The Dawi in Arda (Hiatus)

5 a year, updating every 20 years? ~100 Dawi every 20 years. Man, that's pretty brutal.
That is per Clan so at the update you're looking at 600 new Dawi which is roughly 1 whole new clan at current size.

Population growth improves with safety, food supply and example. Having lots of kids yourself will encourage others to do the same.
 
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[x] Plan: Tombs for the honoured dead

@Warkeymon is there a place in the info posts that has all the roll modifiers we have? Like -5 to best farming roll, etc?
 
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That is per Clan so at the update you're looking at 600 new Dawi which is roughly 1 whole new clan at current size.

Population growth improves with safety, food supply and example. Having lots of kids yourself will encourage others to do the same.

so, what you mean is that we need huge, decorated, and fortified stuff across our eventual super hold...which means we will need to eventually do a dwarf fortress thing and have MULTIPLE walls with all the crazy shit engineers, and such can develop while we purge the bones of the mountains of the damn grobi.

add in our conquest of these mountain ranges, and possible dragon-slaying bullshit...well were going to have fun. Shame we can't do a dwarf fortress thing and forcibly raise dragons as loyal beasts of war and such. (Though i remember that some of the rune-smiths can indeed forcibly collar shard dragons).
 
Roll Modifiers
Roll Modifiers
-5 to Highest Farmer Dice x4
Effort is expended each year maintaining Farms, Goats and Milling Hall.

+5 to Combat in Open or Mildly Rough Terrain
Surface Training Yard allows the Throng to drill in combat in terrains similar to the Valley and Passes.

+10 to target in North Peak
A great chasm cuts through North Peak causing work to be slowed.

-5 to Highest Brewer Dice x2
Effort is expended each year maintaining the Brewers Hall and Tavern.

+10 to Lowest Stonemason or Carpenter Die
A safe and comfortable Workshop allows for large pieces of stonework or carpentry to be done away from the hassle of a building site.

-5 to Highest Miner Dice x4
Effort is expended each year maintaining the Prospector's Underhall and the Mines.

+10 to Item Rune and Constructed Rune rolls
A Runecrafting Hall allows for work in safe and secret conditions.

+2 to all Dice. +5 to all non-character combat Dice.
The Forge Hall allows the Warsmiths to repair tools, weapons and armour although it takes some effort each year.

+5 to combat in Open, Urban and Tight Terrain.
The Training Hall allows the Throng to drill in combat in terrains similar to the Halls and Hallways of the Karak.

+5 to Combat Rolls in Rough and Tight terrain. Utter Darkness penalty set to -5 for the Throng. Underhold Throng units (Ironbreakers, Ironbeards and Miner Clan Volunteers) Utter Darkness grants +5.
The Training Underhall allows the Throng to drill in combat in terrains similar to the Underhold and the tunnels of the Depths.

-5 to Highest Warsmith Dice x3
The Forge Hall and Smelting Hall draw the effort of the Warsmiths each year. The Warsmiths offer their surfaces in the Market of Kazad Urbaz.

+10 to All Noldor Dice
Lord Elrond has decided to put his best foot forward in your new trade agreement and has sent only practiced masters to join you.

-15 to all Eotheod Dice.
The Eotheod are battered, weak and mourning the loss of most of their skilled craftsmen.

-5 to Highest Engineer or Carpenter Die. +5 to Quarreller and Ranger Combat Rolls. +10 to Engineering Challenge Dice
Operating the Engineering Hall takes some effort but ensures that all crossbows are kept in proper repair.
 
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@RandomDwarf

I'd be willing to write off most of a peak to beast taming efforts. Bears, Boars, Eagles, (badgers could maybe be like grumpy dogs right?) or if we're dabbling with evil Great Beasts. Looks like dragons are crafty always a-holes in Tolkien though so even though the heart wants it, I'd vote against dragon taming.
 
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[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 - North, South and East to guard their passes
-[x] Gather Lumber - West throng

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.
So, I have a suggestion. Namely that you make the Guard Passes action this;

-[] Guard one of the Passes
--[] Eastern and Southern Throngs will guard their passes while sending their Rangers out to harass the Hargrobi
--[] 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

I would also like for you to consider adding the Ranger line to the Western Throngs gathering of wood.

We sent them absolutely running for their lives this battle and I'd like to take full advantage of their disrupted state after such an unbelievable ass kicking without over extending ourselves. Like, genuinely, this entire battle was a straight slaughter, they have to be pissing themselves after such a show of butchery.

In addition I don't feel that the Northern Pass really needs a standing guard Throng, especially right now, as it's both the pass furthest from the Goblins and as stated there are no threats anywhere near it, both the Dragon and the Orks found Ranging beyond it were a very significant distance from us and are unaware of us.
 
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@RandomDwarf

I'd be willing to write off most of a peak to beast taming efforts. Bears, Boars, Eagles, (badgers could maybe be like grumpy dogs right?) or if we're dabbling with evil Great Beasts. Looks like dragons are crafty always a-holes in Tolkien though so even though the heart wants it, I'd vote against dragon taming.

yeah...though in Tolkien's bestiary and among other wiki's there are animalistic dragons out there.
 
I had wondered about whether our thane(king?) having kids himself would inspire to rest to have them as well, well now we know.
 
Glad to see this quest has kept going and the problems have been solved.
I really dislyke the plan, bulding a temple rigth now seems VERY foolish to me, we should build more defences instead, or prepare to better train our army, or prepare ourself to be able to make new weapons the moment we have iron.
Canonicaly the dwarfen good do as litle as possible because they operate on the principle of we gave you all the tools you need to survive.
Now that we know how the all of the loremaster works we should build it between turn 18 or 19, it would be useless before.
Yahy my idea of pushing population growt by making children proved rigth, now I noticed I made a mistake, we need four children to just keep it balanced because of the 1:3 ratio, so if we actualy want to give the example we should make something like seven.
Dwarfen royalities are sometimes groomed since birth to a specific role meant to compliment each other.
so.
Maybe something like.
First: Queen.
Second: quill pusher/support administrator.
Third: military commander the figthy one.
Fourth: this one we send to become a lead priest/priestesse of some sort.
Fifth: diplomacy one, maybe we marry this one out to the local dwarfes depending on the situation?
Sixth: this one becomes an engenier.
Seventh: the sad but fun role of being the "spare one", which his a dumb role untill you need it.
Now of course it doesn't really matter the order except for the first one (which his already taken) I suggest we make them close to eachother, so that we can understand quickly who would be best suited for what role and so we do not end up with a subpar military leader because we got the promising commander to late.
For raising animals, Dawi are incredibly distrustfull of any anymal in battle, they got trust issues the size of a mountain and this plus the rocky terrain his why they never had cavalry, then add the fact that we are dealing with the most conservative society immaginable and millenia of traditions, boar would be completly out of the question because of the orc board riding and the grudge.
Now Dawi do raise bees raven goat donkey and other animals, but never to figth with, a badger would be an HELL of a dog, raven where used to send letters.
If we can get the goats of the iron hills (not cannon in the books so maybe they do not exsist) we could ,with centuries of times and trial and experimentations and political manuvering, have a form of cavarly that would be able to operate in our land.
If we could make something like the runic collars we would avoid the problem of convincing the clans to make use of the monsters we put it on.
But that stuff was forgotten millenia ago so even with a runelord we probably will never be able to make one.

[x] Plan: secular defenses before the spiritual one.
-[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] Add to the Fortifications 0/150 2 Brewer 2 Beardling Dice
--[x] +A Second 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
in the west pass.
-[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


I get that this is way to late and this plan would not pass, this more a vote of protest that anything else.
 
Also there is a possibility that the goblin maigth dig UNDER the walls, I am not speaking of a mine, but a long deep tunnel that opens in the valley, to counter this we should build the hold defenses and move our food and beer stockpile inside.
We know that these goblin are smart and use trickery, I say we can expect at best to resist them still one time on the walls, and later if they do not seem to have any succes they will probably try to take us from down.
The iron beard chamber and an armory in the underhold will probably be enough to counter them if they try to make a deeper tunnel to assault the hunderhold, since we already have the defenses set up there.
 
Plan: Tombs for the honoured dead. Starting writing now.
Adhoc vote count started by Warkeymon on Jan 24, 2022 at 2:37 PM, finished with 26 posts and 12 votes.

  • [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] 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] 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
    [x] Plan: secular defenses before the spiritual one.
    -[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] Add to the Fortifications 0/150 2 Brewer 2 Beardling Dice
    --[x] +A Second 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] 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] 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
 
Turn 8 Results
The Surface Hold
Repair South Pass, 164/50. Completed. 1x Nat 100.
(1 Warsmith Die + 1 Beardling Die)
64+100 = 164
The damage to the South Pass fortifications have been repaired. Great chunks of masonry that had been shattered by the Hargrobi are raised back into place where possible or outright replaced where the effort is required. And some of the Beardlings have been poking through the remnants of the battle. While the Hargrobi are either burnt or fled, they did leave behind their sturdiest and most substantial Rock Lobber.

The Beardlings who found it hidden behind rocks at the end of the South Pass have taken it back with them to their residences. In whatever spare time they get between repairing the defences they have come together to tinker with the machine and improve on the Hargrobi work.

Their initial report is that the entire thing is held together by force of will rather than craftsmanship and the Elders are quick to remind them that Grobi work, even tinkered by Dawi, is Grobi work. But they make firm arguments that since each piece of the machine was taken apart, studied and then replaced with Dawi work then the total machine that they have ended up with is of Dawi make. There are some grumbles that it is still Beardling work but when it is hauled into place on one of the towers of South Peak the Beardlings host a raucous celebration.

South Pass repairs completed. 1 Grudge Thrower added to South Pass fortifications.



North Peak
Huge, Fortified and Decorated Tomb Hall, 312/190. Completed. 1x Nat 100.
(2 Farmer Dice + 1 Stonemason Die + 2 Beardling Dice.)
64-5-5-5-5+22+72+10+100+64 = 312
Across from the Runecrafting Hall now sits the Tomb Hall. Here all those honourable Dawi who die in Karak Drekfut or in her service, but have no better place to rest, shall be entombed. After the deaths of such Dawi during the recent battle, the Clans have come together with great effort to excavate the Hall and see it prepared with great haste so that the fallen can go on to meet their Ancestors in the Underearth.

Great stone gates that take many Dawi at once to push open lead into a main hallway from which branching routes allow access to thousands of tombs. Ancestors help you, but even this Tomb Hall will be filled within five centuries after all those who could have ever seen the founding of Karak Drekfut have passed.

It is solemn watching as the honoured dead are carried into the Hall and laid in stone caskets engraved with their names and deeds. Statues of the fallen stand over them and a huge statue of Gazul stands in the gloom and darkness at the far end in an alcove engraved to look like the Gates to the Underearth.

The matter of who might grant Last Rite so that they can be guided safely into the Underearth is one of great debate, the Clans and the Matrons struggle to construct a form of the Last Rite that can be performed without an ordained Priest of Gazul. But eventually, they come to an agreement on a simple ritual that despite lacking Cult secrets should serve well enough.

And there proves to be no need for it. When next you see the Tomb Hall there is a particularly sombre Beardling there with a hammer and chisel and the Ancestor Rune of Gazul has been lain across the door. The Rhunrikki is stood in the Receiving Hall watching over it and informs you that the Beardling had come up North Peak and told him that he had seen the shape in a dream burning against the sky. The Blood of Thungni does not flow in the Beardling, but the Blood of Gazul does.

The Clans and Matrons gather again to discuss how to carry out Last Rite with one of the Blood of Gazul to hand and soon the fallen are entombed with the greatest Last Rite they can be given in Karak Drekfut.

Huge, Fortified and Decorated Tomb Hall built in North Peak. Hold Ancestor Rune of Gazul.


Huge, Fortified and Decorated Shrine Hall, 217/220.
(2 Brewer Dice + 2 Beardling Dice.)
99-5+55+19+49 = 217
Clan Bronzeplaits has worked to cap out North Peak with one last Hall on its highest level. At the top of the Upper Stairs sits the Shrine Hall. A great octagonal cavern with the Shrine to Grimnir at the front and the Shrine to the Clan Ancestors at the back and the other Ancestor Shrines spread evenly around the structure.

To enter the Shrine Hall is to pass between two statues of Grimnir and between the legs of a third. Each one houses a small guardhall with slits for crossbows and can pull shut gates to bar the way into the Shrine Hall. Within the Hall each of the Ancestors is repeated with two smaller statues flanking one huge version. The entire wall behind the Ancestors is a tapestry of their most famous deed.

The rear wall with the Clan Ancestors only hosts one of each of the Clan Ancestors as statues and all of equal size. The stonework tapestry behind them is a tale often used for artwork in the Hold with the distinct shape of Karaz-A-Karak on the left and Karak Drekfut on the right. The artist has been vague with the space between.

You look up at Valaya the Queen as she dominates her wall of the Shrine Hall flanked by Valaya the Protector and Valaya the Mother. Her Cult spends much of their time in the Healers Hall, especially with so many wounded still being attended to, but there is always a Matron to oversee spiritual matters here with her shrine.

Huge, Fortified and Decorated Shrine Hall built in North Peak.


Decorated Runecrafting Hall with secondary Guardhall, 209/130. Completed.
(1 Stonemason Die.)
99
Rhunrikki Gutfroy has taken the time while he oversees the Ancestor Rune of Gazul to look into the Runecrafting Hall. He and Elder Voddor spend several days together but when the Rhunrikki returns to the surface to work on his Hold Rune, the Shatterspears have detailed plans for how the Runecrafting Hall should be laid out and finished.

You haven't been in to see it and apparently much of the final work was simply laying out rooms as suited the Rhunrikki, you suppose you'll get to see now for the way is barred to all but the Blood of Thungni.

Decorated Runecrafting Hall with secondary Guardhall built in North Peak.


Add Clan Tomb to Leadbeard Clan Residences, 54/70.
(1 Warsmith Die + 1 Beardling Die)
3+51 = 54
Work has begun on a Clan Tomb for the Leadbeard Warriors who died in the defence of the Hold. South Pass was a horrific battle, the Hargrobi had no care for their own number and the boulders that came crashing down inflicted a terrible toll on the defenders. Those who lived often have terrible injuries and terrible shame for they could not protect those who died.

Your own Clan has been tasked with amending the Clan Residences of Clan Leadbeard so that their honourable dead may lie in a Clan Tomb. Alas, the Clan Tombs are not finished and the Leadbeard Warriors remain in their funerary hall awaiting transfer.



The Underhold
Send out Sniffers. Success, Iron.
Challenge Level: 40
(1 Miner Die.)
92-5 = 87
The Leadbeards have journeyed down into the Underhold and set their noses to the walls. Eager Longbeards have hewn tunnels into the stone and discovered a small pocket of Iron Ore. The pocket has been entirely mined without leading on to an extended vein, but the fresh material is the first of the wealth of the earth to be mined in Karak Drekfut.

There's much celebrating amongst the Stonebeards and the Sun Madness that was affecting them has rapidly begun to diminish. Freshly mined ore is a balm to the Miner Clan like few others. So far Iron Ore is being kept in the wagons on the surface with no Storehalls to keep it in. The old ore has been replaced with the new and brought into the Clan Residences of the Greatmantles and Stonebeards to try and keep cool and dry. Alas, some will wither with rust without proper storage.

Gained 10 Iron Ore.


Send out Sniffers. Failure.
Challenge Level: 40
(1 Miner Die.)
11
There was only so much Iron Ore in the pocket that the Longbeards found, and so the other Stonebeards set out to find something else to mine. They set their noses to the walls of the Underhold and dig out several tunnels into the darkness but despite adding to the complex warren of roughly hewn tunnels that make up the depths of Karak Drekfut, they have found nothing of use.



Runelord Challenge
Master Rune of Balance on North Peak, 1/4 turns completed.
Challenge Level: 20
11
The Rhunrikki paused his work this year, between the exertion of the battle as the year began and then later overseeing the Beardling who carved the Ancestor Rune of Gazul and then assisting the Shatterspears with the Runecrafting Hall, he really hasn't had the time to settle in and make progress.



Personal Challenge

Oaths of Vengeance - Discourage, Success.
Challenge Level: 50.
(Lady Daungrumm + Lord Gartrim.)
82+47 = 129
Though the victory has allowed most of the Hold to pass through battle and reach the other side in a celebratory mood, those who stood at the South Pass are a morose few. Daungrumm and yourself meet with the Leadbeards who fought there, who held their dying kin in their arms and were powerless to restore those broken bodies. There are more than a few who are filled with hateful fury and a righteous call for vengeance.

You decree before all that the Hold Book of Grudges carries a new Grudge, and it is the effort of all honourable Dawi to see that Grudge struck out. It is a foolish, and some would say Unbaraki, thing to allow personal Grudges to delay such efforts. The Leadbeards may grumble and will continue to do so with their honourable dead awaiting Clan Tombs, but even the hottest furies have been tempered.

The pair of you move on to visit the Throngs upon the Walls, meeting with returning Rangers as they come back from beyond the Passes. Little Karstah toddles along behind you and twines her fingers in her elders' beards as she snuggles into the warm cloaks of the Rangers. The Deadeye is still in the Healers Hall, his efforts to defend his Rangers having exacerbated his own wounds until broken bones had pierced lungs. But the three of you convince the Rangers that working as a Hold to strike vengeance on the Hargrobi would be wisest.



The Throng
Guard North Pass
A token force stands watch in North Pass. They don't note anything encroaching on the North Pass and regular conversations with the Goatherds has identified that the Great Eagles have stopped their raids on the Goats completely.


Guard East Pass
Thane Arzil was released from the Healers Hall about halfway through the year, although the Matrons might admit he was fit to go a month or two prior. They mention softly in their report to you that the Thane is older than most of his title ever see. The implication might be that the Thane only expected to see Karag Langkhirn retaken, and now the purpose that keeps him young in old age might be sooner to come to an end than you'd like.

Nothing has approached East Pass lately and the Throng has taken this respite as a chance to visit the Training Yards and bolster their skills.


Guard South and West Pass
The Deadeye has not been released from the Healers Hall, though he is expected to be freed from the tender mercies of the Matrons sometime next year. His injuries were already serious before he decided to continue fighting for another hour with three broken ribs.

The Southerly Throng has watched over repair work, their diminished numbers are boosted by the Greatbeard and his Northerly Throng who have the good sense not to share their stories of Trollslaying too soon. The Hargrobi have not returned.

The Greatbeard also ensures a watch over West Pass. There has been no sign of another Hargrobi assault, and the Greatbeard has been meeting with Lorekeepers at West Pass to discuss what little is known of Hargrobi. It is unfortunately rather little for the creatures dwell far to the north east and only Karak Kadrin has any regular encounters with them, so Clan Lorekeepers from Karaz-A-Karak are little aware of any specifics.

There are some grave warnings however, for the Hargrobi are known to trade with the Dawi Zharr for powerful and dark machines, weapons and armour. It is unlikely to be relevant in the high mountains, but the Hargrobi are also known to maintain great warhordes of wolf riders on the plains north of the Mountains of Mourne.


Gather Lumber
Elder Urtain and the Westerly Throng have descended from West Pass and out into the woods. Az that have previously hewn through Hargrobi now make fair work of trees. The greatest delay when it comes to gathering lumber from the woods is that the felled trees must then be hauled all the way through the rocky hills and up the steep and rough slopes of the mountains back to West Pass.

Gain 5 Wood.


Ranger Action
Without the Deadeye to oversee the Rangers and with the other Elders busy on other matters there's something of an effort to harass the Hargrobi. Several small Rangers Stations are set up on the slopes surrounding their infested peak and throughout the year the Rangers will journey out to their preferred Station to fire on the Hargrobi that they see.

Every so often a Station will earn the ire of the Hargrobi, and the Rangers will either retreat from a swarm or from the gleeful laughter of the Rock Lobber operators. There's a madness in those operators as they take special joy in their foul machines. It isn't even good craftsmanship!
 
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Turn 9
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 11 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.)



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. 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.)

[] 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.)


[] Add Clan Tomb to Leadbeard Clan Residences. 54/70
(Any Clan can take this task)

[] 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. 1 Major Coal vein has 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.)

[] Establish a Mine. 0/50
A Vein has been found to establish a long-term mine around.
(Choose 1 available Vein. 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.



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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Our first crit success during a main turn and we get two! But that lack of coal is really starting to get painful.
 
Wow 2 nat 100s? Holy shit.

On the Shrine hall, did you just give it to us from the 217/220?

Without that coal. I suggest Remembrance Hall and tech rush carpenters for charcoal, and the two sniffers again. Sniffers in hopes of getting some coal now, rather than later, but we'll need a vein soonish. Do the Prospectors auto prospect each turn? We have a hall, so we should start letting them do their thing, I think.

Storehouse for ore? At least work on it. Probably should put it in the Underhold, as that would satisfy a clan requirement.

We could send out a two throng Kull to the South. I'd be okay with that. I'm feeling a lot better about numbers and capabilities tbh.

West Wall should probably see an upgrade.
 
Wow 2 nat 100s? Holy shit.

On the Shrine hall, did you just give it to us from the 217/220?

Without that coal. I suggest Remembrance Hall and tech rush carpenters for charcoal, and the two sniffers again. Sniffers in hopes of getting some coal now, rather than later, but we'll need a vein soonish. Do the Prospectors auto prospect each turn? We have a hall, so we should start letting them do their thing, I think.

Storehouse for ore? At least work on it. Probably should put it in the Underhold, as that would satisfy a clan requirement.

We could send out a two throng Kull to the South. I'd be okay with that. I'm feeling a lot better about numbers and capabilities tbh.

West Wall should probably see an upgrade.
I didn't realise that the Shrine Hall wasn't completed. What happened was I rolled it all out and added it up and then added farmer/brewer/miner debuffs after but forgot to check if it was still completed. Since I've already given it to you I won't take it away.

Prospectors auto-prospect. Forgot to roll it for this turn. They found 1 Major Coal vein.
 
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