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

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Huh, got some good expansion options and some good insight. Definitly will need to work on keeping the dawi grudge free and working, at least it's two families that already had bad relations so it isn't exactly new. Still concerning enough to keep an eye on.

I'm looking at the Sudenland free state and thinking about some possibilites. Outside of general bad relations with people they are the most baggage free out of local options. Solland destroyed so technically they aren't oathbreakers to people they never offered oaths to, strong history of communal cooperation and with most of the army that they raised defected, probably open to a bit of dawi contact.

Trade would be the easiest but also beyond that they would probably be open to hiring dawi for stuff. Building walls, training/escort merchants etc. Also considering they share influence with the sigmarite city of Kell in Oshuasen we can have a couple pokes to figure out more stuff. Also hit some idiot's over the head with historical records and how much they shame Sigmar for forgetting about the eternal enemy.
 
You can allow them to continue grudging if it means they are in an arms-race to produce better brews.
Lmao, using the animosity of each other to make the best drink imaginable. That could open up a few fun options. I can imagine holding competitions each year and publicly rating the best brew. The winner gets to rub it in the face of the loser, forcing them to step up their game.
 
What a waste of a 100. I'd have traded either of these for walls that go beyond "meh" by Dwarf standards.
The 2 extra mining rolls is really good, we just got unlucky on one of them. Azurite is really valuable as both a semi-precious gem and a dye. Plus, its an indicator of copper ore so we can get some real mining operations up soon with a bit of luck.

Plus, the walls aren't "meh", they are standard high quality Dwarf walls. While they are nothing to throw a celebration about we dont have a strong stonemason tradition to begin with. In order to get truly outstanding walls we need to either recruit Umgdawi stonemasons or hire from the Ankor.
 
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I see Brandottirs and Cognassons are once again Capulet&Montague maxing. We can really use a reckoner there. Glad that crit in walls help with prospecting and save us some AP. Also with this "Exporting Stone and clay bricks." , wasn't there a clan focusing on clay in our intrigue advisor list? I wonder if they could benefit from this.
 
It seems a bit odd that you could only find one person who even knows what a 'Daemon' is. Not just because Sigmarites love categorizing the entire world through a siege mentality and an enemy that can turn up anywhere and snare anyone would feed into that, but also because Mordheim, which has daemons, Chaos Warriors, possessed and Spawn running around, is still actively being picked over for loot and Warpstone just a few hundred miles away; it's only after Magnus has the city burned down to the flagstones that people stop going there.

Never mind that cults would still be around as they always have been.
 
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It seems a bit odd that you could only find one person who even knows what a 'Daemon' is. Not just because Sigmarites love categorizing the entire world through a siege mentality and an enemy that can turn up anywhere and snare anyone would feed into that, but also because Mordheim, which has daemons, Chaos Warriors, possessed and Spawn running around, is still actively being picked over for loot and Warpstone just a few hundred miles away; it's only after Magnus has the city burned down to the flagstones that people stop going there.

Never mind that cults would still be around as they always have been.
That place is also like two provinces away and were mainly talking to regular townspeople in the southern empire.
 
It seems a bit odd that you could only find one person who even knows what a 'Daemon' is. Not just because Sigmarites love categorizing the entire world through a siege mentality and an enemy that can turn up anywhere and snare anyone would feed into that, but also because Mordheim, which has daemons, Chaos Warriors, possessed and Spawn running around, is still actively being picked over for loot and Warpstone just a few hundred miles away; it's only after Magnus has the city burned down to the flagstones that people stop going there.

Never mind that cults would still be around as they always have been.
Okay, so. This is something that deviates somewhat in different canon depictions, so allow me to explain. The Empire currently has cultists, mutants, chaos spawn, and the occasional lesser daemon. Norscan marauders attack the coast regularly. And rarely a warband makes it through Kislev and gets destroyed.

These are Chaos. But they're very much what feels like a dark corrupting magic which doesn't inherently have desires or wishes. Just evil dark magic one should be careful of.

People who know that daemons are beings from the realm of chaos in service of Dark Gods, are very rare compared to those who might consider them evil spirits, manifestations of man's sin, and other such creations.

And Chaos Warriors in Black Plate with hellforged weapons? Literally the stuff of dark legends. Not seen in the south for so long, that most people have forgotten they exist.
 
The 2 extra mining rolls is really good, we just got unlucky on one of them. Azurite is really valuable as both a semi-precious gem and a dye. Plus, its an indicator of copper ore so we can get some real mining operations up soon with a bit of luck.

Plus, the walls aren't "meh", they are standard high quality Dwarf walls. While they are nothing to throw a celebration about we dont have a strong stonemason tradition to begin with. In order to get truly outstanding walls we need to either recruit Umgdawi stonemasons or hire from the Ankor.
Extra rolls are good if they give something good, and in this case, they didn't. The best was the Azurite, and not even for itself, but mostly just because it's saying "yeah keep digging you'll find copper soonish." And what you just described is indeed meh by Dawi standards. Nat 100s do not have fixed effects, so we could have instead gotten, for example, a prodigy stonemason among our people who was able to design walls far better than what his age should indicate. Or a master mason traveled to see what we were up to and decided to provide his expertise.

Had one of the mine rolls given us iron ore, or tin, or zinc, or nickel, then I wouldn't be saying a word. But our actual, tangible gains are very disappointing for what a 100 feels like it ought to give.
 
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Considering that the wall action was purely about mining a particular type of stone and making a wall with it, and not even bothering to look for any additional materials; it would have been perfectly reasonable for the nat 100 to just give us a really good wall and nothing else.

Yes, the Azurite doesn't give us a source of metals but it A: gives us a new trading good and B: gives us a direction to look in for future prospecting as opposed to just randomly poking places.

Meanwhile the clay is useful localy as well as giving us another trade good.
 
Azurite is copper.

It is nearly always found around or near ores which contain high amounts of copper and even some semi-precious stones.
I have to admit I'm interested in how you're going to have the dwarves use copper. Normally in fiction (including Warhammer) they're all about iron-based materials assuming they don't have something better.
 
I have to admit I'm interested in how you're going to have the dwarves use copper. Normally in fiction (including Warhammer) they're all about iron-based materials assuming they don't have something better.
In addition to being used for making bronze, which is good for ornamentation on weapons and armour, copper is used to make brass, which is really solid for piping and steam engines; important for the setting's foremost authority on engineering. Even without alloying, copper can be used by itself for those purposes (it's not remotely ideal for the purpose, especially at larger scales, but it has historic precedent).
 
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I have to admit I'm interested in how you're going to have the dwarves use copper. Normally in fiction (including Warhammer) they're all about iron-based materials assuming they don't have something better.
It's used in a lot of stuff, it's just usually not for military gear. Dwarfs use brass and bronze for locks, clocks, bells, pipes, etc. Oh, and some cannons.
 
Had one of the mine rolls given us iron ore, or tin, or zinc, or nickel, then I wouldn't be saying a word. But our actual, tangible gains are very disappointing for what a 100 feels like it ought to give.
I feel like you are ignoring the upsides and the possible synergies both the clay and azurite have. The clay find allows the Earthshaper family to produce and export far more pottery then they otherwise would be able to and the azurite allows the Tenderfinger family to dye their products in high quality pigments we would otherwise be forced to purchase at inflated prices.

Not to mention I think you are massively underestimating the cost of azurite pigments. Even today it can cost hundreds of dollars for relatively little dye.
 
In addition to being used for making bronze, which is good for ornamentation on weapons and armour, copper is used to make brass, which is really solid for piping and steam engines; important for the setting's foremost authority on engineering. Even without alloying, copper can be used by itself for those purposes (it's not remotely ideal for the purpose, especially at larger scales, but it has historic precedent).
And that's going to be the big limitation; can we find something to alloy the copper with relatively nearby our Hold or are we going to have to trade for it?
 
Alright, so now that we've established our home turf as being safe for the moment, we might be well-served in sending Ansgar out to try to find those missing families next turn, and getting our carpentry industry going. And finish building our homes, obviously.
 
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