The Dawi in Arda (Hiatus)

Plan: A daughter named Karstah. Writing Starting now.
Adhoc vote count started by Warkeymon on Jan 19, 2022 at 1:43 PM, finished with 31 posts and 12 votes.

  • [x] Plan: A daughter named Karstah
    -[x] Write-In a name for your Garazi.
    --[x] A Daughter - Karstah
    -[x] Gather and Fortify a Goat Herd 194/200 1 Farmer Die
    -[x] Fortify one of the Passes 0/150 - East Pass 1 Stonemason 1 Miner 1 Farmer 2 Beardling Dice
    --[x] +Extra Tall, +20 to target per Wall
    --[x] +Extra Thick, +20 to target per Wall
    -[x] Workshop Hall. 0/110 2 Warsmiths 2 Beardling Dice
    --[x] +Huge, +50 to target
    --[x] +Decorated, +10 to target
    -[x] Tavern. 0/60 2 Brewer 1 Beardling Dice
    -[x] Runecrafting Hall. 0/90 1 Stonemason Die
    --[x] +A Second Guardroom, +30 to target
    -[x] Huge, Fortified and Decorated Lower Stairs. 98/120 1 Miner 1 Beardling Dice
    -[x] A Feast for the Hold - Daungrumm
    -[x] Investigate the Disappearances - Gartrim
    -[x] Guard one of the Passes - All throngs to guard their passes.
    [x] Plan: A daughter named Karsta
    [x] Plan: A daughter named Karstah Edited version
    -[x] Write-In a name for your Garazi.
    --[x] A Daughter - Karstah
    -[x] Gather and Fortify a Goat Herd 194/200 1 Farmer Die
    -[x] Fortify one of the Passes 0/150 - East Pass 1 Beardling Dice 1 Miner 1 Farmer 2 Beardling Dice
    --[x] +Extra Tall, +20 to target per Wall
    --[x] +Extra Thick, +20 to target per Wall
    -[x] Workshop Hall. 0/110 2 Warsmiths 2 Beardling Dice
    --[x] +Huge, +50 to target
    --[x] +Decorated, +10 to target
    -[x] Tavern. 0/60 2 Brewer 1 Beardling Dice
    -[x] Runecrafting Hall. 0/90 2 Stonemason Die
    --[x] +A Second Guardroom, +30 to target
    -[x] Huge, Fortified and Decorated Lower Stairs. 98/120 1 Miner
    -[x] A Feast for the Hold - Daungrumm
    -[x] Investigate the Disappearances - Gartrim
    -[x] Guard one of the Passes - All throngs to guard their passes.
 
@Warkeymon, how do runes work in this quest? And what can the Runelord do? Can he put 3 Runes on one item? Can he put the simple Runes of each category on different kinds of items?

Like can he put a Rune of Sanctuary on a suit of armor for a more concentrated effect but just for the wearer?

By putting more than one Rune on an item do the Runes interact as a set, if they fit together properly, for a single greater effect or would it just be 3 separate effects on one item?
 
@Warkeymon, how do runes work in this quest? And what can the Runelord do? Can he put 3 Runes on one item? Can he put the simple Runes of each category on different kinds of items?

Like can he put a Rune of Sanctuary on a suit of armor for a more concentrated effect but just for the wearer?

By putting more than one Rune on an item do the Runes interact as a set, if they fit together properly, for a single greater effect or would it just be 3 separate effects on one item?
Constructed Rune tasks can have 3 runes, Item Rune tasks only have the one. Purpose built runic items are therefore more powerful than ordinary work that is later runed.
Simple Runes can be put onto any type of item they're categorised as they are from runelore purposes. A lot of Weapon Runes were originally Tool Runes but that category was lost.
Runes can interact with one another depending on the set but sometimes you would just get 3 effects on the same item.

Runes charge over time, they are capable of drawing on the magic of Middle Earth and on the spirit of the Dawi so runes charge faster in magical locations or in dwarfholds.
 
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Constructed Rune tasks can have 3 runes, Item Rune tasks only have the one. Purpose built runic items are therefore more powerful than ordinary work that is later runed.
Simple Runes can be put onto any type of item they're categorised as they are from runelore purposes. A lot of Weapon Runes were originally Tool Runes but that category was lost.
Runes can interact with one another depending on the set but sometimes you would just get 3 effects on the same item.

Runes charge over time, they are capable of drawing on the magic of Middle Earth and on the spirit of the Dawi so runes charge faster in magical locations or in dwarfholds.
Hmm, are you sticking with only Gromril Armor can handle Armor Runes?

And all of our Lords equipment is made of Gromril, right? It's just not Runed yet?

Edit: What would Shields count as?
 
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Hmm, are you sticking with only Gromril Armor can handle Armor Runes?

And all of our Lords equipment is made of Gromril, right? It's just not Runed yet?
Gromril enhances Runes but isn't required for them.
Your equipment is Gromril but not runic, so each thing only gets 1 rune and none of it has runes. Except whatever the Cloak has in it but that's Ancestor runelore and no-one knows quite what runes make it up.

Shields are a combination of Weapon and Armour because they're very useful as both.
 
Deadeye's Rune might be a good score. LotR is definitely a heroes on the good side setting, so giving heroes stuff is ++good.

That said, from an in universe point of view, the anti-magic rune for the valley is probably most 'ic.'

I suggest, actually, that all the item runes that can be done in our runehall be done post construction. Because that's going to lower the DC IIRC. Making it super worthwhile for them.

So Hold Rune is my call. Dawi Throng should be more than disciplined enough to hold off a significant amount of lotr gobbos. Especially with all the fortifications we have.
 
Gromril enhances Runes but isn't required for them.
Your equipment is Gromril but not runic, so each thing only gets 1 rune and none of it has runes. Except whatever the Cloak has in it but that's Ancestor runelore and no-one knows quite what runes make it up.

Shields are a combination of Weapon and Armour because they're very useful as both.
And what if we were to hand our equipment to Runelord Gutfroy to be melted down and completely remade as a Constructed Rune Task? Is that possible?
 
And what if we were to hand our equipment to Runelord Gutfroy to be melted down and completely remade as a Constructed Rune Task? Is that possible?
Each item would need to be done individually and couldn't be done after getting a rune as an Item Rune Task. But otherwise it could be done and you'd be missing something while the work was being done.
 
Each item would need to be done individually and couldn't be done after getting a rune as an Item Rune Task. But otherwise it could be done and you'd be missing something while the work was being done.
Understandable, expected, and absolutely worth it. As it stands the Gromril we have will be only Gromril we ever have, as such making the absolute most of it is paramount.
 
Turn 6 Results
The Surface Hold
Gather and Fortify a Goat Herd, 272/200. Completed.
(1 Farmer Die)
93-5-5-5 = 78
The Ironplough Greybeards have finished their apprenticeship as Herders and have been entrusted with maintaining the herd out beyond North Pass. With a keen eye, deep lungs and strong climbing arms they are now capable of defending the Goats from hungry Great Eagles and their own lust for freedom.

The Goatherds have been making friends with Rangers from the Northerly Throng lately and you've even heard that there's a wedding amongst the Ironploughs planned out for next year. They're excited to welcome a Ranger into the Clan, and perhaps should the production of crossbows be established they will look to find a Ranger Clan from amongst their Goatherds.

Goat Herd established beyond North Pass. +15 Meat per turn. -5 to Highest Farmer Dice.


Fortify East Pass, 351/190. Completed.
(1 Stonemason Die + 1 Miner Die + 1 Farmer Die + 2 Beardling Dice)
88+63+27+99+74 = 351
The East Pass has at last been sealed off in the same manner as the rest of the Surface Hold. A tall, thick wall laid across the Pass upon deep foundations. Bastions reach forth from the structure to allow firing arcs against any enemy who manages to reach the wall and round towers rise high over the stone to allow for ammunition to put far down the Pass.

The way up from the vale to the east is now firmly shut and the Hargrobi no longer have a weaker front to choose. Workers from across the Hold can at last sit back and relax knowing that there is at least one adequate layer of protection around the Surface Hold. Of course, no true Karak can rely upon a single layer of defences for long.

Extra Tall and Thick Fortifications built across East Pass.



North Peak

Huge, Decorated Workshop Hall, 281/170. Completed.
(2 Warsmith Dice + 2 Beardling Dice.)
79+68+38+96 = 281
Across from the Healing Hall where the Matrons stand watch, Clan Greatmantle has been hard at work carving out a Workshop Hall. Karak's will often have several of these structures to account for the everyday needs of the Hold. Everything from cutlery to furniture is made in a Workshop Hall by the various craftsman Clans. In Karak Drekfut this will largely be a space given over to the Shatterspears.

Rooms of many sizes are built into the Workshop Hall such that anything that can fit out of the massive front gates can be custom made in the Hall. A statue of an Ancestor, a wagon, even stone blocks for use in fortifications on the Surface. Beardlings that caught the eye of the Shatterspears previously have been given a chance to prove their skill by using the first rooms in the Hall to decorate the rest. There's an eclectic mix of mostly well done art in the Workshop Hall with one particularly bold Beardling creating a complex hanging light in the main hall way.

Huge, Decorated Workshop Hall built in North Peak. +10 to lowest Stonemason die.


Huge, Decorated Tavern, 139/120. Completed.
(2 Brewer Dice + 1 Beardling Die.)
56+79+9-5 = 139
Built out from the Second Level Receiving Hall, a Tavern is now open for business. Properly controlling the flow of Ale has allowed it to be stretched further, for not even Longbeards can always be expected to be reasonable where Ale is concerned.

You've visited the Tavern since it was built and there's a general mood of contentment spready from it and out into the Hold only slightly hampered by the sealed Healer's Hall on the same Level. Warm colours, a warm atmosphere and several hearths makes the Tavern the most comfortable place in the Hold and there's enough space for hundreds of Dawi to gather. At a push you reckon a thousand Dawi could be crammed in although then the raised platform for poets and singers would probably be quite unusable.

Huge, Decorated Tavern built in North Peak. Ale consumption is halved.


Decorated Runecrafting Hall with secondary Guardhall, 98/130.
(1 Stonemason Die.)
98
The Shatterspears have ascended onto the Third Level of North Peak and begun to carve out the heavily reinforced Runecrafting Hall. This Hall must be especially secure both to protect the hold from errant runic power and to protect the runic power from those who would abuse it. To enter the Runecrafting Hall is to pass down a narrow and highly defensible hallway capped at both ends by Guardhalls.

In the Third Level receiving Hall stands a great statue of Thungni with hammer held high in hand disguising the crossbow slits from which defenders can rain death onto any who breaches the Third Level. While the outer sections of the Runecrafting Hall have been set into place, the Shatterspears have had to wait for the Rhunrikki to guide them in the design of the inner chambers of the Runecrafting Hall lest they make something suboptimal for the craft.



The Underhold
2 Levels of Huge, Fortified and Decorated Lower Stairs, 134/120. Completed.
(1 Miner Die + 1 Beardling Die)
16+30 = 46
The Stonebeards have descended to the Underhold. Here a great hall has been carved out from the mountain with heavy stone gates barring the way up into the Karak. This Underhall is decorated in two halves, lining the left hand side are the symbols of Grungni who delves in the deep. Statues of legendary delvers and tapestries of Grungni's greatest deeds work along the Underhall. On the right side are the symbols of Gazul who presides and protects the Underearth. Statues of legendary Guardians and tapestries of Gazul's greatest deeds work along his side of the Underhall. Here, and here alone, are the Dawi Zharr cut into stone. Faceless, but bull-horned.

Already the Stonebeards have been sniffing around at the walls and there's an eagerness amongst them to at last truly delve into the darkness of the Underhold.

Huge, Fortified and Decorated Underhall built beneath North Peak.



Runelord Challenge
Rune of Slowness on South Peak, 4/4 turns completed.
Challenge Level: 20
89
The world goes silent for more than a moment after the sound of a Hold Rune being struck rings out through the Valley. You hear a loud and clear ringing, the whoosh as the laws of reality are rendered firm and then silence. Dawi from across the Hold look up in awe as the first Hold Rune takes a grip of the southern slopes outside the Valley and all that would move through those slopes is forced to still.

You climb the towers of the South Pass and look up on the smooth slope where the Rhunrikki has laboured and can see the soft silvery glow of the Rune of Slowness. It will dim in the days to come, after a few weeks only the shape of the rune itself will remain but the power it imposes will be maintained for centuries and even longer should there be the Blood of Thungni to attend to it.

Rune of Slowness struck into South Peak.



Personal Challenge

A Feast for the Hold, Success.
Challenge Levels: 30.
(Lady Daungrumm. Costs 10 Meat, 10 Crop, 10 Ale)
80

There is much to be celebrated lately. Your wedding, the Rune of Slowness, the fortification of the Surface Hold, the Clan Residences, the Underhall and not least of all the birth of the Lady Karstah. As such all the Clans cram into the Tavern as best they can while simultaneous celebrations burst out in the Clan Residences amongst those who don't fit comfortably into the Tavern.

Songs rock the mountain and epic poems bring tears and joy and fury to the Clans and even sets the North Peak's own heart to stirring at times. The Matrons continue to stand careful guard over the Healers Hall and guide the more drunken Beardlings to the Upper Stairs rather than letting them into the unknown dangers.

Fortunately, the feast is late enough in the year that Karstah is ready to wean off of her mother's milk and Daungrumm hauls out the keg of Ale she made for you the day Karstah was sired. Together all three of you enjoy Daungrumm's first keg of Drekfut Ale and Karstah's first ever tankard of any Ale. She downs the whole tankard with the thirst of a healthy Garazi which is enough to encourage the Greatmantles to start a whole new celebration/drinking contest late in the night in the central events hall of the Clan Residences.



Investigate the Disappearances, Interlude.
Challenge Levels: Interlude
(Lord Gartrim)
42



The Throng
Guard North Pass

Greatbeard Gallick and the Northerly Throng enjoy a mostly peaceful year, the Surface Hold is now fortified to an acceptable degree and the Rune of Slowness has inspired some considerable comfort amongst the warriors. The North Pass remains clear of danger, although the Goats may be attracting more Great Eagles as they have been seen flying over the northern horizon.


Guard East Pass

Thane Arzil and the Easterly Throng have been overseeing the defence of the building crews working on the East Pass fortification. The skinshifters of the East have made no attempt to investigate the mountains, perhaps for the steepness and roughness of those slopes, but there has been much debate amongst the warriors as to whether they are foul Dumi or worthy Umgi.


Guard South Pass

Deadeye Gromurd has continued to raid scouts who come too far into the South Pass, but the Hargrobi continue to build up at the end of Pass. That is, they continue until the Rune of Slowness is struck. The sound of the Rune seizing its grip on reality appears to startle them, a party of scouts who were trying to climb East Peak freeze in place with several tumbling down to shatter upon the South Pass.

The Hargrobi at the end of the Pass have fled back past the few peaks that part Karak Drekfut from the Hargrobi infested mountain.


Guard West Pass

The West Pass goes unchallenged through the year and Elder Urtain has spent most of the year rotating the Westerly Throng through the Training Yards with an eye for fighting the Grobi in the Valley if they overwhelm the South Pass through sheer numbers. The report on the number of Hargrobi is of considerable concern and the Elder believes it will be best to prevent them from reaching the interior of North Peak.
 
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All in all a good turn, only worry now is the investigation lets hope the roll was good enough.

With the amount of food we have coming in I think it may be worth making grain and ale storehalls and working on the hold defenses in case we do have to pull back

2 Levels of Huge, Fortified and Decorated Lower Stairs, 134/120. Completed.
(1 Miner Die + 1 Beardling Die)
16+30 = 46
Also not to say I told you so but I feel like I'm getting a sixth sense for when rolls are going to fail
 
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Good turn. Got a lot of good things done.

Pending the investigation roll.

But looks like the gobbos are fucking off for a turn or two, which is nice to have that breathing room.

I'd like to have the healing hall done, but I feel like we might be able to manage a two, maybe three, throng kull to the south. I'd also like some banners and runic equipment, but we can't keep putting it off.

Though with our fortifications and the Rune it might pay to play defensively. Willing to hear thoughts.
 
Huge projects have larger effects, for example the huge Workshop Hall gave +10 to a dice rather than +5.
Decorated gives a small mood bonus to Dawi who regularly use those halls.
Ah nice! Can you at some point in the future make a informational-post with all bonuses? That would probably soothe the raging min-maxers inside of nearly all of us😅🤣
 
A Matter of Disappearing Beardlings
A Matter of Disappearing Beardlings

Elder Matron Gorgissa and her Matrons welcome you into the Healers Hall and together you walk the darkened hallways by lantern light. You have, perhaps terribly wisely, elected to don your arms and armour for this expedition and you note that the Matrons bear the panoply of the Valkrior. It is rare that the Cult of Valaya should make for war, but when a Karak has been breached the Cult of Hearth and Home are most zealous warriors.

The group passes the empty rooms that rest on solid ground and delve further into the North Peak towards the chasm that still scars it from the Time of Woes. Many a Karak suffered in those days when it was revealed to the Dawi that the Surface was not the only danger. Underways swarmed with Urki and Grobi and Thaggoraki and even mighty Karaks were torn open by the shuddering of the world.

Perhaps you should have been more cautious then about the wound in your Karak, perhaps it should have been investigated more thoroughly than simply sealing it where it was found. You cannot help but grunt as the group arrives at the chasm where building work has all stopped. There are rough edges, cranes hang over the darkness and half-built rooms. A few narrow and rather untrustworthy bridges span the gap, and you take a lantern out partway across one of the bridges to peer down into the darkness…

And you spot a pathway, a narrow ledge that winds and twists and descends into the depths. Somewhere below you is the Bronzeplaits Clan Residences, but each Level of the Karak is of considerable size and any number of things could be using that pathway. The Matrons shift stone and twist cranes to allow an easy route down to the ledge and then in the lantern light the group descends into the chasm.

Lord Gartrim: 50
Elder Matron Gorgissa: 80
The Matrons: 2
???: 19

A Matron stumbles over something in the darkness dropping her lantern as it clatters onto the pathway and the flames tumble out. Tumble out and ripple upwards as a creature once inky black in the gloom starts to scream as it burns. It flails backwards and howls loudly in pain before the Elder Matron offers a soft push and the group watches it accelerate towards the Bronzeplaits Clan Residences far below.

Elder Matron Gorgissa grunts the word Troll and wipes her hand on her armour before swinging a lantern to illuminate the wall of the chasm nearby. There's noise up ahead and a dark shape in the wall that seems to be the entrance to a cave.

Lord Gartrim: 2
Elder Matron Gorgissa: 100
The Matrons: 65
Trolls: 9

You enter the cave to see some Trolls singing loudly, completely drowning out any sound the Troll outside might have made, and the missing Beardlings are tied up at the back of the cave. All but one that is, for there's one Beardling who appears to be teaching the Trolls how to brew Ale? Foolish youngster, even if Trolls were inclined to anything as civilised as Ale they aren't clever enough to learn or honourable enough to let you go in exchange for a good recipe.

But the Elder Matron puts a hand out to stop you. The Beardling is very clearly not looking at the party and as you listen it becomes increasingly clear that they should never, never, be entrusted with brewing in the future. That recipe sounds very much poisonous.

And despite their complete inability to comprehend basic instructions, the Trolls are brewing the poison. And then they're drinking the poison! The Trolls start to foam at the mouth and spin around dizzily screaming for water. Matron Gorgissa calls out that there's water at the bottom of the chasm and the Matrons grab you and pull you up against the wall of the cave.

The Trolls thunder out and leap from the ledge. You count the seconds before thuds sound out from below and are surprised when the Beardling pops up at your elbow to tell you that those were the last of the Trolls.
 
Thank Tolkein trolls on Arda are a lot more comical than on Malus, and good job to that beardling I mean what was the damn fool thinking ... grumble grumble grumble ... barely better than a garazi with that foolishness ... grumble grumble ... lucky if we trust him with anything important before his beard reaches his ankles ... grumble grumble grumble.
 
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Someone get that Beardlings name! That was awesome! Also praise be to the Elder Matron coming in clutch.

Edit: Also, that was our first Nat 100. Hell yeah.
 
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Turn 7
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.
 
Ok, given that the Hold Rune just spooked the Goblins bad we have an opening to reinforce the southern pass which I think we should take for all its worth.

We should also spend both of our Miner dice on prospecting cause we only have this turns worth of coal left. Next turn we'll probably have to start burning our wood supply.
 
Smelting, remembrance, training all seem like good picks and Max Underhold Fortifications while they're cheap.

I'd support the rangers rune or another slow rune since they seem pretty easy and cheap resource-wise. Does he get better the more he completes to lower some of the DCs?
 
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