Voting is open
Of course there is one potential big stumbling block to any and all of our crazy plans.

The local soil could make it very problematic when it comes to building large multi-story stone structures. The wall we put up seems fine but it's not the scale of a gigantic fort etc.
I don't think that's the issue here, since we'll obviously be adding reinforcement to the foundation whenever the city gets notably bigger. However, this does mean that you need a lot more mechanical assistance to set up anything underground, which given the Skaven's propensity for just throwing tons of shitty rat workers at their problems means that we're much safer. It also means that tunneling which would work is going to be very very loud, so there would be ample opportunity for them to be discovered before managing to reach sufficiently far.
 
...So once again, the answer is "just make lots of smaller star forts instead of trying to make a single giant star fort which encloses the entire city."
Military planners have hit the problem many times yeah. More star forts generally are better than bigger ones.

The bigger the star fort the worse it performs unless your weapon maximum effective range keeps up. The points of each prong should be within effective range to shoot attackers climbing the walls from the opposite side without needing to resort to sniper fire or explosives.
 
@Mayto
While I'm on the subject of Rakidum gear, our character is mentioned to use leather and chain mail. Was that standard for the fighters in the clan (prior to Grogias) or did most have to subsist with simpler forms of armor?
Simpler, aye.
Uh, I'm pretty sure thats how normal forts defend a city?
Encircling a city is possible(see Chinese Chengs, which are made of a massive square perimeter wall of packed dirt with stone facings encompassing the city proper, a river and some limited managed forestry or agriculture within the perimeter gap to stretch supplies fuel or food supplies in a siege), the issue is that its expensive, limits build space and complex wall shapes are much harder to build and maintain. And if any ruler lapses city sprawl will crawl right up to and over the wall, removing the defensive advantage. You'd only need this type of fortification if enemies are extremely mobile and can strike or disengage at any time(i.e. horse nomads), this forces them to bring proper siegeworks so you

Which is why most cities tend to go for forts with artillery pre-sighted upon every viable approach to the city itself, while the city itself only has simple walls - the idea being that the city walls only need to stop enemies from overrunning them with pure momentum - the forts being able to bombard the attackers with impunity prevents a city wall assault, enemies are forced to assault the forts, which are far more defensible simply due to being smaller and having marginal civilian population..
Yes, pretty much. You're right there.
 
Umgdawi character idea: Grozrik Brassmelter New
Grozrik Brassmelter is a dwarf with a plan.

He has been a dwarf with a plan for several centuries now.

In his distant youth, he dreamed of a magnificent instrument: the largest ever conceived.

Perfectly tuned bells with a simple rotating mechanism that controls a series of springs that control a number of hammers to ring them.

A musical marvel that would make Nuln the envy of every city in the world.

Every time Nuln sees a long enough period of peace (by umgi standards, even), or a new count takes the seat, Grozrik makes his pitch. Seventeen times he has presented his design, each one more wondrous and sophisticated than the previous iteration.

And every time he gets rejected for what Grozrik considers frivolous reasons.

His descendants learned mechanical engineering and developed a mastery of casting brass, under the exacting eyes (and finely honed ears) of Grozrik.

Over his long life, Grozrik has accumulated a great deal of wealth, enough to construct his design. However, he'll shave his beard before the ungrateful umgi of Nuln enjoy the fruit of his life's work if he has to fund it out of pocket.
---
My offering for the omake throne, inspired by looking at the mechanisms of the belfry of Bruges.
Ho boy it gets loud up there.
The melody sounds a bit like far over the rainbow...
 
Turn 4 2204 New
[X] Karak Izor:
Seek to establish a relationship with Karak Izor.
-A presence from every guild. Legitimacy. Technology. Political influence.

Rolled 91 + 13 (Bokri's Diplomacy) = 104



Once more Almok stood in the hall of a great Dawi King, telling the tale of his clan. Only this time the wealth was even more imposing than Karak Norn. Karak Izor's throne room was as imposing as Norn in terms of size. But while Norn appeared to be trying to show off if anything, Karak Izor exudes squat brutal power.

As Almok finished recalling the story of his clan, and the request for a priest of Gazul, and offers of opening up trade, the king lifted a hand. Arlock Grimbrow was an old Dawi with a black beard that he allowed to hang freely from his elevated throne. His beard reached into a groove in the midst of the steps one would walk to get to the throne, extending a solid foot to rest upon a pillow set at the base of the throne. His beard was woven through with golden thread and decorated with silver charms.

Almok looked up. The ceiling was supported by great ancestor statues that bore the weight of the roof on their shoulders. Above the throne was a domed ceiling carved from the rock. Seven faces were carved from the ceiling, Grungni, Grimnir, Valaya, Smednir, Morgrim, Thungni, and Gazul, all looking down upon the throne. Glowrunes shone upon one face, which looked down upon the throne, and upon the petitioner's court.

Grimnir's face had an open mouth, out of which stuck the barrel of a cannon, aimed directly at Almok. Along the walls of the throne room there were no tapestries, only vast bronze plates that showed the history of the clan, each decorated with gemstones and rare stones.
The king snapped his fingers. The cannon barrel retracted noiselessly into the Grimnir statue's mouth, the stone mouth slamming shut without a noise. The king twitched his wrist. Without a noise, the dome began to turn, until the face of Valaya looked down upon the petitioner. The mouth of this carving opened, also revealing a cannon.

Arlock Grimbrow leant forward. "You claim you trade wine and brandy. Explain this to me." The look on the king's face was one of confusion and disapproval.

Almok put on a brave face. And said the words he'd been preparing like one might sharpen a knife before the perfect thrust. "Anything Elgi can do, we can do better."

There was deafening silence in the room, as the King and his advisors considered those words. Prepared insults and condemnation of wine and vintners withering on the vine as they processed those words. A cultural disdain for non-beer alcoholic beverages clashing with a desire to put the elves in their place.

The King burst out laughing, his voice booming, to be followed by his court. He slapped his knee. "I grant your request, and will arrange for a fine priest to be sent to your Karak. One who will ensure that your ancestors and fallen are granted the reverence they are due. But I have a question for you. I trust you brought a bottle of this brandy you speak of?"

"I brought cognac too." Almok said with a smile.



Silversinger returns from Karak Izor with news of his success. The Karak was dubious at first at the arrival of your herald, but quickly found themselves growing interested in your presence. Your herald plied them with displays of your furniture, and samples of triple-distilled brandy and the finest cognac to those who would try them. Karak Izor gracefully accepted your request for a Gazullian priest, and agreed to send a trained priest who can establish a local priesthood.

Unlocks turn action:
Trade Contract - Partner up with an importer in Karak Izor:

Karak Izor lies at the center of a growing trade hub across The Vaults. There is a decent amount of interest in your wine and brandy. Instead of relying upon Dawi caravans to come to purchase your goods, you will cooperate with a bulk importer operating from Karak Izor that will handle the logistics.
Establishes a contract to sell Brandy and Cognac to Karak Izor.

Relations with Karak Izor 6/10:
You're weird. But you have good hearts and you're fair traders. With the roads in southern Sudenland cleared of foes, and travel being more reliable, Karak Izor is open to setting up trade relations. While dubious at first, they tried some of your Brandy and Cognac, and found it to be agreeable.

Commissioning Engineering can now commission from the engineers of Karak Izor.

You gain
Brienne Karaksdottir

This foundling Priestess of Gazul wears a black hooded cloak over a coat of blackened mail with gromril vambraces. She carries with her a large supply of ritual oils and unguents needed to perform her duty. Across her chest is strapped a bandolier of silver stakes and crossbow bolts, each engraved with a rune to be the bane of the undead. Devoid of family or clan, she is dedicated to her faith. Equipped with a runesword she wields with consummate skill, she looks closer to a monster hunter than a priestess.

Trait: The Beardling and his council
Bokri Starbolt has gained a reputation of surrounding himself with good advisors and listening to his Council of Elders. Which he makes very clear whenever he negotiates with Dawi, mentioning how his decisions are those of the Council of Elders. This helps assure Longbeards that the actions of the Brightstone Clans are not just 'beardling foolishness' but are tempered by wisdom and experience.
You gain an additional action each turn.
The Worlds Edge Longbeards will not immediately dismiss your actions as 'beardling nonsense and will at least hear you out.

All your holdings gain:
Family Crypts:

Each family home of the Brightstone family has a stone catacomb where the dead are entombed. Each tomb is guarded with numerous runes carved by Brienne. Should these tombs no longer become adequate, a larger crypt will be dug.



Dire warnings are delivered from the north.
The ten times accursed Drachenfels, he whose name is a curse among every race of men, who is both necromancer and demonologist, has once again decided to torment a city of man.

The Great Enchanter has unleashed a storm of chaotic magic upon the city of Ubersreik. Survivors describe it as if the Chaos Wastes appeared briefly around the city. All the land between Bögenhafen and Ubersreik has been laid to waste, the population either slaughtered by daemons or turned into mutants, before they faded like nothing happened.

Drachenfels is a mercurial and unpredictable force of destruction, who cares more about personal amusement than any grand ambitions. He has long enjoyed tormenting the Reikland, and Ubersreik is a popular target of his wrath.

The stories told by the traders coming down from Karak Norn is dire. They mention being able to see the flames of the burning city still, and that the sky is still tinted with raw magic when the night is clear enough. Nine in ten humans in the afflicted region were slain, and Reikland has pulled back from all its offensive campaigns to try and stabilize the situation.

The old Dawi quarter of Ubersreik still stands, being the majority of the survivors within the city, who managed to shelter beneath the Runes of Valaya. But they nevertheless suffered greatly. Many elders were slain. Of the scattered humans remaining in the region, most are fleeing to Altdorf and Bógenhafen. Great suffering even now afflicts the people, of whom many are not expected to make it through the winter.

Drachenfels's wrath lies upon the city of Ubersreik. But his wrath is reserved largely for the humans that dwell there. Few dare to send aid, lest it bring the attention of Drachenfels down upon them.



As you sit in your throne room, petting Snowmane, you consider the words. You dig your fingers into her neck and properly scratch her. Helga looks disapprovingly at the cat. She has been complaining about the animals that keep following her around.

You put your mind on more serious matters. "I know little of this 'Great Enchanter'. I would have advice from my priests." You ask, looking around the Council of Elders for Helga and Brienne.

Helga grimaces and is the first to step forward. "I heard stories of his evil from my great grandmother, who heard them from hers. He is ancient, beyond any man, dwarf, or perhaps even elf. Slippery like a greased up snotling." She adjusts the tome on her back. "Valaya sealed him in his castle during the Golden Age, but he escaped and broke the wards from the outside." She looks at Brienne. "Although I believe sister Brienne knows more."

Brienne steps forward, crossing her arms. She seems to consider what to say, then shakes her head. "He is pure evil." She says. Then, noticing people expect more, continues to speak. "Do not treat him like you would a man, elf, or even daemon. His actions are capricious and mercurial, and there is little thought put into them. One does not prepare for such a thing, they merely try to recover afterwards. Do not even bother trying to fight him. You do not have the power."


The fate of Ubersreik:
Your heart aches for people suffering at the hands of demons. But to aid the Umgi carries the risk of it being taken as interference.

[][DRACHENFELS] Send aid to them:
Send food, construction materials, and medical supplies to the city. Your unused wagons will fill the hole in their wall and your Dawi will help clear fields in time for the sowing season.
(Drachenfels will either be angry that you helped his victims, uncaring, delighted that Ubersreik will endure for future tormenting, curious about your motivations, or be distracted by something else.)
roll for Malicious Whimsy

Malicious Whimsy: This ancient being is mercurial and does not care about what happens beyond what may or may not be enjoyable to them.
Two 1d5 are rolled with anger/uncaring/delight/curiosity/distraction as results.
The result of each dice is tracked. If the results are the same, then Drachenfels will exhibit a greatly increased reaction. No further dice is rolled.
If the results are not the same, then a 1d2 is rolled. 1 being the result of the initial 1d5, 2 being the initial result of the second 1d5)


[][DRACHENFELS] Let them die.
Those Umgi are already dead. They just don't know it yet.
(Drachenfels is amused at Dwarfs letting humans die.)


Offering sanctuary to the city's Dawi population:

Fellow Dwarfs dwelling on the low lands of the empire are in danger, and your city was founded to be a safe refuge for those Dawi. It feels wrong to you, to not at least try to help them. While the destruction has ended, and the daemons and mutants are driven away. The Dawi quarter took a great deal of damage.

Many Dawi live in Ubersreik and consider it a temporary home until their clans rally to retake their ancestral homes. Some of these clans might be willing to move to the safety of your Karaks.
(Drachenfels cares little for the Dawi and his ire lies upon the race of men. Do what you wish.)

[][DRACHENFELS] Do not involve ourselves:
These events are happening far away, and could draw the attention of something far above our power to deal with.
The Umgdawi of Ubersreik endure like they've always done, the humans will repopulate and rebuild.
+2 Pride: You can put the wellbeing of your Clan over your own morality.

[][DRACHENFELS] Send supplies to the Dawi of Ubersreik:

Send Helga and her Valkyrinn along with an escort from Ansgar's rangers to provide shipments of food and clothing to help them recover. It is to be expected to try and aid fellow Dawi.
The option to move to your lands will be taken by Umgdawi that do not have strong clan ties to the clans within Ubersreik.
(Taking this option and not aiding the humans, will result in your clan being known for sending aid to the Dawi, while allowing humans to starve.
The Dawi sent to do this will feel awful about fighting off starving humans. 1d10 will take the Slayer's Oath)


[][DRACHENFELS] Offer them sanctuary:
Send Helga and her Valkyrinn along with an escort from Ansgar's rangers to provide an escort to the Dawi to get out of Ubersreik.
The Harataki Clan has dwelt in Ubersreik since 1714 when their Karak fell to an offshoot of Gorbad Ironclaw's Waaagh!!!. They will remain only until they are confident enough to make another attempt to reclaim their hold.
(Taking this option and not aiding the humans is blatantly giving ground against evil. While shameful to the Harataki (although they will bear this shame), it is shameful for you to make the offer. )
This incurs +5 Shame)




Disclaimer:
You are faced with the choice many rulers in the Old World have had to make, when the Great Enchanter rears his ugly head.

Drachenfels is a force of nature. You do not plan to deal with him, you do not wage war against him, you will not stop him. You will endure what he decides to put you through and hope he won't do it again. You have heard of people struck by a distant disaster. This is not and can not be the start of an anti-drachenfels arc, because you are guaranteed to lose.

This is just part of living in the Old World. Stuff like this just happens.

Have fun.




You can choose up to five -> six actions.
Diplomacy - 13 - > 14

[]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.

[]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.

Following your introduction to Karak Izor by asking for their priests, they have grown somewhat fond of you, and are willing to open diplomatic contact.

[] 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.

[]Bill and mattock infantry:
Magrak saw the effectiveness of bills, billhooks, and mattocks when fielded by your Dawi. But it was still impromptu. He wants to train the Dawi of Kazad Thingaz to deploy formations of these weapons. He would have the billdwarfs carry pavise shields to put down.
Among the foresters and woodworkers of Khazad Thingaz, Magrak oversees the training of a militia that has 2 formations of 30 Billdwarfs each, and 2 formations of 30 Dwarfs with billhooks, mattocks, axes, and shields. Both have crossbows.

[]Heavy spears and boar-hunting:
Some of your Dawi hunt boars with large spears and pikes. Such weapons could help to hold off charging beastmen and other large beasts. Try to encourage Dawi hunters and herders to consider the use of these weapons in battle.
Include spears and pikes into the weapons your clan uses.

[] Acquiring mountain ponies:
Dawi do not like riding animals into battle. They are unreliable, and not perfectly under a Dawi's control. But that does not mean they never use such animals or might be required to ride one. Prospectors often ride a mule or donkey, after all. And one can not guide a coach or large wagon without knowing to work with animals. The human villages to the south have shaggy stubborn mountain ponies which could allow a Ranger to somewhat comfortably ride between locations before climbing down and gettin on their feet. The ponies are grumpy and ill-tempered. Just the way you like your animals
The clan establishes a small herd of mountain ponies to use for transportation by the rangers. They will never fight from the back of their steeds, but might ride them -to- a battle if it gets them there faster.


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?)

The clan has been established long enough to ensure a functionally limitless supply of lumber, barring extreme circumstances.

[] 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.

[] 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.


[] 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.
The coaching houses in Sudenland leading to your territory are popular among traders and a decent source of income. Provides 5 Gorls for each trade good you sell at your trading post. Not contracted.
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"

[] 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.

[] 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.

[] Combine Ironhorn and Hidetender efforts.
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. Meanwhile sinews, horn, and organs all have uses that your Dawi can appreciate.
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, Textile, 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.

[] Expanding the weavery:
The Tenderfingers produce the clothes your Dawi wear, but their production is not enough for your Clan. Not if you want to trade their wares. Help with building a water wheel so that production can increase!
Cloth and textiles become a pillar of your economy.

[] Black Soil Fertilizer production:
The blacksoil family has mentioned that they could perhaps sell their services to the Umgi. They seem to not understand crop rotations or how to properly make a rich soil for agriculture. The work of the blacksoil family is dirty, but very effective.
Develops the production of fertilizers and manure as trade goods.

Trade Contract - Partner up with an importer in Karak Izor:
Karak Izor lies at the center of a growing trade hub across The Vaults. There is a decent amount of interest in your wine and brandy. Instead of relying upon Dawi caravans to come to purchase your goods, you will cooperate with a bulk importer operating from Karak Izor that will handle the logistics.
Establishes a contract to sell Brandy and Cognac to Karak Izor.


Intrigue - 15
Ansgar(19) will attempt to salvage failed Intrigue actions

[] 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.

-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.

-Family Crypts:
Each family home of the Brightstone family has a stone catacomb where the dead are entombed. Each tomb is guarded with numerous runes carved by Brienne. Should these tombs no longer become adequate, a larger crypt will be dug.


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 -> 149 Dawi (Casualties)
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.



-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.
181 -> 180 Dawi (Casualties)
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.
438 -> 502 Dawi (Arrival of Tenderfinger and Blacksoil family)
68 Unkhazali (2200's -2205's children, Brookspanner children, Blacksoil, and Tenderfinger 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 year

-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.

-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

-
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.

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.
Provides Smiths and Toolmakers TIthe.

-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 -> 107 Dawi (Arrival of Hidetenders and the Tenderfinger Guardians)

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.


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. -> Umgdawi made weapons.
Ranged weapons: Grandpa's old crossbow. -> Restored Grandpa's crossbow.
Armour: Cloth hauberks. -> Sturdy hauberks.
Clothes: Homespun faded hand-me-down. -> Freshly spun cheaply dyed.
Socks: Patchwork. -> Wool.
Plates and cutlery: Eating with hands from clay plates. -> Cutlery is available but not used.
Beards and plaits: Washed. -> With soap.
Jewellery: Polished wood.
Food: Hearthy but simple. -> In abundance.
Snacks: Berries and nuts.
Homes: Small but cozy and well-built. -> Cozy and well-built.
Children: One per decade.
Education: As needed.
Dowries: Humble.
Bride Prices: Humble.
Runes: Oral legend. -> In the family tombs.
Entertainment: Singing and dancing. Little money changing hands. -> Gambling and games at Bugman's tavern.
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. -> Always lit.
Chandeliers: None.
Tapestries: None. -> Fresh carpets
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.

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.

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.

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.
Costs the trade good: Dawi-made Furniture.

-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.

-Trading post:
The following goods will be sold at your trading post.
Red clay Earthenware.
Brandottir Grappa
Cognassons Marc
Brandottir Red Wine
Cognassons White Wine


Current Hoard growth:
Tithes and fees: 100 Gorls
Contracts: 100 Gorls
Trade goods: 250 Gorls
+450 Gorls per year.


Current Hoard:
50 Gorls -> 200 Gorls.

Expected Hoard:
650 Gorls.

Each 500 Gorls in your hoard increases your diplomacy rolls with Dawi by 1, to a max of 20.
Every 1000 Gorls in your hoard increases your pride by 1.
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.



Your uncle Olaf, while settled in the world's edge mountains, purchased equipment from Zhufbar and has learned how to deal with Engineers. If you require something, he'll be able to acquire it for you. He is a skilled negotiator and know what he is doing.

Commissioned Engineering:
Your only limit here is your finances. You can spend your Expected Hoard. These are not rolled for, except if mentioned.

[] Seed drills and plows:
Rugged and reliable, these seed drills fresh from the markets of Karak Izor save a great deal of labour when working the fields.
Costs: 200 Gorls.
Provides 1 Zornian Spelt Trade good. Can stack with existing trade good production.

[] Ironbeard's treeman obliterating steamsaw:
A large machine imported from Karak Norn. Originally designed for the execution of a captured treeman. This machine is able to seamlessly and perfectly saw wooden logs so accurately, most longbeards agree the machine is fine. The result of centuries of development, this sawmill can be expected to run without needing an overhaul for at least two hundred years.
Costs 200 Gorls.
Increases Dawi Furniture Trade Good by one. Can stack with existing trade good production.

[] Grendolson's mechanical weaving mule:
A machine powered by a water wheel which can perform the labour of many dozens of Dawi weavers, allowing them to put their time into making clothes. In fact, the weaver is so efficient, there's more cloth than the clan knows what to do with it.
Costs 400 Gorls.
Increases Dwarf-Spun Cloth Trade Good by two, Can stack with existing trade good production.

[] Old Arlock's Granite Saw:
Named after the Engineer who spent their life designing this machine, and who died of old age after completing the design. After three hundred years of iteration, modification, and improvement, this rock saw is able to flawlessly cut through stone so perfectly, even some Longbeards have to admit it is useful.
Costs 200 Gorls.
Increases dwarf-cut stone Trade Good by one, Can stack with existing trade good production.

[] Helga's triple-blessed guild-sanctioned High King endorsed distillation system:
Designing this machine resulted in four slayer oaths being taken. But eventually the machine gained the incontrovertible approval of the High King that these massive distillation machines could be used.
Highly adaptable, with a one thousand page manual carved onto metal plates, these machines greatly increase the productivity of distilled liqours.
Costs 400 Gorls.
Increases Brandy and Cognac Trade Goods by one. Can stack with existing trade good production.

[] Prospecting crew from Karak Izor:
Olaf hires a crew of miners from Karak Izor to prospect in and around your lands. They'll come with mining charges and a drill, and perform some serious prospecting on your land.
Costs 300 Gorls.
Roll on the same mining roll table as other mining actions.

[] Alrik's efficient grot-whirler:
Designed based on an implement for interrogating captured goblins. This machine is used to spin honey frames and quickly extract large quantities of honey.
Costs 100 Gorls.
Increases honey Trade Good by one, Can stack with existing trade good production.

[] Portable Pump system:
The soil beneath your city is wet enough that flooding can be a concern when digging deeply enough. Zhufbar has mastered dealing with such issues. Purchase a large moveable pump. It has a nozzle for sucking in water, and an extendable hose for where it is sent.
Costs 100 Gorls.
Allows for construction below the water table for sewers, catacombs, deeper mines.

[] Alcohol fuelled mining drills and ore sorters (repeatable):
Fuelled by alcohol like their wielders. These mining tools connected to small portable engines running on distilled spirits, greatly increase the speed and efficiency with which miners are able to dig. The sorters help to quickly separate the rock from usable minerals.
Costs 100 Gorls.
Increases ground Azurite dye Trade Good by one, Can stack with existing trade good production.
(If multiple ores are available, you can write in for which mine you are purchasing drills)

[] Albok's Punishment Balloon:

Nobody wants to be the Dawi sent up into the sky with a coat, a telescope, a packed lunch, and a parachute.

When winds are favorable, this balloon is tied to a massive hawser of metal thread and allowed to float up to half a kilometer high. Messages are sent down via canisters allowed to glide down the length of the cable.
In clear weather, nobody can sneak up on your holdings without potent magic
The sight of the tethered balloon is also an excellent way to guide traders.

Costs 400 Gorls.

[] Gyrocopter pad:

A dubious idea. Dawi are not supposed to fly. But your uncle insists that there's a use for this.
Olaf and Vellna will arrange with Karak Izor to establish a gyrocopter landing tower in your territory with enough spare fuel and components for a wing of three of Karak Izor's gyrocopters. Routine flights will deliver news from the Karaz Ankor as a whole, and ensures that in emergencies, you can quickly ask for aid.
Receive up to date news from the Karaz Ankor each turn and nearly un-interceptable communications.
Costs 800 Gorls.
Unlocks diplomatic action: Our skies are yours.
Arrange for Karak Izor's air corps to station a wing of gyrocopters within your territory.


You do not have enough steel for a trip hammer to be required.



Plan voting.

Seperate plan for drachenfels vote and for the turn plan

Reminder.
6 Turn Actions.
You can spend your money how you wish.

Long moratorium. See thread header
 
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Scheduled vote count started by Mayto on May 21, 2025 at 3:17 PM, finished with 162 posts and 74 votes.
 
i vote to send umgi aid and offer sanctuary to the dawi

no real reason to believe that evil will not someday come to us anyways due to RNG so just roll the dice ourselves
 
Bloody Drachenfels, where is Genevieve when you need her

Edit: I'm still undecided for Drachenfels options, I think I will wait too see what arguments people will make. For turn actions I had the followings in mind. We have an in with Norn and Izor, I want to start a connection with Hirn too. They also want lumber and food, for former we already have a carpentry and "Exporting excess grain" can have us profit more from the lands that are basically the breadbasket of the Empire. That we have Zornian grain is a pluss.

Normally I wouldn't go for a military action, as we somehow cleared a close threat previous turn but Drachhenfels kinda spooked me. Better keep investing to military even if it's tiny amounts. Dockyards can immediately earn us money and with how coaching houses bonus stack with trader good, I thought it can be good to built them early.

Lastly "Survey local lands", which I believe we should pick as it's already been three years and I don't want to delay this any further. Maybe we can find some small friendly local human communities that rangers missed or didn't care to contact.

[] Plan: Playing to Strengths
-[] Make diplomatic contact with Karak Hirn and Khazid Grentaz:
-[] Bill and mattock infantry:
-[] Dockyard and barges:
-[] Coaching houses and inns:
-[] Exporting excess grain:
-[] Survey local lands:
 
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no real reason to believe that evil will not someday come to us anyways due to RNG so just roll the dice ourselves
Drachenfels doesn't care about Dawi he only wants to torment humans and he also doesn't care about attacking places outside of Reikland, So no as long as we don't do anything against him, there is every reason to believe that he just wouldn't care at all about us and continue his whimsical ways.
 
no real reason to believe that evil will not someday come to us anyways due to RNG so just roll the dice ourselves
There's an entire Old World full of cities to torment and people to kill. Full of squishy frail easily misled and fooled humans.

Unless you 'provoke' him, then him starting something is extremely unlikely.
 
Drachenfels doesn't care about Dawi he only wants to torment humans and he also doesn't care about attacking places outside of Reikland, So no as long as we don't do anything against him, there is every reason to believe that he just wouldn't care at all about us and continue his whimsical ways.
ah ok then.....still want to send aid though.
 
6 actions? I almost squealed in excitement.

I'm pretty torn on the Drachenfels issue and will set that aside.

[] Diplomacy, how's that Spelt?
-[] Survey local lands:
-[] Exporting excess grain:
-[] Make diplomatic contact with Karak Hirn and Khazid Grentaz:
-[] Brightstone Caravans and Transportation services:
-[]Make diplomatic contact with Karak Norn:
-[]Assign family to azurite extraction and production:


Though swapping out caravan for protecting caravans for more rangers/ranger training is also good.

This should bring us to diplomatic contact with all three major holds near us, start feeding the one we're going to have the most trouble with, get grain going with our special Spelt, and start bringing in dye for our now extant weaving industry (which should be a boost to morale and a trade good).

The dyes bit is the least important so if you wanted to change anything, that's what I'd suggest.

I don't spend anything this turn because we're really still in the 'feeling things out' stage.

Edit: Took suggested name change.
 
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I think we should start thinking about getting another roll to see what kind of ores we can find. And I think getting a pump would be very good, given if we get it, we will have 550 Gorls so we will still have +1 to Diplomacy.
 
Is it sane to send them aid? No! It is crazy, silly and dumb. There is a 60% chance of getting his intrest which could be terrible for us!

That said, if we do not aid the umgi and dwai then we are letting evil win! Could we truly call ourselves dwai if we do not act! And if the enchanters gaze should fall on us then let it be so! I say we help any we can!
 
Hmm what Karak Azgaraz response to the situation? That the nearby Karak that tend to rebuild Ubersreik when ever it get destroyed.
Nothing they do nothing, only after Drachenfals has finished tormenting people and they won't get his ire will they come out of the hold and offer their service to rebuild the city.

That said, if we do not aid the umgi and dwai then we are letting evil win! Could we truly call ourselves dwai if we do not act! And if the enchanters gaze should fall on us then let it be so! I say we help any we can!
I mean a lot of dawi do exactly that just ignore it. it took Valaya herself to even imprison the guy inside his castle and he still got out.
 
What does distraction mean in the Malicious Whimsy rolls? Most of the others are self evident, but does that one mean 'he decides we are his next distraction' or 'he gets distracted and doesen't notice'?

EDIT: Nevermind, forgot it was explained literally in the sentence above it.
 
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I will make a plan of action soon enough as I get home from work, but yeah, sending aid and getting the dawi out of that hell-hole is a good idea.

Add in getting some extra stuff going on so our hoard continues to grow further.
 
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