The Dawi in Arda (Hiatus)

Hopefully, we can lower coal consumption soonish. Like in 5-6 turns when we can have a rune apprentice running around and putting up hold runes, like Rune of Light and maybe Runes of Temperature Control.
 
Hey there! I usually just lurk and don't comment but I was looking at the state of the hold in the info threadmark and I noticed that we are breaking even, but I can't find where all of the coal is going, I know that the forge is taking 10 of it but the mine we have is getting us 20, I wasen't here at the start so I don't know if maybe we started with a deficit?
If everything is fine then you can just ignore me, its just been bugging me.
Other than that, keep up the good work!
Welcome to the quest!
The Hold uses up Coal to keep warm and lit as well as for cooking food. There was a small deficit to begin with and as the Hold has grown the Coal upkeep has grown with it.
 
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A Grudge Struck Out and The Depths. Writing starting now.
Adhoc vote count started by Warkeymon on Jan 28, 2022 at 12:23 PM, finished with 36 posts and 12 votes.
 
An Exploration of Dark Places
Even as it is written the Grudge of Kazad Hargrobi is struck out. The Fallen City is recompense enough for those who died in the taking of it and the general sentiment in the Throng is one of agreement. Even as the Healers Hall is bloated with the wounded and the Beardling with the Blood of Gazul makes the rounds between Leadbeards and the Clan Tombs, there is an air of approval for Grudges struck out and the foe driven away.

More than merely the Grudge of the Rock Lobbers has gained satisfaction, the Hold has made a significant contribution to the Great Grudge of the Time of Woes. Word of your victory will need to be sent out to the Major Holds for recording and perhaps the High King will choose to award Karak Drekfut a prize for their deed. Naturally the Lorekeepers will be taking the chisels to their walls to inscribe this moment of Hold History into stone.



The Depths
53
You venture down through narrow tunnels and along mostly burnt walkways ever deeper into the mountain. The cavern only grows wider and the hanging ruins of Kazad Hargrobi that remain are more numerous in the depths. A thick layer of ash hangs in the air and the black broken bridges of the upper levels are piled in ruin where they have caught on the natural stonework of the mountain.

But you go on past it all to where the mountain seals closed around the bottom of the city. The city hangs a fair distance over the stone, perhaps for the difficulty of building here. You see that a shallow layer of water runs rapidly over the stone, bubbling and foaming as it races across the surface. The roaring of waterfalls sounds in the distance in all directions and the light of the Rhunrikki's runes are the only thing that allows you to realise the water becomes much deeper a short way ahead of you.

The Longbeards and the Rhunrikki form up on the bank of the underground river with you and look across at the torn Rangers' Cloak that is caught on a rock sticking out on the far bank. The inferno that claimed the city above has wrought great holes in the lowest level and the Ranger might have tried to jump into the water to escape his own work. You look down into the river, the dim light is not enough to see much but you see a brown line flick across from left to right just under the surface and reveal a murky white that reflects the rune-light.

You take a step back as the creature bursts from the river. It is a brown scaled creature, narrow with the body of some great fish but four thick webbed feet carry it slowly from the water towards you. Two huge eyes bulge forth from the body and a maw of terrible fangs reach out for you.

The waterfalls go silent. The Rhunrikki seizes a firm grip on reality and the only sound in the depths is the cracking of stone. The creature takes on more step towards you, the Longbeards ready their Az and a stalactite spears through the centre of the beast. Blue blood flows into the shallow water as it runs across the stone, the roar of the waterfalls returns to your ears.

You decide to retreat upwards.



Kazad Hargrobi
9
The Throng returning to Karak Drekfut has stirred Elder Urtain from the Hold. Leaving the defence in the capable hands of Deadeye Gromurd as he manages the logistics of returning the injured to the tender cares of the Matrons, the Elder has journeyed to see Kazad Hargrobi for himself.

As he looks down upon the great cavern, still burning in places, he wonders what will become of this place. Of course, with the Hargrobi driven out it will be Kazad Hargrobi no longer and a proper name will need to be gained for it. With reports of a great mountain pass to the south this place that once obviously raided the pass might become a serious warden for it.

A few Longbeards of the Clan joined him as he ventured into the city. There were likely to be some Hargrobi still within the ruins, but they would be easy enough to find and slay in time. If ever this place was a Karak, it is nothing like one now with old halls completely expunged from the stone. A single open space such as this was terribly inefficient besides perhaps a strong first impression and future building work would be troubled by spanning the impossible gaps.

There he went through the city, striking down a handful of Hargrobi huddled in a dark cave, there he went along a bridge suspended over the darkness where some hemp sacks were piled upon one another. And he found Snotlings within, the small pets of the Urks and often rivals of the Grobi. Although as he picks one up to inspect the foul creature it reaches out for him. Snotlings are Wazzocks, it might not even realise he was a Dawi the stupid thing.

It doesn't look too much like a Snotling however, the proportions are a little off and the head is larger than it ought to be. Is it a Gnoblar? Those creatures were kin to the Grobi and dwelt in the mountains to the east of the Karaz Ankor and are known for having large noses. But wouldn't the bards tell of large heads as well? No matter. None of the Greenskins could be afforded to live, the sacks are handed across to the Longbeards.

Alas little of real value is found within the captured Kazad.



The Foreboding Tunnel
36
You command the Foreboding Tunnel unsealed and venture into the eastern face of the mountain. The darkness starts to consume your small group, a pair of lanterns on their tripod come with you and the Rhunrikki glows dimly in the dark. The tunnel is a cold place and as you journey into the mountain it grows steadily colder. There's some small part of you that wonders whether it is actually colder or if you just feel that way for the Rhunrikki has been growing slightly brighter as you walk.

Something here is emitting power, a sorcerer perhaps or maybe a Daemon. And you frown then as you consider that there were no Shamans in Kazad Hargrobi. No attempt at all to harness the power of the Waagh to strike against you was made. Where were the Shamans, surely a nest of Grobi would have some Shamans to hand?

You begin to hear the sound of a strong wind and scratching stone. A breach in the mountain perhaps. You may not be a Miner, but you have enough of a Tunnel Sense to know that you're not supposed to be near the surface at all. The group moves slowly into a bowl shaped room where a great swirl of broken shards of stone are caught in a howling wind and scraping out an ever larger chamber.

The Rhunrikki takes in a great sniff of air and declares the presence of a Dumi like he had never smelt before. Some sort of Mhornokri he calls it. There is a shadow at the centre of the room you think. A dark shape that could be an Umgi in the middle of the swirling wind and stone. It lashes out towards you and changes form as it does until a great spider has you pinned with one leg.

The Longbeards swing their Az against the creature and pass through it harmlessly even as the Rhunrikki silences the howling wind and enacts his runelore upon the chamber. But the spider is unphased and bites down hard upon you. The gromril plate tests the creature for a time and it draws back to bite again.

A Longbeard grabs a lantern and swings it hard into the spider's head and it reels back. The shadowy shape of a man retreats into the centre of the chamber, watching for another chance to strike. You stand, a gash in your armour sharp to the touch with torn gromril and cast the lantern beside you into the maelstrom of stone shards. The creature vanishes into a tunnel at the back of the chamber and further into the mountain's deepest reaches.

You return to the surface and command the Foreboding Tunnel resealed. The Lorekeepers soon report to you with their knowledge of Dumi and can only suppose it is a servant of the Deceiver who has specialised so deeply in the ways of Mhornokri as to become a shadow himself. Magic has ever been a fickle thing and the Dawi know well its power to change those who use it. There is a general grumbling amongst the gathered Lorekeepers at the passing reference to your traitor kin.
 
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Given some of those rolls I was worried this would go much worse. Overall pretty ok and now we are free to build up the hold in relative safety. I'm really glad the hold was happy with us declaring the grudge done. I was a little worried we'd see some slayers head of to kill more grobi themself.
 
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Turn 11
You have 5 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.



[] Write-In a new, Dawi name for Kazad Hargrobi

Beyond the Passes

The immediate area is secure enough that endeavours that need more space than can be provided within the protection of the Surface Hold and cannot be performed within the Karak may be undertaken beyond the Passes. A Minor Hold with an outpost is not unheard of but if you are far enough from a Major Hold you might be on the way to becoming the King of an Ankor.

[] 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.

[] Collapse the Minor Tunnels 0/50
If the Hargrobi nest is ever to be used for good honest Dawi purposes then it cannot be ridden with holes. Collapse the Minor Tunnels.
(Miners can work this task. You can specify tunnels to keep open.)

[] Fortify a Major Tunnel 0/150
A basic fortification at the mouth of a Major Tunnel might be a single carefully wrought gatehouse but it would be enough to bar the way into a Major Tunnel.
(Specify which of the Major Tunnels 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 Door onto the Pass 0/150
A gatehouse at the Door onto the Pass will replace the jammed Door with a much more acceptable means of presenting strength on the Pass.
(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.)

[] Carve a Road 0/50
A road connecting Karak Drekfut to the North Tunnel of the Hargrobi Nest will allow for safe travel between the two and for easier building work should it be decided that the Nest shall be colonised.
(All Clan can work on this task.)



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.

[] 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.



The Hold
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 3 Halls to be carved from North Peak and 10 Hall under the Valley. Specify which Hold Area to build new Halls in.

[] Armoury 0/50
-[] +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. 0/120
-[] +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. 0/100
-[] +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. 0/100
-[] +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. 0/100
-[] +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. 0/100
-[] +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. 0/100
-[] +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.)

[] Significant Hold Fortifications, 218/300.
A Karak is one of the best defended places in all the world. Your Karak is protected by a Surface Hold 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. 0/100
-[] +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. 0/120
-[] +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. 0/120
-[] +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. 0/100
-[] +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. 0/50
-[] +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. 0/80
-[] +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.)

[] Workshop Hall. 0/100
-[] +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. 0/150
-[] +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 between sections of the Karak.
(Select two areas to connect. Any Clan can take this task.)

[] Tomb Hall. 0/90
-[] +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. 0/60
-[] +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. 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. 66/80.
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, 62/100.
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 Major Coal Mine. 3/50
A Vein has been found to establish a long-term mine around.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Underway Hub. 0/150
Your Karak is growing rather full as far as halls are concerned and with a new generation of adults, and new Engineer Clan, in the near future you might need more space for people too. If you colonise the Hargrobi nest you'll need a secure connection between it and Karak Drekfut and that means an Underway and the Underway Hubs that it joins together.
(Stonemason and Miner Clans can work on this task.)



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, 3/4 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 on the Hargrobi nest. They should be attended to lest their injuries worsen.



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.

[X] Engineers 1/5 Turns Completed.



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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Yep. Goblin Town. Right next to, and now attached to, the High Pass.
What is the date? Do we know that? One of those creatures sounded like Golum though
As to our new territory, we sadly lack the numbers to make much use of it, but the potential it holds is immense. Especially, if both holds are connected with a deep road
 
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[x] Plan: Last leg
-[x] Significant Hold Fortifications, 218/300. - 2 Farmer 1 Beardling Dice
-[x] Armoury 0/50 - North Peak- 2 Stonemason 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Smelting Hall. 0/120 - North Peak - 1 Warsmith 2 Beardling
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Storehall. 0/100 - Ale, Under the valley - 1 Brewer 1 Beardling
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Iron Ore Under-Storehall, 62/100. - 1 Brewer die
-[x] Training Underhall. 66/80. - 1 Warsmith Die
-[x] Establish a Major Coal Mine. 3/50 - 1 Miner Die
-[x] Send out Sniffers. - 1 Miner Die
-[x] A Feast for the Hold - Gartrimm & Daungrumm
-[x] Guard one of the Passes - North and south. South to send out forces to secure Goblin town from anything trying to move in to the newly cleared caves.
-[x] Range Out From the Valley - East to send rangers to investigate the passing of the army
-[x] Gather Lumber - West throng

So this plan puts us on the last leg to completing a simple hold that has all the basics the clans want. The only thing it doesn't start is the thronehall which seems fitting to leave for last. I went for a regular sized smelting hall for now so it isn't too much of a drain on our coal reserves, we can expand it later if needed. I put the lord and lady on making another baby as we have put it off for a while and we don't have a need of recovered soldiers to throw into danger. I am trying to replenish our wood supplies a little as we are very low and the engineers will probably need some. I also have one set of miners sniffing as we now really need to find some iron for the forges.
 
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Think it would be best to grow our Karak to its max before we colonise the Hargrobi nest, but we should be up some defence for the Hargrobi nest so that its ready when the times comes
 
[X] Plan: Securing Gains
-[X] Collapse the Minor Tunnels 0/50 (2 Miner)
--[X] Collapse the Major Southern, Eastern and Western Tunnels as well
-[X] Fortify a Major Tunnel 0/150 (1 Stonemason, 1 Warsmith, 2 Beardlings)
--[X] Northern
-[X] Fortify the Door onto the Pass 0/150 (1 Stonemason, 3 Beardlings)
-[X] Carve a Road 0/50 (2 Farmer)
-[X] Significant Hold Fortifications, 218/300. (1 Warsmith, 1 Brewer)
-[X] Iron Ore Under-Storehall, 62/100. (1 Brewer)
-[X] Feast for the Hold - Gartrimm & Daungrumm
-[X] Range Out From the Valley
--[X] Southern Throng will secure the new Khazad until the fortifications are complete and send some Rangers to scout the Mountain Pass. They shall also in the future keep a contingent within to make sure it stays in our hands
--[X] Northern and Eastern Throngs shall send their Rangers to determine the outcome of the passing Umgi war host that crossed the River and moved toward the Umgi to our Northeast. Northern Throng will also cover the South Pass for the Southern Throng until they return
--[X] Western Throng shall send its Rangers to attempt to find the source of the riders that investigated the corrupted castle that came from the south.

We need to make sure that Goblin Town stays in our hands and out of the hands of others. Mainly worried that Rivendell is basically next door and will absolutely notice the stranglers that managed to flee. I want to stake our claim and state it firmly.

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[X] Kazad Urbaz (~Fortified Trading Post)
 
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Can we squeeze a feast into a plan? Clan Leadbeard should be celebrated for their work and sufferings. And the Hold has made major strides. Totally worth a feast, imo.
 
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