[X] "Find them and kill one of theirs.":
An eye for an eye. It is the Dawi way. Ansgar will kill one of the Copperbreakers.
The cycle continues.
+1 Pride: Blood for blood. No Dawi shall hurt your kin and get away with it.
Rolled 94
Ansgar slams a bloody helmet down on your table. He has a foul look in his eye as he examines your reaction to it. It is an ornate winged design, made of black steel with fine golden filigree, and a large green gemstone over the brow. "Took me a while, but I found the Zaki that led the attack on the Brookspanners. Caught him taking a leak behind a tree close to where the Copperbreakers are setting up their hold."
"You stabbed him in the back?" You raise an eyebrow. Normally you wouldn't judge. But doing such a thing could cause a reputation for disreputable fighting to spread regarding your cla- You stop that ore wagon of thought. You don't care. The bastard is dead, and that is good enough for you.
Ansgar feigns indignation, hand pressed to his chest and gasping. "You hurt me, My Thane. I walked up and told him I was going to kill him for what he did. Then when he reached for his axe, I jammed a dagger down his throat. I took the helmet as…" He hesitates. "Well, it is flashy. And I figured taking the severed head as proof would be a little much."
"A little." You agree with a snort. You pick up the helmet, examining the material. "Well made too." You flip it around, finding the maker's mark. "Karak Azul?" You grimace, peeling at the leather lining inside. You pull it back, revealing a familiar grey metal. An inner layer of Gromril to protect against concussive blows. The clan is rich enough for an inner layer to guard the heads of leading Dawi, but not enough for full helmets.
A sigh escapes your lips as you remember the ancient Dawi laws drilled into you as a beardling. Of the sacrosanct nature of Gromril and rune items. You show it to Ansgar who frowns. The ranger's face sours. "Damn. Guess we have to give it back."
"It would be the foulest thievery to take Gromril from its creators." You pause, then wink. "But it is winter. Can't move in this weather. I'll put it on a pedestal in the new hall. Everyone can have a very good look before we send it back. In fact, we'll charge a copper penny to touch it, and donate it to Helga's temple."
Ansgar gives a nod of approval, the corner of his mouth rising slightly in a wry smile. "Truly, you are a wise and generous Thane."
The helmet of the Gatewarden of the Copperbreaker Clan's Hammerers is put on display for your clan to witness, with the clan admiring the craft involved and the justice that it represents. Following the spring thaw, the helmet is returned to Clan Copperbreaker by Ansgar's rangers under a flag of truce.
The Copperbreakers are quintessential Karak-dwelling Dawi and hesitate over large overland journeys, especially now that they know of the ranger skills of your Dawi. Ansgar has his rangers keep a good eye on the paths that any band of Copperbreakers might need to use to get to you. So far, warning shots hidden from concealment have deterred the occasional band of Copperbreakers.
The Copperbreaker Clan fumes and they chew their beards in frustration. But they are unable to strike at your clan. So far, the rangers have sent any who get too close to your territory away with threats and the occasional beating. The Copperbreaker clan has moved into the Black Mountains and set up a temporary settlement outside a mine. They are cautious and paranoid after Ansgar's killing of the leader of their Thane's personal guard.
You have struck the latest blow in the blood feud. Clan Copperbreaker will be waiting for an opportunity to strike back.
Clan Copperbreaker consists of just over eight hundred Dawi, with no Ironbreakers, five hammerers, and thirty full time warriors. They are predominantly miners, and seek to sell processed ingots to Karak Hirn or to Averland, depending on the interest.
They have amicable relations with Karak Hirn, but have no interest in bringing them into an internal feud, as to do so is to appear weak.
The last gatekeeper of the Hammerers was killed by Ansgar and their helmet taken as a trophy, before being returned after the spring thaw, in accordance with Dawi law about Gromril weapons and armour.
Bugman and his wife have completed their brewery and are now producing a steady stream of good beer for your Dawi to enjoy. The brewery and attached inn is a growing hub for the social life of your Dawi. Spending an evening in the Bugman's Inn is an extremely good time.
Gain building:
Bugman's family brewery:
A small humble inn close to the river, with a brewery nearby. Thanks to the fine barley and wheat your Dawi grow, they have been able to produce a regular stream of good Dawi beer. Although to some of their chagrin, your Dawi like their brandy as well!
You earn 50 Gorls each turn
Sudden arrivals.
The arrival of new Dawi to your village is almost always a welcome occurrence, especially when the new arrivals are a large band of what appears to be merchants. Two dozen Dawi in sturdy well made travelling clothes wait at the gate, already introducing themselves and getting to know your people. Their arrival was unannounced, but they approached openly and seem rather gregarious.
"You must be the Thane!" one of them says, looking at your crown. A black bearded Longbeard whose hair has developed streaks of silver, and seems to be bound into a net. He has a walking stick and proudly carries a backpack with a small anvil and some other smithing tools attached to it.
You smile and mutter the first words of a greeting, when he encloses your hand in a sooty calloused hand and shakes it firmly. He grins, showing clean white teeth.
"The name's Gronack Hearthkeeper. I'm from Averheim. Saw you passing through a few years back, and liked the look of you. So I got a bunch of my lads together and we came to have a look at what you're doing. And you know what, I like what I'm seeing."
You incline your head respectfully, returning the shake with as much strength as you're able to muster. His presence is overwhelming. "That is a pleasant thing to hear, my friend. What brings you to us?"
"Why, we want to join, lad! This Empire is fraying at the seams and a safe spot where a Dawi can live without needing to worry about war passing by is starting to sound good right about now." He grimaces, becoming serious. "I'm here to see if you'll take us in."
You blink at him. "What kind of question is that? My clan has never denied a fellow Dawi that sought to join us!"
The Umgdawi in the Empire have begun to catch wind of your existence, and the first of what could be many groups have begun to arrive. The first arrivals are artisans and journey dwarfs from Averheim, led by Gronack Hearthkeeper, an Umgdawi toolmaker from Averheim.
The Umgdawi have familial bonds akin to the clans, but do not have the strict craftguild system of the Karak Dawi. Each Dawi is generally encouraged to find their own way in life and how to make a living which is close to how your own clan does it. Any who join must swear an oath to treat you like their thane so long they are upon your territory.
Every turn, you will receive Umgdawi searching for a stable place to settle. While the early arrivals are a handful of skilled tradespeople, larger waves that stress food supplies or require logistical or administrative improvements, are liable to occur. At which point you must decide whether or not to allow them.
You can choose up to five actions.
Diplomacy - 13
[]Contact the local fanatics:
Almok Silversinger, your herald, will go out to visit the city of Kell and see if the Sigmarite zealots are willing to open up trade negotiations with you.
[]Make diplomatic contact with Wissenland:
Almok Silversinger, your herald, will go out to Wissenburg, capital of Wissenland, and attempt to open diplomatic contact with the province, and to find out if there are any goods you have that they'd be interested in.
[]Make diplomatic contact with Averland:
Averheim, capital of Averland, is a city with a rich history of Dawi settlement and generally works to maintain good relations with the Karaz Ankor. Attempt to open diplomatic contact with the province, and to find out if there are any goods you have that they'd be interested in.
[]Make diplomatic contact with Nuln:
The free city state of Nuln is supposedly a bastion of industry and 'liberalism' or whatever the humans call it. Open diplomatic contact and discover if there are any goods you have that they'd be interested in.
[]Make diplomatic contact with Karak Norn:
The unofficial capital of the Grey Mountains. Karak Norn is one of the oldest Dawi holds outside of the Grey Mountains, matched only by Karak Hirn. The Karak has a history of being very poor by the standards of the Karaz Ankor.
Following your introduction to Karak Norn by asking for their priests, they have grown somewhat fond of you, and are willing to open diplomatic contact.
[] Trade with Karak Norn - Importing steel:
Karak Norn is interested in your fine carpentry. It turns out they're great at burning down Athel Loren trees, but less so at actually working wood. What they have seen of the furniture your Dawi have made, has impressed them. They are willing to sell you steel in exchange for Dawi-made furniture.
Exchanges your furniture trade good for steel.
Unlocks: Smiths and toolmakers.
[]Make diplomatic contact with Karak Izor and the Vaults:
Karak Izor is the largest hold outside of the World's Edge (Except Barak Varr, if the Varenka Foothills are not counted as the World's Edge), and considers itself to be a bastion of the Dawi. Karak Izor is the closest thing to an Everpeak that the Grey Mountains, Vaults, and Black Mountains have, and they seek to build a reputation for fair governance and reliable leadership.
[]Make diplomatic contact with Karak Hirn and Khazid Grentaz:
The greatest Karak of the Black Mountains. Karak Hirn has historically been reliant on the Empire for food imports, paying with steel and weapons. They have recently founded a new hold named Khazid Grentaz to try and alleviate this problem. But even this new hold has found more interest in lumber and its own mines than working fields.
Martial - 11
Selgra(15) will attempt to salvage failed Martial actions.
[] Troggkul:
Command the death of a troll to herald in the new year. Its meat will make for a hearty stew, and its hide will be used for making strong weapons and armour.
Starts improved leatherworking research.
[] Militia training and weapons:
All adult able-bodied Dawi must spend a set amount of hours each week training crossbows and performing practice duels. There will also be evacuation drills to quickly move the people into the walls alongside their cattle.
All Dawi fighters traditionally use tools in combat, and the foresters among your Dawi have gotten quite good at using billhooks and mattocks to hew ground and trim trees. They even have some evidently designed for combat, but prefer to stick to axes. Encourage them to use billhooks as weapons.
Encourages the use of billhooks by your Dawi alongside mattocks and axes. Hammers and picks decline in popularity due to there being fewer miners. Your Dawi fight more effectively in formation. In the event of conflict, they will quickly know what to do.
[] Purge the woods:
The Wolfbreaker intends to clear the woods between Sonnefurt and Kreutzhofen of the current Greenskin and Beastmen infestations. He has offered to cooperate with you in this, asking for your Dawi to provide scouts for the effort. Margak and his lads will put together sixty Dawi in groups of twenty, and provide ranged support for the Umgi.
This will re-open land trade from Tilea through Kreutzhofen. Traders heading across the river will be passing by your Clan.
Stewardship - 15
Vellna(16) will attempt to salvage failed Stewardship actions.
(Note regarding exports: Each 'trade good' is roughly worth the same except for rare exceptions you haven't gotten to yet. The quantity of the export varies, meaning that a Trade good of Bricks will be a huge amount, but one of honey will be a much smaller supply of jars. Deciding what you will base your economy on is therefore a roleplay heavy decision. What do you want your clan to be known for, how does that allow you to interact with Dawi or Umgi?)
Lumber supply:
The clan's sustainable forestry methods puts a cap on the total amount of lumber they can get from the wood, especially so soon after their arrival. If you do not pick one, the lumber supply will build up.
Current lumber: 2
[] Laying down the carpentry:
Wooden frameworks are built around the stone houses built by your clan. The design is one that uses the strengths of both materials to create strong reliable homes, which are also aesthetically pleasing to you clan.
Needs 1 Lumber
[] Docks and Rebuilding the Brookspanner Boats:
Docks and barges are the lifeblood of trade in the Empire. And the Brookspanners are actually not that bad in boatbuilding. With the loss of their boats, they are at loss for what to do. They will be instructed to build a dock and replace their lost boats. Fishing will supplement food supplies, and their docks will be a good start for a trading post.
Builds fishing ships, a dock and a trading post.
Needs 1 Lumber
[] Dockyard and barges:
Anything Elgi and Umgi can do, your Dawi can do better!
Give the Brookspanner leave to build a dockyard and a trading barge. That way, your Dawi will not be dependent on the Umgi to come to you for trading.
Your barge will provide 3d50 Gorls per turn for your treasury. This trade will spread word of your Clan's goods.
Having a barge moving through the empire will attract traders to its origin, and provide useful intelligence. This barge will provide rumours and information from all the Empire's electoral provinces.
Needs 1 Lumber
[] Brightstone Caravans and Transportation services:
Some of your Dawi are starting to get itchy feet from staying in the same place for so long. One has asked to be allowed to take his family and their wagons and begin to travel through the Empire as a caravan. He asks for a not insubstantial payment to set up a caravan company.
Will provide 2d50 Gorls per year.
Having a caravan moving through the empire will attract traders to its origin, and provide useful intelligence. Being landbound, this Caravan will provide rumours and information from the Grey Mountains, Vaults, Black Mountains, and Tilea.
[] Coaching houses and inns:
An idea for earning money for the Clan, is to set up fortified coaching houses and waystations in important trade routes in the Empire. But for that, you need to build some first. By upgrading the waystations between your Khazids, you'll nail down an effective and easily transplanted design.
If you establish a trade route, your Dawi will automatically construct coaching houses. This provides 25 Gorls for each Trade Good that you buy or sell along said route.
You make the protection of trade infrastructure a pillar of your economy
Unlocks: "Riverside inns and repairs"
[] Caravan protection services:
Your clan has experience in hiring out its rangers as mercenaries and caravan guards. Send out Rangers to the local humans and figure out which if any traders are active in the area, and might be interested in hiring your clan as guards.
Will provide 1d50 Gorls per turn at the start of the service.
Provides an opportunity for young Dawi to learn ranging and axework.
You begin developing protection services.
[] Exporting excess grain:
Your Dawi are skilled farmers and produce more grains than you need for personal consumption. You have many types of grain, each mixture oriented towards a specific type of bread. You recently learned that you produce a type of grain that could be very valuable to Dawi for its cultural significance.
You begin developing agriculture as a pillar of your economy.
[] Granite Slabs, blocks, and bricks:
Order the setup of a small stonemason shop which will begin making perfect dwarf-cut blocks of Sky Granite for export. Fine stone bricks will be made from the granite that's not good enough for our use, but which the manlings think is flawless. (Foolish manlings) These bricks are packaged for export to interested manlings. It is a curious trade, but such a fine stone will surely have demand for it. Or someone will use it for paving.
You begin developing masonry as a pillar of your economy.
[] Leatherworking and horns:
With the first of your Aurochs being butchered, you have been getting your hands on their fine hides. Auroch leather is some of the toughest produced by normal animals, and few people maintain breeding stocks of the mighty animals. Dawi leatherworkers will make fine boots from them. One of your Dawi insists that Humans are always buying boots, and Selgra agrees on this. The horns of the beasts will be used for decoration and reinforcement of the boots.
You begin to develop leatherworking as a pillar of your economy.
[]Assign family to azurite extraction and production:
Ask Vellna to find a family that wishes to take the responsibility of mining Azurite and processing it for pigments. This family will be charged with managing the production of this material for trade.
Dyeworks and pigments become a pillar of your export economy.
Increases the value of your pottery and leatherworking.
[] Truffles and honey:
Truffles and honey are both luxury products which last a while and can be transported. Umgi love both and pay a high price for both of them. Order the expansion of Truffle production and have the Honeybeard family aided in setting up additional apiaries. Ensure that the clan has an abundance of honey for trading.
Needed to create mead.
Luxury foodstuffs become a pillar of your export economy.
[] Dig deeper into the Azurite:
Azurite is often found on the edges of larger deposits of copper-bearing ores. Malachite and Cuprite are potential finds, providing both copper ore and precious stones for decoration.
Copper mining becomes a pillar of your export economy.
[] Try another hill:
Have the Ironbeard family make another exploration shaft to see if they can find any usable ores.
Intrigue - 15
Ansgar(19) will attempt to salvage failed Intrigue actions
[] The Tenderfinger family:
The Tenderfinger family manages a herd of sheep and are skilled weavers. They bring with them additional cold weather garb and their herd of sheep. Nobody has seen them in a decade, but they have left marks and messages in cairns that indicate they are still alive.
Will bring weavers and a sheep herd.
This will take 1d3 Years and deprive you of Ansgar's services.
[] Keep an eye on the Copperbreakers:
Ansgar and his rangers will proactively keep the Copperbreaker Clan holed up in their Karak and inform you of what they are currently doing.
[] Search out Umgdawi beyond the province:
Instruct Ansgar to leave Sudenland and search for Umgdawi that would be interested in joining your settlement.
Large immigration waves with little attention paid to which skills they have.
Learning - 13
Helga (17) will attempt to salvage failed learning actions
[] Survey local lands:
Send out dour Longbeards to examine the lands between your side of the River Söll and the Grey Mountains. Find the local humans, potential sources of wealth, and anything that you might have missed.
Chance to find mineral wealth, useful plants and animals, ruins, and find local Umgi.
[] Get to know the province:
Send out inquisitive beardlings throughout Solland to find the locals and hear out all the gossip. Get a good grasp of just what it is like.
[] Request skilled labour:
With Helga's connection to the priestesses of Valaya, try to spread the word for any Dawi that might be interested in joining the Karak. Ask her to find skilled Dawi for the most part
Helga works with the Valayan priestesses of Karak Norn to see if they can find any Dawi among the Karak who might be convinced to aid in developing your city.
[] Runes of Verminkill:
Runes that automatically strike out and kill any rats or other vermin that enters rooms warded by them.
Helga has eagerly informed you that these runes will kill 'these cats that keep sleeping on my bed.'
[] Granite suitability for runecraft:
Ask Helga to examine if the granite your Dawi have found would be suitable for having runes engraved upon them.
[] Request runework:
Helga knows the secret of Valayan runeworks. Ask her -very- nicely if she'd be willing to bend her skill to your clan's betterment, and hope that whatever she inscribes is beneficial to you.
Clan Lands
Founded on the banks of the River Söll, your clan has built a growing prosperous community of surface-dwelling Dawi.
Universal Structures:
-Brightstone Food Cellars and Silos.
Food is something your Dawi put a great deal of appreciation into. Importing just regular human grain and foodstuffs and shoving them into storage areas is not something your Dawi appreciate. You maintain methods of cooking and cuisine that have nearly gone extinct elsewhere in the Karaz Ankor. Complex flour mixtures that include acorns and nuts. Jams and pastes. Meat preparation beyond just salting. Your Dawi love food, and they're not the type to let Umgi provide the ingredients.
With the same fastidiousness with which they perform all their crafts, the Dawi of your clan sort, track, and catalogue food input and output. A base amount of food surplus is kept in storage, with the excess sold to the humans. Mostly that which will spoil within a year.
You always have a stockpile of six months of food within the settlement. A year if rationed strictly.
-Brightstone Clan Wall:
When polished, the walls of your clan have a slight blue tint to them which is enhanced by your Dawi's propensity for polishing the walls. They look like walls of solid blue-grey granite, with each block placed so that the natural minerals and deviations in each block of granite, flows into the next. In essence, the walls look like they were carved out of a single massive block of granite, instead of assembled from blocks.
-Waystation network.
Along the flat plains of your lands you have built a series of waystations, each a large squatly built fortified house with a watchtower, enough sleeping room for three dozen Dawi alongside the twelve that man each waystation, and a larder with ample supplies. The waystations serve to provide shelter for any Dawi travelling between your settlements.
-Hearthshaper Homes.
Clan Brightstone homes are fairly wrought, with an exterior of stone and hardened lumber, with windows that are equal parts delightfully elegant small portholes and firing ports. The interior is homely, but easily defensible with large bulky furniture that can be used for barricades, even including several holes near the base of the door to allow for table-legs to be put inside for an improved barrier.
Khazid Thingaz: (Forest Town)
A wagon town established within the forests north-west of your planned city. The families settled here are skilled foresters who have already begun to tame the forests which they have taken charge of. The first loafs of acorn waybread are already in the oven, while beehives are being set up. Fragrant herbs are planted in strategic locations to drive off pests.
The first trees, specifically those intruding on the growth of others, are being carefully cut down and put into storage until they are ready for proper use. Longbeards with hands permanently stained with dirt, dig below the trees and introduce carefully measured truffle spores.
Seeds are sown and saplings are moved, and soon your Dawi have planned out the next two centuries of growth and expansion of the forest. In a century, you will have the largest high quality oak trees in the Empire.
150 Dawi
26 Unkhazali (2200's -2205's children.)
Contains:
-Brightstone managed woodland:
A stretch of forest that is maintained by Clan Brightstone provides an abundance of berries, fruit, nuts, sap, nuts, honey, wax, and sustainable hunting. However the way the rescources are managed and processed are primarily for internal consumption and use. While the clan is never hungry, their usage of the woods will need work if they wish to make money from it.
Materials produced by your forests:
Light game meat.
Light game hides.
Albian Oak Lumber.
Acorns.
Truffles.
Resin
Nuts.
Berries.
Trade goods produced by your forests:
You have no market for goods produced by your woods.
-Oakshaper Family Carpenter:
Although most families of the clan will make furniture as they need, there nevertheless is a desire for dedicated Carpenters. The Oakshaper family, composed of over fifty Dawi, still led by their original founders. They move between managed patches of the forest, cutting down and processing lumber on location before moving on to the next patch.
The Oakshapers work oak into fine furniture and other household needs. Their creations are tough, though they use minimal metal, and can withstand a great deal of punishment. Due to the excellent memories, trained hands, and brutal quality standards of the Dawi, each piece is interchangeable.
Materials produced by the Oakshaper family:
Furniture.
Processed lumber.
Trade goods produced by the Oakshaper family:
Dawi-made furniture.
Khazid Duraz: (Stone town)
A wagon town established in the hills by your prospectors and miners. The stone they have found is usable for construction, and the stonemasons have begun preparing stone bricks for construction. While your Dawi like the elegance of ancient well-tended wood, they nevertheless are still creatures of the earth and like the sturdiness of stone construction. From small hand-sized bricks for decorative roadwork, to large ones that require a full cart to move and pulley and lever to get into position.
150 - > 181 Dawi (Arrival of Earthshapers)
5 - > 11 Unkhazali (2200's -2205's children and Earthshaper Family children.)
-Sky-Granite quarry:
A quarry containing a firm lightish blue granite excellent for construction and any sturdy structures. The miners have not yet touched any of the pure blue Granite out of fear of wastage when extracting it.
Materials produced by your quarry:
Blue-tinted grey granite:
Sky-Blue Granite:
Trade goods produced by your quarry:
No trade goods are produced.
-Azurite deposit:
Your miners, while excavating the granite seam, came upon a small high quality deposit of Azurite, a brilliant blue ore of remarkable purity which the manlings value as a pigment.
-Earthshaper Kiln
A large kiln and pottery workshop set up by the Earthshaper family, whose members even now work on extracting the bounty of clay discovered by your clan. They produce pottery, plates, bricks, and roof tiles. With tireless steady hands, a steady supply of trade goods are created.
Red Earthenware Clay:
The ground near the Khazid Duraz is rich in a vibrant red clay that is remarkably pure. While Dawi find clay to be a soft material, they are happy to trade it to Manlings. There is a large demand in the Empire for roof tiles.
Materials produced by the Earthshaper Kiln:
Clay pottery, jars, and tableware.
Trade goods produced by the Earthshaper Kiln:
Red clay Earthenware.
Khazid Brynduraz: (Brightstone Town)
The new home of your Clan has been established on the bank of the river Söll, amidst a vast field of green grass amidst damaged structures. Your Dawi have arranged their wagons in a geometric arrangement of wagons, interlinked with chains and panels, in accordance with a street layout. Around this fortress of wood and iron that the wagons represent, your clan has thrown up a large dirt rampart with a deep ditch in front, set with spikes. The town is well patrolled and quickly rising up as wagons are converted into more permanent homes. Already plans are being drawn up for the first walls to be constructed.
The first croplands of the clan spread out beyond the confines of the village, even as the vineyards are being established. Great fields of yellow grains and barley for wholesome Dawi foods, managed by Longbeards who have mastered its cultivation.
400 - > 438 Dawi (Arrival of Brookspanners)
49 - >56 Unkhazali (2200's -2205's children and Brookspanner children.)
-Temple of Valaya:
Built from stone carted from Karak Norn and then moved by barge. This humble temple is manned by a single Priestess of Valaya named Helga Heartgold and her two Sisters of Valaya bodyguards. Helga is reclusive, focusing intently on meditation and diving the will of the Ancestor Goddess.
-Bugman's family brewery:
A small humble inn close to the river, with a brewery nearby. Thanks to the fine barley and wheat your Dawi grow, they have been able to produce a regular stream of good Dawi beer. Although to some of their chagrin, your Dawi like their brandy as well!
You earn 50 Gorls each turn
-Brightstone Clan Farmlands:
The clan maintains large stretches of prosperous farmland where grains cultivated by only a handful of Dawi clans are still grown. Barley and wheat strains preserved by your Clan are grown.
Materials produced by your farmlands:
Zornian Spelt
Trade goods produced by your farmlands:
No trade goods are produced
-Brightstone Clan Vineyards:
An unusual sight in a Dawi realm. The layout of these vineyards is still undeniably Dawi in its geometric layout, and the square design of the trellises. Each vineyard is designed with efficient irrigation and drainage, with the same layout for the grapes and most of the production processes.
Only the finest grapes are used in the making of their distilled drinks, with the rest used to create table wines for casual consumption.
The great differences are only seen going forward. The Cognassons use only oak in the production process. The Brandottir's age their wines in clay Amphora.
The pomace left over by both production processes is then combined and used to create either Grappa by the Brandottir's, or Marc by the Cognassons. Named after the original drinks they improved upon. The majority of production is for personal use. These drinks are primarily consumed by the Dawi, who distill either drink to within an inch of their destruction and use it primarily to get drunk quickly and cheaply.
Drinks produced by your vineyards:
Brandottir Brandy
Cognassons Cognac
Brandottir Grappa
Cognassons Marc
Brandottir Red Wine
Cognassons White Wine
Trade goods produced by your vineyards:
Brandottir Grappa
Cognassons Marc
Brandottir Red Wine
Cognassons White Wine
-The Herds:
Moving around and between your settlements are the more nomadic of your clan, keeping with them the animals that provide such value to your clan. They move around every season, tending to their herds with the level of care and dedication that only a Dawi could.
A large herd of Aurochs is carefully penned in between numerous wagons manned by armed Dawi, who keep good watch over their animals. These mighty beasts are mostly allowed to roam free, and watched carefully.
Each town has its own herd of goats, and these are well managed, ensuring that each town has a reliable supply of milk and cheese.
67 Dawi
Auroch herd:
Unlike the cattle of the empire, these Auroch are able to drive off disorganized hunting by goblins, and outrun orc warbands. While not a source of milk, their meat is a delicacy, their horns are prized, and their hides give your leatherworkers a lot of work.
Goat Herd:
Large ornery and supremely grumpy goats known for kicking goblins to death. Their attitudes match their dwarf owners, and they produce a lot of milk for the creation of many beloved cheeses.
Herding, hunting, and guard dogs:
Large mastiffs whose heads sometimes match if not tower over their masters. These dogs are painstakingly trained in guarding the fields and herds of their masters. Their pedigree is exceptional, with the lineage of the entire population of dogs ever bred by the clan tracked to a mastiff bought from a trader in Karak Brynduraz.
Forest cats:
Huge hunting cats that follow your clan around. They hunt down vermin, and serve as a warning system against the Skaven. These cats are massive, and strong and aggressive enough to fight off Skaven.
Materials produced by your herds:
Milk.
Cheese.
Cream.
Goat leather.
Goat horns.
Goat meat.
Auroch leather.
Auroch horns.
Auroch meat.
Skilled mousers.
Skilled guard dogs.
Trade goods produced by your herds:
You have no market for goods produced by your herds.
Clan Wealth:
The wealth of your clan is the strength of the internal economy and the amount of money that your Dawi have. Due to ancient Dawi laws, Dawi pay their taxes through labour, not currency, and taxation tends to be focused on a few economic fields, specifically mining and land ownership. The Dawi economy tends to be a vibrant and energetic one, with constant haggling and trading back and forth.
Instead of a number, the wealth of your clan will be represented in the quality of life of the average Dawi.
Melee Weapons: Inherited tools.
Ranged weapons: Grandpa's old crossbow.
Armour: Cloth hauberks.
Clothes: Homespun faded hand-me-down.
Socks: Patchwork.
Plates and cutlery: Eating with hands from clay plates.
Beards and plaits: Washed.
Jewellery: Polished wood.
Food: Hearthy but simple.
Snacks: Berries and nuts.
Homes: Small but cozy and well-built.
Children: One per decade.
Education: As needed.
Dowries: Humble.
Bride Prices: Humble.
Runes: Oral legend.
Entertainment: Singing and dancing. Little money changing hands.
Blackout drunk binges: Once per seasonal festival
Drinking at dinner: A mug of beer and a bottle of wine.
Ancestor God Shrine: Community temple.
Ancestor Veneration: Hand carved stone statue in family home.
As your Dawi get richer and more prosperous, these will improve. They will start wearing freshly made clothes. Have refurbished and newly made weapons. Adorn their beards with silver and jewellery. Their food will be more elaborate, their snacks are of a higher quality.
The wealth of the community as a whole, as perceived by outsiders is another matter. What a Dawi sees when entering your Thane's Hall will greatly affect their perception. It is what decides if your clan will be seen as rich or poor by other Dawi.
Thane's hall.
Entryway: Wooden doors.
Central hearth: Burning when needed.
Chandeliers: None.
Tapestries: None.
Statues: None.
Primary Lighting source: Windows.
Throne: Wood. With a cushion.
Guest accommodations: Improvised but welcoming.
Economy system:
Each of your trade goods is worth 50 Everpeak Gorls. (A large gold coin that is the standard by which all Old World coinage is judged), when the goods are sold in a trading post on the river.
-Barges:
Barges sailing under your flag provide a portion of their income to you. Dawi trade tends to be based on long term reliable investments. These barges represent travelling traders from your clan.
You have no barges.
-Caravans:
Trading Caravans made up of Dawi from your Clan move around the Empire and surrounding lands, also providing a tithe of their income to you.
You have no caravans.
-Tithes and fees:
Services rendered can also provide income to your clan. One example of this is escort services for existing traders.
Another example is rents and indemnities paid by non-clan members who live on your territory, or who operate within it. They pay you a tithe for operating within your clan's territory.
Bugman's Brewery:
Zamnil Bugman's brewery has been producing its first ales, and it is popular. A lot of the gold that your Dawi earn is quickly spent at the brewery, and it is the social hub of the community.
50 Gorls per year.
-Contracts:
Setting up trade deals and contracts for the sale of a trade good gives a double income. But you can only make one contract per trade good.
You have no contracts.
-Precious metals and gemstones:
You are entitled to a part of all gemstones and precious metals(Gold, Silver) produced by your clan.
You have no precious metals or gemstones.
Current Hoard growth:
+50 Gorls per year.
Current Hoard:
50 Gorls.
The size of your hoard must grow. The bigger the hoard, the more pride you have. The smaller your hoard, the less pride it provides.
A new turn.
Plan voting.
Moratorium until the usual time.