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

For the child situation I think it would be best if we inform Lord Glover that we would accommodate whatever the mother would prefer. If she prefers to stay in Deepwood Motte with the boy that's fine. If she wants to live with us with the boy that's fine. If she wants to stay there and have us raise the boy that's fine.

Though if she wanted to come here or just send the boy to us I would preface that it would wait until the Hold is ready for habitation.
 
[]Muster the Throng: The Umgi messenger's tell you that the ships belong to raider's from the Iron Island's send out a force to deal with them.
60% chance of success.
1 Turn

@Mad0Slayer Why does this take a full turn? This seems like it should be a mini-turn (a month or two at most before everyone is back home). What am I missing?

(Edit) Well, since nobody's said anything after me yet, I guess editing in my plan is more efficient than a separate post.

Full explanations will be edited in later, but here's my choices:

Caravan: Investigate. Specifically, make sure whatever happened to them can't happen to us.
> Can we keep this one separate from the main plans, please?

Diplomacy: Meet the mountain clans (immediate neighbors).

Martial: Prepare the defenses

Stewardship: Either "Entrance" or Fishery. Probably Entrance, for the domestic morale.
(Edit 3) @Mad0Slayer Wasn't there a Stewardship action last turn to establish an alehouse? I can't find it this time. Did it complete off screen, or do we still need to do that?

Intrigue: Mapping action from previous turn locked in.

Learning: Cave Mushrooms (for more local food production) and Organize the Archives.

Personal: Work on Learning stat.
(Edit 4) Changed my mind. Work on Intrigue instead. It is not only our lowest stat, but the stat that has stymied our efforts last turn.

The Child: Definitely bring him in once the hold is established. Probably bring the mother as well (I don't think she has much in the way of marriage prospects elsewhere at this point, and she might be able to serve as a Diplomacy adviser).
> Can we keep this one separate from the main plans, please?

(Edit 3) Which category is "find a wife (from among the hold)" in? Given the way this mess turned out, morale and trust of our followers would probably be higher if we do this one sooner, rather than later.

(Edit 2)
[]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.
I think this one would be easier to do after we organize the clan's archives (which, for morale reasons, we need to do anyway). I would rather organize the archives this turn.
 
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@Mad0Slayer Why does this take a full turn? This seems like it should be a mini-turn (a month or two at most before everyone is back home). What am I missing?

(Edit) Well, since nobody's said anything after me yet, I guess editing in my plan is more efficient than a separate post.

Full explanations will be edited in later, but here's my choices:

Caravan: Investigate. Specifically, make sure whatever happened to them can't happen to us.
> Can we keep this one separate from the main plans, please?

Diplomacy: Meet the mountain clans (immediate neighbors).

Martial: Prepare the defenses

Stewardship: Either "Entrance" or Fishery. Probably Entrance, for the domestic morale.

Intrigue: Mapping action from previous turn locked in.

Learning: Cave Mushrooms (for more local food production) and Organize the Archives.

Personal: Work on Learning stat.

The Child: Definitely bring him in once the hold is established. Probably bring the mother as well (I don't think she has much in the way of marriage prospects elsewhere at this point, and she might be able to serve as a Diplomacy adviser).
> Can we keep this one separate from the main plans, please?

(Edit 2)

I think this one would be easier to do after we organize the clan's archives (which, for morale reasons, we need to do anyway). I would rather organize the archives this turn.


Eh that's fine I was between that and the archive. But we definitely need to start the entrance they told us that summer was ending soon so we should definitely get that done and get us in the mountain.
 
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Hold Supplies

Food Left: 3 Years left(losing 1 Year of food per Turn)
Ale Left: 2 Years left(Losing 1 Year of Ale per Turn)
Gunpowder Left: Not enough for battle

@Mad0Slayer Why are we still losing food? I thought you said the roll to establish surface farming was successful, and we seem to be getting some food from hunting as well.

Also, I can't find the Alehouse action for this turn (it was there last turn). Is that on purpose?
(I may not be particularly familiar with Warhammer, but I am familiar with Dwarf Fortress, and there running out of alcohol is a very bad thing.)
 
@Mad0Slayer Why are we still losing food? I thought you said the roll to establish surface farming was successful, and we seem to be getting some food from hunting as well.

Also, I can't find the Alehouse action for this turn (it was there last turn). Is that on purpose?
(I may not be particularly familiar with Warhammer, but I am familiar with Dwarf Fortress, and there running out of alcohol is a very bad thing.)
For the food part we probably stunted the loss is my guess but didn't get enough to stop the loss or start a gain. Or it's a miss type. But yeah your right the brewery isn't there. Which lets be honest dawi need.
 
Yeah I'd say if we're bringing the lad to us, especially if his mother tags along, we have to look for a wife this turn. Before rumours start that we're a full on Umgi 'lover'.

that and we really need to secure an heir as quickly as possible regardless with what's happening.
 
Yeah I'd say if we're bringing the lad to us, especially if his mother tags along, we have to look for a wife this turn. Before rumours start that we're a full on Umgi 'lover'.

that and we really need to secure an heir as quickly as possible regardless with what's happening.
I don't even think we have an option to look for a dawi wife right now.
 
For the food part we probably stunted the loss is my guess but didn't get enough to stop the loss or start a gain. Or it's a miss type. But yeah your right the brewery isn't there. Which lets be honest dawi need.

If the supplies report was located before the Turn Results, that would leave the explanation that it is our situation at the beginning of the turn (before we had any sort of food production established). But it's not; it's after the turn results, near the end of the post.

Also, how were we hauling multiple years' worth of food over land? Let alone multiple years' worth of ale? Even a few days of food gets awkward to carry in a backpack (I know this from experience), and if you're carrying water instead of a purification tool, that exacerbates the problem dramatically.
 
If the supplies report was located before the Turn Results, that would leave the explanation that it is our situation at the beginning of the turn (before we had any sort of food production established). But it's not; it's after the turn results, near the end of the post.

Also, how were we hauling multiple years' worth of food over land? Let alone multiple years' worth of ale? Even a few days of food gets awkward to carry in a backpack (I know this from experience), and if you're carrying water instead of a purification tool, that exacerbates the problem dramatically.
No it being at the end makes sense as the explanation is we started some farms so we got some food growing but not enough to hold up our current population so now we're only losing a unit a year instead of it being worse. So now we need to increase our food production through either from what I saw was fishing or mushroom farming.

Dont assume that just because we got some farms up and running that it's gonna take care of our entire population on its own. Cause it's not.

And as for the carrying of ale and supplies we'll just chalk that up to dawi preparedness.
 
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[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[x]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.

[x]Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.

[x]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 and a connecting hall for the use of the clan. (Lock's other expansion options off till completed)

[x]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.

[x] Cave Mushroom's: The long journey to establish a new hold sadly did not allow you to bring the clan's favorite Hold Mushroom's, thankfully the new cave system offers you a chance to find a new alternative. You just have to find the correct one to help feed the clan.

[x]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)

[x] Take responsibility: You will take responsibility for your mistake and take care of.
-[x]The Boy: He is your son and your blood he belongs with his people even if he has Umgi blood you can teach him what it mean's to be dawi. Though his mother will remain behind.
--[x]Let lord Glover know that you will look after him once the hold is established
 
[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[x]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.

[x]Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.

[x]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 and a connecting hall for the use of the clan. (Lock's other expansion options off till completed)

[x]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.

[x] Cave Mushroom's: The long journey to establish a new hold sadly did not allow you to bring the clan's favorite Hold Mushroom's, thankfully the new cave system offers you a chance to find a new alternative. You just have to find the correct one to help feed the clan.

[x]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)

[x] Take responsibility: You will take responsibility for your mistake and take care of.
-[x]The Boy: He is your son and your blood he belongs with his people even if he has Umgi blood you can teach him what it mean's to be dawi. Though his mother will remain behind.
--[x]Let lord Glover know that you will look after him once the hold is established
Is voting open yet? I thought @Mad0Slayer normally made an official post to announce that voting is open, and this time we haven't heard from him at all since the discussion was opened with a moratorium on actual voting.

There's a few questions I would strongly prefer to get answers to before I commit to a plan.
 
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@Mad0Slayer it didnt say but did the rangers find any bodies either human or beastman with the caravan or was it deserted?

No, I left it vague because your rangers don't know either.

@Mad0Slayer Why does this take a full turn? This seems like it should be a mini-turn (a month or two at most before everyone is back home). What am I missing?

Mostly it just to make sure that everything is dead it will be quick to deal with the threat but the force you send out will be large enough to deal with it and once done then their gonna end up searching for any survivor's and also they gotta secure anything they find so it end's up taking a good portion of their time. (Smaller threats will just be an extra vote and raiders will end up there to once you get a few things built.)

(Edit 3) @Mad0Slayer Wasn't there a Stewardship action last turn to establish an alehouse? I can't find it this time. Did it complete off screen, or do we still need to do that?

No, I replaced that option with wooden town because it made a lot more sense as for the alehouse and brewery that come's up after to improve production because most of the buildings will only get the job done but not quite at the best speed and will need special attention for it to get going properly) As for the food you guys were going to lose double if you had not built the farms.


Is voting open yet? I thought @Mad0Slayer normally made an official post to announce that voting is open, and this time we haven't heard from him at all since the discussion was opened with a moratorium on actual voting.

Sorry for the delay fell asleep and forgot to check this before heading to bed.

Edit
Voting open.(just to make it look right)
 
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No, I replaced that option with wooden town because it made a lot more sense as for the alehouse and brewery that come's up after to improve production because most of the buildings will only get the job done but not quite at the best speed and will need special attention for it to get going properly) As for the food you guys were going to lose double if you had not built the farms.


Sorry for the delay fell asleep and forgot to check this before heading to bed.

Okay, I think I understand the first two answers. Making sure I understand the later statements correctly:

1. Ale:
So we do have some ale production up and running, but we're going through it faster than we're making it. Correct?
> Somewhat annoying, but not completely unreasonable.

2. Food:
Despite getting over 100 on a DC 31 roll, our local food production is only about half of our consumption. Is this what you're saying here?

3. Vote:
Okay, that answers the part about "haven't heard from you," but the status of the voting moratorium is still unclear.

> Okay, I see the "voting is open" banner near the reply box now. Voting is probably open now.
 
2. Food:
Despite getting over 100 on a DC 31 roll, our local food production is only about half of our consumption. Is this what you're saying here?

Pretty much but it also got a free protection bonus so now bad event rolls only affect it at the lower end so it's less likely to happen now but can appear if you're unlucky. Also, it is open to vote now.
 
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[X] Abandoned Umgi Caravan
-[X] Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[X] Take responsibility: You will take responsibility for your mistake and take care of.
-[X] The Boy: He is your son and your blood he belongs with his people even if he has Umgi blood you can teach him what it mean's to be dawi. Though his mother will remain behind.
--[X] Let lord Glover know that you will look after him once the hold is established


[X] Plan Just In Case of Elgi
-[X] Get to know the mountain clans.
-[X] Muster the Throng
-[X] Establish the Entrance to your new Hold
-[X] History of the Clan
-[X] Elgi Book
-[X] Work on your practice techniques
-[X] Spend Time with your friend's


edit: separate out portions of the vote as Tristan did.
 
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[X] Abandoned Umgi Caravan
-[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[x] Take responsibility: You will take responsibility for your mistake and take care of.
-[x] Offer to look after both mother and son: He is your son but he is also lady Kaela's son and you will not separate them. You will take care of both of them.
--[x] Let lord Glover know that you will look after both of them but only once the hold is established.

[x] Plan Nurture and Defend:
-[x] 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.
-[x] Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.
-[x] 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 and a connecting hall for the use of the clan. (Lock's other expansion options off till completed)
-[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.
(Locked in)
-[x] Cave Mushroom's: The long journey to establish a new hold sadly did not allow you to bring the clan's favorite Hold Mushroom's, thankfully the new cave system offers you a chance to find a new alternative. You just have to find the correct one to help feed the clan.
-[x] Organise the archives: 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.
-[x] Practice being 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)
-[x] Learn the secret's of being 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)

Explanations:
Caravan Explanation
> We want to make sure what happened to the caravan doesn't happen to us.
> Returning the supplies to their proper owners should make us some friends (I consider this part more optional).
> If the attackers were Beastmen, this might be a lead toward fulfilling our grudge against that leader from the Ironrath battle.
Grudge Issued
Mukir the Gorebull has wronged our clan by taking 56 dawi live's and injuring many more at the battle of Ironrath and only his Death will settle this Grudge.
Child Explanation
My choice was to take in our child and his mother, but only after the hold is established.

> Lord Glover will probably be upset if we don't take Kaela in, since she doesn't have much in the way of other marriage prospects at this point.
> Kaela doesn't have much in the way of other prospects, and I got the impression that she was relatively friendly toward us. She should be fairly loyal.
> Kaela is Highborn (not very highly placed within that category, but still born into the local nobility). As such, she presumably has a relatively good education by the local standards (which isn't necessarily saying much, since I gather that dawi standards are a lot higher), and she should mostly know her way around the local noble social circles. Therefore, Kaela should be able to serve as a Diplomacy adviser, possibly even an Intrigue or Martial adviser.

> On the delay: Our hold definitely doesn't have significant fortifications established, and our food production is still not sufficient to keep things stable. Kaela (and our son) is safer where she is until these problems have been stabilized.
Diplomacy explanation
1. Negotiate for food: Our supplies seem to be fairly stable at the moment. Not much need for this yet.

2. Introduce yourself: This one should still be relatively stable after our participation in the (still recent) Battle of Ironrath.

3. Mountain clans: By far the biggest piece of unfinished business in this category. This is the one I think we should do.

4. Closer ties: I would strongly prefer to do the "introduce yourself" action first, so we have a better idea of who is worth getting closer ties to.

1 Action Available

[]Negotiate for some food: The Clan seem's to be of a few thaught's few are good many
60% chance of success Cost: 1000 Gold
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 a certain northern house: Many houses rule the land's you now reside in and it would be best not to make them think we are their enemies. Visit one of them and help establish closer ties.
(Dice rolls will determining your results)
1 Turn
-[](Write-in which house)
Martial explanation
1. Prepare defenses: Definitely something that needs to happen eventually. The question is how urgent it is.

2. Muster the throng: So this takes the whole turn because we're being thorough about making sure we got everyone; annoying, but I guess it makes sense.
> From a different angle, Ironborn are more known for quick raids than long sieges, so by the time we hear about the attack, gather our military, and actually get to the site of the problem, we would probably be too late to do anything.

3. Training ground: Less urgent than Prepare Defenses.

4. Test warriors for promotion: Less urgent than Prepare Defenses, and would probably be easier with a Training Ground in place.

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

[]Muster the Throng: The Umgi messenger's tell you that the ships belong to raider's from the Iron Island's send out a force to deal with them.
60% 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
Stewardship explanation
1. Fishery: Food production from the farms is still not sufficient to sustain the hold (hopefully that will change as the farms continue to mature), but until then some extra food certainly wouldn't go amiss.

2. Hunting lodge: I expect this option to be less productive than the Fishery. Do that instead.

3. Entrance: Probably can't be delayed much more, for the sake of morale among our followers. I'm not sure it's really optimal, though.

4. Logging camp: I didn't think we had enough need for wood to justify this investment.
> Local smithing seems to be fairly minimal at the moment, as we focus on other concerns.
> Wood for construction has its place, but I think our people would prefer to carve halls into the rock.

5. Wooden surface town: Bad for local morale, and I don't think we're desperate enough to try it anyway.

I ended up deciding on the entrance, while grumbling about wanting to do the Fishery instead.

1 Action Available

[]Build a Fishery:
With the location of fish spawning pools now known to the clan it would be a good idea to set up the required infrastructure to bring in a stable supply of food.
60% chance of success
1 Turn

[]hunting lodges: With the number of animal's to hunt in the surrounding area having the clan establish a few lodging areas for the rangers to seek refuge and store their hunt's will be beneficial to securing a constant source of meat without risk of destroying their source.
60% 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 and a connecting hall for the use of the clan. (Lock's other expansion options off till completed)
70% chance of success
1 Turn(1/3 Progress to auto Completion)

[] Logging Camp: There 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

[] Wooden Surface Town: Your Dawi live in tents and not much else and it is really only a camp, have the clan build up the required structure's to support itself for an extended period of time. Even if the clan won't be happy about staying on the surface even longer but at least they will be warm and be able to continue their trade.
70% chance of success
1 Turn
Intrigue explanation
Our action in this category is locked in. Not much to say here.

We failed the mapping roll last turn, so this action is locked into a repeat of the attempt.
Learning explanation
1. Gyrocopter: It's probably not getting worse from the neglect, and we have more urgent issues to deal with anyway.

2. Archives: Needs done eventually. Its contents are important for local morale, and several other tasks would be easier with them properly set up (it is mentioned specifically by both the next action in this list and the "learn stewardship" personal action). Not sure if it's the most urgent task, but it looks like something we should do relatively soon.

3. History of the Clan: Would almost certainly be much easier after we organize the archives. Do that first.

4. Elgi book: Probably less urgent than the clan's archives (which are important for local morale).
> Other than this book, I don't think we've seen evidence that the elves are active on this planet. If we have, that might bump up this priority.

5. Cave mushrooms: The surface farms aren't providing enough to feed the hold, so this is definitely our top priority in this category.

6. Ironwood: The trees aren't going anywhere. Definitely less urgent than food production, and probably less urgent than organizing the archives.

Top 2 priorities are mushrooms (food production) and archives (morale and setup for a different thing we probably should do at some point).

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

[]Organise the archives: 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 but the book will no doubt have the information you could make use of or let you know of a possible threat. (Progress 1/5 to fully understanding what it says)
Chance of Success: 50%
Time: 1 Turns

[] Cave Mushroom's: The long journey to establish a new hold sadly did not allow you to bring the clan's favorite Hold Mushroom's, thankfully the new cave system offers you a chance to find a new alternative. You just have to find the correct one to help feed the clan.
Chance of Success: 60%
Time: 1 Turns
(Unlocks underground Mushroom farm)

[] The Mystories of Ironwood: You have heard much about Ironwood and how valuable it is to the northern kingdom. Finding out what it is best for would be a great help though it might be a long process.
Chance of Success: 60%
Time: 1 Turns
Personal action explanation
1. Build up a skill.
> Diplomacy: I think we've accomplished most of what we need to in this category, at least in the relatively short term.
> Martial: Seems to be adequate for our current needs. If it isn't, hopefully combat against beastmen and Ironborn will give us Martial XP.
> Stewardship: Not originally my first choice, but the food situation isn't as good as the Turn Results description made it sound. Focusing on food production until it's stable.
> Intrigue: Our character's lowest stat, and a bad roll last turn stymied our progress. Try to improve our Intrigue stat so this weak point doesn't bite us again.
> Learning: Had been my second choice until I got that explanation about our food situation. Until our food situation is stable, Learning has to take a back burner to Stewardship.

2. Friends: Could be useful (relationships and our character's own morale), but I think this one will have to wait until our hold is a little more established.

3. Adventure: Completely out of the question, given the current condition of our hold.

2 Actions (Rolls will determine the rate at which you progress and the Quality of your work)

[]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.
 
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[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[x] Take responsibility: You will take responsibility for your mistake and take care of.
-[x] Offer to look after both mother and son: He is your son but he is also lady Kaela's son and you will not separate them. You will take care of both of them.
--[x] Let lord Glover know that you will look after both of them but only once the hold is established.

[x] Plan Nurture and Defend:
 
[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[x] Take responsibility: You will take responsibility for your mistake and take care of.
-[x] Offer to look after both mother and son: He is your son but he is also lady Kaela's son and you will not separate them. You will take care of both of them.
--[x] Let lord Glover know that you will look after both of them but only once the hold is established.

[x] Plan Nurture and Defend:
 
[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[x] Take responsibility: You will take responsibility for your mistake and take care of.
-[x] Offer to look after both mother and son: He is your son but he is also lady Kaela's son and you will not separate them. You will take care of both of them.
--[x] Let lord Glover know that you will look after both of them but only once the hold is established.

[x] Plan Nurture and Defend:
 
[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[x] Take responsibility: You will take responsibility for your mistake and take care of.
-[x] Offer to look after both mother and son: He is your son but he is also lady Kaela's son and you will not separate them. You will take care of both of them.
--[x] Let lord Glover know that you will look after both of them but only once the hold is established.

[x] Plan Nurture and Defend:
-[x] 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.
-[x] Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.
-[x] 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 and a connecting hall for the use of the clan. (Lock's other expansion options off till completed)
-[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.
(Locked in)
-[x] Cave Mushroom's: The long journey to establish a new hold sadly did not allow you to bring the clan's favorite Hold Mushroom's, thankfully the new cave system offers you a chance to find a new alternative. You just have to find the correct one to help feed the clan.
-[x] Organise the archives: 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.
-[x] Practice being 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)
-[x] Learn the secret's of being 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)


Edit: changed
 
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edit: separate out portions of the vote as Tristan did.

Thank you.

For your caravan section: you might want to edit that to match the format (the action without the label you're using) used by me and in thefoolswriter's unnamed plan.

[X] Abandoned Umgi Caravan
-[X] Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.
[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

It might be a little more confusing in the objective sense, but working without the labels is how this thread seems to run, based on what I've seen in previous voting rounds.

Not that it really matters much, since investigating seems to be unanimous so far.

(Edit) The labeled version seems to be gaining ground. Changing my format.


[x] Plan Nurture and Defend:
-[x] 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.
-[x] Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.
-[x] 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 and a connecting hall for the use of the clan. (Lock's other expansion options off till completed)
-[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.
(Locked in)
-[x] Cave Mushroom's: The long journey to establish a new hold sadly did not allow you to bring the clan's favorite Hold Mushroom's, thankfully the new cave system offers you a chance to find a new alternative. You just have to find the correct one to help feed the clan.
-[x] Organise the archives: 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.
-[x] Practice being 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)

@salanesh The QM pointed out that we have 2 Personal actions this turn (I hadn't noticed that piece in the vote options description). The thing you copied seems to be from before I edited in the second personal action ("the secrets of being a leader," building Stewardship). Can you add it manually, please?
 
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[X] Abandoned Umgi Caravan
-[x]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.
[X] Take responsibility: You will take responsibility for your mistake and take care of.
-[X] The Boy: He is your son and your blood he belongs with his people even if he has Umgi blood you can teach him what it mean's to be dawi. Though his mother will remain behind.
--[X] Let lord Glover know that you will look after him once the hold is established
[x] Plan Nurture and Defend:
 
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