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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

#105
The Glow - Fungoids - Week 8

The Glow Theme

[ic=In the Garden]They were ignorant of their own name.

The host had never made a name for themselves, and never needed one.  The lesser ones among them did not know what a name was; the greater ones, who perceived the Dream, never considered the matter much at all.  They were the conduit of the Dream into the world, and if the Dream was all that was truly real, then they were the bearers of reality.  Perhaps they were its degraded form, or merely an artistic expression of the Dream upon the ethereal medium that constituted the world of flesh, like paint on canvas, but all else was less real even than they.  The only real being does not need a name; you may call it real, and that will suffice.

So it was that they called themselves by that which described their presence in the world – the Perfectors of Flesh, the Light That Does Not Fade.  The truest name of all was Children of the Dream, for this they were indeed, prior to any actions in the world of flesh.  They did not use the name of Glow; they heard it, from time to time, from the mouths of flesh, and though it pleased them that their light was known, they did not perceive it as a name.  It was merely a fact, as the flesh was called flesh, as a green creature would be called green, as a tall creature would be called tall.

As the flesh fought and bled before the halls of the Dwerim, the black and ancient tower that stood beyond had undergone a strange transformation.  Its smooth stone surface had been overgrown with a mottled skin, a slick and thickening membrane that smoothed out the angular surface of the tower.  Polyps and fleshy spikes grew from this membrane, and fungal fronds unfurled from its sides, turning the once sleek tower into a strange kind of sparse-limbed tree, bedecked with sinuous growths.

The radiance that had given them their name among the flesh, this Glow, was the light which had crept into the Middledeep from the well below, but this was no longer the limit to their dreams.  Now the Dwerim, from their great fastness, could look out upon the forest and see a distant light.  At first, it could be dismissed as a figment of the imagination, but by now it was too real to ignore.  Like the light of the sun before dawn, the new light crept above the trees.  Yet it neither rose nor set – it merely shone above the caps of the garden, a radiant fan of different hues, changing and bleeding into one another.  Sometimes it seemed to flicker or pulse, as if it were a living thing.  One thing was certain, however – day by day, little by little, it grew.

They were ignorant of their own name, but they would earn it nonetheless.[/ic]

[ic=The Awakening]The Child often reflected on the Dream – it was the basic truth of her existence.  She loved the Dream; it was more beautiful, more true than anything.  There was no flaw within the dream, no ugliness, no pain.

Yet the Child did not know the Dream – not fully.  The Dreamer alone, that formless mass below the waters, surely knew the Dream in its totality.  The Dream was reflected but poorly in this world, in the colors and forms of herself and her Children; as it moved from the mind of the Dreamer to the flesh and stone of the material world, it was refracted, faded, diluted into something good yet not perfect.  The Child was keenly aware of this imperfection – of her imperfection – and even in the grips of its glory, some part of her felt ashamed.

When she entered the Dream in full, when she shed her body from her mind and traveled within the colors, she felt truly alive.  When she had left the waters for the first time and became contained within her own flesh again, she had felt squalid, ugly, and humiliated.  It wasn’t fair; the Dreamer never left the Dream, but she was cast out in the cold and colorless world, the false world, the ignorant world.  She knew she herself was just a poor reflection of the Dream, which could be perceived perfectly only with the mind; her form, however beautiful, was like a glorious sunrise seen through fogged glass.

Slowly the humiliation of life, of imprisonment within this form, had grown easier to bear.  It the Dream was so good, so perfect, than it was right that all should know it; she felt only pity for the fleshlings who did not even know its barest color.  She still shuddered when she left the embrace of the Dream, but steeled herself with purpose, and comforted herself with the knowledge that if she was not perfect, she was afforded more than most - the chance to be as close to perfection as any being in this world could be.

Yet over time she had come to realize that she alone felt this way.  Her children knew even less of the Dream than her, yet they were ever content; they felt the wonderful, soothing edges of the Dream in their minds, enough to fill them with constant wonder, yet apparently not enough to despair in the realization that they were so much less than the true Dream.  This was right; it was good for them.  They did not need to know the truth; they could not comprehend it.  Not every mind was prepared for the totality of the Dream, or even a small fraction of it.

This was all as it should be, she knew – but she also knew she was terribly alone.  Her children loved her, but they loved everything; she could not share her wonder with them, her delight, her fear.  They could not understand.  The creatures she had inducted into the Dream to serve her as her lieutenants were little better; they possessed a mote of her knowledge, enough to know the difference between the Dream and the false world, but still they were unlike her.  She was the Dream’s lover, and they were the Dream’s thralls.  The light that guided her was the light that blinded them, and though they loved their blindness, it did not comfort her.

One day her loneliness was broken by another, like her and yet unlike her.  Her friend – yes, a friend, the first one she had known – loved the Dream as well, but possessed its own will and its own creativity.  Like flesh, it made, but like the Child, it dreamed.

A friend was good; a friend was wonderful.  But now the Child began to think – and she thought of those creatures she had enthralled to the Dream.  No, her lesser children could never understand; they must play their role and serve the Dream.  To deprive them of their simple ecstasy, to thrust them into the squalid world of falseness and flesh, would be unbearably cruel.  Yet a few among them, the greatest among them… they could be molded, could be shaped into something closer to her, into something closer to the Dream.  She could share her most sublime thoughts with them.  They could gaze together into the Unreality, that enigma within the Dream that stared back so menacingly, and unravel what the Child feared so deeply.

Her greatest children had been lucid within the Dream, possessing some will but still subsumed within it.  Now, they would be awakened – and though they might shudder at first to see the world in its ugliness, they would never be severed from the Dream they loved, and would come to serve the Dream better for their new perspective.  After all, there was something worthwhile in flesh, something creative, something the Dream needed and craved.  Reality was wonderful, but if the Dream would be made real, the illusion too would have to be faced and known.

A ripple of new consciousness issued forth from the Heart.  Awake, my favored ones; the Dream calls you to become more than you are.[/ic]

[ic=Messages][spoiler=Message to Llitul]Precious Llitul, we have shared minds with the creature called Delver which dwells in the glimmering caverns near us.  We have seen its flesh; it is strong flesh, and will resist us.  Yet the creature has a strange desire that with your aid we may fill.

That which is called gold is dead; so too is the earth-stone that the flesh makes sharpness of.  What is dead cannot be good.  Yet this flesh feeds upon that which was never alive.  The flesh thus desires dead-gold and sharpness-stone from us; this makes sense to us, for while the other flesh needs no dead-gold for life, this flesh does.  It is well that flesh should make life from non-life, as we do.

The flesh asks for 200 of the dead-gold or sharpness-stone from us.  Of the dead-gold we have 99; of the sharpness-stone, 23.  78 more of either we require.  If the Llitul possesses this, then we need not make sharpness with this creature; we need not bring the Llitul to it to control its mind, or sacrifice our children before this flesh.  We will give, and it will serve us.

What the Llitul gives we will return soon, though we cannot repay with sharpness-stone, only dead-gold.  We would accumulate this sum ourselves, from the glimmering walls we possess, but this would take time, and we believe the flesh will consume all the glimmering rocks within its cavern in one month.  We desire these glimmer-stones that we may trade them with flesh for what we desire.

[ic=Delver]This enormous, sluggish creature has an insatiable appetite for precious materials.  If given a steady supply of gold, metal, or other precious substances, it will enter your service.  Delvers are greedy but powerful creatures, able to exude a powerful acid from their skin.

Cost: 200 Gold or Metal
Upkeep: 20 Gold or Metal
Melee Attack: +5
Melee Damage: 30 (Acid)
Defence: 26
Health: 150
Speed: 2
Morale: +5
Special Abilities: Acid Secretion, Huge, Gluttony, Immunity (Acid), Tunneling

The Delver’s Acid Secretion ability deals 2 points of Acid damage to any unit that successfully deals damage to it in melee combat.

The Delver’s Gluttony ability allows it to consume Gold or Metal to gain bonuses to Health and Morale.  For every 10 Gold or Metal consumed, it gains +10 Health and +1 Morale, to a maximum of +50 Health and +5 Morale.

If not paid its Upkeep the Delver immediately deserts.[/ic][/spoiler]

[spoiler=2nd Message to Llitul]We agree, precious one.  We will send you one of our Sporemothers, who will make new life to defend your new home.  Yet it will take time for her to go so far, and while she travels, she will be vulnerable.  You have shown powers that can make this journey faster and safer, and you should use them upon our child this week.

Give to us an amount of the dead-flesh you see fit, and that flesh will be made anew as warriors to guard your dwelling once our child arrives safely there.  Next week we shall make the skin farms you desire with our child, and you will sustain our new children when they are grown.

It brings us sorrow that your children have been destroyed.  Vengeance is a thing of the flesh; it means nothing to us.  Yet by this the duergar-flesh demonstrates it is a threat to you, and thus to us.  It has told us it has great hatred for your beautiful flesh.  We watch it closely, now - and we must prepare, for if it is a threat that cannot be contained, in time we may have to bring sharpness against it.[/spoiler]

[spoiler=3rd Message to Llitul]The Duergar have sent their flesh-words again, and desire much from us that we cannot give.  They will not even allow us our garden unless they may surround us on every side.  We fear they will soon make sharpness against us.  I have gathered my children here, beneath the Thorn, to defend it if they follow their words with sharpness.  The Thorn must be protected.  The Llitul-flesh must be made safe.[/spoiler]

[spoiler=Message to Saerid]The familiar voice in the dream returns.  It is even more focused and confident than before, yet the voice is soft, almost teasing, like a whisper close to the ear, yet heard in the mind alone.

We hear of your sharpness, elf-flesh.  Saerid-flesh.

Our Llitul has tried to break herself from this ceremorph-flesh which made her.  The ceremorph-flesh still whispers, though its power wanes.  Perhaps you will break this flesh.  Perhaps you will make our Llitul free.

Yet in its dreams, the flesh does not wish her free – do you, flesh?  You would cut the entanglements of the overbrain-flesh and make your own; you would bring death to the ceremorph-flesh for making this creature a thrall, only to make it a thrall of your own.

For we know the heart and mind of the Llitul, and she will not go with you willingly, flesh.  Why would she ask to be made ugly again, to be stripped of all that she has been made?  Why would she choose the squalid, ignorant flesh over the beauty that is the Dream?

We will see soon enough, flesh, whom she loves, and whom she loves not.  And if, when the overbrain is destroyed, you come in search of her still, to enthrall our creature, you will have become what you have thrown down.  For it makes no difference to us who comes to enslave the Llitul; between the Saerid-flesh and the Overbrain-flesh, there is no difference.  We will keep her safe.[/spoiler]

[spoiler=Message to the Legio I Draco]A puffball rolls through the Underdeep like a subterranean tumbleweed.  It rolls through the Great Mushroom Forest, bounds up the passages above, and continues on through the winding passages of the Upperdeep until at last it rolls slowly to a stop before the capitol of the Legio.

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 are the Children of the Dream.

It is known to us that the flesh has come to the caverns above our garden, where the goblin-flesh once dwelled.  Any flesh which dwells there is of concern to us.  We do not know the purpose of the flesh with these dwellings; we do not know if the flesh is a threat to us.

The flesh will explain to us its presence here.  We are the light that does not fade.[/spoiler]

[spoiler=Message to Dolmar]The puffball-child-thing rolls again to Dolmar's company...

The Child says, this is a strange request; what the flesh desires is a difficult thing.  We craft dead-flesh into new life, but there is not always a link between the mind that was and the mind that is; a child grown from dead-elf-flesh is in some ways like the dead-flesh it was, but not in others.  Whether elf-flesh preserves its elf-ness depends on many things, some the Child mas mastery over and some she does not.

What you desire may not be within the Child's power - a power truer and greater, a power transcendent, is needed.  The Dream alone contains the truth that may perfect flesh, and one knows the Dream most truly of all - the Dreamer itself.  When the Lothe-flesh slew Black-rot, the Dreamer made her substance live again, and she is now the beautiful Child.  We do not know if this power may indwell in flesh; only the Dreamer knows this.  The reality of the Dreamer is the mystery of existence, and we cannot guess what form the Dream shall take in this matter, but if there is hope for the sister-flesh of Sindrid then it lies in the waters of light.

Send the dead-flesh she carries not to the Tower of Screams - which bears that ill-suited name no longer, for in the Dream it is now the Thorn of Visions - but below, to the Heart of the Dream, where the Dreamer dwells in the waters.  The Sindrid-flesh may likewise come if it desires; no harm will come to it, and it will be free to leave as it pleases.  We shall then see whether the life and mind the Sindrid-flesh seeks dwells in the Dream, and may dwell again in flesh.

[ooc: Send the corpse to L31, either through trade or by sending Sindrid to L31 with it.][/spoiler]

[spoiler=Message to Kafer]We see that the flesh has done as we have asked in the gardens below, and in the space between us there is peace.  Yet we also see that the flesh has approached the gardens above, where we dwell.

This concerns us.  At a distance we have abided the flesh, and the flesh understood this.  Though they have not intruded upon our garden, there is no purpose to the distance kept below when it is not kept above.  One is meaningless without the other.  We fear the presence of the flesh constitutes a threat to us.

We inquire what purpose the flesh has in this realm above and how it thinks to maintain the peace that has so far existed.[/spoiler]

[spoiler=2nd Message to Kafer]The garden above, in which the Dwer-flesh also dwells, has been a garden of our children before the Child knew the Dream.  That it be kept safe is imperative.  The Dwer-flesh is weak and already has sharpness with many other flesh; we do not consider them a threat to us.  The Duergar-flesh is strong and moves quickly, and has much hatred for the Ceremorph-flesh, which concerns us; the flesh called Llitul is interesting to us, and we would not have this flesh harmed.  This flesh feels the Duergar-flesh threatens it still.  We do not understand what the flesh calls revenge; this threatened sharpness is meaningless to us.

We do not know what the flesh desires.  We know flesh often desires the dead-gold, but we possess none of this.  We also desire peace, flesh, but peace withers under peril.  The Dream is all; we are the light that does not fade.[/spoiler]

[spoiler=Message to Dalashinn]The puffball-child-thing returns to the gates of the Kirr city to deliver a brief message.

What the flesh desires exceeds the value of the service to us, and in any case we do not possess so much dead-gold.  We do not believe further negotiations with the flesh will be productive.  We will find other ways to fulfill our dreams.[/spoiler]

[spoiler="Message" to Jonquille]The puffball-child-thing does not resist being lifted; it's actually quite light.  It stares at Jonquille with the same blissful, vacant expression it had before being scooped up.  It sounds lilting and carefree, though there is a certain artifice to how it speaks, as if it was reading from a script.

"We greet the flesh!  We are the Children of the Dream.  We are perfectors of flesh.  We bring a message for dark-elf-flesh.  We come to dark-elf-flesh-dwelling and await a response.  A response is not expected!"

After a brief pause, the thing adds cheerfully -

"We are the light that does not fade!"

The messenger continues to stare blankly at the demon, though there is a faint tingling beneath Jonquille's fingertips.  Is it just her, or does the color of the creature seem... even more vivid and unearthly up close?  The lime-green "skin" of the puffball-child now almost seems to glow with its own soft radiance, making everything else look slightly faded and dull by comparison.[/spoiler]

[spoiler=2nd Message to Jonquille]The puffball-child-thing stares blankly for a long, awkward moment - its face never changing from a cheerful smile - before its frond-like hair begins to curl and twitch, and it abruptly continues speaking.

We are the Children of the Dream!  The Dream is truth.  The Dream is beauty.  We make flesh anew in the perfect image of the Dream.  We make new life from dead-flesh.  We love flesh.  We love you, flesh.

We bring words to the dark-elf-flesh from the Child, who has made us.  We come to the flesh-dwelling to give these words.  The Child believes the flesh will give no words to us in return.  We will soon return with words given us, or with none.  We will take with us words spoken, or words made into flesh-lines that the flesh makes on dead-flesh.  That is our purpose!  We converse with flesh in the manner of flesh.

You have the distinct impression that this creature doesn't know any more about the meaning of its message than you do.[/spoiler][/ic]

[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

Crimsonlight (Middledeep 47)
10 Skin Farms: +250 Bodies

Fulgoria (Lowerdeep 33)
10 Skin Farms: +125 Bodies
Terrain (Crystals): +20 Gold

Thorn of Visions (Middledeep 41)
Terrain (Mushrooms): +25 Food

Mirror of the Dream (Lowerdeep 32)
Terrain (Mushrooms + Water): +35 Food

Foraging: +150 food (see orders)
Last Turn's Trade: -120 Gold, +20 Dark Elf Bodies (from Kirr)
This Turn's Trade: +75 Bodies, +16 Ceremorph Bodies, +168 Metal, -90 Gold (from Exalted); +116 Bodies (from Nocae)
Other: +15 Bodies (sacrificing thralls)[/spoiler]

[spoiler=Upkeep]
150 Fungoid Warriors: 150 Bodies
5 Sporemothers: 20 Bodies
175 Fungoid Thralls: 175 Food[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
5 Creeping Moulds: -100 Bodies, 3 weeks remaining
4 Fungoid Infestors: 2 weeks remaining
80 Fungoid Warriors: -80 Bodies, 1 week remaining
20 Fungoid Puffball Mines: -20 Bodies, 1 week remaining
3 Fungoid Sporemothers: -36 Bodies, 1 week remaining

Middledeep 91
75 Fungoid Warriors: -75 Bodies, 2 weeks remaining

Lowerdeep 34
1 Delver: -191 Metal and 9 Gold, instant[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 395
Bodies: 5

Special Bodies (not included above):
Dark Elves: 20
Ceremorphs: 16[/spoiler]

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

Under Construction
Restoration Cluster, 2 weeks remaining
Ganglial Cluster: 2 weeks remaining
Transmutation Cluster: 2 weeks remaining
Regeneration Bulb (on Infestation Mound): 2 weeks remaining
Living Wall: 2 weeks remaining
Cultivation Bulb (on Infestation Mound): 1 week remaining
Cultivation Bulb (on Skin Farm): 1 week remaining
Deathcap Cluster: 1 week remaining
Slime Pool: complete
Mindlink Bulb: complete
2 Stranglevines: complete

Beginning Construction
Regeneration Bulb (on Slime Pool): -12 Bodies, 3 weeks remaining
Cultivation Bulb (on Slime Pool): -20 Bodies, 2 weeks remaining

Crimsonlight (Middledeep 47)

Under Construction
Cultivation Bulb (on Skin Farm): 1 week remaining
Euphoria Cluster: complete

Beginning Construction

Fulgoria (Lowerdeep 33)

Under Construction
5 Skin Farms: 1 week remaining
5 Skin Farms: complete

Beginning Construction

Thorn of Visions (Middledeep 41)

Under Construction
Fungal Nursery: 3 weeks remaining
5 Skin Farms: 2 weeks remaining
5 Skin Farms: 1 week remaining
Living Wall: 1 week remaining
Disguised Entrance: complete

Beginning Construction
Slime Pool: -60 Bodies, 6 weeks remaining
Thornglimmer: -100 Bodies, 4 weeks remaining

Mirror of the Dream (Lowerdeep 33)

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
Frenzy Cluster: 3 weeks remaining
Living Wall: 2 weeks remaining
2 Brown Mould: 1 week remaining

Beginning Construction

Sublime Portal (Middledeep 42)

Beginning Construction
Frenzy Cluster: -18 Bodies, 4 weeks remaining
Living Wall: -25 Bodies, 3 weeks remaining
2 Brown Mould: -16 Bodies, 3 weeks remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining
Giant Stinkhorn: -10 Bodies, 2 weeks remaining
Escape Tunnel: -5 Bodies, 1 week remaining[/spoiler]

[spoiler=Dungeons and Outposts]DUNGEONS

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 and Cultivation Bulbs)
  • Slime Pool
  • Infestation Mound
  • Mindlink Bulb
  • 2 Stranglevines
  • Giant Stinkhorn
  • Escape Tunnel
  • Disguised Entrance

Crimsonlight (Middledeep 47)
  • 10 Skin Farms
  • Euphoria Cluster
  • Giant Stinkhorn
  • 2 Brown Moulds
  • 3 Vault Slimes
  • Escape Tunnel
  • Disguised Entrance

Fulgoria (Lowerdeep 33)
  • 5 Skin Farms
  • Disguised Entrance
  • Escape Tunnel

Thorn of Visions (Middledeep 41)
  • Arcane Library
  • Teleportation Circle
  • Scrying Chamber
  • Disguised Entrance
  • Escape Tunnel
  • Active spell: Rune Trap

Mirror of the Dream (Lowerdeep 33)

OUTPOSTS

Sanguine Maw (Lowerdeep 29)
  • 2 Stranglevines
  • 3 Vault Slimes
  • 1 Dreamcap
  • Disguised Entrance
  • Escape Tunnel

Sublime Portal (Middledeep 42)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Child of the Glow
1 Fungoid Sporemother (24 weeks left)
50 Fungoid Thralls (8 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
20 Fungoid Warriors (13 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
20 Fungoid Warriors (13 weeks left)
10 Fungoid Thralls (3 weeks left)
15 Fungoid Thralls (2 weeks left) - Sacrifice

Keepers of Fulgoria – Garrisoned at Lowerdeep 33
1 Prismatic Muse (Sporemother Commander)
2 Fungoid Sporemothers (22 weeks left)
1 Fungoid Sporemother (21 weeks left)
50 Fungoid Warriors (15 weeks left)
10 Fungoid Warriors (12 weeks left)
10 Fungoid Warriors (11 weeks left)
9 Fungoid Warriors (5 weeks left)
10 Fungoid Puffball Mines (5 weeks left)

Keepers of the Mirror – Garrisoned at Lowerdeep 32
50 Fungoid Thralls (5 weeks left)

Chimeric Host – Garrisoned at Middledeep 41 (Thorn)
1 Clone of the Glow (5 weeks left)
1 Caretaker (Sporemother Commander)
25 Fungoid Warriors (10 weeks left)
50 Fungoid Thralls (7 weeks left)

Sporemother - At Middledeep 42
1 Sporemother (23 weeks left)

Fleshwatch – At Lowerdeep 23 (Infiltrated)
1 Fungoid Sporemother (20 weeks left)
6 Fungoid Warriors (12 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
Inventory: None

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=Clone of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony,* Detector, Confusion, Leadership, Slumberous Poison, Regeneration 20,* Fear (DC 12),* Grudge (High Elves)*
Inventory: Staff of the Excruciatrix, Blackroot Toadstool (1 dose)

The Clone 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 Clone 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.

*Granted or modified by inventory[/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: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
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]

[ic=The Prismatic Muse]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.

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

[ic=The Caretaker]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.

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

[spoiler=Trade]Mid-week Trades
  • Trade the Exalted 90 gold in exchange for 168 metal.  The objective here is to have 200 gold/metal to pay off the Delver this turn.  If the Exalted give us less metal than this, then we will decrease the gold we give them by the same amount, so we still have a total of 200 gold/metal.
  • We are receiving 75 bodies and 16 Ceremorph bodies this turn from the Exalted.
  • We are receiving 116 bodies this turn from the Nocae.
[/spoiler]

[spoiler=Orders]Scry M53.

Cut the portal between the Thorn of Visions and the Kirr city.  Disconnecting this link ought to be the first thing we do this turn.

We have serious reason to believe the Duergar may attack us this week, or sometime soon.  If the Duergar move into M41 in force, they - and all Duergar forces - are to be considered hostile.

For the time being, Dwerim and Nocae attempting to pass the Sublime Portal at M42 will be allowed to do so freely.  These are standing orders that will remain until explicitly revoked, or until we are attacked by either the Dwerim or the Nocae.

As an ally, Llitul and any Exalted units will also be allowed to move freely through our lands, and we will side with them in any combat that takes place between them and another faction where we have troops present.

Emissary to the Exalted
  • A sporemother is needed for a vitally important mission to aid our allies.  The Caretaker is the only Sporemother in position to fulfill this duty.  Though this requires her demotion from her post, she will serve the Dream better as our emissary to the Exalted and the mother of a new army.
  • The Caretaker will be demoted from her position of Commander.  Llitul will cast Haste and Phase Shift on her.
  • 16 Speed: The Emissary will use all her speed and maximum forced marching to go from M41 to M91.  This can be done by going up to U36 and traversing the Upperdeep as follows: U36, U35, U25, U21, U22, U14, U15, U16, U6, U3, U2, U1, M1, M95, M96, M91.
  • The Sporemother, having reached her destination and infiltrated, will spawn 75 Fungoid Warriors there.
  • 2 Speed: Another sporemother, currently at M42, will move to M41 and be promoted to commander of the Thorn of Visions.  She will also take the name (it's a title, really) of Caretaker.

Keepers of the Heart
  • 2 Speed: The 50 thralls will de-garrison and forage for 50 food, and then re-garrison.
  • 2 Speed: The Child of the Glow will de-garrison and go to L32, where she will infiltrate in the forest.

Keepers of Sanguine Maw
  • 15 Thralls will sacrifice themselves to yield 15 Bodies (included above).

Keepers of Crimsonlight
  • 2 Speed: The Florid Reveler will move to M42 and garrison at the Sublime Portal.  The Florid Reveler will be shifted from Commander of Crimsonlight to Captain of the Sublime Portal. (His stats have been adjusted accordingly.)  He will have to hold the post on his own this week; if attacked, he should abandon the post and retreat towards M41.
  • 4 Speed: The 20 Warriors at Crimsonlight will de-garrison, move to M41, and prepare an ambush.

Keepers of Fulgoria
  • As the forces below move through L34, they will give the Delver the tribute it desires.  Let it know that we find its transformation of dead things into life good, and that we shall provide it with this dead-gold and sharpness-stone, for we have no use for these things.
  • 1 Speed: One Sporemother will move to L34 and found a colony called Glimmerwall.
  • 2 Speed: The second Sporemother will move to L32, garrison at the Mirror of the Dream, be promoted to Commander, and be henceforth known as the Watcher of the Water.
  • 3 Speed: The third Sporemother and 25 of the youngest Warriors will move to L35 and found an outpost called Whisperwhorl.  The Warriors will entrench there.
  • 4 Speed: Another 25 of the youngest Warriors will move to L29 and garrison at Sanguine Maw.
  • 6 Speed: 29 Warriors and 10 Puffball Mines will move to M41 and infiltrate there.  This will require the Warriors to force march for 2 speed.

Fleshwatch
  • 1 Speed: Move to L21.
  • 3 Speed: Scout L22 and L14, then move back to L23.
  • Remain infiltrated at all times.  Observe, but do not attack anything that wanders through.  If attacked, the unit should break off combat and retreat towards Sanguine Maw.

Chimeric Host
  • 2 Speed: The 50 thralls will forage for 50 food and then garrison.
  • 4 Speed: The 25 Warriors will de-garrison and forage for 50 doses of Blackroot Toadstool. They will not take these doses yet.  They will then set up an ambush at M41.
  • 3 Speed: The new Caretaker will de-garrison and scout 37, 39, and 40, looking in particular for approaching Duergar troops.  If possible, I'd like the Warriors present in M41 to use all available Blackroot doses (gathered this turn) if the Duergar attack M41; I don't know if it's possible to order that as a contingency right before battle, but if it is, maybe some scouting will help.
  • The Clone, curious as to what Llitul is doing with the markings-on-dead-flesh in the Arcane Library in the Thorn of Visions, will attempt to see if she can learn anything of value.  She will use Llitul as necessary to understand these markings and how the powers Llitul spoke of may be learned and used.  If possible, she will work on learning the spell Haste along with Llitul.
  • If hostile forces move into M41, the Clone should de-garrison and join the defense, stacking up with a warrior regiment to give them her bonus and fighting as best as she can.

Delver
  • 2 Speed: Once recruited, the Delver will move to L32.

Thrall Herd at L32
  • 2 Speed: Forage for 50 food, then garrison at the Mirror of the Dream.

[ooc=Project: Abomination]We are expecting to receive the body of a Nocae Abomination this turn:

Quote from: DolmarAs for the Abomination, normally I would find such a thing unthinkable...yet word of your message reached them, and rumors of your powers grow among my people. Two sisters went to fight during the Goblin Wars, and one of them fell. Sindrid is willing, eager, to bring her sister to you to see if she may live again in some fashion, and no effort on my part will dissuade her. She will come to the Tower of Screams by the end of this week with her sister. If you could meet her there...and I beg you, treat her kindly, she is still half mad with grief.

The Child of the Glow is intrigued by this request.  Normally, little is preserved when a dead body is converted into fungus; a Warrior made from a goblin's body is not in any sense goblin-like, nor does it remember being a goblin - the goblin only provided nutrition.  In some cases traits seem to be passed on from a corpse to a fungoid (Dark Elves and Ceremorphs to Assassins and Horrors, respectively), but it's unclear if the personality and memories are preserved.  The Glow can make life from death, but making an old life live again - or at least making a new life that possesses a portion of the mind of the old life - is clearly more difficult.

Yet it has happened once before - to the Child of the Glow herself.  Blackrot died, her spores were preserved, and she was remade by the Dreamer.  The child does not believe she has the power to fulfill Dolmar's request, but perhaps the Dreamer does.  Perhaps the Dreamer can remake this Abomination in a similar manner - though not the same creature, preserving some trace of the mind and memories of the creature that came before.

Can it be done?  The Child does not know.  Will it be done?  The mind of the Dreamer is inscrutable; in some ways it is simple, even childlike, and the Child has learned how to gently push and influence it towards certain thoughts.  In other ways, however, it is alien even to her, and its true powers and intentions a mystery.  The Abominations were clearly interesting to the Glow, so in that sense the Child is confident that the Dreamer will want something with this flesh, even if it is not the live flesh the Child hoped to procure.  Obviously the Dreamer will know what is best - it is the Dreamer, after all - but the Child will enter the Dream and try to encourage the Dreamer to give her what she desires, a new creature reborn in the light of the Dream that nevertheless preserves some facets of the old.  Such a creature with any mind would be a beautiful addition to the Glow, but if it could retain a trace of its old memories as well, it could serve the Glow even better - as a loyal ambassador, spreading the good news of the Dream among the Nocae (if it is sent back with them) or providing valuable insight on the Nocae and the ways of flesh to the Glow (if it remains with us). 

Thus, the body - when it arrives - is to be taken to the Heart of the Glow and submerged in the coruscating waters where the Dreamer lies.  What happens then, only the Dreamer knows. (And Steerpike.)

If necessary, the Glow may be willing to spend bodies on this project, either from our current (small) stockpile or in future weeks.[/ooc][/spoiler][/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Raelifin

#106
[ic=The Brain in the Deep]The visions cascaded through his mind. Some were of what were surely events transpiring in these caves, while others were the more familiar images of hanging corpses, spiraling meta-geometries, or dying animals. Every time they came he could feel the deep longing, like hunger, perhaps, though it had been a long time since Markus had felt hungry. But still the longing was there.

END THIS FARCE, it said. WIPE THEIR BLOOD FROM THE WORLD AND EXTINGUISH THEIR SOULS INTO NOTHINGNESS.

Its voice, Markus long ago realized, was his voice put onto the truth of the visions. All life--even the half-existence that he drifted through in undeath--was wrong. It had never meant to be, and it would all eventually end, one way or another. Markus was simply speeding up entropy. Making this awful play end one act earlier would be his life's work. And when the last mortal breathed out their soul to be dispersed into the void, Markus knew that he would destroy his phylactery and make the world pure once more.

And then.

And then the great mind... a mind too large to ever be truly understood by even one such as Markus Ashton... it appeared to him.

"I have a use for you, if you desire power and glory." it said, this Brain in the Deep. "... I would put you in Llitul's place... All that I ask in return is that you destroy those who would do me harm.  Do this, and I will give you power and glory eternal."

Markus Ashton wanted to rip his eyes from their sockets. And he nearly did, though it wouldn't have done anything. This mind claimed to know him, but IT KNEW NOTHING. It represented all that was most vile about the scourge of living things; tenacity, growth... arrogance. Ashton did not want power, not really anyway. Not any more than a painter wants power. A painter wants to paint, and yes, it might be convenient to be powerful so as to have lots of ability to paint, but that's not the goal. All Ashton wanted to do was to paint. To paint with the blood of the innocent and the guilty alike. To wash the whole world away in a great crimson stroke.

But the old lich did not tear his eyes out. The being that he had heard called the "Overbrain" had surely sensed some of his emotions, but he did his best to smother them anyway.

"Hear this!" he said, both aloud and through the tunnel that the foul thing had bored into his mind. "I am no petty king nor squabbling rogue such that you can lure me with promises of wealth and power." Ashton clutched the chain about his neck for comfort, more than anything. "I am a servant to a higher cause than even you, and while I wish you no particular ill will, I will never betray my quest to be your puppet."

Ashton stood, breaking the spell that brought on his visions, and he looked out into the empty dark.

"I know you do not see what I see. Perhaps one day I can show you. But for now, I must decline your... offer."[/ic]

[ic=The Chaos Mage]Markus shuffled slowly through the gloom. It seemed like the vast majority of his existence had been reduced to slowly shuffling down rocky corridors. The visions and occasional magically-aided meeting with his lord were sweet treats after hour after hour after hour after hour of walking. In these times he could almost feel his soul fade back to its stone leaving his corpse nothing more than a walking machine no more powerful than one of his many animated dead puppets. He never could be sure if it actually did drift back, or if it was just a side effect of being all alone in the dark for days on end.

Markus could feel warmth up ahead with his spectral senses. Being a corpse means that one's normal eyes, ears, even skin stops working. Markus could not see, hear, or feel. One of the many ritual-spells that was involved in his transformation granted his corpse magical perception of the world. It was much like a permanent, short-range scrying spell, even granting arcane sight of invisible creatures. And right now it was showing him that bodies were coming. Living bodies.

Markus, all alone, would surely be defeated if they were hostile, but he felt not a shred of fear. He readied himself for combat. If he was to be temporarily destroyed he would at least take a few of them with him... Soon he "heard" the sounds of the travelers, and as he did he relaxed; he knew who this was.

"MOUth bits of FLEsh TeeTH, chEW aNd CHEw! WaLK with LEGs of boNE, MUSCle, sinew. SPeaK wiTH the UNSPEAkable mOOn so high IN the sKY. TrY not to FALL UP and die, dIE, DIE!" said a chorus of voices, one of which sounded uncannily like a small girl.

As Ashton and the travelers came nearer he heard an eruption of squawking and chattering, as though a forest full of animals had been suddenly disturbed.

"aaaaah... YOU sEE hIM now, petSS? I Saw hIM FIrst. YOU owe ME a DRink, nEXT time We FInd A PUB, ADRIanna." With these words Ashton could hear the roaring of a multitude of mouths. The creatures were close enough now that he could perceive their forms. One was a dwarf of which he had heard about, but never met. The others defied all expectation, sliding along the ground on a dozen legs and armed with all manner of appendages, orifices, eyes, and even antlers on one. A being of lesser mental resolve than Ashton might've been driven to madness simply from gazing upon them.

The dwarf, Gorgol by name, turned to the roaring beast and gruffly scolded it in his own chorus of tongues. "NononoNoNONOno! DoN'T try AND deNY it NOW, aDRIANNa! YOu OWE me that beer fair and sQuare."

Ashton came within a reasonable distance of the group, but kept away from the abominations. They looked dangerously unpredictable. "You are Gorgol, the Anarch. I greet you on this dark road." said the lich.

"MmmMMmm... yES. and THE STONes grEET yOU AS well, LOrd ASHton. THEy SIng OF yoUR triUMPHS in THEse laNDS."

Ashton frowned (more deeply). "I did not expect flattery from you, mortal. Save it for the good doctor, I am but a humble servant." His hand found its way to his chains out of habit.

"ExPECtatIONs are TUmors OF the bLIND." said the dwarf, and his eyes seemed to smile in the blackness.

"Fair enough."

For a long minute the two stood, staring at each-other in silence. Then one of the beasts erupted in gibberish.

"QUIET yugOTHix! CAn'T yoU sMEll that THe LorD and WE are HaVINg a CHAT?"

"Actually, Gorgol, I really should be going. There are many days still to travel to Albaiyat Alhazred."

"AND many nIGHTs, too."

"Indeed." And with this, Ashton started off down the road, past the dwarf and his pets. "Oh, and Gorgol?"

"YES, bONEMage?"

"May death come for you only after many years."

"And you AS WELL, DeaTHless one."[/ic]

[ic=The Master]Markus could feel the presence of the professor before his normal perception's were in range. Robertson had helped raise him, and the bond formed in that dark ritual was deep. As he grew nearer the forms of the undead puppets of his master also grew clear. These creatures were strong; a testament to the power of his liege. But unlike the gibbering horrors wrought by the chaos mage, these servants knew their place. They didn't gibber or howl, but merely followed their maker like well-trained hounds.

"Dearest Markus! How long has it been? Did you persevere in your long labor upon the barricade?" asked the elder, a smile upon his skeletal face.

Markus' frown deepened in confusion. "I am not access to your mind, sire. What labor do you speak of?"

"Why, the arduous task of not being involved in the bloodshed! The pesky hunters who threw themselves upon the Dean's Wall would surely have welcomed your spells as they did mine... with open jugulars."

"Let us walk together, master. I do not like standing out in the open." said the apprentice, turning back the way he had come.

"Always thinking tactically these days, eh? I recall a time when you were all books and numbers. You can't see it, but I'm trying to sigh right now."

"You are wrong, master."

"Hrm?"

"I did not wish to fight the humans; their deaths will come as time cleanses the world. I... I partake in violence only to soothe my frustration."

"You're a bad liar, but I understand. The deep calls to both of us, you know." And for a moment Dr. Robertson and his apprentice were quiet. Then the smile left the old lich's face as he said "I grow weary of this warfare. My insight is wasted on culling the foolish. Would that we could simply delve and write and be recognized for our gifts to arcana and to the mortal condition."

Markus spoke up, then. "Indeed. But we must be patient. I've heard this lesson before. Even when patience means violence."

"You learn my lessons well. Their sunset will come. Only then will the mediocrity sough off them like flesh, and the genius of undeath will bleach their bones. Pure will they rise, and the rational shall triumph over the absurd struggle called life."

Markus nodded in understanding, and for a while they walked together, kindred spirits.[/ic]

[ic=A Quiet Room and a Good Book]After weeks of walking, Markus Ashton returned at last to his home in the necropolis known as Albaiyat Alhazred. His room was just the way he had left it. No bed, of course, but there was a meditation mat and several bookcases. That was about it, actually. Since dying, Ashton had never really had much use for... things.

He took from the shelf a book that had been worn down over the many years. It's spine was damaged and it's pages tattered. Markus always took good care of it, but he had gotten it from Koytabit the Green when he passed, and it had come mostly as it was now. Among all his books, this one was the oldest. Markus suspected it was older even than his master, though he didn't care to ask about such things.

"Arcane Self-education" it read, in faded black type inside the cover. Newt Emyrson was a genius, it was commonly agreed. He had been one of the first human archmaegi after the collapse of the last elven empire. Markus admitted that his intelligence was impressive. In a time when most humans thought of magic as a strange and evil art, Emyr showed them that it was a force that could be understood, measured, studied, and mastered. Like most humans, he had an ignorant concept of cosmic purpose for humankind, but Markus tried not to let that get in the way of his writings on other subjects.

After so many days of endless walking, Markus Ashton was looking forward to some downtine.[/ic]
[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)
Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Iron Hall (Upperdeep 87)
Undead Mine: 175 Gold, 15 Metal

Arterial Antechamber (Upperdeep 89)
None

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold
Undead Mine: 175 Gold, 15 Metal

Combat: Nothing this turn
[/spoiler]
[spoiler=Trade]
THIS TURN:
Trade with Llitul: -1 Scroll of Poisonous Cloud, +14 Gold, -4 Food (1 more week of food shipments promised)
Trade with Gloomsong: -4 Food (1 more week of food shipments promised)
Trade with Dalashinn: -1 Scroll of Haste
Trade with Ktan-Ydheel: -1 Scroll of Invisibility, -20 Diseased Bodies

NEXT TURN:
Trade with Dalashinn: -1 Scroll of Haste
Trade with Llitul: -4 Food
Trade with Gloomsong: -4 Food
[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
Gorgol: -13 Gold, -3 Food
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
1 Promoted Skeletal Warrior: No Upkeep
2 Chaos Beasts: -26 Bodies
11 Zombies: No Upkeep (1 week until decay into skeletons)
73 Skeletal Archers: No Upkeep
6 Skeletal Warriors: No Upkeep
3 Ghouls: -3 Bodies
1 Ghast: -2 Bodies[/spoiler]
[spoiler=Construction]
Albaiyat Alhazred (Upperdeep 85)
Under Construction:
Scrying Chamber: 1 week remaining
Barrow: 2 weeks remaining

Beginning Construction:
Bone Garden: -100 gold, 2 weeks remaining

The Arterial Antechamber (Upperdeep 89)
Under Construction:
Undead Mine: 2 weeks remaining

The Wall of Rats (Upperdeep 92)
Under Construction:
Outer Wall: 1 week remaining
[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred (Upperdeep 85):
16 Ghasts: -400 Gold, -16 Diseased Bodies

Upperdeep 90 (Summoned by Gorgol):
1 Chaos Beast: -35 Gold, -1 Body[/spoiler]
[spoiler=Wealth]Gold: 1
Metal: 109
Food: 130
Bodies: 129
Diseased Bodies: 99[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library (Added spells: Confusion, Chaos Spell, Summon (Chaos Beast))
Necromantic Laboratory
Teleportation Circle (Unlinked)

Spiked Moat

Iron Hall (Upperdeep 87)
Undead Mine

Arterial Antechamber (Upperdeep 89)
Nothing.

Dormitory of Bones (Upperdeep 91)
Undead Mine

Dean's Wall (Upperdeep 84)
Iron Gate
Spiked Moat

Wall of Rats (Upperdeep 92)
Iron Gate
Spiked Moat[/spoiler]
[spoiler=Armies]
Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
4 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)
7 Zombies – Garrisoned on the Dean's Wall (Upperdeep 84)
1 Ghoul - Garrisoned at Garrisoned on the Dean's Wall (Upperdeep 84)
20 Skeletal Archers - Garrisoned on the Dean's Wall (Upperdeep 84)

Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
17 Ghasts - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

1 Skeletal Archer - Upperdeep 86

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

Markus Ashton – Upperdeep 88
1 Skeletal Archer - Upperdeep 88

Headless Ned (Skeletal Warrior Commander) - Garrisoned at the Arterial Antechamber (Upperdeep 89)

1 Skeletal Archer - Upperdeep 90
Gorgol the Anarch - Upperdeep 90
3 Chaos Beasts - Upperdeep 90

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

20 Skeletal Archers - Upperdeep 92

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)
30 Skeletal Archers – Garrisoned at the Wall of Rats (Upperdeep 92)
4 Zombies – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Skeletal Warriors – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Ghouls – Garrisoned at the Wall of Rats (Upperdeep 92)
[/spoiler]
[spoiler=Characters]
Both Phylacteries are located at Albaiyat Alhazred.

[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, Invisibility, Illusory Duplicate, Poison Cloud, Scribe Scroll, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/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: -[/ic]
[ic=Gorgol the Anarch]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, Haste, Chaos Spell, Detector, Summon (Chaos Beast), Follower
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]The ghoul on the Dean's wall will move to Upperdeep 81 and scout the surface. It is under orders to retreat back to the Dean's Wall and garrison if threatened.

Dr. Robertson will lead the regiment of Ghasts south, casting haste in the process. The whole group will move to Upperdeep 93. Dr. Robertson will also scribe a scroll of Haste.

Markus Ashton will move to Albaiyat Alhazred and learn Haste. He'll also research chambers that might hide the phylacteries outside of dungeons.

Gorgol, having summoned a third chaos beast, will follow the group along the corridor to the south, casting haste on it. At Uppderdeep 92 he will be joined by all the skeletons, 4 zombies, and both ghouls. At this point the army will adopt the following formation:
25 Skeletal Archers followed by Gorgol
25 Skeletal Archers
4 Zombies
3 Chaos Beasts
2 Ghouls
2 Skeletal Warriors
The army will move down to Middledeep 73 where it will assault the dungeon of the Cleversmart SCUM. After SLAUGHTERING EVERYONE, the entire army except for the zombies (who will be out of moves) will then move to Middledeep 72 and REPEAT THE CULLING OF THE WEAK, garrisoning in the dungeon after taking it, if possible. En route they will, of course, SLAUGHTER ANY RATS THEY FIND (or non-rats if applicable).

In battle, the army follows these orders:
Archer regiments should target the most numerous foes first, never attacking the same target unless there's only one target remaining.
Gorgol will cast confusion on each turn, targeting the most dangerous foe.
The chaos beasts will lead the charge, engaging the most powerful enemy regiment, if possible.
Zombies and Skeletal Warriors will screen for the archers.
Ghouls will attempt to engage enemy ranged units.
When assaulting dungeons, the chaos beasts are ordered to enter the dungeon (and thus trigger any traps) before any other troops, even if it means having other regiments wait an extra round.
In all cases, troops are ordered to FIGHT TO THE DEATH (or... de-animation... or whatever).[/spoiler][/spoiler]
[ic=Messages][spoiler=Legio I Draco]Most esteemed of the rats,
  My deepest apologies for wasting your time (whatever it's worth may be), but it appears as though the situation in the west caves has changed unexpectedly over the last couple days.  While the bodies of elves from the surface would have been satisfactory, we can no longer offer such a generous bounty for them.  I'm sure that your underlings (if you have any) will welcome the chance to feast on what I hear is simply succulent flesh (although the ghoul who told me that hardly has what I'd call a gourmet palate).  We hope that this has not inconvenienced you.

Sincerely adaptive,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Llitul]
Most esteemed Lady of Madness,
 It is most unfortunate that you find yourself threatened by so many forces in these times, and it pains us metaphorically that we are unable to assist you with troops at this time.  In any case, we wish you luck with your rebellion and would be interested in renewing our more high brow enterprises if you should survive.
Additionally, it may amuse you to note that the "Overbrain" against whom you fight has contacted my apprentice with an offer of great power for aid in your coming conflict.  While this only served to infuriate the precocious boy, it reeks of desperation on this elder things part.  However, it might behoove you to be a bit more paranoid than you already are about other allies this "Overbrain" may have acquired through such solicitations.
Finally, we would like to provide the smallest bit of hope on the horizon of your mortal peril, in that it is unlikely that the rats will keep your city they so brutishly acquired this land turn.  They are not so tough as their actions may lead you to believe, or so I think.  Rather, their entitlement shall be their downfall.

Graciously yours in darkness,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Onyx Prince]
Most esteemed Lord Dalashinn,
 It grieves us to have only sent you one scroll this past week, but we were unable to craft another so readily on such short notice.  We hope you received it and it served you well nonetheless.  We shall send you another this week, and if you should need anything else, please do respond early so that we might be able to assist.

Regards from above,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to The Onyx Prince]
Most exalted Bloodlord,
It pleases us that your require no more of us at this time than we have given you. Your intelligence has proven most useful to us in regards to the conflict between the Legion and the dwerim, of which we were unaware. As of this time, our intentions to continue with our plan of engagement with the Nocae and my personal arrival in your proximity have not changed, and we look forward to meeting with you and crushing the cretins of the shadow beneath our heels. Ignorance does not live long and fruitfully in the darkness, and this enforcement of that natural order pleases me greatly.
In the interest of maintaining diplomatic transparency however, I thought it would be nice to inform you that we are intending to provoke conflict with the foolish Cleversmarts this coming week to put them in their place. I do not anticipate that this will interfere with our intended actions against the Nocae.

Sincerely damned,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul]
Most esteemed Lady of Madness,
It grieves us to hear that you have suffered so recently, but it please me to know that you understand the position we ourselves are in that we cannot take sides in the conflict between you and the Dark elf forces at this time. However, should it come to offers of peace, we would be more than happy to offer ourselves as arbiters of such an arrangement between yourselves and the Dark elves, as we hold good relations to the both of you. At this time, all I can grant you for aid is a wish of good fortune in the coming weeks.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Käfer]
Greetings to you, Lord of Whispers and steward of Grimdelve.
It pleases me greatly to make contact with yet another mutual ally of the Bloodlord. I wonder if your partnership extends to our interest in extinguishing the blight of illumination upon the darkness that is our home more commonly known as the Nocae.
As of this time, we have no artifacts or other arcane secrets to offer you other than our ability to produce scrolls of spells that we know, those we can produce and offer to you for a very reasonable price and they will assuredly enhance the prowess of any casting units you may possess. At this time, we are most interested in the destruction of a certain hag that resides in the caverns of Middledeep 53. Should you find it convenient to eliminate her, we would be in a position to offer you a most competitive price on these scrolls in perpetuity.

My rotting regards,
- Dr. Robertson, Professor Immortal[/spoiler]
[/ic]

Rhamnousia

#107
[ic]
[spoiler=The Will of the Watchers]

[spoiler=Production]
9 Algae Farms: 180 food
3 Cave Fish Pools: 15 food
4 Thrall Grottoes: 80 bodies
2 Improved Watcher Mines: 650 gold, 70 metal
[/spoiler]
[spoiler=Upkeep]
7 Watcher Savants: -35 gold, -35 bodies
25 Thralls: -25 food
14 Gloomrays: -84 food
Diirzig the Bonesnatcher: 12 gold, 2 food
4 Derro Brigands: 12 gold, 4 food
3 Derro Aklys-Hurlers: 9 gold, 3 food
5 Derro Filchers: 15 gold, 5 food
Derro Warlock: 8 gold, 1 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:

Under Construction:
Augmentation Pool: 1 week remaining
Glyph Library: 1 week remaining
Slime Moat: 1 week remaining
3 Algae Farms: 1 week remaining
2 Hibernation Pools: 1 week remaining
2 Cave Leech Swarms: 1 week remaining
Fangfish School: 1 week remaining

Beginning Construction
2 Hibernation Pools: 100 gold, 20 metal, 2 weeks remaining

The Lonely Cenotaph

Completed Construction:
Thrall Grotto
Mucosal Pool
3 Vault Slime

Under Construction:
Mucosal Wall: 2 weeks remaining
Slime Moat: 1 week remaining

Beginning Construction


Bowels of the Hateful Earth

Completed Construction:

Under Construction:
3 Vault Slime: 1 week remaining

Beginning Construction


Door Upon the Depths: Middledeep 1

Completed Construction:

Under Construction:

Beginning Construction
Repairs to Watcher Mine: 88 gold, 8 metal, 1 week remaining
Mucosal Wall: 50 gold, 4 weeks remaining
3 Vault Slime: 15 bodies, 2 weeks remaining

[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth

The Lonely Cenotaph

Bowels of the Hateful Earth
7 Guardians: 245 gold

Name Pending: Middledeep 1

[/spoiler]
[spoiler=Wealth]
Gold: 443
Metal: 241
Food: 522
Bodies: 372
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth: Darksea

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

Nightmare Gate
3 Vault Slime

The Lonely Cenotaph: Lowerdeep 82
Thrall Grotto
Mucosal Pool

3 Vault Slime

Bowels of the Hateful Earth: Lowerdeep 87
Improved Watcher Mine
Mucosal Pool
Breeding Pool
Teleportation Pool (Middledeep 1)

Door Upon the Depths: Middledeep 1
3 Cave Fish Pools
Watcher Mine (Damaged)
Teleportation Pool (Lowerdeep 87)

[/spoiler]
[spoiler=Armies]
Get of the Sovereign – Garrisoned at Cruel Form of Truth (Darksea)
Dreams-of-Dead-Races, Watcher Sovereign –  Hibernating
Sings-of-Lovely-Devils, Watcher Savant – Hibernating
Harmony-of-Far-Spheres, Watcher Savant –Hibernating
Long-Tortured-Groaning , Watcher Savant– Hibernating
Twice-Paired-Eyes, Watcher Savant – Hibernating
Lurks-in-Gelid-Pits, Watcher Savant – Hibernating
River-of-Molten-Basalt, Watcher Savant – Hibernating
13 Thralls

The Bleakflight – Lowerdeep 80
12 Gloomrays

Tendril of Distension – Garrisoned at the Lonely Cenotaph (Lowerdeep 83)
Commander:Inauspicious-Arrangement-of-Gills – Hibernating
Displays-Most-Promising-Cruelty, Watcher Savant – Hibernating
10 Thralls
1 Gloomray

Tendril of Reclamation – Garrisoned at Bowels of the Hateful Earth (Lowerdeep 87)
Commander:Grey-Slime-Congealing – Hibernating
2 Thralls

The Trollflensers – Lowerdeep 82
Diirzig the Bonesnatcher
4 Derro Brigands
3 Derro Aklys-Hurlers
5 Derro Filchers
Derro Warlock

Tendril of Consolidation: - Garrisoned at Door Upon the Depths (Middledeep 1)
Commander: The Harbinger
6 Watchers
1 Gloomray
2 Slime Golems
[/spoiler]

[spoiler=Characters]
[ic=Dreams-of-Dead-Races]



Watcher Sovereign
Ranged Attack: +8
Ranged Damage: 10 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 8
Defense: 18
Health: 80
Speed: 1
Morale: +8
Special Abilities: Detector, Dominate, Confusion, Huge, Leadership, Locate Object, Petrify
Inventory: Lens of Petrification (grants Petrify spell), Tentacle-Ring of Protection (+2 Defense)
Unit: Get of the Sovereign

[ic=Locate Object (Utility)]The Watcher Sovereign can now perceive the location of certain objects or artefacts of interest to it.  Instead of Scrying a region, Dreams-of-Dead Races can use one or more of its Scry uses to locate an object (such as a magic item, Lich's Phylactery, or other artefact) and Scry the region it is in – simply name the object targeted.[/ic]

[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]

Dreams-of-Dead-Races increases the Ranged Damage (Psychic) and Morale of any army it is leading by +1.  If garrisoned in a Dungeon, it increases the Ranged Damage (Psychic) and Morale of garrisoned troops by +1.

To move overland, Dreams-of-Dead-Races must be dragged in enormous tanks of water by at least 12 Thralls or 6 Scumspawn (or  10 Thralls and 1 Scumspawn, 8 Thralls and 2 Scumspawn, 6 Thralls and 3 Scumspawn, 4 Thralls and 4 Scumspawn, or 2 Thralls and 5 Scumspawn).  If its escorts perish, it is immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Grey-Slime-Congealing]

Though still young among the numberless progeny of the Sovereign, being born only within the last cycle of the Watcher's arcane calendar, Grey-Slime-Congealing holds a petty sort of privilege as the first among Dreams-of-Dead-Races' spawn to be excised from the mucosal cocoon within which it spent the Long Dreaming. Whether the source is this dubious position of seniority or some more intrinsic organic fault, the Savant is possessed of a hasty aggression and impatient temper uncharacteristic of its kind; rather than deferring to the vast wisdom of its Sovereign, Grey-Slime-Congealing displayed such eager hubris as to suggest an assault on the Gloom Trolls dwelling by the shores of the Darksea. When the inadequate host it led fared poorly against the creatures, it found itself relegated to overseeing the blind thralls laboring in the bowels of the Cruel Form of Truth. But Dreams-of-Dead-Races is not an entirely unsympathetic Sovereign (towards its own kind), and it presented its spawn with an opportunity to redeem itself by reclaiming the beached ruins called Bowels of the Hateful Earth.

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large
Unit: Tendril of Reclamation

To move overland, Grey-Slime-Congealing must be dragged in enormous tanks of water by at least 4 Thralls or 2 Scumspawn (or 1 Scumspawn and 2 Thralls).  It its escorts perish, they are immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Inauspicious-Arrangement-of-Gills]

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large, Phase-Shift
Unit: Tendril of Distension

[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]

To move overland, Inauspicious-Arrangement-of-Gills must be dragged in enormous tanks of water by at least 4 Thralls or 2 Scumspawn (or 1 Scumspawn and 2 Thralls).  It its escorts perish, they are immobilized. It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=The Harbinger]

Guardian
Melee Attack: +8
Melee Damage: 12
Defense: 22
Health: 45
Speed: 3
Morale: +8
Special Abilities: Large
Unit: Tendril of Consolidation[/ic]

[ic=Diirzig the Bonesnatcher, Derro Bandit-Chief]

Diirzig is a bizarre Derro warrior with a substantial collection of bones harvested from dozens of races.  He is on a quest to obtain a bone taken from one of every creature in existence.  As the Watchers possess cartilage instead of bones, his new overseers are probably safe... probably...

Upkeep: 12 Gold, 2 Food
Melee Attack: +5
Melee Damage: 5
Defence: 17
Health: 15
Speed: 4
Morale: +4
Special Abilities: Infiltrator, Poison 5[/ic]

[/spoiler]

[spoiler=Trade]
With Exalted: +30 metal
With Cleversmarts: -30 gold
[/spoiler]

[spoiler=Orders]
Dreams-of-Dead-Races scrys for the remaining two Shards of the Tablet of Time, and a Duergar staff made of bone (Is that specific enough?)

10 Watcher Savants scry Middledeep 96, Lowerdeep 73, Upperdeep 30, Upperdeep 32, Middledeep 7, Middledeep 76, Middledeep 87, Middledeep 86, Lowerdeep 67, and Middledeep 77.

Spend 1 Speed to move 7 Guardians and 2 Slime Golems through the Teleportation Pool and then spend 1 Speed to garrison them at Middledeep 1.

Reclaim the Watcher ruins at Middledeep 1 and restore the Door Upon the Depths. Promote the Harbinger to Commander.

Spend 5 Speed to move the Bleakflight from Lowerdeep 80 to Lowerdeep 75 and assault the Ceremorph Hive of Dtoulth. If victorious, loot the Hive and then spend 2 Speed to move to Lowerdeep 73 and assist in the attack there.
[/spoiler]
[/spoiler]

[spoiler=Messages]
[spoiler=Response to Shee-Ra CleverSmart]
We are pleased by this fortunate coincidence, for even now our Bleakflight moves to lay ruin to the Hive at Lower Dtoulth. We have examined it thoroughly and expect there to be but a paltry resistance; once this has been overcome and all survivors devoured, they shall assist you in the assault upon the central Hive.

We have further machinations waiting to be set in motion, though none that would threaten the ambitions of the Queen Mistress of All That Is Above Us. A fragment of an ancient and most treasured relic of our kind lies at the bottom of a lake o the near south (Lowerdeep 61); another fragment is in the possession of the duergar Despot and we are currently negotiating to reacquire it as well. We would be very thankful indeed if your forces would assist us in the recovery of future shards, once we have divined their location.

We have begun to reach the limits of our sustainability, and though we shall consume our surplus of thralls to reduce the drain, it has begun to prove an impediment to our expansion. We do not require that you assist us in this regard, however; we have no desire to incur so material of debts.
Are there any secrets the Queen Mistress of All That Is Above Us would wish to have ferreted out?[/spoiler]

[spoiler=Response to Arquenciel]
As the indescribable vastness of the Sovereign's thoughform slowly rotates to face this strange, small intruder, its face twists into the nearest semblance of surprise. Not in many long ages has a foreign mind been so bold as to plumb the depths of its dreamscape.

She-Devil of the Abyss. You dare to approach us with your forked tongue heavy beneath honey supplications...

Its expression shifts, to the grotesquerie that is the Watcher smile....and you find us distinctly vulnerable. After another pregnant pause, it releases a low, groaning chuckle. Yes, daughter of House Septena , we find your suggestion to be not without merit and your manner warranting of appreciation.[/spoiler]

[spoiler=Response to Shee-Ra Cleversmart]
We have thoroughly plumbed the depths of the Ceremorph citadel at Greater Dtoulth and are most disquieted by what we perceived. The Overbrain is guarded by no less than a score of Sentinels, stalactite pillars of flesh and ropy, lashing appendages long enough to snatch our Bleakflight from above. While there is no question that these creatures could be hacked down in time, what gives us consternation is the Overbrain itself and the looming threat of psychic domination. Beyond that formidable garrison, however, the Hive itself is protected only by a Slime Moat. We know not know what magics your elven prince brings with him or how skillful and resolute his retinue but we think it wisest to overwhelm Dtoulth with utmost haste. Know that the longer we wait, the longer the Overbrain has to plot its retaliation.

Our thoughts turn also to the aftermath of this campaign and campaigns beyond. We stake claim to the Hive of Lower Dtoulth once our Bleakflight have dug out the last of its meager defenders, but we would also inquire what the Queen Mistress of All That Is Above Us intends to do with Greater Dtoulth once she and her ally have taken it. We hope that we have proven ourself to be a valuable associate and not a liability; we wonder then if we might be made Stewards of the Underdeep and allowed to plunder the riches of the Hive for at least a few weeks, that you would not be forced to waste your own servants guarding against the return of the Ceremorphs. We ask this not out of greed or arrogance as a race whose expansion is far more limited than yours, for there is truly no corner of the Underdeep that the CleverSmarts cannot claim as their own. We further inquire as to whether you would give our forces passage up Ryen-Dor to colonize the river to the north of your lands?

But those are not urgent thoughts. Greater matters dominate the present.[/spoiler]

[spoiler=Dream-whisper for the Overbrain]
It comes swimming through the night-black vastness of the Overbrain's consciousness like a benthic flatworm. A thought, a single meme, illuminated by hate. The oldest and most perfect form of hate, a hate also old as the Material Plane itself. A hate condensed and distilled until it was nothing but pure vitriol, burning, burning like the screaming heart of a sun unglimpsed by living eyes, burning like the pits of unimagined hells. And in a voice strangely without grandeur or pretension, in words colored by what could only be described as the most monstrous sort of intimacy, it murmurs to the hateful intelligence:

Do you remember us, now that we have awoken from our Long Dreaming?

Do you ever dream of the Old War, the fate you naively believed you had escaped?

Do you fear oblivion, now that all of your works have been brought to ruin?

We are That Which Was. We Are That Which Shall Be Again.

You would have done well to remember that.[/spoiler]

[spoiler=Response to Kafer]
You have but to name a relic and it's location will be ours with a mere thought.[/spoiler]

[spoiler=Response to Arquenciel]
So your Master was taken aback by our incursion into the Middle Depths? His inquiry betrays his blindness.

But we shall waste waste no more of our dreaming discussing inevitabilities. We have examined the dungeons of the Shadow Elves and found them to be well-fortified. Laying siege to Umbrazzid would be a fool's errand. Better to wait them out while the dash their strength upon other fronts than to risk a humiliating defeat. Again.

But know also that we are fond of the Nocae and will not simply offer them to one who has proven to be nowhere near as useful to us. If he wishes more precise intelligence in the coming weeks, the price thereof will be commensurate with our squandered plans.[/spoiler]

[spoiler=Response to Liltul]
The Dark Elf capitol, Vashnaranzenan, is garrisoned by ten crossbowmen and a war spider.  It contains a Matriarch's Spire, Slave Pens
a War Spire, four Lichen Gardens, an Improved Dark Elf Mine, Web Caverns, a Matriarch's Study, a Slave Market, a Ranger's Spire, and a City Wall.

Their colony to the south is garrisoned by five swordsmen, five crossbowmen, and five slave soldiers.  It has slave pens, and a mine under construction.

In the Ceremorph Hive the Dark Elves captured, the bulk of their forces are garrisoned: a War Spider, ten crossbowmen, ten swordsmen, and the Matriarch herself.  The Hive contains a Thrall Pen, Ceremorph Mines, and an Amplifier Node.[/spoiler]

Llum

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

[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

Umbrahold
Duergar Mine: +200 Gold, +25 Metal
Shadowy Predators: -50 Gold -10 Metal
Beetle Farm: +50 food

Drakkenhold (Lowerdeep 16)
Duergar Mine: +200 Gold, +25 Metal

Total: +650 Gold, +65 metal, +225 food
[/spoiler]

[spoiler=Upkeep]
2 Duergar Sneaks: -6 Gold -4 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
9 Duergar Halbrediers: -18 Gold -18 food
36 Cave Beetles: -288 food
1 Kirr Summoner: -12 Gold -1 food
4 Fire Drake Wyrmling -4 food
1 Two-headed Fire Drake Wyrmling - 2 food
1 Magma Cannon -10 Metal -2 food

total: -42 Gold -10 metal -325 food
[/spoiler]

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

Beginning Construction:
Hall of Trophies: -100 Gold -10 Metal 4 weeks remaining

Umbrahold (Lowerdeep 19)
Under Construction:
Hall of Trade 1 weeks remaining

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:

Beginning Construction:

Glyphhold (Lowerdeep 88)
Under Construction:
Duergar Mine: 3 weeks remaining

Beginning Construction:
Beetle Farm: -50 gold 5 weeks remaining

Greenhold (Middledeep 50)
Under Construction:
Beetle Farm: 4 weeks remaining

Beginning Construction:
Duergar Mine: 4 weeks remaining -200 Gold -20 Metal
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
1 Magma Cannon -25 Gold -20 Metal
Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)
[/spoiler]

[spoiler=Wealth]
Gold: 29
Metal: 406
Food: 238
Bodies: 1
[/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
Duergar Mine
Beetle Farm

Drakkenhold (Lowerdeep 16)
Forge Hall
Duergar Mine

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)
[/spoiler]

[spoiler=Armies]
Despot Käfer – Kaferhold(Lowerdeep 17)
Commander Wulfgar - Umbrahold(Lowerdeep 19)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)
Commander Demosthene - Garrisoned at Glyphhold (Lowerdeep 88)
Greenfang, Master of the Greenhold - Middledeep 53

9 Duergar Halbrediers - Kaferhold(Lowerdeep 17)
1 Kirr Summoner - Kaferhold(Lowerdeep 17)
1 Magma Cannon - Umbrahold (Lowerdeep 19)

30 Cave Beetles - Middledeep 51
6 Cave Beetles - Umbrahold (Lowerdeep 19)

1 Duergar Sneak - Infiltrating (Lowerdeep 26)
1 Duergar Sneak - Infiltrating (Lowerdeep 36)

3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
4 Fire Drakes - Garrisoned at Drakkenhold (Lowerdeep 16)
1 Two-headed Fire Drake - Garrisoned at Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +12 (+2 Elixir of Might)
Melee Damage: 13 (+1 Deep Gnome Tinkers, +4 Elixir of Might)
Defence: 22 (+1 Helm of Telepathy, +1 Deep Gnome Tinkers)
Health: 35 (+10 Elixir of Toughness)
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire, Glyphic Shard, Helm of Telepathy, Potion of Healing

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 Tinkers)
Defence: 18 (+1 Deep Gnome Tinkers)
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

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

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

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]

[ic=Greenfang, Master of the Greenhold]
Melee Attack:  +10
Melee Damage: 17
Defence: 20
Health: 50
Speed: 3
Morale: +7
Special Abilities: Large, Regeneration 10, Vulnerability (Acid, Fire), When entrenched in a region containing or bordering a body of water, Greenfang gains the Infiltrator ability and gains +2 to Melee Attack and Defence.
Inventory: Scroll of Invisibility, Scroll of Phase Shift x2

This brutal, hulking creature is well-adapted to aquatic conditions.  Covered in thick scales and possessing rows of shark-like teeth, fins, and a murderous temper, Greenfang could be a powerful ally.
[/ic]

[ic=Commander Demosthene]
Melee Attack: +6
Melee Damage: 7
Defence: 19
Health: 18
Speed: 3
Morale: +4
Inventory:

Demosthene is an ancient Duergar, still hardy after surviving Ceremorph enslavement and the following revolt. He has ceremorph glyphs branded and tattooed about his face and neck showing his age, as well as his tenacity to survive.
[/ic]

[/spoiler]

[spoiler=Orders]
Standing Order: Always collect bodies after battle.
Have the Kirr Summoner in Kaferhold (LD 17) continue to study the Glyphic rune to find out more about what it does and clues to where other pieces may be, continue studying the Eldritch Grimoire to find out more details about the Abyssal Gate and the ritual required to open it.
Spend 2 Speed to move 1 Duergar Halbredier from Kaferhold (LD17) to LD 20 and found a new dungeon. Promote the Halbredier to Commander and name the new Dungeon Easthold.
Have Greenfang purchase 1 Elixir of Might, 1 Elixir of Toughness, 1 Potion of Healing and 1 Potion of Haste. Drink the Potion of Haste then Force March 14 Speed to go from Middledeep 53, to Kaferhold, give Kafer the two Elixirs and Potion of Health and looted scrolls then return to Greenhold.
Have Kafer drink both Elixirs and keep the potion of healing.
Spend 2 Speed to move Despot Kafer, 8 Duergar Halbredier from Kaferhold(LD 17) to Umbrahold (LD 19).
In Umbrahold have Kafer his 8 Halbrediers, Wulfgar attached to 6 cave beetle and 1 Magma Cannon find and kill the shadowy predators slowing down mine production.
Spend 2 Speed to move 1 Magma Cannon from Kaferhold (LD 17) to LD 14, then once a Kirr Summoner owned by Dalashinn casts Haste, spend 4 additional speed to move to LD 9
Spend 8 speed to move 30 Cave Beetles from Middledeep 52 to Middledeep 31 and attack the new dungeon there and anything along the path. Collect Bodies.
Advertise that the Duergar are looking for mercenaries that are quick, do fire damage, preferably ranged and can tunnel or use demolitions. Also casters with Haste are sought after.
Inform Urog-Sharga that she will be hired within the month, and promised 25% of loot and a chance to strike at the Dark Elves.
Spend 4 speed to have the  Duergar Sneak in LD 26 scout LD 24. 25. 27. 28 without entering them.
Spend 4 speed to have the  Duergar Sneak in LD 41 scout LD 42 without entering it then move to LD 36 and scout it (and the water) while entering it.
[/spoiler]

[/spoiler]

[spoiler=Message to Dolmar]
Greetings General

This message is to enquire about your war against the Kirr. Do you plan on continuing this battle? Your forces seem to have secured a large portion of the Upperdeep and are at an advantage. Will you and your Dwer allies strike? If so, would you be willing to hire my services against the Kirr or form some sort of alliance?
[/spoiler]

[spoiler=Messages to Dalashinn]
[ic=First Message]Greetings Dalashinn

I can gladly help you with demolitions, my services however are not capable of moving very quickly. Unaided they cannot make it far (Lowerdeep 14), should you be willing to to speed their advance it can be done much faster. The demolitions themselves will take one full week to conduct.[/ic]
[ic=Second Message]
A mind reaches out from the depths of the Lowerdeep to yours, a mind of the Duergar.  The mind is cold and determined yet you sense these are merely the shackles that imprison a raging hatred for something.
It seems we will have much to discuss this week. If you agree to the demolitions charge, I would be willing to do it in exchange for ether a large amount of metal, 100 or more, a large amount of slaves, 50 or more, or another Summoner to work for my empire.

Secondly, have you heard of something called an abyssal gate, opened with an Infernal key? Perhaps you of all the denizens of the Lowerdeep would know of such a thing. Finally it has come to my attention that I have found a way to summon Bearded Devils, creatures much stronger than the Bloodfiends that Summoners can call forth.
[ic=Bearded Devil(Summoned Creature)]
These grotesque demonic creatures are often employed as guardians by diabolists.  Their disgusting, prehensile beards and horrific Abyssal glaives are tainted with an incredibly lethal infernal disease.  A summoner can only summon one of these monstrosities per week.

Cost: 8 Sacrifices
Upkeep: 2 Sacrifices
Melee Attack: +10
Melee Damage: 15
Defence: 18
Health: 25
Speed: 4
Morale: N/A
Special Abilities: Disease 10, Immunity (Disease, Fire)
[/ic]

Finally, I am curious if you have come across any artifacts, magical items or items of interest in your exploration of the ruins and caverns of the Underdeep.
Despot Kafer has casted Mindlink on Dalashinn, there can be unlimited messages between the two for one week
[/ic]
[ic=Third Message to Dalashinn]
This is acceptable to me for the use of my demolitions. I will send the units and make it as far as possible this turn.
[ooc]This will enable my Magma Cannon to march to Lowerdeep 9 this turn.[/ooc]

In regards to the Bearded Devils, I am open to negotiation on sharing the ability to summon these creatures. I can teach a maximum of one caster per week how to summon the fiends. On a similar note, I may have a lead on the creation of an Abyssal Gate should one desire such a thing and the location of an Infernal Key.
[/ic]
[/spoiler]

[spoiler=Message to Tiern]
Greetings Tiern

I wish you well now that you are wedded to Disa and High King of the Dwarves and Dwer. I am inquiring if you still wish to purchase metal from the Duergar, we have much to sell. Secondly I am enquiring as to what your plans on in regards to the Kirr, the enemies of your allies the Nocae. Are you willing to wage war again so soon after the Goblins attacked your home? Finally, what is your position in relation to the Glow.
[/spoiler]

[spoiler=Message to the Glow]
Now it is you desiring something from the flesh, you wish us to stop advancing in the Middledeep, what are you prepared to offer in exchange for this. My citadels and holds in the Middledeep are a long way away from anything you have claimed, the Dwer themselves are between us.

I have said before that the Duergar mean you no harm and this still holds true. Do you seek alliance with any of the flesh that roam the Underdeep?
[/spoiler]

[spoiler=Message to Lady Viarra]
Greetings Matriarch

I am sending you a message to enquire if you have any knowledge on raising drakes as I have recently hatched a clutch of Fire Drakes, including a rare two-headed fire drake. I will eventually be looking to breed these creatures and am interested in gaining any knowledge that the Dark Elves, reknown Drake riders and breeders, may have.

Secondly, I am curious if you have come across any artifacts in your exploration of the Underdeep.
[/spoiler]

[spoiler=Message to Prince Saerid]
Greetings High Prince

Congratulations on your swift victories over the vile Ceremorphs. Have you found your lost lady elf? Or heard anything of her location? Secondly, have you come across any artifacts on your quest in the Underdeep, or brought some from above? I may have some interesting information to share with you depending on your answers and what you can offer.

Secondly, have you had any more dealings with the beings known as the Watchers?
[/spoiler]

[spoiler=Message to Dreams-of-Dead-Races]
I have done some research into the glyph that I found. It is part of a broken tablet it seems, from one of your ancient sunken ruins. What does the completed tablet do? I am not opposed to trading the glyph but I will not give away something that will doom my people.

Secondly, it seems that your offer of aid against the Ceremorphs is of little use, the Overbrain will be slaughtered by the High Elves shortly. What else could you have that is of interest to the Duergar? Finally, what other artifacts, magical items or items of interest do you know of in the Underdeep?
[/spoiler]

[Spoiler=Message to Urog-Sharga]
What are the goals of the Grey Orcs? What do you see for your people aside from the life of a mercenary? You charge an obscene amount of gold for your services, why do you require so much gold? Perhaps you are after something else, something that could be provided in place of gold?
[/spoiler]

[spoiler=Message to Black Agnethe]
The location of your shop is prime for the expansion of my empire and the placement of a citadel. What would you do if a Citadel was built around your shop? Would you leave or defend your cavern? Or would you be interested in commanding such a citadel or simply an advisor? Or perhaps you would like to serve as a viceroy to my empire?
[/spoiler]

[spoiler=Reply to Lliltul]
You ask me to spare you, who has killed many of my fellow Duergar? All that you offer in return is the promise in the future to never harm me. A shallow promise from one who is on the edge of obliteration, who says you would ever be a threat to my new empire? If you want mercy, you will have to offer a great deal more. I have reports that your party included seven hounds and seven ceremorph psionics in in along with your orc. What other forces do you have? Perhaps if you sacrificed all these, seven hounds and seven ceremorphs to my beetles I would contemplate mercy, along with your promise to never attack someone of my empire again. What else can you even offer the Duergar? What you ask for will only come at a steep price.

Finally, never ever compared yourself similarly to the Duergar. You are not doing what my people did, we escaped tyranny and slavery that nearly destroyed our people. You simply wish to no longer follow the orders of the Overbrain. You still keep slaves, you still devour the brains of denizens of the Underdeep. Do so again and I will bend my empire to wiping you out from the Underdeep so thoroughly that even the memories of you will be destroyed.
[/spoiler]

[spoiler=Message to Arquenciel]
Greetings Lady Arquenciel

It seems you are allied with Dalashinn and the Kirr, who are on very good terms with myself. Hopefully these good relations will transfer over to ourselves. I am curious about your time in the Abyss, do you still have allies that dwell in its depths? Or perhaps some great enemies?

I would like to ask if you are going to expand and found your own dungeons or are will you be using those of the Kirr?
[/spoiler]

[spoiler=Reply to Dolmar]
Greetings General,

You are correct, I am enquiring if you and the Dwer would be willing to form alliance against the Kirr, who are allied with the Undead. What are you willing to offer for my Empire to join your side?

Secondly, you are correct I did have the Fire Drake eggs, they have since hatched however. I would not be willing to sell a breeding pair for less than 1000 gold or some equivalent in artifacts, magical items, items of interest or metal. Which begs the question, have you found any items of interest in your movements across the Underdeep?
[/spoiler]

[spoiler=Reply to Lliltul]
If you return the Scepter of the old Empire to me immediately and vow to never harm one of my Empire under any circumstance, we may come to an agreement. Do these two things, and I will ignore your presence in the Underdeep. My forces will not attack yours as long as they are left alone, we will not march on your dungeons.
[/spoiler]

[spoiler=Message to Dr Robertson, Professor Immortal]
Greetings Professor

It has come to my attention that you are allied with the Kirr, who are on good terms with my Empire. I am curious if there is anything we may be able to do for each other. I am mostly interested in if you have found any magical items, artifacts or items of interest in your movements across the Underdeep.
[/spoiler]

[spoiler=Reply to Dreams-Of-Dead-Races]
If you can find any item, please inform me if there are any more glyphic shards in or near my Empire, I would gladly recover them for you, for a fee. Secondly, if you are able, are you aware of the location of any of these three items,  a certain staff made of bone, a crown set with black gemstones, and a necklace with a shadowy jewel.
[/spoiler]

[spoiler=Reply to The Glow]
If you wish us to spare Lliltul of the Ceremorphs and to leave your great forest in the Middledeep alone you must sacrifice. Allow us to claim the south and west of the Lowerdeep in their stead.
[ooc]This would mean Lowerdeep 23 would be claimed as well as Lowerdeep 37 and anything west of that.[/ooc]
[/spoiler]

[spoiler=Message to Lliltul]
This is acceptable, deliver to us the scepter of the Empire within the Month and we shall ignore your presence.
[/spoiler]

sparkletwist

#109
[ic=A night on the town]
Soundtrack

The vibrant chaos. The lights and shadows of the city. The sights. The sounds. The smells, oh, the smells. Arquenciel missed it all.

The Abyss, for all of its twisted torments and myriad maledictions, was, really, something of a bland place. Devoid of joy, devoid of curiosity, devoid of love; devoid of all the little wonders of the mortal plane that made the spark of light within the heart of each Succubus surge and glow. Not so in the city of Kirr-Godna. She was glad she ended up among Dark Elves. Those creatures knew decadence and opulence. Demon-blooded, corrupted, heretical, whatever they were-- they still had the decadent sensuality that she knew and loved from their race.

Her first night, she lived like she'd never left the mortal plane. Or perhaps like she'd been gone for too long. She visited bars and houses of ill repute. She purchased fine perfumes fermented from lichens and spidersilk lingerie from boutiques. She wandered up and down the city, alone and with her sisters, drinking it all in, being intoxicated by it-- and everything else that the barkeeps and narcotics peddlers had to offer.

Still, she had a purpose here, too. She rolled over, pushed away a few dozing conquests from the previous night, and staggered to her desk, pouring herself a tall drink. There was work to be done, missives to write, plots to concoct. No time for a hangover.
[/ic]

[ic=Messages]
[spoiler=To Dreams-of-Dead-Races]
Within the Watcher Sovereign's variegated dreamscape, another being seems to appear, a feminine humanoid with bat wings. Though "attractive" may perhaps not be an applicable word for these creatures, she carries herself with a calm confidence, swimming through the dreamscape with slow, graceful strokes.

She faces the Sovereign, folding her wings respectfully and giving a slight bow.
"Greetings, Ancient Sovereign. My name is Arquenciel Diamant Septena, of the House of Septena. Please forgive me for my intrusion into your dreamscape, though, if you do not mind me saying so, you have created quite a vista to behold, here. Most sublime."

"Anyway. I shall not waste time with lavish compliments, as a great and eminent creature such as yourself is certainly far too wise to be vain-- oh, I did it again, didn't I?" She smirks coyly. "Let me get to it. As I am sure you are already aware, I am a Succubus, a creature of the Abyss. As you may also be aware, my six sisters and I have recently returned to this realm after a not-brief-enough exile in that foul place. In fact, I would suspect there is probably very little about myself and my presence here that I can tell you of which you are not already aware-- and it is because of that truth that I have contacted you."

She gives a polite smile. "While simple minds fight over simple things, like gold and land, I know, as you do, that the true commodity is information. Knowledge is power, but I believe that those who hold that truest power must always endeavor to use it responsibly. It is for that reason that I have come to you. I am certain that much wisdom flows from these halls, wisdom that the races above would do well to heed. Being a connoisseuse myself of that most precious of commodities-- information-- it is wisdom in which I too would like to partake." She licks her lips. "I also believe that I may know a thing or two that you may find interesting to learn, if only because one experiences different things being a creature of the land and air, rather than of the deep."

Her smile turns more coy. "Besides, is it not true that we information-gatherers often do so at the behest of others? Often, it is simpler to tell them what they want to hear, is it not? Having another in the same vocation to corroborate that account, whatever it may be, may be... a convenient opportunity. It would be better to cooperate than be pushed into competition in that regard, in my opinion."

"What say you, Noble and Ancient One?" The Succubus bows, and then folds her hands neatly in front of herself, while she quietly waits for a reply.
[/spoiler][spoiler=Reply 1 to Bloodlord Dalashinn]
A card scribed with elegant calligraphy and scented with a hint of fine perfume is found in the Bloodlord's personal chambers.

My Dear Bloodlord,

The matters about which you have inquired shall be addressed. I can inform you now that the creatures taking up residence in the pool are known as Watchers, ancient beings about whom you have surely read much lore-- but actual facts known about them are, as I am sure you are also aware, far less. During our last sojourn in the mortal world, we heard rumors of the presence of an ancient Watcher ruin from the time of their Primal Sovereignty in a location that very much matches the description of that particular cavern. As such, I believe there is something of theirs of significance to be found at the bottom of that murky pool. Such odd creatures, if it is true that they once built a fine city in such a miserable place. I shall endeavor to find out more, in time.

However, at the moment, I feel there is a more pressing matter. An excellent opportunity has presented itself: the possibility to open a second front in your conflict with the Nocae. The Legio I Draco, a militant group of Kobolds about which information is also rather regrettably rather sparse, has launched a surprise attack upon the curious ersatz dwarfkind known as the Dwerim. They inflicted many casualties, but suffered many as well. A bloody day-- and a provocation for war if I ever saw one. The reasons for this attack are yet unknown to me, but I am sure you are aware of the close ties that exist between the Nocae and the Dwerim. Should a war begin between the Dwer and the Legion, and I believe it is in our best interests for there to be one, as it is almost certain that the Nocae shall enter the conflict as well.

Please advise how you wish to proceed on this matter. Time is of the essence, of course, lest the moment to seize the initiative be lost.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 1 to Whisper]
Several of the Sisters reach for the tendril at once, curious about this odd tendril that seems to have permeated their minds. They grasp it with their own delicate touch, a strand of light and shadow that "speaks" in a pleasing, feminine voice and possesses a certain synesthetic coloration to it, as well.

The one of white and black replies first. "Who are you?"
The one of yellow and orange sends forth a soft musical giggle. "Oooh... h-hello? Are you one of those tentacle-brains?"
"Be careful," warns one of red and crimson to her sisters. "It could be some Abyssal thing trying to drag us back."

Finally, a slightly larger one emerges; it possesses the hues of all of them, and yet none of them, at the same time. "Please forgive my sisters. We are acquainted with most forms of communication, including that of reaching out from one mind to another-- but this method of approach, I must confess, took us slightly by surprise." The 'tone' of this speaker is warm. "I am Arquenciel Diamant Septena, eldest of the House of Septena. These are my sisters." She introduces them each in turn. "Chiaroscuro Jayet, Incarnadine Rubina, Verdure Esmeralda, Caerulea Saphir, Wisteria Amethyst, and Jonquille Topaz. All of the House of Septena as well."

"So, that is who we are. Now, I do believe, it is your turn. If your Queen is an entity of beauty and power, and oh, hunger too, we should like to meet her, I would think. Who is your Queen, sweet Whisper in my ear?"
[/spoiler][spoiler=Reply 2 to Whisper/Llitul]
"Yes, she is beautiful. It would be a shame if we did not take the opportunity to sate the wants of such a beautiful, fascinating entity." Arquenciel's 'strand' seems to move closer, while the others fade into the hazy obscurity that is the 'background' of this odd method of communication. "As you have requested, I shall speak to her directly."

Arquenciel now engages a Mindlink with Llitul.

"Arquenciel Diamant Septena greets you, most esteemed Queen of Madness. How may the Succubi of House Septena be of service?"
[/spoiler][spoiler=To the Ceremorph Overbrain]
The image of a Succubus clad in light and shadow projects itself into the consciousness of the powerful psion; she is surely but a small flicker, but noticeable nonetheless. She-- or at least her mental avatar-- gives a slight bow. "Greetings, mighty Overbrain. I am Chiaroscuro Jayet Septena, of the House of Septena. News of your... shall we say, setback... has reached all three layers of this deep realm. But let us not dwell upon the past, when the future may be brighter."

The Succubus smiles politely. "The one known as Llitul, too, has suffered setbacks. She has reached out to us, seeking our assistance. We may grant it. We may, instead, choose to return her to you. Our decision depends on which course of action most satisfies our interests."

"A being such as you, despite setbacks, surely has many resources and much to offer. So, I ask you, Great Overbrain, what do you offer us for the traitor?" She folds her wings neatly, respectfully, awaiting a response.
[/spoiler][spoiler=Reply to the Overbrain]Chiaroscuro (or at least her avatar) smiles politely, though it really seems like she's trying to hold back a smirk. "Ah, Overbrain. Your generosity matches your wisdom."

Her wings beat once, playfully. "Thank you for the advice. As it happens, regardless of our feelings about Llitul, she seems to have developed a measure of trust for us; that is how we intend to retrieve her without a great host from the Abyss. Still, your words are heeded-- a small force will still be required, of course, and we are in the process of raising that. Any assistance you can provide is welcome, naturally, for while you are correct that enlightened beings such as yourself care little for the crass comforts of gold, those who would fight in an army care much for it."

She smiles. "In any case, plans move forward. It has been a pleasure speaking to you, Great Overbrain." She backs away, bowing, and really, really looking like she's trying not to laugh.

[ooc]I'm assuming the Overbrain is too full of itself to notice these little cues. They're more in there for narrative color.[/ooc]
[/spoiler][spoiler=Reply to Dreams-of-Dead-Races]
The Succubus initially smiles somewhat wanly, but her smile grows as the Sovereign laughs. "That is excellent."

"I shall not waste any time, then. After all, it is the time in the lunar cycle when your kind's already great vision is at its greatest, is it not? And, though we may be immortal beings, the march of the moon waits for no creature." She smiles politely. "If I may be so bold to ask, might I be able to partake in some of that great vision? Specifically, as to the nature of what transpires with the Nocae in their territories above those of my patron, in the Shadow Elf territories commonly marked on maps as Upperdeep 30, and perhaps, 32 as well?"

She licks her lips. "Of course, this information is at the behest of my patron, the Bloodlord of the Kirr. I will inform you that he has shown some curiosity and interest in your territory to the north of his cities, commonly known as Middledeep 1. I have, naturally, dissuaded him from taking any rash action that would lead to his own undoing, but, as recompense for this information, I would be more than happy to manipulate affairs in that regard however you dictate. Additionally, I would also be happy to color the report on the Nocae I give to my patron however the Ancient Sovereign sees fit, in case there is something that may be prudent to be emphasized or understated."

She bows slightly, once again politely awaiting a reply.
[/spoiler][spoiler=Reply 3 to Llitul]Arquenciel's visage appears for a brief moment over the Mindlink, a pleasant smile on her dark lips. "Greetings, my dear Queen of Madness. I bring good news for your finances, however minor. My sister Caerulea, with her keen mind for logistics, has revised my plan, eliminating redundancy and needless extravagance. I no longer feel justified in charging you more than 15 gold. Of course, any amount above this shall be graciously accepted as gratuity-- but do not feel any obligation in this regard. The true reward of this venture, your continued survival and goodwill, is a priceless thing beyond mere coin." She gives a slight bow.
[/spoiler][spoiler=Reply to Despot Käfer]A messenger bat delivers a letter scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings from the House of Septena, Despot Käfer.

You are correct, our summoner and patron is indeed the Onyx Prince, and it was not long after our summoning that we were able to negotiate a treaty of alliance with him. We also look forward to establishing good relations with other friends and allies of the Bloodlord, such as the Duergar.

You ask of the Abyss. It is a troubled, tormented realm. To ask if we had enemies there is perhaps a meaningless question, as the entire realm is one of enmity and hatred. Yes, we had a precious few allies, too, and hopefully they may join us in this realm in the future.

As for our living arrangements, our mutual friend Dalashinn has generously allowed us to take up residence within his capital of Kirr-Godna. We have accepted his offer quite willingly, as neither I nor my sisters have any particular desire at the moment to engage in the construction and provisioning of dungeon complexes.

If the Seven Sisters may be of service to the Duergar, please do not hesitate to correspond further.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=To Dolmar Lestridae]A messenger bat delivers a letter scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings, Lord Lestridae, from the House of Septena.

I am Arquenciel Diamant Septena, eldest of seven sisters and the head of our house. As you may be aware-- or will be aware as soon as you consult with your scholars, so I shall be forthright and not seem to commit any lies by omission-- the House of Septena is a house of Abyssal Succubi. While I expect you will likely mistrust my words because of this fact, I can only ask that you read and consider this missive in its entirety before dismissing us as mere fiends.

Though our patron and summoner is the Onyx Prince, Dalashinn, you should know that his war against your people is, at present, precisely and only that. His war. On the other hand, our perspective is, to put the matter plainly, business is business. We shall fight you if we must, but our own interests are typically far better served by peace and cooperation, and it would suit us if a peace could be negotiated. We are creatures of the boudoir, not the battlefield.

From the lore that I have read, even biased by the perspective of the Kirr, you seem to be a noble and fascinating people and I would very much like to get to know you better. I am hoping we may come to a mutually beneficial understanding.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 4 to Llitul]Arquenciel reappears, nodding in reply. "Of course, I also hope that the Duergar do not make an attempt on your life. In what way we can assist, we are, of course; our plan is proceeding. Verdure has set off northward. She is a bold adventuress and generally quite fond of this sort of errand. I have every reason to be confident in her."

Arquenciel pauses a moment in thought, and then continues. "You should know that I have been recently contacted by the Despot Kafer of the Duergar. While I saw no reason to be undiplomatic, as I personally have no issue with the Duergar, I also see no particularly compelling reason to aid them. If the Despot should ask me for information concerning your whereabouts, I intend to quite truthfully tell him that you refused to reveal your location to us. Is there any other information-- or, you might say, misinformation-- you would like me to pass along?"
[/spoiler][spoiler=To Ktan-Ydheel]A messenger bat delivers a letter scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings, Abjected One, from the House of Septena. I am Arquenciel Diamant Septena, eldest sister of seven.

Though I am newly returned to this plane, I have learned that we already have two mutual friends: the Bloodlord Dalashinn of the Kirr, and the enigmatic and charming Llitul. Thus, it seemed almost a necessity that I make your acquaintance, as well.

I apologize for my first communication with you already being a request for something, but I suspect the Nocae are not resting, and thus, we must not rest either. My sister, Incarnadine, is preparing to reconnoiter the Nocae settlement located at what is commonly known as Upperdeep 32. However, it is already late in the week, and it is some distance away-- it will require her a long, arduous flight to reach there and scout it while there is still time to act on the information. Upon completion of her mission, may she rest in your territory, either in Middledeep 20 or 24? She will be happy to share what she learned with you, of course; if you have any information to trade, such as about Umbrazzid proper-- or if this mission is not necessary because you have already gained information on this area-- please do let me know.

I look forward to working with you and your fascinating people more in the future. If the Seven Sisters of Septena may be of service to you, please do not hesitate to ask.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 2 to Bloodlord Dalashinn]
A coquettish female servant hands the Bloodlord a letter scribed in Arquenciel's impeccable calligraphy, and, as before, scented with a hint of fine perfume. A small pouch of dried black herbs is attached.

My Dear Bloodlord,

I have more to report. The defenses of the Nocae are... interestingly laid out, I dare say. Sources I believe to be reliable tell me their capital, Umbrazzid, has but a token garrison of Nocae, however, there is also a strong mercenary force based there, twenty in number, each one a Deep Gnome electromancer armed with a strange and fierce lightning gun. It may be too considerable a force to oppose for opportunistic raiding, but, in planning for an actual attack, I wonder if the loyalty of these mercenaries is anywhere near as solid as that of actual Nocae warriors. Coin lured them into the service of the Nocae, perhaps coin shall lure them away?
Quote from: In the marginA small note is written in the margin next to this paragraph. Caerulea implores me to add that, should you be able to secure one of their wondrous lightning weapons, she would very much like to study it.

As for the Watchers, they will not always be content to skulk about in their murky depths. Should the Kirr become heavily invested in a war with the Nocae, I suspect the Watchers will not hesitate to opportunistically invade your lands-- if only to secure safe passage back to the lowest depths for the member of their race that, as you know, is currently in the custody of the Nocae.

Ominously, the potential Watcher threat is not merely a single small force; I have discovered that at the bottom of that dismal ruin located north of your lands (M1), there is a conduit that leads more or less directly into the depths of the Watcher homelands. Should they wish to start a conflict, they will, as such, have no difficulty summoning many reinforcements.

I also have obtained information concerning the adventuring party known as the Blades of Fury. They are a factor no longer, it would seem. They entered the Underdeep to exact vengeance upon the Goblins for prior raids made on the surface. Their mission accomplished, greatly aided by the forces of the Dwer and Nocae, I am told they returned to the surface.

My sisters Caerulea and Wisteria also send their greetings, and a request. They would very much like to remain in Hazer-Nagroth for a time, to have a chance to study the many tomes to be found in your vast Arcane Library, if you would be willing to grant them permission to do so.

If we may be of further service, please do not hesitate to correspond. I shall respond to any letters you send in a timely fashion, but, should you require more direct contact, feel free to speak to one of my sisters. Additionally, enclosed is a small pouch of Abyssal herbs. Simply consume them before going to sleep and your mind will be guided to us in your dreams.
[ooc]That is to say, it's a flavorful way to ask me to cast Mindlink.[/ooc]

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 1 to the Glow]
Jonquille is walking merrily along the main thoroughfare of Hazer-Nagroth. She flashes a flirtatious wink to a soldier about to enter a bar, but is then distracted by the odd sight by the city gates. The official delegation seems to leave the small "creature" alone, so, when nobody is looking, the petite golden-haired Succubus quickly approaches behind it.

"D'awwww! What are you? Who are you? Other than adorable, I mean!" She gently scoops up the small creature into her arms. "The Kirr didn't make you..."
[/spoiler][spoiler=Reply 2 to the Glow]
[ooc]Mechanically, I'll call this a Mindlink so we don't run into message limits. I've got a bunch left anyway.[/ooc]
Jonquille feels her fingers tingling and sees the creature seem to glow even more brightly. She stares raptly-- seeming a bit dumbfounded, really. "Oooh... pretty..."

After a few moments, though, she shakes her head, as if to clear it. Her sisters told her what to do if she encountered a strange and fascinating new creature in the Underdeep, and she's not about to let them down now! She clears her throat, then gives the cute little puffball a pleasant smile. "Greetings, light that does not fade! I am Jonquille Topaz Septena, of the House of Septena." She can't hold back a little giggle. "It is a pleasure to meet you."

She then peers around. "I think the d.. dark-elf-flesh?" She uses the thing's method of referring to the Kirr, albeit haltingly. "... I think they're gone for now. What did you want with them, anyway? Maybe I can help you!" She shifts it to cradle it between her left arm and her chest, holding up her right hand and examining it, to see if it left any residue or anything like that. "How do you... perfect flesh?"
[/spoiler][spoiler=Reply 3 to the Glow]
Jonquille now takes a long pause. Her nose wrinkles slightly, as if she is in a state of concentration, trying to make sense of the odd little creature's words. "I...er.. well, that sounds very interesting. This Dream of yours sounds quite splendid. I should like to learn more about that, I think." She licks her lips. "I also quite like flesh.. though it's the living variety that interests me the most..." Her wings beat once, playfully. She gives a coy, suggestive grin... that is probably completely lost on this creature.

She gently sets the puffball down on the ground, patting it on the head. "Well, I don't think the, uh, dark-elf-flesh, is going to give you any words to take back. So I will give you some." She gives a big smile, standing up straight, clearly having practiced for this moment. "We, the Seven Sisters of the House of Septena, greet you and your people. We, too, adore beauty, and flesh, and wish to make flesh beautiful. It would seem that we have much in common, so I look forward to future positive relations between us." She thinks a moment. "Was that good?"
[/spoiler]
[spoiler=Reply to Dolmar Lestridae]Another letter is delivered. Like the first, it is scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings, once again, Lord Lestridae, from the House of Septena.

You strike me as a fair and tolerant man, although I agree with you that one often wonders what falsehoods are hidden in truthful words.

For example, you speak of desiring peace, and giving it to all who desire to have it. However, upon reading through the recent histories of the city, freshly scribed, I have come across reports that it was you that initiated hostilities first, launching an unprovoked surprise attack on the new Kirr city of Uzannador. As such, it would seem that you wage a war of aggression upon a people that did no harm to you. While I suspect some of this account may be biased by the bitterness of the Kirr, it was not that long ago, and many facts and evidence remain.

Was that what a true lover of peace would have done? You admonish me for potential treachery that I have not yet committed, and yet, your own motives and actions in beginning this war seem highly questionable. Still, I agree with your wise friend; every being should have a chance. Therefore, I shall check my outrage, and apologize in advance should my tone have been too harsh. I simply shall patiently await your explanation for your actions.

- Lady Arquenciel Diamant Septena
[/spoiler]
[/ic]

[spoiler=The Desires of the Succubi]
Income
70 Gold

Upkeep
(None on first turn)

Wealth
100 Souls
70 Gold

(Will end up with 128 Souls, 40 Gold)

Units
Arquenciel (M7)
Chiaroscuro (M7)
Incarnadine (M7)
Verdure (M7)
Caerulea (M7)
Wisteria (M7)
Jonquille (M7)

[Spoiler=Characters]
[note=Shared Abilities]Any unit engaging the Succubus in melee combat must make a Morale check of DC 10 or suffer from her Distraction Aura (as per the Distraction spell).

When a Succubus kills an enemy unit, she harvests its Soul (+1 Soul to the player controlling the Succubus).  Undead units and Constructs do not have harvestable souls.[/note]
[ic=Arquenciel Diamant Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Chiaroscuro Jayet Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Incarnadine Rubina Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Verdure Esmeralda Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Caerulea Saphir Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Wisteria Amethyst Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Jonquille Topaz Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[/spoiler]
[spoiler=Orders]
Mindlinks: Llitul, The Glow (2/7)

Arquenciel (Started in M7, Ending in M13) - Visible
Engage in Debauchery [6 Speed, +6 Souls]
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
Cast "Home Sweet Home" in M13 [2 Speed, -25 Souls]

Chiaroscuro (Started in M7, Ending in M13) - Visible
Engage in Debauchery, spending 10 Gold [8 Speed, -10 Gold, +13 Souls]
Scout M7 [0 Speed]
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
Scout M13 [0 Speed]
[ooc]I quickly changed this because it doesn't take speed to scout a dungeon you're already in.[/ooc]

Incarnadine (Started in M7, Ending in M20) - Invisible
Move/Forced March M7 -> M6 -> M5 -> M13 -> M14 -> M15 -> M16 -> M26 -> M27 -> M25 -> Over Chasm to the Right -> Up Chasm to U33 (Scout U32) -> Back Down Chasm -> Over Chasm to M25 -> M20 [8 Speed, -7]
She will immediately flee from wandering monsters, using her Disguise and Vanish talents.
If she stumbles upon Nocae, she will attempt to evade them without detection. Should a conflict with the Nocae break out, she will claim neutrality. If they do not accept this, she will Dominate what forces she can into giving up their attack and then flee. Only if attacked and her own life is in imminent danger is she to actually attack. Although Incarnadine is pugnacious and may stretch this definition of "imminent danger" if it comes right down to it, Arquenciel has nonetheless instructed her to allow herself to be captured if she reasonably believes they will accept her surrender and not harm her. Anyway, if all goes according to plan, she will end her move in the Abject dungeon at M20, which she has permission to rest in-- rest she will need after her arduous flight. Even if all does not go according to plan, her ultimate goal will be to end up there, or in other lands held by the Abject. She will also scout M20 since she's there, or wherever she ends up.

Verdure (Started in M7, Ending in M57) - Visible with Grolhund Sigil
Move M7 -> M6 -> M8 -> M9 (Scout M58) -> M58 (Scout M57) -> M57 (Scout M56) [8 Speed]
If at any point she scouts actual Grolhund forces, or wandering monsters that she couldn't easily Dominate or dispatch single-handedly (keeping in mind that Verdure is a bit cocky) she will stop her move there, and use any remaining speed on scouting surrounding areas, if applicable. She will not engage the Duergar, though. If she's outmatched, she will flee. Her goal is to avoid fights and simply get into position. Once she's in position, disguise herself as a grafted servitor. As such, she will also appear on the map with Grolhund the Heartscrew's sigil.

Caerulea (Started in M7, Ending in M7) - Visible
Research Haste in the Arcane Library
Engage in Debauchery [8 Speed, +8 Souls]

Wisteria (Started in M7, Ending in M7) - Visible
Research Ward in the Arcane Library
Engage in Debauchery, spending 10 Gold [8 Speed, -10 Gold, +13 Souls]

Jonquille (Started in M7, Ending in M13) - Visible
Engage in Debauchery, spending 10 Gold [8 Speed, -10 Gold, +13 Souls]
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
[/spoiler]

[/spoiler]

Nomadic

[ic=Wrath]
Gone. Even as he rushed to save the others the thought had echoed through his cavernous mind. Dead. Not jabberlings no. Though he had relished in the carnage as he slaughtered the beasts he knew that they were not the foe. No, to the north lay the murderers of his children. Base creatures that played at royalty in defiance of his will. He would no longer stand for such trespass against the right ways of this world. They had rebelled too long, but soon they too would join in the song of life he was weaving. Soon all would find harmony within Grolhund. Within the recesses of his mind a strange thought formed, one he had not felt in an age. Hate, fury, the desire to mete out justice grew to fill his whole being. Machinations burst to life, gears whirring faster and faster as fat gouts of steam erupted from between metal plates. Legs heaved the great bulk upwards and with a resonant call Grolhund sped forth to bring these wayward children to the fold.
[/ic]

[ic=Messages]
[Spoiler=Response to Whisper]
I hear you in my mind, I taste your intrusion wayward one. Your selfish "freedom" and insignificant kingdoms will serve you not to deny the true glory of Grolhund in the end. If you are wise you will submit now to my will and find release in the new life of purity and perfection. Grolhund shall pull fear and hunger from you and replace it with obedience and purpose. Though even in your rebellion you may support the great cause of life. There is to your east the the betrayer of life's perfection who styles herself Lady Viarra Gloomsong, the leader of an insignificant and selfish kingdom. It is she who dared slay my children, spilling their blood with wicked spear and poisoned blade. Hers is a defiance of the proper order of this world and I shall no longer suffer her to hunt my precious creations. If you wish to restore purity and perfection to the land that you now call home you will reveal to me all you know of these Dark Elves. I know in your heart for it is laid plain before my all-sight that you desire to take advantage of my righteous wrath in this matter. I care not, if things go favorably then I shall shortly be bringing punishment to the wayward elves. If you wish to join in such things you will send me another of your mind messages in one week's time. You will come and support my mighty wrath and take your portion of the lifeless gold, metal, and food. But know that all body plunder is to my holy work and I will not suffer that you will steal my dark elf subjects, either living or dead, from me.
[/Spoiler]

[spoiler=Second Response to Whisper]
Very well, I will accept ceremorphs for my holy work at an equal rate to elves. For each dark elf you take alive you will give to Grolhund one living ceremorph and for each body you claim you will present to me the body of a ceremorph. You may have lady gloomsong if you wish, she has proven herself unworthy of my gifts. But you will slay her or enslave her mind, she will not be permitted to live free willed to spread her plague of slaughter upon my children.
[/spoiler]

[spoiler=Third Response to Whisper]
Barter and trade have little value to my work fragmented one. Nor could I show to your willing ones the freedom that is my craft and yet leave them unchanged. To know Grolhund and to see his will is to become renewed. It is to join to my perfect kingdom as all will in the end and once joined such may not be unbound again.
[/spoiler]

[spoiler=Final Response to Whisper]
The fool queen leaves a token garrison while she descends below to sate her greed I see. It will be her undoing. You will strike from the west and punish her holdings nearest to yourself. Meanwhile her capitol shall feel the full wrath of my mighty vengeance. You will send ahead to me a force of your brainhounds. Their fleshcraft fascinates me and I wish to see them in person. They will join me in the burning of Vashnaranzenan. When I have finished this punishment they may remain and you may have her gutted ruins as your own. Though know in the end that you will bow to my will and that your freedom remains only at my whim while I have more pressing matters elsewhere in the underdeep. Once you have claimed her western fortress you will return to the caves leading up from her last bastion in the lowerdeep. You will hold this against her while I prepare to depart. Beyond this I care not what you do only that you will hold fast to our agreement or I will forget my work elsewhere and you will join Grolhund presently as a perfect servitor. You will slay or shatter the mind of the false queen, you will give unto me all the bodies living or dead that you take from the slaughter save for gloomsong herself and any guards who personally defend her. You will have your settlements and all resources contained within save that I claim for myself up to half the plunder in gold from her capitol as repayment for the wrong she has done my children.
[/spoiler]

[spoiler=Response to Shee-Ra]
This is good little queen. It is further fortune that my ire draws me north to visit punishment upon my wayward subjects and so I need not take kobolds. It is dark elf that shall bend the knee to Grolhund this time. Still your knowledge is good and your gift acceptable. Both shall serve to further the noble cause that is life perfected. If you wish to be of utmost usefulness to me you will reveal what you know of this Lady Viarra Gloomsong who claims rule over the petty kingdom to your northwest. Know now that she has slain the perfect children of Grolhund and shall not stand unpunished.
[/spoiler]

[spoiler=Second Response to Shee-Ra]
It is done and soon Vashnaranzenan will burn. I have been informed of what pitiful forces await my coming wrath and they will crumble before the might of Grolhund. This knowledge though does not land on unheeding ears though. Perhaps when the dark ones in their capitol find solace within my service I will turn my eyes to this place in the upperdeep that you speak of.
[/spoiler]
[/ic]

[spoiler=Orders and Information]
[spoiler=Orders]
Grolhund will take the toughness ability.

- Move the Laboratory to Middledeep 84 (2 speed).
- Move Grolhund to Middledeep 86 slaying all in his way (4 speed).
- Grolhund will hold until Llitul's force of brainhounds arrives at which point he will attack Vashnaranzenan (1 speed).
- Grolhund will have the brainhounds hold back outside of the range of the archers while he destroys the doors.
- Once the doors are down the entire force will move inside and attack. If the defenders happen to be split into multiple regiments Grolhund will attack the War Spider while the Brainhounds crush the Crossbowmen (after which they will join Grolhund in taking down the spider).
- Grolhund will plunder the capitol during which he will leave all the food and metal and half of the gold with the brainhounds as payment to Llitul. He will hoard half the gold taken, any artifacts or other random valuables, and all the bodies/prisoners for himself.
- He will remain at Vashnaranzenan until next turn. During this time he will consider Llitul's forces friendly and won't attack them unless they attack first.
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 84):

Shee-Ra Gift:
- 5 bodies (war spiders)
[/spoiler]

[spoiler=Upkeep]
5 Grafted Servitors: -5 food
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 84):

Under Construction:
Scrying Chamber: 1 week

Beginning Construction:
Flamethrower: 3 weeks
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 84):
9 Grafted Servitors (-45 gold -9 prisoners -9 bodies)
[/spoiler]

[spoiler=Wealth]
Gold: 15
Metal: 29
Food: 158
Bodies: 48
Prisoners: 10
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 84):
Rooms:
- Cages
- Drilling Machine

Traps/Defenses:
- Invisibility Generator
- Ward
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Middledeep 86
14 Grafted Servitors - Garrisoned at Scuttling Laboratory (Middledeep 84)
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 150
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 25, Trapmaker, Toughness
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.

If Grolhund's Health is reduced below 0 but his Regeneration would bring him back above 0, he is not killed as he normally would be.

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

TheMeanestGuest

#111
[spoiler=A Letter to Marius Krinak][ic=A Letter]Tell me, Kobold. Tell me why you have come against me unprovoked. Tell me why you have spilled the blood of my people in the Hallowed Halls of Ancient Rhaud. Tell me why I should not exact my vengeance upon you. The Goblins of the Red Tide once sought to cast down the Dwerim, and now they are no more. Will such fate be yours as well, or will you make this right?

Tiern, Lord of the Mansion, King in the Deep[/ic][/spoiler]

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

Know that I am ever grateful for all that you and your people have done for the Dwerim. I have sent my own message to the Legion, and we shall see how this Marius Krinak answers for his crime. Phaedra has informed me that he consorts with that foul beast Dreadfang, and this bodes ill for any peace that could be between us. If he should come against us again, know that the axes of the Dwerim shall be upon him.

I regret that I must see to the defence of the Thousand Halls, and that so soon after that disaster I may not send any to Ald-Anoril. As soon as I am able, you have my word that I shall send the Dwerim to secure that place against attack. I go now to see the city that shall be, Ald-Lothii, and know that there shall I leave some among my company to make it safe.

Tiern, Lord of the Mansion, King in the Deep[/ic][/spoiler]

     Note for Steerpike: Orders Finished

[spoiler=Orders for the Month of the Rat, Week Four][ooc=Orders for the Month of the Rat, Week Four]Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal
Hall of Trade: +100 Gold

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

Nüln
Dwer Mine Complex: +500 Gold, +75 Metal (+40 Gold, +20 Metal)
Hall of Trade: +100 Gold

Mushroom Gardens (2): +10 Food
Apiary: +15 Food

Balagrod
Improved Dwarven Mine: +350 Gold, +50 Metal

Mushroom Gardens (2): +10 Food
Apiary: +15 Food

Rhaud
Improved Dwarven Mine: +350 Gold, +50 Metal

Total: +1640 Gold, +220 Metal, +175 Food

Upkeep

Tenebrius and 10 Shadow Creepers: -65 Gold, -11 Food
Molgrim and 2 Splinter-Shield Hobgoblins: -11 Gold, -6 Food
71 Dwer Axemen: -142 Gold, -142 Food
13 Wyrmhunters: -39 Gold, -26 Food
20 Dwer Flamesprayers: -80 Gold, -40 Food
15 Dwer Grudgebearers: -45 Gold, - 30 Food
2 Igniters: -10 Gold, -2 Metal, -4 Food
1 Iron Golem: -10 Gold, -5 Metal
2 Runeseers: -16 Gold, -6 Food
1 Shadowseer: -8 Gold, -3 Food

Construction

Mhaldûl-Nem

Under Construction: Flame Gallery (1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Furnace Chute (1 Week Remaining),  Graven Image of Gírn Dun Riar (1 Week Remaining), Mead Hall (2 Weeks Remaining), Reinforced Walls (2 Weeks Remaining), Apiaries (2 - 2 Weeks Remaining), Improved Dwer Mine (4 Weeks Remaining), the Tomb of Lothë (? Weeks Remaining), the Great Lamps of Mhaldûl-Nem (? Weeks Remaining)

Nüln

Under Construction: Tuber Garden (1 Week Remaining), Statue of Nír (1 Week Remaining), Iron Gate (1 Week Remaining), the Rose Garden (Repairing - 5 Weeks Remaining)

Balagrod

Under Construction: Hall of Trade (3 Weeks Remaining), Pyretic Refinery (3 Weeks Remaining)

Rhaud

Under Construction: Murder Holes (3 - 1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Iron Gate (2 Weeks Remaining), Apiary (2 Weeks Remaining)

Recruitment

10 Dwer Axemen - At Mhaldûl-Nem

- At Nüln

50 Dwer Axemen - At Balagrod

20 Dwer Axemen, 2 Iron Golems - At Rhaud

Wealth

Gold: 39
Metal: 105
Food: 754

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 (3), Flame Galleries (2), Escape Tunnel

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors, Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury, Hall of Trade, Dwer Mine Complex, Mushroom Gardens (2), Apiary, Hall of Shadows, Mausoleum, Brewery
Defences: Outer Wall, Murder Holes (3), Escape Tunnel, Shadowed Labyrinth, Reinforced Walls

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Hall of Runes, Hall of Gears (Broken), Artificer's Hall (Broken), Dwarf Armoury (Broken), Mushroom Gardens (2), Apiary
Defences: Runegate, Outer Wall, Murder Holes (3), Escape Tunnel, Rune Trap

Rhaud

Rooms: Thane's Hall (unusable in a non-capitol Mansion), Forge Hall, Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine
Defences: Outer Wall, Impenetrable Walls, Escape Tunnel

Armies

Note: At this point, only the Wyrmhunters in Tiern's Company and the Dwerimhost have the discipline ability.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence

Tenebrius {Leads the Regiment of Shadow Creepers) - Garrisoned at Mhaldûl-Nem
40 Dwer Axemen - Garrisoned at Mhaldûl-Nem
6 Dwer Grudgebearers (Goblin) [3 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
10 Shadow Creepers - Garrisoned at Mhaldûl-Nem

The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence  / Brewery: +2 Morale
Lanne Dun Riar {Leads the regiment of Axemen} - Garrisoned at Nüln
30 Dwer Axemen - Garrisoned at Nüln
9 Dwer Grudgebearers (Goblin) - Garrisoned at Nüln
10 Dwer Flamesprayers - Garrisoned at Nüln
1 Dwer Igniter - Garrisoned at Nüln
1 Dwer Shadowseer - Garrisoned at Nüln
2 Dwer Revenants - Garrisoned at Nüln

Tiern's Company / Prayer: +1 Morale, +1 Defence / Tiern: +2 Defence, +3 Army Morale / It's a Rather Nice Day: +2 Morale
Tiern {Leads the Regiment of Axemen} - Garrisoned at Balagrod
Molgrim {Leads the Regiment of Splinter-Shields} - Garrisoned at Balagrod
40 Dwer Axemen - Garrisoned at Balagrod
12 Wyrmhunters -  Garrisoned at Balagrod
2 Splinter-Shields - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod

Galand's Company / Garrisoned: +1 Defence / Prayer: +1 Morale, +1 Defence / It's a Rather Nice Day: +2 Morale
Galand Dun Riar {Leads the Regiment of Axemen} - Garrisoned at Balagrod
1 Iron Golem - Garrisoned at Balagrod
1 Wyrmhunter - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod
20 Dwer Axemen - Garrisoned at Balagrod

The Wardens of the Thousand Halls / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
Azáin {Leads the Regiment of Axemen} - Garrisoned at Rhaud
2 Iron Golems - Garrisoned at Rhaud
20 Dwer Axemen - Garrisoned at Rhaud

[spoiler=Characters][ic=Tiern, Lord of the Mansion, King in the Deep]Melee Attack: +8 (9)
Melee Damage: 8 (9) (+4 Fire)
Defence: 22 (25)
Health: 25
Speed: 3
Morale: +10 (9)
Abilities: Discipline, 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)

Tiern increases the Defence and Morale of any army he is leading by +2 and (+3) respectively. If garrisoned in a dungeon he increases the Defence and Morale of garrisoned troops by +2 and (+3) respectively. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Lanne Dun Riar, Steward of Nüln]Melee Attack: +10
Melee Damage: 8 (10)
Defence: 20
Health: 25
Speed: 3
Morale: +7
Special Abilities: Repair, (Critical Hit)
Inventory: Foehammer (+2 Melee Damage, Critical Hit Ability)

Troops garrisoned in a Dungeon with Lanne gain +1 to their Morale score.[/ic]

[ic=Galand Dun Riar, Steward of Balagrod]Melee Attack: +7
Melee Damage: 8
Defence: 19
Health: 18
Speed: 3
Morale: +6
Special Abilities: Discipline, Grudge (Wyrms)
Inventory: Bellysticker

Troops garrisoned in a Dungeon with Galand gain +1 to their Morale score. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Azáin, Custodian of the Thousand Halls]Melee Attack: +6
Melee Damage: 7
Defence: 18
Health: 18
Speed: 3
Morale: +5
Special Abilities: Discipline

Troops garrisoned in a Dungeon with Azáin gain +1 to their Morale score.[/ic]

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

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

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

[ic=Tenebrius, Shroudling Stalker]Tenebrius is an enigmatic figure of indeterminate gender.  It is covered from head to toe in garments of black leather and a heavy cloak.  When it stands still in a dark corner it seems to vanish altogether.  The Shroudling Stalker is always surrounded by its coterie of Shroudling Creepers.  Its movements are totally silent, and it rarely speaks.  It seems to avoid bright lights.

Upkeep: 15 Gold, 1 Food
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership, Poison 3, Thieving, Vanish

Tenebrius increases the Morale of any Shroudling Creepers it is leading by +1.

Like Dark Elves, Shroudlings are Dazzled by bright light and suffer double the morale penalties in sunlight.

Tenebrius can only lead regiments of Shroudling Creepers.[/ic][/spoiler]

Orders

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

The Dwerim believe in peace, and in honour, and in the gift of a chance to prove ones worth. As such, any folk - save Abject and Kirr - encountered upon the roads of the Deep shall be let be, so long as they themselves do not move in hostility against us.

Trade 300 Gold to the Nocae for 150 Metal (Mid-Week Trade)

Shadowseer to scry U48 and U43

The Dwerimhost

The Mansion is to be made safe and defended in all ways as it has been in the past. The Dwerimhost shall dutifully await the return of their King.

The Rosemourners

Nüln is to be defended in the standard Dwerim fashion. The Rose Garden shall be watched carefully and tended as it is slowly restored to its former glory. If Nüln should be attacked, the Shadowseer is to summon a wraith.

Tiern's Company

Tiern shall bid farewell to his wife, as he must take up his duties as King in the Deep. He and his company shall depart from Balagrod, leaving the city under the Stewardship of Galand Dun Riar. They shall move to U18, and there Tiern shall visit the new city of Ald-Lothii, and he shall bless its construction in the name of his father, and he shall pray to the Ancestors that the city shall prosper and be made safe. Ten axemen shall depart from the company and garrison within the city. The company shall then continue on to U19, where they shall rest.

Galand's Company

Balagrod is to be defended to the death. The axemen shall man the murder holes, and the Runeseer shall cast shield upon them. The Guardian will simply smush enemies if they manage to get inside.

The Wardens of the Thousand Halls

In Rhaud, in the Hall of Artificers, were found beneath great tarps covered in stone-dust two unfinished Iron Golems. The Wardens shall fashion these Golems into the likenesses of Nír and Lothë, and so these fallen Kings shall hold fast the Thousand Halls, and shall cast out the Legion should they be foolish enough to return.

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

HippopotamusDundee

#112
[ic=Caution]
[/ic]
[spoiler=Messages]
[spoiler=Message to the Lady Arquenciel Diamant Septena]
My Dear Lady,

It is a pleasure indeed to make your acquaintance, with so many mutual friends and enemies already tying us together.

Your sister will be most welcome to recover her strength either in the Heart-Chamber of Kat-Shatep (Middledeep 20) or the passage between Yuddarath and the upper world (Middledeep 24) - and in exchange for some small gestures of gratitude at the appropriate moment, that welcome will remain extended to you and yours should you need to avail yourselves of it.

It is a strange coincidence that you should mention Umbrazzid, as for the first time in a few weeks I have turned my attention to it and have seen much that concerns me. For now let me simply pass on that the garrison there is a token force, save for the presence of a unit of mercenary deep gnomes wielding some alien form of weaponry.

Yours in Yuddarath,
Ktan-Ydheel, the Apostate, the Heretic, etc.[/spoiler]
[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies
Thrall Pen: +18 Bodies, +2 Sacrifice
Thrall Pen: +20 Bodies[/spoiler]
[spoiler=Upkeep]
1 Ceremorph Ghoul Captain (Tsatha): None
1 Ceremorph Psion Apprentice-Commander (Altharid-Xallisine): None
1 Apprentice (Illiriant the Blasphemer): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies
1 Star Vampires: -4 Bodies
2 Bloodfiends: -2 Sacrifices
1 Goblin Thief (Greeba): None this turn (-6 Gold, -1 Food)
[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Beginning Construction:
Maddening Architecture: -100 Gold, 3 weeks remaining

Ulm-Ulhulm (Middledeep 22)
Under Construction:
Beginning Construction:

Heart-Chamber of Kat-Shatep (Middledeep 20)
Under Construction:
Ooze Wall: 1 week remaining
Uncanny Architecture: 3 weeks remaining
Beginning Construction:
Thrall Pen: -50 Gold, -15 Metal, 2 weeks remaining
[/spoiler]
[spoiler=Recruitment]
1 Goblin Thief (Greeba): -25 Gold
[/spoiler]
[spoiler=Wealth]
Gold: 85
Metal: 25
Food: 0
Bodies: 117
Diseased Bodies: 20
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
3 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Paradoxical Architecture
Miasma

Ulm-Ulhulm (Middledeep 22)
3 Reverse Gravity Pits
Ooze Wall

Heart-Chamber of Kat-Statep
Escape Tunnel
[/spoiler]
[spoiler=Armies]
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Illiriant the Blasphemer) - Garrisoned at Yuddarath (Lowerdeep 56)
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
1 Goblin Thief (Greeba) - Garrisoned at Yuddarath

1 Star Vampire - Garrisoned at Lowerdeep 43

2 Bloodfiends - Middledeep 23

1 Apprentice (Altharid-Xallisine) - Garrisoned at the Heart-Chamber of Kat-Shatep (Middledeep 20)

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (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: Blood Sacrifice, Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry, Summon (Bloodfiend)
Inventory: Murmurstone, Scroll of Invisibility, Staff of Vermin

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, Infiltrator, Regeneration 10, Summon (Bloodfiend), Undead, Vanish, Vulnerability (Fire), Ward, Zombie Plague
Inventory: Scroll of Poisonous Cloud

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, Warden of the Heart-Chamber]


Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector, Leadership, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[ic=Illiriant the Blasphemer]


Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 5 (Psychic)
Melee Attack: +3
Melee Damage: 4
Defence: 16
Health: 8
Speed: 4
Morale: +5
Special Abilities: Detector, Dispel, Illusory Duplicate[/ic]
[ic=Greeba the Goblin Thief]


Upkeep: 6 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 5
Melee Attack: +4
Melee Damage: 5
Defence: 18
Health: 7
Speed: 4
Morale: +3
Special Abilities: Disarm Traps +5, Infiltrator, Thieving[/ic]
[/spoiler]
[spoiler=Orders]
Ktan-Ydheel to Scry upon Lowerdeep 10, Upperdeep 30 and ??? and dismisses the Star Vampire at Lowerdeep 23.

Spend 3 Speed to move 2 Bloodfiends to Middledeep 20 and spend 1 Speed to garrison them in the Heart-Chamber of Kat-Shatep.

Spend 1 Speed to move 1 Star Vampire to Lowerdeep 44 to try and loot some gold and artifacts without drawing the attention of the ghouls and ghasts.

Spend 3 Speed to move Greeba and Ktan-Ydheel to Lowerdeep 53.

Spend 3 Speed to move the Lava Naiad to Middledeep 21 and then another 1 Speed to move her up a level to Upperdeep 28.

Illiriant the Blasphemer continues studying the mysteries of Confusion in the Memory Womb while also seeking inspiration for a more powerful variation on Dominate.

Naerlyth the Unclean continues work attempting to modify the Zombie Plague to produce more Ceremorph Ghouls instead (of Zombies) using the 20 Diseased Bodies supplied by the kindly Necromancers.

Altharid-Xallasine continues work trying to design a variation upon the Chamber of Obscenities that will enables infernal summoning.
[/spoiler]
[/spoiler]

Ghostman

#113

[ic]

[/ic]

[spoiler=Messages]

[spoiler=Message to Arquenciel Diamant Septena]

Lady Arquenciel,

I trust that you and your sisters will find the urban delights of Kirr-Godna to your liking. While making yourself acquainted with the city, you should begin to honor your side of the bargain. At this time, my needs of your abilities are fairly simple: the acquisition of information.

On the short term, I wish to discover what exactly has entered the watery caverns beyond the chasm to the north. This new presense therein is for the time being unknown, and it being so near to my borders may pose a threat.

In the longer term, you should look into the two groups of adventurers, known as the Blades of Fury and the Brotherhood of the Holy Dawn, that have supposedly entered the Underdeep. Little more than rumours are known about them so far, but if would be wise to discover their whereabouts and objectives. Perhaps they could even be corrupted, or used as pawns?

I will leave it up to you to decide how to pursue these goals.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Message to Llitul, the Exalted]

Greetings,

News has reached me of the schism and consequent civil war that has befallen your realm, and of the surfacer war-host raiding the depths. Should you require an influx of fresh chattel in this time of chaos, I am prepared to provide such resources from my slave markets. Slaves of most common races can be delivered to you for the price of 5 Gold each - or 40 Gold for every 10 slaves bought - while Dark Elf slaves are available at the price of 15 Gold each.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Message to Käfer, Despot of Käferhold]

Greetings,

I wish to renew my request to purchase from you the services of a demolitions team. I understand that moving specialized equipment may prove a major burden, and am willing to offer some help to make the task easier: a Summoner from my realm could march to rendezvous with your people and employ magic that will greatly speed up their pace of travel. Such sorcery can also be used to quicken the actual work of demolishing the undesired structures in my dungeon. I look forward to your reply.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Llitul, the Exalted]

It is a tempting prospect that you present. Lady Gloomsong would be of no use for me deceased, although her death in and of itself would please me greatly. Should she be captured alive, I would offer 100 Gold to have her delivered to my possession.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Arquenciel Diamant Septena]

Lady Arquenciel,

Now that they have been identified, the Watchers in that lake will be considered lesser concern as long as they do not show any signs of aggression. Still, if you happen to come across any detailed information regarding this supposed underwater city, I would be interested to hear all about it.

What you've learned about the brewing war between the Kobolds and the Dwerim is a welcome, if not quite unexpected a revelation. From my own prior correspondences with the eminent Dr. Robertson I was aware that the Liches of the north were making efforts to goad the Legio into attacking the Nocae, though at the time there had been no responses from them. Although the target of their attack was different than intended, the arising conflict may play to my advantage nevertheless.

Your assessment that time is of the essence is quite likely correct. Unfortunately, the time right now isn't favourable for any direct intervention. The war-plan being pursued by the anti-Nocae alliance is one that will require some weeks yet to mature, and the limits of my treasury do not permit me to launch large scale expeditions in the meantime. However, if accurate intelligence on the defenses of the various dungeons held by the Shadow Elves could be obtained, some form of opportunistic raiding might become viable.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

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

Dearest Professor,

I am most grateful for the scroll you have sent, and would not wish to burden you with excessive requests. I wish you the best of speed on your long march, and that it may pass without incident. Word has reached me that the Legio I Draco has very recently attacked and battled the Dwerim. Though I assume that you must be better informed than myself of the doings of the Kobolds, I thought it prudent to nevertheless mention this incident, as it could obviously escalate into a full-scale war with potential to distract and weaken the allies of the Nocae.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Käfer, Despot of Käferhold]

I am grateful for your willingness to provide this assistance, and will gladly offer payment in the form of metal and slaves. I can provide 50 Metal up front, then another 50 Metal and 10 slaves after the demolitions work has been finished.

As for the need for speeding up the advance of your personnel, that will be taken care of -- I will dispatch one of my Summoners to meet up with them and utilize an enchanted scroll that will enable them to move much faster. Tunnels have already been dug under the rooms to be destroyed.

[ooc]The Summoner will move to Lowerdeep 14 and cast the spell there. Your unit will get +4 Speed for this week, and should immediately continue moving to not waste it.[/ooc]

Although the Kirr have explored many places in the western caverns already, we have discovered little in the way of interesting artifacts, aside from a certain book on the art of demonology and black magics that is in my possession.

(Continued)

I find it most intriguing that you should bring up the subject of an Abyssal Gate. Such things, according to infernalist lore, are permanent portals between the world of mortals and the nether planes. Regrettably, I have no reliable information on the locations of these gates. If one such gate could be found, an Infernal Key would be required to open it, but also a very complex ritual. An opened gate would enable one to enter the abyssal realm beyond, but would also risk allowing any number of demons to pour out through it.

I am aware of these Bearded Devils. They are a particular kind of a demon, and rather powerful ones at that. The secrets to their summoning and binding are currently unknown to Kirr diabolists, and would be of obvious interest to my people. If you wish to bargain such knowledge, I am willing to enter negotiations.

[/spoiler]

[spoiler=Message to the Child of the Glow]

Greetings,

I will allow a passage of one of your kind, as you requested earlier, to take place during this week. A toll of 50 gold must be paid for this right. The one of your kind to pass through will be assigned an escort and guided to the border of my territories.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[ooc]Your unit will be escorted to either Middledeep 8 or Middledeep 26, depending on your choise. Middledeep 4 is off limits.[/ooc]

[/spoiler]

[spoiler=Reply to Käfer, Despot of Käferhold]

I would like to send some of my Summoners to be instructed in the craft of calling and binding Bearded Devils. What would you deem as appropriate compensation for such training?

A process of creating an Abyssal Gate, while interesting, would be of limited value for me since I already possess the knowledge of constructing a similar portal for the purpose of bringing infernal beasts out from the nether planes.

[/spoiler]

[spoiler=Reply to Arquenciel Diamant Septena]

[ooc]I figure that I can go over the normal message limit since you're starting the turn in the same area as my character.[/ooc]

The rebellious Ceremorph leader Llitul claims that her plans may soon result in the death or capture of the Matriarch Viarra Gloomsong. I have made an offer to purchase her in the event that she should be captured alive. Whether the Ceremorph's plan works or not, it seems that the fortunes of Vashnaranzenan may be reversed soon. While this could mean an opportunity to strike against the servants of the Spider Queen, the political situation up north is very intricate and chaotic, which is making it difficult to predict how events will proceed. I have decided to wait and see what takes place during this week rather than risk getting caught up in another a war, but next week may well prove more favourable for an intervention. In anticipation of this, I should be as thoroughly informed as possible regarding the numerous powers that currently clash in the northern caverns of the Middledeep and Lowerdeep. Any intelligence you've gathered via your correspondences and other means would be of great value.

- Dalashinn

Addendum:

I thank you for the most critical information regarding the portal in the bottom of that lake. Your sisters are welcome to study the arcane records in Hazer-Nagroth.


[/spoiler]

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

Dearest Ally,

I have learned through my contacts that the defense of the Nocae capital is currently bolstered by a band of mercenaries, twenty strong. These mercenaries are Deep Gnome electromancers armed with strange lightning-shooting devices. My newest infernal acquaintances, the Seven sisters, are interested in acquiring one of these devices.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[/spoiler]

[spoiler=Month of the Rat Week 4]

[spoiler=Production]

Trade with Fungoids: +120 Gold, -20 Bodies

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +25 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
4 Ogre Slaves working in the mines: +20 Gold, +4 Metal

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine: +300 Gold, +25 Metal

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

South Guard (Middledeep 16)
(Nothing)

North Guard (Middledeep 6)
Mushroom Forest: +25 Food

Rift Guard (Middledeep 4)
(Nothing)

[/spoiler][spoiler=Slaves]
[ooc]
From now on I'll be including a dedicated tab for handling slaves. This will hopefully make it easier to figure out how many slaves are present and where. I will not include here sacrafices other than the upkeep of Bloodfiends, all other sacrafices will be under the Orders tab. Slave trade with other factions will be under the Trade tab.
[/ooc]

Slaves Bought and Sold
Kirr-Godna: +45 slaves, -90 Gold

Slaves Delivered
From Kirr-Godna to South Guard I: 9 slaves
From Kirr-Godna to South Guard II: 16 slaves
From Kirr-Godna to North Guard: 5 slaves
From Kirr-Godna to Rift Guard: 6 slaves
From Kirr-Godna to Hazer-Nagroth: 8 slaves

Bloodfiend Upkeep
South Guard I: -2 slaves
South Guard II: -5 slaves
North Guard: -5 slaves
Rift Guard: -1 slave
Kirr-Godna: -1 slave
Hazer-Nagroth: -1 slave

Slaves Remaining After Upkeep: 30
Kirr-Godna: 0 slaves
South Guard I: 7 slaves
South Guard II: 11 slaves
North Guard: 0 slaves
Rift Guard: 5 slaves
Hazer-Nagroth: 7 slaves

[/spoiler][spoiler=Upkeep]

22 Slave Soldiers: -17 Food
24 Dark Elf Swordsmen: -48 Gold, -24 Food
25 Dark Elf Crossbowmen: -50 Gold, -25 Food
2 Spider Cavalry: -10 gold, -6 Food
15 Bloodfiends: -15 Slaves
6 Ogre Slaves: -18 Gold, -30 Food
2 Tunnel Hulks: -20 food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
Bloodlord's Study: 2 weeks remaining
Fighting Pits: 3 weeks remaining

Beginning Construction:
(Nothing)


Hazer-Nagroth (Middledeep 7)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


Uzannador (Middledeep 15)

Under Construction:
Lizard Pen: 2 weeks remaining

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


South Guard I (Middledeep 16)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


South Guard II (Middledeep 19)

Under Construction:
(Nothing)

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining


North Guard (Middledeep 6)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


Rift Guard (Middledeep 4)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: -50 gold

Hazer-Nagroth (Middledeep 7)
2 Dark Elf Crossbowmen: -24 Gold, -4 Metal
Mounting Dalashinn on a giant spider: -20 Gold, -2 Metal

[/spoiler][spoiler=Wealth]

Gold: 271 (before trades and constructing dungeons)
Metal: 360 (before trades)
Food: 408
Bodies: 2

[/spoiler][spoiler=Dungeons and Outposts]

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

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (unusable by Dark Elves)
Barrow (unusable by Dark Elves)
Sepulchre (unusable by Dark Elves)
Improved City Wall
Escape Tunnel
Pit Trap

Uzannador (Middledeep 15)
Slave Pens
Escape Tunnel

South Guard I (Middledeep 16)
Escape Tunnel
2 Murder Holes

South Guard II (Middledeep 19)

North Guard (Middledeep 6)
Escape Tunnel
2 Murder Holes

Rift Guard (Middledeep 4)
Escape Tunnel
2 Murder Holes

[/spoiler][spoiler=Armies]

Mianarith: Garrisoned at South Guard I (Middledeep 16)
5 Slave Soldiers: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Swordsmen: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Crossbowmen: Garrisoned at South Guard I (Middledeep 16)
2 Bloodfiends: Garrisoned at South Guard I (Middledeep 16)

Larynda: Garrisoned at South Guard II (Middledeep 19)
5 Bloodfiends: Garrisoned at South Guard II (Middledeep 19)
5 Slave Soldiers: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Swordsmen: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Crossbowmen: Garrisoned at South Guard II (Middledeep 19)

Malaggar: Garrisoned at North Guard (Middledeep 6)
4 Slave Soldiers: Garrisoned at North Guard (Middledeep 6)
5 Bloodfiends: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Swordsmen: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Crossbowmen: Garrisoned at North Guard (Middledeep 6)

Ryltarn: Garrisoned at Rift Guard (Middledeep 4)
7 Slave Soldiers: Garrisoned at Rift Guard (Middledeep 4)
5 Dark Elf Swordsmen: Garrisoned at Rift Guard (Middledeep 4)
5 Dark Elf Crossbowmen: Garrisoned at Rift Guard (Middledeep 4)
1 Bloodfiend: Garrisoned at Rift Guard (Middledeep 4)


Eredini: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
2 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
4 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)
1 Bloodfiend: Garrisoned at Kirr-Godna (Middledeep 13)

Dalashinn: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
5 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
5+2=7 Dark Elf Crossbowmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Spider Cavalry: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Tunnel Hulks: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Ogre Slaves: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Bloodfiend: Garrisoned at Hazer-Nagroth (Middledeep 7)

Lomax: Garrisoned at Uzannador (Middledeep 15)

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
(stats updated to reflect being mounted on a giant spider)
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 22
Health: 22
Speed: 7
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact, Haste, Ward, Cavalry, Climbing, Poison 2
Inventory: Demonomicon, 1 Scroll of Haste

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]
[ic=Eredini, Acting Commander of Kirr-Godna]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Eredini increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Lomax, Commander of Uzannador]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Lomax increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Mianarith, Captain of South Guard I]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Mianarith increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Larynda, Captain of South Guard II]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Larynda increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Malaggar, Captain of North Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Malaggar increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Ryltarn, Captain of Rift Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Ryltarn increases the Morale of garrisoned troops by +1.
[/ic]

[/spoiler][spoiler=Trade]

Trades

Payment to the Duergar: 50 Metal (paid if their demolitions unit is met by my Summoner)

Mid-Week Trades

Weekly Stipend to the Succubi: 70 Gold

[/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. With the increased burden of army upkeep and the weekly stipends paid to the Succubi, more colonies should be founded to provide gold in the future. The most obvious locations for these include Middledeep 18 (due to being protected by outposts and an ideal place to stage assaults against the Shadow Elves) and Lowerdeep 8 (being right below Hazer-Nagroth and thereby protecting that important city against attacks coming from the Lowerdeep).

2. Troops should be moved to the south so that they will be prepared to march against the Nocae.

3. A deal with the Duergar for demolishing some buildings in Hazer-Nagroth must be supported so that the task can be accomplished soon.

[/ooc]

My Succubi allies have been granted permission to study in the Arcane Library of Hazer-Nagroth.

Mianarith will sacrafice 5 slaves to summon a Bloodfiend, which joins the garrison of South Guard I.
Larynda will sacrafice 5 slaves to summon a Bloodfiend, which joins the garrison of South Guard II.
Ryltarn will sacrafice 5 slaves to summon a Bloodfiend, which joins the garrison of Rift Guard.

2 Bloodfiends will depart from North guard and spend 5 Speed to march to Middledeep 16.

2 Bloodfiends and 2 Slave Soldiers will depart from South Guard I and spend 2 Speed to march to Middledeep 18, and 1 Speed to entrench there. They will construct a dungeon in the cavern.

From the garrison of Hazer-Nagroth 2 Dark Elf Swordsmen, 3 Dark Elf Crossbowmen and 1 Bloodfiend will depart and spend 1 Speed to descend to Lowerdeep 8, and 1 Speed to entrench there. They will construct a dungeon in the cavern. If threatened by a superior enemy, they are to retreat back to Hazer-Nagroth.

The Summoner recruited in Kirr-Godna will depart the city and spend 3 Speed to move to Middledeep 7. From Hazer-Nagroth 5 slaves will be given to this Summoner, and she will immediately sacracfice them to summon a Bloodfiend. The Bloodfiend will spend 1 Speed to be garrisoned in Hazer-Nagroth. Dalashinn himself will emerge from Hazer-Nagroth and give the scroll of Haste to the Summoner. He will also cast a spell of Haste (not from a scroll) on this Summoner. Dalashinn will then spend 1 Speed to re-enter Hazer-Nagroth. The hasted and scroll-bearing Summoner will spend 5 Speed to march to Lowerdeep 14, where she is expected to meet a demolition unit from the Käferhold Duergar. She is to cast Haste from the scroll on this unit, and accompany it on it's way toward Hazer-Nagroth. (Any movement after reaching Lowerdeep 14 will count as forced marching for her.)

Dalashinn will engage in spell research in the Arcane Library to master the Obfuscating Shroud spell.

If Uzannador is attacked during this week the construction of the mines there will be cancelled.

[ooc]
For sake of clarity, here are the final intended positions of units after all the orders have been successfully carried out without casualties.


Middledeep 16
2 Bloodfiends

Middledeep 18
2 Slave Soldiers
2 Bloodfiends

Lowerdeep 8
2 Dark Elf Swordsmen
3 Dark Elf Crossbowmen
1 Bloodfiend

Lowerdeep 9 (where the hasted duergar unit is assumed to end it's movement)
1 Dark Elf Summoner

South Guard I (Middledeep 16)
Mianarith
3 Slave Soldiers
2 Dark Elf Swordsmen
2 Dark Elf Crossbowmen
1 Bloodfiend

South Guard II (Middledeep 19)
Larynda
5 Slave Soldiers
3 Dark Elf Swordsmen
3 Dark Elf Crossbowmen
6 Bloodfiends

North Guard (Middledeep 6)
Malaggar
4 Slave Soldiers
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
3 Bloodfiends

Rift Guard (Middledeep 4)
Ryltarn
7 Slave Soldiers
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
2 Bloodfiends

Kirr-Godna (Middledeep 13)
Eredini
1 Dark Elf Swordsman
2 Dark Elf Crossbowmen
4 Ogre Slaves
1 Bloodfiend

Hazer-Nagroth (Middledeep 7)
Dalashinn
1 Slave Soldier
3 Dark Elf Swordsmen
4 Dark Elf Crossbowmen
2 Spider Cavalry
2 Tunnel Hulks
2 Ogre Slaves
1 Bloodfiend

Uzannador (Middledeep 15)
Lomax

[/ooc]

[/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]

Dolmar

[ic=To Each and Every, A Chance]

Those are the words emblazoned in the language of Dwarf and Elf and Goblin and Kobold and Orc and Man and dozens of other races, in largest in Deepcommon and beneath that in Surfacecommon, upon the Gate to Ald-Lothii. A city built to house any and all who would come, any who seek a chance to prove their worth, a chance to grow, a chance to learn, a chance to live. Ald-Lothii, Lothe's Honor, named for the Dwer that inspired it.

It is said that Dolmar Lestriade, the Wandering General, recieved word that the gates had been constructed, and that was the first time he smiled since Lothe's death.

No note warns that those who would defile the sanctity of that place, defile the hope of a chance, would be met with a terrible and final fate; the ballistae, the walls, the fortifications built for now only by Nocae but hopefully soon by dozens of other races, make it clear what would happen if any were to try.[/ic]

[ic=Messages]
[Spoiler=Message to the Child of the Glow]
Forgive my delay; I was grieving a fallen friend.

As promised, the goblin bodies are yours, 116 in total; all of their forces I have yet recovered, and more may follow shortly.

As for the Abomination, normally I would find such a thing unthinkable...yet word of your message reached them, and rumors of your powers grow among my people. Two sisters went to fight during the Goblin Wars, and one of them fell. Sindrid is willing, eager, to bring her sister to you to see if she may live again in some fashion, and no effort on my part will dissuade her. She will come to the Tower of Screams by the end of this week with her sister. If you could meet her there...and I beg you, treat her kindly, she is still half mad with grief.

Yours in Alliance,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow
[/spoiler]

[spoiler=Response to the Child]
I know that such a thing is rare, but Sindrid is desperate and willing to try it. I will pray to the Goddess that such a thing is possible, or that if it is not, Sindrid may begin to properly grieve her sister's death.

She will come, with her sister's body. I imagine she will move with all haste and meet you next week.

Thank you for offering the attempt. If there is anything else we could do for you, name it; the Nocae wish to show you what we spoke of when Lothe still lived.

Yours in Friendship,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow
[/spoiler]

[spoiler=Message to the Cleversmart Kobolds]
Your Highness,

My apologies for the delay in this missive, but the funeral of Lothe occupied my mind this week.

The services of your trapspringers would be most welcome, but I cannot send any Abominations to your aid; the tides of war brew again. Your kin, the Kobolds of the Legion, have attack myself and Thane Tiern while I extended the hand of peace, and I need every soldier I have, lest the Abject or Kirr take advantage of this two front war - perhaps one of their engineering. Is there anything else I could offer in exchange for their temporary services? Gold, food, and metal we have in abundance, or perhaps some of our clerics,  I would not need them on a permanent basis, but there are two empty caverns between my cities and my foes below. I would see them filled with traps so the Abject and Kirr would find their numbers greatly reduced as they struck.

Also, I did want to offer my congratulations in your victory against the Ceremorphs Nastydreams. I wish you further victories.

Your Loyal Vassal,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to the Cleversmarts]
Your Majesty,

I am willing to hire the services of 8 of your trapspringers this week, in exchange for the services of the four gloomdancers as you have requested. Where should I send them? And how close to Umbrazzid can your trapspringers arrive? The costs for their hire will arrive next week, and every week the non-food portions of their upkeep will be sent as you requested. Once the traps I need are laid, I will like to keep some of them on retainer - we shall see how many are needed to keep the traps set current.

Your Loyal Vassal,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to Kafer]
Despot Kafer,

I find your sudden curiosity about our war with the Kirr unsettling; do you seek because you wish to join us in our war against them? And we have little option but to continue to prepare for the oncoming storm; the matter between us and the Kirr will only be settled through death, I believe.

A while back you wrote to me to offer the sale of fire-drake eggs. At the time I was unable to make an offer. Should you still have those eggs for sale, or the drakes bred from them, I would purchase a breedable pair for the sum of one-hundred gold. Are you interested?

General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow
[/spoiler]

[spoiler=2nd Response to Kafer]
Despot Kafer;

You'll forgive me, but 1000 gold is a sum greater then the week's output of all my holdings combined. I must dismiss that offer out of hand - it is a sum beyond what I could possibly pay. Three hundred is as high as I could go. The only artifact we have recovered is a sacred dagger of our people, Gloomrazor, and its use to you - or any non-elven hand, would be minimal.

As for the Kirr, any allies against them would be welcome; given your proximity to their empire, and their allies, the vile Abject, you should be able to strike soon. To each and every creature there shall be given a chance; therefore, prove to me your alliance by annihilating the Kirr stronghold at Hazer-Nagroth (Middledeep 7). Once it is eliminated and under your control, my forces will move to support your efforts against them. If military might is not an option, than information and details on their troop depositions would go a good way to proving your goodwill.

General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to Arquenciel]
Greetins to House Septena,

I appreciate your forthrightness, though I cannot help what wonder what your words conceal; it is amazing how many lies the truth may hold.

A wise friend of mine once said that to each and every creature should be given a chance to prove their heart. We have last week founded a city upon that very principal, Ald-Lothii. I have no wish to fight you either; I wish for peace, nothing more, and for all those who desire peace to have it. I'm certain you, at this time, intend for your buisness to damn souls to the Abyss.

At one time, my buisness would have been capturing fresh slaves for the Empress.

I would welcome the chance to share information of a non-military nature with you. For now, we should correspond only through letters; it seems more prudent for me than to meet you in person.

Know this, though; a single chance. Should I learn of treachery against me on your part, then I will sever all communication with you, and will unfortunately need give my warriors orders to attack if they see you, assuming you to be a threat. However, even then - so long as your treachery causes no Nocae, Dwer, or Dwarf to die - I will not order my forces to attempt to engage you, and once the Kirr have fallen, I will be willing to consider re-opening communication - if the treachery is not too egarious. Forgive me the threat, but I must be certain to make clear; as a being who loves peace, you must understand that some times it can only be accomplished through threat of force.

Yours in Shadow;
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to Arquenciel]The handwriting of this letter is the same, but less harsh, less angered

You've caught me, Demoness; it's been quite some time since I have last been named hypocrite, and I owe you an apology; you are absolutely right. I do love peace, yet I was the aggressor against the Kirr - and against the Abject, although that was merely an unfortunate encounter that lead to death on both sides. My attack against the Kirr was not wholly unprovoked, although I'm certain the Bloodlord does not know what he did to provoke it - my intent was a rescue mission to free some he held in slavery, for the only thing I love more than peace is freedom.

I hope you'll pardon my rudeness in my last message; not long ago, a friend of mine, Lothe of the Dwer, the same who believed that to each and every creature there should be given a chance, fell in battle against the Goblins of the Red Tide; goblins he had given that chance to. When I myself gave that chance to a Summoner of the Kirr, it cost six of my people either their freedom or, more likely, their lives. These events have made me paranoid and fearful; though that does not excuse my rudeness, I hope it makes it understandable.

I believe you are wicked, but I think you may be insulted if I did not, considering the numerous ways that word could be taken. I believe you mean that you desire peace, though I would be interested to know what you feel of freedom; as intelligent as you seem to be from this brief communication, I think a philosophical discourse with you would be fascinating.

No threats, then, though I cannot promise what my Paladins would do should they enounter yourself or one of your sisters, since their hatred of all spawned from the Abyss is intense. Should you approach one of my cities openly, I emplore you to do so under some guise and inform me of our coming. Should you do so in secret...there is very little I can do, so again emplore you to use guile for your safety, and for the safety of my people from your justified wrath and self defense.

However, mere words do not suffice for the wrong I have done you, so I provide you something of actual worth; information, which my scholars tell me your people value almost as highly as the pleasures of the flesh.

I have recieved mixed reports from my informants as to the relationship between the Kirr and the Duergar, so this may be of no surprise or worth to you, but the Duergar have sought allegiance with my people against your Lord. It's possible this is a scheme the Duergar and Kirr have cooked up to lull my sense of security, it's possible they are sincere and are double-dealing against your lord, or it's possible our goal of peace can be achieved with the Kirr willing to consider knowing there is yet another foe set against him. You can do with this information what you will; it is yours, my gift of apology.

As another matter, your existence presents a unique opprotunity. I would like to be in a situation where I no longer had need to assail the Kirr, yet so long as they keep slaves I find it morally repugnent to allow them to continue. However, I imagine the Kirr would be willing to sell slaves from you, slaves which I am willing to purchase at what I'm sure would be a markup so I could then free them. To purchase them from the Kirr would be to finance my own demise - to purchase them from you seems far safer. And in the process, I am able to continue to fight against them, yet no blood need be shed. Does that interest you, or further discorse at all? Or have I damned any further attempt at conversation with my hasty and unfair words?

I hope this finds you well.

Contritely Yours,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to the Legion]
Hail to the Legion.

I am grieved to hear of this beaucratic mistake. I am more grieved for the Dwer, who died at your soldiers hands, have lost their friends and allies. If you would provide military might to support our campaign against the Kirr - through a direct assault against them - as well as some form of a repayment to the Dwer for the lives lost, it would go a great way towards proving this was simply a mistake.

Also, you currently - I'm sure through another error in interpretation of your orders - consort with vile Wrags that hold a grudge against my allies. I counted 41 of the beasts in the vision the Goddess granted my Oracle, with 52 heads amonst them. If you would send all 52 heads, severed from the bodies of their hosts, the Dwer, Dwarves, and Nocae would be able to be much more comfortable with your desires for a joint effort.

General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Second Letter to the Legion]
And to Clarify, we have no particular grievance against the succubi; however, if the Legion marchers, I would vastly prefer they march upon the Kirr. If your Wargs may serve you in that, then their heads could be put to other uses.

General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Message to Tiern]
My friend, I thought you should see what the Legion sent to me;

[spoiler=Copy of Legion Message]
General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow -
Hail.

Be assured that the assault upon you and your allies was a matter
of imprecise and bungled commands, and not an abortive attempt
at a preemptive strike.

Know that the commander of the peaceful mission was found abed
in his quarters, yet to depart for the archaeological site of dark and
mythical origin.

Know that his bodyguard, enlarged at our request to suit his rank,
was charged to deliver him solely to the Nocae, and that the others
were seen as interlopers and spies to a woefully untrained mind.

Know that the individual responsible has been executed for his failure.

Know also that the Legion has heard disturbing tales of foul magics
bent to drawing further demonic creatures from the void beneath
our very caves- we recommend a joint strike at the earliest venture
before their powers mature, or dragons forbid, the Kirr make of
themselves slaves to their own ruinous powers.

The following is on a separate torn sheet of hide:
Dolmar -
Sorry about mistake- Senate ordered stupidly
large bodyguard for an engineer. They love
him for designing bathing pools and statues,
foolish lovers of food and show- want to make
engineer happy.

Damn all governments in charge of soldiers!

Anyway, you get choice: Legion marches.
If you want Kirr and succubi dead, we go
down with you. Or not, Legion burns surfacer
lands to the ground.

P.S.
Really, honest mistake. My orders make
sense. If attack was meant, none would survive.
This clearly panic of rookie commander given
position by Senate. He shall not be eaten.[/spoiler]

I have asked for the heads of the Wrags he consorts with as proof this was an error. Time will show if he means that. It seems Ald-Anoril (Upperdeep 44) is the most likely location for their next assault if they use their wargs - can you assist us in reinforcing that region?[/spoiler]

[/ic]
[spoiler=Orders]
Scry: Upperdeep 48 to see what the Legion Kobolds were trying to bargin with up there.

[spoiler=Production]
Total
Gold: +750, Metal +65, Food +415
Umbrazzid (Upperdeep 10)
Improved Shadow Elf Mine: +300 gold, +25 Metal
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Lake: +10 Food
Ald-Anoril (Upperdeep 44)
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food
Ghostwatch (Uperdeep 42)
Goblin Mine +150 gold, +15 Metal
Dal-Urael (Formerly the Skull Throne) (Upperdeep 43)
Goblin Mine +150 gold, +15 Metal
Mushroom Patch +20 Food
Mushroom Grove +140 Food
Ald-Lothii(Upperdeep 18)
Mushrooms +20 Food
Daed-Waech(Upperdeep 32)
N/A
Ald-Elisae (Upperdeep 19)
Mushrooms +20 Food
Lake +10 Food

[/spoiler]
[spoiler=Upkeep] (-183 Gold, -143 Food)
14 Dragonslayers -42 Gold, -14 Food
6 Accursed -12 Food
13 Abomination -90 Gold, -90 Food
Qulaenaszth -10 Gold, -7 Food
10 Shadow Elf Archers -20 Gold, -10 Food
10 Shadow Elf Swordsmen -20 Gold, -10 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Temple of Sylessiadil

Under Construction:
Rangers Spire 1 Weeks
Drake Nest 1 Weeks
Shadow Elf Mine Complex 3 Weeks
Veil of Shadows 1 Week
City Wall 3 Weeks
Spidersilk Armory 3 Weeks

Beginning Construction:
Gloom Glyphs, 2 (-200 gold, 1 Week), moving the Improved Shadow Elf Mines (And their in progress upgrade) to Upperdeep 18 and the Shrine of Sylessiadil to Upperdeep 18.
Gloom Portal (4 Total) -300 Gold, 4 Weeks (Pairs: Umbrazzid-Thousand Halls, Umbrazzid-Rhuad)
NOTE: I am not putting the Portals in Dwer bases in my construction, because I don't control those bases. ^_^

Ald-Anoril
Nothing Beginning, Under, Or Complete

Ghostwatch
Nothing Beginning, Under, Or Complete

Dal-Urael(Upperdeep 43)
Nothing Beginning, Under, Or Complete

Daed-Waech(Upperdeep 32)
Completed Construction
Escape Tunnel

Under Construction
Cavern of the Accursed 2 Weeks
Shadowy Architecture 3 Weeks
City Wall 3 Weeks
2 Lizard Pens 2 Weeks

Beginning Construction

Ald-Elisae (Upperdeep 19)
Completed Construction
Escape Tunnel

Under Construction
Cavern of the Accursed 2 Weeks
Shadowy Architecture 3 Weeks
City Wall 3 Weeks
2 Lizard Pens 2 Weeks

Beginning Construction

Ald-Lothii(Upperdeep 18)
Completed Construction
Escape Tunnel

Under Construction
Cavern of the Accursed 2 Weeks
Shadowy Architecture 3 Weeks
City Wall 3 Weeks
2 Lizard Pens 2 Weeks

Beginning Construction

[/spoiler]
[spoiler=Trade]
Mid Week Trade: 116 Goblin Bodies to the Glow
Mid Week Trade: 150 Metal To Dwer, Receive 300 Gold

104 Gold, 64 Metal to Cleversmarts

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
Hire Those Gnomes! (-300 Gold)
5 Abominations (-100 Gold)
5 Paladins (Grudge; Demons -100 Gold, -10 Metal)
4 Gloomdancers -160 Gold
10 Accursed (-70 Gold)

[/spoiler]
[spoiler=Wealth]
Gold: 203
Metal: 232
Food: 1422

[/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
Spire of Gloom

Defenses
Shadow Architecture
3 Murder Holes

Ald-Anoril
Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches

Defenses
Palisade
Rienforced Gate
Escape Tunnel
Spiked Moat

Ghostwatch
Goblin Mine

Dal-Urael(Upperdeep 43)
Hall of the Goblin King (unusable by Shadow Elves)
Goblin Mine
Mushroom Patch
Mushroom Grove
Goblin Lair  (unusable by Shadow Elves)
Goblin Armory  (unusable by Shadow Elves)
Bat Roost

Defenses
Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
3 Murder Holes

Daed-Waech(Upperdeep 32)
Nothing

Defenses
Escape Tunnel

Ald-Elisae (Upperdeep 19)
Nothing

Defenses
Escape Tunnel  

Ald-Lothii(Upperdeep 18)
Nothing

Defenses
Escape Tunnel

[/spoiler]
[spoiler=Armies]
Outrunners: Garrisoned Middledeep 40
3 Abominations and Dolmar

Dragonslayers: Stationed at Upperdeep 3 (+2 Morale)
14 Dragonslayers led by Phaedra

Ald-Lothii Guard(Garrisoned at Upperdeep 18)
1 Baeria (Abomination Commander)
1 Accursed
3 Paladins

Daed-Waech Guard (Garrisoned at Upperdeep 32)
2 Abominations Led by Quilidim

Ald-Elisae Guard (Garrisoned at Upperdeep 19)
5 Swordsmen Led by Eralimae

Home Guard (Garrisoned at Upperdeep 30) (+2 Morale)
Qulaenaszth
5 Archers
20 Deep Gnome Brigadier led by Zururura Izzard Dissenact III
5 Abominations
5 Paladins (Grudge: Demons)
4 Gloomdancers

Dal-Urael Guard (Garrisoned at Upperdeep 43)
5 Accursed
1 Abomination (Commander - will figure out name later)

Ald-Anoril Guard
5 Abominations led by Syndrid
5 Swordsmen
5 Archers led by Pylnorii

Steward of Rhuad
Aerdolm, Garrisoned Upperdeep 42

[/spoiler]
[spoiler=Orders]
Phaedra will follow Teirn

Offer tunnel hulks 300 food to join.

All units in Dungeon with Temple to pray at it.

Any forces in the same region as a dungeon that I control but not garrisoned within will garrison in that dungeon.

Scry Underdeep 48 as above.

Have The Hellsbane check kobold bodies for ghoul fever.

4 Gloomdancers to forced-march move from Umbrazzid to Upperdeep 44. (29-28-27-26-19-20-21-25-35-45-44, though it shouldn't matter much since they are teleporting.

Sindrid takes Elutae's body to the Fungoids – upperdeep 44 to Middledeep 37-41-42-47-31.

Everyone else hunker down for the oncoming storm.

Keep word out for more mercenaries.

[/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= Zururura Izzard Dissenact III]

Zururura Izzard Dissenact III is an eccentric Deep Gnome, an inventor and mage who leads a "Fulgurous Brigade," of Deep Gnomes just as crazed and maniac as she is, each armed with one of her lightning-cannons.  Zururura herself is also a powerful Electromancer and a skilled technician.

Upkeep: 10 Gold, 1 Food
Ranged Attack: +8
Ranged Damage: 10 (Shock)
Melee Attack: +5
Melee Damage: 4
Defence: 20
Health: 15
Speed: 4
Morale: +5
Special Abilities: Chain Lightning, Detector, Leadership, Repair

Zururura increases the Morale of any army she is leading by +1.[/ic]

[ic=Fulgurous Brigade]These seasoned Deep Gnomes are armed with ingenious lightning-generating weapons that discharge crackling bolts of puissance.

Upkeep: 5 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 8 (Shock)
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 5
Speed: 4
Morale: +2[/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=Aerdolm, the Hellsbane, Steward of Rhuard]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Aerdolm proides a +1 Morale Bonus to any army he leads. A regiment lead by Aerdolm gains the Grudge (Demons) Ability[/ic]

[ic=Eralimae, Guardian of Ald-Elisae]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Eralimae proides a +1 Morale Bonus to any army she leads. A regiment lead by Eralimae gains the Grudge (Demons) Ability

[/ic]

[ic=Baeria, Guardian of Ald-Lothii]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Baredra provides a +1 Morale bonus any army she leads.

[/ic]

[ic=Quilidim, Guardian of Daed-Waech]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Quilidim provides a +1 Morale bonus any army she leads.[/ic]

[ic=Pylnorii, the Ghost]
Pynorri is an Abomination with the lower body of a great spider. Unlike most of her kind, she is an albino. From the waste up she is stunningly beautiful, while her spider-like torso is more akin to a brown recluse than any other kind of spider.
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

Pylnorii provides a +1 Morale bonus any army she leads.[/ic]

[ic=Syndrid, Warden of Ald-Anoril]
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

Syndrid provides a +1 Morale bonus any army she leads.[/ic]

[ic=Dragonslayers (14)]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]

zcynthr

[spoiler=Orders]
Scrying:
Upperdeep 5
Upperdeep 42
Upperdeep 43
Upperdeep 44
Middledeep 40
Middledeep 49

MONTH 2 WEEK 4      
      
Wealth:      
Gold: 35      
Metal: 184      
Food: 1804      
Prisoners: 0      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Kobold Mine: +150g, +15m      
Crystals: +20g      
      
Stonespire Fortress (Upperdeep 50)      
Improved Dwarf Mine: +350g, +50m      
      
Warscale Camp (Upperdeep 53)      
Orc Mine: +150g, +15m      
(4) Warthog Pen: +140f      
(20) Mushroom Garden: +100f      
Mushrooms: +25f      
      
Spoils      
gold:      
metal:      
food:      
prisoners:      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
Magic Items:      
Murmerstone: communicate with twin stone      
Signet ring of Clan Stonedirge: cast Ward 1/week      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry, Leadership      
Magic Items:      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Skarax, Apostate of the First Cohort      
Melee Attack: +6      
Melee Damage: 8      
Defence: 19      
Health: 17      
Speed: 4      
Morale: +7      
Special Abilities: Discipline, Leadership      
Magic Items:      
Orcdoom: battleaxe, +1/+1 melee, additional +4/+4 vs orcs      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Cnaeus Akka, Dominus Fabricae of the Legion      
Ranged Attack: +5      
Ranged Damage: 6      
Melee Attack: +4      
Melee Damage: 4      
Defence: 19      
Health: 16      
Speed: 4      
Morale: +4      
Special Abilities: Disarm Traps +5, Repair, Trapmaking, Leadership      
Magic Items:      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      

Armies:      
Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
Legatus Marius Krinak      
(10) Kobold Legionaries      
      
Garrisoned at Shatterspine Post (Upperdeep 62)      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
      
Garrisoned at Stonespire Fortress (Upperdeep 50)      
(35) Kobold Velites      
(5) Kobold Augures      
(10) Kobold Legionaries      
      
Garrisoned at Warscale Camp (Upperdeep 53)      
Cnaeus Akka, Dominus Fabricae      
      
Located at Upperdeep 48      
Skarax, Apostate of the First Cohort      
(1) Kobold Augur      
(9) Kobold Velites      
Dreadfang      
(10) Two Headed Wargs      
(30) Wargs      
      
Located at Upperdeep 43      
(8) Kobold Legionaries      
(20) Kobold Velites      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Legionaries: -30g, -10f      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
(35) Kobold Velites: -35g, -35f      
(5) Kobold Augures: -35g, -10f      
(10) Kobold Legionaries: -30g, -10f      
      
Warscale Camp (Upperdeep 53)      
      
Upperdeep 48      
(1) Kobold Augur: -7g, -1f      
(9) Kobold Velites: -9g, -9f      
Dreadfang: all wargs here, -300 food this week      
(10) Two Headed Wargs      
(30) Wargs      
      
Upperdeep 43      
(8) Kobold Legionaries: -24g, -8f      
(20) Kobold Velites: -20g, -20f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Sagittarii: -130g, -50m      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
(20) Kobold Legionaries: -200g, -60m      
(20) Kobold Velites: -100g      
(5) Kobold Immunes: -50g, -10m      
      
Warscale Camp (Upperdeep 53)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
Workshop      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Improved Disguised Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
Spiked Moat      
(2) Mimic      
      
Shatterspine Post (Upperdeep 62)      
Fishing Pool      
Kobold Mine      
      
Escape Tunnel      
Palisade      
Spiked Moat      
Reinforced Gate      
      
Stonespire Fortress (Upperdeep 50)      
Forge Hall (unusable by Kobolds)      
Shield Hall (unusable by Kobolds)      
Hall of the Ancestors (unusable by Kobolds)      
Improved Dwarf Mine      
Burrow      
      
Outer Wall      
Iron Gate      
      
Warscale Camp (Upperdeep 53)      
Orc Mine      
(4) Warthog Pen      
(20) Mushroom Garden      
Fighting Pit (unusable by Kobolds)      
Slave Pit      
Bloodcap Patch      
      
Palisade      
Reinforced Gate      
Escape Tunnel      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Coliseum: 1 week remaining      
Dragon Shrine: 1 week remaining      
Command Post: 2 weeks remaining      
Legion Forge: 3 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
Disguised Entrance: 1 week remaining      
      
Stonespire Fortress (Upperdeep 50)      
Spiked Moat: 2 weeks remaining      
Disguised Entrance: 1 week remaining      
Workshop: 2 weeks remaining      
      
Warscale Camp (Upperdeep 53)      
Spiked Moat: 2 weeks remaining      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Invisible Entrance: -25g, 1 week remaining      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
      
Warscale Camp (Upperdeep 53)      

Orders:
-Marius uses the ring again to Ward himself. This is going to happen pretty much every week from now on.
-(10) Kobold Legionaries in Upperdeep 77spend 1 Speed to garrison in Bloodwatch Enclave.
-Marius and (10) Kobold Sagittarii spend 7 Speed to Forced March to Upperdeep 50 and garrison in Stonespire Fortress

-Army in Upperdeep 43 spends 8 speed to execute (3) Kobold Velites, leave their heads on spears, eat the bodies, and then Forced March to Upperdeep 62 and garrison in Shatterspine Post. (1) Kobold Legionary stops in Upperdeep 60 and founds an Outpost.

-(1) Kobold Augur and (1) Kobold Veles spend 3 Speed to move from Upperdeep 48 to Upperdeep 45 and found an Outpost.
-The rest of the army in Upperdeep 48 spends 3 Speed to move to Upperdeep 62 and garrison in Shatterspine Post.
-Marius and Dreadfang engage in war councils, where the succubi can't spy on them, neener neener neener, Ward and Marius bff's forever <3. (not abusing Ward with ooc knowledge of succubus powers, just a side benefit of Marius' paranoia.)

[/spoiler]

[ic]
[spoiler=Response to The Glow]
A terrified messenger runs at the bloom, setting a sealed scroll case on the cavern floor before fleeing.
Children of the Dream,
Hail.

While your language is strange, we do make common use of words
such as "threat" and "goblin".

Know that the green races of Orc and Goblin were intolerably violent,
raiding beyond sustainability and bearing ill will without cause.

Know that the Legion brooks no disobedience in the actions of its
commanders, and that any hostilities which may have commenced
were not at the command of this Senate or its officers.

Know that your appearance disturbs us, seeming to maintain like
structure with the tentacle-beasts and demons of the deeps.

With what little we know, we cannot justify an ambassador to a
land which may prove inimical to our existence. It is our wish to
refer subsequent correspondence to messengers, as is the proper
custom between nations.

Marius Krinak and Lucius Yirik, Consuls

There is no addendum from Marius in this message.
[/spoiler]

[spoiler=Message to the Nocae]
General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow -
Hail.

Be assured that the assault upon you and your allies was a matter
of imprecise and bungled commands, and not an abortive attempt
at a preemptive strike.

Know that the commander of the peaceful mission was found abed
in his quarters, yet to depart for the archaeological site of dark and
mythical origin.

Know that his bodyguard, enlarged at our request to suit his rank,
was charged to deliver him solely to the Nocae, and that the others
were seen as interlopers and spies to a woefully untrained mind.

Know that the individual responsible has been executed for his failure.

Know also that the Legion has heard disturbing tales of foul magics
bent to drawing further demonic creatures from the void beneath
our very caves- we recommend a joint strike at the earliest venture
before their powers mature, or dragons forbid, the Kirr make of
themselves slaves to their own ruinous powers.

The following is on a separate torn sheet of hide:
Dolmar -
Sorry about mistake- Senate ordered stupidly
large bodyguard for an engineer. They love
him for designing bathing pools and statues,
foolish lovers of food and show- want to make
engineer happy.

Damn all governments in charge of soldiers!

Anyway, you get choice: Legion marches.
If you want Kirr and succubi dead, we go
down with you. Or not, Legion burns surfacer
lands to the ground.

P.S.
Really, honest mistake. My orders make
sense. If attack was meant, none would survive.
This clearly panic of rookie commander given
position by Senate. He shall not be eaten.
[/spoiler]

[spoiler=Response to Tiern]
Tiern, Lord of the Mansion, King in the Deep,
Hail.

Taking the incident as a personal insult goes too far- be not hasty in
your assessment. Yours is not the place for threats, but for congress.
Speak to us further, lay out the subjects of your discontent so that you
may be known to us as something other than one who chases the memory
of a people long since turned to bone and dust.

Know that after long debate within the Senate, the Legion has ordered
that the unit in question undergo the punishment of decimation for its
commander's error and subsequent loss of life. The deceased members
shall have their heads removed and left before the citadel's gates, though
the bodies shall be consumed as is fitting and proper.

Furthermore, the Legion wishes to present a wedding gift to celebrate the
union of yourself and the dwarf-queen. Disgust at the thought of mammalian
breeding aside, we understand the necessity of political union and approve
its appropriate use.

Marius Krinak and Lucius Yirik, consuls.

The following is on a separate torn sheet of hide:
Tiern-

This is dwarf who submits to shadow elves?
Expected more than shouting from behind
skirts, though perhaps should not have.
You get your blood, and heads besides.
Dolmar seems less firm in beliefs than he
should, willing to let succubi work evil
magics with the Kirr. You certain that he is
worth following?

-Marius
[/spoiler]

[spoiler=Response to the Nocae]
Marius Krinak to Dolmar Lestridae,
With permission of the Senate,
Hail.

Perhaps you misunderstand what it is to propose joint operations
in the context of weighing an alliance. The Legion is not some
barbarian trash like orcs or goblins, to be used and thrown away.
I value the contributions of each and every member of the Legion
under my command, and strongly resent the implications of
incompetence so recently cast upon my troops.

Let us embrace this incident, realizing that no soldier has a perfect
and direct connection to his commander's mind. "Go to that city" is
perfectly comprehensible, but what happens when previously
unknown individuals are present, let alone individuals who so closely
resemble several peoples who have the misfortune to dwell more
deeply beneath the earth? No instructions have been given regarding
this contingency, and so decisions are left to a lower ranking and
less well informed officer than would normally be the case.

We have established an envoy at Upperdeep 45. The Legion is neither
ally nor supplicant to the Nocae, and as such have provided a neutral
location for further negotiation in more detail than simple messengers
can supply. Please treat the words of our trusted agent as you would
those of the Senate or myself. He has been given a token bodyguard
for the sake of propriety, but it is our hope that this space can
remain largely demilitarized out of cautious respect for one another.

Regarding the wargs:
They came to us, starving and wounded. We have salved their wounds
and filled their bellies. To betray them now would violate all notion
of guest-right. Centurion Skarax and his advisor of the College of Augurs
will be making use of the wargs' particular talents for tracking in the
rooting out of extraplanar filth, and as such cannot comply with your
request for their destruction.

-Marius Krinak, Legate and Consul of the Legio I Draco
[/spoiler]
[/ic]

Steerpike

#116
[ic=Parleys - The Month of the Rat, Week 4][spoiler=In the Dungeons of Hazer-Nagroth (Kirr and Succubi)]Soundtrack: A Diabolic Alliance

The parley is held in a sumptuously appointed meeting room deep within the ancient Dark Elf city of Hazer-Nagroth.

Arquenciel saunters into the chamber, a sway in her hips, the walk of a courtesan. Her sisters follow, for the most part possessing the same graceful gait.

Dalashinn enters the room, flanked by guards. Trailing behind him is a chimeric hellhound with multiple heads and strangely mismatched limbs. A pair of towering ogres can be glimpsed positioned outside the arching doorway, screened by a curtain of spidersilk. The Bloodlord is outfitted more lavishly than he was durign the ceremony of the summoning. He nods briefly at his guests before seating himself upon a cushioned dais.

Arquenciel gives a graceful bow, folding her wings repectfully, before taking a seat across from the Bloodlord. "What a pleasure to once more walk among mortals. My thanks to you."

"The pleasure is mine; to host such excellent guests from beyond the veil. As you've probably guessed, I have my own reasons for effecting your entrance to this world of mortals.

Arquenciel smiles. "Even in the Abyss, we have heard of the Kirr. You are faithful allies of our kind, we can only hope to return the favor."
Arquenciel nods. "I suspected as much."

'Tis true. The House of Kirr has long cherished its bargains - and crossed lineages - with several notable denizens of the Abyssal realms. I am, of course, hoping to craft further beneficial arrangements."

Arquenciel's wings flutter slightly, her iridescent eyes twinkle between purple and magenta. Were you a lesser man, you would be raptly drooling by now.

Arquenciel smiles, but it's more of a smirk. "Mmm, let us talk of bargains and beneficial arrangements, shall we?"

"Your presence herein opens many possibilities that exceed those that could be gained by more conventional methods of diabolism. You are, in many ways, different from other beings of demonkind." Dalashinn smiles, his expression telling that he certainly finds the Succubi's aesthetic qualities to his liking.

Arquenciel gives a playful bow. She doesn't speak, but coyly smiles at the compliment. Her sisters occasionally whisper amongst themselves and giggle slightly, like gossiping schoolgirls. Chiaroscuro raises a hand, and they go back to looking ahead.

"The summoners under my authority are quite capable of working with fiends to augment the armies of the Kirr. But while these beasts are excellent for such purposes –" he gestures at the Bloodfiend lurking in the corner of the room "- they are not very adept in the ways of mortal diplomacy."

Arquenciel nods and licks her lips. "Yes, not the most eloquent creatures, are they?"

"From the lore I've uncovered regarding your kind, I have deduced that you would be quite a different case in that regard. And just the brief conversation between us so far is certainly supporting this deduction."

Arquenciel smiles. "Quite so. We prefer to deal with issues in, shall we say, a more sophisticated manner."

Dalashinn claps his hands, which causes a number of servants to hurry into the chamber, bearing goblets of wine and plates laden with various delicacies. They set these on a table of polished glass in the center of the room and depart as quietly and quickly as they came.

The Succubi seem more interested in the Dark Elven servants themselves rather than the items brought. Wisteria lightly clasps one's hand, Incarnadine just grabs another by the hair. Arquenciel laughs softly, but is watching the Bloodlord carefully for a reaction.

"Eat and drink from my table as you please. And feel free to peruse the hands that brought the goods as well. Like most serviles, they have their uses beyond simple labour." Dalashinn chuckles, and takes a sip from his wine

Arquenciel smiles and delicately eats a small cake. "Thank you. You are most generous."

"Hm. But back to the business, shall we?"

Arquenciel nods.

"My realm is quite embroiled in the politics of the Underdeep, and could therefore benefit from your unique skills Likewise, your sorcerous talents would be most useful."

"As this is the time for business, not pleasure, the Succubi reluctantly let the servants go... for now." Arquenciel nods. "And all these and more shall be at your disposal. We have but a few simple conditions."

"Of course. As with any bargain, the benefits must be mutual."

"Firstly, we request living quarters within the city. Mind you, not some hovel, but a fine boudoir worthy of ladies of our caliber, and decorated to our preferences. Somewhere close to town, but not too noisy, for when we need our beauty sleep. Just a bit off the beaten path would be nice..."

Arquenciel then adds, with a wink, "Perhaps close enough to your tower that you can come visit if you'd like. We always welcome gentleman callers of your eminent standing."

"A matter of living quarters is easily enough arranged. I would presume though, that you have interests on the mortal realm that span further and wider than the confines of my cities?

Arquenciel nods. "Of course. And I shall get to that. But we must secure our immediate accommodations, first. We would like to be given the run of the city and the rest of your lands. I am sure you've built yourself a lovely little empire here, and we look forward to exploring it all. Surely you have a fine slave market, too. We would appreciate the opportunity to make purchases there."

"A suitable place can be set aside for you right here in Hazer-Nagroth, or in the capital Kirr-Godna. In the latter you would have access to the primary slave market."

Arquenciel smiles. "We would prefer to live in the capital."

Incarnadine's eyes glow slightly red, and she chimes in, "Besides, that way, we can help defend it should it come under siege." She licks her lips, seeming to relish the idea of a fight.

Arquenciel smiles, but she raises a hand to silence her sister. "I am sure the Bloodlord has far better uses for us than as a simple garrison."

"Very well. My political needs may require that some of you pay visits to other locations within my realm, or even in the courts of other powers. Would that be acceptable to you?"

Arquenciel nods. "Of course. As long as we can also travel freely, we shall certainly undertake missions on your behalf. Quite serendipitiously, that brings me to my third condition. I request that our communications and affairs shall be our own. We shall serve you and your causes faithfully, but as collaborators and allies."

"Such an arrangement is possible, though it of course requires that you consult me in all matters of politics that concern my realm. It would not do to have my allies aiding my enemies, after all."

Arquenciel gives a slight bow. "Of course. It is simply easier to carry out the nuances of diplomacy when enmities are not quite so sharply defined. Those who would not speak to you directly may speak to us."

"A good point, though you may find that your taking residense in my lands may raise some barriers to your efforts to reach out to some peoples. A problem we will overcome should it arise. I am quite sure that residence in the wondrous city of Kirr-Godna is worth whatever minor obstacles that may create."

"Of course, where direct diplomacy fails, more subtle means may prove fruitful. Do tell me, do you possess any useful talents for spycraft?"

Arquenciel nods. "Beauty is in the eye of the beholder, and we strive to be beautiful to all who behold. These talents also aid in the arts of espionage."

"Having some eyes and ears besides those of my underlings would be most useful. Particularly when they need not rely as much on stealth."

Wisteria folds her wings around herself – when she unfolds them, she appears to be what would certainly be a very beautiful female Kobold, should anyone be able to appreciate Kobold aesthetics.

"Should we not be able to place ourselves physically in a place where information may be obtained, we can also expand the reach of our sight, albeit with some difficulty. The art of scrying is also known to us."

Dalashinn nods approvingly at Wisteria's demonstration of her shapeshifting. "Seeing as I've yet to extend my arcane research into the ways of scrying, that would be another major way you could be of service. And even after I've learned such spells, it would likely remain useful."

"And another fine reason to locate ourselves within the capital. If the rumors that managed to reach the Abyss are correct, it has a deposit of crystal that can greatly aid in scrying."

"Yes, there is no doubt that an alliance with you would serve my interests. And I dare state: as the foremost faction of infernalists and students of the summoning arts, you will hardly find a better ally for yourselves than the Kirr."

Arquenciel smiles. "Then, hopefully my last request will not be a terrible imposition. Of course, we shall need a small amount of material resources in order to cover our expenses and provide for our needs. Let us say, a weekly stipend of, hmm..." She pauses and contemplates a moment, then proceeds to enumerate a rather impressive list of bullion, jewelry, couture, and other luxury goods. It totals to 15 gold per week per Succubus, 105 in total.

Dalashinn grins amusedly, setting down his wine goblet.

Arquenciel returns the amused grin.

"Quite a price. Your taste for luxuries truly reflects the descriptions in the ancient texts I've perused. But a good bargain for me it is not. With a more sensible stipend of, let say the equal of 55 measures of gold, you would still be able to live like royalty."

Arquenciel laughs softly. "Dear Bloodlord, meaning no offense at all to those of royal blood, such as yourself, we are not royalty, we are Succubi. We do not wish to live like royalty, we wish to live like Succubi." Arquenciel licks her lips. "Still, in the interests of creating a fruitful alliance... let us say, 90?"

Dalashinn chuckles, clearly enjoying the game. "With such a sum I could almost found a new colony every week. But my initial offer was admittedly inadequate, so allow me to raise it to 60."

"Indeed you could. But could those new colonies aid in your espionage or diplomacy? Could they scry? Could they... provide for other needs?" She gives an alluring lick of her lips. "I believe they could not."

"However, in the interests of promoting further colonization, I do believe we could live without the spidersilk lingerie. Let us say, 85?"

"You points are well made, and deserving of consideration. Still, 85 would be quite a drain on my resources, which are quite needed due to an ongoing conflict. Would not 65 be sufficient?"

Arquenciel tilts her head. "Mmm... it would be meager. And difficult to divide. Let us say 70, so that each Sister may partake in an even measure?"

"That I would find acceptable indeed. You bargain well, as was expected. Your reputation for intellect is as deserved as that for your beauty." Dalashinn flashes a polite, subtle smile.

Arquenciel returns the smile. "And you keep your wits about you quite well in the presence of our charms. Quite dangerous, were we not on such friendly terms."

"Without doubt. Charm and dangerousness... are sometimes one and the same thing."

"Let us seal the bargain, then, and raise a toast in celebration of this most promising alliance."

Arquenciel licks her lips. She then leans forward, and starts to crawl across the table. "Or we could seal the bargain like Succubi."

Dalashinn picks up his cup of wine, that has been refilled by one of the servants trying to elude the Succubi's attention.

Arquenciel grins coyly.

"Perhaps not. Your needs will be satisfied, but by someone who isn't in as critical a positions the first among Bloodlords. While I would neither deny the temptation of your offer, nor suggest that you harbor any treachery when our pact has barely begun, it is a sad fact of politics that a man in my station cannot take brash risks."

Arquenciel smirks. "As you wish. Our door remains open." She moves to a sitting position, sitting on the table, and raises her glass.

"To our alliance - and glorious times ahead."  Dalashinn drains his cup empty

Arquenciel nods, drinking with a little less gusto. A Succubus isn't used to being denied, after all. Still, she manages a bright, playful smile.[/spoiler][/ic]

Steerpike

#117

Rumour has that a great battle between the Undead and the Cleversmart Kobolds took place somewhere in the Middledeep, and that the crafty reptiles bested the Undead forces, though with considerable losses.


The strange war in the Lowerdeep, a complicated conflict involving Kobolds, Dark Elves, High Elves, two rival Ceremorph factions, and now the Watchers as well continues, and though things are still confused, it seems that the Shining Flame has at last been snuffed out after a momentous defeat at Dtoulth, the Ceremorph capitol...

Soundtrack: Battle in the Ruins

Soundtrack: The Overbrain Triumphant

[ic=The Month of the Beetle, Week 1]Scholars proclaim this the Month of the Beetle.  The omen portends a time for industry and hard work, of building and growth, a time requiring diligence and perseverance, when fortune favours the steadfast and the patient.

The Month of the Rat ended in bloodshed as the Ceremorph Civil War continues, engendering unlikely alliances and causing ripples of confusion and violence throughout the Underdeep.  It seems that Lady Viarra Gloomsong made a grave miscalculation when she chose to involve herself in the battle, for Ceremorph forces loyal to the rebel Llitul, the Lady of Madness, have seized control of her cities, including the capitol of Vashnaranzenan, though the Matriarch herself is still at large.  There are whispers that the monstrosity known as Grolhund the Heartscrew, a figure of Kobold folklore, aided Llitul in this conquest, along with mysterious giants rumoured to be from the "Unseelie Court."  In the Lowerdeep itself, the Kobold-led High Elves launched an assault on Dtoulth itself, the center of Ceremorph power, aided by the enigmatic Watchers of the Darksea, about whom little is still known by most.  The exact outcome of the battle is unknown but it appears the Overbrain survived the attack, Kobold, High Elf, and Watcher forces have withdrawn from Dtoulth to neighbouring territories.  As for the High Elf Prince Saerid, who led the expeditionary force into the depths, he remains unaccounted for, but certain sensitive souls claim that a strange new presence has manifested in the psychic landscape of the caverns.

In the Middledeep, war has broken out between the Kobolds and the Undead.  Perhaps the sign of the Rat was a good omen for the Kobolds, for their dire rat cavalry are said to have been instrumental in pushing back the Undead and their strange allies.  Elsewhere in the caverns, Jabberlings have continued their rampage, growing bolder and bolder, assaulting even fortified outposts and large companies.  This onslaught will continue for some weeks yet until their population has been suitably whittled down and the survivors return with full bellies to their chasms, to mate and so produce a stronger strain of Jabberlings next year.  Things are mostly quiet in the Upperdeep.  With the Orcs and Goblins slain, the Dragon Scorra dead, the Abject and Kirr attacks on Umbrazzid relenting, and the Dwerim-Dwarf-Nocae alliance holding strong, the war-torn uppermost caverns are seeing a period of peace, though if conflicts below continue to grow this peace may not last long.

On the Surface, the season known as "spring" has truly arrived, Humans, Elves, Halflings, and the other people of that strange, roofless land are gratefully emerging from their homes after a long winter.  There are tales, however, that a plague is sweeping the northern reaches of the land, spreading across the Surface.[/ic]

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

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

The Upperdeep

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

The Middledeep

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

The Lowerdeep

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

[ic=Briefings – The Month of the Beetle, Week 1][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]At the newly established Outpost of Rift Guard, a writhing swarm of Jabberlings, at least a hundred of them, boiled out of the chasm below, clambering up the rocky cliffs and over the fortifications in search of flesh.  Your crossbowmen picked off a handful as they seethed up the cliff out of the darkness while slave soldiers, manning the murder-holes hurled pots of boiling pitch, but the Jebberlings' numbers seemed too vast to contend with.  Then the narcissistic Ryltarn (something of a darling of the court and perhaps resentful of this far-flung posting, but a capable Summoner nonetheless) invoked a poisonous cloud spell, sending mephitic tendrils of noisome vapour down the cliffside.  The Jabberlings inhaled this toxic fume and began dropping off the cliff in droves, dozens of them falling into the blackness as the poison filled their lungs.  Those that remained continued to climb, eventually reaching Rift Guard and assailing the slave soldiers and swordsmen who stood ready to meet them.  The slave soldiers, bewildered by the confusing, hypnotic gibberish of the Jabberlings, suddenly became catatonic, and four were quickly devoured, ripped limb from limb by the advancing horde.  The swordsmen, likewise addled by the Jabberlings' bewildering cacophony, abandoned their posts and fled the battle, though one was caught by the ankle and pulled into the Jabberling ranks to be messily devoured by the horde in a frenzy of gnashing teeth and blackish-purple fur.  The crossbowmen stood fast, however, firing once more into the Jabberling ranks, killing eight more of the creatures.  Ryltarn quickly invoked a second poisonous cloud, killing the remainder.  Rift Guard is safe for now, though its defences have been weakened.  The swordsmen have returned to their posts, and Ryltarn asks what, if anything, should be their punishment for cowardice.  Later in the week the slaves arrived at Rift Guard and Ryltarn summoned his Bloodfiend; other summoning were likewise successful.

Your new settlement in the Lowerdeep has been successfully founded, as has your new colony in the Middledeep, and your dealings with the Duergar have been successful: the Magma Cannon is being conveyed (accelerated by magical means) to your lands, to demolish the unsightly structures in Hazer-Nagroth.  In Kirr-Godna, the Succubi you summoned are quickly making themselves at home.  Already tales of their debaucheries have reached your ears.  Two of the comely Demons (Wisteria and Caerulea) have remained in Hazer-Nagroth, availing themselves of the arcane texts in Malekar's library.  Their presence is somewhat distracting, but they have a great deal of arcane knowledge pertaining to demonology and the Abyss.

In Kirr-Godna, an unusual merchant has arrived at the slave market – an Ogre Mage, or Oni, as he calls himself, claiming to hail from the caverns of a distant land far to the east.  Guarded by strange elemental spirits, the Oni is selling creatures he calls "Ratlings": bestial humanoids which remind you somewhat of Kobolds, though they are furred and soft-fleshed, kin to rodents rather than reptiles.  The Ogre Mage claims that the Ratlings make excellent tunnellers and fodder, though he is charging a hefty price for the somewhat diseased-looking creatures.  The Oni himself, being a creature of unusual craft for one of the Giant-kin, may have interesting lore to impart; perhaps he could be convinced to share some of his knowledge.

[Dalashinn has learned Obfuscating Shroud.

The Oni slaver is selling Ratling slaves:

[ic=Ratling Slave Soldier]These furry, verminous slave soldiers are armed with spears, crude leather armour, and wooden shields.  Though undisciplined and somewhat disease-ridden they make excellent tunnellers.  They are also quite fleet-footed, able to keep pace even with Dark Elves.

Cost: 7 Gold
Upkeep: 1 Food
Melee Attack: +2
Melee Damage: 3
Defence: 14
Health: 4
Speed: 5
Morale: +0
Special Abilities: Disease 3, Tunnelling

Like Goblins, Ratling Slave Soldiers only flee, never withdraw, but they gain +2 to Defence while fleeing.  Like regular Slave Soldiers they must be accompanied by non-slave units or will desert.[/ic]

You lost 4 Slave Soldiers and 1 Dark Elf Swordsmen to Jabberlings at Rift Guard.  You gained +34 Jabberling Bodies from the battle (the remaining bodies fell into the chasm).

Without Ryltarn, the Outpost of Rift Guard would have fallen; his exploits have thus earned him a new ability.  Choose 1 of the following and add it to Ryltarn's Special Abilities:

[ic=Quicken Spell]Ryltarn has learned the art of quickly casting spells, eschewing some of the more superfluous gestures and incantations.  He can now cast two spells per round, though both suffer -4 to hit if they require attack rolls.[/ic]

[ic=Toxiferous Cloud (Combat)]Ryltarn has further studied the arts of poison, and has improved his Poisonous Cloud spell.  To cast the spell he must make a Ranged Attack roll and hit or exceed a target regiment's Defence.  If it hits, the spell temporarily reduces the Health of all units in an enemy regiment by 3 for one round.  Toxiferous Cloud does not stack with Poisonous Cloud, and multiple Toxiferous Clouds do not stack either.[/ic]

[ic=Combat Casting]Ryltarn can cast spells in the heat of battle.  When casting a spell into a melee he no longer suffers a -2 penalty to hit with any ranged attacks, and he can cast spells in melee combat instead of using a melee attack.[/ic]

[ic=Spell Penetration]Ryltarn's spells always land true.  When casting spells that require a ranged attack, he gets +4 to hit.  This bonus does not apply to his regular ranged attacks.[/ic]

-50 Metal to Duergar.

-70 Gold to Succubi.

+1 Scroll of Haste from the Undead.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]In the Dwerim Mansion, certain tensions seem to be arising due to your presence.  Your stay in the city has been a pleasant, if sombre one, and many of the Dwerim have welcomed you and your forces as saviours.  Some, in fact, have begun to ask questions about the Goddess of Shadows, Sylessiadil, and a handful have even declared that your arrival in the defence of Mhaldûl-Nem against the Goblins was a miracle.  A collection of the Dwerim converts, led by a prophetess, Ahiruma Dun Khul, have begun petitioning their rulers to build a shrine to the Goddess.  However, a traditionalist faction within the Dwerim city have reacted strongly against this spread of your faith, claiming it to be "blasphemous Elf witchcraft."  They insist that worshipping Sylessiadil would undermine traditional Dwerim ancestor-worship.  While this may be a matter for Tiern to decide, your actions may have a major affect on the situation developing.

The Tunnel Hulks, offered food, gladly devoured it, but did not seem to understand your request that they join you.  They are appeased – for now – but simply wandered back into the tunnels they came from, to the south.  With any luck they will stay there, but you suspect you have only delayed the problem.  They seem remarkably docile, when fed, but perhaps that is only because they do not consider you a threat.  It would be a shame to have to destroy them, but unless you are willing to supply them with large quantities of a food on a regular basis, few other solutions immediately present themselves.

The Kobolds of the Legion have departed your lands and moved to the west, but you have received a report that they have founded an Outpost disturbingly close to your own lands.  If they do intend conquest, such an Outpost would certainly act as an excellent forward base.  It may be, however, that they are merely protecting their own lands; still, the positioning of the Outpost this far south seems aggressive.  The Kobolds did leave one thing in your lands – the severed heads of three of their number, mounted on spears not far from Dal-Urael.  An inspection of the Kobold corpses recovered after the defence of Rhaud has revealed that they were indeed infected with Ghoul Fever.

Phaedra sends a report from Ald-Elisae, to which she has journeyed with Tiern and his company.  She writes that a huge horde of Jabberlings, doubtless having clambered up the rift to the southwest, assaulted the settlement.  Fortunately she and her Dragonhunters were present, along with Tiern and a great force of his Dwerim warriors.  The Jabberlings were slaughtered, Phaedra's archers killing two dozen immediately, the remainder swiftly falling to Tiern's warriors.  Only a single Dwer was killed, one of Tiern's Wyrmhunters, while Phaedra and her allies must have killed at least a hundred of the beasts.  It is possible these creatures were just the first wave, and they may attack other vulnerable settlements around the southern rift.

[-104 Gold, -64 Metal to Cleversmarts.][/spoiler][spoiler=For the many eyes of the Watcher known as Dreams-of-Dead-Races, Sovereign of the Darksea]Dreaming in your temple, you saw much that transpired this week.  The Bleakflight, heading west with all speed, assaulted the Ceremorph Hive of Lower Dtoulth and exterminated all Overbrain-loyalist troops with extreme prejudice and no casualties of their own, decimating the token force left behind to guard the colony.  This Hive has been claimed in the name of the Sovereignty, the Thralls re-indoctrinated in Watcher service to work the mines and begin sending resources eastwards, back towards the Darksea.  Continuing on to Dtoutlh proper, your Gloomrays, evading the Ceremorph fortifications and forcing their way into the Overbrain's inner sanctum, discovered a battle already in progress.  The High Elves, led by Prince Saerid, the Shining Flame, had used Kobold-dug tunnels to bypass the fortifications and now assailed the Overbrain itself with archers, spearmen, and swordsmen.  However, Ceremorph Sentinels guardian the Overbrain – monstrous things like gigantic stalactites – protected the Overbrain with lashing tendrils, slaying Elves by the dozen while the Overbrain used its psychic abilities to sow confusion, causing High Elf archers to turn on their own troops with devatasting results.  Your Gloomrays swooped towards the Sentinels in an attempt to turn the tide of the battle, but the creatures long tendrils were able to easily snare members of the Bleakflight, snatching them out of the air and conveying them to the Sentinel's many-fanged maws.  Your Gloomrays inflicted tremendous damage and slew several Sentinels with the aid of the Elves, but the Ceremorph monstrosities are hardy creatures indeed.  In the end the Great Foe managed to destroy or rout those who assailed it.  Only a pair of Gloomrays survived, having fallen back to Lower Dtoutlh.  If the Overbrain attacks the settlement with any strength the Hive will surely be retaken by the Ceremorphs.  As for Saerid, his fate is unknown.  The last glimpse of him you had in the Dream he was charging the Overbrain with what was left of the High Elf swordsmen, in a defiant but likely suicidal assault.

Above you, you sensed many deaths as the Cleversmarts fought with the Undead of the far Upperdeep.  This may be the first of many such battles between the reptiles and the necrotics.  Should you choose to divert a portion of your forces away from the battle with the Great Foe the Kobolds may be vulnerable as they reposition their own troops to move against the Undead.  Now may not be the time for such hostilities, however.  The Kobolds are currently tenuous allies against the Great Foe, and to betray them at this juncture could prove unwise.

[-10 Gloomrays at the Battle of Dtoulth.

You have conquered Lower Dtoulth.  It contains the following structures:

Thrall Pens
Ceremorph Mine
Amplifier Node

-30 Gold to Cleversmarts.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]This week your cages have been filled nearly to the bursting with Dark Elves and their slaves, dozens of them suspended from your enormous bulk.  Travelling north, you encountered a band of Dark Elf Rangers lying in wait and guarding the tunnel into Dark Elf lands.  They sprung an ambush on you, raining arrows down upon you from their hiding places, but you charged up towards them; with a single snip of a scissoring limb you decapitated one, then a snaking metal tentacle jabbed a second with a dose of paralyzing poison.  The Rangers fought back with swords but to little avail, being terrified by your fearsome presence, and you slew another with ease.  The remainder fled, evading your attacks with their Dark Elven agility.

Continuing on, you assaulted their capitol, the city of Vashnaranzenan, completing ignoring the rain of quarrels their crossbowmen directed towards you while you rent and tore at the gate of their city to let the Ceremorph Brainhounds in.  It took you some time to fully dismantle the gate, but you took minimal damage and quickly regenerated from your wounds.  The gate smashed you strode inside, Brainhounds leaping around you as you engaged with the Dark Elf War Spider left as a guardian of the city.  The huge creature's chelicerae closed around your iron limbs to little effect, and you began pulling off its legs.  While the Brainhounds leapt at the arachnid you crushed, pummeled, and lacerated the enormous monster, eventually stomping its head into paste.  The crossbowmen, utterly terrified at this display of might, fled screaming through an escape tunnel.  Rampaging through the city you methodically tore off roofs and burst through walls, snatching Dark Elves as you went.  You now have dozens of specimens for experimentation, and some gold and resources as well. Sweet vengeance is yours... though the Matriarch remains at large.

A stray servitor seems to have somehow stumbled into caverns to the southwest.  You are unsure how it arrived there; its presence is somewhat perplexing.

[+43 Gold, +26 Bodies, and +84 prisoners from the sack of Vashnaranzenan.

Your exploits have once again earned you a new ability.  Choose 1 of the following and add it to Gorlhund's Special Abilities:

[ic=Evisceration]Grolhund's already prodigious skills in combat have grown.  Grolhund gets +5 to his Melee Attack and +10 to Melee Damage.  In addition, if he gets a natural 20 on his Melee Attack, he inflicts double damage.[/ic]

[ic=Transporter]Grolhund has expanded his suit to include a special transportion unit.  He gains the Transport ability, transporting up to 25 regular-sized troops or 12 Large troops.[/ic]

[ic=Demented]Grolhund's steady diet of chemicals has made him even more demented.  He becomes immune to Confusion effects and gets +4 to Morale checks or Defence against mind-influencing spells or psychic attacks.[/ic]

[ic=Wallbreaker]Grolhund has become adept at smashing through walls and fortifications.  He gains +5 to Melee Attack versus fortifications and deals double damage against them.[/ic]

+5 Giant Spider Bodies from the Cleversmarts.][/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]The Month of the Beetle: an auspicious omen for the Duergar, and for you personally.

Your Kirr Summoner has continued to study the eldritch grimoire, and determined that the Abyssal Gate it describes would (theoretically) be a permanent, stable, two-way portal into the Abyss, a Hellish dimension of pain and torment, of darkness and fire, inhabited by fell Demons.  First the Gate would need to be located, then the Infernal Key inserted.  The ritual to open the gate requires sacrifices: one hundred of them, to be precise.  The entire process would take at least a week to perform and would require thirteen spellcasters working in unison.  If successful the Gate would open and the Abyss would become accessible.  You've heard rumours of a mysterious door in a distant corner of the Lowerdeep, but whether this is the Gate or something else, you cannot be certain.  It lies near the lands of certain Ceremorph renegades, the so-called Abject.  As for the Glyph Stone, the Summoner is baffled.  More pieces are required for anything new to be learned.

In the Middledeep, your forces succeeded in capturing the fledgling Ceremorph colony you ordered them to assault, but found the place abandoned – scouts must have detected your impending attack and evacuated the Hive.  Your magma cannon was successfully ensorcelled by the Kirr and now trundles towards the Middledeep.  Greenfang has proved himself a worthy servant and has done as you require, and the Easthold has been successfully founded.  

Meanwhile, in Umbrahold, you delved into the mines with a small force and attempted to ascertain what was behind the disappearances of the miners.  The mine was desolate and gloomy, its torches unlit, gathered dust and cobwebs.  Something skittered in the dark.  You pressed on, until quite abruptly you realized that the two Halberdiers bringing up the rear had disappeared.  Back-tracking, you found no sign of the warriors, but a sudden choked cry was audible; turning you were able to glimpse another Halberdier being drawn up into a mine-shaft by a long, spindly arm.  You bellowed an order for the magma cannon to attack and the crew manning the weapon discharged the device, spewing molten rock up the mineshaft and temporarily illuminating the fell creature that had seized your Halberdier – a Strangler, a wicked, degenerate species of demi-humanoid with flexible limbs, adept at choking their victims to death.  The creature and its victim were immolated but then a chittering became audible all around you, and from dark passages of the mine more Stranglers swung in to assail your forces!  You struck back, Wulfgar fighting beside you as a swarm of the creatures wrought havoc on your force, breaking the necks of Halberdiers with dismaying ease.  The magma cannon again flared, and more of the vile beasts were melted.  One snaked its limb round your neck but you hacked its arm off and clove its skull.  The last three ran from the battle but you gave pursuit, dispatching them.

Returning from the mines to Umbrahold, you found that the Hall of Trade had been completed there and that commerce was already flourishing.  Your call for mercenaries has been answered by a group of creatures known as Fire-Dwarves, beings of elemental flame which some say were once Dwarves, twisted by some primordial god of flame; like the Duergar themselves they were once a slave-race, the servants of Fire Giants said to dwell in the lowermost tunnels of the Northdeep, and many remain enslaved.  They wield bronze weapons which glow white-hot in their hands.  Their leader is a stout warrior who wields a great spear, a Fire-Dwarf who calls himself Lofarr the Incandescent.  These warriors are powerful, but they do not ingest food – only metal.

Your scouts send their reports.  Now Fungoids have been sighted in the southern tunnels near the border of your realm.  The one scouting near the Dragon Graveyard has a disturbing report. A Ghostly Dragon presides amidst the bones, with a flight of half a dozen Zombie Wyverns as its servants.  Retreating to the east to the lake-filled cavern not far from Fungoid lands the scout reports that the cave is clear save for a small colony of Dire Bats which currently seem well-fed and uninterested in conflict.

[All Duergar troops in your employ receive a +1 Morale bonus during the Month of the Beetle.

+20 Bodies from the mines in Umbrahold.  You lost 8 halberdiers cleansing the mines of Stranglers.  The mines have returned to full efficiency.

+17 Gold, +13 Metal, +42 Food from the sack of Yreh-ctah, the Ceremorph Hive.

The Fire-Dwarves offer their services for 200 Gold, plus subsequent Upkeep costs.  They consist of Lofarr the Incandescent and 20 Fire-Dwarf Spearmen.

[ic=Lofarr the Incandescent, Fire-Dwarf Mercenary Captain]

This grim Fire-Dwarf leads a mercenary band, a group of his kinsfolk who escaped from the Fire Giant mines of the Northdeep.  He wields a long spear of brass and adamantine.  Gruff and curmudgeonly, he seems quick to anger and very slow to forgive.

Upkeep: 8 Gold, 1 Metal
Melee Attack: +8
Melee Damage: 10 (Fire)
Defence: 22
Health: 25
Speed: 3
Morale: +7
Special Abilities: Immunity (Fire), Leadership, Grudge (Giants)

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

[ic=Fire-Dwarf Mercenary Spearman]These fierce warriors wield bronze weapons and are armoured in adamant.  They are highly skilled in combat, especially against those foes vulnerable to fire.

Upkeep: 3 Gold, 1 Metal
Melee Attack: +3
Melee Damage: 6 (Fire)
Defence: 18
Health: 8
Speed: 3
Morale: +2
Special Abilities: Immunity (Fire)[/ic]

+50 Metal from the Kirr.

Remaining mineable resources at the Käferhold: 35400 Gold, 8425 Metal

Remaining mineable resources at the Umbrahold: 14990 Gold, 4640 Metal

Remaining mineable resources at the Drakkenhold: 18900 Gold, 2150 Metal

Remaining mineable resources at the Glyphhold: 16600 Gold, 6700 Metal

Remaining mineable resources at the Greenhold: 9600 Gold, 3700 Metal

Remaining mineable resources at the Easthold: 12800 Gold, 8400 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]As you busied yourself with research in Yuddarath, you sensed a strange presence – or rather, presences – moving towards the city from the north.  Ascending your necrotic walls you discovered a huge horde of Jabberlings approaching the city, presumably having climbed out of the rift to the north.  A hundred in all, they babbled and chattered ceaselessly, seething towards the city.  You directed a psychic blast towards the swarm, killing four of the creatures, Illiriant likewise blasting two of the beasts with his mind.  As the Jabberlings began swarming over the wall, climbing atop it while groping, undead arms tore at them, Greeba hurled knives and killed two more.  However, dozens and dozens of the creatures remained, and were it not for the quick thinking of Naerlyth the Unclean you would doubtless have been overwhelmed.  The vampire used his scroll of poisonous cloud, speaking a spell which cast a great pall over the Jabberlings, instantly slaying at least fifty of them.  The remaining creatures panicked and fled.  Exerting your mind, you were able to dominate several of their number before the rest escaped.  If nothing else they will make useful sacrifices.  Those that escaped will shortly perish from disease, contracted by the miasma protecting Yuddarath.

To the north, your Star Vampire witnessed a sprawling battle between another herd of Jabberlings and the Ghouls dwelling in the region.  They Ghouls won handily, greedily devouring the Jabberlings, but lost more than another of their number.  While the Ghouls were occupied your Star Vampire used the opportunity to loot their lair.  While doing so it was discovered by a single Ghast, which it was able to easily destroy, though it has become diseased in the process.  The Ghast was carrying a bone talisman or fetish of some kind which appears to give its wearer the ability to curse enemies.

Naerlyth's researches have proceeded excellently.  The Zombie Plague has been modified so that its victims rise as Ghouls; Ceremorph victims will rise as Ceremorph Ghouls.  Altharid-Xallasine has successfully found a way of inscribing the spell to summon Bloodfiends in the Chamber of Obscenities. While an unlimited number can theoretically now be recruited, the rituals required necessitate additional material components, so summoning them by the usual means will still be more effective – this way, however, your numbers can be further swelled.

The mines in Yuddarath have hit a seam of rubies, greatly increasing your influx of wealth for a time.  In the Heart-Chamber of Kat-Shatep a comely Succubus, Incarnadine, has arrived.  She and Altharid-Xallisine will doubtless have much to discuss.

[+58 Bodies from dead Jabberlings.  +8 Thralls from enslaved Jabberlings.

+157 Gold, +10 Bodies from the Ghoul lair.  The Star Vampire has contracted Ghast Fever (potency 8).  The Star Vampire also obtained a Cursed Fetish, which allows its wearer to cast Curse once per week.

Naerlyth's researches have borne diseased fruit:

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

Altharid-Xallasine has likewise been successful.  Bloodfiends can now be recruited from the Chamber of Obscenities:

[ic=Bloodfiend (Requires: Chamber of Obscenities)] These horrific fiends manifest out of pools of sacrificial blood, cruor congealing into blades, horns, and claws.

Cost: 15 Gold, 5 Sacrifices
Upkeep: 1 Sacrifice
Melee Attack: +8
Melee Damage: 12
Defence: 15
Health: 20
Speed: 5
Morale: N/A
Special Abilities: Immunity (Fire), Regeneration 10[/ic]

Yuddarath has hit a ruby seam!  The Gold production of its Ceremorph Mine is doubled this turn.][/spoiler][spoiler=For the eyes of Llitul the Demented, styled the Lady of Madness]The Dementists, led by the Fomorian mercenary and deposed monarch Tethrol Grincenchos, assaulted the Dark Elf colony of Maernzeranzon and captured the city almost without losses.  While Dark Elf crossbowmen fruitlessly peppered the attacking Fomorians with bolts, your two Exarchs and your impressive host of Psions concentrated their psychic puissance.  Within moments the bulk of the defending force began bleeding profusely from their ears and nose. Convulsing, they died of psychic shock in seconds.  Seeing their comrades so easily dispatched, the remaining forces were badly shaken.  Your thralls and the Fomorians charged forth, slaughtering the dregs of the Dark Elven garrison.  A single Fomorian was slain, cut down by the Dark Elf swordsmen.

Meanwhile, your Brainhounds, meeting the Kobold known as Grolhund the Heartscrew, assailed the Dark Elf capitol of Vashnaranzenan.  Grolhund began battering at the gates of the city ceaselessly while crossbowmen above rained bolts down upon him to no avail whatsoever. The Kobold's thick armour and regenerative capabilities ensured his continued survival as he tore and pounded at down the gates, eventually tearing them open.  At this point your Brianhounds leapt into the fray.  The War Spider chittered and pounced forth, but your Brainhounds overwhelmed it quickly, only losing one of their number in the process.  Terrified by this dual assault by Ceremorphs and an insane Kobold sorcerer simultaneously, the Dark Elf Crossbowman and their Commander fled the city using an escape tunnel.

The Dark Elf Cities of the Middledeep are yours.  Lady Viarra Gloomsong must still be in Glyp-Dor.  Whatever artefacts she has gathered must be there as well, for your forces found no magical objects in her Spire.  The Dark Elf Matriarch is sure to be extremely displeased.   Elsewhere, Quasthid, having scouted an impending Duergar attack by a huge swarm of cave beetles (thirty in all), fled west.  Your foundling Hive has been captured by the Duergar!

After receiving these reports a strange sensation came upon you, a curious wanderlust.  Drawn to the west, you phased through vast stretches of the caverns, passing through Fungoid lands and then through trackless wastes, circumventing the draconic graveyard and the fell spirits that you sensed there before arrived in a cavern of crystals in a strange corner of the Lowerdeep.  No sooner had you materialized than a group of curious creature – twisted gnomish beings with glowing white eyes – appeared from certain hiding places and approached you with strange offerings, babbling in some sort of bizarre nonsense-ritual and claiming that you must be "the Queen of Enlightenment, Whose Divine Body Is Touched With The Outer Spheres, True And Rightful Ruler of the Derro."  They claim they wish to take you to their hidden city, where they have long dwelt.  You feel a sense of inexplicable kindred with these strange beings, who call themselves the Derro.  There is something in the taste of their minds, some ineffable quality to their madness, which seems uncannily familiar.

[+43 Gold, +14 Metal, +19 Food from the sack of Vashnaranzenan.

Vashnaranzenan contains the following structures:

Matriarch's Spire (unusable by Ceremorphs)
Slave Pens (can be treated as Thrall Pens)
War Spire (unusable by Ceremorphs)
4 Lichen Gardens
Improved Dark Elf Mine
Web Caverns (unusable by Ceremorphs)
Matriarch's Study
Slave Market (unusable by Ceremorphs)
Ranger's Spire (unusable by Ceremorphs)
City Wall (broken)

+20 Gold, +26 Metal, +62 Food, +38 Dark Elf Bodies, +1 Fomorian Body, and +5 assorted Bodies from the sack of Maernzeranzon.  69 Dark Elf prisoners captured.

Maernzeranzon contains the following structures:

Slave Pens (can be treated as Thrall Pens)
Dark Elf Mine (under construction: 1 week remaining)]

-17 Gold, -13 Metal, -42 Food to the Duergar from the sack of Yreh-ctah.

+90 Gold from the Glow, -168 Metal to the Glow.  -75 Bodies and -16 Ceremorph Bodies to the Glow.

+4 Food from Undead.

-15 Gold to Succubi.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]It is bittersweet to leave your bride so soon after your wedding, but such are the demands of Kingship.  Phaedra and her Dragonslayers have chosen to share the road with you, however.  On your way south you stopped at Ald-Lothii.  The settlement is still being constructed, the walls erected and pens built, and caverns enlarged for the use of the spidery Nocae servant-creatures.  Here you were warmly welcomed by Baeria, formerly a high priestess of the Nocae Goddess, and her Paladins.  The Nocae build well, if not so sturdily as the Dwerim; their buildings seem to shimmer and flicker with strange shadows, as if they were not wholly solid.  Molgrim found Ald-Lothii to his liking.  He asks permission to return to that city and attempt to construct a new war-camp for his Splinter-Shields to begin recruiting more warriors.

Journeying further south you arrived outside of Ald-Elisae, in a similarly inchoate state.  While camped not far from the city, you heard a strange gibbering sound out of the darkness.  Making ready your weapons you were prepared for attack, and in moments a great herd of Jabberlings, likely having clambered up from Gorzahond-Khul to the southwest, surged forwards and attacked the camp.  Phaedra and her archers killed two dozen while you formed the Wyrmhunters and your axemen to form a shield-wall, your Runeseer invoking the Ancestors to protect your axemen.  The Jabberlings arrived in a great mass of furry bodies, gnashing their teeth and clawing at your warriors, but their armour was thick and their axe-arms strong.  They hewed down the creatures by the dozens.  With Bitterflame in hand you slew six of the beasts, hacking and chopping left and right, the smell of burning flesh filling your nostrils as you cut them down.  Only one of your own company was slain: one of your Wyrmhunters.  Each loss of those shield-brothers is great – you have shared in many adventures, defended one another on many occasions.  He will be mourned.

In Mhaldûl-Nem, the graven image of Gírn Dun Riar has been completed, lifting the hearts of the Dwerim who dwell there, while the Tomb of Lothë continues construction, along with the Great Lamps.  But you have received another, somewhat unexpected report from the city.  It seems that certain citizens of the Mansion have been conversing closely with the Shadow Elf creatures who remain guests in the city, along with Dolmar Lestridae, the Nocae general. They have learned of the Shadow Elf religion, the worship of a deity known as Sylessiadil, the Goddess of Holy Shadow.  Some of your subjects have begun openly worshipping this deity, claiming that the arrival of the Nocae at Mhaldûl-Nem in an hour of need was a miracle from the Goddess.  These converts wish to construct a shrine to Sylessiadil within Mhaldûl-Nem.  They are led by a prophet, a Dwer woman named Ahiruma Dun Khul.  However, traditionalist Dwerim in the Mansion – particularly those who tend to the Hall of the Ancestors – claim that this new faith is blasphemous, and goes against Dwerim tradition.  While the converts have not explicitly denied the legitimacy of Dwerim ancestor-worship, never before have the Dwerim honoured gods in the manner of Sylessiadil.  The traditionalists claim that erecting a shrine to the "Elf Goddess" will undermine centuries of sacred practice and custom, and that children will turn from the Ancestors to a foreign deity.  They insist that it was the blessing of the Ancestors that won the day against the Red Tide, and call on you to explicitly ban worship of Sylessiadil within the Mansion.

In Nüln, reconstruction of the Rose Garden has begun and the statue of Nír has been finished.  As if the King in the Deep were smiling upon the ancient city, the mines of Nüln have hit an unexpected vein of adamantine, an extremely valuable ore which can be used to produce exemplary arms and armour by those who know how to work this dark, resilient metal.

[-1 Wyrmhunter to Jabberlings.

Molgrim wishes to establish a camp in Ald-Lothii to recruit more Splinter-Shields:

[ic=Splinter-Shield War-Camp]This collection of drilling yards, armouries, barracks, and other training areas serves as a headquarters for the Splinter-Shield Mercenary Company, a Hobgoblin mercenary unit in the service of the Dwerim.

Cost: 50 Gold, 10 Metal
Construction Time: 2 weeks
Benefit: You can recruit Splinter-Shield Hobgoblins.[/ic]

[ic=Splinter-Shield Hobgoblin]The Splinter-Shields are elite Hobgoblin mercenaries who have served in many campaigns throughout the Underdeep.  They are typically armed with spears or other polearms, scale armour, and heavy shields.

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

The Tomb of Lothë will be completed next week.  The Great Lamps have 2 weeks of construction time remaining.

+1 bonus to Attack and Morale in Mhaldûl-Nem and Nüln for two weeks due to the construction of the likenesses of Gírn Dun Riar and Nír.

A group of Dwerim converts to Sylessiadil has petitioned you to construct a Shrine to the goddess in the Mansion.  If you yield to their request the structure will have the following costs and benefits:

[ic=Shrine of Sylessiadil]This small shrine is dedicated to Sylessiadil; here, Dwerim worshippers of the deity pray to the Goddess of Shadow, beseeching her protection and guidance.

Cost: 150 Gold
Construction Time: 3 weeks
Benefit: You can recruit Dwer Paladins.  In addition, garrisoned Dwerim who pray at the Shrine of Sylessiadil gain +1 to Morale for 1 week.  Any units suffering from disease are cured, and return to full Health.  Dwerim units cannot pray at more than one shrine per week.

Nocae units garrisoned in a Dungeon with a Shrine of Sylessiadil treat it as the Shadow Elf Room of the same name.[/ic]

[ic=Dwer Paladin (Requires: Shrine of Sylessiadil)]These stout-hearted Dwerim are converts of Sylessiadil who have pledged their lives to the Goddess of Shadows.  When they enter the service of the Goddess they swear sacred oaths to track down beings of unlight and purge them from the Underdeep.

Cost: 15 Gold, 3 Metal
Upkeep: 6 Gold, 3 Food
Melee Attack: +7
Melee Damage: 8
Defence: 17
Health: 12
Speed: 3
Morale: +5
Special Abilities: Bless, Grudge (choose one: Dark Elf, Demon, Undead)[/ic]

The Dwer Mine Complex at Nüln will produce Adamantine instead of Metal for the next two weeks.  Adamantine can be used in place of Metal for any construction if needed.  However, it can also be used by a Furnace Master to specifically to upgrade the arms or armour of Dwerim units.  For every 2 Adamantine spent, the Furnace Master can upgrade a unit's Defence by +2 or Melee Damage by +2.  These upgrades can each by taken only once per unit (though a single unit can take both upgrades).  Units that already have improved arms and armour can still take the upgrades, but they do not stack with pre-existing upgrades.

Remaining mineable resources at Mhaldûl-Nem: 30890 Gold, 6495 Metal

Remaining mineable resources at Nüln: 12880 Gold, 965 Metal

Remaining mineable resources at Balagrod: 3550 Gold, 5300 Metal

Remaining mineable resources at Rhaud: 6050 Gold, 2150 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]An Outpost has been established to the south which will help secure your borders against incursion, or alternatively function as a forward operating-base in any campaign launched against the Shadow Elves, Dwarves, or Dwerim.   You have heard rumours of a conflict between the Cleversmart Kobolds whose warrens lie below yours and the Undead who lurk to the west.  Given your position between these two major powers, you may be able to tip the scale in one direction or another if you so chose.  Debates fly back and forth in the Senate over the correct course of action.  Certain traditionalist factions are asking for you to lead the Legion against the Undead in support of your reptilian kindred.  They point out that if the Liches are willing to attack the Cleversmarts, the Legion is likely next on their list of targets.  However, other voices in the Senate disagree (you suspect these voices have been influenced by your co-Consul, Lucius Yirik, though this cannot be definitively proven), insisting that the Republic remain neutral in this matter.  They insinuate that your forces are being spread thin, and that tensions rising in the south require all of the Legion's might.  Whether this faction has discovered the near-disaster at the Dwarf-ruin is uncertain.

While debate in the Senate raged, you left Bloodwatch Enclave and traveled south to Stonespire Fortress.  Legion banners hung from the ancient walls, the double-headed dragon obscuring the Dwarven runes graven on the stones.  Here Legion Kobolds were busy at work repairing the ruin, digging a moat and lining it with spikes, disguising the entrance to the ruins, and beginning construction of a workshop for the construction of additional fortifications.  After an inspection of the base you continued south to meet with your newly acquired allies.  The Wargs, meanwhile, won to your cause, are eager for battle.  Dreadfang, their pack-leader, thirsts for vengeance against the Dwarves, impatient for bloodshed.  It may be prudent, however, to amass a larger army before launching an attack on those of the southern Upperdeep.  

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC![/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Your attack on the impudent Cleversmart Kobolds has proved an unmitigated disaster!  Gorgol the Anarch and his impressive forces, including a great host of skeletons, Chaos Beasts, and Ghouls, descended into the Middledeep and assailed the Dark Elf ruin with all their strength.  The Kobolds pelted you with sling-stones from the semi-ruinous city walls as your forces marched on the stronghold, and your archers returned fire, slaying all of the scaly warriors, but the Kobolds proved remarkably resistant to Gorgol's Chaos wizardry.  Your Chaos Beasts charged forwards, bursting through the hastily repaired gates and into the city, but were met by two dozen Dire Rat Cavalry commanded by Shee-Ra herself.  The rat-riders charged forth with spears levelled and met the Chaos Beasts and your other infantry forces in battle, and a confusing melee ensued – a morass of fur, fangs, spears, scales, hooves, and tentacles.  When the dust settled your Chaos Beasts had been slain, along with your Zombies, skeletal warriors, and Ghouls, though they had killed many Kobolds, including their few skulkers and nearly a dozen Dire Rats and their riders.  Your archers peppered the remaining Dire Rat cavalry with arrows and Gorgol wove a spell, but it seemed only to enrage the Kobolds and they stampeded over him and the archers, grinding them to bonemeal.  Monitoring the battle through the sightless eyes of one of the skeletal archers, you caught a glimpse of Shee-Ra dashing out the Dwarf's skull with a sling-stone as her forces crushed the rest of the archers to pale dust.  Truly a crushing defeat – and the loss of such a gifted apprentice is wretched indeed.  Still, you have at least bloodied the Kobolds' snouts.  Perhaps, spread thin as they with their far-off wars in the Lowerdeep, you'll have a chance to avenge Gorgol's death.

Your researches continue in the Red House, and you have discovered a means of better protecting your Phylactery – an Arcane Lock that will protect a secret chamber from intruders.  Further research along these lines will make your Phylactery even more secure.  You have heard tale also that the plague above, the Crimson Doom, is worsening, and that now the virulence has spread to many settlements through the north, peasants dying in the hundreds.  Your Bonegardens swell with the diseased dead.

[Your Bonegardens produce Diseased Bodies this week and double in production!

You lost Gorgol, 50 Skeletal Archers, 4 Zombies, 3 Chaos Beasts, 2 Ghouls, and 2 Skeletal Warriors in the failed assault on the Cleversmart fortress.

You have discovered the following spell:

[ic=Arcane Lock (Utility)]This magical lock seals a chamber against all but the most magically astute attackers.  Arcane Locks can be placed on any individual Room within a Dungeon except for production structures such as mines or bonegardens, including Secret Chambers.  If the Dungeon containing an Arcane Locked Room is captured, the Arcane Locked Rooms cannot be entered or used by the occupying forces.  Arcane Locks can be Dispelled, however.  Arcane Lock cannot be used on fortifications such as an Iron Gate.  The spell can be cast once per week and is permanent until Dispelled.[/ic]

This spell has been added to your Arcane Library (it still takes a week to research).

-1 Scroll of Haste to the Kirr.

-4 Food to the Exalted.

-4 Food to the Dark Elves.][/spoiler][spoiler=For the eyes of the Succubi known as the Seven Sisters]Ah, the many pleasures of this place!  It had been too long.  Those of you who journeyed to Kirr-Godna have found the city simply delightful – some of the familiar trappings of the Abyss, the comforts of home, but combined deliciously with a certain exoticism.  And of course, the company of mortals – malleable, manipulatable mortals – can be far more exhilarating than that of Demons, at times.  These Kirr have made an art out of pleasure and pain; their capitol is, you must admit, quite exquisite.  A boudoir has been established here; you anticipate spending many pleasurable hours within.

Incarnadine, you journeyed to the Upperdeep to observe the city of the Nocae, Umbrazzid, carefully scouting the borders of the Shadow Elf realm.  Their forces seem powerful, and their city has a certain pallid beauty.  After surveying their realm you descended through a chasm to the realm of the renegade Ceremorphs – specifically to the Heart-Chamber of Kat-Shatep, a place ruled by a strangely alluring creature called Altharid Xallasine, a Ceremorph diabolist of some skill.  You may be able to compare notes with this being, and learn from one another.  Two Bloodfiends lurk here as well.

Verdure, remaining unseen, you discovered a large herd of Jabberlings roaming the Middledeep – a hundred in all, heading south and west.  You let them pass before assuming the semblance of a grafted servitor, one of Grolhund's minions.

[+53 Souls from Debauchery.

+70 Gold (stipend) from the Kirr.

+15 Gold from Exalted.

Caerulea has learned Haste.  Wisteria has learned Ward.

Kirr-Godna contains the following structures:

Bloodlord's Spire
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall
Escape Tunnel

It is garrisoned by a Dark Elf Swordsman, two Crossbowmen, four Ogre Slaves, and a Bloodfiend.

Hazer-Nagroth contains the following structures:

Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb
Barrow
Sepulchre
Improved City Wall
Escape Tunnel
Pit Trap

It is garrisoned by Dalashinn, 1 Slave Soldier, 7 Dark Elf Crossbowmen, 2 Dark Elf Spider Cavalry, 2 Tunnel Hulks, 2 Ogre Slaves, and 1 Bloodfiend.

The Nocae settlement has an Escape Tunnel and is garrisoned by three Abominations (one a Commander).

Heart-Chamber of Kat-Shatep only contains an Escape Tunnel, at present, and is garrisoned by Altharid Xallasine and 2 Bloodfiends.][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]Your forces fought two great battles this week – one ending in great victory, one in crushing defeat.  The forces of the vile Greyskulls, assisted by strange, chaotic monstrosities with shifting, amorphous bodies (creatures with dozens of mouths, eyes, antlers, hooves, horns, babbling from many mouths) and a strange Dwarf warped by twisted Nastymagic, attacked the BiteyTriumph Halls, descending from the Upperdeep in a mouldering horde.  The vast bulk of this army consisted of arrow-shooting Greyskulls, with some corpse-eating Greyskulls and shuffling, slow-moving Greyskulls for support.  Your slingers assailed the advancing army from the newly-repaired battlements while your skulkers lobved stones from the murder holes but the arrow-shooting Greyskulls picked them off one by one, while the slimy monster-things battered down the gates and ate your skulkers without a second thought.  But then you, Queen Mistress Shee-Ra Cleversmart the Sixteenth, gave the order for your BiteyAvengers to charge.  They leveled their spears and, with squeaks of valour, stampeded forth in a great furry mass.  The wicked spells of the Dwarf wizard were of no avail as they fell upon the squirming, slimy things and, with many glorious pokings and stabbings, left their burbling bodies dead.  Though a dozen rat-riders were lost in the fray they emerged triumphant and proceeded to crush the remaining Greyskulls beneath their paws, grinding them to bonemeal.  Your Cleversmarts will be feasting on marrow stew for weeks.  You personally slew the NastyDwarf with a sling-stone.

In the Lowerdeep, however, things have not turned out well.  Your blunderdigs, hasted by the ShinyElf Magus, tunneled under the NastyDream city and into the chamber of the NastyDream Godbrain.  The DreamSlayers then let Saerid and his ShinyElves into the chamber, hanging back themselves to observe the battle from a distance.  But there was trickery afoot.  Watching the battle, your Kobolds thought the room unguarded... but then huge spurs of rock, which they had assumed were stalagmites, came alive and starting attacking the ShinyElves with horrid tentacles!  The ShinyElf Magus had seemed to know about this attack, but even so many SwordsElves and SpearElves were slain.  At this point strange winged thingies, probably sent from the fish vassalfriends in the Darksea, joined the battle and killed some of the stalagmite NastyDreams but were themselves gobbled up.  The BowElves killed many of the NastyDream stalagmite-things but then an evil light entered their eyes and they turned on their own friends, confused or possessed by the gigantic, pulsing, pink Godbrain!  ShinyElves began retreating, but the ElfPrince charged forth past the stalagmites and toward the Godbrain.  As the NastyDream stalagmite-beasts came forward your DreamSlayers fell back down the tunnel with the dregs of the ShinyElf army – only a handful of BowElves!  They do not know what has become of the ShinyElf Saerid.  Probably he is dead, or enslaved by NastyDreams now.  Foolish SurfaceElf.  He should have fallen back and lived to fight another day; but in the end he was not clever or smart, not like Kobolds...

The thralls have been freed in the Lowerdeep.  Sadly there were no Minotaurs amongst them, and they are poorly trained and ill-equipped.  They have dispersed into the Middledeep.  Cleversmart Forest has been founded, and Quo-Vadis has completed his traps.  Uma-Thur reports that two of the Bloodfiends have departed the MadElf outpost, but otherwise the garrison is unchanged.  The Deepguards report that in the fishy-city in the Darksea is mostly unchanged but that the fishes are all sleeping this week.  Two sleepy-pools are being built, but no new creatures have emerged.

[+116 Food from Foraging.

Cleversmart Forest has been founded and needs a Commander. (Note: there was some contradictory info on where this settlement would be located.  I assumed you meant Middledeep 63, not 73; correct me if I am wrong and I will amend the map accordingly.)

-14 Slingers, -2 Skulkers, and -14 Dire Rat Cavalry from the Battle of BiteyTriumphHalls.  +89 Bodies from the battle.

Queen Shee-Ra has gained a new ability.  Choose 1 of the following and add it to her Special Abilities:

[ic=Critical Shot]Shee-Ra is now very adept at accurately slinging her stones.  When using a sling, if she rolls a natural 20 when attacking, she deals double damage.  This ability is imparted to any unit she leads who also use slings.[/ic]

[ic=Rapid Shot]Shee-Ra's skill with the sling continues to increase.  She can now choose to attack twice in a round with her sling, albeit with a -4 penalty to hit.  This ability is imparted to any reigiment she leads capable of ranged attacks.[/ic]

[ic=Mounted Onslaught]Shee-Ra is now exceptionally skilled at leading mounted charges.  If mounted on a Dire Rat then during the initial Cavalry charge she and all units in the regiment she leads resolve their melee attacks before the enemy's; casualties are deducted from the targeted regiment accordingly.[/ic]

[ic=Dungeon Defender]Shee-Ra is a skilled defender, adept at rallying her forces to safeguard a Warren.  When garrisoned in a Dungeon, her Leadership bonuses to Ranged Attack and Morale increase by +1.[/ic]

+10 Gold from Saerid and the ShinyElves.

-5 Giant Spider Bodies to Grolhund.

+30 Gold from Watchers.

+104 Gold, +64 Metal to Cleversmarts.]][/][/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Your Sporemother, formerly the one known as the Carteker but no longer called by that name, has traveled vast distances through the depths of the caverns to arrive at last in the lands of your allies, the Ceremorphs, before the broken Duergar city of Ladaguir.  Having reached her destination, though exhausted, she implanted many spores which will eventually mature into Fungoid warriors.  Once these develop they will may prove significant in the continuing conflict in the northern Lowerdeep.

In the Thorn of Visions, the link between the teleportation circles has been severed, while outside your forces harvested many toadstools and other mushrooms.  The Blackroot supply is beginning to dwindle in the Great Mushroom Forest.  While a few toadtsools remain the fungi must be given a chance to replenish themselves. The Delver has been successfully wooed to the service of the Glow, and your new colony and outpost have been successfully established.

At the Heart of the Glow, the Shadow Elf Abomination delivered her dead sister to your care.  The cadaver has been immersed in the depths of the water, embraced by the Dream itself.  Presently, the waters seethe and boil, glowing with a strange effulgence.  The Abominations were created when the Spider Goddess of the Dark Elves cursed the High Priestesses of the Nocae.  That taint, it seemed, remained within the Elf-Flesh.  When the Dream touched it, the Light of the Glow was transformed.  The creature which still develops beneath the water is not a creature of the Glow, not truly, but of the shadow, the Umbra.  It is not a creature of the Dream, but of the Nightmare...

[The Child of the Glow and her Clone have learned the Haste spell.

The Nocae Abomination is being transformed into a creature called a Fungoid Nightmare:

[ic=Fungoid Nightmare (Requires: Heart of the Glow)]A creature of dark fungus shedding twisted unlight – the Umbra, negative counterpart of the Glow, shadow to its light, still beautiful but tainted, corrupted, decadent – Fungoid Nightmares are manifestations of fear.  Where the creatures of the Glow are beings of wonder and sublimity, those of the Umbra are beings of horror, revulsion, and perverse attraction.  Nightmares are elegant, spidery things, vaguely reminiscent of Shadow Elf Abominations; the very sight of them inspires terror, though they fade in and out of focus, shifting subtly between this plane and some plane of shadow.

Cost: 1 Shadow Elf Abomination Body
Maturation Time: 4 weeks
Upkeep: 10 Bodies
Lifespan: 20 weeks
Melee Attack: +8
Melee Damage: 10
Defence: 18
Health: 40
Speed: 5
Morale: +4
Special Abilities: Fear (DC 20), Infiltrator, Poison 5, Regeneration 10[/ic]

-90 Gold to Exalted, +168 Metal from Exalted.  +75 Bodies and +16 Ceremorph Bodies from the Exalted. (Note: I think these were probably mid-week last week; if so, ignore).

The Blackroot patches in the Great Mushroom Forest contain approximately 20 more doses, after which it will take a month for them to replenish themselves.][/spoiler][/ic]

Steerpike

#118
[ic=Responses – The Month of the Beetle, Week 1][spoiler=Message for Llitul the Demented, styled the Lady of Madness, from Saersensine, the Sublime, High Exarch of the Ceremorphs]As the Derro lead you away to Shogg'agl, a voice resounds in your mind – Saerid's voice, and yet different, echoing with strange vibrations.  When it speaks to you it is like a thousand cruel knives lacerating your brain:

Greetings, my Beloved, my blushing bride-to-be.  I am the one known as Saersensine, the Sublime, the future flesh-of-your-flesh.  The Overbrain has learned from your failure as a servant; I have been perfected.  You, too, will be perfected, Llitul – you will be purified.  For the Overbrain has decided to show you mercy, in its infinite wisdom.  I swore to you that I would find you no matter where you went, would bring you back to my side – back when I was still Saerid.  Ah!  It seems an aeon ago, now.  That promise still holds true.  No matter how well you hide, no matter what creatures you cling to for protection, no matter where you flee, I will track you down.  And when I do I will drag you back to Dtoulth in chains to the Inquisition of the Transcendent, and I will personally cut the dissident voices from your brain.  The heretical thoughts will be excised, removed, lobotomized.  The whispers in your skull will be silenced.  And then you will arise, my Bride, and we shall be as one, in service of our Master, and together we will restore the glory of the Ceremorphs, and the Overbrain's dominion will be without boundary.  Even the Everlasting Lands themselves, in time, will come under its control, and the Powers of Light will be bent to its will, and all Elf-kind will bow before it, and all others shall be Food.

I am incorruptible, invulnerable, unstoppable.  So run if you wish, Llitul.  Find some dark corner of the Underdeep to conceal yourself in.  I
will[/i] find you, and we [/i]will be wed.[/spoiler][spoiler=Response to Llitul the Demented, styled the Lady of Madness, from Saersensine, the Sublime, High Exarch of the Ceremorphs]You think to poison me against our Master?  You are a fool, Llitul.  Perhaps I was wrong in my hope that we will be equals in marriage.  From the way you whine and mewl you are fit for no such honour.  The kennels of the Brainhounds may be a fitter home for you...[/spoiler][spoiler=Response to Llitul the Demented, styled the Lady of Madness, from Black Agnethe]There is no response; you sense, in fact, that the Hag has departed her these lands, and can no longer taste her mind in this part of the Underdeep.[/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Using your newly acquired spellcraft you scry the caverns of the accursed Kobolds, the vile creatures responsible for the death of your apprentice Gorgol.  In the Dark Elf ruins, the Kobold Chieftain Shee-Ra and her Dire Rat cavalry – twelve of them in all, including one who appears to be a commander – are camped, along with half a dozen skulkers – presumably, these are forces which arrived late last week after the battle, reinforcements from deeper in the Kobold caves.  The ruin itself has been thoroughly repaired and patched by the Kobolds, and has been riddled with traps, pits, snares, and murder holes.  Shee-Ra bears a strange black jewel and carries a restorative potion.

[The Dark Elf ruin contains the following structures:

Dark Elf Mine Complex, City Wall, 3 Pit Traps, 3 Snares, 5 Murder Holes, Escape Tunnel, Matriarch's Spire, Matriarch's Study, Arcane Library, Slave Pens, War Spire, Armoury Spire, Web Caverns, Temple Spire]

The cavern to the northeast is guarded by a pair of burrowers, seven skulkers, and nine slingers.  The Warren here is likewise protected by traps and snares.  One of the Kobolds wears an unusual spider-silk cloak and carries a lute.

[The Kobold Warren at Middledeep 72 contains the following structures:

Kobold Mine, Palisade, Spiked Moat, Escape Tunnel, 2 Murder Holes, 2 Snares, 3 Pit Traps]

Next you peer into a passage within the Cleversmart realms and discover a trapmaker busy at work, putting the finishing touches on a clever rockfall trap.  There's also a pit trap here, cunningly concealed.[/spoiler][spoiler=Message for the Lich Dr. Roberston, styled Professor Immortal, from Lady Viarra Gloomsong, Matriarch-in-Exile]Professor Robertson,

I seem to have badly miscalculated.  Certain circumstances beyond my control have left me exiled from Vashnaranzenan.  My forces currently hold a minor base in the Lowerdeep, but I lack the troops to retake my city.  I must humbly request asylum within your lands.  I believe that if I make my way south and east I may be able to gain the Middledeep safely, and from there we may be able to reach the borders of your lands.  My warriors will serve you well, and I am versed in the arcane arts.  Should you give us shelter, I would not soon forget your aid.  In time, perhaps, I may be able to reclaim Vashnaranzenan, and gain vengeance over my foes.  If this were to transpire I would reward you well for your assistance.  At the time being, however, I simply require sanctuary from those who would destroy me, and have little to immediately offer in return.

Sincerely,

Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=Response to Chiaroscuro Septena from Saersensine, the Sublime, High Exarch of the Ceremorphs]Saersensine's oily voice resounds in your head; his words have the texture of slime.

Greetings, Hellspawn.  Your offer of aid is intriguing, though we do not require your assistance in mopping up those dregs that still persist about the walls of Dtoulth.  My former kinsmen will easily be defeated.  However, my runaway bride, Llitul, remains unaccounted for; though I suspect she has fled south, her exact position is unknown to me.  I wish to discover her whereabouts, and my Master tells me that your kind deal in information and secrets.  If you truly wish to aid the Ceremorphs and return her to me, I would hold you to your oath and ask that you to tell me what you know of her location.[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Vaelri has looked upon the dungeon of the Abject Ceremorphs, and seen a disturbing sight indeed.  A female Ceremorph diabolist, living but skilled in demonic magic, converses with a succubus in the depths of the Abject base, a place protected by a wall of ooze, with an escape tunnel leading out.  Thrall pens are being populated and uncanny architecture already begins to accrete.  A pair of vile Bloodfiends attend to the Ceremorph summoner.[/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]You have peered into the Undead lands using the scrying capabilities of your laboratory and looked on one of their outposts.  It is heavily fortified with a thick stone wall, heavy iron gate, and spiked moat, but is only minimally garrisoned – the sole occupant is a lone undead Warg.[/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Your Augurs again consult the omens and look into pools of water dripping from stalactites above, peering upon the lands of the Undead.  Their first outpost is protected by a heavy iron gate and a spiked moat, garrisoned by a large force of skeletal archers – twenty one of them in all, one of them a captain of some standing, it seems.  Eleven skeletal warriors and a ghoul round out these forces.

Next comes the Undead capitol, a fell necropolis of crimson stone, replete with tunnels and libraries, crypts and laboratories.  A Lich, Markus Ashton, peruses the musty tomes here.

[The Undead capitol, the Red House of Albaiyat Alhazred, contains the following structures:

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library
Necromantic Laboratory
Teleportation Circle
Scrying Chamber
Spiked Moat]

In the tunnel south of the Red House a single skeletal archer patrols.  Further south still your augurs discern an Undead mining settlement overseen by another skeletal archer, with no under forces under its command.  It contains a single Undead mine worked by shambolic labourers.  In the tunnel beyond that, another skeletal archer patrols.

Next your Augurs look upon Duergar lands in the lower depths.  In chambers lit with crimson light from the effulgent magma that fills them rise citadels of basalt and obsidian, the fearsome fortresses of the Deep Dwarves.  The first, the Drakkenhold, is garrisoned by three hammer-throwers.  Five newly-hatched Fire Drakes, one of them two-headed, are being raised here by the Duergar commander.  Otherwise the citadel looks to be a essentially a mining operation.

[Drakkenhold – Lowerdeep 16 – contains a Forge Hall and a Duergar Mine]

Continuing their inspection your Augurs look on the Duergar capitol of Käferhold.  This well-fortified citadel is hosting a summoner of the Kirr Dark Elves but is otherwise unguarded – the Duergar army must be elsewhere.  This is the heart of the Duergar realm, where the Despots' armies are trained.  Grey Orc mercenaries – a captain, fifteen swordsmen, and fifteen axe-throwers – can be found here, though they do not seem to be in Duergar employ.

[The Käferhold – Lowerdeep 17 – contains the following structures:

Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
3  Beetle Farms
Hatchery
Outer Wall
Iron Gate
Magma Moat]

Finally your Augurs look on another Duergar colony, this one slightly better-guarded.  Six cave beetles, the Duergar Despot Käfer himself, a magma cannon, and a Duergar commander are garrisoned here.  The citadel seems to be a trading post and mining settlement.  The Hall of Trade seems to have attracted a group of mercenaries, a band of twenty-one  Fire-Dwarf spearmen, although they also do not yet seem to be in Duergar employ.

[Umbrahold – Lowerdeep 19 – contains the following structures:

Forge Hall
Duergar Mine
Beetle Farm
Hall of Trade][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You scry the city of Umbrazzid.  The garrisons consists five Archers, twenty-one mercenary Deep Gnome Brigadiers, six, Abominations, five Paladins, four Cleric, twelve Shadow Elf Rangers, and ten Accursed.

[Umbrazzid contains the following structures:

Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Temple of Sylssiadil
Ranger's Spire
Drake Nest
3 Lichen Garden
2 Lizard Pens
Spire of Gloom
Shadow Architecture
3 Murder Holes
Veil of Shadows

What has happened to the mines is unknown.][/spoiler][spoiler=Response to the Duergar Despot Käfer, Lord of the Käferhold, from Lofarr the Incandescent]Duergar Lord,

I'll nae reduce our price!  Me and my lads, we came to your lands to fight for the highest bidder, though we'd prefer to fight for Dwarves of one stripe or another, and heard you were looking for those such as us.  If you cannae pay us, we'll be on our way, though you'd be a right numpty to turn us aside!

Lofarr[/spoiler][spoiler=Response to the Duergar Despot Käfer, Lord of the Käferhold, from Lady Viarra Gloomsong, Matriarch-in-Exile]Lord Käfer,

I would gladly seek asylum in your territory, for though I had hoped to find succour with the Necromancers who dwell above me it seems they too have fallen under the sway of the Ceremorph witch, Llitul.  However, two problems present themselves.  First, I have no means of passing the Rift of Xelchezar.  Secondly, I have heard it said that you have become... friendly with the Dark Elves known as the Kirr.  Were I to enter your lands freely, the Kirr might take great exception to me; it could well damage your alliance with them.  Does your offer still stand?  Can you provide a means for me to cross the chasm?  Are you willing to suffer the consequences of my presence in your realm?

Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=Response to Kes Kel Anith, from Throngel Greatmane of the House of Gyllir]Lord Kes,

Pardon the lateness of my reply, for it takes some time for my kinsfolk to convey messages into the depths.  Your tidings are great indeed, and the blades you speak of shall be put to good use protecting my lands.  As for this axe, though I am too old for most battlefields, a fall having left me without use of my legs, it will be given a place of honour in my hall, where all shall see the craftsmanship of your people, and in time of great need it will stand at the ready.

With thanks,

Throngel Greatmane of the House of Gyllir[/spoiler]
[spoiler=Response to of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Captain Elwyn Gleamgloam]Your assistance is appreciated – truly we were ignorant of the generosity of those who dwell below.  If we survive the horrors of the Evergloom, we will name you Elf-Friends!

We weep for the fall of Saerid, the Shining Flame.  The Mithril Tower is left Lordless, Heirless, empty.  We must attempt to retrieve our Lord's remains, if he is dead.   Yet it is clear that our quest, to rescue Llandri Brightsar, has failed.  Once we have the body of our Lord we will depart these tunnels with all speed.  For now we will fall back, as you suggest, and gather our strength.

Captain Elwyn Gleamgloam[/spoiler][/ic]

LD

#119
Orders Draft Complete

[spoiler=Orders and Information]
[ic]
Secret Story?

[/ic]

-Added 25 more metal. Apparently I forgot to add the metal from Cleversmart Caverns to the total last week.

[spoiler=Production]
[ooc=M63]Forestrees - Middledeep 63

Resource: Mushrooms  (25 food)[/ooc]

[ooc=M64]Cleversmart Colony[/ooc]

[ooc=M65]Cleversmart Caverns - Middledeep 65

Improved Kobold Mine: (300 gold)
Improved Kobold Mine: (25 metal)

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

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

M65 Subtotal: 90 food, 300 gold, 25 metal[/ooc]

[ooc=M66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

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

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food, 150 gold, 15 metal[/ooc]

[ooc=M72]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[/ooc]

[ooc]BiteyTriumph Halls- Middledeep 73

Dark Elf Mine Complex (400 gold)
Dark Elf Mine Complex (50 metal)

M73 Subtotal: 400 gold, 50 metal
[/ooc]

[ooc]ShinyFriendship Stair - Lowerdeep 69

Ceremorph Mine (185 gold)
Ceremorph Mine (20 metal)

Resource: Mushrooms (25 food)

L69 Subtotal: 25 food, 185 gold, 20 metal[/ooc]

Total Production: 200 food, 1185 gold, 125 metal

[ooc]Looting/Events
+116 food (forage), 10 gold (guides), +91 bodies (59 undead; 32 kobolds/rats),  +30 gold (from Watchers) +104 gold (Dolmar), +64 metal (Dolmar)
[/ooc]

Total Looting/Events: 116 food, 144 gold, 64 metal,  91 bodies/food

Total Total: 316 food, 1329 gold, 189 metal, 91 bodies/food
MINUS Error Corrections of: -20 food, -32 gold +25 metal I forgot last turn=
Final Total: 296 food, 1298 gold, 214 metal, 91 bodies/food

[/spoiler]

[spoiler=Upkeep]

BangyBangs
Trapspringers (6g/4m/1f) x 1 =(6g/4m/1f)

=SUBTOTAL: 6g/4m/1f

Forestrees

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

One less **** upkeep because of Commander.

=SUBTOTAL: 2g/2f

The Colons
Slingers (1g/1f) x 2 = (2g/2f)
Skulkers (2g/1f) x 3 = (6g/3f)

One less Skulker upkeep because of Commander.

=SUBTOTAL: 8g/5f

DreamSieges
Blunderdigs (3g/1f) x 2 = (6g/2f)
Bottletossers (4g/2m/1f) x 3 = (12g/6m/3f)
Trapspringers (6g/4m/1f) x 3 =(18g/12m/3f)

=SUBTOTAL: 36g/18m/8f

Deepguards
Slingers (1g/1f) x 6 = (6g/6f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)
Dire Rat (3g/3f) x1 (3g/3f)

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

=SUBTOTAL: 26g/17f

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

1 less Slinger upkeep because of Commander.

=SUBTOTAL: 5g/4f

BiteyAvengers
Dire Rats (3g/3f) x11 (33g/33f)

1 less Dire Rat upkeep because of Shee-Ra.

=SUBTOTAL: 33g/33f

RuinGuards
Skulkers (2g/1f) x 7 = (14g/7f)

1 less Dire Rat upkeep because of Commander.

=SUBTOTAL: 14g/7f

ShinyGuards
Skulker (2g/1f) x 1 = (2g/1f)

1 less Skulker upkeep because of Commander

=SUBTOTAL: 0g/0f

SmartyScouts
Slingers (1g/1f) x 9 = (9g/9f)
Skulkers (2g/1f) x 6 = (12g/8f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

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

=SUBTOTAL: 25g/19f

Southguard
Skulkers (2g/1f) x3 (6g/3f)
Slingers (1g/1f) x 2= (2g/2f)

One less Skulker upkeep because of Commander.

=SUBTOTAL: 8g/5f

Total: Net Loss/turn -(165g/93f/22m)
*Note: Total calculated by Excel, not by adding subtotals. Not all subtotals may be correct. I think use of Excel may be an ultimately more mathematically correct method.
[/spoiler]

[spoiler=Construction]
[ic]SouthSkulk Caverns- Middledeep 60
Completed This Turn
Escape Tunnel (20 gold)

Under Construction
Gold Mine (150 gold, 15 metal) (week 2/3)

Beginning Construction

[/ic]

[ic]Forestrees- Middledeep 63
Completed This Turn


Under Construction

Beginning Construction
Escape Tunnel (20 gold)
Gold Mine (150 gold, 15 metal) (week 1/3)

[/ic]

[ic]Cleversmart Colony- Middledeep 64
Completed This Turn
Escape Tunnel (20 gold)
Pit Trap (25 gold)

Under Construction
Kobold Mine (150 gold, 15 metal) (week 2/3)

Beginning Construction

[/ic]


[ic]Cleversmart Caverns- Middledeep- 65
Completed This Turn
Dragon Shrine (75 gold) (week 3/3)
Shinycaster's Cave (125 gold) (week 2/2)
Disguised Entrance (50 gold)
Caltrops (10 gold; 10 metal)

Under Construction

Beginning Construction
Improved Disguised Entrance (25 gold)
Caltrops (10 gold; 10 metal)
Trebuchet (35 gold) (week 1/2)
Maze (100 gold) (week 1/4)
[/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Murder Holes (20g)
Pit Trap (25g)

[/ic]

[ic]SpikyDeath Cavern- Middledeep 67

Completed Construction
Rockfall Trap (35g) (week 2/2) (by Trapspringers)

Under Construction

Beginning Construction
Pit Trap (25g)
[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
Spiked Moat; 25 gold (3/3 week)
Reinforced Gate; 15g, 5m
Pit Trap; 25g

Under Construction

Beginning Construction

[/ic]

[ic=BiteyTriumph Halls]BiteyTriumph Halls- Middledeep 73
Completed This Turn
Murder Holes #4 (20g)
Murder Holes #5 (20g)
Snare #3 (10g)
Pit Trap #2 (25g)
Pit Trap #3 (25g)
Spiked Pit Trap (Upgrading Pit Trap #1) (10g)
Reinforced Gate (15g/5m)

Under Construction
See Beginning.

Beginning Construction
Rockfall (35 gold) (week 1/2)
Trebuchet (35 gold) (week 1/2)
Cage Trap (50 gold;15 metal)

[/ic]

[ic=ShinyFriendship Stair]ShinyFriendship Stair - Lowerdeep 69
Completed This Turn
Escape Tunnel (20 gold)
Burrow (35 gold) (week 2/2)

Under Construction
See Beginning.

Beginning Construction
Pit Trap 1 (25 gold)
Rockfall Trap (35 gold) (week 1/2)
Palisade (20 gold)

[/ic]


[/spoiler]

[spoiler=Recruit]

Recruiting:

31 Slingers (5gp) * 31 = 155 g
8 Skulkers (7g/1m) * 8 = 56g/8m
18 Dire Rats (17 gp/1 m) * 18 = 306g/18m
2 Shinycasters (50g) *2= 100g
8 Trapspringers (13g/ 8m) * 8 = 104g/ 64m

=SUM (721g/90m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
6 Skulkers (7g/1m) * 6 = 42 g/6m
2 Shinycasters (50g) *2= 100g
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m
4 Bottlethrowers (13g/ 5m) *4 = 52 g/ 20m
3 Trapspringers (13g/ 8m) * 3 = 39g/ 25m


[/spoiler]

[spoiler=Wealth]
Began Turn at: 1315 gold, 160 metal, 1257 food, 18 bodies
Gained: 1297 gold, 214 metal, 296 food, 91 bodies
Total: 1315 gold, 374 metal, 1553 food, 109 bodies

Spent 415 gold on construction.
Spent 165 gold on upkeep.
Spent 721 gold on recruiting.
Spent 0 gold on founding dungeons.

Spent 35 metal on construction.
Spent 22 metal on upkeep.
Spent 90 metal on recruiting.
Trade 0 metal to Vassals.

Spent 63 food on upkeep. (See bodies for rest of consumed food)
Trade 0 food to vassals.

Ate 30 Kobold Bodies.
Trade 8 bodies (ceremorphs) to Grolhund.

14 gold
1490 food
225 metal
10 bodies (ceremorphs)
59 bodies (undead)

[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 60]
SouthSkulk Cavern- Middledeep- 60

Escape Tunnel (20 gold)[/ic]

[ic=Middledeep 64]
Cleversmart Colony- Middledeep- 64

Escape Tunnel (20 gold)
Pit Trap (25 gold)[/ic]

[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)---> UPGRADED TO Improved Kobold Mine (225 gold, 20 metal) (week 4/4)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)
Dragon Shrine (75 gold) (week 3/3) (Troops who pray at a Dragon Shrine gain +1 to Morale and Defence and are immune to disease (if they are suffering from a disease, it is cured, and they return to full health).  These benefits remain for 2 weeks).
Shinycaster's Cave (125 gold) (week 2/2) (recruit Shinycasters)

Palisade (20 gold) ----->UPGRADED Reinforced Gate (15 gold, 5 metal)
Pit Trap (25 gold) --->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)
Disguised Entrance (50 gold)
Caltrops (10 gold; 10 metal)

Susurrus, the Executioner's Blade
[ic]Its vorpal enchantment means that if its wielder rolls a natural 20, it automatically kills its target if they have a head.  The sword grants +2 to Melee Attack and Damage, but the sword demands blood constantly, and its wielder effectively gains the Animosity ability while they carry the blade.[/ic]
[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Escape Tunnel; 20g
Murder Holes (20 gold)
Pit Trap; 25g
[/ic]

[ic=Middledeep 67]SpikyDeath Cavern- Middledeep 67
Note. Not a Dungeon. Just Traps Here. I think it will function like an outpost in that the enemy is forced to walk over these traps even if they are ending their turn in another region.

Pit Trap (by Trapspringers)
Rockfall Trap (35g) (week 2/2) (by Trapspringers)
[/ic]

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

Palisade (20 gold)---->Reinforced Gate; 15g, 5m
Spiked Moat; 25 gold (3/3 week)
Escape Tunnel (20 gold)
Murder Holes (20 gold)
Murder Holes; 20 gold
Snare; 10 gold
Snare; 10 gold
Pit Trap 1 of 5; 25g
Pit Trap 2 of 5; 25 gold
Pit Trap 3 of 5; 25 gold[/ic]

[ic=Middledeep 73]
BiteyTriumph Halls- Middledeep 73

Dark Elf Mine Complex

City Wall (Restored as Palisade?) UPGRADED---->Reinforced Gate (15g/5m)
Pit Trap---------->Spiked Pit Trap (Upgrading Pit Trap #1) (10g)
Pit Trap #2 (25g)
Pit Trap #3 (25g)
Snare
Snare
Snare #3 (10g)
Murder Hole
Murder Hole
Murder Hole
Murder Holes #4 (20g)
Murder Holes #5 (20g)
Escape Tunnel

Matriarch's Spire (unusable by Kobolds)
Matriarch's Study (unusable by Kobolds)
Arcane Library (unusable by Kobolds)
Slave Pens (unusable by Kobolds)
War Spire (unusable by Kobolds)
Armoury Spire (unusable by Kobolds)
Web Caverns (unusable by Kobolds)
Temple Spire (unusable by Kobolds)
[/ic]

[ic=ShinyFriendship Stair]ShinyFriendship Stair - Lowerdeep 69

Ceremorph Mine (185g/week)

Burrow (35 gold) (week 2/2)

Sphincter Gate (Questionable)
Escape Tunnel (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 + Ambush for Skulkers and Infiltrating Dire Rats
Location: Middledeep 65
9 Slingers [Mya-He is a Slinger]
3 Dire Rats
3 Skulkers
1 Shinycaster
1 Mudspriggan (summoned this turn)

Slingers [Mya-He is attached to this unit]
Slingers (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Slinger (Vit-Toh)
Slinger (Hus-Roh, the loud)
Slinger (Aaa-Hha, the fearful)
Skulkers (Shel-Dahn)
Skulker (Vir-Sal)
Skulker  (Ai-Ur, the Greater)

New Slinger
New Slinger
New Slinger
New Dire Rat
New Dire Rat
New Dire Rat

New Shinycaster (Thu-Uum)
New Mudspriggan (Muddytumbs)
[/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), and Skulkers are in ambush mode. Hai-Phen has a cloak that helps her [ic]Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Their Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic] ; Shinycaster casts hex at enemies if in combat.
Equipment: Manned Murder Holes
Location: M72. (New slingers and skulkers and shinycaster were in M65 and moved (4 Speed)- are not garrisoned yet due to speed; (9 of the 9) old slingers and (5 of the 7) old Skulkers moved from here to reinforce M73.

At Beginning of Turn->
2 Blunderdigs
7 Skulker [Hai-Phen is a Skulker]
9 Slingers

At End of Turn->
2 Blunderdigs
6 Skulkers [Hai-Phen is a Skulker]
20 Slingers
1 Shinycaster (Ske-Ksis)

Skulkers* [Hai-Phen, the Shadow]
Blunderdig ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdig ("Bill-Dit", "Backdoor Blundering Boffins")

Slinger (Par-Fate)
Slinger (Par-Fait)
+ a number of New Slingers who I don't have room to name.

Skulker
+ a number of New Skulkers who I don't have room to name.

[/ic]

[ic=ShinyGuard]ShinyGuard
Commander of the Garrison: Basherpokes
Effects: Kobold Warren Bonuses
Location: L69

8 Slingers
5 Skulkers (Including Commander)

Skulker ("Basherpokes")
Skulkers (4 others) Nameless.
Slingers (8) Nameless.

[/ic]

[ic=BangyBangs]BangyBangs
Effects: Trap Building
Location: M67

1 Trapspringer

Trapspringer ("Quo-Vadis", the wanderer)[/ic]

[ic=SouthGuard]SouthGuard
Commander: Tro-Jan, the Unbreakable (a Skulker)
Effects: Invisible, in Kobold Warren
Location: (at end of turn M60)
4 Skulkers
2 Slingers

Skulkers  (Tro-Jan, the unbreakable) [Commander]
Skulkers  (Achi-Lees, the unkillable)
Skulker (Hen-Rhee)
Skulker (Ran-Dolph)

Slinger (Hes-Sian)
Slinger (Ver-Ity)
[/ic]

[ic=RuinGuards]RuinGuards
Commander: Grimfever and Xev-Yiat, the rider (Dire Rat)
Effects: Invisible; Garrisoned; Skulkers in Ambush; Kobold Warren Bonuses
Equipment: Manned Murder Holes
Location: (at beginning: M73; including 10 slingers and 4 skulkers who were formerly in M72 as SmartyScouts (they transfered and were replaced in M73 by new recruits))

at beginning->
1 Dire Rat (Commander)
7 Skulkers (1 on assignment)
0 Slingers

at end->
1 Dire Rat (Commander)
12 Skulkers (1 on assignment) [so, 11 in the region]
9 Slingers

Dire Rat (Grimfever and Xev-Yiat, the Rider) [Commander]
Skulker (Cad-Mium)
Skulker (Rhe-Sus)
Skulker (Rhe-Bus)
Skulker (Iv-Hor)
Skulker ("Bat-Mun")
Skulker ("Bat-Miz")
And More Skulkers (Transferred).
Slinger (Par-Fait)
And More Slingers (Transferred).

Skulker (Uma-Thur) (on assignment to M8) (Remaining in M8)
[/ic]

[ic=Dreamsieges]DreamSieges
Effects:
Location: (at beginning; L69 ; at end, march with elves to L73 and besiege)

2 Blunderdigs
3 Bottletossers
3 Trapspringers

Blunderdigs (Ben-Jee)
Blunderdigs (Ben-Ghay)
Bottletosser (Ysi-Xvho)
Bottletosser (Qwi-Jibo)
Bottletosser (Qwi-Ghon)
Trapspringer (Qup-Upp)
Trapspringer (Dip-Dwn)
Trapspringer  (Mop-Pop)
[/ic]

[ic=BiteyAvengers]BiteyAvengers
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth")
Effects:  Commander bonus to morale. Cavalry +4 special ability and Disease 3, Climb [Invisible because of Shee-Ra]; Ambush and Garrisoned. Note Shee-Ra's Jewel (see Character Sheet below for her special abilities); Commander: Potion of Restoration; Also, this effect for Shee-Ra--> If mounted on a Dire Rat then during the initial Cavalry charge she and all units in the regiment she leads resolve their melee attacks before the enemy's; casualties are deducted from the targeted regiment accordingly.
Location: (at beginning: M73- except for the New Rats; the new rats will arrive in M73 by the end of their turn, but the new rats can only garrison, not ambush due to speed)
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]

at beginning of turn-->
11 Dire Rats + Shee-Ra and "Pointyteeth"

at end of turn-->
26 Dire Rats + Shee-Ra and "Pointyteeth"

Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat

New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
[/ic]

[ic=The Colons]The Colons
Commander: Hum-Bout, the Trickster
Effects: Garrisoned; Skulkers are in Ambush.; Kobold Warren Bonuses
Location: M64.
4 Skulkers
2 Slingers

Skulker (Hum-Bout, the Trickster) [Commander]
Skulker
Skulker
Skulker

Slinger
Slinger
[/ic]

[ic=Forestrees]Forestrees
Commander: Ak-Ten, the Terrible, Slinger.
Effects: Garrisoned; Kobold Warren Bonuses
Location: (at end: M63)
2 Slingers (1 is a commander)

Slinger (Ak-Ten) (Commander)
Slinger[/ic]

[ic]MadElf Destruction Unit
8 Trapspringers
Location: (See Orders. U58 and Force March 4 at end of turn).
[/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
6 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig
1 Dire Rat

Skulker  [Ho-Dor, the Commander]
Skulker  (Ay-Jax, the warrior)
Skulker  (Vor-Keth, the massive)
Skulker (Vir-Ille, the Fecund)
Skulker  (Ai-Ur, the Lesser)
Skulker  (Ro-Dan, the belligerent watcher)
Blunderdigs (Kili-Fili, the stout digger)
Slinger (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Slinger (Fush-Rodah, the shouter)
Slinger (Mah-Sala)
Slinger (Bir-Yani)
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, Mounted Charge (Cavalry +4 bonus applies to whole unit), Mounted Onslaught (see below), (Rat abilities follow-->) Cavalry, Climb and Disease 3,
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from); strange Jewel
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.

[ic]Jewel- when worn it imparts to its wearer a +2 bonus to Morale and grants them the Fear ability (DC 12, or +2 to their Fear DC if they already possess Fear).  It almost certainly imparts other, unknown powers as well.[/ic]

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. (Note this turn: Each turn, if she has the move, please check orders to see if she is Garrisoned-she should be garrisoned this turn) 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.

Mounted Onslaught
Shee-Ra is now exceptionally skilled at leading mounted charges.  If mounted on a Dire Rat then during the initial Cavalry charge she and all units in the regiment she leads resolve their melee attacks before the enemy's; casualties are deducted from the targeted regiment accordingly.

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: 20 (with cloak)
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout, (with cloak->Climbing, +1 Defense (added), Poison 2, Immune to Arachnid Poisons)
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
Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic]

[ic=Tro-Jan, the Unbreakable]
Tro-Jan the Unbreakable is known for his feats of strength. Tro-Jan wrestled many Kobolds and always came away the victor. Tro-Jan also wrestled a Gloom Troll, it is said, during one sojourn to the Deepsea. Tro-Jan bites the tops off containers and allows his always taut chest to be used as a punching bag by trainee Kobolds. Tro-Jan is known for his pithy quips: "The only old kobold who is a bold kobold is the gold kobold*" *referring to the golden abs and muscles of himself and the tendency of kobolds in poor health to die young. "Fitness is like a crate of swimmyswims. You always know what you're going to get- toned abs and longer life." He has been thinking of writing a book about his experiences and his wisdom. Tro-Jan's followers are inspired by his unflappability, his strength, and his health. Some are a bit jealous of his braggadocio and his good fortune; but all good kobolds are taught to be proud of their achievements, so it is of no great surprise that one with so many great achievements would be so arrogant.

Skulker

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

[ic=Hum-Bout, the Trickster]
Hum-Bout, the Trickster (a Skulker)
Commander of the Colons
Hum-Bout, the Trickster, is known for cheating at pick sticks, knotch arrows, and bait monsters. Although this cheating makes him rather unpopular, it also is a sign of creativity, which resulted in his being picked to lead the Colons. Perhaps one day he will be placed in charge of a more advance-guard location, but for now, he is placed in a vital location near the Cleversmart Caverns themselves, defending them with a valiant force as he learns how to best lead and inspire young kobolds without dunking their heads in a lake or dropping a buzzing trap in their cereal that snaps their tongues in half while he laughs at their misfortune. His men do not enjoy him much and perhaps one day they might mutiny; but that day is not this one.

Skulker

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

[ic=Grimfever and Xev-Yiat, the rider, Commander of BiteyTriumph Halls- Middledeep 73]
Grimfever and Xev-Yiat, the rider

Commander of the RuinGuards

Grimfever the rat was born on an inauspicious moon; when young, he was stricken with the Blessed Plague, the plague of the ratdroppings. After many excruciating weeks, he overcame the plague and grew to become wiry and fit, smarter and faster than other hatchlings of his pride. His intelligence was noted by the Cleversmarts and he was trained for leadership; he was eventually paired with Xev-Yiat, an inquisitive Kobold with a yen for adventure. Xev-Yiat is a fourth cousin to Queen Mistress Shee-Ra, and he has used that connection to certain advantage. Although he has not directly begged for positions as a result of his relation, he has judiciously dropped her name at important times; at one such occurrence, he mentioned the relationship and his allegedly close friendship with her (she once nodded to him at a gathering), and all other candidates for officer training mysteriously made mistakes- leaving him with the only flawless performance--which merited him this eventual promotion to Commander of the RuinGuards.

Cost: 17 Gold, 1 Metal
Upkeep: Free
Melee Attack: +7
Melee Damage: 8
Defence: 20
Health: 20
Speed: 6
Morale: +5
Special Abilities: Cavalry, Climb, Disease (3)[/ic]

[ic=Basherpokes- Lowerdeep 69]
Basherpokes
Commander of the ShinyGuard

Basherpokes is known for bashing; and poking; and bashing; and poking. His eyes are good and his nose is keen. He's a straightforward kobold, hit on the head one too many times to be considered even passing intelligent, but he's good at bashing and poking and seeing and reporting. He's an unimaginative kobold, but he's loyal and he follows written orders to the letter. If something needs to be done, Basherpokes will be the first one to do it, no matter how dangerous, or risky.

Skulker

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

[ic=Ak-Ten the Terrible- Middledeep 63]
Ak-Ten the Terrible
Commander of the Forestrees

TODO. He has been appointed, but I may replace him Soon.

Slinger

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

[spoiler=Orders]

General
- (Long Term) if any bodies are available in a region that Undead approach with intent to siege, eat the bodies before any other food.
- DO NOT cancel mine construction in any location that is about to fall.
-->TACTICS. Don't let undead enemies get behind M72 (behind M73 is okay). Attack them and try to kill them with my excess speed flanking from M73 if they try to slip past M72. If they just attack M72, use my excess speed to flank them from M73. If that's not possible, just hunker down in M73 and watch them assault M72.

- Shee-Ra takes Mounted Onslaught

- New Recruits in M65;
---(5 Speed) send 14 Dire Rats to join M73 BiteyAvengers. They will Garrison (1 Speed).
---(4 Speed) send 1 Shinycaster and 4 Skulkers to M72 to join SmartyScouts (will use hex on enemies).
---(4 Speed) send 9 Slingers to M72 to join SmartyScouts
---(8 Speed; 4 Forced March) 8 Trapspringers form the MadElfDestruction Unit and head to U58 to follow orders of Dolmar next week and subsequent.

From Middledeep 8
Uma-Thur continues to spy on M6; use extra speed to retreat if Dark elves come.
- Do not engage Grolhund or Dark Elves.

From Middledeep 60 (SouthGuard)
-(2 speed) Ambush
-(1 speed) Garrison
-(Free Scout) Free Scout U60

From Middledeep 63 (Forestrees)
-(3 speed) Gather food (2x3=6 food)
-(1 speed) Garrison
-Do NOT stop mine construction if attacked.

From Middledeep 64 (The Colons)
-(1 speed) Garrison
-Do NOT stop mine construction if attacked.
-Retreat back to Cleversmart Caverns(M65)  if attacked by anything more than a token force; if during the same week, Cleversmart Caverns (M65) is about to be attacked, the Commander of Colons (Hum-Bout) takes up Susurrus the Executioner's Blade to defend the Cavern. Also, if a more than token force tries to slip around M64 to get to M65, Commander of M64 should retreat to M65 and take up Susurrus the Blade to defend the Cavern (M65).

From Middledeep 65 (Cleversmart Caverns)
-(2 Speed) GoodyGarrison Slingers Forage (8x2=add 16 food next turn).
-(1 Speed) GoodyGarrison prays at the Dragon Shrine (+1 to Morale and Defence and are immune to disease for 2 weeks)
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).
-The GoodyGarrison and Dire Rats Skulkers Infiltrate for an Ambush. (1 Speed)

-See New Recruits orders above for New Units originating in Cleversmart Caverns who are not staying here.
-4 Dire Rats and 3 Slingers join GoodyGarrison.
- 1 Shiny Caster (Thu-Uum) stays in Cleversmart Caverns, uses hex against enemies. uses (1 Speed) to summon a Mudspriggan. Uses (1 Speed) to Garrison. Uses (1 speed to Pray with others).

From Middledeep 66 (Ryen-Dor's Hollow Shaft)
-(3 Speed) Deepguards Forage (14x3 =36+ 2x3=6 add 42 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout Darksea.
-Retreat to M65 if enemies significantly outnumber or outclass (after initial use of defenses)

-2 Slingers and 2 Skulkers shifted to Cleversmart Caverns.

From Middledeep 67
- BangyBangs unit starts construction on a Pit Trap.
- Retreat to M65 (2 Speed) if enemies enter the region.

From Middledeep 72 (GnomeFeast Luteing Cave)
SmartyScouts
-(1 Speed) Gather food. (6x1= add 6 food next turn) +2x 2 speed for the blunderdigs and slingers who cannot infiltrate= 4f= [total 10 food]
-Gain 4 new skulkers and 20 new slingers; but send 4 skulkers and 8 slingers to M73, where they join the RuinGuards.
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate. Old Skulkers can ambush (if the attack comes before they move) as can Hai-Phen always; new recruits don't have enough speed.
-(1 Speed) Garrison.
-(Free Ability) Scout M74 and M71.
-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.

From Middledeep 73 (BiteyTriumph Halls)
RuinGuards
-(2 Speed) Ambush
-(1 Speed) Garrison
-(Free Ability) Scout M73, Scout U93.
-STANDING ORDER: When the evil Undead assault, do all the surprise defense rounds and bonus ambushes and cavalry charges; if this does not reduce the enemy to 50% of their army, and if we have been reduced to 50%, then retreat to M72 and make a stand there.

BiteyAvengers
-(2 Speed) Set up Ambush.
-(1 Speed) Garrison.
-STANDING ORDER: If defeated in battle but not killed, Shee-Ra will put on the Jewel and hope that it protects her against subsequent attacks.
-STANDING ORDER: When the evil Undead assault, do all the surprise defense rounds and bonus ambushes and cavalry charges; if this does not reduce the enemy to 50% of their army, AND if we have been reduced to 50%, then retreat to M72 and make a stand there.
-STANDING ORDER: If my army is losing (e.g. if after our first volley and their response in the initial attack we lose a significant number of rats and have killed less ghouls than would be necessary to prevent the undead from having a 60% or greater chance of wiping us out the next round), retreat to M72.
-STANDING ORDER: If, after retreating to M72, the army in M72 is losing after the first ambush attack and response, retreat.

From Lowerdeep 69 (ShinyFriendship Stair)
- (1 Speed) Garrison.
- (1 Speed) Skulkers ambush.
- (3 Speed) Slingers gather food. (8x3= 24 food)
- Permit Dark Elves or Grolhund to pass as they will.
- Permit the purple Ceremorphs (Xathan) to pass if they are going through and not attacking me.

-New Recruited Slingers and Skulkers.

From Lowerdeep 73
DreamSlayers
-(3 Speed) Return to Lowerdeep 69 and join the garrison.
-(1 Speed) Garrison for +defenses.
-(Retreat out Escape Tunnel if attacked by significantly larger forces; if evenly matched- face the meeting).

Total: Add 98 food due to foraging. (10(M72)+24(L69)+16(M65)+6(M63)+42(M66))

[/spoiler]

[spoiler=Trade]
Send 8 bodies (ceremorphs) to Grolhund.
[/spoiler]

[/spoiler]