Rings and Grudges (A LOTR/Warhammer Fantasy Crossover)

[X] Full Aid: Have the Clan's lore masters dive into the archives looking for books detailing any kind of Drake fighting tactics that were written by your ancestors. You will also be providing them with war machines that will be reassembled within the Iron hills requiring an engineering team for a short period of time near the end of the contract. The Dwarfs of the Iron hills will send a Garrison of its warriors to help the Umgi of Dale re-establish their safety. They will also begin escorting trade caravans across the surface to your hold, both for trade and to secure the route that will one day be used to transport their new war machines. (6000 Gold Per Turn added to your expenses for 5 turns) (Perpetual trade deal starts with the Iron hills.) (Improves relations with both the Iron hills and Erebor dwarfs by +3 and also get to call on a small Iron hill Throng for a campaign against an enemy numbering 800 Khazad but it will take them 1 additional turn to arrive) (Martial type expeditions to the Iron Hills)
 
That works long-term primarily. We won't get benefits in the short term, but dwarfs and dawi will benefit from that in the future and will get us ready to fight Smaug, we don't know if he pulls something out that didn't happen in canon, especially given that Dawi already made things different. Getting ready to fight Smaug will take a long time, especially if Thror and his dwarfs will try to reclaim Moria, which has Azog the Defiler and sleeping Balrog, which without the help of magic we will have a hard time defeating it. We seriously need to get some solid rune armour and weapons.

Will Mithrill work as a substitute for Gromril?
Frankiinson hit the nail on the head. It's just not viable at all given how we are only in Gotri's own words a small mine. We need time to build up to get our shit together and constantly giving money away ain't that chief. While I would love to help out Erebor. We simply can't given our own weak position.
 
Frankiinson hit the nail on the head. It's just not viable at all given how we are only in Gotri's own words a small mine. We need time to build up to get our shit together and constantly giving money away ain't that chief. While I would love to help out Erebor. We simply can't given our own weak position.
Maybe. But Rome wasn't built in one day, it will take a long time before we create a proper hold, us giving 6000 gold every turn is just going to make it a slightly longer time. We need to rebuild a lot of stuff anyway and we have allies that can help us. I am still on full aid plan even with Franklin reasons that is not the best idea.
 
[X] Full Aid: Have the Clan's lore masters dive into the archives looking for books detailing any kind of Drake fighting tactics that were written by your ancestors. You will also be providing them with war machines that will be reassembled within the Iron hills requiring an engineering team for a short period of time near the end of the contract. The Dwarfs of the Iron hills will send a Garrison of its warriors to help the Umgi of Dale re-establish their safety. They will also begin escorting trade caravans across the surface to your hold, both for trade and to secure the route that will one day be used to transport their new war machines. (6000 Gold Per Turn added to your expenses for 5 turns) (Perpetual trade deal starts with the Iron hills.) (Improves relations with both the Iron hills and Erebor dwarfs by +3 and also get to call on a small Iron hill Throng for a campaign against an enemy numbering 800 Khazad but it will take them 1 additional turn to arrive) (Martial type expeditions to the Iron Hills)
 
[X] Full Aid: Have the Clan's lore masters dive into the archives looking for books detailing any kind of Drake fighting tactics that were written by your ancestors. You will also be providing them with war machines that will be reassembled within the Iron hills requiring an engineering team for a short period of time near the end of the contract. The Dwarfs of the Iron hills will send a Garrison of its warriors to help the Umgi of Dale re-establish their safety. They will also begin escorting trade caravans across the surface to your hold, both for trade and to secure the route that will one day be used to transport their new war machines. (6000 Gold Per Turn added to your expenses for 5 turns) (Perpetual trade deal starts with the Iron hills.) (Improves relations with both the Iron hills and Erebor dwarfs by +3 and also get to call on a small Iron hill Throng for a campaign against an enemy numbering 800 Khazad but it will take them 1 additional turn to arrive) (Martial type expeditions to the Iron Hills)
 
So, I finally got around to actually implementing the whole new turn economy with the time skip along with all the increased expenses from the last turn that I forgot to account for and I was a fair bit off on my calculations by more than a fair bit that what I gave everyone.:oops: But it's kinda sorted now so I have the final amounts you'll have and well I increasing the length of the vote by 2 days in case you guys want to shift to a different option.

Current Treasury: 22 873 Gold

Total Profit with Full Aid: 15 953
Income: 41 953
Expenses: 26 000
Total Profit with Partial Aid: 18 118
Income: 40 118
Expenses: 22 000
Total Profit without Aid: 20 118
Income: 40 118
Expenses: 20 000

So ya, more than a fair bit shorter than what you actually would have had (Closer to half which ouch) What ended up tipping it so badly was the recent expansions and Dale's trade deal ending. So just gonna expand on the time cause ya, that's my bad sorry guys.
 
So, I finally got around to actually implementing the whole new turn economy with the time skip along with all the increased expenses from the last turn that I forgot to account for and I was a fair bit off on my calculations by more than a fair bit that what I gave everyone.:oops: But it's kinda sorted now so I have the final amounts you'll have and well I increasing the length of the vote by 2 days in case you guys want to shift to a different option.

Current Treasury: 22 873 Gold

Total Profit with Full Aid: 15 953
Income: 41 953
Expenses: 26 000
Total Profit with Partial Aid: 18 118
Income: 40 118
Expenses: 22 000
Total Profit without Aid: 20 118
Income: 40 118
Expenses: 20 000

So ya, more than a fair bit shorter than what you actually would have had (Closer to half which ouch) What ended up tipping it so badly was the recent expansions and Dale's trade deal ending. So just gonna expand on the time cause ya, that's my bad sorry guys.
Yep, expenses will be bigger but we will get more with full aid. But I will still choose to go full aid even if doesn't "benefit" us that much. We are better Dawi than Erebor dwarfs are.
 
[X] Full Aid: Have the Clan's lore masters dive into the archives looking for books detailing any kind of Drake fighting tactics that were written by your ancestors. You will also be providing them with war machines that will be reassembled within the Iron hills requiring an engineering team for a short period of time near the end of the contract. The Dwarfs of the Iron hills will send a Garrison of its warriors to help the Umgi of Dale re-establish their safety. They will also begin escorting trade caravans across the surface to your hold, both for trade and to secure the route that will one day be used to transport their new war machines. (6000 Gold Per Turn added to your expenses for 5 turns) (Perpetual trade deal starts with the Iron hills.) (Improves relations with both the Iron hills and Erebor dwarfs by +3 and also get to call on a small Iron hill Throng for a campaign against an enemy numbering 800 Khazad but it will take them 1 additional turn to arrive) (Martial type expeditions to the Iron Hills)

Yeah this will a good long term investment and a very good in road to build better relations with durin folk
 
Yeah this will a good long term investment and a very good in road to build better relations with durin folk
And at least fix some of the relations between us and Erebor Dwarfs. We will show them we are not that petty towards them.

By the way, I liked that Thraduil came to help them even if he won't help with dragon, at least helped with some things that he could have in canon.
 
If we want some runes, we will get them from Middle-earth dwarfs. . .are those runes even work and if yes, how do they work and what are the requirements to make them?
 
We have saved a runesmithi's clan of kazad, we can aks them. We only need to pay them and give them time.
The costs are:

Mining Drills 2000 Gold
Farming Tractor 2000 Gold
-Prepare Brewing Equipment for a new Hall 2000 Gold
-Grudge Throwers Cost's 2000 Gold for 1 (Take up 1 Rune action an a engineering action)
-Bolt Throwers Cost's 2500 Gold for 1 (Take up 1 Rune action an a engineering action) (+20 to Attack Rolls and +10 to Defence Rolls)
-Rune Combat Golem 7 Turns for 1 and Cost's 5500 Gold for 1 (Take up 1 Rune action an a engineering action)
-Small Train 6 Turns for 1 and Cost's 4000 Gold for 1 (Takes up 1 Rune action and an engineering action)

Regiments worth of Rune armour:
-Rangers (3 Turns and Cost's 7000 Gold for 20 Sets of Armour)
-Mainline Troops (3 Turns and Cost's 9000 Gold for 20 Sets of Armour)

[] Commission a regiments worth of Rune Weapons:
-Axe and shields (2 Turns and Cost's 7000 Gold for 20 Sets of Armour) (+10 To Attack Rolls and +5 To Defence Rolls)
-Great Axe's (3 Turns and Cost's 7000 Gold for 20 Sets of Armour) (+15 To Attack Rolls)

This are the costs by turn 14, no we can't possibly afford anything more expensive than 2000 gold if we full support. And since mado has changed the prices probably even less.


Keep in mind the engineering actions gives us new building or research for free if we do not use them.
So rigth now all the engineering actions options are bad.
20% extra on a mine is very low, even on our gold mines will take a lot before making is money back.
 
Last edited:
Vote closed
Scheduled vote count started by Mad0Slayer on Jun 25, 2023 at 5:50 AM, finished with 56 posts and 27 votes.

  • [X] Full Aid: Have the Clan's lore masters dive into the archives looking for books detailing any kind of Drake fighting tactics that were written by your ancestors. You will also be providing them with war machines that will be reassembled within the Iron hills requiring an engineering team for a short period of time near the end of the contract. The Dwarfs of the Iron hills will send a Garrison of its warriors to help the Umgi of Dale re-establish their safety. They will also begin escorting trade caravans across the surface to your hold, both for trade and to secure the route that will one day be used to transport their new war machines. (6000 Gold Per Turn added to your expenses for 5 turns) (Perpetual trade deal starts with the Iron hills.) (Improves relations with both the Iron hills and Erebor dwarfs by +3 and also get to call on a small Iron hill Throng for a campaign against an enemy numbering 800 Khazad but it will take them 1 additional turn to arrive) (Martial type expeditions to the Iron Hills)
    [X] Full Aid
    [X] Partial Aid: Have the clan's lore masters gather the most common and freely available books detailing the most common fighting tactics used against drakes. You are also willing to provide a few war machines out of your pocket to ensure their safety but not much more while negotiating a small contingent of their warriors to aid the umgi and Khazad refugees while they establish a mid-way point for an outpost to possibly open trade with their hold. (2000 Gold Per Turn added your expenses for 2 turns) (open's up options for trade and Martial type expeditions to the Iron Hills)
    [x] [] Full Aid: Have the Clan's lore masters dive into the archives looking for books detailing any kind of Drake fighting tactics that were written by your ancestors. You will also be providing them with war machines that will be reassembled within the Iron hills requiring an engineering team for a short period of time near the end of the contract. The Dwarfs of the Iron hills will send a Garrison of its warriors to help the Umgi of Dale re-establish their safety. They will also begin escorting trade caravans across the surface to your hold, both for trade and to secure the route that will one day be used to transport their new war machines. (6000 Gold Per Turn added to your expenses for 5 turns) (Perpetual trade deal starts with the Iron hills.) (Improves relations with both the Iron hills and Erebor dwarfs by +3 and also get to call on a small Iron hill Throng for a campaign against an enemy numbering 800 Khazad but it will take them 1 additional turn to arrive) (Martial type expeditions to the Iron Hills)
    [X] Partial Aid:
 
Since the trade route is going to pass through Rohan should we see if they or the dunelanders want to trade

Speaking of, a lot of the area going through Eriador is already covered by the Greenway.

We may want to just do a bit of a touch-up and fortification of the Greenway for a lot of the stretch to save on costs, time, and effort.

It would also have the added benefit of helping out our Dunedain allies by connecting them to us and Bree-land via a fortified trade route.
 
on our next turn we may want to
[] Expand the Holds defences:
The Clans of the hold have been made of the dangers at their doorstep, this will not do and many an elder agrees, plans have been drawn up alongside a rather extensive upgrade plan but the first of which is increased battlements and gun slits amongst the mountain and a few places to station good dawi artillery while ensuring those within will not be overrun from such threats. (Hold gate will have 4 places for artillery built as well as an increased buff to defenders. Also adds a few fall back points for civilians in the hold and a buff to setting up a new defensive line)
60% chance of success Cost: 450 Gold
 
Turn 15 2770-2775 T.A
Edited by ImperialBriton
Turn 15 2770-2775 T.A
Event Results:
Brewery damaged: -10 to all rolls this turn -2 to all dawi Guilds Appeasement
Craftsman Hall damaged: -3 to related Guild Appeasement
Living halls damaged: -10% growth this turn

Diplomacy successor in place roll: 55 (DC of 60) (Personal action added)

The sound of hammers echoed around you as your fellow kin hauled around supplies. In the distance, the sun could be seen barely lingering above the mountain peaks. In the east, beaming over the valley, a full moon gleamed down. Several Ereborian Khazad mulishly stood guard around their princess, warily watching all that approached. Their leader Mundin, was busy fretting over the young raven haired girl like a mother hen, having drapped her in several layers of wool as his underlings checked over the last of their supplies.

Shaking your head from atop your gates you frowned as you spotted Alrik directing members of hold to different tasks. So enamoured in surveying the going's on of the hold that you failed to even notice Falstad coming beside you. A puff of smoke blew into your ear as you jolted back, to spot your friend, his arms leaning atop the edge of the wall a smoking pipe nestled within his mouth.

His voice was far softer and gruffer than you'd come to associate from him. "Your brooding again lad."

With a shrug you glanced his way, rolling your shoulders. "What I don't like are that my hands are tied. the council's are still scattered restoring the halls, and I'm stalled with so many petitions, dawi are sending their children to talk to my son... Ancestors, seeing off the Khazad is almost a relief, even if they refuse to speak with me."

Falstad crooked a brow. "Aye and my brother's a halfling, Your avoiding the question my friend."

You sighed. "Aye..."

Falstad let out a huff as he laid a hand on your shoulder. "Your worried for the little princess." You frowned before attempting to counter his claim only for the older dwarf to sigh. "Gotri your not fooling me, and don't you damn claim its on your sons behalf. You see yourself in her don't you?"

A growl emerged from your throat, before ultimately you conceded the point, letting out a sigh. "She's a Rinn of just past a decade. While I was older, I... Sympathize with her. How the girl has actually taken command of them is beyond me, she shouldn't even be able to sit straight for 5 minutes, let alone command respect. She's even somehow nabbed some troublemakers of our own..." You nodded to a couple of Khazad who were fastening provisions to ponies, their families forming a train.

"Most of all being your son?" Falstad loosed a chortle. Your lips curved before the both of you cackled to your hearts content, as a familiar dark haired boy ran out to embrace the little Rin before running away. The laughter continued until the elder dwarf started to cough out a lung.

thudding his chest for a moment, Falstads wheezing seized before he took a precious puff of his pipe. "Hopefully she'll be better than her pa. I didn't like the blighter, he was an arrogant fool, but he fought well, and laid down his life for the hold. It feels wrong to just let her go with this poor excuse of a guard..."

You raised a brow. "That guard is almost half the size of our clan my friend. We're not Zhufbar, let alone Everpeak."

"Aye aye." Falstad puffed away. "But its the principle."

There was a moment's pause as the two of you watched as the Khazad sounded their trumpets and made way to the valley gates. Falstad squeezed your shoulder before giving you a stern look, shaking his head. "I know I've said this often, but don't compare yourself to your father." He said with a firm voice as he let his hand drop from you. "In fact, don't even compare yourself to her father." He pointed to the now receding Dis. "They were both good thanes in a way. But I wouldn't call them good 'people'. Say what you will about their leadership, and their skills, what you have old friend is vision." He said before pointing deeper into the hold.

"Do you think some spoil Eastern prince, or cogbrained guildmaster could have founded what you have here?" He supped at his pipe, before giving you a pointed look. "Don't sell yourself short. Your father would be proud of you, both as a sucessor and a father. And, as much as it pains me to say it, you've made some good choices. Even if we have to work with Elgi from time to time."

You sighed shaking your head, only to get rapped on the skull. "I'm speaking the truth Gotri. Now are you going to help me cheer up your lad down there over a flagoon of ale or not?"

In the end, you did... You just so happened to invite the rest of the clan too.

Diplomacy:

1 Action Available

[] Improve relations with Blue mountain dwarfs of southern Buzra-Dum:
A small group of cousin dawi have been found dwelling within the ruins of one your peoples hold. Their clan has slowly dwindled over time, the reasons many and something that must be solved but first you must ensure that ties are established, and wounds healed to ensure that your kin know that they have not been abandoned.
55% chance of success
1 Turn
-Send Resources to help them restore their hold and improve your standing among them.
-Send Tools for them to use: many of the Dawi within Nogrod looked to be working with umgak tool's made from what looks to be an apprentice smith, send them some proper tools so that they can truly restore their hold. (+10% of Success cost's 600 Gold)
-Send arms and armour to help arm their warriors: When visiting your fellow clan's hold it's warrior's looked ill-equipped to even fight a group of grobi never mind protect a hold from a proper Waaagh, send them some of your stored arms and armour so that they are not left unarmed to face the threats of the world. (+10% of Success cost's 900 Gold.)

[] Establish or Improve Relations with The Nearby Umgi:
There are many umgi within the lands around the hold and even further afield. Though you do not know all of them they may be of use in the wars to come. Maybe sending a few dawi to establish contact with those nearby would ensure they know you are friends and not the enemy. Though you suppose you will have to visit old allies anyway as they do tend to live rather short lives.
(Select 3)
-Rosse Lond 60% chance of success
-Dunedain (Locked off due to high relationship)
-Rohirrim 50% chance of success
-Dunlanders 40% chance of success
-Bree 50% chance of success
1 Turn

[] Have Dawi Officials and gifts sent to the regions of Gondor:
The umgi from the Kingdom of Gondor have proven at least tenable allies from what you've seen, yet no dawi has ventured deeper into their kingdom and with good reason, still your kin have not met it's 'Steward' but with an embassy within their lands an expedition is far more palatable than usual to at least see what is going on in the east along with reinforcing the fledgeling alliance that had been made with a bit of help from your best behaved dawi and Khazad, along with a few gifts.

Who do you send your diplomats to? (Has the opportunity to create an event to improve relations with them and will also slow it's degradation further than what has already been done.) (Choose 2) (Cost's 1000 Gold)
-Andrast 60% chance of success 1 Turn
-Pinnath Gelin 60% chance of success 1 Turn
-Anfalas 60% chance of success 1 Turn
-Lamedon (Erech) 55% chance of success 1 Turn
-Edhellond 55% chance of success 1 Turn
-Belfalas (Dol Amroth) 50% chance of success 1 Turn
-Anorien (Minas Tirith) 50% chance of success 1 Turn
-Lebannin (Pelargir) 55% chance of success 1 Turn

[] Send out a party to Improve relations with blue mountain dwarfs and guide them to the safety of your halls: Remaining Population outside your group of holds is now at 12 598 Khazad within the Blue Mountains.
While the attack on the hold has left a sour taste in many khazad's mouths the fact that so many urks were killed with ease has brought many issues amongst the holdless Khazad hope, they need only a guide to show them the way now. (Minimum of 500 Khazad will now make it into your kingdoms population without this option.)
(Improve relations with both Northern Nogrod and Belegost Dwarfs as well as possibly gathering dwindling groups of clans or one's looking for some safety)
85% chance of drawing a handful of dwarfs to your hold. (Between 120-300 Dwarfs for your hold and double that for Buzra-Dum)
60% chance of drawing a few dwarfs to your hold. (Between 200-600 for your hold and the same amount for Buzra-Dum)
35% chance of drawing a large group of dwarfs to your hold. (Between 550-900 for your hold and two thirds that for Buzra-Dum)
15% chance of drawing a massive group of dwarfs to your hold. (Between 1100-1500 for your hold and Half that for Buzra-Dum)
1 Turn

[] Establish a Trade deal with foreign powers: As Dawi and a Thane you know that the umgi of the empire clamoured for even the trinkets of your people, something that seems your cousins at least managed though it falls short of the revere your used to, thankfully more than a few of your works have spread around as Balor has set relations with them, though he will not journey for the hold for long have him set out to establish a trade deal that will last for generations to come, that is until you either change the deal or the umgi break their word. (Can choose 2 factions or regions maximum to establish Trade deals)(You can also modify your current trade deals)
-Khazad of Buzra-Dum: Uvor and the clan's within his hold have finally begun to produce their own if somewhat cruder goods, though that is far from the most worth while thing to trade for as they have begun to delve within their ancient home to scavenge and in some cases mine for fresh ore and gems for use within your own works. (They are currently inquiring about securing more steel weapons and armour along with tools.)
-Region of Gondor: The Umgi Kingdom of Gondor is said to be the largest and longest standing bastion of all umgi kingdoms, a tall boast but maybe not one without merit within theses lands as despite their apparent loss of land they still stand larger than most. This is none the more felt than with your options for trade for there are plenty to choose from and the hold would be hard pressed to meet all the demands of such a large kingdom but for gold the dawi will find a way.
--Andrast
--Pinnath Gelin
--Anfalas
--Lamedon (Erech)
--Edhellond
--Belfalas (Dol Amroth)
--Anorien (Minas Tirith)
--Lebannin

-Modify your current Trade deal's: A dawi trade deal is a long one and one that you will see fulfilled, though while dawi are excellent forward thinkers sometimes an existing deal with an ally needs a change to meet newer demands and it seems that such a time has come, sent a runner to an ally stating that you wish to change the deal a little and will compensate them for the inconvenience. (Might increase how much gold you get or make it worse though the odds of it getting worse are incredibly low.)
80% chance of success. Cost 500 Gold to modify a single trade deal. (There is no limit on how many can be changed it only costs you more Gold)
1 Turn
- Roose lond: The umgi within the port have boasted to having contacts all throughout the kingdom and while their port is small they swear they can get us just about anything that is made in Gondor, especially once their lord is done playing politics with his neighbours. (This is your trade route to Gondor you will not be trading with the greater kingdom but the hub, currently, they offer most raw resources and food, their ale grain falls short of what the brewers require what they offer will grow as your works become more known or the port grows.)
-Hobbiton: The short halfling looking people while proving to be hard to get out of their holes seem to have the right way of thinking and while they may live in hills and not mountains, they have proven that they know what they're doing with their crops especially as it at least meets the requirements of the brewer's grains.
-Elgi of Mirkwood: The popus elgi of the woods have proven to be much like their cousins of the old world, though you have to admit the regents they send to your hold will prove of use at some stage and while you dislike them a few talks might see to ensuring things are more favourable in the long run.
-Dunedain: The umgi seem to offer little at the moment and while they have proven staunch allies they have yet to start building after only recently moving in, hopefully, they make something of use with what the clan built. (Currently, they offer nothing other than lumber) (They are currently after acquiring more tools for the use of their expansion and weapons.)
-Iron Hill's: Your distant cousins and one's you ill like due to their clan and their past actions, still gold is gold and while they are no steller group, they are still a type of kin that have at least something to offer.

Martial: (If more than 120 Dawi are away from the hold been used for external garrison forces then you will lose a Martial action until they return.) (Your capacity to Garrison further areas will grow as your hold does.)
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.

2 Action Available 0 Action locked

[] Extensive Wargames:
With the dangers of the world only ever more present and sadly the lack of dawi to shoulder the burden of defending the whole hold, it falls to your less than stellar kin in the Khazad and dare you to think it, the umgi and elgi as well should there be a need though they might just need a bit of training to get them to at least passable levels. Though such an action will require a great deal of preparation and material to use in such a project, especially amongst the khazad in need of training equipment and umgi armour to deal with dawi warriors. (Due to your winning streak with a debuff you're now facing all invited groups till you lose.)
(Will progress your Martial skill.)
(Improves the Blue Mountains Alliance army cohesion in battle by +20)
(Dice roll to see progress)
1 Turn (Cost 3000 Gold)

Members of the Alliance:
Karak Lhune and Vassal holds
Buzra-Dum (Kingdom of the Firebeards)
Reforged Arnorian Remanant/Dunedain
Port Town of Rosse Lond
Martial Cohesion of Alliance: 70 out of 100 (+5 to all defence rolls and +1 extra phase to avoiding a debuff in successful aggressive formations)


[] Muster a Throng to strike at a distant region's Hostile forces:
With the clan slowly returning to its roots of becoming true craftsman once again, the need for to maintain the hold's defences has lessened. The battle lust that held sway over the clan has slowly passed but that does not mean that threats will remain idle, the lands within your reach must remain free of hostile strongholds and beasts. (Cost for this action is 150 Gold per 50 warriors of the hold sent) (When dire threats arise you will not have to pay them as then you're reacting and it is a threat to either allies or the hold proper and will weaken a faction if successful in their goal)
- Northern Arthedain (the shores of Evendim to Fornost) 10% chance of success for each 50 warriors sent (Hostile Presence: Low to Medium) (Roaming bands of orc raiders are prevalent in the region along with multiple beasts that hunt the land)
- Southern Arthendain (the Shire) 30% chance of success for each 50 warriors sent(Hostile Presence: No-Threat) (The most dangerous things that roam these lands are nothing more than wild predators and not many at that)
- Central Cardolan 15% chance of success for each 50 warriors sent (Hostile Presence: Low (A few orc scouts have been reported in the area in infrequent numbers and at different times while there is a slight uptick in hostile creatures it is not enough to be an issue)
- Northern Cardolan 20% chance of success for each 50 warriors sent (Hostile Presence: Low to Medium) (Roaming bands of orc raiders are prevalent in the region along with multiple beasts that hunt the land)
- Southern Cardolan 15% chance of success for each 50 warriors sent (Hostile Presence: Low (A few orc scouts have been reported in the area in infrequent numbers and different times while there is a slight uptick in hostile creatures it is not enough to be an issue)
-Rhudaur 5% chance of success for each 50 warriors sent (Hostile Presence: Medium) (Small Orc Warbands and mounted patrols are a frequent sight according to your allies while a few camps have been noted they are only a gathering as of yet and outside of a few defences are nothing of note to be a hinderance while evil beasts roam the land aplenty)
-(LOCKED OFF)Angmar 5% chance of success for every 200 warriors sent (Hostile Faction Capital) (Hostile Presence: Evil Capital) (Few Reports come from this land outside of the bravest scouts but it is no doubt a bastion of evil as orcs and evil humans patrol in great warbands while mounted troops are never far away to reinforce their Ilk and Monster's are aplenty and serve their dark masters.)
- Upper Melkor Orc Tunnels 5% chance of success for each 100 warriors sent (Hostile Presence: High) (Orc Warbands both large and small roam in enough numbers to drown out even a small army if giving enough direction while Fiery demons and beasts call hidden places their home or fight beside their other Ilk while a few basic forts for orcs at least are present and act as bastions with which they launch their raids from.) (Orc's numbers in the area amount to near 50 000 orcs with at least three to five different major factions.) (1 Faction currently close to losing control of their surface holdings.)
- Cleanse a portion of the halls of Buzra-Dum 20% chance of success for each 50 warriors sent. (Hostile Presence: Low to Medium) (Orc remnants have been known to pass near the area and while it is not a great number more than a few roaming bands have preyed on the unsuspecting or small patrols within the depths.)
1 Turn

[] Fortify the Mountains around the hold: Defence in depth is something all holds use, something that has been neglected in securing the hold in recent times but no more, send the warriors of the hold alongside a few builders to establish Migdhal(Small Fort's/Outposts) along the path to the hold and that of it's new vassals to ensure that no army approaches your new kingdom unseen or unimpeded. (Reduces the risk of Hostile forces approaching your kingdoms territory uncontested and provides safe havens for skirmishing rangers.) (Will have expanded options in the Intrigue tree once completed.) (will build up to 3 forts) (Current number of locations for forts amount to 12 within your direct area (Check map))
60% chance of success Cost 2000 Gold
1 Turn

[] Reinforce the outpost in the upper levels of Melkor Tunnels: with the outpost in the melkorian tunnels finally built the clan can rest east in at least knowing no force will be able to assail the surrounding areas in a direct manner at least, still that does not make it secure outside of the most basic of assault, send a force of warriors to help expand it's defences and ensure that they will hold while bleeding their numbers. (currently, 1200 orcs are killed every turn) (Turns the Reinforced outpost into a fort with traps and an extra gate and wall. And will kill near 4000 orcs a turn)
40% chance of success Cost 2500 Gold (Maintenance cost of 400 Gold)
1 Turn

[] Explore the Ruins of your allies: Whilst annoying that Balin uncoverd your loopholes within the contract it has been assembled and tools even provided, though where they are to delve into is still a mystery but as the main provider it fall to you to decide their course, not that they need your word to go exploring.
(Choose their guard size below)
-[] Hire additional Guards for the Expedition: The World is a dangerous place, some more than other's and while your clan is more than adept at dealing with them, they are few in number on such expeditions, put out the word that your hiring a few to act as guards for the duration of the expedition. (250 additional Warriors join them from the hold on top of the base 100 warriors)
Cost's 1000 Gold for land based expeditions and 2500 Gold for sea based ones
Reduces chance of losses in hostile encounters and raises the DC for a hostile confrontation.
-[] Send them off with the minimal Guard: The Guard is large enough as is and while the world is dangerous those you send out are more than enough to keep things in order should they run into trouble. (Base Guard from your hold is 100 Warriors)

-Available Ruins that can be searched
--Ruins of Arthedain:
The Ruin's of the Umgi said to be the richest in old lore and riches, if what your lore masters and what your allies say is true, though it will be rather hard to confirm with the constant grobi incursions and distance involved. (Cost:750 Gold, Risk of Combat 60%)
--Ruin's of Cardolan: Said to have been the second greatest power to resist the grobi in the north, though how true that is unsure though considering that they resorted to foul magics. Still the area needs to be searched if only so you can learn a weakness of the undead. (Cost:750 Gold, Risk of Combat 60%)
--Ruins of Rhudaur: A weak umgi kingdom that was said to have fallen under the sway of the grobi and while you doubt they could field any great works it was once part of the greater umgi kingdom so their might be something of worth in the area even if it's only to wet the blades of the clan. (Cost:1000 Gold, Risk of Combat 75%)
--Ruins of Nogrod: The once great capital of Uvor's clan of Firebeards, now it is a ruin barely fit to be called a home for those who dwell their and while you'd never desecrate the tombs of the fallen you have been given leave to recover such works to be returned to its rightful people. (Cost:1200 Gold, Risk of Combat 40%)
--Ruins of Belegost: The once great capital of the Broadbeams, a ruin now infested with grobi and other ancient evils, it is also the place with which the Azanul wish to journey to and fulfil their ancient oaths. (Cost:1000 Gold, Risk of Combat 65%)
--Elgi Ruins of Eregion: Once a prosperous elgi kingdom, now it is nothing put an overgrown hedge filled with threats and while you doubt the elgi of this new land have much to offer they have joined in your venture so you suppose that at some point you will have to fund a search there. (Cost:1500 Gold, Risk of Combat 50%)

-Unavailable Ruins due to lack of Equipment
-Elgi Ruins of Doriath:
While a bit strange you suppose that all race's are prone to killing each other if given a chance, though the fact the elgi razed an entire kingdom is a bit wasteful.
-Elgi and Umgi Ruins of Hithlum: A flooded ruin that was said to have been a fortress that stood for many centuries, though what can remain there is unknown though it might have a few strange artifacts, if only because their were umgi among them.
-Elgi Ruins of Dorthonion: An Elgi settlement said to have been razed by an ancient evil, though you doubt much remains a few ancient Elgi wish to see if anything can be salvaged, though you doubt much will be found, especially as it will require a long expedition to even see through.
-Umgi Ruins of Numenor: The Umgi Island was said to have been flooded after their dark deeds, not that your sure of that but the Dunedain seem insistent enough on the topic. Still it was when their people were at the height of their power and you would be lying if you weren't interested, though you'll most certainly not be going on the expedition, especially as it requires that damn contraption.
-Elgi Ruins of Gondolin: Typical Elgi to really on secrecy to keep them safe, it honestly a wonder that the place survived as long as it did, still with how it was attacked your sure a lot still remains there, though finding it might be a bit of an issue.

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.
3 Actions Available (1 from Base action, 1 From Advisor and 1 From Thane Trait.) (reduced by one to account for time skips)

[] Aid Buzra-Dum: Uvor one eye king of the Firebeard Khazad rules from his peoples ancestral of Nodrod, but it is a pale and empty imitation of it's once great height. Though it is on the route of recovery it is still a few decades away from true self-reliance but with a bit of elbow grease from the dawi of the Stormhamer clan, much of the needed work can be bypassed to ease their burdens and get them on their feet. (Buzra-Dum will no longer be rated as a Broken faction and stand closer to that of standard Khazad factions with 2 turns) (Trade in raw materials becomes possible in greater number)
Cost's 8000 Gold
1 Turn (Stop's been an option in 10 turns)
Surface Options Space ¾
[] Securing the Valley's Farms from hostile weather: The farm's upon the surface are sadly fragile things and while it is not a common issue it is no less an irksome one, especially as it requires time to set up, something that is both annoying as it will require constant maintance.
60% chance of success Cost 600 Gold (Maintenance cost of 200 Gold) (Removes Negative event)
1 Turn

[] Expand Logging Operation into a massed dawi industry: There are few true dawi carpenters within the guild and while there are those few more who know the way to work wood for their engineering projects, it is enough to at least get the basics of a good guild going with the many more adequate if shoddy Khazad were to pitch in, they just need the proper facilities and source of lumber to make it work.
(Provides Lumber and Wagons as a trade resource) (+1 Trading agreement cap)
60% chance of success Cost 800 Gold (maintenance Cost changed to 300 Gold)
1 Turn

[] Submarine Headquarters and facilities:
The Clan's more radical and crazed Dawi have taken to gusto amongst the minor drydock used by the Naughtilus scout submarines, their work more than enough to sustain the two within operation whilst providing upgrades though that is not the least of their ambitions already they are drawing up further plan's for their operation, many of which are far from cheap and will require the aid of the clan's treasury to implement. Though that is a small price to pay when most of their plan's involve a Dock large enough to produce the ships used by the Diving clan's of Zhuffbar while also running their own expeditions. (Unlocks the Construction of the Standard and Large Dive Submarines and the ability to research the Advanced Water tech tree and reduces construction costs of minor sub craft and construction time.) (Experimental tech locked off due to choosing land-based specialty.) (Note the Large deep diver is capable of deep-sea exploration) (Also your submarine dock is connected with the sea somewhere) (+8 Berths added to your Hold Dock Yard)
50% chance of success Cost: 5000 Gold (maintenance increase of 1200 Gold)
1 Turn

[] Establish a Khazid and port near Rosse Lond: The Hold is flooded with Khazad refuges and while you are loathed to send many on their ways it is for the best, thankfully one of the many locations within your reach lie near the umgi settlement of Rosse Lond and while not an ideal location for some, it's location is perfect for the future port of your new kingdom, both for trade and for when your clan begins to expand it's reach through your clans knowledge. (+600 Gold From Passive Trade income and +1 Trade Contract capacity) (Will eventually become your Trade hub to the Eastern realms.) (Allows for the construction of Both Monitor class patrol ships and coastal expedition ships) (Further upgrades will increase both trade income depending on your own holds development and also standard Dawi Warships and a deep sea expedition ship/minor dreadnaught)
60% chance of success Cost: 2000 Gold
2 Turns

[] Settling A Grudge (Silent peak):
The Silent peak has gloated over your head for many a decade since the discovery of its atrocity upon your kin, it must be avenged and struck from both the world and any mention of it and only the dwarfs of Karak Lhune will see it done! (Provides up to 4500 gold depending on the roll)) (Will help expand the Dunedain settlement now due to the previous action) (Unsettled Grudge! Will begin to drop all dawi-related appeasement by -1 for each turn not done and will only grow worse if not completed) (Will no longer improve appeasement)
Cost: 200 Gold (Could earn more than this)
4 Turns remaining (Selecting this will not lock the option but will reduce the number of turns remaining) (Turns remaining will increase every 2 turns that it has not been taken)

[] Carve out a Brewery within the valley:
A Brewery is no easy thing to maintain, it requires dedicated dawi and thick locks to avoid the beardlings from sneaking into it's stores while also requiring an easy access to water, lest the machines within overheat and explode violently as they often are in times of hardship. Sadly due to these issues, those built within a hold are under the most stringent of regulations to avoid an issue, limiting the precious time and quantity for good brew to be made. Thankfully as all dawi know, a brewery while not quite on the surface but close enough and distant enough to avoid such issues can avoid many of the boring and most stringent of laws allowing for a great many more batches of ale to be produced in a fraction of the time. Even if it is costly to many it is not out of reach for a Thane or even a king of the hold.
60% chance of success Cost: 5000 Gold (Will Sate an additional 1500Dawi/7500 Khazad) (Increases Gold income by 800 Gold) (70% of All Ale produced is sent out of the hold for trade) (allow's for the creation of Surface Steam Towers)
1 Turn
[] Expand the valley defences: With the hold's valley secure behind your clan's work it is now time to ensure that it can actually handle a few meagre threats, not that those have been around much but you know your history well enough that complacency will be the death of any hold caught unaware and you'll not allow that, commission some proper defences for the hold.

-[] Extensive Fixed defence expansion:
The Valley while secure with a single sturdy albeit short wall is enough to deter any would-be attacker, it is only a single measly wall that would have many a dawi warrior wonder if they were going to the halls of Gazul should it be attacked. So it is about time that you made like a proper dawi and turn your over-glorified mine into at least the beginnings of a true Karak worthy of it's name. (+1 Wall connecting draw bridge and a moat along with additional artillery emplacements +2)
65%chance of success
Cost's 2500 Gold
1 Turn

-[] Expanded Utility Defences:
Walls are far from the only defences used by many dwarven Kharaks and while some are more permanent than others's a few options are far more pliable than usual defences found in other kingdoms as few know the mountains better than a dawi and even fewer are aware of the traps and tricks employed to allow even a small band of dawi to turn the tide of major battles. (Sally points added to the first wall section of the Valley wall along with an Avalanche point with which to block the pass and crush the holds enemies.)
65%chance of success
Cost's 1500 Gold
1 Turn

-[] Internal tunnels and Supply caches: Should the Valley ever be breached those outside the hold will have little choice but to hunker down and assist the hold as best they can, though that does not mean they should be left to fend for themselves, establish fall back positions and tunnels with which they can regroup and resupply before sallying out to assist in the defence in the hold. (Internal valley defences added to the hold)
65%chance of success
Cost's 1000 Gold
1 Turn
Hold Options
(Hold Defence Options)
[] Reinforce the Hold's surface entrance:

The Hold's last line of defence should the valley ever be breached and it currently stands perilously thin with only the most meagre of defences currently ensuring the safety of those dwelling behind it's gate. Have the holds best engineers and stonemasons expand just what any enemy would have to breach and face should the worse come to pass. (+1 Gate, +4 Artillery positions and traps between the first and second gates)
60% chance of success Cost: 2000 Gold
1 Turn

[] Expand the Halls of the Holds defences:
Should those who threaten the hold ever find it's way into the heart of your peoples hold it would not do to let them remain uncontested and while outside of the standard gate and few positions within the hold it currently remains barren, see to it that the hold is reinforced and should any grobi or urk enter your home they are given the most hellish of greetings befitting those who would lay such an insult upon your clan and hold. (Gate's added along the main junctions of the hold while small armoury forts are built throughout the larger halls to ensure all dwarfs have both a strong fighting position and weapons at their disposal.)
60% chance of success Cost: 1500 Gold
1 Turn

[] Build Boltholes/Hidden Dwellings:
While not the most well-looked-upon thing within a hold it has nonetheless become something of a necessity to prepare for the worst in the old world and while the clan no longer dwells within such harsh lands, the lessons learned from it have been taken to heart and while no rune's can be used to hide such dwellings as a clan of enginneer's techniques are well known in aiding in the concealment of hidden places and while not as secure they will if nothing else provide a safe haven should anything befall the hold. (Hidden dwellings added to the hold, will ensure the safety of at least 500 Khazad or dawi and will feed 500 Khazad or dawi)
60% chance of success Cost: 3000 Gold
1 Turn

[] Enhanced Mine Defences:
The Valley is far from the only route with which a hostile army can assail the hold from as the grobi have shown, sadly it is far from easy in securing such things as the depths of the earth conceal even the most patient of foes, thankfully a hold can be made unassailable through a great many defences and time, though first a hold must be secure in at least ensuring it's immediate area is secured behind some thick stone and good patrols. (all entrances from the depths receive a gate while routes are formed with which even the most cunning of Thaggoraki would struggle to breach.)
60% chance of success Cost: 1500 Gold
1 Turn
(Hold Infrastructure)

[] Ancestral Temple Halls:

The Hold has grown and while nowhere near even Kharak Hirn it has become the seat of a new Dwarf kingdom and many will eventually seek to travel to such a hold, it is only appropriate that it spreads the word of the Ancestor Gods but first all their temples must be built before the hold can truly choose it's patron. (Leads to Unique regiments and Divine blessings and Miracles)(Will open up options to build halls with a Cap of 3 relating to dedicating the hold to that Ancestors God)
50% chance of success Cost: Cost 4000 Gold
1 Turn

[] Expand the Holds Grower's Halls:
The Hold is far from self-sufficient and while it is capable of supplementing those within the hold, it is far from the growing hall's of your ancestors in both quality and size, still while it is far from ideal it is at least possible to leverage an increase in more hall's to meet the needs of your hold.
60% chance of success
Cost: 1000 Gold (Improves Food Cap by 1000 Dawi/ Khazad)
1 Turn

[] Expand the Craftsman District with a Craft's Forge:
The Hold has grown in recent years and while many still lack the skills to make use of even the most basic knowledge held by your clan that does not mean it lacks the masters or craftsman to teach or even use the facilities for their craft. Have the builders and architects within the hold build the needed facilities to ensure the holds gold is at least purer than most and glass artisans are free to pursue their craft.
55% chance of success Cost:
1 Turn Cost's 7000 Gold
- Goldsmith 60% chance of success Cost: 3200 Gold (Gold Income of 1500 Gold)
- Glassmakers 60% chance of success Cost: 3000 Gold (Gold Income of 1200 Gold) (Adds Glass Goods to Trade list with a base value of 700 Gold)

[] Expand the Craftsman District with an Artisan Distract:
There are many forms of art within dawi culture and even khazad culture but to make true masterworks or even the most common of decent quality goods by dawi standards requires the proper equipment and areas within which none can disturb it's crafters, thankfully it is little more than expanding the hold to ensure the room is their for them to use.
65% chance of success Cost's 2500 Gold
1 Turn
- Expanded Meadery (Gold Income of 500 Gold) (Increases Ale Cap by 200 Dawi/1000 Khazad of which 70% is Traded away) (Add's Pottery Goods to trade list with a base value of 300 Gold Add's Mead to trade list with a base value of 3 gold per 1 ale cap)
- Pottery 60% chance of success Cost: Costs 1500 gold (Gold Income of 400 Gold) (Add's Pottery Goods to trade list with a base value of 300 Gold)

[] Expand the Brewery: (Expand options or change name to include surface and hold)
A Though your clan holds few Brewmasters such a Nobel profession is bound to draw a number of apprentices and whilst their work is sub-par to that of a true brewing clans apprentice it is still dawi ale and after the last draught of ale many in the hold are more than willing to deal with shoddy ale if only so to ensure their stock of good ale lasts them longer. A few masons are even eager to work on the project all they need, is their Thanes approval.
60% chance of success Cost: 800 Gold (Will Sate an additional 300Dawi/1500 Khazad) (Increases Gold income by 200 Gold)
1 Turn

[] Expand the Steel Hall to a Steel Foundry:
With the hold finally producing steel at a good rate it is still not enough, at least if you're considering adding even more steel goods to your trade caravans outside of the more basic weapons and the occasional piece of armour it is still far from being enough to feed the demand of your allies of which there is much and exporting the raw steel will reduce the Burdon your clan's smiths and maybe get the umgi some proper equipment. (+1 Trade deal Capacity and adds Steel Ingots to trade list with a base value of 250 Gold and increases the base value of Arm's and armour to 800 Gold(It was at 500 Gold))
60% chance of success Cost: 2500 Gold (Maintenance cost of 800 Gold)
1 Turn
(Engineering Infrastructure)

[] Expand the Engineers Hall Facilities with a Golem Foundry:
While they are a relatively new design, the Steam Golems of your clan are rare but useful, of course, anything of such advanced engineering needs special tools and equipment to manufacture them, you just happen to lack the knowledge of how much you need, thankfully a little bit of overdesigning should miss any missteps on the hall meant to make the wonders of your clan. (This will lead to further upgrades and will build two standard Stage 1 golems every turn. (Only up to a max of 6 standard stage 1 combat golems and 3 mining golems(+30% to a single mines income per golem) and 1 construction golem(+10 to a Stewardship roll))
(Reduces the cost of Building Golems and speeds up their Construction while allowing you to build the more refined versions and unlocks stage 1 modifications.) (Just as a note there is no retrofitting older golems as they get stored in the vault.)
60% chance of success Cost: 7500 Gold and 2000 Gold in Maintenance
1 Turn (Was 2 turns)

[] Build a Cannon Foundry: Few within these new lands know the true power of dawi firepower and even fewer know of its dangers, not that you have to worry about such things and the growing threats of monsters it is only proper that the hold begins setting the foundation of what will no doubt be the very first canon foundries within this world, small and far from the great halls of your ancestors but none the less capable. (+4 Cannons will be added to the holds defence after 2 turns and the Hold is capable of building cannons for the Throng)
60% chance of success Cost: 10000 Gold and 1500 Gold in Maintenance
1 Turn

[] Siege Mill Hall: There are fewer pieces of artillery older than the designs of the dawi and even fewer who have stood the test of time and have been refined beyond what many would consider feasible, something that has shown its worth any the many battles fought by the Karaz-Ankor and it's people and something that your clan are more than well versed in building they need only the sufficient hall to ensure that their work can continue at a proper speed. (+6 Grudge Throwers and +4 Bolt Throwers added to the holds defences after 2 turns and doubles the current number of siege weapons built from the engineers.)
60% chance of success Cost: 5000 Gold and 1500 Gold in Maintenance
1 Turn

[] Expand the Engineers Hall Facilities with an Advanced Component Factory: Anything of Advanced engineering requires components that require both precision and quality, something a handcrafted mechanism rarely achieves consistently, thankfully your clan and many others have come a long way and know how to build the machines necessary for such things, they just require a lot of time and and effort to achieve.
(Reduces the cost of advanced Machines and Siege Weapons maintenance) (Lead's to Gyrocopters, Trains and Ironclads)
60% chance of success Cost: 5000 Gold(Maintenance cost of 800 Gold) (Reduces the maintenance cost of advanced machinery and war vehicles) (Add's Dawi Toys to trade list with a base value of 400 Gold)
1 Turn (Was 3)

[] Build a Master Engineers Prototype Hall: Your clan is one of engineer's and with it comes certain requirements, one of those is sadly an area with which both Masters and their apprentices can both build and study in peace, preferably a fair distance from the hold so as to not put it at risk. (Learning actions will slowly progress randomly and you can expect strange machines or weapons making appearances in battle though they will be prototypes) (Also adds 3 Master Engineer's to the Throng who give Artillery groups a +15 to their attack and defence rolls)(Specialised Warrior regiment added, Cog Hammer Warriors (Great Weapon troops which have +20 to standard attacks and gain +2 for each perpetual combat phase up to a max of +10) (Also roll a 2D5 for 2 types of Experimental units)
(Experimental Units, Crank-Gun(Primitive Mini-guns) Teams, Pistoleer regiments, Drakefire Pistoleer's(Locked off till you find a certain mineral), Marksman Engineer's, Grenadiers)
50% chance of success Cost: 3500 Gold
1 Turn (Will cost 500 Gold to maintain upon completion)
[] Establish A Khazad Council Hall: The Khazad within your hold have spoken but they are still not dawi and while it is a boon that they are willing to follow you, having a bunch of sheep has shown your people the risk's of such things, it would be best if you established something for which they convene and bring idea's to you as needed but also a place with which they can help you run the hold.
60% chance of success Cost's 500 Gold
1 Turn (Will cost 200 Gold to maintain upon completion)

[] Fund the Clan's speciality Hall: While the Splintering was rather unfortunate with how it went, you can at least take solace in the knowledge that you no longer have to worry about which group is which and with it and renewed purpose as it is much easier to plan around a dedicated clan than the weird mess that they had stuck to. Now if only you could instil some initiative in them would things improve but first a bit of responsibility should help them.
70% chance of success Cost's 1500 Gold to complete all remaining options(750 Gold per clan specialty Hall)
1 Turn (Will cost 200 Gold to maintain upon completion)
Broadbeam Grower's Hall (Built)
Azanul Runesmith Hall (Built)
-[] Grimbeards Woodwork Camp (Not Built) Provides 200 Gold Income
Silver Horns Miner's Hall (Built and shared with your clan)
-[] Stoutbeards Khazad Brewery (Not Built) Provides 150 Gold per turn and provides 100 Ale cap for Dawi
-Buhund-Nalim Grower's Hall (Built) (Formerly your Growers Hall)
-Falaka-Zhar Khazad Smithy (Built) (Formerly Broadbeam Smithy Hall)
Mine's to set up: 1 random mine set up for free every turn
Large Vein of Common Gems: Aquamarine Common gem brings in a base value of 300 Gold and +100 Gold to Jewellery base per gem type. (Last's 35 turns)
Mostly Copper Tetrahedrite: +100 Gold per mine +50 gold to base of standard trade goods (Last's 5 turns)
Chalcopyrite (Copper): +150 Gold per mine +100 gold to base of standard trade goods (Last's 20 turns)
Medium-sized Vein of High-Quality Gold: 1200 Gold per mine and +10% Trade Value from Jewled Trade goods (Last's 12 Turns) (Will have its mine set up due to being a nat 100 prospect by the end of this turn.)
Gromril Mine: (400 Units will be fully mined within 3 turns) (Will have its mine set up due to being a nat 100 prospect by the end of this turn)
Your Holds Mines
Sulphur Mine: Will last for 2 Turns (10 Years) Worth 400 Gold Per Turn
Silver Mine: Will last for 12 Turns (60 Years) Worth 800 Gold Per Turn
Gold Mine: Will last for 8 Turns (40 Years) Worth 1500 Gold Per Turn
Iron Mine: Will last for 25 Turns (125 Years) Worth 300 Gold Per Turn

Vassal Mine Income
Coal Mine: Worth 200 Gold Per Turn
Silver Mine: Worth 400 Gold Per Turn

[] Build a Better Lift facilities for the Mines: Thanks to the efforts of your clans engineers and countless tests and designs your clan now has a design that can match some of the elevators from Zhufbar, though they are far from efficient compared to such works, though they will also allow for the beggings of the holds very own underway or at least an improved version of the venerable old work.
60% chance of success
1 Turn Cost: 3000 Gold (increases Gold income from mines by +10% and allows for the building of an underground rail network)

[] Miner's Equipment Workshop Hall: The Dawi make use of a myriad of tools and equipment the drill amongst them but their heaviest of equipment is not something a single dawi can be expected to operate or even maintain or return to the hold, something that many dawi and now Khazad are aware of but to truly expand their abilities they will need a place that they can service their tools and machines without spending a day treading to the nearest engineer's shop. (+15% Gold income from Mines) (Allow's for production of Deep Earth Borers and Drill Golems.)
60% chance of success
1 Turn Cost: 800 Gold

[] Khazad Guard Houses and Pony rest spots: You're not fond of Ponies, their noisy and are a pain to deal with at the best of times and despite their use as pack animals have little use to the hold, thankfully it seems the Khazad are willing to deal with them and make them of some use in even the mines, as foolish as it sounds but it can only be a boon with them also making rest points in the most unsightly of places, ensure they have some proper forts beneath the earth to patrol and rest. (+15% Income from Khazad Vassal Mines and will secure the mines from any kind of minor infestation)
60% chance of success (Cost 4000 Gold)
1 Turn

[] Set up mining tunnels to discovered veins:
To get between a miner and his haul for a dawi is to court the mad and insane as many know, to stall their harvesting of good minerals is only bound to bode ill for those slowing them down, thankfully they are easily appeased with promises of good tracks and plenty of support in mining their mark's, a bit of gold just need be set aside to ensure that they receive their much-needed supplies for the riches of the earth to flow and also so to pay them their due. (set's up all discovered mines up to a total of 6)
70% chance of success (Cost 750 Gold per mine)
1 Turn
Grand Projects
[] The Underway:
Once the Karaz Ankor made the very depths of the mountains a place with which they could move freely and without issue, these great highways carved to that they were both a piece of architectural art and engineering design making such a great highway with which one could trade both quickly and travel further than any other within the old empire something that few have tried to do again and something your clan is free to do once more but it is not something done lightly or quickly but if a new dawi ruled kingdom is to be built it will have to be done, even if it is not so grand or equal to the work of old it will be no less as effective or useful.
4 Turns Cost's 20 000 Gold in Total (5000 gold per turn)
50% Chance of Success
(Connection to each Hold cost's 10000 Gold and 2 Turns to build)
(current number of connections: 2 (Buzra-Dum, Vassal Hold 1)

[] The Grand/Gromril forge: Only the dawi hold the knowledge to shape and forge the rarest metal known as Gromril or at least according to them, as while a simple forge is more than able to make do in this new land tradition is important and it must be upheld, a great forge must be built within the hold with which new arm's and armour can be made from such a coveted metal and above all else must allow the Khazad of clan Azanul to work their rune magic into the material itself for the benefit of the hold. (Add's Trade Good High-Quality Dwarven Steel Ingots, Trade good High-Quality Dwarven metals(Max limit of 2 trade members with base forge for both)) (Required for Runic Gromril Gear) (also will improve speed for metallic-based war machines to be made runic)
3 Turns Cost's 18 000 Gold in Total (6000 gold per turn)
60% Chance of Success

Intrigue:

The Rangers are a group you have worked with in the past and while they centralised command they are more than capable of leading themselves and though their numbers are few you are sure that they will do their jobs admirably. Especially now that they have a selected leader who will manage them to the best of his ability.

2 Action's Available:

[] Assist the Umgi Rangers with in depth scouting and raiding of a region:
The Rangers have little to do other than engage in minor kull's around the area, the threats in the area few. Send a detachment of rangers to assist your umgi allies in the hunt for threats so as to keep their skills sharp and your enemies few and disorganized. Even if it only leaves them vulnerable for future strikes it would be better than letting them group up once more and if they are to large knowing their movements is always something that could be of use. (Note that it will only have a 50% chance to lower areas threat levels that stand at a threat level of low-medium) (Also Updates area's threat analysis)
-Arthedain 80% chance of success at avoiding losses
-Cardolan 80% chance of success at avoiding losses
-Minhiriath 70% chance of success at avoiding losses
-Rhudaur 60% chance of success at avoiding losses
1 Turn

[] Scout out the area north of Fornost and the umgi kingdom of Angmar:
Contested Roll to determine how far they go and what they find out. (It will be your advisors skill and the dice vs patrols and their perception. There is a total of 3 rolls (Just to determine what happens to the group you send) (15 Rangers are sent on a deep scouting mission)
1 Turn

[] Scout out the Melkorian orc tunnels:
With the recent raid from the grobi within the mountain they have proven themselves an even larger threat than you thought, something you should have seen coming and a few watch posts were meagre that you were sure your ancestors would tan your hide, still with them repelled it is obvious they can not be left alone, but before that you need information. (Reduces the chances of an ambush when assaulting their territory.)
70% chance of success
1 Turn

[] Keep an Eye on Tharbad: Whilst the umgi have hidden themselves well and threat's have been taken care of but it might be prudent you suppose to station a few patrols in the area for your ally, after all your sure that your clan can do a better job than your umgi allies at keeping things safe around what is their second last city, even if it is a ruin.
70% chance of success
1 Turn

[] Decapitation Strike on Upper Melkor Warbands: While Hokul is unsure just how far the Grobi spread throughout the mountain he assures you that the young blood is more than willing to test their metal against the grobi, at least the one's closer to the surface until a better solution for deep strikes can be found. Till then he is more than willing to strike out at any grobi showing a lick of sense amongst his fellow Ilk. (Reduces the risk of Melkor orcs establishing themselves on the surface and keeps their different groups fighting) (Current number of groups identified: 4)
Contested dice, you roll against one another to determine the results
1 Turn

Learning:

3 Action Available: (Actions from, 1 from you, 1 from Advisor and 1 from Engineer Hall.) (You can Double down improving the research speed)

[] Search your Archives for Engineering blueprints:
Your Clan lived in Zhuffbar for many years and many Blueprints were 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 2/15)
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 0/6) (Cost's 500 Gold)
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 you just need to ask the clan to see if it is possible. (Progress 0/5) (Cost's 500 Gold)
60% chance of success
1 Turn

[] Refine your Clan's bullet Casing's: The radicals have been pestering you about funding some research, not that you are inclined to like such untested equipment but if there's one thing working and training with the Rangers instilled in you, it's to use all your advantages no matter how distasteful. Though how a better bullet will provide an advantage but you are not so sure considering they do a good enough job as is. (Progress 0/12) (Cost 1500 Gold) (reduces the risk of Jamming in Rifles in battle) (The Experimental ones)
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 of dawi with better-rifled guns. Sadly, you had not managed to secure the information behind the superior design, but you do have an idea on how to make them, though it will take many years to see success. (Progress 3/8) (Cost's 750 Gold) (Adds a small buff to gunpowder units)
60% chance of success
1 Turn

[] Better Explosives:
Explosives are something your clan knows intimately as they have used and made them 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 and the clan some ideas. (Progress 0/8) (Cost's 1000 Gold)
60% chance of success
1 Turn

[] Improve Combat Golems/mechs:
The Clan has built it's first ever Golem purely geared towards war and while many of the elders disapprove of such things, it matter's little as there is no guild with which to regulate their creation and even fewer traditionalists amongst your clan's Master Engineer's and as much as you detest it, you've seen what the earliest of prototypes were capable of in combat, commission the Engineer's guild to Iterate and improve on their design.(Progress 0/12) (Can be reduced with Golem foundry)(Cost's 2000 Gold)
60% chance of success
1 Turn

[] Improved Juggernaut/Tank Designs:
Your clan has had a long history of working the depths and even maintaining and building the many venerable machines the umgi refer to as steam tanks, something few if any outside of the dawi have seen or even know they exist but these rare weapons of war have decimated your people's enemies within the countless battles fought beneath the earth and as one of the few engineer clans to have worked on them within Zhuffbarr. It is with little surprise then that your clan holds some of the most advanced designs held by any and with it a good starting point for refining the technology. (Progress 0/50) (Can be reduced by both an Advanced components Factory and a Tank Shop(Tank Shop locked behind advanced components factory)) (Cost's 10 000 Gold will halve with Advanced components Factory)

[] Improved Deep Earth Borer Mining Drill:
The clan has long been a supplier of many machines within the Karaz Ankor and none more so than that of the Deep Earth Borer, many a mining clan have sung the praises of such craft and few complain at what they can achieve, even if they are extremely maintenance intensive but that can be achieved, especially as your clan has more than a few schematics of Zhuffbar's latest designs, incomplete as they are. (Progress 0/30) (Can be reduced with an Advanced Components Factory)(Cost's 8 000 Gold will halve with Advanced Components Factory)

[] Prototype Gyrocopter research:
These contraptions are something many a dawi have considered ill liked and untested despite their faithful service over the last few decades as it has lacked the most strenuous of testing required to ensure the standard of reliability, still even your clan knows the worth of such death traps for they have turned even the most hopeless of battles into victories and resupplied besieged holds while allowing for easy communication. Sadly, your clan only has some of the most basic of modern Gyrocopter designs and will require some rigorous testing and experimentation to reach the level of the air corps used by the Karaz Ankor. (Progress 0/75) (Can be reduced by both an Advanced components Factory and Gyrocopter infrastructure (Gyrocopter Infrastructure locked behind advanced components factory)) (Cost's 20 000 Gold will halve with Advanced components Factory) (Double the cost of research due to clan speciality)

[] Prototype Deep diver research:
The Steamships of the dawi are an old and venerable piece of engineering finally honed to ensure no dawi perish beneath the waves of the sea, sadly while your clan holds many of the technologies and even designs for the more common warships of your people, they lack the truly specialised craft used to delve deep beneath the waves and while you can build more. Primitive versions of such craft they are far from what both Barak Varr and Zhuffbar fielded, thankfully a bit of over-engineering and more up-to-date technology will help close the gap with the works of your ancestors. (Progress 0/40) (Can be reduced by both an Advanced components Factory and Naval Infrastructure (Cost's 15 000 Gold will halve with Advanced components Factory) (Double the cost of research due to clan speciality)

[] Prototype Chasm Crawler:
The Depths of the Ocean are not something many a dawi like to think about and even fewer the thought of travelling to such a dangerous place, though its mysteries are something even a few dawi would like to know and there so no better craft than that of the Chasm Crawler to explore it, though the fact your clan only has the most basic of concepts of such a craft will require a great deal of work to see done to match even the most basic work of other clans from Zhuffbar. (Progress 0/50) (Can be reduced by both an Advanced components Factory and Naval Infrastructure (Cost's 25 000 Gold will halve with Advanced components Factory) (Double the cost of research due to clan speciality)

Personal actions:

MC Afflictions and bonuses:

Free time and rest or that are 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 this means you have less time for those that were close to you.

2 Personal Actions

[] A new Diplomat:
With the loss of Balor few within the hold can manage to replace such a venerable elder, still someone must be found and while they'll no doubt fall short in skill they will be a far sight better, they just need to be tested to ensure no accidents occur amongst your new allies. (DC of 50 to get a better diplomat than Gotri) (Will roll to see the skill of a new advisor)

[] Spend time with your friends and family within the hold:
Your time is not so limited that you can not set aside the free time without little effort to spend a bit more time with those you're close with, though it will require you to at least relax something you seemed to have grown lax in even if it is expected of dawi to endure their duties you push further than most.

[] Tour your allies and friend's lands:
The lands of your allies and friends are a distance away that even you would be pressed to travel them in good time, thankfully as a king you now have a perfectly viable excuse and duty to at least inspect their lands and forces should they need your aid and keep in contact with their leaders. (Select one)
-Blue Mountains Alliance (Dunedain/Arnorian remanent, Buzra-Dum, Rosse Lond)
Dwarfs
-Iron Hills (Only group of reason as the Eastern dwarfs are to far away)
-Elven allies
--High Elves
--Woodland Elves (This is both Lothlorien and the Woodland Realm)(Not allied with)
-Human Allies:
--Kingdom of Gondor
--Kingdom of Rohan
--Kingdom of Dale

[] 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.

[]Focus some effort on the holds projects:
The weight of a crown is heavy and the duty with it even more so for a dawi, few will ever understand the responsibility laid at your feet or the sheer amount of work to ensure the realm prospers and to face such a duty is to be subsumed by it if one does not find a balance. (Double Down on two projects that the clan is working on.) (Warning taking this option over a certain period of time without breaks means you risk gaining the Trait Workaholic! -15 to all diplomacy and weapon training rolls but +10 to all Stewardship rolls)

[] Put more effort into Mentoring the Younger Rangers:
While you are far from an excellent ranger and out of practice, much to your chargrin you are not above coming to the field when needed, the clan has long been one of the few to hold ranger's within their ranks. Though with recent losses you cannot claim them to be as good as they once were they are at least passable, though that's not good enough for you, so take the time to give a few pointers to the young of the clan on how it's properly done. (Might do Interludes with you in an Intrigue action) (+10 to all Intrigue rolls for 3 Turns) (Warning taking this option over a certain period of time without breaks means you risk gaining the Trait Sun touched wanderer! +25 to all weapon training rolls and +3 to Martial skill and +2 to all weapon skills but -10 to rolls in both diplomacy and stewardship actions)

(Improves your Intrigue Skill)

[] Extra Training: (+1 Improvement/ Personal Training action)

Skills
-Diplomacy- 13 (Progress to next level is 1140/1500)
-Martial- 17 (Progress to next level is 682/1500)
-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
-Hammers- 14 (Progress to next level is 509/1500)
-Dwarf ax and shield -4, (Progress to next level is 204/300)
-Dwarf az-4, (Progress to next level is 129/300)
-Daggers -4 (Progress to next level is 0/300)
-Swords -4 (Progress to next level is 0/300)
-Unarmed combat-5 (Progress to next level is 0/600)
-Dwarf Rifles – 17, (Progress to next level is 1167/2000) (Main Combat weapon)
-Dwarf crossbow -15, (Progress to next level is 473/3000)
-Dwarf pistols -13 (Progress to next level is 0/1500)
-Dwarf Weapon Systems - 13 (Progress to next level is 0/1500)
-Dwarf Flame Weapons - 13 (Progress to next level is 0/1500)

Improvement/ Personal Training Options: 1 Action Available

[]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 but if there's one thing you can learn it's that with enough patience and the writing of the ancestors you can at least bare it, if only a little. (Diplomacy and learning skill progresses) (Progress to next level is 340/1500)

[]Learn Battlefield strategies and tactics:
War never changes, set yourself to learn new strategies and techniques to lead the Throng to victory and some of the more cunning actions taken by the ancestors to ensure victory. (Martial and Intrigue Skill progresses)

[]Learn ways of running a hold and working with it's guilds:
A hold is not built in a day and it is forever expanding and growing and a King must be knowledgeable in its matters if he is to see his home Thrive and for a king even more so as he must listen to his advisors and experts to make the best decisions involved with a practised ear. (Stewardship and learning Skill progresses)

[] Melee Weapons Practice:
To Master the art of combat with a single weapon is an umgi's lifetime, to a dawi half that if they were to dedicate themselves to such a craft and it is even more demanding to learn the forms of all weapons used in melee but for a dawi it must be done for theirs is a hard life and to neglect training in even the most simplest of weapons could very well see them dead against the enemies of the clan. Still all dawi must endure and you are no different and should you wish to remain, it would be best that you knew the weapons you were to field lest you be found lacking.
(x2 on any roll you make to weapon Improvement) (increases skill with 2 Melee weapons at random) (Trait-Blessed of Grimnir +40 to all practice rolls)
Time: 1 Turn

[] Ranged Weapons Practice:
Few can muster the skill to match the aim of a dawi and even fewer can match the prowess of a longbeard, something you are more than capable of and with Valaya blessing you aim few will survive your sight, yet even naturally skilled shooters need to train lest their aim slacken and their kin suffer from such incompetence not that you'd let it slide for a king must set an example for all his subjects to follow.
(x4 on any roll you make to weapon Improvements) (increases skill with 3 ranged weapons at random) (Trait-Blessed marksman increases results of training) (Trait-Blessed of Grimnir +40 to all practice rolls)
Time: 1 Turn

Guild Management: The Guilds are the lifeblood of any clan and hold and while it is a fine balancing act to see them appeased it is generally worth it if done right, especially as they are less likely to cause you issues in the future.

Current Guilds (A few have been folded into new clans)

Guild Appeasement:

Warriors Guild (Appeasement: Happy (1/5)

Healers Guild (Appeasement: Content (1/10)

Engineers Guild (Appeasement: Happy (2/5)

Toolmakers Guild: (Appeasement: Annoyed (2/5))

Goldsmith guild: (Appeasement: Grumbling (5/5))

Cult of the Ancestor Gods (Appeasement: Content (1/10))

Other Clans in the hold- Their split into multiple groups so your only seeing the worst off groups.

Broadbeams A clan of Growers and miners (Appeasement: Grumbling (1/5))

Firebeard A Mason clan: (Appeasement: Grumbling (3/5)

Azanul A Khazad runesmith clan: (Appeasement: Grumbling (3/5))

Grimbeards A clan of Khazad Ranger's and Carpenters: (Appeasement: Content (2/10)

Silver Horns A clan of Khazad Miners: (Appeasement: Content (2/10)

Stoutbeards A Khazad Brewer clan: (Appeasement: Content (4/10)

Buhund-Nalim A Hybrid Clan of Farmers/Growers and rangers: (Appeasement: Content (1/10)

Falaka-Zhar A Hybrid Clan of Metalworker: (Appeasement: Happy (1/5)

Levels of Appeasement

Content (+50% Yield from this guild and its warriors are keen to prove their skill in appreciation of your continued support. (+5 to Combat rolls and less likely to be killed in combat to having slightly better equipment than the rest of the Throng)
Happy (+25% Yield from this guild and its warriors train harder than they usually would. (Warriors associated with the guild are more likely to be injured than killed)
Grumbling (This is pretty much standard for dawi so there is no benefit when a guild lingers here)
Annoyed (-25% Yield from this guild and warriors belonging to this guild will cause unity issues within the hold)
Rebellious (-50% yield from a guild at this point and warriors belonging to this guild will not join an offensive campaign beyond what is required of their oaths)

1 Action Available

[] Gift a few guilds some gold for their own use or gift all the gold to a single clan: (Choose 3 Guilds with only a minor boost to their Appeasement or choose 1 clan to receive the gold for a large boost at the cost of 1200 Gold)

[] Allocate raw materials towards a number of guilds or a clan for their personal use: (will remove 2 units of relevant resources from your holds stock) (Choose 1-3 Guilds with a modest boost to their Appeasement or choose 1 clan to greatly boost their appeasement)

[] Send word to your clan's stonemasons and builders that they are to aid a guild in the improving of one of their halls: (Will take one of your stewardship actions but the halls related to the guild will receive a limited boost for 2/3 turns) (Choose 1 Guild but greatly boosts their appeasement)

[] Offer a guild the right to select the best material within the hold before other guilds for the coming years: (Will Appease the selected Guild greatly but will anger a few others how much will depend on your skill as a diplomat.) (This option holds no effect to overall mechanics in your holds management and is pretty much just a bit of fluff)

[] A gift of fine dawi Ale: (Choose between 2 and 4 Guilds or 2 clans who you will purchase the best ale within the hold for the coming years, Will appease the selected guild decently but the hold will not be happy -1 or -2 Hold Stability depending on the number of guilds selected and costs 250 Gold per guild or religious order.

[] Give them nothing, the hold has better use for those resources, and you would rather not stretch your supply, you're sure that none of your kin will mind a little bit of hoarding.

Submarine Actions:
Naval Fleet: Capacity 2 out of 8 Births filled
2 Nautilus Class Light Submarines
-1 Basic Class Morgrim's beard (No bonuses yet) (1 roll for everything and Dc to sink is 45)
-1 Deep Diver Class Valaya's Eye


With the first Nautilus complete and dawi ready to explore and recover items and knowledge from your cousin's history they only need to know where they should focus their actions.

2 Actions Available

[] Explore the Depths: The Depth's of the flooded hold have proven both a trial to map and a danger for those who are caught unaware of its dangers, still it has proven a treasure trove of both gold and ancestral artefacts while also securing you a number of Khazad sealed away from the surface, an unexpected thing but for a hold to have been referred to the armoury of the ancestors it no doubt holds many treasures to be found and dangers to be unearthed, they just need to be found. (Will Reveal between 2-5 Halls)
How many you find depends on your roll.
Time: 1 Turn (Cost's 600 Gold per submarine doing this task)
- [] Use all Submarines available for this task
- [] Use only Applicable Submarines for this task (Basic, Deep Diver and Combat Submarines)
- [] Armed Submarines (Deep Diver and Combat Submarines)

[] Recover items from the depths within the ancient hold: With the Depths at least maped and halls marked as safe it should be okay for at least our fellow dwarfs to explore the depths within and secure the lost works of the ancestors and delve into still air tight halls without the need for armed submarines, though that does not mean they are safe for dark things could still lurk though few are a danger to superior dawi engineering. (Halls available to search: 0/8)
What you find depends on your rolls
Time: 1 Turn (Cost's 400 Gold per submarine doing this task)
- [] Use all Submarines available for this task (Basic, Excavator, Deep Diver and Combat Submarines)
- [] Use only Applicable Submarines for this task (Basic, Excavator and Deep Diver Submarines)

[] Secure the lightly infested Depths:
How you do depends on a Contested roll
Time: 1 Turn (Cost's 1000 Gold per submarine doing this task) (Torpedoes don't come cheap!)
- [] Use all Submarines available for this task (Excludes non-combat capable submarines) (Basic, Deep Diver and Combat Submarines)
- [] Use only Combat type Submarines for this task (The cost to repair damaged Combat ships is 25-50 % of their maintenance cost)

[] Establish a Fort within Nogrod's Royal Armoury: While it is deep within the flooded hall's of Nogrod it is without doubt a hall filled with riches but also dangers as Thorgrimsson and his crew has discovered, this is not to mention of the Khazad within the hall, it will require many decades to recover what was lost within the hall and a great deal of effort to evacuate the Khazad within without a large fleet. (Requires 1 Martial action to be Done) (Will open up additional Martial Actions and start the path with which to pull the firebeards within the hall to be extracted without losing to many members)
1 Turn
55% Chance of Success

Light Submarine Refits

[] Combat Refit:
A relatively simple refit in that it strips out even the most basic of storage compartments leaving only enough for the crew to survive their long voyages beneath the water while adding a few extra weapons for their use while increasing the chance they limp back home should anything get close enough to their hull. (Allows for combat operations and defence against threats of the depth) (+5 To all Combat rolls and +15 to defence rolls, 1 roll to exploration rolls) (DC to sink a light combat submarine is 60)
1 Turn Cost: 3500 Gold (Maintenance cost of Light Deep Divers are 600 Gold)

[] Excavator Refit: While far from the most favoured of refits for the machines used by dawi few will argue the use of such a thing, for little will escape the sight of this refit both with it's increased number of viewing ports and increased storage guaranteeing at least a solid haul of anything found within the depths, though it is rather flimsy for such things as the armour also had to be thinned and lack of weapons leaving it rather light on protection. (Lose all combat capabilities unless it has a Weapons Package upgrade.) (1 extra roll added to recovery options and +15 To all Recovery rolls, 1 exploration roll) (DC to sink a light Excavator submarine is 30)
1 Turns Cost: 2500 Gold (Maintenance cost of Light Excavator Divers are 400 Gold)

[] Light Deep Diver Refit: While it lacks the sheer amount of armour or cargo space of its contemporaries, the deep diver refit is no doubt the submarine meant to help explore the depths, it's slightly thick armour and expanded air tanks ideal for long trips beneath the water and while not much more armed than the more standard design it does not lack the teeth to make any would be foe regret thinking it an easy target, though it's rather large number of systems does make it rather maintenance intensive compared to more streamlined versions. (2 extra rolls added to exploration and +5 to all rolls, 1 roll for recovery operations) (DC to sink a light Deep Diver submarine is 50)
1 Turn Cost: 5000 Gold (Maintenance cost of Light Deep Divers are 800 Gold)

[/SPOILER]

Commission the engineer's guild for To build War-Machines or Support Industry: Nothing is been built for the hold at the moment
(2 Actions.)

[] Grudge Thrower X 2:
Commission the Engineers guild to build two Grudge Throwers for the hold and clan's use, so that it may crush those that would dare to harm your clan and allies.
Costs: 4000 Gold to Construct and 200 Gold to maintain both of them. 1 turn
[] Grudge Thrower X 4:
Commission the Engineers guild to build two Grudge Throwers for the hold and clan's use, so that it may crush those that would dare to harm your clan and allies.
Costs: 8000 Gold to Construct and 200 Gold to maintain both of them. 1 turn

[] Bolt Thrower X 2:
Commission the Engineers guild to build two Bolt Throwesr for the clan and holds use, it's massive bolts will surely fell many beasts should it fall within it's sight though to build them requires deleicate work that can not be rushed.
Costs: 3000 Gold to Construct and 200 Gold to maintain both of them. 1 Turn to build

[] Basic Support Steam Golem for mining:
Commission the Engineers guild to build a mining golem to increase their capacity the lone golem capable of digging through enough stone and minerals to match even an entire mining team though it will need replacements every decade and in a pinch can act as an auxiliary unit in defence of the hold. (+30% Gold income from a single Mine)
Costs: 1500 Gold to Construct and 150 Gold to maintain. 1 Turn to build

[] Basic War Steam Golem:
Commission the Engineers guild to build a basic steam war golem that while slow and cumbersome is armed with a massive hammer able to crush even a troll, though are more often than not used as a mobile tower for a squad of thunderers or a rapid barricade in defensive actions. (Specialised heavy unit is added to the Throng)
Cost's: 4000 Gold to Construct and 300 Gold to maintain. 1 Turn to build

[] Commission a Light Scout Submarine:
Have the clan's engineers build a new naval vessel for the clan and hold, a small one perhaps but still one that is no less capable, not that it will be a quick process with how much is needed to produce such a craft.
(Choose Type)
-Basic Class Scout costs: 2000 Gold to Construct and 300 Gold to maintain. 1 Turn to build
-Deep Diver Costs: 7000 Gold to Construct and 800 Gold to maintain. 1 Turn to build
-Excavator costs: 4500 Gold to Construct and 400 Gold to maintain. 1 Turn to build
-Combat Costs: 5500 Gold to Construct and 600 Gold to maintain. 1 Turn to build

[] You have no need of them for now:
As of this moment, you do not feel the need to make use of the Engineer's guild and its talents for something and they are free to do as they wish for the coming year. (Something random will happen be it progression to a new tech or hall, they may also possibly build a Warmachine for someone else Trading with the hold.)

Commission rune Items from the Azanul: While your Clan are no Runesmiths and few even have an Idea of what is needed to make such an artwork, you know for sure that what the Khazad do and the Runesmiths of the Karaz Ankor are different, at least in how things are done and built. Still, they know what they have to do and even have a few ideas of how to go about it, though like with all runecraft it is a slow process that requires a lot of resources. 1 Action Free
[] Commission a Basic Rune Gate for the hold:
-Hold Entrance (2 Turns and Cost's 5000 Gold) (Raises the Gate's Hp points from 6 to 10)

[] Commission a Set of Rune Machines:
-[]Mining Drills (2 Turns for 1 and Cost's 2000 Gold)(+20% Income from 2 Mine's)
(Locked off due to lack of more farms)-[]Farming Tractor (2 Turns for 1 and Cost's 2000 Gold) (+25% Food Capacity from a surface farm)
-Prepare Brewing Equipment for a new Hall (2 Turns for 1 and Cost's 2000 Gold) (Half the time needed to build a new Brewery that is 75% more effective than standard ones)
-Basic Rune Grudge Throwers (2 Turns for 1 and Cost's 1500 Gold for 1) (Take up 1 Rune action an a engineering action) (+10 to Attack Rolls and +5 to Defence Rolls) (Requires existing Grudge Throwers)
- Basic Rune Bolt Throwers (2 Turns for 1 and Cost's 2000 Gold for 1) (Take up 1 Rune action) (+10 to Attack Rolls and +5 to Defence Rolls) (Requires existing Bolt Throwers)
- Basic Rune Worker Golem (2 Turns for 1 and Cost's 3000 Gold for 1) (Take up 1 Rune action) (+50% to two separate mine's income) (Requires existing Worker Golems)
- Basic Rune Combat Golem (3 Turns for 1 and Cost's 5500 Gold for 1) (Take up 1 Rune action) (Reduced Maintenance and a lower debuff on attack roll's and can actually move at a slow Jog allowing it to support the Throng in external combat away from the blue mountains region) (Requires existing Combat Golems)
-(locked off due to lack of elevators)Small Train (3 Turns for 1 and Cost's 4000 Gold for 1) (Takes up 1 Rune action and an engineering action) (+25% Income From 5 Mines)

[] Commission a dawi regiments worth of Basic Rune armour:
-Rangers (1 Turn and Cost's 4000 Gold for 20 Sets of Armour) (+5 To Defence Rolls)
-Mainline Troops (1 Turn and Cost's 5000 Gold for 20 Sets of Armour) (+5 To Defence Rolls)

[] Commission a dawi regiments worth of Basic Rune Weapons:
-Axe and shields (1 Turn and Cost's 3000 Gold for 20 Sets of Armour) (+5 To Attack Rolls and +5 To Defence Rolls)
-Great Axe's (1 Turn and Cost's 4000 Gold for 20 Sets of Armour) (+10 To Attack Rolls)

[] Runic Research: The works of the Ancestral Khazad runesmiths are both mysterious and unknown outside of the few dwelling within your halls, sadly while you will never know the art with which they craft, they have made requests for certain regents and while not the most exotic of things or that easily available but with enough gold it can be acquired. (Increases amount of more basic runes can be produced and allows for more advanced or better affecting runes to be made.) (Also I have a table that I will untrack that will unlock certain researches if you don't go for them but that will be slow and tied to certain things but you should progress even if you don't push for research) (As another note you will gain 2 more actions in this group, one through the clan size once they exceed 800 Khazad and then another through a later expansion of their halls which is will be added once they pass 500 Khazad)
-Intermediate Defensive Runes 5 Turns
-Intermediate Offensive Runes 3 Turns
-Intermediate Fortification Runes 2 Turns
-Intermediate War machine Runes 8 Turns

Locked off Rune knowledge: (Unlocks with other research and clan growth)
Army Runes:
Master Khazad Runes:
Elemental Runes:

***

Hold's Overall Capacity to Garrison other areas: 150 Dawi/Khazad (If more than 150 Dawi are outside of the hold you will start incurring penalties for your turns overall actions.)

Dawi of the clan currently outside the hold: 10
- 10 Journey-dawi Who return cycle in and out

Hold Consumption Capacity:

Hold Can Sate 3200 Dawi/16 000 Khazad
-500 From the Brewery
-200 From the Meadery
-2500 From Waterfall Access for Brewing
Amount used to Sate the hold: 745 out of 3200
Amount Traded Away: 1380 Dawi's Worth
Amount left over for new Dawi and Khazad: 491 Dawi or 2455 Khazad

Hold can feed up to 5225 Dawi and Khazad
-2500 From Surface farms (+25% from Runic Tractor +625)=3125
-500 From Internal Growing Hall
-500 From Trade
-1100 From Vassal Growing Halls (+250 Every Turn)
Total Number of Dawi and Khazad in the hold:
Siege Stores Filled in 2 years

Total Number of Dawi and Khazad in the hold: 2336 (I think need to double check this at end of turn)

Siege Stores Filled
-Current Capacity 6 years for 2000 Khazad and dawi
-Base Capacity +4
-Engineer's hall +5
-Siege Workshop +5 (+1 Grudge Thrower per turn) (Will fill up all artillerly emplacements and builds 1 Grudge Throwers per Turn for the Throng up to 4 for free)
Warmachines in the Hold Total Maintenance cost: 1400 Gold

1 Grudge Thrower (Hold based and no maintenance cost due to halls)
1 Dawi Canon (Uses 2 capacity) (600 Gold Maintenance per Canon)
1 Dawi War Golem (Uses 3 Capacity) (800 Gold Maintenance Per War Golem of this Type) (Stage 1 War Golem/Prototype)

Land and air-based war machine capacity: 5/14

-Submarine Dock's +8
Naval Fleet Capacity
-Surface ships: 0/0
-Submarines: 2/8
2 Scout Submarines Total Maintenance cost: 1100 Gold
-1 Basic Class 300 Gold Maintenance cost
-1 Deep Diver Class 800 Gold Maintenance cost
Infrastructure
Surface Infrastructure

Logging Camp
Maintenance of 125 Gold as a Base (Was 50 Gold)

Terrace Farm (Provides for 2000 Dawi)
Maintenance of 1500 Gold (was 625 Gold)

Diving Operation (2 Subs)
Maintenance of Submarine Infrastructure 500 Gold (Was 200 Gold)

Entrenched Outpost in Melkor orc tunnels
Maintenance of 500 Gold (Was 200 Gold)

Hold Infrastructure
-Hold Entrance
-Clan Residence
-Shrines to the Ancestor Gods
-Great Hall of Reckoners (Increased Grumbling count and +10 to any Diplomatic action held within your hold)

Warrior Hall
Maintenance of 400 Gold (Was 150 Gold)

Brewery (Can keep a Hold of 500 Adult Dawi Sated or 2500 Khazad Sated)
Brewers Guild has access to Waterfall Upgrade from an event (Increases Cap by 2500 Dawi/10000 Khazad for the hold)
Income of 800 Gold (Was 250)

Forge Hall
-Metal Smith Hall
Maintenance of 3500 Gold -5% (Trade Deal) = 3325 Gold(Was 1500 Gold)
-Steel Mill
Maintenance of 1500 Gold (Was 600 Gold)

Expanded Engineers Hall
Maintenance of 900 Gold (Was 300 Gold)
Siege Workshop costs 1500 Gold (Was 500 Gold)

Craftsman District
Provides 4500 Gold (Was 1500 Gold)
Additional Halls
-Meadery (Can keep a Hold of 200 Adult Dawi Sated or 1000 Khazad Sated)
Provides 1500 Gold (Was 500 Gold)

Gunpowder Hall
Maintenance of 1250 Gold (Was 500 Gold)
Producing:
Black powder for use of the Throng and Hold.
Capacity of 500 Guns. (1 Cannon takes up at least 20 slots)

Mines
Miner's Hall Built
-Iron Mine (Provides 200 Gold)
-Silver Mine (Provides 600 Gold)
-Shared Gold mine (Costs covered by clan Broadbeam) (Provides 600 Gold)
Provides 1400 Gold as a Base without modifiers
Projected Gold Within your Treasury after Additional Expenses and Income: 22 873+15 953 = 38 826 Gold That is left in your Treasury after this turn.

Total Income: 41 953
Income From Halls: 16 900
-Brewery: 800 Gold +50% (Guild is Content)= 1200 (was 250 for a base)
-Metalsmith Hall: 2000 Gold +25%(Guild is happy) = 2500 (was 800 for a base)
Craftsman Based Hall's(+15% from Upgrades+50% (Guild is Content): 13 200 Gold
-Craftsman's Hall: 5000 (was 2000 for a base)
-Jewel smith's District: 3000 Gold (Will cease making gold unless a new trade deal is made or a mine for Gem's is established) (was 1200 for a base)

Income from Mines(+15% from Upgrades) +50% (Guild is Content)=65% Boost: 2640 Gold
-Silver Mine: 600 Gold
-Shared Gold Mine: 600 Gold (Would be 800 but 25% goes to other group)
-Iron Mine: 200 Gold

Income from Clan Members 1,5 gold per Khazad or Dawi in other clans: 1727 Goldx2.5(Time Change) = 4318
Income From Other Clan Halls: 750 Gold
-Azanul Runesmith Hall: 200 Gold
-Silver Horns Miner's Hall: 100 Gold
-Buhund-Nalim and Broadbeam Grower's Hall: 150 Gold
-Falaka-Zhar Khazad Smithy: 300 Gold

Income from Trade Deals: 18 095 Gold
-Rosse Lond: 2765 Gold
-City of Dale: Nothing (Trade Deal ended)
-Mirkwood: 1860 Gold
-Ost Ithil (Dunedain): 6565 Gold
-Hobbiton: 5070 Gold
-Iron Hills: 1835
Income from Events: 00 Gold
Expedition finds: 00 Gold

Total Expenses: 26 000 Gold
Surface Infrastructure: 2625 Gold
Hold Infrastructure: 14 875 Gold
War machines: 2500 Gold
Hold Expansion Expenses: 00 Gold
Event Options: 00 Gold
Gold To the Guilds: 00 Gold
Gold To Iron hills Deal: 6000 Gold

Total Income: 8006 Gold

Trade Deals going right now
Number of Trade Deals you can have going at a time: 5
You Have 5 Trade Deals at the moment

Total Income from Trade 14 525 Gold
Trade Deals going right now

Hobbition (Perpetual till you modify or end the trade deal)
Hold Receives: 3900+30%(Roll Modifier)=5070 Gold Per Turn
+2000 Dawi/Khazad Food Cap(+1500 Food from Trade renegotiation) from Trade and +25% To Ale capacity (+10% from Trade renegotiation)
-Sale Dawi of Goods: 1600 Gold Base due to size of Group +50% from trade deal=2400 Gold
-Sale of Dawi arms and armour: 1000 Gold Gold Base due to size of Group +50%=1500

The Dunedain now escort the Caravan freeing up the 20 dawi that were on guard duty

Hobbiton now has something to arm and armour their militias in, though it won't see much use.

Rosse Lond (40 Years Left/8 Turns)

Hold Receives:2125+30%(Roll Modifier)= =2765 Gold Per Turn
-Sale of Goods 1000 Gold (Craftsman Hall)
-Sale of Jewels 500 Gold (Craftsman Hall)
-Sale of Arms and Armour 625 Gold (Craftsman Hall)
-Black Powder Material:
- Reduces maintenance of Forge hall by 5%

The elves of Mirkwood (Perpetual till you modify or end the trade deal)
Hold Receives: 1550+20%(Roll Modifier)= =1860 Gold Per Turn
-Sale of Dwarf Ale: 800 Gold (533 Ale Capacity)
-Sale of Dwarf arms and armour (Steel Arrows and Daggers): 750 Gold
Sale of Jewellery: (Not Applicable due to faction constraints)
Time Reduction Bonus to research
Wine Increases your sated capacity for Khazad 250 or 50 Dawi)
Paying Mirkwood With:
Trade Covers all Expenses

Ost Ithil/Dunedain (Perpetual till you modify or end the trade deal)
Hold Receives: 5050+30%(Roll Modifier)= 6565 Gold Per Turn
Exporting
-Sale of Dwarf Ale 2070 Gold (1380 Ale Capacity)
-Sale of Goods: 880 Gold
-Sale of arms and armour: 550 Gold
- Sale of Jewellery: (Not Applicable due to size of settlement)

Elves of Lindon
Hold Receives
-Sale of Goods: 1400 Gold (Craftsman Hall)
-Sale of Jewles: 700 Gold (Craftsman Hall)

The Iron Hills/Long Beard Settlement
Hold Receives: 2040-10%=1835 Gold Per Turn
-Sale of Dawi Goods: 960 Gold
-Sale of arms and armour: 600 Gold
-Sale of Jewellery: 480 Gold

-Receiving Gem's -10% income off of trade deal (Will be removed if renegotiating with them or you find a local source of gems.)

OLD WORLD
1 Runic Sword (Zharrvengryn) (Master Rune of Currents, Rune of Fate, Rune of Fire) (+20 To all Attack Rolls)
20 Old world Runic Axes (Still need to give you that rune breakdown for each) (+15 to all attack Rolls and has a ranged attack due to Rune of flight)

Arda
15 Arda Runic picks (+15% Income from 1 Mine)
91 Sets of Full Ancient Arda Runic Armour (+10 to Defence rolls)
81 sets of Ancient Arda Axe and shield Runic Weapons (+10 to Attack rolls and +5 to Defence Rolls) (Added to Khazad Throng) (will show up in Demographics next round)
Other Bonus Items

***
Okay, I hope I did not miss anything, cause there was a lot that I had to sort out so if you see something please let me know, cause I'm pretty sure I still missed something, otherwise pretty happy that this is all sorted and how everything has turned out, still their a bunch of new options and also expansions or modifications to old options so you may have to look over some of them but some did stay the same surprisingly but It should be okay.
So I hope everyone is going well and till my next post, enjoy every one.

The Vote will be open for 3-5 Days
12-hour Moratorium
 
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Think we should do Muster a Throng and hit a region, just to clear out some of the orcs bands and beasts, after the shitshow of attack on our hold the orcs numbers should be small as they must have use all or most of there army in the attack
 
Think we should do Muster a Throng and hit a region, just to clear out some of the orcs bands and beasts, after the shitshow of attack on our hold the orcs numbers should be small as they must have use all or most of there army in the attack
Which region are you thinking of I think we should help our allies secure their hold or improve our fort in the tunnels
 
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