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Author Topic: Rise of the Clans  (Read 8621 times)

Brewster

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Rise of the Clans
« on: March 12, 2013, 08:07:30 pm »

Rise of the Clans
A community fort of Jealousy and Mettle


Welcome to Rise of the Clans! In this community fort you join a clan. Either start your own or join an existing, 7 clans max. Each clan has it's own agenda and own specialty. Will you be the scientist? the thieves? the jesters? the druids? the mages? The clans will coexist and build a fortress, but strive toward their own goals. Start a new clan and be a Clan Master or join another and become a Clan Member! Masters are responsible to post their Clan Orders after each update. How the Clan Orders are decided is up to each clan to decide. The Clan Masters must be cognitive of their clan members least an uprising could occur.

Roleplay! Roleplay! Roleplay!

Prior to each update a dice will be rolled for each clan. Your number x10 is how many points you'll earn. Each action will cost your clan points. Join another clan to accomplish a task, or save up your points for later endeavors, it's up to each clan. Pre-embark each new clan will start with 50 points.

To Join? Dwarf name, Skills, and Clan request


The Knights

Masters of Swordsdwarfship - Kills stuff in order to protect others. Will act without honor oftentimes.
- Silver (SilverDragon) [76 pts.]

The Gold Guild

Masters of Treasure and Trade - The Gold Guild focuses on the production, collection, and protection of valuables. Treasure is their highest priority.
- Vendix, Treasuremaster (chaosgear) [116 pts.]

Fortificers

Masters of Fortresses and Siege Warfare - <description>
- Magia (Strife26) [46 pts.]

The Visionaries

Masters of Engraving - Engravers Guild which carves randomly on the walls what they see in visions.
- <Dwarf> (Remuthra) [230 pts.]

The Alchemists

Masters of Research and Experimentation - The Alchemists strive to record all Data. The Data must be accurate, and its source reliable. The nature of the Data is irrelevant, however. If it is Data, the Alchemists will have it... by experiment, by gold, or by force.Naturally, they are also healthcare professionals for the working class.
- Casser/Cassar, Arch-alchemist (InsanityIncarnate) [78pts.]

Maildwarves

Masters of Running - A group of dwarves who keep record of the various happenings of the fort. Also the messengers who deliver news between families in different guilds.
- Brass (BronzeAge) [21 pts.]

!!Science!! Guild

Masters of Inventions-  Dedicated to bizarre, epicaly failing and disaster causing experiments.
- Gar the Mad Doc (peregarrett) [21pts.]

Yet to be Dwarfed:
Maverick Robertum (mavj96), male - Hammerdwarf (knights clan)
Ignat al-Urn (Tarqiup Inua), hivemaster - mechanic/beekeeper (!!science!! guild)
Ruhn (Ruhn) - Masonary + Architecture male spatial, (fortificers clan)
Solan Aurelin (Mjattie) - male, Furnace Operator,Blacksmithing (fortificers clan)
Slow, Ass (slowpokez) (visionaries)
<Dwarf> (Korbac) (maildwarves)

Spoiler: Point Chart (click to show/hide)
« Last Edit: March 22, 2013, 07:49:38 pm by Brewster »
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SilverDragon

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Re: Rise of the Clans
« Reply #1 on: March 12, 2013, 08:21:27 pm »

Here, fixed!
Dwarf:
Name: Silver
Specialty: Swordsdwarfship
Clan: The Knights

Clan:Knights
Specialty:Fighting
Description: Kills stuff in order to protect others. Will act without honor oftentimes.

Only item I want is a good sword, not a clue how much it'd be worth.
« Last Edit: March 12, 2013, 11:24:02 pm by SilverDragon »
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Brewster

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Re: Rise of the Clans
« Reply #2 on: March 12, 2013, 08:25:32 pm »

Name: Silver
Specialty: Swordsdwarfship
Clan: The Knights

Edit: Accidentally put assassin.

updated the first post for ya on whats needed to join.

chaosgear

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Re: Rise of the Clans
« Reply #3 on: March 12, 2013, 08:35:48 pm »

Holy crap, rules.

Are all clans going to work together at first? Or is it every dwarf for himself, like last time?
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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.

Brewster

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Re: Rise of the Clans
« Reply #4 on: March 12, 2013, 08:36:52 pm »

Holy crap, rules.

Are all clans going to work together at first? Or is it every dwarf for himself, like last time?

Up to you! Doubt your starting points are going to get you far if you don't work together.
« Last Edit: March 12, 2013, 08:39:48 pm by Brewster »
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chaosgear

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Re: Rise of the Clans
« Reply #5 on: March 12, 2013, 08:50:53 pm »

Oh, boy.

Clan name: The Gold Guild
Specialization: Treasure and Trade
The Gold Guild focuses on the production, collection, and protection of valuables. Treasure is their highest priority.

I'll post dwarf info and items later. I feel that the so-called "point chart" isn't clear enough.
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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.

Strife26

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Re: Rise of the Clans
« Reply #6 on: March 12, 2013, 08:55:03 pm »

Name: Magia
Clan: Fortificers
Specialty: Fortresses and siege warfare

Skills: Architecture, Miningx3, Farmingx2 (21)
Copper pick (5)
Logsx5 (assuming that logs qualify as a stackable purchase here) (5)
Plump Helmetsx5 (5)

Total: 36
Remaining: 14


I propose that we start out by building a central fortress and work from there once it's set up, for ease of construction, as well as defensibility.
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Remuthra

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Re: Rise of the Clans
« Reply #7 on: March 12, 2013, 08:56:16 pm »

Clan Name: The Visionaries
Description: Engravers Guild which carves randomly on the walls what they see in visions
Specialization: Engraving

chaosgear

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Re: Rise of the Clans
« Reply #8 on: March 12, 2013, 09:06:36 pm »

Ugh, math.

Dwarf name: Vendix
Occupation name: Treasuremaster

anyone else willing to bring a dog so we have a breeding pair? They're a whopping 30 points.
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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.

Brewster

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Re: Rise of the Clans
« Reply #9 on: March 12, 2013, 09:08:51 pm »

Skills: Architecture, Miningx3, Farmingx2 (21)
Copper pick (5)
Logsx5 (assuming that logs qualify as a stackable purchase here) (5)
Plump Helmetsx5 (5)

Total: 36
Remaining: 14

Novice Architecture = 5
Skilled Miner = 5 + 6
Competent Farmer = 5 + 4
Copper pick = 5
Logs [5] = 5
Plump Helmets [5] = 5
Total: 40
Remaining for next turn: 10

Brewster

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Re: Rise of the Clans
« Reply #10 on: March 12, 2013, 09:11:57 pm »

anyone else willing to bring a dog so we have a breeding pair? They're a whopping 30 points.

dog = 5 points

maybe we should call them like ENERGY points or something, to help poor confused old chaosgear

chaosgear

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Re: Rise of the Clans
« Reply #11 on: March 12, 2013, 09:21:18 pm »

anyone else willing to bring a dog so we have a breeding pair? They're a whopping 30 points.

dog = 5 points

maybe we should call them like ENERGY points or something, to help poor confused old chaosgear
I thought we were working with embark points.  :-\

Breeding pair of dogs = 10
Woodcrafter = 5+5 = 10
Stonecrafter = 5+5 = 10
Gem Cutter = 5+5 = 10
And if I could be broker and/or bookkeeper, that would be fantastic.

Lets get dorfy
« Last Edit: March 12, 2013, 09:24:43 pm by chaosgear »
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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.

Orange Wizard

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Re: Rise of the Clans
« Reply #12 on: March 12, 2013, 10:14:53 pm »

OK, I'm going to hazard a guess at what my embark points can do.

The Alchemists
Masters of Research and Experimentaion
The Alchemists strive to record all Data. The Data must be accurate, and its source reliable. The nature of the Data is irrelevant, however. If it is Data, the Alchemists will have it... by experiment, by gold, or by force.
Naturally, they are also healthcare professionals for the working class.

Name: Casser, male; or Cassar, female
Clan: The Alchemists
Occupation: Arch-alchemist

Novice Diagnostician (5)
Novice Surgeon (5)
Novice Record Keeper (5)

Gypsum slabs x5 (5) (to record stuff on/perform surgery on)
Breeding pair of Pigs (10?) (The Alchemists have tested Pork to be some kind of Brain-Food)
Cave wheat seeds x5 (5) (Cave wheat can be milled to produce Flour... but how to make bread!? MUST RESEARCH)

Remaining: 15
« Last Edit: March 13, 2013, 03:34:44 am by InsanityIncarnate »
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Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

mavj96

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Re: Rise of the Clans
« Reply #13 on: March 12, 2013, 11:14:48 pm »

Dwarf
Name: Maverick Robertum
Gender: Male (no seriously a male dwarf pls :P)
Specialty: Hammerdwarf
Clan: Knights

Background: A young hammer dwarfling in training prepared to do anything in order to prove him self.
Fully capable of doing the work of 'the lesser' such as farming in order to help get things started.

I'd like

Hammer+2(10)
Student+2(10)
Plump Helmet Spawn x10(10)
War Hammer *anymat x1 (5)
Plump Helmet x5 (5)
Dwarven Wine x10 (10)

50 used.
« Last Edit: March 12, 2013, 11:37:47 pm by mavj96 »
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Strife26

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Re: Rise of the Clans
« Reply #14 on: March 12, 2013, 11:59:40 pm »

Skills: Architecture, Miningx3, Farmingx2 (21)
Copper pick (5)
Logsx5 (assuming that logs qualify as a stackable purchase here) (5)
Plump Helmetsx5 (5)

Total: 36
Remaining: 14

Novice Architecture = 5
Skilled Miner = 5 + 6
Competent Farmer = 5 + 4
Copper pick = 5
Logs [5] = 5
Plump Helmets [5] = 5
Total: 40
Remaining for next turn: 10

Sure thing. I'll add a stack of rum as well, just because booze is important.
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