*Spend. We're going to spend so much goddamn money from this because Lord knows I'm spending pretty much everything we have next turn on building runic golems, and an undistomez for Barak Varr because otherwise, that place is going on a trip to the shadow realm.
Shouldn't it be Protective Runework (and maybe a Gnolumgi, despite the rough DC with a non-Warrior High King; Alternatively, we could move the High Throng, which I assume would be of some benefit for reducing casualties to Invasions given how much better they are than any other force in the Karaz Ankor), not an Undistomez?

The description of the Forever War:
The Forever war. The Dwarves are locked in an eternal struggle with both the skaven and the orcs for control of their mountains and mines as well as the less common but no less dangerous beasts and creatures that dot the mountain passes. With no hold spared from the constant onslaught. That being said, there are holds more at risk than others. With those bordering provinces occupied with one of their ancestral enemies occasionally receiving invasions from their great enemies. The combination of these two facts does place the dwarves in a precarious position as they are gradually worn down by foes who have dozens for every dwarf who holds the walls against them.
If a hold borders a faction which is either hostile with the Dawi, or you are at eternal war with them there is a chance every turn that a raid/invasion will be launched against the hold. Though extremely unlikely to actually destroy the hold, if these are frequent enough the hold will eventually be depopulated to the point that the dwarves will be forced to withdraw from that province (this point is at 10 dwarfpower)
Seems to indicate that neighboring hostile provinces increase the likelihood of Invasions. Attrition I think is "only" the everyday constant conflict with the Skaven directly beneath the Hold or other monsters local to the province. And the Undistomez is primarily focused on reducing attrition and only provides a relatively slight debuff for the big Raids/Invasions.

@Lonkas What exactly is the difference between Attrition, Raids, and Invasions gameplay-wise? And which one is affected more by having more neighboring Provinces with hostile occupants? That seems to be a point of some ambiguity.
 
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Seems to indicate that neighboring hostile provinces increase the likelihood of Invasions. Attrition I think is "only" the everyday constant conflict with the Skaven directly beneath the Hold or other monsters local to the province. And the Undistomez is primarily focused on reducing attrition and only provides a relatively slight debuff for the big Raids/Invasions.

@Lonkas What exactly is the difference between Attrition, Raids, and Invasions gameplay-wise? And which one is affected more by having more neighboring Provinces with hostile occupants? That seems to be a point of some ambiguity.

What you have said above is correct

Invasions - provinces surrounding the hold have a chance to attack it

Attrition - constant day to day fighting in the tunnels.


Undistommaz affect invasions less because forces that large will have magical support or enough planning that they will be able to more successfully ignore the affect of the Undistommaz. Attrition is normally much smaller forces ~100 or so having pitched battles in your mines. These the Undistomaz are especially effective against as these spontaneous harrassing attcks wont have the planning or magical ooomf to push past the effect of the runic stone.
 
Shouldn't it be Protective Runework (and maybe a Gnolumgi, despite the rough DC with a non-Warrior High King), not an Undistomez?
Depends on if you want it to grow or just stabilize. Its population would stabilize with Protective Runework and a Gnolumgi unit or even just the latter which is an option I discussed with some friends of mine but I hadn't locked in either option yet since the other choices we have for where to put an undistomez are generally the same holds that will already being getting attrition reductions like Karak Kadrin, and wouldn't see as much benefit as Varr who can't get those same reductions at present.
@Lonkas What exactly is the difference between Attrition, Raids, and Invasions? And which one is affected more by having more neighboring Provinces with hostile occupants? That seems to be a point of some ambiguity.
Attrition is a passive force working against a hold's population growth via accruing day-to-day losses, which doesn't go away even if you purge all the provinces around a hold. Well, invasions are determined by the number of provinces around a hold, with each province rolling a die to see if it will invade, and if it does, it'll kill a percentage of the hold's population based on its intensity which is also rolled.

Raids to my knowledge are just the name of invasions that roll low intensities well invasions are the name for high intensity invasions. An example of a raid would be that time Zhufbar lost around ten percent of its population to the Skaven well an example of an invasion would be that time Vlag lost a quarter of its population to a Greenskin Waaagh.
 
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A 5 Action turn High King?! Sweet! Shame he wasn't a reformer but thats not the worst thing in the world, and their goes another 5k dwarfs to their deaths, sigh.

Here's hoping we get another high number for rulership like with Steelarm, preferably a 3-4 turns, maybe 5 if the dice truly are with us after all of our losses this past turn. In any event, now we have a lot of more stuff to do, like spending 2-4 actions to help activate 2 sets of Golems and then get started on that Runic shipcracking weaponry for Ulthuan. Next turn after that, maybe we can even auto complete the underway with Zhufbar as well, while we devise some other actions to spend on like creating a Undistomez for one of our more harder pressed Karak's like Akrak as it only has 31k lives now (Most definitely less after this turn) and really needs the attrition reduction before the hold falls and another notch of shame gets added onto our races collectives head. And definitely some more money making stuff after this as well with Kadrin and its underway, or try and pay for Remas to reconquer the Border Princes for that canal connection with Varr, and from a recreation of the underway proper amongst other stuff we can think about.
 
Depends on if you want it to grow or just stabilize. Its population would stabilize with Protective Runework and a Gnolumgi unit or even just the latter which is an option I discussed with some friends of mine but I hadn't locked in either option yet since the other choices we have for where to put an undistomez are generally the same holds that will already being getting attrition reductions like Karak Kadrin, and wouldn't see as much benefit as Varr who can't get those same reductions at present.

Attrition is a passive force working against a hold's population growth via accruing day-to-day losses, which doesn't go away even if you purge all the provinces around a hold. Well, invasions are determined by the number of provinces around a hold, with each province rolling a die to see if it will invade, and if it does, it'll kill a percentage of the hold's population based on its intensity which is also rolled.

Raids to my knowledge are just the name of invasions that roll low intensities well invasions are the name for high intensity invasions. An example of a raid would be that time Zhufbar lost around ten percent of its population to the Skaven well an example of an invasion would be that time Vlag lost a quarter of its population to a Greenskin Waaagh.
Looking at the above from Lonkas, we probably want to save the Undistommaz for Karak Akrak if we put one anywhere, since that's the Hold that specifically suffers from increased Attrition due to the presence of Gromril and therefore Warpstone (and Gnolumgi reduce Invasion casualties, not Attrition, presumably because while they're now allowed inside the Hold, they likely don't fit that well into the mines.) Runic Defenses in Barak Varr are cheaper and easier to do, which will be useful when we need to make sure we have enough money for Golems, the Underway, and other projects.

Alternatively, we could do some swapping around. The High Throng might go to Karak Akrak, and I could see them significantly reducing Attrition and Invasion casualties because that's basically 10,000 turbo-Ironbreakers and fighting the underground fight that causes most of the Attrition is the main job of Ironbreakers (@Lonkas is this correct?) while the Klad Karu get moved from Akrak to Barak Varr. That might save us on an action and gold which we need to do a lot of projects in a timely fashion.
 
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(@Lonkas is this correct?) while the Klad Karu get moved from Akrak to Barak Varr. That might save us on an action and gold which we need to do a lot of projects in a timely fashion.

Yes it is correct, do keep in mind though that for that to be in effect they have to not be used in an ongoing invasion...unlikely with a steward but still worth noting

So as long as they are used as a garrison they do significantly reduce casualties.

Edit for clarity: they do significantly reduce casualties of both invasions and from attrition

I'll add it to their unit card
 
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Looking at the above from Lonkas, we probably want to save the Undistommaz for Karak Akrak if we put one anywhere, since that's the Hold that specifically suffers from increased Attrition due to the presence of Gromril and therefore Warpstone (and Gnolumgi reduce Invasion casualties, not Attrition, presumably because while they're now allowed inside the Hold, they likely don't fit that well into the mines.) Runic Defenses in Barak Varr are cheaper and easier to do, which will be useful when we need to make sure we have enough money for Golems, the Underway, and other projects.

Alternatively, we could do some swapping around. The High Throng might go to Karak Akrak, and I could see them significantly reducing Attrition and Invasion casualties because that's basically 10,000 turbo-Ironbreakers and fighting the underground fight that causes most of the Attrition is the main job of Ironbreakers (@Lonkas is this correct?) while the Klad Karu get moved from Akrak to Barak Varr.
Spending runic power on an undistomez for Karak Akrak would be a waste due to the hold's small population, and the exponential nature of population growth rendering an undistomez far less useful in a hold like that compared to putting it on Karak Vlag for example which has almost one hundred thousand pops. The shortlist of holds in order of priority that you'd want to put undistomez on are Karaz A Karak, Karak Kadrin, Zhufbar, Karak Vlag, and Barak Varr because those are our five most populous holds in descending order meaning they provide the most benefit for investing in an undistomez for them.

And, the only reason I was thinking about putting one in Barak Varr instead of in Zhufbar or Karak Vlag was due to us only having enough runic power for four undistomez plus runic golems if we disable the Torrent of Zhufbar but Zhufbar and Karak Vlag are able to benefit from underway attrition reductions already so an undistomez does comparatively less for them than it would for Barak Varr which presently can't get such a reduction.

We're also not overly concerned about money at present due to the existence of the Trade Journey to the East action, and the fact that if nothing else spending a few gold on a Gnolumgi unit will stabilize Barak Varr's population for the time being.

Regardless, permanent throngs like the High Throng only reduce invasion intensity and likelihood they don't touch passive attrition.
[ ] Establish a permanent Throng
  • [ ] 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 raids where deployed.
  • Costs 8 gold (first one is free)
  • Costs 4 wealth per turn once created
  • DC = 4
 
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Maybe let's start with fortifications for Varr instead. Attrition is slow and it can easily wait a turn or two, but BV is exposed to invasions more now with two reman provinces shattered. Combined with hold bonus it'll allow us not to seal BV even when it's almost fully surrounded by enemies.
 
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Regardless, permanent throngs like the High Throng only reduce invasion intensity and likelihood they don't touch passive attrition.
Apparently they do now:
The High Throng might go to Karak Akrak, and I could see them significantly reducing Attrition and Invasion casualties because that's basically 10,000 turbo-Ironbreakers and fighting the underground fight that causes most of the Attrition is the main job of Ironbreakers (@Lonkas is this correct?)
Yes it is correct, do keep in mind though that for that to be in effect they have to not be used in an ongoing invasion...unlikely with a steward but still worth noting

So as long as they are used as a garrison they do significantly reduce casualties.

I'll add it to their unit card
Actually with that in mind, what's the feasibility of making a 2nd Standing Throng? It would increase upkeep, but it wouldn't have a major flat cost because we're just using surplus equipment for the initial issuing. It'd give us another Standing Throng that can reduce Attrition and Invasion casualties for a Hold. Could be very good for our present situation.
 
Apparently they do now:


Actually with that in mind, what's the feasibility of making a 2nd Standing Throng? It would increase upkeep, but it wouldn't have a major flat cost because we're just using surplus equipment for the initial issuing. It'd give us another Standing Throng that can reduce Attrition and Invasion casualties for a Hold. Could be very good for our present situation.
The way he phrased his response honestly makes me think he misread your post and is thinking about the invasion reduction mechanic. But presuming he meant they also reduce passive attrition I'd raise a second standing throng to station in Karak Akrak and then move the Klad Karu from Karak Vlag to Barak Varr to stabilize both holds with a single action.

I wouldn't move the High Throng from Zhufbar because they're the only protection it has despite being our third most populous hold, and because Zhufbar will be connected to Karaz A Karak with an underway tunnel during turn eleven most likely, allowing the High Throng to apply their bonus to Zhufbar, and Karaz A Karak at the same time which will provide an extreme amount of value.
 
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Ruminations on Elgi warmaking
Works for me. Moving on from that, I have this...not quite omake, that I've been aching to put out.

EDIT:
Edit for clarity: they do significantly reduce casualties of both invasions and from attrition
Yay, clarification on the Standing Throng point. Think that means we're set for a fresh Standing Throng in Karak Akrak and moving the Klad Karu to Barak Varr. Anyway...

Armies of the Elves
So, this is an awkward place to put it, but I just finished. It's kinda an omake, kinda a theorypost. Basically, we're in an interesting period in Elven history. The big staple of the canon High Elven military, the citizen-militia where every Elf is part of the levies, hasn't happened yet, that only came about during the reign of Morvael the Impetuous (the Phoenix King after the Phoenix King after the current one) after he got the bulk of the existing High Elf army killed invading Naggaroth and needed a very hasty replacement when the Druchii invasion began shortly after.

That, plus the interesting idea of Dwarf colonization of Naggaroth, made me think a post about the High and Dark Elf militaries was in order. Note that I'll be using military terms from The High King Acts out of habit and providing easy numbers.

Armies of the High Elves
So, the armies of the High Elves. And that Armies, plural, is important. As mentioned, what we generally consider the organizational core of the military doesn't really exist. While the cities probably have militias as is generally the case in this era of time IRL (and those of wealthy cities especially so), there isn't the true, "every Elf equips themselves for war and spends time as part of the levies" thing that formed the bulk of the by-canon High Elf Army.

Instead, what we have is an army built much more heavily around the nobility. The reign of Bel-Korhadris it was noted that the bulk of response to things like the Annulii Mountains overflowing with beasts that were rampaging across Ulthuan was one done by the nobility's personal intervention (with subtle and non-so-subtle encouragement from the Phoenix King.) The bulk of the High Elf military would likely have been a "retinue of retinues", where the various Nobles and Princes raise troops from their holdings (ranging from household knights to standing house troops to select levies from the common population) and call on their vassals to raise their retinues who in turn call on their vassals all the way down the chain. In the wash at the scale we operate at, these troops by and large would probably be roughly comparable to the general militia throngs of the Dwarfs (who are in turn organizationally and training-wise on par with human longstanding professional armies.)

The 2nd aspect of High Elf armies would have been the various martial orders. The White Lions of Chrace, the Sisters of Avelorn, etc. Though really, most of these aren't too far separated from the retinues, they're just the retinues of much more important people/institutions and for the most part serve full-time. The White Lions are the Phoenix King's bodyguard, and the Phoenix Guard serve a de-facto similar role of being part of his retinue (albeit with more religious connotations due to the connection to Asuryan.) The Sisters of Avelorn are retainers of the Everqueen, the Swordmasters (who don't quite exist yet) are part of the White Tower of Hoeth. And the Dragon Princes, Ellyrian Reavers, and Tiranoc charioteers are just different, Kingdom-specific variations of the same military aristocrats that I mentioned earlier.

The main exceptions to this would be the Sea Guard and the Phoenix Guard, though in the case of the Phoenix Guard it's more nominal. The Sea Guard are full-time professional marines of the High Elf Navy. The Phoenix Guard are more a religious militant order sworn to Asuryan, but as I said above, in practice this just makes them another part of the personal forces of the Phoenix King. But all these troops are definitely a cut above the average retinue in both training and equipment (Sea Guard's equipment may be not much better than the standard, but they also have integrated artillery by large-scale deployment of Eagle's Claw bolt throwers, and being fulltime professionals.)

The 3rd part of the High Elf armies is something specific to this era, a holdover from the time of Tethlis the Slayer and the war to expel the Druchii from Ulthuan (again.) With the Dragons falling into slumber and the Asur needing a new source of strength, Tethlis mobilized the High Elves to a height never seen in the past. Every city was expected to host a major drillyard where the soldiers of Tethlis's armies could train. This sort of army seems to have essentially been a mass levy/conscript force, albeit one that went through extensive training before they ever set foot on the actual battlefield, and when it finally marched, it was an army of both a quantity and quality unlike anything the High Elves had ever fielded before: an army that could only come from an Ulthuan fighting a true, total war where all aspects of the nation were devoted to winning it. Much of this army was wiped out in the same apocalyptic war it was created to fight, but the survivors, which likely includes the Host of Bel-Korhadris that was offered to us during the War of the Northern Holds, are probably among the finest soldiers to ever grace the world.

And the High Elves would absolutely despise their very existence. These are the armies that remind them of those blood-soaked days. These are the armies that razed the fields of the Inner Kingdoms to starve out Druchii advances, who torched their own homes to deny shelter to Malekith's servants. They are the corpses who liter the fields and tower over the hills, whole generations annihilated for the sake of doing the same to the Dark Elf invaders. They're a reminder of a darker age that the Asur think has passed into the dustbin of history and deserves to stay there. They are the product of an Ulthuan that was in a state of total war for over a millennia, and on the scale they were operating at during the Scouring are probably unsustainable and no one, not even the Phoenix King, wants to bear the cost of sustaining most of whatever was left of the army after the Scouring ended. Not to mention the number of true veterans was probably horrifically depleted by, well, all the horrific bloody battles of mutual slaughter (and all the survivors are horrifically traumatized.) I wouldn't be surprised if the Host of Bel-Korhadris that we were offered (50,000 standing troops and 100,000 reserves) was basically all that was left of the Tethlis-era professional armies, with the rest of Ulthuan returning to old form of the retinues besides the Sea Guard.

And it's pretty easy to argue against keeping the large-scale, professional army as well. The Dragons that Tethlis needed this army to substitute for are returning in strength, the Druchii are expelled from Ulthuan and dealt a devastating defeat, relations with the Karaz Ankor have been normalized and they're keeping the hazards of the Old World locked down. What need is there for anything more than an elite force to handle emergencies (and even that's likely called into question vs just having the various martial groups like the White Lions) and enough marines to keep the navy running?

Maybe a bit of square peg and round hole, but I'd like to see if I could jam the various High Elf forces into the old Equipment/Quality scale that The High King Acts used.

-Asur Retinues: Ranges from 3/3 to 4/4 (Roughly equivalent to the Dwarfs and forming the numerical bulk of the armies. Exact Quality can vary and may degrade during extended periods of peace, while the retinues of the most prestigious and powerful Princes can be 4/3 due to having access to fancier equipment. Significant sections of the retinues would be Quality 4, but that likely gets undone on the large scale by the absolute hassle of trying to get dozens to hundreds to even thousands of differently sized and differently organized retinues all headed by politically active nobles to work like a properly centralized and coordinated army. The canonical Asur militias would have also been 3/3.)
-Sea Guard: 3/4 (Fulltime professional soldiers. Equipment is not that much better than the average on-foot member of the nobility armies, but these soldiers are more consistently trained to fight in larger-scale battles and have integrated artillery.)
-White Lions of Chrace: 4(5)/5 (Elite bodyguards of the Phoenix King where you have to kill a giant lion singlehandedly to get in. Their equipment doesn't seem to have quite the "oomph" needed to be 5 though, which seems to require you go into supermaterials like Gromril or Ithilmar. The lion cloak helps, but not enough for a 5. But that probably gets made up for by accompanying literal White Lions pulling chariots as a Beast of Battle probably gives them enough of a bonus to do so.)
-Shadow Warriors: N/A (The Shadow Warrior method of war doesn't involve pitched battles that this system works with.)
-Ellyrian Reavers: Same as Retinues (Reavers in general are just the same nobility that would form the core of the retinues, except serving as light cavalry rather than heavy. Same goes for Tiranoc armies with their chariots.)
-Swordmasters of Hoeth: 5/5 (Elite warrior-scholars who train their entire lives equipped with wargear made by mysterious mastersmiths whose skills are said to be "the envy of even the Priests of Vaul." Being the guys who accompany the Loremasters of Hoeth presumably also provides some significant magic power.)
-Phoenix Guard: 5/5 (The actual equipment the Phoenix Guard get seems to be relatively short on enchanted wargear or gear that'd be needed to get into Equipment 5, though presumably it's still among the best available to the High Elves. Divine blessings from Asuryan gives them the 5 anyway though. They're also accompanied by the Phoenixes, which probably give an Aerial boost similar to Dragons.)
-Sisters of Avelorn: 5(6)/5 (Similar to the Phoenix Guard of being the elite retainers and emissaries to a divine avatar, except it's Isha with the Everqueen. Trades out the presence of Phoenixes and literal divine protection for magical bows that I'm framing as equivalent to Runic Equipment. Likely to number even fewer than the Phoenix Guard.)
-Dragon Princes: N/A (Canon Dragon Princes could use the scale, but TTL the Dragon Princes can go back to riding on Dragons. Close connections with the Order of Vaul might mean Caledorian armies have higher Equipment as standard. Oh, and Dragons.)
-Armies of Tethlis: 3/4 (This is an average rating as fulltime professional armies, with equipment remaining at 3 to account for the sheer amount of troops that need to be equipped, and there's a limit to how much master-crafted stuff you can make. Veterans would've been 5 quality, but Tethlis's armies took immense casualties so for every veteran there's several freshly conscripted Elves to replace the dead guys that need to be trained up because the veterans are also dying in droves.)
-Host of Bel-Korhadris: 5(7)/5: 50,000 battle-hardened veterans of centuries of warfare, equipped with the finest wargear the Asur can make, including mastercrafted enchanted weapons that gave them a +2 to Equipment, which at the time was equivalent to Elder Runic Equipment. Also, said experience of centuries of warfare in the largest campaigns in Elven history since the Sundering makes them completely irreplaceable. In my mind these are the last remnants of the Tethlis-era armies that are still actually around and maintained, save some elite marine/naval formations (and those have probably gotten attrited pretty heavily in fights with the Druchii.) Sooner or later they'll be gone.

The High Elves sure have a lot of elites. But I think it can be deceiving. A lot of those units, the actual high quality ones like White Lions, Swordmasters, Phoenix Guard, Sisters. They're all definitely elite, and when you combine it with Enchanted Equipment and various warbeasts that can range from "lion that outmasses a horse" to "magical phoenix" to "literally dragons", the High Elf elites are some of the most lethal around, even without the Tethlis army veterans.

But on the downside, all of those elite formations I would say have very low reserves and numbers, since their initiation and training is so selective. The Phoenix Guard for example only ever number at 10,000, same as a High Throng without Reserves (and the Sisters of Avelorn might be even fewer.) So they are the best troops around, but heavy casualties can take centuries to recover from, making the elite of this army extremely powerful but also very brittle. This would fit the situation that Morvael the Impetuous ran into: the best of the Asur armies was sent to invade Naggaroth and got wiped out, and there was no proper force left to defend Ulthuan on the scale required against the following Druchii invasion. Which left him desperate enough to institute the levy system where every High Elf bears arms and trains for service in the militia that leads to the High Elf army we know in canon.
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The Druchii
The Druchii are, for all intents and purposes, a living weapon forged with a single purpose in mind: The conquest of Ulthuan and the ascension of Malekith to what they see as his rightful throne. Their population is primarily descended from pre-Sundering Nagarythe, the personal demense of Aenarion where he settled the soldiers of his army, and most of the initial settler population were soldiers.

The Druchii army structure, as such, is one where every citizen is also a soldier. Slaves are used en-masse by the Druchii for a lot of the civilian work like mining, farming, and general labor so that Druchii are freed up to serve a military role (including overseers for said slaves), and said Druchii go on regular military expeditions both in Naggarond and abroad, acquiring fresh slaves and keeping the local threats down. All of this bloods them rather substantially for the inevitable next war with Ulthuan, and preparing for this war makes up a much larger part of everyday life for the Druchii than it does the Asur.

The average Druchii force of citizen-soldiers is probably (3/4) in terms of Equipment/Professional quality, to use the old frame of reference. Additionally, Cold Ones are used to the point of being the primary heavy cavalry, which should provide another boost (so 3(4)/4 in Equipment/Quality.) Pound for pound, the average Druchii formation has a significant advantage over the average Asur retinue/militia. Magicwise the Tower of Ghrond is every bit the equal to the White Tower of Hoeth, with great stocks of forbidden dark lore just as much as the High Elves have mastered Qhaysh. Air support is also regularized with Black Dragons being present alongside tamed Harpies, Manticores, and Dark Pegasi. The Druchii have significantly fewer Dragons than the Asur, but they have a lot more non-Dragon aerial assets, so that's another place where it probably comes out even on average, maybe slightly favoring the High Elves, but not enough to beat the advantage in professional quality/beasts of battle the Dark Elves have.

Mind, the Druchii are significantly outnumbered by the Asur, so they need that edge. Though at this stage the outnumbering isn't quite as bad because Ulthuan mobilizes a much smaller proportion of its population for war in the pre-mass levy system.

Elites seem to be a different story. The Dark Elves don't have access to Ithilmar and don't really have a reputation as skilled smiths or institutions of legendary smiths the way the High Elves, Dwarfs, and Chaos Dwarfs do. So groups like the Black Guard and Har Ganeth Executioners I feel are 4/5 on the Equipment/Quality scale. On the other hand, Murderous Prowess seems to indicate that Khaine's gifting of blessings of murder can be quite frequent. That might be enough to up them to a normally impossible 6 in Quality of "elite of the elite among centuries-old Elves further blessed by the God of Killing People so they can Kill People Better."

Black Guard seem to have elite groups of Black Dragon Riders for aerial support. It's noted that there's 20 "Towers" of Black Guard but no real indication of how many Black Guard within a Tower. I assume the Black Guard are at least as numerous as the Phoenix Guard though, maybe moreso.

Outside of that it gets hard enough to track individual forces of the Dark Elves that I try not to bother. Har Ganeth/Cult of Khaine would include the Executioners, but I imagine it would also include Cauldrons of Blood, Death Hags, and even more abundant Khainite blessings. Sisters of Slaughter I'm not sure even exist yet.

Either way, the Druchii in general seem to make up for their lack of numbers with better troops and add-ons for said troops (Cold One Cavalry). I feel like regular access to ground-based juggernauts like Hydras is worth an additional bonus because there really isn't anything like that in the Asur roster unless they start landing Dragons. After all, Cold Ones and Hydras fill two very different tactical niches in the battleline.
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Future of the Druchii
One question is where the Elven armies go from here. The High Elves honestly probably won't change much from where they are now. Bel-Korhadris was a firm believer in that Ulthuan's future and security lay in further study into magic, and he'll be even more convinced of that given the Phoenix Crown. The core of veterans that make up the current Host of Bel-Korhadris will probably stick around (though their numbers will likely slowly dwindle as the centuries pass because even Elves don't live forever.) The White Tower is sure to be even more impressive than in canon. But there isn't really any impetus for the High Elves to undergo radical military reforms or seek major alterations to the playing field.

The Dark Elves are another story though. The High Elves got a major shot in the arm and the slow population decline will (eventually) be arrested, which takes away an edge the Druchii had in the long game. Malekith is going to be looking for other means of levelling the playing field if he can no longer count on a slow Asur decline.

The Chaos Dwarfs seem like one angle Malekith could work with. The rapproachment between Ulthuan and Karaz-a-Karak also leaves the Chaos Dwarfs and Dark Elves with reason to cooperate to get a leg up on their rivals. Access to Chaos Dwarf-forged weapons could greatly improve the equipment quality of the Druchii armies, since they have a much better smithing tradition than the Druchii do and more access to exotic forging materials. Imagine the Black Guard going up to 5/6 Equipment/Quality, or significant contingents of Naggarond's citizen-soldiers being 4/4's before you add in the warbeasts. And the Dark Elves certainly have enough slaves to make the right purchases.

Mind, that's a bit challenging now. Uzkulak is gone and therefore the main point of access, and judging from the maps at the start of the High King Returns, the Chaos Dwarfs don't have full control over the River Ruin yet, which means access through the Sea of Dread isn't that much of an option. But Chaos Dwarf ships did make port in Naggaroth for some time, and I could see a scenario where Malekith enticed a Chaos Dwarf clan to settle in as the personal and very richly rewarded weaponsmiths for Naggarond's armies.

Beyond equipment, there's also ideas that the Druchii can take from the Chaos Dwarfs, specifically the large-scale usage of slave soldiers. This is something that's pretty common for Dark Elves to have in the various SV Quests with varying degrees of being an actual core part of their military or just something they do on the side. There is some grounding for this, slave soldiers were from what my research says present in 4th edition, but only as cannon fodder. But here and now, with the Asur population bound to stabilize, Malekith has very good reason to find ways to boost his military-capable manpower. It wouldn't be too hard for the Druchii to create a caste of slave warriors with more privileges than the regular laborers, especially since the Druchii would approach this from an Elven perspective of time and have no problem spending centuries carefully molding these hypothetical slave troops. Their Equipment would be poorer than the Iron Hargrobi, but they'd still be perfectly acceptable (and expendable) combatants, and a lot more replenishable than Elves.

There's also other angles of attack beyond direct military confrontation. This era in canon saw the first real introduction of the Khainite Assassins as a major thing, specifically for the purpose of infiltrating Ulthuan and helping spread the influence of the pleasure cults. We've already seen them put to effective work murdering a big chunk of Ellyrion's nobility. What purpose that spree of bloodletting had I have no idea and we as the Karaz Ankor don't really have any way of figuring out, but I doubt it was on a whim. No doubt the shadow war between the assassins/infiltrators and the Swordmasters of Hoeth (assuming they're still going to be Ulthuan's Secret Police) is going to be vicious.

And canonically, one angle the Druchii eventually took was use of proxies. This was especially case in the time just before and during the reign of Finubar (the Phoenix King by time of canon), where Malekith started creating a network of allies and agents across the human realms to gather information on High Elf movements and provide pawns that could be incited to attack Asur expeditions. Not to mention during the invasion of Ulthuan during Finubar's reign, Malekith (well, Morathi with Malekith's permission) recruited a large force of Chaos warriors, marauders, and followers.

To summarize, I can immediately think of 4 ways Malekith might seek to level the playing field, based on canonical actions and recent interactions with the Chaos Dwarfs:
-Improve equipment and therefore quality advantage over Asur via contracts with Chaos Dwarfs. Requires either trade or successful offers to a Dawi Zharr Clan to settle in Naggaroth.
-Bolster inferior Druchii numbers with large numbers of Slave Soldiers, inspired by Iron Hargrobi model.
-Engage in assymetric warfare via infiltration and assassination. Canon approach for this time period.
-Engage in assymetric warfare by cultivating foreign contacts and proxies to provide intelligence and pawns for attacking High Elf forces without casualties among Druchii. Canon approach during the post-1500 IC era.

None of this really matters from our perspective unless the Druchii do start seeking greater trade relations with the Chaos Dwarfs. But it's interesting to think about.
---
A/N: Sheesh, 3.8k words, I did not expect it to drag on like this.
 
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Hmm, so a draft for next turn:

[ ] Plan Draft
-[ ] Establish a Permanent Throng (-0 Wealth)
--[ ] Garrisoned in Karak Akrak
--[ ] Silver Throng
-[ ] (Cathay) Blades for the dragons (runic) (+10 Wealth)
-[ ] Commission Runic construction Golems [1/2] (-25 Wealth)
-[ ] Commission Runic construction Golems [2/2] (-25 Wealth)
-[ ] See the Dukes Hang (-3 Wealth)
Free Actions
-[ ] Move the Klad Karu from Karak Akrak to Barak Varr

Starting Wealth: 63
Income: +51
Upkeep: -19.66
Net Action Costs: -43
Estimated End Turn Wealth: 51.34

"Silver Throng" (or "Throng of Silver") seems most appropriate. They're guarding the Gromril-making hold, and Gromril has a silvery color. They're also a Throng founded in and to help maintain the Silver Age.

We could do an Emergency Tax instead of Blades for the Dragons. They're the same amount of Wealth. But I like Blades of the Dragons as that's additional progress towards making diplomatic inroads with Cathay, and it might unlock new commissions from Ming Yao in the future, so I feel it's something to do in a timely fashion to make as good an impression as possible. And it's a DC 3 Stewardship Action (was DC 6 last turn due to overworked Runesmiths, but that should go away this coming turn), which with our Steward High King has a 0% chance of failure.
 
None of this really matters from our perspective unless the Druchii do start seeking greater trade relations with the Chaos Dwarfs. But it's interesting to think about.
---
A/N: Sheesh, 3.8k words, I did not expect it to drag on like this.
Honestly alliance between dark elves and chaos dwarfs seems likely given the fact relations between dwarfs and high elves are getting better they might fell threatened by that fact and seek closer coperation with each other
 
I'm more supportive of speeding up construction on 106 instead of Permanent Throng or blade of dragons. The colony is definitely more vulnerable than a hold and there is still cash left over.
 
Honestly alliance between dark elves and chaos dwarfs seems likely given the fact relations between dwarfs and high elves are getting better they might fell threatened by that fact and seek closer coperation with each other
Yeah. Once the Dromons for Ulthuan sail out, I think it's going to be important to have a set for ourselves, just in case the Dark Elves decide that the Dwarfs need to be taught a lesson about helping the Asur so directly (though Malekith might be enough of a Dwarf Understander to decide it's not worth getting the Karaz Ankor even more inflamed at the Druchii.)

For similar reasons, if we set up a Hold in the Dragon Isles, it should be reinforced with Dromons sooner or later (and a standing Navy if Seaholds don't automatically have a local one.) The Druchii probably won't like the idea of us shutting them out of access to a potential trading partner.

Though an interesting bit of trivia: the River Ruin is several miles wide, wide enough that Chaos Dwarf warships based out of Zharr Naggrund (which is built next to the River Ruin) can use it to sail out into the Sea of Dread.

On one hand, this represents a significant concern for us in our hopes to keep the Chaos Dwarfs bottled up from sea access (though it's a long term one, the Chaos Dwarfs don't have control over the whole River Ruin according to the most recent maps, and the bulk of their naval expertise was probably based out of Uzkulak as that's much easier access to their main trading partners.) But on the other hand, it means if we set up a navy with Dromons in the Dragon Isles, then theoretically, we could sail up the River Ruin and shell Zharr Naggrund with it.

I'm more supportive of speeding up construction on 106 instead of Permanent Throng or blade of dragons. The colony is definitely more vulnerable than a hold and there is still cash left over.
I'd rather move the Gnolumgi from Karak Vlag to the Colony instead if we want to cover for it. We might have a "lot" of Wealth left over, but that pile will shrink really quickly. Even with Golems an Underway section will cost something like 17 Wealth, then there's 2x Dromons for Ulthuan that's another 20 Wealth.

And of course, this is assuming that both Runic Golem actions succeed. Even with a Stewardship King, they're still an effective DC 4. That means 2 70% rolls, which is a 49% chance of them both succeeding, and if one of them fails then we need to spend another 25 Wealth next turn finishing it. And we want to keep a war chest in case something unexpected happens.

Gnolumgi should be able to cover for the colony without too much trouble. It's Karak Akrak that's facing increased attrition from the Skaven wanting Warpstone and invasions from Hell Pit, plus Barak Varr which borders an effective 6 Greenskin provinces now (Badlands counting for 2) that need addressing ASAP.
 
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Akrak and Barak Varr are pretty important I agree. But building a standing throng for garrison purposes is too upkeep intensive. Against invasions the cheapest way is increase defense to 1 followed by commission runic equipment and protective runework. Gnolumgi is good for large holds but the main purpose of a standing throng should be for conquest or wars only.
 
Works for me. Moving on from that, I have this...not quite omake, that I've been aching to put out.

EDIT:

Yay, clarification on the Standing Throng point. Think that means we're set for a fresh Standing Throng in Karak Akrak and moving the Klad Karu to Barak Varr. Anyway...
Yeah, almost certainly because the alternative is raising a gnolumgi unit, and taking several fortification actions so in the interest of saving us a bunch of actions I'll probably just do that.
Asur Retinues: Ranges from 3/3 to 4/4 (Roughly equivalent to the Dwarfs and forming the numerical bulk of the armies. Exact Quality can vary and may degrade during extended periods of peace, while the retinues of the most prestigious and powerful Princes can be 4/3 due to having access to fancier equipment. Significant sections of the retinues would be Quality 4, but that likely gets undone on the large scale by the absolute hassle of trying to get dozens to hundreds to even thousands of differently sized and differently organized retinues all headed by politically active nobles to work like a properly centralized and coordinated army. The canonical Asur militias would have also been 3/3.)
They average 4/3 to our knowledge well our throngs average 3/3 because High Elves live longer than Dwarfs nowadays.
Sea Guard: 3/4 (Fulltime professional soldiers. Equipment is not that much better than the average on-foot member of the nobility armies, but these soldiers are more consistently trained to fight in larger-scale battles and have integrated artillery.)
The Sea Guard along with other large-scale professional High Elf armies should be around 5/4 or 5/5 since they're meant to be equivalent to our standing throngs. With hardened veteran formations like the Host of Bel Khorhadri being 6/6.
White Lions of Chrace: 4(5)/5 (Elite bodyguards of the Phoenix King where you have to kill a giant lion singlehandedly to get in. Their equipment doesn't seem to have quite the "oomph" needed to be 5 though, which seems to require you go into supermaterials like Gromril or Ithilmar. The lion cloak helps, but not enough for a 5. But that probably gets made up for by accompanying literal White Lions pulling chariots as a Beast of Battle probably gives them enough of a bonus to do so.)
We know the High Elves are capable of producing tens of thousands of Quality 6 veterans and Equipment 7 gear to arm them with so elite High Elf units like the White Lions of Chrace along with all the other ones you listed below them should generally be considered 6/7 or higher units.

My main piece of feedback for the post is that you need to keep in mind that the Dwarfs have fallen from grace heavily so the High Elves who have yet to fall from grace are simply superior to us at present as they boast vastly greater numbers and vastly higher-quality armies on average. They're pretty much our insight into exactly how far the Karaz Ankor has fallen since the War of Vengence since they're still fielding the same army now that they were then.
Honestly alliance between dark elves and chaos dwarfs seems likely given the fact relations between dwarfs and high elves are getting better they might fell threatened by that fact and seek closer coperation with each other
I'm not even sure this is possible anymore considering the Dawi Zharr no longer have sea access, and the Dark Elves were never able to make the journey to them in the first place during this era of their history.
I'm more supportive of speeding up construction on 106 instead of Permanent Throng or blade of dragons. The colony is definitely more vulnerable than a hold and there is still cash left over.
I agree that we should finish colonizing Province 106 instead of doing Blades for the Dragon since we're at risk of losing the colony to a random invasion otherwise.
I'd rather move the Gnolumgi from Karak Vlag to the Colony instead if we want to cover for it. We might have a "lot" of Wealth left over, but that pile will shrink really quickly. Even with Golems an Underway section will cost something like 17 Wealth, then there's 2x Dromons for Ulthuan that's another 20 Wealth.

And of course, this is assuming that both Runic Golem actions succeed. Even with a Stewardship King, they're still an effective DC 4. That means 2 70% rolls, which is a 49% chance of them both succeeding, and if one of them fails then we need to spend another 25 Wealth next turn finishing it. And we want to keep a war chest in case something unexpected happens.

Gnolumgi should be able to cover for the colony without too much trouble. It's Karak Akrak that's facing increased attrition from the Skaven wanting Warpstone and invasions from Hell Pit, plus Barak Varr which borders an effective 6 Greenskin provinces now (Badlands counting for 2) that need addressing ASAP.
We're moving the Gnolumgi from Karak Vlag to Province 106 regardless because the new hold won't be able to defend itself from invasions at all, unlike Vlag which has a lot of built-up defences. Separate from that you shouldn't be so concerned about wealth since we'll have around sixty-five wealth to work with during turn eleven which is more than enough for the expenses we'll make that turn such as finishing up the golems if they failed, and we should have the leftover actions needed to take things like Blades of the Dragons then in order to raise funds for turn twelve.
Akrak and Barak Varr are pretty important I agree. But building a standing throng for garrison purposes is too upkeep intensive. Against invasions the cheapest way is increase defense to 1 followed by commission runic equipment and protective runework. Gnolumgi is good for large holds but the main purpose of a standing throng should be for conquest or wars only.
It doesn't make sense to spend seventy-six gold and six actions to build all those defences for Karaz Akrak and Barrak Varr when we could just raise a standing throng for eight gold and spend five actions on revenue generation from things like the Trading Voyage with the East action since it'd take over forty turns for the defences to break even with the standing throng in terms of gold.

And, the gnolumgi are primarily for small holds, not large ones since they ablate a flat amount of invasion casualties well invasions kill a percentage of a hold's population. Well standing throngs are for large holds because they decrease passive attrition which has more value for larger holds in addition to reducing the percentage of Dwarfs lost to invasions which again has more value for larger holds.
hey wannna see how fast I can make the treasury vanish?
Wanna see me do it again?
 
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The Reign of Krag Deepdelve 4580
It was nearly 5 decades ago when Kragg Deepdelve first came to the attention of Erbor Steelhand, High King of the Karaz Ankor. Guildmaster of The Karak Kadrin Iron mining guild, an extremely prestigious position, he had taken only three decades after being made a full beard to have reached his high level of acclaim. He was noted early on for his masterful ability to know the strengths and weaknesses of the dwarves around him even should he have only met them a few hours ago. Such a fine understanding of the dwarven mindset was a cause of much of his early acclaim, not only in the mines where it could mean the difference between a shored shaft and a cave in, but also, once he got to that level, the world of guild politics.

Never could it have been said that Kragg was caught off guard by his rivals subtle manoeuvring or their by brash rudeness. Always he would be one step ahead. Charming his rival's enemies with ale and the prospect of sharing long sought after guild secrets in order to present a unified front. Or knowing the exact time and place to bring a dispute to the reckoners attention, distracting his opponents with the tedious business of grudge - lore so he could take advantage of their indisposition. It could also never be said that the Dwarf was without friends, for his cunning and skill were used judiciously and appropriately. While acting with his allies and peers of good standing he was the epitome of dwarven manner. Maintaining a vast network of connections, not only within Kadrin or even the Ankor, but even extending down into the human realms, where he cultivated friendships with manling lordlings and burgomeisters. So it was that when Erbor began to think of his enduring legacy and the need for someone to quite literally build upon his works, Kragg was the one to whom the king extended his hand.

Taking the guildmaster into not only his confidence but also eventually his Clan, Erbor taught his new apprentice all that there was to know about the arts of dwarven Kingship. Taking Kragg on extended tours throughout the Ankor. Advising him on the running and maintaining of armies, and of his rationales behind the announcement of the silver Age. Lessons that the grateful and eager student took deeply to heart, though it quickly came clear where to two dwarves differed. For despite having done his duty for hold and hearth, Kragg was never going to equal his mentor in his skills on the battlefield or campaign, the haft of his az was not worn smooth with heavy use, nor did he leave a grand legacy of vanquished deeds and foes behind him. But Erbor himself stood in Awe as his protégé manoeuvred through the complex legalities, personalities and precedents that marked the finances of the Ankor as if he had been made for the task.

So it was no surprise when the council of kings was informed that in his final moments, Erbor had requested that in their wisdom, Kragg Deepdelve be named the New High King of the Karaz Ankor. There was some traditional bickering and ruminating on whether to accept the pronouncement of the dying king, the proper forms had to be observed after all. But the outcome was never truly in doubt. Kragg had been working with these kings for the past several decades, many were already part of his vast network of friends and correspondents and many were the debts that the favoured heir could call upon to ensure his candidacy passed into law.

Now as Kragg takes to the throne, many eyes turn to watch the high king. marvelling at the assurance of an elder in one only part way through his second century as well as the deftness at which he seems to handle the affairs of state. The throngs look forward to an era where hopefully their Az's can be laid to the side for a time. While the guildmasters and clan heads near and far make pilgrimage to Karaz - A - Karak to hold council with a high king who will be able to keenly perceive the advantages on offer. Ebor had ushered in a new Era for the empire, making many of the holds safer than they had been in millenia. It now falls to Kragg to see the promise of that age made true, and set the foundations for the return to the golden age of the Dawi.



Province NumberDwarfpowerHead TaxWealth per turnPotential Trade RoutesRunic infrastructureDefensive level (max 2)Net Runic power generatedAdditional info
Karaz AnkorNA871848NA
Karaz a Karak –63
216​
2.46
5​
7​
Runic weapons, Waystone
Eyes of Grungi,
2
3​
Karak Kadrin95
147​
1​
7​
Runic Weapons
Waystone,
Axe of Grimnir
1
1​
Zhufbar –68
102​
3​
7​
Waystone
Torrent of Zhufbar
1
0​
Barak Varr – 100 (80)56
54​
1​
14​
Runic Weapons
Waystone
1
1​
Karak Hirn 70 (40)54
36​
1​
7​
Karak Norn 40 (20)75
18​
1​
7​
Karak Izor 50 (20)52
25​
1​
7​
Karak Vlag 60 (30)97
79​
1​
7​
Runic weapons,
Protective Runework
Waystone
1
1​
Karak Azul 40 (40)59
80​
1​
7​
Waystone11Sealed
Karag Dum 20 (20)103
23​
0 (1)​
0 (7)​
Waystone11Sealed
Karak Angaraz76
50​
1​
7​
Karak Drazgh
0​
WaystoneFallen
Karak 8 Peaks
0​
WaystoneFallen
Karak Ahzhagh
0​
WaystoneFallen
Karak Zorn???
0​
WaystoneFallen
Mount Gunbad
0​
Fallen
Mount Silverspear
0​
Fallen
Ekrund
0​
Fallen
Karak Ungor
0​
Fallen
Karak Varn
0​
Fallen
Karak Akrak11021
1​
7​
Province 10610620
0.5​
Colony

Current WealthHold income (mines/pop) with Tech bonus appliedCurrent Tech BonusTrade IncomeUnique
Income
Pass TarriffsTotal IncomeCurrent ExpensesTurn ExpensesAdditional IncomeBalanceFinal Total
Turn 1492640%12264614157+2470
Turn 2702850%112647 (51)19.66??????+31

(The image doesnt seem to load in properly but the link works)

(you have 5 actions)

Relevant modifiers, +2 Stewardship, - 1 to all innovative actions.

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.
    • (Some great conflict appears to have occured deep in this former hold, leaving it temporarally somewhat more open to attack
    • DC = 20)
    • Owner = Skaven
    • [ ] Iron Peak - One of the most recent mines established within the Karaz Ankor, the works upon the mount were not even complete when the Grobi came to seize it. If retaken though, its shallow mines do promise to be at least some protection from the Thaggoraki
    • DC = 20
    • Owner = Orks
    • [ ] 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
    • [ ] 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
    • [ ] 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
    • [ ] 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
    • [ ] What Standing armies would you choose to bring? (May choose up to 3)

[ ] 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 3)
  • cost = 3


[ ] 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

  • [ ] 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 raids where deployed.
  • Costs 8 gold (first one is free)
  • Costs 4 wealth per turn once created
  • DC = 4


[ ] 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
  • Costs 4 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

[ ] Crush the Duke
Duke Leopold of Oswin, is dead, his heirs however have inherited the crimes of their father, and must answer for the Dawi blood that has been shed. And while the new duke remains one of the premier landowners within the Margravirate. his forces could not hope to muster against the might of the Karaz Ankor. What remains to be seen is if the Margravirate would rally against the righteous Dawi who come to extract their rightful vengeance

DC = 3
Cost = 1
  • [ ] What Standing armies would you choose to bring? (May choose up to 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
  • Costs 8 wealth
  • Costs 4 wealth per turn
  • DC = 5

[ ] 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 3
  • Potential to receive lost dwarven lore (likelihood reduces for each runic level achieved)


[ ] Establish a series of Midghal (keeps) across the coast of the western Southlands (innovative) (Construction)
The road to the east is long and full of hardships, while the sea route is even longer and perhaps just as dangerous. However, the sea is much faster to travel across than even the swiftest and most durable dwarven runners and much more can be transported there and back than on the carts and wagons which would travel across the dark lands. The route could also be made far safer if we were to establish a series of keeps along the length of the southlands. Small outposts of 50 - 100 dwarves separated by a weeks sail would allow us a series of safe ports for ships to shelter from raiders. It would make the journey significantly easier, even if it would be quite expensive to establish

  • DC = 6
  • cost = 15
  • 1 per turn
  • lower dc for reaching Cathay and Ind
  • [ ] attach a fleet to this action, state which fleet


[ ] Search for an under city.
Mountains occupied by Skaven are filled with Fetid nests, lairs and pits, all of which the skaven make their home in. Though they default to the fallen holds taken from the Dawi when they can However, there is always the greatest location in a Skavens mountainous realm. The undercity. The difficulty is of course managing to find it.

  • Cost 2
  • DC 6
  • Undercity location is discovered, a significantly high enough roll will provide a bonus for invading the undercity.


[ ] 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 force are you sending (all troops sent will be occupied for the entire turn) (Max 20000)


Stewardship Actions


[ ] Restore 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
  • Which Route Shall be worked on
  • Costs 26 gold
  • dc 6


[ ] 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
  • 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
- The first conquest action in a turn receives a reduction to the dc of 2.5


[ ] To what hold or throng do you assign this runic equipment
  • DC 3
  • Cost 15


[ ] (Cathay) Blades for the dragons (runic)

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.

The dragon of the west has requested that ten thousand sets of Runic equipment be created for the use of him and his personal armies to help bring harmony wherever his forces may march. He also hints that in time, should the equipment be to his satisfaction, he may also be willing to divulge the source to his sister, Miao Ying, the guardian of the great bastion.


DC - 3
- Gives 10 wealth upon completion.
- provides 1 runic skill upon completion
- may provide for an introduction with Miao Ying



[ ] 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
  • increases overall survival by a small amount
  • 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
  • +2 wealth per turn from the hold
  • - 1 runic power
  • Increase Runic Skill by 2 on completion

[ ] Commission Dromon class siege ships: (Innovative)
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 Dromon class siege ships: For Ulthuan (4 turns remain)
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. As payment for playing their part in the War of the Northern holds, a series of ships was promised to Ulthuan. To Aid in cracking the near inviolate walls of the black arks of their most hated foes.

  • DC = 6
  • Cost = 10
  • requires 2 actions to complete (can be completed over multiple turns)
  • Increase Runic Skill by 3 on completion
  • (5 Turns Remain)


[ ] 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 = 6
  • 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


[ ] 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
  • significant
  • 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
  • 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.


[ ] 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
  • Allows the province to connect to adjacent provinces runic grids (can be chained to form an effective transmission wire)



[ ] 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)
  • DC 6
  • Costs 18 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
  • DC 3
  • Costs 15 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 8 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 24 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 = 6
  • 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


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

[ ] Send Expedition to Ind: The other great culture of the east are the kingdoms of Ind. Which are said to be as wealthy as Arabyan sultans and as wealthy as the tubes of humans at the foot of our mountains. Even more mysterious than Cathay we would have to journey there to discover what we could offer them and them us. Send our fleet around the coast of the Southlands to see if we can arrange proper communication.
  • Potential things to discuss Dwarven goods, Dwarven Quarters, ???
  • Costs 2 gold
  • DC 3
  • [ ] attach a fleet to this action, state which fleet

[ ] (Cathay) Permanant Embassies

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

[0] Send a request to the Phoenix king (Locked for 1 turn):
Now that a more stable if... distant relationship has been established with Ulthuan, the possibility has arisen that we could both benefit from each other...


[ ] See the Dukes hang
Duke Leopold of Oswin, is dead, his heirs however have inherited the crimes of their father, and must answer for the Dawi blood that has been shed. the Margravirate however will likely act to defend their own in what they would wrongly view as an unjust war. leveraging the wealth of a kingdom however and tasking our greatest loremasters to seeing the umgi brought to justice should result in the whole family swinging from a deserving tree.

DC = 4
Cost = 3


[ ] 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 techonlogy 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


[0] 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 2 gold
  • They are for the moment unwilling to listen

[ ] 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


[ ] 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. Mount an expedition to see if this land could be a safe refuge for us, far from the attentions of our enemies
  • DC 7
  • cost - 3
  • [ ] attach a fleet to this action, state which fleet

[ ] 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. Son of Aenarion and dwarf friend. Who as their histories show, rebelled against the supposedly false phoenix king Bel Shannar long before the war of vengeance. therefore our grudges against Ulthuan would not apply to him. We should send an expedition to see if ancient friendships can be revived with Elgi or their descendants who have never crossed us.
  • DC ???
  • cost - 3
  • [ ] attach a fleet to this action, state which fleet

[ ] Mount an expedition to Lustria (innovative)
We know little of Lustria save that it exists and is covered in horrible forest and inhabited by ravenous beasts. Who knows though, perhaps there are surprises within that we may have interest in.
  • DC ???
  • cost - 3
  • [ ] attach a fleet to this action, state which fleet

[ ] Attempt to vassalize a region for their good and that 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 sanctuary 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


[ ] 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)

[ ] Investigate the Southlands
Upon the map which you were provided are the locations of a dozen places that you have not seen any mention of in the dwarven anals. These should be investigated to see if they remain, and how it is that the Karaz Ankor has seemingly lost knowledge of an entire civilization
  • costs 2 cold
  • DC??
  • [ ] 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)


Moratorium for 24 hours
 
Last edited:
Lonkas when throwing the treasury math into a spreadsheet the final wealth for Turn 9 should be 73 not 63. And, the action to finish colonizing Province 106 you talked about adding seems to be missing.
 
With a stewardship king we planned to make golem so that are our first two actions out of 5(25)
One goes to reducing our shame with [ ] See the Dukes hang( 3 gold)
and the final 2 to [ ] Build Defenses (Construction) as doing a lot of runecraft in a turn could lead to higher DC's for it

can [ ] Build Defenses (Construction) be done for colonies like 106?
 
Oh right, there's a grudge to settle too. Well that settles it, it's golems, new hold, settling grudge and BV fortifications.
 
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