With the carpenter clan trained I'm tempted to put the Eotheod on learning carpentry this turn, what do people think? I want to train them in stuff that will be useful when they return home so warsmithing and Long Riders are both musts for me but for the other one I could see either stonemasons for building strong fortifications or carpenters for building with what they have available being viable options.
So looking at the character creation if im not missing anything we just need a metalsmith clan to have all of them (besides runsmith but i dont think we can just make that, like the other clans). then we can just let the beardlings grow up since we dont need to create any more new clans.
With the carpenter clan trained I'm tempted to put the Eotheod on learning carpentry this turn, what do people think? I want to train them in stuff that will be useful when they return home so warsmithing and Long Riders are both musts for me but for the other one I could see either stonemasons for building strong fortifications or carpenters for building with what they have available being viable options.
That sounds like a wonderful idea, and a good plan going forwards! They'd presumably use far more carpentry than we would, especially in large construction.
I wasn't quoting the GM. I was listing things, made from wood, which would presumably fall under the mark of a Carpenter Clan.
I do not understand why this needs questioning?
I wasn't quoting the GM. I was listing things, made from wood, which would presumably fall under the mark of a Carpenter Clan.
I do not understand why this needs questioning?
So looking at the character creation if im not missing anything we just need a metalsmith clan to have all of them (besides runsmith but i dont think we can just make that, like the other clans). then we can just let the beardlings grow up since we dont need to create any more new clans.
There's a list of trades here, we actually have quite a few not represented yet. Anything listed under clan trades will specialise some of that clan toward that trade, anything listed under lorekeeper trades will create a brand new clan. Personally I want to get some beardlings training as Ironbreakers next so we have some proper fighters ready for tunnel fighting.
With the carpenter clan trained I'm tempted to put the Eotheod on learning carpentry this turn, what do people think? I want to train them in stuff that will be useful when they return home so warsmithing and Long Riders are both musts for me but for the other one I could see either stonemasons for building strong fortifications or carpenters for building with what they have available being viable options.
There's a list of trades here, we actually have quite a few not represented yet. Anything listed under clan trades will specialise some of that clan toward that trade, anything listed under lorekeeper trades will create a brand new clan. Personally I want to get some beardlings training as Ironbreakers next so we have some proper fighters ready for tunnel fighting.
With the carpenter clan trained I'm tempted to put the Eotheod on learning carpentry this turn, what do people think? I want to train them in stuff that will be useful when they return home so warsmithing and Long Riders are both musts for me but for the other one I could see either stonemasons for building strong fortifications or carpenters for building with what they have available being viable options.
I really like this. I would humbly suggest the following order:
Long Riders
Carpenters
Warsmiths
Stonemasons
The reasoning is The Long Riders so that they don't get killed by Orcs, Carpenters next so that they can construct their own homes. After that they need to be able to make horse-shoes and axes and all kinds of stuff. Lastly they may want to be able to build fortifications. I suggest 1 die on Long Riders and then 2 dice on each subject one after the other. I find it kind of harsh with the -15 malus but we work with what we have.
I really like this. I would humbly suggest the following order:
Long Riders
Carpenters
Warsmiths
Stonemasons
The reasoning is The Long Riders so that they don't get killed by Orcs, Carpenters next so that they can construct their own homes. After that they need to be able to make horse-shoes and axes and all kinds of stuff. Lastly they may want to be able to build fortifications. I suggest 1 die on Long Riders and then 2 dice on each subject one after the other. I find it kind of harsh with the -15 malus but we work with what we have.
I really like this. I would humbly suggest the following order:
Long Riders
Carpenters
Warsmiths
Stonemasons
The reasoning is The Long Riders so that they don't get killed by Orcs, Carpenters next so that they can construct their own homes. After that they need to be able to make horse-shoes and axes and all kinds of stuff. Lastly they may want to be able to build fortifications. I suggest 1 die on Long Riders and then 2 dice on each subject one after the other. I find it kind of harsh with the -15 malus but we work with what we have.
We only have 3 dice available to train. I'm assuming we can only train each die in one thing similar to beardlings, hence I feel we need to choose between carpenters or stonemasons unless we find another die.
We only have 3 dice available to train. I'm assuming we can only train each die in one thing similar to beardlings, hence I feel we need to choose between carpenters or stonemasons unless we find another die.
Nope, that was like the very first thing I asked after we unlocked the ability to train them.
I mean, first we train Carpenters, then Warsmith, then Stonemasons with 2 dice per trade and one for Long Riders. So next turn would be:
- Long riders x1
- Carpenters x2
I just sort of assumed that we would gain at least one more Eotheod dice since they have a couple of years of safety and don't need to be 20 until they are considered adults xD but I would choose carpenters over stonemasons.
The Shipwright of Mithlond
The House of Cirdan is wrought from polished stone, there are children about it playing and laughing and over the roof flies a field of deepest sea blue upon which flies a white ship under a star that shines in a hundred colours. It reaches out on pillars into the Gulf and there are jetties on that side which go out from it. This waterward side of the House is forbidden to the children and contains the great workshop where the Shipwright plies his art.
For now, Lord Cirdan has heard no tell that he should prepare for guests intending to make the Crossing. And so, his attention is set to you alone. Mithlond is the mightiest of the three Havens of Lindon and from it Lord Cirdan can exert some level of control on all of the Sindar who dwell here on the western shore. The harbours see ships come in from the haven at Umbar, from Gondor's ports on the Anduin and from southern ports of Eriador. The wealth of Mithlond has only grown over time and many of those who make the Crossing leave some part of their material wealth at the House of Cirdan.
But Lord Cirdan has been making active use of that wealth. Patrols out of Mithlond have been asserting strength over the near country and ensuring that those who still live in Lindon are safe from the banditry of wandering Dwarves. The Watch of Mithlond found themselves engaged in battle at the White Towers and Lord Elrond has been persuading the Quendi of the Havens to look eastwards again. The connection of the High Pass allows all Quendi realms some form of access to one another.
So, you sit to your meeting with Lord Cirdan in odd times. On one hand, Mithlond is wealthy and on the other it is spending that wealth in aid of its kin. The terms Lord Elrond set are quite similar to those that Lord Cirdan sets down. Merchants of Mithlond may act without Lord Cirdan's knowledge or permission and without affecting any formal pact between Mithlond and Drekfut Ankor. An agreement that cannot be continued should be made clear to the other party before it is stopped and may be continued unchanged for the remainder of its term once the chain of supply has been reforged. And only such goods and services as are vouched for by the Lord or King may be made a part of this agreement.
And word flows freely between Imladris and Mithlond. None of the Sindar shall be making the journey to Karak Drekfut to offer their skills and services. Except Lord Cirdan who has suggested that you may wish to use the Anduin which is almost a sea in itself for transportation and control of travel, he has offered to teach some old Riverine Ship Designs of his to your Carpenter Clan.
Goat Meat 1=1SC
Ankor Grain 1=3SC
Noldor Grain 1=2SC
Noldor Fruit 1=2SC
Noldor Vegetables 1=2SC
Noldor Wine 1=5SC
Dawi Ale 1=20SC
Gold 1=500SC
Silver 1=200SC
Gromril 1=5000SC
Diamonds 1=300SC
Steel Ingots 1=50SC
Coal 1=1SC
Sulphur 50=1SC
Wood 1=5SC
Rhunrikki Die 1=3000SC
Stonemason Die 1=300SC
Carpenter Die 1=100SC
Engineer Die 1=200SC
Warsmith Die 1=500SC
Minor Throng 1=500SC
Dice are per year but may only be included in multi-year plans. You may only start immediate bargains and 5 year testing agreements with Mithlond. Write-In which Minor Throng if you sell the service of a Minor Throng.
That, is incredibly cheap! I have no idea how we're going to store it all. No way we can make use of 50 a turn either. Still this should give us a large enough stockpile quickly and easily to keep the gun nut satisfied.
@Warkeymon
The implication of Mithlond not having sovereignty over the other port cities has me wonder if you could make a list of factions we know if but aren't trading with. Like Tharbad for example I don't know if they're part of the Dunedain. We got those maps after all. I want to get an idea of who is distinct from who, and I'd be very much obliged if you'd be willing to provide that information and those distinctions.
That, is incredibly cheap! I have no idea how we're going to store it all. No way we can make use of 50 a turn either. Still this should give us a large enough stockpile quickly and easily to keep the gun nut satisfied.
Cirdan can get his hands on Sulphur easily enough from sources across the world but has no need of it himself since its uses in medicine and agriculture are quite overshadowed by elven natural talents so he's willing to offload it onto someone who actually wants the stuff quite cheap.