Turn 4 - Discoveries
- Location
- South Africa
Turn 4 - Discoveries
Edited by CelestialJade, Wrote by Mad0Slayer
Event Roll: 97
You sat happily off to the side of your aunt and friends talking the night away. Many of them just celebrating a new year, as a large portion of your fresh meat was used. Though as you watched the clan below you could not help but smile as things seemed to be calm and quiet, the lack of battle having soothed many an elder.
Something you were still trying to get used to, the lack of Urk or Thragoki assaults having left you slightly agitated. Looking away from the lower residences you focused back on the small gathering inside only to find Faragrim standing, a tankard in his hands while looking a little flushed. Letting out a sigh you moved towards your friend and elder knowing he only drank like this for a reason. "Faragrim, save any ale for the others and I?" You asked while guiding the elder to a seat.
He seemed to be mostly fine as he smiled at you, he tried to look composed though you could see through the mask. "I saved a few, I think." He said while trying to think about what he had done.
You grunted and let the issue slide aware that it would achieve nothing without Alric at your side. "As long as there is some, so how is the work in the forge?" You asked while looking over to the stream, it's slight trickling heard over the sound of the clan below.
He was silent for a moment making you glance at him to find him drinking some more ale. Letting out a burp he continued. "Things have been good, especially having the heat of the forge around me again. Though I would rather be making armour again than these damned tools, stealing all my time they are." He grumbled taking a large gulp of his ale before continuing onwards. "We need em, but I feel the craving to mould the metal under my tools again. Even if it is for but a week but No!, more tools are needed. Damned things are no good, won't save us from a damned grobi never mind trolls." He Grumbled again falling into silence as he downed his ale and looked at the empty cup forlornly. He looked away from it towards the Barrel looking conflicted before pouring himself another tankard.
You looked away from him as you spoke. "It won't last too long my friend, just a few more years and you will be back to how it was." You said and then grimaced at your choice of words. Thankfully nothing came of it as you looked to him only to see him gulping down more ale. "Faragrim..." You stopped as you saw the ranger approaching, glancing at your friend and then at the ranger you sighed. "Faragrim, go and get Kaz and Grumdi. I may require them." You said leaving your friend behind hoping that Alric would control him.
Moving towards the ranger, you noted that he looked tired. He spoke tiredly while gulping down some water. "My Thane, Josef has returned and brings arms of the fallen with him." His voice is tired and worried.
You felt your throat constrict. "Rest, I will meet with him and find out what has happened." You said departing quickly as your two friends shouting for you to wait.
***
You ran out into the moon light the sight of torches in the distance, your dawi carried something between them. Reachin them in a short time, you found much to your relief and confusion a large number of ancient-looking armour much of it rusted while numerous rusted shields and az's were among them.
You relaxed slightly as you tried to control your breath your heart hammering in your chest looing around you saw Josef hauling some shields with him. Letting out a huff you moved to him calmly, the loss of your kin unlikely. Though you were going to have that damned beardling on grave shift on the peak by the end of the week. There was no need to relay a message like a damned umgi. At least it was only a scare you thought. "Josef!, where did you get all of this?" You asked looking over the assorted items a strange black great sword among them.
Josef glanced towards you and seemed to sag. "found the damn things in some abandoned outpost. The damn thing was old and looks to have been abandoned for thousands of years. Good thing our ancestors built it otherwise the damned thing would have crumbled by now." He said with a grunt as he lay down one of the many shields he was carrying.
You stared at him for a moment his words rolling through your mind. "You found a place of our ancestors?" You asked your composure slipping a little at possibly finding relics of the golden age.
Josef shook his head looking just as dejected. "Nay lad, the damn place was bare, looted I think by whoever slew the defenders. There was far more armour within and the shadows thick as if something once-powerful died there. We may return but there was little of worth there. Except for that strange blade here, definitely Elgi from the magic within the damned thing." He said while turning to one of the rangers to get a report.
Though before anything more could be said a strange horn ran out within the distance. While a ranger came running down from one of the paths along the mountains. "MY Thane!, Umgi approaching the hold." He shouted out startling the rangers.
Your legs carried you without a thought towards the gatehouse and there you found many Umgi. All of them garbed in green cloak's bows at their backs. Many of them looking rather happy to have found you.
The Umgi in the lead spoke up in Westron, sounding a little rough but you understood it well enough thanks to all the work on the tomes. "Greeting's Durin's Folk, we seek refuge within your halls. While we cleanse these lands of evil" He called out the umgi seeming cheerful enough though you could tell there was a wariness within him.
Events
Forge Hall production: The Hold requires many things and the forge can only produce so much, having a set amount of needed supplies will allow the clan to see to its needs without issue. Even if you have to stop the clan from constructing things for a time.
[]How much do you want to be stored: Pretty much you guys letting me know how much you want in the hold and will allow me to shift production where it is needed without having to vote all the time. (Can be changed whenever you want.) (Also just to know what the most important is, put a 1 next to it and the least important item a 3. That way I have an order to follow if need be.)
Tools – Write in the amount you want to be stored at all times if possible
Weapons - Write in the amount you want to be stored at all times if possible
Armour - Write in the amount you want to be stored at all times if possible
Old Dwarf outpost
(Strange Black Elgi Blade)
(Ancient Dawi Armor and weapons)
9 Units of Dawi Armor (much of which can either be restored or melted for 2 Iron apiece)
12 Units of Dawi Weapons (11 of the units been unusable and can be smelted for 15 Iron Ore or kept for restoring which will take time)
[] What do you do with the old dawi armour and weapons found
-Keep them
-Smelt them
Ancient Tome's (Available for study next turn as they need some work to be preserved)
[]Dunedain Group: A group of eighty umgi has come seeking refuge within your halls. What will you do? (they will assist with Intrigue and Martial actions while also hunting.) (The Elders will question sheltering them. -2 To hold Stability if they are taken in.) (Choose 1) (The Dunedain in most of which is that they will assist you in clearing out the trolls and orcs. Giving you a +15 to those options as well as gathering food for themselves with a chance of getting more food for the hold. )
-Give them Shelter
-Turn them Away
(Interlude coming up for this)
Faction/Group Discovered: Dunedain of the North (Current Leader Arassuil, Heir: Arathorn I)
Faction Location Discovered: Blue Mountain Dwarfs
Faction Location Discovered: Bree landers
Faction Location Discovered: Elves of the Grey havens
Faction Location Discovered: Hobbiton
Diplomacy:
To speak with others be they dawi or umgi always requires a little skill and tact to ensure no wrong occurs. Of course, there is always that strange elusiveness that you never understand from none dawi but at least you can kind of pick up on it. At least it will only last till you find some other poor dawi in the clan to take up the burden of speaking with outsiders.
1 Action Available (Not much you can do at the moment)
[]Settle Disputes as they come:
The Clan is in a new land but that does not change that your kin is a prickly people and without a level-headed leader are more than likely to fight one another when things get boring. Sadly with the lack of a proper Warriors hall, this is likely to occur quite a lot, but your sure you can keep the peace if you watch over them carefully. (Keeps Hold Stability Stable)
60% chance of success
1 Turn
[]A Speech to help keep the Clans spirits up:
A New Land may be daunting but your optimistic that things will turn around especially with all the new things that can be discovered. Though you will admit that the thought of been a little lost is daunting you are sure that there will be away. (Increases Hold Stability)
60% chance of success
1 Turn
[] Find a dawi to help you talk with the clan and outsiders:
The clan has begun to grumble and despite your training, you are finding it rather agitating having to deal with them. Thankfully you have a plan you just need to find the correct dawi to take over for you and then all will be right within the hold, you might even get some peace.
60% chance of success
1 Turn
Martial:
With careful aim and deliberation will you strike at the enemies of the clan while also making sure that your kin will do all they can to be prepared.
2 Actions Available
[]Establish a training ground:
The Throng needs a location to both train the green beards and practices their skills, of course, it will have to be under the sun much to your kin's displeasure.
Dice Determine How Good it will be and it will Cost 2 Tools (Takes up 1 Space but will be removed once warrior hall is built)
1 Turn
[]Have Them Assist in the mines:
All Dawi know how to mine and while many leave the profession to pursue their craft it is a vital skill, thankfully the Throng has little to do and that will just not do, especially since it has left them a little softer than usual. Something easy enough to solve especially if they use some of that free time to help harvest some extra ore.
(Doubles the harvesting rate of mines. Write in which mine's or just say all of them.)
60% chance of success. Cost 2 Tools per Mine selected
1 Turn
[]Clear out the strange grobi like creaturs:
Josef along with several rangers have found strange grobi like monsters roaming the mountains praying upon a number of umgi and with how they fight among one another, you along with the rest of the elders agree that they are a threat. Still, it is no small number of Grobi and it will take preparation to deal with them. Still, it can be done. (Progress 0/2)
50% chance of success Will use between 1-3 units worth of gunpowder for a skirmish. (Adding the Cannon will increase the chance of success by 10%) (Canon will use a quarter of a battles worth of ammo if added in)
1 Turn
[]Clear out a Troll warren:
While scouting out the distant valley's in the area Josef came across trolls and while they are large and rather smart they seem to be rather weak and slow compared to those the clan has faced in the past. Though a Troll is a Troll and they will have to be dealt with. (Progress 0/3)
40% chance of success Will use between 2-4 units worth of gunpowder for a skirmish. Gain 1-3 Units of food (Chance to find treasure) (Adding the Cannon will increase the chance of success by 20%)(Canon will use a quarter of a battles worth of ammo if added in)
1 Turn
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.
1 Action Available, 1 Action Locked
Surface Options Space 0/4
[]Begin farming the land:
You are a clan of Engineers and have been so for a long time, sadly none of among the clan are farmers, and the required skills unknown, Thankfully you have built one or two farms so it should be easy. Of course, your not exactly sure how to grow the grain you have stored in the supply caravan. (Takes up 1 Space future Upgrades will take more) (Production is 1 Food and 1 Ale Grain)
40% chance of success Cost 4 Tools (Maintenance Cost of 1 Tool)
1 Turn
[] Set up a Logging Operation:
The Grove of trees below the hold and in another valley looks large and strong enough to use as a construction material and you are sure that it can be used as a steady source of lumber though the work will be hard and gain little as much of it will have to be hauled up to the Hold(Production of 2 Lumber)
60% chance of success Cost 2 Tools (Maintenance Cost of 1 Tool)
1 Turn
[] Grow A Grove of trees in the Valley:
The Hold needs a steady supply of lumber and the distance between the logging operation far and dawi-power limited, so having a grove within the valley should help speed up production. Though it will take many years before any of them will be ready for harvesting. (Takes up 2 Space)
50% chance of success
3 Turns
[] Hunting Lodges:
The Clan has lived within the mountains for two years now and the Rangers have noted the patterns of the animals in the area and know how to hunt them effectively. Of Course, hunting them is difficult with the Hold being so far away and something is needed to store the carcasses of the animals so that they can be gathered by members of the clan.
60% chance of success Cost 2 Tools, 2 Lumber (Produces +1 Unit of food) (Increased chance of the hold been detected)
1 Turn
Hold Options
[] Build a Hold Entrance:
The Clan lives within a Cavern and while it is a good place to begin the Hold will need a proper gate to be carved and built so that any foe that tries to harm the Clan will find more trouble than they think as a Strong Gate and Towers will bar their way.
60% chance of success Cost: 4 Tools and 2 Lumber, 2 Basalt
1 Turn
[] Excavate and build The Hall of the Ancestor Gods:
A place to worships the Ancestor gods are needed and while the Clan will last without a hall to honour them for a time, there is something wrong about not having them with you.
60% chance of success Cost: Cost 5 Tools 2 Lumber
2 Turns
[] Expand the Mushroom Farm:
The growing hall within your hold is decent enough and while you are no farmers, it will be easy enough to expand the space used to grow the mushrooms easily. Though you are sure that any further improvements will have to be thought out carefully as while you have information your clan sadly lacks the knowledge to truly have the growing hall flourish.
60% chance of success
Cost: 3 Tools (Improves base production of food to 1 unit)
1 Turn
[] Excavate a Warrior Hall:
The Throng requires a hall that will allow them to train amongst one another whilst also settling the minor grudges that occur among the clan. Thankfully there is plenty of space for the clan to expand. (Unlocks additional options and Reckoners Hall)
60% chance of success Cost: 3 Tools 4 Lumber (Maintenance Cost of 2 Lumber and 1 Weapon unit)
1 Turns
[] Excavate A Craftsman District:
Many of your Clan are Craftsmen of different fields and require many different tools and infrastructure to properly work their craft. Having the clan work hard will see much of what is needed to be built for them done and the hold will prosper for it.
60% chance of success Cost: 5 Tools 6 Lumber (Maintenance Cost of 3 Tools) (Production is Pottery, Glass, Medicine, Jewelry, Simple Art) (You lack material for Jewelry and more advanced arts)
2 Turns
[] Excavate a Brewery:
A Dawi needs Ale and a Hold needs a lot of it to keep running and dawi from going all strange, Thankfully all dawi clans know how to produce Ale even if it is not the best, of course as Engineers you like yours a little stronger and know what you're doing. So building a Brewery should be easy enough. (note 1 Brew grain makes 2 Ale)
60% chance of success Cost: 4 Tools (Maintenance Cost of 2 Brew Grain)(Produces 4 Ale)
2 Turns
[x] Excavate and build a Metal Smith Hall:
The Clans roots are in those of working metal and making the day-to-day items that many a dawi and umgi would use, Your clan's skill at working metal is only paralleled by your fellow dawi and even some of them fall short of your standards. Still to ply metal to your will and standard requires a dedicated hall with specifically built facilities and tools so that your clan can work in peace.
70% chance of success Cost: 8 Tools (Maintenance Cost of 2 Iron Ore)(Produces 8 Tools and increases the quality of your Ingots used to Decent Quality) (Produces Ammo for breach-loaded Cannons. Will have to vote on how much you keep stored as it costs 3 iron ore to make a single large battle's worth of ammunition)
2 Turns remaining (Locked in)
[] Excavate and build an Engineers Hall:
(Gain 1 Extra action to Learning but it must be related to engineering)
60% chance of success Cost: 8 Tools (Maintenance Cost of 3 Tools) (Produces 2 Units of gun Cleaning tools and will maintain 1 Artillery Piece) (Allows production of Simple Artillery)
2 Turns
Mines: 1/3 Capacity (You can close running mines to open up others)
[] Establish a Quarry:
The Area around the new hold has shown that much of the Stone is made out of Basalt with trace amounts of Limestone. Though it
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 5 Basalt) (Will reduce as you build other mines)
1 Turn
[] Establish A Coal Mine:
While Digging out a Forge Hall for the hold your dawi found a tunnel leading deeper into the earth that took them far. Though you did not personally journey down the tunnel your kin assure you that it is deep and will require some work to get up and running but it can be done.
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 2 Coal)
2 Turns (+1 Turn Due to distance)
[] Establish A Fine/Pure Silver Mine:
While Digging out a Forge Hall for the hold your dawi found a tunnel leading deeper into the earth that took them far. Though the journey was long you found a massive cavern filled with seems of fine Silver, something that only your Ancestral hold of Karag Agilwutraz was able to rival, and while you do not know if it is true within your new home. It has filled the clan with much joy at having the chance to work such a metal once again.
60% chance of success
Cost: (Maintenance Cost of 2 Tools) (Production 4 Silver Ore)
2 Turns (+1 Turn Due to distance)
[] Excavate and Build a Miners Hall:
The Stone and earth hold a wealth that the hold needs to prosper, though the Hold is a great distance from the largest of deposits in the earth, thankfully a bit of work should make things easy enough especially if a hall is built so that the riches of the earth can be stored there for transport instead of having to haul it back to the hold. Of course, it should also, help with preparing for future mine expansions(Leads to be able to build lifts and also a way out of the hold without taking extra time.)
60% chance of success Cost: 6 Tools (Increases base production of active mines by +1) (Reduces build times for mines.)
1 Turn
Intrigue:
The Rangers are a group you have worked with within the past and while they lack a leader at the moment they are more than capable of leading themselves and though their numbers are few you are sure that they will do their jobs admirably. Especially now that they have a selected leader who will manage them to the best of his ability.
2 Action's Available:
[]Search out the lands to find out what is going on further away from the Mountain area:
You are in a new land filled with unknown dangers and possible allies and while the hold is not built you need to know of what is going on so that you can best prepare for the future.
60% chance of success
2 Turns
[]Hunt Animals further away from the hold:
The Clan are all trained engineers, sadly they are not farmers as you have learned, then again you never expected them to be. Thankfully the Rangers are adept hunters but there are only so many game animals around the hold area. So sending them away to distant lands to gather the hold some food should help bolster the clan's stores for a time.
75% chance of success (Chance of been Discovered) (Can Gather between 0-2 Units of food depending on the roll. (Costs 1 Tool)
1 Turn
(Will be locked after next go until threats are cleared)[] Investigate the caves in Distant valleys:
The discovery of the treasure within that troll warren has had more than one of the clan looks at the surrounding lands carefully. Be this in worry or wonder seems to vary among the clan but their feelings are of little importance when faced with both a new threat and also a new adventure that could bring riches to the hold. Have the rangers investigate what lies within the caves around the area. (1/5 Progress)
50% chance of success (Chance of being Discovered) (Might Find Something of use).
1 Turn
[] Investigate the nearby mountain area:
The area of your new home has shown that it possibly holds more mysteries than you would have thought and while learning what is in the distant valley's around the hold they are not all that is shrouded in darkness. Your home is set within a relatively large range of mountains and it is sure to hold many secrets. The rangers will need to roam the entire mountain range and look it over carefully if the clan is to know all the dangers that lie in wait around your new home but also the possible treasure that awaits.
50% chance of success (might Find Something of use).
1 Turn
[] Train the Rangers: Josef has taken command of the rangers and has requested that you give him leave so that he may train the rangers in the art's of their profession and while they have seen much, Josef is adamant that they will need harsh training so that they will not perish on the challenges to come. (Slowly Improves your advisor's skill)
60% chance of success
1 Turn
[] Pick off a few Grobi like beasts:
The Throng will have to deal with them, though their task will be far easier if the rangers are sent to pick off some of them, while slowly whittling them down and sabotaging what they can and while they live within the caves. This will be far from the first time they have done so to an urk. (Will reduce the cost of the Martial action)
60% chance of success
1 Turn
[] Try and kill a Troll or two:
Trolls are a nasty monster, this you know well and so do many of your kin, thankfully your kin are more than adept at dealing with such a foe. Especially one who seems so slow and weak and while they only come out at night it should be easy enough to kill one or two of them. Which should also, make it far easier to eliminate them. (Will reduce the cost of the Martial action)
50% chance of success
1 Turn
Learning:
2 Actions Available: (You can Double down improving the research speed)
[]Prospecting:
There is much to be found within the Earth and your clan has proven themselves adept at knowing where even the best of things are. (Possibly find 3 Deposits of Ore that you can use.)
70% chance of finding Ore
1 Turn
[]Search your Archives for Engineering blueprints:
Your Clan lived in Zhufbar for many years and many Blueprints 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 0/15)
60% chance of success (Also determines how intact it is)
1 Turn
[]Study the designs of a Grudge Thrower:
You have looked over the Blueprints of the basic Grudge Thrower and are sure that you can Improve its draw weight. (Progress 0/10)
60% chance of success
1 Turn
[]Study the Bolt Thrower design:
Having looked at the Blueprints of the Bolt Thrower and have a few ideas for some munitions, though you're not sure what yet but that will come as is the Bolt Thrower might need a little modification to fire them. (Progress 0/10)
60% chance of success
1 Turn
[]New Warrior Armour:
You do not know when you will reunite with your kin and your clan's front line is weak, but there is a way around this. Though it will likely take a few years to get everything properly designed and planned (Progress 0/8) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success
1 Turn
(Locked Off) []Research better gunpowder:
You have long coveted the knowledge on how to create High-Quality gunpowder from Zhufbar, though you are sure that it will require a great deal of effort to replicate and even more costly to research but you are sure it can be done but you will need to start somewhere. (Progress 0/8)
60% chance of success
1 Turn
[]Firearms Research:
A favoured choice of your clan the gun is a weapon that you have learned well. Though they are sadly not the best as you have seen, fellow clans 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 0/15)
60% chance of success
1 Turn
[]Better Tools:
Your clan's tools have been something renowned for their quality but like your for fathers know that they need to be improved as per tradition the question is how were you going to do that. (Progress 0/6)
60% chance of success
1 Turn
(Locked Off) []Better Explosives:
Explosives are something your clan knows intimately as they have used and made 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 some ideas. (Progress 0/8)
60% chance of success
1 Turn
[]Better Lifts:
The Clan knows how to build and maintain Lifts as any good engineer should but the ones used in Zhufbar are faster and stronger than the ones you build and are sure with a bit of experimentation that you can make some progress to reaching such great works. (Progress 0/8)
60% chance of success
1 Turn
[] How to farm Mushrooms:
To Grow something is easy you have found but to truly make something flourish requires a great deal of effort and time, or so you have discovered after the rather pathetic crop yields you have produced. Thankfully you have a few tomes around that can help guide the clan to getting it just right. Though finding out which method works the best will take time. (Progress 1/3)
50% chance of success
1 Turn
[] Old Tomes:
Old Scrolls and books were discovered among the treasures of the stinking troll cave and while you can not understand them they are bound to have knowledge within and thanks to your basic understanding of the common tongue you are sure that with a fair bit of effort you can learn what is within them. (Progress 1/2)
40% chance of success
1 Turn
Personal actions:
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 Actions and 1 Improvement Action
2 Actions
[]Spend Time with your friends:
The War against Chaos saw many of your kin and friends fall in battle but you survived and made many friends among the clan despite their age gap. Still, the duties of both a Thane and that of your friends offer little time to spend with them but you have some free time and setting up a few meetings should be more than possible.
[]Spend Time with your Family:
Your Aunt is but the last link to your pa and other families, though your time is little spending some time with her will no doubt ease your mind and heart. Plus you get to learn more about your little cousins in the process.
[] Go searching for an adventure:
The new land has your blood singing for an adventure of the unknown and while you admit that it may be dangerous you are sure that you can deal with what comes. The Question was what lay around this mountain.
[]Find A wife:
The Transition has left you in a position you had never considered until now though to be fair you were young but still, a Thane has to marry and Alrik has raised a good point still, marrying one of your clan was rarely done. Still, there are a few Kvinn yet to be married, many of them your Junior the Question was who did you marry so that you ensured that the clan would have an heir.
[]Focus some effort on a project:
Much work will be required to establish a hold but you are sure that if you lend a hand out somewhere that more can be done even if it will not be easy. (Double Down on a project that the clan is working on.)
Skills
-Diplomacy- 13 (Progress to next level is 340/1500)
-Martial- 15 (Progress to next level is 1101/1500)
-Stewardship- 18 (Progress to next level is 1101/1500)
-Intrigue- 10 (Progress to next level is 251/1500)
-Learning- 4 (Progress to next level is 184/300)
Weapon Proficiency
-Dwarf crossbow -15, (Progress to next level is 473/3000 )
-Dwarf ax and shield -4,(Progress to next level is 204/300)
-Dwarf az-4, (Progress to next level is 129/300)
-Dwarf guns – 17, (Progress to next level is 917/2000)(Main Combat weapon)
-Hammers- 14 (Progress to next level is 9/1500)
Improvement Options (1 Action Available but you can use the other actions to improve to if you want)
[]Work on your Statesmanship:
There is much to learn when dealing with dawi and umgi lord's but you can learn even if you find it rather dull and boring. (Diplomacy skill progresses) (Progress to next level is 340/1500)
[]Learn Battlefield strategies:
War never changes, set yourself to learn new strategies and techniques to lead the Throng to victory. (Martial Skill progresses)
[]Learn ways of running a hold and building:
A hold is not built in a day and it is forever expanding and growing and a Thane must be knowledgeable in its matters if he is to see his home Thrive. (Stewardship Skill progresses)
[]Practice been a sneaky Dawi:
To be unseen by the enemy requires great skill and patience and to hunt an enemy even more so, thankfully you are decent enough at it but you know you can be better. (Intrigue skill progresses)
[] Engineering Lessons:
Your clan is one of Engineers and while you admit that you are a slow learner, you do know that you learn well under someone and your training was far from complete in some areas, thankfully you have time to improve yourself. (Learning skill progresses)
[] Weapons Practice:
To Learn a Weapon takes time and that is something a dawi has ample time to take advantage of. Though it takes dedication to use a weapon you also know that a battlefield is a chaotic place and that anything can happen and training for it will prepare you. (Write in the weapon you wish to learn)
(x2 on any roll you make to weapon Improvement)
Time: 1 Turn
***
Hold Stability: 10/12
Stored Resources/Equipment (Note this is also what you have to trade with)
-Food and Ale
4 Units of Food Stored (3 Turn's Remaining) (Total Capacity of food is 6 units) (Net loss of 1 per turn)
2 Units of Ale Stored (1 Turn Remaining) (Total Capacity of ale is 8 units)(Net loss of 2 per turn)
-Raw Material
1 unit of Lumber in Storage (Net Gain of +3)(-2 From construction projects this and last turn)
4 Unit of Iron Ore (Net Gain of +5)
-Produced Items with specific uses
7 Units of Tools in Storage (-8 From Maintenance, -4 From Construction of metalsmith hall+10 Tools been produced. (Have 5 that you can use this turn)
7 Units of Weapons in Storage (Net Gain of +2)
1 Unit of Elgi like Weapons in Storage
2 Units of Armor in Storage
24 Units of Advanced Components in Storage
4 Units of Gun Cleaning Tools in Storage (-1 From Maintenance)
BlackPowder: Enough for 3 Major Battles or 24 Skirmishes
-Pure Trade Items (Can also be used in some projects for the hold)
Nothing
Warmachines in the Hold:
1 Breachloaded Canon: Enough Ammo for 2 Large Battles
Gold Within your Treasury (Not in use at the moment): 1659 Gold
Total Income: Nothing
Total Expenses: Nothing
***
The Vote will be open for 3-5 Days (Might leave it longer if it undecided at the time)
3-hour Moratorium
looks like you found some friends.
Edited by CelestialJade, Wrote by Mad0Slayer
Event Roll: 97
You sat happily off to the side of your aunt and friends talking the night away. Many of them just celebrating a new year, as a large portion of your fresh meat was used. Though as you watched the clan below you could not help but smile as things seemed to be calm and quiet, the lack of battle having soothed many an elder.
Something you were still trying to get used to, the lack of Urk or Thragoki assaults having left you slightly agitated. Looking away from the lower residences you focused back on the small gathering inside only to find Faragrim standing, a tankard in his hands while looking a little flushed. Letting out a sigh you moved towards your friend and elder knowing he only drank like this for a reason. "Faragrim, save any ale for the others and I?" You asked while guiding the elder to a seat.
He seemed to be mostly fine as he smiled at you, he tried to look composed though you could see through the mask. "I saved a few, I think." He said while trying to think about what he had done.
You grunted and let the issue slide aware that it would achieve nothing without Alric at your side. "As long as there is some, so how is the work in the forge?" You asked while looking over to the stream, it's slight trickling heard over the sound of the clan below.
He was silent for a moment making you glance at him to find him drinking some more ale. Letting out a burp he continued. "Things have been good, especially having the heat of the forge around me again. Though I would rather be making armour again than these damned tools, stealing all my time they are." He grumbled taking a large gulp of his ale before continuing onwards. "We need em, but I feel the craving to mould the metal under my tools again. Even if it is for but a week but No!, more tools are needed. Damned things are no good, won't save us from a damned grobi never mind trolls." He Grumbled again falling into silence as he downed his ale and looked at the empty cup forlornly. He looked away from it towards the Barrel looking conflicted before pouring himself another tankard.
You looked away from him as you spoke. "It won't last too long my friend, just a few more years and you will be back to how it was." You said and then grimaced at your choice of words. Thankfully nothing came of it as you looked to him only to see him gulping down more ale. "Faragrim..." You stopped as you saw the ranger approaching, glancing at your friend and then at the ranger you sighed. "Faragrim, go and get Kaz and Grumdi. I may require them." You said leaving your friend behind hoping that Alric would control him.
Moving towards the ranger, you noted that he looked tired. He spoke tiredly while gulping down some water. "My Thane, Josef has returned and brings arms of the fallen with him." His voice is tired and worried.
You felt your throat constrict. "Rest, I will meet with him and find out what has happened." You said departing quickly as your two friends shouting for you to wait.
***
You ran out into the moon light the sight of torches in the distance, your dawi carried something between them. Reachin them in a short time, you found much to your relief and confusion a large number of ancient-looking armour much of it rusted while numerous rusted shields and az's were among them.
You relaxed slightly as you tried to control your breath your heart hammering in your chest looing around you saw Josef hauling some shields with him. Letting out a huff you moved to him calmly, the loss of your kin unlikely. Though you were going to have that damned beardling on grave shift on the peak by the end of the week. There was no need to relay a message like a damned umgi. At least it was only a scare you thought. "Josef!, where did you get all of this?" You asked looking over the assorted items a strange black great sword among them.
Josef glanced towards you and seemed to sag. "found the damn things in some abandoned outpost. The damn thing was old and looks to have been abandoned for thousands of years. Good thing our ancestors built it otherwise the damned thing would have crumbled by now." He said with a grunt as he lay down one of the many shields he was carrying.
You stared at him for a moment his words rolling through your mind. "You found a place of our ancestors?" You asked your composure slipping a little at possibly finding relics of the golden age.
Josef shook his head looking just as dejected. "Nay lad, the damn place was bare, looted I think by whoever slew the defenders. There was far more armour within and the shadows thick as if something once-powerful died there. We may return but there was little of worth there. Except for that strange blade here, definitely Elgi from the magic within the damned thing." He said while turning to one of the rangers to get a report.
Though before anything more could be said a strange horn ran out within the distance. While a ranger came running down from one of the paths along the mountains. "MY Thane!, Umgi approaching the hold." He shouted out startling the rangers.
Your legs carried you without a thought towards the gatehouse and there you found many Umgi. All of them garbed in green cloak's bows at their backs. Many of them looking rather happy to have found you.
The Umgi in the lead spoke up in Westron, sounding a little rough but you understood it well enough thanks to all the work on the tomes. "Greeting's Durin's Folk, we seek refuge within your halls. While we cleanse these lands of evil" He called out the umgi seeming cheerful enough though you could tell there was a wariness within him.
Events
Forge Hall production: The Hold requires many things and the forge can only produce so much, having a set amount of needed supplies will allow the clan to see to its needs without issue. Even if you have to stop the clan from constructing things for a time.
[]How much do you want to be stored: Pretty much you guys letting me know how much you want in the hold and will allow me to shift production where it is needed without having to vote all the time. (Can be changed whenever you want.) (Also just to know what the most important is, put a 1 next to it and the least important item a 3. That way I have an order to follow if need be.)
Tools – Write in the amount you want to be stored at all times if possible
Weapons - Write in the amount you want to be stored at all times if possible
Armour - Write in the amount you want to be stored at all times if possible
Old Dwarf outpost
(Strange Black Elgi Blade)
(Ancient Dawi Armor and weapons)
9 Units of Dawi Armor (much of which can either be restored or melted for 2 Iron apiece)
12 Units of Dawi Weapons (11 of the units been unusable and can be smelted for 15 Iron Ore or kept for restoring which will take time)
[] What do you do with the old dawi armour and weapons found
-Keep them
-Smelt them
Ancient Tome's (Available for study next turn as they need some work to be preserved)
[]Dunedain Group: A group of eighty umgi has come seeking refuge within your halls. What will you do? (they will assist with Intrigue and Martial actions while also hunting.) (The Elders will question sheltering them. -2 To hold Stability if they are taken in.) (Choose 1) (The Dunedain in most of which is that they will assist you in clearing out the trolls and orcs. Giving you a +15 to those options as well as gathering food for themselves with a chance of getting more food for the hold. )
-Give them Shelter
-Turn them Away
(Interlude coming up for this)
Faction/Group Discovered: Dunedain of the North (Current Leader Arassuil, Heir: Arathorn I)
Faction Location Discovered: Blue Mountain Dwarfs
Faction Location Discovered: Bree landers
Faction Location Discovered: Elves of the Grey havens
Faction Location Discovered: Hobbiton
Diplomacy:
To speak with others be they dawi or umgi always requires a little skill and tact to ensure no wrong occurs. Of course, there is always that strange elusiveness that you never understand from none dawi but at least you can kind of pick up on it. At least it will only last till you find some other poor dawi in the clan to take up the burden of speaking with outsiders.
1 Action Available (Not much you can do at the moment)
[]Settle Disputes as they come:
The Clan is in a new land but that does not change that your kin is a prickly people and without a level-headed leader are more than likely to fight one another when things get boring. Sadly with the lack of a proper Warriors hall, this is likely to occur quite a lot, but your sure you can keep the peace if you watch over them carefully. (Keeps Hold Stability Stable)
60% chance of success
1 Turn
[]A Speech to help keep the Clans spirits up:
A New Land may be daunting but your optimistic that things will turn around especially with all the new things that can be discovered. Though you will admit that the thought of been a little lost is daunting you are sure that there will be away. (Increases Hold Stability)
60% chance of success
1 Turn
[] Find a dawi to help you talk with the clan and outsiders:
The clan has begun to grumble and despite your training, you are finding it rather agitating having to deal with them. Thankfully you have a plan you just need to find the correct dawi to take over for you and then all will be right within the hold, you might even get some peace.
60% chance of success
1 Turn
Martial:
With careful aim and deliberation will you strike at the enemies of the clan while also making sure that your kin will do all they can to be prepared.
2 Actions Available
[]Establish a training ground:
The Throng needs a location to both train the green beards and practices their skills, of course, it will have to be under the sun much to your kin's displeasure.
Dice Determine How Good it will be and it will Cost 2 Tools (Takes up 1 Space but will be removed once warrior hall is built)
1 Turn
[]Have Them Assist in the mines:
All Dawi know how to mine and while many leave the profession to pursue their craft it is a vital skill, thankfully the Throng has little to do and that will just not do, especially since it has left them a little softer than usual. Something easy enough to solve especially if they use some of that free time to help harvest some extra ore.
(Doubles the harvesting rate of mines. Write in which mine's or just say all of them.)
60% chance of success. Cost 2 Tools per Mine selected
1 Turn
[]Clear out the strange grobi like creaturs:
Josef along with several rangers have found strange grobi like monsters roaming the mountains praying upon a number of umgi and with how they fight among one another, you along with the rest of the elders agree that they are a threat. Still, it is no small number of Grobi and it will take preparation to deal with them. Still, it can be done. (Progress 0/2)
50% chance of success Will use between 1-3 units worth of gunpowder for a skirmish. (Adding the Cannon will increase the chance of success by 10%) (Canon will use a quarter of a battles worth of ammo if added in)
1 Turn
[]Clear out a Troll warren:
While scouting out the distant valley's in the area Josef came across trolls and while they are large and rather smart they seem to be rather weak and slow compared to those the clan has faced in the past. Though a Troll is a Troll and they will have to be dealt with. (Progress 0/3)
40% chance of success Will use between 2-4 units worth of gunpowder for a skirmish. Gain 1-3 Units of food (Chance to find treasure) (Adding the Cannon will increase the chance of success by 20%)(Canon will use a quarter of a battles worth of ammo if added in)
1 Turn
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.
1 Action Available, 1 Action Locked
Surface Options Space 0/4
[]Begin farming the land:
You are a clan of Engineers and have been so for a long time, sadly none of among the clan are farmers, and the required skills unknown, Thankfully you have built one or two farms so it should be easy. Of course, your not exactly sure how to grow the grain you have stored in the supply caravan. (Takes up 1 Space future Upgrades will take more) (Production is 1 Food and 1 Ale Grain)
40% chance of success Cost 4 Tools (Maintenance Cost of 1 Tool)
1 Turn
[] Set up a Logging Operation:
The Grove of trees below the hold and in another valley looks large and strong enough to use as a construction material and you are sure that it can be used as a steady source of lumber though the work will be hard and gain little as much of it will have to be hauled up to the Hold(Production of 2 Lumber)
60% chance of success Cost 2 Tools (Maintenance Cost of 1 Tool)
1 Turn
[] Grow A Grove of trees in the Valley:
The Hold needs a steady supply of lumber and the distance between the logging operation far and dawi-power limited, so having a grove within the valley should help speed up production. Though it will take many years before any of them will be ready for harvesting. (Takes up 2 Space)
50% chance of success
3 Turns
[] Hunting Lodges:
The Clan has lived within the mountains for two years now and the Rangers have noted the patterns of the animals in the area and know how to hunt them effectively. Of Course, hunting them is difficult with the Hold being so far away and something is needed to store the carcasses of the animals so that they can be gathered by members of the clan.
60% chance of success Cost 2 Tools, 2 Lumber (Produces +1 Unit of food) (Increased chance of the hold been detected)
1 Turn
Hold Options
[] Build a Hold Entrance:
The Clan lives within a Cavern and while it is a good place to begin the Hold will need a proper gate to be carved and built so that any foe that tries to harm the Clan will find more trouble than they think as a Strong Gate and Towers will bar their way.
60% chance of success Cost: 4 Tools and 2 Lumber, 2 Basalt
1 Turn
[] Excavate and build The Hall of the Ancestor Gods:
A place to worships the Ancestor gods are needed and while the Clan will last without a hall to honour them for a time, there is something wrong about not having them with you.
60% chance of success Cost: Cost 5 Tools 2 Lumber
2 Turns
[] Expand the Mushroom Farm:
The growing hall within your hold is decent enough and while you are no farmers, it will be easy enough to expand the space used to grow the mushrooms easily. Though you are sure that any further improvements will have to be thought out carefully as while you have information your clan sadly lacks the knowledge to truly have the growing hall flourish.
60% chance of success
Cost: 3 Tools (Improves base production of food to 1 unit)
1 Turn
[] Excavate a Warrior Hall:
The Throng requires a hall that will allow them to train amongst one another whilst also settling the minor grudges that occur among the clan. Thankfully there is plenty of space for the clan to expand. (Unlocks additional options and Reckoners Hall)
60% chance of success Cost: 3 Tools 4 Lumber (Maintenance Cost of 2 Lumber and 1 Weapon unit)
1 Turns
[] Excavate A Craftsman District:
Many of your Clan are Craftsmen of different fields and require many different tools and infrastructure to properly work their craft. Having the clan work hard will see much of what is needed to be built for them done and the hold will prosper for it.
60% chance of success Cost: 5 Tools 6 Lumber (Maintenance Cost of 3 Tools) (Production is Pottery, Glass, Medicine, Jewelry, Simple Art) (You lack material for Jewelry and more advanced arts)
2 Turns
[] Excavate a Brewery:
A Dawi needs Ale and a Hold needs a lot of it to keep running and dawi from going all strange, Thankfully all dawi clans know how to produce Ale even if it is not the best, of course as Engineers you like yours a little stronger and know what you're doing. So building a Brewery should be easy enough. (note 1 Brew grain makes 2 Ale)
60% chance of success Cost: 4 Tools (Maintenance Cost of 2 Brew Grain)(Produces 4 Ale)
2 Turns
[x] Excavate and build a Metal Smith Hall:
The Clans roots are in those of working metal and making the day-to-day items that many a dawi and umgi would use, Your clan's skill at working metal is only paralleled by your fellow dawi and even some of them fall short of your standards. Still to ply metal to your will and standard requires a dedicated hall with specifically built facilities and tools so that your clan can work in peace.
70% chance of success Cost: 8 Tools (Maintenance Cost of 2 Iron Ore)(Produces 8 Tools and increases the quality of your Ingots used to Decent Quality) (Produces Ammo for breach-loaded Cannons. Will have to vote on how much you keep stored as it costs 3 iron ore to make a single large battle's worth of ammunition)
2 Turns remaining (Locked in)
[] Excavate and build an Engineers Hall:
(Gain 1 Extra action to Learning but it must be related to engineering)
60% chance of success Cost: 8 Tools (Maintenance Cost of 3 Tools) (Produces 2 Units of gun Cleaning tools and will maintain 1 Artillery Piece) (Allows production of Simple Artillery)
2 Turns
Mines: 1/3 Capacity (You can close running mines to open up others)
[] Establish a Quarry:
The Area around the new hold has shown that much of the Stone is made out of Basalt with trace amounts of Limestone. Though it
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 5 Basalt) (Will reduce as you build other mines)
1 Turn
[] Establish A Coal Mine:
While Digging out a Forge Hall for the hold your dawi found a tunnel leading deeper into the earth that took them far. Though you did not personally journey down the tunnel your kin assure you that it is deep and will require some work to get up and running but it can be done.
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 2 Coal)
2 Turns (+1 Turn Due to distance)
[] Establish A Fine/Pure Silver Mine:
While Digging out a Forge Hall for the hold your dawi found a tunnel leading deeper into the earth that took them far. Though the journey was long you found a massive cavern filled with seems of fine Silver, something that only your Ancestral hold of Karag Agilwutraz was able to rival, and while you do not know if it is true within your new home. It has filled the clan with much joy at having the chance to work such a metal once again.
60% chance of success
Cost: (Maintenance Cost of 2 Tools) (Production 4 Silver Ore)
2 Turns (+1 Turn Due to distance)
[] Excavate and Build a Miners Hall:
The Stone and earth hold a wealth that the hold needs to prosper, though the Hold is a great distance from the largest of deposits in the earth, thankfully a bit of work should make things easy enough especially if a hall is built so that the riches of the earth can be stored there for transport instead of having to haul it back to the hold. Of course, it should also, help with preparing for future mine expansions(Leads to be able to build lifts and also a way out of the hold without taking extra time.)
60% chance of success Cost: 6 Tools (Increases base production of active mines by +1) (Reduces build times for mines.)
1 Turn
Intrigue:
The Rangers are a group you have worked with within the past and while they lack a leader at the moment they are more than capable of leading themselves and though their numbers are few you are sure that they will do their jobs admirably. Especially now that they have a selected leader who will manage them to the best of his ability.
2 Action's Available:
[]Search out the lands to find out what is going on further away from the Mountain area:
You are in a new land filled with unknown dangers and possible allies and while the hold is not built you need to know of what is going on so that you can best prepare for the future.
60% chance of success
2 Turns
[]Hunt Animals further away from the hold:
The Clan are all trained engineers, sadly they are not farmers as you have learned, then again you never expected them to be. Thankfully the Rangers are adept hunters but there are only so many game animals around the hold area. So sending them away to distant lands to gather the hold some food should help bolster the clan's stores for a time.
75% chance of success (Chance of been Discovered) (Can Gather between 0-2 Units of food depending on the roll. (Costs 1 Tool)
1 Turn
(Will be locked after next go until threats are cleared)[] Investigate the caves in Distant valleys:
The discovery of the treasure within that troll warren has had more than one of the clan looks at the surrounding lands carefully. Be this in worry or wonder seems to vary among the clan but their feelings are of little importance when faced with both a new threat and also a new adventure that could bring riches to the hold. Have the rangers investigate what lies within the caves around the area. (1/5 Progress)
50% chance of success (Chance of being Discovered) (Might Find Something of use).
1 Turn
[] Investigate the nearby mountain area:
The area of your new home has shown that it possibly holds more mysteries than you would have thought and while learning what is in the distant valley's around the hold they are not all that is shrouded in darkness. Your home is set within a relatively large range of mountains and it is sure to hold many secrets. The rangers will need to roam the entire mountain range and look it over carefully if the clan is to know all the dangers that lie in wait around your new home but also the possible treasure that awaits.
50% chance of success (might Find Something of use).
1 Turn
[] Train the Rangers: Josef has taken command of the rangers and has requested that you give him leave so that he may train the rangers in the art's of their profession and while they have seen much, Josef is adamant that they will need harsh training so that they will not perish on the challenges to come. (Slowly Improves your advisor's skill)
60% chance of success
1 Turn
[] Pick off a few Grobi like beasts:
The Throng will have to deal with them, though their task will be far easier if the rangers are sent to pick off some of them, while slowly whittling them down and sabotaging what they can and while they live within the caves. This will be far from the first time they have done so to an urk. (Will reduce the cost of the Martial action)
60% chance of success
1 Turn
[] Try and kill a Troll or two:
Trolls are a nasty monster, this you know well and so do many of your kin, thankfully your kin are more than adept at dealing with such a foe. Especially one who seems so slow and weak and while they only come out at night it should be easy enough to kill one or two of them. Which should also, make it far easier to eliminate them. (Will reduce the cost of the Martial action)
50% chance of success
1 Turn
Learning:
2 Actions Available: (You can Double down improving the research speed)
[]Prospecting:
There is much to be found within the Earth and your clan has proven themselves adept at knowing where even the best of things are. (Possibly find 3 Deposits of Ore that you can use.)
70% chance of finding Ore
1 Turn
[]Search your Archives for Engineering blueprints:
Your Clan lived in Zhufbar for many years and many Blueprints 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 0/15)
60% chance of success (Also determines how intact it is)
1 Turn
[]Study the designs of a Grudge Thrower:
You have looked over the Blueprints of the basic Grudge Thrower and are sure that you can Improve its draw weight. (Progress 0/10)
60% chance of success
1 Turn
[]Study the Bolt Thrower design:
Having looked at the Blueprints of the Bolt Thrower and have a few ideas for some munitions, though you're not sure what yet but that will come as is the Bolt Thrower might need a little modification to fire them. (Progress 0/10)
60% chance of success
1 Turn
[]New Warrior Armour:
You do not know when you will reunite with your kin and your clan's front line is weak, but there is a way around this. Though it will likely take a few years to get everything properly designed and planned (Progress 0/8) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success
1 Turn
(Locked Off) []Research better gunpowder:
You have long coveted the knowledge on how to create High-Quality gunpowder from Zhufbar, though you are sure that it will require a great deal of effort to replicate and even more costly to research but you are sure it can be done but you will need to start somewhere. (Progress 0/8)
60% chance of success
1 Turn
[]Firearms Research:
A favoured choice of your clan the gun is a weapon that you have learned well. Though they are sadly not the best as you have seen, fellow clans 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 0/15)
60% chance of success
1 Turn
[]Better Tools:
Your clan's tools have been something renowned for their quality but like your for fathers know that they need to be improved as per tradition the question is how were you going to do that. (Progress 0/6)
60% chance of success
1 Turn
(Locked Off) []Better Explosives:
Explosives are something your clan knows intimately as they have used and made 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 some ideas. (Progress 0/8)
60% chance of success
1 Turn
[]Better Lifts:
The Clan knows how to build and maintain Lifts as any good engineer should but the ones used in Zhufbar are faster and stronger than the ones you build and are sure with a bit of experimentation that you can make some progress to reaching such great works. (Progress 0/8)
60% chance of success
1 Turn
[] How to farm Mushrooms:
To Grow something is easy you have found but to truly make something flourish requires a great deal of effort and time, or so you have discovered after the rather pathetic crop yields you have produced. Thankfully you have a few tomes around that can help guide the clan to getting it just right. Though finding out which method works the best will take time. (Progress 1/3)
50% chance of success
1 Turn
[] Old Tomes:
Old Scrolls and books were discovered among the treasures of the stinking troll cave and while you can not understand them they are bound to have knowledge within and thanks to your basic understanding of the common tongue you are sure that with a fair bit of effort you can learn what is within them. (Progress 1/2)
40% chance of success
1 Turn
Personal actions:
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 Actions and 1 Improvement Action
2 Actions
[]Spend Time with your friends:
The War against Chaos saw many of your kin and friends fall in battle but you survived and made many friends among the clan despite their age gap. Still, the duties of both a Thane and that of your friends offer little time to spend with them but you have some free time and setting up a few meetings should be more than possible.
[]Spend Time with your Family:
Your Aunt is but the last link to your pa and other families, though your time is little spending some time with her will no doubt ease your mind and heart. Plus you get to learn more about your little cousins in the process.
[] Go searching for an adventure:
The new land has your blood singing for an adventure of the unknown and while you admit that it may be dangerous you are sure that you can deal with what comes. The Question was what lay around this mountain.
[]Find A wife:
The Transition has left you in a position you had never considered until now though to be fair you were young but still, a Thane has to marry and Alrik has raised a good point still, marrying one of your clan was rarely done. Still, there are a few Kvinn yet to be married, many of them your Junior the Question was who did you marry so that you ensured that the clan would have an heir.
[]Focus some effort on a project:
Much work will be required to establish a hold but you are sure that if you lend a hand out somewhere that more can be done even if it will not be easy. (Double Down on a project that the clan is working on.)
Skills
-Diplomacy- 13 (Progress to next level is 340/1500)
-Martial- 15 (Progress to next level is 1101/1500)
-Stewardship- 18 (Progress to next level is 1101/1500)
-Intrigue- 10 (Progress to next level is 251/1500)
-Learning- 4 (Progress to next level is 184/300)
Weapon Proficiency
-Dwarf crossbow -15, (Progress to next level is 473/3000 )
-Dwarf ax and shield -4,(Progress to next level is 204/300)
-Dwarf az-4, (Progress to next level is 129/300)
-Dwarf guns – 17, (Progress to next level is 917/2000)(Main Combat weapon)
-Hammers- 14 (Progress to next level is 9/1500)
Improvement Options (1 Action Available but you can use the other actions to improve to if you want)
[]Work on your Statesmanship:
There is much to learn when dealing with dawi and umgi lord's but you can learn even if you find it rather dull and boring. (Diplomacy skill progresses) (Progress to next level is 340/1500)
[]Learn Battlefield strategies:
War never changes, set yourself to learn new strategies and techniques to lead the Throng to victory. (Martial Skill progresses)
[]Learn ways of running a hold and building:
A hold is not built in a day and it is forever expanding and growing and a Thane must be knowledgeable in its matters if he is to see his home Thrive. (Stewardship Skill progresses)
[]Practice been a sneaky Dawi:
To be unseen by the enemy requires great skill and patience and to hunt an enemy even more so, thankfully you are decent enough at it but you know you can be better. (Intrigue skill progresses)
[] Engineering Lessons:
Your clan is one of Engineers and while you admit that you are a slow learner, you do know that you learn well under someone and your training was far from complete in some areas, thankfully you have time to improve yourself. (Learning skill progresses)
[] Weapons Practice:
To Learn a Weapon takes time and that is something a dawi has ample time to take advantage of. Though it takes dedication to use a weapon you also know that a battlefield is a chaotic place and that anything can happen and training for it will prepare you. (Write in the weapon you wish to learn)
(x2 on any roll you make to weapon Improvement)
Time: 1 Turn
***
Hold Stability: 10/12
Stored Resources/Equipment (Note this is also what you have to trade with)
-Food and Ale
4 Units of Food Stored (3 Turn's Remaining) (Total Capacity of food is 6 units) (Net loss of 1 per turn)
2 Units of Ale Stored (1 Turn Remaining) (Total Capacity of ale is 8 units)(Net loss of 2 per turn)
-Raw Material
1 unit of Lumber in Storage (Net Gain of +3)(-2 From construction projects this and last turn)
4 Unit of Iron Ore (Net Gain of +5)
-Produced Items with specific uses
7 Units of Tools in Storage (-8 From Maintenance, -4 From Construction of metalsmith hall+10 Tools been produced. (Have 5 that you can use this turn)
7 Units of Weapons in Storage (Net Gain of +2)
1 Unit of Elgi like Weapons in Storage
2 Units of Armor in Storage
24 Units of Advanced Components in Storage
4 Units of Gun Cleaning Tools in Storage (-1 From Maintenance)
BlackPowder: Enough for 3 Major Battles or 24 Skirmishes
-Pure Trade Items (Can also be used in some projects for the hold)
Nothing
Warmachines in the Hold:
1 Breachloaded Canon: Enough Ammo for 2 Large Battles
Gold Within your Treasury (Not in use at the moment): 1659 Gold
Total Income: Nothing
Total Expenses: Nothing
***
The Vote will be open for 3-5 Days (Might leave it longer if it undecided at the time)
3-hour Moratorium
If you're wondering what that black blade is then it's Anguirel, though how it got to the dwarf outpost is something that can be discovered in the tome's that were also found. Since as far as I am aware there was no mention of it after the fall of Gondolin. (So I just gonna make a story for it. Also, I rather think it will make things interesting.
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