Rings and Grudges (A LOTR/Warhammer Fantasy Crossover)

@Mad0Slayer, does Gotri have a Rune Axe now? I know he used one against Glorfindal in that spar but I'm pretty sure that was the other dwarfs axe. And seeing as 3 Grumbling Guard did die there are 3 Rune Axes that they're not using so...

Those still belong to the grumbling guard sadly. Though it may one day be yours, first you need to actually need to know how to use the weapon properly as is they will go to the veterans of the clan. Which make up the Grumbling guard which you can end up leading to use the weapon. Just keep in mind it not the weapon you make use of in combat. (Though if you want I suppose you could take the ax as a personal Wargear but the elders would dislike that course of action)
 
Something that may be interesting to investigate would be the creation of Golems, utilising mithril to form 'computerized brains'.

Nothing too Edwardian/early computers, but certainly using the magical conductivity of Mithril to research means of creating autonomous golems, with the assistance of Khazad magic.

Potentially utilising the ritual that Aule first used to make dwarfs that made them alike to fleshy golems before Eru breathed true life into them. The only issue that could arise is Eru getting pissed at us attempting to 'make life'. Though if its something we imported over, and it not being true life (or even living in any descriptive means) then there's a low chance of this taking place, unless we crit fail.

When it comes to mithril in aircraft. Its fully doable. A bit of a waste, but certainly something we could decide to do if we want to treat it like Aluminium. The issue with that however is that Dawi do know about Aluminium (they use it in advanced gyrocopters/bombers) - though they don't really like it due to how light (And soft) it is.

We're likely better off making armor and weapons from the stuff. Chainmail mithril (far easier to work than Gromril) would be highly prized and vital to minimising losses (we don't have a lot of gromril, and most of it is as weapons). We could make Mithril spears (for our Khazad allies), swords, axes - the main thing we wouldn't be able to do is great Axes (though depends on the dwarfs tastes) and hammers (far too light).
 
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Speaking off, we are propably going to get one heck of a Reputation, allowing the dunedain civilians shelter in our hold with asking for something in return, going out ourselves with less than a hundred dwarfs and turning the Tide of a hopeless battle for some random nomad people, follow that up by destroying the local undead infection, help the sourronding regions rebuild, build a fortified City for the dunedain near our hold, reforge and return long lost family hairlooms to gondorian noble Families just because it was the right thing to do, Support local dwarf groups out of luck, make sure the local Region is safe by going out of our way of hunting all dangers....

I wouldn't be surprised if soon get a moniker like Gotri Aidgiver or Gotri the good

Er some random nomad people the Dunedain are not. They are the Sea Folk, the Kings of Men, the High Men of Numenor just as the folk of Gondor are if not more so. I mean sure we did not know that but the rest of the world is not going to assume ignorance on our part, not if we knew enough to hand those swords back where they belong. You cannot gett credit for being wise and being ignorant all at once.

Something that may be interesting to investigate would be the creation of Golems, utilising mithril to form 'computerised brains'.

Nothing too Edwardian/early computers, but certainly using the magical conductivity of Mithril to research means of creating autonomous golems, with the assistance of Khazad magic.

Potentially utilising the ritual that Aule first used to make dwarfs that made them alike to fleshy golems before Eru breathed true life into them. The only issue that could arise is Eru getting pissed at us attempting to 'make life'. Though if its something we imported over, and it not being true life (or even living in any descriptive means) then there's a low chance of this taking place, unless we crit fail.

What is magical conductivity? This is not warhammer, magic is not a quasi-physical force to be studied, it is a manifestation of arts and of sight beyond mortal ken, magic is a case of something being misnamed because the speaker is ignorant.

Sam & Frodo: Is that magic?
Galadriel (more politely): I barely understand what you mean by that since your confused little brains call both the ruinous works of Sauron and by own craft that

As for using the lore of Aule, well first he is Aule the Smith, as far beyond the craft of Sauron as Sauron is beyond the craft of some poor orc smith banging iron in the depths of Bara Dur. Secondly if Aule himself wanted to do something like that again he would not since it was blasphemy that was only forgiven by divine grace.

Lastly the ritual is not a ritual, Vala do not need do invoke some other power to make their will manifest. We see this explicitly when Melkor curse the Children of Hurin. He does not have to go and do a little dance to call down ruin on them, the weight of his own will and malice is enough. So it is with Aule and the dwarfs, by his will the dwarf automations moved and when his will was not upon them they did not move. Now do our dawi have the ability to make things move by will alone? I would say no, so we could not do what Aule did with or without Mithril.
 
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Er some random nomad people the Dunedain are not. They are the Sea Folk, the Kings of Men, the High Men of Numenor just as the folk of Gondor are if not more so. I mean sure we did not know that but the rest of the world is not going to assume ignorance on our part, not if we knew enough to hand those swords back where they belong. You cannot gett credit for being wise and being ignorant all at once
True, though still we are going to be known for our readyness to Deal out metric tons of aid on short notice.

That is a good Reputation to have.

(would be pretty Rad if the dunedain going to do some Thanksgiving equivalent Tradition for us)
 
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Turn 6 - Why is it always the ALE! 2750-2752 T.A
Edited by ImperialBriton
Turn 6 - Why is it always the ALE! 2750-2752 T.A
Event Roll: 69
NO ALE!:
-20 To all rolls till resolved -3 To Hold Stability (Rolls will occur to see if there is fighting in the hold. And how severe the grudges will be if that should occur.)

You watched the clouds drifted above, the sun shining brightly over the valley. Turning away from the sky you turned to glare at the backs of the elgi. The small group having delivered a message that the Elgi lords from the nearby settlement were coming to the hold. Something that had you wanting to reach for your hammer or gun, though you held that temptation at bay. The Elgi were your allies in this land, even if it had you itching to avenge some old grudges you would let it pass. Though you would watch them closely, only Elrond his people were welcome to your hold but you would allow their kin entry as long as they did not insult your clan. Something that would go wrong very quickly at the moment.

Grimacing you turned back to the hold. The clan had made their decision to leave the last of the ale for your wedding. Better to have something to look forward to, they'd claimed than know the stores are truly bare. Despite this your bride to be awaited the ceremony quite eagerly. Not that you knew why, your beard was still a little too short, and you had yet to grow a single grey hair.

With the arrival of the elves imminent the mood wasn't exactly positive, though a few of the elders you had taken on the campaign were whispering among themselves of the fabled elf wine that Elronds throng had brought with them during the war.

Still you'd endure. The clan still had some Gold left to pay in elf-guild should worst come to worse, and according to your last letter with Elrond, most of the arrivals were veterans of the 'Years of the Trees', whatever that meant, so apparently death by Dawi would be rare...

Taking a deep breath you nodded to your kin mediating amongst a few of them as they argued over a variety of things. Thankfully they were solved quickly and easily, mostly in thanks to your impending wedding the clan eager to celebrate the occasion. The only thing to mar the occasion been the lack of ale.

Still as you approched the council chambers you felt a little bit of trepidation at the thought of the coming year. The future issues only a small problem compared to the pit you felt form in your stomach, despite everything your aunt and friends had said you still felt that you were not worthy of the match you had been given.

More than once you had seen your future wife at work and in combat and it was humbling to realize that she was a better fighter than you. Thankfully you could still claim to be the better shot but you knew that in a straight fight, you would more than likely lose. The Kvinn of the clan having grown rather proficient at combat after what had happened a little over a century ago.

You shook your head and focused on the task's ahead you could think later, there were more pressing issues that needed your attention. Though you just knew the coming years were going to be hard on you.

***

You let out a groan as you rested your head atop your desk. Your head throbbing in pain after the long day of work. Sitting up straight you shot a look at your stored ale and licked your lips. The thought of having a sip tempting but you wrangled the urge and buried it deep. You could survive without ale for a little while longer.


Though as you heard a knock on your chambers doors you glanced over to it and put the thoughts of ale to the back of your mind. Josef entering as he looked ragged and tired as he took a seat across from you as he drank from his Flask. You watied for him patiently as he seemed to be thinking about something before letting out a low sigh.

Josef looked you in the eyes as he sat up straighter. "So, the elgi are coming." His voice hard as he stared at you. The nod you gave him had him groaning as he seemed to consider something before letting out a huff. "I. Am going out on a hunt then, just send word to me for when they have left and Don't even think about sending word until they have departed from the hold. Thankfully from what I hear they are stopping at the umgi enclave for a bit." He said quickly making to leave your chambers. "Though do be careful some of the rangers spotted a strange umgi amongst them. Not sure why and I don't care, so good luck Gotri. Hopefully, this does not escalate any further and should it. Well, the Rangers will have orders if that happens." He said over his shaulder while he laid down a pack against the exit. "My Reports nothing really interesting going on." He said while making for the door

Letting out a grunt you spoke to his back. "Even if they are bringing some drink for the clan to sample?" Josef stoped as he seemed to weigh something for a time before glancing at you and then back at the door.

Letting out a groan as he slumped. "Fine, but if one of those elgi so much as give me a funny look I'll be Taking 'them' to the sparing fields ." He said while leaving your chambers all the while mumbling under his breath about annoyances and grudges.

You nodded as he left and gathered his reports and found them a rather interesting read. The clans rangers having taken to searching the valleys and nearby caves for anything hidden within while the cave that the squad had disapered in was watched closely. While amongst the ruin of your ancestors a few trinkets were found alongside a number of caved-in sections cleared. A number of your kin looking to have died a long time ago from what looked like starvation in the collapsed areas. A bad way to go but they were laid to rest properly and their equipment salvaged along with their belongings. They would be put to better use amongst the living though their loss was still felt and you knew who to blame anyway.

Grabbing the Damaz Kron you flipped it to the relevant section and began writing. This grudge would be avenged.

Grudge written.
The Blue mountains 'Silent peak' near the Ancient city of Nogrod has claimed around three hundred of your kin in ages past. Only the complete mining and leveling of this peek will settle and it's stone and metal used for the Karaz Ankor will this grudge be settled.

Found
2 Units of Weapons
2 Units of Armor
400 Gold

Interlude coming up


Event Options

Who have you decided to marry within the hold: (Choose 1) (Also whoever you choose please use their extra actions this turn)

[]Agath Shadow Age: 39 (Cousin of Josef one-eye)
-Learning (+1 Action in this catagory)
-Intrigue (+1 Action in this category)
-Specialised Personal Engineering actions (get more out of Personal Engineering projects when unlocked)
-New Ranger Hero

Skills
-Diplomacy- 9
-Martial- 13
-Stewardship- 11
-Intrigue- 19
-Learning- 16

Weapon Proficiency
-Dwarf crossbow -18
-Dwarf ax and shield -15
-Dwarf az-5
-Dwarf guns – 17
-Hammers- 3

[]Sif Steelfoot Age: 35 Elder Thror's granddaughter (The Elder who faced Glorfindel before you)
-Martial (+1 Action in this category)
-Intrigue (+1 Action in this category)
-Specialised in combat and excels at training others (+50 to all Weapon training rolls)
-New Hero added to the Throng

Skills
-Diplomacy- 12
-Martial- 18
-Stewardship- 9
-Intrigue- 16
-Learning- 11

Weapon Proficiency
-Dwarf crossbow -18
-Dwarf ax and shield -19
-Dwarf az-9
-Dwarf guns – 20
-Hammers- 10

[]Idun Daughter of Balor Age: 31
-Diplomacy (+1 Action in this category)
-Stewardship (+1 Action in this category)
-Specialised Trader. (Craftsman District earns double its income in gold and produces more Trade Items)

Skills
-Diplomacy- 18
-Martial- 13
-Stewardship- 16
-Intrigue- 10
-Learning-11

Weapon Proficiency
-Dwarf crossbow -19
-Dwarf ax and shield 15
-Dwarf az-14
-Dwarf guns – 18
-Hammers- 9

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.
2 Actions Available

[]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 being a little lost is daunting you are sure that there will be away. (Increases Hold Stability)
60% chance of success
1 Turn

[] Establish or Improve Relations with The Nearby Umgi:
There are many umgi within the lands around the hold and even further afield. Though you do not know all of them they may be of use in the wars to come. Maybe sending a few dawi to establish contact with those nearby would ensure they know you are friends and not the enemy. Though you suppose you will have to visit old allies anyway as they do tend to live rather short lives.
-Dunedain 70% chance of success
-Rohirrim 50% chance of success
-Dunlanders 40% chance of success
-Bree 60% chance of success
1 Turn

[] Establish or improve relations with Gondor:
The umgi you fought beside made mention of a large kingdom off to the west. Said to be under constant threat from dark forces as they border many of their regions. Maybe establishing some contact with them would be a good idea, as you never know when you will send an expedition to calm the blood of your clan. Though their territory is large so the question is. Who do you send your diplomats to?
-Andrast 50% chance of success 1 Turn
-Pinnath Gelin 50% chance of success 1 Turn
-Anfalas 60% chance of success 1 Turn
-Lamedon (Erech) 40% chance of success 1 Turn
-Edhellond 40% chance of success 1 Turn
-Belfalas (Dol Amroth) 30% chance of success 2 Turns
--Hire a boat from Tharbad (200 gold) (50%) (1 turn) (potential to lose advisor if ship sinks)
-Anorien (Minas Tirith) 30% chance of success 2 Turns
--Hire a boat from Tharbad (200 gold) (50%) (1 turn) (potential to lose advisor if ship sinks)
-Lebannin (Pelargir) 35% chance of success 2 Turns
--Hire a boat from Tharbad (200 gold) (55%) (1 turn) (potential to lose advisor if ship sinks)
(lower Chances of success are due both to the distance and danger)

[] Send out a party to establish relations with blue mountain dwarfs:
Whilst fighting the grobi you discovered that some of your kin lived in isolation not too far from your mountain. Though news of them is rather sparse the elgi have seen more than a few of them in recent years and are relatively certain they live within one of your peoples ancient holds a short journey away. Though how they will react is unknown.
30% chance of success (Do not know the Khuzdul)
1 Turn

[] Improve relations with Blue mountain dwafs of southorn Nogrod:
A small colony of fellow dawi have been found dweling within the ruins of one your peoples hold. Their clan having slowly dwindled over time, the reasons many and something that must be solved but first you must ensure that ties are established and wounds healed to ensure that your kin know that they have not been abandoned.
50% chance of success (Do not know the Khuzdul but they like )
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

[]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 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

[] Wargames:
The Throng requires both a strong leader but also one that can adapt to a variety of situations. The battlefield 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
-Invite some of the local Dunedain: While they are Umgi none the less they have proven quite capable in warfare, although a little too reliant on ranged warfare. It almost gave you a heart attack at Amon-Mingol when you learned of this weakness. Mayhaps you could break this 'cycle' before it's too late? (requires nearby Dunedain presence) (locked out)

[] Send out The Throng to clear a distant region:
The lands around the hold are to peaceful and despite the recent bloodshed, there are those who are eager to spill blood. Sadly while there is no great battle to be fought there is things that lurk in the lands near the mountains with which the hold resides. Send out the throng to deal with these pests before they become a problem and so that you can shut the elders grumbling down.
- Northern Arthedain (the shores of Evendim to Fornost) 40% chance of success.
- Southern Arthendain (the Shire) 80% chance of success.
- Western Cardolan 50% chance of success.
- Northern Minhiriath 60% chance of success.
- Southern Minhiriath 60% chance of success.
- (Other Areas locked off due to lack of strength)
1 Turn

[] Protect the new Port of Anfelas:
Ancestor Balor has shown his skill in securing the future relations with some umgi and while they only represent a small group they are important. The Umgi been sailors and traders by trade and while it is not a preferred profession it will ensure gold and material is brought to the hold, even if you have to sell your wares but the land is far from safe. Have the throng patrol around the new umgi port and ensure nothing happens to it.
60% chance of success.
1 Turn

[] Aid your kin in the nearby mountains:
The urk have struk out against your kin within the ruins of their great hold and while they do not lack skill they are tired and worn from many years of fighting. Something that while strage is not going to stop you from aiding your kin. Send the Throng to deal with the urk so that they may get some rest. A good thing really as the clan has grown restless as of late.
50% chance of success.
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.
0 Actions Available, 2 Actions Locked

Surface Options Space 2/4
[]Expand the farm:

With the farm now up and running and many of the trials needed for it to succeed now overcome your clan now knows at least somewhat, what they are doing. Its not exactly fool proof (Elder Svar having proven that with the 'brown flowers incident'), your clan counts itself blessed that while you are far from efficient you are at least somewhat proficient, allowing you to bulk farm what is needed. Your clan's somewhat green finger at the ready, you only have to give the order. (Takes up 1 Space future Upgrades will take more) (Production is 1 Food and 1 Ale Grain)
60% chance of success Cost 4 Tools (Increase Maintenance Cost of 2 Tools)
1 Turn

[] Expand distant 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 4 Lumber)
60% chance of success Cost 3 Tools (Increases Maintenance Cost of 3 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

[X] Build the umgi a proper Enclave:
You swore an oath to assist the umgi in establishing an enclave near the hold, something that is bound to help deal with pests in the area. Though the area's they have designated are not to far from the hold it will require some preparation to see it done. Still, this will be the first of your works within a new alliance and no expense will be spared in ensuring what is built will ensure their safety. (must be completed by Turn 9 or you will become an oath Breaker)
How much will you build
-Dawi don't do Umgak work 60% chance of success. 3 Turns Cost 14 Tools, 2 Lumber, 8 Basalt: Two Large walls with homes built to withstand an assault by themselves and tunnels Dug throughout the valley that you build in along with a few in the surrounding mountains with a Stronghold(Massive Fortress). (If something looks hard enough it will be hard to miss, but offers a great deal of protection)
2 Turns Remaining Locked in (All resources have been deducted already)

[] Build a basic diving Operation:
While searching for threats in the mountains around the hold the rangers discovered an ancient hold of your kin flooded and in disrepair, though they could not gather much of what lay within, some of your rangers managed to gather the courage to dive and secure ancient relics. A number of your clan having served aboard subs and diving teams throughout their lives aiding in the search from Gromril within the depths of Cragmere. Though it is not ideal a number of engineers and rangers have the knowledge to assemble a rather basic operation and all they need is your approval.
50% chance of success Cost: 4 Tools 3 Iron ore. (maintenance of 1 Tool) (1 prototype nautilus & Diving equipment)
1 Turn

[] Settling A Grudge(Silent peak): The Silent peak has slain multiple of your kin in ages past and the grudge must be settled through hard work so that the wrong is put right. Set the Clan to settling this grudge. (progress 0/8) (Will harvest raw material from the peak)(+2 Hold Stability)
Cost: 2 Tools
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 honor them for a time, there is something wrong about not having them with you.
60% chance of success Cost: Cost 5 Tools 2 Lumber
2 Turns

[] 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

[X] 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)
1 Turn (Locked in)

[] Expand the 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. Though your ability is met with your current facilities there is room for expansion to ensure that all in the clan can work and show off your glorious work.
70% chance of success Cost: 8 Tools (Maintenance Cost increase of 2 Iron Ore)(Produces 8 more Tools)
1 Turn

[] 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)
1 Turn
Mines: 1/4 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

[] Investigate the cave Network and warning: (Replaces old option)
Whilst investigating the cave systems within the mountain a squad of rangers went missing and while it is not uncommon for rangers to fall for a trap this new land has shown it holds fewer threats. Not that it matters your kin will be avenged and found. Though information must be gathered as you will not waste the lives of the clan. Have the Rangers discover what is going on down their.
Multiple Dice roll option (Note there is an impending Grudge down this route only waiting to be written once you discover the ones who killed your kin.)
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

[] 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

[] Assist the Umgi Rangers in a region:
The Rangers have little to do other than engage in minor kull's around the area, the threats in the area few. Send a detachment of rangers to assist your umgi allies in the hunt for threats so as to keep their skills sharp and your enemies few and disorganized. Even if it only leaves them vulnerable for future strikes it would be better than letting them group up once more.
-Arthedain 50% chance of success.
-Cardolan 50% chance of success.
-Minhiriath 60% chance of success.
-Rhudaur 40% chance of success.
- (Other Areas locked off due to lack of strength)
1 Turn

[] Clear out threats in a region:
There are threats that roam the land and while your clan are few they are skilled in the art of hunting. You heard the umgi mention a few areas with which dark things lurk. Send out the rangers to clear out an area, though it will take many years to even see a portion of an area clear. Though you doubt your rangers will clear out an entire with their numbers so few. They should be able to cripple any resistance the umgi would face in clearing an area.
- Northern Arthedain 30% chance of success. 3 Turns
- Southern Arthendain 40% chance of success. 3 Turns
- Western Cardolan 40% chance of success. 2 Turns
- Eastern Cardolan 40% chance of success. 3 Turns
- Northern Minhiriath 50% chance of success. 2 Turns
- Southern Minhiriath 50% chance of success. 2 Turns
- (Other Areas locked off due to lack of strength)

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 Zhuffbar for many years and many Blueprints were saved for the use of the Clan should they ever be used. Sadly they are few and the transition has left them in Disarray (Progress 0/15)
60% chance of success (Also determines how intact it is)
1 Turn

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

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

[]New Warrior Armor:
You do not know when you will reunite with your kin and your clan's front line is weak, but there is a way around this. Though it will likely take a few years to get everything properly designed and 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 Zhuffbar, 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 Zhuffbar 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

[] Strange Elgi blade
Whilst clearing out a troll warren your rangers came across multiple lost items. One of which was a strange elgi like blade, though one of the clan would likely not use the thing it is possible to discover its properties within the blade itself. But also see if it can be crafted into something of a better use for the clan. (Progress 0/3)
50% chance of success
1 Turn

[] Old Dwarf Tomes:
Whilst your rangers were searching for dangers within the mountains they came across an ancient hold. The area flooded and while they could not recover much. They did recover a few tomes and scrolls from a rune stored cache. Though you can not read what they contain you are sure they hold something important from how the sealed container is designed and the runes upon it. (Progress 0/5)
30% chance of success (No reference for Khazad)
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 General Actions and 1 Improvement Action

[]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:
You are a married dawi and ceartain things are expected of you. One of which is to ensure your family is happy and ready to do it's duty. Spend time with your wife and any kids you have so that you may learn more about them and relax.

[] Go Visit a friend or ally:
Throughout your time in this strange new land, you have made both friends and allies. Though you rarely leave the hold you can make plans to so that your ties with both friends and allies remain strong. Even if they are not dawi.
-Visit Rivendell
-Visit Lindon
-Visit your Umgi allies near the mountain

[] 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.

[]Spend time with your Direct family:
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.

[]Write letters to your fellow friends and leaders in distant lands: The hold is young still and requires much of your time at the moment so that no issues occur. With your time-limited you know that it is not always the best to go and visit your friends and allies in the distant regions of the world. Thankfully your rangers are board and a little task like this may help them stay busy especially with how few threats there are. So maybe a letter or two to them will at least help you keep in contact with them.
-Arathuil
-Maybe Elrond or his sons
-Glorfindal. (Challange him to another duel)

[]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- 16 (Progress to next level is 361/1500)
-Stewardship- 18 (Progress to next level is 1101/1500)
-Intrigue- 10 (Progress to next level is 251/1500)
-Learning- 5 (Progress to next level is 229/600)

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

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: 8/12


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 Gain of 2 per turn)
0 Units of Dawi Ale Stored (Total Capacity of ale is 8 units)
0 Units of Hobbit Ale Stored

-Raw Material
5 unit of Lumber in Storage (Net Gain of +3)
42 Unit of Iron Ore (Net Gain of 3)
15 Units of Gold Ore
25 Units of Copper Ore
2 Ale Grain (Net Gain of 2)
3 Basalt (+1 From Excavation)

-Produced Items with specific uses
16 Units of Tools in Storage (Net Gain of 6)
6 Units of Weapons in Storage (Net Gain of 2) (11 units of Weapons are been restores will take 4 more Turns till they are restored.)
2 Units of Steel Armor in Storage (Net Gain of +1)(9 units of armor been restored will take 2 more Turns Till they are restored)
24 Units of Advanced Components in Storage
2 Units of Gun Cleaning Tools in Storage (Net loss of 1)
BlackPowder: Enough for 1 Major Battle or 12 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): 6722 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
 
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Yes. Kill that mountain. Satisfy your Grudge. Make local dwarfs look at you funny... until they look at you in distress and then in awe when the Mountain is no more.
 
[] Plan Keeping the Peace
-[] Wife: Idun Daughter of Balor Age: 31
-[]Settle Disputes as they come
-[]A Speech to help keep the Clans spirits up:
-[] Wargames:
-[] Protect the new Port of Anfelas:
-[] Investigate the cave Network and warning
-[] Assist the Umgi Rangers in a region (Minhiriath)
-[] Strange Elgi blade x2
-[]Focus some effort on a project (Excavate a Brewery)
-[]Focus some effort on a project (Settle Disputes as they come)

Reasoning:
  1. Ok if we are talking extra AP, I'm going to have to change my mind and go for the trader. Our biggest crunch is stewardship actions. so we should work on remedying that as much as we are able
  2. Well we are in the shitter for lack of booze, let's do all we can not to reenact Dwarf Fortress
  3. See above, double down on that and keep the lid on things, we do not need diplomacy with the manlings right now and are going to have an extra diplo action from the wife next turn.
  4. It is one of the tings we are actually good at and it allows us to spread those violent urges in a way that does not kill anyone, so yes please
  5. Needs to be done least we waste our good roll last turn
  6. High chance of success and keeps our hand in , this is basically Dunedain diplomacy as well
  7. We need to find out what killed those dwarfs on our terms and not on its
  8. Get some use out of the blade and double down for the die bonus.
  9. Do our best to end the current crises. We need that beer, now.
  10. Yes really we need to keep the peace more than we need one more point of learning or something
 
[] Plan Keeping the Peace
-[] Wife: Idun Daughter of Balor Age: 31
-[]Settle Disputes as they come
-[]A Speech to help keep the Clans spirits up:
-[] Wargames:
-[] Protect the new Port of Anfelas:
-[] Investigate the cave Network and warning
-[] Assist the Umgi Rangers in a region (Minhiriath)
-[] Strange Elgi blade x2
-[]Focus some effort on a project (Excavate a Brewery)
-[]Focus some effort on a project (Settle Disputes as they come)

Reasoning:
  1. Ok if we are talking extra AP, I'm going to have to change my mind and go for the trader. Our biggest crunch is stewardship actions. so we should work on remedying that as much as we are able
  2. Well we are in the shitter for lack of booze, let's do all we can not to reenact Dwarf Fortress
  3. See above, double down on that and keep the lid on things, we do not need diplomacy with the manlings right now and are going to have an extra diplo action from the wife next turn.
  4. It is one of the tings we are actually good at and it allows us to spread those violent urges in a way that does not kill anyone, so yes please
  5. Needs to be done least we waste our good roll last turn
  6. High chance of success and keeps our hand in , this is basically Dunedain diplomacy as well
  7. We need to find out what killed those dwarfs on our terms and not on its
  8. Get some use out of the blade and double down for the die bonus.
  9. Do our best to end the current crises. We need that beer, now.
  10. Yes really we need to keep the peace more than we need one more point of learning or something

should we try to solve the ale problem
 
should we try to solve the ale problem
I'd say so, it's says we have the malus till it's fixed

I say we trade for ale/wine from Anfalas. Hopefully that should remove the malus's, or reduce it if we're successful this turn. 2years being more than enough time to fix a supply and demand issue for only 300 or so dwarfs

though do try for omakes, -20 is pretty nasty
 
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Omake - A gift too great...

Cirduin gripped his horses reigns till his hands were beyond white. Beside him his companions, a fellowship of 7 scouting out before their wives and children arrived, looked over at the monolith that the Dwarfs of 'Karak Lhune' had made for them...

"Ah Umgi you're here." A jolly voice from above echoed, revealing the short bearded 'Thane' of the hold, Gotri 'Wightslayer'. The gargantuan stone gates made of purest black rock rippled with silvery gold swung open unveiling a horde of dwarfs working away at the 'encampment'. "Sorry about the state of things, we hadn't expected you fear near a week yet." He chuckled leading three of the rangers inside, the others already riding back to their familes to bring them forward. You stopped only a dozen feet through as the rangers stared gaping at the near completed inner wall and half finished tower in the 'camps'' center. "I have to apologies about this mess." The Dunedain blinked at the dwarf as he kicked at a nearby wall. "We had wanted to make this another 10 feet taller." He continued glaring at the still unfinished tower. "and that another 40 feet, but we didn't anticipate just how different your architectural style is..." He grumbled leading the three rangers to a small table under a tent with several barrels of wine and ale. "Still it'll make do... Though looks like I'll be petitioned by some of the clan to visit that old capitol of yours Annunas..." "Annuminas." one of the companions interjected as he was passed an ale. "Annu-whatsits" the dwarf nodded. "We don't like making Umgak work even within this timescale, so expect an overhall sometime this century..." He grumbled into his ale before draining it in one with a loud gulp.


Cirduin took the time to survey the worksite. Already the stonework was dwarfing the curtain walls of the Súthburg, and while the tower was but a tenth the height of the Orthanc, it was more than a rival to anything his kin had built since the schism of Arnor. When they had set out they had expected a palisade village. With luck even cobbled streets and stone homes. But this... this...

"So how many of you are coming?" The Dawi beside him asked with a smile.
Omakes: Over glorified traders post

Isildur son of Forlong eyed the squat figure before him with bated breath. This was perhaps the first dwarf he'd seen in his life...

Noticing the dwarf was eying him expectedly he hastily coughed into his hand, before proceeding with the pleasantries...

"Welcome to the city of Lond Galon Master Dwarf, how go the dwarvern realms?"

The dwarf raised a brow. "Well the trip was awful, ancestors those roads are knackered." Isildur's brows shot up in alarm. "Begging your pardon master dwarf but we don't have any roads through Cirith Iaur." The dwarf blinked. "I'd know a road when I see one manling, in all my 300 years I'd think I'd be able to tell overgrown flagstone from dirt track."


The Gondorian stared at the dwarf before the words his him... "did you come from the blue mountains master..."

"Balor." The dwarf nodded lowering his hand from the sword at his side, that he'd been gripping for some reason. "Aye blue as they come, strange that, never seen a mountain range that hue before." He grumbled absent mindedly gazing up at the lordling who sat behind a desk. "Only founded the hold 10 years back so the Thanes looking for new trade partners."


Isildur made the effort to scratch this down, as the thought of a dwarf hold this close to Gondor came to mind. "By the way master Balor, where is this hol.."

"Southern chain, 4 days March from Lindon if I remember right." The dwarf grumbled, his voice souring at mentioning the elf ports name. Noting the gondorians confused look he sighed before stabbing a finger to a random portion of mountains. "Round there. Named it Karak Lhune." He chortled. "Let us say the thane is not very original when it comes to naming things."


The lordling barely kept himself from shaking at the revelation, of a dwarf hold so close. And positioned in a way so that Anfalas was the only true trade point for the hold into Gondor... A much needed boost to the fiefdom after the departure of the elves near a Millenia ago now.

Desperate to hide his shock, the lordling pushed on, the dwarf gazing at him watchfully, his lips slight raised. "Does your hold happen to have anything to trade maste..." he was interrupted by a loud clans as the dwarf deposited a great box on his desk, the wood groaning under the strain. "Finally." The dwarf started with a sigh. "Let's get down to business."


@Mad0Slayer, please threadmark these omakes
 
Strange Kinships
Strange Kinships

The leagues of Eriador were long under the shadow of dark pines, but the legs of the dawi were hardy and filled with the vigor of ones who had just won a mighty battle. Or a battle at least, thought Snori, son of Balor and ranger of Clan Siverhammer. It did not hold a candle to the Great War against the servants of the Four, the mighty battles of the age. In truth this land seemed strangely peaceful and unwary under the distant stars and the single moon like a sickle in the sky.

"Bah it's a wonder we do not fall over at the watch from sheer boredom of it all," he grumbled, not very well granted, he was still a young enough dwarf to have more gold than silver in his beard. It was plenty loud enough to be heard by the manling nearest to him, a stout fellow, as manlings counted such things at least, fel handed in battle and short with words at least until now, Barandir was his name.

"Well now master dwarf would you rather be having the perils of elder days than the nights or Eriador?" the dunedain asked, though there was smile to his challenge. "For myself I would rather live in this one a lesser son of greater sires than to risk the terrors of wars before the Great Enemy was chained."

"Great Enemy?" Snori perked up. He had never heard of one of Them being bound, not by any god or power, this must be some daemon or lesser thing.

The ranger opened his mouth, closed it and finally said. "Of Morgoth I will not speak in the wild lonely places with no more light than this," he motioned to the sputtering fire that seemed to be gasping on the still wet wood from yesterday's rains. "When we have a hearth between us and mayhap a pipe and a fine ale then perhaps it would be wiser to speak of such things without risking to call upon us some echo of his malice come down from the haunted hills..."

Manling foolishness, Snori was about to say, but before he could do to a older voice than his called out from the dark to his left. "Wiser than most umgi you are thn, don't call trouble by its name least you have a stout door to close in its face lad." Uncle Gumri must have had quite the night around the ale barrel to the handing out advice with only a little roll of a grumble to it

"Alright then tell me some other story of your Elder Days one that does not concern him whose name you fear to say," Snori said to Barandir.

"That is not so easy as you imagine, as the tale of the First Age is that of that the Elves call the Long Defeat, a war without hope an without quarter that only the Armies of the Utmost West could end onto the ruin of all Belariand that was once west of the Blue Mountains where you make your home." For a long moment he looked into the fire and Snori thought that would be all that he would say. Then he added, but we are in Eregion, that men now call Holin. Perhaps a tale of the House of Feanor would not go amiss, to the memories of those history so oft recalls unkindly, but whom by their lights served a noble cause? Them than started it all as my mother put it when she taught me the songs. The Edain would have found no Eldar on the western shores and only the slaves of darkness and for us there would have been no blessing of years or might or of wisdom were it not for the folly of Feanor..."

"This Feanor, he was a man then?" Snori asked already lost among strange names like a man like one floating upon a sea at night far from shore.

At this Barandir laughed. "No indeed, he was an elf, the greatest elf smith that ever lived, to his glory and to his sorrow."

"An elf was he?" Asked the dawi with an edge of familiar disdain "Figures that such a one would be thought poorly of. What was this 'noble cause' they served?"

"Feanor sought to retrieve the Silmarils, the Great Jewels which he had forged, they held the light that was before the Sun and Moon, the light untouched by evil, of all the works of the Children of the One these were the fairest and for myself I have not the tongue to speak of their beauty."

At that Snori was drawn short as one who seeking a familiar staircase finds a step to have vanished entirely and is left with a lurch in his stomach. "What did he do then when he found out that he was robbed this elf smith? Cried and wept and gnashed his teeth fiercely? Mayhap he made a verse about it?"

"No," the man replied darkly. "Song and verse were writ aplenty about the wars that Feanor and his seven sons faught to regain the treasure of their House, for good and for ill. There on sacred Taniquetil under the eyes of the Valar the Sons of Feanor swore besides their father thus as near as I can tranalte it into the Common Tongue." His voice seemed to change as she spoke the next words and a shadow to pass over the face of the moon and the stars:

"Be he foe or friend, be he foul or clean
Brood of Morgoth or bright Vala,
Elda or Maia or Aftercomer,
Man yet unborn upon Middle-earth,
Neither law, nor love, nor league of swords,
Dread nor danger, not Doom itself
Shall defend him from Fëanáro, and Fëanáro's kin,
Whoso hideth or hoardeth, or in hand taketh,
Finding keepeth or afar casteth
A Silmaril. This swear we all…
Death we will deal him ere Day's ending,
Woe unto world's end! Our word hear thou,
Eru Allfather! To the everlasting
Darkness doom us if our deed faileth…
On the holy mountain hear in witness
and our vow remember,
Manwë and Varda!"

"You said the name..." Snori could find nothing else to say, shaken the souls of his feet by the words. He did not doubt whose name 'Morgoth' was. World's Black Enemy, he knew it meant though he knew not where, it was as though the very syllables bled darkness

"It was Feanor who named him such and ever after so he was called," came the reply from Barandir, not in his normal tones upon the wold. "It seemed appropriate to speak it thence."

Snori nodded and did not speak for the remainder of the watch, but in the stilness of his heart he could not deny that was a grudge to remember. As pale dawn reached out its fingers over the sky he asked. "Did they live by it?"

"Lived by it and died by it to the end," the words were soft and sad.

OOC: Well here we are, just a snippet because I could not give a reaction to all the Tales of the First Age, but that seemed the part that would resonate the most with a dawi.
 
Mad0Slayer can we [] trade with hobbits. under the diplomacy tab i personally want do 1 tool and 7 iron ore for 4 hobbit ale with also 500 gold with traders just in case its more expensive
 
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