Warhammer: Perseverance and Grudges

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The Karaz-Ankor once stretched far and wide, their expansion taking them all over the old world and even when they were in decline they never ceased to reclaim some past glory of the golden age. Though your ancestors set out to establish a hold and even prospered for a time they were not ready for the trials that were to come, your fellow holds and clans cut off from the greater Karaz-Ankor only to be thought of as dead. Though that was merely the start of your clans long struggle, both to survive and reclaim what was lost.
Introduction
Location
South Africa

It has been an age since your kin had last heard from the greater Karaz-Ankor your clan and those within your hold having preserved against greater threats of your region and while hold and your allies have endured their hope has not diminished. Their goal to re-establish contact with their lost kin is only stronger despite all that faces them.

Your pride as a Dawi only driving you further as your people weather the storm like a mountain no matter the cost, Now as you lead your people to secure your home and their safety. Though it will be far from easy as the lands within which your Ancestors had settled filled with dangers and few friends but your kin had endured for centuries and now as you take the reigns of kingship, you can only hope to either strive forward to a better future or endure the assaults that would see your clan and those beside it wiped away, their stories never to be remembered by the greater Karaz-Ankor.

***

Welcome to a Dwarf clan quest. You have become King of a new hold. A number of clans actually making up your number but also what you hold can build and produce, this does not mean that you cannot branch out into other areas but your clan will struggle from the lack of skilled Dawi within the field and they will suffer a debuff until the clans withing the hold eventually cultivate enough skilled Dawi to overcome such an issue. Easily solved by gathering differing clans but they will come with their own issues that you will have to deal with.

The Quest will only end should your entire set of starting clans falter and be wiped out and forgotten to the sands of time, and with the coming challenges and starting areas this is quite likely so be careful of your choices for there are few that can pull you out of a mess should you walk into it. Speaking of do not assume I am your friend In this all the time, I will do my best to make interesting arc's and subplots but how you activate them is your own choice I only provide the options and write the outcomes.

What you know is what the Dawi of your hold know so I will mislead you only giving hints should your Dawi be able to spot it but otherwise assume I am out to get you when dealing with a threat to the hold. I do want to see you guys thrive but do try and be careful because if you try something in this setting that would usually get someone killed, assume it could happen to you. Sadly, for you guys, I have found myself enjoying causing a bit of strife for you even if it could get you killed.

Should that happen then it will fall to one of your MC children (hopefully the first lives a long fruitful life in this quest) to lead the clan. Speaking of Characters there is growth for all of them if you have been a part of my past quests you will know that you have slots dedicated to training your MC in any of their skills.

As for other mechanics of the quests as mine do tend to lie heavily in them despite my attempts to streamline them, you will find that there are a few to keep track of for hold development but also for expanding your throng's equipment.

My Goal for this quest is to be another long one that will span the more important bits of the setting history, Which I plan for you to reach despite my record of dropping my other quests that was mostly because of either overdoing the first few. (First two quests really did get out of hand while the reboot of another was mostly me starting one when I was feeling a bit burnt out and it shows so that one going on hold till I have a better plan.) Thankfully the Rings and grudges quest has reached a happy balance for me so that one will continue. (Still have to hold back my wild ideas like I will for this one no Magma trolls I promise)

Now that we got that bit out of the way, the start of this quest differs from the other quests I have started. This Quest similar to my second GOT one will have a different start, you get to vote on how that all happens but it will essentially allow for interesting mechanics and options for the start of the quest. (Read below to discover what it is that you guys can possibly do)

The mechanics of this quest will be ck2 which seems to be popular. (There are a few tweaks done to the formula though not all that much has changed.)

Diplomacy - By Oath and word was the Karaz-Ankor made great.

Military/Martial - The power of Az and Shield was used to carve out the greatest empire the world has ever seen. This is your knowledge of military matters and such. It is not your close combat stat. Read further for that.

Stewardship - How good you are with your Gold. This attribute is used when rolling for actions that involve finance.

Learning - The knowledge of the Karaz-Ankor is beyond priceless. And as a Thane, you got a valuable education.

Intrigue - A most un-Dawi skill, but one which is acceptable when used against the enemies of the Dwarfs.

Combat Prowess- Note this will be separate from Martial and can improve slowly with training and experience though there will be a hard limit. But equipment will make a difference. (You will have a Free action in training in a weapon of your choice.)

Note Armor will have a DC to see that when you are hit to determine how bad it is. This will only ever be used when the PC is in combat.

In regards to stats:

8's are normal for humans.
10 is normal for young Dwarfs. And human officers/captains.
15 is great and standard for most Dawi and Elgi who have lived a fair bit.
20 is exceptional. (Note this is the Cap for most people)
25 is the hard Cap on skills and can only be achieved by elves and dwarfs of extreme age.
above is legendary. And only reserved for empowered champions.

Traits: Traits are granted or removed by story actions, and they influence your stats.

Hold Actions and advisors: Each turn, you will receive a number of actions. The number of actions available to you for each category is one, which is increased depending on if you have an advisor for this subject, and what their bonuses are, the number of clans in the hold will also add an action and a small bonus depending on said Clans Specialty. If a roll failed in the first throw, and your advisor pushed it over the edge to success, it will mean they salvaged the project, but that it effectively would have failed without them. Certain halls within the hold will also allow extra actions but they tend to cost something.

Personal actions: Each turn you get 2 actions for personal use. These cover multiple areas ranging from relaxing and spending time with friends and family to improving your skills. Though you do get 1 additional action that can only be used on improving your stats.

Omake's: Writing an Omake will give you a bonus to rolls that it relates to. I will decide what is canon and what is not. Any Omake will be counted so if you do write an Omake that is in some ways is a negative for your enemies, well they don't get the bonus but a debuff so you can have some fun there if you want.

How it works:

1-Omake = +10
2-Omake = +15
3-Omake = +20
4-Omake = +20 (With Two Rolls I will take the highest used and add the Bonus)

Hold management.

The Clan's holdings are split into two areas. The holdings above ground, which are either temporary in anticipation of you moving underground or have to be above ground. In the bowels of the earth, your hold is not limited amount by the amount of space at the start, but certain halls require to be placed in certain areas and they will be limited in space which can only be expanded with effort, mainly Gyrocopter bays/pads but also mines that require certain infrastructure to avoid depuffs.

Most above-ground infrastructure is going to be defences or farming as well as powder mills but all of this will take space within a valley. The size of which will be determined by a vote below and each option will come with its own bonuses and drawbacks.

Dwarf Diplomacy

You are Dawi. You will uphold your oaths, settle your grudges, and bring death and ruin upon the forces of destruction. And should there be a grudge expect some boosts or penalties to target groups.

This has been expanded upon with a new mechanic that I have made for my quests that essentially deal with internal hold politics, one will revolve around dealing with the clans in the hold and then followed by the various guilds. You will have to balance your actions to them if you want to get the most out of them but also be wary as favouring one group over another comes with its own problems but also its benefits.

Should a nation aid you depending on what it was, you can expect that there will be oaths made which you will have to answer to as there are few things worse in dawi society than an oath breaker.

Clan Appeasement mechanics and the six levels that you can have. This will not have a dedicated section like Guild Appeasement as it will revolve around a clan's needs but also how you treat them and what is built for them, events will also occur that will either improve or damage your standing with them. This can also be affected by a battle and their clan takes larger losses than others due to their role in the battle. (There will be a larger effect in offensive campaigns while defensive will have little effect unless something has gone horribly wrong.) Clans will also have control over halls with their respective speciality. If you build a hall and there is no clan that matched it you will have to vote who gains control of it.
  • Loyal: The Clan has received multiple boons from you and has thrived under your leadership, they will follow you anywhere including into things such as a blood feud. Their clan answering your call without issues. (Splinter groups of this clan will improve your relations with far off groups and march to your aid should you call for them. They also receive a +5 to all combat rolls and any expansion of their own hold wings)
  • Content: The Clan has all that it could wish for within the hold and is thriving under your leadership and few will argue against your decisions. (Gain the ability to deploy the clan's regiment of Renown in offensive actions along with a defensive bonus should the hold fall under attack. They will also pay additional taxes to the hold for what they are given.)
  • Happy: The clan is happy with how things are going for their clan and have more than enough to thrive and while they wish for a few more things they are not in a rush to get them as they have more than enough. (Gain Access to deploy their elite troops such as Longbeards or veteran Quarrellers and Thunderers)
  • Grumbling: The Clan is grumbling about their lack of various needs but what they have is enough to keep them going and while not happy they can do with what they have. (No negatives or positives)
  • Angry: The Clan finds your commitment towards its members lacklustre and will withhold all warriors from anything but protecting the hold. Whilst any halls within the hold under their control will cease giving their regular items for free and charge a price for such an action.
  • Grudges have been written: The Clan will leave the hold and a grudge will be levelled at your clan/hold which you will have to pay one way or another.
Guild Appeasement mechanics and the five levels that you can have. This comes with its own section in a turn which will allow you to improve or stabilise your reputation with the differing guilds which is the main way to influence them. Another way is by expanding the hold with halls related to the various guilds which you have control over. The event roll can also affect this mechanic as you may have to deal with issues or boons that occur. (The Guilds also affect Troop type distribution as time goes on.)

  • Content: +50% Yield from this guild and its warriors are keen to prove their skill in appreciation of your continued support. +5 to Combat rolls and less likely to be killed in combat to having slightly better equipment than the rest of the Throng
  • Happy: +25% Yield from this guild and its warriors train harder than they usually would. Warriors associated with the guild are more likely to be injured than killed
  • Grumbling: This is pretty much standard for dawi so there is no benefit when a guild lingers here
  • Annoyed: -25% Yield from this guild and warriors belonging to this guild will cause unity issues within the hold
  • Rebellious: -50% yield from a guild at this point and warriors belonging to this guild will not join an offensive campaign beyond what is required of their oaths
Hold Stability

This falls under the new mechanic but is also the overall stability of your clan the higher it is the less severe and common issues within the hold occur.

Clan Creation




[]Write-in your clan name: (Insert here)

Diverging History choice here as this will determine a few things:

(Will affect certain vote options within clan Creation along with certain starts and a few other things like how your hold is starting up along with a few interesting minor mechanics that I will implement depending on your start) (now the two history options have their own lists and starts but there under the spoilers.)


(Choose 1)

[] The Ancient Hold: (Golden age Era Dawi Tech and runes)

Your Clan hails from a time when the Karaz-Ankor was once whole, before the hordes of chaos and all their enemies and when the Ancestor Gods walked the earth to lead your people, though some claimed greater prestige from their homes you knew that your hold was greater than others your clan hailing from…

-Population options are cheaper

-Expensive clans so less diversity in skill

-Starting resource options cost more

-Stronger Runic items or siege engines to choose from

General information about this start

-Higher Clan appeasement and unity

-You will have no advanced tech and will be closer to Norse dawi than your more modern counterparts.

-Your clan will have a harder time accepting new tech than others, the simple handgun will be hard to get depending on your start.

-More advanced and complete runecraft knowledge but it is both harder and longer to produce than compared to the expeditions runecraft but it is stronger.

-Small Armory of Gromril Armor and weapons (40 warriors are turned into Iron breakers at the start of the quest)

-Start with something fighting you, so you will have to reclaim sections of your hold to expand further in other areas or have some external threat hunting you.

-Have starting relations with a few groups.

-Will have an ally in either another group or hold.

***

The Ancient Hold

History origins


[] Karak Zorn: Gromril armour (The armours runic arrays long having run out of power)


Your Ancestors hailed from the far southern regions of the Karaz-Ankor coming from Zorn, the mountain hold filled with great riches something your clan intimately familiar with, as when your ancestors set out to establish a new hold it set out with some of the best armour and weapons that they could buy, the most elite equipped with Gromril armour and weapons covered in runes, your clan far richer than many others as they set out to establish a new hold.

[The clan will start with an additional 120 sets of Gromril Ironbreaker armour, though this is not all that you had as there was far more but how the start of this quest works means that you will have to reclaim it from overrun holds.]

[] Karaz-a-Karak: Partial knowledge of an Anvil of doom

Your clan hails from the capital of the Karaz-Ankor and held a deep respect for the runic arts, the Ancestors of your clan going far and wide to gather information about the subject even if they themselves had not been a part of the guild, a few lucky enough to have married elders having gathered information on building the great and powerful Anvil of doom, though the information was a little disjointed it was enough. Eventually when your clan set out to establish its own hold your ancestors brought along a vast record of runes that would come to rest within the halls of your hold.

[Get research options and events related to unlocking an Anvil of doom, this will take a long process to complete but it will give bonuses over time mostly related to Master runes and other lost runic arts. Though most of the knowledge stored will have to be recovered.]

What Does your Clan Specialise in?

While your clan journeyed many miles and came to find itself aiding in the establishment of a new hold, your clan slowly splintering near the end of the journey, information and equipment shared before your final farewells but as your Ancestors pushed forward they eventually found themselves slowly been absorbed into a larger clan, your ancestors did their best but with so few your clan's skills slowly waned and your clan eventually became …

[] Miners and workers of the deep earth: 250/300 Dawi on the default option

(Throng is made up of Miners and Thunderers/Quarrellers (Depends on your tech level chosen))


Miners, your clan learning the noble profession as your ancestors dug the vast tunnels that would come to rest beneath your Ancestral hold learning the many skills required to be masters of the craft and before it was overrun with enemies they were a sight to behold, your clan taking to the forefront of the Throng within the mines as skills used to make great tunnels were turned to the art of war and the defence of your people.

Benefits:

1: Warriors of the deep: Your Clan are tunnel fighters and miners. You can fight below the earth as if it were the surface, there are few who can match your skill in the depths, and those that can are a rare bread and those that fight you in the depths are your enemy. (The Throng of your clan gain +15 to attack rolls in Subterranean environments and +5 in Mountainous terrain (this means in the passes or on areas that are uneven in the mountains, if you fight in a valley then it does not apply.)

2: GOLD AND GEMS!: Your Clan consists of excellent miners, and they love what they do. If you could, you would level all the mountains for all their wealth that you could take. Though you will have to start somewhere. (Improved Mining Capacity and Production of Mines)

3: Explosives, Explosives everywhere!: Sometimes the pickaxe is not enough thankfully you know how to make a half-decent explosive charge. Though your fellow kin seems to be wary of you for your rather odd love of them.

(Explosives Charges pack an extra punch and your clan carries a little more than other clans. This does not mean you prefer gunpowder or)

(If from the golden age some runes knowledge for your pickaxe or weapons)

4: Mining Engineering: If a dawi made something for digging into the earth your clan knows of it they are masters of building efficient mines and know what is needed to get the most out of the earth.

(Unlocks Steam tech related to Mining which can be turned into machines of war though don't expect them to build a Gyro as that is too far for them though tanks are more their thing. They are firmly tunnel Dawi.)

(gets a few unique runic options if you choose the golden age hold)

Downsides:

1: Too deep and greedily: Your clan just doesn't know to stop digging. Your clan just can't stop digging deeper, no matter what kind of horrors you find. The moment you've cleared the tunnels, you go right back to work. No matter how many times things go wrong. (No Problem can not be solved with a little bit of Force and Ingenuity though expect your clan to keep digging even if it is risky and could cause more problems like cave-ins. Your clan also happen to like gold more than other Dawi)

2: It Burns!!!: Your clan's eyes rarely if ever see the sun and when they do it burns their eyes leaving them uncomfortable on the surface Will suffer a -10 to perception rolls on the surface and -5 if you're fighting in the sun but this only occurs in the opening round of combat.

[] Hardy survivalists(Growers and Rangers): 250/300 Dawi on default option(80 per cent of the clan's population will be the clans total throng.) (Clans Throng is purely made out of Rangers)

The scouts and hunters of your hold, your clan leading the way over the surface as it searched and dealt with the various threats that lay around your land, many of your clan learning the art of the ranger so that it could stay on the move and launch deep expeditions your clans Kvinn taking up the slack when it was needed, though while your clan may have been rangers they were also farmers many of them taking to the growing halls when they could to seed new life in what would be the holds food supply.

Benefits:

Rangers all: Your Clan discards traditional Dawi warfare for the way of the ranger. You fight with axes, crossbows, bombs, poison, and whenever you get your hands on it. Some call you unconventional, but you are alive.

(Instead of using axes and fighting in a shield wall, the warriors of your clan are trained to fight a guerilla war with crossbows and hand axes.)
(Rangers are the standard infantry of the clan and you gain a +20 In Ambush Rolls and sneaking rolls)

Respect the Old Ways: While your clan will use any honest Dawi engineering it can get its hand on, you have been forced by necessity to rely upon technology that is compact and not reliant upon supply lines. The crossbows and axes made by your clan are a byword for quality, and any engineering made by your clan will be tough and portable. (The Crossbow is your Weapon of Choice alongside a good old axe though you won't say no to a few gunpowder weapons)

Farmers: Your clan values self-sufficiency and has learned to excel at producing its own food. Your clan lives off of hunting, hidden fields, insect farms, and underground blindfish reservoirs.

(Your ability to find supplies and sustenance borders on the uncanny, You also happen to know how to get the most out of the earth.)

Ranger Engineer Tech Tree Unlocked: Focuses on ambush's and different types of explosives and unique traps. This also comes with unique artillery pieces that focus more on speed than hard-hitting attacks like others. (You're pretty much researching things that will help you control the Battlefield. Though your focus will also be affected)

Downsides:

Weak Front Line Infantry: Your Clan takes to Shield walls like Dawi take to sprinting, poorly and will find themselves fighting a losing battle though what they lack is decent heavy troops they make up for in cunning and ambush skill and in a pinch decent rear line ranged infantry.

Special Variants of certain Advanced War machines are locked off. (Until your clan grows larger)

[]Warriors and metalsmiths: 250/300 Dawi on default option(Majority of the clan's Throng is made up of Warriors)

Metalsmiths, your clan learning the craft of purifying the base elements of what was mined within the depths of the hold, your clan learning to make art out of such rigid material and when your hold was threatened the warriors of your clan answered the call, many of them dedicated warriors serving as the elite of your Throng, their skill rarely matched by even the best of other clans.

Benefits:

Craftsman: Your Clan has lived off what they can and while they are no masters, they have the skills to mould steel into both weapons and tools but also art, something that has proven valuable to your allies and trade partners. (Gain a specialised craftsman Hall upgraded)

Skilled Defenders: Your clan has long held the line within the Throng your ancestors having learnt many tricks and methods of fighting in melee be it against the smallest of grobi or even the monsters that roam the land. (When fighting atop fortifications your clan gains +10 to combat rolls your Thane also has a higher starting skill with melee weapons.)

Two Unique Warrior-Type Regiments

Downsides:

Lack of ranged troops: (Your Throng and clan lack any dedicated formations of ranged troops.)

Fighting from the front: (As a clan that values its warriors its thane is expected to fight in the front line.) (Affects of staying out of a fight will vary depending on what you do and why you stayed in the rear, this could be a debuff during the fight or even something to do with the hold.)

Secondary minor specialisation: Though the clan's main skill changed that did not mean your ancestors let your craft die out, rather a small number of your clan managed to keep the required skills, even if your clan could no longer claim to focus on it: (Choose 1) (keep in mind that a few of the options will match to a few of the above options)

[] Brewers: A small number of your clan can lay claim to the honourable profession of brewing. Though few would call themselves masters of the guild they are at least proficient at the craft.

(Opens up the path for your clan to splinter into a Brewer clan also allows for the research of the Brewers tree but it will be harder to accomplish and cut's off earlier in the tree.)

[] Carpenters: Your clan was once one of the many clans that learnt the art of shaping wood into various items used throughout the Karaz-Ankor your clan even having built a few ships from Wutroth, the rare material has been a great honour and while your clan no longer largely practices the art it still has the information from the time allowing your clan to at least attempt you once great works even if it is fragmented from age.

(Increases the harvesting amount of logging operations and allows for a few options in open field combat if you have time to set up. Also allows your clan to work towards Wotroth ships)

[] Armourers: Your clan can lay claim to having once armoured the warriors of the Karaz-Ankor, the works of your clan producing some decent work and was considered some of the best amongst some of your fellow armourers. Though your clan has largely moved away from the craft your clan still equips a few of your elite in your clan ancestral Armor design.

(Offers up options to improve your holds Armor and gives your clan a unique unit like that of Iron breakers.)

[] Weaponsmiths: Your clan can claim to have crafted the weapons of old with which the Karaz-Ankor used to slay it's enemies, many of your works having fulfilled many grudges but your clan having preferred the more unique weapons of the craft than that of others clans and while your clan has mostly moved away from the craft, your clans traditions dictating that at least twenty Dawi be armed with your clans great swords serve Gazul.

(Improves your forges output of weapons and opens up a few research projects into unique weapons, also allows your clan a new unique unit of Dwarven swords, they are followers of Gazul and are a small regiment,)

[] Miners: Your clan were once well known and respected for your skill and service in extracting the earth minerals, but also expanding your ancient hold amongst other clans. Though your clan drifted to another craft a few of your clan still work the mines to keep the tradition alive.

(Opens up the more basic mining expansion options (Or improves the chance of early options) and also expands your total mine capacity.)

[] Warriors: Before your clan eventually learnt your new craft they could lay claim to being some of the finest fighters and warriors of the Karaz-Ankor, your Ancestors acting as guards and the first line of defence of your hold, their free time dedicated to being the best warriors of the Karaz-Ankor and while your clan no longer trains to be the best of the clans, a few still train so that they can defend their kin and be a bastion to stem the tides of the clan's enemies.

(Your Thane will have slightly higher combat skills and the clan has a small dedicated Unique regiment)

[] Herders: Your clan were once simple herders who helped feed your fellow dawi, your ancestors were able to tame the greatest of beasts that would slowly become a staple of both food and also a rather nice cloak, but as your clan was absorbed few followed the profession finding the walls of the hold more comforting than that of the sun, though some still called your clan sun-touched, really you were not all that weird compared to other dawi and it was mostly the few that still followed your ancestral craft that were really touched in the head.

(Opens up a few of the basic options related to animal farms and improves your output if you have another grower clan and allows you to farm the larger animals depending on location (There is a limit depending on their side))

[] Artisans: Long before your clan would learn the main craft to study and work in, your ancestors worked as Artisans of the Karaz-Ankor your work been used to see both the hold prosper but also to show the splendour and wealth of your clans hold. Though only a few make mere trinkets, not that they are no less valuable as they ensure those within the hold receive gifts worthy of their station.

(Offers a new hall that will bring in new trade items and also offer new options to appease the guilds and clans.)

Clans Historical Enemy

Though while your clan had learnt skills to survive and provide services for their fellow kin, they were not left alone to prosper but were constantly under threat. The enemies of your hold constantly hounding them, but above all else your clan and hold despised one enemy above all as they hounded your ancestors the most, teaching them valuable lessons on how to face them in battle at the cost of Dawi blood and ancestors of your hold and they were the:

[] Elgi: The deceitful oath-breakers of old, once your allies and now your enemies that spill good dawi blood, their beasts leading the charge against many of your clan's mustered throngs and something that your ancestors have learned how to fight.

(Only suffer a -5 against Dark Elf monsters and cavalry instead of the full debuff)

[] Urk: The greenskins endless tide constantly causing your clan's sanctuaries to shake under their endless numbers as they pushed forwards, their aim to slaughter your people unending, but your clan endured as it stood against the green tide and learnt to face them even when they covered the horizon.

(No Debuff when facing an army that is only 8 times the time's size of the Throng)

[] Ogres: Their massive forms shaking the earth as your clan's ancestors marched them, the hulking beasts having proved a dangerous foe as they slew your kin and gorged on their flesh, your clan slowly having learnt the way in which to use the terrain against the beasts but also how to fight them.

(Removes debuff when fighting monsteras type units. and provides melee infantry with a +10 against monsters if they hold a terrain advantage)

[] Dawi-Zharr: When your kin re-established contact with your kin it was not a joyous occasion, your twisted cousins having fallen to the corruption of chaos, once they were your allies who you would have stood proudly beside, now all your clan can see is an enemy that needs ripped out root and stem so that your people can wipe away the stain that now accompanies your clan but also so that it may avenge all those that have fallen to their cursed blades.

(Provides a +10 to ranged infantry when fighting your hated kin.)

Location of your Hold

Your Ancestors set out alongside the multitude of clans apart of the golden age, their drive for adventure sending them far and wide, your clan coming to rest in one of the many holds that were established in your peoples greatest age, your clan amongst another settling within the lands of…

[] Southern Worlds Edge mountain (North of Karak Zorn): Your clan came to call the mountains north of Karak Zorn home. Your clan living in relative Isolation your hold sending assistance north for the Karaz Ankors wars that were of little issue, until a great calamity struck your hold tearing at its defences killing many under the weight of the earth, while green skins struck at your weekend defences. Their attack overwhelming your ill-prepared and green defenders, but your clans persevered and halted their advance, but it would mark the start of the long struggle within the walls of your home. Even leading to an exodus of a number of clans so that they could secure a new home, one of which would come to your aid more than ever.

(You are allied with a single moderate-sized hold in your area which will produce things your clan can not, while also calling on a Throng that can range from 300-800 Dawi)
(Will be at war with the orcs and depending on your starting choice will either see you hunted or trying to clear out your hold where you go from there is up to you.) (Your most common enemies have been the urks and goblins along with the Tomb kings and maybe a few lizardman but that's about it)

[] Naggaroth: Your Clan along many others made your home in the land of chill alongside your allies the ancient hold having been built in the time of Snorri, the first High-king and while your clan was isolated from the Karaz Ankor you had your allies who brought word more often than not. But when Malekith came to your ancestral hold the clans within could not have seen the atrocity that would come, the deception of your allies would not be known for a long time but it was the beginning of what your clan termed the era of despair as contact with the Karaz-Ankor was lost, the first time you hold would hear of the war of vengeance was when an Elgi slave reached your hold and given sanctuary. It would also mark the end of your hold as Malekith launched an assault that would see many of your kin put to the sword.

Your clan alongside a few others only having survived through a secret passage, but while many escaped the massacre that had occurred, it would not end your peoples time of suffering as they tried to scrape together something of existence and many more attempts before a hold would be established deep within the Blackspine mountains hidden from the elgi.

(Start with 3 Allies, A small, allied hold which can call on 150-350 Dawi and are your first line of defence, a separate group of roaming rangers who strike against the dark elves and free allied slaves along with an enclave of freed slaves made primarily of humans who act as an auxiliary)
(Will be stuck in a Guerrilla war with the dark elves the Engineering Hall allows for the production of better and unique siege weapons which are dependent on your chosen start.) (Provides ranged infantry who doubles as crew for any siege weapons you have) (+1 Siege maintenance Wagon, +4 Mastes as you try and free slaves and build up a large enough force to either reclaim your lost hold or to establish yourself as a fortress in the mountains, where you go from there is up to you.) (Your most common enemies will mainly just be the dark elves and whatever dwells in the mountains, you can also expect urks from time to time.)

The White Dwarf: The legendary Ancestor having turned many battles and while your clan knows not where he disappears they know it is to protect their kin, his presence having saved many of your kin in the battle against the elgi and ensured your clan's survival. Though it is not often that he appears when he does, he turns the tide of battle and bolsters the hearts of your kin and rarer is it that he takes up residence in the hold to assist in seeing it prosper. (Snorri/Grombrindal will act as a hero unit or advisor if you pass the roll for him to show up.) (Chance for him to show up during a turn is 20% and the chance of him arriving before a battle is 25% and should things look dire in battle and he is not there yet you get another roll and he has a 60% chance of appearing.)

[]The Central Ogre kingdoms within the Mountains of Mourn: Your clan hails from the most adventurous of ancestors, your forbearers pushing onwards where others would turn back, but your ancestors were stubborn and they pushed forward and when other clans would set down routes within the northern mountains of Mourn, yours pushed onwards until they ended up in the lands of the Sky Titans, the sedentary beings a rare sight and while your kin had little to do with them at first, though as your hold grew so did their notice and whilst you had peaceful relations and even productive trade you had a peaceful life amongst the other holds in the area.

Though as time passed your kin in the northwest slowly grew silent and distant, the assault of chaos daemons ever-growing against your people's fortress in the north. When contact was lost with your distant kin your hold and those that had settled in these distant lands they feared the worst and a great project the likes never seen within your local holds began the Great Underway, its goal to re-establish contact with the Karaz-Ankor.

Only, it was never completed as a chaos invasion struck at your enclaves great bastion and would have been repulsed were it not for your clans greatest shame, as among their forces marched your twisted splinter clans, your own clans standard warped to serve the dark gods. Their foul magic shattering any resistance as your own ancestors were forced to spill the blood of their own cousins.

It would mark the beginning of a long struggle only made worse when your allies the Sky Titans were all but eradicated, your two groups forced to weather a never-ending assault.

(You start allied with a small enclave of Sky-Titans (The last of them) or a more friendly and slightly more numerous tyrant ogre and his clan, along with a single large Dawi hold who stems the tide of your enemies their throng numbering between 1500-3000 Dawi.) (This start has access to gunpowder it is not a standard Dawi tech tree as it revolves around defensive emplacements and hand cannons. Though they are expensive to build or field)

(This start will be interesting, to say the least as it will fall to you to choose where you go, but you will have to either deal with calls for aid or hunting any break-through forces of ogres or Dawi-Zharr. Also, probably the easiest start in connecting with the proper Karaz-Ankor as it has a mostly complete underway, it just has a few things in your way.) (Besides the Dawi-zharr and Ogre kingdoms been an issue there are goblins within the mountain and mainly infest the areas lost holds.)

The point list starts here: You have 75 points

Secondary clan selection:
The clans that follow you, can have different or the same skills as yours, their warriors are determined by who you select there is a limit but to reach it will cost you a lot to reach the cap, Also the clans get smaller the more of them you have.

Also, just because you don't have the speciality does not mean that your clan can not do the job, they will just have a harder time doing it and it will cost more to accomplish and sometimes yield less. This of course is an exception for rune crafting as you do need the guild and blood to accomplish this. (Each clan has its own special projects if you have them, also there will be no clunky system for the runes this time and a different one for engineering research. (Did it once and the system I had was terrible hopefully this one is better and the engineering one is more in line with proper dawi thinking and expectations though still a bit quicker than what it is in cannon as I am sure everyone wants some progress not something that occurs 80 turns down the line unless you guys feel like that kind of grind?)

***

With your clans Hold damaged and surrounded and filled with threats it was inevitable that all the clans that you had lived with would survive, many of them cut down as they tried to defend their home, the survivors spreading the word of how their clan fought and how they survived, though many were lost and clans nearly wiped out a few clans still and they were the clans of… (Maximum of 4 clans for the Ancient hold and the cost of each clan stack across the whole section. So if you have three different clans go with the third cost for each clan. Your clan is not included in the cost so you can have an additional 4 clans in total beside your clan)

[] Runesmiths: The clan having been bloodied as its halls were one of the first to be overrun with enemies, though they fought hard many died but their clan survived through many of its clan's masters and relatively young Master Runesmiths having rallied the throng to buy time for the rabidly faltering line only a few surviving the onslaught, their clan escaping alongside a number of his lesser guild members and an injured runemaster. Though they preserved and survived their clan was decimated further than many of their fellow clans.

(Provide Warriors and Quarrellers but favours warriors (3 Warriors to 1 quarreller) (Note certain clans within the hold will determine which runes groups are better known to them) (+2 Master Runesmith and +20 Runesmiths, +50 Cultists of Thungni (runesmiths and masters have runic equipment)
(Cost: 6 Points if this is the only clan, 10 if there is a second and 14 for three clans and if you have four clans it will cost 20 points)

[] Engineers: Many of their clan's warriors serving atop the walls as they fought the invaders from range, the clans artillery having reaped a bloody toll, but it was not enough as they found themselves pushed to the wall and many of their guilds engineers slaughtered the few to survive having been injured and away at the time, though few survived they managed to maintain the knowledge that they had amassed over the years, their clan only surviving thanks to the brave sacrifice of their fellow kin.

(Golden age Tech): (Gives a bonus toer Engineers, +40 Engineers and +80 Cultists of Morgrim)
Cost: 4 Points if this is the only clan, 8 if there is a second and 12 for three clans and if you have four clans it will cost 16 points

[] Warriors and Metalsmiths: Their clan having stood within the fallen gates of your hold as they bought precious time for your kin, their elders having held the longest forcing many of their younger kin to protect the evacuating clans, the elders turning their work into improvised weapons when their weapons dulled as they fought to the last, their sacrifice ensuring many of your kin survived the loss of the hold.

(Gives a bonus to Iron and copper mines along with special research projects related to their skills. Provides melee-focused infantry) (+1 mobile Forge Wagon, +20 Hearth Guard, +50 Cultists of Smednir and +80 Cultists of Grimnir)
Cost: 2 Points if this is the only clan, 5 if their a second and 10 for three clans and if you have four clans it will cost 15 points

[] Armourers and weaponsmiths: The clan's masters having been killed early on in the attack that would claim your hold, though they faired better than most many masters and apprentices were lost in the fall. Their warriors surviving only thanks to been assigned to other areas of the hold. They would later rally and buy time for the few dawi that had managed to escape from their pursuers, only to be lead further down into the mines of the hold.

(Gives a bonus to the forge and siegeworks (Engineering Hall: Provides unlocks for different types of special infantry, Provides Warriors and Quarrellers but favours Quarrellers 3 to 1 Warrior)) (+1 Temporary surface forge, +10 Clerics,+30 Hearth Guard, +20 Cultists of Grungni and +60 Cultists of Smednir)

Cost: 2 Points if this is the only clan, 5 if there is a second and 10 for three clans and if you have four clans it will cost 15 points

[] Carpenters: Though they worked within the valley of the hold they were lucky enough to have had a sizable portion of their masters within the walls, their masters working to craft one of their great works from their treasured Wutroth, though the fall saw to them losing their most sacred grove they managed to save their stores and a few seedlings. But the blow struck deep and many of the survivors becoming slayers diminishing their clan even further but they redeemed themselves ensuring the clan would survive the coming years.

(Offers a few extra defensive options and offers a few projects to improve siege weapons they also happen to know how to make Dawi Wutroth boats offers a mix of Warriors and Quarrellers but favours Quarrellers (1 Warrior to 3 quarrellers).) (+ 1 small well-cultivated Wutroth glen and +15 Hearth Guard, +60 Cultists of Grungni and +4 Wutroth)

(Cost: 2 Points if this is the only clan, 5 if their a second and 10 for three clans and if you have four clans they will cost 15 points) (+20 Clerics, +50 Cultists of Grungni)

[] Stonemasons: Their clan only having survived as they fought beside your ancestors as the halls were slowly overrun, their members making use of their knowledge of the hold to advise your clan through the halls of the falling hold and towards safety. Though the extensive halls saw many of their number fall, as they held vital choke-points or activated hidden traps in the hopes that a few would survive the assault.

(Increases the chance of success with building new halls within the hold and provides unique defence options and offers a mix of Warriors and Quarrellers but favours warriors (3 Warriors to 1 quarreller)) (+12 Tools, +20 Clerics, +50 Cultists of Grungni)
(Cost: 2 Points if this is the only clan, 5 if there is a second and 10 for three clans and if you have four clans, they will cost 15 points)

[] Miners: The dawi of their clan had been lucky enough to have been deep in the mines, though while they joined the battle too late to change the outcome of the battle, they would lead their fellow clans through their domain and to safety while many others lead the charge to save as many of their trapped kin above, their charge giving many the chance to escape many of them would fall to the weapons of your enemy.

(+1 Simple mining elevator shaft +50 Clerics, +120 Cultists of Grungni) (Provides Warriors, miners and Quarrellers Equally)
(Cost: 2 Points if this is the only clan, 5 if there is a second and 10 for three clans and if you have four clans, they will cost 15 points)

[] Brewers: The Brewers of the hold proved themselves to be the most dangerous of all the clans, their warriors holding the halls around the brewery to the last their last stand reaping a terrible toll on those who would sully their brewery and hold, their clan's quarrellers eventually leading their clan away from the assault when their brewery was destroyed.

(Minor bonuses against Vampiric, chaotic or Hashut corruption, valuable trade resource) (+2 unimproved barley and hop farms, +10 Valkyrinn guards, +25 Cultists of Valaya))
(Cost: 3 Points if this is the only clan, 6 if their a second and 12 for three clans and if you have four clans, they will cost 16 points) (Provides Quarrellers)

[] Healers: The Healers of the hold their clan having saved many in their service to the hold and when the walls of the hold were breached, they gathered to both aid the clan in ensuring that they could save their fellow dawi, the Valkyrinn standing guard to the halls of healing. Many of them holding the line so that they could ensure the safety of their kin, though their order was diminished but not destroyed and they led many to safety.

(Large bonuses against Vampiric, chaotic, or Hashut corruption, reduced mortality, increased hold fertility.) (+ 1D15 to pop growth (split evenly between clans), +30 Valkyrinn guards, +60 Cultists of Valaya and offers a mix of Warriors and Quarrellers but favours warriors (3 Warriors to 1 quarreller))

(Cost: 3 Points if this is the only clan, 6 if their a second and 12 for three clans and if you have four clans, they will cost 16 points)

The population of the hold:

[] Default Starting population:
600 Dawi and 200 Garazi of which 350 make up the throng (Cost: 0 points)

[] Growing: 750 Dawi and 260 Garazi (Cost: 5 points)

[] Prosperous: 900 Dawi and 320 Garazi (Cost: 10 points)

[] Booming: 1000 Dawi and 360 Garazi (Cost: 25 points)

Starting Equipment and Resources:

Resources: (Same as above)

Basic Resources at the start of your quest:


Food: 18 Units (1 Unit feeds 100 Dawi)
Ale: 24 Units (1 Unit sates 50 Dawi)
Tools: 30 units (used as a material to
Lumber: 12 units

Siege Engine maintenance Tools: 4 Units (will cover 2 Siege Engines/Artillery for 1 turn)

Additional Resources: You can vote more than once on the same options for those below this just the cost for that amount of resources.

[] 4 Units of Food costs 1 Point

[] 6 Units of Ale costs 2 Points:

[] 3 Units of Tools costs 3 Points:

[] 2 Units of Steel Weapons costs 3 Points:

[] 1 Unit of Steel Armor costs 2 Points:

[] 2 Units of Siege Engine maintenance tools cost 3 Points

[] 2 Units of Lumber costs 1 Point

Equipment:

[] Grudge Thrower costs – 3 Points

[] Bolt Thrower costs – 3 Points

[] Wutroth Grudge Thrower costs – 5 Points

[] Wutroth Bolt Thrower costs – 5 Points

[] Runic Grudge Thrower (Runes will be random) costs – 6 Points

[] Runic Bolt Thrower (Runes will be random) costs - 6 Points

[] Runic Wutroth Grudge Thrower (Runes will be random) costs – 10 Points

[] Runic Wutroth Bolt Thrower (Runes will be random) costs - 10 Points

[] 20 Gromril weapon and Armor sets costs – 6 Points

[] 20 Runic Gromril weapon and Armor sets (Runes will be random) costs – 12 Points

***

Quest Start Type


You stared at the campfire, as pale green moonlight gleaned off your Armor and over the peaks around you as your thoughts drifted over your clan history the Grudge stone not far away, your weapon resting at your side.

Harlgrim laid a hand on your shoulder, glancing at the elder you let out a grunt, "We should have marched through the night, would have at least arrived in good time." You said gruffly as you stood up, your legs only slightly protesting at the action.

Harlgrim let out a bark while shaking his head, "What and run the beardlings into the ground, they have yet to even suffer a long forced march" – He shook his head while throwing a piece of wood on the fire, - "No this is the better course Afterall we have a home to secure." Your Elders words ringing true amongst the various elders around you, taking a sip from your tankard and nodded as you returned to your thoughts and the trials ahead. Though you did hear a number of your kin grumble at their elder's thoughts.

Still, as you looked at the fire you knew that you had made the correct choice for your people. Your eyes set on the task at hand.

(Keep in mind this is the hold that your clan founded that your either leaving from or fighting in, the Ancient hold used during the golden age needing to be reclaimed)

Reclaiming a hold type start: (3 options here and the hold that your fighting to reclaim, will have, 3 Mines, 1 Grower hall, 1 Forge, 2 Residence halls and an engineering hall, their various surface infrastructure is a quarry and single damaged valley wall (Which is only just enough to be an inconvenience to anything that attacks it so will need to be repaired.)

[] Hold Entrance:
Your clan and those that follow you have endured under the constant assault of your enemies. As dawi blood was spilt and that others to hold your halls so that they may not fall again, your throng having marched out to deal with a threat to your fellow hold that would have seen your allies wiped out, though upon your return you found the hold that had held lost, many of your kin buying time for the rest of the hold to escape, only for your throng to counter-attack and secure the entrance of the hold, though much of what was held remained within the hands of your enemies. (Starts the quest with your hold having both an entrance and its valley walled off, though they have both suffered damage alongside other halls deeper within the hold which is infested with things that would see your clan dead, the halls they dwell in needing to be cleared and quickly repaired before they can be used.) (The damaged halls are easier to repair than build but there is a risk of a few of the clan dying each time you try and expand also bad event rolls could see your holds Dawi losing lives or even a hall. Also, you're more likely to be dealing with a few grobi that have survived within the mountains. (This is the case with all the starts really.)) (This start out of the three has better access to reclaiming the residence halls and nearby forge hall while having access to the valley.)

[] Within the mines: You lead the clans through a secret tunnel into the depths of your hold, intending to shock the grobi within, only for the throng to run afoul of a grobi patrol. With little choice and your fellow elders refusing to suffer the loss of another hold you pushed forward and managed to decapitate the warlord, though any hope of taking the hold in one offensive was lost, the grobi falling behind shoddy emplacements that would cost your clan dearly. (Similar to the hold entrance but instead of your clan starting at the hold entrance you are in the mines which means it will be easier to secure the holds mines, engineering hall and Forge Hall.)

[] Atop the sky Bridge: When the hold was falling you rallied the throng and managed to lead the survivors through the hold gathering who you could before marching to the peak of the hold, the sky bridge there having withstood the assault and though many of the defences along the path had fallen, many of the areas beyond were still held by your allies who even if the grobi had done great harm to your peoples work stood strong, your fellow king giving you aid with what he could.(Gives access to watchtowers and small fortress atop the sky bridge, along with it being the point of access to your allies in the nearby mountain, but it would be harder to reclaim the hold and there is a slightly tougher resistance as the grobi will have access to your own fortifications. You will have to work with your ally to secure your hold as they have other issues so if you want stuff from them you need to do something for them, which varies depending on a few things.)

A new hold start:

[] Establishing a new hold under orders of your grandfather:
At the orders of your Grandfather, you were given command of a Throng and other sons of your hold to set out and establish a new hold. Both so to expand the domain of people and secure a haven for the clans should the worse come to pass. (Will be close to a standard start but the next post will have another list in what your clan receives for the opening turns to establish a new hold, though eventually, you will either have to send members of your hold to fight in the depths of your parent hold or to send raw material or goods to their hold to survive. Failing to do so will have a few interesting things occur.)(Also this option takes hold with your one allied starting holds acting as a

[] Abandoning a failed hold to start a new one for the clans: The hold in which you were born has constantly known danger as things crawled within lost halls seeking your blood and that of your kin, you grew up and saw battle earlier than many of your fellow kin and slowly proved that you could lead them. Though as time passed and decades went by more was lost your clans eventually having been forced to the last few halls of the hold, left with little choice and many of the clans slowly been ground down, you set out with a portion of your clan to establish a new hold so that your clan could reclaim their hold once more. (Similar to the previous option only instead of setting out with a parent hold you will have to establish a hold while fighting off hunting parties looking to cut down those that are leaving your old hold, you will also have an oath to try and reclaim both your recently lost hold and the ancient hold.)

[] Apart of the Great Expedition: (Founding of the Empire Era Dawi Tech and runes but this one has some later options to determine how far along you are in tech)

The clan you were born to be not one of great renown only been one of the many that dwelled within the greater Karaz-Ankor. Their deeds were remembered by a few but while your clan turned out great works of art and equipment for the Karaz Ankor it did not match that of others and so your clan toiled away improving their lot in life.

Though as time passed and the Karaz-Ankor was torn asunder and beset on all sides from those that would see good and honourable dawi blood spilt across the land, your clan endured and stood against the threats. Though your ancestors were ground down by the unending tide they pushed forward and endured the High-king of the time recognising your clan's dedication commanded that your Ancestors along with a multitude of other clans were to gather and set out on an expedition with the goal of establishing new holds so that they may aid in the bringing of a new golden age. But all clans have a beginning and yours was no different and the dawi of Clan (Insert clan name Here) originally came from…

(Point list bonuses)

-Population options are cheaper

-Cheaper clans so possibly more diversity in skill

-Starting resource options cost less

-More varied list of things to choose from though its runes are weaker

-Have a higher general Tech base to use

-More clans so you have an extra specialisation for the hold but they are overall smaller

-Average Clan appeasement and unity

-More accepting of new tech and will have more options for dealing with threats.

-Runecraft while not as advanced or vast will be quicker to produce and in slightly more numbers

-Larger number of Dawi in the local area with which you can ally.


Clan Creation





Expedition the Clans origins:

[] Karak Eight Peaks: A Guide to Brewing and Growing


Your clan has longed to see the lost city of the peaks even after thousands of years, Your clan only enduring by both cherishing the few relics yet remaining to your clan and that of your undying hatred for your enemies the grudges levelled against them many of them levelled at those that had dared to take your home.

Still, while much was lost your honoured ancestors saved a few things that were of great value during the exodus. The most treasured of the relics was a book containing the secrets to special brewing techniques that produced the finest of ales though the passage of time has not been kind, the book not only fading with time but the skill and knowledge to brew such fine ale lost to time as masters were cut short and things forgotten during the expedition, all that remains are a few hints to what could possibly be a great work.

[The Clan Gain's a Brewer Specialty which can affect a few things from your trade options and also other internal options while other more Special brews will have an effect on the Throng while also giving your clan a boost to your growing halls related to crops that are required for ale.]

[] Karak Varn: Gromril Runic Ring

Karak Varn was the greatest source of Gromril in the Karaz-Ankor and its loss is still felt by all dawi and your clan suffers this far more than others. The pain of losing your home has driven your clan forwards in the hopes that one day it may help at least restore it one day. Though your clan has lost much since its fall much has been saved as a single Runic ring of Gromril Adorned your finger its Sapphire shining brightly as it thrums with power. While within your clan's vaults lay forgotten texts of runes that may one day aid in restoring the art, even if your clan lacks the affinity for it.

[Powerful runic Item: Firey Ring of Jokul - capable of unleashing a firestorm in a large area. (Only once per battle but takes 4 years to recharge a charge for future use the ring holds 3(This item can be a rather large equalizer in battle) while also getting a slight boost to successful runic research.]

[] Karag Agilwutraz/Mount Silverspear

Your clan was once wealthy and numerous among the Karaz Ankor known for its stonework and its ability to create works of art from stone, the loss of your home only forcing you to adapt so that your clan could thrive. Now your Clan now feels a bitter rage at the urk for taking their home and the killing of your ancestors. Though much has been lost since the departure of your old home your skills of working stone have never been stronger. Your clans hands having turned from crafting great halls filled with art to turning stone into stout and strong defences filled with traps.

[The Clan gain's a Stonemasons Specialty which will affect the success chance of your actions when working with stone. There will also be a few unique defensive options in stewardship and Intrigue options to reflect your speciality.]

***

What Does your Clan Specialise in?

While your Ancestral hold may have fallen your clan left without a hold they survived, your clan's ancestors making do with what they could, staying within other holds and offering their skill the clan splitting at times to ease the burden but always coming back together so that your clan never strayed, though whilst your clan was once great smiths it could not remain, the requirements too hard to maintain and the skill expected lacklustre from the loss of proper masters and tome's of knowledge.

But while the clan may have lost much of its ancestral profession it evolved and lead to your clans learning a few arts but amongst all of them, your clan eventually became…

(Choose 1)

[] Miners and workers of the deep earth: 250/300 Dawi on the default option

(Throng is made up of Miners and Thunderers/Quarrellers (Depends on your tech level chosen))

Miners, your ancestors slowly learning and perfecting the art of digging through the earth and while and served proudly amongst the various clans, often been given the chance to guide the Throng through what was your clans realm.

Benefits:

1: Warriors of the deep: Your Clan are tunnel fighters and miners. You can fight below the earth as if it were the surface, there are few who can match your skill in the depths, and those that can are a rare bread and those that fight you in the depths are your enemy. (The Throng of your clan gain +15 to attack rolls in Subterranean environments and +5 in Mountainous terrain (this means in the passes or on areas that are uneven in the mountains, if you fight in a valley then it does not apply.)

2: GOLD AND GEMS!: Your Clan consists of excellent miners, and they love what they do. If you could, you would level all the mountains for all their wealth that you could take. Though you will have to start somewhere. (Improved Mining Capacity and Production of Mines)

3: Explosives, Explosives everywhere!: Sometimes the pickax is not enough thankfully you know how to make a half-decent explosive charge. Though your fellow kin seems to be wary of you for your rather odd love of them.

(Explosives Charges pack an extra punch and your clan carries a little more than other clans. This does not mean you prefer gunpowder or)

4: Mining Engineering: If a Dawi made something for digging into the earth your clan knows of it they are masters of building efficient mines and know what is needed to get the most out of the earth.

(Unlocks Steam tech related to Mining which can be turned into machines of war though don't expect them to build a Gyro as that is too far for them though tanks are more their thing. They are firmly tunnel Dawi and this tech group requires Expedition based history)

(gets a few unique runic options if you choose the golden age hold)

Downsides:


1: Too deep and greedily: Your clan just doesn't know to stop digging. Your clan just can't stop digging deeper, no matter what kind of horrors you find. The moment you've cleared the tunnels, you go right back to work. No matter how many times things go wrong. (No Problem can not be solved with a little bit of Force and Ingenuity though expect your clan to keep digging even if it is risky and could cause more problems like cave-ins. Your clan also happen to like gold more than other Dawi)

2: It Burns!!!: Your Dawi's eyes rarely if ever see the sun and when they do it burns their eyes leaving them uncomfortable on the surface Will suffer a -10 to perception rolls on the surface and -5 if you're fighting in the sun but this only occurs in the opening round of combat.

[] Hardy survivalists(Growers and Rangers): 250/300 Dawi on default option(80 per cent of the clan's population will be the clans total throng.) (Clans Throng is purely made out of Rangers)

Growers who would learn the ways of the simple Dawi farmer, your ancestors working within the growing halls of the hold and that of the farms on the surface, though while many of your clan learned the honourable profession few ever took to the shield wall, many of your clan taking to the art of the ranger so that it could hunt and gather animals for the hold and act as it's protectors and scouts when was needed.

Benefits:

Rangers all: Your Clan discards traditional Dawi warfare for the way of the ranger. You fight with axes, crossbows, bombs, poison, and whenever you get your hands on it. Some call you unconventional, but you are alive.

(Instead of using axes and fighting in a shield wall, the warriors of your clan are trained to fight a guerrilla war with crossbows and hand axes.)

(Rangers are the standard infantry of the clan and you gain a +20 In Ambush Rolls and sneaking rolls)

Respect the Old Ways: While your clan will use any honest Dawi engineering it can get its hand on, you have been forced by necessity to rely upon technology that is compact and not reliant upon supply lines. The crossbows and axes made by your clan are a byword for quality, and any engineering made by your clan will be tough and portable. (The Crossbow is your Weapon of Choice alongside a good old axe though you won't say no to a few gunpowder weapons)

Farmers: Your clan values self-sufficiency and has learned to excel at producing its own food. Your clan lives off of hunting, hidden fields, insect farms, and underground blindfish reservoirs.

(Your ability to find supplies and sustenance borders on the uncanny, You also happen to know how to get the most out of the earth.)

Ranger Engineer Tech Tree Unlocked: Focuses on ambush's and different types of explosives and unique traps. This also comes with unique artillery pieces that focus more on speed than hard-hitting attacks like others. (You're pretty much researching things that will help you control the Battlefield. Though your focus will also be affected)

Downsides:

Weak Front Line Infantry: Your Clan takes to Shield walls like dawi take to sprinting, poorly and will find themselves fighting a losing battle though what they lack is decent heavy troops they make up for in cunning and ambush skill and in a pinch decent rear line ranged infantry.

Special Variants of certain Advanced War machines are locked off. (Until your clan grows larger)

[]Warriors and metalworkers: 250/300 Dawi on default option(Majority of the clan's Throng is made up of Warriors)

Metalworkers, your ancestors learning to purify and improve the minerals taken from the earth and while your clan produced a few smiths both for armour and weapons, your clan focused on working the metal that would be shaped by others and also that

Benefits:

Craftsman: Your Clan has lived off what they can and while they are no masters, they have the skills to mould steel into both weapons and tools but also art, something that has proven valuable to your allies and trade partners. (Gain a specialised craftsman Hall upgraded)

Better artillery: Your clan works the metal of the hold that is used in cannons, your clans forge will allow for slightly better artillery. (+5 to any rolls made with artillery that is made within your clans hold.)

Skilled Defenders: Your clan has long held the line within the Throng your ancestors having learnt many tricks and methods of fighting in melee be it against the smallest of grobi or even the monsters that roam the land. (When fighting atop fortifications your clan gains +10 to combat rolls your Thane also has a higher starting skill with melee weapons.)

Downsides:

Lack of ranged troops: (Your Throng and clan lack any dedicated formations of ranged troops.)

Fighting from the front: (As a clan that values its warriors its thane is expected to fight in the front line.

Secondary minor specialisation: The expedition saw many Dawi fall to the dangers of the road and while it was a tragedy your clan grew as it absorbed a smaller clan so that they may survive their skills becoming your clans, though when your clan also diminished when the expedition broke apart your ancestors managed to keep them and your clan safe their skill as: (Choose 1)

[] Brewers: A clan of brewers and while many of their elders and masters having fallen but a few still lived, though they never quite recovered from their losses they have proved themselves as your clan. (Open up the path for your clan to grow into a Brewer clan also allows for the research of the Brewers tree but it will be harder to accomplish and cut's off a few unique options in the tree.)

[] Goldsmiths: A clan of Goldsmiths their skilled crafters having worked hard both to provide good Dawi coin and artistic pieces, but above all their work has allowed fellow runesmiths clans to provide more runes than others. (Gives access to an extra hall for your clan but also is related to the Runesmith guild and will have a few bonuses.)

[] Armourers: A clan of armour smiths whose masters knowledge was preserved within a tome and their clan's elite elders joined your throng, their steel plate armour proving itself in battle. (Offers up options to improve your holds Armor and gives your clan a unique unit like that of Iron breakers.)

[] Weaponsmiths: A clan of weapons smiths whose great-axe warriors have proven themselves in the throng, their blades cleaving through the toughest of armour. (Improves your forges output of weapons and opens up a few research projects into unique weapons, also allows your clan a new unique unit but only in small numbers,)

[] Miners: A clan of miners their advanced machines and elders lost before their assimilation into the clan, though their knowledge was preserved they have few who had access to all of their clan's knowledge. They could still help guide your clans through their short time within the mines. (Opens up the more basic mining expansion options (Or improves the chance of early options) and also expands your total mine capacity along with unlocking a few of the more common mining tech.)

[] Warriors: A clan of dedicated warriors their Dawi having trained extensively in the art of battle and war, their warriors joining the revered orders of the ancestor gods and the regiment which protects the hold. (Your Thane will have slightly higher skills and the clan has a dedicated regiment of Hearth Guard and Valkyrinn)

[] Herders: A clan of herders who brought many beasts along for the expedition, their herds having been butchered in the collapse of the expedition and while they lost their animals they did not lose their knowledge.(Opens up a few of the basic options related to animal farms and improves your output if you have another grower clan and allows you to farm the larger animals depending on location (There is a limit depending on their side))

[] Toolmakers: In recent years before the expedition, your clan saw a number of its fellow members join one of the youngest guilds around and while it is often looked at warily it has proven valuable as it helps churn out ever more tools for the holds use.

(Improves your output of tools from the forge and also reduces the cost of a few halls in the hold and offers a few research options both into mining and farming.)

[] Stone Masons: A clan of stone masons their skill at moulding the earth only matched by fellow clans of their focus, though many were lost their elders and apprentices have proven adept at leading the various Dawi to build even greater halls than what would have been capable without them. (Reduces the cost of certain construction options and will even increase the speed of a few options related to hold expansion.)

***

Clans Historical Enemy


Though while your clan had learnt skills to survive and provide services for their fellow kin, they were not left alone to prosper but were constantly under threat. The enemies of the Karaz-Ankor constantly hounding them, but above all else your clan despised one enemy above all as they hounded your ancestors the most, teaching them valuable lessons on how to face them in battle at the cost of your clan's blood and they were the:
(Will have a few minor Grudges related to who you pick)
(Choose 1)

[] Urk: The greenskins endless tide constantly causing your clan's sanctuaries to shake under their endless numbers as they pushed forwards, their aim to slaughter your people unending, but your clan endured as it stood against the green tide and learnt to face them even when they covered the horizon.

(No Debuff when facing an army that is only 8 times the time's size of the Throng)

[] Thaggoraki: Their thieving paws and endless strikes from the shadows showing your people that they were never safe, their assassins constantly striking out at the clan from the shadows, many of your ancestors falling to a poisoned blade, but your clan endured and learned to be ever vigilant for such things well aware that no place was ever truly secure.

(+15 to Perception Rolls and Higher save chance from assassination attempts.)

[] Bretonians: The Elgi loving umgi having arrogantly struck out against your kin and killing your clan or even stealing from them, your clan learned that even if some umgi were your allies not all of them had the honour of the empire, your clan having met upon the fields countless times to the point that even your people's short stature was no disadvantage.

(Debuff against Cavalry is removed) (Cannot be selected with Ancient hold start)

[] Beastmen and their monsters: The beasts having constantly struck out against your clan's convoys from as long back as when the empire was formed, the beasts having constantly harassed your clan and unleashing their beasts against your ancestors. Though a threat your clan learnt to fight them and overcome them on even footing even if it cost your clan rivers of blood both that spilt from your enemies and that of the clan.

(Removes debuff when facing fodder infantry and other monsteras type units.)

***

Location of where your Hold is

Though throughout your clan's history it could do little to prepare your clan for the perils of the expedition as it was met with set back after set back on its journey, while it was beset on all sides by the new lands threats, the expedition pushed through as it's losses mounted but your ancestors managed but it mattered little for it was a tragedy that you ended up settling within the lands of:

[] The Southern Ogre kingdoms within the Mountains of Mourn: There is little a single dawi can do against the threats that lay within the mountains of Mourn and while your Ancestors were stubborn and pushed forward avoiding the dawi-Zharr, they could only go so far without issue with all that lurked around the expedition, their attacks were small but powerful rarely causing an issue before the expedition was scattered from an attacking ogre force the warlord slaying many of your ancestral kin, the losses only exaggerated further as the beasts of the mountains forced the expedition to scatter to avoid been trampled under fought or crushed from the warlord's ogre force, the clans that survived alongside yours having been separated from the expedition.

[] The Southwest of the Ogre kingdoms bordering the Plains of Zharr: Whilst pushing forwards under constant threat your kin lost their way, straying far from the path but the small break from constant ogre assaults saw a far worse fate for the expedition when a scouting party of Dawi-Zharr came upon them, this would mark the end for the expedition as it was beset and pursued by your traitorous kin, the predators of the mountain feasting on the expeditions fallen by the time that your clan had a small respite only a few clans remained with you trapped close to the traitor's lands.

[] Bretonia within the Irrana Mountain: The land of the umgi lovers having sapped your strength over their arrogance. The expedition had set out with the goal of establishing a set of bastions that would strike against the Thaggoraki within their accursed tunnels only for the umgi to have struck against you and for your hated enemies to take advantage and scatter the expedition to the winds, your clan's ancestors having been pushed into the mountains alongside a few others.

[] Northern Lustria: Your Ancestors set out for the continent of Lustria both to discover what had happened to those before but also establish a bastion with which the Karaz-Ankor could use to strike against its enemies, only for the expedition to be halted by the hostile jungle land, the humidity a constant bother while the forests predators struck from the shadows or trampled your kin underfoot, the Expedition only breaking when falling under a vicious assault from the Skofzani and scattered into the mountains by the lizards, your clan leading it's sister clans through the ordeal until the pursuit was over. Though the cost was great and entire clans were wiped away, a few remained.

[] Southern Lustria: When the expedition set out for lustria it was met with a monstrous storm, many of the expedition's vessels damaged, the captains of the time decided to make landfall so that the ships could be repaired. Only when they landed they were met with hoards of Thaggoraki, their vile machinery sinking many of the already damaged ships, with no other choice the expedition pushed forward only to be ambushed at every corner as clans were separated and wiped out, your clan nearly suffering the same fate were it not for one of your line gathering a small group of elite and winning the day, but sadly even you're your ancestor's victory was a bitter one. Their path to the expedition cut off the few clans amongst you pushed forward until they reached the mountain range and they discussed their path.

[] Middle Mountains: Your clan joined a Minor expedition if it could be called that but debt was owed, the goal of the expedition was to ensure that the umgi could grow with the aid of your people and while your ancestors intended to honour the sacrifice the umgi made they were not prepared for the urk waagh that assaulted them. Your ancestors fought a battle that would see their fellow clans decimated, but they endured and won the day but it would prove the end of their noble goal. As when the dust settled and the expedition reach the intended location they had to make a choice.

***

The point list starts here: You have 75 points

Secondary clan selection:
The clans that follow you, can have different or the same skills as yours, their warriors are determined by who you select there is a limit but to reach it will cost you a lot to reach the cap, Also the clans get smaller the more of them you have.

Also, just because you don't have the speciality does not mean that your clan can not do the job, they will just have a harder time doing it and it will cost more to accomplish and sometimes yield less. This of course is an exception for rune crafting as you do need the guild and blood to accomplish this. (Each clan has its own special projects if you have them, also there will be no clunky system for the runes this time and a different one for engineering research. (Did it once and the system I had was terrible hopefully this one is better and the engineering one is more in line with proper Dawi thinking and expectations though still a bit quicker than what it is in cannon as I am sure everyone wants some progress not something that occurs 80 turns down the line unless you guys feel like that kind of grind?)

***

Without the strength of the greater expedition, your clan and those that survived were forced to choose, establish a hold with fewer Dawi than planned, or push forward in hopes of regrouping or rallying with Dawi of the expedition. Knowing the odds and staying true to your clans' oaths the Ancestors of your clan choose to establish their own hold to at least try and accomplish the goal set out by the high-king your ancestors managing to convince a few clans to remain their skill as… (Maximum of 5 additional clans for the expedition and the cost of each clan stack across the whole section. So if you have three different clans go with the third cost for each clan. Your clan is not included in the cost so you can have an additional 4 clans in total beside your clan)

[] Runesmiths: A clan of Runesmiths, their guild having managed to preserve throughout the expedition alongside their clan, though they are far from numerous their clan's runesmiths have proven themselves over the struggle since the fall of the expedition.

(Provide Warriors and Quarrellers but favours warriors (3 Warriors to 1 quarreller) (Note certain clans within the hold will determine which runes groups are better known to them) (+2 Master Runesmith and +20 Runesmiths, +50 Cultists of Thungni (runesmiths and Masters have runic equipment)
(Costs: 4 Points if this is the only clan, 6 if their a second and 8 for three clans and 12 if you have four clans selected and if for some reason you have 5 selected it will cost you 16 points)

[] Engineers: Engineers their skill allowing them to maintain the works of their ancestors and ensure your small group of clans held the edge against the threats of the land. Though much of their more unique clan knowledge has been damaged some of their more unique machine needing to be relearned to build them.

(Gives a bonus to the Engineering Hall and allows the production of more advanced cannons) (Provides ranged infantry which doubles as crew for any siege weapons you have) Provides ranged infantry who doubles as crew for any siege weapons you have) (+1 Siege maintenance Wagon, +4 Master Engineers, +40 Engineers and +80 Cultists of Morgrim)
(Costs 4 Points if this is the only clan, 6 if there is a second and 8 for three clans and 12 if you have four clans selected and if for some reason you have 5 selected it will cost you 16 points)

[] Warriors and Metalsmiths: Their clan having fought hard to ensure the safety of the expedition while reworking damaged and shoddy armour so that it could be used by the various clans around them, despite the breaking of the expedition their clan remained intact enough to be of service.

(Gives a bonus to Iron and copper mines along with special research projects related to their skills.) (Provides melee-focused infantry) (+1 mobile Forge Wagon, +20 Hearth Guard, +25 Valkyrinn, +50 Cultists of Smednir and +80 Cultists of Grimnir)
(Cost: 2 Points if this is the only clan, 4 if their a second and 6 for three clans and 10 if you have four clans selected and if for some reason you have 5 selected it will cost you 12 points)

[] Armourers and weaponsmiths: Their clan having forged much of the Throngs weapons and armour and repaired what could be under the constant assault of enemies along the expedition, their clan having survived intact thanks to their fellow metalsmiths.

(Gives a bonus to the forge and siegeworks (Engineering Hall: Provides special munitions for both infantry and siege weapons) while also offering a few learning projects) (Provides Warriors and Quarrellers but favours Quarrellers 3 Quarrellers to 1 Warrior) (+1 Temporary surface forge, +10 Clerics,+30 Hearth Guard, +20 Cultists of Grungni and +60 Cultists of Smednir)
(Cost: 2 Points if this is the only clan, 4 if there is a second and 6 for three clans and 10 if you have four clans selected and if for some reason you have 5 selected it will cost you 12 points)

[] Carpenters: A clan of Carpenters, their clan having set out to make use of their skills in the new holds that were to be, though small they survived the breaking if only barely, their warriors having fought to ensure they were no burden, their bolts having downed many an enemy as their warriors sealed the gaps that would form in the expeditions shield wall.

(Reduces the cost of wooden based artillery and has a few research projects related to siege weapons and crossbow.) (Offers a mix of Warriors and Quarrellers but favours Quarrellers (1 Warrior to 3 quarrellers).) (+ 1 small well-cultivated Wutroth glen and +15 Hearth Guard, +60 Cultists of Grungni)
(Cost: 2 Points if this is the only clan, 4 if their a second and 6 for three clans and 10 if you have four clans selected and if for some reason you have 5 selected it will cost you 12 points)

[] Stonemasons: Their clan having had little to do other than ensure that their supplies were secure while that of their throng formed the rear guard amongst the expedition their clan remaining more intact than others.

(Increases the chance of success with building new halls within the hold and provides unique defence options and offers a mix of Warriors and Quarrellers but favours warriors (3 Warriors to 1 quarreller)) (+12 Tools, +20 Clerics, +50 Cultists of Grungni)
(Cost: 2 Points if this is the only clan, 4 if their a second and 6 for three clans and 10 if you have four clans selected and if for some reason you have 5 selected it will cost you 12 points)

[] Miners: Their clan alongside others of their profession having acted as the reserve of the expedition their warriors fighting hard when it was needed, though more importantly their skills were preserved for what would be the building of new holds.

(+1 Simple mining elevator shaft +50 Clerics, +120 Cultists of Grungni) (Provides Warriors, miners and Quarrellers Equally)
(Cost: 2 Points if this is the only clan, 4 if their a second and 6 for three clans and 10 if you have four clans selected and if for some reason you have 5 selected it will cost you 12 points)

[] Brewers and growers: Their clan having been shuffled into the most secure area of the expedition their skills vital for that of the success of the expedition. Though when the breaking occurred they fought to survive their Valkyrinn guards protecting them as best they could against the onslaught.

(Minor bonuses against Vampiric, chaotic or Hashut corruption, valuable trade resource) (+2 unimproved barley and hop farms, +10 Valkyrinn guards, +25 Cultists of Valaya))
(Cost: 3 Points if this is the only clan, 6 if their a second and 9 for three clans and 12 if you have four clans selected and if for some reason you have 5 selected it will cost you 15 points)

[] Healers: Their clan having served throughout the expedition ensuring that all that were injured survived and when their charges were threatened their warriors and Kvinn took up arms to save all they could and while they fought hard and lost many their clan remained intact despite the harsh onslaught that saw many clan ground to almost nothing.

(Large bonuses against Vampiric, chaotic, or Hashut corruption, reduced mortality, increased hold fertility.) (+ 1D15 to pop growth (split evenly between clans), +30 Valkyrinn guards, +60 Cultists of Valaya and offers a mix of Warriors and Quarrellers but favours warriors (3 Warriors to 1 quarreller))

(Cost: 3 Points if this is the only clan, 6 if their a second and 9 for three clans and 12 if you have four clans selected and if for some reason you have 5 selected it will cost you 15 points)

The population of the hold:

The population of the hold: (Garazi are the dwarf children ranging from ages 0-19)

[] Default Starting population
: (500 Dawi and 140 Garazi) (Cost: 0 points)

[] Growing: (600 Dawi and 180 Garazi) (Cost: 10 points)

[] Prosperous: (700 Dawi and 220 Garazi ) (Cost: 15 points)

[] Booming: (850 Dawi and 280 Garazi) (Cost: 30 points)

Starting Equipment and Resources

Resources:


Food: 12 Units (1 Unit feeds 100 dawi)

Ale: 12 Units (1 Unit sates 50 dawi)

Tools: 20 Units

Steel Weapons: 5 Units (Will be used to replace damaged/old weapons every 100 melee type dawi not using Gromril will use up 1 unit per turn, expect major battles to also drain a bit of this)

Steel Armor: 3 Units (Will be used to replace damaged/ extremely old Armor 1 unit will cover 300 dawi over the years, though expect massive amounts of loss during major battles)

Dwarf Gun and cannon maintenance Tools: 5 Units( 1 Unit is Enough to service the guns of 80 Thunderers or 2 cannons for 1 turn)

Advanced Components: 12 (Used to construct more advanced siege engines)

Black Powder: 8 Units (Which is Enough for 2 Major Battles or 12 Skirmishes)

Additional Resources: You can vote more than once on the same options for those below this just the cost for that amount of resources.

[] 2 Units of Food costs 1 Point

[] 4 Units of Ale costs 2 Points

[] 6 Units of Tools costs 4 Points

[] 2 Units of Steel Weapons costs 2 Points

[] 2 Units of Steel Armor costs 3 Points

[] 2 Units of Dwarf Gun and cannon maintenance Tools costs 4 Points

[] 4 Units of Advanced Components costs 4 Points

[] 4 Units of Black Powder costs 5 Points

[] 2 Units of Lumber costs 2 Points

Equipment:

[] Grudge Thrower costs – 2 Points

[] Bolt Thrower costs – 2 Points

[] Runic Grudge Thrower (Runes will be random) costs – 8 Points

[] Runic Bolt Thrower (Runes will be random) costs - 8 Points

[] Great Cannon costs - 4 Points

[] Organ Gun costs - 5 Points

[] Runic Great Cannon costs - 12 Points

[] Runic Organ Gun costs - 15 Points

[] Gyrocopter costs - 10 Points

[] Gyro bomber costs - 12 Points

Quest Start Type


You stared at over the mountains, your mind troubled as light poked through gaps in the tree cover, your fellow dwarfs mummering around you as you considered the best path forward, the trees in the valley swaying above you. Godri your elder stood surveying the land before your group. Crossing your arms you glanced around you, "It's to quiet here, I thought you said we could trust the ranger who spotted the grobi, yet I have yet to even see a sign of them trampling through here." Your voice carrying over the wind as birds chirped far off in the distance.

Godri shot you a stern glare before hefting his great axe over his shoulder, "their there, you just aren't used to a good old grobkul, to used to staying in the mountain and mines, should have marched ya out myself, but you did good work, still were not hunting normal goblins." – he pointed off to the side a few bushes trampled and spore hidden well but not enough to escape your elders – "See that, were either dealing with a rather cunning group of grobi, or their is a bunch of their darker kin in the area."

Nodding you took his words to heart, "I'll double the patrols and half the ale rations, it will be a long night if your right." You grunted out as you turned to survey the area further.

Godri let out a huff but nodded a pleased gleam in his eye, "Aye, though I doubt the others will thank you for your choice."

Taking a step forward you just shrugged, "They can live with it, I would rather get back to the rest of the clans before long, we have a long journey before we reach home." You said continuing as your large patrol fell in, their eyes vigilant.

[] Besieged Fortress: At the orders of your uncle you were chosen to lead a number of Dawi to expand the bastion which was now the defence of your old holds first defence, the fortress having been recently built with the purpose of launching more expeditions to reunite with the lost clan from the breaking. (Start with 1 Allied Dwarf hold and a small human city as an ally with a few clues on other holds in the area.)

[] A new hold on the orders of your older brother: As your hold grew and the dangers ever present your elder brother gave you a mission to establish another hold so that your holds clans could expand. Though it was also so that your hold would be able to connect over the dangerous land with which your ancestors had settled. (Start allied with a parent hold and a large Ranger clan that keeps in contact with 3 other distant holds that are under siege.)

[] Allied haven: When your clan set out it was not alone the umgi of the fledgling Empire joined you, their goal to expand their own lands, many of the lords third and fourth sons. Though the breaking saw them scatterd like your fellow clans your ancestors rallied enough of them to establish their own two cites, their religious squabbles having divided them over the years. Though your hold prospered since establishing itself it was not enough to stem the tide of your enemies. Your hold fell and with it many of your fellow kin dead within the mountain. The survivors having fled to your fellow umgi allies and the expatriate Dawi there, many of them turning to you to lead them, either to reclaim your home, or help it prosper once again. (Start allied with 2 Human factions both of them tense allies but supporting you as you start a new hold)

[] A falling Hold: When your ancestors settled the land and began to build a hold they could not have foreseen that they would be attacked so soon. Many of the survivors having been pushed further into the hold until your exit had all but been cut-off, though your clan survived and even built a new way to the surface, one that was to small to escape with in good time but enough to scout out your surrounding land. Your clan learning of fellow survivors who had set up another hold and had their own issues, something your kin found hope in, and while you fought in the shield wall and with the Quarrellers you knew their was little that could be done, that is until an assault would break the grobi within the hold and fragment them giving you a chance at finally winning the battle in the depths. All it cost you was your Father and uncles. (Start allied with another Dwarven hold while your try to reclaim your hold.)

[] An Ancient Hold: Early on in your clans search to establish a hold your Ancestors came across the gates of an ancient hold, looking to have been long and abandoned and while for a time your clan restored some of the halls and began to grow, it had not foreseen the threats from below, the ancestral holds lower levels infested with grobi and while your clans fought valiantly little could be done against the onslaught, your clan having held only the halls near the entrance of the hold while rangers were sent to a few new holds in the area asking for aid. Only it would be to little to late, as when the grobi war chief assaulted your home you slew him in vengeance for your family and while the grobi broke it had cost your clan dearly. (start allied with a small fort of Dawi who are linked to a larger group of holds that are far off. While also having the ability to find some lost knowledge or other things within the depths of a Golden age dawi hold.)

***

Yip, I know what you're thinking another dwarf quest from me, I seem to start them far more than I like but this one won't be abandoned as this was one I planned back all the way when I was doing Clan Flamespear the Idea never leaving me alone but I always planned on returning to the Warhammer verse when I started my other quests and I feel like it a good time.

Now out of all the quests I have started sadly many of them have been abandoned now, the only one I plan on continuing is rings and grudges which will run alongside this one. As for the game of thrones quests, Dawi change the game went well out of proportion so it getting axed while Thrones and Grudges is been put on hold till I get that planned properly and not with what I had planned. (Which should be announced after I start this quest)

Now for this quest, there will be a few mechanics going around that were absent like the recently introduced guild and clan mechanic (Well half of it in rings and grudges) along with a few more mechanics depending on the start you picked. This quest will not be easy, and the date is not mentioned as you are either isolated from the beginning or have a vote if you went with the expedition in the next post otherwise you will have to find it out at some stage. Also if you guys want to give the clans besides yourself a name or I going to offer a default in the next post and sadly my naming sense is terrible, so please save me from myself otherwise I will be pulling names out that sound a bit wrong or from a book (As at least their better than what I have).

Also, on a side note if you do pick the one start with sky-titans keep in mind they're only about double the size of most ogres. (They will get bigger, but they require a lot to even get a single one giving you some help away from their mountain.) (Words with this post just over seventeen thousand words)

The Vote will be open for the next 3-7 days depending on the activity and my free time.
 
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Clan Information
Characters In the Hold And Relations

MC and Family (Will work on introducing them down the line)

Uthor Wanaz MC (Check Skills in the personal tab in turns (Otherwise) (Also I could swear someone sent an Image in can't find it though)
Age at start of Quest 121
Runa fireaxe (Mother)
Odin Thorsson (Older Brother and leader of your main branch clan)
Virgil Thorsson (Younger Brother)
Gavir Thorsson (Younger Brother)
Thor Thorsson (Younger Brother)
Algina Runasdottir (Older Sister)
Sif Runasdottir (Younger Sister)

Advisors
Belegond Brighthammer (Learning Advisor)

Martial Skill: 7
Intrigue Skill : 11
Learning Skill: 19
Combat Prowess 17 (reworked to be easier for me to manage)
Haggar Bavilsson(Martial Advisor)

Martial Skill: 16
Intrigue Skill : 7
Combat Prowess 17 (reworked to be easier for me to manage)

Relations with other Holds and Groups

Karak Gronti: 6/10

Foreign faction and other holds Clans

Karak Gronti's Clans and Characters


Characters

King Tholgion

Clans: (15 in total)
Main Clan Hornbreaker (Warriors and Carpenters): Relations with the clan 10/10

Clan DonarKhun the Kings of Karak Gronti (Runesmiths, RuneScribes and Engineers): Relations with the clan 2/10

Clan Forgehand (Metalsmiths, Armourers and Weaponsmiths and Miners): Relations with the clan 5/10

Clan Burrdik (Artisians, Brewers and Jewelsmiths): Relations with the clan 5/10

Clan Flinthand (Engineers and Miners): Relations with the clan 6/10

Clan Ironback (Miners and Stonemasons): Relations with the clan 8/10

Clan Kaznagar (Goldsmiths and Prospectors): Relations with the clan 7/10

Clan Firehand (Farmers and Brewers): Relations with the clan 4/10

Clan Ironfinger (Metal smiths and Warriors): Relations with the clan 3/10

Main Clan Ironforge (Runesmiths and Toolmakers): Relations with the clan 5/10

Clan Redbeard (Runescribes and Warriors): Relations with the clan 8/10

Clan Sternbeard (Miners and Healers): Relations with the clan 6/10

Clan Svengeln (Prospectors and Stonemasons): Relations with the clan 9/10

Clan Threkkson (Farmers and Herders): Relations with the clan -3/10

Clan Thunderheart (Jewelsmiths, Toolmakers and Warriors): Relations with the clan 7/10

Clan Dunrakin (Brewers, Healers and Runesmiths): Relations with the clan 4/10

Grudges

Those Against others

Grudge against Dawi-Zharr:
The Thagi-Zharr (Burning Traitors) slew our kin atop the walls of the first bastion and enslaved or slaughtered many of the Northern Holds kin and clan. This is an insult and tragedy that will not go unanswered. All their vile kind shall be put to the axe so that Vengence is ours. (All Dawi Zharr must be killed)

Grudge against Death Pass Peak: The peaks of Death pass dare to crush our kin and clan under its boulders, only the complete levelling of the pass's peaks will settle this grudge.

Grudge against Silver teeth Peak: The boulders of Silver teeth peek saw to the halting of the clan's Throng, causing many to fall to the weapons of the Rock skull tribe, It shall be levelled for this insult and assisting our enemies.

Grudge against Korgraug Slateripper of tribe Rock skull: The Ogri calling himself the Slateripper has dared to kill the Thane of our clan and some of our clans best warriors, Clan Hornbreaker demands the beasts head and that of his blood for this insult.

Grudge against Kros Granitefist of tribe Rock Skull: many of the clan witnessed the Ogri Kros Granitefist devour many of the throng, the clan names his head and that of his line to be extinguished for this insult.

Grudge against Ogre Tribe Angry fist: The Ogri of the Angry fist tribe has dared to assault the halls of Grungron and the lands around it, many dawi perished to their weapons and more than a few devoured. The Clans of Khazid Grungron demand the heads of all ogri apart of this tribe so that we may have Vengeance.

Grudge against Ogre Tribe Rock Skull: The Ogri of the Rock Skull tribe have slain many of our kin and clan within Kazad Ankor(Fortress Realm) their Tribe devouring two entire clans and for this insult, their blood and that of all their descendants are to be put to the blade to avenge this insult.

Grudge against Tros Bittereye of tribe Suneater: The Ogri Bittereye saw to the breaching of the Kor Khazad and allowed many of its foul kin to infest our lands breaking the safety of our land, its head and those of its blood are to be killed and their bones used for the betterment of the Kazad Ankor.

Grudge against Ogre Tribe Suneater: The ogri of Tribe Suneater have dared to break apart the Greater Kazad Ankor, their Ogri smashing many of our kin and destroying the hold of Khazid Ril and killing many honourable Dawi, The Khazad Ankor demands the blood of all those involved.

Grudge against the Grobi infesting Khazid Grungron: The Grobi within Khazid Grungron has dared to desecrate the halls of our Ancestors and sully the works of our people. All Grobi within is to be put to the axe to avenge this grudge.

Grudge against Skisk Beardtaker: The Grobi Skisk has taken to sheering the glorious beards of our fallen kin and displaying them atop the totems of his Tribe and their Banners, This insult will not go unanswered and calls for the Dawi of the hold to capture him alive so that his death may be slow and painful. While all those under his banner are to be killed for such an insult.

Grudge against Gnumm Eye-Gauger: The Grobi Gnumm has been known to take the survivors of the hold and Gauge their eyes out atop the walls of Khazid Grungron leaving them to suffer before mercilessly executing them, the dawi of the hold demand his head and that of his Tribe to settle this Grudge.


Those levelled at you Clan and Hold

Clan Threkkson has a Grudge against you:
Their clan demands restitution for failing to protect their fields from a rampaging ogri that managed to slip through damaging much of their holdings. They demand that you either pay them 15000 gold or that you lend out your warriors to follow their orders for 15 years, their excess and tribute pay going to their Vaults. That or the blood of the cowards who fled the ogri. (Most of them beardlings)

Clan Ironfinger has a Grudge against you: The insult dealt out to your former master has made him the mockery of the Runelord council, The Thane of Clan Ironfinger demands you take the Slayers Oath as restitution or some other form, be it in the form of having your Brother Thor become apart of their clan and to become your old masters Apprentice, or to build a great monument within the next forty years to settle this grudge.

Clan Dunrakin has a Grudge against you: Their clan is demanding restitution for a few of their beehive farms been destroyed in the ogri rampage, though it is only a modest fee of 2500 Gold or for your warriors to serve a term on Kor Khazad in their place(2 years)

Clan Dunrakin's Runedrakes want a Replacement: The Elders of your last Squad are a little angry and demanding you either reclaim your post within the squad or to at least get them some rare Ale and a properly trained replacement.

Clan DonarKhun: The kings of Karak Gronti are annoyed that you have taken over for the hold they started, though after the decimation of their splinter clan and most of them returning and only a shared cousin been your link. They demand your lines be tied again to reform their influence within the hold and ensure the unity of what remains of the Realm.


Trade Information

Nothing at the moment

Maps

 
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Think Naggaroth or The Central Ogre kingdoms within the Mountains of Mourn should be the way to go, in one we get to fight the DE and the other has Sky-Titans and that could be fun
 
[X] Plan Deepcrag's Delving Fortress
- [X] Write-in your clan name: Deepcrag
- [X] Apart of the Great Expedition: (Founding of the Empire Era Dawi Tech and runes but this one has some later options to determine how far along you are in tech)
- [X] Karag Agilwutraz/Mount Silverspear
- [X] Warriors and metalworkers: 250/300 Dawi on default option(Majority of the clan's Throng is made up of Warriors)
- [X] Stone Masons:
A clan of stone masons their skill at moulding the earth only matched by fellow clans of their focus, though many were lost their elders and apprentices have proven adept at leading the various Dawi to build even greater halls than what would have been capable without them. (Reduces the cost of certain construction options and will even increase the speed of a few options related to hold expansion.)
- [X] Urk: The greenskins endless tide constantly causing your clan's sanctuaries to shake under their endless numbers as they pushed forwards, their aim to slaughter your people unending, but your clan endured as it stood against the green tide and learnt to face them even when they covered the horizon.
- [X] The Southern Ogre kingdoms within the Mountains of Mourn: There is little a single dawi can do against the threats that lay within the mountains of Mourn and while your Ancestors were stubborn and pushed forward avoiding the dawi-Zharr, they could only go so far without issue with all that lurked around the expedition, their attacks were small but powerful rarely causing an issue before the expedition was scattered from an attacking ogre force the warlord slaying many of your ancestral kin, the losses only exaggerated further as the beasts of the mountains forced the expedition to scatter to avoid been trampled under fought or crushed from the warlord's ogre force, the clans that survived alongside yours having been separated from the expedition.
- [X] Miners: Their clan alongside others of their profession having acted as the reserve of the expedition their warriors fighting hard when it was needed, though more importantly their skills were preserved for what would be the building of new holds.
- [X] Brewers and growers: Their clan having been shuffled into the most secure area of the expedition their skills vital for that of the success of the expedition. Though when the breaking occurred they fought to survive their Valkyrinn guards protecting them as best they could against the onslaught.
- [X] Healers: Their clan having served throughout the expedition ensuring that all that were injured survived and when their charges were threatened their warriors and Kvinn took up arms to save all they could and while they fought hard and lost many their clan remained intact despite the harsh onslaught that saw many clan ground to almost nothing. x3
- [X] Default Starting population: (500 Dawi and 140 Garazi) (Cost: 0 points)
- [X] 2 Units of Food costs 1 Point x4
- [X] 4 Units of Ale costs 2 Points x3
- [X] 2 Units of Steel Weapons costs 2 Points x3
- [X] 2 Units of Steel Armor costs 3 Points x2
- [X] 2 Units of Dwarf Gun and cannon maintenance Tools costs 4 Points x1
- [X] 4 Units of Black Powder costs 5 Points x1
- [X] Grudge Thrower costs – 2 Points x1
- [X] Bolt Thrower costs – 2 Points x5
- [X] Great Cannon costs - 4 Points x2
- [X] Organ Gun costs - 5 Points x2
- [X] An Ancient Hold:
Early on in your clans search to establish a hold your Ancestors came across the gates of an ancient hold, looking to have been long and abandoned and while for a time your clan restored some of the halls and began to grow, it had not foreseen the threats from below, the ancestral holds lower levels infested with grobi and while your clans fought valiantly little could be done against the onslaught, your clan having held only the halls near the entrance of the hold while rangers were sent to a few new holds in the area asking for aid. Only it would be to little to late, as when the grobi war chief assaulted your home you slew him in vengeance for your family and while the grobi broke it had cost your clan dearly. (start allied with a small fort of Dawi who are linked to a larger group of holds that are far off. While also having the ability to find some lost knowledge or other things within the depths of a Golden age dawi hold.)

Here we go a solid base from which to attempt to reclaim an ancient hold in one of the most remote parts of the Old World which even when we finish reclaiming it won't leave us completely safe considering we're still in one of the most hostile places in the Old World and are still relatively close to the Dark Lands.

It should at least keep things interesting for a long time to come.
 
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[X] Plan: Titanfall

seems like a good plan and the Sky-Titans would have interesting tech as they had the first users of Gunpowder Weapons and they were they had Mammoths and other beasts under there control
 
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Hi guys madslayers probably asleep right now so I'll just give you a rundown on some of the rules with the start up selections.

Sorry but you can't have unimited clans, with increased numbers of clans dedicated to a guild. There's only 5 specialised clans allowed max (for now, as the QM didn't think you'd want to try them all), and you have to choose them. The modifier is it costs more for each clan in your hold.

Also Sky Titans are ancient hold start only. They survived by us harbouring them during the ogre invasion.

Aside from that good plan
 
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Hi guys madslayers probably asleep right now so I'll just give you a rundown on some of the rules with the start up selections.

Sorry but you can't have unimited clans, with increased numbers of clans dedicated to a guild. There's only 5 specialised clans allowed max (for now, as the QM didn't think you'd want to try them all), and you have to choose them. The modifier is it costs more for each clan in your hold.

Also Sky Titans are ancient hold start only. They survived by us harbouring them during the ogre invasion.

Aside from that good plan
Alright cool, I'll go make the changes necessary to my plan. But with how many mechanics he tied to the clans I'm rather shocked he didn't expect us to go all-in on them, to be frank as for example I can buy an entire clan of warriors for as much as a single grudge thrower so the math for this character generation highly, highly favors going all-in on clans if it's allowed due to them providing so much per point of cost, and providing buffs to so many quest mechanics.
 
The one in the brettonia mountains might be the most interesting since we probably would be near the grey mountain dwarfs somewhat if local dukes arent horrible and the idea of middle mountains could be interesting since the area isnt explored much and we have two horrible forests bordering us and to the north there would be the saner wood elves aswell wich might be interesting. Hell we could repeat the other dwarf quest in the forums and set the start like a decade or two before the chaos war when magnus comes to power ?

After that i guess a southern hold is a interesting option if we do the zorn origin wich also gives you nice gear or if not that then the currently proposed ogre thing. Honestly ogres and chaos dwarves are bad matchups for dwarfs to be honest and im not thrilled to start with that is my option. Im going to try to create a plan now.

Also being conservative and then doing the brettonia option would be the best fit for example since we could avoid gunpowder wich is the main friction point with brettonia.

Im not thrilled with the idea of having to retake a hold unless shinies are attached or the enemys are beatable.
 
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I'll write am up an ancient hold template for the ogre kingdoms, does anyone want any start for that in particular (eg, sky bridge, mines/underway, hold entrance?)?
 
I dont create plans often but this is my attempt . Also if you want changes say so . The origin story is that the three other holds atleast according to the plan was founded whenever these mountains were settled and we arent know much to the outside world sofar thanks to remoteness and having rather bad skaven problems and we are a junior hold of one the holds but we got our subordinate clans from the other two holds mostly is the basic backstory.

And if not my brettonia plan then please someone consider writing up a middle mountains plan.

[X] Plan Grimstone , Brettonia !
- [X] Write-in your clan name: Grimstone
- [X] Apart of the Great Expedition: (Founding of the Empire Era Dawi Tech and runes but this one has some later options to determine how far along you are in tech)
- [X] Karak Eight Peaks: A Guide to Brewing and Growing
- [X] Miners and workers of the deep earth: 250/300 Dawi on the default optio
- [X] Weaponsmiths: A clan of weapons smiths whose great-axe warriors have proven themselves in the throng, their blades cleaving through the toughest of armour. (Improves your forges output of weapons and opens up a few research projects into unique weapons, also allows your clan a new unique unit but only in small numbers,)
- [X] Thaggoraki: Their thieving paws and endless strikes from the shadows showing your people that they were never safe, their assassins constantly striking out at the clan from the shadows, many of your ancestors falling to a poisoned blade, but your clan endured and learned to be ever vigilant for such things well aware that no place was ever truly secure.
- [X] Bretonia within the Irrana Mountain: The land of the umgi lovers having sapped your strength over their arrogance. The expedition had set out with the goal of establishing a set of bastions that would strike against the Thaggoraki within their accursed tunnels only for the umgi to have struck against you and for your hated enemies to take advantage and scatter the expedition to the winds, your clan's ancestors having been pushed into the mountains alongside a few others.
- [X] Runesmiths:
A clan of Runesmiths, their guild having managed to preserve throughout the expedition alongside their clan, though they are far from numerous their clan's runesmiths have proven themselves over the struggle since the fall of the expedition. x2
- [X] Engineers: Engineers their skill allowing them to maintain the works of their ancestors and ensure your small group of clans held the edge against the threats of the land. Though much of their more unique clan knowledge has been damaged some of their more unique machine needing to be relearned to build them. x2
- [X] Armourers and weaponsmiths: Their clan having forged much of the Throngs weapons and armour and repaired what could be under the constant assault of enemies along the expedition, their clan having survived intact thanks to their fellow metalsmiths. x2
- [X] Miners: Their clan alongside others of their profession having acted as the reserve of the expedition their warriors fighting hard when it was needed, though more importantly their skills were preserved for what would be the building of new holds. x2
- [X] Brewers and growers: Their clan having been shuffled into the most secure area of the expedition their skills vital for that of the success of the expedition. Though when the breaking occurred they fought to survive their Valkyrinn guards protecting them as best they could against the onslaught. x2
- [X] 2 Units of Food costs 1 Point x3
- [X] 4 Units of Ale costs 2 Points x1
- [X] 6 Units of Tools costs 4 Points x1
- [X] 4 Units of Advanced Components costs 4 Points x1
- [X] 2 Units of Lumber costs 2 Points x1
- [X] A new hold on the orders of your older brother: As your hold grew and the dangers ever present your elder brother gave you a mission to establish another hold so that your holds clans could expand. Though it was also so that your hold would be able to connect over the dangerous land with which your ancestors had settled. (Start allied with a parent hold and a large Ranger clan that keeps in contact with 3 other distant holds that are under siege.)
 
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I was thinking in counting that 5 diffrent types of clans was the limit and not the number of clans itself cause why would there be options to recruit 3-4 clans of each type otherwise . Would prefer clarification tough and could buy alot more if this restriction is true since if my math didnt fail me i ended up spending 60 points in the clans and the starting population out of 75 .
 
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I was thinking in counting that 5 diffrent types of clans was the limit and not the number of clans itself cause why would there be options to recruit 3-4 clans of each type otherwise . Would prefer clarification tough and could buy alot more if this restriction is true since if my math didnt fail me i ended up spending 60 points in the clans and the starting population out of 75 .
Well, the language used was "5 specialized clans" not five types of clans so that's pretty clear to me but there's no harm in asking.
 
[X] Plan: Titanfall
-[X] The Ancient Hold: (Golden age Era Dawi Tech and runes)
--[X] History origins
---[X] Karak Zorn: Gromril armour (The armours runic arrays long having run out of power) (+120 additional sets of ironbreaker armour)
--[X] What Does your Clan Specialise in?
---[X] Warriors and metalsmiths: 250/300 Dawi on default option(Majority of the clan's Throng is made up of Warriors)
Metalsmiths, your clan learning the craft of purifying the base elements of what was mined within the depths of the hold, your clan learning to make art out of such rigid material and when your hold was threatened the warriors of your clan answered the call, many of them dedicated warriors serving as the elite of your Throng, their skill rarely matched by even the best of other clans.

---[X] Secondary minor specialisation:
----[X] Carpenters:
(Increases the harvesting amount of logging operations and allows for a few options in open field combat if you have time to set up. Also allows your clan to work towards Wotroth ships)
--[X] Clans Historical Enemy
---[X] Dawi-Zharr: (Provides a +10 to ranged infantry when fighting your hated kin.)
--[X] Location of your Hold
---[X ]The Central Ogre kingdoms within the Mountains of Mourn: (You start allied with a small enclave of Sky-Titans (The last of them) or a more friendly and slightly more numerous tyrant ogre and his clan, along with a single large Dawi hold who stems the tide of your enemies their throng numbering between 1500-3000 Dawi.) (This start has access to gunpowder it is not a standard Dawi tech tree as it revolves around defensive emplacements and hand cannons. Though they are expensive to build or field

--[X] Secondary clan selection: The clans that follow you, can have different or the same skills as yours, their warriors are determined by who you select there is a limit but to reach it will cost you a lot to reach the cap, Also the clans get smaller the more of them you have.
---[X] Runesmiths: (Provide Warriors and Quarrellers but favours warriors (3 Warriors to 1 quarreller) (Note certain clans within the hold will determine which runes groups are better known to them) (+2 Master Runesmith and +20 Runesmiths, +50 Cultists of Thungni (runesmiths and masters have runic equipment) (+20)
---[X] Armourers and weaponsmiths: (Gives a bonus to the forge and siegeworks (Engineering Hall: Provides unlocks for different types of special infantry, Provides Warriors and Quarrellers but favours Quarrellers 3 to 1 Warrior)) (+1 Temporary surface forge, +10 Clerics,+30 Hearth Guard, +20 Cultists of Grungni and +60 Cultists of Smednir) (+15
---[X] Brewers: (Minor bonuses against Vampiric, chaotic or Hashut corruption, valuable trade resource) (+2 unimproved barley and hop farms, +10 Valkyrinn guards, +25 Cultists of Valaya)) (+16)
---[X] Healers: (Large bonuses against Vampiric, chaotic, or Hashut corruption, reduced mortality, increased hold fertility.) (+ 1D15 to pop growth (split evenly between clans), +30 Valkyrinn guards, +60 Cultists of Valaya and offers a mix of Warriors and Quarrellers but favours warriors (3 Warriors to 1 quarreller)) (+16)
--[X] The population of the hold:
---[X] Growing:
750 Dawi and 260 Garazi (Cost: 5 points)
--[X] Additional Resources:
---[X] Grudge Thrower (+3)
--[X]Reclaiming a hold type start:
---[X] Hold Entrance


Total points = 75/75

I believe the special clan bonuses (eg cultists, special warriors) from each guild would be transferable to us if we specialise in them, so thats how I've planned with here.

Remember this is not universal, and you are free to tinker with it as much you like. I had plans to have a carpenter clan be under us for that Wutroth glen, but thought you'd want a starting farm and brewing operations for the hold. Brewing would still be viable as an option when we're started, but it would lack any clan bonuses; though the Healer clan, due to having a high number of Valayan cultists would be able to perform this task.

So can we have have the ancient hold with sky titans would that be under engineer or runesmith etc...
I went with runesmith, as I'm RP'ing us as loyalist cousins to the Dawi Zharr; so as we retained our runelore, they went full engineering. This won't prevent us from having runesmiths or engineers as we are an ancient hold, and can probably invite some from our neighboring allied hold/outposts and colonies we've established over the eons.

This includes for entire clans - but we would need to have taken their respective halls for any non wandering clan to be interested in moving, outside of the odd explorer/adventurer looking to find what lore we have hidden in our hold.
 
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[X] Plan: Honeywave Hold
-[X] Apart of the Great Expedition
--[X] Clan Name: Honeywave
--[X] Karak Eight Peaks
--[X] Hardy survivalists(Growers and Rangers)
--[X] Warriors
--[X] Thaggoraki
--[X] Bretonia within the Irrana Mountain
--[X] Runesmiths {1 Clan; 4 pts}
--[X] Carpenters {3 Clans; 12 pts}
--[X] Stonemasons {3 Clans; 12 pts}
--[X] Miners {3 Clans; 12 pts}
--[X] Growing (600 Dawi and 180 Garazi) {10 pts}
--[X] 8 Units of Food {8 pts}
--[X] 12 Units of Ale {6 pts}
--[X] 12 Units of Tools{8 pts}
--[X] 2 Units of Steel Armor [3 pts}
--[X] An Ancient Hold

Had some trouble understand the point purchase, but I think I got it.
 
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I was thinking in counting that 5 diffrent types of clans was the limit and not the number of clans itself cause why would there be options to recruit 3-4 clans of each type otherwise . Would prefer clarification tough and could buy alot more if this restriction is true since if my math didnt fail me i ended up spending 60 points in the clans and the starting population out of 75 .
Sorry you are correct, it is 5 clans, 4 specialised. and while ours can be specialised, we probably want to be more generalised to cover more bases. Personally I thought the points would have a bit more weight to them when working on this with Madslayer. But this helps prevent us from going all in on all the options, and spreading ourselves too thin. I believe also that the +numbers of dawi for guards and priests is additional to our hold numbers, alike the gromril armor from the Karak Zorn origins (for those not understanding, Karak Zorn was the original hold that all other holds are largely descended from, Everpeak was one of the first large 'new holds' founded by Grungni, Grimnir & Valaya) but don't quote me on this.
 
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