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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 4

The Glow Theme

[spoiler=Message to Lothë]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds up through the eerily phosphorescent passage leading up from the Lowerdeep, rolls carefully between the roiling magma and fumarole fields above, and into the Great Mushroom Forest, until at last it rolls slowly to a stop before the great walls of the Mansion.

The puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and – assuming the Dwerim do not kill her outright – speaks the following message.


We greet the flesh!  We see its flesh-lines, and know them.  The Dreamer has seen you too, flesh, and the Child of the Dream sends us here to you.

The Child remembers the Lothë-flesh, yes; but dim you are in our memory.  The one called Blackrot died... in a life undreamt, she was the Dreamer's child, one of many.  The Dreamer forgot her long ago.  But as the dead flesh feeds new life, the death of Blackrot was not the end.  She was dark and ignorant and full of hate, but she was remade in the Dream.  You, flesh, have done Blackrot a great service, for in death she could be formed anew into something beautiful, something true.  That is what we wish, we Children of the Dream – for the beauty we feel to be made real.

You are wrong about us, flesh.  We do not destroy.  We love life.  We love the flesh.  We dream... the Dream is so beautiful, flesh.  The eye cannot see the colors we know, the beauty we feel.  They are true colors, flesh; the Dream is truth.

We love you.  We love the flesh.  You too, Lothë, will know the dream in time; but we bring no death to the flesh, no pain, no war, if we may be safe and free.  Our colors are those of love, not anger.

Yet the Dreamer must be safe, and free to dream.  We say that the dwelling which the flesh made so near to us shall not be made again, nor any dwelling nearer to us than where the flesh dwells now.  We say that the forest must be free to grow more beautiful and that we are free to move in it, that we may receive the gifts of the goblin-flesh, who we do not wish to be divided from.  They are good flesh.  All flesh should learn from them.

We love the flesh.  We love peace.  But our colors will not be hidden away.  We are the light that does not fade.[/spoiler]

[spoiler=Message to Käfer]Your suggestion confuses us.  If you are concerned we are quick, why do you wish to grow closer to us?  The narrow mouth (L21) is good and strong, through which we could not pass; what you call south-fork is wide, and unsafe.

You have spoken, and we have agreed to let you have the narrow mouth and the fire-lake (L21 and L22); this is farther from your home than the Sanguine Maw (L29) is from ours.  This is good to you, and it is acceptable to us.  Your wish for more is not good.  We do not ask for more dwellings closer to you to watch our borders.  Perhaps, in some future time, we will talk again of this south-fork, but in this time we insist upon what we have already granted, that the forked gardens (L23-L28) be empty of dwellings of you and us both.

If the flesh would take, it must also give; if it would limit, it must have limits as well.[/spoiler]

[spoiler=Message to Llitul]Precious one.  Llitul.  Hear us...

We are... confused.  I sent my companion, the Reveler, to destroy the ugly dwelling the Dwer-flesh made by our gates; this the Reveler did, and did well, and the flesh ran away with no struggle.  The Lothe-flesh sent us a message, calling us ugly, and telling us to stay in the depths.  We heed this not.

Something in us... in me... wishes to destroy, to take all the Dwer-flesh and make it ours.  But we are also a new creature; we love the flesh.  We love beauty.  We are not what Black-rot was.  We have new colors.

We sent a messenger to the Lothe-flesh.  We said that they must make no dwelling close to us; we said they must let us roam the beautiful forest, and trade with the good goblin-flesh.  We were certain, Llitul, that they would heed this not; but this seemed like the way of flesh, and we must learn flesh-ways if we are to survive.  That is what we think.  But the Dwer-flesh heeded this, and the Lothe-flesh himself came before our messenger, and said that these things it would accept.

We are changing, Llitul, dreamer.  Since we recovered the children of Black-rot, she... I have felt her presence more strongly.  She is not just a memory in the dream, but a part of the living memory.  She stirs things in me.  She is me, and is not me... I thought the dream was guiding us to the dwelling of Lothe-flesh, but perhaps it was her, Llitul, and her dead desires.  But the dream is truer and stronger, and the dream must prevail.

Perhaps it is the Duergar-flesh who we must fear now, for they are stubborn and will not accept the same limits they wish to impose upon us.  They keep demanding more and more, and offer nothing in return.  They are a devious flesh.  Perhaps the Lothe-flesh means what it says, and the Duergar-flesh below are a greater threat to the Dreamer...[/spoiler]

[spoiler=Message to Shee-Ra]The rat returns to you with the same kind of bizarre message in half a dozen underdeep dialects.  This time, however, the rat itself is acting strangely – it looks listless and confused, and tilts its head from side to side in an unusual fashion.  Its eyes are cloudy and its fur is dusty and brittle.  How strange...

We grow.  Grow from dead-flesh.  Life is good.  We make life.  We are good.  Dead-flesh is ugly.  We make flesh beautiful.  We are beautiful.  The Dream.  The Dream is beautiful.  We love flesh.  We love you.

We have no gold.  Gold is dead.  Dead is not beautiful.  Only life is beautiful.  Only life can be good.  But flesh loves gold.  Confusing.  We will find it.  Flesh will take.  We will have dead-flesh.  We make life.  We are beautiful and good.

We grow.  We are beautiful.  We show you.

Shortly after the rat returns and delivers its message, simply stops moving - it has died, quietly and without any apparent struggle or pain.  Within minutes, a thin shoot sprouts from its little furry head.  It quickly grows into a delicate little mushroom, flourescent orange in color with vivid purple splotches upon the cap.  Assuming it is not uprooted or destroyed, the pretty little thing withers and dies on its own by the end of the week.[/spoiler]

[spoiler=Message to Dolmar Lestridae]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds up through the eerily phosphorescent passage leading up from the Lowerdeep, rolls carefully between the roiling magma and fumarole fields above, and westward, upwards and onwards, until it rolls slowly to a stop before the walls of Umbrazzid.

The puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and – assuming the elves do not kill her outright – speaks the following message.


We greet the flesh.  We hear.  We see.  We dream.  The whispers tell us of you.

The elf-flesh brings death to the elf-flesh.  We have a million children and a million more.  We love them all.  We love you, flesh.  How sad that the elf-flesh must kill its children.  But do not fear - we make life.  We grow in flesh.  We make flesh beautiful.  We will make dead-elf-flesh beautiful too.  Your children can be our children.  That would be good.

We will give you things for dead-elf-flesh.  We are not sure what flesh likes.  Flesh needs nourishment... flesh also loves gold.  Dead-gold.  This confuses us.  Gold cannot make life.  Only life is good.  But what the flesh wants, we will give for this dead-flesh.

We are the children of the dream.  We are the light that does not fade.  We are listening, and watching, and dreaming.[/spoiler]

[spoiler=Message to Dalashinn]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds up through the eerily phosphorescent passage leading up from the Lowerdeep, rolls carefully between the roiling magma and fumarole fields above, and westward, upwards and onwards, until it rolls slowly to a stop before the walls of the Kirr capitol.

When approached, the puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and – assuming the elves do not kill her outright – speaks the following message.


We greet the flesh.  We hear.  We see.  We dream.  The whispers tell us of you.

The elf-flesh brings death to the elf-flesh.  We have a million children and a million more.  We love them all.  We love you, flesh.  How sad that the elf-flesh must kill its children.  But do not fear - we make life.  We grow in flesh.  We make flesh beautiful.  We will make dead-elf-flesh beautiful too.  Your children can be our children.  That would be good.

We will give you things for dead-elf-flesh.  We are not sure what flesh likes.  Flesh needs nourishment... flesh also loves gold.  Dead-gold.  This confuses us.  Gold cannot make life.  Only life is good.  But what the flesh wants, we will give for this dead-flesh.

We are the children of the dream.  We are the light that does not fade.  We are listening, and watching, and dreaming.[/spoiler]

[spoiler=2nd Message to Dalashinn]The puffball-child-thing returns after a few days...

We hear flesh-words.  They are good.  We do not have this dead-gold that flesh loves, but soon we will.  We will give this for dead-elf-flesh as said.  Now there is much death, much sharpness between elf-flesh and elf-flesh, and it is not safe to give our gifts, but the flesh should keep this dead-flesh and not waste it, and we will make good these gifts in time.  Your children shall be our children, flesh.  We love our children.  We love you, flesh.[/spoiler]

[spoiler=Message to Dagalur]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds up through the eerily phosphorescent passage leading up from the Lowerdeep, rolls carefully between the roiling magma and fumarole fields above, through the Great Mushroom Forest, until it rolls slowly to a stop before the walls of the goblin capitol.

When approached, the puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and speaks the following message.


We greet the flesh.  We destroyed the dwelling of the Dwer-flesh.  The flesh ran and did not struggle against us.  The Lothe-flesh has spoken to us; we heard.  We consider their words.

The Lothe-flesh says that we may move in the forest as we wish, save beneath the walls of their great dwellings, and that the dwelling we destroyed shall not be rebuilt.  It says that we shall be free to receive the gifts of the goblin-flesh and to give our gifts as we see fit.  We destroyed the ugly dwelling because we must be safe and free; the Lothe-flesh says they will give us this.  We consider these words.  We love flesh.  We love life.

The Lothe-flesh says it is allied with the Duergar-flesh.  This confuses us, for the Duergar-flesh has told us it does not know the Lothe-flesh.  We do not wish to be enemies with dwarf-flesh both above and below.  This would threaten our safety.  We do not think it is good to beautify the Lothe-flesh now if this is true.  We must still grow.  Our colors must grow brighter.

You are good flesh.  It would not be good if the Lothe-flesh brings death to you, or stands between us.  Yet now the Lothe-flesh offers to stand aside.  If it remains aside, and if the Lothe-flesh brings no death and ugliness to you, we think we will not bring our sharpness to them.  We will wait, and grow, and abide the flesh for now.

The Child will have this gold soon.  Dead-gold.  We desire it not, but soon we may give it to flesh which desires it.[/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[/spoiler]

[spoiler=Upkeep]
52 Fungoid Warriors: 52 Bodies
2 Sporemothers: 8 Bodies
1 Crawling Cap: 3 Bodies
27 Fungoid Thralls: 27 Food[/spoiler]

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

Under Construction
Slime Pool: 4 weeks remaining
Infestation Mound: 3 weeks remaining

Beginning Construction
Deathcap Cluster: -35 Bodies, 5 weeks remaining
Cultivation Bulb (on Toxic Cluster): -20 Bodies, 2 weeks remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining
Escape Tunnel: -5 Bodies, 1 week remaining

Crimsonlight (Middledeep 47)

Under Construction
4 Skin Farms: 1 week remaining
6 Skin Farms: 2 weeks remaining
2 Brown Moulds: 1 week remaining
3 Vault Slimes: 1 week remaining

Beginning Construction
Giant Stinkhorn: -10 Bodies, 2 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
Disguised Entrance: 1 week remaining
1 Dreamcap: 2 weeks remaining

Beginning Construction
Escape Tunnel: -5 Bodies, 1 week remaining
2 Stranglevines: -28 Bodies, 2 weeks remaining
[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
Recruit 1 Clone: -25 Bodies, 1 week remaining
Recruit 2 Sporemothers: -24 Bodies, 1 week remaining
Recruit 16 Fungoid Warriors: -16 Bodies, instant
Recruit 4 Puffball Mines: -4 Bodies, instant[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 136
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 (w/ Maturation Bulb)

Crimsonlight (Middledeep 47)
  • Escape Tunnel
  • Disguised Entrance

Sanguine Maw (Lowerdeep 29)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Child of the Glow
2 Fungoid Sporemothers (24 weeks left)
15 Fungoid Thralls (6 weeks left)
4 Puffball Mines (8 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
1 Sporemother (23 weeks left)
10 Fungoid Warriors (15 weeks left)
25 Fungoid Warriors (14 weeks left)
17 Fungoid Warriors (9 weeks left)
1 Fungoid Crawling Cap (3 weeks left)
10 Puffball Mines (7 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
10 Fungoid Thralls (6 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, Clone, 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 state of war with the Dwerim is henceforth revoked... for now.  Their units are to be treated as neutrals when encountered.

Keepers of Fulgoria
  • 4 Speed: 10 Warriors and 1 Sporemother – of those produced this turn at the Heart of the Glow – will move to L33.  The Sporemother will sacrifice herself to found a colony called Fulgoria and the Warriors will entrench.

Chimeric Host
  • 2 Speed: 27 Warriors (the ones with 6 and 15 weeks left), 10 Puffball Mines, 1 Crawling Cap, and 1 Sporemother will form the new Chimeric Host and move from Crimsonlight to M41.
  • 3 Speed: The Child of the Glow, after spawning our new units, will de-garrison and move to M41.
  • 1 Speed: The Host, including the Child, will investigate the ruin in M41.  Any hostiles should be engaged, but preserving the Child's life is a high priority.  She should stack with the Sporemother and stay out of melee.  If possible, sacrifice the more decrepit warriors before the newer ones.
  • Do not enter M40 for any reason.  We are not currently at war with the Dwerim, but should they betray us, attempt to retreat to Crimsonlight.
  • If we clear the ruin, do not automatically inhabit it.  The Dwer might not look kindly upon that, and it is a step that requires further consideration.  Instead, the warriors will use their last speed to entrench in the region and deter anyone/anything from entering it.
  • The Child has not been to the Great Mushroom Forest in this life.  Maybe her presence here, where Blackrot once reigned, will revive some of that dead Rotqueen's memories and thoughts - what tidbits of her life might be useful or interesting to the Glow?  As she reminisces, perhaps trying to come to terms with the individuality that Blackrot represents, she will also collect the spores of the fungi that grow in this great forest.  This area is unique - perhaps these especially fecund strains will be useful in making the Lowerdeep into a garden as beautiful as this one.

Fleshwatch
  • 6 warriors and 1 Sporemother – of those produced this turn at the Heart of the Glow – will form an army called the Fleshwatch.
  • 4 Speed: Move to L26, where they will be infiltrated.  If a hostile unit is encountered on their way, they should withdraw from it.
  • This unit is tasked with the observation of foreign forces in this area, particularly Duergar.  If encountered, Duergar are not to be attacked; rather, the Fleshwatch should remain infiltrated and send a report to the Heart.  If they are discovered by Duergar or a hostile force of another kind, they should attempt to withdraw in the direction of Sanguine Maw, using the Sporemother's Shroud ability as necessary to effect an escape.

Bridge-bubbles
  • 6 Speed: The 4 Puffball Mines created at the Heart will move to M46.  They are to avoid combat.
[/spoiler][/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Xathan

[ic]Forgive me, dear Reader. I know you look to me for entertainment, but the actions of my Queen are secrets I cannot relay even to you. Begone, for this is not for your eyes!

Don't forget to try the mushrooms on your way out. They're delicious.[/ic]

[ic=Messages]
[spoiler=Overbrain]

Father, the ones that have passed into the realm of the Kirr are beyond my reach at this time: they likely find themselves in the middle of two factions of Elves who are at war, and if they survive that conflict I will resume the hunt then. That digusting infernalist who serves Ktan-Ydheel...much as I would love to bring her to you for severing, I'm not strong enough to directly confront him yet. This third group makes my best option at the time - have you any inkling where they may have gone? If south of the Kirr, it would be madness to pursue, but if they have gone North towards the ruined city of the Duergar, I will be certain to sweep them as I return back to our current Dominion.

There is another thing. I sense something up here, to the North of me, a being that carries impressive power that may threaten Curasd. Know you anything of this? Is it some Elder Being re-awakened?
[/spoiler]
[spoiler=Response to the Overbrain]

As it should be, your command is my will, Father. I must detour south: the Crown the Drow seek is within my grasp, and I have a feeling that I can obtain more than the twenty promised and punish that witch for her arroganice in presuming to send me on an errand for her. Still, it seems unwise to allow a powerful artifact to fall into the hands of the Kirr. Are they taking the caverns that lead to the realm of the Dwerim, or those that lead to those vermin Kobolds?

And forgive my ignorance. I have never felt a Lesser mind so filled with alien hatred. The creature does directly threaten Curasd, and with the beasts that Daggoth sensed to the South, I am concerned with the threat it could pose should happenstance result in them attacking in tandem. Still, I am young and learning what power should impress me, what powers I should respect. Thank you for your continued instruction.

One other matter: Quasthid. He remains enthralled for now and is useful enough, but his crime was execution without severing. Should he prove problematic before we can return him to Dtoulth for Severing, do I have your permission to kill him? Only in defense, of course.

[ooc]Since Scry info not posted yet, going to change them and NOT scry on M79, save that scry for elsewhere - I don't want to irritate the Overbrain further by having him waste time peering at the Lesser[/ooc][/spoiler]
[spoiler=Daggoth]

Daggoth, it is good to hear your thoughts once again - I've missed them since my Exaltion.

The Thralls and Neonates I've sent you should prove sufficent to repell any threat. However, a hungry presence often means a weak willed presence. One of the Neonates I have sent to you is defective and unworthy of being made even a Golem or Severed - his psionic power is a mere trickle, enough to control thralls but too weak to be used in combat. Erthuid is his name. He's hidden his defect well, but not well enough.

Send him with 3 of those thralls south to find those creatures. Presumably they will feed upon him and the thralls and will no longer seek Curasd, rid us of a defective Ceremorph, and sustain wounds enough to keep them at bay. I will be returning in the next couple weeks - I want those creatures or creature kept alive if they do not threaten Curasd directly, since my Hook Horror is failing to be the servant I had hoped it would be, and my pet Inquisitor is destined for Severing. If Erthurid manages to survive with only 3 thralls...well, he's no use Severed, and if he's capable enough to combat these presences, perhaps we can find a use for him. Of course, if the Overbrain commands his death, then I assume you will be capable of carrying it out.

[spoiler=to GM][ooc]If it's alright, I'm not making this an offical order and will be leaving it out of my Orders tab. As part of the whole "Our units are actual beings" thing, I'm curious to see how Daggoth responds to this.[/ooc][/spoiler][/spoiler]
[spoiler=Response to the Child of the Glow]Child of the Dreamer, my dear friend, it is good to hear you.

Lothe-flesh is of Dwer-flesh, and Dwer-flesh, if it gives its word, will abide by it. If it said it would accept these things, you do not need to fear the Lothe-flesh anymore. But the Lothe flesh will still fear you, and will likely teach more flesh to use sharpness and burning against you in case you break this agreement, what flesh calls a "truce." Black-rot may be new colors of you, but she could get you killed. If you must attack Lothe-flesh again, if you must work to perfect his flesh, do so quickly, else he will be much harder to perfect.

Duergar-flesh is like but not like Dwer-flesh, but may still call on the Dwer-flesh for help against you. However, Duergar-flesh is nasty, tricky flesh – it knows only hate. If you are going to perfect the Duergar-flesh, make sure you can do so quickly so the Lothe-flesh will have no time to help it, and so the Duergar-flesh will have no time to build a new force. I will help you as soon as I can to perfect the Duergar-flesh, for Duergar-flesh hates Ceremorphs, hates my beloved, and teaches flesh special ways of hiding themselves from the dreams of Ceremorphs so they can bring their sharpness to us in secret and hurt us. In two weeks I will be able to start to move against the Duergar-flesh, though it will take me longer to find them, for Duergar-flesh is far from me. Duergar-flesh hates the Ceremorph dream, fears all dreams. I do not trust it, and I fear it too.

It..it sounds like Black-rot is to you what Llandri is to me: what came before, but not  what you are now, but a part of what you are now even though not what you are. And that means Black-Rot knows things that you do not know, knows things before You were You, but be careful, for Black-Rot will want what Black-Rot wanted – and if she is like Llandri, she may not want what you want. Listen to the dreams of Black-Rot, but do not do whatever Black-Rot wants. Make sure of what you want before you  do what Black-Rot wants.

The Dreamer is as to you as the Overbrain is to me. The Overbrain is stronger than Llandri. The Dreamer is stronger than Black-Rot. But we are of Llandri and Black-Rot, we are of the dead dreamers still dreaming. The dead dreamers still dreaming know us, and have an easier time guiding us. Black-Rot hates Lothe-flesh as Llandri hates Dark-Elf-Flesh. Hating Lothe-Flesh does not help you right now unless you do not want to let Lothe-flesh have time to make more burning-sharpness to bring against you. I decided that hating Dark-Elf-Flesh helps me, so I am letting Llandri hate them. But make sure you, and you alone, are able to decide who you hate and how you act.

The Overbrain gave me a gift when I was shaped. I can say "I" more easily than most Ceremorphs. I think the Dreamer gave you the same gift. Don't let Black-Rot take "I" from you.[/spoiler]
[spoiler=Reply to Dr Robertson]
My dear Dr Robertson, I'm certain that we can find more subjects to converse about; as I am equally certain I'll have need for your academic rigor in the future. The object in question was made from bones of High Elves and set with black gemstones, or so my information indicates. I hope this can provide you with a satisfactory elimination of possible options to reach the single object in question.

As for additional food, I do not need any at this juncture, but I will likely be availing myself of your generosity at some time in the near future.[/spoiler]
[/ic]

[ic=Messages from Whisper]
[spoiler=Ktan-Ydheel (using Secret Message)]My thanks for the complement, Harbringer of Yuddrah. Any power I manifest is merely a mote of my Queen's, and any honor I earn belongs to her and will be hers at the day of Rejoining when I will die. I will await your herald with anticipation: when the Academy is founded, I will inform you of where to send him/it.

However, another matter draws my notice. There are certain stunted, gray vermin in the tunnels north of Yuddrah in the Lowerdeep. I understand you are currently busy with some pathetic vermin that spawned off the Dark Elves as maggots from meat, but after those are dealt with I'd like to coordinate an assault on those...[distain dripping with malice and a hint of evil glee] Duergar. Of course the Overbrain will not allow us to act in tandem, but if we were to, completely by accident, assault two separate Duergar cities at the same time...that wrinkled parasite could hardly object to that, now could he?

And I meant no offense – but Yuddrah is something beyond the Overbrain's true understanding, something It fears, and I do not comprehend it's nature or that of your relationship. I presumed nothing: I ask in honest attempt to find knowledge.[/spoiler]
[spoiler=Dreams of Dead Races]There are many things I'd be willing to do, Elder One, but that is not one of them: to constantly report my Queen's actions exposes her to too great a risk, not knowing your intent. In fact, I'm inclined to believe that request was a test, and do I hope I've passed t.

Allow me to rephrase: I'll be happy to work with you to a common end, but not to commit any treasonous actions against my Queen in doing so. I appreciate the opportunity to prove my intellect through this test.

And there is one point I wish to clarify: I make this offer not out what you are or will be, but because my Queen believes the Elder Beings should work together against those mewling masses that dwell above. I do this because I serve my Queen, I do this because serving my Queen is the totality of my intellect and existence. It is impossible for me to conceive of any other motivation than that except in the abstract. [/spoiler]
[/ic]
[ooc=Orders]
[spoiler=Orders]
[spoiler=Production]
GoldMetalBodiesFood
+365+35+120+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
Thrall Pen +20 Bodies
Curasd, Horror in the Woods
Mushrooms +20 food
Thrall Pen +20 Bodies
Glyp-Dor, the Northern Reach
None

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-12g-0-50-7
[spoiler=Details]Commanders
No Upkeep
4 Psions
-12 gold, -8 bodies
Hook Horror
-7 Food
14 Brainhounds
-42 Bodies[/spoiler]

[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:

Under Construction:
Evolution Cell (2 Weeks)
Pupation Cell (2 Weeks)

Beginning Construction

Lower Dtoulth (Lowerdeep 75)
Completed Construction:
Thrall Pen

Under Construction:

Beginning Construction
Ceremorph Mines (-175 Gold, -15 Metal)

Curasd, Horror In The Woods (Lowerdeep 69)
Completed Construction:
Thrall Pen

Under Construction:

Beginning Construction
Ceremorph Mines (-175 Gold, -15 Metal)

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Completed Construction:
Amplifier Node

Under Construction:
Thrall Pen (1 Week)

Beginning Construction

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
9 Ceremorph Psions

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
15 Thralls

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

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
7102240271

[/spoiler]
[spoiler=Trade]
(Tentative) -25 gold, -20 bodies in trade to Undead (assuming they recieved and give information on Crown)

[/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)
Thrall Pens

Defenses
Amplifier Node

Curasd, Horror In The Woods (Lowerdeep 69)
Thrall Pens

Defenses
Amplifier Node

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

Defenses
Amplifier Node

[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain
9 Ceremorph Psions

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

The Hunters (Stationed At Middledeep 9)
1 Llitul
1 Vruthor the Wrathpriest
1 Hook Horror (Dominated, Fed Only Mushrooms)
1 Quasthid (Inquisitor, Dominated)

The Hounds (Stationed at Middledeep 7)
14 Brainhounds

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth
20 Thralls

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

[/spoiler]
[spoiler=Orders]
Special:
Llitul Continues 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. She accepts Vruthor the Wrathpriest as an apprentice. She is willing to offer more metal, bodies, or food if needed to attract better apprentices: max 15 metal, 30 bodies, or 30 food. Will go up to 40 gold for someone really, really skilled - especially with a more academic leaning.

Exalted:
Overbrain to scry M54 and M6.
-9 Ceremorph Psions use 3 Speed and 1 Forced March to move from Dtoulth (L to Curasd, then 1 Speed to garrison in Curasd. Daggoth with lead that Regiment.

Lurkers:
-If Daggoth Elects to obey, Force March 1 Ceremorph Psion (Erthurid, who with your permission has same stats of Ceremorph Psions but no psionic attack) and move 3 thralls to L70 - Rename them the Caretakers.
-Remaining 17 Thralls in ungarrison and forage (3 speed) and then regarrison (1 speed)

Hounds
-Brainhounds move to M6, use 2 Speed to set an Ambush.
-Once Quasthid joins them, all Hounds attack the Dark Elves garrisoned there.
-all remaining Hounds join with hunters, continue from that point in Hunters orders.

Hunters: (Note: I'll be removing many of these crazy conditional "ifs" once the results of the Overbrain's scry for the turn comes in)
-Llitul redominates Quasthid if needed.
-Quasthid meets with Brainhounds at M6 and joins the hounds. (2 Speed)
-Once Drow defeated, Hunters head to M7, picking up the Hounds. Leave any newly captured Thralls at M6. Investigate the ruins at M7 (1 speed).
-Clap Quasthid and Hook Horror back in chains.
-Move to M57, picking up any Thralls left at M6. Those units that need to use force march to cross that distance will. Brainhounds will scout M56.

[/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]

[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.  

Ranged Damage: 4 (Fire)
Melee Attack: +6
Melee Damage: 5 (Fire)
Defence: 14
Health: 15
Speed: 4
Morale: +5
Special Abilities: Blood Boil, Detector, Frenzy, Grudge (Fungoids), Animosity

Vruthor will attack any Fungoids on sight, even if the Faction he serves is allied with them.[/ic]

[/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.
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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.
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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.
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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.
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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]

LD

#47
CleverSmart Kobolds

-Orders Draft Finished.
-Letters Finished

[ic=Ruminations]
Celebrations
Mya-Haha, young nephew of Mya-He, the Unmentionable, had taunted the four fearsome, large, Hook Horrors who had been sighted in the caverns, and he led them straight into an ambush where they were slaughtered. Mya-Haha's speed became legendary among the SmartyScouts and he rightly earned the apellation "the Speedy". The much smaller Kobolds had defeated great, even grand creatures, and they threw a small celebration to acknowledge the victory. Whether their enemies were Gnomes or Monsters, Kobolds could rise to the occasion and defeat them. The bodies were not immediately consumed, however, under orders by Shee-Ra- although contingencies for immediate consumption were made available should Greyskulls approach.

Mya-He, the Unmentionable, was both proud of and disturbed by his nephew's accomplishments. Actions like the one he performed would likely get him killed. Ever since his capture on the surface, Mya-He had been a strong believer that Kobolds should always sequester themselves in a base, leaving only in times of dire need. He disliked how Shee-Ra, his Queen Mistress, traveled with forces into caverns unexplored and risked forces. But he did like how he was garrisoned at home, where he would always remain.

A Glowing Threat
The lumbering rat, Gluttonchops, had perished- turned into a sort of listless being before the end, squeaking only in Rat Code that he had seen the answer to the secret of life, the universe, and everything. Once Gluttonchops expired, and the blood written #42 on his side had been scrubbed from the fur, Shee-Ra placed a ban on consuming its form for severalday while Kobold Sorcerers examined its entrails to determine if the beast was poisoned. While they examined its remains, they noticed a shoot of growth sprout from its tiny furry head. It quickly grows into a delicate little mushroom, flourescent orange in color with vivid purple splotches upon the cap. Shee-Ra preserves the mushroom for study, but it withers and dies before the end of the week.

Shee-Ra was troubled by these developments, and she ordered the tiny rat's body burned. These "Glow" or MushroomBrites were strange creatures who may have just sent her a threat. Shee-Ra did not appreciate threats, but nor did she wish to anger the neighbors of her vassal, the Dwer, for she was too far distant to provide the weaker Dwer with assistance should the MushroomBrites arise to do battle against them. It was difficult being Mistress of All That Is Under the Ground. Shee-Ra had many obligations, but her resources were limited. She would need to count on the resourcefulness of her vassals to hold out until her caverns stretched much farther than they currently spread.

Grolskund The Legend
Shee-Ra also ruminated on rumors of Grolskund the Heartscrew having arisen again. The mad creature was the stuff of legend. In the time of her Great-Great-Great-Great-Great-Great-Great Grandkobold, the creature Grolskund had been sighted--he left the CleverSmarts around the time of the rule of Greyskull, the devious Kobold who did deals with undead. He opposed the undead one, but he never rejoined even after his fall. Some said that Grolskund's isolation and maltreatment at Greyskull's hands had driven him mad! Mad! MAAAAAADDD! It would be lunacy to hear that this Grolskund of the skittering contraption who had been sighted was the same creature. Perhaps it was a descendant. Shee-Ra was concerned, and she ordered her troops to increase their vigilance.

Other Kobolds
Shee-Ra was not delighted to hear that other Kobolds had been sighted in the Underdeep, in the Upperdeep to be specific. These Kobolds had taken on surface ways in many fashion and they did not send a representative to acknowledge her suzerainety. If they did not mend their ways and come to supplicate themselves before her and the CleverSmarts to pay tribute as vassals, then not this week, but next, she would need to pen them a strongly-worded note.
[/ic]

[ic=Messages]
[Spoiler=To Lothe]
A crosseyed rat with the number 44 on its collar skitters down into the Dwerim caverns, crashing into a wall before it delivers its note.

PickyPoke DiggyDig Vassals do good clarify to us what they desire. We will grant you this boon of relaying message of peace to ScribblyScribbler Goblin Duke.

Important news received. ScribblyScribblers do not trade with Greyskulls or NastyDreams. We communicate with creatures, but what they trade with is unique creature- we wonder if it like Greyskulls, so we suggest caution.  Greyskulls are not to be trusted. The strange creature, MushroomBrite, ask for bodies to shape into creatures- this very bad defilement of livingthing so we suspicious of their aims. Permission you have to trade with them- but be warned- trade not bodies but consume them so they will not rise again as enemies to eat you all! All Eaten! Eaten ALL! Prepare for them to betray- Greyskulls only want death, never life. Always strife!

Also we wonder- what happen to outpost; we hear Dwerim go gone? Is there difficulty? Did mine collapse?

We send 30 food and 2 metal to help you diggydig more and produce better tribute in future.

- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[ooc]Send 30 food and 2 metal to Dwerim.
Last turn in messages Goblins permitted trade via their land.
[/ooc]
[/spoiler]

[spoiler=To Dagalur]
Salutations to You:

PickyPoke DiggyDigs have clarified desires. Apparently they just wish you to not ScribblyScrib and sell their ancestor bodies to Greyskulls. We quote they say: "We desire 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. We wish for there to be peace between us."

Also, we bring warning- we have communicated with creatures you trade with below PickyPoke DiggyDigs-these creatures do not seem to be NastyDreams, they are some type of Greyskulls. The strange creature, MushroomBrite, ask for bodies to shape into creatures- this very bad defilement of livingthing, so we suspicious of their aims. We do not forbid you have trade with them for you are sovereign- but be warned for we have much experience with evil Greyskulls- traded bodies not consumed by your creatures may rise again as enemies to eat you all! All Eaten! Eaten ALL! Prepare for them to betray- Greyskulls only want death, never life. Always strife! Trade is yours to make, however.

And speak of trade; you interested in trade at previous rates? We have manyfood and manymetal ready trade for manygold.

- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=To The Glow]
A lumbering rat with a bloody 42 on its side arrives at the side of the Glow and delivers its message.

Cleversmart Kobolds only hate creature that is NastyDream or Greyskull. We not sure if you are either, but we give Vassal permission to trade with you and not prohibit Dagalur from doing trade with you. We suspicious of your request for bodies- only Greyskull request bodies. How we know what you do with bodies is good? Impossible to know. We do not think we currentgive body to you unless body is how you make gold? How much gold for body you say?

- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=To The Watchers]
(insert rat information)

Salutations to the Cruel Form of Truth. It come to our attention that you fishes-that-smell-like-death are sentient and have built greatbigcity under the water.

It important to inform you that you are now Vassal of Queen Mistress Shee-Ra Cleversmart XVI, who rules All That Is Under the Ground. She is very important livingthing. She give you SwimmySwims protection from allbeast that may fish you from above. She also help ensure you have goodtrade with other creature from above.

But in return for this help, it also important that your Mistress expect tribute of gold.

Still, we know you SwimmySwims may find it difficult extract gold from underearth because water get in way, so Mistress glad provide you help or accept alternative payment.

Mistress help is this; you may require food or metal to use to produce gold for Mistress, no? If that aid may help produce favor for Queen Mistress, we glad provide help after you give initial payment of golden tribute. We look forward to good relationship with you, as we do with all our vassal. PickyPoke DiggyDigs have already paid tribute and they receive great favors from the Queen Mistress in respect of tribute, far beyond favors that would be received were gold given in trade. You too can benefit from these favors.

We look forward to pleasant response and long relationship.
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=To Nocae]
(insert rat)

Greetings Vassal from Queen Mistress Shee-Ra Cleversmart XVI, Rule of All That Is Under the Ground:

We understand you suffer great from NastyDreams suckysuck fight this week, so we grant you boon of waive your vassalmonthly tribute to Cleversmart Caverns. We also aware you new leader who may not be familiar with your Queen Mistress, so we you educate. We CleverSmart Kobolds are Rulers of All That Is Under the Ground. We oppose NastyDreams and any Greyskulls who have evil plans-which include most Greyskulls. We also patron of lesserrace who must give tribute of gold to us in return for benefit. You sadly too far from Cleversmart Caverns to receive benefit or provide tribute but someday in future, we will draw near you so we suggest you begin save now. When we draw near you, we will eradicate NastyDreams to better protect you. For now, we offer condolences and good wishes and accolades for your battles against these evil creatures.

We also acknowledge you fight MadVassal NastyElf called "Kirr". This NastyElf is mad vassal so is true he must be replaced, but is not true that all NastyElves under him be as mad-many be productive vassal or serf; thiswhy we suggest prudence in deal with replace this NastyElf.

Benevolently,
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=Response to Watchers]
(insert rat type)

We understand you not have much gold. When you discover shinyshine, then let us know. We expect that L87 may have shinyshine, if it can be reached. Once relationship is established, if is possible for you to walk on land, we also may discuss possibility of you march with us against M73 to demonstrate your worth as a Vassal. If we together conquer, then as benevolence, we award you metal from conquest. We welcome your offer of food as tribute, but for moment, Cleversmart caverns are abundant with food, so please keep food and grow strong so you may better recover shinyshine. We appreciate your candor in state that shinyshine (gold) is rare. Perhaps some time in four week we will glad gift you metal to encourage your work. We have estimate that 1 metal is good for extract about 6 gold before metal pick do break. If we receive gold before fourweek, then we provide metal to replace much soonersoon.

Benevolently,
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=Response to Dolmar]
(insert rat type)

We glad render aid, but you too far distant in cavern at moment. We look forward to expand to increase possibility of deliveries and we will do so as soon as we can. For now, we will inform our othervassal, PickyPoke Diggy Digs, to assist you if they can. Is important that all vassal be friends against vile threat of Nastydreams.

Benevolently,
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=2d to Lothe]
(insert rat type)

Vassalelves inform me they currently in struggle with NastyDreams Greyskulls and MadVassal Nastyelves. Vassalelves leader called "Dolmar". We cannot reach their caverns with our carts to provide them help, so we give you permission to helpelves if they need aid, but beware that they not trick you. Vassalelves have tendency to go mad, like Madelf Nastyelves went mad. Keep record of what assist you lend to them and ensure they repay your work, but lend only aid that you can, for your first commitment is to your Mistress and your Mistress wishes that you remain strong.

Benevolently,
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.

[/spoiler]

[/ic]

[spoiler=Orders and Information]
[ic]
In Character
[/ic]

-Note: Orders are Not Yet Ready.
-Note: Thank you! The Hook Horror assault went better than expected. Until you mentioned it I had not realized about the bonuses given for Kobold defense in a warren, and that must have made the difference- my estimates predicted either I kill most of them outright in the first 2 waves, or I end up losing a few dire rats or more slingers/skulkers. :o.

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (150 gold)
Kobold Mine: (15 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food[/ooc]

Total Production: 150 food, 150 gold, 15 metal

[ooc]Looting/Events
+47 food (forage)
[/ooc]

Total Looting/Events: 47 food, 0 metal, 5 gold (tribute), 4 bodies/food

Total Total: 197 food, 30 metal, 305 gold, 4 bodies/food
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 2 = (2g/2f)
Skulkers (2g/1f) x 1 = (2g/2f)

One less Slinger upkeep because of Free Commander. (1g/1f).

SmartyScouts
Slingers (1g/1f) x 8 = (8g/8f)
Skulkers (2g/1f) x 2 = (4g/2f)
Blunderdigs (3g/1f) x 2 = (6g/2f)
Dire Rats (3g/3f) x 4 (12g/12f)

One less Skulker upkeep because of Free Commander (2g/1f).
One less Dire Rat upkeep because of SheeRa Mount (3g/3f).

Deepguards
Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)

One less Skulker upkeep because of Free Commander (2g/1f).

Total: Net Loss/turn -(55g/40f)

[/spoiler]

[spoiler=Construction]
[ic]Middledeep- 65
Completed This Turn
Nothing.

Under Construction
None.

Beginning Construction
None.[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
Kobold Mine; 150 gold, 15 metal (week 3/3)
Snare; 10 gold (1 week)

Under Construction
See Beginning.

Beginning Construction
Murder Holes; 20 gold (1 week)  
Escape Tunnel; 20 gold (1 week)  
Spiked Moat; 25 gold (3 week)(No; can't afford) [/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
Palisade; 20 gold (1 week)

Under Construction
See Beginning.

Beginning Construction
Murder Holes; 20 gold (1 week)  
Kobold Mine; 150 gold, 15 metal (week 1/3)[/ic]

[/spoiler]

[spoiler=Recruit]

1 Slinger (5gp) * 1 = (5gp)
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)

[/spoiler]

[spoiler=Wealth]
Began Turn at: 0 gold, 129 metal, 463 food
Gained: 305 gold, 30 metal, 203 food
Total: 300 gold, 164 metal, 666 food

Spent 210 gold on construction. (40 murder holes, 20 escape tunnel, 150 mine).
Spent 55 gold on upkeep.
Spent 34 gold on recruiting.
Spent 0 gold on defenses.

Spent 15 metal on construction.
Spent 9 metal on upkeep.
Spent 2 metal on recruiting.
Traded 2 metal to Dwerim.

Spent 40 food on upkeep.
Traded 30 food to Dwerim.

6 gold
136 metal
597 food


[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold)
----->also a reinforced Gate UPGRADE (15 gold, 5 metal)
Pit Trap (25 gold)--->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)[/ic]

[ic=Middledeep 72]GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Snare (10 gold)
Snare (10 gold)[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Palisade (20 gold)[/ic]

[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison.
Location: Middledeep 65
3 Slingers [Mya-He is a Slinger]
1 Skulker

Slingers (I) ("Undefeatable Eggguard") [Mya-He is attached to this unit]
Slingers (II) (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Skulkers (V) ("First Pokeypokes")[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison = Total +1 morale (not counting Commander bonus to morale)
Location: Middledeep 72
2 Blunderdigs
3 Skulkers [Hai-Phen is a Skulker]
8 Slingers

Blunderdigs (I) ("Underfeet Underdeep Squadron")
Blunderdigs (II) ("Backdoor Blundering Boffins")
Skulkers (I) ("Beaterpokes")
Skulkers (II) ("Basherpokes")
Skulkers (III) [Hai-Phen, the Shadow]
Slinger ("Mya-Haha", the Speedy)
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
Slinger ("Pik-Poke", youngest sister of the Pik clan)
Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)
New Slinger (Mya-Ho)
[/ic]

[ic]RatGuard (Newly Formed)
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth")
1 Shee-Ra [currently attached to Dire Rats]
6 Dire Rats

Dire Rat ("Cutrazor")
Dire Rat ("Jawbreaker")
Dire Rat ("Biteybite")
Dire Rat ("Poisonnip")
New Dire Rat ("SmartySmart")
New Dire Rat ("Bloodybite")
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison.
Location: Middledeep 66
7 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig

Skulkers (IV) [Ho-Dor is attached to this unit]
Skulkers (V) (Achi-Lees, the unkillable)
Skulkers (VI) (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Skulkers (VII) (Vor-Keth, the massive)
Skulkers (VIII) (Ai-Ur, the Greater)
Skulkers (IX) (Ai-Ur, the Lesser)
Skulkers (X) (Tro-Jan, the unbreakable)
Skulkers (XI) (Ay-Jax, the warrior)
Slingers (VI) (Fush-Rodah, the shouter)
Slingers (VII) (Hus-Roh, the loud)
Slingers (VIII) (Aaa-Hha, the fearful)
Blunderdigs (III) (Kili-Fili, the stout digger)[/ic]


Scout sent to M62
Slingers (V)  (Ro-Dan, the belligerent)

[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, (Rat abilities follow-->) Cavalry, Climb and Disease 3
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from).
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

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.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic]Mya-He, the Unmentionable
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]Ho-Dor, the Stable
Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic]Hai-Phen, the Shadow
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round [/ic]

[/spoiler]

[spoiler=Orders]

General
- Shee-Ra Takes Sling Mastery.
- Trade 30 food, 2 metal to the Dwerim. (Goblins permitted passage in a message last turn).
- (Long Term) if any bodies are available in a region that Greyskulls approach with intent to siege, eat the bodies before any other food.

From Middledeep 65
-Regarding the new slinger: (go north to GnomeFeast Lute-ing Cave and join SmartyScouts (M72), try to track the movements of the Dire Rats as cover and protection as much as possible.
-The two Dire Rats meet the Ratguard and join it.

From Middledeep 72
RatGuard
-(6 Speed) Shee-Ra forms the RatGuard with the Dire Rats unit. Moves to M70, then ends turn in M69. (She should be invisible b/c of infiltration)
-(Free Ability) Scout adjacent M62 and M60.

SmartyScouts
-(1 Speed) Gather food. (14x1= add 14 food next turn).
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison.
-(Free Ability) Scout surrounding regions.

From Middledeep 66
-(3 Speed) Deepguards Forage (12x3 =add 36 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Don't Scout This Turn.

-(6 Speed) Ro-Dan, the Belligerent, a Skulker (Infiltrate invisible) is sent to M60 (free scouts U60 and M61). Do not engage in battle if possible. Forced March 2 of the Speed.

From Middledeep 65
-(1 Speed) GoodyGarrison formally Scouts as per the action, M64.
-(2 Speed) GoodyGarrison Forages (4x2=add 8 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).

Total Add 58 food due to foraging.

[/spoiler]

[/spoiler]

Raelifin

[ic=A rocky corridor]Being undead brings many blessings, such as removing the need to eat or sleep. Despite this, all undead creatures are afflicted with an inability to move quickly. It's as though the earth pulls them down, begging them to sleep forever. When needed, undead can move as quickly as the living, but this soon wears off and they are back to their normal lethargic shuffling.

Markus watched his troops amble along the road with mild disinterest. Even magically sped up as they were, they would be easily outpaced by a dwarf in full mail. Even he could feel the weight of undeath pulling him down and making each step a chore. He never got tired of it, per se, but it was tedious.

During these long walks the old wizard would keep his mind busy by going over Erafh Laldma over and over again. He had memorized it last year, and he found the text had a kind of poetry to it. It helped keep his mind off of the visions, which had become particularly fevered and violent of late. Earlier today he had smashed his hand to a pulp in a meditation-induced frenzy. He decided to let it stay dismembered for the time being as a reminder to stay focused on the task at hand.

One step in front of the other. One minute after the next. They'll all die eventually. Deep in this great tomb of ours. We're all walking dead. Some just don't realize it yet. I'll cut them open in small wounds and let them bleed out in a great pile. We'll catch their children and coat them in pitch and... I must have patience. Chapter 23: The Energies of Undeath and Their Relation to the Elements...

Later that day he tore off the hand and animated it. It crawled along with them. Hour after hour after hour in the absolute dark and absolute solitude.

The next day he decided to re-attach it and repair the damage. Tearing off one's own hand is something a madman would do.
Markus Ashton was no madman.
In fact, he's probably the only sane person alive.
Or... dead, rather.

One step in front of the other.[/ic]
[ic=Messages from the desk of Professor Robertson][spoiler=Message to the Queen of Thralls]
Exalted Llitul,
Although it pains me most greatly that our immediate business must conclude and your most pleasant communications shall cease to be regularly expected upon, I write to inform you nonetheless that my research has borne fruit and that our results are pending only the most minute of adjustments before publication, a.k.a. delivery. We require only that you verify for us the material out of which the artifact you requested research upon is made, so that we might rule out alternatives and provide with you a concrete analysis of the properties of this item. Upon providing us with this information, we will be able to forward to you such information as we have collected, and I personally am quite sure that you will be thrilled with the results.

Additionally, I am quite enthusiastic about our most contemporary trade agreements and look forward to facilitating your rise most assiduously in the near future. As such, my secretary reminds me to remind you of a most important fact, that being that additional food purchases at the same exchange rate as that already promised to you are available should you require additional supplies.

Graciously gloomy,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Onyx Prince]
Most delightfully tyrannous bloodlord,
It is with great distress that news has reached us of recent assaults upon your territories. While we are unfortunately unable to assist you militarily at this time, our hope is that your survival continues into the foreseeable future. Should you wish to trade, our most generous offer of food still applies to your situation, and should you not our innumerable condolences shall have to suffice for your losses. Please write back should you require anything of your most graciously, noncommited, nonviolent colleagues.

Sorrow from the shadows,
- Dr. Robertson, Professor Immortal[/spoiler][/ic]
[ic=Responses][spoiler=Reply to the Onyx Prince]
Most esteemed lord of blood,
It pleases me greatly to hear that a force of darkness such as yourself has not fallen in any significant capacity to the paltry light of those dim torchbearers, the Nocae. Word of your impending victory has led me to smoke a celebratory pipe in honor of the blood that may yet be shed.

Graciously,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to the Queen of Thralls]
Exalted scion of the dreams in the dark,
With the information you have provided, it has become clear to me that the item which you have commissioned study upon is the following relic, which is detailed in the attached scroll. My apprentice and I wish you the best of luck in your endeavors to collect and utilize the artifact, while not neglecting to mention that if you find yourself without a need for it, interested parties would exist for such an item should you wish to part with it.

Graciously,
- Dr. Robertson, Professor Immortal
[spoiler=A separate scroll is included with the message][ooc=The 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. [/ooc]
[/spoiler][/spoiler]
[spoiler=Message to the Red Tide]
Most vertically challenged of foes,
I have received your offer of non-aggression with great surprise, for it astounds me to discover that the goblins of these depths are literate. For the longest time I had thought the trappings of culture they bore were mere imitations of the more advanced bipedal life in the lower regions of the earth.
While it pleases me to find your penmanship upon my desk, I find it entirely premature. While I find myself and my troops with no immediate plans to shed your blood or engage in battle, negotiating the borders of our territory at this time is an entirely hasty action whose benefits I cannot see clearly at this time, although my vision does waver a bit in death. So at this time, I will readily agree to non-aggression, but I find myself wholly devoted to a deferment of the arrangement of borders until such time as I see a meaningful reason to do so.
Additionally, I would love to offer you food for gold at this time, or entertain any offers you might have for trade, yet I find that the distance between our domains at this time is too great to support such an economic exchange safely, and I am most confident in the assumption that the food we propose to trade is much too refined for the coarse palate of brutes such as the ones who populate your armies.

Graciously,
- Dr. Robertson, Professor Immortal[/spoiler][/ic]
[spoiler=Orders]
[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

The Iron Hall (Upperdeep 87)
None

Combat: 36 Gold, 8 Food, 3 Bodies (2 ogre bodies + 1 body from the skeleton that died)

Trade with Llitul: -4 Food, 20 Bodies, 35 Gold (10 for the food + 25 down-payment on the crown research) (5 more weeks of food shipments promised)
Trade with Gloomsong: -4 Food, 10 Gold (5 more weeks of food shipments promised)[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
15 Zombies: No Upkeep (5 weeks until decay into skeletons)
23 Skeletal Archers: No Upkeep
7 Skeletal Warriors: No Upkeep
2 Ghouls: -2 Body[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House (Upperdeep 85)

Under Construction:
Necromantic Laboratory: 2 weeks remaining

Beginning Construction:
None.

Dormitory of Bones (Upperdeep 91)

Under Construction:
Undead Mine: 2 weeks remaining

Beginning Construction:
None.

The Iron Hall (Upperdeep 87)

Under Construction:
None.

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

[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred, The Red House (Upperdeep 85)
10 Skeletal Archers: -100 Gold, -10 Bodies, -10 Metal[/spoiler]
[spoiler=Wealth]Gold: 3
Metal: 94
Food: 174
Bodies: 135
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 (Unlinked)

Spiked Moat

Dormitory of Bones (Upperdeep 91)
Nothing.

Iron Hall (Upperdeep 87)
Nothing.

Dean's Wall (Upperdeep 84)
Nothing.

Wall of Rats (Upperdeep 92)
Nothing.[/spoiler]
[spoiler=Armies]Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
15 Skeletal Archers - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

Markus Ashton - Garrisoned on the Dean's Wall (Upperdeep 84)
Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
9 Skeletal Archers – Garrisoned on the Dean's Wall (Upperdeep 84)
4 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)

10 Zombies – Upperdeep 81

1 Skeletal Archer - Upperdeep 86

Deadeyes (Skeletal Archer Captain) - Garrisoned at the Iron Hall (Upperdeep 87)
3 Skeletal Archers - Garrisoned at the Iron Hall (Upperdeep 87)

1 Ghoul - Upperdeep 88

1 Ghoul - Upperdeep 89

1 Skeletal Warrior - Upperdeep 90

"King" Stephan (Zombie Commander) - Garrisoned at the Dormitory of Bones (Upperdeep 91)

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)
4 Zombies – Garrisoned at the Wall of Rats (Upperdeep 92)
5 Skeletal Archers – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Skeletal Warriors – Garrisoned at the Wall of Rats (Upperdeep 92)
[/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, Haste, 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
Inventory: -
[/spoiler]
[spoiler=Orders]The Dean's Wall will be captained by a skeletal archer named Bard the Boneman.
The Iron Hall will be commanded by a skeletal archer named Deadeyes.
The Wall of Rats will be captained by a zombie (one of the wargs that attacked Robertson on week 1) named Weiler the Rotten.

Both Ghouls will move to Upperdeep 92.

One skeletal archer will move from the Iron Hall to Upperdeep 88.
One skeletal archer will move from the Iron Hall to Upperdeep 89.
One skeletal archer will move from the Iron Hall to Upperdeep 90.

Nine zombies will move from Upperdeep 81 to the Dean's Wall and garrison there.
One zombie will scout Upperdeep 82.

Ashton and nine skeletal archers will move from the Dean's Wall to Upperdeep 85, where they will join with 15 skeletal archers and meet with Robertson. Robertson will cast Haste on the regiment, led by Ashton. Ashton, and the 24 archers will then move to Upperdeep 92 (where Ashton will be out of moves). Once Ashton and the archers reach Upperdeep 92, the troops in the Wall of Rats (except the captain) will de-garrison, so as to fight with Ashton in case of battle.
After Robertson casts Haste he will re-garrison and research the Poisonous Cloud spell.

Individual units that are not garrisoned are ordered to flee if hostile troops approach.
Garrisoned troops are ordered to fight to the death.
Ashton's army will fight to the death.

From here on out the following will be the standard strategy for troops that are ordered to fight:
Skeletal Archers: Try to target strongest enemy regiment
Ashton: Try to Dread Curse strongest enemy regiment
Skeletal Warriors: Try to engage ranged units, preferring larger regiments > engage weak/small regiments
Ghouls: Try to engage melee units, preferring smaller regiments
Zombies: Try to engage melee units, preferring larger regiments
[/spoiler]

Ghostman



[ic=Cold Wrath]

Halls of the Bloodlord's Spire were unsually quiet, the courtiers and noblemen chattering in particularly hushed tones. Even the servants hustled about with softer footfalls than usual, drops of nervous sweat glistening on their sullen faces. It was well known that the Onyx Prince was in a foul mood, so much so that none dared risk drawing his attention to themselves. The anxious silence was broken abruptly as a bell chimed, summoning servants to the royal chambers. They rushed in with all haste, muttering inpromptu prayers to the infernal powers as they went, only to emerge shortly thereafter, now hurrying each on their way with fear-induced swiftness to run such errands as their lord and master had commanded.

Within the solitude of his chamber Dalashinn brooded, clutching a wine-goblet. The recent news may have shocked the city, outraged some of the less jaded Bloodlords. But Dalashinn was too old and calculative to be given to hotblooded rage. The fury that gripped his black heart was different, like the vastness of an arctic glacier: bitterly chilling and devoid of mercy. He wouldn't waste any breath cursing this twist of fate, but channel his wrath toward planning a revenge. There would be retaliation, yes. The enemy was near, and it was weak -- wounded. If the Shadow Elves didn't already regret their foolhardy move, they would come to do so soon enough.

[/ic]

[spoiler=Messages]

[spoiler=Reply to Ktan-Ydheel, the Abjected]

Greetings, Esteemed One.

It appears that we have a common enemy. The wretched heretics who sully the glory of my race did indeed assault a colony of mine, albeit a freshly excavated one containing little more than empty rooms and hallways. My scouts have reported that the curs suffered heavy casualties in the assault, leaving their force severely decimated -- they lost two dozen of their arachnid hybrids known as Accursed, and are now left with only half a dozen of them. Though weak they are led by a formidable warrior-general clad in a shimmering suit of armor, wielding a glaive.

It goes without saying that I will mount an offensive to recapture lost Uzannador this very week. However, I predict that the foe will retreat without a fight rather than face overwhelming odds and risk being captured. They will likely head back to their capital, with prisoners of war in tow.

I'd rather see them punished for their insolence, as well as the captives they have taken returned to me. To pursue them would be most difficult, however, for they are crafty in the ways of stealth and will have the advantage of a head start. Worse yet, there are two alternative routes that they may choose, assuming that they wish to reach their capital as quickly as possible. It is also possible that they instead head east to avoid being ambushed, or try to lay low and hide in some cavern. Quite likely they'd attempt to rendezvous with reinforcements from their city somewhere along the way.

Chances of apprehending such an elusive foe would be slim without some manner of assistance. Even in the best of cases my forces may not be able to catch them until they've drawn near the gates of Umbrazzid. But if you could cut off their retreat before or after the ascent to the Upperdeep in the southwest, they might be caught between two fronts.

Your request of a discount on slaves to fuel your war effort is taken into consideration. Naturally, I would be quite amenable toward such arrangements were my captured personnel recovered. I might even lend some infernal beasts to fight directly by the side of your forces in future clashes against the Nocae.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler][spoiler=2nd Reply to Ktan-Ydheel, the Abjected]

Dearest Eminence,

Your plan is a bold one. May the infernal powers bless it with triumphant success! My forces will march upon Uzannador; should they find it still occupied by the Nocae, the wretches will be dealt with right then and there. Should the place be found abandoned, as I suspect it will, my forces will march a while in search of the foe. If they are not soon found, a detachment will be dispatched to the tunnel-entrance to Umbrazzid's cavern. I will not risk exhausting my main army on such a long march, especially if it is unsure if the Shadow Elves have truly fled for their capital, but the detachment should be adequate for the task. Even were it to be defeated, it will surely inflict much harm upon the enemy, for the bloodthirsty fiends summoned from the depths of the nether planes fight fiercely and to the death.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Käfer, Despot of Käferhold]

Greetings, Despot Käfer.

Your request and offers are of much interest. I could certainly provide a Summoner to serve you in exchange for proper compensation -- a pair of Tunnel Hulks would be adequate, with instructions for their handling. I expect that you will cover the upkeep of the Summoner, just as I would provide for the needs of the Tunnel Hulks. Should you so desire, fearsome Bloodfiends may be called forth from the depths of the Abyss by the Summoner; these too would serve your will. However, it would be up to you to provide the sacrificial victims necessary. You are, of corse, welcome to make purchases from my slave markets for this purpose or any other.

Due to an acute conflict with certain heretical fanatics, I can dispatch a Summoner to your courts no sooner than next week.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to the Glow]

A diplomat emerges from within Kirr-Godna, approaches the puffball-child-thing, silently listens to it's words and withdraws into the city. He returns some time later and addresses the strange creature.

"I relay these words from the Onyx Prince, ruler of Kirr-Godna: We offer to exchange bodies for gold. For the corpses of lesser races we will charge 4 common measures of gold each. For a heap of 10 such corpses we will charge 30 measures of gold. For the bodies of Dark Elves, the price will be 6 measures of gold per corpse."

[/spoiler]

[spoiler=Reply to Dr. Robertson, Professor Immortal]

Esteemed Professor,

Your expression of sympathy is received graciously. However, the news you have read may be lacking some crucial details, for while this incursion by the Nocae fanatics has resulted in a setback to my endeavors of expansion, it does not truly threaten the survival of Kirr-Godna. The resistance by my forces was such that the army of the infidels was left decimated; it's battered remnants cannot hope to hold on to the barren tunnels they are holed up in, let alone move against my capital. Already the plans for my counterattack are in motion. I look forward to seeing the enemy driven out of Uzannador by this very week.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=A response in the dream from the Watcher]

Should it come to be that this... kin of yours be liberated by my forces, I would consider arranging it's return to you. The way to the Darksea is long and difficult, though. Such an undertaking might require considerable funds. But on this I will say no more for now, lest I get ahead of myself. We'll be in contact again, I'm sure, if the outcome of upcoming operations warrants it.

[/spoiler]

[/spoiler]

[spoiler=Week 4]

[spoiler=Production]

[ooc]
This week's budget is a bit more complicated than usual, so I include this to make things more clear:

Resources from week 3, before retcon: 1 Gold, 216 Metal, 288 Food
Resources redeemed due to week 3 retcon: +150 Gold, +15 Metal
Resources lost in assault: -47 Gold, -12 Metal, -33 Food
=> Resources I'm starting with, before production et al: 104 Gold, 219 Metal, 255 Food
[/ooc]

Foraging: +10 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

[/spoiler][spoiler=Upkeep]

16 Slave Soldiers: -16 Food
8 Dark Elf Swordsmen: -16 Gold, -8 Food
9 Dark Elf Crossbowmen: -18 Gold, -9 Food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
6 Slave Soldiers: -30 Gold
3 Dark Elf Summoners: -150 Gold
4 Dark Elf Swordsmen: -48 Gold, -8 Metal
3 Dark Elf Crossbowmen: -36 Gold, -6 Metal
2 Ogre Slaves: -40 Gold

18 Slaves bought from market: -36 Gold

[/spoiler][spoiler=Wealth]

Gold: 50 (before building an outpost)
Metal: 245
Food: 287
Slaves: 18 (before any sacrifices)

[/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
Slave Market

[/spoiler][spoiler=Armies]

Dalashinn: Garrisoned at Kirr-Godna (Middledeep 13)
11+6=17 Slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
3 Dark Elf Summoners: Garrisoned at Kirr-Godna (Middledeep 13)
6+4=10 Dark Elf Swordsmen: Garrisoned at Kirr-Godna (Middledeep 13)
6+3=9 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
2 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)

5 Slave Soldiers: Entrenched at Middledeep 6
2 Dark Elf Swordsmen: Entrenched at Middledeep 6
3 Dark Elf Crossbowmen: Entrenched at Middledeep 6

[/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.

[/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. Kirr-Godna must be protected, Uzannador must be recaptured.

2. It's become impossible to spare forces to explore Hazer-Nagroth this week. That will have to wait, but the northern tunnels should nevertheless be guarded by establishing an outpost.

3. Additional money from tolls would be very good. If the Exalted Ceremorphs' party wishes to pass through my lands this week, their payments should be collected when they enter my territory (which should be at Middledeep 6). All of my forces are to keep vigilant watch and report their movements as per the previous week's orders.

4. The Shadow Elves should be pursued if they depart from Uzannador. Make them pay for their attack, and if possible, retrieve the prisoners they've captured -- but not at unreasonable risk.

[/ooc]

The scouting force in Middledeep 6 will construct an outpost. The fortification will be placed at the 3-way junction so that it can block enemies from any direction.

The following units will depart Kirr-Godna, forming Dalashinn's Army:
Dalashinn
10 Slave Soldiers
3 Dark Elf Summoners
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen

Dalashinn will personally lead these forces on a campaign to recapture Uzannador. This host will spend 2 Speed to move to Middledeep 15. The 18 slaves bought from the market will be brought along in chains. The Summoners regiment will spend 1 Speed to Scout Uzannador to determine whether the Shadow Elves and/or prisoners or war are present within.

- If enemies are found to be present in Uzannador along with prisoners of war, Dalashinn's Army will assault the dungeon. Before the attack is launched, the three Summoners will sacrifice 15 slaves to summon 3 Bloodfiends, which will participate in the battle. If the dungeon is successfully captured, the forces spend 1 Speed to garrison it, appropriating any resources they can from the Nocae.

- If enemies are found to be present in Uzannador but prisoners of war are NOT, Dalashinn's army will assault the dungeon (without summoning Bloodfiends) but won't spend any Speed to garrison it. If victorious the army will then split up and carry on further actions according to the strategy below (with number of units left behind for a garrison tweaked in proportion to casualties taken).

- If enemies are NOT found to be present in Uzannador, the army will leave behind 4 Slave soldiers, 2 Dark Elf Swordsmen and 2 Dark Elf Crossbowmen; these will spend 1 Speed to garrison Uzannador, appropriating any resources left by the Nocae. The rest of Dalashinn's Army (which retains all the slaves brought along) will spend up to 3 Speed to march up to Middledeep 18 in pursuit of the Shadow Elves. If they have not caught up with the foes up to this point, the three Summoners will sacrifice 15 of the slaves to summon 3 Bloodfiends. The Bloodfiends will depart the army, forming the Hunting Pack (see below) that also takes the 3 remaining slaves with it. Dalashinn's Army will spend 2 Speed to return to Middledeep 16.

- If the Hunting Pack is created, it will spend up to 5 Speed to march to Upperdeep 29 in pursuit of the Shadow Elves. (While it has no ability to detect Infiltrators, it should be able to discover the Shadow Elves IF they end their movement in the same region -- they'd be unable to set ambush after a forced march.)

In any case of marching in pursuit, if the pursuing force actually comes into contact with the Shadow Elves, it is to engage immediately. If the battle is won and there are surviving fleeing Shadow Elf units, they are to be chased, but not beyond the regions (or equivalent amount of Speed spent) detailed in the orders above.

In any battle involving Dalashinn, he will join the same regiment with the Crossbowmen. He will cast the Frenzy spell on the Crossbowmen.

[/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]

Nomadic

[ic]
A strange green glow emanates from the remote mushroom forest. Deep within there echoes the sounds of some strange new horror waking. With the clang of metal on hard earth the light starts to move.
[/ic]

[spoiler=Orders and Information]
[spoiler=Orders]
Use all 6 of Grolhund's speed to:
- Move to Middledeep 74 (2 speed)
- Scout Middledeep 72 (1 speed)
- Return to Middledeep 79 (2 speed)
- Garrison in the lab again (1 speed)

Once Grolhund is garrisoned again:
- Move lab to the small forest in Middledeep 82
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 79):

Mushroom Forest: +25 Food
[/spoiler]

[spoiler=Upkeep]
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 79):

Under Construction:
Invisibility Generator: 1 week remaining
Drilling Machine: 1 week remaining
Ward: 1 week remaining

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 79):

Recruit 5 Grafted Servitors: -50 Gold, -5 Bodies, -5 Prisoners
[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 25
Food: 45
Bodies: 15
Prisoners: 5
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 79):
Cages
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Garrisoned at Scuttling Laboratory (Middledeep 79)
5 Grafted Servitors - Garrisoned at Scuttling Laboratory (Middledeep 79)
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 100
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 10, Trapmaker
Inventory:

Grolhund's paralyzing poison works as normal poison except that instead of dealing normal damage it paralyzes a single unit that would have been killed by Grolhund's attack for the remainder of the combat.  Huge units cannot be paralyzed in this way.  If Grolhund and his forces are forced to withdraw, he takes any prisoners with them.  If he is forced to flee (or is killed), then his prisoners are abandoned.

Casualties inflicted on fleeing opponents are taken as prisoners instead.
[/ic]
[/spoiler]
[/spoiler]

Rhamnousia

#51
[ic]The echoing of the Deepsong may have faded to a low, monotonous hum, but those above who listen can hear instead the beating of many leathery wings and the piercing, chattering shrieks of the gloomray, their mocking war-chats disquieting in their articulation.[/ic]

[spoiler=The Will of the Watchers]
[spoiler=Production]
5 Algae Farms: 100 food
3 Thrall Grottoes: 60 bodies
Watcher Mine: 185 gold, 40 metal
Trade with Exalted: 30 metal
[/spoiler]
[spoiler=Upkeep]
6 Watcher Savants: -30 gold, -30 food
25 Thralls: -25 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:

Under Construction:
Improved Watcher Mine: 1 week remaining

Beginning Construction
Augmentation Pool: 125 gold, 20 bodies, five weeks remaining

[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth
10 Gloomrays - 150 gold

[/spoiler]
[spoiler=Wealth]
Gold: 60
Metal: 115
Food: 420
Bodies: 185
[/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 Vault Slime
[/spoiler]
[spoiler=Armies]
Get of the Sovereign - Garrisoned at Cruel Form of Truth (Darksea)
Dreams-of-Dead-Races –  Awake
6 Watcher Savants - Hibernating
25 Thralls

The Bleakflight -
10 Gloomrays

[/spoiler]
[spoiler=Orders]
Spend 1 Speed to move the Bleakflight from Cruel Form of Truth to Lowerdeep 85 to attack the Gloom Trolls in their cave. If victorious, spend any additional Speed necessary to investigate their hoard.

[ooc]If we're allowed to add this many contextuals, after the battle, spend 2 Speed to move one gloomray from Lowerdeep 85 to Lowerdeep 83 and 1 more Speed to investigate the Watcer monolith.[/ooc]

Hibernating Watchers scry Middledeep 13, 65, 66, Lowerdeep 82, 83, 85.
[/spoiler]
[/spoiler]

[spoiler=Reply to Shee-Ra]
The reply is borne by another squamous, squirmy messenger-thing, which chitters unpleasantly as it clutches the thrallskin note in its asymmetrical limbs.

So you have finally discovered us in our sunken hold. We are inclined to offer you some minor tribute as you have requested, but the stones of the Lower Depths are hard and black and do not glitter with gold. More metal would certainly assist in expediting our efforts, but know that even half of little is still less. However, the Darksea is as bountiful as it is cold and our granary-pits overflow with sustenance, for our thralls eat but little and our kin eat but our thralls. We may find it possible to dispatch couriers with some golden relics to fill your coffers, but understand that we expect equivalent gains on our investiture.

Long may your reign be, among your kind, Shee-Ra Cleversmart, Mistress of All That Is Above Us.
[/spoiler]

[spoiler=Reply to Whisper]
You prove yourself to be something other than a traitorous daimon. We are reassured by this. Know several things, things to report to your Mistress. Know that our expansion progresses conservatively, hampered as we our by our remote location. Know that another of our brethren has been discovered by the so-called Shadow Elves, in whose obedience we hold no trust and whose competence no optimism, and know that we would be grateful to the one who returned them to the bosom of the Darksea unmolested. Know that the skittering hordes of the Cleversmart upstart have demanded of us tribute as vassals, which we are inclined to provide under the pretext of friendship, if only because rotting them from their warrens is not yet worth the cost of the effort.

Now make known to us your own agendas and we will enlighten you as to what assistance we might provide.[/spoiler]

[spoiler=Reply to Dolmar]The reply comes as a voice at the periphery of the elf-king's consciousness, strong enough to be trusted not to shatter beneath its weight, a strange, androgynous murmuring, the undisguised smugness palpable.

Yes, the Blood Elves of Kirr. Even know, we see them mustering for war against you: the Bloodlord in his hold, three of their diabolist conjurers, near a score of slaves, half a score of swords and near as many bows, and a trio of enthralled ogres. We trust you might put this knowledge to some use.

If we have overestimated the competence of your laborers, then any pit or basin of water voluminous enough to contain the bulk of our kin will be sufficient, so that they do not grow parched and once more slink into the mucousal embrace of the Long Dreaming, where their minds are lost to us.

Should you survive the coming assault, we will instruct you further as to their return.[/spoiler]

[spoiler=Second Reply to Shee-Ra]So be it. When our thralls have enacted the next shipment of treasure, we shall send one and one-half score of its parts to you, with the amount to increase as our production does. We hope you find this arrangement suitable.[/spoiler]

[spoiler=An urgent dream-whisper to the Onyx Prince]
We see that your forces prepare to march forth, do doubt to make terrible war upon your erstwhile cousins at Uzannador. Know that while we have no less hatred for them than for any, in their custody they hold one of our kin, Water-Rushing-Over-Bones, Sire of Three Thousand Young. Should your kind prove victorious, an outcome we might be persuaded to enable you towards, for the many minds of our get witness much in their dreamings, know that we would find it pleasing to reward those who return our kin to the Bosom of the Darksea.

Steerpike

[spoiler=Conclave of the Wyrmhunt]Soundtrack

The Wyrmhunt and the Dragonhunters have joined forces in the Upperdeep.  Phaedra Lestridae and Tiern of the Mhaldûlne meet by the shores of a subterannean lake, accompanied by their retinues.  The Hobgoblin Molgrim, who has sworn his service to Tiern, and two of his Splinter-Shields likewise attend the conclave.

Tiern bows low at the waist, as the Dwerim do, so that his beard nearly reaches the ground.

Molgrim salutes the Shadow Elf in a curt military style.

"I am Tiern, son of Lothe, Steward of the City of Nuln and Heir to the Mansion of Mhaldul-Nem. You are Phaedra of the Nocae, and it is my honour to meet you."

Phaedra approaches the gathering and returns Teirn's deep bow. She then turns to Molgrim and slams her fist to her chest, returning the salute.   "I am Phaedra Lestridae, the Duskbow, Regent Protector of Umbrazzid. The honour is mine as well."

"The Dwerim have heard of the savage attack upon the City of Umbrazzid, and on behalf of my people I offer condolences for your losses."

Phaedra for a moment, looks tired and haggard.  "Thank you, Tiern, son of Lothe. The beasts waited until our party left to assault; I received word not long ago myself. I don't believe their attacks are done, either.  I heard of the attack on your outpost - I hope your people were alright."

"It is said that those that assailed you were foul servants of a being of great evil, who lurks in the depths and shuns all light. He is the Cerelich, and we have heard of the many fell things that he has done in his unlife."

"I've not yet heard of this creature - we believed our attackers to be the servants of a ghoulish, necromantic Ceremorph enclave, but did not know more than that, yet.  When my father encountered one of its servitors in the tunnels, he slew the beast, but apparently provoked a greater power in doing so."

"Only now have you returned, and there are many things you may not know, but the Dwerim shall share what knowledge they possess."

Phaedra bows again. "My thanks. It appears our ignorance has already provoked one foul power by accident. We have much to learn about that which has changed in our absence.  And of course, we are happy to share what knowledge we can glean - and I do have some that is relevant to our current efforts."

"It was the Sporekin who drove us from the Undrenwald. But we saw their host upon the field, and we knew we could not defend the fortress ere its defences were complete, and so we left it to them. Though we prize the work of our hands, it is our safety and the peace of our realm that is of foremost concern to My Father."

"Your father is wise, then. Do the Sporekin threaten you still?"

"We have come to agreement, for My Father is also merciful. He does not wish for death, though ever is he ready for its embrace.  The Sporekin shall not trouble the Dwerim, they have said, and it is our hope that they keep to this bargain."

Phaedra smiles slightly. "I can see that our fathers will get along well, then." She lets out a short, musical laugh. "And I hope they will as well. Pointless conflict is just that."

Tiern nods "You have said that knowledge you possess of our Hunt for the Wyrm, and will you reveal it to me, Phaedra of the Duskenbow?"

"Of course. Our oracle has peered into the beast's lair."  She pulls out a map sketched of the ruins.

Tiern leans closer.

"It appears that we will not be the first to assail the brute; others have attempted already. From the charring on their bones, it seems Scorra is a beast of flame.  There are two routes into the ruins."  Phaedra points first to the main entrance.  "The front door, the most obvious route of attack, provides greater protection as well - destroyed masonry would allow our warriors to shelter from its flames."

Tiern nods again "This the Dwerim know, for we know much of flame. Many Dragons brew fire within their hearts, and pour it upon those who awake their wrath."

Molgrim squints at the map with interest.

Phaedra smiles, somewhat sadly. "Fire, the great purifier."  She shakes her head as if to clear it.

"The Dwerim do not fear flame, for we are its masters. If it shall embrace us in battle, we shall die gladly.  In this, do not think us reckless, for we do not throw ourselves upon our own pyres, and always seek to live so that we might slay the foe."

Phaedra nods.  "A good warrior never fears the various tools death, but still only seeks them if she must.  The second entrance is here."  Phaedra points to a location further down the ruins.  "What once would have been an escape tunnel for the inhabitants. It may be the beast does not kno of its presence; it could be we could catch it unaware.  However, once engaged we would be at the mercy of the beast's flames."

Molgrim looks at the tunnel Phaedra indicates. "Which of us possesses the most powerful force?" The Hobgoblin asks.  "Perhaps they should use the escape tunnel, while the weaker, sheltering in the main hall, provides distraction?"

"My concern there is that the Dragon would not fit through these tunnels. It would, however, fit through the main hall - a stronger flanking force may force it into the open, where it can better use its wings against us."

"This is cleverly thought, Molgrim. Should Phaedra's Company rain arrows upon the Wyrm, we shall come through this tunnel and fall upon it.  A Dragon's store of flames is not inexhaustible, if the battle is long, it must again crawl upon the ground if it would defend its hoard."

Phaedra bites her lips, thinking. "And Dragons are rarely dull brutes. It would not know how many forces we have in the cavern beyond - it may not risk flight into the open."

"Dragons are greedy above all else. It will not abandon its treasures."

"You're right."  She looks relaxed hearing that.  "The beast wouldn't allow us to raid its treasure freely."

Molgrim strokes his beard.  "And what of this hoard?  How shall the treasure be divided?"

"Indeed, Molgrim, there may be a great store of treasure therein. I would have the division fair, that to the Nocae shall go one half, and to our party shall go the other. Any artefacts of the Elves shall be the Nocae's, and any of Dwer or Dwarf shall go to us.  Though you have sworn your service, I would reward your company for its bravery when the Wyrm is dead, and each Splinter-Shield shall have pay equal to that of two weeks.  If that is acceptable, of course.  I would not mar your honour unjustly."

"A noble reward," Molgrim assents.  "That is more than fair, sir."

"I can hardly object there, though normally courtesy would dictate that I do," Phaedra says.  "With Umbrazzid attacked, and with the attack I expect this week - either from this Cerelich or the Kirr or both - every bit we can glean is vital."

"Then we are agreed. Shall it be thus, Phaedra? Shall your archers goad the Wyrm with arrow and so in its rage distract it, while from behind the Dwerim and the Splinter-Shields fall upon it?"

"There is one concern," Phaedra says.  "Due to the increased haste, I could only bring my archers - we had to leave swordsmen aside. Even with the cover, my archers would not be able to withstand the beast if it were to rush us."

Tiern pauses, and strokes his beard as he thinks.

Molgrim considers.  "If you wish, I could join the Elves in the main hall.  My Splinter-Shields are disciplined, and will not flee under fire.  Perhaps we could proceed first to draw the dragon's attention, while the archers assail it from a position of security?"

"I assure you my archers will keep your warriors covered as best we can," Phaedra says.

"In this I think you are right, Molgrim. If you may keep the archers safe, Dwer axes alone may still make short work of the Dragon."

"It will be a pleasure fighting alongside you both," Phaedra says.  "I look forward to the beast's death"

Tiern unsheathes Bitterflame, then. And it is wicked to look upon, and its mutters echo across the lake. "And this blade, the Wyrm cannot resist."

Phaedra eye's raise. "That is...an impressive blade. I assume those noises are part of its power?"

Tiern looks upon the blade strangely for a long moment, and he does not respond, and before him is a vision of slaughter, and he is another man, and what he does drives him to the deepest despair, but still the sword runs with blood.

Phaedra, you feelssomething about this sword is... wrong.  This blade is a thing of darkness.

Tiern shakes his head. "Yes... It was made by Andacer in Elder Days, and its power is great.  It has wounded the Dwerim, and in its power aided in sundering us from our kin, this I know. But it is the hand that holds the blade that shall direct it, and I shall turn Bitterflame to new purpose, and make safe the future of my people."

Phaedra says quietly. "Its power is great, Tiern, son of Lothe, but like all swords it has two edges - take care how often you use such a weapon. That blade is as much bitter as it is flame, and it tastes of darkness beyond the reach of any Shadow."

Tiern nods solemnly.

"Many have attempted to turn dark tools to good works," she says.  "I wish you better fortune than those other I've heard of."

"When the Dragon lies dead, the Dwerim shall go to Droch-Murad, and his heart shall be placed before Disa Grimhammer, and we shall be wed."

Phaedra smiles, shaking off her fear, though she avoids looking directly at the blade. "My congratulations on your impeding ceremony, then."

"Thence, we would return to our realm. But should you require the aid of our axes, we shall give it."  Tiern sheathes Bitterflame, and its muttering fades, and is then silent to all ears but his own.

"I hope the need will not be there - the week will show if the Cerelich, as you named it, took his attack to be a even measure of the loss of its servitor, or if it seeks our destruction."

Tiern nods.  "We would make haste in our return, for the Goblins above move as if for war, though they speak to us and assure us that they do not."

Molgrim speaks.  "What of these Orcs that now move towards the realm of your wife-to-be, sir?"

"Garnákh."  Tiern spits the name.

In addition, we also did a service for Thane Grimhammer this week past; our attack on the Kirr has roused those foul kin of ours."

"Orcs."  Phaedra says the word with a sneer. "Vicious, dangerous brutes."

"I will not allow these Orcs to do as they might, know that, Molgrim," Tiern responds.  "If they shall assail the Westdeep, we shall do all that we might to destroy them, for their depredations cannot be suffered, and they are a pestilence that must be expunged."

"If the goblins make war against you, my Father will be able to assist," Phaedra says.  "Right now he has no choice but to go along the Northern pass towards your realm, and will be happy to lend his aid. Unfortunately the minions of the Cerelich likely will block any safe passage back to Umbrazzid. We will be happy to assist with dispatching the Orcs... once our walls are secure enough for us to leave.  My company and I will remain with you.  We can help deal with the Orcish threat - and at this time it would be suicidal to attempt to return home regardless."

"If you would have it thus, Phaedra Duskbow Lestridae, then I will welcome your company.  Ever do I hope for peace, but it seems that ever does it elude me."

Phaedra bows politely, smiling grimly. "So much of these lands are plunged into darkness that need shadow to reach it."[/spoiler]

Steerpike


The Grey Wyrm Scorra, Terror of the Westdeep, Spawn of Scuraung the Jewel-Eater, was slain by the Dwer warrior known as Tiern, son of Löthe, bearer of the dread fire-sword Bitterflame.  It is said that the Shadow Elf Phaedra Lestridae, Dolmar's daughter, aided him in this quest, and that she put out the eye of the Dragon with an arrow, giving Tiern the chance to deliver the killing blow.

Soundtrack: In Balagrod, In Dhol-Mûrad!

[ic=The Month of the Rat, Week 1]The Loremasters have studied the portents and declared that this is the Month of the Rat: a lucky time for the people of the Underdeep, a time of plenty and abundance, of excess, but also a time of treachery, when even trusted friends are prone to betrayal as base instincts take over.  It is a time of impulse and whim, of appetite and instinct, of gluttony and gratification.

A momentous event marks the beginning of this month: the Grey Wyrm known as Scorra has been slain!  It is said the creature was tracked to its lair in the Dwarven ruin of Balagrod, once the capitol of the Westdeep, and killed by two heroes – Phaedra Lestridae of the Nocae and daughter of Dolmar Lestridae, Protector Umbrazzid, and the mighty Dwer warrior known as Tiern, son of Lothë and Steward of Nüln, heir to the Mansion of his people.  The Dragon's fell cries still echo throughout the Upperdeep and beyond.

In other news, it seems that the rumours of the Elf-Prince and his retinue descending into the Underdeep are true.  Denizens of the Underdeep have seen this intruder and his forces wandering the Upperdeep, apparently in search of something.  Wandering creatures have done little to whittle down the numbers of this force, which is said to be near a hundred Elves strong.

Meanwhile, the Orcs of the Bloody Spear Clan, led by the rapacious Warlord known as Garnákh the Disemboweler, have marched on the Dwarf-Realm of Disa-Grimhammer, High Queen of the Dwarves.  They are now camped on the edge of Disa's lands, preparing to assault her Clanholds directly.  They say the Orc has sworn to slay all bearded creatures – Dwarves, Dwerim, and Duergar – who dwell in the Underdeep.  Who can fathom the deranged mind of an Orc?[/ic]

[ic=Maps – the Month of the Rat, Week 1]
The Surface

[spoiler=The Surface, Month of the Rat, Week 1]
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Rat, Week 1]
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Rat, Week 1]
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Rat, Week 1]
[/spoiler][/ic]

[ic=Briefings – The Month of the Rat, Week 1][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]With a tentative peace forged with the Dwerim, you have dismissed the offer of Dreadfang and his Wargs, and the pack has disappeared back into the endless dark, claiming to make for the Westdeep to join with the Orcs of the Bloody Spear in their plunder of the Dwarf-Realm.  Leaving a significant force to garrison the Downward Stair against any incursion from the Middledeep you have returned to the Skull Throne to steal yourself against any would-be heroes seeking retribution for your deeds on the Surface.  Your warriors, their thirst for Dwer blood unsatisfied, begin to grow restless.  They have taken to dicing and wrestling in the main lair, and to brewing fungal moonshine which they use for drinking contests.

There are rumours of sickness in the newly established settlements to the east, in the old Dwarf-ruins and in Ghostwalk also – even talk of Shade-Fever, a highly contagious illness sometimes said to be transmitted by wraiths and phantasms.  Probably this is simply gossip and superstition.  There are more reliable reports, however, of feral Tunnel Hulks wandering the passages to the south, having tunneled up from the lower caverns.  Such creatures are generally shy and remarkably docile, but when hungry they have been known to attack Goblins and other Underdeep denizens.  Only the Duergar know the secrets of taming these towering, insectile beasts.  Alarmed by sightings of these lumbering creatures, Old One-Eye has requested the garrison at Ghostwalk be strengthened and additional fortifications constructed.  You are free to ignore this request, of course, but the notoriously ornery One-Eye will be displeased.[/spoiler][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Your plans to establish an outpost to monitor the tunnels to the west have been thwarted.  It seems a force of Ceremorphs – a dozen of the creatures known as Brainhounds, led by an Inquisitor – assaulted your forces, slaying your slave soldiers and swordsmen and taking the crossbowmen as thralls, with minimal losses of their own.  Whether these Ceremorphs owe their allegiance to the Queen of Thralls or are more renegades like those who trespassed near Kirr-Godna earlier, you do not know.

Fortunately, not all went ill this week.  You led your forces from Kirr-Godna to wrest the city of Uzannador back from the Shadow Elves, and have successfully retaken the city, finding it empty and desolate, the slave pens under construction destroyed.  Making haste to attempt pursuit you left behind a guard-force and made your way south, but there was no sign of the Nocae; after your summoners bound three Bloodfiends to their service and you returned to Uzannador to personally oversee the reconstruction of the city.  The demons have moved to the tunnel leading into Umbrazzid, the Nocae capitol, in hopes of intercepting any Shadow Elves returning to the city.

[You lost 5 Slave Soldiers, 2 Dark Elf Swordsmen, and 3 Dark Crossbowmen to the Ceremorphs in Middledeep 6.  The Crossbowmen were taken as thralls.

You have recaptured Uzannador.  The Nocae left little behind, but you managed to salvage 7 Gold, 7 Metal, 21 Food, and 22 Bodies (if you wish to harvest them).

You may wish to give Uzannador a new Commander, but this is not a requirement.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]After the Conclave concluded, Phaedra joined the Splinter-Shield Hobgoblins and made for the front entrance of Balagrod, once-proud city of the Dwarves, while the Dwer Axemen, led by Tiern, approached the secret passage that Vaelri's vision.  Smoke rose from the Dwarf-ruin's shattered halls, and the front Runegate that once would have repelled any but the most determined of invaders was broken into many pieces.  Using what stealth she could muster, Phaedra led her forces into the ruin, following Molgrim and his Hobgoblin mercenaries.  After passing through the remnants of a Forge Hall and several other great, many-pillared passages the Dragonslayers arrived at the Grey Wyrm's lair.  Smelling the approach of intruders, Scorra belched forth a blast of flame, immolating two Splinter-Shields, while Phaedra's archers opened fire from positions of cover.  The arrows did little damage but managed to distract the creature, giving the axemen a chance to leap into combat, emerging from the secret passage and assailing the creature from behind, cleaving its belly and wings.  The beast shrieked as the Hobgoblins charged forwards into the melee.  Meanwhile Phaedra's archers sent volley after volley at the Dragon, and while the creature slew four Dwer and two more Hobgoblins, Phaedra herself sent an arrow into the Wyrm's eye.  It shrieked in agony and spat flame, and then Tiern leapt in for the kill, his fell sword moaning and muttering.  He plunged that dire blade into the creature's exposed neck, extinguishing its fire once and for all.

Together with the Dwerim, you looted the Dragon's hoard.  While they discovered many relics of the ancient Dwarf-kingdom, including a powerful Iron Golem, you unearthed a number of Dark Elven relics, looted, no doubt, from the Middledeep below.  These include a suit of armour crafted from the shade-infused mithril known as Darksilver, as well as a dagger, the Witch-Knife Gloomrazor, whose wounds carry a taint as of poison.  Scouting nearby territories, you discovered a group of Dwarves – presumably another hunting party, led by one of Disa's suitors – camped to the north.  They are preparing to enter Balagrod themselves.

Umbrazzid was once again assaulted by the Abject and their vile minions – this time a larger army of seven Star Vampires, three Ceremorph Ghouls, and a pair of horrible Bloodfiends attacked the city.  Your paladins fought valiantly, destroying one of the Bloodfiends before falling themselves, while your Abominations decimated the Star Vampires, only losing one of their number before being charged by the remaining Bloodfiend and Ghouls.  Though another Abomination perished, they destroyed the rest of the unclean creatures and burned their corpses outside the holy city.  The shadowy enchantment laid on Umbrazzid proved extremely efficacious, disorienting the attackers and giving your forces a significant advantage.  Within Umbrazzid, the Watcher is beginning to wake from its torpor.

Meanwhile, in the Middledeep, you have led the Accursed eastwards, away from the lands of the Kirr – at least for now.  However, intelligence shows that the Kirr have moved a force of some kind into the Upperdeep, potentially threatening Umbrazzid itself.

[You gained 775 Gold from the Dragon's Hoard.  You also gained a suit of Darksilver Armour, which, when worn, causes the unit wearing the armour to gain the Infiltrator ability and grants +2 to Defence (neither of these bonuses are conferred on regiments led by the wearer), and the Witch-Knife Gloomrazor, a dagger which confers a +1 bonus to Melee Attack and imparts Poison 6 on Melee Attacks.

The Dwarf Hunters are located in Upperdeep 4 and consist of 20 Dwarf Rifelemen.

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

[ic=Critical Shot]Phaedra's aim is so precise that she can target vital spots, dealing additional damage.  If Phaedra gets a natural 20 on her attack roll, she deals double damage to her target.  This ability is conferred to any regiment of Archers or Rangers led by Phaedra.[/ic]

[ic=Rapid Shot]Phaedra's deftness with the bow means that she can fire many shots at once.  In combat, she can choose to make two attacks every round, but if she does then each shot receives a -4 penalty to hit.  This ability is conferred to any regiment of Archers or Rangers led by Phaedra.  If she chooses to use Rapid Shot then the regiment she leads must also do so.[/ic]

[ic=Bow Mastery]Phaedra's accuracy with the bow continues to improve.  She gains +1 to Ranged Attacks with bows and confers this bonus to the units in any army she leads or to garrisoned troops in the same city.[/ic]

[ic=Wyrmslayer]For her part in Scorra's slaying, Phaedra is renowned as a Wyrmslayer.  She effectively gains the Grudge (Wyrms) ability, which is also conferred to any regiment she leads.  Wyrms include all Dragons and their kin (such as Drakes and Wyverns) and also applies to cavalry riding Dragon-kind.[/ic]

The Dragonslayers, Phaedra's archers, have become a unique regiment:

[ic=Dragonslayers]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]

Balagrod contains the following Rooms, in case you wish to occupy it at a later date:

Forge Hall
Hall of the Ancestors
Shield Hall
Improved Dwarf Mine
Escape Tunnel
Hall of Runes
Hall of Gears (Broken)
Artificer's Hall (Broken)
Runegate (Broken)
Dwarf Armoury (Broken)
Outer Wall (Broken)

The Abomination that protected the city twice now, Qulaenaszth, has become a Champion.  Here are her modified statistics:

[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]

You lost 3 Paladins and 2 Abominations defending Umbrazzid against the Abject.

-7 Gold, -7 Metal, and -21 Food from losing Uzannador to the Dark Elves.][/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]You directed the Gloomray brood known as the Bleakflight to put an end to the pesky Trolls camped near the shores of the darksea, and they have performed their task admirably.  Gliding over the pits the Trolls had dug unhindered, the Gloomrays wailed horribly and assailed the troublesome creatures, slaying one with barbed stingers and gnashing teeth.  The Trolls fought back with clubs and claws, destroying two of the Bleakflight, but a second ululation from the brood caused the two remaining creatures to flee in panic, departing the cave and withdrawing from the region, making their way north.  The Gloomrays gave chase, slaying both remaining Trolls but losing three more of their number.  Your remaining Gloomrays investigated the Troll hoard, discovering a store of gold, as well as several intriguing relics that the Gloom Trolls must have fished out of the Darksea, artefacts of the Primal Sovereignty.  These include a glyph-graven tentacle-ring and an unusual lens of eldritch puissance which, when fitted over the eye of a Watcher, endows the creature with a petrifying gaze.  One member of the Bleakflight also ventured northwards towards the monolith, noting the glyphs carved into its surface.  The monolith contains the formulae for an ancient spell allowing the recipient to phase-shift between dimensions, covering ground very quickly.

[You lost 5 Gloomrays destroying the Gloom Trolls.  However, you gained 233 Gold and 9 Food from their trove, as well as 8 Bodies (dead Gloomrays and Gloom Trolls).

You also gained the Lens of Petrifaction, which can be equipped by any Watcher Character.  The Lens grants the following spell:

[ic=Petrify (Combat)]This spell transmutes flesh to stone.  You must hit a single unit with a ranged attack.  If your attack beats their Defence, the unit is turned to stone.  This effect is permanent, but can be Dispelled.[/ic]

You also gained a Tentacle-Ring of Protection, which can be equipped by any Watcher Character.  The Tentacle-Ring grants +2 Defence to its wearer.

The Watcher Monolith contains formulae for the following spell: Phase-Shift.  A Watcher Character who studies these glyphs in Lowerdeep 83 can learn the spell in 1 week's time.

[ic=Phase-Shift (Utility)]This spell allows the targeted regiment to phase in and out of reality.  Phase-Shift can be cast once per week.  The regiment targeted by Phase-Shift gains the Teleporter ability for one week.[/ic]

A Watcher who learns this spell and visits a Vault with a Glyph Library can use 1 Speed to record the spell in the library for others to learn.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]You have scouted the Kobold Warren, revealing a dungeon with a small garrison - eight slingers, three skulkers, and a pair of burrowers.  The Warren is protected by a palisade and two snare traps.  It includes a working Kobold mine.

The Invisibility Generator hums as it comes online, while the churning cogs of your drilling machine make the entire laboratory vibrate slightly – an annoyance, but a small price to pay for the extraction of necessary resources.  You have manoeuvred the laboratory around the central chasm in this cavern and are perched on the lip of the abyss.  Something stirs in the depths – you can hear mewling sounds from down below, the occasional grunt or shriek, echoing up from the lightless depths.  Do you dare clamber down the lichen-covered walls of that black pit, or will you remain above and seek for easier prey?[/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Your scouts have returned with reports throughout the Underdeep.  The Sneak sent to survey the ruins in the Middledeep has sent word that the dreaded Ceremorphs are active in this region, having spotted a force of Brainhounds and other Ceremorph filth investigating the forsaken Dark Elf city.  The scout kept his distance, ensuring that the Ceremorphs did not see him, but he suspects that the Brainhounds are to blame for his predecessor's death.  There can be no peace with the Ceremorphs – they must be resisted, destroyed, expunged with flame and steel.  The Sneak scouting the tunnels in the southern cavern reports that he has discovered the ashen spoor of dread a Cinder Worm.  These fearsome, elemental creatures can tunnel through solid rock and delight in devouring jewels and precious metals.  Constructing a Citadel near the lair of such a creature without first slaying it would be extremely unwise.  The Sneak scouting the magma-filled cavern in the Middledeep reports that the cavern is uninhabited save for a solitary Pit Hag who has a small hut perched over one of the molten pools.  She does not appear hostile, and indeed seems to run some kind of shop out of her hut, selling unusual talismans and potions.  Finally, the scout sent further south towards the mushroom-infested tunnels reports that the caverns he surveyed currently seem free of Fungoids or other creatures.

In the Käferhold, a group of Deep Gnome tinkers has arrived at the Hall of Trade.  These deft mechanists are renowned for their ability to repair and improve weapons and armour, singing eldritch songs into the metal as they work and re-work it.  They will remain in the Citadel for one month's time before departing, selling their crafts and improving the equipment of your troops if you wish it.

The Fire-Drake eggs you acquired are close to hatching.

[Middledeep 7 had a force of 7 Brainhounds, Llitul, a dominated Ceremorph Inquisitor, a dominated Hook Horror, and an Orc Wrathpriest in it.  The ruins are empty, looted by the Ceremorphs.  This force has now departed the region.

The tunnels in Lowerdeep 22 were produced by a Cinder Worm, a powerful wandering monster.  It is not in the region anymore, but may be close by.

Middledeep 53 is clear except for a Pit Hag's Hut, the shop of a neutral merchant.

Lowerdeep 23 is devoid of inhabitants.

The Deep Gnome Tinkers at the Käferhold's Hall of Trade can improve weapons and armour.  For a cost of 1 God and 3 Metal they can upgrade a unit's Defence by +1, Ranged Damage by +1, or Melee Damage by +1.  These upgrades can each by taken only once per unit (though a single unit can take all three upgrades).  Note any upgrades to units in parentheses in your Armies tab.

Remaining mineable resources at the Käferhold: 35800 Gold, 8475 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]Once again the loathsome Shadow Elves have thwarted you.  The force that attacked Umbrazzid was destroyed utterly, though you slew three of the Nocae Paladins and two of their Abominations.  Though your Bloodfiends' initial assault was devastating, slaughtering the Paladins defending the city, one of the demons was destroyed.  The swarming Star Vampires and Ceremorph Ghouls you attacked the city with managed to destroy one of the Abominations and wound another, but its regenerative powers already began to mend its flesh, and their counter-attack was devastating.  Your Bloodfiend rushed in to attack, but were confused by the shifting, shadowy architecture of the city, glamered with some strange illusion.  Though another of the Abominations was eventually destroyed, the remaining creatures were able to repel the remnant of your forces, slaughtering your troops.

As you made your way to Ulm-Ulhulm you noticed a creature in the magma not far from the outpost – a Lava Nymph, basking on an island of semi-molten stone, singing a fell song of seductive enchantment, intended to lure foolish travelers to their deaths, or into the Nymph's servitude.  Her siren's call has no effect on you or your Abject troops, although if attacked the Nymph would be able to defend herself with elemental magic.  She likely has a grotto somewhere, possibly with a store of treasures taken from her victims.

[All units attacking Umbrazzid were lost, including the Star Vampire you instructed to join in if needed.

Naerlyth has learned the Ward spell.][/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]Your Brainhounds, led by the Dominated Inquisitor Quasthid, assailed the Kirr guards and destroyed them utterly, enslaving three of their crossbowmen as thralls.  With the Dark Elves out of the way you proceeded southwards, accompanied by your retinue, and entered the fell ruins of Hazer-Nagroth.  The columns and broken spires of that shadowy city were swathed with many combwebs, and a great cluster of gigantic spiders scuttled from the shattered temples of the Dark Elf metropolis, assailing you with their venomous fangs.  Vruthor cast a spell upon the creatures, boiling their verminous blood and wounding them badly, while you charged into the fray, knowing that your psychic powers would be for naught against such mindless arachnids.  With your Hook Horror, enslaved heretic, and Brainhounds, you dispatched the spiders easily, only losing a small handful of Hounds in the process.

Delving deeper into the ruins, you came across the Dark Elf Wights in the lower vaults of Hazer-Nagroth.  Vruthor hurled an orb of flame at one, singing it slightly, but the Wights moaned horribly, striking terror into many of your troops, though you and your Brainhounds were unaffected.  The Wights shambled forth with blades raised, slashing one Brainhound to ribbons.  Your own attack was ineffective, your tentacles unable to penetrate the thick armour of the Wights, but your Brainhounds surrounded the creatures and tore them to pieces.  Using your skills of detection, you were able to evade the runic traps that protected the dusty treasure-chamber in the lowest level of the ruins.  Within was the Crown of Melekar – an object of terrible power, made from the bones of ancient High Elves and set with tenebrous gemstones.  The Crown called to you, and before you knew what you were doing, you had set it upon your head, and felt a wave of dark power rush into your mind – and a sinister voice, whispering from out of the darkness, yet another resident of your already-crowded consciousness.  There was also a store of gold within the vault.  The Crown secure, you proceeded northeast in pursuit of the remaining Ceremorph prisoners.

Meanwhile, in the Lowerdeep, the force you dispatched to the mushroom forests south of Curasd – the Caretakers – was destroyed utterly by a cluster of sinister Ropers, a type of creature used as the base-stock for the creation of Ceremorph Sentinels.  The rocky-skinned, red-eyed horrors hungrily assailed Erthurid and its thralls, tearing them limb from limb and devouring them hungrily.  These creatures move slowly, but they are insatiable.  There were five of them in all, progressing northwards at a crawl.

[-25 Gold, -20 Bodies to Undead.

You gained 9 Bodies (2 of them Dark Elven) from the skirmish with the Dark Elves.  You lost 2 Brainhounds in this small battle but gained 3 Dark Elf Thralls.

You lost 4 Brainhounds to the giant spiders in Hazer-Nagroth but gained 10 Bodies from the engagement.

You lost 1 Brainhound to the Dark Elf Wights but gained 5 Bodies (4 of them Dark Elven).

You gained 216 Gold and 17 Metal from Hazer-Nagroth, as well as the Crown of Malekar:

[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]

Llitul's exploits are sufficient for her to gain a new ability.  Choose 1 of the following and add it to Llitul's Special Abilities:

[ic=Dungeon Delver]Having explored the ruins of Hazer-Nagroth, Llitul has become a savvy dungeon-delver.  When investigating ruins, the Queen of Thralls and any forces she 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=Greater Dominate (Combat)]Llitul's Dominate spell is replaced with Greater Dominate.  This spell is identical to Dominate, except that Llitul can control up to 1 Dominated creature permanently, without making a check to Dominate every week.  Additional creatures Dominated still receive a check once a week.  Which creature Llitul deigns to be her current "pet" is up to her, and can be shifted from creature to creature.[/ic]

[ic=Agony (Combat)]Extensively probing Quasthid's mind, Llitul has learned the secrets of the Inquisitor's agonizing attack.  Llitul immediately gains the Agony spell.[/ic]

[ic=Necromancer]Some portion of Melkar's soul has passed into Llitul.  If Llitul chooses this ability, she can never willingly remove or surrender the Crown of Malekar.  However, while garrisoned in a Dungeon with Undead Rooms, Traps, or Defences, she can make use of them as if she belonged to an Undead Faction.  These Rooms lose their utility after she departs.[/ic]

In case at some point you wish to occupy Hazer-Nagroth, know that it contains the following Rooms, Traps, and Defences:

Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens (unusable by Ceremorphs)
War Spire (unusable by Ceremorphs)
Armoury Spire (unusable by Ceremorphs)
Web Caverns (unusable by Ceremorphs)
Tomb (unusable by Ceremorphs)
Barrow (unusable by Ceremorphs)
Sepulchre (unusable by Ceremorphs)
Improved City Wall (Broken)
Escape Tunnel (Broken)

Middledeep 56 is devoid of occupants.

Quasthid and the Hook Horror remain dominated this week.

+51 Food from Foraging.

You lost Erthurid and 3 Thralls in the skirmish with the Ropers in Lowerdeep 70.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]After laying their plans, three forces – the Wyrmhunt of the Dwerim led by Tiern, Steward of Nüln and heir to the Mansion, the Hobgoblin Splinter-Shields led by the War-Chief Moglrim, and the Dragonhunters, led by Phaedra Lestridae of Umbrazzid, called the Duskbow – approached the ancient ruins of Balagrod, once the capitol of the Westdeep.  Smoke trickled from the ruin's broken halls, and its great Runegate had been rent asunder and shattered.  While Tiern and the rest of the Wyrmhunt approached the Dragon's vault through the secret tunnel discovered by the Shadow Elves, Phaedra and her archers and Molgrim and his Splinter-Shields attacked the beast from the main hall.  Scorra roared, belching flame and incinerating two of the Hobgoblins, but the others held fast, the archers sending volleys of arrows at the creature.  Distracted by its attackers, the Wyrm failed to detect Tiern and his axemen steal up behind it.  They launched a deadly attack, hacking at the creature's scales and its vulnerable belly.  The dragon bellow in pain and turned to its new attackers, even as the Splinter-Shields charged forwards to join the melee.  With swipes of its claws and snapping of its jaws the Dragon slew two more Splinter-Shields and four of the Wyrmhunters, but with a well-placed spear-thrust Moglrim deeply wounded the beast, skewering it in its belly!  Meanwhile the Elves continued their barrage; one of their arrows perhaps from the bow of Phaedra herself, put out the Dragon's left eye.  The Wyrm thrashed, sending warriors flying, but now Tiern charged forwards with Bitterflame in hand muttering its infernal curses.  The Dwer thrust his blade through Scorra's exposed neck and cleft downwards, and a great outpouring of the Grey Wyrm's boiling blood flew from the wound, spattering Tiern's armour.  The Wyrmhunt rushed forth once more, and with many blows ensured the beast was truly slain.  Tiern then cut out Scorra's heart, claiming his prize.

From Scorra's vast hoard, much gold has been claimed, as well as several objects of power, relics of Balagrod and the ancient Dwarf-Realm.  The first of these is a battle-helm of the Dwarf King Dvalin I, once Lord of Balagrod; Tiern also retrieved his signet ring, marked with the glyph of his kingship.  It may, perhaps, serve as a ring of betrothal.  Finally, hidden deep within the city in a cobwebbed chamber the Dragon had never invaded, you discovered an ancient Iron Golem, the first of its kind, legendary amongst the Dwarves and forged in the image of Telkîr by the Artificer Zarin the Runekeeper.  If reactivated this war-machine, known as the Guardian of Balagrod, will wreak great devastation on the battlefield!

Despite threats of war with the Goblins, things have been mercifully quiet in Mhaldûl-Nem this week.  Gírn Dun Riar is preparing designs for an unusual steam-trap, though tending to the armour and weapons of the Dwerim occupied much of the Furnace Master's attention.  Strange sounds have been reported from the sinister Tower of Screams, as if something were stirring within.  In Nüln, the mines have been returned to operation and the outer wall repaired.  Some disturbing reports have reached you from the city, however – claims that the ghost of Nír has been glimpsed wandering the ancient halls, or watching from the towers as repairs are completed, and of a mad wailing, or maniacal laughter, echoing through the passages of Nüln.

[You lost 4 Splinter-Shields and 4 Axemen in the Slaying of Scorra.

You gained 775 Gold from the Dragon's Hoard (723 after paying Molgrim and the Splinter-Shields), and two objects of power: Dvalin's Helm and Dvalin's Ring.  The Helm provides +1 Defence to its wearer and increases the Morale bonus provided by a leader to his army by +1.  The Ring allows the wearer to cast the spell Shield at will.

In addition to these items, you gained the Heart of Scorra, which can be used to claim the hand of Disa Grimhammer, High Queen of the Dwarves.

You also discovered an Iron Golem known as the Guardian of Balagrod, which has statistics identical to a Dwarf Iron Golem.  The Guardian was created before the sundering of the Dwarves and Dwerim and recognizes your orders.

For their valiant deeds in battle, the Wyrmhunters have become a unique regiment:

[ic=Wyrmhunter]These doughty Dwer Axemen will be celebrated in song and saga for centuries for their part in the slaying of Scorra at Balagrod.  Some bear scars of flame or claw, and all carry trophies taken from the Grey Wyrm's hoard – coins or jewellery or weapons from the ancient days.

Upkeep: 3 Gold, 2 Food
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 8
Speed: 3
Morale: +4
Special Abilities: Grudge (Wyrms)[/ic]

Tiern's victory over the Dragon has also earned him a new ability.  Choose 1 of the following and add it to Tiern's Special Abilities:

[ic=Wyrmslayer]Tiern is renowned as a Wyrmslayer.  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) and also applies to cavalry riding Dragon-kind.[/ic]

[ic=Dungeon Delver]Having explored the ruins of Nüln and Balagrod both, 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=Swordmaster]Tiern's skill with the sword has improved.  While fighting with any sword, 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]

[ic=Orator]Tiern gains a special ability to make stirring speeches before battles.  Before leading his troops into an attack, he can make a speech, represented by a Morale check of DC 20.  If he succeeds on this check, all troops he leads gain +1 to Attack in the ensuing battle.[/ic]

Balagrod contains the following Rooms, in case you wish to occupy it at a later date:

Forge Hall
Hall of the Ancestors
Shield Hall
Improved Dwarf Mine
Escape Tunnel
Hall of Runes
Hall of Gears (Broken)
Artificer's Hall (Broken)
Runegate (Broken)
Dwarf Armoury (Broken)
Outer Wall (Broken)

+30 Food and +2 Metal from the Cleversmart Kobolds.  -5 Gold to the Kobolds.

Remaining mineable resources at Mhaldûl-Nem: 31690 Gold, 6695 Metal

Remaining mineable resources at Nüln: 15000 Gold, 1325 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]After careful scrying of the Steppe Giant settlement on the plateau, your Immunes dug a tunnel beneath the crude wooden palisade of the Giants, allowing your Veles to pour into the settlement, supported by two Augurs.  The Giants, snarling and grabbing clubs and rocks, rushed to defend their settlement, but were quickly Hexed by the Augurs.  The first pelting of stones from the Veles was ineffective, and in return the Giants inflicted heavy casualties, slaying three Immunes and four Veles with their crude weapons.  The Immunes swiftly withdrew from battle, while the Augurs hurled more Hexes.  The second volley from the Veles was more effective, killing two of the Giant warriors and driving two more away in panic.  A Giant champion, wielding a vicious stone axe, hurled himself at the remaining Veles and, with vicious blows, slew seven of them in a frenzy of blood and broken bones, but the Veles eventually overwhelmed him.  The settlement was captured, a number of Giants ensnared using large nets and shepherded into cages to be conveyed back to Shatterspine Post.  What wealth these barbarians possessed was looted – mostly jewel, gold taken in trade from other races in exchange for Giantish objects, and food.  A small handful of metal goods were obtained as well.  Their totems have been conveyed back to Shatterspine as trophies.  What to do with the prisoners is up to you.  If a coliseum were constructed they could be used to provide entertainment, or they could be eaten as food, or sacrificed to the gods; or, possibly, they could be sold to those with need of slaves.

Back in Shatterspine, the disobedient soldier, Siruk, has completed the fishing pool.  It did not take long for the Rock Troll to investigate the newly-stocked pool, snatching one of the fish with its bare hands and retreating to its Hole.  It seems curious about the settlement, and does not seem to consider Kobolds a threat.  Defences around Shatterspine – a palisade and escape tunnel – have been completed, and work continues on the moat.

In Bloodwatch Enclave, Consular elections have been conducted.  You have been elevated to the position of Consul, along with the Kobold Lucius Yirik, an astute politician and patrician who claims to trace his heritage back to the Black Dragon Angrothur, the Devouring Shadow.  Though he claims to have embraced the ideals of the Legion, you sense that the Old Ways still lay claim to his heart.  He speaks often of establishing peace with your neighbours, of appeasing the Undead and other barbarians that border your lands; he cautions of the dangers of expanding the Republic's borders or antagonizing other denizens of the Underdeep.

Reports have reached you of another group of Kobolds dwelling below.  These barbarians, who call themselves the "Cleversmarts," are led by a Kobold Chieftain who styles herself the "Queen Mistress of All That is Underground" and claims the entire Underdeep as her subterranean empire.  How should this barbarian Queen be dealt with?  Will you destroy her false Empire and enslave her minions, making the Cleversmart Caverns of the Middledeep another province of the Republic?  Could these Kobolds make worthy recruits for the Legion?  Or should they simply be ignored for the time being, and allowed to play at dominion?

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[You lost 11 Veles and 3 Immunes on the raid on the Giant settlement.  You gained 198 Gold, 89 Metal, 96 Food, and 27 Prisoners (Giants and their slaves) from the raid.][/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]As you continue to expand and fortify your realm of darkness, word has reached your ear of an organization of vampire-slayers and witch-hunters whose attention your raid on Mortheim seems to have attracted.  This so-called Brotherhood of the Holy Dawn have sworn to seek out and kill all undead and practitioners of dark magic, and the appearance of Ashton at Mortheim has placed him at the top of the Brotherhood's list of targets.  Member of this order are known to employ silver weapons, fire, and spells that conjure daylight into the caverns.  Their numbers are unknown, as is the exact location of their hidden base, but it is said to be somewhere in the northwestern forests.

Your exploits have not only attracted the attention of would-be heroes, however, but also those of kindred spirits.  A sinister Dwarf calling himself Gorgol the Anarch, outcast from his fellows for his love of Chaos Magick, has sought you out, appearing at the gates of the Dean's Wall and beseeching entry.  The Dwarven Chaos-Wizard is an extremely odd fellow, his form warped by the twisted sorcery he practices so that his beard has become a mass of writhing tentacles, his left hand a pincer-claw, and his bald pate spattered with multifarious eyeballs.  He knows several unusual spells, however, which may be of interest to you, if you accept this eccentric into your service.

Your zombie scout relays that the southern shore is now infested with eight of the yellowish oozes that your scouts previously reported.  These creatures will ignore skeletal warriors or archers but would likely attack any Zombies or other fleshy creatures.

[+25 Gold, +20 Bodies from Ceremorphs.

Gorgol the Anarch wishes to study under you and become your apprentice.  He has no upfront costs, but if you accept him into your service, you must pay his Upkeep this turn:

[ic=Gorgol the Anarch]

This Dwarven Chaos Mage speaks in a bizarre chorus of voices, as if several people were speaking at once.  With his mismatched eyes, alien appendages, and weird tattoos his appearance is somewhat freakish, but his talents in the aberrant field of Chaos Magick are prodigious.

Upkeep: 13 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 6
Defence: 16
Health: 15
Speed: 3
Morale: +5
Special Abilities: Confusion, Chaos Spell, Detector, Follower, Summon (Chaos Beast)

Gorgol's Chaos Spell changes randomly every week.

If Gorgol is brought to the Arcane Library he can copy his spells into it to be learned by others.  Gorgol can also research spells at the library.[/ic]

[ic=Chaos Beast (Summoned Creature)]This oozing mass of molten flesh sprouts eyes, mouths, clawed limbs, tentacles, and other appendages seemingly at random.  It gibbers and wails constantly, gnashing its many teeth, babbling in a polyglot chorus of maddening tongues.  The creature's corruptive touch causes horrifying instability of form.  Gorgol can summon one Chaos Beast per week.  It persists so long as its Upkeep is paid.

Cost: 35 Gold, 1 Body
Upkeep: 13 Food or Bodies
Melee Attack: +6
Melee Damage: 10
Defence: 14
Health: 50
Speed: 2
Morale: N/A
Special Abilities: Confusion Aura (DC 15), Corruptive Touch, Regeneration 10

The Chaos Beast's Confusion Aura affects anyone who directly engages it (Morale save or suffer from Confusion).

The Chaos Beast's Corruptive Touch affects any unit the Beast injures but does not kill.  The unit immediately has all of its statistics lowered by 1d4 for the remainder of the combat.  This effect can be Dispelled.[/ic]

Gorgol's Chaos Spell this week is Petrify.

-4 Food from trade with the Dark Elves.

Upperdeep 82 is inhabited by 8 Ochre Jellies.][/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]You have the led the Ratguard northeast, into the crystal-filled caverns beyond the GurgleThroat River.  The crystals here are enormous, glimmering monoliths, phosphorescent and humming with magical energies.  Scouting the caverns here, you have discovered the northernmost cave to be the den of a rogue Eye Tyrant.  The creature has used its eye-rays to carve a small lair for itself out of the surrounding rock and is attended by half a dozen minions of the type known as the Eyeless, grey-skinned humanoids with smooth skin where their eyes should be (invulnerable to the creature's myriad gaze attacks).  Eye Tyrants are renowned for their extreme xenophobia, greed, vanity, and wrathful temperaments.  This one appears to be conducted magical experiments of some kind using the crystals nearby.  Such creatures are not to be taken lightly, for they are extremely dangerous: their many eyestalks can variously petrify, disintegrate, terrify, dominate, paralyze, maim, and nullify magic.

With the Hook Horrors dead, the caverns around GnomeFeast LuteingCave seem clear (save of course for the giant spiders dwelling in the ruins).  The caves near the Cleversmart Caverns are also clear.  Ro-Dan, sent south to the tunnels leading into the Upperdeep, returns with a disturbing report, however.  It seems a large and powerful force of Surface Elves is preparing to descend into the depths of the Middledeep!  Their swords are sharp, their armour gleaming, their manner grim and determined.  There is no indication as to why they are down here – Ro-Dan cannot speak their uncouth Surface tongue.  If they are descending to the Middledeep, however, the Elves will soon be trespassing in the tunnels very near to your own Warrens!

[+58 Food from Foraging.

Middledeep 70 is the lair of 1 Eye Tyrant and 6 Eyeless Minions.  Middledeep 68 is clear.

Middledeep 64 is clear, as is Middledeep 61.  Upperdeep 60 is currently occupied by 24 High Elf Swordsmen, 25 High Elf Spearmen, 30 High Elf Archers, and 1 High Elf Magus.  They are led by a High Elf Prince.][/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Your investigations of the sinister Dark Elven tower within the Great Mushroom Forest have proved intriguing.  You entered the tower with great stealth, your puffball mines leading; several of these were destroyed by a greyish vault slime infesting the lowest floor.  As you led your forces upwards through the towers winding, labyrinthine passages and stairways, something chittered in the cobwebbed gloom, and five disgusting spiders, bloated creatures of enormous size, descended upon your forces.  Your puffball mines, squealing, detonated themselves, while your warriors charged forth to meet the spiders in combat, protecting you and your Sporemother from them.  The spiders proved vicious foes, fighting tenaciously and slaying several warriors before being dispatched. At last you gained the uppermost level of the tower, bypassing a runic trap doubtless lain by some Dark Elf sorcerer.  Within a high chamber deep within the tower you discovered an unusual staff made from delicate white bones and crowned with a slender skull, as well as a trove of gold and other objects of value.

Immersing yourself in the pungent spores of the Great Mushroom Forest, you feel ancient memories stir within you, memories of fire and steel and crying voices, of an axe biting into your head, wielded by the Dwer Thane Löthe, of crushing a Dwer child's skull with your tendrils.  Some of the mushrooms you gathered here are extremely potent, infused with some of Blackrot's essence.

Elsewhere, your forces have founded the new colony of Fulgoria, while the Fleshwatch have moved northwards, though currently they have nothing to report.

[You lost 10 Puffball Mines and 8 Fungoid Warriors in your investigation of the Tower of Screams.  However, you gained 5 Bodies from the ruin as well as 189 Gold, 23 Metal, and the Staff of the Excruciatrix, which possesses the following abilities:

[ic=Staff of the Excruciatrix]This Dark Elven staff is made from the bones of High Elves.  The Staff of the Excruciatrix is a major artefact.  It provides the wielder with the following abilities:

Firstly, the wielder of the Staff gains the Agony spell.  If they already possess the Agony spell, its penalties increase to -3 Attack and Damage.

Secondly, the wielder of the Staff gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

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

Fourthly they gain the Grudge (High Elves) ability, which is conferred to any regiment they lead as well.[/ic]

The Tower of Screams contains the following rooms, in case you wish to occupy it at a later date:

Arcane Library
Teleportation Circle
Scrying Chamber
Escape Tunnel

Fulgoria has been founded and requires a Commander.

Finally, you gathered 1 dose of Blackroot fungi from the Great Mushroom Forest.  If consumed, a Blackroot toadstool causes its eater to become Frenzied (+2 Damage, passes all morale checks automatically, -2 Defence) and gives them +10 Health and +2 Speed for 4 weeks.  At the end of the 4 week period the unit rolls 1d20 and dies on anything but a natural 20.  Your troops can forage for these fungi if you wish.[/ic][ic=Responses - The Month of the rat, Week 1][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Saerid, the Shining Flame, Lord of the Mithril Tower]Greetings Kobold,

We have no quarrel with you or your subjects, but neither will our quest be impeded.  I come to rescue a High Elf, one of my own people, kidnapped by the vile Ceremorphs of the lower depths.  Once I have rescued her from the clutches of those foul creatures I shall depart these caverns and trouble their denizens no more.  I was unaware that we were traveling in your lands, and for this I apologize, but I must pass through them to reach the Elf I mentioned.

If you have any news of the one called Llandri Brightstar, I would pay you handsomely for it.

Prince Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Saerid, the Shining Flame, Lord of the Mithril Tower]Queen Shee-Ra,

We are unsure of our route as these tunnels are strange to us, and we do not possess the proper maps.  Perhaps you would be willing to provide guides for this service.  We had planned to descend into the caverns below.  Are these your lands?  We mean you no ill will, and will swear not to harm you, provided you allow us to pass.  We have been warned against entering the Goblin lands by the Dwerim – the "DiggyDigs," as you term them – who claims the Goblins are treacherous liars.  We do not want to be drawn into the quarrels of the Evergloom.  We only seek the return of Llandri.

Prince Saerid, the Shining Flame, Lord of the Mithril Tower

[Prince Saerid will pay you the 60 Gold toll if you wish it, and will also pay a guide (a Dire Rat would be ideal for Speed purposes, though a Skulker or Slinger would suffice with a little Forced March everyone now and then) 10 Gold per week if the guide leads him to the lands of the Ceremorphs.][/spoiler][spoiler=Message to the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion, from Disa Grimhammer, High Queen of the Dwarves]Thane Lothë, Prince of the Mhaldûlne,

I have heard rumour that your son, Tiern, has slain the Grey Wyrm Scorra.  If this be true he has done a great service for me and my people.  As previously discussed, should he bring the heart of the Dragon to me he may claim my hand.

But all is not well in my realm.  The Orcs of the Bloody Spear Clan have arrived on the threshold of the Westdeep and prepare to assault the city of Norrogrod.  If you can spare any warriors, I shall be in your debt, should I survive the coming battle.  I humbly beg your aid.

Yours in honour and dignity,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=Response to the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion, from Disa Grimhammer, High Queen of the Dwarves]Thane Lothë,

The troops you speak of were not sent by my orders.  They are commanded by Andvarr, who sought my hand, and was likely bound for Balagrod.  If Tiern were to encounter him... I am unsure what would occur.  Andvarr is a jealous Dwarf, and may take it ill that Tiern has slain the Wyrm.

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler]
[spoiler=Response to the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion, from Saerid, the Shining Flame, Lord of the Mithril Tower]Prince Lothë,

You speak fairly, and it is good to know that we may find a place of respite in the Evergloom.  Though there has been little love lost between Dwarf-kind and Elves in ages past, we know that you possess honour far beyond that of the foul creatures who call these caverns home.

We had planned to descend to the middle caverns on our quest – we go to rescue a High Elf, a woman named Llandri Brightstar, from the clutches of the dread Ceremorphs.  If you know of her, or her location, we would be in your debt.  Even now we prepare to break camp and enter the lands of the Kobolds.  We shall be on our guard against these Goblins you speak of.

Prince Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Your Runeseers have peered into the Middledeep, looking first into the depths of the Great Mushroom Forest.  Here you discover something most disturbing.  A small force of Fungoids, led by the Rotqueen herself, appear to be foraging black-capped toadstools from the forest – you recognize these toadstools as Blackroot Toadstools, which cause frenzy and eventual death, and are sometimes used by Orcs as a combat drug.  Their numbers include forty-four Fungoid warriors, ten puffball mines, a crawling cap, and the Rotqueen.  They do not seem to be preparing for an attack, but the sight of so many Fungoids so close to the Mansion is unnerving, to say the least.

Next, the Runeseers have looked into the lower vaults of Nüln.  A mad Dwer Revenant haunts the Mausoleum, Shadowed Labyrinth, and Hall of Shadows here, along with three Dwer Wraiths.  These crypts and catacombs have also become the lair of a Ghast and its spawn – half a dozen Ghouls – which have tunnelled into these halls and fed on the bodies of the slain and defiled the tombs, likely stirring the Wraiths and Revenant to anger; their desecration may also have troubled the shade of your father.  The treasures of the dead are strewn about their lair, along with several other objects, including the fabled weapon known as Foehammer, and a sliver of the Andacerine itself, kept carefully locked in those deepest chambers.[/spoiler][spoiler=Message to 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, from Disa Grimhammer, High Queen of the Dwarves]Goblin King,

If you truly are a friend of the Dwarves and wish to show your repentance for the violation of ancient Rhaud, please send some of your warriors to help defeat the Orcs that now assail the Westdeep.  Should you aid in the battle, I would consider myself in your debt, and would do all in my power to heal the rift between you and the Dwerim, should you wish it.  I would give leave, also, for Goblins to enter the Westdeep if need be, should you prove a true ally.

Yours in honour and dignity,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler= Message to 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, from the Orc Warlord Garnákh the Disemboweler]Are you a coward, Goblin, like the rest of your kin?  Or will you join me in the plunder of the Westdeep?  I will not wait long on your forces.  If you are with the Bloody Spears then join us now.

Garnakh[/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]You have used the Dark Elf scrying chamber to peer into the lands of the Dwerim.  The capitol is garrisoned by the Dwer Thane, a Furnace Master, twenty Dwer Axemen, thirty five Grudgebearers, ten Flamepsrayers, and an Igniter.  The defences include two Flame Galleries and Murder Holes, as well as an iron gate and an outer wall.  The Mansion includes a Thane's Hall, a Forge Hall, a Shield Hall, one Tuber Garden, two Apiaries,  a Dwerim Mine, a Brewery, a Training Hall, a Lizard Pen, a Pyretic Refinery, a Hall of the Ancestors, a Hall of Trade, and a Grand Furnace.  An escape tunnel, Mead Hall, Hall of Shadows, and more murder holes are under construction.[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of Holy Shadow]Vaelri has peered into the Mushroom Forest and seen a disturbing sight.  A vast force of Goblins – two hundred and fifty one in all, shy of two hundred of them armed with melee weapons, the other sixty archers, the lot led by the Goblin King himself – are marching down the cavern-stair and into the Middledeep, their war-banners unfurled and drums beating.  Fortunately this army will likely have passed from the region before Dolmar enters it.  They are moving east, deeper into the Forest.[/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You use your powers to Scry the caverns, first peering into the dungeons of the Duergar.  Their capitol contains a Despot's Hall, a Forge Hall, a Training Hall, a Hall of Smoke, a Hall of Trade, a Duergar Mine, three beetle farms, a Hatchery, an outer wall, an iron gate, and a magma moat, and is garrisoned by two halberdiers and a sneak.  Their newer citadel contains no structures, but mines are being dug and a forge hall constructed.  Garrisoned here is the Duergar Despot himself, along with three hammer-throwers, nine halberdiers, and four cave beetles, as well as the Citadel's newly appointed commander.  Carefully watching the Despot you see him studying several artefacts: a wand of some kind, made of black wood, a spellbook illustrated with pictures of various demonic creatures, and a glyph-graven key of reddish metal.

Next you look into the lands of the Ceremorphs.  Their small Hive here contains some Thrall Pens, and is garrisoned by ten Ceremorph Psions –one of them evidently the commander of the place – along with seventeen thralls.  Mines, mushroom farms, and some kind of sphincter-gate are being constructed here.[/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]The Overbrain has peered into those lands you require viewing of, and relays the following information.  The Dark Elves are returning to the junction in greater numbers than before to again attempt to establish an outpost.  They are led by the Onyx Prince himself, accompanied by seven slave soldiers, one Dark Elf Summoner, two Bloodfiends, six Dark Elf Swordsmen, and eight Dark Elf Crossbowmen.  They have two slaves with them, presumably for sacrificial purposes, and are carefully scouting surrounding territories and setting up patrols to ensure that anyone straying into the tunnels is caught.  It would take a considerable force to overcome the Kirr, especially with their Demonic support.  Their Bloodlord is said to be a superb swordsman and an impressive sorcerer.

The renegades have indeed passed by the bridge, fatigued and starving.  They should make easy prey.[/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]The section of Cruel Form of Truth that now lies on land now contains eight Gloomrays.  The two Slime Golems still stand attentively, awaiting orders.  The Teleportation Pool remains unmolested.

Next, you peer into the caverns of the Dark Elves.  Their capitol includes a Bloodlord's Spire, slave pens, a slave market, an improved Dark Elf mine, a lichen garden, a lizard pen, a War Spire, a Profane Temple, and a city wall, and is garrisoned by seven slave soldiers, a Dark Elf summoner, eight swordsmen, nine crossbowmen, and three Ogre slaves.

Their colony to the west contains no structures save for some slave pens under construction.  It is garrisoned by four slave soldiers, two  swordsmen, and two crossbowmen.[/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Your Augurs have peered into the caverns of the Orcs and the ruins not far from their camp.  The Orc Stronghold of Gash-Mograk is mostly uninhabited.  It contains an Orc mine, four warthog pens, twenty mushroom gardens, a fighting pit, a palisade, and a slave pit.  The only garrison appears to be a pair of axe-throwers.  The bulk of the Orc army must be away from their Stronghold at this time.

The ruins are of Dwarven origin, and are strewn with artefacts from some ancient Dwarven empire – gold, jewels, weapons, and other treasures.  But a variety of creatures seem to have moved into the ruins to make them their lair.  The upper tunnels have become the lair of four bloodthirsty Bugbears who lead a small group of Goblin bandits – twelve Goblin cutthroats armed with cruel knives.  These levels contain a store of stolen goods collected by the Goblinoids.  The lower crypts and vaults are home to a band of Ghouls – eight of the putrescent Undead, along with a powerful Ghast.  They have heaped the gnawed bones of the desecrated dead in a great heap along with discarded relics of the Dwarf Clanhold.  A stair winds up through the ruin to the Surface above, near the Merrydowns of the Halflings.[/spoiler]

TheMeanestGuest

#54
[ic=A Bloody Page, found in Nüln by the Dwerim]The gate shakes. The Orcs bay and growl. They have taken the walls. Aniya stands before the fountain, and she is as a specter of death in her black mail. She holds the Foehammer aloft, and smoke pours from it, and we can feel its terrible heat, but we know she cannot save the City. The drums thunder and the gate groans. The Boar's head, wreathed in flames, breaks through. She screams that we must stand, but the Ogres are before us, and we run. And she alone is left to face them...

The City is aflame, and the slaughter is terrible. They have said that Prince Lothë will save us, that he gathers warriors to throw back the Orcs, but we cannot reach him...

The King's laughter fills the halls, and Bitterflame wails, and we know now that he is mad, and the Orcs fear him. But so too do we.

We have barred the door, and we hold the hall. They are too many, and we cannot get out...

The Shadowseers have bound fell wraiths, and hold them in chains. The King is dead. The Prince cannot be found. Ashur says that there is yet one way out. We must go...

The gloom of Shadow is all about us. The Orcs hound us. But there is a way out.

We must go[/ic]

[ic=To Norrogrod]Brothers! Three days from now I will be wed! Imagine where you will be, and it will be so. Hold the line! Stay with me! This fight shall be fierce, and there will be no quarter. Fierce, he says, to we who have slain a dragon! Aye. And for it you shall be remembered so long as the Dwerim are upon this earth! But this battle shall add to your tale, and glory shall be had by each and every one of you! We who would be saviours of the Westdeep, who shall throw ourselves upon foe unconquerable and emerge victorious not only once, but twice! Perhaps they shall be right when they say that we were mad!

By our deeds the rift that stands between us and our kin shall at last be sealed, and the good that we do here will echo in eternity! Some among you were there when Nüln fell, as I was, and you remember well the Savagery of Orcs. Never again we say. Never again can it be allowed. The Ancestors look down upon us, and know that you have their blessing. Know that those who have left you in this life still watch you from the next. Garnakh shall die, and his host shall be broken. He will choke upon his own blood ere the end, and all his rage will avail him not against our steel, and we shall be victorious!

If you find yourself alone in great and gilded halls, do not be troubled; for you are with your Ancestors, and you're already dead!

For the Westdeep! For the Mansion! For Nüln, the City that was and shall be again! Forward Rose and Rune![/ic]

[spoiler=A Letter to Disa Grimhammer, High Queen of the Dwarves][ic=A Letter]Hail Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, and Protector of the Westdeep.

As the Dwerim have promised, the Wyrm Scorra lies dead, and shall threaten your realm no more. It was Tiern who slew her, piercing her soft throat with the dread blade Bitterflame. But not alone was this done, for it is said that an arrow sent by the bow of Phaedra Lestridae of the Nocae found Scorra's eye, and so blinded her in that moment. It is said that the spear of Molgrim the Splinter-Shield lay deep in her belly, and that by this was she weakened. It is said that by a hundred cuts of the axe and a hundred elven arrows was Scorra brought down. In his deed Tiern was not alone, and in defence of their homes the Dwarves of the Westdeep shall not be alone.

Though tired by their struggle with the Grey Wyrm, those brave warriors of the Dwerim shall stand by your side. If they must, they shall march to exhaustion and so come to Norrogrod, if your need is so dire. Tiern has written that a party of your own warriors comes near Balagrod. Will they join themselves to his Company, then, so that the Orcs might together be assailed?

Also has my son written that in the depths of the City was found the Guardian of Balagrod, and know that it has again been awakened so that it might resume its duty. No beast shall trespass within while Dwer and Dwarf together destroy the Orcish threat.

Know that still the Dwerim cannot suffer an Orc to live, and know that of us all it is Tiern whose hatred is the greatest and most fierce. Know that the Dwerim shall see Garnakh lie dead upon the ground as his blood pools beneath him and as his shattered host flees the field. With the Dwarves and Dwerim so united by battle shall you then receive the Heart of Scorra, and so shall our bond be made unbreakable.

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,

The smiths of the Dwerim have been suitably impressed by the quality of your metal, and know that so too are we grateful for the food you have sent. We find ourselves pressed for resources, and so to better defend our territory require more material for arms and armour. As such, we would be willing to purchase 50 units of metal from you for a sum of 100 gold, should you find this deal acceptable.

Ever Cordially,

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

[spoiler=A Letter to the Elven Prince][ic=A Letter]You are Prince Saerid, Lord of the Mithril Tower, and you are known to the Dwerim. Long ago it was that your father came to the Great City of Nüln when still it was a place of wonder, when it was a place where all who came in friendship were welcome. It was that he was guest of Nír, who was King in the Deep when he lived, and my own father. I walked in the Garden at my father's side as they spoke for many hours, and I sat at the table that night as together they made jest and laughed in each other's company. From this I learned much of the World Above, and for this knowledge I was grateful.

I know not what task must be before you that would have you come to these depths, Prince Saerid, for they grow dark and are full of danger. But should you grow weary, and should you tire of the road, and should you find want of light and warmth, know that you are welcome in the Mansion of the Dwerim. For memory of better days and hope of friendship renewed, this right I grant all your people in perpetuity. Should they find themselves lost and far from home, or should the Deeps grow close about them, or should they be assailed by beast or foe, know that they might seek sanctuary in Mhaldûl-Nem.

I warn you though, Prince Saerid, that you tread near the realm of the so-called King of the Goblins, Dâgalûr, and that it lies between us. Know that he is a faithless and wretched creature, know that he loves only war and treachery, and know that never should be trusted a word that he might say or write. The Dwerim grow suspicious and prepare themselves against his machinations, for it is the Month of the Rat.

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

[spoiler=A Reply to Saerid, the Shining Flame][ic=A Letter]Llandri.. that name. Somehow familiar, as if from a dream I had long ago. Yes, I remember now. It was in dream. She who was once an Elf came into my mind while I slept and spoke to me of many things. She said that she was Llandri Brightstar, but that now she was Llitul, and she was beautiful and terrible to behold. I remember a city. In the north of the lowest depths was it revealed to me, and it was a place of wrong angles and strange flesh. It felt as though she who spoke to me was trapped, and yet sought to make of her prison a home. She fought to control me, this I remember, but she did not succeed, and I guarded my mind against her through prayer to my Honoured Ancestors. I remember little more, and the words fly from my mind even as I put pen to page, as if they seek to elude me. North, in the lowest depths, this is where you shall find she who you seek.

The road shall be long and dangerous, and I do not know that you shall overcome what is against you. But I shall pray for you, Saerid, and I shall hope that the blessings of your own Ancestors and the Flame that is the Sun shall find you even though you wander far from home.

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

[spoiler=A Letter to Dolmar Lestridae][ic=A Letter]Protector Lestridae,

By joined effort of the Dwerim and the Nocae the Grey Wyrm lies dead, and she shall threaten good and peaceful folk no more. Know that bond has been forged between our people that shall never be broken. We have heard that you have assailed the Kirr, who are known to the Dwerim as worshipers of Demons. We have heard that you brought much ruin to them, but that in turn you lost many good and faithful men, and now evade pursuit. My son has told me that in your flight you draw near to the Mansion. Know that you should be welcome here, and that you might rest in our company, and that we shall do all that we can to protect you as our guest.

To another matter, the Dwerim find that though our mines are great, we cannot produce the sum of metal that we might need to forge mail and axe to arm all those that we might in this time of strife. Though we know that a great sum of gold have you gained from the Dragon's Hoard, the Dwerim would pay you 100 gold, should you be willing to trade us 50 units of metal. We would be grateful were this done, and would consider it a great favour, though we would understand should you need such metal as you have to forge sword and arrow to serve against those who would despoil the city of Umbrazzid.  

I warn you though that the Dwerim have not been abroad in the forest for some time, as our warriors stand vigilant upon our walls and above our gates, and we know not what may lurk in the fungal gloom. Know too that the Goblins above cannot be trusted, and might at any time descend upon us. Be wary, and let your guard slip for not one moment.  

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

[spoiler=A Reply to Dolmar Lestridae][ic=A Letter]The Goblin betrays us, then, as we feared. He is a beast, and the nature of a beast never changes. The Dwerim shall stand upon the walls, and I shall lead them. We shall pour fire upon the Goblins, and they shall die by the dozens. If his horde should breach our defences, we shall fight in the halls, and I will stand at the fore. I will slay the Goblin King for his treachery, and cut down any that should aid him. We shall trap his force between us, and then we shall destroy him utterly, or ourselves be destroyed. Should we survive, the Nocae will forever have the gratitude of the Dwerim, and I shall be ashamed that ever I questioned your honour.  

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

[spoiler=Orders for The Month of the Rat, Week One][ooc=Orders for The Month of the Rat, Week One]Note: Reconfigured my spending by cancelling Nuln's Iron Gate and switching out most Axemen for Grudgebearers. Since I have piles of Gold it would have been stupid not to. I've double-checked and everything should be correct.

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

Nüln

Dwer Mine Complex: +500 Gold, +75 Metal

Total: +810 Gold, +105 Metal, +125 Food

Upkeep

Molgrim and 3 Splinter-Shield Hobgoblins: 8 Food
20 Dwer Axemen: -40 Gold, -40 Food
24 Wyrmhunters: -72 Gold, -48 Food
10 Dwer Flamesprayers: -40 Gold, -20 Food
7 Dwer Grudgebearers: -21 Gold, - 14 Food
1 Igniter: -5 Gold, -1 Metal, -2 Food
1 Furnace Master: -6 Gold, -3 Food, -3 Metal

[Next Turn: +5 Dwer Axemen: -10 Gold, -10 Food / +38 Dwer Grudgebearers: -118 Gold, -76 Food / 5 Dwer Flamesprayers: -20 Gold, -10 Food / 1 Iron Golem: -10 Gold, -5 Metal / 2 Runeseers: -16 Gold, -6 Food)

Construction

Mhaldûl-Nem

Under Construction: Nothing

Nüln

Under Construction: Reinforced Walls (3 Weeks Remaining), Murder Holes (3 - 1 Week Remaining), Hall of Trade (Repairing), Escape Tunnel (Repairing), Mushroom Gardens (2 - 1 Week Remaining), Apiary (2 Weeks Remaining), Tuber Garden (4 Weeks Remaining)

Balagrod

Under Construction: Outer Wall (Repairing), Runegate (Repairing), Murder Holes (3 - 1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Apiaries (2 - 2 Weeks Remaining)

Recruitment

5 Dwer Axemen, 28 Dwer Grudgebearers (Goblin) - At Mhaldûl-Nem

9 Dwer Grudgebearers (Goblin), 5 Dwer Flamesprayers - At Nüln

2 Runeseers - At Balagrod

Wealth

Gold: 208
Metal: 0
Food: 741

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
Defences: Outer Wall, Escape Tunnel (Broken)

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Escape Tunnel, Hall of Runes, Hall of Gears (Broken), Artificer's Hall (Broken), Dwarf Armoury (Broken),
Defences: Runegate (Broken), Outer Wall (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 / Boast Made: +1 Attack, +1 Morale, +1 Speed

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
20 Dwer Axemen - Garrisoned at Mhaldûl-Nem
35 Dwer Grudgebearers (Goblin) [7 have 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
9 Dwer Grudgebearers (Goblin) - Garrisoned at Nüln
5 Dwer Flamesprayers - Garrisoned at Nüln

Tiern's Company / Boast Made: +1 Attack, +1 Morale, +1 Speed / Prayer: +1 Morale, +1 Defence / Oratory: +1 Attack / Tiern: +1 Defence, +2 Army Morale,
Tiern {Leads the Regiment of Wyrmhunters} - At U5
Molgrim {Leads the Regiment of Splinter-Shields} - At U5
24 Wyrmhunters - At U5
3 Splinter-Shields - At U5
1 Runeseer - At U5

The Guardians of Balagrod / Garrisoned: +1 Defence
1 Iron Golem - Garrisoned in Balagrod
1 Runeseer - Garrisoned in Balagrod / Prayer: +1 Morale, +1 Defence

[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 (21)
Health: 18
Speed: 3
Morale: +7 (6)
Abilities: Leadership, Blood of Kings, Orator, 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), Dvalin's Helm (+1 Defence, +1 Army Morale), Dvalin's Ring (Shield Spell), Heart of Scorra

Tiern increases the Defence and Morale of any army he is leading by +1 and (+2) respectively. 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

Trade 150 Gold to the Nocae for 75 Metal. (Already accounted for in finances)

Balagrod shall be reoccupied, and those among the Dwerim who can be found in the Westdeep shall come there for a time, and its mine shall be worked by those Dwerim. Tiern knows that it may need serve as a refuge for his folk should the Realm of the Mhaldûlne again fall. In any event, it shall be held until the day that the Queen of the Westdeep should claim it.

Runeseers to scry Upperdeep 15, Upperdeep 14, Middledeep 44, and Middledeep 41. Any relevant information discovered in 41 is to be relayed to Phaedra by Tiern, as that is the route of march of the Abominations who come to relieve the Mansion.

Runeseer left in Balagrod to cast Rune Trap.

Lothë shall spend many hours in the Hall of the Ancestors, seeking their wisdom in this troubled time. With him he shall bring a brittle rose, dried and preserved, picked from the Garden in Nüln in elder days; one of his fondest treasures. With soft word and gratitude he shall place it before Swide where she sleeps the stone-sleep coiled upon the dais, and so seek her blessing.

Gírn Dun Riar shall continue his work on the design of a steam-trap.

Lothë shall have it be known that he seeks mercenaries for his employ, and shall be willing to spend up to 100 gold on their procurement. Tiern shall have it be know that such mercenaries may additionally seek employ at Nüln, for he is aware that the Mansion may well fall.

Disturbed by the reported sightings of Nír's shade, the new Curator of the Hall of the Ancestors in Nüln shall commission the masons who have come to the city to build a worthy statue of the former King in the Deep. It shall have its rightful place of honour in the Hall of the Ancestors, and so hopefully placate and soothe the restless spirit of Nír. (Spend 20 Gold on the statue, already accounted for in finances.)  

The Guardian of Balagrod shall remain to guard the city when Tiern's Company departs, using its 1 Speed to garrison therein. It shall slay any beasts or vermin that attempt to enter the city, or any others who would defile it, and it shall protect those Dwerim that come to make it great again. Tiern shall command it so that henceforth it shall only answer to him or those of his line.

The Dwerimhost

Notes: Never give up, never surrender! Relevant speed information for your convenience: For a unit with 4 Speed to attack the Mansion coming down the Stair of Naini without taking any forced march penalties, it must start the turn in U44. Because, as we know, the only mushroom forest on the map that takes 2 Speed to move through is in M37. With the new information I have been given by Dolmar, should that not mean that at least some of the Goblins are suffering fatigue penalties? Unless all his other dungeons were undefended. You will know, in any case.

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.

The Dwerim trust not the Goblin King, and are ever wary of his base and treacherous nature. As we now know that we have been twice betrayed by the Goblins, Lothë and the Dwerimhost shall boast in the Hall and swear before the Ancestors that they shall cut down Dagalur - the Goblin King - when he comes against the Mansion, and that they shall show any who should aid him not a shred of mercy, and so destroy them utterly.  

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 the attackers be Goblins, and they shall be manned by Axemen if the attackers are Fungoids, as both would receive Grudge bonuses to damage and attack in those situations. 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, reduce potential Strength in Numbers bonuses, and of course prevent damage to the defences. 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. Gírn Dun Riar shall fight by Lothë's side. 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 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.

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.

If still the Dwerim should fall before their attacker, their last stand 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.

If we are victorious any prisoners taken in battle are to be burned alive before the gates of the Mansion. Except for Dagalur, if he is captured, who shall be beheaded by Lothë (or Gírn Dun Riar, if Lothë has perished, or Lanne, who is Gírn's daughter, should both lie dead). Whatever way he should die, Dagalur's body will be sent to the Rotqueen with his crown and a note attached, it reads: Twice a traitor, and now dead. Take heed what fate befalls those who break solemn word given to the Dwerim. Do what you will with him.

The Rosemourners

Nüln is to be defended to the death. There is no other option.

Tiern's Company

Tiern and his Company shall pray in the Hall of the Ancestors before departing Balagrod. They shall march to relieve Norrogrod as discussed in Parley (taking the northern route by U7 > U12). The Wyrmhunters and the Splinter-Shields will have a fatigue penalty of 1, the Runeseer a penalty of 2.

Should Tiern and Disa survive the battle, he shall present to her the Heart of Scorra, and he shall give to her the Ring of Dvalin as a token of betrothal, and he shall ask her to marry him, and so heal the rift between their peoples.[/ooc][/spoiler]
Let the scholar be dragged by the hook.

LD

#55
CleverSmart Kobolds

-Orders draft done. May be revised.
-Purchases completed.

[ic=Story]
Queen Mistress Shee-Ra Cleversmart XVI fretted at the number of wandering monsters who surrounded her caverns. Much would need to be done to eliminate them.

In the meantime, she was able to spare a moment to add another appellation to Ro-Dan's name. From now on, in recognition of the Kobold's achievements in bringing wealth and honor, he would not merely be known as the Belligerent, but would be known as the Belligerent Watcher.

Shee-Ra also penned a number of missives to leaders of other factions during the week, attempting to cement her hold on her vassals and to ensure that tribute continued to flow to their rightful and benevolent Monarch. The more gold she had, the better a protector she could be.
[/ic]

[ic=Messages]
[spoiler=To the Surface Elves]
(insert rat)

Shinyelves! This is message from Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.

It come to our attention that you, Shinyelf Prince, trespass in Underdeep without giving notice to Sovereign of the land.

This is insult to Queen, but we, as rulers like your parents Abovethedeep, are willing to overlook this slight because we are benevolent and you are recent hatchling and do not yet know much of diplomacy.

It is strange that Shinyelves venture into depths of Underdeep. We demand know your intentions in coming to these lands; why you come, where you go, and how long you intend to remain.

-Queen Mistress Shee-Ra Cleversmart XVI.

(on another issue, do I have any general idea as to the stats of the eye tyrant and the eyeless minions?)---UPDATE: Thank you.
[/spoiler]

[spoiler=Response to Prince Saerid]
(insert rat)

Prince of the Shinyelves:

(Re: "but neither will our quest be impeded...")

We not intend to pee on your quest. We accept your apology. Your quest be goodyquest, designed to punish NastyDreams. We glad give you assist in that quest. What route you take? We have vassal in Darksea, down from Ryen-Dor's Hollow Shaft (M66) who should be notify if you approach by that way. Vassal be strangebeast and live in water. Vassal no want creature cross water. Vassal threaten killcreature who cross water. And if you approach that way, you go past Cleversmart Caverns, so we do not want you go that way. If go this way, we insist large payment one turn before [e.g. 60 gold], so we strengthen defense- we must protect self in danger world. Other way likely be better.

There are many NastyDreams below; some in north and some in south- there also be creature called MushroomBrites who not NastyDreams but like Greyskulls; and we know not which you seek or whichwaybest, but we suggest you go by U44. That be land of King of All the Surface Sees; we not rule him as vassal because his time Under Ground only temporary, but he seem reasonable do business with. Below him lie PickyPoke DiggyDig vassals- they very hard have communication with, but they good Diggy Digs.

Other way go be M80. Warn you of mad Kobold Inventor who be near there. We hear dread words of his presence. He rogue and evil and not subject of us. We give you gift if you slay him. What gift you want? Metal? Food?

We also look for question about your Llandri Brightstar. Is badthing be kidnap by NastyDreams. Cleversmarts like her too once mindslaves! Rage! RAAGGEE!

Also, depend on where these NastyDreams be; we mayeven be free lend support of troop. We also wish NastyDreams be stop! We help her free! We! Free! Together Free!

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Professor Robertson]
(insert rat)
Greyskulls have not delivered reply to message, nor tribute. This is concern. Tribute of gold should be delivered in next two week, or else we will no accept you as vassal and no give you great benefit unless you give doubletribute in future! Tribute early better than tribute late. Cleversmarts have killed many enemies at your gates- Queen Mistress great being; slay four HookeredHorrors! Four! Hores! FourHoers! If we noslay, then they fight you. We no promise this protection in future if you not deliver as you be due.

Also, if you no give tribute, then Shinyelves likely destroy you since we have decide that because Greyskulls no want pay us, we give them passage through our cave. If you give tribute, we getses Shinyelves to ignore you.

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Watchers]
(Insert Rat)
We eager await tribute; but we free absolve you of duty for month--and maybe next month if you successful help. Can you find elf name "Llandri Brightstar"? We seek keep Shinyelves away from assault your land, goody vassal. But to do so- we need gold to better defend you; or we need reason to encourage Shinyelves go elsewhere. We think she at L74, or L69. But maybe she be at L56. We not know of other locations of NastyDreams, but she last seen with NastyDreams.

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Dolmar]
(Insert Rat)
Vassal do goodygood work again- defeat NastyDreams at home and defeat dragon. We saddened for dragon loss but loose dragon often cause nastydamage.

We know you fight NastyDreams, so you hear tale of NastyDreams taken elf hostage? We certain Nastydreams take elf hostage. We willing waive one month tribute for good information, or work out otherarrangement. Shinyelves come near our borders and we hope send them away to success against NastyDreams; but they onlywant fight Nastydreams who take Elf. We honorable Kobold; onlywant send them right way.

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Lothe]
(Insert Rat)
Vassal make interesting offer! 50 metal for 100 gold. We are glad our vassal has been able to suitably diggydig. We offer rate at 50 for 200g, or lesser amounts of metal at a similar 4:1 ratio (n.b. Dwer mines produce 25 metal and 200 gold in a week, this offer is double the metal produced by dwerim hands straight). We very glad give metal at this rate and wish you goodygood success.

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=Khan Ytdheel]
(insert rat)
NastyDreams! The Queen Mistress Shee-Ra deigns meet with you. Once you try provide me information about your enemy Nastydreams in North. If you provide me information about them now; I work destroy them immediately. I seek learning of L69 and L75.


-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Liltul]
(Insert Rat)

Nastydreams,

What you lookfor in M57? We unclear why you move back and forth so much in Middledeep.


-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Legio I Draco]
(Insert Rat)
Newkobolds! We find you come to Underdeep. Ruler of Underdeep is Queen Shee-Ra, Mistress of All That is Under the Ground. As fellowkobold, you are now subject of the Queen unless you leave. We understand you newly arrived, so may not have much gold, but by endmonth, your Queen expect payment of Gold as tribute for her beneficience. Queen Shee-Ra personally slay four HookyHorrors and Queen Shee-Ra defeated tribe of ShrillSongs. Queen Shee-Ra offer many benefit to vassal and has already provided much food and metal to Picky Poke DiggyDigs, who paid tribute. CleverSmarts await your response.

--Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=Reply to Dolmar]
Verygood; verygood.

Yes, yes, tentacled Vassals, swimmyswimms, call selves Watchers, we think. We not know much of them except they be swimmyswim and details of their building structures. We also think they know magic. They build much things in Darksea. We not know if they be trusted yet. They not yet pay tribute, so maybe they seek to betray. We strengthen borders against them allsame; but we give them ability to win trust and honorable vassalage if theyhelp with this situation. If theyhelpright with this, then they good vassal. We nothave opinion about one that awake in your lake atthis time; currently Vassal do as vassal will with swimmyswim. Swimmyswim pretty stupid if think can survive walk over land though. Therebe no water between your cave and it.

--Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=Reply to Watchers]
Very good SwimmySwims. I will inform Shinyelves of this advice. And you wish us conceal your involvement in giving advice? Why you wish that?

If you have already scried on these lands to discover this matter, is also useful if you pass on details of their constructions, so we betterknow what defense we face.

We dobest to have Shinyelves avoid your land and look muchforward to gold tribute and wish you swimmyswims well.

--Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Lady Gloomsong]
(Insert Rat)

Greetings from Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground,

We understand you may not realize this, because Cleversmart Kobolds only recently decide to utilize droit de seigneur... or suzereainety, or whatever GloomyEvilen words you use-this language be overcomplicate, but you are vassal of Cleversmart Kobolds now. As such, you have already received benefit. Cleversmart Kobold Queen destroy 4 HookyHorriblecreatures with her sling while mount on rat that bite othermonster in half. Cleversmart Kobolds rid caverns of nastycreatures who uncivilized and annoying or evil. Make land safe for manyother creatures.

Someday, Koboldarmy may wish travel through yourvassalland to defeat Nastydreams who live below and who continue evilspread throughout Underdeep. We willing to waive tribute requirement for this month and next if you prefer, because transport through your land may be more valuable than tribute. You prefer to join our armies travel through your land to destroy NastyDreams and spoils below in upcoming weeks? Or you prefer merely provide tribute? PickyPoke DiggyDigs already provide tribute and they receive many benefit in return- metal to help them mine more goldtribute faster, and food to fill their tummytum.

Tribute is good, but facilitation of travel with alliedarmies to defeat NastyDreams, even better.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler= To Liltul (2nd)]
It good you go kill ExtraBad Nastydreams. We tell Vassal pursue them too if you tell us where they go. We assume they maybe in M55, no? But Move south away from you?

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler= To Dagalur]
We receive knowledge that Nastydreams be headed toward you. Two group, one in M57 and other in M55. They head south and we believe second group in M55 may have magicgoods, that why group in M57 pursue. M57 obviouswant steal M55's magicgoods and head backhome.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler= To Lothe]
Greetings PickyPoke DiggyDig Leader,

We have not heard response from you regarding the deal. We hope you received messages. If you provide us gold (ship this turn), we willing to agree to a 3:1 deal and supply you metal next week; but if you provide us no gold this turn, then the 4:1 deal remains the only deal for next week.

Also importantnote! We receive knowledge that Nastydreams be headed in your direction. Two group, one in M57 and other in M55. They head south and we believe second group in M55 may have magicgoods; that why group in M57 pursue. M57 obviouswant steal M55's magicgoods and head backhome. Maybe you could get magicgoods first if they is easyprey.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=Response to The Abject]

Verygood, goody good. Theybe destroybadly, just like they plan destroybadly other group of MadNastyDreams who run round near M55, who headsouth.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]


[spoiler=Orders and Information]
[ic]
In Character



- Ro-Dan's new appellation no longer just the Belligerent, but is now known as, the Belligerent Watcher.
- ADDED. Character Portraits.
- ADDED. Dire Rat Cavalry Riders' names.
- FIXED. Accidentally, Ro-Dan was a slinger sent there- I meant to send a skulker. To fix that issue, I switched a slinger and a skulker's names; sorry for the screwup. A SKULKER went south to spy, since a slinger wouldn't have been able to spy.
- FIXED. Took out additional three rounds of upkeep (and the current round's upkeep) for Mya-He. This made it impossible to buy the planned escape route for Ryen-Dor's Hollow Shaft (fell short by 3 gp), but it squares things up.
- FIXED. I add 9 metal below. Note last turn I had a note that I spent "9 metal on upkeep"... I think that was an error. None of my units require metal as upkeep and I had already subtracted the proper cost for recruitment of the dire rats.
[/ic]

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (150 gold)
Kobold Mine: (15 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food[/ooc]

Total Production: 150 food, 150 gold, 15 metal

[ooc]Looting/Events
+58 food (forage)
[/ooc]

Total Looting/Events: 58 food, 0 metal, 0 gold (tribute), 0 bodies/food

Total Total: 208 food, 30 metal, 300 gold, 0 bodies/food
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 3 = (3g/3f)
Skulkers (2g/1f) x 1 = (2g/2f)

Mistakenly thought I had a free commander, Mya-He- who is now just a "Warden". Added additional (3g/3f) below for previous incorrect calculations.

SmartyScouts
Slingers (1g/1f) x 8 = (8g/8f)
Skulkers (2g/1f) x 2 = (4g/2f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

One less Skulker upkeep because of Free Commander (2g/1f).

Ratguard
Dire Rats (3g/3f) x 6 (18g/18f)

One less Dire Rat upkeep because of SheeRa Mount (3g/3f).

Deepguards
Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)

One less Skulker upkeep because of Free Commander (2g/1f).

Total: Net Loss/turn -(61g/42f) and -3g and -3f (prev. mistake) = -(64g/45f)

[/spoiler]

[spoiler=Construction]
[ic]Middledeep- 65
Completed This Turn
Nothing.

Under Construction
None.

Beginning Construction
Improved Kobold Mine (225 gold, 20 metal) (week 1/4)[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
Murder Holes; 20 gold (1 week)  
Escape Tunnel; 20 gold (1 week)  

Under Construction
See Beginning.

Beginning Construction
None.
Spiked Moat; 25 gold (3 week)(No; can't afford) [/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
Palisade; 20 gold (1 week)
Murder Holes; 20 gold (1 week)

Under Construction
Kobold Mine; 150 gold, 15 metal (week 2/3)[/ic]

Beginning Construction
None.
[/spoiler]

[spoiler=Recruit]

Recruiting:

1 Dire Rat (17 gp/1 m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)


[/spoiler]

[spoiler=Wealth]
Began Turn at: 6 gold, 136 metal, 597 food
Gained: 300 gold, 30 metal, 208 food
Total: 306 gold, 166 metal, 805 food

Spent 225 gold on construction. (225 mine).
Spent 64 gold on upkeep.
Spent 17 gold on recruiting. (dire rat)

Spent 20 metal on construction (20 mine).
Spent 0 metal on upkeep.
Spent 1 metal on recruiting.

Spent 45 food on upkeep.

Note last turn I had a note that I spent "9 metal on upkeep"... I think that was an error. None of my units require metal. Below I add 9 metal.

0 gold
154 metal
760 food


[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]
Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold)
----->also a reinforced Gate UPGRADE (15 gold, 5 metal)
Pit Trap (25 gold)--->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)[/ic]

[ic=Middledeep 72]
GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Murder Holes (20 gold)
Escape Tunnel (20 gold)
Snare (10 gold)
Snare (10 gold)[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Palisade (20 gold)
Murder Holes (20 gold)
[/ic]

[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison. & + Morale for Kobold Warren
Location: Middledeep 65
3 Slingers [Mya-He is a Slinger]
1 Skulker

Slingers [Mya-He is attached to this unit]
Slingers (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Skulkers (Shel-Dahn)[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison & + Morale for Kobold Warren (not counting Commander bonus to morale)
Equipment: Manned Murder Holes
Location: Middledeep 72
2 Blunderdigs
2 Skulkers [Hai-Phen is a Skulker]
8 Slingers

Blunderdigs ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdigs ("Bill-Dit", "Backdoor Blundering Boffins")
Skulkers ("Basherpokes")
Skulkers* [Hai-Phen, the Shadow]
Slinger ("Mya-Haha", the Speedy)
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
Slinger ("Pik-Poke", youngest sister of the Pik clan)
Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)
New Slinger (Mya-Ho)

Sent to Scout M76
Skulkers (I) ("Gre-Ghor, "Beaterpokes")
[/ic]

[ic]RatGuard (Newly Formed)
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth") (Note: Shee-Ra is currently detached elsewhere)
Effects:  Commander bonus to morale. Cavalry special ability and Disease 3. Ambush (No Garrison, not enough speed).
Location: Middledeep 72
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]
5 Dire Rats

Dire Rat ("Jawbreaker", rode by Apl-Deap)
Dire Rat ("Biteybite", rode by Lady Fer-Ghee)
Dire Rat ("Poisonnip", rode by Tah-Boo)
Dire Rat ("SmartySmart", rode by Sister Ese-Eee)
Dire Rat ("Bloodybite", rode by Sister Ese-Bee)

RatGuide
Location: M63
Note: Dire Rat ("Cutrazor", rode by Will-Iam), who was in the ratguard, is now in M63, waiting for the elves; if they walked farther north, he'll greet them farther north.
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison & + Morale for Kobold Warren . (Commander Bonus Not Added yet) (Skulkers Not ambushing this turn.)
Location: Middledeep 66
8 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig
New: 1 Dire Rat

Skulkers  [Ho-Dor is attached to this unit]
Skulkers  (Achi-Lees, the unkillable)
Skulkers  (Ay-Jax, the warrior)
Skulkers  (Vor-Keth, the massive)
Skulkers  (Ai-Ur, the Greater)
Skulkers  (Ai-Ur, the Lesser)
Skulkers  (Tro-Jan, the unbreakable)
Skulkers  (Ro-Dan, the belligerent watcher)
Blunderdigs (III) (Kili-Fili, the stout digger)
Slingers (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Slingers (Fush-Rodah, the shouter)
Slingers (Hus-Roh, the loud)
Slingers (Aaa-Hha, the fearful)

New Dire Rat (Bittersnap ; rider- Mun-Gor)
[/ic]


[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth

Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, (Rat abilities follow-->) Cavalry, Climb and Disease 3
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from).
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

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.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic=Mya-He, the Unmentionable]
Mya-He, the Unmentionable

Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]
Ho-Dor, the Stable

Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hai-Phen, the Shadow]
Hai-Phen, the Shadow

The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round [/ic]

[/spoiler]

[spoiler=Orders]

-Split ratguard; move some to defend smarty scouts; shee ra in the main base? or the aboleth stairwell?

General
- Newly recruited Dire Rat ("Bittersnap") goes to join M66 at Ryen-Dor's Hollow Shaft.
- (Long Term) if any bodies are available in a region that Greyskulls approach with intent to siege, eat the bodies before any other food.
- If M66 is about to fall, cancel mine construction.

From Middledeep 62
- Skulker Scout Ro-Dan moves back to M66 with Deepguards (2 more speed than max speed used; has negative).

From Middledeep 72
RatGuard
- Shee-Ra intends to provide a Dire Rat guide to the Elves; the Dire Rat ("Cutrazor", rode by Will-Iam) will meet the elves at M63 (it takes 4 speed to move there; remaining 2 speed to infiltrate an ambush any enemies except the elves).
- Shee-Ra departs from the Rat Guard and heads to (M65) (4 speed) ; she uses (1 speed) to garrison, and then she scrys L69 (note self: change this order if hear back from scrying allies) (note self: scry next turn when elves are more likely to be closer to the goal).
- RatGuard moves back to M72 (4 speed) and infiltrates/ambushes (2 speed).

From Middledeep 72
SmartyScouts
-(1 Speed) Gather food. (13x1= add 13 food next turn) +11 x 2 speed for the blunderdigs and slingers who cannot infiltrate= 22f = [total 35 food]
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison.
-(Free Ability) Scout surrounding regions.
-Standing Order for future fights; Commander Hai-Phen has a Slinger play the Lute of Bravery (+2 morale) at the start of battle to improve the regiment's bravery.

- Sent to Scout L69: Skulkers.  If possible, (5 Speed) scout L69, then end turn in M80; if that is too dangerous, (4 Speed), end turn in M80 and use free action to scout L69.(Avoid Combat). [Invisible on map]
- Sent to Scout M76: Skulkers (I) ("Gre-Ghor, "Beaterpokes") Ends turn in M76, having scouted M77 and M75. (Avoid Combat).  [Invisible on map]

From Middledeep 66
-(3 Speed) Deepguards Forage (12x3 =add 36 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout Darksea.

-(6 Speed) Ro-Dan, the Belligerent Watcher, a Skulker (Infiltrate invisible) rejoins M66 [2 Forced March]

From Middledeep 65
-(3 Speed) GoodyGarrison Forages (4x3=add 12 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).
-(Free Ability) Scout adjacent M64.

Total: Add 83 food due to foraging. (36+12+35)

[/spoiler]

[/spoiler]

Humabout

[ic=Fluff]
This week's soundtrack
waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh!
[/ic]

[spoiler=Messages]
[spoiler=Glow]
We should work out a price for bodies.  Acquiring bodies for us often costs us goblin lives (and consequently gold).  Therefore, we would need to cover out costs for obtaining these bodies.  We offer a price of 20 gold per body delivered.  This will cover the risk we endure.

On another note, we have embarked on a campaign to rid the MD of dwer.  The primary dwer stronghold come under attack this week.  With luck, we will possess it next week and make for their second dungeon.  You are, as always, welcome to join the attack, but don't feel pressured to.  We are bringing to bear a large force that should win handily.

Lastly, we wonder the price you would ask for spore mines.  We would eventually like to blow some bridges in our area.  It appears the nocae have pitched in on the side of the dwer and dwarves.  Isolating them for dolmar would remove them as a threat permanently.  I may also wish to blow the bridge at U36, or at least be in a position to do so at a moment's notice.
[/spoiler]

[spoiler=Duergar]
We would be willing to trade goblin shamans for battle clerics on a 1-to-1 basis.  Otherwise, we would require 100 gold per shaman plus 25 gold for delivery; you'd be welcome to come get them yourself the day they are recruited, if you want to save the 25g.

Also, it seems there may be some enmity between yourselves and the glow.  It would not look good for us if these shamans turned up in any armies attacking our friends.  If they demand we stop selling to you, they are closer to allies than yourself at this time.  Just be aware.

Lastly, we have much metal to sell, should you need any.  We would be willing to sell up to 100 metal at a rate of 2 gold for 1 metal.
[/spoiler]

[spoiler=Onyx Prince]
I have heard ill words about your people falling prey to dark elves who ally themselves with dwarves.  I know our kingdoms are distant, but as I see it, the enemy of my enemy is my friend.  Also, it appears that you and I will soon be within trading range.  I see this as fortuitous, as we do enjoy trading with people.  To that end, we would like to offer you our best wishes against the noctae and hope to strengthen our relationship in the future.
[/spoiler]

[spoiler=Llitul]
It would seem that the duergar are your natural enemies, and as they are potentially the enemies of one of our allies (the glow), I would like to make contact with you.  I am too far to move against the duergar myself and will likely try to relieve them of some of their resources via trade unless it comes to war, but still, I believe flowing communication is always a good thing.

To that end, I'd like to offer a pact of non-aggression by which we do not attack each other and do not restrict each other's trade.  I would hope to eventually trade with you, as well, although our distance seems too great at present.
[/spoiler]

[spoiler=Draco Kobolds]
After weighing your letter and considering it against the Cleversmarts who have recently aided us in a dispute with the dwer, I will lend you an ear.  I will also offer you a non-aggression pact by which neither of us attack the other or restrict each other's trade.  To further help avoid any conflicts.  I want a clearly-defined border between us.  None of your kobolds are to go south of U61 or U54, and no goblins will enter these territories.  I would also consider extending a hand of alliance, but for that you must prove yourselves.
[/spoiler]

[spoiler=Response - Glow]
Thanks for the intelligence.  Our numbers are great, but I'm less certain of our victory now.  We will need to breach the wall in one turn for this to work.

As for the price of bodies, we will trade them for 4 gold as the elves do, and many dwarf bodies we should have this week, if we are lucky.  We also accept these prices for the puffball mines, though since the price of a body is 4 gold, could we opionally (if lacking in bodies), buy them fo 12 gold apiece, as well?
[/spoiler]

[spoiler=Reply to Onyx Prince]
I am pleased to hear your reply.  I think you will rather enjoy what is about to happen to Dolmar's allies this week.  And if plans go well, we will soon be in position to further aid your cause.  If you have not yet contacted them, I think you may have another naturla ally in the glow.  They, too, have issues with the dwer, who being allied to the noctae, put them on your side.  Together, we may yet form a rather potent military bloc.  Still this is all premature, I suppose, but think on it nonetheless.
[/spoiler]

[spoiler=Orcs]
Cowards?  I think you will be pleased with our decision to wait and swell our forces.  I think you will enjoy news of our doings this week.  I think you and I will write our names large across the history of dwarfkind.  Only a weakened force of dwer stands to oppose your might.  We mean to assault their stronghold and kill their king.  You kll their queen, and they will water down their ale with tears for the slain.
[/spoiler]

[spoiler=Reply to Liltul]
We are far from the duergar, but we are launching a strike against their allies as we speak.  If all goes well, we will be in much better possition to assist in any offenses against the duergar.  We can also contribute troops to the Glow as need be.  Keep us abreast of any needs you may have in this.  Our dealings with dwarves have led us to distrust them, and while the duergar have yet to show their colors, it is only a matter of time.

Be aware, though, that if the dwer and duergar are in league, this would also mean the noctae and grimhammers are involved, as well; although, I doubt they could be bolstering the duergar at this time.
[/spoiler]
[/spoiler]

[spoiler=Orders]
[spoiler=Production]
Gold:  550.
Metal:  55.
Food:  160.
[/spoiler]

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

[spoiler=Construction]
The Skull Throne (Upperdeep 43)
Bat Roost (1 week to completion)

The Downward Stair (Upperdeep 44)
Mushroom Patches 2 (1 week to completion)
Spiked Moat (2 weeks to completion)

Ghostwalk (Upperdeep 42)
Goblin Mine (1 week to completion)

[/spoiler]

[spoiler=Recruitment]
UD43:  70 Goblin Grunts.
[/spoiler]

[spoiler=Wealth]
Gold:  20.
Metal:  286.
Food:  468.
[/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
Murder Holes x3

The Downward Stair (Upperdeep 44)
Palisade
Goblin Gold Mine

Reinforced Gate
Escape Tunnel

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)
1 Goblin King
60 Goblin Archers
190 Goblin Grunts

(Upperdeep 44)
1 Goblin Commander

(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]
[Speed 1] Move all goblins from UD43 to UD 44.  King takes command of all goblins in UD43
[Speed 3] King and army moves to M37 > M39> M40 and assaults dwer dungeon.
If successful then
[Speed 4] Appoint Goblin #1 commander of newly-captured dungeon.  King and army inhabits other dwer dungeon.
Else
[Speed 3] King and remaining goblins run like hell back to UD43.
[/spoiler]

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

Review Badges:

Llum

[ic=The will of a despot]
[/ic]

[spoiler=Messages]

[/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
11 Duergar Halbrediers: -22 Gold - 22 food
4 Cave Beetles: -32 Food
total: -37 Gold -64
[/spoiler]

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

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Duergar Mine 1 weeks remaining
Beetle Farm 3 weeks remaining

Beginning Construction:
Hall of Trade -150 Gold 4 weeks remaining

Drakkenhold (Lowerdeep 16)
Under Construction:
Forge Hall 1 weeks remaining
Duergar Mine 3 weeks remaining

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
2 Tunnel Hulks -50 Gold
3 Cave Beetles -60 Gold

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 376
Food: 263
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)
Forge Hall

Drakkenhold (Lowerdeep 16)

[/spoiler]

[spoiler=Armies]
Despot Käfer – Infiltrating (Lowerdeep 21)
Commander Wulfgar - Garrisoned at Umbrahold (Lowerdeep 19)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)

11 Duergar Halbrediers - Infiltrating (Lowerdeep 21)
3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
7 Cave Beetles - Garrisoned at  Drakkenhold (Lowerdeep 16)
2 Tunnel Hulks - Garrisoned at Drakkenhold (Lowerdeep 16)

1 Duergar Sneak - Infiltrating (Lowerdeep 8)
1 Duergar Sneak - Infiltrating (Lowerdeep 21)
1 Duergar Sneak - Infiltrating (Middledeep 52)
1 Duergar Sneak - Infiltrating (Lowerdeep 21)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 9 (+1 Deep Gnome Tinker)
Defence: 21 (+1 Deep Gnome Tinker)
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: 9 (+1 Deep Gnome Tinker)
Defence: 18 (+1 Deep Gnome Tinker)
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: 6 (+1 Deep Gnome Tinker)
Melee Attack: +2
Melee Damage: 1
Defence: 19 (+1 Deep Gnome Tinker)
Health: 18
Speed: 3
Morale: +4
Inventory: 6 Fire Drake Eggs

Kyogre 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]

Spend 1 Speed to move 1 Duergar Sneak to Middledeep 53 and check out the Pit Hags shop.
Spend 1 Speed to move 2(4) Duergar Sneak from Lowerdeep 8 to Lowerdeep 7 and then Scout Lowerdeep 6 without entering it, if Lowerdeep 6 is empty of hostiles, spend 2 more speed to move to Lowerdeep 5.
Spend 3 Speed to move 1 Duergar Sneak from Lowerdeep 21 to Lowerdeep 24 and Scout Lowerdeep 26 without entering it.
Force march 8 speed to move 1 Duergar Sneak from Lowerdeep 21 to Lowerdeep 39

Spend 5 Speed to move 5 Cave Beetles from Lowerdeep 17 to Lowerdeep 10
Force March 5 Speed to move 2 Tunnel Hulks from Lowerdeep 17 to Lowerdeep 10 and trade them to Dalashinn
Force march 4 speed to move Käfer, 11 Duergar Halbrediers to Lowerdeep 10
Force March 5 Speed to move Commander Wulfgar from Umbrahold to 48 and negotiate with the Water Troll, offering it food, metal, gold or whatever it wants to join our army.
Spend 6 Gold and 18 Metal to improve Wulfgar, Kyogre and Käfers defence and damage by +1 (melee for Wulfgar/Käfer and ranged for Kyogre)
[/spoiler]

[/spoiler]

HippopotamusDundee

#58
[ic=Patience]
Deathless sinews trembled and the glacial heartbeat of Yuddarath quickened slightly as it began to grow and stretch forth in search of new prey. Deep below in the Memory Womb, Ktan-Ydheel gave a chill smile as he continued to put the outside world aside to focus patiently on the research that would soon, the Cerelich knew, bear a great and terrible fruit.
[/ic]
[spoiler=Message to the Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dear Prince,

It seems dire and calamitous misfortune has struck and indeed what I had feared has come to pass: the cursed elf-heretics were able to drive off my latest assault.

Though I wish your efforts every success and will be the first to congratulate you if you speedily crush the Noctae within your mighty fist, I realize I may have been overhasty in my desire to see them crushed and ground beneath an iron heel.
As a result I regret to inform you that I will be unable to send any tangible aid this week, being preoccupied with the consolidation of my forces and mustering of my energies so that one way or another, this week will be the last the heretics spend in vainglorious and presumptuous freedom.

If you take their city it will be my pleasure to congratulate my newest neighbour and possibly with your consent send an ambassador so that communication between us in future need not be so constrained by this medium. Should the Noctae stand, however improbably, against your first assault then rest assured my forces and I will join you for the second in order that we may see our mutual foe at last destroyed.

A thousand apologies again for my miscalculation - should there be any way that a small measure of various rare Metals could aid your war effort, then I would be humbly pleased to offer them as a gesture of solidarity.

Ktan-Ydheel the Cerelich
[/spoiler]
[spoiler=Message for Whisper]
[a familiar wisp of thought on the night breeze, tinged crimson and hot with the tang of infernal association]
My dearest Whisper,

I have for you a warning and an offer - along with my best wishes for your continued victory and defiance of the hated Overbrain.

The warning - the [a tinge of amusement, a flash of anger at temerity, a terrible and icy contempt and then the word Cleversmart almost dripping with derision] kobolds and their queen seek to move against you and the Queen - they have contacted me for information of your defenses and I fear that their intentions cannot be good.

The offer - my scrying has shown me that your cavern-mouth fortress to the south of the chasm (Lowerdeep 69) is relatively unimportant in military terms and serves mainly as a support camp - if you are in a position to take advantage I can recommend it as a target so that you may lay a trap for the treacherous and pitiful dragon-spawn.

Yours in friendship,
Ktan-Ydheel[/spoiler]
[spoiler=Reply for Her Majesty Queen Shee-Ra Cleversmart XVI]
Your Majesty,

Sadly the limits of my gaze mean that I can deliver you information on only one of the holdings in the north. Their cavern-mouth fortress to the south of the chasm (Lowerdeep 69) is no great military holding - it is currently filled with their slave camps and they are constructing mushroom farms and mines to swell their resources. There are no defenses or traps to assault you, merely a mob of their brain-dead thralls driven on by a small pack of their Psions.

Yours in Yuddarath,
Ktan-Ydheel, the Abject, the Heretic, etc.[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +10 Bodies, +10 Sacrifices
Thrall Pen: +20 Bodies [/spoiler]
[spoiler=Upkeep]
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:
Paradoxical Architecture: -80 Gold, 3 weeks remaining

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction
Reverse Gravity Pit: -35 Gold, 1 week remaining
Ooze Wall: -50 Gold, 2 weeks remaining
[/spoiler]
[spoiler=Recruitment]
[/spoiler]
[spoiler=Wealth]
Gold: 0
Metal: 70
Food: 0
Bodies: 38
Sacrifices: 0[/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]
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)

1 Apprentice (Altharid-Xallisine) - Garrisoned at Ulm-Ulhulm (Middledeep 22)
1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)
Ktan-Ydheel - Garrisoned at Middledeep 22[/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), Ward, 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]
Spend 2 Speed to move Ktan-Ydheel and Altharid-Xallasine to Middledeep 24, then spend 1 Speed to move them down a level to Yuddarath (Lowerdeep 56) and another 1 Speed to garrison them there.

Ktan-Ydheel to Scry on Lowerdeep 17, Lowerdeep 69 and Lowerdeep 16 before he and Naerlyth the Unclean enter the Memory Womb to study the mysteries of Summoning the demonic Bloodfiends.

Altharid-Xallasine uses 10 Sacrificial Thralls as sacrifices to summon a pair of Bloodfiends and then resumes her study of demonic Summoning at the Chamber of Obscenities.

Spend 1 Speed to move 2 Bloodfiends up a level to Middledeep 24 and then another 1 Speed to move them to Middledeep 23 with orders to slay the lava nymph and loot her lair, and then return to Yuddarath (spending another 2 Speed) once successful.
[/spoiler]

Dolmar

[ic]Coming soon!!![/ic]

[ic=Messages]
[spoiler=to the Watchers]
Our laborers have begun construction of your kins new home. If you could keep us apprised of any impending forces you may see marching towards us, it will aid us in protecting him until he can be returned to you. Thank you for your patience in this matter as we work to see you reunited.
[/spoiler]

[spoiler=to the Glow]
Normally I would find your offer abhorrent, even though I believe you mean no harm. However...however, I grow desperate, and many seek to destroy us because we are different than them. Therefore, you will have the bodies of any Dark Elves I or my men slay in the next two months, if you would only do us one favor: for one week and for that week alone, I ask for twenty five of your warriors and twenty of what are called "puffball mines" in the Undercommon tongue to join my forces at the Dwer outpost that was destroyed two weeks back. For that, any casualty of war we inflict upon our foes will be sent for you for two months; I will not attempt to turn you own warriors against you, of course.

Do we have a deal?
[/spoiler]

[spoiler=to Thane Lothe]

[the handwriting here is shaky, clearly written as quickly as possible]

It pleases me to hear from you, but I must be brief, for you warning of the treachery of the goblins is well timed: I bear dire tidings.

The goblin appear to have emptied their halls, or if they have not emptied them their host is greater than I could fathom: A host of tenscore warriors and threescore archers marches into the Great Mushroom Forest, girded for war, lead by the King of their kind himself. I cannot say for certain they are headed for the Mansion, but I cannot imagine any other purpose this host could be put towards, unless it seeks out your other holdings.

I doubt I will be able to reach the Mansion ahead of this horde, but know that I intend fully to assist in your home's defense.

Right now I am sending orders to Umbrazzid to prepare a force of the Nocae Abominations, former priestesses of the Witch-Queen whose forms were twisted when they decided to turn from the Old Ways, the dark ways. This twisting has made them skilled combatants and prodigously fast: they will be able to reach the Mansion in time to aid in its defense, though they will be exhausted to do so. Were they to engage this goblin host - no, this Goblin Horde, for no other word fits - in the field, they would be slaughtered. They will stand ready with myself to attack if your walls are breached - then we can trap the beasts between us and slaughter those that still have the spine to fight, though I expect many may cower from the sight of the Abominations. If they fail to breach the Mansion there would be no need for my intervention: if they do breach your walls, we will ensure that we end this threat once and for all...or fall before this tide of darkness.

In addition, when attacking the Kirr I captured one of their sorceresses, a demonologist. Though her magics are foul, the least of her spells weakened my army considerably; I intend on offering her freedom as well as a reward for her assistance in this battle. I hope this might sway her.

I pray this message finds you well. I do not see a way I could reach you in time to discuss these plans further; I'm sending a second copy of this message to my daughter, so that she and Teirn may discuss details as our representatives.

Yours in Friendship and Allegance

-Dolmar Lestridae

[/spoiler]
[spoiler=Response to Thane Lothe]
May it be as you say. If all goes well, we will dine together in the Manor come next week; I look forward to seeing the splendor of the Dwer once again.

I seek an ally who I believe can be trusted for a brief time, one you find distasteful: the Fungoids have asked me for the bodies of any Dark Elves I slay. I am going to grant that wish and more; every foe I fell in battle in the next two months will go to them. I hope this proves to be an arragement it finds amicable enough to lend us military aid this week: at our current juncture, every last body we can get on our side is a boon to us.

[/spoiler]
[spoiler=Response to Shee-Ra]
I do not know this name, Llandri Brightstar, but I will seek information of her. Our war against the Nastydreams goes well, though the Madelves may make this worse in the coming weeks. However, if one thing I hope this week goes well, I should be able to pay you your owed tribute as well as any back tribute owed in the coming weeks.

You mentioned tentacled Vassals: are they the Watchers? Do you know much of them? One of them has awoken in our lake and seeks return to its kin, which war prevents us from safely doing. I do not know them well: what are they? Can they be trusted?

[/spoiler]

[spoiler=Message to Thane Grimhammer]
Thane Grimhammer,

It warms my heart to hear of the death of the Wyrm Scorra. Know that my daughter and her archers will move to assist you from this new threat, from the threat of the Orcs.

It is the dream of all soldiers that one day peace may be found. Since we have stepped into the Shadows, however, I fear that day may not come in our lifetime. But if we must wage constant war, let us wage war against beasts such as these!

[/spoiler]
[spoiler=Orders]

[spoiler=Production]
Special
+775 Gold (Dragon Horde)

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

Uzannador (Lost)
-7 Gold
-7 Metal
-21 Food

[/spoiler]
[spoiler=Upkeep]
14 Archers -42 Gold, -14 Food
6 Accursed -12 Food
5 Abomination -25 Gold, -40 Food
Qulaenaszth -10 Gold, -7 Food

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

Under Construction:
Spire of Gloom 2 Weeks Left

Beginning Construction:
Temple of Sylessiadil (-150 Gold, -10 Metal, 4 Weeks)
Ranger's Spire (-85 Gold, -15 Metal, 4 Weeks)
3 Murder Holes (-60 Gold, 1 week)
Watcher Pit (-10 Gold, -15 metal, 1 week)

[/spoiler]
[spoiler=Trade]
75 Metal to Dwer for 150 Gold (this was discussed OOC but will be re-address IC at the Parley ^_^)

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
15 Abominations (-600 gold)
5 Shadow Elf Paladins (-100 gold, -10 metal, 3 Grudge: Dark Elves, 2 Grudge: Demons)

[/spoiler]
[spoiler=Wealth]
Gold: 0
Metal: 5
Food: 278

[/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) +6 Morale (+2 Bonus, +2 Bless, +1 Prayer, +1 Qulaenaszth)
20 Abomination
1 Qulaenaszth
5 Paladins
Outrunners (Garrisoned at Middledeep 17)
6 Accursed led by Dolmar

Dragonslayers (Stationed at Upperdeep 19
14 Dragonslayers 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: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour
[/ic]
[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]
[ic=Dragonslayers (14)]
[ic=Dragonslayers]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]


[/spoiler]
[spoiler=Orders]
Phaedra picks Critical Shot for levelling. (Sorry to change it

Scry Middledeep 37 before I blindly send Dolmar in there. ^_^;;

All units at Umbrazzid Blessed by Paladins, Pray at shrine. All citizens told to pray or find a paladin in case any necromantic contagon spread by the Undead Ceremorphs infected anyone during their assault. Anyone who is feeling ill is to head to the Shrine immediately for medical attention.

All Home Guard head to Upperdeep 29 (1 speed) to wipe out whatever Kirr are there, then move to Upperdeep 28 to meet any Kirr or Abject attacks. (Paladins will use 1 speed to scout down the tunnel to see what is coming)
After Kirr or Abject are dealt with, Qulaeneszth all Paladins, and 5 Abominations return to Umbrazzid and re-garrison (Or kill any Star Vampires that slipped by to attack Umbrazzid) (2 speed). Qulaeneszth is given the task of guarding the Watcher unless Umbrazzid is attacked.
THEN:
13 Abominations become the Goblinsbane Hunters, commanded by Araenue. Forced-Move Upperdeep 27-26-19-20-21-25 then Middledeep 41-40. From there follow the instructions in Parley.

2 Abominations (Elutae and Syndrid, twins) become the Foeknives, Forced-Move Upperdeep 27-26-19-20-25-35-45.
IF THE GOBLINS DO NOT MOVE BACK UP (Since still scrying Middledeep 37, will know if they are coming)
Attack Upperdeep 44. If both survive unharmed, Promote Elutae to Commander. Attack Upperdeep 43. Promote Syndrid to Commander. Rename the two dungeons Ald-Anoril and Phen-Azoril.
IF GOBLINS MOVE BACK UP
Withdraw to Upperdeep 25 and await further orders.

Dolmar takes his Accursed to Middledeep 37 (1 speed). Accursed and freed non-Kirr former slave prisoners to remain at Middledeep 37.
IF GOBLINS DO NOT MOVE BACK UP
Accursed move up Middledeep 37 and join with the Foeknives. Do not participate in battles at Upperdeep 44 and 43. 1 Accursed break away with freed former slave prisoners and move Upperdeep 45-43-25-21-20-19 (Total 8 speed) towards Umbrazzid (I'm assuming that'll be safe now since the Abominaitons just cleared a path ^_^) Remaining 5 Accursed will attack Upperdeep 42, first the dungeon that is in the Dwer ruins and then the dungeon that is goblin only. They are only to attack if minimal to no resistance has been met taking Upperdeep 44 and 43. If they lose 3 or more attacking the first ruin, do not attack second. (I'll figure out commanders later, probably promote an Accursed to the goblin dungeon and a Paladin as steward of the Dwer ruins)
IF GOBLINS MOVE BACK UP
Withdraw to Middledeep 36 (2 speed) and await further orders.

Saerid  moves with Kirr Prisoners to Upperdeep 40 and joins the Goblinsbane Hunters. The abominations (Being female) will re-dress the Kirr in the armor and clothing of the Nocae.

Offer the Summoner 50 gold and the ability to return to the Kirr after the battle (though she may stay if she choses to) is done so long as she agrees to stand in the back and cast her posion gas cloud on the Goblins. She is informed that she is dressed as a Nocae so if she decides to betray them, the goblins will likely kill her before they know she was on their side. She is not paid until the next week starts (a runner will come to her with the gold so long as she fullfills her end of the bargin if she choses to leave.) If she refuses, she will be kept prisoner and treated fairly.  

Dragonslayers follow the orders from the Parley.

NOTE: If any Abominations are lost at Upperdeep 28, reduce the number of the Goblinsbane Hunters accordingly. If more than 3 are lost at Upperdeep 28, send Elutae and Syndrid with the Goblinsbane Hunters and only 1 abomination to Middledeep 45 as a Foeknife. If more than 6 are lost, ignore the orders of the Foeknives.

[/spoiler]
[/spoiler]