[X] Plan: High Places and Higher Standards
-[X] Atop the Highest Peak: The tallest mountain of the ring of mountains surrounding Karak Skarrenruf reaches above the clouds. It is currently unnamed and can only be climbed using a narrow trail that only one Dawi can fit through.
Construction will finish in 2313
Ten Dawi can hold off a thousand Greenskins in these narrow passages.
-[X] Accept the mission immediately: The High King asks, and you will answer.
+2 Shame Capacity.
-[X]Find the gates of Hell Pit:
Kraka Drak and Kislev attempt to drive a sword into the Hell Pit that will last for many long years. They are gathering friends, allies, and anyone willing to join in this noble initiative.
But for this to be done, first, the location of the foul pit must be discovered.
Rangers Needed: 30
Danger: High.
Unlocks The Assault on Hell Pit.
-[X] Marsh patrol: Barak Varr is sending a Monitor camouflaged as a Skaven ship up the canal the Skaven flees has emerged from. They want to deploy Rangers when they reach the docks and sink as many Skaven ships as possible as they lie at rusty anchor before fleeing.
The mission will be dangerous. But Barak Varr intends to reward you generously.
Rangers needed: 30
Danger: ??
Reward: Large outpost in Barak Varr
A peek at the Skaven Fleet.
The Expedition to Karag Dum: You finally know the rough location of just where Karag Dum is within the partially expanded wastes and believe you will be able to send an expedition. But this is beyond the Ranger's Guild at the moment. Borek Forkbeard is currently gathering supporters for this expedition in the Everpeak. But they will need all the help they can get. Your Rangers can lay the groundwork for their journey.
-[X]Prepare a path for the expedition: Rangers will mark the way to Karag Dum with runic talismans to make sure that they can follow the runes to the Hold when the journey is launched. The land might twist, but the runes should remain the same.
Rangers Needed: 15
Danger: Very High
Increases the odds for the expedition.
-[X] Supply Caches for the Expedition: Rangers will bring bags filled with salted meat and bury these in sealed bags in strategic locations along the path to Karag Dum. This should improve the chances of the expedition.
Rangers Needed: 15
Danger: Very High
Increases the odds for the expedition.
-[X] Zhufbar's convoys: The Skaven are attacking the Zhufbarak armoured caravans as they head through Sylvania and from there to Karak Hirn. The massive steam-powered wagons are freshly guild-approved and still have some issues with the Sylvanian terrain. Mostly all of the zombies crawling from the dirt. T
The vampiric inhabitants of Sylvannia have been roused by the noise of great steam engines chugging along and have found out what the cargo is. Eager for Gromril, much stronger forces of the undead have been attacking the Caravans.
Rangers needed: 30
Danger: Sylvania. Expect heavy losses.
Increases Karak Hirn's defences
Gain a small Outpost in Zhufbar as thanks.
-[X] Reinforce the Anti-Skaven front: The Holds of Karak Eksfilaz, Karak Grom, and Karak Kaferkammaz have used the reprieve you gave them to form a combined military command, sharing intelligence and forces to crush the Skaven whenever they try to muster.
The Skaven continue to attack along the front and can send some parties through the heavily defended passes. And between the fortresses established by the Vault Triumvirate.
You're being asked to help and drive these Skaven raiding bands back before they can infest the Brenheim pass. Unfortunately, the mercenaries you have hired to guard your trade might not be enough to deal with this threat.
Rangers Needed: 90
Danger: High.
Reward:
Your southern flank remains firmly held by the Vault Triumvirate
Trade is not disrupted.
-[X] Purge Karak Norn's mountainside of Clan Eshin.
Karak Norn is still reeling from the poison gas dumped into their Hold by Clan Eshin assassins. So they are asking you to provide rangers to help them clear the mountainside of the Clan Eshin strongholds.
Rangers needed: 60
Danger: Very High
Reward: Pressure on Karak Norn decreases.
Small Outpost in Karak Norn.
-[X] Help Karak Izor guards its approaches: Karak Izor has driven back the Skaven across all fronts. But there are still constant encroachments upon their surface holdings, especially air vents and side passages. So you are being asked to send a small force of Rangers to lead Izor's rangers if an attack is launched.
Rangers Needed: 30
Danger: Near-suicide Mission.
Reward: Karak Izor recovers from the Skaven attacks.
Total Rangers Used: 300. Total Rangers Remaining: 7
SOCIAL LETTERS
-[X] Great King Silverbeard.
--Describe what you want to talk about: Write to him, let him know we are taking not only the chance to find the entrances to Hellpit as he suggested but also let him know of the Karag Dum expedition and humbly ask for any aid he might be willing to provide and offer this as a 'joint expedition for the good of all Dawi'. Ask if it would be possible for his forces to coordinate with the Kislevites and kill various chaos spawns and tribes along the way to Karag Dum to balance out the ranger's we're sending to get info on the Hellpit
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[X] [Letter] Prince Leopold of Ostland, Knights of Everlasting Light
--
[X] Ask the Everlasting Light to assist Zhufbar's convoys as they travel across Sylvania. Inform him that they are vital supplies that are going to be used in the defense of the hold and that if they dont get there many may die.
-[X] Tzarina of Kislev
--Describe what you want to talk about: Confirm that you will be helping to expose the Hell pit for her and Great King Silverbeard's dual assault upon the hellpit, and explain the Karag Dum expedition, ask for any and all aid she can provide, even if it is only extra supplies and guides up to where they can no longer follow. Provide any and all maps related to skaven tunnels in both the Troll Lands and Kislev to help her not only prepare for the attack on the Hellpit but also prepare her people for any skaven reprisals. Ask if it would be possible for jer forces to coordinate with the Krakka Drakk dawi and kill various chaos spawns and tribes along the way to Karag Dum to balance out the ranger's we're sending to get info on the Hellpit
-[X] Royce Feuerbach. The Elector Count of Talabecland
--Describe what you want to talk about: Offer a copy of the letter you had written to Magnus that Wissenland is waving about and provide your side of the situation. Suggest that working with Averland on restoring the Province of Solland in its entirety will settle the matter as the only authority in the province will then be Elector Count and the Emperor in that order, any economic and ties of friendship are of course a natural byproduct of the goodwill and cooperation of both races. Dawi do not want to rule, and the sooner the province is restored and it's borders reestablished the sooner Clan Rakidum can leave. See if he is willing to approach Hochland about that and convince them to join the "Restore Solland" bloc, or at least show the Hochland Elector Count the evidence that shows that you weren't taking over the province and never intended to.
[X] Plan: Oiled Steel
-[X] Support the Order:
(Introduced in:
The Twin Holds: Dwarf Ranger Quest. (Warhammer Fantasy) Fantasy)
The Order of the Iron Spear has turned Obhaussen into a respectable fortress, and they are growing as more and more Tileans show up looking to start anew in Solland. Selgra, having experience with Tileans, has talked with many of these new arrivals and thinks the Tileans could become the backbone for Solland's future army.
Just providing the Order with chain and leather armour should greatly improve their combat effectiveness.
While some assistance from the Stoneback Dwarfs will help construct a new fortress to block off the pass from the South. A Tilean Garrison of two hundred trained defenders will protect the Icy Wind Pass, manning a stone fortress.
With steel spears, and steel hearts, the Order of the Iron Spear will hold the line as a wall of armoured spears, and fighting in the name of Myrmidia, cleanse Solland of evil.
Choose three Solland development options.
-[X] The Kolbhugel-Steingart Road: With much of Solland now taken, the river between Steingart and the other towns of Solland now goes through Wissenland territory. This could result in a problem, as Wissenland might try to cut the river off. Although you doubt they would do this.
Vikki has a solution. She is still field-testing some Zhufbarak road construction tools. Specifically, the ground-pounder. She claims that it should be possible to construct a paved road between Steingart and the now-abandoned town of Kolbhugel. Which can be populated with people from the surrounding villages. The road is across open terrain, not the dangerous forests of other parts of the Empire. This should make a caravan travelling across the open safer, as threats can be spotted from afar.
The town of Kolbhugel is refounded.
A road is constructed between Kolbhugel and Steingart in the event the river trade is interrupted. Mind, it is still faster to use the river than travel overland.
Improves Solland's Infrastructure
Improves Solland's Economy.
-[X] Ostermark Colonists. Dwarf homes: Ostermark's cities are still suffering from the aftermath of the Great War Against Chaos. Many skilled artisans and aimless former soldiers would be willing to start a new life in Solland. Send your stonemasons and artisans to Steingart and expand it to make way for waves of Ostermark colonists.
Steingart gets a large population boost in the towns currently under reconstruction.
Improves Solland's Infrastructure
Improves Solland's Economy.
Improves Solland's Military.
-[X] Get Zhufbar Involved: According to Vikki, there is 'Black Water' to be found near Steingart, something which she says Zhufbar will be very interested in. Zhufbar is quickly growing to consume great quantities of oil to produce fuel for Drakeguns and lubricants for the city's industrial heart. Because weight is a premium for transportation, and most will be done overland, the Zhufbaraks will process all the chemicals on-site until they have useable Drakegun fuel.
Zhufbarak oil refinery: A large fortified compound south of Steingart. Here the Dawi of Zhufbar extract the Black Water from the swamps and use it to produce the chemicals they need. Be it Drakegun fuel or industrial fuels and lubricants.
Five Hundred Dawi will move into this compound and will help protect Steingart if it is threatened. They will also sell industrial byproducts that are either useless or too heavy to transport back to Zhufbar. These will be a large boost to Solland's economy and the Empire as a whole. As no Nuln Engineers have yet discovered either Kerosene or industrial lubricants.
A roll will determine how many things Zhufbar shall sell to the Umgi. Although tar and Kerosene are guaranteed.
One Hold interfering in Solland is one thing. But by involving Zhufbar, you will open the floodgates to the other Dawi Holds who might want to get involved in a potentially very profitable endeavour.
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Okay, so the Guild Hall and Karag dum one...Best to take the HIgh Peak option as with all the information, maps, and other secrets and such, we want to be able to ensure that nobody we don't want gets at our stuff. With Karag Dum...there's too many reasons to go.
For the Ranger mission...
Edit: So, after some consideration, can see that avoiding the Anti-skaven league isn't doable since we didn't hire the mercenary army to guard the passes and protect our trade. Downside to our plan...that being said, it means we can't do the Karak Izor and the "Zhufbar under attack again" options but gets both the Hell Pit and the Port options done as well ad the Karag dum missions. Norn gets their Clan Eshin problem removed, and we'll be up to 200+ rangers a turn with the 2 small and one large outpost we'd get.
As for the Solland actions.
The Order will provide a solid backbone to the army and more importantly...guard the pass for us. So it's win/win/win on several levels.
For the rest, the road will help trade, rebuild yet another town, as well as ensuring that if Wissenland does anything screwy, it won't hurt us too bad.
The Ostermark Colonists have their malus removed so lets just invite them in and help out Ostermark as well as Solland, helping all around.
And I want to get Zhufbar done because we need that oil exploited, it'll help the region, and trade will boom too.