The Dawi in Arda (Hiatus)

The castle is interesting because it seems a decent starting trial and there might be loot to trade back to the Dunedain or just keep.

But I am intrigued by the Barrow Downs, could do wonders for our reputation in Eriador and would likely involve passing through Rivendell to get there and thus give a good impression to Elrond. And possibly an incentive towards reviving Arnor with the huge morale victory.
 
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Ok posting my plan with a couple of adjustments. Explicit permission is given to the Udrabax ranger to harass if possible and I've switched over to using the south rangers so The deadeye can go with them on that. The framsburg rangers are still just observing though. I've also moved the beardling die from the barracks to the new storehall

[x] Plan: Artillery!
-[x] Fortified Charcoal Pits 94/100 - 1 Beardling Die
-[x] Fortified and Decorated Barracks 127/160 - 1 Miner Die
-[x] Extensive North Pass Fortification, 187/240. - 1 Brewer 1 Beardling Dice
-[x] Excavate an Entrance Hall into one of the Peaks. 0/100 - East Peak - 2 Farmer 1 Brewer 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] The Long Riders - 1 Eotheod Die
-[x] Eotheod Apprenticeships - Warsmiths - 2 Eotheod Dice
-[x] Fortify Greatmantle Clan Residences 48/60 - 1 Warsmith Die
-[x] Greatmantle Clan Tombs 54/60 - 1 Warsmith Die
-[x] Expand Leadbeard Clan Residences 26/60 - 1 Stonemason Die
-[x] Huge, Fortified and Decorated Upper Stairs, 104/140. 3/5 Levels Completed. - 1 Stonemason Die
-[x] Huge, Fortified and Decorated Powder Storehall, 148/190.. - 1 Farmer Die
-[x] Huge, Fortified and Decorated Powder Hall, 141/190. - 1 Stonemason 1 Beardling Dice
-[x] Storehall. 0/100 - Charcoal, West peak lowest level - 2 Miner 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Train the Beardlings - Merchants - 1 Beardling Die
-[x] Field Batteries - Grudge Throwers - 1 Engineer Die
-[x] Field Batteries - Bolt Throwers - 1 Carpenter Die
-[x] A Feast for the Hold - Gartrimm & Daungrumm
-[x] King Gisilhari - Diplomacy with Neighbouring Kings
-[x] Range Out From the Valley - South throng to send rangers to observe the army besieging Udrabax and harass them at Gromurd Stoneskin's discretion, trying to avoid casualties.
-[x] A Kull is Called - North throng to support Gazric and his cult in their task.
-[x] Meet with a Neighbour - West throng to meet with the shifters , East throng to meet with the woodsmen. Eotheod to accompany whichever throng is meeting with those they have the best relations with.
-[x] Grand Stall – Change to 1 Warsmith 2 Noldor Wine 4 Ankor Grain 3 Fruit 3 Vegetables

Ok most of the die this turn go into finishing stuff we already started. For new stuff I have us starting into the east peak so we can put the farmers and Brewers there. I also have the miners starting a charcoal storehall since we will now have an income. I have 2 Eotheod on Warsmithing as odds are they should succeed and it will be a useful skill for them to have for trade and hopefully we'll see them fielding heavier armed and armoured troops in the future. The other Eotheod is on The Long riders as they will need fighters too.

I have the new beardlings training as merchants since it seems trade is a good source of income for us so having some Bronzeplaits trained as specialists should be helpful there. The engineers are on grudge throwers for us to use when retaking Framsburg, the carpenters on bolt throwers for taking down big foes. Speaking of Framsburg I have the North throng trying to get a better idea of the situation there to see if we should retake it early. I have the South throng keeping an eye on the seige of Udrabax and the others meeting with the local humans/shifters to officially open diplomacy.

I have both Gartrimm and Daungrumm on a feast to improve the happiness of our new clan and the farmers. I've got the king learning diplomacy, though I am very happy to change that to any suggestion.

[x] [Grazur] Erebor the Lonely Mountain
[x] [Gazric] Rhudaur
[x] [Gazric] Cardolan
[x] [Drindut] Yes
[x] [Korin] Yes

Erebor as it will be good to open relations there, maybe start trading in the near future. Rhudar of Cardolan seem like good starting trials. Drindut and Korin because both seem like good plans. We will need to build a second brewery soon to replenish our ale but I've been wanting to do that for a while as it is a necessity and a good trade good.
 
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[x] Plan: Artillery!

[x] [Grazur] Erebor the Lonely Mountain
[x] [Gazric] Rhudaur
[x] [Gazric] Cardolan
[x] [Drindut] Yes
[x] [Korin] Yes
 
Ok posting my plan with a couple of adjustments. Explicit permission is given to the Udrabax ranger to harass if possible and I've switched over to using the south rangers so The deadeye can go with them on that.
Jreengus always coming out strong with the good plans. ^..^

[x] Plan: Artillery!

[x] [Grazur] Erebor the Lonely Mountain
[x] [Gazric] The Depths
[x] [Drindut] Yes
[x] [Korin] Yes
 
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[x] Plan: Artillery!

[x] [Grazur] Erebor the Lonely Mountain
[x] [Gazric] The Depths
[x] [Drindut] Yes
[x] [Korin] Yes
 
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I am uncertain about risking Gazrik and the five Guardians alone. Specialists though they may be, they are so few.

I would feel a lot more comfortable about it with, say, two Throngs on the Barrow Downs in Cardolan, and one on the castle in Rhudaur. And I do believe it would be worth the investment. The Barrow Downs are not just a blight on travelers and trade, they are the resting places of the Arnorian dead, the first place they settled when they came to Middle Earth, the resting places of their lords and kings, and home to a good bit of treasure considering how soon it is after the fall of Arnor and the lack of a thousand years for opportunistic scavengers to loot the place.

Heck, considering the Arnorians failed to clear the place back when it was fresh we'd probably need those two Throngs. My man Gazrik is no doubt good, but I don't like the idea of risking him needlessly.

--

As a clan trade, Merchants would take 3 turns, right?
 
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[x] Plan: Artillery!

[x] [Grazur] Erebor the Lonely Mountain
[x] [Gazric] The Depths
[x] [Drindut] Yes
[x] [Korin] Yes

Don't throw away our only priest of Gazul so lightly. Having him travel and risk his life is wasteful to be honest, since without him who will ensure our dead are safe and sound, not to mention performing the Last Rites? Still, if he is to look for Uzkular to smite, let's start slow, since they are inexperienced and few. We don't want them to be overwhelmed by hordes of Undead on their first try. Taking out the Thing from the Depths is a good start, since it clears the mines below and strikes out a Grudge. Our Master Prospector Slayers will be put to rest as well, should something befall them.
 
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[X] Plan: Artillery!

[x] [Grazur] Erebor the Lonely Mountain
[x] [Gazric] Cardolan
[x] [Drindut] Yes
[x] [Korin] Yes

@Sertorius has a very good point about our Ghostbusters. Changing vote pre-post.

Edit: Changing Ghostbuster vote. Am weak to direct appeals.

Since we're six-twelve (I think Chemist (To open up the options of a local saltpeter creation) and Herder (For mine ponies and other herd options like maybe breeding) would be the next two after Merchant and Metalsmith unless we can find a source of Saltpeter to mine/gather from) turns out from the start of a new clan we should use this opportunity to not have to rush more clanhalls. Finish up this turn but we can really start getting prepwork done, but without having to assign a bunch of dice to it because it isn't need right the fuck now. That way we can do some focus work on projects we'd like to do.

Like smooth the High Pass. More meat animals besides Goat. Sheep might be nice. Wool is pretty nifty. Think about a Kazid (Town) to the north-east as an outpost/staging ground for the retaking of the lands of the Eotheod for eventual conversion into another tradepost and, with good placement, also a place for dry and regular river docks to build our barges.

If we can get down to Emyn Muil and the Falls of Rauros, trade with Gondor becomes very feasible.

Jreengus always coming out strong with the good plans. ^..^

Yes! +1 Internet Cookie for Jreengus.
 
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As a clan trade, Merchants would take 3 turns, right?
Should be and they should remain a part of the Bronzeplaits rather than founding a new clan.

For Gazric I'll admit I'm not the best at judging the risks there. I kinda assumed none of the options would be outright lethal on their own, and he would be careful. I kinda assumed the thing would be more dangerous since it already took down some longbeards.
 
I forgot about Satchel Charges. Those are so hilarious in TW:W.
I say we need to take steps and innovate the next natural evolution of the Grudge-thrower. Grudge-Charges. Wrap the grudge-stones in hard packed layers of blasting putty, with a rune of fire and a rune of sparks to ignite it on impact.

That or get some sling-staves to hurl the blasting charges even further and harder into our foes.
 
I'm not wont to retake Framsburg early myself. It will be good for the culture and morale of the Eothoed in the future to be part of it beyond the Royal Huskarls, and honestly I don't think it worth the casualties yet.

[x] Plan: Artillery!

[x] Plan: Artillery mod
-[x] Fortified Charcoal Pits 94/100 - 1 Beardling Die
-[x] Fortified and Decorated Barracks 127/160 - 1 Miner Die
-[x] Extensive North Pass Fortification, 187/240. - 1 Brewer 1 Beardling Dice
-[x] Excavate an Entrance Hall into one of the Peaks. 0/100 - East Peak - 2 Farmer 1 Brewer 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] The Long Riders - 1 Eotheod Die
-[x] Eotheod Apprenticeships - Warsmiths - 2 Eotheod Dice
-[x] Fortify Greatmantle Clan Residences 48/60 - 1 Warsmith Die
-[x] Greatmantle Clan Tombs 54/60 - 1 Warsmith Die
-[x] Expand Leadbeard Clan Residences 26/60 - 1 Stonemason Die
-[x] Huge, Fortified and Decorated Upper Stairs, 104/140. 3/5 Levels Completed. - 1 Stonemason Die
-[x] Huge, Fortified and Decorated Powder Storehall, 148/190.. - 1 Farmer Die
-[x] Huge, Fortified and Decorated Powder Hall, 141/190. - 1 Stonemason 1 Beardling Dice
-[x] Storehall. 0/100 - Charcoal, West peak lowest level - 2 Miner 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Train the Beardlings - Merchants - 1 Beardling Die
-[x] Field Batteries - Grudge Throwers - 1 Engineer Die
-[x] Field Batteries - Bolt Throwers - 1 Carpenter Die
-[x] A Feast for the Hold - Gartrimm & Daungrumm
-[x] King Gisilhari - Diplomacy with Neighbouring Kings
-[x] Range Out From the Valley - South and North Throng to be seconded to Gazrik for the Uzkular clearing
-[x] Meet with a Neighbour - West throng to meet with the Beornings, East throng to meet with the woodsmen. Eotheod to accompany whichever throng is meeting with those they have the best relations with.
-[x] Grand Stall – Change to 1 Warsmith 2 Noldor Wine 4 Ankor Grain 3 Fruit 3 Vegetables


And if we want to be double down hard on making sure the Downs are cleared:


[x] Plan: Western ties
-[x] Fortified Charcoal Pits 94/100 - 1 Beardling Die
-[x] Fortified and Decorated Barracks 127/160 - 1 Miner Die
-[x] Extensive North Pass Fortification, 187/240. - 1 Brewer 1 Beardling Dice
-[x] Excavate an Entrance Hall into one of the Peaks. 0/100 - East Peak - 2 Farmer 1 Brewer 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] The Long Riders - 1 Eotheod Die
-[x] Eotheod Apprenticeships - Warsmiths - 2 Eotheod Dice
-[x] Fortify Greatmantle Clan Residences 48/60 - 1 Warsmith Die
-[x] Greatmantle Clan Tombs 54/60 - 1 Warsmith Die
-[x] Expand Leadbeard Clan Residences 26/60 - 1 Stonemason Die
-[x] Huge, Fortified and Decorated Upper Stairs, 104/140. 3/5 Levels Completed. - 1 Stonemason Die
-[x] Huge, Fortified and Decorated Powder Storehall, 148/190.. - 1 Farmer Die
-[x] Huge, Fortified and Decorated Powder Hall, 141/190. - 1 Stonemason 1 Beardling Dice
-[x] Storehall. 0/100 - Charcoal, West peak lowest level - 2 Miner 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Train the Beardlings - Merchants - 1 Beardling Die
-[x] Field Batteries - Grudge Throwers - 1 Engineer Die
-[x] Field Batteries - Bolt Throwers - 1 Carpenter Die
-[x] A Feast for the Hold - Gartrimm & Daungrumm
-[x] King Gisilhari - Diplomacy with Neighbouring Kings
-[x] Range Out From the Valley - South, East, and North Throng to be seconded to Gazrik for the Uzkular clearing
-[x] Meet with a Neighbour - West throng to meet with the Beornings or Woodsmen, whoever the Eotheod have the best relations with. The Eothoed to accompany them.
-[x] Grand Stall – Change to 1 Warsmith 2 Noldor Wine 4 Ankor Grain 3 Fruit 3 Vegetables


[x] [Grazur] Erebor the Lonely Mountain

[x] [Gazric] Cardolan
[x] [Drindut] Yes
[x] [Korin] Yes



Remember that Gazrik and co will almost certainly be going through Rivendell for the Downs, we might even get some assistance. Or perhaps make them more inclined to accept Drindfut's request.

And we already know that good stout regular Dawi can go against the wights.

Three times do the Uzkular stir from the Barrows and assault your party. Three times do the Longbeards form tight ranks and cut through the Uzkular and the flat of your Az shatters the bones so that they may not be raised again before you return to the road.



I'll probably vote for any plan that focuses on the Uzkular target with Throngs.

For Gazric I'll admit I'm not the best at judging the risks there. I kinda assumed none of the options would be outright lethal on their own, and he would be careful. I kinda assumed the thing would be more dangerous since it already took down some longbeards.
I mean, the Downs resisted being retaken when Arthedain tried to do so, I imagine it's dangerous; admittedly that may have been partially due to Angmar being at the height of its power. I just think it's worth the investment, it's a big thing to clear it.
 
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For Gazric I'll admit I'm not the best at judging the risks there. I kinda assumed none of the options would be outright lethal on their own, and he would be careful. I kinda assumed the thing would be more dangerous since it already took down some longbeards.
I believe it's always safer to gang up on a single entity, especially with a Master Prospector or two leading the way.
 
[x] Plan: Artillery!

[x] [Grazur] Erebor the Lonely Mountain
[x] [Gazric] The Depths
[x] [Drindut] Yes
[x] [Korin] Yes
 
I maintain the Downs to be worth a single turn's investiture of throngs for the diplomatic coups with the Dunedain, Imladris, and folk of Bree and possibly the Shire, and increase to trade, along with anything that isn't explicitly inside a Barrow.

Any chance I can convince you @Skitzyfrenic , @Jreengus ?
 
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Given the unlikelyness of us acting against Framsburg I'm willing to take the throng off that to put them on supporting Gazric, but I'm not willing to take our eyes off Udrabax whilst there is that army there. If they turn away toward us I want lots of notice to prepare. I also think it is well past time to be meeting with the neighbours.

I also worry assigning too many throngs will provoke a large scale battle with undead that will cost Dawi lives I'd rather not spend.
 
[X] The Iron Hills
[x] [Gazric] The Depths
[x] [Drindut] Yes
[x] [Korin] Yes

For some reason I keep thinking the dwarves in Erebor are selfish jerks right now. Good relations with the Iron Hills seems like the sort of thing where we can respect our Allies though. Either way positioning ourselves as a safe refuge from dragons will be good for everyone.

Kill whatever is in the depths now with a few throngs and then hit barrow downs next turn once we've settled the grudge. Could be convinced to go vice versa though. Both need doing. Doing something to support Udrabax is also good. It's a little sad we've not seen how good we are at making an underway or what options that opens up. Personally I'd place that above excavating a new peak since we've got the western peak that should keep us busy for awhile just with new crafts and store halls. An underway should have big cultural significance so even though I'm not seeing an immediate need I feel like it'll be worth any investment we make right now.

I'm not super concerned about the shifters right now.
 
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Is Urdabax a lost cause?
The Lord comes across as respectfully Dawi like, it would be a pity for him to die.

I know this sounds stupid, but what would happen if we tried to reinforce them? as in go into Urdabax and use the battlements to fight the Urk horde.

Perhaps we could even help fortify the location.
But we probably do not have the numbers.
 
Can anyone tell me what exactly is happening in the dream? It was a little unclear to me.

Given the unlikelyness of us acting against Framsburg I'm willing to take the throng off that to put them on supporting Gazric, but I'm not willing to take our eyes off Udrabax whilst there is that army there. If they turn away toward us I want lots of notice to prepare. I also think it is well past time to be meeting with the neighbours.

I also worry assigning too many throngs will provoke a large scale battle with undead that will cost Dawi lives I'd rather not spend.
Yeah. No prob. I'm okay with sending a throng or two. Keeping eyes/harassing Urdabax is pretty important though, I think.
Alrighty, I'll vote for yours too @Jreengus
 
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Can anyone tell me what exactly is happening in the dream? It was a little unclear to me.

You mean the siege of Udrabax? Seems like King Thain doesn't want to fight the orcs besieging it and would prefer for the lord of Udrabax to simply collapse his halls to prevent the orcs from getting further into the Grey Mountains.
 
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Can anyone tell me what exactly is happening in the dream? It was a little unclear to me.

The dwarves of Urdabax are in siege camps just outside their gate, it looks like. Looking out at the HUGE host arrayed before them.

The gate opens and out comes King Thain with his honorguard(?).

Thain is a gigantic asshole to Lord Neath of Urdabax. Basically saying the lives of Durin's Folk are worth more than Uri's, and that holding Urdabax is untenable. The Dwarves of Urdabax need to fall back to Thundercleft.

Neath, who is apparently a badass, points out that Urdabax is as untenable as Thain makes it out to be, and is the gateway to Khazad-dum and retaking the first of Durin's Halls at Gundabad. He points out that the Urki besieging Urdabax are from Gundabad. And then, if he were Dawi, called Thain a bitch and to get killing.

Thain, then, is like 'I'm the boss do what I say.'

Neath tells Thain that Neath ain't no bitch and he's gonna hold these gates for a hundred years by himself if he has to.

Thain's response is to threaten Neath by denying any of Uri's Folk from Urdabax if Neath doesn't obey. Because Thain is King. A king, of course, who has to tell others he's king isn't a very good one. Continuing on, Thain doesn't even stop to give Neath anytime to reconsider and says that Thain is going to pull down the doors on the Silverplunge side of Urdabax to block the road from Urdabax to Silverplunge. This will protect Silverplunge [a little].

Basically Thain gives no fucks about his subjects and won't even try to fight despite the superior defensive position and attempts to shame the Lord who is willing to fight. He's an awful king, and if the motherfucker tries to get us to pay tribute over the Arkenstone I'm calling for a grudge.

==

I expect that either Urdabax will fall, simply because the dwarves will withdraw, or we're going to have to march on the Host there and hope Glofindel comes through like a boss. (Which is possible, he could be trying to move Thranduil to help) Turn 21-22, we're going to have to do something if Urdabax is still besieged, otherwise I'm certain it'll fall.
 
ninja'd but yeah seems like the king is reneging on all his responsibilities if I'm reading it right. He's not even saying evac to my place and I'll protect your people he's saying piss off somewhere else. Even though you've been faithful to me in the past now that I need to help you defend yourself it's not worth it.
 
I have mixed feelings about getting involved in Urdabax. It could be downright necessary for a full scale reclamation of Framsburg, and Neith could be a viable ally and partner if he continues to hold out despite being denied to their capitol.

On the other hand, it could well be overextending.
 
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