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Author Topic: Life in the Fortress(Suggestion Game)  (Read 806 times)

Slothman400

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Life in the Fortress(Suggestion Game)
« on: September 03, 2013, 12:01:54 pm »

Today is an important day. On this 5th of Granite, you turn 12. In the Mountainhome of The Eviscerating Flounder, AxeHalted, this means a few things. Today you choose your career, and get to handle your own money. What trade will you learn? Weaponsmithing? Mining? Do you dare aspire to join the most Holy Guild of Cheesemakers? Sadly, in your 12 years in the fortress, you managed to never get a single fey mood. There was also abundant labor, meaning children never had to work. In short, you have no skills to speak of.

Many jobs are available in AxeHalted. You could become a craftsdwarf and have your ☼Cat Bone Rings☼ traded for bars of steel. You could try to become one of the fortress's few smiths, turning the scarce metals around the fortress into silver warhammers menacing with spikes of steel. Depending on what you try, you could be competing for an apprenticeship, stealing materials to practice, or just signing up.

So, Urist Fikodstizash, What trade will you learn?

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« Last Edit: September 03, 2013, 12:42:16 pm by Slothman400 »
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Xantalos

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Re: Life in the Fortress
« Reply #1 on: September 03, 2013, 12:07:39 pm »

Pretend to have a fey mood in order to get access to steel
Practice smithing
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GreatWyrmGold

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Re: Life in the Fortress
« Reply #2 on: September 03, 2013, 12:08:19 pm »

Bookkeeping, for bookkeeping leads to expedition-leadership, expedition-leadership leads to nobility, and nobility means that perhaps, someday...we could be the most powerful dwarf in the world.
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ICBM pilot

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Re: Life in the Fortress
« Reply #3 on: September 03, 2013, 12:30:51 pm »

mechanics so then we could use levers to become the most powerful dorf ever!!!!!!11!11111!
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On the plus side, they managed to kill off 20+ children

Slothman400

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Re: Life in the Fortress(Suggestion Game)
« Reply #4 on: September 03, 2013, 01:22:41 pm »

Roll for the tie...Bookkeeping it is!

You make your way up the central staircase. You pass haulers and miners returning from the sphalerite-mines, as well as fortress guards with their iron hammers. You finally make your way to the top of the fort, where the noble offices lie. You take a quick break to catch your breath, then talk to the guards there.

"Where is the bookkeeper?"

They point down the hall, and you follow one to the bookkeeper. You pass gold doors, then steel doors, then simple stone doors. You wonder if this is some kind of a joke, when you finally reach a simple wooden door at the far end of the hall. The door opens on a small room, three urists wide and only as deep. In the center is a desk covered in scrolls and books. Behind the desk sits a withered old dwarf, sliding beads on an abacus and scribbling numbers in a book.

"Hello? Sir? I'd like to become an apprentice..."

The old dwarf looks up with suspicion.

"Are you joking? If this is some kind of joke I'll call the guards!"

After a few minutes of arguing, you convince him that you're serious. He schedules your lessons and asks you if you have a place to stay. You don't really, but you don't know what to say. If the nobles stuck him in this office, you don't want to think about his quarters. But where else could you go? Your parent's quarters? You would feel like a failure. The migrant dormitory? You might get attacked by a vampire!

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