Warhammer: Perseverance and Grudges

omake: A dragon ogre amongst behemoths part 3 (Partial Cannon)
Possible omake: A dragon ogre amongst behemoths part 3

In the Chaos wastes, where up was down, where ice burned and fire froze. Where the very idea of reality, such as time and space, was merely a suggestion than a hard fact, a great host was assembled. It was a large force of Kurgan and hung worshippers of Tzeentch, and a growing number of chaos beasts, mutants, and demons. Above this mighty hoard stood a figure, Skilu The Cunning Mind. For twenty beats of the great beast of Valrgrond, had the ritual had been carried out by the messenger of the gods Sarthoreal asked for. The sacrifices amongst the slaves were running low after every hour thousands had to be sacrificed. The demons were growing in number thanks to this, but it was only a matter of time before they lost too many slaves to keep doing it and start sacrificing parts of the hoard.

It had taken a year to gather this hoard together, and even with it being a demand for these servants of Tzeentch to come from the Everwatchful himself, it took a great amount of time to come together. Next, to the ritual circle next to Skilu a portal appeared. From it flashed Sarothoreal, but also the Largest dragon orge he had ever seen covered in lightning and scars.

Before he could blink, Sarothoreal immediately spoke, "AH, everything is going according to plan then." and with that, the branding put on all of the chaos warriors and cultists lighted up and the ritual sight lightened up like a sun come on to earth. Khorudex was still processing everything when he was suddenly, felt as if his body and soul were ripped apart and then messily put together again. With it, his soul was taken away and brought before the court of Change, with Tzeentch at the head. A thousand different faces constantly shifted and changed from one moment to the next. The process was agony beyond compare, and by all right's he shouldn't be able to remember this, but Tzeentch willed it and so the warp obeyed.

"AAAAHHH, WELCOME MY LITTLE PAWN. I HAVE SEEN THROUGH THE SKEINS OF FATE, AND HAVE SEEN GREAT POTENTIAL IN YOU, MY CHAMPION. WHICH IS WHY I HAVE COME TO GIVE YOU A WAR. SO, THAT THE OGRE RACE CANNOT BE ALLOWED TO AFFECT THE PROPHESIED END TIMES. AS SUCH THROUGH THE POWER OF THE SACRIFICES MADE BY SAROTHOREAL, MY EVER LOYAL WATCHER, A SPELL HAS BEEN ENACTED, THIS BEING TO AWAKEN ALL OF THE DRAGON ORGES THAT HAVE SLEPT AMONGST THE MOUNTAINS, THE WRETCHED SKY-TITANS AND DWARFS HAVE HAD CONTROL OVER. AND WITH THEM A NEW COMING SHALL BE GRANTED TO YOU UNDER MY DOMAIN. BUT IF YOU SO FAIL IN THIS ENDEAVOR, THEN YOUR SOUL AND ALL THOUS WITH YOU WILL BE GRANTED TORMENT TILL THE END OF TIME. DO NOT FAIL ME, MY SERVANT."

And with that, the vision was over, and the power suddenly only infused into him sharted to tremble and shake before splitting off and from the Chaos Wastes into the Mountains of
Mourn, currently going into the war of Behemoths at almost 100 years.
 
Last edited:
omake: A dragon ogre amongst behemoths part 4 (Partial Cannon)
Possible omake: A dragon ogre amongst behemoths part 4
In the mountains of Mourn, a war waged everywhere. The mountains that had waged war against marauding greenskins and demons were now assaulted by lumbering creatures in numberless hordes called Ogres. After 50 years, it had been decided to try and bring with the throngs of the Kazad-Ankor, Gronti as it had been shown as the only reliable way of killing large amounts of Ogri without having immense losses in turn. With time passing, the current high king of the dwarfs, Gimli , had even been preparing for a large-scale assault against the ogri, when a tremor was felt throughout the enter hold of Brynduraz. Unknowingly, to the dwarfs, the tremor was a message sent by Khorudex the Gory, who used the power granted to him by Tzeentch and aroused the Mountains of Mourns of their long-forgotten inhabitants. Within the coming weeks, earthquakes were felt throughout the mountain range, symbolizing the Dragon orges awakening on mass. This resulted in countless dwarven communities were butchered in a single night of untold savagery and destruction. Some of the few survived, killing the monsters, that had appeared from seemingly the rock itself. While some did not survive, they took their murders with them, but for most. It was a sight of death that would haunt the survivors till the day they died. While many thanes and kings of various holds doubtlessly expected to be attacked, most never even felt them, never mind the resurgence of Dragon ogres that were around tried to move past the karaks and instead if an orge tribe was nearby attacked it beyond all reason before either dying in the fighting or moving on to the northeast of the mountain range and into the former Giant lands. And from there, they disappeared never to be seen by the rest of the realm for a solid year.
------
It had taken Khorudex months to travel from the wastes to the tallest mountain in the giant lands, but it was ordained by the gods and Khor had learned enough lessons for one century about their power as it were. Thankfully, it seemed he wouldn't have to take long and wait for his fellow kin to come. As he looked to the south a massive, cloud of dirt, steam, and snow was coming towards him at an incredible rate. This was probably, most if not all of the Dragon ogres from the mountains of Mourn in the thousands by the size of the cloud, which was nearly at his own height. In either case, with these warriors, very few things in this world could withstand the full might of such a force. Well, with that being the case Khorudex had decided that with the force he had with him and with his enemies still fighting each other. He would fulfill his oath about the ogres as they were the most vulnerable of the lot to be wiped out. Once they were cleansed then more of the forces of chaos would rally to his side and the filthy dwarves that had dared to make it their home, alongside the sky-Titans would be wiped clean from existence. Already, swarms of demons of Tzeentch came down from the north and were joining with the force coming to meet up with him. And when he was finally done, then at last demonhood, and immortality, awaited him and his kin at that, and as the sun slowly went down Khodurex the Gory, dared to crack a cruel and vicious smile at the battles and glory that awaited him and his kin.

------
This series of earthquakes would soon end and after a year of disappearing, it had been hoped that they had left and were instead going off to fight somewhere else. Those hopes were to be shattered when coming next year, a source of more than 10,000 Dragon ogres came from the giant lands and lead by the biggest and meanest Shoggoth they had ever before seen. Thankfully to the ancestor gods, this force did not assault them but instead directed itself against the rampaging Ogre menace in what would be in the realms of all three of races there called "The Dragon ogre war" a war within the greater war of Behemoths and would forever change the relationship between these 2 ogre races. And why because of it, most of the dragon ogres of today come from beyond the mountains rather than in them, though there have been some exceptions over their years, these would be few and far between. And would go to show the highlight of the most devasting war the Dawi had witnessed between these 2 colossal beasts.


(This is by no means canon, what was shone by Tzeentch was right in that the ogres can change parts of the END TIMES (if they bother to show up, that is), the truth of how ogres came about can be wildly different and anything told by chaos should be taken with a grain of sault, ESPECIALLY Tzeentch of all people. That and I came up with this whole storyline so as to explain how the Dragon ogre war that happened in canon appear as it should during the time of war of Behemoths. And how that could've worked and more importantly, have happened at all.)
 
Last edited:
omake: A fool and a genius all wrapped together (Cannon)
Now onto the next idea of an omake I had come up with( hopefully not too long at least)
Possible omake: A fool and a genius all wrapped together

Khazid Grim-Rhun had lived in relative isolation for a good 200 odd years from the rest of the Kazad-ankor, besides some trade deals with the nearby holds, and some warriors and gronti sent on tours across the realm, they mostly kept to themselves. The hate that Buridim and the elder rune lords had for the high king Thorgol was too much for them to stand, at least within the home of those Karaks that followed Thingol at any rate. It was a mix of sadness and disgust that there had been Runesmiths, and even fellow Runelord's that had argued that what Thorgol demanded of their Guild, of their way of life, was right. To stay there, would lead only to fighting, bloodshed, and loss eventually with it a no small amount of Grudging made by the clans and runesmiths that had participated in the violence that could have been inside. It was with the foresight of knowledge, and the utter disgust of Kin slaying that had instead led Buridim and his fellow followers to go and leave the greater part of the realm to make themselves their own home, far away from the attention of the high king and the tension it would have lead to. The fact that the place they choose had many dangerous creatures, (with the greater reagents to harvest and make for their runes was a greatly appreciated bonus.) and it being so far to the north meant that the hold needed more runes than ever before in any other Karak, that sand most of the inhabitants were in some way related to thungni didn't hurt in that regard either. At the moment, Buridim was planning on making something of a masterpiece to cement if nothing else. That his hold would be untouchable, from any type of travesty that could come their way and ruin their hold and come crawling back to the greater Fortress realm. The thought alone burned in Buridim's heart, the idea of doing such a thing to a sun-touched, snow blinded, beardling, Wazzock was too great a shame to bear on his brow.

This is why he had gathered as many of his tools into the deepest bowels of the Karak and had after months of research as to how to make his masterpiece come to fruition he had come up with a plan. After years of intensive mining and digging, a massive flow of lava had come out and was filled in a chamber littered with black glossy glass. Which, had an unusual property to magic and runes in general. Whenever their beards tingled and magic seemed to abound when they came here, it stopped and the feeling subsided. But the runes by contrast grew brighter and stronger in here, it was still being tested on how much they were being tested for how long the runes would normally be empowered, how long could the runes absorb the energy and still be contained, and a myriad of other questions on how it could be exploited by the guild and help the greater dwarf race was still being decided. This he reasoned was won to help understanding it, but also the possibility of it making his dream come true was equally why he was doing it here.

He had set up his tools, his anvil, an orderly (though admittedly small) workshop on hand, a bumbling apprentice by the name of Ogzaur Blackhammer of the Blackhammer clan, and a runic inscription of runes of warding so nothing like the heat of the lava, the sulphuric gases here, and anything else to dangerous could interrupt his work. He was about as reading as he could be, especially after checking on the rise of the nearby lava stream and how much it could rise during the experiment. He would start the work the and hopefully, if all came together then what came next would be suitably good enough to work with and have the rest of the hold(and guild) deem it suitable enough to themselves with to learn it and make more of it.

"Alright, Ogzaur now I don't want you messing anything up and ruining my work, so I want you to light up the furnaces and use the tools I specifically, asked for to get the stream of lava directed into the forge itself. After that I want you to keep a constant eye on the lava levels coming in and to not leave your eyes from them as I work. Understood, My apprentice." "Yes, Master" Orgazaur hurriedly replied before getting to work as his master directed and got the lava starting to direct closer to the forge. It had taken months to make the tools needed to make it, and years longer to research the best ways of doing so without ruining the black glass that had been chosen as the best spot to start the forging process and not at any point have to start all over again, in case of one of his rivals catching wind of his work and so possibly getting any information on what he was doing and making.

Soon enough, the lava began to fill up in the forge, and thanks to some runes that had been placed just for this occasion it meant that the building was not burning itself down, and considering the look on his apprentice face by that fact survived the beardling right for doubting his abilities as a runelord, humph! With the lava filling up he got his chisel and brought several loads of gromril into the pool of lava which slowly hour, by hour started to melt the star metal. Buridim gather his hammer and chisel and began to fill out the shape being forged in the furnace, well up onto his apprentice started to panic.

"m-m-Master, the lava is starting to surge upwards," Ogzaur said with a sound of panic in his voice, disgraceful any beardling out to know to never sound panicked before their master within earshot of them. Buridim was furious at his apprentice but had to save the forge before the lava melted off the runes too fast and the project was ruined before anything could be observed. He took out his tools as fast (and delicately) as possible as tried to gather some of the lava and be pushed back with thanks to an item and a friend of his had made for him when Baridim had visited him at his sister's wedding.

Thankfully, the lava was not too hot, or else the rune's control over them would have started to falter after a good couple of hours instead of a day or two. But it seemed that his apprentice was right, the lava was gaining far too much and the heat even debuffed by all of the runes of cold that he could make was starting to rise noticeably. Not that he would ever admit to the youngster, can't have them growing too big of a head to now could we, thought Baridim. Ether way, the lava was rising fast and so needed to be dealt with, and so Buridim started as any self-respecting runelord does, showing the younger generation the respect the elders of their kind(like him) deserve. From his body and tools, a series of runes started to waken and started to slow down the lava stream. However, what he needed was something more than this. "Ogzaur, you beardling get me the staff I wanted in case of this very thing happening."

Buridim voiced not showing even a hint of concern with what he was mentioning, the very thing that he said was to be used in exceedingly dangerous situations. Hurriedly, Ogzaur moved(not run!) to gather the staff and bring it to his master. Recently, he knelt on the burning black glass and gave his master's staff to him. Bauridim took his staff while still controlling the runes that were littered all over the landmass of Obsidian as the glass was being called by some of the runesmith, which had discovered the chamber in the first place. With it in his hand, the staff lit up with a pale blue light capped with a shiny beautiful diamond on its head that shined with a brilliant white light before he slammed it down on the ground, and then everything was WHITE.



For a moment Ogzaur was dazed, the reason why he wasn't thrown back was that he was already digging his feet and knees into the ground when the staff was slammed into the ground. For long minutes by his count, he spent there blinking and rubbing his head, trying to get the blinding whiteout of his eyes. When he could finally see beyond his hands, he saw his master with most of his cloak burned and right hand looking bright red, but a triumphant gleam in his eyes, Og looked around saw why, the previous overflowing river of lava was turned into a line of bedrock, the rest that wasn't into it was being funneled into the forge. "Ah, good, I thought it would be too much and get rid of all of the lava. At least, Know we don't need to worry about the ax shape overflowing." Bauridim said in a triumphant if winded tone. Ogzaur suddenly wished he was anywhere but his master now. Something in his experience must have given it away as his master suddenly looked at him with a dark look in his eyes. "Ogzaur, do tell me. Did you touch the Workshop while I was setting up my tool's?" he asked in a deceptively calm voice, that did nothing to hide the clear rage in his eyes. "i-i-i-I saw that there weren't no anvil m-ma-master." said Ogzaur trying to keep a calm voice, and failing. "So, You mean to tell me, that the masterpiece, that I had planned to make in the last 4 years, was instead drafted into the body made for making anvils?" Bauridim asked in a still calm but now higher voice.

"Yes, I suppose that may have happened after the mistake I made," Ogzaur said in a small voice. For long moments Bauridim just stood there in silence and then he spoke. " I chose you as my apprentice for threefold reasons. One, because of the debt owed between me and them. Two is the fact that in your blood was an immense power that I could feel in your veins, thanks to our Ancestor Thungni. And the third reason was because of the trust that thought could be entrusted to you and be one day a fine runesmith master. You as of this moment have brought shame, not only to me your master, to your clan, and Thugni himself for your actions. But you have also done this to yourself and shame till you may bring a suitable amount to repay for this disgrace today. If not for the fact, that I would bring an immenseness amount of Shame to your clan and myself, I would send you out, BUT as it stands I will not and instead order you to never come to me or my workshop until the ending of this current decade." And with those words, Buridim left and without even saying a word marched away to his sanctum to contemplate on what to do know. For long moments, though it could have been hours to him, Ogzaur stood there still as stone carved by the Clan Ironpicks that were celebrated for their particular artisanry in the hold. Then he began to think on the anil. the thing that helped cause all of what had just happened to him.


Calmly, he stroud to the forge, still being powered and heated by the residing lava and from it the still hot anvil out of its casing. It had been obscured by a whole that could be switched with anything, such as the shape of an anvil. With reference, he took it away from the workshop. He then left it in the obsidian sand before he left for his hammer, which stayed in the forge nearby in case of his mast-mentor asked him for assistance. He took it in both hands and in his iron grip with tears coming down began to utter every piece of insult known to dwarf kind as he charge at the thing and SLAMMED on the thing. The thing which should have the ring with the impact ended Ogzaur flying backward. For long moments, he was shocked at what had just occurred.


Then he tried disparately to scramble up and get to it. On the still glowing anvil, was a slivery light before it began to disappear again. Seeing this, Ogzaur realized that the anvil was special, surely not gromril itself, it was known well to the guild that for all of its property's the magic in Gromril was best at containing the stuff and using it. And even then it was for ruins that were made with it. Nothing, odder to it than that.

which, then asked what could have caused such a thing to happen. He tried to think of it, but the only thing he could think of that might have affected it, was either the obsidian or the la-, with a start he looked around and everything started to click together. He had helped transmit magic from a stream of lava to a gromril anvil, he laughed at the thought. Realizing what this meant, he turned to run to his master, but then stopped himself when he realized that his master would never go and accept his face for any reason even if he could say anything about the anvil. with that thought he realized he was at a crossroad, did he try and talk to his master and inevitably fail, or did he get matter's into his own hands and make something that has to make his master realize that what happened was a mistake. For long moments he thought, before he realized the metal was starting to cool and seeing time was not at his side, he made his choice. Grabbing the master's tools that he left behind in his fury, he tried to think of what kind of runes he should add. He knew for a fact that most of his knowledge of his runes would not work, but then he remember the rune of sorcery. His master after 2 years of apprenticing him, decided to show him the rune of sorcery.

He had told Ogzaur about how when demon spellcasters, Usually demons of Tzeentch (such as lords of change), would inscribe on a banner that they had called a rune of sorcery. This would enable the power of other ruins to be greatly enhanced, as one occasion by his master's recalled, where a Ancestor rune of Grimnir was on it and caused the greater demon in question to be smoked in turn. Looking around for the reagents around he found several creatures, from a few bones and heart of a magma newborn to the brain of a stone horn, and the jaw of a lava troll. Realizing the power these reagents possessed he took them before after bringing up his memories of how his master used to ground these reagents down into ways from which ruins could be used.

In them he broke them piece by piece down, until at last, he took the reagents and put them away, until he could use them leaving them here was not a grand idea. And, so he took them several hundred feet away from the workshop and lava and brought them to the cave entrance. satisfied, he took up his master's tool of a massive Chisel and his hammer, before he started to create a rune of sorcery on the metal. While doing so he made a prayer to each of the ancestor gods to forgive him of his sin and to let this work. While working on it he also tried to make an Ancestor rune of Grimnir, to see if what he could make, could be used on this new anvil of his.


Far away in his chamber Baridim was in a state of unbridled but cold fury at his apprentice. He had thought that this was a grudge that should be filled for clan Blackhammer, but then remembered how he had gotten into their debt in the first place. Doing a grudge after trying to repay them for their help and rescue back then, seemed like a disgrace and made it seem even worse than before with what his apprentice did. He was still so shocked at that foolishness, that he couldn't even remember when he had an apprentice so spectacularly, ruined their time as a runesmith to him, that he was shocked to discover this was his first. With that thought, he tried to think of what to do now. He had been away from his workshop for a day and he should at least get his tools and the reagents he would've used. Hmm, that was odd, his beard was tingly. Which, for most scions of Thugni was impossible as the only way for magic to come from outside the hold, and even then usually it was from vast or otherwise powerful demons. Yet, this tingly in his beard was still growing stronger, which could only mea- that damned WAZZOCK. He was going to kill that beardlying when he was through with him after this. With, that final thought Buridim gathered his armor and gear and began to sprint as fast as his legs could carry him to the forge in the obsidian chamber.


Ogzaur was tired. He had down runic items before, even made a few that his master didn't destroy out of sight of it! But for the life when he started to make this runic anvil something flowed, whatever it was it was a deep and bottomless thing, it was as if one were to go look at one of the countless bridges that spammed the Karak and look down. Not at the people crossing the bridges below you. Not even the lights signifying miners doing the craft on the side of the mountain. It was the pure icky black beyond, a darkness so deep and vast it seemed endless. That same feeling overfilled him and made him start acting with hammering and chiseling in strange and fast-flowing ways, that he had never before done. It all just felt like some sort of trance to him, he couldn't even remember when he had used his reagents only that he had at some point as he made the runes across the flat board of the thing. One of which matched his memory's of the rune of Grimnir, but the other one seemed almost, different, like it was more than that, at this point, he was too afraid of stopping what he was doing and somehow ruined what he was doing and make thing's worse than if he had finished it. His arms felt like sheets of iron. Every breath he took to finish his prayer to the Ancestor goods hurt his lungs. And his beard began to feel like it was saying down on his face. But he was certain that once he was finished he could finally rest, finally close his eyes, and sleep.


"What Foolishness are you doing Ogzaur!" said a distant but familiar voice, ah right that was his master's voice. Funny, all of a sudden he sounded concerned, which shouldn't have been possible as he was angry at him. Sleep was playing with him it seems, not that it mattered he was going to finish his work in a few more swings and then take a nice long rest. "OGZAUR, Damn you Stop It NOW!!" The voice sounded much clearer Now. But if he stopped and so much as take a turn then the work would be ruined, all he needed to do was just finish this last swing. "NOOO, OGZAUR STOP YOU DAMNED WAZZOCK!!" said Buridim, he had come here as fast as he could. Without, his armor he would have already been thrown back against the torrent of wind that suddenly swept through their planned place to make his masterpiece. Now, near the center of the power radiating here it was vast. It was almost impossible to fully grasp ahold of, if not for the fact that his fool of an apprentice decided to take that as a challenge as he has somehow hammered away at what seemed to be a pattern of a rune on the anvil he was tricked into making. His armor still functioned, however, and that gave him some resistance to the magic trying to push him back, but it did slow him down. He realized that if his apprentice went on like this then the whole thing could blow. Realizing this, he leaped upward to try and stop him from carrying the final swing of his hammer on it, but he missed the haft, by a few centimeter's and he could only grasp his wazzock of a student as it connected. BANG!!

Ogzaur was in a void. He was sure it was one, as he surely wasn't dead yet, or else his ancestors would have greeted him by now. He remembered, nothing more than his Master slamming into him as he finished the final hammer blow. He was not sure that these were his dreams either. He always seemed to know when he was in one and had also been able to see them quite clearly. Now, things felt murky and distorted. Thing's such as time felt meaningless here. As if he was nothing more than a speck of dust.
Ogzaur.
Like he was being moved back and forth. Wait, how would he be shaking, there shouldn't be anything to shake him with?
Ogzaur, Wake up.
Who said that? He was alone here in this void, and he would not let the demons take his soul while he slept, that he swore an oath.

Wake up my foolish Wazzock of an apprentice.​

He startled awake. And immediately groaned, with the pain coming all over, worse than the time he was able to convince his uncle that he could hold his liquor. which his uncle took up as a challenge. Because he gave him one of the best ales from Nergu Fullbrewer's stack. He could say this was like that but 3 times as bad. He tried to blink his eyelids only to just groan even more when he was greeted with the blaring brightness of a rune of light. He tried to adjust to the light with minimal success until he realized he was out of the outfit that he was wearing before at the forge. And he was also apparently, in a rather large bed, comfortably made out of the softest granite possible. He could hear footsteps coming closer and tried his best to close his eyes and hold his breath.
"Get off of that weak excuse for sleep, you bloody wazzock of an apprentice." said a grumpy voice distinctly like his master. Ogzaur opened his eyes, and his master came to greet him, clad in pure gromril rune armor. "Hmph, of all of the things you could've done, Blackhammer that was admittedly not the one I could've expected." He said with a tone of someone gripped with relief, and that of a gambler having to give up his gold. "I can explain myself about what happened if you want to know master," Ogzaur replied, a small measure of shame in his voice. "Aye, I would like to know EXACTLY, what happened back there to cause that." With that conveyed, Ogzaur would tell his master everything, from when he left up till now. during his tale, his master showed no emotion that he could see on his face nor in his body language. After the end of his tale, with his throat like fire, his master walked to him and gave him a warm mug of good old beer made by the brewer's clan Stonegrog. After he drank his fill, his master spoke to him.

"Ogzaur, what you did back there was not only an extremely dangerous, risky, and unplanned thing. But you potentially put the harm of yourself at risk." his voice a thick sound of judgment and disappointment. Ogzaur felt more shame again for his actions coming to haunt him again. "But, you also showed a certain strength that I have never before seen when some have made their work, and you have met those few and exceeded. Never mind, the work that you have made is so impressive that many of the Runesmiths and even a runelord or two is asking about how I did it so that they can make their creation on it. Not only that but you made a rune from a half-remembered conversation, and turned it into a Master Rune. That alone would have been enough, but again, you went above and beyond that and in so doing have repaid your shame. Furthermore, you have earned back my respect, at least when it comes to making a half-decent thing I could make with my eyes closed. however, if You have any hopes to be an apprentice of mine, then from this day forward, I ask of you Ogzaur Blackhammer, to never touch my workshop or anything that I have in it without my express permission and be handed additional scrutiny on how you measure up to being my apprentice." his voice said with command and the barest hint of pride in it. Ogzaur was so shocked by this his mouth was open for an astounding 6 seconds before closing again.

"Now, tell me my apprentice what will you call your new creation, since it certainly will not be me taking credit and name from your work." Ogzaur thought for a moment and then replied. "Grong zharr-vengryen, Anvil of fiery vengeance." "Hmph, come now surely you can give another name for the thing besides that." said Buridim "Yes master, but can I keep the name for my creation?" Ogzaur pleaded " Yes, Yes, just don't try and make that the name of all of them." Buridim replied in an annoyed voice. "Very well then, Grong Dum, the anvil of doom." That's better beardling, if you learn from this your naming system might net you some people just from it alone. Ancestor's know's t's happened to me a few times." With that Buridim cracked a small smile almost unnoticed by his beard, almost that is.
-----------
It would be from that day hence, that the legendary, Anvil's of doom were made. These works of art were creations that lesser hold's would bankrupt themselves to have the honor of passing at least 2-3 of these things. Unfortunately, with the increased assault's across the Kazad-ankor, and especially, thanks to the attention of the blasted dawi-zharr, most of the creation of these anvil's have ceased to exist, destroyed over long years of war, or have just gotten lost to the mist's of time their maker's death in battle, destroying their work so that no filthy chaos dwarf can defile these sacred artifacts. This has led to them becoming a rarity amongst the holds of the Kor khazad, even before the desolation sit's in, and their current time suggests that the dawi-zharr are ramping up on the attacks on their hold.
 
Last edited:
Thanks, I tried to think of some idea of what I should try and work on for the hold, and what I wanted in it, so I settled for this. I don't want to make to many of thesetypes of omales as it feels like, I am making the story and not QM, so yeah. But on this occasion, I might disagree since Ive become so attached to the idea.




Lore on Grim-Rhun and on how anvils of doom work here: My idea was that When the schism of Buridim came, it was a full fledged schism, and not a schism in name. In that both radicals and traditionalists were arguing about it. On the traditionalist, it was the proclamation of Thingol, where all agreed about him stepping over his boundaries, but not on the whole "We cut ourselves off from the rest of the ankor, because thingol controls it, ergo, we go to a place without it for the most part." That forced those that didn't want to leave, to abide with Thingol, while the radicals were up on arms for another. Becuase while they also agreed about the whole Thingol thing, they were also arguing about whole this might help increase the rate of learning new runes, and a myriad of other things to consider, that and they would have to move in with the conservatives. So,only the most youngest, and the more centralists of the lot, decided to go with the Traditionalist that left. The karak itself is so small in size and population because, it is almost exclusively, (compared to any normal Karak) filled with those of Thugni's blood. Or at least, them and those closely aligned, (or related) to them. Which, means it is no match for the other holds in much, like say engineering, warriors, or such. But their work gets done, because of how much stuff they use their runes with. Which, is why they can have a network of mines that can match any of the old holds, thanks to their Gronti's. The hold does not own on how to make Anvils of doom, nobody, especially a karak, can hold a secret that important for so long, even one isolated as that one. Which, is why after one type too many, a failed apprentice of a runelord, that was a bit too harsh on the lad, basically have him be disgraceful and leave. Only to wind up in the company, of another hold. Suffice to say after getting drunk, the resident runesmith was able to learn how anvils were made while he was drunk. Turns out, (thanks to deep magic) it is because of the molten activity, which inspires most of the Khazad ankor to try after learning this look to mount thug. Which they set up, and why at least one hold that is one of the big boys has an anvil of doom. However, just because of that doesn't mean it's great, because while the anvils that come out of Grim-Rhun are the same as in the Kazad ankor in the old world, the ones from Mount thug, have a bit more, quality to them. To show the difference, say we get one from both places, with both having the same runes(it can happen thank you) and you had them both be tested against a foe. The one from Grim-Rhun will just blow up a glob of them with lighting and fireball. The other one from Mount thug, however, has it done by about 2.5 times more powerful, with those making a Mastercraft of their work. (And the last one, too probably.) Is about 10 tens that one from Grim-Rhun, however, the process is very dangerous, and the exceptional ones 9/10 always die before they finish it. That and these take way longer, so oddly enough, what might take a number of years for one to make an anvil from thug, will take 5 from Rhun. (And yes, they are aware of that irony.) So, that's kinda of why everybody isn't spamming anvils. Oh, they are, but the necessary resources to do so, and their effects are just way too volatile. Shown, by the fact that repeated strikes from a hammer can and will destroy the anvil. And it usually, takes a master runelord to use those things. This is why it's already galling to many of them to let runesmiths do the work on it, but well the Kazad Kor, needs ever blade, hammer, gun, and rune it can get at this point. Oh, that and the ones from Thug are EXPENSIVE to keep. Hence, why only the oldest and/or best defended have those master-crafted works of art from Thug.
 
Last edited:
@rokafella

Thanks for doing all the Nice omake's they were great to come back to and the part about Grim-Rhune was quite interesting and kind of lines up relatively nicely with some of my notes on the hold so am going to make them canon to flesh them out further while also giving me an extra-base to work from. Which is a great help.

As for the Dragon Ogre's that was interesting to read and I might just expand on that area at a later date as it gives me some ideas so might end up as partial canon for them undecided for now but will think on it but I enjoyed it.

Now I will get to adding labels on all of them.

As for some updates will get to working on this one's next post after Christmas but it is mostly planned out and the event has been rolled so that is sorted. (That is generally the largest hangup for me as I try to expand the event table at least by 2 options per update so that I have more to work with.)

Plus after this little break and time with the family, I kinda itching to write something but till then enjoy.
 
I'd it okay if the omakes can be switched to sidestory? And what are the event table options? I mean, we know a 5 or 1 is really bad, and a 80-85 is nice, but what are the actual events per roll? Like what might 95-100 do, or something as simple a roll of 64? It's just a simple question, which you don't need to answer just a little curious is all.
 
I'd it okay if the omakes can be switched to sidestory? And what are the event table options? I mean, we know a 5 or 1 is really bad, and a 80-85 is nice, but what are the actual events per roll? Like what might 95-100 do, or something as simple a roll of 64? It's just a simple question, which you don't need to answer just a little curious is all.
As far as I'm aware, it can be anything he wants it to be. Some authors have special tables set up for events with good/bad varients mixed in.

That said, Warhammer has Sacrad Numbers associated with some factions. We've already seen 13 (Skaven) but there are others including:
Slaanesh - 6
Nurgle - 7
Khorne - 8
Tzeentch - 9
 
Hmm, maybe so, but in that case, what's the number for the ancestor gods? And that was for mayto, not for Mad0Slayer.
 
Omake: Betrayal most High (Cannon)
Omake: Betrayal most High
(I had an idea of this after reading up on the timeline)
Location: plains of Zorn Uzkulak Time: 398 of the lord of all

The sky was as dark as the caves that his ancestors hide when the demons came. When he had been a wee lad, out of sight of his parents he had in a moment of fear after hearing the roaring, screaming, laughter and horror of armies of demons assaulting their walls. He had been led into a secured vault with them, but he was alone in the dark and that made him scared.

What he did next would have had him branded and shaved if any priest heard these words leave his mouth. "Ancestors, Lords, and Gods of our people, Please Deliver us. Grimnir, give our warriors the skill to slay our enemies, Grungi give us weapons that with masterwork hold out against no matter what is thrown against him. Valaya, give our warriors hold and warmth so that they may come home to us. Thugni, let our runes stand and protect us from the enemies sorcery, Morgrim let our weapons and traps weep a truly brutal tally of dead amongst their kin, Smegnir let our miners give us gold and jewels so we can always be sated of our lust for our things most precious. And Gazul please, let our people be granted a peaceful rest within the halls of our ancestors."

He had remembered them when even when others of his kin started to have a dark look in their eyes when they are mentioned. And, in the dark he waited, feverously, hoping this small prayer to the Ancestors would help save his people. When he was brought out he saw the sight his home burned, his aunts and uncles dead, their bodies little more than tattered pieces on the ground. And when the rest of the hold was ruined and the dead were tallied, a priest of the new God, Hashut, he laid blame on this to the Ancestors gods, he gathered himself amongst his people, his family, and even he joined in the anger that came from it.



He was furious with this betrayal, none of their runes had worked, or even had much power in them. The protections made by those blasted Oathbreakers had filled them with a rage, that only promised its end when everything thing with them was blasted, destroyed, or taken into the hands of Hashut's priests. That day he saw his clans warriors and people go and smash every last thing of them. He was there when the last of the Old fools, still trying to lay help to ancestors that were dead and cruel, were sacrificed onto an altar of Hashut.

It was on that day, he Hogrimm Ironhand, Vowed that he would never raise another prayer to them from that day, till the day he died killing his traitorous kin. He had come far indeed since then. He had heard of how their kin leaving them to die out here alone, with no help, or aid. Not, that it surprised him of course. He had known that they would always do it, Hashut had said as much. Which was what led to him following his master's words, especially, when it came to slaughtering the throng going back to their kin in the World edge mountains. It had taken time, but he had enough forces to kill them all. After that, he would look out after the battlefield, and Painfully, if he needed to make sure that the identity of anything else but a demonic army did it.


If things were discovered, things country to it, well that would throw out his master's whole plan for his people, his Family, and grant them deliverance from this Hell, they have had to endure.
-------------------

Location: Zorn Uzkul Time: 555 of the year Ancestors
Rokard hornbreaker of his clan Hornbreaker, was a bit different from the rest of his clan. When it had been sighted the tracks of a throng that had been slaughtered, many had entered into a state of despair. Many had been approached by these strange priests, that claimed of serving a new Ancestor God, one that had not abandoned them in their darkest hour. It had been years, but their influence amongst the clan was undeniable. Especially, when only a few days ago, some Garazai were attending some of the preachingss of them. This had concerned him, greatly.


He had been thane of this part of the clan for a good 200 years now. He had made common cause with their shifty kin, and even caused a few to join them in with their own feast halls. But, he had not been stupid, he saw that the hold was getting tenser and tenser. He was going know to discuss it with his wife over a good mug of Onyxbrew, it was always a good one to have at times like these. "What do you say dear?" Rokard had asked his lovely wife, Sadrim. "Hmm, not much dear, well that and I have been able to hear a few things from the other clans. But please, we must take this somewhere else first." she replied. It was a strange request, usually made under the most dire of circumstances, which made him carry out to their chambers. Their they went to try and discuss about what she had been able to learn thanks to the friends she had made amongst the clan during their stay in this death trap. "Many amongst are saying that it's because of you and the continued worship and respect of the Ancestor Gods that we still suffer," she said after making sure that their there nobody around, not even their honor guards. "enough so that some are saying that it must end now, no matter the method."



This... this was crazy. "Sidma, grab ahold of yourself, your suggesting that there would be violence amongst the Clan?!" "Yes, because Drorulgigg Broken branch, has already suggested the act of kin slaying !!" This was almost impossible, to think that this was seen an idea at all was not a good sign of his wife's mind, that and Dro... now that he thought back to it, whenever he saw that dwarf he was mentioned to come from the other clans of the Hold, an incredible rarity indeed. But what was most odd was the way he acted, he always seemed like the jolliest, that he would always laugh at whatever jokes were made at the expense of their own clan's, but would enter a wave of calm, black anger at jokes made of his own clan's.



That and he had always disliked Rokard. No matter what he did, the dwarf would always seem to find some way to want to insult him, even when he showed his authority as the thane of this clan, did he ever back down. But that had never stopped his animosity towards Rokard. "Sidma, what you are suggesting is Crazy," for a moment she had a look of fear in her eyes "but you are not wrong on this, with Drorulgigg actively saying this, it means that dark things have come into this clan." She rushed him and started weeping into his neck, tears streaming down as she cried her thanks that he and given her words a chance. He tried to get her to calm down, after a good solid 6 minutes he was finally able to speak to her after she calmed down well enough. "Dear, dear, calm yourself, if Drorulgigg is saying this than it means that much of the clan has been compromised. Meaning, we must gather my Hammerers and any other loyal followers of me and warn the other members of the clan that can still be trusted of this treachery."
----------------------------------------
He had acted swiftly, immediately looking for his family and checking they were fine, he told them of his wife's discovery. Most of them immediately, entered shock, with some just looking out with a disbelieving gaze. The rest, however such as beautiful daughter Drosvat, entered a cold silence, which to any hardened warrior meant a dire thing indeed. They listened to him and rallied together the hammerers that could befound and trusted. Marching to the armory, they quickly took everything they could get their hands on. Rokard took his trusty war pick. He had heard mention of the love of axes in his race, and it always confused him. Why would a dwarf, want an axe, which meant actively going outside into the Zon, filled to the brim with unknown enemies, when you can just pick a good solid hammer and pick instead? With his Skrundaz in hand, Rokard gathered as many of his warriors as best he could, but nothing like this was ever going to be hidden, and while he had gathered to gether his loyal family, hammer's and a good few dozen trusted warriors, the rest that he sent to gather never came back. ABAAAAAAAAAAAAAAAAAAAAAAAAMMMMMMMMMMMMHHHHHHHHHHHHHHHHHHHHH!
The war horn, only used to rally together the throng and to give it directions to attack, was being used now. So, the traitors wanted a fight, he would give those unbaraki a good swing to their beards! They had been gathered in the great throneroom. It was the best place to be in to try and hold out against, as however much the clan could try and break in, it would still limit their numbers heavily.

The doors would be able to with stand far greater force than any of the walls of the city could, he had gone to greater lengths to insure that with the runesmith's he had on hand. Now, what were the other clans goi- KRAAAAAAAACK!! That, was impossible, that gate shouldn't have broken so easily, or at All for that matter. "Men, get the support beams to the door, NOW!" The hammer's and warriors rushed to follow the command, and while that was happening a great thud sounded throughout the room, a crack was spreading throughout the doors, and with another THUD, the crack spread even wider.


Gasps, of shock ran throughout the room at the sight, for how could anything they have break down the doors of the Hornbreaker Clan? The support beams were still being grafted on, when a lower portion of the doors to the left, EXPLODED. Out streamed a dozen warriors in black shiny armor, each equipped with runes that hurt the eyes to look at, and whom all could feel radiated a sense of, wrongness to them. With a cry, the warriors uttered words that hurt the ears, before charging at the line of reforming Hammer's and warriors. With more reinforcements streaming in behind them. Rokard Rallied his bodyguards behind him and charged at the enemy. With a great clash, the hammer's butchered the new enemy but the reinforcements than came, and with it the momentum was stopped.


Rokard was fighting a black-clad warrior whose skill with an axe was good, but not nearly good enough and with a great swipe of his pick, cracked out the helmet and saw a face of a dwarf, but wrong, there was something just wrong with the feeling of them, which was confounded when he saw a pair of fanged teeth poking out. "What Abomination are you," Rokard asked aghast at the sight of the thing before his eyes. "We, are vengeance, Thagi," said the defeated warrior with a snarl in his voice" and soon enough your family, your name, and your everything will be wiped away from memory, as just payment for your betrayal of our people." he finished. Rokard felt Red cover his eyes, he could not stand this insult, this disgrace before his eyes and with a mighty roar, he raised his pick and hammered it into the warrior's face, utterly crunching the skull beneath it.


With a great cry, the other black-clad warriors charged, their anger redoubling their strength and charged straight at his location. Rokard hornbreaker turned to face them, and saw at the head of them was Drorulgigg, oaths streaming from his mouth with a axe in hand, that glowed ominously red in colour of its runes. Rokard gazed around, he saw his family one and all equipped with the best armour and weaponry from the armory, his hammer's and warriors still mighty and number making a shield wall with what shields and great weapons they had on hand, and Rokard smiled. "Come on you traitorous butchers, I will still be swinging my pick when I'm through with your umgak armor and your filthy Skruff of a beard." With those words, Rokard charge in at them aiming straight at Droruigigg and to try and knock him down ahead.



The clash of steel and the shouting of oaths of hatred rang through the halls of the throne room. Thrice in the bitter swirling of melee was Rokard denied, his due vengeance. Thrice, warriors all around Dror, would throw themselves at the thane, and thrice he would emerge alive, but each time it came at a cost, first, an eye was lost after another warrior slashed at him with a sword of all things, another was when his nose was crushed after a hammer was slammed into his face. If not for his hammer's by his side then that ext blow would have crushed his skull next. Rising up and charging a third time, he was pushed back and had his beard shaved in 2 pieces.


Rokard was so close, he knew it, just past these could of warriors and dror would be dead, he knew it. He had already seen the losses begin to pile up, the motley chokepoint was working well, but there were so very few warriors left to use them against the enemy. Already, the pain in his head was so hard all he wanted to do was give up and sleep it off, but he knew what that meant, and he was determined not to leave to gazul's halls that soon yet. All it would take was to kill this annoying warrior first. He slammed in with a over head blow, and in turn the warrior deflected the blow with a axe strike, however in turn he left himself open, and inso doing left his sides open. Carrying the the pick while it still trembled from the blow before, he slammed it into the sides of the warrior. Crushing, through the armor and straight into the ribcage. However, it seemed that it wasn't a fatal blow. As the enemy, still had some strength left in him to make one last strike in defiance of his death. With a final heave, he swung the axe and cut through Rokard's beard. With that triumph he breathed his last and died. Rokard was fora moment, shocked, for a full second those close warriors around him, fighting seemed to slow as if the world couldn't accept what had just happened. Then, Rokard remember that he was still alive and the ones responsible for this, this, DEFILING, were still alive. And for a moment he swore, he saw Dror smile at the sight, and then the world turned Blood red and the rest escaped his sight.

With a wild cry, the thane of clan hornbreaker entered a wild frenzy. Everyone around him that was still in his way disappeared, his moves were before strong and sturdy. Now, they moved like lightning, and soon he was entering pone on one combat with Drorulgigg. That day neither warrior left that fight alive, and soon the Hammer's fought even harder than before. To protect his body from the wrath of the traitors, but it was too late, and so like a shrinking island in a sea of black, the last loyal sons of the remaining dawi of Zorn Uzkul were killed. And their memory was lost to the sands of history, never to be remembered again.




(Sorry, for the grim ending, but inspiration struck, and I'm planning on making a special story, for our favorite ranger and his ranger camp.)
 
Omake: A dwarf trapped in a Ranger camp
Omake: A dwarf trapped in a Ranger camp

Rordrulbom Branebrow was a young ranger, he had admittedly never really enjoyed hold life. The air was always stale, the cavern's pitch black, the people always just a bit stir crazy when it came to things such as a simple look outside and utter loathing of the sun. Rordrul always liked the sun, if one never stared into it too long, it was a glorious light, that always reminded him of the warmth of a hearth at home when the times were particularly cold. It was what drove, him to seek rangerdum. He and the rest of his squad were helping set up a new camp for just the rangers away from the hold. It had been a long time coming, no ranger likes living next to the kin that always ostracized them and their kin.

Thank's to their leader, Johngrum, he had gathered 2 squads. Including Rordrul's squad, they had been told that the setting up of the camp and its foundation of traps, (in order to protect it from grobi of course) was entrusted to a young and coming acquaintance of Johngrum, at least so he said, in terms of traps and trickery anyway, was called Keevin leadbasher. His family earned said name, for how they had been forged a pair of lead gauntlets in the favored past-time sport "Darbak", a sport well known for having a dwarf, be they stripped down to their most basic clothes all the way up to fully armored, be put in a semi-circle ring, with the condition of the loser losing if he: A steps out, for any reason, B for carrying anything spiked or used in a hand, or C in any way put cheating, such as beard pulling.


As such, the game does allow for gauntlets and other such things to be used on a dwarf's hand but anything extra to them, such as making them gromril for instance, will also mean that they are immediately disqualified. Well, his family decided to use a pair of lead gauntlet's to be used against a full 5 armored dwarfs, (each of them after each round of course) and coming out on top one after another. Hence the name, well Keevin was not quite like his folks, so goes the rumors, instead, he was always more interested in the traps, trickery, and surprise he made whenever someone fell for his traps and the pain they suffered. He kept this to the enemy of the family and hold, but earmarked himself for rangerdum quite early, especially was the case when a goblin and snotling got captured for his traps. The issuing case of pain and agony was so grand, that when other dwarfs saw it, they couldn't help themselves but laugh, Laugh! And so, since an early age for one that most agreed was a beardly he traveled the karak till Johngrum had found him, and in so doing helped kill several ogres that were assaulting a small outpost with him and john in it. Rokard shuddered, what sort of mad, crazy, and even insane dwarf that even Johngrum was wary about visiting!


He and the rest of his squad were now entering the marked location by this very same dwarf. And already, he saw what the rumors meant, the place was excellent in keeping itself isolated, easy to defend and in so doing make the enemy suffer a heavy price, and was an excellent spot for traps. And that was just from him as well.

In, the center stood a short dwarf, about 3 feet odd, and was shone a bright yellow beard, with a cap over his head denying most of his hair, save a few locks that peeked behind his shoulders. His eyes were a bright blue, and he had the defined look of a granazi, rather than an adult, which only heightened, the fear Rokard was beginning to feel to the dwarf. Soon enough, the squad stood before Keevin, and he smiled. It was not a good smile, "Welcome, my new apprentices, Johngrum has personally asked me to help make a good camp, within 2 years. He has asked that it be solid, secured, safe, and most of all, filled with every single trap that I can be thought of to make it last that way. And since we are in a ruined hold, I can be even more creative. This is why as of this day, nothing that you do or make, goes without my knowledge of it. And if you cannot be made up to my exacting standards, then you will be set up to check on every last single trap that has been made by me already. Am I clear?"

The whole squad had felt the dread crawl up their spine with each word, but no one here was stupid enough to argue with the craziest dwarf they had ever met. "Well, I'm waiting." They shook at that, before the dwarf right of Rokard replied, "y-yes sir, we understand absolutely and will follow your every word." Rokard then saw the sight that would haunt his nights, for weeks to come. Keevin smiled, and then laughed, "Good, my new recruits, we begin as soon as the other squad is assembled, you are dismissed to your areas of habitability."
 
Last edited:
I have had a idea recently, could we send our own warriors off as mercenaries like with our cheerful trio of pick and shield dwarves. And if so, what else we can use them for?
 
So good news the update is kind of done but I am busy fine-tuning the buying list options but it kind of done but I am not entirely sure about it so I want to post but I am not confident it actually good, so might hold off on it to get a second opinion on it otherwise you can expect the update to be out latest tomorrow or in a few hours, (10 hours give or take a bit)

Still, it won't be long now.

As for dwarfs being mercenaries, not entirely sure though I guess what they're doing is a bit mercenary will think on it but as long as it is for dwarfs I can see it happening. (Other races would be debatable)
 
Yeah, I was referring to the mercenary thing as what we have with the pick and shield dwarfs. I was actually reminded of the words that we would need to either send resources or troops back to the mother hold, if we had wanted to make a whole new hold. I had a bit of a idea with those words, so thank you for explaining this to me about the possibility of that.
 
Last edited:
At somepoint once we are in a good place, we should start hiring some ogres and humans as mercenary to fight for us, better to lose some gold then dwarf lives
 
Turn 4
Edited by ImperialBriton
Turn 4 –
Event Roll: 67 Small Builders cache recovered
Goblin Activity near the surface of the hold
: 2/10 (Small patrols probe the far exterior of the Surface hold and that is an uncommon occurrence) (Limited information is held in the tunnels due to goblins in the hold so is unknown)


There was a beautiful shink that rang through the air as your axe cleaved through another 'straw urk' collapsed to the ground, countless of the flaxen menace littering the floor as the throng trained. Steadying yourself you wiped your brow clear as your muscles ached pleasantly. Returning your axe to its sheath of your back, you nodded to the quarter master before glancing at a small throng of particularly noisy beardlings.

You beat down a chuckle as the formation buckled against a troop of 'ogri' (tall fullbeards), their formation weak and far to rigid. Moving up the stairs you took a seat at the nearby bar, signalling for a drink, rubbing your eye you wondered how long it would be before you would be free of the infernal migraines you were suffering from (the elders visits only making it worse), thankfully the remedy to the issue was planted before you which you quickly quaffed down with a grin, though the pain remained a dull thought in the back of your mind.

It was only three beers down that you spotted an alarming situation. The beardlings were beginning to dismantle the course. Muttering a curses under your breath you lurched up, before grabbing an elders speaking horn. "Olif! What in Thungni's name are you doing! We've got Clan Grimstone moving in here in half an hour. If I have to listen to Adlia one more time about how you leave the yard...."

Olif let out a bark at the beardlings to keep at it as he hobbled up the stairs on his wooden leg, " Ungrim wants the yard cleaned up, apparently you have the habit of making big messes and ruining the targets. We've also got one of Malakai's apprentices coming in to test their runes so cant risk the Ogri stuff. Now what are ya doing ya sack of ogri belch" He chortled as he rounded the corner, embracing you a smile adorning his face. Shaking your head you called for another round of ale for the both of you. "it was one time" you muttered petulantly before shaking your head "So anything new while I was out?"

Olif shrugged while taking a seat, "Not much other than another nephews been born" he grabbed his tankard while looking into the courtyard, "his healthy but other than that not much else, still how you been not had much time to talk since we got here, beardlings been rather out of touch with things."

You nodded while watching another obstacle course take form, while the beardlings swept up their mess. A few of the clans limited engineers pulling on a few levers "about as well as I could be considering, itching to get back to the fighting though but the healers are being difficult, and the reports and hearings only make it worse."'

Olif seemed to hum. "Ah bugrit, forgot you never learned under your father or brother, still you did well enough when you joined the breakers, so I doubt your gonna struggle, just give it a decade or two and you'll be set, that is if 'her majesty' keeps the peace, ancestors we don't need more meddling's..."

You raised a mirthful brow. "Any problems so far from her?" The elder sighed for a moment. "She's still trying to ingratiate with the youngun's..." You waved that thought off, "She'll keep the peace in accordance with her kin, even if she doesn't like it and despite her rather… questionable actions she's been helpful in some aspects. Apparently, she was learning some hold management for a future betrothal." He looked at you surprised. "Could of fooled me, never have I met a Rinn worse at planning out the needs of a hold." Silence fell in again before you heard a loose humming fill the air from the elder as you smelled smoke begin to fill the air, glancing back you saw him lighting up a pipe, he took a puff before resting back into his chair, "I suppose, heard from a few other's that they were none too pleased with how that played out, still those are issues for the future and I think I've had enough sitting down for the moment, care to give me a hand in showing this lot how to properly fight?"

You grinned while giving him a nod, it would be good to clear your head and even if it was a friendly spar it would do wonders you supposed especially as you probably had more to do in the near future once the major supply cache was seen to.

Event Options:

Builders Cache

[] Add it to the hold's stores: (+6 Basalt, +10 Lumber +5 Tools added to the hold's resources)

[] Give it to a clan: +10 Appeasement

[] Give to all the clans: +2 Appeasement to all clans

(Only applies if you don't buy at least 15 units of Ale for the trade) Ale Shortage:
The Hold is still facing an Ale shortage and while there is much within the private stores within each clan, it is saved for good reason and not drinking ale. Something the hold is looking to run out of despite additions from Karak Gronti, as king of the hold you know who needs Ale more than any other as a dawi without access to ale is prone to get desperate and delirious and you just may need certain dawi in good shape for a task, declare who gets Ale preference and while many won't like it they will understand though a second year on ale rations is making more than a few dawi jumpy.

(Diplomacy not affected as that relies solely on you and a few others and they get plenty of Ale but if you run out it will be affected)

[] Give it to the Warriors (All Martial and Intrigue Options do not acquire a debuff)(-20 to other options)

[] Give it to the Workers (All Stewardship and Learning Options do not acquire a debuff) (-20 to other options)

[] Split it evenly and hope that it buys you some time (Martial and Intrigue Options suffer a -10 while Stewardship and Learning Options suffer a -15)

[] Unseal the private stores:
There are desperate times have all clans open up their stores to the expensive ale with a promises to buy what is used to restock their stores while also preparing your guards for something.(+120 Ale Units drops all guilds and clans Appeasement to Annoyed and drops much closer to Rebellious while a debt of 25 000 Gold is added to the Treasury)(the Debuff for the appeasement will not apply for the next 2 years while all appeasement actions are also unavailable.)

Trade Options (Technically this came last turn, you just voting for what you bought) (Also There is more you can buy I just going to keep the massive list separate for now.)


Bonuses: Due to Relations with clans in Karak Gronti
Cheaper Non-black Powder Siege Weapons (Carpenter clan(Technically their your sister clan but it still counts))
Major reduction to the Cost of Master craft Crossbows (Still your sister clan)
Cheaper Raw Minerals (Mining Clan)
Cheaper Tools (Toolmaker Clan)


Debuffs:
Slightly more Expensive food

Trade list:
General goods from Major Dwarf Holds


Steel 1500 Gold per unit (Steel is hard to come by, especially when your one of the few holds to have the required material to make it.)
Iron 250 Gold per unit
Copper 200 Gold per unit
Silver 200 Gold per unit
Gold 300 Gold per unit
Coal 500 Gold per unit
Drinking Ale 300 Gold per unit
High-Quality Drinking Ale 550 Gold Per Unit (+15 to all rolls if it is used to sate a holds dawi)
Food 300 Gold per unit
Tools 350 Gold per unit
Siege Engine maintenance Tools 500 Gold per unit

Hold's specialist goods (Certain holds have Certain unique gear)

Karak Gronti
Commission Master Smiths: (Can Commission Master Craft melee weapons or Armor +10 To attack rolls or Decrease casualty rolls for the next 50 years) (Keep in mind that they lose the buff because it's losses it's edge from use)
-Commission a set of weapons for 1 Regiment 15 Gold per Dawi in the selected Regiment. (Write in which type of regiment receives the weapons)
-Commission a set of Armour for 1 Regiment 25 Gold per Dawi in the selected Regiment. (Write in which type of regiment receives the weapons)
Commission master craft Crossbows from Karak Gronti: 15 Gold Per Dawi in the selected Regiment. (Write in which type of regiment receives the weapons) (+10 To attack rolls for the regiment for the next 100 years)
-War machines 500 Gold for a Grudge Thrower 750 Gold for A Bolt Thrower
-Northern Kazad Ankor Cannons 1500 Gold Per Canon (They're the Equivalent of Empire cannons)
-Good Black Powder 150 Gold per 1 charge of skirmishes for a single regiment or cannon.
-Apprentice Black Powder 100 Gold per 1 charge of skirmishes for a single regiment or cannon.

[] Write-in

Diplomacy:
To speak with others be they dawi or Elgi it always requires a little skill and tact to ensure no wrong occurs. Of course, there is always that strange elusiveness that you never understand from none dawi. At least it will only last till you find some other poor dawi in the clan to take up the burden of speaking with outsiders.

2 Actions Available (Not much you can do at the moment)

[]Settle Disputes as they come:
As the king of the hold it is your duty to keep the clans and guilds happy and while much of your time is limited it pays to sometimes keep an ear out for any disputes that may occur so that you can meditate before they cause issues for the hold.
(Keeps most happy guild appeasement stable while improving your standing with negative Guilds)
60% chance of success (failure will make things worse)
1 Turn

[] Request Aid from your brother: Things are dire and aid is needed, send word to your brother to rally your sister-clan and whatever allies he can gather to come to your aid, though you can only hope that he has no commitments to the king of his hold and that your fellow dawi do not ask for too much. (Get Additional troops for one turn or a future campaign action) (will reduce your relationship with Karak Vengryn by -1 and you will have to pay the regiments they bring.) (Your sister clan has a total of 4 Regiments of Ironbreakers each numbering 60 Dawi and 8 Squads of Rune drakes and 4 Regiments of Warriors each numbering 50 and 6 Regiments of Warden's each numbering 50 and 75 berzerker Rangers. (Note this is their total strength and at most, you will either get 1-2 regiments/Squads and possibly 1-3 extra regiments from the holds other clans depending on your standing.)
20% chance of success (Low because of Current events and he is beholden to a different king)
1 Turn

[] Establish a Trade deal with Karak Gronti: The hold make's more than a few things that are of value and are surely worth something within the halls of the new capital, especially if you set up a few deals to trade your goods for what you need at an 'honest' price. (Put in how much you want and next turn if successful, will have a vote on what you're paying for it.)
70% chance of success
1 Turn

[] Buy Supplies from Karak Gronti: The hold is in desperate need of Vital supplies to keep on running, something that you cannot produce or meet the demand of, send a runner to buy stuff from the guilds and smooth over their grumbling about taking too much. (Will create a list of stuff you can buy from them, but you can expect just about anything from them as their the capital) (Currently requires 1 Regiment of Pick and shield dawi to keep safe due to the pass being blocked)
1 Turn (Only costs gold)

[] Improve Relations with Karak Gronti: Your parent hold and capital, your holds ancestors having been sent out to establish a new hold so that you could crush your enemies, sadly despite them been dawi things have not always run smoothly, best smooth out the issues before they become a bigger problem.
50% chance of success (Kind of low on Relations due to your past)
1 Turn

Martial: With careful aim and deliberation you will strike at the enemies of the hold while also making sure that your kin will do all they can to be prepared. Especially as your home is threatened

Until the hold is retaken, and the points of attack at least reduced you can not bring the full might of your hold to bear. (This mechanic will disappear once you have Reclaimed the hold. (Unless you want to keep it around)

Regiments on Active Défense: (These Regiments are unable to assist with reclaiming the hold) (4 Points of attack)


1 Master Runesmith (Heroes)
1 Regiment of Runesmiths (Each regiment is made up of 20 Dawi)
1 Regiment of Ironbreakers (Each regiment is made up of 60 Dawi)
1 Regiment of Hammerers (Each regiment is made up of 20 Dawi)
1 Regiment of Warriors (Each regiment is made up of 50 Dawi)
1 Regiment of Quarrellers (Each regiment is made up of 50 Dawi)
1 Regiment of Mourn Thunderers (Each regiment is made up of 40 Dawi)

Reclamation Regiments available to reclaim the hold or assist with defending your clan's builders: (Those not used in the turn will act as a reserve for the defensive line)

Advisor Haggar Bavilsson (+20% Chance to Reclaim a Hall)
Stoaya Ogri's Bane (+5% Chance to Reclaim a Hall)
1 Master Runesmith (Heroes) (+20% Chance to Reclaim a Hall)
2 Regiments of Ironbreakers (+25% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 60 Dawi)
3 Regiments of Warriors (+10% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)
2 Squads of Rune Drakes (+35% Chance to Reclaim a Hall per Squad) (Each squad is made up of 5 Dawi)
3 Regiments of Quarrellers (+15% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)
1 Combined regiment of a Grudge Thrower and Quarreller regiment (+25% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)
3 Regiments of Pick and Shield Dawi (+20% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 50 Dawi)
3 Regiments of Valkyrinn (Each Regiment is made up of 20 Kvinn Dawi) (+5% Chance to Reclaim a hall per unit.) (Will help reduce losses) (Each regiment is made up of 20 Kvinn Dawi)

[]Retake a portion of the hold:
(Depends on the Regiments Dedicated to the Hall.)
1 Turn (Choose as many as you want just keep in mind your available reclamation regiments)

-Southwestern Bridge section: leading towards the engineering hall or upper halls with the chance to secure supplies from the Destroyed Ale Hall next turn, their numbers having thinned thanks to the efforts of the rangers, there is limited chance that more could arrive in the hall with their civil war. (-36% Chance of success as there are 3 Grobi Regiments in the area along with 3 Trolls)

- Clan Ironforge Hall: The residence hall of Clan Ironforge is one of the Major halls within the hold still intact, it will likely hold both ale and food but it is currently being used as the home for the Grobi Tribe Night Spears and though the rangers report their numbers are relatively accurate there could be at least another couple hundred grobi. (Battle Interlude The force within the hall numbering between 750- 1500 Grobi with a chance of reinforcements) (This will also secure the Rune armoury) (Warning. this will open a new front and will require a regiment of pick and shield dawi on reclamation duty to be put on active defence for the hold.)

-Incomplete Rune Hall:
Have the Throng resecure the incomplete rune hall, the Grobi within only numbering a few hundread and it will allow the Throng to push into the caves cutting off the grobi within Clan Ironforges Hall. Though the rangers are unsure if their could be more. (-20 % chance of success as there is 2 Grobi Regiments in the area) (Warning. this will open a new front and will require a regiment of pick and shield dawi on reclamation duty to be put on active defence for the hold.)

-Upper Halls:
The Stairway to the upper halls is held by Grobi and while they are few the Throng will have to secure a breach into the hold, the fighting is expected to be thick and dangerous, especially as the grobi within the area are known for their Ambushes. Though to secure it will mean gaining access to the upper levels and the first entrance of the hold.

(The Rangers can make out 4 Grobi Regiments though there may be more, -60% Chance of Success) (Warning. this will open a new front and will require a regiment of Iron Breakers on reclamation duty to be put on active defence for the hold as they will have to deal with grobi coming from a tunnel while others push further into the hold.)

Stewardship:
Building and managing a hold is no easy thing and while it takes a long time to accomplish such things so they are up to standard it is worth it as

1 Action Available
Surface Options Space 2/12

[] Expand the Food farming fields:
With the holds valley farms up and the looming threat of your stores running dry at least alleviated the clan still consumes more than it grows and with the grobi in the way it will be some time before the growing halls are secured, have the clans workers expand what you have access to ensure your stocks do not run dry like your ale. (Takes up 2 Space future Upgrades will take more) (Production is 8 Units of Food)
55% chance of success Cost 1 Tool (Maintenance Cost of 1 Tool)
1 Turn

[] Build heavy Logging Equipment: With the fall of much of the hold much was lost, including the small hall that held much of the holds heavy logging equipment, without it there is little the hold can do to harvest what grows in the valley, thankfully it will only take some effort to build what is needed. (Harvests 4 Lumber units per year)
60% chance of success Cost 2 Tools (Maintenance Cost of 1 Tool)
1 Turn

[] Repair the Valley walls Towers and gate(Currently has 2 Towers each capable of holding 50 Dawi and 1 Siege Engine): The Valley wall is far from repaired, many of its former towers and traps missing from the grobi siege, have the clan at least restore a few more of its towers and the gate so nothing can just roam in. (+2 Towers to the wall and leads to further options)
60% chance of success Cost 3 Tools
1 Turn

[] Clear the Valley pass of the block that your clan caused to stall the Dawi-Zharr: Now that the Rangers have declared the pass relatively safe, the clan is free to get to work on clearing it out so that supply caravans are not stalled and at risk of having to pass the obstacle. Especially as it offers no bonusses anymore unless a group of ogri start wondering around though that has rarely deterred them much.
70% chance of success Cost 1 Tool (harvests a few Silver Ingots which depend on a roll and will be turned into coin for the Treasury)
1 Turn

Hold Options

[] Establish basic Internal defences:
With the Grobi pressing us on many directions, having at least a few towers and raised areas should at least give the hold some breathing room while freeing up additional regiments. Though it will be hard work with only enough dawi on the line to keep the grobi at bay maybe a few extra regiments would not be a bad thing to help keep the builders safe. (Will stay once the hold is reclaimed and add to your holds overall defensive capability.)(Will free up Either 1 Regiment of Ironbreakers or 2 Regiments of Quarrellers or 2 Regiments of Warriors.)
20% chance of success (Add Reclamation Regiments to improve your chances here)
1 Turn

[] Repair the Forges: With the Great Forge hall back in the hands of the dawi it is in a salvageable condition the grobi having modified it for their own deeds and while the damage is minor no self-respecting dawi will create great works in such desecrated halls, have the clan at least put it back in order and repair a few of the minor sections so that at least some of the hall is of use to the hold.
60% chance of success Cost: 5 Tools, 2 Lumber, 2 Basalt and 500 Gold
1 Turn/1 Year

[] Repair clan Bronzebeard's Residence Hall: With the Reclamation of clan Bronzebeard's Residence hall it needs to be put in order but to do so will require the holds artisans free and a significant resource investment but it will allow clan Bronzebeard to follow their traditions. (Allows for commissioning of Mastercraft Weapons and Armour, increases growth rate of the clan, provides a small buff when defending the section of hold should it be breached and provides a single regiment of clan specific elites units of 40 dawi)
60% chance of success Cost: 12 Tools, 10 Lumber, 6 Basalt and 1500 Gold
2 Turns/2 Years

[] Complete the Residence hall: Within a hold lies many hall's and while many dawi have a place to call home a clan's residence hall is sacred to it's clan holding many different facilities and homes to fulfil a clan's traditions and shrines to honour the ancestors. Though it is only within great Karak's or rich clan's that are known to be built the cost of such halls exuberant as they require not only runes but extensive defences to ensure a clans survival should the worst occur though with the fall of the hold
60% chance of success Cost: 25 Tools, 30 Lumber, 20 Basalt and 4000 Gold
6 Turns/6 Years

Which clan do you complete the residence hall for?
-For Clan Hornbreaker
(Allows for commissioning of Mastercraft Crossbows and improving Bolt throwers, increases growth rate of the clan, provides a small buff when defending the section of hold should it be breached and provides a single regiment of clan specific elites units of 40 dawi)
-For Clan Durakin (Allows for commissioning of Special Ale's, increases growth rate of clan, provides a small buff when defending the section of hold should it be breached and provides a single regiment of clan specific elites units of 40 dawi)
-For Clan Grimstone (Unlocks variants of Valkyrin regiments and improves their healing capabilities, increases growth rate of clan, provides a small buff when defending the section of hold should it be breached and provides a single regiment of clan specific elites units of 40 dawi)
-For Clan Donarkhun (Allows for research of new runes to be used by the hold, increases growth rate of clan, provides a small buff when defending the section of hold should it be breached and provides a single regiment of clan specific elites units of 40 dawi)
-For Clan Hammerback (Unlocks additional Mining improvements for the hold, increases growth rate of clan, provides a small buff when defending the section of hold should it be breached and provides a single regiment of clan specific elites units of 40 dawi)

(Other Options locked off until more of the hold is reclaimed)

Mines: 0/7 Capacity

[] Repair the Quarry:
With much of the heavy equipment lost to the grobi and without a doubt destroyed so they can build more of their umgak machines and buildings, the Quarry lies inactive, build fresh equipment so the hold has a fresh source of worked stone.
70% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 4 Basalt per year) (Will reduce as you build other mines)
1 Turn

[] Rebuild and expand the Mine's Basic Defences: When the Grobi first launched their assault into the hold they managed to overwhelm many of the defenders within, many falling to surprise from their hidden tunnels, sadly while the defences are mostly intact, they are inadequate to deal with subterranean foes as they are easily surrounded. Have the holds workers build up at least a basic wall from what they have to at least allow the holds defenders a chance to remain secure in their defences. (Reduces the threats from the mines a bit, ensuring no small groups get passed them.
40% chance of success Cost 5 Tools, 3 Lumber, 4 Basalt
1 Turn

[] Restore the Northern tunnels to working condition: The Riches of the northern tunnels was not in precious gems or gold but in the massive veins of Iron-ore that lay there, the many dawi within the hold mining away at it so the massive Forges of the hold could churn out multitudes of both equipment and tools rarely seen by such a small hold. Sadly, many of its supports are damaged and will require some effort to see it safe to use for dawi mining operations. (+4 Units of Iron Ore) (Maintenance of 1 tool)
40% chance of success Cost 2 Tools
1 Turn

(There is Minor Goblin presence in this direction at the moment, the mines tunnels also have a chance of eventually hitting three to five Goblin/Gnobler towns further north if it is mined a lot.)

[] Restore the Western tunnels to working condition: While Khazid Grungron was well known for its ability to provided vast quantities of Iron for a hold its size it was the flux stone to the south of its position that allowed it to truly thrive, for it is rare indeed for a hold of the Northern Khazad-Ankor to be able to outfit even the most common of it's Throng with steel armour and weapons aplenty. Sadly with the grobi invasion much of the tunnels had to be collapsed to ensure that even more grobi did not pour into the hold, this will need to be resolved if the holds miners are to begin working within the tunnels there.(+2 Units of Flux stone) (Maintenance of 2 tools)
40% chance of success Cost 3 Tools
1 Turn

(There is a decent chance of running into the Angry Fist Tribe camps and a small chance of running into The Horn Tribe outliers, while further out if enough is mined you could possibly run into Dawi-Zharr patrols)

[] Restore the Southern tunnels to working condition: Khazid Grungron unlike many of it's sister holds and those further south of it did not have the riches of the Earth, the massive veins of gems and gold rather lacking for the hold, though while it lacked much in the way of valuable metals it at least had plenty of Silver and copper to pay the clans and dawi within. Sadly, while it holds the veins that could see to the swelling of the treasury the route is blocked from a few caverns and roaming grobi, have the holds dawi secure the tunnels and restore the paths so the hold miners can begin mining the veins there. (+3 Units of Silver and +2 Units of Copper) (Maintenance of 1 tool)
40% chance of success Cost 3 Tools
1 Turn

(There is a minor chance of running into Gnobler and Ogre tribes in this direction at the moment, the mines tunnels also have a chance of digging into a few minor ogre groups belonging either to the Crossed Clubs or Angry fists. There is also a chance after extensive mining that you could link to the nearby stream for your hold to field a navy. (Keep in mind if you do build one it is one long journey to make it to the sea and will be very hard to even find a crew not from your clan or fellow clans who are Carpenters.)

(For all Three Restore tunnel options keep in mind when I refer to the various threats you can run into that means you have mined out veins of ore and increases the chance of their subterranean forces groups running into you.)

Other Options locked off

Intrigue:
The Rangers within the hold have proven to be able at their craft and while you watch them closely that does not mean you can keep an eye on them, more often than not disappearing when they want and causing havoc to whomever they target. Though they lack a proper leader after the last one took a spear to the gut.

10 Squads From your hold
2 Squads on Active defence
8 Squads are free to be assigned to different tasks
Johngrun Wicker is able to be assigned where he is needed. (Assigning him to a task increases the chance of success by 30 %)
Total Squads Capable of assisting with your Directives: 8 (Assign them as you wish they increase the chances of success by 15% per Squad)


[]Search for Grobi tunnels that could lead to the valley: With the grobi infesting the halls of your hold it is likely that they are ever-expanding the tunnels around you so to kill the hold-off, the backstabbers tunnels are more often than not easy to spot, but it will require the Rangers to keep a close eye on things. (Each Squad assigned here adds a -15 to all Goblin Tunnel rolls at end of turn reducing the chance of an incursion occurring.)
1 Turn

[]Have the Ranger's delve into the hold through secret passages and find out the grobi's strength: The hold fell far too quickly for your liking and with it, the knowledge of just how big the grobi force is, send the rangers through the tunnels to find out just how many grobi will have to be killed to secure your home.
1 Turn

[] Assassinate Potential Grobi Commanders: The grobi need a strong leader to keep their forces intact and while you are sure there are multiple Warboss's safe within their own little kingdoms deep within the hold enjoy your people's works, Their commanders are no doubt littering the nearby areas, have the rangers kill them so to weaken them further. (Might cause infighting with the grobi ranks different tribes) (Currently won't affect the groups cut-off from an escape route)
1 Turn

[]Have them Hunt for food: It is now uncommon for the rangers of the hold to hunt for food to feed their fellow kin, though rarely is it done when the clan is in danger, still it would ease the burdens of the hold if they were to bring in a fresh supply of meat.
Each Squad Assigned to this task will bring in 1 Unit of food.
1 Turn

[] Have the holds rangers establish ambush points on the valley Approach: Many of the old routes used or established by the rangers to ambush assailing armies have been made obsolete with the loss of their old camp. Johngrim requests that he be allowed to assign some of the holds rangers to establishing new routes should they be needed.
1 Turn and requires 4 Squads to establish

[] Have the Rangers establish supply caches in the mountains: With the establishment of the Kor-Khazad it impossible to forage enough from the land far away from the hold and Johngrim has made mention that if the hold's rangers are to range further from the hold will need a supply chain with which to survive and requires a few rangers to accomplish this, he just needs your approval for it to be done.
3 Turns and requires 2 Squads to establish

[] Have the Rangers Establish an escape route for the hold: You are a proud dawi but all dawi of the Khazad-Ankor know that even the sturdiest of defences can be overcome and as much as you don't like it you would rather a safe route to a nearby hold be established should the worst come to pass so that at least some dawi can survive, it just needs to be sufficiently secured.
4 Turns and requires 5 Squads to establish

Learning: As king of the hold it is your duty to ensure that the engineers and runesmiths within the hold are at least been directed to improving the dawi way of life, be it in mundane technology and runes to war machines that keep them safe.
2 Action Available:

(Locked off) []Prospecting:
There is much to be found within the Earth and there are those who are knowledgeable in finding the riches it could offer within the hold. (Possibly find 2 Deposits of Ore that you can use.)
60% chance of finding Ore
1 Turn

[]Request the engineers to investigate designs of the Grudge Thrower: There are only a few engineers within the hold, many of them skilled if a little odd request that they take a look at improving the design. Even if it costs you a bit of gold or material. (Progress 0/10)
60% chance of success (Cost 500 Gold)
1 Turn

[] Request the engineers to investigate designs of the Bolt Thrower: There are only a few engineers within the hold, many of them skilled if a little odd request that they take a look at improving the design of the Bolt Thrower, it use through history having been a boon against the ogre's. Though it will cost a bit. (Progress 2/10)
60% chance of success (Cost 400 Gold)
1 Turn

[] Request the engineers to design some New Warrior armour: With your hold's warriors fighting so often and facing so many threats request a few of the holds armour smiths try and see if it can be improved, even if it saves one dawi it will have proven its worth but you hope it will save many more. (Progress 3/8) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success (Cost 250 Gold)
1 Turn

[]Request the engineers of the hold to improve the hand-cannon: When your people learned the secrets of black powder they were awed with it, but the threats you faced were far too numerous and while the dawi-Zharr proved a great enemy it was the ogre's your fought with the Explosive weapon, it's shot tearing clean through a dawi should he be hit with it, sadly they are rather bulky and slow to reload, request that the few engineers in the hold to try and improve it. (Progress 0/20)(Lack the guild and engineers to do this quickly.)
60% chance of success
1 Turn

(Locked Off)[]Better Explosives: Black powder is one of the most useful your people have discovered and while your clan likely has a few masters there is bound to be a way to make it more, explosive you just need the right dawi to figure it out. (Progress 0/8)
60% chance of success
1 Turn

(Locked off)Assist clan Ironforge with Runic Research: Though the runes held by your holds runesmiths and their guilds much has been lost to the sand of time and the countless struggles through the ages, thankfully not all knowledge has been lost, clan Ironforge only needs the hold to support them so that they can progress in learning a lost rune, though what will be found is hard to say. (Progress to next Rune discovery 0/8)

Personal actions: Free time and rest or that is what you wish it could be but you are a thane and while you can take time to relax you also have a duty to use your free time to improve yourself so that the clan may survive. Even if you did not enjoy it and had less time for those that were close to you.- 2 Actions and 1 Improvement Action

2 general Actions and 1 Training action (Training action can only be used for Improvement options)

3 Actions in total

[]Spend Time with your friend's:
With the grobi threatening you and the hold, you have little time to spend with anyone but when your resting, your sure that a bit of drinking with your friends will be worth it.

Most of your family in the other hold at the moment.

[] Attach yourself to a regiment for the year:
The halls of your ancestors will not be reclaimed while you try and lead the hold and it has little time for you to relax, join a regiment and lead them to victory and so you can take more of your hold back.(+10% Chance to securing a Hall but will roll a D100 to see if you get injured or not)

[]Focus some effort on a project: The hold must grow and sometimes you must lead it when it is needed, though you will likely be tired from it you are dawi and a little fatigue will not stop you, help a project out.

[] Move around your throng and look for an advisor: You need advisors and quickly and while it would only last a short term, you are sure they would not be the best there is but still an elder is still an elder. (Write-in which type of advisor you want) (lower quality advisor for your chosen position - cannot be replaced for 12 turns)
60% chance of success

Skills (Traits from Thane Creation have been permanently added into your skills)
-Diplomacy- 11 (Progress to next level is 495/1500)
-Martial- 15 (Progress to next level is 1061/3000)
-Stewardship- 15 (Progress to next level is 627/3000)
-Intrigue- 12 (Progress to next level is 476/1500)
-Learning- 8 (Progress to next level is 155/600)

Weapon Proficiency
-Dwarf Halberd -10, (Progress to next level is 330/1500 )
-Dwarf axe and shield - 20,(Progress to next level is 1169/5500) )(Main Combat weapon)
-Dwarf az- 18, (Progress to next level is 397/3000)
-Dwarf Great Sword– 20, (Progress to next level is 1500/5500)
-Hammers- 5 (Progress to next level is 169/600)
-Drake Gun- 15 Progress to next level is 462/3000)

Improvement Options (1 Action Available but you can use the other actions to improve to if you want)

[]Work on your Statesmanship:
The way of Dawi Diplomacy is a complicated one and while only a few tomes have been written they are still wise words you can learn from, time to start researching. (Diplomacy skill progresses)

[]Learn Battlefield strategies: War is complex and in general rarely changes except for who your fighting and with the threats that face you and your fellow dawi it would not be wrong to read up or take advice on the subject. (Martial Skill progresses)

[]Learn ways of Running a hold and building: A hold is not built in a day and it is forever expanding and growing and a Thane must be knowledgeable in its matters if he is to see his home Thrive. Though you will only get there through stored knowledge and advice of your elders, best start listening. (Stewardship Skill progresses)

[]Practice been a sneaky Dawi: While not a skill to be proud of it has saved you in the past, time to find the rangers to help you improve (Intrigue skill progresses)

[] Meditate to calm your blood and focus: Learning new things is both time consuming and annoying, practice being patient and hopefully, it will help you deal with your clan and learn at a better pace before you find yourself bored out of your skull. (Learning skill progresses)

[] Weapons Practice: To Learn a Weapon takes time and that is something a dawi has ample time to take advantage of. Though it takes dedication to use a weapon you also know that a battlefield is a chaotic place and that anything can happen and training for it will prepare you. (Write in the weapon you wish to learn)
Time: 1 Turn

Guild Management: The Guilds are the lifeblood of any Hold and while it is a fine balancing act to see them appeased it is generally worth it if done right, especially as they are less likely to cause you issues in the future. (From here on this mechanic is in place)

[] Gift a few guilds some gold for their own use: (Choose 3 Guilds with only a minor boost to their Appeasement at the cost of 1200 Gold) (Will be added

[] Allocate raw materials towards a number of guilds for their personal use: (will remove 2 units of relevant resources from your holds stock) (Choose 1-3 Guilds with a modest boost to their Appeasement)

[] Send word to your hold stonemasons and builders that they are to aid a guild in the improving of one of their halls: (Will take one of your stewardship actions but the halls related to the guild will receive a limited boost for 2/3 turns(With a chance of it remaining permanent to a certain hall)) (Choose 1 Guild but greatly boosts their appeasement)

[] Offer a guild the right to select the best material within the hold before other guilds for the coming years: (Will Appease the selected Guild greatly but will anger a few others how much will depend on your skill as a diplomat.) (This option holds no effect to overall mechanics in your holds management and is pretty much just a bit of fluff)

[] A gift of fine dawi Ale: (Choose between 2 and 4 Guilds who you will purchase the best ale within the hold for the coming years, Will appease the selected guild immensely but the hold will not be happy -1 or -2 guild appeasement depending on the number of guilds and the types selected and costs 250 Gold per guild or religious order.

[] Give them nothing, the hold has better use for those resources, and you would rather not stretch your supply, you're sure that none of your kin will mind a little bit of hoarding.

***
Hold Stability and Appeasement:
Guild Appeasement
Carpenters Guild:
Happy (4/5)
Metalsmith Guild: Happy (1/5)
Runesmith Guild: Grumbling (1/3)
Runescribe Guild: Grumbling (1/3)
Armourers and Weaponsmiths Guild: Happy (1/5)
Brewers Guild: Annoyed (4/5)
Healers Guild: Grumbling (3/3)

Levels of Appeasement
  • 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 Consumption per Turn

16.5 Units of Food(150 Pick and shield dawi will start draining your stores Now if not sent back.)
26 Units of Ale (The the holds thirsty by the end of next turn)
Siege Engine maintenance Tools: 0.5 Units of SEMT(Siege engine maintenance tools) (Will last 7 turns before debuff are applied to your Grudge Throwers)

Hold Resources
Food:
27,5 Units (1 Unit feeds 100 Dawi) (Net loss of 12.5 units per Turn)(2 Turns Remaining) (Losing an additional 1,5 Units from additional regiments and dawi in the hold)
Ale: 18 Units Remaining (1 Unit sates 50 Dawi) (Their will be a shortage This turn Debuff Applied depending on vote) (Losing an additional 3 Units from additional regiments and dawi in the hold)
Tools: 32 units
Lumber: 12 units
Weapons: 4 Unit's (1 unit Replaces overused Weapons of 2 Regiments)
Armour: 2 Unit's (1 unit Replaces Broken or damaged Armour of 2 Regiments) (-1 used by Quarreller Regiment due to losses and Injuries)
Siege Engine maintenance Tools: 2.5 Units (Net loss of 0.5 per turn)
Ale Grain: 20 Units (Net gain of 8 per Turn)

Siege Engines:
Grudge Thrower x 1

Treasury: 12 723 Gold

Projected Income: Nothing

Expected Expenses: 600 Gold
-Payment to Pick and shield Dawi 600 Gold

***

Character Trait's
Stalwart:
You are a Dawi known for holding the line even in the most direst of circumstances, where some dawi may call for caution you hold the line. Your mere presence bolstering your kin. (+1 Martial Ability and +20 to all personal rolls atop the Grudgestone) (This can be lost if you retreat from a winning battle)

Blessed of Grimnir: Your Blood sings for battle and your skill shows this as many a foe has learned to fear you (You are skilled in combat and learn the use of a weapon far faster than many others +40 To Weapon Practice rolls)

Shamed an Elder Runesmith: You unlike many other failed apprentices did not get thrown out for failing, you left and your master was forever shamed by this action, his fellow peers and elders will look down on you for this. (Master Runesmiths will charge you more for their most Noble art.) (This will come to an end in 80 years after Quest start)

Respect of your Peer's: Though you shamed your master it gained the respect of many fellow runesmiths as they understand your plight, but lack the standing to survive. (Increased chance of attracting Runesmiths and once Shamed an elder passes will be the same for Master Runesmiths, Basic Rune actions will cost less and be done quicker compared to their masters.)

Former Rune Apprentice: though you are but a mere apprentice understanding the secrets of the guild you are able to help speed things along if only a little.(Decreased time to discover new runes.)

Blood of Runesmiths: The blood of Runesmiths flows through your veins and it will be the same for your children. (There is a large chance that any of your character's children will be able to become Runesmiths.)

1 Year passes per turn until your hold is secured.

The Vote will be open for 4-5 Days (Might leave it longer if it is undecided at the time)

3-our Moratorium
.

 
Last edited:
[X] Plan: Recovering the ale

[X] Give to all the clans: +2 Appeasement to all clans
(Note: Both the martial description and stewardship cut out, but also we are missing the action to send some units to help patrol the minor passages but also we already have basic defenses done as well as the pass thanks to the events of the time skip. The foodstuff for expanding our farms is also the same as starting the farm even though that should obviously not be the case. Please try and read over the turn for any more mistakes that may have crept over from the last turn as it is not making any sense why they should be here when they should've been completed already.)



[X] Trade:
15 units of ale for 4,500 gold
5 units worth of tools are given in turn for 1,750 gold

Diplomacy:
[X]Settle Disputes as they come: As the king of the hold it is your duty to keep the clans and guilds happy and while much of your time is limited it pays to sometimes keep an ear out for any disputes that may occur so that you can meditate before they cause issues for the hold.
(Keeps most happy guild appeasement stable while improving your standing with negative Guilds)
60% chance of success (failure will make things worse)
1 Turn

[X] Improve Relations with Karak Gronti: Your parent hold and capital, your holds ancestors having been sent out to establish a new hold so that you could crush your enemies, sadly despite them been dawi things have not always run smoothly, best smooth out the issues before they become a bigger problem.
50% chance of success (Kind of low on Relations due to your past)
1 Turn

Martial:

[X] Retake a portion of the hold:

-Incomplete Rune Hall:
Have the Throng resecure the incomplete rune hall, the Grobi within only numbering a few hundread and it will allow the Throng to push into the caves cutting off the grobi within Clan Ironforges Hall. Though the rangers are unsure if their could be more. (-20 % chance of success as there is 2 Grobi Regiments in the area) (Warning. this will open a new front and will require a regiment of pick and shield dawi on reclamation duty to be put on active defence for the hold.)
-3 Regiments of Pick and Shield Dawi (+20% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 50 Dawi)
-2 Regiments of Valkyrinn
-Johngrum
-2 Squads of Rune Drakes (+35% Chance to Reclaim a Hall per Squad) (Each squad is made up of 5 Dawi)

-Upper Halls: The Stairway to the upper halls is held by Grobi and while they are few the Throng will have to secure a breach into the hold, the fighting is expected to be thick and dangerous, especially as the grobi within the area are known for their Ambushes. Though to secure it will mean gaining access to the upper levels and the first entrance of the hold.
-1 regiment of Valkryinn
-3 Regiments of Quarrellers (+15% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)
-1 Combined regiment of a Grudge Thrower and Quarreller regiment (+25% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)
-Advisor Haggar Bavilsson (+20% Chance to Reclaim a Hall)
-Stoaya Ogri's Bane (+5% Chance to Reclaim a Hall)
-1 Master Runesmith (Heroes) (+20% Chance to Reclaim a Hall)
-2 Regiments of Ironbreakers (+25% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 60 Dawi)
-3 Regiments of Warriors (+10% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)


[X]Establish patrol routes in the minor passageways: With the grobi crawling through the halls of our once-great hold plans and routes need to be added so that we can hold what has been lost, assign a few regiments to map out grobi forces and breached walls or makeshift bridges so we can more effectively defend what still remains within the dawi's hands. (Will free up either 2 Regiments of warriors or 1 Ironbreaker regiment)

1 Turn (Requires 2 Regiments to do this, Either name them or it will be the 2 pick and shield dawi)

2 regiments of Warriors (+10% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)

Stewardship:

[X] Expand the Food farming fields: With the holds valley farms up and the looming threat of your stores running dry at least alleviated the clan still consumes more than it grows and with the grobi in the way it will be some time before the growing halls are secured, have the clans workers expand what you have access to ensure your stocks do not run dry like your ale. (Takes up 2 Space future Upgrades will take more) (Production is 8 Units of Food)
55% chance of success Cost 1 Tool (Maintenance Cost of 1 Tool)
1 Turn

[X] Repair the Quarry: With much of the heavy equipment lost to the grobi and without a doubt destroyed so they can build more of their umgak machines and buildings, the Quarry lies inactive, build fresh equipment so the hold has a fresh source of worked stone.
70% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 4 Basalt per year) (Will reduce as you build other mines)
1 Turn

intrigue:

[X]Have them Hunt for food: It is now uncommon for the rangers of the hold to hunt for food to feed their fellow kin, though rarely is it done when the clan is in danger, still it would ease the burdens of the hold if they were to bring in a fresh supply of meat.
Each Squad Assigned to this task will bring in 1 Unit of food. 2 squad
1 Turn

[X] Have the holds rangers establish ambush points on the valley Approach: Many of the old routes used or established by the rangers to ambush assailing armies have been made obsolete with the loss of their old camp. Johngrim requests that he be allowed to assign some of the holds rangers to establishing new routes should they be needed.
1 Turn and requires 4 Squads to establish

[X] Have the Rangers establish supply caches in the mountains: With the establishment of the Kor-Khazad it impossible to forage enough from the land far away from the hold and Johngrim has made mention that if the hold's rangers are to range further from the hold will need a supply chain with which to survive and requires a few rangers to accomplish this, he just needs your approval for it to be done.
3 Turns and requires 2 Squads to establish

Learning: none

Personal actions:

[X]Focus some effort on a project: Repair the Quarry:

[X] Move around your throng and look for an advisor: Stewardship

[X]Work on your Statesmanship:







Yeah, this is not exactly a great turn for the hold especially with the ale crisis we probably will get each turn till we can get a brewery and then try and run it, but we have enough money to help make the deal possible and have plenty of tools to make a fair enough trade, especially since we can just try and ask for another deal to be made next year. As for the rest, I was planning for the steps on what to do for each turn so I have my notes ordered for this occasion. The ones for diplomacy are there because now for once, we no longer have the risk of a bunch of clans going up in arms at us, and it's always good to have a positive relationship with the clans and their respective guilds. The one for Karak gronti is to help the asking of another emergency case of ale next turn doesn't need to just come from our friends in the karak, which will nice is not something any dwarf is ever going to do forever.


The marital actions are also an easy and understandable answer. Because of how the hold and new system for the goblins are set up, we don't need to keep going into high-risk, brutal fighting. We can as of now take care of some of the smaller problems and do them instead of picking a fight with a new goblin clan or going against the end boss of another clan, (especially considering the last one almost ended up killing us thanks to bs dice). This is why we can afford to take care of the other things that need dealing with, like a huge cave or two filled to the brim with goblins and other nasty creatures literally next to us, and which are incredibly weak even before the new civil war that just so happened to erupt thanks that nat 100 on assassinations with the goblin leaders.



The stewardship actions are because we are going to need an increase of food thanks to our growth pop and the new quarry means any stone we need to fix the forges can be automatically used from what we already had in our supply of basalt, and be used to help bump up against some appeasement from any particular guild that we may want to. The intrigue was more case of what we needed to do now and not tie ourselves up over way too many turns. Which was why most of the actions for grobi were not needed, especially because of the fact that the goblins need to be far higher on the 1 through 10 at this point to try and be a threat in any way to us. Which only leads to the remaining other options.

Those after some thinking were only narrowed down to the ones we could afford to lose for a few turns and those we would immediately get back after this turn, which is not the worst thing in the world admittedly to take on this occasion. The reason why I didn't pick any actions for learning is simple, because of the fact that we have no source of income, we are constantly using money for our warriors and engineers of war. This while great in terms of ways in which to equip ourselves for fighting, is meaningless when we are actively picking a fight with a numerically weaker foe, which means its money that could be properly be used to help solve an ale crisis on our hands and be of more use to us a turn or 3 later when we can afford to look back on our options for this again. And finally, for our personal actions, we really need a new steward and our diplomacy sucks as the worst skill of the bunch we can have.
rokafella threw 12 10-faced dice. Total: 65
9 9 2 2 6 6 3 3 8 8 2 2 9 9 6 6 5 5 3 3 7 7 5 5
 
Last edited:
[X] Plan: Recovering the ale

We need to keep push into the hold, cant give th gobi time to recover
 
Back
Top