The Dawi in Arda (Hiatus)

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?
He's already a Runelord, at this point he has centuries of practice under his belt and the only things that make his work easier is a half-decent apprentice, better conditions or better materials.
 
Do/start the underhall fortifications this turn, I think. And look for coal. Might be worth it to turn out the sniffers, though the prospectors hall is better in the long term.

Finish what we were doing.

Kull to the South?? I'm iffy on it, but it might be time to smash what we can and press the advantage.

Do the remembrance hall while we look for coal, imo. Forge hall would just eat up coal faster.

Thoughts?
 
[x] Plan Spreading dice out
-[x] Add to the Fortifications 0/0 - South Fortifications - 1 Brewer 1 Beardling
--[x] +Towers Set Above into the Peaks, +40 to target
--[x] +A Carven Path, +20 to target
-[x] Decorated Healing Hall. 108/120 - 1 Stonemason 1 Beardling
--[x] +Huge, +50 to target
-[x] Decorated Runecrafting Hall with Second Guardhall. 98/130 - 1 Stonemason
-[x] Forge Hall. 0/110 2 Warsmith 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Storehall. 0/110 - Ale - 1 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
-[x] Storehall. 0/110 - crops - 1 Farmer 1 Beardling Dice
--[x] +Huge, +50 to target
-[x] Prospectors Underhall. 0/50. - 1 Miner Die
-[x] Send out Sniffers. - 1 Miner Die
-[x] Underhold Fortifications. 0/100. 1 Farmer 1 Beardling dice
--[x] +Second Guardhall, +50 to target
--[x] +Third Guardhall, +50 to target
--[x] +Collapsible Ceilings, +20 to target per Guardhall
-[x] Range Beyond the Valley - Gartrim - join east throng
-[x] Tutor a Youngster - Daungrumm - Greatmantle
-[x] Hold Rune: Master Rune of Balance
-[x] Guard one of the Passes - South host to guard the south, North the north
-[x] Range Out From the Valley - East host to find out what they can about the skinshifters
-[x] Gather Lumber - West host to gather lumber to refill our supplies

Ok so in the main since we don't have a ton of major challenges we need done right this minute I've taken this turn to spread our dice out a lot and give us the chance to get lucky. I've started expanding the southern fortifications. Since there isn't a major penalty for piecework I think it is better to focus on getting one part done before moving on to the next, so towers and a path which should be done this turn.

I've chosen to expand the healers hall since it should be doable this turn anyway, the runesmiths should only need one more die to finish. I've started two store hall for crops and ale as we want to be able to store these in the hold before we start on hold fortifications. I'm thinking once built we can then convert the old ale storehouse over to wood or meat. Forge hall so we can start making metal stuff. I've started on the prospectors underhall to help with actually finding ores but I've also got the miners sniffing this turn to try and get lucky. Lastly I've got a farmer and a beardling at least planning out the underhold fortifications before the tunnels get too messy.

For the runelord I've put him on the Master Rune of Balance though I could be persuaded to shift that over to the ranger's scope. I've got Gartrimm going ranging east with the throng to try and find out more about the skinshifters in the hope we can have some interaction with people outside our hold. Daungrumm I've got looking into mentorship to explore how that mechanic works. West host I've put chopping down trees so our supplies are topped up in case we do need to start burning wood instead of coal.
 
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[X] Plan: Fortifications and Prospecting
-[X] Add to the Fortifications 0/0 Southern Pass (1 Stonemason, 1 Warsmith, 1 Farmer, 2 Beardling)
--[X] +A Second Wall, +50 to target
--[X] +Towers Set Above into the Peaks, +40 to target
--[X] +Extra Tall, +20 to target per Wall
--[X] +Extra Thick, +20 to target per Wall
--[X] +A Carven Path, +20 to target
-[X] Decorated Healing Hall. 108/120 (1 Warsmith, 1 Beardling)
--[X] +Huge, +50 to target
-[X] Decorated Runecrafting Hall with Second Guardhall. 98/130 (1 Stonemason)
-[X] Underhold Fortifications. 0/100. (2 Brewer, 1 Farmer, 2 Beardlings)
--[X] +Second Guardhall, +50 to target
--[X] +Third Guardhall, +50 to target
--[X] +Collapsible Ceilings, +20 to target per Guardhall
-[X] Prospectors Underhall. 0/50. (1 Miner, 1 Beardling)
-[X] Send out Sniffers. (1 Miner)
-[X] Hold Rune: Master Rune of Balance
--[X] North Peak
-[X] Join the Work: Send out Sniffer (Daungrumm)
-[X] Join the Work: Add to the Fortifications
-[X] Guard one of the Passes
--[X] Northern, Western, and Southern Throngs will guard their passes. Northern will send a compliment of Quarllers to the Goat plateau to help with the Great Eagles
-[X] Range Out From the Valley
--[X] Eastern Throng will send their Rangers to scout the Skinchangers
 
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Also, for the thread to look over;

Drekfut Lord Set
Foe Splitter
-Axe: Cleaving, Cleaving, Fire
-An Az that can cleave through any defense and make any wound dealt by it permanently seared into the foes form

Fearsome Bulwark
-Shield: Dismay, Iron, Stone
-A shield that acts as an Unbreakable bulwark that can halt any assault, be it physical or mystical, while the foe can do nothing but despair as all they throw upon it is for naught

Klad Karaz Duraz (Armor of the Old(enduring, strong) Stone)
-Armor: Fortitude, Stone, Stone
-A suit of armor that transforms its wearer into something that could be compared to the legendary Gronti Duraz of old, a Titan of Stone and Might. Unbreakable, Inexorable, Intractable, and Unstoppable

Grim Anad (Unyielding Will)
-Banner: Courage, Slowness, Slowness
-A Banner that emboldens the Dawi under its purview then draws upon their now bolstered spirits to fuel a potent barrier that can stop all but the most powerful of assaults

The Lords Burden
-Crown: Master Rune of Passage, Fate, Warding
-A Four Peaked Crown that gives its Lord portents of possible futures and shows him the Path he must walk to his desired destination, be it a physical location or resolution to an event, all the while clearing the way and warding away whatever obstacles to that endpoint may present themselves, be they environmental or hostile

An Thungni (An = will (also used for 'shall','am going to','with purpose') )
-Ring: Master Rune of Balance, Spellbreaking, Spellbreaking
-A band of purest Gromril who's power shatters the might of magic utterly and uses its broken energy for its own purposes
 
[x] Plan Spreading dice out
-[x] Add to the Fortifications 0/0 - South Fortifications - 1 Brewer 1 Beardling
--[x] +Towers Set Above into the Peaks, +40 to target
--[x] +A Carven Path, +20 to target
-[x] Decorated Healing Hall. 108/120 - 1 Stonemason 1 Beardling
--[x] +Huge, +50 to target
-[x] Decorated Runecrafting Hall with Second Guardhall. 98/130 - 1 Stonemason
-[x] Forge Hall. 0/110 2 Warsmith 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Storehall. 0/110 - Ale - 1 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
-[x] Storehall. 0/110 - crops - 1 Farmer 1 Beardling Dice
--[x] +Huge, +50 to target
-[x] Prospectors Underhall. 0/50. - 1 Miner Die
-[x] Send out Sniffers. - 1 Miner Die
-[x] Underhold Fortifications. 0/100. 1 Farmer 1 Beardling dice
--[x] +Second Guardhall, +50 to target
--[x] +Third Guardhall, +50 to target
--[x] +Collapsible Ceilings, +20 to target per Guardhall
-[x] Range Beyond the Valley - Gartrim - join east throng
-[x] Tutor a Youngster - Daungrumm - Greatmantle
-[x] Hold Rune: Master Rune of Balance
-[x] Guard one of the Passes - South host to guard the south, North the north
-[x] Range Out From the Valley - East host to find out what they can about the skinshifters
-[x] Gather Lumber - West host to gather lumber to refill our supplies

Ok so in the main since we don't have a ton of major challenges we need done right this minute I've taken this turn to spread our dice out a lot and give us the chance to get lucky. I've started expanding the southern fortifications. Since there isn't a major penalty for piecework I think it is better to focus on getting one part done before moving on to the next, so towers and a path which should be done this turn.

I've chosen to expand the healers hall since it should be doable this turn anyway, the runesmiths should only need one more die to finish. I've started two store hall for crops and ale as we want to be able to store these in the hold before we start on hold fortifications. I'm thinking once built we can then convert the old ale storehouse over to wood or meat. Forge hall so we can start making metal stuff. I've started on the prospectors underhall to help with actually finding ores but I've also got the miners sniffing this turn to try and get lucky. Lastly I've got a farmer and a beardling at least planning out the underhold fortifications before the tunnels get too messy.

For the runelord I've put him on the Master Rune of Balance though I could be persuaded to shift that over to the ranger's scope. I've got Gartrimm going ranging east with the throng to try and find out more about the skinshifters in the hope we can have some interaction with people outside our hold. Daungrumm I've got looking into mentorship to explore how that mechanic works. West host I've put chopping down trees so our supplies are topped up in case we do need to start burning wood instead of coal.
While it doesn't cost additional dice to do the pass fortifications piecemeal it does spread them out time wise. We know they won't attack us this turn cause the Hold Rune spooked them but they could very well do so the turn after. I think an additional wall this turn is worth it in case next turn they attack it's ready to go.

I disagree with the storehalls, we have at least 13 turns before we have to worry about filling up our current storage space for crops and ale. And while I understand the logic of we should have them done before the hold fortifications the amount we have stored would last us maybe a couple of years so it wouldn't be much of a difference either way.

When we have a reserve of food and ale actually worth the name and able to actually last for a substantial amount of time then sure, but right now it just doesn't do much.

Also not a fan of the forge, there's good odds on us having to dig into our wood reserve soon and if we have to start chopping wood in the forest that would leave a lot of evidence of our presence to anything and anyone in the area. I seriously think we just need to hold off on Forges until we have a source of coal.

Edit: Also, why is Gatrim going ranging? What's the point of that?
 
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[X] Plan: Fortifications and Prospecting

I think we should, get as much of the enhancements of any building over with at once, also i agree on the point of the stockpiles, tho it would be nice to have them inside of the Hold proper we currently have some more immediate needs.
 
[X] Plan: Fortifications and Prospecting

Too late to really get momentum for remembrance, training, or shrine stuff. @UlseDovThur any interest in stripping off a worker or swapping the help callout from the southern wall to do something in the hold? It looks like there are 5 workers plus help from a leader (~270 with average rolls) for a 150 requirement. For comparison the underhold fortifications are at 5 workers for a 250 requirement.
 
[X] Plan: Fortifications and Prospecting

Too late to really get momentum for remembrance, training, or shrine stuff. @UlseDovThur any interest in stripping off a worker or swapping the help callout from the southern wall to do something in the hold? It looks like there are 5 workers plus help from a leader (~270 with average rolls) for a 150 requirement. For comparison the underhold fortifications are at 5 workers for a 250 requirement.
I'm over doing it on purpose. I want them done this turn so they're ready to go for the turn after. We can probably trust the goblins won't attack this turn but after that they could attack at anytime. Not terribly efficient, no, but it gets it done nice and fast.

The Underhold fortifications are actually 220, so odds are good that they'll finish or at least be very close to finishing and can be knocked out next turn with a single dice.
 
I'm over doing it on purpose. I want them done this turn so they're ready to go for the turn after. We can probably trust the goblins won't attack this turn but after that they could attack at anytime. Not terribly efficient, no, but it gets it done nice and fast.

The Underhold fortifications are actually 220, so odds are good that they'll finish or at least be very close to finishing and can be knocked out next turn with a single dice.

Thought the collapsible ceiling was X3 since it's per Guardhall but fair enough, allocations should do what you're aiming for and we're not super threatened so it's not a big deal.
 
Thought the collapsible ceiling was X3 since it's per Guardhall but fair enough, allocations should do what you're aiming for and we're not super threatened so it's not a big deal.
*squints*…*checks*…oh. So they are. 260 then actually. Eh, I'm ok with that, can still knock it out next turn easy and might even finish if we're a bit lucky.
 
While it doesn't cost additional dice to do the pass fortifications piecemeal it does spread them out time wise. We know they won't attack us this turn cause the Hold Rune spooked them but they could very well do so the turn after. I think an additional wall this turn is worth it in case next turn they attack it's ready to go.

I disagree with the storehalls, we have at least 13 turns before we have to worry about filling up our current storage space for crops and ale. And while I understand the logic of we should have them done before the hold fortifications the amount we have stored would last us maybe a couple of years so it wouldn't be much of a difference either way.

When we have a reserve of food and ale actually worth the name and able to actually last for a substantial amount of time then sure, but right now it just doesn't do much.

Also not a fan of the forge, there's good odds on us having to dig into our wood reserve soon and if we have to start chopping wood in the forest that would leave a lot of evidence of our presence to anything and anyone in the area. I seriously think we just need to hold off on Forges until we have a source of coal.

Edit: Also, why is Gatrim going ranging? What's the point of that?
The storehall thing is so we can make use of the fortifications in the event of an attack breaking through, even if we can't weather a many year siege being able to pull back to the hold fortifications and take advantage of them over having to fight in the fields to protect the food storehouse is preferable imo. It should be noted the forge doesn't have enough dice to finish this turn unless we get very lucky and if it does it's not like we have a major use for wood right now with no carpenter clans. Sending Gartrim ranging is just for fun really I like the idea of him heading out and searching through the skinchangers stuff for signs of chaos worship and maybe talking to them It's not an optimal choice at all I'll admit.

[x] Plan Spreading dice out

I like this plan, but would it be possible to change that rune to a rune of slowness on the north peak? I'm a big fan of symmetry.
While symmetry is nice and all I'm not super worried about the north pass right now, I'd much rather have the rune of balance providing its protection against magic which based on my (small) knowledge of LotR all the heavy hitters make use of.

-[X] Hold Rune: Master Rune of Balance
--[X] North Peak
Just an FYI Balance doesn't need a peak specified, apparently he'll carve it into whichever is highest:
[] 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.
 
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[X] Plan: Fortifications and Prospecting
the rune of balance works hold wide, it wil either do nothing for the rest of the quest or be crucial, it could stop Sauron from looking at us with his eye or a nazgul from scheeching.
Magic tends to be subtller in arda.
The inside stores are necessary but not for now.
The greater focus on finding coal is a strong point of the prospeting clan, so his the extra defense.
Walls and healing will probably suffice for a while if we want a defensive war, for offensive operations we also need a constant stream of coal and ore to be refined and turn into new weapons, and an underground training facility before assalting goblin town. @UlseDovThur the runic items are cool and probably the best possible given the runes that we got.
 
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So a thought for midterm planning, right now we can amend a hall :
[] 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.)
Thinking about the clan residences, for those clans without anything done it would cost 280 to fully kit out their clan halls (assuming we can also add clan tombs for 70 as well.) For those we decorated 210, bear in mind there are 3/4 points for "overflow" to be lost. If instead we build an entire new hall:
[] Clan Residences. 0/110
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
It comes out to 230, 220 if we build it in another peak and don't have the +10 from north peak. Since we are likely to lose more to overflow than just 10/20 I think it is actually cheaper to build new clan halls than try to refurbish the older ones to an acceptable standard. This also gives us a leftover hall we can then refurnish for 50 work (plus a nasty cost of steel and wood, but maybe that will become more bearable once we have the hold basics set up).
 
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I mean, you are not wrong, but I would wait untill we have more of a setup before we start tiding up hall that do not really need so.
 
I mean, you are not wrong, but I would wait untill we have more of a setup before we start tiding up hall that do not really need so.
I'm not saying we should do it right now, just thinking ahead. Essentially once we have all the stuff we need set up I think the clan halls should be first in line for an upgrade.
 
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