 5 marksmanship, please.
Items: Short sword of any type, a crossbow.
Fortress Suggestion: Fort name? I suggest Guildhome.[/bold]

You know, if you decide to keep the assassins guild. :)
« Last Edit: March 03, 2013, 09:04:09 am by SilverDragon »
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Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #14 on: March 03, 2013, 05:15:54 am »

If you want the Assassins' Guild then we'll keep it  :)

Now we just need someone for the Thieves' Guild and we can get this going!
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