The Dawi in Arda (Hiatus)

The Dawi in Arda [Hiatus]
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A Dawi Reclamation Throng and the Clans set to restore a minor hold of the Karaz Ankor has been launched by a banishment spell of a Lord of Change into a distant world that they cannot recognise.
Quest Creation 1
Pronouns
Warkeymon
The Great War against Chaos has been won, and the High King Alric has died of his wounds. Thorgrim Grudgebearer has been declared High King and he has commanded the Dawi to reclaim the old holds for a new Silver Age will dawn. You are a Dwarflord sent out from one of the Major Holds of the Karaz Ankor with a reclamation Throng and many clans to colonise the new hold. Unfortunately you have come across a Lord of Change fleeing the rippling aftereffects of the final battle and racing for the safety of the Chaos Wastes and for its haste the creature has chosen to banish you and your host in a single almighty spell. You have awoken in a strange land that not a one of you can recognise.

[ ] Write-in a name
[ ] Write-in a clan name

Clan Type
[ ] Warsmith Clan
Armourers and Weaponsmiths make up the bulk of this clan's adult members.
[ ] Carpenter Clan
Carpenters make up the bulk of this clan's adult members.
[ ] Engineer Clan
Engineers make up the bulk of this clan's adult members.
[ ] Metalsmith Clan
Metalsmiths make up the bulk of this clan's adult members.
[ ] Miner Clan
Miners make up the bulk of this clan's adult members.
[ ] Stonemason Clan
Stonemasons make up the bulk of this clan's adult members.
[ ] Warrior Clan
Warriors make up the bulk of this clan's adult members.

Patron Cult
[ ] Grungni
You have reached out to the cult of your patron god Grungni.
The Cult of Grungni has supplied you with a host of Miners led by Master Prospectors.
[ ] Grimnir
You have reached out to the cult of your patron god Grimnir.
The Cult of Grimnir has supplied you with a host of Slayers led by Dragon Slayers.
[ ] Valaya
You have reached out to the cult of your patron god Valaya.
The Cult of Valaya has supplied you with a host of Healers led by Elder Matrons.
[ ] Morgrim
You have reached out to the cult of your patron god Morgrim.
The Cult of Morgrim has supplied you with a host of Engineers led by Master Engineers.
[ ] Smednir
You have reached out to the cult of your patron god Smednir.
The Cult of Smednir has supplied you with a host of Metalsmiths led by Master Warsmiths.
[ ] Gazul
You have reached out to the cult of your patron god Gazul.
The Cult of Gazul has supplied you with a host of Priests of Gazul led by Guardians of the Dead.

Major Hold
Which major hold sent you out on a reclamation?
[ ] Karak Kadrin
The Slayer Hold of Karak Kadrin sent you out into the north to start to reclaim the minor holds leading towards Karak Ungor.
The Slayer King Ironfist has supplied you with a Warrior Clan and a minor Throng of Slayers.
[ ] Karaz-A-Karak
The Everlasting Hold of Karaz-A-Karak has sent you out east to reclaim the holds on the great passes.
The High King Grudgebearer has supplied you with a Stonemason Clan and a minor Throng of Longbeards.
[ ] Zhufbar
The Torrent Hold of Zhufbar has sent you west to reclaim the holds on the shores of the Black Water.
The King Stoneheart has supplied you with an Engineer Clan and a minor Throng of Cannoneers.
[ ] Karak Norn
The Barren Hold of Karak Norn has sent you north to reclaim the holds of the Grey Mountains.
The King Ironpick has supplied you with a Carpenter Clan and a minor Throng of Irondrakes.
[ ] Karak Hirn
The Horn Hold of Karak Hirn has sent you west to reclaim the holds of the Vaults.
The King Ranulfsson has supplied you with a Metalsmith Clan and a minor Throng of Rangers.

The Clans - 5 Points to spend
Clans can be taken as many times as you can afford.
[ ] Warsmiths - Costs 3 Points
A Clan of Warsmiths.
[ ] Brewers - Costs 1 Point
A Clan of Brewers.
[ ] Carpenters - Costs 1 Point
A Clan of Carpenters.
[ ] Engineers - Costs 3 Points
A Clan of Engineers.
[ ] Farmers - Costs 1 Point
A Clan of Farmers
[ ] Healers - Costs 2 Points
A Clan of Healers.
[ ] Metalsmiths - Costs 2 Points
A Clan of Metalsmiths.
[ ] Miners - Costs 1 Point
A Clan of Miners.
[ ] Stonemasons - Costs 2 Points
A Clan of Stonemasons.
[ ] Runesmiths - Costs 5 Points
A Clan of Runesmiths.
[ ] Warriors - Costs 2 Points
A Clan of Warriors.

The Throng - 5 Points to spend
Minor Throngs can be taken as many times as you can afford.
[ ] Rangers - Costs 3 Points
A Minor Throng of Rangers has been assigned to your Reclamation Throng.
[ ] Slayers - Costs 3 Points
A Minor Throng of Slayers has been assigned to your Reclamation Throng.
[ ] Hammerers - Costs 5 Points
A handful of Hammerers has been assigned to your Reclamation Throng.
[ ] Longbeards - Costs 4 Points
A Minor Throng of Longbeard Warriors has been assigned to your Reclamation Throng.
[ ] Beardlings - Costs 1 Point
A Minor Throng of Beardling Warriors has been assigned to your Reclamation Throng.
[ ] Quarrellers - Costs 2 Points
A Minor Throng of Quarrellers has been assigned to your Reclamation Throng.
[ ] Thunderers - Costs 4 Points
A Minor Throng of Thunderers has been assigned to your Reclamation Throng.

Special Boons - 5 Points to spend
Special Boons can be taken as many times as you can afford.
[ ] A Living Ancestor - Costs 5 Points
For twenty years a Dawi is a Garazi. Then for thirty they are a Beardling. Then for fifty they are a Greybeard. One hundred and fifty years are then spent as Longbeard. Many a Dawi will begin to fade as they grow into an Elder at some two hundred and fifty years old. But there are some Dawi so stubborn and so firm that they live for more than just centuries. A Living Ancestor is Dawi perfection. Whatever end they have honed themselves towards they are the truest master of.
[ ] An Organ Gun - Costs 2 Points
A cutting edge artillery piece fresh from Zhufbar. The Organ Gun is capable of firing at extraordinary rates with unerring accuracy.
[ ] A Runelord - Costs 4 Points
A Runesmith can control runes already cut and Master Runesmiths can cut simple runes. But a Runelord is something far greater and Master Runes of Power can be cut and struck by their hammer.
[ ] A Daemon Slayer - Costs 3 Points
A Doomseeker of truly terrible shame. Grimnir has condemned this Dawi to live. They have faced off against Trolls, against Giants, against Dragons and even against Daemons and failed to die.
[ ] Ancestral Equipment - Costs 1 Point
Your clan has passed down these heirlooms since the Golden Age when the Ancestors yet lived. Master Runes of Power mark each piece of equipment and the purest gromril guards you and arms you.
 
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The People of Karak Drekfut
Below are the different groups in your hold. Naturally they all knew that when you first reclaimed your minor hold it was going to be rough living for a while but they all have requirements for what makes a minor hold acceptable and will really start to grumble if you take too long setting them all up.

The Clans of the Hold
Noble Clan Greatmantle
Warsmith Clan from Karaz-A-Karak.
Lord Gartrim Greatmantle of Karak Drekfut.
Elders: Elder Bogrur Greatmantle, Elder Grazur Greatmantle


Brewer Clan Bronzeplaits
Brewer Clan from Karaz-A-Karak
Elders: Elder Korin Bronzeplaits


Farmer Clan Ironplough
Farmer Clan from Karaz-A-Karak
Elders: Elder Drindut Ironplough


Miner Clan Stonebeard
Miner Clan from Karaz-A-Karak
Elders: Elder Artrum Stonebeard


Stonemason Clan Shatterspear
Stonemason Clan from Karaz-A-Karak
Elders: Elder Voddor Shatterspear


Warrior Clan Leadbeard
Warrior Clan from Karaz-A-Karak
Elders: Thane Nirvid Leadbeard, Elder Urtain Leadbeard


Engineer Clan Glintgear
Engineer Clan from Karak Drekfut
Elders: None (Clan Ancestor to be: Nendumir)
Hold Requirements:
Engineering Hall
Clan Residences

Powder Hall
Powder Storehall


Carpenter Clan Swiftcarver
Carpenter Clan from Karak Drekfut
Elders: None (Clan Ancestor to be: Vesgid)
Hold Requirements:
Workshop Hall
Clan Residences

Lumber Yard


The Eotheod
Survivors from amongst the Eotheod
Leaders: King Gisilhari, Lord Dernmod





The Throng of the Hold
The Northerly Throng
Greatbeard Gallick Steelfinger
116 Leadbeard Clan Warriors
12 Karaz-A-Karak Longbeards
44 Rangers
71 Quarrellers

The Easterly Throng
Thane Nirvid Leadbeard
11 Apprentice Hammerers
111 Leadbeard Clan Warriors
11 Karaz-A-Karak Longbeards
40 Rangers
67 Quarrellers

The Southerly Throng
Deadeye Gromurd Stoneskin
115 Leadbeard Clan Warriors
12 Karaz-A-Karak Longbeards
58 Rangers
71 Quarrellers

The Westerly Throng
Elder Urtain Leadbeard
116 Leadbeard Clan Warriors
12 Karaz-A-Karak Longbeards
43 Rangers
72 Quarrellers

The Eotheod
Captain of the Huskarl Hagrim
84 Royal Huskarl



The Ancestor Cults of the Hold
Valayan Cult
Elder Matrons: Matron Gorgissa
150 Matrons

Cult of Gazul
Head Priest: Gazric
5 Guardians
 
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The Book of Grudges
This is your Book of Grudges. All Books of Grudges contain the Great Grudges because all Dawi are expected to act towards seeing them struck out one day. Ordinary Grudges are those specific to your hold or clan.
The Great Grudge of the Elgi was struck out by High King Starhammer at the end of the War of Vengeance when he slew their king, took their crown as recompense and drove them from the Old World. It still has a considerable impact on Dawi views of the Elgi but isn't an active Great Grudge.



The Great Grudge of Grimnir
The Valiant went forth into the north to bring one final defeat upon the Dumi. There he was slain by the Dark Gods of Chaos. Henceforth any Dawi, Old Hold or New, is commanded to strike down the Dumi wherever they are come upon.

The Great Grudge of Our Fallen Kin
They went into the East and they abandoned the Ancestors. All that made Dawi good, they twisted and warped and made it evil. Henceforth any Dawi, Old Hold or New, is commanded to strike down the Dawi Zharr wherever they are come upon.

The Great Grudge of The Time of Woes
The world shook, the Underways trembled, and the Old Enemy breached our halls. Urki, Grobi and Thaggaroki have stolen from the Karaz Ankor the jewels of our hearts. Henceforth any Dawi, Old Hold or New, is commanded to strike down the Urki, Grobi and Thaggaroki wherever they are come upon.

The Grudge of the Fall of Karag Langkhirn
They came out of the Desolation at the end of the Time of Woes and stole from the Karaz Ankor, Karag Langkhirn. The Hold must be retaken, its Halls must be restored, and the Grobi therein must be slain.

The Grudge of the Thing in the Depths
A creature shaped like an Umgi but taller, clad in black armour that called shadows to it and wielding a sword that sneered at those it cut, has moved through the Depths and slain Master Prospectors like they were Beardlings before vanishing. It should be found and it should be expunged from the world.

The Grudge of the Angmar Wolf Riders
An expedition into Angmar was turned back when Urki upon great wolves attacked and slew some of your Dawi. The beasts, of both kinds, must be slain and the way to the Ered Engrin made safe.

The Grudge of the Near Vale
The East Throng found themselves embattled in the Near Vale when they went out in search of Eotheod to rescue. The battle was hard and long and several Dawi were slain. The Urki who squat in Framsburg must be made to pay for their foolish crime.

The Grudge of the Rock Lobbers
They came from their infested peak to the south of Karak Drekfut with their machines of destruction. They cast stone down the South Pass and damaged our walls and slew our Dawi. For all damages and all those who have died, the Hargrobi nest must be demolished, their machines destroyed and a reaping of Hargrobi to match your losses a hundred times over.


The Grudge of Kazad Hargrobi
The City of the Hargrobi has fallen to the Throng, but through vicious ambush the Hargrobi have slain several Dawi. The Fall of Kazad Hargrobi has assuaged this Grudge even as it was written.
 
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Quest Creation 2
Character Creation
[ ] Write-In a name for yourself
[ ] Write-In a name for your Clan.

[ ] Greybeard
A Dawi between 50 and 100 years of age, the expectations laid upon you are less than they might be if you were older and the Elders will be more lenient with you. But they will also be more prone to disrespecting your commands when they think they know better.
[ ] Longbeard
A Dawi between 100 and 250 years of age, the expectations laid upon you are heavy and the Elders will not soon suffer incompetence. But they will heed you as if you were one of their own, the word of the Lord is law even for Elders.

[ ] Clan Natural
You were raised within the Clan and have developed into a Master Warsmith. The forges that arm and armour Dawi Throngs are your truest home.
[ ] Valayan in Nature
You were raised by the Cult of Valaya who you have taken for a patron and have developed into a Master Healer. The healing halls are your truest home.
[ ] A Lord of War
You were raised alongside the sworn members of the Throng and have developed into a warrior of great skill. So long as you have your Az in one hand, shield in the other and a crossbow at the hip you are at home anywhere.



Ancestral Equipment
One ancient heirloom has been passed down through your Clan since the Golden Age of the Ancestors.

[ ] Golden Age Helm
This gromril helm is struck with ancient runes of warding and also lighting for use in dark tunnels. Any monster of the dark below should learn to beware the presence of this helm.
[ ] Golden Age Plate
These plates of gromril are so pure that some would dare to call them glimril. The armour has been worked to look as if it were sheer sheets of stone.
[ ] Golden Age Az
This gromril Az carries an age sharp enough to cut with just a look and the perfectly balanced weight behind it allows the Az to bite deep into solid armour.
[ ] Golden Age Shield
This gromril shield carries a great Dawi head across the front of it and can weather a storm of any blow. Tales tell that when it was struck by a giant, it was the giant's bones that broke first.
[ ] Golden Age Crossbow
The records claim that this crossbow was fashioned by Morgrim himself when he was teaching the first engineers about tension and torsion. It has held up over the millennia since very well, as can only be expected of the work of an Ancestor themselves.
[ ] Golden Age Cloak
Woven in the Golden Age by your patron, Valaya, herself. This cloak will forever keep its wearer comfortable and protected from the elements. Come storm or scorching sun.



Runelord
One Runelord joined you as you set out on your reclamation. Pick One.

[ ] Rhunrikki Zagranti
Runelord Zagranti is capable with all runes but it is Weapon Runes that they have truly mastered.
[ ] Rhunrikki Brynduldir
Runelord Brynduldir is capable with all runes but it is Armour Runes that they have truly mastered.
[ ] Rhunrikki Yindulsson
Runelord Yindulsson is capable with all runes but it is Banner Runes that they have truly mastered.
[ ] Rhunrikki Zurferin
Runelord Zurferin is capable with all runes but it is Engineering Runes that they have truly mastered.
[ ] Rhunrikki Gutfroy
Runelord Gutfroy is capable with all runes but it is Talismanic Runes that they have truly mastered.



Location of Arrival
The Reclamation awakes amongst unfamiliar mountains. The Rangers have quickly set to scouting the immediate area and determined that this is more than just an unfamiliar pass but an entirely unrecognisable land. Where have you awoken?

[ ] Grey
The mountains here are a solid wall of grey stone running from west to east. The northern slopes look down upon blasted frozen wastelands and the southern slopes upon a great forest. Your rangers have determined that there is suitable shelter at the highest peaks of these mountains where a natural cavern has been cut by the wind.
[ ] Blue
The mountains here seem to shimmer an odd blue at dawn and dusk, catching the light in mysterious ways. They run from north to south, the western slopes are laden with forest and the east looks out upon rolling hills. The rangers have determined a shelter roughly halfway up the mountain with sheer cliff behind and a shallow stream cutting across the front.
[ ] White
Towering high over the world below you have awoken upon a great glacier betwixt snow-capped peaks. These mountains run from east to west with the slopes both to the north and south looking out on open plains and rough foothills. There are no easy routes down from your glacial valley. The rangers have scoured the rock-faces around you for access to the rest of the range or routes down but there is little shelter or passage to be found.
[ ] Cloudy
Monstrously tall mountains you can only look down upon the world below through breaks in the cloud layer. These mountains run north to south, though they are a thick range from east to west as well. You are in a central valley surrounded by peaks to scratch at stars with routes out in all four cardinal directions. It is a long mountainous journey to see anything but the range however to the east lies a broad vale and to the west a small woodland surrounded by open grasses.
 
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Mechanics
Turns
1 turn consists of 1 year.
Each turn you use:
1 Beardling and 2 Specialist Dice per clan.
1 Runelord Challenge
1 Personal Challenge
4 Throng Duties or a Reorganisation.

Beardlings can be assigned to any task in the hold.
Specialists can only be assigned to tasks that fit them.
A task will have a target score, any number of available dice can be assigned to a task, the sum total of dice applied to a task will be used as progress towards the target.
Nat 100s will cause an unexpected boon when the task is completed. Nat 1s will reveal an unexpected problem when the task is completed.
Tasks can have their target score increased in order to add extra qualities to the end product before starting but cannot be reduced again once the task has begun. e.g. making a hall especially large or defensible.

The Runelord can be given a challenge. They will roll against the difficulty of the challenge and if they roll higher they will successfully complete it. Nat 100s cause unexpected boons and Nat 1s cause unexpected problems.
Runelord challenges can range in scale from Item Runes (runes cut into items already existing) which can be completed in the turn they begin, to Constructed Runes (Purpose-crafting a new item to carry runes and then cutting runes into it) which have 1 turn delays, to Hold Runes (runes cut into the structure of the hold and encompassing whole walls of the Hold) which can take several turns.

You personally take on a challenge as the Lord of the Hold. You will roll against the difficulty of the challenge and if you roll higher you will successfully complete it. Nat 100s cause unexpected boons and Nat 1s cause unexpected problems.
These challenges will involve managing affairs between the clans, managing your own clan and managing your relationship with the peoples who live around you. These can result in interludes to arrange the terms of trade agreements or to march out to war.

The Throng is currently split into 4 Minor Throngs based upon unit type and who provided them.
Each of these Minor Throngs can be assigned a Duty (e.g. Holding a fortification, patrolling an area, scouting or hunting known enemies.) Or you can spend a turn to reorganise the Throng into different Minor Throngs.
A Minor Throng must have a leader which gives you a maximum cap. The Hold must always have a Minor Throng left behind to guard it whenever the rest of the Throng sallies out to war. This gives you an effective minimum of 2 Minor Throngs.


Hold Resources
Food is split into Meat and Crop.
Meat is gained through hunting and is only used for eating. Crop is gained through farming and is used for eating and for creating Ale. A lack of diversity in food does not cause problems amongst Dawi unless you run out but does make you susceptible to blight or other famine causing problems. Dawi will eat through Meat and Crop stores equally to satisfy their needs, taking 1 more Meat than Crop if the end need is uneven.
If you run out of food, the Dawi will accept 1 turn without food as they live on Stonebread made from gravel shorn from the mountains. This will cause all Dice and Challenges to suffer a -30 penalty for that turn.

Metal is split into Ore and Ingots of various types. They will be added to your resources as you discover that metal. Gold and Silver are immediately ingots once mined and can be used as currency.
Ore is unusable unless turned to Ingots. Therefore useful metals require mining and then smelting, putting a 2 turn delay on a mine becoming productive. i.e. the turn after the turn it is built.

Wood is useful as soon as it has been gathered. Therefore there is only a 1 turn delay on a lumber camp becoming productive. i.e the turn after it is built.

Tasks and Challenges may have an associated resource cost per dice spent on them. If a task runs out of resources, progress will stop.

Once a dedicated resource gathering site has been established a suitable Specialist Dice can be given a -5 penalty to always operate that site on top of future tasks. e.g. A specialist Miner Clan dice can still be used for prospecting or tunnelling while operating a mine.
 
State of the Hold
Opinion of the King
Clans with higher opinion provide more volunteers in battle and are more resilient to negative morale effects. The negative mood levels are Grumbling and Kin-Strife and should be avoided.
Clan Volunteers will take part in battles that are for the defence of the Hold, defence of an honoured ally, upholding of an oath sworn or striking of a grudge (if the Clan has a personal investment in the oath or grudge.)
-Clan Greatmantle: Enthusiastic

-Clan Bronzeplaits: Enthusiastic

-Clan Ironplough: Acceptable

-Clan Stonebeard: Pleased

-Clan Shatterspear: Enthusiastic

-Clan Leadbeard: Enthusiastic

-Clan Glintgear: Pleased

-Clan Swiftcarver: Acceptable

-The Throng: Pleased

-The Cult of Valaya: Pleased



Hold Resources

ResourceUnits StoredMax StorageChange per Turn
Meat (Goat/Fish)8/17 = 2550+2/+6
Crop (Ankor Grain/Noldor Grain/Lindon Grain/Fruit/Veg)98/35/8/12/18 = 171200+3/+5/+8/+3/+1
Alcohol (Ale/Wine)32/15 = 47250-2/+10
Precious Metals (Gold/Silver/Gromril)/Gems(Diamonds)7/34/4/7 = 52500+2/+4/0/0
Iron Ore0500
Steel Ingots1650+4
Coal5750-4
Sulphur40100+20
Wood5450+8

The Grand Stall
1x Warsmith Services
4x Ale
5x Grain
5x Fruit
5x Veg
1x Coal
Goat Meat 1=1SC
Fish Meat 1=1SC
Ankor Grain 1=1SC
Noldor Grain 1=1SC
Lindon Grain 1=2SC
Noldor Fruit 1=1SC
Noldor Vegetables 1=1SC
Noldor Wine 1=20SC
Dawi Ale 1=20SC
Steel Ingots 1=100SC
Diamond 1=300SC
Coal 1=5SC
Sulphur 50=1SC
Wood 1=1SC
Warsmith Services 1=550SC

200SC = 1 Silver
 
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Rhunrikki Gutfroy's Runes
Rhunrikki Gutfroy's Runes
Here's a list of all the Rune Rhunrikki Gutfroy feels he can create to what he considers an acceptable standard.

Weapon Runes
  • Rune of Fire – Any metal that is cut with this rune retains the heat of the forge that made it.
  • Rune of Dismay – This rune will inspire dread in those who look upon it.
  • Rune of Cleaving - This rune was first made for the pickaxes of the Dwarf Miners, to allow them to break through the hardest rock with ease.
Armour Runes
  • Rune of Fortitude – The Dawi who wear armour cut with this rune are utterly tireless.
  • Rune of Iron – This rune imposes a layer of magical protection upon armour preventing enemy spells from working their will on it.
  • Rune of Stone – Armour cut with this rune grants the Dawi who wears it the toughness of stone.
Banner Runes
  • Rune of Slowness - This rune creates a physical barrier by drawing upon the intractable nature of the Dwarfs surrounding it.
  • Rune of Sanctuary - This rune magnifies the natural anti-magic aura that already resides inside each Dwarf.
  • Rune of Courage - A banner with this rune resonates with loyalty, bolstering the resolve of the Dwarfs who bear it.
Engineering Runes
  • Rune of Penetrating - These runes infuse their war machines with extra piercing ability.
  • Rune of Accuracy - Once a missile inscribed with this rune is launched, the rune glows, invoking the Winds of Magic to blow it in the right direction.
  • Rune of Burning - Any ammunition shot fired by a war machine with this rune will burst into flames when it strikes its target.
Talismanic Runes
  • Master Rune of Balance – Designed during the War of Vengeance, the Master Rune of Balance will becalm the Winds of Magic and protect all Dawi under its aegis from their corruptive and harmful effects.
  • Master Rune of Passage - This rune causes rocks, vegetation, snow and mud to become easily passable.
  • Master Rune of Dismay - When a warhorn with this rune is sounded, its uncanny voice causes all foes to tremble.
  • Rune of Warding – A generic protective rune, the Rune of Warding has a mild effect on all forms of danger.
  • Rune of Spellbreaking – This Rune will draw in spells in its vicinity and break them down into useful runic power.
  • Rune of Fate - A Dawi possessing this rune will dream portents of the future.
 
Turn 1
You have 6 Beardling dice which can be used on any task in the hold. You have 2 Warsmith, Brewer, Farmer, Miner and Stonemason Dice. The Warrior Clan dice are inside of the Throng Duties options.

Multiples of the same task can be undertaken at once if you want to split work between multiple clan housing, or multiple types of storehouse etc.



[] Write-In a name for the Hold

The Surface Hold
A valley in the dip between four mountain peaks with a pass out on each of the four cardinal directions is the current home of your host. The valley is filled with wagons of supplies and tents for the Dawi to sleep in. While most of your hold will one day be below ground, there will always be a need for some presence on the surface.

[] Establish Farms 0/100
-[] +Extensive, +50 to target
(Farmers, Brewers and Miners can work on this task, costs 10 Crop per dice.)
Designate part of the valley for farms and set to work turning mountain soil into a source of food for the hold.

[] Build a Storehouse 0/50
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify resource to store here. All Clans can work on this task. Costs 5 Wood per dice. Excavation dice this turn or last turn cancel the cost of 1 Construction dice.)
A storehouse is needed to store more resources for the hold and to protect resources from the elements.

[] Set out a Training Yard 0/25
(Warsmiths, Miners and Stonemasons can work on this task.)
Designate a part of the valley for training yards. The Throng can then use it to train in fighting on the surface.

[] Build Housing 0/100
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify a Group of the Hold to assign the housing to. All Clans can work on this task. Costs 10 Wood per dice. Excavation dice this turn or last turn cancel the cost of 1 Construction dice.)

[] Fortify one of the Passes 0/150
-[] +A Second Wall, +50 to target
-[] ++A Third Wall, +50 to target
-[] +Towers Set Above into the Peaks, +40 to target
-[] +Extra Tall, +20 to target per Wall
-[] +Extra Thick, +20 to target per Wall
-[] +A Carven Path, +20 to target
(Specify which of the Passes to fortify. All Clans can work on this task. Dice can only be assigned equal to the total of this turn and last turn's Excavation Dice.)
Fortify the entrance into the valley from one of the Passes.



The Hold
The Hold is the main part of a Dawi settlement. Here is where the bulk of the Karak can be found and where most Dawi will spend the majority of their time. It will need to be carved from the mountains over time, but all that stone can be put to other uses. Eventually the Hold will claim all four peaks (north-east, north-west, south-east and south-west) and the joining ground under the valley before steadily expanding downwards.

[] Excavate an Entrance Hall into one of the Peaks. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify which Peak to carve an Entrance Hall into. Miner, Stonemason and Warsmith Clans can take this task.)

[] Excavate an Entrance Hall under the centre of the valley. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason and Warsmith Clans can take this task.)



The Under Hold

The Under Hold is the deepest parts of the Karak. Here are the mines that venture far below the rest of the Hold and here are the places where the Holds of the Karaz Ankor are joined together by the Underways.

Unreachable until an Entrance Hall has been built.




Runelord Challenges
Rhunrikki Gutfroy has the time to start a new challenge this year. An Item Rune will complete this turn. A Constructed Rune will complete in 2 turns. A Hold Rune will complete in 4 turns.

[] Item Rune: A Lordly Commission
Challenge Level: 60
(Select a Rune and a part of your Regalia.)
A Lord's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. You have a Cloak more than worthy of a Lord, woven by the Goddess Valaya herself but the rest is mundane equipment no matter how high quality. You could commission a rune to be inscribed upon one of your regalia.

[] Item Rune: A Stonemason's Commission
Challenge Level: 40
Elder Voddor Shatterspear has requested that a new rune be cut into his hammer. This will hasten work and improve its quality whenever he makes use of it.

[] Item Rune: A Ranger's Commission
Challenge Level: 30
Deadeye Gromurd wants to improve the long range scope on his crossbow. He has offered the Rhunrikki a commission to cut the scope with runes.

[] Constructed Rune: A Ring
Challenge Level: 80
Costs 1 Gromril Ingot
It is possible to construct a ring cut with runes in such a way that the wearer is capable of casting what would seem to be a spell. The Rhunrikki intends to gift such a ring to you.
-[] Fireball
-[] Ice Bolt
-[] Regrowth

[] Constructed Rune: A Shield
Challenge Level: 30
Costs 3 Gromril Ingots
The Rhunrikki has an idea in mind to construct a new shield and offer it up to the Throng to make use of. The shield will be able to protect more than just its bearer.

[] Constructed Rune: A Hammer
Challenge Level: 60
Costs 3 Gromril Ingots
A hammer is both tool and weapon. The Rhunrikki has designed a runic hammer that he is most interested in creating. An Elder of your own clan will be given it to make use of when at the forge.

[] Hold Rune: Master Rune of Passage
Challenge Level: 30
Cut a great shape into the stone where the Peak meets the Pass. Regardless of the roughness of the mountains, that pass shall be smooth as silk for all who make use of it.
(Choose a Pass)

[] Hold Rune: Master Rune of Balance
Challenge Level: 20
Cut a great shape into the highest Peak. The Dawi are not meant to be exposed to the howling Winds of Magic and this high up a mountain the surface is not entirely safe. The Winds will break against the Master Rune of Balance and the Surface Hold will be safe below.

[] Hold Rune: Rune of Slowness
Challenge Level: 20
Cut a great shape into the flank of one of the Peaks. Any who would seek to enter the Hold bypassing the watched passes will slow to a crawl and be easy pickings for watchers.
(Choose a Peak)



Personal Challenges
[] Calm a Clan
Challenge Level: 40
Speak with the Elders of a Clan and assuage any concerns.
(Choose a Clan)

[] Range Beyond the Valley
Challenge Level: 30
Go and explore beyond the Valley.
(Choose a direction)

[] A Lord's Hand
Challenge Level: 0
Put out the word to the Clans that the Lord is interested in binding his Clan to one of theirs. Hear which Longplaits are ready for marriage.

[] Join the Work
Challenge Level: 50
Attach yourself to a task being carried out. The Hold should see their Lord hard at work.
(Choose a Task to work towards. Should you be successful the task will receive 20 Progress.)

[] Tutor a Youngster
Challenge Level: 30
Garazi are often raised within the Clan with Beardlings sent out to learn under masters of the Hold. You could take on a Garazi from your own Clan or a Beardling from one of the other Clans and begin to teach them.
(Choose a Clan)



Throng Duties
[] Guard one of the Passes
Set a Minor Throng to guard duty on one of the Passes.
(Choose which Minor Throng and which Pass)

[] Range Out From the Valley
Send a Minor Throng to explore beyond the Valley.
(Choose which Minor Throng and which direction)

[] Hunt beyond one of the Passes
Send a Minor Throng to bring back Meat.
(Choose which Minor Throng and which direction)

[] Gather Lumber
Send a Minor Throng into the woods to the west to gather Wood.
(Choose which Minor Throng)

[] Reorganise the Throng
Create a new set up for the Throng.
 
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Turn 1 Results
The Surface Hold

Establish Extensive Farms, 198/150 Completed.
(2 Beardling Dice + 2 Farmer Dice.) Costs 40 Crop.
67+42+14+75 = 198

The Ironploughs gather up many of the Beardlings from across the Hold and set to work in the western half of the Valley. Fields are ploughed, scarecrows are raised up and, under the watchful eye of Elder Garin Ironplough, Beardlings scoured the new fields to remove grubs, stones and weeds. As the first year progressed, hard work started to show sprouts and the Farmers tended to the crop as Beardlings were given a brief respite.

The farms laid claim to most of their half of the Valley and were quick to bear a harvest. The first harvest comes in at the delicate touch of the Ironploughs themselves, but Elder Garin has made it clear that the work of the Beardlings in this endeavour was acceptable enough. Their home clans should be pleased.

Extensive Farms set up in the Surface Hold. Produces 20 Crop per turn. The Farmer Dice that rolls highest in a turn has a -5 to its result.



Build Fortified Crop Storehouse, 141/80 Completed.
(2 Stonemason Dice.)
94+47 = 141

The Shatterspears are swift to draw stone up from the excavations and towards the farms. Hefty foundations are set down into a round plate beside the farms and from them the walls are built up. A thick gatehouse is built into a squat tower at the front of the structure. There the tower juts out over the doors below to allow defenders to drop stone onto the heads of thieves.

Elder Voddor takes care as the structure steadily grows to ensure that the stored crop is entirely barred from the world outside so that there is no risk of rot. The storehouse is soon capped by stone tile roofing set over solid arches and the stores of crop are taken from the wagons and sealed into the new storehouses.

Fortified Crop Storehouse built in the Surface Hold. Max Crop Storage set to 150.



Build Fortified Ale Storehouse, 109/80 Completed.
(2 Brewer Dice.) Costs 8 Wood
52+57 = 109
The Bronzeplaits begin with using the left over stone from the Entrance Hall excavation to set solid foundations and the wall for the ground floor of the storehouse. Set close to the excavation site so that the Ale will be close to hand for the Hold the storehouse uses the last of the available stone to erect the tower gatehouse at the front.

From there the attic level is set into the stone with wood and a frame is built over the storehouse to carry the roof; simple plank panels affixed to the frame. Elder Korin is sure to check every keg of Ale as is it is moved from the wagons and set into the proper place in the storehouse.

Fortified Ale Storehouse built in the Surface Hold. Max Ale Storage set to 150.



Set Out a Training Yard, 30/25 Completed.
(1 Beardling Dice)
30

Put up a few fence posts. Smooth out some ground here. Roll a few boulders over there. Creating a mock battlefield for the Throng to train in when necessary was a simple task, so simple that the Clan Elders decided not to bother focussing their own efforts on it and allowed a Beardling of some promise to try their hand and guiding a project.

It was a close run thing, one Beardling almost got run over by a boulder gone loose and there was far too much grumbling for such young Dawi. But in the end a part of the Valley has been fenced off and set up as a Training Yard for the Throng to train in fighting above ground on open or mildly rough terrain.

Training Yard set up in Surface Hold. +5 to Throng combat in open or mildly rough terrain.



Fortify the North Pass, 64/150.
(2 Warsmith Dice)
29+35 = 64

A solid wall is not the work of a single Clan for a single year, or so Elder Bogrur tells you. Your own clan was charged with erecting the fortifications around the North Pass and though you had decided to go with the simplest plans in order to ensure basic protection on all fronts, time was not in your favour. The Greatmantles took the majority of the stone carved from North Peak across to the North Pass between it and West Peak.

The clan has shifted obstructions from a strip of land a moderate distance down the Pass and dug away some of the mud and muck to lay down proper foundations. As it currently stands only a low wall outlining the shape of the structure has been completed, the gatehouse and towers have marked out and in the greatest of pinches you might be able to use some of the blocks of stone as cover.

64 Progress to Target for Fortify the North Pass.



The Hold

Excavate a Huge, Fortified and Decorated Entrance Hall into North Peak, 229/190 Completed.
(3 Beardling Dice + 2 Miner Dice.)
24+20+36+66+83 = 229

You don't have to be particularly close to the North Peak to hear Elder Artrum's Grumbling. Beardlings from all across the hold have been put into his care to excavate an Entrance Hall worthy of the Hold's future. Karak Drekfut's first hall is rapidly turned free from the stone, which is sent across the valley to be used in various projects for the Surface Hold. Staircases twist through the skin of the mountain to a variety of balconies and towers overlooking the heavy stone gates set into the Peak. Carven pillars hold up a ceiling so high that shadows hang like tapestries from every wall, drakes and wyrms twist up the pillars, statues of the Clan Ancestors of each Clan of the Hold line the central pathway bearing the tool of their clan trades.

Cut into the walls of the Entrance Hall are beautiful carvings detailing a Reclamation Throng setting out from Karaz-A-Karak's great gates, further the carvings describe a Lord of Change in Flight and then at the end of the Hall is yourself. The engraver has spent much more time however offering the Cloak over your shoulders the attention it deserves than yourself. Looking upon the carving you could really be any Dawi, but the Cloak wrought by Valaya could never be mistaken for anything other.

Huge, Fortified and Decorated Entrance Hall excavated from North Peak.



Runelord Challenge

A Stonemason's Commission, Failure.
Challenge Level: 40
33

The Rhunrikki took up Elder Voddor's hammer and set to work cutting runes into it. Gutfroy has toiled upon the hammer for much of the year but has found it ill suited for carrying runes, or perhaps just beyond him to cut with them. Those runes he has attempted to lay upon the hammer have failed to stir under his attentions and he has given it back to the Elder. After much beard tugging, Elder Voddor has apologised for asking his elder to attempt such a task as cannot be done.



Personal Challenge

A Lord's Hand.
Challenge Level: 0
98

You gathered the Clan Elders from across the Hold in the newly excavated Entrance Hall and informed them that you intended to bind yourself in marriage to a suitable Lady. As a Longbeard you were in the sort of age group that most Dawi got married, Beardlings and (Ancestors forbid) Garazi who fancy themselves in love are sternly brow-beaten by their Elders into establishing long courtships instead. These courtships, provided they last, are the majority of Greybeard marriages but only particularly mature Dawi are advised to marry so soon. And so, there were many Longplaits in the Hold to choose from.


The Elders of each Clan brought forward suggestions of who you might choose to marry:

Vondem Greatmantle

A distant cousin from Clan Greatmantle, you could wed within the Clan. Elder Grazur has suggested Vondem for her skill as a smith. He reminds you that you spent your time as a Beardling with the Valayan Matrons apprenticing as a healer and it may be worthwhile having a partner who can embody your own clan trade.

Daungrumm Bronzeplaits

That she is a master brewer should not go unnoticed, but Elder Korin is keen to remind you that she is a beauty to behold. She has a charm to her that many a Dawi is simply captivated by and when she worked the Clan Tavern as a Plaitling back in Karaz-A-Karak she was bringing in more than her fair share of tips.

Vidgi Ironplough

Vidgi is stronger than most female Dawi having spent many a day working the fields as a Plaitling. She was entrusted later as a Greyplait to herd the Clan's goats and spent many weeks on her own with her flock traversing highland pastures. There's a toughness to Vidgi that cannot be denied, and the taste of her stonebread is enough to make a Dawi forget his hunger pangs.

Singri Stonebeard

It is customary for a Beardling to devote at least two years to the Hold Mines before taking on a Clan Apprenticeship. Singri being from a Miner Clan spent decades in the darkness. There are a few Bok scars on her forehead from a life of toil in the mines, but she has a nose for metal that cannot be challenged and eyes for the dark that is the envy of much of her Clan.

Niffi Shatterspear

Elder Voddor has entrusted his own daughter, Niffi with overseeing the Clan Garazi as they play in the Valley. She has a way with the Garazi, you've seen it yourself and even Elders from other Clans have been entrusting her with teaching them their letters and numbers. More than one unfortunate accident has been prevented by Niffi swiftly hauling a Garazi out of the way.

Nirvid Leadbeard

A Longplait of prodigious skill in the art of combat, Nirvid has mastered the two headed hammer and strides into battle with white plait flowing boldly around the gromril plate of a Guardian of the Gate. Thane Arzil had intended to ask you to grant her the title of Thane should she prove herself during the battles to reclaim Karag Langkhirn, but the title of Lady of Karak Drekfut would be more than acceptable as well.



The Throng

Leadbeard Clan Warriors guarding North Pass.

Thane Arzil and his Clan Warriors have been keeping a careful watch over the North Pass. The building crews are offered significant guard parties and the Thane himself has patrolled the length of the Pass with an escort of Clan Warriors. While the bulk of the Minor Throng are Greybeards, there are enough Longbeards to bolster the courage of the ranks during dark moments in battle. The Leadbeards do not come across any dangers, and nothing attempts to enter the Valley through the North Pass.



Longbeards guarding South Pass.

Greatbeard Gallick and the Longbeards have been setting watches in the South Pass. They've spotted movement in the far distance; several peaks to the south, trails of what appear to be Grobi have wriggled their way from cave to cave. The Greatbeard is concerned that if the Grobi are using the surface to move around then the tunnels below must be very crowded.



Rangers hunting beyond West Pass.

It was the work of several days to pick a path down from the West Pass all the way through to the foothills below. A quick scout of the foothills made it clear that little of value roamed here. Deadeye Gromurd considers it but the first warning that the lands to the west might be more dangerous than they look from the heights of Karak Drekfut.

The Rangers then moved into the woods in search of quarry there. The woods harboured herds of deer, though they were skittish creatures and a darkness hung here. The Deadeye had wandered through much of the Karaz Ankor and knew the bordering woods well enough. This was not a wood infested by Acromantula and Wutgrobi such as stood beside Karaz-A-Karak, and it was certainly not the overbearing monstrosity of the Realm of the Wutelgi that stretched on from Karak Norn. If anything, he thought it reminded him of ranging near Zhufbar and the lands of the Uzkular. This was a land where the dead rested uneasily.

The Rangers were quick to haul back their quarry up the mountain slopes and through the cloud layer all the way to West Pass.

+5 Meat.



Quarrellers exploring beyond East Pass.

Elder Urtain led the Quarrellers on a ranging out through East Pass and into the vale below. Much of the land is open grassland with very little to be found within. But the land is populated. Countless small streams tumble down from the mountains and towards the great river at the far edge of the vale. These streams have old wooden bridges spanning their widths and from afar the Quarrellers have identified solitary wooden cabins that sit seemingly at random through the vale and on the banks of the great river.

Elder Urtain has challenged the Deadeye on his assessment that they are far from the Realms of the Wutelgi however, for he has spotted Great Eagles soaring far overhead. A Crag Hall must have been carved into one of the peaks of the mountain range by the Wutelgi somewhere. While the Great Eagles were not themselves an active danger to the Dawi they rarely respected a herder's right to his goats.
 
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Turn 2
You have 6 Beardling dice which can be used on any task in the hold. You have 2 Warsmith, Brewer, Farmer, Miner and Stonemason Dice. The Warrior Clan dice are inside of the Throng Duties options.

Multiples of the same task can be undertaken at once if you want to split work between multiple clan housing, or multiple types of storehouse etc.

You have 0 unused Excavation Dice from last turn.



The Surface Hold
A valley in the dip between four mountain peaks with a pass out on each of the four cardinal directions is the current home of your host. The valley is filled with wagons of supplies and tents for the Dawi to sleep in. While most of your hold will one day be below ground, there will always be a need for some presence on the surface.

[] Expand the West Valley Farms. 0/100
(Farmer, Brewers and Miners can work on this task, costs 5 Crop per dice.)
Expanding the farms will allow you to bring in more Crop and shouldn't use many more Farmers than are already dedicated to the farm.

[] Establish Farms 0/100
-[] +Extensive, +50 to target
(Farmers, Brewers and Miners can work on this task, costs 10 Crop per dice.)
Designate part of the valley for farms and set to work turning mountain soil into a source of food for the hold.

[] Expand the Crop Storehouse 0/100
(All Clans can work on this task. Costs 10 wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.))
The Crop Storehouse is adequate but if made bigger it could store much more Crop.

[] Decorate the Crop Storehouse 0/30
(All Clans can work on this task. Costs 3 wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.))
The Crop Storehouse is a rudimentary thing, all function and not so much form. The Dawi might be happier if given a chance for artistry.

[] Expand the Ale Storehouse 0/100
(All Clans can work on this task. Costs 10 wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.))
The Ale Storehouse is adequate but if made bigger it could store much more Crop.

[] Decorate the Ale Storehouse 0/30
(All Clans can work on this task. Costs 3 wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.))
The Ale Storehouse is a rudimentary thing, all function and not so much form. The Dawi might be happier if given a chance for artistry.

[] Build a Storehouse 0/50
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify resource to store here. All Clans can work on this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
A storehouse is needed to store more resources for the hold and to protect resources from the elements.

[] Build Housing 0/100
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify a Group of the Hold to assign the housing to. All Clans can work on this task. Costs 10 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
The Clans are living in tents and though a Dawi can sleep just about anywhere, they'd much rather be sleeping in beds. Build somewhere for a Clan to stay.

[] Fortify the North Pass 64/150
-[] +A Second Wall, +50 to target
-[] ++A Third Wall, +50 to target
-[] +Towers Set Above into the Peaks, +40 to target
-[] +Extra Tall, +25 to target per Wall
-[] +Extra Thick, +25 to target per Wall
-[] +A Carven Path, +20 to target
(All Clans can work on this task. Dice can only be assigned equal to the total of this turn and last turn's Excavation Dice.)
The foundations have been set into the North Pass, but amendments can still be made to bolster the strength of the defences at the North Pass.

[] Fortify one of the Passes 0/150
-[] +A Second Wall, +50 to target
-[] ++A Third Wall, +50 to target
-[] +Towers Set Above into the Peaks, +40 to target
-[] +Extra Tall, +20 to target per Wall
-[] +Extra Thick, +20 to target per Wall
-[] +A Carven Path, +20 to target
(Specify which of the Passes to fortify. All Clans can work on this task. Dice can only be assigned equal to the total of this turn and last turn's Excavation Dice.)
Fortify the entrance into the valley from one of the Passes.



The Hold
The Hold is the main part of a Dawi settlement. Here is where the bulk of the Karak can be found and where most Dawi will spend the majority of their time. It will need to be carved from the mountains over time, but all that stone can be put to other uses. Eventually the Hold will claim all four peaks (north-east, north-west, south-east and south-west) and the joining ground under the valley before steadily expanding downwards.

[] Excavate an Entrance Hall into one of the Peaks. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify which Peak to carve an Entrance Hall into. Miner, Stonemason and Warsmith Clans can take this task.)

There are three Peaks left in the Valley. Eventually Karak Drekfut will consume all of them and they will be connected through the ground under the Valley floor but for now an Entrance Hall into each one could be made to allow access into those Peaks.

[] Excavate an Entrance Hall under the centre of the valley. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason and Warsmith Clans can take this task.)
Eventually Karak Drekfut will make use of all of the ground under the Valley, but rather than accessing it through one of the Peaks you could excavate an Entrance Hall under the centre of the Valley.



North Peak

An Entrance Hall has been excavated from North Peak and the Karak can now form around it. Routes up into the Peak and down under the Valley will allow for significant expansion but there seems to be enough space on this level of the Peak for 5 Halls around the Entrance Hall.

[] Armoury 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as an Armoury. Most members of the Throng will keep their arms and armour with them in Clan Residences but if the Hold is ever assaulted ordinary Clandawi will need somewhere to equip themselves.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Barracks. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Barracks. Much of the Reclamation Throng did not come from one of the Clans sent to settle Karag Langkhirn and will not be able to claim a Clan Residence but the Barracks will satisfy them all.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Brewer Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Brewer Hall. Here Crop can be turned into Ale, the lifeblood of any Dawi, and the adults of Clan Bronzeplaits can enjoy the comfort of a Mountain overhead.
(Miner, Stonemason and Brewer Clans can take this Task.)

[] Clan Residences. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
Excavate a Hall on an available level of the North Peak for use as Clan Residences. The Clans have been living in tents on the surface, no true Dawi can sleep easy above ground. Except of course some of the older Rangers, there's a madness amongst that folk.
(Any Clan can take this Task. Choose a Clan to assign the Residences to.)

[] Forge Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Forge Hall. Your own Clan Greatmantle is made of skilled smiths, and they will need a Forge Hall to ply their trade. Here Ingots can be turned into equipment and damaged equipment can be repaired.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Hall of Remembrance. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Hall of Remembrance. Here the Clan Lorekeepers from across the Hold can gather to keep records of the actions of the Hold and carefully guard the secrets of the Dawi. For all tasks that cannot be fulfilled by a present Clan, the Lorekeepers are your best chance of teaching Beardlings to take on those duties.
(All Clans can take this Task.)

[] Healing Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Healing Hall. Here the Matrons and trained Healers can attend to the sick and injured. Thankfully there have not yet been any major incidents but the Elder Matrons are quite clear that the surface is no place to treat a patient.
(All Clans can take this Task.)

[] Hold Fortifications. 0/150
-[] +Extensive Battlements, +20 to target
-[] ++Artillery Emplacements, +10 to target
-[] +Towers Built into North Peak's Height, +40 to target
-[] +A Second Gatehouse, +30 to target
-[] ++A Third Gatehouse, +30 to target
-[] ++Collapsible Chambers, +10 to target per additional Gatehouse
A Karak is one of the best defended places in all the world. Your Karak is protected by a Surface Hold of tents and wagons and a set of fortifications built out from your Entrance Hall. Perhaps significant effort should be made to establish a purpose built fortification at the entrance to the Karak.
(All Clans can take this Task.)

[] Milling Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Milling Hall. This will allow for Crop to be stretched much further with the Dawi eating bread rather than just raw grain. Clan Ironplough will certainly appreciate somewhere to work in the shade of the mountain.
(Miner, Stonemason, Brewer and Farmer Clans can take this Task.)

[] Runecrafting Hall. 0/80
-[] +A Second Guardroom, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Runecrafting Hall. A large workshop built to withstand all the troubles that can occur when a Rhunrikki is at work. This protects the rest of the Karak from the runecrafting and protects the secrets of the runes from prying eyes.
(Stonemason Clans can take this Task.)

[] Shrine Hall. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Shrine Hall. Towering Statues of the Ancestor Gods shall be carved from the walls and their alcoves shall describe the greatest deeds of their truly great lives. Smaller shrines at the far end of the Shrine Hall will allow Clans to pay heed to their own Clan Ancestors.
(All Clans can take this Task.)

[] Smelting Hall. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Smelting Hall. Ore drawn up from the mines is not immediately useful, in most circumstances, and must first go through the lengthy and very hot process of smelting. A dedicated hall to handle the immense heat will be needed.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Storehall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Storehall. A dry, secure place to store the Hold's resources is almost always best placed within the sanctuary of the Karak itself.
(Specify resource to store here. All Clans can work on this task.)

[] Tavern. 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Tavern. Here the Dawi of the Hold can gather to drink Ale and feast. Taverns are the site of great festivity and sombre commiserations.
(All Clans can work on this task.)

[] Throne Hall. 0/80
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Throne Hall. Here the Lord of the Hold will sit in judgement over criminals, hear audiences from his subjects and receive delegations from afar.
(Miner, Stonemason and Warsmith Clans can work on this task.)

[] Training Hall. 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Training Hall. In truth this will be a network of small halls and a maze of tunnels. The Training Hall is a place for the Throng to train in fighting in both the terrain of a Karak and of an Underhold.
(All Clans can work on this task.)

[] Workshop Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Workshop Hall. Many Clans without dedicated halls will use Workshop Halls spread throughout the Karak to train Beardlings and to work on their craft.
(All Clans can work on this task.)

[] Vaults. 0/150
-[] +Huge, +50 to target
-[] +Second Guardroom, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Vault. Here the Hold will store precious metals (Gold, Silver, Gromril); items of great value and runic power, and the Hold Book of Grudges.
(Miner, Stonemason and Warsmith Clans can work on this task.)

[] Upper Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Currently you have space enough for 5 Halls within the North Peak but there's plenty of space above you. Excavated a staircase and ramps for wagons and carts leading up into the North Peak.
(All Clans can work on this task. A maximum of 4 levels can be added in the North Peak above the Entrance Hall. Staircases do not take up a Hall Space. Choose a number of levels to ascend, each level adds 10 to the target.)





The Under Hold

The Under Hold is the deepest parts of the Karak. Here are the mines that venture far below the rest of the Hold and here are the places where the Holds of the Karaz Ankor are joined together by the Underways.

[] Lower Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
In theory there is no limit to how far you can descend, although magma and the weight of the mountains above can impose limits very suddenly. Excavate a Lower Stairs down to the level you will build your Underhold Hub on. From here an Underhold can be built out.
(All Clans can work on this task. Staircases do not take up a Hall Space. Choose a number of levels to descend, each level adds 10 to the target, every fifth level adds 30 to the target.)



Runelord Challenges
Rhunrikki Gutfroy has the time to start a new challenge this year. An Item Rune will complete this turn. A Constructed Rune will complete in 2 turns. A Hold Rune will complete in 4 turns.

[] Item Rune: A Lordly Commission
Challenge Level: 60
(Select a Rune and a part of your Regalia.)
A Lord's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. You have a Cloak more than worthy of a Lord, woven by the Goddess Valaya herself but the rest is mundane equipment no matter how high quality. You could commission a rune to be inscribed upon one of your regalia.

[] Item Rune: A Guardian's Commission
Challenge Level: 80
Guardian of the Gate Nirvid Leadbeard has requested that a rune be cut into her hammer. She has never had any runic equipment before and is quite eager for her first. As one of the Hold's pre-eminent warriors the Rhunrikki believes the effort will may prove worthwhile.

[] Item Rune: A Ranger's Commission
Challenge Level: 30
Deadeye Gromurd wants to improve the long range scope on his crossbow. He has offered the Rhunrikki a commission to cut the scope with runes.

[] Constructed Rune: A Ring
Challenge Level: 80
Costs 1 Gromril Ingot
It is possible to construct a ring cut with runes in such a way that the wearer is capable of casting what would seem to be a spell. The Rhunrikki intends to gift such a ring to you.
-[] Fireball
-[] Ice Bolt
-[] Regrowth

[] Constructed Rune: A Shield
Challenge Level: 30
Costs 3 Gromril Ingots
The Rhunrikki has an idea in mind to construct a new shield and offer it up to the Throng to make use of. The shield will be able to protect more than just its bearer.

[] Constructed Rune: A Hammer
Challenge Level: 60
Costs 3 Gromril Ingots
A hammer is both tool and weapon. The Rhunrikki has designed a runic hammer that he is most interested in creating. An Elder of your own clan will be given it to make use of when at the forge.

[] Hold Rune: Master Rune of Passage
Challenge Level: 30
Cut a great shape into the stone where the Peak meets the Pass. Regardless of the roughness of the mountains, that pass shall be smooth as silk for all who make use of it.
(Choose a Pass)

[] Hold Rune: Master Rune of Balance
Challenge Level: 20
Cut a great shape into the highest Peak. The Dawi are not meant to be exposed to the howling Winds of Magic and this high up a mountain the surface is not entirely safe. The Winds will break against the Master Rune of Balance and the Surface Hold will be safe below.

[] Hold Rune: Rune of Slowness
Challenge Level: 20
Cut a great shape into the flank of one of the Peaks. Any who would seek to enter the Hold bypassing the watched passes will slow to a crawl and be easy pickings for watchers.
(Choose a Peak)



Personal Challenges
[] Calm a Clan
Challenge Level: 40
Speak with the Elders of a Clan and assuage any concerns.
(Choose a Clan)

[] Range Beyond the Valley
Challenge Level: 30
Go and explore beyond the Valley.
(Choose a direction)

[] A Brief Courtship
Challenge Level: 40
Choose a Longplait to engage in Courtship. Provided you both find one another acceptable, or perhaps even likeable, you will be able to host a Lordly Wedding in the next year.
(Choose a Longplait to Court.)

[] Join the Work
Challenge Level: 50
Attach yourself to a task being carried out. The Hold should see their Lord hard at work.
(Choose a Task to work towards. Should you be successful the task will receive 20 Progress.)

[] Tutor a Youngster
Challenge Level: 30
Garazi are often raised within the Clan with Beardlings sent out to learn under masters of the Hold. You could take on a Garazi from your own Clan or a Beardling from one of the other Clans and begin to teach them.
(Choose a Clan)



Throng Duties
[] Guard one of the Passes
Set a Minor Throng to guard duty on one of the Passes.
(Choose which Minor Throng and which Pass)

[] Range Out From the Valley
Send a Minor Throng to explore beyond the Valley.
(Choose which Minor Throng and which direction)

[] Hunt beyond one of the Passes
Send a Minor Throng to bring back Meat.
(Choose which Minor Throng and which direction)

[] Gather Lumber
Send a Minor Throng into the woods to the west to gather Wood.
(Choose which Minor Throng)

[] Reorganise the Throng
Create a new set up for the Throng.
 
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