The Dawi in Arda (Hiatus)

In term of Runes to gift, which I know some are disinclined to do.

What about the Rune of Brotherhood?
This Rune allows a Dwarf to quickly assimilate skills possessed by his closest comrades.

Not only would it help the Dwarfs and Elves when teaching each other new skills, but it will also help elves when working together.
It's not on the list of known Runes (under informational).
 
[x] Plan: Get that Clanhall done please!

This is the first quest i am following so my experience/knowledge in the matter is rather limited. But in regards to the "time problem" and seeing how we have more or less 1000 years before the events of the main trilogy, could maybe a timeskip once we have the hold up and running be a good idea?
 
Plan: Get that Clanhall done please! Yes to all and Shoes Reckoning. Writing starting now.
Adhoc vote count started by Warkeymon on Feb 1, 2022 at 12:21 PM, finished with 60 posts and 18 votes.

  • [x] Plan: Get that Clanhall done please!
    -[x] Add to the Fortifications 0/0 - West pass - 2 Farmer 2 Brewer Dice
    --[x] +A Second Wall, +50 to target
    --[x] ++A Third Wall, +50 to target
    --[x] +Towers Set Above into the Peaks, +40 to target
    --[x] +Extra Tall, +20 to target per Wall
    --[x] +Extra Thick, +20 to target per Wall
    --[x] +A Carven Path, +20 to target
    -[x] Huge, Fortified and Decorated Stonebeard Clan Residences and Tomb. 14/220. - 2 Stonemason 1 Brewer 3 Beardling Dice
    -[x] Huge, Decorated Vaults with Second Guardhall, 80/240. - 2 Warsmith 1 Beardling Dice
    -[x] Establish a Minor Silver Mine, 0/50. - 2 Miner Dice
    -[x] Join the Work - Daungrumm - Stonebeard residences
    -[x] Heal the Wounded - Gartrimm
    -[x] Gather Lumber - West throng
    -[x] Meet with a Neighbour - East throng to revel themselves to the umgi
    -[x] Hunt beyond one of the Passes North throng
    -[x] Guard one of the Passes South throng
    [x] Yes -Thane Nirvid's Hammerers
    [x] Yes - Elder Voddor's Expedition
    [x] Yes -Drekfut Ankor - Once the Runelord has finished the crown. Invite the Noldor to witness it
    [x] your Reckoning - shoes
    -[x] a month in each others shoes before having a drinking competition where no grudges can be made but they can freely talk about there past month
    --[x] if that dont work remind them they made trouble at your wife's feast and you have a very shiny axe
    [X] Plan: Ulse
    -[X] Guest Residences. 0/150 (1 Farmer, 1 Brewer)
    --[X] +Decorated, +10 to target
    -[X] Huge, Fortified and Decorated Stonebeard Clan Residences and Tomb. 14/220. (2 Stonemason, 1 Farmer, 1 Brewer, 3 Beardling)
    -[X] Huge, Decorated Vaults with Second Guardhall, 80/240. (2 Warsmith, 2 Beardling)
    -[X] Establish a Minor Coal Mine, 45/50. (1 Miner)
    -[X] Establish a Minor Silver Mine, 0/50. (1 Miner)
    -[X] Calm a Clan: Stonebeards (both)
    -[X] Guard one of the Passes
    --[X] All Throngs will guard their passes and trade off with guarding Urbaz
    [x] [Thane] Yes
    [x] [Drekfut Ankor] Yes - Once the Runelord has finished the crown. Invite the Noldor to witness it
    [X] Plan: the best of both worlds.
    -[X] Guest Residences. 0/150 (1 Farmer, 1 Brewer)
    --[X] +Decorated, +10 to target
    -[X] Huge, Fortified and Decorated Stonebeard Clan Residences and Tomb. 14/220. (2 Stonemason, 1 Farmer, 1 Brewer, 3 Beardling)
    -[X] Huge, Decorated Vaults with Second Guardhall, 80/240. (2 Warsmith, 2 Beardling)
    -[X] Establish a Minor Silver Mine, 0/50. (2 Miner)
    -[x] Heal the Wounded - Gartrimm
    -[x] Join the Work - Daungrumm - Stonebeard residences
    -[x] Gather Lumber - West throng
    -[x] Gather Lumber - East throng
    -[x] Hunt beyond one of the Passes North throng
    -[x] Guard one of the Passes South throng
 
In term of Runes to gift, which I know some are disinclined to do.

What about the Rune of Brotherhood?
This Rune allows a Dwarf to quickly assimilate skills possessed by his closest comrades.

Not only would it help the Dwarfs and Elves when teaching each other new skills, but it will also help elves when working together.
I'm fine with gifting them a Runic item, I just have no interest in gifting a Gromril item. I was actually thinking we make them a sword with either 3 Runes of Fire or 3 Runes of Cleaving. So either a lightsaber or a sword so sharp it might as well be.
 
@Jreengus Which of the Umgi of the East did you want to meet with?
Also you've used 3 Brewer Dice and 4 Beardling Dice so I've turned the Brewer working on the Clan Residences into a Beardling.
 
@Jreengus Which of the Umgi of the East did you want to meet with?
Also you've used 3 Brewer Dice and 4 Beardling Dice so I've turned the Brewer working on the Clan Residences into a Beardling.
My bad on the dice, I shifted around the beardlings and brewers quite a bit in my planning.

For the umgi the ones Urtain was speaking about here:
Elder Urtain of Clan Leadbeard also speaks to advise you. The Rangers have reported often of the Umgi of the East and the Noldor have spoken of them in kinder terms than foe. It may be wise in his mind to make the Dawi known to them.
I assumed he meant Fram's people but if he means the shifters then go with them.
 
Turn 14 Results
The Lord's Matters
Thane Nirvid's Hammerers
Two headed hammers and heavy steel armour have been drawn from the forges and given over to a dozen Beardlings. They are Thane Nirvid's new Apprentice Hammerers and will one day become a Guard. Such groups are the principle defenders of the main gate of a Major Hold or of the King of an Ankor.

It will be the work of decades before they finish their apprenticeship to earn the title of Hammerer at which point they would traditionally be gifted gromril hammer and plate by their King. It will be the work of centuries before one amongst their number is worthy of the title Guardian of the Gate and becomes the Elder Hammerer charged with overseeing the continuation and command of their Guard.

Fortunately, the foundations seem to be well set and Thane Nirvid has spent much of the year with her Apprentices in the Training Yards and Halls. These Beardling seem more mature and more stalwart than most their age.


Elder Voddor's Expedition
The Elder of the Shatterspears voyages to Kazad Urbaz with some of the Longbeards of his Clan and a handful of Stonemasons that are known to him for their Tunnel Sense. They descend through the ruins that rise through the whole mountain and go onto the darkness of the Depths. The shallow waters that cover the floor of the mountain and the cut of the rushing river meet them and their lanterns as they move steadily.

First they go up river, they come upon a great waterfall thundering down through sharp-edged stone. They ascend the tunnel, hook and rope and spiked boot allowing them to find a route up around the spray and ice cold waters. From atop the waterfall the waters thin out as they ascend the stone of the mountain. There is an underground rain as drops work through the mountain above and join the river that spins and twirls and has cut new paths for itself where they walk alongside it and can see the old ways.

Each of these is then inspected for sign of the surface but the skin of the mountain proves sound as they rise until at last they come upon a tunnel hewn not by the water which is now but a trickle. Here the tunnel has been scraped and clawed and the cold is not the near frozen waters of the mountain. They cut marks into the ceiling of the tunnel there as the sound of scuttling rings through the tunnel and then Elder Voddor heaves a hammer high and watches crumbling stone collapse into place as red eyes glow in the darkness coming closer before screeching and being lost behind stone.

Then they work back down the mountain and to the place where the creature came upon you. They move down river until the cut of the river widens and the waters are deep from wall to wall. There are things in the water, perhaps more of that creature that challenged you and perhaps other than that. The Elder goes no further than this underground lake, but he listens intently and can hear three other rivers that tumble down into the lake and the Longbeards grumble for they catch the Surface Scent that marks a breached tunnel.



Surface Hold
Extensive West Pass Fortifications, 253/240. Completed. 1x Nat 100
(2 Farmer Dice + 2 Brewer Dice)
100-5-5-5-5+82+80-5-5+13+8 = 253
The West Pass has been barred wholly. Two great walls stand beyond the first each as tall and thick as the others. Upon the flanks of the Pass have been built squat and stout towers that look down from West and South Peak and out through the Pass goes a carven road. Great ditches have been dug about the smoother walls of the Peaks and the stone has been piled into a long embankment that leads up to the outer gate of West Pass from the distance.

Amongst the workers stands a Stonebeard, a Beardling of little happiness for being on the Surface away from his Clan. But by the Lord's Reckoning the Beardling has been sentenced to labour in the name of Clan Ironplough and at their duties. Despite his constant grumbles, and the rapid onset of Sun Madness, the Beardling makes it through the month as the Elders keep him forever at task. He must tend the farms, he must haul wagons of Crop, he must haul wagons of stone, he must build great walls. And then he must stand watch over the Goats.

The Goatherds in the north are Greybeards or older for the importance of keen skill and stubbornness when herding Goats. The Beardling is watching one night when he hears the bleating of a Goat that has climbed the stone block wall of the herd and down the side of a cliff. The Beardling climbs then down the side, heart stopping with fear thrice as he loses his grip and must flail for a hold.

But when he finally has the Goat under his arm the Goat kicks and thrashes and leaps free out onto a long root sticking out from the stone. The Beardling grumbles loudly and tugs on his own beard hard, but he will not allow the Ironploughs to think him incapable of doing the tasks he had mocked as simple and for the simple-minded.

He goes out onto the root and takes the Goat again. The root snaps and Beardling and Goat both are soon flying. For a Great Eagle has them in its grip as it circles the plateau and beats upwards into the heights and to a peak in the east. They are dropped both onto a long flat stone and there are many of the Great Eagles about them. Ancient and powerful ones stand proud on rocks and those that are young and growing are cuddled in the night together. The Goat bleats loudly and the Beardling pulls out the pick that he ever keep at hip.

The night is long, cold and frightening. But the Beardling stands stout between the Great Eagles and his Goat with pick in hand and barks at those that come too close. But a fearless chick chooses to cuddle up about his feet and he does not bring down the pick on it for it pays no heed to the Goat that has now gone to sleep. With the Dawn a Great Eagle steps along the ledge to the Beardling and flares it wings and feathers.

The Beardling does not tell tale of how he and the Goat got back to the plateau that day but the Greybeards of Clan Ironplough do tell that ever since, there has been a Great Eagle that stands watch at night over the plateau from a nearby peak and a Stonebeard Beardling who comes out every once in a while to sit with a Goat upon the stone block wall of the herd facing to the east.

Extensive West Pass Fortification completed.



Under the Valley
Huge, Fortified and Decorated Stonebeard Clan Residences and Tomb, 297/220. Completed
(2 Stonemason Dice + 4 Beardling Dice)
57+49+10+35+49+5+46+12+20 = 283
Clan Shatterspear and many of the Beardlings of the Hold go down into the Valley Hold and carve out the new Stonebeard Clan Residences. This great hall stretches out far and deep from the Valley Receiving Hall with internal staircases and tunnels weaving up and down through it. The central events hall is marked with the Clan Heraldry and the whole structure is dimly lit to better appease the eyes of the Miner Clan.

There are statues of Legendary Ironbeards and Prospectors through the Hall and the walls are cut with tapestries of their tales. At the lowest reaches of the Residences are the Clan Tombs. Stone caskets lie in rows awaiting those who will one day go on to the Underearth. And the hallways are rigged to be brought down but the mechanism is hidden to all but the best Tunnel Sense so that Elder Stonebeards can seal the Residences from the Karak. If the way is lost, it matters little for the Stonebeards can cut a new way when they need it.

Huge, Fortified and Decorated Stonebeard Clan Residences and Tomb completed.


Huge, Decorated Vaults with Second Guardhall, 206/240.
(2 Warsmith Dice + 1 Beardling Die.)
58-5-5+49+23+6 = 126
The Greatmantles have laid great stone slabs down along the floor of the Vaults and set thick stone blocks up against its walls and plated the ceiling and reinforced it with pillars. There are bells hidden in the stone that will ring at the slightest shudder should any thief attempt to dig into the Vault and there is a narrow hallway that, but one wagon can pass down at once leading between the two mighty Guardhalls of the Vaults.

The outer Guardhall juts out into the Valley Receiving Hall where it stands like a castle in its own right with towers and battlements and the inner Guardhall has two heavy stone gates between which is a chamber under a grid of stone that allows those above to fire down upon intruders. There are decorations next to be worked upon.



The Underhold
Establish a Minor Silver Mine, 36/50.
(2 Miner Dice)
41-5-5-5+6+4 = 36

The Stonebeards, and their Ironplough Beardling, go down into the Underhold and past the gates that guard it so that they might delve for Silver. The Prospectors have guided them to the direction of the near edge of the Minor Silver Vein and then gone back on their own way to sniff for more of the wealth of the mountains.

Tunnels have reached out for that near edge although they have not yet found it and the Ironplough Beardling has been sent up to the Healers Hall for he has gained a thick cough and splinters of stone caught in his arm. Though both Beardlings went to the Tavern for their pre-assigned drinking contest, the Stonebeards have taken the Reckoning to have proved their worth to the Hold for their Beardling won the contest and has made a name for himself with the Ironplough far better than the other way around.

Although now they grumble at a Stonebeard who so often goes out willingly onto the Surface. Indeed the Beardling has lately been speaking of a great wander that he hopes to depart on once he has grown his full-beard.


The Prospectors
1
There is something in the Depths. There is a beating of heavy feet. The Master Prospectors have cloven open a wall that was more block than mountain's stone. Those that live have tugged longbeards and condemned their own foolishness. There have been mutterings in the Clans of the Hold that perhaps some amongst them should take the Slayer's Oath and with such mutterings you do not think you could keep them from it.

It seemed at first like any other wall of stone in the Depths. But then it fell apart as the picks first bit into it lightly and revealed itself for a wall of make rather than nature. They thought it was a tomb then, for they stepped within and found a long sarcophagus of black stone. They gave prayer to Gazul and swore to seal the way behind them and mark clearly upon the wall without that here the Dead lay peaceful.

But a sword that sang of dark days and spoke to those it cut with sneering tongue has cut through three of the Master Prospectors and the heavy thudding of the black metal of armour strode through the tunnels. The Prospectors had retreated up and away from that place until the firelight of the more travelled places of the Underhold was in sight.

There some of them turned back and bore picks and battled the black suit of armour that stood taller than a man and the shadows of the mountain clung to. There another was lost before a pick wrought of gromril and runed in older days of Clan Stonebeard bit deep and the heavy footsteps went away.

When next the Prospectors went to that place they found the sarcophagus gone, the black armour and cruel sword gone with it, and the Surface Scent in a place far too deep to be believed.



Runelord Challenge
A King's Crown, 2/2 turns completed.
(Master Rune of Passage + Rune of Warding + Rune of Fate)
Challenge Level: 60
74+10 = 84
Drekfut Ankor Rik! The Rhunrikki stands before you in the Throne Hall of Karak Drekfut and about the huge space stand the gathered Clans. Their marks, their banners, their heraldries watch them and there surrounded by Rangers and Longbeards with the Greatbeard and Deadeye amongst them are the Noldor. Slow, heavy steps ascend the dais to where you and your Queen sit.

There are runes aglow upon the crown in his hands and as he comes near there is a burden that grows upon you. Oaths of Kingship echo through the hall, each one the crown steps closer and the Clans stand taller. When at last your Oaths are firmly struck, the Karak and all within as witnesses, you go down from your throne and kneel on both knees.

The King's Burden sits upon your head. It is a lightness belying the power within. Four great peaks rise from the gromril band and shine with a cold silver light. The Hall kneels as you stand, all but the Noldor and your Queen who sits still behind and to the side of you. The ceremony goes on for three days and two nights as the Clans each swear lengthy and great oaths to their King, as the Rhunrikki binds himself to the Drekfut Ankor Rik and as the Throng kneel and offer their lives and deaths to you.

It comes to mind only when the last Oath is sworn that perhaps the Noldor should have been warned that there would be such length to this matter. But they are not bored, nor tired nor have they moved to take meal or drink. The party of Lord Elrond, who you see now for the first time, and the Companions of Glorfindel have been the epitome of polite guests at the coronation of their near neighbour.

The celebrations go on for three weeks after, although the Noldor remain as the King's Guests for but one week of it. They stay in your own Clan Residences, and you meet with the Lord Elrond on a number of occasions. He remarks upon the workmanship of the Dawi and recalls the ancient workings of the Dwarves that rivalled the finest smiths of the Noldor when he speaks of the nature of your crown and tells also that he has seen the ancient Hadhodrond with his own eyes when the Dwarves there and the Noldor of Eregion were close allies. Karak Drekfut he tells is akin in grandeur to that place was when he saw it though it is much the smaller and less populous and he might err to say that the work that has shaped it is a fairer sort than many of the Dwarfhalls that stood in that city.

The conversation twists at your will to a topic that has gnawed at you.



Personal Challenge
Join the Work – Stonebeard Clan Residences, Success.
Challenge Level: 50.
(Lady Daungrumm)
69
Daungrumm has led many of the efforts to carve out the Stonebeard Clan Residences. With her have gone the twins Nurn and Brunna who have been weened from milk onto the Ale rations of the work crews there. The Queen of the Hold works with chisel and hammer in the dim Hall with two Garazi clinging to her shoulders and playing in her plaits. A great inspiration to the work crews and a balm to the tired Stonebeards who come back from their works in the Depths, Daungrumm speeds up the work greatly and is partly to credit for the completion of the Residences.


Heal the Wounded, Success.
Challenge Level: 30.
(Lord Gartrim)
59+5 = 64
You go up to the Healers Hall and attend to the wounded. Only the most seriously injured, those of the Northerly Throng who were caught by Trolls or those who were captured during the breach in the line during the final battle are all that remain here for the most part of the year.

Some of them go into their Waning Days rather than heal and the younger Matrons watch over them in their peace, but most are soon recovered after these years of rest and attention, and it is upon these Dawi that you labour. It is a calming thing, working to heal your sworn Dawi, even as Karstah approaches the end of her first decade and a much more excitable time in most Garazi. There is some maturity within her that you note being beyond her plaits, for though she is bouncing off of the walls in the hallways she is the picture of a Princess in the halls themselves.

And then there are Stonebeards sent up to you, for a thing in the Depths has slain Master Prospectors and wounded others. They tell you of its black armour to which shadows clung and of the gleaming black sword that sneered in the minds of those it cut. These Dawi have been slowly growing sicker and gaunter as they lie in their beds and only Elder Matron Gorgissa herself is able to turn any of them back from their fading.

Alas, one more of the Prospectors cannot be saved and instead goes into their Waning Days before they can waste away in mind and body and in slow pain.



The Lorekeepers

Engineers, 5/5 turns completed.
A Clan has been founded. The Beardlings who were being trained in the Hall of Remembrance have finished their studies in the ways of the Engineer Clans. The Lorekeepers have taught them the last component of Engineering. The Motor. Oft used by the Sea-Engineers of Barak Varr to drive their great ships for trade and for war; the motor uses a specially brewed alcohol to spin great paddlewheels and drive forth the ships of Barak Varr.



The Throng
Guard Kazad Urbaz
The Door Onto the Pass has enjoyed travellers through the year. Glorfindel and his Companions have come to the Door a number of times and have stayed with the Deadeye in the nearest cave where the Southerly Throng keeps its tents. Then later in the year when a new Drekfut Ankor Rik was crowned the Deadeye went on with Glorfindel to Imladris to deliver the invitation to the Lord of the Noldor.

He came to the Door with the Deadeye and with a party of Noldor notables, most of whom were his family. The Lady Celebrian, the Princelings Elladan and Elrohir and their sister the Princess Arwen joined Lord Elrond in attending your coronation. They were a polite company and treat the Dawi with fair manners and good graces. When the coronation went on for three days without an end, the party stood as long as the Dawi, and they stayed as honoured King's Guests for a week after then.

Besides the Noldor of Imladris who have journeyed up the High Pass to the Door there have been no further travellers on the High Pass.


Gather Lumber beyond West Pass
Elder Urtain and the Westerly Throng descend from the West Pass and go into the woods to the west. They set Az to tree and harvest timber to be laid on sleds and hauled up the West Past. With work laid out to make a road in the West Pass they find the travel easy up those slopes and much Wood returns to the Karak. But the Elder has a warning to hear, there is a growing number of Trolls in those woods.

+9 Wood


Meet with the Umgi beyond East Pass
Thane Nirvid leads the Easterly Throng down from the East Pass and into the Vale. They stride there openly, and though they are clad in arm and armour they make their way at ease and keep only to one side of the ill-kept roads of the Vale. There are no travellers on their way and this near Vale is not inhabited with its cabins stood alone and empty.

They come to a joining of two roads, one went down the great river and to the bridge across to the lands of the Skin-shifters and indeed went further on beyond that bridge across the river into the woods. To the north runs another road which crosses the lesser rivers that mark out the north Vales and eventually goes to the bridge over the siring rivers of the great river Anduin and the land of King Fram son of Frumgar.

The Throng goes north, across the many lesser rivers and towards the Horsemen. The Noldor had told briefly that the Umgi in the Near East had once been a single kingdom but was broken in recent centuries.

Four folk had come from that kingdom, there were the Eotheod who were the mightiest in number and arms and dwelt in the northest Vale. Then there were the Beornings who had dwelt in the Near Vale and the High Pass before their kingdom fell and without its strength they had been driven across the great river. And besides them were the Woodsmen who dwelt in the depths of the Eryn Galen and so too did the lesser kin of the Noldor; the Sindar. And beyond the Eryn Galen lived the boatmen of the River Celduin who had been driven north along that river by the collapse of their kingdom and settled now the Long Lake.

When the Northerly Throng crossed the siring river of the Anduin and went into the lands of the Eotheod they saw that the fortified wooden towns were little inhabited, only women and children in those halls. Where the Throng approached bells would ring and gates were shut and the Eotheod who remained took up bows.

Thane Nirvid takes the Throng further into the lands of the Eotheod to see where the men had gone and to visit the castle of King Fram. They came upon a small party of the Eotheod who were on horseback and armed and armoured. These riders were injured, and their horses frightened easily, and their banner was torn. They did not speak the Sindarin that the Noldor had taught your people and rode far into the grasses away from the road to be away from the Throng.

At last, they came to the castle of King Fram, and it was still smoking. Twice this past half-decade it had been cracked open and scorched. The Throng settled at the base of the hill and Thane Nirvid took her Apprentice Hammerers with her up to the gates where she called out in Sindarin to know what had happened. And there was someone within who knew the tongue of the Noldor and who called back that Dwarves had happened. They had come upon the Framsburg and declared the Eotheod thieves when it was they the Dwarves who meant to steal.

Their machines of war had cracked open the Framsburg and the Dwarves had come into the castle and set flame and sword to the inhabitants. The Lord of the Mountain Folk had claimed the life of King Fram and stolen from his wealth things that he had taken from the Dragon Scatha's hoard. And all after the King had at last slain the Dragon that plagued both Men and Dwarves. If too you had come to take of their treasures you would find them gone and should trouble instead your kin in the Ered Mithrin.

Nirvid calls back that they are no thieves and have not come to partake of thievery. They are the Dawi of Drekfut Ankor and have claimed dominion over a part of the Ered Hithui in which they had woken and cleft Halls from stone. She and the Throng had been sent by the King Gartrim of the Greatmantle to make known the new kingdom to the Umgi of Eotheod and know if they are Umgi of good hearts or who have fallen to darkness.

The voice calls back that all Men are creatures of both, but they are of the heirs of the Rhovanion and through them the Edain and good faith and trustworthiness are in their blood. Come again they then say, in five years hence when our eldest prince is a man grown and you will see the nature of an Eotheod King or in thirteen when our youngest is a man of noble visage and bearing. But you will not come into the Framsburg today, I have the blood of Dwarves on my blade, and I bar your way. Two Kings shall not die on my watch.


Hunt beyond North Pass
The Greatbeard and the Northerly Throng goes out of North Pass to bring back Meat. They are watched carefully from the high heavens by Great Eagles though they never move to trouble and indeed have stopped their testing of the Goatherds of late. And the Throng works through the high mountains bringing low some great beasts. Shaggy of fur and thick of body and hard of skull they are full of fat and muscle and the bodies are laid onto stone sleds.

There are some in the Northerly Throng who see the low mountains of the Urki to the west and wonder if a hunt could go there too. While Urki were ill food, the Trolls they oft kept about them made good stew. But the Greatbeard decreed else, and the Northerly Throng brought back the Meat they had gained.

+ 6 Meat
 
Ooof, that prospector roll though. I had considered building an ironbeard station this turn initially but decided against it. Guess we can't rely on the deeps being friendlier here and should get on it. Great luck on the west pass though. I did not expect that to complete this turn.

Hope the Eotheod don't hold the actions of our cousins against us.
 
That 1. Holy shit that 1. I'm not sure what we woke, but it looks like it left?

Ironbreakers this turn in both places 100%. And a rune apprentice. Can we start loading our throngs with runed but basic equipment? How would that work? Is it something we can set our apprentice onto like we can with Runes of Light and Heating?

And maybe someone should do up an Omake for gifts going to Glorfindel and/or Elrond.

That nat 100 though was fucking lit. What a great nat 100. Manwe found a Dawi, and he now understands. And if anything happens to him Manwe will kill everyone in the room and then himself.

Carpenter Clan start, too.

I'm actually totally down with the response of the Eotheod. And coming back in 5 or 6 turns.

Diplo with Noldor seems to have gone pretty well. Can we set up a joint Kull with one throng and the Noldor forces in the Trollshaws?
 
i dont get what the nat 100 did

The miner beardling got super sun sickness, loved being a herder, did his fucking job like a champ. THEN he and (now) his goat got into a spot of trouble and rescued by the Eagles. (These eagles are Manwe's eagles, so spirit beast demigod-eagles basically) When he got taken to the Eyrie he proceeded to show his nobility and strength of will by not only protecting his goat against truly overwhelming odds, but also not killing the eagle chick that came and slept on him.

Then something happened on the way back, and now that miner beardling is looking up to be a ranger hero unit, and he hangs out with his goat and an Eagle like everyday.

And now the Eagles keep a friendly eye on our goats for us, at least.

It was a great nat 100.
 
whelp, at the rate things will go...we might have to make a gift to these hyper intelligent eagles...maybe carve a rune on their nesting site to give them balance from fuckery of sauron?

also we MIGHT have accidently hit the witch king's tomb or something...cause that poison sounds like morgul poison to me.

fucking ring wraiths...though the fact that he was injured by a Gromil pick should slow the fucker down, as well as make it wary since it breached the so-called protections it once enjoyed.
 
There are a lot of things left behind by the Black Enemy, not just the Ringwraiths of his Lieutenant. Mighty and awful foul things.

It might be a thing get Rune of Sanctuary banners out and about, just cut through their bullshit.
 
Well then. Looks like the local Dwarves need an asskicking. Honestly the more I learn about the lotr dwarfs the more they piss me off. Bunch of dishonorable, greedy, cowardly, over reaching pricks. They have a nasty habit of claiming what is not theirs and getting offended when others call them on their bullshit.

I can not wait for the moment where we decide to lay down the law on them.
 
Turn 15
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 and 1 Engineer Die. 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.



The King's Matters
A New Clan
The Beardlings that the Lorekeepers thought best suited to Engineering have come up from the Hall of Remembrance as Greybeards and have founded the first Clan of Karak Drekfut. There are matters of import to decide before the Clan is truly founded, however. Firstly, they shall need a Clan Name and Heraldry. Secondly that Clan will need its own Residences to grow into and fill. Fortunately, there is such a Hall in the North Peak. Thirdly, and of great import is just who shall serve as the Clan Ancestor to inspire those who will yet come into that Clan. This will be a terrible weight, and yet by the gift of the Ancestors it is often a weight that the chosen will grow to bear mightily.

There is an Engineer who came once from your Clan who had made a hobby of toying with the Hargrobi Rock Lobbers and together with his friends had wrought a Grudge Thrower without any prior training that was acceptable enough to be mounted in the South Pass. Thathan was of a Greybeard of traditional mind.

Or another Engineer who had come from Clan Leadbeard took great interest in the work of the Gunsmith and is often seen tinkering with barrel and hammer and speaking longingly with the Master Prospectors to know if the ingredients of gunpowder have been found. Nendumir was an ambitious sort of Greybeard.

Or third there stood an Engineer who too had come from your Clan. They were invested in their final year of study the most and had they still been in the Karaz Ankor might have set to wander the ways to Barak Varr to study with the Sea Engineers. The device of the motor has their mind. Dwordustir was a Greyplaits of a radical mind.

[] Write-In a Clan Name.

Give them the Residences
[] Yes
[] No

Clan Ancestor
[] Thathan
[] Nendumir
[] Dwordustir


Lord Elrond
For three weeks after your coronation the Dawi celebrated. Lord Elrond and his party remained as King's Guests in you Clan Residences for the first week before departing to Imladris again. You speak with the Lord of the Noldor a number of times and he often speaks to compare your folk and their prowess to the same prowess that has long ago been lost amongst the Dwarves that he has known.

He watched as the Dwarves lost their might and ancient craftsmen and as they grew to be shadowed by the works and halls that remained. Before even they too were lost in the most recent years. Indeed, some two decades before when you describe having woken in the Ered Hithui were the Doors of Durin shut for the last time and notes that they had shut many times when darkness swelled over the world. Eventually however you turn the conversation to a topic of your own that you had long considered speaking with the Lord of the Noldor on.

[] Write-In a topic of Middle-Earth or the Fated Place to discuss with Lord Elrond.


Elder Bogrur
One of your own Clan Elders comes to speak with you in the Throne Hall when the court of the King is in session. The Elder has chosen to make a suggestion the handling of the incident with the Eotheod. They and the Dwarves who slew their King have claimed each the other to be Thieves. Such a dispute will be tricky to resolve within themselves and oft when the Clans, or even the Kings, of the Karaz Ankor have grudges with one another they will send to Karaz-A-Karak for the Reckoners and the Voices of the High King.

He suggests that an offer be sent to the Dwarves of Ered Mithrin and the Umgi of Framsburg that they come to Karak Drekfut in five years' time when the King of the Eotheod is a grown man and seek your Reckoning on the matter as an uninvolved party of unquestionable honour. Elder Bogrur would take a party of Longbeards on a journey to each place under guidance of a Noldor map.
[] Yes
[] No


Rune of Fate
You have gone into your bed and settled to sleep. Your Queen lays beside you, the Twins are hopefully asleep in the next room and Karstah is hopefully not playing with them in hers. Your eyes fall closed and as you slip into sleep and dreams you are held partly awake to watch. If there was any to see it they would know the King's Burden had lit a soft silver.

Your Dream is carried to a sunless place under a clouded sky. There are nine Lords, and they have the presence of the Uzkular about them. In the hands of the Lord stood at the front is a perfectly round black stone and in it is red swirl of light. They go into a ruined place and lay that stone onto a holder and then the first Lord turns the stone in that holder and comes to stand upon one side of it. The nine Lords then leave the room, and you leave the dream.


The First Slayers
Three Master Prospectors of Clan Stonebeard have ascended North Peak and gone to the Shrine of Grimnir the Slayer. There they have sworn the Slayer's Oath in their shame for releasing the dark thing of the better forgotten tomb and failing to keep it from striking down their kin. There has been muttering throughout the Hold as some of the oldest members of Clan Stonebeard have withered and gone into their Waning Days rather than suffer the slow pain of the long death wrought by the blade of that thing and this has perhaps played some part in driving these new Slayers to their Oath.

They come to their host King in their last days amongst the Clans, their beards are shaven and their hairs are dyed and they have taken up their Slayer's Names and cast the name of Clans aside. A Slayer may not know the sanctuary of a Karak except where they are called to arms by an active Throng to battle or where they have gone on to the Slayer Hold to seek word of fair dooms. You are the only King of the Dawi from whom they might ask the gift of a fair doom and they ask of you which way they should venture to best serve the Dawi with their deaths and the deaths of your foes.

[] Into the West
[] Into the East
[] Into the North
[] Into the South
[] Into the Depths of Kazad Urbaz



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.

[] Market Hall 0/150
A place where traders may stop on their journey, buy the rights to a stall slot and ply their wares to the Dawi. Or to any other who chooses to come here to trade. The sanctuary of Dawi overseen markets have long been prime trading hubs even for trades entirely absent of Dawi partners.
(Stonemason Clans can take this task.)

[] Guest Residences. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build Guest Residences in Kazad Urbaz. Here diplomats and traders may be hosted in the sanctuary of the mountain with much more comfort than tents in an open Hall. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time.
(Any Clan can take this Task.)

[] Armoury 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build an Armoury in Kazad Urbaz. Here arms and armour can be kept secure for use in defence of the outpost. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time.
(Miner, Stonemason, Warsmith and Engineer Clans can take this Task.)

[] Storehall. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Build a Storehall in Kazad Urbaz. The endeavour will be harder than in Karak Drekfut for much of the mountain is consumed by open air and shoring up Grobi tunnels with Dawi craft will take time. 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.)

[] Ironbeards Station. 0/100.
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.)

[] Charcoal Pits. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice

The Engineers have learnt well they will need Charcoal for use in their gunsmithing if ever the Hold is to possess such things. They might set out great pits beyond West Pass where Charcoal shall be made.
(Engineer Clans can take this task.)

[] Lumber Yard. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice

The Engineers will need Wood as other Clans need Stone. A Lumber Yard in the woods to the West will draw it in for their uses.
(Engineer Clans can take 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 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 0 Halls to be carved from North Peak and 7 Halls 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, Warsmith and Engineer 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.)

[] Engineering Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall within the Hold for use as an Engineering Hall. The new Engineers Clan will use this hall for the creation of their machines and mechanisms.
(Stonemason, Engineers and Warsmith Clans can take this task.)

[] 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.)

[] 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.)

[] 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.)

[] Huge, Decorated Vaults with Second Guardhall, 206/240.
Excavate a Hall in the Valley Hold 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.)

[] 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 Minor Coal and 1 Minor Silver 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.)

[] 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 Minor Coal Mine, 45/50.
A Vein has been found to establish a long-term mine around.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)

[] Establish a Minor Silver Mine, 36/50.
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 King'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 King'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 King, 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 Queen'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 Queen's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. Queen Daungrumm is not a great warrior and does not carry gromril arms and armour, but Valaya the Protector is a reminder that a Queen 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.)

[] Constructed Rune: A Prince's Gift
Challenge Level: 30
Costs either 20 Steel or 1 Gromril.
You have sworn to Glorfindel a worthy gift in exchange for the glad tidings, the good will and the gifts he has brought you. You have asked the Rhunrikki to craft such worthy gift.
(Write-In a gift to make for Glorfindel and choose your material. May include up to 3 Runes, only 1 of which can be a Master Rune)




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.

[] A Prince's Gift
0/2 Turns Completed.
Costs either 20 Steel or 1 Gromril.
You have sworn to Glorfindel a worthy gift in exchange for the glad tidings, the good will and the gifts he has brought you. You might choose to work the gift yourself if you will not wait upon the Rhunrikki to be done with his work.
(Write-In a gift to make for Glorfindel and choose your material.)

[] The Ered Mithrin
Challenge Level: Interlude
Glorfindel has offered to take you to Durin's Folk in the Ered Mithrin so you might know for yourself if they are long lost kin from Karak Dum or if it is a cruel dagger of fate that Kazad Dum might bear so familiar a name.

[] A Trade Agreement
Challenge Level: Interlude
Speak with Lord Elrond of the Noldor of Imladris, either by invitation to your hall or by journey to his, and discuss such oaths of fair trading between your two folks.



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.

[] Train the Beardlings, 0 Turns completed.
(Choose 1 Trade for a Beardling Die to be trained in. Lose use of that Die.)



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:
[x] Plan: Iron in the depths
-[x] Ironbeards Station. 0/100. - Urbaz - 2 Warsmith 1 Beardling Dice
-[x] Add to the Fortifications 0/0 - East Pass - 2 Farmer 2 Brewer Dice
--[x] +A Second Wall, +50 to target
--[x] ++A Third Wall, +50 to target
--[x] +Towers Set Above into the Peaks, +40 to target
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
--[x] +A Carven Path, +20 to target
-[x]Huge, Decorated Vaults with Second Guardhall, 206/240. - 1 Stone Mason
-[x] Lower Level Hallway. 0/25 - Valley to West peak - 1 Engineer 2 Beardlings
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Ironbeards Station. 0/50. - 1 Stonemason Die
-[x] Establish a Minor Silver Mine, 36/50. - 1 Miner Die
-[x] Send out Sniffers. - 1 Miner Die
-[x] Constructed Rune: A Prince's Gift - A talisman of Steel and silver from the new mine depicting a dwarf in malus steel and a noldor in Arda silver exchanging a friendly greeting. - Runes: Fate, Warding, Warding
-[x] The Ered Mithrin - Gartrimm
-[x] Join the Work - Daungrumm - Add to the fortifications.
-[x] Train the Beardlings, 0 Turns completed. - Carpenters - 1 Beardling Die
-[x] Gather Lumber - West throng.
-[x] Guard one of the Passes - North East South

Ok this plan tries to get up the ironbeards both in our hold and our outpost to protect against gribblies in the depths which both apparently have. Once we have the ironbeards up in the outpost I will feel comfortable working on the guesthalls and merchants. It also continues the work of fortifying the passes moving over to the east next. It also tries to finish the silver mine but avoids the coal mine as we have a massive surplus right now so we do not want to take the -5 to miner dice that the coal mine would give us. I have the engineers working toward the west peak so we can put an engineering hall in it, long term I see it housing the carpenters, engineers and stonemasons.

Other turn stuff:

[x] Thathan
[x] Yes - Residences
[x] Yes - Elder Bogrur
[x] Into the Depths of Kazad Urbaz

I'm not sure on the clan name/topic to talk about.

E:
[X] Write-In a Clan Name: Clan Glintgear
[X] Write-In a topic of Middle-Earth or the Fated Place to discuss with Lord Elrond. Ask further of what history and records he has of the Dwarves of this land, as well as the Umgi of the fallen King Fram, so that we might not only better know our neighbors, but also mediate in good awareness without the fog of ignorance to cloud it. Ask about the fallen castle where the undead walked and the dark thing you found in your mines as well, perhaps he has some knowledge of these fell wights.
 
Last edited:
Back
Top