The Dawi in Arda (Hiatus)

2 sets of Brewers were disguising themself as Stonemasons. They have now removed the disguise.

That's what I get for copy pasting.
 
I'm thinking of changing my plan a little, I'm thinking of taking 1 beardling dice off the northern fortifications and putting it on the hold entrance instead. I'm worried about not getting the entrance done and thus not being able to start digging out the hold proper next turn. It would also save us 16 wood on storehouses.

The actual changes to the odds of finishing each thing this turn are the fortifications go from 51.5% chance of finishing this turn to 13.26% while the hold entrance goes from 58.27% of finishing this turn to 83.02%

Does anyone have any problems with this change? If not I'll go ahead and do it.
 
Plan: Getting Started:. Starting writing now.
Adhoc vote count started by Warkeymon on Jan 12, 2022 at 2:31 PM, finished with 8 posts and 4 votes.

  • [x] Plan: Getting Started:
    -[x] Hold name: Karak Drekfut
    -[x] Establish Farms 0/100 (2 Farmers 2 Beardlings)
    --[x] +Extensive, +50 to target
    -[x] Build a Storehouse 0/50 - Crops (2 Stonemasons)
    --[x] +Fortified, +30 to target, +3 Wood per dice
    -[x] Build a Storehouse 0/50 - Ale (2 Brewers)
    -[x] Set out a Training Yard 0/25 (1 Beardling)
    -[x] Fortify one of the Passes 0/150 - North Pass (2 Warsmiths)
    -[x] Excavate an Entrance Hall into one of the Peaks. 0/100 - North Peak (2 Miners 3 Beardlings)
    --[x] +Huge, +50 to target
    --[x] +Fortified, +30 to target
    --[x] +Decorated, +10 to target
    -[x] Item Rune: A Stonemason's Commission
    -[x] A Lord's Hand
    -[x] Guard one of the Passes - Warriors North Pass
    -[x] Guard one of the Passes - Longbeards South Pass
    -[x] Hunt beyond one of the Passes - Rangers West
    -[x] Range Out From the Valley - Quarrelers east
 
Just in case you are only looking at the tally, both storehouses are meant to be fortified. I'd forgotten the tally program deletes identical lines.
 
Turn 1 Results
The Surface Hold

Establish Extensive Farms, 198/150 Completed.
(2 Beardling Dice + 2 Farmer Dice.) Costs 40 Crop.
67+42+14+75 = 198

The Ironploughs gather up many of the Beardlings from across the Hold and set to work in the western half of the Valley. Fields are ploughed, scarecrows are raised up and, under the watchful eye of Elder Garin Ironplough, Beardlings scoured the new fields to remove grubs, stones and weeds. As the first year progressed, hard work started to show sprouts and the Farmers tended to the crop as Beardlings were given a brief respite.

The farms laid claim to most of their half of the Valley and were quick to bear a harvest. The first harvest comes in at the delicate touch of the Ironploughs themselves, but Elder Garin has made it clear that the work of the Beardlings in this endeavour was acceptable enough. Their home clans should be pleased.

Extensive Farms set up in the Surface Hold. Produces 20 Crop per turn. The Farmer Dice that rolls highest in a turn has a -5 to its result.



Build Fortified Crop Storehouse, 141/80 Completed.
(2 Stonemason Dice.)
94+47 = 141

The Shatterspears are swift to draw stone up from the excavations and towards the farms. Hefty foundations are set down into a round plate beside the farms and from them the walls are built up. A thick gatehouse is built into a squat tower at the front of the structure. There the tower juts out over the doors below to allow defenders to drop stone onto the heads of thieves.

Elder Voddor takes care as the structure steadily grows to ensure that the stored crop is entirely barred from the world outside so that there is no risk of rot. The storehouse is soon capped by stone tile roofing set over solid arches and the stores of crop are taken from the wagons and sealed into the new storehouses.

Fortified Crop Storehouse built in the Surface Hold. Max Crop Storage set to 150.



Build Fortified Ale Storehouse, 109/80 Completed.
(2 Brewer Dice.) Costs 8 Wood
52+57 = 109
The Bronzeplaits begin with using the left over stone from the Entrance Hall excavation to set solid foundations and the wall for the ground floor of the storehouse. Set close to the excavation site so that the Ale will be close to hand for the Hold the storehouse uses the last of the available stone to erect the tower gatehouse at the front.

From there the attic level is set into the stone with wood and a frame is built over the storehouse to carry the roof; simple plank panels affixed to the frame. Elder Korin is sure to check every keg of Ale as is it is moved from the wagons and set into the proper place in the storehouse.

Fortified Ale Storehouse built in the Surface Hold. Max Ale Storage set to 150.



Set Out a Training Yard, 30/25 Completed.
(1 Beardling Dice)
30

Put up a few fence posts. Smooth out some ground here. Roll a few boulders over there. Creating a mock battlefield for the Throng to train in when necessary was a simple task, so simple that the Clan Elders decided not to bother focussing their own efforts on it and allowed a Beardling of some promise to try their hand and guiding a project.

It was a close run thing, one Beardling almost got run over by a boulder gone loose and there was far too much grumbling for such young Dawi. But in the end a part of the Valley has been fenced off and set up as a Training Yard for the Throng to train in fighting above ground on open or mildly rough terrain.

Training Yard set up in Surface Hold. +5 to Throng combat in open or mildly rough terrain.



Fortify the North Pass, 64/150.
(2 Warsmith Dice)
29+35 = 64

A solid wall is not the work of a single Clan for a single year, or so Elder Bogrur tells you. Your own clan was charged with erecting the fortifications around the North Pass and though you had decided to go with the simplest plans in order to ensure basic protection on all fronts, time was not in your favour. The Greatmantles took the majority of the stone carved from North Peak across to the North Pass between it and West Peak.

The clan has shifted obstructions from a strip of land a moderate distance down the Pass and dug away some of the mud and muck to lay down proper foundations. As it currently stands only a low wall outlining the shape of the structure has been completed, the gatehouse and towers have marked out and in the greatest of pinches you might be able to use some of the blocks of stone as cover.

64 Progress to Target for Fortify the North Pass.



The Hold

Excavate a Huge, Fortified and Decorated Entrance Hall into North Peak, 229/190 Completed.
(3 Beardling Dice + 2 Miner Dice.)
24+20+36+66+83 = 229

You don't have to be particularly close to the North Peak to hear Elder Artrum's Grumbling. Beardlings from all across the hold have been put into his care to excavate an Entrance Hall worthy of the Hold's future. Karak Drekfut's first hall is rapidly turned free from the stone, which is sent across the valley to be used in various projects for the Surface Hold. Staircases twist through the skin of the mountain to a variety of balconies and towers overlooking the heavy stone gates set into the Peak. Carven pillars hold up a ceiling so high that shadows hang like tapestries from every wall, drakes and wyrms twist up the pillars, statues of the Clan Ancestors of each Clan of the Hold line the central pathway bearing the tool of their clan trades.

Cut into the walls of the Entrance Hall are beautiful carvings detailing a Reclamation Throng setting out from Karaz-A-Karak's great gates, further the carvings describe a Lord of Change in Flight and then at the end of the Hall is yourself. The engraver has spent much more time however offering the Cloak over your shoulders the attention it deserves than yourself. Looking upon the carving you could really be any Dawi, but the Cloak wrought by Valaya could never be mistaken for anything other.

Huge, Fortified and Decorated Entrance Hall excavated from North Peak.



Runelord Challenge

A Stonemason's Commission, Failure.
Challenge Level: 40
33

The Rhunrikki took up Elder Voddor's hammer and set to work cutting runes into it. Gutfroy has toiled upon the hammer for much of the year but has found it ill suited for carrying runes, or perhaps just beyond him to cut with them. Those runes he has attempted to lay upon the hammer have failed to stir under his attentions and he has given it back to the Elder. After much beard tugging, Elder Voddor has apologised for asking his elder to attempt such a task as cannot be done.



Personal Challenge

A Lord's Hand.
Challenge Level: 0
98

You gathered the Clan Elders from across the Hold in the newly excavated Entrance Hall and informed them that you intended to bind yourself in marriage to a suitable Lady. As a Longbeard you were in the sort of age group that most Dawi got married, Beardlings and (Ancestors forbid) Garazi who fancy themselves in love are sternly brow-beaten by their Elders into establishing long courtships instead. These courtships, provided they last, are the majority of Greybeard marriages but only particularly mature Dawi are advised to marry so soon. And so, there were many Longplaits in the Hold to choose from.


The Elders of each Clan brought forward suggestions of who you might choose to marry:

Vondem Greatmantle

A distant cousin from Clan Greatmantle, you could wed within the Clan. Elder Grazur has suggested Vondem for her skill as a smith. He reminds you that you spent your time as a Beardling with the Valayan Matrons apprenticing as a healer and it may be worthwhile having a partner who can embody your own clan trade.

Daungrumm Bronzeplaits

That she is a master brewer should not go unnoticed, but Elder Korin is keen to remind you that she is a beauty to behold. She has a charm to her that many a Dawi is simply captivated by and when she worked the Clan Tavern as a Plaitling back in Karaz-A-Karak she was bringing in more than her fair share of tips.

Vidgi Ironplough

Vidgi is stronger than most female Dawi having spent many a day working the fields as a Plaitling. She was entrusted later as a Greyplait to herd the Clan's goats and spent many weeks on her own with her flock traversing highland pastures. There's a toughness to Vidgi that cannot be denied, and the taste of her stonebread is enough to make a Dawi forget his hunger pangs.

Singri Stonebeard

It is customary for a Beardling to devote at least two years to the Hold Mines before taking on a Clan Apprenticeship. Singri being from a Miner Clan spent decades in the darkness. There are a few Bok scars on her forehead from a life of toil in the mines, but she has a nose for metal that cannot be challenged and eyes for the dark that is the envy of much of her Clan.

Niffi Shatterspear

Elder Voddor has entrusted his own daughter, Niffi with overseeing the Clan Garazi as they play in the Valley. She has a way with the Garazi, you've seen it yourself and even Elders from other Clans have been entrusting her with teaching them their letters and numbers. More than one unfortunate accident has been prevented by Niffi swiftly hauling a Garazi out of the way.

Nirvid Leadbeard

A Longplait of prodigious skill in the art of combat, Nirvid has mastered the two headed hammer and strides into battle with white plait flowing boldly around the gromril plate of a Guardian of the Gate. Thane Arzil had intended to ask you to grant her the title of Thane should she prove herself during the battles to reclaim Karag Langkhirn, but the title of Lady of Karak Drekfut would be more than acceptable as well.



The Throng

Leadbeard Clan Warriors guarding North Pass.

Thane Arzil and his Clan Warriors have been keeping a careful watch over the North Pass. The building crews are offered significant guard parties and the Thane himself has patrolled the length of the Pass with an escort of Clan Warriors. While the bulk of the Minor Throng are Greybeards, there are enough Longbeards to bolster the courage of the ranks during dark moments in battle. The Leadbeards do not come across any dangers, and nothing attempts to enter the Valley through the North Pass.



Longbeards guarding South Pass.

Greatbeard Gallick and the Longbeards have been setting watches in the South Pass. They've spotted movement in the far distance; several peaks to the south, trails of what appear to be Grobi have wriggled their way from cave to cave. The Greatbeard is concerned that if the Grobi are using the surface to move around then the tunnels below must be very crowded.



Rangers hunting beyond West Pass.

It was the work of several days to pick a path down from the West Pass all the way through to the foothills below. A quick scout of the foothills made it clear that little of value roamed here. Deadeye Gromurd considers it but the first warning that the lands to the west might be more dangerous than they look from the heights of Karak Drekfut.

The Rangers then moved into the woods in search of quarry there. The woods harboured herds of deer, though they were skittish creatures and a darkness hung here. The Deadeye had wandered through much of the Karaz Ankor and knew the bordering woods well enough. This was not a wood infested by Acromantula and Wutgrobi such as stood beside Karaz-A-Karak, and it was certainly not the overbearing monstrosity of the Realm of the Wutelgi that stretched on from Karak Norn. If anything, he thought it reminded him of ranging near Zhufbar and the lands of the Uzkular. This was a land where the dead rested uneasily.

The Rangers were quick to haul back their quarry up the mountain slopes and through the cloud layer all the way to West Pass.

+5 Meat.



Quarrellers exploring beyond East Pass.

Elder Urtain led the Quarrellers on a ranging out through East Pass and into the vale below. Much of the land is open grassland with very little to be found within. But the land is populated. Countless small streams tumble down from the mountains and towards the great river at the far edge of the vale. These streams have old wooden bridges spanning their widths and from afar the Quarrellers have identified solitary wooden cabins that sit seemingly at random through the vale and on the banks of the great river.

Elder Urtain has challenged the Deadeye on his assessment that they are far from the Realms of the Wutelgi however, for he has spotted Great Eagles soaring far overhead. A Crag Hall must have been carved into one of the peaks of the mountain range by the Wutelgi somewhere. While the Great Eagles were not themselves an active danger to the Dawi they rarely respected a herder's right to his goats.
 
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Excavate a Huge, Fortified and Decorated Entrance Hall into North Peak, 229/190 Completed.
(3 Beardling Dice + 2 Miner Dice.)
24+20+36+66+83 = 229
Hah! Nice to be justified with the dice swap there, without that last dice we wouldn't have made it. Overall we got pretty lucky here, a damn shame about that hammer though.

The information we got is good too, grobi to the south and undead to the east. With the entrance hall done it's probably worth putting half our dice next turn excavating stuff and the other half using that stone fortifying those directions.

For the wife I like Nirvid or Daungrumm best.
 
Turn 2
You have 6 Beardling dice which can be used on any task in the hold. You have 2 Warsmith, Brewer, Farmer, Miner and Stonemason Dice. The Warrior Clan dice are inside of the Throng Duties options.

Multiples of the same task can be undertaken at once if you want to split work between multiple clan housing, or multiple types of storehouse etc.

You have 0 unused Excavation Dice from last turn.



The Surface Hold
A valley in the dip between four mountain peaks with a pass out on each of the four cardinal directions is the current home of your host. The valley is filled with wagons of supplies and tents for the Dawi to sleep in. While most of your hold will one day be below ground, there will always be a need for some presence on the surface.

[] Expand the West Valley Farms. 0/100
(Farmer, Brewers and Miners can work on this task, costs 5 Crop per dice.)
Expanding the farms will allow you to bring in more Crop and shouldn't use many more Farmers than are already dedicated to the farm.

[] Establish Farms 0/100
-[] +Extensive, +50 to target
(Farmers, Brewers and Miners can work on this task, costs 10 Crop per dice.)
Designate part of the valley for farms and set to work turning mountain soil into a source of food for the hold.

[] Expand the Crop Storehouse 0/100
(All Clans can work on this task. Costs 10 wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.))
The Crop Storehouse is adequate but if made bigger it could store much more Crop.

[] Decorate the Crop Storehouse 0/30
(All Clans can work on this task. Costs 3 wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.))
The Crop Storehouse is a rudimentary thing, all function and not so much form. The Dawi might be happier if given a chance for artistry.

[] Expand the Ale Storehouse 0/100
(All Clans can work on this task. Costs 10 wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.))
The Ale Storehouse is adequate but if made bigger it could store much more Crop.

[] Decorate the Ale Storehouse 0/30
(All Clans can work on this task. Costs 3 wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.))
The Ale Storehouse is a rudimentary thing, all function and not so much form. The Dawi might be happier if given a chance for artistry.

[] Build a Storehouse 0/50
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify resource to store here. All Clans can work on this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
A storehouse is needed to store more resources for the hold and to protect resources from the elements.

[] Build Housing 0/100
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify a Group of the Hold to assign the housing to. All Clans can work on this task. Costs 10 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
The Clans are living in tents and though a Dawi can sleep just about anywhere, they'd much rather be sleeping in beds. Build somewhere for a Clan to stay.

[] Fortify the North Pass 64/150
-[] +A Second Wall, +50 to target
-[] ++A Third Wall, +50 to target
-[] +Towers Set Above into the Peaks, +40 to target
-[] +Extra Tall, +25 to target per Wall
-[] +Extra Thick, +25 to target per Wall
-[] +A Carven Path, +20 to target
(All Clans can work on this task. Dice can only be assigned equal to the total of this turn and last turn's Excavation Dice.)
The foundations have been set into the North Pass, but amendments can still be made to bolster the strength of the defences at the North Pass.

[] Fortify one of the Passes 0/150
-[] +A Second Wall, +50 to target
-[] ++A Third Wall, +50 to target
-[] +Towers Set Above into the Peaks, +40 to target
-[] +Extra Tall, +20 to target per Wall
-[] +Extra Thick, +20 to target per Wall
-[] +A Carven Path, +20 to target
(Specify which of the Passes to fortify. All Clans can work on this task. Dice can only be assigned equal to the total of this turn and last turn's Excavation Dice.)
Fortify the entrance into the valley from one of the Passes.



The Hold
The Hold is the main part of a Dawi settlement. Here is where the bulk of the Karak can be found and where most Dawi will spend the majority of their time. It will need to be carved from the mountains over time, but all that stone can be put to other uses. Eventually the Hold will claim all four peaks (north-east, north-west, south-east and south-west) and the joining ground under the valley before steadily expanding downwards.

[] Excavate an Entrance Hall into one of the Peaks. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify which Peak to carve an Entrance Hall into. Miner, Stonemason and Warsmith Clans can take this task.)

There are three Peaks left in the Valley. Eventually Karak Drekfut will consume all of them and they will be connected through the ground under the Valley floor but for now an Entrance Hall into each one could be made to allow access into those Peaks.

[] Excavate an Entrance Hall under the centre of the valley. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason and Warsmith Clans can take this task.)
Eventually Karak Drekfut will make use of all of the ground under the Valley, but rather than accessing it through one of the Peaks you could excavate an Entrance Hall under the centre of the Valley.



North Peak

An Entrance Hall has been excavated from North Peak and the Karak can now form around it. Routes up into the Peak and down under the Valley will allow for significant expansion but there seems to be enough space on this level of the Peak for 5 Halls around the Entrance Hall.

[] Armoury 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as an Armoury. Most members of the Throng will keep their arms and armour with them in Clan Residences but if the Hold is ever assaulted ordinary Clandawi will need somewhere to equip themselves.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Barracks. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Barracks. Much of the Reclamation Throng did not come from one of the Clans sent to settle Karag Langkhirn and will not be able to claim a Clan Residence but the Barracks will satisfy them all.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Brewer Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Brewer Hall. Here Crop can be turned into Ale, the lifeblood of any Dawi, and the adults of Clan Bronzeplaits can enjoy the comfort of a Mountain overhead.
(Miner, Stonemason and Brewer Clans can take this Task.)

[] Clan Residences. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
Excavate a Hall on an available level of the North Peak for use as Clan Residences. The Clans have been living in tents on the surface, no true Dawi can sleep easy above ground. Except of course some of the older Rangers, there's a madness amongst that folk.
(Any Clan can take this Task. Choose a Clan to assign the Residences to.)

[] Forge Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Forge Hall. Your own Clan Greatmantle is made of skilled smiths, and they will need a Forge Hall to ply their trade. Here Ingots can be turned into equipment and damaged equipment can be repaired.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Hall of Remembrance. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Hall of Remembrance. Here the Clan Lorekeepers from across the Hold can gather to keep records of the actions of the Hold and carefully guard the secrets of the Dawi. For all tasks that cannot be fulfilled by a present Clan, the Lorekeepers are your best chance of teaching Beardlings to take on those duties.
(All Clans can take this Task.)

[] Healing Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Healing Hall. Here the Matrons and trained Healers can attend to the sick and injured. Thankfully there have not yet been any major incidents but the Elder Matrons are quite clear that the surface is no place to treat a patient.
(All Clans can take this Task.)

[] Hold Fortifications. 0/150
-[] +Extensive Battlements, +20 to target
-[] ++Artillery Emplacements, +10 to target
-[] +Towers Built into North Peak's Height, +40 to target
-[] +A Second Gatehouse, +30 to target
-[] ++A Third Gatehouse, +30 to target
-[] ++Collapsible Chambers, +10 to target per additional Gatehouse
A Karak is one of the best defended places in all the world. Your Karak is protected by a Surface Hold of tents and wagons and a set of fortifications built out from your Entrance Hall. Perhaps significant effort should be made to establish a purpose built fortification at the entrance to the Karak.
(All Clans can take this Task.)

[] Milling Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Milling Hall. This will allow for Crop to be stretched much further with the Dawi eating bread rather than just raw grain. Clan Ironplough will certainly appreciate somewhere to work in the shade of the mountain.
(Miner, Stonemason, Brewer and Farmer Clans can take this Task.)

[] Runecrafting Hall. 0/80
-[] +A Second Guardroom, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Runecrafting Hall. A large workshop built to withstand all the troubles that can occur when a Rhunrikki is at work. This protects the rest of the Karak from the runecrafting and protects the secrets of the runes from prying eyes.
(Stonemason Clans can take this Task.)

[] Shrine Hall. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Shrine Hall. Towering Statues of the Ancestor Gods shall be carved from the walls and their alcoves shall describe the greatest deeds of their truly great lives. Smaller shrines at the far end of the Shrine Hall will allow Clans to pay heed to their own Clan Ancestors.
(All Clans can take this Task.)

[] Smelting Hall. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Smelting Hall. Ore drawn up from the mines is not immediately useful, in most circumstances, and must first go through the lengthy and very hot process of smelting. A dedicated hall to handle the immense heat will be needed.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Storehall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Storehall. A dry, secure place to store the Hold's resources is almost always best placed within the sanctuary of the Karak itself.
(Specify resource to store here. All Clans can work on this task.)

[] Tavern. 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Tavern. Here the Dawi of the Hold can gather to drink Ale and feast. Taverns are the site of great festivity and sombre commiserations.
(All Clans can work on this task.)

[] Throne Hall. 0/80
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Throne Hall. Here the Lord of the Hold will sit in judgement over criminals, hear audiences from his subjects and receive delegations from afar.
(Miner, Stonemason and Warsmith Clans can work on this task.)

[] Training Hall. 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Training Hall. In truth this will be a network of small halls and a maze of tunnels. The Training Hall is a place for the Throng to train in fighting in both the terrain of a Karak and of an Underhold.
(All Clans can work on this task.)

[] Workshop Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Workshop Hall. Many Clans without dedicated halls will use Workshop Halls spread throughout the Karak to train Beardlings and to work on their craft.
(All Clans can work on this task.)

[] Vaults. 0/150
-[] +Huge, +50 to target
-[] +Second Guardroom, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Vault. Here the Hold will store precious metals (Gold, Silver, Gromril); items of great value and runic power, and the Hold Book of Grudges.
(Miner, Stonemason and Warsmith Clans can work on this task.)

[] Upper Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Currently you have space enough for 5 Halls within the North Peak but there's plenty of space above you. Excavated a staircase and ramps for wagons and carts leading up into the North Peak.
(All Clans can work on this task. A maximum of 4 levels can be added in the North Peak above the Entrance Hall. Staircases do not take up a Hall Space. Choose a number of levels to ascend, each level adds 10 to the target.)





The Under Hold

The Under Hold is the deepest parts of the Karak. Here are the mines that venture far below the rest of the Hold and here are the places where the Holds of the Karaz Ankor are joined together by the Underways.

[] Lower Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
In theory there is no limit to how far you can descend, although magma and the weight of the mountains above can impose limits very suddenly. Excavate a Lower Stairs down to the level you will build your Underhold Hub on. From here an Underhold can be built out.
(All Clans can work on this task. Staircases do not take up a Hall Space. Choose a number of levels to descend, each level adds 10 to the target, every fifth level adds 30 to the target.)



Runelord Challenges
Rhunrikki Gutfroy has the time to start a new challenge this year. An Item Rune will complete this turn. A Constructed Rune will complete in 2 turns. A Hold Rune will complete in 4 turns.

[] Item Rune: A Lordly Commission
Challenge Level: 60
(Select a Rune and a part of your Regalia.)
A Lord's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. You have a Cloak more than worthy of a Lord, woven by the Goddess Valaya herself but the rest is mundane equipment no matter how high quality. You could commission a rune to be inscribed upon one of your regalia.

[] Item Rune: A Guardian's Commission
Challenge Level: 80
Guardian of the Gate Nirvid Leadbeard has requested that a rune be cut into her hammer. She has never had any runic equipment before and is quite eager for her first. As one of the Hold's pre-eminent warriors the Rhunrikki believes the effort will may prove worthwhile.

[] Item Rune: A Ranger's Commission
Challenge Level: 30
Deadeye Gromurd wants to improve the long range scope on his crossbow. He has offered the Rhunrikki a commission to cut the scope with runes.

[] Constructed Rune: A Ring
Challenge Level: 80
Costs 1 Gromril Ingot
It is possible to construct a ring cut with runes in such a way that the wearer is capable of casting what would seem to be a spell. The Rhunrikki intends to gift such a ring to you.
-[] Fireball
-[] Ice Bolt
-[] Regrowth

[] Constructed Rune: A Shield
Challenge Level: 30
Costs 3 Gromril Ingots
The Rhunrikki has an idea in mind to construct a new shield and offer it up to the Throng to make use of. The shield will be able to protect more than just its bearer.

[] Constructed Rune: A Hammer
Challenge Level: 60
Costs 3 Gromril Ingots
A hammer is both tool and weapon. The Rhunrikki has designed a runic hammer that he is most interested in creating. An Elder of your own clan will be given it to make use of when at the forge.

[] Hold Rune: Master Rune of Passage
Challenge Level: 30
Cut a great shape into the stone where the Peak meets the Pass. Regardless of the roughness of the mountains, that pass shall be smooth as silk for all who make use of it.
(Choose a Pass)

[] Hold Rune: Master Rune of Balance
Challenge Level: 20
Cut a great shape into the highest Peak. The Dawi are not meant to be exposed to the howling Winds of Magic and this high up a mountain the surface is not entirely safe. The Winds will break against the Master Rune of Balance and the Surface Hold will be safe below.

[] Hold Rune: Rune of Slowness
Challenge Level: 20
Cut a great shape into the flank of one of the Peaks. Any who would seek to enter the Hold bypassing the watched passes will slow to a crawl and be easy pickings for watchers.
(Choose a Peak)



Personal Challenges
[] Calm a Clan
Challenge Level: 40
Speak with the Elders of a Clan and assuage any concerns.
(Choose a Clan)

[] Range Beyond the Valley
Challenge Level: 30
Go and explore beyond the Valley.
(Choose a direction)

[] A Brief Courtship
Challenge Level: 40
Choose a Longplait to engage in Courtship. Provided you both find one another acceptable, or perhaps even likeable, you will be able to host a Lordly Wedding in the next year.
(Choose a Longplait to Court.)

[] Join the Work
Challenge Level: 50
Attach yourself to a task being carried out. The Hold should see their Lord hard at work.
(Choose a Task to work towards. Should you be successful the task will receive 20 Progress.)

[] Tutor a Youngster
Challenge Level: 30
Garazi are often raised within the Clan with Beardlings sent out to learn under masters of the Hold. You could take on a Garazi from your own Clan or a Beardling from one of the other Clans and begin to teach them.
(Choose a Clan)



Throng Duties
[] Guard one of the Passes
Set a Minor Throng to guard duty on one of the Passes.
(Choose which Minor Throng and which Pass)

[] Range Out From the Valley
Send a Minor Throng to explore beyond the Valley.
(Choose which Minor Throng and which direction)

[] Hunt beyond one of the Passes
Send a Minor Throng to bring back Meat.
(Choose which Minor Throng and which direction)

[] Gather Lumber
Send a Minor Throng into the woods to the west to gather Wood.
(Choose which Minor Throng)

[] Reorganise the Throng
Create a new set up for the Throng.
 
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Alright, question, as we have no engineers, what are we actually able to do… engineering wise. Ya know, sense they're responsible for making basically the entirety of the dwarfs ranged Arsenal, from artillery to simple crossbows.
 
Alright, question, as we have no engineers, what are we actually able to do… engineering wise. Ya know, sense they're responsible for making basically the entirety of the dwarfs ranged Arsenal, from artillery to simple crossbows.
The Clan Lorekeepers are responsible for knowing as much as possible about as much as possible, basically serving as walking encyclopaedia for their Clans. They won't know craft secrets but they do know basic things.

The Lorekeepers aren't skilled themselves in these crafts but they can teach Beardlings to form a new generation of craftsman in crafts outside of the current Clans.

So crossbows and mechanical artillery which have been around since almost the beginning is a thing that can be taught by Lorekeepers to Beardlings. Black powder might require a high roll and gyrocopters are beyond the realms of possibility.
 
[X] Plan: Food, Drink, Shelter, Protection, and Knowing thy Neighbor
-[X] Milling Hall. 0/100
--[X] 1 Farmer die, 1 Beardling die
-[X] Clan Residences. 0/100
--[X] Greatmantle, 1 Warsmith die, 1 Beardling die
-[X] Clan Residences. 0/100
--[X] Bronzeplait, 1 Brewer die, 1 Beardling die
-[X] Clan Residences. 0/100
--[X] Ironplough, 1 Farmer die, 1 Beardling die
-[X] Brewer Hall. 0/100
--[X] 1 Brewer die, 1 Beardling die
-[X] Upper Stairs. 0/0
--[X] 4 Levels
--[X] +Huge, +50 to target
--[X] +Fortified, +30 to target
--[X] +Decorated, +10 to target
--[X] 2 Miner Dice, 1 Beardling die
-[X] Fortify the North Pass 64/150
--[X] +Extra Tall, +25 to target per Wall
--[X] +Extra Thick, +25 to target per Wall
--[X] 2 Stonemason dice, 1 Warsmith die
-[X] Reorganise the Throng
--[X] Create 4 new Minor Throngs by evenly splitting up our available unit types. Each will have 100 Leadbeard warriors, 12/13 Longbeards, 50 Rangers, and 75 Quarrellers.
--[X] They will be named after the pass they are usually assigned, that being Northern, Southern, Eastern, and Western. Greatbeard Gallick Steelfingers will command the Northern Throng, Thane Arzil Leadbeard the Eastern, Elder Urtain Leadbeard the Western, and Deadeye Gromurd Stoneskin the Southern.
-[X] Hold Rune: Rune of Slowness
--[X] Southern Peak
-[X] A Brief Courtship
--[X] Daungrumm Bronzeplaits

What we need most, as the plan name says, are the essentials. Food, Drink, and Shelter, thus the Milling Hall, Brewing Hall, and their respective Clan Halls plus our clans.

We also need a ton more space so getting that done and dusted now and going whole hog on it straight out the gate with the Stairs.

I organized the Throng as I did because there's a reason combined arms formations are just straight better than monotypes. Warriors are great in the melee but worthless at range, with the opposite being true for the Rangers and Quarllers. Having only one type of troop guarding a path was just asking for trouble.

By splitting up the Rangers we can send them in multiple directions which is just useful.

The Hold Rune I think is the best at the moment as it has the widest effect. Can't really think of a reason why it shouldn't be picked.

I chose Daungrumm as she seems to be the one with the best diplomatic chops.
 
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[x] Plan: Walls, Beer and Beds.
-[x] Fortify the North Pass 64/150 (2 Warsmith dice)
-[x] Fortify one of the Passes 0/150 East (1 Stonemason 1 Farmer 1 Beardling dice)
-[x] Fortify one of the Passes 0/150 South (1 Stonemason 1 Farmer 1 Beardling dice)
-[x] Clan Residences. 0/100 - Bronzeplaits (2 Miner, 2 Beardling dice)
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Brewer Hall. 0/100 (2 Brewer, 2 Beardling dice)
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Hold Rune: Master Rune of Balance
-[X] A Brief Courtship
--[X] Daungrumm Bronzeplaits
-[X] Reorganise the Throng
--[X] Create 4 new Minor Throngs by evenly splitting up our available unit types. Each will have 100 Leadbeard warriors, 12/13 Longbeards, 50 Rangers, and 75 Quarrellers.
--[X] They will be named after the pass they are usually assigned, that being Northern, Southern, Eastern, and Western. Greatbeard Gallick Steelfingers will command the Northern Throng, Thane Arzil Leadbeard the Eastern, Elder Urtain Leadbeard the Western, and Deadeye Gromurd Stoneskin the Southern.

Ok I've put together a plan focused on what I think are the real essentials right now, getting out a basic set of walls all the way around the valley, getting a brewery up, and getting some housing started. I split out the farmer dice between two projects due to the -5 one will take and tried not to give any one project too many beardling dice. I've also put Gutfroy on the Rune of Balance as I think that is a good holdwide rune to get out ASAP. I'd been considering re-organising the throngs to be more equal so I stole UlseDovThor's setup there. I really think getting walls up in the direction of the forest full of undead and the pass full of goblins is a lot more important than building a super fancy wall in the only direction we haven't spotted any enemies.
 
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Warkeymon, I have a mechanics question. Will we be able to relocate halls and reuse the old halls for something different later on?

I don't know if it would have a mechanical impact but I like the idea of having each mountain dedicated to a different thing so similar stuff is all grouped up geographically, but that contrasts with the desire to get all the important stuff up ASAP. So for example say we build clan halls for all the clans into the north mountain but then decide later we want the south peak to be our "War" peak with the warsmithies, armouries, and the Leadbeard and Greatmantle clan halls can we relocate those clan halls there and rework the old halls into something else? Similarly we probably want to move the ale stores inside at some point to keep them safe and at that point it would be nice to reuse the storehouse for wood or meat.
 
Warkeymon, I have a mechanics question. Will we be able to relocate halls and reuse the old halls for something different later on?

I don't know if it would have a mechanical impact but I like the idea of having each mountain dedicated to a different thing so similar stuff is all grouped up geographically, but that contrasts with the desire to get all the important stuff up ASAP. So for example say we build clan halls for all the clans into the north mountain but then decide later we want the south peak to be our "War" peak with the warsmithies, armouries, and the Leadbeard and Greatmantle clan halls can we relocate those clan halls there and rework the old halls into something else? Similarly we probably want to move the ale stores inside at some point to keep them safe and at that point it would be nice to reuse the storehouse for wood or meat.
Halls can be refurnished usually at a cost of wood or steel ingots to equip them for a new use. So a Hall can be relocated later at a material cost.
 
I decided to write up a theoretical future layout of the hold just for fun. This is how the hold could look once fully established:

Northern peak: Dalkhazid (Old Town)
So named for being the first peak the hold established itself in, this mountain is now mainly dedicated to administrative and religious tasks. Contains the grand throne hall, the vaults, the shrine hall, the hall of remembrance and the healing hall. The wide variety of reasons for visiting mean this mountain is always busy with dawi often passing in and out through the grand entrance where their ancestors first broke ground in this new world.

Eastern Peak: Narkarin (Sunrise Shield)
Narkarin is dedicated to the production, processing, storage and distribution of food and ale for the hold. Home to the clanhalls of Bronzeplait and Ironplough as well as the brewer hall, milling hall a tavern and a number of large well fortified storehalls where the clans food and ale is stored safely. The entrance hall is most busy during the morning and evening as members of clan Ironplough flood out to the fields then back in again.

Southern Peak: Durazundi (Stone Guard)
Durazundi is dedicated to the art of war, it is here that holds warrior live and train and where their weapons of war are manufactured and stored. Home to the clanhalls of Greatmantle and Leadbeard as well as the barracks, armoury, forge hall and training hall. This hold has the largest entrance hall of any peak as it must be able to hold the entire throng of the hold as they march out to war.

West Peak: Branazul (Clever Metal)
Branazul acts as the production center of the hold, it is here that raw goods are brought and through the skill of it's inhabitants transformed into finished goods to be used by the rest of the hold or traded away for that which the hold cannot produce itself. Home to the clanhalls of Stonebeard and Shatterspear the mountain also has the honour of hosting the Runelord Gutfroy's Runecrafting hall as well as the smelting hall workshop hall and a number of store halls. Branazul has a grand staircase leading dopwn to the underhold so that clan Stonebeard mayb bring up the precious results of their labour in the mines.
 
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