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@DragonParadox @Kairos Is there any reason why you are attacking the Necksnappers without Assassination mission: The Necksnapper threat? It is as free as looking for the vampire, but it would help us signifcantly more during the combat mini turn...
Same reasons as DragonParadox plus action economy. Combat turn means multiple rolls already and devoting another intrigue action when we could be using it to scout new threats or get more money is suboptimal.
 
[X] Plan Dawn of the Ranger Guild
Diplomacy
-[X] Help Barak Varr:
The Sea Hold has been the victim of an outrageous offence against all things Dawi. The hearts of their forges are beating, and they hunger endlessly for Iron and Fuel. Two resources that you can provide them with. By giving them a priority for coal and iron, you will make a decent profit, but you'll run into a bottleneck in your iron and coal mining capacity.
Cost: 0. Duration: One year. Chance: 70%
Coal and Steel trade good value reduced to 0 until new supplies of iron are secured. Will not be able to pick 'Selling Weapons for the Umgi'
Reward:
Trade Deal with Barak Varr: Worth 4000 Gold.
Increases Relations with Barak Varr to 8/10
-[X] Formal embassy to Kraka Drak:
Kraka Drak is the remotest part of the Dawi Realm. No other great lords of the Dawi have been able to visit them due to the extreme length of the trip and the potential danger. You have no such qualms. You'll take your Durazstrollar and join their traders for a journey back home.
A visit to Kraka Drak is guaranteed success if taken within two turns.
-[X] Cooperation with Karak Hirn:
The Horn Hold has been getting hit by constant, relentless attacks from the Thaggoraki. Perhaps we could provide advisors and a shipment of Rakidum Crossbows and armour in exchange for firmer trade ties?
Or send a large shipment of supplies to Karak Hirn alongside your diplomats.
Cost: 3000. Duration: One Year. Chance 80%
Martial
-[X] Adoptions into Clan Rakidum:
Clan Rakidum is relatively open about adopting other Dawi into our Clan. Many a Rangers who proved their ability has been allowed to join the Clan as an equal. It is time that Clan Rakidum held a new Garaz Gand. a 'Finding of the Fearless'. Your Dawi will have a series of trials and rituals among all willing Dawi, and see who is ready to join Clan Rakidum.
Cost: 0. Duration: One year.
Each Clan and population has a random amount join Clan Rakidum.
-[X] Attack the Necksnappers:
The Greenskins have become too much of a threat since the fall of Karak Kallbraz. Therefore, you will send out your Rangers to begin harassing and systematically wiping out Greenskin camps and formations, all the while preparing to weaken them for an attack by Karak Izor.
Will start a combat turn.
Stewardship
-[X]Start furnishing the Hold:
It is time to start building the interior of your Hold. Your Clan deserves a proper fortress. Begin filling the halls with pillars, masonry, and decorations. You could also spend gold to bring experts and furniture and decorations to fill in your Hold.
Or finish it in its entirety.
Cost: 6000. Duration: One year. Chance: 70%
-[X] Nitrate Extraction operation:
A fancy way of saying 'shovel batshit'. There are significant quantities of guano to be found within the caves near Skarrenruf Valley. You could set up a booming business in selling nitrate crystals to be used in gunpowder creation. You first need to set up a system for harvesting the guano and extracting the nitrate crystals.
Send out a call for experts to set up a nitrate factory.
Cost: 3000. Duration: One Year. Chance: 80%
Trade good: Nitrate Crystals:
A rare resource used in the creation of gunpowder. The gunpowder shops of the Karaz Ankor pay handsomely for any decent supply line of this.
Value: 2000 Gold.
(Required alongside Guano Caves project to start mass production of gunpowder and explosives)
Intrigue
-[X] Assassination mission: The Necksnapper threat.

The Uzkuldok and the Odro Ok will begin systematically hunting down and assassinating the leadership of the Necksnapper tribe to soften them up for an attack by Karak Izor.
Cost: 0. Duration. One year. Chance: 50%
-[X] Go Vampire-hunting:
In Estalia, the vile Uzkular attempts to rebuild its forces. The Estalian manlings need aid tracking it down and will likely offer good coin to anyone who can. And few are better than Rakidum at tracking. Send the Rangers!
Cost: 0. Duration: One year. Chance: 60%
Learning
-[X] Secure the archived.
It is time to improve the archives; now you know that the knowledge could damage your Clan. Therefore, you will personally archive the entirety of the knowledge inside and put it behind lock and key. Only you and Cragfeet will know what is in it. Cragfeet and the builders will be sworn to secrecy.
Cost: 0. Duration: One year. Chance: 60%
-[X] Buy the secret of Gunpowder from Zhufbar:
In exchange for a lot of gold, have Zhufbar send a team of Engineers to build a gunpowder factory. They are willing to reimburse you for the lost previous caravan in the form of the needed equipment and knowledge. But you will still need to pay for the transport and lodgings of the crew actually installing.
Cost: 3000. Duration: One year. Chance: 70%
Garek's Forge
-
[X] Find the secrets of the Runic Prosthetic:
Before the Dawi split, there were legends of Dawi in Kraka Drak who had prosthetics that were made of metal, animated by runes. The knowledge is lost in the Karaz Ankor. But if anyone knows how to do this, it is Kraka Drak.
This is a dangerous journey.
-[X] Defend the Grain silos with Runes of Verminkill:
A rune mounted upon the ceiling of a room. It will shoot bolts of electricity at vermin and rodents that get within range, vaporizing them with a series of bolts. Unfortunately, this only serves to scorch Skaven.
The sound of a loud zap can be heard from far, though. So it serves as an alarm against Skaven intrusion.
Cost: 3000 Gold.
Any Rat or particularly runty Skaven that tries to gnaw on the food stores of Karak Ornsk or Karak Skarrenruf is quickly going to find itself turned to ash. Larger intruders will be zapped loudly enough to alarm guards.
-[X] Cleaning drinking water with Runes of Purification:
All the water in your Hold is supplied by cisterns and aquifers. It is beyond Selgrun's ability to provide runes strong enough to cleanse a whole aquifer. But she can put a few on the wells that feed each Hold. Then, protected by a glowing rune, your Dawi can feel secure in the fact that all their drinking water will be fresh.
Selgrun does warn you that the runes can be overloaded through Warpstone contamination, eventually burning out. This is how Karak Eight Peaks fell. When whole chunks of Warpstone were put into the water supply of the Hold, and the runes burned out trying to cleanse them.
Cost:4000 Gold.
Unlocks Stewardship action: Water Reclamation system.
Raising Galmur
-[X] Learn from Vikki:
Perhaps Engineering might be something little Galmur would like? Ask Vikki to look after Galmur while you're dealing with matters in Karak Ornsk.
-[X] Help Vellna brew beer: Perhaps Galmur would enjoy helping out when making some beer?
Personal Actions:
-[X] Train with Selgra
Your bruises still hurt. But you can probably learn more from her.
-[X] Visit your son: You've not seen your son in far too long! Visit him every chance you can get.
-[X] Royce Feuerbach. The Elector Count of Ostermark
-Ask for political backing in the matter of restoring Soland

-[X] Alexander Hertwig. The Elector Count of Talabecland
-Ask for political backing in the matter of restoring Soland

-[X] Magnus Bildenhof, Emperor of the Empire
-Pledge of help in the restoration of Soland ( Yes this exactly the same as @DragonParadox becase I 100% agree and becase I'm lazy)
Ranger Guild Actions
-[X]Tunnels of Karak Izor:
In the depths of Karak Izor, the Dawi fight a long and tiring conflict with the Skaven. They have requested you send Rangers to break the stalemate and push their enemy back.
Rangers Needed: 30
Danger: High.
Reward: Large Ranger Guild Outpost.
+25 Rangers per Turn.
-[X]Assistance for Karak Eksfilaz:
This Dawi Hold is under siege by the Skaven. Send them reinforcements in the form of a company of Rangers who will hunt down Skaven Leadership, search out enemy tunnels, and train the local rangers.
Rangers Needed: 30
Danger: Medium
Reward: Ranger Guild Outpost.
+10 Rangers per Turn.
-[X]Assistance for Karak Grom:
This Dawi Hold is under siege by the Skaven. Send them reinforcements in the form of a company of Rangers who will hunt down Skaven Leadership, search out enemy tunnels, and train the local rangers.
Rangers Needed: 30
Danger: Medium
Reward: Ranger Guild Outpost.
+10 Rangers per Turn.
-[X]Train the Rangers of Karak Kaferkammaz:
This Dawi Hold is not under attack by anyone at the moment, but they have requested that you provide them with much-needed training. In exchange, you can build a Kazad Thingaz in their mountains.
Rangers Needed: 30
Danger: Low
Reward: Ranger Guild Outpost.
+10 Rangers per Turn.
-[X] Training in Solland - Target the Greenskins:
Your newer Rangers could use some training. And you have a big chunk of territory that could do with some purging. Use Solland as a convenient location to train your Rangers and remove threats to your plans of rebuilding the province.
Rangers Needed: 30
Danger: Low
Reduce Greenskin presence in Solland
-[X] Training in Solland - Target the Mutants:
Your newer Rangers could use some training. And you have a big chunk of territory that could do with some purging. Use Solland as a convenient location to train your Rangers and remove threats to your plans of rebuilding the province.
Rangers Needed: 30
Danger: Low
Reduce mutant presence in Solland
-[X] Training in Solland - Target the Beastmen:
Your newer Rangers could use some training. And you have a big chunk of territory that could do with some purging. Use Solland as a convenient location to train your Rangers and remove threats to your plans of rebuilding the province.
Rangers Needed: 30
Danger: Low
Reduce Beastmen presence in Solland
The Cities of Solland:
-[X] Build up the defences of Steingart:
Reinforce the walls of Steingart with some quick Dawi masonry. Arm their defenders, and pay some local mercenaries.
Costs: 1000 Gold
Protects Steingart from a potential military takeover.
-[X] Contact the Villages in Southern Solland:
Isolated well-fortified villages are the last bastions of civilization in the province of Solland. Their allegiance to Wissenland and Averland is purely for the sake of survival. Show up with some gold,
Costs: 1000 Gold
Some towns in Southern Solland will change loyalties to you.

Total Cost: 24000
210 Rangers deployed

Diplomacy

*The Dark Elfs have insultet all of Karaz Ankor. It is our duty to do what we can to claim Vengeance.
*It's free and guaranteed to work, grab it now!
*The filthy Skaven must be squashed before it becomse a real problem, and we must show our worth as a clan and as a guild.
Martial
*The more the merrier. Pluss I need to tighten the budget and to preempt the coming casualties
*We swore to claim Vengeance against the orks and we have waited long enough! The orks must pay for their transgressions!
Stewardship
*A respectable Hold means a respectable Clan and Guild. It might be expesive to get done in one turn however, we can pay to cut time but we can't pay to gain it back.
*I wantet the Fruits but didn't have the budget for it. This is still good thought, more pouplation, more resources and more trade money.
Intrigue
*If we can kill the Orks leadership first, then our own loses will be far smaller.
*Kill undead and get payed to do it, whats not to love.
Learning
*Let's not risk another fire again or let somebody find out our secrets and shame.
*We would have gotten this earlier. Curse the filthy skaven.
Garek's Forge
*If we are going to Karak Drakk then we might as well invite Garak with us.
*No Skaven shall poison our food.
*No Skaven shall poison our water.
Personal Actions:
*Lets finish our training.
*We didn't spend time with our son the last turn, so let's do it now, in case we die (again)
*Solland is a mess, and we dont ned Averland and Wissendland make a bigger mess out of it.
Ranger Guild Actions
*I want to spend our first year recruiting, training and establishing as may outpost as possible. We should wait before we take on the missions that require hundreds of rangers.
The Cities of Solland:
*Before we start rebuilding, reclaiming and trading, we should endevor to make Solland safer and more secure. Also becase we can't aford to do more.
 
For some reason the intrigue options for the leading plan are not showing up in the vote tally.

Also I feel like if we are going to pick a fight with the necksnappers now we should take the intrigue option to assassinate them to make the combat turn easier.
 
For some reason the intrigue options for the leading plan are not showing up in the vote tally.

Also I feel like if we are going to pick a fight with the necksnappers now we should take the intrigue option to assassinate them to make the combat turn easier.
Already gave my reasons for not committing two actions to the Necksnappers but just to introduce some more perspective on this, this isn't like the other war turns where our throng needs to manage a complete victory to get our objectives done.

Kazran crosses his arms. "So we do the fighting, while you find the enemy and slowly but surely grind them down? It sounds like you'd have us do all the fighting."

"No. no. We will provide our Throngs as well. But we lack the numbers to destroy tribes like the Necksnappers. We'd do all we can. Fight them from positions of strength, hit their weaknesses."

Kazran looks you up and down, then sets his eyes upon your Wutroth crown. "Your offer is reasonable. You provide intelligence and soften up our enemies within the Vaults, then we crush them with the Throng. I will have my Reckoners go through Keenforger's treaty. But I believe we can work together." He pauses and then motions for your hall. "Karak Izor will destroy the Necksnappers tribe, so long you are able to soften them up. And if we win there. We can deepen our alliance.

So yeah strategically we basically just have to take out enough of them for Izor to finish the job. Increased degrees of success might just mean Izor gets more impressed with us but unlike in the last battle we had with orcs, we dont need to decisively defeat them.
 
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For some reason the intrigue options for the leading plan are not showing up in the vote tally.
That would be because @Kairos hasn't put X's in the tally brackets. Also missed off X's for the letters as well.

While putting the whole action in does help with informing people what the vote is, it does mean things like that get missed. In my experience if you want to do things like that it's best to put the descriptions and your reasoning in a spoiler box while putting only the bolded parts in for the vote. As I learned from my god awful formatting back on the old thread, simplicity is best.

I'd also recommend putting the spend cash options like this:
-[] Cooperation with Karak Hirn:
--[]Or send a large shipment of supplies to Karak Hirn alongside your diplomats.


EDIT: Should not have put X's in the example vote because that would have confused the tally thingie.

Because right now the vote tally isn't keeping a record of them at all. Putting two - marks isn't strictly necessary, you could just put one, but it helps keep it organised and highlights which extra action goes where. Right now Mayto would have to track down the original plan to get details on which thing is being modified.

[X] Plan Ties that Bind

EDIT 2: Can't believe I forgot the name...

Hmm... I kind of want to put Bryni down, taken from the Dwarf word Bryn meaning shiny or brilliant while the suffix -i signifies person to signify the hope for the future but that might be a bit pretentious...

Eh, Okri's fine for our second child. Pretentious names are the purview of later kids.

[X] Okri
 
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That would be because @Kairos hasn't put X's in the tally brackets. Also missed off X's for the letters as well.

While putting the whole action in does help with informing people what the vote is, it does mean things like that get missed. In my experience if you want to do things like that it's best to put the descriptions and your reasoning in a spoiler box while putting only the bolded parts in for the vote. As I learned from my god awful formatting back on the old thread, simplicity is best.

I'd also recommend putting the spend cash options like this:
-[] Cooperation with Karak Hirn:
--[]Or send a large shipment of supplies to Karak Hirn alongside your diplomats.


EDIT: Should not have put X's in the example vote because that would have confused the tally thingie.

Because right now the vote tally isn't keeping a record of them at all. Putting two - marks isn't strictly necessary, you could just put one, but it helps keep it organised and highlights which extra action goes where. Right now Mayto would have to track down the original plan to get details on which thing is being modified.

[X] Plan Ties that Bind
Ok I think I fixed it. Still getting the hang of plan formatting but thanks for the tip.
 
I wish Ties that Bind had the find the Skaven city option but other than that it is the best option.

I had considered it, but seeing as how the conflict in troll country was mentioned to be low intensity skirmishes, with neither Kislev or the Skaven willing to escalate, I think we can afford to delay. Im just hesitant to take any of the high risk missions that dont give us rangers without any steady addition of recruits. If it fails, theres a significant chance thats 30 rangers gone. Plus if we get a mixed success and we find the Hellpit but the Skaven find out, theres a chance the Skaven might start becoming more aggressive. Which would be bad.
 
Omake: To Hunt the Dead
To Hunt the Dead

Ansgar Thunderchortle had hunted many a beast in his time, from the humble mountain goat that could perch in high and treacherous places even the boldest dwarf would not dare to walk, to the great deer of the forest, too quick to catch with anything but an arrow on the fly, to wolf and bear who would as soon make a meal of a ranger as become one for them. For each one he had been taught the proper way to hunt them when he was but a bight eyes beardling... and then he had been taught all the not so proper ways too once his elders saw he had shown the proper respect for tradition. The real trick of rangering, which no other sort of folk in all the Karaz Ankor could match, was that there was no one right way to do a thing, there was an ideal way, if you had the time and the weapon and or tool to hand, but all that all that was like a sunny day in Stirland, good if you could find it, but you would have to be mad to count on it to put stew in the pot or grobi heads on hooks.

His thane had bid Ansgar hunt the dead... well find the dead and tell the umgi about it, but it amounted to the same thing only without the part where he and his company had to kill a thing so foul the earth had spit it back out. So how did one find the uzkular? Being no sort of expert in the matter unlike more common horrors like greenskins, beastmen, mutants and mad servants of chaos he did what any good dwarf would do, he asked the elders, steeling himself against the grumbles to come.

"Beardlings these days, leaving it to the Umgi to finish off a hunt..."

"In my day we didn't even use fire to kill the dead see, drew worse things about see? What's worse than the vampire in that there umgi land?"

"Best way to kill 'em is ta sneak up on 'em during the day. 'Course you need Grave Scent to trick their puppets into thinking you're one of them and get closer. Ain't no one who knows how to brew Grave Scent these days..."


Thoroughly edified about the glories of the old days, but also with his head stuffed full of wisdom Ansgar considered how to deal with the vampire, the dark wizard. Supposedly his kind could just live off dark magic, festering corruption so there wasn't any point looking for umgi thralls most of the other sorts of walking corpses took to feed on, but that didn't mean there was no trail to follow. The dark wizard might be able to keep 'living' of foulest magic, but to really work his evil and raise his black hosts he would need a thing the dwarfs of the Karaz Ankor knew all too well to their sorrow, warpstone.

If there was one thing neither Ansgar nor the clan lacked it was skill in tracking raki by the foul stone. He had a trail now and he would be damned if he came back until he had reached its end.

OOC: A omake for the Necrarch hunting action. Also an idea about the sort of thing alchemy might have once been able to do, mask the living as dead to zombies and such, obviously nothing with a working brain would be fooled.
 
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Crack Omake: Tin miners: Part 1
Tin miners: Part 1

Bokri stood before one of the oldest Dawi he has ever seen, possibly only surpassed by Kragg the Grim himself. Apparently he was the elder of the tin mining clan that was coming to the hold. Behind him stood four other Dawi of significant age judging by their beard length. He was just about to welcome the elder when he was cut off.

"Where the fuck is it!" Bokri could only stand there in response to the longbeard sudden screaming

"The… tin?"

"Yes, the tin, you short bearded, half brained, poor excuse of a thane! WHERE IS THE TIN!!" He was sure he was supposed to respond to this insult somehow. Maybe declare a grudge or something similar? Possibly just throw him out of his hold entirely? Bokri, at this moment, was to baffled to respond in any significant way though. How does one get so mad over tin? Sightly dazed, Bokri simply pointed at a hallway near the back of the hall. In response the lead elder and the longbeards behind him lift up their pickaxes and let out a war cry. As one the Durazstrollar lifted up their hammers, prepared to defend their thane but no attack was to come. The miners charged towards the hall where Bokri pointed, screaming all the while. Bokri watched them charge down the hall and simply decided to take a rest before deciding what to do.

@Mayto Behold! my omake! There are many like it, but this one is mine.
 
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Tin miners: Part 1

Bokri stood before one of the oldest Dawi he has ever seen, possibly only surpassed by Kragg the Grim himself. Apparently he was the elder of the tin mining clan that was coming to the hold. Behind him stood four other Dawi of significant age judging by their beard length. He was just about to welcome the elder when he was cut off.

"Where the fuck is it!" Bokri could only stand there in response to the longbeard sudden screaming

"The… tin?"

"Yes, the tin, you short bearded, half brained, poor excuse of a thane! WHERE IS THE TIN!!" He was sure he was supposed to respond to this insult somehow. Maybe declare a grudge or something similar? Possibly just throw him out of his hold entirely? Bokri, at this moment, was to baffled to respond in any significant way though. How does one get so mad over tin? Sightly dazed, Bokri simply pointed at a hallway near the back of the hall. In response the lead elder and the longbeards behind him lift up their pickaxes and let out a war cry. As one the Durazstrollar lifted up their hammers, prepared to defend their thane but no attack was to come. The miners charged towards the hall where Bokri pointed, screaming all the while. Bokri watched them charge down the hall and simply decided to take a rest before deciding what to do.

@Mayto Behold! my omake! There are many like it, but this one is mine.
Haha. I approve.
 
It says a lot about the wealth of dwarf holds that you are throwing out thousands of gold pieces for big projects, while completely restarting a province's river transport is just a thousand gold pieces.
 
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