The Dawi in Arda (Hiatus)

If we want something new and surprising this is more palpable.

Yes it costs Gromril but I figure using it to literally protect Dawi lives is one of the best uses anyone could conceive of.
I've been holding off picking that because I've been concerned people wont want to commit our gromril but that is the use I'd pick for it.
 
This was my logic for taking it, high risk high reward.


Minor nitpick but this should be the level above the lowest one, I put level 0 in my plan so we could have the entire lower level dedicated the the many halls the engineers need.

I've amended that now. It's on the Surface Level.

@Warkeymon Could we prospect Belegost (Or Nogrond?) for sulfur? As there is magma there could we likely find a sulfur vein to exploit that doesnt run through Angmar?

You'll be able to send an expedition back to prospect Nogrod or try and claim the Mithril from Belegost.
 
I've been holding off picking that because I've been concerned people wont want to commit our gromril but that is the use I'd pick for it.
You would have my support here as our throng is (Very slowly) being depleted. But it also fits thematically. The Dawi are In a strange new world and in strange circumstances they would rather defend than lash out
 
Maybe once we have proper weapons for fighting the Dead. Or strike a Hold Rune on Nogrond, hopefully it will drive away the darkness from Belegost.

One thing to consider: The Dwarves might come and try to claim the new outpost we set up there if we start getting use out of it. We might consult with the Quendi about building an outpost there before we invest too many resources into it.

That being said, I think I would support at least extracting sulfur from it.
 
Hopefully the Huskarls are already at work getting their replacements with all the folks we've saved and structures for their training we've made.
 
If we want something new and surprising this is more palpable.

Yes it costs Gromril but I figure using it to literally protect Dawi lives is one of the best uses anyone could conceive of.


I wouldn't be surprised if Nendumir is asking for a trip to ascertain that very question.
To be fair, that used to be 3 Gromril to do. Now that it's just 1 I wouldn't be opposed. I would prefer to get our armor remade or have an anti-magic ring done first though.
 
I'd vote to make the shield but I also think that we really need those apprentices. At least one but ideally more.

I don't think we should make rings imbued with power, last time that was done went poorly...

My suggestion for our next steps with King Gisilhar would be

  1. Command a throng, try again
  2. Administration, how to collect taxes, make sure you have enough food to feed your people, uphold a justice system, plan expansion of current and future settlements and infrastructure, supply of raw materials, etc.
  3. Diplomacy, internal and external. How to talk to foreign dignitaries, how to tell truth from lie, how to keep different factions happy, how to make and keep alliances, trade deals etc without getting an unfair deal.
  4. Personal combat. Do this together with huskarls for fighting from horseback.
  5. Strategy of war, not only how to command an army but how to manage supply lines, choose when and where to attack, how to gather intelligence
  6. Morals and ethics. How to be a just king and a good person.
  7. Send to the elves so that they may teach him the history of this world and the history of men so that he can learn from their success and failure
  8. Learn Sindarin from the elves
  9. Either more combat or more administration/diplomacy
 
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Their fallen warriors should be buried along side ours in our Tomb Hall. I don't see a better way to honour them.
Pretty much. They fought with the throng, they died in service of the hold, they should get full honors. Especially since our burial tomb is built for those without a clan to call their own. My only consideration is that their own culture may mall for them to be buried/cremated elsewhere
 
Turn 19
You have 4 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.

The Eotheod who have come to Karak Drekfut are willing to work in any way while in the sanctuary of the Hold. The Eotheod are Umgi, and worse yet they are the scattered and diminished remnants of their people. They suffer a -15 to all Eotheod Dice.
The Eotheod supply 3 Eotheod Dice.

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 9 unused Excavation Dice from last turn.

New options have been highlighted in yellow to make them easier to see.


The King's Matters
Nendumir
It is perhaps inevitable that Nendumir would take the news of a volcano running through the great Dwarfhold of Nogrod as an invitation for a new expedition. He insists, perhaps every other sentence, that since the situation has changed then perhaps it should be revisited. He would go with some of the Glintgears and sniff around Nogrod, perhaps they will find a source of Sulphur. Should it come to it, they can always visit Belegost and go up to get the silvery-metal rods before they come home.
[] Nogrod + Belegost
[] Nogrod
[] No


Grazur
Elder Grazur has gone back into his map room. His journey to Mithlond was interesting enough. The purpose of the expedition had been to meet with one of the kin-kingdoms of Imladris and Elder Grazur had found Lord Cirdan a most amicable fellow. The wealth of Mithlond was evident in its every structure, the people of the city wore their wealth upon them, and the watch were resplendent in silver as they patrolled.
But Lord Cirdan made mention of elder creatures than he, the eldest of the Quendi who still remained in the mortal east. The Istari he claims are about as old as the world, though they all wander far afield without any fixed hall to know for their own. And there are Loren to rival the age of the Quendi who dwell in the deep woods that once dominated all of Eriador. The old Oak spirit was elder than Lord Cirdan by his own reckoning and dwelt within the Fangorn Forest. And older than them all, though he apparently 'doesn't count' was Iarwain Ben-adar of the Old Forest who was old beyond all measure.
[] The Old Forest
[] The Fangorn Forest
[] Write-In


Daungrumm
You roll over one night to look into the very close face of your beautiful queen. There's a thundering in the other room and you're sure it cannot possibly be your turn to stop the Twins from annihilating the Greatmantle Clan Residences. And when you grumble and get up and give the Twins a stern glare and consider whether there's precedent for tying up destructive Garazi in order to get a solid night's sleep she is still awake when you get back.

Lady Celebrian intends to visit her mother in Laurelindorenan and has invited Daungrumm to join her for the visit. She goes home once every decade or two and likes to take the children to meet their grandparents. If she doesn't then the Princelings won't wander that way for a century although Arwen makes the trip on her own from time to time. Daungrumm would take some Bronzeplaits Longplaits with her.
[] Yes
[] No


Captain Hagrim
The fallen Eotheod in the battle in the Near Vale cannot be interred in the barrows of their homeland. Captain Hagrim has come to you and requested that the Huskarls who died have a new barrow raised for them. The Huskarls died fighting alongside the Throng and deserve peaceful rest as can be afforded to them. You could send the Beardlings out to build a barrow, or you could inter them in the Tomb Hall.
[] Build a Barrow (Uses 1 Beardling Die)
[] Inter them in the Tomb Hall


The Rune of Fate
There is a golden light cutting through your dream. And cutting through a host of giant spiders. Quendi clad in silver armour are formed in ranks and laying waste to the spiders. There is a rain of thorns as arrows tear through the canopy of the forest and Quendi clad in muted greens join the battle. Urki fall in great numbers to the combined might of the two armies and the Quendi join together as they scythe through the enemy in the gloom of the trees.

There's a white glow in your dream stood beside you and watching as a great shadow passes over the area and in the midst of the Urki rides a black horse and the creature that sits astride it need only gaze upon the Quendi to see them falter. Ageless Quendi are struck down and the golden light twists through the battlefield to meet the shadow.

'Well… I suppose I can manage him.' You turn to look to the right where a white glow has the indistinct shape of a tall Noldor. 'I have not dreamt of your folk King Gartrimm, and yet I have found them when I have found my dreams. Do you think this dream is showing the full truth?'

You frown and as your mouth opens to respond the dream fades.



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.



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. The Valley has space for 3 more structures.

[] Extensive North Pass Fortification, 117/240.
(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.)

[] The Long Riders
Challenge Level: 30
It is the work of many long years to become a Huskarl and most Eotheod would not become one even if they could for it is a devotion to battle that takes them from their families and farms. But the Long Riders may be called into the warhost of the King upon a moment's notice as a semi-professional fighting force to complement the Huskarls.
(Eotheod Dice may be assigned to this.)

[] Eotheod Apprenticeships
Challenge Level: 40
Many of the Eotheod craftsmen and skilled workers have died in the war against Scatha and now the Urki. It may be some work to turn a Dawi Apprenticeship into something suitable for the Eotheod but you could assign the Eotheod to a Clan.
(Eotheod Dice may be assigned to this. Choose a Clan to apprentice with. This Clan has a -5 to their highest roll this turn.)



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, 7 Halls under the Valley and 17 Halls in West Peak. Specify which Hold Area to build new Halls in.

[] Huge, Fortified and Decorated Upper Stairs, 104/140.
(All Clans can work on this task.)

[] Fixed Batteries
Challenge Level: 30

The Glintgears have the facilities to construct the huge, mounted artillery pieces that will defend the Karak from enemy forces. For now, they can only construct the more rudimentary pieces, Grudge Throwers and Bolt Throwers.
(Engineer 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

The Glintgears have the facilities to construct the wheeled and smaller pieces that will go out with the Throng to devastate any foe. For now, they can only construct the more rudimentary pieces, Grudge Throwers and Bolt Throwers.
(Engineer Dice only can take this Task. This excludes Beardlings. Choose a type of Artillery and a Minor Throng. Costs 10 Wood.)



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. 2 Minor Coal and 1 Minor Silver Vein have been identified. Behind the Underhold Fortifications lies only a limited space. There is room for 0 more Halls within that protection.

[] 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, 0/50.
A Vein has been found to establish a long-term mine around.
(Only Miner Dice can be assigned to this Task. This excludes Beardlings.)


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: 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.



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.

[] 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.)



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.

[X] Carpenters, 4/5



Throng Duties
Remember to assign all of your Minor Throngs to duties. Additional notes on specific purposes or tasks can be written in as you want.
 
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The King's Matters
Nendumir
It is perhaps inevitable that Nendumir would take the news of a volcano running through the great Dwarfhold of Nogrod as an invitation for a new expedition. He insists, perhaps every other sentence, that since the situation has changed then perhaps it should be revisited. He would go with some of the Glintgears and sniff around Nogrod, perhaps they will find a source of Sulphur. Should it come to it, they can always visit Belegost and go up to get the silvery-metal rods before they come home.
[] Nogrod + Belegost
[] Nogrod
[] No
@Warkeymon
Is it possible to supply dice to this to maximize the success chance, or do only Throngs have that much flexibility?
 
I mean, yeah it's cool but is it really useful or essential at this point?

Makes defense and transport a lot better and could open up some interesting new options. I think just the act of digging an underway would lead to a lot of learning. Mechanically, I'm not sure what it would do but I can't imagine it having a negative impact on our rolls.

Edit: we're also getting close to the end of the essential construction tasks we've unlocked so a little exploration seems fine IMO.
 
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[] Fixed Batteries
The Glintgears have the facilities to construct the huge, mounted artillery pieces that will defend the Karak from enemy forces. For now, they can only construct the more rudimentary pieces, Grudge Throwers and Bolt Throwers.
(Engineer 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
The Glintgears have the facilities to construct the wheeled and smaller pieces that will go out with the Throng to devastate any foe. For now, they can only construct the more rudimentary pieces, Grudge Throwers and Bolt Throwers.
(Engineer Dice only can take this Task. This excludes Beardlings. Choose a type of Artillery and a Minor Throng. Costs 10 Wood.)
No DC?
 
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