The Dawi in Arda (Hiatus)

All right, who angered the dice gods? Speak up now so we can ritualistically sacrifice you to appease them.


That is a lot of crops getting eaten up for ale! We need to get a new crop field and/or an expansion for our existing one next turn!


Goats! I was worried we would have to buy them in order to get a herd started.

So priorities for next turn, we need to finish those unfinished clan halls, expand our existing farm, start a new farm or start herding goats, continue fortifying the valley entrances and I'd like to get started on the underhold so we can start getting mines done.

Edit: Also can't forget the barracks, even if we have all the clan halls done that still leaves anyone not in one of the clans sleeping under the skies.

@Warkeymon, with regards to building the underhold I just want to clarify how it works. Based on the description we choose how far down we want to go and everything above that level is part of the hold and the bottom level we pick is the underhold. So if we dug down 5 levels then level 0 is the level of the entrance hall, levels -1 to -4 are part of the hold and level 5 is the underhold?
I'd say the mines can wait for a couple more turns.

Right now I'm thinking;
Finish clan homes
Build barracks for Throng
Fortify the southern pass immediately and heavily
Farms/Goats

And if we still have dice start the Hold Fortifications.

Also, @Warkeymon, I added Decorated to the Greatmantle residence.
 
Agree with folks on finishing clan halls and trying to start fortifying/building up military. Is it just the northern and southern passes that are walled or are there east/west passes as well?

These all seem like good bets and make clans happy.
Barracks, Healing Hall, Tavern
Training Hall, Surface Hold Fortifications (wall?), Surface Hold Training Yards

Edit: food is on a delay so yeah, holding off on the tavern makes sense.
 
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Agree with folks on finishing clan halls and trying to start fortifying/building up military. Is it just the northern and southern passes that are walled or are there east/west passes as well?

These all seem like good bets and make clans happy.
Barracks, Healing Hall, Tavern
Training Hall, Surface Hold Fortifications (wall?), Surface Hold Training Yards
Just the Northern for the moment. We also don't need to focus too much on making the clans happy just yet, they're all at pleased or better right now.

And if we wanted to prioritize that Hold Fortifications would be best as that's something they're all asking for.
 
And if we still have dice start the Hold Fortifications.
The more I think about hold fortifications the more I think it can be put off. Right now they would purely be done to appease the clans as they I can't see them serving any useful purpose for a long time, ultimately the issue comes down to food. To make use of hold fortifications we need enough food behind them to weather a siege, which we just don't have. We'd need to build food storehalls and fill them up otherwise we are essentially forced to fight to defend our fields or else starve to death. I also think it is important to wall off the east and west passes to prevent any enemies just walking around to avoid our existing defenses.

Is it just the northern and southern passes that are walled or are there east/west passes as well?
We just finished walling the north pass, there are passes in all four cardinal directions but only the north is walled at the moment.
 
I'd say the mines can wait for a couple more turns.

Right now I'm thinking;
Finish clan homes
Build barracks for Throng
Fortify the southern pass immediately and heavily
Farms/Goats

And if we still have dice start the Hold Fortifications.

Also, @Warkeymon, I added Decorated to the Greatmantle residence.
Yes I saw that while I was working out how many excavation dice carry into next turn. I've amended the turn and the structures list.
 
Turn 4
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 12 unused Excavation Dice from last turn.

New options have been highlighted in yellow to make them easier to see.



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.


[] 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.

[] Gather a Goat Herd 0/150
-[] +Fortified, +50 to target, +5 Wood per dice
(Farmers can work this task. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
Send some Ironploughs down into the woods to the west to wrangle some Goats and bring them up to form a herd on a plateau further along the range. The herd will not be within the Surface Hold itself, but only the hardiest of Farmers become Herders.

[] 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 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.

[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice. Specify which structure and 1 amendment to be made to it.)



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 and there is currently space for an additional 7 Halls to be carved from North Peak.

[] Armoury 0/60
-[] +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. 0/130
-[] +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. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
The mountain is a big place and given time you might decide you need more than one Brewer Hall.
(Miner, Stonemason and Brewer Clans can take this Task.)

[] Shatterspear Clan Residences. 17/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
The Clan Residence for Clan Shatterspear have been begun and it is only a matter of time before the Clan can finally rest safe within the Karak.
(Any Clan can take this Task.)

[] Leadbeard Clan Residences. 5/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
The Clan Residence for Clan Leadbeard have been begun and it is only a matter of time before the Clan can finally rest safe within the Karak.
(Any Clan can take this Task.)

[] Clan Residences. 0/110
-[] +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. 0/110
-[] +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. 0/110
-[] +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. 0/110
-[] +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. 0/110
-[] +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. 0/90
-[] +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. 0/130
-[] +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. 0/130
-[] +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. 0/110
-[] +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. 0/60
-[] +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. 0/90
-[] +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. 0/60
-[] +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. 0/110
-[] +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. 0/160
-[] +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.)

[] Amend an existing, completed structure. 0/70
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Specify which structure and 1 amendment to be made to it.)



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. 0/10
-[] +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.

[X] South Peak Hold Rune: Rune of Slowness. 2/4 Turns Completed
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.




Personal Challenges
Both yourself and Lady Daungrumm are capable of taking on Challenges as the ruling couple of the Karak. Mostly affairs of the Clans and the family but sometimes you will be moved to greater action than settling disputes.

[] 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)

[] There's a Time for Family
Challenge Levels: 20 and 95
You might be of a mind to relax now that you're married and enjoy the dear company of your wife. You might even take an eye to making a little Garazi of your own. Of course, you don't have a claysmith's wheel to hand, but Daungrumm assures that won't be necessary.

[] A Feast for the Hold
Challenge Level: 30
With a supply of Ale established and some sources of food bringing in value you might host a feast to celebrate the founding of Karak Drekfut.
(Costs 10 Meat, 10 Crop and 10 Ale)

[] 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)

[] A Kull is Called
There are dangers on every horizon, as has ever been true for the Dawi, and they must be put to a rest. Trolls and the stench of Uzkular in the West, Umgi skinshifters in the East, Hargrobi in the South and a Dragon in the North.
(Choose which Minor Throng and which target. A minimum of 1 Minor Throng must always remain with the Hold.)

[] 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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Just wanted to say, I'm really enjoying the level of thought you're putting into how dwarves would interpret where they have arrived, especially the different kinds of grobi they have found. As well as how in-depth you're going into dwarvish clan structure. Really does make it clear how such things interact with dwarven life.

One thing though is wouldn't the dwarves think of any orks they have found as grobi? Since most of them are stunty and like 5 foot at most. I wouldn't have thought urk is what they would leap to first, rather that they would think the mountains infested with goblins?
Most of what they've found is Grobi and they've noted it as such but in their ranging to the north they've identified distinctly larger and stronger creatures than the Grobi to the south. So they're identifying those as Urks.
 
Quick question: Where are we exactly? It's been ~15 years since I read Lord of the Rings, and I couldn't find the Cloudy Mountains on the map.
 
Quick question: Where are we exactly? It's been ~15 years since I read Lord of the Rings, and I couldn't find the Cloudy Mountains on the map.
The Misty Mountains look misty from the ground looking up but they're also the tallest mountains in Middle-Earth and from the top looking down all you see is the cloud layer. To the recently arrived Dawi, the Misty Mountains are Cloudy.
Misty Mountains is actually just a direct translation of what the Elves named them when they found them.
The Misty Mountains are also the longest mountain range still around so that might not give you too much of an idea of where exactly you are.
 
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[x] Plan: Food is the foundation of civilization.
-[x] Establish Farms 0/100 2 Brewer 2 Beardling dice
--[x] +Extensive, +50 to target
-[x] Gather a Goat Herd 0/150 2 Farmer Dice
--[x] +Fortified, +50 to target, +5 Wood per dice
-[x] Shatterspear Clan Residences. 17/100 - 1 Stonemason 1 Beardling Dice
-[x] Leadbeard Clan Residences. 5/100 - 1 Miner 1 Beardling Dice
-[x] Barracks. 0/130 - 1 Miner 1 Beardling Dice
-[x] Fortify one of the Passes 0/150 - South Pass 2 Warsmith 1 Mason 1 Beardling
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Join the Work - The farms - Gartrim & Daungrumm
-[x] Hunt beyond one of the Passes - east and west throngs are to hunt in their directions trying to avoid encounters with humans to the east
-[x] Guard one of the Passes North and south throngs to stand guard in their directions

Ok The main goal here is just to get food into the positive. I may have gone overkill on the farm but it costs crops to roll dice there so we really can't afford to fail, I also put our own personal effort there to boost it without spending even more crops.
 
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Quick question: Where are we exactly? It's been ~15 years since I read Lord of the Rings, and I couldn't find the Cloudy Mountains on the map.
i'm personally having quite a bit of fun trying to figure it out without looking at a map of middle earth. but I think we're quite far north in the same mountain range that Rivendell sits in. I think gundabad is quite close, but the mention of a dale with a dragon nearby makes me think we're quite close to Erebor. Though it is called the lonely mountain for a reason *Shrug*
 
Anyone have a good handle on clan sizes and how well they fit in the residences and the number of dwarves that would need to live in the barracks?
TLDR do we need a huge barracks to get everyone in the mountain right now or will a normal one do?
 
[X] Food, Housing, and Preemptive Goblinoid Measures
-[X] Establish Farms 0/100 (1 Farmer Die, 2 Brewer, 1 Beardling)
--[X] +Extensive, +50 to target
-[X] Gather a Goat Herd 0/150 (1 Farmer, 3 Beardling)
--[X] +Fortified, +50 to target, +5 Wood per dice
-[X] Fortify Southern Pass 0/150 (1 Stonemason)
--[X] +A Second Wall, +50 to target
--[X] ++A Third Wall, +50 to target
--[X] +Towers Set Above into the Peaks, +40 to target
--[X] +Extra Tall, +20 to target per Wall
--[X] +Extra Thick, +20 to target per Wall
--[X] +A Carven Path, +20 to target
-[X] Barracks. 0/130 (1 Warsmith, 1 Miner, 1 Beardling)
-[X] Shatterspear Clan Residences. 17/100 (1 Stonemason, 1 Beardling)
-[X] Leadbeard Clan Residences. 5/100 (1 Warsmith, 1 Miner)
-[X] Join the Work: Establish Farms
-[X] Join the Work: Establish Farms (Daungrumm)
-[X] Guard one of the Passes
--[X] Southern Throng guards their pass while having their Rangers watch the Grobi for signs that they intend to attacks us.
-[X] Range Out From the Valley
--[X] Northern Throng sends its Ranger to scout and observe the Umgi they spotted. See if they can't identify what sort they are. Imperial? Norscan? Far Easterners?
--[X] Eastern Throng will send its Rangers to scout out these skin changers, see if they may be friend or foe
-[X] Hunt beyond one of the Passes
--[X] Westerns Throng will again go hunting while also assisting and protecting the Farmers that are going to collect Goats.

Similar to Jreengus's plan but I'm, quite clearly, going for a far more extensive array of southern defenses. No way am I ok with just a single wall between us and a veritable horde of goblins.
 
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Well there's 400 Leadbeard Warriors and they fit into their clan dorms along with 1 die of beardlings. So the rest of the throng should fit in a similar sized space.

Edit: :rofl2: you're giving that one stonemason a lot of work.
 
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Well there's 400 Leadbeard Warriors and they fit into their clan dorms along with 1 die of beardlings. So the rest of the throng should fit in a similar sized space.

Edit: :rofl2: you're giving that one stonemason a lot of work.
Gotta start somewhere. The rest is more time sensitive, the food especially. Plan on sinking a lot more dice into it next turn.
 
If we don't need a bigger barracks now then I'll vote for this.

[X] Plan: Food is the foundation of civilization.

An extra tall and extra thick wall done in ~two turns seems handy for any initial contact especially since we can expand on it or add another wall later. Quick and complete being more defensible than Incomplete

Edit: max wall requires 430 right?
 
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[x] Plan: Food is the foundation of civilization.

I was just playing a game of civ6 today as the Inca (who have a special mountain pass) and it reminded me of this quest.
Early spam of farms now, and next we should focus on at least building one wall on each pass (with the carven path maybe).

Anyway, I just wanted to say that I'm really enjoying this quest, keep up the good work!
 
and next we should focus on at least building one wall on each pass (with the carven path maybe).
Yeh, this is my logic. Our defenses are only as good as the weakest set we have. Building 3 walls and making them all super thick and tall and adding all the extras may look very impressive but it will be next to useless as any army will just march around to our unwalled east and west passes and attack there, so I'd much rather get a basic set up at every entrance and then start worrying about making them super impressive.
 
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