Rings and Grudges (A LOTR/Warhammer Fantasy Crossover)

Bunkering down and building only force projection assets in a sub marine fleet and an Air Force is very enticing given our manpower issue and size of the middle earth. But we would need to deal with the blue mountain orcs first.
 
Turn 18 Results
Turn 18 Results

Ered Luin Dwarfs finding you: 23+10(Shared mining rights)+25(Very Well known)+15(King of Karak-Lhune)+35(Word has spread)= 108 (2200 additional khazad arrive over the normal 600= 2800 khazad arrived (another 800 arrived at Buzra-dum and 700 went to Grimbaraz Hold and 800 went to Dokvarr and 400 to Byrn) (+2000 Broadbeam khazad Arrive, +800 Firebeards arrive) (You Can currently establish 1 to 2 more Vassal holds with current pop and new refugees) Remaining Khazad in the blue mountains outside your known holds 7208-2800-2700(other holds)= 1708+(0,5% growth)= 1717 outside the hold.

Auto Prospecting roll: 44+25=69

1d3: =3 (3 Additional veins found, not exactly a good thing)a

1d13: = 4,8,3,2 (What you landed on those rolls: Limestone, 2 Hostile caves, Chalcopyrite (copper and sulphur) (Bad Caves: Troll Cave, and hard to fortify chasm cave in your mines)

Size: 41 (40 years) or 8 turns for each

Master Engineer Hall Roll: 67+25=92 (Hall Built: Gyrocraft Hanger +12 Aircraft space, production of Gyrocopters and light Thunderbarges no longer suffer debuffs to maintenance.) (First aircraft built by your clan gains the trait. Master Craft Hall also has a chance to produce a mastercraft aircraft)

Letting out a humm you could only glare at the war table, the grobi were coming and if the ranger's had anything to say it would be soon despite their efforts. Sipping your ale you fiddled with a token meant to represent the umgi horse lords and wondered if they would be any use.

Their skill was not in doubt, the ranger's were adamant that they could fight but you were unsure if they had the grit and loyalty for the fighting. It wouldn't surprise you if they left with how umgi could be especially with those only loyal to coin or distant lordlings.

Placing the token down you called for a runner, you'd have to send a few messengers to your cousins anyway, though you were unsure if diverting them would be worth it. At least the Engineers and clan had done well in entrenching the hold for the coming battle.

Diplomacy: Mordin Mildbrow +19

Traits

Charismatic:
This dawi is uncannily good at winning over anyone to his side, even non-dawi which is something to be appreciated. (Doubles relations gained from diplomacy actions)



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



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



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



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



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

Diplomacy: 2 Actions
[X] Improve relations with your Fellow Dwarven kin:
While there are few holds within the lands that your fellow kin call home they do exist and while not as large or great as the Karaz Ankor it would be best if relations with them did not turn sour, even if they are not the best they are still dwarfs and in your diminished stats, not that you'll admit such a thing it would be better if you at least managed to maintain strong ties with the few that remain.
--[X] Kingdom of the Grey Mountains 30% chance for success (Current Relations with them 3/10)

Rolled: 87+19+25+10=141

-[X] Establish a Trade deal with foreign powers:
--[X] Gundabad

Rolled: 43+19+25+10(Synergy)=98 (Trade deal in your favor)

(Rolled into one thing due to synergy)

Mordin bowed respectfully to the young prince, the lad looking at ease as his guards eyed him warily. The deal struck had been a good one and while Balin seemed to be a touch put out he'd mostly been mollified with a rotation of the clan's warriors and a promise of war machines to help fortify their newly reclaimed hold.

Something that was in great demand if some of his jaunts into the hold had shown him, it was an adequate fort if what he'd seen and the people somewhat resolute but their industry was in shambles, much of their skilled craftsman unable to work without the umgi of dale to support them.

A foolish thing in his opinion but he'd managed to organise what they would need, though he'd pressed just how vital it was that they started growing their own crops and local forests if only so that they could be self sufficient.

Though as he stared at his assembled party he wondered why it was he'd been dragged into assembling another minor council of Khazad to help their young prince, as it stood he'd probably have to start writing treaties and outlines on how to do this thing by themselves if only to resolve the headache he had to deal with all the Khazad. He just hoped he wouldn't have to settle the guilds for them with how some things were shaping up under the direction of Prince Thorin and Balin.



Embassy's established within eachother's holds. (Unified Dwarf actions Unlocked early)

+3 To relations (Lucky for you guys)

(Garrisons Established)

Gundabad

Gotrisson (Cousin gain's control of it due to prior connections)

20 Dawi Warriors

20 Thunderers



Karak Lhune

160 Erebor Infantry

80 Kings Shields (Spear and shield)

Trade deal Established worth 2800 Gold

Martial: Falstad Deadeye +20 (younger Dawi and skilled in ambush warfare and trainer (Combat Training is x6 and is an Average class hero))

[x] Wargames:

The Throng requires both a strong leader and one that can adapt to a variety of situations. The battlefield is often a place of chaos and confusion. Something that has sent many armies into disarray. But you are dawi and will seldom let this happen, though to ensure this

(Will progress your Martial skill.)

(Dice roll to see progress)

1 Turn

Rolled: 82+19+25=126 x4=504

Gotri 82+19+25=126 Vs Arathorn 84+15=99

Clan Silverhammer Throng VS everyone else in the Alliance

76+20+25=121 Vs 20+15 (Uvor One Eyed)+10(Cohesion buff)=45 (It wasn't even a fight)

Shaking your head as your throng moped up the last of the Khazad formations under the mid day sun, you could only rub your hands together, Falstad owed you an ale for thinking the umgi would spot the throng.

Letting out a huff you sipped on some old world ale, it would be some time before your allies managed to reorganise themselves for the coming feast. Not that they would be all that cheerful with their results but they had fought well. Better than could be expected in an ambush springing up from the very ground they walked.

You'd even admit that they had fallen into near seamless cohesion as they fought in adhoc formations to fight you off. Not that it saved them under the onslaught of your holds warriors. It was rather anti-climatic really and the longbeards would no doubt grumble at not having to face the elgi again but you'd consider it a win for now.

Max Cohesion reached. (Casualties for all Blue mountain aligned armies reduced by 25% and will not suffer any debuff in offensive actions and +5 to attack rolls in offensive stance)



[X] Fortify the Mountains around the hold Further: 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 5 forts) (Current number of locations for forts amount to 12 within your direct area (Check map)) (7 out of 12 possible forts built) (this will enclose the surrounding mountains with your forts)

60% chance of success Cost 2600 Gold

1 Turn

Rolled: 34+18+25=77

Falstad smoked on his pipe, the hobbit herb's burning nicely he thaught as he stared over the mountain atop the highest fort within the clan's domain. It was honestly the smallest of the lot but it's importance in his eyes was far greater, it had clear enough site lines that should a fort be besieged the signal flares could be seen in times of need while also covering one of the few minor passes that lead directly to the hold.

Not that anything outside of a few stragglers could make it to the fort itself, that was unless the outer forts were taken but that's why plans were made, the grobi wouldn't take this place and as far as he was concerned the Throng was more than ready to face the coming threat. He just hoped that the drakes wouldn't prove him wrong.

Stewardship: +18 (Advisor Alrik)



-[X] 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

Rolled: 10+18+25=53

Alrik took a gulp of ale to parch his throat as he surveyed the latest work done by his guild with a critical eye, he'd have to give the clan's engineers a reward, their actions had allowed for the completion of the latest defences, it was solid and while the walls had gained some height it wouldn't really stop a determined enemy.

Still two was always better than one, he just prayed to the Ancestors that these walls would never be tested with how many other fortifications were built but he'd still draw up a few more plans for this section, it was better to be prepared should Gotri need it and a few more traps couldn't hurt though with all the traffic they would need some careful implementation.

(Valley defences upgraded)

[X] Expand the Underground Fortress facing the Grobi: The Grobi of the depths are an ever present threat, though they are mostly unaware of our presence they could either breach our mines or flood the mountains surface with the only entrance left, set the holds masons and architects to work on fortifying if further for the safety of our allies and the hold. (Adds two additional walls and traps to the Melkor fort facing the grobi)

50% Chance of success

Cost's 2000 Gold

1 Turn

Rolled: 88+18+25=131

Watching as the Grobi ran from the fort Alrik could only give out a contemplative humm before glancing towards his youngest apprentice and giving him a nod. "It'll do lad though a bit tight on the spacing of your traps but I'll let it stand, though I'll need to inspect the control scheme just so no accidents occur." He said not admitting that it was rather ingenious in some ways.

Not that he would mention that to the lad, couldn't have him get to big a head and while the additional traps, ditch and even some rather nice Barbican's for each wall. The Grobi would pay dearly to try and assault it though not nearly enough, especially if the drakes came despite everything done to ensure that the gates would hold. It would be a coin flip if everything they'd added would only stall them.

He just hoped that all their work would hold for their was no doubt in his mind that they would come this way, mostly because they knew of it though they might use another route he doubted it, their aversion to sunlight would ensure that.

(Melkor Fort upgraded with reinforced walls and additional portcullis and traps)

(Total number of Gates: 3 Total number of Portcullis's: 5)

[X] 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 Standard 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

Rolled: 41+18+25=84

Snorri polished off the last of the crane while praying to Morgrim for gifting the king the foresight to at long last grant his guilds needs, the new machinery and by all rights hall that it sat in was well hidden and would be hard to spot at the best of times. Made all the more harder now that it was sealed within the mountain the only access a hidden elevator that none save the clan knew how to operate.

It was a boon and even a better place to build submarines now that only those trained in the engineering art were allowed access outside of their crews, a bigger relief than he'd like to admit with how many of them seemed to want to get themselves killed with all their accidents.

Though as he gazed at the now properly built and furnished hall he could not help but be glad for it, the machinery within enough that they would no longer have to trek back to the hold for newer parts or even fabricating the needed components. Well most of them except the most advanced and while it would probably be awhile he looked forward to all the empty berths being filled with great works.

(Submarine headquarters built)

[x] 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

Rolled: 82+18+25=125

Looking over the map within the council chambers you could not help but wonder just who was put in charge of this project because it was surely not a traditionalist, oh their was work that you could see that had been from older more ancient holds but the sheer amount of ridicules if not out right insane fortifications and improvements made could only mean the radicals were at it again.

Not that you could grumble or complain at what had been done, the most notable being all the forts and towers now within each hall, their entrance's only accessible through hidden passage ways or kill boxes. The Traps were also nothing to scoff at if what you were reading was right and with how it all inter-mixed the grobi would pay a hefty price to just threaten never mind hurt any of your subjects.

Though you'd have to speak with a few of the clan and inspect just how all these traps were activated, if only for the sanctity of your own mind with how some of them were so damn dangerous.

(Hall's fortified excessively now, each holding multiple forts or towers along with a plethora of supporting traps. Any fights within your hold will give you a decisive manuvering advantage due to hidden tunnels and fortifications also civilians within the hold are no longer at risk unless the Throng is defeated.)

[x] 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.

-Foambear (Not Built) (Basic Maintenance and Naval Learning) (Cost's 2000 Gold) (will eventually start building monitors and gun boats for the hold)

1 Turn

Rolled: 69+18+25=112

Watching as the Khazad of clan Foambear trickled into the new hall you could not help but wonder if this was a good idea. The guild would of course be happy to spread it's more fundamental knowledge with them but you could not help but think that it was a risk.

It wasn't that you didn't trust your kin and subjects to maintain the secretes from the umgi but you couldn't imagine the Khazad spending a third of their life just learning the basic's of such an important trade. Though while they would likely never be master's of the trade you supposed it would have to do you just hoped no shoddy work would result from it.

(Khazad Naval-Engineering Guild support established Khazad engineers will show up some point in the future and sooner than planned)

[x] 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

Rolled: 47+18+25=90

The sound of hissing steel emanated from the depths of the hold, the red hue cast from the expansions to the smith's hall easy to see. Many were even avoiding it from the sheer heat released through the doors.

Only the most experienced and hardy of your clan able to handle the temperature's. All the while cart after cart could be seen been lead into the hall. It would no doubt be a hard task to feed such a hungry foundry but your distant kinsman were if nothing else determined to meet the demand and in turn it would no doubt boost your hold's reputation.

You just hoped the umgi would know how to work such high quality steel and not let it go to waste. Though knowing them, you wouldn't be surprised if they managed to fail at it even with the blessing of a longer than average umgi life.

Master Engineers: Master-Craft Small Aircraft Hanger (Your getting a headstart) (made use of Stone Mason Hall)

Standing below the highest peak of the Mountain, Master Engineer Gunnar could not help but marvel at how far the clan had come. True the Hanger built by his fellow guild members was no ancient wonder but the genuine lack of threats had let them reach a point he'd honestly not thought he would see at least for a few decades more.

Stranger still was that so many of his fellow elders were still alive, a few had fallen true but he'd expected their to only be a handful after all the fighting. Not that he was going to complain since it had allowed his fellow Master Engineers to cooperate with one another to ensure the knowledge of the clan did not dwindle.

Even better was that they had managed to pull together enough resources to at least get the basic for each of their chosen fields built, a bit of a struggle but all the trade had made them wealthy and now with trade open with their distant kin. It would only grow and was honestly the main reason they had backed this project.

Not that he'd ever get into a gyro-copter or if Ancestors bid a Thunder Barge but the chance to travel quickly to their allies would be a welcome addition to the hold. Though as he watched the elevator bring up the last of the equipment he grinned. It seemed they were ready to call their job done.

(Has a ability to produce Master Craft Gyro-Copters and Gyro-Bombers) (Due to lack of advanced components hall, you are unable to build thunder barges from it just yet.)

(Capacity increased to 4 Wings of Aircraft or 2 small Thunder barge's)

Intrigue: Skill of Hokul +15 (+10 To opening combat Rolls and ambush rolls) (Debuff removed from next turn)

[X] Antagonise two major warbands to face one another in combat:
The Larger grobi warbands are a threat but like all of their ilk, they are prone to violence it should be easy enough to spark a few major battles to weaken them, though it will be far from easy it will no doubt reduce their numbers.

Contested dice against each of them slightly easier to do though

1 Turn

Grobi scouts Vs Dawi Rangers

45+13=58 Vs 97+15+25=137

(Critical Success.)

[X] Attempt to thin the Cult of Glaurang's warband: The Grobi and drake will march at some point, dispatch the rangers of the hold to try and pick as many of them off as possible. (reduces size of the faction.)

Rolles

Grobi Patrols Vs Dawi Rangers

7+14=21 Vs 54+15+25+10(Omake)=104 (Critical success)

The ground shook beneath Hokuls feet as fire engulfed the caverns below him. The sheer amount of dead was something he would treasure and thank the ancestors for the rest of time. The enemies of the clan littered the floor and while this was indeed a large clash it was by far one of the smaller ones.

Though he conceded as he watched the drakes set ablaze yet more grobi, the differing warbands had been bled badly over the last few years. It had taken a lot of effort and a fair bit of cunning but he and his fellow rangers had pulled out all the stops.

It had been easy at first to fan the flames of war as it always was when the grobi lacked a fight. A few patrols taken out and even a few meetings taken apart, it had sparked the needed aggression and they had guided it. Though while the grobi had fought resuming their obvious age old feud, it was the holds rangers that had tipped the balance.

Strongpoints were assaulted or poisoned the grobi none the wiser to their presence and were wiped out, it had taken a bit more effort to ensure the fortifications could not be used but ensuring a few fight's occurred near them always provided enough cover to do what was needed.

Though it was by far the Engineer's guild along with the clan's younger ranger's who had gotten far to enterprising as they started using explosives and all other sorts of devices to wreck havoc amongst the grobi in inventive ways. The elder Ranger's only seeming to jump on the idea as they started collapsing bridges and tunnels atop them to show the beardlings how it should be done.

In the end it had accumulated into a hefty amount of dead, though far fewer drakes had died than he would have liked. Their task was successful he just preyed that it would be enough to stall them.

Melkorian Krown losses: 49 000 Orcs

Black Hand of Melkor Losses: 72 000 Orcs

Cult of Glaurang Warband Losses: 39 000 Orcs 12 Winged Drakes 14 Wingless Drakes 2 Large Wingless Drakes 90 Newborn Drakes

7th​ and 5th​ minor factions Wiped out


Stopping Cult of Glaurang Diplomats:

Rangers Vs Grobi

74+15+25+20=134 Vs 26+13=39 (Failed hard)

Learning Actions: +19 Burlok the Master Engineer

[X] Study the Bolt Thrower design: (Conservative Leaning Technology)

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 2/5) (Cost's 500 Gold)

60% chance of success

1 Turn

Rolls: 34+19+25=78

Rolls: 24+19+25=68

Rolls: 44+19+25=88

Rolls: 82+19+25=126

Rolls: 3+19+25=47

Rolls: 29+19+25=73

Rolls: 33+19+25=77

Rolls: 69+19+25=113

Rolls: 91+19+25=135

Burlock shook his head and marked the Bolt Thrower model as defective if innovative idea, it would have to be scrapped but it spoke well of the clan's youngest learning engineers that they could come up with this. Especially as it finally showed that they could actually show some ancestors be damned restraint.

At least the Bolt thrower would only need slight modification now. though their were some ideas for their munitions that just couldn't understand why it was tested and proposed, they were in theory a terrible idea but the guilds more radical members had already started figuring out ways to make some of them more stable.

It would be a lengthy progress but at least those were a ways off and as it stood the new types of bolts would be an excellent addition to the Throng should they ever be needed.

(Guild reduced to a neutral leaning now though with minor radical elements.)



Personal: +7 to Improvement actions

[X] 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)

Rolled: 46+25=71

Letting out a hum gave a nod as the last of the young ranger's stumbled into camp. "I suppose I shouldn't have expected much from you lot, barely even managed to get back to camp though I suppose you made, if only barely." Stretching you scarched your chin. "I think I'll have Uvor run you through a few more drills and you'll be adequate for such green rangers.

Hearing them groan brought a smile to your face, if only cause they had proven decent and while they had managed to do well enough the world was not as harsh as your old one. Ancestors at least half these younger rangers would never have survived half a decade, few survived the old world but some time training had seen to fixing some of their shortcomings. It wouldn't solve their lack of experience but at least they no longer made some of the more Rookie mistakes, it was shame your clan's core of rangers were so depleted that your elders could not impart more knowledge on them before they were let loose but they were learning and experience would eventually solve most of your issues.

Watching them trudge further into camp you could only hope that they would survive the coming battles.



[X] Spend time with your friends and family within the hold: Rolled: 37+25=62

A fire roared in the corner as your family talked amongst one another your cousins actually around for once as you could see your eldest son badgering them for tales of their journeys. Not That Garik had many but he'd joined the ranger's in the last decade and he had seen far more combat than any other's of his fellow generation.

Chuckling you turned back to your spit, a tiny figure darted around the vast boar that spun over it. The horned pig was a nasty brute, large enough to be an urks pet, and a magnificent hunt. While it had been a pain hauling it back to the hold (your guards having their own to deal with), the smell filling your nostrils made it certainly worth it. Already little Groa, helped around by auntie, were seasoning it up. Perhaps a touch too much judging from what was crusting its
hind, but with this enthusiasm you were sure she'd make an
excellent cook in time, though as you went about your day enjoying a simple day you wondered where the hell the years had gone, already near two decades had passed since the birth of your twins and it seemed to be slipping even quicker. Still things were good especially since you'd patched things with Idun but it was still far from ideal in your opinion but you'd take what you could get with the coming trials.

You grabbed an Ale, thinking it was about time to drag her other half in. Sure supper was a good 3 hours off, but it would be good for your youngest son to be away from his workshop. Ancestors, your little engineer was beginning to become a bigger recluse than you had been, and you were a ranger!

Training Actions:

[X] 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

Rolled: 44+7+25=76 x7 x2,5=1330 Points of Progress Skill Increased

Was for Dwarf Rifles – 17, (Progress to next level is 1167/2000) (Main Combat weapon)

Now for Dwarf Rifles – 18, (Progress to next level is 497/2000) (Main Combat weapon)



Naval Actions:

-[X] 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. (No longer requires a Martial action) (Quest Chain lost, once done you gain the wealth and khazad within) (If you navy grows large enough this quest chain auto completes. Though you might lose out on the goodies their if you take too long)
1 Turn
65% Chance of Success

Rolled: 10+20(Martial action)+25=55

Keeping a careful eye on the container holding many of the recovered Khazad, Snorri wondered just what had happened within that damned hall since their last visit, though what ever it was had made them rather jumpy.

It had not even taken much to coax them out of the hall along with their large bug mounts, many of them had seemed even glad to board the modified rescue pods despite how cramped it was. Letting out a huff he stowed such thoughts and focused on guiding the ship to dock, he'd speak with them once they were out and safe on the surface. Not that he could quite keep his mind from wondering.

+350 Khazad (Clan name to be voted on)

Quest Chain lost. What you could discover will be harder to find now and require delving in some other dwarf ruin. Also you don't gain a fort as it's no longer needed.

+35 000 Gold

Runic Commissions:

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

-[X] Runic Research:

--[X] Intermediate Offensive Runes (Complete)


Intermediate Runes require no roll, as they auto succeed this will change once reaching the next stage which are standard followed by high runes which will lead to master runes.

The new gates took a surprisingly short amount of time, the khazad having worked fast, at least for what you could compare to dawi runesmiths. Still, while it's not as grand a thing as Runesmith's work from the Karaz Ankor, it will do.

Guild Actions:

-[X] 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)
--[X] Broadbeams A clan of Growers and miners (Appeasement: Grumbling (1/5)

Rolled: 40+25=65 (A rather placid year +1 to all guild appeasement)

Warriors Guild (Appeasement: Content (1/10)

Healers Guild (Appeasement: Content (6/10)

Engineers Guild (Appeasement: Content (1/10)

Toolmakers Guild: (Appeasement: Content (2/10))

Goldsmith guild: (Appeasement: Happy (3/10))

Cult of the Ancestor Gods (Appeasement: Content (7/10)))



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: Happy (1/10) +4 due to actions

Firebeard A Mason clan: (Appeasement: Happy (1/10)

Azanul A Khazad runesmith clan: (Appeasement: Happy (1/10)

Grimbeards A clan of Khazad Ranger's and Carpenters: (Appeasement: Content (3/10)

Silver Horns A clan of Khazad Miners: (Appeasement: Content (3/10)

Stoutbeards A Khazad Brewer clan: (Appeasement: Content (5/10)

Buhund-Nalim A Hybrid Clan of Farmers/Growers and rangers: (Appeasement: Content (2/10)

Falaka-Zhar A Hybrid Clan of Metalworker: (Appeasement: Happy (1/10)

Foambear: A clan of Shipwrights and Sailors: (Appeasement: Happy (3/10)



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)



Hold's Overall Capacity to Garrison other areas: 200 Dawi or Khazad (If more than 200 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 cycle in and out of the hold







(Still needs to be done)

Dawi Demographics: (Your clan is slowing down on growth due to overabundance of growth)



(1d25(per Year) +25(For all 5 years)) Dawi born over five years to your Clan: 2+13+4+24+21=64+25=89



Dawi that have matured to Beardlings over five years: 53 (Those born in Turn 12+turns 13 and 14) 48+38+15=101



(Okay at long last caught up to all the damned time skips turns so easy math ahoy for demographics)



0-19 Garazi(Young ones) = 273

20-550 Dawi of the Hold =716



Total Hold Throng
4607​
Number of Regiments
Dawi Warriors
198​
9,9​
Thunderers
200​
10​
Valkyrinn
80​
4​
Rangers
124​
24,8​
Khazad Rangers
125​
25​
Azaghal Tomb Protectors
120​
3​
Longbeard Swordsman
800​
20​
Longbeard Crossbows
880​
22​
Ered Luin Militia
1000​
25​
Ered Luin Scouts
640​
16​
Goat Riders
440​
11​
Detailed break down of your clan's Troops

-180 Warriors (All set's of rune armour attached to your dawi)



--Elite Regiment Grumbling Guard made of 20 Veterans using runic ax's (1 Regiment have the buff-Ancient Veterans which grants +15 to all attack and defence rolls and reduces casualty dice)

--Longbeards made up of 40 dawi (2 Regiments have the buff-Old World Veterens which grants +10 to all attack and defence rolls)

--Fullbeards made up of 20 dawi (1 Regiment have the minor buff-Experience from the old world which grants +5 to all attack and defence rolls)

--Beardlings made up of 100 dawi

-200 Thunderers



--Longbeards account for 40 dawi (2 Regiments have the buff-Old World Veterens which grants +10 to all attack and defence rolls)

---Elite Regiment 'The dead'eye's' using heavy Rifles account for 20 dawi(x3 Casualties and 1 extra volley at start of engagment)

---Elite Regiment 'Name to be decided' using standard rifles account for 20 dawi

--Fullbeards account for 60 dawi (3 Regiments have the minor buff-Experience from the old world which grants +5 to all attack and defence rolls)

-Beardlings account for 80 dawi

-80 Valkyrinn

--Elder's account for 10 Dawi (1 Regiment have the buff-Ancient Veterans which grants +15 to all attack and defence rolls and reduces casualty dice)

--Longbeards account for 20 dawi (2 Regiments have the buff-Old World Veterens which grants +10 to all attack and defence rolls)

-Beardlings account for 50 dawi

Population of the Clans and Hold

Total Hold POP
8644,476175​
Dawi Total Pop
759,68​
Clan Size
Broadbeams
1180,38​
Azanul
785,89​
Grimbeards
763,23​
Silverhorns
978,5​
Stoutbeards
954,81​
Buhund-Nalim
838,42​
Falaka-Zhar
802,37​
Firebeards
616,97​
Foambear
954,81​
Total Hybrid pop of hold
9,416175214​
Vassal Hold's Pop
10331,9219​
Buzra-Dum
4343,6113​
Grimbaraz
2852,0156​
Byrn
1483,5​
Dokvarr
1652,795​



(You Do not need to keep track of this as it is only extra info for those who like it and to see what is in the hold.)



Infrastructure



Surface Infrastructure



Logging Camp




-Grimbeard Woodwork Camp



--Add's Khazad wood items +150 Gold to Trade Goods and +150 Gold Income



Maintenance of 50 Gold















Terrace Farm (Provides for 2000 Dawi)



Maintenance of 225 Gold (Increased by 400 next turn)



Diving Operation (2 Subs)



Maintenance of 250 Gold



Entrenched Outpost in Melkor orc tunnels



Maintenance of 400 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 150 Gold



Brewery (Can keep a Hold of 500 Adult Dawi Sated or 2500 Khazad Sated) (Yes Dawi drink's are that potent)



Khazad Brewery +150 Gold to income and 100 Ale Cap for Dawi or 400 for Khazad



Brewers Guild has access to Waterfall Upgrade from an event (Increases Cap by 2500 Dawi/10000 Khazad for the hold)



Provides 250 Gold







Forge Hall

-Metal Smith Hall

Maintenance of 1500 Gold -5% (Trade Deal)

-Steel Foundry

Maintenance of 800 Gold

-Cannon Foundry (Cost's 1500 Gold to maintain from turn 18)

Maintenance of 600 Gold



Expanded Engineers Hall

-Master Engineer Quarters

Maintenance of 300 Gold

Siege Workshop costs 500 Gold







Craftsman District

Provides 1500 Gold

Additional Halls



-Meadery (Can keep a Hold of 200 Adult Dawi Sated or 1000 Khazad Sated)(Provides 500 Gold)







Gunpowder Hall



Maintenance of 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 100 Gold)



-Silver Mine (Provides 400 Gold)



-Shared Gold mine (Costs covered by clan Broadbeam) (Provides 500 Gold)



Provides 1000 Gold







Other Hall's belonging to different clans (Only keeping track of relevant one's or from newer clans setting up)



Broadbeam Grower's Hall



Azanul Runesmith Hall



Silver Horns Miner's Hall



Buhund-Nalim Growing Hall(Provides food for 500 Dawi)



-Falaka-Zhar Khazad Smithy



Stoutbeards Brewery

Foambear Naval Engineering Hall





Holds Defences



Surface

Melkor Fort

Total number of Gates: 3 Total number of Portcullis's: 5

Traps

Escape Tunnel to nearby Fort



Mountain Forts

Valley Gate (Phase 2)

-Forts within the valley

-Retreat tunnel to just before the hold gate from Valley Gate and Valley Forts

Fort's added to the valley and a tunnel to retreat from valley wall safely now built.



Hold Gate (Phase 3)

-2 Gates and a portcullis

-Magma Defences (Unique and nat crit defence)

-Artillery points



Beneath the Hold or in the hold

Hold Defences

Gates at currently second stage of mines. (There are only 3 at the moment as of Turn 17)

Magma Defences

Interior Forts for each clan residence and Engineers and Smiths Hall

Hidden Rooms

Ambush points within the hold and first stage of mines

Each Major Hall Holds a Fort along with supporting traps and tunnels.



1 Line of forts within the depths







Hold Consumption Capacity:



Hold Can Sate 3300 Dawi/16 400 Khazad Over the LIMIT! Due to trade, expect cut backs and many angry dawi and elves.



-500 From the Brewery



-200 From the Meadery



-2500 From Waterfall Access for Brewing



-100 Khazad Brewery



Number of Dawi in the hold: 572

Number of Khazad in the hold: 4845

Amount used to Sate the hold: 1541 out of 3200

Amount Traded Away: 1380 Dawi's Worth

Amount left over for new Dawi and Khazad: 279 Dawi or 1395 Khazad



Hold can feed up to 5525 Dawi and Khazad

-2500 From Surface farms (+25% from Runic Tractor +625)=3125

-500 From the Internal Growing Hall

-500 From Trade

-1400 From Vassal Growing Halls (+100 Every Turn)



Total Number of Dawi and Khazad in the hold: 8644 (Over the LIMIT! You have 3 turns to fix it before issues)

Siege Stores Filled



Warmachines in the Hold Total Maintenance cost: 1400 Gold



(Capacity 11/14)



-Base Capacity +4



-Engineer's hall +5



-Siege Workshop +5 (+1 Grudge Thrower per turn) (Will fill up all artillery emplacements and builds 1 Grudge Throwers per Turn for the Throng up to 4 for free)



Warmachines/Advanced Machines in the Hold:





Combat Machines



1 Dawi Canon (Uses 2 capacity) (250 Gold Maintenance per Canon)



1 Dawi Basic War Golem (Uses 3 Capacity) (300 Gold Maintenance Per War Golem of this Type) (Stage 1 War Golem/Prototype)



8 Grudge Throwers (100 Gold Per Grudge Thrower)

-4 Standard

-4 Master Craft



2 Bolt Throwers (100 Gold per Bolt Thrower)



2 Fortification Golems

Civilian Machines



(Capacity 3/28)



3 Basic Steam Golems





Warmachines defending the Hold



4 Grudge Throwers (Separate from the Throng) (Total cap 8 due to defence infrastructure)



2 Bolt Throwers (Separate from the Throng) Total cap 4 due to defence infrastructure)



Warmachines defending the Hold



8 Grudge Throwers (Separate from the Throng) (Total cap 20 due to defence infrastructure)



4 Bolt Throwers (Separate from the Throng) Total cap 12 due to defence infrastructure)



2 Cannons (Separate from the Throng) Total cap 12 due to defence infrastructure)







Naval Fleet:



Total Fleet Capacity: 14 Capital ships or 35 light ships



Capacity of surface Vessels is 6 Capital Ships or 15 light ships



Capacity of Submarine Vessels is 8 Capital Ships or 20 light Ships (Do note the Submarines can make use of Surface vessel berths)



3 Nautilus Class Light Submarines



-1 Basic Class Morgrim's beard (No bonuses yet) (1 roll for everything and Dc to sink is 45)



-2 Light Deep Diver Class Valaya's Eye



1 Small Monitor



1 Standard Ironclad-



-Unique Master work (Provides 2 trade routes at slightly reduced firepower)

Trade deal's and Turn Expenses are done


Tresury Balance at end
173917,7
Tresury Balance at start
127403,85
Total Profit or loss
46513,85
Total Income
124013,85​
Income from Khazad in the hold
21610​
Income from Halls
3925​
Brewery
1425​
Metalsmith Hall
2500​
Income from Craftsman halls
12250​
Craftsman's Hall
5000​
Jewel smith's District
3000​
Income from Mines
2762,5​
Silver Mine
1040​
Shared Gold Mine:
1430​
Iron Mine:
260​
Low Grade Cassiterite (Tin) mine
50​
Income from other clan halls
1231,25​
Azanul Runesmith Hall
200​
Silver Horns Miner's Hall
150​
Buhund-Nalim and Broadbeam
225​
Falaka-Zhar Khazad Smithy
300​
Grimbeards Woodwork Camp
300​
Stoutbeards Khazad Brewery
225​
Income from Vassal holds
17719,5​
Buzra-Dum
6514,5​
Grimbaraz
4278​
Byrn
4449​
Dokvarr
2478​
Income from Vassal Mines
4542,1​
Buzra-Dum
1302,9​
Grimbaraz
1853,8​
Byrn
889,8​
Dokvarr
495,6​
Income from Trade
3340​
Passive Trade
1840​
Sea Trade
600​
Land Trade
900​
Trade Deals
24396​
Rosse lond
3315​
Mirkwood
2520​
Ost Ithil
6461​
Hobbiton
5850​
Iron Hills
2590​
Gundabad
3660​
Income From Events or Actions
35000​
Income from Expeditions
0​
Total Expenses
77500​
Surface Infrastructure
2625​
Hold Infrastructure
15675​
Surface warmachines
2550​
Turn Expenses
19600​
Gold to the Guilds
1200​
Melkor Outpost defences
400​
Engineer Guild Commisions
18500​
Rune Guild Commisions
5000​
Navy Actions
4350​
Expeditions
3950​
Combat Repairs
3950​
Patrols
0​
Recovery
400​
Navy Maintanence
3900​
Surface Warmachine Maintance
2550​
Support Machines
1150​


Surface Warmachine Maintance
2550​
Type of WarmachineNumber ofMaintinance for 1Total Cost
Grudge Throwers
4​
100​
400​
Bolt Throwers
2​
100​
400​
Cannons
1​
250​
250​
Organ Gun
4​
300​
1200​
Flame Cannon
400​
0​
Great Dawi Cannon
800​
0​
Standard War Golem
1​
300​
300​
Hammer War Golem
350​
0​
Heavy Cannon War Golem
600​
0​
Organ Gun War Golem
800​
0​
Bombard War Golem
500​
0​
Juggernaught Steam Tank
1000​
0​
Support Machines
1150​
Light mining Golems
3​
50​
150​
Standard Mining Golems
150​
0​
Heavy Mining Golems
400​
0​
Hold Construction Golems
800​
0​
Fortification Construction Golems
2​
500​
1000​
Assault Construction Golems
300​
0​

You Have 6 Trade Deals at the moment







Trade Deals going right now: 5







Hobbition (Perpetual till you modify or end the trade deal)

Hold Receives: 4500+30%(Roll Modifier)=5850 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: 2000 Gold Base due to size of Group +50% from trade deal=3000 Gold

-Sale of Dawi arms and armour: 1000 Gold Gold Base due to size of Group +50%=1500



Rosse Lond (30 Years Left/5 Turns)

Hold Receives:2550+30%(Roll Modifier)= 3315 Gold Per Turn

-Sale of Goods 1000 Gold (Craftsman Hall)

-Sale of Jewels 500 Gold (Craftsman Hall)

-Sale of Arms and Armour 800 Gold (Craftsman Hall)

-Sale of Steel Ingots 250 Gold

-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: 2100+20%(Roll Modifier)= 2520 Gold Per Turn

-Sale of Dwarf Ale: 800 Gold (533 Ale Capacity)



-Sale of Dwarf arms and armour (Steel Arrows and Daggers): 1050 Gold

-Sale of Steel Ingots 250 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: 4970+30%(Roll Modifier)= 6461 Gold Per Turn

Exporting

-Sale of Dwarf Ale 2070 Gold (1380 Ale Capacity)

-Sale of Goods: 1500 Gold

-Sale of arms and armour: 900 Gold

-Sale of Steel Ingots 500 Gold

- Sale of Jewellery: (Not Applicable due to size of settlement)





Elves of Lindon (Perpetual)



Hold Receives



-Sale of Goods: 1400 Gold (Craftsman Hall)



-Sale of Jewles: 700 Gold (Craftsman Hall)







The Iron Hills/Long Beard Settlement (Perpetual)

Hold Receives: 2590 Gold Per Turn

-Sale of Dawi Goods: 960 Gold

-Sale of arms and armour: 900 Gold

-Sale of Steel Ingots 250 Gold

-Sale of Jewellery: 480 Gold



Gundabad/Kingdom of the Grey Mountains (Perpetual)

Hold Receives: 3660 Gold Per Turn

-Sale of Dawi Goods: 1300 Gold

-Sale of arms and armour: 900 Gold

-Sale of Steel Ingots 500 Gold

-Sale of Jewellery: 960 Gold



OLD WORLD



1 Runic Sword (Zharrvengryn) (Master Rune of Currents, Rune of Fate, Rune of Fire) (+20 To all Attack Rolls)

2 Master Rune axe and shield sets

1 Master Rune Great Axe

20 Old world Runic Axes (Still need to give you that rune break down for each) (+15 to all attack Rolls and has a ranged attack due to Rune of flight)

20 Old World Runic Great Axes (+20 to all attack rolls and +10 against monsters)





Arda

15 Arda Runic picks (+15% Income from 1 Mine)

91 Sets of Full Arda Runic Armour (+10 to Defence rolls)

81 sets of Arda Axe and shield Runic Weapons (+10 to Attack rolls and +5 to Defence Rolls)



Other Bonus Items



***

You know sometimes, I really wish I could keep to an update schedule still I think this turn turned out relatively well, still I think this turned out okay but it could be better I think. Just gonna post and pray I missed nothing you guys have been waiting for long enough. Still, some changes will occur for next turn, mostly shifting each section into a single entry to help speed up the updates and reduce just how much I write other wise I know how this goes. Still Until next time enjoy.
 
Damm we fucked up the orcs and our fortifying is going well

And we are on the in roads for a wider dwarf alliance

To bad about the quest chain we have seek those goodies eslewhere but atleast we have another clan

And it seems we need to expand our brew trade ability now we are over the limit

And now almost all the dwarfs on the surface is save behind the walls of our kingdom
 
Melkorian Krown losses: 49 000 Orcs

Black Hand of Melkor Losses: 72 000 Orcs

Cult of Glaurang Warband Losses: 39 000 Orcs 12 Winged Drakes 14 Wingless Drakes 2 Large Wingless Drakes 90 Newborn Drakes

7th and 5th minor factions Wiped out
So i think its safe to say that the "Current Grobi Conflict" is gonna be very high now as the minor factions well smell weakness and the name factions are gonna be out for blood
 
Master Engineer Hall Roll: 67+25=92 (Hall Built: Gyrocraft Hanger +12 Aircraft space, production of Gyrocopters and light Thunderbarges no longer suffer debuffs to maintenance.) (First aircraft built by your clan gains the trait. Master Craft Hall also has a chance to produce a mastercraft aircraft)


AIR CAVALRY OF KARAK LHUNE!

Ok we need two gyro coptors and two small thunderbarges.
 
So i think its safe to say that the "Current Grobi Conflict" is gonna be very high now as the minor factions well smell weakness and the name factions are gonna be out for blood
Presumably, we more or less with all of our Intrigue actions criting, just wiped out close to a third of all the Grobi we have to deal with and wiped out a little bit more then half of the Minor Dragons the Cultist's of Glaurung had at their disposal. With both of the major factions in the Case of the Melkorians and the Black hand, losing a fourth and half, respectively of the hosts. They are absolutely going to go on either a war path for vengeance, a desire to recruit all of the minor factions to fill in their loss's, or both options at the same time because of our Rangers.
 
I am very giddy that we have reflamed the grobi infighting this will by us a lot of time especially if we fuck with the dragon Cult more

The doot is missing the building projects the Engineer's did for us?
 
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Very nice turn.

Posting original Drake numbers for comparison.

Drake Numbers:
1 Large Fire Dragon (Fairly large for this day and age)
5 Wingless Fire Dragons (The biggest of which is only a third the size of Smaug)
20 Winged Drakes (They are quite small)
65 Wingless Drakes
200 Newborn Drakes

Losses:
Cult of Glaurang Warband Losses: 39 000 Orcs
12 Winged Drakes
14 Wingless Drakes
2 Large Wingless Drakes
90 Newborn Drakes



Drakes take a long time to mature, so we dealt a massive blow to that clan this turn.
 
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[X] Study the Bolt Thrower design: (Conservative Leaning Technology)

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 2/5) (Cost's 500 Gold)

60% chance of success
I knew this was gonna happen I did warn not to put all our eggs in one basket and it didn't even have any overflow to other projects just managing guilds powers over one another which is not bad honestly but it does leave the taste of lost time but oh well we'll get them next time.
 
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So after a few turn when the gobs factions have bleed themselfs on each other, i think we should attack them and wipe them out
 
Yeah a few more turns of flaming the orc conflict and delaying the dragon cult will be good for us we need to futher Fortify next turn i want to build a siege mill to help with filling up the arti placements and takes time

Doing some nearby expedition into nogrod would be good

Does anyone have a good idea to name the new clan
 
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