The Dawi in Arda (Hiatus)

As players.

Runes shouldn't work in Middle earth, whether because of the lack of winds of magic.

There's also the not-really-magic of hobbits hiding and elven crafting.

I don't think there's anything stopping the Dawi from using that kind of magic.

Runes use the spirit of the Dawi to recharge. There are some places associated with power in Middle Earth where runes will also be able to draw on that power to recharge.
 
Not gonna lie, I was holding out hope for some working or knowledge or artifact from the First or Second Ages in Nogrod and Belegost.

Maybe not necessarily Telchar's journal, but y'know.

But it makes sense that with time to pack up and no enemy horde on one's heels as was the case with many Karaks and Holds of the Karaz Ankor, they'd take everything truly unique and worthwhile. Mithril is no simple material but it doesn't have history and emotional value to it. I expect only Gundabad and Khazad-Dum might have such things given how they fell…although it doesn't seem as if these Dwarves just up and left, but were fought and killed, so…

Here's hoping that the smaller halls in the Blue Mountains yield something yet with less insidious danger. I am determined to eventually scout them out at least, probably sometime soon too, though not to the point of running "battles" as was the case in the home halls of the Broadbeams and Firebeards. Not yet at least.
 
Last edited:
Would a Banner with 3 runes of Sanctuary help while in the blue mountains?

Also... Is Nendumir going anywhere? The way the votes are, it's not clear.
 
Last edited:
Will be interesting to see how much of the geological or chemistry knowledge the dawi have once we get chemists up and running. I don't have enough of a background to be able to tell if some of the stuff folk is describing would be obvious or if it was just a ton of luck that gave humanity some of this info. I'd believe that MacGyvering using limited tech is a lot easier when you've got understanding than trying to work out a process when you're not solid on the underlying principles.
 
We know that the Gold College in Altdorf has a rather complete knowledge of the Periodic table.

"Over the last two centuries, the great Magister Alchemists of the Golden Order have deduced all physical existence is made up of far more elements than the four of folklore and traditional science. Senior Gold Magisters have discovered and recorded what they refer to as the "True Elements" of existence: the simplest substances that all matter and gas can be broken down into. Through their obsessive analysis and magical experiments, the Golden Order's Magister Alchemists have identified about ninety naturally occurring elements. They have also created a further sixteen compounds that are mixtures of True Elements and various Aethyric elements they have either released from within the elements or have bound to them (though gromril, ithilmar, and True Transmutation are still out of their reach)."

Its uncertain if Dawi have the same knowledge, but considering how advanced some of the tech they use is I imagine they must have a decent grasp of chemistry.
 
Runes of Sanctuary, one of Gutfroy's runes, to protect the dwarfs from whatever magic is in those mountains.

It might be ghosts, in which case it wouldn't work.
But if it's a curse, or a malicious mountain, it might.
In any event they're not going anywhere, so I'll probably be angling for Rune choices to help in the coming war for now.
 
Plan Gunpowder. Build a Barrow. The Old Forest. Celebrian – Yes. Nendumir - No.
Writing starting now.
Adhoc vote count started by Warkeymon on Feb 10, 2022 at 1:26 PM, finished with 117 posts and 16 votes.

  • [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 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.
    [X] Build a Barrow (Uses 1 Beardling Die)
    [x] The Old Forest
    [X] Yes
    [X] Celebrian - Yes
    [X] No
    [X] Nogrod
    [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.
    [X] Nendumir - No
    [x] Nogrod + Belegost
    [X] Plan: Ballistae
    -[X] Beyond the Passes Barracks – 2 Stonemason dice & 1 Beardling dice
    --[X] +Huge
    --[X] +Fortified
    --[X] +Decorated
    -[X] Extensive North Pass Fortifications – 2 Farmer dice & 2 Beardling dice
    -[X] The Long Riders – 1 Eotheod die
    -[X] Eotheod Apprenticeships Shatterspear – 2 Eotheod dice
    -[X] Fixed Batteries Bolt Throwers on the Nothern Peak Entrance Hall Towers – 1 Engineering die
    -[X] Huge, Fortified and Decorated Upper Stairs, 104/140. 1 Miner dice
    -[X] Establish a Minor Coal Mine – 1 Miner die
    -[X] Clan residences for the carpenters west peak 2 Warsmith & 2 Brewer diece
    -[x] Constructed Rune: A Shield
    -[X] King Gisilhari
    --[X] Commanding a Throng with a focus on how to delegate, the importance and when to do it.
    -[X] Assuage a Clan - Ironplough - (Daungrumm)
    -[X] Try to get a trade agreement with Mithlond - Gartrim
    -[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 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] [Captain Hagrim] - Build barrow
 
Thank you as always for your hard work. I really like your writing style, it is akin to Tolkien's less archaic writings.

Now, before I forget, in response to your Grombrindal appearing before the Company, I posit to you Maglor appearing before Gotrek and Felix. As one with an intimate understanding of a life governed by Doom and appreciation of the telling of tales/history (or in his case, singing).
 
So assuming we don't get anymore die what should we train the Eotheod as? I'm thinking Stonemasons, Warsmiths and Long riders. I'm assuming they're ok at feeding themselves so training them as warsmith stonemasons and warriors should set them up well to defend themselves against attacks in the future.

Also what to people think about contacting the rangers for an alliance against the remnants of Angmar? We do have a grudge against those Wolf riders and I suspect they'd like them killed too.
 
Last edited:
Also what to people think about contacting the rangers for an alliance against the remnants of Angmar? We do have a grudge against those Wolf riders and I suspect they'd like them killed too.
I certainly have nothing against it.

A part of me honestly wishes the trolls and remnants would come to us. Lot easier to kill them behind stout Dawi walls.
 
Some mobile artillery could also be nice. Once our population has had a chance to recover a tad and get equipped I could see us being more aggressive.

TBH though I'm not sure if it is better to try to clear north toward gundabad in the hopes it'll help strengthen the dwarves and Framsburg or south and try to clear everything to Moria. The Balrog seems like it'll stay put so attempting to clear out everything around it shouldn't be more hazardous than usual. Since Sauron is stirring up stuff from South East at Dol Guldur it might be good to try and clear out the everything from the misty mountains to the Anduin just on general principle. It could slow him down or make him leave early.

Maybe the answer is both? North to clear out stuff and let Framsburg grow easier for 50 years and then we have them swoop down with us in the centuries after that and really secure/build up the area down to Lorien?

Do we think we can have enough influence to do anything with Angmar after we clear out the trolls or area around Mt. Gram?

I could also see us supporting a push to stabilize Mirkwood along and North of the old forest road if we could get the elves to help. But that seems a bit out of our element and would we need to throw up some minor ward stones or something to resist Sauron's influence? Does he have a massive passive corruption AOE that we need to counter or is it just a bunch of minions making things crappy?

TLDR: I got no clue or firm suggestions on what's best but we've got a lot of interesting options.
 
So assuming we don't get anymore die what should we train the Eotheod as? I'm thinking Stonemasons, Warsmiths and Long riders. I'm assuming they're ok at feeding themselves so training them as warsmith stonemasons and warriors should set them up well to defend themselves against attacks in the future.

Also what to people think about contacting the rangers for an alliance against the remnants of Angmar? We do have a grudge against those Wolf riders and I suspect they'd like them killed too.
This also ties in nicely with what @KarmaA is saying about strengthening the people of Eotheod and allowing them to flourish in the north. We might want to start talking to young Gisilhari and his people to see if they wish to reclaim Framsburg or if they wish to settle somewhere else, it would still be a good idea to start clearing orcs in the Misty Mountains regardless of where they wish to rebuild though.
 
Back
Top