The Dawi in Arda (Hiatus)

Iron Ore Under-Storehall, 17/100.
(2 Brewer Dice + 1 Beardling Die)
5-5+4-5+18 = 17
The Bronzeplaits have worked in the Underhold to carve out an Under-Storehall dedicated to keeping Iron Ore dry and cool. Unfortunately, their obligations to the Hold have drawn on much of their time and very little work is done on the Under-Storehall.
Please Bronzeplats! At least they didn't roll ones I guess.

A chamber has been hollowed out alongside the Underhall for the storage of Crop. Should the Hargrobi seize the Surface Hold then the storehouses in the Valley would be lost. And so, the supplies of Crop are brought into the sanctuary of the mountain. So far the Underhold has not connected to any pre-existing tunnels and these Underhalls are safe, but there are concerns that the Underways in this region are lost to the enemy.

Crop Under-Storehall built under North Peak.
This only gave us 50 crop storage space! Not worth using underhold storehalls for anything but ores in the future IMO.

One moment the scent of the Uzkular was all about the land, and the next it had refined itself into a single skeletal body and set to murder one of the Elder's own Clan. Naturally, the skeleton warrior was cloven in twain and the bones were shattered under the flat of the Elder's Az-head. The Westerly Throng then returned to West Pass even as the presence of the Uzkular spread itself back out across the land.
That was lucky but lets stay out of Angmar in the future.

[] Train the Beardlings, 0 Turns completed.
(Choose 1 Trade for a Beardling Die to be trained in. Lose use of that Die.)
Can we have more than one group of beardlings training at a time?
 
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The Trade-Lores
The Lorekeepers can take a Beardling Die down into the Hall of Remembrance and teach them all that they need to know to specialise and become Greybeards. It would take three years to gain a Clan Trade or five years to gain a Lorekeeper Trade. Eventually the Beardlings who do not receive the attention of the Lorekeepers may become Greybeards through the natural processes of apprenticeship and long periods of hard work and simply join their Clan's major trade.


Greatmantle Trades
Warsmith
Metalsmith
Smelter

Bronzeplaits Trades
Brewer
Merchant

Ironplough Trades
Farmer
Herder
Ranger
Hunter

Stonebeard Trades
Miner
Prospector
Ironbreaker
Smelter

Shatterspear Trades
Stonemason
Artisan

Leadbeard Trades
Clan Warrior
Quarreller
Ironbreaker
Thunderer
Hunter

Glintgear Clan Trades
Engineer
Artillerist
Gunsmith
Thunderer
Chemist

Lorekeeper Trades
Jewelsmith
Goldsmith
Healer
Carpenter
 
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Did our Prospectors fail their roll this turn?
[] Establish a Mine. 0/50
A Vein has been found to establish a long-term mine around.
(Choose 1 available Vein. Only Miner Dice can be assigned to this Task. This excludes Beardlings.)
I assume we can't have more than one mine for the same vein? So we can't actually use this option this turn?

For the turn I'm thinking now is the time to strike if the goblins are distracted. Burn their homes collapse their tunnels and slaughter anyone left behind.
 
Did our Prospectors fail their roll this turn?

I assume we can't have more than one mine for the same vein? So we can't actually use this option this turn?

For the turn I'm thinking now is the time to strike if the goblins are distracted. Burn their homes collapse their tunnels and slaughter anyone left behind.
Actually they rolled Major Coal vein again.
 
Actually they rolled Major Coal vein again.
I like these prospectors! A second coal vein is actually damn useful as we don't have that much surplus to start smelting with and build more halls.

If the Runesmith takes an apprentice (or more) in the future will we be able to have the apprentice spam light runes to reduce our coal usage? I'm not sure if that is warhammer cannon usage of apprentices or Rhunrikki Strollar fannon.
 
[X] Plan: Filling out the Hold
-[X] Grudge Stones. 0/50 (1 Stonemason)
-[X] Huge, Fortified and Decorated Forge Hall, 147/200 (2 Warsmith)
-[X] Huge, Fortified and Decorated Lower Hallway (The Valley), 88/115. (2 Farmer)
-[X] Vaults. 0/160 (1 Stonemason, 4 Beardlings)
--[X] +Huge, +50 to target
--[X] +Second Guardroom, +30 to target
--[X] +Decorated, +10 to target
-[X] Iron Ore Under-Storehall, 17/100. (2 Brewer, 1 Beardling)
-[X] Ironbeards Station. 0/50. (1 Miner)
-[X] Establish a Mine. 0/50 (1 Miner)
-[X] Train the Beardlings, 0 Turns completed.
--[X] Engineering
-[X] There's a Time for Family (Both)
-[X] Range Out From the Valley
--[X] Western and Eastern Throngs will send their Ranger to investigate the Undead Fortress and the Large Fire respectively
--[X] Southern Throngs Rangers will keep their eyes on the Hargrobi and, carefully, try to determine what they're up to
-[X] Guard one of the Passes
--[X] Northern Throng will be ready to Guard the Western or Southern passes in case the Hargrobi return or the Undead in the West make a move on the Hold
 
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I like these prospectors! A second coal vein is actually damn useful as we don't have that much surplus to start smelting with and build more halls.

If the Runesmith takes an apprentice (or more) in the future will we be able to have the apprentice spam light runes to reduce our coal usage? I'm not sure if that is warhammer cannon usage of apprentices or Rhunrikki Strollar fannon.
Apprentices are often given repetitive tasks to do, Runesmiths however don't have many opportunities to practice the same thing a lot of times since each work is expected to be distinct from any other. The rune of Light isn't treated as an ordinary Rune and Master Runesmiths and Runelords almost never use it. This frees it from rules on the normal usage of runes and apprentices can use the rune of Light to practice runesmithing.
 
the eagles worry me but at the same time if we extend our goat farms we might in the future get 1 or 2 to stay and help guard our hold. other than that maybe 1 more further range to the west and east or 2 full throngs to attack the south pass
 
The glow of the east last three nights but the great cloud of smoke hangs high for a week.

The Desolation of Smaug?

I'm down for a Campaign to purge what remains in Goblin Town. And make it hard to return to inhabit it. I assume that this lets us mobilize the Volunteers again, except to take up guard duty? I'd also like for at least Gatrim to march with the Throng, as he should.

We should definitely get one beardling die training as an Engineer. And ASAP get a apprentice for the Rhunrikki.

Can we spare another beardling die for Carpenter?

Chemist can wait, I assume that's for powder and fuel, to shove into our eventual Engineer clan. So can Gold- (for Greatmantles actually) and Jewel-(For Shatterspears) smiths, unless we roll a vein, as it's something for trade/wealth and we aren't quite there yet. Healer would be something I'd put a beardling die into after the pop update.

@Warkeymon Can we re-assign storehouses and halls? Cause once we expand into the Valley Hold we could re-specialize the North Hold and specialize the Valley Hold. Some moving around of Clan residences later might make sense too tbh.

Moving on. Fucking Eagles doing Eagle shit. Manwe could've noticed us, or we just upset the Eyrie a bit. Unquiet dead. There's something I'd love to go smite. Though smashing what we did might have caught the attention of Rivendell, maybe the Dunedain who I assume pay attention to that shit since they're among the closest 'good' guys.
 
@UlseDovThur

Would you be willing to swap the mine for more prospecting and pull a beardling or two from vaults and put them towards a smelter?

Edit: sorry beardlings can't but could you shuffle to free up 1-2 (Miner, Stonemason or Warsmith Clans)
 
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the eagles worry me but at the same time if we extend our goat farms we might in the future get 1 or 2 to stay and help guard our hold. other than that maybe 1 more further range to the west and east or 2 full throngs to attack the south pass
I think the eagles being servants of Manwe, are actually taking a look at these very strange dwarves that have appeared and are likely bringing back word of these dwarves to the wise.

Or their gathering to see if they can take a whole heap of goats at once "they can't shoot all of us!" style.

Hopefully it's the former but the dwarves almost certainly believe it's the latter
 
@Warkeymon Can we re-assign storehouses and halls? Cause once we expand into the Valley Hold we could re-specialize the North Hold and specialize the Valley Hold. Some moving around of Clan residences later might make sense too tbh.
There's an option to refurnish a hall which would change its purpose to whatever you pick. It's quite expensive at the moment.
 
[x]Plan: War!
-[x] Grudge Stones. 0/50 - 1 Stonemason Die
-[x] Huge, Fortified and Decorated Forge Hall, 147/200 - 1 Warsmith 1 Beardling Dice
-[x] Training Hall. 0/60 - 1 Brewer 1 Warsmith Dice
-[x] Huge, Fortified and Decorated Lower Hallway (The Valley), 88/115. - 1 Farmer Dice
-[x] Hold Fortifications. 0/150 - 1 Farmer 1 Stonemason 2 Beardling Dice
--[x] +Extensive Battlements, +20 to target
--[x] ++Artillery Emplacements, +10 to target
--[x] +Towers Built into North Peak's Height, +40 to target
--[x] +A Second Gatehouse, +30 to target
--[x] ++A Third Gatehouse, +30 to target
--[x] ++Collapsible Chambers, +10 to target per additional Gatehouse
-[x] Iron Ore Under-Storehall, 17/100. -1 Brewer 1 Beardling Dice
-[x] Training Underhall. 0/80. - Outside the underhold defenses -1 Miner 1 Beardling Dice
-[x] Establish a Mine. 0/50 -Coal - 1 Miner Die
-[x] Train the Beardlings, 0 Turns completed. - Engineers - 1 Beardling Die
-[x] Join a Kull - South Kull - Gartrimm
-[x] Calm a Clan - Leadbeard - Daungrumm
-[x] A Kull is Called - North East South to kull goblins to the south
-[x] Guard one of the Passes - West to remain to guard the hold

Ok, with the goblins to the south distracted and the southern throng at full health again now is the best time for our punitive strike. Grudges cannot be allowed to go unsettled for too long. For hold stuff I have beardlings learning to be engineers because of course. I have an in hold training hall and an underhold training hall going up in the hopes they'll give their bonuses for the tunnel combat if they complete this turn. Other than that I'm finishing what we started, starting on a second coal mine (we will need it as soon as the forge hall is done) and I have started on the hold defenses. I have Daungrumm calming the leadbeards as they have dropped to "Acceptable" compared to everyone else's "Pleased"
 
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[x]Plan: War!

For once I'm down with the aggreesive action. I do wish we'd gotten the Undertraining Hall done early enough for bonuses, though. Cause Goblin Town is gonna be a nightmare warren, calling it.
 
[x] plan lets go south
-[x] Gather a Goat Herd 0/150 2 farmers 1 beardling
--[x] +Fortified, +50 to target, +5 Wood per dice
-[x] Grudge Stones. 0/50 1 Stonemason
-[x] Huge, Fortified and Decorated Forge Hall, 147/200 2Warsmith
-[x] Smelting Hall. 0/130 1 Stonemason 1Mine
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Throne Hall. 0/90 1Mine
--[x] +Decorated, +10 to target
-[x] Huge, Fortified and Decorated Lower Hallway (The Valley), 88/115. 2 beardlings
-[x] Add Clan Tomb to Leadbeard Clan Residences. 54/70 1 beardling
-[x] Iron Ore Under-Storehall, 17/100. 1beardling 2Brewer
-[x] Hold Rune: Master Rune of Balance, 2/4 Turns Completed
-[x] Join a Kull
-[x] Train the Beardlings-Engineer
-[x] A Kull is Called- east and west throng with south securing path to the hold

just something l flung together
 
@Warkeymon What would it take to create a Clan of Runesmiths? A huge amount of apprentices and runesmiths?
There are no Runesmith Clans in the whole Karaz Ankor. Clan Thungnisson was once a thing during the Golden Age but the Blood of Thungni has been lost and scattered thinly amongst the other Clans of the Karaz Ankor by several tragedies in the direct lines of each of the Ancestors.

Refounding any of the Ancestor Clans is universally considered impossible.
 
There are no Runesmith Clans in the whole Karaz Ankor. Clan Thungnisson was once a thing during the Golden Age but the Blood of Thungni has been lost and scattered thinly amongst the other Clans of the Karaz Ankor by several tragedies in the direct lines of each of the Ancestors.

Refounding any of the Ancestor Clans is universally considered impossible.
Well shit.
[ ] Runesmiths - Costs 5 Points
A Clan of Runesmiths.
So was this the only chance we had? Damnit. There goes my dream of a buttload of runesmiths...
 
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