I think Thunder Lizards fit into the prohibition Vantigon has of "won't work on animals whose mouth he can fit into."
Though on the note of animals, I wonder if our next animal, rather than an aerial beast, we might want to be a naval warbeast. Would need to either be small enough to be based out of Dwarf ships (even if they have to be specialist warbeast carriers) or modified for the endurance to keep up with Dwarf engines, but could be pretty useful with how we're increasingly becoming a major maritime power.
Something like the Promethean could work, and would also fit in fairly well with the Dwarf aesthetic of big, bulky, and heavily armored. It could even be used as a warbeast that can go on land to be part of a first wave of amphibious attackers.
That's... Extremely doubtful considering we're still missing a plus two naval war beast bonus, a plus two air force bonus, and a plus one magic bonus to our military. Hell, we won't even have connected all our existing holds in ten turns let alone have defeated any major enemies that those bonuses would be vital for. By contrast, eating warp stone doesn't really do anything for us that's why it was eventually discarded.
Part of the reason we wanted an aerial beast was that it pulls quadruple duty as our plus two air force, a naval war beast in the same way that aircraft carriers are part of the navy, our plus two magic force, and an invasion deterrent. I just don't recall if it was a plus one for the navy in addition to the plus two it'd provide to naval engagement as our airforce or if we needed a dedicated navy war beast for the full plus two.
400 years is just 10 turns, we will absolutely still need warbeast in ten turns. If anything we may want them more by that point if anything since we may be trying to reconquer lost holds or engage in offensive war (against Nagash, Dawi Zharr, or whatever else).
400 years is just 10 turns, we will absolutely still need warbeast in ten turns. If anything we may want them more by that point if anything since we may be trying to reconquer lost holds or engage in offensive war (against Nagash, Dawi Zharr, or whatever else).
I think you're using Xantalos' depiction of thunder lizards, which are way bigger.
In the wiki, it says that a bull stegadon might get territorial and successfully drive a thunder lizard off.
They're probably "just" mammoth sized, which meets the criteria of dwarfing a stegadon but definitely not big enough to eat Vantigon.
I think you're using Xantalos' depiction of thunder lizards, which are way bigger.
In the wiki, it says that a bull stegadon might get territorial and successfully drive a thunder lizard off.
They're probably "just" mammoth sized, which meets the criteria of dwarfing a stegadon but definitely not big enough to eat Vantigon.
Yeah, I deliberately sized thunder lizards up in RYE so they could fight 40k titans Godzilla-style. I think there's an argument to be made for having them being merely the size of a brachiosaurus or similar.
Possibly. If the earthquake actually happens in this timeline and if it happens on the same schedule as it did in the Lizardmen timeline that the knowledge of it comes from.
The Lizardmen are isolationist enough that they're probably on the same timetable, but it's entirely up to Lonkas if he wants to make use of that event or not.
All knew that the fall of the Reiksfort would be the true end of the rebellion. With the siege of Taalheim dealt with after the beastmen, having not realized the threat posed by dwarven cannons, allowed them to set up optimum firing positions before the battle was actually joined. A deceit that the Dawi would unlikely be able to repeat, the memory driven so deeply into the psyche of the beastmen of Aldankor that it would surely reverberate for generations. Thus after a decisive if hard fought battle, the tribes were splintered and the beastmen could be considered dealt with for the moment.
In the rest of the southern provinces, mop up operations continued. The Dawi surprise assault of the previous six months having already shattered what remained of the overstretched insurrectionists. The remaining armies of the Reik not dedicated to the Reiksfort assault swept throughout the remaining lands, breaking through whatever minor resistance was left in their wake, until by years end after the Dawi intervention, the rebellion in the south could be considered concluded and long refugee trains began returning to blasted, hollowed out homes. The towns of the region mustering barely half the number of inhabitants they had possessed only a few years ago, once the vengeful Reiklanders had purged those who remained.
Up in the north, a similar attempt was made to close out the campaign. But here the opponents were far less spent. Consolidated and reinforced the northern rebellion was able to match the blows the Reiklanders sent their way and though some towns changed hands and large battles were fought, a stalemate is all the the emperor could force out of the rebels who continued to resist, primarily utilising the wooded terrain as well as the Talabec as natural barriers, hindering the larger imperial armies.
The war had turned. A few provinces, even if they met isolated successes could not hold out against two whole empires, and slowly but surely the noose was pulled around the neck of the rebellion. Until at last, with a barrage of cannon that dwarfed any seen since the war of the northern holds the battle for the Reiksfort began.
The battle, though hard fought, was nonetheless an extremely strange affair. Which concerned the allied commanders. For even if resistance was a forlorn hope, at least the defenders would man the walls and attempt to resist as they were most able. Yet as the combined host of elves, dwarfs and humans approached, only a few isolated towers and sections of the walls were actually manned by the enemy. Battle was only truly joined after the walls were successfully taken, yet even here resistance was haphazard and the city itself eerily quiet, though certainly not quiescent.
The walls themselves pulsed, occasionally spurting blood from fissures in the masonry. While horrific mutilations of creatures stalked the empty streets. Dogs, driven mad by the aura of travesty that surrounded them had serrated bone spines jut out of them, and flung themselves at the allied forces in a ravenous rage. Seeking an end to either their lives or the unending bloodlust that engulfed their primal minds. Even the trees themselves that lined the boulevards reached forth with with twisting branches, the bronze leaves that adorned them leaving wounds that bled ceaselessly from even the shallowest of cuts.
The defenders themselves were if anything in an even worse state than the city itself. The once normal soldiers and levies that made up the majority of their forces had seemingly devolved over the past few months since the last major engagements. All sported some mutation, whether it be multiple arms, horns or a scaled hide, and many had been reduced entirely to spawnhood. Mutated beyond recognition these shambling hulks of limbs, spines and tentacles were corralled into packs and only released at the allied lines as the enemy approached. But even if the more recognisably human rebels maintained a facade of sanity, even they bore their corruption in their minds. Fighting with unrelenting ferocity, endurance and martial valor that is almost unheard of those outside of either the heroic or insane.
The only ones who seemed entirely in control of themselves, were those garbed in the battle plate once so rarely seen among the umgi hosts of the dum. But rather than fighting at the forefront of their defensive lines, scattered almost arbitrarily throughout the city. These mighty warriors fought at the backline, holding fast until the last of them fell and slaying any of their fellows who were willing to turn tail and flee further into the heart of the city. THus they fell where they fought. Their battered copses staring lifelessly into the sky as the blood congealed in puddles beneath them.
The horrors did not cease as the second and third waves were sent into the city, as finally the forces came upon the river running through the Reiksfort, For its path was thick and sluggish as it ran with the blood of tens of thousands of people. New, wooden bridges built from the rubble of destroyed houses had been constructed and now carried the remains of the civilian populace of the city. Their desecrated corpses leaking their vital essence into the river below them.
As the hosts of the allies closed in, resistance gradually increased, as the battle drew closer and closer to the Königreichshalle, the great castle at the centre of the city. Whatever strange strategy the enemy was utilizing seemed to still prioritise keeping the commander of the whole enterprise alive. Still however, the enemies refusal to move from their positions meant that no matter how stout, or ferocious the defence they would eventually fall to their enemies' advance. The Gnolumgi pikewall advancing down one road while the Reiks Foederati pushed down others, the high throng took a third and the elves of Lauralorn a fourth.
Eventually at the very centre of the city after near an entire day since the commencement of operations both sides managed to reach the centre of the city. Where fully three hundred warriors sworn to khorne in full battle plate fought to guard the centre of the courtyard, ankle deep in blood that seemed to surge forth endlessly from its center. Here designs of the enemy were finally revealed as kneeling upon the flagstones was the pretender, still wearing his false crown. Eight naked men, coated in red, stood around him, constantly swinging blades into his exposed flesh, creating great, jagged wounds through which torrents of blood emerged, more than any human body could possibly hold, yet still the usurper lived.
Even while they fought the false king's bodyguard it was clear that the ritual was succeeding as his body began now to fall apart, flesh falling from muscle and then muscle from bone as the roar of battle continued, commanders pushing the allied forces forward as they saw doom approach. Even as his body was reduced to naught but bone the fallen king remained his bones collapsing while his skull, with twin burning flames for eyes kept above the ground by some unbending, unshakeable will. The eight men surrounding the skull now froze, captured by the spell and now met an equally gruesome fate. Their flesh bones and sinew falling away and moving toward the floating skull, their bodies used as material as the skull rose higher and higher into the air. The raw material of the cultists used as material to forge a great archway dozens of feet tall. The skull forming the keystone piece as with a sudden flash of otherworldly light the gateway to hell opened. The sounds of battle redoubling and redoubling again as a gateway to the lord of battle realm was forged, dozens of blood red daemons garbed in blackened plate and wielding great blades leapt through the wound between worlds.
Behind them, standing near as tall as the gate itself, marched a creature of malice made manifest. With armour as black as its warriors and great wings stretching forth behind it like a bloody shroud. Turning back briefly for the skull that formed its gateway, it spoke almost kindly to the tiny skull then, in a voice the rang with bloodshed and slaughter. "Little king, here, bear well Khorne's gift for you, to watch over your kingdom forever more" With that the creature conjured forth a blade of bronze flame and strode to join the slaughter, his soldiers at his feet even still exiting the portal marching with him.
Versidus swung his blade again and again at the writhing monster before him. Its runic edge lending him the strength needed to match his daemonic opponent, its own glowing and already blooded blade sparking against his as they dueled in the blasted streets. As soon as the demons had emerged, a mad bloodlust had descended even upon their own men, his sworn brothers. He himself had managed to resist the urge to land a blow against those closest to him but here and there throughout the ranks he had heard someone give in to the false call to bloodshed, who in turn had been bitterly cut down by those whom they had shared bread with just that morning. Members of the gnolumgi brotherhood, found wanting only against the most supernatural of foes.
Nearly half an hour had passed since then as the battle had come closer and closer to his ranks. The occasional half step forward of the battalions the only indication that they were perhaps still making progress against the enemy. Death hung thickly in the air though as the battle progressed, only a bare handful of the wounded being pulled back along the streets to seek medical attention elsewhere. Until at last, Garaluk, Versidus's norscan friend from the far north was cut down by the demon before him and with the streets too uneven and haphazard for pike work, Versidus had drawn his blade and buckler, ready for what would likely be the last duel of his life.
Feinting with a stab forward, his speed enhanced again by the runic plate that he wore, he managed to trick the demon into an overzealous lunge, and with a kick sent the demon sprawling for long enough to follow up with a stab of his own. The creature, unbound by the natural laws that ruled man and beast, recovered with unnatural swiftness, redirecting his own blade into little more than a shallow slice across its shoulder, a black facsimile of blood spurting from the ravaged red flesh. With a sickening grin and almost a glimmer of respect the demon rushed forward again, its blade a whir of daemonic malice.
For minutes more the battle progressed, daemonic resilience, strength and skill pitted up against dwaven artifice and human discipline, with each accumulating pits and scrapes as slight missteps were punished by the other. Beside him, Versidius could just manage to tell that his brothers were engaged in their own contests of skill, with his personal opponent seeming to relish the challenge that came with fighting the pinnacle of human fighting excellence. Then a sound from across the river made the Gnolumgi veteran wear his own matching grin, for the roar of cannon is familiar to any veteran of dwarven armies. Especially as the staccato blasts seemed to indicate that some mad artillery thane had somehow managed to emplace a full battery on the riverbank.
The effect on his foe was even greater though, as with the third boom of a cannon a great shattering could be heard, the screeching of shattering glass, bone and metal reaching into his soul as much as his ear, and instantly the bloodlust that he had ceased to consciously notice faded to a dull roar, while fatigue and sorrow crept into his mind for the first time since the portal was created. His daemonic enemy though was suddenly diminished, seeming to almost shrink before him, its blows less sure and striking with far less strength. Versidius took advantage, smashing the blade aside with his buckler and decapitating the bloodthirster with a great sweep of his runic blade, adding to its storied history.
The moment's respite gave him a moment to look around for just a moment, only for long enough to see the great daemon at the centre of the square blown backward in a tide of gore as a cannonball smashed into his chest. Then a great beast of bronze took up most of his vision as a blade was swung at his head.
What felt like moments later however as he and his neighbors attempted to push back the juggernaut, a cry came from the back that filled him with both fear and elation. "Baragunk!" went up the call for point blank bombardment and matching his brothers Versidius raised shields and fell back as quick as he could while maintaining a shield wall. While before them a sleet wall of grapeshot turned everything on the road and buildings behind it into so much twisted, bloody wreckage.
Successive blasts, each pointed a little bit further along the road culled ever more of the daemonic advance, and seeing the opportunity, the captain called "Khazukan Kazakit-ha!" The ancient war cry of the Dawi. Breaking ranks, the Gnolumgi surged forward onto their scattered foes.
Versidius raced forward as he and his kin roared the ancient call, the few daemons remaining being set upon by groups of three or four of his brothers…he had eyes only for one foe however, for climbing to his knees, the marred body of the great demon looked a wreck. Its armour rent with holes and a wing ripped off entire. It knelt in the wreckage of its gateway for a moment, before, from behind it, came a series of searing bright white beams of light, lacerating its flesh. Its form almost began to melt for a moment before with conscious effort, it seemed to solidify, and with a contemptuous flick of its blade, scattered a small party of elves that were charging from its right.
The opening was made however for Versidius and his fellows, some few of which, armed with muskets drew up and blasted the great creature in its fanged jaw causing it to rear back if but a moment, and by then the Gnolumgi brethren were upon the creature, hacking away at its enormous bulk. Yet with a great yell Versidius took a second path and sheathing his blade, made a great leap onto the beast, grasping onto the edge of the armour made by the passage of a cannonball, he hoisted himself up the creatures front while it laid waste to his fellows below with sword and flame. Pulling himself up the beast's frame in but a few motions, he finally found himself grasping the creature's gorget, and with a final yell and burst of effort, he brought forth his blade and rammed it into the creature's skull, bringing an end to the siege of the Reiksfort.
With the war in the south effectively won, it was only a few months until a truly unassailable force was gathered, ready to invade the northern rebellion and see this chapter in the Reiks history closed now and forevermore. It was at this point however that those in the north seemingly finally saw the folly in their doomed endeavour and approached the allied empires with an offer of surrender. All high nobles of their realm would forfeit their lives and those of their families, except for one child below ten in each family. Who was to inherit everything, the minor nobility would also be thoroughly purged with only those who were able to prove active opposition to the spreading corruption allowed to remain intact.
Throughout the rest of the re-conquered territories enormous purges took place with any seeming trace of corruption hunted down by the inquisition in their new and ongoing quest to destroy all remnants of chaotic corruption. Resettling the depopulated towns and terraces with more trusted Brigundian stock. A fools quest, in this shattered world to hunt for all traces of chaos corruption. But the Umgi, despite their flaws are tenacious sort when the need is made clear enough. and their would be significant surprise if such a rebellion could take shape beneath their feet once more.
As for the Reiksfort however, the city would be burned to ash and what very few of its populace remained put to the sword. Perhaps in time some solution could be found and some semblance of sanity be restored for the region. For now however it sits, a reminder of the dangers that listening to the whispers in the dark can bring.
—----------------------------------------
Of course the Reik also appreciates the assistance provided by the Karaz Ankor in their hour of need and agrees that they shall abide by the treaties they signed at the beginning of the dwarfen intervention. Deeds and announcements are signed and spread across the Reik even at the great reluctance of the emperor himself agreeing that new Stancatia is considered now and in perpetuity the domain of the Stancati tribes and a treaty of friendship and goodwill is signed with them to last 99 years.
Meanwhile a far more pervasive and in depth analysis of how applying Dawi law in the human realm will function. Ultimately though it comes down to an assignment of a governor and small staff to all major human settlements who can apply the High Kings will as he sees fit inside the dwarven quarter. With those residing outside the Ankor itself being considered outlaws if they inhabit the Reik and do not identify themselves at one of these governorates. There is substantial grumbling throughout the Reik from these expatriate dwarfs, especially those who were using the human realm as a very involved method of tax evasion. Those who truly have a problem with the situation though soon simply relocate to Kaltnord, Tilea or Brettonia who have no such extraterritorial arrangements.
-------------------------------------
Of course with the final accounting completed and the Dawi returning home from their campaigns, the thanes could finally make an accounting of the losses that had been incurred throughout the campaign. In order to see their ally stabilized and peace brought once more to the Reik basin, the Dawi paid a steep price, with slightly over thirty thousand lost in the war, scattered throughout but mainly focussed on the campaign toward the reikfort itself which saw the rebellion utterly crushed once and for all.
Those who truly have a problem with the situation though soon simply relocate to Kaltnord, Tiles or Brettonia who have no such extraterritorial arrangements.
30k is a lot, but it's at most three turns worth of chaos invasions that we prevented from happening. If we also eventually get reikland diaspora on pops number out of that, then it will positive population wise for us.
Of course with the final accounting completed and the Dawi returning home from their campaigns, the thanes could finally make an accounting of the losses that had been incurred throughout the campaign. In order to see their ally stabilized and peace brought once more to the Reik basin, the Dawi paid a steep price, with slightly over thirty thousand lost in the war, scattered throughout but mainly focussed on the campaign toward the reikfort itself which saw the rebellion utterly crushed once and for all.
I suspect the 1v1 fight was against a Bloodletter and @Lonkas mixed the names up.
The Bloodthirster was clearly the big guy that took barrages of cannonfire and then dozens of melee-foes.
As our forces move deeper into heavily tainted territories, they have encountered the first settlers moving back into these lands. While the Throngs have burned the worst blights upon this world, gnarled trees with faces twisted in agony, putrid springs, and some restless dead continue to plague these cursed regions. And despite all this, the most unlikely suspects have been brave enough to march forth into these blighted lands.
At first, we thought they were some chaotic trick, a large group of children alone in such a wasteland could only be that. But then we noticed the suckling babes, the white hair and wrinkles of their elders, and the wagons of supplies and seeds. The Reiksmen among us know of their kind- dubbed the Halblinge. They claim the diminutive race is nothing but gluttons and thieves, clearly shocked at this group's bravery- or stupidity- to be attempting colonization of this unhallowed ground.
The Halblinge claim that their ancestors had been pushed to marginal lands in the time before the unification of the Reik- and whether that had been dark mires, bleak hills, or corrupted desolations, they had been able to thrive in places the Reiksmen had not been able to even survive. The Reiksmen even admit that the Halblinge villages often have twice the agricultural output than the surrounding human villages, despite occupying the worst land in the area. The Halblinge simply say they will repeat what their ancestors did- but this time, they will claim the best land first, and nurse it back to full health with enough hard work- consisting of growing many legumes, and oversized daisies.
Typically an encounter like this would be irrelevant, but these Halblinge are a separate race from man, elf, giant, and dwarf. It is an odd day in which another civilized race comes to light, especially one that has hidden under our beards for so long.
The original purpose of the Norse Dawi building what would become known as Grunigis hammers was supposedly to solidify their independence as a state and ensure that they would be able to grow and thrive in the cold north. However it became very clear very quickly that this is ultimately a foolish endeavour. Every year the tide of chao creeps ever so slowly south and despite significant growth in the holds it is obvious that if the eye of chaos were to turn in their direction there would ultimately be little that could be done to turn aside their doom save to seal the hold and hope that such would be enough to keep them alive.
It took Kragg decades of effort and kingdoms worth of gold to both soothe their threatened egos and enable them to accept the assistance of the high king in exchange for ultimately accepting him as their liege if not necessarily their master. The high King would fund their project, fueling their independence and industry so long as they accepted the aegis of the Ankor and would allow their throngs to be used in the ankors wars. Their wealth would not be offered to the high king and nor would he demand that the dragon king surrender his title as 'Great King of the Norse Dawi" Their project would see to the betterment of Dawi Kind as a whole and that was a burden which Kragg was willing to bear.
So it was that the Runesmiths were paid and the project began, enormous constructions being created throughout the mines of Kraka Drak. Gradually forming and growing over time until a set of sixteen vast hammers had been created within the depth of these mines. Runework upon them focussing their energies into enormous concussive bursts throughout the nearby rock. However, unlike the mining explosives that is endemic through the Ankor, the hammers also work to reinforce the walls on the out end of their radius. Ensuring that despite the ease of harvesting the materials, there is no danger or risk of cave in from the shattering of the rocks internal structure.
As soon as the hammers were activated the quantity of materials coming out of Drak skyrocketed and so did the wealth of the Norse Dawwi as a whole, proving to them that ultimately this was the best choice for them and their future even if they did have to concede significant ground to the high king
- receive 4 gold in loans from the Norse Dawi for 2 turns
- gain view of Norse Dawi population
- Gain the ability to use their throngs in wartime
Sheik den-rub of Al-rahid has sent an embassy to the Karaz Ankor, seeking to maintain the Ankors positive opinion on him and his people. He addresses the fact that he has attained an undying stature through the accumulation of magical long and wisdom granted to him by liche priest defectors from the long dead Gramaz Ankor. He states that the existence of rational undying states such as the Strigoi is not in doubt and believes that your recognition would ensure that those friendly to Dawi interests would also come to understand that despite some changes in Al Rahid, it is still a nation that should be seen in good standing by Aldankor. Even offering to continue open war against Arkhans forces should you choose to recognize his state as he wouldn't have to defend his coasts against 'reckless fools and adventurers'
[ ] Recognise the openly necromantic state (Trade will continue with Al Rahid)
[ ] Dismiss this as the prattling of mad wretches who should be put down ( This is the present Dawi opinion on the matter)
Province Number
Dwarfpower
Head Tax
Wealth per turn
Potential Trade Routes
Runic infrastructure
Defensive level (max 2)
Net Runic power generated
Additional info
Karaz Ankor
NA
940
84
8
NA
Karaz a Karak
63
242
2.42
5
9
Waystone
Eyes of Grungi,
2
3
Karak Kadrin
95
159
1
9
Waystone,
Axe of Grimnir
1
1
Zhufbar
68
113
5
9
Waystone
Torrent of Zhufbar
1
0
Barak Varr
56
63
1
18
Waystone
1
1
Karak Hirn
54
37
1
9
Karak Norn
75
21
1
9
Karak Izor
52
30
1
9
Karak Vlag
97
88
1
9
Protective Runework
Waystone
1
1
Karak Azul
59
80
1
9
Waystone
1
1
Sealed
Karag Dum
103
23
0 (1)
0 (9)
Waystone
1
1
Sealed
Karak Azgaraz
76
60
1
9
Karak Drazgh
60
0
Waystone
Fallen
Karak 8 Peaks
58
0
Waystone
Fallen
Karak Azgal
37
0
Waystone
Fallen
Karak Zorn
???
0
Waystone
Fallen
Mount Gunbad
67
0
Fallen
Mount Silverspear
62
0
Fallen
Ekrund
38
0
Fallen
Karak Ungor
96
0
Waystone
Fallen
Karak Varn
69
0
Waystone
Fallen
Karak Akrak
110
26
1
9
1
Karag Kol
106
23
1
9
1
Karag Dron
61
0
Waystone
Fallen
Karaz Bryn
94
0
Waystone
Karak Skarrenduraz
138
20
3
9
Kraka Drak
112
34
Runic Siphon
Undistomaz
Hammers of Grungi
Norse
Kraka Ornsmotek
113
25
Runic Siphon
Undistomaz
Norse
Current Wealth
Hold income (mines/pop) with Tech bonus applied
Current Tech Bonus
Trade Income
Unique
Income
Pass Tarriffs/Maritime Trade
Total Income
Regular Expenses
Pre turn Balance
Turn Expenses
Additional Turn Income
Final Total
Turn 1
49
26
40%
12
2
6
46
14
+32
15
7
70
Turn 2
70
28
50%
11
2
6
47 (51)
19.66 (20)
+31
85
0
16
Turn
3
16
31
50%
13
2
6
52 (57)
19.66 (20)
+37
33
25
45
Turn
4
45
32
50%
14
2
5
53 (58)
21.33 (21)
+37
70
0
12
Turn 5
12
36
70%
16
2
1
55 (61)
29.33 (29)
+31
40
30
53
Turn 6
53
42
70%
18
7
9
75(82)
29.33 (29)
+53
Armies/Equipment
Maintenance
Location
Equipment with Runic power usage
The High Throng
4
Karak Azul
The Silver Throng
4
Zhufbar
The High Fleet
4
Darklands Coast
Gnolumgi
2
Karak Akrak
Klad Karu
2
Karag Kol
Vengeance Fleet
4
Darklands Coast
Runic Construction Golems
na
Karaz A Karak
2
Elder Runic Equipment
1
Karak Azul
1
Runic equipment
0.33
Karaz A Karak
Runic equipment
0.33
Barak Varr
Runic equipment
0.33
Karak Kadrin
Runic equipment
0.33
Karak Vlag
Dal-Dron Fleet
4
Darklands Coast
Name
Purpose
Cost
West Southlands Midghals
Eases trade with the east, reduces dec of actions going east by 1
1 per turn
Coaling Rights Ind
allows using Ind as a base for exploring further east
2 per turn
12 hour Moratorium
(you have 5 actions)
Relevant modifiers, +2 Stewardship, - 1 to all innovative actions.
Skaven alertness level is dismissive (trending downward)
You have 2 units of Runic Golems, use their associate action by using
[X] Runic Golem Action (Name): to indicate what you are using the golems on
Useful Notes - Actions can have an additional actions committed to them, requiring the price to be paid again. but reducing the dc by d3 per action invested.
Martial Actions
[ ] Reclaim a hold:
The Enemies of the Dawi squat in our ancestors' homes. Desecrating the halls of our kin and defiling the work of a dozen generations. But the Grobi and Thaggoriki breed like the vermin they are and fill our old homes more than we did even at our height. We must strike quickly and by surprise to forge a foothold. Before we could even consider clearing out the mines.
Costs 5 gold
- Which Karak Will we attempt to reclaim for the Karaz Ankor
[ ] Karak Varn - While now contested for the title it was once the greatest and deepest mine of gromril anywhere within the Karaz Ankor. Lost when the Thaggoriki burst from the deepest shafts in a teeming horde to claim the warpstone that was also buried within the mountain.
DC = 20)
Owner = Skaven
Would massively raise skaven alertness level
[ ] Karag Dron - Once a great site of runesmithing, where the anvils of doom were originally forged and now re-forged, the volcano was abandoned however when the great black drake Azorgorgoth descended upon the mount and after fierce battle, made it his home. The drake now lies dead however and new veins in lost Iron rock indicate that the mineral wealth of the region is far from expended.
DC = 20
Owner = Orks
Would somewhat raise skaven alertness level
[ ] Mount Gunbad - With mines so deep and so rich that they did not have to send troops for the war on vengeance. Gunbad was famed for its Brynduraz veins. A gem which glowed with an inner light and adorned many of the finest pieces of dwarven jewelry. It fell early in the time of woes as scores of orks flooded into the world's edge mountains from the darklands.
Owner = Orks
DC = 21
Would somewhat raise skaven alertness level
[ ] Mount Silverspear - Another of the lost holds of the eastern worlds edge mountains. Mount Silverspear produced silver of unmatched quantity and quality. Yet it still fell quickly as the hordes of orks pushed in when it was separated from its kin.
DC = 22
Owner = Orks
Would somewhat raise skaven alertness level
[ ] Karaz Bryn - Karaz Bryn was once a famed gem mine within one of the highest peaks of the worlds edge mountains. Producing facades and works of art which filled even the most stubborn longbeard with Pride. Their fall however did not come from the Orks or Skaven. But from the Queen of darkness, Neferata. Who in a surprise assault sent a legion of undead into the hold and made it her stronghold.
Owner = Neferata
DC = 21
Would somewhat raise skaven alertness level
[ ] Karak Ungor - Almost mined out over the time of its long history. Karak Ungorn had gradually turned into a thriving industrial center and place of learning. Producing some of the finest grudge throwers and crossbows in the entire Karaz Ankor. Alas, it fell while its warriors were concluding the war on vengeance. And when they returned they discovered their ancient home teeming with Urk and Grobi.
DC = 20
Owner = Orks
Would somewhat raise skaven alertness level
[ ] What Standing armies would you choose to bring? (May choose up to 4)
[ ] Invade the mountains.
Attack a mountain province held by an opposing faction. These are counted as provinces with a dc of 16
Which province would you invade (Has to border the Ankor)
[ ] What Standing armies would you choose to bring? (May choose up to 4)
Would slightly raise skaven alertness level
cost = 4
[ ] Raid Lustria
From skaven records we have discovered the approximate locations of numerous lizardmen temple-cities. Describing them as covered in Jewles, gold and possessing many strange and interesting artifacts. The Skaven also ascribe to them very little ability in the way making war over the seas, allowing us to potentially raid and lunder them at our leisure
DC 18
cost - 6
[ ] What Standing armies would you choose to bring? (May choose up to 4)
[ ] Loot the Grimaz Ankor
The mummy lords are mighty and fierce in their strongholds, their power is beyond questioning. However they still fight in the same manner as they did in eons past. Their armies of bone cast at best in bronze armour and their magics limited to only a few of their ancient priestly orders. Conducting a large scale invasion of Zandri, easily the most accessible of the Tomb cities would be liable to fund many future projects for the High King and slaughter at least a small portion of the numberless undead that continue to haunt that fallen kingdom
DC 16
cost - 4
[ ] What Standing armies would you choose to bring? (May choose up to 4)
[ ] Relieve Azul
With the knowledge we have gained from the Skaven we know that the sealed hold of Azul is under dedicated assault by the great necromancer Nagash, possibly even with assistance from the Dawi Zharr. We dont know how well the hold fares at this time but sending reinforcements with all the learnings the Ankor has gathered over the last millenia may do well to forestall an eventual collapse and allow us to firm up the garrison for long enough for more dedicated help to be mustered
[ ] What Standing armies would you choose to bring? (These will be kept in Azul till relieved, their maintenance costs will be paid by the High King still under an assumption of credit)
[ ] Do you unseal the hold?
[ ] How many of the Dawi will you send and from where (max 50000)
[ ] What equipment would you like to send across
cost = 2
DC = 7
[ ] Evacuate Azul
With the knowledge we have gained from the Skaven we know that the sealed hold of Azul is under dedicated assault by the great necromancer Nagash, possibly even with assistance from the Dawi Zharr. The Ankor however is not in a state to be able to relieve the hold and it would be better to save as many lives as possible before withdrawing.
DC 5
[ ] What Standing armies would you choose to bring?
+1 permanant shame, until Azul is resettled 50% chance of additional 1 shame for 5 turns
Cost = 1
do you destroy the hold as you exit
[ ] Yes, destroys the hold utterly, guarantees additional 5 turns of temporary shame
[ ] Destroy the waystone, the thing Nagash is truly after, raises chance of additional shame to 75%
[ ] No, infrastructure is left intact
[ ] Add war mammoths to your arsenal
The vast herds of mammoths that now populate the cliffs and valleys which surround the dwarven halls could be extremely useful in battle. Enormous, strong and quite tameable. They could serve as war mounts for the armies that the High King commands. However in payment for these attributes the creatures will likely be quite expensive to upkeep. So would only be kept for the throngs funded from the treasury of the Ankor itself. The only key would be figuring out both how they could actually be used in battle, and how the Dawi could be convinced to use them.
DC = 6 (Innovative)
Cost = 1
Would Allow war mammoths to be attached as equipment to a standing army
War mammoths would add a -0.25 to the DC of Conquest Actions
Would unlock the Dromon Carriages action
[ ] Check on a sealed hold.
Send an army with attached specialists in all the fields of Dawi knowledge to a lost hold. Slaughtering anything that would get in the way. Allowing them to keep up with the latest technological trends of the Karaz Ancor as well as confirming to the rest of the dwarves that they still exist
[ ] What Standing armies would you choose to bring? (May choose up to 3)
[ ] Karak Azul dc = 7, cost = 2
[ ] Karag Dum dc = 5, cost = 1
[ ] Establish a permanent Throng
The weight of fighting the Karaz Ankor has always fallen upon the throngs of the holds. Armies raised at a moment's notice from the workmen of the holds. This has always proven enough for the dwarves, even when placed against the armies of Ulthuan in the war of vengeance. Now, however, we have need of the greatest warriors from the clans to form a bulwark against foes too numerous for the throngs to fight alone. You need an army, funded from the coffers of the high king and paid for by the Karaz Ankor. Trained to perfection in the same way as any master of their craft. And armed with the best plate we can make without access to gromril.
[ ] In which hold will the Throng be garrisoned
[ ] What will the Throng be named
Creates a 10000 strong dwarf throng which when applied to a province conquest action will reduce the dc for that action by 1.
Reduces occurrence and severity of invasions where garrisoned
Significantly reduces attrition where garrisoned
Costs 6 gold (first one is free)
Costs 4 wealth per turn once created
DC = 2
[ ] Recruit Gnolumgi
The practice of recruiting Gnolumgi has been refined to the point where we believe we have a strong understanding of how to go about it. And now that they have roundly proven themselves against the enemies of the Dawi there are some that call for some minor adjustment to be made to their doctrine
[ ] In which hold will the Gnolumgi be garrisoned
[ ] What will this Gnolumgi army be named
Marginally reduces attrition when garrisoned
Reduces DC of conquest and vengeance actions by 0.5 when placed on campaign
when engaged in combat, will reduce dwarfpower losses by half until a limit of 10 dwarfpower is reached
Costs 3 wealth
Costs 2 wealth per turn
DC 6
[ ] Beat Back the Greenskins: (See Rules on how clearing provinces works)
Clearing the realm of Grobi can be a very dangerous task, however if you want something done right a dwarf will have to do it.
[ ] What province (must not be in the mountains)
[ ] What Standing armies would you choose to bring? (May choose up to 3)
Costs 3
[ ] Establish a permanent Navy
While the Navy of Barak Varr is reasonably available to the high king should the need arise. There are several tasks which the Karaz Ankor may be able to benefit from if a fleet was freely available to use. From exploration to far-off trading missions, there are many possibilities. And it is only our natural distaste of mercurial water that stops us from taking advantage.
significantly reduces piracy in dwarven sea zones
Reduces dc of sea actions when applied by 2
Costs 8 wealth
Costs 4 wealth per turn
DC = 3
[ ] Delve a lost Hold:
Though you would by far prefer to reconquer a lost hold, the Karaz Ankor is currently not capable of reclaiming all that it once had. Instead, a raid of a few hundred - few thousand dwarves could be launched to try and reclaim the wealth of knowledge of the ancestors and deliver it into the keeping of their rightful owners. Though fraught with risk, many such expeditions have returned with lost treasures and long-forgotten lore.
[ ] Which hold will you attempt to delve
Cost 1
DC = 6
Will reduce the DC of assaulting the hold in question by d3
Would slightly raise skaven alertness level if it is a skaven occupied hold
Potential to receive lost dwarven lore (likelihood reduces for each runic level achieved)
[ ] Establish a series of Midghal (keeps) across the coast of the Eastern Southlands (Construction)
With the Midghals being built across the length of the western southlands it is time to move onto the east of that vast continent. fighting back the jungle would allow for a vast chain of safepoints, repair stations and bolt holes for our shipping to take refuge in as they make their way toward the bastion of Ulgash, and then onwards to the wealthy east.
DC = 5
cost = 10
costs 1 wealth per turn
massively increases wealth from oceanic trade
lower dc for reaching Cathay and Ind
[ ] attach a fleet to this action, state which fleet
[ ] Create great Fortress- Waystations on the coast of Kuresh
With port rights established on Ind and Karaz Skandurraz providing a bastion of dwarven might and expertise in the area, it has become much simpler to extend safe and navigable waterways even to Kuresh. WIth the possibility to wage a war of expansion in that area and construct great fortresses upon the edges of that benighted peninsular. Of course with that land largely under the control of the Naga, actually holding this area would be a far greater difficulty than the midghals of other regions, costing much more to build and maintain and likely to cost significant blood to hold.
DC = 11
cost = 25
costs 2 wealth per turn
will cost 1d5 dwarfpower per turn
lower dc for reaching Cathay and Ind
[ ] attach a fleet to this action, state which fleet (max 1)
[ ] attach standing armies to this action
[ ] Mount an armed expedition to Karak Zorn
With its location provided to us by the maps that the Asur have provided. We would be able to mount an expedition into the depths of the southland. Far further south in fact than near anyone but the most crazed had estimated. Prepare a sizable expedition to go into the heart of the southlands and investigate if our kin still live.
Cost 3 Gold
DC 8
[ ] What Standing armies are you sending (Max 2)
[ ] Mount an armed expedition to Karak Azorn
With its location provided to us by the Cathayans, we could launch an expedition from Ulgash to ultimately locate Karak Azorn. A lost colony of Dawi here to unheard of to the Karaz Ankor. Deep within the Mountains of Mourne however it would require a strong and well equipped army to force their way to the hold and see what there is to discover.
Cost 3 Gold
DC 8
[ ] What Standing armies are you sending (Max 2)
Stewardship Actions
[ ] Restore/Construct an underway section (Construction)
The Underway once connected nearly the entire Karaz Ankor into one continuous empire. Enabling safe and quick traffic between the various holds and ensuring each hold could specialize in the one thing that they did above all others. Rebuilding the network would bankrupt even the hoards of the everpeak a dozen times over and would take centuries if not millennia. But one section at a time could be restored without shattering the Karaz Ankor unduly.
[ ] state which holds you would like to connect
requires 2 actions for connections between adjacent provinces
Which Route Shall be worked on
Would slightly raise skaven alertness level
Costs 21 gold
dc 6
[ ] Search for a sea-hold
Once upon a time the idea to even go searching for a mounteain next to the sea for the purpose of using the sea would have been considered laughable and a sign that the dawi in question should spend some more time in the mines to get their head on straight. However with the great success of Barak Varr and the increasingly nautical ambitions of the high King, having bases such as Skarrenduraz and Barak Varr around the world would allow for naval projection currently undreamed of. Of course natural harbour and mountain fortress are words that do rarely go together. Send survey teams along the coastlines to see if there are any regions that the Dawi would consider suitable
State which region you would like to survey (Western Southlands, Eastern Southlands, Kurresh,Arabyan Coast)
cost = 1
[ ] attach a fleet to this action, state which fleet
dc ???
[ ] Levy Emergency taxes:
The High king does receive a small tithe from the various kings of the Karaz Ankor. However, in times of need they can temporarily raise the tax to cover shortfalls that would otherwise occur. Doing so occasionally is seen as reasonable and prudent by the other kings. Abusing the privilege however will make them increasingly recalcitrant
Receive 1 additional gold per (unsealed) hold this turn
DC = 3 (increases by 2 each time this action is used)
[ ] Commission Undistomez:
The gift of the Norse dwarves, these guard stones create a field that saps the intent to harm from those who would attack the holds of the dwarves. With little that can overcome its inevitable pull, save only the largest or most determined hosts. They are however potent pieces of runework and would require the appropriate power source.
greatly reduce attrition for dawi in the hold
Mildly reduces size and strength of invasions.
DC = 5
costs 30
+2 runic skill
uses 1 runic power
[ ] Commission Runic Equipment:
Have the heirs of Thugni work upon the arms and armour of the Karaz Ancor. Have them craft enough weapons of the elder days as to arm 10000 dawi such that they could face down 5 times their number and not take a single step back. Let the Urk, Grobi, and Taggoraki look upon warriors armed with the weapons of our ancestor's days and know that their doom approaches.
[ ] To what hold or throng do you assign this runic equipment
DC 3
Reduces attrition in holds where they are kept
Mildly reduces damage of invasions where they are kept
Attrition and invasion reduction is not active when taken on campaign
Costs 0.33 wealth per turn to maintain
Cost 15
[ ] Create a vast armoury of runic equipment:
It is said that in the heights of the golden age, entire throngs of the Dawi marched to war garbed in rune forged equipment. Proof against near any mortal weapon and enabling the bearer to battle even the mighty legions of Ulthuan without any fear of being overmatched. Forging again such a vast quantity of runic equipment would greatly ease any attempted conquests, or reconquest that the Dawi might aspire toward. while spread throughout the realm when not in use would go some way toward reducing the endless threats that all holds face
DC 3
cost 25
costs 3 wealth upkeep per turn
requires 3 turns to complete
causes a small global reduction in attrition
Attrition and invasion reduction is not active when taken on campaign
The first conquest action in a turn receives a reduction to the dc of 2.5
[0] (Cathay) Blades for the dragons (runic) (Blocked for a turn)
Cathay has the ability to create enchanted weaponry. Indeed many of the dragon guard who came in the dragons wake carry weapons imbued with magical strength. However, these enchantments wear over time, as the magic slowly degrades with the weapons use. Requiring either a mage to re-imbue the weapon with its lost potency or for the weapon to be reforged entirely. Proper runework however, brought forth by the ancient runelords of the Dawi does not suffer from the same wear and tear as that made by all but the greatest of umgi mages and could still be used even with heavy use for the next millenia.
After the successful demonstration, several other dragon lords have come forward requesting that such blades be created for them as well, though their requests are much smaller individual than the dragon of the wests earlier request.
DC - 3
Gives 10 wealth upon completion.
provides 1 runic skill upon completion
[0] (Cathay) Fortify the great bastion (runic) (Blocked for a turn)
After the successful demonstrations of our runic mastery, Miao Ying has reached out to the Dawi to allow her to more easily complete the great task of defending the grand bastion,the ultimate focus of her lifes work. Requesting that runic arifice be used to strengthen the walls, towers and other defences beyond the capabilities of mortal work. The main difficulty from the perspective of the Dawi however is convincing the Runelords to make the vast journey all the way to northern Cathay, and of the necessity of such an undertaking
DC - 5
Gives 15 wealth upon completion.
provides 1 runic skill upon completion
Can be completed 3 times
[ ] Attach a fleet to this action
[ ] Commission Protective Runework
Runes to harden stone and exhaust attackers line the fortifications. Runes that protect from arrow fire, and harden the resolve of those upon the walls. Or even alarm runes that warn of danger coming from the depths of the mines. Each has its place in ensuring the Karaz Ankor Endures
[ ] To what hold do you assign this runic work
DC 3
Costs 15
small reduction in attrition where built
Decreases the likelihood and severity of raids
[ ] Commission Light Industrial Runework
Whether self-heating forges, tools that remain permanently sharp, or anvils that make metal slightly more malleable. Industrial rune smithing is extremely useful for the dwarves of the hold to make goods with.
[ ] To what hold do you assign this runic work
DC 4
Costs 20
+4 trade routes per runic level in the hold in which these are placed
- 1 runic power
Increases runic skill by 1 on completion
[ ] Commission Heavy Mining Runecraft:
Whether utilizing environmental advantages such as the torrents of Zhufbar or the application of crude runic golems to dig out vast chunks of rock. The Dwarves of the Karaz Ankor have mastered the ability to dig out enormous quantities of mineral wealth from beneath their holds.
DC = 5
Cost = 30
+1 wealth per turn from the hold per runic level
- 1 runic power
Would very slightly raise skaven alertness level
Increase Runic Skill by 2 on completion
[ ] Commission Dromon class siege ships:
Commission several ironclads with massive runic spinal cannons as a central component along the spine of the vessel. Imbued with Dromon Granitebeards master rune of acceleration, coupled with the cannons own inherent firepower, this cannon carries enough force to clear the horizon and crack mountains. Though unwieldy to use in a fight themselves, they are not worthless as even a single hit on an enemy vessel can be enough to core it. However where this weapon truly shines is its ability to provide support to locations once thought immune to the thunder of naval guns. Or even vesssels such as the dark elven black arks which would consider themselves supposedly immune to near anything that sails upon the ocean.
DC = 6
Cost = 30
provides +1 to rolls in naval combat
FIre support - Can provide a -.05 to province or hold conquest rolls
Siege cracker. - Targets that would normally be considered immune to the guns of your fleet (Black Arks, Sea Holds) can theoretically be cracked by the thunder of these cannons
requires 2 actions to complete (can be completed over multiple turns)
Increase Runic Skill by 3 on completion
[ ] Commission Runic construction Golems:
The Underway was not built in a day. Indeed it took many centuries for the underway to be built to the level that it was. Yet the time taken would have been far longer if the Karaz Ancor did not have access to construction golems. Massive creatures of rock and stone that can carry extraordinarily heavy weights and are tireless beyond all-knowing. Crude when compared to the Grimazul Groti which formed the apex of golem work under the aegis of the Karaz Ankor. THese slow, lumbering behemoths are nonetheless incredibly well suited for large-scale construction projects.
DC = 5
Cost = 25
Allows a free construction action to be taken each turn when active
Whatever free construction project is taken on is completed at two thirds the cost and at a -2 to the DC
requires 2 actions to complete (can be completed over multiple turns)
Costs 2 runic power when active
Increase Runic Skill by 3 on completion
[ ] Upgrade a fleet with Runic enhancements
Working alongside the construction of a fleet, the runelords of the Karaz Ankor have been inspired to implement improvements to the vessels of one of your fleets. Aiming to increase stability, speed, smoothness power, as well as outfitting the crews with some limited runic equipment themselves. This would result in a substantial qualitative improvement for the vessels. Seeing them vastly outstrip their rivals in capability across nearly all metrics. The only cost is the expense as ships are vast and any new ship constructed would need the runework redone entirely upon it
DC = 6 (Innovative)
Cost = 20
Increases Runic skill by 2
Upgrades a fleet to improve its capabilities in combat and increase the bonus it provides in terms of DC for actions by 1
Increases a fleets range by 1
Upkeep for the fleet increases by 3 gold per turn
[ ] Commission Elder runic weapons:
Runic weapons are potent and powerful creations that can enhance a dwarf far beyond the limits of their mortal frame. However, outside of masterpieces created by peerless runesmiths, there are sharp limits to the capabilities of these weapons. Elder rune weapons allow those limitations to be ignored by utlising the vast flows of power captured beneath the holds. With this energy, runic weapons can be empowered beyond the limits of those more petty devices. Enabling the Dawi to perform feats that most would believe to be myths out of the time of heroes.
DC = 6
Cost = 40
When equipped, reduces dc of conquering provinces and holds by 1
significantly reduces attrition in the hold in which they are kept
reduction in damage from invasions in the hold in which they are kept
Attrition and invasion reduction is not active when taken on campaign
Costs 1 runic power
Costs 1 wealth per turn to maintain
Increase Runic Skill by 3 on completion
[ ] To what throng do you attach these weapons
[ ] Commission singular masterpiece (for a singular hold)
With our knowledge of Runesmithing returned to a shadow of what it once was. The Runesmiths and Runelords have thought up many projects which they are theoretically able to pursue. Ruinously expensive and each is tailored specifically for a singular hold. But the potential abilities that such runework would allow for are incredible.
DC = 7
Cost = 40
requires 2 actions to complete (can be completed over multiple turns)
Costs 2 runic power when active
Increase Runic Skill by 4 on completion
[ ] Commission Runic Siphon (Innovative)
The method through which the Norse dwarves have been able to power their runic devices. These work on a fundamentally similar principle to waystones, though the methods they use are far cruder and un-refined. The Norse dwarves have found a way to consume a vast quantity of aetheric energy and convert it directly into the power that flows within the heart of the planet. Meaning that individual holds are able to power even energy-intensive runic devices. There are two problems, however, These devices only function in the presence of strong aetheric currents. Meaning that they are near useless outside of the northernmost regions within reach of the Dawi. And secondly, they are incapable of transferring this power throughout the Karaz Ankor
DC = 6
Cost = 40
Increases runic skill by 3
Very marginally reduces the spread of chaos corruption based upon the amount of power consumed
Allows the collection of runic energy from surrounding Runic currents. The quantity of power is based upon the below map
Energy collected via this method can only be used within the hold itself and cannot be shared unless additional infrastructure is created.
[ ] Commission Runic Guardians
Artifacts once thought lost to the Daw, A Runic Golems is a creature of ingenious make. Sized roughly as large as a troll or ogre they are a mechanical faccimile, guided by runecraft of a dwarven warrior. capable of following a very set list of commands they are ideal for only a limited set of circumstances for depending on the purpose they were designed for, they can serve as eternal protectors of a hold, or expendable shock troops to overcome the enemies strongest points. For a thousand fighters with the strength and durability of a troll is a threat few foes can contend against.
DC = 5
Cost = 24
Increases Runic Skill by 2 on completion
What set of commands are imprinted on the Golems
[ ] Runic Guardians - The guardians are designed as hold protectors, able to be moved and placed throughout both mines and passages to greatly reduce attrition for the hold as well as significantly reducing the damage caused by an invasion. Constant battle and eternal vigilance however would require them to be replaced early and often. Finally should a hold fall while Runic guardians are garrisoned there, the hold will not be occupied by the enemy for 1d3 turns.-
costs 2 gold per turn
[ ] Runic Destroyers - The Guardians are instead programmed to act as indiscriminate shock troops to aid in the most difficult portions of a campaign of conquest. Becoming single-minded in their pursuit of the enemies destruction and nearly unstoppable when grouped in a mass of Steel. Their lack of south preservation instinct and their drive to kill relentlessly for a set time period will inevitable result in their destruction however.
Costs no upkeep
May be expended on a conquest or vengeance action for -2 to the dc (may only be used once per action)
[ ] Construct Runic linkage (Innovative)
While our knowledge of waystones is not quite complete, we have re-mastered the ability to send runic energy from one location or another. Including the ability to transfer those great flows of power along the ranges of the world's edge mountains. Though these creations are at the edge of our capability to make, they are nonetheless mere shadows compared to the artifice that went into the forging of the original dwarven waystones.
DC = 5
Cost = 30
Increases runic skill by 1 on completion
Allows the province to connect their runic power generation to the wider Karaz Ankor Netwok, by reaching to the nearest hold with a waystone, linkages can only connect to the network over one intervening province
[ ] Support The Guilds (may only be taken once)
The guilds have been empowered recently, as the runic skill of the dwarves has been lost over the last millennia. For if anything the skill and ability of their artisans and engineers have only increased as they have refined the arts of steel forging and steam power. Allowing some additional funding for guild projects would allow them to test more ideas and refine their techniques, without worrying how much it would cost the guild.
DC 3
Cost 5 Gold
Provides an extra roll on technological development at the end of the turn
[ ] Direct the guilds (innovative) (may only be taken once)
The guilds have always been quite independent from the kings of the Karaz Ankor and the high kings especially. However, if you were to offer enough gold to quiet even the most wealthy guild leaders' grumblings, you may be able to direct some of their efforts in more experimental directions. Ordering commissions from some of the more radical or as yet untested engineers and seeing if these more far-flung ideas could be made to serve the Karaz Ankor.
DC 5
Cost 15 Gold
Provides an extra roll on technological development at the end of the turn
[ ] Overrule the guilds (innovative) (may only be taken once)
Using enough gold to beggar kingdoms to both bribe the guilds to ignore your actions and get the equipment and training needed. you could find those outside of the guild willing to experiment and work on technology too risky for the guilds to ever do it themselves. Handing over such a vast amount of money would give the opportunity for revolutionary breakthroughs from outside of the established system which may solve some of the Karaz Ankor's most enduring issues. However there are reasons that the engineers guild is as conservative as it is, and ignoring that may lead to unexpected consequences.
DC - 8
Costs 25 Gold
Provides 2 additional rolls on the technology table at the end of the turn
May cause unintended consequences.
[ ] Migrate Dwarves
Some holds may be struggling to survive after being isolated for so long. Therefore it may fall to the high king to direct the dwarves to where they are needed most. Uprooting thousands of fiercely proud dwarves may be a difficult task however and hefty sums would be required to ensure that they do leave their ancestral homes.
[ ] From which hold
[ ] To which hold
Dc - 5
Costs = 1 for every 2 dwarf power moved rounding up.
May not move more than 20 dwarfpower at a time
[ ] Colonise the peaks. (Construction)
Many mountains still lie throughout the realm that would offer great stores of wealth and minerals to whoever could stake their claim there. Some effort would have to be put into flushing out those dark creatures that make those mountains their haunts. But compared to that which the Dawi fight on a daily basis, that is no true threat. And if Successful, a new hold could greatly strengthen the Karaz Ankor. (requires two actions to complete)
[ ] Pick an available province (one occupied by chaos/orkish beasties which can be reached by going through at worst neutral territory (the sea counts as neutral))
[ ] From which hold do the colonists come (will take 20 dwarfpower)
Would slightly raise skaven alertness level
DC 6
Costs 15 gold
[ ] Build up the Colonies. (Construction)
We already control the mountains in this province but none of the small fastnesses or fortresses could be said to come close to equaling the grandeur of a true hold. Establishing a proper city for the Dawi would serve as a strong central position that we can spread our influece over to eventually claim full mastery of the province.
[ ] Pick which province you wish to upgrade.
requires two actions to complete
Would slightly raise skaven alertness level
DC 3
Costs 12 gold
[ ] Build Defenses (Construction)
Even the least of dwarven holds are formidable constructions. With dozens of battlements, cannon batteries, and redoubts. This however is taking it to the next level. Destroying entranceways to the hold to ensure that all surface invaders would have to march through one chokepoint. Rigging that path with prepared avalanches and lining it with sentry towers. Reinforcing the defenses proper of the hold, doubling the cannons upon the walls and creating dozens of fallback points throughout the length of the hold.
[ ] For which hold
DC 4
Costs 7 wealth
Significantly reduces the strength and threat of invasions
[ ] Upgrade Defenses (Construction)
Going even further than the fortifications that all of the old holds have pushes the limits of what the dwarves are capable of in terms of fortifications. Carving the one route to the hold into an exposed walkway which runs between a gauntlet of peaks with canon batteries dotting the entire route. Gate houses line the path, each with cauldrons of molten metal kept ready to pour on would-be attackers and each armed with weapons of the finest dwarven make. Finally, the last few hundred meters of the bridge to the hold itself are ready to blow to fully isolate the hold if need be. But keep away all unwanted guests. Only the most powerful of assaults could hope to breach these defenses, and even they would be greatly weakened once they arrive. Of course then they must contend with the defenses of the hold itself...
[ ] For which hold
DC 6
Costs 19 wealth
Greatly reduces the strength and threat of invasions
Costs 1 wealth per turn to maintain
[ ] Conduct a trading voyage with the east (innovative)
While the route across the dark lands does provide the cheapest route to conduct trade with the east. Traveling by ship would be the most effective to transport actual appreciable amounts of goods. Setting up such a transport fleet would carry significant expense but the returns could be worth it.
DC = 5
cost = 3
If successful, gain 0.5 wealth for every civilised human province in the old world
(gold gain decreases for each successful voyage in a turn)
[ ] attach a fleet to this action, state which fleet
[ ] Mount an expedition to Naggarond for colonization (Innovative)
Naggarond, the eastern continent beyond Ulthuan is known as the land of chill, and at least according to captured documents, a splinter faction of the elves resides in the far north. Led in those days by prince Malekith. However, of more interest to us is the fact that it supposedly bears no marks of the Orks or Thaggoriki. And possesses a large mountain range along the continent's entire length. In fact the Asur have sighted a region which they believe would be perfect for the Dawi and are willing to provide substantial military and economic support to see the task completed.
DC 3
cost - covered by the Asur
will provide maps for a region of Naggarond, hopefully establish a small colony and provide and provide further more established colonisation actions if successful.
Diplomacy
[ ] Check on a sealed hold.
Send specialists in all the fields of Dawi knowledge to a lost hold, making their way upon the ancient dwarf paths that have hopefully remained hidden to our enemies. Allowing them to keep up with the latest technological trends of the Karaz Ancor as well as confirming to the rest of the dwarves that they still exist
[ ] Karak Azul dc = 7, cost = 2
[ ] Karag Dum dc = 3, cost = 1
[ ] Bring a Bargain to the Asur: It has been multiple generations since peace was once again formalised between the realm of Ulthuan and the Karaz Ankor. Though distant neighbors, the elves have not given us any reason to distrust them more than any of the other kingdoms that we are willing to parlay with, and thugh the longbeards grumble, their unnecessarily long lifespan does make dealing dealing with them much more reasonable than the mayfly's of the umgi. Even if it does make reaching agreements at times take unnecessarily long. We can reach out to them and see if there are any mutually beneficial agreements that we could come to.
[ ] Write in what you would like to discuss with the Asur
DC 3
[0] (Cathay) Permanant Embassies, blocked for a turn
Establish permanent embassies both at Barrak Varr and at Shang Yang for your respective empires to speak with each other. These would allow requests and messages to reach your distant realms and also allow you to be aware in the most distant and vague of senses, of the goings-on in the distant east. As well as provide Cathay an observer status on the field of embassies outside of Magritta. Such embassies, required to display the wealth and power of the Karaz Ankor, would however be something of a drain on the treasury. Though not one so extreme as to seem utterly unreasonable.
Allows you to remain in (distant) contact with Cathay
Allows you to hear the most general news of the goings-on in Cathay
costs 1 gold per turn
DC = 3
[ ] attach a fleet to this action, state which fleet
[ ] Establish trade and diplomatic contact with Nippon
An enigmatic nation of the far East, Nippon is known and feared throughout that realm as one of tthe premier trading and military powers. Its armies of elite samurai warriors have carved out a small vassal kingdom in Kuresh while its trade in Sake, Jade wares and exquisite silks offer a bevy of goods that could be returned to profit from Aldankor. Having an intrduction from ind on the norms and how to establish relations will also help us greatly in this endeavour.
- DC = 2
- Costs = 3
- Costs 1 gold per turn
- Allows establishment of diplomatic relations with Nippon
- Allows news to be heard from Nippon
- Significantly increases wealth generated from Maritime Trade, once Kuresh is made safely traversable
[ ] (Cathay) Force respectable trade agreements
The Elves are willing to try again if you are. Force Cathay to rescind their unacceptable trading requirements and establish permanant relations with both distant immortal empires. the recent attempt however would make them distinctly unlikely to view the attempt in anything bu the most negative of lights.
Allows you to remain in (distant) contact with Cathay
Allows you to hear the most general news of the goings-on in Cathay
costs 1 gold per turn
DC = 22
[ ] attach a fleet to this action, state which fleet
[ ] Send Expedition to Athel Loren (innovative):
The Elgi of the forest have not troubled us for many generations. Though Norn does keep a close watch on the trees. It is recorded in the book of grudges that the people of Athel Loren only drew their blades against the Dawi after we had invaded their home. These grudges though not forgotten could be postponed if we wish to have true peace with the Elves of that dark capricious forest.
Athel Loren changes from suspicious to neutral
Costs 1 gold
+1 shame for ten turns as grudges are slowly resolved
DC 8
[ ] Make available your technology for sale (innovative):
You detest this, The guilds detest this and the Dawi as a whole detest this, but it must be done for the realm to be made secure. Offer the innovation of the Dawi up to the Umgi for the cost of mere coin and watch as they scramble to find any advantage over their rivals by paying you for the privilege. The Dawi might revolt at the thought of doing so for unproven Umgak. But at the very least they have at least somewhat proven themselves over the past few hundred years.
will receive a substantial amount of gold from the various parties who accept the deal.
+1 shame for ten turns
DC 5
[ ] Choose a technology to offer
Available technologies: Crossbows, Turtle Ships, Bolt/Grudge Thrower, Picks, Plumbing and Windlasses, Fine Tooling, Matchlocks
[ ] Send a series of ambassadors to the... courts of the Tomb kings. (innovative)
The Land of Nehekhara is an enigma. A land of death, where the dead do not lie easy. In fact, not only that, but they rule in a macabre pantomime of how they did in life. With great kings competing with each other for the favor of the greatest of these charnel lords, Settra the Imperishable. Who rules with an iron fist over his domain. However, even in his time, his rule over the other cities and especially on the eastern side of the charnel valley is more in theory. For, in reality, bar paying deference to their overlord, and avoiding displeasing him, the tomb kings seem to be able to do as they will. Reach out to contact these grisly kings and discover if any of their interests, whatever they may be co-incide with your own.
Costs 3 (2 is a tribute to Settra)
dc 8
establish an understanding of the kings who take an interest in the mortal world and implement protocals for you to be able to talk to them
[ ] Send an expedition to Karak Zorn
With its location provided to us by the maps that the Asur have provided. We would be able to mount an expedition into the depths of the southland. Far further south in fact than near anyone but the most crazed had estimated. Gathering a few sun-crazed dwarves and a few ambassadores, we can mount an expedition into the deepest jungles to discover if our kin still live.
Costs 2
dc 8
[ ] Send Expedition to the Fire (chaos) dwarves (innovative)
The only reason we would reach out to our fallen kin is to get them to cease their attacks on the caravans which cross the darklands near where they have established their cruel realm. To even acknowledge their shameful existence brings many longbeards to day-long bouts of grumbling and what they would ask in return we can only imagine.
Costs 1 gold
DC = 9
[ ] Uplift the tribes (innovative)
We have been surrounded for many centuries by the tribes of men, whose numbers seem to swell with only slightly less speed than their greenskin foes. We have always considered them beneath us, for their craft is poor and though brave, they have little skill in proper warcraft. As the cities of Tilea, Araby and far off Cathay have shown, however, there is hope for the race of men and perhaps they could act as a far more capable shield than they do at the moment if they were given the appropriate tutelage.
[ ] Select province to attempt to uplift
Costs 3
DC = 6
[ ] Unify your vassals (innovative)
Though civilized, the human realm that we have beneath us bicker and fight with each other as much as with those we wish them to guard against. Gather the leaders of these cities together, find that which links them and forge bonds of steel between these petty cities to form a nation
[ ] Select province to attempt to unify
Costs 1
DC = 6
[0] Mount an expedition to Naggaroth (innovative)
The tower of dread, or so say the elven maps that we have gathered. However, it is home, or at least was, to Malekith. Arch traitor of the house of Aenarion, and master of the nothern portion of that bleak, dark continent. If he would receive you is unknown. For now at least the Dawi are not willing to broach the matter with the architect of the war of vengeance.
DC ???
cost - 3
[ ] attach a fleet to this action, state which fleet
[ ] Mount an expedition to Lustria (innovative)
From skaven records we have discovered the approximate locations of numerous lizardmen temple-cities. We know not what they want or how they would react to our intermediaries, however it would cost us little to arrange some form of meeting with their leadership to establish diplomatic relations.
DC 7
cost - 3
[ ] attach a fleet to this action, state which fleet
[ ] Attempt to vassalize a region for their good of the Karaz Ankor
There are many regions around the Karaz Ankor that are occupied by human tribes who survive at the whims of the orks and other monsters that inhabit the world outside of our mountains. Offer them sawnctuary beneath dwarven arms so long as they are willing to respect the word of an elder and more dependable race
DC 7
cost - 1 (for primitive humans)
cost - 3 (for tribal humans)
vassalises a human province of either primitives or settled tribes
[ ] Parlay with the Naga
A race of serpentine creatures supposedly under the control of blood queens, the Naga are an enigmatic and seemingly stable society who hold most of Kuresh. All Indish have agreed that they are not to be trusted and are almost always actively hostile, however perhaps, backed with some naval might , we may be able to establish relations.
DC 8
cost - 3
[ ] attach a fleet to this action, state which fleet
[ ] Reach out to a known and nearby civilized faction
There are many realms nearby that we could have dealings with now that we have emerged somewhat from our isolation. Reaching out to them should not be difficult and nor should getting at least our smaller neighbors to do as we wish. Everyone likes gold after all, and who has more than the Dwarves?
costs 1 cold
[ ] To which Faction would you like to reach out to
[ ] What would you like to ask of them (please reach out to the QM before doing this option so I can decide cost and dc)
[ ] Contact Zlatlan
With the knowledge taken from the skaven we have been able to divine that Zlatlan is likely still inhabited by lizardment, whose civilisation, though foreign could potentially be communicated with. Attempting a myriad of different communication attempts could see us be able to establish actual relations with the...creatures.sss
costs 2 cold
DC = 6
[ ] attach a fleet to this action, state which fleet
Free Actions (can be done at no cost and as often as desired)
[ ] Enforce your Will on the Ankor
- costs one gold per unsealed hold
- provides one free action
- may be taken additional times, but each subsequent attempt costs one additional gold per hold.
[ ] Move a garrison between holds
[ ] what garrison are you moving
[ ] from where
[ ] to where
[ ] transfer ownership of runic weapons
[ ] from where (can be a hold or a throng)
[ ] to where (can be a hold or a throng)
[ ] transfer ownership of elder runic weapons
[ ] from where (can be a hold or a throng)
[ ] to where (can be a hold or a throng)
[ ] Assistance Against the Naga
The kings of the eastern kingdoms of Ind have upon seeing the vessels which the Ankor commands, requested that the High King turn these fleets against the powerful fleshcrafting blood Naga that ever endanger their eastern flank. Willing to fund spoiling raids and even outright incursions against the Naga in an effort to give them breathing room to turn their attention west
[ ] What fleets do you assign to the actions (max 2)
Assign fleets to action, earning maintenance + 2 gold per turn per fleet
Each fleet assigned would incur 1d5 + 2 dwarf power casualties per turn.
[ ] Assistance Against the Urk
The kings of the eastern kingdoms of Ind have upon seeing the vessels which the Ankor commands, requested that the High King assist in their perennial conflict against the Urk. Trusting that the Ankors armies would match if not exceed their naval might, they are willing to bear the cost of these armies and then some to leverage them against their greenskin opponents.
[ ] What Armies do you assign to the actions (Max 2)
Armies can be assigned to this action, and will have their upkeep +2 wealth paid for per turn.
Only two armies can be assigned per turn
Each army assigned would incur 1d5 + 2 dwarf power casualties per turn, unless they are gnolumgi