The Dawi in Arda (Hiatus)

If it works I would expect some serious upheaval. Dawi really don't like magic. It's a new world and all, but this is the kind of thing where at best it's going to be scrutinized the fuck out of.

It'd be pretty cool though.
Dawi don't rely on magic because it turns them to stone, and is unreliable.

They are perfectly fond of magic if it can be made safe and reliable, but in the previous world, the only way to do so was runes.

Not to mention that magic in middle earth seems to be a function of skill: they might already be doing the subtle sort of Middle Earth magic when they pour their time and effort into excellent craftsmanship.
 
Valaya, Gazul, Grimnir/Smednir/Thungni, Grungni, Morgrim

In terms of greatest to least importance to Tolkien themes, I view this as the order, with an uncertainty where Grimnir, Smednir, and Thungni would be in order.

Grungni sadly would be too associated with seeking riches and delving in areas best left untouched, while Morgrim is self-explanatory.
 
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The Turning of an Age - Results
Carpenters
Clan Swiftcarver of Karak Drekfut is your new Carpenter Clan. At a time when many Beardlings are growing into their adulthood, they have formed a new Clan Amongst them you have chosen Vesgid to be their Clan Ancestor and she has risen to the challenge with great haste. The other Carpenters listen to Vesgid carefully and have knitted together into a tightly bound group as befits a Clan despite not sharing one another's blood.

In North Peak the old Shatterspear Residences have been given over to the Swiftcarvers while the Shatterspears move into the new Residences in West Peak. These Residences are simple in design and sit on the First Level of North Peak. The general mood of the Carpenters is tuned towards anticipation and Vesgid intends to bring the Carpenters up alongside the other native Clan of Karak Drekfut. There's already some rivalry between the Engineers and the Carpenters for the Swiftcarvers have claimed the working of crossbows and artillery pieces to bolster the Throng in battle.



The Clans
The Census has come back, and you've found that it is the clans of the Royal Family that have most moved towards founding new Clans. With the Beardlings amongst Clans Greatmantle and Bronzeplaits joining the new Glintgears and Swiftcarvers there are fewer new Warsmiths and Brewers in the new generation.

Instead, the census is reporting that work in the farms is being spread amongst more Farmers with the Ironploughs looking towards expanding into other valleys of the Ered Hithui. Beardlings traditionally spend two years in the Mines, but the Depths are growing fuller and the Stonebeards are reporting busier Mines. With the boost to adult population their Elders have considered perhaps working towards striking out the Grudge of the Thing in the Depths.

The Shatterspears too are considering the new growth as their own ranks have swollen. The Karak has plenty of space to expand into and there's a lot of space within it already as well. The population growth has done rather little to bring the Karak towards crowded, twice as many Dawi could walk these Halls with fair space and so the Stonemasons are wondering if construction work is set to slow.

Meanwhile the Throng has enjoyed its swelling ranks as the Leadbeards have taken up arms and joined the ranks of the Minor Throngs. Thane Nirvid is still hard at work on her pet project of a Guard of Hammerers and has little personal time to spare for developing her Clan's newest Greybeards.



Elder Drindut
The Ironploughs have entombed Elder Garin, and the new Clan Elder is some twenty seven decades old. Elder Drindut has taken on the position of leading the Farmer Clan, the Ironploughs have been a source of some trouble in recent years, and they tend to be the grumbliest of the Clans. Fortunately, Elder Drindut seems to have a reasonable head on her shoulders despite choosing to lean towards adopting techniques from other peoples. It makes some sense you suppose, after all the Farmers don't have an Ancestor God's example and traditions to follow.



The Blood of Gazul
A Greybeard by the name of Gazric has gathered together a small number of fellows who have come of age at roughly the same time. They have cast aside their Clans to found a new branch of the Order of the Guardians. Operating out of the Shrine of the Guardian at the Peak of North Peak, leaving the Shrine of the Lord within the Tomb Hall for a future more stationary Cult, this band of witch hunters have armed and armoured themselves with commissions from Clan Greatmantle. Two-handed greatswords and black robes marked with flames go about the Karak as Gazric prepares to bring the full force of Gazul's Fire upon the necromancers of this world.

He has considered the incoming reports of Uzkular and selected a few options for places where he and his Guardians might venture to tear down the works of necromancers and return the Uzkular to the true death.

+5 Guardians



New Rangers
A group of some fifteen Bronzeplaits have moved across to Kazad Urbaz to take up the Crossbow and train in creative use of it. They have thick cloaks for lying out in the elements for days on end and they've rallied around the Troll Poisoner for a leader. The Deadeye has taken on the group for intensive training and though they might lack some of the line battle training of Quarrellers they make up for it with a capacity for thriving in greatly outnumbered and disadvantaged situations.

+15 Rangers



Eagle Whisperer
It is fortunate for your Stonebeard that the Grey Pilgrim has chosen to stop in Kazad Urbaz on his way through the High Pass else you might have missed him altogether. The Deadeye has sent word to you that the Istari is perusing the market and when you arrive he is in conversation with the Warsmith currently attending to the Grand Stall. Mithrandir stands aside whenever a customer approaches and doesn't appear to be terribly interested in actually making any purchases, so you step in to discuss your intentions for the Stonebeard.

He has gained a Wanderlust; it has been known to happen amongst Dawi sometimes. Especially when the Blood of Gazul is burning and can sometimes result in boons for the Dawi as a whole. The founding of new holds, the making of new friends and the striking of great oaths have come about from Wanderers. In this case you think the second is most likely. But a young Greybeard out in the world alone would be endangered, even with his intended travelling partners.

And so, you've a suggestion that Mithrandir take on the Stonebeard as some sort of Apprentice. Lord Elrond describes Mithrandir's great duty as weaving together the forces of good so that they might better repel the darkness, such a journey should satisfy the Wanderlust and allow for the Stonebeard to impress the good nature of the Dawi on the peoples who deserve to be impressed in this land.

The Istari doesn't seem overjoyed at the idea, but he shows no sign of displeasure either and agrees to take the group on as companions on the road and ensure no trouble befalls them that they don't soon get back out from. The next day a group of four very different individuals go out from the Door and head east through High Pass. Mithrandir is searching for the Host of Glorfindel who rumours claim have passed into the Eryn Galen.



Blood of Thungni
The Plaiting has breached the secrecy of the Runes. As she has stepped into the Bryn Ankor unguided, unprepared and without just right, so has she stepped out from the Drekfut Ankor. All that is mundane has passed now from her sight. She has been blindfolded and placed into the attention of the only other soul in the Bryn Ankor.

Gutfroy alone may guide her back to the place where Rhunki and Rhunrikki straddle the two worlds and he alone may remove her blindfold. Set for her is the task of laying out, carved into stone so that there might be no misunderstanding or forgetting, why the art of Thungni must be kept secret. And of course, if she is to be a Rhunki and perhaps even Rhunrikki in the future then she will need to possess perfection in the cutting of Runes.

So, she should start with the mundane runes of Khazalid. Should her writ be anything less than perfection, then it shall be broken into gravel, and she shall start entirely again.

An arduous Reckoning of which Gutfroy seems to approve, but not quite so heavy as those the Leadbeards have been given. Four Clan Warriors entrusted with tending the outer guardhall of the Runecrafting Hall have demonstrated an inability to bar the way from a Plaitling. The prevailing understanding is that they misunderstood the full weight of their duties.

And Gutfroy has carved four great Grudge Stones. Let them know that their duties should be a burden unto them greater than these stones for they may not pass any moment of day or night without the touch of their Grudge Stone. The group move about various duties in the Hold, sometimes they are serving on the Walls and sometimes they must make the eight mile journey to Kazad Urbaz with the stones on their backs.

After two cycles of the moon the Leadbeards lay at last their stones to rest and retake their place wardening the Runecrafting Hall. From which Linn Greatmantle has not departed since she was blindfolded.
 
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The Blood of Gazul
A Greybeard by the name of Gazric has gathered together a small number of fellows who have come of age at roughly the same time. They have cast aside their Clans to found a new branch of the Order of the Guardians. Operating out of the Shrine of the Guardian in at the Peak of North Peak, leaving the Shrine of the Lord within the Tomb Hall for a future more stationary Cult, this band of witch hunters have armed and armoured themselves with commissions from Clan Greatmantle. Two-handed greatswords and black robes marked with flames go about the Karak as Gazric prepares to bring the full force of Gazul's Fire upon the necromancers of this world.

He has considered the incoming reports of Uzkular and selected a few options for places where he and his Guardians might venture to tear down the works of necromancers and return the Uzkular to the true death.

+5 Guardians
I wonder if the Thing in the Depths falls under their purview? I suppose we'll find out soon.
Elder Drindut
The Ironploughs have entombed Elder Garin, and the new Clan Elder is some twenty seven decades old. Elder Drindut has taken on the position of leading the Farmer Clan, the Ironploughs have been a source of some trouble in recent years, and they tend to be the grumbliest of the Clans. Fortunately, Elder Drindut seems to have a reasonable head on her shoulders despite choosing to lean towards adopting techniques from other peoples. It makes some sense you suppose, after all the Farmers don't have an Ancestor God's example and traditions to follow.
That would explain how such a notion could take root in her mind at all.

There's already some rivalry between the Engineers and the Carpenters for the Swiftcarvers have claimed the working of crossbows and artillery pieces to bolster the Throng in battle.
I expect that the Carpenters will take the lead there as the Engineers fall into the Glintgears' gunpowder preference.
 
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Operating out of the Shrine of the Guardian in at the Peak of North Peak

One word too many I think @Warkeymon

He has gained a Wanderlust; it has been known to happen amongst Dawi sometimes. Especially when the Blood of Gazul is burning and can sometimes result in boons for the Dawi as a whole. The founding of new holds, the making of new friends and the striking of great oaths have come about from Wanderers. In this case you think the second is most likely.
A hint as to the secret Gazul path of The Wanderer I imagine.

Mithrandir is searching for the Host of Glorfindel who rumours claim have passed into the Eryn Galen.
You'd think First Age Elves and Istari would have better means of communication…

I was considering that as a first target for them, though it might be better to let them cut their teeth on something less dangerous to start with.
Might be a good idea.

If the Necromancer goes to work necromancy on any dead dragons or drakes we'll have a perfect target for them and the Light of Earendil given what befell Ancalagon.
 
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Warkeymon has updated the tasks post with what the carpenter can do so I've thrown together a plan for next turn. (I definitely haven't had this sat on my hard drive for a week, anyone who says otherwise is a lying liar.) Anyhow bearing in mind this is obviously subject to change based on any new actions that show up in the turn post or changing information that comes up there I thought I'd post it for discussion:
[ ] Plan: Artillery!
-[ ] Fortified Charcoal Pits 94/100 - 1 Beardling Die
-[ ] Fortified and Decorated Barracks 127/160 - 1 Miner 1 Beardling Dice
-[ ] Extensive North Pass Fortification, 187/240. - 1 Brewer 1 Beardling Dice
-[ ] Excavate an Entrance Hall into one of the Peaks. 0/100 - East Peak - 2 Farmer 1 Brewer 2 Beardling Dice
--[ ] +Huge, +50 to target
--[ ] +Fortified, +30 to target
--[ ] +Decorated, +10 to target
-[ ] The Long Riders - 1 Eotheod Die
-[ ] Eotheod Apprenticeships - Warsmiths - 2 Eotheod Dice
-[ ] Fortify Greatmantle Clan Residences 48/60 - 1 Warsmith Die
-[ ] Greatmantle Clan Tombs 54/60 - 1 Warsmith Die
-[ ] Expand Leadbeard Clan Residences 26/60 - 1 Stonemason Die
-[ ] Huge, Fortified and Decorated Upper Stairs, 104/140. 3/5 Levels Completed. - 1 Stonemason Die
-[ ] Huge, Fortified and Decorated Powder Storehall, 148/190.. - 1 Farmer Die
-[ ] Huge, Fortified and Decorated Powder Hall, 141/190. - 1 Stonemason 1 Beardling Dice
-[ ] Storehall. 0/100 - Charcoal, West peak lowest level - 2 Miner Dice
--[ ] +Huge, +50 to target
--[ ] +Fortified, +30 to target
--[ ] +Decorated, +10 to target
-[ ] Train the Beardlings - Merchants - 1 Beardling Die
-[ ] Field Batteries - Grudge Throwers - 1 Engineer Die
-[ ] Field Batteries - Bolt Throwers - 1 Carpenter Die
-[ ] A Feast for the Hold - Gartrimm & Daungrumm
-[ ] King Gisilhari - Diplomacy with Neighbouring Kings
-[ ] Range Out From the Valley - North throng to send rangers to observe the army besieging Udrabax. South throng to send rangers to check on the status of Framsburg and try to get an estimate of the numbers remaining and their movements
-[ ] Meet with a Neighbour - West throng to meet with the shifters , East throng to meet with the woodsmen. Eotheod to accompany whichever throng is meeting with those they have the best relations with.
-[ ] Grand Stall – Change to 1 Warsmith 2 Noldor Wine 4 Ankor Grain 3 Fruit 3 Vegetables

Notably there's a lot of finishing off stuff. The main things this starts are breaking open the east peak with most of the spare dice, I'd like to get it done in one turn as we can then spread dice out over a bunch of different projects there. It also starts a storehall for charcoal though I could easily be convinced to switch out the miners there for something else, like say a mine. And of course it has the carpenters and engineers competing to see who makes the best artillery, with one set of bolt throwers and one of grudge throwers. I figure we need both and the odds are good for them to succeed on those rolls. The engineers get a +10 to artillery production and the carpenters get a +10 if they are the lowest roll out of them and the stonemasons so it's about a 80% chance to succeed on each roll.
 
With 33 remaining on the barracks I think it worth it to put the Miner dice there on the Charcoal storehouse, or perhaps a new silver mine.
 
Turn 20
You have 7 Beardling dice which can be used on any task in the hold. You have 2 Warsmith and Brewer Dice; 3 Farmer, Miner and Stonemason Dice and 1 Engineer and Carpenter Dice. The Warrior Clan dice are inside of the Throng Duties options.

The Eotheod who have come to Karak Drekfut are willing to work in any way while in the sanctuary of the Hold. The Eotheod are Umgi, and worse yet they are the scattered and diminished remnants of their people. They suffer a -15 to all Eotheod Dice.
The Eotheod supply 3 Eotheod Dice.

Multiples of the same task can be undertaken at once if you want to split work between multiple clan housing, or multiple types of storehouse etc.

You have 7 unused Excavation Dice from last turn.

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


The King's Matters
Grazur
Elder Grazur has returned from the old Forest with a tale of a being that seemed to unknowingly take on the form of a Living Ancestor, who was married to a powerful sorceress and who had absolute mastery over the land in which he lived. And it was a tale of far too much magic for the Elder's liking. He has gone back into the Map Room and looked for something to balance out matters.

The Quendi Realms are overseen by powerful mages, the Dwarvish Kingdom is besieged in the north and the Kingdoms of Umgi are mostly scattered and even amongst them there seems to be the presence of magic in some manner. But not all the Dwarves are behind the gates of Udrabax, the ways of the Ered Mithrin are high in those mountains and barred from you by Urki but they have colonies in the east. Erebor the Lonely Mountain, or perhaps the Iron Hills. Or even further east to the lands from which the Eastern Dwarves have been coming with their raiding bands. Though such a journey would take considerable time.
[] Erebor the Lonely Mountain
[] The Iron Hills
[] Buzan of Thulin's Line
[] Gabilzahar of Bavor's Line
[] No
[] Write-In


Gazric
The Order of the Guardians have been drilling at arms with the heavy and razor-sharp greatswords of their Order. Under the stern watch of their Head Priest, they have come a long way both in combat and in matters of the Cult. Their noses are honed to detect the presence of Uzkular with pinpoint precision and each of them has a firm grounding the Last Rites and other such rituals to abate Necromancy.

And now Gazric has decided it is time for the Order of the Guardians to strike out against the enemies of Gazul. Uzkular or Dawi Zharr, though the latter are more than unlikely to be found. You find before you six Dawi clad in black with greatswords strapped over their backs and the fires of Gazul worked into their armour and the robes that are worn over them.

[] Rhudaur
Beyond West Pass lies a broken black castle where the Uzkular were first come upon. The whole land is blanketed in the presence of the Uzkular but there are traps laid in the ruins of the once-kingdom that can draw in that presence and stir the dead to act as ambushers. The Order of the Guardians should trigger and annihilate those traps.

[] Angmar
The Witch King of Angmar was a powerful Necromancer and many of the foul workings of the near world were his make. Lesser Necromancers studied under him and the tribes of Umgi and Urki who dwell there may be harbouring Necromancers still. The Order of the Guardians should hunt upon the Plateau of Angmar for the Necromancers who survived the fall of that kingdom.

[] Cardolan
South of Bree are the Barrow Downs. It has proven troublesome land to travel through and you aren't pleased that when the gates of Bree are closed you are left with little choice but make way through it. Here the presence of the Uzkular is overwhelming and many of the dead regularly waken to battle travellers in that area. The Order of the Guardians should tear down the workings there.

[] The Depths
The Thing in the Depths has not re-emerged since it was first discovered. The Ironbeards haven't engaged it in battle and the Rangers haven't determined where the breaches in the Depths open out into the surface. Whether the Thing in the Depths really fits the duties of the Guardians is perhaps questionable, but the Order is willing to set out on a hunt all the same.


Drindut
Elder Drindut of Clan Ironplough has overseen the entombing of her predecessor, Elder Garin, and has moved quickly as the new Clan Elder to bring her Clan firmly into hand. There's been trouble between Ironploughs and other Clans and between the Ironploughs and other peoples that has caused trouble for the Dawi as a whole. When she was nominated for Clan Elder it was for her skill as a Farmer and for her willingness to adapt to the techniques of other peoples.

She has come before you to request that she and some trusted Ironploughs set out for Imladris and request a Noldor teacher teach them to sing to plants. It makes some sense, the Dawi are no stranger to the use of song in carrying out duties. There's working songs for Forge and Mine, there's marching songs for the Throng and there's Dooming Songs for dark days and insurmountable odds. Why should farming be any different?
[] Yes
[] No


Korin
Elder Korin presides over your Queen's Clan. He has an interest in arranging a trading expedition, the Hold is bountiful in Ale and spreading it around a little might be worthwhile. Besides, Elder Korin has a few youngsters who could do with stretching their legs. He wants to load up some wagons with 50 Ale and set out to the markets of the world and trade it away for fair prices with ordinary folk.
[] Yes
[] No


The Rune of Fate
Just as you're falling to sleep there's a soft silver glow and you know to anticipate a waking dream. You find yourself stood upon the highest level of Udrabax. Three Levels above the besieging Urki host on the road to the south affords you a good vantage point to watch as the siege moves through several days. You note the sun and moon circling overhead as day and night take their turn in joining you watching over Udrabax.

You think you've been stood there a year or more when a horn sounds to the north and there is the grinding of stone as a great gate shifts. The siege camps quickly grow more active and stout ranks form up around Udrabax at a distance that the defenders aren't even trying to fire across. Thain son of Nain comes out onto the open ground beside you, escorted by a hundred Dwarves clad in thick silver armour.

The Urki host stretches on for miles, it twists around the edges of the nearest mountains and the cold stony plain before Udrabax is black with their camp. The Eryn Galen seems so very far away on the southern horizon.

"Udrabax is too far west." Lord Neath son of Drith looks across as his king speaks. "Durin's Folk dwell upon the walls of the Heath, weeks it takes to march the long grey road to Udrabax from Silverplunge. Your position is untenable in the long run. Should I surrender the lives of Durin's Folk for an untenable position?" Thain shakes his head. "Seal your gates, gather your people and make for Thundercleft. There still dwells Uri's Line, your kin will attend to you."

"Because my King will not?" Neath son of Drith has the face of a storm. "Udrabax is as untenable as you choose to make it my King. But it is the gateway to the hall of your Father. Those are Gundabad Urki before my gates. Has Durin's Line lost all hope for Durin's First Hall? Hew the damned creatures!"

"You have had your King's command." Thain son of Nain turns away, anger in his shoulder and his step.

"Take with you my people then, those who will go. I am the Lord of Udrabax, I will hold these gates for a hundred years. Alone if I must." And the King turned around in a fury.

"I will accept none of the folk of Udrabax through the gates of Silverplunge if you deny me here. I am your King!" He stepped closer. "Shall I go forth from this place and order the way sealed behind me? The road from Udrabax to Silverplunge threatens Durin's Folk. I should have your doors pulled down so that the enemy cannot reach my road. Stay then. You will not be able to change your mind."

And the dream broke about you.



Beyond the Passes
The immediate area is secure enough that endeavours that need more space than can be provided within the protection of the Surface Hold and cannot be performed within the Karak may be undertaken beyond the Passes.

[] Fortified Charcoal Pits. 94/100
(Engineer and Carpenter Clans can take this task.)

[] Fortified and Decorated Barracks. 127/160
-[] +Huge, +50 to target
(Miner, Stonemason, Carpenter, Artisan and Warsmith Clans can take this Task.)

[] Anduin Jetties. 0/150
You have Lord Cirdan's riverine designs, but nowhere to actually build and keep ships. To the west the nearest river is the Bruinen, but the Ford makes it troublesome to move ships along it. So instead, you might lay jetties out into the Anduin. Send some Dawi out into the Near Vale to build up jetties into the Anduin.
(Engineer and Carpenter Clans can take this task. Costs 15 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)



The Surface Hold
A valley in the dip between four mountain peaks with a pass out on each of the four cardinal directions is the current home of your host. The valley is filled with wagons of supplies and tents for the Dawi to sleep in. While most of your hold will one day be below ground, there will always be a need for some presence on the surface. The Valley has space for 3 more structures.

[] Extensive North Pass Fortification, 187/240.
(All Clans can work on this task. Dice can only be assigned equal to the total of this turn and last turn's Excavation Dice.)



The Hold
An Entrance Hall has been excavated from North Peak and the Karak can now form around it. Routes up into the Peak and down under the Valley will allow for significant expansion and there is currently space for an additional 0 Halls to be carved from North Peak, 7 Halls under the Valley and 17 Halls in West Peak. Specify which Hold Area to build new Halls in.

[] Huge, Fortified and Decorated Upper Stairs, 104/140.
(All Clans can work on this task.)

[] Huge, Fortified and Decorated Powder Storehall. 148/190
(Specify resource to store here. All Clans can work on this task. Artisan Noldor can take this task.)

[] Huge, Fortified and Decorated Powder Hall. 141/190.
(Stonemason, Miner and Engineer Clans can take this Task.)

[] Amend Greatmantle Clan Residences (Fortification) 48/60
(Any Clan can take this task provided it was originally able to work on the structure.)

[] Amend Greatmantle Clan Residences (Tombs) 54/60
(Any Clan can take this task provided it was originally able to work on the structure.)

[] Amend Leadbeard Clan Residences (Expansion) 26/60
(Any Clan can take this task provided it was originally able to work on the structure.)



The Under Hold
The Under Hold is the deepest parts of the Karak. Here are the mines that venture far below the rest of the Hold and here are the places where the Holds of the Karaz Ankor are joined together by the Underways. 2 Minor Coal and 1 Minor Silver Vein have been identified. Behind the Underhold Fortifications lies only a limited space. There is room for 0 more Halls within that protection.

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



Runelord Challenges
Rhunrikki Gutfroy has the time to start a new challenge this year. An Item Rune will complete this turn. A Constructed Rune will complete in 2 turns. A Hold Rune will complete in 4 turns.

[X] Constructed Rune: A Shield. 1/2 Turns Completed.
Challenge Level: 30



Personal Challenges
Both yourself and Lady Daungrumm are capable of taking on Challenges as the ruling couple of the Karak. Mostly affairs of the Clans and the family but sometimes you will be moved to greater action than settling disputes.

[] King Gisilhari
-[] Write-In a subject an Apprentice King must learn. (E.g. Combat at Arms, Commanding a Throng, Healer's Work, Managing a Workforce, Diplomacy with neighbouring Kings, Wooing a Woman, Smithing, Dawi History)
Challenge Level: 10
Gisilhari is now your apprentice. You should decide what part of Kingship he should learn next. It will be an ongoing thing through the year but you'll have time to attend to ordinary duties as well.
(King Gisilhari is your Apprentice King. He imposes a -5 on your dice until he is an adult and you may still do one other task while teaching him. Each year you may write in a subject that he should be taught that year or select a suggested option.)



The Lorekeepers
The Clan Lorekeepers have prepared a place for Beardlings to be properly trained into the many trades of the Karaz Ankor. It will take some five years for a Clan's Beardlings to be trained in a new trade, but only three for trade from an existing Clan.

[] Train the Beardlings, 0 Turns completed.
(Choose 1 Trade for a Beardling Die to be trained in. Lose use of that Die.)



Throng Duties
Remember to assign all of your Minor Throngs to duties. Additional notes on specific purposes or tasks can be written in as you want.
 
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Well isn't that interesting. I'd forgotten about that castle.

And the stuff from Udrabax…

Pity about Grazur, I suppose he won't be in the mood to head to Thranduil's Halls yet.

Nothing new yet regarding the Light of Earendil, huh @Warkeymon .

Would we be allowed to try and loan it to Gazrik?
 
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Well isn't that interesting. I'd forgotten about that castle.

And the stuff from Udrabax…

Pity about Grazur, I suppose he won't be in the mood to head to Thranduil's Halls yet.

Nothing new yet regarding the Light of Earendil, huh @Warkeymon .

Would we be allowed to try and loan it to Gazrik?
At the moment Daungrumm is waiting for the next time Gutfroy comes out of the Runecrafting Hall to give it to him to look over. If its magical and not Dawi then it has to be checked by the Rhunrikki before you'd feel happy sending it out into the field.
 
At the moment Daungrumm is waiting for the next time Gutfroy comes out of the Runecrafting Hall to give it to him to look over. If its magical and not Dawi then it has to be checked by the Rhunrikki before you'd feel happy sending it out into the field.
I'm actually kinda glad there are some limits to his openness.

Is it possible to aim to establish a new silver mine now that we have found more silver?

Also is it possible to second Throngs to Order of the Guardian operations, or is that insulting?
 
I'm actually kinda glad there are some limits to his openness.

Is it possible to aim to establish a new silver mine now that we have found more silver?

Also is it possible to second Throngs to Order of the Guardian operations, or is that insulting?
You can establish a new Minor Silver Mine. You can send Throngs to join the Order of the Guardians in their duties.
 
I'm of a mind to send Grazur to Erebor. Get in good while it's still young.


You can establish a new Minor Silver Mine. You can send Throngs to join the Order of the Guardians in their duties.
I admit to wondering if it would hurt more than it helps. Does the Order have a history of making use of those not trained in their ways?
 
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Oh hey, we can build more Underhold fortifications can't we? Around the Under-Valley and the other peaks. That'll give us more space for protected halls in the underhold.

Also I see that we can put some more farms and herds on the path between Karak and Kazad. And lesser Kazids that the Clans can have some control over themselves. But we have plenty of space sooooo.

The jetties should wait until we establish relations in the Vale of Anduin.

The Line of Durin is apparently filled with bitches. Looks like Urdabax has a lord worth saving. I'd love to take two batteries and three throngs out there, but I'd settle for heavy ranger harassment. Of the Urki supply lines. An army that large cannot subsist on forage and has to be supplied from the outside.

I'd be looking at Erebor or the Iron Hills for diplomacy, tbh. Though we should be wary of a Thranduil interrupt, so Elder Grazur should be aware and prepared of that.

For the Guardians, I'd like for them to start with either the Barrow Downs or Rhudaur. They seem a bit more managable, with the Barrows being pretty straight forward, and the Rhudaur being so close. I'd like to send at least handful of Rangers and warriors who've got actual experience fighting the unquiet dead. In part to help keep them alive, and in part to be able to share wisdom since the Order is so young. If we send them to the Barrow Downs I'd like for them to co-ordinate with the Dunedain if they can, tbh.

I say yes to Elder Drindut. This is a chance to repair relations with the common Noldor. By going to them, and seeking to learn in their place of safety as students we might score some more points and make them like us more. Cause right now we're only really popular amongst the leadership of Rivendell, and that's not good in the long run for our closest and most powerful neighbor.

I'm down Elder Korin, this would even dovetail nicely into our desire for merchant dice.

I like @Jreengus plan pretty well, though I'd like to see more than observation in the two Throngs' actions. We should allow the Elders to engage at their discretion but with great caution. If they sees an opportunity to weaken the foe, do so.

We have to be careful but not so passive militarily. We have an excellent hit and fade force, we should make use of.
 
Dawi-Noldor Ship Design


Finally I have completed the Dawi Noldor merged design. The Elven ship is modeled after the one that departed to Valinor with Frodo from the Grey Havens.

I have some free time so I will go full steam ahead (pun intended) with the combined Omake.

Features
  • A Barak Varr Gunboat grade steam engine powering a Nautilus style Propeller.
  • Two Noldor Style subsidiary lateen sails.
  • Sheltered Captain cabin.
  • Frontal Siege weapon mount.
  • Hardened Noldor Style trade ship hull with Dawi steel reinforcements.
  • Front and aft waterproof storage space for trade goods.
 
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