The Dawi in Arda (Hiatus)

I think sadly my eyes are glazing over from all these new options all at once.
Or maybe just from fatigue.

....that said these turns seem to be decided fast and a vote seems to have already gained momentum.

I am dubious if I rested and made a vote Tomorow wheteher it would amounbt to anything either from being far outcompeted or the vote ending.
Jreengus is a powerful force but I am not mad over this. Just surprised at how everything is shaping up so fast.

EDIT: I got plans mixed up and its not the one I thought was winning, I guess thats a Sign t chalk the above up to fatigue.
 
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I think sadly my eyes are glazing over from all these new options all at once.
Or maybe just from fatigue.

....that said these turns seem to be decided fast and a vote seems to have already gained momentum.

I am dubious if I rested and made a vote Tomorow wheteher it would amounbt to anything either from being far outcompeted or the vote ending.
Jreengus is a powerful force but I am not mad over this. Just surprised at how everything is shaping up so fast.

EDIT: I got plans mixed up and its not the one I thought was winning, I guess thats a Sign t chalk the above up to fatigue.
A quest like this that is fairly new and quite complicated will often have a single plan that snowballs, part of the issue is that it takes a lot of thought just to make up a plan so people will just vote for the first plan that seems ok rather than put in all the effort to write up their own plan. A moratorium can help encourage more discussion but it can also reduce the amount of people voting as they read the update then don't come back afterward, and if the moratorium is too short it won't really do much.

I will say I'm always open to take comments and suggestions on any of my plans. I won't promise to make any change you ask for but I will seriously consider it and if you make a good point or it's something minor I'll change it.
 
[x] Plan: Walls, Beer and Beds.
They are both fine, I will vote Jreengus plan because if we tell our runelord to put his rune whenever he is gona get so pissed about it that it will make it a problem.
 
[X] Plan: Food, Drink, Shelter, Protection, and Knowing thy Neighbor. Writing starting now.
Adhoc vote count started by Warkeymon on Jan 14, 2022 at 9:28 AM, finished with 16 posts and 8 votes.

  • [X] Plan: Food, Drink, Shelter, Protection, and Knowing thy Neighbor
    -[X] Milling Hall. 0/100
    --[X] 1 Farmer die, 1 Beardling die
    -[X] Clan Residences. 0/100
    --[X] Greatmantle, 1 Warsmith die, 1 Beardling die
    --[X] Bronzeplait, 1 Brewer die, 1 Beardling die
    --[X] Ironplough, 1 Farmer die, 1 Beardling die
    -[X] Brewer Hall. 0/100
    --[X] 1 Brewer die, 1 Beardling die
    -[X] Upper Stairs. 0/0
    --[X] 4 Levels
    --[X] +Huge, +50 to target
    --[X] +Fortified, +30 to target
    --[X] +Decorated, +10 to target
    --[X] 2 Miner Dice, 1 Beardling die
    -[X] Fortify the North Pass 64/150
    --[X] +Extra Tall, +25 to target per Wall
    --[X] +Extra Thick, +25 to target per Wall
    --[X] 2 Stonemason dice, 1 Warsmith die
    -[X] Reorganise the Throng
    --[X] Create 4 new Minor Throngs by evenly splitting up our available unit types. Each will have 100 Leadbeard warriors, 12/13 Longbeards, 50 Rangers, and 75 Quarrellers.
    --[X] They will be named after the pass they are usually assigned, that being Northern, Southern, Eastern, and Western. Greatbeard Gallick Steelfingers will command the Northern Throng, Thane Arzil Leadbeard the Eastern, Elder Urtain Leadbeard the Western, and Deadeye Gromurd Stoneskin the Southern.
    -[X] Hold Rune: Rune of Slowness
    --[X] Southern Peak
    -[X] A Brief Courtship
    --[X] Daungrumm Bronzeplaits
    [x] Plan: Walls, Beer and Beds.
    -[x] Fortify the North Pass 64/150 (2 Warsmith dice)
    -[x] Fortify one of the Passes 0/150 East (1 Stonemason 1 Farmer 1 Beardling dice)
    -[x] Fortify one of the Passes 0/150 South (1 Stonemason 1 Farmer 1 Beardling dice)
    -[x] Clan Residences. 0/100 - Bronzeplaits (2 Miner, 2 Beardling dice)
    --[X] +Huge, +50 to target
    --[X] +Decorated, +10 to target
    -[x] Brewer Hall. 0/100 (2 Brewer, 2 Beardling dice)
    --[X] +Fortified, +30 to target
    -[x] Hold Rune: Master Rune of Balance
    -[X] A Brief Courtship
    --[X] Daungrumm Bronzeplaits
    -[X] Reorganise the Throng
    --[X] Create 4 new Minor Throngs by evenly splitting up our available unit types. Each will have 100 Leadbeard warriors, 12/13 Longbeards, 50 Rangers, and 75 Quarrellers.
    --[X] They will be named after the pass they are usually assigned, that being Northern, Southern, Eastern, and Western. Greatbeard Gallick Steelfingers will command the Northern Throng, Thane Arzil Leadbeard the Eastern, Elder Urtain Leadbeard the Western, and Deadeye Gromurd Stoneskin the Southern.
 
And I was late to the vote
at least your vote wouldn't of changed anything I was late to a character creation once and two options tide and the qm rolled for the option I would not of voted for and actually kind of hated and killed my motivation for the quest as I would always thing what would of happen to the character I wanted instead I much preferer if I miss a vote my vote would not of changed anything.
 
So, next turn priority list, I'm thinking;
1. Stuff in the Hold. Clan residences, brewing hall, milling hall, and whatever is still unfinished
2. Hold defenses, as it's one project instead of three separate ones like fortifying the passes and it's also on the priority list of all of our clans, the Throng, and the Healers, so doing it will make everyone happy
3. Fortifying the Eastern and Southern passes. Not worried about the western pass much as the only thing on that side that we've seen are the local yokels
 
Hold defenses rank lower than getting the vault done for me, right now our gromril and gold is out in the open and undefended. I'll be a lot happier when it is properly locked up nice and safe.
 
Hold defenses rank lower than getting the vault done for me, right now our gromril and gold is out in the open and undefended. I'll be a lot happier when it is properly locked up nice and safe.
I mean, it can be brought inside the Hold. I would be kind of confused if it hasn't been already honestly. Sure it's just the entrance hall at the moment but it's both massive and fortified.

Edit: also that would depend on the stairs being done to make the needed room, which they might not be.
 
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Turn 2 Results
The Surface Hold

Fortify the North Pass, 157/200.
(2 Stonemason Dice + 1 Warsmith Die.)
26+50+17 = 93

The Shatterspears take up the task of fortifying the North Pass while your Clan splits their time between the surface and the Karak below. The Elders have been grumbling about your changes to the designs of the defences. The foundations are strong enough to hold the extra weight of heightening the wall, but they still need to be redone to carry the broader frame. Blocks of stone are shifted further down the pass to allow for a thicker wall to be laid over the foundations.

The delay these modifications impose on the work and the raw extra labour needed to cut more blocks and raise them high into place has resulted in only a low but thick wall running across the North Pass. The gatehouse and towers are yet to be erected and the battlements atop the wall are the work of months away.



North Peak

Milling Hall, 159/100 Completed.
(1 Farmer Die + 1 Beardling Die.)
84-5+80 = 159

When not busy at work in the west Valley working the farms, the Ironploughs set to work in the North Peak carving out a Milling Hall. Smooth plain pillars hold up the ceiling and a broad entryway allows for Ironploughs to move through from the Farms to the Milling Hall with wagons laden high in Crop. Heavy stone wheels rest in place for the farmer Clan to grind Crop and stretch its capacity to feed the Hold.

Despite some minor delay to the work as the harvest comes in and takes the attention of Clan Elders away, the Beardlings continue to impress Elder Garin with their dedication to farming. He is of a mind to take on some Beardlings from the other Clans as apprentices when they become Greybeards.

Milling Hall excavated in North Peak. Crop is eaten at half the rate. -5 to highest Farmer Clan Die.



Greatmantle Clan Residences, 92/100.
(1 Warsmith Die + 1 Beardling Die.)
12+80 = 92

The Beardlings of Clan Greatmantle have taken to the shade of the North Peak well and have worked very quickly to carve a home for themselves and their elders attached to the Entrance Hall. Unfortunately, the rest of Clan Greatmantle has been slow to rouse themselves to see the Clan Residences built. Perhaps Sun Madness has begun to settle in and they have taken a liking to the Surface, it is only further proof that the Clans must be brought into the shade of the mountain sooner rather than later.



Bronzeplaits Clan Residences, 27/100.
(1 Brewer Die + 1 Beardling Die.)
18+9 = 27

Clan Bronzeplaits has been offered the opportunity to carve their residences in some of the space around the Entrance Hall. They have not taken to the task of carving it with great haste, only rudimentary hallways branching off from the Entrance Hall have been cut into the North Peak with none of the chambers having been excavated. Perhaps it is the diminishing reserves of Ale that has so tired the Brewer Clan.



Ironplough Clan Residences, 77/100.
(1 Farmer Die + 1 Beardling Die.)
51+26 = 77

The Ironploughs have proven some of the most industrious of all the Clans of Karak Drekfut, wagons of stone have been hauled from the North Peak by Ironploughs this year. Most of it is from the Milling Hall but the Ironploughs have made steady progress in carving out their Clan Residences as well. The halls are not yet done but the Ironploughs can't imagine it will be very long yet.



Brewer Hall, 82/100.
(1 Brewer Die + 1 Beardling Die.)
66+16 = 82

The Bronzeplaits have led the Beardlings of the Hold in establishing a Brewer Hall in North Peak. The reserves of Ale are beginning to diminish and though most of the Dawi might find another year of two an acceptable amount of Ale, the Brewer Clan does not. Here the Longbeards and Elders of Clan Bronzeplaits have focused their attentions and the Brewer Hall is well on the way to being ready. There are great stone rooms set out for the fermentation of Crop into Ale, but the rough edges need working away and a few of the pillars need to be reinforced before the Hall is safe to use.



4 Levels of Huge, Fortified and Decorated Upper Stairs, 81/130.
(2 Miner Dice + 1 Beardling Die.)
56+4+21 = 81

Spiralling up through the North Peak, the Upper Stairs have steps wide enough for a dozen Dawi to stand abreast and the ramps that lie on the outer side of the stairs allow for two wagons to pass in each direction at once. Just before each Level of the North Peak the stairs will stop in a large open chamber before narrowing to pass through solid gates and under stone grills through which bolts, and more mean ammunition can be loosed down into foes that manage to seize the stairs below.

The Priestesses of Valaya have been roused into action with some few Stonebeards being injured during the work as these defensive receiving halls have to be carefully designed so that an assaulter cannot simply cause the Levels above to come crashing down. Since that rules out the weakness that would be pillars, while working within the halls there have been a number of incidents. The Elder Matrons inform you that for these first few incidents they don't anticipate any issues attending to the injured, but should they start to pile up they will certainly need a dedicated Hall.

Despite the difficulties and the great effort that is required to ascend through so much of the North Peak, the Upper Stairs now offer access to two Levels above the Entrance Hall. Elder Artrum has gone back through the Upper Stairs for these two Levels and begun to carve out alcoves in which statues or stonework tapestries can be set.

Huge and Fortified Upper Stairs to Levels 2 and 3 of North Peak.


Runelord Challenge
Rune of Slowness on South Peak, 1/4 turns completed.
Challenge Level: 20
57

Rhunrikki Gutfroy has ascended South Peak to identify a suitable site for his Rune of Slowness. In order to encompass all of the wild lands that border the Karak on the South, and yet not restrict movement through the South Pass, the Rune will need to be set into the correct position. There is a sheet of sloping stone that looks down over the South Pass from above South Peak's eastern cliffs. The barren slope is steep enough to be rid of snow through much of the year and is utterly unreachable from the wrong side of the Peak.

Therefore, the Rhunrikki has chosen that site for the Rune of Slowness and has borrowed several Beardlings from across the Hold to carry his tools and haul his wagons up the South Peak and along the narrow and rough path he has found to the slope. Work begins steadily and smoothly and when you next see the Rhunrikki at the end of the year he has perfect confidence that the Rune of Slowness will be completed to an adequate standard. Even if it will take some considerable time.

Rune of Slowness gains 1/4 turns completion.



Personal Challenge

A Brief Courtship with Daungrumm Bronzeplaits, Success.
Challenge Level: 40
45

You happen to have never seen Daungrumm Bronzeplaits around Karaz-A-Karak before, and you can be quite sure of it for you would remember her beauty. Her plaits are a mix of white and grey as they wriggle down her spine bound together and loop through her belt over several times. She stands perhaps a hair or two shorter than you and though the founding of a Hold has seen her strength develop she cannot match a Dwarflord for sheer muscle mass.

But for wit, charm and the capacity to bind Dawi to her will with but her tongue the comparison falls fervently in the other direction. You meet with Daungrumm regularly through the year, attending festivities as Greybeards become Longbeards or as Garazi are born to the Clans, and there's a sort of happiness amongst the Dawi whenever the two of you bounce between social groups that you're quite sure isn't your own arrival.

You can certainly recognise her value then as a future Lady, there would be little need for concern over Kin-strife between Clans with her holding the lantern. As a bride to yourself, besides the fact her beauty is captivating, she has sat down with you on a rock high up the North Peak looking down on the rest of the Hold as they worked and delivered some Meat and Crop when she knows you haven't been eating. You aren't sure which Ranger spied you up there and told her, but the active effort to see you attended to is a comfort all the same.

Many a day have the two of you met up to eat on that high rock, discussed the future of the Hold and the worries the Dawi have that the world around them is so far from home. The prevailing theory amongst the Clans seems to be that these may be the Mountains of Mourn in the east. They are tall enough to be those titan mountains, and the darkness in the west might be the lands of Our Fallen Kin, but there have been no sightings of Ogres and the Rangers swear on their beards that the darkness is Uzkular and not Dawi Zharr. But this cannot be the Karaz Ankor! The land to the west is not Sylvania and these peaks are not some neighbour of Zhufbar. It is simply not possible.

The year comes to an end in peace, Daungrimm is sat with you on your high rock as you consider how the next year of the Hold might go and declares that she has found your Courtship to be acceptable. And she advises that a wedding in the new year will raise the spirits of the Clans after a year of hard toil for little progress, even if the Bronzeplaits will mourn the end to the Ale supplies that a Lord's Wedding Feast will demand.



The Throng

Reorganise the Throng

You gather the various Elders of the Throng, for now you have the honoured expertise of Elders from across Karaz-A-Karak who the High King appointed to the Reclamation. But as they age and the current generation of Elders is replaced by those Longbeards who make it on to Elderhood, it will be Clan Leadbeard who provide you with the veteran warriors that might lead a Throng without their Lord's oversight.

It is untenable that each Elder only commands those Dawi who came with them. The skills, experience and equipment of each Minor Throng is weakened by its separation from the greater whole. You have therefore decided that the Elders shall share out their warriors between one another roughly equally and you've assigned each of the Minor Throngs a traditional aspect. They are charged, most generally, with the defence of the Karak in their cardinal direction. Greatbeard Steelfinger shall oversee the North Pass and the mountains beyond, Thane Arzil shall attend to the East Pass and the Vale below, Deadeye Stoneskin shall watch the South Pass and the Grobi that menace the horizon while Elder Leadbeard shall preside over the West Pass and the darkness that hangs over the hills and woods.
 
Structures of Karak Drekfut
Beyond the Valley

The Barrow for the Royal Huskarls of King Gisilhari
Beyond East Pass lies a long and tall earthen mound. A stone disc at in the centre has been decorated with vines and an inscription dedicating the Barrow to the Royal Huskarls of King Gisilhari. Here will lie the sworn defenders of the current King of the Eotheod.

Uncompleted, Fortified Charcoal Pits
Shallow round holes under earthen cones will allow for Wood to be baked into Charcoal beyond West Pass. Unfortunately the Eotheod have struggled to make the earthen kilns. There are thick stone blocks embedded into a low wall around which has been dug a shallow trench.

The Surface Hold

Master Rune of Balance
The great shape of the Master Rune of Balance has been cut and struck into the North Peak. It casts a shadow within the world of magic and shatters the Winds of Magic as they howl through the peaks of the high mountains. These Winds are a grave danger to Dawi over long exposure and the Master Rune of Balance breaks it apart and nullifies it. Any similar powerful magic that attempts to cross the aegis of the Master Rune of Balance will also be torn apiece.

Uncompleted Extensive North Pass Fortifications
A strong and sturdy wall casts a long shadow across the North Pass. A thicker and taller structure than most fortifications ever bear has been raised to seal the Surface Hold from the North Pass. It stretches from North Peak to West Peak and is laid with round towers and triangular bastions to allow for future artillery emplacements and for current quarreller deployments. (Third Wall, Peak-flank Towers, Carven Road)


Expanded South Pass Fortifications
A strong and sturdy wall casts a long shadow across the Sputh Pass. A thicker and taller structure than most fortifications ever bear has been raised to seal the Surface Hold from the South Pass. It stretches from South Peak to East Peak and is laid with round towers and triangular bastions to allow for future artillery emplacements and for current quarreller deployments. (Second Wall, Peak-flank Towers, Carven Road.)
-The Hold Rune of Slowness
A Hold Rune of Slowness has been carved into the South Peak. It holds the slopes of South and East Peak in its grip on the flanks of South Pass and forces anything that moves through that area to travel slower than statues. An approach from the South simply cannot bypass the South Pass Fortifications no matter how well they can climb.
-1 Beardling-made Grudge Thrower
A captured Rock Lobber has been something of a hobby for a group of Greatmantle Beardlings and they have presented the Elders with a Grudge Thrower. It isn't made or operated by Engineers but it has been declared acceptable Beardling work and place upon a tower built into South Peak.
-Ammunition Stores
Small rooms have been scattered through the South Pass fortifications to provide future Grudge Throwers with somewhere to store Grudge Stones. The stores on the flank of South Peak are filled with stone cubes engraved with Grudges.

Extensive West Pass Fortifications
A strong and sturdy wall casts a long shadow across the West Pass. A thicker and taller structure than most fortifications ever bear has been raised to seal the Surface Hold from the West Pass. It stretches from South Peak to West Peak and is laid with round towers and triangular bastions to allow for future artillery emplacements and for current quarreller deployments. (Third Wall, Peak-flank Towers, Carven Road)

Extensive East Pass Fortifications
A strong and sturdy wall casts a long shadow across the East Pass. A thicker and taller structure than most fortifications ever bear has been raised to seal the Surface Hold from the East Pass. It stretches from North Peak to East Peak and is laid with round towers and triangular bastions to allow for future artillery emplacements and for current quarreller deployments. (Third Wall, Peak-flank Towers, Carven Road)

Western Extensive Farms
The west half of the Valley is home to large farms that bring in regular and large harvests under the tender cares of Clan Ironplough.

Eastern Extensive Farms
The east half of the Valley is also home to large farms that bring in regular and large harvests under the tender cares of Clan Ironplough.

Orchards
A grove of trees that bear fruit has been spread sporadically through the centre of the Valley. The work of years of growth for trees has been done across a single year by Noldor Farmers.

A Fortified Crop Storehouse
A stone square building near the Farms that stores Crop in a dry and secure environment. The walls are reinforced, and a squat stone tower houses the gate into the Storehouse and allows Dawi to defend the precious food of the Hold.

A Fortified Ale Storehouse
The lower level of the building is a reinforced stone wall that rises into a squat tower that allows defenders to look down on anyone approaching the front gate. The loft above and the roof that shelters the ale within are made from wooden planks but should not be mistaken for weakness.

Huge Stables
A multi-layered building raised up from the Valley with ramps to allow horses access to each floor. There are expansive rooms for the horses and enough space for thousands of the creatures to dwell in the Valley. The Eotheod have been looking across at the structure quite jealously.

Huge, Fortified and Decorated Guest Housing
A low ring wall with deep battlements and elegant towers has been laid around a tall square keep rounded at the corners by the protruding shape of its own towers. There are suites of rooms assigned to Eotheod families here and the hallways are decorated with the animals of Rhovanion though horses dominate the the keep.

Fortified Northern Goat Herd
Beyond North Pass lies a plateau marked out by a wall of low stone blocks and a single tower that contains all the tools the Goatherds will need. There Clan Ironplough maintains the Northern Goat Herd.

Decorated Road to Kazad Urbaz
A carven road was cut through the mountain heights between South Pass and North Tunnel and then stone slabs was lain over the marked out ground. Now a perfectly smooth road capable of bearing heavily laden wagons runs between Karak Drekfut and Kazad Urbaz. There are plinths on either side of the road where it moves through paths that carry statues of Dawi Warriors facing towards Kazad Urbaz and where the road cuts close to mountains the slope has been smoothed and a great image of the Old Holds has been cut.



The North Peak Hold
Access within North Peak includes Level 0 on the Surface and Levels 1, 2, 3 and 4 Above the Entrance Hall and the Lower Level beneath the Entrance Hall.. This leaves access to 0 Unused Hall Spaces in the North Peak.

The North Peak Entrance Hall
A huge hall carved from the North Peak welcomes all Dawi to the mountain. A grand walkway through the hall is lined with statues of the Clan Ancestors bearing the tools of their clan trades and mighty columns hold up the mountain above with carven drakes and wyrms. Across the right hand wall is a tapestry cut into the stone that describes the founding of Karak Drekfut. The heavy stone gates that lead into the Entrance Hall sit beneath balconies and fortified outcroppings where crossbows can silence besiegers.
-Significant North Peak Fortifications (Extensive Battlements, Artillery Emplacements, Towers Built into North Peak's Height, A Second Gatehouse, A Third Gatehouse)
A chain of three great gates has been built into the face of North Peak. Each one is immovable from the outside and from within takes many Dawi to open. Above the gates the slope of North Peak is rife with embankments, towers and low walls to allow for defenders to rain down death without fear of return fire. If all of this is not enough, the fortifications can be brought crushing down from within the Entrance Hall.

Upper Stairs
A significant space has been given over at the rear of the Entrance Hall to the Upper Stairs. This spiralling structure rises through the North Peak with steps wide enough for a dozen Dawi to stand abreast and has ramps on the outer edge to allow as many as four wagons to traverse the Upper Stairs side by side. They allow for rapid access to all four of the Levels above the Entrance Hall and are decorated with the histories of the Clans of the Hold. Narrowed Receiving Halls beneath Guardhalls allow for a small number of defenders to halt an incursion just before accessing each of the Levels.

A Milling Hall
A hall has been carved from the North Peak adjoining to the Entrance Hall. Here the Ironploughs can bring their Crop from the Farms and mill it such that the Crop can be stretched to feed more Dawi. A broad entryway allows wagons to pass one another coming to and from the milling hall and plain pillars hold the ceiling from collapsing in.

Brewer Hall
A Brewer Hall has been carved from the North Peak connected to the Entrance Hall. Large stone basins have been built into rooms of the hall for the fermentation of proper Ale. A Cooper's Station has been set up at the back of the Brewer Hall to ensure that Ale can be kegged for storage and the structure has been reinforced to ensure a safe working environment.

Decorated Greatmantle Clan Residences
The Clan Residences for Clan Greatmantle reach out from the Entrance Hall. They are about as spacious as you might expect, although hopefully your Clan will grow with the Hold and need more space in the future. Waterworks have been built into communal areas and the central event hall has the Clan Heraldry engraved into the back wall. There's some grumbling that a Noble Clan should have some sort of fortification to bar the way into the Clan Residences.

Ironplough Clan Residences
The Clan Residences for Clan Ironplough reach out from the Entrance Hall. There has been no grumbling from the Ironploughs about the condition of their Clan Residences but that might be expected with the Ironploughs spending so much time out on the Surface.

Bronzeplaits Clan Residences
The Clan Residences for Clan Bronzeplaits reach out from the Entrance Hall. North Peak has not escaped the Time of Woes unscathed and a great chasm has been discovered stretching across the Bronzeplaits Clan Residences. While the Clan has managed to bridge the chasm and even build sufficient supports to hold up some small chambers this scar in the stone will cause future building difficulties in North Peak.

Glintgear Clan Residences
The Clan Residences for Clan Glintgear reach out from the First Level Receiving Hall. Originally it was carved out by the Stonebeards and for Clan Stonebeard but as they move down into the Valley Hold the new Engineer Clan has been given their old Residences.

Swiftcarver Clan Residences
The Clan Residences for Clan Swiftcarver reach out from the First Level Receiving Hall. Much of the work for the Clan Residences was done by Clan Beardlings as their elders were busy fortifying the Surface Hold. The Longbeards have begun to consider apprenticeships for some of the Beardlings.

Leadbeard Clan Residences
The Clan Residences for Clan Leadbeardreach out from the First Level Receiving Hall. Famous Leadbeard Warriors from across the Karaz Ankor stand guard as statues in the Clan Residences, the Leadbeard Heraldry has been carved into the back wall of their central events hall and patterned weapons lockers have been cut into the wall of each individual residence.
-Clan Tomb
The Leadbeards are the first Clan to suffer the grief of death and a Clan Tomb has been carved out for the honourable dead.

Barracks
For all those Dawi who are not numerous enough to require Clan Residences of their own, the Barracks are home. The Shatterspears and their Lorekeepers have worked tirelessly to decorate the hallways of the Barracks with a carved tapestry of the founding of each and every Clan that joined the Reclamation Throng. A section near the back of the Barracks has been devoted to Valaya for the Healers and Matrons to live in.

Huge, Decorated Healing Hall
Built out from the Second Level Receiving Hall, the Healing Hall spans the Chasm of North Peak. After the deaths of the Trolls who once dwelt in the Chasm, the Hall has finally been completed. There is enough space in the Healing Hall to house hundreds of injured Dawi. Statues of Valaya line the Hall and tapestries of her greatest deeds have been carved into the walls. Over the main hallway's door is a carving of her presenting the first Greatmantle with her cloak.

Huge, Decorated Workshop Hall
Across the Second Level Receiving Hall from the Healing Hall sits a huge gate leading into the Workshop Hall. Rooms of many sizes allow the Shatterspears to create stonework up to the size of the gate into the Hall. Beardlings have been set to decorating the Workshop Hall with a complex ceiling light in the main hallway.

Huge, Decorated Tavern
The final Hall on the Second Level is given over to a Tavern. It allows for the Bronzeplaits to firmly control when too much Ale is being drunk by too few Dawi and yet the warm communal hall brings together all the Clans and spreads a general mood of contentment.

Decorated Runecrafting Hall with secondary Guardhall
Built out from the Third Level Receiving Hall, the Runecrafting Hall stands behind a great statue of Thungni with hammer raised. This statue is in fact the first Guardhall which protects the hallway that leads to the second Guardhall and then the Runecrafting Hall behind that.

Huge, Fortified and Decorated Tomb Hall
Built across from the Runecrafting Hall, the Tomb Hall is protected by heavy stone gates that take ten Dawi at once to push open. The honourable dead are entombed in smooth stone caskets of which the Hall can keep thousands. The caskets bear their names and deeds engraved into the ends and a statue of the inhabitant as they stood in life at the head. A statue of Gazul in an alcove engraved to look like the Gates to the Underearth stands watch over the Tomb Hall.
-Hold Ancestor Rune of Gazul
Cut into the gates of the Tomb Hall is an Ancestor Rune of Gazul. Uzkular cannot cross that threshold nor even touch those gates. The Dawi within are utterly untouchable by Necromancers and may rest peacefully forever.

Huge, Fortified and Decorated Shrine Hall
An octagonal structure at the top of the Upper Stairs, the Shrine Hall dedicates one wall to each of the Ancestor Gods and then the rear wall to the Clan Ancestors. To ensure its safety as a sanctuary if the Hold is breached the gates into the Shrine Hall are part of the wall dedicated to Grimnir. His statues serve as towers and the gates are heavy stonework. Each Ancestor has three statues, two lesser and one greater, to encompass their aspects with one statue for each Clan Ancestor of the founding Clans of Karak Drekfut along the rear wall. Behind each Shrine is a tapestry of their greatest deed.

Huge, Fortified and Decorated Lower Stairs
A staircase descending from the Entrance Hall has reached the Lower Level, the last level to be designated to the Hold. While work will continue down into the Underhold, the Lower Stairs now allow access to the whole of North Peak. A fortified Guardhall on the Lower Level allows for the way to be sealed from above and below and there is a grand tapestry mapping the whole Underway of the Karaz Ankor.

Huge, Fortified and Decorated Forge Hall
Beneath the Entrance Hall sits the Forge Hall. Forges have been built along with a complex ventilation system to draw smoke and hot air away from the Forge Hall with some hope of protecting the Warsmiths from the sweltering heat of the forges. A statue of Smednir stands over the heavy stone gates that seal the Hall from the Hold and a narrow entryway into the main hallway allows the Warsmiths to defend their forges against even significantly greater numbers.

Huge, Fortified and Decorated Hall of Remembrance
A spiraling structure built into the Lower Level of North Peak, the main hallway becomes increasingly narrow as it spirals inwards and a central library makes use of extensive fortifications. The Hall of Remembrance contains many libraries of shelves and small workshops to allow the Lorekeepers to store lore on every subject in the Karaz Ankor and to teach Beardlings some small portion of it. The most secret lore that the Lorekeepers can bear to put to stone or tome will be stored in the very centre of the spiral with less and less secret lore being kept further out. The main hallway will be a great tapestry of the history of Karak Drekfut from its founding onwards and the carving has managed to reach the present.

Huge, Fortified and Decorated Armoury
A many layered Hall reaches out from the Lower Receiving Hall behind a round stone gate bearing the mark of the shields of the Throng. A bearded Dawi wearing a three peaked crown. As a Dawi moves further back through the Armoury they come across increasingly powerful weapons with each category being sealed behind increasingly thick and heavy gates.

Huge, Fortified and Decorated Smelting Hall
A second statue of Smednir stands across from the first and watches over the heavy stone gates into the Smelting Hall. Behind it are broad rooms that house the great furnaces that must refine the Ore that will surely soon flow into the Hold. This Hall however will not only work Iron and must be capable of purifying Gromril. The Warsmiths have reinforced the Gromril smelting rooms for the overwhelming heat of these rooms will weaken the stone they are built from.

Huge, Fortified and Decorated Throne Hall
A high dias at the rear of the Throne Hall rises up many steps to carry two thrones. Tall backed and cut with tapestries of the early history of Karak Drekfut where tales tell of the virtues of the Dawi, these thrones have been designed to complement one another. The Throne Hall is guarded by heavy stone gates crossed with bands of steel and over the Guardhall sits a solid wall of stone suspended over a slot which can be dropped to seal the way completely. The Hall holds banners from the rafters bearing the marks of the Karaz Ankor, Karaz-A-Karak and the newly wrought mark of Karak Drekfut; and the Clan Heraldries along the walls and the columns have been carven to bear decorations worthy of the Throne Hall. In future days, there may be gem and precious metal added to this Hall.

Huge, Fortified and Decorated Lower Hallway to the Valley Hold.
A great tunnel hewn from the stone allows dozens of Dawi to travel abreast into the Valley Hold and is capped by two Guardhalls. Columns wrapped in carven Wyrms hold up the Valley above and breathe out stone flames in an inspiring pattern across the ceiling.



The North Peak Underhold
The Underhold is an almost unending space deep beneath the surface. From the Underhalls tunnels sprawl out madly following veins of material and occasionally spawning off new Underhalls where it is decided that important structures are needed in the depths. Behind the Underhold Fortifications lies only a limited space. There is room for 0 more Halls within that protection.

The North Peak Underhall
At the base of the Lower Stairs sits the Underhall. With heavy stone gates to bar the way back up the Lower Stairs and decorations dedicated to Gazul and Grungni the Underhall has excited the Stonebeards who are already sniffing at walls.

Underhold Fortifications
A chain of three Guardhalls connected by narrow hallways reaches out from the Underhall. Henceforth tunnels may only be dug from beyond the third gate to protect the Karak above and the entirety of the Underhold Fortifications is rigged to be collapsed upon the enemy should they be lost. Better sealed in than breached, many Karaks have learnt that lesson.

Prospector's Underhall
An Underhall built alongside the North Peak's main Underhall has been given over to Master Prospectors from Clan Stonebeard. They have space for all their tools and a few beds in a rather rough Hall, but perhaps something more cleanly built would be unnerving to Dawi who so prefer the Underhold.

Crop Under-Storehall
An Underhall has been hollowed out alongside the North Peak's main Underhall and designated for the storage of Crop.

Iron Ore Under-Storehall
At long last the Bronzeplaits have completed the Iron Ore Under-Storehall. It has been the work of many years but there is a secure and sealed location for Iron Ore to be kept within Karak Drekfut.

Ironbeards Station
The last gromril of Clan Stonebeard patrols the depths from this Station. Four Ironbeards dwell in this small and roughly hewn room that has been designed to give them the familiarity of a tunnel. There are the luxuries of beds and weapons lockers so the Ironbeards can come back here to rest when they come back from their year long shifts in the Depths.

Major Coal Mine x2
A great vein of Coal that stretches on for miles has been identified. The Stonebeards have hewn tunnels from the stone beneath North Peak wrapping around the near edge of the vein and delving into it.

Uncompleted Minor Coal Mine
A nest of tunnels has begun to weave around a Minor Vein of Coal.

Major Iron Ore Mine
A great vein of Iron Ore that stretches on for miles has been identified. The Stonebeards have hewn tunnels from the stone beneath North Peak wrapping around the near edge of the vein and delving into it.

Training Underhall
A weave of tunnels within the depths has been designed by the Stonebeards and the Elders of the Throng. These roughly hewn tunnels are hellishly steep, impenetrably dark and rife with low ceilings and trip hazards.

Under-Armoury
Amongst the tunnels of the Depths there is a room behind a roughly hewn stone door. Here lies a great collection of Az and Shield for those who dwell in the Underhold and the Depths to arm themselves in the case of a breach into Dawi tunnels.



The Valley Hold
Access beneath the Valley includes the Lower Level. This leaves access to 7 Unused Hall Spaces in the Valley Hold.

Huge, Fortified and Decorated Lower Hallway to the North Peak.
A great tunnel hewn from the stone allows dozens of Dawi to travel abreast into the Valley Hold and is capped by two Guardhalls. Columns wrapped in carven Wyrms hold up the Valley above and breathe out stone flames in an inspiring pattern across the ceiling. It comes out into a Receiving Hall under the centre of the Valley from which the Valley Hold can spread out.

Huge, Fortified and Decorated Ale Storehall
A great Hall for the storing of Ale has been carved out in the Valley Hold. It bears the heavy stone gates and narrow entryways common in Karak Drekfut to allow the few to defend against many. There are statues of legendary Brewers about the Hall and around the outer edge of the Hall is a tapestry of Valaya's first brew.

Huge, Fortified and Decorated Stonebeard Clan Residences and Tomb
In the Valley Hold the Stonebeards have been assigned a place that will serve as a better Residence. It is a vast hall that goes far and deep into the space under the Valley. Dimly lit to be kind to Stonebeard eyes, the Residences are marked with the statues and tales of ancient Ironbeards and Prospectors from Stonebeard history and the hallways are rigged to be collapsed and sealed. There is a Clan Tomb in the deepest place of the Residences.

Huge, Decorated Vaults and Second Guardhall
The strongest single Hall in the Karak will lay in the Valley Hold. The Vaults shall one day harbour powerful relics and the gromril needed to maintain and make them. The Vaults have been carved and reinforced with sensitive bells set into the walls. A mighty castle of an outer Guardhall sits in the Valley Receiving Hall and a narrow hallway but one wagon in width leads to the heavy stone gates of the inner Guardhall. A carving of a Throng readied for battle rings the outer Guardhall.

Huge, Fortified and Decorated Lower Hallway to the West Peak.
A great tunnel hewn from the stone allows dozens of Dawi to travel abreast into the Valley Hold. Guardhalls at each end contain ammunition stores and slots in the walls built for cannons to fire through. The walls of the Hallway itself are engraved with the view of Karak Drekfut from West Pass' steep slopes.


The West Peak Hold
Access within West Peak includes the Lower Level adjoining the Valley Hold and 3 Levels above it. This leaves access to 15 Unused Hall Spaces in the West Peak.

Huge, Fortified and Decorated Lower Hallway to the West Peak.
A great tunnel hewn from the stone allows dozens of Dawi to travel abreast into the Valley Hold. Guardhalls at each end contain ammunition stores and slots in the walls built for cannons to fire through. The walls of the Hallway itself are engraved with the view of Karak Drekfut from West Pass' steep slopes.

Uncompleted, Huge, Fortified and Decorated Upper Stairs
A broad staircase has ascended up through the West Peak to allow access out onto the Receiving Halls. There the Noldor have decorated the Upper Stairs with scenes of the Karaz Ankor as described by the Greatmantles with a vividness to give you pause upon seeing it.

Huge, Fortified and Decorated Engineering Hall.
The first great hall of West Peak has been given over to the Engineers. It is barred from the West Peak Receiving Hall by a huge stone slab on a carven rail that is moved in and out of place by gears. There are long rooms along one side of the Hall to be used to test artillery pieces and the smaller workshops have been constructed long the other side. The rear wall of the Hall is dedicated to the tale of Morgrim's first crossbow and there is a great statue of Morgrim set into an alcove there too.

Sulphur Storehall
A storehall has been carved out from the West Peak and filled with Sulphur. The Hall is quite odourous and has been left rather bare.

Uncompleted Huge, Fortified and Decorated Powder Storehall
A vast space on the Lower Level of West Peak has been carefully excavated for the storing of Powder. Considerations for the explosive substance have been made, keeping it in smaller rooms to avoid large concentrations and walls shaped to deflect the force of an explosion and the fire away from other rooms.

Uncompleted Huge, Fortified and Decorated Powder Hall
A great space carved out into the Lower Level of West Peak has been split in two. The main Hallway has a solid barrier between the front section where the vats are prepared for making Gunpowder and the more general layout for the Drakepowder at the back, waiting to be finalised for when there are Chemists to get to work on the recipe.

Huge, Fortified and Decorated Shatterspear Clan Residences and Tomb
The Clan Residences for Clan Shatterspear reach out from the Surface Level Receiving Hall of West Peak. The entryway appears much like a decorated stone wall in the Receiving Hall, and there are the statues of the Shatterspear Clan Ancestors and figures of their history about the hallways. A Clan Tomb in the back of the Residences shall host the dead of that Clan.
 
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Just a thought.

Why build anything without all the upgrades, such as huge. Some can be added later on (like Decorated in our possible choices for the storehouses, but it takes away the workforce and divides our efforts), yet when it comes to halls, they are literally carved out of the very mountain. They may not be enlarged later on because of subsequent halls. Which reminds me, what are the benefits of all these upgrades?
 
Oof. Not a great turn. Only one thing, the Milling Hall, finished. At least while the stairs aren't done we still have access to a couple of new levels for more space to plonk done the rest of the clan residences.

At least the courtship and Runing goes well.
 
Just a thought.

Why build anything without all the upgrades, such as huge. Some can be added later on (like Decorated in our possible choices for the storehouses, but it takes away the workforce and divides our efforts), yet when it comes to halls, they are literally carved out of the very mountain. They may not be enlarged later on because of subsequent halls. Which reminds me, what are the benefits of all these upgrades?
Halls with Huge produce more of their product or are generally more effective in their task.
Halls with Fortified provide defenders with bonuses when defending them.
Halls with Decorated provide Dawi who use them a small mood bonus.

Owing to their natural needs some Halls have other potential qualities that can be added to them or are already fortified structures.
 
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Turn 3
You have 6 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 10 unused Excavation Dice from last turn.

New options have been highlighted in yellow to make them easier to see. For the Hold in general this turn they are options to amend existing structures, the list of them can be found in Informational, and to complete structures that have been started.



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
-[] +Extensive, +50 to target
(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.

[] Fortify the North Pass 157/200
-[] +A Second Wall, +50 to target
-[] ++A Third Wall, +50 to target
-[] +Towers Set Above into the Peaks, +40 to target
-[] +A Carven Path, +20 to target
(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 foundations have been set into the North Pass and wall has begun to be raised. Amendments to the plan have resulted in delays but the wall will be thicker and taller than most fortifications possess.

[] Fortify one of the Passes 0/150
-[] +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.



North Peak

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 7 Halls to be carved from North Peak.

[] 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. 82/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
The Brewer Hall in North Peak is well on the way to completion and when it is finished the Hold shall be able to enjoy a new brew of Ale.
(Miner, Stonemason and Brewer Clans can take this Task.)

[] Greatmantle Clan Residences. 92/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
The Clan Residence for Clan Greatmantle have been begun and it is only a matter of time before the Clan can finally rest safe within the Karak.
(Any Clan can take this Task.)

[] Bronzeplaits Clan Residences. 27/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
The Clan Residence for Clan Bronzeplaits have been begun and it is only a matter of time before the Clan can finally rest safe within the Karak.
(Any Clan can take this Task.)

[] Ironplough Clan Residences. 77/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
The Clan Residence for Clan Ironplough have been begun and it is only a matter of time before the Clan can finally rest safe within the Karak.
(Any Clan 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. Thankfully there have not yet been any major incidents but the Elder Matrons are quite clear that the surface is no place to treat a patient.
(All Clans can take this Task.)

[] Hold Fortifications. 0/150
-[] +Extensive Battlements, +20 to target
-[] ++Artillery Emplacements, +10 to target
-[] +Towers Built into North Peak's Height, +40 to target
-[] +A Second Gatehouse, +30 to target
-[] ++A Third Gatehouse, +30 to target
-[] ++Collapsible Chambers, +10 to target per additional Gatehouse
A Karak is one of the best defended places in all the world. Your Karak is protected by a Surface Hold of tents and wagons and a set of fortifications built out from your Entrance Hall. Perhaps significant effort should be made to establish a purpose built fortification at the entrance to the Karak.
(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.)

[] Runecrafting Hall. 0/80
-[] +A Second Guardroom, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall on an available level of the North Peak for use as a Runecrafting Hall. A large workshop built to withstand all the troubles that can occur when a Rhunrikki is at work. This protects the rest of the Karak from the runecrafting and protects the secrets of the runes from prying eyes.
(Stonemason 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.)

[] Training Hall. 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 Training Hall. In truth this will be a network of small halls and a maze of tunnels. The Training Hall is a place for the Throng to train in fighting in both the terrain of a Karak and of an Underhold.
(All 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.)

[] Huge, Fortified and Decorated Upper Stairs. 81/130

Three Levels, including the surface Level, of North Peak are accessible. There is still decoration to be done on the lower two Levels of the Upper Stairs and there are two more Levels to carve a staircase to reach.
(All Clans can work on this task. A maximum of 4 levels can be added in the North Peak above the Entrance Hall. Staircases do not take up a Hall Space.)

[] 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.)



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.

[] Lower Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
In theory there is no limit to how far you can descend, although magma and the weight of the mountains above can impose limits very suddenly. Excavate a Lower Stairs down to the level you will build your Underhold Hub on. From here an Underhold can be built out.
(All Clans can work on this task. Staircases do not take up a Hall Space. Choose a number of levels to descend, each level adds 10 to the target, every fifth level adds 30 to the target.)



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] South Peak Hold Rune: Rune of Slowness. 1/4 Turns Completed
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.




Personal Challenges
[] 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)

[] A Lordly Wedding
Challenge Level: 10
-[] +Gifts to all the Clans. +60 Challenge Level, Costs 10 Steel Ingot.
-[] +A Lordly Wedding Feast. +30 Challenge Level, Costs 10 Meat, 10 Crop, 10 Ale.
Daungrumm Bronzeplaits has agreed to be your bride, her Clan Elders and yours are in agreement that the match is adequate and it may be better to wed sooner than later. Once the wedding is done, Daungrumm will be able to carry out the duties of a Lady of the Hold. If you choose this task also choose a task for Daungrumm to carry out. Failure in this task, except a Nat 1, will not change whether you get married to Daungrumm or not.

[] 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.)

[] 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)



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)

[] 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.
 
[X] Plan: Finishing what we Started
-[X] Fortify the North Pass 157/200(1 Stonemason Die, 1 Beardling Die)
-[X] Greatmantle Clan Residences. 92/100(1 Warsmith die)
--[X] +Decorated, +10 to target
-[X] Bronzeplaits Clan Residences. 27/100(1 Brewer Die, 1 Beardling Die)
-[X] Ironplough Clan Residences. 77/100(1 Farmer Die)
-[X] Clan Residences. 0/100
--[X] Stonebeard (1 Miner Die, 1 Beardling Die)
--[X] Shatterspear (1 Stonemason Die, 1 Beardling Die)
--[X] Leadbeard (1 Warsmith Die, 1 Beardling Die)
-[X] Brewer Hall. 82/100(1 Brewer Die, 1 Beardling Die)
-[X] Huge, Fortified and Decorated Upper Stairs. 81/130(1 Miner Die, 1 Farmer Die)
-[X] A Lordly Wedding Challenge Level: 10 (assign Daungrumm)
--[X] +Gifts to all the Clans. +60 Challenge Level, Costs 10 Steel Ingot.
-[X] Range Out From the Valley
--[X] Northern Throng will send their Rangers to see what lies beyond their Pass
--[X] Eastern Throng is to send their Rangers out to scout and observe the locals they spotted before. They will do so stealthily
--[X] Southern Throng will send their Rangers to scout and observe the Grobi
-[X] Hunt beyond one of the Passes
--[X] Western Throng will send their Rangers and Quarllers to hunt in the woods beyond their Pass

Plan name says it all. I assigned 2 dice to the brewing hall because that needs to get done NOW. We only have 14 Ale and we're losing 8 a turn.

No feast for the wedding cause we just don't have the Ale for it plus the added DC to it just makes it not worth.
 
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Ok, lots of finishing off this turn, I've also tried to get the south wall done as it is by far the most important imo.

[x]Plan Getting stuff finished
-[x] Fortify the North Pass 157/200 1 Warsmith die
-[x] Greatmantle Clan Residences. 92/100 1 Warsmith die
--[x] +Decorated, +10 to target
-[x] Bronzeplaits Clan Residences. 27/100 1 Brewer, 1 Beardling dice
-[x] Ironplough Clan Residences. 77/100 1 Farmer Die
-[x] Clan Residences. 0/100 - Clan Stonebeard 1 Miner 2 Beardling
-[x] Brewer Hall. 82/100 1 Brewer Die
-[x] Fortify one of the Passes 0/150 1 Farmer 2 Stonemason 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Huge, Fortified and Decorated Upper Stairs. 81/130 1 Miner 1 Beardling
-[X] A Lordly Wedding
--[X] +Gifts to all the Clans. +60 Challenge Level, Costs 10 Steel Ingot.
-[x] Guard one of the Passes - South Pass, Southern Throng
-[x] Hunt beyond one of the Passes - North Throng, North Pass
-[x] Hunt beyond one of the Passes - East Throng East Pass
-[x] Range Out From the Valley - West throng West pass

E: Looks like I got ninja'd, I think our plans mainly agree but I'm trying to make use of our excavation die more by getting the south wall up to protect us from our main threat, I have the north and east throngs hunting to bring in more food since those areas seem safe and the west throng exploring to give more information on the haunted forest.
 
Ok, lots of finishing off this turn, I've also tried to get the south wall done as it is by far the most important imo.

[x]Plan Getting stuff finished
-[x] Fortify the North Pass 157/200 1 Warsmith die
-[x] Greatmantle Clan Residences. 92/100 1 Warsmith die
--[x] +Decorated, +10 to target
-[x] Bronzeplaits Clan Residences. 27/100 1 Brewer, 1 Beardling dice
-[x] Ironplough Clan Residences. 77/100 1 Farmer Die
-[x] Clan Residences. 0/100 - Clan Stonebeard 1 Miner 2 Beardling
-[x] Brewer Hall. 82/100 1 Brewer Die
-[x] Fortify one of the Passes 0/150 1 Farmer 2 Stonemason 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Huge, Fortified and Decorated Upper Stairs. 81/130 1 Miner 1 Beardling
-[X] A Lordly Wedding
--[X] +Gifts to all the Clans. +60 Challenge Level, Costs 10 Steel Ingot.
-[x] Guard one of the Passes - South Pass, Southern Throng
-[x] Hunt beyond one of the Passes - North Throng, North Pass
-[x] Hunt beyond one of the Passes - East Throng East Pass
-[x] Range Out From the Valley - West throng West pass

E: Looks like I got ninja'd, I think our plans mainly agree but I'm trying to make use of our excavation die more by getting the south wall up to protect us from our main threat, I have the north and east throngs hunting to bring in more food since those areas seem safe and the west throng exploring to give more information on the haunted forest.
We don't know what's beyond the North Pass, we haven't scouted it yet. I also don't think hunting to the east is a great idea as the locals might spot us. I'd rather keep our presence a secret until we're good and established.
 
We don't know what's beyond the North Pass, we haven't scouted it yet. I also don't think hunting to the east is a great idea as the locals might spot us. I'd rather keep our presence a secret until we're good and established.
We already sent a throng marching through there on turn 1, if they're going to notice we exist they already should have.
 
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They might have noticed and just not come up to visit. Aren't the Misty Mountains basically uncrossable except at two places? So non-Dwarfs probably just can't be bothered taking the risk of climbing up to us.
 
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