[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
I am very much for this as well. Before the Thane is of sound mind again every possible Grudge we write or damages we pay will have no effect on the Thane himself, and this will help to establish us as reasonable people.
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[X] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[X] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[X] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
Your 'official' shieldbearers had been clamouring at the teeth for over a decade to fulfil their duty, and now with your broken leg, your pride finally relented and allowed another Dawi to bear you.
Unnecessary pride is what it is, High King and Grombrindal have Shieldbearers and they use them so why woldnt you? Not trusting them to upheld there oath of carrying yoy steadily?
The lad met your eyes as you talked to him. "Gold-sickness isn't it." The lad blinked at you with tears in his eyes. "Aye. It's cursed my line since the days of Naugladar the cursed; but with the discovery of Mithril..."
We could spread it, this info to those Longbeards who still grumbke and they could undestand and maybe excuse his examples but they need comnpesation for the wounded party but make it not as harsh.
On our side, we did broke the pillar so is fair for us to fix our mes and mingle with them.
Thror simply is not sane now and if we want to have any effect on him we should help him.
this also gives a lot of way to our people to get friendly again.
You have my vote because, seriously your plqn is of sound mind not like Thor there
[x] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
- [x] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
-- [x] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
- [x] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
[x] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
- [x] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
-- [x] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
- [x] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
It might be a good idea to punish the beardlings of both clans for having a fight that damaged the pillar and insulting each other and generally being idiots.
Bah! Beardling foolishness! In my day we knew to behave ourselves properly! We were far to busy working and gave proper heed to our Elders advice... Grumble... didn't start fights with other clans... Grumble... Grumble... Wrecking a hall.. Grumble... Grumble... (continued intelligible grumbling)...
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[X] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[X] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[X] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
It might be a good idea to punish the beardlings of both clans for having a fight that damaged the pillar and insulting each other and generally being idiots.
Bah! Beardling foolishness! In my day we knew to behave ourselves properly! We were far to busy working and gave proper heed to our Elders advice... Grumble... didn't start fights with other clans... Grumble... Grumble... Wrecking a hall.. Grumble... Grumble... (continued intelligible grumbling)...
Vote will close in 24 hours and what you voted will appear in the next turn update as I don't think that it will need an interlude but if it gets long enough I just might.
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[X] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[X] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[X] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[X] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[X] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[X] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
[x] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
- [x] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
-- [x] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
- [x] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
Edited by ImperialBriton (He also provided the image) Ranger Reports and Rumours from beyond for Turn 8
Hokul growled as he swatted away flies, as he glared, his eyes searching through the trees for threats as the bugs buzzed around him, their insistent pestering driving him slightly mad, his feet carrying him over the dirt path as he spotted the umgi tavern ahead. His already bad mood only worsened as the bugs buzzing began to intensify, their insistent pestering driving him slightly mad, his feet carrying him over the dirt path as he spotted the umgi tavern ahead. His thoughts filled with curses aimed at Agath more for the pain that she had unwittingly unleashed on him and his fellow elders. It was bad enough that the beardlings would take at least a decade to be considered passable in most skills for a ranger but that he had to make a journey to this bug-infested hell, he added another thing to settle against her before at least thanking the ancestors that Kaz and a few other's had taken over the training for a time. Entering the tavern the smell of vomit and umgi stew permeating the interior the umgi around giving him hostile looks, he gave them a glare while hoping one of them would try their luck after what had occurred last time so that he could vent his frustration. Taking a seat near the bar he asked the umgi for a drink. Though as he settled in to listen to those around him he made sure to keep careful watch of more than a few umgi, his eyes darting to two of his fellow rangers outside in the dark before turning back to watch the umgi far more closely than they realized while drinking the swill they dared to even call ale.
Though as the hour turned late he took careful note of eight umgi watching him closely unaware of his fellow rangers, their eyes filled with dark intent. Frowning he downed the last of the weak swill and left the tavern. Hokul hummed to himself as he got ready to draw his axe his eyes meeting his fellow rangers. The sound of umgi following him, glancing carefully he noted that they tried to stay hidden, but the umgi were proving rather terrible at it. Hokur lead them into the forest while slowly grinning to himself, "Okay umgi, so whose to die first?" He said while turning to face the umgi who drew a few knives and two nets, his stare becoming incredulous at their weapons, "Really umgi, that's all you have for me. Do I look like some fresh grobi that crawled out a warren." Frowning he grumbled to himself as they advanced only for dull thuds to echo in the night and two of their number to collapse bolts in their chests. Brandishing his axe he gave little thought to the umgi that had attacked him as they were not so different from ones who had tried to steal from him in the past like the city dwellers in the empire. They fell rather quickly only the last of them begging for their life before Hokul beheaded him after their attempted capture of him. Nodding to his fellow rangers they made for the hold while he shared with them what he had heard.
Eriador: Rumor's in Eriador:
The umgi speak of dark things roaming in the far north of their towns, while shadows in the night seem to battle unseen though many speak as if it is safer on the roads than in recent years, though many are worried about some recent rumour of a return, though what Hokul and a few rangers could not gather. The Mayor's of Bree-land have been elected after the massacre within Bree, the newest leader's demanding information on the location of the few dwarfs who had seen fit to kill their people, while word on the street of a possible militia been raised to hunt down the murderers. Though there seems to be a conflict with this decision as somehow a rumour spread that it was raised spirits rather than your people that did the deed. Hobbit's speak of activity within the western mountains your fellow dawi seeming to be searching for something, though what it is the hobbits are unsure as they have yet to approach them.
Rumor's of Rohan:
Word of discontent in the distant land seems to have spread to your land as some umgi ended up getting killed by that umgi king helm, his new name even having reached the umgi bordering your mountains and is now called Helm Hammerhand, though some say that a group of umgi may cause a war over this.
Rumor's of Gondor:
Word of the new port seems to have spread and the umgi within Bree seem hopeful that this will mean further trade with the larger kingdom of Gondor. Apparently, there had been some trade a few centuries back for pipeweed, so now we don't need to concern ourselves with a Halfling monopoly. There are some concerns among the manlings though, with some whispering that it is an attempt to reclaim the land that was lost. A few umgi heard that strange ships with dark sails were seen on the horizon not far from the new port and while the umgi seem to think that it is nothing to worry about, your dawi patrolling there having spoken of umgak ships, but none that match the description. Something is afoot, but no one can be entirely sure.
The Port of Anfelas has been quite active over the last few years. Already colonists swell to its shores from the poorer regions of Gondors West. You're not entirely sure why, most Imperials were quite happy living lives on the surface tilling the lands. You can't blame them of course, the mountains here are lovely. There's been some talk of Corsairs further down the coasts, though their presence has reduced somewhat in recent years, and apparently, that has gotten the Sealords of 'Pelargir' worried as they wanted to test their new fleet against them. The colonists are overall quite happy with our presence, and children are quite often spotted looking for us in the streets being rather respectful and well-spoken. There has been some attempt to talk to the elves with the leadership, with for some reason requests for the Grey Haven's to establish trade enclaves in Gondor once more; though apparently some nobles sent by their ruler (steward) were sent back huffing after a meeting with the local elves
Elgi: Elves of Lindon: Not much, they can't hold their liquor, and are still bizarrely willing to offer gold and old 'Khazad' trinkets for more barrels of our holds brews. I even observed an Elgi maiden weep after tasting a drop a visiting Dunedain had brought with him. While it may twist my whiskers something rotten, this may be a good way to learn more of the local Dawi, and get some extra gold to fill the clan's coffers. While the Umgi were eager to talk about the Stewards emissaries leaving in a storm, the elves are rather tight-lipped. Hopefully, I don't have to make this an annual trip, if I have to eat celery one more time...
The area around the hold:
The rangers report that there is little to no activity within the surrounding area, though more than a few of them have requested that the umgi stop stealing all of the fun, their starting to find the lack of anything even remotely dangerous and have caused more than a few of them to worry about a lack of training opportunities, a few of the elders have even begun discussing capturing a few grobi to let the beardlings hunt.
Word from a few of your cousins who could not hold their liquor has spread around the hold that there is growing discontent within their hold, the recent issues with their Thane having pushed them into a few camps, some stubbornly wishing to stay within their crumbling hold, while other's speak of leaving for their cousin's homes in the nearby mountains while the youngest of them have the ear of the Thror's heir Uvor and they seem to voice their desire to either join our hold or to form a closer alliance so to restore things to proper order and show their fellow clan's that the line of Uri still stands strong.
Well I migth be wrong but Anfelas in the original was home of a piss poor group of fisherman.
So we might have been a glue to better unite the west with commerce.
Allen why not both, I really fucking love this quest now that it is going.
We are just some turns away from starting to innovate a lot of stuff.
Also we should befriend all the dwarf groups since if we make an enemy of them they could coinvince the erebor refugee to attack us.
Personally I'd rather they rebuild their hold to its former glory as our allies. I'd love to offer to apprentice some of them so they can learn a proper dawi mindset and skills and put them to work regaining their former glories.
Personally I'd rather they rebuild their hold to its former glory as our allies. I'd love to offer to apprentice some of them so they can learn a proper dawi mindset and skills and put them to work regaining their former glories.
Anfelas growing will also have interesting consequences. A second big Port may just allow gondor to keep up with the enemy on the sea and not get grinded down like in cannon
Aleriel had been pretty miserable the last few millenia. Of course, she exactly wasn't missing in that form of company, seeing how many other elves were in her boat. 'Oh why didn't I take the Valar's offer at the end of the First Age...' Being a shade sucked at times. Truly. She barely any of a physical form, no-one could see her, let alone hear her. And the only people that noticed were those damn Istari who would spend their time glaring at her, before acting as though she didn't exist.
I mean you can only haunt that saucy whippersnapper Elrond for a few centuries before it gets a bit dull. The odd shiver as you pass through him, reducing his (open) room's temperatures slightly to make it less comfortable until a light breeze washes in. It was a little funny when he hired that Istari Saruman to 'excise' her; but over time even that joke became a bit dull.
Bored with these events, the shade had decided to go on a sabbatical adventure. True it did take a few millenia to go through (she may have taken the wrong turn; damn Dunedain, how was she supposed to know the kingdom had fallen centuries prior), but she did eventually find Lindon. That turn in the barrow downs was nasty though, the shades there were absolutely barbaric.
Cirdan of course was a delight, that ancient Elf Lord so old he could even see her of all people. The speaking part was a bit of a problem, but eventually they'd worked out some sign language, and had even helped her (read guided) bring back all the other shades in Rivendel.
It was as she was making her rounds, checking on some of the young'un's that she observed something that gave her a fright. One of those nasty little Squat things she remembered from back in Beleriand. Terrible tempers they had, and were thieves a plenty. Attempting to bear her (minuscule) powers down upon him, to send the wretched thing packing she accidentally walked through a young Edain, who was draining a pint out of a barbarically simple 'tankard' (of how the mighty had fallen).
To her own fright, the poor thing reared back like he had ice run down his spine (not exactly incorrect to be honest), and his tankard flew. Being of course trapped but unable to largely interact with the physical plane, the tankard went through her clashing onto the floor, while the young Edain wailed in misery.
Then of course its contents landed. and got caught in her mouth.
She blinked. Before a great wave of light flew threw her, illuminating the inn she had entered. This... This... This was the nectar of the Valar; so sour and bitter, yet full of life and flavor; beautifully tended to for years, built upon a craft mastered over ages longer than the sun...
It was the deafening silence that filled the dwelling that finally brought her back to conciousness. That and the near audible staring of everyone in the room. She blinked again taking in their looks, before turning around in vain to find their target, only to find there was none... It was the tapping on her shoulder from the young edain, and a growing sensation of cold upon her breast, that she realised they may be observing her... "Erm sorry my lady, but I think you may be needing this." The young man offered, draping his cloak over her shoulders. She looked down to find her pale, usually translucent (white) gown transparent, stained with a deep yellowy color. "Ayeee!!!"
before Hokul beheaded him after their attempted capture of him. Nodding to his fellow rangers they made for the hold while he shared with them what he had heard.
I know its not there way, but i at least hope they where buried to hide there tracks and deeds...and yeah i can see the higher chance of the Hobbits being attack as well and passing Dwarves.
Though there seems to be a conflict with this decision as somehow a rumour spread that it was raised spirits rather than your people that did the deed.
the youngest of them have the ear of the Thror's heir Uvor and they seem to voice their desire to either join our hold or to form a closer alliance so to restore things to proper order and show their fellow clan's that the line of Uri still stands strong.
...okey i can just see the other Shades clamoring for a return to there Physicsl form...if she can still see them...but i may trigger animosity against the Dawi
Scheduled vote count started by Mad0Slayer on Oct 10, 2021 at 9:24 AM, finished with 26 posts and 14 votes.
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
-[X] Call for a council made up of the clans elders and Thror's heir to rule in regency until Thror is declared cured from dragon-sickness/gold-sickness.
--[X] Thane Thror is taken for medical attention at Karak Lhune with a retinue of his heir and advisors choice
-[X] Call for a cultural collaboration between the two holds. Tomes in Khuzdul translated to Khazalid, and visa versa.
[X] Delay the restitution of the clan grudge for now until Thane Thror is sound of mind. (This will not settle the overall issue that has occurred and will continue to cause your hold issue while also suffering a moderate decrease in relations with Southern Nogrod Dwarfs while also causing an issue amongst your hold and will still be settled at a later date but with a lower cost.)
2 Units of Excellent Quality Ale Barrels. (Allows you to boost a single action per barrel during any of your turns for a boost of +40 to any action if used during a turn or a flat +15 bonus during a battle for either a regiment of dawi or heroes.)
Description: Through the hard work and months of patience and failed attempts a master brewer of your clan has managed to craft a truly magnificent batch of Ale, so much so that you only secured "two" Barrel's for the holds use and if any would say otherwise you would settle it in the training grounds just so they know not to say anything. Especially after much of the batch was bought up throughout the hold, many of your hold prowling for more. You have 2 Ale Barrel's for a boost, write in: Brewer's Gift under a voted action if you want the boost to occur.
You downed a tankard of ale as a fire crackled, your eye's roaming over the empty and quiet council chambers, only two of your guards at the far end near the entrance to the hall as the door was closed, thanking the ancestor gods for some respite from the guilds you hoped that it would be the end of it but you were sure that it was far from over. Really this was only a temporary affair, to be honest, you still needed to excavate a proper council hall but for now, with the clan's size as it was, this was more practical and helped you avoid the longbeards for longer...
Grimacing you glared at your leg as it went into spasm again, that damned mountain was going to suffer for making you put up with all of this, letting out a bark you called for the guards to gather your Throne bearers while praying this would be over soon so you could train properly. While it was expected for a Dawi to gain a bit of girth, you had prided yourself on being a warrior, and if you kept this up with your drinking rate, you'd probably have problems in the coming years going on missions. At least Idun seemed to know how to handle things, not that it was a shock but she was a mere apprentice compared to some in her order.
Relaxing into your Throne you could at least admit that it was rather comfy but you did not expect any different, especially as it was lifted though you hoped that you would never have to fight in the thing, High King you are not.
Though as the door creaked open you spotted a dawi, one of the brewers by the look of things a pained look about him as his eyes met yours, you closed your eyes while mentally slinging curses at the thought of yet another issue. "Yes" You Growled causing the elder to give you a stern look as the sound of your throne bearers entering the room echoed off the walls.
The elder let out a huff while muttering something you did not catch before giving you a nod "My Thane, it seems our crops have all died, found out that a damn blight spread over them and a few of my fellows investigated." He grimaced while scowling at something, "Seems some kind of blight has ruined the fields and unless something is done were not going to get anything out of em, especially with how far spread it is and were too few to stop it entirely. As I'm the master Brewer overseen this I must ask which field are we to save?" His beard quivering at the failure.
You grimaced while you knew that someone in the hold would grumble about this, "Gather those of your guild that you can and save what little is left, as for what you are to save, give me an hour I must call my council." You said firmly as you felt the onset of a headache coming, ordering one of your guards to get you some Ale you considered what to do but not before sending a messenger to let Idun know not to expect you tonight while another was sent for your council. Though as he departed you could only help this did not cause your supplies of food and ale to dwindle any further especially as you were just matching how much could be grown.
Event Options: With Blight all but ruining your fields, there are very few crops barely worth saving and even then it will be nigh impossible to learn what has been contaminated or not. Still we need that seed if we want to plant again. We have the ponies and the 'master farmers' on standby to harvest what we can and plough in the rest of the crop to start again...
[] What will you do with the fields: (Choose 1 Group)
-[] Replant like crazy: (What do you choose to salvage so you can plant for next year) (You will only get half of your normal yield) (Still have a chance in the future of this happening again) (will not fix your problem but your dawi will learn and also not grumble about a slight against them.) (Can only choose 1 of the options below in this group)
--[] Ale Grain to fill our barrels... (Ale Grain)
--[] Food Grain to fill our bellies... (wheat, non-ale barley)
-[] Something tells me replanting won't fix our problems, look for new crop and ale grain 'cultivars' to use. (The problem will be dealt with for now, but can possibly return, while the Craftsman's guild appeasement will drop due to your slight against them as you doubt their ability to stop this from happening.) (-3 to their current appeasement bar) (There is no limit to the options just keep in mind that you can only get 50% of your production this turn due to the lost crops.)
--[] Legumes (peas, beans, lentils) (500 gold) (Allows your food to reach 50% production this turn and greatly reduces the chance of this happening again)
--[] Potatoes (200 gold) (risk of rust) (Allows your food to reach 50% production this turn and reduces the chance of this happening again)
--[] Hopps (200 gold) (low risk) (Allows your Ale grain to reach 50% production this turn and reduces the chance of this happening again)
-[] Dammit farming isn't for Dawi, send someone to our allies/neighbours to bring in some experts... (this issue will be dealt with permanently and will open up new paths depending on who you go with but the slight against your fellow dawi will be hard to ignore for the clan) (-6 to the Craftsman's guild appeasement Bar and -2 For all other Guilds after such a blatant show of distrust and showing the dawi as weak)) (Can only choose 1 of the options below in this group)
--[] Port of Anfelas (1000 gold) (good variety of largely summer crops, crop rotation) (crops are poorly suited to the northern climate, let alone your alpine realm) (Would provide a larger number of crops so you get Bulk farming but will require glasshouses for a few of the crops.)
--[] Hobbiton (1500 gold) (good variety of crops, crop rotation) (expensive to lure out highly insular hobbits from their hobbit holes) (Provides the best options to optimise your future farms.)
--[] Dunedain (0 Gold) (A couple of wild species they are trying to domesticate, & crop rotation) (Long term pay off as you will be re domesticating wild Eriadorian & Numenorean plants, but will not solve the current issue with food supply providing only 25% of our normal food and Ale grain production)
Diplomacy:
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 while improving your guild appeasement with negative clans)
60% chance of success
1 Turn
[] Offer the Firebeards of Nogrod the chance to learn your people's craft:
A New Land may be daunting but you are optimistic that things will turn around especially with all the new things that can be discovered. Regardless, 'Khazad' or Dawi, these cousins of yours are acting like Beardlings when shown a chizel or hammer. If they want to rebuild they must first learn the basics...
60% chance of success
1 Turn (For 5 turns(10 years) 50 Firebeards move into your hold to learn the skills of both mining, metalworking and masonry before departing with at least improved basic skills.) (5 Warriors and 15 Thunderers will be required to guard their home while this is going on. But will stop when either their hold is secure or their population has grown.) (Keep doing this and they will slowly restore their hold while improving relations.)
[] 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 (Locked off due to high relationship)
-Rohirrim 50% chance of success (locked off for 1 Turn)
-Dunlanders 40% chance of success (they don't like anybody)
-Bree 30% chance of success (The memory of the recent killing is in their minds and they will not trust you and will cause issues.)
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)
[] Set up an Embassy in Anfalas Capital of Lond Galen:
Gondor's most western point is a fair distance away, and its capital even further. Balor isn't fond of making long trips further than he needs too but he has enough 'qualified' nieces and nephews he can send in his stead. Set up an Embassy in Anfalas so that he can routinely visit and correspond with the local leadership, while his 'underlings' can make distances further east and south into 'Arda'. Though such a distance is not one to be taken lightly and never for a lone dawi, a small guard will be required for any dawi to safely improve your relations with the umgi in their distant lands.
60% chance of success (A permanent Guard of 5 warriors and 10 Thunderers will be required to guard your clans representative.)
1 Turn
[] Send out a party to establish relations with blue mountain dwarfs and spread word of their fellow Firebeards plight within your mountains:
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 people's ancient holds a short journey away. Though after speaking at length with both Uvor and his elder advisor Nar they have requested that you contact their fellow members in the Northern mountains to gather so that they may restore that which was lost. (Establish relations with both Northern Nogrod and Belegost Dwarfs as well as possibly gathering dwindling groups of clans or one's looking for safety)
65% chance of success in contacting them, 25% chance of groups moving to your mountain immediately and they will trickle in from here. (This will have a knock-on effect that you may have to deal with.)
1 Turn
[] Improve relations with Blue mountain dwarfs of southern Nogrod:
A small group of cousin dawi have been found dwelling within the ruins of one your peoples hold. Their clan has slowly dwindled over time, the reasons many and something that must be solved but first you must ensure that ties are established, and wounds healed to ensure that your kin know that they have not been abandoned.
55% chance of success
1 Turn Send Resources to help them restore their hold and improve your standing among them.
-Send Tools for them to use: many of the Dawi within Nogrod looked to be working with umgak tool's made from what looks to be an apprentice smith, send them some proper tools so that they can truly restore their hold. (+10% of Success cost's 6 unit's of tool's) -Send arms and armour to help arm their warriors: When visiting your fellow clan's hold it's warrior's looked ill-equipped to even fight a group of grobi never mind protect a hold from a proper Waaagh, send them some of your stored arms and armour so that they are not left unarmed to face the threats of the world. (+10% of Success cost's 3 units of weapons and 2 units of armour.)
[] Establish a Trade deal with foreign powers: As Dawi and a Thane you know that the umgi of the empire clamoured for even the trinkets of your people, something that seems your cousins at least managed though it falls short of the revere your used to, thankfully more than a few of your works have spread around as Balor has set relations with them, though he will not journey for the hold for long have him set out to establish a trade deal that will last for generations to come, that is until you either change the deal or the umgi break their word. (Can choose 2 option maximum to establish Trade deals) -New port of Anfelas (Its name be coming soon): The umgi within the port have boasted to having contacts all throughout the kingdom and while their port is small they swear they can get us just about anything that is made in Gondor, especially once their lord is done playing politics with his neighbours. (This is your trade route to Gondor you will not be trading with the greater kingdom but the hub, currently, they offer most raw resources and food, their ale grain falls short of what the brewers require what they offer will grow as your works become more known or the port grows.) (They are currently after acquiring more tools for the use of their expansion or finished works.) -Hobbiton: The short halfling looking people while proving to be hard to get out of their holes seem to have the right way of thinking and while they may live in hills and not mountains, they have proven that they know what they're doing with their crops especially as it at least meets the requirements of the brewer's grains. (Offers food and ale grain as it just meets the requirements of the Brewers.) (They are currently after some lumber and raw iron) -Elgi of Lindon: The Elgi living on the coast are paying a little too much attention to your fellow dawi especially as they are clamouring for our ale, while they have little to offer other than gold and lumber it's good to see elgi come to their senses after so long, even if they are a bit weird. (Offers lumber and that's about what they can offer you without issue as their finished goods are not to dawi taste.) (They are currently inquiring about more of your ale) -Dunedain: The umgi seem to offer little at the moment and while they have proven staunch allies they have yet to start building after only recently moving in, hopefully, they make something of use with what the clan built. (Currently, they offer nothing other than lumber) (They are currently after acquiring more tools for the use of their expansion and weapons.)
Martial: (If more than 80 Dawi are away from the hold been used for external garrison forces then you will lose a Martial action until they return.) (Your capacity to Garrison further areas will grow as your hold does.)
With careful aim and deliberation will you strike at the enemies of the clan while also making sure that your kin will do all they can to be prepared. 2 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
[] 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) (Is currently possible)
[] Send out The Throng to clear a distant region:
The lands around the hold are too 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
Send a Garrison to 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 a few dawi Garrison the place should anything befall it, especially with the whispers as of late. (15 Warriors and 25 Thunderer's will Garrison the port this turn.)
60% chance of success.
1 Turn
[] Have Them Form a large escort force for your Diplomats: (Can only be used for Diplomatic options outside of Arnor.)
The land is filled with dangers and more often than not it is something that would spill good dawi blood, the warrior's of your clan have little to do and having them march out to protect your fellow advisor from danger and show the strength of your people.
(Increases the chance an action succeeding when you try and improve relations with distant lands but also ensures your dawi are safer. +25% to a diplomatic option's success)(Just write in the name of the option you want them escorting.)
Last's as long as the action it is attached to.
Stewardship:
Thankfully with the help of Alrik, you can be sure that the hold will expand quickly but carefully under his care, though you are also glad that he helps bear the load on some of your work.
2 Action Available, 1 Action Locked (1 from Base action, 1 From Advisor and 1 From Thane Trait.)
[] Send aid to help Restore a portion of Nogrod:
After visting the crumbling hold of Nogrod you as a dawi can not help but feel insulted, the work of your cousins ancestors having degraded far beyond even holds lost to the grobi. Though issues may have arisen members of your fellow clan were injured and that is something you can not allow, have a few of your clans dawi head off to help restore the hold, though only a bit as it will take many decades to truly restore the massive hold.
-Repair their hold's Entrance Hall and wall 60% chance of success. (0/1 Progress and will cost 3 tools to repair 1 point of progress)
-Repair their living halls 60% chance of success. (0/2 Progress and will cost 4 tools to repair 1 point of progress)
-Repair their growing halls 45% chance of success. (0/5 Progress and will cost 3 tools to repair 1 point of progress)
-Repair their Forge 60% chance of success. (0/3 Progress and will cost 3 tools to repair 1 point of progress)
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 increases by an additional 3 units of Food and 2 units of 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)
1 Turn
[] Expand the diving Operation:
A number of your kin that where a part of the test dives remarked that there was a great deal of area to explore, a few of them grumbling about their lack of time and space to recover such artefacts and more often than not taking a great deal of time, though there is little you can do to expand their options an extra sub filled with dedicated dawi may be the answer to the problem, even if it a larger drain on the hold but the speed with which your people could recover lost artefacts would at least double. (Reduction of time on Diving actions.)
50% chance of success Cost: 2 Tools 3 Iron ore. (maintenance of 1 Tool) (+1 prototype nautilus)
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
[x] 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
1 Turn remaining and Locked in Resource cost paid for
[] Expand the Mushroom Farm:
The growing hall within your hold is decent enough and while your clan 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
[] Expand the Brewery:
A Though your clan holds few Brewmasters such a Nobel profession is bound to draw a number of apprentices and whilst their work is sub-par to that of a true brewing clans apprentice it is still dawi ale and after the last draught of ale many in the hold are more than willing to deal with shoddy ale if only so to ensure their stock of good ale lasts them longer. A few masons are even eager to work on the project all they need, is their Thanes approval.
60% chance of success Cost: 4 Tools (Maintenance Cost increase of 2 Brew Grain)(Produces an additional 4 Ale)
1 Turn
[] 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
[] Repair the Engineers Hall:
When building the Engineering hall a grumbling elder impatient with how long it was taking to get his own workshop, decided to try and expand without a stonemason's experience and caused a collapse which he swears is because of shoddy work, something that many agree with, still there is damage and is causing issues, have the clan fix the issue ahead of time to get over all the grumbling.
(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 to repair if selected, if not then it will be automatically repaired in 2 turns.
[] Expand the Engineers Hall Facilities:
With the Engineer hall finally built, it still lack more than a few of it's more advanced facilities that would allow it to truly begin making the great works of your people, that and it will hopefully stop the guild from fighting with the others and giving you less of a headace.
(Reduce the progress Bars of more advanced research ideas and allows for faster construction of more advanced machines while increasing the guilds maintenance capacity.)
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: (-30 Debuff due to loss of experienced rangers, both from the battle against the shadow and Agath been followed by a core of veterans and friends this debuff is applied randomly)
[] Establish Watch posts around the Shadowed mountain
Whilst you wish for vengeance you know that the clan is not strong enough to attain the vengeance that it craves, instead you will bide your time and wait for the right time to strike but until such a time you know a threat cannot be allowed to exist without been watched, have the rangers set up a number of simple watch posts around the area so that they cannot take you unawares but also so that you may bleed your enemy.
60% chance of success
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
[] 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. (locked off)
-Cardolan 50% chance of success.
-Minhiriath 60% chance of success.
-Rhudaur 40% chance of success. (locked off)
- (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 (locked off)
- Southern Arthendain 40% chance of success. 3 Turns
- Western Cardolan 40% chance of success. 2 Turns
- Eastern Cardolan 40% chance of success. 3 Turns (locked off)
- 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: (Most Option's progress bars have lowered due to you now having an Engineering hall.)
3 Actions Available: (Actions from, 1 from you, 1 from Advisor and 1 from Engineer Hall.) (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 0/6)
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 0/5)
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 0/4) (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 0/6)
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 0/8)
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 1/3)
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 3/5)
60% 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:
MC Afflictions and bonuses:
Torn hamstring: (2 turns Gotri gets a Debuff for 1 Main hold action -10 for the first turn and -5 for the second while having a flat debuff of -15 in combat or any physical activity.)
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 certain things are expected of you. One of which is to ensure your family is happy and ready to do its 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
-Visit your fellow clans Hold
[] 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:
With your duties to the hold slowly expanding you have found little time to spend with your family besides the occasional short visit's, dedicate more time in the coming years to ensure that you stay close with them.
[] 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
-Glorfindel. (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 1401/1500)
-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 a group primarily 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
Guild Management:The Guilds are the lifeblood of any clan and hold and while it is a fine balancing act to see them appeased it is generally worth it if done right, especially as they are less likely to cause you issues in the future.
Current Guilds
Miners Guild (Appeasement: Happy (2/5)) (Troop Type provided: Miners/Warriors)
Warriors Guild (Appeasement: Annoyed(3/5)) (Troop Type provided: Grumbling Guard and other Elites regiments when they form also affects overall troop status(Mainly your back round rolls))
Healers Guild (Appeasement: Happy(4/5)) (Troop Type provided: Quarrellers)
Stonemasons Guild (Appeasement: Grumbling(2/3)) (Troop Type provided: Warriors)
Engineers Guild (Appeasement: Rebellious(6/10)) (Troop Type provided: Thunderers (Who double as Quarrellers when out of powder)
Carpenters Guild (Appeasement: Annoyed(5/5)) (Troop Type provided: Rangers)
Craftsman's Guild (Mix of multiple guilds) (Appeasement: Rebellious(8/10)) (Troop Type provided: Quarrellers)
Cult of the Ancestor Gods (Appeasement: Grumbling(1/3)) Religious Orders:
-Hearth Guard: 20 Standard Warriors and thirty Thunderers belong to this order (they stand guard for the hold. +15 to rolls when the hold is in danger of been overrun) (Appeasement: Grumbling(3/3)) (This is your Holds Garrison force at all times)
-clerics: 4 Grumbling Guard and 10 Standard Warriors and 20 Thunderers along with 10 Rangers belong to this order. (They Guard the dead and seek out those that would desecrate their tombs, +15 against Undead type enemies) (They are Oathbound to seek out any Necromancers or to put the spirits of the raised to rest) (Appeasement: Grumbling(1/3))
-Valkyrinn: 35 Kvinn are a part of this order and not a part of the Throng and they guard the wounded and healers and protect their home. (Expect them to form a reserve in most fights while they protect the wounded and will form part of the holds defensive forces and act as combat medics) (Appeasement: Happy(3/5) You can expect 20 of their order to march with the Throng.)
1 Action Available
[] Gift a few guilds some gold for their own use: (Choose 3 Guilds with only a minor boost to their Appeasement at the cost of 1200 Gold)
[] Allocate raw materials towards a number of guilds for their personal use: (will remove 2 units of relevant resources from your holds stock) (Choose 1-3 Guilds with a modest boost to their Appeasement)
[] Send word to your clan's stonemasons and builders that they are to aid a guild in the improving of one of their halls: (Will take one of your stewardship actions but the halls related to the guild will receive a limited boost for 2/3 turns) (Choose 1 Guild but greatly boosts their appeasement)
[] Offer a guild the right to select the best material within the hold before other guilds for the coming years: (Will Appease the selected Guild greatly but will anger a few others how much will depend on your skill as a diplomat.) (This option holds no effect to overall mechanics in your holds management and is pretty much just a bit of fluff)
[] A gift of fine dawi Ale: (Choose between 2 and four Guilds who you will purchase the best ale within the hold for the coming years, Will appease the selected guild decently but the hold will not be happy -1 or -2 Hold Stability depending on the number of guilds selected and costs 250 Gold per guild or religious order.
[] Give them nothing, the hold has better use for those resources, and you would rather not stretch your supply, you're sure that none of your kin will mind a little bit of hoarding.
Submarine Actions:
With the first Nautilus complete and dawi ready to explore and recover items and knowledge from your cousin's history they only need to know where they should focus their actions.
1 Action Available (more options will unlock in time)
[] Recover items from home base Cavern: (Area searched: 1/2)
Have the dawi diving into the depths focus on the hall in which they are based so that they can be sure no artefacts have been lost in time. Though to cover such a large area will take some time but even recovering a scarp of knowledge from a golden age of your kin would be cherished.
What you find depends on your roll
Time: 1 Turn
[] Explore adjacent caverns:
Have the crew of the Nautilus explore the passageways that are deeper within the flooded hold so that you may discover lost halls and their treasures.
What you find depends on your roll
Time: 1 Turn
Commission the engineer's guild for an Artillery Piece: Nothing is been built for the hold at the moment
(Engineer maintenance capacity is at 2 out of 3) (This may be reworked in the future)
(1 Action Available.)
[] Grudge Thrower:
Commission the Engineers guild to build a Grudge Thrower for the hold and clan's use, so that it may crush those that would dare to harm your clan and allies. though it will take a great deal of time to do with the current facilities. Cost's: 1500 Gold, 8 Tools, 4 Lumber and 3 Iron Ore and will take 3 turns to build and cost 1 Tool to maintain and takes up 1 point of maintenance of capacity)
[] Bolt Thrower:
Commission the Engineers guild to build a Bolt Thrower for the clan and holds use, it's massive bolts will surely fell many beasts should it fall within it's sight though with all that is required it will take a long time to build especially with the facilities available and so that it is up to the requirements of the dawi. Cost's: 1250 Gold, 6 Tools, 3 Lumber and 5 Iron Ore and will take 4 turns to build and cost 1 Tool to maintain and takes up 1 point of maintenance of capacity)
[] You have no need of them for now:
As of this moment you do not feel the need to make use of the Engineer's guild and its talents for something and they are free to do as they wish for the coming year. (Something random will happen be it progress to a new tech or hall, they may also possibly build a Warmachine for someone else paying the hold for its resources.)
***
Hold's Overall Capacity to Garrison other areas: 60 Dawi (If more than 60 Dawi are outside of the hold you will start incurring penalties for your turns overall actions.)
Dawi of the clan currently outside the hold: 16
- 16 Agath and her group of Rangers
Stored Resources/Equipment (Note this is also what you have to trade with)
Hold Resources
Hold Consumption:
5 Units of Food (1 unit of food feeds 100 Dawi) (will increase alongside your demographics)
6 Units of Ale (1 Unit of ale sates 50 Dawi) (will increase alongside your demographics)
Dwarf guns using 1 Gun Cleaning Tools (Will only maintain 80 Thunderers weapons, will increase when you reach the halfway point for the next number of Thunderers.) Tools
- Cannon Maintenance uses only consumes 1 thanks to engineers hall Stored Resources/Equipment(Note this is also what you have to trade with)
Stored Resources/Equipment(Note this is also what you have to trade with)
-Food and Ale
16 Units of Food Stored (1 unit feeds 100 Dawi)(3 Turn's Remaining) (Total Capacity of food is 24 units) (No Net loss or gain)
4 Units of Dawi Ale Stored (1 unit sates 50 Dawi)(Total Capacity of ale is 30 units) (Net gain of 2 Ale per Turn from here on, once you run out of umgi ale you will be at a Net loss of 1)
0 Units of Hobbit Ale Stored
6 Units of Fortified umgi Ale (loss of 3 units per turn)
-Raw Material
8 units of Lumber in Storage (Net Gain of 3)
50 Unit of Iron Ore (Net Gain of 3) (+5 from Inactive mine capacity)
15 Units of Gold Ore
25 Units of Copper Ore
4 Ale Grain (No Net Loss or gain your supply meets the demand)
9 Basalt (+3 From Excavation)
-Produced Items with specific uses
29 Units of Tools in Storage (Net Gain 5)
8 Units of Weapons in Storage (Net Gain of 2 )(11 units of Weapons are been restored and will take 1 more Turn till they are restored.)
12 Units of Armor in Storage (Net Gain of +1)
24 Units of Advanced Components in Storage
0 Unit of Gun Cleaning Tools in Storage (Net gain of 1) (-20 to any rolls revolving around black powder weapons and gets worse the longer this lasts. Also greatly displeases the engineer guild) (Issue resolves itself this turn)
Black Powder: Enough for 1 Major Battle or 12 Skirmishes
-Pure Trade Items (Can also be used in some projects for the hold)
Nothing
War machines in the Hold:
1 Breach loaded Canon: Enough Ammo for 2 Large Battles
Gold Within your Treasury (Not in use at the moment):5632 Gold
Total Income: Nothing
Total Expenses: Nothing (Will begin as soon as you have a stable source of income)
***
The Vote will be open for 3-8 Days (Might leave it longer if it is undecided at the time)
5-hour Moratorium
I know that my quest all ready has a fair number of mechanics but this is one that is needed to ensure you have a presence in Arda and so you can make a change, thankfully it not all that much to worry about as I will keep an eye on it most of the time you guys just have to be careful to not send out to many of your dawi to Garrison other area's as it leaves you vulnerable. The Mechanic won't be that to in-depth other than the fact that it just a marker for you to see how many of your clan are roaming around or put in some other area.