To be fair things like Gatling guns while radical, technically already exists from what I found is that such weapons are apparently mounted to either gyrocopters, dwarf naval ships or a rather obscure dwarf air unit called a war balloon, yeah a literal war balloon, not the giant thunderbarg everyone wants in total war as an official unit but a small war balloon
I mean Malakay had a laser scope and was using petrol engines in end times, and the spirit of grugni was using helium.
Plus you know the drake gun is a non magical weapon capable of firing a ball of fire hot enough to zipp rigth past a horse and the rider. We can't do that.
I mean Malakay had a laser scope and was using petrol engines in end times, and the spirit of grugni was using helium.
Plus you know the drake gun is a non magical weapon capable of firing a ball of fire hot enough to zipp rigth past a horse and the rider. We can't do that.
Edited and Co-written with @ImperialBriton Turn 11 Results
Ered Luin Dwarfs finding you: 44+10(Shared mining rights) (120 Fire beards join your hold and they're skilled)
20 Ered Luin Militia
20 Ered Luin Scouts
You sat on your throne reading through the reports… well at least you had that new design of armour over and done with. Ancestors you were but a ranger, but surely finding a way to fix wings to a helmet wasn't that tricky?
But sadly it looked like the runehall and archive were now getting delayed. Blasted Khazad beardlings buggered up the mason work, and thought they could 'fix it afterwards'. No sense in safety, damn thing would have collapsed by the time you hit a century, Morgrim have mercy… At least the Broadbeams weren't too irritated by it; but the loss of that lad during the nautilus expeditions meant they were going to push their hands for something… probably more expansions. Never mind it was in Alriks hands now…
You looked up from the paperwork as Uvor made his entrance, blind as a bad, stumbling along, held upright by a guard. Grimnir curse him you won! Blasted beardling won that bet though. Last till sunset your arse. Next time he wouldn't get the chance!
"H-hic!" The dwarf king unregally tripped over before righting himself. "G-Gotri, have I ever told you how much I love you." Ancestors this was going to be a long day…
Diplomacy: Balor Silverfist +25
[X] 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
Rolled: 78+25=103
Leaning back in your chair, you raised a tankard to your lips draining it with a sigh. The ale hit the back of your throat pleasantly, while you read Balors reports...
Already guild relations within your clan had been smoothed over brilliantly by the elder, to the point you were now actually receiving notices of begrudged acceptance... Probably also a result of your behaviour at Rivendell. The biggest change that you took notice of, was the integration of the Khazad into the hold.
While it was not something you would yourself like to admit; but the merchant and mining life, does not an engineer make. Sure you had made the transition to rangerdom rather easily, but you didn't mind the burn of the sun - especially under a thick hood and some of Elder Dotti's lotion; having to learn how to haggle? Judge jewels? Estimate what was even remotely close to umgi market prices? Ancestors you were losing out on a fortune in wrought iron and steel... You would be sure to take advantage of the 'gratitude' of those Gondorian Umgi during the next trade talk, maybe some more of that wine they claimed came for further northeast...
Those Khazad, regardless of their abysmal stamina, or fighting ability were masters of craftdawidom, and you were glad they were so happy to fill in the holds necessities. You may even have to look into setting up some vaults for them, looking at how much wealth their netting in.
There were some issues the elder had noticed. So far there were a lot of divisions developing among the Broadbeams, particularly over who would be leading the clan. Others were even pushing to form a hold of their own, inspired by your own actions. There was nothing too dramatic just yet, but at least according to that young Balin, when he was chasing kvinn or getting drunk under the table by Gotrisson, the idea of 'breaking up' clans was very taboo among his people...
You were drawn from your thoughts as the doors to your throne room opened. Taking a sip you grinned as you spotted your friends arrive, for once all of them looking to have assembled after such a long time, you just hoped things would remain as quiet as they had been so you could actually enjoy your time with them.
[x] Send out a party to Improve relations with blue mountain dwarfs and spread word of a safe home:
With the success of Ancestor Balor, your cousins within the northern mountain chain at least know of you and are at least willing to talk and now with the assistance of the broadbeams of the hold you are sure he can gather more dawi to both your hold and that of Buzra-Dum to centralise and strengthen your local kin and your safety.
(Improve relations with both Northern Nogrod and Belegost Dwarfs as well as possibly gathering dwindling groups of clans or one's looking for some safety)
75% chance of drawing a handful of dwarfs to your hold. (Between 25-40 Dwarfs for your hold and triple that for Buzra-Dum)
50% chance of drawing a few dwarfs to your hold. (Between 50-100 for your hold and Double that for Buzra-Dum)
25% chance of drawing a large group of dwarfs to your hold. (Between 150-250 for your hold and Double that for Buzra-Dum)
5% chance of drawing a massive group of dwarfs to your hold. (Between 300-500 for your hold and Half that for Buzra-Dum)
1 Turn
Rolled: 60+25=85
Broadbeams: 200 Joined your Hold
-50 Ered Luin Militia
-50 Labourers
You wrote a few more note's your fingers starting to itch for the handle of your hammer as you gave the seemingly evergrowing stack of reports a gimlet eye. You reached for your tankard, taking a sip of bitter ale, only to find it dry... Ancestors this was going to be a long night. You scowled before going back to work as you tried to find some semblance of peace.
Your beard twitched as you read through yet another report of khazad, yet more Broadbeams, coming to your halls; scouted out and taken in by Balor, with assistance from the young Balin. Apparently, the lad was trying to avoid 'conscription' as he called it, into your militia... Strange, why would he..?
You took note to look into that issue at a later date. You were set jolting as another crack come from your fireplace, closing your eyes you let out a sigh before slamming your fists into the latest entry...
While ale thankfully wouldn't be a problem. Your recent dealings with the Wutelgi seemed to compensate for that (not that the elders would admit to it, referring to the purple wine as 'Clareg'), the stream of khazad would only stretch your thinning resources evermore. It looks like already you'll have to encourage more mining operations to expand the Broadbeams residence halls; not that it would be difficult to get the deep-dwelling fanatics to do so... Those broadbeams with the pale eyes were starting to cause some troubles though, feeling as though they were unnerving their kin, and looking for separate quarters, if you were willing to permit it. Perhaps expanding the runehall into a deep of its own?
[x] Improve relations with Blue mountain dwarfs of southern Buzra-Dum:
A small group of cousin dawi have been found dwelling within the ruins of one your peoples hold. Their clan has slowly dwindled over time, the reasons many and something that must be solved but first you must ensure that ties are established, and wounds healed to ensure that your kin know that they have not been abandoned.
55% chance of success
1 Turn
Rolled: 18+25=43
Balor raised an eyebrow at the Khazad attempting to bar his way "Move" His voice reverberating through the valley as he marched forward his glare clearing forth the wall of Khazad attempting to keep him away from their king.
He growled when he found His route hindered further when he was met with a bunch of young full beards barely within their second century trying to corner him. Letting out a huff he stomped onward, he had better things to do than speak with fullbeards who had let their clan fall into such disrepair, it was bad enough that he had to deal with their ridiculous requests most of the time but that they had to delay him on important business was almost Grudge worthy.
Still, as he taught the latest lot in his way a lesson in respect, their fellow Khazad rushing to patch them up he moved along, he would probably have to resolve a few bruised ego's but it would build up some much-needed character in his opinion, even if they were not happy about it.
Martial: Falstad Deadeye +17 (younger Dawi and skilled in ambush warfare and trainer (Combat Training is x6 and is an Average class hero))
[x] Wargames:
The Throng requires both a strong leader and one that can adapt to a variety of situations. The battlefield is often a place of chaos and confusion. Something that has sent many armies into disarray. But you are dawi and will seldom let this happen, though to ensure this
(Will progress your Martial skill.)
(Dice roll to see progress)
1 Turn
-Invite the Throng of Buzra-Dum: With your cousins growing in size and their throng starting to resemble something at least they need a proper lesson in dawi warfare so that they do not break too quickly.
-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)
-Invite a portion of the Rosse lond Garrison: You have fought besides the umgi of Rosse-lond and they seemed a little green for your liking and could do with a sound thrashing especially as it will teach the green-beards a good lesson facing against so many.
Rolled: 10+17=27x6(You Won)=162 (Progress increase)
Gotri 85+16=101 Vs Arathorn Vs 43+14=57
Invited Members VS The Hold's Throng
78+14=92 Vs 86+17-10(Outnumbered)=93
Your legs groaned as they moved once more...
'Heave heave'
Alright, those umgi had definitely been planning this in advance...
'Heave, heave!'
Probably Uvor too...
You had to lean over, pushing another dawi out of the way as you heaved your guts onto the grassland beneath you. Looking back up you glared at the motley mob of umgi and khazad who jeered at you from the otherside of the plateau.
You had been at this for hours now. Uvor would lock you into combat, until his forces began to tire, then he'd blow on a whistle, switching his forces flawlessly with Dunedain.
Then after he'd fully pulled out, the dunedain would pull a runner themselves, their long legs and now thick chainmail married with towershields protecting their backs from any vengeful quarrels launched their way (you were regretting the use of Balsawood and woollen bolt heads); as they rushed their way to the other side of the battlezone.
"Lad we crack them this time, or I'm calling it!" Bjorn coughed out beside you; leaning on a barely standing beardling who was draining a horn of water he'd nicked from a 'downed' dunedain in the last struggle.
You stole the horn from the beardling, who shortly after just dropped like lead. Licking your lips you drained the thing, you glared out at the elated hybrid force against you... That lad thought he was so smart with this plan of theirs.
Didn't stop you when you knocked Arathorn off his block by the second skirmish. The umgi currently nursing a 'bruise' to his 'jambags' as the Khazad seemed to put it. Turning to Bjorn you snarled before roaring a war cry.
Dwarves are not runners by any means. But you can certainly sprint across short distances.
----------------------
It took till sunset for the battle to end, you had maybe 10 dawi, none of your grumbling guard having 'survived', at your side as Uvor finally lowered his hammer, and surrendered. A scrat eating grin on his face...
Ancestors dammit! Now you owed him a flask of ale.
The Nogrodian dwarves have achieved unit cohesion, and have begun to experiment with regimented troop rotation to maintain their battle lines.
Dunedain troops have begun to perfect their still rudimentary understanding of formations and can now form an acceptable shield wall within seconds should it be needed. (Casualties in major battles will be reduced and their armies will now have at least a small dedicated front line unit)
Martial- 16 (New Progress to next level is 1200/1500)
Falstad has also Improved his Martial skill by +2 from all the wargames
[x] Train the Elgram and foolish: More of your cousins seem to not even have an idea on how to wield a weapon never mind how a correct stance, this cannot stand! Have the elders whip them into shape so they can get some better training. (Currently can gain another 270 Dwarf Labourers.)
60% chance of success.
2 Turns
Rolled: 64+17= 81 (1 Turn remaining)
Falstad frowned as he inspected that latest lot of Khazad, his axe in hand as they quailed in his presence much to his displeasure, still that could easily be solved with a good hard march and back to the umgi fort within the valley.
His Glare sharpened as he spotted that Khazad who had returned with Gotri arriving late, growling under his breath he muttered a few curses that he had to allow such apathy to be.
He stopped, before lodging his axe into a nearby training target nearly cleaving it in two as the lot in front of him jolted "Pathetic! I expected ya lot to be able to handle a bit of surprise…" his eyes roamed over the group "Still, you tub of lards managed to form a half adequate shield wall so I'll be merciful, I think half a day's drilling will be a good warmup."
Grabbing his axe he pulled it cleanly from the target before marching to Balin his eyes in a glare "Since you have such an… important task, I'll be personally attending to your training" he shot a glare to the other Khazad who had remained still "What are you lot doing I said; TO DRILL SO WHY ARE YA STANDING LIKE STONE!" His Voice booming like Thunder as they scrambled for their weapons "THAT'LL BE A DAYS MARCH TOMMOROW!"
His proclamation was met with mewling growls though they remained relatively quiet, he turned back to Balin his arms crossing a nasty smile coming to his face "Come, your form could use more work."
Stewardship: +18 (Advisor Alrik)
[x]Broadbeam Residence hall: The recently arrived dawi of clan Broadbeam have taken up residence within the hold, their clan housed where they can be fitted though that is not something fit for any dawi in the short term, a proper hall must be built for them to live within and thrive within. Of course this will open up a new depths level within the hold. (Clan Broadbeam pays you 1.5 gold per dawi within your hold and increases their growth)
50% chance of success Cost: 550 Gold
2 Turns
Rolled: 72+18+18=108
Alrik took a sip of ale as he marched down the passageway, his eye having gained an annoying tick as he withheld a growl at seeing some of the Khazad modifications to his work, many of them attempting to expand on the clans work, something he had taken as a personal insult and had already settled a number of minor grudges from their foolishness.
Though he would admit that the clan was no master of stonework they were a far sight better at what the Khazad could do, his finger twitched, he missed the days of working within Zhufbar where he could at least focus on engineering works instead of having to make do with pure stone, already he was relishing the chance of expanding the holds machinery now that he had access to a half-decent workshop.
He took another sip of ale only for it to splash against his tongue, his eyes darting to the empty tankard with a frown before he shrugged and took a shortcut to a nearby alehouse, his eyes returning to inspect the work of the clan with approval, areas already marked to receive machinery for future expansion.
Though as he came to a small cavern he frowned, signs of Khazad stone workers attempting to build pillars, letting out a growl his feet slammed into the ground to deal with the inpatient Khazad and their umgak planning, still as he watched a number of broadbeams scatter he was glad that he managed to convince Gotri to follow the more standard construction approach of dawi holds.
(Broadbeam Residence hall completed ahead of time)
[x] Expand the Craftsman District with more specialised halls for:
With the Craftsman district built and the clan's varius members hard at work, more than a few have petitioned for the district to grow and halls to be added, something you will have to approve as it is to much for a small family of dawi to shoulder the burden.
60% chance of success Cost:
1 Turn
- Jewelsmith 60% chance of success Cost: 2500 Gold (Gold income of 1200 Gold)
Rolled: 41+18=59
The sound of machinery ran loud as the first gems from Dale began the process of being into true works of art and jewellery, already Alrik stopped outside a relatively large shop belonging to one of Balor's daughters, a shrine of Grungni already constructed, the statues eyes of Opal and belt of Emerald giving a hint of the skill held within.
A meagre thing all things told but it would grow in time and as he turned back to the hold proper he could already see carts under construction and Khazad browsing the works of the clan, no doubt ready to spend their coin, their eyes wide at such basic works, he could even hear a few Khazad looking to purchase their own lot within the small hall, his eyes even catching a few khazad negotiating with well-known jewel smiths, for what he was unsure but by the look of things there would be no shortage of apprentices in the coming decades.
[x] Runic Archive and armoury:
Though your clan lacks any runesmiths or even well-taught rune scribes some in your hold can lay claim to having been related to a few, though they are not true runescribes they can still archive and document what has been found for later use, while also storing it in a safe location.
60% chance of success Cost: 900 Gold
1 Turn
Rolled: 4+18=22
Alrik's Eyebrow twitched as he stood rooted staring uncomprehendingly at such umgak work, the pillar's a mismatch of designs as if they were thrown together to make some bedamned horror story, though he could have lived with that and even resolved it with some work to smooth the rough edges and made it work, it would grate him but it would save time except for one glaring issue that had to be addressed.
"Cease your work!" Alrik Bellowed as he looked over the Khazad within with a sneer before looking at the set of skew pillars, a mere two degrees off centre, the meagrely slanted things looking to lean off to the side as they thinned too much in the centre, he turned to his apprentice "Morek fetch my scope, we'll have to inspect all the pillars to see if they match the designs, also send for Dhara we'll need her to run the calculations but I think we can salvage this" He glared back at the Khazad "As for you lot, I'll be speaking with Master Thyk to get you trained up properly and for the Ancestor gods stop trying to build ahead of schedule, we do not rush on such things as a Runehall, now since you have free time report to Falstad, he'll shape you up properly." He said a bit of malice leaking into his voice as he watched them scutter away.
He only slumped when he was sure only members of the clan were around his fingers coming to rub the bridge of his nose to forestall a headache, especially as he would have to speak with the runesmiths about delays, he glanced at the exit before making for the ale house, he would deal with that issue in the evening, especially as it would keep the meeting short.
…
Alrik sighed as the long vaunted 'runelords' finally arrived. Ancestors those eyes were unnerving…
The eldest a dwarf of some 300 years bowed to him, before inspecting the walls. "I take it master Alrik that the hall is postponed?"
The crafts Dawi grumble under his breath but growled an affirmative. Honestly this was an insult alone having to admit i…
"Good there has been a change of plan." The dwarf turned around his white almost lilac eyes seemed to stare into Alrik soul. "My people are looking to have more, separate quarters from our kin." Alrik moved to nod before freezing… clans separating accommodation were they talking of? Ancestors he wasn't paid enough for this (in grog, sadly that blasted Gotri had bought up all the good stuff in advance).
Sighing he finished his nod, taking out a tablet and started chipping. "Alright how big are the expansions to be then…"
[x] 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: 2500 Gold (Gold Income Increase of 800)
1 Turn
Rolled: 63+18=81
Alrik watched a number of beardlings inspect the latest additions to their hall, a few of them frowning before shrugging and getting to personalising their spaces, though he noted a few of them on the cusp of becoming full-blown smiths marking out areas for future machinery, no doubt planning to include it in their plans as they started to fire up their forge's.
His eyes narrowed as he spotted a khazad lurking around before dismissing it, there was plenty of room for their own smiths, though he just hoped that their clan's knew what they were doing with their gold because he had yet to see them appropriating slots for the use of the clans forges.
Gunpowder Hall: (Auto completes due to it only needing its safety equipment.)
You looked over a report from your clans powder maker's and nodded as you saw their sigil marking the hall as safe to work in, the hall having received the last of the equipment needed to ensure no dawi would die from an accident, left unsaid was that they might not be entirely whole is such a thing did occur.
Putting the report away you nodded glad your clan would be able to indefinitely support your clan's usage of artillery and guns, even if your only supply came from outside the hold but that could be seen to in time, chewing on a piece of dried meat you made a note to inspect the quality at a later date when you had the time but you could rest easy now that the clan had it's shortage resolved.
Intrigue: Skill of Hokul +15 (+10 To opening combat Rolls and ambush rolls) (Debuff removed from next turn)
[x] Train the Rangers: With the loss of many of your rangers veteran core, it has left the holds remaining rangers low in numbers and poorly trained for a dawi, thankfully Hokul is an adequate trainer and while it will be a few years before the problem is solved and his successor takes his place, he will watch the Rangers and get them into shape. (Slowly Improves your advisor's skill)
60% chance of success
1 Turn.
Rolled: 1+15-30= -14
Hokul stormed out the hall of Valeya, the khazad scurrying out of his way as many of his clan glanced at him warily, the beardlings giving him a wider birth as he cleared the hold in record time, only to meet Malgon the beardling's arms crossed as he was fully geared for a deep patrol, giving the lad a nod he signalled for him to fall in "You know where they went?"
Malgon let out a growl in agreement as he followed "Aye, nearby peak by the Urk warren, looks like they took seventh and eighth squad their"
He stopped to glare at Malgon "You didn't stop them?" His voice rumbled like a thunderstorm as the beardling shook his head.
"I would have had a better shot at convincing Balor to let me negotiate than talking them out of their course, I've already sent a raven to the umgi to make sure they are not killed before we get there."
Hokul glared at Malgon before letting out a huff "We don't need the umgi to help us, still I'll deal with that later we have to stop our kin from making a mistake" He only received a nod while within his mind he regretted even giving his fellow elders a chance to train up the new recruits, their methods far too harsh for their lack of training and experience.
(-20 Debuff next turn for all Intrigue options)
[x] 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.
-Minhiriath 60% chance of success.
Rolled: 75+15= 90
Looking over the report your eyes squinting as you went over the various information, most of it of little use to the hold or even your clan but it seemed it would help the umgi, though you made a note to deploy a few more scouts there to ensure it remained clear, especially if reports of a raider base were true.
(Minhiriath cleared of most threats)
(Trade Deal with Rosse land brings an additional 600 Gold this turn)
(Deterioration of Tharbad Garrison Reduced)
Learning: Engineer Burlok +19 (Specialised in Steam Engines and Golems as well as Lifts. will improve research speed to these options. He does not leave the hold)
[x]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 2/3)
60% chance of success
1 Turn
Rolled: 53+19+25(Persistent Research!) =97 (No need for more rolls as you finished off the research)
(DID I BOOST THIS, Yes but it's avoided being completed for too long so it ends here cause I think this is like the fifth or sixth time)
(Gold Income from Mines and Craft Halls Increased by 15%)
[x] 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 especially as you have to commission a few armour smiths to work besides the engineers. (Progress 0/4) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability) (Cost's 500 Gold)
60% chance of success
1 Turn
Rolled: 50+19+10(Double Down)=79
Rolled: 66+19+10=95
Rolled: 61+19+10=90
Rolled: 36+19+10=65
Rolled: 76+19+10=105
Rolled: 20+19+10=49
Rolled: 27+19+10=56
Rolled: 10+19+10=39
Burlok let out a hum as he looked over the notes, occasionally tinkering with the design under a brazers light, his face forming into a contemplative look as he lowered his scope and zoomed in on a few design intricacies and found it in good order, he nodded before storing his tools and making for the engineer's hall proper.
He made sure to take a few of the side passages delaying his path a little but he found it better than having to greet his fellow masters, even if he was technically in charge of them.
His entrance was met with little fanfare as the engineers within worked on the nearby steam golem its internals visible as they were meticulously installed, his eyes returned to roaming the hall to see who he was looking for hunched over a table muttering to himself.
"Oi Thorri! Need to speak with ya on your designs before I bring them before Gotri.
The Master engineer glared at Burlok as he glowered at him before nodding "I'll be open tomorrow, when I not in the middle of my work" His words barely reaching Burloks ears though he detected a bit of heat.
Frowning he shook his head "It can wait, this is Thane's business" He glared at his fellow master the two of them entering a staring contest neither willing to break.
(I did not do to many rolls this the new system to help along research since it goes way to slow but also plays into the aspect of dawi) (4 roll for each action)
Personal: +4 to Improvement actions
[x]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.
Rolled: 75
The room was rather warm you noted as you downed a Flagon of ale. A pile of empty tankards at your rise. "Gotri! Gotri! Gotri!" Roared throughout the hall as your friends cheered you on. Accompanying them another chorus "Del! Del! Del! Del!" As a sea of raven and ginger haired Khazad shouted in glee.
To say the pub was lively was an understatement. With ale being rationed until recently they had largely been forced to serve watered grog… and manning stuff at that. Now with yet more broadbeams and Firebeards in the hold, and your ale finally in stock (albeit for the month), you had decided it was mighty time to 'shout' your fellow dwarves to a lively competition of drinking…
A smile on your lips, your cheeks ruddy like a scandaled Kvinn, you started to sway in your seat. The room held its breath; your clan crowding in around you before Kaz, Alric & Faragrim pushed them back to give you room. Opposite a giant broadbeam, a new arrival, Del Sitnirsson, swayed in his own chair. With a shaky hand he grasped his tankard, lifting it up to drink…
Foaming ale dripped from his beard, before finally, he raised the tankard over his head… just in time to fall face flat into the blue marble table.
The room was held with bated breath as you reached forward, the tankard appearing to struggle in your grip. - even coming forward to help you raise it. With a hearty gulp, you downed it. Raising it over your head before chucking it clumsily to the side.
Struggling to keep yourself upright you reached forward to grab another tankard; before falling to the ground yourself…
Your brief moment of sleep was noisily interrupted by cheers from the raven and ginger menaces… grunting you sighted the pile of your former opponents lying under the table beside you, as the delirious broadbeam was carried out the hall in now vomit covered glory.
(By a mere margin you avoid Gotri Getting the Stressed Debuff since he has not rested in nearly 10 years) (All the family interactions are nice except you kept getting low rolls)
[x]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.
Rolled: 29+20(Repeated Action)= 49
You shook your head, you were starting to learn to harden yourself now that he was getting on in years, but a smile grew on your face as you inspected Dromak's 'Crossbow'. It was an adequate third attempt, but the wood was poorly shaped, and the string pulled too tort. You handed it back to your son, patting his head "Decent. Might even catch something with it." If he took any offence to your less flattering words, he showed no signs; instead beaming. You ruffled his hair, almost long enough for you to teach how to plait (and ancestors was that an argument over who'd be doing that.. Idun's new plans are to try for a daughter, seeing how your 'taking over' your son.) "Planning on hunting something?" His beaming cheeks flushed before he started shuffling his boots. Spotting an incoming elder you loosed a cough, that the lad caught on. Straightening up he calmed himself down. "Vala and Korl heard their pa's spotting a boar halfway down the slopes. We thought we'd have a shot."
Your throat rumbled, as you gave a deep chuckle, before heading to the back of the throneroom. Reaching into your 'closet' you grabbed a tired old thing you hadn't seen for years... How your aunt had kept it you'd never know but today was worth it.
Turning around the lads eyes glistened as your brought out a tiny crossbow. Rope properly measured, with clumsy runes etched onto the bow, and a grinning beard embossed onto the reloader. "If your up to that lad. I think your better off using this." You gave a wink, as he reached up, excitement rolling off him. "Be careful though, hasn't been used since I was around your age."
The lad rushed off not a moment later, to show off his gift to his mother (ancestors she was going to have your hide for passing on such an umgak present, but the sentiment counts right?). You made sure to have a ranger tail the three of them... It was 'just' a boar, but better safe than sorry.
[x]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.) -Broadbeam Residence hall
Events: (Nothing this Turn)
Guild Actions:
[X] 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. No change due to current status and an action despite giving them Nothing
Submarine Actions:
[X] Explore the northern adjacent caverns:
Have the crew of the Nautilus explore the passageways to the north of the current hallway, especially as it seems to level out and rise a little and possibly has a few dry halls cut off from the surface.
What you find depends on your roll
Time: 1 Turn
Rolls: 12
Survival Roll: 82
Rolls: 32
Survival Roll: 15
1D5 : 1 (1 of the crew died) The repair cost of Nautilus: 200 Gold
You stood by Durin, as the funeral proceeded. A mournful horn blowing out as you laid what remained of a young Khazad at the foot of his clans tomb.
The Broadbeam elders teary-eyed nodded their thanks, before taking away the half-chewed boot; the moonlight above them - cast by great mirrors growing in intensity as they sang.
You turned back to the elder; who sighed before making his way to the local pub (run by a suspiciously short, and faintly bearded lad named Doris, who had a habit of making moon eyes at one of the crew... well it wasn't your thing, but you weren't one to judge...).
------------
3 days earlier...
Durin looked over the Nautilus with a frown, the entire diving bay having been torn out. Angled tooth marks covered the bronze frame around it. Luckily nobody had been outside when the creatures had come and the doors held... Sadly that couldn't be said for the lighters post... It had taken the craft a week to make its way back to the surface. Using old miners techniques one of the beardlings knew, as they clawed their way through the dark.
The once bright and clean plates of the sub dented and covered in grime that had yet to be washed off, while at viewports he could see the signs of minor cracks across the limited reinforced glass, and was that a boot?
Grunting he shook his head knowing at least the ship would be fixed. But the loss of that Khazad? Broadbeams were shy enough around technology, and he had been down on getting 'fools' to join his crusade to explore the depths for years. If he was going to get any new 'recruits' he'd have to step it up a notch when repairing the blasted thing. But that would cost money and parts.
Turning away he marched for the hold, he would speak with the Thane and hopefully calm those blasted pale eyes before they did something rash.
Interlude: The Breach
Engineering Actions:
[X] Basic War Steam Golem:
Commission the Engineers guild to build a basic steam war golem that while slow and cumbersome is armed with a massive hammer able to crush even a troll, though are more often than not used as a mobile tower for a squad of thunderers or a rapid barricade in defensive actions. (Specialised heavy unit is added to the Throng) Costs: 2000, 15 Iron ore and 2 Advanced Components 4 Tools) (Maintenance will be 200 Gold.) (Will take 3 Turns to build)
1 Turn Remaining
***
Guild Appeasement:
Miners Guild (Appeasement: Content (4/10) (Troop Type provided: Miners/Warriors)
Warriors Guild (Appeasement: Happy (1/5) (Troop Type provided: Grumbling Guard and other Elites regiments when they form also affects overall troop status(Mainly your back round rolls and certain DC))
Healers Guild (Appeasement: Content (3/10) (Troop Type provided: Quarrellers)
Stonemasons Guild (Appeasement: Happy (1/5) (Troop Type provided: Warriors)
Engineers Guild (Appeasement: Happy (1/5) (Troop Type provided: Thunderers (Who double as Quarrellers when out of powder)
Carpenters Guild (Appeasement: Grumbling (1/3) (Troop Type provided: Rangers)
Brewers Guild (Appeasement: Content (6/10)
Farmers and Herders Guild: (Appeasement: Content (5/10))
Runescribes Guild: (Appeasement: Happy (2/5))
Artisans Guild: (Appeasement: Content (2/10))
Armourers and weaponsmith guild: (Appeasement: Grumbling (3/3))
Toolmakers Guild: (Appeasement: Grumbling (1/3))
Metalsmith Guild: (Appeasement: Happy (5/5))
Goldsmith guild: (Appeasement: Happy (5/5))
Cult of the Ancestor Gods (Appeasement: Happy (5/5))
Other Clans in the hold
Broadbeam: (Appeasement: Happy (2/5)) (-5 Culture clash and multiple minor offshoots)
Firebeard: (Appeasement: Grumbling 2/3)
Levels of Appeasement
Content (+50% Yield from this guild and its warriors are keen to prove their skill in appreciation of your continued support. (+5 to Combat rolls and less likely to be killed in combat to having slightly better equipment than the rest of the Throng)
Happy (+25% Yield from this guild and its warriors train harder than they usually would. (Warriors associated with the guild are more likely to be injured than killed)
Grumbling (This is pretty much standard for dawi so there is no benefit when a guild lingers here)
Annoyed (-25% Yield from this guild and warriors belonging to this guild will cause unity issues within the hold)
Rebellious (-50% yield from a guild at this point and warriors belonging to this guild will not join an offensive campaign beyond what is required of their oaths)
-Religious Orders:
--Hearth Guard: 20 Standard Warriors and 40 Thunderers and 10 Valkyrinn belong to this order (they stand guard for the hold. +15 to rolls when the hold is in danger of been overrun)
--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)
--Valkyrinn: 40 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) (5 joined their ranks this year)
Hold's Overall Capacity to Garrison other areas: 200 Dawi (If more than 200 Dawi are outside of the hold you will start incurring penalties for your turns overall actions.)
Dawi of the clan currently outside the hold: 56
-20 Dawi Garrisoning South Bazra-Dum (will return in 1 Turn)
-20 Dawi Guarding Trade caravans
To many Dawi are out of the hold for too long -20 to certain actions
Dawi Demographics: (By Turn 10 your Clan should start growing rapidly)
(1d15+5 Per year) Dawi born these last two years to your Clan: 10+5=15 (Born in the first year), 15+5+10(Crit)=30 (Born in the second year)
YOU GUYS CRIT TOO MUCH SO MANY BABY BOOMS!
Dawi that have matured to Beardlings these two years: 30 (Also this was the group born in first Turn)
0-19 Garazi(Young ones) = 230
20-550 Dawi of the Hold = 403
Clans of the hold
Total Hold Throng: 1228 (Includes all Defensive Groups and Hearth Guard)
Total Hold Force Projection: 700 Dawi/Khazad
-Silverhammer
-Broadbeam
-Firebeard
The External Throng of Silver hammer numbers 252 Dawi
-70 Dawi are Hearth guard and not counted above
Clan Silverhammer: 323 Dawi and 4 Heroes
-Thane Gotri Farsight
-Master Engineer Durin
-Hokul (Ranger)
-Falstad Deadeye (Thunderer)
-73 Rangers Available (5 Beardlings Joined this Group)
-90 Warriors (0 Beardlings Joined this Group)
--Elite Regiment Grumbling Guard made of 20 Veterans using runic ax's (Counted above)
-130 Thunderers (10 Beardlingss Joined this Group)
-30 Valkyrinn (10 Beardlingss Joined this Group)
Clan Broadbeam
1055 Dwarfs (Growth rate of 5%) (41 Dwarfs reached adulthood this turn)
Their Throng numbers: 590
80 Azaghal's Tomb Protectors (They can not be replaced for a long time so don't lose them) (They also have their own runic gear so ya be careful)
70 Ered Luin Militia
30 Ered Luin Scouts
110 Dwarven labourers training to be Ered Luin militia
300 are Labourers
Clan Firebeard
536 Dwarfs (Growth rate of 4%) (16 Dwarfs reached adulthood this turn)
Their Throng numbers: 315
70 Ered Luin Militia
40 Ered Luin Scouts
110 Dwarf Labourers training to be Ered Luin militia
95 Dwarf Labourers
(You Do not need to keep track of this as it is only extra info for those who like it and to see what is in the hold.)
Infrastructure
Surface Infrastructure
Logging Camp
Maintenance of 50 Gold
Surface Farm (Provides for 1000 Dawi)
Maintenance of 25 Gold
Basic Diving Operation
Maintenance of 150 Gold
Hold Infrastructure
-Hold Entrance
-Clan Residence
-Shrines to the Ancestor Gods
Warrior Hall
Maintenance of 150 Gold
Growing Hall's (Provides food for 500 Dawi)
Maintenance 50 Gold
Brewery (Can keep a Hold of 500 Adult Dawi Sated or 2500 Khazad Sated) (Yes Dawi drink's are that potent) Provides 250 Gold
Forge Hall
-Metal Smith Hall
Maintenance of 1500 Gold -5% (Trade Deal)
Expanded Engineers Hall
Maintenance of 300 Gold
Craftsman District
Provides 1500 Gold
Additional Halls
-Meadery (Can keep a Hold of 200 Adult Dawi Sated or 1000 Khazad Sated)(Provides 500 Gold)
Gunpowder Hall
Maintenance of 500 Gold
Producing:
2 Units of Black powder (1 Units is worth 1 charge of skirmishes) (I don't need to track this but I will till you get a local supply that not shipped in or that stockpile grows to large)
Hold Can Sate 700 Dawi/3500 Khazad
-500 From the Brewery
-200 From the Meadery
In use 373 from Dawi and 1414 Khazad
Amount left to sate new Dawi or trade with: 44 Dawi or 221 Khazad
Hold can feed up to 2000 Dawi (Will have enough food in storage for 2 Years of Siege)
-1000 From Surface farms
-500 From Internal Growing Hall
-500 From Trade
Warmachines in the Hold: (Capacity 2/9)
1 Canon
Gold Within your Treasury after Additional Expenses and Income:27 616-3925= 23 691 Gold That is left in your Treasury after this turn.
Total Income: 6875 Income From Halls: 375
Brewery: 250 Gold +50% (Guild is Content)
Metalsmith Hall: (Next Turn 800 Gold)
Craftsman Based Hall's(+15% from Upgrades): 3300 Gold
Craftsman's Hall: 2000 Gold +50% (Guild is Content)
Jewel smith's District: (Next Turn 1200 Gold)
Income from Mines(+15% from Upgrades) +50% (Guild is Content): 1650 Gold
Silver Mine: 400 Gold
Gold Mine: 500 Gold
Iron Mine: 100 Gold
Income from Clans: 600 Gold
Broadbeams: 400 Gold
-Broadbeam Residence Hall: (Next Turn)
Firebeards: 200 Gold
Income from Trade Deals: 950 Gold
Rosse Lond: 350 Gold +600 additional Gold
City of Dale: 650 Gold
Mirkwood: 250 Gold
Total Expenses: 10 800 Gold
Surface Infrastructure: 225 Gold
Hold Infrastructure: 2675 Gold (-75 Gold from Trade Deal bonus)
Trade Deals: 250 Gold
Hold Expansion Expenses: 7450 Gold
Repairs to Hold Equipment: 200 Gold
Total Income: 975 Gold
Trade Deals going right now
Number of Trade Deals you can have going at a time: 5 Hobbition (8 Years Left/4 Turns) Hold Receives:
+500 Dawi/Khazad Food Cap and +15% To Ale capacity Paying Hobbiton with:
Cost's 250 Gold Per Turn
Your hold is escorting the Caravan with 20 dawi
Rosse Lond (48 Years Left/24 Turns) Hold Receives:
-350 Gold Received
-Black Powder Material: 100 Gold
- Reduces maintenance of Forge hall by 5% You are Providing Rosse Lond with:
Weapons, Glass, medicine, Simple art
The City of Dale (4 turns remaining or 8 Years) (it started this turn)
Hold Receives: 650 Gold Per Turn
-250 Gold Received from traded Items per Turn
1800 Gold Bulk payment (Only for this Turn)
750 Gold Per Turn for Services rendered for duration of the deal
Black Powder Material
Gems Paying Dale With:
350 Gold for Material Items per turn
The elves of Mirkwood (End at your leisure) (it started this turn)
Hold Receives: 250 Gold Per Turn
Sale of Dwarf Ale: 400 Gold
Sale of Dwarf Iron Arrows: 200 Gold
20% Bonus to rune work from Rare woods (Costs 150 Gold)
Wine Increases your sated capacity for Khazad 250 or 50 Dawi) (Costs 200 Gold) Paying Mirkwood With:
Trade Covers all Expenses
Special Items and Gear
Runic Gear
OLD WORLD
1 Runic Sword (Zharrvengryn) (Master Rune of Currents, Rune of Fate, Rune of Fire)
20 Old world Runic Axes (Still need to give you that rune break down for each)
Arda
15 Arda Runic picks (rune of might equivalent and has enough power for 2 uses in either mining or battle)
10 Arda Runic Armor sets (+10 to Armor DC against bludgeoning attacks enough charge for 1-4 battles)
2 Excellent Quality Ale Barrel. (Allows a boost to an action during turns or a boost during combat, +40 to any action if used during a turn or a flat +15for a single unit/regiment during a single battle or more as this does stack to a single unit or the heroes of your Throng)
81 Sets of Full Arda Runic Armour (+10 to Armour Dc against all weapons)
81 sets of Arda Axe and shield Runic Weapons (+10 to all combat rolls)
For me we need to get more efficent. No more train the deb or settle clan disputes. Seriusoly miners guild and broadbeam warrior hall would fix alot of these issues
"Other Clans in the hold
Broadbeam: (Appeasement: Happy (2/5)) (-5 Culture clash and multiple minor offshoots)
Firebeard: (Appeasement: Grumbling 2/3)"
Broadbeams are happy but Firebeards are Grumbling.
"Other Clans in the hold
Broadbeam: (Appeasement: Happy (2/5)) (-5 Culture clash and multiple minor offshoots)
Firebeard: (Appeasement: Grumbling 2/3)"
Broadbeams are happy but Firebeards are Grumbling.
I think it's because you haven't done anything for them yet…
I'm pretty stumped with this though. Not sure why they'd be grumbling in the first place; especially since everything that went wrong for the Khazad this turn, effected the Broadbeams
Firebeards ended up getting a low roll so that's just where they ended up starting. (Did their roll same time as the broadbeams)
As for the in-story reason their the radicals and outcasts so their just been grumpy also Grumbling is essentially just being okay with how things are while griping about all their issues.
Freya muttered to herself as she ran through the maintenance of old Ness and Bess, the old girl's needing a proper run-over once he returned to the hold from this boring duty, her eyes lingering over them while she ignored the nattering of the Khazad guards as they drank happily within the warmth of a brazer their eyes focused on some game instead of standing watch, much to her displeasure.
Her ear twitched, she glanced back down into the abyss her eyes narrowing as she holstered her masterwork pistols her hands hefting her cog hammer over her shoulder as she felt her gut burn in anticipation.
The sound of pattering over stone reached her ears more clearly, only to grow indecipherable amongst a stampede of others, grabbing a torch from its mounting, she threw it into the abyss its light illuminating works of old and a horde of grobi that coated the ground they walked on "TO ARMS DAWI!"
A snarl came to her face as she drew a pistol and letting loose a volley of fire sending them scurrying, as the khazad were slow to act as the sounds of gunfire illuminated the area the sound of gunfire drowned out by a screech of death as a horde of daemons clambered up the walls. "TO THE GATE HOUSE WE HOLD THEIR!" Freya bellowed as she slowly walked back covering the retreat of the Khazad as the alarm sounded from behind her.
***
Well… I'm not sure how but somehow not only did your rangers fail their checks but your allies failed their checks as well. (The worst part is you got a Nat 1 on your last chance so yikes) So mini-arc ahoy should only take a bit.
To calm everyone down, here's a snippet for the update…
You glared at the elder as he stared at you expectingly, almost glowing in joy as he stroked his fading beard.
"Come on lad, I want to hear it. I need to hear it." You bit your tongue, gnashing your teeth in futility, as the ranger chief and beardling king looked at you expectedly.
"Fine!" You growled. "Summon the radicals! Clan Silverhammer marches to war!"
Well… I'm not sure how but somehow not only did your rangers fail their checks but your allies failed their checks as well. (The worst part is you got a Nat 1 on your last chance so yikes) So mini-arc ahoy should only take a bit.
I'm thinking a dedicated effort to improve our rangers might be in order at this point. Because I'm starting to think that A) We are not as sneaky as we think we are or B) Our rangers are CURSED! (worse than a new defence against the dark arts teacher) and we seriously need to have a talk with Elrond or Gandalf about removing it.
Probably more of (A) most likely. Stealth standards are obviously higher in Arda (I mean two hobbits managed to sneak into Mordor by themselves, past a bunch of stuff that should of killed/enslaved/eaten them), Where as Mallus seems more on the "murdery" side of the military doctrines line. Basically we're great in a slaughter your enemies, stand unbroken on a mound of their corpses, chanting for endless hordes of chaos to come face our axes and join there friends sort of thing. Not so much say stealthily sneak around them and destroy the Macguffin.
Probably more of (A) most likely. Stealth standards are obviously higher in Arda (I mean two hobbits managed to sneak into Mordor by themselves, past a bunch of stuff that should of killed/enslaved/eaten them), Where as Mallus seems more on the "murdery" side of the military doctrines line. Basically we're great in a slaughter your enemies, stand unbroken on a mound of their corpses, chanting for endless hordes of chaos to come face our axes and join there friends sort of thing. Not so much say stealthily sneak around them and destroy the Macguffin.
Traditionally Dwarf Rangers are supposed to be pretty good. Constantly setting ambushes against Orcs and cunning Skaven. Using mountain passages and hidden paths to strike unexpectedly. Like starting a rockslide to block or destroy an army or killing enemy scouts silently.