The Dawi in Arda (Hiatus)

Can we use an option to put it off until we have storage at least?

We have enough sulphur for a couple turns, and we're a long way off from needing it.
 
Sulphur 100=1SC

With how 'cheap' Sulphur is on the market, and how hard it is for us to get it... Could we let all the merchants passing by know that we'll pay a fair sum for it and try to encourage them to sell it to us and source it themselves?

Also, I vote heading for the Woodland Realm, seems like their human neighbours to the south are about to be attacked soon and our Dawi could carry a warning or help.
 
I think we could use another Prospector's Underhall.

Sulphur 100=1SC

With how 'cheap' Sulphur is on the market, and how hard it is for us to get it... Could we let all the merchants passing by know that we'll pay a fair sum for it and try to encourage them to sell it to us and source it themselves?

Also, I vote heading for the Woodland Realm, seems like their human neighbours to the south are about to be attacked soon and our Dawi could carry a warning or help.
Why do you think it's to the south and not Mirkwood? With rivers and Eotheod settlements?
 
I think we could use another Prospector's Underhall.


Why do you think it's to the south and not Mirkwood? With rivers and Eotheod settlements?
I might misunderstand what you mean here but the woodland realms is in the Mirkwood. We would get info no matter if it's the Boatmen of the long lake or Eotheod.
 
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I think we could use another Prospector's Underhall.
We're already stretching what our miners are capable of with all the mines we have, our current set of prospectors is providing plenty for our miners to do, I don't see why we need another. Especially since our current set of mines are fully capable of providing what the hold needs so we aren't desperate to find anything specific.
Sulphur 100=1SC

With how 'cheap' Sulphur is on the market, and how hard it is for us to get it... Could we let all the merchants passing by know that we'll pay a fair sum for it and try to encourage them to sell it to us and source it themselves?
I suspect the cheapness is due to lack of demand rather than supply being common, most volcanoes in Arda aren't friendly places to be so I think the price would spike if we tried to purchase it.
 
Uff, this whole affair cost us alot.

All the Noldor including the artisans are gone, so we suffered a loss there.

Its very likely the Noldor will be reluctant to work for us in the future.

And we lost a bunch of silver + a few Greybeard farmers.

But I guess that is the cost we must pay for a nat 1.
 
I'd hazard a No on the Sulfer Expedition until we can secure a stable route between the outpost and home through Angramar (maybe underground?) while we send the diplomatic expedition to meet with Galadriel.

Yes to trying to see where the Trolls went, Slayers I have no real opinion (maybe send them to Angramar to hunt the Orcs there?) and likewise for the Grand Market, no real opinion on what to put on sale there, but I do like the idea of spreading the word that we'll buy Sulfer for a fair price.

I think we could use another Prospector's Underhall.

I would agree, more auto-prospecting would be very valuable, but I don't think we can get one quite yet, since the northside underhold is currently full, maybe we could start digging down this turn under the West Peak to get an underhold started there?

Also, I feel like we should found another Miner Clan soon, cause it seems we'll have a fair need of them sooner rather than later with all the development we'll no doubt do in the Underhold as it gets larger and larger which only the Miners can actually do.
 
Ok since it seems people don't want to take Nedumir and I agree with them I present to you:

[x] Plan: Housing for all
-[x] Nendumir - Not yet
-[x] Add to the Fortifications 0/0 - Northern - 2 Farmer 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 Guest Housing, 28/190 - 2 Brewer 1 Beardling 2 Eotheod Dice
-[x] Huge, Fortified and Decorated Engineering Hall, 164/190 - 1 Engineer 1 Beardling Dice
-[x] Clan Residences. 0/100 - West Peak Level 0, Shatterspears - 2 Stonemason 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
--[x] +Clan Tomb, +30 to target
-[x] Equip the Eotheod - 2 Warsmith Dice
-[x] Under-Armoury. 0/50. - 2 Miner Dice
-[x] Item Rune: A Guardian's Commission
-[x] Learn Rohirric - Gartrimm & Daungrumm
--[x] The Mountain Tongue, +10 to Challenge Level
-[x] King Gisilhari
--[x] Write-In a subject an Apprentice King must learn. - Commanding a Throng
-[x] Range Out From the Valley - North, East and Eotheod Throngs to range out in search of any more survivors - let them know of the Fate dream, see if the Eotheod know the likely location from its description and ensure one group swings by there if it is close enough.
-[x] Meet with a Neighbour - South throng to send a expedition out to the west to make contact with viable trade partners and merchants, informing them the High Pass is secure and trade is possible there, with the end goal at the Blue Mountains to search the old dwarf holds from our maps for anything and everything useful or interesting.
-[x] Guard one of the Passes - West throng

Ok so this plan aims to get housing up for the Eotheod as well as getting a new clan hall for the Shatterspears. For the housing I've put the Eotheod on it to help ensure it comfortable for them and not too Dawi-ish. I've got the Shatterspears building their own clan halls with the help of some beardlings, there's a reasonable chance they succeed this turn if not they only have themselves to blame and we can still get it done next turn before the carpenters need their hall. The Shatterspear clanhall is very important as we need to make space for the incoming carpenters.

I've got the engineers hopefully finally finishing their hall if they can just stop rolling garbage for one turn please.

I was convinced by the arguments last turn to just get an underhold armoury up so I've put one of the miners on that, I figure they can create something that is capable of remaining hidden if we are forced back behind the underhold defences. The other miner is of course on finishing off the almost done Coal mine as we are now running a deficit

Our warsmiths are getting the Eotheod properly equipped, I've put both of them on it because a >40% chance to fail is too much for me.

Finally, I have the starting on the Northern fortifications as they are currently significantly weaker than all our others they won't finish this turn but they should get us partway done to finish next turn.

I have the Runesmith working on our thanes hammer as I think it is a good idea to spread runes around rather than purely focusing on the king, Gartrimm and Daungrumm both learning Rhorrim and teaching Khazalid to reduce the risk of failure. Teaching the kid to command his forces as he will need it when he heads back home. The three throngs ranging out for survivors with knowledge of our dream so they can save them if they find the spot and the south on an expedition westward to imporve the status of our market.

For the other turn stuff:
[x] To the Gray Haven of Mithlond
I'm not 100% on where the best place to send him is. I know I don't want him to stay home but am open to change my mind very easily here is someone has somewhere better. E: @EVA-Saiyajin made a good point here about the grey havens working with the westward expedition.

[x] Yes - Urtain.
Them trolls are up to something, best to find out what.

I'm not sure on the slayers I'll wait to see what others suggest. For the grand stall:

[x] Grand Stall: 1 Warsmith (500) Die 4 Ale (80) 5 Dawi Grain (5) 5 Fruit (5) 5 Veg (5) 1 Coal (5)

500+80+5+5+5+5=600 so 3 silver a turn.

The only reasonable way I see to hit >200sc a turn right now is selling warsmith die and I'd like to hold off on that until we have a bit more steel stockpiled. I really want to sell something so I'm going to bite the bullet here and put our warsmiths and a mix of goods up for sale, hopefully actually trading ourselves will encourage others to do so. but this setup will need changing in the future.

[x] Go into the North to try to save more Eotheod by killing orcs or go to the western forest to kill trolls.
 
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Yeah after the fatd of the last attempt, I'm not willing to risk that many Dawi on a weeks long expedition through Orc infested territory.

Let's hold off at least until we have helped the Eotheod reclaim their kingdom so we have a better jumping off point.
 
The way I see it sending Grazur to the Grey Havens would synergies well with a western expedition of trade and exploring the Blue Mountains.
 
Nendumir
[] No
Risk to loose too many Dawi lives

Grazur
[] Write in: Woodland realm or Grey Havens

Urtain
[] Yes

The Slayers
[] Go into the North to try to save more Eotheod by killing orcs or go to the western forest to kill trolls.
 
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We don't need another coal mine immediately @Jreengus .At a roll of 5 away we can get it done anytime. I recommend putting that dice in the clan residences, Under Armoury or Fortifications.

Also could you please separate Nendumir from the build plan?
 
@Jreengus would you be open to flexing that coal miner to something different for a turn? If we're at 66/50? I'm showing we'll burn like 14 smelting what we have and since we're at 45/50 progress we should be okay to complete it any turn we feel like it.

Edit: ninja'd
[x][Plan] Housing for all
[x][Grand Stall] 1 Warsmith (500) Die 4 Ale (80) 5 Dawi Grain (5) 5 Fruit (5) 5 Veg (5) 1 Coal (5)
[X][Nendumir] No
[X][Grazur] To the forest of Laurelindorenan
[X][Grazur] To the woodland realm
[X][Urtain] Yes
[X][Slayers] Go into the North to try to save more Eotheod by killing orcs

Edit2: changed Grazur vote. Lorien seems much closer and scouting all the way down could be good. The wood elves are also being pushed out of the woods due to evil and could probably use some friends to help counter this trend.
Edit3: added in plan and stall votes
 
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We don't need another coal mine immediately @Jreengus .At a roll of 5 away we can get it done anytime. I recommend putting that dice in the clan residences, Under Armoury or Fortifications.

Also could you please separate Nendumir from the build plan?
Yeh that's fair. Moving the coal over to the underarmoury I think.

I really can't if Nendumir wins then plan becomes invalid because he needs dice and a throng assigned to him. He has to be part of the plan.
 
If anyone wants an easy alternate Nendumir Yes plan to use/edit this is what I was thinking:

[] Plan: Housing for all and an outpost
-[] Nendumir - Yes - 1 Engineer 1 Beardling Northern throng
-[] Add to the Fortifications 0/0 - Northern - 2 Farmer Dice
--[] +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
-[] Huge, Fortified and Decorated Guest Housing, 28/190 - 2 Brewer 1 Beardling 2 Eotheod Dice
-[] Clan Residences. 0/100 - West Peak Level 0, Shatterspears - 2 Stonemason 2 Beardling Dice
--[] +Huge, +50 to target
--[] +Fortified, +30 to target
--[] +Decorated, +10 to target
--[] +Clan Tomb, +30 to target
-[] Equip the Eotheod - 2 Warsmith Dice
-[] Under-Armoury. 0/50. - 2 Miner Dice
-[] Item Rune: A Guardian's Commission
-[] Learn Rohirric - Gartrimm & Daungrumm
--[] The Mountain Tongue, +10 to Challenge Level
-[] King Gisilhari
--[] Write-In a subject an Apprentice King must learn. - Commanding a Throng
-[] Range Out From the Valley - East and Eotheod Throngs to range out in search of any more survivors - let them know of the Fate dream.
-[] Meet with a Neighbour - South throng to send a expedition out to the west to make contact with viable trade partners and merchants, informing them the High Pass is secure and trade is possible there, with the end goal at the Blue Mountains to search them for anything and everything useful or interesting?.
-[] Guard one of the Passes - West throng

It takes the engineer and beardling off the engineering hall to build the outpost and reassigns the northern throng from hunting for survivors to the outpost too.
 
[X] Plan: Housing for all

[X] Grazur: Woodland realm
[X] Grazur: Grey Havens
[X] Yes - Urtain.
Them trolls are up to something, best to find out what.

[X] Grand Stall: 1 Warsmith services 4 Ale 8 Dawi Grain 5 Vegetables 5 Fruit 2 Wood

[X] Slayers: Go into the North to try to save more Eotheod by killing orcs
[X] Slayers: go to the western forest to kill trolls

@Jreengus I think we can just send the slayers with either our throngs going north or to the Trollshaws *west, since they are only three they can't really accomplish much but add them to one of the other expeditions and they might be able to do something of note to rid themselves of their shame. I'm leaning toward trolls.
 
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you now the vision we got might be an attack on the skin changers/Beorning it would make sense it was them as forest (mirkwood) next to a river with large trees and they are people liveing in the forest
 
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