The Dawi in Arda (Hiatus)

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

Though trying to touch base with the Bear-folk is pretty ++good since I know who they are. I think that now that we've scouted some people, starting to build up defenses is a perfectly good option, very reasonable.

Also, I didn't jump in until late. Who makes our crossbows? Cause I'm pretty sure that's an engineer job.
 
Also, I didn't jump in until late. Who makes our crossbows? Cause I'm pretty sure that's an engineer job.
I think right now we are just maintaining the ones we brought with us. In the future the lorekeepers have the knowledge to train up new engineers capable of building at least crossbows and basic siege engines.
 
[x] Plan: Food is the foundation of civilization.
the bear people dislyke dwarf, we should avoid them indefinitly, because if a misunderstanding were to happen and a dawi killed a grudge would start and we will never fix it.
After reading the description of the scout, I am sure we are close to Angmar with goblin town to the south and dragons in the north.
We should RUSH ample defenses.
 
@Warkeymon Can I say that I appreciate the speed of the updates, they are not to wordy so can realisticaly be done, they say evrything that needs saing well.
And I have been able to predict when they will come out basicaly evry time.
You are doing a really good job.
 
Plan: Food is the foundation of civilization. Writing starting now.
Adhoc vote count started by Warkeymon on Jan 17, 2022 at 1:47 PM, finished with 27 posts and 14 votes.

  • [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
    [X] Food, Housing, and Preemptive Goblinoid Measures
    [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.
 
So I've been thinking, since that nat 1 added +10 to all construction tasks in the north peak is it worth cutting our losses there? Start the underhold directly below the current level, fill out the remaining space with halls then start on a new peak that doesn't have that penalty. What do people think?
 
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So I've been thinking, since that nat 1 added +10 to all construction tasks in the north peak is it worth cutting our losses there? Start the underhold directly below the current level, fill out the remaining space with halls then start on a new peak that doesn't have that penalty. What do people think?
truthfully l think we just build up the north peak for now as we have space for 7 buildings in it which makes 70 extra progress we need to do and if we wanted to build on any other peaks it start at min 100 then expansions so for now l say 2 turns to 4 we dont need to worry about it but in long run yea we going be building on other areas
 
I'm just thinking ahead because we have to decide what level we want the underhold to start at, and I think we need to start thinking about getting started on the underhold and mines relatively soonish.
 
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So I've been thinking, since that nat 1 added +10 to all construction tasks in the north peak is it worth cutting our losses there? Start the underhold directly below the current level, fill out the remaining space with halls then start on a new peak that doesn't have that penalty. What do people think?
Nah, it sucks but it doesn't really change how many dice each option will need to finish. Like an option that was 0/100 had a 50/50 shot of finishing on 2 dice is now, like, a 45/55 on 2 dice so either way it'll still need 3 dice or more around half the time.

It could cost us an additional dice on occasion but I don't think it'll be often enough to justify us building elsewhere before we fill this peak out.
 
To be clear I'm not saying we shouldn't build any more halls in this peak, but the way the underhold works is we decide how far down to start and the levels above it adds to our halls capacity. I'm just thinking it isn't really worth adding extra hall capacity to the north peak when we can save ourselves dice on the stairs down and then when we do run out of space start into another peak which wont have the penalty which we will have to do at some point anyway.
 
I'm just thinking ahead because we have to decide what level we want the underhold to start at, and I think we need to start thinking about getting started on the underhold and mines relatively soonish.
yeap l can agree with that

btw we do have a list off halls the clans need us to build or they get angry and im not sure but they might need to be on the same area as there Clan Residences. so if the the clans need these building in the same hold(ie north peak) then we would need to get more levels of our hold anyway instead of expand. @Warkeymon can you confirm or deny this?

Hold Fortifications x7 clans want
Throne Hall
Forge Hall
Brewer Hall
Tavern x2 clans want
Ale Storehall
Storehall
Surface Hold Fortifications x3 clans want
Underhold Fortifications x3 clans want
Mines
Underhold Storehall
Clan Residences x2clans want
Workshop Hall
Training Hall x2 clans
Armoury x2
Surface Hold Training Yards x2 clans want
Barracks
Healing Hall
Shrine Hall


now don't get me wrong we have a few these that can be build above ground but after the 2 clan res and barracks we only have 4 slots in the hall left

Edit - l might be getting confused with some of the expansion mechanics l will need to read over some details
 
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yeap l can agree with that

btw we do have a list off halls the clans need us to build or they get angry and im not sure but they might need to be on the same area as there Clan Residences. so if the the clans need these building in the same hold(ie north peak) then we would need to get more levels of our hold anyway instead of expand. @Warkeymon can you confirm or deny this?

Hold Fortifications x6 clans want
Throne Hall
Forge Hall
Brewer Hall
Tavern
Ale Storehall
Storehall
Surface Hold Fortifications x2 clans want
Underhold Fortifications x2 clans want
Mines
Underhold Storehall
Clan Residences x2clans want
Workshop Hall
Training Hall
Armoury
Surface Hold Training Yards

now don't get me wrong we have a few these that can be build above ground but after the 2 clan res and barracks we only have 4 slots in the hall left

It isn't required for all of a Clan's requirements to be in the same Peak. In theory the Hold will all be connected together underneath the Valley so its just one Karak regardless of which Peak in particular a Hall is in.
 
Edit - l might be getting confused with some of the expansion mechanics l will need to read over some details
Might be my fault, I suggested a few pages back we should try and have all the relevant stuff together under the same peaks. That was just because of my desire for order and neatness rather than because of any mechanical benefit though.
 
How far down do we need to dig to make that Underway?
The Level under the Entrance Hall stretches across the whole Valley and under the other peaks. So Level -1 would be a Level for all 5 areas.

An Underway to other Karaks would have to go down beneath the level of the land around the mountain range and your Valley is high in the mountains. I've not decided how many Levels fit between it and the lands below.
 
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Turn 4 Results
The Surface Hold
Establish Extensive Farms, 230/150. Completed.
(2 Brewer Dice + 2 Beardling Dice.) Costs 40 Crop.
38+60+89+23+20-5=225
The bowl of the valley that makes up the Surface Hold is rapidly filling up. The Storehouses stand nearer to the entrance to North Peak, the training yards take up the area behind the South Pass and now both west and east have been taken up by extensive farms. Open fields with simple staked out fencing have been cleared on the eastern side of the Surface Hold.

As the year progressed the new farm began to sprout and bloom and there was soon a harvest to be brought in. While the Beardlings had endured a long season of weeding and picking out stones and grubs, they were given plenty of rest as their elders amongst the Brewers carefully harvested the Crop that would one day become Ale.

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.


Gather and Fortify a Goat Herd, 103/200.
(2 Farmer Dice)
71+42-5-5=103
The Ironploughs have ventured down into the woods to the West and gathered up the Goats most amenable to Dawi company. Using ancient traditions passed down from Master Herder to Apprentice Herder for many generations, they have persuaded the Goats back up into the mountains. With the fortifications across the North Pass completed they have chosen a nearby plateau on that side to set up on such that they can retreat to the safety of the Karak if needed.

While Master Herders are busy with the Goats, those Farmers not too busy tending to Farm and Mills are busying themselves with hauling stone to the chosen site with the intention to erect a low wall and Goatherd stations. A single squat tower over the top of a shed will contain all the tools, and ammunition, needed to tend to a herd of Goats and keep them safe.
A number of Ironplough Greybeards have been selected by Elder Garin for their accuracy with thrown pebbles and skill at climbing to serve as Goatherds. The Elder will be teaching them the important duties of a Goatherd with the hope that one day they shall form the new ranks of Master Herder for the Clan.


Fortify South Pass, 195/190. Completed.
(2 Warsmith Dice + 1 Mason Die +1 Beardling Die)
42+37+33+83=195
With the swarming Hargrobi to the south warned of Dawi presence by the folly of a young Ranger, many an Elder has tugged their beard in consternation that someone so immature as a 62 year old was allowed on so delicate a mission, there has been little choice but the make every effort to fortify South Pass.

Your own Clan has taken to the task with great haste and drawn stone from North Peak across the Valley and into South Pass. The ground was carved across the width of the Pass and foundations set with the intention to match North Pass for height and thickness. Some of Clan Shatterspear join the effort to shape the stone blocks into a wall to meet any foe and your Clan Beardlings start the structures of the towers.

It is a close run thing; the year might have ended sooner than you'd like but a singular final push saw the South Pass completely sealed off before year's end. A tall, thick wall stretches across South Pass with round towers and triangular bastions pressing out into it.

Extra Tall and Thick Fortifications built across the South Pass.



North Peak
Shatterspear Clan Residences, 103/100. Completed.
(1 Stonemason Die + 1 Beardling Die.)
8+78 = 86
When not busy attending to the fortification of South Peak, Clan Shatterspear works towards the creation of their own Clan Residences. The Master Stonemasons seem to be growing more lethargic of late, but their Beardlings have been quick enough to take on the Clan's burdens. Their elders have been given a place to stay in the comfort of the mountain.

Reaching out across the First Level away from the Receiving Hall, the Clan Residences are a demonstration of master stonework. With Karak Drekfut reaching its fifth year without contact with the Karaz Ankor many of the Longbeards are starting to look at Beardlings with an eye for apprenticeship.

Shatterspear Clan Residences built in North Peak.


Leadbeard Clan Residences, 59/100.
(1 Miner Die + 1 Beardling Die.)
26+28 = 54
While the Stonebeards were quick to carve out their own Clan Residences, it has taken them much longer to carve out those of Clan Leadbeard. A second year of disappointment for the Warrior Clan has stirred something of a discontent amongst them with even Clan Garazi in a grumbling mood.

Perhaps it is because the Stonebeards have spent too long without ore, perhaps it is because they've spent too long in the sun of late. You have heard that the Miner Clans are particularly susceptible to Sun Madness, have the Stonebeards been irrevocably affected by their stint on the surface? Daungrumm doesn't think so, but she does admit that you're the Master Healer in the family.


Barracks, 68/130.
(1 Miner Die + 1 Beardling Die)
53+15 = 68
Alongside Clan Leadbeard's Residences on the First Level some Barracks have begun to take shape so that the rest of the Throng can find safety in the Karak. Many of the members of the Throng come from Clans with very little representation in the Hold with some even being the sole member to join the Reclamation Throng.

Care has been taken to keep the Barracks clear of Clan imagery so as not to offend any Dawi who would not have their Clan inscribed into the walls. While this isn't usually an issue for the Stonebeards, since the dark tunnels of the Underhold are usually quite undecorated, they've still had to stop a few times to redo some Barracks. The minor delay means the Barracks are only about half done.



Runelord Challenge
Rune of Slowness on South Peak, 2/4 turns completed.
Challenge Level: 20
2
Rhunrikki Gutfroy has journeyed again up the South peak to work on the Rune of Slowness. Work progressed steadily, the Rhunrikki had even allowed a young Plaitling to remain and bother him with questions after hauling his wagon up the narrow paths to the Rune. Unfortunately, the Rhunrikki's nose began to twitch, and he had to pack up the whole thing.

Or perhaps it was fortunate, for if they had not descended so soon they would surely have been swept from the South Peak and broken upon the Pass below by the Avalanche that thundered down from the heights of South Peak. No further work could be done for the Rhunrikki had to spend the rest of the year overseeing Beardlings digging out snow from the carving with utmost gentleness.

No Progress on the Rune of Slowness


Personal Challenge

Join the Work, Success.
Challenge Level: 50.
(Lord Gartrim + Lady Daungrumm)
49+49 = 98
Considerable effort is put into ensuring the hold will be able to feed itself in the coming years. In order to bolster the supply a new set of expansive farms has been planned for the eastern half of the Valley. You and Daungrumm decide to join that effort, the mere presence of the Lord and Lady of the Hold inspiring even Garazi to help out.

There's something enjoyable about so directly tending to the wellbeing of the Dawi of your Hold. By the sweat of your own brow, they shall be fed, and a farm shall be in place to feed them for generations yet. You and Daungrumm go together to the east farms each day and it quickly becomes something of a competition as you gather stones like the Garazi, weed like the Beardlings and harvest with the other elders and full grown Dawi.

Each day the two of you will climb up to your rock on North Peak to eat lunch and watch the work and chatter almost meaninglessly about this and that. As the fields really begin to grow tall with Crop there has been more than one day where the pair of you will disappear within the stalks giggling like Beardlings.

In the end you can't be sure just how much your presence and personal efforts really contributed to getting the farms done this year. But you do come to a general agreement that you're roughly equally skilled Farmers as one another.



The Throng
Guard North Pass

Everything seems quiet in the North. The Urki that were spotted further north have evidently decided that they prefer the low mountains of their land and have not ventured into the true heights. There are no Umgi wandering up to the gates and the Dragon that has been heard, but not seen, does not choose to migrate southwards through the range. All in all, the Greatbeard has stood steady over the North Pass with little to report.



Hunt Beyond East Pass

Thane Arzil and the Easterly Throng pick a path down from East Pass and into the vale below. The grasslands are only sparsely inhabited by beasts for hunting, but the Dawi set to work all the same. Rabbits are caught in snares; some waterfowl are shot down over the streams and a handful of the Easterly Throng have even taken up fishing from the rotting Umgi bridges.

There is a careful watch set to keep an eye on the great river and for the skinshifters that dwell on the far bank. But no sign of them is seen, their cabins lie empty and any livestock they keep have gone away with them. Thane Arzil brings his Dawi back up the East Pass and home with some meat to shore up the supplies. The Elders suppose that the skinshifters may have driven any large animals from the vale.

+6 Meat



Guard South Pass

Deadeye Gromurd, and his within-reach-Ranger, have been standing a watch in the South Pass with the rest of the Southerly Throng guarding the building work. Building work which is done just in time for the Deadeye's horn sounds through the South Pass and the pair come rushing through the rough ground of the South Pass and pass under the gatehouse to report Hargrobi scouts heading towards the Hold,

They are soon spotted at the far end of the Pass, too far for any Quarrellers to fire upon but far too many for the Rangers to have stayed and hunted them. They seem to move randomly up and down the far slopes, watching the wall and reporting back to their mountain. The Hargrobi are numerous enough to surge forth in a great Waagh but make no attempts to do so. Perhaps it has been so long since Dawi have come to these mountains that they are confused at the sight of you.



Hunt beyond West Pass

Elder Urtain and the Westerly Throng have descended from West Pass and into the hills and woods to the West. While the Throng has been hunting he has been inspecting the caves under the woods. Small hills, as are often found in the shade of mountain ranges, seem to be largely smooth hillocks ridden with roots from the forest above.

The Elder has had to concede that these woods do not smell of the terrible magical power of the Wutelgi Ankor, although the presence of Forest Trolls was probably proof enough. The Wutelgi were many things but forgiving of trespassers was not one of them. He does find a stone sculpture of a Troll and wonders if some savage Urki Shaman has decided to construct one of the Idols of the tribes, but the detail wrought into the stone is too great for Urki work.

Perhaps a Shatterspear, Beardling most like for the foolishness, has been sneaking out to practice for a masterpiece. With the way clear, the Westerly Throng remains down in the woods only long enough for the Ironploughs to gather their Goats before returning. They bring back some deer, some rabbits and some of the most unruly Goats who would not have taken well to joining the Herd.

+8 Meat
 
Turn 5
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.

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
(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 and Fortify a Goat Herd 103/200
(Farmers can work this task. 5 Wood per Die. 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 6 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. 68/130
-[] +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.)

[] Leadbeard Clan Residences. 59/100
-[] +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.)

[] Join a Kull
Challenge Level: Interlude
The dangers to the Hold have grown too great, you will strike forth with a Throng to diminish one of these threats.
(Choose a Kull to take part in, requires at least 1 Minor Throng to be assigned to a Kull.)

[] 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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So is it worth marching south to attack the goblins pre-emptively or do we wait and trust to our walls?

I think we should start thinking about a healers hall too, best to have that ready for the wounded before combat starts
 
[x] Plan: Healing, Mining and a Wall.
-[x] Gather and Fortify a Goat Herd 103/200 2 farmer dice
-[x] Leadbeard Clan Residences. 59/100 1 Miner 1 Beardling Dice
--[x] +Decorated, +10 to target.
-[x] Barracks. 68/130 1 Stonemason 1 Beardling Dice
--[x] +Decorated, +10 to target
-[x] Healing Hall. 0/110 2 Brewer 1 Beardling Dice
--[x] +Decorated, +10 to target..
-[x] Lower Stairs. 0/10 - 2 levels 1 Miner 1 Beardling Dice
--[x] +Huge, +50 to target...
--[x] +Fortified, +30 to target...
--[x] +Decorated, +10 to target...
-[x] Fortify one of the Passes 0/150 - West Pass 2 Warsmith 1 Stonemason 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] There's a Time for Family - Daungrumm & Gartrim
-[x] Guard one of the Passes - South Throng to watch for signs of an assault from the south. North and West Throngs to stand guard and be ready to reinforce the south if needed.
-[x] Range Out From the Valley - West throng to explore the woods to the west.


So this plan tries to finish what we started, and starts three new tasks. a healing hall so we have somewhere to keep heal wounded dwarves, this seems important as combat seems likely to occur sometime soonish. A wall to the west in case the goblins go around our southern wall or something nasty comes wandering out of Angmar. And a set of stairs down to start on the underhold and mines, seems best to get started on the underhold soonish as we are slowly but steadily chewing through coal and we don't know how hard it will be to prospect more.

I'm not 100% on the throng actions so if anyone thinks they would be better off doing other stuff do speak up, I also had 1 stonemason left over after assigning everything else so I put them on the barracks and made it decorated, I could be convinced to put them somewhere else though, I considered starting either the workshop or the forges with them instead. E:Stonemason has danced around a bit but ended up on the western wall.
 
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If we're going to send a spoiling attack, which is a good idea, it might be worth putting a bunch of dice into a Healers' Hall in order to finish it next turn. Just in case.
 
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