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Author Topic: Cults, Guilds and Miscellaneous Organizations  (Read 1323 times)

Z49000

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Cults, Guilds and Miscellaneous Organizations
« on: August 17, 2016, 11:53:36 pm »

Currently, the only groups that have any importance are bandit gangs, subterranean tribes and any kingdoms, empires and nations.

Guilds could be based on a certain job- like artisan guilds, monster-hunting guilds, or medical guilds (think a medieval Red Cross), who travel around the world, and could stop by your fort, like bards and mercenaries, and perhaps settle there, establishing the fort as a headquarters.

There could also be guilds of mute assassins- say you kill a friend of a vampire baron, a few days later an assassin attacks you. They could show up at your fort, there to assassinate one of your local nobles (which honestly isn't that bad).

Cults could be based on the worship of demons, megabeasts, or certain gods. These cults could come to your fortress to kidnap one of the locals, take them back you the temple or shrine they worship at, and sacrifice them. This could also apply to adventure- where cultists could [attempt] to kidnap and sacrifice you to their demonic overlord.

Bandits, could also use a minor overhaul: like settling in places aside from sewers and camps in the middle of nowhere; like ruins, caves or tombs, as well as allowing them to attack and raid your fortress for treasure.

There could also be little tribes in some remote parts of the world- like a tribe of primitive elves in the middle of a far off jungle. They can wield stone-headed spears and rock axes and may come to harass or negotiate with your dwarves, if built around the area you have embarked.
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SebasMarolo

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Re: Cults, Guilds and Miscellaneous Organizations
« Reply #1 on: August 18, 2016, 04:51:24 am »

Well, guilds ARE a planned thing, just like cults. You mentioned ways in which they can hinder our forts, like secret cults often do in fantasy settings, but not ways in which they can help us. Lets remember for a second that this is Dwarf Fortress. We don't do things the easy, usual way, we do them the dwarven way. Let that thought sink in.

We don't just "kill" vampires. We often bury them alive inside their own personal palace to keep our forts from ever dying. Or we harvest their blood to create a caste of super soldiers. I don't see why an immortal being like a vampire, cunning and with a talent for persuation as they often are, wouldn't want to capitalize on the many ways it could help your fort without being killed.

Lets say a vampire arrives on your fort. He reveals himself as a vampire but your dwarves hesitate. He doesn't seem THAT bad a guy, and he's a pleasure to speak with. Your dwarves decide to keep him around, and set up a schedule so the strongest and fastest to recuperate let the vampire feed on them non-lethaly. With time, the vampire could become a noble, captain of the guard, protecting the dwarves that decided to look past his pale skin and blooddripping fangs and gave him a chance, or a legendary craftdwarf, or an object of workship. (something should be done about them no drinking alcohol on their own, or being able to enjoy the booze running through their victim's bloodstream). Something like that could happen with werebeasts too.

And the guilds of craftdwarfs. Those would be soo useful. Before departing from the mountain home to establish a fort near a volcano with acces to both fire clay and sand, your expedition leader sends a note to the guilds of potters and glassmakers to have those dwarfs be sent to your fort, not useless fishery workers and animal caretakers. Or maybe themayor sends the note through the outpost liason. Maybe in return for their help the craftdwarves the guild sent would demand to have better rooms than the normal populance, private dining rooms or statue gardens, andmaybe the guild itself would require you to send them a part of what the craftdwarves produced, free of charge. And if yourt fort becomes the mountain home, or successful enough, the guild could establish it as their HQ, and you could train peasants into proper craftdwarves to be sent to other forts (since sending dwarves out there to do stuff for you is going to be a thing). Of course, all that is the usual way these things happen in fantasy settings. Your stone haulers making their own guild and violently demanding living conditions on par with that of royalty could totally be a thing...

Well, those are my thoughts. Hope you guys had as much fun reading as I had writting.
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So uh, yeah you just murdered a until proven otherwise pretty neutral innocent being for no reason.

GoblinCookie

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Re: Cults, Guilds and Miscellaneous Organizations
« Reply #2 on: August 18, 2016, 01:09:40 pm »

Bandits, could also use a minor overhaul: like settling in places aside from sewers and camps in the middle of nowhere; like ruins, caves or tombs, as well as allowing them to attack and raid your fortress for treasure.

I would not say that bandits need a minor overhaul.  I would say that we need to be able to engage in black market deals with the bandits and allow them to make use of our fortress for their raids. 
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Z49000

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Re: Cults, Guilds and Miscellaneous Organizations
« Reply #3 on: August 18, 2016, 03:26:42 pm »

You do have a point, Sebas. Though I didn't think of cults starting in your fort.

Bandits, could also use a minor overhaul: like settling in places aside from sewers and camps in the middle of nowhere; like ruins, caves or tombs, as well as allowing them to attack and raid your fortress for treasure.

I would not say that bandits need a minor overhaul.  I would say that we need to be able to engage in black market deals with the bandits and allow them to make use of our fortress for their raids. 
Didn't think of black markets.
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pikachu17

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Re: Cults, Guilds and Miscellaneous Organizations
« Reply #4 on: August 19, 2016, 01:24:47 pm »

(something should be done about them no drinking alcohol on their own, or being able to enjoy the booze running through their victim's bloodstream).
Didn't Toady add the ability for vampires to drink alcohol by 42.06?
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SebasMarolo

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Re: Cults, Guilds and Miscellaneous Organizations
« Reply #5 on: August 19, 2016, 01:29:51 pm »

(something should be done about them no drinking alcohol on their own, or being able to enjoy the booze running through their victim's bloodstream).
Didn't Toady add the ability for vampires to drink alcohol by 42.06?

They can drink in taverns if you have a barkeeper assigned and said barkeep hands them a pint. Problem is, bartenders hand out drinks till people drown on their own vomit. Vampires don't need to breathe, but the rest of your fort does.
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So uh, yeah you just murdered a until proven otherwise pretty neutral innocent being for no reason.