The Dawi in Arda (Hiatus)

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[x] Plan: A daughter named Karstah
-[x] Write-In a name for your Garazi.
--[x] A Daughter - Karstah
-[x] Gather and Fortify a Goat Herd 194/200 1 Farmer Die
-[x] Fortify one of the Passes 0/150 - East Pass 1 Stonemason 1 Miner 1 Farmer 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Workshop Hall. 0/110 2 Warsmiths 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Tavern. 0/60 2 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Runecrafting Hall. 0/90 1 Stonemason Die
--[x] +A Second Guardroom, +30 to target
--[x] +Decorated, +10 to target
-[x] Huge, Fortified and Decorated Lower Stairs. 98/120 1 Miner 1 Beardling Dice
-[x] A Feast for the Hold - Daungrumm
-[x] Investigate the Disappearances - Gartrim
-[x] Guard one of the Passes - All throngs to guard their passes.

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l like your plan but l have slightly edit. 1 Beardling Dicemoved from stairs to fortify pass and stonemason there has been changed to make 2 on runecrafting. with a great chance of stairs finishing l really really hate to see overkill there but haveing that could shield there would be needed but im a gambler so yea. as l; said no problem with base plan thats why l stole it :p

ps placed my origin plan below the plan im voting for just so there some things to compare to. also was not completed just a preview

[x] Plan: A daughter named Karstah Edited version
-[x] Write-In a name for your Garazi.
--[x] A Daughter - Karstah
-[x] Gather and Fortify a Goat Herd 194/200 1 Farmer Die
-[x] Fortify one of the Passes 0/150 - East Pass 1 Beardling Dice 1 Miner 1 Farmer 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Workshop Hall. 0/110 2 Warsmiths 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Tavern. 0/60 2 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Runecrafting Hall. 0/90 2 Stonemason Die
--[x] +A Second Guardroom, +30 to target
--[x] +Decorated, +10 to target
-[x] Huge, Fortified and Decorated Lower Stairs. 98/120 1 Miner
-[x] A Feast for the Hold - Daungrumm
-[x] Investigate the Disappearances - Gartrim
-[x] Guard one of the Passes - All throngs to guard their passes.



[] Gather and Fortify a Goat Herd 194/200 (1 Farmer dice)
[] Fortify one of the Passes 0/150 East Pass (3 Beardling dice 1Farmer)
-[] +Extra Tall, +20 to target per Wall
-[] +Extra Thick, +20 to target per Wall
[] Runecrafting Hall. 0/90 (2 Stonemason Dice)
-[] +A Second Guardroom, +30 to target
-[] +Decorated, +10 to target
[] Huge, Fortified and Decorated Lower Stairs. 98/120 (1 Miner dice)
[] Forge Hall. 0/110 (1Miner 2 Warsmith)
-[] +Huge, +50 to target
[] Hold Fortifications. 0/150 (2Brewer, 1 Beardling)
-[] +Extensive Battlements, +20 to target
-[] +A Second Gatehouse, +30 to target
[] Workshop Hall. 0/110 (2 Beardling dice)
-[] +Huge, +50 to target
 
While I understand the concern I'd like to the hall ready to use as soon as we have the coal available.


Heh I like the name reference so:

[x] Plan: A daughter named Karstah
-[x] Write-In a name for your Garazi.
--[x] A Daughter - Karstah
-[x] Gather and Fortify a Goat Herd 194/200 1 Farmer Die
-[x] Fortify one of the Passes 0/150 - East Pass 1 Stonemason 1 Miner 1 Farmer 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Workshop Hall. 0/110 2 Warsmiths 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Tavern. 0/60 2 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Runecrafting Hall. 0/90 1 Stonemason Die
--[x] +A Second Guardroom, +30 to target
--[x] +Decorated, +10 to target
-[x] Huge, Fortified and Decorated Lower Stairs. 98/120 1 Miner 1 Beardling Dice
-[x] A Feast for the Hold - Daungrumm
-[x] Investigate the Disappearances - Gartrim
-[x] Guard one of the Passes - All throngs to guard their passes.

Ok so I took Skitzyfrenic's name idea, I'm aiming to finish what we've started 2 dice to ensure the stairs get done and we can start into the underhold. For the new stuff a tavern seems like a good general mood booster now we have the basics down. I've decided to delay the forge hall one turn in order to not stress our coal supplies prematurely aiming for the workshop instead. I've also started the Runecrafting hall though only with 1 stonemason for now.

I've got Daungrumm preparing a fest to celebrate the fact we have everyone living inside the mountain and got our ale and food supplies secured while we investigate the chasm. Throngs are holding fast while the goblins are a threat.


I just don't think it is worth adding extra levels, if we don't get the stairs done this turn we delay getting mines including coal mines by another turn. And the benefit is just a few extra hall space when we have an overabundance of hall space right now.
It's not just for hall space, but also additional prospecting opportunities. The more area we dig out underground the more area the Miners can prospect.

The Lower level Hallways would be better for that but I'm sure making the Underhold deeper would have positive effects.

[x] Plan: A daughter named Karstah
 
l like your plan but l have slightly edit. 1 Beardling Dicemoved from stairs to fortify pass and stonemason there has been changed to make 2 on runecrafting. with a great chance of stairs finishing l really really hate to see overkill there but haveing that could shield there would be needed but im a gambler so yea. as l; said no problem with base plan thats why l stole it :p
I originally only had one miner on the stairs, I switched it up because I really don't want to fail on the stairs this turn but I think the edited version is totally fair.

It's not just for hall space, but also additional prospecting opportunities. The more area we dig out underground the more area the Miners can prospect.

The Lower level Hallways would be better for that but I'm sure making the Underhold deeper would have positive effects.

[x] Plan: A daughter named Karstah
I hadn't considered that but it is worth checking with Warkeymon I think.

@Warkeymon Does starting the underhold at a deeper level offer any advantages when prospecting/mining or does it just give more hall space?
 
Even if it does produce more prospecting opportunities, wouldn't we be able to extend the underhold later to account for that? I figure getting self sufficient matters more than increasing our odds of becoming self sufficient
 
I originally only had one miner on the stairs, I switched it up because I really don't want to fail on the stairs this turn but I think the edited version is totally fair.


I hadn't considered that but it is worth checking with Warkeymon I think.

@Warkeymon Does starting the underhold at a deeper level offer any advantages when prospecting/mining or does it just give more hall space?
Starting the Underhold deeper just gives the Hold more space.
And makes it easier to build an Underway to join up with the rest of the network later.
 
Even if it does produce more prospecting opportunities, wouldn't we be able to extend the underhold later to account for that? I figure getting self sufficient matters more than increasing our odds of becoming self sufficient
Adding another 2 levels would only be an additional 20, still very likely to finish.
Starting the Underhold deeper just gives the Hold more space.
And makes it easier to build an Underway to join up with the rest of the network later.
Nevermind on that then. I still think getting the Lower Hallways done soonish is still a good call for prospecting the other Peaks and under the valley.
 
And makes it easier to build an Underway to join up with the rest of the network later.
Ah yes, just as soon as we develop the Master Rune of Interdimensional Travel we can connect up to Karaz Ankor. :V

Adding another 2 levels would only be an additional 20, still very likely to finish.

Nevermind on that then. I still think getting the Lower Hallways done soonish is still a good call for prospecting the other Peaks and under the valley.
I did initially want to go for hallways to under the valley but I shifted over to the runecrafting hall as it seems more immediately useful. It's hard to know what's necessary until we get access to the underhold mechanics. If you want to do a plan with hallways go for it, it is a valid thing to do I think.
 
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@Jreengus would you be willing to swap the tavern for a training hall? Having experienced troops to train our current troops and a place to do it seems handy.
Given how the surface training ground gave bonuses to combat above ground I'm expecting the training hall to do similar for tunnel fighting which doesn't seem super important to me right now. They can train beardlings in the above ground area for now. I do want to get it as something the Leadbeards/throng want built but it's a second level priority for me rather than an immediate one.
 
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Not seeing any completed training facility in the completed structures post. Have we already completed it?

Edit: nvm found it. All good.
[x] Plan: A daughter named Karsta
 
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[x] Plan: A daughter named Karstah

Next turn we could maybe start fortifying the hold, preferably start building the towers above the north peak, it's really cheap so would only take one or two die.
 
[x] Plan: A daughter named Karstah
By the way about runes, may I suggest we put a rune of slowness on all of the passes?
Sure it will take a while and only the south one is urgent, but it seems very strong, and will combine perfectly with our shooting.
For the rune of passage I suggest the west or east, if we are lucky we could trade with rivendell or the bear people (higly unlikely) or with Erebor if we are lucky.
Sure a daugther is fine, but I do not think we should stop at one, to secure the line I would say to make at least three (boys or girls).
Also considering the three one balance it seems pretty responsible, heck five wouldn't really sound bad to me and would send the message of having many children.
About queens, yes they are rare but there was some exception in the lore of queens essentialy ruling or coruling either from the relativly shadow or by simply convincing the king to go drink rather than govern, considering the circumstances and the fact that there will never be other royal dawi we could easly say something along the line of there is no worthy husband (whic isn't really a stretch depending on where we are in the timeline).
This could appease the conservative members and put Kar on the trhone whilst not ignoring estabilished lore, whic to me sounds better than simply ignoring part of it.
 
What bothers me is whether Runes will actually work.

As we know, they syphon Winds of Magic from the surroundings which are then forged within the Rune into a relatively safe and stable effect.

But Arda has no Winds of Magic. :???:
 
We have a runic cloak I find it hard to believe our runelord's equipment isn't runed out the wazoo so if runes don't work I'd expect him to have noted so by this point.
 
Runes crafted in the Karaz Ankor should continue to work. They are already filled with Magic and unless they require a continuous supply of Winds to function (which I do not think is really that common), they should remain unfazed by the change. I am talking about creating new Runes, here in this place.
 
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I kinda assumed runes are constantly being drained to perform their effect and recharging off ambient winds. If not I guess we'll find out next turn. OOC I'm pretty confident Warkeymon wouldn't have given us runesmiths and a runelord as options during the throng creation if they were useless.
 
I kinda assumed runes are constantly being drained to perform their effect and recharging off ambient winds.
That's a valid point there, going to check that out.

For now, our Runesmith still is physically making the Rune. Filling it with Magic is the last part of the process. It will be obvious for him by then, whether can he finish it or not.
 
So assuming the rune finishes this time and it works what do we want Gutfroy on next? My thoughts on a few of the options:
[] 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.
Probably not next turn, 40% chance to fail is very high best to wait for the rune hall to be done before we start on this.
[] 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.
Reasonable chance and it's only one turn, if we think we can complete the hall next turn this might be the way to go.
[] 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.
If we are willing to spend the ingots this seems like a solid way to go, something that can protect a chunk of the throng would be very nice given our relatively low numbers mean every life matters
[] 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)
I don't think this is worth it until we have some kind of trade partner or a reason to be coming and going from the hold in one direction regularly.
[] Hold Rune: Master Rune of Balance
Challenge Level: 20
Cut a great shape into the highest Peak. The Dawi are not meant to be exposed to the howling Winds of Magic and this high up a mountain the surface is not entirely safe. The Winds will break against the Master Rune of Balance and the Surface Hold will be safe below.
An antimagic effect over the whole hold seems incredibly useful for when/if we anger one of the big players but I'm not sure if it is an immediate need.

Overall I think I lean toward the shield or doing the crossbow this turn with a plan to do the shield once we have the runecrafting hall up.
 
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