They're not ours like the other holds. So we can't just build whatever we want because we know better.
They've survived there alone for thousands of years, they have our tech and runes, and help is now closer than it ever was.
If something happens they will be able to hold long enough for us to rescue them.
They're not ours like the other holds. So we can't just build whatever we want because we know better.
They've survived there alone for thousands of years, they have our tech and runes, and help is now closer than it ever was.
If something happens they will be able to hold long enough for us to rescue them.
I wouldnt be so sure they may not have the population to hold out for enought time especially with the runic siphons if the Norcans feel like we are trying to expand they may try to dislogde us so our vassals may have to deal with a crisis
I wouldnt be so sure they may not have the population to hold out for enought time especially with the runic siphons if the Norcans feel like we are trying to expand they may try to dislogde us so our vassals may have to deal with a crisis
Kraka drakk has one hostile neighbor. Ornsmotek has 3.
Short of a chaos spoon dice hitting them, they're not going anywhere.
And even then, we are connecting them this turn.
Kraka drakk has one hostile neighbor. Ornsmotek has 3.
Short of a chaos spoon dice hitting them, they're not going anywhere.
And even then, we are connecting them this turn.
Evry defence helps with attrition in evry province.
But there are more provinces that are under harder assault than Oronostek.
And defending those would not cause a diplomatich crisis.
The path which Glorin took towards becoming High King was long and arduous, though very few indeed would have counseled that he was unlikely to do something great…or foolish with his life. For it was decided for Glorin early on that such was to be his doom. He was only 20 when his whole family was slain by the Urk in one of the outlying mines of the growing Karag Kol, a newer structure, less fortified than most near to the mount, and that proved to be their undoing. For a tribe of black armored green overwhelmed the defenses and put his family to the flame, making bloody sport of any survivors and eating any too feeble to fight to the last. Glorin was to be one such unfortunate, save for a small gap found in his rickety cage and a knife left abandoned just within his reach. The young dwarf managed to at length escape from his crude cage, leaving only a few goblins, their throats slashed as evidence of his escape.
Escape, however, was the last thing on Glorin's mind, having seen his mother and father killed, and witnessing his younger sister roasted and eaten alive by the Greenskins. Over the next month, a series of ills would bedevil the tribe that had so wronged the young dwarf. A bridge, dwarf-built only a century ago, collapsed as they would pass across it sending many plummeting to their doom. A series of rockfalls collapsed onto them as they made their way down an unstable pass leaving dozens staring sightlessly into the skies above. Finally, as their numbers dwindled to less than a dozen members, they knew themselves to be stalked and grew cautious and watchful in their movements, their brutal bloodlust diminished by the sheer malevolence and opaqueness of the vengeance being visited upon them. Still, however, each morning they woke to disemboweled centurions or green, gaping heads impaled on spikes. It would only be the last Urk, the supposed leader, that would see his foe and even then only after it had been sent tumbling by a stretch of suspiciously fresh ice down into a pile of jagged, sharpened stones. Leaving it gasping for breath and only able to mutely moan complaints as a small, bedraggled beardling, bearing scavenged and mismatched arms and armor leveled his father's axe at the beast's neck and in a single stroke claimed his vengeance.
Eventually found by a ranger patrol, and brought with them back to Kol, the wider clan adopted the young dwarf and attempted to bring him up as one of the many foundlings who, due to the endless conflicts in the mines, would always eventually come about, even aside from more natural causes of death for a Dawi. However, though the young Glorin took well to his studies, it was obvious that he never truly felt settled within the structure of clan and hold, and he itched almost constantly to sharpen his father's axe and bring it to bear against the enemies of the hold. Eventually, despairing at his almost incessantly violent proclivities, his elders, at the age of thirty, were willing to accede to his incessant requests to abandon home and hearth to go hunting the enemies of the Dawi. His journey did not take him to the slayers hold, however, as many had suspected, but instead further south and into the service of Remas, who was beginning yet another push into the borderlands against the ever encroaching Urk.
Here, the young Dawi first showed his skills at leadership, moving up the ranks of the legionaries, and taking leave in nearby Izor as needed, until eventually reaching the rank of demi-legate. The highest rank achievable for a non-Reman in their army it was also here that he honed his skills in leading soldiers and managing supplies, and especially the utilization of pack animals in his force, eventually earning the moniker "Grumbling Glorin," for his propensity to never leave camp without at least one shouting match with the legate over the number of boots provided to his men or the scale of his rations. Eventually, even managing to convince the legate to fund his access to one of the great mammoths that the Ankor had acquired only a few decades previously. With this great creature in tow and carrying tons of supplies, he plunged deep into the badlands with his loyal soldiers in tow, taking so many skulls with his now runed axe that many would darkly jest that there were other, northerly gods that might be taking an interest in him.
It was only following these adventures and the Thane of the Klad Karu personally reaching out to him that Glorin ultimately returned to the Ankor, bringing with him a few hundred of his men and the mammoth that had long taken to treating the demi-legate as a very small but incredibly loud father figure. All of whom at Glorin's insistence would be added to his own battalions. Here he took a step further his appreciation of mounts, both horse and mammoth and how, with sufficient remounts, he could have his force outrun any of his opposition, and that relentlessly trained, they could be as reliable as even some of his most drilled soldiers. Eventually fitting cannons and longbowmen upon his war elephants while both armouring and acquiring sound dampening runework from the runelord assigned to the Klad Karu. Then, using these mighty beasts as incredibly heavy shock cavalry while the Reik burned, he was able to rout human and beastmen hosts alike. Attempting to get the remainder of the other commanders of the host to adopt his strategies was a fool's errand however and with his eventual departure, his innovation would be swept away.
After most of a century on the warpath and now without a task, Glorin eventually made his way up to Karak Kadrin, where he was able to argue his way into becoming marshal to the Slayer King and commander of his forces. It was here that he began encountering issues, not as a leader but just in how he could wield his forces. For decades he had been able to rely on drilling his troops to perfection, having them master his maneuvers and being able to rely upon them to push the foe as hard as he would ask them. The militia throng was different. Though used to holding a shield wall and with the stubborn courage of all the Dawi, to charge and to hold were as complicated as many could handle. Only among the warrior throngs could he rely upon them knowing how to follow complicated maneuvers and push home an advantage. With these, he was able to burn the heart of distracted Skavendom out from under Kadrin, hunt them through their warrens and drive them from the mount, at least for a time.
But now he began advocating publicly for the reform of the throngs. Though he cherished the throngs and the institution that had led the Dawi through the time of woes, he at length felt that in this age when foes drew ever closer to the heart of the Ankor, that the right steps should be taken to push them back. Though his arguments did not garner much traction throughout the Ankor they did gain the eye of the aging Kragg Deepdelve, who made contact with the marshal. At length beseeching the Slayer King to release Glorin from his vows so that Kragg could invest in the energetic duties. With Glorin now taken as the king's apprentice, Kragg attempted to use the last decade of his life to engender a kinder edge into his heir apparent. An attempt that was doomed to failure, for though he tried, Glorin always found his mind turning to martial matters, where he excelled above all other things. What Kragg's tutelage did achieve was teaching his protege how to maintain a network of reliable contacts throughout the Ankor ensuring that even when he did eventually pass, Glorin was able to assume the reigns of kingship right where Kragg left them, his energy, youth and vigour equal to Kragg's own when he first made his way to the throne.
The death of Kragg, when it did come, was something of an event throughout wider Aldankor. He had ruled longer than many of their nations had existed and the ascent of a new King to the throne of the Ankor was like the end of an era for them, with many sending their ablest diplomats to get an understanding of the disposition of this new wearer of the Dragon Crown. The event would be one for the ages, with all guests required to visit Barak Varr first, before upon the great armoured train, the enormous locomotive sending them further in an hour than days upon the march, they were forced to take the "Way of Kings" the new spur of the new Dwarven underway to eventually arrive at the foot of the Everpeak. Here at last they were allowed through the great gates of Karaz-a-Karak, open wide for the first time in centuries, where tradition would have them remain closed except in time of war. To the searching question, the guests were given only a single answer, that it is the will of the High King.
Finally, in the great audience chamber of the Everpeak, filled more than it had been in over a millennium, Glorin Azulthrung sat upon Grungnis throne, with the Great Book of Grudges lying open, a new page displayed to the world, and in tones deep enough to command over the thunder of guns, Glorin addressed the hall.
"The Urk and Grobi" he began, his voice dripping with vile hatred and malice.
"Ten thousand, nine hundred and twelve."
He flipped a page of the vast tome.
"The Thaggorakki, seven thousand eight hundred and ninety four."
Another rustle of parchment is heard.
"The Uzkular, one thousand four hundred and nine."
Nothing but a sound could be heard as Glorin held the dwarves spellbound.
"The Zharr, nine hundred and seventy one."
He pauses, looking from one side of the enormous chamber to the other showing them all the steely determination of a general who has done nothing for a century but ready himself for the role he now filled, for the burden he now bore.
"Let it be known that so long as these grudges go unavenged, the Dawi are at war. So long as one of our foes moves upon the world, the Dawi do not rest. So long as evil stalks the passages of our long-lost halls, we will be sharpening our axes and mustering our throngs. High King Kragg has invested in me an empire greater than it has been in a thousand years. Let our enemies rue the day they allowed us a moment to take our measure, let them regret having ever relented for a moment. The Gates of Karaz-a-Karak now stand open and they shall remain open till the day I no longer draw breath, let me make an oath of this now! Let all know once again the most ancient oaths of the Dawi, let it fill them with fear and horror at what is to come.
Khazukan Kazakit-ha!
Province Number
Dwarfpower
Head Tax
Wealth per turn
Potential Trade Routes
Runic infrastructure
Defensive level (max 2)
Additional info
Karaz Ankor
NA
1162
84
NA
Karaz a Karak
63
281
2.81
5
10
Waystone
Eyes of Grungi,
2
Karak Kadrin
95
172
1
9
Waystone,
Axe of Grimnir
1
Zhufbar
68
101
6
9
Waystone
Torrent of Zhufbar
1
Barak Varr
56
69
0.68
1
20
Waystone
1
Karak Hirn
54
41
1
9
Karak Norn
75
24
1
9
Karak Izor
52
30
1
9
Karak Vlag
97
106
1
9
Protective Runework
Waystone
1
Karak Azul
59
96
1
9
Waystone,
Gates of the Underearth
Protective Runework
2
Sealed
Karag Dum
103
23
0 (1)
0 (9)
Waystone
1
Sealed
Karak Azgaraz
76
69
1
9
Karak Drazgh
60
0
Waystone
Fallen
Karak 8 Peaks
58
0
Waystone
Fallen
Karak Azgal
37
0
Waystone
Fallen
Karak Zorn
???
0
Waystone
Fallen
Mount Gunbad
67
0
Fallen
Mount Silverspear
62
0
Fallen
Ekrund
38
0
Fallen
Karak Ungor
96
0
Waystone
Fallen
Karak Varn
69
0
Waystone
Fallen
Karak Akrak
110
27
1
9
1
Karag Kol
106
27
1
9
1
Karag Dron
61
0
Waystone
Fallen
Karaz Bryn
94
0
Waystone
Karak Skarrenduraz
138
33
3
9
1
Kraka Drak
112
41
Runic Siphon
Undistomaz
Hammers of Grungi
Norse
Kraka Ornsmotek
113
28
Runic Siphon
Undistomaz
Norse
Current Wealth
Hold income (mines/pop) with Tech bonus applied
Current Tech Bonus
Trade Income
Unique
Income
Pass Tarriffs/Maritime Trade
Total Income
Regular Expenses
Pre turn Balance
Turn Expenses
Additional Turn Income
Final Total
Turn 1
49
26
40%
12
2
6
46
14
+32
15
7
70
Turn 2
70
28
50%
11
2
6
47 (51)
19.66 (20)
+31
85
0
16
Turn
3
16
31
50%
13
2
6
52 (57)
19.66 (20)
+37
33
25
45
Turn
4
45
32
50%
14
2
5
53 (58)
21.33 (21)
+37
70
0
12
Turn 5
12
36
70%
16
2
1
55 (61)
29.33 (29)
+31
40
30
53
Turn 6
53
42
70%
18
7
9
75(82)
29.33 (29)
+53
67
0
39
Turn 7
39
42
70%
18
7
18
84(93)
33.33 (33)
+61
-68
15
47
Turn 8
47
46
70%
18.66
3
18.66
86.33(86)
36.33(36)
+50
Armies/Equipment
Maintenance
Location
Equipment with Runic power usage
The High Throng
4
Barak Varr
The Silver Throng
4
Karak Azul
The High Fleet
4
Darklands Coast
Gnolumgi
2
Karak Azul
Klad Karu
2
Karak Akrak
Dawrgarazal
2
Karag Kol
Vengeance Fleet
4
Darklands Coast
Runic Construction Golems
na
Karaz A Karak
2
Runic Construction Golems
na
Karaz A Karak
2
Elder Runic Equipment
1
Barak Varr
1
Runic equipment
0.33
Karaz A Karak
Runic equipment
0.33
Karak Azul
Runic equipment
0.33
Karak Kadrin
Runic equipment
0.33
Karak Vlag
Dal-Dron Fleet
4
Black Gulf
Runic Guardians
2
Karak Azul
Name
Purpose
Cost
West Southlands Midghals
Eases trade with the east, reduces dc of actions going east by 1
1 per turn
East Southlands Midghals
Eases trade with the east, reduces dc of actions going east by 1
1 per turn
Coaling Rights Ind
allows using Ind as a base for exploring further east
2 per turn
Reman Walls
defends both Varr and the Neighboring human provinces
1 per turn
Note, 105 (Uzkuluk) is Dawi Zharr controlled
(you have 5 actions)
Relevant modifiers, + 3 Martial, - 1 stewardship, - 1 diplomacy, - 1 to all innovative actions.
Skaven alertness level is dismissive
You have 2 units of Runic Golems, use their associate action by using
[X] Runic Golem Action (Name): to indicate what you are using the golems on
Useful Notes - Actions can have an additional actions committed to them, requiring the price to be paid again. but reducing the dc by d3 per action invested.
Martial Actions
[ ] Reclaim a Hold
The enemies of the Dawi squat in our ancestors' homes. Desecrating the halls of our kin and defiling the work of a dozen generations. But the Grobi and Thaggoraki breed like the vermin they are and fill our old homes more than we did even at our height. We must strike quickly and by surprise to forge a foothold, before we could even consider clearing out the mines.
Costs 5
Which Karak will we attempt to reclaim for the Karaz Ankor?
[ ] Karak Varn - While now contested for the title it was once the greatest and deepest mine of gromril anywhere within the Karaz Ankor. Lost when the Thaggoraki burst from the deepest shafts in a teeming horde to claim the warpstone that was also buried within the mountain.
DC = 20)
Owner = Skaven
Would massively raise Skaven alertness level
[ ] What standing armies would you choose to bring? (May choose up to 4)
[ ] Karag Dron - Once a great site of runesmithing, where the anvils of doom were originally forged and now re-forged, the volcano was abandoned however when the great black drake Azorgaron descended upon the mount and after fierce battle, made it his home. The drake now lies dead, however, and new veins in lost Iron Rock indicate that the mineral wealth of the region is far from expended.
DC = 19
Owner = Orcs
Would somewhat raise Skaven alertness level
[ ] What standing armies would you choose to bring? (May choose up to 4)
[ ] Mount Gunbad - With mines so deep and so rich that they did not have to send troops for the war on vengeance. Gunbad was famed for its brynduraz veins. A gem which glowed with an inner light and adorned many of the finest pieces of dwarven jewelry. It fell early in the time of woes as scores of orcs flooded into the world's edge mountains from the Dark Lands.
Owner = Orcs
DC = 20
Would somewhat raise Skaven alertness level
[ ] What standing armies would you choose to bring? (May choose up to 4)
[ ] Mount Silverspear - Another of the lost holds of the eastern worlds edge mountains. Mount Silverspear produced silver of unmatched quantity and quality. Yet it still fell quickly as the hordes of orcs pushed in when it was separated from its kin.
DC = 21
Owner = Orcs
Would somewhat raise Skaven alertness level
[ ] What standing armies would you choose to bring? (May choose up to 4)
[ ] Karaz Bryn - Karaz Bryn was once a famed gem mine within one of the highest peaks of the worlds edge mountains. Producing facades and works of art which filled even the most stubborn longbeard with Pride. However, their fall did not come from the Orcs or Skaven, but from the Queen of darkness, Neferata. Who in a surprise assault sent a legion of undead into the hold and made it her stronghold.
Owner = Neferata
DC = 21
Would somewhat raise Skaven alertness level
[ ] Karak Ungor - Almost mined out over the time of its long history. Karak Ungor had gradually turned into a thriving industrial center and place of learning. Producing some of the finest grudge throwers and crossbows in the entire Karaz Ankor. Alas, it fell while its warriors were concluding the war on vengeance. And when they returned they discovered their ancient home teeming with Urk and Grobi.
DC = 22
Owner = Orcs
Would somewhat raise Skaven alertness level
[ ] What standing armies would you choose to bring? (May choose up to 4)
[ ] Karak Drazh - What was once the third greatest hold in the Karaz Ankor, Black Crag for generations has been a fortress of the greenskins with hundreds of thousands, perhaps even millions calling its vast chambers home. However to reclaim one of the great mountains of the Dawi, one whose veins still ran with silver, gold and gem would be worth any cost. Especially now that the Liche lord nagash has set his eyes upon the prize
Initiates a war turn
Owner = Orcs/Nagash
Would somewhat raise Skaven alertness level
[ ] What standing armies would you choose to bring? (May choose up to 4)
[ ] Invade the Mountains
Attack a mountain province held by an opposing faction. These are counted as provinces with a DC of 16
Which province would you invade? (Has to border the Ankor)
[ ] What standing armies would you choose to bring? (May choose up to 4)
Would slightly raise Skaven alertness level
Costs 4
[ ] Raid Lustria
From Skaven records we have discovered the approximate locations of numerous Lizardmen temple-cities. Describing them as covered in jewels, gold and possessing many strange and interesting artifacts. The Skaven also ascribe to them very little ability in the way making war over the seas, allowing us to potentially raid and plunder them at our leisure.
DC = 18
Costs 6
[ ] What standing armies would you choose to bring? (May choose up to 4)
[ ] Loot the Grimaz Ankor
The mummy lords are mighty and fierce in their strongholds, their power is beyond questioning. However they still fight in the same manner as they did in eons past. Their armies of bone cast at best in bronze armour and their magics limited to only a few of their ancient priestly orders. Conducting a large scale invasion of Zandri, easily the most accessible of the Tomb cities would be liable to fund many future projects for the High King and slaughter at least a small portion of the numberless undead that continue to haunt that fallen kingdom.
DC = 16
Costs 4
[ ] What standing armies would you choose to bring? (May choose up to 4)
[ ] Relieve Azul
With the knowledge we have gained from the Skaven we know that the sealed hold of Azul is under dedicated assault by the great necromancer Nagash, possibly even with assistance from the Dawi Zharr. We don't know how well the hold fares at this time but sending reinforcements with all the learning the Ankor has gathered over the last millennia may do well to forestall an eventual collapse and allow us to firm up the garrison for long enough for more dedicated help to be mustered.
[ ] What standing armies would you choose to bring? (These will be kept in Azul till relieved, their maintenance costs will be paid by the High King still under an assumption of credit)
[ ] Do you unseal the hold?
[ ] How many of the Dawi will you send and from where? (max 50000)
[ ] What equipment would you like to send across?
Costs 2
DC = 7
[ ] Evacuate Azul
With the knowledge we have gained from the Skaven we know that the sealed hold of Azul is under dedicated assault by the great necromancer Nagash, possibly even with assistance from the Dawi Zharr. The Ankor however is not in a state to be able to relieve the hold and it would be better to save as many lives as possible before withdrawing.
DC = 5
[ ] What standing armies would you choose to bring?
+1 permanent shame, until Azul is resettled 50% chance of additional 1 shame for 5 turns
Costs 1
Do you destroy the hold as you exit?
[ ] Yes, destroys the hold utterly, guarantees additional 5 turns of temporary shame
[ ] Destroy the waystone, the thing Nagash is truly after, raises chance of additional shame to 75%
[ ] No, infrastructure is left intact
[ ] Add War Mammoths to Your Arsenal
The vast herds of mammoths that now populate the cliffs and valleys which surround the dwarven halls could be extremely useful in battle. Enormous, strong and quite tameable. They could serve as war mounts for the armies that the High King commands. However in payment for these attributes the creatures will likely be quite expensive to upkeep. So would only be kept for the throngs funded from the treasury of the Ankor itself. The only key would be figuring out both how they could actually be used in battle, and how the Dawi could be convinced to use them.
DC = 6 (Innovative)
Costs 1
Would Allow war mammoths to be attached as equipment to a standing army
War mammoths would add a -0.25 to the DC of Conquest Actions
Would unlock the Dromon Carriages action
[ ] Check on a Sealed Hold
Send an army with attached specialists in all the fields of Dawi knowledge to a lost hold. Slaughtering anything that would get in the way. Allowing them to keep up with the latest technological trends of the Karaz Ankor as well as confirming to the rest of the dwarves that they still exist.
[ ] What standing armies would you choose to bring? (May choose up to 3)
[ ] Karak Azul DC = 6, costs 2
[ ] Karag Dum DC = 5, costs 1
[ ] Set the Torch to Bilbali
Hundreds of Dawi lie dead and the honour of the Ankor will not be avenged, not after initial dismissals, until our tithe in blood has been paid. Those responsible for the Sack of Carcassonne and especially its dwarven quarter must pay the price for their greed and cruelty and what better way would there be than to visit vengeance upon Bilbali, the Capital of Estalia, to see blood paid for by blood.
DC = 7
Costs 3
[ ] What standing armies would you choose to bring? (May choose up to 3)
[ ] Attach a fleet to this action, state which fleet
[ ] Establish a Permanent Throng
The weight of fighting in the Karaz Ankor has always fallen upon the throngs of the holds. Armies raised at a moment's notice from the workmen of the holds. This has always proven enough for the dwarves, even when placed against the armies of Ulthuan in the War of Vengeance. Now, however, we have need of the greatest warriors from the clans to form a bulwark against foes too numerous for the throngs to fight alone. You need an army, funded from the coffers of the high king and paid for by the Karaz Ankor. Trained to perfection in the same way as any master of their craft. And armed with the best plate we can make without access to gromril.
[ ] In which hold will the throng be garrisoned?
[ ] What will the throng be named?
Creates a 10000 strong dwarf throng which when applied to a province conquest action will reduce the DC for that action by 1
Reduces occurrence and severity of invasions where garrisoned
Significantly reduces attrition where garrisoned
Costs 6
Costs 4 per turn once created
DC = 2
[ ] Recruit Gnolumgi
The practice of recruiting Gnolumgi has been refined to the point where we believe we have a strong understanding of how to go about it. And now that they have roundly proven themselves against the enemies of the Dawi there are some that call for some minor adjustment to be made to their doctrine.
[ ] In which hold will the Gnolumgi be garrisoned?
[ ] What will this Gnolumgi army be named?
Marginally reduces attrition when garrisoned
Reduces DC of conquest and vengeance actions by 0.5 when placed on campaign
When engaged in combat, will reduce dwarfpower losses by half until a limit of 10 dwarfpower is reached
Costs 3
Costs 2 per turn
DC = 3
[ ] Beat Back the Greenskins (See Rules on how clearing provinces works)
Clearing the realm of Grobi can be a very dangerous task, however if you want something done right a dwarf will have to do it.
[ ] What province? (must not be in the mountains)
[ ] What standing armies would you choose to bring? (May choose up to 3)
Costs 3
[ ] Establish a Permanent Navy
While the Navy of Barak Varr is reasonably available to the High King should the need arise, there are several tasks which the Karaz Ankor may be able to benefit from if a fleet was freely available to use. From exploration to far-off trading missions, there are many possibilities. And it is only our natural distaste of mercurial water that stops us from taking advantage.
Significantly reduces piracy in dwarven sea zones
Reduces DC of sea actions when applied by 2
Costs 8
Costs 4 per turn
DC = 3
[ ] Delve a Lost Hold
Though you would by far prefer to reconquer a lost hold, the Karaz Ankor is currently not capable of reclaiming all that it once had. Instead, a raid of a few hundred or thousand dwarves could be launched to try and reclaim the wealth of knowledge of the ancestors and deliver it into the keeping of their rightful owners. Though fraught with risk, many such expeditions have returned with lost treasures and long-forgotten lore.
[ ] Which hold will you attempt to delve?
Costs 1
DC = 6
Will reduce the DC of assaulting the hold in question by d3
Would slightly raise Skaven alertness level if it is a Skaven occupied hold
Potential to receive lost dwarven lore (likelihood reduces for each runic level achieved)
[ ] Create Great Fortress-Waystations on the Coast of Khuresh
With port rights established on Ind and Karak Skarrenduraz providing a bastion of dwarven might and expertise in the area, it has become much simpler to extend safe and navigable waterways even to Khuresh. With the possibility to wage a war of expansion in that area and construct great fortresses upon the edges of that benighted peninsular. Of course, with that land largely under the control of the Naga, actually holding this area would be a far greater difficulty than the migdhals of other regions, costing much more to build and maintain and likely to cost significant blood to hold.
DC = 10
Costs 25
Costs 2 per turn
Will cost 1d5 dwarfpower per turn
Lower DC for reaching Cathay and Ind
[ ] Attach a fleet to this action, state which fleet (max 1)
[ ] Attach standing armies to this action
[ ] Mount an Armed Expedition to Karak Zorn
With its location provided to us by the maps that the Asur have provided, we would be able to mount an expedition into the depths of the Southlands. Far further south in fact than near anyone but the most crazed had estimated. Prepare a sizable expedition to go into the heart of the Southlands and investigate if our kin still live.
Costs 3
DC 8
[ ] What standing armies are you sending? (Max 2)
[ ] Mount an Armed Expedition to Karak Azorn
With its location provided to us by the Cathayans, we could launch an expedition from Ulgash to ultimately locate Karak Azorn. A lost colony of Dawi hereto unheard of to the Karaz Ankor. Deep within the Mountains of Mourn however it would require a strong and well equipped army to force their way to the hold and see what there is to discover.
Cost 3 Gold
DC 6
[ ] What standing armies are you sending? (Max 2)
Stewardship Actions
[ ] Fortify Stancatia (Construction)
The feuding cities of Stancatia have been our vassals for generations, but the increasing sophistication of the lowland Umgi kingdoms and the enmity that seems to be bred between them renders Stancatia more vulnerable than it has ever been. If we set about fortifying the province to proper Dawi standards however, it should dissuade either the Reik or Bretonnia from attempting something foolish.
DC 3
Costs 10
Renders the province significantly easier to defend from lowland invasion
[ ] Toll the Reik (Construction)
The city of Damerest in Stancatia is the greatest lifeline of that enormous state of the same name. With it being the one and only route for oceanic trade for millions of people. Enhancing the docks to be able to accommodate all that trade and also enhancing the watchtowers and bastions along the rivers edge would mean that the city would be able to facilitate such a massive amount of trade properly while also being able to tax all those who pass through
DC 3
Costs 10
Generates 1 gold for every 3 civilized provinces in the Reik river basin
Would engender some level of distrust and antipathy with those being taxed
[ ] Expand the lowland network (Runic)
In ancient days the Ankor and Ulthuan together erected waystones across much of the old world. Utilizing each others skills to funnel the excess aetheric energy throughout the world in the direction of the great vortex. With us having recovered much of our runic lore we can now once again begin adding to the network, work which was ceased as Dawi and Asur sought every means with which to destroy each other
[ ] choose up to 4 (neutral or better aligned) provinces to reinforce
Costs 10 gold per province
[ ] to which network do you connect these 2
Dawi - increase runic power by ⅙ per province connect, very marginal decrease in chaos corruption
Asur - Marginally decrease chaos corruption
[ ] may add armies to action until a minimum DC of 4 is reached
DC = 6
[ ] Restore/Construct an Underway Section (Construction)
The Underway once connected nearly the entire Karaz Ankor into one continuous empire. Enabling safe and quick traffic between the various holds and ensuring each hold could specialize in the one thing that they did above all others. Rebuilding the network would bankrupt even the hoards of the Everpeak a dozen times over and would take centuries if not millennia. But one section at a time could be restored without shattering the Karaz Ankor unduly.
[ ] State which holds you would like to connect
Requires 2 actions for connections between adjacent provinces
Which route Shall be worked on?
Would slightly raise Skaven alertness level
Costs 21
DC 6
[ ] Search for a Sea-Hold
Once upon a time the idea to even go searching for a mountain next to the sea for the purpose of using the sea would have been considered laughable and a sign that the Dawi in question should spend some more time in the mines to get their head on straight. However with the great success of Barak Varr and the increasingly nautical ambitions of the High King, having bases such as Skarrenduraz and Barak Varr around the world would allow for naval projection currently undreamed of. Of course natural harbour and mountain fortress are words that do rarely go together. Send survey teams along the coastlines to see if there are any regions that the Dawi would consider suitable.
State which region you would like to survey (Western Southlands, Eastern Southlands, Khuresh, Arabyan Coast, Ind)
Costs 1
[ ] Attach a fleet to this action, state which fleet
DC ???
[ ] Levy Emergency Taxes
The High king does receive a small tithe from the various kings of the Karaz Ankor. However, in times of need they can temporarily raise the tax to cover shortfalls that would otherwise occur. Doing so occasionally is seen as reasonable and prudent by the other kings. Abusing the privilege however will make them increasingly recalcitrant.
Receive 1 additional gold per (unsealed) hold this turn
DC = 3 (increases by 2 each time this action is used)
[ ] Commission Undistomaz
The gift of the Norse dwarves, these guard stones create a field that saps the intent to harm from those who would attack the holds of the dwarves. With little that can overcome its inevitable pull, save only the largest or most determined hosts. They are however potent pieces of runework and would require the appropriate power source.
Greatly reduce attrition for Dawi in the hold
Mildly reduces size and strength of invasions
DC = 4
Costs 30
+1 runic skill
Uses 1 runic power
[ ] Commission Runic Equipment
Have the heirs of Thungni work upon the arms and armour of the Karaz Ankor. Have them craft enough weapons of the elder days as to arm 10000 Dawi such that they could face down five times their number and not take a single step back. Let the Urk, Grobi, and Thaggoraki look upon warriors armed with the weapons of our ancestor's days and know that their doom approaches.
[ ] To what hold or throng do you assign this runic equipment
DC 2
Reduces attrition in holds where they are kept
Mildly reduces damage of invasions where they are kept
Attrition and invasion reduction is not active when taken on campaign
Costs 0.33 per turn to maintain
Costs 15
[ ] Construct a Grand Masterwork
Great constructions of Incredible scale and scope, grand masterworks utilize runework to affect entire regions or even continents, beyond the ability of any but the richest of High Kings to historically construct, these mammoth constructions take centuries to complete and have beggard the realm before to see them finished. To have them within your hold is an honour among honours and what it does for the Ankor will be vast in its application.
Possible scales
Local - Very strong effect on the hold it is based within and those adjacent
Regional - Moderately strong effect on a region (Norsca, grey mountains)
Continental - relatively weak effect upon the whole continent it is based within (Ind, Aldankor)
[ ] Specify what exactly you wish the masterwork to do and what scale it will work on)
Cost = 50
Increases runic skill by 4
Requires 4 actions to complete (Actions do not have to all be spent on the same turn)
DC = 6
[ ] Commission Siphonic Waystone
Iterating on the work from the golden age, the siphonic waystone integrates the work of the Norse Dawi over the intervening millenaiia allowing the waystone to consume more aetheric energy when the concentration of the raw warpstuff is greater than the prior models had ever been capable of. The slight increase in cost over prior models being seen as nothing more than an necessary cost to the perfectionist Dawi
Cost = 40
Requires 2 actions to complete. (Actions do not have to all be spent on the same turn)
DC = 6
Increases runic skill by 2
Provides 1 runic power and can provide additional in areas of high aetheric energy.
[ ] Commission Runic Wards
The protective runework installed in ages past across the holds has stood firm against undead, Urk and Thaggorikki, however as we have uncovered further runic lore, our ability to continue improving those defences has run into complications in how to power runes of greater and greater potency, emplacing further wards upon the protective runework already installed will allow ever more runes to further harden our holds against attack.
Cost = 30
DC = 5
Costs 1 runic power
Increases runic skill by 1
Greatly enhances protective runework and allows it to scale in effectiveness beyond runic level 4
[ ] Create a Vast Armoury of Runic Equipment
It is said that in the heights of the golden age, entire throngs of the Dawi marched to war garbed in rune forged equipment. Proof against near any mortal weapon and enabling the bearer to battle even the mighty legions of Ulthuan without any fear of being over-matched. Forging again such a vast quantity of runic equipment would greatly ease any attempted conquests, or reconquest that the Dawi might aspire toward. while spread throughout the realm when not in use would go some way toward reducing the endless threats that all holds face
DC 2
Costs 25
Costs 3 upkeep per turn
Requires 3 actions to complete (which may be done on separate turns)
Causes a small regional reduction in attrition
Attrition and invasion reduction is not active when taken on campaign
The first conquest action in a turn receives a reduction to the DC of 2.5
[ ] (Cathay) Blades for the Dragons (Runic)
Cathay has the ability to create enchanted weaponry. Indeed many of the dragon guard who came in the dragons wake carry weapons imbued with magical strength. However, these enchantments wear over time, as the magic slowly degrades with the weapons use. Requiring either a mage to re-imbue the weapon with its lost potency or for the weapon to be reforged entirely. Proper runework however, brought forth by the ancient runelords of the Dawi does not suffer from the same wear and tear as that made by all but the greatest of Umgi mages and could still be used even with heavy use for the next millennia.
After the successful demonstration, several other dragon lords have come forward requesting that such blades be created for them as well, though their requests are much smaller individual than the Dragon of the Wests earlier request.
DC = 2
Gives 10 wealth upon completion.
[ ] Commission Protective Runework
Runes to harden stone and exhaust attackers line the fortifications. Runes that protect from arrow fire, and harden the resolve of those upon the walls. Or even alarm runes that warn of danger coming from the depths of the mines. Each has its place in ensuring the Karaz Ankor endures.
[ ] To what hold do you assign this runic work?
DC 2
Costs 15
tiny reduction in attrition where built and slightly Decreases the likelihood and severity of raids (base is measured at runic level 1)
increases in capabilities up to runic level 5
[ ] Commission Light Industrial Runework
Whether self-heating forges, tools that remain permanently sharp, or anvils that make metal slightly more malleable. Industrial rune smithing is extremely useful for the dwarves of the hold to make goods with.
[ ] To what hold do you assign this runic work?
DC 4
Costs 20
+4 trade routes per runic level in the hold in which these are placed
-1 runic power
[ ] Commission Heavy Mining Runecraft
Whether utilizing environmental advantages such as the torrents of Zhufbar or the application of crude runic golems to dig out vast chunks of rock, the dwarves of the Karaz Ankor have mastered the ability to dig out enormous quantities of mineral wealth from beneath their holds.
DC = 4
Costs 30
+1 wealth per turn from the hold per runic level
-1 runic power
Would very slightly raise Skaven alertness level
Increase runic skill by 1 on completion
[ ] Commission Dromon Class Siege Ships
Commission several ironclads with massive runic spinal cannons as a central component along the spine of the vessel. Imbued with Dromon Granitebeard's master rune of acceleration, coupled with the cannons own inherent firepower, this cannon carries enough force to clear the horizon and crack mountains. Though unwieldy to use in a fight themselves, they are not worthless as even a single hit on an enemy vessel can be enough to core it. However where this weapon truly shines is its ability to provide support to locations once thought immune to the thunder of naval guns. Or even vessels such as the dark elven black arks which would consider themselves supposedly immune to near anything that sails upon the ocean.
DC = 5
Costs 30
Provides +1 to rolls in naval combat
Fire support - Can provide a -.05 to province or hold conquest rolls
Siege cracker - Targets that would normally be considered immune to the guns of your fleet (black arks, sea holds) can theoretically be cracked by the thunder of these cannons
Requires 2 actions to complete (can be completed over multiple turns)
Increase runic skill by 1 on completion
[ ] Commission Runic Construction Golems
The Underway was not built in a day. Indeed it took many centuries for the underway to be built to the level that it was. Yet the time taken would have been far longer if the Karaz Ankor did not have access to construction golems. Massive creatures of rock and stone that can carry extraordinarily heavy weights and are tireless beyond all-knowing. Crude when compared to the Grimazul Gronti which formed the apex of golem work under the aegis of the Karaz Ankor. These slow, lumbering behemoths are nonetheless incredibly well suited for large-scale construction projects.
DC = 4
Costs 25
Allows a free construction action to be taken each turn when active
Whatever free construction project is taken on is completed at two thirds the cost and at a -2 to the DC
Requires 2 actions to complete (can be completed over multiple turns)
Costs 2 runic power when active
Increase runic skill by 2 on completion
[ ] Subvert the lowland waystones. (Runic)
In ancient days the Ankor and Ulthuan together erected waystones across much of the old world. Utilizing each others skills to funnel the excess aetheric energy throughout the world in the direction of the great vortex. With the war of vengeance won however, it is within our rights to direct the energy in our own direction collecting the runic power available, even if, severed from the vortex, there would be some aetheric overspill
Which Region
[ ]The Reik Basin and Kaltnord
[ ] Brettonia
[ ] Tilea and Estalia
[ ] Araby
[ ] Medea
DC = 5
Cost = 5
Increases runic power by ⅙ per province, each province subverted very slightly increases chaos corruption
[ ] Upgrade a Fleet with Runic Enhancements
Working alongside the construction of a fleet, the runelords of the Karaz Ankor have been inspired to implement improvements to the vessels of one of your fleets. Aiming to increase stability, speed, smoothness power, as well as outfitting the crews with some limited runic equipment themselves. This would result in a substantial qualitative improvement for the vessels. Seeing them vastly outstrip their rivals in capability across nearly all metrics. The only cost is the expense as ships are vast and any new ship constructed would need the runework redone entirely upon it.
DC = 5 (Innovative)
Costs 20
Increases runic skill by 1
Upgrades a fleet to improve its capabilities in combat and increase the bonus it provides in terms of DC for actions by 1
Increases a fleets range by 1
Upkeep for the fleet increases by 3 per turn
[ ] Commission Elder Runic Weapons
Runic weapons are potent and powerful creations that can enhance a dwarf far beyond the limits of their mortal frame. However, outside of masterpieces created by peerless runesmiths, there are sharp limits to the capabilities of these weapons. Elder rune weapons allow those limitations to be ignored by utilizing the vast flows of power captured beneath the holds. With this energy, runic weapons can be empowered beyond the limits of those more petty devices. Enabling the Dawi to perform feats that most would believe to be myths out of the time of heroes.
DC = 5
Costs 40
When equipped, reduces DC of conquering provinces and holds by 1
Significantly reduces attrition in the hold in which they are kept
Reduction in damage from invasions in the hold in which they are kept
Attrition and invasion reduction is not active when taken on campaign
Costs 1 runic power
Costs 1 per turn to maintain
Increase runic skill by 1 on completion
[ ] To what throng do you attach these weapons?
[ ] Commission Singular Masterpiece (for a Singular Hold)
With our knowledge of runesmithing returned to a shadow of what it once was, the runesmiths and runelords have thought up many projects which they are theoretically able to pursue. Ruinously expensive and each is tailored specifically for a singular hold. But the potential abilities that such runework would allow for are incredible.
DC = 6
Costs 40
Requires 2 actions to complete (can be completed over multiple turns)
Costs 2 runic power when active
Increase runic skill by 1 on completion
[ ] Commission Runic Guardians
Artifacts once thought lost to the Dawi, a runic guardian is a creature of ingenious make. Sized roughly as large as a troll or ogre they are a mechanical facsimile, guided by runecraft of a dwarven warrior. Capable of following a very set list of commands they are ideal for only a limited set of circumstances for depending on the purpose they were designed for, they can serve as eternal protectors of a hold, or expendable shock troops to overcome the enemies strongest points. For a thousand fighters with the strength and durability of a troll is a threat few foes can contend against.
DC = 4
Costs 24
Increases runic skill by 1 on completion
What set of commands are imprinted on the golems?
[ ] Runic Guardians - The guardians are designed as hold protectors, able to be moved and placed throughout both mines and passages to greatly reduce attrition for the hold as well as significantly reducing the damage caused by an invasion. Constant battle and eternal vigilance however would require them to be replaced early and often. Finally should a hold fall while Runic guardians are garrisoned there, the hold will not be occupied by the enemy for 1d3 turns.
Costs 2 per turn
[ ] Runic Destroyers - The guardians are instead programmed to act as indiscriminate shock troops to aid in the most difficult portions of a campaign of conquest. Becoming single-minded in their pursuit of the enemies destruction and nearly unstoppable when grouped in a mass of steel. Their lack of self-preservation instincts and their drive to kill relentlessly for a set time period will inevitable result in their destruction however.
Costs no upkeep
May be expended on a conquest or vengeance action for -2 to the DC (may only be used once per action)
[ ] Commission a unit of Grimazul Gronti
Fashioned lovingly by a runelord over the course of decades, Grimazul Gronti are the ultimate in known warfighting capabilities of runework. Towering behemoths of granite and stone that move and act much like the Dawi they once were in life, wielding az and hammer as if they were a being of flesh and blood only made twenty times the size, however the soul of the being that forged the golem is what is required to power and maintain it, and eventually the call of the underearth will be too strong even for those who long to remain. Leaving the gronti frozen, motionless and needing to be replaced. But for the century or so that they remain upon the field, all will know to fear the power of the Gronti
DC = 5
Cost = 30
Requires 3 actions to be completed (these can be done in a single turn or spread out among several)
Costs 10 gold per turn to maintain
Increase Runic Skill by 4 on completion
Requires 2 runic power to operate
Increases Runic decay by 0.25 per turn
Provides -3 to conquest action dc
[ ] Support the Guilds (may only be taken once)
The guilds have been empowered recently, as the runic skill of the dwarves has been lost over the last millennia. For if anything the skill and ability of their artisans and engineers have only increased as they have refined the arts of steel forging and steam power. Allowing some additional funding for guild projects would allow them to test more ideas and refine their techniques, without worrying how much it would cost the guild.
DC 3
Costs 5 Gold
Provides an extra roll on technological development at the end of the turn
[ ] Direct the Guilds (Innovative) (may only be taken once)
The guilds have always been quite independent from the kings of the Karaz Ankor and the High Kings especially. However, if you were to offer enough gold to quiet even the most wealthy guild leaders' grumblings, you may be able to direct some of their efforts in more experimental directions. Ordering commissions from some of the more radical or as yet untested engineers and seeing if these more far-flung ideas could be made to serve the Karaz Ankor.
DC 5
Costs 15
Provides an extra roll on technological development at the end of the turn
[ ] Overrule the Guilds (Innovative) (may only be taken once)
Using enough gold to beggar kingdoms to both bribe the guilds to ignore your actions and get the equipment and training needed. You could find those outside of the guild willing to experiment and work on technology too risky for the guilds to ever do it themselves. Handing over such a vast amount of money would give the opportunity for revolutionary breakthroughs from outside of the established system which may solve some of the Karaz Ankor's most enduring issues. However there are reasons that the engineers guild is as conservative as it is, and ignoring that may lead to unexpected consequences.
DC = 8
Costs 25
Provides 2 additional rolls on the technology table at the end of the turn
May cause unintended consequences
[ ] Migrate Dawi
Some holds may be struggling to survive after being isolated for so long. Therefore it may fall to the High King to direct the dwarves to where they are needed most. Uprooting thousands of fiercely proud dwarves may be a difficult task however and hefty sums would be required to ensure that they do leave their ancestral homes.
[ ] From which hold
[ ] To which hold
DC = 5
Costs 1 for every 2 dwarfpower moved rounding up
May not move more than 20 dwarfpower at a time
[ ] Colonize the Peaks (Construction)
Many mountains still lie throughout the realm that would offer great stores of wealth and minerals to whoever could stake their claim there. Some effort would have to be put into flushing out those dark creatures that make those mountains their haunts. But compared to that which the Dawi fight on a daily basis, that is no true threat. And if successful, a new hold could greatly strengthen the Karaz Ankor. (requires two actions to complete)
[ ] Pick an available province (one occupied by chaos/orcish beasts which can be reached by going through at worst neutral territory (the sea counts as neutral))
[ ] From which hold do the colonists come (will take 20 dwarfpower)
Would slightly raise Skaven alertness level
DC = 6
Costs 15
[ ] Build up the Colonies (Construction)
We already control the mountains in this province but none of the small fastnesses or fortresses could be said to come close to equaling the grandeur of a true hold. Establishing a proper city for the Dawi would serve as a strong central position that we can spread our influence over to eventually claim full mastery of the province.
[ ] Pick which province you wish to upgrade
Requires two actions to complete
Would slightly raise Skaven alertness level
DC = 3
Costs 12
[ ] Siphonic upgrade
upgrade one of the ancient waystones of the dawi with the Runic artifice invented in frozen Norsca, allowing the waystone to now increase the amount of aetheric energy it can draw and transmit based upon the amount of energy that is available in the air
[ ] Which waystone do you upgrade?
dc = 4
costs 20
[ ] Build Defenses (Construction)
Even the least of dwarven holds are formidable constructions. With dozens of battlements, cannon batteries, and redoubts.This, however, is taking it to the next level. Destroying entrance ways to the hold to ensure that all surface invaders would have to march through one choke-point. Rigging that path with prepared avalanches and lining it with sentry towers. Reinforcing the defenses proper of the hold, doubling the cannons upon the walls and creating dozens of fallback points throughout the length of the hold.
[ ] For which hold?
DC = 4
Costs 7 wealth
Significantly reduces the strength and threat of invasions
[ ] Upgrade Defenses (Construction)
Going even further than the fortifications that all of the old holds have pushes the limits of what the dwarves are capable of in terms of fortifications. Carving the one route to the hold into an exposed walkway which runs between a gauntlet of peaks with canon batteries dotting the entire route. Gate houses line the path, each with cauldrons of molten metal kept ready to pour on would-be attackers and each armed with weapons of the finest dwarven make. Finally, the last few hundred meters of the bridge to the hold itself are ready to blow to fully isolate the hold if need be. But keep away all unwanted guests. Only the most powerful of assaults could hope to breach these defenses, and even they would be greatly weakened once they arrive. Of course then they must contend with the defenses of the hold itself...
[ ] For which hold?
DC = 6
Costs 19
Greatly reduces the strength and threat of invasions
Costs 1 per turn to maintain
[ ] Conduct a Trading Voyage with the East (Innovative)
While the route across the Dark Lands does provide the cheapest route to conduct trade with the east, traveling by ship would be the most effective to transport actual appreciable amounts of goods. Setting up such a transport fleet would carry significant expense but the returns could be worth it.
DC = 4
Costs 3
If successful, gain 0.3 wealth for every civilized human province in the old world
(Gold gain decreases for each successful voyage in a turn)
[ ] Attach a fleet to this action, state which fleet
[ ] Mount an Expedition to Naggaroth for colonization (Innovative)
Naggaroth, the eastern continent beyond Ulthuan is known as the Land of Chill, and at least according to captured documents, a splinter faction of the elves resides in the far north. Led in those days by prince Malekith. However, of more interest to us is the fact that it supposedly bears no marks of the Orcs or Thaggoraki and possesses a large mountain range along the continent's entire length. In fact, the Asur have sighted a region which they believe would be perfect for the Dawi and are willing to provide substantial military and economic support to see the task completed.
DC = 3
Costs covered by the Asur
Will provide maps for a region of Naggaroth, hopefully establish a small colony and provide and provide further more established colonization actions if successful
Diplomacy
[ ] Check on a Sealed Hold.
Send specialists in all the fields of Dawi knowledge to a lost hold, making their way upon the ancient dwarf paths that have hopefully remained hidden to our enemies. Allowing them to keep up with the latest technological trends of the Karaz Ankor as well as confirming to the rest of the dwarves that they still exist.
[ ] Karak Azul DC = 7, costs 2
[ ] Karag Dum DC= 3, costs 1
[ ] Bring a Bargain to the Asur:
It has been multiple generations since peace was once again formalized between the realm of Ulthuan and the Karaz Ankor. Though distant neighbors, the elves have not given us any reason to distrust them more than any of the other kingdoms that we are willing to parlay with, and though the longbeards grumble, their unnecessarily long lifespan does make dealing dealing with them much more reasonable than the mayfly's of the Umgi. Even if it does make reaching agreements at times take unnecessarily long. We can reach out to them and see if there are any mutually beneficial agreements that we could come to.
[ ] Write in what you would like to discuss with the Asur
DC = 3
[ ] (Cathay) Permanent Embassies
Establish permanent embassies both at Barak Varr and at Shang Yang for your respective empires to speak with each other. These would allow requests and messages to reach your distant realms and also allow you to be aware in the most distant and vague of senses, of the goings-on in the distant east. As well as provide Cathay an observer status on the field of embassies outside of Magritta. Such embassies, required to display the wealth and power of the Karaz Ankor, would however be something of a drain on the treasury. Though not one so extreme as to seem utterly unreasonable.
Allows you to remain in (distant) contact with Cathay
Allows you to hear the most general news of the goings-on in Cathay
Costs 1 per turn
DC = 3
[ ] Attach a fleet to this action, state which fleet
[ ] Establish Trade and Diplomatic Contact with Nippon
An enigmatic nation of the far east, Nippon is known and feared throughout that realm as one of the premier trading and military powers. Its armies of elite samurai warriors have carved out a small vassal kingdom in Khuresh while its trade in sake, jade wares, and exquisite silks offer a bevy of goods that could be returned to profit from Aldankor. Having an introduction from Ind on the norms and how to establish relations will also help us greatly in this endeavor.
- DC = 2
- Costs 3
- Costs 1 per turn
- Allows establishment of diplomatic relations with Nippon
- Allows news to be heard from Nippon
- Significantly increases wealth generated from maritime trade, once Khuresh is made safely traversal-able
[ ] (Cathay) Force Respectable Trade Agreements
The elves are willing to try again if you are. Force Cathay to rescind their unacceptable trading requirements and establish permanent relations with both distant immortal empires. the recent attempt however would make them distinctly unlikely to view the attempt in anything bu the most negative of lights.
Allows you to remain in (distant) contact with Cathay
Allows you to hear the most general news of the goings-on in Cathay
Costs 1 per turn
DC = 17
[ ] Attach a fleet to this action, state which fleet
[ ] Send Expedition to Athel Loren (Innovative):
The Elgi of the forest have not troubled us for many generations. Though Norn does keep a close watch on the trees. It is recorded in the book of grudges that the people of Athel Loren only drew their blades against the Dawi after we had invaded their home. These grudges though not forgotten could be postponed if we wish to have true peace with the Elves of that dark capricious forest.
Athel Loren changes from suspicious to neutral
Costs 1
+1 shame for ten turns as grudges are slowly resolved
DC = 8
[ ] Make Available your Technology for Sale (Innovative)
You detest this, the guilds detest this and the Dawi as a whole detest this, but it must be done for the realm to be made secure. Offer the innovation of the Dawi up to the Umgi for the cost of mere coin and watch as they scramble to find any advantage over their rivals by paying you for the privilege. The Dawi might revolt at the thought of doing so for unproven umgak. But at the very least they have at least somewhat proven themselves over the past few hundred years.
Will receive a substantial amount of gold from the various parties who accept the deal.
+1 shame for ten turns
DC = 5
[ ] Choose a technology to offer
Available technologies: Crossbows, Turtle Ships, Bolt/Grudge Thrower, Picks, Plumbing and Windlasses, Fine Tooling, Matchlocks
[ ] Send a Series of Ambassadors to the... Courts of the Tomb Kings (Innovative)
The land of Nehekhara is an enigma. A land of death, where the dead do not lie easy. In fact, not only that, but they rule in a macabre pantomime of how they did in life. With great kings competing with each other for the favor of the greatest of these charnel lords, Settra the Imperishable, who rules with an iron fist over his domain. However, even in his time, his rule over the other cities and especially on the eastern side of the charnel valley is more in theory. For, in reality, bar paying deference to their overlord, and avoiding displeasing him, the Tomb Kings seem to be able to do as they will. Reach out to contact these grisly kings and discover if any of their interests, whatever they may be co-inside with your own.
Costs 3 (2 is a tribute to Settra)
DC = 6
Establish an understanding of the kings who take an interest in the mortal world and implement protocols for you to be able to talk to them
[ ] Send an Expedition to Karak Zorn
With its location provided to us by the maps that the Asur have provided, we would be able to mount an expedition into the depths of the Southlands. Far further south in fact than near anyone but the most crazed had estimated. Gathering a few sun-crazed dwarves and a few ambassadors, we can mount an expedition into the deepest jungles to discover if our kin still live.
Costs 2
DC 6
[ ] Send Expedition to the Fire (Chaos) Dwarves (Innovative)
The only reason we would reach out to our fallen kin is to get them to cease their attacks on the caravans which cross the Dark Lands near where they have established their cruel realm. To even acknowledge their shameful existence brings many longbeards to day-long bouts of grumbling and what they would ask in return we can only imagine.
Costs gold
DC = 8
[ ] Uplift the Tribes (Innovative)
We have been surrounded for many centuries by the tribes of men, whose numbers seem to swell with only slightly less speed than their Greenskin foes. We have always considered them beneath us, for their craft is poor and though brave, they have little skill in proper war-craft. As the cities of Tilea, Araby and far off Cathay have shown, however, there is hope for the race of men and perhaps they could act as a far more capable shield than they do at the moment if they were given the appropriate tutelage.
[ ] Select province to attempt to uplift
Costs 3
DC = 6
[ ] Unify Your Vassals (Innovative)
Though civilized, the human realm that we have beneath us bicker and fight with each other as much as with those we wish them to guard against. Gather the leaders of these cities together, find that which links them and forge bonds of steel between these petty cities to form a nation.
[ ] Select province to attempt to unify
Costs 1
DC = 6
[0] Mount an expedition to Naggarond (Innovative)
The Tower of Dread, or so say the elven maps that we have gathered. However, it is home, or at least was, to Malekith. Arch traitor of the house of Aenarion, and master of the northern portion of that bleak, dark continent. If he would receive you is unknown. For now, at least, the Dawi are not willing to broach the matter with the architect of the War of Vengeance.
DC ???
Costs 3
[ ] Attach a fleet to this action, state which fleet
[ ] Mount an Expedition to Lustria (Innovative)
From Skaven records we have discovered the approximate locations of numerous Lizardmen temple-cities. We know not what they want or how they would react to our intermediaries, however it would cost us little to arrange some form of meeting with their leadership to establish diplomatic relations.
DC = 7
Costs 3
[ ] Attach a fleet to this action, state which fleet
[ ] Uplift the Lizardmen of Skarrenduraz (Innovative)
The Lizardmen of Skarrenduraz have proven to be worthy friends even in the scattered and fractured state that we have found them. Introducing them to some rudimentary tenets of proper civilization such as the guild and even clan systems, with some changes, coupled with teaching them the rudiments of proper if basic technology could see them become truly worth allies.
DC = 5
Costs 1
[ ] Settle Matters with the Estalians
Hundreds of Dawi lie dead and the honour of the Ankor will not be avenged, not after initial dismissals, until our tithe in blood has been paid. Those responsible for the Sack of Carcassonne and especially its dwarven quarter must pay the price for their greed and cruelty, while extorting a monetary cost would also be essential.
DC = 8
Costs 2
[ ] Attach a fleet to this action, state which fleet
[ ] Attach standing armies to this action (max 1)
[ ] Attempt to Vassalize a Region for the Good of the Karaz Ankor
There are many regions around the Karaz Ankor that are occupied by human tribes who survive at the whims of the Orcs and other monsters that inhabit the world outside of our mountains. Offer them sanctuary beneath dwarven arms so long as they are willing to respect the word of an elder and more dependable race.
DC = 7
Costs 1 (for primitive humans)
Costs 3 (for tribal humans)
Vassalizes a human province of either primitives or settled tribes
[ ] Parlay with the Naga
A race of serpentine creatures supposedly under the control of blood queens, the Naga are an enigmatic and seemingly stable society who hold most of Khuresh. All Indans have agreed that they are not to be trusted and are almost always actively hostile, however perhaps, backed with some naval might , we may be able to establish relations.
DC = 7
Costs 3
[ ] Attach a fleet to this action, state which fleet
[ ] Reach Out to a Known and Nearby Civilized Faction
There are many realms nearby that we could have dealings with now that we have emerged somewhat from our isolation. Reaching out to them should not be difficult and nor should getting at least our smaller neighbors to do as we wish. Everyone likes gold after all, and who has more than the Dawi?
Costs 1
[ ] To which faction would you like to reach out to?
[ ] What would you like to ask of them? (please reach out to the QM before doing this option so I can decide cost and DC)
[ ] Contact Zlatlan
With the knowledge taken from the Skaven we have been able to divine that Zlatlan is likely still inhabited by Lizardmen, whose civilization, though foreign, could potentially be communicated with. Attempting a myriad of different communication attempts could see us be able to establish actual relations with the...creatures.
Costs 2
DC = 6
[ ] Attach a fleet to this action, state which fleet
[ ] Investigate the deep magic (Vantigon)
Over the centuries, several conversations have been had with Vantigon in regards to the 'deep magic' that he describes utilizing to shape the creatures that he works upon. Several runesmiths have seized upon this and confirmed that though utilized differently, this lines up with the 'deep magic' that the ancient Runelords of the Golden age were said to use to power the great Golems of old, with many theorizing that this altered power source could go a long way towards allowing more golems to be used more readily, if the secrets could be garnered from the great titan.
DC = 6 (innovative)
Cost = 3
Would reduce runic power usage of golem constructs by 1
mitigates the rate at which Grimazul Gronti decay and collapse
[ ] Discuss the lowland waystones.
In ancient days the Ankor and Ulthuan together erected waystones across much of the old world. Utilizing each others skills to funnel the excess aetheric energy throughout the world in the direction of the great vortex. It is unreasonable however, that Ulthuan should be the only direct beneficiary of our mutual task, establish a meeting with the phoenix king to discuss how power should be shared. Likely starting with reconnecting the Ankor to the wider network.
Cost = 3
DC = 3 - begins a discussion interrupt
Free Actions (can be done at no cost and as often as desired)
[ ] Enforce Your Will on the Ankor
- Costs 1 per unsealed hold
- Provides 1 free action
- May be taken additional times, but each subsequent attempt costs 1 additional gold per hold.
[ ] Move a Garrison Between Holds
[ ] What garrison are you moving?
[ ] From where?
[ ] To where?
[ ] Transfer Ownership of Runic Weapons
[ ] From where? (can be a hold or a throng)
[ ] To where? (can be a hold or a throng)
[ ] Transfer Ownership of Elder Runic Weapons
[ ] From where? (can be a hold or a throng)
[ ] To where? (can be a hold or a throng)
[ ] Assistance Against the Naga
The kings of the eastern Kingdoms of Ind have upon seeing the vessels which the Ankor commands, requested that the High King turn these fleets against the powerful fleshcrafting blood Naga that ever endanger their eastern flank. Willing to fund spoiling raids and even outright incursions against the Naga in an effort to give them breathing room to turn their attention west.
[ ] What fleets do you assign to the actions? (max 2)
Assign fleets to action, earning maintenance + 2 gold per turn per fleet
Each fleet assigned would incur 1d5 + 2 dwarfpower casualties per turn
[ ] Assistance Against the Urk
The kings of the eastern Kingdoms of Ind have upon seeing the vessels which the Ankor commands, requested that the High King assist in their perennial conflict against the Urk. Trusting that the Ankor's armies would match if not exceed their naval might, they are willing to bear the cost of these armies and then some to leverage them against their Greenskin opponents.
[ ] What standing armies do you assign to the actions? (Max 2)
Armies can be assigned to this action, and will have their upkeep +2 wealth paid for per turn
Only two armies can be assigned per turn
Each army assigned would incur 1d5 + 2 dwarf power casualties per turn, unless they are gnolumgi
[ ] Commission Runic Equipment from the Norse Dawi
With the Ankor stretched in terms of attention but not in wealth we can lean upon our vassals to create the tools for us to continue our conquests. Even if their relatively small size would mean that such could be the work of generations.
[ ] Plan All-In Turn Actions
-[ ] Reclaim a Hold (-5 Wealth)
--[ ] Use Railhead (-10 Wealth)
--[ ] Karak Drazh (War Turn)
---[ ] Use Additional Railhead Action
---[ ] All Standing Throngs (High Throng equipped with Elder Runic Equipment)
---[ ] Klad Karu
---[ ] Dawrgarazal
---[ ] All available sets of Runic Equipment
---[ ] Use Runic Destroyers
-[ ] Additional Action on Reclaiming Karak Drazh (-5 Wealth)
-[ ] Establish a Permanent Throng (-6 Wealth) (100% CoS)
--[ ] Garrisoned in Karak Drazh (if we take it, Karak Kadrin if not.)
--[ ] Throng of Vengeance
-[ ] Establish a Permanent Throng (-6 Wealth) (100% CoS)
--[ ] Garrisoned in Karak Akrak
--[ ] Throng of Reckoning
-[ ] Delve a Lost Hold (-1 Wealth) (80% CoS)
--[ ] Karak Drazh
-[ ] Commission Runic Guardians (-24 Wealth) (70% CoS)
--[ ] Runic Guardians - Karak Drazh (if taken, Karaz-a-Karak if not.) Free Actions
-[ ] Runic Golem Action: Restore an underway section (-7 Wealth) (50% Discount due to Norse Dwarf Funding) (60% CoS)
--[ ] Kraka Drakk to Karak Akrak (1/2)
-[ ] Runic Golem Action: Restore an underway section (-7 Wealth) (50% Discount due to Norse Dwarf Funding) (60% CoS)
--[ ] Kraka Drakk to Karak Akrak (2/2)
-[ ] Enforce Your Will on the Ankor (-12 Wealth, +1 Action)
-[ ] Move High Throng and Elder Runic Equipment from Barak Varr to Karaz-a-Karak.
-[ ] Move Dawrgarazal from Karag Kol to Karak Drazh (if taken.)
Total Cost: 83 Wealth
A total of three actions going onto the war for Karak Drazh (any more results in severely diminishing returns.) This is important because we can't let Nagash get another Waystone, or the 3rd largest Hold in the history of the Karaz Ankor. This is going to cost a lot of Dwarf blood, that's for certain. But for the first time, the Karaz Ankor can afford to take the loss. A Delve is also being done since that's been indicated to have an effect even in a War Turn.
In the meantime, we're setting up for war against the Chaos Dwarfs and other reclamation campaigns. Two Permanent Throngs for a massive spike in our mobile combat power, and Runic Guardians to hold Drazh against Nagash after we take it (alongside moving the Dawrgarazal there and making sure one of our new Standing Throngs has it as a base of operations.)
Word from Lonkas is that the Norse Dwarfs are willing to fund half the cost of the Underway if it involves one of their Holds, which plus Uzkulak, plus the potential for more Gromril for our Standing Throngs, means that Akrak is the next target.
Over the centuries, several conversations have been had with Vantigon in regards to the 'deep magic' that he describes utilizing to shape the creatures that he works upon. Several runesmiths have seized upon this and confirmed that though utilized differently, this lines up with the 'deep magic' that the ancient Runelords of the Golden age were said to use to power the great Golems of old, with many theorizing that this altered power source could go a long way towards allowing more golems to be used more readily, if the secrets could be garnered from the great titan.
DC = 6 (innovative)
Cost = 3
Would reduce runic power usage of golem constructs by 1
mitigates the rate at which Grimazul Gronti decay and collapse
[ ] Karak Drazh - What was once the third greatest hold in the Karaz Ankor, Black Crag for generations has been a fortress of the greenskins with hundreds of thousands, perhaps even millions calling its vast chambers home. However to reclaim one of the great mountains of the Dawi, one whose veins still ran with silver, gold and gem would be worth any cost. Especially now that the Liche lord nagash has set his eyes upon the prize
Initiates a war turn
Owner = Orcs/Nagash
Would somewhat raise Skaven alertness level
[ ] What standing armies would you choose to bring? (May choose up to 4
Indeed, its a war turn, a war turn is made up of many, many rolls, not just one. This is necessary to simulate the fact that you're trying to rush in and take it while Nagash is doing the same