The Dawi in Arda (Hiatus)

Hmm, I think we should aim to get some large cannon built soon-ish in case we get a Dragon coming our way. I don't think the Rune of Fate would give us this vision for no reason.
 
I've added an option to learn Rohirric from the Eotheod.
Ok now I'm tempted to take this before starting the apprenticeship, though it would reduce the number of years we can teach him for. Thoughts?

@Warkeymon the apprenticeship says it will be until he is an adult, does that mean the entire 10 years he is in our hold or would he be considered an adult before then?
 
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[] A Trade Agreement
Challenge Level: Interlude
Speak with the ruler of one of the peoples of Middle-Earth, in your hall or theirs, to discuss the striking of a trade agreement.
(Write in who to visit/invite and which will host the meeting.)
Who is currently applicable for this @Warkeymon ?

The Dunedain I assume. Perhaps the Sindar. The Dwarves of the north and northeast. Anyone else?
 
Yeah, if I'm going to be honest, we need things organized better for actions as right now it's all just one massive sprawl and we need to have three tabs to look up what is where.

In the future it would be easier for the various regions to be listed with what they have next to them, and then new options are spoilered underneath so we can see what we have and what we can add without being overwhelmed by the sprawl as well as lack of coherence in how things are set up or where they are set up.

It is taking too long to come up with plans
 
Who is currently applicable for this @Warkeymon ?
The Dwarves of the Ered Mithrin, the Eotheod, the Dunedain, the Istari and the Woodland Realm are the people you've met representatives of who aren't being traded with at the moment. They will be varying levels of useful as trading partners and varying levels of willing to trade at all. If you want to trade with the Dunedain or Istari then you'll go through Elrond to find them and set up a meeting.
 
[] 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.)
@argenten @Jreengus
We could really stand to have bread at hand over raw grain.

Especially with more and more guests coming.

Diversify.
 
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Ok now I'm tempted to take this before starting the apprenticeship, though it would reduce the number of years we can teach him for. Thoughts?

@Warkeymon the apprenticeship says it will be until he is an adult, does that mean the entire 10 years he is in our hold or would he be considered an adult before then?
He'll be leaving when he becomes an adult so at the end of the 10 years.
 
Yeah, if I'm going to be honest, we need things organized better for actions as right now it's all just one massive sprawl and we need to have three tabs to look up what is where.

In the future it would be easier for the various regions to be listed with what they have next to them, and then new options are spoilered underneath so we can see what we have and what we can add without being overwhelmed by the sprawl as well as lack of coherence in how things are set up or where they are set up.

It is taking too long to come up with plans
One thing that would be helpful would be if all the work in progress stuff was grouped up together. 95%+ of the time we are going to want to continue what we have started so that would make planning easier.

We could really stand to have bread at hand over raw grain.

Especially with more and more guests coming.
We have a milling hall, it was IIRC the very first proper hall we completed.
 
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The Istari as a trading partner would be, intriguing.

But the Woodland Realm probably has the most to offer at the moment.
 
Task List
Tasks Beyond the Passes
This is a list of tasks and their options that can be undertaken Beyond the Passes. Dice in green can be done by Noldor.
Tasks which have already been begun will be in the Turn threadmark.
Tasks which have been completed at least once before in this area are red.

[] Goat Herd 0/150
-[] +Fortified, +50 to target, +5 Wood per dice
(Farmer Clans can work this task. 5 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)

[] Guest Residences. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Any Clan can take this Task. Artisan Noldor can take this task.)

[] Market Hall 0/150
-[] +Decorated, +20 to target
(Stonemason, Carpenter and Artisan Clans can take this task.)

[] Riding Grounds. 0/30
(All Clans can take this task.)
[] Armoury 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Warsmith, Artisan and Engineer Clans can take this Task.)

[] Barracks. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Artisan and Warsmith Clans can take this Task.)

[] Charcoal Pits. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice
(Engineer and Carpenter Clans can take this task.)

[] Lumber Yard. 0/50
-[] +Fortified, +50 to target, +5 Wood per dice
(Engineer and Carpenter Clans can take this task. Farmer Noldor can take this task.)

[] Anduin Jetties. 0/150
(Engineer and Carpenter Clans can take this task. Costs 15 Wood per Die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
[] Storehall. 0/150
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify resource to store here. All Clans can work on this task.)



Tasks in the Surface Hold
This is a list of tasks and their options that can be undertaken in the Surface Hold. Dice in green can be done by Noldor.
Tasks which have been completed at least once before in this area are red.
Tasks which have already been begun will be in the Turn threadmark.
The Surface Hold has space for 0 more projects.
[] Establish an Orchard. 0/50
(Farmer, Carpenter, and Brewer Clans can work on this task. Costs 10 Crop per dice.)
[] Stables. 0/50
-[] Huge, +50 to target. +5 Wood per die
(Farmer, Artisan, Stonemason and Carpenter Clans can take this task. Costs 5 Wood per die. Excavation dice this turn, or last turn cancel the cost of 1 Construction dice.)
[] 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.)

[] Amend an existing, completed structure. 0/60
-[] +Expansion
-[] +Fortification
-[] +Decoration
(Any Clan can take this task provided they could work on the original structure.. 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.)
[] Establish Farms 0/100
(Farmers, Brewers and Miners can work on this task, costs 10 Crop per dice. Choose a Crop type.)

[] 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.)

[] 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.)
[] The Long Riders
Challenge Level: 30
(Eotheod Dice may be assigned to this.)

[] Eotheod Apprenticeships
Challenge Level: 40
(Eotheod Dice may be assigned to this. Choose a Clan to apprentice with. This Clan has a -5 to their highest roll this turn.)


Tasks in the Hold
This is a list of tasks and their options that can be undertaken in the Hold. Dice in green can be done by Noldor.
Tasks which have been completed at least once before in this area are red.
Tasks which have already been begun will be in the Turn threadmark.
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, 7 Halls under the Valley and 17 Halls in West Peak. Specify which Hold Area to build new Halls in.
[] Armoury 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Warsmith, Artisan and Engineer Clans can take this Task.)

[] Barracks. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Artisan and Warsmith Clans can take this Task.)

[] Brewer Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Artisan and Brewer Clans can take this Task.)

[] Engineering Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Stonemason, Carpenter, Engineers, Artisan and Warsmith Clans can take this task.)

[] Entrance Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify where to carve an Entrance Hall into. Miner, Stonemason, Carpenter, Artisan and Warsmith Clans can take this task.)

[] Forge Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(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
(All Clans can take this Task.)

[] Healing Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can take this Task.)

[] Milling Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason, Carpenter, Brewer and Farmer Clans can take this Task.)

[] Shrine Hall. 0/120
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can take this Task.)

[] Tavern. 0/50
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can work on this task.)

[] Workshop Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can work on this task. Artisan Noldor can take this task.)

[] Vaults. 0/150
-[] +Huge, +50 to target
-[] +Second Guardroom, +30 to target
-[] +Decorated, +10 to target
(Miner, Stonemason and Warsmith Clans can work on this task.)

[] Tomb Hall. 0/90
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Any Clan can take this task.)
[] Powder Hall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
Excavate a Hall where the various ingredients of Gunpowder can be brought together and turned into the explosive and useful powder.
(Stonemason, Miner and Engineer Clans can take this Task.)
[] Upper Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(All Clans can work on this task. A maximum of 5 levels can be added in the West Peak above the Lower Receiving Hall. Staircases do not take up a Hall Space. Choose a number of levels to ascend, each level adds 10 to the target. Artisan and Warsmith Noldor can take this task.)

[] Lower Stairs. 0/0
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(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. Warsmith Noldor can take this task.)

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

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

[] Refurnish a Hall. 0/50.
(Any Clan can take this task provided they can work on either of the structures. Specify which structure and what it should be replaced with. Costs 20 Wood and 10 Steel Ingot.)
[] Clan Residences. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
-[] +Clan Tomb, +30 to target
(Any Clan can take this Task. Choose a Clan to assign the Residences to. Artisan Noldor can take this task.)

[] Storehall. 0/100
-[] +Huge, +50 to target
-[] +Fortified, +30 to target
-[] +Decorated, +10 to target
(Specify resource to store here. All Clans can work on this task. Artisan Noldor can take this task.)
[] Fixed Batteries
Challenge Level: 30
(Engineer and Carpenter Dice only can take this Task. This excludes Beardlings. Choose a type of Artillery and a fortification to mount them on. Costs 10 Wood.)

[] Field Batteries
Challenge Level: 30
(Engineer and Carpenter Dice only can take this Task. This excludes Beardlings. Choose a type of Artillery. Costs 10 Wood.)



Tasks in the Under Hold
This is a list of tasks and their options that can be undertaken in the Hold. Dice in green can be done by Noldor.
Tasks which have already been begun will be in the Turn threadmark.
2 Minor Coal, 1 Minor Silver and 1 Major Iron Ore Vein have been identified. Behind the Underhold Fortifications lies only a limited space. There is room for 0 more Halls within that protection.
[] Prospectors Underhall. 0/50.
(Miner Clans can take this task.)
[] Under-Armoury. 0/50.
(All Clans can work on this task. Warsmith Noldor can take this task.)
[] Quarry. 0/50.
(All Clans can work on this task.)
[] Underway Hub. 0/150
(Stonemason and Miner Clans can work on this task.)
[] Establish a Mine, 0/50.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings. Choose which Vein to mine.)
[] Under-Storehall. 0/100.
(Specify resource to store here. All Clans can work on this task.)
[] Send out Sniffers.
Challenge Level: 40
There isn't time to wait on 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.)



Runelord Challenges
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 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.

[] 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: An Elder's Commission
Challenge Level: 60
Elder Urtain Leadbeard has an interest in commissioning a new Helm from the Rhunrikki. An aura of fear and dismay for his foes is the sort of thing he had in mind.
[] Constructed Rune: Design An Item
Challenge Level: 30
Design a runic item to be either given to someone or stored in the Vaults,
(+10 to Challenge Level per Rune. +20 to Challenge Level per Master Rune. Costs either 20 ingots of Metal of choice or 1 ingot of Gromril. Choose who to give it to or to store it.)

[] Constructed Rune: A Shield
Challenge Level: 30
Costs 1 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 1 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 1 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: 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)

[] 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)



Personal Challenges
You and Daungrumm get 1 Die each to spend on Personal Challenges.
[] 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)

[] A Trade Agreement
Challenge Level: Interlude
Speak with the ruler of one of the peoples of Middle-Earth, in your hall or theirs, to discuss the striking of a trade agreement.
(Write in who to visit/invite and which will host the meeting.)

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

[] 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.)

[] 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.)

[] 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.

[] 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)

[] King Gisilhari
-[] Write-In a subject an Apprentice King must learn. (E.g. Combat at Arms, Commanding a Throng, Healer's Work, Managing a Workforce, Diplomacy with neighbouring Kings, Wooing a Woman, Smithing, Dawi History)
Challenge Level: 20
Gisilhari is now your apprentice. You should decide what part of Kingship he should learn next. It will be an ongoing thing through the year but you'll have time to attend to ordinary duties as well.
(King Gisilhari is your Apprentice King. He imposes a -5 on your dice until he is an adult and you may still do one other task while teaching him. Each year you may write in a subject that he should be taught that year or select a suggested option.)



Throng Duties
Assign the Minor Throngs to their duties for the good of the Ankor. Additional notes about specific purposes are accepted.
[] 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.
(The Eotheod may not be re-organised.)

[] 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)
 
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[X] Plan: Getting what we need
-[X] Market Hall 120/170 - 1 Noldor Artisan 1 Stonemason Dice
-[X] Fortified and Decorated Guest Residences. 174/190 - 1 Noldor Artisan Die
-[X] Riding Grounds. 0/30 - 1 Warsmith Die
-[X] Establish an Orchard. 0/50 - 1 Noldor Farmer Die
-[X] Huge, Fortified and Decorated Engineering Hall. 130/190 - 1 Engineer 1 Beardling Dice
-[X] Under-Armoury. 0/50. 2 Beardling Dice
--[X] +Decorated, +10 to target
--[X] +Huge, +50 to target
--[X] +Fortified, +30 to target
-[X] Armoury 0/50 1 Warsmith Die, 1 Noldor Warsmith DIe
--[X] +Huge, +50 to target
--[X] +Fortified, +30 to target
--[X] +Decorated, +10 to target
-[X] Establish a Major Iron Ore Mine, 0/50. - 2 Miner Dice
-[X] Stables. 0/50 - 1 Noldor Farmer 1 Stonemason 1 Beardling Dice
--[X] Huge, +50 to target. +5 Wood per die
-[X] Storehall. 0/100 - Sulphur West peak - 2 Brewer 1 Noldor Artisan Dice
-[X] Build Housing 0/100 - Guest housing - 2 Farmer Dice
--[X] +Huge, +50 to target, +5 Wood per dice
--[X] +Fortified, +30 to target, +3 Wood per dice
--[X] +Decorated, +10 to target, +1 Wood per dice
-[X] The Blood of Thungni
-[X] Learn Rohirric
--[X] The Mountain Tongue, +10 to Challenge Level
Challenge Level: 30
Learn the language of the Eotheod, Rohirric which all the peoples of Rhovanion speak. And perhaps you will teach Khazalid to the Eotheod while you're at it.
-[X] A Feast for the Hold - Daungrumm
-[X] Guard one of the Passes - South and East
-[X] Gather Lumber - West
-[X] Range Out From the Valley - East throng to range out in search of survivors of Fram's folk and bring them to safety. (And Eotheod)


=================================

So the logic of my plan is to finish off much of what was started before, and to also get things going on what we need. We are long past time for a milling hall and even if we don't finish it, we can at least see to it that our beardlings get the process started, and make sure that it is fittingly decorated. it doesn't need to be huge or fortified.

If we're going to establish the mine, better have a forge hall prepared to make use of it after all, since we decided not to trade for Noldor steel.

The riding grounds, the stables, and the orchard are all new actions but give us either a place to put the horses/train as well as regular noldor fruit so we can trade it ourselves. Guest housing will be done for the umgi and others, and we'll be finding an apprentice as well as learning the human tongue and teaching Khazalid to make sur we can communicate.

A feast will bolster spirits, we will guard south and east in case of Urki, and get more lumber since we are building a lot. Also making sure fram's people are safe.

Turns out we already *have the miller and forge hall, and that I missed them in the sprawl of things...so i went with the Amouries we don't have at all. We're going to need to have such things organized and prepared for when we are under possible attack.
 
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But we already have Forge and Milling Halls @argenten . May I ask your reasoning in that context?
missing them in the sprawl of things we apparently have? I have to admit this is a quest where I feel the thread is being required to micromanage way too much in terms of having to dictate everything.

Once we are more established will there be a way to for this to be eased up on so we can focus on instead higher priority things or at least focus on the holds themselves rather than having to direct each clan to make their own quarters and so on?
 
[x] Plan: Getting the new folk settled in

I think that maybe the halls we have already constructed should be marked in some way? Like how the new ones are yellow.
 
@EVA-Saiyajin I switched the forge and miller halls with armouries, so that in the advent of an attack the militia throngs can have a place to arm themselves. I checked and we don't have any armories anywhere.
 
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