The Dawi in Arda (Hiatus)

Because she was in our vision and was interested in why she cant see our folk and whether what we see will actually come to pass
I'm, 99% sure that was Glorfindel. He glows too, he has just displayed that he's getting active in these visions that are shared with us.

The Nazgul was likely from Dol Guldur, and along with the spiders fighting Mirkwood elves along with Noldor.

I doubt even a Nazgul could casually get into Lothlorien, and spiders are much more a feature of Mirkwood too.
 
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[X] Nogrod
[X] The Fangorn Forest
[X] Yes
[X] Build a Barrow (Uses 1 Beardling Die)

[X] Plan: Incoming Carpenter Clan
-[X] Lumber Yard. 0/50 (1 Engineer, 3 Beardling)
--[X] +Fortified, +50 to target, +5 Wood per dice
-[X] Extensive North Pass Fortification, 117/240. (2 Warsmith, 1 Stonemason)
-[X] Huge, Fortified and Decorated Upper Stairs, 104/140. (1 Brewer)
-[X] Eotheod Apprenticeships: 3 Eotheod, Shatterspears
-[X] Storehall. 0/100 - Wood - West Peak - (1 Stonemason, 1 Brewer, 2 Farmer)
--[X] +Huge, +50 to target
--[X] +Fortified, +30 to target
--[X] +Decorated, +10 to target
-[X] Establish a Minor Silver Mine, 0/50. (2 Miner)
-[X] Constructed Rune: A King's Panoply - Armor - Klad Karaz Duraz (Armor of the Old Stone)
--[X] Rune of Fortitude, Rune of Stone, Rune of Stone
-[X] King Gisilhari
--[X] Commanding a Throng
-[X] Assuage a Clan - Ironplough - (Both)
-[X] Range Out From the Valley
--[X] The Northern and Eastern Throngs Rangers plus the Eotheod Riders are to, stealthily and carefully, keep their eyes on the Urki in the Eotheod lands. Especially those in Framsburg.
--[X] Western Throngs Rangers are to try and find out what the Trolls to the west are doing, and whether they are mustering alongside Urki to attack somewhere
-[X] Guard Urbaz
--[X] South Throng is to split its men between their pass and Urbaz. While Guarding Urbaz they should try and chat up those that visit the Trading post for news on recent events. A few of the Eotheod will also guard Urbaz and act as translators if needed and they can.
 
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I'm, 99% sure that was Glorfindel. He glows too, he has just displayed that he's getting active in these visions that are shared with us.

The Nazgul was likely from Dol Guldur, and along with the spiders fighting Mirkwood elves along with Noldor.

I doubt even a Nazgul could casually get into Lothlorien, and spiders are much more a feature of Mirkwood too.
I went back to re-read the passage 99% sure that it said 'she' somewhere but it seems it did not.

Read It now Glorfindel makes sense especialy as he has been repeatedly refered to as a golden light.

Interesting that we get the same dreams then
 
Thinking about it while a trade agreement with Mithlond is likely to be useful, I can't see what we'd get from them that would be so different from the Noldor. Save for maybe sulphur, by dint of their extensive travel experience and maritime connections and trade. And admittedly as I say that that same unique naval position means they won't be limited to Teleri variants of Noldor stuff. And I would like to turn our silver into meat and ale so we can throw more feasts. We're gonna want all our Dawi enthusiastic when the war comes.

The Istari though, they could have some unique stuff. Imagine if our Runelord and Saruman, before he goes bad, could work together, or he could teach our smiths his craft or whatever. And he'd probably have a real good idea of whether MRune of Balance really does dispel Morgoth's essence.

Heck, the Istari might even be an avenue for help with the Blue Mountain holds. It's very unlikely our Runelord will suffer to spend years marching back and forth to the Blue Mountains carving a Rune that any foul or natural force could tamper with.
 
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I'm too tired to make a plan along the lines I've suggested though, and it's late too. I'd be exceedingly appreciative of anyone who does so...though I may copy the foundation and modify it when I wake up, fair warning.
 
Ulse's plan looks good, but I am wary about training all three die as farmers when they will need to retake their home (E: It may not work that way, depending on what Warkeymon says I may edit my plan to have 2 Eotheod learning something) I also have some different priorites so I'm going to throw out my own plan for consideration, focused more on getting the engineers requirements done over preparing for the carpenters.

[x]Plan Gunpowder
-[x] Eotheod Apprenticeships: 2 Eotheod, Shatterspears
-[x] Charcoal Pits. 0/50 – 1 Engineer 1 Eotheod Dice
--[x] +Fortified, +50 to target, +5 Wood per dice
-[x] Barracks. 0/120 – Kazad Urbaz – 1 Miner 2 Beardling Dice
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Extensive North Pass Fortification, 117/240. – 2 Farmer Dice
-[x] Powder Hall. 0/100 – West peak - 1 Stonemason 2 Beardling Dice – Take a Beardling dice from here if Barrows wins
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Storehall. 0/100 – Powder, west peak – 2 Brewer Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Amend an existing, completed structure. 0/60
--[x] Fortify Greatmantle Clanhall – 1 Warsmith
--[x] Clan Tombs for Greatmantle – 1 Warsmith Die
--[x] Expand Leadbeard Clanhall – 1 Stonemason Die
-[x] Send out Sniffers. – 1 Miner Die
-[x] Constructed Rune: A Shield
-[X] King Gisilhari
--[X] eading a throng with a focus on how to delegate, the importance and when to do it.
-[X] Assuage a Clan - Ironplough - (Daungrumm)
-[x] A Trade Agreement - Gatrimm to travel to Mithlond
-[X] Range Out From the Valley
--[X] The Northern and Eastern Throngs Rangers plus the Eotheod Riders are to, stealthily and carefully, keep their eyes on the Urki in the Eotheod lands. Especially those in Framsburg.
--[X] Western Throngs Rangers are to try and find out what the Trolls to the west are doing, and whether they are mustering alongside Urki to attack somewhere
-[X] Guard Urbaz
--[X] South Throng is to split its men between their pass and Urbaz. While Guarding Urbaz they should try and chat up those that visit the Trading post for news on recent events. A few of the Eotheod will also guard Urbaz and act as translators if needed and they can.

Ok probably the biggest push this plan has is for gunpowder. It has the engineers taking the bulk of the Eotheod to work on Charcoal pits I figure we can start this without having automatic wood production up as we have enough wood stockpiled until the carpenters are ready to set up the lumber yard. At the same time the stonemason start the powder hall and the brewers start the powder storehall.

The farmers continue their work on the walls. And the remaining eotheod trains as Riders to retake their homeland. I have very deliberately kept the Eotheod working outside as I don't want to cause issues from forcing them to work deep underground.

The other main theme is housing, I have half the miners taking some beardlings to begin work on barracks for the throng stationed in Kazad Urbaz, I have the warsmiths working on improving their own clanhalls. One on the clantomb for when it is eventually needed and one one fortifications as there has been grumbling about their lack ever since we built those halls. Simultaneously I have one of the stonemasons starting work on expanding the Leadbeards clanhalls. Lastly, I have the other miner finishing off the coal mine as we at -10 now so that will put us even.

Assuaging Ironplough makes sense as they are the only ones at Acceptable and I think Ulse's throng actions work, I've put the runelord on the shield for the throng though in the hopes it will slow somewhat the ever gradual attrition we take from battles.

For the other stuff:
[X] Nogrod
I have a bad feeling even this will go wrong but we may as well try it.

[x] The Old Forest
Ents are cool, maybe he'll drink some entbrew and come back the height of an umgi. Apparently Ents hate Dwarves so sending him off to meet Tom instead.

[X] Celebrian - Yes
More diplomatic ties go!

[x] Build a Barrow (Uses 1 Beardling Die)
They deserve a proper place to rest in the traditions of their people. I've tried using conditionals in the plan this time so people can still vote on stuff like this separately.
 
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They have their own burial traditions, we should respect that. I dont see a point in burying them in our tombs, because their people would not be able to visit their dead to honor them.
While I prefer the Tombs, because it's a much more dignified and grand place to be laid to rest (individual stone graves, monuments, naming and deeds, protection from grave robbers and Necromancers, close proximity to those within the Karak) not to mention the honour of being interred there as non-Dawi, I think traditions should be respected. Dawi know that better than anyone else. Still, the Captain should be made aware of these benefits and if he insists on a Barrow, then by all means.
 
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So why are we sending a creature that looks like a dwarf inside Fangorn?
Ent's hate dwarfs. We absolutly should not send anyone in Fangor, I can easly see dawi getting killed by an ent or a rogue tree and then we got a grudge with someone we do not need, I would prefer the old forest, granted even if we were to meet Tom we will probably gain nothing out of it, so in truth I am for a no on that matter.
Same reason a sound no to Nogrond or belegost, our army managed to not lose anyone by a miracle, as long as there is a chance that we migth get shulpor from trade or mining in our own hold and we are not pressed for it I will not push for something so reckless.
Got no problem sending the wife with Arwen.
The burials are largely unimportant, they migth not have asked for our tombs because respect or maybe they would prefer a mound, makes little difference to me, but I have to point out the weakness that resurectable dead pose outside the protection of the rune of gazul.
The vision was 100% Glorfindel talking to us, he also can see the future in dreams and the rune does probably feed him the same info it gives us, now he is figthing Sauron agents in the forest of mirkwood.
Sadly except omake we can't help our runelord more.
I advise against mining silver, we do not need it now plus for evry metal vein we extract we have to start another coal one, we have only one that we could already use rigth now, can we benefit more with a +5 to our income or a not -10 to our miner dice?
Considering the fact that we can not buy Noldor dice anymore I will suggest not mine silver.
I would rather have the miners send out sniffers to find sulphur.
@Jreengus I thougth the Eotheod were supposed to figth to retake their homes in like 8 years from now not two?
 
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Ulse's plan looks ok, but I am wary about training all three die as farmers when they will need to retake their home next turn I also have some different priorites so I'm going to throw out my own plan for consideration, focused more on getting the engineers requirements done over preparing for the carpenters.

[x]Plan Gunpowder
-[x] The Long Riders - 1 Eotheod dice
-[x] Charcoal Pits. 0/50 – 1 Engineer 2 Eotheod Dice
--[x] +Fortified, +50 to target, +5 Wood per dice
-[x] Barracks. 0/120 – Kazad Urbaz – 1 Miner 2 Beardling Dice
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Extensive North Pass Fortification, 117/240. – 2 Farmer Dice
-[x] Powder Hall. 0/100 – West peak - 1 Stonemason 2 Beardling Dice – Take a Beardling dice from here if Barrows wins
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Storehall. 0/100 – Powder, west peak – 2 Brewer Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Amend an existing, completed structure. 0/60
--[x] Fortify Greatmantle Clanhall – 1 Warsmith
--[x] Clan Tombs for Greatmantle – 1 Warsmith Die
--[x] Expand Leadbeard – 1 Stonemason Die
-[x] Establish a Minor Coal Mine, 45/50. – 1 Miner Die
-[x] Constructed Rune: A Shield
-[X] King Gisilhari
--[X] Commanding a Throng
-[X] Assuage a Clan - Ironplough - (Both)
-[X] Range Out From the Valley
--[X] The Northern and Eastern Throngs Rangers plus the Eotheod Riders are to, stealthily and carefully, keep their eyes on the Urki in the Eotheod lands. Especially those in Framsburg.
--[X] Western Throngs Rangers are to try and find out what the Trolls to the west are doing, and whether they are mustering alongside Urki to attack somewhere
-[X] Guard Urbaz
--[X] South Throng is to split its men between their pass and Urbaz. While Guarding Urbaz they should try and chat up those that visit the Trading post for news on recent events. A few of the Eotheod will also guard Urbaz and act as translators if needed and they can.

Ok probably the biggest push this plan has is for gunpowder. It has the engineers taking the bulk of the eotheod to work on Charcoal pits I figure we can start this without having automatic wood production up as we have enough wood stockpiled until the carpenters are ready to set up the lumber yard. At the same time the stonemason start the powder hall and the brewers start the powder storehall.

The farmers continue their work on the walls. And the remaining eotheod trains as Riders to retake their homeland. I have very deliberately kept the Eotheod working outside as I don't want to cause issues from forcing them to work deep underground.

The other main theme is housing, I have half the miners taking some beardlings to begin work on barracks for the throng stationed in Kazad Urbaz, I have the warsmiths working on improving their own clanhalls. One on the clantomb for when it is eventually needed and one one fortifications as there has been grumbling about their lack ever since we built those halls. Simultaneously I have one of the stonemasons starting work on expanding the Leadbeards clanhalls. Lastly, I have the other miner finishing off the coal mine as we at -10 now so that will put us even.

Assuaging Ironplough makes sense as they are the only ones at Acceptable and I think Ulse's throng actions work, I've put the runelord on the shield for the throng though in the hopes it will slow somewhat the ever gradual attrition we take from battles.

For the other stuff:
[x] Nogrod
I have a bad feeling even this will go wrong but we may as well try it.

[x] The Fangorn Forest
Ents are cool, maybe he'll drink some entbrew and come back the height of an umgi.

[x] Yes
More diplomatic ties go!

[x] Build a Barrow (Uses 1 Beardling Die)
They deserve a proper place to rest in the traditions of their people. I've tried using conditionals in the plan this time so people can still vote on stuff like this separately.
I don't think that it would just convert all the Eotheod dice into Farmer dice. It just gives a larger pool of people for our farmers to pull from and thus raise the chance of it succeeding. Each Eotheod die has a -15 and these are Challenges, not regular tasks, so if they don't succeed no progress is made. That's why I put 3 dice on it, so it would succeed and we could move on to the next skill set. Like the Stonemasons or Warsmiths.

Also, what do you mean take back their homes next turn? They said they would after ten years, it's only been, like, two.
 
I don't think that it would just convert all the Eotheod dice into Farmer dice. It just gives a larger pool of people for our farmers to pull from and thus raise the chance of it succeeding. Each Eotheod die has a -15 and these are Challenges, not regular tasks, so if they don't succeed no progress is made. That's why I put 3 dice on it, so it would succeed and we could move on to the next skill set. Like the Stonemasons or Warsmiths.

Also, what do you mean take back their homes next turn? They said they would after ten years, it's only been, like, two.
The next turn was me having a brain fart, for the training I'd like to check with Warkeymon I guess and I'll change my plan based on the answer. @Warkeymon if we put more than one die on a train the eotheod challenge what happens if it succeeds? Does 1 die worth get trained or do all of them?
 
Hmm, actually, looking at the option it specifies craftsmen and skilled workers. I don't think they'll need help farming in that case so imma switch to the Stonemasons.
 
If the Master Rune of Balance does dimisnihs Melkoth's taint, then in the very long run it could make a huge difference if a hold version could be stuck on each of the elven cities. It's a long shot, but we really could earn the undying friendship of the elves that way.
 
[X] No
[X]The Old Forest
[X] Yes
[X] Build a Barrow (Uses 1 Beardling Die)
Old man willow also hates evryone, but I doubt is going to kill anyone when dealing with many dawi instead of 4 hobbits, at least he will die in the attempt.

[X] Plan: Incoming Carpenter Clan and looking for sulphur
-[X] Lumber Yard. 0/50 (1 Engineer, 3 Beardling)
--[X] +Fortified, +50 to target, +5 Wood per dice
-[X] Extensive North Pass Fortification, 117/240. (2 Warsmith, 1 Stonemason)
-[X] Huge, Fortified and Decorated Upper Stairs, 104/140. (1 Brewer)
-[X] Eotheod Apprenticeships: 3 Eotheod, Shatterspears
-[X] Storehall. 0/100 - Wood - West Peak - (1 Stonemason, 1 Brewer, 2 Farmer)
--[X] +Huge, +50 to target
--[X] +Fortified, +30 to target
--[X] +Decorated, +10 to target
-[X] Send out Sniffers. (2 Miner)
-[X] Constructed Rune: A King's Panoply - Armor - Klad Karaz Duraz (Armor of the Old Stone)
--[X] Rune of Fortitude, Rune of Stone, Rune of Stone
-[X] King Gisilhari
--[X] Commanding a Throng
-[X] Assuage a Clan - Ironplough - (Both)
-[X] Range Out From the Valley
--[X] The Northern and Eastern Throngs Rangers plus the Eotheod Riders are to, stealthily and carefully, keep their eyes on the Urki in the Eotheod lands. Especially those in Framsburg.
--[X] Western Throngs Rangers are to try and find out what the Trolls to the west are doing, and whether they are mustering alongside Urki to attack somewhere
-[X] Guard Urbaz
--[X] South Throng is to split its men between their pass and Urbaz. While Guarding Urbaz they should try and chat up those that visit the Trading post for news on recent events. A few of the Eotheod will also guard Urbaz and act as translators if needed and they can.




I was thorn between Jrengus and Ulse, I think we will have to make grudgethrower even if we had gunpowder rigth now since mortars will take forever, so the wood is important, training the rider is something that can be done in basicaly all the orders as long as we have the training ground ready when we go.
I sent the miners to search for (hopefuly) sulphur so the clan elder stop tring to get himself killed to find it.
The rune stuff, wel like the rider the order in whic we build stuff does not really matter as long as we have them, armor is fine plus it keeps up with the traditon of giving our king a new piece of gear evry time he goes to war, I will consider necessary an attempt to make the scary helm and the shield who cost 1 gromling bar before we help the riders.
@Alratan it would not be a good idea and I do not like it, here is why.
1 runes are powerful but not invincible, Melkoth is the second strongest spirit in this world he migth very well shorten the time our own rune will last and need another runesmith to mantain it, or maybe is power in the place is just greatly diminished, it is impossible to say with precision.
2 Eru wants the age of magic to end and send the elfs to Valinor, if he wanted to prevent such an act it will have already done so, attempting to go against Eru whishes is completly pointless anyway.
3 Our runes work because they are close to the spirits of the Dawi and for the initial charge used in making them, a rune in a elf town will last a lot less time needing either more maintenance or a large comunity of Dawi, people are getting so excited about our pop grotw speaking like we could form an empire in a thousand years, whilst I really do not think we will ever reach a pop able to justify even making another permanent settlement that hisn't a trading post or a far mine.
4 it his a Master rune, our Runelord will NEVER make something like this again, it would take 4 other runelords to put a rune like this in all the major elven settlement, by the time we will have 4 of them the "damage " will already have been done, and even if it wasn't with 4 runelord we migth have grown so much to make the impossible and found another city whic would need the rune first.
5 We will never reach such level of friendlines with anyone in just a thousan years, the empire was founded thanks to the Dawi, how many master runes they got defending the walls of the Imperial capital, zero.
Meanwhile the Noldor managed to take part in a diplomatic incidend that resulted in slayerdom for some of ours, sure it wasn't entirely their fault but it take two rocks in a bag to make noise.
And they said our mountain sucks, sure they didn't deserve what they got but they do not deserve a master rune either.
6 Dawi are the most conservative society on their planet and probably here too, I would really dislike if we stopped taking the sometimes bad aspect that comes with it along with the good ones, partly because perfect society are boring to read about partly because it is a foundamental caractherizazion of the Dawi.
 
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Adhoc vote count started by thefoolswriter on Feb 10, 2022 at 5:25 AM, finished with 53 posts and 4 votes.

  • [X] Yes
    [X] Build a Barrow (Uses 1 Beardling Die)
    [X] Nogrod
    [x]Plan Gunpowder
    -[x] Eotheod Apprenticeships: 2 Eotheod, Shatterspears
    -[x] Charcoal Pits. 0/50 – 1 Engineer 1 Eotheod Dice
    --[X] +Fortified, +50 to target, +5 Wood per dice
    -[x] Barracks. 0/120 – Kazad Urbaz – 1 Miner 2 Beardling Dice
    --[X] +Fortified, +30 to target
    --[X] +Decorated, +10 to target
    -[x] Extensive North Pass Fortification, 117/240. – 2 Farmer Dice
    -[x] Powder Hall. 0/100 – West peak - 1 Stonemason 2 Beardling Dice – Take a Beardling dice from here if Barrows wins
    --[X] +Huge, +50 to target
    -[x] Storehall. 0/100 – Powder, west peak – 2 Brewer Dice
    -[x] Amend an existing, completed structure. 0/60
    --[x] Fortify Greatmantle Clanhall – 1 Warsmith
    --[x] Clan Tombs for Greatmantle – 1 Warsmith Die
    --[x] Expand Leadbeard – 1 Stonemason Die
    -[x] Establish a Minor Coal Mine, 45/50. – 1 Miner Die
    -[x] Constructed Rune: A Shield
    -[X] King Gisilhari
    --[X] Commanding a Throng
    -[X] Assuage a Clan - Ironplough - (Both)
    -[X] Range Out From the Valley
    --[X] The Northern and Eastern Throngs Rangers plus the Eotheod Riders are to, stealthily and carefully, keep their eyes on the Urki in the Eotheod lands. Especially those in Framsburg.
    --[X] Western Throngs Rangers are to try and find out what the Trolls to the west are doing, and whether they are mustering alongside Urki to attack somewhere
    -[X] Guard Urbaz
    --[X] South Throng is to split its men between their pass and Urbaz. While Guarding Urbaz they should try and chat up those that visit the Trading post for news on recent events. A few of the Eotheod will also guard Urbaz and act as translators if needed and they can.
    [x] The Old Forest
    [X] The Fangorn Forest
    [X] Plan: Incoming Carpenter Clan
    -[X] Lumber Yard. 0/50 (1 Engineer, 3 Beardling)
    --[X] +Fortified, +50 to target, +5 Wood per dice
    -[X] Extensive North Pass Fortification, 117/240. (2 Warsmith, 1 Stonemason)
    -[X] Huge, Fortified and Decorated Upper Stairs, 104/140. (1 Brewer)
    -[X] Eotheod Apprenticeships: 3 Eotheod, Shatterspears
    -[X] Storehall. 0/100 - Wood - West Peak - (1 Stonemason, 1 Brewer, 2 Farmer)
    --[X] +Huge, +50 to target
    --[X] +Fortified, +30 to target
    --[X] +Decorated, +10 to target
    -[X] Establish a Minor Silver Mine, 0/50. (2 Miner)
    -[X] Constructed Rune: A King's Panoply - Armor - Klad Karaz Duraz (Armor of the Old Stone)
    --[X] Rune of Fortitude, Rune of Stone, Rune of Stone
    -[X] King Gisilhari
    --[X] Commanding a Throng
    -[X] Assuage a Clan - Ironplough - (Both)
    -[X] Range Out From the Valley
    --[X] The Northern and Eastern Throngs Rangers plus the Eotheod Riders are to, stealthily and carefully, keep their eyes on the Urki in the Eotheod lands. Especially those in Framsburg.
    --[X] Western Throngs Rangers are to try and find out what the Trolls to the west are doing, and whether they are mustering alongside Urki to attack somewhere
    -[X] Guard Urbaz
    --[X] South Throng is to split its men between their pass and Urbaz. While Guarding Urbaz they should try and chat up those that visit the Trading post for news on recent events. A few of the Eotheod will also guard Urbaz and act as translators if needed and they can.
    [X] No
    [X] Plan: Incoming Carpenter Clan and looking for sulphur
    -[X] Lumber Yard. 0/50 (1 Engineer, 3 Beardling)
    --[X] +Fortified, +50 to target, +5 Wood per dice
    -[X] Extensive North Pass Fortification, 117/240. (2 Warsmith, 1 Stonemason)
    -[X] Huge, Fortified and Decorated Upper Stairs, 104/140. (1 Brewer)
    -[X] Eotheod Apprenticeships: 3 Eotheod, Shatterspears
    -[X] Storehall. 0/100 - Wood - West Peak - (1 Stonemason, 1 Brewer, 2 Farmer)
    --[X] +Huge, +50 to target
    --[X] +Fortified, +30 to target
    --[X] +Decorated, +10 to target
    -[X] Send out Sniffers. (2 Miner)
    -[X] Constructed Rune: A King's Panoply - Armor - Klad Karaz Duraz (Armor of the Old Stone)
    --[X] Rune of Fortitude, Rune of Stone, Rune of Stone
    -[X] King Gisilhari
    --[X] Commanding a Throng
    -[X] Assuage a Clan - Ironplough - (Both)
    -[X] Range Out From the Valley
    --[X] The Northern and Eastern Throngs Rangers plus the Eotheod Riders are to, stealthily and carefully, keep their eyes on the Urki in the Eotheod lands. Especially those in Framsburg.
    --[X] Western Throngs Rangers are to try and find out what the Trolls to the west are doing, and whether they are mustering alongside Urki to attack somewhere
    -[X] Guard Urbaz
    --[X] South Throng is to split its men between their pass and Urbaz. While Guarding Urbaz they should try and chat up those that visit the Trading post for news on recent events. A few of the Eotheod will also guard Urbaz and act as translators if needed and they can.
 
I was thorn between Jrengus and Ulse, I think we will have to make grudgethrower even if we had gunpowder rigth now since mortars will take forever, so the wood is important, training the rider is something that can be done in basicaly all the orders as long as we have the training ground ready when we go
My logic on skipping the wood is this turn is we still have the ability to use out throng to cut it and next turn we will have carpenters who can set up a lumber camp. If we get the charcoal up then there's nothing else engineers need for gunpowder that can't be worked on by other clans and we can move the engineers over to getting grudge throwers up.
 
My logic on skipping the wood is this turn is we still have the ability to use out throng to cut it and next turn we will have carpenters who can set up a lumber camp. If we get the charcoal up then there's nothing else engineers need for gunpowder that can't be worked on by other clans and we can move the engineers over to getting grudge throwers up.
Hmmmmmmm you're making me rethink my vote for the 'let's do wood now' plan.
 
Your are making a good optimized argument, can I convince you to postpone the coal since we have it for quite enough turns and go search for sulphur?
 
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