You have 6 Beardling dice which can be used on any task in the hold. You have 2 Warsmith, Brewer, Farmer, Miner and Stonemason Dice. The Warrior Clan dice are inside of the Throng Duties options.
Multiples of the same task can be undertaken at once if you want to split work between multiple clan housing, or multiple types of storehouse etc.
You have 4 unused Excavation Dice from last turn.
New options have been highlighted in yellow to make them easier to see.
The Surface Hold
A valley in the dip between four mountain peaks with a pass out on each of the four cardinal directions is the current home of your host. The valley is filled with wagons of supplies and tents for the Dawi to sleep in. While most of your hold will one day be below ground, there will always be a need for some presence on the surface.
[] Establish Farms 0/100
(Farmers, Brewers and Miners can work on this task, costs 10 Crop per dice.)
Designate part of the valley for farms and set to work turning mountain soil into a source of food for the hold.
[] Gather a Goat Herd 0/150
-[] +Fortified, +50 to target, +5 Wood per dice
(Farmers can work this task. 5 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
Send some Ironploughs down into the woods to the west to wrangle some Goats and bring them up to form a herd on a plateau further along the range. The herd will not be within the Surface Hold itself, but only the hardiest of Farmers become Herders.
[] Build a Storehouse 0/50
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify resource to store here. All Clans can work on this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
A storehouse is needed to store more resources for the hold and to protect resources from the elements.
[] Build Housing 0/100
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify a Group of the Hold to assign the housing to. All Clans can work on this task. Costs 10 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
The Clans are living in tents and though a Dawi can sleep just about anywhere, they'd much rather be sleeping in beds. Build somewhere for a Clan to stay.
[] Add to the Fortifications 0/0
-[] +A Second Wall, +50 to target
-[] ++A Third Wall, +50 to target
-[] +Towers Set Above into the Peaks, +40 to target
-[] +Extra Tall, +20 to target per Wall
-[] +Extra Thick, +20 to target per Wall
-[] +A Carven Path, +20 to target
(Specify which of the Passes to fortify. All Clans can work on this task. Dice can only be assigned equal to the total of this turn and last turn's Excavation Dice.)
Fortify the entrance into the valley from one of the Passes.
[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice. Specify which structure and 1 amendment to be made to it.)
The Hold
The Hold is the main part of a Dawi settlement. Here is where the bulk of the Karak can be found and where most Dawi will spend the majority of their time. It will need to be carved from the mountains over time, but all that stone can be put to other uses. Eventually the Hold will claim all four peaks (north-east, north-west, south-east and south-west) and the joining ground under the valley before steadily expanding downwards.
[] Excavate an Entrance Hall into one of the Peaks. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify which Peak to carve an Entrance Hall into. Miner, Stonemason and Warsmith Clans can take this task.)
There are three Peaks left in the Valley. Eventually Karak Drekfut will consume all of them and they will be connected through the ground under the Valley floor but for now an Entrance Hall into each one could be made to allow access into those Peaks.
[] Excavate an Entrance Hall under the centre of the valley. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason and Warsmith Clans can take this task.)
Eventually Karak Drekfut will make use of all of the ground under the Valley, but rather than accessing it through one of the Peaks you could excavate an Entrance Hall under the centre of the Valley.
North Peak
An Entrance Hall has been excavated from North Peak and the Karak can now form around it. Routes up into the Peak and down under the Valley will allow for significant expansion and there is currently space for an additional 8 Halls to be carved from North Peak.
[] Armoury 0/60
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as an Armoury. Most members of the Throng will keep their arms and armour with them in Clan Residences but if the Hold is ever assaulted ordinary Clandawi will need somewhere to equip themselves.
(Miner, Stonemason and Warsmith Clans can take this Task.)
[] Barracks. 0/130
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Barracks. Much of the Reclamation Throng did not come from one of the Clans sent to settle Karag Langkhirn and will not be able to claim a Clan Residence but the Barracks will satisfy them all.
(Miner, Stonemason and Warsmith Clans can take this Task.)
[] Brewer Hall. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
The mountain is a big place and given time you might decide you need more than one Brewer Hall.
(Miner, Stonemason and Brewer Clans can take this Task.)
[] Clan Residences. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
Excavate a Hall on an available level of the North Peak for use as Clan Residences. The Clans have been living in tents on the surface, no true Dawi can sleep easy above ground. Except of course some of the older Rangers, there's a madness amongst that folk.
(Any Clan can take this Task. Choose a Clan to assign the Residences to.)
[] Forge Hall. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Forge Hall. Your own Clan Greatmantle is made of skilled smiths, and they will need a Forge Hall to ply their trade. Here Ingots can be turned into equipment and damaged equipment can be repaired.
(Miner, Stonemason and Warsmith Clans can take this Task.)
[] Hall of Remembrance. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Hall of Remembrance. Here the Clan Lorekeepers from across the Hold can gather to keep records of the actions of the Hold and carefully guard the secrets of the Dawi. For all tasks that cannot be fulfilled by a present Clan, the Lorekeepers are your best chance of teaching Beardlings to take on those duties.
(All Clans can take this Task.)
[] Decorated Healing Hall. 108/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
Excavate a Hall on an available level of the North Peak for use as a Healing Hall. Here the Matrons and trained Healers can attend to the sick and injured. Thankfully there have not yet been any major incidents but the Elder Matrons are quite clear that the surface is no place to treat a patient.
(All Clans can take this Task.)
[] Hold Fortifications. 0/150
-[] +Extensive Battlements, +20 to target
-[] ++Artillery Emplacements, +10 to target
-[] +Towers Built into North Peak's Height, +40 to target
-[] +A Second Gatehouse, +30 to target
-[] ++A Third Gatehouse, +30 to target
-[] ++Collapsible Chambers, +10 to target per additional Gatehouse
A Karak is one of the best defended places in all the world. Your Karak is protected by a Surface Hold of tents and wagons and a set of fortifications built out from your Entrance Hall. Perhaps significant effort should be made to establish a purpose built fortification at the entrance to the Karak.
(All Clans can take this Task.)
[] Milling Hall. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Milling Hall. This will allow for Crop to be stretched much further with the Dawi eating bread rather than just raw grain. Clan Ironplough will certainly appreciate somewhere to work in the shade of the mountain.
(Miner, Stonemason, Brewer and Farmer Clans can take this Task.)
[] Decorated Runecrafting Hall with Second Guardhall. 98/130
Excavate a Hall on an available level of the North Peak for use as a Runecrafting Hall. A large workshop built to withstand all the troubles that can occur when a Rhunrikki is at work. This protects the rest of the Karak from the runecrafting and protects the secrets of the runes from prying eyes.
(Stonemason Clans can take this Task.)
[] Shrine Hall. 0/130
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Shrine Hall. Towering Statues of the Ancestor Gods shall be carved from the walls and their alcoves shall describe the greatest deeds of their truly great lives. Smaller shrines at the far end of the Shrine Hall will allow Clans to pay heed to their own Clan Ancestors.
(All Clans can take this Task.)
[] Smelting Hall. 0/130
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Smelting Hall. Ore drawn up from the mines is not immediately useful, in most circumstances, and must first go through the lengthy and very hot process of smelting. A dedicated hall to handle the immense heat will be needed.
(Miner, Stonemason and Warsmith Clans can take this Task.)
[] Storehall. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Storehall. A dry, secure place to store the Hold's resources is almost always best placed within the sanctuary of the Karak itself.
(Specify resource to store here. All Clans can work on this task.)
[] Tavern. 0/60
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Tavern. Here the Dawi of the Hold can gather to drink Ale and feast. Taverns are the site of great festivity and sombre commiserations.
(All Clans can work on this task.)
[] Throne Hall. 0/90
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Throne Hall. Here the Lord of the Hold will sit in judgement over criminals, hear audiences from his subjects and receive delegations from afar.
(Miner, Stonemason and Warsmith Clans can work on this task.)
[] Training Hall. 0/60
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Training Hall. In truth this will be a network of small halls and a maze of tunnels. The Training Hall is a place for the Throng to train in fighting in both the terrain of a Karak and of an Underhold.
(All Clans can work on this task.)
[] Workshop Hall. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Workshop Hall. Many Clans without dedicated halls will use Workshop Halls spread throughout the Karak to train Beardlings and to work on their craft.
(All Clans can work on this task.)
[] Vaults. 0/160
-[] +Huge, +50 to target
-[] +Second Guardroom, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Vault. Here the Hold will store precious metals (Gold, Silver, Gromril); items of great value and runic power, and the Hold Book of Grudges.
(Miner, Stonemason and Warsmith Clans can work on this task.)
[] Lower Level Hallway. 0/25
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavated a Hallway from North Peak into one of the other sections of the Karak.
(Select one of The Valley, West Peak or East Peak. Any Clan can take this task.)
[] Tomb Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall for the dead to lie in with the honour they deserve. While Clan Tombs might be attached to Clan Residences, those who are not of one of the major Clan will need a general place to rest in death.
(Any Clan can take this task.)
[] Amend an existing, completed structure. 0/70
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Specify which structure and 1 amendment to be made to it.)
[] 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.
[] Underhold Fortifications. 0/100.
-[] +Second Guardhall, +50 to target
-[] +Third Guardhall, +50 to target
-[] +Collapsible Ceilings, +20 to target per Guardhall
As you have seen recently proven, the darkness below is home to any manner of enemy. Construct a mighty Guardhall through which all tunnels must pass before they may enter the Underhall.
(Any Clan can take this task. Will become a more arduous task the more tunnels are made before work starts.)
[] Prospectors Underhall. 0/50.
Dig out an Underhall for the Prospectors to make use of. From here they can spend all their time in the darkness below and continuously seek out veins to mine.
(Miner Clans can take this task.)
[] Ironbeards Station. 0/50.
There has been a long and horrible war in the deep darkness below. The greatest warriors of the tunnels are the Ironbeards who can stand alone in the tight quarters for some say literal years against a veritable tide. Excavate an Ironbeards Station where the Elder Miners who have earnt the title will sleep, eat and live awaiting the call to arms.
(Miner, Stonemason and Warsmith Clans can take this task.)
[] Training Underhall. 0/80.
A maze of tight tunnels that have never seen light, not even when they were carved from the Underhold, and are rougher ground than the rockiest hills and steepest slopes. The Throng may need to learn to fight in the nightmare that is the Underhold, or in the similarly hellish environment of enemy territory.
(Miner, Stonemason and Warsmith Clans can take this task.)
[] 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.)
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 Lord'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 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. Allow the Rhunrikki to melt down one of these items, or simply replace your Banner, and create from the Gromril a replacement.
[] Hold Rune: Master Rune of Passage
Challenge Level: 30
Cut a great shape into the stone where the Peak meets the Pass. Regardless of the roughness of the mountains, that pass shall be smooth as silk for all who make use of it.
(Choose a Pass)
[] Hold Rune: Master Rune of Balance
Challenge Level: 20
Cut a great shape into the highest Peak. The Dawi are not meant to be exposed to the howling Winds of Magic and this high up a mountain the surface is not entirely safe. The Winds will break against the Master Rune of Balance and the Surface Hold will be safe below.
[] Hold Rune: Rune of Slowness
Challenge Level: 20
Cut a great shape into the flank of one of the Peaks. Any who would seek to enter the Hold bypassing the watched passes will slow to a crawl and be easy pickings for watchers.
(Choose a Peak)
Personal Challenges
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
There's always something to celebrate. Perhaps you should take the opportunity.
(Costs 10 Meat, 10 Crop and 10 Ale)
[] Join the Work
Challenge Level: 50
Attach yourself to a task being carried out. The Hold should see their Lord hard at work.
(Choose a Task to work towards. Should you be successful the task will receive 20 Progress.)
[] Join a Kull
Challenge Level: Interlude
The dangers to the Hold have grown too great, you will strike forth with a Throng to diminish one of these threats.
(Choose a Kull to take part in, requires at least 1 Minor Throng to be assigned to a Kull.)
[] Tutor a Youngster
Challenge Level: 30
Garazi are often raised within the Clan with Beardlings sent out to learn under masters of the Hold. You could take on a Garazi from your own Clan or a Beardling from one of the other Clans and begin to teach them.
(Choose a Clan)
Throng Duties
[] Guard one of the Passes
Set a Minor Throng to guard duty on one of the Passes.
(Choose which Minor Throng and which Pass)
[] Range Out From the Valley
Send a Minor Throng to explore beyond the Valley.
(Choose which Minor Throng and which direction)
[] A Kull is Called
There are dangers on every horizon, as has ever been true for the Dawi, and they must be put to a rest. Trolls and the stench of Uzkular in the West, Umgi skinshifters in the East, Hargrobi in the South and a Dragon in the North.
(Choose which Minor Throng and which target. A minimum of 1 Minor Throng must always remain with the Hold.)
[] Hunt beyond one of the Passes
Send a Minor Throng to bring back Meat.
(Choose which Minor Throng and which direction)
[] Gather Lumber
Send a Minor Throng into the woods to the west to gather Wood.
(Choose which Minor Throng)
[] Reorganise the Throng
Create a new set up for the Throng.