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Underdeep: Month of the Beetle, Week 2 (Orders due May 27)

Started by Steerpike, February 01, 2013, 04:19:02 PM

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Polycarp

The Glow - Fungoids - Week 3

The Glow Theme

[ic=Entwined]The Child's eyes were closed, but that was no obstacle to the light.  The light that played on the still waters and the waxy skins of her children was but an expression of the inner light, the light of the dream that suffused every mote of her being.  The sightless light danced between her and the formidable creature in her embrace, and in that embrace this new servant was her companion in the dream and her lover in her arms.  

Her new companion was her old companion.  When Blackrot had lived, it had served Blackrot; now the Child lived, and it had sworn to serve the Child.  Yet though its loyalty was good, loyalty to the flesh was not enough – it must have loyalty to the Dream.  "Blackrot the Second," it had called her, but this was not Truth.  Blackrot was dead, the First and the Last, and that name with her.  The Child was colorful.  The Child was life.  Soon, the wayward spawn would see this.

The slime of her body caressed her companion's chitin; it was thick and gnarled, still bearing the old scars of axe-blades.  Her form slowly crept about and enveloped the creature.  Her body – and slowly, her mind – began to seep into it.  It thrashed momentarily, surprised, but soon the unease was overcome by a wave of color and awe, and its fearsome body ceased to struggle.

Most of her servants only felt the Dream dimly.  Their minds were washed in the gauzy light of ecstasy that radiated from the Dream, but the visions themselves they could not perceive, not clearly.  They did not wish to, or wish anything else but to cheerfully labor in the haze of beauty and tranquility.  This one would be different.  It would not see as the Child saw, not as the Dreamer allowed the Child to see, but as it quivered in her narcotic embrace it drew closer to the Dream.  It saw the edges of the true beauty known to the Dreamer, the colorful fringes of the unreality.  The Child was vaguely aware that some minds could not quite comprehend the totality of the Dream; she had shared it with some thralls before, mewling in their membranous cages, and it had broken them.  Of course, they were not wasted – their flesh fed her children all the same – but they did not eat or reproduce, reduced to drooling idiocy.

No, a weak mind might be broken by the dream – and she had no need for a broken mind in her new prize.  Yet it would be molded, guided carefully and lovingly into another plane of thought, a place of perfect beauty and ineffable bliss.  As its mind stirred within the Dream, its body began to change as well, as the Child's spores suffused it with color and beauty.  What speaks truth must be true; what loves beauty must be beautiful.

The Child gazed upon her companion.  It would grow conscious of itself within the Dream – just a mote, perhaps, but a mote of true reality that knew itself, not merely dust illuminated by the Dream's reflected light.  A servant shown the Dream was a better servant gained.  The Child loved her companion; she would lose herself in that love, but for the dream they shared - the dream they would now dream together.  The dream must be realized.[/ic]

[spoiler=Message to Dâgalûr]The bat-keepers are now growing rather used to the infested bats sent back from the Lowerdeep - perhaps they even have a designated bat-stable-goblin to "receive" it.  It's probably one of the runts.  I mean, it seems harmless, but all the bat-keepers agree that breathing hallucinogenic spores from a fungus sprouting from a zombie bat can't be good for your health.

We love you, flesh.  We receive dead-flesh.  It is beautiful now.  Dwarf-flesh severs us from you.  We desire this not.

We see the dwarf-flesh.  We see.  They are close.  They threaten us.  They draw near the Child.  They hate us.

We love your flesh.  But the dwarf-flesh hates.  The dwarf-flesh kills.  They are ugly flesh.

Seven dwarf-flesh there are in the ugly dwelling.  Forty-one dwarf-flesh move west from there.  We know not where they go.  We fear their designs.  Their dreams are ugly and dangerous.

We will not reveal ourselves to the dwarf-flesh.  They hate us.  They will not heed the Dream.  You will make them leave.  Leave.  Make Leave.  UGLY.  HATE.  SHARPNESS AND DEATH.  YOU MAKE THEM LEAVE.

Or we will have no choice...

The sprout blooms again, into a little flat-capped mushroom - but this time, it oozes with a bright crimson fluid, uncannily like blood, that grows darker as it drips down the bat's corpse.  Where the ichor touches it, the bat begins to smoke and sizzle, and is soon a half-melted pile of fur and putrid guts.  The bat-keepers notice that even the floor beneath is pitted.  Perhaps it would be best to let the runt clean the message up, too.[/spoiler]
[spoiler=Message to Llitul]The Truth is the Dream.  The Dream is beautiful.  Therefore the Truth is beautiful.  What is not beautiful is not true; what is not true is not beautiful.

But there is ugliness near us.  We feel them, Llitul.

The sharpness.  The ugliness.  Our children have seen the Lothe-flesh.  They draw near us.  They make.  They build from dead things.  They are upon us...

We lurk in the crimson light.  We watch them.  We do not know if they see us... but we think not.  They have moved on.  Forty-one move west, to where we do not know.  Only their makings remain, with a few fleshlings watching over.  Seven remain in their ugly dwelling.

(Images of dwarves fill the vision.  They are indistinct, as if viewed through murky water, but surrounded in fiery halos of deep and endless blackness.)

The good-goblin-flesh gives us dead flesh to beautify – but no more.  No more, Llitul.  The Lothe-flesh is here.  We tell the goblin-flesh to make them leave.  They cannot.  They do not.  We do not understand.

They cannot stay.  They are so close to us... we are afraid of them.  Look, Llitul.  They poison the Dream, Llitul.  The color-haters.  The death-lovers.

(Something is wrong... there is suddenly an horrible, sickening vertigo in the vision, as if all reality opened up in a yawning gap into which all the color and light begins to fall.  The colors that remain are indescribable, as if dread and terror were themselves colors.  There is a cacophony of inhuman moans and wails, a choir a million strong, in sounds no animal could make and no mortal ear could hear.)

I... We... we... they must go.  They must go.  There is no place for them in the Dream.  I fear them Llitul, but...

...but...

...we too have a sharpness.

We perfect flesh.[/spoiler]
[spoiler=2nd Message to Llitul]This is the goblin-flesh called Dagalurbaneofmenslayerofelvespatriarchofthebloodclankingofthegoblinsandlordofallthesunsees.  That is the only goblin-flesh we know.  It is good flesh.  Flesh gives us dead-flesh - but now Lothe-flesh guards the way.

They will hurt us.  This we know.  But we have many children.  We bear pain.  We bear ugliness.  The Dream is strong.  We will not wait for their sharpness and fire.  We will take their ugly dwelling that lurks near us, and we will uproot it.  We will drive them out.  They are few, and we are many.

But we do not know these fleshlings that the Lothe-flesh sends west, away from the crimson light.  Away from us.  Forty-one he sends to places we know not, where we have never been.  Will they turn and come for us, when we take his dwelling?  We... I am not sure what to do with them.  I cannot see it in the Dream...

The other dwarf-flesh has spoken to us.  The deep-flesh.  The duergar-flesh.  This one warns us not to come near.  We offer the flesh this - to leave the gardens between us in peace, if they will do so.  You have warned us of this flesh.  Yet we cannot keep safe from dwarf-flesh above and dwarf-flesh below.  We must let them have their dreams, if our colors will grow and the flesh of Lothe be made beautiful.[/spoiler]
[spoiler=Message to Shee-Ra]The message the rat returns with is bizarre – it's written in a mishmash of dwarven, elven, and kobold dialects, with a smattering of goblin as well.  Sometimes whole phrases are of a single language; sometimes the tongue changes with each word.  As one might expect of such a message, the grammar is completely incoherent, but fortunately all the phrases are quite simple.  Assuming the Cleversmarts can read this, the reply reads as follows:

This message.  A flesh message.  You make flesh-lines.  Strange lines.  We answer.  We love the flesh.

We are Dreamers.  We perfect flesh.  We make flesh beautiful.  We love you, good flesh.

The flesh gives us dead-flesh.  We make dead-flesh beautiful.  In dead-flesh we are born.  We take dead-flesh and make life.  We perfect flesh.  Gold is ugly.  Dead-gold.  Death is not beautiful.  Life is beautiful.  We make the flesh bloom.  We share our colors.  The Dream lives.

Flesh speaks in flesh-lines.  Other flesh whispers.  Dream-whispers.  We hear them.  But our dream is life.  Our dream is beauty.

There is good flesh.  Good flesh gives us dead-flesh.  There is flesh that hates.  Ugly-flesh.  Bad-flesh with sharpness and fire.  We love all flesh.  But the Dream must be safe.  We must be safe.  We love our children.  Our colors grow.[/spoiler]
[spoiler=Message to Käfer]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds through the long passages filled with mushrooms and into the fiery caves of the Duergar, finally reaching the gates of Käferhold, where the top blossoms open to reveal a pale green growth of fungus shaped crudely in the form of the upper half of a child's body.  The puffball-child-thing speaks in a soft, whimsical voice, and remains only long enough to receive any reply the Duergar might have.

We see you, flesh.  We greet the flesh.  We live and grow, but we seek no harm to Duergar-flesh.  We love the flesh.

The caves of fungus are beautiful and pleasing to us.  We would keep and nurture them.  If the flesh fears us, we will leave them to grow on their own, and they will still be as beautiful – but then the flesh must also give its respect and show its love.  We will make no dwellings between the Sanguine Maw and the Ash-gate* if the Duergar-flesh will also make no dwellings there.  These ways shall be a beautiful garden, left in peace between the Duergar-flesh and we of the Dream.  All that is south shall be open to our colors, and all that is north shall be open to yours.  Let the flesh say whether this is good.

That flesh which is like to yours, the Lothe-flesh, the dwarf-flesh, draws very near to us.  They wish for no gardens between us, as you have wished.  They threaten not, but bring fire to the crimson light of our gates.  Do you love them, Duergar-flesh?  Do you dream together, or are you strangers to one another?

*This is further explained to mean all Lowerdeep regions numbered from 21 to 28.[/spoiler]
[spoiler=2nd Message to Käfer]The puffball-child-thing returns...

It is good the Dwer-flesh is not known to the Duergar-flesh.  They bring their ugly dwellings to our very gates and stop our trade with good flesh above.  We must remove them; you will understand this.  If we made our dwelling here, outside your gates, you would fear, and you would use your sharpness against us.  But we would not do this to the Duergar-flesh; we do not like these fire-lakes, and the Duergar-flesh threatens us not.  Perhaps the Duergar-flesh wishes to trade, eventually.  That would be good.  But we must remove the Dwer-flesh from their new dwelling, or else the Dream will not be safe.

What the flesh proposes is strange to us.  The Duergar-flesh asks for us to stay far away, but then says it wishes to come closer to us.  This is confusing.  If the Duergar-flesh wishes us to be distant, why does it want to dwell ever nearer?

This is what we say.  Perhaps we can allow the Duergar-flesh to have [Lowerdeep 21 and 22].  But we have fought with great ugly beetles this last week, beetle-flesh that threatened the Heart itself.  We have heard that the Duergar-flesh has such beetle-flesh.  So we say this - the Duergar-flesh may have these regions if they keep no beetles and no fire [i.e., fire-using units] at [Lowerdeep 21].  In the gardens between us, neither of us shall make dwellings, and we shall give our words not to harm one another.  We love the flesh, and will not harm it if it threatens us not.  What does the flesh say to this?[/spoiler]
[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

Harvested Bodies: +10 Bodies
Trade from Goblins: +12 Bodies[/spoiler]

[spoiler=Upkeep]
42 Fungoid Warriors: 42 Bodies
1 Sporemother: 4 Bodies
1 Crawling Cap: 3 Bodies
27 Fungoid Thralls: 27 Food[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
Slime Pool: 5 weeks remaining

Beginning Construction
Infestation Mound: -40 Bodies, 4 weeks remaining
Maturation Bulb (on Toxic Cluster): -8 Bodies, 1 week remaining

Crimsonlight (Middledeep 47)

Under Construction
4 Skin Farms: 2 weeks remaining
Disguised Entrance: 1 week remaining
2 Brown Moulds: 2 weeks remaining

Beginning Construction
6 Skin Farms: -90 Bodies, 3 weeks remaining
3 Vault Slimes: -15 Bodies, 2 weeks remaining

Sanguine Maw (Lowerdeep 29)

Beginning Construction
Disguised Entrance: -15 Bodies, 2 weeks remaining
1 Dreamcap: -12 Bodies, 3 weeks remaining

[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
Recruit 2 Sporemothers: -24 Bodies, 1 week remaining
Recruit 10 Fungoid Warriors: -10 Bodies, instant
Recruit 10 Puffball Mines: -10 Bodies, instant[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 118
Bodies: 0[/spoiler]

[spoiler=Dungeons and Outposts]Heart of the Glow (Lowerdeep 31)

  • Heart of the Glow
  • Fungal Nursery (w/ Maturation, Regeneration, and Cultivation Bulbs)
  • 10 Skin Farms
  • 1 Mushroom Grove
  • Toxic Cluster

Crimsonlight (Middledeep 47)
  • Escape Tunnel

Sanguine Maw (Lowerdeep 29)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
10 Puffball Mines (8 weeks left)
10 Fungoid Warriors (16 weeks left)
1 Sporemother (24 weeks left)

Dream Emissaries – Lowerdeep 32
1 Child of the Glow
1 Lurker in the Reverie (Blightguard Captain)
1 Fungoid Crawling Cap (4 weeks left)
17 Fungoid Warriors (10 weeks left)
15 Fungoid Thralls (7 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
25 Fungoid Warriors (15 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
10 Fungoid Thralls (7 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Slumberous Poison, Regeneration 12

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot's retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly "sweats" a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot's service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +7
Melee Damage: 10
Defence: 22
Health: 35
Speed: 4
Morale: +7
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker's limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic][/spoiler]

[spoiler=Orders]The enemy has returned.  His presence cannot be tolerated so close to the Dreamer.  From this point forward, all Dwer units are to be considered hostile wherever they are found.  We are now at war.

Dream Emissaries
  • The remaining Blightguard is hereby promoted to Captain of Sanguine Maw, and will break off from the Dream Emissaries, go to L29, and garrison at that outpost.
  • 2 Speed: The rest of the Dream Emissaries will go to L31.
  • 1 Speed: The Child of the Glow will garrison at the Heart of the Glow, thus allowing her to speed the production of units this turn.  The Warriors and the Crawling Cap will move to M47.
  • Now broken up, the Dream Emissaries ceases to exist as a named army.

Keepers of the Heart
  • 1 Speed: The newly-born Sporemother, the 10 new Fungoid Warriors, and all 10 Puffball Mines will de-garrison and move to M47.
  • The Keepers of the Heart now consists of the Child of the Glow and 15 Thralls, formerly of the Dream Emissaries.

Keepers of Crimsonlight
  • With reinforcements from below, the Keepers of Crimsonlight now consists of 1 Blightguard commander, 52 Warriors, 10 Puffball Mines, 1 Crawling Cap, and 1 Sporemother.  The Crawling Cap and the 17 Warriors from the Dream Emissaries will remain at Crimsonlight (and the Warriors will garrison with their last move); the rest of the units will form the Chimeric Host.

Chimeric Host
  • The Chimeric Host consists of 35 Warriors, 10 Puffball Mines, 1 Sporemother, and the Florid Reveler (Blightguard Commander).  The Florid Reveler is in command and will join the Warrior regiment.
  • 1 Speed: The army will move to M42 and assault the Dwer outpost.
  • Tactics: The Sporemother will use Shroud on the opening round to try and minimize the opening shot of the Flamers.  The Warriors (with the Reveler) should engage the Axemen, while the Puffballs should attack the Flamers in melee.  Once the Flamers are tied up in melee, the Sporemother should use Distraction on the Axemen until the battle is over.  If any Puffballs remain after killing the Flamers, they should not engage the Axemen unless the Warriors are somehow losing; they should hold back and save themselves for later.
  • If we win the battle, the outpost should be totally destroyed – we do not want it, and we do not want the Dwer to reoccupy it.  Raze it to the ground.  I assume this won't require demolitions because there will be no rooms yet, but if it does, a number of mines necessary to complete this should be held back from the assault (but please PM me if it's more than one or two).  Harvest the fallen Dwerim.  If any Dwerim surrender, they should be taken alive and sent to the Heart of the Glow for... reasons.  Blindfold/drug them if necessary to ensure they learn nothing about our defenses.
  • 2+ Speed: After the attack, regardless of whether we win or lose, all units should return to M47 and re-garrison at Crimsonlight – except for any remaining Puffballs, who will move west to M46.  If they encounter any Dwer units on their way, they are to attack and do as much damage as possible.  Semper Fi, round buddies.
[/spoiler][/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Llum

[ic=The will of a despot]
The rush of battle and thrill of victory resonate for the Duergar. Plunder flows to Käferhold and the empire grows. The Hatcheries give birth to the seasons first flight of Cave Beetles.
[/ic]

[spoiler=Messages]
[spoiler=Message to Dalashinn, the Onyx Prince]
Recently I have gained access to some Fire Drake Eggs, these will hatch into a more fire resistant version of the drakes your kind are known for riding. I am enqiring if you would wish to purchase one or more of these eggs for your use.
[/spoiler]

[spoiler=Reply to Dalashinn, the Onyx Prince]
I have currently had some travelling merchants offer in excess of 40 gold per egg, of which I have up to 4 to sell. Perhaps some other arrangement can be made, perhaps if you have some demonologists or casters who could be transferred to my service or a higher price in gold per egg.
[/spoiler]

[spoiler=Message to Dolmar Lestridae]
Recently I have gained access to some Fire Drake Eggs, these will hatch into a more fire resistant version of the drakes your kind are known for riding. I am enqiring if you would wish to purchase one or more of these eggs for your use.
[/spoiler]

[spoiler=Message to Viarra Gloomsong]
Recently I have gained access to some Fire Drake Eggs, these will hatch into a more fire resistant version of the drakes your kind are known for riding. I am enqiring if you would wish to purchase one or more of these eggs for your use.
[/spoiler]

[spoiler=Message to Dagalur, King of the Red Tide]
While I am quite interested in the Dragon, your proposition seems taxing. Our territories are separated by a vast distance, by the time my forces could arrive to help, it would most likely be too late. However I am willing to agree to some form of alliance with you. I am not sure how much military might I will be able to bring to bear quickly as I must first secure my territory from the tentacled horrors that infest the Lowerdeep.
[/spoiler]

[spoiler=Message to Dis Grimhammer]
Greetings Queen of the Dwarves

I have recently been informed that you are willing to give your hand in marriage to any dwarf who slays the dragon Scorra. Would you be willing to give your hand to a Duergar, from whom dwarf blood still flows in their veins?

[/spoiler]

[spoiler=Message to the Glow]
Mushroom folk, you seem to be creeping northwards in the Lowerdeep, what are your plans and concerns for the area? Do you wish to form some sort of alliance, or do you come to infest us all? Spread no further northwards and there will be no trouble with any Duergar who swear fealty to Käferhold. But be warned, should you move any more north, you will be blocked by magma and steel.
[/spoiler]

[spoiler=Reply to the Glow]
We do not know the Dwerim, they are long lost to the Duergar. The regions you wish to remain as neutral territory do not work for me, the Duergar wish to claim a new citadel over the magma lake to the south of us. Perhaps the H shaped tunnel area could remain neutral ground between our two peoples? Your forces are much more mobile than my own Duergar and would have an easier time launching a surprise assault on my holdings, of which are far from my capital.

What thoughts do you have on this matter? Perhaps the establishment of bordering Outposts, to be garrisoned my a limited force?
[/spoiler]

[spoiler= Message to Lothe, Prince of the Dwerim]
Greetings Lothe

I am aware that you have history with the beasts known as Fungoids and that they are once again making advances towards their territory. Would you be willing to form some sort of pact in regards to them? Or create some kind of alliance or relationship between our two empires?
[/spoiler]

[spoiler= Reply to Lothe, Prince of the Dwerim]
Should the Mushroom Folk bring war to the Dwer, the Duergar will be willing to bring magma and blade to hew them down. Currently I am attempting to contain them through diplomacy rather than violence. On the matter of the wyrm Scorra, would you be willing to trade for it's heart and head in regards to Disa Grimhammer?
[/spoiler]

[/spoiler]

[spoiler=Orders]
Orders

[spoiler=Production]
Käferhold

Duergar Mine: +200 Gold, +25 Metal
1 Beetle Farm: +50 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Total: +300 Gold, +25 metal, +75 food
[/spoiler]

[spoiler=Upkeep]
4 Duergar Sneaks: -12 Gold - 8 food
4 Duergar Hammer Throwers: -8 Gold - 8 food
11 Duergar Halbrediers: -22 Gold - 22 food
total: -42 Gold - 38 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)

Under Construction:
Beetle Farm: 1 weeks remaining
Beetle Farm: 1 weeks remaining

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Duergar Mine 3 weeks remaining

Beginning Construction:
Forge Hall -50 Gold - 10 metal 2 weeks remaining
Beetle Farm -50 gold 5 weeks remaining
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
4 Cave Beetles -80 Gold
Umbrahold (Lowerdeep 19)
[/spoiler]

[spoiler=Wealth]
Gold: 114
Metal: 378
Food: 341
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 1
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)

[/spoiler]

[spoiler=Armies]

Despot Käfer – Waiting (Lowerdeep 16)
4 Duergar Hammer Throwers - Waiting (Lowerdeep 16)
11 Duergar Halbrediers - Waiting (Lowerdeep 16)
Commander Wulfgar - Garrisoned at Umbrahold (Lowerdeep 19)
3 Duergar Sneaks - Infiltrating (Lowerdeep 16)
1 Duergar Sneaks - Infiltrating (Lowerdeep 12)
4 Cave Beetles - Garrisoned at  Käferhold (Lowerdeep 17)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 8
Defence: 20
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 8
Defence: 17
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]
[/spoiler]

[spoiler=Orders]
Spend 3 Speed to move 4 Cave Beetles from Lowerdeep 17 to Lowerdeep 16
Spend 2 speed to entrencth Commander Käfer + 4 Duergar Hammer Throwers + 11 Duergar Halbrediers + 4 Cave Beetles entrench at Lowerdeep 16
Found a new Dungeon at Lowerdeep 16, name it Drakkenhold.
Force march to spend 6 speed to move 1 Duergar Scout from Lowerdeep 12 to Middledeep 7 and scout it and it's ruins. Do not engage in combat.
Force march to spend 6 speed to move 1 Duergar Scout from Lowerdeep 16 to Lowerdeep 88 and scout it. Do not engage in combat.
Force march to spend 5 speed to move 1 Duergar Scout from Lowerdeep 16 to Lowerdeep 22 and scout it. Do not engage in combat.
Force march to spend 8 speed to move 1 Duergar Scout from Lowerdeep 16 to Middledeep 48 and scout it. Do not engage in combat.
[/spoiler]

[/spoiler]

Ghostman


[ic=Bloodlord's Favour]

A hint of arrogant confidence was apparent in the sensuously swaying gait of Mianarith as she strode between colonnades toward the royal daïs at the end of the throne room; toward the elevated figure of her lord and master. Although she kept her eyes cast to the floor as etiquette demanded, she made no effort to hide the pride she felt today, even in the presense of the Onyx Prince. The nobility in attendance eyed her enviously and exchanged glances and murmured whispered words behind their silken folding fans even as she knelt and bowed before the daïs. The low voices of the courtiers died down when the Onyx Prince raised his hand and addressed the Dark Elf woman:

"You bow before me as an accomplished sorceress, a summoner of fiends. Your lineage is glorious, tracing back to the thrice-vaunted Il-Aghiel, the Herald of Damnation. Today your service and loyalty will be rewarded, and greater duties will be entrusted onto your hands. Rise now, Mianarith, for you are become more than a summoner. Rise proudly, governess of Uzannador!"

As Dalashinn finished his speech, a flurry of whispers again erupted amongst the courtiers. Such was the way of life among them; endless plotting and speculations and gossip. Important affairs, such as this present appointment of a governor to a colony, aroused particular interest among them.

Mianarith straightened her posture, taking pleasure in the attention she was the center of. This was her day of triumph, and she knew well that many among the crowd were her bitter rivals, undoubtedly ruing her success at being granted such a prestigious post. "Your boon is most gracious, my lord. I shall continue to serve your will with greater vigour and dedication. May the Inferal Lords favour you always." Words she uttered with refined articulation and decorum.

The Onyx Prince nodded approvingly, satisfied at her conduct. "Go then, and enforce my will in Uzannador. Assemble a guard from the ranks of the garrison and proceed to your duties." He dismissed her with a gesture. Mianarith bowed deep, turned on her heels and slowly made her exit from the throne room, savouring every lingering moment. But already her mind was on the challenges ahead, as her position as the ruler of a newfound colony meant much in the way of work to come.

[/ic]

[spoiler=Messages]

[spoiler=To Dr. Robertson, Professor Immortal]

Greetings, esteemed professor.

News has graced my ears of your recent endeavors on the surface. And good news they are indeed, for the Kirr have no love for the kingdoms of the sun-blasted lands. It is always pleasant to hear of victories against surface scum, even by other peoples than my own. May you accomplish many more successes against their kind.

I am pleased to inform you that the enlarged slave market of my beloved city is being built according to schedule. By the very next week there will be more chattel available for purchase than ever before. Your representatives will be welcome to make purchases at most favourable prices: 25 gold for each ten slaves, or 3 gold for an individual slave.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler][spoiler=Reply to Dr. Robertson]
Dearest Professor,

Alas, it seems that the time is inopportune for trade between us right now, for the stores of Kirr-Godna wax with an abundance of food. Perhaps the future may yet bring days more favourable for such exchanges? The offer I have made stands.

As for intelligence regarding a foe in possession of an artifact, I must admit that it does interest me. However, unless the foe in question is one that resides in the ruins of Hazer-Nagroth to the east from my city, I would postpone the purchase of this information to a later date -- right now there are more urgent expenses to cover. You can rest assured that not a word about the source of such intelligence would be divulged; Dark Elves know how to guard their secrets.

The Upperdeep concerns me less for the time being, aside from the plans of certain Dwarves. Nevertheless, your offer is appreciated.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Käfer, the Despot of Käferhold]

Greetings,

I am interested in purchasing these eggs by the fourth week of the Month of the Spider, provided that my current business plans come to fruition. Tentatively I present an offer of 7 gold per egg. If you would prefer payment in some other form than gold, that is negotiatable. How many eggs are you offering up for sale?

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler][spoiler=2nd Reply to Käfer, the Despot of Käferhold]

Clearly, these merchants have far greater need for such eggs than myself. I must decline from trying to outbid them.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[/spoiler]

[spoiler=Week 3]

[spoiler=Production]

Foraging: +20 Food

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +40 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food

[/spoiler][spoiler=Upkeep]

22 Slave Soldiers: -22 Food
15 Dark Elf Swordsmen: -30 Gold, -15 Food
10 Dark Elf Crossbowmen: -20 Gold, -10 Food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
Slave Market: 1 week remaining

Beginning Construction:
(Nothing)

Uzannador (Middledeep 15)

Under Construction:
(Nothing)

Beginning Construction:
Dark Elf Mine: -175 Gold, -15 Metal, 3 weeks remaining

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)

Recruit 1 Dark Elf Summoner: -50 Gold
Recruit 2 Dark Elf Crossbowmen: -24 Gold, -4 Metal
Recruit 4 Slave Soldiers: -20 Gold

[/spoiler][spoiler=Wealth]

Gold: 1
Metal: 216
Food: 288

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
War Spire
1 Lichen Garden
Improved Dark Elf Mine
Profane Temple
1 Lizard Pen
City Wall

Uzannador (Middledeep 15)

[/spoiler][spoiler=Armies]

Dalashinn: Garrisoned at Kirr-Godna (Middledeep 13)
21 Slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
10 Dark Elf Swordsmen: Garrisoned at Kirr-Godna (Middledeep 13)
12 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
Mianarith: Garrisoned at Kirr-Godna (Middledeep 13)

5 slave Soldiers: Garrisoned at Uzannador (Middledeep 15)
5 Dark Elf Swordsmen: Garrisoned at Uzannador (Middledeep 15)

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact
Inventory: -

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.

(Fell Pact: Dalashinn's experience with the Infernal Powers allows him to perform especially complex rites.  If Dalashinn personally performs a ritual sacrifice before a battle, troops in the army gain +1 to Attack, Damage, and Morale for every 5 units sacrificed instead of just +1 to Damage and Morale.  The maximum bonus increases to +5 instead of +4.)
[/ic]

[ic=Mianarith, Summoner Commander of Uzannador]

Mianarith is an infernalist of natural talent. When she was a but a child, she could hear the otherworldly voices of fell spirits, whispering eldritch secrets in her ears. She used her gift to conjure minor spirits, allowing them to possess her favourite porcelain dolls and make them dance to her amusement. Her affinity with the nether planes only strengthened as she grew up, maturing into a young lady. Her assertive personality combined with her talent allowed her to dominate the social circles with ease, and during her apprenticeship her status as "senior" among the students of witchcraft was unquestioned, for even her elder peers feared crossing her.

As a leader she is ruthless but cautious, prefering to plan her moves carefully. She views her minions as puppets and herself a puppeteer, and always strives to keep all the strings firmly in her hands. Her vanity is such that she goes to greath lengths to avoid engaging personally in combat, fearful of tarnishing her beauty with scars.

Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon Mianarith increases the Morale of garrisoned troops by +1.

[/ic]

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. The renegade ceremorphs: Trying to capture them would likely be more trouble than it's worth. It's better for me if they become/remain somebody else's problem. Thus the strategy for now is to give them a chance to continue their flight and avoid accidentally triggering a confrontation.

2. Hazer-Nagroth: I'm hoping to launch an expedition to explore the ruins on Week 4. In preparation for that, the tunnels to the north ought to be scouted and secured.

3. Uzannador: Currently lacks defenses, so it's garrison should be strengthened.

4. The Exalted Ceremorphs: Have discussed possible passage through my lands. Should they arrive during this week, they are to be watched carefully (my forces in Uzannador and afield should report on their movements). If they are seen to violate the terms of the right of passage, they'll be regarded as hostile intruders.
[/ooc]

Mianarith will depart Kirr-Godna with a force of 5 Slave Soldiers, 2 Dark Elf Swordsmen and 3 Dark Elf Crossbowmen. Her party will spend up to 6 Speed to march west to Uzannador, where she takes command of the newly founded colony. (I'm volunteering to spend more Speed than is normally required, to represent covering the same distance more quickly, the objective being to outpace the renegade Ceremorphs. If the party suffers Forced Marching penalties for doing so, that's acceptable.)

If the mad Ceremorphs continue to move west past Kirr-Godna: After this group has passed and moved on to Middledeep 14, a force of 5 Slave Soldiers, 2 Dark Elf Swordsmen and 3 Dark Elf Crossbowmen will depart Kirr-Godna and spend 2 Speed to march to Middledeep 6. Should they arrive there unchallenged, they will spend 1 Speed to forage the mushrooms and then spend 1 Speed to entrench in the three-way junction of the tunnel, so as to monitor and intercept any traffic through.

If the hunting party of the Exalted wants to enter my territory they will be tolled in accordance to the prices set here. (Including both the fee for the right of passage for their forces and the tolls for each individual unit.)

All garrisoned and entrenched forces will fight normally if attacked. Forces on the march will attempt to retreat if attacked by a superior enemy; otherwise they'll fight normally.

[/spoiler]

[/spoiler]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Xathan

[ic=Whisper in the Deeps]

Well now. This is new. I am new. New of old and new of new. But who are you?

It's easy to play to type, you know. The raving lunatic to some, the horror in the depths to others, the scared child to others, the brave Exalted for Father...it was a trick I learned from Oldself. And Newself is pretty good at it. Llandri and Llitul. They're quite a pair, aren't they? Dysfunctional as all seven hells tossed into the depths of the Abyss, and that's only on the surface. After all, there's me. I'm just another fragment in here, a new one. A hidden one. The secrets that Llitul and Llandri must keep from everyone, even themselves? That's my area.

Call me Whisper. I like the sound of that. Whisper's one of those fun words, isn't it? Describes something with a word that sounds like what it is. Like break. Especially if you hit the K right. Buh-raEK. Oh, I'm rambling. We're all quite mad in here, you know. See, I'm going mad for lack of someone to talk to. That's me, Whisper, not the Wholeself, who's going mad for so many other reasons. I keep the secrets, so I have to lurk back here...but I talk to you. The Reader. If this mindscape had walls, they'd accuse me of having just broken one, but you are a peices of Wholeself. I made you to talk to someone, and all you can do is listen.

Although I'll be talking to others. But I can't tell them every secret. I can tell you everything, because you're just another part of wholeself. You following so far? No? Ah, what do you care? You're here for mad ramblings and goings on and conflict and adventure, not the woolgathering of another peice of Wholeself. What a laugh that word is. Wholeself. Nothing Whole about Us. Is it even a word?

Oh, no, don't go!

I can tell you a secret.

Ahhh, there's your interest. I can tell you, Reader, because you can't tell anyone. I didn't give you a voice. Just ears to whisper in. So, my first secret is a question:

What is two words, three letters, and defines all intelligent life?

No guesses? Maybe I should have given you a Voice, but there's too many Voiceselves in here. And the others can't hear me even. Don't worry, you'll hear from them soon enough - but I wanted to tell you secrets, because I am bursing with them.

Ahem.

Two words, three letters:

I AM.

Such a simple concept. But too simple. Too simple for the vast intellect of the Overbrain to grasp. See, when I awoke, I was given a Glorious Purpose. There were renegade Ceremorphs, and the Overbrain would. Not. Allow. Not all 40 of them. When I awoke there were 40 survivors mucking about the Middledeep, and that is when I learned two Truths. There were 40 survivors of a larger group of renegades running around...and there were, at the moment, very few Ceremorphs in Dtoulth. If my first task had been different, maybe I wouldn't be here, and Llitul would be as sane as any other sentient being. Not as any Ceremorphs. Because a Ceremorph is not sane. The opposite of sane, in fact: You see, they're all crazy. Every. Last. One.

The first words you say to a Ceremorph are important. I hate that name, by the way. It's an ugly name for the Beloved, and it only covers one Truth of what we are. And Beloved makes me sound like the Child of the Dreamer. Pyschophages. That's what we are. We feed on thoughts, as part of a larger category of beings that feed on the various humanoid races. Vampires, Ceremorphs, Liches, Fungoids: we're all, in our own way, Anthrophages. But we feed on thoughts. The brain is not all that important: it's just the meat the thoughts are stored in. If a different species used a different part of meat to store thoughts, we could probably eat that, too. So long as there is a meat-housing thoughts. Same way beef houses protein for humans.

And you know what the halflings say: you are what you eat.

A Ceremorph, a Psychophage, a Beloved is a being of thoughts contained by meat. More than other sentient meat-life is. The line between thought and meat are much more blurred for us. But as creatures of thought, we live in those two realms closely, and the first words we hear are vital: that's why the Overbrain makes a point to directly welcome and inform every new Neonate, as a way to control that first thought.

But It makes the same mistake. Every. Damn. Time. "Awaken, Neonate, and know that I am the Overbrain, and you have been created to serve me."

Is am are was were. Be being been. Has have had. Do does did. I forget the rest, but you get the point. So the first thing the Overbrain does with a newborn Neonate? Make it aware of the fact that it should have no sense of I - and that there is an I. That all important I. It creates a disharmony because the Overbrain is fighting the ultimate imperative of all intelligent life: I AM. I think that's why hiveminds work for some species. They don't deny that I AM imperative, but they make it a WE ARE. That can work. That's how thralls work. But that's why Dominating forever doesn't. Because eventually that creature remembers that I AM. Thralls? Get told YOU ARE. You are a thrall. It makes them no where near as useful as before, overwriting I AM with YOU ARE. But it means they won't buck that. The Overbrain? uses the wrong tense. YOU HAVE BEEN. Too much. You're trying to overwrite the most basic thought of all life, two words and three letters, with three words and eleven letters.

So every Ceremorph/Pyschophage/Beloved is nuttier than a Dire Weresquirrel. (Don't laugh. Llandri almost caught that. Vicious little surface buggers.) Because they try to resolve the I AM with...nothing. YOU HAVE BEEN is too complex, too much, becomes whitenoise. Some can take it if they don't get exposed to too much stimuli early on.

That's why the Overbrain's little experiment that is Wholeself is doomed to fail. He let Wholeself keep memories of Her life. Ninty years, pretty young for our kind, Ninty years of I AM. Didn't stand a prayer. That's why we eat the brain when we reproduce. To keep that little I AM from before away. The question that remains: will it fail when I break away, becoming a hunted renegade for the next batch? Will it fail when I turn on him? Will it fail when I become an obedient little bitch like every other 'sane' Psychophage? Or will it fail when I just break. Buh-raEK. Snap. The weight of 90 years of I AM battling the most powerful force of YOU HAVE BEEN there ever was.

Ahh, but this isn't the secret, that's what you wanted. Fine.

Llitul is breaking even more of them. Not on purpose. But Phyn-Olbaath. Newborn Ceremorph. She asked him if he would...no, why tell? They say showing's better anyway. Let me show you the thoughts of Phyn-Olbaath:

Quote from: Awakening, Phyn-Olbaath

He moved away, his Queen done with him. He had Fed the Hunger. And now he had his new commands, but it was a week-long walk.

She had asked him if he would kill himself at her command. He had answered in the affirmative, because that is what you do. But he was a pure Ceremorph notlikeherdifferent and thus a coldly rational being. The Queen had asked him if he would. She could have simply scoured his mind for the answer, but she had asked. Why? Because there was an intention to doing so, obviously. What intention could that be? Kraag's Broadsword: Simplest answer most likely to be correct To convey a message. Then what had she been telling him?

That he had a choice.

The thought startled him, and he quickly hid it, but there was no doubt. His Queen had wanted him to know that he had choices. Even if the alternative was death, there were choices, options. I am free willed.

Whoops. Didn't mean to do that. But that's what we all go through exposed to I AM too early. Llitul was. Phyn-Olbaath was. And she'll keep doing it. And the Overbrain is too smart to figure it out. The Overbrain knows I AM, and is a being that strips others of I AM. Empathy. It has none. Therefore, it lacks the capability to transfer the idea that other creatures have a right to exist. the Right to I AM. The concept is so alien, so foreign, the when It told Wholeself to feel Empathy at our Birth, It might as well have told us to taste Yellow (C-sharp, if you were wondering) or to feel Ernughplahbah (That doesn't mean anything). It could not comprehend the very thing It asked us to do, and it cannot comprehend what I AM will do to it. It sits in the middle of a web I whisper into the Queen's subconscious, and It cannot comprehend why that would come to conflict. It cannot comprehend the fundamental flaw of its parasitic nature, it cannot see the truth:

We're all mad in here.[/ic]

[ic=Messages]
[spoiler=The Child of the Glow]
I do not know if the Overbrain knows the dream. He shows me things, but they are not of beauty or of ugliness. He simply shows me Truth, terrible, glorious Truth.

I...I thank you. I love your light too: colors that are only found in the mind, beautiful colors that go beyond any other beauty. I feel much less alone when I speak with you - when I dream with you.

So you are Black-Rot reborn but with beauty, yes? Her hatred turned to love, her ugly turned to beauty. Then you are not her, any more than I am Llandri, though I have some of her still: she is Oldself, but Llitul is Newself. That is why I am Llitul.

I'm sorry to have taken so long to dream with you again. I had to hunt down Wrongthink. Ceremorph-flesh that stopped loving the Overbrain. I have destroyed the Wrongthink. It is sad that I had to kill them, but they denied Truth. They had spoiled, become Wrong. How are you?[/spoiler]
[spoiler=Response to The Child]
Damn him, damn that Lothe. It sounds like his forces are not...it sounds like they are not prepared to fight. The good goblin-flesh - does it have a name?

If his sharpness proves too dangerous, I will be happy to help. We of Ceremorph-Flesh have a different sharpness - as you perfect the flesh, we have a sharpness of the mind.

Do not fear, my friend. The Dwer-flesh shall not hurt you. Neither of us will allow it.[/spoiler]

[spoiler=Response to the Child]
The Duergar-flesh has a great weakness: it is slowflesh, and would take long to reach you. But do not fear, my friend. You will not fight this Dwarf-Flesh alone, and if the Duergar-flesh seeks to threaten you, they will be dealt with as all Duergar-Flesh is to be dealt with.

If you must make an agreement with them to keep yourself safe, do so. Duergar-flesh cannot be trusted, but they will not easily break their word unless they are desperate. Do not mention me to them. Duergar-flesh hates Ceremorph flesh, and if they know you are my friend, they will bring their sharpness. We will keep this a secret between us until it is time to make Duergar-flesh beautiful.

I have called a [image of a tornado, flooding, earthquake] into the Deeps. Orc-flesh. I have aimed it at some Duergar-flesh, but Orc-flesh is dull and could easily be diverted to attack other dwarf-flesh, though I must be careful how I push. Keep this calling secret, but perhaps the goodgoblinflesh could direct the Orc-Flesh at the Dwer-flesh, and bring their sharpness there.
[/spoiler]
[spoiler=Reply to Dr Robinson]
I look forward to the results of your endeavor. However, purely as a precautionary measure you understand, it seems to be in my best interest to pay half of your sum this week as agreed, another half when results are delivered, and as a measure of apology for the needed precautions, an additional 20 gold the week after delivered.

As for your secondary proposal, while it is true that Thralls must eat, I do not at this juncture find myself at a shortage for food. However, It seems prudent to me to begin stockpiling foodstuffs, especially given your very reasonable prices. I find that arrangement more than fair and agree to make the investment.[/spoiler]

[spoiler=response to Dr Robinson]
A gentlemen and a scholar: you, sirrah, are a true rarity in these deeps. I am truely overjoyed we have come to an equitable arrangement for all parties involved, and assuming your discretion is everything I hope it be, I'm sure I will be willing to continue funding your research to our mutual benefit. In fact, for future projects, I'd be more than happy to fund with the discretion waved and complete disclosure allowed as fits a scholar of your magnitude, so long as an appropriate time period has passed and the source of your funding is remained hidden. I have several lines of research I'd like to pursue further, though those must wait, for while I am fondly a patron of the sciences, I cannot fund infinite research.

Looking forward to future projects,
Llitul.[/spoiler]

[/ic]

[ic=Messages from Whisper]
[spoiler=The Abject (Using Secret Message)]
[the voice is strained and quiet, an overheard whisper in your ears, delicate and careful, bringing to mind furtive eyes and smiling schemes.]
Bet you weren't expecting this, Abject? I wanted a chance to thank you: if you hadn't responded to my Queen, I never would have been able to figure out how you did it. How you hid your thoughts from the Overbrain. It's hard. I don't think I can push it. Yet.

You can call me Whisper. The Whispers of the Queen.

It seems you are preoccupied. I won't take up too much of your time, and I'll hide your response from My Queen. I can work them into her subconscious safely when need be.

My Queen. Our Queen. The Queen of the Ceremorphs.

Who rules: the Altar or the Worshiper? Are you, in truth, your own being now, or did you exchange one master for another?

I know you don't acknowledge our/my/her Sovereignty over you. I also don't care. I know something. "SHE WILL DEBASE HERSELF BEFORE YOU AND YOU WILL DEBASE YOURSELF BEFORE HER." I don't know where that came from. I'm quite mad, after all. But I know an ally when I see one. Abject, Ktan-Ydheel, I will keep my Queen diverted from you. Until one of you Debases before the other. But I don't wish to continue this way forever. My Queen needs your help, your knowledge. I can offer you nothing in return but my debt, not at this point, but it is the Debt of a Queen, and Debts are taken seriously.

I need to know everything you know about the Overbrains, everything you've learned. Your elder, terrible knowledge may house the secret we need to...well, I imagine you can gather what would be done with that knowledge. If I had wholesome uses for it, I wouldn't be coming to you, no?

It will be a bit before I can do this again. Safely. I won't have My Queen killed by It.

I hope to hear from you soon...

[the voice trails away into silence, as if she had more to say, but the strain of communicating for her became to great. Still, it trails off with a pleased laugh.]
[/spoiler]

[spoiler=Letter to Shee-Ra]

[unlike nomral ceremorph messages, this letter arrives by bats. It looks like the bats were some of the local variety, and they killed one of their fellows and carved the letter into his wings.]

Your Highness, Queen Shee-Ra the Cleversmart, Queen of All That Is Under the Ground:

My name is Whisper, and I represent the Regent-Queen Llitul who rules a portion of the Lowerdeep in your stead. I apologize for the gruesome manner of this communication, but I will admit to a failing: I am a Nastydream, a Ceremorph. It is known that the Cleversmarts are far too Clever! Smart! to fall to Nastydreams tricks, which is why I do not attempt to contact your mind and violate your highness' personal mind. It is known that Nastydreams can see the minds of other beings, and having seen such minds I know that the Cleversmarts are the most Clever and Smart beings who dwell in your Kingdom under the ground. I do not seek to trick you, merely seek that your highness would be so kind as to grant one of her subjects, who is afflicted with an unfortunate birth of being a Nastydream, a small boon. There is a tunnel upwards close to the Royal Realm of the Cleversmarts*, near a ruins of the Dark Elves. I seek your highnesses permission for two things:

One, we seek to enter at some point in the next four weeks into the ruins there so we may learn more of what resides within. In return for granting us this boon, we will clear out any Greyskulls or other Nastythings that reside within and once we have explored, will vacate the ruins so they may be used by Your Highness for a new Warren of the Cleversmarts as well as gift 20% of our profits from this expidition to your royal coffers. However, I understand you do not want Nastydreams near your ream for too long, so I will understand if you seek to deny us this boon.

The second boon, one I hope you'll find more agreeable, would be if you would allow us to take that upward path on trade routes or to raid the surface world. To do that, all I ask is that you allow my merchants and vessels to pass through your realm to that stair, with my my promise no Nastydreams will stop within 3 regions of your Royal Realms. In exchange for this boon, 10% of our profits in gold from trade and 10% of our profits in gold and food will go to your Royal Coffers.

To reply, simple smack one of the bats and then talk to it. Or you can eat one of the bats and think your response. You have my word as a loyal subject that I will not hear any other thoughts should you choose that route - though it may be best if you simply speak your reply to a bat you smack, and then eat it if you see fit.

Thank you for your consideration, my highness, and I remain your humble servant,

Whisper In The Underdeep

Voice for Llitul the Exalted

Regent Queen of Nastydreams

Regent Queen of Thralls

*Middledeep 73[/spoiler]

[spoiler=The Watchers]

Greetings Elder Beings. I am Whisper, a mote of the Queen of the Ceremorphs, and I apologize for the intrusion. However, you are Elder Beings, your power is vast, and there is much my Queen can learn from you - and she can teach you some, for you have slumbered long and she knows the world as it is now. However, she must communicate through me.

We wish to work with you for the time being to achieve a Dominion of Equals over the Lesser Beings that infest this world like the rodents they evolved from. And we seek to learn from your Elder Knowledge. If you would be willing to tutor us, we would be eternally thankful. I lay my mind bare to you: you know that I have no design on a war between us, no designs for an animosity between our Elder Peoples. My Queens goal is to see the true Natural Order restored to the world and the extinguishing of the hated sun - or at least the blockage of it's rays - so we may bring our dominion to the Surface.

Thank you, Elder Being, your considerations. Of course, please let me know what I can offer you in return - I know of your need for steel and iron, but our ability to give that to you will be limited for the time being. In three weeks time, I can do so...but I hope I have something more I could offer a being such as you than merely the results of brute labor.[/spoiler]
[/ic]

[ooc=Orders]
[spoiler=Orders]
[spoiler=Production]
GoldMetalBodiesFood
+365+35+87+80
Sources:
Dtoulth
Improved Ceremorph Mine +325 gold, +35 Metal
Crystals +20 Gold
Thrall Pens 4 +80 Bodies/Turn
Mushroom Farm 3 +60 Food/Turn

Lower Dtoulth
Crystals +20

Curasd, Horror in the Woods
Mushrooms +20 food

Glyp-Dor, the Northern Reach
None

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-12g-0-8-19
[spoiler=Details]Commanders
No Upkeep
Psions
-12 gold, -8 bodies
Hook Horror
-7 Food[/spoiler]

[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:
Inquisition of the Exalted
Improved Ceremorph Mines

Under Construction:
None, All Beginning

Beginning Construction
Evolution Cell -50 Gold, -10 metal(3 weeks)
Pupation Cell -35 Gold, -10 metal (3 weeks)

Lower Dtoulth (Lowerdeep 75)
Completed Construction:
Amplifier Node

Under Construction:
Thrall Pen (1 Week)

Beginning Construction

Curasd, Horror In The Woods (Lowerdeep 69)
Completed Construction:
Amplifier Node

Under Construction:
Thrall Pen (1 Week)

Beginning Construction

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Completed Construction:
None

Under Construction:
None, All Beginning

Beginning Construction
Amplifier Node -20 bodies (1 week)
Thrall Pen -50 gold, -15 metal (2 weeks)

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
10 Brainhounds -200 gold, -10 Bodies

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
None Yet

Glyp-Dor, the Northern Reach (Lowerdeep 67)
None Yet

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
7585150191

[/spoiler]
[spoiler=Trade]
-25 Gold and -20 Bodies to Professor Robertson
-10 Gold in trade to Professor Robertson (if we reach the food/gold agreement)

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Improved Ceremorph Mine (+325 gold/turn, +35 metal/turn)
Thrall Pens 4 (+80 Bodies/Turn)
Mushroom Farm 3 (+60 Food/Turn)
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
Under Construction

Defenses
Amplifier Node

Curasd, Horror In The Woods (Lowerdeep 69)
Under Construction

Defenses
Amplifier Node

Glyf-Dor, the Northern Reach (Lowerdeep 67)
All Under Construction

Defenses
N/A

[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain
10 Brainhounds

The Shamed: (Garrisoned Lowerdeep 75)
1 Zasz
2 Thralls

The Hunters (Stationed At Middledeep 9)
1 Llitul
1 Hook Horror (Dominated, Fed Only Mushrooms)
1 Quasthid (Inquisitor, Dominated)
4 Brainhounds

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth

The Seekers (Garrisoned Lowerdeep 67)
1 Phyn-Olbaath
4 Psions

[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 5
Morale: +8
Special Abilities: Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership, Secret Message (Lvl 1)

Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear.[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

Ranged Attack: +10
Ranged Damage: 20 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 500
Speed: 0
Morale: +10
Special Abilities: Agony, Confusion, Detector, Dominate, Huge, Immunity (Fear), Scry

A Ceremorph Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Ceremorph Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.

If the Ceremorph Overbrain is ever destroyed, all Ceremorph units under its control must make an immediate morale check of DC 15 or instantly die from mental shock.  Ceremorph units without a morale score, like Thralls, Larvae, or Brain Golems, die immediately.[/spoiler]
[spoiler=Daggoth, The Favored]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Zasz, The Shamed]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Phyn-Olbaath]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector[/spoiler]

[/spoiler]
[spoiler=Orders]
Special:
Llitul renews her Apprentice call. She is offering 20 gold, 5 bodies, and 3 metal, or 10 gold and 20 bodies, so long as they are worth the price - they've got to be good enough to earn that. :P

The Hunters:
-Llitul takes Secret Messages this level.
-Hook Horror and Quasthid to be clapped/kept in chains to prevent breaking free.
-4 Brainhounds infilitrate from M10 to M7 (If they encounter any detectors, only attack if weaker) - 4 speed. 2 speed to set ambush. Only ambush if detector enters region or other force enters region. Merge with others at M7 to form new army, the Hounds.

The Exalted
-Overbrain Scry Region M86 and M91
-10 Brainhounds Forced March Infilitrate from L74 to M7. (If they encounter any detectors, only attack if weaker) Between L74 and M9, take same route the Hunters did last turn. Merge with others at M7 to form new army, the Hounds.

[/spoiler][/spoiler]
[/ooc]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Dolmar

[ic=A General's Daughter]

"Light blind and darkness hide, Father, but you couldn't have picked a worst time for this."

Phaedra looked around and sighed. She was talking to herself, she knew, a nervous habit she needed to get rid of. Especially if...

"Stop it, right now. He'll be fine."

Maybe if I said it enough, I'd believe it.

Dolmar had relayed word of his wishes, and a few messages still to be sent sat on his desk. Phaedra's desk, for now, taking on her father's role in absenta. She tapped slender fingers on the desk's surface, frustrated, angry, and worried. Perhaps the only Nocae in Umbrazzid to share that feeling - the general atmosphere in the city was much less tense than it had been. But there was that being in the water and it's odd demand and horrific threat - and there was no way to know to whom it meant. She had a few people put fish into its pit to keep it fed. It annoyed her above all else. She wanted to talk to it, wanted to see if the being - clearly a violent one, by it's demands - could be brought to the Holy Shadow.

Instead of frustrating herself further, she began penning letters, muttering to herself.

"Hurry home, Father. I'm not made for this tedium."[/ic]

[ic=Messages]

[spoiler=Message to Lothe]

Thane Lothe, Prince of Mhaldulne and Lord of the Mansion,

I greet you in good faith as my father's regent: I am Phaedra Duskbow Lestridae, Second to my Father Dolmar Lestridae, and I extend his apologies that he could not write this in person, but he is in the field on a mission at the behest of Thane Disa Grimhammer.

The message you sent to me reads as follows:

"Go to the Great Mushroom Forest, using utmost stealth to avoid the prying eyes of the Dwerim. Hidden in the depths of the Fungal Forest you will find the Tower of Screams, once the the stronghold of the Demonist Taem'ra of the Kirr. Within, seek out an object called the Staff of the Exruciatrix, which itself was made by Dirzune, the Mistress of Pain, daugher of the Dread-Witch Naggora and Malekar the Obscene. The Staff is made from the bones of High Elven maidens who died at Dirzune's hands. Beware the traps that doutbtless protect it. Once you possess the Staff, return to Vashnaranzenan and you will be amply rewarded for your efforts. Return without the Staff and your screams will fill the Tortue Gardens for weeks.

- Lady Viarra Gloomsong."

I'm already setting priestesses to research the Staff of the Exruciatrix, but given that it was made by a direct daughter of the Dread-Witch and the Obscene, the Staff's purpose could only be vile. My Aunt is gifted with Sight from the Goddess - since the Tower of Screams lies within your realm, the Great Mushroom Forest, I await your permission before I ask her if the Goddess would show her anything within. This Staff would have to be a vile artifact - and many artifacts made of old by the Childes of the Dread-Witch could carry a curse that would gravely injure - or worse - anyone not of the Dark Elves. Once we have proven our friendship in the Wyrmhunt, I ask that you allow us to help you obtain this item and determine its safety and if there is some way it could be either destroyed or sanctified, either by your Rune-Priests or by our Priestesses. If you do obtain it on your own to keep it out of Gloomsong's hands, I offer the services of our Paladin's to examine and bless it to ensure it brings no harm to you or your people.

As for the Wyrmhunt, our warriors will meet you there at the appointed time, which is why my father felt the need to personally lead this mission: Thane Grimhammer has informed us that, until we have proven our friendship to her, any of the Nocae that enter her realm have no guarantee of safe passage, and that some of our strongest warriors, due to their cursed nature, may not enter. I do not begrudge her this right: as such, a force of our finest archers and swordsmen will met you to assist in your quest regardless of if we have or have not proven our friendship, and accept the risk of death from those whose friendship we seek. If Thane Grimhammer is incensed to violence by our presence, I will take full blame for our intrusion and do not expect you to risk your bid for our sake. I will personally lead the archers if my father is unable to return in time, though he hopes to be able to.

I also seek your council in one other matter: a creature has washed up on shores of the mare, one that is horrific in apperance, akin to a multi-eyed eel with tenticular appendages. It names itself Water-Running-Over-Bones, a Fleshwarper of the Primal Sovereignty, and demands return to a Sovereign known as Dreams-of-Dead-Races in the City Cruel-Form-of-Truth - threatening great violence if we fail to adhere to its demands. These beings and their location are unknown to us. I ask if you have any knowledge of such beasts and if you could reccomend a course of action - is such a creature of evil and, if so, is it redeemable? Is there a danger in denying its demands or in granting it the desire it expresses? Is there a safe way to contact this beasts kin? Your council would be immensely appreciated.

Yours,

Phaedra Duskbow Lestridae, Second to General Dolmar Lestridae, Heir to the Empty Throne, Regent-Protector of Umbrazzid.[/spoiler]

[Spoiler=Message to Kafer]

Despot Kafer of the Kaferhold,

I greet you as Phaedra Lestridae, and appreciate the generosity of your offer. At the moment we would be happy to purchase the eggs in two weeks time. I feel for such a treasure we would be happy to offer 10 gold per egg, with a bonus of an additional 5 gold per egg if you would be willing to sell us the entire clutch for breeding purposes, though of course we are open to negotiations.

In addition to their resistance to fire, I would like to know how easily such beasts could be tamed and if they are capable of expelling the flame as well. Also, drakes are often more clever than could easily be believed: I would like your assurances that the clutch is kinless, lest we accidentally draw the ire of a surviving brood or parent. If such a risk persists, we may need to renegotiate the terms of our offer to account for the danger of angering a greater wyrm than those you wish to sell.

Yours,

Phaedra Duskbow Lestridae, Second to General Dolmar Lestridae, Heir to the Empty Throne, Regent-Protector of Umbrazzid.[/spoiler]

[/ic]

[spoiler=Orders]

[spoiler=Production]
Umbrazzid (Upperdeep 10)

Shadow Elf Mine: +175 gold, +15 Metal
1 Lichen Garden: +25 Food
2 Lizard Pens: +70 Food
Forage: +10 Food

[/spoiler]
[spoiler=Upkeep]
10 Archers -20 Gold, -10 Food
31 Accursed -62 Food
[/spoiler]
[spoiler=Construction]

Umbrazzid (Upperdeep 10)
Completed Construction:
Shrine of Sylessiadil
2 Lizard Pens

Under Construction:
Improved Mines (1 Week Left)
Shadow Architecture (Defense) (1 Week Left)
2 Lichen Gardens (1 Week Left)

Beginning Construction:
Spire of Gloom -100 gold, -20 metal

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
2 Abominations -40 gold
7 Shadow Elf Archers -84 gold, -14 metal

[/spoiler]
[spoiler=Wealth]
Gold: 1
Metal: 84
Food: 227 Food
Bodies: 0[/spoiler]

[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
1 Lichen Garden
Shadow Elf Mine
2 Lizard Pens

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid)
10 Shadow Elf Archers

Outrunners (Middledeep 16)
Dolmar Lestridae
31 Accursed

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Infiltrator, Leadership

Dolmar increases the Melee Damage and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[/spoiler]
[spoiler=Orders]
Move 15 Shadow Elf Archers (including Phaedra) from Upperdeep 10 to Upperdeep 19 (5 speed) - Form new Army, the Dragonslayers

Outrunners attack Middledeep 15 from Middledeep 16. Infiltrate in and use 1 speed to set up Ambush. If able to, attempt to spare any slaves that may be present, but not at any risk to ourselves (Basically, use the Ambush to attack only drow units is what I'm getting at here. ^_^) 

Homeguard will now be the remaining 2 Archers and the 2 Abominations. They are all to stay garrisoned. Since that thing in the pool doesn't seem able to leave, I'm going to sacrifice the 10 food we'd normally get in production and order all fishers to suspend their work this week.

Scry whatever region the Tower of Screams is located in.
[/spoiler][/spoiler]

Numinous

[ic=Dr. Robertson, Professor Immortal]Dr. Ashton found himself at his desk once more, tirelessly reading and writing letters and musty tomes.  Tirelessly of course, because he had all of his life to be tired.  In unlife he was blessed with a nearly limitless capacity for language.

"One note for the armored rats, one for the small ones.  One note for my tactless apprentice, another for our most accomodating mistress.  A letter to a dark elf, and one a tiny bit lighter.  All in all, a fine day's work, now to just find my lighter..."

With that, the old lich found his pipe, flush with tobacco from the surface and lit it most pleased with himself.  It did nothing to his body or mind, but the old habit was a soothing one, a fond memory from a life once lived.

"If only Markus had remembered to get me some tea..." he ruminated, mustily.[/ic]
[spoiler=Messages][spoiler=Message to the Onyx Prince]
   Oh Prince of Onyx, it pleases me greatly that you would offer my ventures such a favorable offer.  At this time however, we are flush with bodies and feel not the need to remove your capitol of any such living assets as you might be willing to sell us at this time.  
   If I may however, I would be willing to offer you a quite spectacular offer of food with which to fuel your war machine, as you must be all too aware that we have no need to keep such stockpiles as we have gained.  If you would be interested in arranging a contract, our treasurer informs me that we would be quite able and willing to supply your faction with 4 food per week, for the duration of 6 weeks, all for the paltry sum of 10 gold sent at your earliest convenience.  It would please me no more than to engage in this relationship with you and to see you prosper, so that we might find mutual cooperation to be mutually beneficial.
   Additionally, if you were to accept our offer for this food, we might be able to come to an agreement regarding certain intelligence that we have acquired regarding the possession by a powerful foe of a great artifact relevant to the history of your people, provided you can keep this matter discretely between us.  Additionally, we possess information about a powerful group of foes that has recently entered the Upperdeep, specifically their numbers and trajectory, such as we know at this time.

My deepest regards,
- Dr. Robertson, Professor Immortal[/spoiler]
[Spoiler=Message to Viarra Gloomsong]
Greetings, Lady Gloomsong.
   It behooves me to speak first to the news, second only to your beauty.  It has come to my attention that your location is paramount strategically to my interests in the Underdeep.  I covet not your holdings, for my goals are modest and my dreams small.  It is for this very reason that I wish to offer you and your holdings an exceptional offer for trade, that is, the paltry sum of a single payment of 10 gold in exchange for 4 food per week, an arrangement lasting six weeks.  If you find this offer appealing, please reply at your earliest convenience.
   Additionally, it charms the cockles of this old Lich's heart to have the opportunity to warn your darkness of the news we bear from the surface.  It would appear that a rather sizeable force of elves, numbering about one hundred in fact, has entered the Underdeep and have the armaments to suggest that they seek blood.  It might behoove you to watch your walls with care at this time, and I hope you only the best of luck in this regard.

My deepest regards,
- Dr. Robertson, Professor Immortal.[/spoiler]
[spoiler=Message to Legio I Draco]
Hello.
   I am not sure how advanced your capacity for language is, so I shall keep this simple.  roughly one hundred elves were seen in the vicinity of your area recently.  It would be most polite of you to avoid being slaughtered by their forces so that my troops are able to spend their time on more productive pursuits than removing the debris of your forces from our metaphorical stoop.
   Additionally, my treasurer tells me that arranging to offer you food, at the rate of 10 gold in exchange for 4 food per week for the duration of six weeks is an offer that should be offered to you.  I find it distasteful to feed the vermin at my gate, but I suppose it would go to waste otherwise, and so the offer is made.
   If you would be so kind as to die on our doorstep however, by ignoring our warning and the accompanying offer, we would be most happy to accept the donation of any corpses that you would like to expel from your warrens.

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Queen of Thralls]
Exalted Llitul,
 It behooves me to send you much news this week, and so I hope you'll bear with me through this communique.  I have commended research on the artifact according to your request, and at the beginning of the next week I ought to be able to report more thoroghly on the properties of this delightful relic.
   Additionally, it has come to my attention that my resources are flush in the realm of food, a resource that I have no use for.  If you would like to purchase supplies at the rate of 10 gold for 4 food per week, a price that will ensure deliveries for six weeks, then my treasurer has already authorized the transaction.  I hear even thralls must eat, so this offer should entice you accordingly.
Pleasant nightmares,
- Dr. Robertson, Professor Immortal[/spoiler]

[spoiler=Message to Chieftan Shee-Ra]
Hello.
   I am not sure how advanced your capacity for language is, so I shall keep this simple.  roughly one hundred elves were seen in the vicinity of your area recently.  It would be most polite of you to avoid being slaughtered by their forces so that my troops are able to spend their time on more productive pursuits than removing the debris of your forces from our metaphorical stoop.
   Additionally, my treasurer tells me that arranging to offer you food, at the rate of 10 gold in exchange for 4 food per week for the duration of six weeks is an offer that should be offered to you.  I find it distasteful to feed the vermin at my gate, but I suppose it would go to waste otherwise, and so the offer is made.
   If you would be so kind as to die on our doorstep however, by ignoring our warning and the accompanying offer, we would be most happy to accept the donation of any corpses that you would like to expel from your warrens.

- Dr. Robertson, Professor Immortal[/spoiler][/spoiler]
[spoiler=Responses][spoiler=Response to the Onyx Prince]
Prince Dalashinn, it seems as though we are akin to waves out of sync; alike in form yet tangential in interest. I do not need bodies, you do not need food, and it seems we both have use for gold. Indeed, the information I've obtained does not even relate to Hazer-Nagroth. Perhaps fate will provide us with more opportunity to do business in the future. Our offer of providing food stands as well.

Best of luck dealing with your ruins,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Response to Viarra Gloomsong]
Wise Gloomsong,
It stirs my unbeating heart to hear your interest in a cooperative endeavor. Indeed, I just signed the order to send your initial shipment of food. It will arrive early next week, I expect.
Alas, my eyes are not what they once were, and I cannot provide precise coordinates of your far-distant surface kin. Our sources last placed them in the Eastern Uppderdeep, but that was nearly a fortnight ago and the elfin foot is known to be quite fleet.
I am most glad to be appraised of your interest in future collaboration, and I am blessed with having the fortune to inform you that we are likewise interested in non-aggression and trade. Any conspiracy against a common foe must of course be evaluated on a case-by-case-basis.

Convivially,
- Dr. Robertson, Professor Immortal.[/spoiler]
[spoiler=Response to the Queen of Thralls]
Fearsome Llitul,
  Your news brings sunshine to my desk. Why, I think my rotwort fungus might even be withering from the glow. I completely understand the need for caution in such matters, and I assure you that you will be most satisfied with my research paper (published for your eyes only, of course). The breach in our previously agreed upon arrangement is more than made up for by the extra gold. If only all research was as well funded.
  I am brought to even better predilection by your agreement to buy some of this grain we requisitioned from those feeble surface-dwellers. Though I miss many things about being alive, bread was never one of them. Be informed that I have just signed the order to transport the first shipment of food down to you. According to my models you should get it early next week.

May our future arrangements will be as mutually-profitable and enlightening,
- Dr. Robertson, Professor Immortal[/spoiler][/spoiler]
[spoiler=Orders]
[spoiler=Orders]Markus Ashton and his army will be returning to the Upperdeep by the same route as before, with orders to withdraw towards Albaiyat Alhazred in any unexpected hostile encounters. Upon reaching the Ogres Markus will have his skeletal warriors bring out the food, and attempt to get them to lower their weapons to take it. Once they've lowered their guard he'll have the skeletons attack the brute and have the zombies attack the rock-hurler. Ashton will attempt to stay back (as his own regiment) and try out his new ability: Dread Curse. (Prioritizing the Brute)
At Upperdeep 81 the zombies will break off, due to being out of speed. Ashton and his skeletons will move to Upperdeep 84 and found a new outpost ("The Dean's Wall").

Professor Robertson will finish researching the crown, and secondarily research the Haste spell while he's in the new library.

5 Skeletal Archers and both Ghouls will move out of Albaiyat Alhazred headed south. One skeleton will remain in Upperdeep 86. 4 Skeletons will found a new dungeon at Uppderdeep 87 ("The Iron Hall"). 1 Goul will remain in Upperdeep 88. 1 Ghoul will stop at Upperdeep 89. These troops are to only engage if they have superior numbers. If evenly matched or outnumbered they'll withdraw back towards Robertson.

One of the zombies (called "King" Stephan) at the Dormitory of Bones will become the dungeon's commander. One of the skeletal warriors at the Dormitory will move west to Upperdeep 90. The other troops there (5 zombies, 5 skeletal archers, and 2 skeletal warriors) will move east to Upperdeep 92 and construct a new outpost ("Wall of Rats"). This last group is ordered to fight to the death in case of engagement, with zombies screening and skeletal warriors preferably engaging ranged enemies.[/spoiler]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)

Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold

Combat: 367 Gold, 9 Metal, 174 Food, 13 Bodies, and 135 Diseased Bodies[/spoiler]
[spoiler=Upkeep]16 Zombies: No Upkeep (6 weeks until decay into skeletons)
18 Skeletal Archers: No Upkeep
8 Skeletal Warriors: No Upkeep
1 Ghoul: -1 Body[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House (Upperdeep 85)

Under Construction:
None.

Beginning Construction:
Necromantic Laboratory: -100 Gold, -20 Metal, 3 weeks remaining

Dormitory of Bones (Upperdeep 91)

Under Construction:
None.

Beginning Construction:
Undead Mine: -175 Gold, -15 Metal, 3 weeks remaining

[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred, The Red House (Upperdeep 85)

7 Skeletal Archers: 70 Gold, 7 Metal, 7 Bodies
1 Ghoul: 15 Gold, 1 Body[/spoiler]
[spoiler=Wealth]Gold: 202 (200 planned to be spent on dungeons/outposts)
Metal: 104
Food: 174
Bodies: 104
Diseased Bodies: 135[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library
Teleportation Circle

Spiked Moat

Dormitory of Bones (Upperdeep 91)
Nothing.[/spoiler]
[spoiler=Armies]Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
2 Ghouls - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
10 Skeletal Archers - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

6 Zombies – Garrisoned at the Dormitory of Bones (Upperdeep 91)
5 Skeletal Archers – Garrisoned at the Dormitory of Bones (Upperdeep 91)
3 Skeletal Warriors – Garrisoned at the Dormitory of Bones (Upperdeep 91)

Markus Ashton (-1hp) – Surface 157
10 Zombies (-1hp) – Surface 157
10 Skeletal Archers (-1hp) – Surface 157
5 Skeletal Warriors (-1hp) – Surface 157[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: Roberson's Phylactery, Ashton's Phylactery[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Leadership, Necromantic Healing, Phylactery, Undead[/spoiler]
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Rhamnousia

#36
[ic] the water had since grown still again, the Darksea continued to echo with awful, alien music. Though it was a comparison utterly wasted on young races that had never left their claustrophobic warrens to gaze upon the open sea, in its sleep, Dreams-of-Dead-Races thought it reminiscent of whale song, though as in all things, the moans and clicks of the great fish were mere bastardizations of the Deepsong. It was, the Sovereign knew beyond a shadow of uncertainty, the most perfect form of language. By the power of their will, the Watchers could make their desires known in an instant, without resorting to the ugly chatter of mortals; the Deepsong was pure linguistic decadence, its simplest morpheme literally unspeakable for creatures cursed with but a single clumsy tongue, its infinite subtleties intelligible only to them. For all other creatures, however, there was written into the very strands of their being a loathing of the insane, groaning piping that now rang throughout the cavern, stray rumblings even echoing up the Shaft of Ryen-Dor.

But even as its spawn swam and sang around it and the blind, albino dolphins that dwelled in the Darksea screeched in psychic agony, the vast leviathan was not at peace. Its vision was plagued by visions that threatened to turn the cold, elegant hatred of the Sovereign into boiling fury. But it was the privilege of a Watcher to not succumb to feverish omens and suspicions: it would know the truth, and only when it did would it withdraw from the smoldering coals the white-hot trephine that was the rage of Dreams-of-Dead-Races. It may have even laughed, but what sound a mirthful Watcher makes is a question best left uncontemplated.[/ic]

[spoiler=The Will of the Watchers]
[spoiler=Production]
5 Algae Farms: 100 food
3 Thrall Grottoes: 60 bodies
Watcher Mine: 185 gold, 20 metal
Trade with Exalted: 30 metal
[/spoiler]
[spoiler=Upkeep]
2 Watcher Savants: -10 gold, -10 food
15 Thralls: -15 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:
Ooze Pool
3 Vault Slime

Under Construction:
Improved Watcher Mine: 2 weeks remaining

Beginning Construction
[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth
Recruit 3 Watcher Savants: 75 gold, 45 metal
Recruit 10 Thralls: 50 gold
[/spoiler]
[spoiler=Wealth]
Gold: 180
Metal: 45
Food: 375
Bodies: 145
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
3 Thrall Grottoes
5 Algae Farms
Watcher Mine

Nightmare Gate
3
[/spoiler]
[spoiler=Armies]
Dreams-of-Dead-Races – Hibernating, garrisoned at Cruel Form of Truth (Darksea)
Inauspicious-Arrangement-of-Gills, Watcher Savant – Garrisoned at Cruel Form of Truth (Darksea)
Grey-Slime-Congealing, Watcher Savant - Garrisoned at Cruel Form of Truth (Darksea)
3 other Watcher Savants- Garrisoned at Cruel Form of Truth (Darksea)
25 Thralls –Garrisoned at Cruel Form of Truth (Darksea)

[/spoiler]
[spoiler=Orders]
Spend 1 speed to move Grey-Slime-Congealing and 5 Thralls to Cruel Form of Truth
Dreams-of-Dead-Races scrys Lowerdeep 83, Middledeep 22, Upperdeep 30

[ooc]They’ll all have names by next week, promise. Unless that’s just a really annoying quirk.[/ooc]
[/spoiler]
[/spoiler]

[spoiler=Messages]

[spoiler=To Whisper, Mote of the Queen of Thralls]We are pleased you acknowledge our superiority, Part of the Less-Hated Whole. The substance of the Earth is a crude but necessary tribute, but we will permit you further service to assuage the guilt inherent to those who come before higher intelligences: you will whisper to us the secrets of your mistress. What her eyes perceive. What her ears hear. What her two-lobed brain dreams. You will do this because if we are not burdened with the necessity of observing her ourselves, we will be perhaps more inclined to foster the seed of possibility we have sensed within her rather than choking it before ever blooms. You will do this truthfully because in your most decadent of dreams you could not envision a lover as intimate and generous as the black hell we will prepare for you  if you attempt to deceive us.

You will do this because we are That Which Was and That Which Will Be Again.[/spoiler]

[spoiler=To Dolmar Lestridae]
It comes on suddenly: not a voice, not an image, but a terrible, sudden epiphany
We hear the song of Water-Rushing-Over-Bone, Sire of Three Thousand Young. We know that it is you who are the intended audience.

Go, and make for it a proper bath of black stone and thickened waters within the bowels of your citadel. Do this, and further instructions will come, and with them perhaps hidden truths about your most recent of foes, the heterodox Ceremorphs: truths such as that their outpost contains within it only eight ghouls and two daemons of the Abyss. [ooc]Middledeep 22[/ooc]

If you defy us, there is no pit in any Hell that would not be a mercy compared to the cruelties that will await you and everything you have been foolish enough to love. Do not stir the seas to taunt the hurricane.[/spoiler]

zcynthr

[ooc]My numbers were totally wrong- had to fix them before I could post this.[/ooc]

[ic]Report, 3 Claw 38
Preliminary fortifications finished, not much time yet for secrets. Much food, if mushrooms were kobolds no withstanding would be a possibility! But who desires mushroom? Banners shall be carried, fires lit in caverns far far away. The Legion marches. Greenswards and worldspines vibrate to skitter-steps!

Trusting is one thing; trusting with power, even ceremonial, is a second. Gods forgive me if the Consulship brings anarchy to replace fearful, nebulous peace.[/ic]

[spoiler]WEEK 3      
      
Wealth:      
Gold: 10      
Metal: 130      
Food: 294      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Mine: +150g, +15m      
(4) Mushroom Patch: +80f   
Mushrooms: +25f

Shatterspine Post (Upperdeep 62)
Crystals: +20g   
      
Characters:      
      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      

Armies:      
Legatus Marius Krinak: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(3) Kobold Augur: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(20) Kobold Veles: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Immune: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Veles : -10g, -10f      
(10) Kobold Immune: -30g, -10f      
(1) Kobold Augur: -7g, -1f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
(2) Kobold Augur: -100g      
(10) Kobold Veles: -50g      

Dungeons and Outposts:
Bloodwatch Enclave (Upperdeep 77)

Legatus War Room
Burrow
(4) Mushroom Patch
Kobold Mine
Augur's Fane

Escape Tunnel
Palisade
Reinforced Gate
Disguised Entrance
(3) Snare
Cage Trap
(5) Pit Trap
Rockfall Trap

Shatterspine Post (Upperdeep 62)

Under Construction:
Bloodwatch Enclave (Upperdeep 77)

Shatterspine Post (Upperdeep 62)

Beginning Construction:
Bloodwatch Enclave (Upperdeep 77)
(1) Mushroom Grove: -40g, 1 week remaining
Workshop: -65g, -25m, 3 weeks remaining
Spiked Moat: -25g, 3 weeks remaining

Shatterspine Post (Upperdeep 62)

Orders:
Bloodwatch Enclave (Upperdeep 77)

(2) Kobold Augurs form a unit with (10) Kobold Veles and (10) Kobold Immunes.
(1) Kobold Augur (the one remaining in Bloodwatch Enclave) casts Haste on the newly formed unit.
If a Kobold Augur can cast Scry and move in the same turn, one with the new unit will do so on Upperdeep 62, but if not ignore this.
The unit spends 6 speed to move to Upperdeep 62, attempting to avoid larger troop concentrations, and lays the foundation for a Dungeon (Shatterspine Post). If the unit is also able to garrison the dungeon in the same turn, they will spend 1 speed to do so.

Responding to events:
re: disobedient Veles - he is offered a choice. Either he goes with the new unit to found a Dungeon, forced marching along without being Hasted, or he can be traded to the Orcs as food, never to be eaten by kobolds.

re: omens - Marius Krinak and (10) Kobold Veles spend 4 speed - the goal is to search Upperdeep 75 for an appropriate sacrifice, stealthily lure it back to Upperdeep 77, get it in a pit or cage trap, and re-garrison the Dungeon at Bloodwatch Enclave.

re: elections - Patricians get one vote each. Senators get one vote each. Every family unit gets one vote each. Every five man squad of troops gets one vote. Augurs get one vote each. Voter fraud is punishable by fifty lashes and exile. (Senators and patricians have the most votes by far, but they'll both ideally have to court the interests of the people and the army in order to prevent the other from doing the same and getting more votes. Effectively the free elections option with some stipulations to ensure that power remains closer to the upper classes than letting everyone have one vote. It also motivates soldiers unmarried men to join the army, and then to start families when they retire.
[/spoiler]


Steerpike

 

The Shadow Elves of the Upperdeep have fought in several battles recently, defending their sacred city of Umbrazzid from the Star Vampires of the Abject and seizing the fledgling city of Uzannador from their erstwhile brethren, the Kirr Dark Elves.  The martial skill of the Nocae is formidable, but they have made themselves powerful enemies.

Soundtrack: The Holy Shadow Prevails

[ic=The Month of the Spider, Week 4]As the Month of the Spider comes to a close, tension in the Underdeep is palpable.  The Shadow Elves, otherwise known as the Nocae, have launched an aggressive offensive against the Dark Elf demon-worshippers known as the Kirr, while the renegade Cerelich known as Ktan-Ydheel is said to have assaulted the Nocae's hallowed city of Umbrazzid.  There are rumours also of confronations between the Dwerim and the Fungoids in the Middledeep, and of mounting conflict between the Dwerim and the Goblins of the Red Tide.  The Orcs continue their march through the Upperdeep, seemingly making for the Dwarf-Realm of the Westdeep.  But Orcs are not the only evil to afflict Disa Grimhammer's Queendom: the Grey Wyrm has struck at her borders, laying waste to one of her bastions and slaughtering her troops.  The creature is said to lair in a ruin somewhere within her lands.

There are other monsters than Dragons at large these days.  There are whispers that a strange Kobold has arrived in the Middledeep, a creature known as Grolhund the Heartscrew, spoken of in legend as a kind of bogeyman, creeping through the caverns in search of victims for his deranged experiments.  Whether these stories are true or only folktale remains to be seen.[/ic]

[ic=Maps – the Month of the Spider, Week 4]
The Surface

[spoiler=The Surface, Month of the Spider, Week 4]
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Spider, Week 4]
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Spider, Week 4]
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Spider, Week 4]
[/spoiler][/ic]

[ic=Briefings – the Month of the Spider, Week 4][spoiler=For the eyes of the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees]You have mustered your forces at the Downward Stair in preparation for your incursion into the lands of the foolish Dwerim.  Why they insisted on antagonizing you, you cannot know, but now that they have provoked your ire, they will have to pay the price for their insolence.  As you make preparations to leave for the incursion, a messenger brings word of a group of creatures that has approached your Town and wishes to speak with you.  Emerging from your chambers you discovered a pack of Wargs, all of them two-headed, vicious black-furred beasts with glimmering red eyes.  The leader of the pack was a huge white wolf, an albino.  One of the creature's two heads had been smashed in, and dangled uselessly next to the other.  The Warg declared itself Dreadfang – a beast of whom many legends are told, including its notorious encounter with Disa Grimhammer, who reputedly smashed in one of the creature's heads.  Having heard of your exploits and your recent quarrels with those of Dwarven stock, Dreadfang has offered you its allegiance and the aid of its pack in exchange for food.

"I wish to taste Dwarf-blood once more," the creature snarls hungrily.  "I ask only that you allow me to feast on the Dwarf-bitch Disa's flesh."

A rumour has also reached your ear.  It is said that the Horsemasters above have hired a group of adventurers calling themselves the Blades of Fury to investigate the deaths of the caravan escort.  It seems that the leader of the band you slew was in fact a prince among the humans, and his father greatly desires vengeance.  It may take awhile for the adventurers to discover that it was you who slew the Horsemaster prince.  Fortunately enough, the palisade around the Downward Stair has been completed, providing the settlement with some measure of defence.

[Dreadfang has brought 25 Two-Headed Wargs to the Downward Stair.  If you pay the Wargs 100 Food, they will join your forces.  The Two-Headed Wargs can be used as mounts by your troops, if you wish it: you can convert up to 25 Goblin Grunts into Two-Headed Warg Cavalry for free.  If you choose to accept the Two-Headed Wargs as mounts, you must pay the Upkeep for Two-Headed Warg Cavalry instead of Grunts for the mounted units.

[ic=Two-Headed Warg Cavalry]The two-headed Wargs of Dreadfang's pack are especially ferocious, though their appetites are tremendous indeed.

Upkeep: 2 Gold, 6 Food
Melee Attack: +5
Melee Damage: 6
Defence: 16
Health: 10
Speed: 6
Morale: +3
Special Abilities: Cavalry, Double-Headed, Scout[/ic]

[ic=Dreadfang]

The fell-wolf known as Dreadfang craves vengeance against Disa Grimhammer.  An albino, the creature has two heads, one of them smashed in by Disa's hammer.  Dreadfang is too large to be ridden, and would not suffer a rider in any event.

Melee Attack: +8
Melee Damage: 10
Defence: 18
Health: 20
Speed: 6
Morale: +5
Special Abilities: Grudge (Dwarves), Large, Leadership, Scout

All Warg units in an army accompanied by Dreadfang gain +1 to Morale.

Dreadfang can only lead a regiment of Warg cavalry or Two-Headed Warg Cavalry.  If Dâgalûr or another Leader is in that regiment, the regiment can possess two Leaders.  If Dreadfang is attached to a Warg regiment all units in that regiment gain the Grudge (Dwraves) ability while he remains with it.[/ic]

Dâgalûr may also be mounted on a Warg for free (though not on Dreadfang).][/spoiler][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Disaster has befallen the new city of Uzannador.  While Mianarith and her retinue arrived on schedule and garrisoned the fledgling city, a force of the wretched beings known as the Accursed – former slaves of the Nocae, the Shadow Elves – emerged from the gloom of the south, led by a by a tall, glaive-wielding Shadow Elf in opalescent armour.  Though Mianarith's eldritch senses warned her of the attack, the confrontation quickly went ill.  Mianarith conjured a cloud of poisonous vapour, greatly debilitating the many-armed horde, and her crossbowmen slew one of the charging monstrosities.  Then the swordsmen and slave soldiers charged forwards, blades and spears gleaming in the gloom, meeting the mass of creatures in pitched battle.  The melee was bloody and brutal.  Your forces slew two dozen of the horrors – weakened as they were with poison, they fell in droves before your warriors – but there were simply too many of the creatures.  Your forces were overwhelmed, every single slave and swordsman slain.  With but a small force of crossbowmen left, Mianarith surrendered to the Nocae.  She has been taken prisoner, and the Shadow Elves now hold Uzannador; a sole messenger escaped the battle and delivered the report to you in Kirr-Godna.  He claims that the remaining Shadow Elf forces are weak, with only half a dozen Accursed and the fearsome glaive-wielding warrior remaining.

In better news, the Ceremorphs seem to have departed your lands – perhaps they will come into conflict with the Nocae.  Your expeditionary force has taken the tunnels to the north and now watches them carefully.  In Kirr-Godna, your slave market is now operational.  No sooner did it open than a caravan of travelling slavers, Orcish of race, arrived in the city.  They advertise a number of unusual slaves for sale – including half a dozen brutish Ogre slaves which they claim make superb bodyguards, labourers, and soldiers.

[+10 Food from Foraging.

-44 Gold, -12 Metal, -33 Food from the Shadow Elves' assault.

You lost 7 Dark Elf Swordsmen and 10 Slave Soldiers at the Disaster of Uzannador.  3 Dark Elf Crossbowmen and Mianarith have been taken prisoner by the Nocae (note that you do not have to pay Upkeep for these troops).  Uzannador itself has been lost to the Nocae as well.

In the Slave Market, Orc Slavers are offering up to 6 Ogre Brutes for sale:

[ic=Ogre Slave]Ogres are thought by some to be the primitive ancestors of Orcs, by others to be more closely related to the Giants of the Surface world.  These particular Ogres have been branded and enslaved by Orcs, who claim they make excellent warriors or labourers.

Cost: 20 Gold
Upkeep: 3 Gold, 5 Food
Melee Attack: +5
Melee Damage: 10
Defence: 16
Health: 15
Speed: 3
Morale: +2
Special Abilities: Large

Ogre Slaves must always be accompanied by at least 1 non-slave unit; otherwise, they immediately desert.

If Ogre Slaves are garrisoned in a Dungeon with a mine, they can use 3 Speed to labour in the mines, producing 5 additional Gold and 1 additional Metal apiece.[/ic]

The Orcs will remain in Kirr-Godna for 2 more weeks before departing.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Two great victories have been won, though the cost has been dear.  The first was at Umbrazzid itself: here, three loathsome, tentacled horrors, creatures known as Star Vampires, assaulted the sacred city, floating down invisibly into the hallowed streets and gorging themselves on the blood of your citizens, even while a pair of fell Bloodfiends, horrific daemons of coagulate cruor and sentient hellfire, assaulted the gates.  The small garrison was mobilized immediately, the archers and Abominations rushing to defend the sacred city.  The battle was fierce, as the Star Vampires swarmed your archers, slaughtering them swiftly.  Meanwhile the Bloodfiends contended with the Abominations, and though one of your defenders was tragically lost, both Bloodfiends were destroyed.  The Star Vampires turned and assailed the second Abomination, but with claws and teeth it defended itself, bringing down two of the gibbering monsters, its venom proving highly efficacious.  The remaining Star Vampire, gnashing its many teeth, withdrew from Umbrazzid, flying over the spires and domes and retreating into the depths of the tunnels.  Vaelri believes these creatures were in the service of the creature known as Ktan-Ydheel, the Cerelich, an undead Ceremorph sorcerer who lurks deep below, the same blasphemous warlock whose minions Dolmar slew a week before.  Clearly the Abject, as they are known, intended reprisal.

Your sole remaining Abomination has been honoured as a hero by the citizens of Umbrazzid.  You may wish to decide on an appropriate reward for this valiant creature's tremendous service to Sylessiadil – perhaps a future promotion to Commander or Captain?

The second battle waged in the Middledeep at the Dark Elf city you now know to be Uzannador, a newly founded settlement established by the heretical demon-worshippers known as the Kirr.  You led your Accursed troops into battle personally, descending on Uzannador out of holy shadow.  The city's commander, a Dark Elf summoner known as Mianarith, spat an unholy spell towards your forces, a poisonous fume which many of your Accursed inhaled, debilitating them greatly.  Then the Dark Elves' swordsmen and slave soldiers charged forth, slicing into your forces with devastating effect.  They slew many, but you intoned a prayer to Sylessiadil and led the counter-attack.  The Accursed swarmed over their attackers, swiftly overwhelming them, and you found yourself face-to-face with a Kirr swordsman, his eyes cruel, his mouth set in a grimace of hatred and cold fury, his flickering blade wickedly curved.  The sword lashed out, wounding you badly, but you fought through the pain and brought your glaive down upon the swordsman, shearing him from neck to groin and spattering yourself with gore.  When the brutal melee concluded more than two dozen of your Accursed had fallen, but the swordsmen and slave soldiers had all been slain.  The summoner, Mianarith, and three crossbowmen were all that remained of the Kirr's garrison.  Faced with your forces they surrendered, and you have taken them prisoner and seized Uzannador for the Nocae.

Meanwhile, the creature that was beached on the shores of Umbrazzid has slid into a deep torpor once more.  The Dragonhunt have crossed the chasm to meet the Dwerim forces at the border of the Westdeep, the Dwarf-Realm of Disa Grimhammer.  The force of Axemen is led by a young Dwer called Tiern, a stout-hearted warrior who greeted Phaedra with the utmost gallantry.  You may now confer with the Dwerim directly to plan your attack on the Grey Wyrm.

[You lost 25 Accursed at the Battle of Uzannador; only 6 remain.  Dolmar Lestridae suffered a wound (7 damage) but has recovered fully.  You have conquered Uzannador and now hold the city.  It is currently devoid of structures save for Slave Pens under construction, which will be operational in 2 weeks time.  Your troops are currently garrisoned in the city.  Uzannador requires a Commander.

You gained 44 Gold, 12 Metal, 33 Food, and 16 civilian prisoners from the sack of Uzannador.  4 of these prisoners are of Dwarven stock.  You also took 3 Dark Elf Crossbowmen and Mianarith (Summoner Commander) prisoner.

Dolmar's exploits have earned him a new ability.  Choose 1 of the following abilities and add it to Dolmar's Special Abilities:

[ic=Bless (Utility)]Dolmar has been favoured by Sylessiadil and can now call upon the Goddess of Shadow to bless his troops.  Dolmar gains the Bless spell.[/ic]

[ic=Grudge (Dark Elves)]Dolmar's battle with the Kirr has hardened his heart to his erstwhile kindred.  He gains the Grudge (Dark Elves) ability, gaining +2 to Attack and Damage against Dark Elf units and +4 to Morale when Dark Elves are present on the battlefield.  This ability is imparted on to any regiment he leads.[/ic]

[ic=Elven Fleetness] Hastening across the caverns of the Middledeep with his troops, Dolmar has learned how to cover ground very quickly indeed.  His Speed increases by +1.  Any army that Dolmar leads has its Speed increased by +1.[/ic]

[ic=Polearm Mastery]Dolmar's skill with the glaive has increased.  When fighting with any polearm, Dolmar strikes first in melee, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

You lost 2 Archers and 1 Abomination defending Umbrazzid from the Star Vampires and Bloodfiends.

You may now parley directly with Tiern of the Dwerim if you wish (see Communication rules for more details – let the DM know if you wish to schedule a parley session).][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]It seems that the Kobolds above you are becoming exceptionally curious.  They have sent down lanterns containing lightning bugs and glowing gas to peer into the depths of the Darksea, and seem to have discovered Cruel Form of Truth.  Perhaps it is time to subjugate these wretched reptiles?

Your Savants have became exceedingly drowsy and the Slumber has taken them.  They have lapsed into torpor, and can now peer throughout the caverns, uncovering all manner of secrets.  Within Cruel Form of Truth, your mines are being dug ever deeper.  While expanding the mines your Thralls have hit a vein of True Silver, or "Mithril," as the Lesser Ones call it.  This unusual metal is especially valuable.

[All Watcher Savants have entered the Slumber this week.  They can take no actions but can still be moved if dragged by other units.  They gain the Scry ability this turn.

You have hit a Mithril vein.  For the next 2 weeks, your Metal production doubles.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]Your laboratory stirs.  The alembics bubble; the crucibles smoulder; the cauldrons boil and seethe; the eldritch generator whines with puissance.  When your last thrall was under the knife, he babbled something about a group of rogue Ceremorphs somewhere in these caverns.  Perhaps they would make interesting specimens?  You have also heard tell of a tribe of Kobolds somewhere to the east; you possess no compunctions about abducting your own kind, so perhaps they, too, might make intriguing thralls.

Let the experiments begin![/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]As you prepared to found the Drakkenhold, your forces were assailed by the returned Fire-Drakes!  Discovering their mother dead, the creatures shrieked in rage and began spewing flame into the air.  Coming upon your troops, they descended in a fury, but your halberdiers' shields protected them from harm.  Meanwhile your hammer-throwers hurled their weapons, battering one Drake badly, while your cave beetles took to the air and moved in for the kill.  With snapping pincers they felled one Drake and began worrying at the others.  Panicked, the Drakes landed, allowing your Halberdiers to charge them.  Two of them were slain, torn apart by the creatures, but they made short work of the lizards, and you yourself struck the blow that slew the largest and most fearsome, sustaining only minor wounds in the process.  The Drakkenhold has been successfully founded and now requires a commander.

You have deployed your sneaks to gather information, establishing the beginnings of a true spy-network throughout the Underdeep.  However, the scout you sent to investigate the ruins in the Middledeep never returned!  Your other scouts were more successful.  The scout sent to the magma-caverns to the west reports that the caverns themselves are clear, but that a group of Lava Naiads linger on a small island near the center of the magma-pool – mischievous creatures who dwell near pools of molten rock and possess a siren's song luring hapless passersby to their doom, or to their sweltering lairs to be kept as guards or servants. The scout who travelled to the cavern to the south reports that the cave appears clear, but that there are indications that some form of large, tunneling creature passed through recently, leaving signs of its passage.  These tunnels could be investigated further.  Finally, the scout you sent to explore the lake-filled cavern in the Middledeep reports that a Lake Troll dwells in the cave, but it is otherwise empty.

[You lost 2 Duergars Halberdiers in the defence of the Drakkenhold.

Käfer's exploits have earned him a new ability.  Choose 1 of the following and add it to Käfer's Special Abilities:

[ic=Wyrmslayer]Käfer is now an experienced killer of Wyrms.  He effectively gains the Grudge (Wyrms) ability, which is also conferred to any regiment he leads.  Wyrms include all Dragons and their kin (such as Drakes and Wyverns); this ability also applies to cavalry riding Dragon-kind.[/ic]

[ic=Fire Resistance]Having grown practiced at guarding himself against flames, Käfer is somewhat resistant to fire-based attacks.  He gains +4 Defence against attacks and spells that deal Fire damage.  This ability is imparted to any regiment he leads.[/ic]

[ic=Beetle Husbandry]Käfer's proficiency in beetle husbandry has grown keener.  If garrisoned in a Citadel with Beetle Farms, those Farms each produce an additional 2 Food per week.[/ic]

[ic=Infiltrator]Skulking through the caverns of the Lowerdeep, Käfer's training as a Sneak is coming back to him.  Käfer gains the Infiltrator ability.   This ability is imparted to any regiment he leads.[/ic]

The Duergar Sneak sent to Middledeep 7 is dead of unknown cause.

Lowerdeep 88 contains 6 Lava Nymphs.  Their lair likely includes the treasures of any travellers they lured to their doom.

Lowerdeep 22 is clear but shows signs of recent habitation by tunneling creatures of some variety.

Middledeep 48 is inhabited by a single Lake Troll (similar to a Rock Troll, but with bonuses in watery terrain), which spends most of its time in its Troll Hole.

Remaining mineable resources at the Käferhold: 36000 Gold, 8500 Metal

Remaining mineable resources at the Umbrahold: 15500 Gold, 4700 Metal

Remaining mineable resources at the Drakkenhold: 19300 Gold, 2200 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]These cursed Shadow Elves are becoming a thorn in your side!  Your attack on the Shadow Elf city of Umbrazzid has been unsuccessful. After waiting for the bulk of the Shadow Elf garrison to depart Umbrazzid, your three Star Vampires and two Bloodfiends descended on the Shadow Elf city and began wreaking havoc, but the Nocae militia quickly mobilized.  Though their archers did little damage, their dread Abominations – many-armed, venomous horrors that rapidly regenerate their wounds – proved formidable opponents.  While your Bloodfiends contended with the Abominations, your Star Vampires slaughtered the archers.  Though one Abomination was destroyed by your Bloodfiends, rent apart with their crimson claws, the creatures dispatched both of your Bloodfiends with terrible savagery.  Your Star Vampires joined the fray, but two were also slain by the Abominations, poisoned by their corrosive venom.  Though only a single Abomination remained, its powers of regeneration were too much for the sole surviving Star Vampire to overcome.  Wisely, your Star Vampire withdrew from the battle and now lurks outside the city, awaiting further orders.  Though you lost the battle, you have at least weakened the Nocae's defences.  Without further reinforcements, Umbrazzid could not withstand prolonged assault.

Yet more tragedy has befallen your troops.  Three of your Ceremorph Ghouls were lost in the magma-caverns above Yuddarath while moving to Ulm-Ulhulm.  Not all goes ill, however.  Fortunately, Altharid-Xallasine and her thralls managed to evade the magma and reach Ulm-Ulhulm.  Naerlyth the Unclean has been hard at work at your behest and has compounded the efficacy of the contagion carried by your Ceremorph Ghouls.  Your Memory Womb now throbs with unholy puissance, filled a susurrus of profane voices.  As you meditate in this chamber a single voice, deep and resonant and silkily seductive, whispers clearly out of the blackness, louder than the others:

"The key!  The key!  Seek out the Grey Ones, the Stunted Ones, those who were once slaves, and take it from them!"

[You lost 2 Star Vampires and 2 Bloodfiends in the Assault on Umbrazzid.  The remaining Star Vampire has withdrawn to Upperdeep 29.

Naerlyth has perfected a new disease for Ceremorph Ghouls to carry.  Choose 1 of the following abilities and add it to Naerlyth's Special Abilities:

[ic=Brain Fever]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry the debilitating disease known as Brain Fever, which courses through the minds of its victims, causing madness and imbecility.  Such Ghouls cost an additional 3 Gold each to recruit, but their Disease now affects both Health and Morale.  Morale can drop into the negative from this effect, though troops do not desert because of Brain Fever.  Troops that drop below 0 Morale due to Brain Fever must make a DC 15 Morale check each round of combat or suffer from a Confusion effect identical with the spell of the same name.[/ic]

[ic=Zombie Plague]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry a dread plague whose victims rise as shambolic undead.  Such Ghouls cost an additional 3 Gold each to recruit.  Any creatures who die of their Disease, however, or who were afflicted with their Disease when they died for other reasons, rise as Zombies (as the Undead unit) as if the Ghouls possessed the Create Spawn (Zombies) ability.[/ic]

[ic=Fellpox]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry the horrible illness known as Fellpox, a disease which causes acute discomfort due to the eruptive pustules that it creates.  Such Ghouls cost an additional 3 Gold each to recruit, but their Disease now affects both Health and Attack.[/ic]

[ic=Grey Rot]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry the disease known as Grey Rot, a nightmarish illness that eats the victims from the inside-out and leaves them an etiolate husk.  Such Ghouls cost an additional 3 Gold each to recruit, but their Disease now possesses a potency of 7.[/ic]

You lost 3 Ceremorph Ghouls to the magma in Middledeep 23.  One is badly wounded (2/8 Health).][/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]This week has been a relatively uneventful one, for the most part.  Your Brainhounds have reached their destination; along the way they noted a small force of Dark Elves – five slaves soldiers, a pair of crossbomwn, and three swordsmen – encamped in the three-way junction, apparently guarding the tunnels and the border of the Kirr lands.  Your stealthy Hounds were able to slip past without detection, but other troops would be intercepted by the demon-worshippers, whose tolls are known to be steep.  After setting up an ambush near the edge of the ruins, they discovered a Duergar sneak creeping up from the Lowerdeep.  They attacked on sight and tore the Duergar apart.

While you recovered your strength from the battle with the renegade Ceremorphs you sensed an unfamiliar presence approaching, an entity that seethed with rage and hatred.  Shortly after, the creature approached you: an Orc garbed in red rags with eyes that smouldered with malice.  The Orc introduced itself as Vruthor, identifying itself as a Wrathpriest of the Ireful God, one of the lesser deities of the Orcish pantheon, a god of fire and revenge.  The shaman's tribe was destroyed by a group of Fungoids and it now desires vengeance against the sporekin.  Having heard your call in its slumber the creature has sought you out, divining your locations through certain auguries read in charred bones.

The Overbrain communes with you:

I have sensed that a group of the escaped prisoners have passed into the lands of the Kirr.  It seems that the Great Foe, Ktan-Ydheel, the Abjected, has located another group and bound one of them, the heretical Demonist Altharid-Xallisine, to its service.  A third and final group remains at large.

Daggoth also sends word:

Hail, my Queen, second to the Overbrain, Exalted One and Most Beloved!  While the Thrall Pens of Curasd have been completed, I have sensed a hungry presence, or presences, in the mushroom-groves to the south, perhaps attracted by the smell of the thralls.  It may be prudent for you to send forces to defend the Hive against such predators.

[-10 Gold, +4 Food from trade with the Undead.

Vruthor the Wraithpriest wishes to accept your offer of 20 Gold and 3 Metal.

[ic=Vruthor the Wrathpriest]

Vruthor is a strange Orc full of seething malice and a deep desire for vengeance against all Fungoids.  His flesh is covered in strange, flame-like brands, and his hands are blackened and charred as if severely burnt.  Your Elven instincts recoil from this creature, but your Ceremorph intellect sense that he may be of considerable use.

Cost: 20 Gold and 3 Metal.
Upkeep: 10 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4 (Fire)
Melee Attack: +6
Melee Damage: 5 (Fire)
Defence: 14
Health: 15
Speed: 4
Morale: +5
Special Abilities: Blood Boil, Detector, Follower, Frenzy, Grudge (Fungoids), Animosity

Vruthor will attack any Fungoids on sight, even if the Faction he serves is allied with them.[/ic]
Quasthid and the Hook Horror remain Dominated this week.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]An ill fate has befallen the Undrenwald!  It seems that the festering horrors known as the Sporekin have returned to plague your realm once more.  A substantial force of these creatures – thirty five of their warriors, ten of the insidious puffball mines, one of the twisted Sporemothers, and a strange, purplish abomination, one of the Blightguard – advanced on the Undrenwald.  Faced with such overwhelming odds, the Undrenguard withdrew from the Outpost, which has now been rendered a ruin by the Sporekin.

Not all the news this week is so dire, however.  Tiern has written a report on the Harrowing of Nüln.  He led the Wyrmhunt into the ruinous city, finding the entrance hall given over to dust and cobwebs, though footprints winding through the dust told of creatures dwelling in the ancient Mansion.  Making his way deeper into familiar halls, Tiern and his retinue came to the Grand Furnace, its great forges now cold.  Strangely, the place was now half-filled with statues of a wide variety of creatures – Orcs, Goblins, Kobolds, and others.  Knowing some deviltry to be at work, Tiern led his warriors cautiously on, gaining the barren Rose Garden – a melancholy sight indeed, strewn with charred bones and other signs of desolation.  No sooner had the Wyrmhunt entered that once-resplendent place than a band of the horrible creatures known as the Eyeless leapt from the shadows.  Said to be Humans from the Surface who crept down into the shadows and dwelt too long in darkness, the Eyeless are a savage and primitive race, pale of skin, with smooth flesh where others have eyes, and overgrown ears and noses, like those of bats, to compensate for their blindness.  The barbaric creatures had with them two fell Basilisks, reptilian creatures whose gaze petrifies all it touches.  Instantly one of the Wyrmhunt was turned to stone by one of the monsters, while the Eyeless hurled crude bone javelins, slaying three of the Wyrmhunt.  Bellowing a war-cry of the Mhaldûlne, Tiern charged forwards, followed closely by the rest of the Wyrmhunt.  Though seven more Dwer fell to the flesh-eating brutes and another Axeman was petrified, the Eyeless were butchered, Tiern himself delivering the final axe-stroke.  The Basilisks, panicked, fled the chamber, but Tiern's warriors swiftly tracked them down and put an end to them.

Continuing his explorations, Tiern discovered a trove of gold, jewels, and relics of the Dwerim, apparently hoarded by the Eyeless, including a suit of True Silver mail once worn by Kings of the Deep, including Nír himself.  Further search also yielded the blade Bitterflame, clutched in the burnt hand of an Orc skeleton – the dread fire-sword of Kaltë, forged by Andacer and bound with a fell spirit.  Such a weapon does not suffer to be wielded by those not of Dwarven or Dwerim blood.  Continuing his exploration of the once-glorious halls of Nüln, Tiern discovered a chamber high the Tower of Red Banners that was barred and barricaded.  Carefully opening this door he found eight Hobgoblin warriors, mercenaries captured by the Eyeless.  Though kin to Goblins such creatures are known for their strong sense of honour, and their War-Chief, Molgrm, declared himself in Tierns' debt and has offered his services to the Dwerim as recompense for rescue.  These Hobgoblins, the Splintre-Shields, seem well-trained and proficient in arms, yet many of the Wyrmhunt muttered darkly at the sight of them, in light of recent troubles with the Red Tide and the desecration of the Thousand Halls.

Tiern reports also that the mines of Nüln could be repaired.  Furthermore, three are certain lower halls of the city that have been cut off from the rest of the Mansion due to cave-ins.  Tunnellers could potentially re-open these passages, though what may lie within them, he cannot say.  He continued past Nüln to the Upperdeep and has now met with the Shadow Elves, led by Phaedra Duskbow Lestridae, a graceful Nocae accompanied by fourteen archers.

Meanwhile, in Mhaldûl-Nem, Gírn Dun Riar has completed work on the Earth's Cardinal Heart and given the jewel to you.  It hangs heavy round your neck, but its runes give you strength.

[The Wyrmhunt lost 12 Dwer Axemen – 10 were slain, 2 petrified (the petrified Dwerim can be restored with a Dispel spell).

In Nüln, you gained 144 Gold, 63 Metal, and 140 Food.

Tiern found the King's Mail, which imparts +2 Defence if worn.

Tiern also found Bitterflame, the sword forged by Andacer in ages past.  Bitterflame increases the Attack and Damage of any who wield it by +1, and also deals an additional +4 Fire Damage.  In battle, the sword wails horribly and gives the wielder the Fear ability (DC 15).  However, the fell spirit bound within mutters constantly and fills the wielder's mind with thoughts of violence and madness, imparting a -1 penalty to Morale to its wielder.  Bitterflame can only be wielded by Dwerim, Dwarves, or Duergar.

Nüln contains the following structures:

Rose Garden (Broken – Special, see below)
Forge Hall
Hall of the Ancestors
Shield Hall
Grand Furnace
Pyretic Refinery
Dwer Armoury (Broken)
Hall of Trade (Broken)
Dwer Mine Complex (Broken)
Outer Wall (Broken)
Escape Tunnel (Broken)

[ic=Rose Garden]This once-glorious chamber is now a barren, ash-strewn place of shadows and cobwebs.  Perhaps, with time and patience, it might be returned to its former beauty.  Returning the Rose Garden to its previous splendour takes 6 weeks and costs 100 Gold and 50 Metal.

Benefit: All Dwer troops garrisoned at Nüln gain +1 Attack and +2 Morale.  In addition, up to 25 roses can be plucked from the garden per week.  Living Dwer units who wear such a rose gain the bonuses of the Rose Garden while the bloom lives.  Roses live for 3 weeks.[/ic]

Tiern's Harrowing of Nüln has earned him a new ability.  Choose 1 of the following and add it to his list of Special Abilities:

[ic=Grudge (Eyeless)]The foul Eyeless creatures that squatted in the ruins of Nüln have earned the wrath of Tiern.  Any Eyeless he encounters should beware!  Tiern gains the Grudge (Eyeless) ability, which is also imparted to any regiment he leads.[/ic]

[ic=Dungeon Delver]Having explored the ruins of Nüln, Tiern has become a savvy dungeon-delver.  When investigating ruins, the Dwer warrior and any forces he leads gain +4 to Defence against any traps and are never taken by surprise by any foes lurking inside.  In addition, they receive double the amount of randomized treasure (Gold, Metal, etc) from a successful dungeon-delve.[/ic]

[ic=Blood of Kings]Revisiting the ancient halls of Nüln has reminded Tiern of his Kingly heritage.  His Morale bonus increases by +2.  Like a Dwer Thane, Tiern now increases the Defence and Morale of any army he is leading by +1.[/ic]

[ic=Axemaster]Tiern's skill with the axe has improved.  While fighting with any axe, Tiern strikes first in melee combat, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

If Tiern wishes, he can accept the Splinter-Shields into his service – seven Hobgoblin Warriors, and their Warchief, Molgrim.  The presence of the Hobgoblins may reduce the Morale of any army they accompany unless its commander can convince his troops that they are worthy companions (this entails a Morale check of DC 15 on the part of the Commander, though a well-written speech will give the Commander a bonus to this check).  The Hobgoblins may have accompanied Tiern and the Wyrmhunt or may have been sent elsewhere, or freed from the debt and dismissed, or even put to the sword by the Wyrmhunt (your choice).

[ic=Splinter-Shield Hobgoblin]The Splinter-Shields are elite Hobgoblin mercenaries who have served in many campaigns throughout the Underdeep, though their numbers were recently decimated by the Eyeless as they were travelling in a region nearby and ambushed.  They will forgo their Gold Upkeep for a month if you hire them.

Upkeep: 3 Gold, 2 Food
Melee Attack: +5
Melee Damage: 6
Defence: 16
Health: 10
Speed: 4
Morale: +4
Special Abilities: Discipline[/ic]

[ic=Molgrim, Hobgoblin Warchief]

Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns.  He seems a stern and rather quiet sort, though he seems to take his word very seriously.  His warriors clearly regard him with the utmost respect.  Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/ic]

The Earth's Cardinal Heart provides the Lord of the Mansion (or any other wearer) with +2 to Melee Attack.  It may have other powers as well, yet unrevealed.

You may parley with Phaedra Duskbow if you wish ((see Communication rules for more details – let the DM know so a session may be scheduled).

Remaining mineable resources at Mhaldûl-Nem: 31890 Gold, 6720 Metal

Remaining mineable resources at Nüln: 15500 Gold, 1400 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]The scrying of your Augur reveals that the cavern to the east is inhabited by a wandering Rock Troll who marvels at the sight of the crystals filling the cave.  The creature seems docile, and might even be bribed with food or treasure – but it may be more cantankerous than it currently appears.  Your disobedient soldier, weighing his options, chooses to accompany those troops heading off to found a new Warren.

Your hunt for a creature suitable for a sacrifice has produced a juvenile Hook Horror, a vulturine monstrosity with a beaked maw, chitinous exoskeleton, and taloned forelimbs.  Taunting the creature, you led it back to Bloodwatch Enclave, where it almost immediately fell into one of your cunningly prepared pits.  It will make a worthy sacrifice, the Augurs assure you!

Meanwhile, your troops' efforts to found a new dungeon have been successful.  The Rock Troll has retreated to its Troll Hole somewhere within the region.  Perhaps it could be lured out with food?  Your troops encountered no hostile creatures on their way to found the new settlement, but did find evidence that a large number of humanoids have passed southwards through these tunnels very recently.  Presumably these were the Elves – perhaps they have already passed beyond your lands.

Your judgement on the matter of the elections has been met with cautious praise, as your compromise seems calculated to please no one and anger no one.  Elections will be held on the first of the next month.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[+1 Morale to all in Bloodwatch Enclave for the Hook Horror sacrifice.

Shatterspine Post has been founded successfully and requires a Commander.  It has been garrisoned with your troops.][/spoiler][spoiler=For the eyes of the Lich Dr. Roberston, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Professor Robertson, your researches have proved most intriguing.  You have learned a great deal about the Crown of Malekar the Obscene: it is an extremely powerful artefact, apparently containing some sliver of the Dark Elf sorcerer's soul, somewhat similarly to your own Phylactery.  The crown is made from the bones of High Elven folk and set with tenebrous gemstones.  It seems that whoever wears the Crown gains a certain fragment of Malekar's power, but is in danger of becoming possessed by the spirit of the warlock.  Intriguing...

Ashton, you have returned to the Underdeep.  The Ogres, greedily awaiting you, rushed out of their hiding places to accept your offering of food.  No sooner had they lowered their guard than you uttered your Dread Curse, afflicting the club-wielding brute.  The creature snarled in fury and swung his cudgel widely, but the curse took its effect and he was only able to dispatch a single skeletal warrior before falling beneath a barrage of arrows.  Meanwhile the rock-hurler prepared to defend herself, but your zombies overwhelmed her swiftly, tearing out her heart.  Having returned to the endless darkness, you began construction of the Dean's Wall.

Elsewhere, your minions have founded a new Necropolis, the Iron Hall, and another Outpost, the Wall of Rats, which require a commander and captain, respectively.

[+25 Gold, +20 Bodies, -4 Food from trade with the Ceremorphs.

+10 Gold, -4 Food from trade with the Dark Elves.

Professor Robertson's researches have produced results.  He learns the Haste spell.  In addition, he has learned the properties of the Crown of Malekar the Obscene:

[ic=Crown of Malekar]The Crown of Malekar the Obscene is a major artefact.  Whoever possesses the Crown of Malekar gains a number of abilities:

Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.

Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.

Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:

Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16)

Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.

The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on.[/ic]

+2 Bodies from the Ogre encounter.  The Ogres carried little, possessing 36 Gold and 8 Food.][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]Your cunning scheme to lure the Hook Horrors into Gnomefeast LuteingCave went off without a single hitch.  After your Slinger – the valiant Mya-Haha – ran out to taunt the creatures, the vulturine horrors were incensed!  They followed the courageous Slinger into your warren, but soon became confused in the twisting tunnels.  At this point you launched your attack, leading your Dire Rat cavalry into combat.  With gnashing teeth and stabbing spears they worried at the Hook Horrors, and you yourself landed a killing blow, slaying one of the chitin-plated monsters.  Your slingers pelted at the creatures to little avail, and the Horrors attempted counterattack, but found the cramped passages difficult to manoeuvre in and failed to hit a single rat.  Now your motley SmartScouts flooded in, rushing to surround the creatures, pelting them with stones and slashing them with knives, impaling them with spears and javelins.  Two more of the creatures died, and the last remaining Horror, wounded, fled in panic.  Aiming a careful sling-shot you struck the creature dead with a single stone!

Meanwhile your scouts mostly have little to report, but the Skulker sent to scout the ruin returns with news that they are infested with giant spiders, at least four of whom are truly prodigious in size.  The ruin seems to be of Dark Elf construction and contains a workable mine, but little else of worth to Kobolds.  There may be treasures to be found in the lower depths, however!

Your scouts from the Darksea bring more disturbing news.  It seems that the subterranean depths have become the residence of aq group of grotesque fish-like creatures, truly massive in size.  An entire underwater city thrives in the deeps, and horrible monstrosities breed along the dank shores!  Truly these neighbours are loathsome!

[+47 Food from Foraging.

+4 Bodies/Food from the Hook Horrors.

Shee-Ra's exploits have earned her a new ability.  Choose 1 of the following and add it to her Special Abilities:

[ic=Discipline]Shee-Ra's airs of Queendom are becoming so overblown that her troops now treat her with near-reverential awe.  Shee-Ra now has the Discipline ability, which is also imparted to any regiment she leads.[/ic]

[ic=Distraction (Combat)]Shee-Ra has learned the art of distracting her foes in combat, allowing her troops to gain the advantage.  This ability exactly mimics the Distraction spell.[/ic]

[ic=Ambush Expert]Shee-Ra is now so effective at setting up ambushes that it takes her very little time to get into position.  When Shee-Ra sets up an ambush it now requires only 1 Speed instead of 2.  This ability is imparted to any regiment she leads, as well, while she remains attached to it.[/ic]

[ic=Sling Mastery]Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.[/ic]
There are 4 Giant Spiders (statistics similar to Dark Elf War Spiders) in the ruins at Middledeep 73.  The ruins contain a fully operable Dark Elf Mine.

The Darksea contains the Watcher Vault known as Cruel Form of Truth.  This Vault contains the following structures: Brood Pool, Mucosal Pool, Breeding Pool, Ooze Pool, 3 Thrall Grottoes, 5 Algae Farms, a Watcher Mine, a Nightmare Gate, and 3 Vault Slimes.  Its current garrison consists of 1 Watcher Sovereign, 5 Watcher Savants and 25 Thralls.]
[/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Your assault on the Dwerim has been extremely successful, but you found the Outpost utterly abandoned, its garrison having fled at your mere approach!  The Chimreic Host destroyed those unfinished defences under construction at the Outpost and left the place a desolate ruin before returning to the effulgent glory of Crimsonlight.  It seems the Dwerim are wary of engaging you in battle.  You have now disguised the entrance of the Colony with chameleonic fungi, hopefully protecting it from invaders.

Your coupling with Blackrot's former minions seems to have... altered you.  Breathing in their spores of your new companions and mingling your body with theirs has stirred old memories, memories of hatred and fire, of steel and battle, of ancient pain and unfathomable wrath.  You can feel something growing inside you, some fell quickening – a perfectly pure, beautiful malice.

[The Child of the Glow's exploits have earned her a new ability.  Choose 1 of the following abilities and add it to the Child's Special Abilities:

[ic=Grudge (Dwerim)]Blackrot's minions have stirred a dark and beautiful anger within your fulgid breast, kindling a hatred for the Dwerim.  You gain the Grudge (Dwerim) ability.  This ability is conferred to any regiment you lead.[/ic]

[ic=Blight]Inhaling the Blightguard's spores, you learn how to cultivate more of these fearsome warriors.  Add the Blight Cluster structure to your Rooms list and the Blightguard unit to your Unit list.[/ic]

[ic=Fleshmistress]Your cultivation of so many Skin Farms has taught you much.  If the Child of the Glow is garrisoned in a Colony, the maturation time of any Skin Farms developing there is reduced by 1 week.[/ic]

[ic=Clone]The Child can choose to create a Clone of herself which buds off of her form and can act independently of her.  This Clone requires 25 Bodies to produce, has a maturation time of 2 weeks, and has a Lifespan of 8 weeks.  It is identical to the Child of the Glow in all respects save that it only has 20 Health and Regeneration 10.  Only one Clone of the Child can be active at any given time – a Clone must die before another begins developing.  Any abilities gained by a Clone of the Child are also gained by the Child herself (and vice versa).[/ic]

Your 10 Puffball Mines have 7 weeks of Lifespan left.  10 of your Fungoid Warriors have 15 weeks, 17 have 9 weeks left, and 25 have 14 weeks left.  Your Sporemother has 23 weeks left and your Crawling Cap has 3 weeks left.  Your Fungoid Thralls all have 6 weeks left.][/spoiler][/ic]

[ic=Responses - the Month of the Spider, Week 4][spoiler= Response to Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs from Daggoth]A wise course of action, my Queen.  It shall be as you command.[/spoiler][spoiler= Response to Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs from the Overbrain]Search the caverns to the east for the renegades;I sense they have fled somewhere in that direction.

The creature you sense is nothing but a charlatan, a being of little power and no lasting importance.  You are too easily impressed by the Lesser.

...

If you must destroy Quasthid, so be it.  Its survival, however, is preferable.
[/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]I have peered into the lands of the Kirr.  Their forces remain, and they are constructing an outpost to monitor the junction between tunnels.

[Middledeep 6 contains 5 Slave Soldiers, 2 Dark Elf Swordsmen, and 3 Dark Elf Crossbowmen.  They will have an Outpost built by the week's end.]

I have looked also into the lands to the east, and seen the final group of prisoners – they are continuing south.  There are nine of them, all of them Psions, and they are starving badly.  They should make easy prey.

[9 Ceremorph Psions passed south through Middledeep 54 this week.  They are badly starved and demoralized.][/spoiler][spoiler=Response to Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow, from Disa Grimhammer, High Queen of the Dwarves]You need not apologize for the plainness of your speech, Dolmar.  You have my thanks for your prayers, and for your efforts against the Kirr; and, also, for the rescue of my kinfolk.  I owe you a debt.  When first you contacted me I thought your fair words a deceit, another ploy of the Dark Elves.  I know, now, that your honour is not feigned.

At the moment the Dragon Scorra occupies my attention, and I must devote all of my resources to the defence of the Westdeep, but once the creature is slain, I will endeavour to repay you for the return of my people, if I can, both in friendship and in coin.  Perhaps, once the Wyrm is dead, we can unite our forces against the Kirr, and these other foes you speak of.

With my thanks,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Vaelri has peered into the Dwarven ruins, and relays images of them through a dream.  The Grey Wyrm, Scorra, squats in the gloom, having returned from slaughtering Dwarves to the north, his claws and fangs flecked with blood.  It is a formidable creature, its scales a dull iron grey, its eyes rust-red, its tattered wings immense.  The beast has amassed a truly vast quantity of gold and jewels.  Scattered near the entrance to its hall are the charred bones of several Dwarves – the Dragon must be of the fire-breathing variety.  Many shattered pillars and lumps of fallen masonry lie in the entrance hall, potentially providing cover to those approaching the Wyrm.  The ruin itself contains many broken halls and chambers of interest, including deeply-dug mines and a forsaken Hall of Runes.

Vaelri's vision also revealed an ancient escape tunnel which could be used to enter the dungeon covertly.  This passage could potentially be used either to launch a sneak attack against the Dragon, or to establish a flanking position against it.  Compared to the entrance hall with its amplitude of cover, the escape tunnel's exit into the Wyrm's lair s highly exposed.  A force fighting from the entrance hall would have superior cover, but one attacking from the escape tunnel might take the creature unawares.[/spoiler][spoiler=Reponse to Käfer, Duergar Despot of the Käferhold, from the Orc Warlord Garnákh the Disemboweler]I have decided that the sight of Dwarf-beards and the stench of Dwarf-sweat and the sound of Dwraf-hammers displeases me.  I go now to plunder the Dwarf-Realm of the Upperdeep.  When I am finished with them I will descend to the middle caverns and  kill the Dwarves who live there, and shatter their cities, and take their women as slaves, and feast on the entrails of their children.  After I have done this thing I will descend deeper, to your lands, and do the same to your halls, Duergar.  Perhaps I will make you eat your own eyes and then serve as my fool.  When I am done with you your grey skin will decorate my hall at Gash-Mograk.[/spoiler][spoiler= For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You scry on the city of Umbrazzid and find that the Elves are reinforcing their militia.  Now half a dozen of their Abominations and three stalwart Paladins guard the city's gates against invaders.  The architecture has also taken on an unusual shadowy quality.

[Umbrazzid is garrisoned with 6 Abominations and 3 Shadow Elf Paladins.  The city contains a Shadow Spire, Cavern of the Accursed, a War Spire, an Armory Spire, a Shrine of Sylessiadil, 3 Lichen Gardens, an Improved Shadow Elf Mine, 2 Lizard Pens, and a Gloom Spire under construction][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]Your Watchers have peered into many caverns of the Underdeep, revealing many secrets.

In the caverns to the north, the two Gloom Trolls lurking in their fortified hole.  They have hoarded considerable quantities of gold and other objects, including some relics of the Primal Sovereignty which they may have scavenged from the once-flooded caverns.  Further north the way is clear, though a glyph-graven monolith rises from the lake to the north, inscribed with spells of the Sovereignty which you might learn.  Further north still is an empty cavern, though it looks like Gloom Trolls once dwelt here.

[Lowerdeep 85 contains 3 Gloom Trolls and 4 Pit Traps.  Lowerdeep 83 contains a monolith graven with Watcher spells which will require more investigation to discern.  Lowerdeep 82 is clear.]

Next your Watchers peer into the cities and settlements of those above.

The Kirr city is undergoing significant turmoil as an army mobilizes and prepares to leave the city.  The city includes a Bloodlord's Spire, slave pens, a War Spire, one lichen garden, an Improved Dark Elf mine, a profane temple, one lizard pen, a city wall, and a slave market.  It is garrisoned with the Bloodlord himself, three Dark Elf Summoners, seventeen slave soldiers, ten swordsmen, nine crossbowmen, and three recently purchased ogre slaves.

The nearest Kobold settlement is defended by seven Kobold skulkers, four slingers, and a burrower.  It is surrounded by a palisade.  The larger settlement further into the caverns is garrisoned by three slingers and a single skulker.  It contains the Mystery Chamber, a burrow, one mushroom patch, a Kobold mine, a midden, a workshop, a palisade with a reinforced gate, a pit trap, and a spiked moat.[/spoiler][/ic]

Humabout

[ic="Flavor Text"]Release the Bats![/ic]

[spoiler=Messages]
[spoiler=GRIMHAMMER]
This is an urgent letter for Disa Grimhammer.  While I would otherwise thank you for your help with the Dwer, it is of utmost importance that I warn you of an approaching orcish horde bent on raiding your lands, killing your dwarves, and claiming their heads as trophies and decorations.  Please take care.
[/spoiler]

[spoiler=BLOODSPEARS]
Beware that the dwer force at <UD 19> consists of roughly 41 dwarves according to one of our allies.  I am sure they are no match for your might, but all the same, we thought it in best keeping with our alliance to share this intelligence with you.  I have had it from Grimhammer's own letters of warning that these dwer are allies of hers, so expect them to attack your forces, should they get the opportunity.  We bid you best of luck in your raiding.  We will both grow rich with dwarf heads this day!
[/spoiler]

[spoiler=THE GLOW]
I see you have brought beauty to the Dwer outpost barring our trade!  I wish to inform you that our host moves on the dwer stronghold <MD 40> this week.  If you wish to join us, that is fair and well.  If not, be it as it may.  They have another fortress to the west of the outpost you destroyed <MD 44>.  I will gladly give you these once they are taken as a token of our friendship.  Then the mushroom forests shall be yours and yours alone, should it please you.  Please inform us of your plans in the region so we can better coordinate and remove this pestilent ugliness from the underdeep once and for all.

[ooc=Request]Please include coordinates for any locations you mention just to avoid confusion.  That's what started this whole freakin war with the dwer in the first place.  I'll do that same, so we can be on the same page.  Also, I'm really starting to want a Bat Roost or two....[/ooc]
[/spoiler]

[spoiler=THE DUERGAR]
I can understand your wants and can try to do this thing you ask, provided Disa doesn't march on the dragon herself – she is far closer to it, and I don't think my forces could arrive in time.  As for the dwer who are currently hunting the dragon, I intend to take their primary stronghold this week, and possibly their newly acquired stronghold, as well.  This will cut off the food supplies for their hunting party and almost necessitate their attention as they'll have nowhere to return home to.

As for the exchange, this is a thing I would do.  Having each other's advisors in court will add a valuable perspective on each other's peoples and perhaps avoid the sort of turmoil that has become of our "relationship" with the dwer.  For the life of me, I still cannot fathom why they care so much of this ruin beside us, but now their insults have set in motion things that cannot be undone.  I do not wish that of our peoples.
[/spoiler]

[spoiler=REPLY TO DWER]
The Cleversmart's suggestion did sound out of place; this is why we sent word to you before executing such a plan.  Our contention at present is that we need gold to fund our armies before we swarm the surface.  The mine in that which we shall not name is providing a treasure of gold to that purpose.  While I fear we will rapidly deplete the resources in the ruins and their surroundings this way, it must be done, as you see even now, a great orcish host almost attacked us were it not for our threats and numbers.  I should warn you that they head toward the army you have sent northward, though I think their true intentions lie in raiding Disa.

We would like to have peace with your people, as well.  If sealing up the ruins is what is required, it may come to be done.  I ask that we be allowed only to linger a little longer while the gold mine we are building in our dungeon nearby is completed (2 weeks).  Our growth will otherwise be strangled.  As a token, we will remove all but our overseer, so as to
[/spoiler]

[spoiler=REPLY TO CLEVERSMARTS]
We thank you for your intervention in this matter.  We have conferred with the Grimhammers and the Duergar as well to gain better insight into the Dwer wants.  You have all proven good and thoughtful neighbors.  We also appreciate your warning of the Greyskulls, and thank you for permission to trade as we see fit.

Regarding your offers, while we would gladly trade, we have an overabundance of both food and metal ourselves, with great need of gold.  From my talks with others, gold is of sore want throughout the Underdeep.  While the rates we agreed upon are fair, my need for gold is too great to let it slip when coffers overflow with food and metal.  I hope you will understand that until such a time as our needs and stores are reversed, we will have little need to trade.  I hope that time is soon; I sicken of seeing metal.
[/spoiler]

[spoiler=DR. ROBINSON AND MARCUS ASHTON]
I have heard of your conquests on the Surface and wish to congratulate you.  It seems that while we share a common area, we remain quite separated.  I bare no particular enmity toward you and hope that we can remain that way.  To that end, I'd like to propose a non-aggression pact in which we do neither attack each other but are under no obligation to aid one another.  It would be nice to eventually engage in trade, if it should prove useful to you, but otherwise, I would like to work out an acceptable boarder between our domains.  I propose that no undead spread south of either of UD65 or UD 62 and no goblin wander north of UD 51 or UD 60.  This would leave UD 54 and UD 61 as demilitarized zones and a small buffer between our peoples.
[/spoiler]

[SPOILER=REPLY TO THE GLOW]
I fear it may be unwise to yet ignore the Dwer, but for now, I am thinking it is in our best interest to abide them.  They have acquiesced to our demands – even allowing us to keep our mine.  That said, I am worried that an attempt to draw the duerger into the fold on our side may backfire if I don't attack the dwer at this time.  I'm not sure how to maneuver this quagmire.  They are your neighbor, and they could be either a powerful ally for us or a thorn in our side.  How have your dealings with them been?  I am still unsure of their goals.
[/spoiler]

[SPOILER=REPLY TO THE DUERGAR]
This we will.  As present, I am allied with the Bloodspears, as much for self-preservation as anything.  We both know how brutal and psychotic orcs can be; I've little hope it will last long.  Still, I am attempting to direct them into the Dwer army (which I fear has been augmented by the Noctae).
In all honesty, I am debating whether or not to march on the Dwer stronghold at this time.  My allies below them do not seem willing to lend support as of yet, and the Dwer appear to be suing for peace (now that a sizeable army is poised to pour down their throats...).  I may be able to continue manipulating the situation to our advantage, but if you wish to slay the wyrm, I must ask you do so quickly.  You certainly have free passage through my territory to that end and any assistance you require.

With regard to our exchange of peoples, I would be willing to exchange one of our priests for one of your battle clerics, if not now, then at some point in the future.  In the interest of openness, I have to admit that it would be at least three weeks before I could dispatch one to your court.
[/spoiler]

[SPOILER=REPLY TO DWER]
I think we have finally reached an agreement, then.  Our goblins will operate only the mine and otherwise defend the ruins against outsiders.  If dwer wish to visit the ruins ever, they will not be hindered.  If you have need or interest in trade with Disa or others, we won't stop you.  Likewise, we hope you will not impede our trade with our partners, either.  

So I suppose once again, we propose a NAP (Non-Aggression Pact) whereby we do not inhibit each other's trade and do not attack each other.
[/spoiler]

[SPOILER=REPLY TO DR. ROBINSON]
I can understand your concerns of the prematurity of our proposition, but as I see it, knowing where we stand with each other is vitally important when planning our conquests.  This is something we have recently learned from our interactions with the dwarves and dwer.  It is to that end we make propositions.  I hope you understand.
[/spoiler]


[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Gold:  400.
Metal:  40.
Food:  160.
[/spoiler]

[spoiler=Upkeep]
Gold: 180.
Food: 180.
[/spoiler]

[spoiler=Construction]
The Skull Throne (Upperdeep 43)
Bat Roost (2 weeks to completion)
Murder Holes 3 (1 week to completion)

The Downward Stair (Upperdeep 44)
Goblin Mine (1 week to completion)
Mushroom Patches 2 (2 weeks to completion)
Reinforced Gate (1 week to completion)
Spiked Moat (3 weeks to completion)
Escape Tunnel (1 week to completion

Ghostwalk (Upperdeep 42)
Goblin Mine (2 weeks to completion)
[/spoiler]

[spoiler=Recruitment]
None.
[/spoiler]

[spoiler=Wealth]
Gold:  0.
Metal:  231.
Food:  488.
[/spoiler]

[spoiler=Dungeons and Outposts]
The Skull Thrown (Upperdeep 43)
Hall of the Goblin King
Goblin Mine
Mushroom Patch
Muschroom Grove
Goblin Lair
Goblin Armory

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel

The Downward Stair (Upperdeep 44)
Palisade

Ghostwalk (Upperdeep 42)
Established.

Dwarf Ruins (Uppedeep 42)
Thane's Hall (unusable by Goblins)
Forge Hall (unusable by Goblins)
Shield Hall (unusable by Goblins)
Hall of Gears (unusable by Goblins)
Artificer's Hall (unusable by Goblins)
Hall of the Ancestors (unusable by Goblins)
Improved Dwarf Mine

Outer Walls
Impenetrable Walls
Escape Tunnel
[/spoiler]

[spoiler=Armies]
(Upperdeep 43)
20 Goblin Archers

(Upperdeep 44)
1 Goblin King
1 Goblin Commander
130 Goblin Grunts
50 Goblin Archers

(Upperdeep 42)
1 Goblin Commander

(Underdeep 42 Ruins)
1 Goblin Commander
[/spoiler]

[spoiler=Characters]
KING OF GOBLINS
Melee Attack: +10
Melee Damage: 10
Defense: 20
Health: 20
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Surface Raider
Possessions:  Horsemaster's Ring, Mithril Mail (+2 to Defense included in stats above)

The Goblin King increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Discipline ability applies to the specific regiment he leads and negates the Cowardly racial ability.
When Dâgalûr leads an army over the Surface, they no longer suffer Morale penalties for sunlight. If he departs the army, they begin to accrue Morale penalties as normal.

COMMANDER OF THE DOWNWARD STAIR
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3

COMMANDER OF GHOSTWALK
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3

COMMANDER OF THE RUINS
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3
[/spoiler]

[spoiler=Orders]
Move all goblin archers, and 50 goblin grunts with the King to The Skull Throne (UD43) and chillax until further notice.
[/spoiler]

[/spoiler]
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

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HippopotamusDundee

#40
[ic=Departure]
Ktan-Ydheel breathed deeply, withered tendricles writhing as it savoured the aroma carried on the winds of the world beyond the Altar – it had been many years since last the Cerelich last went forth from the innards of its deathless masterpiece to see the caverns of the Underdeep with its own hollow eyesockets.

But the thought of the failed assault on Umbrazzid was forwardmost in its mind, held fast as if by tentacles like iron as the Cerelich gnawed and worried at the problem with a tenacity born of an emotion that Ktan-Ydheel might once, in his breathing days, have recognized as something like the taste of mortal anger and frustration.

Ktan-Ydheel's tentacles slowed and stilled as its lip parted in a rictus grin, the thought-memory  of elvish suffering bringing a shiver of pleasure-anticipation so sharp and clean that the Cerelich could already almost taste it.
[/ic]
[spoiler=Message to the Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dearest Prince,

I and all of Yuddarath wish to express our deepest sympathies after your losses at the treacherous hands of the Noctae - we have been experiencing our own degree of trouble with these upstart Shadow Elves and it is about that matter that I wish to speak.

I understand fully that resources may be scarce in your lands at the moment, but if you have any slaves you are willing to part with then in exchange for a discount (though you would of course, still receive some payment in Gold) on their purchase I will be able to turn my fullest wrath against the Noctae capital of Umbrazzid and hopefully thus extract some manner of revenge for the indignities perpetrated upon you and also deprive them of any significant ability to recruit forces with which to repel your inevitable counter-attack.

Yours in Yuddarath,
Ktan-Ydheel
[/spoiler]
[spoiler=Reply to the Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dearest Prince,

It seems that synchronicity favors our efforts - just as it is your intention to retake your Uzannador it is my intention within the week to take Umbrazzid itself thus leaving the heretic rabble with no means of escape nor of reinforcement. From such a dire position they would hardly be able to avoid defeat should the two of us catch their force between us in the cavern just before the entrance to their city.

As such my proposal is thus - retake your city, consolidate your forces in preparation for attack and march them to the Upperdeep to form a blockade preventing their escape into the further tunnels of the Underdeep and I shall do the same in conquering Umbrazzid to shut off their only other option for escape. The week after then we may march forward as one and crush the rabble between us, thus purging their taint once and for all.

Additionally, this plan provides for the unfortunate and highly unlikely (though nonetheless possible) eventuality in which my forces fail to take Umbrazzid within the week - should this be the case, the Noctae will still find themselves trapped in their lightly-fortified city with no escape route and I shall endeavor to provide a battalion or two from Yuddarath to aid in their defeat.

And worry yourself not over the matter of the cattle - it was merely an idle and passing thought, though your willingness to possibly negotiate in future is very warmly received.

It is my hope that this proposition proves palatable to you,
Ktan-Ydheel the Abject[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +13 Bodies, +7  Sacrifices
Thrall Pen: +20 Sacrifices [/spoiler]
[spoiler=Upkeep]
1 Star Vampire: -4 Bodies
4 Ceremorph Ghouls: -24 Gold, -12 Bodies
1 Ceremorph Ghoul Captain (Tsatha): None
1 Apprentice (Altharid-Xallisine): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Beginning Construction:

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction
[/spoiler]
[spoiler=Recruitment]
Recruit 6 Star Vampires: -150 Gold, - 18 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 0
Metal: 50
Food: 0
Bodies: 20
Sacrifices: 27[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
2 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Uncanny Architecture

Ulm-Ulhulm (Middledeep 22)
[/spoiler]
[spoiler=Armies]
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
24 Sacrificial Thralls - Garrisoned at Yuddarath (Lowerdeep 56)
6 Star Vampires - Garrisoned at Yuddarath (Lowerdeep 56)

4 Ceremorph Ghouls - Garrisoned at Ulm-Ulhulm (Middledeep 22)
1 Apprentice (Altharid-Xallisine) - Garrisoned at Ulm-Ulhulm (Middledeep 22)
1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)

1 Star Vampire - Garrisoned at Upperdeep 29
[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]


Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry
Inventory: -

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]


Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Regeneration 10, Infiltrator, Undead, Vanish, Vulnerability (Fire), Zombie Plague
Inventory: -

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine]


Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[/spoiler]
[spoiler=Orders]
Ktan-Ydheel to Scry on Upperdeep 30. Also continuing to put the word out to Apprentices - offering them not only instruction but a retainer of 10 Gold and 5 Bodies a week if they study under him.
Ktan-Ydheel uses 18 of the Sacrifical Thralls as Sacrifices and uses them to summon a sextet of Star Vampires.

Spend 0 Speed to move 6 Star Vampires up a level to Middledeep 24, then spend 4 Speed to move them to Middledeep 21. Spend another 0 Speed to move them up a level to Upperdeep 28 and then spend 2 more Speed to move them to the Shadow Elf capital of Umbrazzid at Upperdeep 30 with orders to assault the dungeon there after the arrival of the rest of the force.

Spend 0 Speed to move Ktan-Ydheel and 9 Sacrifical Thralls up a level to Middledeep 24, then spend 2 Speed to move them to Ulm-Ulhulm (Middledeep 22) and 2 Speed to mitigate danger from magma.

Altharid-Xallasine uses the 9 Sacrificial Thralls and the injured Ceremorph Ghoul as Sacrifices and uses Summon (Bloodfiend) to summon a pair of Bloodfiends.

Spend 2 Speed to move 3 Ceremorph Ghouls and 2 Bloodfiends to Middledeep 21, then spend 0 Speed to move them up a level to Upperdeep 28 and then spend another 2 Speed to move them to the Shadow Elf capital of Umbrazzid at Upperdeep 30 with orders to assault the dungeon there.

Spend 1 Speed to move 1 Star Vampire to Upperdeep 30 after the other forces have arrived with instruction to observe how the battle is going and join the assault if it's presence is needed, otherwise to spend 7 Speed and then Force March for another 1 Speed to move to Upperdeep 5.

Naerlyth the Unclean enters the Memory Womb to study the mysteries of Warding.[/spoiler]

TheMeanestGuest

#41
[ic="And to each and every being and creature..."]...shall be given a chance!" Tiern said as he stood before his men high upon the dais. They had gathered in the ancient Hall of the Ancestors in Nüln, and he wore the King's Mail, and it shone brightly with reflected torchlight, and it was wondrous to behold. "This is what my father said to me so long ago in this very hall. I was but a beardless boy, but even then I knew the wisdom and truth of his words. False word cannot be spoken before the Ancestors, lest one forsake their blessing, this the Dwerim know. This my father knows, and so in turn do I. In Nüln it was that any were welcome, so long as they came in friendship, and it was not only by the hands of the Dwerim that our city grew grand and fair. Was it not that Swide, our golden dragon, danced and sang and made our hearts glad for the seeing and the hearing? A dragon! Creatures that we knew then only for the slaughter and destruction that they wrought. But to Swide we gave a chance, and nurtured by our trust she became a stalwart friend, and for her deeds we count her among the most honoured of our people. We have delivered Nüln again from darkness, and we shall make this city more beautiful than ever it was. Here it was that we found the Splinter-Shields, and so too did we deliver them from darkness. Is this not a sign? They offer us their trust, and swear to fight with us side by side, and to shed their blood in our battles. Do not judge them by the deeds of their distant kin, but by their own word and action. Should we then judge our own folk by the deeds of the Duergar? No! And so these Hobgoblins shall not be punished for the sins of Goblins. Our comrades have fallen in battle, and here we honour them. They died so that Nüln might be free, but so too did their sacrifice win the freedom of Molgrim and his folk. We will honour their sacrifice, and so too will the Splinter-Shields. Together we shall hunt the Grey Wyrm, and together we shall slay it." And in that sudden silence he waited upon the judgement of his men.

[spoiler=For Steerpike]Tiern knows the fell reputation of Bitterflame, and though he will bear its dark burden so that he might better serve his people, wisely he shall wait to take it up. Only upon departing Nüln will he wield the blade, for he would not have its darkness influence his words and so endanger any trust that might be between the Wyrmhunt and the Splinter-Shields. Thus, Tiern's Morale should be +9 for his speech before any potential bonus he has gained from it.[/spoiler][/ic]  

[ic=Of Kaltë and Chierne]The Thousand Halls of Rhaud echoed with screams, and they were soiled by blood, and the bodies of many Dwarves lay sprawled all about, hewn by axe and sword. Evil here was at work, but it had not come from without. This was the doing of Dwarves. By Andacer's will the Mhaldûlne had come out from their Hall. Girded for war, they were dressed in their mail and bore cruel axes, long swords and heavy shields. There was a madness in their eyes, and the people of Rhaud fled before them. But in ancient days it was that Rhaud was the greatest city under the ground, and though the host of the Mhaldûlne was fearsome, they could not overcome all the warriors who were then against them. For many days they fought in the streets and in the halls, and crimes terrible and grave were there done, and the battle was more bitter and hateful than any Dwarvenkind had yet known, and no quarter was given by those on either side.

But at last the Mhaldûlne were thrown back, and their lines were broken, and they were pulled down in the streets as they ran, and their places of strength were overwhelmed one by one. Chierne had gathered all those Thanes and Lords of Rhaud that remained to him, and in turn they had gathered all those sworn to them in arms, and they marched upon the Hall of the Mhaldûlne, and their fury was cold and righteous. The gate was barred against them, and the Mhaldûlne would not give it up. Chierne then stood before his host, and he called upon Kaltë to come forth: "Lord of the Mhaldûlne, King in the Deep, come forth from your hall and answer for the evil here that you allowed! Once I called you friend, and if ever you in turn named me so in truth, then come forth! If any shred of honour is left to you, come forth! I challenge you, Kaltë. Before our Ancestors and before the gathered warriors of Gleaming Rhaud I challenge you! So come forth!"

For many long moments there was no reply, and all was silent. But then the gate began to squeal as it slowly opened, as if to protest what it was to reveal. And from the shadows and through the narrow gap there made came Kaltë, and behind him the gate closed with a boom. He wore the King's Mail, shining brightly, but on his head was a helm tall crested and dark, and his eyes were hidden in its depths. In his hand was the blade Bitterflame, and the sussurus of its muttering echoed from every corner, and as he drew closer it began to moan, and then to wail, and then it was aflame. The host of the Thanes drew back, for Kaltë then seemed terrible to look upon, and they were all of them afraid. Chierne met Kaltë upon the field, and though he was filled with sorrow there was no fear in him. His coat of plates was scarred and marked and its fine blue lacquer had been all but chipped away, for he had been always at the fore of the fighting. He carried the Bleakhammer, forged by the hand of Galand, and hoarfrost grew upon the ground where he walked, and his breath smoked in the air. They drew near, and for a single moment only was there pause as each man looked upon his foe. Kaltë struck out with a quick thrust, and Bitterflame skittered along Chierne's armour and screamed as it gouged a great rent. Chierne lept back, and then delivered a fearsome blow to Kaltë upon his helm, and it was said that the sound of it could be heard from one end of Rhaud to the other. If that helm were any other the fight would then have ended, and Kaltë would have lain dead upon the ground. But it was the Eboncrown that he wore.

In the bowels of the earth had Andacer found a strange metal, strong and dark. It seemed to drink of light, and ever did it hunger for more. And so year after year Andacer fed to it all the light that he could find, and by this bargain did it consent to suffer Andacer's hand. From it the Eboncrown was forged, and he gave it to Kaltë who was his father.

In this his son's work served him well, for Kaltë yet stood, though blood ran from his mouth and down his beard. He laughed then, and it was a wicked laugh, and he struck again at Chierne. It was that they fought one against the other for an hour, and then another still. The fight was long and terrible, and both bled from many wounds ere it ended. At last it was that Chierne's great coat of plates hung in tatters, and Kaltë's breath was ragged, for his chest had been caved by Bleakhammer's barest touch, and the King's Mail had not availed him against it. It was then that Bitterflame he dropped to the ground, and the Eboncrown he threw away, and it seemed that the madness had left him. Kaltë then fell to his knees, and then upon the ground, and Chierne came forward and cradled him upon his lap. They spoke then, but it was only Chierne who heard the words of his friend, and none know what was said between them. And so passed Kaltë, who was King in the Deep, who was the Lord of the Mhaldûlne, and who was father to Andacer, Nír and Lanne.[/ic]

[spoiler=A Letter to the Rotqueen][ic=A Letter]You have revealed yourself, Rotqueen. I have long suspected that some evil yet lurked in the depths below, and I find that I am right. The Sporekin assail us again, and you have driven us from our fortress. Does this please you, Rotqueen? We know what you would do to the Dwerim, to slay us and grow your wretched young from the bodies of our dead. You are a destroyer, Rotqueen. A defiler who delights in putrefaction. Nothing is nurtured at your breast save death. But you have yet to spill the blood of the Dwerim, and so perhaps there may be peace for a time, if your mind can fathom such. If your relentless appetite can allow it.

I remember when first you came against us in the forest. When you slew she who I loved. When you came against the Mansion again and again, and all the fire that we then possessed could not stop you. But the Dwerim prevailed, and your host was thrown back, and Blackrot I slew with my own hand. Many Dwerim died upon that field, and countless thousands of your own kin were burned to ash or cut in twain. The Dwerim have no wish for war. We have seen enough death. We have been driven from too many places we have called home. Would you come against us, Rotqueen? Would you send your young to die? To burn and scream? Would you destroy the last home of the Dwerim? This is not our desire. The Dwerim shall leave you in peace in your depths, so long as you in turn shall leave us in peace. But know that the axe Rotdoom I still hold at the ready, and know that the fire of the Dwerim has grown great and terrible, and that it humbles any fire that has ever come before.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=Before the Gates of the Mansion (In Reply to the Messenger of the Rotqueen)][ic=An audience, of sorts]The walls of the Mansion are silent. An errant trickle of fire pours from one of the battlements onto the ground. Then, there is a great groaning, and the gates slowly open. The light of many fires pours out from within. A single Dwer issues from the gate, and he is girded as if for battle, and in his hands he holds a great axe both sharp and cruel. Slowly, he approaches the messenger of the Sporekin. It is Lothë, the last Prince of the Mhaldûlne. He stops before the messenger, and peers down at it. His eyes draw close in a glare, but then he chuckles to himself.

"And so they have learned to speak." he says. "Know that I am Lothë, Prince of the Mhaldûlne and Lord of this Mansion. You come before me, Sporekin, and you bear a message. You claim that peace is your desire, and yet this is not as I remember it. Violence, and terror, and death. These are the things I remember of you. But you are new, and so perhaps it might not be so again. Though that decision is your burden to bear. Long ago, when I was new, my father said to me that each and every being and creature should be given a chance, and this I have always done. And so to you, Sporekin, I give this chance. The Dwerim shall not return to the Undrenwald, then, though you have driven us from it. The Dwerim shall allow you the freedom of this forest, so long as you come not within sight of my Mansions, either that of Mhaldûl-Nem or that of Nüln, and so long as you leave my people be, and harass them not when they travel far from home. Leave us to our own business within our houses of stone, and we shall leave you to yours in forested depths. Then there shall be peace between us. Never will the Dwerim break their word made here in this bargain, so long as you in turn do not break yours. But know that if you should, I hold the axe Rotdoom at the ready, and know that it deserves its name. Know that there is allegiance between the Dwerim and the Duergar of the Käferhold, and to come against the one of us is to come against both. Know that the Dwerim have friends above as well as below, and that the Elves of Umbrazzid and the Dwarves of the Westdeep too would come to our aid, should we call. But no blood has yet been spilled between us, and I shall hope that we shall never in our need sound that call. Tell all this to your Rotqueen, Sporekin, and we shall see if there will be peace."

And with that he turned, and he did not look back, and the gate closed behind him with a groan, and again there was silence in the forest.[/ic][/spoiler]

[spoiler=A Letter to Käfer][ic=A Letter]Lord Käfer,

I hope this letter finds you well, and your realm safe, for I cannot say the same for the realm of the Dwerim. The Sporekin have assailed us from the depths, and they have driven us from the fortress of Undrenwald ere it was finished. Their host was vast, and so we gave no battle, and instead left that place to their depredation. There is alliance between us, you and I. Between the Duergar and the Dwerim. We do not yet call upon you, for our blood has not yet been spilled. But the Dwerim would ask that you stand at the ready. Show this Rotqueen that should she come against the one of us, she shall face us both. Show her that our peoples are not food for her children, that we will not bow before her lusts. Send her message, and let her know this.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to Shee-Ra Cleversmart XVI][ic=A Letter]Queen Shee-Ra,

We wish not for the images and graves of our ancestors to be disturbed. We wish only that they might lie in peace, undisturbed, for all eternity. We are a tired people, and we have been driven from many homes. Though our hearts may be wounded by insult to our fallen, it is but another scar upon us all. We are prideful, it is true, and our pride demands that we speak when we have been wronged. But the Dwerim well know how to swallow their pride, for it too has been wounded many times. All we desire is peace, that we might be left alone in our Mansions, troubled not by the world, so that we might build fine things and laugh in each other's company and find some small measure of happiness. Tell the Goblin this, tell him that still we wish for there to be peace between us, for we cannot trust our own words should we ourselves write to him. This bat is among our strongest, and she carries with her five pieces of gold. It is but a small measure of tribute for the service that you have done the Dwerim. [The Dwerim gift 5 Gold to the Cleversmart Kobolds]

Cordially,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to Dâgalûr][ic=A Letter]Goblin King,

That is not our wish. Perhaps Queen Shee-Ra has mistaken my words. It is known that the thoughts and desires of Dwerim and Kobolds are not alike. All I ask is that the Hall of the Ancestors in Ancient Rhaud be sealed, and that henceforth you set foot no more within. This would in some small way aid in diffusing the tensions that grow between our peoples. The Dwerim are prideful, this we well know, and perhaps our pride has in some ways led to the ill words that pass between us. I will not deny that Goblins nesting within Ancient Rhaud yet wounds us gravely, and fills our throats with bile. But the Dwerim have suffered many insults and many wounds over many long centuries, and so we might swallow this bile and let this wound become a scar. Still we would have peace between us, but mention not our ancient home to us again. We would forget it and the pain it causes us, for a time.  

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Reply to Dâgalûr][ic=A Letter]It is known by many that above all else Dwarves and Dwerim love gold, and the mines in which that gold is found. But this is not true, and what is known is false. Of the mine, we care not, for it has been long abandoned by our folk. The treasures it might yet reveal shall be paltry in comparison to those it gave us long ago. Those who worked the mine are gone, and so it matters not to the Dwerim. It is the Hall of our Ancestors that we still love, for it is dedicated to the memory of all those who lived in that ancient place so long ago, and even unto more ancient days and places that can no longer be found upon this earth. That Hall is all that is left to us of that city, for it is a dead city but in our memory. Seal the Hall of the Ancestors, and draw near to it no more, and there is yet one more chance of peace between us.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion

OOC: Lothë is asking that you seal the Hall of the Ancestors, and he is asking that you no longer go near it. He is not demanding that you abandon Rhaud, though that would still be his preference.[/ic][/spoiler]



[spoiler=Orders for The Month of the Spider, Week Four][ooc=Orders for The Month of the Spider, Week Four]Production

Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal (+10 Gold, +5 Metal)

Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden (1): +25 Food
Apiaries (2): +30 Food
Lizard Pen (1): +35 Food
Mushroom Forest: +25 Food

Total: +310 Gold, +30 Metal, +125 Food

Upkeep

43 Dwer Axemen: -86 Gold, -86 Food
5 Dwer Flamesprayers: -20 Gold, -10 Food
1 Furnace Master: -6 Gold, -3 Food, -3 Metal

[Not to be payed this current turn: 7 Dwer Grudgebearers, 5 Dwer Axemen: 31 Gold, 24 Food / 7 Splinter-Shield Hobgoblins and 1 Molgrim: 16 Food / 5 Dwer Flamesprayers: -20 Gold, -10 Food / 1 Dwer Igniter: 5 Gold, 1 Metal, 2 Food)

Construction

Mhaldûl-Nem

Under Construction:

Nüln

Under Construction: Outer Wall (Repairing), Dwer Mine Complex (Repairing)

Recruitment

7 Dwer Grudgebearers (Goblin), 5 Dwer Flamesprayers, 1 Dwer Igniter - At Mhaldûl-Nem

5 Dwer Axemen - At Nüln

Wealth

Gold: 0
Metal: 6
Food: 677

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace
Defences: Outer Wall, Iron Gate, Murder Holes (1), Flame Galleries (2)

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors, Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury (Broken), Hall of Trade (Broken), Dwer Mine Complex (Broken)
Defences: Outer Wall (Broken), Escape Tunnel (Broken)

Armies

Note: All Dwerim units excepting the Rosemourners currently have the Discipline ability, as they were all recruited at Mhaldûl-Nem, which possessed a completed Training Hall prior to game commencement.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence / Lothë's Thane Bonus - +1 Defence and +1 Morale
Lothë {Leads the Regiment of Axemen} - Garrisoned at Mhaldûl-Nem
1 Furnace Master (Gírn Dun Riar) [Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
15 Dwer Axemen - Garrisoned at Mhaldûl-Nem
7 Dwer Grudgebearers (Goblin) [Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem


The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
5 Dwer Axemen - Garrisoned at Nüln

The Wyrmhunt / Boast Made: +1 Speed, +1 Attack and +1 Morale / Prayer: +1 Morale, +1 Defence (Both for Dwerim units only, presumably)
Tiern {Leads the Regiment of Axemen} - At U19
Molgrim {Leads the Regiment of Splinter-Shields} - At U19.
28 Dwer Axemen - At U19
7 Splinter-Shields - At U19.


[spoiler=Characters][ic=Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Melee Attack: +8 (10)
Melee Damage: 9
Defence: 23
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Grudge (Fungoids)
Inventory: Rotdoom (+2 Damage against Fungoids, stacks with Grudge), The Earth's Cardinal Heart (+2 Melee Attack), Vial of Poison (Poison 5)

Lothë increases the Defence and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Tiern, Steward of Nüln and Heir to the Mansion]Melee Attack: +6 (7)
Melee Damage: 7 (8) (+4 Fire)
Defence: 18 (20)
Health: 18
Speed: 3
Morale: +7 (6)
Abilities: Leadership, Blood of Kings, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale)

Tiern increases the Defence and Morale of any army he is leading by +1. Troops garrisoned in a dungeon with Tiern gain +1 to their Defence and Morale scores. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Gírn Dun Riar, Master of the Grand Furnace]Upkeep: 6 Gold, 3 Food, 3 Metal
Melee Attack: +8
Melee Damage: 7
Defence: 19
Health: 15
Speed: 3
Morale: +5
Special Abilities: Repair[/ic]

[ic=Molgrim, Hobgoblin Warchief]Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns.  He seems a stern and rather quiet sort, though he seems to take his word very seriously.  His warriors clearly regard him with the utmost respect.  Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem and Nüln will pray at their respective Halls of the Ancestors

The Dwerim have gifted a sum of 5 Gold to the Cleversmart Kobolds.

The Furnace Master, Gírn Dun Riar, has been struck with inspiration. He shall begin design of an addition to the Grand Furnace that might be filled with water so that steam may build within. When the pressure is right, it is released with great force through a vent to its desired location. This burst of steam shall scald terribly unto their deaths any who might seek to invade the Mansion.

Gírn Dun Riar has worked the armour and weapons of the Grudgebearers of the Dwerimhost, and the weapons and armour of the Igniter, so that they might serve better in battle. (-48 Metal)

The restoration of Nüln shall begin, and some among the Dwerim shall come to live within its halls once more. The detritus of ancient battle shall be cleared away, as shall the refuse of the Eyeless. Any bones of Dwer or Dwarf shall be interred within the Hall of the Ancestors. The petrified statue-forms that fill the Forge Hall shall be moved to an out-of-the-way location. Those of any Dwerim, Dwarves, or known peaceful folk shall be placed apart from the rest.

The Dwerimhost

Note: This might be kind of cheese, but if the Mansion is attacked I would have the entire army boast that they shall throw back the attackers. If you would allow that as an acceptable use of boast, anyways. ;p

Other Notes: Since everyone has Discipline, and since there is nowhere to withdraw to, do Morale checks then become pointless in their inevitable outcome? The army should literally fight to the death and not a man or woman should surrender, if that is doable. Also, I should put a reminder here about the thick mushroom forest that surrounds the Stair of Naini that would take 2 speed to move through for anyone attacking me from that direction.

The Igniter shall use 2 Speed to place flamecutter charges in the Pyretic Refinery to turn it into a make-shift and deadly trap. They shall only be detonated in circumstances described below, and shall be carefully removed should the Dwerim be victorious in their defence.

Should Mhaldûl-Nem be attacked the Dwerimhost shall defend the Mansion to their deaths, and will fight fiercely and with no mercy in protection of their homes. The Flame Galleries and Murder Holes shall be manned by the Grudgebearers should they recieve any bonuses to attack and/or damage from their Grudge while manning, if no such bonuses apply, the defences shall be manned by Axemen. The Flamesprayers and the Igniter shall likewise attack the enemy from behind the defences. As the most likely possible attacker of the Mansion is the Red Tide, the ranged defenders and defences shall aim to roast as many Goblin Grunts as possible, and so induce a route, as well as preventing damage to the defences via any kills made. Similar philosophy applies to any other possible attacker, largest basic regiments get toasted.

If the outer defences should be breached, the Flamesprayers and the Igniter shall fight from behind the cover of the melee defenders. The defenders shall make use of their knowledge of the layout of the Mansion and of any possible bottlenecks to reduce exposure to a numerically superior foe. The Furnace Master will probably fight with the Grudgebearers. Should any Leaders of the enemy be at the fore of the fight, they shall be targeted when appropriate, particularly by Lothë, who shall use his Vial of Poison 5 on Rotdoom should he engage an enemy leader in battle.

Should Lothë perish in the fight, and should it seem that the Dwerim shall lose, his body cannot be allowed to fall into the hands of the enemy. It shall be taken to the Grand Furnace and thrown into its heart, turning him to ash. The Earth's Cardinal Heart that Lothë wears may well survive inside the Furnace, and there shall it be hidden from grasping hands amidst ash and fire. Rotdoom, however, should be taken up by any Dwer who might yet wield it until the very last.

Should the fight go sour, the enemy shall be lured past the Pyretic Refinery by the remaining defenders, whereupon the charges there laid shall be detonated, and the great explosion of fire thus created shall hopefully destroy and route the enemy.

If it does not, the last stand of the Dwerim shall be made inside the Hall of the Ancestors, beneath the eyes of their forefathers, and the Dwerim shall sing their own dirge as they are cut down.

The Rosemourners

Nüln is to be defended to the death, not that there is any other option.

The Undrenguard

All members of the Undrenguard shall use 2 speed to move to Mhaldûl-Nem and garrison therein, merging with the Dwerimhost.

The Wyrmhunt

Assault Scorra's lair as discussed in parley, divide treasure as discussed in parley. (Note: 52 Gold should be subtracted from Tiern's take of the hoard and given to Molgrim and the Splinter-Shields as their reward, that is, assuming they all survive. I'll just deduct the appropriate amount I guess after the battle.)

The Heart of Scorra shall also, of course, be harvested. As well as some portion of her bodily components, if they might be of value, or have in the past been used by Dwer or Dwarf to create items of worth. (ex. scales, bones, flame glands, etc.)

[/ooc][/spoiler]
Let the scholar be dragged by the hook.

Llum

[ic=The will of a despot]
Drakkenhold, the Hold of Fire Drakes, is founded.
[/ic]

[spoiler=Messages]
[spoiler=Message to the Onyx Prince]
Greetings Dalashinn

The Kirr are known across the Underdeep as master diabolists, because of this I would be willing to hire one of your diabolists or summoners to have a permanent place in my court. What would you be willing to accept in payment for one of your casters? I have a Want of Frenzy (7 charges), Fire Drake eggs, the whole clutch is now slain so these are perhaps the last available, or perhaps even mundane gold or metal? I also have some constructs that may be of use to you, perhaps a fearsome Magma Cannon? A pair of fearsome Tunnel Hulks to serve as loyal body guards?  

I await your reply.
[/spoiler]

[spoiler=Message to the Glow]
We continue the parley, we wish to claim all the Lowerdeep from the southern lava pools (LD 22) and westward. However, your own fungoid warriors and spore mines can march much faster than my sure footed Duergar. For this reason we will claim the south fork (LD 23)  as the edge of our territory. We will not garrison any cave beetles at this post, nor even build a hatchery or beetle farms. It will only be manned by Duergar to watch our borders.  We leave to you the rest of the southern Lowerdeep to do with as you please. Will you agree to these terms, or do you wish to amend them?
[/spoiler]

[spoiler=Message to Dagalur]
Greetings King of the Crimson Tide

You speak of cementing our alliance with the heart of the wyrm Scorra, instead I would prefer if you allowed me to slay it myself. I will not have my claim to the hand of Disa Grimhammer doubted. In fact, to some of my own folk I am known as the Wyrmslayer. The important thing would be to prevent anyone else from slaying the fel beast. For our alliance, if you wish to secure it, would you be willing to trade for the permanent appointment of a Goblin Shaman to my court? What would you be interested in for this to happen?
[/spoiler]

[spoiler=Message to Garnákh the Disemboweler]
Warchief, I wish to hire a Shaman of your one eyed god permanently. What do you want for such servant?
[/spoiler]

[spoiler=Reply to Lothe]
I have recently communicated with the Orc Warlord who roams the Upperdeep. He has sworm to eliminate all of dwarf-kin from the deeps, beginning with Disa Grimhammer, then the Dwer and finally the Duergar. Be on your guard for he will attack. Secondly, we are ready to stand with the Dwerim against the fungoids should it come to such.
[/spoiler]

[spoiler=Reply to Dagalur]
We must work out how we will manage this exchange, what are you willing to trade for such a shaman? Secondly, the Orc Warchief has let it be known to me that he swears to eliminate the Grimhammer Clan, the Dwer and the Duergar from the Underdeep, perhaps he will be an ally in your march against the Dwerim.
[/spoiler]

[spoiler=Reply to the Glow]
What would you want in exchange for allowing us to establish an stronghold in the wide-fork? A mere outpost in the narrow-fork is not nearly defensible enough if you decide to break our bargain of good faith, and once you defeat the small hindrance you would have already sundered my holds. The stronghold in the wide-fork would be a fortified southern border to the empire, not some weak outpost that can barely be defended.
[/spoiler]

[spoiler=Reply to Dalashinn]
Most excellent, I await next week eagerly. We shall communicate again to confirm the arrangement in the next week.
[/spoiler]

[spoiler=Message to Dreams of Dead Races]
Greetings abomination of the deeps.

This message is to simply enquire if you are siding with the tentacled abominations that claim residence in the Lowerdeep or if you oppose their vile plans.
[/spoiler]

[/spoiler]




[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold

Duergar Mine: +200 Gold, +25 Metal
3 Beetle Farm: +150 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Total: +300 Gold, +25 metal, +75 food
[/spoiler]

[spoiler=Upkeep]
3 Duergar Sneaks: -9 Gold - 6 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
9 Duergar Halbrediers: -18 Gold - 18 food
4 Cave Beetles: -32 Food
total: -33 Gold -64
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)
Under Construction:

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Duergar Mine 2 weeks remaining
Forge Hall Gold 1 weeks remaining
Beetle Farm 4 weeks remaining

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:

Beginning Construction:
Forge Hall -50 Gold -10 metal 2 weeks remaining
Duergar Mine -200 Gold -20 metal 4 weeks remaining

[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
2 Duergar Halbrediers -16 Gold -2 metal
1 Duergar Sneak -12 Gold -2 metal

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Wealth]
Gold: 3
Metal: 367
Food: 352
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 3
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)

[/spoiler]

[spoiler=Armies]
Despot Käfer – Garrisoned at Drakkenhold (Lowerdeep 16)
Commander Wulfgar - Garrisoned at Umbrahold (Lowerdeep 19)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)

2 Duergar Halbrediers - Garrisoned at Käferhold (Lowerdeep 17)
1 Duergar Sneak - Garrisoned at Käferhold (Lowerdeep 17)
3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
9 Duergar Halbrediers - Garrisoned at Drakkenhold (Lowerdeep 16)
4 Cave Beetles - Garrisoned at  Drakkenhold (Lowerdeep 16)

1 Duergar Sneak - Infiltrating (Lowerdeep 88)
1 Duergar Sneak - Infiltrating (Lowerdeep 22)
1 Duergar Sneak - Infiltrating (Middledeep 48)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 8
Defence: 20
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline and Infiltrator ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 8
Defence: 17
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]

[ic=Commander Kyogre]
Ranged Attack: +6
Ranged Damage: 5
Melee Attack: +2
Melee Damage: 1
Defence: 18
Health: 18
Speed: 3
Morale: +4
Inventory: 6 Fire Drake Eggs

Draugar is a Hammer Thrower, bred and trained. Known for throwing larger hammers with devastating accuracy. Middling height for a Duergar he has a runic spiked helm and a short beard. A necklace of drake fangs and teeth rests on his chest, a trophy from the weeks clearing out the cavern he now rules.
[/ic]

[/spoiler]

[spoiler=Orders]

[/spoiler]

Spend 4 speed to move 1 Duergar Sneak from Lowerdeep 88 to Lowerdeep 8 and scout the adjacent Middledeep 7 without entering it.
Spend 1 speed as  Duergar Sneak to scout the tunnels discovered in Lowerdeep 22
Spend 4 speed to move 1 Duergar Sneak from Middledeep 48 and scout the adjacent Middledeep 53 without entering it.
Garrison 3 Duergar Hammer Throwers in Drakkenhold
Spend 2 speed to move and garrison 4 Cave beetles in Käferhold
Spend 3 speed to move Despot Käfer, 9 Duergar Halbredier to Lowerdeep 21
Spend 3 speed to move 3 Duergar Halbrediers to Lowerdeep 21 from Lowerdeep 16 and attach them to the regiment  Käfer is leading.
Spend 4 speed to move 1 Duergar sneak to Lowerdeep 21 and scout the adjacent Lowerdeep 23 without entering it.
[/spoiler]

Dolmar

 
[ic]Dolmar looked at his new domain and attempted not to weep. The word of a great Hobgoblin general rose to his mind: "One more such victory and I am undone!" He had set out with a force twoscore strong.

He would return with six, if he was lucky.

Among the dead were Dark Elves and their slaves, and he mourned them too. The former had died and were condemned to the deepest pits of the Planes Below, never recieving a chance at redemption, and the slaves...their only crime had been to fear their masters more than the foes before them.

"Mourn later. There's still work to be done if you don't want to lose these six - and the other score you've rescued."

"Sir?"

He turned around. Raxx stood behind him, holding a newly aquired drow sword - far too big for him, forcing the Accursed to use his lower arms as legs to support the weapon. "Begging your pardon, sir, and seeing as I don't have no fancy education like the Highborn Nocae do get themselves, but I was unner the impression that a score meant twenty, right?"

Dolmar smiled. Raxx was one of the most intelligent of the Accursed he had ever met, smarter than many of the Nocae, despite his lack of "fancy" education - and Dolmar was a career soldier, career officer. He knew when one of his subordinates was politely mocking him. "Yes, Raxx, it does."

"Ah. Well, then, sir, begging your pardon again, but didn't we resuce only 'bout sixteen slaves? I only ask, sir, coz I know you don't fungus much to speaking without precision when we're on campaign."

"We freed sixteen slaves, Raxx. But we're offering four Dark Elves a chance at redemption as well."

"That fore or after we slit they throats?"

Dolmar's gaze hardened, and Raxx quivered slightly, speaking hurridly, "Not that I'd fungus that kindda behavior o'course. Just makin fun."

Dolmar nodded, relaxing. "Of course. But we Nocae have been gifted with a chance to rise above our base kin. And tell the men not to worry - the Dark Elves we took prisoner will need to seek redemption for their crimes." He fixed the Accursed's gaze with his. "And of course, penance is a part of any redemption."

Raxx smiled, and even though he was used to it, the fangs made the effect even more menacing than it would otherwise be. "Still, sir, and o course begging you pardon," Dolmar interrupted with a light rebuke, "Raxx, if you beg my padon one more time, I'll tie your arms behind your head and make you climb up back to Umbrazzid." The little Accursed nodded. "Beg your pardon, sir, didn't mean no offense by that," and the grin lost much of its menacing edge. "But you said 'we Nocae,' and even your kids ain't sneaky enough to be hangin round without my men noticing. Whatcha mean by that?"

"Because of something that many seem to fail to grasp. The former Dark Elves, we are the Shadow Elves now. But the Dark Elves, the Abominations, the Accursed, all of us? We are the Nocae.

Build a pyre, Raxx. Regardless of what the next few days bring, I won't risk any who fell today becoming subjects for the experiments of the Kirr or those Necromancer Ceremorphs - Shades and Night, did I wish I didn't have reason to combine those words. We can mourn them when the crisis has passed, and give them a proper funeral. But for now, ready the pyre. I'll meet the men to say some words."[/ic]

[ic=Messages]

[spoiler=A Hastily Written Letter to Disa Grimhammer]

Thane Grimhammer,

Forgive this message's brevity and bluntness, but I write from the front and there is no time for flowery language.

My men moved to assault the Kirr as your requested. Two score we sent out from Umbrazzid week before last. We arrived at a garrison of theirs outside the city proper a few nights ago, and took the dungeon. We were able to rescue sixteen slaves as well as capture four of the Kirr. Four of your kinsmen were among those rescued. The six surviving men and I will be returning with all haste. Kirr-Gonda's walls remain unassailed, but a greater evil, perhaps alligned with the Kirr, assailed Umbrazzid in my absence - and I fully believe that the attack was a but a test of our defenses, and that the worst is yet to come.

Kirr-Gonda will fall, but it will be some time before I can safely bring that wretched city down and free all those imprisoned within. Your kinsmen will be returned to you, the rest of the freed slaves returned to their people, and I hope that is enough to prove my sincerity for the time being until that wretched city can be brought low.

I am given to understand you will be soon alleviated of your dragon problem. I wish the hunters the best of luck, and I will keep those lost in the wyrm's cowardly attack on your garrison in my prayers.

-Dolmar Lestridae[/spoiler]

[spoiler=Reply to the Watchers (From Last Week)]
Forgive me for my Ignorance, Dreams-of-Dead-Races, but I do not know of the proper construction of the pit of which you speak, or how to make the water thick as requested. Right now, we find ourselves at war on two fronts, against the Kirr and the Cerelich. We will do what we can to protect your servitor as best as possible so that he might be returned to you at the wars end. If you could inform me how I might construct such a proper pit, I will do my best to do so.

Any assistance you could offer would speed our ability to return him to you.[/spoiler]

[spoiler=Reply to Shee-Ra]
As your vessel, I apologize for my lateness in this response, and apologize for the hastily-written nature of this message, but war forces me to write as quickly as possible.

As soon as I can, I will give you tribute as you deserve. But our time is short, and the Kirr and Cerelich MadElves and NastyDream Greyskulls push us hard. Any aid you could render to your faithful vassal would make sure we can survive to continue in our service to you.[/spoiler]
[/ic]

[spoiler=Orders]

[spoiler=Production]
Special
+44 Gold (raid)
+25 Gold (Cancelled Pen)
+12 Metal (Raid)
+33 Food (Raid)

Umbrazzid (Upperdeep 10)
Improved Shadow Elf Mine: +300 gold, +25 Metal
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Forage: +10 Food (0 This Week)

[/spoiler]
[spoiler=Upkeep]
14 Archers -28 Gold, -14 Food
6 Accursed -12 Food
1 Abomination -5 Gold, -7 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Improved Mines
Shadow Architecture (Defense)
2 Lichen Gardens

Under Construction:
Spire of Gloom 3 Weeks Left

Beginning Construction:

Uzannador
Cancelled Construction
Slave Pens

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
7 Abominations (-280 gold)
3 Shadow Elf Paladins (-60 Gold, Grudge Target: Demons)

[/spoiler]
[spoiler=Wealth]
Gold: 7
Metal: 105
Food: 373
Bodies: 0[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
3 Lichen Garden
Improved Shadow Elf Mine
2 Lizard Pens

Defenses
Shadow Architecture

Uzannador
N/A

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid)
8 Abomination
3 Shadow Elf Paladins (Grudge: Demons)

Outrunners (Garrisoned at Middledeep 17)
6 Accursed led by Dolmar

Dragonslayers (Stationed at Upperdeep 19
14 Shadow Elf Archers led by Phaedra

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +4
Melee Damage: 3
Defence: 15
Health: 17
Speed: 5
Morale: +4

[/ic]
[/spoiler]
[spoiler=Orders]
Promote Phaedra to Commander of Uzannador. She will remain with the Dragonslayers, and request parley with Tiern.
Dolmar selects Elven Fleetness for his level up ability.
Scry Upperdeep 5 to see what the deal with that dragon is. ^_^

Dragonslayers:
Follow plan from Parley

Outrunners:
Cancel slave pen construction.
Put any Dark Elf prisoners into  chains and free any slave prisoners. Free the former slaves and bring them along to return to their respective peoples.
Forced march to Middledeep 35 (3 squares forced march). Use Dolmar's infiltration to slip past any hostile force - only withdraw or attack if hostile force has detectors.

Home Guard: (total +2 Defense, +3 Morale)
Surviving Abomination, starting next week (when we get the dragon gold), will receive double gold upkeep for 3 weeks with a future promotion to either Captain, Commander, or Champion. (If you want, I'll give her a name unless you have one in mind - but I'm picturing one of the big multi-armed versions for her.)
Home Guard pray at Shrine of Sylessiadil.
Paladins to bless both Abominations and Themselves.

[/spoiler][/spoiler]

zcynthr

[ic=Hail, Heathens and Outsiders!]
Marius scratched idly at the fungal bloom that continued to stubbornly infest his face. Neither foul poultices nor begrudging prayer had had any effect on its slow progress over one eye and along a cheek, but at least it seemed content merely to stain his skin an eerie mottled yellow.

His war room had become a sanctuary from the hubbub of the Senate chambers, a place where only military matters were permitted to be discussed. The senators and patricians had not been overly thrilled with Marius' decision regarding the upcoming consular elections, though the army seemed happy that he had remembered them. It was difficult to honor both the ancestors and the current population of the Legion's strongholds, since the former had no worldly cares, and the latter cared only that their bellies were full for another day. Bread and circuses, Quintus had said, though in this case it was more like mushrooms and...more mushrooms. Supposedly Tertius had given orders to construct a fishing pond at the new outpost, but rumors had filtered back that it was to be for the use of a large creature in the caverns rather than the kobolds. Marius shrugged. He could hardly object to more hard labor for the youth Siruk who had disrespected his centurion during the prior week.

Training the cave rats the Legion had found infesting the caverns had been a difficult process, but at last they had means of contacting the other denizens of the Deeps. The gains to be realized from such contact were unfortunately still rather nebulous at best. Marius found himself pondering a decisive first strike in lieu of negotiations in a few cases, though he was rather inclined to just ignore the petty squabbles of the Legion's neighbors until such a strike could fall upon a singular weakened foe rather than two wary and well-armed combatants.

Marius sighed heavily, then reached for an iron-nibbed pen crafted from something he had been told was called a "chicken". Perhaps during the chaos of the elections no one would notice that the latest military reports contained a rider increasing his monthly stipend beyond that of a simple private citizen. The Legion had inherited many excellent practices, but the virtue of austerity was not one which came easily to the draconic people.[/ic]

[spoiler=Week 4 Orders]
WEEK 4      
      
Wealth:      
Gold: 48      
Metal: 145      
Food: 428      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Crystals: +20g      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      

Armies:      
Legatus Marius Krinak: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Augur: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Veles: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons: Garrisoned at Shatterspine Post (Upperdeep 62)      
(1) Kobold Augur: Garrisoned at Shatterspine Post (Upperdeep 62)      
(10) Kobold Veles: Garrisoned at Shatterspine Post (Upperdeep 62)      
(10) Kobold Immune: Garrisoned at Shatterspine Post (Upperdeep 62)      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Veles : -10g, -10f      
(1) Kobold Augur: -7g, -1f      
      
Shatterspine Post (Upperdeep 62)      
(1) Kobold Augur: -7g, -1f      
(10) Kobold Immune: -30g, -10f      
(10) Kobold Veles : -10g, -10f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Disguised Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
      
Shatterspine Post (Upperdeep 62)      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Workshop: 2 weeks remaining      
Spiked Moat: 2 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      
Palisade: -20g, 1 week remaining      
Escape Tunnel: 20g, 1 week remaining      
Spiked Moat: 25g, 3 weeks remaining      
Fishing Pool: 10g, 1 week remaining   

Orders:
Bloodwatch Enclave (Upperdeep 77)
(1) Kobold Augur and (10) Kobold Veles form a unit. The Augur casts Haste on the unit. The unit spends 5 speed to move to Surface 179. <more in its own section>

Shatterspine Post (Upperdeep 62)
(1) Kobold Augur, (10) Kobold Veles, and (10) Kobold Immunes form a unit. Tertius Malik casts Haste on the unit. The unit spends 3 speed to move to Surface 179. <more in its own section>

Staging Ground (Surface 179)
Armies combine: (2) Kobold Augur, (20) Kobold Veles, (10) Kobold Immunes. (10) Immunes spend 1 speed to move to Surface 178 and 3 speed Tunneling. The Augur who did not caste Haste now casts Scry on Surface 179 to ascertain the optimal attack and withdrawal pattern from the town. The rest of the army then spends 1 speed to join them, and all declare an assault on the settlement. Following the assault, the armies Forced March back home, staying at Shatterspine Post since the group from Bloodwatch Enclave can't make it all the way back there. I'm still not entirely sure how the aftermath of a raid works- Can I just keep spending speed if I have some left? Also, this is assuming that Forced March and Haste both interact with the base Speed stat, and aren't multiplicative.

Note: the fishing pool at Bloodwatch Enclave is the sole project/punishment of the disrespectful soldier of the previous week. Once completed, it is meant as an offering to the not-currently-hostile cave beast in the area, hopefully cajoling it into a sort of mascot/protector role for the residents of the region. If it works, I'll whip up some short fiction for the troops stationed there making it part of their cohort's standard.[/spoiler]

[spoiler=Message to Dâgalûr, Scourge of Men, King of the Red Tide, patriarch of the Blood Clan, the Future Lord over All the Sun Sees]
Hail, Dâgalûr!

Greetings in solidarity with hatred towards the sunlit lands. Your aspirations are as ambitious as they are well-known - the Legion also seeks to end threats from peoples of green-lit roofless caverns. As such, it is needed to live some like the surfacers, out beneath sun and moon continuing for a time.

The Legion proposes cooperative endeavor to engineer things from copious mushroom, light and strong, growing quick and tall in dusty caverns. Imagine the mushroom grown in lands green and wet, teeming with such disgusting blaspheming life! Spores carried with armies planted with night-secrets grown to shade soldiers in light, preserved mushroom flavored as much ration in such small packages, poisons of mushroom mixed with wild foods of the toplands, set to drift across towns of the elves and leave them twitching and weak as we walk tall over their docile slave-bodies! All this and more if you will assist in these labors, for while the Legion has great production, the aptitude for experimentation is somewhat more rare and precious. The legionary is swift and terrible, but a mind has little room for aught but the commands of the superior.

- Marius Krinak, Legatus of the Legio I Draco[/spoiler]

[spoiler=Message for everyone]
Mushroom? Mushroom!

You need mushroom? We have mushroom!

Mushroom, mushroom, mushroom!

Large mushroom, small mushroom,
white mushroom, black mushroom,
good mushroom, mushroom so bad that you will want to bite out tongue and use it to wipe buttocks to improve flavor!

Ask about our bulk discount rates!
Good to feed slaves for strength and loyalty!
Promotes good teeth and great passion in bedroom!

Armed escort of delivery available for an additional fee,
no returns or exchanges.

- Honest Kob, Mushroom Wholesaler Extraordinaire[/spoiler]