The Dawi in Arda (Hiatus)

{ :p } Plan: Global Warming!

[X] Plan: Coal! Glorious Coal!
 
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Man, but what a series of events. We got that first Nat 100 with the interlude and showed that Beardling that poisoned the Trolls, they'll be an excellent Ranger in the future no doubt.

Then the second netting us an actual piece of Artillery and some no doubt budding Engineers. Then the third which got us a direct descendant of Gazul. Like, holy shit, that's a big fucking deal. Gazul isn't known for having children. I'm honestly tempted to set aside 3 of our Gromril for Gutfroy to make him and his descendants a Rune Sword.

Thinking Cleaving, Fire, and have the Beardling himself inscribe the Rune of Gazul on it.
 
Not convinced, the remebrancer all should be build toward turn 17, since we know it only becomes active in turn 20, we could build something that start to be usefull now.
Like extra walls in the west.
Of course if I misunderstood the functioning of the all then ignore this.
I appreciate the idea of moving the supplies inside the inner defenses.
 
Not convinced, the remebrancer all should be build toward turn 17, since we know it only becomes active in turn 20, we could build something that start to be usefull now.
Like extra walls in the west.
Of course if I misunderstood the functioning of the all then ignore this.
I appreciate the idea of moving the supplies inside the inner defenses.
I don't want to make assumptions on the mechanics of the Remembrance Hall but I'm hoping it will give us access to stuff earlier than turn 20. We just saw this turn that the longbeard are willing to use beardling made artillery so I'm hoping the remembrance hall gives us access to more a bit quicker.
 
The remembrance hall becomes active turn 17 wut?

I strongly doubt that. We're gonna likely dedicate some beardling die to it, and loose beardling die and get one Carpenter/Engineer die. They'll be the oldest beardlings or something so that they actually become adults at the end of their loremastering.

That would make the Remembrance Hall useful on turns that aren't divisions of 20.

The actual establishment of Engineering Clan? That might take until turn 20 yeah. But that's okay.
 
About the catapult, it should be placed behind the walls not on them.
Historicaly if possible they would be placed behind, the trajectory does allow for it and you will protect it far more effectivly.
And in case of a retreat it would be far easier to move away.
And it doesn't really impede the aiming of a catapult, putting it on the walls does sligthly increase the range but it exposes it far more, since it is only one we should prevent it from being easly spottable and targetted by enemy catapults.
The balistas and co will have to go on the walls.
 
About the catapult, it should be placed behind the walls not on them.
While that is true historically, that's largely for defences on an equal level to the attackers on the ground. Your current Grudge Thrower is mounted on a tower up the flank of South Pass where it is inaccessible to an enemy until the Pass has completely fallen.

Its current position allows it to fire anywhere in the Pass without concern for range or vulnerability with relative ease and avoids the issue of a crew not being able to see their target that they'd suffer from if they were on the ground behind a wall.
 
@Warkeymon

Does our Runelord possess his own Anvil of Doom? It's something I'm very curious about.
No. The means and methods of making the Anvils of Doom was lost during the Time of Woes and so the Major Holds only release them for use in defence of themselves. They wouldn't be given to a Reclamation Throng except maybe if you were reclaiming something like Karak 8 Peaks.
 
Plan: Coal! Glorious Coal! Writing starting now.
Adhoc vote count started by Warkeymon on Jan 25, 2022 at 2:02 PM, finished with 51 posts and 14 votes.

  • [x] Plan: Coal! Glorious Coal!
    -[x] Under-Storehall. 0/100. - Crops - 1 Farmer 1 Beardling Dice
    -[x] Forge Hall. 0/110 - 1 Warsmith 1 Beardling Dice
    --[x] +Huge, +50 to target
    --[x] +Fortified, +30 to target
    --[x] +Decorated, +10 to target
    -[x] Hall of Remembrance. 0/110 - 2 Stonemason 2 Beardling Dice
    -[x] Lower Level Hallway. 0/25 - To The Valley -1 Farmer 1 Beardling Dice
    -[x] Add Clan Tomb to Leadbeard Clan Residences. 54/70 - 1 Warsmith Die
    -[x] Establish a Mine. 0/50- 2 Miner Die
    -[x] Under-Storehall. 0/100. - Iron ore - 2 Brewer 1 Beardling Dice
    -[x] Heal the Wounded - Gartrimm & Daungrumm
    -[x] Guard one of the Passes - North East, South Throngs to guard the hold, Rangers to harass the grobi.
    -[x] Range Out From the Valley - West throng rangers to investigate the broken black castle
    [x] Plan: Coal! Glorious Coa
 
Turn 9 Results
North Peak
Huge, Fortified and Decorated Forge Hall, 147/200.
(1 Warsmith Die + 1 Beardling Die.)
60+87 = 147
Beneath the Entrance Hall work has begun on carving out a Forge Hall. Here the elders of Clan Greatmantle will ply their trade and create the weapons and armour needed to supply the Throng. But not yet. While considerable effort has been put towards the new Forge Hall it hasn't been completed.

Hundreds of forges have been built into the various rooms of the huge Hall with complicated ventilation networks twisting up through the Forge Hall to direct smoke and hot air away from what will certainly be a sweltering work environment. Now those rooms need to be equipped with racks, anvils and walls. There are plans to narrow the entry into the main hallway and then let loose some artists in the Forge Hall at a later date.


Huge, Fortified and Decorated Hall of Remembrance, 230/200. Completed.
(2 Stonemason Dice + 2 Beardling Dice.)
36+10+66+20+98 = 230
Clan Shatterspear has descended to the Lower Level of North Peak in order to carve out a Hall of Remembrance. The Lorekeepers have directed the Stonemasons in creating a great spiral of rooms with the main hallway feeding all the way through and no smaller hallways branching off to make use of the full space. A suite of rooms is dedicated to each subject that the Lorekeepers can imagine. There are small workshops for practical learning and there's a library of shelves waiting for the Lorekeepers to carve out tablets with non-secret lore relevant to each subject.

The spiral narrows as it moves in, the greatest secrets that the Lorekeepers dare put to stone or tome are carefully guarded in the very centre. While there are still many secrets that the Lorekeepers confine only to their own superb memories the dark days of Dawi history has taught many Lorekeepers that sometimes even secret lore must be written down somewhere secure.

Etched out from the centre of the spiral is the tale, ever present in the hold, of the founding of Karak Drekfut. It covers an expanse from the heavily fortified central chamber down past two small libraries and stops halfway to a workshop. The carven tapestry is excruciatingly detailed and the Lorekeepers intend to continue the tapestry themselves as a record of the history of the Hold. You wonder what Dawi will think many millennia from now when they see the spiral almost full.

Huge, Fortified and Decorated Hall of Remembrance built in North Peak.


Huge, Fortified and Decorated Lower Hallway, 88/115.
(1 Farmer Die + 1 Beardling Die.)
17+71 = 88
The Ironploughs have set out to expand the Karak into that space under the Valley. The great tunnel that connects the Lower Receiving Hall to what will eventually be the Valley Receiving Hall has been hewn roughly from the stone. It allows dozens of Dawi to progress abreast through it into the Valley Hold and is capped at both ends by a Guardhall.


Add Clan Tomb to Leadbeard Clan Residences, 93/70. Completed.
(1 Warsmith Die)
39
The Leadbeards have laid their honourable dead to rest. Those who were slain by the Hargrobi in the defence of South Pass lie in smooth stone caskets with their names and deeds carved into the foot. A statue of each warrior stands at the head of the casket showing them as they were before they fell. The Clan Tomb stretches on from one flank of the Leadbeard Residences and yet the Warrior Clan is likely to fill it faster than most.

Leadbeard Clan Tomb attached to Leadbeard Clan Residences.



The Underhold
Crop Under-Storehall, 117/100. Completed.
(1 Farmer Die + 1 Beardling Die)
43-5-5-5-5+94 = 117

A chamber has been hollowed out alongside the Underhall for the storage of Crop. Should the Hargrobi seize the Surface Hold then the storehouses in the Valley would be lost. And so, the supplies of Crop are brought into the sanctuary of the mountain. So far the Underhold has not connected to any pre-existing tunnels and these Underhalls are safe, but there are concerns that the Underways in this region are lost to the enemy.

Crop Under-Storehall built under North Peak.


Establish a Major Coal Mine, 161/50. Completed.
(2 Miner Dice.)
73+93-5 = 161

The Stonebeards have set out under the guidance of the Master Prospectors to hew away the stone from a large vein of Coal. The Prospectors tell that the vein smells like it goes on for miles and could give the Miner Clan fair work for centuries. Tunnels that weave around the near edge of the vein and a few smaller tunnels that delve into it are struck from the Underhold and wagons of coal are shifted up to the surface.

Major Coal Mine established under North Peak. +20 Coal per turn. -5 to highest Miner Die.


Iron Ore Under-Storehall, 17/100.
(2 Brewer Dice + 1 Beardling Die)
5-5+4-5+18 = 17
The Bronzeplaits have worked in the Underhold to carve out an Under-Storehall dedicated to keeping Iron Ore dry and cool. Unfortunately, their obligations to the Hold have drawn on much of their time and very little work is done on the Under-Storehall.



Runelord Challenge
Master Rune of Balance on North Peak, 2/4 turns completed.
Challenge Level: 20
24
Rhunrikki Gutfroy has ascended North Peak to cut the Master Rune of Balance in its place. Work is made steadily with a handful of Beardlings hauling tools up to the Runelord and stone down from his carven trenches. The great shape of the Master Rune is becoming increasingly clear from the Valley and, though it hasn't actually been struck, the sight of it seems to lift a weight from the shoulders of the Dawi of the Hold.

Master Rune of Balance reaches 2/4 turns.



Personal Challenge

Heal the Wounded, Success.
Challenge Level: 30.
(Lady Daungrumm + Lord Gartrim.)
71+70+5 = 146
There are fewer injured Dawi in the Healers Hall now that those of the battle at West Pass have recovered from their more minor injuries. But those of the South Pass remain, serious wounds have taken a long time to heal. The Deadeye's grumbles can be heard from three rooms away as he regularly declares his readiness to return to duty. Had he been a Beardling there would be a Matron at his door to bar the way, but an Elder is wise enough not to waste a Healer's time attending to him twice.

The severity of the Deadeye's injuries leave him attended only by the Elder Matron herself, you and Daungrumm are set to the rooms where the Leadbeards lie. Their bones, once the stone of the mountains, are shattered and broken. Just as the mountains are slow to repair themselves when the stone comes loose, are the bones of the Dawi slow to knit together again. But there are methods to speed up the process and relieve the pain.

Your training as a Healer in your youth and Daungrumm's capacity to work with you in perfect tune sees many weeks pass in quiet work. By mid-year, the Healer's Hall is empty of the Southerly Throng and only over-eager Stonebeards are assigned to beds for excessive Boks.



The Throng
Guard North Pass
The Greatbeard and the Northerly Throng stand guard in North Pass. Little happens over the course of the year, there are no Urks or Grobi descending from the north and the Dragon in the far distance has made no sign of encroaching. But the Great Eagles have been attracted to Karak Drekfut.

Where the Goatherds are reporting no thievery, the rest of the Hold are reporting daily sightings of as many as four Great Eagles circling over the Hold.


Guard East Pass
Thane Arzil and the Easterly Throng have stood watch over East Pass throughout the year. No foe encroaches upon the East Pass but some two thirds of the way through the year a great fire is sighted on the horizon. The glow of the east last three nights but the great cloud of smoke hangs high for a week.


Guard South Pass
The Southerly Throng is restored to full health, though missing several members, and protects the South Pass from all comers. Not that there are any, the Hargrobi seem to still be licking their own wounds and they have all but vanished from the south.


Range Beyond West Pass
Elder Urtain and the Westerly Throng descend from West Pass and go out through the rocky hills at the base of the mountains. Tracking along the cliffs and edges to the north they soon come upon a broken black castle. It is ringed by a low shattered wall that may have once been more than acceptable masonry and the castle rises up into a central tower. From the tower's height the Elder can see past another river that bounds these plains to the west. There he sees farmland spreading out across the horizon though no towns that might harvest the fields.

The Throng spreads out through the shattered castle, exploring the masterful stonework and wondering at how it was broken. It is fortunate for the Leadbeards who might have mourned more deaths that the Elder barrelled through them and cast them out of the way as a great blade thudded into the ground amongst them.

One moment the scent of the Uzkular was all about the land, and the next it had refined itself into a single skeletal body and set to murder one of the Elder's own Clan. Naturally, the skeleton warrior was cloven in twain and the bones were shattered under the flat of the Elder's Az-head. The Westerly Throng then returned to West Pass even as the presence of the Uzkular spread itself back out across the land.


Ranger Action
Released from the Healing Hall, the Deadeye has been swift to take control of the Rangers and set out against the Hargrobi to the south. To his frustration, where the Hargrobi have always swarmed out from their tunnels for a lack of space before, the Hargrobi cannot be sighted beyond their tunnels. The Deadeye takes to sniffing at a few entries to the mountain but though the stench of Grobi is almost overwhelming he senses none in the nearest passages.

Something has drawn the attention of the Hargrobi away, into the deepest of depths or even further into the south.
 
Welp, it's confirmed, we are either before the fall of Erebor or during the battle of 5 armies.
 
Turn 10
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 14 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.)

[] Grudge Stones. 0/50
With a Grudge Thrower in place, stores of ammunition should be made. The Grudge Throwers are so named for they do not cast mere boulders at the foe but instead hurl the full weight of inscribed Grudges at befitting enemies.
(Stonemasons can work on this task.)



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 4 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.)

[] Huge, Fortified and Decorated Forge Hall, 147/200
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.)

[] Huge, Fortified and Decorated Lower Hallway (The Valley), 88/115.
Work has begun on a Hallway into the space beneath the Valley. This will allow for much more new space within the Karak.
(Any Clan can take 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. Behind the Underhold Fortifications lies only a limited space. There is room for 1 more Hall within that protection.

[] 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.)

[] Iron Ore Under-Storehall, 17/100.
A place for Iron Ore to be stored where it can be kept dry and safe has been begun within the Underhold of North Peak.
(All Clans can work on 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, 2/4 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)



The Lorekeepers
The Clan Lorekeepers have prepared a place for Beardlings to be properly trained into the many trades of the Karaz Ankor. It will take some five years for a Clan's Beardlings to be trained in a new trade, but only three for trade from an existing Clan.

[] Train the Beardlings, 0 Turns completed.
(Choose 1 Trade for a Beardling Die to be trained in. Lose use of that Die.)



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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