Assuming we get the entrance to the east peak done this turn then next turn I want to start on five things in there:
Fortifying the entrance
Clan hall for the farmers
Clan hall for the Brewers
Brewing Hall
Stairs down to a new underhold
The stairs down are so we can connect the peak up with the under valley hold and also so we can pout another prospector's hall there to start some more mines. I'm undure how far down to go though, what do y'all think? The further down we go the more hall space we get but the longer it takes, I'm leaning toward 5 levels myself.
@Warkeymon Can we mothball halls if we don't want to pay the material upkeep/dice penalty but also want to keep them around for use later?
Assuming we get the entrance to the east peak done this turn then next turn I want to start on five things in there:
Fortifying the entrance
Clan hall for the farmers
Clan hall for the Brewers
Brewing Hall
Stairs down to a new underhold
The stairs down are so we can connect the peak up with the under valley hold and also so we can pout another prospector's hall there to start some more mines. I'm undure how far down to go though, what do y'all think? The further down we go the more hall space we get but the longer it takes, I'm leaning toward 5 levels myself.
@Warkeymon Can we mothball halls if we don't want to pay the material upkeep/dice penalty but also want to keep them around for use later?
We'll have to dig down in the east peak to reach the level that lets us connect things so my logic is we may as well make use of it to open up a second underhold.
One thought I had is we could use the valley underhold as the underway hub in which case I'd want to avoid mining there so we aren't mining into nasty things that then have easy access to the underway. Not sure how good an idea that is though. 🤷♀️
We are holding a feast this turn and their elder is heading off to learn how to sing to plants. Together those should get them up to pleased again I'm hoping. I do want to do the milling hall soon but I don't quite rate it as highly as the other stuff, It'll depend on how much dice we have free and how happy the Farmers are. If they are still at "Acceptable it will become a lot more important yes.
Everything we have in progress looks good. Beyond that I'm also interested in the brewing hall, lumber yard, and the underway hub. Brewing to stabilize our food supplies and give us more trading goods, lumber to unlock new carpenter stuff or get sustainable harvesting going, underway for cultural reasons, space, eventual communications and exploration.
The residences seem like we could hold off for a turn or two since the description makes it sound like they're happy with what they have. It'll be nice to move them to consolidate and boost their morale (currently steady but not great). Personally I'd prioritizing starting the new rooms and brewing ahead of them though. Once store halls, powder rooms, or existing residence expansion is done that frees up a lot of dice to put towards them.
I'm about half way through the update but there's been a handful of irl issues so I don't know when I'll next be able to work on it. Should be soon-ish though.
I'm about half way through the update but there's been a handful of irl issues so I don't know when I'll next be able to work on it. Should be soon-ish though.
@WarkeymonThis is to help inspire and soothe your dawi soul. Well, it's for everyone. It's really cool. Professional musicians do warhammer dwarf things.
I was re-reading the quest, and I thought what an insane quest it'd be to be in the White Mountains in the Second Age. Even or especially with the same set up. Get fucked Sauron, we don't like your magic ring bullshit.
That led me to thinking, @Warkeymon when and how did you decide on the time frame of the quest?
I was re-reading the quest, and I thought what an insane quest it'd be to be in the White Mountains in the Second Age. Even or especially with the same set up. Get fucked Sauron, we don't like your magic ring bullshit.
That led me to thinking, @Warkeymon when and how did you decide on the time frame of the quest?
I was originally going to start shortly before the War of the Dwarves and Orcs but then I saw that there was Mad0Slayer's similar quest at roughly that same time. So it was maybe a few updates in that I decided to move to a few centuries earlier.
Deep in the Underhold of Karak Drakfut two dissatisfied Dawi meet in secret to plot & innovate...
"Gregdun did you bring the ship plans?" asked Dwordustir Glintgear in a low voice while he nervously looked over his shoulder.
Gregdun Swiftcarver scowled "do you take me for a clan traitor?" he said heatedly "no, I memorized everything we need, did you bring the Engineering Vellum?"
"Aye right here" Dwordustir unfurled a large well cured piece of engineer grade vellum from under his arm and flattened it over a large flat rock. "Are you sure your clan will tolerate you sharing what you have learnt?"
Gregdun hesitated "I believe so, the clan rules that no clan member may share clan secrets without permission from the clan head, but this is a Noldor ship design, not Dawi, it does not belong to the clan alone"
Dwordustir stroked his beard "good good, let's begin! we will show them that Dawi are just as mighty on the water as on land"
For days the two Dawi met in secret, everyday refining the ship plans, everyday scrapping designs and making new additions.
Gregdun insisted on keeping elements of the Noldor wooden design, it was a tried and tested ship schematic, that per the Elf's claims had been in use for thousands of years. To alter the design too heavily would be disrespectful to the ancient master Shipwrights who shared their craft with them. Dwordustir in contrast insisted on replacing as much of the weak wooden structure with steel as possible while adding various other Dawi innovations, proclaiming it a perversion of Dawi craft that as shipbuilders they would abandon tried and true methods used in Barak Varr for generations.
"We should keep the sail" insisted Gregdun causing Dwordustir to growl "Why? sails are flimsy, they burn and can be cracked by a single cannon shot, better just add an extra engine"
"And waste all our coal?" Gregdun countered. "What If we run out and are left stranded and drifting miles from home, better to have both rather than abandon these clearly high quality sail designs"
Dwordustir concedes with a dissatisfied grumble "fine, for the trade ship but our warship should be better defended, lets add an extra paddle engine on the Gunboat, it can still run on one engine to save coal"
With both Dawi Satisfied they rendered an image detailing both designs, now they just needed to present them to their respective clans.
Dawi Tradeship
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.
Dawi Gunboat
Two Barak Varr Gunboat grade steam engines powering a Nautilus style propellar & two Gunboat grade paddle wheels.
Steel armored Gunboat deck & cabin.
One front facing Cannon & Two broadside cannons on each side.
You are right, I realized a bit too late that it was a tad too shallow.
Just assume its deeper, but not too much deeper. Since these are river ships they tend to have a wider shallower draft than bigger seaworthy ships who need a deeper draft for stability.
hmmm in order to really get to a trade lane worthy of a port...the dwali will have to carve a moutain pass and create a canal to the nearby rivers.
probably drain a few lakes worth of water from within the moutains for that to happen.
let's also not forget to cleanse the insides of the moutains and create defensive works to prevent the nameless things from growing in power, these moutains will belong to the dwali in time, and become a beacon of trade throughout middle earth!