The Dawi in Arda (Hiatus)

Grimnir Tapdancing Dawi. Writing starting now.
Adhoc vote count started by Warkeymon on Jan 23, 2022 at 2:02 PM, finished with 35 posts and 11 votes.

  • [X] Grimnir Tapdancing Dawi
    [X] Plan: Ulse
    -[X] Northern Pass: 20 Leadbeard, 2 Longbeards, 5 Rangers, 5 Quarrellers
    -[X] Eastern Pass: 20 Leadbeard, 2 Longbeards, 10 Quarrellers
    -[X] Western Pass: Elder Urtain Leadbeard, 250 Leadbeard, 32 Longbeards, 95 Rangers, 175 Quarrellers, 10 Valkrior, Elders Bogrur and Grazur Greatmantle and 90 Greatmantle Clan Volunteers, Elder Korin Bronzeplaits and 50 Bronzeplaits Clan Volunteers, Lord Gartrim Greatmantle, Rhunrikki Gutfroy, Greatbeard Gallick Steelfinger, Elder Matron Gorgissa
    -[X] Southern Pass: Deadeye Gromurd Stoneskin, 100 Leadbeard, 13 Longbeards, 50 Rangers, 75 Quarrellers, 95 Rangers, 5 Valkrior, Elder Garin Ironplough and 20 Ironplough Clan Volunteers, Elder Voddor Shatterspear and 50 Shatterspear Clan Volunteers, Thane Arzil Leadbeard
    -[X] Entrance Hall: 10 Leadbeard, 1 Longbeard, 10 Quarrellers, 5 Valkrior, Elder Artrum Stonebeard and 40 Stonebeard Clan Volunteers,
 
What will happen to any dwarves that die, given we haven't built any tombs yet? Will they eventually be transferred to their clan tombs/the tomb hall?
 
Another thing to rush. Tomb Hall.

We're doing pretty well on things that the Clans want, and they're pretty pleased.

Tomb Hall+Remembrance Hall are focuses for when we get out of the war turns. A Shrine Hall too. Do we even have a priest of Gazul? D':

Edit for not double posting: So, I'm poking about trying to figure out everything I can about the whens and wheres. From using the one wiki to rule them all.

Don't read if you want to find out organically through the quest.

Beornings to the East. Canon has them not to fond of Dwarves. I can't find any mention about how long the Beornings were there, but no later than the Third Age. And the greater Vales of the Anduin. There's hobbits in there somewhere, not a lot, but some.

Dragon(s?) to the North. Smaug was considered to be the last 'great' dragon, and he was off to the east at the Lonely Mountain. But IIRC (I don't have my copy of the Hobbit in front of me) there was some speculation that there were still Dragons in the north of the world. And that's late Third Age.

There are also shattered black castles which sounds to me like post fall of Arnor. Which is TA 861. And that to the North-West is mostly Urk things, that sounds like post Witch-King annexation+genocide in TA 1401. To the North East are longhouses sounds like the Woodmen. Who likely have close relations to the Beornings.

To the West, the original description sounds like the Trollshaws, but a later exploration reveals it to feel like it should have unquiet dead. Are there barrows around there? Or is it just echoes from the Witch-King?

And to the South is urk things. Lots and lots and lots and LOTS of them. Definitely sounds like Goblin Town.

So pretty solidly north of the High Pass and in the later half of the Third Age, by my judgement. Maybe before the fall of Erebor. Maybe even before the fall of Khazad-dum. (TA 1980) And between sticking an Eagle and the Mass of Gobbos, I expect a visit sometime soon(tm) from a tall man who is very fond of short men.

This all means that we can maybe trade with the Woodmen and the Beornings. They aren't fallen umgi. If we're lucky we might be able to clear out Goblin Town and secure the High Pass like good Dawi. The Elves of Rivendell, well. They're elgi.
 
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The Hargrobi Assault
The Hargrobi Assault

Hargrobi Elites: 93-5(Swarm Behind)+10(Where there's a Whip…) = 98
Hargrobi Elites Warbosses: 6+10(Warboss) = 16
Hargrobi Swarm: 23-10(Swarming)+30(Where there's a Whip…) = 43
Hargrobi Swarm Warbosses: 54+10(Warboss) = 64
Hargrobi Rock Lobbers: 11-50(Inept Construction)-20(Inept Crew)-10(Thick Wall)+10(Enthusiastic) = -69
Trolls: 25-10(Chained) = 15

Vs

Rhunrikki: 87+10(Rhunrikki)+50(Runes of Power) = 147
Quarrellers: 23+10(Tall Wall)+35(Elder's Gaze)+5(Training Yard)+5(Runes of Power) = 78
Rangers: 100+10(Tall Wall)+35(Elder's Gaze)+5(Training Yard)+5(Runes of Power) = 155
The Wall: 93+10(Of Dawi Make)+5(Runes of Power) = 108
You stand upon the wall of West Pass and look down upon the Hargrobi Waagh as it swells through the West Pass towards you. The chained Trolls are prodded and dragged forwards by minders and there's something in you that is just pleased that those are Trolls and not Giants that approach the wall.

Despite the general clamour of battle, in and amongst the crashing stone of the Hargrobi Rock Lobbers and the whistling of loosed bolts, you can pick out the moments of odd silence when the Rhunrikki exerts his will upon the West Pass. In those moments are incoming stones crushed into dust and approaching Hargrobi elites are burnt in their broken armour.

You adjust your knees to avoid them locking in your plate, you've not moved in almost two hours and the stiffness might harm your skill at arms. The little shuffle seems to result in a break in the ranks in front of you and the West Pass is littered with dead Hargrobi, mostly the unarmoured and rusty armed swarmers. But then your eye is caught by both of the heavily armoured Hargrobi Warbosses leading the elite troops as they each catch a bolt to the eye and collapse into the swarm.

The Rangers holler with excited warcries as bolts start to descend further and further back into the West Pass and eventually the Warbosses that beat the swarmers forward are swallowed by their own troops. As the Hargrobi get ever closer to the base of the wall the Quarrellers start to shift around to open more arcs of fire and you begin to lose sight of the West Pass. But before line of sight is blocked you watch as three of the Hargrobi Rock Lobbers lob themselves into the air and come crashing down in shattered pieces.



Hargrobi Elites: 49-5-5(Tall Wall) = 39
Hargrobi Swarm: 48-10+10-5(Tall Wall) = 43
Hargrobi Swarm Warbosses: 36+10-5(Tall Wall) = 41
Hargrobi Rock Lobbers: 18-50-20-10+10 = -52
Trolls: 56-10 = 15

Vs

Rhunrikki: 22+10+50= 82
Elder Urtain Leadbeard: 49+5(Elder)+5(Training Yard)+5(Runes of Power) = 64
Greatbeard Gallick Steelfinger: 28+10(Greatbeard)+5(Training Yard)+5(Runes of Power) = 48
Thane Arzil Leadbeard: 21+10(Thane)+5(Training Yard)+5(Runes of Power) = 41
Lord Gartrim Greatmantle: 81+10(Lord)+5(Training Yard)+5(Runes of Power) = 101
Elder Bogrur Greatmantle: 66+5(Elder)+5(Training Yard)+5(Runes of Power) = 81
Elder Grazur Greatmantle: 41+5(Elder)+5(Training Yard)+5(Runes of Power) = 56
Quarrellers: 94+10+35+5+5= 149
Rangers: 78+10+35+5+5 = 133
Leadbeards: 51+35(Elder's Gaze)+5(Training Yard)+5(Runes of Power) = 96
Greatmantles: 50+35(Elder's Gaze)+5(Runes of Power)-10(Volunteers) = 80
Longbeards: 40+35(Elder's Gaze)+5(Training Yard)+5(Experienced)+5(Runes of Power) = 90
The Wall: 3+10+5 = 18
The Front Gate: 50+10(Of Dawi Make)+5(Runes of Power) = 65
The swarm manages to press up against the wall of West Pass. Ladders come up against the stone, grappling hooks clatter against the battlements and the Trolls begin to batter upon the gates. The various Elders and yourself press forward to meet the foe. The Quarrellers and Rangers press up into bastions to better fire upon the base of the wall and as they climb the ladders and ropes. Meanwhile the members of the Throng trained in Az and Hammer form ranks against the edge of the wall to cast down any who make it to the top.

A last few stones come hurtling in, those that don't crumble to dust in flight merely shatter amidst the swarm, and then the shattered remains of the last Rock Lobbers spread themselves through the Hargrobi.

You are soon personally engaged by the swarmers; your Az can shear through those wearing tattered cloth and those without easily enough. The real issue is that you cut through Hargrobi with such ease that you're struggling to bring the Az back up to meet the next set of the creatures before the swarm has cut you off from the rest of the Throng.

There's enough space on the top of the wall for a great host of Hargrobi to push in amongst the Throng. You come across various groups forming shieldwalls, bodily casting Hargrobi from the battlements or proving themselves Dawi of exceptional courage.

There the Rhunrikki's hammer is alight with the fires of the forge and each swing caves in another Hargrobi. Then you are climbing stairs in the gatehouse chasing swarmers trying to get at the mechanisms only to look out a slit and see the Greatbeard has leapt from the top and his two-headed Az has cleaved through the head of one troll and is making quick work of another.

After reaching the top of the gatehouse, you come across Elder Bogrur and the Greatmantle Volunteers folding a firm line against the last of the Hargrobi Warbosses and hundreds of their elites. A whip lashes out at you before the Elder grabs it a pulls hard. The Warboss stumbles into the line and is dragged down, smiths' hammers crush the Warboss and the Hargrobi start to flee from the battlements.

You join the swell of the Throng pushing back into the beachheads of the Hargrobi and watch as the survivors flee back down West Pass, bolts fly as they retreat and the Greatbeard is keeping pace with several trolls as they run.

With the enemy defeated, there's time to take stock. The West Pass has, by some miracle of Grimnir, suffered no fatalities. However, injuries both minor and major are common throughout the Throng. Of the Elders, only Thane Arzil Leadbeard has had his armour breached. Several Hargrobi elites had managed to pin him to the floor and flail enough daggers to injure him. The Leadbeards managed to reclaim their Thane before anything more than minor injuries were sustained.

Already Healers from the Cult of Valaya have loaded up wagons with the injured to haul them up to the Healing Hall. The Hold has been opened again for the South Pass is secured as well. Unfortunately, you must meet with the Deadeye in a bed in the Healing Hall to hear of it. He has suffered major injuries in the fighting.

As have many of the Dawi of the Throng guarding South Pass, those who are not dead at least.

The Deadeye reported similar successes when handling Hargrobi Warbosses, and thousands of the Hargrobi fled through the early stages of the battle which matches with reports from other Elders in West Pass. A tale of some sorrow is that where the Rock Lobbers of West Pass tore themselves apart, those of South Pass proved deadly accurate.

The Outer Wall of South Pass is badly damaged in several places with minor damage across much of the rest of the structure. Fatalities approach a score and casualties ten times that. Both Passes are littered with the dead Hargrobi and those the Healers decree fit to go about their day are set to burning the Hargrobi on great pyres so that their spores will not infest the mountains and spawn a new Waagh later.

The dead are gathered, Leadbeards are transported to their Clan Residences with an events hall being used as a makeshift funerary hall where the Clan can attend to the dead in the absence of any Priests of Gazul. The rest are being kept in a room of the Healing Hall until arrangements can be made.



Fatalities:
6 Leadbeard Clan Warriors
1 Karaz-A-Karak Longbeard
7 Rangers
5 Quarrellers
 
Those are some spectacular rolls. I laughed at the hargrobi lobbers getting -52.

It's an incredible shame that there was a even single fatality.

Tomb Hall, rapid finish next turn. Maybe even a Shrine Hall, cause the Ancestors were with us, lemme tell you beardling.
 
Turn 8
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 5 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 a Goat Herd 0/150
-[] +Fortified, +50 to target, +5 Wood per dice
(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.

[] Add to the Fortifications 0/0
-[] +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.)

[] Repair South Pass 0/50
The Rock Lobbers of the Hargrobi have battered the fortifications of South Pass with worrying accuracy. As the walls grew increasingly damaged more Hargrobi Rock Lobbers joined the Waagh at South Pass until significant repair work was needed.
(Any Clan can take this task. Dice can only be assigned equal to the total of this turn and last turn's Excavation Dice.)



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 8 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.)

[] 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.
(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.)

[] Decorated Runecrafting Hall with Second Guardhall. 110/130
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.)

[] Refurnish a Hall. 0/50.
(Any Clan can take this task. Specify which structure and what it should be replaced with. Costs 20 Wood and 10 Steel Ingot.)



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. 0 veins have been identified.

[] Prospectors Underhall. 0/50.
Dig out an Underhall for the Prospectors to make use of. From here they can spend all their time in the darkness below and continuously seek out veins to mine.
(Miner Clans can take this task.)

[] Ironbeards Station. 0/50.
There has been a long and horrible war in the deep darkness below. The greatest warriors of the tunnels are the Ironbeards who can stand alone in the tight quarters for some say literal years against a veritable tide. Excavate an Ironbeards Station where the Elder Miners who have earnt the title will sleep, eat and live awaiting the call to arms.
(Miner, Stonemason and Warsmith Clans can take this task.)

[] Training Underhall. 0/80.
A maze of tight tunnels that have never seen light, not even when they were carved from the Underhold, and are rougher ground than the rockiest hills and steepest slopes. The Throng may need to learn to fight in the nightmare that is the Underhold, or in the similarly hellish environment of enemy territory.
(Miner, Stonemason and Warsmith Clans can take this task.)

[] Under-Storehall. 0/100.
Somewhere within the mess of tunnels that weave through the Underhold an Under-Storehall should be carved out. Useful for storing ore before it shipped to the smelters or for storing coal for those few Underhalls that are afforded the luxury of good lighting.
(Specify resource to store here. All Clans can work on this task.)

[] Under-Armoury. 0/50.
A store of weapons and armour for ordinary Dawi to use should the Underhold be attacked should be kept safe and secure somewhere near to the Lower Stairs.
(All Clans can work on this task.)

[] Quarry. 0/50.
Designate some part of the Underhold to a Quarry. From here stone will be drawn to be used in essentially everything. A Quarry could supply the Hold with a nigh infinite source of stone.
(All Clans can work on this task.)

[] Send out Sniffers.
Challenge Level: 40
There isn't time to settle in Prospectors. If the Miners can smell something worth mining they should mine it now. Set the Miners to sniffing and digging.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)



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] Hold Rune: Master Rune of Balance, 1/4 Turns Completed
Challenge Level: 20
Cut a great shape into the highest Peak. The Dawi are not meant to be exposed to the howling Winds of Magic and this high up a mountain the surface is not entirely safe. The Winds will break against the Master Rune of Balance and the Surface Hold will be safe below.



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
A victory has been had. Perhaps that ought to be celebrated.
(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)

[] Heal the Wounded
Challenge Level: 30
There are many injured after the assault by the Hargrobi. They should be attended to lest their injuries worsen.

[] Oaths of Vengeance
-[] Encouraged
-[] Discouraged
Challenge Level: 40
There are many Dawi in the hold clamouring for vengeance for those who have died. Naturally a Grudge must be declared but allowing personal Oaths of Vengeance will inspire some to even choose the Slayer's Path. This is not Karak Kadrin, the Slayers may not be harboured for long.



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.
 
[] Send out Sniffers.
Challenge Level: 40
There isn't time to settle in Prospectors. If the Miners can smell something worth mining they should mine it now. Set the Miners to sniffing and digging.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)
Can we send out sniffers twice? So two different actions with 1 Miner dice each?
 
5 a year, updating every 20 years? ~100 Dawi every 20 years. Man, that's pretty brutal.

I suppose the massive dawi population from before the Time of Woes allowed them to continue to have a pop growth that allows for settling of newer Holds, even if it's not enough for reclamation.

Is there anything we can do to boost that? Prayers to Valaya maybe?
 
[x] Plan: Tombs for the honoured dead
-[x] Repair South Pass 0/50 - 1 Warsmith 1 Beardling Dice
-[x] Tomb Hall. 0/100 - 2 Farmers 1 Stonemason 2 Beardlings
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Shrine Hall. 0/130 - 2 Brewer 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Decorated Runecrafting Hall with Second Guardhall. 110/130 - 1 Stonemason Die
-[x] Amend an existing, completed structure. 0/70 - 1 Warsmith 1 Beardling Dice
--[x] Leadbeard Clan Tomb
-[x] Send out Sniffers. 1 Miner Die
-[x] Send out Sniffers. 1 Miner Die
-[x] Oaths of Vengeance - Gartrimm & Daungrumm
--[x] Discouraged
-[x] Guard one of the Passes
--[x] Eastern and Southern Throngs will guard their passes while sending their Rangers out to harass the Hargrobi
--[x] The Northern Throng will split its attention between the Western and Southern Passes while leaving a token guard at the Northern Pass and also sending their Rangers to harass
-[x] Gather Lumber - West throng also sending their Rangers to harass the Hargrobi

Ok, with the battle over the first priority of this plan is halls for the dead to rest (including Leadbeard clan halls) and repairing the south pass. The second priority is to get up a shrine hall. I have two sets of miners going out to search for coal. I've put both the lord and lady to work trying to discourage any slayers, we need every dwarf we have and we should be able to settle this grudge together as a hold. I've got the west throng gathering lumber as we are starting to cut into it now.
 
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