So, you may ask me, 'Haven, what the heck is a Council Fort supposed to be?' Good question. I'm not entirely clear on it myself, I just made it up this afternoon. However, the layout is like this: I play the fort, with some imput from others, so basically it's a community fort. But, instead of controlling just an average dwarf, you control one of the Council dwarves, major decision makers and spokesdwarves of their respective branches of the fort. This grants you a good deal more creative pull, but also can put you at odds with other council members. And that's where the real fun begins.
You see, this particular Council fort will be striving for greater involvement, and thus, Council members will have goals, most obviously the furthering of one's respective branch. For instance, if you're the Mason's Guild leader, you're going to want to keep your stoneworkers employed, or else suffer the consequences of many unhappy dwarves with a lot of free time on their hands. At the same time, you don't want to step on the toes of another branch of the fort. After all, they all have their plans, too. Information on the progress of the various projects will be posted on each update, and the Council will have two days guarenteed to convene and make decisions on the fort's future. Of course, you can always make choices later, but that comes with the hinderance of being blind to new circumstances. Don't say I didn't warn ya. The choices can either be posted on the thread itself (handy for getting support from other Council members), or sent via private message, if you're feeling devious. That's right, you can feel free to try and sabotage you fellow Council members, they're just as much opponents as team mates, sometimes.
Yes, there will most likely be plot. No, you don't have to worry overmuch about keeping the fort alive, or keeping your demands sane. Certainly, they might not be met, but if the Duke can demand Aluminium Thrones, then there's no reason you can't demand glassworking projects be created.
The Council Chamber, an area for discussing the game's events and planning one's next move, can be found here.All this being said, let's finish get the infodumping out of the way.
Lal, God of Fortresses
Lal's followers have only the good of the whole in mind. They are honest, hardworking, and self-sacrificing, willing to do whatever is best for the fort as a whole.
Doren, God of Mountains
Doren's followers are constantly seeking to become closer to the mountain itself, enjoying and respecting the bounty it provides them. They are somewhat isolationists as a result, but for the most part their more political leanings are seperate from their dedication to the mountain they live in.
Kun Ritharinod(Trammelgate), Goddess of Laws, Nature, and the Rain.
Kun's followers are generally calm, dedicated dwarves. They value tradition, but more importantly despise lawlessness and chaos. At their best, they are champions of justice, obeying the true spirit of the law. At their worst, they ruthlessly seek out and destroy that which differs from their goals.
Vanel Tadkomut Som Necak (Matchpoem the Oracle of Neutralizing), Goddess of Balance and Inspiration, particularly Modds.
Vanel's followers hold balance above all. They adhire to law as much as possible, but do not condemn creativity, so long as it does not get out of hand. Indeed, structured inspirations and grand goals are their most prized aspects, and every Mood taken by a dwarf falls under their special care, and is considered sacred to them. Because of their influence, no dwarf is to be denied what they need if there is even the slightest chance of procuring it.
Unib Rithulishen(Petalpassions), Godess of Lust and Chaos.
Heavy on the chaos. And subtlety. Most followers pass themselves off as either followers of Lal or Doren, given their unrestrictive doctrens. Open followers, while looked upon with suspicion at best, and more often prejudice, are permitted, for now. Followers of Kun and Vanel in particular dislike them.
Lek Asen Kat(The Gravel of Goals), Godess of Day, the Sun, Fire, Metals, Minerals, Jewels, and Wealth.
Followers of Lek are dynamic individuals, with a strong streak of capitalisim. They enjoy the finer things of life, but at the same time do not scorn it's simple pleasures. Lek is the patron of both metalworkers and entrepenuers. Lek also is an ardent supporter of truthfulness, lending contracts made by her followers more strength.
These are going to be important.
-Holy Family of Lek Asen Kat-
Friends with Hate's Engraver
Progenators:
Rimtar Likotgikut(Inkeddabble), Mason, M
Monom Saziralnis(Bridgedwars), Blacksmith, F
Descendants:
Mistem Momuztost(Cryptvise), Planter, F
5 Children
-Holy Family of Doren-
Catten Signunulter(Tourcommon), Mason, F
Ezum Kivishstukos(Lancerrazor), Guard, M
5 Children
1 Baby
-Holy Family of Kun Ritharinod-
Meng Rigothnoram(Craftedrelieved), Woodcutter, M
Tekkud Solongusil(Flagcopper), Mason, F
5 Children
1 Baby
Family Friends:
Zuglar Lenodvabok, Legendary Leatherworker.
As a note, Holy Orders for the rest of the gods can be made on request.
-Duke and Duchess Consort-
Worships Kun.
Ezum Dodokdar(Claspedslimate), Duke, M
Like Aluminum and thrones. There is no Aluminum in the fort, but he keeps demanding it anyway. Dubious Worshipper.
Erith Erithdesis(Laboredsnarls), Duchess Consort, F
Likes Chains, Green Glass, Gauntlets, and Copper. Gets her demands on time. Ardent Worshipper.
1 Child
1 Baby
-The Founders-
Eshtin Tiristbomrek(Rimwhips), Trader, M
Public face of the Founders, and Metropolitan Manager. Worships Kun.
Rith Atisgongith(Stakesquids), Woodworker, M
Master Woodworker to the fort. Married to Vabok, and has 4 children. Worships Vanel.
Vabok Kivishdural(Lancerhonor), Engraver, F
Master Engraver to the fort. Married to Rith. Has a grudge against Eshtin. Worships Doren.
Melbil Zimkelrigoth(Plaindrafted), Planter, M
Master Grower to the fort. No friends outside the founders. Secretively worships Unib.
Atir Sherikmothkat(Perplexmansion), Mason, F
Elder Mason, though not Master. Worships Kun.
Kobuk Keskallektad(Shotlure), Miner, F
Grandmaster Miner to the fort. Friend with the Guard Captain. Secretively worships Unib.
Besmar Atissakrith, Miner, F
Grandmaster Miner to the fort. Ardent worshipper of Lal.
These two factions have more far-reaching authorities than the rest, but also have to worry a lot more about being... Taken care of.
-The Crafter's Guild-
Led by alternating Masters, this guild covers miscellanious crafting. Despite it's size, it holds a great deal of influence, due to being the fort's primary source of exports.
Masters:
Zuglar Lenodvabok, Legendary Leatherworker
Thob Rigthmeb, Bone Carver
Membership:
Mosus Regiseth, Former of Kun and Clothworker
Blue Crafters in general
Spheres of governing:
Crafting jobs of various sorts.
-Mason's Guild-
This guild covers masonry in general. It is also the largest guild in the fort, and handles matters of architecture as well as the creation of rock blocks for use in aboveground construction. It currently holds surprisingly little influence, due to it's primary composition of migrants lacking useful skills, and is one of the more underappreciated guilds.
Master:
Mosus Vodstinthad, Mason
Membership:
Masons.
Spheres of governing:
Architecture
Masonry tasks
Engraver's Guild:
This small guild handles the important task of engraving, chronicling the fortress' history on the walls and making great works of art for all to admire. It's composition is small, having been comprised merely of the Master Engraver's apprentices before the Queen's arrival. It has recently displayed it's political muscle by extracting 'Hate's Engraver' Inethbim from a lifetime prison term for reported slandering of the nobility. That Inethbim is a staunch supporter of the Founders, and that the Engraver's Guildmaster is a Founder himself, has not gone unnoticed.
Master:
Vabok Kivishdural, Engraver
Members: Engravers
Spheres of governing:
Beautification
Historical documentation
-Woodsdwarf's Guild-
Including woodworkers, woodcutters, and rangers, the Woodsdwarf's guild is the second largest in the fort, having suffered for the recent shift from woodcutting to masonry. The Woodsdward's Guild has fallen on hard times recently for the lack of jobs, as it's members are learning to live from one clearcutting to the next. They owe their continued existance as a major guild to the supernaturally fast growing trees in the area, along with the slow but steady income from scouting expeditions.
Masters:
Rith Atisgongith, Woodworker
Zulban Catteneddud, Woodcutter
Spheres of governing:
Wood clearing
Woodworking
Scouting
=Miner's Guild-
The Miner's Guild is a venerable institution, and while small in number, it's members are highly respected. It's two leaders have surpassed normal mastery levels, and their several apprentices are supported by the masters only to be replacements when they eventually die of old age. The pay is good, and the respect comes easily. Only those with a grudge against the Founders would find fault with the Guild, as the two leaders are also the two miners sent out on the expedition.
Masters:
Besmar Atissakrith, Miner
Kobuk Keskallektad, Miner
Members:
Miners
Spheres of Governing:
Mining
-Metalworker's Guild-
The metalworkers guild has seen relatively little work compared to those of other guilds, due to the lack of metals to be found. A pair of native copper veins, combined with a stockpile of Zinc smelted from the early days of the expedition, mean that Brass is the dominant metal of the fort, as demonstrated by the Brass road leading into the walls. However, steady imports of Iron have begun to make steady work possible for the guild.
Masters:
There are no true masters of the Metalworker's Guild. While a master is being searched out, leadership is taken by turn.
Members:
Metalworkers
Furnace Operators
Spheres of Governing:
Metalworking
These guys cover the various aspects of skills and work to be done in the fort. Good to effect constructions, but also useful if you want to force an issue. Not gonna get far with the crafters on strike, after all...
-The Guard-
The Guard itself serves as the fortress' police force. Distinct from the Royal Guard, Fortress Guards are allocated more to peacekeeping and overt crime, and are considered both more battle-ready and more loyal to the fortress as a whole. Their Captain is careful to avoid any appearance of favoritisim, and as a result the Guard is seen as a fair and just, if strict, group.
Master:
Urdim Kurikonul, Captain of the Guard
Spheres of Governing:
General Crime and Peacekeeping
Security
-The Royals-
The Queen and her King Consort are the official rulers of the Romantic Irons, a dwarven civilization. Having settled in the fortress, they have assigned a number of council members to oversee the daily tasks of the new capital, while the Queen buisies herself with the ruling of the nation.
The Royals will, for the most part, leave the fortress to it's own devices, having no direct authority over it's workings. However, if matters are pressed, they will use their power to attempt to set things right again.
-The Nobility-
The Nobles have the official say over what goes on within a fortress. However, given both the influence of this particular fort, and the traditionalist nature of it's inhabitants, the nobility can frequently find itself forced to back down, or else feel the wrath of the fortress, and possibly be ousted and replaced, should the unrest persist too long.
More filling in the gaps than actual factions. The King and Queen are not playable, and the rest are likely to severely limit your influence. But at the same time, they are some pretty nice positions.
Now that you've waded through that mess, here's the gist of the story so far. The King and Queen have just begun settling in, and are formalizing the Council to manage the ruling of the capital city. Currently there are no active projects or great events, but for now there's just a lot of getting things organized properly and putting on a good show for the Royal Family. There's a bit of history behind the fort, but most have only ever been paying attention to their own little sectors before now.
Here are the maps of the fort, currently split into two parts because I suck at uploading.
Upper HalfLower HalfAnd here are the Council Members that have been taken so far.
Mosus Vodstinthad, Mason's Guildmaster (Ricemastah)
Urdim Kurikonul, Captain of the Guard (Flintus10)
Monom Saziralnis, Metalworker's Guildmaster (Caz)
Rith Atisgongith, Master Woodcutter, Woodsdwarf's Guild (Frelock)
Besmar Atissakrith, Miner's Guildmaster (Jayfrin)
Thob Rigthmeb, Crafter's Guildmaster (Keeirby)
Vabok Kivishdural, Engraver's Guildmaster(Zaithemaster)
Ducim Essakzul, Military Commander (Splendiferous)
Zefon Thakastesh, Royal Guard Captain (Eita)
Here are the non Council members and pending Council Members.
Atir Sherikmothkat, Elder Mason (RavingManiac)
Melbil Zimkelrigoth, Farmer's Alliance (Jim Groovester)
And the sections and individual slots that aren't taken:
The Holy Families
The Power Struggle
The Nobility
And that'd be that, for the time being. Post if you'd like to join, I suppose.