[X] Plan: Jolly Cooperation (and Sheep)
-[x] Trade with Karak Norn - Importing steel
-[x] Militia training and weapons
-[X] Purge the woods:
-[x] Docks and Rebuilding the Brookspanner Boats
-[x] The Tenderfinger family
[X] 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.
64 + 13 (Bokri's Diplomacy) = 77
Almok Silversinger heads out for Karak Norn with an offer for trade, and returns with a trading Caravan loaded up with steel ingots. Karak Norn is very much interested in the growing trade relationship, and their caravans are well protected. After making their way down the mountains, they charter space on human ships to deliver their goods directly to your Karak.
Upon arrival the Norn traders look with fascination at the wagons that your Dawi use, and a few of them inquire about buying a few of their own. You take note of this going forward.
The traders are initially wary of getting too close with 'the sun-mad wazzocks', but quickly warm up when they get a belly full of Bugman's latest brew.
But it is at the welcoming feast that the traders are convinced.
The Karak Norn traders are provided with a feast of traditional Dawi fare. Acorns prepared in a variety of ways, berry and nut jams, honeyed fruit, many types of spreads, cuts of Auroch, all combined with a selection of cheeses. The fare is hardy and abundant.
After Helga told them of the history of the clans's recipes, how these meals were ancient pre-woe recipes, and that the bread was made of Zornian spelt, one of the traders burst into tears. Saying that the food tasted like an old memory of better days, and how he felt honored to be the first in many long millenia to taste what 'Valaya intended for us'.
So emotional were the traders, they even tried the brandy and cognac hoping that it'd get them out of their funk. Instead they found them enjoyable and declared them "decent as booze, but very tasty." This brought them back to a sensibly dour and pessimistic Dawi mood.
Gain:
Diplomatic Relations with Karak Norn 8/10:
An appreciated neighbour. Karak Norn is happy to have you around. Although they won't say so. Open displays of such affection are not the Dawi way. Nevertheless, they are happy to cooperate.
Contract
Karak Norn - Lumber and furniture for Dwarf Steel:
Karak Norn traders arrive twice per year, once in the early spring, and once in late autumn, to trade fine Brightstone woodworking and furniture for Dawi steel. These are growing in popularity in Karak Norn. Karak Norn steel is of good quality and finally provides your Dawi with reliable work.
Produces 100 Gorls from taxed trade.
Provides the Material: Dwarf Steel.
New addition to Clan allies and auxiliaries
Gronack Hearthkeeper's smiths and forges:
A black bearded Longbeard whose hair has developed streaks of silver, and seems to be bound into a net. A former toolmaker from Averheim, Gronack arrived at the head of a group of Dawi artisans looking for a safer place to live. He and his kin have declined to swear oaths to you, instead moving in as tax-paying traders. Their smithing skills making up for the greatly atrophied skills of your Clan.
Khazid Brynduraz gains
Umgdawi blacksmith quarter:
A square block of stone houses that have had some effort into blending in with the surrounding structures. These Umgdawi are tax-paying citizens of your city, who shape the steel into whatever is needed for the clan.
Tithes and Fees:
Smiths and toolmakers:
By ancient Dawi law, you are paid a remittance for each tool sold instead of made personally. With the new supply of Norn steel and the arrival of Gronack and several other Umgdawi smiths and toolmakers, a trade has sprung up. For each ingot that the Umgdawi buy from you, you get a payment. For and each tool they sell, you get a cut. And for each adult Umgdawi in their little quarter, you get a tax.
50 Gorls each year.
Unlocks:
Expanded Carpentry - Wagons for sale:
The Karak Norn traders who visit have remarked on the quality of your wagons and the quality of the animals used to pull them. There is a definite demand for good wagons by the Dawi. If you produced spare wagons, then Karak Norn is eager to buy a few.
Brightstone Wainwrights:
A large workshop where a steady flow of wagons are built and sold at a high price to interested traders, mostly Dawi who appreciate the way the designs are sized for them.:
Produced two trade goods. One is immediately used for a trade contract with Karak Norn.
Trade Good:
Brightstone Wagons.
Finely made wagons of Albian oak, now reinforced with Karak Norn steel, and designed by Dawi who have gotten exceedingly skilled at travelling around on the surface via wagon. Your wagons are superior to the carts used by most Dawi.
Luxury: Medium.
Demand: High.
[X] 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.
Rolled 22 + 11 (Bokri's Martial) = 33
Failed. DC was 35
Selgra attempts to salvage the situation.
Rolled 22 + 11 (Bokri's Martial) + 15 (Selgra's Martial) = 48
Succeeded.
You try and fail at first to get your Dawi to agree to the importance of militia training, as the gathering of family heads quickly threatens to devolve into a grudge-off, as they bring up reasons why they should not train alongside other families, or insist that other families be sent back for being dishonorable.
Thankfully Selgra, Valaya bless her, yells some sense into the Dawi and shames them for using your attempt to improve the security of the clan for settling personal grudges. There is grumbling and more than a little glaring, but the Council of Elders agrees with your wishes to improve the militia's training.
In terms of weapons, your announcement that the Bill, Billhook, and Mattock are valid weapons and you wish to have more of them, convinces more than a few foresters and herders to hang up their axes and maces for militia gathering and show up with their preferred weapons.
Although you are unable to implement it yet, you are able to see a potential formation. Crossbows to weaken the enemy from a distance. A shield wall of Dawi wielding billhooks and mattocks. Billdwarfs lashing out over the formation to stab, hack, and drag their foes down. Making them easy prey for their kin in the line.
Weapon used by the clan:
Brightstone War Bill:
The Bill used by the Brightstone clan is an excellent if unconventional weapon for dawi. Derived from the billhooks used for tending to their orchards. This version of the billhook has a short curved spike on one side for swinging, a hook on the other side for grabbing onto foes and pulling them, a long spiked tip for stabbing, and a counterweight at the base of the haft for stock-strikes
Brightstone Mattock:
War picks are a popular weapon among the Dawi, but for the Umgdawi and Gazani who spend more time digging through dirt than rock, the horizontal mattock has replaced the vertical pick. These mattocks have a rock-breaking hammer on the back for striking like a mace. Usually wielded with both hands, with the assistance of a buckler.
Brighstone Billhook:
Almost like a sword curving forward into a hook. This weapon is an excellent short hacking sword equally good for hacking through underbrush and tree roots, as it is hacking through goblins and skaven. The rounded hook of this version ends in a skull-splitting spike, giving the wearers a sword that can also be used to crack through skulls. Usually wielded with a sturdy wooden shield.
Unlocked
Bill and mattock infantry:
Heavy spears and boat-hunting.
Acquiring mountain ponies:
[X] 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.
Rolled 43 + 15 (Bokri's Stewardship) = 58
Lumber is provided to the Brookspanners, and they quickly get to work restoring what they have lost. While your Dawi are somewhat unnerved at how well these Dawi take to the water, they nevertheless aid in the construction efforts.
A dock of stone and lumber is constructed that can dock any barge and lighter naval ships. Alongside this the Brookspanners set up a simple dockyard where they can work on constructing their small fishing ships.
While the trading post is finished too late into the year to catch trade before the winter snows begin to fall, it is nevertheless a well built structure with a deep basement for storing products for trade. Your Dawi grumble somewhat about trade beyond your territories needing to be taxed, but they accept it.
There will always be a measure of petty trading and the like between your Dawi and outsiders, mostly bartering, but Vellna assures you that this is normal for surface settlements.
From now on, each turn you will receive income for each trade good produced.
Clan Lesser Individuals:
Dockmaster:
Algrin 'Mossbeard' Brookspanner, also known as 'Old Mossbeard' is an experienced fisherdwarf and a builder of boats. His somewhat eccentric family have found themselves at the forefront of the clan's growing dock and fishing infrastructure.
Khazid Brynduraz Gains:
Clan Trading Post:
A sturdy building on the banks of the Söll river, made from sky-granite and reinforced with strong timber. This building is where all goods produced for exports as part of each clandwarf's labour taxes, are stockpiled. Only Dawi personally chosen by Vellna are entrusted to work here. They ensure that the Thane is granted his rightful due for any trade beyond the Clan.
Brookspanner Fishing Docks:
The pinnacle of the sun-touched. The Brookspanner Dawi like to build fishing boats and spend a lot of time fishing. Half a dozen multi-person fishing boats have been constructed already, and there are always nets or cages being set out to bring in an abundant catch from the river.
Materials:
Fish.
[X] 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.
Success of attempt to find the Tenderfingers.
Rolled 95 + 15 (Bokri's Intrigue) = 110
Length of journey,
1d3
Rolled 1
State of the Tenderfingers.
Rolled 91
The Clan is fully intact.
Do they bring anything special?
Rolled 94
By the year's end, Ansgar returns at the head of a large group of Rangers, leading a dozen wagons and a large flock of sheep with them. The Tenderfinger's arrival briefly confuses your scouts, as they think that a whole new clan is migrating to you. Eighty Tenderfingers arrive, alongside two smaller families of roughly ten to twenty each, all herding a large flock of sheep between their wagons, each of the wagons seemingly full to capacity.
The family proudly swaggers into Kazad Brynduraz, many of them carrying rifles. At their head is a large somewhat puffy dwarf with a bandolier of pistols that is nearly hidden by his massive brown beard. You recognize him as Olaf Brokksnev, although you've not seen him for over two decades. The younger brother of your father, he married into the Tenderfingers and led them away to more prosperous lands.
Your eyes go wide and you take a step back, knowing what is about to happen. Foregoing the usual courtesies, the Dawi wraps his arms around you and lifts you up. Your muscles ache and you feel like your bones are going to break. "There is my favorite snev!"
"Good to see you too." You manage to squeeze out in the midst of being crushed before he puts you down. "You've done well for yourself, uncle. That is a lot of guns."
His voice is mighty, full of life and vigor. "Hrmm? Oh, aye. We moved close to Zhufbar. Spent two decades selling cloth to them. Good money to be made. Bought some useful tools and equipment. I'll show them to you when we're settle-." He stops speaking as Helga approaches, inclining her head at the newly arrived dwarf. Olaf smiles and moves closer, adjusting his collar and beard. "Oohoo, now who's this handsome la-"
The Valkyrinn interpose themselves, shields covering the priestess and axes at the ready, flipped around to strike with the haft. Olaf steps back, still grinning, as Helga motions for the Valkyrinn to stand down. "Helga, of the Priesthood of Valaya. I will require the name of every Dawi with your arrival, and I will oversee the induction of each child into their new home." She looks him up and down. "We will drink beer afterwards."
Olaf nods, briefly becoming fully serious, intimidated by the priestess. "Aye, aye. Let us get that done then." He turns to you, his earlier smile returning. "Well, time to get ourselves settled in!"
You gained the advisor,
Olaf Brokksnev.
Gunsmith. Weaver. Your uncle.
Your uncle is a large brown-bearded Dawi that leads the richest and largest family among the clan. He wears finely made woolen clothes decorated with rich blue dyes. His beard is finely braided and decorated with copper bands inlaid with silver filigree. He is always well washed and smells good.
Diplomacy - 16
Martial - 11
Stewardship - 15
Intrigue - 9
Learning - 10
Combat Prowess - 10
Advisor traits:
Olaf unlocks a new section for plan-voting. Commissioned Engineering. This is used to purchase technology from Engineers. Note, this section can be empty depending on diplomatic standing, and will be very expensive.
Military:
Your military stockpile increases.
You gain
30 Zhufbarak Rifles:
A brand new design sold 'cheap' because nobody else trusted it. These rifles fire conical 'Menhir' bullets at a range up to two to three hundred meters. The rifles reload slowly and can easily get fouled, but they can take the head off an Orc at two hundred meters. Their utility is hampered by the expensive nature of the ammunition and spare parts.
Your herds gain:
Tenderfinger guardians:
The Tenderfingers have taught their dogs not to overreact to the sound of firearms, and even to attack anything hit by a shot. This was taught with goblins tied up to targets. The Tenderfingers patrol around the herds, using their wagons as towers from which they can shoot anything getting too close to their herds. Where crossbow-wielding Brightstone rangers will generally fire a warning shot first, due to being at the edge of herds, the Tenderfingers rarely hesitate to shoot to kill due to the long reload times of their muzzle-loaders.
The Tenderfingers and their wagons are mobile defensive towers that move between the herds.
Sheep herd:
Large herds of sheep which unlike the Karaz Ankor's that are largely butchered every winter except for the breeding stock, are allowed to grow large on the grasslands of Solland. The clan gains:
Materials:
Wool.
Mutton.
Sheepskin.
Kazad Brynduraz gains:
Tenderfinger Gunsmith:
Most precious among all the cargo that the clan brings with them, is a small steam-powered lathe, which can be used for the creation of firearms.The lathe can be used to work metal quickly and with outstanding precision. The lathe is not big enough to make anything bigger than the hammer and individual parts of the firing mechanism of a rifle or pistol. A hand-cranked drill for screws, nuts, and bolts is provided. While not recognized members of any Gunsmith's guild, there are nevertheless several skilled gunsmiths with them.
Can maintain up to thirty Dwarf Handguns and keep up with the ammunition demand for the conical 'menhir' bullets.
Can not be used to make whole rifles except incredibly slowly.
Tenderfinger weavery:
The Tenderfingers have set up a weavery close to the river, where they turn wool into usable garments and clothing for the clan. They have large spinning wheels and a variety of equipment that is beyond the weaving tools that you're used to. Their operation is only just starting, but it looks promising.
Materials:
Clothing.
Blankets.
Cloth.
The Tenderfingers weavery currently provides enough to maintain and slightly improve your current supply of clothing. However, their operation can be improved with the addition of water wheels
The Tenderfingers have begun to schism, with two families living alongside them. They are the Blacksoil and Hidetender families. The Blacksoil family specializes in tending to and improving the quality of soils. Their management of soils goes beyond the usual empire methods of throwing fertilizers onto the ground, and instead creates large amounts of Drazhgorl, black gold, an artificial soil used to improve the local fields. The Hidetenders are closely related to the Tenderfingers, providing leather apparel alongside the woven garments of the Tenderfingers.
All your settlements gain:
Blacksoil collection and management:
The first thing human onlookers will mention about Dwarf settlements, is just how clean they are. Dwarfs have long since understood the importance of cleanliness and hygiene, even if bacteriology is a science only actively practised by Zhufbar and Karak Izor. Waste is quickly taken away and disposed of, and used to create a black soil from ground bones, waste, minerals, and precisely mixed sand and dirt.
Kazad Brynduraz gains:
Hidetender workshops:
Easily the foulest smelling part of the entire Kazad. The tanners and leatherworkers of the Clan work from a separate part at the edge of the community. Not due to a lack of social status, but from the stench of tanning. There's always a supply of soap and washing rooms set aside for the end of a shift.
Unlocked turn actions:
Expanding the weavery.
Combine Ironhorn and Hidetender efforts.
Black Soil Fertilizer production.
[X] 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.
Rolled 46 + 11 (Bokri's Martial) = 57
Almok is sent to The Wolfbreaker to arrange for your clan's participation in the ongoing purge. It is not hard to find volunteers among your Dawi who are willing to deliver a good kicking against such foul enemies of the Dwarfs, and soon a force of sixty Dawi marches out with instructions to start stacking bodies like cordwood.
"The Umgi are running!" Magrak's second son-in-law yelled from the second wagon.
Magrak pulled his mattock from the corpse of the fallen beastmen and looked at where the lad was pointing. The beastmen had flanked around the imperials and would have taken them from behind, had Magrak not positioned his wagons behind the Wolfbreaker's army as it moved into the woods.
Old Magrak cocked his crossbow and slid a bolt into place.
A Minotaur had emerged from the woods and broken the human line, while a small herd of Gors and Ungors had overrun the humans. With their formation broken, they were in a full route. Magrak grumbled about the quality of the human troops. He considered the situation. The hounds were biting and tearing at the fallen beastmen, finishing off any that still moved.
He had three wagons, each with twenty Dawi that were a mixture of his Keenaxes, the Tenderfingers Thunderers, and a mixture of volunteers from the other families. Each wagon was also protected by a pack of war dogs, trained to attack and harry enemies who surrounded one of the laagers.
"Rally and form a Laager!" He bellowed. "Quickly! Send the Aurochs off!" There was a brief hesitation at the order. The consequences of it were simple. Either the clan would win and they could gather up the animals, or they'd die. Quickly the two outer wagons were moved closer to each other, forming a circle. The process took an agonizing amount of time, as the beastmen were finishing off the last of the human vanguard and approaching rapidly.
Chains were unfurled to connect wagons. Panels were unfurled. And with mighty heaves of the large levers built into the wagons for this exact purpose, the body of each wagon descended, slamming down onto the wheels and driving them into the ground. Firing slits opened and the Dawi inside each wagon prepared to sell their lives dearly.
The humans were stumbling between the wagons, most ignoring the shouting from the Dawi. They'd been broken by the Beastmen and even now, their officers were riding amongst their formation, attempting to rally them. Magrak ignored them and climbed onto the roof of his wagon.
The first of the beastmen charged into the wagons, even as their comrades fell to crossbow bolts and the sharp crack of rifles. They scrambled at the wagons, but found no good handholds for them to grab. The wagons were designed with dwarfs in mind, and a handhold that a Dwarf could grab with the tips of their fingers and haul themselves up by, were too small for the beastmen.
Halngor Ironhorn stood atop the wagon, firing a bolt into the face of a Gor that bodyslammed the wagon and tried to knock it over, only to rebound stunned. The Gor recoiled, but did not die immediately.
A lass from the Goldenblossom, Elamina, Margak reckoned, took a bill and jabbed its skull. She was using her weapon to its full effectiveness, stabbing with the spike of her weapon and swinging the pick with deadly effect.
Billhooks were stabbed through the slits in the sides of the wagon, even as bolts fired by the Dawi inside made the attackers recoil, or open them up for stabs from the billdwarfs standing atop the wagon. Someone yelled as a beastmen jabbed a spear through a slit, only for the beastmen to be shot at point blank with a rifle. He saw an outlying beastmen get swarmed by four dogs that emerged from the tall grass and brought him down.
There was a sharp screech as Argil Beledrokson, one of the 'Skycallers' made a hand gesture and released one of his eagles. It flew towards an Ungor with a bow and ripped the beastman's throat out before returning. It then flew off, waiting for the beastman to die before it could start eating.
Magrak raised an eyebrow. He'd never put much stock in birds. But that was definitely one of the more interesting sights he'd seen today.
The fighting continued for several harrowing minutes which felt like an hour, as the frenzied beastmen sought to break into or cast down the wagons, but were driven back by the blades of the defenders. They began to pull away, trying to stay out of range of the stabbing weapons from inside the wagon, even as bills stabbed down for their heads, and crossbows twanged.
The beastmen attack had staggered, and although each wagon bore the marks of axe and club. Three Dawi had fallen and a score more suffered serious injuries. Many bore stab wounds and had been hit by arrows, but carried the wounds with the stoicism of the Dawi.
The sound of hoofbeats drew the attention of the beastmen, as armoured humans bearing the flag of Sudenland raced into the beastmen. Their leader, the Wolfbreaker himself. The man was of average size for a human, but bore a patchwork of scars across his face. Around his shoulders he wore a great fur pelt that Magrak had been told he'd taken from some important Umgi from Middenland. The knights slammed home, breaking the Beastmen's already staggered charge. After ramming his lance through one beastmen and shattering it, Marcus Wolfbreaker drew a sword of glittering elven steel and began laying about him.
"Charge!" Magrak yelled, leaping from the wagon and landing atop one of the Ungor. He laid about him with his mattock, the tip hacking through flesh while the pick at the end cracked skulls. A last volley of crossbow bolts was fired. Each Dawi inside firing their own, and then the crossbow of one of the Dawi who'd taken up melee weapons. The doors of the wagons opened and dour dwarfs with shields, mattocks, billhooks, and bills emerged to join those Dawi that had joined Magrak's leap.
Magrak led the fighters into the kind of dirty close quarters brawl that the Brightstone clan excelled in. Some formed shield walls and drew the attention of the enemy, as others ran around and through the beastmen, hacking around them with their weapon, using their size and unexpected agility to their advantage. One dawi with a Billhook and a pick was laying about him like a slayer, using the speed and additional blow allowed by the lack of a shield with deadly effect.
"Be swift. Be brutal. Don't let your enemy form up." His old goat of an instructor had told him when he was just a beardling, and he still held onto that.
A billdwarf swung out with his hook, embedding it into the collarbone of a Bestigor. With a mighty heave he pulled it from its feet, allowing a kinsdwarf to finish it off with a blow to the neck with the pick on their mattock. Not missing a beat, he then used it as a spear, stabbing a routing beastman.
As the last beastmen ran, and the human infantry began to sheepishly return, the Wolfbreaker rode up and pulled up the visor of his helmet. He looked first at the wagons, and then at the Dawi.
"You surprise me, master dwarf. I have never seen Dawi use wagons as mobile fortresses. I was worried the beastmen would tip them over or hack their way through." He inclined his head. "May this be but one of many victories against the beasts and greenskins, aye?"
Magrak grit his teeth. He was still unsure what to think of this 'Wolfbreaker'. The man was an Unbaraki by the strict letter of Dawi law. But he seemed to be a solid sort otherwise.
Perhaps it was best not to be concerned with human matters of honour. Humans did not have true honour after all, at least not in the way Dawi recognized it. It was a sour mixture. This Wolfbreaker fought with the fury and valour of the old tales of Sigmar's time. But he wore a relic taken from other humans in a foolish civil war as a trophy, and had broken a mercenary contract to declare himself a ruler.
The mixture did not sit well with Magrak. It was too dubious, morally ambiguous even. "Valaya preserve me, why couldn't she beat some sense into Sigmar and have him sort his people out. Any dwarf god whose followers were this confusing would have had their beard clipped and been driven from the halls of the ancestors!"
Magrak resorted to that oldest of Dawi diplomatic remarks. A grunt of vaguely ambiguous approval and an inclination of his head. The Wolfbreaker seemed to cheer up at this and began shouting orders to his followers. "Johan. Take your footmen into the woods and take out the remnants of this group. Albrecht, what about those goblins the scouts spoke of? Still lurking at the edges? Well get rid of them!"
The longbeard shook his head. He hefted his weapon over his shoulder and he and his lads and lasses began stripping the beastmen corpses of their weapons and armour. Waste not want not.
After the initial battle with the beastmen, the forces of Sudenland proceed to move through the woods. The Wolfbreaker makes heavy usage of local levies in the fighting, the small but effective mercenary force at the heart of his army providing a core for his troops to rally around.
Magrak and his forces continue to do what they performed in the original battle, only with increasing proficiency. Whenever it seems like a goblin or beastmen warlord is about to rally a counterattack, Magrak rushes his wagons to the fore and digs in, providing a bastion.
The fighting in Sudenland, which for generations has been waged with petty raiding and small-scale conflicts, except for the occasional minotaur, is an excellent environment for your Dawi. Even a simple wagon fort is an unexpected thing for beastmen and goblins whose combat experience boils down to petty warfare.
In the end, the goblins and beastmen are driven into the deepest woods, although the Herdstone of the latter is not discovered.
Magrak and his rangers lead the humans into the deepest caves of the woods, and find the spawning grounds of the goblins. They come upon the vast pulsating fungal sacks that cover the cavern floor, and are hidden within seemingly every crack. Each of them contain nearly fully-formed Goblins. The sight unnerves the humans, who have little knowledge of Goblin physiology. They find some spawning sacks containing orcs, but these are nearly all destroyed already. It seems the goblins do not want orcish overlords and have been harvesting the freshly spawned orcs as a food source.
A fitting end for the last of Gorbad Ironclaw's legacy in the Empire.
The sacks are hacked apart and the greenskins inside put to the torch. Oil and purified spirits are poured into the cracks in the rocks, and the entire cave system is set ablaze.
The goblin presence south of the River Söl has been wiped out. (As far as you know) The beastmen endure, their herdstone remaining hidden somewhere not even your Rangers can reach.
The Tenderfingers Family was the primary point of contact with your more distant communities. With their return to the fold, they bring with you stories of offshoots from the distant parts of the World's Edge.
Of the Brightstone clan, they heard of:
-A branch of the family that split off and declared their own thane, now serve as rangers for king Thangrim Firebeard of Karak Dum, out on the edge of the Chaos Wastes. They keep up the ancient watch over the old enemy. Word of them only reached you thanks to a few Tenderfingers merchants who visited Karak Vlag.
Out of range of a regular Ansgar action.
-Supposedly a small population of the Brightstone Clan that moved into the Mountains of Mourne as part of a mining expedition now lives in Cathay as mercenaries for Emperor Zhao Ming. Or Miao Bo. The stories are conflicted
Out of range of a regular Ansgar action.
-A large mercenary band of the Brightstone clans are living in Skalf's Hold, above the fallen hold of Karak Azgal. They guide caravans from Barak Varr, and help excavate the depths of the hold for treasure.
Out of range of a regular Ansgar action.
-Survivors of your father's expedition have set up a settlement in the mountains near Karak Brynduraz. The Tenderfingers claim that they said they are waiting for your father's return. He survived Karak Brynduraz, but left with his Hammerers in search of something. These Dawi carved out a safe and stable home in a fortified valley. But are too far away to retrieve, even for Ansgar.
Out of range of a regular Ansgar action.
-There are still mercenary bands unaccounted for.
The traders from Karak Norn bring with them stories of the Karaz Ankor. The rumour mill churns ceaselessly.
(without a more reliable source of scuttlebut, you need to roll 40+ just to hear anything.)
-Karak Norn
Rolled 44 You received news of what happened.
What happened?
In Karak Norn, the Runes of Light within one of its halls all flickered and went out one by one, a hundred years before they should have.
Inspections proved the runes to all be flawless and still containing their power. But for one reason or another, they had been rendered inert. As if they had never been properly installed.
-Karak Hirn
Rolled 91. You received news of what happened.
What happened?
A trader from Karak Hirn, arriving to seek out the new market he has heard of, while in his cups, tells a concerning story.
Karak Hirn was dealing with a greenskin Waaagh!!! That made one of the generational attacks on the Karak's gates. This was usual, but something concerning happened.
The Karak's Runelord sought to use the Anvil of Doom to bring wrath and ruin down upon the attackers, as part of teaching his apprentice and seeing a good teaching opportunity.
But when he struck the anvil, nothing happened. The Anvil of Doom did not stop glowing, neither did it break. But it stubbornly refused to work. The Runelord had to repeat the process, and the anvil worked as normal, with no indication that anything was wrong.
The Runelord left for the Everpeak to seek the counsel of Kragg The Grim.
-Karak Ziflin
Rolled 4. No news.
Nothing has happened to Karak Ziflin. Like usual.
-Karak Izor
Rolled 5. No news.
Karak Izor is still prosperous and growing.
-Karak Azgaraz
Rolled 5. No news.
Karak Azgaraz rolls its eyes as the manlings of Bretonnia once again attack Ubersreik only to be repulsed. Business as usual.
Five Dawi of the Clan have fallen. The proper rites must be declared. From whom shall we request a Priest of Gazul? All Karaks priesthoods of Gazul are largely the same, and the services they offer will be the same. Nevertheless, we will need to ask the aid of one of the nearby Karaks.
[] Karak Norn:
Continue to improve your relationship with Karak Norn.
-Your steel. Lead. Willing to provide you gunpowder. Friendship. Trade.
[] Karak Izor:
Seek to establish a relationship with Karak Izor.
-A presence from every guild. Legitimacy. Technology. Political influence.
[] Karak Hirn:
Seek to establish a relationship with Karak Hirn.
-The gateway to Barak Varr. Trade hub between the World's Edge Karaz Ankor and the Empire. The Empire's armoured underbelly.
A short moratorium.