The Dawi in Arda (Hiatus)

Found a decent map of our local area.
For reference, the distance between Eagles Eryie and Carrock is about 35 miles. We should be between the "M" in mountains and the Coldfells, maybe a bit further north.
The confusion will be so delightful when we eventually meet rivindell.

The language barrier part will be interesting.

The elves of rivindell are noldor, and very good craftsmen.

I can imagine doing language exchange in a forge.

And with Tolkien being a linguist Sindar would not be a maddeningly frustrating language.

Also, when the dawi meet the native dwarfs... And their languages (khuzdul vs Khazalid) are not interchangeable, or even similar.
 
Hmm, the "watch tower" in the River described in turn 3's ranging East action is most probably the Carrock.

Anyone got any info on the humans living to our northeast? Cause I haven't seen anything.
 
The fires are either the fall of Erebor or the burning of lake town.
If it is the burning of lake town then the bettle of the five armies took place and goblin town is very weak at the moment and we should strike.
If it is the fall of Erebor then goblin town is fine, we do not know how many of them are dead in the battle nor how many of them lived in the town, we know the elite died in our battle, considering that these are not warhammer orcs they reproduce slower, maybe they did not have the numbers to launch a second assault, In that case we should strike.
Maybe this is a trap and they have the numbers, we should be mindfull of the possibility and be wary.
Still with two scenario out of three on our side a strike sounds pretty good, maybe leave the runelord behind, it is not like the goblin can use strong magic anyway.
As long as we keep ourself ready to retreat we should be fine.
Plus the plan does take the stepps to neutralize the treath of a underground assult that I described and even if we retreated early with nary a kill will gave us a lot of the infrastructure necessary to conduct more offensive operations.
The eagle are a good sign, we may get the attention of Gandalf whic is a good thing

[x]Plan: War!
 
Anyone got any info on the humans living to our northeast? Cause I haven't seen anything.

According to a wikiwalk, those should be the Woodmen. Think the Beornings but less Bear. The two factions are friends. And that makes up the major human factions in the north end of the Vales of Anduin.

Then Mirkwood and it's shenanigans. Then the humans on that side, like the Men of Dale. Which if the original Desolation just happened, still have a proper kingdom over there.
 
They might be useful, they would be easier to befriend than the Beornings, probably can't sell us anything we couldn't make better with enough time but if we manage to ally with them we could equip them with dwarfen made equipment and use them as lighter infantry to field larger numbers.
@Warkeymon you didn't cross the underhold fortification in the clann requirement.
 
Plan: War! Starting writing now.
Adhoc vote count started by Warkeymon on Jan 26, 2022 at 2:04 PM, finished with 58 posts and 17 votes.

  • [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
    [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
    [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 (2 Warsmith)
    -[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] 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
 
Right fingers crossed. I think the Kull was the right choice but if a plan I wrote goes horribly wrong I will feel very guilty about it.
 
Just came up with a Rune Set for the descendant of Gazul we have when he comes of age;

Gazul Descendant Set
-Sword: Fire, Cleaving, Gazul
This ephemeral blade, when drawn, is wreathed in a cloak of the Blue Flame of the Underworld and whom ever is slain by this weapon is given a peaceful death and protected from the predations of those who would disturb their rest. This sword is particularly potent against those whom are undead, sending them straight to the eternal rest from which they've been denied, and those who have an outstanding Grudge and, therefore, have signed their own death warrant.

-Armor: Fortitude, Iron, Stone
This suit of plate, stained a black dark enough that it resembles more a suit of Obsidian than any metal, crafted in such a way that it makes not a sound even at a full sprint and grants the wearer protect against any threat they may face, be it physical, magical, or even their own exhaustion allowing them to fight for hours on end without stop.

-Cloak: Master Rune of Dismay, Slowness, Slowness
This Cloak, colored as dark as the night sky of a new moon, emits a field of energy slowing all enemies in its reach to a near stop preventing them from either fleeing or approaching the bearer of this Mantle. As the foe witnesses the approach of the wearer, as inevitable as the coming of night and just as unstoppable, they can do naught but despair in their helplessness.

-Talisman: Master Rune of Passage, Warding, Warding
This belt grants the user unparalleled speed and agility while also clearing their way of any and all obstacles that bar their path and warding away any hostile attempt to cease their inexorable advance
 
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and then you have to add the time needed for
Item Rune: A Guardian's Commission
Item Rune: A Ranger's Commission
Constructed Rune: A Ring
Constructed Rune: A Shield
Constructed Rune: A Hammer.
All worthwile investment.
 
and then you have to add the time needed for
Item Rune: A Guardian's Commission
Item Rune: A Ranger's Commission
Constructed Rune: A Ring
Constructed Rune: A Shield
Constructed Rune: A Hammer.
All worthwile investment.
Oh, if I have any say we're not touching the Shield or Hammer. Those take 3 of the only 5 Gromril we'll ever have. Saving those for things of far more significance.

I also need 1 Gromril for the Balance, Spellbreaking, Spellbreaking talisman of "fuck you magic".
 
Turn 10 Results
Surface Hold

Grudge Stones, 92/50. Completed.
(1 Stonemason Die.)
92
The Shatterspears have ascended South Peak and carved an ammunition store into mountain behind the tower where the Grudge Thrower sits. It is a simple room, and it is soon filled with the carefully stacked Grudge Stones. These are stone cubes engraved with historic grudges, there are the names of those who died in the recent battle etched across some of them and are the perfect size to be hurled by the Grudge Thrower above.

There is time enough across the year for the Stonemason Clan to lay extra ammunition in stores built in accessible positions throughout the rest of the defences though these stores are closer to empty since no Grudge Throwers stand to make use of them.

Ammunition Stores built in South Pass.



North Peak
Huge, Fortified and Decorated Forge Hall, 237/200. Completed.
(1 Warsmith Die + 1 Beardling Die.)
82+8 = 90
The many rooms of the Forge Hall have been separated out with walls and equipped with anvils and tool racks. With the Hall useable, effort was then turned towards making it secure and something approaching pleasant. The main hallway has been narrowed where it meets the Lower Receiving Hall and heavy stone gates have been set in place so that the Hall can be sealed.

A great statue of Smednir stands over the gates and tapestries of the deeds of his life are engraved in the walls. Elders have chosen their forges and chosen their own tales of legendary smiths of ancient days to decorate their workspaces with that they might be inspired to reach those same heights.

Huge, Fortified and Decorated Forge Hall built in North Peak. +2 to all Dice. +5 to non-Character combat rolls. -5 to highest Warsmith Dice -10 Coal and -5 Steel Ingot per turn.


Training Hall, 73/60. Completed.
(1 Brewer Die + 1 Warsmith Die.)
25+48 = 73

A collection of halls and connecting tunnels have been built out from the Lower Receiving Hall in North Peak. Each hall is slightly different and the many access routes provided by the twisting tunnels have provided the Throng with training suffering ambushes in tight quarters. Throughout the year the minor Throngs have been battling against one another in the Training Hall.

Training Hall built in North Peak. +5 to combat in Open, Urban and Tight Terrain.


Huge, Fortified and Decorated Lower Hallway, 124/115. Completed.
(1 Farmer Die.)
41-5 = 36
Clan Ironplough has managed to carve a great Hallway from North Peak and out into the space under the Valley. At each end a Guardhall limits the flow into the Lower Receiving Halls, but the total length of the Hallway is broad to allow rapid travel between sections of the Karak. There are columns interspersed through the Hallway to keep the ceiling up with Wyrms twisting up into the shadows above and great waves of stone flame stretching across the stonework of the ceiling.

Huge, Fortified and Decorated Lower Hallway between the North Peak Hold and Valley Hold completed.


Significant Hold Fortifications, 218/300.
(1 Farmer Die + 1 Stonemason Die + 2 Beardling Dice.)
52-5-5-5+76+10+57+38 = 218
Extensive work has begun on fortifying the entrance to North Peak. Space has been carved out from the skin of the mountain to host a chain of three great gatehouses with narrow passages between them rigged to collapse should the defenders need to drop a great many tons of mountain upon their foe. So far only the outermost Gatehouse, and the one that will need the greatest work, has had any significant progress made upon it.

Here heavy stone gates thicker than three Dawi have been raised into place and stone blocks reinforce the skin of the mountain that holds the mechanism of the gate. The lower slopes of North Peak have been shorn so that access to the outside can only be reached from spiral staircases within the Hold. From there defenders can mount the battlements and fire down on attackers or go up into the towers that work their way up the near side of North Peak itself. A few squat bunkers will one day host Bolt Throwers and wide low slits have been cut into them.

But the second and third gatehouse behind will need to be built soon, the temporary supports that keep their space from collapsing are temporary.



The Underhold

Establish a Major Coal Mine, 3/50.
(1 Miner Die.)
3
The Stonebeards have set out to establish a new mine around the recently discovered Coal vein. With the Forge Hall lighting up there will be a need for more Coal but this year there's isn't any more coming in. The Miners have struggled to follow the vein accurately and several tunnels that were to be used to support the new Mine are wildly out of place. It has taken considerable time working in the darkness to reweave the tunnels to follow the edges of the vein.


Iron Ore Under-Storehall, 62/100.
(1 Brewer Die + 1 Beardling Die)
40-5-5+25 = 45
The Bronzeplaits have struggled to get the Iron Ore Under-Storehall built this year. Their obligations to the rest of the Hold continue to draw on much of their time and they have had little opportunity to really muster and set to work carving out the structure. It has made some steady progress and the Bronzeplaits are estimating that it should finish next year.


Training Underhall, 66/80.
(1 Miner Die + 1 Beardling Die)
61-5-5+15 = 66
Beyond the protection of the Underhold Fortifications lies a great warren of roughly hewn tunnels connecting up with natural caves and caverns all in utter darkness. Beardlings who journey into the Depths might do so with lantern in hand, but the Miners go into the darkness led only by their noses.

It is in these tunnels that the Training Underhall is being arranged. The Stonebeards and Elders of the Throng have been meeting throughout the year to map out the weave of tunnels that will be designated for training the Throng in fighting in the complete darkness of the Depths.



Runelord Challenge
Master Rune of Balance on North Peak, 3/4 turns completed.
Challenge Level: 20
51
The Rhunrikki has ascended North Peak with a handful of Beardlings. His wagon has had to be hauled up on the backs of his borrowed Beardlings as they try and shift it through the spiral staircases over to the great shape of the Master Rune of Balance.

Despite the building work going on below and behind him, the Rhunrikki has managed to avoid being disturbed and has finished carving out the Rune. When conditions are right in the coming year he intends to strike the Master Rune and awaken its power.

Master Rune of Balance reaches 3/4 turns completed.



Personal Challenge

Calm Clan Leadbeard, Success.
Challenge Level: 40.
(Lady Daungrumm)
98+5 = 103
Karstah is old enough to join the other Garazi in play and study. This year will be her fifth birthday and she is demonstrating an acceptable understanding of Khazalid, numbers and Clan lore. When Daungrumm goes across to the Leadbeard Clan Residences she leads Karstah by the hand and lets her loose amongst the Leadbeard Garazi.

The Elders of Clan Leadbeard sit down to meet with the Lady of the Hold. Their concerns have been that of all the major Clans of the Hold the Leadbeards are most often left to last receive the same necessities that the other Clans have. Further, it has been a decade since the Founding of Karak Drekfut and your decision not to arrange an armoury for the Clans to defend themselves puts undue stress on the Leadbeard Clan Warriors. The battle in South Pass is still a sore moment for the Clan and there are some grumbles that had the South Pass been reinforced then they may not have lost so many of their own number.

Daungrumm has managed to sooth the Elders and remind them that you have chosen to lead the Throng to strike out the Grudge that you swore in vengeance for the dead Leadbeards. And though the Clan Residences were later than most, they were also constructed with the same effort and luxury as the Noble Clan's Residences. Was her own bed as the Lady of the Hold not identical to those that the Leadbeards enjoyed?

Leadbeards become Pleased.


Join the Kull,
Challenge Level: Interlude.
(Lord Gartrim)
88
As the Throng gathers in South Pass to venture beyond the walls and strike the Hargrobi, you join them in the panoply of the Lord of Karak Drekfut. That you have chosen to join the Throng in striking out the first Grudge of Karak Drekfut so soon after it was written has given heart to the troops.



The Lorekeepers

Engineers, 1/5 turns completed.
The Lorekeepers have taken several of the older Beardlings down into the Hall of Remembrance to train in the lore of the Engineers. They have made great progress with the basics of working together wood, rope and metal having been practiced in the workshops. They don't yet know any designs, besides a small close-knit group of Greatmantle Beardlings, but it is always best to start with the fundamentals.



The Throng
Guard West Pass
Elder Urtain and the Westerly Throng have been charged with overseeing the defence of the Hold. Nothing has encroached upon Karak Drekfut of late but the various Dawi on watch have been reporting various sightings. The Great Eagles that circled overhead last year have vanished completely, riders in the west rode upon horses north to the black castle before returning again to the south and in the east a great host of Umgi warriors have crossed the great river on the horizon and marched north past the hold towards the Umgi settlements in the north.


A Kull into the South
A Throng has been assembled in South Pass ready to assault the Hargrobi nest. Well aware of the trickery and foul tactics of the Grobi, the Rangers have been sent forth to scout the winding route past several peaks to the enemy. They have identified no traps and when they set their noses to the tunnel entrances of the nest have scented no Hargrobi particularly close to the surface.

The Deadeye has set the Rangers up in stations surrounding the Hargrobi Nest watching over the three dozen identified entrances. He reports that though the Hargrobi are not present in the entrances or on the surface he knows they have not abandoned the peak. One of the entrances on the southern side of the nest echoes with the sound of mining.
 
horsemen in the west rode north to the black castle before returning again to the south and in the east a great host of Umgi warriors have crossed the great river on the horizon and marched north past the hold towards the Umgi settlements in the north.
So do the LotR loremasters what to weigh in what these two events are? Rangers checking out what happened in the west? I don't have any idea for the east.
 
So, the elves seem to have checked out the fortress in the west that we disturbed. We got some shit in the East with a human army marching on the humans to our north east. Perhaps the Orks are trying to mine their way to us and attack via tunnel?
 
Armory, Smelter, Quarry, and some sniffers to see if we can find some ore seem like they'll be high on the to-do list after we find out how the raid went.

Edit: after discussion scratched the quarry out.
 
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Preparations for the Assault on the Hargrobi Nest
Preparations for the Assault on the Hargrobi Nest

The Throng has marched out from South Pass along the route carefully scouted by the Rangers and to the peak that harbours the Hargrobi Nest. The Rangers have settled into watch stations around the peak to observe all the entrances and exits of the nest. The Hargrobi have retreated from the entrances although the sharp senses of the Dead-Eye have confirmed that the Hargrobi are still in the mountain and have begun to mine somewhere near the largest entrance on the south side of the peak.

The initial assault might split between several entrances or dedicate itself to a single tunnel, the Elders and you gather in a Rangers Station to discuss the plan. The tunnels will eventually meet up within the Nest, but they may go far into the mountain before allowing the Throng to reunite.

Even as the plan is being discussed the Throng below has begun to set up a siege around the base of the peak, carving stone from the nearby mountains. You signal that the temporary fortifications should be stopped and instead the stone should be stockpiled. Any tunnel that the Throng does not enter shall be blocked off first to prevent Hargrobi escape, counter-attacks or efforts to flank the Throng from behind.



The Throng
Lord Gartrim Greatmantle
Rhunrikki Gutfroy

The Easterly Throng
Thane Arzil Leadbeard
100 Leadbeard Clan Warriors
12 Karaz-A-Karak Longbeards
50 Rangers
75 Quarrellers

The Northerly Throng
Greatbeard Gallick Steelfinger
100 Leadbeard Clan Warriors
13 Karaz-A-Karak Longbeards
50 Rangers
75 Quarrellers

The Southerly Throng
Deadeye Gromurd Stoneskin
94 Leadbeard Clan Warriors
12 Karaz-A-Karak Longbeards
43 Rangers
70 Quarrellers



Nest Entrances

The North
The Major Tunnel
A very broad tunnel probably meant for the Hargrobi to prod their Trolls through ventures into the nest from the north.
The High Tunnel
Somewhere near the summit is a narrow tunnel that goes down very steeply.
The Little Tunnel
A tunnel so small even Grobi must duck their heads goes into the mountain at the base of the peak before turning sharply to one side.

The West
The Major Tunnel
A huge entrance in the west side, the Throng will not be especially concerned for space as it marches in here.
The Misshapen Tunnel
Very rough with a ceiling that dips and rises randomly and a floor laden with hazard.
The Marble Tunnel
Perfectly smooth and carefully cut from the mountain the white stone of the Marble Tunnel is a touch slippy.

The South
The Major Tunnel
A large entryway from the south that rings with the sound of picks against stone from the darkness beyond view.
The Gentle Tunnel
A tunnel that goes down at a gentle slope and twists slowly to the left.
The Rotting Tunnel
Rotting wooden frames and posts hold up the ceiling of this rather square tunnel.

The East
The Major Tunnel
A broad tunnel in the eastern face of the peak would allow for a wider formation to form up.
The Sheer Tunnel
The is tunnel goes a short way into the peak and then simply falls away into a sheer drop.
The Foreboding Tunnel
There's a malign presence in this tunnel, the silence is too still and there isn't even the faint scent of old Grobi presence.



[] Assign forces to entrances to the Nest

[] Write-In tactics otherwise Elders will command as they see best.
 
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