The Dawi in Arda (Hiatus)

Turn 10
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 14 unused Excavation Dice from last turn.

New options have been highlighted in yellow to make them easier to see.



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
(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.

[] Gather a Goat Herd 0/150
-[] +Fortified, +50 to target, +5 Wood per dice
(Farmers can work this task. 5 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
Send some Ironploughs down into the woods to the west to wrangle some Goats and bring them up to form a herd on a plateau further along the range. The herd will not be within the Surface Hold itself, but only the hardiest of Farmers become Herders.

[] 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.

[] Add to the Fortifications 0/0
-[] +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.

[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice. Specify which structure and 1 amendment to be made to it.)

[] Grudge Stones. 0/50
With a Grudge Thrower in place, stores of ammunition should be made. The Grudge Throwers are so named for they do not cast mere boulders at the foe but instead hurl the full weight of inscribed Grudges at befitting enemies.
(Stonemasons can work on this task.)



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 and there is currently space for an additional 4 Halls to be carved from North Peak.

[] Armoury 0/60
-[] +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. 0/130
-[] +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. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
The mountain is a big place and given time you might decide you need more than one Brewer Hall.
(Miner, Stonemason and Brewer Clans can take this Task.)

[] Clan Residences. 0/110
-[] +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.)

[] Huge, Fortified and Decorated Forge Hall, 147/200
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. 0/110
-[] +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. 0/110
-[] +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.
(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. 0/110
-[] +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.)

[] Shrine Hall. 0/130
-[] +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. 0/130
-[] +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. 0/110
-[] +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. 0/60
-[] +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. 0/90
-[] +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. 0/60
-[] +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. 0/110
-[] +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. 0/160
-[] +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.)

[] Huge, Fortified and Decorated Lower Hallway (The Valley), 88/115.
Work has begun on a Hallway into the space beneath the Valley. This will allow for much more new space within the Karak.
(Any Clan can take this task.)

[] Lower Level Hallway. 0/25
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavated a Hallway from North Peak into one of the other sections of the Karak.
(Select one of The Valley, West Peak or East Peak. Any Clan can take this task.)

[] Tomb Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall for the dead to lie in with the honour they deserve. While Clan Tombs might be attached to Clan Residences, those who are not of one of the major Clan will need a general place to rest in death.
(Any Clan can take this task.)

[] Amend an existing, completed structure. 0/70
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Specify which structure and 1 amendment to be made to it.)

[] Add Clan Tomb to Leadbeard Clan Residences. 54/70
(Any Clan can take this task)

[] Refurnish a Hall. 0/50.
(Any Clan can take this task. Specify which structure and what it should be replaced with. Costs 20 Wood and 10 Steel Ingot.)



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. 1 Major Coal vein has been identified. Behind the Underhold Fortifications lies only a limited space. There is room for 1 more Hall within that protection.

[] Prospectors Underhall. 0/50.
Dig out an Underhall for the Prospectors to make use of. From here they can spend all their time in the darkness below and continuously seek out veins to mine.
(Miner Clans can take this task.)

[] Ironbeards Station. 0/50.
There has been a long and horrible war in the deep darkness below. The greatest warriors of the tunnels are the Ironbeards who can stand alone in the tight quarters for some say literal years against a veritable tide. Excavate an Ironbeards Station where the Elder Miners who have earnt the title will sleep, eat and live awaiting the call to arms.
(Miner, Stonemason and Warsmith Clans can take this task.)

[] Training Underhall. 0/80.
A maze of tight tunnels that have never seen light, not even when they were carved from the Underhold, and are rougher ground than the rockiest hills and steepest slopes. The Throng may need to learn to fight in the nightmare that is the Underhold, or in the similarly hellish environment of enemy territory.
(Miner, Stonemason and Warsmith Clans can take this task.)

[] Iron Ore Under-Storehall, 17/100.
A place for Iron Ore to be stored where it can be kept dry and safe has been begun within the Underhold of North Peak.
(All Clans can work on this task.)

[] Under-Storehall. 0/100.
Somewhere within the mess of tunnels that weave through the Underhold an Under-Storehall should be carved out. Useful for storing ore before it shipped to the smelters or for storing coal for those few Underhalls that are afforded the luxury of good lighting.
(Specify resource to store here. All Clans can work on this task.)

[] Under-Armoury. 0/50.
A store of weapons and armour for ordinary Dawi to use should the Underhold be attacked should be kept safe and secure somewhere near to the Lower Stairs.
(All Clans can work on this task.)

[] Quarry. 0/50.
Designate some part of the Underhold to a Quarry. From here stone will be drawn to be used in essentially everything. A Quarry could supply the Hold with a nigh infinite source of stone.
(All Clans can work on this task.)

[] Send out Sniffers.
Challenge Level: 40
There isn't time to settle in Prospectors. If the Miners can smell something worth mining they should mine it now. Set the Miners to sniffing and digging.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Establish a Mine. 0/50
A Vein has been found to establish a long-term mine around.
(Choose 1 available Vein. Only Miner Dice can be assigned to this Task. This excludes Beardlings.)



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.

[X] Hold Rune: Master Rune of Balance, 2/4 Turns Completed
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.



Personal Challenges
Both yourself and Lady Daungrumm are capable of taking on Challenges as the ruling couple of the Karak. Mostly affairs of the Clans and the family but sometimes you will be moved to greater action than settling disputes.

[] 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)

[] There's a Time for Family
Challenge Levels: 20 and 95
You might be of a mind to relax now that you're married and enjoy the dear company of your wife. You might even take an eye to making a little Garazi of your own. Of course, you don't have a claysmith's wheel to hand, but Daungrumm assures that won't be necessary.

[] A Feast for the Hold
Challenge Level: 30
A victory has been had. Perhaps that ought to be celebrated.
(Costs 10 Meat, 10 Crop and 10 Ale)

[] 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.)

[] Join a Kull
Challenge Level: Interlude
The dangers to the Hold have grown too great, you will strike forth with a Throng to diminish one of these threats.
(Choose a Kull to take part in, requires at least 1 Minor Throng to be assigned to a Kull.)

[] 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)



The Lorekeepers
The Clan Lorekeepers have prepared a place for Beardlings to be properly trained into the many trades of the Karaz Ankor. It will take some five years for a Clan's Beardlings to be trained in a new trade, but only three for trade from an existing Clan.

[] Train the Beardlings, 0 Turns completed.
(Choose 1 Trade for a Beardling Die to be trained in. Lose use of that Die.)



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)

[] A Kull is Called
There are dangers on every horizon, as has ever been true for the Dawi, and they must be put to a rest. Trolls and the stench of Uzkular in the West, Umgi skinshifters in the East, Hargrobi in the South and a Dragon in the North.
(Choose which Minor Throng and which target. A minimum of 1 Minor Throng must always remain with the Hold.)

[] 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.
 
The Trade-Lores
The Lorekeepers can take a Beardling Die down into the Hall of Remembrance and teach them all that they need to know to specialise and become Greybeards. It would take three years to gain a Clan Trade or five years to gain a Lorekeeper Trade. Eventually the Beardlings who do not receive the attention of the Lorekeepers may become Greybeards through the natural processes of apprenticeship and long periods of hard work and simply join their Clan's major trade.


Greatmantle Trades
Warsmith
Metalsmith
Smelter

Bronzeplaits Trades
Brewer
Merchant

Ironplough Trades
Farmer
Herder
Ranger
Hunter

Stonebeard Trades
Miner
Prospector
Ironbreaker
Smelter

Shatterspear Trades
Stonemason
Artisan

Leadbeard Trades
Clan Warrior
Quarreller
Ironbreaker
Thunderer
Hunter

Glintgear Clan Trades
Engineer
Artillerist
Gunsmith
Thunderer
Chemist

Lorekeeper Trades
Jewelsmith
Goldsmith
Healer
Carpenter
 
Last edited:
Turn 10 Results
Surface Hold

Grudge Stones, 92/50. Completed.
(1 Stonemason Die.)
92
The Shatterspears have ascended South Peak and carved an ammunition store into mountain behind the tower where the Grudge Thrower sits. It is a simple room, and it is soon filled with the carefully stacked Grudge Stones. These are stone cubes engraved with historic grudges, there are the names of those who died in the recent battle etched across some of them and are the perfect size to be hurled by the Grudge Thrower above.

There is time enough across the year for the Stonemason Clan to lay extra ammunition in stores built in accessible positions throughout the rest of the defences though these stores are closer to empty since no Grudge Throwers stand to make use of them.

Ammunition Stores built in South Pass.



North Peak
Huge, Fortified and Decorated Forge Hall, 237/200. Completed.
(1 Warsmith Die + 1 Beardling Die.)
82+8 = 90
The many rooms of the Forge Hall have been separated out with walls and equipped with anvils and tool racks. With the Hall useable, effort was then turned towards making it secure and something approaching pleasant. The main hallway has been narrowed where it meets the Lower Receiving Hall and heavy stone gates have been set in place so that the Hall can be sealed.

A great statue of Smednir stands over the gates and tapestries of the deeds of his life are engraved in the walls. Elders have chosen their forges and chosen their own tales of legendary smiths of ancient days to decorate their workspaces with that they might be inspired to reach those same heights.

Huge, Fortified and Decorated Forge Hall built in North Peak. +2 to all Dice. +5 to non-Character combat rolls. -5 to highest Warsmith Dice -10 Coal and -5 Steel Ingot per turn.


Training Hall, 73/60. Completed.
(1 Brewer Die + 1 Warsmith Die.)
25+48 = 73

A collection of halls and connecting tunnels have been built out from the Lower Receiving Hall in North Peak. Each hall is slightly different and the many access routes provided by the twisting tunnels have provided the Throng with training suffering ambushes in tight quarters. Throughout the year the minor Throngs have been battling against one another in the Training Hall.

Training Hall built in North Peak. +5 to combat in Open, Urban and Tight Terrain.


Huge, Fortified and Decorated Lower Hallway, 124/115. Completed.
(1 Farmer Die.)
41-5 = 36
Clan Ironplough has managed to carve a great Hallway from North Peak and out into the space under the Valley. At each end a Guardhall limits the flow into the Lower Receiving Halls, but the total length of the Hallway is broad to allow rapid travel between sections of the Karak. There are columns interspersed through the Hallway to keep the ceiling up with Wyrms twisting up into the shadows above and great waves of stone flame stretching across the stonework of the ceiling.

Huge, Fortified and Decorated Lower Hallway between the North Peak Hold and Valley Hold completed.


Significant Hold Fortifications, 218/300.
(1 Farmer Die + 1 Stonemason Die + 2 Beardling Dice.)
52-5-5-5+76+10+57+38 = 218
Extensive work has begun on fortifying the entrance to North Peak. Space has been carved out from the skin of the mountain to host a chain of three great gatehouses with narrow passages between them rigged to collapse should the defenders need to drop a great many tons of mountain upon their foe. So far only the outermost Gatehouse, and the one that will need the greatest work, has had any significant progress made upon it.

Here heavy stone gates thicker than three Dawi have been raised into place and stone blocks reinforce the skin of the mountain that holds the mechanism of the gate. The lower slopes of North Peak have been shorn so that access to the outside can only be reached from spiral staircases within the Hold. From there defenders can mount the battlements and fire down on attackers or go up into the towers that work their way up the near side of North Peak itself. A few squat bunkers will one day host Bolt Throwers and wide low slits have been cut into them.

But the second and third gatehouse behind will need to be built soon, the temporary supports that keep their space from collapsing are temporary.



The Underhold

Establish a Major Coal Mine, 3/50.
(1 Miner Die.)
3
The Stonebeards have set out to establish a new mine around the recently discovered Coal vein. With the Forge Hall lighting up there will be a need for more Coal but this year there's isn't any more coming in. The Miners have struggled to follow the vein accurately and several tunnels that were to be used to support the new Mine are wildly out of place. It has taken considerable time working in the darkness to reweave the tunnels to follow the edges of the vein.


Iron Ore Under-Storehall, 62/100.
(1 Brewer Die + 1 Beardling Die)
40-5-5+25 = 45
The Bronzeplaits have struggled to get the Iron Ore Under-Storehall built this year. Their obligations to the rest of the Hold continue to draw on much of their time and they have had little opportunity to really muster and set to work carving out the structure. It has made some steady progress and the Bronzeplaits are estimating that it should finish next year.


Training Underhall, 66/80.
(1 Miner Die + 1 Beardling Die)
61-5-5+15 = 66
Beyond the protection of the Underhold Fortifications lies a great warren of roughly hewn tunnels connecting up with natural caves and caverns all in utter darkness. Beardlings who journey into the Depths might do so with lantern in hand, but the Miners go into the darkness led only by their noses.

It is in these tunnels that the Training Underhall is being arranged. The Stonebeards and Elders of the Throng have been meeting throughout the year to map out the weave of tunnels that will be designated for training the Throng in fighting in the complete darkness of the Depths.



Runelord Challenge
Master Rune of Balance on North Peak, 3/4 turns completed.
Challenge Level: 20
51
The Rhunrikki has ascended North Peak with a handful of Beardlings. His wagon has had to be hauled up on the backs of his borrowed Beardlings as they try and shift it through the spiral staircases over to the great shape of the Master Rune of Balance.

Despite the building work going on below and behind him, the Rhunrikki has managed to avoid being disturbed and has finished carving out the Rune. When conditions are right in the coming year he intends to strike the Master Rune and awaken its power.

Master Rune of Balance reaches 3/4 turns completed.



Personal Challenge

Calm Clan Leadbeard, Success.
Challenge Level: 40.
(Lady Daungrumm)
98+5 = 103
Karstah is old enough to join the other Garazi in play and study. This year will be her fifth birthday and she is demonstrating an acceptable understanding of Khazalid, numbers and Clan lore. When Daungrumm goes across to the Leadbeard Clan Residences she leads Karstah by the hand and lets her loose amongst the Leadbeard Garazi.

The Elders of Clan Leadbeard sit down to meet with the Lady of the Hold. Their concerns have been that of all the major Clans of the Hold the Leadbeards are most often left to last receive the same necessities that the other Clans have. Further, it has been a decade since the Founding of Karak Drekfut and your decision not to arrange an armoury for the Clans to defend themselves puts undue stress on the Leadbeard Clan Warriors. The battle in South Pass is still a sore moment for the Clan and there are some grumbles that had the South Pass been reinforced then they may not have lost so many of their own number.

Daungrumm has managed to sooth the Elders and remind them that you have chosen to lead the Throng to strike out the Grudge that you swore in vengeance for the dead Leadbeards. And though the Clan Residences were later than most, they were also constructed with the same effort and luxury as the Noble Clan's Residences. Was her own bed as the Lady of the Hold not identical to those that the Leadbeards enjoyed?

Leadbeards become Pleased.


Join the Kull,
Challenge Level: Interlude.
(Lord Gartrim)
88
As the Throng gathers in South Pass to venture beyond the walls and strike the Hargrobi, you join them in the panoply of the Lord of Karak Drekfut. That you have chosen to join the Throng in striking out the first Grudge of Karak Drekfut so soon after it was written has given heart to the troops.



The Lorekeepers

Engineers, 1/5 turns completed.
The Lorekeepers have taken several of the older Beardlings down into the Hall of Remembrance to train in the lore of the Engineers. They have made great progress with the basics of working together wood, rope and metal having been practiced in the workshops. They don't yet know any designs, besides a small close-knit group of Greatmantle Beardlings, but it is always best to start with the fundamentals.



The Throng
Guard West Pass
Elder Urtain and the Westerly Throng have been charged with overseeing the defence of the Hold. Nothing has encroached upon Karak Drekfut of late but the various Dawi on watch have been reporting various sightings. The Great Eagles that circled overhead last year have vanished completely, riders in the west rode upon horses north to the black castle before returning again to the south and in the east a great host of Umgi warriors have crossed the great river on the horizon and marched north past the hold towards the Umgi settlements in the north.


A Kull into the South
A Throng has been assembled in South Pass ready to assault the Hargrobi nest. Well aware of the trickery and foul tactics of the Grobi, the Rangers have been sent forth to scout the winding route past several peaks to the enemy. They have identified no traps and when they set their noses to the tunnel entrances of the nest have scented no Hargrobi particularly close to the surface.

The Deadeye has set the Rangers up in stations surrounding the Hargrobi Nest watching over the three dozen identified entrances. He reports that though the Hargrobi are not present in the entrances or on the surface he knows they have not abandoned the peak. One of the entrances on the southern side of the nest echoes with the sound of mining.
 
Preparations for the Assault on the Hargrobi Nest
Preparations for the Assault on the Hargrobi Nest

The Throng has marched out from South Pass along the route carefully scouted by the Rangers and to the peak that harbours the Hargrobi Nest. The Rangers have settled into watch stations around the peak to observe all the entrances and exits of the nest. The Hargrobi have retreated from the entrances although the sharp senses of the Dead-Eye have confirmed that the Hargrobi are still in the mountain and have begun to mine somewhere near the largest entrance on the south side of the peak.

The initial assault might split between several entrances or dedicate itself to a single tunnel, the Elders and you gather in a Rangers Station to discuss the plan. The tunnels will eventually meet up within the Nest, but they may go far into the mountain before allowing the Throng to reunite.

Even as the plan is being discussed the Throng below has begun to set up a siege around the base of the peak, carving stone from the nearby mountains. You signal that the temporary fortifications should be stopped and instead the stone should be stockpiled. Any tunnel that the Throng does not enter shall be blocked off first to prevent Hargrobi escape, counter-attacks or efforts to flank the Throng from behind.



The Throng
Lord Gartrim Greatmantle
Rhunrikki Gutfroy

The Easterly Throng
Thane Arzil Leadbeard
100 Leadbeard Clan Warriors
12 Karaz-A-Karak Longbeards
50 Rangers
75 Quarrellers

The Northerly Throng
Greatbeard Gallick Steelfinger
100 Leadbeard Clan Warriors
13 Karaz-A-Karak Longbeards
50 Rangers
75 Quarrellers

The Southerly Throng
Deadeye Gromurd Stoneskin
94 Leadbeard Clan Warriors
12 Karaz-A-Karak Longbeards
43 Rangers
70 Quarrellers



Nest Entrances

The North
The Major Tunnel
A very broad tunnel probably meant for the Hargrobi to prod their Trolls through ventures into the nest from the north.
The High Tunnel
Somewhere near the summit is a narrow tunnel that goes down very steeply.
The Little Tunnel
A tunnel so small even Grobi must duck their heads goes into the mountain at the base of the peak before turning sharply to one side.

The West
The Major Tunnel
A huge entrance in the west side, the Throng will not be especially concerned for space as it marches in here.
The Misshapen Tunnel
Very rough with a ceiling that dips and rises randomly and a floor laden with hazard.
The Marble Tunnel
Perfectly smooth and carefully cut from the mountain the white stone of the Marble Tunnel is a touch slippy.

The South
The Major Tunnel
A large entryway from the south that rings with the sound of picks against stone from the darkness beyond view.
The Gentle Tunnel
A tunnel that goes down at a gentle slope and twists slowly to the left.
The Rotting Tunnel
Rotting wooden frames and posts hold up the ceiling of this rather square tunnel.

The East
The Major Tunnel
A broad tunnel in the eastern face of the peak would allow for a wider formation to form up.
The Sheer Tunnel
The is tunnel goes a short way into the peak and then simply falls away into a sheer drop.
The Foreboding Tunnel
There's a malign presence in this tunnel, the silence is too still and there isn't even the faint scent of old Grobi presence.



[] Assign forces to entrances to the Nest

[] Write-In tactics otherwise Elders will command as they see best.
 
Finrod Makes New Friends
Crack inbound.

XxXxX

Finrod's blissful life in the West was about to come to an end.

And, honestly, he couldn't be happier.

Sure, he had his lovely (finally) wife, Amarie. But no children, because he... was dead. Technically. Perhaps more importantly for Finrod, no dwarven friends.

The other Elves had good relations with the adopted children of Eru Illuvatar, but Finrod? Finrod considered himself to be their friend, and had long in his life made many friends amongst the Masters of Stone.

It was why they called him Felak-gundu, the Hewer of Caves, when he carved Nargothrond out of the earth.

But! Finrod Felagund was about to be resurrected to serve in a similar capacity as to Glorfindel. Further, as an enticement Amarie would be going with him. They could finally have children.

His charge?

To make known to the Valar the strange dwarves, not of the make of Aule, but of others.

Finrod couldn't be happier. More dwarf friends!

XxXxX

Finrod couldn't be angrier!

He gripped the stone table they were seated at so hard it cracked.

"They what? His beard?!"

"Aye, and so the Dawi went to war against the perfidious Elgi, so insulted we were," King Gatrim of Karak Drekfut pronounced with severity.

"Good," Finrod seethed, "I'm surprised the war ever ended, to shave what must have been a spectacularly mighty beard off like that? Unforgivable."

The dawi around him laughed and cheered him, having finally grown used to the fact that he was Noldorin, not... Elgi, and quite liked dwarves.

Felagund stroked his chin in lament. A small part of him was always jealous of the magnificent beards of the stout folk. To destroy such natural magnificence? Truly a sin.

He looked over at his wife. Amarie was bouncing their first child on her knee while conversing with the plaitling Princess Karstah.

The ancient elf wondered if his wife would like him with a beard.

"What's the matter, Noldor?" the Elder Bogrur asked him in a gruff manner.

Finrod told him.

XxXxX

This was the greatest gift he'd ever received, decided Felagund. It was too his luck that it was given in private, because an ancient (former) king like himself blubbering in happiness and gratitude was unseemly. Gatrim, the lovely dwarf, patted the bawling elf lord awkwardly on the back as he was hugged.

What a wonderful peoples.

XxXxX

Finrod Felagund, King of lost Nargothrond, wearing his best finery, did not walk to his wife. No, he strutted.

Princess Karstah had been most eager to babysit when he'd asked her to watch over his child when he revealed the reason.

Amarie was soon to be with child again, and Finrod needed to help her with that.

His wife turned, she gasped. She blushed. Finrod could tell she was weak in the knees.

She reached out and grabbed him. by. the. beard.

"Take me now, you pinnacle of manhood you."

The Re-living Ancestor Elf was very glad Rhunrikki Gutfroy had the foresight to place a Rune of Stone upon the main ring of his 'Make Hair into Beard' jewelry set. Going by how hard his wife was tugging, he'd need that extra toughness.

XxXxX

Finrod couldn't be happier.

His wife was pregnant again, and he'd started a fashion trend amongst the dawi women.

Life was so much better on Middle-Earth.
 
Last edited:
Kazad Hargrobi
Kazad Hargrobi

The stone blocks were shifted into place all across the peak and forced tight into the entrances. Small but sturdy walls to repair the skin of the mountain. You joined with the Easterly Throng and set yourself about the major tunnel on that side of the peak. The Rangers vanished into the darkness of the tunnels and the Throng awaited their return.

Those of the North Tunnel returned first, some amongst their number lost forever in an ambush further into the tunnel. The Rangers reported that the enemy had appeared as if from nowhere, a great swarm of ill them in the gloom. They had managed to carve through some of them and the swarm vanished back into the tunnel after the Warboss leading the ambush was slain. With that warning already given to the Hargrobi they returned to the Throng.

The Greatbeard saw then fit to depart, if the retreating swarm could just be met before they reached the nest proper then the warning might not reach other tunnels.

You Rangers returned next. The East Tunnel wandered loosely about the mountain, and they had managed to slay Hargrobi in the tunnels in great number. Roughly hewn chambers had collapsed in, scouts had been slain and watchers laid low. But someone must have found a dead watcher for the Hargrobi burst out of a wall in the tunnel and struck against the Rangers on their way back. There were some fatalities in the fighting, but the Hargrobi suffered far worse and went back into the depths to lick their wounds.

The Easterly Throng marches forth into the darkness to strike out the Grudge.

Elites: 1+5(Where there's a Whip…)+5(Home Tunnels)-5(Utter Darkness) = 6
Elite Warboss: 71+10(Warboss)+5(Home Tunnels)-5(Utter Darkness) = 81
Swarmers: 57+15(Where there's a Whip…)+5(Home Tunnels)-5(Utter Darkness)-10(Swarming) = 62
Swarm Warbosses: 66+30(Warbosses)+5(Home Tunnels)-5(Utter Darkness) = 96

Vs
Lord Gartrim Greatmantle: 67+10(Lord)+5(Training Hall)-10(Utter Darkness) = 72
Thane Arzil Leadbeard: 98+10(Thane)+5(Training Hall) = 113
Leadbeards: 15+10(Elder's Gaze)+5(Better Equipped)-20(Utter Darkness)+5(Training Hall) = 15
Longbeards: 94+10(Elder's Gaze)+5(Better Equipped)-20(Utter Darkness)+5(Training Hall) = 94
Rangers: 59+10(Elder's Gaze)+5(Better Equipped)-20(Utter Darkness)+5(Training Hall) = 59
Quarrellers: 55+10(Elder's Gaze)+5(Better Equipped)-20(Utter Darkness)+5(Training Hall) = 55

The Hargrobi have mustered a host to meet you and in the darkness of East Tunnel the two forces meet. This place might have been a hold of a Karak once, perhaps, the ceiling is supported by well formed pillars and the entryways to the 'hall' are stout. It would be little useable now however, in their haste to meet you and in the utter darkness of the tunnel the Hargrobi have accidentally pulverised a column.

The ceiling begins to rain down upon the two forces and you consider it a blessing wrought by Gazul that the stonework seems to be crushing only the foe. Indeed, in the press of battle you find yourself in stalemate duel with the enemy commander. This is not a Hargrobi, you are sure it must be some sort of Urk for it stands taller than the rest by a half and the beating it imposes on you is heavy enough.

There is the odd glow of lanterns spread throughout the battle, tripods carrying the light have been dropped as weapons were drawn and so the lighting is irregular across the front. You manage to get a rough image of a dark wave of swarming Hargrobi pushing over the shieldwall only to be cut down in a hail of bolts as they are cast into the light.

But you cannot give your attention to the battle for long, the twisting and turning duel between commanders presses into the swarm and Throng at will. Until a great chunk of masonry comes crashing down upon the Urk and there is a stillness in the swarm. Those nearby turn to flee, the collapsing ceiling too much for Grobi hearts.

Elites: 10+5-5-10(Dead Warboss) = 0
Swarmers: 14+10+5-5-10-10(Dead Warboss) = 4
Swarm Warbosses: 70+20+5-5 = 90

Vs
Lord Gartrim Greatmantle: 37+10+5-10 = 42
Thane Arzil Leadbeard: 45+10+5 = 60
Leadbeards: 17+10+5-20+5= 12
Longbeards: 48+10+5-20+5 = 43
Rangers: 42+10+5-20+5 = 37
Quarrellers: 2+10+5-20+5 = -3

The Throng presses the advantage, pushing through the hall now littered with stone and slaughtering those who flee before you is a simple enough matter. The Warbosses nearer the rear are bellowing so loudly you'd think they were directly in front of you, their fury and their whip is enough to turn at least some of the Hargrobi back to their deaths.

Those who return to the battle are cut down by Az in mere moments. Meanwhile you come across both of the Warbosses, these more clearly Hargrobi than the last one, and there is a brawl in the darkness. The fight is not going your way and several nearby Dawi turn to aid you drawing one of the Warbosses into their own ranks. It is dragged down and butchered quickly.

The other manages to kick you to one side and tries to strangle you on the collar of your cloak. They pull hard and the hall is illuminated so brightly that you can see the whole ruined battlefield. The Warboss screams as he burns.

The lanterns are collected, and the hall assessed. The Easterly Throng have not escaped the battle in the darkness unscathed. The Quarrellers have accidentally shot one of their own number as he scaled a fallen rock to gain a better vantage point and one Leadbeard was crushed by the falling stone. And there are the five Rangers who died in the initial fight as they scouted ahead to be concerned about.

With the tunnel cleared you press on to its natural conclusion in a vast cavernous space. The height of it must be the very summit of the mountain and the base is so far below you could not hope to guess at it. A tossed stone vanishes and is never heard again. But the cavern is better lit than the tunnels, there are braziers and torches burning throughout and a huge wooden death-trap of a city sprawls across the cavern and both and up and down through its height.

You see the other Throngs entering at about the same level of the City of the Hargrobi and move to link up with them. The city is alive with noise and movement, the Throng puts down those that it comes across, but the Hargrobi seem to be fleeing south and away from the converging Throngs.

The Greatbeard is first to meet up with you again and the Northerly Throng is looking something worse for wear. Their tunnel played host to the caves wherein Trolls were being kept and the Hargrobi chose to release them all from their chains and turn them loose upon the Throng. You've a keen enough eye for these matters to know that the Greatbeard's battle with those Trolls did not leave him uninjured. As with your battle, several of the enemy managed to escape into the city.

The Deadeye however enjoys a Throng untouched by battle. He and his Rangers managed to clear out their tunnel through methodical and stealthy assassination. The dead Hargrobi number hundreds in collapsed chambers and there are thousands in the tunnels who were caught in dead-ends and put down with bolts.

As the Throngs join up you let the Deadeye take the Rangers and begin to scour the city for any Hargrobi who have not fled south and take the rest of the Throng to engage them in the blocked off South Tunnel.

The shieldwall forms, the Hargrobi press against it and desperately try to claw a way out. And the Deadeye returns. Fire, as ever, is the best solution to Grobi. The city behind you is burning in a great tower of flame running from the very base of the mountain and up to the peak. The Deadeye has lost some Rangers to last-stand efforts by Hargrobi and those who went down to start fires in the lowest of levels have not yet returned.

Elites: 100+5(Home Tunnels)+20(A Guiding Mind)= 125
Swarmers: 65+5(Home Tunnels)+20(A Guiding Mind) = 90
Trolls: 12-10(Utter Darkness)+20(A Guiding Mind) = 22
Vs
Greatbeard Gallick Steelfinger: 45+10(Greatbeard)+5(Training Hall)+5(Runes of Power)-15(Major Injury) = 50
Lord Gartrim Greatmantle: 30+10(Lord)+5(Training Hall)+5(Runes of Power) = 50
Thane Arzil Leadbeard: 56+10(Thane)+5(Training Hall)+5(Runes of Power) = 76
Rhunrikki Gutfroy: 44+50(Runes of Power)+5(Training Hall) = 99
Deadeye Gromurd Stoneskin: 89+10(Deadeye)+5(Training Hall)+5(Runes of Power) = 109
Leadbeards: 80+25(Elder's Gaze)+5(Better Equipped)-10(Utter Darkness)+5(Training Hall)+5(Runes of Power) = 110
Longbeards: 30+25(Elder's Gaze)+5(Better Equipped)-10(Utter Darkness)+5(Training Hall)+5(Runes of Power) = 60
Rangers: 79+25(Elder's Gaze)+5(Better Equipped)-10(Utter Darkness)+5(Training Hall)+5(Runes of Power) = 109
Quarrellers: 52+25(Elder's Gaze)+5(Better Equipped)-10(Utter Darkness)+5(Training Hall)+5(Runes of Power) = 82

The Hargrobi try to overwhelm the shieldwall with a singular great heave. It isn't entirely ineffective and in truth a breach in the shieldwall allows hundreds of the Hargrobi Elites to reach deep into the backlines of the Throng. Honourable Dawi centuries old are slaughtered as they are isolated in the dark and held in place such that daggers can find the gaps in armour.

You hear the cry of Thane Arzil as he goes down under a mound of shadowed shapes and manage to cleave through the Hargrobi and cast them from him. The Thane is terribly injured, and you haul him away from the battle whilst the Rhunrikki flares his power and knits together the shieldwall again.

The Hargrobi then move to push the Trolls to force another breach, perhaps imagining a similar success to the one gained in North Tunnel. But it does not form as they had intended. Quarrellers bring low several with massed fire, the Deadeye can be seen at the edge of the lantern light with an Az buried in the back of a Troll's skull and you stride forth into the line and cleave several Trolls open.

The acidic blood that is a known hazard of close combat with Trolls does not spill forth you note.

Elites: 58+5+20 = 83
Swarmers: 17+5+20 = 42

Vs
Greatbeard Gallick Steelfinger: 51+10+5+5-15 = 56
Lord Gartrim Greatmantle: 75+10+5+5 = 95
Thane Arzil Leadbeard: 79+10+5+5-15(Major Injury) = 84
Rhunrikki Gutfroy: 59+50+5 = 114
Deadeye Gromurd Stoneskin: 92+10+5+5 = 112
Leadbeards: 48+25+5-10+5+5 = 78
Longbeards: 39+25+5-10+5+5 = 69
Rangers: 62+25+5-10+5+5 = 92
Quarrellers: 26+25+5-10+5+5 = 56

The Hargrobi are doomed. Perhaps they know it. The Throng continues to push into South Tunnel, halting to clear out caves on either side as they are come across. You join in the effort of exploring the lesser tunnels of the south side of the mountain and slaying the Hargrobi who split from their swarm in hopes of finding an exit. They are all too easily slaughtered pressed up against sealed exits. The brutality of a Waagh is not to be found in this battle, the Grobi are only interested in fleeing your wrath rather than truly fighting back.

Elites: 13+5+20= 38
Swarmers: 48+5+20 = 73
Vs
Greatbeard Gallick Steelfinger: 95+10+5+5-15 = 100
Lord Gartrim Greatmantle: 43+10+5+5 = 63
Thane Arzil Leadbeard: 63+10+5+5-15 = 68
Rhunrikki Gutfroy: 75+50+5 = 130
Deadeye Gromurd Stoneskin: 20+10+5+5 = 40
Leadbeards: 36+25+5-10+5+5 = 66
Longbeards: 49+25+5-10+5+5 = 79
Rangers: 73+25+5-10+5+5 = 103
Quarrellers: 95+25+5-10+5+5 = 125

Now the Hargrobi have become a single mass, their leading edge has found the stone block wall that seals off South Tunnel no doubt for the swarm is no longer pressing on away from you. Though they certainly are trying. The shieldwall closes in, step by step, hewing the Grobi with matching swings of their Az. Bolts whistle over head and when a hardpoint amongst the unarmed and unarmoured Grobi arises you are there to step in and carve through it.

There is a particularly vicious battle around you as you step into one such hardpoint. The Grobi are screaming, fearful as much as hateful, the largest try to swarm you as the rest flee back away. You think you even see a huddle of Snotlings diving through the legs of the Hargrobi. No matter, all of the Greenskins shall be put to death and their spores shall be destroyed with flame. Though for so very many of them as this the endeavour will be weeks of work and probably several further kulls to catch those that escape the fire.

Elites: 96+5+20= 121
Swarmers: 15+5+20 = 40
Vs
Greatbeard Gallick Steelfinger: 27+10+5+5-15 = 32
Lord Gartrim Greatmantle: 68+10+5+5 = 88
Thane Arzil Leadbeard: 55+10+5+5-15 = 60
Rhunrikki Gutfroy: 91+50+5 = 146
Deadeye Gromurd Stoneskin: 29+10+5+5 = 49
Leadbeards: 49+25+5-10+5+5 = 79
Longbeards: 80+25+5-10+5+5 = 110
Rangers: 68+25+5-10+5+5 = 98
Quarrellers: 45+25+5-10+5+5 = 75

And then the Throng comes across the bottleneck keeping the Hargrobi from escaping further. They aren't pressed up against your prepared stone blocks, but against a natural wall of some random cave. It is freshly shorn, expanded by the Hargrobi for who knows what end, and there is a doorway in the distance.

It is narrow and there are many dead Grobi crushed against the sliding stone door and betwixt it and the wall beside it. So many in fact that you think the door is completely unable to move any further despite the great swarm trying to press out through it. All the same, the Throng presses on and you'll see to it that the Deadeye checks the real South Tunnel for any hiders.

There's little left of the battle, the Throng sweeps through the final room and seizes the door. Beyond it is a shallow cave and then fresh open air. You stride out onto the open ground and find a wide, slightly rocky pass through the mountain range. You can quite clearly see that it leads down in the east to the grassy vale and to the west it slowly turned southwards and sloped gently away from you.

Despite the easy victory against those Grobi who chose to flee, the death toll is higher than you'd like. Rangers lost in the depths of the city, to ambushes throughout the campaign and to the general toll of battle. Leadbeards and Longbeards and Quarrellers fallen to the unending swarm of the foe. You divide up the survivors between the Throngs but there are notable absences. Not to speak of the injured.

Fatalities

20 Rangers
19 Leadbeards
3 Longbeards
10 Quarrellers
 
A Grudge Struck Out
With the battle won and Kazad Hargrobi seized you've a mind to wander the battlefield hard won. But first, and most importantly of all, you strike a Grudge from the Book. The Hargrobi are dead, their nest has been captured and their machines are ash. It is, of course, possible to write a Grudge against the already dead. Indeed the Uzkular are responsible for many Grudges in Zhufbar and Karak Hirn and Karak Kadrin. You shall consider however if such a Grudge should be written and struck for this battle. Or if the Grudge should only be lain upon those who yet live.

The injured are being carried back to Karak Drekfut; some who can, will walk and the Rangers have gone on ahead with the Deadeye to gather wagons for those who need them. In the coming weeks Rangers will return to gather the Hargrobi dead and burn them and to inspect the burnt out ruins of the city for any stragglers.

You have the time now in the aftermath to have a look around yourself and set off to…



[] The Foreboding Tunnel
The Hargrobi did not preside over the whole of this mountain, perhaps you should open up the Foreboding Tunnel and venture within.

[] The Depths
Rangers went missing in the middle of the battle as they were starting the raging inferno that claimed the lowest levels of Kazad Hargrobi. You might choose to look for them.

[] The Kazad Hargrobi
Most of Kazad Hargrobi has turned to ash, to better destroy the spores of the dead, and what hasn't is a blackened shattered ruin spread across the walls of a truly enormous cavern. Nigh on the entirety of the mountain has been hollowed out to house the expansive city. You might poke about, find some Hargrobi stragglers or stolen goods. Maybe even stolen Dawi belongings that ought be returned to their rightful owners.

[] The Mountain Pass
The Hargrobi were mining a new entrance out onto a mountain pass. No doubt so that they could raid those who travelled it and perhaps launch Waaghs more freely into the surrounding lands. You might take a short jaunt along the pass in each direction to see if you can spot where the Hargrobi who managed to escape are fleeing too.

[] The Ranger Stations
There are injured Dawi to attend to. Your efforts these past… two?... days have afforded you a Grudge struck out. There's no immediate need to hunt the enemy further when they are so few and so weak. Better to go back to the Ranger Stations and attend to the most seriously wounded.

[] Write-In
If there's somewhere in or around Kazad Hargrobi you're interested in visiting you can take some hardy Longbeards and look.



[] A Grudge Struck Out
Those who have fallen in this battle are honoured in our victory. Their deaths are already accounted for by the fall of Kazad Hargrobi.
Or
[] A Grudge Against the Living
The craven Hargrobi who fled our wrath flee with our honour as well. Those who died in taking Kazad Hargrobi must be avenged on those who survived its fall.
 
Last edited:
An Elder's Wisdom
[x] The Depths
-[X] Bring Runelord Gutfroy
[x] The Kazad Hargrobi
[x] The Mountain Pass
-[X] Bring Deadeye
[x] The Ranger Stations
[x] A Grudge Struck Out

I sorta promised I'd do this, so. And I'm doing it cause I wasn't sure if we got more than one option to look at, so I did this up anyways. As for rewards, I'd like that this actually happens and we can for sure scout the Kazad Hargrobi for suitability or bonuses to the rolls to find interesting things in whatever we actually end up doing.

An Elder's Wisdom

Elder Urtain of Clan Leadbeard had lived for a few centuries. Certainly longer than his thane or the Greatmantle shaping up to be King.

But in those long years, he'd never seen a healer like young Gatrim. So ready to march with the Throng, to even fight with the Throng right at the very front. It said good things about his intentions to hold to his responsibilities, even if he'd rather be in the Healers' Hall. That Lord Gatrim was also the one to pull the Leadbeard Thane out of a pile-on of Hargrobi was going to do wonders for his standing in the Warrior Clan.

The Lord had quietly inquired about Grudges for fatalities. A count of the corpses was nine short. Only nine of a perfect one hundred enemies slain for every fatality taken during the settling of the Grudge of Rock Lobbers.

Well, Urtain was perfectly alright with saying a few dozen Hargrobi fell to their death to boost the number. It was likely true. Nine corpses? Some of the Hargrobi likely got caught in the fire, or had fallen into chasms. Further there had been the Hargrobi killed by the rangers before the Kull, those actually did count towards the Grudge.

Urtain grumbled, of course, as he should. But reminded the younger Lord about the Rangers' kills from the previous year. The lad managed to not let the relief show on his face, but it did show in a slight movement of the shoulders. The Elder laughed inside, Gatrim had likely been stressing about finding nine more hargrobi soon enough to settle the Grudge with the same speed he'd settled this one.

This level of approval is what lead Elder Urtain Leadbeard to walking around the smoldering embers of 'Kazad Hargrobi,' with a few of his fellow grumblers. The (King) Lord had grumbled about not being able to explore all the things he wanted to, and Elder Urtain had 'volunteered' to inspect the site as a possible outpost or turned into a lesser village.

He should be back at the Training Halls showing Beardlings how it's done, instead he was observing and making judgements on hargrobi craftsmanship!

Bah!

The things he did for the Hold.
 
An Exploration of Dark Places
Even as it is written the Grudge of Kazad Hargrobi is struck out. The Fallen City is recompense enough for those who died in the taking of it and the general sentiment in the Throng is one of agreement. Even as the Healers Hall is bloated with the wounded and the Beardling with the Blood of Gazul makes the rounds between Leadbeards and the Clan Tombs, there is an air of approval for Grudges struck out and the foe driven away.

More than merely the Grudge of the Rock Lobbers has gained satisfaction, the Hold has made a significant contribution to the Great Grudge of the Time of Woes. Word of your victory will need to be sent out to the Major Holds for recording and perhaps the High King will choose to award Karak Drekfut a prize for their deed. Naturally the Lorekeepers will be taking the chisels to their walls to inscribe this moment of Hold History into stone.



The Depths
53
You venture down through narrow tunnels and along mostly burnt walkways ever deeper into the mountain. The cavern only grows wider and the hanging ruins of Kazad Hargrobi that remain are more numerous in the depths. A thick layer of ash hangs in the air and the black broken bridges of the upper levels are piled in ruin where they have caught on the natural stonework of the mountain.

But you go on past it all to where the mountain seals closed around the bottom of the city. The city hangs a fair distance over the stone, perhaps for the difficulty of building here. You see that a shallow layer of water runs rapidly over the stone, bubbling and foaming as it races across the surface. The roaring of waterfalls sounds in the distance in all directions and the light of the Rhunrikki's runes are the only thing that allows you to realise the water becomes much deeper a short way ahead of you.

The Longbeards and the Rhunrikki form up on the bank of the underground river with you and look across at the torn Rangers' Cloak that is caught on a rock sticking out on the far bank. The inferno that claimed the city above has wrought great holes in the lowest level and the Ranger might have tried to jump into the water to escape his own work. You look down into the river, the dim light is not enough to see much but you see a brown line flick across from left to right just under the surface and reveal a murky white that reflects the rune-light.

You take a step back as the creature bursts from the river. It is a brown scaled creature, narrow with the body of some great fish but four thick webbed feet carry it slowly from the water towards you. Two huge eyes bulge forth from the body and a maw of terrible fangs reach out for you.

The waterfalls go silent. The Rhunrikki seizes a firm grip on reality and the only sound in the depths is the cracking of stone. The creature takes on more step towards you, the Longbeards ready their Az and a stalactite spears through the centre of the beast. Blue blood flows into the shallow water as it runs across the stone, the roar of the waterfalls returns to your ears.

You decide to retreat upwards.



Kazad Hargrobi
9
The Throng returning to Karak Drekfut has stirred Elder Urtain from the Hold. Leaving the defence in the capable hands of Deadeye Gromurd as he manages the logistics of returning the injured to the tender cares of the Matrons, the Elder has journeyed to see Kazad Hargrobi for himself.

As he looks down upon the great cavern, still burning in places, he wonders what will become of this place. Of course, with the Hargrobi driven out it will be Kazad Hargrobi no longer and a proper name will need to be gained for it. With reports of a great mountain pass to the south this place that once obviously raided the pass might become a serious warden for it.

A few Longbeards of the Clan joined him as he ventured into the city. There were likely to be some Hargrobi still within the ruins, but they would be easy enough to find and slay in time. If ever this place was a Karak, it is nothing like one now with old halls completely expunged from the stone. A single open space such as this was terribly inefficient besides perhaps a strong first impression and future building work would be troubled by spanning the impossible gaps.

There he went through the city, striking down a handful of Hargrobi huddled in a dark cave, there he went along a bridge suspended over the darkness where some hemp sacks were piled upon one another. And he found Snotlings within, the small pets of the Urks and often rivals of the Grobi. Although as he picks one up to inspect the foul creature it reaches out for him. Snotlings are Wazzocks, it might not even realise he was a Dawi the stupid thing.

It doesn't look too much like a Snotling however, the proportions are a little off and the head is larger than it ought to be. Is it a Gnoblar? Those creatures were kin to the Grobi and dwelt in the mountains to the east of the Karaz Ankor and are known for having large noses. But wouldn't the bards tell of large heads as well? No matter. None of the Greenskins could be afforded to live, the sacks are handed across to the Longbeards.

Alas little of real value is found within the captured Kazad.



The Foreboding Tunnel
36
You command the Foreboding Tunnel unsealed and venture into the eastern face of the mountain. The darkness starts to consume your small group, a pair of lanterns on their tripod come with you and the Rhunrikki glows dimly in the dark. The tunnel is a cold place and as you journey into the mountain it grows steadily colder. There's some small part of you that wonders whether it is actually colder or if you just feel that way for the Rhunrikki has been growing slightly brighter as you walk.

Something here is emitting power, a sorcerer perhaps or maybe a Daemon. And you frown then as you consider that there were no Shamans in Kazad Hargrobi. No attempt at all to harness the power of the Waagh to strike against you was made. Where were the Shamans, surely a nest of Grobi would have some Shamans to hand?

You begin to hear the sound of a strong wind and scratching stone. A breach in the mountain perhaps. You may not be a Miner, but you have enough of a Tunnel Sense to know that you're not supposed to be near the surface at all. The group moves slowly into a bowl shaped room where a great swirl of broken shards of stone are caught in a howling wind and scraping out an ever larger chamber.

The Rhunrikki takes in a great sniff of air and declares the presence of a Dumi like he had never smelt before. Some sort of Mhornokri he calls it. There is a shadow at the centre of the room you think. A dark shape that could be an Umgi in the middle of the swirling wind and stone. It lashes out towards you and changes form as it does until a great spider has you pinned with one leg.

The Longbeards swing their Az against the creature and pass through it harmlessly even as the Rhunrikki silences the howling wind and enacts his runelore upon the chamber. But the spider is unphased and bites down hard upon you. The gromril plate tests the creature for a time and it draws back to bite again.

A Longbeard grabs a lantern and swings it hard into the spider's head and it reels back. The shadowy shape of a man retreats into the centre of the chamber, watching for another chance to strike. You stand, a gash in your armour sharp to the touch with torn gromril and cast the lantern beside you into the maelstrom of stone shards. The creature vanishes into a tunnel at the back of the chamber and further into the mountain's deepest reaches.

You return to the surface and command the Foreboding Tunnel resealed. The Lorekeepers soon report to you with their knowledge of Dumi and can only suppose it is a servant of the Deceiver who has specialised so deeply in the ways of Mhornokri as to become a shadow himself. Magic has ever been a fickle thing and the Dawi know well its power to change those who use it. There is a general grumbling amongst the gathered Lorekeepers at the passing reference to your traitor kin.
 
Last edited:
Turn 11
You have 5 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 14 unused Excavation Dice from last turn.

New options have been highlighted in yellow to make them easier to see.



[] Write-In a new, Dawi name for Kazad Hargrobi

Beyond the Passes

The immediate area is secure enough that endeavours that need more space than can be provided within the protection of the Surface Hold and cannot be performed within the Karak may be undertaken beyond the Passes. A Minor Hold with an outpost is not unheard of but if you are far enough from a Major Hold you might be on the way to becoming the King of an Ankor.

[] Gather a Goat Herd 0/150
-[] +Fortified, +50 to target, +5 Wood per dice
(Farmers can work this task. 5 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
Send some Ironploughs down into the woods to the west to wrangle some Goats and bring them up to form a herd on a plateau further along the range. The herd will not be within the Surface Hold itself, but only the hardiest of Farmers become Herders.

[] Collapse the Minor Tunnels 0/50
If the Hargrobi nest is ever to be used for good honest Dawi purposes then it cannot be ridden with holes. Collapse the Minor Tunnels.
(Miners can work this task. You can specify tunnels to keep open.)

[] Fortify a Major Tunnel 0/150
A basic fortification at the mouth of a Major Tunnel might be a single carefully wrought gatehouse but it would be enough to bar the way into a Major Tunnel.
(Specify which of the Major Tunnels 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 Door onto the Pass 0/150
A gatehouse at the Door onto the Pass will replace the jammed Door with a much more acceptable means of presenting strength on the Pass.
(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.)

[] Carve a Road 0/50
A road connecting Karak Drekfut to the North Tunnel of the Hargrobi Nest will allow for safe travel between the two and for easier building work should it be decided that the Nest shall be colonised.
(All Clan can work on this task.)



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
(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.

[] 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.

[] Add to the Fortifications 0/0
-[] +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.

[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice. Specify which structure and 1 amendment to be made to it.)



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.



The Hold
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 and there is currently space for an additional 3 Halls to be carved from North Peak and 10 Hall under the Valley. Specify which Hold Area to build new Halls in.

[] 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
The mountain is a big place and given time you might decide you need more than one Brewer Hall.
(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.
(All Clans can take this Task.)

[] Significant Hold Fortifications, 218/300.
A Karak is one of the best defended places in all the world. Your Karak is protected by a Surface Hold 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.)

[] 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.)

[] 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.)

[] Lower Level Hallway. 0/25
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavated a Hallway from between sections of the Karak.
(Select two areas to connect. Any Clan can take this task.)

[] Tomb Hall. 0/90
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall for the dead to lie in with the honour they deserve. While Clan Tombs might be attached to Clan Residences, those who are not of one of the major Clan will need a general place to rest in death.
(Any Clan can take this task.)

[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Specify which structure and 1 amendment to be made to it.)

[] Refurnish a Hall. 0/50.
(Any Clan can take this task. Specify which structure and what it should be replaced with. Costs 20 Wood and 10 Steel Ingot.)



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. 1 Major Coal vein has been identified. Behind the Underhold Fortifications lies only a limited space. There is room for 1 more Hall within that protection.

[] Prospectors Underhall. 0/50.
Dig out an Underhall for the Prospectors to make use of. From here they can spend all their time in the darkness below and continuously seek out veins to mine.
(Miner Clans can take this task.)

[] Ironbeards Station. 0/50.
There has been a long and horrible war in the deep darkness below. The greatest warriors of the tunnels are the Ironbeards who can stand alone in the tight quarters for some say literal years against a veritable tide. Excavate an Ironbeards Station where the Elder Miners who have earnt the title will sleep, eat and live awaiting the call to arms.
(Miner, Stonemason and Warsmith Clans can take this task.)

[] Training Underhall. 66/80.
A maze of tight tunnels that have never seen light, not even when they were carved from the Underhold, and are rougher ground than the rockiest hills and steepest slopes. The Throng may need to learn to fight in the nightmare that is the Underhold, or in the similarly hellish environment of enemy territory.
(Miner, Stonemason and Warsmith Clans can take this task.)

[] Iron Ore Under-Storehall, 62/100.
A place for Iron Ore to be stored where it can be kept dry and safe has been begun within the Underhold of North Peak.
(All Clans can work on this task.)

[] Under-Storehall. 0/100.
Somewhere within the mess of tunnels that weave through the Underhold an Under-Storehall should be carved out. Useful for storing ore before it shipped to the smelters or for storing coal for those few Underhalls that are afforded the luxury of good lighting.
(Specify resource to store here. All Clans can work on this task.)

[] Under-Armoury. 0/50.
A store of weapons and armour for ordinary Dawi to use should the Underhold be attacked should be kept safe and secure somewhere near to the Lower Stairs.
(All Clans can work on this task.)

[] Quarry. 0/50.
Designate some part of the Underhold to a Quarry. From here stone will be drawn to be used in essentially everything. A Quarry could supply the Hold with a nigh infinite source of stone.
(All Clans can work on this task.)

[] Send out Sniffers.
Challenge Level: 40
There isn't time to settle in Prospectors. If the Miners can smell something worth mining they should mine it now. Set the Miners to sniffing and digging.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Establish a Major Coal Mine. 3/50
A Vein has been found to establish a long-term mine around.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Underway Hub. 0/150
Your Karak is growing rather full as far as halls are concerned and with a new generation of adults, and new Engineer Clan, in the near future you might need more space for people too. If you colonise the Hargrobi nest you'll need a secure connection between it and Karak Drekfut and that means an Underway and the Underway Hubs that it joins together.
(Stonemason and Miner Clans can work on this task.)



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.

[X] Hold Rune: Master Rune of Balance, 3/4 Turns Completed
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.



Personal Challenges
Both yourself and Lady Daungrumm are capable of taking on Challenges as the ruling couple of the Karak. Mostly affairs of the Clans and the family but sometimes you will be moved to greater action than settling disputes.

[] 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)

[] There's a Time for Family
Challenge Levels: 20 and 95
You might be of a mind to relax now that you're married and enjoy the dear company of your wife. You might even take an eye to making a little Garazi of your own. Of course, you don't have a claysmith's wheel to hand, but Daungrumm assures that won't be necessary.

[] A Feast for the Hold
Challenge Level: 30
A victory has been had. Perhaps that ought to be celebrated.
(Costs 10 Meat, 10 Crop and 10 Ale)

[] 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.)

[] Join a Kull
Challenge Level: Interlude
The dangers to the Hold have grown too great, you will strike forth with a Throng to diminish one of these threats.
(Choose a Kull to take part in, requires at least 1 Minor Throng to be assigned to a Kull.)

[] 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)

[] Heal the Wounded
Challenge Level: 30
There are many injured after the assault on the Hargrobi nest. They should be attended to lest their injuries worsen.



The Lorekeepers
The Clan Lorekeepers have prepared a place for Beardlings to be properly trained into the many trades of the Karaz Ankor. It will take some five years for a Clan's Beardlings to be trained in a new trade, but only three for trade from an existing Clan.

[X] Engineers 1/5 Turns Completed.



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)

[] A Kull is Called
There are dangers on every horizon, as has ever been true for the Dawi, and they must be put to a rest. Trolls and the stench of Uzkular in the West, Umgi skinshifters in the East, Hargrobi in the South and a Dragon in the North.
(Choose which Minor Throng and which target. A minimum of 1 Minor Throng must always remain with the Hold.)

[] 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.
 
Last edited:
Back
Top