I've been thinking getting others involved in my fort lately so I've create a little game.
Welcome to LancerHyme!
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LancerHyme is one of the Border Fortresses on the outskirt of a Dwarven Empire. They connect to a great wall running along much of the Empire's border and send out units regularly to patrol it's great lengths.
Trade with other civilizations is alway conducted at these Border Forts. Local civilizations will regularly send merchants where the reigning Commander or Merchant Lord of the fort will purchase goods he deems profitable. Goods bought at the Fortresses are then traded dwarven merchants who then sell these goods throughout the Empire. As with any trading nexus this naturally attracts artisans and craftsman looking to set up shop and sell their goods to the many merchants who pass by. They are tolerated by the Commander or Merchant Lord who will provide them with room and board so long as they produce their goods for the fort. The more successful a craftsman is the more he will be provided for. It is not uncommon to see a very skilled master craftsman given the luxuries of a noble.
All this comes with a risk as well. Being a center for trade all Border Fortresses must deal with thieves, invader, and enemies of the Empire. To deal with this threat a Commander or Merchant Lord will generally employ a garrison beyond that required for just the simple wall patrols they are required. Some keep their own forces, made up of the failed artisans and craftsman who can't earn their worth with their trade. Others employ a mercenary force, hiring any skilled warrior that presents himself. These man are generally employed for a specific time, as stated by the contract the formed with the ruler of the fortresses they inhabit. Once that term is up they either negotiate a new contract or finish their business and leave.
The Rules
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As a player you are allowed to choose who and what you are. You can choose to be a craftsman plying his trade among many, a mercenary cutting down invaders and thieves, a odd dungeon master looking for his next beast, a local guard patrolling the walls with a deadly crossbow in hand, etc. As long as it is in the realm of reasonable plausibility I will allow it.
Any character you choose will arrive as an immigrant. I will change their name and skills(Using Dwarf Companion) to fit your character. If you choose a craftsman I will edit your character to fit whatever trade you selected at a relatively low level, for example a starting mason with be just a mason. No coming in as a Grand Master mason or anything. The same applies to mercenaries, you will be given basic shield, armor, wrestling, and one choice weapon skill.
Your involvement doesn't end there though. You'll have a hand it what your character does every season. A craftsman character will inform me of what he wishes to produce that season, a combat character will inform me on whether he'd like to train, patrol, retire, etc. You will also inform me of purchases as well. Purchases you say? Well let me explain.
Everything from the raw materials to craft your goods to the sword your carrying will be bought. I've decided to just stick with the material value first off and if need arises balances or a new system entirely will be added. Craftsmen will start with 100 gold(100 dwarf bucks, gold just is simpler to say). So for example; A craftsman will be charged the value of the stone he used to craft a door. He is then free to sell that door to any player that is willing to purchase it for their room for whatever price he sees as reasonable. Should you choose too you are also allowed to trade with any merchants that pass through. Just tell me what you wish to trade for and I will try to make it happen.
Any craftsmen will start with and underground 3 by 3 room with a single bed. Everything else will have to be purchased. Combat players will be given the same but with a room above ground in the fortress itself. Rent will be decided at the end of the first year when I get a grip on the average income of the players.
While I do appreciate the immediate interest I made this thread so I could get some help with the basic structure of the rules first. Please refrain from posting characters untill it's all worked out else I'm gonna get overwhelmed XD.Well here's what I got so far for basic economy structure.
-Miners,Guards, Engravers, Growers, Haulers, Brewers and any other non-goods creating profession(including food and drink as I can't control consumption of that) will be considered "residents" of the fort, meaning that their rent is payed for automatically. They will also earn a slight income but it won't be much. They are relativly safe to play but they can't exactly buy extravagent. Bonuses may be handed out if they accomplish something like fending of a fireimp with their bare hands or something equally awesome/usefull to the fort.
-Masons, smiths, mechanics, bowyers, and other goods producing proffession will earn their keep simply on trades with the fort (IE: Me) or other players. I will provide raw materials in exhange for gold. After the materials are bought players are free to do what they want with them. I'm working on a spreadsheet right now to get prices down so it remains slightly balanced quality and material wise. Hopefully I'll get some help with that. Strange Moods will be paid for by the fort.
-Mercenaries will start with basic iron armor and weapons as a mercenary without equipment would be rather odd. Like the crafters they will also pay for rent for their room and are free to spend their remaining income on new equipment or furniture. They will be paid seasonally by the fort (IE: Me) based on their contract. If their income seems like it's not enough I might include bonuses for notable kills/cool kills.
Here's a list of proffessions I'm currently leaving unplayable for complexity sake.
Hunters
Gem Crafters and Cutters
Fisherdwarves
Clothemaking
Siege Engineer and operator(Until needed)
And any other crafting proffesion that can't make usable goods.