Return of the Skarrenawi, a Warhammer Fantasy hill dwarf clan.

Mayto already mentioned this in thread The Dawi way is an eye for an eye that is the traditional way Dawi Do thing that is what they have always done and will always do.

Right, because they haven't already escalated by meeting our Dawi with violence, taking all of the livelihoods of our fisherdawi family, taking most of their food, their gold, and driving one of our dawi to starve.

A fake copper that was more or less uselessly sitting there was offered to be paid back with more than a gold coin. We could've given them two goats. I don't think that's honestly much more than a gold coin and ten coppers but I could go look it up if I could be arsed.

Pretty sure that a single fishing rowboat is worth more than two goats. They took multiple, at least two.

Pretty sure mocking them, even though we were trying to be reasonable, isn't worth what they took, which is years of effort and costs several times that of the goats, even discounting the value of the death of the elder Dawi. They took multiple boats, gold, and food. "They took damn near everything at gunpoint." They didn't just beat the snot outta Mossbeard's family, they basically destroyed their entire way of life and drove them to poverty for the foreseeable future.

And they did this to a random branch of the clan. Even an increased amount of restitution and new grudge should have, civilly, been brought to the Thane and head of the Clan. They're the ones that escalated a bit of contract law and 'mocking' to violence and theft.

It's not very eye for an eye to me. But please. Feel free to explain how this is all equal to me, because I don't think I've seen an argument for 'inadvertent death of a Dawi, theft of property to include valuable tools, damage of property as the wagons are full of gunshots, theft of gold, theft of food' is equal to 'purposefully killing one Dawi.'

I'm actually interested. Convince me.

I understand that Mayto certainly said that it was, but, honestly, I disagree.
 
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I feel people have a certain inflexibility in regards to thinking when I try to explain things in this quest. Yes, there is a measure of escalation between the two clans in terms of the feud. But it is a small gradual escalation.

Just because its not the escalate hard option and is the 'normal' dwarf option of both sides going back and forth doing what they feel is proportional to what happened to them. The 'Eye for an Eye' path.

Does not mean the groups involved can't
1: Go a bit further with the escalation than before.
2: Think their actions are proportional while to the other side, they are not considered proportional.

This is not a binary or black and white system. Stuff is complicated.

The same happened with the "World's Edge Dawi will not join you" option, because that was what the option resulted in. But people ran with that and insisted that it was set in stone and could not change.

When I put a lot of effort into making it clear how mutable and hazy things are. I never said things could not change. But because I did not explicitly go
*Depending on circumstances and events, this might change.
People said that by picking that option, we would be forever locked into not getting World's Edge Dawi.
 
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I could imagine you can actually do a lot of interesting things with bees in Warhammer. The whole world is a little magic. Flowers attract ghyran and that is the wind of healing and growth. Bees likely collect it in the honey, meaning honey harvested from bees that have especially magical glades (like glades in a well managed spiritually active forest) could have healing and health benefits.

Benefits that are then further distilled when the honey is fermented into mead, aged in wooden barrels cut from slightly magical timbers and fermented with living yeast.

I am picturing Dawi that consider mead the way we consider health tonics, something you drink when sick even if it's not brewed for flavor and for it to actually work.
And not just that aspect. The Green Thumb trait we picked up includes a good knowledge of herbs and similar plants. And fun IRL thing, honey can have different proerties (and even be toxic) depending on what plants the bees harvest the nectar from. Mad honey is a prime example of this but there are other examples, including morphine-containing honey from bees harvesting poppies.

But with all the potentially crazy (and/or beneficial) properties WHF plants can have, I can see the Honeybeards exposing certain apiaries to particular plants so the bees harvest from them. And while you'd normally need an alchemy apparatus while having to process Ancestors-only-know however many plants in order to extract the desired chemicals, bees do it for free.
 
My philosophy when writing a quest. New
To put it simply.:

I do not want to describe the myriad possible paths one might take to end/escalate/de-escalate/change events, and the many ways that something can end up, because I want people to work with the information the characters have and to roleplay. To embrace the moral complexity of the setting and to experience the complex decisionmaking.

If I begin laying out every possible way a trait or event might develop or change over time, then this Quests stops being about 'experiencing what its like to lead a Dwarf Clan', and just becomes 'make the optimal choices to make numbers go up.' Like playing an RPG but checking a wiki for which dialogue options give the most reputation with the characters.

It is why I stopped telling people specifically -what- a reward for an option is, because I want people to make choices based on characters actions and wishes. Not a desire for the best stats possible.

There are -always- ways that characters might have opinions changed, or be forced to do stuff they dislike. There is always a possibility that opinions can vary, or people might swallow pride for a better outcome. Warhammer Fantasy is a morally complex setting, where few things are set in stone. In Rags to Ithilmar, Luthien started with the trait where she hated humans touched by Chaos most of all. But she wound up getting along great with the Bjornlings and briefly cooperating with a Dawi Zharr. All because that was the progression of the story.
 
Clan/Family Honeybeard has beethemed everything, including all of their jewelry.

The head of the family has enough beard and beard bees that it's amber and jet for like four feet. His barely of age granddaughter sometimes wears her plaits in loops supported by quality frames that make those loops look like bee wings.

It'd be weird to see a Honeybeard in something other than black and yellow, or yellow and black, when at home or in 'safe areas.'

They frequently have 'stinger' knives, functional holdout weapons.

Their mead is lowkey something the Cognassons and Brandottirs are hoping never becomes popular because it's fucking good. Good enough that the Asrai would purchase it through cut outs.

BEEEEEEEEEEEEEEEEEEEEEEEEEEES!
My reply to this failed to go through. My bad!

Having some Honeybeard Dawi learn to be treated by the bees as part of the natural terrain and therefore not worth stinging, is very in keeping. I like the mead idea.

After meticulous observations conducted by some scholar from Nuln, that was passing by out settlement via boat, he came to the following conclusion when it comes to our unique species of bees:

I accept this. Our bees have fluff on their chins and may or may not have been selectively bred for it.
 
No, I don't mean why we're having a Blood Feud, I'm asking why you would choose you continue a Blood Feud instead of showing The Copperbreakers that we're not fucking around.

Because a Blood Feud is, essentially, fucking around.
The only way to end the blood feud would be to kill them all, and we were specifically told that wasn't an option available to us. So we just have to deal with it.
 
Right, because they haven't already escalated by meeting our Dawi with violence, taking all of the livelihoods of our fisherdawi family, taking most of their food, their gold, and driving one of our dawi to starve.

What were you expecting them to do, glare at us? They got kicked out of their hold by Skaven and desperately started calling in debts. In offering a significantly smaller payment than they thought fair, we essentially told them to fuck off. They can't ask the High King for arbitration, as we're no longer under him, and we've proven unwilling to pay our debts (in a manner they think to be fair). There's nothing left to do but take what they're owed by force. It's the only thing they can do at that point.

Also note that they probably have no idea their theft ended in a death; it's been explicitly stated that the Longbeard would have lived had he not stubbornly starved himself to feed the rest of his clan. Us killing one of theirs in retaliation is going to be a surprise, but a theft of life for a theft of a clan's livelihood can at least be construed as fair even if we don't make it clear it's a life for a life. Ten deaths for some boats and foodstuffs is more than a grudge escalation, it's a declaration of war. And aside from the risk they might attack in force, there's also the factor of dwarven opinion. The World's Edge Dawi already think we're ragingly psychotic; I'd prefer not to prove them right in the eyes of the Umgdawi.
 
What were you expecting them to do, glare at us? They got kicked out of their hold by Skaven and desperately started calling in debts. In offering a significantly smaller payment than they thought fair, we essentially told them to fuck off. They can't ask the High King for arbitration, as we're no longer under him, and we've proven unwilling to pay our debts (in a manner they think to be fair). There's nothing left to do but take what they're owed by force. It's the only thing they can do at that point.

Also note that they probably have no idea their theft ended in a death; it's been explicitly stated that the Longbeard would have lived had he not stubbornly starved himself to feed the rest of his clan. Us killing one of theirs in retaliation is going to be a surprise, but a theft of life for a theft of a clan's livelihood can at least be construed as fair even if we don't make it clear it's a life for a life. Ten deaths for some boats and foodstuffs is more than a grudge escalation, it's a declaration of war. And aside from the risk they might attack in force, there's also the factor of dwarven opinion. The World's Edge Dawi already think we're ragingly psychotic; I'd prefer not to prove them right in the eyes of the Umgdawi.
Frankly I think we should consider war. We are weak, but so are they and if we don't stop them setting up shop here and now they are going to dig in and be a constant thorn in our side.
 
Hangry posting gets interesting responses. Apologies.

I'm honestly starting to get a bit burned down in this discussion, it's been a bunch of pages. We keep going in circles, no one is convincing the other people (it seems).

I also don't want to bed tonight angry, or wake up and get angry.

The votes settled. Let's see what the dice say and how it plays out.

As an aside Mayto, I really liked Rags to Ithilmar, but I'll admit I lost interest for a variety of reasons, most simply outside the forum, when the Slayer decided to try to wreck Luthien's face. I'm very excited for this quest though, because of that one.
 
The only scenario I see us ending the bloodfued is if we manged to do something so impressive and helpful to all dawi that we get High King (probably a future High King) to be arbiter of the blood fued and make him to rule in our favour.

Like fighting against the everchosen and saving high king.

Or if the hold they took refuge in gets attacked by the skaven years down the line and we anwser the call and do a lot of good.


Basicly I think that the fued will last until one sides dies to great outside threat or defeats a great outside threat to get someone respected by both to smack down copperheads into saying sorry.

The only way to end the blood feud would be to kill them all, and we were specifically told that wasn't an option available to us. So we just have to deal with it.

These are both simply wrong. Grudges get settled within Dwarven society, even the most blood-for-blood fueled feuds to the death, even ones that last centuries. The easiest way for us to resolve this particular Grudge is for us to save their asses from someone attacking them, because they're assholes but they're still Dawi, at which point the shameful thing for them to do would be to not bury the az.
 
These are both simply wrong. Grudges get settled within Dwarven society, even the most blood-for-blood fueled feuds to the death, even ones that last centuries. The easiest way for us to resolve this particular Grudge is for us to save their asses from someone attacking them, because they're assholes but they're still Dawi, at which point the shameful thing for them to do would be to not bury the az.
Sorry you are correct, the only way we could end it on our own without an outside party intervening would be killing them all. Yes, we could save them and end the grudge from their direction that way.
 
"A mighty tale." King Arbak bellowed. "What you say about the High King surprises me little. The Everpeak has long mocked and derided those who sought a life beyond the World's Edge." There was a rumbling coming from a grumble of longbeards who had gathered to observe the proceedings. Arbak shouted. "It is true. Nothing disrespectful about being honest!"

"So you can see, we sought out the aid of Dawi who had experiences like ourselves." Almok bowed.

"That I do, Dawi. Sun-touched Gazani that you are, your hearts are those of proper Dawi, and the oath of your Thane is a mighty one! Aye, you shall have the aid of a priestess, and I will send my finest masons to build a temple worthy of the ancestor goddess within your home. Now, tell me of the crafts of your clan."
Glad to see we're getting got a much warmer reception here than in the Everpeak and they're significantly more sympathetic to us. Happy to see that we're getting along so well with each other and I look forward to further cooperation.
Almok describes the city of Wusterberg as 'in a state of being repaired, but having definitely seen better days.' The General-Elector's soldiers keep order within the city, although a new city watch has been set up.

The General-Elector welcomes Almok to his court, a somewhat renovated throne room. His advisors are largely military men, running the city as a military camp. The city is oriented towards supporting the wolfbreaker's army, but it seems to be done at least in a sustainable method.
So we know this Wolfbreaker is certainly taking a more militaristic bent to government in the meantime with his main holdings not being in the best of shape, good to know.
A letter is presented to you.

"I greet you, Bokri Starbolt.

I am General-Elector Marcus Wolfbreaker, General-Elector of Sudenland. I come from a line of nobles that can trace our service to the time of the province of Solland. I am a leader of mercenaries. Ten years ago, I was hired by the Elector of Wissenland to 'restore order to the south'.

This, I have done. However, upon my arrival, I found a province in ruins. The lands of my ancestors laid to ruin. Wissenland has not ruled territory south of Kelgard for three hundred years, and only sought to reclaim it due to its economic restoration.

Therefore, I deemed that my efforts were better spent in uniting the disparate holdouts of civilization in this part of the Empire, and reform them into a new province. Some call me a traitor for this. I see myself as a patriot, bringing order to a ruined land for an Empire that does not exist anymore. I intend to restore the Solland that my ancestors descend from.

Sudenland is to be the combination of Southern Wissenland from the Grey Mountains in the west, to the river Aver in the east. A restoration of lost Solland. I have an army of mercenaries, and the support of the Solland Restoration League. The lands that you currently inhabit are considered by Wissenland to be theirs, but are de-facto under my sphere of influence.

Your diplomats did not mince words, not attempt to sway me with bribes. This I appreciate. I am no libertine, but a man with purpose. If trade prospers between us, and we manage to find cooperation in taming the wild land we find ourselves in, then I believe there is the possibility for great wealth and prosperity for us both,

Therefore, I offer you this:

Hmmm, that's a decent bit of land he's giving us, and he is being really reasonable in his letter.
Should you ask and acknowledge Sudenland's existence, this territory will be granted to your Dawi in perpetuity. Not as a vassal or held in trust like promised by Sigmar's Oath, but independently ruled and administered by your Clan.

As proof of intent, I wish to organize a joint culling of the beastmen and goblins that dwell in the forests between Kreutzhofen and Sonnefurt. Let us shed blood together and form bonds in battle. Through this, I shall bring the South Sudenland Free State into the fold, for they still fear that I am just another warlord.

May your Ancestor Gods smile upon your labours, Bokri Starbolt.
"
So that's what he's after: legitimacy. Making a deal with him would be something shameful, but it has its benefits in us having an ally to take on the Beastmen and Gobbos and will help bring more trade in. I think it's worth it.


"Excuse me for interrupting, elder. But your design… it sounds familiar to the one suggested by the Cognasson family." You lean forward, instantly regretting it, as Snowmane dashes away to bother your hound.
Noooooo Snowmane! How are we supposed to look like a Bond villain now? :cry:

Standing up, hands behind your back, you begin to speak. "Your work is too good for me to deny it to my Clan in its full greatness. I hereby declare Helts and Ingvid Barkshaper to be retroactively the founders of the Hearthshaper Family. Devoted to architecture and home design for the Brightstone Clan."

"Why you…" Helts begin moving towards you menacingly, shaking his cane and making Selgra tense up. Her brothers move in to protect you. "I'll put you over my knee and teach you for telling a Longbeard what to-" He stops before the guards can decide wether or not to allow this to happen to have a coughing fit. There is an awkward silence, interspersed only by a chuckle followed by the sound of a smack.

Ingvid steps forward, taking his hand. "Thank you, Thane, for this great honour." She gives her husband a look that could make a beardling take the Slayer's Oath, and takes a flask from beneath his massive beard and gives it to him. She then shoots you a look that makes you sit back down on your chair.
What a darling couple they are, and what a useful hobby they for us. While Helts isn't happy about this being official and him actually having to be a Family Elder, I just know they'll do great work for this Clan in making our houses the envy of the Empire.

Each home has a designated dog kennel, and comes with a cat (for whom finding a designated sleeping spot is pointless. Cats do not listen).
Of course, there is no use trying to tell cats what to do. Dogs will be happy to sleep where there's a decent spot. Cats will crawl and climb into any nook and cranny and make themselves comfy as they please. Even if that's your bathroom sink.
A Dawi covered with burns and bandages is brought to your hall shortly after it finishes construction. Almok Silversinger supports him as he walks, stumbling. The Dawi walks with the aid of a stick, his beard has been burnt in places, making his orange hair appear almost entirely black. Most Dawi wince at the sight. It is a small miracle that the Dawi has not become a slayer already.

Almok tries to compose himself as he introduces the longbeard, but he looks shocked. "This is… Argonak, of the Dawi of Solland." He hesitates before adding. "The last of the Dawi of Wusterberg that remain in the province."
Wait, what the fuck happened!??!
"Then we were attacked." His voice is pained. "I don't know how it started. Just that the alarm for an intruder was raised in the Shrine of Grungni. We took up arms, when… when the shadows came alive." The Dawi stops, not continuing his words.
Almok gives him a comforting pat on his shoulder. "It was like a shadow, a hideous laughing thing that moved too fast to track, using the shadows as cover, even as it threw bolts of fire. It must have been tall, though, as the top of every doorway was blasted apart to allow it to walk through Dawi-sized doors." He grits his teeth. "It cut its way through the smoke and fire, ransacking the homes of the elders no matter how hard we sought to protect them. It moved so fast I could not even see the sword in their hand."
So we have a rogue mage that decided to deliberately attack them for some reason. Could be either Chaos, a vengeful Wutelgi, or perhaps even a Vampire.
Argonak manages to speak again. He takes a deep breath. "I request sanctuary until I can make the journey to Karak Kadrin alongside the other survivors. We will find this sorcerer and kill it, or find our dooms."

[] "Granted. But do not mention us.":
Argonak is nursed back to health and then sent to Karak Kadrin so he can take the Slayer's Oath. He is asked to not mention your existence when explaining what happened.
Slayers bring trouble. They are disgraced and honourless. You do not want Slayers showing up for beer and ale.
+1 Pride: You avoid the dishonored and disgraced. Let them find their doom in the wilds.

[] "Take what you need. We will aid any Slayer seeking their doom."
Argonak is nursed back to health and then sent to Karak Kadrin so he can take the Slayer's Oath. He is asked to tell the Slayer Keep that your settlement is willing to accept slayers.
Slayers bring trouble. And they are disgraced and dishonored Dawi. It is the right thing to help them find their doom.
Slayers will start to show up in your towns.
Slayers would bring trouble due to generally having unpleasant dispositions and a death wish, buuut they're people we can throw at anything scary.
Trading has begun, mostly barter and equivalent exchanges that does not see much if any gold enter your personal coffers, but your Dawi are definitely enjoying the gold they are earning before you can set up methods of taxation.

Cheeky buggers.
Tax Evasion: the favorite hobby of every Dwarf. We really ought to get that dock ready so we can start trading.
The Valkyrinn of Valaya are the guardians of the Priesthood of the Ancestor Goddess, and are the only ones allowed to witness rituals or follow their charges into locations where the very presence of a male is punishable by instant death.

They are unnerving amongst a clan of mostly jovial and upbeat Dawi. They refuse to visit Bugman's Brewery now that it is approaching completion, ignore any attempt to speak to them, and are quick to put their hands on their weapons if approached or treated with anything other than respect. Old Olaf was a bit too jovial, and was cracked with the back of one's axe for standing too close to their change.
Learning quite a bit of the Cult of Valaya here, their bodyguards are a lot more intense than I first imagined.
"Most of Karaz Ankor grows but one cereal crop. Barley. That crop descends from the original seedstock Valaya gave to our kind. But few if any still grow the original wheats the Ancestor Goddess bestowed on us. Either lost in the Time of Woes, or replaced with more abundant grains." She has a very faint smile. "I know the Everpeak still grows some like it. But I had not expected to find it brought here."
Potential trade good:
Zornian Spelt.

Clan Brightstone has managed to maintain old strains of Spelt grain which have due to millennia of selective breeding, become unable to crossbreed with other grains. The grain makes for strong hardy bread which lasts for a long time. The plants grow slowly and have smaller yields than modern foodstuffs. Most of the Karaz Ankor lost their Zornian grains during the Time of Woes, with most focusing all their remaining fields for the growth of barley and crops with a higher return. Refusal to give humans seedstock of these ancient grains, and loss of low lying farmlands, resulted in the extinction of this ancient crop to most Dawi. While less efficient and not as useful as modern grains, it makes a bread that seems perfectly suited for the Dawi palette in terms of toughness, heartiness, and taste.
A taste of better times.
Oh? We got ourselves an ancient crop that's been lost to most of the Karaz Ankor? And it happens to be valued by Priestesses of Valaya? Niiiice.
Rolling for which of the known missing families it is:
Rolling 1d2 = 1


Taking out a spyglass, you look out into the distance. You recognize one of them. It is Old Mossbeard! The Brookspanners have arrived, at last!

Then you notice something.

Where are their boats?
Oh hey! One of our lost families made their way back to us on their own! But something's wrong?
Enjoying the mending sensation, Mossbeard continues to speak. "The Copperbreakers happened. We were waylaid by those Thaggi and demanded we settle a grudge. Claimed you insulted them and refused to fulfill a contract." He shakes his head. "Took our boats and gold and left us. We ran into a load of them migrating like us." He frowns. "I think they can't hold their Karak and might also be moving into the Empire."
:eek: What!??! Those fucking Copperbreakers mugged our people and stole their boats!!!! :anger:
He shakes his head. "This is a matter of justice." He motions for a wagon. A Dawi is carried out respectfully.

A dead Dawi.

"Starvation." Mossbeard growls. "They took damn near everything at gunpoint. Old Grimbold starved himself to stretch food supplies. Told him not to. But he was always a stubborn old goat."
Quiet descends. A Dawi has been killed. This is now a full blood feud. You look for Helga for advice, she catches your gaze. "Valaya is not averse to violence for the sake of honour, Thane. I will not stay your hand."
A dead Dawi?……

…..

…..
:rage:
THAT'S A GRUDGIN'!!! BLOOD FEUD!!!!! :mob:
 
So we have a rogue mage that decided to deliberately attack them for some reason. Could be either Chaos, a vengeful Wutelgi, or perhaps even a Vampire.
It takes an abnormally powerful sorcerer to be able to walk right into the Dwarf Quarter undetected, and then slaughter nearly the entire Dawi population single-handedly, seemingly without even taking damage. Whoever or whatever this is, it's someone or something special.
 
It takes an abnormally powerful sorcerer to be able to walk right into the Dwarf Quarter undetected, and then slaughter nearly the entire Dawi population single-handedly, seemingly without even taking damage. Whoever or whatever this is, it's someone or something special.
Note that this was a pretty small town, with a pretty small dwarf quarter. According to mayto on discord they had only couple dozen fighting dawi, and they were unable to rally in force defeated in bits, so while this sorcerer (?) is no random jobber it doesn't take abominably powerful one to kill handfull of surprised militia dwarves several times in a row. As for how he managed walk in undetected, the mention of shadows indicate them using Ulgu, and there are plenty of ways it can be used to sneak in undetected by even a relatively low level caster (plus this being a small and likely not particularly wealthy dwarf quater it likely had no runic protections against magic).
 
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It is why I stopped telling people specifically -what- a reward for an option is, because I want people to make choices based on characters actions and wishes. Not a desire for the best stats possible.
Mhm.

So I'm interested...

would we get an option on how we will try to enact the grudge? I admit I don't know how it goes for Dwarfs, but from the perspective of the other Clan this would likely be over by now. Grudge avenged.

If we kill some of theirs in a way they don't suspect it was us, so essentially purely by "accident" (leading a group of Beastmen to them or whatnot), then could we solve this for us or would that be too shameful?

Our fighting style was mentioned to be dirty and we have a ranger tradition, so I expect that this would influence this somehow, but I'm not sure to what degree in ways that are still "Dawi".

The annoying thing about this is that they're migrating into the Empire as well. The Empire is currently one gigantic mess and the local Warlord is trying to get us to work with him. It's even a good deal, but getting involved here, and them also settling down in the Empire, might result in the Grudge flowing over into Empire politics/conflicts if we aren't careful.

If we could solve this with a "random avalanche" or "totally random attack by Orks" or something similar, then that would be pretty great. Or is it important that everyone knows that the Grudge gas been struck?
 
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Don't most Dawi get by simply by you know evaluating the more important grudge? I guess this is the harm of striking it alone outside the Ankor. Not much in excuses of inherited grudges.

Though we should have some more grudges from the clan's past aside from the bretonnians
 
Note that this was a pretty small town, with a pretty small dwarf quarter. According to mayto on discord they had only couple dozen fighting dawi, and they were unable to rally in force defeated in bits, so while this sorcerer (?) is no random jobber it doesn't take abominably powerful one to kill handfull of surprised militia dwarves several times in a row. As for how he managed walk in undetected, the mention of shadows indicate them using Ulgu, and there are plenty of ways it can be used to sneak in undetected by even a relatively low level caster (plus this being a small and likely not particularly wealthy dwarf quater it likely had no runic protections against magic).
If this was the 26th century I would have been saying different. But in the present era, such individuals are extremely rare in the southern Empire. A single Lesser Daemon being successfully summoned is considered a shocking display of power by a Chaos Cult for this place and time. Likewise the Vampire Counts were defeated within living memory and will still be recovering from the losses they incurred in the process. My point was not that they would be considered a major player like Konrad Von Carstein or Morghur or whathaveyou, but rather that this is specifically a very unusual thing to happen, with a very small list of suspects, of whom all would almost certainly be known to the locals. It is abnormal in the most literal sense of the word.
 
If we could solve this with a "random avalanche" or "totally random attack by Orks" or something similar, then that would be pretty great. Or is it important that everyone knows that the Grudge gas been struck?
You need to know about it, and will tell your clan, and that will inevitably leak out. So there's not much point hiding who did an attack from the Copperbreakers. They'll find out.

Also, using greenskins as a weapon is super disgraceful.
 
Turn 3: 2203 New
[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.
 
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