The Dawi in Arda (Hiatus)

Master Rune of Mithril
Master rune of mithril

Strike the first line of the rune with a hammer and chisel blessed seven times in the name of Thungni under the brightest moon in spring.

Invoke the name and deeds of Smednir with each blow of the hammer twelve times sing the glory of the warrior Noranduli Amberstone the unbreaking.

Temper with an old sturdy hammer inscribed with runes of fire and cleaving strike if the rune is undamaged add the powdered Mithril mixed with the blood of a rightly crowned king upon the final tempering recite the story of Grimnir battle against Glammendriing

Upon the final hammer strike, the rune shall burn for one thousand years and a night



thoughts on this guys
 
Interesting that Fornost is still being used by the Dunedain.

I wonder if perhaps we might one day barter for its reconstruction. Certainly I hope that revitalized trade activity will be a good first step towards the Dunedain moving back into an actual nation-state as opposed to getting too set into their Ranger ways.

[ ] Golden Age Cloak
Woven in the Golden Age by your patron, Valaya, herself. This cloak will forever keep its wearer comfortable and protected from the elements. Come storm or scorching sun.

All well and good save for the fact it's unlikely to ever save a life when it matters, but it occurs to me that if this includes fire
 
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Rune of Sundering
Rune of sundering

Break the works of the enemy thirty times over the rune with a hammer while reciting the grudges of the hold.

Destroy a finely cut ruby for each grudge incurred upon the dawi imbue the dust into the rune with three drops of a runesmiths blood.

Invoke the name of those who would wield the work of the runesmith melt the copper tablet Oath written in the invokeds blood pour into the rune with seven strikes the rune ignites
 
Yay for bonuses to Runesmithing. Soon Apprentice rolls again. Mmmmm.

Like getting a rhunki is literally one of the most potent things that we can do. More dice for more adjusting current equipment, the Rhunki is free to put Runes of Light everywhere which lowers coal consumption, more new runic equipment faster, etc.

New Beardlings! It'll be time soon.
 
Yay for bonuses to Runesmithing.
I should hope not. Creativity is good, but easy bonuses should not be that easy.

Like getting a rhunki is literally one of the most potent things that we can do. More dice for more adjusting current equipment, the Rhunki is free to put Runes of Light everywhere which lowers coal consumption, more new runic equipment faster, etc.

Agreed. Once we have an apprentice set up the higher DC stuff becomes much more viable.
 
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I just want to see the young Umgi king succeed in life and for the Runesmith to have a legacy.

So hopefully the Omakes will help out in that regard.
 
So, to those more schooled in ancient war, what siege engine would be more effective on the battlefield: the grudge thrower or the bolt thrower?
 
So, to those more schooled in ancient war, what siege engine would be more effective on the battlefield: the grudge thrower or the bolt thrower?
Heavily dependent on what you need it for. Though on the face of it I'd say a bolt-thrower is an incredibly useful engine for use against cavalry, other siege engines and blocks of infantry.

Catapults and Mangonels, generally, were more useful for bombarding enemies who are remaining in place, or those inside defensive fortifications. Their main advantage being their arcing fire allowing you to hit targets inside palisades, walls and defensive earthworks.
 
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Catapults and Mangonels, generally, were more useful for bombarding enemies who are remaining in place, or those inside defensive fortifications. Their main advantage being their arcing fire allowing you to hit targets inside palisades, walls and defensive earthworks.
Interesting. I would think the mass and momentum would be ideal for tearing apart masses of troops? Comparatively, one doesn't think of a single bolt being able to kill many in one shot, after all?
 
If I may ask on the face of it, what of the grudge thrower?

I'm thinking open battle mainly, probably on the plains to the east of the Misty Mountains.
If we're talking ancient warfare then a mangonel like the Grudge Thrower is really hard to use in open battle, as ranging in without more modern rangefinders and advanced mathematics can take ages more than adjusting the tension and angle on a bolt-hurler.

It can be used, of course, and they have been used in warfare, but I'd take scorpion bows/ballistae over a mangonel any day.
 
Interesting. I would think the mass and momentum would be ideal for tearing apart masses of troops? Comparatively, one doesn't think of a single bolt being able to kill many in one shot, after all?

The bolt from a decently sized ballista like the dwarven bolt-thrower is a yard long and often about the thickness of a human bicep, capped with a steel tip the length of a gladius.
They could and would go through several ranks of men before stopping, and could skewer two horses front-to-back if you got lucky. They are also incredibly accurate as compared to most other siege weapons, and have no minimum range.

A mangonel is longer range and can do equally large amounts of damage, but in open warfare they have a minimum range under which they cannot hit, and their inaccuracy meant that firing danger-close would often mean crushing your own troops.
 
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aye, Grudge throwers are also better suited for defensive warfare, along with bolt throwers.

the grudge throwers are anti-infantry blocks and siege towers and such, while the throwers are anti-monster and maybe calvery...if we attach ropes onto them and cranks we could theoretically pull a seige tower with enough force to topple it to the side, basically turning it into an impromptu barrier against ladders.

if we really want to get nasty, start making moats around the base of our walls, and then have enough oil or other liquid material that can fill it and be set on fire. sure its a one time use, but it extends the siege, and if were talking about a karak thats self sufficent and not the orks who wouldnt be able to get supplies for a long term siege unless they eat each other...

well, that just goes into our favor.
 
If we are talking historical sieges, most siege weapons where built on site rather than completed and then hauled to battle.
This even includes Great Ottoman bombards that where cast near battle during long sieges.

In any case, if we must be historical, all our walls should have ditches in front of them.

Best way to stop ladders? build a ditch.

Stop siege towers reaching walls? build a ditch.

Most problems in defensive and offensive warfare can be solved with ditches.

Minas Tirith and the Hornburg could do with a nice deep ditch or moat, it would completely invalidate most of the enemies siege options. No way the Uruks will be hauling ladders when there is a massive gap separating you from the wall.
 
Dry moats are great. Take the fill out to the outside for an earthen wall, free wall. Just make sure that the actual wall goes all the way down with foundation too.

Romans used Scorpions as crew served anti-infantry and anti-cav weapons. And those are smallish bolt throwers.

The 'indirect' fire of Grudge Throwers is best used to go over walls or as a counter battery, and so very nice in sieges. Both offensively and defensively. Definitely easier to zero in on specific firing zones too since you can practice.

Honestly, the direct fire bolt throwers are pretty doo doo on the walls except to snipe towers, other equipment, and 'large' monsters/troops like trolls or balrogs. The angle is poor for thier kind of standard anti-infantry work.

I think most of the dawi's gunpowder artillery is direct fire cannons (Low angle of fire) with no howitzers (Middling angle of fire) or motars (High angle of fire), IIRC. Which kinda makes no sense, but whatever.
 
Now I'm wondering what a Dawi made moat looks like. Bet anyone else would call it a masterfully made canal.

As for bolt throwers vs gruge throwers. Boltthrowers on the walls and towers with gruge throwers behind the walls on raised platforms with carefully placed range markers. "Bunch of grobi at range marker 7, left side!"


Edit: when we have cannons they would start in the towers and spread to the walls. Cannons and boltthrowers may be direct fire weapons but they would be great for breaking up the enemy lines before they get to close for them to shoot.
 
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The only real reason, in my opinion, that the warhammer dwarven TT roster didn't have Mortars, steam-tanks, long-rifles and grenade launchers is that GW wanted the Empire roster to be more unique.

There is very little stopping the Dawi from producing those things, and the 'oh but tradition' excuse kinda falls flat for me given that they have already innovated organ guns, shaped artillery shells, machine guns (for their helicopters) and steam-trains for the underground.
 
The only real reason, in my opinion, that the warhammer dwarven TT roster didn't have Mortars, steam-tanks, long-rifles and grenade launchers is that GW wanted the Empire roster to be more unique.

There is very little stopping the Dawi from producing those things, and the 'oh but tradition' excuse kinda falls flat for me given that they have already innovated organ guns, shaped artillery shells, machine guns (for their helicopters) and steam-trains for the underground.

Well, given that they have infantry with rocket propelled grenades (the Trollhammer torpedo)…
 
Turn 19 Results
The King's Matters
Grazur
The expedition to the Old Forest was fraught with magic. Imladris set a hum in the bones of the Dawi, the Bruinen whistled with the power of Lord Elrond as it wardened his realm and having passed Bree and descended from the highway the stench of the Uzkular grew ever stronger.

Here there were barrows, they seemed perhaps a few hundred years old but the presence of the Uzkular had taken them. So distinct a presence meant a powerful necromancer indeed had wrought their grip over these barrows and the Elder and his expedition were not going to be capable of ridding them in any short measure.

And beyond the barrows, which had been bypassed with a circular path, was a forest. It bore ranks of Pine stalwart and watchful and treading past the treeline was to enter into Athel Loren. Elder Grazur had never actually been to that most haunted of woods, but there were places in the Gloom Woods nearer Karaz-A-Karak that bore that same overwhelming sense of magic. His spine tingled uncomfortably, and he did not need to be a Rhunrikki to smell that something powerful was close at hand. And this was its Realm.

The Elder and his handful of Longbeards delved deeper into the Old Forest. The Pines soon gave way to Oak and Ash and the canopy grew thicker and the wood grew older and darker. There was a gloom to the Old Forest and yet the power within grew into something more familiar. The uncomfortable tingle of magic turned instead to the steady and comforting thrum of a Rune of Power, of a Rhunrikki in his full panoply stood over an Anvil of Doom as the full might of Thungni focused and dispersed and focused with the rhythmic beating of the hammer.

And then the trees moved. A gnarled Ash twisted in the west and thundered closer. Loren! And the Longbeards slung their Az into hand and braced for battle. The Loren gripped them with roots, battered them with branches and crashed through the party. And the Az parted bough from trunk, cut loose Longbeards tangled in the Loren's grip and Elder Grazur brought down a hammer hard into the trunk of the creature.

It backed away and fled, but there was a general rustling in the distance. More Loren were coming. So, the party went deeper into the Old Forest to seek the home of Iarwain Ben-adar and the sanctuary it might present amongst so many Loren. They stumbled across long forgotten paths that vanished amongst the roots of stirring trees and leapt over streams that went south and west. And they burst through the treeline into a sunlight glade rimmed with beautiful trees all bright with colour that sang with the wind.

And there was an Umgi woman sat in a chair outside the modest wooden house. She was singing and her voice was beautiful, a balm to the soul. It could thunder like the torrent of Zhufbar and could caress like a mountain top spring. She sang an ethereal and piercing tongue none of the party had heard before but as they came closer her voice twisted and Khazalid came loose from her voice.

It was a song of the place where the river meets sea and of three fish who argued as to which was the better. A deeper voice is singing the complementing part from within the house, though it has not changed from the ethereal tongue of before.

"Tom dear, we have visitors!" And the woman smiled brilliantly and stood from her chair. Tom came out from his home and he was ancient. If his beard was not looped through his belt it would have run along the ground, between his feet and out behind him. Though he wore nothing bearing runes, the thrumming only intensified as he came closer.

"Visitors have come to Tom! And not by the normal way, over the Hedge or on the path." And this Ancestor to Ancestors leant down to look closer at Grazur. "Tom should make them tea." He led the party inside where he began to brew them all a hot drink. His wife, who introduced herself as Goldberry, made a veritable feast and laid it all out in the same time. The thrum of his power almost overwhelmed the slight twinge that struck Grazur's spine when she came too close. She was no Kvinn, and as the feast progressed it seemed that Tom was no Rhunrikki.

When Grazur mentions it, the pair shrug. "Tom is Master of this Forest. From River to Hill to Hedge to Road. All that is within it, Tom is Master." His explanation does not go very far. But Goldberry goes on to explain the tale of their marriage, when she was young she had tried to sing him into her command, but he had sung her river into his. And all the beasts of the forest had then attended their wedding.

The Longbeards have begun to tug at beards in confusion and look at one another. This is the Eldest according to beings as old as tens of millennia, older than they by counts immeasurable. And their own bodies and noses were clear that he and his wife were powerful, but there seemed to be a touch of madness to them both. Magic was wont to do such things.

So Grazur decided to turn the conversation to the Loren in the Old Forest instead. "They have lost their shepherds. Tom was most upset when they went away. Tom song them lullabies, but they listen to dark winds and wake from nightmares." Tom shook his head sadly. "And with no shepherds the Trees are in terrible tempers when they wake. But Tom will sing them back to sleep!" He went out from the house, the door bursting open.

Goldberry laughs a twinkling laugh that sounds like a stream running over shallows. "Tom forgets to count the trees sometimes. It will take a long time to sing to all of them. But they will not hurt you if you go through them now. Tom has commanded it of the whole forest."

The party decides to take the opportunity. Tom, the master of the Old Forest, was an interesting fellow. But Elder Grazur thinks he's much happier to be beyond the boundary of this realm, the thrum of Power vanishes in the moment of a single footstep.


Daungrumm
Lady Celebrian, the Princelings and Princess, and two score Noldor riders came to the Door. There Daungrumm and a dozen Longplaits joined the party and set out across the High Pass. They went down in the east to the Near Vale before turning south along the west bank of the Anduin and following the great river.

They came upon villages of Hobbits who plied the waters of the Anduin where it met the Ninglor and gained the use of a ferry to travel across the Ninglor and into the South Vale of the Anduin. Now they made rapid progress over open grassland towards the towering forest on the far horizon. Here there was a taste of power in the air and as they tried to cross into the woods Daungrumm found her tongue burning and the other Longplaits grumbled of the taste of rusted iron in their mouths. So, Lady Celebrian and hers went on ahead while the Longplaits camped just outside of Laurelindorenan.

The next morning Lady Celebrian and her mother, Lady Galadriel, came to the edge of the forest. And the Lady was alive with power in a way that Lord Elrond had never chosen to exhibit. "The King is dead; The Gold Wood has been cautious of visitors since." She looks upon the Longplaits, hair as snow flowing over shoulders and through belts while her own was some strange twisting beauty of gold and silver. It seemed to almost shine as if it were woven stardust rather than real hair.

The Lady Galadriel sits about the fire of the camp with her daughter to one side and Daungrumm to the other and the group discusses just why Daungrumm should be allowed entry into a place that only Quendi could set foot. Daungrumm hasn't explained what it was that gained her entrance to Laurelindorenan, but she tells that the forest was much less gripping in its power thereafter and when the moon hung over the city of Caras Galadhon the taste in her mouth vanished entirely.

The Lady was a gracious host, if prone to melancholy, and her husband Lord Celeborn was regularly absent. Laurelindorenan was close to Hadhodrond and the presence of ancient darkness in those halls had struck fear into the Galadhrim of the forest. It was that fear that had eventually slain their last King when he had gone to follow his lover who had fled it. The King and his would have been queen were stolen by the sea now, and in their place the Lady and the Lord ruled the forest.

The children of Lady Celebrian went with friends that they knew in the realm to explore the woods and enjoy their visit, having paid their grandmother the respect of staying with her for a week, and Daungrumm and Lady Galadriel walked through the boughs of Caras Galadhon speaking on matters many and varied. Despite her power, and the ability to bar the borders from most evils, the Golden Wood was encroached upon in every direction.

Shadows reached across the Anduin from Dol Guldur and down the rivers came whispers of dark things in the Ered Hithui and the Quendi of the forest were oft diminished by the stress upon their realm. She was glad that the reclamation of the High Pass had bought her easier access to her daughter and grandchildren and pleased as well that it had brought the host of Glorfindel. For the Servants of the One had been stirred of late. Arnor was fallen, Hadhodrond was fallen, Minas Ithil was fallen, the King was dead and Dol Guldur cast ever longer shadows over Laurelindorenan.

Three of the Nine had come upon the edge of the forest and Glorfindel had joined with the Galadhrim to turn them back and defend the far bank. They had gone again to Mordor, crossing the Anduin and the Brown Lands to rally their strength beneath the high walls of that realm.

And Lady Galadriel had a gift for the Queen when the party departed north again. She had taken from her fountain water that was most holy to the Quendi and kept it in a phial. The Light of Earendil, the most beloved of all stars, could drive back any darkness. Much as the hope given to the Galadhrim had driven back long shadows.


Build a Barrow
(1 Beardling Die)
72+2 = 74
Beyond East Pass, past the end of the carven road that leads through the Pass and over the ridge, can be found a long earthen mound into which has been set a stone disk. The archway over the stone disk is carefully engraved with twisting vines and there is a complex locking system holding the disk in place. An inscription in the door declares that this is the Barrow of the Royal Huskarls of King Gisilhari, all those who enter should know this for the resting place of Umgi of mighty spirit.

Behind it lies a narrow and dark tunnel that splits at seemingly random several times to go deeper into the Barrow and up and down through varies levels of the mound. The tunnels come out to chambers where stone shelves hold the embalmed armoured bodies of the Huskarls who have died in service to King Gisilhari.

The boy King goes down to the Barrow more than a dozen times, all but three of them he goes alone with Hagrim for the Huskarls had no family at the Karak. You are not privy to the rites of the Eotheod, but Gisilhari tells you that there is little need to fear that the Huskarls will raise from the dead.



Beyond the Valley
Fortified Charcoal Pits 94/100
(1 Engineer Die + 1 Eotheod Die.)
66+39-15+4 = 94
The Engineers have gone down into the West and directed some of the Eotheod in digging out pits for the creation of Charcoal. Shallow round holes under earthen cones, here Wood will be baked into Charcoal. Alas the Eotheod are not well used to creating Charcoal and several of the pits collapse on themselves or worse, are inefficient. While the Eotheod are making the pits, the Glintgears have been raising a ring wall and digging a shallow trench around the whole area. Thick stone blocks have been embedded into the ground just beyond West Pass to keep out most thieves.


Fortified and Decorated Barracks 127/160
(1 Miner Die + 2 Beardling Dice.)
43+50+28+6 = 127
The Stonebeards have gone across to Kazad Urbaz to provide South Throng with a hall in which to store their belongings and sleep. Fair work is done to carve out the Hall across the way from the Guest Residences. Here the gates are a sturdier thing for those without need not have means of controlling those within. There is a Guardhall then to watch the tunnel behind the Door. But it will take some more time to finish carving out the space and marking out suitable decorations to soothe the South Throng.



Surface Hold
Extensive North Pass Fortification, 187/240.
(2 Farmer Dice.)
28+58-5-5-5-5+4 = 70
The Ironploughs have gone again into the North Pass. They have raised the towers of the flanks of the Pass, squat and round they look down upon the entirety of the road and from them the Dawi can turn the North Pass into a terrible killing field. None are beyond reach who dare to enter the North Pass.


Eotheod Apprenticeship with the Shatterspears, Failed
Challenge Level: 40
(2 Eotheod Dice.)
37-15+13-15+4 = 24
Over the course of the year the Shatterspears have gathered promising Eotheod to them for apprenticeship in the working of stone. But the Eotheod have struggled to take to their studies. The Shatterspears have been exacting masters and more of the Eotheod choose to surrender their apprenticeships than continue to the year's end. It is no matter, the Shatterspears spend thirty long years as Beardlings gaining apprenticeships and honing their Clan trade, even Umgi might not be expected to gain an Umgak mastery of stonework within but a year.



West Peak
Huge, Fortified and Decorated Powder Storehall, 148/190..
(2 Brewer Dice.)
64+90-5-5+4 = 148
A Storehall carved out from the Lower Level of West Peak must be carefully designed. Here the rooms are small with the Hall as much walls as open space, though the rooms are of great number indeed. The walls and the layout of the Hall has been shaped so that a detonation in any one room should be directed away from all other rooms. Ceilings must be reinforced, but pillars might be taken out by an errant explosion and then ceilings would come down. And so, an intricate design of interweaving stonework has been built across the upper reaches of the Storehall.

All that is left is to fortify the way in, provide suitable homages, and actually get some Powder to fill the Storehall with.


Huge, Fortified and Decorated Powder Hall, 141/190.
(1 Stonemason Die + 1 Beardling Die)
88-5+54+4 = 141
The Shatterspears have gone across into West Peak and carved out a huge space for the creation of Powder. The majority of the Hall has been designated for traditional Gunpowder making, there are the great stone vats set into the smaller halls that make up the greater space while the main hallway runs back through the Hall to where Drakepowder might be made if there are trained Dawi to make it. There's a solid barrier in the main hallway to keep the more secretive recipe hidden from any wandering guests. But work will still need to be done to fortify the front section and mark out the proper decorations.


Fortify Greatmantle Clan Residences 48/60
(1 Warsmith Die)
46+2 = 48
Greatmantle Clan Tombs 54/60
(1 Warsmith Die)
67-5-5-5+2 = 54
The Greatmantles have gone into North peak and set to work improving their Clan Residences. The difficulty involved in amending an existing structure has seen the work crews making slow progress. They have divided into two groups; one is working to separate the Residences from the Entrance Hall by narrowing the entryway and building up a Guardhall to oversee the gates. The other group has set to work on Clan Tombs, so far they've carved out that space but still need to lay into place the caskets.


Expand Leadbeard Clan Residences 26/60
(1 Stonemason Die)
14+10+2 = 26
The Shatterspears have set to work on expanding the Leadbeard Clan Residence. The Leadbeard Beardlings will soon finish their apprenticeships with their elders and come into their own as warriors of the Throng. Ahead of the coming evaluation of the growing population of the Hold, the Residences will need more space. Alas the Stonemasons have struggled to expand closed Hallways out into the area around the existing Residences and there are some concerns that making more space might mean smaller suites.



The Underhold
Send out Sniffers, Success
Challenge Level: 40
(1 Miner Die)
96-5-5-5-5+2 = 78
The Stonebeards have gone down through the Tunnels and set noses to walls. Some of the Beardlings were muttering about a familiar scent from their childhoods in Karaz-A-Karak, like baking bread or freshly hewn stone… And then an Elder listening to their conversation steps in and suggests the scent of gemstones.

A cave with walls of granite has been cracked open. A mess of stalagmites and stalactites criss-cross the cave, sometimes even forming weak pillars. But scattered amongst them are geodes containing glittering and clear gems. Diamonds.

+7 Diamonds


The Prospectors
4
Surface Scent
The Master Prospectors have gone down into the Depths. There they have worked to expand the network of prospective tunnels so that their noses can better assess the wealth of the mountains. But they have breached some other tunnel. It is roughly hewn, and it carries its own wind. The Surface Scent is strong, the Depths are breached and there is no telling what things may be in these tunnels. The Ironbeards are notified of the breach and adjust their patrols to match.



Runelord Challenge
A Shield, 1/2 Turns Completed.
Challenge Level: 30
55+10 = 65
The Runecrafting Hall remains sealed this year, the Rhunrikki has gone in with his Gromril and set to work on a broad and round shield such as could turn aside incoming fire from a whole Throng. The Dawi on duty in the outer Guardhall have reported little in the way of grumbling or nightmares so you can only assume steady progress has been made.



Personal Challenge
King Gisilhari (Delegation), Success.
Challenge Level: 20.
(King Gartrim)
98+5 = 103
Gisilhari has begun to delegate and trust in his Huskarls to lead sections of his Throng. A Thane cannot command every Warrior in his Throng and he has learnt his lesson. When now you take him out to the Training Yard to train in command, he is more willing to allow Hagrim freedom to wield his company as he sees best and is choosing more reliable simpler plans. You've years on him enough not to need fear defeat, but the Garazi comes closer than he perhaps ought. The Blood of the King can bear out in exceptionality amongst Dawi, you suppose it makes sense that in Umgi it will stir at a younger age.

The pair of you have also taken to the habit of playing Alvatafl together. When he isn't in lessons with Hagrim on matters of Eotheod custom and history and internal politics, he's with you sat behind the board. You take the opportunity to impart many wisdoms on the Garazi and he seems to be seeing you as something closer to Honoured Uncle than merely the relationship between Apprentice and Master. He has been observing your own strategy of rule, assigning duties to the Clans for the year and allowing them to work with their Elders to carry out those duties rather than stepping in regularly to direct the work yourself.


Assuage Clan Ironplough, Failed.
Challenge Level: 40.
(Queen Daungrumm)
11+5 = 16
Daungrumm has returned from Laurelindorenan wearing the Light of Earendil about her neck on a chain. She gathers the Ironploughs and speaks with the Elders amongst them to decipher just why their Clan is ill at ease. There's the shame of course, they felt that they came the worse off in matters of the Reckoning between themselves and the Stonebeards, and there was the matter of the Noldor Farmers as well.

The Farmer Clan believes that their efforts have long gone unnoticed and unrespected. Suggestions on rectifying matters are few enough and the meeting seems to have made little progress towards assuaging their concerns.


Trade Agreement with Mithlond
Challenge Level: Interlude
2
You have journeyed into the west along the Great East Road. A small cohort of Longbeards have come with you as you depart the Door and go down the road past Imladris. Over the Bruinen, and the Last Bridge and past the once-fortress of Amon Sul. Here you come across your first quarrel. The Dunedain Rangers have stopped you on the road and demanded your purpose and destination. Dwarves have come wandering up through the Gap and into Eriador from the East. And they have stirred trouble of late.

But the Dawi of Karak Drekfut are known enough to the Dunedain, and your name provides you access further west. But your resemblance to these wandering Eastern Dwarves remains. You have travelled to Bree and been stoppered at the gates. The Gateman of Bree will permit no Dwarves entry to the town, and your party must go around and through the Barrow Downs.

Three times do the Uzkular stir from the Barrows and assault your party. Three times do the Longbeards form tight ranks and cut through the Uzkular and the flat of your Az shatters the bones so that they may not be raised again before you return to the road.

The Halflings of the Shire are no less restless than the Umgi of Arnor. Wielding bows and short swords the warriors amongst them stop you on the road. You and they both lack a common tongue and the discussion of why Dwarves have come into the Shire is short and you must turn back and away from the road once more.

You ford the Baranduin further north and work around the northern borders of the Shire of the Halflings. You reach the Lhun away from the roads and follow the south bank to Mithlond. You are in a poor mood and the watchers of the gates of Mithlond draw bows as your group approaches. Word of those Eastern Dwarves must have reached the Gray Haven.

Lord Cirdan comes to the gates and attests to the distinction between the Dawi of Karak Drekfut and the Dwarves who have troubled the peoples of Eriador. He hosts you in the House of Cirdan and you settle in to discuss the matter of trade between Mithlond and the Drekfut Ankor.



The Lorekeepers
Carpenters, 5/5 turns completed.
The Carpenters have presented their masterworks to the Lorekeepers and have been declared adequate for the founding of a new Clan. They have come up from the Halls of Remembrance and will need to gain the accommodations and other trappings of a Clan.



The Throng
Guard Kazad Urbaz
The South Throng mans the Door and assigns some of its number to the North Tunnel as well to bar the way to Karak Drekfut. No further than Kazad Urbaz may any go unauthorised. But that does not mean the Dawi are unfriendly, some of the Eotheod have been brought into Kazad Urbaz to aid with translation and have bought a handful of stall licences amongst them as well.

Word comes in from the wider world of some migration of Dwarves out of the far east coming together in small groups. They have been raiding smaller settlements across Rhovanion and steadily moving south and west. Durin's Folk have driven their kin from their territories in the north and the Avari of the Woodland Realm have turned them away from the Eryn Galen. These bands of Dwarves have made the crossing of the Anduin near the recent battle between Mordor and Laurelindorenan and gone west through the Gap as the year has progressed.

By the end of the year, you're receiving word from Arnorian traders of Dwarves stirring up trouble in Eriador. Though the Dunedain do not choose to make market in Kazad Urbaz, their once subjects amongst the Men of Arnor are interesting themselves in the purchase of Dawi arms. Indeed there comes one day when the Thane of the Shire arrives and spends much wealth from amongst the Halflings on Dawi crafted armour for his Sheriffs.


Spy on the Trolls
Elder Urtain has lead the Rangers of West Throng along the slopes of the Ered Hithui and northwards towards the tunnels that he had tracked the Trolls into. They go in through these wounds in the mountains and find themselves shortly in heights above a Hall swarming with Urki and the Trolls are amongst them. Great Wolves are kennelled in one corner of the space and there is no natural light in the room. Only the flickering of flames in stolen braziers.

While they watch, a horn sounds in the near distance and the gates are thrown open. The host leaves, the Rangers follow. Out into the passes of the high mountains, they travel eastwards and a somewhere into the north with the lands of the Eotheod arrayed beneath them. They work along eastern slopes and past the valley where Scatha was slain by Fram. More Urki hosts meet them as they come down from the mountains into a great gap between the Ereds Hithui and Mithrin.

A single great army now travels along the northern edge of Eotheod and there are horns in amongst the Mithrin playing out in rhythms. The Rangers must travel along circuitous routes to avoid detection by the Urki and their allies that pour in to join the host, but they manage to keep pace enough to be there when the siege lines are set before the gates of Udrabax.


Spy on the Urki beyond North and East Pass
The Greatbeard has taken his Throng out of North Pass and into the high mountains. There they have steadily made way to the slopes over Framsburg to look down on the broken castle. The Urki continue to dwell amidst the ruins and there is smoke steadily rising from hundreds of fires as they make camp in old Eotheod longhouses.

North throng watches from the safety of the peaks as the Urki move through the lands of the Eotheod on patrols, moving supplies between the captured fortified towns and as a swell of the Urki tide presses north through the land. Turned back by the Noldor and the Dawi in the Near Vale they have clearly chosen to return into north rather than risk further defeat in the south.

Nirvid has taken the East Throng across the Anduin and up the eastern bank. Travelling on little tread paths up the river and beside the Eryn Galen they move with some speed to the docks of the Eotheod. They are burnt and blackened and much of the jetties have given way into the Anduin entirely. There is some movement on the far bank and so the East Throng settles into camps to watch the river and the Urki.

They seem to be little interested in crossing the Anduin although the East Throng stoppers some raids into the Eryn Galen for timber, and instead seem to be settling into the lands on the west bank. Of more interest is that of all the realms of the Quendi, the Eryn Galen seems to be the least actively magical. There's been no sensation of the presence of that wrongness while camping at the edge of that forest. Perhaps this is why the Noldor and Sindar consider the Avari to be the least of their people, their magic has been left to wither and wane.

Captain Hagrim has taken the Royal Huskarls into the Near Vale and used the secret paths through the eastern slopes and hidden fords of the streams that feed the Anduin to reach their homeland. They ride through the plains of their lands and spy on the Urki, occasionally moving to raid supply lines and cut down the Warg Riders who carry messages between towns.

But movements in the grasslands begin to swell in size and a host works its way from town to town gathering strength. The Huskarls track it north until it meets a great army and goes away into the Ered Mithrin.
 
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Jesus Christ that roll for the trade agreement nearly gave me a heart attack. We really should consolidate our king and queen rolls more often.

The Prospectors need a new Underhall, more rolls.

Not sure why we went with Sniffers.

Now despite a fraught journey it's time for the meeting of trade. Don't let me down millennia old maritime power.

Interesting, we're not the target at all. This could be an opportunity, though I doubt the Eotheod would be eager to assist the Dwarves.

I cannot believe Galadriel gave the Light of Earendil. What the fuck did our wife roll?
 
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The Prospectors
4
Surface Scent
The Master Prospectors have gone down into the Depths. There they have worked to expand the network of prospective tunnels so that their noses can better assess the wealth of the mountains. But they have breached some other tunnel. It is roughly hewn, and it carries its own wind. The Surface Scent is strong, the Depths are breached and there is no telling what things may be in these tunnels. The Ironbeards are notified of the breach and adjust their patrols to match.
This just solidifies my desire to train ironbreakers next. We need dwarves trained to fight in the depths of the tunnels.

Fortified Charcoal Pits 94/100
We can probably finish this off with a beardling die and set the engineers on making seige engines next turn.
 
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