The Dawi in Arda (Hiatus)

the gold worth 2500 which would be 2 farmer die and 3 warsmith die? plus extra and to be fair gold has a high dc but at same time not impossible to get
 
question why dont we sell our gold to get a few more dice?
Because we are Dawi and I would half expect a revolt if we did so. I'm also not 100% down for flooding ourself with dice. I don't think we can just pay Noldor to build our entire hold for us and not get some negative consequences.

I'm also expecting the Noldor dice to be more limited in what they can do. Like I doubt the farmers we hired will be up for building fortifications or digging out halls the way a Dawi farmer would be.
 
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We could sell 30 more silver for 6 000 SC. If we just want to maximize the amount of dice we get we can get a lot more. The big question is how much of what do we keep in reserve which is the big debate currently. Either we spend more now for more dice or we hold on to more now to see what we can use it for later.

And of course, if we get a lot of dice, what do we use it for?

Mechanically we also don't really know how to use any trade goods we will get through this initial trade. (Correct me if I am wrong)
 
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true but at the same time our people are practice and if we give good argument even for 2 gold for 1 and 1 die would be a good dael
 
I was wondering about the gold but as we don't have any way to get to it and the amount that we'd get in SC wasn't as much as per unit as say the Gromril, i figured best to keep our store and wait till we found a mine.

There does seem to be a limit *if* the roll for the amount isn't good, like that initial iron pocket we found if I recall correctly.
I'm also not 100% down for flooding ourself with dice. I don't think we can just pay elves to build our entire hold for us and not get some negative consequences.

I'm also expecting the Noldor dice to be more limited in what they can do. Like I doubt the farmers we hired will be up for building fortifications or digging out halls the way a Dawi farmer would be.
One, we would not be having them 'build our entire hold for us' so not sure why you're worried about that, in all the plans to have them build thing things they would be working on the surface aka where Dawi think Dwarves shouldn't be anyway, so having Noldor build on the surface so we can focus underground is not only a great way to divide labor, but it'd allow our dawi to focus on where we think we should be.

And two: even if they are limited..that doesn't mean they won't be useful. The Market is a big one, as I dare you to suggest three races that wouldn't be able to design a market more fitted to draw in merchants other than ourselves and we'd be helping with the design as well.

Also the Noldor are craftmen on equal with the Dwarves in lore, that includes fortifications, so even if we would need to do the initial building, having the Noldor finish them off with their own touches would hardly be a let down.

true but at the same time our people are practice and if we give good argument even for 2 gold for 1 and 1 die would be a good dael
They are practical but at the same time with Dawi no gold is a serious black mark against a hold, which is why the grey mountains has such a tarnished reputation in warhammer proper.
 
There are plenty of surface dwellings their dice could be used on.

As is I still think we should take an unsustainable five year plan with silver and tone it down at the end.
 
There are plenty of surface dwellings their dice could be used on.

As is I still think we should take an unsustainable five year plan with silver and tone it down at the end.
Eh, we don't need to run through our entire stores of silver in the long term, especially if we flesh it out with plenty of ale and other goods we have in abundance.
oh ohhh wooops yea good point about that l forgot all about it
Oh yeah, I had completely forgotten about that.
Yeah, it's why I wanted to buy more gold with the initial barter as well as the gems, cause they'd be a sign that our hold, even if it can't produce gold directly can still be considered rich through trade and connections. We'd have a growing gold vault and that has strong morale boosts in its own right.

Even if we take away the runelord from things, which honestly bugs me not only for the lack of coherent planning on what we'll do with him beyond getting an apprentice as well as...possible things...but I'm also curious to see what he will do with the Noldor and how that will enhance our prestige and renown in the world that an artisan such as he is alive in the world again and creating things. It would create a good deal of good will as well as PR, not to mention new magical artifacts the like which haven't been seen in ages.

But I digress, even if we take away the Runelord, there are plenty of ways to get what we need without just dumping our silver stores that will not only spread out our goods through the Noldor trading it in turn, but also showing that we are able to trade a variety of things and thus are beyond self sufficient: We are affluent in what we can make and will only get more so with time.
 
One, we would not be having them 'build our entire hold for us' so not sure why you're worried about that, in all the plans to have them build thing things they would be working on the surface aka where Dawi think Dwarves shouldn't be anyway, so having Noldor build on the surface so we can focus underground is not only a great way to divide labor, but it'd allow our dawi to focus on where we think we should be.

And two: even if they are limited..that doesn't mean they won't be useful. The Market is a big one, as I dare you to suggest three races that wouldn't be able to design a market more fitted to draw in merchants other than ourselves and we'd be helping with the design as well.

Also the Noldor are craftmen on equal with the Dwarves in lore, that includes fortifications, so even if we would need to do the initial building, having the Noldor finish them off with their own touches would hardly be a let down.
I'm not saying they are useless, just that I don't think we can buy dice with limit and have it all work out. I'm well aware they are likely to be useful which is why I bought a bunch of dice in my plan but I'd prefer to be conservative initially until I know what they can do. Allowing us to simply purchase a ton of dice and use them freely would break the action economy of the quest badly so I'm expecting restrictions or penalties for buying too many. I'm naturally pretty risk adverse. soI'd rather go in slow for this initial deal and figure out where the catch is.
 
So maybe to get a discussion going on something else than the choice of plans, what are we looking to build in the near future?

- Huge, Fortified and Decorated Engineering Hall, 130/190
- Decorated Market Hall, 120/160.
- Fortified and Decorated Guest Residences, 174/190
- Iron Mine
- Extensive North- and South Pass Fortifications
- Housing for future carpenters as well as wood-income

What else?
 
The pr of having our runelord make incredible stuff could be gain by making a kick ass set for the king and then go to war. (like against the orcs in 10 years).
And it would give us the benefit of having those incredible artifact.
Rune of slowness on the north pass migth send a flyng drake to the ground, the bigger an animal is the harder it is damaged by a fall, film Smaug would break all his bone in his body if it were to fall uncontrollably.
We should send the umgi in the residence who are being build in Urbaz.
 
I would note that we shouldn't use all of our tradeables in just this trade deal, as it would leave nothing for regular trading in our market or trade deals with other factions.

This is also noted as a tentative trade deal to mostly feel things out, so it's fine if we don't go all in on it.
 
Host the Eotheod King. Plan please don't sell all our coal. Writing starting now.
Adhoc vote count started by Warkeymon on Feb 5, 2022 at 2:01 PM, finished with 189 posts and 19 votes.
 
I'm not saying they are useless, just that I don't think we can buy dice with limit and have it all work out. I'm well aware they are likely to be useful which is why I bought a bunch of dice in my plan but I'd prefer to be conservative initially until I know what they can do. Allowing us to simply purchase a ton of dice and use them freely would break the action economy of the quest badly so I'm expecting restrictions or penalties for buying too many. I'm naturally pretty risk adverse. soI'd rather go in slow for this initial deal and figure out where the catch is.
And I am saying that we can do a good deal without 'breaking the action economy' which hasn't even come up with the QM or anyone else.

They are designated as "Artisan" "Warsmith" and "Farmer" ergo, they shall do the same things with their own flavor that ours can, at the very least. Sooo...again, why bring up a concern that isn't actually something to worry about?

And unless the QM actively said 'no you cant do this' to the suggestions we've shared, which hasn't happened...don't assume, borrow trouble, and then present them as facts.

I'm risk averse too, but there's a big difference between being leery of *risk* aka losing a great deal or something in totality, and then there's being worried about things that aren't even factors. The QM hasn't presented 'penalties' as a concept for buying them because, don't forget they're for the entire 5 years so we'll have to ration them

They are already a limited resource that we will have to decide how to use when, for the next five turns...so having less for the sake of 'security' only cuts us off from having their dice at least once a turn for the next 5 years and slows things down that don't need to be slowed down because of fear.

[] Armoury 0/100
several resource [] Storehalls. 0/150
[] Charcoal Pits. 0/50
More farms and storehouses for the surface as well.

I wonder if we should try and make contact with the skin-changers?

Considering the history in warhammer with shape changers, might need to have some way of verifying they aren't Chaotic before we do.
 
Do mines run dry after a certain number of turns?

For example, is there a count down timer on the small Silver vein?
I don't think it's something we should worry about.

We are currently mining with picks: unless the mountains are particularly poor, we'll take ages to exhaust the veins, even without the rings of power multiplying our haul.
To give an idea, the mines of the worlds edge mountains were still not exhausted after thousands of years of mining by a significantly larger population of dwarfs.
 
I don't think it's something we should worry about.

We are currently mining with picks: unless the mountains are particularly poor, we'll take ages to exhaust the veins, even without the rings of power multiplying our haul.
To give an idea, the mines of the worlds edge mountains were still not exhausted after thousands of years of mining by a significantly larger population of dwarfs.
To the point that Karak Ungol's mines being mostly tapped out was considered a significant event, so yeah, we're good as long as we don't find the materials in 'lumps' as opposed to veins.
 
So maybe to get a discussion going on something else than the choice of plans, what are we looking to build in the near future?

- Huge, Fortified and Decorated Engineering Hall, 130/190
- Decorated Market Hall, 120/160.
- Fortified and Decorated Guest Residences, 174/190
- Iron Mine
- Extensive North- and South Pass Fortifications
- Housing for future carpenters as well as wood-income

What else?
In the next turn we need to finish what we've started, if the king accepts our offer I'd suggest building some above ground housing to house guests directly in the hold. For the Carpenters housing I'm thinking of building fully pimped out clan halls for the stonemasons over in the west peak so the carpenters can move into their old digs.

I'm risk averse too, but there's a big difference between being leery of *risk* aka losing a great deal or something in totality, and then there's being worried about things that aren't even factors. The QM hasn't presented 'penalties' as a concept for buying them because, don't forget they're for the entire 5 years so we'll have to ration them
Did I misunderstand how the dice work? As I understood if we hired a dice we were hiring it for the five years, so 1 artisan = 1 artisan dice per year for five years. Hence why trading the runesmith would lock him for the full five years. As for penalties he didn't tell us declaring the dwarves different from dawi would be a favour loss but it was. It is up to us to figure out how our dawi will think about things.
 
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