The Dawi in Arda (Hiatus)

But the Rhunrikki simply shakes his head and mutters. 'I heard a scream.' And then he goes on into the Hold.
Something watching us that was repelled? I think I can guess who that might be.

I'll leave it to others to guess what was going on with the human host.

I really want to put the runelord to work on our crown next. Rune of fate will be big once we have it.

Excellent update! that storehouse though :D
It's cursed, at least we haven't rolled a one for it yet.
 
Something watching us that was repelled? I think I can guess who that might be.

I'll leave it to others to guess what was going on with the human host.

I really want to put the runelord to work on our crown next. Rune of fate will be big once we have it.


It's cursed, at least we haven't rolled a one for it yet.
I'm pissed that the two 0/50 options didn't finish. I know the Farmers have a mean malus but damn the Miners jobbed hard.
 
Welp. Rivendell definitely knows we're here now. Thinking we might want to get the Throne Hall finished. After the goblins went running, which the elves definitely noticed, and then a party of dwarves show up not much longer? Yeah, doesn't take a genius to put those pieces together.
 
Oh hey, it's the Last Homely House.

I wonder who it was riding the eagle though? I am not super familiar with the lore after the events of The Hobbit, if that is what that was.
 
This at a point in time where the elves are "alright" with dwarves or something where tensions are high and there's open conflict?
 
Turn 12
You have 5 Beardling dice which can be used on any task in the hold. You have 2 Warsmith, Brewer, Farmer, Miner and Stonemason Dice. The Warrior Clan dice are inside of the Throng Duties options.

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.




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. A Minor Hold with an outpost is not unheard of but if you are far enough from a Major Hold you might be on the way to becoming the King of an Ankor.

[] Gather a Goat Herd 0/150
-[] +Fortified, +50 to target, +5 Wood per dice
(Farmers can work this task. 5 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
Send some Ironploughs down into the woods to the west to wrangle some Goats and bring them up to form a herd on a plateau further along the range. The herd will not be within the Surface Hold itself, but only the hardiest of Farmers become Herders.

[] Collapse the Minor Tunnels 33/50
If the Hargrobi nest is ever to be used for good honest Dawi purposes then it cannot be ridden with holes. Collapse the Minor Tunnels.
(Miners can work this task. You can specify tunnels to keep open.)

[] Carve a Road 11/50
A road connecting Karak Drekfut to the North Tunnel of the Hargrobi Nest will allow for safe travel between the two and for easier building work should it be decided that the Nest shall be colonised.
-[] +Decorated, +10 to target, +1 Wood per dice
(All Clan can work on this task.)



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.

[] Establish Farms 0/100
(Farmers, Brewers and Miners can work on this task, costs 10 Crop per dice.)
Designate part of the valley for farms and set to work turning mountain soil into a source of food for the hold.

[] Build a Storehouse 0/50
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify resource to store here. All Clans can work on this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
A storehouse is needed to store more resources for the hold and to protect resources from the elements.

[] Build Housing 0/100
-[] +Huge, +50 to target, +5 Wood per dice
-[] +Fortified, +30 to target, +3 Wood per dice
-[] +Decorated, +10 to target, +1 Wood per dice
(Specify a Group of the Hold to assign the housing to. All Clans can work on this task. Costs 10 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
The Clans are living in tents and though a Dawi can sleep just about anywhere, they'd much rather be sleeping in beds. Build somewhere for a Clan to stay.

[] Add to the Fortifications 0/0
-[] +A Second Wall, +50 to target
-[] ++A Third Wall, +50 to target
-[] +Towers Set Above into the Peaks, +40 to target
-[] +Extra Tall, +20 to target per Wall
-[] +Extra Thick, +20 to target per Wall
-[] +A Carven Path, +20 to target
(Specify which of the Passes to fortify. 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.)
Fortify the entrance into the valley from one of the Passes.

[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Costs 5 Wood per dice. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice. Specify which structure and 1 amendment to be made to it.)



The Hold
The Hold is the main part of a Dawi settlement. Here is where the bulk of the Karak can be found and where most Dawi will spend the majority of their time. It will need to be carved from the mountains over time, but all that stone can be put to other uses. Eventually the Hold will claim all four peaks (north-east, north-west, south-east and south-west) and the joining ground under the valley before steadily expanding downwards.

[] Excavate an Entrance Hall into one of the Peaks. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify which Peak to carve an Entrance Hall into. Miner, Stonemason and Warsmith Clans can take this task.)

There are three Peaks left in the Valley. Eventually Karak Drekfut will consume all of them and they will be connected through the ground under the Valley floor but for now an Entrance Hall into each one could be made to allow access into those Peaks.

[] Excavate an Entrance Hall under the centre of the valley. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason and Warsmith Clans can take this task.)
Eventually Karak Drekfut will make use of all of the ground under the Valley, but rather than accessing it through one of the Peaks you could excavate an Entrance Hall under the centre of the Valley.



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 3 Halls to be carved from North Peak and 10 Hall under the Valley. Specify which Hold Area to build new Halls in.

[] Armoury 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as an Armoury. Most members of the Throng will keep their arms and armour with them in Clan Residences but if the Hold is ever assaulted ordinary Clandawi will need somewhere to equip themselves.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Barracks. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Barracks. Much of the Reclamation Throng did not come from one of the Clans sent to settle Karag Langkhirn and will not be able to claim a Clan Residence but the Barracks will satisfy them all.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Brewer Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
The mountain is a big place and given time you might decide you need more than one Brewer Hall.
(Miner, Stonemason and Brewer Clans can take this Task.)

[] Clan Residences. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
Excavate a Hall on an available level of the North Peak for use as Clan Residences. The Clans have been living in tents on the surface, no true Dawi can sleep easy above ground. Except of course some of the older Rangers, there's a madness amongst that folk.
(Any Clan can take this Task. Choose a Clan to assign the Residences to.)

[] Forge Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Forge Hall. Your own Clan Greatmantle is made of skilled smiths, and they will need a Forge Hall to ply their trade. Here Ingots can be turned into equipment and damaged equipment can be repaired.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Hall of Remembrance. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Hall of Remembrance. Here the Clan Lorekeepers from across the Hold can gather to keep records of the actions of the Hold and carefully guard the secrets of the Dawi. For all tasks that cannot be fulfilled by a present Clan, the Lorekeepers are your best chance of teaching Beardlings to take on those duties.
(All Clans can take this Task.)

[] Healing Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Healing Hall. Here the Matrons and trained Healers can attend to the sick and injured.
(All Clans can take this Task.)

[] Milling Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Milling Hall. This will allow for Crop to be stretched much further with the Dawi eating bread rather than just raw grain. Clan Ironplough will certainly appreciate somewhere to work in the shade of the mountain.
(Miner, Stonemason, Brewer and Farmer Clans can take this Task.)

[] Shrine Hall. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Shrine Hall. Towering Statues of the Ancestor Gods shall be carved from the walls and their alcoves shall describe the greatest deeds of their truly great lives. Smaller shrines at the far end of the Shrine Hall will allow Clans to pay heed to their own Clan Ancestors.
(All Clans can take this Task.)

[] Smelting Hall. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Smelting Hall. Ore drawn up from the mines is not immediately useful, in most circumstances, and must first go through the lengthy and very hot process of smelting. A dedicated hall to handle the immense heat will be needed.
(Miner, Stonemason and Warsmith Clans can take this Task.)

[] Storehall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Storehall. A dry, secure place to store the Hold's resources is almost always best placed within the sanctuary of the Karak itself.
(Specify resource to store here. All Clans can work on this task.)

[] Tavern. 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Tavern. Here the Dawi of the Hold can gather to drink Ale and feast. Taverns are the site of great festivity and sombre commiserations.
(All Clans can work on this task.)

[] Throne Hall. 0/80
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Throne Hall. Here the Lord of the Hold will sit in judgement over criminals, hear audiences from his subjects and receive delegations from afar.
(Miner, Stonemason and Warsmith Clans can work on this task.)

[] Workshop Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Workshop Hall. Many Clans without dedicated halls will use Workshop Halls spread throughout the Karak to train Beardlings and to work on their craft.
(All Clans can work on this task.)

[] Vaults. 0/150
-[] +Huge, +50 to target
-[] +Second Guardroom, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Vault. Here the Hold will store precious metals (Gold, Silver, Gromril); items of great value and runic power, and the Hold Book of Grudges.
(Miner, Stonemason and Warsmith Clans can work on this task.)

[] Lower Level Hallway. 0/25
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavated a Hallway from between sections of the Karak.
(Select two areas to connect. Any Clan can take this task.)

[] Tomb Hall. 0/90
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall for the dead to lie in with the honour they deserve. While Clan Tombs might be attached to Clan Residences, those who are not of one of the major Clan will need a general place to rest in death.
(Any Clan can take this task.)

[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task. Specify which structure and 1 amendment to be made to it.)

[] Refurnish a Hall. 0/50.
(Any Clan can take this task. Specify which structure and what it should be replaced with. Costs 20 Wood and 10 Steel Ingot.)



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. 1 Major Coal vein has been identified. Behind the Underhold Fortifications lies only a limited space. There is room for 1 more Hall within that protection.

[] Prospectors Underhall. 0/50.
Dig out an Underhall for the Prospectors to make use of. From here they can spend all their time in the darkness below and continuously seek out veins to mine.
(Miner Clans can take this task.)

[] Ironbeards Station. 0/50.
There has been a long and horrible war in the deep darkness below. The greatest warriors of the tunnels are the Ironbeards who can stand alone in the tight quarters for some say literal years against a veritable tide. Excavate an Ironbeards Station where the Elder Miners who have earnt the title will sleep, eat and live awaiting the call to arms.
(Miner, Stonemason and Warsmith Clans can take this task.)

[] Training Underhall. 66/80.
A maze of tight tunnels that have never seen light, not even when they were carved from the Underhold, and are rougher ground than the rockiest hills and steepest slopes. The Throng may need to learn to fight in the nightmare that is the Underhold, or in the similarly hellish environment of enemy territory.
(Miner, Stonemason and Warsmith Clans can take this task.)

[] Iron Ore Under-Storehall, 93/100.
A place for Iron Ore to be stored where it can be kept dry and safe has been begun within the Underhold of North Peak.
(All Clans can work on this task.)

[] Under-Storehall. 0/100.
Somewhere within the mess of tunnels that weave through the Underhold an Under-Storehall should be carved out. Useful for storing ore before it shipped to the smelters or for storing coal for those few Underhalls that are afforded the luxury of good lighting.
(Specify resource to store here. All Clans can work on this task.)

[] Under-Armoury. 0/50.
A store of weapons and armour for ordinary Dawi to use should the Underhold be attacked should be kept safe and secure somewhere near to the Lower Stairs.
(All Clans can work on this task.)

[] Quarry. 0/50.
Designate some part of the Underhold to a Quarry. From here stone will be drawn to be used in essentially everything. A Quarry could supply the Hold with a nigh infinite source of stone.
(All Clans can work on this task.)

[] Send out Sniffers.
Challenge Level: 40
There isn't time to settle in Prospectors. If the Miners can smell something worth mining they should mine it now. Set the Miners to sniffing and digging.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Establish a Major Coal Mine. 3/50
A Vein has been found to establish a long-term mine around.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Underway Hub. 0/150
Your Karak is growing rather full as far as halls are concerned and with a new generation of adults, and new Engineer Clan, in the near future you might need more space for people too. If you colonise the Hargrobi nest you'll need a secure connection between it and Karak Drekfut and that means an Underway and the Underway Hubs that it joins together.
(Stonemason and Miner Clans can work on this task.)



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.

[] Item Rune: A Lordly Commission
Challenge Level: 60
(Select a Rune and a part of your Regalia.)
A Lord's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. You have a Cloak more than worthy of a Lord, woven by the Goddess Valaya herself but the rest is mundane equipment no matter how high quality. You could commission a rune to be inscribed upon one of your regalia.

[] Item Rune: A Guardian's Commission
Challenge Level: 80
Guardian of the Gate Nirvid Leadbeard has requested that a rune be cut into her hammer. She has never had any runic equipment before and is quite eager for her first. As one of the Hold's pre-eminent warriors the Rhunrikki believes the effort will may prove worthwhile.

[] Item Rune: A Ranger's Commission
Challenge Level: 30
Deadeye Gromurd wants to improve the long range scope on his crossbow. He has offered the Rhunrikki a commission to cut the scope with runes.

[] Constructed Rune: A Ring
Challenge Level: 80
Costs 1 Gromril Ingot
It is possible to construct a ring cut with runes in such a way that the wearer is capable of casting what would seem to be a spell. The Rhunrikki intends to gift such a ring to you.
-[] Fireball
-[] Ice Bolt
-[] Regrowth

[] Constructed Rune: A Shield
Challenge Level: 30
Costs 3 Gromril Ingots
The Rhunrikki has an idea in mind to construct a new shield and offer it up to the Throng to make use of. The shield will be able to protect more than just its bearer.

[] Constructed Rune: A Hammer
Challenge Level: 60
Costs 3 Gromril Ingots
A hammer is both tool and weapon. The Rhunrikki has designed a runic hammer that he is most interested in creating. An Elder of your own clan will be given it to make use of when at the forge.

[] Constructed Rune: A Lord's Panoply
Challenge Level: 60
(Select 3 Runes, only 1 can be a Master Rune and it must match the type of item, Select 1 piece of your equipment.)
A Lord's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. You have a Cloak more than worthy of a Lord, woven by the Goddess Valaya herself but the rest is mundane equipment no matter how high quality. Allow the Rhunrikki to melt down one of these items, or simply replace your Banner, and create from the Gromril a replacement.

[] Constructed Rune: A Lady's Panoply
Challenge Level: 60
(Select 3 Runes, only 1 can be a Master Rune and it must match the type of item, Select 1 piece of equipment. Costs 3 Gromril Ingot.)
A Lady's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. Lady Daungrumm is not a great warrior and does not carry gromril arms and armour, but Valaya the Protector is a reminder that a Lady has her place under gromril.

[] Hold Rune: Master Rune of Passage
Challenge Level: 30
Cut a great shape into the stone where the Peak meets the Pass. Regardless of the roughness of the mountains, that pass shall be smooth as silk for all who make use of it.
(Choose a Pass)

[] Hold Rune: Rune of Stone
Challenge Level: 20
Cut a great shape into the Gates of a set of fortifications. Should the Gates be sealed then the whole wall in which they lay might be like a whole mountain stood in the way of the foe.
(Choose a Fortification.)

[] Hold Rune: Rune of Slowness
Challenge Level: 20
Cut a great shape into the flank of one of the Peaks. Any who would seek to enter the Hold bypassing the watched passes will slow to a crawl and be easy pickings for watchers.
(Choose a Peak)

[] The Blood of Thungni
Challenge Level: 30
Seek amongst the Beardlings of the Clans one who bears the Blood of Thungni. In elder days there was the Clan Thungnisson and all who were born into it could smell Magic and could strike Runes but now the Blood of Thungni has been spread thinly through the Karaz Ankor by disasters.
(This Apprenticeship will last 5 years and impose a -5 to Rhunrikki Gutfroy's die. For 10 years after this the resulting Runesmith will have a die with a penalty of halving.)




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.

[] Calm a Clan
Challenge Level: 40
Speak with the Elders of a Clan and assuage any concerns.
(Choose a Clan)

[] Range Beyond the Valley
Challenge Level: 30
Go and explore beyond the Valley.
(Choose a direction)

[] There's a Time for Family
Challenge Levels: 20 and 95
You might be of a mind to relax now that you're married and enjoy the dear company of your wife. You might even take an eye to making a little Garazi of your own. Of course, you don't have a claysmith's wheel to hand, but Daungrumm assures that won't be necessary.

[] A Feast for the Hold
Challenge Level: 30
The Clans often have something of value to be celebrated, and the Lord ought be the one who hosts the great feast.
(Costs 10 Meat, 10 Crop and 10 Ale)

[] Join the Work
Challenge Level: 50
Attach yourself to a task being carried out. The Hold should see their Lord hard at work.
(Choose a Task to work towards. Should you be successful the task will receive 20 Progress.)

[] Join a Throng
Challenge Level: Interlude
The Throngs often travel beyond the Surface Hold. They may travel with a purpose that would only be aided by the presence of the Lord.
(Choose a Throng to join.)

[] Tutor a Youngster
Challenge Level: 30
Garazi are often raised within the Clan with Beardlings sent out to learn under masters of the Hold. You could take on a Garazi from your own Clan or a Beardling from one of the other Clans and begin to teach them.
(Choose a Clan)

[] Heal the Wounded
Challenge Level: 30
There are many injured after the assault on the Hargrobi nest. They should be attended to lest their injuries worsen.



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.

[X] Engineers 2/5 Turns Completed.



Throng Duties
[] Guard one of the Passes
Set a Minor Throng to guard duty on one of the Passes.
(Choose which Minor Throng and which Pass)

[] Range Out From the Valley
Send a Minor Throng to explore beyond the Valley.
(Choose which Minor Throng and which direction)

[] A Kull is Called
There are dangers on every horizon, as has ever been true for the Dawi, and they must be put to a rest. Trolls and the stench of Uzkular in the West, Umgi skinshifters in the East, Elgi in the South and a Dragon in the North.
(Choose which Minor Throng and which target. A minimum of 1 Minor Throng must always remain with the Hold.)

[] Hunt beyond one of the Passes
Send a Minor Throng to bring back Meat.
(Choose which Minor Throng and which direction)

[] Gather Lumber
Send a Minor Throng into the woods to the west to gather Wood.
(Choose which Minor Throng)

[] Reorganise the Throng
Create a new set up for the Throng.

[] Meet with a Neighbour
Send out the Throng and their Elder to determine just how friendly your neighbours may be.
(Choose which Minor Throng and which Neighbour)
 
Last edited:
This at a point in time where the elves are "alright" with dwarves or something where tensions are high and there's open conflict?
From your perspective Elgi are selfish creatures that cannot be trusted except for truly rare examples. There hasn't been an open conflict between the Dawi and the Elgi for centuries except for encounters with the Fallen versions of each. The Wutelgi and Karak Norn do have a small battle basically every Spring as Athel Loren resurges and repels the Carpenter Clans that took advantage of the sleeping Loren.

The last major conflict between Dawi and Elgi as a whole would have been the War of Vengeance. That ended, in your opinion, with a resounding victory and a period of mourning many decades long. The Ancestor Clans were gone, the Rhunrikki were few enough to be counted on the hands of a dozen Dawi and much of the Karaz Ankor was so depleted that when the Time of Woes came and the Ancient Enemy breached the Underways they could barely fight back. That gets blamed on Elgi folly in the War of Vengeance too.

So the Dawi would never consider themselves alright with Elgi but they also don't consider themselves in open conflict anymore.
 
Last edited:
[x] Plan: Finish the hold!
-[x] Collapse the Minor Tunnels 33/50 - 1 Miner Die
-[x] Carve a Road 11/50 - 1 Farmer Dice
--[x] +Decorated, +10 to target, +1 Wood per dice
-[x] Armoury 0/50 - North Peak- 1 Stonemason 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Smelting Hall. 0/120 - Under the Valley - 1 Warsmith 1 Beardling Dice
--[x] +Decorated, +10 to target
-[x] Storehall. 0/100 - Ale, Under the valley - 1 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Throne Hall. 0/90 - 1 Warsmith 1 Stonemason 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Iron Ore Under-Storehall, 93/100. - 1 Brewer Die
-[x] Training Underhall. 66/80. - 1 Farmer Die
-[x] Establish a Major Coal Mine. 3/50 - 1 Miner Die
-[x] Constructed Rune: A Lord's Panoply - The crown - Master Rune of Passage + Rune of Warding + Rune of Fate
-[x] There's a Time for Family - Gartrimm & Daungrumm
-[x] Guard one of the Passes - North and East to guard their passes. - South to guard the new outpost.
-[x] Gather Lumber - West

Ok! This plan aims to finally get our hold finished! With good rolls it could theoretically finish everything but more realistically expect some sweeping up next turn too. Things of note: We need more coal! we are negative on coal again and don't have a great stockpile. I've put the runelord on our crown first. I really want the rune of fate ASAP, he can look for an apprentice afterwards. I have Gartrimm and Daungrumm working on baby No. 2. I have all of the throngs being defensive this turn, I want the thronehall up and the throng healed before we start trying to make contact. West hold is gathering wood because we will need that for our engineers.
 
Last edited:
[x] Plan: Finish the hold!
-[x] Collapse the Minor Tunnels 33/50 - 1 Miner Die
-[x] Carve a Road 11/50 - 2 Farmer Dice
--[x] +Decorated, +10 to target, +1 Wood per dice
-[x] Armoury 0/50 - North Peak- 1 Stonemason 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Smelting Hall. 0/120 - Under the Valley - 1 Warsmith 1 Beardling Dice
--[x] +Decorated, +10 to target
-[x] Storehall. 0/100 - Ale, Under the valley - 1 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Throne Hall. 0/90 - 1 Warsmith 1 Stonemason 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Iron Ore Under-Storehall, 93/100. - 1 Brewer Die
-[x] Establish a Major Coal Mine. 3/50 - 1 Miner Die
-[x] Constructed Rune: A Lord's Panoply - The crown - Master Rune of Passage + Rune of Warding + Rune of Fate
-[x] There's a Time for Family - Gartrimm & Daungrumm
-[x] Guard one of the Passes - North and East to guard their passes. - South to guard the new outpost.
-[x] Gather Lumber - West

Ok! This plan aims to finally get our hold finished! With good rolls it could theoretically finish everything but more realistically expect some sweeping up next turn too. Things of note: We need more coal! we are negative on coal again and don't have a great stockpile. I've put the runelord on our crown first. I really want the rune of fate ASAP, he can look for an apprentice afterwards. I have Gartrimm and Daungrumm working on baby No. 2. I have all of the throngs being defensive this turn, I want the thronehall up and the throng healed before we start trying to make contact. West hold is gathering wood because we will need that for our engineers.
Hmm, couple of things, why a non-maxed Smelter Hall? And might I recommend that you put the dice currently on the Ale Storehall on the Iron ore store hall and the Under Training hall? The Brewers need to make up their slowness to the Miners, they're feeling kinda slighted, so I feel like closing out the Underhall projects first before we give the Brewers their last thing will mollify the Miners a fair bit.

I would also prefer that the smelter hall be in North Peak as that's where our clan lives. My thought process for the current layout of the Hold is that North Peak takes in raw material and finished and/or excess product goes from it to the Undervalley to be stored.

Edit;
[x] Plan: Finish the hold! Ulse Alternative version
-[x] Collapse the Minor Tunnels 33/50 - 1 Miner Die
-[x] Carve a Road 11/50 - 2 Farmer Dice
-[x] Armoury 0/50 - North Peak- 1 Stonemason 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Smelting Hall. 0/120 - North Peak - 1 Warsmith 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Throne Hall. 0/90 - 1 Warsmith 1 Stonemason 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Iron Ore Under-Storehall, 93/100. - 1 Brewer Die
-[x] Training Underhall. 66/80. - 1 Brewer Die
-[x] Establish a Major Coal Mine. 3/50 - 1 Miner Die
-[x] Constructed Rune: A Lord's Panoply - The crown - Master Rune of Passage + Rune of Warding + Rune of Fate
-[x] There's a Time for Family - Gartrimm & Daungrumm
-[x] Range Out From the Valley - North and East Rangers to continue watching the Umgi. - South to guard the new outpost with a portion of the Northern Throng as well as the Rangers of the Western Throng and to watch the Mountain pass for approaching Elgi.
 
Last edited:
[X] Plan: Finish the hold!

Ton of cool new options. Finish our home base and then clear out and finish locking down the outpost. Pop an underway at it and all should be good.

Does anyone know how prospecting or resources work or is that still a black box (no issues with it being this way just wondering if it has been mentioned)?

For instance are some resources seeded in certain peaks/mountains and then we have to roll a dice against a table (or a challenge level) or can all resources be found anywhere it is just a matter of getting a lucky roll?
 
[X] Plan: Finish the hold!

Ton of cool new options. Finish our home base and then clear out and finish locking down the outpost. Pop an underway at it and all should be good.

Does anyone know how prospecting or resources work or is that still a black box (no issues with it being this way just wondering if it has been mentioned)?

For instance are some resources seeded in certain peaks/mountains and then we have to roll a dice against a table (or a challenge level) or can all resources be found anywhere it is just a matter of getting a lucky roll?
I have a table of resources that the Prospectors roll against each turn. If they find something then it can be either major or minor with the size determining how much a mine pulls in per turn if you build one.

So far they have found 2 major coal veins in the Underhold, 1 is being mined and the other had some work put into starting a mine.
 
That's excellent news! Having total mines and resources constrained by build slots and RNG is way friendlier than by both those AND location.
 
That's excellent news! Having total mines and resources constrained by build slots and RNG is way friendlier than by both those AND location.
Mines aren't limited by build slots since they are required to be outside the Underhold fortifications so that if they breach an underground network of Grobi or Thaggoraki tunnels there won't be a direct route into the Karak.
 
You know i really appreciate that you take your time with the pacing of this quest, a lot of similar ones just throw crisis after crisis at you so its nice to be able to just have a bit of holdbuilding in relative peace.
 
[X] Plan: Finish the hold! Ulse Alternative version
 
I have absolutly zero ideas on who could be the guy riding on the eagle in full armour, Gandal never did that, he wore armour under the robes at best.
The living great goblin does point very strongly to a pre Thorin travel, su I tink Erebor just burned in the timeline, but all of these movements of human armies are a total loss to me.
The one watching, in truth it could be both evil or good, now the rune of balance is not an omnipowerful rune, if a Valar was watching us it probably would not have stopped it.
So this is either a Maiar (good Saruman) a powerful mage, Elrond unlikely, Galadriel with the magic mirror is probable.
For the evil side the spooky shadow spider could have followed us and maybe he can look far away using unknow powers, Sauron is in my opinion an ulikely option, the great eye is still far from existing and if he could do this kind of far observation before it why make the eye in the first place, and even then why not look at Erebor?
Jreengus plan has the problem of the hale storehall, which is far from being a priority, after having said that our current bottlenek are the miners, to few dice for a lot of important stuff.
But it does make impossible for our dawi to start a figth with Rivendell.
I am not even gona try to explain why figthing Rivendell would be a dumb idea.
@UlseDovThur can I convince you to edit your plan?
Tell a bunch of dawi to guard a pass against elgi and you would make them very triger happy, just write that nobody in our host should travel further from the door towards west.
Because you know Rivendell could send diplomats this turn and I would like to avoid a second diplomatic incident.
Can I also persuade you to send an army to make lumber?
Our exploration of the umgi brougth us nothing but very confusing discoveries that lead nowere, the wood for the siege engines and to compliment the very likely coal shortage next turn would be valuable.
 
Last edited:
I have absolutly zero ideas on who could be the guy riding on the eagle in full armour, Gandal never did that, he wore armour under the robes at best.
The living great goblin does point very strongly to a pre Thorin travel, su I tink Erebor just burned in the timeline, but all of these movements of human armies are a total loss to me.
The one watching, in truth it could be both evil or good, now the rune of balance is not an omnipowerful rune, if a Valar was watching us it probably would not have stopped it.
So this is either a Maiar (good Saruman) a powerful mage, Elrond unlikely, Galadriel with the magic mirror is probable.
For the evil side the spooky shadow spider could have followed us and maybe he can look far away using unknow powers, Sauron is in my opinion an ulikely option, the great eye is still far from existing and if he could do this kind of far observation before it why make the eye in the first place, and even then why not look at Erebor?
Jreengus plan has the problem of the hale storehall, which is far from being a priority, after having said that our current bottlenek are the miners, to few dice for a lot of important stuff.
But it does make impossible for our dawi to start a figth with Rivendell.
I am not even gona try to explain why figthing Rivendell would be a dumb idea.
@UlseDovThur can I convince you to edit your plan?
Tell a bunch of dawi to guard a pass against elgi and you would make them very triger happy, just write that nobody in our host should travel further from the door towards west.
Because you know Rivendell could send diplomats this turn and I would like to avoid a second diplomatic incident.
Can I also persuade you to send an army to make lumber?
Our exploration of the umgi brougth us nothing but very confusing discoveries that lead nowere, the wood for the siege engines and to compliment the very likely coal shortage next turn would be valuable.
I didn't write for them to guard against any elves, just to watch for them headed our way so we have a heads up.

Coal shortage? We have ten stored and are losing -1 a turn and are about to have another functioning Major Coal mine which is a +20.
 
Back
Top