The Dawi change the game(An GOT/Warhammer crossover)

The name isn't the point (I acknowledge my ignorance there, and went into this with no expectation that my suggestion had any chance to win).

The name being tied to the rest of the plan is the point, because as things stand now, my awkwardness with names looks like it will drag the rest of my plan (where I do know what I'm doing and have much more strongly held preferences) down with it.

That's why I pulled in the policy argument about agreeing with most of a plan, but not all of it: to establish something that wasn't just my personal opinion (I made a similar complaint in a different quest I'm involved in, where a vote that I thought clearly should have been parallel turned into a small number of plans, and the top 2 overlapped).

Points of actual disagreement:
1. I want to work on the hold's defenses first.
> Your patrols suggestion isn't bad, exactly, but with my Intrigue action to set up the warning network it should hopefully be redundant.

2. You're spending a Learning action on doing a survey of the area (same as my plan), which in my analysis makes your Intrigue action to make a map redundant (I don't see why the survey by the scholars shouldn't also produce a perfectly usable map).
> This frees up the Intrigue action to spend on the warning network, as mentioned above.
For the first part i would say that patrol are always necessary and the intrigue action dosent actually do anything except find good places for check points and such not actually build them so the patrols are still needed for protection.

And as for the surveys they are looking for different thing's specifically each so while there may be some overlap there will be differences, and always the chance that something fails so the other can hopfully compensate.
 
For the first part i would say that patrol are always necessary and the intrigue action dosent actually do anything except find good places for check points and such not actually build them so the patrols are still needed for protection.

And as for the surveys they are looking for different thing's specifically each so while there may be some overlap there will be differences, and always the chance that something fails so the other can hopfully compensate.

1. Patrols
I'm not saying patrols aren't important, but the current game interface means we can have patrols or fortifications, not both. That means we need to evaluate which is more important. With that choice, I went with fortifications.

> Last I heard, the main threat we were anticipating based on OoC knowledge (might be IC now, based on what discussions happened off screen since the last chapter) was Ironborn, and there's only so much that patrols can do about that (they will come by sea, while our rangers are restricted to land; we are apparently building some distance from the coast, but I still think fortifications will be more useful against that enemy than patrols will).

> Once fortifications are built, they will generally last for a while with minimal maintenance unless specifically attacked by enemy forces (wood lasts at least a few years; masonry can last for centuries easily). Patrols require a lot more ongoing effort, and since we explicitly don't have a Military Adviser I'm less confident about how much of that effort our character can delegate.
> In other words, we should only need to repeat the fortifications action if something goes wrong; I'm less confident about not needing to repeat the patrols action.

2. Maps:
> Your point about "looking for different things" is acknowledged, but even a poorly optimized map is much better than the nothing we've got right now.
> If the Learning survey does turn out to be inadequate for Intrigue purposes, we can do the Intrigue action then. Until that info turns up, I would rather assume it will be adequate and spend the Intrigue action elsewhere (we only have a few of those, and apparently each turn is a year now).

> Between the survey (Learning action which generates a map) and the order to look for good surveillance points (Intrigue) I assume that a reasonably acceptable Intrigue map will naturally happen incidental to those efforts. That means we have a map plus something else, so spending the Intrigue action just to generate a map would have been a waste.

> Redundancy: Yes, I am aware that in engineering redundancy is a good thing (it provides a plan B if something breaks), but that also means the engineer needs to pay full price for each redundant system, rather than the price of only one system.
> Right now, we are limping along with a severe shortage of resources, which means we need to accomplish as much as possible and stretch those resources as far as they will go. Redundancy works against that goal (as someone else put it, "cost is a legitimate engineering parameter", and duplicating the effort is something I don't think we can afford right now).

But back on topic
We're getting sidetracked. I've made my case that votes should be kept separate by default, and stated my claim that the benefits from combining the Hold Name vote with the "course of action" plans aren't enough to justify going against that default. Do you have a counter argument beyond "I've already done it and don't want to change"?
 
1. Patrols
I'm not saying patrols aren't important, but the current game interface means we can have patrols or fortifications, not both. That means we need to evaluate which is more important. With that choice, I went with fortifications.

> Last I heard, the main threat we were anticipating based on OoC knowledge (might be IC now, based on what discussions happened off screen since the last chapter) was Ironborn, and there's only so much that patrols can do about that (they will come by sea, while our rangers are restricted to land; we are apparently building some distance from the coast, but I still think fortifications will be more useful against that enemy than patrols will).

> Once fortifications are built, they will generally last for a while with minimal maintenance unless specifically attacked by enemy forces (wood lasts at least a few years; masonry can last for centuries easily). Patrols require a lot more ongoing effort, and since we explicitly don't have a Military Adviser I'm less confident about how much of that effort our character can delegate.
> In other words, we should only need to repeat the fortifications action if something goes wrong; I'm less confident about not needing to repeat the patrols action.

2. Maps:
> Your point about "looking for different things" is acknowledged, but even a poorly optimized map is much better than the nothing we've got right now.
> If the Learning survey does turn out to be inadequate for Intrigue purposes, we can do the Intrigue action then. Until that info turns up, I would rather assume it will be adequate and spend the Intrigue action elsewhere (we only have a few of those, and apparently each turn is a year now).

> Between the survey (Learning action which generates a map) and the order to look for good surveillance points (Intrigue) I assume that a reasonably acceptable Intrigue map will naturally happen incidental to those efforts. That means we have a map plus something else, so spending the Intrigue action just to generate a map would have been a waste.

> Redundancy: Yes, I am aware that in engineering redundancy is a good thing (it provides a plan B if something breaks), but that also means the engineer needs to pay full price for each redundant system, rather than the price of only one system.
> Right now, we are limping along with a severe shortage of resources, which means we need to accomplish as much as possible and stretch those resources as far as they will go. Redundancy works against that goal (as someone else put it, "cost is a legitimate engineering parameter", and duplicating the effort is something I don't think we can afford right now).

But back on topic
We're getting sidetracked. I've made my case that votes should be kept separate by default, and stated my claim that the benefits from combining the Hold Name vote with the "course of action" plans aren't enough to justify going against that default. Do you have a counter argument beyond "I've already done it and don't want to change"?
Is there a reason youve been constantly nick picking my plans? yes there different then how you do it big deal, im not changing it because you dont like it that way plain and simple make all the cases you want it dosent mean i have to change anything i do. I dont have to argue for how i do my plans to you if you dont like how i do it then sorry but thats life here.
 
Is there a reason youve been constantly nick picking my plans?

Yes. The reason is that I expected from the start to lose the "hold name" vote, and I see that as a bad reason to also lose the "course of action" vote. From this, I was trying to ask for those votes to be split, so my "course of action" plan has a chance of winning.

The other nitpicks were because I got distracted. I over-analyze things; it's a bad habit I rarely manage to kick for long.

And I'm done now; judging by that rant, I've said all I can. I'll only continue this if you do.
 
Yes. The reason is that I expected from the start to lose the "hold name" vote, and I see that as a bad reason to also lose the "course of action" vote. From this, I was trying to ask for those votes to be split, so my "course of action" plan has a chance of winning.

The other nitpicks were because I got distracted. I over-analyze things; it's a bad habit I rarely manage to kick for long.

And I'm done now; judging by that rant, I've said all I can. I'll only continue this if you do.
Listen, conversation is fine but truth be told your main point at least for me got lost in the rants of the other parts. As for the hold name thing, I wouldn't get to hung up on it being a major deciding factor in plan voting, both names are fine and it really wont effect much in terms of the game and for a hold name it rarely is the deterring factor of a plan. Apologize for not seeing it before hand but as I said it did get lost in reading. Dont worry to much when it comes to starting out the Dawi will be fine (RNGesus be willing).
 
Event roll-45

the others are all related to your options. (they're in random order)
Mad0Slayer threw 9 100-faced dice. Total: 424
45 45 4 4 90 90 34 34 70 70 56 56 37 37 11 11 77 77
Mad0Slayer threw 1 2-faced dice. Total: 1
1 1
 
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Vote closed.
Scheduled vote count started by Mad0Slayer on Dec 21, 2020 at 2:15 PM, finished with 29 posts and 15 votes.

  • [x] Plan getting started
    -[x]Hold name Karak Grim
    -[x]Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
    -[x]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from raiding parties.
    -[x]Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
    -[x]Map the surrounding area: You are new to the area find out the best way to move inside it should there be a threat and also to know where your new Neighbors live.
    -[x]Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
    -[x]Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
    -[x]Learn the secret's of been a Leader:
    [x] Plan: Defenses and Survey
    -[x]Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
    -[x] Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.
    -[x]Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
    -[x] Establish an early warning network: Send out the Ranger's of the Clan to map the best locations for outposts to warn you of danger.
    -[x]Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
    -[x]Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
    -[x] Work on your practice techniques: Learning is something anyone can do but to do it properly one must know how. (Learning skill progresses)(Progress to next level is 98/600)
    [x] Hold Name: Kazad Zhuf
    [x] Hold Name: Kazad Zhuf (roughly, "Fort Waterfall") (a waterfall was one of the more notable landmarks on our way here)
 
Turn 1-Results
Turn 1-Results

[x] Plan getting started
-[x]Hold name Karak Grim
-[x]Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
-[x]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from raiding parties.
-[x]Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
-[x]Map the surrounding area: You are new to the area find out the best way to move inside it should there be a threat and also to know where your new Neighbors live.
-[x]Survey the valley: Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
-[x]Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
-[x]Learn the secrets of being a Leader:

Event Roll-45
New's from House Glover-77


The sun shone down onto the valley entrance as it slowly rose into the sky from behind the mountain while down below you, your clan moved about in the camp while a thin layer of snow covered the surrounding area and the sounds of your dawi working could be heard. The year had been cold but not unpleasant with only a few issues cropping up throughout the year.

Thankfully the clan had settled down and was causing you only a few issue's though there was a growing unease at having to stay on the surface for another year but it was for the best, you had fresh food growing and it would supplement your food supply nicely till you could get a few more sources of food established.

You took a deep breath of fresh air before making your way down the mountain from your vantage point where your guard awaited you. The day was young and you were sure that there was still much to do until the hold could be established.

You were greeted by your guard led by Skorri most of them bantering with one another in the safety of the valley though they were still alert. "Thorin, how was the view from up there." Your elder spoke casually while your guard surrounded you and kept with you as you made your way back toward's the camp.

You shrugged while answering. "Not too bad though I fear I am coming to like the view and miss the sights of a good hall, probably a sign of thing's I fear that many of the clan will become sun touched before we are done building the hold but sadly their is too much to do so we will have to endure."

Skorri grunted out at that as your group passed the startings of the hold's entrance that a few dawi had begun working on in their free time. "Aye, but at least your aware of the danger but it will come and our new hold will endure the trials to come" He spoke surely while his eye's tracked something off to the left. "Look's like we might have visitors soon, we got a runner heading our way." his voice filled with derision as he noticed that it was a ranger.

You ignored it well aware of their reputation something you shared if only a bit lighter but they were necessary and you were a thane. Your party met the runner at the edge of the camp the ranger's breath slightly labored. "My Thane. Umgi Riders approaching and will be here within the hour but I also came across another ranger who had another message. He said that Umgi ships were sighted making land further up the coast my Thane near one of the larger grove's." He reported only waiting for your dismissal before he was on his way towards one of the ranger tent's.

While the knowledge of an unknown umgi group was problematic it was nothing compared to what the Umgi messengers came to tell you. Lady Kaela has given birth to a young boy and has been named Cregan Snow your son. Though you did not hear much of what else they had to say as what they said kept ringing in your ears, you had one last thought before darkness claimed you and that was that the elders were not going to be happy.

Diplomacy: +15

[x]Settle the grumblers of the Clan: Currently, the elders of the Clan respect you as a thane and have found your action's to be both decisive in your actions and also a Wazzock for sleeping with an Umgi and there are those who question your abilities. Settle the Issue before it gets worse.
Chance of Success: 60%
Time: 1 Turn
Rolled: 37+15=52

You spent a good deal of the year in talk's with the guild leaders and elders of the clan to give you a chance to prove yourself and meet their expectations. Sadly that was no easy task as their stubbornness caused you an endless number of headaches but you succeded with great difficulty but you managed to make them see your point in the end. Though it did not help that they were still watching you closely for any mistakes to occur, but you had a long time to prove yourself or at least you hoped you did but they would let you lead for now so long as no other major issues occurred.

Martiel: +11

[x]Establish patrol routes: Establish routes for patrols in the surrounding area so that your Warriors of the Hold may keep the area secure from raiding parties.
Chance of Success: 75%
Time: 1 Turn
Rolled: 34+11=45

The warrior's set out intent on figuring out the best path's to patrol as well as map any point's that would be used to enter the valley though it was not easy work, but they pushed on set them up establishing small camp's for rest and watch while also establishing supply caches to ensure that they could patrol for a time away from the hold. Though they were mostly successful Nali when searching the extended area discovered a fair few gap's within the patrols which were thankfully sealed up though they were going to need special attention.

You even had the privilege of doing your own patrol and inspection with your guard under the suggestion ''Orders'' of the longbeards, Though you would not admit it some of those routes were downright freezing when the wind blew through them, thankfully you were the Thane and would not need to deal with it once you could find some poor dawi to take matter's in his own hand's and leave you free to re.. no it was for work yes work.

Stewardship: +13

[x]Begin farming the land: You need food and while you do not like the surface it has plenty of space to grow some of the seeds you have. Though it will be hard in this climate you are sure your dawi will figure out a way.
Chance of Success: 70%
Time: 1 Turn
Rolled: 90+13=103

The Clan set to work on establishing the land to grow the clan food and while the clan was not used to such a cold climate, they adapted well and managed to cultivate many different crops in the land. No doubt in thank's to the rich soil that the valley seemed to hold for your clan's use. Even if there was much grumbling about having to grow something other than grain.

Though maybe your Clan had far too much time on their hands since they went further ahead than was needed and used their spare time to establish further fields for growth. While also adding a few things to protect the crop's from the wind. So maybe you would need to set them to work on an extra project for the next year. And that did not mention the fact that a fair few of them had also begun to work on the hold's Entrance Hall, yes they seemed a bit too eager for dawi the elders might have word's with them for all the rushing.(1/3 progress to the Entrance hall been built)

Intrigue: +5

[x]Map the surrounding area: You are new to the area find out the best way to move inside it should there be a threat and also to know where your new Neighbors live.
Chance of Success: 60%
Time: 1 Turn
Rolled: 4+5=9(Locked in for next year)

You could only groan at the report's that came from your ranger's that were out mapping the area for all the paths that you could make use of. Instead of a few paths to make use of they had instead found a massive cave system in the mountain's which they had yet to fully map but the the damned thing had to connect to the valley In seven different point's, thankfully they appeared to be too small for an army to make use of and sneak in but they would still need to be seen too. Not to mention the warrior's been angry about the gap's in their patrol route.

Nali even had the gall to say that maybe it was not to bad as they now had plenty of routes that the rangers could use to leave the valley in secret to ambush any that tried to assault the hold. Though you could see that he did not mention that they were also weak points damned ranger's. Nali did at least say that they would have all the routes mapped out by the end of next year. So that was something to take from the mess. Not that it helped with the other problem since it seems your ranger's have grown a little paranoid ever since they had been unable to track the mountain Umgi though that would come in time, you now to just had to calm down your clan's rangers so they did not jump at shadows.

Learning: +19 (Advisor Tystin)

[x]Survey the valley:
Your new to the area send out some dawi to find out what you can find in the surrounding area to help build and sustain the hold.
Chance of Success: 60%
Time: 1 Turn
Rolled: 70+19=89
-Size Role:69

You smiled at the report as you looked at it with a big smile while in your tent at the report at least some thing's looked good in the valley. The Ranger's and other dawi under Tystin had managed to discover a great many things within the valley itself and also the nearby one's ranging from a decent sized grove of Ironwood tree's which would be good for only a few project's whiles also finding a large number of normal tree's and herbs that could be of use. Though the real gem of the valley it seemed was the Blueish Granite that had been discovered and would likely be of great use. Though how long it lasted your prospectors were not sure but they seemed to think it would last a while.

[x]Study the Wildlife in the local area: Your clan hunt's for its food and fishies from the valley but to truly be productive you need to learn where everything is and where it grows and lives. Though what you did with it you were not sure just yet.
Chance of Success: 60%
Time: 1 Turn
Rolled: 56+19=75

You sang along with your clan as they feasted on the latest hunt from your ranger's while enjoying a good meal of bear meat and ale enjoying the heat from the fire on such a cold night. You were happy though as your ranger's had reported earlier in the day that there was a great range of animals and fish to choose from and were fairly bountiful a good reason to celebrate you thaught. Though your head did feel a little fuzzy after your last drink it was time to enjoy so what could go wrong.

Animals Found
-Bear
-two types of Deer
-Hare
-Northern Cow

Fish Found
-Salmon
-Tuna
-Salmonids

Personal: +8

[x]Learn the secret's of been a Leader:
To lead your people you must make your hold and land thrive you must know how. Dig into the archives to learn the skills and help you manage your land. (Stewardship Skill progresses)(Progress to next level is 162/1500)
Rolled:11+8=19(No bonuses yet)(New Progress to next level is 181/1500)

You Stroked your beard in confusion and care while you tried to search through the mess of scrolls and book's searching for any information that could help you lead. To no avail you had found your year filled with nothing but scrap's and your free time mostly wasted and with Tystin to busy to try and help you only making the issue worse. Still, you tried and there were a few tip's you could try but in the end, you felt like you needed to hit something or drink a good ale, though no respite came in the end you tried and who knows maybe next year thing's would be sorted.

***

Dawi Demographics:

1d50 Dawi born this year to the Clan: 29
Dawi that have matured to Beardlings this year: 15

0-28 Garazi(Young ones)284
29-550 Dawi of the Hold 3483 (3X100D and rolled 127. 127 Dawi join your clan after the loss of their ship)

Hold Supplies

Food Left: 3 Years left(losing 1 Year of food per Turn)
Ale Left: 2 Years left(Losing 1 Year of Ale per Turn)
Gunpowder Left: Not enough for battle

Treasury

Expected Income at the end of the Year: 0 Gold
Expected Expenses at the end of the Year: 0 Gold
Expected profit at the end of the Year without additional expenses: 0 Gold
Current Treasury: 10,500 Gold in Treasury

***

I know the Birth's are high for dwarf's but I just can't go off the numbers that are suggested unless I want you guy's to die a slow death. At least it is tame compared to my other quest(It better this way)
 
What would be interesting is if Thorins half dawi son was human height...

maybe something House glover could keep dawi traits, much alike Reed/CotF, Umber/giants, Mormont/Starks/skin changers. If he's Dawi height though, I say we take him into the hold, not as heir, but still a member of the royal clan, maybe for him or his children to colonise a new hold elsewhere, down the timeline

Another path or investigation would be the influence of dawi diet/exposure on 'dwarfs', and if it can turn them into proper Dawi/their children. With the potential for this seeing how unlike in ASOIAF, human dwarfs don't exist in WF to my knowledge.

eg. "Look at ya, poor thing, stuck on a diet of 'wine' and what water passes for ale round here. See that beard, and stunted legs... clearly not enough marble in your diet... Oi Fori! Get us some stone bread, this beardling's starving!
 
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Pretty good turn need to survey the area for mineral wealth also set up a brewery for some proper dwarven ale.
 
That is true im curious to see how a Dawi/Umgi hybrid turns out would they be some kind of super Umgi/Dawi with the height of a umgi but the strength and durability of a dawi. How old can they get and thing such as that.
 
Turn 2 – New Land's and hard Choices
Turn 2 – New Land's and hard Choices

You stroked your beard to remove the snow from it as a deep chill seemed to slowly be setting into your bones and the valley itself. Still thing's were looking up as you looked down into the valley your clan was safe and it seemed that there was progress to be made as you watched the Clan go about their work among the tents.

Though you would have to be careful as the temperature kept dropping but the mountains seemed to protect you for the moment but it would get worse. You just wondered what the true winter would feel like if this was the summer snow's but you would survive.

Still thing's had become nice and quiet and no Umgi even bothered with your clan but you were sure that would change in time, though it would be helpful if the rangers would calm down and not cause an issue with their paranoia.

Though as you looked out into the valley you let your worries abate for a bit enjoying the view a bit before shaking your head. There was too much to do and you had plans you just had to let the others know. Hopefully, the sun would come out again soon. 'The thought of the sun made you grimace were you becoming sun touched? You hoped not.

You were brought from your thaught's as Gidal grabbed your shoulder to turn you to face him as he looked at you etched over his face. "Thorin, the ranger's found an Umgi caravan that seems to have been left to rot but it seems that whe are in luck as most of its cargo has been left intact but the rangers need to know what they are to do with all of it.

Abandoned Umgi Caravan
-1000 Gold
-Preserved Food

[] Leave it
[] Take it all
[] Take the gold but give away the food to an Umgi lord (write in who)
[] Take the food but give the gold as a gift to a northern
house (Write in who)
[]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

Diplomacy: You lack an advisor and dedicated dawi with which you can foist... er you mean deal with other lord's in the matter's of politics, Much to your joy.

1 Action Available

[]Negotiate for some food: The Clan seem's to be of a few thaught's few are good many
60% chance of success Cost: 1000 Gold
1 Turn

[]Introduce yourself to a few houses of the north: You have made your home in the north and with no knowledge of your fellow dawi and while the pact signed has aligned the clan with this Umgi kingdom yet you do not know many of them so it would be best to make some friends and learn what they are like.
1 Turn
(Dice rolls will determining your results)
-[](Write-in which houses)

[]Get to know the mountain clans.:
You have neighbors somewhere out there and your ranger's spotted them on the way to your new hold. Best to go say hello and not cause any issues.
60% chance of success
1 Turn

[] Establish closer ties with a certain northern house: Many houses rule the land's you now reside in and it would be best not to make them think we are their enemies. Visit one of them and help establish closer ties.
(Dice rolls will determining your results)
1 Turn
-[](Write-in which house)

Martial:
With No fellow dawi to help lead the throng it falls to you to manage keeping your clan's warriors ready and busy just a shame there was so much planning needed.

1 Action Available

[]Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.
70% chance of success.
1 Turn

[]Muster the Throng: The Umgi messenger's tell you that the ships belong to raider's from the Iron Island's send out a force to deal with them.
60% chance of success.
1 Turn

[]Establish a training ground: Your Clan has sailed a long time to establish a new hold and it lacks a proper training area. Their skills while sharp will dull they need an area to maintain them. Build a basic course so that your Clans warriors may keep their skills sharp.
100% chance of success
1 Turn

[]Test your warriors to see who is the best among them: The loss of your clan's elders is a deep wound and has left the clan without those who can rally them in battle and train them. Find out who is the best for this. (This will open up options for your Advisor)
80% chance of success
2 Turn

Stewardship: To manage a hold, was not something you looked forward to. Especially with all the paperwork maybe someone could help you sort it out, you hope.

1 Action Available

[]Build a Fishery:
With the location of fish spawning pools now known to the clan it would be a good idea to set up the required infrastructure to bring in a stable supply of food.
60% chance of success
1 Turn

[]hunting lodges: With the number of animal's to hunt in the surrounding area having the clan establish a few lodging areas for the rangers to seek refuge and store their hunt's will be beneficial to securing a constant source of meat without risk of destroying their source.
60% chance of success
1 Turn

[]Establish the Entrance to your new Hold: It's Cold not that it bothers you much but what does bother you is the sky there is far too much of it. Set the Clan to digging and shaping the entrance and a connecting hall for the use of the clan. (Lock's other expansion options off till completed)
70% chance of success
1 Turn(1/3 Progress to auto Completion)

[] Logging Camp: There are enough common trees in the surrounding area to make use of for a few year's but to sustain it your fellow dawi will have to plan for it.
70% chance of success
1 Turn

[] Wooden Surface Town: Your Dawi live in tents and not much else and it is really only a camp, have the clan build up the required structure's to support itself for an extended period of time. Even if the clan won't be happy about staying on the surface even longer but at least they will be warm and be able to continue their trade.
70% chance of success
1 Turn

Intrigue: It is time to gather information all sneaky like, this is not really a Dawi skill so not many Dawi are good at it and many look down on it. So why was it you had to deal with the ranger's task's, you were sure your father did not have these issue's.

0 Action Available:

[X]Map the surrounding area: You are new to the area find out the best way to move inside it should there be a threat and also to know where your new Neighbors live.
60% chance of success
1 Turn(Locked in)

[]Establish an early warning network: Send out the Ranger's of the Clan to map the best locations for outposts to warn you of danger.
60% chance of success
1 Turns

[]Find Someone to help keep an eye on things: A lot of the Clans former advisors have gone missing and now your left to pick up the pieces. As your clan stand's alone you will have to find the best dawi among your number. Which you did not doubt was going to be a hard process.
60% chance of success
2 Turns

[]Investigate the Coast: The Umgi who made landing further up from the hold could be up to something, send the ranger's to discover what is going on.
60% chance of success
1 Turns

Learning: Tystin helps keep your clan's history in order and intact while also helping your clan much to your relief. Now you just had to direct the clan on what you needed done and not worry much about it.

2 Action Available

[]What's wrong with the Gyrocopter: The master engineer sadly fell in the journey, but his gyrocopter remains. Only problem is the damned thing no longer work's figure out what's wrong with it.
Chance of Success: 5%(No master engineer and no Facilities)
Time: 2 Turns

[]Organise the archives: The journey to your new hold required all information in the archive to be divided so that it could be carried. Sadly the information is now in a large mess and will need time to be sorted before it can be used reliably.
Chance of Success: 60%
Time: 1 Turns

[]History of the Clan: You are but a young dawi and were not privileged to hear all the knowledge held by your elders. It is time to learn the past of your clan so that you may restore old traditions should you feel like it.
Chance of Success: 70%
Time: 1 Turns

[]Elgi Book: Learn the contents of the Elgi book though it will take time to piece it together but the book will no doubt have the information you could make use of or let you know of a possible threat. (Progress 1/5 to fully understanding what it says)
Chance of Success: 50%
Time: 1 Turns

[] Cave Mushroom's: The long journey to establish a new hold sadly did not allow you to bring the clan's favorite Hold Mushroom's, thankfully the new cave system offers you a chance to find a new alternative. You just have to find the correct one to help feed the clan.
Chance of Success: 60%
Time: 1 Turns
(Unlocks underground Mushroom farm)

[] The Mystories of Ironwood: You have heard much about Ironwood and how valuable it is to the northern kingdom. Finding out what it is best for would be a great help though it might be a long process.
Chance of Success: 60%
Time: 1 Turns

Personal actions: Free time and rest or that is 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 had less time for those that were close to you.- 2 Actions (Rolls will determine the rate at which you progress and the Quality of your work)

[]Work on your Statesmanship: There is much to learn when dealing with dawi and umgi lord's but you can learn. Spend some of your free time Improving your skills. (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) (Progress to next level is 280/1500)

[]Learn the secret's of been a Leader: To lead your people you must make your hold and land thrive you must know how. Dig into the archives to learn the skills and help you manage your land. (Stewardship Skill progresses)(Progress to next level is 162/1500)

[]Practice been a sneaky Dawi: Your not good at it and while it is not needed for leading knowing how to be sneaky could come in handy. Learn how to spy from the rangers.(Intrigue skill progresses)(Progress to next level is 41/600)

[]Work on your practice techniques: Learning is something anyone can do but to do it properly one must know how. (Learning skill progresses)(Progress to next level is 98/600)

[]Spend Time with your friend's: There are a few dawi you have had time to spend time with outside your duties. Catch up with a few of your friends.

[] Go searching for an adventure: To establish a new hold is hard and not very relaxing take some time and go on a short trip to the surrounding area, maybe it would be interesting.

The Child: You are not sure what to do now that you have a son but what do you know is that you have to come to a decision for his life and that of his mother as your sure that something need's to be done but what.

[] Take responsibility: You will take responsibility for your mistake and take care of.
-[]The Boy: He is your son and your blood he belongs with his people even if he has Umgi blood you can teach him what it mean's to be dawi. Though his mother will remain behind.
--[]Send for him to come immediately.
--[]Let lord Glover know that you will look after him once the hold is established
-[]Offer to look after both mother and son:
He is your son but he is also lady Kaela's son and you will not separate them. You will take care of both of them.
--[]Send for them to come immediately.
--[]Let lord Glover know that you will look after both of them but only once the hold is established.
-[]Write-in

[]Do nothing:
Ignore the Child he may be your blood but he is not a pure dawi.

***

Yearly Income: 0

Nothing Yet

Yearly Expenses: 0

Nothing Yet

Treasury total: 10 500+0
=10 500 Gold in Treasury

***

2-hour moratorium

The vote will be open for 24-36 or 48 hours (Depends on how the voting going)
 
So were definitely gonna need to start the hold entrance now, since we dont want to become sun touched and also as the saying in the north goes "WINTER IS COMING" and were gonna wanna be under the mountain by then.

As for the boy, i say we take him but only once the hold is established. As for the mother im fine either way really.


[]Investigate what happened and who the caravan belonged to and inform them of their dead and return what was lost.

[]Get to know the mountain clans.: You have neighbors somewhere out there and your ranger's spotted them on the way to your new hold. Best to go say hello and not cause any issues.

[]Prepare the defenses: Establish basic defenses that will help defend the clan should you come under attack.

[]Establish the Entrance to your new Hold: It's Cold not that it bothers you much but what does bother you is the sky there is far too much of it. Set the Clan to digging and shaping the entrance and a connecting hall for the use of the clan. (Lock's other expansion options off till completed)

[]History of the Clan: You are but a young dawi and were not privileged to hear all the knowledge held by your elders. It is time to learn the past of your clan so that you may restore old traditions should you feel like it.

[] Cave Mushroom's: The long journey to establish a new hold sadly did not allow you to bring the clan's favorite Hold Mushroom's, thankfully the new cave system offers you a chance to find a new alternative. You just have to find the correct one to help feed the clan.

[]Work on your Statesmanship: There is much to learn when dealing with dawi and umgi lord's but you can learn. Spend some of your free time Improving your skills. (Diplomacy skill progresses) (Progress to next level is 340/1500)

[] Take responsibility: You will take responsibility for your mistake and take care of.
-[]The Boy: He is your son and your blood he belongs with his people even if he has Umgi blood you can teach him what it mean's to be dawi. Though his mother will remain behind.
--[]Let lord Glover know that you will look after him once the hold is established

So this is about what i think we need for this turn. Thought?
 
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Agreed we need to investigate.

I think we should take in both Mother and Child, right thing to do, also good for Reputation and Diplomacy.

We should investigate the Ironborn and Gather the Throng after.... Investigation should allow us to plan attack better while getting Boosts and Reducing Maluses on Dice Rolls.

We need to continue the Entrance, but we absolutely need to finish exploring that Cave Network and then Secure it.
 
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