The Dawi in Arda (Hiatus)

Turn 15
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 and 1 Engineer Die. 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 7 unused Excavation Dice from last turn.

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



The King's Matters
A New Clan
The Beardlings that the Lorekeepers thought best suited to Engineering have come up from the Hall of Remembrance as Greybeards and have founded the first Clan of Karak Drekfut. There are matters of import to decide before the Clan is truly founded, however. Firstly, they shall need a Clan Name and Heraldry. Secondly that Clan will need its own Residences to grow into and fill. Fortunately, there is such a Hall in the North Peak. Thirdly, and of great import is just who shall serve as the Clan Ancestor to inspire those who will yet come into that Clan. This will be a terrible weight, and yet by the gift of the Ancestors it is often a weight that the chosen will grow to bear mightily.

There is an Engineer who came once from your Clan who had made a hobby of toying with the Hargrobi Rock Lobbers and together with his friends had wrought a Grudge Thrower without any prior training that was acceptable enough to be mounted in the South Pass. Thathan was of a Greybeard of traditional mind.

Or another Engineer who had come from Clan Leadbeard took great interest in the work of the Gunsmith and is often seen tinkering with barrel and hammer and speaking longingly with the Master Prospectors to know if the ingredients of gunpowder have been found. Nendumir was an ambitious sort of Greybeard.

Or third there stood an Engineer who too had come from your Clan. They were invested in their final year of study the most and had they still been in the Karaz Ankor might have set to wander the ways to Barak Varr to study with the Sea Engineers. The device of the motor has their mind. Dwordustir was a Greyplaits of a radical mind.

[] Write-In a Clan Name.

Give them the Residences
[] Yes
[] No

Clan Ancestor
[] Thathan
[] Nendumir
[] Dwordustir


Lord Elrond
For three weeks after your coronation the Dawi celebrated. Lord Elrond and his party remained as King's Guests in you Clan Residences for the first week before departing to Imladris again. You speak with the Lord of the Noldor a number of times and he often speaks to compare your folk and their prowess to the same prowess that has long ago been lost amongst the Dwarves that he has known.

He watched as the Dwarves lost their might and ancient craftsmen and as they grew to be shadowed by the works and halls that remained. Before even they too were lost in the most recent years. Indeed, some two decades before when you describe having woken in the Ered Hithui were the Doors of Durin shut for the last time and notes that they had shut many times when darkness swelled over the world. Eventually however you turn the conversation to a topic of your own that you had long considered speaking with the Lord of the Noldor on.

[] Write-In a topic of Middle-Earth or the Fated Place to discuss with Lord Elrond.


Elder Bogrur
One of your own Clan Elders comes to speak with you in the Throne Hall when the court of the King is in session. The Elder has chosen to make a suggestion the handling of the incident with the Eotheod. They and the Dwarves who slew their King have claimed each the other to be Thieves. Such a dispute will be tricky to resolve within themselves and oft when the Clans, or even the Kings, of the Karaz Ankor have grudges with one another they will send to Karaz-A-Karak for the Reckoners and the Voices of the High King.

He suggests that an offer be sent to the Dwarves of Ered Mithrin and the Umgi of Framsburg that they come to Karak Drekfut in five years' time when the King of the Eotheod is a grown man and seek your Reckoning on the matter as an uninvolved party of unquestionable honour. Elder Bogrur would take a party of Longbeards on a journey to each place under guidance of a Noldor map.
[] Yes
[] No


Rune of Fate
You have gone into your bed and settled to sleep. Your Queen lays beside you, the Twins are hopefully asleep in the next room and Karstah is hopefully not playing with them in hers. Your eyes fall closed and as you slip into sleep and dreams you are held partly awake to watch. If there was any to see it they would know the King's Burden had lit a soft silver.

Your Dream is carried to a sunless place under a clouded sky. There are nine Lords, and they have the presence of the Uzkular about them. In the hands of the Lord stood at the front is a perfectly round black stone and in it is red swirl of light. They go into a ruined place and lay that stone onto a holder and then the first Lord turns the stone in that holder and comes to stand upon one side of it. The nine Lords then leave the room, and you leave the dream.


The First Slayers
Three Master Prospectors of Clan Stonebeard have ascended North Peak and gone to the Shrine of Grimnir the Slayer. There they have sworn the Slayer's Oath in their shame for releasing the dark thing of the better forgotten tomb and failing to keep it from striking down their kin. There has been muttering throughout the Hold as some of the oldest members of Clan Stonebeard have withered and gone into their Waning Days rather than suffer the slow pain of the long death wrought by the blade of that thing and this has perhaps played some part in driving these new Slayers to their Oath.

They come to their host King in their last days amongst the Clans, their beards are shaven and their hairs are dyed and they have taken up their Slayer's Names and cast the name of Clans aside. A Slayer may not know the sanctuary of a Karak except where they are called to arms by an active Throng to battle or where they have gone on to the Slayer Hold to seek word of fair dooms. You are the only King of the Dawi from whom they might ask the gift of a fair doom and they ask of you which way they should venture to best serve the Dawi with their deaths and the deaths of your foes.

[] Into the West
[] Into the East
[] Into the North
[] Into the South
[] Into the Depths of Kazad Urbaz



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.

[] Market Hall 0/150
A place where traders may stop on their journey, buy the rights to a stall slot and ply their wares to the Dawi. Or to any other who chooses to come here to trade. The sanctuary of Dawi overseen markets have long been prime trading hubs even for trades entirely absent of Dawi partners.
(Stonemason Clans can take this task.)

[] Guest Residences. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build Guest Residences in Kazad Urbaz. Here diplomats and traders may be hosted in the sanctuary of the mountain with much more comfort than tents in an open Hall. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time.
(Any Clan can take this Task.)

[] Armoury 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build an Armoury in Kazad Urbaz. Here arms and armour can be kept secure for use in defence of the outpost. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time.
(Miner, Stonemason, Warsmith and Engineer Clans can take this Task.)

[] Storehall. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build a Storehall in Kazad Urbaz. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time. 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.)

[] Ironbeards Station. 0/100.
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.)

[] Charcoal Pits. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice

The Engineers have learnt well they will need Charcoal for use in their gunsmithing if ever the Hold is to possess such things. They might set out great pits beyond West Pass where Charcoal shall be made.
(Engineer Clans can take this task.)

[] Lumber Yard. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice

The Engineers will need Wood as other Clans need Stone. A Lumber Yard in the woods to the West will draw it in for their uses.
(Engineer Clans can take 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 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 0 Halls to be carved from North Peak and 7 Halls 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, Warsmith and Engineer 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.)

[] Engineering Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall within the Hold for use as an Engineering Hall. The new Engineers Clan will use this hall for the creation of their machines and mechanisms.
(Stonemason, Engineers and Warsmith Clans can take this task.)

[] 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.)

[] 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.)

[] 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.)

[] 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.)

[] Huge, Decorated Vaults with Second Guardhall, 206/240.
Excavate a Hall in the Valley Hold 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.)

[] 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 Minor Coal and 1 Minor Silver 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.)

[] 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 Minor Coal Mine, 45/50.
A Vein has been found to establish a long-term mine around.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Establish a Minor Silver Mine, 36/50.
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.

[] 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.

[] Constructed Rune: A King's Panoply
Challenge Level: 60
(Select 3 Runes, only 1 can be a Master Rune and it must match the type of item, Select 1 piece of your equipment.)
A King'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 King, woven by the Goddess Valaya herself but the rest is mundane equipment no matter how high quality. Allow the Rhunrikki to melt down one of these items, or simply replace your Banner, and create from the Gromril a replacement.

[] Constructed Rune: A Queen's Panoply
Challenge Level: 60
(Select 3 Runes, only 1 can be a Master Rune and it must match the type of item, Select 1 piece of equipment. Costs 3 Gromril Ingot.)
A Queen's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. Queen Daungrumm is not a great warrior and does not carry gromril arms and armour, but Valaya the Protector is a reminder that a Queen has her place under gromril.

[] 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: Rune of Stone
Challenge Level: 20
Cut a great shape into the Gates of a set of fortifications. Should the Gates be sealed then the whole wall in which they lay might be like a whole mountain stood in the way of the foe.
(Choose a Fortification.)

[] 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)

[] The Blood of Thungni
Challenge Level: 30
Seek amongst the Beardlings of the Clans one who bears the Blood of Thungni. In elder days there was the Clan Thungnisson and all who were born into it could smell Magic and could strike Runes but now the Blood of Thungni has been spread thinly through the Karaz Ankor by disasters.
(This Apprenticeship will last 5 years and impose a -5 to Rhunrikki Gutfroy's die. For 10 years after this the resulting Runesmith will have a die with a penalty of halving.)

[] Constructed Rune: A Prince's Gift
Challenge Level: 30
Costs either 20 Steel or 1 Gromril.
You have sworn to Glorfindel a worthy gift in exchange for the glad tidings, the good will and the gifts he has brought you. You have asked the Rhunrikki to craft such worthy gift.
(Write-In a gift to make for Glorfindel and choose your material. May include up to 3 Runes, only 1 of which can be a Master Rune)




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
The Clans often have something of value to be celebrated, and the Lord ought be the one who hosts the great feast.
(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 Throng
Challenge Level: Interlude
The Throngs often travel beyond the Surface Hold. They may travel with a purpose that would only be aided by the presence of the Lord.
(Choose a Throng to join.)

[] 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.

[] A Prince's Gift
0/2 Turns Completed.
Costs either 20 Steel or 1 Gromril.
You have sworn to Glorfindel a worthy gift in exchange for the glad tidings, the good will and the gifts he has brought you. You might choose to work the gift yourself if you will not wait upon the Rhunrikki to be done with his work.
(Write-In a gift to make for Glorfindel and choose your material.)

[] The Ered Mithrin
Challenge Level: Interlude
Glorfindel has offered to take you to Durin's Folk in the Ered Mithrin so you might know for yourself if they are long lost kin from Karak Dum or if it is a cruel dagger of fate that Kazad Dum might bear so familiar a name.

[] A Trade Agreement
Challenge Level: Interlude
Speak with Lord Elrond of the Noldor of Imladris, either by invitation to your hall or by journey to his, and discuss such oaths of fair trading between your two folks.



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, Elgi 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.

[] Meet with a Neighbour
Send out the Throng and their Elder to determine just how friendly your neighbours may be.
(Choose which Minor Throng and which Neighbour)
 
Last edited:
Turn 15 Results
The King's Matters
A New Clan
Clan Glintgear of Karak Drekfut is the first Clan to be founded in this new land. They come from Beardlings of the hold and after many years training as Engineers have taken on the task of being the Engineer Clan. Amongst them you have chosen Nendumir to be their Clan Ancestor and he has risen to the challenge with great haste. The other Engineers listen to Nendumir carefully and have knitted together into a tightly bound group as befits a Clan despite not sharing one another's blood.

In North Peak the old Stonebeard Residences have been given over to the Glintgears while the Stonebeards move into the new Residences under the Valley. These Residences are simple in design and sit on the First Level of North Peak. The general mood of the Engineers is tuned towards anticipation and Nendumir intends to shape the Engineers in the direction of Gunsmiths and Cannoneers if only the resources could be found.


Lord Elrond
You walk with Lord Elrond and sit together in the quiet places of the Hall of Remembrance. A library near the front where the lore is all far from secret but where the celebrations spreading through the rest of the Hold will not disturb you. You ask him to recount the history of the Dwarves, for it is your intention to journey to the Ered Mithrin and speak with them.

He begins with the beginning. Aule the Smith had forged the Seven Fathers of the Dwarves deep under the mountains in the Years of the Lamps, but they were laid to rest for another age. They woke again in the Years of the Trees, a long age after, and found themselves in three pairs and one alone. In the east were two pairs, Sindri and Thulin awoke together in Rhun in the far east and Thrar and Bavor awoke further yet east. In the west, the pair whose lines the Quendi met first were Uri and Balin of the Ered Luin. And here in the Ered Hithui awoke Durin alone.

The Quendi had split into the groups that would form much of the rest of their days by the time they had met the Dwarves. There were the Noldor, who went into the immortal west before returning to the mortal east, there were the Sindar who had meant to cross west but had not made the journey in the end, and there were the Avari who had never made the attempt.

The Noldor and Sindar laid great cities in the lost lands of Beleriand beyond the Ered Luin and soon came to meet the lines of Uri and Balin. They had founded two great Dwarfholds in those mountains that were called Nogrod and Belegost. It was the First Age of the Sun when the two folks met and together they warred in against the evil of the Dark Lord Melkior who dwelt in the north and commanded armies of Urki and Dragons and Dumi. And there were Umgi who were the Edain who joined their alliance and the Easterlings who joined the Dark Lord.

The First Age of the Sun ended with the War of Wrath and the Dwarfholds of Nogrod and Belegost were destroyed and the land of Beleriand fell into the sea and Melkior was imprisoned by the Valar, which you understand to be the Gods of the various Quendi peoples, in the nothingness beyond the world.

Then the tale of the Ered Hithui becomes most important, at Mount Gundabad Durin woke alone. He travelled then south through the mountains to a lake that the Dwarves call Keled Zaram, but others know as the Mirrormere. He received a sign from Varda, the Queen of Valar, that he should settle there. And so, he carved Hadhodrond from the Ered Hithui. This all was in the First Age of the Sun, but it survived the War of Wrath and lay foundations for the Second Age of the Sun.

With Nogrod and Belegost lost the lines of Uri and Balin fled to Durin's Halls and joined there the line of Durin. Durin's Folk became then the greatest of all the Dwarves and came to rule much of the Ered Hithui, Ered Mithrin and lesser colonies besides. The Quendi who survived the loss of Beleriand created the Kingdom of Lindon where Lord Elrond was Herald of the King and they lived about the Ered Luin in the forests.

There would be Quendi settlements across the world, the Noldor lived in Lindon but many of the Sindar went across the Ered Hithui and into the Eryn Galen and dwelt there with the Avari. Others of the Sindar settled Eregion on the western flanks of the Ered Hithui besides Hadhodrond and they became friends to Durin's Folk. When first the Second Age of the Sun grew dark, the Dark Lord Sauron marched upon the Noldor of Lindon and the Sindar of Eregion and Lord Elrond went to their aid.

He was not enough, Eregion fell and so too would Lord Elrond and the few survivors if Durin's Folk had not sallied from the mountain and distracted the foe. There Lord Elrond took the survivors north and settled Imladris. But the end of Eregion had also ended the kinship between the Quendi and Durin's Folk.

When second the Dark Lord surged forth, Hadhodrond sealed her doors, and her children did the same across the mountains. The Quendi and the Umgi had to do battle alone. In these days Durin's Folk began to wane, they lost their littlest Halls first but eventually Gundabad was taken from them while their doors were shut. The Quendi and the Umgi then defeated the Dark Lord Sauron but they lost two kings and though Lord Elrond could have become King next he mourned his fallen friend. Still the Noldor came to him from Lindon and dwelt in Imladris and knew him for their Lord. And many of the Sindar dwelt with his friend Lord Cirdan the Shipwright who kept the havens by the sea in the west.

The Third Age of the Sun dawned with the defeat of Sauron and Durin's Folk opened their doors again. But Sauron's presence on the world had not entirely diminished. In his days as a Dark Lord, he had gifted the Dwarves seven Rings of Power. And though the Dwarves had resisted the trap to bend them to Sauron's control, they had not been able to escape the call to greed the rings whispered.

Two Rings of Power, those of the Lines of Sindri and Thrar in the east had been lost in Dragon's fire. For the richness of their halls had called to them Dragons and there are some of those lines that still wander and sometimes come into the west to seek a firm roof. Two Rings of Power remain in the East and three have gone with Durin's Folk. For their King delved deeply and greedily in Hadhodrond. Driven by his Ring to desire ever more of the Gold and Mithril of the Ered Hithui he scraped clean the depths of the mountains until he had found the foundations of the world.
And there were nameless things in the darkness there, and he woke ancient monsters from the eldest of ages that none left in the world could face but to despair. Two kings of Durin's Folk died months apart but a score of years ago, the third chose to abandon the Ered Hithui entirely and went to the Ered Mithrin instead although a Prince went to a colony that the Avari of the Eryn Galen had long known as Erebor the Lonely Mountain.

There is a brief discussion of this Mithril that the Dwarves had lusted for. A silver metal that was strong, tough and light beyond all other metals and that together with the smiths of Eregion could be enchanted and laid with spells and alloyed into Ithildin though those who knew how are now dead. Not Gromril, not the dull blue ore that when worked became the grey of mountain stone. But something alike it and you think it a blessing of Grungni that you have awoken in the mountains known to bear some of it.


Your conversation goes on to ask of the Eotheod for you have discovered strife between them and Durin's Folk and mean to invite them to Reckoning. Lord Elrond goes on then to speak of their histories. Umgi first arose in the east sometime in the Years of the Trees and slowly made it to Beleriand in the First Age of the Sun. Though many would scatter through the rest of the world as well.

Two groups of Umgi came to Beleriand, the Edain who allied with the Dwarves and Quendi to battle the Dark Lord. And the Easterlings who battled for him. When the War of Wrath ended, the Edain were in two parts. Some had fled Beleriand before the War and gone back into the East while the others had stayed. Those who stayed became the Numenoreans and gained gifts from the Valar such as much extended lives.

The ancestors of the Eotheod were of those who had gone from Beleriand, only partaking of the many great battles before the War of Wrath but not of that cataclysm itself. They settled in the Wilderland that they claimed for themselves and named the Rhovanion, and it became their kingdom. From the eastern flanks of the Ered Hithui to the Sea of Rhun. But the Easterlings had also gone back to their lands in the east, and they ruled Rhun and other such realms.

The Rhovanion fought many wars with the Easterlings, sometimes with the aid of their kin of Numenore and sometimes alone. And sometimes against the Numenoreans in a grievous Kin-Strife. Then, some half a millennium ago, a great and terrible plague tore through the Umgi and the Rhovanion could not withstand the Easterlings after. They split into four peoples and parted ways. The Eotheod first dwelt beside the Beornings in the Middle Vale of the Anduin, but they chose to ride north and settled the Northest Vale of the Anduin. They went there recently, shortly before the fall of Hadhodrond, to partake of the War of Angmar.

For a Witch King who served Sauron held a kingdom in the north that stretched across the Ered Hithui and claimed Gundabad as well. The descendants of Numenore, which now is lost under the sea, went up the west along with the Noldor and attacked the greater portion of Angmar and the Eotheod went up the east and took the Northest Vale of Anduin from the foe. They have dwelt in that Vale since.


Then you tell Lord Elrond of the Elder Urtain's journey to a broken castle in the west and of the Skeleton Warrior that attacked his Dawi. And you make mention of the thing of black armour in the Depths.

Lord Elrond names the land west of you as Rhudaur and tells that it was once a Vassal of Angmar. The Witch King, and many of his servants, were Necromancers. They could call the dead to speak with, could weave fell sorceries and the Witch King himself lay Wights about the lands. These creatures would wake when they were come upon by an enemy of Angmar and attempt murder.

But the thing in the Depths he does not recall knowing of. Such swords as you describe were forged sometimes in the First Age of the Sun and were cruel and callous things. At first wonder the man might be one of the Nine Lords of the Umgi whom Sauron gave Rings of Power. These Umgi had not been able to resist his command as the Dwarves had and had become wraiths of his command. But the Lord of the Noldor and his allies kept watch for these creatures. Some they knew dwelt in the land of Sauron in Mordor and others dwelt in the Eryn Galen at Dol Guldur and the Witch King was known to have fled north from the fall of Angmar into the frozen lands beyond the mountains.

There are dark things in the mountains and under the mountains, some may have been placed there by the Witch King, some perhaps by Sauron and some may be older. Old as to have been placed by Melkior, or there are some things older in the world than even he. Lord Elrond warns that the darknesses at the foundations of the world are connected in part to the ancient strongholds of the Dark.



Beyond the Valley
Ironbeards Station, 114/100. Completed.
(2 Warsmith Dice + 1 Beardling Die)
7+42-5-5+69+6 = 114
Clan Greatmantle goes out to Kazad Urbaz and descends through the ruined city. They go far down until they can no longer see the lights of the Southerly Throng patrolling above and set about their lanterns. Here a room is cut from the stone wall of the great cavern, and it is readied with beds and weapon lockers and a heavy stone door.

Above and by the road to Kazad Urbaz there are squat Rangers Stations built to be camouflaged against the peaks. Here the Ironbeards Station is worked to be indistinguishable from the wall of the cavern. Four of the oldest Longbeards of Clan Stonebeard move in to the Station and go out alone into the tunnels that weave through the Depths of Kazad Urbaz. They are fortunate, they gained the title of Ironbeard in Karaz-A-Karak and bear the gromril armour, Az and shield of tradition as they walk the ways below.

One of the Slayers of Kazad Urbaz is found dead, their body perforated but not eaten, by an Ironbeard three weeks later. For the most part the Ironbeards have slain fugitive Trolls and once a fish-beast of the river that had climbed into the burnt lowest level of the ruins.

Kazad Urbaz Ironbeard Station completed.



Surface Hold
Extensive East Pass Fortifications, 117/240.
(2 Farmer Dice + 2 Brewer Dice)
35-5-5-5-5+2+16+86-5-5+8 = 117
The East Pass is crisscrossed with construction sites. The foundations of the two outer walls have been set and great trenches dug along the Pass to narrow the road into a single embankment that runs out and over the ridge that marks the end of East Pass. Squat towers have been raised up on the flanks of East and North Peak to watch the work.



Under the Valley
Huge, Decorated Vaults with Second Guardhall, 265/240. Completed.
(1 Stonemason Die.)
57+2 = 59
The outer Guardhall of the Vaults has been carved with depictions of a Throng in tight shieldwall and over their heads stands ranks of Quarrellers with crossbow levelled. It's a work of perspective with the carvings looking almost real in the light of the Valley Hold. Within the Vault itself the pillars have been carved to look as if they were stacked ingots of Gromril.

Huge, Decorated Vaults with Second Guardhall completed.


Huge, Fortified and Decorated Lower Hallway to West Peak. 267/115. Completed
(1 Engineer Die + 2 Beardling Dice)
92+73+96+6 = 267
Nendumir and his Engineers are swift to prove themselves to the Hold. They settle into the Valley Hold Receiving Hall, measure out and mark a large square space in one side of it and dig. A great scaffold goes up and is wheeled along and on it the Engineers and Beardlings mine away at the wall. When the scaffold moves forward some of the Engineers then raise up columns to support the Valley overhead.

The Hallway has been dug with speed and precision and stops at a cavernous receiving hall in the centre of West Peak. The Engineers then go back over their work and erect Guardhalls at either end of the Hallway. These bulwarks have been built with stores for ammunition and the lowest three floors each have cannon slots in their walls.

The Engineers have dedicated the walls of the Hallway to carvings of the Karak as viewed from the steep slopes of West Pass and they have journeyed down with the Westerly Throng a handful of times to get a good view of the four Peaks on particularly picturesque days.

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



The Underhold
Ironbeards Station, 23/50.
(1 Stonemason Die)
11+10+2 = 23
Clan Shatterspear go into the Underhold and have begun to carve an Ironbeards Station next to the Prospector's Underhall. Little work is done in the Underhold itself, perhaps for concern that the thing in the Depths has not been identified or defeated. And the Stonemasons instead spend the majority of the year in the Workshop Hall where they make stone beds and weapon lockers to be placed into the Station when it is done.


Establish a Minor Silver Mine, 75/50. Completed
(1 Miner Die)
52-5-5-5+2 = 39
Clan Stonebeard go back into the Depths, and they have dug their tunnels to the edge of the Silver Vein. Then they have woven around the near edge and at last delved into the Vein. The Silver drawn from the Underhold need not undergo the arduous and fierce process of smelting but instead the Stonebeards clean it of its rocky coatings and send it to the Forge Hall to be shaped into Ingot.

Minor Silver Mine completed. +5 Silver Ingot per turn. -5 to Highest Miner Die.


Send Out Sniffers, Failed.
Challenge Level: 40
(1 Miner Die)
30+2 = 32
The Stonebeards have cautiously gone sniffing about the Underhold. They haven't managed to turn up anything as they sniff at walls and there are a few prospective tunnels that amount to little added to the weaving mess of the Depths. In the end the Stonebeards leave the prospecting to elder noses.


The Prospectors
37
Minor Coal Vein
The Master Prospectors have struck again at Coal. A Minor Coal Vein runs through the mountain near to a tunnel that they have cut, their noses tell them its perhaps three hundred feet that way. The rest of the Hold, while happy to have more Coal, are wondering if there's too much of it up the noses of some of these Stonebeards.

Minor Coal Vein found.



Runelord Challenge
A Prince's Gift, 1/2 turns completed.
(2xRune of Warding + Rune of Fate)
Challenge Level: 30
37+10 = 47
The Runecrafting Hall has remained sealed this year. The guards of the Hall report no ill power flowing down the Hallway and so the work is probably going well. The Rhunrikki leaves the Hall near the end of the year to claim some of the freshly mined Silver before going back to his task.
You are quite pleased with the commission you've chosen for Glorfindel's gift. It is a Dawi and a Noldor clasping arms in friendship and the Rhunrikki assures you his design for the Runes will remind Glorfindel to be glad for the protection Dawi grant to allies and friends.



Personal Challenge
Join the Work – East Pass, Failed.
Challenge Level: 50.
(Queen Daungrumm)
15
Daungrumm, Karstah, Nurn and Brunna have gone out to the East Pass to help oversee the fortification efforts. While Daungrumm is more than capable of assisting with such things as logistics and resource allocation on this extensive project, the Garazi end up causing a number of minor problems that probably balance out against her efforts. The East Pass fortifications go up the same as if the Royal Family had not been there.


The Ered Mithrin,.
Challenge Level: Interlude.
(King Gartrim)
75
Elder Bogrur, a company of Longbeards and yourself go to the Door Onto the Pass. You've already sent word to Imladris that you've decided to take up Glorfindel on his offer to visit the Dwarves of Ered Mithrin and you've agreed to Elder Bogrur's suggestion of offering to host Reckoning for the Eotheod and the Dwarves.

Glorfindel arrives with his Companions shortly after you do and together the party goes east through the High Pass. Glorfindel has offered to send for horses from Imladris to carry your group, but the Dawi have long been distrustful of riding. Your own two feet are reliable and trustworthy, beasts that might buck and kick and run are not.

The Noldor ride alongside you and though you keep up along the many miles, you suspect that Glorfindel and his Companions are doing you the courtesy of keeping to a slower pace than they might ride at usually. The party does not stop to camp at any place from the Door to Framsburg. They go unchallenged through the Vales of the Anduin and cross bridges that are not watched. There's grumbling amongst the Longbeards that such crucial ways into an Ankor should be capped with good stone and good watchers.

At last, the party arrives at the base of the hill where Framsburg sits. You go with Elder Bogrur and Glorfindel to the gates of the castle and call out in Sindarin that you are King Gartrim of the Greatmantle, he who rules the Ankor Drekfut. There's general bustle atop the gates, perhaps as they run to fetch the one who knows Sindarin, and Glorfindel speaks in another tongue. You squint your eyes at him, and he tells that the Eotheod speak Rohirric, the tongue of the Umgi of Rhovanion and he knows it.

All the same, when the Umgi who knows Sindarin comes you talk with him in the tongue that does not need a translator. Glorfindel does not begrudge you this though he smiles the whole time. The Umgi who comes to the gates is dressed in armour of leather strapped over plate which lies over mail, he has a greatsword across his back but does not bare it as he comes out to stand before you.

He tells of the Thane Nirvid who came the year before and spoke of the Ankor Drekfut and its new King. You turn the conversation to the troubles Thane Nirvid had told you of.

According to this Umgi, his King Fram slew the Dragon Scatha and went up into the mountains where its lair had been and claimed the treasures within the lair for his own. You nod to this; the Rangers had told you this tale a few years ago and the claiming of the treasures of a slain Dragon was really quite normal.

But amongst these treasures had been things from Gundabad and from the lesser Halls of the Ereds Hithui and Mithrin that lay south and east nearby Gundabad. The Dwarves then had come to Framsburg and declared that these things were theirs for they had made these things and kept these things before Scatha. The King had declared to the Dwarvish ambassadors that since he had slain the Dragon that had plagued the Dwarves so and because he had been the one to seize the hoard by the deaths of thousands of his folk, then it was he who had truest claim to the treasure.

But the Dwarves should not go away without any treasures, so he took the teeth of Scatha and made of them a necklace and sent the ambassadors away with it and the words: 'Take these and treasure them, for a Dragon's teeth are hard to come by.'

And the Dwarves had returned then with a warhost and cracked open the Framsburg, slain King Fram and set a fire through the city of the castle. Many of the warriors of the Eotheod had died, already few from Scatha. The Dwarves had left with the whole treasure hoard.

You tell the Umgi that his new King is invited to Karak Drekfut to go there when the King is grown and he and the King of the Dwarves of the Ered Mithrin might meet and discuss the Reckoning owed. Both in the division of the treasure hoard and in the Wergild for the death of Fram. You would preside over the Reckoning yourself as a fair and distant party and by your word and might should it be enforced on the two parties.

The Umgi goes away into the gates and tells you that his King will seek counsel on this matter and might inform you nearer the day. And then your party goes down from Framsburg and to the road leading north-east that Glorfindel tells will take you to the Ered Mithrin and the closest hall Udrabax, though your journey would continue from there to the King of Durin's Folk farther to the east.



The Lorekeepers

Carpenters, 1/5 turns completed.
The Lorekeepers have taken some Beardlings out into the West Pass and down the steep slopes into the woods. There they have drilled the Carpenters in identifying different trees and the different properties of their Wood. Though there are no examples to hand, the Carpenters are also briefed on the various Loren of the forests of the Old World and cautioned that there may well be something akin to the Loren in the forests of the Middle-Earth as well.



The Throng
Guard Kazad Urbaz
There have been travellers in the High Pass. While you have set off with Glorfindel on your journey to the Ered Mithrin, there have been some who have travelled the other way. The Sindar, or perhaps they are the Avari, have come from Eryn Galen and gone on to Imladris and there are Umgi who make the same journey to the House of Elrond. While they all keep a wide berth from the Door Onto the Pass, they also all stop to gaze upon it and the Deadeye who stands atop with crossbow in hand.


Gather Lumber beyond West Pass
Elder Urtain and the Westerly Throng have gone down into the woods. They look after Engineers who keep climbing the tallest trees to try and get the best view of Karak Drekfut from the powerful angle of the steep slopes and they watch over the Lorekeepers and the Beardlings who are studying the trees of the woods.

And then they provide an excellent example in cutting down those trees and lay the timber onto sleds and take Wood, Beardlings and would-be artists all back up the West Pass.

+7 Wood


Guard East Pass
There has been little happening beyond the East Pass and the Easterly Throng have taken up positions on the low ridge at the far end of the Pass. From here they watch over the work crews expanding the East Pass fortifications and over the Near Vale of Anduin. Not that there has been anything to watch amongst those grasses.


Guard North Pass
The North Pass remains calm. Greatbeard Gallick and the Northerly Throng have enjoyed a long year of peace and made their rounds through the various Training Yards and Halls. Beyond North Pass nothing stirs especially and the Goatherds that spend their days on the plateau have reported no changes. The Great Eagles continue to watch over them at night and the Goats continue to make a break for it down the cliffs every time the Goatherds are distracted.
 
Last edited:
The Ered Mithrin
The Ered Mithrin
From Framsburg you have gone along a road to the north and east. Elder Bogrur and some Greatmantle Longbeards march about you and to your side rides Glorfindel who has his Companions beside him. The party makes a steady pace along the road, they cross a bridge across one of the siring rivers of the Anduin and ford several small streams. The Eryn Galen begins to grow more distant and cold rocky ground spreads out to either side of the road as you progress.

The Ered Mithrin draw nearer until Glorfindel tells that Udrabax stands ahead. It is the most western of the Halls of Durin's Folk that still holds Dwarves. From there the Lord of Udrabax can send ravens out to the Silverplunge where the King of Durin's Line sits in throne. The Ered Mithrin splits in two at Silverplunge, as if the hold itself had divided the mountains and it is on the flanks that rise up from that huge vale that most of Durin's Folk now dwell.

There is no sign of Rangers as you approach Udrabax, and the road is thinly worn as it comes up to the gates. You can see a simple stone gateway cut from the cliffs although it does appear to open out again atop the cliffs with another small gateway looming over that plateau. The gates are shut, and you stop before them.

"Hail Dawi of Kazad Dum!" You call up in Khazalid. "Clans of Durin, Uri and Balin I come to Udrabax to speak with your Lord. Unseal the gate for your kin's King. I am Gartrim of Clan Greatmantle, Drekfut Ankor Rik." The rumbling of stone and the grinding of gravel echoes up the cliff and back to you and you await the reply.

A reply which does not come in treasured Khazalid. The Mountain Tongue does not grumble and rumble and come calling back to you. These are words you do not know, and you turn to Glorfindel and ask, with and against hope, if Udrabax has fallen.

'That is Khuzdul, he tells you, the Dwarvish Tongue. I know it, if you would wish to speak with the Dwarves of Udrabax.' And there's much of you that does not wish to speak with them if you cannot do it in Khazalid. But you have set forth to see a strife between those who ought to be allies Reckoned. A King should uphold his purpose even as he mourns most fiercely. The Longbeards around you feel the same dismay and despair and you think for a moment that Elder Bogrur shall go into his Waning Days stood there before the gates of Udrabax.

Glorfindel negotiates the gates opened and the party enters Udrabax. You are shown through the hold to the guest chambers at the rear of the hold and the Lord of Udrabax will meet with you on the morrow. The Dwarves will not choose Sindarin in their own hall, Glorfindel tells you, and you will need rely on him to translate between the you. You grunt and nod and bed down for the night in a morose mood.

The next day dawns and your party goes through Udrabax to the Lord's Hall on the Second Level, of which your Tunnel Sense claims there are but three. The walls are plain, the columns few and simple and the hallways tight. There are not many Dwarves in Udrabax, but a few hundred by your count and you wonder if the Lord of Udrabax might be a more boastful title than it deserves.

He is sat upon his throne in a dimly lit hall. There are tenders stoking the braziers and there are a few dozen Dwarves about the hall. They are all watching and Glorfindel comes to a stop near the throne and begins to speak that terrible not-Khazalid. There are no Kvinn in the hall, and the other throne stands empty. Perhaps these Dwarves do not think their Kvinn should be about strangers, or perhaps they don't have any.

The Lord speaks in return to Glorfindel who summarises so far that he has introduced your party and your purpose and thanked the Lord for the comfort of his hall last night. You grit your teeth and feel your jaw clench. This meagre hall was no work of the Dawi, it showed all too well to eyes that were not weary from travelling. The Lord has agreed to send on ravens to Silverplunge to know if you should go ahead or if the King of Durin's Folk shall come to you or if the neither and he shall deny you passage further into the Ered Mithrin.

But they have come from Kazad Dum, there is something in their hearts of Khazalid. There must be. You ask Glorfindel to hear the meaning of Kazad Dum and he tells that it is the Delving of the Dwarves but told in Khuzdul. You speak in Khazalid again, do any in the hall recognise it? Perhaps they will not reveal themselves in the presence of Glorfindel and his companions. "The people of Karak Dum are kin to me. If you are kin to them then keep not such secrets from me. Are you the children of the Dark Hold?"

They mutter, in their cruel tongue, but they mutter in confusion. Glorfindel meanwhile speaks to the Lord again. 'I have thanked him for the use of his halls while we wait and for sending out his own ravens.' The Noldor has a look about him of a scolding even if he speaks evenly and does not scold.

A Royal Invitation: 55

The ravens return in a week's time. The ways of the Ered Mithrin are open to you and you shall come to Silverplunge and speak to the king. You have not been entirely without action in Udrabax and have conversed with both Glorfindel and through him the Lord of Udrabax.

And then you depart from the highest gate of Udrabax which looks to the north and there are roads from it to the east. Your party travels along these roads and where they part, Glorfindel draws out a map and chooses the way. He admits that he had not gone into the Ered Mithrin beyond Udrabax for there has never been need or want.

But after a long journey the party comes to a great stone gate which is watched over by towering stone Dwarves and living Dwarves in thick armour. You are expected, and you are shown into the Silverplunge. They lead you down through deep tunnels and out into halls that are broad and well travelled. There you are met by a King who has come to greet you. Glorfindel tells you he introduces himself as Thrain son of Nain and King of Durin's Folk, and then he introduces you.

The meeting moves to a small room where you sit about a table of carven stone and discuss the matter at hand. You are here for two reasons, to seek your kin and to arrange a Reckoning. The first discussion goes on for a number of days, though not all at once for the King goes away regularly. Durin's Folk, apparently, cleave to the same story of their origins as the Noldor have already told you.

Durin the Deathless, first King of the Line of Durin, woke in Gundabad and went south to Kheled-Zaram where he saw a crown of stars about his head in his reflection in the lake despite it being the height of noon. And so, he carved a kingdom there and named it Khazad-Dum, the Delving of the Dwarves. The Dwarves had dwelt in Middle-Earth ever since, for many thousands of years. They are not, as far as their ancient tales can tell, Dawi. And you mourn the hope that you had.

The Grip of the Ring: 14-??? = ???

You then turn to discuss a meeting to arrange a Reckoning. And Thrain son of Nain grows cold, and his voice turns to snarl and growl.

"I will not part with the treasures that are mine. They were stolen from my folk by the Dragon Scatha. From Gundabad where Durin woke and from here in the mightiest hall of the Ered Mithrin before I was born. They were the belongings of my grandfather and of his grandfather and of all Dwarves of Durin's Line. The Umgi of the Wilderland should know not to steal such things as belong to others. Fram son of Frumgar took that which belonged to me. And now it is returned, and I shall hear no more of the claims of the Umgi who sleep amongst their horses and with their horses. You may go now in peace, Drekfut Ankor Rik, or you may stay in peace. But you will do neither should you try to be King over me in my own hall."





You had during your journey opportunities to speak with varied folk. Your time in Udrabax you spoke with the Lord of Udrabax and with Glorfindel you spoke many times on your journey of course, and then in Silverplunge you might choose to stay and speak with King Thrain son of Nain or go.



Lord of Udrabax
[] Write-In
At Udrabax you spend some time conversing with the Lord of that Hall through Glorfindel. Write-In a topic be it from the Fated Place or Middle-Earth to discuss with the Lord of Udrabax.

Glorfindel
[] Write-In
Your journey saw plenty of time to speak with Glorfindel. Write-In a topic be it from the Fated Place or Middle-Earth to discuss with him.

Thain son of Nain
[] Stay and Write-In
You have been invited to stay in Silverplunge as a guest of Thain, son of Nain, and you might take the chance before returning home to speak with him again when he has calmed down. Write-In a topic be it from the Fated Place or Middle-Earth to discuss with him.
Or
[] Go
You have had enough of the Dwarves of the Ered Mithrin. You will go home at once.
 
Last edited:
Grey Conversations
Grey Conversations

The rough halls of Udrabax are a chilly day in your journey. The Longbeards prefer to remain in their guest hall and not wander Udrabax and Elder Bogrur takes only two with him to explore. Not that there's much to explore, you spent but two years as a Miner while a Beardling as is tradition and still your Tunnel Sense could grasp the entirety of the shape of Udrabax.

You go with Glorfindel one day to an invitation to eat with the Lord of Udrabax and you sit there with his family. The Lord is at the head and beside him a brother and then there are sons who spread down the table on one side. You sit on his other side and Glorfindel sits beside you with some of his Companions and some of your Longbeards taking the other seats.

You turn to speak with the Lord of Udrabax, Neath son of Drith of Uri's Folk who had made and dwelt in Nogrod in elder days. After the fall of Nogrod, Uri's Folk came to join with Durin's Folk, and they have since been treated much as one people except by the Lord Sauron who knew them in three parts and knew their Lines. The Line of Uri who were Kings in Nogrod dwell now at Thundercleft on the southern branch of the Ered Mithrin which goes towards the Iron Hills although in joining Durin's Folk they are no longer Kings of their own but Lords.

Neath son of Drith is not of Uri's Line but when you ask of his lineage he tells that he is of the Firebeards and you soon come to understand that the Line of Uri are Firebeards as well. It is not uncommon for the Lords of Noble Clans to have descended from Royal Clans and you nod slowly.

Uri's Folk were known in elder days for master craftsmen and their workings were greater than even the Noldor smiths, except perhaps one. Glorfindel is frowning now, perhaps at the insult to his folk's craftsmanship, but continues to translate as the Lord tells his tale. From Nogrod marched mighty hosts of Dwarves without whom the Noldor could not have defeated the Dark Lord Melkior in many of their battles. The Dark Lord possessed the greatest of all the works of the Noldor which were jewels of unimaginable beauty called the Silmarils.

One of these gems was gained again by the Sindar King of the realm of Doriath who had possessed the finest work of Nogrod, the Nauglamir. This working was a gift given to an ancestor of that King as a sign of his deep friendship with the Line of Uri and when he had the Silmaril he would decide to unite his two finest artifacts. So, he sent for Uri's Folk to work the Silmaril into the Nauglamir and great jewelsmiths and goldsmiths went to his city of Menegroth and did their work there.

When the work was done, and the King offered the smiths payment they demanded only his finest possession: the newly remade Nauglamir. He denied them and sent them out with no payment at all for their rudeness in his Hall and they instead slew him and took the Nauglamir and went back to Nogrod with it.

And so, Uri's Folk and Doriath warred for a time and thereafter Nogrod had not the strength in the War of Wrath to keep it from coming crumbling down and Uri's Folk were scattered eastwards and homeless until Durin's Folk took them into their Halls and set for them places to rule as Lords.

In the end Uri's Folk were sent to the Ered Mithrin and set such halls as Thundercleft where the Lord of Uri's Line dwelt and here Udrabax where Neath son of Drith was Lord. Word came, some two thousand and some years ago from Khazad-Dum that Uri's Folk were to seal their gates except to the King of Durin's Line until the darkness had gone from the world again.

When the gates of Udrabax at last opened they had lost many of their kin, a quarter of the Ered Mithrin lay to the west of Udrabax and yet this was the most westerly hall left in it. Gundabad, once mighty and dear to all of Durin's Folk of each of the three parts, had been lost to dark forces and so too all holds north of the High Pass. The Line of Durin did not move to reclaim what was lost, much as the Line of Uri had never gone back to reclaim Nogrod though its shattered ruins were in part still to be found in the West.


You conversation becomes complex as you try to explain the different Greenskin peoples that the Dawi knew. Drazh'Urk, Urk, Gor'Urk, Drazhgrobi, Wutgrobi, Grobi, Hargrobi. Even Glorfindel was clearly struggling to find the words to describe them.

There are Urki in the fallen holds and they even still press on Udrabax from time to time, but Urki fall into two halves here. The Urki, who are smaller and weaker and twisted, and the Karaz'Urki who are greater and have been forged by the Dark Lords to be strong and unhindered by the power of light.

Grobi they tell are little distinguishable from that first sort of Urki except perhaps by being lesser still and dwelling only in hiding places in the Ered Hithui whereas the Urki of both sorts were kept in great warhosts in the dark lands where they were forged and bred. But there are no sorts of Grobi and the divisions the Dawi use to discuss them are not effective descriptions here.

You tell then that the Hargrobi of Kazad Urbaz, which you had called Kazad Hargrobi when they dwelt there, have been driven out and slain and the High Pass had been made secure. If the Dwarves of Udrabax have Grudges against those Grobi then they can be struck out as the Dawi have struck out their Grudges. While Lord Neath son of Drith is pleased to hear that the Ered Hithui have grown something safer by your actions he does not recognise that the fall of the High Pass was a matter for Uri's Folk to be vengeful for as the Pass was little used by them.

You stroke your beard slowly and consider this Dwarf who would not make grudges against Grobi for the capture of mountain passes.



Your journey through the Ered Mithrin to Silverplunge is long and there is the time along the way to speak with Glorfindel. You tell him the tale of how the Great Eagles had been discovered hunting in the Near Vale of the Anduin, then later they had discovered your Goats and hunted there. Your Goatherds had driven them off a number of times until a Stonebeard had been carried away with his Goat by a Great Eagle. They had spent a night together in the roost of the Great Eagles, the Goat had slept by his feet and a chick of the Great Eagles had also climbed over to them and slept there but the Beardling had bared his pick and stood awake the whole night and kept away the adults of the Great Eagles. Then the pair were returned by the Great Eagles and the Great Eagles hunted Dawi Goats no longer.

Glorfindel is quiet as you tell the tale but nods along at the beats of the story. He had been a Prince of the House of Golden Flowers in Gondolin he tells in the First Age of the Sun but he was eld enough to have been amongst the Noldor who lived in the immortal west with the Valar. There was Manwe the King of the Sky who had shaped from the winds the Great Eagles and their father and king Thorondor.

In the First Age of the Sun, Thorondor and his sons and vassals had come to Gondolin and had fought against the Dark Lord Melkior as dear allies of the Noldor. 'I am told by Lord Elrond, though Lord Elrond had not yet been born to see it himself, that when the Lord of the Dumi came to slay the survivors of Gondolin and I and He slew one another in the final battle of the Gondolodrim it was Thorondor who returned me to the survivors of my house when the Dumi would have defiled my corpse had he not.'

He goes on to explain that the Valar Mandos the Doomsayer had taken Glorfindel from his halls where the dead Noldor went and put him into a new body and sent him back into the mortal east an age later. Had ever Gazul sent back from the Underearth a Dawi to his people when they had the dear need? You thought it had never happened but supposed it would be in Gazul's power to do if he wished perhaps.

When the War of Wrath was done and won, Thorondor and some of his folk flew back into the immortal west and the others led by his eldest son Lord Gwaihir remained in the mortal east and settled high in the Ered Hithui. They served Manwe and were his watchers and agents in the mortal east and worked with the others who served light in Middle-Earth. Lord Elrond spoke, from time to time, with some of the Great Eagles to know what they had seen of the wider world and know where the darkness was growing and where it was waning.

They were a folk, according to Glorfindel, who were worthy of much friendship. If they have turned aside from your Goats after the Beardling proved some worth within himself, in the staying of his hand when it should be stayed and in the baring of arms when it was proper and duteous to do so, then it may be that Manwe has instructed them to leave to the Dawi their Goats. And it may be that in the future they will count you as agents of light and you might make use of their eyes as Lord Elrond did.


And then of the Rings of the Dark Lord Sauron you asked. Glorfindel told a poem then.

Three Rings for Quendi Kings under the Sky,
Seven for the Dwarflords in their Halls of Stone,
Nine for Mortal Umgi doomed to die,
And One for the Dark Lord on his Dark Throne,
In the Land of Mordor where the Shadows lie.


Sauron had worked with Noldor smiths in a disguise and claimed to be able to teach them a way of making powerful rings. They worked in Eregion which now is lost and made sixteen rings. Then Sauron went away to Mordor where he made one alone for himself that would be master over all other rings made in the fashion he taught the smiths of Eregion whilst there the smiths toiled to make three more without his knowledge or guidance.

Sauron had taken his ring and put it on and then gone to seek the sixteen rings of Eregion. He besieged the city of Ost-In-Ethil where the greatest of the living Noldor smiths, Celebrimbor dwelt. He conquered that place and tortured Celebrimbor who had discovered the dark trap of the Sixteen Rings and hidden them. And after two years of torture, Celebrimbor revealed their hidden place and Sauron took them. But though upon wearing the One Sauron had discovered the Three, Celebrimbor died before he revealed their hiding places.

The Three had been hidden and given to some of the leaders of the Quendi. The Lady Galadriel of Laurelindorenan bore Nenya the Ring of Water, the High King Gil-Galad of the Noldor bore Vilya the Ring of Air and Lord Cirdan of the Havens bore Narya the Ring of Fire. Though the last two had gone to new owners and indeed Lord Elrond made use now of Vilya to warden Imladris with its power.

But Sauron had the Sixteen and his One. He gave the Nine to the Umgi who would become his Greatest Servants, the Nazgul. They were made into wraiths who could not die, into mighty warriors and powerful sorcerers and they were chained by their rings to the One and its master Sauron.

Then he gave the Seven to the Dwarves and they did not do as the Nine had. Each of the Lines of the Fathers of the Dwarves was gifted one Ring of Power and each of them was able to resist the commands of Sauron. Nor did they become powerful sorcerers, but the Rings of the Dwarves gave their bearers longer lives and great skill at craft. They have wielded those Rings to amass great wealth although that has drawn the attention of Dragons that live in the frozen north and two Rings in the east have been lost to Dragon's fire and so too were the Great Halls of their Fathers.

All of the Rings of Sauron, the Sixteen, the Three and the One whisper into the minds of those who bear them. They call upon them to become more powerful, ever greater, to fall ever further into their need for these Rings. The Nine were consumed entirely and to remove their Rings is unthinkable in their minds. The Seven, some say, impose a terrible greed upon their bearers for the power of the Dwarves has often been in their great material wealth and though there have been Dwarflords who could take off their Rings they were nearer the beginning. Now the Dwarflords who bear the remaining of the Seven are subject greatly to the whim of the Seven and there are matters in which they can lose their sense of good reason because of it.

Celebrimbor forged the Three alone and the dark traps of Sauron were not so strong in the Three and the bearers take them off often and have even gifted them to friends and kin and rid themselves of the Three entirely. While it is said that the One is so filled with malice of Sauron that it need not even be worn to entrap the heart of the stoutest of souls and surest of minds. The One is a master of trickery as Sauron was himself, though it has been lost in the early days of the Third Age of the Sun.



The Grip of the Ring: 28-??? = ???

After the outburst of Thain son of Nain and King of Durin's Folk you stayed for but a short time and made clear your intent to depart the next day. He went to the gates with the you to see you off and you gave to him your invitation to Karak Drekfut. He might visit you, King to King, and you might discuss many matters of kingship and fellowship between Ankor.

There is still a coldness to King Thain. He accuses you of still trying to call him to suffer your judgement over him and even before you go out the gates he has turned away and gone back into his halls. Thain son of Nain will not soon be a visitor at the Door Onto the Pass.
 
Last edited:
Turn 16
You have 4 Beardling dice which can be used on any task in the hold. You have 2 Warsmith, Brewer, Farmer, Miner and Stonemason Dice and 1 Engineer Die. 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 6 unused Excavation Dice from last turn.

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



The King's Matters
The Dwarves
You have gone to the Ered Mithrin and met with the King of Durin's Folk. The Dwarves there have their own tongue, their own histories and tales and claim not to know of any descent from the Dawi of the Karaz Ankor. You speak with Elders and Lorekeepers and discuss the matter of the Dwarves. Your two folk, though different, bear some similarities. Shall the Dwarves be treat as Dawi in future, their Grudges treat as your Grudges and you to be drawn to their aid in war as a fellow King? Or perhaps as lost Beardlings, in need of stern lessons and the guidance of Elders? Or as another people entirely who happen to be of a height and bear some similarities in form and dwelling.
[] They are Kin even if they do not know it.
[] They are Lost Beardlings in need of guidance.
[] They are the Dwarves, and we are the Dawi, similar but not at all the same.


Nendumir
While you sat upon your throne in court, Nendumir has come to you with a proposition. It is his intention for the Engineers of Clan Glintgear to become Master Thunderers and Gunsmiths but as it stands they have no means of creating the powder for they have no ingredients. One of the ingredients of the powder is Sulphur and can be found quite often about volcanoes. He would go into Imladris with others who understood the making of powder and seek a guide to the nearest volcano to prospect it for Sulphur.
[] Yes
[] No


Grazur
Elder Grazur has heard tell of Mithril and its alloy Ithildin. The Noldor tell that a great wealth of Mithril could be found in Khazad-Dum, and he intends to journey there to see if the Dwarfhold is inhabited or not. He will go with some Longbeards of your Clan and test the doors and look within the Halls to know if it is overrun still and if so by whom.
[] Yes
[] No


The Rune of Fate
You stir from sleep in your room to see the silver glow of your crown beginning to dim. You were awake in your dream and held there by the Rune watching. You shake your head and remember. There was a jewel and it shone with the light of the moon and was beautiful. It was in the deep darkness of a mine and a Dwarf had it in arms like a swaddled Garazi.

You went with them up switchback stairs up through the darkness illuminated only by that jewel and followed them as they came into a great hall so large you could not see the walls of it in the shadows beyond the light of the jewel. There was a throne there and the Dwarf set that stone into the height of the tall back and worked the stone to draw the eye to that which already drew it.

And then the doors of the hall were thrown open and there was the light of fire that swept the room and a Dwarf stood cast as a shadow against the firelight. And you knew that Dwarf, you had recently met Thrain son of Nain and King of Durin's Folk.



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.

[] Market Hall 0/150
-[] Decorated, +20 to target
A place where traders may stop on their journey, buy the rights to a stall slot and ply their wares to the Dawi. Or to any other who chooses to come here to trade. The sanctuary of Dawi overseen markets have long been prime trading hubs even for trades entirely absent of Dawi partners.
(Stonemason Clans can take this task.)

[] Guest Residences. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build Guest Residences in Kazad Urbaz. Here diplomats and traders may be hosted in the sanctuary of the mountain with much more comfort than tents in an open Hall. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time.
(Any Clan can take this Task.)

[] Armoury 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build an Armoury in Kazad Urbaz. Here arms and armour can be kept secure for use in defence of the outpost. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time.
(Miner, Stonemason, Warsmith and Engineer Clans can take this Task.)

[] Storehall. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build a Storehall in Kazad Urbaz. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time. 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.)

[] Charcoal Pits. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice
The Engineers have learnt well they will need Charcoal for use in their gunsmithing if ever the Hold is to possess such things. They might set out great pits beyond West Pass where Charcoal shall be made.
(Engineer Clans can take this task.)

[] Lumber Yard. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice
The Engineers will need Wood as other Clans need Stone. A Lumber Yard in the woods to the West will draw it in for their uses.
(Engineer Clans can take 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.

[] Extensive East Pass Fortifications, 117/240.
(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.

[] 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 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 0 Halls to be carved from North Peak, 7 Halls under the Valley and 6 Halls in West Peak. 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, Warsmith and Engineer 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.)

[] Engineering Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall within the Hold for use as an Engineering Hall. The new Engineers Clan will use this hall for the creation of their machines and mechanisms.
(Stonemason, Engineers and Warsmith Clans can take this task.)

[] 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.)

[] 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.)

[] 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.)

[] 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.)

[] Upper Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Currently you have space enough for 6 Halls within the West Peak but there's plenty of space above you. Excavated a staircase and ramps for wagons and carts leading up into the West Peak.
(All Clans can work on this task. A maximum of 5 levels can be added in the West Peak above the Lower Receiving 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. 2 Minor Coal Veins have 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. 23/50.
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.)

[] 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 Minor Coal Mine, 45/50.
A Vein has been found to establish a long-term mine around.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Establish a Minor Coal Mine, 0/50.
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] Constructed Rune: A Prince's Gift
Challenge Level: 30
(2xRune of Warding + Rune of Fate)
You have sworn to Glorfindel a worthy gift in exchange for the glad tidings, the good will and the gifts he has brought you. You have asked the Rhunrikki to craft such worthy gift. A steel and silver talisman of a Dawi and a Noldor with arms clasped in friendship.



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
The Clans often have something of value to be celebrated, and the Lord ought be the one who hosts the great feast.
(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 Throng
Challenge Level: Interlude
The Throngs often travel beyond the Surface Hold. They may travel with a purpose that would only be aided by the presence of the Lord.
(Choose a Throng to join.)

[] 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)

[] A Trade Agreement
Challenge Level: Interlude
Speak with the ruler of one of the peoples of Middle-Earth, in your hall or theirs, to discuss the striking of a trade agreement.
(Write in who to visit/invite and which will host the meeting.)



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] Carpenters, 1/5



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, Elgi 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.

[] Meet with a Neighbour
Send out the Throng and their Elder to determine just how friendly your neighbours may be.
(Choose which Minor Throng and which Neighbour)
 
Last edited:
Turn 16 Results
The King's Matters
Nendumir
The Glintgears packed up some things for travelling, took their rations of food and Ale and went out the Door. The High Pass went into the west and turned from rocky mountain passage to road and began to wind down the wall of the gorge of the Bruinen and to the city of Imladris. Nendumir led his Clan across the bridge and into the city where the watchers stood in pairs on towers behind the narrow bridge.

The arrival of Dwarves at Imladris was a rare thing indeed and tell of the Dawi had spread quickly amongst the Noldor so the watchers sent the Dawi to a low house amongst orchards to await word from Lord Elrond who was busy with other guests. They waited three days before Lord Elrond came to them on the fourth. There was an oddness to Imladris, a constant itch between the shoulder blades, but the Noldor were hospitable hosts and the group of Glintgears were waited upon hand and foot.

Had Lord Elrond a beard, then Nendumir imagined he would have stroked it contemplatively at hearing their request. He had the air of an Elder who had heard an idea that sounded like Beardling folly but wanted to consider it fully before declaring either way. And so, while Lord Elrond consulted maps the Glintgears enjoyed their time in the low house for another day.

They departed on the sixth day after arriving in Imladris having spent the fifth in discussion with Lord Elrond about a range of mountains from ancient days that barred the north of the world but had long been shortened and broken by the turning of the Ages. They were still dangerous places and the north of the world remained plagued by darkness for the lingering presences there, but if Nendumir was determined then he might find some volcanoes still in the remnants of the Ered Engrin.

They departed with a warning, the Ered Engrin was the northern edge of Angmar and to reach it would be to travel through that land. The Witch King had been cast down about a quarter century ago, but both the Noldor and Dawi knew that this was a short time when it came to the waning of fell powers. Worse still, they were a part of the Kingdom of Melkor, and those volcanoes were once his forges though perhaps not any of the ones still surviving and therefore the presence of ancient evil still fostered in those places.

All the same, Nendumir accepted Lord Elrond's map of Angmar and its northern edge and led the Glintgears northbound. They went around the west of the low mountains of the Urki that North Throng had identified choosing instead to make their way through the open and increasingly wild fields of what the map claimed was Arnor.

Then from those fields they ascended the plateau up to the realm of Angmar that lay between the Ered Engrin and the low mountains. It was a cold land, closer in chill to the high mountains than to the fields from which the Glintgears had just come, and they made haste in crossing it. Nendumir and his followers ducked into caves when Urki warbands moved across the surface or sheltered without fire in copses of trees at night when a village of Umgi was near at hand and should not be warned of their presence.

It was not long before they had come to the foothills of the Ered Engrin and Angmar lay behind them. They had passed unnoticed, bar for when a pack of great wolves had caught their scent and a battle in the cave of choice for the night had given them meat enough to bolster their rations nicely. These mountains were tall indeed, to rival the Ered Hithui and perhaps surpass them and if Lord Elrond told the truth of their ancient days when they were a wall insurmountable greater still than this… Nendumir sighed as he imagined the Karaks that could have been.

They gathered around the Lord Elrond's map and picked out where he had marked one of the remaining volcanoes of the Ered Engrin. A short jaunt to the west where they went along mountain slopes that the Umgi who remained in Angmar and the Urki did not choose to make homes on. Every so often a wind howled over the ridges and was cold enough to bring a Dawi to shivering and sang of a winter without ending.

But the volcano was soon upon them, and they took out picks and hammers and the instruments of the Prospector and went about the volcano sniffing for Sulphur. And found it as well, a great vein of Sulphur as stretches around and down moving to shape out some of the bowl of the magma chamber below they thought. Some samples were taken up and packed in bags and they went back to Karak Drekfut to have them inspected for quality. The journey home followed the same route as before and came across no trouble.

+9 Sulphur


Dwarves
You report on your journey to the Ered Mithrin to the Clan Elders and Lorekeepers. There in the Throne Hall they are huddled and discussing and the differences between your two folks begin to grow with the discussion. This thing is different, that thing is different, and above all of it the Dwarves have denied themselves that they are Dawi. With their telling that never had they come from Karak Zorn nor any other part of the Karaz Ankor and never had the Ancestors shaped their lives, the Dwarves sunder any possibility that they are kin.

The news spreads through the Hold in a general grumble. It rolls through the air and echoes through the hall and the mood amongst the Clans is forlorn and hopeless. More than one of the oldest Longbeards goes into their Waning Days and is entombed. There are voices amongst the Clans that cannot quite believe that it should be so, there are similarities to outweigh such differences they might argue.

Did not the High King Grudgebearer command the Holds to not seal their gates from their kin and diminish as some had intended? Did he not declare a shame upon those Holds who abandoned the rest in dark days? There are some who grumble that the King is shutting his gates to these Dwarves, that one foul meeting has struck his temper.

But the King has declared it, and the Clan Elders have joined him. The Dwarves of all Seven Folks and Lines of Middle-Earth are a distinct people from the Dawi of the Karaz Ankor. No Dawi is beholden to aid them in the striking of Grudges, or in the defending of the Holds or in the keeping of their own lives; except should it be for just repayment or the will and want of that Dawi's own heart. It takes some time, will take some time, but the hurt and the loneliness will begin to heal and hopefully be replaced with friendship.



Beyond the Valley
Decorated Market Hall, 120/160..
(2 Stonemason Dice + 1 Beardling Die)
41+10+54+9+6 = 120

The Shatterspears have gone out to Kazad Urbaz and have stripped away the remaining debris a southern wall of the cavernous city. They have smoothed the tunnels between the Door, North Tunnel and the city and they have begun to raise up a Market Hall. Great columns and reinforcing arches keep the Hall in place affixed to the wall and on its level and the plaza goes out some fair distance. Around the plaza is a raised stone embankment upon which watchers will keep an eye out for thieves or other disturbances in the Market Hall and there is a separate raised platform at the rear for the Reckoners to settle disputes upon.

Now the Stonemasons have set out to build the stalls and decorate the Hall. They've allotted stalls of many sizes a footprint with a line of tiles around the perimeter of each spot and their first intention will be cellar space for wares to be kept under the stall.


Fortified and Decorated Guest Residences, 174/190..
(2 Brewer Dice + 1 Beardling Die)
79+95-5-5+4+6 = 174
The Bronzeplaits have gone across the Kazad Urbaz and have taken the space behind the Door to be worked into Residences. There's a grumble or two from South Throng about how they quite liked that patch of floor they'd been camping on and how they'd gotten fond of the cave they sparred in while off duty, but they can certainly recognise the value of properly carven residences. Especially considering it will take some time before they are used to full, and they can borrow a few for the time being.

These Guest Residences are meant for visitors to the Drekfut Ankor, from here those with permission will be able to pass through North Tunnel and go out to Karak Drekfut and others will be able to use the amenities of Kazad Urbaz as they are. They are built with some speed, the Bronzeplaits do have to go back to Karak Drekfut from time to time to brew more Ale and distribute it mostly evenly, but they get the general halls and rooms of the Residences completed.

Then they move onto the fortification efforts, the Guest Residences need to be secure against invaders and against thieves and such between rooms within the Residences and also against those within who might seek to harm the Kazad. It's a lot of work then to construct the two-headed gateway into the Residences and there's the smaller but more common work of reinforcing the many rooms and carving intricate locks for each of them.

For ease of access, the Deadeye has the seventeen key rings hidden about his person. A Ranger of such age has many hiding places, cannot be pickpocketed and has perfect memory of exactly which key is which.



Surface Hold
Extensive East Pass Fortifications, 279/240. Completed. 1x Nat 100
(2 Farmer Dice)
78+100-5-5-5-5+4 = 162
Two mighty walls to match the first have been raised up at equal distances down the East Pass. They host powerful gatehouses and there are the triangular bastions and round towers that jut out from the stone. On the flanks towers look down on the whole Pass so that a fallen wall can be bombarded from above and become a killing field.

Elder Garin was working in the East Pass one day when he saw a small host of Umgi approaching. There above them were the green banners trimmed with gold and marked with white horses at gallop and they came lightly armed and armoured. There was at the front a grizzled old man whose scars crisscrossed his face and left arm was gone entirely, but still he bore a sword across his back. Then beside him was a youngster, an Umgi Garazi of perhaps half the age of Karstah. As they approached the whole group became more obviously a band of survivors, wounded as they were.

There was a fright to them, the Ironploughs formed up with the hammers they had been working with but saw little need to stand in rank and ready for battle over their construction sites. The group stopped at the end of East Pass and the boy, and his guardian came forward and the boy spoke.

His voice was of a child who was afraid and tired and could not soon go on for long. 'I am Gisilhari son of Fram and King of the Eotheod.' The boy spoke in stilted Sindarin and was being guided in his words by his guardian. 'I am the last of my line for Urki have slain my brothers, but I have heard of the might of Drekfut Ankor and have come to ask for sanctuary.' He looks to the veteran beside him when there's no immediate response.

Elder Garin turns and points at a Greybeard. "We have a need of the King."

Extensive East Pass Fortifications completed.



West Peak
Huge, Fortified and Decorated Engineering Hall, 130/190..
(1 Engineer Die + 1 Warsmith Die + 2 Beardling Dice.)
17+51+35+19+8 = 130
Without Nendumir to hand and with no Elders to guide them the Glintgears have slowed down considerably in their work this year. On the Lower Level of West Peak an Engineering Hall has been carved out from the stone. It is an expansive space with several long rooms along one side to allow for the testing of artillery pieces within the safety of the Karak.

While Beardlings and Greatmantles go about the Hall setting out rooms and carving out the space, the Engineers have been working on the gateway. A complicated mechanism to slide the stone slab of the gateway in and out of place has been modelled on the Great Gates of Grimbar that Morgrim had designed for Zhufbar. They don't have the sensor Runes to hand that Morgrim and Thungni used to automate the locks in the presence of Greenskins but the huge gears that move the stone on its carven rail are adequate work.



The Underhold
Ironbeards Station, 73/50. Completed
(1 Warsmith Die)
53-5+2 = 50
The last of the Ironbeards of Clan Stonebeard who came to this place have settled into their station. All the gromril of Clan Stonebeard patrols the depths of Kazad Urbaz or Karak Drekfut in two groups of four. Beside the Prospector's Hall sits the relatively small space that has been given over to the Ironbeards. It is roughly hewn, so that the Ironbeards have the familiar comfort of their tunnels while they rest, and there are stone beds and weapon lockers in place for the breaks between years when they come back here.

Ironbeards Station completed.


Send Out Sniffers, Success.
Challenge Level: 40
(2 Miner Dice)
76-5+86-5-5-5+4 = 146
The Stonebeards have gone down into the Depths and put their noses to the walls. They manage to mine out a section of the Depths where there is a most pungent scent and have come across a small cave ridden with Sulphur. Bright yellow crystals around a shallow pool of water means the Longbeards go in first to check this pool for any of the beasts that have been found in the other waters of the Depths. There are no such things here and the Stonebeards bring back plenty of the yellow crystal.

When Nendumir returns with his own prize of Sulphur, and it quickly becomes apparent that the Glintgears can't store all of it safely and securely there becomes something of a problem. For now, the scent of rotting egg drifts through the Glintgear Clan Residences.

+ 14 Sulphur


The Prospectors
53
The Master Prospectors have delved in the Depths and come up with the rich scent of Iron. There's a few flakes of the Ore coming up in some of the older tunnels and the Prospectors set out on new prospecting missions towards the general direction their noses have been tugging in. A single great lump of the stuff comes crashing down into one prospective tunnel and they mark it down on their very complicated scent map. This Iron Ore Vein is large indeed.

Major Iron Ore Vein found.



Runelord Challenge
A Prince's Gift, 2/2 turns completed.
(2xRune of Warding + Rune of Fate)
Challenge Level: 30
62+10 = 72
The Rhunrikki has opened his gates and come to you with your gift. It is a Dawi wrought from steel brough with you from Karaz-A-Karak clasping arms in friendship with a Noldor wrought from the silver that has been brought up from the Underhold. Strung upon a chain to serve as an amulet the Rhunrikki tells that this talisman shall offer Glorfindel the protection of the Dawi wherever he might be and against any foe.

The Runes struck into the talisman are a weaker sort of protection but make up for it with the breadth of protection that they offer and Gutfroy has chosen to reinforce the effect with by inscribing both figures with this Rune. And you notice one Rune that you've seen lighting up when you stutter awake from strange dreams. A Princely Gift indeed.



Personal Challenge
A Trade Agreement, 1x Nat 100.
Challenge Level: Interlude.
(King Gartrim + Queen Daungrumm)
12+100+5 = 117
You have been visited in Karak Drekfut by the family of Lord Elrond and now it is your turn to bring your family to Imladris. The twins Nurn and Brunna are swiftly growing Garazi and eager to visit the neighbours, Karstah has moved into a phase of Princess-hood lately and seems determined to prove her own grace and poise to the Noldor and amongst them Daungrumm is a Queen to still the heart and blaze the hearth.

Your family goes out through the Door and onto the High Pass, the road works west and down to the narrow white bridge of Imladris and the city behind it that climbs the far wall of the gorge and spreads out within elegant white walls. There are low halls and spiralling towers and within the protection of Imladris are green hills some of which are bare but for grass and flowers and others harbour orchards where you can see Noldor at ease. To the left of you where the Bruinen comes down it is a simple single waterfall of great height that casts rainbows about the gorge and enters quietly and calmly into a bowl pool at the bottom.

Lord Elrond is at the gate when you arrive and walks with you to a low hall on a hill that looks out over the main city of Imladris where the Noldor dwell in some number and if that number is greater than Dawi in Karak Drekfut it is not by many. You stay at the Low Hall for your time in Imladris and enjoy the luxuries of the Noldor. Glorfindel returns to the city some time in the second day that you're there and comes to visit you.

He takes up the talisman that Rhunrikki Gutfroy had made and looks it over carefully and intently. 'This is not work the like of which I have seen anew in a long time. Perhaps only the Three, since my first death, have been so finely wrought that I have come across.' He turns it over in his palm. 'And it is marked with a great power that carries no darkness within it. Not even Vilya that Lord Elrond bears can be claimed the same.'

"It is a gift of fine craftsmanship, yes, and of dependable Dawi protection too." He continues to look at it for a long moment but then passes the chain over his head and the talisman sits over the centre of his chest. There's a flare of silver light, a cloudy look in the eyes of Glorfindel, and then he excuses himself to speak with Lord Elrond. As he goes he stops in the doorway and comes back offering his arm. There is a bright grin under his golden hair as the two of you clasp arms.

The House of Lord Elrond has many guests and though he cannot sit with you to meet for long he does you the good service of introducing you and some of them. There is an Umgi called Aranarth who would be King had his Kingdom not been felled by Angmar, he dwells now in the saddle and guides the survivors of his royal company in a watch over their old lands and those who live in them. There is a Sindar who has come across the High Pass from the east called Hadirion who Lord Elrond introduces as the Captain of the Watchers of the Southwood and a trusted servant of the King of the Woodland Realm in Eryn Galen.

And lastly is a tall Umgi, though Lord Elrond informs you he is of far greater power than an Umgi and is instead of a small band called the Istari. He is cloaked in grey and where he goes is with a staff and when you look into his eyes at the introduction you find there is a touch to your spine that you do not like. Mithrandir the Sindar of the Grey Havens on the coast named him when he came there from the immortal west, it means the Grey Pilgrim and he wanders where he wills weaving together the peoples he comes across so that they can better aid one another against the darkness. For all the Istari, and they number five though they are distantly spread from one another now, have been charged by the Valar with coming to the mortal east and securing it from the darkness.

Some of Lord Elrond's guests depart through the next week as you remain in the Low Hall and sometimes go about the city to see Imladris. Mithrandir remains, though he does not choose to intrude upon your meetings with Lord Elrond at the end of the week. Perhaps because you already intend to knit together your two folks together in a tighter fashion.

You go into your meeting in a very pleasant mood, you've seen the two Princes of Elrond racing across the hills with the twins on their shoulders, Karstah and the Princess Arwen were set by the river in quiet conversation and Daungrumm had returned late last night in a very eager mood after spending the evening drinking with Lady Celebrian. When you arrive in a high room overlooking the white bridge of Imladris you see Lady Celebrian and Daungrumm sat together by the table speaking with one another and Lord Elrond also seems to be in a very pleasant sort of mood.



The Lorekeepers
Carpenters, 2/5 turns completed.
The Lorekeepers have taken the Beardlings into a workshop in the Hall of Remembrance to study their future craft. Their progress is steady, and a few pieces of acceptable furniture get given as gifts to the Clans. While wooden workings tended not to last as long, and the Lorekeepers were noting that there was no Wutroth in the woods to the west to serve as the exception, they were lighter and better used for travelling groups.



The Throng
Promote the Market Hall of Kazad Urbaz
The South Throng has gone out into the High Pass from the Door and set about carving a few stone signs from the mountains. At each end of the High Pass is a tapestry some hundred feet tall that describes a Market where all honest people can come and rent a stall to store and sell wares and where they can buy them as well. Dawi goods, the goods of travellers and all in one of the most secure and safe places around. There have been some travellers enquiring at the Door although they have been turned away and told that the Market will be complete in perhaps a year's time.


Gather Lumber beyond West Pass
Elder Urtain and the West Throng go down the road with their sleds and fell some of the trees of the woods. They are loaded up onto the sleds and through the year Dawi come back up with the timber. The Trolls have been thinning out and Elder Urtain doesn't think its all the work of the West Throng. Some have been slain, but he thinks most have moved away for fear of you.
+ 8 Wood


Guard East Pass
The East Throng has been watching over the work to fortify East Pass this year. There's little of note for most of the year and Thane Nirvid takes the opportunity to drive her Apprentice Hammerers through the Training Halls in arduous and lengthy drills. As such she isn't there when King Gisilhari arrives having entrusted the East Pass to Elder Garin while he works there.


Guard North Pass
North Pass goes undisturbed this year. The Goatherds have reported little change in the action of the Great Eagles who have been taking their turns watching the plateau from a little stony roost to the east. The Goatherds have decided to start naming them and using the very slight differences in feathering to test one another's memory. There's one Great Eagle called Gwaihir, there's one called Frorlkron and one Goatherd who thinks that he is funny has named thirteen of them Krut after discovering the way to win the game that decides who gets to name the newest Great Eagle.
 
Last edited:
Two Neighbours
Trade with Imladris
You sit down with Lord Elrond to negotiate trade between Karak Drekfut and Imladris.

Lord Elrond decides to start the meeting by working to clear out any misunderstandings that such an agreement might create, for example any Noldor who wish to trade of their own will with the Dawi or within Kazad Urbaz might do so without his say, knowledge or assistance and without being beholden to this pact or affecting it as it stands. You agree to this, of course, Merchant Clans often engaged in such trading outside of the larger agreements between Holds or between nations back in the Fated Place and the same understanding was held then.

He then goes on to suggest that should a party anticipate that they will not be able to fulfil the agreement in the near future they should forewarn the other party and the agreement will be halted until both parties are prepared to begin it again or until it has been replaced with another. This is less common amongst the Dawi, it happens when dealing with Umgi and there are similar terms considering the death of the Umgi Trademaster to avoid the trouble that always arises due to the short lives of that folk.

Thirdly, you then say that only products and goods as have been vouched for by yourself or Lord Elrond may be included in the agreement. Nothing Umgak and of a third party that might tarnish the quality of the rest of the agreement. Lord Elrond agrees to this term.

And then you move on to the discussion of how long this agreement should last for, provided it is continuous. Perhaps you have come only to perform an initial barter, and you will deliver some things now and you will take some things now and that would be the agreement. Or you might consider a five year testing period in which the quality of products and health of the supply chains involved can be affirmed. This is an early day to suggest longer pacts, but it was common between Holds for century long agreements and there were ancient Oaths of Supply that were sworn to go on for eternity.



Resources are valued against Simplified Currency (SC). The value of your products for sale are based on the needs and wants of the other party.
Sell
Goat Meat 1=1SC
Ankor Grain 1=2SC
Dawi Ale 1=10SC
Gold Ingots 1=500SC
Silver Ingots 1=200SC
Steel Ingots 1=50SC
Gromril Ingots 1=5000SC
Coal 10=1SC
Sulphur 100=1SC
Wood 10=1SC
Warsmith Die 1=500SC
Stonemason Die 1=500SC
Engineer Die 1=100SC
Rhunrikki Die 1=5000SC
Buy
Noldor Grain 1=2SC
Noldor Fruit 1=1SC
Noldor Vegetables 1=4SC
Noldor Wine 1=10SC
Gold Ingots 1=500SC
Silver Ingots 1=200SC
Steel Ingots 1=50SC
Noldor Gems 1=700SC
Wood 1=1SC
Artisan Die 1=800SC
Warsmith Die 1=400SC
Farmer Die 1=600SC

[] Write-In your immediate barter.
[] Write-In your five year testing agreement.



The King of the Eotheod
Gisilhari son of Fram and King of Eotheod is an Umgi Garazi of some six years old. He has a company of a hundred Royal Huskarls, all of whom are badly injured, with him and he tells a tale of woe. Efforts to repair Framsburg were slow, quarrying stone and hauling it up the tall hill had taken much time and been difficult work made only harder by the severe lack of adult men and skilled stoneworkers who had died in Scatha's attack, and then in the battle to slay the Dragon, and then to the Dwarves.

Without the fortifying ring of stone around the Framsburg and with their warriors depleted the Kings of the Eotheod had been hard pressed to project their might through the land and protect their people. Urki had come down from the northern tip of the Ered Hithui and the lands about Gundabad where they had fled when Frumgar had driven the forces of Angmar from the lands of the Eotheod. They had burnt outlying towns and villages and slain the Eotheod within and the King who had decided he did not have the time to grow into an adult had commanded his Huskarls to gather the host of the Eotheod to him and he would take the Eotheod to meet the foe.

They had done as their King bid, while others tried to persuade him to give the command instead to some veteran or other and stay within the Framsburg. To dissuade him was hopeless however and the King went away with the Host. They say he died in the first battle at an early moment, the Huskarls had tried to keep him in a rear place and guard him but then discovered that another wore his armour to trick them, and the King had gone with the vanguard disguised.

They lost at that battle, and the survivors fled to the Framsburg and went to guard the breaches that were only half fixed and barred the gates. But the Urki of Gundabad came to them swiftly after that battle, giving chase to their forces and they overwhelmed parts of the walls that were not prepared to resist them. The Huskarls had retreated to the Hall of the King and had woken the two boys from their beds and taken them to the stables, one pair of them had gone to the gates and commanded they ready to open to allow the Huskarls to take the new King and his brother to flee.

But by the time they had mounted and ridden to the gates to make use of the road to hasten their flight, the gates had also fallen. It had been dark in the night and the Urki had chosen that moment to hide and be quiet and when the Huskarls had called the gate to open then the Urki came out from their hiding places and struck against the party. The horses were fortunately stalwart against the Urki and did not throw any of their riders in the sudden attack, instead the group managed to wheel and go away into the streets of the city.

They sought along the edges of the Framsburg a breach that the Urki were not actively controlling to take their charges from the city but in the end the Huskarls had no choice but to attempt to ride through a group of Urki to leave. They were being caught in an increasingly tight area of the city as they ever tried to keep away from bands that were raiding in the city.

The final battle to flee Framsburg was brutal and bloody and short. Half the Huskarls rode in first with an eye to draw away the foe or open a gap for the rest. But many were brought down from their saddles and slain there, and the second group set off early when there was no gap lest the others all die without making one. The Prince was then dragged down and in a desperate fury the King had leapt onto and slain the Urk who had grabbed the Prince. And in turn he had been killed in the fray. Now that Prince was King and the surviving Huskarls managed to take him from Framsburg and flee south.

And that was how Gisilhari son of Fram came to be before you. He asks now for sanctuary for himself and his Huskarls and for the injured to be attended to by Healers. When he is grown he intends to set forth and gather the Eotheod from where they are scattered and reclaim their lands and the Framsburg. He does not expect you to grant him the generosity of your halls for that time, of course, for it will be some full decade before he is old enough to think of commanding a warhost truly and you are not kin of one another. Perhaps he will find shelter after this respite with his distant cousins amongst the other peoples of Rhovanion.


You take a hand to your beard and consider what you shall do with Gisilhari son of Fram and King of the Eotheod.



[] Write-In your plan/offer for Gisilhari and his Royal Huskarls
 
Last edited:
Overflowing Guests
The Eotheod
The boy King of the Eotheod looks up at you from the floor of the Throne Hall as you contemplate matters. You are not the first Ankor Rik to be faced with Umgi in need of the aid of their elders against the destructive forces of the Urki. Did you not name your own son Nurn in honour of the Shieldbreaker who had raised up the Umgi of Sigmar Heldenhammer and taught them the working of steel? You finish stroking your beard and stand, releasing the long white hair to flow through its beard belt and hand about your waist where it has been carefully looped.

"Ten years is not such a long time for the Dawi, young King. We will guest you here in a Surface Hall for you and your Huskarls and even train them if you will accept the offer. For there are few that know the secrets to Urk slaying better than the Dawi, and we have long experience training Umgi. It will be hard, and it will be punishing. But I can assure you Manling, that when you are of age by the measure of your people, you will be able to leave Karak Drekfut with head held high and a warhost worthy of the name. If you and yours would earn further aid, your Throng could do well to aid us in meeting other Kingdoms of your people, so that we might trade and find common cause with them. You might fight beside us against any attack and those that do will be girded in proper Dawi Steel and bear arms of the same. You will not find better I am confident, even if you can find its match. For now, rest, and know that vengeance will be yours in a decade's time. I will introduce you as well to the Noldor and to their Lord Elrond. Perhaps he can be of further aid to you."

Gisilhari son of Fram looks up at you in confusion and hope and turns to his guardian who translates what parts of it he had not understood. It was only natural for a Garazi to struggle with oaths wrought in a foreign tongue. But he turns back to you and thanks you sincerely, you have given to him more than he had hoped for and not even his kin in Rhovanion might have promised him the same. The boy is about to collapse on his feet, and you send for the Matrons.

The adults may be better at hiding their exhaustion, but their injuries are far greater, and their number will fall swiftly if they are not soon taken into the Healing Hall. Some of the Goatherds of Clan Ironplough are called back from the north to attend to the horses while their masters are all in beds in North Peak, but horses are not something any in Clan Ironplough are well taught to care for. It is fortunate then that the horses of the Eotheod have an uncommon sense of courage to them and even in this unfamiliar place are not prone to bolting or kicking.

A few weeks progress and the Eotheod are released by the Matrons, King Gisilhari is moved in for the time being to a room near your own and Hagrim the Captain of the Huskarls stays in that room as well to watch over the last of the Line of Eotheod Kings. The rest of the Royal Huskarls have been camping with their horses in the Valley. They are the finest horsemen of the Eotheod selected from amongst the towns for their skill as warriors but there are only so many of them.



The Noldor
The meeting progresses steadily through the weekend as you discuss the needs of your two peoples. In the end the agreement is set into place with you sending for wagons of Silver and Ale and returning to the Door with wagons of Steel, Wine and Crop. The next few weeks see groups of Noldor arriving at the Door with letters from Lord Elrond that mark them as the representatives of Imladris sent to labour in your hold.

They come with the first shipment of Crop to feed Karak Drekfut and the wagons of Silver and Ale that will frequent the High Pass have gone out past them. You are introduced to the leaders of the three groups of Noldor.

Dravedir is a skilled artisan, if it is a thing of beauty then Dravedir has the hands that might make it. Jewellery, statuary and the working of wood. He comes with the largest of the groups of Noldor and they settle into some of the rooms of the Guest Residences that have been finished with others having to camp in some of the caves around North Tunnel. His artisans are willing to work in broader acts of creation but the darkness of the Underhold is not a tempting prospect at all.

Amathben comes next with the smallest group. Some Noldor Warsmiths have been interested in working alongside the Dawi Warsmiths of your Clan. With the Guest Residences yet to be finished, Amathben and their Warsmiths move into North Peak and make use of some of the spare space in your own Residences.

Then come the Noldor Farmers led by Maenthel. She settles into the Surface Hold amongst the Eotheod and the Farms and warns you that her group are masterful at weaving nature into its fullest bloom but the barren stone within the mountains are a place where they will wither.

The Noldor begin to settle in, they will be dwelling amongst you for five years and though they are opposed to much work that to Dawi is ordinary they have sent only the masters of their crafts. Lord Elrond intends to set his best foot forward it would seem.

+10 to all Noldor Rolls
 
Turn 17
You have 4 Beardling dice which can be used on any task in the hold. You have 2 Warsmith, Brewer, Farmer, Miner and Stonemason Dice and 1 Engineer Die. The Warrior Clan dice are inside of the Throng Duties options.

The Noldor are supplying, 3 Noldor Artisan Dice, 1 Noldor Warsmith Die and 2 Noldor Farmer Dice. These all have a +10 in their chosen field but are little willing to work outside of that field. They can take the -5 penalties for operating facilities if they are the highest die of the class.

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 11 unused Excavation Dice from last turn.

New options have been highlighted in yellow to make them easier to see. Options which allow for Noldor have their dice highlighted in green.



The King's Matters
Nendumir
The discovery of vast amounts of Sulphur in a volcano of the Ered Engrin has stirred Nendumir to come before you once more. It is a long distance, a few weeks of walking, and it is through lands held or at least influenced by enemy forces. But Nendumir wishes to take some Beardlings and found an Outpost there. Some small Mighdal to guard a mine.

[] Yes
[] No


Grazur
Elder Grazur has returned. If Khazad-Dum is closed off to the Dawi for the time being then he shall of course abide by your decision but the rest of the world the Dawi know little about. He would turn a section of the Greatmantle Clan Residences into a Library Hall filled with maps and go to Imladris to request copies of all their maps from the most detailed street maps of major cities to broad atlases covering the whole world.

[] Yes
[] No


Garin
Elder Garin of Clan Ironplough is concerned that the Surface Hold may end up running out of space. With some of the Noldor and Eotheod camping in the protection of the Valley and your promise to grant the Eotheod a 'Surface Hall' there may not be much room for more farms. Crop has come in from Imladris and the Ironploughs are most pleased at this fresh seed stock, but they need somewhere to plant it. And so Garin would like to change over the West Farms from Ankor Grain and replace it with Noldor Vegetables. It will take time for the Farmer Clan to learn to handle the new Crop to the same standard as the old but better it be done with the locals to hand.

[] Yes
[] No


The Rune of Fate
You are caught in the grip of a waking dream. This is a Dwarfhold of some considerable size and might, but you do not see anyone within. Your dream form drifts through the darkness and you grow uncomfortable as your notice your Tunnel Sense is muffled in this dream. You cannot feel the shape of the Hold around you.

There is a flare of fire far above you and gemstones come bouncing down the stonework from a shattered wall that has been worked into a cave. "I can not see you. I can not smell you. I can not hear you. Watcher…" There is a rush of coins and jewels and other riches that come tumbling down from the cave. "Who comes to the First Hall of Durin? Who intrudes upon me? Upon the one from whom Urki flee in terror."

A scaled snout pushes out from the cave and breathes in deeply. "I smell Sorcery. You are not the Bargainer. Are you his servant? Speak! Bargain with me then, which Hall of Durin's Folk has troubled your Master? Which riches next would he promise me?" You look about the vast hall but can see no one whom the Dragon might be speaking with. The Dragon roars and slips back into its cave, the walls of the hall trembling.



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.

[] Barracks. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build a Barracks in Kazad Urbaz. Here the Throngs that are assigned to the mountain will be able to store their things and rest.
(Miner, Stonemason, Artisan and Warsmith Clans can take this Task.)

[] Fortified and Decorated Guest Residences. 174/190
-[] +Huge, +50 to target
Build Guest Residences in Kazad Urbaz. Here diplomats and traders may be hosted in the sanctuary of the mountain with much more comfort than tents in an open Hall. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time.
(Any Clan can take this Task. Artisan Noldor can take this task.)

[] Decorated Market Hall 120/170
A place where traders may stop on their journey, buy the rights to a stall slot and ply their wares to the Dawi. Or to any other who chooses to come here to trade. The sanctuary of Dawi overseen markets have long been prime trading hubs even for trades entirely absent of Dawi partners.
(Stonemason and Artisan Clans can take this task.)

[] Riding Grounds. 0/30
Much like the Training Yards but covering a much larger space the Riding Grounds would offer horsemen a place to train. There'll be open ground, rough ground and a fair few boulders and low walls.
(All Clans can take 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. The Valley has space for 3 more structures.

[] Establish an Orchard. 0/50
It will take some time to grow but an Orchard will produce a steady supply of Fruit to the Hold.
(Farmer and Brewer Clans can work on this task. Costs 10 Crop per dice.)

[] Stables. 0/50
-[] Huge, +50 to target. +5 Wood per die
Construct a Stables for the Eotheod to keep their horses in. This isn't the sort of thing Dawi are terribly familiar with and will likely prove a simple structure.
(Farmer, Artisan and Stonemason Clans can take this task. Costs 5 Wood per diee. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)



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 0 Halls to be carved from North Peak, 7 Halls under the Valley and 5 Halls in West Peak. Specify which Hold Area to build new Halls in.

[] Powder Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall where the various ingredients of Gunpowder can be brought together and turned into the explosive and useful powder.
(Stonemason, Miner and Engineer Clans can take this Task.)

[] Equip the Eotheod
Challenge Level: 40
Costs 10 Steel
You have sworn to gird and arm any of the Eotheod who serve alongside the Throng in these next ten years. And the Captain of the Huskarls has taken you up on that offer and set his company to a new Minor Throng. You might choose to make good on your side of the bargain.
(Warsmith Dice only can take this task. This excludes Beardling Dice.)



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. 2 Minor Coal and 1 Major Iron Ore Vein have been identified. Behind the Underhold Fortifications lies only a limited space. There is room for 0 more Halls within that protection.

[] Establish a Minor Coal Mine, 45/50.
A Vein has been found to establish a long-term mine around.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

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



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.

[] Constructed Rune: Design An Item
Challenge Level: 30
Design a runic item to be either given to someone or stored in the Vaults,
(+10 to Challenge Level per Rune. +20 to Challenge Level per Master Rune. Costs either 20 ingots of Metal of choice or 1 ingot of Gromril. Choose who to give it to or to store it.)



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.

[] King Gisilhari
-[] Write-In a subject an Apprentice King must learn. (E.g. Combat at Arms, Commanding a Throng, Healer's Work, Managing a Workforce, Diplomacy with neighbouring Kings, Wooing a Woman, Smithing, Dawi History)
Challenge Level: 30
You have taken the Garazi in and promised to protect, train and equip him for his march against the Urki. Perhaps you should take him under your wing as your Apprentice and teach him, King to King.
(King Gisilhari will be your Apprentice King. He will impose a -5 on your dice until he is an adult. Each year you may write in a subject that he should be taught that year or select a suggested option.

[] Learn Rohirric
-[] The Mountain Tongue, +10 to Challenge Level
Challenge Level: 30
Learn the language of the Eotheod, Rohirric which all the peoples of Rhovanion speak. And perhaps you will teach Khazalid to the Eotheod while you're at it.



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] Carpenters, 2/5



Throng Duties
Remember to assign all of your Minor Throngs to duties. Additional notes on specific purposes or tasks can be written in as you want.


Edit: The Gromril price of Constructed Runes Tasks has been set to 1 per item.
 
Last edited:
Task List
Tasks Beyond the Passes
This is a list of tasks and their options that can be undertaken Beyond the Passes. Dice in green can be done by Noldor.
Tasks which have already been begun will be in the Turn threadmark.
Tasks which have been completed at least once before in this area are red.

[] Goat Herd 0/150
-[] +Fortified, +50 to target, +5 Wood per dice
(Farmer Clans can work this task. 5 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)

[] Guest Residences. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Any Clan can take this Task. Artisan Noldor can take this task.)

[] Market Hall 0/150
-[] +Decorated, +20 to target
(Stonemason, Carpenter and Artisan Clans can take this task.)

[] Riding Grounds. 0/30
(All Clans can take this task.)
[] Armoury 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Warsmith, Artisan and Engineer Clans can take this Task.)

[] Barracks. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Artisan and Warsmith Clans can take this Task.)

[] Charcoal Pits. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice
(Engineer and Carpenter Clans can take this task.)

[] Lumber Yard. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice
(Engineer and Carpenter Clans can take this task. Farmer Noldor can take this task.)

[] Anduin Jetties. 0/150
(Engineer and Carpenter Clans can take this task. Costs 15 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
[] Storehall. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify resource to store here. All Clans can work on this task.)



Tasks in the Surface Hold
This is a list of tasks and their options that can be undertaken in the Surface Hold. Dice in green can be done by Noldor.
Tasks which have been completed at least once before in this area are red.
Tasks which have already been begun will be in the Turn threadmark.
The Surface Hold has space for 0 more projects.
[] Establish an Orchard. 0/50
(Farmer, Carpenter, and Brewer Clans can work on this task. Costs 10 Crop per dice.)
[] Stables. 0/50
-[] Huge, +50 to target. +5 Wood per die
(Farmer, Artisan, Stonemason and Carpenter Clans can take this task. Costs 5 Wood per die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
[] 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.)

[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task provided they could work on the original structure.. 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.)
[] Establish Farms 0/100
(Farmers, Brewers and Miners can work on this task, costs 10 Crop per dice. Choose a Crop type.)

[] 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.)

[] 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.)
[] The Long Riders
Challenge Level: 30
(Eotheod Dice may be assigned to this.)

[] Eotheod Apprenticeships
Challenge Level: 40
(Eotheod Dice may be assigned to this. Choose a Clan to apprentice with. This Clan has a -5 to their highest roll this turn.)


Tasks in the Hold
This is a list of tasks and their options that can be undertaken in the Hold. Dice in green can be done by Noldor.
Tasks which have been completed at least once before in this area are red.
Tasks which have already been begun will be in the Turn threadmark.
Routes up into the Peak and down under the Valley will allow for significant expansion and there is currently space for an additional 0 Halls to be carved from North Peak, 7 Halls under the Valley and 17 Halls in West Peak. Specify which Hold Area to build new Halls in.
[] Armoury 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Warsmith, Artisan and Engineer Clans can take this Task.)

[] Barracks. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Artisan and Warsmith Clans can take this Task.)

[] Brewer Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Artisan and Brewer Clans can take this Task.)

[] Engineering Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Stonemason, Carpenter, Engineers, Artisan and Warsmith Clans can take this task.)

[] Entrance Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify where to carve an Entrance Hall into. Miner, Stonemason, Carpenter, Artisan and Warsmith Clans can take this task.)

[] Forge Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(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
(All Clans can take this Task.)

[] Healing Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can take this Task.)

[] Milling Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Brewer and Farmer Clans can take this Task.)

[] Shrine Hall. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can take this Task.)

[] Tavern. 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can work on this task.)

[] Workshop Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can work on this task. Artisan Noldor can take this task.)

[] Vaults. 0/150
-[] +Huge, +50 to target
-[] +Second Guardroom, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason and Warsmith Clans can work on this task.)

[] Tomb Hall. 0/90
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Any Clan can take this task.)
[] Powder Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall where the various ingredients of Gunpowder can be brought together and turned into the explosive and useful powder.
(Stonemason, Miner and Engineer Clans can take this Task.)
[] Upper Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can work on this task. A maximum of 5 levels can be added in the West Peak above the Lower Receiving Hall. Staircases do not take up a Hall Space. Choose a number of levels to ascend, each level adds 10 to the target. Artisan and Warsmith Noldor can take this task.)

[] Lower Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(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. Warsmith Noldor can take this task.)

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

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

[] Refurnish a Hall. 0/50.
(Any Clan can take this task provided they can work on either of the structures. Specify which structure and what it should be replaced with. Costs 20 Wood and 10 Steel Ingot.)
[] Clan Residences. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
(Any Clan can take this Task. Choose a Clan to assign the Residences to. Artisan Noldor can take this task.)

[] Storehall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify resource to store here. All Clans can work on this task. Artisan Noldor can take this task.)
[] Fixed Batteries
Challenge Level: 30
(Engineer and Carpenter Dice only can take this Task. This excludes Beardlings. Choose a type of Artillery and a fortification to mount them on. Costs 10 Wood.)

[] Field Batteries
Challenge Level: 30
(Engineer and Carpenter Dice only can take this Task. This excludes Beardlings. Choose a type of Artillery. Costs 10 Wood.)



Tasks in the Under Hold
This is a list of tasks and their options that can be undertaken in the Hold. Dice in green can be done by Noldor.
Tasks which have already been begun will be in the Turn threadmark.
2 Minor Coal, 1 Minor Silver and 1 Major Iron Ore Vein have been identified. Behind the Underhold Fortifications lies only a limited space. There is room for 0 more Halls within that protection.
[] Prospectors Underhall. 0/50.
(Miner Clans can take this task.)
[] Under-Armoury. 0/50.
(All Clans can work on this task. Warsmith Noldor can take this task.)
[] Quarry. 0/50.
(All Clans can work on this task.)
[] Underway Hub. 0/150
(Stonemason and Miner Clans can work on this task.)
[] Establish a Mine, 0/50.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings. Choose which Vein to mine.)
[] Under-Storehall. 0/100.
(Specify resource to store here. All Clans can work on this task.)
[] Send out Sniffers.
Challenge Level: 40
There isn't time to wait on 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.)



Runelord Challenges
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 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.

[] 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: An Elder's Commission
Challenge Level: 60
Elder Urtain Leadbeard has an interest in commissioning a new Helm from the Rhunrikki. An aura of fear and dismay for his foes is the sort of thing he had in mind.
[] Constructed Rune: Design An Item
Challenge Level: 30
Design a runic item to be either given to someone or stored in the Vaults,
(+10 to Challenge Level per Rune. +20 to Challenge Level per Master Rune. Costs either 20 ingots of Metal of choice or 1 ingot of Gromril. Choose who to give it to or to store it.)

[] Constructed Rune: A Shield
Challenge Level: 30
Costs 1 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 1 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.

[] Constructed Rune: A King's Panoply
Challenge Level: 60
(Select 3 Runes, only 1 can be a Master Rune and it must match the type of item, Select 1 piece of your equipment.)
A King'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 King, woven by the Goddess Valaya herself but the rest is mundane equipment no matter how high quality. Allow the Rhunrikki to melt down one of these items, or simply replace your Banner, and create from the Gromril a replacement.

[] Constructed Rune: A Queen's Panoply
Challenge Level: 60
(Select 3 Runes, only 1 can be a Master Rune and it must match the type of item, Select 1 piece of equipment. Costs 1 Gromril Ingot.)
A Queen's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. Queen Daungrumm is not a great warrior and does not carry gromril arms and armour, but Valaya the Protector is a reminder that a Queen has her place under gromril.
[] Hold Rune: Rune of Stone
Challenge Level: 20
Cut a great shape into the Gates of a set of fortifications. Should the Gates be sealed then the whole wall in which they lay might be like a whole mountain stood in the way of the foe.
(Choose a Fortification.)

[] 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)

[] 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)



Personal Challenges
You and Daungrumm get 1 Die each to spend on Personal Challenges.
[] A Feast for the Hold
Challenge Level: 30
The Clans often have something of value to be celebrated, and the Lord ought be the one who hosts the great feast.
(Costs 10 Meat, 10 Crop and 10 Ale)

[] A Trade Agreement
Challenge Level: Interlude
Speak with the ruler of one of the peoples of Middle-Earth, in your hall or theirs, to discuss the striking of a trade agreement.
(Write in who to visit/invite and which will host the meeting.)

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

[] Join a Throng
Challenge Level: Interlude
The Throngs often travel beyond the Surface Hold. They may travel with a purpose that would only be aided by the presence of the Lord.
(Choose a Throng to join.)

[] 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.)

[] 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.

[] 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)

[] King Gisilhari
-[] Write-In a subject an Apprentice King must learn. (E.g. Combat at Arms, Commanding a Throng, Healer's Work, Managing a Workforce, Diplomacy with neighbouring Kings, Wooing a Woman, Smithing, Dawi History)
Challenge Level: 20
Gisilhari is now your apprentice. You should decide what part of Kingship he should learn next. It will be an ongoing thing through the year but you'll have time to attend to ordinary duties as well.
(King Gisilhari is your Apprentice King. He imposes a -5 on your dice until he is an adult and you may still do one other task while teaching him. Each year you may write in a subject that he should be taught that year or select a suggested option.)



Throng Duties
Assign the Minor Throngs to their duties for the good of the Ankor. Additional notes about specific purposes are accepted.
[] 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, Elgi 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 Eotheod may not be re-organised.)

[] Meet with a Neighbour
Send out the Throng and their Elder to determine just how friendly your neighbours may be.
(Choose which Minor Throng and which Neighbour)
 
Last edited:
Back
Top