The Dawi change the game(An GOT/Warhammer crossover)

fix the internal workings before we look outward
[]Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.

Either or these would work to start though im leaning towards establishing patrols to start
[]Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.

[]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from raiding parties.

Get our provisions handled before we start digging, cant dig on an empty stomach
[]Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.

Either of these should be our first turn to get the lay of the land, probably mapping the area would be my pick
[]Map the surrounding area: You are new to the area find out the best way to move inside it should there be a threat and also to know where your new Neighbors live.


[]Establish an early warning network: Send out the Ranger's of the Clan to map the best locations for outposts to warn you of danger.


And our two actions here should survey the valley to see whats out there we can use
[]Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
Chance of Success: 60%
Time: 1 Turns

[]Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
Chance of Success: 60%
Time: 1 Turns

For our Personal action we should go with being a better leader to start.
[]Learn the secret's of been a Leader:
 
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@Mad0Slayer How long are the turns, now that we've actually (almost) reached the main settlement building phase of things? I can't find a spot in the chapter that says.

(Turns up to now have usually been a few days at most, but from context I assume that they aren't representative of what things will look like going forward).

Hmm for a name what about Karak Zharr?

Is that something I'm supposed to recognize and/or be able to translate?

I would prefer something basic and descriptive over something that I have no idea what it is or means.
 
Is that something I'm supposed to recognize and/or be able to translate?

It means Fire hold in Khazalid though to be honest I'm just playing with the lexicon to see what works. Or what would be appropriate for our use like for example Karak Ungor means Delving hold which works considering it was the richest mine in the Dwarven Empire before the Grobni took it.

Here is a link to a page with it on though it can be found across the old army and RPG books in various forms.

 
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@Tristan Alkai

Main turns are for a year while smaller events are either days or months it all depends on what is been done.

Also default name for the hold changed from frosthold to Karak Stromez
 
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I would think for our hold name something about the north idk what it would be in Khazalid but maybe something like Snow hold or Northern hold idk something like that maybe
 
I would think for our hold name something about the north idk what it would be in Khazalid but maybe something like Snow hold or Northern hold idk something like that maybe

Hmm what about Karak Grim which translates to Unyielding Hold which describes northern attitudes? Or Karak Grom which means the Brave Hold due to the efforts required to come to a new land? Or maybe as a final idea Karak Urbar which means trade hold since most of our income will come from trading Iron (and hopefully anti dragon weapons) to the north.
 
[x] Plan getting started
-[x]Hold name Karak Grim
-[x]Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
-[x]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from raiding parties.
-[x]Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
-[x]Map the surrounding area: You are new to the area find out the best way to move inside it should there be a threat and also to know where your new Neighbors live.
-[x]Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
-[x]Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
-[x]Learn the secret's of been a Leader:
 
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It means Fire hold in Khazalid though to be honest I'm just playing with the lexicon to see what works. Or what would be appropriate for our use like for example Karak Ungor means Delving hold which works considering it was the richest mine in the Dwarven Empire before the Grobni took it.
Hmm what about Karak Grim which translates to Unyielding Hold which describes northern attitudes? Or Karak Grom which means the Brave Hold due to the efforts required to come to a new land? Or maybe as a final idea Karak Urbar which means trade hold since most of our income will come from trading Iron (and hopefully anti dragon weapons) to the north.

(working only in English for now)
I don't think Fire works for this location, not unless we're over shallow magma or at least a major coal seam.

Frost seems to work (the North is known for its harsh winters, after all). I think I like that one best so far.

Not sure I like "trade"; seems a little lacking in dignity unless I'm missing some dawi cultural context. We also aren't set up to be a trade hub with lots of thru traffic, just an exporter.

I think I prefer Unyielding over Brave, but both sound applicable.
 
Lots of options here.
So much to do, so little time . . . as is unfortunately normal for CK.

My plan is probably going to lose, because I wasn't first getting it out there, but for what it's worth . . .

[x] Hold Name: Kazad Zhuf (roughly, "Fort Waterfall") (a waterfall was one of the more notable landmarks on our way here)
(literally: fortress, "torrent, rapid river, waterfall")
[x] Plan: Defenses and Survey
-[x] Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
-[x] Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.
-[x] Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
-[x] Establish an early warning network: Send out the Ranger's of the Clan to map the best locations for outposts to warn you of danger.
60% chance of success
-[x] Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
-[x] Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
-[x] Work on your practice techniques: Learning is something anyone can do but to do it properly one must know how. (Learning skill progresses)(Progress to next level is 98/600)

Name is from the lexicon shared by kelgar04

Diplomacy analysis:
1 Action Available

[]Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
60% chance of success
1 Turn

[]Introduce yourself to a few houses of the north: You have made your home in the north and with no knowledge of your fellow dawi and while the pact signed has aligned the clan with this Umgi kingdom yet you do not know many of them so it would be best to make some friends and learn what they are like.
1 Turn
(Dice rolls will determining your results)
-[]Write-in which houses)

[]Get to know the mountain clans.:
You have neighbors somewhere out there and your ranger's spotted them on the way to your new hold. Best to go say hello and not cause any issues.
60% chance of success
1 Turn

[] Establish closer ties with house Stark: House Stark rule's the land's you now reside and it would be best not to make them think we are their enemies. Visit Winterfell and help establish your self.
60% chance of success
1 Turn

1. Settle the grumblers:
Definitely worth doing (we did get a bad roll leading to that drunken mistake, and we're still feeling the effects of it).

2. Introduce yourself to the local lords:
We've already done some of this already, during and before the setup to break the siege of Ironrath.
> We're already on friendly terms with Lord Glover and King Stark, so the applicable rumor mill should be mostly working in our favor at the moment.
> Probably lower priority than dealing with internal dissent or our more immediate neighbors (the Mountain Clans).

3. Mountain Clans:
Definitely needs done, but the internal dissent will probably get worse if not attended to; this problem is both less likely to do so and likely to be less dramatic about it.

4. Closer ties with House Stark:
> We aren't dealing only with House Stark. This is probably lower priority than the more general introducing ourselves around the North (which in turn is lower than the internal issue and the Mountain Clans.

So far, settling the grumblers looks like our top priority for this category. I might want to re-assess that analysis after seeing what gapsthe other actions are forced to leave.

Martial analysis:
1 Action Available

[]Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.
70% chance of success.
1 Turn

[]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from raiding parties.
75% chance of success.
1 Turn

[]Establish a training ground: Your Clan has sailed a long time to establish a new hold and it lacks a proper training area. Their skills while sharp will dull they need an area to maintain them. Build a basic course so that your Clans warriors may keep their skills sharp.
100% chance of success
1 Turn

[]Test your warriors to see who is the best among them: The loss of your clan's elders is a deep wound and has left the clan without those who can rally them in battle and train them. Find out who is the best for this. (This will open up options for your Advisor)
80% chance of success
2 Turn

1. Prepare defenses:
Definitely needs to happen eventually.
> I tend to favor it, because it will require less ongoing maintenance than "patrol routes."

2. Patrol routes:
Warning about incoming attacks sounds nice, but I think it ultimately loses in priority compared to getting defenses set up.

3. Training ground
Lower priority than the first two options.

4. Test warriors for promotion
Looking for an adviser sounds good, but that warning about this action taking 2 turns has me nervous.

Overall, I think the highest priority is getting our defenses set up. There was that discussion about Ironborn earlier (although we are apparently on the far side of a waterfall from the ocean, so there is some time there).

Stewardship analysis:
1 Action Available

[]Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
70% chance of success
1 Turn

[]Establish the Entrance to your new Hold: It's Cold not that it bothers you much but what does bother you is the sky there is far too much of it. Set the Clan to digging and shaping the entrance of your new hold. (Lock's other expansion options off)
70% chance of success
1 Turn

[] Logging Camp: Their are enough common trees in the surrounding area to make use of for a few year's but to sustain it your fellow dawi will have to plan for it.
70% chance of success
1 Turn

[] Alehouse: Your Dawi need Ale! And having a place to produce small amounts of it will keep dawi spirits up and a place to sleep. Though it could be a bit cramped if any Umgi shows up to use it.
70% chance of success
1 Turn

1. Farming:
Very important, for obvious reasons.

2. Entrance:
Not clear on the difference between this and Defenses, but I wanted that one, so hopefully this will be mostly redundant.

3. Logging camp:
Lower priority than food production.

4. Alehouse:
Lower priority than food production.

Farming is the clear top priority in this category.

Intrigue analysis:
1 Action Available:

[]Map the surrounding area: You are new to the area find out the best way to move inside it should there be a threat and also to know where your new Neighbors live.
60% chance of success
1 Turn

[]Establish an early warning network: Send out the Ranger's of the Clan to map the best locations for outposts to warn you of danger.
60% chance of success
1 Turns

[]Find Someone to help keep an eye on things: A lot of the Clans former advisors have gone missing and now your left to pick up the pieces. As your clan stand's alone you will have to find the best dawi among your number. Which you did not doubt was going to be a hard process.
60% chance of success
2 Turns

1. Map
Definitely worth doing, but at least some of this might happen incidentally to other actions.
> There's an action in the Learning category that should handle most of this.

2. Early warning:
I'm not quite clear on the difference between this and the "Martial" "Patrol routes" option. We'll probably want to do at least one, though.
> I think defenses are higher priority than the patrol routes, but if we can handle most of that with this action, we might not have to choose as closely as it looked at first.

3. Adviser:
With a cost of 2 turns, I think this one is going to have to wait.

I think I want the Early warning system, and trust that the map will be at least partially covered incidentally to that (the complete version can wait). The survey in the Learning cluster should also help.

Learning analysis:
2 Action Available

[]What's wrong with the Gyrocopter: The master engineer sadly fell in the journey, but his gyrocopter remains. Only problem is the damned thing no longer work's figure out what's wrong with it.
Chance of Success: 5%(No master engineer and no Facilities)
Time: 2 Turns

[]Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
Chance of Success: 60%
Time: 1 Turns

[]Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
Chance of Success: 60%
Time: 1 Turns

[]Organise the archive's: The journey to your new hold required all information in the archive to be divided so that it could be carried. Sadly the information is now in a large mess and will need time to be sorted before it can be used reliably.
Chance of Success: 60%
Time: 1 Turns

[]History of the Clan: You are but a young dawi and were not privileged to hear all the knowledge held by your elders. It is time to learn the past of your clan so that you may restore old traditions should you feel like it.
Chance of Success: 70%
Time: 1 Turns

[]Elgi Book: Learn the contents of the Elgi book though it will take time to piece it together the book will no doubt have the information you could need. (Progress 1/5 to fully understanding what it says)
Chance of Success: 50%
Time: 1 Turns

1. Gyrocopter
It it takes 2 turns, I think it's going to have to wait. The mention of lack of specialists and facilities are also a factor (we need to establish those before we can do this one properly).

2. Survey
Should cover the map I didn't do in the Intrigue section.

3. Wildlife
A resource we can potentially use. Definitely should do this one.

4. Archives
Well, they aren't getting any more disorganized just sitting there.

5. History
Given that we aren't on our original planet anymore, I'm not sure how much of the lessons of history still apply here. This can probably wait until we don't have any immediate fires to deal with.

6. Elgi book:
Definitely not the top priority in this list.

Looks like studying the local wildlife and doing the survey are our best options right now.

Personal analysis:
[]Work on your Statesmanship: There is much to learn when dealing with dawi and umgi lord's but you can learn. Spend some of your free time Improving your skills. (Diplomacy skill progresses) (Progress to next level is 340/1500)

[]Learn Battlefield strategies: War never changes, set yourself to learn new strategies and techniques to lead the Throng to victory. (Martial Skill progresses) (Progress to next level is 280/1500)

[]Learn the secret's of been a Leader: To lead your people you must make your hold and land thrive you must know how. Dig into the archives to learn the skills and help you manage your land. (Stewardship Skill progresses)(Progress to next level is 162/1500)

[]Practice been a sneaky Dawi: Your not good at it and while it is not needed for leading knowing how to be sneaky could come in handy. Learn how to spy from the rangers.(Intrigue skill progresses)(Progress to next level is 41/600)

[]Work on your practice techniques: Learning is something anyone can do but to do it properly one must know how. (Learning skill progresses)(Progress to next level is 98/600)

[]Spend Time with your friend's: There are a few dawi you have had time to spend time with outside your duties. Catch up with a few of your friends.

[] Go searching for an adventure: To establish a new hold is hard and not very relaxing take some time and go on a short trip to the surrounding area, maybe it would be interesting.

1. Diplomacy stat grind:
I think we've accomplished a lot of what we need to do with this stat. Not critical right now.

2. Martial stat grind:
Our stat here seems to already be fairly respectable.

3. Stewardship stat grind:
Our stewardship is already fairly good. Probably not our top priority.

4. Intrigue stat grind:
This is our worst stat right now, so there's that to work from.

5. Learning stat grind:
Several things we need to do (starting with getting the gyrocopter back up and running.

6. Friends:
Relaxing is good, but I don't think we can really afford the time right now.

7. Adventure:
No. Just no.

I think either Intrigue or Learning is my top priority right now.

I think I'm going to go with Learning.

(Edit)
[x] Plan getting started
-[x]Hold name Karak Grim
-[x]Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
-[x]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from raiding parties.
-[x]Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
-[x]Map the surrounding area: You are new to the area find out the best way to move inside it should there be a threat and also to know where your new Neighbors live.
-[x]Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
-[x]Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
-[x]Learn the secret's of been a Leader:
@Raptor580 Why is the hold name part of the plan? Shouldn't that part be parallel to what we do first? It's not obviously connected to anything else.
 
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Lots of options here.
So much to do, so little time . . . as is unfortunately normal for CK.

My plan is probably going to lose, because I wasn't first getting it out there, but for what it's worth . . .

[x] Hold Name: Kazad Zhuf (roughly, "Fort Waterfall") (a waterfall was one of the more notable landmarks on our way here)
(literally: fortress, "torrent, rapid river, waterfall")
[x] Plan: Defenses and Survey
-[x] Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
-[x] Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.
-[x] Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
-[x] Establish an early warning network: Send out the Ranger's of the Clan to map the best locations for outposts to warn you of danger.
60% chance of success
-[x] Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
-[x] Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
-[x] Work on your practice techniques: Learning is something anyone can do but to do it properly one must know how. (Learning skill progresses)(Progress to next level is 98/600)

Name is from the lexicon shared by kelgar04

Diplomacy analysis:
1. Settle the grumblers:
Definitely worth doing (we did get a bad roll leading to that drunken mistake, and we're still feeling the effects of it).

2. Introduce yourself to the local lords:
We've already done some of this already, during and before the setup to break the siege of Ironrath.
> We're already on friendly terms with Lord Glover and King Stark, so the applicable rumor mill should be mostly working in our favor at the moment.
> Probably lower priority than dealing with internal dissent or our more immediate neighbors (the Mountain Clans).

3. Mountain Clans:
Definitely needs done, but the internal dissent will probably get worse if not attended to; this problem is both less likely to do so and likely to be less dramatic about it.

4. Closer ties with House Stark:
> We aren't dealing only with House Stark. This is probably lower priority than the more general introducing ourselves around the North (which in turn is lower than the internal issue and the Mountain Clans.

So far, settling the grumblers looks like our top priority for this category. I might want to re-assess that analysis after seeing what gapsthe other actions are forced to leave.

Martial analysis:
1. Prepare defenses:
Definitely needs to happen eventually.
> I tend to favor it, because it will require less ongoing maintenance than "patrol routes."

2. Patrol routes:
Warning about incoming attacks sounds nice, but I think it ultimately loses in priority compared to getting defenses set up.

3. Training ground
Lower priority than the first two options.

4. Test warriors for promotion
Looking for an adviser sounds good, but that warning about this action taking 2 turns has me nervous.

Overall, I think the highest priority is getting our defenses set up. There was that discussion about Ironborn earlier (although we are apparently on the far side of a waterfall from the ocean, so there is some time there).

Stewardship analysis:
1. Farming:
Very important, for obvious reasons.

2. Entrance:
Not clear on the difference between this and Defenses, but I wanted that one, so hopefully this will be mostly redundant.

3. Logging camp:
Lower priority than food production.

4. Alehouse:
Lower priority than food production.

Farming is the clear top priority in this category.

Intrigue analysis:
1. Map
Definitely worth doing, but at least some of this might happen incidentally to other actions.
> There's an action in the Learning category that should handle most of this.

2. Early warning:
I'm not quite clear on the difference between this and the "Martial" "Patrol routes" option. We'll probably want to do at least one, though.
> I think defenses are higher priority than the patrol routes, but if we can handle most of that with this action, we might not have to choose as closely as it looked at first.

3. Adviser:
With a cost of 2 turns, I think this one is going to have to wait.

I think I want the Early warning system, and trust that the map will be at least partially covered incidentally to that (the complete version can wait). The survey in the Learning cluster should also help.

Learning analysis:
1. Gyrocopter
It it takes 2 turns, I think it's going to have to wait. The mention of lack of specialists and facilities are also a factor (we need to establish those before we can do this one properly).

2. Survey
Should cover the map I didn't do in the Intrigue section.

3. Wildlife
A resource we can potentially use. Definitely should do this one.

4. Archives
Well, they aren't getting any more disorganized just sitting there.

5. History
Given that we aren't on our original planet anymore, I'm not sure how much of the lessons of history still apply here. This can probably wait until we don't have any immediate fires to deal with.

6. Elgi book:
Definitely not the top priority in this list.

Looks like studying the local wildlife and doing the survey are our best options right now.

Personal analysis:
1. Diplomacy stat grind:
I think we've accomplished a lot of what we need to do with this stat. Not critical right now.

2. Martial stat grind:
Our stat here seems to already be fairly respectable.

3. Stewardship stat grind:
Our stewardship is already fairly good. Probably not our top priority.

4. Intrigue stat grind:
This is our worst stat right now, so there's that to work from.

5. Learning stat grind:
Several things we need to do (starting with getting the gyrocopter back up and running.

6. Friends:
Relaxing is good, but I don't think we can really afford the time right now.

7. Adventure:
No. Just no.

I think either Intrigue or Learning is my top priority right now.

I think I'm going to go with Learning.

(Edit)

@Raptor580 Why is the hold name part of the plan? Shouldn't that part be parallel to what we do first? It's not obviously connected to anything else.
It was one of the votes that needed to be voted on and thats how it normally goes with names they tend to be part of plans.
 
It was one of the votes that needed to be voted on and thats how it normally goes with names they tend to be part of plans.
Evidently I've been reading different quests than you, then.

3 reasons for the complaint:

1. Logical reason:
I don't see what the name has to do with any of the rest of what we're voting on this round.
> The various courses of action (Diplomacy, Intrigue, etc.) are clearly interrelated, since gaps left by one category can be filled by another (for example, Intrigue's warning system and Martial's patrol routes; or Intrigue's map and Learning's survey). This is even more prominent when actions draw from a common pool of funds or other resources.
> The name doesn't seem to have any obvious relationship with the rest (first year actions mostly affect that year and the next; the name we're kind of stuck with), so I would prefer to leave the independent thing actually independent.

2. General policy reason:
There's plenty of room to agree with most of a plan, but not all of it, so when feasible I prefer to leave votes as freeform and granular as circumstances permit, so those preferences can actually be expressed and accounted for.

3. Personal (selfish) reason:
I know my name proposal is extremely unlikely to win; I don't know enough about dawi culture to put together someone that works well. I want to prevent that piece of ignorance from dragging the rest of my plan down with it, because I know grand strategy and city building a lot better, and I think the rest of my plan is viable.
 
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Evidently I've been reading different quests than you, then.

3 reasons for the complaint:

1. Logical reason:
I don't see what the name has to do with any of the rest of what we're voting on this round.
> The various courses of action (Diplomacy, Intrigue, etc.) are clearly interrelated, since gaps left by one category can be filled by another (for example, Intrigue's warning system and Martial's patrol routes; or Intrigue's map and Learning's survey). This is even more prominent when actions draw from a common pool of funds or other resources.
> The name doesn't seem to have any obvious relationship with the rest (first year actions mostly affect that year and the next; the name we're kind of stuck with), so I would prefer to leave the independent thing actually independent.

2. General policy reason:
There's plenty of room to agree with most of a plan, but not all of it, so when feasible I prefer to leave votes as freeform and granular as circumstances permit, so those preferences can actually be expressed and accounted for.

3. Personal (selfish) reason:
I know my name proposal is extremely unlikely to win; I don't know enough about dawi culture to put together someone that works well. I want to prevent that piece of ignorance from dragging the rest of my plan down with it, because I know grand strategy and city building a lot better, and I think the rest of my plan is viable.
I understand your reasoning but at this point its just personal preference, its a good name and i think most here are fine with it.
 
I understand your reasoning but at this point its just personal preference, its a good name and i think most here are fine with it.

The name isn't the point (I acknowledge my ignorance there, and went into this with no expectation that my suggestion had any chance to win).

The name being tied to the rest of the plan is the point, because as things stand now, my awkwardness with names looks like it will drag the rest of my plan (where I do know what I'm doing and have much more strongly held preferences) down with it.

(Edit) To clarify a bit: I'm trying to figure out how to give ground on the name, without giving ground on the rest of my plan. The current plan arrangement doesn't give me a way to do that.

That's why I pulled in the policy argument about agreeing with most of a plan, but not all of it: to establish something that wasn't just my personal opinion (I made a similar complaint in a different quest I'm involved in, where a vote that I thought clearly should have been parallel turned into a small number of plans, and the top 2 overlapped).

Points of actual disagreement:
1. I want to work on the hold's defenses first.
> Your patrols suggestion isn't bad, exactly, but with my Intrigue action to set up the warning network it should hopefully be redundant.

2. You're spending a Learning action on doing a survey of the area (same as my plan), which in my analysis makes your Intrigue action to make a map redundant (I don't see why the survey by the scholars shouldn't also produce a perfectly usable map).
> This frees up the Intrigue action to spend on the warning network, as mentioned above.
 
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