I'm in for year one or two of this, and also to say that, I think the chief doctor should be called witch doctor, or maybe Herb master or some such, since having a combined mayor and doctor seems a bit... odd, since the mayor would be more a Chief or Elder, where as a doctor would be more a witch, spirit man, ect.
Updated! What do you think of this?
Guide (Expedition Leader) - The blessed elf who first heard Her whispers on the wind, our Guide has been entrusted to lead us to the promised land.
Elder (Mayor) - We convene at the beginning of each year to decide who preside as Elder of the clan. The one who is chosen offers their wisdom and insight to interpret the meaning of the many signs She gives us and guide our people through these troubled times.
- Chosen when population first reaches 40.
- Requires a bedroom of the same quality a mayor would.
- Is exempted from menial labor.
Keeper (Sheriff, Manager) The Keeper must be a firm but compassionate person, for their duty is to look after the well-being of his or her fellow clansfolk, and should it ever be necessary by ill fate's decree, distribute punishment to those who are guilty of transgression.
- Requires a modest bedroom.
Tradesman (Broker, Record Keeper) It is the Tradesman who has the responsibility to keep track of our precious stores, and who is permitted to trade with outsiders.
Healer (Chief Medical Person) Our Healer keeps the knowledge of which things have mystical properties, and calls upon them to mend both flesh and bone.
- Requires a modest bedroom.
Guardian - (Militia Commander) The Guardian is a seasoned or promising aspirant warrior, sworn to protect the clan from harm as he leads us against the darkness.
Scout Captain - (Militia Squad Leader) A scout captain is a hunter or warrior chosen to lead his fellow elves into battle.
Whisperer (Dungeon Master) - One who is born with the gift to speak so softly that their words can soothe the most savage beasts.
- Appointed by Mayor when population reaches 50.
- Requires modest bedroom.
NOTE: Elven "nobles" will never make mandates or demands.
Will goblins bring sieges with such a low pop cap?
Will playing as elves make gobbos butcherable?
I have edited the entity_defaults so that sieges will occur with a population of 50. To my knowledge, this means that the first time the tribe's population reaches 50, we will be open to attack, regardless of whether or not our numbers dwindle. There is still the default wealth requirement, however, which gives us some time to prepare.
As for goblins, because they are sentient elves still won't make trophies of them. Loot their bodies for metal weapons and leave them for our four-legged cousins.
good point. Can I be the cook/herbalist?
You sure can.
I'd like to play a year as well. Will graphic packs be an issue for my post?
I am actually not sure, but I will check on the Little Questions thread. I use Synergy .31.18,
(http://dffd.wimbli.com/file.php?id=2983) which is a combination of Ironhand's and Phoebus' graphics packs/tilesets, among others. As an alternative, provided that you are willing and have the extra space on your hard drive, I could always just upload the whole compressed DF folder, which you could open with a utility like Winrar or Winzip and copy.
Everyone who requested it has been added to the Turn Order Roster. I've also added Di and Newsmuffin to the lineup because I wasn't sure if they wanted to play, and didn't want them to lose their place if so.
Now is the time to discuss preferred "nobility" (let's call them "tribal council"?) positions, skills, items, names and gender. Be as involved as you like! I will note that without all the superfluous crap dwarves get saddled with, we begin with a pot of about 800 spare embark points, meaning that it shouldn't be much of a stretch to let everyone have the maximum number of skills/Proficiency. We could even bring along some useless vermin for pets. Or a grizzly bear.
Finally, try to envision the many challenges that lay ahead- we lack the ability to grow our food, so holing up in a palisade on the side of a hill is hardly an option. Our starting weapons are made of
wood. We can't even use drawbridges or channel magma or water until we get some picks, so we will have to make use of the natural advantages and disadvantages of our region. Furthermore, even in a forest biome wood (our only building material) is far less abundant than stone. It will take all of courage, cunning, strength and Her very favor to survive should the shadows find us.
With this in mind, it may be wise to begin with at least a couple of
dwarves elves skilled in combat (hunters at least, are a good start) and to manage resources carefully, lest we have more Fun than we can handle.
World map will be up shortly!