Adhoc vote count started by Mad0Slayer on Oct 30, 2021 at 2:49 AM, finished with 19 posts and 10 votes.
[X] Plan Not a single step back
-[X] Atop the walls: You had the clan work hard to ensure that the valley was secure and see no reason to give away the advantage.
-[X] None, you need all the fighters to repel the coming force.
-[X] Against the Grobi assault. (+20 to the rolls for this area of battle) -[X] Stand firm and hold, nothing will be lost (Grudge stone is placed with an Oath at the wall's gate): You will not let the Traitors or the Grobi take what is left of your peoples home, lay the Grudgestone and swear an Oath as such. Gain Trait: Stalwart +1 Martial Ability and +20 to all personal rolls for any battle with which you swear on the Grudgestone. -[X] Leading a Regiment (+25 to any group they are attached to with an additional saving throw)
[X] Plan: Arrow-Blocking
-[X] Open the gates and fight them there
-[X] Ironbreakers on the grobi; everyone else on the Dawi Zharr
-[X] Against the Grobi assault
-[X] Withdraw to the Valley
-[X] Leading a Regiment
Edited by ImperialBriton The Defence of Khazid Grungron Part 2 and Finale
Pulling up some fur's to cover your neck letting out a breath of frosted air you watched as the dawi-Zharr approached the wall. Already laughter echoed down the line as their siege equipment came into view. A ludicrously primitive ram, likley either pirated from ogres, or made with minimum supervision by the hobgoblins that marched behind it, judging from the umgak quality and lack of ornamentation. The gate would likely last a while, perhaps a good half hour of ramming, but then they'd have to contend with the ramshackle portcullis the masons had insisted be built-in during the repairs.
Shaking your head you moved descended from the gatehouse, taking position upon a small Grudge Stone that had been hastily hauled to the gate. Getting ready to step upon it, supported by one of the ironbreakers next to you, you sighed spotting the thick coat of dust still covering it. It had been a few decades since this one was last used; the constant warring with the ogres having nearly squashed the tradition after the line of Eoric The Unfortunate had all but been extinguished in a few short generations.
The Ironbreaker regiment formed up around you, their commander, Thane Gartil barking out orders to the remaining Pick and Shield warriors to hide behind the flanks of the wall. Beyond, guttural curses in corrupted Khazalid echoed from beyond the wooden date, and shouts of warning rang along the wall. Frowning you nodded to your fellow dawi and secured your helm as the last of the available Quarrellers and Valkyrinn finished climbing the towers.
Hobgoblin Archer's 1st and 2nd Regiment: 65+12-40=37
Hobgoblin Archer's 3rd and 4th Regiment: 47+12-40=19
-19 Hobgoblin Archers
The ground shook as an eldritch horn rang through the pass, before a loud sea of shrieks and laughter raced towards the fortifications. The Grobi were the first to charge it seemed, their masters all but pushing forward while the Black Orks roared in anger. The steady sound of ironshod boots signalled the Chaos Warriors were pushing them forward. Already the telltale twangs of crossbows sounded along the wall, while in turn a light twang from the other side responded launching a volley of wicked arrows over the wall, thankfully missing all but outlying boulders and fallen masonry behind the throng.
***
[Change POV] [Rothgar]
Following the command of his master, Rothgar had raced to the top of the fortifications ready to help the defenders, the still breathless ranger by his side. He arrived just in time to watch nearly 2 dozen hobgrobi get skewered by crossbow bolts, the first volley failing to find much purchase, save those in particularly ramshackle armour.
Frowning he watched as the black orks made a rush for the gate, running ahead of the slowly approaching Dawi Zharr. He only had a short window to blink before he was pulled down by a particularly grizzled quarreler as another volley of arrow fire arced over the wall, breaking upon the stonework behind him, and the thunk against the ironbreaker shields.
Nodding his thanks he peered back over the wall, making sure to keep his head hidden behind the crenelations. The hobgrobi were moving forward as they tried to grant another volley of cover fire for their larger Ilk, shaking his head he glanced to before quickly looking away as the Runedrakes discharge runic fireballs into the oncoming horde. Runic flames landing with great explosions of light, while remaining surprisingly quiet. Looking up the 'apprentice' could see the gromril clad warriors complaining about optimisation as their own underlings went to work on venting and dousing them.
"How's things going lad, can't see nothing down here too they blow the date." The beardling sighed, before looking over the crenelations again. "Last volley didn't do much my King!" He shouted, ignoring the eyeless glare of the runedrakes. " Looks like we won't be able to halt the advance at all."
***
[Back to Uthor]
You growled at the beardlings words as you heard the tell-tale signs of dawi crossbows firing, you just hoped that they would inflict enough casualties among the warriors. The urks and hobgrobi were less of a concern when daemon forged troops marched on the wall. A loud noise of clattering rang through the air as the returning fire landed, your holds armour easily deflecting what few arrows hit their targets.
Fighting within the Hold: 40+16+20+5(Barricades intact)=81 (Dc Passed for the first Phase of battle)
Hobgoblin Archer's 1st and 2nd Regiment: 46+12=58
Hobgoblin Archer's 3rd and 4th Regiment: 21+12=33
-37 Hobgoblin Archers -3 Black Orks -11 Chaos Dwarf Warriors
Shrieks sounded from beyond the wall, the telltale sign of the sentries hitting at least the grobi. Some grunts could be heard, but nowhere near the number of the volume you wanted. Readying your axe you impatiently waited atop the grudgestone, the clans Ironbreakers grumbling away at how long the enemy was taking. Sighing their commanding elder sent some of the younger members of the throng to aid the returning Valkyrinn who were busy struggling to lead down dawi on stretchers to the triage tents where their orders elder awaited.
Grumbling about the amount of inaction you looked down to assess the runes upon the grudgestone. Surprisingly well preserved despite the number of clubs that had crushed its previous users. Only a light number of cracks could be observed, none appearing on the gromril runes, though they were running a touch low on power judging from their dwindled glow. Looking up you gave out a sigh, before losing a great cough. Their attention gathered you began your oath. "Here is where I lay the Grudgestone of Grungron;" your eyes roamed over the group, your voice carrying over the valley and the sounds of battle outside your gate, "Brave and Honourable Dawi, here we stand, our clans enemies seeking to extinguish our lines and spill our blood." You took a deep breath as you planted your shield at your feet your armour glowing brightly in the evening sun, "Now I say they won't even pass the gate, but I'm sure a good number know my gambling record. So I say, NOT TODAY! I swear that so long as I draw breath, none will pass. We will not give the traitors one inch of our home to them or any who would dare to sully the sanctity of our venerable halls. Today no Dawi steps back from this line until our home is safe from the Zharr today." Unslinging your axe you raised it high as the Throng cheered, grabbing your shield you turned to the gate as the sound of Runedrakes unleashed their flames from the walls.
Quarrellers: 76+16+10+10=112 Valkyrinn: 61+16+25+10+10=122 Rangers: 52+16+10+10=88 Runedrakes: 2+16+10+20(Runic Weapons)=48 -Not Damaging the gate: 7 (DC Failed) (Gate Health -2) (remaining Gate Health 2 out of 4)
Hobgoblin Archer's 1st and 2nd Regiment: 18+12=30
Hobgoblin Archer's 3rd and 4th Regiment: 72+12=84
Battering Ram: 83-15(Primitive Ram)=68(DC passed) (Gate Health -1) (remaining gate health 1 out of 4)
You turned just in time for a volley of arrows to come over the wall a few of them splintering harmlessly against your armour, while off the sound you heard groaning while others barked for a healer, glancing to the side you spotted a few of the lesser armoured dawi hit with lucky arrow strikes among a few of them suffering strikes to the head killing a few instantly, growling you focused to the gate in time to hear the Dawi-Zharr heave and chant in a familiar song.
"If you want peace, prepare for war"
"War is sweet for those who haven't experienced it"
"A cause of war...
...Hashut (the Ancestors) wills it!"
"In times of war."
"The reckoner falls silent"
"A war for all, against all!"
"War is for the reckoning of all."
Hisses sounded from the ranks, at the corrupted Khazalid beyond the wall, only to stop as the top of the gate was alight with a familiar Runic Flame, your eyes narrowed. You would be having many a word with acting lock-warden Thrur about proper procedures regarding the maintenance and aiming of those damned drake-guns. The wood all but turning to ash in certain areas, the wood buckling badly when the strike came all but confirming that its integrity was faltering.
Fighting within the Hold: 89+16+20+5(Barricades intact)=130
Battering Ram: 53+10(Integrity of Gate Compromised)=63(DC passed) (Gate Health -1) (Gate Broken) Avoiding the collapsing gate: 4+12=16
-5 Black orks -15 Chaos Warriors
Within moments the next strike came splintering what little support it had left, the gate collapsing in on itself, the flaming debris catching more than a few of those on the other side, though the hit was fewer than you would have liked but it seemed things were looking up as you spotted none of the large hulking urk figures on the other side their group in tatters. Though they only waited a moment before charging into the breach, the Infernal guards blades slicing into the portcullis as they slowly made the steel glow red.
(Rangers manning Gatehouse defence and Valkyrinn are working on the wounded) Quarrellers: 31+16+10+10=67 Runedrakes: 26+16+20(Runic Weapons)=62
-31 Hobgoblins -11 Chaos Dwarf Warriors
You bared your teeth as you waited for them. So close, and yet so tantalizingly far from your itching az hand. Above them, rocks were falling, young Rothgar helping the quarrelers lob small boulders over the wall into the Dawi Zharr throng. You grinned as you heard shouts of cheering roll down from the towers, the dawi within celebrating as the hobgrobi broke. To your own glee, you could spot their leader, a glowing bronze warrior roaring at them to remain, before bowling over as a large rock impacted on his shoulder sending the creature reeling.
Gripping your axe you watched as the Zharr ignored the incoming barrage to continue hacking at the portcullis, the hope of victory long since gone, and now dedicated to ensuring at least some of your kin was lain low by their blades. The Infernal guard pushed their weapons to the limit as they were driven further into despair, hacking feebly at the slowly failing steel frame, their burning weapons slowly melting the metal while bolts continued to fly from murder holes dropping more of their number, and stones crushed warriors by the load. It didn't take long for a pile of bodies to collect at their feet, brain matter and skull fragments littering the entrance.
The wounded Zharr leader glared at you balefully through his bronze mask, his shoulder leaking gravely blood around an embedded bolt wound, as he brought his weapon down cleaving cleanly through a section of the portcullis, which was shortly followed by his fellow guard their blades finally having done what was needed.
Their small force pushing into the prepared kill zone, the regiments from Gronti on their flanks while a core of solid Gromril stared them down, though if the fanatics noticed it they paid it no head as your fallen kin spat out a curse and charged with what was left of his army. Barely even 40 of them lead into the jaws of your fellow dawi. You prepared yourself for what was likely to be a quick battle.
And that it was, the fool of a Zharr proving you right as his force charged into the ironbreaker lines, only to have bronze armour cleaved in twain by axe swings, or crumbled under hammer blows. To their shock your warriors were soon joined by a horde of pick dawi, their weapons carving a dark path through the remaining fallen ones flanks, quickly encircling them. Victory at hand, the elder patted you on the shoulder, before pointing towards the screaming Castellan, who was busy flailing around pushed back into a waiting circle by the victorious Ironbreakers, a now shattered talisman in the shape of a bull lying at his feet. Nodding with thanks you stepped off the grudgestone, before marching forward, accompanied by Aldred. The two of you easily dodged the flailing heathens attack, his wailing axe cut in two by the runelords reprisal, while you swung at his head. In less than a moment, the fool that had thought to claim your hold for himself well, his stinking stone ridden form lying at your feet.
You spat on him before turning to watch as the Zharr were expertly picked off by the pick and shield dawi, while above the rangers took potshots at the fleeing hobgrobi. It didn't take long for a runner from the hold to arrive to declare the Grobi too had been routed with minimum casualties. Today was truly a day, when the Ancestors were smiling down on them.
***
Loot Roll: 87
Your runelords found that in order to make their armour rigid, despite their use of bronze, the Dawi Zharr have made an alloy of bronze and gromril. With the various trinkets you've found and suits of armour, after purification you will have enough bronze for 3 units; and enough gromril for either a full suit of armour, or 2 new weapons, alongside any runes your hold will need for the foreseeable future.
-Enough Gromril trinkets and armour amongst the Infernal Guard to either forge 2 new weapons or 1 suit of armour.
-Salvaged armour amounts to 3 units of Bronze metal
Well that is done and I did not expect it to go much different, you went with the option that allowed you to preserve your holds life and give you a massive edge against them, they were a group you could overcome without the wall, though this is a Victory now you just have to survive the impending food and ale crisis, (You can get a fair bit more from reclamation if your lucky but that is really a stopgap, still things worked out well for you. (Especially against the grobi expected them to at least do better but you passed the DC checks so no lost life on that end.)
Also, just a heads up used a different dice roller and found that it holds true to form, nice combat rolls all around except a few for the more crucial rolls, really you roll well and then get a 2 for the 1 unit in your army that could actually do more harm than good if they failed their roll. Oh well if they hold true to form things will be interesting.
Until the next update enjoy guys.
Total Losses For the Throng: 4 Dead and 29 Wounded -5 Quarrellers (5 Wounded) -3 Ranger (3 wounded) -7 Pick and Shield Dawi (5 Wounded 2 Dead) -11 Quarrellers (9 Wounded, 2 Dead) -3 Valkyrinn (3 Wounded) -4 Rangers (4 Wounded)
Total Losses For the Dawi-Zharr: 1 Infernal Castellan Killed
28 Infernal Guard killed
128 Chaos Dwarf Warriors Killed
19 Black orcs killed
199 Hobgoblin Archers Killed
18 Hobgoblins broke and ran
Indeed. Heck, I expect Dawi-Zharr numbers in general to be lower in this AU because they have been constantly skirmishing with loyal Dawi for centuries.
Still, next to no progress on finishing a grudge, since its for all chaos dwarfs to die.
true, for the grudge at least, not so much for the rest, I would advise watching the series by loremaster of sotek to get a better idea of just how many of the damned critters are there.
Indeed. Heck, I expect Dawi-Zharr numbers in general to be lower in this AU because they have been constantly skirmishing with loyal Dawi for centuries.
They are gonna have a massive problem once the black orcs do there revolt on the Dawi-Zharr, hell it might even kill them of or make them a non entity do low numbers
true but we don't know when, we are it could be in modern times as the dawi-zharr still in some amount use black orcs, the slave revolt is what basically destroyed their enslavement of the black orcs and most of the regular orcs, not ending the practice as it were
They are gonna have a massive problem once the black orcs do there revolt on the Dawi-Zharr, hell it might even kill them of or make them a non entity do low numbers
And despite their poor numbers there are more Dawi Zharr than loyalists in the east right now. They have at least 5 major holdings outside their capital, in a vast empire. Meanwhile we are at this point 1 hold, abd a loose collection of small mines, forts, and a colony/reclamation effort.
There are many mechanics we will be using, that you'll see over the next few turns. Hopefully you'll enjoy them.
No Revealing the one Mechanic it meant to be a surprise! But in all honesty, the two that Imperial thinking about is not too bad I think, 1 is related to Kor Khazad as it is honestly needed to simulate what you are up against, as for the other one that is very easy to follow, especially with how it works. (looking forward to when it activates but it will only be a mild run for good reason.)
Event Roll: 81 ( a few things are found and some bonuses and the Grobi falling back in one area.)
You took a sip of ale before turning back to your drake pistol, the damaged runes staring back at you, stuttering with a pale blue light. You fought back the urge to pick up your old tools, before reaching for you me tankard, draining it in one. Growling you shoved it back into its holster. This has been your pride and joy, a work you had planned to gift to the then warden of the Runedrakes, Throgg Steelbeard. 10 years you had squandered mastering the runes, designing where they would be put, fine tuning the ores to harmonise the barrel… Then as you had finished the final touches of its master rune, your damned fool of a master had to break in complaining as usual, only to take it in his hands to test 'a rune' on!
It had not been a rare occurrence. Various commissions he had you commit to (both for funds and experience) were ruined as he broke into your chambers to 'liberate' your creations for his own destructive trials. Excusing them as 'umgak' and 'unworthy of leaving your forge'. But that had been your final staw. Shaking your head you downed some more Ale before rising. The hold needed it's Thane and not some moping beardling acting like a longbeard lost in memories of better times.
Exiting the tent you watched as a portion of the Throng moved over the Eastern bridge, the smell of burning grobi stench lingering in the air, watching them go brought a smile to your face, the grobi having all but abandoned the area allowing it to be reclaimed easily.
Still, that left you to deal with other things, frowning you made for the valley, the watchers having spotted fellow rangers in the distance. Marching to the gate you could see the clan already hard at work to build a small barricade from last weeks battle.
Shaking your head you made for the wall, a horn sounding just outside as you reached the fallen gate, the blackened grass just outside a testament to what had happened to the wazzocks who had tried to enter.
Looking out you watched a large group of rangers approach the gate, their hoods up and eyes scanning as they held crossbows in hand, the entire group filled with elders and longbeards. A dangerous group, but one that was most defiantly lacking for the force that they had likely been sent to hunt.
Looking over them you gave a nod to their leader whose eyes seemed a little wide at the new wall. Not surprising as the last word from your hold had it practically useless. As they drew closer you waved off your guard before approaching them, "Elder Farr, a bit late I'm afraid, but welcome nonetheless. Sadly there's nothing but the dead left for you." Your voice tired and accusatory.
The elder glared at you before barking out some orders to his throng before returning his gaze to you, "So you say, yet my dawi will be the judge of that." The elder growled out, before turning his attention to the wall before him, manned diligently by a full company of quarrelers. He gave some of your guards nods of respect, while those behind him fanned out.
The cousin of your former master continued to give you the silent treatment, before finally you relented giving the curmudgeonly old bastard what he wanted and broke the silence. "I apologise for the standard of it, but you'll have the full hospitality of Grongron while you're here. Is the rest of the throng not too far behind?" The elder eyed you carefully before shaking his head, marching past you "After careful consideration… no. Sadly, there were no others to spare." He said before snorting. "and if what you say is true, then it was all for the best"
You glared at him, fuming at his words of 'innocent' sabotage, before following the elder. He glanced at you mulishly as he realised something, "Also I'll have to report to king Tholgion about this." He groused. "Can't have the hold waste precious resources on the fears of a beardling…"
That raised the hackles of the throngs around you. Even members of his own troupe glared at their elder. Dawi Zharr, not least a force that had broken through the Kor Khazad should never be trifled with….
It took nearly a week for the bastard to leave, departing stating that he needed to deliver the news. Only a small force returned with him, many more choosing to remain at the hold for the foreseeable future. Harsh words were shared, oaths were challenged, but an agreement was made that they would remain until another breach in the Kor Khazad occurred.
Karak Gronti Reinforcements (Sent to deal with the Dawi-Zharr): 14
Ranger Squads: 1d8+4= 8+4=12 Squads (60 Rangers Arrived 15 of which have left to report to their king in Karak Gronti) (They are hear only for this turn)
(Eastern Bridge Secured )
3 Units of Food (Recovered)
1 Unit of Ale (Recovered)
2 Units of Weapons (Recovered)
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. 1 Action 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)
4 Regiments of Warriors (Each regiment is made up of 50 Dawi)
3 Regiments of Quarrellers (Each regiment is made up of 50 Dawi)
Reclamation Regiments available to reclaim the hold or assist with defending your clan's builders:
Advisor Haggar Bavilsson (+20% Chance to Reclaim a Hall)
1 Master Runesmith (Heroes) (+20% Chance to Reclaim a Hall)
1 Regiment of Ironbreakers (+25% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 60 Dawi)
2 Squads of Rune Drakes (+35% Chance to Reclaim a Hall per Squad) (Each squad is made up of 5 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)
1 Regiment of Valkyrinn (1 Regiment of 20) (Will help reduce losses) (Each regiment is made up of 20 Kvinn Dawi)
Injured Regiments Unable to assist this year with the Reclamation
1 Regiment of Quarreller's
[]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)
-Northern Bridge section: leading towards both the Forge hall and Clan Bronzebeards hall. (Will allow you to reclaim two proper halls or secure the storage sites of food and ale next turn) (-40 % chance of success as there are four Grobi Regiment in the area)
-Southwestern Bridge section: leading towards the engineering hall or upper halls with the chance to secure supplies from the Destroyed Ale Hall next turn. ) (-50% Chance of success as there are five Grobi Regiments in the area)
-The Miners Guild Hall: The Mines of Khazid Grungron are no rival for the riches of Karak Gronti, but it is rich in Iron and silver, the seams running long and deep within, the Grobi within greatly diminished after their last war chief pushed them to assault your Throng. Only a few are Standing in your way. (-20 % chance of success as there is two Grobi Regiments in the area) (will unlock the mining options within Stewardship as there is a limited Grobi presence. Though do be careful as if they return it will require a single regiment to keep the mines secure.)
-Feast/Audience Hall: The Great Audience hall of Khazid Grungron when in the hands of your people held many great works, the hall itself tall enough to allow even the mighty Sky-Titans to fit comfortably, sadly it has fallen into the hands of the Grobi. Have the Throng clear it out so that your clan can reclaim the works of your people. (The Feast hall is likely to hold a bit of Ale and food in storage. (Warning if the mines are not cleared out this will open up a new front that will require a regiment of Runedrakes to hold the line and be put on active defence
- 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 been used as the home for the Grobi Tribe Legsnappas. (Battle Interlude The force within the hall numbering 2000 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 and it will allow the Throng to push into the caves cutting off the grobi within Clan Ironforges Hall. (-30 % chance of success as there is three 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.)
[]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)
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
[]Re-establish the Food farming fields: The damned grobi forced much of the clan out of the hold the damned greenskins even getting through in some places, sadly the battle that took place over the farm and many of it's fields and crops were damaged or disrupted, it will take a little bit of work to get it growing again but not much. (Takes up 1 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
[]Expand your Ale fields: The Hold has plenty of crops used for the making of ale and while some of it is not to their required standard it can still be used to feed the hold, expand the number of fields you use to grow the hob and barley crops. (Produces 2 Food and 4 Ale Grain)
60% chance of success Cost 3 Tools
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
(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
[]Clear out the Pass: To stall the Dawi-Zharr you sealed off the pass leading up to the hold, many of its other passes too small and dangerous to either move caravans or armies through, something that while allowed you to prepare is now an issue. Trade Caravans are unable to reach the hold so have the hold work to clear out the block so that your holds warriors are not held up with defending your kin when they deliver supplies.
60% chance of success Cost 3 Tools (Will get some resources out of this)
1 Turn
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.
No Longer Action based to have this more in line with other mechanics and allows some flexibility.
10 Squads From your hold
2 Squads on Active defence
8 Squads are free to be assigned to different tasks
9 Squads from Karak Gronti are assisting the hold this Turn
Total Squads Capable of assisting with your Directives: 17 (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.
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
[]Establish a new Ranger Camp: With the rangers camp all but trampled under the boots of the grobi along with many of their number there is little doubt that a new camp will be needed to ensure that the hold has a proper place for them to operate properly again.(Will allow the rangers to establish further ranger defences and traps.)
2 Turns (This will lock the squads assigned to this until they are done)
[] Assassinate 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)
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.
Secure a Minor Hall: With the Throng slowly reclaiming the hold it is hard to truly secure the entire area, more often than not some of the Minor halls only left under watch rather than cleared, the work left to the rangers as they are more adept at hunting those that would hide. Their efforts allowing the clan to send in members of the hold to reclaim the stored goods within. (Only needs 1 Squad to secure to reap the benefits from the reclaimed hall and multiple can be chosen like all the other options)
-Vault Room (1 Room to secure within your reach)
-Council Chamber (1 Room to secure within your reach)
-Granary (1 Room to secure within your reach)
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 0/10)
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 1/8) (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 for to 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 piece 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 399/3000)
-Intrigue- 12 (Progress to next level is 476/1500)
-Learning- 8 (Progress to next level is 35/600)
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 (2/5)
Runesmith Guild: Grumbling (1/3)
Runescribe Guild: Grumbling (2/3)
Armourers and Weaponsmiths Guild: Happy (1/5)
Brewers Guild: Annoyed (3/5)
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
12.5 Units of Food (2 possibly 3 Turns until you run out of food) (1 Turn Until the 150 Pick and shield dawi will start draining your stores as well.)
21 Units of Ale (1 Turn before you don't have enough to sate the holds thirst)
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: 21 Units (1 Unit feeds 100 Dawi) (Net loss of 8.5 units per Turn) Ale: 25 Units (1 Unit sates 50 Dawi) Tools: 25 units Lumber: 12 units Weapons: 4 Unit's (1 unit Replaces overused Weapons of 2 Regiments) Armour: 3 Unit's (1 unit Replaces Broken or damaged Armour of 2 Regiments) Siege Engine maintenance Tools: 4 Units
Siege Engines:
Grudge Thrower x 1
***
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-hour Moratorium.
Now, let's get things on the roll that we passed that little hiccup.
Also most Grudges aimed at you can't be done until the hold is secure enough that you can sort it out or get the resoruces to do so.