The Dawi in Arda (Hiatus)

Plan: Healing, Mining and a Wall. Writing starting now.
Adhoc vote count started by Warkeymon on Jan 18, 2022 at 2:49 PM, finished with 28 posts and 12 votes.

  • [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] Healing Hall. 0/110 2 Brewer 1 Beardling Dice
    -[x] Lower Stairs. 0/10 - 2 levels 1 Miner 1 Beardling Dice
    --[x] +Huge, +50 to target...
    --[x] +Fortified, +30 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.
 
Looking ahead to the next turn, if we finish the healers hall this turn I want to send a kull south, but how many throngs should we send? I'm not sure if we should send 2 (North and south) or three (all of them but the east).

I'm also thinking we should start on the forge as it is used to repair broken equipment and with combat starting we are bound to start getting some stuff damaged.
 
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So looking ahead to the next turn, if we finish the healers hall this turn I want to send a kull south, but how many throngs should we send? I'm not sure if we should send 2 (North and south) or three (all of them but the east).

I'm also thinking we should start on the forge as it is used to repair broken equipment and with combat starting we are bound to start getting some stuff damaged.
I'd rather we didn't. Maybe send some Rangers for harassment, but we just don't have the numbers or enough punch to be worth it. Not against the sheer numbers that reside within Goblin Town.

If we had a substantial amount of dwarfs with runed equipment, or black powder weapons, or Gyrocopters then maybe. But as it stands we just have a fair amount of standard troops, our lord who, while exceptionally armed isn't a fighter and a Runelord who, while I'm sure is a badass, is one guy.

Now, after they spend themselves on our defenses a good bit? I'm down for a retaliatory strike while they're in retreat.
 
Looking ahead to the next turn, if we finish the healers hall this turn I want to send a kull south, but how many throngs should we send? I'm not sure if we should send 2 (North and south) or three (all of them but the east).

I'm also thinking we should start on the forge as it is used to repair broken equipment and with combat starting we are bound to start getting some stuff damaged.
with the throngs l say 2 that way 1 can man the south walls and incase of emergency aid the 2 forward throngs, while the other the east.

forge is good idea followed by mines (if its unlocked) and then Armoury. we should also get the Hold Fortifications as everyone wants us to build that

edit after thinking about it l would wait till the rune on southpeak is finished before attacking
 
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I'm big on finishing any remaining walls and completing healing. After that mines with training grounds and forge being a tossup.

Edit: want to be able to train new troops and have walls to boost numbers on defense. Since we can't make new weapons and troops yet, I'm voting for something conservative. Rangers for scouting/harassment works though.
 
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I guess I'm getting a bit antsy being so passive when the goblins are right there but on reflection, I'll hold off on trying to launch an attack until we have at the very least got all four walls up and the rune is ready.
 
An aggressive ranging might be the order of the day. Thin their numbers a bit, scout their locations better, and have a better idea of their numbers to decide what throngs we can spare. Otherwise I'd take all four throngs to smash, which isn't tenable at this junction.

Can we swing an apprentice for the Runelord? That's gonna take forever, longer than getting a solid engineering corp going.

Forge and Engineering should probably be next highest priority for buildings. Start them while we finish the walls.

Goat Herd should stabilize meat?? And then we need to find coal/make charcoal(But silvopasture isn't really a dawi thing so, even though it should be especially with goats... that's in the air.). Those are our deficits, it looks like.
 
Then Forge>Runecrafting>Engineer Hall, imo.

Forge since we need to make basic tools and weapons. And basic Dawi equipment is something that I think we can trade fairly freely, as in trading picks and axes to umgi isn't grudge worthy? When we find a friendly settlement to trade with.

Runes are so good. The more we can get the better. And I assume that it gives us more chances at success for rune projects. Banners would go a long long way in battle. And we're going to need a King's Panoply at some point.

And Engineers because they can do some great things, especially in terms of infrastructure and defenses with some cleverness, but we can make do with pure Dawi power for a little while longer.
 
And we're going to need a King's Panoply at some point.
I would very much like to get the Rune of Fate on our crown sooner rather than later. Though for Gutfroy's next mission I'd like to get the Master Rune of Balance protecting the hold from magic.

Plan: Healing, Mining and a Wall. Writing starting now.
Adhoc vote count started by Warkeymon on Jan 18, 2022 at 2:49 PM, finished with 28 posts and 12 votes.

  • [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] Healing Hall. 0/110 2 Brewer 1 Beardling Dice
    -[x] Lower Stairs. 0/10 - 2 levels 1 Miner 1 Beardling Dice
    --[x] +Huge, +50 to target...
    --[x] +Fortified, +30 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.
I just noticed the tally messed up the vote again. I tried adding full stops to differentiate the identical lines but it still consolidates all of them, the actual plan should look like:
[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.
 
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I would very much like to get the Rune of Fate on our crown sooner rather than later. Though for Gutfroy's next mission I'd like to get the Master Rune of Balance protecting the hold from magic.

I'm picking up what your putting down.

Stacking bonuses for the Rune of Fate would be very +1. That's a good Rune.

Oh, I had a thought I'd like to run by everyone. When (Or before) we find the LotR dwarves and find out their ladies have beards, can this be the fashion? That is, bringing their plaits to the front and styling them to look like beards-ish.
 
I would very much like to get the Rune of Fate on our crown sooner rather than later. Though for Gutfroy's next mission I'd like to get the Master Rune of Balance protecting the hold from magic.


I just noticed the tally messed up the vote again. I tried adding full stops to differentiate the identical lines but it still consolidates all of them, the actual plan should look like:
I've used the original vote rather than the tally.
 
Then Forge>Runecrafting>Engineer Hall, imo.

Forge since we need to make basic tools and weapons. And basic Dawi equipment is something that I think we can trade fairly freely, as in trading picks and axes to umgi isn't grudge worthy? When we find a friendly settlement to trade with.

Runes are so good. The more we can get the better. And I assume that it gives us more chances at success for rune projects. Banners would go a long long way in battle. And we're going to need a King's Panoply at some point.

And Engineers because they can do some great things, especially in terms of infrastructure and defenses with some cleverness, but we can make do with pure Dawi power for a little while longer.
We don't have the engineers for an engineer hall. We need to set up the remembrance hall so the lorekeepers can look for those with a talent for engineering and teach them the basics.
 
Turn 5 Results
The Surface Hold
Gather and Fortify a Goat Herd, 194/200.
(2 Farmer Dice)
99+7-5-5-5 = 91
The Ironploughs journey back down into the woods to get a last few Goats to complete their herd before devoting their time to finishing the fortifications around the plateau to the north. Stacked stone blocks line the edges of the plateau to prevent Grobi climbing up and Goats climbing down. Of course, one of those purposes is more effective than the other so the Greybeards that are being taught to serve as Goatherds will need to prove capable of climbing the cliff faces to gather up errant Goats.

The shed-tower has been completed, stores of smooth throwing stones are piled up for driving away the beasts of the mountains and there's enough space at the bottom for the Goats to be locked in on the occasion of an attack that cannot be handled with thrown stones.

Elder Garin had expected the herd to be ready to pass over into the hands of his Greybeards, but a Great Eagle swept in from the east and carried off a Goat. Had he been on hand he is sure he would have been able to drive off the beast before it could steal from the herd, but the Greybeards aren't quite ready to defend the herd from Great Eagles.


Fortify West Pass, 308/190. Completed.
(2 Warsmith Dice + 1 Mason Die +2 Beardling Dice)
59+21+91+66+71 = 308
Looking down over the woods to the West, work crews have toiled through much of the year to set foundations into the West Pass and lay out the huge stone blocks to form up the wall. It quickly becomes apparent that the West Pass fortifications will finish earlier than expected. Early work on the foundations bears out through the rest of the project allowing the heavy wall above to go up taller and thicker than most Minor Holds ever maintain on the surface.

The same design of gatehouse, bastions and round towers as marks out the other walls has been built up to strengthen the West Pass and a formidable host can be held off on the steep slope of the West Pass by a relatively small number of Dawi.

Extra Tall and Thick Fortifications built across West Pass



North Peak
Decorated Leadbeard Clan Residences, 212/110. Completed.
(1 Miner Die + 1 Beardling Die.)
88+65 = 153
The Stonebeards have at last finished the Leadbeard Clan Residences. With the Leadbeards increasingly tense as battle grows inevitable, finally having somewhere comfortable to stay within the safety of the mountain is a great relief.

Perhaps as a touch of apology the Miners have been adding additional luxuries to the Clan Residences, there are statues of famous warriors from Leadbeard Clan History throughout the Karaz Ankor standing guard scattered through the Residences. The Leadbeard heraldry is carved into the back wall of their central events hall and each residence has a small, patterned weapons locker cut into the wall.

Decorated Leadbeard Clan Residences built in North Peak.


Decorated Barracks, 185/140. Completed.
(1 Stonemason Die + 1 Beardling Die)
25+92 = 117
The Shatterspears have been working on the barracks for the members of the Reclamation Throng that don't have Clan Residences to retreat to. Shatterspear Lorekeepers have been meeting with Dawi from the Throng to discuss the Clans left behind in Karaz-A-Karak and together with a host of Beardlings have been moving through the Barracks to decorate the Hall with homages to each and every Clan that had a part in the founding of Karak Drekfut.

Tapestries line the hallways with the founding tales of dozens of Clans and a large section near the back of the Barracks is devoted entirely to Valayan decoration as the Healers and Matrons are moved into the Barracks alongside the Throng.


Decorated Barracks built in North Peak.

Decorated Healing Hall, 108/120. 1x Nat 1.
(2 Brewer Dice + 1 Beardling Die)
36+77+1-5 = 108
The first Hall to be built on the Second Level of North Peak, significant progress has been made on the Healing Hall. The chasm that splits Clan Bronzeplaits' Residences also cuts through the Healing Hall.

To begin with there was no real trouble, the Bronzeplaits have had to slow down work in order to shore up the edges of the chasm and reinforce the Healing Hall to prevent the parts that span the chasm from tumbling in. And then it was discovered that Beardlings were going missing. Falling into the darkness below was considered, but generally dismissed for even Beardlings were not so prone to folly.

Until the matter could be investigated work on the Healing Hall has been stopped and the Matrons have stood guard in the Second Level Receiving Hall.



The Underhold
2 Levels of Huge, Fortified and Decorated Lower Stairs, 98/120.
(1 Miner Die + 1 Beardling Die)
25+73 = 98
The Stonebeards have begun work digging down into the mountains below. The staircase spirals into the depths with steps wide enough for a dozen Dawi to march abreast and the ramps that line the outer edge are broad enough for four wagons to travel at once.

Currently the Lower Stairs only descend about a Level and a half, but the Lower Receiving Hall has been built and fortified with two sets of heavy stone gates divided by a Guardhall. Defenders will be able to seal the way going up if the Underways are breached and the way going down should the Surface Hold be lost.

Along the wall of the Lower Stairs a tapestry has been cut with a grand map of the Karaz Ankor Underways although there is notably a lot of spare space until it is determined just how Karak Drekfut will join the map. Work will need to be continued in order to reach the Level designated for the Underhold.

Huge, Fortified and Decorated Lower Stairs built to the Lower Level.



Runelord Challenge
Rune of Slowness on South Peak, 3/4 turns completed.
Challenge Level: 20
24

Rhunrikki Gutfroy has ascended South Peak once more with a handful of Beardlings dragging his wagon and tools up to the Rune of Slowness. Progress is slow but steady, he touches up some of the damage that clumsy Beardlings have inflicted on the Rune during their snow shovelling and sets to work cutting more of the shape from the slope.

Looking up from the South Pass the Rune of Slowness is now well defined with deep and wide trenches forming the lines of the Rune. Barring more trouble, avalanches or Grobi, the Rune should be done next year.

Rune of Slowness reaches 3/4 turns completion.



Personal Challenge

There's A Time For Family, Success.
Challenge Levels: 20 and 95.
(Lord Gartrim + Lady Daungrumm)
30+81 = 111
There's much excitement in Clan Greatmantle. It all began with the day Daungrumm decided to return to the Brewer Hall and work on her own brew. You'd walked together hand in hand and given her a kiss farewell at the entry to the Brewer Hall. She walked in, soon lost in the tide of Bronzeplaits as they came and went. And in her absence you felt a little bit colder than usual.

Throughout the day you'd notice yourself turning to her about to make some comment or other about the Hold or its inhabitants and she wouldn't be there. When lunch came and went with you alone on your rock above the entrance to North Peak you decided that enough was enough. You gathered up some food and journeyed into the Brewer Hall to find her at the Cooper Station engraving a barrel.

You peeked over her shoulder only to be swatted with a plait as she spun around and hid the barrel behind her. With a little bit of a hug-struggle you managed to twist and spin the two of you enough to stick your nose into the engraving and determine that she had dedicated her first keg of Drekfut Ale to you.

And that was the day your little Garazi was sired. Probably, the Matrons weren't exactly sure, but you liked to think it was that barrel of Ale. As the year came to a close so too was your Garazi born, on the very final day. Perhaps it is auspicious, Elders Bogrur and Grazur both seem to think so having drank an entire keg of Ale each. This is Smednir's Holiest Day, the completion of a year and a work well done, so for a Warsmith Clan it is certainly a good day for a birth.

A Garazi of Clan Greatmantle and Heir to the Hold is born.



The Throng
Guard North Pass

Greatbeard Gallick and the Northerly Throng have stood watch over North Pass faithfully over the course of the year. There's been a steadily growing sense of doom amongst the warriors, battle is coming. The Greatbeard has been regularly drilling his Throng in emergency defence procedures with even sleeping Dawi being dragged to wakefulness simply to meet the disappointed grumbling of a Greatbeard expecting better.



Guard East Pass

Thane Arzil and the Easterly Throng have maintained their positions in East Pass. The only Pass left without a fortification; the Thane has taken his duty most seriously. Should the Hargrobi be intelligent enough to bypass the South in favour of the open East then it will be his Throng that shall be the first bulwark to defend the Surface Hold.

Fortunately, the Hargrobi make no particular effort to test the East Pass and they are never seen rounding the edge of East Peak to even scout it out. There's something odd about these creatures, the Leadbeard Lorekeepers have been communing to discuss Hargrobi and believe that they are a more orderly and disciplined fighting force than most other Grobi. Leaving an opportunity so open is unlike the records of them.



Guard South Pass

The Deadeye, and his forever-within-reach Ranger, have gone on a few trips up and down the South Pass while the Southerly Throng stand forever at attention on the fortifications. The pair have managed to effect a number of coordinated strikes against the Hargrobi forward scouts. If the Lorekeepers are right about Hargrobi coordination then the minor disturbances of killing a handful of messengers and scouts won't disrupt plans very much. The inducement of fear in the small vanguard however might have some use.

The scouts are growing more numerous all the same and a small party is seen trying to climb the western slopes of East Peak to bypass the South Pass. They are shot down from atop towers, but the Southerly Throng will be pleased to see the Rune of Slowness struck.



Range beyond West Pass

Elder Urtain and the Westerly Throng have journeyed down out of the West Pass and worked their way through the hills into the plains to the west. There's no real focal direction for the Elder to sniff out the source of the Uzkular presence in this land and the Throng wanders loosely through the plains and woods.

They eventually return with little more information gained from their journey although they did spot another of those broken black castles much like the ones North Throng saw behind the lesser mountains to the north.
 
Decorated Healing Hall, 108/120. 1x Nat 1.
(2 Brewer Dice + 1 Beardling Die)
36+77+1-5 = 108
The first Hall to be built on the Second Level of North Peak, significant progress has been made on the Healing Hall. The chasm that splits Clan Bronzeplaits' Residences also cuts through the Healing Hall.

To begin with there was no real trouble, the Bronzeplaits have had to slow down work in order to shore up the edges of the chasm and reinforce the Healing Hall to prevent the parts that span the chasm from tumbling in. And then it was discovered that Beardlings were going missing. Falling into the darkness below was considered, but generally dismissed for even Beardlings were not so prone to folly.

Until the matter could be investigated work on the Healing Hall has been stopped and the Matrons have stood guard in the Second Level Receiving Hall.
Wonderful, there's something nasty in the chasm. I swear I am one more nat 1 away from declaring a grudge on the entire nothern peak and voting to turn it into the northern pit.
 
Turn 6
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 1 unused Excavation Dice from last turn.

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

[] Write-In a name for your Garazi.
either
-[] A Son
-[] A Daughter


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 194/200
(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 11 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.)

[] 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.)

[0] Decorated Healing Hall. 108/120
-[] +Huge, +50 to target
-[] +Fortified, +30 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. Blocked pending investigation.)

[] 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.)

[] Lower Level Hallway. 0/25

-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavated a Hallway from North Peak into one of the other sections of the Karak.
(Select one of The Valley, West Peak or East Peak. Any Clan can take this task.)

[] Tomb Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall for the dead to lie in with the honour they deserve. While Clan Tombs might be attached to Clan Residences, those who are not of one of the major Clan will need a general place to rest in death.
(Any Clan can take 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.

[] Huge, Fortified and Decorated Lower Stairs. 98/120
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. 3/4 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)

[] Investigate the Disappearances

Challenge Level: Interlude
Beardlings have been vanishing during work on the Healing Hall. Work cannot continue in the chasm until the source of the disappearances has been discovered and resolved.



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.
 
Names are important. As are daughters. Which our child should be. I'm leaning towards Karstah if only for the reference. Though apparently Lore as Written makes it out for Queens to be 'heavily advised until a suitable husband is found' but that's lame and should be ignored.

If we have to investigate this turn(we do), I suggest we start the forge hall, with an eye to finish the Runehall and the Remembrance halls during the Master Rune of Balance. Tavern soonish?
 
Finish goats, finish stairs, build last pass wall, investigate disappearances. Beyond that not sure.

I'm not a fan of a forge or smelter as we still have a shrinking coal supply.
 
I figured we'd keep working on that, and didn't see fit to mention it, sorry. Though if we can't find a coal seam, we can at least charcoal it up.

If it's a big worry, then the Remembrance Hall should maybe see work first.
 
We should actually go hard on the Underhold, we only have a couple turns of coal left. Maybe even start up some hallways to the other peaks. I'd even add a couple levels to the Stairs as it's just an additional 20 dice. 50 if we hit the 5 level threshold. Not much.
 
I'm not a fan of a forge or smelter as we still have a shrinking coal supply.
While I understand the concern I'd like to the hall ready to use as soon as we have the coal available.

Names are important. As are daughters. Which our child should be. I'm leaning towards Karstah if only for the reference. Though apparently Lore as Written makes it out for Queens to be 'heavily advised until a suitable husband is found' but that's lame and should be ignored.

If we have to investigate this turn(we do), I suggest we start the forge hall, with an eye to finish the Runehall and the Remembrance halls during the Master Rune of Balance. Tavern soonish?
Heh I like the name reference so:

[x] Plan: A daughter named Karstah
-[x] Write-In a name for your Garazi.
--[x] A Daughter - Karstah
-[x] Gather and Fortify a Goat Herd 194/200 1 Farmer Die
-[x] Fortify one of the Passes 0/150 - East Pass 1 Stonemason 1 Miner 1 Farmer 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Workshop Hall. 0/110 2 Warsmiths 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Tavern. 0/60 2 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Runecrafting Hall. 0/90 1 Stonemason Die
--[x] +A Second Guardroom, +30 to target
--[x] +Decorated, +10 to target
-[x] Huge, Fortified and Decorated Lower Stairs. 98/120 1 Miner 1 Beardling Dice
-[x] A Feast for the Hold - Daungrumm
-[x] Investigate the Disappearances - Gartrim
-[x] Guard one of the Passes - All throngs to guard their passes.

Ok so I took Skitzyfrenic's name idea, I'm aiming to finish what we've started 2 dice to ensure the stairs get done and we can start into the underhold. For the new stuff a tavern seems like a good general mood booster now we have the basics down. I've decided to delay the forge hall one turn in order to not stress our coal supplies prematurely aiming for the workshop instead. I've also started the Runecrafting hall though only with 1 stonemason for now.

I've got Daungrumm preparing a fest to celebrate the fact we have everyone living inside the mountain and got our ale and food supplies secured while we investigate the chasm. Throngs are holding fast while the goblins are a threat.

We should actually go hard on the Underhold, we only have a couple turns of coal left. Maybe even start up some hallways to the other peaks. I'd even add a couple levels to the Stairs as it's just an additional 20 dice. 50 if we hit the 5 level threshold. Not much.
I just don't think it is worth adding extra levels, if we don't get the stairs done this turn we delay getting mines including coal mines by another turn. And the benefit is just a few extra hall space when we have an overabundance of hall space right now.
 
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