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Author Topic: Dwarven Guilds - Community fort  (Read 9171 times)

peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #45 on: March 04, 2013, 05:13:23 am »

Clearly, Gods and treasures are the lifeblood of a fortrees.
Fixed that. Everydwarf need something more than just gathering treasures. In the name of The Holy Dozen!

Also, I demand small shrines to be build all over the place. Lets start with Katthir's tower.
Spoiler (click to show/hide)
Dig stairs down at the center, to the quarters cells and workshops, set mason building blocks on repeat, and then build the tower. Just a simple circle-shaped tower, with raising bridge, second floor with fortifications and archer posts. It is to be used as the Citadel of all Priests Guild. And those who seek shelter.

As for my personal dwarf, equip him with hammer and flask (that's the hardest thing, but could be achieved with micromanaging). The he joins the others in convicing Dismas to share his pick. Offer him a constant supply of drinks from Monastery Cellars for his tavern.

and - can you post personality screens, please?
« Last Edit: March 04, 2013, 05:15:50 am by peregarrett »
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SilverDragon

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Re: Dwarven Guilds - Community fort
« Reply #46 on: March 04, 2013, 05:21:19 am »

Hope you don't mind me being on the other aide of the river, seeing as I've already claimed there as Assassin Guild territory. :)
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Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #47 on: March 04, 2013, 05:24:03 am »

Remember that the river is full of alligators and giant sponges. Plus, how do you plan to cross the river?
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peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #48 on: March 04, 2013, 05:27:46 am »

Hope you don't mind me being on the other aide of the river, seeing as I've already claimed there as Assassin Guild territory. :)
I hope the Everseeing Glaze of Inen Nutswax keeps your members from doing any harm nearby.
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SilverDragon

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Re: Dwarven Guilds - Community fort
« Reply #49 on: March 04, 2013, 05:29:51 am »

Wrestle my way across, obviously. :P Oh, and I don't think I'll be doing much harm for a lil while.
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aussieevil

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Re: Dwarven Guilds - Community fort
« Reply #50 on: March 04, 2013, 06:59:03 am »

Shrines are an unnecessary use of resources at this stage! However, there is logic in getting lodging set up for us - I do not want to spend nights resting on the grass... While romantic, it tends to lead to annoying rashes on any exposed skin.

On an unrelated note, I would request a small mineral sampling shaft at least five levels deep if whoever has the pickaxe would be kind enough to excavate.

Vevois
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peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #51 on: March 04, 2013, 07:18:10 am »

Shrines are an unnecessary use of resources at this stage!
HERESY!!!!!!
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chaosgear

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Re: Dwarven Guilds - Community fort
« Reply #52 on: March 04, 2013, 09:04:22 am »

Woah, woah, woah, I already called dibs on that plot of land! It will be the future entrance to my guild hall!
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peregarrett

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Re: Dwarven Guilds - Community fort
« Reply #53 on: March 04, 2013, 09:36:12 am »

Woah, woah, woah, I already called dibs on that plot of land! It will be the future entrance to my guild hall!
Nope, you claimed another land:
If so, I want mid-right, next to the curve of the river. Later, my guild will have a moat.

...
I'm doubting how long Treasurers Guild can long if their leader is confused where's left and right...
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BeserkNINJA

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Re: Dwarven Guilds - Community fort
« Reply #54 on: March 04, 2013, 10:23:33 am »

Crows log

GUILD PLANS
I will begin to set up the great Tower atop the lonely hill to the north of the camp of that idiotic priest, i must start gathering the stone and creating blocks it will be good practice for the new stoneshape spell i have been working upon if it does not have the desired effect on this stone i will have to resort to using a pick like a common dwarf . The creatures within the river seem to have some vestigal magical signature i will have to acquire one and complete some research into there possible applications into the production of our spells.

JOURNAL
The assassin seems to be able to see through the simple illusion i have bound to the birds form, i will have to look into how he has managed this as well as whether it affects other more aggresive  magical forms. If so i may have to come to an understanding with him. A dwarf immune to magic is a strange thing indeed.
 
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chaosgear

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Re: Dwarven Guilds - Community fort
« Reply #55 on: March 04, 2013, 10:26:33 am »

Woah, woah, woah, I already called dibs on that plot of land! It will be the future entrance to my guild hall!
Nope, you claimed another land:
If so, I want mid-right, next to the curve of the river. Later, my guild will have a moat.

...
I'm doubting how long Treasurers Guild can long if their leader is confused where's left and right...
Spoiler (click to show/hide)
I want the land to the south! Inside the riverbend!
Nobody has claimed that, right?
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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.

Firehawk45

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Re: Dwarven Guilds - Community fort
« Reply #56 on: March 04, 2013, 10:57:09 am »

You know, i want a dwarf now, you guys are nuts, and nut people together in a fort is brilliant.

I take a weaponsmith/armorer, armed with crossbow and clad in armor all the time. Allegiance is open as of yet, feel free to barter for the loyality of Firehawk.
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Lovechild

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Re: Dwarven Guilds - Community fort
« Reply #57 on: March 04, 2013, 04:57:08 pm »

A frantic scrap for the important tools begun.

"I brought the pick and the axe! They're mine!" Dismas the Thief shouted.

"Yours? You mean, stolen?" Peregarrette the Priestess retorted.

When the dust settled, Vendix the Treasurer had claimed the pick, while Dismas ran for the hills with his axe.

Spoiler (click to show/hide)

Vendix got to work digging out a vault for all his treasure. It was too bad he didn't have any treasure yet.

Spoiler (click to show/hide)

Nevertheless, he posted his fearsome dog at the entrance. No one would be able to steal his thin air now.

Spoiler (click to show/hide)

Dismas began cutting down trees. He'd need many for a proper ill reputed tavern.

Spoiler (click to show/hide)

When Vendix was done with the pick, Loach the Fool dug out her own hole...

Spoiler (click to show/hide)

...and filled it with rum and clown loaches. She made a couple small plump helmet and cave wheat farms as well.

Spoiler (click to show/hide)

Silver the Assassin had already started crossing the river, in the dwarfiest way possible: digging a tunnel below it. He'd wrestle giant sponges some other day.

Spoiler (click to show/hide)

Once he was through, he began sneaking up on trees and slitting their trunks.

Spoiler (click to show/hide)

The next hole up the river was that of Vevois the Scientist. He made a scientific analysis of the local terrain, finding mostly rock salt, petrified wood and tetrahedrite, but also gneiss further down. Satisfied with his findings, he set up a workshop and began crafting stone blocks.

Spoiler (click to show/hide)

Peregarrette struck the ground filled with divine inspiration, and dug out workshop spaces as well as piously small cells. She carved the stone into blocks...

Spoiler (click to show/hide)

...and Katthir's Tower began to rise.

Spoiler (click to show/hide)

A pack of buzzards swooped in from the skies, screaming in bloodthirst. Crow the Mage started charging an annihilation spell. Peregarrette prayed to Sarvesh that she would burn them in divine fire. Silver began tracking their movements and finding their weak spots.

Before anyone could finish, the war dogs jumped at the buzzards and killed them.

Spoiler (click to show/hide)

Crow sought the place where the winds of magic were most accessible; the top of the nearby hill. With a tower on top of it, she would be able to tap into them even better. She cast an excavation spell, creating a round basement to the tower. The stoneshape spell she had been researching was not quite functional yet, however; the rocks just turned into weird chicken-reptiles and ladies with snake hair for a second before changing back. She had to carve them manually.

As she carried on with her dull task, her thoughts drifted off... to Vendix the Treasurer. And his beautiful jade eyes. Fitting for a lover of precious minerals. But couldn't he love something else? Like... a mage?

Spoiler (click to show/hide)

Dismas' shady tavern was just about ready, complete with an even shadier backroom. Though liquor production had not started yet, sadly.

Spoiler (click to show/hide)

Suddenly unfamiliar faces appeared over the horizon. Brave souls seeking their fortune in the guilds...

A cheerful shout was heard from Peregarette.

"Migrants! Praise Asmel!"

---

Spoiler (click to show/hide)

Current fortress stats.

Here are the important levels of the map:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

And here are the personalities of our Guildmasters.

Crow the Mage:

Spoiler (click to show/hide)

Dismas the Thief:

Spoiler (click to show/hide)

Loach the Fool:

Spoiler (click to show/hide)

Peregarrette the Priestess:

Spoiler (click to show/hide)

Silver the Assassin:

Spoiler (click to show/hide)

Vendix the Treasurer:

Spoiler (click to show/hide)

Vevois the Scientist:

Spoiler (click to show/hide)

The following migrants are open to dwarfing. They are grouped according to family. If you want to be dwarfed, post what dwarf you want, a name, and what guild you want to join. Oh, and married dwarves can join different guilds...

Paintamber, male brewer/cook/shearer. Pet: a piglet.
Clobberedbolt, male child, age 9.

Toweramuse, female macedwarf/marksdwarf/shield user/armor user/dodger/animal caretaker/fish dissector/animal dissector/fish cleaner/trapper/miller/fisherdwarf/persuader/negotiator/flatterer/tracker.

Inktrades, male beekeeper.
Subtlefloor, female marksdwarf/shield user/armor user/dodger/animal trainer/animal dissector/ambusher/tracker. Brought a crossbow and a quiver with 37 bolts.
Wheelscoured, male child, age 5.
Portalcontained, female child, age 4.
Problemcloistered, female child, age 2.

Two adult dwarves are reserved for Korbac and Firehawk45.
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chaosgear

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Re: Dwarven Guilds - Community fort
« Reply #58 on: March 04, 2013, 05:04:45 pm »

Woah, there, sister. That's heresy.

Guild order: chop trees, mine stone, whatever to get materials, build some workshops and a trading depot. We need....stuff! Get crafting! If possible, make wooden spiked balls. Wait, can you make them out of stone? For the elves? And build a wall or dig a moat around the entrance to my hole in the dirt, accessible by bridge.
« Last Edit: March 04, 2013, 05:20:27 pm by chaosgear »
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aussieevil

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Re: Dwarven Guilds - Community fort
« Reply #59 on: March 04, 2013, 05:13:27 pm »

Right. I should probably begin on a general meeting hall, and I should also reach out to Mages and/or Assassins in order to talk about the defense of our land... since where migrants come, it's been proven that forces of evil will soon follow.
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