Rings and Grudges (A LOTR/Warhammer Fantasy Crossover)

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The Dark Lord stirs as something shifts the balance of the world in a new direction. While in the mountains of Arda a clan of Dawi arrives in the strangest of ways leaving them stranded away from all they know but their misfortune may help change the balance of things to come.
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Introduction
Location
South Africa

It is the year 2310, by Umgi reckoning and the empire has suffered much their territories only now starting to recover from the war against Chaos. Though their future looks bright after such dark day's it will be many years till they grow strong again. All the While the Karaz Ankor remains in Slow Decline despite the actions of the new High king. Their numberless armies continually pushing forward to take their ancient holds while their vile kind continues to inhabit lost holds and settlements out in the badlands.

But you are Dawi. This matters not to you. You have much more pressing issues to deal with. As your clan now stares out into unknown lands an Elgi Artifact having transported you to distant lands with unknown dangers and has forced you to strike out and also to create a new hold. So that one day you may find a way home and While you doubt it will rival the ancient holds you will see your clan safe. The question is are you ready?

***

Welcome to a Dwarf clan quest. You will be the Thane of a small clan. Should your line perish it will fall to one of your successors to lead the clan, should the clan fall so does this quest so long as your clan remains strong it will endure.

The start of this Quest will aim for the establishment of a new hold and growing of said hold and ensuring it survives. The overall quest will see you trying to make a difference in Arda/Lord of the Rings you are arriving around 300 Years before the events of Lord of the rings and around 30 years before Smaug takes Erebor in Ta.2770 . (Why because a lot happens around the time period and it has a lot I can work with but it is also not enough time to change the course of Canon overly much besides making things better.)

The mechanics of this quest will be ck2 which seems to be popular. (There are a few tweaks done to the formula though not all that much has changed.)

Diplomacy - By Oath and word was the Karaz Ankor made great.
Military/Martial - The power of Az and Shield were used to carve out the greatest empire the world has ever seen. This is your knowledge of military matters and such. It is not your close combat stat. Read further for that.
Stewardship - How good you are with your Gold. This attribute is used when rolling for actions that involve finance.
Learning - The knowledge of the Karaz Ankor is beyond priceless. And as a Thane, you got a valuable education.
Intrigue - A most un-Dawi skill, but one which is acceptable when used against the enemies of the Dwarfs.
Combat Prowess- Note this will be separate from Martial and can improve slowly with training and experience though there will be a hard limit. But equipment will make a difference. (You will have a Free action in training in a weapon of your choice.)

Note Armor will have a DC to see that when you are hit to determine how bad it is. This will only ever be used when the PC is in combat.

In regards to stats:
8's are normal for humans.
10 is normal for young Dwarfs. And human officers/captains.
15 is great and standard for most Dawi and Elgi who have lived a fair bit.
20 is exceptional. (Note this is the Cap for most people)
25 is the hard Cap on skills and can only be achieved by elves and dwarfs of extreme age.
above is legendary. And only reserved for empowered champions.

Traits: Traits are granted or removed by story actions, and they influence your stats.

Hold Actions and advisors: Each turn, you will receive a number of actions. The number of actions available to you for each category is one, which is increased depending on if you have an advisor for this subject, and what their bonuses are, the number of clans in the hold will also add an action and a small bonus depending on said Clans Specialty. If a roll failed in the first throw, and your advisor pushed it over the edge to success, it will mean they salvaged the project, but that it effectively failed.

Personal actions: Each turn you get two actions for personal actions. These use the Attributes of your Thane.

Omake's: Writing an Omake will give you a bonus to rolls that it relates to. I will decide what is canon and what is not.

How it works:
1-Omake = +10
2-Omake = +15
3-Omake = +20
4-Omake = +20 (With a Reroll if it fails)

Hold management.

The Clan's holdings are split into two areas. The holdings above ground, which are either temporary in anticipation of you moving underground, or have to be above ground. In the bowels of the earth, your hold has a limited amount of space, but it is also the natural environment for the Dwarfs, and your people will feel at ease. If you stay above ground for too long, the rest of the clan will start getting concerned about you being out in the sun too much. It might even result in you getting a negative reputation among the clan.(I will actually make this a trait if your clan sticks above ground too much)

Most above-ground infrastructure is going to be defenses or farming and if you are crazy enough an Umgi town. (With the way my other 2 quests have been this is likely)

Dwarf Diplomacy
You are Dawi. You will uphold your oaths, settle your grudges, and bring death and ruin upon the forces of destruction. And should there be a grudge expect some boosts or penalties to target groups.

Should a nation aid you depending on what it was, you can expect that there will be oaths made.

Hold Stability
Your Clan will have it's own internal problems and while they may seem minor can stack to cause things to become major issues this can be avoided by taking certain actions and seen to the needs of the Clan.



Clan Creation




You are a young Thane, whose beard barley reaches to his stomach though your aged eyes tell of a different story as the War against Chaos cost your clan greatly and while your fallen will be remembered their clan shall only be known by a few as your clan is not one of great renown. Still, your Clan has a history behind it and you are proud of your ancestors and their actions.

[]Write-in your clan name (Default is Stormhammer)

Your clan's original home was:
(choose one)

[] Karak Eight Peaks: A Guide to Brewing
Your clan has longes to see the lost city of the peaks even after thousands of years, Though you endure on the hatred of those that drove your people away from your home and also your ancestral relics. Though much was lost your Ancestors save some things of value to the clan much of which was lost on the exodus but a book on brewing some of the finest ale still remains.

[The Clan Gain's a Brewer Specialty which can affect a few things from your trade options and also the Throng]

[] Karak Varn: Gromril Ring
Karak Varn was the greatest source of Gromril in the Karaz Ankor and it's loss is still felt by all dawi and your clan more than others. The pain of losing your home has driven your clan forwards in the hopes that one day it may help at least restore it one day. Though your clan has lost much a single ring of gromril Adorned your finger it's Saphire shining brightly as it thrums with power.

[Powerfull runic Item: Icey Ring of Jokul - capable of unleashing a powerful Icebolt capable of freezing many things in ice every few months.] (Also adds more runic options for you to use if the Runesmith specialty is taken as well as a rare metal working ability.)

[] Karag Agilwutraz/Mount Silverspear
Your clan was once wealthy and numerous among the Karaz Ankor known for it's Silerwork and it ability within your lost home though that was a long time ago. Your Clan now feels a bitter rage at the urk for taking their home and many of your ancestors. Though much has been lost since the departure of your old home your skills have never been stronger.

[Your Clan has A Metalsmith and prospecting specialty. Which will affect your armor and weapons quality and increase the number of new veins of ore you discover]

Though the Clan survived it's journey through the ages was not easy and many were lost your once clan slowly having to learn new skills to survive and along the way your clan became:

(Choose 1)

[] Miners and workers of the deep earth: 350 Dawi (275 of which make the Throng) 100 Garazi (Age's 0-20)

After escaping your ancestral hold, your clan moved from mountain to mountain, looking for the right places to mine and earn wealth, before moving on. For generations, your clan has mastered the art of mining in the deep reaches of the world, and retrieving wealth within the earth.

Many grudges were had with the Thragoki and grobi but you endured and settled many of them as you continued deeper into the earth. Then the call to muster against the enemy and you left your mines and small hold reluctantly but you honored your oaths. Though you fought well in the war and lost fewer than most you returned home to find your hold under siege with the grobi having killed many. Though the Throng managed to slaughter them many of the clan had already been killed within along with your father been killed with an arrow to the Throat.

Benefits:
1: Warriors of the deep: Your Clan are tunnel fighters and miners. You can fight below the earth as if it were the surface, their are few who can match your skill in the depths and those that can are a rare bread and those that fight you in the depths are your enemy. (The Throng of your clan gain +15 to attack rolls in Subterranean environments.)

2: GOLD AND GEMS!: Your Clan consists of excellent miners, and they love what they do. If you could, you would level all the mountains for all their wealth that you could take. Though you will have to start somewhere. (Improved Mining Capacity and Production of Mines)

3: Explosives, Explosives everywhere!: Sometimes the pickax is not enough thankfully you know how to make a half decent explosive charge. Though your fellow kin seems to be wary of you for your rather odd love for them. (Explosives Charges pack an extra punch and your clan carries a little more than other clans.)

4: Mining Engineering: If a dawi made something for digging into the earth your clan knows of it they are masters of building efficient mines and know what is needed to get the most out of the earth. (Unlocks Steam tech related to Mining which can be turned into machines of war though don't expect them to build a Gyro as that is too far for them though tanks are more their thing. They are firmly tunnel dawi)

Downsides:

1: Too deep and greedily: Your clan just doesn't know to stop digging. Your clan just can't stop digging deeper, no matter what kind of horrors you find. The moment you've cleared the tunnels, you go right back to work. No matter how many times things go wrong. (No Problem can not be solved with a little bit of Force and Ingenuity though expect your clan to keep digging even if it risky and could cause more problems.)

2: Sunlight burns: Your clan doesn't like the sun. Or open air. Or grass. Your clan refuses to leave your hold, unless it is for the sake of war, and if so, will clamor to return home as soon as possible. (Your clan doesn't deal well with outsiders and finds it hard to leave the hold for any reason. When people think of isolationist Dwarfs, they think of you)

[] Runesmiths and crafters of weapons: 200 Dawi (150 of which make the Throng) 60 Garazi (Age's 0-20)

Your Clan after escaping their hold found themselves setting up in a small hold and married into a Runesmith clan not well known as they produced few Runelords and their work only classified as acceptable among those of their guild. Your Numbers bolstering their small clan which was slowly absorbed into the clan over time.

While the Black Mountains were your home for a time, your clan abandoned your new home to an urk waagh and took to wandering, your clan slowly growing and thriving on their travels in crafting runes for your fellow dawi while learning new ways to craft runes with your limited resources. Though when the Call to face Chaos your clan answered gladly arming your small clan in runic armor. While your Vault opened to allow your kin to arm themselves with runic weapons and like many joined the High kings march. Your Clan fought valiantly on the field of battle but you also found yourself among the vanguard of the Throng alongside other dawi wearing their ancestral gear and it showed as your clan was slowly ground down under endless assaults and when the war came to an end your clan was greatly diminished and much of it's runic wargear broken. Still, you had served and returned to your wandering ways and it was in these Journeys that you came across the artifact.

Benefits:

1: Elite Runic Wargear: Your Clans elite guard while small are proud to wear runic armor that would fell many an armored dawi, while their weapons glow with power as the runes upon them crackle with power. Few ever live to face them again (20 Hammerers equipped in Runic Wargear +15 To all attack rolls and Charge rolls with Casualty dice been lower among those equipped in it)

2: Diligent archivers and maybe Hoarders: Your clan has spent centuries gathering information and piecing it together old tome's of knowledge and managed to amass a large amount of ancient knowledge and while it may be a struggle to even piece together a single tome it always unravels something that was lost. (Large Archive of lost knowledge from the Golden age on the runic arts and also Warmachines of old.)

3: Capable of Crafting Runic Wargear: The Clan has long since crafted runes and struggled to learn what was lost though they still know how to craft the works of Grungni even if they are not as grand as they used to be. (No Master runes though they can eventually be discovered)

Downsides:

1: Endless Wanderers: Your Clan have an endless desire to discover the history of the world and also discover what was lost even if they have to track down every lead that may pointless and no matter the risk your clan will take it so that they may find what was lost. (Expect a few of the Clan to leave the hold when word of something interesting is heard of.)

2: Distaste of the New Ways: Your Clan has long seen the new ways as something while needed for survival but also as something that has pushed your kin away from the way of your Ancestors and would rather trust in Tried and tested machines than whatever has been recently developed. (Advanced Weaponry locked off) (Only Thunderers and cannons may be used but the Clan will not be happy with it.)

3: Small Population: Your Clan has been known to have a lower birth rate than that of other clans and it has lead to your clan been smaller than even the smallest of clans and though it is easily made up for with runic wargear your clan has always needed to gather new blood to recoup the losses taken from your ancient enemies. (The Dice rolled for dawi born per year will be lower than what a standard clan have.)

[] Engineers and makers of Warmachines: 200 Dawi (150 of which make the Throng) 60 Garazi (Age's 0-20)

Your Clan after escaping their hold found themselves setting up in Karak Zhufbar after a long journey and over the years slowly learned the ways of the engineer and built advanced machines of war and while they were never the best that Zhufbar could produce more than one of your clan became masters of the craft and slowly produced warmachines for the use of your Throng and that of the hold.

Though Zhufbar was your home your grandfather along with two other clans set out to establish a new hold within the Black mountains in the hopes of finding wealth and trade for the clan and it succeeded as the clan grew and profited off what you made and when the call to march came you answered. Your machines slew great monsters and waves of cultists but many were lost in the battles but you endured and survived the war where many of your elders did not and among them was your father and grandfather. Though you endured you came back to tragedy the hold overrun by Grobi filth and the survivors having escaped before all was lost but the price that was paid was high as many dawi had been lost. So it was in your grief that you lead your clan to the Grey mountains in hopes of living in peace so to restore the clan only for you to stumble upon the Elgi artifact.

Benefits:

1: Gun's for Everyone!: Your clan has produced many weapons of war that are most dangerous in the right hands and they are in your's and while you are few your weapons are destructive and more than capable of bringing low some of the greatest of Enemies. (Start off with Thunderers and a Cannon)

2: Warmachine Makers: Your Clan have made Warmachines that have killed many an enemy and are considered some of the best by the Umgi and even to a few of the more minor holds and while you are no masters of the craft, you know what you are doing and it shows in your work. (+10 To Warmachine rolls. Except for Gyrocopters and Steamtanks.)

3: Innovators: Your Clan is a little less strict when it comes to designing new technology and it shows in their work new things will be made rather quickly, though they also tend to be a bit destructive when Things go Wrong. (Engineer Tech Tree Opens up (note even the short Innovations can take up to 6 years minimum.) So don't expect to get anywhere quick with the stuff though it will be quite dangerous.) (Reworked this from a different quest)

4: Master Engineer: One of the Clan is a Known master of his field and while he is a bit of a Stickler for procedure he knows his craft well. (Extra Hero Unit at start of Quest.)

Downsides:

1: Small Population: Your Clan has been known to have a lower birth rate than that of other clans and it has lead to your clan been smaller than even the smallest of clans and though it is easily made up for with runic wargear your clan has always needed to gather new blood to recoup the losses taken from your ancient enemies.(The Dice rolled for dawi born per year will be lower than what a standard clan have.)

2: Dislike of the Oldways: Your Clan know that the old ways of war were needed to survive and that they were needed to advance but times have changed and the way of Gunpowder is the way of war now and to use something from before is something that is seen as distasteful even if they will use it if necessary. (Using an Ax and shield or even a crossbow is seen as a last resort and while they are handy your clan would rather never use them much rather preferring the Warmachine or guns as the way of combat.)

3: Weak Front Line: Your Clan take to Shield walls like dawi take to sprinting, poorly and will find themselves fighting a losing battle though what they lack is decent heavy troops they make up for in overwhelming Firepower. (Will become less of a problem once your clan grows in size)

[] Hardy survivalists: 350 Dawi (275 of which make the Throng) 100 Garazi (Age's 0-20)
Your clan was stubborn and determined and managed to thrive in the middle of the orc-infested badlands for many generations. Your clan migrated between the many secret camps, caves, underground homes, and other secret dwellings of your clan. You became a clan of rangers and survivalists. Your rangers can shoot a Black Orc through the slit in its helmet, and be unseen while doing so. You thrive in harsh climates and tame them to make them your own.

Although the badlands were your home, eventually, your clan left for easier lands to regrow your numbers and find any kin that had separated from one another. Though you were successful in rejoining the clan the Chaos war saw your father's work and life undone as many fell in the war. Still, your Clan lived, and in your attempts to find more branch clans you now find yourself in this new land.

Benefits:
Rangers of the Badlands: Your Clan eschews traditional Dawi warfare for the way of the rangers. You fight with axes, crossbows, bombs, poison, and whenever you get your hands on it. Some call you unconventional, but you are alive.
(Instead of using axes and fighting in a shield wall, the warriors of your clan are trained to fight a guerilla war with crossbows and hand axes.)
(Rangers are the standard infantry of the clan and you gain a +20 In Ambush Rolls and sneaking rolls)

Respect the Old Ways: While your clan will use any honest Dawi engineering it can get its hand on, you have been forced by necessity to rely upon technology that is compact and not reliant upon supply lines. The crossbows and axes made by your clan are a byword for quality, and any engineering made by your clan will be tough and portable. (The Crossbow is your Weapon of Choice alongside a good old ax though you won't say no to a few gunpowder weapons)

Farmers: Your clan values self-sufficiency, and has learned to excel at producing its own food. Your clan lives off of hunting, hidden fields, insect farms, and underground blindfish reservoirs.
(Your ability to find supplies and sustenance borders on the uncanny, You also happen to know how to get the most out of the earth.)

Downsides:

Weak Front Line Infantry: Your Clan takes to Shield walls like dawi take to sprinting, poorly and will find themselves fighting a losing battle though what they lack is decent heavy troops they make up for in cunning and ambush skill. (Will become less of a problem once your clan grows in size)

Lack of technical expertise: Your Clan can work wood, stone, and steel as easily as most other Dwarfs, and has used guns when gunpowder was available, but lack complex technical experience. (Will need to work on how to set up anything more complex than grudge-throwers and simple steam engines.)

[]Grey Mountain Survivors: 500 Dawi (350 of which make the Throng) 160 Garazi (Age's 0-20)
Your Clan has suffered much since the loss of your ancestral home and over the years the clan has taken up residence in many holds that have fallen until eventually, your father set out with the clan and joined your fellow kin in the Grey mountains so to rest peacefully and see the clan slowly grow back to it's former numbers and while you lack any masters in a craft you have learned to make do with what you have.

Though when the Call to war against Chaos came you along with a small Throng set out to aid your kin and you fought throughout the war proving yourself and while your father fell many returned home after the war and as your clans Thane you gathered the clan departed for the Black mountains to join Karak Hirn though along the journey your clan came upon the Elgi artifact on a hidden path.

Benefits:

Large Population: Your clan has grown in years and many of your kin have noted that your Clan has grown faster than others. Something which many of the clan are grateful for as it is good to see the Clan grow larger. (The Dice rolled for dawi born per year will be higher than what a standard clan has.)

Jack of all trades: Your Clan know much and while useful you know that your clan is really not all that special but at least they are good at their crafts. (Certain more specialized techs will be locked off and your hold will have to work for the more basic of advanced technology but nothing is impossible to reach.)

Craftsman: Your Clan has lived off what they can and while they are no masters they have a larger variety of skills than that of a more specialized clan and it has allowed your Clan to prosper off the many markets that your clan can sell to. (Will have more Halls focused on production and trade)

Downsides:

No Specialization: Your Clan may know much though you can not claim great works like those of your kin or even produce some of the most devastating of war machines your Clan know enough to get by but they do not know how to make something truely marvelous without a lot of research and practice. (Your Clan may know much but they also are no experts in the field that they work and will need to work to make progress in anything.)

Standard Throng: Your Clans Throng is nothing special as it is no different from many other clans that you have come across and while you are not the best of fighters you are dawi and will endure. (No advantages in battle except those that you can exploit.)

looking around the area from atop the mountains you can spot a few things though what stands out most to you are that. (Will Change the map after it has been voted on)



[] White Mountains (West): The Peaks of the Mountain were covered in snow above you while further below you a hilled country stretched outwards while in the distance you spotted another mountain to your south. (Near Pinnath Gelin) (Threats are Enedwaith and Corsairs) (Possible Allies are Rohan and Gondor) (Low Chance of running into Armies of the Dead/Oathbreakers)

[] White Mountains (East): The Peaks of the Mountain were covered in snow above you while the mountain seemed to be coming to end as you spotted a ridge that ended near a Forest while further below you spotted what looked to be a dirt road and a river further away. (A little West of Minas Tirath Near nardol) (Threats are Mordor, Easterlings, Wainriders, Vraigs, orcs.) (Possible Allies are Gondor and Rohan) (Low Chance of running into Armies of the Dead/Oathbreakers)(fertility boost)

[] Misty Mountains (South): Was how the mist slowly drifted around you and further above while further below what looked to be a large forest that seemed to stretch for miles while before it stood a river that ran the distance. (Near Fangorn Forrest area) (Bonus: +25 or +50 or +75 Dawi in the Throng depending on what you choose your clan was and also a fertility boost) (Large Goblin Threat Dunlendings, Resource rich, and possible rare metal deposits) (Possible Allies in the area are Elves and Dunedain Rangers as a minor faction while Rohan is the major) (Saruman is still not completely evil)

[] Misty Mountains (North): Was how the mist slowly drifted around you and further above while in the distance you spotted what looked to be a large forest the stretched past the horizon(south of the Ettenmors and North of the Highpass with Mirkwood in the distance) (Bonuses: +50 or +75 or +100 Dawi in the Throng depending on what you choose your clan was and also a fertility boost )(Large Goblin Threat Angmar, Trolls and Mountain Giants Resource rich, and possible rare metal deposits) (Possible Allies in the area are Elves From Rivendell and Mirkwood, Dunedain Rangers(Small force))

[] Blue Mountains: You Stood atop what looked to be decently tall if average mountain range from the look of things while to the south and west you spotted the sea That stretched over the Horizon. (That Isolated bit on the south of the Blue mountain range) (Minor Orc Threat, Resource rich, 30-35 Years till the dwarfs from Erebor settle in the area so limited presence of Competition.) (Possible Allies in the area are Lidon Elves, Dunedain Rangers, Hobbits) (Ancient Ruins to delve into)

***

Each start will probably affect the quest in the long run in how things are done as the Blue Mountains will likely include a fair number of Time skips while the other two will have fewer as there are more than a few threats that will pop up. Keep in mind your starting hidden from everything so you will have time to set up before anything does find you. What you do though will largely determine how long the hold lasts.

Also, you are the only group coming from Warhammer so there are no others coming over. (No extra dawi no chaos, and no pesky Greenskins or any other kinds of old-world problems just you and good old fashion LOTR)

The Vote will be open for the next four days.
 
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Thane Creation
Thane Creation

You looked at the peaks of the mountain while stroking your beard a look of contemplation upon your face as you wondered what to do. Though as you looked upon the snow top mountains and then down into the hilly terrain bellow you could not place it, nor could any of your kin if the way they seemed to talk with one another.

You shifted away from the edge and turned around to meet back up with your clan only for you to come to a stop as you stared at your aunt. A gun slung over her back while her auburn hair flowing freely behind her back. "Gotri, the others have returned, your not grumbling again are ya." She said her voice soft as she looked at you.

Glancing off to the side you spoke as you focused on some bird climbing into the sky. "No. Just thinking of where we are." You said your voice a little more heated than you would have liked. Turning to face her you tried to ignore her look of hurt but you could not. Letting out a sigh you nodded to her. "Let's get this over with then." You said already planing on something to make amends.

[] Default name is Gotri/Write-in a name you wanna use will edit it in after vote close
(Feel free to make up your own description of your MC or you can just send an Image in. Otherwise, this is the default)


(Choose One)

[] Trained from young: You have always been the heir for the clan since birth and have been trained to lead your clan to ensure both it's safety and prosperity. Along the way you have been taught the way to navigate the Dwarf political landscape and your clan's finances and trained by some of its finest warriors in your free time.

Trait: The upbringing of a Thane's heir is a hard one your free time short focused much on ensuring that your clan would always prosper through your actions and also ensuring that you would not cause a grudge.
(+2 Diplomacy, +2 Stewardship)

[] The second son: You were never meant to lead you people but aid your brother when your father fell in battle and while your training was meant to help the clan build its new halls and lead the Throng in battle when your brother could not. Though things have changed since then your brother and father within the halls of the ancestor gods having fallen in battle leaving the clan in your care who now looks to you. While you mourn their loss you will lead the clan in their honor and hope that you do not fail your kin even if you were not all that ready to lead them but you would try.

Trait: The Purpose of a second son: You were meant to help the clan in war and combat the shadows that would harm it while smoothing over the minor matters when they appeared. While you did not have much of the training your brother had you still had some and you would try your best.
(+1 Stewardship, +2 martial, +1 Intrigue)

[] The path of a warrior: From a young age you did not have the patience nor will to learn pointless tasks that your teachers expect of you, instead, you focused on your physical abilities and pushed them to the limit. You expected your brothers to command the clan while you ensured that none could harm it but now tragedy has struck your clan and family and now you lead the clan. You are sure that there are those better than you but you will try to honor their memory even if you don't have the patience for it.

Trait: A born warrior. You did not see the point of the finer points of ruling and instead focused on being the best warrior of the clan. Your formative years spent in the warrior's hall to hone your skill with weapons as far as you could. There are few in the clan who can match your aim and even fewer your blade work or skill in leading the Throng.)
(+3 martial and an extra weapon proficiency and higher Combat Prowess, -2 Diplomacy, +2 Intrigue, Extra pick in weapons training) (You get more out of weapons Training)

Marching forward you entered the small cave that the clan had set up in the guards keeping a watchful eye out for hostile threats. While further back a camp was already forming in the small cavern the Garazi playing with one another unfazed by what had occurred. As you approched the rangers you spotted the last elder of the clan's council.

(Choose one)

[]The Elder wordsmith: Darek Gold Tongue an elder who had proven his worth on plenty of occasions but he truely proved himself in the war against chaos as he managed to settle a number of minor grudges while also establishing a few lucrative trade deals with fellow clans. While over his long life he has overseen trade with multiple umgi cities and towns and ensured that your clan got more out of the deals than thought possible.

Start with a Diplomatic advisor: +1 Diplomacy action (Bonus to trade deal values)

Diplomacy- 18
Martial- 14
Stewardship- 11
Intrigue- 8
Learning- 4
Combat Prowess-Dwarf crossbow and guns - 23, Dwarf ax and shield -19, Hammer – 17

[]The Deadeye: Gartin Deadeye was once regarded as one of the best marksmen in the Karaz Ankor or at least Zhufbar something you find hard to dispute after you saw him constantly down many a chaos warrior with deadly accuracy his aim never faltering no matter the odds. Though you also knew that he was fairly skilled with a blade but it was not where he excelled but few could truely match him. Especially in his training methods.

Start with a martial advisor: +1 martial action (Bonus to Training actions in both martial pursuits and Weapons training)

Diplomacy- 10
Martial- 19
Stewardship- 10
Intrigue- 6
Learning- 8
Combat Prowess-Dwarf crossbow -22, Dwarf ax and shield -18, Dwarf az-16, Dwarf guns - 25

[]The Builder: Alrik Stouthammer has overseen the repairs of much of your old hall within Zhufbar but more so when he build and designed your old hold that had been built and while it had fallen many of the clan knew that it was no fault of his own that the grobi had broken through. Still, you could see it affected him especially as his once joyful demeanor had changed to a rather distant and quiet dawi speaking little with the rest of the clan. His days spent drinking many an ale so that he could forget his perceived failure.

Start with a Stewardship advisor: +1 Stewardship action (Bonus to defense options and also Trade and Craftsman Hall construction paths)

Diplomacy- 10
Martial- 11
Stewardship-18
Intrigue- 11
Learning- 14
Combat Prowess-Dwarf crossbow -16, Dwarf ax and shield -14, Dwarf az-2, Dwarf guns – 17, Hammers- 25

[]The Information gatherer: Groth Longear is a rather talkative dawi for your clan and even more so with your allies having made many a friendship with the umgi of the empire. He was once able to bring you information as far as the borders of Kislev or the most distant edges of the Karaz Ankor and while he is a little strange but no one doubt's his skill in both information gathering and his ability to establish an ambush.

Start with an Intrigue advisor: +1 Intrigue action(Bonus to both Information gathering and ambush scenarios)

Diplomacy-7
Martial- 15
Stewardship-5
Intrigue- 18
Learning- 11
Combat Prowess- Dwarf crossbow -20, Dwarf ax and shield -19, Dwarf az-19, Dwarf guns – 24

[] The Engineer: Belgond Bright Hammer has overseen the construction of many of your clan's works and after the loss of the hold his experience will prove helpful in restoring the damaged tomes within the archives that were saved as it was one of the few things to survive the sacking of your old hold. While also been one of the many engineers to be fully trained and will ensure your clan continues to prosper off your

Start with a Learning Advisor: +1 learning action (Bonus on restoring blueprints and other engineering-related information.)

Diplomacy- 9
Martial- 7
Stewardship- 15
Intrigue- 6
Learning- 19
Combat Prowess- Dwarf Guns and crossbow-18, Dwarf ax, and shield- 15, Dwarf az -14

Shifting your eyes away from your elder you looked to the rangers and nodded to them glad to see them all healthy. Especially after your work with them in the War against chaos.

[]Rallied and lead a Portion of the Great Throng: The War against chaos was a Brutal affair and the battles you saw ground down even the most organized of battle lines, though when you saw your line collapsing and your kin breaking you took charge and managed to salvage your surrounding kin and clan and lead a successful counter-attack and restored the line and would continue to lead many of them throughout the war in the battles that occurred. Doing your best to ensure that many of them returned to their holds and working closely with the rangers to gather accurate information. (+1 to Martial +1 to Diplomacy) (+10 To Moral Rolls in battle)

[]Directed umgi away and scouted out the forces of Chaos: In the opening phases of the War against chaos a portion of your clan along with rangers were sent ahead to secure accurate information and also prepare forward camps with sufficient defenses for the coming Throng. Though while doing your task you came across many fleeing umgi and helped set them on the correct path while balancing your supplies carefully to ensure your allies survived the trip back to allied lines. (+1 to Stewardship +1 to Intrigue) (Increased foraging ability on campaigns.)

[]You are a trained Ranger and marksman: While you may have learned many lessons under your father's advisors and appointed teachers you could never quite sit still, so you sought out Groth and requested to be taught the ways of the rangers so that you may explore the lands away from the hold and learn how to survive away from the clan but also how to deal with any threat that dared approach the hold. Though you never did get to explore much as when Chaos launched its attack you joined the ranks of the Throng and killed many a foe quietly and ambushed many others while also keeping your Clan well informed of the dangers to come. (+2 to Intrigue)(Locks you into ranged combat weapons for starting choices but you gain +2 in ranged weapon proficiency. Though if you choose Path of the Warrior nothing is locked off as you will have trained in both)

"So what's around us." You asked as you focused on the leader of the rangers aware that their report would probably direct you to your new home. Though you would rather of spoken with a few of them before doing this.

Your Elder was silent for a moment before taking a sip of ale and then spoke. "Consulted with the lad's my Thane and from what we can tell the place is rather empty though think we spotted a homestead in the area that was abandoned. Umgi design by the look of things but we found a few spots." He Said before describing three different locations which you could set up and build a new hold for the clan.

[] High Up in the peaks of the mountain: Some of the rangers found A small valley that is high up in the mountains it's ground covered in snow with small herds of animals roaming within and while little can be built there it will take little to make it a fortress. A small cave that leads into a cavern that has plenty of space for the clan while a small stream of water runs through its center while a few mushrooms dot around it.

(You will have the clan move up high into the mountains (Extremely High Chance of remaining undetected and very defensible. With a small amount of game in the immediate area. The Hold will be expanded downwards with extensive use of stairs and lifts. Time to leave the Mountains will take a few weeks without proper infrastructure (Impacts trade)) (Most of the Gyrocopter and growing hall Infrastructure will be able to be easily built while Mine's will have a lower production due to distance bit but can be fixed with Lifts.)

[] Within the mountains a decent ways up: A few of your Rangers searched the surrounding area and found a decently sized valley with a small enclosed cave network that leads into a large cavern with a strong flowing river within that goes further down into the hills. The Valley itself large enough to hold a decent grove of trees for lumber but also a few farms but it will require a little effort to get its defenses built.

(Medium-High Chance of remaining undetected and quite defensible. With a decent amount of game in the immediate area along with wild crops. The Hold will be expanded downwards and upwards with stairs and lifts. Time to leave the Mountains will take a week at most and will require minimal infrastructure too) (Well situated for easy construction and any building project)

[] In a Valley close to the hills down below: The Rangers sent lower into the mountain found plenty of things in their short mission ranging from plenty of animals but also abandoned umgi homes. Though the main prize they found was a small cave system that led into a large cavern that the clan could set up within. Though the valley lay outside of it would require a great deal of effort to secure as their were two pathways that lead into the valley but the potential growth within would be great as a large river bisected the valley in two as lush vegetation and tall trees dotted the flat landscape.

(Medium Chance of remaining undetected and defensible but will need expansions to meet the Clans Expectations. With Plenty of game in the immediate area along with wild crops. The Hold will be expanded upwards with stairs and lifts. Time to leave the Mountains be near instantly without the need for Infrastructure ) (Well situated for any building project) (Gyrocopter and Growing hall Infrastructure will require significant effort to build but the holds mines will be close and the few miners you have will be able to gather plenty of material for the holds use.) (You will possibly become a trade hub with which you can gain an income while also having the chance of an Umgi town setting up outside.)

Glancing around you nodded to your fellow kin and started to round up the clan so that you could lead them to your new home. Though as you left the cave you made sure that your weapon was drawn and ready just in case you came acroos anything.

(Choose the weapon's you trained in) (Also dictates where your character will feel comfortable in combat)
[]Az and shield

[]Crossbow

[]Dwarf Guns (Clan Main Weapon so will be your second highest skill in weapons if not chosen) (Choosing it give's you a high level of skill in the weapon)

[] Write-in a different kind of weapon

Glancing to your aunt as she came to stand beside you. A look of worry upon her face, raising your hand to her shoulder you drew her attention and gave her a small smile before turning to this new land and wondered what awaited you and your clan but you were sure of one thing and that was that you would ensure the clan survived. Even if you had to die while doing it.

***

Vote will be open for the next 3-4 Days

Also do keep in mind that your character is quite young so many of his skills will need to be trained or gained through experience. As for the Clan do keep in mind your entire clan has been engineers for a long time. (Food options are gonna be limited and so will your mining capacity as your clan won't have any experience or to few dawi at the moment so both will be minimal at best. So don't think you're going to be overproducing food most of your food is likely going to come from trade along with ore/raw material this includes lumber as you have no forester's but you do have a few miners but not enough to open up a large number of mines so your going have to be careful with how you balance them) (This does not mean you can not do them it just means your clan will do a poor job at the task.)

You also start with a fair bit of gun powder so you have time to secure yourself some production.

3 Hour Moritorum
 
Turn 1 – A new Beginning
Turn 1 – A new Beginning

Thane Generated: Gotri Farsight (Stats Below in Personal)

Your Holds Name is
[]Default name Khazid Lhune(Moon) (You get the Karak once you live in a Fortress)
[]Write-in

Event Roll: 45
Stone Quality Roll 71


You marched up the Narrow and winding path as the steep mountains climbed above you never letting you out of their grasp, while above a Storm continued to pour down upon you as lightning struck the ground as it Illuminated your path. Your Teeth chittering from the cold your cloak drenched in rain but you pushed forward well aware that your clan would arrive at the hold soon.

Glancing warily at the sloped mountains you hoped none would collapse and cause a mudslide. Thankfully your remaining trip while cold was eventless. Walking into the valley you spotted that it was tiny the small stream reported now a small river under the Storm while the ground glistened with water as the water disappeared under the mountain. Looking around you spotted a fire burning in the distance.

You let out a cold breath of relief before turning to face the clan but as you shouted out for the Clan to move for the caves you found your voice drowned out by the Torrent of water assaulting your ears. Shaking your head you marched ahead a few of your elders helping you keep an eye on the clan and making sure none were lost while also aware of the slippery mud beneath all of you.

Entering the Cave you let out a breath of relief as you found solid ground and warm fires to light your way. Looking around you spotted Ulric the leader of the rangers currently looking over the Clan and inspecting the Garazi for any injuries. "How much of the camp is built?" You asked your voice coming out a little lower than you wanted while you rubbed your hands together for some warmth.

Ulric kept his eyes on the clan as he spoke. "Well enough my Thane, though there is much to do and I doubt a little rain and cold will stop us from working." He said as he stepped beside you and lead you to the Cavern. "The Place is mostly safe there are a few caves unexplored but they are too small for anything to live and there has been no activity, still I have a few rangers on watch just in case. Still, Rest my Thane we can discuss our plan once all is settled." You Elder said as you entered a large Cavern the Clan already in the process of getting out of their wet cloths and putting them around the fires around the place.

Looking around you could see the Cavern was fairly large and had plenty of space to hold the Clan but not much more while a small Stream seemed to be running off into the mountain, a constant pour coming from an opening in the cavern. The Moonlight illuminating a portion of the cave.

Events

Taking Stock of what came with you: (Resources Added at the bottom of the update)

You glanced over the Wagons taking in what had come with you glad that it was still around. Looking up into the bright cave the Clan milling about as they saw to their needs while Alrik had a sour look upon his face. "So this is all that came with us?" You asked with trepidation as you noted a rather important set of Wagons missing.

Alrik Nodded while he grumbled turning back to a bunch of beardlings and barking at them to look again before turning to you. "Aye this is all that remains, Still were missing some of the more important things like the damn Blueprints for some of the things that Durin Was working on." He said while pulling out a single enclosed parcel used to carry important works. "This is all I managed to find, It seems we will have to work on what was lost once again." He Grumbled before offering you the parcel its tag making it out to be designs for.

[] An Advanced Steam Tank: Excellent Force Multiplier and can be converted with some effort into a Steam Wagon. (Benefits in the Short Term: Nothing besides a slightly better Steam Engine starting point, Long Term: Massive Force Projection with small numbers and possible Trade ability Increase and shorter research times into steam engines.) (Cost: 35 Iron ore and 8 Advanced Components 2 Tools) (Maintenance 1 Advanced Component and 1 tool)

[] An Advanced Steam Golem: Force Multiplier and has Multiple uses if researched. (Benefits in the Short Term: Not Much but it requires little Infrastructure to build it(Well little compared to some of the more advanced things) Long Term: Better Mining and Hauling Capability along with a Slightly Better Force Projection. Removes some of the required research to make them more dangerous. (Cost: 10/15 Iron ore and 2/1 Advanced Components 4/2 Tools) (Maintenance 2/1 tools) Depends on the variant

[] An Advanced Lift and Train: Better Infrastructure and easier time expanding the hold and getting Trade routes for Force Projection. (Short Term: Harder to build but more efficient overall. Longterm: Removes the need to research lifts so their more efficient and Trains will Increase Trade ability and troop Deployment speed greatly. (Startup Lift Cost: 15 Iron ore and 2 Advanced Components 4 Tools 20 Lumber maintenance: 1 Tool (Same for all lifts)) (Train Cost: 20 Iron for the Train and 30-50 for the Track. Lumber for the Track 40-80 Tools 30) (maintenance 5 Tools) (Long Set up time and requires many years of work to be built)

[] An Advanced Steam Engine (More Efficient and Powerful): Unlocks the ability to research the alcohol Engine almost straight away and is also cheaper to construct and maintain than the majority of other previous engines. (Reduces the Cost of Advanced components in war machines and also the Maintenance.) (Provides a few bonuses to the hall's within the Hold such as the Forge. Though they will cost a bit)

[] Zhufbar Mining Drills along with a few in a cart(Speeds up Construction of Halls (10 Uses before they of no more use)) (Short Term: Increased building speed if used also the ability to reverse engineer the top tier Drills instead of having to research them. Also, make for a good trade Item among Miners. (long-term benefits are that they lead to advanced mining tech such as large Tunnelers which are great for building underways)

Putting the Parcel back on the table you left it carefully before turning to leave the Cavern, nodding to your Aunt you moved off to the rangers sure that they had a Report on the Immediate area. Something you were sorely needing as you had not seen much when the Storm had rolled in.

Exiting the cave you found the Valley filled with mud much of the farmland the rangers had seen flooded the Stream now a river while in the distance storm clouds seemed to gather over you for some reason. Looking over to Ulric you nodded to him. "Strange Weather." You mumbled before speaking up to him. "What have you found in the area?" You asked as you tracked a small squad of rangers leaving.

Ulric gave you a shrug looking relaxed. "Thankfully nothing dangerous from what we could tell though that could change." He stated before jerking his head off to the stone next to him. "As for what was around well, a fair bit by the look of things. There is Some game in the valley below but not enough to hunt, though it does have a grove for some wood we can use. Though I think the biggest find was a rather large amount of Basalt in the area mixed with some limestone. Still, it will make for good building material." He said listing off the various things that they had found.

Nodding along you looked around and spotted a path further up into the mountains. "At least it's something, still I'm gonna check what's around us from up there, also Don't tell my Aunt she will be worried that I'm Grumbling again." You said departing quickly hoping that he would not Tell Sif that you were going on your own journey.

You walked for a good hour up the path and found an outlook that allowed you to see a massive landscape before you. The Sea looking far further than before while below you the hills stretched for miles till they met the water at someplace, while above you birds seemed to be flying away. Though where they went you did not know.

Basalt Found for hold Construction.

Diplomacy:
To speak with others be they dawi or umgi always requires a little skill and tact to ensure no wrong occurs. Of course, there is always that strange elusiveness that you never understand from none dawi but at least you can kind of pick up on it. At least it will only last till you find some other poor dawi in the clan to take up the burden of speaking with outsiders.
1 Action Available (Not much you can do at the moment)

[]Settle Disputes as they come: The Clan is in a new land but that does not change that your kin are a prickly people and without a level headed leader are more than likely to fight one another when things get boring. Sadly the lack of a proper Warriors hall that is likely to occur quite a lot but your sure you can keep the peace if you watch over them carefully.
60% chance of success
1 Turn

[]A Speech to help keep the Clans spirits up: A New Land maybe daunting but your optimistic that things will turn around especially with all the new things that can be discovered. Though you will admit that the Thaught of been a little lost is daunting you are sure that there will be away.
60% chance of success
1 Turn

[]Write-in(Might have missed something That I can not think about)

Martial:
With careful aim and deliberation will you strike at the enemies of the clan while also making sure that your kin will do all they can to be prepared.

1 Action Available

[]Prepare the defenses: The Valley in which the Hold will be built is small and so is its entrance which is both small and Treturas to reach if not in the valley. The Path leading to it narrow and long with many boulders that the Throng could use to slow a Threat and more locations to act as perches for the Thunderers to rain death upon them. Still, preparations will be needed to ensure no threat gets in the valley and it will require a lot of work but you are sure that it will be worth it.
60% chance of success. Cost 2 Tools 1 Lumber
2 Turns

[]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from any unknown Threats.
75% chance of success. Cost 1 Tool
2 Turns

[]Establish a training ground: The Throng needs a location to both train the green beards and practice their skills, of course, it will have to be under the sun much to your kin's displeasure.
Dice Determine How Good it will be and it will Cost 2 Tools (Takes up 1 Space but will be removed once warrior hall is built)
1 Turn

[]Test your warriors to see who is the best among them so that he can help lead: The Throng has suffered much in recent wars both against chaos and then the urk. Still, there are a few elders among the clan and you are sure one of them has plenty of experience in both leading and Training.
70% chance of success
2 Turn's

Stewardship: Thankfully with the help of Alrik you can be sure that the hold will expand quickly but carefully under his care, though you are also glad that he helps bear the load on some of your work.

2 Actions Available

Surface Options Space 0/4

(Locked off from Event)
[]Begin farming the land: You are a clan of Engineers and have been so for a long time, sadly none of the clan are farmers, and the required skills unknown, Thankfully you have built one or two farms so it should be easy. Of course, your not exactly sure how to grow the grain you have stored in the supply caravan. (Takes up 1 Space future Upgrades will take more) (Production is 1 Food and 1 Ale Grain)
40% chance of success Cost 4 Tools (Maintenance Cost of 1 Tool)
1 Turn

[] Set up a Logging Operation: The Grove of trees below the hold and in another valley looks large and strong enough to use as a construction material and you are sure that it can be used as a steady source of lumber though the work will be hard and gain little as much of it will have to be hauled up to the Hold(Production of 2 Lumber)
60% chance of success Cost 2 Tools (Maintenance Cost of 1 Tool)
1 Turn

(Locked off from Event)[] Grow A Grove of trees in the Valley: The Hold needs a steady supply of lumber and the distance between the logging operation far and dawipower limited, so having a grove within the valley should help speed up production. Though it will take many years before any of them will be ready for harvesting. (Takes up 2 Space)
50% chance of success
3 Turns

Hold Options

[] Build a Hold Entrance:
The Clan lives within a Cavern and while it is a good place to begin the Hold will need a proper gate to be carved and built so that any foe that tries to harm the Clan will find more trouble than they think as a Strong Gate and Towers will bar their way.
60% chance of success Cost: 4 Tools and 2 Lumber, 2 Basalt
1 Turn

[] Excavate and build a Clan Residence: The Clan needs a location with which they can relax and watch the Garazi Grow and while the hold is new a hall to see them housed will do much to easing the burden of being in a new land.
60% chance of success Cost: 3 Tools 4 Lumber
1 Turns

[] Excavate and build The Hall of the Ancestor Gods: A place to worships the Ancestor gods is needed and while the Clan will last without a hall to honor them for a time, there is something wrong about not having them with you.
60% chance of success Cost: Cost 5 Tools 2 Lumber
2 Turns

[] Excavate and build a Mushroom Farm: Your Clan are no farmers and sadly have had little need to build dedicated growing hall the last hold having had plenty of space for surface farms. Still, you are engineers and it will be of little issue in building a growing hall for Mushrooms, even if your clan is not sure what they are doing. They do like things dry right? Well, you hoped they did.
60% chance of success Cost: 5 Tools (Produces 0.5 Units of Food) (Only 1 upgrade after this)
2 Turns

[] Excavate a Warrior Hall: The Throng has a need for a hall that will allow them to train amongst one another but also settle minor grudges that occur among the clan. Thankfully their is plenty of space for the clan to expand. (Unlocks additonal options and Reckoners Hall)
60% chance of success Cost: 3 Tools 4 Lumber (Maintenance Cost of 2 Lumber and 1 Weapon unit)
1 Turns

[] Excavate A Craftsman District: Many of your Clan are Craftsmen of different fields and require many different tools and infrastructure to properly work their craft. Having the clan work hard will see much of what is needed to be built for them done and the hold will prosper for it.
60% chance of success Cost: 5 Tools 6 Lumber (Maintenance Cost of 3 Tools) (Production is Pottery, Glass, Medicine, Jewelry, Simple Art) (You lack material for Jewelry and more advanced arts)
2 Turns

[] Excavate a Brewery: A Dawi needs Ale and a Hold needs a lot of it to keep running and dawi from going all strange, Thankfully all dawi clans know how to produce Ale even if it is not the best, of course as Engineers you like yours a little stronger and know what you're doing. So building a Brewery should be easy enough.
60% chance of success Cost: 4 Tools (Maintenance Cost of 2 Brew Grain)(Produces 4 Ale)
2 Turns

[] Excavate and build a forge Hall: The Clan lack's the true ability to support the throng and that of it's allies, having the clan excavate and build a hall capable of supporting the clan's smith's so that new arm's and armor may be made for the Throng and to be traded with the umgi.
60% chance of success Cost: 3 Tools (Maintenance Cost of 2 Tools and 3 Iron Ore) (Produces 5 Tools, 2 Weapons, 1 Armor)
1 Turns

[] Excavate and build a Engineers Hall: (Gain 1 Extra action to Learning but it must be related to engineering)
60% chance of success Cost: 8 Tools (Maintenance Cost of 3 Tools) (Produces 2 Units of gun Cleaning tools and will maintain 1 Artillery Piece) (Allows production of Simple Artillery)
2 Turns

Mines: 0/3 Capacity

[] Establish a Quarry: The Area around the new hold has shown that much of the Stone is made out of Basalt with trace amounts of Limestone. Though it
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 5 Basalt) (Will reduce as you build other mines)
1 Turn

Intrigue: The Rangers are a group you have worked with in the past and while they lack a leader at the moment they are more than capable of leading themselves and though their numbers are few you are sure that they will do their jobs admirably.

1 Action Available:

[]Map the surrounding area: You are new to the area find out the best way to move around the place and also, figure out what is around you so that you can plan for them.
60% chance of success
1 Turn

[]Establish an early warning network: Send out the Ranger's of the Clan to map the best locations for watch posts and also, lookout points so that the rangers can set up watch and warn the clan of any coming danger.
60% chance of success
1 Turn

[]Find Someone to help keep an eye on things: There is a lot of work to be done and never enough time to see it done and though your clan only has a few rangers one of them can help out even if it just to oversee missions.
60% chance of success
2 Turns

[]Search out the lands to find out what is going on around the Mountain: You are in a new land filled with unknown dangers and possible allies and while the hold is not built you need to know of what is going on so that you can best prepare for the future.
60% chance of success
2 Turns

Learning: As a young Engineer there is much to learn before you can even improve it thankfully you live a long life and can get much done. Still, it will take resources and effort to improve things though you are sure it will prove worthwhile once all is said and done.
1 Action Available:

[]Prospecting:
There is much to be found within the Earth and your clan has proven themselves adept at knowing where even the best of things are. (Possibly find 3 Deposits of Ore that you can use.)
70% chance of finding Ore
1 Turn

[]Search your Archives for Engineering blueprints: Your Clan lived in Zhufbar for many years and many Blueprints saved for the use of the Clan should they ever be used. Sadly they are few and the transition has left them in Disarray (Progress 0/15)
60% chance of success (Also determines how intact it is)
1 Turn

[]Study the designs of a Grudge Thrower: You have looked over the Blueprints of the basic Grudge Thrower and are sure that you can Improve its draw weight.(Progress 0/10)
60% chance of success
1 Turn

[]Study the Bolt Thrower design: Having looked at the Blueprints of the Bolt Thrower and have a few ideas for some munitions, though you're not sure what yet but that will come as is the Bolt Thrower might need a little modification to fire them. (Progress 0/10)
60% chance of success
1 Turn

[]New Warrior armor: You do not know when you will reunite with your kin and your clan's front line is weak, but there is a way around this. Though it will likely take a few years to get everything properly designed and planed(Progress 0/8) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success
1 Turn

(Locked Off)[]Research better gunpowder: You have long coveted the knowledge on how to create High-Quality gunpowder from Zhufbar, though you are sure that it will require a great deal of effort to replicate and even more costly to research but you are sure it can be done but you will need to start somewhere. (Progress 0/8)
60% chance of success
1 Turn

[]Firearms Research: A Favoured choice of your clan the gun is a weapon that you have learned well. Though they are sadly not the best as you have seen fellow clans with Better Rifled Guns. Sadly you had not managed to secure the information but you do have an idea on how to make them though it will take many years to see success. (Progress 0/15)
60% chance of success
1 Turn

[]Better Tools: Your clan's Tool's have been something renowned for their quality but like your for fathers know that they need to be improved as per tradition the question is how were you going to do that. (Progress 0/6)
60% chance of success
1 Turn

(Locked Off)[]Better Explosives: Explosives are something your clan knows intimately as they have used and made it for many years. Though you have heard of tales speaking of ones that have mangled entire groups of black urk's and even taken a Trolls clean off, but you doubt that is entirely true as it came from an umgi but it has given you some ideas. (Progress 0/8)
60% chance of success
1 Turn

[]Better Lifts: The Clan knows how to build and maintain Lifts like any good engineer should but the ones used in Zhufbar are faster and stronger than the ones you build and are sure with a bit of experimentation that you can make some progress to reaching such great works. (Progress 0/8)
60% chance of success
1 Turn

[] Find an Advisor: Master Engineer Durin is too absorbed in his work to try and advise and over see the smaller working of the Clan, still, there are a number of Elders that you can lean on for help but one of them needs to help you just need to find them.
60% chance of success
2 Turns

Personal actions: Free time and rest or that is what you wish it could be but you are a thane and while you can take time to relax you also have a duty to use your free time to improve yourself so that the clan may survive. Even if you did not enjoy it and had less time for those that were close to you.- 2 Actions and 1 Improvement Action

2 Actions

[]Spend Time with your friend's:
The War against Chaos saw many of your kin and friends fall in battle but you survived and made many friends among the clan despite their age gap. Still the duties of both a Thane and that of your friends offers little time to spend with them but you have some free time and setting up a few meetings should be more than possible.

[] Go searching for an adventure: The new land has your blood singing for an adventure of the unknown and while you admit that it may be dangerous you are sure that you can deal with what comes. The Question was what lay around this mountain.

[]Find A wife: The Transition has left you in a position you had never considered until now though to be fair you were young but still, a Thane has to marry and Alrik has raised a good point still, marrying one of your own clan was rarely done. Still, there are a few Kvinn yet to be married, many of them your Junior the Question was who did you marry so that you ensured that the clan would have an heir.

[]Focus some effort on a project: Much work will be required to establish a hold but you are sure that if you lend a hand out somewhere that more can be done even if it will not be easy. (Double Down on a project that the clan is working on.)

Skills
-Diplomacy- 13 (Progress to next level is 340/1500)
-Martial- 15 (Progress to next level is 1046/1500)
-Stewardship- 18 (Progress to next level is 303/1500)
-Intrigue- 10 (Progress to next level is 251/1500)
-Learning- 2 (Progress to next level is 114/300)

Weapon Proficiency
-Dwarf crossbow -15, (Progress to next level is 473/3000 )
-Dwarf ax and shield -4,(Progress to next level is 204/600)
-Dwarf az-4, (Progress to next level is 129/300)
-Dwarf guns – 17, (Progress to next level is 917/2000)(Main Combat weapon)
-Hammers- 14 (Progress to next level is 9/1500)

Improvement Options (1 Action Available but you can use the other actions to improve to if you want)

[]Work on your Statesmanship:
There is much to learn when dealing with dawi and umgi lord's but you can learn even if you find it rather dull and boring. (Diplomacy skill progresses) (Progress to next level is 340/1500)

[]Learn Battlefield strategies: War never changes, set yourself to learn new strategies and techniques to lead the Throng to victory. (Martial Skill progresses)(Progress to next level is 1046/1500)

[]Learn ways of Running a hold and building: A hold is not built in a day and it is forever expanding and growing and a Thane must be knowledgeable in its matters if he is to see his home Thrive. (Stewardship Skill progresses)(Progress to next level is 303/1500)

[]Practice been a sneaky Dawi: To be unseen by the enemy requires great skill and patience and to hunt an enemy even more so, thankfully you are decent enough at it but you know you can be better.(Intrigue skill progresses)(Progress to next level is 251/1500)

[] Engineering Lessons: Your clan is one of Engineers and while you admit that you are a slow learner, you do know that you learn well under someone and your training was far from complete in some areas, thankfully you have time to improve yourself. (Learning skill progresses)(Progress to next level is 114/300)

[] Weapons Practice: To Learn a Weapong takes time and that is something a dawi has ample time to take advantage of. Though it takes dedication to use a weapon you also know that a battlefield is a chaotic place and that anything can happen and training for it will prepare you. (Write in the weapon you wish to learn)
(x2 on any roll you make to weapon Improvement)
Time: 1 Turn

***

Hold Stability: 9/10

Hold Consumption per Turn
2 Units of Food
2 Units of Ale

Guns and Cannons

Dwarf guns using 1 Gun Cleaning Tools

Breach Loading Cannon using 3 Tools for Maintenance(Lack of facilities Tripling upkeep)

Hold Resources

Food:6 Units
Ale: 8 Units

Tools: 34
Steel Weapons: 5 (Will be used to replace damaged/old weapons)
Steel Armor: 3 (Will be used to replace damaged/old armor)
Dwarf Gun Cleaning Tools: 7
Advanced Components: 24
BlackPowder: Enough for 3 Major Battles or 24 Skirmishes


***

Character Trait's

Learner Through Action:
You have learned through your life that a book is of little use to you in learning new skills and would much rather learn directly from your elders or experience and find yourself more accustomed to it. ( Without an Advisor, you only progress half of what you rolled but with them you gain x5 to your rolls instead of x4)

Blessed of Grimnir: Your Blood sings for battle and your skill shows this as many a foe has learned to fear you(You are skilled in combat and learn the use of a weapon far faster than many others +40 To Weapon Practice rolls)

Blessed Marksman: Few can match your skill with a gun or crossbow and few live to tell of your skill. (Increased Skill Cap to 30 for ranged weapons)

The turns will last for 2 years in time.

The Vote will be open for 4-5 Days (Might leave it longer if it undecided at the time)

3-hour Moratorium


This will be the last update for a week and a half as I have a work Trip coming up and will probably not be able to update until it is over.

Also, the only Cost that occurs yearly in building projects is Gold. The Tools or Raw Material listed are the total amounts used in construction and for some reason, your roles were very nice for your Character. (Of course you got extremely high in your Actual Weapon Proficiency so I took some points from there and added them to your skills. Since you too young to have a 20 in a weapon skill)
 
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Omake: farming 101(Canon)
Omake: farming 101

"Alright master Guirnir, now take the blade, and insert it into the wooden structure."

"You sure this is the right spot? I'm sure it would have less drag if I placed it higher up..."

A loud slap filled the narrow valley as Rorek Gobbersson's palm merged with his face.

Why in Valayas name was he tasked with leading the engineer core in setting up the farm... ah yeah, they'd refused to waste their tools on mining... wazzocks the lot of them.

"It's supposed to do that master, it's going to be tied to Bertha here" (the little pony whinnied at her name) "and together as she pulls as you steer it, you're going to plough the soil".

The master engineer glared at the pony as she loosed some of the content of her bowels onto the ground we would no doubt trod upon. "You sure we need it. I've at least 2 apprentices that need a good workout. Bellies almost reaching the workstations."

——
Rorek sighed. "Sadly master they volunteered for the mines, something about testing their 'new tools'." The engineer growled.

"Alright then." He sighed in defeat. "Now how do I get this 'thing'." (Bertha snorted at him) "moving again?"

"Atta lass is the usual." Rorek sighed, as the elder continued to grumble. "Though she also likes us talking in old Khazalid. She's even been capturing on to orders in it quite well if you ask me."

The pony turned to face him, giving a little whiny at him almost in recognition. Before turning to glare at the elder.

The elder shriveled. "Alright, then. Erm... atta girl?"
 
Characters in the Hold and foreign Relations
Family
MC: Gotri Farsight (Age at start of the Quest: 60)

Note: These are only likely going to be updated when I add a new Character as I have them in the main update (Updated as of turn 6 Results)
Skills
-Diplomacy- 13 (Progress to next level is 340/1500)

-Martial- 16 (Progress to next level is 539/1500)
-Stewardship- 19 (Progress to next level is 231/1500)
-Intrigue- 10 (Progress to next level is 251/1500)
-Learning- 5 (Progress to next level is 229/600)

Weapon Proficiency
-Dwarf crossbow -15, (Progress to next level is 473/3000 )
-Dwarf ax and shield -4,(Progress to next level is 204/300)
-Dwarf az-4, (Progress to next level is 129/300)
-Dwarf guns – 17, (Progress to next level is 1167/2000)(Main Combat weapon)
-Hammers- 14 (Progress to next level is 509/1500)
Traits

Learner Through Action: You have learned through your life that a book is of little use to you in learning new skills and would much rather learn directly from your elders or experience and find yourself more accustomed to it. ( Without an Advisor, you only progress half of what you rolled but with them you gain x5 to your rolls instead of x4)

Blessed of Grimnir: Your Blood sings for battle and your skill shows this as many a foe has learned to fear you(You are skilled in combat and learn the use of a weapon far faster than many others +40 To Weapon Practice rolls)

Blessed Marksman: Few can match your skill with a gun or crossbow and few live to tell of your skill. (Increased Skill Cap to 30 for ranged weapons)
Idun Daughter of Balor
Age: 31 at Turn 6

(Extra actions will take effect as of turn 10)

-Diplomacy (+1 Action in this category)
-Stewardship (+1 Action in this category)
-Specialised Trader. (Craftsman District earns double its income in gold and produces more Trade Items)
- Wife of Gotri Farsight
Skills
-Diplomacy- 18
-Martial- 13
-Stewardship- 16
-Intrigue- 10
-Learning-11

Weapon Proficiency
-Dwarf crossbow -19
-Dwarf ax and shield 14
-Dwarf az-16
-Dwarf guns – 18
-Hammers- 9

Apart of the Cult of Valaya and the Valkyrinn order

Direct Family
Son: Dromak Born 2756 of the TA
Second Son: Thamur Born 2768 of the TA
Daughter: Groa Born 2768 of the TA

Family

Aunt Sif (Age 187 At the start of the quest) (Shieldmaiden and Glassmaker)
Gotrisson (Age 12 At the start of the quest) (Cousin)
Garik(Age 2 At the start of the Quest) (Cousin)

Advisors


Skills
Diplomacy- 19 (Advisor)
Martial- 16
Stewardship-12
Intrigue- 12
Learning- 17

Skilled ambusher (+10 To opening combat Rolls and ambush rolls)

Combat Proficiency:
Dwarf crossbow -22
Dwarf ax and shield -17
Dwarf az-13
Dwarf guns – 22
Hammers-10
Traits
Charismatic:
This dawi is uncannily good at winning over anyone to his side, even non-dawi which is something to be appreciated. (Doubles relations gained from diplomacy actions)

Merchant: This dawi is well versed in dawi economy and haggling and knows the best way to get a quick bit of gold and at the best price. (+15% income from all trade deals done by this advisor)

Fast Friends: This Dawi could make friends with even the most bigoted of umgi, which is a good thing since they tend to be generous and while the friendships will pass in but a few moments the value of friendship amongst allies is always bound to bring good things. (Can bring unique bonuses to diplomatic ventures such as getting aid from them or other similar bonuses)

Shrewd: This Dawi has been noted to make good judgements both for himself and for those involved. Though a tad annoying with his rather undawi like behaviour. (Provides a passive buff to trade partners improving their overall standing in terms of troops and slight increase to dwarf factions growth)

Compromiser: A strange dawi he is to be able to find such unique ways in which to settle a grudge and while not always successful at least you can be sure there is at least some way to avoid blood or gold being drawn and spent. (Grudges that occur within the hold that are unable to be settled by the Reckoners can possibly be resolved by this dawi)

Radical Engineer: This dawi has Radical leanings within the guild and while not an issue will no doubt lend greater weight to his sect's voice within the hold. (Provides Radical Leaning for Engineers Guild.) (Increases chances of Master Engineers Hall producing Radical based equipment) (Reduced upkeep for land-based War machines by 10%)


Age as of turn 7: 143

Diplomacy- 9
Martial- 13
Stewardship-10
Intrigue- 15 (Advisor)
Learning- 14

Skilled ambusher (+10 To opening combat Rolls and ambush rolls)

Combat Proficiency:
Dwarf crossbow -22
Dwarf ax and shield -17
Dwarf az-13
Dwarf guns – 22
Hammers-10

Alrik Stouthammer
Age at Start of Quest: 219


Diplomacy- 10
Martial- 11
Stewardship-18 (Advisor)
Intrigue- 11
Learning- 14

Combat Proficiency:
Dwarf crossbow -16
Dwarf ax and shield -14
Dwarf az-2
Dwarf guns – 17
Hammers- 25

Falstad Deadeye
Age at Start of Quest: 178

Diplomacy- 12
Martial- 19 (Advisor)
Stewardship-15
Intrigue- 11
Learning- 11

Combat Proficiency:
Dwarf crossbow -19
Dwarf ax and shield -17
Dwarf az-13
Dwarf guns – 22
Hammers- 15

Skilled in Ambush warfare. (+20 To anything related to setting up an Ambush and +30 To opening combat rolls)
Skilled Trainer. (x5 to any Weapon or martial Improvement roll)

Burlok the Engineer
Age at Start of Quest: 298

Diplomacy- 5
Martial-13
Stewardship-16
Intrigue- 12
Learning- 19 (Advisor)

Combat Proficiency:
Dwarf crossbow -25
Dwarf ax and shield -20
Dwarf az-13
Dwarf guns – 25
Hammers-15

(Specialised in Steam Engines and Golems as well as Lifts. will improve research speed to these options. He does not leave the hold)
Master Engineers
(All Master Engineers give a bonus of +15 to all artillery)
Master Durin: (specialized in (Steam Golems: Relates to the current choice of designs and can change) and Steam Engines) (+15 to rolls involving research in those areas))
Age at Start of Quest: 321
Combat Proficiency:
Dwarf crossbow -19
Dwarf ax and shield -15
Dwarf az-11
Dwarf guns –25
Hammers- 13

Fallen Advisors and heroes
Josef One-eye

Balor Silverfist

Foreign Relations (Will only have information on groups you have met)

Dwarven Factions

Southern Buzra-Dum inhabited by Nogrod Dwarfs(Firebeards): 6 out of 10 (Cautious of you and are possibly considering you an ally though your skill at both war and more mundane art's have them scared.)
Elven Factions
Lindon Elves: 4 out of 10 (They're mostly ambivalent to you but watching you closely after the last group of dwarfs they had to deal with)
Imladris Elves: 7 out of 10 (They consider you a possible friend but are really just your ally and watching you warily)
Human Factions good and evil
Northern Dunedain: 10 out of 10 *(They're rather eager to show their alliance and seem to be loyal to a fault but umgi's wills are as strong as wood and will be watched closely especially as your rangers are spotting their shadows once in a while, though the long beards don't mind much as it's good practice for the rangers and patrols just as long as they don't get too close to the hold.)
Bree-land: 0 out of 10 (they are now neutral to you, so you are just viewed with suspicion and less likely to be attacked, though they still fear and hate you)
Rohan: 5 put of 10 (They're mostly ambivalent to you though are happy to have someone dealing with the dangers of Eriador)
Gondor overall relations: Mostly Unknown to them
-Anfelas Region: 4 out of 10 (They're mostly ambivalent to you but look forward to more trade)
Dunlanders: 7 out of 10 (They are now friendly with dwarfs, expect possible trade between them and the Dunedain from starting up)
Rosselond(Maxed out, they are your ally and improving your relations with regions in Gondor at random.) (10/10 Relations)

Updated as of end at turn 15
 
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Turn 1 Results
Turn 1 Results

You let out a slow breath and pulled the trigger and watched as your bolt sawed through the year instantly killing the deer. Standing up you dusted yourself before glancing over to Kaz's location. "Your the one gutting this damned thing since you made me stalk it for so damn long, almost had the damned thing running to with your damned breathing." You shouted to your friend, though there was little heat in your words having enjoyed the hunt immensely.

Kaz Stood up from his position his ranger hood off as he glared off to his side. "Sure, I will gut the damn animal." He said a grin spreading across his face. "But, I get the Prime cut of the thing and you will let me use one of the forge' furnaces to do it." He said while both Faragrim and Logan gave him an affronted look at using their forge for such a thing. Which only sent Kaz into a Giggling fit. "Na, I just want the best piece for myself, you get the second pick though." Though he stopped abruptly when he saw the looks they were giving him. Gulping he inched closer to you.

You Grunted and shook your head at them before moving to the deer while also avoiding Kaz's attempts to drag you into their antics. "Good I'm tired of all those dried rations and this will be a nice reward to have, especially with those tagging along, just make sure to have your ax at the ready I wouldn't put it past them to try something again." You grumbled while shooting a look at your two friends who had him pinned down while you secured the deer, pulling out your ale tankard you glanced at them spotting the works of the Engineers in the background hauling up some more wood for the hold. "Come on, you three let's get this back to the hold before night sets in, these damned mountains are too cold at night for my liking and let Kaz go we can sort him out back at the hold, still have to pay him back for last time." You said with glee much to your friend's horror.

Diplomacy: Gotri +13

[x]A Speech to help keep the Clans spirits up:
A New Land maybe daunting but your optimistic that things will turn around especially with all the new things that can be discovered. Though you will admit that the Thaught of been a little lost is daunting you are sure that there will be away.
60% chance of success
1 Turn
Rolled: 70+13+10(Happy Hold)=93

You walked among the camp a skip in your step glad that your speech had set the clan off on the right step many of them having been absorbed in their work as they went from day to day barely a complaint among them.

Though that was for the best really as there was little that the clan could really enjoy but their work would ensure your time of hardship would come to an end. Especially as it would mean that the clan would get back to doing what it was best at but they had focus and that would see you through for the next few years. Especially with so many Garazi running around. Something many of the clan saw as a good omen.

Martial: Gotri +15

[x]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from any unknown Threats.
75% chance of success. Cost 1 Tool
2 Turns
Rolled: 78+15+10(Happy Hold)=103 (Completed)

You walked the mountain pass the sun in your face your brow sweaty the sweltering heat keeping you alert but in a sour mood. Your gun at the ready in case anything were to occur, though as you walked the route that your clan had set out you found nothing. Then again as you looked down into the pass below you doubted much would sneak past your sight.

The Valley it seemed was nearly inaccessible from anywhere but through the main entrance and a few treacherous passes that were so hard to find that you had only stumbled upon the path in an inspection and tripped over some loose stone and found a small cave that lead higher into the mountain and had a natural path that allowed the clan to watch the entire area. It also helped that it pretty much spotted all the lower points that an enemy could use to enter.

Though you would much rather it had not been found at your expense as a few dawi had taken to ribbing you over what had occurred. Much to your Chagrin, at least your aunt was on your side though she to had fallen pray to giggling at you when you said you were going out to check on their progress on leveling a bit of the paths.

Stewardship: +18 (Advisor Alrik)

[x] Set up a Logging Operation:
The Grove of trees below the hold and in another valley looks large and strong enough to use as a construction material and you are sure that it can be used as a steady source of lumber though the work will be hard and gain little as much of it will have to be hauled up to the Hold(Production of 2 Lumber)
60% chance of success Cost 2 Tools (Maintenance Cost of 1 Tool)
1 Turn
Rolled: 87+18+10(Happy Hold)=115

You Glanced at the makeshift crane and wondered just what was going through some of your clans head as you spotted the line of contraptions hard at work in lifting load after load of lumber up to the hold. Though you would not doubt that it was helpful in getting around some of the distance, you had to wonder why you had agreed to this idea when it had first been brought to you.

Still, as you watched the lumber get lowered down you could not argue that it was not effective though it was by far the riskiest of ideas you had seen in your short life. Then again Malakai was a strange if not genius dawi if what was said of him was true. Though how master Durin learned of this idea you would never know and sometimes it was best not to ask you thought. Still, it was done and bringing in much lumber now you just needed to figure out what to do with the wood.

(+1 Base Lumber Production)

[x] Excavate and build a forge Hall:
The Clan lack's the true ability to support the throng and that of it's allies, having the clan excavate and build a hall capable of supporting the clan's smith's so that new arm's and armor may be made for the Throng and to be traded with the umgi.
60% chance of success Cost: 3 Tools (Maintenance Cost of 2 Tools and 3 Iron Ore) (Produces 5 Tools, 2 Weapons, 1 Armor)
1 Turns
Rolled: 72+18+18+10(Happy Hold)=118

You inspected the latest addition to the forge and nodded, glad that the last of the work was done and while it would remain cold for the Foreseeable future it was good to know that your clan would be able to produce plenty of tools and replacement gear if there was a need for it, now if only you had a source of Iron but that was sure to come.

Still looking around the hall you noted the multi floor Hall would do well for the clan and better yet you could already see the plans for a metalsmith hall forming in your mind. It would be good to be making quality tools again and while the clan was happy and distracted for now you were sure that they would be grumbling in a few years once a few more halls were built for the use of the clan. Though as you turned to leave one of the few miners of the clan popped out at the end of the hall carrying a rock towards you.

You moved towards the Elder and bowed your head slightly wanting to get this over with so that you could rest for a bit. "Elder, what can I do for ya?" You asked not quite able to keep your voice neutral annoyed at having an interruption.

The Elder gave you a slight glare as he spoke. "One of the Garazi found a tunnel, it runs deep but not much change in location but it's deep and will take some work to get built but they found a vein of coal, a large one by the look of things." He said gruffly only giving you a slight nod before turning to get back to work.

Blinking you mentally cursed before turning away and making your way back to the camp that had been built, you could do with an ale or two and then you would have to talk with the miners. At least it was not too bad this time.

(-1 Turn to building a Metalsmith Hall)

Intrigue: Gotri +10


[x]Find Someone to help keep an eye on things: There is a lot of work to be done and never enough time to see it done and though your clan only has a few rangers one of them can help out even if it just to oversee missions.
60% chance of success
2 Turns (Completed)
Rolled: 93+10+10(Happy Hold)=113

You walked among the rangers who had marched towards you many of them your elder and also your friends, many of them having served beside you in the war against chaos. While further behind them stood the entire ranger regiment many of them looking ready to serve the clan though it seemed you would not have to hold a trial to see who was the best as three had already been found among the rangers and singled out by their peers. Though what was shocking was that you knew each of them, having served and fought alongside them against chaos still left you with a strange choice. Who did you pick as you knew each of them well and they were quite skilled from what you remembered. (Winner Gets an Interlude for their back story) (Vote Next Turn)

Ansgar Suresight: Intrigue Skill – 17 (+15 To Ambush Rolls)

Josef One-eye: Intrigue Skill – 17 (+15 To Scouting Rolls)

Bokri Starshot: Intrigue Skill – 18 (+15 To Information Gathering Rolls)

Learning: Gotri +2

[x] Find an Advisor:
Master Engineer Durin is too absorbed in his work to try and advise and oversee the smaller working of the Clan, still, there are a number of Elders that you can lean on for help but one of them needs to help you just need to find them.
60% chance of success
2 Turns
Rolled: 80+2+10(Happy Hold)=92

You Grumbled over the lot of engineers annoyed that you had to be here to oversee the trials of your future advisor when you knew that there were others far better at seeing the issues within your elders, at least master Durin had decided to help out with the selection. Though you knew he was better you also knew that he would have made a fine advisor instead he had set up within the side of the cavern and gone back to his drawing as he ignored the goings-on of the clan. Still, his experience would at least weed out the Wazzocks in the clan who were not fit to be an advisor. Still, things were looking up as only thirteen of the engineers had made it through and in a few years, you were sure they would serve you well. That still left you with little to do though but that was sure to change as the hold grew.

Personal: +2 to Improvement actions

[x] Spend Time with your friend's Rolled: 35+10(Happy Hold)=45


You marched up the mountain with a scowl on your face as you tried to ignore the cold winds and snow around you looking for your friends. The lot of them have gone ahead after you had dealt with everything within the clan, your talk with the miners having to take a fair amount of time but that was mostly about them requesting to mine the coal for the hold. Though that was something you had not decided yet.

Thankfully the climb was short and you found yourself atop the mountains a fresh storm looking to have gathered in the distance the caps of the mountains covered in snow. Looking around you saw a fire in a small cave, a fire already built, and going your friends sitting around it as they talked with one another. The Valley of the hold just below them, while the sea seemed to be restless in the distance.

Still, as you moved to, Alaric and Logan both of who were on watch the two of them in deep discussion no doubt Kaz already preparing a roast for the group within while Faragrim drank all the ale while Grumdi tried to stop him. Though you would find your months filled with cheer and drink among one another you would not call it memorable the group of you talking of memories of your time on patrols within the mountains around Zhufbar or the lost hold, or of darker things that occurred during the war that left you with many sleepless nights you enjoyed it. Though why they always brought up your sniping of a warband leader you would never know as it was not that much of an achievement.

[x] Focus some effort on a project - Excavate and build a forge Hall

[x]Learn ways of Running a hold and building:
A hold is not built in a day and it is forever expanding and growing and a Thane must be knowledgeable in its matters if he is to see his home Thrive. (Stewardship Skill progresses)(Progress to next level is 303/1500) Rolled: 87+2+15(Assisting in a Stewardship project)+10(Happy Hold)=114x7(Went over 100)= 798
(New Progress to next level is 1101/1500)

You followed Alrik as he went about his day grumbling to your kin as they worked around the cavern. While also giving you words of advice mostly things that he always found your father doing wrong. Still, you watched and learned and more often than not worked alongside him throughout the year and found yourself organizing and planning things a little better. Now if only books were not so confusing you could actually study some of the old tomes used by your Clan.

Events

Free prospecting 1 out of 3(Extra 1 due to prospecting specialty) complete. (Used when constructing an underground hall)

Rolled: 64 (Catagory)
Size Roll: 88 (Large)
Type D13: 11 (Coal)


Dawi Demographics: (By Turn 10 your Clan should start growing rapidly)

1d10+5 Dawi born this last year to your Clan: 10+5+5(Nat Crit)=20 (Born in the first year), 5+5=10 (Born in the second year)

Dawi that have matured to Beardlings these two years: 6
0-19 Garazi(Young ones) = 84
20-550 Dawi of the Hold = 206

Clans of the hold
-Silverhammer

Hold Stability: 12/12 (The Dawi are happy and chipper) (Bonus +10 To all rolls in Hold Development and Personal Improvement actions)

The Throng in Total for your Hold: 154
Clan Silverhammer: 154 Dawi and 2 Heroes
-Thane Gotri Farsight

-Master Engineer Durin
-31 Rangers (1 Beardling Joined this Group)
-41 Warriors (1 Beardling Joined this Group)
-82 Thunderers (2 Beardlings Joined this Group)
Hold Resources

Hold Production
Nothing

Hold Consumption

-Hold Consumption of Food and Ale
2 Units of Food
2 Units of Ale

-Guns and Cannons
Dwarf guns using 1 Gun Cleaning Tools
Breech Loading Cannon using 3 Tools for Maintenance(Lack of facilities Tripling upkeep)

Stored Resources/Equipment (Note this is also what you have to trade with)

-Food and Ale

4 Units of Food Stored (2 Turns Remaining) (Total Capacity of food is 6 units) (Net loss of 2 per turn)
6 Units of Ale Stored (3 Turns Remaining) (Total Capacity of ale is 8 units)(Net loss of 2 per turn)

-Raw Material
0 units of Lumber in Storage (Net Gain of +3 from next turn)

-Produced Items with specific uses
25 Units of Tools in Storage (-3 From Maintenance, -6 From Hold Projects)
5 Units of Weapons in Storage
3 Units of Armor to in Storage
24 Units of Advanced Components in Storage
6 Units of Gun Cleaning Tools in Storage (-1 From Maintenance)
BlackPowder: Enough for 3 Major Battles or 24 Skirmishes

-Pure Trade Items (Can also be used in some projects for the hold)
Nothing

Warmachines in the Hold:

1 Breachloaded Canon: Enough Ammo for 2 Large Battles

Gold Within your Treasury (Not in use at the moment): 850 Gold

Total Income: Nothing

Total Expenses: Nothing


***

The dice seem to be your friends I do hope that lasts also I will be keeping the 2 year time skip as they tend
 
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Turn 2 – Who Goes There
Turn 2 – Who Goes There
-Edited By CelestialJade -Written by Mad0Slayer
Event Roll: 22

You applied some oil to your gun, the cleaning and maintenance of your weapon calming your nerves, the lack of battle setting your nerves on edge. Still, as you sat beside the small stream the morning light shining into the cavern you found yourself relaxing a little while, a small distance away the clan went about their morning jovially.

You shook your head and focused back on your task hoping to have it ready in case something occurred though that was unlikely with how far away you were. Still, it was best to be prepared, as many times in your life you had seen what happened to a dawi not prepared for the dangers that lurked in the world.

Though as you finished tuning your weapon someone spoke from behind you.
"Bad night?"
The Gruff and aged voice of your friend and elder Faragrim asked, glancing over your shoulder you spotted him moving towards you, his red beard swaying with his steps while he stared at you with old blue eyes.

You turned away from doing an inspection of your weapon as you spoke your voice ruff and dry and throat parched.
"Aye, but I will recover even if I can not say the same for some of our kin," You said bitterly the ghosts of the past not letting you rest easy their pleas for aid a haunting reminder of your failure.

The sound of Faragrim's boots crunching the earth beneath them as he moved and took a seat across from you his hand raised a tankard of ale held within, you took it gratefully as he spoke.
"They died a better death than most, though that means little when whole clans are left decimated. Still, they did their duty and that is all a dawi can ask for in the end, you lead us well in the war. Though I know that won't change what you think, one day I do hope you learn to live with the burden. I know many fail to do so, but your strong Gotri, and I am sure you will outlast me one day. Still, you're doing well, honor the dead by making sure their lives were not lost for nothing."
He said sadly before taking a gulp of ale savouring the drink. The two of you sitting in silence with one another the sound of the stream running beside you soothing your mind.

You let out a sigh and slung your gun over your back before focusing on your friend.
"Aye, I suppose your right, won't stop the memories though."
You said and then drank the ale, savouring it and allowing it to calm your mind.
"Though enough of this, the Rangers are sure to have a report of the lower valleys and my back's getting a little stiff. Care to join me?"
You spoke while standing, your tankard firmly in your hand as you look to your elder.

He seemed to consider that before nodding.
"Not like I have anything better to do while the forge is cold, though just let me send word to one of the apprentices they have been slacking without a forge. Got them doing some exercise but I need Arik to make sure they not slacking. Then I will join ya."
He said giving you a nod before jogging off towards the Forge.

You grinned as you watched him go, glad that you had not decided to learn the clan's ancient art as you were sure that it would have not been to your liking and Faragrim was a strict master. Then again there were far worse throughout the Karaz-Ankor.

Events

Who is the new leader of the Rangers: (Choose 1)
[] Ansgar Suresight: Intrigue Skill – 17 (+15 To Ambush Rolls)
[] Josef One-eye: Intrigue Skill – 17 (+15 To Scouting Rolls)
[] Bokri Starshot: Intrigue Skill – 18 (+15 To Information Gathering Rolls)


You marched out the cavern Faragrim at your side while your boots hit a light layer of snow, while in the distance you spotted a gathering of rangers talking among one another. The leaders of the group sitting close together talking in hushed whispers.

As you closed on them you noted their worried expression and wondered what had occurred. Looking over them you decided to approach the small group of captains wondering what was going on. Though as you neared the leaders you noticed Bokri had spotted your arrival and whispered something to his fellow rangers. Looking over them you spoke.
"So, what is going on that you all look like an urk waagh is coming towards the hold?"
You asked carefully as few things worried a ranger.

Bokri slumped while Ansgar and Josef glanced at one another, Bokri spoke up, a tankard of ale passing between his hands nervously.
"My Thane, it seems that a number of umgi have set up within the mountains."
He said while glancing around.
"Though I can not understand what they're saying, I would say that they are dangerous, many of them look wary and like dishonest folk in my opinion, but then again you never know with umgi."
He said quickly before bowing his head and chugging back some of his ale.

You nodded as you thought about what to do before glancing to the rangers and then Faragrim.
"I need to see this camp for myself, take me there."
You said to the rangers your voice gaining an edge to it.
They looked at you for a moment many of them nodding along while they gathered their gear while those recently returned from a patrol let out groans.

***

You Crawled through the brush of the forest careful not to disturb the land too much while your feet crunched branches beneath your boots, your gun loaded and ready for anything. Nearing the camp you spotted many tents and wagons, the umgi themselves dressed in furs while across their backs were bows, others made use of large az's. Still, as you looked at them you could not tell what they were up to, though as you watched them you decided to.

What do you do with the group of Umgi? (Choose 1)
[]Try and speak with them (Rumors of your presence will spread if they are peaceful, if they are hostile they will try and harm you and a battle will occur and unless all are killed rumours will spread of your location.
[]Ambush them and kill any who try to oppose you. (Risk of rumours spreading if not completely wiped out.)
[]Leave them alone and maybe they will leave (Risk the hold been discovered.) (Low chance) and also let them hunt the game in the area in peace aware that it will make hunting the animals harder for a time.
-Write-in

Diplomacy:

To speak with others be they dawi or umgi always requires a little skill and tact to ensure no wrong occurs. Of course, there is always that strange elusiveness that you never understand from none dawi but at least you can kind of pick up on it. At least it will only last till you find some other poor dawi in the clan to take up the burden of speaking with outsiders.
1 Action Available (Not much you can do at the moment)

[]Settle Disputes as they come:
The Clan is in a new land but that does not change that your kin is a prickly people and without a level-headed leader are more than likely to fight one another when things get boring. Sadly with the lack of a proper Warriors hall, this is likely to occur quite a lot, but your sure you can keep the peace if you watch over them carefully. (Keeps Hold Stability Stable)
60% chance of success
1 Turn

[]A Speech to help keep the Clans spirits up:
A New Land may be daunting but your optimistic that things will turn around especially with all the new things that can be discovered. Though you will admit that the thought of been a little lost is daunting you are sure that there will be away. (Increases Hold Stability)
60% chance of success
1 Turn

Martial:
With careful aim and deliberation will you strike at the enemies of the clan while also making sure that your kin will do all they can to be prepared.

1 Action Available

[]Prepare the defences:
The Valley in which the Hold will be built is small and so is its entrance which is both small and Treturas to reach if not in the valley. The Path leading to it narrow and long with many boulders that the Throng could use to slow a Threat and more locations to act as perches for the Thunderers to rain death upon them. Still, preparations will be needed to ensure no threat gets in the valley and it will require a lot of work but you are sure that it will be worth it.
60% chance of success. Cost 2 Tools 1 Lumber
2 Turns

[]Establish a training ground:
The Throng needs a location to both train the green beards and practices their skills, of course, it will have to be under the sun much to your kin's displeasure.
Dice Determine How Good it will be and it will Cost 2 Tools (Takes up 1 Space but will be removed once warrior hall is built)
1 Turn

[]Test your warriors to see who is the best among them so that he can help lead:
The Throng has suffered much in recent wars both against chaos and then the urk. Still, there are a few elders among the clan and you are sure one of them has plenty of experience in both leading and training beardlings.
70% chance of success
2 Turn's

Stewardship:
Thankfully with the help of Alrik you can be sure that the hold will expand quickly but carefully under his care, though you are also glad that he helps bear the load on some of your work.

2 Actions Available

Surface Options Space 0/4


[]Begin farming the land:
You are a clan of Engineers and have been so for a long time, sadly none of among the clan are farmers, and the required skills unknown, Thankfully you have built one or two farms so it should be easy. Of course, your not exactly sure how to grow the grain you have stored in the supply caravan. (Takes up 1 Space future Upgrades will take more) (Production is 1 Food and 1 Ale Grain)
40% chance of success Cost 4 Tools (Maintenance Cost of 1 Tool)
1 Turn

[] Set up a Logging Operation:
The Grove of trees below the hold and in another valley looks large and strong enough to use as a construction material and you are sure that it can be used as a steady source of lumber though the work will be hard and gain little as much of it will have to be hauled up to the Hold(Production of 2 Lumber)
60% chance of success Cost 2 Tools (Maintenance Cost of 1 Tool)
1 Turn

[] Grow A Grove of trees in the Valley:
The Hold needs a steady supply of lumber and the distance between the logging operation far and dawi-power limited, so having a grove within the valley should help speed up production. Though it will take many years before any of them will be ready for harvesting. (Takes up 2 Space)
50% chance of success
3 Turns

(Locked off From Event)[] Hunting Lodges:
The Clan has lived within the mountains for two years now and the Rangers have noted the patterns of the animals in the area and know how to hunt them effectively. Of Course, hunting them is difficult with the Hold been so far away and something is needed to store the carcasses of the animals so that they can be gathered by members of the clan.
60% chance of success Cost 2 Tools, 2 Lumber (Produces +1 Unit of food) (Increased chance of the hold been detected)
1 Turn

Hold Options

[] Build a Hold Entrance:

The Clan lives within a Cavern and while it is a good place to begin the Hold will need a proper gate to be carved and built so that any foe that tries to harm the Clan will find more trouble than they think as a Strong Gate and Towers will bar their way.
60% chance of success Cost: 4 Tools and 2 Lumber, 2 Basalt
1 Turn

[] Excavate and build a Clan Residence:
The Clan needs a location with which they can relax and watch the Garazi Grow and while the hold is new a hall to see them housed will do much to easing the burden of being in a new land.
60% chance of success Cost: 3 Tools 4 Lumber
1 Turns

[] Excavate and build The Hall of the Ancestor Gods:
A place to worships the Ancestor gods is needed and while the Clan will last without a hall to honour them for a time, there is something wrong about not having them with you.
60% chance of success Cost: Cost 5 Tools 2 Lumber
2 Turns

[] Excavate and build a Mushroom Farm:
Your Clan are no farmers and sadly have had little need to build a dedicated growing hall the last hold having had plenty of space for surface farms. Still, you are engineers and it will be of little issue in building a growing hall for Mushrooms, even if your clan is not sure what they are doing. They do like things dry right? Well, you hoped they did.
60% chance of success Cost: 5 Tools (Produces 0.5 Units of Food) (Only 1 upgrade after this)
2 Turns

[] Excavate a Warrior Hall:
The Throng requires a hall that will allow them to train amongst one another whilst also settling the minor grudges that occur among the clan. Thankfully there is plenty of space for the clan to expand. (Unlocks additional options and Reckoners Hall)
60% chance of success Cost: 3 Tools 4 Lumber (Maintenance Cost of 2 Lumber and 1 Weapon unit)
1 Turns

[] Excavate A Craftsman District:
Many of your Clan are Craftsmen of different fields and require many different tools and infrastructure to properly work their craft. Having the clan work hard will see much of what is needed to be built for them done and the hold will prosper for it.
60% chance of success Cost: 5 Tools 6 Lumber (Maintenance Cost of 3 Tools) (Production is Pottery, Glass, Medicine, Jewelry, Simple Art) (You lack material for Jewelry and more advanced arts)
2 Turns

[] Excavate a Brewery:
A Dawi needs Ale and a Hold needs a lot of it to keep running and dawi from going all strange, Thankfully all dawi clans know how to produce Ale even if it is not the best, of course as Engineers you like yours a little stronger and know what you're doing. So building a Brewery should be easy enough.
60% chance of success Cost: 4 Tools (Maintenance Cost of 2 Brew Grain)(Produces 4 Ale)
2 Turns

[] Excavate and build a Metal Smith Hall:
The Clans roots are in those of working metal and making the day to day items that many a dawi and umgi would use, Your clans skill at working metal is only paralleled by your fellow dawi and even some of them fall short of your standards. Still to ply metal to your will and standard requires a dedicated hall with specifically built facilities and tools so that your clan can work in peace.
70% chance of success Cost: 8 Tools (Maintenance Cost of 2 Iron Ore)(Produces 8 Tools and increases the quality of your Ingots used to Decent Quality) (Produces Ammo for breach-loaded Cannons. Will have to vote on how much you keep stored as it costs 3 iron ore to make a single large battle's worth of ammunition)
3 Turns

[] Excavate and build an Engineers Hall:
(Gain 1 Extra action to Learning but it must be related to engineering)
60% chance of success Cost: 8 Tools (Maintenance Cost of 3 Tools) (Produces 2 Units of gun Cleaning tools and will maintain 1 Artillery Piece) (Allows production of Simple Artillery)
2 Turns

Mines: 0/3 Capacity (You can close running mines to open up others)

[] Establish a Quarry:

The Area around the new hold has shown that much of the Stone is made out of Basalt with trace amounts of Limestone. Though it
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 5 Basalt) (Will reduce as you build other mines)
1 Turn

[] Establish A Coal Mine:
While Digging out a Forge Hall for the hold your dawi found a tunnel leading deeper into the earth that took them far. Though you did not personally journey down the tunnel your kin assure you that it is deep and will require some work to get up and running but it can be done.
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 2 Coal)
2 Turns (+1 Turn Due to distance)

[] Excavate and Build a Miners Hall:
The Stone and earth hold a wealth that the hold needs to prosper, though the Hold is a great distance from the largest of deposits in the earth, thankfully a bit of work should make things easy enough especially if a hall is built so that the riches of the earth can be stored there for transport instead of having to haul it back to the hold. Of course, it should also, help with preparing for future mine expansions(Leads to be able to build lifts and also a way out of the hold without taking extra time.)
60% chance of success Cost: 6 Tools (Increases base production of active mines by +1) (Reduces build times for mines.)
1 Turn

Intrigue:
The Rangers are a group you have worked with within the past and while they lack a leader at the moment they are more than capable of leading themselves and though their numbers are few you are sure that they will do their jobs admirably.

2 Action's Available:

[]Map the surrounding area:
You are new to the area find out the best way to move around the place and also, figure out what is around you so that you can plan for them.
60% chance of success
1 Turn

[]Establish an early warning network:
Send out the Rangers of the Clan to map the best locations for watch posts and also, lookout points so that the rangers can set up watch and warn the clan of any coming danger.
60% chance of success
1 Turn

[]Search out the lands to find out what is going on around the Mountain:
You are in a new land filled with unknown dangers and possible allies and while the hold is not built you need to know of what is going on so that you can best prepare for the future.
60% chance of success
2 Turns

[]Hunt Animals further away from the hold:
The Clan are all trained engineers, sadly they are not farmers as you have learned, then again you never expected them to be. Thankfully the Rangers are adept hunters but there are only so many game animals around the hold area. So sending them away to distant lands to gather the hold some food should help bolster the clan's stores for a time.
75% chance of success (Chance of been Discovered) (Can Gather between 0-2 Units of food depending on the roll. (Costs 1 Tool)
1 Turn

Learning:
As a young Engineer there is much to learn before you can even improve it thankfully you live a long life and can get much done. Still, it will take resources and effort to improve things though you are sure it will prove worthwhile once all is said and done.
1 Action Locked:

[]Prospecting:

There is much to be found within the Earth and your clan has proven themselves adept at knowing where even the best of things are. (Possibly find 3 Deposits of Ore that you can use.)
70% chance of finding Ore
1 Turn

[]Search your Archives for Engineering blueprints:
Your Clan lived in Zhufbar for many years and many Blueprints saved for the use of the Clan should they ever be used. Sadly they are few and the transition has left them in Disarray (Progress 0/15)
60% chance of success (Also determines how intact it is)
1 Turn

[]Study the designs of a Grudge Thrower:
You have looked over the Blueprints of the basic Grudge Thrower and are sure that you can Improve its draw weight. (Progress 0/10)
60% chance of success
1 Turn

[]Study the Bolt Thrower design:
Having looked at the Blueprints of the Bolt Thrower and have a few ideas for some munitions, though you're not sure what yet but that will come as is the Bolt Thrower might need a little modification to fire them. (Progress 0/10)
60% chance of success
1 Turn

[]New Warrior armor:
You do not know when you will reunite with your kin and your clan's front line is weak, but there is a way around this. Though it will likely take a few years to get everything properly designed and planed(Progress 0/8) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success
1 Turn

(Locked Off) []Research better gunpowder:
You have long coveted the knowledge on how to create High-Quality gunpowder from Zhufbar, though you are sure that it will require a great deal of effort to replicate and even more costly to research but you are sure it can be done but you will need to start somewhere. (Progress 0/8)
60% chance of success
1 Turn

[]Firearms Research:
A Favoured choice of your clan the gun is a weapon that you have learned well. Though they are sadly not the best as you have seen fellow clans with Better Rifled Guns. Sadly you had not managed to secure the information but you do have an idea on how to make them though it will take many years to see success. (Progress 0/15)
60% chance of success
1 Turn

[]Better Tools:
Your clan's tools have been something renowned for their quality but like your for fathers know that they need to be improved as per tradition the question is how were you going to do that. (Progress 0/6)
60% chance of success
1 Turn

(Locked Off) []Better Explosives:
Explosives are something your clan knows intimately as they have used and made it for many years. Though you have heard of tales speaking of ones that have mangled entire groups of black urk's and even taken a Trolls clean off, you doubt that is entirely true as it came from an umgi but it has given you some ideas. (Progress 0/8)
60% chance of success
1 Turn

[]Better Lifts:
The Clan knows how to build and maintain Lifts as any good engineer should but the ones used in Zhufbar are faster and stronger than the ones you build and are sure with a bit of experimentation that you can make some progress to reaching such great works. (Progress 0/8)
60% chance of success
1 Turn

[x] Find an Advisor:
Master Engineer Durin is too absorbed in his work to try and advise and oversee the smaller working of the Clan, still, there are several Elders that you can lean on for help, you just need to find one of them.
60% chance of success
1 Turn (locked in)

Personal actions:

Free time and rest or that is what you wish it could be, but you are a thane and while you can take time to relax you also have a duty to use your free time to improve yourself so that the clan may survive. Even if you did not enjoy it and had less time for those that were close to you.- 2 Actions and 1 Improvement Action

2 Actions

[]Spend Time with your friends:

The War against Chaos saw many of your kin and friends fall in battle but you survived and made many friends among the clan despite their age gap. Still, the duties of both a Thane and that of your friends offer little time to spend with them but you have some free time and setting up a few meetings should be more than possible.

[] Go searching for an adventure:
The new land has your blood singing for an adventure of the unknown and while you admit that it may be dangerous you are sure that you can deal with what comes. The Question was what lay around this mountain.

[]Find A wife:
The Transition has left you in a position you had never considered until now though to be fair you were young but still, a Thane has to marry and Alrik has raised a good point still, marrying one of your own clan was rarely done. Still, there are a few Kvinn yet to be married, many of them your Junior the Question was who did you marry so that you ensured that the clan would have an heir.

[]Focus some effort on a project:
Much work will be required to establish a hold but you are sure that if you lend a hand out somewhere that more can be done even if it will not be easy. (Double Down on a project that the clan is working on.)

Skills
-Diplomacy- 13 (Progress to next level is 340/1500)
-Martial- 15 (Progress to next level is 1046/1500)
-Stewardship- 18 (Progress to next level is 1101/1500)
-Intrigue- 10 (Progress to next level is 251/1500)
-Learning- 2 (Progress to next level is 114/300)

Weapon Proficiency
-Dwarf crossbow -15, (Progress to next level is 473/3000 )
-Dwarf ax and shield -4,(Progress to next level is 204/600)
-Dwarf az-4, (Progress to next level is 129/300)
-Dwarf guns – 17, (Progress to next level is 917/2000)(Main Combat weapon)
-Hammers- 14 (Progress to next level is 9/1500)

Improvement Options (1 Action Available but you can use the other actions to improve to if you want)

[]Work on your Statesmanship:

There is much to learn when dealing with dawi and umgi lord's but you can learn even if you find it rather dull and boring. (Diplomacy skill progresses) (Progress to next level is 340/1500)

[]Learn Battlefield strategies:
War never changes, set yourself to learn new strategies and techniques to lead the Throng to victory. (Martial Skill progresses)(Progress to next level is 1046/1500)

[]Learn ways of Running a hold and building:
A hold is not built in a day and it is forever expanding and growing and a Thane must be knowledgeable in its matters if he is to see his home Thrive. (Stewardship Skill progresses)(Progress to next level is 303/1500)

[]Practice been a sneaky Dawi:
To be unseen by the enemy requires great skill and patience and to hunt an enemy even more so, thankfully you are decent enough at it but you know you can be better.(Intrigue skill progresses)(Progress to next level is 251/1500)

[] Engineering Lessons:
Your clan is one of Engineers and while you admit that you are a slow learner, you do know that you learn well under someone and your training was far from complete in some areas, thankfully you have time to improve yourself. (Learning skill progresses)(Progress to next level is 114/300)

[] Weapons Practice:
To Learn a Weapong takes time and that is something a dawi has ample time to take advantage of. Though it takes dedication to use a weapon you also know that a battlefield is a chaotic place and that anything can happen and training for it will prepare you. (Write in the weapon you wish to learn)
(x2 on any roll you make to weapon Improvement)
Time: 1 Turn

***

Hold Stability: 12/12

Stored Resources/Equipment (Note this is also what you have to trade with)

-Food and Ale
4 Units of Food Stored (2 Turns Remaining) (Total Capacity of food is 6 units) (Net loss of 2 per turn)
6 Units of Ale Stored (3 Turns Remaining) (Total Capacity of ale is 8 units)(Net loss of 2 per turn)

-Raw Material
0 units of Lumber in Storage (Net Gain of +3 from this turn)

-Produced Items with specific uses
25 Units of Tools in Storage (-4 From Maintenance) (-2 Tools not Included as you lack Iron Ore to craft with)
5 Units of Weapons in Storage
3 Units of Armor to in Storage
24 Units of Advanced Components in Storage
6 Units of Gun Cleaning Tools in Storage (-1 From Maintenance)
BlackPowder: Enough for 3 Major Battles or 24 Skirmishes

-Pure Trade Items (Can also be used in some projects for the hold)
Nothing

Warmachines in the Hold:
1 Breachloaded Canon: Enough Ammo for 2 Large Battles


***

The Vote will be open for 3-5 Days (Might leave it longer if it undecided at the time)

3-hour Moratorium


Umgi party size is 35-130 men.
 
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Omake: A forge workers prayers(canon)
Omake: A forge workers prayers

"Our Ancestor who art in the feasting halls, hallow be thy name
Thy vengence come, thy will be done, upon Elgi as it is on Grobi
Give us now our daily aid. and forgive us for not offering ale
As we suffer also, for lacking said ale, under the earth, and in the heavens
Forgive us this tresspass, and let us strike ore. Just as you have so many times before...

In the name of Valaya, Grimnir, and Grungni, ancestors to us all.
 
Omake: Ammo Preparations
Omake: Ammo Preparations

"Alright beardlings, this is how you make a bolt..."

It had been a long and arduous affair since the discovery of the umgi. Not least as the thane had made sure to have them stock up on extra bolts for their crossbows, just incase things went south.

"Take this bit of flint." Damn, to think they were working with flint of all things. Rothgar wished to the ancestors they'd strike iron, or even copper soon...

"and line it up with the stick." To think they were using garazi terms, with these wazzocks!

"One you've got a feel for how thich the bit of flint is, get ready with you larger bit of flint, and start carving the wood, till it matches..." Ancestors damn it, why did the thane have to order a ration of tools....

"Alright, is it a nice straight shape?... ...Good, now get your knife, and your rock, and start tapping at the top of the stick, so you've got a nice hole, for the small bit of flint to sink into..."
 
Omake: Diplomatic dresscode
Omake: Diplomatic dresscode

Brunhild chided as she flitted around you. "Gotri you had better think about what colors you're wearing, because that coat of yellow, with that hue of green is almost as revolting as an Averlander's reaction to Nuln."

You didn't even grunt out a response, before she dragged you away to a mirror. One thankfully that had survived the journey intact, somehow. "Now look here my thane. We're putting you in a nice shade of blue this instant. Ancestors, what in their name were you thinking?!"

"I..." You barely started talking before she shoved a cape in front of you. "Hold that to your eyes, I'm trying to see if its the right shade for them..."
 
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