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Quoted By:
Fulmenaxor destroyed the last Mountainhall in a single night of fierce flame. The dragon blew open the upper gates, burned down the halls where the clans had mustered, and nested within the great treasure vaults while the survivors fled through mines, drains, forgotten roads. No other dwarf hold remained.
The dwarves scattered. Some found work in foreign towns. Some hid in the wilderness. Others became servants, mercenaries, prisoners, or nameless wanderers. Families lost one another. Hope was entombed with passing time.
Now six dwarf families have gathered at the mouth of an empty mountain. They intend to establish a fortress where the scattered survivors may return and live as dwarves again. You are their leader.
A hidden refuge can protect only those to whom it is known. Therefore it's name must be carried by merchants, pilgrims, and rulers to the far corners of the realm, that it might reach the ears of those forgotten dwarves. But be warned, as the fortress becomes more famed, its enemies, drawn by legend and eternal greed, will commit ever greater forces against it.
And if the traders carry its name far enough, Fulmenaxor may wake from his dreamless slumber and learn that some of his victims have built another hall.
But for now, hope is quarried once more. It is time to strike the earth!
Choose leader:
>Datost Cinderhelm
Datost held the last passage open while other families fled, then led six of those families across the ruined roads, bearing a shield scorched black by Fulmenaxor's fire. Born of a martial clan, he rose to prominence in the old mountainhall as Captain of the Watch. Though once a prudent dwarf, the fall and subsequent exile have made him something of a madcap.
Defensive Captain: +2 to defense at the fortress or an outpost.
Reckless Commander: Failed military action queues casualties, supply loss, or retaliation.
>Varik Oathkeeper
Varik served as an ambitious young clerk and envoy before the fall. He gathered six families and the necessary supplies and passage through a long sequence of negotiation and political manuevering. He knows well the foreign courts and the caravans, but that knowledge has come with some considerable debt.
Diplomat: +2 to diplomacy, treaties, and hosted envoys.
Indebted: Pay Gold 1 yearly or queue creditor trouble.
>Urist Firststone
Urist was a senior architect who escaped through a deep tunnel in the old hall's foundations, known only to those descended from its original diggers. He made no effort to gather the dwarves whom he now leads--they came to him, for he alone remembers the design of the old halls. He has no real desire or talent for leadership, but has taken on a mantle out of a devotion to restore the glory of the mountainhome.
Engineer: +1 to the first seasonal excavation or construction labor total.
Vain: If the fortress gains no Renown in a year, Happiness -1.
The dwarves scattered. Some found work in foreign towns. Some hid in the wilderness. Others became servants, mercenaries, prisoners, or nameless wanderers. Families lost one another. Hope was entombed with passing time.
Now six dwarf families have gathered at the mouth of an empty mountain. They intend to establish a fortress where the scattered survivors may return and live as dwarves again. You are their leader.
A hidden refuge can protect only those to whom it is known. Therefore it's name must be carried by merchants, pilgrims, and rulers to the far corners of the realm, that it might reach the ears of those forgotten dwarves. But be warned, as the fortress becomes more famed, its enemies, drawn by legend and eternal greed, will commit ever greater forces against it.
And if the traders carry its name far enough, Fulmenaxor may wake from his dreamless slumber and learn that some of his victims have built another hall.
But for now, hope is quarried once more. It is time to strike the earth!
Choose leader:
>Datost Cinderhelm
Datost held the last passage open while other families fled, then led six of those families across the ruined roads, bearing a shield scorched black by Fulmenaxor's fire. Born of a martial clan, he rose to prominence in the old mountainhall as Captain of the Watch. Though once a prudent dwarf, the fall and subsequent exile have made him something of a madcap.
Defensive Captain: +2 to defense at the fortress or an outpost.
Reckless Commander: Failed military action queues casualties, supply loss, or retaliation.
>Varik Oathkeeper
Varik served as an ambitious young clerk and envoy before the fall. He gathered six families and the necessary supplies and passage through a long sequence of negotiation and political manuevering. He knows well the foreign courts and the caravans, but that knowledge has come with some considerable debt.
Diplomat: +2 to diplomacy, treaties, and hosted envoys.
Indebted: Pay Gold 1 yearly or queue creditor trouble.
>Urist Firststone
Urist was a senior architect who escaped through a deep tunnel in the old hall's foundations, known only to those descended from its original diggers. He made no effort to gather the dwarves whom he now leads--they came to him, for he alone remembers the design of the old halls. He has no real desire or talent for leadership, but has taken on a mantle out of a devotion to restore the glory of the mountainhome.
Engineer: +1 to the first seasonal excavation or construction labor total.
Vain: If the fortress gains no Renown in a year, Happiness -1.
