The Surface Hold
Add to the South Pass Fortifications, 328/150. Completed.
(1 Stonemason Die + 1 Warsmith Die + 1 Farmer Die + 2 Beardling Dice)
93+28+39+82+86 = 328
The Clans set out into the South Pass and under the watch of the Southerly Throng set to work erecting a wall in a more forward position. Here South Pass is slightly wider, and the weaker natural defences are bolstered by additional artificial ones. Winding paths and steep steps lead up to squat and powerful towers carved from the South and East Peaks.
Here defenders can be stationed to rain death upon the South Pass, be it on the approach or even upon the walls themselves should they fall. To further enhance the Rune of Slowness a path has been carved from the South Pass with great trenches on each side and a raised embankment to march along. This narrow pathway will limit the dangers posed by overwhelming numbers for any enemies that fall into the trenches will be frozen in place by the Rune of Slowness.
Second Extra Tall and Thick Wall, Towers in the Peaks and a Carven Path built in South Pass.
North Peak
Huge, Decorated Healing Hall, 290/170. Completed.
(1 Warsmith Dice + 1 Beardling Dice.)
90+92 = 182
Clan Greatmantle ascends to the Second Level of North Peak and makes haste to finish the Healing Hall that has spent far too long waiting to be completed. With the Trolls of the Chasm dead the Healing Hall is safe to work in. The Chasm is spanned completely, the darkness sealed away as chambers are built upon reinforced supports.
As work has progressed the Healing Hall has been expanded, the whole host of the Cult of Valaya can work in the Healing Hall and the Healers can attend to far more injured Dawi at once than initially planned. If an invasion of the Hargrobi nest is to go ahead, then even this Hall might be full.
As is only natural, the Healing Hall is decorated with statues of Valaya and the walls are lined with tapestries of her greatest deeds. Over the doorway that leads into the main Hallway lies a depiction of her cloak being given to yourself, or perhaps to the first Greatmantle for it isn't especially clear. Either way it is being taken as a symbol of her Cult's gift of Healers to the Reclamation Throng and the gift of this new home for the whole Hold.
Huge, Decorated Healing Hall built in North Peak.
Decorated Runecrafting Hall with secondary Guardhall, 110/130.
(1 Stonemason Die.)
2+10 = 12
The Shatterspears have made very little progress on the Runecrafting Hall. They've managed to haul up a few weapons racks from the new Workshop Hall and deliver them to the Guardhalls but other than that the actual Runecrafting Hall is rather bare. They have established some temporary rooms with enough support to move the walls around, but the Rhunrikki has not spent enough time in North Peak to really direct them in the design he wants.
The Underhold
Underhold Fortifications, 304/260. Completed.
(2 Brewer Dice + 1 Farmer Die + 2 Beardling Dice.)
97+96+41+44+51-5-5-5-5-5 = 304
A chain of three Guardhalls stretches out from the Underhall to the outer limit of the Karak. From beyond the gates of the third Guardhall tunnels will stream out into the depths like roads from the gates of a Surface Hold.
Each of these Guardhalls and the hallways between them are rigged to be collapsed by a single strike of a hammer in the Guardhall or Underhall behind and the heavy stone gates that cap each Guardhall are almost as hard to breach as a collapsed tunnel. The Clans have rushed to complete the Guardhalls quickly so that tunnels can be extended down from them to mine for the coal that the Hold needs.
Underhold Fortifications built under North Peak.
Prospector's Underhall, 80/50. Completed.
(1 Miner Die + 1 Beardling Die.)
60+20 = 80
The Stonebeards have carved a Prospector's Underhall beside the North Peak Underhall. Here the Master Prospectors of Clan Stonebeard will be able to keep their equipment and a couple of beds to allow them to continuously prospect the Underhold for opportunities to set out Mines. It is a simple structure, as are most things the Prospectors work upon, but it is many leagues ahead of the roughly hewn tunnels that the Stonebeards will soon be stringing through the mountain.
Prospector's Underhall built under North Peak. -5 to highest Miner Dice. Chance each Turn to prospect a random mine.
Send out Sniffers. Failed.
Challenge Level: 40
(1 Miner Die.)
8
Several Greybeards from amongst Clan Stonebeard have dug out a warren of tunnels following their noses. Unfortunately, the Stonebeards have failed to find anything in the immediate area, perhaps there's something about the mountain that's disturbing their noses. Elder Artrum has been grumbling that they might all have needed a few more years as Beardlings.
Runelord Challenge
Master Rune of Balance on North Peak, 1/4 turns completed.
Challenge Level: 20
30
The Rhunrikki has stolen a group of Beardlings and commanded them to drag his wagon and tools up the North Peak. Once there, he has sent them back down the Peak and set to work on the Master Rune of Balance. The first Master Rune a Talismanic Runelord will learn, for it is terribly important for a Karak to keep a properly maintained Master Rune of Balance, the Rhunrikki could carve this shape from the mountain in his sleep.
From the Surface Hold there's little real to see, although occasionally a pebble will come crashing down from high above to remind the Ironploughs that there's a Rhunrikki at work somewhere above their heads. Perhaps it will also remind them to get back into the shade of the mountain from time to time and spare themselves the early onset Sun Madness.
Master Rune of Balance reaches 1/4 turns completed.
Personal Challenge
Join the Work – Send out Sniffers, Failed.
Challenge Level: 50.
(Lady Daungrumm.)
18
Daungrumm descends to the Underhold, Karstah at her hip and occasionally walking about the tunnels. While Daungrumm is a Master Brewer from Clan Bronzeplaits, all Plaitlings must serve two years in the Mines toiling for the good of the Hold, so she has some skill at mining. And yet it takes far more than two meagre years to develop a true Miner's nose.
The pair of them sniff at several walls, and Karstah swings her first pick with her mother's hands about the haft. They find very little, as do the rest of the Sniffers.
Joint the Work – Add to the Fortifications, Failed.
Challenge Level: 50
(Lord Gartrim)
42
Gartrim joins the work in the South Pass, digging out trenches and setting up blocks to form up the second wall. But he ends up doing only as much as any of the Beardlings and with the extraordinary effort put into the new South Pass defences one Dawi makes little difference. Perhaps the presence of the Lord of the Hold inspired the others to develop the fortifications faster, perhaps the work would have been done anyway.
The Throng
Guard North Pass
Greatbeard Gallick and the Northerly Throngs guard the North Pass well enough. There's no real danger nearby to the North, the Rangers had to travel quite far to comes across Urki and that Dragon. So, the Greatbeard offers up some Quarrellers to stand watch in the tower in the northern Goat herd.
They watch over the Goatherds and the Goats steadily, when a Great Eagle swoops in to steal a Goat they are met with the precise stones of the Goatherds and driven back up into the air. But not before a quarrel bits deep into the chest of the Great Eagle. It has a notably hard time flying away into the east.
Range out from East Pass
The Rangers from the Easterly Throng journey out through East Pass and down the steep slopes into the Vale. They pick their way through the long grasses and over shallow hills to inspect the empty wooden cabins of the Umgi. The cabins in the Vale are still uninhabited and the Rangers take the chance to look within.
There are no Dumi icons, no writings in the Dark Tongue and no grimoires of fell spells. The cabins also fail to demonstrate any shrines of the Umgi Gods that the Rangers have heard of. Not the Bear God of the north, nor the Wolf Ancestor of Olrik's Kin nor the Heldenhammer of the Empire.
The Rangers move on from the empty cabins and search the great river for a crossing. The skinshifters that dwell beyond it have not returned to their river-bank cabins, although they cannot have gone far for smoke rises from a fire on the island watchtower in the middle of the great river. Moving through the long grasses, the Rangers sneak past the watcher and further south along the river.
A small village of these cabins sits on the far bank, still inhabited. And a wooden jetty is host to a pair of rowboats. This may be the only crossing within the Vale, and it is firmly in the control of the skinshifters.
Guard South and West Pass
The retreat of the Hargrobi was but the still before the storm. The scouts who fled when the Rune of Slowness was struck have returned and in far greater numbers. Circling around South Peak, with many hundred of the Hargrobi being caught in the grip of the Rune of Slowness, they have come to close off both the South and West Passes.
Amongst them are a few taller in stature than the rest, Warbosses most likely, who beat and shout their fellows into position. Others come pushing frail rock lobbers upon misshapen wheels of beaten and broken metal. The Hargrobi seem to be holding their more elite warriors at the front, for the rear ranks are alive with miscoordination and general unruliness.
The Deadeye looks over the enemy ranks from South Pass and decrees that the new fortifications will hold. The Hargrobi rock lobbers will shatter under their own tension long before they manage any real harm to the walls and though their more disciplined front ranks may pose trouble if they manage to scale the stone, the rest of the Hargrobi will break and flee once their leaders have been struck down.
Meanwhile Elder Urtain can but grumble, the Lorekeepers warned that the Hargrobi were more tactically and strategically sound than their Grobi counterparts and they have clearly chosen to show their greatest strength at the weaker West Pass and allow a more token force to tie down troops to the South.
Arrayed at the far end of West Pass is a Hargrobi Waagh of considerable size. There are a handful of chained trolls in their midst and a few Hargrobi rock lobbers as well. For the Throng at West Pass the greatest relief is that though these are Hargrobi, they are still Grobi, and their equipment is tattered, and their own individual strength and skill is far lesser than that of even a Beardling. Further, the Elder has spotted only Warbosses amongst the ranks and none of the deadly Shamans.