A Game of Karak. Or a Dawi clan in the world of Ice and Fire

Question, since we picked demigryph knights as our not dawi help, shouldn't be like, try to get their numbers up relatively soonish? Demigryphs would shit on any mount the seven kingdoms have and would be a potent symbol of prestige and power.
 
Turn 2 Result
Previous Vote Winner

[X] Plan Diggy Diggy Hole Diggy Hole

-[X]Settle dispute as they came

-[X]Placate the Thanes

-[X]Establish outposts in the valley

-[X]Create a training field

-[X]Excavate and build a Forge Hall

-[X]Send out the Sniffers

-[X]Explore the caves

-[X]Send the ranger to hunt

-[X]Lead a project yourself

--[X]Excavate and build a Clan Residence

---[X]Miner clan

-[X]Practise your numbers



[X]Settle dispute as they came:
There are always contrast brewing among dawi; be it a small scuffle or a risk of a grudge, as the Thane of your clan you have the duty to defuse this contrasts before they become problems. CoS 60% 1 Turn

Rolled 88+17+10=115

Despite all of your duties you found time, each day for one hour in the morning, to placate the dispute that had risen among your clan. So you sat in an ornate chair, carved from a great oak found in the valley, and dispensed justice to those in need; while you where a relatively good diplomat that faithful day you where sure that a great grudge was about to be called. A Elder of the Stonebrow was out for blood in regard of one of your engineers; and you knew that you had to allow him to repay the offense received in blood, most probably starting a feud between the two's families. A feud with the Hold not yet officially founded could destroy all of your efforts and dreams; but before you were forced to sentence your kin to death Dorin came forward and spoke to the enraged Elder, and despite your knowledge in ruleship you barely managed to understood what they were speaking about; something about precedent and stale beer. In the end the grudge was not called and the Elder, strangely thankful of you, gifted to your person is most prized possession, an entire barrel of Bugman's XXXXX, you are not ashamed to say that you wept by the joy; a few days later Grunni Stonebrow personally expressed his happiness for your decision to chose as an advisor Dorin Gromund.

Action Successful. Gained a barrel of Bugman's XXXXX that give you a one-time reroll or a +20 to a chosen action or a+50 to a personal action regarding interacting with other dawi. Gain a +1 Hold Stability



[X]Placate the Thanes:
For various reason you have refused the Thanes of the Stonebrow and the Ironshield a position in your council; and they are justly offended by such decision. Better to find a way to calm them or otherwise they may oppose your decision or even leave the Hold. CoS 40% 1 Turn

Rolled 1+17+10=28

At the end of the first month of the year you organized a meeting with the other Thanes in order to explain your decision to exclude them from the council; and the meeting started quickly with the wrong foot, while Grunni was not pleased with his exclusion he understood why and didn't take it personally, so this problem was averted. But Sven was enraged by your decision; the screamed, he grumbled and finally he threatened to take his clan and leave the hold. When he said that you started screaming in his face that he was mad at even thinking about that, you where in uncharted lands and he wanted to take his clan and leave; thus leaving both of you vulnerable to the dangers that could surround you. Thankfully Grunni managed to calm you down for a few minutes, minutes that you used to sworn a oath to Sven, you would found him a position of influence in the Hold and help his clan to settle; or you will take the Slayer Oath.

Action Failed.-2 Hold Stability, you have sworn to give Sven Ironshield a position of prestige and influence in the Hold and you have to spent at least an Action in the next turn to help his clan. If you fail you will take up the Slayer Oath; and because you have no heir the Quest will end



[X]Establish outposts in the valley:
While your rangers have not found any sign of foes around you they could be hiding themselves, in order to prevent them to arrive unnoticed you gave the order to build a series of outpost around the future Hold; even if they are manned only by a few dawi they will be useful to notice enemy movement. CoS 70% 1 Turn

Rolled 55+18=73

At the start of the year you send out a portion of the throng, divided in group of twenty strong they march across the valley; there, in points previously chosen, they make camp and start to build a small shelter from which they can fire on approaching enemy. During the rest of the year those position are reinforced with logs, and path cut through the forest to unite them in a defensive ring.

Action Successful. Now if an enemy force make is way toward your Hold you have a first line of defence.



[X]Create a training field:
Currently you lack a place where to train your warriors; both for keeping their skills sharp, and for training new regiment; the creation of this place would be a start towards a truly dawi military infrastructure. CoS 70% 2 Turns

Rolled 11+18=29

The idea to built a training field is well received both among your throng and the member of clan Ironshield; but the tension raising with their Thane have stopped the work before they could begin. Even if you, in the end, managed to convince Sven to work with you again most of the year had already passed so while you have managed to find the location you will have to wait the next year for the project to start.

Action Failed. Next turn gain a +5 to this action



[X]Excavate and build a Forge Hall:
The Hold is in continuous need of tolls and others metal gears needed for his survival; in this hall the renowned dwarfs smiths will be forging all kind of metal gadget. CoS 50% 2 Tools 1 Turn. Consume 1 Iron Ore= 2 Tools, 1 Steel Ingot= 4 Tools (Can be upgraded 3 times)

Rolled 36+20=56

This year you address a rising concern of the council; the dwindling supply of tools and other mechanical parts needed for the Hold continued existence. The Stonebrow and the few stonemason of your clan start the work by excavating the first Hall of the Hold, then they build in it forges fuelled by the great forest located in the valley.

Action Successful. +2 Tool for turn



[X]Send out the Sniffers:
Currently you don't have any mines; and that is a disgrace for a Dawi; send out your best miners to find where to start digging in order to find a good mine. CoS 80%

Rolled 71+20=91

You have barely given the order that the Stonebrow Sniffers start grumbling, the sound full of joy; then they disappear underground, and there they remain for almost the entire year. When they emerge they are dusty and they smell of stone and a lingering odour of silver.

Action Successful. Found a Coal Vein, a Iron Vein, a Silver Vein



[X]Explore the caves:
The mountain that you have decided will be your Hold is part of a lager range that present various caves; you have ordered the rangers to explore them in order to find any monster or other dark creatures that lives inside. CoS 70% 1 Turn

Rolled 5+16+20=41

Drong takes with him the oldest rangers and dive deep into the cave system that surround the mountain, sending your way monthly report; until one day you find him outside your tent. "We have explored almost all of the cave system, but we have found a problem" "What kind?" you ask with tired voice, the previous night's discussion with Sven has left you tired and angry, "Troll, almost certainly more than two dozen" at the words of your chief ranger you perk up, you have not wetted you axe in almost two years; maybe culling them will calm you?

Action Successful. Found an infestation of Troll living close to the Hold



[X] Send the ranger to hunt:
With the surroundings mapped out you have an idea about the grazing spots for the deer living in the valley, and with the source of food of the Hold not being exactly stable you could order the rangers to hunt some game in order to shore your reserves. CoS 60% 1 Turn. Gain Food based on the roll

Rolled 30+16=46

While the most experienced rangers delve in the deeps, the rest of them go hunting in the forest; and while they manage to find some game something must had driven the majority away. Still with your supply not exactly secure all the food you can gather is welcome.

Action Successful. Gain 2 Food



[X]Lead a project yourself:
The Hold must be finished as soon as possible; Take the lead in one of the various task that must be completed and see it to is end.(Can choose one additional action, count as 2 Personal Actions)

-[X]Excavate and build a Clan Residence: Dwarfs are made to live under the mountains, and while they can accept to momentarily live in tents; the sooner they can move underground the better. CoS 50% 2 Tool 2 Turns. (Unlock other Halls) --[]Miner Clan

Rolled 69+9=78

Finally after two years of having arrived in this strange place the first clan residence have been created; for the common Dawi this mean than the idea to have a new Hold is taking form. the work is proceeding well, and the foredawi is sure that it will be done by the end of the next year



[X]Practise your numbers:
A great part of a Thane problem can come for the mishandling of money; so you'd better be training yourself in that regard. (Stewardship progress 180/1000)

Rolled 94X2(Stewardship Advisor)=188

This year, like the previous, you spent your free time working on trying to figure how to organize a Hold, specifically how to synergise the various hall that provide consumer goods o the population.

New Stewardship progress 364/1000



Dawi Demography

Garazi grown to beardlings: 3D20 4+10+20=34

Garazi born this year: 3D10 5+9+2=16

Longbeards:50

Dawi:1172+22=1194

Garazi:292+16-34=274



Resources Used

4 Tool
 
Thank you for the update!

So that nat1 has us loosing 2 actions next turn?
1 To get their Elder a prestigious job
The other 1 one to help their clan(probably a clan residence)
As for the tools we went from -6 per turn to -4 per turn, we will need to upgrade the toolmaker or build more of them.
Clad we got coal,iron and silver. I'd like to start making steel asap.
 
Okay what exactly do we do now? We need to give the guy a high ranking position else we become a slayer and essentially end the quest so that's no good. Hmm, perhaps exploring the newly found ore veins and continuing to smooth things out in the hold?

On the other hand I'd like to expand out army because fuck trusting the humans, @Orsocinghiale, do we have any concrete numbers for our military forces?
 
did the dwarves mistake a population of asoiaf giants for trolls?
I'd put that as unlikely, simply because giants are too tall to be trolls, and are far to 'humanlike' (pink and fleshy) compared to trolls (leathery, green, rocky, slimy, warty). Though they would think that ASOIAF giants look very wierd (essentially being dwarven giants, squat looking [by comparison] and shorter than their WF counterparts).
Though these could be a native form of troll. Essentially akin to grunkles and snarks; driven to extinction in most of westeros by human/CoTF/Giant hunting.
 
Turn 3
Turn 3

Summer



Event Roll 79



With the coming of the new year you found yourself in a difficult position, the oath you swore hang over your head like a boulder; and while many of the elder of your clan are saying that you made a mistake you know that this was the only way to appease Sven Ironshield. Fortunately you are roused from your grumbling by Drong, who enter in your tent with the full might of his authority as an elder, "My Thane, I bring news" he say with calm voice; "What is it, have the Troll started moving?" "No Thane, my rangers have found a herd of goats in a nearby valley; we have been following them and for now they seems to be happy to graze in it, but for how long we do not know" "Good, finally a good news, anything else?" "The leader of the Umgi is coming to speak to you, he doesn't seem happy" "Ah" is your simple answer, another headache for you; a few moments later, with Drong at your side, you receive the commander of the Dawongr. Ser Gottfried Heinrich Von Pappenheim is a imposing figure, standing over six and a half feet, with a neck like that of a bull and arms the width of a normal man thighs, he is as always covered by his armour, proudly carrying his panther pelt draped over his shoulder. "Thane Frostbeard, may I speak to you?" he say with his thundering voice; despite your mood you answer with joy in your voice, after all this man and his fellow knights saved both your life and those of your clan, "Ser Gottfried come, come, would you like a tankard of ale?" "How I could refuse" he replied, then he proceeded to drain the tankard in a couple of gulp; the after having put it down he looked you in the eyes and said "Thane, I have a complaint to make" "Tell me and I will do anything in my power to help you" "While we don't mind sleeping in tents and living in the wilderness, my knights and me need a place to properly worship Ulric and the other gods, also our mounts need a stable to be taken care in the appropriate way. So I have come to ask your help in building a small Chapter House in this far away land". You pondered your response for a few moments before replaying.

What is your replay?

[]Help them build a small Chapter House:
You will help them build a small Chapter House, composed by a small temple, a barrack and a stable, all surrounded by walls

[]Build them a small Keep: Instead you could build them a small Keep, built as the previous option but with a fortified tower in the centre

[]Build them a Castle: A good choice would be to build a Castle, four great tower at the corners and tall walls surrounding a donjon

[]Build them a Citadel: Only the best for the Dawongr; a massive complex of towers and walls, with artillery position and iron portcullises, and a great moat surrounding all

Notice that for both the Castle and the Citadel you will first build a momentary place to house the knights





Diplomacy

2 Action Available

[]Settle dispute as they came:
There are always contrast brewing among dawi; be it a small scuffle or a risk of a grudge, as the Thane of your clan you have the duty to defuse this contrasts before they become problems. CoS 60% 1 Turn

[]Give a speech: While the mood in the Hold is good you could always give a speech in order to rouse the spirits of your dawi, inflaming their hearts and giving them even more reason to trust you as their leader. CoS 60% 1 Turn

[]Give Sven Ironshield a position of importance: You have sworn to Sven that you will found him a position if great prestige in the hold, by the Ancestor you may even invent one if needed; still better to do so immediately before he decide to take his clan and leave. CoS 100% 1 Turn -[]Write Position Name and Description



Martial

2 Action Available

[]Reinforce the outposts in the valley:
With the outposts built you can now start to improve them, a simple tower of logs whit firing position build in it; they may not look proper for a Hold but for now they will do. CoS 70% 4 Lumber, 1 Tool 1 Turn

[]Create an external wall: Your throng is strong but it can be easily outnumbered, building a wall surrounding the entrance of the Hold would grant you both a way to diminish the enemy number advantage and will gave your ranged troops a place from where shoot down the foes. CoS 60% 1 Tool, 4 Lumber 1 Turn

[]Create a training field: Currently you lack a place where to train your warriors; both for keeping their skills sharp, and for training new regiment; the creation of this place would be a start towards a truly dawi military infrastructure. CoS 70% 2 Turns

[]Exterminate the Trolls: While they are not exactly close to the Hold, the presence of Trolls is never a good omen. For now they seems happy to wander across the cave system but sooner or later they will emerge. Attack them before they can damage your Hold. CoS 50% 1 Turn -[]How big is the force sent --[]Who leads them: (You or Sven)





Stewardship

2 Action available

Surface Space 1



Surface options

[]Clear the forest:
The mountain you have chosen as a home is surrounded by a large forest, starting to chop it down in order to create farmable land is necessary, better sooner than later; doing so would also provide usable lumber for construction. CoS 100% 2 Tools 1 Turn

[]Start a logging operation: While you can gather lumber when you clear the land; having a dedicated group of dawi tasked with continuously felling trees would give you a constant input of lumber to be processed. CoS 60% 2 Tools, upkeep of 2 Tools for turn 1 Turn. Provide 3 Lumber (Can be upgraded 3 times)

[]Start farming the land: The food you have left is not going to last forever, so you have to start farming and gathering what food you can in order to keep the hold satiated; more important you will start to farm ale grains, necessary for the productions of ales and beers. CoS 60% 2 Tools, upkeep of 2 Tools for turn 1 Turn. Provide 1 Food and 1 Ale Grain (Can be upgraded 3 times, do not work during winters)

[]Expand the farm: You already have started to work the land in order to grow food and the grains needed to create ale, but the amount produced is not enough; instead to farm another plot of land you could improve what is being already done, something like creating a canal for irrigation. CoS 60% 2 Tools 1 Turn. Improve farm to provide 2 Food and 2 Ale Grain

[]Build a Goat Pen: Before you can tame the goats your rangers have found you will need a place to put them, build a simple enclosure to keep them safe from the predators. CoS 70% 1 Turn

Hold options

[]Excavate and build a Entrance Hall:
The first thing that is seen of a Karak is its entrance, great gates defended by artillery positions and statues of the Ancestors that flank the path towards the doors; truly a magnificent view. CoS 60% 2 Tool, 4 Granite 2 Turns. (Unlock others Halls)

[]Excavate and build a Clan Residence: Dwarfs are made to live under the mountains, and while they can accept to momentarily live in tents; the sooner they can move underground the better. CoS 50% 2 Tool 2 Turns. (Unlock other Halls) []Write in the Clan that will live there

[]Excavate and build the Hall of the Ancestors Gods: While each clan keeps small shrines to their founder inside their halls the Hold lack a proper place where to venerate the Ancestors; you will build a great hall with enormous statues dedicated to each one of them. CoS 50% 4 Granite 2 Turns. (Unlock other Halls)

[]Excavate and build a mushroom farm: while the surface farm provide most of the food that a Hold needs, they can be burned when the Hold is under attack; so in order to prevent famine a cavern is filled with mushrooms that can be farmed and later eaten. CoS 60% 2 Tools 1 Turn. Provide 0.5 Food (Can be upgraded 1 time)

[]Excavate and build a Brewery: One of, if not the most important hall of the Hold is where the grains are turned in precious ales; whit the building of this dedicated hall you would be able to brew ales both for internal consume and for trading. CoS 60% 2 Tools 1 Turn. Consume 2 Ale Grains provide 1 Ale (Can be upgraded 3 times)

[]Excavate and build a Smelter Hall: In order to transform the ore that your dawi mine in ingots that can be later worked on you need a dedicated place; the hall dedicated to this will be holding the various forge needed for the process. CoS 50% 2 Tool 1 Turn. Consume 2 Lumber/1 Coal, 2 Ores provide 1 Ingot (Can be upgraded 3 times)

[]Excavate and build a Forge Hall: The Hold is in continuous need of tolls and others metal gears needed for his survival; in this hall the renowned dwarfs smiths will be forging all kind of metal gadget. CoS 50% 2 Tools 1 Turn. Consume 1 Iron Ore= 2 Tools, 1 Steel Ingot= 4 Tools (Can be upgraded 3 times)

[]Expand the Forge Hall: While now you can create the tools needed for the Hold survivability, you still need more in order to keep the Hold running, it would be a good idea to increase the production, just to be safe. CoS 50% 2 Tools 1 Turn. Consume 2 Iron Ore=4 Tools, 2 Steel Ingot=8 Tools

[]Excavate and build a Warriors Hall: While the clan's throng can be trained on the surface, a better location would be underground; also in this hall the dawi of the various clans that live inside the Hold can duel in order to settle their difference. Cos 60% 2 Tools 1 Turn, upkeep of 2 Tools for turn. (Unlock others Halls)

[]Excavate and build a Engineers Hall: Yours is a clan of engineers, and currently you lack a dedicated place where to work your craft, so for both the Hold stability and the good of the clan you have to start the works on this hall. CoS 40% 4 Tools 2 Turns, upkeep of 3 Tools for turn. (Unlock others Halls)

[]Create a terrace farm: With the discovery of the caldera you have now access to farm located inside the Hold, making their destruction very difficult for the enemies; most important the waters of the lake are extremely hot, almost boiling, so probably they will not freeze during winter. CoS 50% 2 Tools 1 Turn, upkeep of 3 Tools. Provide 0.5 Food and 0.5 Ale Grains (Can be upgraded 1 time, work during winters)

[]Send out the Sniffers: Currently you don't have any mines; and that is a disgrace for a Dawi; send out your best miners to find where to start digging in order to find a good mine. CoS 80%

[]Create a Granite Quarry: Granite is required in many buildings, so it's important to start quarrying as soon as possible. CoS 70% 2 Tools, upkeep of 2 Tools for turn 1 Turn. Produce 3 Granite (Can be upgraded 3 times)

[]Expand the Quarry: With the Quarry already churning out blocks of Granite an expansion may not be necessary but sooner or later the hold will need all of it for is sustenance; and the dawi do things before they are needed. CoS 70% 2 Tools. Upgrade the Granite Quarry production to 7 instead of 5

[]Start a Iron Mine: Iron is one of the most important resources for the Dawi, used for creating almost anything in the Hold; and the lack of a Iron mine means that the Hold is not capable to survive in the long run; change that. CoS 70% 2 Tools, upkeep of 2 Tools for turn 1 Turn. Produce 3 Iron Ore (Can be upgraded 3 times)

[]Start a Coal Mine: Coal is the fuel of any Dawi Hold, needed to keep the forges running. At the moment you don't have even a single shovel of it, this must be corrected immediately; send your miners underground with the order to dig up as much coal as possible. CoS 70% 2 Tools, upkeep of 2 Tools for turn 1 Turn. Produce 3 Coal (Can be upgraded 3 times)



Intrigue

2 Action Available

[]Establish a Ranger's Camp:
Currently you have only a few rangers under your command, but there are a few dawi that are interested in this lifestyle; they only need a place where to train in order to obtain the required skills. CoS 50% 2 Tools, upkeep of 1 Tool for turn 2 Turns

[] Send the ranger to hunt: With the surroundings mapped out you have an idea about the grazing spots for the deer living in the valley, and with the source of food of the Hold not being exactly stable you could order the rangers to hunt some game in order to shore your reserves. CoS 60% 1 Turn. Gain Food based on the roll

[]Cull the Trolls: While fighting Trolls in a pitched battle is a honoured Dawi tradition you currently are in a strange position, stranded in a strange land you will need all of your warrior in order to defend your new Hold; so instead of fighting the Trolls with axe and shield you will send out the rangers who, with crossbow and clever ambush, will slowly but constantly diminish their numbers, until they are all dead or you send out a portion of the Throng to finish those that remain. CoS 50% 1 Turn



Learning

Locked until Engineer Hall has been build



Personal

Locked

[]Try to make new friends:
All of your friends died fighting in the Great War, and so you are left without anyone to share a mug of ale, reminiscing on the days of your youth; go drinking not as the Thane of the clan but as Gotrek and hope to make new friends. Cos 60%

[]Help a group of dawi in their task: you may not be a Longbeard but you still have a passing knowledge on how things works, offer your expertise to a group in order to speed up the task. CoS 100% (Add your Skill to the roll)

[X]Lead a project yourself: The Hold must be finished as soon as possible; Take the lead in one of the various task that must be completed and see it to is end.(Can choose one additional action, count as 2 Personal Actions) -[X]Excavate and build a Clan Residence --[X]Clan Stonebrow

[]Deepen you friendship with Elga: In Elga you have found a kind and strong kvinn, one that you are proud to call friend; now you could start to know more about her and, thanks to her activities, to know more about the mood of the Clan. CoS 60%





Training Action

1 Action available

[]Work on your speech craft:
Try to improve both your diplomacy and how to comprehend the meaning of other's words. (Diplomacy progress 0/1500)

[]Learn battlefield strategies: As a Thane you have the duty to lead the throng in battle, so you should imprint the strategies and tactics of the dawi in your memory. (Martial progress 0/2500)

[]Practise your numbers: A great part of a Thane problem can come for the mishandling of money; so you'd better be training yourself in that regard. (Stewardship progress 368/1000)

[]Be a sneaky dawi: While intrigue and guile are not good dawi characteristic; when used against the enemy of your people they are welcomed. (Intrigue progress 0/1500)

[]Train with your weapons: As a dawi you are required to defend your Hold against all matter of enemy, and the best way to do it is through an axe to the skull []Write in weapon to train



Hold Resources

Food 9 (-1 per Turn)

Ale Grains 2 (+1 per Turn)

Ale 6 (-2 per Turn)

Tools 13 (-4 per Turn)

Lumber 0 (+/- 0 per Turn)

Granite 10 (+5 per Turn)

Iron Ore 29 (-1 per Turn)

Enough Gunpowder for 2 Major Battles or 10 Skirmish



Hold Stability

7/12



Dawi Demography

Longbeards 50

Dawi 1194

Garazi 274
 
The Forces of the Hold
The Throng





1 Dawi Lord Gotrek Frostbeard


The leaders of a Dwarf throng are its Lord and Thanes. These are the most powerful fighters in the army, fell-handed warriors equipped with the finest arms and armour of the Clan's weapon hoard. As a rule, Dwarf Lords and Thanes are a grim sort, for they are leaders of a dour people. Upon their broad shoulders is carried the weight of untold debt - the inherited grudges of a long-suffering and unforgiving race. It is their lot to avenge all wrongdoing to their Clan, Hold or race, not just in the present, but also for all time. Failure to redress an injury from antiquity is particularly galling, an act of disrespect to the much-revered ancestors. While Dwarfs are notably an infantry force, there are a few exceptions among their leaders; some Lords are carried into battle by Shieldbearers - stout warriors who serve their liege by hefting a shield as a fighting platform. This is common amongst Dwarfs of the southern Holds and has been continued elsewhere, notable by King Alrik Ranulfsson of Karak Hirn. In other Clans, especially northern ones, Lords and Thanes prefer to fight atop Oath Stones, rocks upon which runes are struck - listing out the Clan's honour, or perhaps the Lord's lineage or deeds. The stone is a symbol of their homeland, a piece of their Dwarfhold made manifest.



1 Thane Rorek Proudbeard







300 Warriors


Dwarfs make formidable fighters - they are strong and extremely resilient, broad of shoulder and wide of girth. Although by no means quick, they are physically robust and can maintain a steady plodding pace, marching for days on end despite being loaded down by burdens and heavy mail. When they charge into battle, the momentum generated by their wide, armour-clad bodies is remarkable, hitting the foe with a resounding impact. They have broken many enemy battle lines this way, splintering Elven phalanxes, carving through Orc formations and hacking apart the great masses of Skaven that make up their verminous armies. Protected by their heavy mail, their skillful use of overlapping shield walls and, finally, by their own tough and obstinate nature, Dwarf individuals, units and armies as a whole seem able to absorb punishing blows that would cause other races to break and flee. With Dwarfs, such suffering only serves to make them angrier - and with beards bristling and hands clenched around axe hafts and mighty warhammers, the Dwarfs regroup to charge anew. Their feeble-limbed foes, too worn out and tired at the end to even lift their weapons, are slaughtered, save for those fast enough to flee the iron-shod and implacable advance of the Dwarves.



100 Thunderers


Standing in closely packed ranks, Thunderers take aim and then discharge their handguns - unleashing a thunderous fury and a cloud of gun smoke. Although not quite as long-ranged as a crossbow, the sturdy Dwarf handgun packs an even deadlier shot, its bullet fired with such velocity it can tear through armour and better take down more heavily protected foes, such as Chaos Warriors. Being methodical, the Dwarfs continue to load and fire in a disciplined manner, so long as their foes are within range. Even when the enemy advance close, almost right up on top of them, Thunderers will seek to get off one last shot. While the onset of bloodthirsty foes might cause lesser races to rush their aim, the steady coolness of the Dwarfs, not to mention the precision of their weaponry, ensures that every volley is fired with the same lethal accuracy as the last, until the moment the Thunderers take up their axes and meet the foe's charge in the bloody press of close combat.



The Dawongr



4 Demigryph Knights

Whilst many of the monstrous creatures ridden by the heroes of the Empire have been raised from birth, such is not always the case with demigryphs. Amongst some Knightly Orders, an aspiring Knight's final trial is to capture a demigryph and break it up to his will. Unsurprisingly, many fail and are torn to bloody ribbons. As a result, there are relatively few Demigryph Knights in the Empire and even the Knights Griffon, who count fully two dozen of these majestic beasts amongst their number, still rely primarily on more conventional steeds. However, those few small Orders, such as the Knights of Taal's Fury and the Knights of the Vengeful Sun, whose entire brotherhoods can take to war upon these monstrous beasts, have a roll of victory honours surpassed only by the most ancient of Knightly Orders. Demigryph Knights do not tend to overwhelm their prey in great sweeping charges. Instead they are more likely to engage the enemy in protracted assaults where the strength and endurance of their fearsome mounts becomes decisive. Demigryphs are well suited to the savage and bloody nature of such fighting, with their claws and razor sharp beaks cutting a bloody swathe through their foes. In such close confines, a Knight's traditional lance loses much of its effectiveness, and many Demigryph Knights have thusly adapted their fighting style to wield heavy cavalry halberds in battle instead. These weapons strike the perfect balance between reach and power, and are far better suited to the Knight's role on the battlefield.
 
anyone got a plan i got these for ideas since no-one has come forward


[]Build them a Citadel: Only the best for the Dawongr; a massive complex of towers and walls, with artillery position and iron portcullises, and a great moat surrounding all

[]Settle dispute as they came: There are always contrast brewing among dawi; be it a small scuffle or a risk of a grudge, as the Thane of your clan you have the duty to defuse this contrasts before they become problems. CoS 60% 1 Turn

[]Give Sven Ironshield a position of importance: You have sworn to Sven that you will found him a position if great prestige in the hold, by the Ancestor you may even invent one if needed; still better to do so immediately before he decide to take his clan and leave. CoS 100% 1 Turn -[]Write Position Name and Description

i do not know wht to give him ideas welcome i may just have to ask him


[]Create an external wall:
Your throng is strong but it can be easily outnumbered, building a wall surrounding the entrance of the Hold would grant you both a way to diminish the enemy number advantage and will gave your ranged troops a place from where shoot down the foes. CoS 60% 1 Tool, 4 Lumber 1 Turn

[]Create a training field: Currently you lack a place where to train your warriors; both for keeping their skills sharp, and for training new regiment; the creation of this place would be a start towards a truly dawi military infrastructure. CoS 70% 2 Turns


[]Excavate and build a Entrance Hall: The first thing that is seen of a Karak is its entrance, great gates defended by artillery positions and statues of the Ancestors that flank the path towards the doors; truly a magnificent view. CoS 60% 2 Tool, 4 Granite 2 Turns. (Unlock others Halls)

[]Excavate and build a Brewery: One of, if not the most important hall of the Hold is where the grains are turned in precious ales; whit the building of this dedicated hall you would be able to brew ales both for internal consume and for trading. CoS 60% 2 Tools 1 Turn. Consume 2 Ale Grains provide 1 Ale (Can be upgraded 3 times)


[]Establish a Ranger's Camp: Currently you have only a few rangers under your command, but there are a few dawi that are interested in this lifestyle; they only need a place where to train in order to obtain the required skills. CoS 50% 2 Tools, upkeep of 1 Tool for turn 2 Turns

[] Send the ranger to hunt: With the surroundings mapped out you have an idea about the grazing spots for the deer living in the valley, and with the source of food of the Hold not being exactly stable you could order the rangers to hunt some game in order to shore your reserves. CoS 60% 1 Turn. Gain Food based on the roll

[]Deepen you friendship with Elga: In Elga you have found a kind and strong kvinn, one that you are proud to call friend; now you could start to know more about her and, thanks to her activities, to know more about the mood of the Clan. CoS 60%
 
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[X] Build them a Citadel: Only the best for the Dawongr; a massive complex of towers and walls, with artillery position and iron portcullises, and a great moat surrounding all

[X] Plan: Building up
-[X] Diplomacy
--[X] Settle dispute as they came
--[X] Give Sven Ironshield a position of importance:
---[X] Head Arms Keeper: Duties include keeping inventory of all Dwarf-forged weaponry and overseer of honor duels.
-[X] Martial
--[X] Create a training field
-[X] Stewardship
--[X] Clear the forest
--[X] Excavate and build a Entrance Hall
-[X] Intrigue
--[X] Establish a Ranger's Camp
--[X] Send the ranger to hunt
-[X] Learning [LOCKED]
-[X] Personal
--[X] Lead a project yourself
---[X] Excavate and build a Clan Residence
---[X]Clan Stonebrow
-[X] Training Action
--[X] Practice your numbers (368/1000)
 
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[X] Plan: Building up
-[X] Diplomacy
--[X] Settle dispute as they came
--[X] Give Sven Ironshield a position of importance:
---[X] Head Arms Keeper: Duties include keeping inventory of all Dwarf-forged weaponry and overseer of honor duels.
-[X] Martial
--[X] Create an external wall
--[X] Create a training field
-[X] Stewardship
--[X] Clear the forest
--[X] Excavate and build a Entrance Hall
-[X] Intrigue
--[X] Establish a Ranger's Camp
--[X] Send the ranger to hunt
-[X] Learning [LOCKED]
-[X] Personal
--[X] Lead a project yourself
---[X] Excavate and build a Clan Residence
---[X]Clan Stonebrow
-[X] Training Action
--[X] Practice your numbers (368/1000)

Very good plan
 
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