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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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Dolmar

[ic]No IC post this week, was sick and now running so crazy mad catching up on life[/ic]
[spoiler=Response to Shee-Ra]

I am glad to hear it. My Gloomdancers, this week, will reach (Upperdeep 60), at which point there will be under your command for a time as we agreed upon.

As for the BattleKobolds, the Legion, we seek a peaceful resolution of the situation with them; we cannot afford a war on two fronts.

If you need aid in your war against the Greyskulls, the Undead, then I'll would be happy to provide what support I can; I have every reason to believe those vile beings will join with the Kirr and Abject in their war against us.[/spoiler]

[spoiler=Response to the Succubi]

Greetings to you as well, fair Arquenciel, and I hope this finds you well. I do hope if you forgive me if this letter is not up to the usual quality of our correspondence; I was recently ill, and though fully recovered, I fear I may not be at my most intelligent quite yet.

I think you misunderstood my declaration of your wickedness; it was an admittedly crude attempt at humor, a bit of a pun. But nothing I have learned of your kind thus far has given me reason to believe you guilty of anything so repulsive; and even if so, I - and my people - have suffered greatly for my acting so rashly when faced with something I find morally repugnant; I would not repeat that mistake. It's true if I thought we did not have motivations that differ from each other's, that may be at odds, I would be pathetically naive and not worth discussing anything with, but I am enjoying our discource and hope to continue it; to be honest, I vastly prefer interacting though this medium than warfar; in fact, I attempted to open negotations with the Kirr before hostilities; the respons was my messanger bat, fiendishly mutilated. At some point, I should compliment the Bloodlord on his eloquence in brevity.

It is true that freedom is often an act of will, yet one has to be made aware of the choice for that action - and I believe that fear, will's true enemy, can override that though no fault of their own. It is not simply a matter of numbers, not when the slaves are given crude armaments at best if they are allowed any kind of weapon, yet the Kirr have the best weapons, Sorcerers capable of blanketing an area in toxic fumes, and powerful demons that are far stronger than there mere numbers would indicate. There is also a fear for the children and elderly, or those too starved to fight - I doubt any reprisal against a slave revolt only applies to those who participated in such an action, but extends to their families as well. Combine the above factors with those who, in their fear, curry favor with their masters by ferrying information to them, in addition to "slaves" put among the normal slaves to spy and weed out dissent and revolution, and it's not surprising that so many of them are unwilling or unable to revolt.

During the Old Empire, I was the General of our Armies, and among my duties included controlling the various slaves of the Empire; I am unfortunately and most repentantly familiar with the methods used for supressing attempted rebellion. It...does surpise me to learn that many denzines of the Abyss are in a similar circumstance as well; I had not thought of it's denzines as being slaves to the very plane they call home, yet when phrased that way does make sense. If not for the fact they would likely devour me whole before giving me a chance, I would seek some method of freedom - that does not allow them to rapage capriciously across the mortal world - as well. If more such beings were like yourselves, open to discorse and thought, I might even consider such a thing possible.

If this economic revolution could be accomplished, freeing the Kirr's slaves through economic means, I would be happy to fund such an endeavour with any reasonable upcharge, including the opprotunity cost, costs for avoiding harm, and additional cost for putting yourselves at risk in the goal of freedom. I will admit to being wholly shocked to beleive that two of your sisters object to slavery on moral grounds; further proof that any assumptions about you, save that you ar skilled, would likely be unwise.

I am saddened to hear of my people's death, but at least I know they have returned to the Shadow and are not sufferly further for my inaction. My intelligence within the Bloodlord's realm has been admittedly lacking; the summoner, Minirah. Without betraying the Bloodlord, can you tell me if she was welcomed home with open arms, or if she was dealt with as a failure - a fate I imagine the Bloodlord would respond to as well as I, in my youth, would have, though I imagine he is more creative than I ever was.

I look forward to your response; I greatly enjoy a chance to discuss things with you.

-General Dolmar Lestridae

Protector of Umbrazzid

Champion of the Holy Shadow.[/spoiler]

[spoiler=Response to the Glow]

I...what? I don't understand, I'm sorry. Dolmar's mental 'voice' regains it's composure What happened? I'm sorry, but I do not comprehend your words fully. It sound like when Elutae was immersed in the Dream - which is some sort of liquid, it would seem - something unexpected happened.

I urge you caution before you react from fear. We Nocae are creatures of Shadow; we do not believe Shadow to be Evil. Please, try and discern if what is being born is a creature of Shadow or of Darkness. If there was a poison, it was not intended or known; I did not know what would happen when Syndrid gave her sister to you. Please, try and explain more clearly, help me understand so I can help.[/spoiler]

[spoiler=Phaedra Talks to Tiern]

"My friend, thank you for your help in stopping those...jabbering beasts, whatever they were. Word has reached me I must return to Umbrazzid for a time; would you join me? It should not lenghten your journey overmuch, as the portal between Umbrazzid and the Mansion should be completed within two weeks of your arrival; by my estimation, it would take the same amount of time for you to wallk the distance. There would be a feast for us, in honor of our victories and in honor of your wedding, as opposed to weeks more on the road.

Also, are the Dwer ready to retake control of the former goblin territories? The deadline given to us by the Glow draws close. Of course, our forces would still remain to aid in their defense, of course, and per the original arragement the gold from those colonies we would still need collect; however, we do not need the metal from those mines, and believe you could put it to better use than we.

Oh, and one other thing. My father wrote to me of the Dwer that seek to worship the Lady of Shadows. He wants to know if there is any action he could take that would help diffuse the situation further, or if it would be best if he only answered questions those who seek the faith may have."

[I can't, to save my life, figure out a non-awakward way to work into a conversation the trade this week; 50 gold for 100 metal insta-trade still good? ^_^

Also, once you take over the goblin territories, I figure the easist way to handle that is to put in an insta-trade every week.]

[/spoiler]

[spoiler=Message to Marius]
The Nocae move against the Kirr's allies, the Abject and their Cerelich, in two weeks, barring any unforeseen circumstances. Will you stand with us, or will you prove to be an obstacle? If the former, how many of your men can you spare for the fight? If the latter, will you permit us to rid the underdark of this grate evil, or must we wage a war on two fronts?

[OOC: Sorry for short message, rough week][/spoiler]

[spoiler=Orders]

[spoiler=Production]
Total
Gold: +750, Metal +65, Food +415
Umbrazzid (Upperdeep 10)
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)
Improved Shadow Elf Mine: +300 gold, +25 Metal
Mushrooms +20 Food
Daed-Waech(Upperdeep 32)
N/A
Ald-Elisae (Upperdeep 19)
Mushrooms +20 Food
Lake +10 Food

[/spoiler]
[spoiler=Upkeep] (-501 Gold, -172 Food)
14 Dragonslayers (-42 gold, -14 food)
16 Accursed -12 Food
18 Abomination -126 gold, -126 Food
Qulaenaszth -10 Gold, -7 Food
10 Shadow Elf Archers -20 Gold, -10 Food
10 Shadow Elf Swordsmen -20 Gold, -10 Food
5 Shadow Elf Paladins -15 Gold, -4 Food
Deep Gnome Electromancer: -10 Gold, -1 Food
Gnomes -100 gold, -1 Food
4 Gloomdancers (-56 Gold, -4 Food)

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Ranger's Spire
Drake Nest
Veil of Shadows

Under Construction:
City Wall 2 Weeks
Spidersilk Armory 2 Weeks
Gloom Portal (4 Total), 2 Weeks (Pairs: Umbrazzid-Thousand Halls, Umbrazzid-Rhuad)

Beginning Construction:
Shadow Elf Mine -175 Gold, -15 Metal, 3 Weeks

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

Under Construction
Cavern of the Accursed 1 Weeks
Shadowy Architecture 2 Weeks
City Wall 2 Weeks
2 Lizard Pens 1 Weeks

Beginning Construction

Ald-Elisae (Upperdeep 19)
Completed Construction

Under Construction
Cavern of the Accursed 1 Weeks
Shadowy Architecture 2 Weeks
City Wall 2 Weeks
2 Lizard Pens 1 Weeks

Beginning Construction

Ald-Lothii(Upperdeep 18)
Completed Construction
Improved Shadow Elf Mines (Arrived Via Gloom Glyph)
Shrine of Sylessiadil (Arrived Via Gloom Glyph)

Under Construction
Cavern of the Accursed 1 Weeks
Shadowy Architecture 2 Weeks
City Wall 2 Weeks
2 Lizard Pens 1 Weeks
Shadow Elf Mine Complex 2 Weeks (Arrived Via Gloom Glyph As Part of Mines)

Beginning Construction

[/spoiler]
[spoiler=Trade]
-50 Metal to Dwer, +100 Gold (Mid Week)
-52 Gold, -32 Metal to clever smarts for trapspringers upkeep in exchange for 56 gold for Gloomdancer's upkeep.

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10) -490 Gold
4 Clerics (-240 Gold)
12 Shadow Elf Rangers (-290 Gold)

Ald-Lothii(Upperdeep 18)

[/spoiler]
[spoiler=Wealth]
Gold: 129
Metal: 237
Food: 1362

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
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

Defenses
Shadow Architecture
3 Murder Holes
Veil of Shadows

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)
Improved Shadow Elf Mine
Shrine of Sylessiadil

Defenses
Escape Tunnel

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

Dragonslayers: Stationed at Upperdeep 19 (+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 Shadow Elf Clerics
12 Shadow Elf Rangers
10 Accursed

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

Ald-Anoril Guard (Garrisoned at Upperdeep 44)
5 Abominations led by Syndrid
5 Swordsmen
5 Archers led by Pylnorii
4 Gloomdancers

Steward of Rhuad
Aerdolm, Garrisoned Upperdeep 42

Grief-Stricken (Lowerdeep 31)
Syndrid

[/spoiler]
[spoiler=Orders]
Home Guard: All Pray at Temple of Sylessiadil (+2 defense, +2 Morale)
Scry Middledeep 20

The 4 Clerics will cast Ward on themselves, the regiment of Paladins, the Regiment of Rangers, and the regiment of Accursed. The Paladins will Bless themselves, the Gnomes, the Rangers, the Abominations, and the Accursed.
Once they have buffed, they will all move to Upperdeep 28 (29-28, 2 speed) to eliminate the Abject present there.
Phaedra and her Dragonslayers will break off from Tiern's company and move to Upperdeep 28 to join the Home Guard in Flanking the Abject force at Upperdeep 28.

After the Abject are eliminated, the Clerics will cast invisibility on themselves and the paladins. they will redeploy as follows:
2 Paladins and 1 Cleric (blessed, invisible, warded, Prayed at Temple) will forced march to Nuln (Upperdeep 31-32-33-34, Middledeep 46-45-44).
Phaedra and her Dragonslayers will return to Umbrazzid and Garrison.
The Gnomes and their Leader, 1 Cleric, 1 Paladin, 5 Abominations, and Qulaenaszth will return to Upperdeep 29 and found an Outpost, Homewall. They are the Homewall Guard.
6 Rangers, 3 Archers, 10 Accursed, 1 Cleric, and 1 Paladin will move to Upperdeep 26 and found an outpost on the Northern (Closes to Ald-Elisae) side of the bridge. This is the Northwall, and they are the Northwall guard.
6 Rangers, 2 Archers, 1 Cleric, and 1 Paladin will move to Upperdeep 31 and found an outpost there. This is the Deepwall, and they are the Deepwall guard.
At each of these, promote the Paladin to Commander. He or she will lead the regiments of Rangers, conferring his or her grudge to them.
STANDING ORDER: If any of homewall, Northwall, or Deepwall are attacked, the garrison of the nearest dungeon (Umbrazzid for Homewall, Ald-Elisae for Northwall, Daed-Waech for Deepwall) Including the commander, will ungarrison and move to defend.
STANDING ORDER: If Homewall is attacked, ranged units should prioritize regiments of detectors or with detectors attached to them; except for
STANDING ORDER: If a dungeon is attacked by a force large enough to threaten it, cancel all construction except for any Gloom Glyphs.

The Gloom Dancers at Upperdeep 44 will move to Upperdeep 60 (44-43-55-56-58-59-60, 6 Speed)

Attempt to offer the Tunnel Hulks another 100 food to try to win their allegiance. (I'll message Kafer next week if need be)
[/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]

Steerpike

[ic=Parleys - The Month of the Beetle, Week 1]
[spoiler=Demons and Mind-Eaters (Succubi and Demented)]Soundtrack: Unwholesome Desires

Llitul lets out a long, only slightly hysterical, laugh. "You truly are wonderful creatures - I needed that. Thank you, and pledging that to me while outfoxing that gray bloated mass is wonderous."

Arquenciel grins, licking her lips. "Demonic contracts are such wondrous things. The letter must be obeyed. Beyond that..."

Llitul smiles. "The letter of the law need not agree with the spirit. It is the same with my current pledge to the Duergar."

Arquenciel muses. "So... I presume you have left your sanctuary and now wander parts unknown."

Llitul says, "Yes. But not as was intended. I was...called. There's no other word for it. Summoned, almost."

Arquenciel gives a wry grin. "I understand that sensation well."

Llitul returns the grin. "I'm sure you do, better than most. Derro - are you familiar with them?"

Arquenciel glances about, looking for something, and then realizes it's not here-- because she's in a mindlink, not at her desk in her boudoir. "I have a file on them. It's rather thin, for the moment."

Llitul says, "I will be able to expand it soon, I believe. They are insane, utterly, so I'm not certain, but I believe they were attempting a ritual to summon their goddess...and it called me."

Arquenciel smirks. "Sounds about how I got to Kirr-Godna."

Llitul returns the smirk. "I doubt Dalashinn wanted to summon his people's goddess - I doubt she'd take that well - but a coven of goddesses...why not?" She the continues. "We move now, even as we speak, to their home, Shogg'agl."

Arquenciel nods. "Most interesting. I fear that you may not be able to stay long, however. The matter with Saerid remains. Time is of the essence, is it not?"

Llitul replies, "Yes. I believe the Watchers and the Cleversmarts and the remnants of his army will not be able to march upon Dtoulth soon, but I cannot take that risk."

Arquenciel glances sideways for a moment, then turns to face Llitul once again. "As you probably guessed, my sisters and I share a very strong psychic bond... something of a mindlink, beyond that, even. May one of my sisters join us for a moment?"

Llitul says, "By all mean, I'd welcome her."

Chiaroscuro appears in a flash of light and shadow, facing Arquenciel. "You'll never believe what that moronic sack of synapses had to say, it was like sidestepping a pile of shit and stepping straight into the cesspool..."

Arquenciel looks a bit wan and subtly points.

Chiaroscuro turns around. "Oh... oh. Hello." She gives a slight bow.

Llitul smiles widely at Chiaroscuro. "Greetings." She returns the bow. "We haven't had the pleasure yet, but I can already tell I like you."

Chiaroscuro smirks. "Chiaroscuro Jayet Septena," she says.

Llitul says, "Llitul/Llandri/Whisper" each voice comes from her mouth at once, and the tentacles hiss laughter. "A pleasure."

Chiaroscuro's mouth opens a little, like she's about to say something, but she doesn't say anything.

Llitul raises an eyebrow, and a tentacle reaches towards her inquisitvely. "Are you all right?" as the tentacle whispers "stolen tongue?"

Chiaroscuro smirks. "Nope, still here." She sticks it out. "Anyway, they say they don't need my offer of military aid. Which is fine, because that whole plan was kind of awkward anyway. The thing is, though, I think he really does think the oath was to him."

Arquenciel smirks.

Llitul laughs. "The Overbrain's arrogance is astounding, as always."

Chiaroscuro continues, "He asked me about your position. I have a feeling he'll believe what I tell him, as long as it's not too outlandish. Meaning we can basically set up... well, whatever we want."

Llitul says, "Oh? Well, that's...that's very useful. Where were you thinking?" Her tentacles reach in, intensely interested.

Chiaroscuro shakes her head. "I'm not going to do too much thinking. At least not in your presence. I don't want to overhear something I'll be oathbound to tell him. Demonic legalism is complex." She mumbles, "And sometimes bullshit."

Arquenciel smiles. "We'll sort it out, don't worry."

Chiaroscuro bows again. "It was a pleasure meeting you."

Llitul returns the bow, smiling. "Of course. A pleasure, I hope we can meet again." She licks her lips.

Chiaroscuro smirks playfully, and vanishes.

Arquenciel watches her sister go, then turns back to Llitul. "With her gone, now... where are you presently?"

Llitul says, "At the Derro city, Shogg'agl." She then emulates a trick from Arquenciel, summoning a map of the lowerdeep.

Arquenciel's mouth opens slightly.

Arquenciel says, "You... that's you?" She points at [L46].

Llitul says, "You seem surprised."

Arquenciel looks a bit concerned. "There's a token with your faction's insignia on it in the Kirr war room. Nobody knows it's you, but... you're rather exposed there."

Llitul smirks. "The Kirr don't yet know of the Derro and their forces. And of the creatures that dwell between myself and any other threat. So long as I teleport past them, I should be safe"

Arquenciel nods. "I suppose so.. I have a plan that would take you elsewhere... if you'd care to hear it..."

Llitul leans in. "Do tell."

Arquenciel smiles. "Your mobility is almost that of a Succubus. Perhaps even more so, with that little teleportation trick you do. I envy that, a bit." She gives a playful smirk. "I do not think Saerid's host is similarly mobile-- so it would do to arrange the meeting where he might be. Yet somewhere you could plausibly be directed, as well, lest the trap seem too obvious."

Llitul nods. "Of course. The trick of teleportation was one I learned from a scroll bought off a hag - I doubt Saerid has it. Where did you have in mind?"

Arquenciel ponders, looking at the map. "Somewhere in the northern or middle lowerdeep, perhaps."

Llitul says, "Either way brings me dangerously close to the Duergar. Which...worries me. They attacked one of holdings last week, and show no sign of intent to relent."

Arquenciel looks at the map again. She adds, "You're not thinking in three dimensions, dear Llitul."

Llitul smiles wanly. "Oh, I'm aware of the third dimension. But I cannot bypass Dalashinn's lands, and doubt I'd be welcome among the Nocae. Or, to be fair, I could...but I moved quite a distance last week. Without rest this week, I would find myself near collapsing. I can make the trip next week safely. Once I've recovered. Can one of your siblings inform him of where I will be, and make a seeming that I am headed there? Then I can make the trip later, fulfilling your word, but misleading him as to my current location."

Arquenciel thinks. She then tilts her head, smiling playfully. "If you could make half the trip, there is one small section of Kirr-Godna that most definitely does not belong to Dalashinn...."

Llitul looks at her curiously. "Where would that be?"

Arquenciel smirks. "Our boudoir."

Llitul smiles wickedly. "Ahh, temptation. I'm not certain I could enter unseen, though - do you think the Bloodlord would take umbrage to my presence?"

Arquenciel grins playfully. "Mmm... he may. But there's no reason he need know... do you think you would be able to phase shift directly into our boudoir?"

Llitul says, "I can attempt, but I'm not certain."

Arquenciel reaches out and gently caresses Llitul. "It would be lovely to meet you in person. And there would be plenty of opportunity to rest... or whatever else you liked." She then muses, "Hopefully, we can hide you with stealth. If not, we will hide you with chaos. Our kind is rather good at that, I dare say."

Llitul does not react as strongly to the touch as she did last time, but still leans into it. "It would be lovely. I'm just not sure I can do it this week...but if that is the case, then the week after I will. I admit, I...Elder Gods of Madness, I want it."

Arquenciel frowns slightly. "My concern is merely that another week's delay vastly increases the amount of uncertainty. Rumors grow every day of Duergar betrayal. If that happens, my sisters and I will have to defend Kirr-Godna."

Llitul nods, and then her eyes widen. "Oh! Oh, really." And she begins to laugh again, both gleefully and slightly deranged.

Arquenciel tilts her head curiously.

Llitul says, "The Duergar will pose no threat to Kirr Godna soon."

Arquenciel sighs. "If you attack them, they may try to manipulate the Kirr into joining the war on their side. That would place me in a very awkward position."

Llitul smirks widely, her eyes flashing. "They have roused threats they should not. Soon, they will only threaten whatever hell they find themselves bound it. And truely, would the Bloodlord expose himself to a second war with the Nocae looming - the Nocae whom you fear the Duergar will betray your lord to?"

Arquenciel says, "He may side with the Duergar precisely so that they do -not- side with the Nocae. Otherwise he is open to a war on two fronts."

Llitul says, "Either way he is open to a war on two fronts; and do remember who his primary, best ally against the Nocae is. The Abject, who have struck against the Nocae three times. The Abject, who are of Ceremorphs born."

Arquenciel sighs. "Ktan-Ydheel is agreeable to me, so I dislike saying so, but I must be realistic. Against the concentrated fury of the Nocae, he would last two weeks. At best." She pauses, then adds, "He had best thank his debased gods that Dolmar's nature is so... forgiving."

Llitul says, "Of course. He has put far too little effort into strenghtening his economy. I intend on supplying the means for him to rectify that situation, once the Duergar are dealt with. As it stands, though...the Duergar have special assassins, trained to kill my people. I do not know what I could do if he focused his beetles and them against me, save perish, though I hope the Derro can offer some recourse there."

Arquenciel sighs. "You place me in a difficult situation, Llitul. I had hoped you could prioritize this rescue, seeing as it is being done on your behalf."

Llitul growls. "It -is- a priorty. But...gods. I need.....so many needs for me, in person. Please, a moment, let me just think. I didn't expect the solution to be so...sudden."

Llitul curls into a ball for a moment, talking to herself and her tentacles. "The Duergar MUST be destroyed...  Saerid MUST be rescued...  Arquenciel is our friend, she's putting herself in danger to help us... So we must help her reach her goal... But what of the Duergar..." Llitul pops her head up, looking at Arquenciel. "If I were to reach your boudoir this week, before war with the Duergar begins, and evade the Kirr's eyes in doing so, would that prevent my war with the Duergar from becoming inconvinent for you?"

Arquenciel shakes her head. "No, certainly not. Our plans need you. Other things can happen as they may. I believe I can convince my patron to remain neutral... it is the soundest tactical choice." She muses, "And if not, well, remember what I said. If you cannot hide with stealth... hide with chaos..."

Llitul nods, putting her head back down. Images begin to flash as maps of the middle and lowerdeep appear, showing potential movements of troops across them, too fast to easily follow. The tentacles whisper approval or disapproval. "That does not permit enough to defeat the Duergar... That exposes Arquenciel to too much danger... That exposes US to too much danger... That would not give us enough energy to enter their safe-fun room... That...that would work." The map freezes.

Arquenciel laughs a bit, in that way that one does when laughing is the only reasonable outcome other than tearing one's hair out. "Oh, gods of the Abyss, I hope our stealth is good. I think it would somewhat seal things with respect to the Duergar if you were found in the Kirr capital..."

Llitul says, "I can manage stealth. I meant to, before I was summoned, shield myself with scrolls of ward and invisibility. When summoned, in my haste, I forgot their use. I can get my Derro where I need them and reach you this week in utmost secrecy."

Arquenciel nods. "That would help immensely. Were this little adventure to get the Bloodlord embroiled in a war... we might both need to make a hasty escape from Kirr-Godna."

Llitul smiles that deranged smile. "Can I bring in someone to explain a second portion of the plan?"

Arquenciel tilts her head. "Certainly..."

Llitul lets her tentacles wind together, and they belch out smoke that takes the form of Llitul, only no tentacles, her skin a single color; she grimaces as she bows slightly to Arquenciel and Llitul says, "Arquenciel, meet Llandri. Llandri, be nice."

Llandri glares back at Llitul. "Go bend over for an ogre." She turns to face Arquenciel.

Arquenciel bows slightly. "A pleasure."

Llandri sighs. "And...for me as well, it seems, Elvish Hosts damn me for it. Sorry, it's been...a rough few months, and I'm still getting used to...the fact that I'm on your side. And that you're on mine." She then says,"Your kind can take the form of any being, right?" Llandri sits down, crossing her legs.

Arquenciel smiles. "Not quite -any-. The shape and size has to be similar. We won't be passing ourselves off as black dragons. I make a rather good high elf, I dare say." She smiles playfully. "Wisteria does an excellent Kobold." She licks her lips. "Verdure is, at this moment, in the form of a grafted servitor of Grolhund the Heartscrew. I do hope she is good at shambling."

Llitul laughs and Llandri can't help but smile. "I wish her luck. And thank you for that, since I didn't do so myself earlier; I imagine the Despot is scrambling at the moment." Then Llandri grins, trying to stay calm. "So a Ceremorph, a particular, unique ceremorph, wouldn't be difficult to manage, would it?"

Arquenciel smirks. "No, it would not be terribly difficult." She licks her lips once again, and her eyes light up blue and green as something seems to click in her mind. "If you are thinking what I think you're thinking..." Her smirk grows.

Llandri grins. "Does Dalashinn know how easy it would be for you to assume my form? Would he believe it if you told him you needed to practice if war with the Duergar became needed; if you needed to present the Duergar with a target they couldn't resist."

Arquenciel smiles and nods. "Very clever, my dear Llandri. You think like a Succubus." She licks her lips playfully.

Llandri looks pleased at the compliment, then disgusted at herself for being pleased. "That's what my job was, to think like things like you so I could fight them. Now that I am part of a thing like you...I'm better at it than Llitul or Whisper. And...I've started to like it." She seems sad at the last bit.

Llitul wraps her tentacles around Llandri and sucks her back in. "Sorry. She was going to start guilt tripping, and she's impossible when she's like that."

Arquenciel smiles. "Quite all right. She seems a bit akin to dealing with my sisters." She laughs softly.

Llitul grins. "Oh, I hope not! Your sisters, at least, seem pleasant to converse with."

Arquenciel laughs softly. "They are... for the most part..."

Llitul smiles and joins in the laugh. "I look forward to meeting more of them. So, this week I will join you in your Boudoir, with one or more of you practicing imitating my form in case I miss and my stealth and wards are pierced."

Arquenciel says, "Anyway. I hope this is not terribly inconvenient. This way, the errand will proceed quickly... and then, if the situation with the Duergar explodes, it is complete, rather than still looming."

Llitul says, "And without the need for the Duergar to be overly alerted as I move my forces into placement for when it will explode."

Arquenciel smiles. "Shall we proceed? My thinking was to inform the Overbrain that you were going to be at the head of your army, perhaps to crush Gloomsong's last remaining dungeon."

Llitul nods. "That would likely provoke movement...although the Overbrain knew where I was when I rebelled, It may not believe I've come that far north."

Arquenciel scratches her head. "You could also slip out beneath Hazer-Nagroth and emerge somewhere in the middle lowerdeep... my goal is simply to provide a meeting place where Saerid need not march past Duergar and dragon graveyards to meet our ambush." She smiles playfully.

Llitul grins. "So I meet you in Kirr-Gonda, and then begin moving through Grolhund's stomping grounds...perhaps to best inform him I move to join the army that is retaking Curasd from the Cleversmarts. I'd rather have him focused down there, especially since Gloomsong's remaining dungeon, her stolen dungeon, provides an excellent staging ground against my northern expanse."

Arquenciel smiles. "Yes, I see. And if he should decide to pre-empt you by taking Curasd back himself... another problem solved."

Llitul says, "Precisely. Then, when he and the Overbrain are mine, Curasd will be as well."

Arquenciel licks her lips. "I dare say both of you think like a Succubus. Or, at least, the sort of Succubus I'd like to associate myself with."

Llitul smiles, nearly preening. "It's fun. I think you're rubbing off on me, too."

Arquenciel teasingly caresses a tentacle.

Llitul shivers, grinning. "I left myself open for that, didn't I?"

Arquenciel smirks. "Oh, you did. It shall be even more interesting when I finally meet you in person..."

Llitul smiles, hungrily. "I'm looking forward to that. It has been months since I've known pleasure, I'm not even sure what it feels like in this body."

Arquenciel says, "All the more reason to not delay. Then you shall know all sorts of pleasures. And then you shall be reunited with your love... and know even more." She smiles a bit dreamily. She then says, "A creature of love and beauty really has no place in the Abyss. I quite like being back."

Llitul sighs. "You belong in the mortal world. I can imagine the Abyss lacks much by way of pleasures."

Arquenciel smirks. "It... has its moments. But it is not a realm full of delights. Even for those who may delight in some of its traits. Even Incarnadine is glad to be out."

Llitul smiles. "I imagine I'll understand that better once I meet her."

Arquenciel nods. "I hope so." She yawns a little, covering her mouth. "Might I retire for now?" Then she licks her lips, and adds, "Unless you'd care to stay in my mind and experience some of my dreams." She winks suggestively.

Llitul says, "Of course. I am nearly at Shogg'agl anyway...I'll let you know what it's like once it arrives. As much as I'd love to...I don't want the echo. I want the real thing, and I'm going to hold out till I can have that." She grins suggestively. "Which won't be much longer."

Arquenciel nods, smiling. "Fair enough." She gives the beautiful cere-elf a soft kiss on the cheek. "I shall see you soon, sweet Llitul."

Llitul smiles, her hand touching her cheek. "I cannot wait for it."[/spoiler][/ic]

Steerpike

[Image to Come!!]

Soundtrack: Pitched Battle

[ic=The Month of the Beetle, Week 2]Conflicts in the Underdeep continue to escalate.  In the Lowerdeep the Ceremorph Civil War continues, with the Overbrain and its loyalist forces regaining control over key settlements, while rebel forces, the so-called "Demented," have seized control of the Hive formerly occupied by Dark Elves; the Matriarch Lady Viarra Gloomsong and the remnants of her army have fled, making for the Middledeep.  Rumour holds that Llitul and her renegades have formed some sort of strange allegiance with a group of Derro in the nether-caverns, diminutive chaos-worshippers and sadistic brigands who now seem to be operating under Llitul's orders.  They have reputedly assaulted the citadels of the Duergar in the heart of the Lowerdeep, threatening to involve the notoriously ruthless Dwarves in the Civil War.

In the Middledeep, the Duergar themselves are said to have commenced their own aggressions against the Abject, while the Undead continue their campaign against the Cleversmart Kobolds, and have besieged one of their bases with a substantial force.  The Derro are not the only new faction to surface in recent days; a band of Goblins calling themselves the Goretooth Tribe have claimed certain caverns as their territory, no doubt to the consternation of the Dwerim, Shadow Elves, and Kobolds in their vicinity.

There are rumours, also, of a great battle on the Surface – it is said that the Legio I Draco attacked a High Elven city in the heart of the vast woodland above.  Though victorious in battle the Kobolds reputedly lost their leader, the Legatus Marius Krinak.  An acting Legatus, the notorious Skarax the Apostate, has emerged as the leader of the Kobold Republic, at least for the time being.

Perhaps the only mercy of late is that Jabberling attacks seem to have died down, at least temporarily, and the infamous Grolhund the Heartscrew seems to have returned to whatever hidden enclave he calls home...[/ic]

[ic=Maps - The Month of the Beetle, Week 2]
The Surface

[spoiler=The Surface, Month of the Beetle, Week 2]
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Beetle, Week 2]
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Beetle, Week 2]
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Beetle, Week 2]
[/spoiler][/ic]

[ic=Briefings – The Month of the Beetle, Week 2][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Political instability and the threat of war haunt your realm.  Two of your neighbours, the Duergar and the Abject Ceremorphs, appear to be in the midst of a war, the Duergar having assaulted the Abject colony near your own lands without warning, falling on the settlement with an enormous swarm of cave beetles.  Though the Duergar made temporary gains the Abject rallied their forces and managed to destroy the cave beetles, retaking their briefly captured settlement in a flurry of blood, ichor, and spellcraft; sounds of battle echoed through the tunnels to South Guard II.  If this conflict escalates any further it may be difficult to remain neutral, poised as you are in a critical position between the two factions.  If you value the defeat of the Nocae it stands to reason that you should side with the Abject, but the Cerelich's academic fixations and losses against the Shadow Elves have left the Abject the weaker power economically, while the Duergar mines riddle the Lowerdeep.  In the utter chaos of the Ceremorph civil war it is unclear who is siding with whom – the chain of alliances is long and tangled.  You have heard rumours of war in the heart of the Duergar realm, as well, though reports conflict as to the exact nature of this upheaval – agents have variously reported that the Ceremorph schism-sect known as the Demented assaulted the Duergar citadels, but others claim that an army of Derro are responsible for the attacks.

Your studies of the Demonomicon continue; you have uncovered a new ritual, one which summons a monstrous Abyssal Spider – a demoniac arachnid native to the nethermost Hells.  Several of the Succubi – Incarnadine, Verdure, and Jonquille – also busy themselves in the library, availing themselves of the tomes within.  In Kirr-Godna the Succubi have seem to have attracted a number of admirers, and there are rumours of a small cult to the demonesses forming.  Such an unsanctioned cult might undermine the religious unity of your realm and potentially threaten your own rule; on the other hand, violently suppressing it may merely make martyrs of the cultists and make the matter worse.  Eredini has written to you asking your advice on this matter; he seems somewhat enamoured of the Succubi and inclined to let the incipient cult worship as they please, but notes that the priests in the profane temple have expressed their disapproval.

In Hazer-Nagroth, demolition of the unwanted structures continues.  Fortunately the Jabberling attacks on your Outposts have abated for the time being, though doubtless more of the vile creatures lurk in the chasm bordering your lands, and may attack again.

[The spell Summon (Abyssal Spider) has been added to the possible spells at your Arcane Library and can now be researched like any other spell.

[ic=Abyssal Spider (Summoned Unit)]These grotesque arachnid demons are the size of bull elephants.  These vicious, deadly creatures are the natural predators of lesser demons, and so are highly adept at stalking their prey – despite their enormous size they are naturally stealthy.  A caster can only summon one Abyssal Spider per week.  It persists as long as it is given sacrifices, returning to the Abyss if unfed.

Cost: 15 Sacrifices
Upkeep: 5 Sacrifices
Melee Attack:  +8
Melee Damage: 10
Defence: 18
Health: 40
Speed: 6
Morale: N/A
Special Abilities: Climbing, Fear (DC 18), Immunity (Fire), Infiltrator, Large, Poison 6, Vermin[/ic]

Now that your Bloodlord's Study has been completed, you may move the contents of the Arcane Library to Kirr-Godna if you wish, effectively transferring the room from one structure to another.  This will take 1 week, during which time the Library cannot be used.

The Teleportation Circle and Tomb have been demolished and gain the Broken condition.  They can be removed from the rooms list of your Dungeons if you wish, though if you wish you could have them repaired at a later date.

-22 Jabberling Bodies to the Undead.  -70 Gold to Succubi (weekly stipend).][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Your forces have cleared the caverns of the Abject menace – though their forces consisted of but a few scouts – a Dominated Lava Nymph and a swarm of vermin summoned through vile sorcery.  Your Paladins and Cleric have arrived at Nüln – an ancient, semi-ruinous structure guarded by statues of ancient Dwerim Kings.  Dwerim labourers are constantly at work to restore the city to its former glory, and a significant force of Dwerim, the Rosemourners, garrison the city, led by a stern Dwarven woman named Lanne Dun Riar, a master smith.  Most elite of these warriors are a band of Dwerim with adamantine arms and armour who guard a rose garden deep within the Mansion, the flowers grown with the aid of reflective brass walls and ceiling; the first shoots of new-grown roses are just beginning to poke out of the soil.

Your Outposts have been successfully founded, securing the borders of your lands in the Upperdeep, and the Hobgoblin Molgrim, Tiern's mercenary, has begun construction of a war camp in Ald-Lothii.  Fortunately the Jabberling attacks have abated, at least for now.  The Tunnel Hulks have again been appeased, but the strange creatures are difficult to communicate with.  You will need the expertise of Duergar or similar beast-masters to recruit them.  You have heard rumours that a group of Duergar in the Lowerdeep have recently been waging war against the Abject.  The reputation of the Duergar is nearly as black as that of most Dark Elves, but perhaps they can be brought into Holy Shadow – or, at least, a common enemy may give you grounds for some sort of diplomatic arrangement.  Still, it has also been reported that they may have connections with the despicable Kirr.

Apart from the skirmishes with the Abject, peace reigns in the Upperdeep; however, a new presence in these tunnels may threaten that peace.  Rumours and other intelligence indicate that another tribe of Goblins has moved into caverns to the north of the former realm of the Red Tide.  The Goretooth Tribe, as they call themselves, are led by the Goblin King Knarosh Skullsplitter, who some say has partial Orc or Hobgoblin lineage.  So far they have made no aggressive moves against you, the Dwerim, or any others, but their presence not far from your own colonies is disconcerting, to say the least.  If left unchecked they may begin raiding Surface settlements and building up their numbers and resources – dealing with them swiftly may be wise.  At the same time, simply exterminating the Goblins like vermin might displease the Goddess of Holy Shadows.  Your instincts tell you these Goblins cannot be turned from darkness, but your faith compels you to offer them the chance for redemption...

[Nüln contains the following structures:

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

It is guarded by 20 Dwer Ironbound, 10 Dwer Axeme, 9 Dwer Grudgebearer, 10 Dwer Flamesprayers, 1 Dwer Igniter, 1 Dwer Shadowseer, and 2 Dwer Revenants.

-52 Gold, -32 Metal, +56 Gold with Cleversmarts.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]Your brief hold on Lower Dtoulth has been broken.  A pair of Ceremorph Sentinels assailed the Hive and slew one of your Gloomrays with no losses of their own.  The remaining member of the Bleakflight withdrew to a neighbouring territory to avoid certain destruction.  The Great Foe's vile tentacles have swatted aside those that would have destroyed it with dismaying ease.  Of course the Overbrain is repulsive and must be expunged, but a part of you is forced to admire its tenacity.

The Tendril of Extirpation, newly modified by the adept ministrations of Fleshwarpers recently awakened from the primordial mud at the bottom of the Darksea, phased to the caverns above and demanded the degenerates' surrender.  The icthyoids refused and battle was joined, the Hierophants hurling curses and shielding the spear-wielding warriors.  Your grafted scumspawn performed admirably.  Though thirteen were slain in the assault, their thickened hides turned many blows and their grafted weapons eviscerated most of the warriors in seconds.  The remaining icthyoids surrendered and have been taken prisoner, and their farming community has been seized in the name of the Primal Sovereignty.

[-1 Gloomray at Lower Dtoulth.

You have lost control of Lower Dtoulth.  -73 Gold, -24 Metal, -56 Food, -12 Bodies from the sack of the Hive.

You gained control of a new Watcher Vault in Middledeep 76.  You lost 13 Grafted Scumspawn in the battle but gained 6 Icythoid Warrior prisoners, 3 Icthyoid Hierophant prisoners, 96 non-combatant prisoners, +43 Food, and +24 Bodies during the battle.  The Vault has the following structures:

Watcher Mine Complex (Broken)
6 Algae Farms

+30 Metal from Demented.

-30 Gold to Cleversmarts.[/spoiler] [spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]You have returned to your laboratory with many specimens for experimentation.  Curiously, however, the servitor you called to return to you seems to have disobeyed your orders or disappeared.  Curious...

You have moved your laboratory northwards, towards the former realm of the Dark Elves, now under control of the Demented Ceremorphs and their ilk.  Jabberlings roam these lands, but the laboratory's wards and invisibility generator ensure you go unmolested.  Strange sounds echo up through tunnels leading down to the Lowerdeep – sounds of battle, of slaughter.

In addition to the Dark Elves you captured, certain Ceremorph specimens have arrived at your laboratory, eager to be enhanced by your skills...

[You can now produce Ceremorph Servitors:

[ic=Ceremorph Servitor (Requires: Scuttling Laboratory)]This creature eagerly allowed you to enhance its abilities through alchemy and mechanical prosthetics.  It retains a measure of its free will as a result.  Ceremorph Servitors have potent psychic abilities and stronger combat capabilities than their unaugmented ilk.

Cost: 8 Metal, 1 Ceremorph Psion
Upkeep: 3 Gold, 2 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 5
Defence: 18
Health: 10
Speed: 4
Morale: +4
Special Abilities: Detector[/ic]

+3 Ceremorph Psions from the Demented.

+8 Bodies from the Cleversmarts.][/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Open war is upon you!  An army of vile Derro bearing the banners of Llitul the Demented has arrived in the midst of your realm, using eldritch trickery to bypass your scouts and defences and travel great distances through the Lowerdeep from some far-flung bastion to the south.  The deranged creatures attacked the Käferhold with an impressive force consisting of forty brigands and twenty aklys-hurlers.  Initially they attempted stealth, being warded against the detection of your Summoner, but they quickly betrayed themselves.  The Dark Elf summoner lent you by the Kirr proved a formidable ally indeed.  His poisonous fume greatly weakened the Derro infantry, and in their confusion many stumbled into the magma-moat and pools that protect your indomitable Citadel.  As they assailed the walls of obsidian and black iron that sheathe the Käferhold your newly-hired Grey Orc mercenaries decimated their numbers, sending dozens falling to their deaths as they attempted to scale the walls, slaughtering more with hurled axes.  The bulk of the lunatic Derro beat a hasty retreat from your capitol.  A small contingent of Derro, apparently addled by some kind of drug or sorcery – their eyes black, their muscles swollen – continued their assault with fanatic determination after their comrades had fled, but Urog-Sharga led her mercenary warriors out from the Citadel and mopped up these dregs before they could break through the gates.  None of your warriors were lost in the battle.  While your orders instructed the Grey Orcs and summoner to leave, they judged it better to remain in the Käferhold for now – if they abandoned it they would leave the capitol virtually undefended, and a substantial force of Derro – around thirty in all – must still be located somewhere in your realm, cloaked by their sorcerous trickery.

Not all went well, however.  At the Drakkenhold, a smaller strike force of Derro were able to overpower the defences and seize the mining colony.  Kyogre is either dead or captured, and three of your Fire-Drake wyrmlings were slain.  Those that survived, including the two-headed leader of the young pack, have fled the region to the Käferhold.  Scattered reports indicate that the Derro sustained light casualties during this assault, and that somewhere between one and two dozen warriors of mixed armament now guard the Drakkenhold.  The filthy creatures managed to seize far more wealth than they should have, as well as a limited amount of food and other stores.

Meanwhile, in the Middledeep, your campaign against the Abject got off to a strong start, your swarm of cave beetles easily circumventing their defences and destroying the small force of summoned Bloodfiends and Star Vampires defending the settlement, a strange, quasi-organic temple called the Heart-Chamber of Kat-Statep.  One of the Cerelich's apprentices was present at the settlement, along with a Succubus; both inflicted negligible damage before employing escape tunnels or sorcery to withdraw.  Continuing on to the Abject Outpost, however, your cave beetles encountered much heavier resistance.  The apprentice had fallen back to this position to meet a large group of demonic reinforcements sent upwards from the Cerelich's mysterious headquarters in the lower depths.  A fierce battle ensued, and though your cave beetles inflicted heavy casualties the entire swarm was eventually destroyed.  The Ceremorph apprentice was able to retake the Heart-Chamber, as you'd left no forces to defend your conquest.

Your plans for expansion continue, as the Amethyst Gate has been founded, and you successfully drove the Ash Worm away.  Employing your Fire Dwarf mercenaries, cave beetles, and hammer-throwers you goaded the monstrous beast from its den.  The leviathan worm, a serpentine horror of flame and hardened rock, breathed flame on your Dwarves, to no effect.  Your hammer-throwers pelted the monster while your cave beetles swept in to harry it, and you assailed it yourself, hand-to-hand, striking at its body and singing yourself slightly.  The beast tunneled deep into the rock before erupting again, swallowing two cave beetles instantly, but your hammer-throwers and remaining beetles persisted in their assault, and the Worm fled, diving into the magma-lake and roaring in pain.  The beast is not dead, and may return for vengeance.

Your scouts continue to report no Fungoid presences in the tunnels they surveyed.

[You lost 4 Cave Beetles in the initial assault on the Abject dungeon, but briefly seized the Heart-Chamber of Kat-Statep, which contains the following structures:

Thrall Pens
Ooze Wall
Escape Tunnel
Uncanny Architecture (1 week remaining)

However you lost control of this dungeon later in the week, so you do not retain control of it.  The resources you gained from sacking it were reclaimed by the Abject when they retook the city.

You lost the remainder of the 30 Cave Beetles in the battle at the Abject outpost.

Your Magma Cannon has demolished several Undead structures in Hazer-Nagroth.  It contains the following structures:

Improved Dark Elf Mine
Arcane Library
Teleportation Circle (demolished)
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (demolished)
Barrow
Sepulchre
Improved City Wall
Escape Tunnel
Pit Trap

The city's garrison:

Dalashinn
1 Slave Soldier
3 Dark Elf Swordsmen
4 Dark Elf Crossbowmen
2 Spider Cavalry
2 Tunnel Hulks
2 Ogre Slaves
1 Bloodfiend

-2 Gold, -14 Metal, -6 Food, and -19 Bodies from the sack of the Drakkenhold.

+34 Bodies (Derro) from the defence of the Käferhold.

Remaining mineable resources at the Käferhold: 35200 Gold, 8400 Metal

Remaining mineable resources at the Umbrahold: 14790 Gold, 4615 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

Remaining mineable resources at the Amethyst Gate: 11800 Gold, 7600 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]The week has been eventful indeed, and catastrophe has been only narrowly averted.  A great swarm of voracious Deurgar cave beetles attacked the Heart-Chamber of Kat-Statep while the Succubus Incarnadine and her newly acquired Star Vampire retinue consulted with your apprentice Altharid-Xallisine.  The ravenous insects easily circumvented your ooze wall and decimated the defences, destroying the Star Vampires and Bloodfiends within.  Altharid-Xallisine, realizing the day was lost, made a tactical withdrawal Ulm-Ulhulm, where a regiment of Bloodfiends had recently arrived.  The cave beetles gave pursuit, and battle was again joined, but this time your forces prevailed.  Though the beetles managed to destroy many Bloodfiends they were themselves utterly obliterated.  Victorious, Altharid-Xallisine returned to the Heart-Chamber and took back control of the settlement.

Things went less well in the Upperdeep.  Before your forces could coordinate an effective attack on the Nocae settlement a large force of Shadow Elves – rangers, paladins, Accursed, and Abominations, as well as a group of Deep Gnome mercenaries – fell on your Lava Naiad and vermin swarm, destroying them utterly.  With no hope of defeating such a force, your Star Vampire wisely refrained from assaulting the Nocae, but remains in Elven territory for the time being.

You entered the Memory Womb with Illiriant the Blasphemer to pursue research on how you might shield Llitul and her minions from the effects of slaying their Overbrain.  With the aid of your apprentice and the fell powers of the Memory Womb you believe you have arrived at a radical solution – transforming the Overbrain itself into an Undead creature, an Abject husk which would be yours to puppeteer as you please.  Three Derro Alienists, claiming to be in the service of Llitul the Demented, have arrived at the gates of Yuddurath as emissaries.

[+30 Bodies from the Duergar attacks.

-2 Star Vampires (traded to Succubi), -10 Bloodfiends from Duegrar attacks.

-1 Lava Naiad, -1 Vermin Swarm to Nocae.

1 Star Vampire remains infiltrated in Upperdeep 27.

Naerlyth has learned Haste.

Ktan-Ydheel and Illiriant have researched a way of transforming the Overbrain into a powerful Abject creature:

[ic=Cerelich Overbrain]This grotesque, mottled mass of undead neural tissue seeps pus and writhes with Unhallowed Ceremorph larvae and other repulsive parasites.  Some such creatures are the puppets of a Cerelich, the Cerelich Overbrain is a mad, tortured thing, a mewling, worm-ridden shadow of its former glory, but a useful instrument nonetheless.

Cost: 1 Overbrain Body (see below)
Upkeep: None
Ranged Attack: +10
Ranged Damage: 15 (Psychic)
Melee Attack: +6
Melee Damage: 8
Defence: 15
Health: 400
Speed: 0
Morale: N/A
Special Abilities: Agony, Confusion, Detector, Fear (DC 18), Huge, Necromantic Healing, Phylactery, Scry, Undead

A Cerelich Overbrain is created by the body of a dead Overbrain slain by Abject forces.  At the moment of its death, the Overbrain does not destroy non-sentient units under its control; instead, these pass into the control of the Abject player.  Sentient units under its control must make a DC 15 Morale check or come under Abject control.  If they pass, they become renegades instead.

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

Like other Liches Cerelich Overbrains have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried elsewhere by the Overbrain's minions.  If the Cerelich Overbrain is ever destroyed, it reforms at the Phylactery's location in 3 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich Overbrain, wherever it may be.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.[/ic]

+50 Gold, +12 Sacrifices from Succubi.[/spoiler][spoiler=For the eyes of Llitul the Demented, styled the Lady of Madness]After arriving in the hidden city of the Derro, Shogg'agl, you found yourself welcomed as a living goddess, avatar of some unfathomable power named Qoewdbitwos.  The Derro city stirs some strange, deep-embedded memory within you, its warped architecture – spattered with blood, slime, and stranger fluids – uncannily familiar.  You feel, amongst these odd, deranged creatures, perversely at home.  Having embraced your role as queen-goddess you sent Ogliz, the Derro Overlord, north into Duergar lands to continue your campaign of dominion in the Lowerdeep.

Unfortunately, Ogliz' assault on the Duergar capitol ended in complete and total failure.  There was no response to the psychic message delivered to the Grey Orcs or Dark Elf.  Proceeding with the assault, Ogliz led his warriors towards the Citadel of the Duergar, the Käferhold, but lost several brigands and aklys-hurlers to the magma-rivers that laced the region.  Upon arriving at the walls of the Citadel, an immense fortification of basalt, obsidian, and black iron rearing up from a moat of lava, your troops attempted stealth, but were quickly discovered and rebuffed by the defenders.  The aklys-hurlers were hit by a poisonous fume, doubtless invoked by the Dark Elf summoner within!  As they rushed forth to storm the walls and assail the defenders the Derro discovered the Citadel was no longer undefended – the Grey Orcs seem to have concluded their negotiations with the Duergar, and now manned the battlements in force.  Their axe-throwers pelted the attacking Derro, slaying nearly two dozen in moments.  Meanwhile the brigands, attempting to circumvent the moat, lost more of their number to the seething magma.  Dispirited by the long march from their city, most of the Derro hastily withdrew, having dwelt negligible damage to the Duergar fortifications and slain none of the Grey Orcs.  A small group of Blackroot-addled Derro remained, maniacally attacking the fortifications.  They were about to break into the dungeon when the Grey Orc captain led her warriors out of the gate and slaughtered those Derro who remained.  Ogliz and his forces have regrouped not far from the Duergar Citadel.

The smaller force sent to secure the Duergar mining colony nearby was considerably more successful.  Though they, too, too casualties from magma during the initial assault the comparatively unfortified settlement was easily stormed.  The Duerger commander, a hammer-thrower, was surrounded by half a dozen grinning brigands, their appetite for violence whetted from the slaves they'd butchered.  They killed the Duergar slowly, cutting him into pieces which they forced him to eat before finally he succumbed to blood loss and expired.  The handful of Fire-Drake wyrmlings managed to incinerate a small handful of Derro before being driven off, three of their number slain.  The Duergar colony, formerly known as the Drakkenhold, is now under your control.

To the north, your forces descended on Glyp-Dor but found it abandoned by the Dark Elf forces.  There were signs of hasty departure – the Dark Elves must be fleeing south, perhaps to the lands of the Undead, perhaps elsewhere.  The Brainhounds you dispatched to the Upperdeep have not yet intercepted any of her forces, however.  Shaaythi has studied the slave market in the Dark Elf city and believes it could theoretically be restored to operational capacity, but rumours of Grolhund and ravening Ceremorphs are currently keeping merchants away.  Further strengthening trade relations with the Undead or opening trade relations with the Kirr might encourage commerce.  Xealaz reports that while the Hall of Trophies is intact there are no Duergar assassins to train would-be Hunters in their craft, while Tethrol Grincenchos explains that the season (spring) is not right to summon Unseelie creatures into the mortal world – autumn, however, will be ideal.  Your forces also interrogated the Elves and slaves in search of worthy apprentices and the like.  The Dark Elves refuse to work with you, predictably, and most of those with any talent have been slain or fled.  However, one of their former slaves – a troglodytic Eyeless seer who calls himself Voarcious Kzik – has agreed to join your cause in exchange for his freedom.  Those few Dark Elves that remained in the regions of the Middledeep surrendered to your forces.

Meanwhile, you have entered the city of the Kirr using stealth and sorcery.  Outside the Dark Elf city seethes with commerce, and you can smell smoke rising from the sacrificial chimneys of black, unwholesome temples.  While Warded you will be safe, but the moment your Ward drops you will be exposed to the sight of the Bloodlord's agents.

[+2 Gold, +14 Metal, +6 Food, +19 Bodies (3 of these are Wyrmling bodies), and +60 prisoners (cannot be converted to Thralls without Ceremorphs) from the sack of the Drakkenhold.  The Drakkenhold requires a Commander.  The Duergar Citadel contains the following structures:

Forge Hall (unusable by Derro)
Duergar Mine

The Gibbering Group lost 4 Brigands and 3 Aklys-Hurlers during the assault on the Drakkenhold.

The Deranged lost 20 Aklys-Hurlers and 18 Brigands (including all of the Blackroot-addled Brigands) during their attack on the Käferhold.  They have retreated to Lowerdeep 15.

You have regained control of Glyp-Dor.  +140 Gold, +10 Metal, +53 Food, and +17 Bodies obtained.  No prisoners were gained; the city was utterly forsaken, and the bodies collected were those of thrall mine-workers killed by the Dark Elves during their own attack.  Glyp-Dor requires a new Commander.

The Eyeless shaman Voracious Kzik will join you in exchange for his freedom:

[ic=Voracious Kzik]

The Eyeless are thought to be the blind, flesh-eating descendents of Humans who became trapped in the Underdeep long ago.  Voracious Kzik is one of their seers, beings whose blindness allows for a kind of second sight.  If well-fed and freed from bondage he will join your cause.

Upkeep: 6 Gold, 2 Food or Bodies
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 15
Health: 12
Speed: 4
Morale: +4
Special Abilities: Detector, Frenzy, Hex, Scry[/ic]

+8 Dark Elf prisoners from Middledeep 88.

You are currently within Kirr-Godna and so have gained knowledge of its structures and armies.  It is garrisoned by a Dark Elf swordsman, three Dark Elf crossbowmen, four Ogre Slaves, and a Dark Elf summoner made acting commander of the city's forces.  It contains the following structures:

Bloodlord's Spire
Bloodlord's Study
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall
Escape Tunnel

Fighting Pits and a Drake Nest are under construction.

-60 Bodies to Fungoids.  -75 Gold to Fungoids.

+1 Scroll of Haste from Undead.  -15 Gold to Undead.

-3 Ceremorph Psions to Grolhund.

-30 Metal to Watchers.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]Your words of faith and freedom seem to have assuaged the religious tensions in the Mansion of Mhaldûl-Nem, as the Shrine of Sylessiadil begins construction.  Leaving Molgrim and the Elf-Friends in Ald-Lothii you have traveled south to the very edge of the Shadow Elf lands and prepare to turn west and make for the Middledeep once more.  The folk of this region seem on edge; the Nocae are hastily erecting Outposts and fortifications here at the southern reaches of their territory, and armies of Shadow Elf warriors – archers, clerics, rangers, paladins, Abominations, Accursed, and mercenary Deep Gnomes – march to and fro through the caverns, obviously preparing themselves for war.

You have received word that Goblins once again plague the Upperdeep – another tribe of the vile creatures has sprung up to the north of Rhaud, the so called Goretooth Clan, led by a King who calls himself Knarosh Skullsplitter, rumoured to have partial Orc or Hobgoblin heritage.  Experience has taught you that these wretched savages cannot be trusted, but to strike pre-emptively against them could be considered dishonourable.  These Goblins are not the only beasts to trouble your lands, however.  In the Great Mushroom Forest close upon the Mansion itself several Quaggoths have been sighted.  These lumbering, shaggy-furred, quasi-humanoid creatures are thought be some to be the degenerate ilk of Bugbears, for they do possess a rudimentary intelligence, and some have even been known to use crude stone tools and weapons.  Typically, they awake from hibernation just after the Jabberlings begin to breed, for the small, maniacal creatures number among their typical prey, though they will eat virtually anything they can get their paws on.  So far the Quaggoths have not molested your settlements and they are very unlikely to attack fortified positions.  However, troops moving through the area should beware, especially if they travel in small numbers.  The white-coated, pink-eyed beasts have been known to devour Gloomrays, Kobolds, Goblins, Eyeless, and the occasional Dwarf.  They usually travel in mated pairs or small familial groups, rarely numbering more than a dozen, though in some uncommon cases – specifically when united by certain rare Quaggoths who display unusual intelligence and pronounced psychic abilities – they form larger semi-nomadic tribes which can menace even well-armed warbands.

Caine the Headsman has founded a new Dwerim settlement, the Winding House of Mhaldûl-Neren, while the Watch of Ald-Anoril have arrived at the Nocae-controlled fortress.  Meanwhile, a pair of Shadow Elf Paladins and a Cleric have arrived at Nüln.  They are not the only visitors at that ancient city: mercenaries have arrived at the Hall of Trade and seek to sell their services, a band of Wild Dwarves from distant tunnels, somewhat uncouth in manners but mighty in the art of battle, led by a fierce, one-eyed Dwarf called Crom Cormag.

[Ald-Anoril contains the following structures:

Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches
Palisade
Reinforced Gate
Escape Tunnel
Spiked Moat

It is garrisoned by 5 Abominations, 5 Swordsmen, 5 Archers, and an Abomination Commander, Pylnorii.

A band of 15 Wild Dwarves (Crom Corag and 14 Wild Dwarf Clansmen) at Nüln offer their services for 185 Gold plus subsequent Upkeep costs:

[ic=Crom Corag, Wild Dwarf Clan Chief]

This grizzled, one-eyed old Dwarf has a thick grey beard and a ferocious temperament.  He wields a notched two-handed sword in battle and though lightly armoured appears tough as nails.  His warriors are somewhat belligerent, but his strong leadership tends to prevent fights over matters of honour from turning deadly.

Upkeep: 8 Gold, 3 Food
Melee Attack: +8
Melee Damage: 15
Defence: 15
Health: 25
Speed: 4
Morale: +7
Special Abilities: Immunity (Fear), Leadership, Grudge (Ogres)

Crom increases the Morale of any army he is leading or of garrisoned troops by +1.[/ic]

[ic=Wild Dwarf Clansman]These fierce, somewhat uncultured Dwarves hail from cold and distant hills and tunnels.  They wield huge claymores in battle and are covered in coiled tattoos and piercings.  Though extremely powerful combatants they are prone to drunkenness and quarrels, and lack discipline.  Still, they may make useful allies.

Upkeep: 4 Gold, 3 Food
Melee Attack: +6
Melee Damage: 10
Defence: 14
Health: 12
Speed: 4
Morale: +3
Special Abilities: Animosity, Immunity (Fear)[/ic]

+60 Gold from the Horsemasters in exchange for Dwerim blades.

Remaining mineable resources at Mhaldûl-Nem: 30690 Gold, 6470 Metal

Remaining mineable resources at Nüln: 12340 Gold, 870 Metal

Remaining mineable resources at Balagrod: 3200 Gold, 5250 Metal

Remaining mineable resources at Rhaud: 5700 Gold, 2100 Metal

Remaining mineable resources at Mhaldûl-Neren: 8600 Gold, 1030 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Skarax the Apostate of the First Cohort, Acting Legatus of the Legio I Draco]The Legion is victorious over the Elves, but the victory comes at a tremendous cost.   The Legatus Marius Krinak was slain in battle by the craven Elven warriors, cut to pieces by a band of their swordsmen wielding mithril blades.  The battle went according to plan: the Elves' pride was stung, their Commander lured out to duel with Marius' body double, and the explosives discharged, slaying many Elves and a number of Kobolds as well and obliterating the Elven commander.  Meanwhile Marius and his forces had infiltrated the city of white towers and graceful trees, and battle was joined within the shimmering white-stone walls and without.  You led your own forces against the remaining Elven knights, the remnants of the Commander's Honour Guard; the warriors were superlative combatants and slew many of your Legionaries, but you rallied your troops against them and cut the Elves down.  You slew one of the Knights yourself, sending the pointy-eared creature's head flying from his shoulders with a swipe from Orcdoom; when only two Knights remained they surrendered to your forces.  Within the walls, however, the battle went less well.  The Legion's forces had a flanking position, but Surface battles are always risky – Kobolds do not fight well in such open spaces, operating best in the cramped confines of the tunnels below.  The Velites were decimated by the Elven archers, while swordsmen slaughtered the Sagittarii and Eagle riders tore the Immunes to pieces.  Sheer force of numbers eventually won the day once the gates of the city were opened and you were able to lead the penal cohort past the walls, the last Elves surrendering as your forces closed in.  Only the Eagle riders escaped, able to evade the sling-stones of your Velites as they flew deep into the forest.

Once within the city you sacked it thoroughly, looting its stores and granaries, taking many Elven prisoners who will make excellent slaves, and despoiling the white towers of gems, gold, mithril coins, and other treasures.  However, the Legion's losses were severe.  A few artefacts of Elven make will perhaps mitigate the Legion's casualties.  The Commander's sword of Truesilver was recovered from the mangled wreckage where the explosion took place.  The two-handed blade is set with opals and bears an inscription which one of the Elven prisoners translated for you on pain of torture: it is called "Starlight" and, an Augur assures you, it possesses certain eldritch powers, allowing the wielder to invoke a beam of blinding light to dazzle enemies and burn the flesh of Undead and similar creatures.  Secondly, you found a large number of Elven Cloaks, which can be used to obscure a regiment from prying eyes.  Finally, you discovered an unusual map revealing the location of what looks like a secret Elven city hidden in the mountains of the Surface.

Returning to Stonespire Fortress in the Underdeep, you were proclaimed acting Legatus of the Legio I Draco.  A consular election will be called to replace Marius, and a proper funeral for the dead Legatus will have to be held in Bloodwatch Enclave.  Marius' usual detractors in the Senate have said little about the fallen Commander, not daring to besmirch the name of a war hero slain in battle.  They have been far from silent, however.  The Undead to the west have made another incursion into the Kobold lands beneath you, and rumour says that they have besieged one of the Kobold settlements, a former Dark Elf city occupied by the Cleversmart tribe.  Dissent grows in the Senate as one faction demands you move to aid your Kobold kinsmen and lift the siege, another steadfastly insisting on total neutrality and citing the recent losses Above as reason for continued non-intervention.  Yet another faction – possibly Marius' former supporters – have secretly contacted you, sending a Kobold messenger to Stonespire Fortress.  The messenger claims that Lucius Yirik and his optimates are conspiring against you and plan to condemn you as a traitor, spreading a seditious lie that you were responsible for Marius' death, ordering your troops not to protect the Legatus in battle and letting him be cut down.  Did Marius have to deal with such underhanded scheming?  Whatever the case, it is clear that action must be taken, and soon, if the Legion is to be preserved.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[It is easier to list the units that survived the battle than those who fell: Skarax, 3 Augurs, 8 Legionaries, and 38 Velites survived.  All others fell in battle.  However, the Elven garrison were all slain or taken prisoner, save for 5 Eagle Riders.

-1 Morale to all Legio I Draco units this week due to the loss of Marius.

Skarax's base statistics become those of a Kobold Commander, save in any cases where his current scores are higher, in which case the higher score is retained.  All equipment in Marius' possession is transferred to Skarax's inventory.  He gains the Infiltrator ability, like other Kobold Commanders, and retains his Discipline ability.  If you wish, Skarax's Leadership bonuses can apply to Melee Attacks instead of Ranged Attacks.

In addition, Skarax's exploits have earned him a new ability.  Select 1 of the following and add it to Skarax's Special Abilities:

[ic=Ghast]Skarax seemed to escape his brush with Ghast Fever, but in fact he was transformed into a Ghast himself, albeit a free-willed one.  Skarax becomes an Undead creature with all relative immunities, penalties, and vulnerabilities.  He loses his Morale score, but still grants a Morale bonus to troops he leads (note that without a Morale score, Skarax will be unable to use thf Forced March action).  He gains Disease 8, Fear DC 14, and the Create Spawn (Ghouls) ability.  Any unit Skarax leads becomes Diseased, eventually rising as Ghouls if their affliction kills them.[/ic]

[ic=Axe Mastery]Skarax's skill with the axe Orcdoom has increased, and he now wields the weapon with brutal mastery.  When fighting with any axe, if Skarax's Melee Attack roll exceeds his opponent's Defence, he deals +4 Damage.[/ic]

[ic=Surface Raider] Skarax's experience leading troops on the Surface means that he has learned how to deal with the sunlight, keeping to cover and travelling by what the toplanders call "night."  When Skarax leads an army over the Surface, they no longer suffer Attack or Morale penalties for sunlight or Agoraphobia.  If he departs the army, they begin to accrue Morale penalties as normal.[/ic]

[ic=Grudge (Elves)]Skarax's hatred for Elven-folk is truly intense.  He gains the Grudge (Elves) ability, which is also imparted to any regiment he leads.  This applies equally to High Elves, Wood Elves, Shadow Elves, Dark Elves, and any other Elven subraces.[/ic]

[+695 Gold, +116 Metal, +100 Food, +106 prisoners, +164 Bodies from the sack of the High Elven city.

In addition, you stole several magical items from the city.

First you found the Truesilver sword Starlight, which grants its wielder +2 to Melee attack rolls and grants its keeper the Blinding Light spell; this weapon cannot be wielded by Undead creatures.

Secondly you found 25 Elven Cloaks.  Units given Elven Cloaks automatically gain the Infiltrator ability while the Cloaks are worn.

Thirdly you discovered a map which reveals the location of a hidden Elven city located in a hidden vale in the mountains of Surface 2.][/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Subtlety and spellcraft have proved better allies than brute force.  After infiltrating the Cleversmart's territory using spells of invisibility and illusion, you set up a cunning trap for the Kobolds.  Though the illusory force of Ghasts besieging the Kobold fortress did not prove sufficient bait to lure Shee-Ra out from her hiding-place, they did intercept a group of Kobold Dire Rat cavalry, skulkers, and slingers moving to reinforce the Dark Elf ruin.  The Kobolds, mistaking the illusionary Ghasts for actual Undead, launched a vicious attack in an attempt to cut through the "blockade" and reach their Queen within.  As they charged into the illusory pack of Ghasts and the figments began dissolving around them, you launched your ambush.  Invoking a poisonous cloud on the rat-riders you sowed chaos and confusion while your Ghasts leapt hungrily amongst the reptiles, tearing out their scaly throats with yellowed teeth, raking at the bodies of their mounts with long talons.  The Kobolds were utterly disoriented and failed to inflict a single non-illusory casualty.  Moments after the battle concluded the slain Kobolds began to rise, a hungry light in their eyes – a large regiment of Ghouls is now at your command.  You have moved this gruesome band into an actual siege position and can now begin starving the Kobolds out; from what your scouting and scrying has suggested the Kobolds currently have no food source within the ruins.

Meanwhile, to the north, a new apprentice has appeared at the gates of the Dean's Wall and sends word to Markus Ashton at the necropolis of Albaiyat Alhazred, beseeching entry into your realm.  This would-be disciple, Svarogg the Bilious, describes himself as a Blighted Reaper, a druid dedicated to rot, decay, and undeath.  His particular approach to Necromancy is quite unlike your own, relying as it does not on a precise, scientific understanding of the nature of life, death, and liminal states in-between but on ritual, folklore, and the channeling of natural forces.  He possesses considerable power, however, and may well make a worthy apprentice if you choose to accept him into your tutelage.

[+25 Ghouls in Middledeep 73 from Kobolds slain by Ghasts.

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

[ic=Terror]The Professor's reputation has grown blacker and more fearsome.  His Fear DC increases by 2 and his Fear penalties increase to -3.[/ic]

[ic=Combat Casting]The Professor 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=Quicken Spell]The Professor can cast spells very quickly, at the expense of accuracy.  Robertson can choose to cast two Combat spells per combat round, but both spells suffer -4 to hit.  This ability only applies to offensive spells.[/ic]

[ic=Spell Accuracy]The Professor's spells find their targets with uncanny accuracy.  When the Professor casts a single offensive spell instead of making a standard Ranged Attack, he gains +2 to hit.[/ic]

A new apprentice has offered his services:

[ic=Svarogg the Bilious]

Svarogg the Bilious is a Blight Reaper, a druid of decay and degeneration, or rot and the corruption of life.  He is a quiet, grim creature of Human or perhaps Half-Elven descent who smells of decomposing leaves and putrefying animals.  Centipedes, worms, flies, and undead rats scurry about his body.  He knows a variety of unusual spells, and may make a worthy apprentice.

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 15
Speed: 4
Morale: N/A
Special Abilities: Blight, Contagion, Detector, Follower, Undead, Summon (Vermin Swarm

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

[ic=Vermin Swarm (Summoned Unit)]This swarm of buzzing, venomous insects wreaks havoc amongst enemy forces and proves surprisingly resilient in battle.

Cost: None
Upkeep: 10 Food
Melee Attack: +10
Melee Damage: 1
Defence: 20
Health: 20
Speed: 8
Morale: N/A
Special Abilities: Flyer, Poison 6, Vermin[/ic]

-1 Scroll of Haste to Llitul.  +15 Goild from Llitul.  +22 Bodies (Jabberlings) from the Kirr.][/spoiler][spoiler=For the eyes of the Succubi known as the Seven Sisters]Arquenciel's recruitment efforts have been fruitful.  A Dark Elf Cambion named Belphegor, a hired killer adept in the arts of stealth, is willing to sell his services to the Succubi, should he be deemed worthy.  The Dark Elf slave markets have been opened to you, and the overseers have insinuated that a generous bribe may earn you the opportunity to secretly recruit slave soldiers; concealing an army of any size in Kirr-Godna, however, would be problematic, especially under the surveillance of the Bloodlord or his Summoners.  Meanwhile, Chiaroscuro successfully Dominated the Kobold spy and has had it send a false report, and returned it to Hazer-Nagroth with Verdure.  It is currently under her sway, though it may later break free of her mental control.

Incarnadine was attempting to aid Altharid-Xallasine with her demonological studies when a swarm of Duergar-bred cave-beetles descended upon the Heart-Chamber, wreaking havoc on the Abject dungeon.  While Bloodfiends and her newly-acquired Star Vampires were utterly destroyed by the marauding beetles, Incarnadine and the Ceremorph apprentice managed to escape using a hidden tunnel.  Incarnadine returned to Hazer-Nagroth unharmed.  Later intelligence shows that after a prolonged conflict the Abject managed to retake the Heart-Chamber from the Duergar after destroying the cave-beetle swarm at their eastern Outpost.

Wisteria journeyed into the Lowerdeep and met with the forces of Llitul, the demented, performing arcane rites on the army and offering them slaves bought in the Dark Elf markets.  She remains invisible in the lower tunnels.

The other sisters continued their arcane studies in Hazer-Nagroth, where the Bloodlord himself yet abides.  Llitul, the Demented, however, has manifested in Kirr-Godna, within your boudoir.  She is currently warded and ensorcelled with powers of invisibility.  If such wards and other enchantments fail, however, her presence in the city will be perceived by those with arcane talent – as with other glamers and disguises, those with sufficient prowess can pierce even the most convincing veils.

[A mercenary, Belphegor, offers his services:

[ic=Belphegor, Cambion Assassin]

Belphegor is a Cambion, half mortal and half Demon.  Having grown up in the slums of Kirr-Godna as a thief and hired killer, he has become deft in the arts of murder and deception.  Though not as masterful as those Dark Elves professionally trained in an Assassin's Spire, he possesses some unusual abilities courtesy of his Abyssal heritage.

Cost: 35 Gold
Upkeep: 12 Gold, 1 Food
Melee Attack: +8
Melee Damage: 15
Defence: 18
Health: 15
Speed: 5
Morale: +3
Special Abilities: Assassinate, Curse, Immunity (Fire), Infiltrator, Poison 5[/ic]

+70 Gold from Kirr (stipend).

+2 Star Vampires from Abject (destroyed by Duergar).][/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]Things look dire at BiteyTriumph Halls.  The RuinGuards and BiteyAvengers set about preparing for another Greyskull assault; however, the cunning Decaying Greyskull Uglyhatter performed wicked tricks of the worst kind.  Using evil magic the Uglyhatter cloaked a group of his Ghasts and set them in ambush for your reinforcements – the contingent of Dire Rat Cavalry, Skulkers, and Slingers sent to help the RuinGuards and BiteyAvengers.  The Lich also wove wicked illusions which deceived your forces as they moved towards the BiteyTriumph Halls – your warriors attacked the illusions, not the actual Ghasts, and by the time they realized their mistake it was too late!!  The wicked evil smelly tricksy Decaying Greyskull Uglyhatter who probably fornicates with Orcs slaughtered all of your loyal Cleversmarts – rats and Kobolds both – and the poor Kobolds rose from the dead, becoming Ghouls – flesh-eating KoboldGreyskulls!!!  Now the Decaying Greyskull Uglyhatter has had the nerve to besiege BiteyTriumph Halls with his Ghasts and Ghouls – sixteen of the Ghasts, twenty-five of the Ghouls.  There is no food inside the Elf-Ruins and your troops are beginning to starve.  The Dire Rats squeak with hunger and your Skulkers are weak and demoralized; if not fed soon your forces' effectiveness will be severely compromised.

This is VeryBad.

Even besieged, your trusty messenger-rats manage to deliver their reports.  Uma-Thur reports that nothing of interest has happened this week.  Your MadElf Destruction Unit gained the Upperdeep and are proceeding southwards to the ShadowElf lands.  The DreamSlayers and the ShinyElves have fallen back to ShinyFriendshipStair, which has now been reinforced against attacks.  Your Deepguards report that the Watcher city continues to grow and that they are breeding many creatures, and transforming many of their swimmy-subjects with suspicious magic.  The ShadowElf Gloomdancers are approaching your lands.

This is all VeryVeryBad indeed.  But Cleversmarts have been in tighter spots before!  You are Queen Shee-Ra, Mistress of All that is Under the Ground, and you will not be defeated – not by Greyskulls, not by NastyDreams, not by anyone!

One piece of good news: the snares at GnomeFeast LuteingCave have trapped a pair of blundering Quaggoths, shaggy, lumbering beasts thought by some to be the product of Dark Elf magic.  They are semi-intelligent and often form mated pairs and even small tribes, but hibernate during part of the year.

[+98 Food from foraging.

The 14 Dire Rat Cavalry, 4 Skulkers, and 9 Slingers sent to Middledeep 73 were killed by Ghasts and Professor Robertson.

BiteyTriumph Halls has been besieged.  Resources produced at BiteyTriumph Halls cannot be used in other dungeons, and vice versa.  Consequently the forces in the BiteyTriumphHalls are starving from unpaid Food Upkeep (Health and Morale are lowered by 1 until Upkeep can be paid in full).  Only your Commanders and Shee-Ra are unaffected.  BiteyTriumph Halls cannot be used for trade purposes while besieged.

The Deepguards report that 40 Grafted Scumspawn, 6 Watcher Savants, 2 Watcher Fleshwarapers, and the Watcher Sovereign are present in Cruel Form of Truth, which contains the following structures:

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
Augmentation Pool
3 Thrall Grottoes
12 Algae Farms
Improved Watcher Mine
Glyph Library
2 Hibernation Pools
Slime Moat
Nightmare Gate
3 Vault Slime
2 Cave Leech Swarms
Fangfish School

2 more Hibernation Pools and 4 Thrall Grottoes are under construction.

The Gloomdancers are in Upperdeep 60.

+52 Gold, +32 Metal, -56 Gold with Shadow Elves.

-8 Bodies to Grolhund.

+30 Gold from Watchers.

You have snared 2 Quaggoths at GnomeFeast LuteingCave.  These beasts can be used to stock Monster Pits or released in battle, in which case they attack random units.

[ic=Quaggoth]This shaggy, bear-like humanoid has off-white fur, beady pink eyes, a foul temperament, and even fouler breath.  These sleepy beasts hibernate for long sections of the year, but when roused they can be fearsome predators, hunting Jabberlings, wild Gloomrays, Stranglers, and even Hook Horrors, as well as Goblins, Kobolds, and other humanoids they can get their greedy paws on.  Some claim that Quaggoths were once Dark Elf war-beasts, their intelligence enhanced through sorcery; others insist they are actually primitive cousins of the Bugbear.  They are extremely tough combatants, able to wrestle Ogres to the ground.  A few, rare Quaggoths show superior psychic abilities.

Upkeep: 10 Food or Bodies
Melee Attack: +5
Melee Damage: 10
Defence: 14
Health: 25
Speed: 5
Morale: +4
Special Abilities: Large

Quaggoths spend 1 week out of every month in a state of torpor during which they do not require feeding, and enter a period of prolonged hibernation once a year.[/ic]

You might try to formally win the Quaggoths to your cause with promises of food or even treasure, but they are somewhat unlikely to be receptive, especially so soon after being captured.][/spoiler] [spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]The Fleshwatch has scouted the Duergar caverns and discovered a band of the Deep-Dwarves in a magma-filled cavern north of your lands, consisting of four Duergar-bred cave beetles, three hammer-throwers, the Duergar Despot himself, and twenty mercenary Fire-Dwarf spearmen led by a Captain.  Judging from various burns and other injuries the Duergar appear to have suffered casualties fighting some sort of creature native to the region.

Meanwhile your forces have consolidated their positions and prepared ambushes for any Duergar who attempt to intrude upon your lands.  They have noticed several unusual creatures in the Great Mushroom Forest, as it is sometimes known: Quaggoths, a breed of bear-like humanoids that awake from hibernation at this time of year to feed on Jabberlings.  Though omnivorous they prefer meat, and have ignored your presence thus far, either unaware or uninterested in you.  There are about a dozen in all, wandering through regions of the Forest in search of food.

[-16 doses of Blackroot to the Demented.

+60 Bodies, +75 Gold from the Demented.][/spoiler][/ic]

Steerpike

#138
[ic=Responses - The Month of the Beetle, Week 2][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of Holy Shadow]Valeri has looked into the Goblin lands with her second sight and perceived their settlement.  It contains a Hall of the Goblin King, Goblin Harem, Goblin Lair, Barracks, Witchdoctor's Hut, five Mushroom Patches, a Goblin Mine, and an Improved Goblin Mine in construction.  It is protected by a palisade and has an escape tunnel and garrisoned by ten Hobgoblin Warriors, twenty Goblin Archers, and the Goblin King.[/spoiler][spoiler=For the eyes of Llitul the Demented, styled the Lady of Madness]Your newly acquired Eyeless shaman has peered upon the Dark Elf forces.  Lady Viarra leads them, but they are a ragged band indeed: ten swordsmen and ten crossbowmen, accompanied by a single war spider.[/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Scrying the depths, you look upon the Kobold-occupied Hive of the Ceremorphs, a settlement garrisoned by thirty High Elf Archers, eight Kobold slingers, five Kobold skulkers, two Kobold burrowers, two Kobold grenadiers, and three Kobold trapspringers, as well as a Kobold commander.  The Kobolds seem to be rapidly colonizing the strange, organic architecture of the Ceremorph hive, digging their own tunnels and reinforcing the grotesque structures with crude additions and traps: the Hive contains a Ceremorph Mine, Burrow, Sphincter Gate, Escape Tunnel, Pit Trap, Palisade, and Rockfall Trap.

Next, you peer into the capitol of the Cleversmarts, a warren teeming with the filthy vermin and their ramshackle structures and traps.  Nine slingers, three dire rat cavalry, three skulkers, a shinycaster, and his mudspriggan familiar garrison the Cleversmart Caverns.

[The Cleversmarts Caverns at Middledeep 65 contains the following structures:

Mystery Chamber
Burrow
Mushroom Patch
Kobold Mine
Midden
Workshop
Dragon Shrine
Shinycaster's Cave
Palisade
Reinforced Gate
Pit Trap
Spiked Moat
Improved Disguised Entrance
2 Caltrops
Trebuchet]

Finally you look into the Dark Elf ruin you are besieging.  Here the Kobold Chieftain Shee-Ra skulks, mounted on a dire rat, accompanied by another dire rat-mounted Kobold – presumably the Commander of the ruins – and eleven other dire rat riders.  Six skulkers round out the garrison.

[The Dark Elf ruin at Middledeep 73 contains the following structures

Dark Elf Mine Complex
City Wall with Reinforced Gate
1 Spiked Pit Trap
2 Pit Traps
3 Snares
5 Murder Holes
Rockfall
Trebuchet
Escape Tunnel
Matriarch's Spire
Matriarch's Study
Arcane Library
Slave Pens
War Spire
Armoury Spire
Web Caverns
Temple Spire][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]You have used your laboratory's scrying apparatus to spy on the former Dark Elf capitol, discerning its garrison and structures.  The city is guarded by five Brainhound, four Ceremorph psions led by an Exarch, Shaaythi, and fifty Thralls.

[Vashnaranzenan contains the following structures:
Slave Pens/Thrall Pens
4 Lichen Gardens
Improved Dark Elf Mine
Matriarch's Study
Slave Market
Ranger's Spire
Matriarch's Spire
Web Caverns
War Spire
City Wall (broken)][/spoiler]
[spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You have use dthe Altar that it Yuddarath to look into corners of the Lowerdeep and Upperdeep both.  First you look upon Dtoulth, city of the Ceremorphs.  Here lurks the Ceremorph Overbrain, ten Sentinels, and an Exarch – Saersensine.

[Dtoulth contains the following structures:

Improved Ceremorph Mine
4Thrall Pens
3 Mushroom Farms
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines
Evolution Cell
Pupation Cell
Amplifier Node
Slime Moat
Metamorphic Cell (under construction)]

Next you look on the Duergar capitol, which is garrisoned by a Kirr Summoner, a Grey Orc mercenary Captain, fifteen Grey Orc axe-throwers, and fifteen Grey Orc mercenary warriors.

[The Käferhold 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, you scry upon Umbrazzid, city of the Shadow Elves.  Much of the city's guard seems to have dispersed, likely to the new defensive bulwarks the Nocae are establishing throughout their territories.  Only fourteen Dragon-slayers – elite archers – led by Phaedra, Dolmar's daughter, can be found in the city.

[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][/spoiler][/ic]

Xathan

Soundtrack
[ic=The Scorpion and the Rat (Ogliz)]
Ogliz the Mad. That's what they called him. He supposed it was accurate enough; his name was Ogliz, and he was, in fact, quite Mad. And this day, he was mad as well, Mad and mad. For this day, this day was supposed to be his TRIUMPH! OVER! ALL! The Queen had been summoned, would be summoned, was being summoned. Yet she had not appeared, had not arrived.

"OvERLord!"

The voice startled him. STARTLED HIM. He whipped around, knife leaving hand and driving through the messanger's throat. The Derro died, clutching his neck as he gurgled out blood. The other messanger looked at the dying Derro with relief - it was even odds it would have been him. You send two messangers to Ogliz the Mad. One would always die.

"My lord, The QUEen! She HAS ARRiv-ed!"

"WONDERful! Fran-TABULOUS! Tekaloo, Tekali!" He whisteled in excitement! "Good MAD-ness, Man! There is a DEAD Derro! In my room! By jove! Clean this mess up, and DON'T BRING ME any more bodies! The QUEEN! She comes! Tekaloo, Tekali!" The messanger shuddered, waiting for the Overlord to reset after saying the Sacred Words. "Good mad-NESS, man! There is a dead DERRO! Leave HIM, by JOVE! The Queen! She will be hungry!"

"Yes, I am."

A flick of the wrist, and the other messanger was dead for not informing him the Queen had arrived. Takaloo, Tekali! There were two dead derro, where had they come from? The Queen! She was in front of him! Bully!

"My Queen!" He dropped to one knee in a pool of blood. She was beautiful, he thought. Slender, her skin shifting colors in beat with his Madness. The tentacles on her back waved and shifted, tasting the air. Five. Five tentacles, the sacred number. She was five by five, five tentacles, five mortal appendages - a head, two arms, two legs, five tentacles. Her eyes were black pits of shifting colors. She was repellent, she was beautiful, she was rapture, she was death. "It is my Honor! TO be...OGLIZTHE MAD! Your FAITHFULEST, By JOVE!"

She smiled, slightly, and he felt her frigid warmth. "Of course you are,Ogliz the Mad. These dead men-"

"BULLY! I believe your PREISTS and PRIESTESSES Brought them TO ME! AS an OFFering for you. BY jove! You must be hungry, Queen, QUEEN of the DER-ro!"

She nodded, slightly, gracefully, and moved her tentacles towards their skulls, opening them slightly. Five points on each. Five by five by five. They bored into the skulls of the two Derro, and he delighted at the slurping sound as the Queen fed upon their brains.

"What SHALL I call you, My Queeeeen?"

"My name is Llitul."

"BULLY! Queen Llitul! By Jove, it's jolly good! Tekaloo, Tekali! But what SHALL I call you, my QuEEN?"

She smiled that enigmatic smile. "My name is Llitul."

"BY JOVE! JOLLY GOOD! Queen Lli-TUL!"'

She was laughing, but not at him. Not that SHE couldn't laugh at him if SHE desired. SHE could laugh at whomever she wished, whenever she wished.

"A FEAST! In your Hon-or! We will TORT-URE the FINEST of our SLAVES! for WEEKS!"
She shook her head, still smiling, her beautious tendrils waving as she did. "I cannot, Ogliz the Mad. I must depart for a time, though I will return, to Shogg'agl. But I must war against the Overbrain."
Ogliz spat at the name.

"THEN war WE SH-all, BY JOVE!"

"Not us, my devoted Ogliz. Myself. This is something only I can do."

"Of courSE! But! We must still do SOMETHING in your honor!"

She steepled her fingers here, thinking, and then uttered a single word. "Duergar."

"YES! We SHALL sacrif-ice THE LOT of them! IN your NA-mE!"

She grinned. "Not Ceremorphs, not mercenaries, but worshippers. Oh, that will do nicely."
And though Ogliz did not understand her words, he knew his Queen was pleased. Still...

"My Queen, I do NOT under-STAND."

"There is a parable, Ogliz, that is told on the surface. Of the scorpion and the rat."

He leaned in, interested.

"There was a river, and by this river there lived a rat. One day, while digging on the bank of the river, a scorpion approached the rat. 'Rat,' said the scorpion, 'I need to cross the river. Would you carry me on your back?' The rat started, and said in surprise, 'No, Scorpion, I will not, for when I do you will sting me, and I will drown.' The scorpion looked offended. 'I would not! How dare you suggest otherwise. While some scorpions sting rats, some rats eat scorpions, yet I am trusting you with my life.'

"The rat shrugged, caring not for the scorpion's offense. 'I do not care, Scorpion, for you will have me at your mercy, and I dare not risk it.' The Scorpion thought for a moment, and said 'I see your fear, but you need not worry. I wish to live, and I cannot swim. If I were to sting you, I too would drown and die.' Though the rat was still reluctant, he decided to carry the Scorpion across, trusting the Scorpion's desire to live to outweigh his desire to kill the Rat.

"So the Scorpion climbed on the Rat's back, and the Rat began to swim across the river. Halfway across, the Scorpion's tail lanced down, poisoning and killing the Rat. 'You fool!' exclaimed the Rat, as he felt his muscles grow week and the water rise higher to his mouth, 'You have doomed us both!' 'Ah.' said the Scorpion, 'No. For you see, I can swim.' 'Then why? Why must I die?' pleaded the rat, his dieing breath being choked out. 'Oh, that is simple,' said the scorpion, laughing as he crawled into the water. "I am a scorpion, it is my nature."

And Ogliz laughed and laughed and laughed. He would sacrifice...forty-five. 8 by 5, the sacred five by her two arms, five tendrils, and one head. And, if he was lucky, he would gain Kafer's Pointy Little Hat. He did desire that hat.
[/ic]

[ic=They May Catch Up (Llitul)]
You're getting better at this.

I grinned. Llandri had been subdued this week; Saerid's rebirth had done a number on her, and it showed. Bite me. It's a compliment! I like you better like this. My queen, is there much benefit to taunting her? Turn about is fair play.

I grinned again at the sullen silence. The meeting with that Mad Derro had gone exceptionally well, and I was free to roam around a city full of psychotic gnomes who believe me to be a goddess. And they are right, my queen. Of course they were. That was it, that was my purpose. Maybe there was a reason this was done to me - to us.

I smiled broadly as a Derro child brought something up to me - a bowl. "Well hello, little one. What do we have here?"

"They're for you. My sister's."

I peered into the bowl. Five small fingers clutched around an eye gazed up at me, inexpertly glued together.

"It's beautiful!" I cooed, as whisper chuckled and Llandri retched. "Did your sister live?"

The Derro child nodded eagerly. "She's two years older than me but I'm quicker and smarter so I made a trap and it broke her leg and mommy said if I'm really clever I can keep her screaming for two more days and if I do I get to let her live and keep her as a pet but if I'm not clever and she dies mommy and daddy will do to me everything I do to her ten times over and if she stops screaming before the two days are over she gets to do whatever she wants to me! So she already promised you BOTH my eyes if she stops screaming and ALL of my toes!"

I laughed, delighted. That is sick/hilarious. I love children. "And what's your name, child?"
She grinned up, beaming. "It used to be something else but it was stupid so daddy named me Llit after you but can't be Llitul because I'm not a goddess so I'm just Llit! My sister gets to be Itul because I caught her first so that's why I'm Llit and she's Itul because Itul is the bottom of your name and I'm on top becaue I'm the bestest."

"Llit, what a pretty name! Well, little Llit, you run along and play with your sister some more, but know your offering has pleased me and I will cherish it."

"Yaaaaaaaaaaaaaaaaay! I'm gonna cut off her thumbs and use them to dig her left kidney out JUST FOR YOU!" The child ran off, screaming happily, and I felt my smile widen.

You...you're happy here, aren't you?

So what if I am?

Because we can't stay here

And why the hell not? I can summon more here, they can come to ME for once! I am a goddess, why should I be at their beck and call?!

Who "they"?

ANYONE! Anyone and everyone who seeks my audience.

Oh dear.

Llitul, listen. Goddess or not, you can be killed. Be reasonable or we'll have to excise that part of our personality and make another Voiceself, which will be hard because we're running out of font options

What?

What?

What?

Nevermind. Fine. I'm calm.

Good. We're not staying here because it's not safe.

Keep running and they'll never catch up

Who "they"?

Anyone. Anyone and everyone who seeks our death..

I sighed. They were right. I had to run again...but I'd enjoy the company of my people for a little while longer first.

So long as you run.[/ic]

[ic=What Happened Was (Xealaz)]
In Landugar, former Capitol of the Duergar Empire, broods Xealaz, the First Dementist. He remembered his life before, a guard of a Dark Elven...something. Correction, he remembered SOME of his life before. Echos, really, not much of them.

It didn't matter. What mattered was his Queen; Lady of Madness, Queen of Thralls, Llitul the Demented. She had brought him out of his ignorance and Exalted him, and then had turned around shortly after and Demented him. And all of this from across the Underdeep, while meeting powerful entities as their equal.

He didn't realize it, nor did she, but when Llitul had named them Demented she had driven them all a bit mad. Er. Madder. By the standards of brain eating horrors, they were crazy.

Xealaz exemplified this. He had been enthralled, debased, forced to march vast distances, forced to march even further, Exalted, then, slick with rebirth, told he was the Overbrain's, only to immediately be told he was his own and his queen's, and then find himself leading an open rebellion against the Overbrain, field commander for the Northern Front, and planned Executioner of Vierra Gloomsong.
None of that mattered to him. What mattered was his Queen. He was her Right hand, and this Derro in the south was her Left. And he loved her.

Yikes.

See, he knew there was a problem with his love, the problem with loving the Queen of Thralls and Lady of Madness; she loved another, the Overbrain's High Exarch - his counterpoint, as he was the First Demented. And she love that, even younger than Xealaz was, even more infantile, still wrapped up in the Overbrain's lies! How could she love that?

Xealaz looked at the weapon in his hand, the blade Mindsliver. It was an elegant weapon; he presumed that its original creators were something other than Duergar, for even though its express intent was the destruction of Ceremorphs, it was far too graceful for Duergar hands. Perhaps originally of Dark Elven work? Or something stranger? It didn't matter, not too much; not unless it hinted of another group that would seek the death of his Queen.

What mattered is a weapon designed to kill Ceremorphs, in his hand, would be perfect for laying the Overbrain low; and perfect for felling the High Exarch. He could claim self defense, assuredly; his Queen would grieve. And then? There would be no other who would stand between her and him, and who would be more worthy of her than the one to have slain-

-sorry, that's my cue. Excuse me, I must get my typeface on.

Ahem; No, Xealaz, you will not

He reeled. Whisper!

Yes. And you should consider yourself fortunate, First of the Demented, that I do not relay your seditious desires to our queen.

No! You can't.

And how would you stop me, Xealaz?

I...I couldn't.

No, precisely, you could not. Not without harming the Queen you so love. And reflect on this, Xealaz; the Queen is the queen of madness, of thralls, of dementia. Do you think, for even a second, that any of those traits breed monogamy? So consider carefully, First of the Demented, before taking any action; you may be able to get exactly what you want without needing to play the treacher. Now. See to your duties, and I will see you ennobled in our Queens court; the Knight of Madness.

And Xealaz smiles. The Knight of Madness. He liked the ring to it.

Looking around Languidar, however, he saw how much work was to be done. It would, once again, be the capitol of an empire that would span the Deeps; but where it was once the seat of the Duergar, it would now be his Queen's seat of power, with Shogg'agl and Dtoulth to be the sister cities to it.
[/ic]

[spoiler=Orders]
Kzik Scry: L68
[spoiler=Production]
GoldMetalBodiesFoodPrisoners
+1530+175+80+1600
Sources:
Spoils (not calculated above)
Drakkenhold: +2 Gold, +14 Metal, +6 Food, +19 Bodies (3 of these are Wyrmling bodies), and +60 prisoners
Glyp-Dor: +140 Gold, +10 Metal, +53 Food, and +17 Bodies
Forgot to Factor Crystals Last Week
+20 Gold

Ladaguir
Duergar Mine Complex
+500 Gold +75 Metal
Thrall Pens
+20 Bodies

Vashnaranzenan
Improved Dark Elf Mine
+300 Gold +25 Metal
Slave/Thrall Pens
+20 Bodies
4 Lichen Gardens
+100 Food
Lake
+10 Food

Maernzeranzon
Dark Elf Mine
+175 Gold, +15 Metal
Slave/Thrall Pens
+20 Bodies
Mushrooms
+20 Food

Shogg'agl
Derro Mine
+150 Gold, +15 Metal
Crystal
+20 Gold
Mushroom Farm 3
+25 Food

Yreh-Ctah
Not Controlled

Glyp-Dor
Ceremorph Mine +185 Gold, +20 Metal
Thrall Pen +20 Bodies
Mushrooms +20 Food

Drakkenhold
Duegar Mine +200 gold, +25 metal

[/spoiler]
[spoiler=Upkeep]
TOTAL
-242 Gold, -204 Food, -81 Bodies
34 Derro Brigands
-68 Gold, -34 Food
35 Derro Akyls-Hurlers
-70 Gold, -35 Food
3 Derro Warlocks
-21 Gold, -3 Food
15 Psions
-45 gold, -30 bodies
17 Brainhounds
-51 Bodies
109 Thralls
-109 Food
2 Formorians
-12 Gold, -12 Food
Tethrol Grincenchos
-20 Gold, -8 Food
Voracious Kzik
-6 Gold, -2 Food

[/spoiler]
[spoiler=Construction]
Bases
Ladaguir
Completed Construction
Spawning Pool
Thrall Pens

Under Construction
Cave of Chaos 2 Weeks
4 Skin Farms 1 Week
Teleportation Portal 3 Weeks

Beginning Construction
Alienists Dementarium (-150 Gold, 2 Weeks)

Yreh-Ctah
Not Controlled

Vashnaranzenan
Complete Construction
None Yet

Under Construction

Beginning Construction
Arcane Library (3 Weeks)
Alienists Dementarium (-150 Gold, 2 Weeks)

Maernzeanzon
Complete Construction
Dark Elf Mine

Under Construction
None Yet

Beginning Construction
None Yet

Shogg'agl
Completed Construction
Cave of Chaos
Cavern of Cacophony
Overlord's Study
Shrine to Llitul
Mutagenic Moat
Unstable Architecture

Under Construction
Improved Derro Mine (1 Week)
Chaos Portal (2 Weeks)

Beginning Construction
Mutagenic Laboratory (-40 Gold, 2 Weeks)
Jabberling Pit (-40 Gold, 3 Weeks)

Glyp-Dor
None Yet

Drakkenhold
Completed Construction

Under Construction

Beginning Construction

[/spoiler]
[spoiler=Recruitment]
Ladaguir
30 Larvae Swarms (-300 Gold)

Shogg'agl
4 Derro Alienists (-200 Gold)
20 Fire Immune Derro Mutants (-240 Gold)
3 Gibbering Mouthers (-150 Gold)


Vashnaranzenan
30 Thralls (-150 Gold)

Maernzeranzon
None Yet

Yreh-Ctah
Not Controlled

Glyp-Dor
None Yet

Drakkenhold
None Yet

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFoodPrisoners
1424321531768


[spoiler=Special/Details]
1 Formorian
40 Dark Elf Bodies
6 Giant Spider Bodies
15 Brainhound Bodies
1 Scroll Phase-Shift
1 Scroll Invisibility
1 Scroll Poisonous Cloud
1 Scroll Haste
[/spoiler]

[/spoiler]
[spoiler=Trade]
Mid Week: 350 Gold, 25 Metal, 50 food, 1 Scroll Phase-Shift to Succubi
Regular:
145 Gold to Legion (105 if food trade not complete)
260 Gold to Undead
50 Gold to Kirr
40 Gold to Grolhund so long as slave transaction is complete, 2 ceremorph psions to Grolhund.

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Ladaguir
Duergar Mine Complex
Thrall Pens
Spawning Pool
Despot's Hall (Unusable)
Forge Hall (Unusable)
Hall of Trade (Unusable)
Hall of Carnage (Unusable)
Training Hall (Unusable)
Hall of Trophies (Unusable)

Defense
Spiked Wall
Iron Gate
Escape Tunnel

Shogg'agl
Overlord's Bastion
Derro Hideout
1 Mushroom Patch
Derro Mine
Alienist's Demntarium
Cave of Chaos
Cavern of Cacophony
Overlord's Study
Shrine to Llitul

Defenses
Mutagenic Moat
Unstable Architecture

Yreh-ctah
Not Controlled

Vashnaranzenan
Slave Pens/Thrall Pens
4 Lichen Gardens
Improved Dark Elf Mine
Matriarch's Study
Slave Market (unusable by Ceremorphs)
Ranger's Spire (unusable by Ceremorphs)
Matriarch's Spire (unusable by Ceremorphs)
Web Caverns (unusable by Ceremorphs)
War Spire (unusable by Ceremorphs)

Defenses
City Wall (broken)

Maernzeranzon
Slave Pens/Thrall Pens

[/spoiler]
[spoiler=Armies]
Rear-Guard (Garrisoned L69)
10 Ceremorph Psions
81 Thralls
5 Brainhounds

Dementists (Garrisoned at M87)
2 Ceremorph Psions led by Delosai
29 Dark Elf Thralls

Lunatics (Garrisoned M86)
5 Brainhounds
4 Ceremorph psions led by Shaaythi
20 Dark Elf Thralls
30 Regular Thralls

Hunters (Stationed at M50)
7 Brainhounds

The Seekers (Garrisoned M91)
Xealaz
1 Ceremorph Psion
2 Fomorians led by Tethrol Grincenchos
20 Dark Elf Thralls
75 Fungoid Warriors
30 Larvae Swarms

The Wanderers (Garrisoned M20)
Quasithid

Llitul (Garrisoned M13) Hasted, Phase-Shifted, Warded, Invisible

Deranged (L17)
32 Derro Brigands Led by Ogliz the Mad
10 Derro Akyls-Hurlers

Gibbering Group (L16)
6 Derro Brigands
17 Derro Akyls-Hurlers

Shogg'agl Wardens (Garrisoned L46)
8 Derro Akyls Hurlers
7 Derro Brigands
5 Derro Alienists
20 Fire Immune Derro Mutants
8 Poisonous Derro Mutants
2 Gibbering Mouthers

Emissary to the Abject (L56) Phase-Shifted
2 Derro Alienists led by Allitup

[/spoiler]

[spoiler=Orders]
[ooc] My orders got way out of hand again, so here are some key points:
*The Hounds mission is to capture anyone fleeing Kaferhold with magic items before taking over Umbrahold.
*The Shadow over Drakkenhold is ungarrisoned so they can withdraw from the fight, but still entrenched for the defense bonus.
*Ogliz is now leading the Akyls-Hurlers to increase his chance of survival.
*These orders are deliberately structured to try to make sure I will end up sacrificing 45 Duergar to receive Madspawn as per Ogliz's annoyingly specific Obsession. :P
*Any force garrisoned at a dungeon attacked by Grolhund is to immediately withdraw from the dungeon to deny him prisoners. Any thralls he takes prisoners are to be converted into bodies.
*Undead, Fungoids, Abject, and Succubi are to be treated as allies and allowed to enter freely. Legion, Kirr, Dwer, Dwarves are to be treated as neutral and refused entrance into any of my realms on pain of combat. Nocae, Duergar, Cleversmarts,  and Grolhund (except for trade purposes) are to be treated as hostile and attacked on sight if victory seem certain.
*Llitul will focus exclusively on dominating either Gloomsong, Grolhund or Saerensine if either is present during a battle until one is conquered, or any other unique units. She will use confusion on large, low morale regiments, and the scroll of poisonous cloud against large low HP units.
*Under no circumstances are any forces under my control to attack Saerensine unless he is directly attacking a dungeon under my control, and even then he is only to be attacked if all other forces are dead and he still is attacking. If Saerensine appears in battle, my forces are to attack everything but him while Llitul attempts to dominate.
*Please remember Llitul's item bonuses when dealing with spell effects as well as her Grudge ability.
[/ooc]

(Likely) Non-Combat Orders
Llitul and Ogliz continues their calls for mercenaries and apprentices. They are offering UP TO 20 Gold, 10 Metal, 5 Bodies UPKEEP for skilled apprentices, so long as they are worth the price. She is willing to offer more metal, bodies, or food if needed to attract better apprentices: max 15 metal, 30 bodies, or 30 food. Will go up to 40 gold for someone really, really skilled - especially with a more academic leaning. Also offering up to 400 gold up front cost for Mercenary bands or powerful mercenaries/Apprentices like Eye Tyrants/Mindwitnesses.

Llitul will accept Voracious Kzik as an apprentice. For now, he will be assigned to Shaaythi and will begin teaching her Scry (1/3) while she teaches him Agony (1/3) Voracious Kzik will scry L68.

Tethrol will spend the week designing some sort of "Capitol City" room for Llitul that provides some kind of benefit.

Xealaz will spend the week studying the hall of trade to see if there is some way it could be opened and replicated. He will include studying their ledgers, both for inspiration and for any insight as to the location of artifacts.
 
Northern Front
The Sporemother will garrison in Ladaguir. (1 speed)

Xealaz and Tethrol will give the Scepter and Ring to the 75 Fungoid warriors and 30 Larvae Swarms, who will move from M91-89-88-86 and join with the Lunatics. The Larvae Swarms will convert the 30 non dark-elf thralls into Ceremorph Psions.

At whatever point the most Succubi are in the same area as Llitul, she will attach herself to their regiment and phase shift and haste all of them. She will then phase-shift haste to L80 (L13-5-6-8-9-11-82-80)

75 Fungoid Warriors and 30 Ceremorph Psions will depart M86-85-80 and meet with Llitul, giving her the Imperial Scepter and Signet Ring (Factored below). Llitul will lead the regiment of psions and all 30 psions and 75 Fungoid warriors attack L69 (forced march 2 for fungoids). They will use their detector to clear out any infiltrated units before attacking the dungeon. They will attempt to wait until the Overbrain attempts to reclaim the dungeon, to flank his force between the dungeons defenders and themselves, and only after the Overbrain is defeated attack the defending force. If Cleversmarts/High elves control, give them a chance to peacefully withdraw. If Gloomsong controls, attack and kill. If Gloomsong has joined forces with the Cleversmarts, kill all within. Loot the bodies.

Llitul will head up to M86 (M80-85-86), saving 1 speed to garrison. Llitul will then continue teaching Arquenciel Phase-Shift (2/3).

2 of the Psions of the Lunatics will decide they want to join Grolhund and move with a third psion for trade purposes to M78. After the trade, the third psion will move back to M86 with the prisoners and rejoin the Lunatics.

81 Thralls, 10 Ceremorph Psions, and 5 Brainhounds will ungarrison from Glyp-dor, move 1 speed to L65, forage (2 speed for Thralls and Psions, 3 speed for Brainhounds), move back to L69. They will not regarrison to intercept any Severed that may be traveling by.

Southern Front
All forces stationed at Shogg'agl will pray at Llitul's Shrine. Please remember to factor these values into combats this week, since I won't know that they are. :P

The Hounds (No buffs/debuffs)
*The Hounds will move from M50 to L19 (M50-L20-18-19). They will pause at L18 to scout L17, both for intel and to see if any Duergar forces are moving past. If a small force is approaching, they will wait at L18 to kill. The Hounds are to hold at L18 for as long as possible before the next order:

*Upon arriving in L19, the Hounds will spend 1 speed investigating the region before attacking the dungeon there. They will not attack if it is garrisoned with more than 5 beetles - instead, they will withdraw to L18 and wait there.

The Shadow over Darkkenhold (Phase Shifted, any who left from Shogg'agl Random +2, if 15 Duergar used for Sadism +5 melee attack, +1 melee damage, +1 defense, +6 morale, if 20 slaves used ++6 melee attack, +1 melee damage, +1 defense, +7 morale.)

*All Duergar at Drakkenhold will ungarrison and entrench (+1 defense) so they can withdraw without getting stuck in the dungeon.

*The Brigands at M16 will use 1 speed to scout M15 to see if a Duergar force is moving out. Ogliz the Mad and his army will move to M16 and garrison (M17-16-G, 3 speed). This army is now the Shadow Over Drakkenhold.

*A single Brigand will leave M17 and move to M14 (infiltrated) with 45 Duergar prisoners. (M16-15-14, 3 speed)

*All members of the Shadow over Drakkenhold will entrench.

*If attacked, the forces at Drakkenhold will use Sadism on 15 Duergar prisoners unless the Succubi with the slaves has arrived, and then they will do it to 20 Non-Duergar prisoners. If forced to retreat, the Shadow over Drakkenhold will withdraw to L14 (2 speed)

*If victorious, all units at L16 will regarrison in Drakkenhold, except...

*If More than 10 brigands survive, Ogliz will use the Scroll of Haste on the regiment of Brigands, 10 of whom will move L16-15-14-13-11-10-88 and attack the dungeon there. They will be joined by the one madspawn that remained at L14.

Shogg'agl Guard (Each Regiment has bonus from Prayer)
*Allitup the Loopy, the Derro Alienist at Shogg'agl, will be promoted to Commander of Drakkenhold.

*5 Derro Alienists, led by Allitup, and 20 Derro Mutants will receive a haste from whichever Succubi goes to Shogg'agl. One Alienist will use 2 phase shifts to shift both regiments.

*5 Derro Alienists will phase-shift move L46-45-44-42-41-40-37-35-27-26-24-27-21-14 (Forced March 5, unless Speed buff received from Shrine, then Forced March 3) to meet the Brigand with the 45 slaves from above and immediately Sacrifice 25 Duergar prisoners for Madspawn. The Madspawn will immediately move up to L16 and join the battle at Drakkenhold the Shadow Over Drakkenhold.

*The Fire-Immune Derro Mutants will move L46-45-44-42-41-40-37-35-27-26-24-27-21 (Forced March 4 unless Speed buff received from Shrine, then Forced March 2) and assist the Succubi there, waiting at L21 for any retreating non-allies units or to cover the Succubi's retreat. If the succubi call them, they will enter L22 to assist. After the battle against the Duergar is completed, they will follow the succubi for the remainder of the week.

*IF Drakkenhold is held, the alienists will forced march an additional 2 to join the Shadow over Drakkenhold.

At end of turn, armies should look like this:

[spoiler=End of Turn Armies (If Drakkenhold Held)]
Rear-Guard (Garrisoned L67)
9 Ceremorph Psions led by Drothur, Ceremorph Psion Commander.
81 Thralls
5 Brainhounds

Reclaimers (Garrisoned L69)
75 Fungoid Warriors
30 Ceremorph Psions

Dementists (Garrisoned at M87)
2 Ceremorph Psions led by Delosai
29 Dark Elf Thralls

Lunatics (Garrisoned M86)
5 Brainhounds led by Llitul
2 Ceremorph Psions led by Shaaythi
20 Dark Elf Thralls
Voracious Kzik

Hunters (Garrisoned L19)
7 Brainhounds

Seekers (Garrisoned M91)
Xealaz
1 Ceremorph Psion
20 Dark Elf Thralls
1 Fungoid Sporemother
2 Fomorian Warriors Led by Tethrol

The Wanderer (Garrisoned M20)
Quasithid

Shadow over Drakkenhold (Garrisoned L16)
27 Derro Akyls-Hurlers Led by Ogliz the Mad
4 Mapspawn (??)
15 Fire Immune Derro Mutants (Shrine of Llitul Bonus)
4 Derro Alienists Led by Allitup (Shrine of Llitul Bonus)

The Unpleasant Surprise (Garrisoned L88)
10 Derro Brigands
1 Madspawn

Shogg'agl Wardens (Garrisoned L46)
3 Gibbering Mouthers (Shrine of Llitul Bonus)
5 Poisonous Derro Mutants (Shrine of Llitul Bonus)
8 Derro Akyls-Hyrlers (Shrine of Llitul Bonus)
6 Derro Brigands (Shrine of Llitul Bonus)

Emissary to the Abject (L56)
3 Derro Alienists
[/spoiler]

[/spoiler]
[spoiler=Characters]
[ic=Llitul]
Ranged Attack: +12
Ranged Damage: 12 (Psychic)
Melee Attack: +8
Melee Damage: 9
Defence: 18
Health: 30
Speed: 6
Morale: +2
Special Abilities: Regeneration 10, Fear 22, Climbing, Confusion, Detector, Greater Dominate, Immunity (Fear), Leadership, Mindlink, Phase Shift, Spell Resistance +4*, Discipline, High Exarch (Provides Discipline, base fear of 18), Agony*, Grudge (Ceremorphs)*
Equipment Crown of Malekar, Scarab of Fear,  Imperial Sceptre. Signet Ring of Xorinatch the Cruel
Inventory (See Special in Wealth)

Llitul increases the Ranged Damage and Morale of any army she is leading by +2. If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +2. Any regiment she leads is also Immune to Fear and has Discipline. Llitul's Grudge (Ceremorphs) ability is conferred to any regiment she personally leads.

Quote from: The Crown of MalekarThe Crown of Malekar the Obscene is a major artefact. Whoever possesses the Crown of Malekar gains a number of abilities:
Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.
Secondly, the wearer of the Crown gains Regeneration 10. If they already possess Regeneration they add 10 to their Regeneration.
Thirdly, the wearer of the Crown gains Fear 12. If they already possess the Fear ability, it increases by +2.
Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:
[See Below]
Fifthly and finally, the wearer of the Crown rolls 1d100 once per week. If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading. They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.
The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on.

Quote from: Imperial SceptreThis black metal sceptre is studded with spikes, looking more like a particularly cruel mace than a royal symbol. It is carved with Duergar runes that glow with a fell red light.
Whoever wields the Imperial Sceptre gains the following abilities:
Firstly, the wielder of the Sceptre gains +2 Morale.
Secondly, the wielder acquires the Grudge (Ceremorphs) ability, which is conferred to any regiment he leads.
Thirdly, the wielder acquires the Agony spell. If they already possess this spell they acquire the Torment spell instead, increasing the spell's penalties to -3 Attack and Damage.
Fourthly and finally, the Leadership bonuses of the Sceptre's wielder are doubled.
[/ic]
[ic=Ogliz the Mad]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 12
Defence: 17
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony, Detector, Frenzy, Leadership
Inventory:

Ogliz increases the Melee Damage 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. [/ic]
[ic=Xealaz, The High Dementist]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership
EquipmentMindsliver, Glyph Shard

Armies accompanied by Xealaz gain the Discipline ability. Xealaz increases the morale of any army he is leading by +1
[/ic]
[ic=Voracious Kzik]

The Eyeless are thought to be the blind, flesh-eating descendents of Humans who became trapped in the Underdeep long ago.  Voracious Kzik is one of their seers, beings whose blindness allows for a kind of second sight.  If well-fed and freed from bondage he will join your cause.

Upkeep: 6 Gold, 2 Food or Bodies
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 15
Health: 12
Speed: 4
Morale: +4
Special Abilities: Detector, Frenzy, Hex, Scry[/ic]
[ic=Tethrol Gricenchos, Fomorian King]

Tethrol Grincenchos is the deposed King of the Fomorians, having been exiled from the Unseelie Court by his cousin Balor, whom he claims is a Usurper. Towering over thirty feet tall, this twisted, antlered beast wields a gargantuan stone axe in battle. His third eye can petrify his foes.

Upkeep: 20 Gold, 8 Food
Melee Attack: +10
Melee Damage: 25
Defence: 18
Health: 50
Speed: 3
Morale: +9
Special Abilities: Curse, Fear (DC 20), Leadership, Huge, Petrify, Grudge (Ceremorphs), Agony
Equipment:

Tethrol Grincenchos increases the Morale of any army he is leading by +1.[/ic]
[ic=Shaaythi, Harbinger of Madness]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership,
Equipment

Armies accompanied by Shaaythi gain the Discipline ability. Shaaythi increases the morale of any army she is leading by +1[/ic]
[ic=Delosai, Handmaiden of Chaos]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership,
Equipment

Armies accompanied by Delosai gain the Discipline ability. Delosai increases the morale of any army she is leading by +1[/ic]
[ic=Quasithid]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 30
Speed: 4
Morale: +7
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear)

Armies accompanied by Quasithid gain the Discipline ability. Quasithid increases the morale of any army he is leading by +1[/ic]
[spoiler=Special Units]
[ic=Elf Wights]
Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16).[/ic]

[ic=Fomorian]Some say Fomorians are Ogres who wandered into the Faerie Realms and were warped by the fey spirits within; others claim that Fomorians are the original Giants, and that other Giant-kin are their degenerate descendents. These Fomorians are Tethrol's personal servants and bodyguards. They wield huge clubs in combat.

Upkeep: 6 Gold, 6 Food
Melee Attack: +5
Melee Damage: 15
Defence: 16
Health: 30
Speed: 3
Morale: +5
Special Abilities: Fear (DC 15), Huge[/ic]
[/spoiler]

[/spoiler]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
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Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Xathan

[ic=Llitul]
[spoiler=Message to Doctor Robertson (1 of 4)]
Good Doctor:

Congratulations on your siege of the kobold lands. I wish you the best of luck in this endeavor! Unfortunately I cannot aid directly in the coming conflict; however, I will hopefully be removing the vermin soon from Curasd, perhaps even this very week.

Now, for another matter.

I wish to reopen commerce between us, gold for food again. However, in the interest of becoming a more attractive partner for the slave-trade of the underdeep, I would like this to be a more regular exchange; a weekly payment of gold for food. Could something, perhaps, be arranged?

As for a final matter, should I still expect your emissary in two weeks time to begin construction of the Library as well as various facilitates to encourage necromantic research?

Yours;
Llitul the Demented, Queen of the Derro
[/spoiler]

[spoiler=Response to Doctor Robertson (2 of 4)]
My Mad Friend, Good Doctor,

The ongoing trade of 10 gold for 18 food seems perfect for my needs. I am making overtures to various other groups to begin commerce with them as well; as for the construction of the Arcane Library, I am astounded and overjoyed that such a thing is possible so quickly. I will immediately dispatch a caravan with a total of 210 gold for the first shipment of our food for gold commerce and the construction of the Arcane Library. If your builder remains in the former Dark Elf Capitol, next week I will be giving you more commerce

Given my current conflict with the Duergar, of which I'm sure Kafer will moan endlessly about treachery until his pointy little hat is rusted with tears (baseless accusations, I was quite clear in my agreement which of my forces would not harm him, and nothing in there covered those who worship me or any summoned or necromantically animated entities), it seems likely that my reputation will be somewhat tarnished and would make me an unfitting founder for such an academy at this juncture. If you would begin the construction, I will be happy to make preparations to lend my aid to this venture, with a long term goal of establishing a second academy near the lands of the Cerelich and linking the two with portals, giving us a sister school. Perhaps there can be even sports competitions, for games such as Tortue-Ball.

Regards from the Asylum,
Llitul

[ooc]Whichever of you had the idea of putting game important information in bold, that was genius and I'm going to start doing it in all my messages.

Also, unless I'm reading it wrong, an Arcane Library has a 200 gold cost. If you're offering it to me at cost, I'll take it, but the initial offer was for some amount over base cost (50, I believe). If I had the cost wrong, awesome, if it was supposed to be 50 over cost then just adjust my above number to 260.[/ooc][/spoiler]

[spoiler=Response to Doctor Robertson (3 of 4)]
That intelligence is immeasurably valuable, you have my gratitude. I now have a much clearer idea of what I need to cleanse my lands of the Kobolds, Gloomsong, and prevent that bloated putrescence from claiming them for Itself. The delay in the construction of the Academy is unfortunately but understandably unavoidable, so I will await your architect this week. I have become quite familiar myself with the difficulties of financial management, and would ask if, when next you venture to the surface, you could see if you could find an accountant with either weak enough 'morals' to work for me. Barring that, one with an easily crushed will would be equally delightful.

As for the matter of the Duergar, I do doubt such a peace could be reached. I admit that my attack is one born of opportunity; they have angered several powers in these depths, and their destruction is as forgone as it is inevitable, even if I were to be driven from their lands entirely by their military force and my presence entirely wiped from the Underdeep. The dwarven and elven alliance should be easy enough to deal with; they will be depressingly predictable in their actions, and I have already formulated several plans that I believe will greatly weaken them. However, the Duergar this past week attacked one of the most persistent foes of the Nocae, an attack that has likely left the Abject in a vulnerable position. I believe the Duergar will be detrimental to any alliance forged against the Nocae and Dwer, for I do believe their alliance would break the moment they see an advantage in doing so.

And there is the rather simple matter that Ogliz the Mad, my high priest and general of the Derro forces, has developed an obsession with sacrificing some of their number in my name; I do not believe anything short of directly dominating his mind would present a chance to sway him from this action.

No, my friend, unfortunately the Duergar must be exterminated in their entirety, a task which should be completed before the end of the Month of the Beetle. It pains me that circumstance forces me to this course of action, for a more solid alliance with yourselves is highly desirable, but the Duergar's inevitable demise is something I need to have a hand in for the potential gains that can be made. Of course, if I find the Duergar to be more formidable foes than expected, then I will be happy to reconsider your offer.[/spoiler]

[spoiler=Message to Skarax of the Legion (1 or 4)]

Commander Skarax

My bitter congratulations on your victory over the High Elves, bitter for its cost of the life of Marius. He showed uncommon foresight for anyone within these Deeps and will be sorely missed. If you have taken any living elven prisoners, I would be most interested in aquiring them if we can come to an equitabile arrangement.

I hope that, while he lived, Marius spoke to you of my unique cirumstances and nature; I would hate for there to be an unfortunate misunderstanding stemming from his death. I had, recently, promised donations to assorted charities in return for the services of three of your Augurs; those donations will arrive next week on schedule. At this juncture I am not sure of my need for additional scrying capabilities; if so, our prior arrangement was for either 25 gold per scry if I were to pay that week, or 35 gold per scry if my payment would be delayed a week. Would those prices still suit the Legion's need?

In addition, my current Civil War leaves me somewhat wanting for foodstuffs; I had heard some time back you were selling your surplus food. I would like to set up an arrangement where we can purchase food from you on a weekly basis; would you be interested in such an arrangement?

My condolences,

Llitul the Demented[/spoiler]

[spoiler=Response to Skarax (2 of 4)]

Blood and kin call to war? So you do seek to embroil yourself in the war between the Cleversmart's and Undead. I wish you luck with this endeavor, and if your hunger can be contained for a time, I may be able to aid in it, if you desire, for the Undead have some things I do desire - tomes of Arcane learning. So I can begin to position my troops accordingly, do you mean to assist in breaking the seige or in direct assault against the Undead themselves? As for trade, this week I would be happy to a weekly exchange 20 units of gold for 40 of food; the elven slaves will have to wait for a week or two, if it would be possible for you to do so.[/spoiler]

[spoiler=Message to Dalashinn (1 of 4)]

Bloodlord;

I hope this missive finds you well, as always.

I wish to discuss with you a profitable venture; namely, the exchange of surplus food for gold, for I have an abudence of the latter and suffer a dearth of former. As it stands, I would be interested in a long-term, weekly arrangement of 5 gold for every 10 units of food, up to 25 for 50. If you find that to your liking, I'd be happy to begin shipments this week, the first installment arriving the next week. I would like it to be a set trade each week if you are amicable.

Llitul the Demented

[/spoiler]

[spoiler=Response to the Bloodlord (2 of 4)]
I am glad you find the arrangement to your liking. I would like to begin the weekly exchange this week, 25 gold for 50 food.

And you need not concern yourself with the Arcane Library earlier requested. I do believe I have a solution that presents itself more readily. Of course, if there is still some service I can commit, I would be happy to oblige to show my intent of allegiance.[/spoiler]

[spoiler=Message to the Childe (1 of 4)]

My friend, is there any word on that Darkness that infects the Dreamer? Does any solution present itself?

I hope so; or that this darkness is not a danger, simply a new color to its infinite strange hues.

However, there is another matter; the Duergar-flesh. It has been made quite clear to me they still seek to bring harm to me, even more so now; their hatred of Ceremorph flesh is unending, and my Derro have provoked them further. We can remove their threat, their sharpness, from the Underdeep, so they will never threaten to harm you, but we must plan carefully.

As it stands, there is a force near a lake of fire that has wandered far from their home. If we can intercept this force, then we prevent them from bring sharpness back North to solidify their posistion. Do you have any knowledge of this force and its strenght?

As far as the Overbrain campaign goes, your children that are in my realm; may I simply have my second, Xealaz, command them as I see to their needs? I will not squander them, I promise you.

I'm sorry to have to focus so much on matters so...buisness-like. But I run again, always running. I hope that when the Overbrain and Duergar are dealt with I'll be able to stop running for a time, able to come to you and enjoy your colors again.

[/spoiler]

[spoiler=Response to the Childe (2 of 4)]Thank you, my friend.

The forces you send are impressive, to say the least. However, if you fear for other's sharpness, keep some behind; the Duergar-flesh is not as strong as it boasts. It has few of the beetles - likely no more than twenty all together, and spread out, unless they hide a great deal - and some Grey-Orc-Flesh that brought its sharpness against my faithful; Grey-Orc-Flesh that hides in Kaferhold, the Duergar-flesh's home. I believe that Kafer may not survive the week; if he does, then next week he will die, and hopefully his sharpness with him.

There is one thing; I know the Duergar flesh has some items of magic. A book of spells, a key, and a glyphic shard of strange power. Perhaps others. When the are found, I would greatly desire those items. Is there anything you desire, if you were to find them first?

I look forward to your Children's march. I look forward to the perfection of the Duergar-flesh, so that it will never threaten either of us ever again.[/spoiler]

[spoiler=Response to the Child (3 of 4)]
I am grateful for your certainty. If I am wrong about the Duergar-flesh and their strength, it is wise to be ready to be certain.

As for the magic items, you are right, it is best to wait for sharpness to finish to discuss such things.

I will not make Sharpness with the Nocae-flesh, for they interest me too. I will only make sharpness if they bring it first, and I will not seek to do more sharpness with them than I need to defend myself and my children. And it is, they are, strong flesh. I do not desire sharpness with them.

I have allies in the fight against the Duergar-flesh, two who work hard to keep me safe; Ogliz the Mad, a Derro, and Arquenciel the succubi and her demons. They are not as strong as us, and they do not know the Dream, but they keep me safe and the make sharpness against those who bring sharpness to us.

The Duergar-flesh has sworn to see me dead in two weeks. I doubt he can truly do so, but in case he can, I flee again, as I have done so often; he may have the Ceremorph Hunters, Duergar-flesh trained to do nothing but bring sharpness to Ceremorph-Flesh. To me. So again, I flee, back to my Children, where the portal that links Ladaguir and the Thorn of Visions nears completion.

One day, my friend, I won't need to run anymore. But that day is not today. One of the succubi comes with me, for she can see these Hunters even though they cannot be seen by me or my children. When you end the Duergar-flesh, please, make sure none of these Hunters remain alive. Then...then maybe I can stop running.[/spoiler]

[spoiler=Reponse to Kafer (1 of 4)]
Your pitiful threats are delicious and taste of desperation seasoned with the cries fear.

By the time those two weeks have expired, you will be a corpse or another thrall in my ever growing collection, if I am feeling magnanimous. Your cities will be burned, your children playthings for my Derro.

However, I would like to renegotiate the terms of our relationship, though I expect your feeble mind will respond with more threats. If you are capable of more, I am willing to arrange a deal;

We will return to status quo ante bellum. You will never again build a weapon of flame or train any of those loathsome ceremorph hunters. You will allow my Derro to enter your realm and report on your structures to assure us that you do not possess any facilities needed to build these contraptions or train those units that violate the terms of our treaty.  You will not move against us. We will maintain control of Drakkenhold. And of those we captured alive, they will be returned to you, healthy and whole, once you have proven for a month you can abide by the terms of this treaty.

Do pass this along to your second in command after you casually dismiss my terms. Perhaps he or she will have the interest of your people in heart. However, when you refuse these terms, we will immediately torture and painfully kill those of your people that we have - people already located away from Drakkenhold, so they would not be recovered. They may, next week, recover fifteen of the survivors we have captured - they will be all left alive. Should you refuse, then I can assure you this week your precious capitol will be mine, and you as well.
[/spoiler]

[/ic]

[ic=Whisper]

[spoiler=Message to the Abject (1 of 4)]

Whisper's voice enters your mind

My friend, it is my sorrow to hear of the Duergar's attack on your settlement; and am gladdened to hear you repelled them. They should be far too distracted to pose any threat to you now.

My queen is willing and able to commit forces to your coming endeavours; do you still seek the Nocae's annihilation, or something grander? In addition, she is intensely curious as to the progress on commanding the Overbrain; how does your research fare there?

Also, as a final matter of buisness, word has reached me that the Alienist has arrived on schedule. If you would be so kind, I would like for them to learn the secrets of summoning those wonderful Star Vampires you command; in exchange, they will leave behind the methods the Derro employ in calling the Madspawn from the Madrealm; though I caution the results are less predictable than your Star Vampire summoning. If you can spare any scrificial victims, one of them would be happy to summon one for your personal use so you can see what these beings are capable of.

Your Friend in Beautous Madness, Whisper.[/spoiler]

[spoiler=Response to the Abject (2 of 4)]
Oh, how wondrous! The creature you will make of it is phenomenal, and it means the prophesy draws closer to fulfillment. I now know how my Queen will debase herself before you, as must happen; this creature, this Cerelich Overbrain, this beautiful horror will be your creature. My Queen will greatly desire command over it, will greatly desire this creature to be hers.

Do not give it to her until she fulfills her portion of the prophesy, if you are so inclined, Until she debases herself before you, as was long ago fortold. Prophesy aside, she needs it. She's becoming quite drunk on divinity, I am saddened to say. However, remember the second portion of that prophesy when deciding how far she must debase herself, and the exact nature of her debasement.

Unfortunately, the trade of summons must wait another week; one of the Derro who came to you, Blaad'ur, will receive the blessings he needs to instruct others in their summoning soon, and when he does he will exchange that knowledge. Unfortunately, the ritual requires the death of five beings; if they cannot yet be spared, in a few short weeks we will have adequately tamed a rather vicious strain of those adorable jabberlings, which will serve as ideal fodder for our sacrifices, wars, and experiments.  

I hope to arrive in Yuddarath soon, my friend, but the Overbrain's threat weighs heavy on my Queen's mind. Your apprentice will find aid. If he is capable of increasing the speed of warriors, send him to Ladaguir (M91). Soon, we will have creatures to rival the Overbrain's protectors, the Sentinels. Soon, we will have Gibbering Mouthers, and they will be most beauteous indeed.

Your dear friend,
Whisper

[ooc]Only commanders/captains/apprentices can teach or learn spells, so I need to wait for a chance to promote one of those alienists to start doing so[/ooc][/spoiler]

[spoiler=Message to Grolhund (1 of 4)]
Mighty Grolhund,

Forgive the intrusion upon your mind, but I wish to inform you that two more of my Queen's psions wish to join your Holy Work. I would like to know where they should best meet you. In addition, I need to inform you of two facts. First, my Queen's forces will be moving to the Entrance to the Lowerdeep south of her realm - I wish to make sure they do not disturb your Holy Work, so wish to inform you of their presence. Secondly, I seek to expand the former Slave Markets of 'Lady Gloomsong' the psychic voice drips with disdain for the title, and will hopefully have new, interesting beings for your Holy Work from that market. However, to do so I need to increase commerce of the slave market, which is proving difficult due to lesser being rightful fear of my queen and, even moreso, yourself. If you have any solution for how to temper the reputation you may have of being disruptive to trade, my Queen would be most grateful.[/spoiler]

[spoiler=Response to Grolhund (2 of 4)]
The worthy will meet you at the desired location. As for the rest, it is true that the solution must come from me, for such a thing is beneath your notice. Yet, even if the Ceremorphs do not exist long for this world, we may still prove useful to your Holy Work. The sale of prisoners for gold is a common practice among the Dark Elves and many Kobolds as well, and slavers from across the world come to these markets: slavers that bring all sorts of interesting, new, unheard of peoples. Peoples who have not met your Holy Work. If you were to sell some of your prisoners to another, that would greatly decrease the slaver's fear of you, so they would bring their exotic people to our slave markets and they could be used for experimentation for your Holy Work - as well as provide you additional funds to further your work.[/spoiler]

[spoiler=Response to Grolhund (3 of 4)]
For that price, our emissary will purchase 5 this week, and with your permission, repeat the purchase in subsequent weeks, increasing by five each week until you have unburdened yourself of all unworthy of your Holy Gifts. Of course, this trade only can occur on weeks when we have peaceful interactions; are we worthy of this arrangement?[/spoiler]

[spoiler=Response to Grolhund (4 of 4)]
We are pleased to hear it. So it will be 5 for 8 gold apiece this week, 10 at the same price, 15 the next, until you unburdened yourself of all those unworthy. My thanks for your generosity in this matter; I assure you they will be put to good use.[/spoiler]
[/ic]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
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[/spoiler]

zcynthr

[ic=A Worthy Life Ends]
text
[/ic]

[spoiler=Orders][/spoiler]

[spoiler=Message to Shee-Ra]
This rat is from a dead kobold, Shee-Ra. I ate him myself, so I should know.
The undead attack you, fellow kobolds. This will not stand. Support or no, I am
the commander of the Legion, and I say that it marches with you. Robertson
shall feel the weight of my blade on his neck as the last thing in his mockery of
a life. War approaches the Upperdeep, Shee-Ra, and I ache for it to be joined.

-Skarax, Legatus et Dominus
[/spoiler]

[spoiler=Message to Llitul]
Marius liked writing more than most, but his liking was at the expense of
accuracy. I do not have the same skill, but my words play less than his.
Words are a cure for madness, the wanting that ignores numbers and letters.
Without words, memory is the record of agreement and dissent, and memory
is shit. So we shall have numbers, and letters. Yours and mine, and yours and
Marius'.

I have respect for Marius, and continue his works. That includes accounting
for contracts of scrying. He found your business good, and I will extend the
offer of food for trade on that basis. The Legion has 1500 food not in strategic
reserve that I will trade. For two food units I propose one gold unit in return.
For slaves, I go by the price of two gold units per slave. It does not matter to
me who buys them- they will be sold regardless. There are 100 surface elves
available. There will be more, but not soon. Blood and kin call to war, and I
hunger for it.

-Skarax, Legatus et Dominus
[/spoiler]

[spoiler=Message to Dolmar]
I inherit plans for war. Marius had plans, as did every clan beneath the earth.
I want this war, to be fought against the dark and disgusting. But what of you?
I am prepared to honor Marius by continuing his works, on which he left
instructions. Or should I call them books? His words take up space that others
would use for feelings and passions. Do not mistake me for him. I lack his
aptitude for words, but use what I have better than he.

-Skarax, Legatus et Dominus
[/spoiler]


HippopotamusDundee

#142
[ic=Calculation]
[/ic]
[spoiler=Messages]
[spoiler=Reply for Whisper]
The light brush of a familiar mind seeking permission before the mind-voice of Ktan-Ydheel whispers into your brain:

My friend,

Thankful I am indeed that the efforts of your new worshippers will sufficiently distract the loathsome Duergar that I may resume my preparations without further distraction.

As for my future plans, at this point my main priority is to deal with the Overbrain once and for all, shortly followed by the Duergar. Once all those who are irrevocably fixed on our destruction have been dealt with, I believe there will be time enough for the pursuance or abandonment of my grudge against the Noctae as my whims drive me.

On the subject of such, I have just dispatched my apprentice towards the Overbrain's capital in order to enact the plan I have devised; to Abject the Overbrain as you once foreshadowed, transforming it into a Lich not unlike myself.

[ic=Cerelich Overbrain]
This grotesque, mottled mass of undead neural tissue seeps pus and writhes with Unhallowed Ceremorph larvae and other repulsive parasites.  Some such creatures are the puppets of a Cerelich, the Cerelich Overbrain is a mad, tortured thing, a mewling, worm-ridden shadow of its former glory, but a useful instrument nonetheless.

Cost: 1 Overbrain Body (see below)
Upkeep: None
Ranged Attack: +10
Ranged Damage: 15 (Psychic)
Melee Attack: +6
Melee Damage: 8
Defence: 15
Health: 400
Speed: 0
Morale: N/A
Special Abilities: Agony, Confusion, Detector, Fear (DC 18), Huge, Necromantic Healing, Phylactery, Scry, Undead

A Cerelich Overbrain is created by the body of a dead Overbrain slain by Abject forces.  At the moment of its death, the Overbrain does not destroy non-sentient units under its control; instead, these pass into the control of the Abject player.  Sentient units under its control must make a DC 15 Morale check or come under Abject control.  If they pass, they become renegades instead.

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

Like other Liches Cerelich Overbrains have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried elsewhere by the Overbrain's minions.  If the Cerelich Overbrain is ever destroyed, it reforms at the Phylactery's location in 3 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich Overbrain, wherever it may be.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.
[/ic]

However, I expect that the cursed tyrant will have guardians of some kind protecting its mewling mockery of an existence, and so any assistance you could give in drawing them off to free Naerlyth to work would be most appreciated – I anticipate that the second week of the next month should see my apprentice arrive.

A trade of summonses sounds like a most acceptable proposal, as indeed does the loan of one of these marvellous creatures of yours – the provision of a sacrificial thrall should prove no trouble at all.

I hope to see you in Yuddarath soon.

Your friend,
Ktan-Ydheel[/spoiler]
[spoiler=Reply for the Lady Arquenciel Diamant Septena]
Wispy and indistinct as mist on the breeze, a psychic message carries through the caverns of the Underdeep.

My Lady Arquenciel,

Let me first apologize for having so blithely dismissed your concerns – I will not forget the kindness you did me, even if my own stubbornness detracted from its efficacy.

Still, all has returned to normal in my little corner of the Lowerdeep – at least, for now – and I am most gladdened to hear your sister escaped without harm. I am also saddened to hear that the Star Vampires you purchased from me were destroyed as well – by way of making amends for ignoring your kindly-meant advice I am willing to replace them at no further cost to you than the resources needed to summon them.

I would confess it irks me that my vaunted ally the Bloodlord is unwilling to aid me, but in truth I am not overly surprised in that regard – the willingness of you and  your sisters to aid me, on the other hand, is most excellent and unforeseen news.

At the present moment I am caught up with other concerns and do not intend to trouble myself with the Duergar beyond any need for self-defence, but once certain plans come to fruition it is my firm belief that the loathsome Stunted Ones will soon fall before the newest of Yuddarath's Spawn.

Until that time, I would be most grateful if the Seven Sisters could provide advance warning of any further actions by the Duergar that they are aware of, and would of course be willing to return the favour.

Yours in Yuddarath,
Ktan-Ydheel, the Cerelich, the Abject[/spoiler]
[spoiler=Message for General Dolmar Lestridae of the Noctae]
A voice in the dark, echoing like wisps of smoke on the wind.

My Dear General,

My apologies for the skirmish that occurred on the edge of your territory last week – my forces were simply attempting to move through the Upperdeep to gain a strategic means of egress to the territory of a foe of mine in the Middledeep. I felt hesitant to ask for permission for this manoeuvre due to the past bad blood between us – it was my hope that the operation could be completed without you ever having to know, but clearly that was a vain and idle hope.

It is my hope that the destruction of those forces and this explanation are sufficient to ensure that the pact of non-aggression between us continues to hold – I am disinclined, and would consider it most tedious to have to tear myself from my studies to plot war against you again.

Yours in Yuddarath,
Ktan-Ydheel, the Abject, the Exarch, the Great Traitor, etc.[/spoiler]
[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Other
Trade with the Succubi: +50 Gold, +12 Sacrifices
Duergar Casualties: +30 Bodies

Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +5 Bodies, +15 Sacrifices
Thrall Pen: +20 Sacrifices
Thrall Pen: +20 Sacrifices
Thrall Pen: +20 Sacrifices[/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
3 Bloodfiends: -3 Sacrifices
1 Goblin Thief (Greeba): Told that payment awaits her at Yuddarath, therefore not needing to be paid Upkeep.
[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Maddening Architecture: 1 weeks remaining
Necrotic Womb: 4 weeks
Beginning Construction:

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

Heart-Chamber of Kat-Shatep (Middledeep 20)
Under Construction:
Uncanny Architecture: 1 weeks remaining
Beginning Construction:

Other
Bridge: -75 Gold, -50 Metal, 1 week
[/spoiler]
[spoiler=Recruitment]
12 Bloodfiends: -180 Gold, -60 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 1
Metal: 15
Food: 0
Bodies: 120
Diseased Bodies: 0
Sacrifices: 15[/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
Thrall Pen

Escape Tunnel
Ooze Wall
[/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)
12 Bloodfiends - Garrisoned at Yuddarath (Lowerdeep 56)

1 Goblin Thief (Greeba) - Garrisoned at Lowerdeep 53

1 Star Vampire - Garrisoned at Lowerdeep 44

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

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)

3 Bloodfiends - Garrisoned at Middledeep 21
[/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: Cursed Fetish, 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, Haste, Infiltrator, Regeneration 10, Summon (Bloodfiend), Undead, Vanish, Vulnerability (Fire), Ward, Zombie Plague
Inventory: -

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

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]


Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine, 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
Inventory: -[/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
Inventory: -[/ic]
[/spoiler]
[spoiler=Trade]
[/spoiler]
[spoiler=Orders]
Begin construction on a Bridge between Lowerdeep 53 & 52.

Spend 3 Speed to move Greeba to Yuddarath (Lowerdeep 56).

Ktan-Ydheel and 12 Bloodfiends to slay Greeba, then Ktan-Ydheel to attempt to reanimate her with skills still intact in the Spawning Pool.

Ktan-Ydheel to Scry upon Lowerdeep 73, Upperdeep 28 and Lowerdeep 17. Ktan-Ydheel to enter the Chamber of Obscenities and attempt to improve his knowledge of summoning alien starspawn. (aka Hounds of Yuddarath and Star Vampires rather than Bloodfiends and other infernal denizens. Ideally he is after something like a Flying Polyp or a Colour out of Space)

Spend 1 Speed to move 12 Bloodfiends up a level to Middledeep 24, then spend 3 Speed to move them to the Heart-Chamber of Kat-Shatep (Middledeep 20).

Spend 1 Speed to move 3 Bloodfiends to the Heart-Chamber of Kat-Shatep (Middledeep 20).

Altharid-Xallasine uses 10 Sacrifices to cast Summon (Bloodfiend) and conjure a pair of Bloodfiends.

Naerlyth the Unclean casts Haste and Ward upon himself, spend 1 Speed to move him up a level to Middledeep 24, then spend 6 Speed to move him to Middledeep 26.
[/spoiler]
[/spoiler]

Raelifin

[ic=A Lesson In Necromancy]Markus Ashton stalked the corridors of the necropolis, inspecting the new constructions and generally brooding. His master had won a great victory, as he had done before, and as he would continue to do. His plans were solid, and despite the minor setback with Gorgol, Ashton expected good things from the conflict with the idiotic kobolds that called themselves "cleversmart" without a touch of irony. If only he could be there... and watch that pathetic lizard starve inside her keep. Would Shee-ra's corpse be raised as a grim trophy or would it be fed to the reanimated bodies of her fellows? These were the sort of questions that Ashton liked to think about. Personally, he hoped she had a family. Killing a general in the heat of battle was awfully plebeian, but cutting down the civilians who had the misfortune of being related to her... That was closer to the truth of the matter.

Today was not just a normal day, however, and his aimless brooding would have to wait. A new apprentice had arrived, and would have to be shown around. It was pleasant to learn that this one was at least dead. Gorgol was better than most mortals, but he still had the whole mortality thing going against him.

Ashton shuffled into the great hall with the intrinsic lethargy of undeath. The workdead were gathered to meet the newcomer. Ashton joined them, considering himself a fellow servant.

Workdead were different from the sorts of zombies and skeletons used for battle. When battledead are raised the necromancer has to bind the control of their bodies to himself by weaving their puppet locus into a gold-coated piece of soulstone and then dissolving the soulstone in acid (with the associated runes and spells, of course). Workdead, by contrast, are bound en masse to a soulstone matrix. Because the matrix stays intact (is not dissolved) the process is much more efficient, allowing dozens of servants to be raised for equivalent cost of just a few battledead. Additionally, funneling the puppet loci through the central point makes them much less strenuous to control; the necromancer simply casts a minor linking spell to the matrix and sends directives at his leisure.

Workdead gained their name in the literature because though they're efficient to make and easy to control, the presence of the soulstone matrix in between the necromancer and the bodies means that any and all commands have a significant delay, usually on the order of half a minute as they propagate through the soulstone. Feedback from any sensory spells is subject to a similar, if even longer, delay. Fighting a battle by manually directing bonded puppets is hard enough, but trying battle when there's a full thirty seconds between when you tell a body to move and when it actually does is basically impossible.

Ashton remembered what he'd read about the orcish necromancer Gal-Mok who had somehow managed to boost the command-propagation speed of his matrices to be nearly instantaneous. Using scrying spells to see the battlefield without having to rely on feedback from the individual dead he was able to field armies of hundreds of zombies (some historians put the figure in the thousands). The problem being that his matrices had to be nearby to be effective. Workdead are always constrained to the vicinity of the matrix (another downside to using intact soulstone) and so his armies had to carry the massive structures with them wherever they went.

The workdead in the chamber were guided by a matrix which Robertson had built a few decades ago during the height of the Duergar empire. Ashton had never seen it, but his master said that it was embedded in the foundation of the keep. Most necropolises have their matrices sealed in the foundations for exactly the reason Gal-Mok was defeated. The elves who stood against Gal-Mok's festering horde knew that they'd be overwhelmed in a direct assault, so they enlisted the help of the giants. The giants, armed with hurled boulders and clubs big enough to smash just about anything, were decisive in the battle of the Kalron. Escorted by elite elven rangers, they pushed passed the undead front-lines and smashed the exposed matrices. Once the soulstones were broken, Gal-Mok's horde became nothing but a sea of bodies, unable to do anything but stand in place and be cut down.

Ashton pondered the lesson to be learned. Better protecting the soulstones seems obvious in retrospect. Perhaps they should've been sealed in armor, or hidden behind palisades which could be deployed in the field... Or Gal-Mok could've been more decisive in his maneuvering. Or he could've used more of a mix of troops, and not put all his eggs in one basket. There were a huge number of "what ifs" that could be said about any major historical conflict. Such was the nature of things.

The door to the hall creaked open and in stepped what Ashton assumed was the new apprentice. "Svarogg" is what he called himself, and as he entered Ashton became aware of the degree to which he was different. Clad in furs and vermin, he moved like a sick cloud of pestilence, floating through the chamber without word or expression. More importantly, Svarogg was no lich, he was a shattersoul!

The workdead snapped to attention, a half-minute after Ashton had first become aware of the other mage's presence. Ashton stepped out of their ranks and spoke. "I greet you, novice Svarogg, and welcome you to the halls of Albaiyat Alhazred. You'll find the knowledge and power you seek within these walls for here unto the doom of the world so long as you serve the master without question. He is wise, powerful, and ancient; his mind is unparalleled in all the deep."

Shattersoul mages were quite rare, from Ashton's understanding. Zombies and skeletons are closer to golems than people, their bodies are animated by kinetic force and piloted entirely by a puppet locus. The latent vital energies in the bones help, but ultimately they're entirely mindless. Liches are more similar to how living creatures are animated; their souls are bound to a material form which they control through magical conduits. Ashton remembered a fight he'd gotten into with Melinda about whether their children were animated by magical conduits linking their bodies to their souls. She was under the naive impression that the fact that people can survive antimagic fields meant that magic wasn't what animated them. Ghouls, vampires, wights, and other more advanced undead like Svarogg were more complicated. Most shattersouls are the result of the soul being severed from the body, undergoing degradation and trauma, and then being recaptured by a natural spiritbeacon like soulstone or devorantis particles.

Shattersouls are called that because their souls (and thus minds) are irreparably broken by being untethered. As he showed the apprentice around the pitch black halls, Ashton remembered another fight he'd gotten into with Melinda about "life after death" which to her seemed to involve living in some other plane of existence (this was after those stupid clerics started pushing their agenda at the college). Ashton had tried to explain how souls quickly decompose and are eventually destroyed entirely as a result of being unbound from their bodies and how the process was actually quite well documented, but she never really listened. The result of the breaking and decomposition was that almost all shattersouls were incapable of thinking as capably as fully-ensouled beings. That mind-damage is what makes them such easy puppets and slaves to the necromancers who oversee their rebirth. Ashton had heard of vampire mages who had managed to retain some spellcasting ability, but Svarogg was new...

Ashton liked new. It was a change of pace.

"And this is the meditation chamber. I hope you'll join me here some time soon. There is much to show you in the field of vision magic pioneered by the professor..."[/ic]
[ic=Messages]
[spoiler=Message to Shee-Ra]This scroll finds its way to the entrance of the occupied ruins pinned to the skull of a reanimated kobold.  Cost: 1 body  Reaction: Priceless.

Queen of Follies,

It finds me most satisfied to pen this letter in the blood of the slain, for I look upon the battlefield and am warmed in a simply magical way by the sight of so many newly raised minions.  However, like all life, this joy is short-lived and the tedium of battle does not appeal to my palate as it does to that of my most bloodthirsty apprentice.  In the interest of returning my attention to more productive matters, I wish to offer you a pittance of mercy.

My offer is that you might cede the ruins you currently occupy, and return to the stench-filled warrens you call home.  This is not peace, as we are true to our word and you have witnessed the expiration of the last such offer.  However, we do not wish to stain our reputation with treachery, and would watch your backs fade into the tunnels unmolested should you simply end this foolish conflict and walk away.  We are more than willing to publicly commit to any arbiter under the ground that we will not pursue vengeance, and you shall escape with your life intact, as well as that of your pathetic kin which remains yet in the face of starvation and disease.

Should you decline of course, I would be more than content continuing the siege upon your person.  I am working on a novel at this time, and find the sounds of battle suitable to keep me in the mood of penning my most gory memoirs.  Mercy is not a pleasant state for me to occupy, and as such postponing it in favor your demise is an equally pleasant option at this time.

We hope you find your reunion with the fallen most touching,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul the Demented (1 of 4)]Dearest Demented one,

In light of our growing desire for your continued survival, I have acquired the appropriate figures from my dean of economics to offer you the persistent transaction on a weekly basis of 18 food for the sum of 10 gold.

Due to our recent success in the college of violent retribution, we find it quite amenable to place one of our contractors in Gloomsong's old city so as to begin construction of a library before this week reaches its end.  If you wish to send us the required 250 gold, as agreed upon for the cost of construction plus your generously offered fee, we will commence construction this very week.

Regarding your plans to establish the Academy for the fine arts of Madness in the cavern of the lake (MD 84), we are currently positioned to found a dungeon there this week.  If however, you would like to lay the foundation yourself, please let us know and we will be more than happy to afford you the privilege, if only you reward us by putting my esteemed name upon the side of the administrative building.

Regards from the tomb,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Dalashinn the Bloodlord]
Most esteemed Bloodlord of the Kirr,

 I write today to share my gratitude for the gift of corpses you provided last week, as they served admirably in the recent conflict with the Cleversmarts.  As for your most intriguing offer of intelligence through your ensorceled spy, my advisers and I have come to the conclusion that the best course of action would be to indicate to them that you are in fact massing a force to strike at them, so that I might persuade them more forcefully to settle their grievances and retreat to their holes.  This would of course increase the chances of their reacting hostilely to you, so pursue this option as you will.

 In unrelated news, my lone soldier has arrived outside your territory (MD 8) and will be passing through as we agreed upon in order to continue with the plan to establish a forward base to facilitate conflict with the Nocae.  As such, it would be most courteous of you to allow him safe passage through your territory.  He should be most congenial, so long as you do not offer him water after midnight.

 Finally, in relation to a matter of intelligence and the state of our alliance, it has come to my attention that the Duergar have taken hostile action toward the Abject.  I was under the impression that you were on good terms, if not outright allied with both factions, and so my curiosity has been piqued by this turn of events.  It seems to be in our larger interest to dissuade the continuation of such needless bloodshed, but I am unclear on the mindset of the Duergar at this time and would appreciate any insight you might be able to provide.

Regards from the Reliquary,
- Dr. Robertson, Professor Immortal[/spoiler][spoiler=Reply to Llitul the Demented (2 of 4)]
Most Demented one,

We appreciate greatly your payment of 260 gold for services to be rendered, and look forward to its arrival as the food you have ordered and our contractor are on route as I write this letter. Your offer to engage in violent contact with the Cleversmart forces in the deepwest is most appreciated by us, and as such I have enclosed here our information on the fortifications and defenders of that region.[spoiler=Details]Lowerdeep 69
  • 30 High Elf archers
  • 8 Kobold slingers
  • 5 Kobold skulkers
  • 2 Kobold burrowers
  • 2 Kobold grenadiers
  • 3 Kobold trapspringers
  • 1 Kobold commander
  • 1 Ceremorph mine
  • 1 Burrow
  • 1 Sphincter Gate
  • 1 Escape Tunnel
  • 1 Pit Trap
  • 1 Palisade
  • 1 Rockfall Trap
[/spoiler]
Unfortunately, we have made a minor miscalculation and lack the requisite funds to begin construction on the academy this week, we will reappraise the task in the coming week. However, we have made arrangements to construct a forward base near the Abject just north of the bridge in the southern Middledeep.

As for the matter of the Duergar, we hold no particular fondness for them. However, it seems sub-optimal to waste efforts on struggling against them while an alliance of dwarves and elves is left to build strength in the Upperdeep. The Kafer has reached out to us looking for support. In an ideal situation, we would persuade him to engage in war with the dwarves above him, rather than your forces. If we can bring him to publicly agree to wage war on the dwarves (and he does so) would you be willing to return his conquered territory in exchange for the signing of an armistice? If this occurs we would be prepared to offer an open and total alliance with you and extend our full diplomatic influence to secure you a place in our existing military alliance with both the Kirr and the Abject. It is my sincerest wish that you find these terms agreeable.

Diplomatically deceased,
- Dr. Robertson, Professor Immortal[/spoiler][spoiler=Reply to Dalashinn the Bloodlord (2 of 2)]
Most esteemed Bloodlord,

It is disappointing for me to note that recent communication indicates that Shee-Ra of the so-called Cleversmarts is continuing to be resistant to reason and the cessation of violence. It is my hope that in this respect, her successor will be more accommodating. Nonetheless, I wish to thank you for the supplying of false intelligence to the rats that you have provided, for it will most assuredly fuel the fear that shakes their already brittle, mortal hearts.

At this time, attempts to convince Llitul to cease conflict with the Duergar have failed spectacularly, as the mad one is hellbent on seeing their kind eradicated. However, given the precarious position of the dark dwarves due to their recent conflict with the Abject, we find little reason to have sympathy for their plight. As such, we intend to apprise them of their precarious position should they continue to engage violently with Ktan-Ydheel's forces. Additionally, we feel as though there is little reason to engage the Duergar beyond what bloodshed Llitul intends to wreak at her own expense, and we would prefer it if your efforts were to continue to be focused upon the upcoming assault on the Nocae, as ours shall be as well. We have encouraged the Abject to take the same course of action, and we will join our forces to yours upon the completion of the teleportation circle.

Sincerely sepulchral,
- Dr. Robertson, Professor Immortal[/spoiler][spoiler=Message to Ktan-Ydheel called the Abject (1 of 2)]
Most esteemed leader of those called the Abject,

It pains me metaphorically to hear of the assault upon your territories by the Duergar forces, and as such if there is any way we might provide assistance do let me know. At this time, we have found that revenge will come from the one known as Llitul the demented, who seems bent on the genocide of the Duergar.

Despite the recent indignities of conflict, I feel that the distraction Llitul should provide will leave you more than safe from the Duergar threat, and as such hope that you will continue to apply your force to the pressuring of the Nocae. If they are left too long in peace, it may spell doom for our alliance and the other darker forces besides, in this land without a sun.

News in our realm is more positive, fortunately. Our border dispute with the so-called Cleversmarts is proceeding favorably, and as such we still fully intend to be able to provide reinforcements to the alliance. Our staging area should be set up in two weeks time, and after the teleportation circle is set up there we should be able to provide a powerful reinforcement.

Regards from the reliquary,
- Dr. Robertson, Professor Immortal[/spoiler][spoiler=Reply to Kafer (1 of 2)]
Most esteemed despot,

It pleases me to hear from you this day, and in response to your inquiry I find myself and my lands quite pleasantly engaged in the business of breeding death and disorder. Unfortunately, I hear you are of the same disposition, but in the direction of those called the Abject. I would make it known to you that this squabbling is quite unacceptable, as it is unseemly, rude, and most of all endangering to all who would stand against the force of the dwarves and Nocae in the region. I encourage you, strongly, to lay off any such violence toward the Abject immediately and attempt to reach an agreement of armistice with them as soon as you are able. That is how you might assist the undead today.

Disgruntled and Deathless,
- Dr. Robertson, Professor Immortal[/spoiler][/ic]
[spoiler=The Conspiring of the Deathless (Orders)]
Orders finalized.
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)
2 Bone Gardens: 40 Bodies
Undead Mine: 175 Gold, 15 Metal

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

Arterial Antechamber (Upperdeep 89)
Undead Mine: 175 Gold, 15 Metal

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

Combat: Nothing this turn (All the slain became spawn.)
[/spoiler]
[spoiler=Trade]
THIS TURN:
Trade with Dalashinn: +22 Jabberling Bodies
Trade with Llitul: -1 Scroll of Haste, +15 Gold

NEXT TURN:
Trade with Llitul: -18 Food, +260 Gold
[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
Svarogg the Bilious: -10 Gold, -5 Bodies
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
1 Promoted Skeletal Warrior: No Upkeep
23 Skeletal Archers: No Upkeep
11 Skeletal Warriors: No Upkeep
26 Ghouls: -26 Bodies
38 Ghasts: -76 Diseased Bodies[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House:
Beginning Construction:
4 Bone Gardens: -400 Gold, 2 weeks remaining
Sepulchre: -100 Gold, -25 Metal, 3 weeks remaining

Vashnaranzenan (See Orders)
Beginning Construction:
Arcane Library: -200 Gold, 3 weeks remaining[/spoiler]
[spoiler=Recruitment]None[/spoiler]
[spoiler=Wealth]Gold: 36
Metal: 189
Food: 122
Bodies: 125
Diseased Bodies: 42[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)
Lich's Study
Tomb
2 Bone Gardens
Undead Mine
Catacomb
Arcane Library (Added spells: Arcane Lock, Confusion, Chaos Spell, Summon (Chaos Beast))
Necromantic Laboratory
Teleportation Circle (Unlinked)
Scrying Chamber
Barrow

Spiked Moat

Iron Hall (Upperdeep 87)
Undead Mine

Arterial Antechamber (Upperdeep 89)
Undead Mine.

Dormitory of Bones (Upperdeep 91)
Undead Mine

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

Wall of Rats (Upperdeep 92)
Iron Gate
Outer Wall
Spiked Moat[/spoiler]
[spoiler=Armies]
1 Ghoul - Upperdeep Island

Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
11 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)
20 Skeletal Archers - Garrisoned on the Dean's Wall (Upperdeep 84)
Svarogg the Bilious - Upperdeep 84

Markus Ashton – Garrisoned at Albaiyat Alhazred (Upperdeep 85)

1 Skeletal Archer - Upperdeep 86

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

1 Skeletal Archer - Upperdeep 88

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

1 Skeletal Archer - Upperdeep 90

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

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)

21 Ghasts - Upperdeep 93

Professor Robertson - Entrenched at Middledeep 73
16 Ghasts - Entrenched at Middledeep 73
25 Ghouls - Entrenched at Middledeep 73

1 Ghast (temporarily invisible) - Middledeep 8
[/spoiler]
[spoiler=Characters and Important Items]
Both Phylacteries are located at Albaiyat Alhazred.

[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10 (+12 for spells, via Spell Accuracy)
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, Scry, Invisibility, Illusory Duplicate, Poison Cloud, Scribe Scroll, Spell Accuracy, 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, Haste, Rune Trap, Scry, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Svarogg the Bilious]Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 15
Speed: 4
Morale: N/A
Special Abilities: Blight, Contagion, Detector, Follower, Undead, Summon (Vermin Swarm)[/ic]
[/spoiler]
[spoiler=Orders]Robertson will gain SPELL ACCURACY.

Svarogg will move to Albaiyat Alhazred, copy his spells into the library and learn HASTE.

Ashton will inscribe a RUNE TRAP into the necropolis and learn OBFUSCATING SHROUD.

Ashton will scry middledeep 73 and middledeep 65. Robertson will scry lowerdeep 69.

The ghast at middledeep 8 will move openly through the lands of the Kirr to middledeep 14.

The ghasts upperdeep 93 will move down to middledeep 73. Robertson will break the siege (leaving the Ghouls to keep it up) and combine with the reinforcements. Once together he'll cast haste, illusory duplicate, and invisibility on the group of 37 ghasts and himself.

One of the real, invisible, hasted ghasts will move northwest to Vashnaranzenan, where it will be welcomed by Llitul's forces and begin construction on an ARCANE LIBRARY.

36 ghasts, led by the good doctor, will use two speed to lay another ambush. This ambush will wait in the turn in hopes of winning another major battle like we just did. As before, if an opportunity arises, Robertson will seize it, particularly if it means capturing the ruins without serious risk or if it means killing Shee-ra (the ruins are the highest priority). If presented with overwhelming numbers, Robertson's troops will fall back all the way to the wall of rats if need be, but he'll try and hold unless things look really bad. Overwhelming numbers would be something like a large nocae army, or a couple hundred kobold infantry or a black dragon and a hundred kobolds (with mixed cavalry) to support or something roughly that scary. All this is really unlikely, and Robertson expects all victories in open ground to be solidly ours. It never hurts to be careful, though.

Robertson will send 10 ghouls and the illusions to the east and lay in a siege of the dungeon at MD 72. If engaged by more than a trivial force, the illusions and ghouls are ordered to flee back to MD 73 where the ambush is waiting for pursuit. Remember that with the illusions gone, and the ghouls divided, Shee-ra will only see herself besieged by 15 ghouls.

When doing battles, don't forget:
* Agoraphobia (if in the open)
* Entrenched Bonus to the Undead (if we're defending)
* Disease
* Starvation
* To track Ghast kills separately from Ghoul kills because of spawn
* To consider that the ruin isn't a kobold warren, so some things may not apply
* Standard stuff like Fear, Ambushing, Lich troop bonus, Spell Accuracy, etc.[/spoiler][/spoiler]

sparkletwist

#144
[ic=Special Delivery]

Soundtrack

Arquenciel stood outside of the side door leading into the Succubi's boudoir, getting a bit of fresh air-- or at least what passed for it down here-- after a particularly energetic session of debauchery inside. She stretched, pausing, taking in the sights and sounds of the capital. In the vast cavern that housed the city of Kirr-Godna, dark elves, demonic entities, as well as numerous other races (many of them slaves) were always wandering to and fro, and, from the vantage point of her boudoir, a little outcropping of rock about one story above street level, she could see it all.

With the creaks and groans of wood that is in far from the greatest of condition, a rather full cart, covered in a dirty tarp, rolled uphill from the street below. It was pushed by a scowling goblin slave. Doing nothing but walking behind him, no doubt 'supervising,' was a kobold that was also likely a slave, albeit a slightly better dressed one. That is to say, his rags were slightly less tattered and dirty.

The kobold looked at a card, squinting. It's not as though literacy was particularly good among the slave population. Or the kobold population. He looked from the card, to Arquenciel, then back at the card, then back at her, again. "Are you... Glockenspiel Tiamat Septicemia...?" he asked, at length.

"No, I most definitely am not," she replied, trying to hold back a smirk.

"Oh," the kobold said.

"I told you this was the wrong place," the goblin complained.

"How many bow-doyers are there here?" the kobold demanded.

"That's your problem," the goblin fired back. "We're not going to the bow-doyer, we're going to the boodwah. Totally different place!"

The kobold shook his head. "No. No. No no no. No. No no. No. No no. No no no. No. It says right here, bow-doyer. See?" He thrust the card in the goblin's face.

The golbin shrugged. "Can't read that."

The kobold nodded, brimming with toothy confidence. "That's right you can't. And I can. So I know where we're going."

Arquenciel tilted her head slightly, licking her dark lips. Her eyes twinkled green momentarily. "Tell me, this delivery... you're to take it to the Succubi, am I correct?"

The kobold nodded slowly.

Arquenciel unfurled her wings slightly, letting them beat once, playfully. "Although this city is rife with various Abyssal spawn and such things, a full-blooded Succubus is still a rare sight, I'd think. Rare enough to presume you've arrived at the right place?"

This cart was probably hauling trade goods from one of her various commercial ventures throughout the Underdeep. She certainly wasn't about to allow these bumbling delivery men to get in the way of her receiving the spoils of her endeavours.

"Yeah, I guess," the kobold said. "Ok, they're all yours."

Arquenciel smiled and nodded. She stepped forward, ready to see what was being delivered. This cart was a little rugged for couture or perfumes, but it could certainly be hauling ingots of metal or bars of gold; she was awaiting a shipment of each. The kobold pulled the tarp off, while Arquenciel inclined her neck a bit to see. The goblin tipped the cart forward and out fell... a pile of mangled, half-decomposed corpses.

"Woo, smells worse than a goblin," the kobold said.

"Smells worse than a kobold!" the goblin retorted.

The two argued for a moment, then, in unison, said, "smells worse than an orc!"

She recoiled slightly, opening her mouth to say something, but, really, she was unsure what to say. She just stood there, staring for a moment. It figures that of all the shipments to get here on time, it would have to be the one of bodies.

It was that kind of week.
[/ic]

[ic=Science!]

Soundtrack

Arquenciel sat behind her desk, working busily. One more missive just about finished. She dipped her quill into her bottle of ink, signing her name with a flourish, then, she picked up the card, blowing softly on it to dry the ink. She then picked up a small bottle of fine perfume she kept at her desk and sprayed the letter lightly with it, just as she did for all of her letters. She placed it into the little tray at the corner of her desk for outgoing correspondence and reached for another card, to begin her next letter.

She thought for a moment how to best begin the letter; she was just about to write when her concentration was shattered by a resounding explosion coming from a neighboring room of the boudoir. The very walls seemed to shake, never mind the elegant chandelier, crystalline glassware, and other fragile luxuries that filled the boudoir. A vase fell over with a smash, and several books came tumbling off the shelf. She jumped up, dashing into the next room, her eyes blazing red-- were they under attack?

No. It was just her sister Caerulea, standing in the ruins of what was once a table. A large black charred mark marred the tile floor.

"What are you doing?" Arquenciel demanded.

"Science," Caerulea replied, matter-of-factly, adjusting her spectacles. "Unsuccessful science at this point, but science nonetheless." She walked briskly over to a notebook containing numerous charts and figures, and began writing down data.

"An experiment to see if you can destroy our boudoir?" Arquenciel asked exasperatedly.

Caerulea shrugged. "That would be, in some ways, a success."

Arquenciel's mouth opened slightly. She didn't even know how to respond to that.

Caerulea continued, "The Bloodlord has requested that we seek out additional demolitions capabilities. So far, the search for mercenaries with this ability has been unsuccessful. However, I believe that outside help may not be needed. We are beings born of hellfire." She conjured a wisp of blue flame in her palm, to demonstrate. "Perhaps this talent can be focused into the ability to perform controlled demolitions. Additional experimentation will be needed."

Arquenciel sighed. She knew better than to argue with Caerulea during one of her creative moods. Instead, Arquenciel just licked her lips, and then just nodded. "Very well. But do the additional experimentation outside, please."

Caerulea shrugged. "I attempted to carry out the experiment in a vacant section of the public square, instead, but after the third detonation I was told by Kirr men in no uncertain terms to cease and desist my activities."

"I can't imagine why," Arquenciel answered.

Caerulea nodded her agreement, and then poured a bottle of some sort of alchemical reagent into the charred circle. "Please stand clear," she said, conjuring more blue fire in her hands.

Arquenciel started to back up, but it was too late; the next thing she knew, the world was spinning and a piece of a couch was now on top of her. Her ears were ringing, but she believed she heard Caerulea shouting.

"This trial was very successful! I think I should only need three or four more!"
[/ic]
[ic=Messages]
[spoiler=To Despot Käfer]This letter is scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings, Despot Käfer.

I must confess that your recent attack upon the Abject, a peaceful neighbor of the House of Septena, creates an interesting and not altogether pleasant situation. However, with the Duergar having made overtures of friendship to us previously, perhaps this may be resolved in amicable fashion.

We would be more than content to let this conflict play out how it may, or even covertly come to your aid, should you need it. However, I must confess that at this particular moment we were as caught by surprise as the Abject. We had no warning from you by which we could pull out our commercial interests, and were, as such, in the midst of carrying out a business transaction with them that your attack disrupted. A lucrative opportunity was unfortunately squandered. I must also point out that my sister Incarnadine was, herself, personally attacked by your forces. Though she was fortunately unharmed, that could nonetheless quite fairly be seen as an act of war.

Still, I believe in friendly relations. If you wish to make amends for your disruption of our commerce and your unprovoked assault upon my sibling, you may promptly remit to the House of Septena a payment of reparations of 110 measures of gold or an equivalent worth of gemstones. Friendly relations between us may then proceed. Otherwise, we shall regrettably be forced to take other measures to recover our losses from you.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=To Bloodlord Dalashinn]

As always, this letter is scribed in elegant calligraphy and scented with a hint of fine perfume.

My Dear Dalashinn,

True to prediction, Llitul has begun her war, and has seized territory from the Duergar. She has struck at the heart of their realm, using Derro forces under her control, and now controls a key mining dungeon of the Duergar. At this point, I believe the Despot's forces to be as a wounded animal-- damaged, yes, but fighting at their most ferocious. It should be an interesting conflict.

Yet, that relatively distant conflict may not be the most relevant. As I am sure you know, the Duergar simultaneously showed their own bellicose intent, and have attacked the Abject. This attack was rebuffed, but it was nonetheless a direct attack upon an ally of the Kirr, and created a menacing presence on your southern borders. To stand idly by could, I believe, could harm relations with the Abject. On the other hand, it is quite likely the Nocae will attack the Abject at some point in the near future, and, should that happen, the Abject will likely be forced to look to the Kirr for assistance out of necessity, giving the alliance a certain guaranteed stability. As such, I do recommend a response that is somewhat quiet and measured, lest the perpetual opportunist Käfer make some sort of hasty alliance of convenience with the Nocae.

To report some more positive news, we have secured control of the Cleversmart Kobold spy. She is firmly under the mental dominance of Verdure, and we have taken her to Hazer-Nagroth where you may see her for yourself if you wish. Her falsified report for the previous week was simple and uneventful, but the information sent back in coming weeks need not be.

Please do not hesitate to contact me or my sisters should you desire any further information or any other assistance we can provide.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=To Ktan-Ydheel]
This letter is scribed in elegant calligraphy and scented with a hint of fine perfume.

My Dear Ktan-Ydheel,

I hope this letter finds you well, for it seems difficult times are upon you. Still, it seems that you have rebounded admirably; I am pleased to hear that you were able to regain your territory, and I am doubly pleased to hear that Altharid-Xallisine was able to escape and now has retaken the Heart-Chamber. I also bring you the good news that my sister Incarnadine escaped safely as well.

I must also convey to you some unfortunate news. It seems the Bloodlord prefers neutrality in this particular conflict. You may expect no assistance from him.

The Seven Sisters of Septena, on the other hand, do not agree with his decision. We do not want to stand idly by. Our Star Vampires were destroyed by the Duergar, and my sister, Incarnadine, was also attacked directly by them. We stand ready to assist you in retaliating against the Duergar and recover both our honor and our financial losses. Our assistance will have to be of a covert nature. Open warfare is not the domain of the Succubus, nor would the Bloodlord Dalashinn be particularly pleased to hear of us embarking upon such exploits. These apparent limitations shall, ultimately, be no impediment in our goals-- secrecy is, after all, our forte.

If there is anything specific I may provide, as always, do not hesitate to inquire.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply to Despot Käfer]
This letter is written in elegant calligraphy. However, there is not a hint of fine perfume.

Despot, you say that the Duergar are always ready to negotiate, yet you rebuff my attempt to do exactly that. It is a most unfortunate choice, in my opinion... but it is your choice to make.

You need not open a portal to the Abyss. The Abyss will soon come to you.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply to Ktan-Ydheel]
As usual, this letter is written in Arquenciel's elegant calligraphy and scented with a bit of fine perfume.

My Dear Ktan-Ydheel,

An irresistibly good opportunity has presented itself, one that will allow the House of Septena to strike at the heart of the Kaferhold and avenge all of our lost honor and wealth. However, it must be made by our forces and our forces alone, because none but creatures spawned of the Abyss have the unique combination of skills necessary to make the attack succeed. As such, carrying out the attack covertly is simply not an option. Us taking such overt action against the Duergar will likely annoy the Bloodlord Dalashinn, as he is in the process of negotiating with them and he feels-- perhaps quite rightly-- that aggressive actions taken by one of his closest allies could sabotage those negotiations and perhaps bring reprisals against the Kirr.

I feel the best way to assuage the Bloodlord's concerns is to convince him that Kafer's faction is doomed regardless of any actions by the Seven Sisters. If his negotiations were futile regardless of anything we did, he certainly could not blame us. Further, such a rapidly crumbling faction will provide him nothing beneficial in trade, nor will it have the capability to strike back against him. Dalashinn is not really one for sentimentality, so if the Duergar have been made irrelevant, he will pay them no mind.

This is where I request your help. The best way to convince the Bloodlord that the Duergar are doomed is by convincing him that there is an unstoppable array of enemies that are poised to destroy them. This is not far from the truth. Still, hesitation hurts this message, so I ask that you do not tell the Bloodlord (or anyone you do not completely trust, really) that you do not intend reprisals at this time. Rather, I would ask that you actually increase the rhetoric, to make it seem as though the wrath of Yuddarath shall come down upon the wretched Duergar at any moment. Sending a hateful missive to the Despot will, hopefully, bring you a bit of amusement in these troubled times.

Additionally, I request permission for a portion of my force to fly the colors of the Abject in the ensuing battle, so that all involved believe that the threats have come to pass. This need not even be a great untruth-- we fight for a cause you support, so why not do it on your behalf? If we win a great victory, this will even allow you to claim a share of the glory, should you wish it. My lips will, of course, be sealed. The less that appears to have been done by the House of Septena directly, the better.

I also wish to thank you for your generous offer regarding the two Star Vampires, and accept it. Unfortunately, I am quite busy in the Lowerdeep, so I cannot send you the necessary sacrifices this week. However, if you would be willing to provide the sacrifices from your own pens, I would be happy to deliver to you the sum of gold required plus a fair market price for your sacrifices: a total of 62 gold. Would that be acceptable?

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply 1 to Bloodlord Dalashinn]
[ooc]According to Steerpike, since Incarnadine started her turn in Hazer-Nagroth with Dalashinn, our two factions are not subject to communication limits. It is just RP fluff that the form of the communication is letters to Arquenciel and not further parleying.[/ooc]

This letter is, as expected, written in elegant calligraphy and scented with a hint of fine perfume.

My Dear Dalashinn,

It is always a pleasure to hear from you. While I will certainly acknowledge that, at the present moment, the interests of the House of Septena and the Duergar are not at all aligned, I fully understand and respect your wish to not have your faction dragged into war by the aggressive actions of an ally that, by virtue of residing in your lands, is somewhat inseparable from you. Your concerns are perfectly reasonable and justified, and I hope to allay them.

I have received word of a somewhat unfortunate conversation that took place recently; it appears I must also apologize to you for the conduct of my sister, Incarnadine. She means well, but her temper resembles the hottest hellfire, and she does on occasion speak before she thinks.

Nonetheless, let me reassure you. We are creatures of the boudoir, not the battlefield. We do not raise arms unless the odds are greatly in our favor, backing or backed by a great army with superior numbers and tactics. You need not fear any rash, impulsive, self-destructive rush for war from us. When we strike, we shall do so in a way that only hastens what is already inevitable. Nothing we do will interfere in any aim of yours that would not have already been thwarted by other enemies of the Duergar.

As a gesture of our friendship and a sign of our hopes to continue our mutually beneficial alliance, I will not merely send one of my sisters, but I would be happy to make a personal appearance myself at the Profane Temple. Hopefully, this should help to integrate any emerging Succubus-worship with the greater religious traditions in Kirr lands.

If I may assist you in any additional ways, please do not hesitate to contact me again.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply to Dolmar Lestridae]
As usual, this letter is written in Arquenciel's elegant calligraphy and scented with a bit of fine perfume.

Greetings once again, General Lestridae. I apologize for my improper use of your title in my previous correspondence. I assure you that I meant no disrespect.

I find your reason for rejecting the title most intriguing, for I reside among a people also have shown much disdain for the Old Ways as well. Of course, their divergence has taken a very different direction from your own, and it would appear that among the Kirr and the Nocae there is no more unity in heresy than there would be with orthodoxy.

Your Holy Shadow intrigues me, and I would like to learn more, but I believe it will be primarily a matter of academic curiosity. While it is true that every Succubus possesses a spark of light within her-- which is why we are creatures of beauty and grace, rather than the infinite corrupted torment of the pure black Abyss-- it is still the Abyss that shapes my being. My flesh is still the infinite void made real, my blood still the black ichor of a fiend. As such, I must admit, things that are "Holy" still create within me a deep, instinctual fear and revulsion. I hope you do not take offense to this reaction, as it is not meant to disparage your beliefs; my instinctive response is no more within my control than the response that causes most mortal beings to recoil from the sight of an out of control blaze of fire.

Let me now address an issue that may be of concern to you. Our parley with the Abject was actually carried out by my sister Incarnadine, not myself, but you are correct in the substance of it; the House of Septena and the Cerelich were indeed in the process of business negotiations, and there was a military nature to this business. However, for whatever it is worth, you have my solemn assurance that our purchases were meant only for the House of Septena to intervene in the Ceremorph Civil War, and were not directed against the Nocae or their allies.

On the topic of the Abject, I appreciate your warning about further dealings with them, and I will certainly do my utmost to not be caught up in any violence. I presume you are contemplating an attack upon them. I will thus reciprocate my own warning: while the Abject possess a small amount of territory, you should know that they have numerous powerful friends. To strike directly at what seems to be a weak foe may instead result in a war much larger than you envisioned being waged upon your people. I mean this not as some sort of veiled threat, but as a simple expression of concern. Please consider your actions very carefully.

I truly hope that none of this trouble tarnishes our ability to correspond peacefully, as I quite enjoy your letters.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply 2 to Bloodlord Dalashinn]
A messenger delivers a card scribed in Arquenciel's elegant calligraphy, as usual, scented with a hint of her fine perfume.

My Dear Dalashinn,

The provided misinformation has been passed to the Cleversmart Kobolds via the compromised spy. In addition, I am investigating the possibility of intercepting orders sent to this spy from Cleversmart Caverns so that she may seem to obey them and our deception is not uncovered.

I have some further information to report. From speaking to Goblin slaves formerly of the Red Tide, my sisters and I have learned of two possibly interesting developments in the Upperdeep. First, the emergence of a new Goblin faction, calling itself the Goretooth Tribe, and residing in the eastern Upperdeep. Their king is known as Knarosh Skullsplitter, and is rumored to have partial Orc or Hobgoblin heritage, which may perhaps increase the savagery of this already savage race. Second, with the Jabberling breeding season now over, the Quaggoths have awakened to feed upon them. As you may know, they are white-furred, lumbering, semi-intelligent beasts somewhat resembling degenerate Bugbears, known for their love of fresh meat. While they will not attack fortified settlements, when given the chance, they have been known to devour Goblins, Kobolds, and the occasional Dwarf. I will continue to investigate both of these matters, should they be of interest to you.

As always, if we may be of further assistance, do not hesitate to inquire.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply to the Glow]
Arquenciel engages a Mindlink with the mysterious entity that has contacted her.

Arquenciel appears within the dream, at first looking slightly confused, but then her own colors adding to it, a rainbow of vibrant color forming behind her fluttering wings as she grows accustomed to this dream-space.

"Greetings... I don't believe we've met." She raises an eyebrow, and appears distracted for a moment. She then smiles. "Ah. But you have spoken to my sister Jonquille. I apologize if your conversations with her were less than productive... it is a pleasure to meet you, formally." She gives a slight bow.

As she continues to listen, she licks her lips, and they curl into a smirk. "Yes, mysterious one. Llitul is a dear friend of mine, and my sisters and I protect and aid her. She has nothing to fear from us, and, if you are a friend of hers as well, neither do you."

She smiles politely. "Perhaps instead of making vague threats you have no hope of following through upon, it would be better to simply, as you say, watch us. Let our actions speak for themselves, and you shall see." She adds, with a wink, "I certainly don't mind an audience."

She bows slightly once again, her wings beating once. "In time, I would like to find out more about your Dream. It sounds quite fascinating. I hope to speak you again, soon."
[/spoiler]
[/ic]
[spoiler=The Desires of the Succubi]
Income
2 Souls
420 Gold (70 from Kirr, 350 from Llitul)
25 Metal (from Llitul)
50 Food (from Llitul)

Upkeep
7 Souls

Recruitment
100 Slaves [-200 Gold] (If there are Duergar slaves available, then try to buy as many of them as possible, up to 45)
5 Demonic Guardians [-125 Souls]
Hire Belphegor [-35 Gold]

Wealth
32 Souls
186 Gold
50 Food
25 Metal
8 Bodies

(Will end up with 93 Souls, 65 Gold, 30 Food, 15 Metal, 8 Bodies)
[spoiler=Debts]Llitul owes us next week: 400 Gold (200 from the mine, 100 deferred payment, 50 for demons, 50 for slaves) [/spoiler]

Rooms
Succubus Boudoir in M13

Units
Arquenciel (M13)
Chiaroscuro (M7)
Incarnadine (M7)
Verdure (M7)
Caerulea (M13) [-3]
Wisteria (L14)
Jonquille (M7)

[Mercenary] Belphegor (M13)
[Dominated] Uma-Thur (M7)

[Spoiler=Characters]
[ic=Succubus]
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

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
[/ic]
[ic=Chiaroscuro Jayet Septena]
Additional Special Abilities: Haste
[/ic]
[ic=Incarnadine Rubina Septena]
Additional Special Abilities: Haste
[/ic]
[ic=Verdure Esmeralda Septena]
Additional Special Abilities: Ward
[/ic]
[ic=Caerulea Saphir Septena]
Additional Special Abilities: Haste, Ward
[/ic]
[ic=Wisteria Amethyst Septena]
Additional Special Abilities: Haste, Ward
[/ic]
[ic=Jonquille Topaz Septena]
Additional Special Abilities: Haste
[/ic]
[ic=Belphegor]
Upkeep: 12 Gold, 1 Food
Melee Attack: +8
Melee Damage: 15
Defence: 18
Health: 15
Speed: 5
Morale: +3
Special Abilities: Assassinate, Curse, Immunity (Fire), Infiltrator, Poison 5
[/ic]
[ic=Demonic Guardians]
Upkeep: 5 Souls
Melee Attack: +10
Melee Damage: 15
Defence: 18
Health: 50
Speed: 4
Morale: N/A
Special Abilities: Immunity (Fire), Large, Regeneration 20
[/ic]
[/spoiler]
[spoiler=Orders]
Mindlinks: Duergar, Glow (2/7)

[ooc=Orders Summary]I am sorry for the extreme length and complexity of my orders this week. There are a lot of contingencies to plan for, especially since we want to seize a potential opportunity if the Duergar empty their capital to attack Llitul. If it helps (and to prevent any major objective from being overlooked because of a swarm of minutiae) here is what the Seven Sisters are trying to accomplish in the Duergar battle:

  • First priority is to attack L22 and Dominate or kill Kafer.
  • Secondarily, we want to go up to L15 and assist the Derro, and possibly capture Kaferhold or recapture Drakkenhold if it is lost.
  • It would be nice if we can keep as low of a profile as possible, hence the disguising, hiding in dungeons, etc., but this is a tertiary priority.
Meanwhile, Arquenciel's priorities are similar, but shifted: first and foremost, she wants to remain hidden. Secondly, she will attempt to dominate important targets. Only thirdly will she assist in the overall fighting.
[/ooc]


Arquenciel (Started in M13, Ending in M86) - Invisible
Continue learning Phase Shift from Llitul (2/3)
Bring 50 slaves to the Profane Temple and make a big show of sacrificing them. In addition, she and her retainers will throw treats and trinkets worth a total of 20 Food and 10 Metal to the audience. She will attempt to integrate the Succubi into the Kirr religion, but without diminishing their importance. It is likely not nearly as humble as some would hope. [+50 Souls, -10 Metal, -20 Food]
(Llitul will cast Haste and Phase Shift on her)
Receive a Phase Shift scroll from Llitul in the boudoir
Go (phase shifted) with Llitul to Curasd (M13 -> M5 -> M6 -> M8 -> M9 -> M11 -> M82 -> M80 -> L69) (or whatever route Llitul takes) [8 speed]
As she passes through M8, wait there a little while disguised as Uma-Thur and see if she can intercept the orders meant for her.
[ooc=Intercepted Orders]I have no idea how intercepting orders would work when we have someone essentially as a "double agent." Is it required to move to the same location that the orders would probably be sent to, or can we just try anyway no matter where they are, or is it something that isn't even possible?[/ooc]
Otherwise, stay close to Llitul as they travel, so they can consult and share information
Join Llitul in the attack on Cursad. Follow Llitul's instructions if she has specific tasks for her, but otherwise disguise herself as a Ceremorph Exarch and attach herself to the Ceremorph Psions, with the main goal to Dominate enemy leaders: in particular, Saersensine or Viarra Gloomsong. Don't do anything that a Ceremorph Exarch wouldn't, which means that she won't fly and will continue Domination attempts rather than throwing hellfire. Join in melee if her regiment is forced into melee combat, though.
After the battle, force march (phase shifted) to Vashnaranzenan (L69 -> M80 -> M85 -> M86) [-3]
Engage in Debauchery, spending 24 Gold [4 Speed, -24 Gold, +16 Souls]

Chiaroscuro (Started in M7, Ending in L16?) - Invisible
Cast Haste on herself, Incarnadine, and Verdure
Cast Phase Shift from Llitul's scroll on the three Succubi as well
Go (phase shifted) (M7 -> L8 -> L9 -> L10 -> L11 -> L13 -> L14) [6 Speed]
Bring 50 Slaves along, including any Duergar slaves that were able to be purchased
Meet in L14 (or L13 if Wisteria pulled back) with Incarnadine, Verdure, and Wisteria
After Haste has been cast on the five demons, the Demonic regiment may split-- see below
Hand the 50 slaves over to the 2 Demons that are going north if they can be reasonably given to the Derro. Otherwise, sacrifice them for Souls.
[ooc=Slaves]I don't know what the actual rules are about handing slaves over to an ally in a combat zone. Basically, if the Derro have already won in L16 or have already been driven out to L15 then the Demon will bring the slaves along to hand them over. If the whole exchange is abstracted in the rules and they can still hand the slaves over in the middle of a raging battle, they'll hand them over then, too. However, if they would have to drag the slaves through the combat zone (i.e., the game accounts for this), or if the Succubi's route to the Derro is completely blocked by a Duergar force, then they will not risk their investment and the Succubi will just sacrifice the slaves instead.[/ooc]
Meanwhile, the four Succubi and the other 3 Demons (or 5, if Northern Group stayed with them) will move into L22 [2 Speed] and engage the Duergar, unless they encounter enemies in L21, then they will fight there.
Coordinate with the regiment of Derro Mutants in L21 for backup and possible assistance if needed
Just before the battle with the Dwarves starts, Mindlink with the Fire Dwarf commander and send the following message:
[ic=Chiaroscuro's Warning]We, the House of Septena, come for Despot Kafer.

Know that you and your men are utterly powerless against us. We have endured hellfire that you cannot imagine and survived; compared to that, your axes of fire are nothing. Your impotent attacks cannot even scratch the pristine, flawless flesh of a Succubus.

Do not throw away your lives simply for coin you shall never get the chance to spend. We have no quarrel with you or your men. Lay down your arms and do not aid the Duergar and you will not be harmed. After the battle, we shall negotiate terms by which you may work for us, instead.
[/ic]
Quote from: Battle Instructions
The Succubi will first attempt to Dominate Kafer, then the Fire Dwarf commander if he hasn't surrendered, then individual Duergar and Fire Dwarves. Each round, keep re-asserting dominations that will soon lapse (in this order of priority), and try to get week-long dominations.
If Grey Orcs or another large group of non-Beetle reinforcements show up, try to Dominate their commander: make this a priority second only to Kafer himself. Try to get them to go away, especially if Kafer is Dominated and we're going to fire them anyway.
Don't attack the Kirr Summoner unless it attacks us first
If whatever dwells in this cave shows itself, ignore it-- unless it looks like it's going to attack Kafer, then try to Dominate it and make it attack Beetles instead.
If we can Dominate Kafer, make him throw down his weapons and surrender and order the rest of his troops to surrender or retreat. (See if Beetles will be dumb enough to dive into the magma if ordered to by Kafer) Keep trying to Dominate him until all Succubi have completely failed or he's Dominated long-term. Try to take him prisoner even if the Domination wears off. Try to take away any magic items he might possess, as well.
If the Fire Dwarves don't surrender, Dominate the Fire Dwarf commander, and use him and his men to help us kill off the Beetles and Duergar troops, but leave Kafer alone if there is still hope of Dominating him. If all Domination attempts fail, and the rest of the enemies are down or dominated, then start painfully (but not lethally) wounding Fire Dwarves until they surrender. Only kill them if they absolutely won't give up; let the Succubi themselves do this (their melee isn't fire-based) in order to get Souls. Otherwise, don't waste time attacking them because they can't hurt us.
The Demons will provide melee support for the Succubi. Their first priority is killing Beetles, then Duergar. Only attack Kafer if all four Succubus Domination attempts on him have failed, but if they do all fail, make killing Kafer the first priority. Incarnadine will also attempt to kill Kafer if all four Domination attempts fail. (so he can be "slain by Incarnadine Rubina Septena" instead of something ignoble)
If the battle is somehow really going poorly, like we're overwhelmed with Beetles, send word to the Derro Mutants waiting in L21 and ask for help.
If the Duergar flee and Kafer is not long-term-dominated, all Succubi and Demons (or whoever's left) give chase and resume the attack wherever he went, with the help of the Derro if the battle is in L21.
If the battle started in L21 (or even L14 or L13) but Kafer is not there, then try to simply smash through the Duergar lines and proceed with the plan. If it's a large attack that can't be broken through easily and we have all five Demons with us, leave behind two Demons to keep them busy while the 4 Succubi and other 3 Demons proceed. The main force's primary goal is to keep pressing on into L22 and fight Kafer wherever they find him, using the same strategy outlined here.
Quote from: What to do with Kafer
If, at the end of the battle, Kafer is Dominated, make him quickly tell us his battle plan for the week, then make him send out instructions to any reinforcements on the way into battle that wherever they are going was already won and they should simply stay where they are and await further instructions. Units that are already locked in battle should be commanded to attack wildly, approach via a narrow bridge over magma, or do some other thing seems plausible but is not too tactically smart-- unless they're attacking here, then try to get them to go away. Have him tell his forces that a truce has been arranged with the Succubi and they and their demonic units should be allowed peaceful passage through Duergar lands, as well as being let into Duergar dungeons. Then have him tell the Grey Orc mercenaries that their services are no longer required and they are dismissed and should leave Duergar lands as soon as possible. Inform the demolitions units working for the Kirr that all is well in Duergar lands and they should just keep doing what the Bloodlord says; get him to officially cede control of these units to the Kirr if it is possible to do so. Get him to declare the Kirr Summoner is also returned to the Kirr's control and ordered back to Kirr lands. Ask him where his gold mines are and what their production is, and get him to have as much gold production as possible routed to areas that are controlled by the Demented or Succubi to be intercepted-- phrase the order more tactfully to his underlings, of course. After that, ask him if he has any Hatcheries or Halls of Trophies under construction, and, if he does, make him order construction cancelled and dismantle them for resources as quickly as possible. Finally, if we have time, try to find out what other plans the Duergar had. To whatever extent it is possible to not let on to the other Duergar that Kafer has been subverted, try to do that, too.
After the battle, go back north with the Demons, using her last 4 Speed to end up in L15, L16, or L17, depending on how things go: see the Demons' orders
If she ends up in battle against the Kirr Summoner, it is her first priority to Dominate him/her. If successful, make the Summoner throw poison at Beetles and Duergar, and then flee the combat when the Domination's duration is about to end. Try to avoid killing the Summoner if possible, but don't put herself in danger to do it.

Incarnadine (Started in M7, Ending in L22) - Visible as Demented
(Chiaroscuro will cast Phase Shift from a scroll)
Go (phase shifted) (M7 -> L8 -> L9 -> L10 -> L11 -> L13 -> L14) [6 Speed]
Meet in L14 with Chiaroscuro, Verdure, and Wisteria (or L13 if Wisteria pulled back)
Summon the Demonic Guardian "Dante" [2 Speed, -25 Souls]
After all 5 Demons have been summoned, cast Haste on them while they are all here
Disguise herself as a Derro, but don't compromise combat effectiveness to maintain the illusion
Move into L22 (or wherever the battle is) and follow Chiaroscuro's battle plan
If Kafer dies, Incarnadine will take his hat!
Reassert her Derro disguise after the battle if she had to drop it. If Verdure is banished, disguise herself as Abject instead-- try to keep both Demented and Abject disguises up

Verdure (Started in M7, Ending in L22) - Visible as Abject
Cast Ward on herself, Chiaroscuro, and Incarnadine
(Chiaroscuro will cast Phase Shift from a scroll)
Go (phase shifted) (M7 -> L8 -> L9 -> L10 -> L11 -> L13 -> L14) [6 Speed]
Summon the Demonic Guardian "Virgil" [2 Speed, -25 Souls]
If we had to sacrifice the 50 slaves, perform a "Pret-a-Porter" ritual on the 4 Succubi and 5 Demons [2 speed, -19 Souls] (net +31 Souls)
Disguise herself as an Abject Ceremorph Ghoul, but don't compromise combat effectiveness to maintain the illusion
Meet in L14 (or L13 if Wisteria pulled back) with Chiaroscuro, Incarnadine, and Wisteria, and follow Chiaroscuro's battle plan
Reassert her Ceremorph Ghoul disguise after the battle if she had to drop it

Caerulea (Started in M13, Ending in L46) - Invisible
Cast Ward on herself, Arquenciel, and Llitul
Begin research into Demolitions capabilities. Spend 25 gold on research materials, alchemical supplies... and on repairing damage to the Boudoir caused by her boundless (and reckless) scientific curiosity. [-25 Gold]
(Llitul will cast Haste and Phase Shift on her)
Go (phase shifted) to Shog'ggl (M13 -> M14 -> M15 -> M16 -> M26 -> M27 -> M25 -> Down chasm to L52 -> L49 -> L45 -> L46) [10 Speed]
If it's possible to see things while in transit phase shifted, make sure to note what kind of creepy stuff is in L49.
Cast Haste on the regiment of Derro Alienists
Cast Haste (second time, due to crystals in the cavern) on the regiment of Derro Mutants
Engage in Debauchery, spending 12 Gold [2 Speed, -12 Gold, +8 Souls]

Wisteria (Started in L14, Ending in L22) - Visible as Demented
Cast Haste and Ward on herself
Before the first summoning, scout L15 [1 Speed] to see what the situation up there is: if there is an army heading to L16 then warn the Derro (via Arquenciel talking to Llitul, probably), but if it is heading this way then wait infiltrated for it to passs if it seems likely to, otherwise pull back to L13 to do the summoning.
Summon the Demonic Guardians "Brutus," "Cassius," and "Judas" [6 Speed, -75 Souls]
Wait for Chiaroscuro, Incarnadine, and Verdure to arrive
Disguise herself as Llitul, but don't compromise combat effectiveness to maintain the illusion
Join her sisters in the attack on L22 (or wherever), following Chiaroscuro's battle plan
Reassert her Llitul disguise after the battle if she had to drop it

Jonquille (Started in M7, Ending in M13) - Visible
Cast Haste on herself
Engage in Debauchery, spending 50 Gold [12 Speed, -50 Gold, +37 Souls]
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
While traveling and engaging in Debauchery, she will ask around the various merchants and traders of Hazer-Nagroth and Kirr-Godna about Bloodcap mushrooms. Spend up to 10 Gold on them. Jonquille will find the allure of the many wonders of the market irresistible, and, even if she can't find Bloodcaps, she'll still end up buying something. [-10 Gold]

Demonic Guardians (Started in L14, Ending in L16?)
(Haste will be cast on them once they are all summoned)
These orders are written with the very strong assumption that the Duergar are going to make some sort of attack on Drakkenhold. If they don't, treat it as having "already won."
The regiment of 5 Demonic Guardians will break apart:
Quote from: Northern Group: 2 Demons
If Wisteria's scouting of L15 reports Duergar heading from Kaferhold to Drakkenhold, they will wait for them to pass completely through. They will then proceed northward to L15 [1 Speed]
On the other hand, if an army is heading this way and Wisteria had to pull back, they will stay with Southern Group and follow Southern Group's orders instead. (In this case, the Succubi will sacrifice the 50 slaves for Souls and buff themselves and the Demons)
If they are going north, and they have the 50 slaves from Chiaroscuro, hand them over to the Derro at the earliest opportunity, either in L15 or L16 depending on where the Derro are
If Kafer has been Dominated, they will maintain the illusion of "truce" and only attack if attacked first or if they need to support Llitul's forces that are under attack.
If the Derro forces in L16 are under attack but still holding out, then immediately proceed to L16 and aid in its defense [1 Speed]
However, if the Derro have already won or have already been driven out of Drakkenhold by the time the Demons get to L15, then wait there and scout Drakkenhold and Kaferhold [2 Speed]
If either one is sparsely defended, i.e., the Grey Orcs are not there and there are 14 or less Beetles, then wait for Southern Group to arrive and then everyone goes into there and attacks [1 Speed] (For determining enemy strength, the Kirr summoner, if still there, is counted as equivalent to 3 Beetles)
If Southern Group has been destroyed or is otherwise not coming, still try to carry out the plan, but decrease the threshold to 8 or less Beetles, or 5 and the Summoner. The order to not engage where the Grey Orcs are still stands.
If Kafer has been Dominated, then make him tell his forces to let us into the cities so we can attack them from the inside.
if both Kaferhold and Drakkenhold are "eligible" to be attacked, make our attack on Kaferhold
If both Drakkenhold and Kaferhold are in Duergar hands and both are too heavily defended, then just wait in L15 with the Derro
Quote from: Southern Group: 3 Demons
Brutus, Cassius, and Judas will go to L22 [2 Speed] and follow Chiaroscuro's battle plan
If Kafer is dead or dominated, then Chiaroscuro and her Demons will proceed northward back to L15 [3 Speed] unless there is something nasty up there that they haven't been able to make Kafer get rid of
If Kafer has been Dominated, they will maintain the illusion of "truce" and only attack if attacked first or if they need to support Llitul's forces that are under attack.
Go to L15 and scout L17 (unless Northern Group just did that). If it's lightly defended (i.e., the Grey Orcs aren't there, there are 8 Beetles or less, or equivalent) and at least 3 Demons are still alive and with us, the Demons and Chiaroscuro will attack it and try to claim it for Llitul. Make the threshold 12 Beetles if we had to use Pret-a-Porter. Otherwise just go up into L16 and help defend it, or just relax if the Derri won.
If the Derro had already been driven out of Drakkenhold, and Kaferhold is too strong, then meet up with Northern Group and possibly counterattack Drakkenhold according to Northern Group's instructions. Again, increase the threshold if we had to use Pret-a-Porter.
If the Derro are defeated and Northern Group has been completely destroyed, Southern Group will try to carry out the attack alone, provided there are 8 Beetles or less, or 5 and the Summoner, just like Northern Group's instructions.
If Kafer has been Dominated, then make him tell his forces to let us into the cities so we can attack them from the inside.
If both Drakkenhold and Kaferhold are in Duergar hands and both are too heavily defended, then just wait in L15 with the Derro
If the Succubi's forces are able to take over a dungeon, immediately cede it to Llitul. Hand over all spoils except magic items to her forces if Drakkenhold fell and we retake it. If we take Kaferhold, hand over all prisoners, but keep everything else seized.
All 5 Demonic Guardians (or whoever is left) will garrison at Drakkenhold or Kaferhold if they have speed left to do so (they should, unless they had to start in L13) [1 Speed]

Belphegor (Started in M13, Ending in M13) - Invisible
[ic=Instructions from Arquenciel]
Greetings, Belphegor. I hope to have a long and productive relationship working together.

You should spend the majority of this week attending the ceremonies at the Profane Temple and gathering information. In particular, I would like you to find out which priests and other prominent citizens are most supportive of the nascent cult of Succubus worship, and which are most in opposition. If you can eavesdrop on any conversations between clergy members, I would be most interested in finding out what they are saying about me. I will be making an appearance at the Profane Temple early in the week; naturally, I would also like you on hand to ensure my personal safety.

If your words or actions can quietly and subtly increase the allure of the Succubi to the throngs of worshipers, then, please take the opportunity. However, do not compromise yourself or reveal your true identity or that you work for me. In general, the less you are seen, the better.

- Lady Arquenciel Diamant Septena
[/ic]

Uma-Thur (Started in M7, Ending in M7) - Imprisoned
[ic=Falsified Report]
A horde of demonic beasts of a kind matching the appearance of Bloodfiends gathered near the northern Kirr outpost (Middledeep 6), joining the current garrison there. There are now 15 Bloodfiends there in total. After all of the creatures had gathered, the Summoner emerged from the outpost, bearing a scroll which he used to cast a spell upon this host of demons, rendering them invisible. The Summoner then withdrew back into the outpost. Whether the invisible fiends have stayed their ground or marched forth somewhere is unknown.

[ooc=Report details]They will truthfully add a report of the current garrison here, except the number of Bloodfiends. Arquenciel is passing through M6 this week so she'll see what's there and can report it. If there is not actually a Summoner, they'll add one in, too.[/ooc]
[/ic]

[/spoiler]
[/spoiler]

LD

#145
DONE: Buildings Built, Resources Earned, Upkeep, Costs, Recuritument, Orders?, Units?, Buildings on List?

[spoiler=Orders and Information]
[ic]
Secret Story?

-Add Armies produced to their proper list. I finished recruitment. See Excel sheet for where things are supposed to go.
-defend Gnomefeast
-Dolmar elves in U60. Send to M64 at 1 Forced March. Need Know instructions for MadElf Destruction Unit. Do orders for Dolmar Elves.
-Flee with escape tunnel after walls are breached. (see SP's PM to me)

[/ic]

[spoiler=Production]
[ooc=M60] SouthSkulk Cavern - Middledeep 60

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

[/ooc]

[ooc=M63]Forestrees - Middledeep 63

Resource: Mushrooms  (25 food)[/ooc]

[ooc=M64]Cleversmart Colony

Kobold Mine (150 gold)
Kobold Mine (15 metal)[/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 (except for siege): 200 food, 1085 gold, 105 metal
Besieged Production: 400 gold, 50 metal

[ooc]Looting/Events
+98 food (forage),  +30 gold (from Watchers)
[/ooc]

Total Looting/Events: 98 food, 30 gold, 0 metal,  -0 bodies/food

Final Total: 298 food, 1115(400) gold, 110 (50) metal, -0 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/1f)

One less **** upkeep because of Commander.

=SUBTOTAL: 2g/1f

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 4 = (4g/4f)
Skulkers (2g/1f) x 5 = (10g/5f)
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: 20g/13f

GoodyGarrison
Slingers (1g/1f) x 8 = (8g/8f)
Skulkers (2g/1f) x 3 = (6g/3f)
Dire Rat (3g/3f) x4 (12g/12f)
Shinycaster (7g/1f) = (7g/1f)

1 less Slinger upkeep because of Commander.

=SUBTOTAL: 34g/24f

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
Slingers (1g/1f) x 8 = (8g/8f)
Skulker (2g/1f) x 4 = (8g/4f)

1 less Skulker upkeep because of Commander

=SUBTOTAL: 16g/12f

SmartyScouts
Slingers (1g/1f) x 20= (20g/20f)
Skulkers (2g/1f) x 10 = (12g/8f)
Blunderdigs (3g/1f) x 2 = (6g/2f)
Shinycaster (7g/1f) = (7g/1f)

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

=SUBTOTAL: 53g/31f

Southguard
Skulkers (2g/1f) x3 (6g/3f)
Slingers (1g/1f) x 2= (2g/2f)

One less Skulker upkeep because of Commander.

=SUBTOTAL: 8g/5f

MadElf Destruction Unit
Trapspringers- Upkeep paid by Shadow Elves

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
Gold Mine (150 gold, 15 metal) (week 3/3)

Under Construction


Beginning Construction
Burrow (35 gold) (week 1/2)
Mushroom Patch (25 gold) (week 1/2)
Pit Trap (25 gold)
Murder Holes (20 gold)
[/ic]

[ic]Forestrees- Middledeep 63
Completed This Turn
Escape Tunnel (20 gold)

Under Construction
Gold Mine (150 gold, 15 metal) (week 2/3)

Beginning Construction



[/ic]

[ic]Cleversmart Colony- Middledeep 64
Completed This Turn
Kobold Mine (150 gold, 15 metal) (week 3/3)

Under Construction


Beginning Construction

[/ic]


[ic]Cleversmart Caverns- Middledeep- 65
Completed This Turn
Improved Disguised Entrance (25 gold)
Caltrops (10 gold; 10 metal)
Trebuchet (35 gold) (week 2/2)

Under Construction


Beginning Construction
Dragon's Pool (300 gold) (week 1/6)

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
Pit Trap (25g)

Under Construction

Beginning Construction

[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn

Under Construction

Beginning Construction
Burrow (35 gold) (week 1/2)
Rockfall (25 gold) (week 1/2)
Disguised Entrance (50 gold) (week 1/2)

[/ic]

[ic=BiteyTriumph Halls]BiteyTriumph Halls- Middledeep 73
Completed This Turn
Rockfall (35 gold) (week 2/2)
Trebuchet (35 gold) (week 2/2)

Under Construction
See Beginning.

Beginning Construction
Mushroom Patch (week 1/2)
Mushroom Patch (week 1/2)
Mushroom Patch (week 1/2)
Mushroom Patch (week 1/2)
Burrow (Week 1/2)
Maze (week 1/4)
Dragon Shrine (week 1/3)

Cage Trap (50 gold;15 metal)

[/ic]

[ic=ShinyFriendship Stair]ShinyFriendship Stair - Lowerdeep 69
Completed This Turn
Pit Trap 1 (25 gold)
Rockfall Trap (35 gold) (week 2/2)
Palisade (20 gold)

Under Construction
See Beginning.

Beginning Construction
Reinforced Gate (15 gold, 5 metal)
Murder Holes (20 gold)
Rockfall (35 gold) (week 1/2)

[/ic]




[/spoiler]

[spoiler=Recruit]

Recruiting:

22 Slingers (5gp) * 22 = 110g
4 Skulkers (7g/1m) * 4 = 28g/4m
11 Dire Rats (17 gp/1 m) * 11 = 187g/11m
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m

=SUM (345g/19m)

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: 12 gold, 225 metal, 1490 food, 69 bodies (subtracted 2 gold owed)
Gained: 1115 (400) gold, 105 (50) metal, 236 food, 0 bodies/food
Total: 1127 (400) gold, 330 (50) metal, 1788 food, 69 bodies

Note on upkeep: Besieged income is special: 400 gold, 50 metal. Upkeep for stranded units paid from stranded region. 40 food, 47 gold needed. 47 gold paid brings it down to: 353 gold, 50 metal.

Spent 595 gold on construction.
Spent 183 gold on upkeep.
Spent 345 gold on recruiting.
Spent 0 gold on founding dungeons.
Trade 4 gold to Dolmar

Spent 5 metal on construction.
Spent 22 metal on upkeep.
Spent 19 metal on recruiting.
Trade 0 food to vassals.

Spent 140 food on upkeep.
Trade 15 food to Skarax and Legion.

Trade 2 bodies (ceremorphs) to Grolhund.

0 gold
1633 food
284 metal
8 bodies (ceremorphs)
59 bodies (undead)


Stranded Resources
Upkeep: 40 food (not paid, don't have), 47 gold
Construction: 310 gold
SUM: 43 gold, 50 metal
HOWEVER-->
Note on Resource Production: Only produce the minimum amount of resources necessary to fund construction in BiteyTriumph Halls (besieged) region this week. Thus, when the region is sacked, Undead will get nothing- since it was isolated it couldn't have gotten any gold produced from other regions. Is this possible?

[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 60]
SouthSkulk Cavern- Middledeep- 60

Kobold Mine (150 gold, 15 metal)

Escape Tunnel (20 gold)[/ic]

[ic=Middledeep 63]
Forestrees- Middledeep 63

Escape Tunnel
[/ic]

[ic=Middledeep 64]
Cleversmart Colony- Middledeep- 64

Kobold Mine (150 gold, 15 metal)

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)--->UPGRADED to Improved Disguised Entrance
Caltrops (10 gold; 10 metal)
Caltrops (10 gold; 10 metal)
Trebuchet

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)
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)
Rockfall
Trebuchet
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)
Pit Trap 1
Palisade (20 gold)
Rockfall Trap (35 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

At Beginning-->
9 Slingers [Mya-He is a Slinger]
3 Dire Rats
3 Skulkers
1 Shinycaster
1 Mudspriggan

At End-->
9 Slingers [Mya-He is a Slinger]
1 Dire Rat
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 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
6 Skulkers [Hai-Phen is a Skulker]
20 Slingers
1 Shinycaster (Ske-Ksis)

At End of Turn->
4 Blunderdigs
28 Slingers
10 Dire Rats
6 Skulkers [Hai-Phen is a Skulker]
1 Shinycaster (Ske-Ksis)
2 Mudspriggans (1 summoned by Ske-Ksis, 1 summoned by Thu-Uum)
+However many evacuate from BiteyTriumph

Skulkers* [Hai-Phen, the Shadow]
Blunderdig ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdig ("Bill-Dit", "Backdoor Blundering Boffins")

Mudspriggan (Dirtywords) (week 2/4)
Mudspriggan (Skellieeater) (week 1/4)
Medspriggan (Uglymaw) (week 1/4)

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)
+Shinyelves

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)

At Beginning of Turn-->
4 Skulkers  (including 1 Commander)
2 Slingers

At End of Turn-->
4 Skulkers (including 1 Commander)
8 Slingers
3 Dire Rats
__ Shadow Elf Gloomdancers


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))

at beginning->
1 Dire Rat (Commander)
7 Skulkers (1 on assignment)
0 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")
Slinger (Par-Fait)

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=ShinyGuard]ShinyGuard
Commander of the Garrison: Basherpokes
Effects: Kobold Warren Bonuses, Garrisoned
Location: L69

8 Slingers
5 Skulkers (Including Commander)

30 ShinyElf Archers (Not officially part of the unit but is in the region.

Skulker ("Basherpokes")
Skulkers (4 others) Nameless.
Slingers (8) Nameless.[/ic]

[ic=Dreamsieges]DreamSieges
Effects: Garrison, Kobold Warren Bonuses
Location: L69

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"

Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
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 (Force March 4 LAST 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.

- New Recruits in M65;
---(4 Speed) send 1 Shinycaster and 4 Skulkers to M72 to join SmartyScouts (will use hex on enemies).
---(4 Speed) send 10 Dire Rats, 8 Slingers, 2 Blunderdigs to M72 to join SmartyScouts
---(5 Speed) send 6 Slingers (1 Force March) and 1 Dire Rat south to M60 SouthSkulk Caverns.

From Upperdeep 58
-MadElf Destruction Unit should not engage any enemies; other than that, follow ShadowyElf instructions. Otherwise, go to U43.

From Upperdeep 60
-ShadowyElf Gloomdancers should proceed to M60 and Garrison and set up an Ambush if possible, on the Palisades.

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

From Middledeep 64 (The Colons)
-(1 speed) Garrison
-Retreat back to Cleversmart Caverns(M65)  if attacked by anything more than a token force; if during the same week that the Colons' starting region falls, Cleversmart Caverns (M65) is about to be attacked, the Commander of Colons (Hum-Bout) takes up Susurrus the Executioner's Blade to defend Cleversmart 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 Cleversmart Caverns (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 Dire Rats Infiltrate for an Ambush. (1 Speed)
-Shiny Caster (Thu-Uum)  uses hex against enemies. uses (1 Speed) to summon a Mudspriggan (see below). Uses (1 Speed) to Garrison. Uses (1 speed to Pray with others).
- Mudspriggan (week 2/4) summoned last turn goes to M60.
- Thu-Uum summons 1 more Mudspriggan, who moves to M72.

-See New Recruits orders above for New Units originating in Cleversmart Caverns who are not staying here.
-(5 Speed) 2 Dire Rats formerly in the Goody Garrison go to SouthGuard in M60.

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)

From Middledeep 67
- BangyBangs unit moves to M61.
- Retreat to M62 and further if necessary if attacked.

From Middledeep 72 (GnomeFeast Luteing Cave)
SmartyScouts
-(1 Speed) Skulkers and Slingers gather food. (6x1= add 6 food next turn) +(20x2 speed) for the blunderdigs and slingers who cannot infiltrate= 40f= [total 46 food].
-(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.
-(3 Speed) Ske-Ksis, the Shinycaster summons another 1 Mudspriggan, then he uses (1 Speed) to garrison.
-(Free Ability) Scout M74, M73 (if it falls), 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.
-Standing Order: Blunderdigs do not engage. If this means they MUST go out the escape tunnel, then they use that. Otherwise, they do not engage.

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, let the palisade and the defenses (murder holes, etc) absorb their attacks. do all the surprise defense rounds and bonus ambushes and cavalry charges;
If Prof. Robertson is still standing once the walls have been breached, retreat to M72 by way of the Escape Tunnel. Dire Rats who can infiltrate and Skulkers (can infiltrate?) (includes Xev-Yiat and Grimfever, the Commander of RuinGuards, who will abandon his post retreat to M72). can leave this way; other people are left.
Goal is for Shee-Ra to survive, so she should leave before Prof. Robertson confronts her by breaching the walls.
If Prof. Robertson is not standing when the walls are breached, defend BiteyTriumph Halls unless over 50% of his army is still remaining.

Note on Resource Production: Only produce the minimum amount of resources necessary to fund construction in that region this week. Thus, when the region is sacked, Undead will get nothing- since it was isolated it couldn't have gotten any gold produced from other regions.
-Note on Retreat: If retreat and is possible, collapse and ruin the mines before I go so that they are too damaged to use next turn. (Goal is that they should not be usable by Greyskulls).

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: 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), Shee-Ra and infiltrating units (includes Xev-Yiat and Grimfever, the Commander of RuinGuards, retreat to M72).
-STANDING ORDER: If, after retreating to M72, the armies (all armies) in M72 is attacked and they are losing after the first ambush attack and response, retreat.
-STANDING ORDER: When the evil Undead assault, let the palisade and the defenses (murder holes, etc) absorb their attacks. do all the surprise defense rounds and bonus ambushes and cavalry charges;
If Prof. Robertson is still standing once the walls have been breached, retreat to M72 by way of the Escape Tunnel. Dire Rats who can infiltrate and Skulkers (can infiltrate?) (includes Xev-Yiat and Grimfever, the Commander of RuinGuards, who will abandon his post retreat to M72). can leave this way; other people are left.
Goal is for Shee-Ra to survive.
If Prof. Robertson is not standing when the walls are breached, defend BiteyTriumph Halls unless over 50% of his army is still remaining.

From Lowerdeep 69 (ShinyFriendship Stair)
Garrison and DreamSlayers
- (1 Speed) Garrison.
- (1 Speed) Skulkers ambush.
- (3 Speed) Slingers gather food. (16x3= 48 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.
- Blunderdigs and Trapspringers do not engage.
-(Retreat out Escape Tunnel if attacked by significantly larger forces; if evenly matched- face the meeting).
- (Free) Scout L70, L68, M80.

-New Recruited Slingers and Skulkers.

Total: Add 158 food next week due to foraging. (46(M72)+48(L69)+16(M65)+6(M63)+42(M66))

[/spoiler]

[spoiler=Trade]
Send 2 bodies (ceremorphs) to Grolhund.
Send 15 food to Legion Kobolds.
[/spoiler]

[/spoiler]

LD

#146
Cleversmarts: Part II.

TODO: Note to Undead, More story?

[ic=Besieged]Gnawing on dirt is what it had come to for Shee-Ra, besieged by the Greyskull Uglyhatter himself. 11 Ghasts had defeated 25 of her freshest dire rats, riders, slingers, and skulkers, who failed to lift the siege. And now, their dead, lifeless eyes stared back at her from beneath the Palisade.
[/ic]

[spoiler=To Dolmar]

Leader Dol-Mar,

Trapspringers be make way South to join and befuddle MadElves! We also welcome arrival of your Gloomdancers! We let them rest in M60 this week, then bring them north to dobest battle. Plan before be use against Evileyes, but Greyskulls in interim attack. Permission we have use against Greyskulls instead?

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

[spoiler=To Watchers]
SwimmySwims!

Congratulations on your recently-founded Swimmycaves. We find ourselves south of you in the BiteyTriumph Ruins confronted by Ghasts and Ghouls most dire, led by a Necromancer who has powers of illusion! Are you still able to send troops south to lift the siege? If so, we pledge not only to found dungeons to create buffer between you and evil Greyskulls, we also pledge to construct tunnels and traps and snares and cages to capture enemies as you desire in locations that you desire to better protect your lands. It be two week now that Greyskulls fail to assault the BiteyTriumph Ruins. All we lack are the numbers to repulse the monsters in the open- Kobolds however be very strong when defenses are power. We also negotiate with others come aid in lift siege; with three army face Greyskulls, UglyHatter Greyskull Necromancer only able use spell against one in effect! And then he be destroy!

But if Greyskulls take the dungeon... then it be veryhard dislodge them. We would need digunder defenses and let healthystrong creature pass beneath because they already have murder holes, snares, pit traps, trebuchet and more defend from inside which we cannotdestroy this week.

We runnyrun numbers decide if possible dislodge and break Greyskull siege. Truth be this- if Greyskulls not attack this week, we may alwayshold because we buildymake Burrows and Mushroom Farms inside sonotstarve. But thisweek be crucialtime. Must hold this week, or veryhard get regionback. Greyskull regions above be veryweak defend. This region be verystrong defend. Greyskull only powerful because of Uglyhatter magic. Uglyhatter will be defeat!

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

[spoiler=To Lady Viarra]
Lady Via-Rra,

Queen Mistress Shee-Ra scrawl this while besieged by the Greyskull UglyHatter himself. For two week time he has fail overcome the strong defenses of BiteyTriumph Halls! I note your forces' trouble at hands of vile NastyDreams. I ask you intention? You be free to shelter selves in L72 , or you be free pass beyond the well-defended ShinyFriendship Stair in L69 to go where you will. (Note to steerpike, depending on their force composition (I PMed You) I may have something else to add here).

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

[spoiler=To New Goblins]
NewGoblins!

Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground brings you greetings. What brings you to the Underdeep? Our forces at your gate will bid you no harm, we are merely pass through on errand. Do you have story of what brought you to Underdeep, which Queen Mistress rules? Queen Mistress also inform you, so you have knowledge. There be two type of kobolds in your vicinity. Strangekobolds and Cleversmart kobolds. Actions of Strangekobolds, who wear armor of Shinypeople type be not actions of Cleversmart kobolds.

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

[spoiler=To Skarax]
Hail to Ska-Rax,

We thank you for message be good. Though Greyskull UglyHatter assault BiteyTriumph Halls twice in two weeks, the Halls stand fast. Together, we and Legion Kobolds will cause great upheaval to Greyskulls!

We also send condol for perish of Mar-Cus. See food include for funeral feast (15 food sent).
[/spoiler]

Dolmar

[spoiler=Response to Kafer, Despot of the Duergar]
My congratulations on your strike agains the Abject; it was well recieved among the Nocae, and you have our deepest sympathies for the predation of these 'Demented' Ceremorphs, though I am forced to wonder how one tells the difference between those who admit to their madness and those who claim sanity.

The news of the Succubi's working with the Abject is unfortunate, and I am gladdened to hear it was disrupted, but I confess that I am not overly surprised to hear it. The Succubi are the creatuers of the Kirr, though slightly more agreeable than their noxious summoner. I do not seek to hunt the Succubi down, if that is what you propose, but I hope to take advantage of the opening in the Abject's defenses you have created. To that end, I do request your advice and expertise; some feral Tunnel Hulks, of those you work with so well, are near the borders of my lands. I have thus far kept the creatures placated by food, but attempts to communicate with them beyond that have been utter failures.

Any advice you could have concerning opening a rapport with these creatures would be greatly apprecated, and I'm certain some would serve you well, though others I seek to use against those who apparently are our mutual foes, both the Abject and the Kirr. In addition, since you had some measure of success against the Abject, if you could inform me of all you know of their defenses of their holdings in the Middledeep, I would be greatly appreciative.

If you require more direct assistance against the Demented, I will be happy to provide what I can, though my ability to end aid is limited. Should the worst come to pass, and you find yourself driven from your homes, you may find refuge among the Nocae. I may even suggest sending the non-combatants amongst yourself north and up to my realm, so they may be safe from the coming storm.

Yours,
Dolmar Lestridae
Champion of the Holy Shdow
Defender of Umbrazzid.[/spoiler]

[spoiler=Response to Arquenciel]
Your grace is always appreciated, Lady Septena. And speaking of titles, as a minor request, General Lestridae or even Sir Lestridae would be preferred; the title of Lord among my people has connotations that harkens back to the Old Ways, and you understand better than most the power of words, so I am certain you can understand my desire to curb its usage, even when not among my own people. I believe I may have used it in an earlier letter with you; I apologize for the error if I did, but old habits die hardest.

I admit that I had not known of the origins of the Succubi. I am sorry for your progenitor's fall, but it means that even the most basic assumption about creatures of the Abyss cannot be made; since you were created from the aftermath of a God of Light, you nature cannot be inherently evil as some of my scholars suggest. Perhaps the Holy Shadow holds more that could appeal to you than you might suspect, for it is a central tenant of the faith that, so long as its nature is not inherently evil, any creature may chose to follow the Shadowed Paths into the balance between Light and Dark. Or perhaps not; our ways are not for everyone, though more adopt it than I expected.

I do appreciate your honest in the interest of clarity and to prevent me from laboring under a misunderstanding of your states. Still, an objection on scholarly grounds or general distate for the practice are greater seeds for eventual moral objections than some grew through - my own path began with an objection to the sustainability of controlling a slave population that outnumbered the slaver population and was growing far faster. Pragmatism can lead to morality, and it shames me to admit that your sister, Jonquille's, distaste puts her ahead of even where I was until but fifty years prior.

Unfortunately the recent incursions by the Abject have forced my financial situation to be one where I am limited in my options. Speaking of the Abject, I understand a conference between yourself and the minions of the Cerelich were interrupted by an incursion of the Duergar, who was swift to point out your connection to the Abject and the Kirr, giving me hope for a mutual ally when full war erupts again. I do believe it may be wise for you to avoid the lands of the Abject in the Middledeep for the next short period of time, in case situations there heat up again - it may be advisable to conduct further buisness with them in a more secure location.

Minirah's lack of punishment is dissatisifying, but I am not one to be driven by vengance. Should she be taken alive, she will stand just trial for her crimes. Should she be captured and brought to Umbrazzid for that purpose, I would be most financially grateful.

Always a pleasure to speak with you,
Dolmar Lestridae.[/spoiler]
[spoiler=Response to the Glow]
Your words are hard to understand, but I think I have grasped the general purpose behind it.

The Abominations were given their unique forms as punishment for defying the Spider-Goddess of the Old Ways; for the hubris of believing they could show compassion, their flesh was warped into the shapes you now see. That taint you sense must be the lingering curse of the Spider-Goddess.

We are the converse, in many ways, of yourself it seems. Where the Dream's Glow is living light, we are blessed with Shadow - shadow made flesh, if you will. If the Dream's Glow is living light, perhaps the Dreamer distilled the Shadow from our flesh – gave life to our Shadow. If you want, I could send one of our clerics to help understand the shadow that has begun to grow.[/spoiler]

[spoiler=Message to Knarosh Skullsplitter]
King Knarosh Skullsplitter,
Goblin King of the Goretooth Tribe;

Hail and well met! I am Dolmar Lestridae, of the Nocae, and write to you with some trepidation. The Goretooth tribe lies fairly close to my realm, and our past dealings with Goblins have been less than pleasant, culminating with the eventual elimination of the Red Tide.

I do not wish for war against you and your kind. I hope that we can establish peaceful relations to our mutual benefit.

From my experiences, most dislike and rightfully mistrust the double-speak and slick words many of Elvenkind employ so if I judge you incorrectly forgive me, but I will be forthright; what are your intentions for your people and their future? Can the Nocae count you as a friend or foe? I can assure you, we will be the fiercest of either you have yet encountered, and I hope that friendship can be struck.

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

[spoiler=Message to Thane Tiern]
The handwriting of this letter is clearly Phaedra's
My friend,

I will admit that life within Umbrazzid again is much less interesting than life wandering the caverns with you, although I am needed here until the portals complete and my father can more swiftly return to Umbrazzid. Have you any word from your wife? I hope her realms have escaped the predation of the Jabberlings unscathed. Should the need to wander the depths take you again, I beg you to take me with me and save from the dread Wyrm Beuracracy - I fear I will end up as mad as those rebel Ceremorphs if not.

Speaking of those foul creatures, report has reached me they have struck at your deep kin, the Duergar. While what we know of them is hardly encouraging, they are still far more likely to be redeemed than this "Lady of Madness" - I was wondering if you intended to intervene in their fate, and if the Nocae may assist. That being said, rumor holds the Duergar are allied with the Kirr, and we are loathe to trust any who bind ourselves to a people so foul. Given our distance, I expect our assistance would be limited to helping safeguard your lands to free more of your warriors to assist the Duergar, but if we can assist in any other ways, I will be happy to do what we can.

And while we are on the subject of vile beasts, I'm certain you are aware of the emergence of the Goretooth tribe of Goblins to the north of our mutual realm. My father has written them asking for their intent, though we both know how little their word can be trusted. Our faith demands we give the Goblins a chance to prove their worth, much as I hate to admit so; yet it seems as though it would be wise to fortify against a potential war, even if they sing hymns of friendship. I hope we are able to erect an outpost to defend against any potential incusion in the passage leading between their realm and ours.

I also feel I should inform you some Kobolds, clever inventors in the service of Queen Shee-Ra, will soon enter and depart the former lands of the Red Tide. We struck a temporary deal with Queen Shee-Ra, those trapspringers for aid in her war against the lothesome necromancers, for while the kobold's dining habits are repellent, they are far better than the minions of the undead.

As a final matter, our realms have had their weekly trade of seventy five units of metal for one hundred and fifty gold; is such an exchange, or a smaller one, viable this week?

Your friend
Phaedra Lestridae[/spoiler]

[ooc]To do still:
Abject
Shee-Ra
Legion
Succubi[/ooc]
[spoiler=Orders]

[spoiler=Production]
Total
Gold: +750, Metal +65, Food +545
Umbrazzid (Upperdeep 10)
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)
Improved Shadow Elf Mine: +300 gold, +25 Metal
Mushrooms +20 Food
Daed-Waech(Upperdeep 32)
2 Lizard Pens +70 Food
Ald-Elisae (Upperdeep 19)
Mushrooms +20 Food
Lake +10 Food
2 Lizard Pens +70 Food

[/spoiler]
[spoiler=Upkeep] (-655 Gold, -190 Food) NOT CURRENT
14 Dragonslayers -42 gold, -14 food
16 Accursed -12 Food
18 Abomination -126 gold, -126 Food
Qulaenaszth -10 Gold, -7 Food
10 Shadow Elf Archers -20 Gold, -10 Food
10 Shadow Elf Swordsmen -20 Gold, -10 Food
7 Shadow Elf Paladins -21 Gold, -7 Food
Deep Gnome Electromancer: -10 Gold, -1 Food
Gnomes -100 gold, -1 Food
4 Gloomdancers -56 Gold, -4 Food
12 Shadow Elf Rangers -96 gold, -12 Food
4 Shadow Elf Clerics -52 gold, -4 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Ranger's Spire
Drake Nest
Veil of Shadows

Under Construction:
City Wall 1 Week
Spidersilk Armory 1 Week
Gloom Portal (4 Total), 1 Week (Pairs: Umbrazzid-Thousand Halls, Umbrazzid-Rhuad)
Shadow Elf Mine 2 Weeks

Beginning Construction:

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
Cavern of the Accursed
2 Lizard Pens

Under Construction
Shadowy Architecture 1 Week
City Wall 1 Week

Beginning Construction

Ald-Elisae (Upperdeep 19)
Completed Construction
Cavern of the Accursed
2 Lizard Pens

Under Construction
Shadowy Architecture 1 Week
City Wall 1 Week

Beginning Construction
Shadow Elf Mines (-175 Gold, -15 Metal, 3 Weeks)

Ald-Lothii(Upperdeep 18)
Completed Construction
Cavern of the Accursed
2 Lizard Pens

Under Construction
Shadowy Architecture 1 Week
City Wall 1 Week
Shadow Elf Mine Complex 1 Weeks

Beginning Construction

[/spoiler]
[spoiler=Trade]
-52 Gold, -32 Metal to clever smarts for trapspringers upkeep in exchange for 56 gold for Gloomdancer's upkeep.

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)

Ald-Lothii(Upperdeep 18)

[/spoiler]
[spoiler=Wealth]
Gold: 50
Metal: 287
Food: 1717

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
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

Defenses
Shadow Architecture
3 Murder Holes
Veil of Shadows

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)
2 Lichen Gardens
Cavern of the Accursed

Defenses
Escape Tunnel

Ald-Elisae (Upperdeep 19)
2 Lichen Gardens
Cavern of the Accursed

Defenses
Escape Tunnel  

Ald-Lothii(Upperdeep 18)
Improved Shadow Elf Mine
Shrine of Sylessiadil
2 Lichen Gardens
Cavern of the Accursed

Defenses
Escape Tunnel

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

Dragonslayers: Stationed at Upperdeep 19 (+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

Deepwall Guard (Garrisoned at Upperdeep 31)
1 Paladin (Commander)
6 Rangers
2 Archers
1 Cleric

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

Northwall Guard (Garrisoned at Upperdeep 26)
1 Paladin (Commander)
6 Rangers
3 Archers
10 Accursed
1 Cleric

Home Guard (Garrisoned at Upperdeep 30)
14 Dragon Slayers led by Phaedra

Homewall Guard (Garrisoned at Upperdeep 29)
1 Paladin (Commander)
Qulaenaszth
20 Deep Gnome Brigadier led by Zururura Izzard Dissenact III
5 Abominations
1 Cleric

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

Ald-Anoril Guard (Garrisoned at Upperdeep 44)
5 Abominations led by Syndrid
5 Swordsmen
5 Archers led by Pylnorii

Steward of Rhuad
Aerdolm, Garrisoned Upperdeep 42

Grief-Stricken (Lowerdeep 31)
Syndrid

Dwer-Friends
2 Paladins
1 Cleric

Shee-Ra Allies (Upperdeep 60)
4 Gloomdancers

[/spoiler]
[spoiler=Orders]
SCRY: Upperdeep 58

At any point, if battle occurs with the succubi, Paladins should focus on blessing them to drive them off. Other forces should only attack them if the Succubi are making hostile damaging attacks OR attempting to dominate.

All Homewall Guard will ungarrison, move to Umbrazzid, garrison, and Pray at the Temple of Sylessiadil before turning to Umbrazzid and regarrisoning (4 speed) (+2 defense, +2 Morale)

All Northwall Guard will ungarrison, move to Ald-Elosai, and Pray at the Shrine of Sylessiadil, then return to Northwall and regarrison (4 speed) (+1 Morale)

At Homewall, Northwall, and Deepwall, the Cleric will cast Ward on the regiments of Rangers Led by the Paladin. The Paladins will bless the same regiment.

The Regiment of Rangers at Deepwall (Upperdeep 31) will use 1 speed to ungarrison, use their free scout action, and then regarrison

If any of homewall, Northwall, or Deepwall are attacked, the garrison of the nearest dungeon (Umbrazzid for Homewall, Ald-Elisae for Northwall, Daed-Waech for Deepwall) Including the commander, will ungarrison and move to defend.

If Homewall is attacked, ranged units should prioritize regiments of detectors or with detectors attached to them, except for the Succubi

If a dungeon is attacked by a force large enough to threaten it, cancel all construction except for any Gloom Glyphs.

Offer the Tunnel Hulks 50 food regardless of if their allegiance can be gained or not to keep them from becoming hostile.

OLD
The Gloom Dancers at Upperdeep 44 will move to Upperdeep 60 (44-43-55-56-58-59-60, 6 Speed)

[/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]

TheMeanestGuest

#148
[spoiler=Orders for the Month of the Beetle, Week Two][ooc=Orders for the Month of the Beetle, Week Two]Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal (+10 Gold, +5 Metal)
Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden: +25 Food
Apiaries (4): +60 Food
Lizard Pen: +35 Food
Mushroom Forest: +25 Food
Mushroom Gardens (2): +10 Food

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

Brewery: +10 Food
Mushroom Gardens (2): +10 Food
Apiary: +15 Food
Tuber Garden: +25 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

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

Ald-Lothii

Mushroom Garden: +5 Food

Total: +1650 Gold, +225 Metal, +270 Food

Upkeep

Tenebrius and 10 Shadow Creepers: -65 Gold, -11 Food
Molgrim and 2 Splinter-Shield Hobgoblins: -11 Gold, -6 Food
145 Dwer Axemen: -290 Gold, -290 Food
30 Dwer Ironbound: -90 Gold, -60 Food
11 Wyrmhunters: -32 Gold, -22 Food
20 Dwer Flamesprayers: -80 Gold, -40 Food
15 Dwer Brightbeards: -75 Gold, -45 Food
2 Igniters: -10 Gold, -2 Metal, -4 Food
3 Iron Golems: -30 Gold, -15 Metal
2 Runeseers: -16 Gold, -6 Food
1 Shadowseer: -8 Gold, -3 Food

Construction

Mhaldûl-Nem

Under Construction: the Great Lamps of Mhaldûl-Nem (1 Week Remaining), Steam Trap (1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Improved Dwer Mine (2 Weeks Remaining), Shrine of Sylessiadil (2 Weeks Remaining)

Nüln

Under Construction: Steam Trap (1 Week Remaining), Ashsteel Gate (1 Week Remaining), Training Hall (1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Apiary (2 Weeks Remaining), the Rose Garden (Repairing - 3 Weeks Remaining), Lizard Pen (3 Weeks Remaining)

Balagrod

Under Construction: Dwarven Armoury (Repairing), Hall of Trade (1 Week Remaining), Pyretic Refinery (1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Apiary (2 Weeks Remaining), Lizard Pen (3 Weeks Remaining)

Rhaud

Under Construction: Mushroom Gardens (2 - 1 Week Remaining)

Ald-Lothii

Under Construction: Forge Hall (1 Week Remaining), Iron Gate (1 Week Remaining), Splinter-Shield War Camp (1 Week Remaining), Mushroom Garden (1 Week Remaining), Hall of the Ancestors (3 Weeks Remaining)

The Winding House of Mhaldûl-Neren

Under Construction: Mushroom Gardens (2 - 1 Week Remaining), Murder Holes (3 - 1 Week Remaining), Apiary (2 Weeks Remaining), Outer Wall (2 Weeks Remaining), Iron Gate (2 Weeks Remaining), Forge Hall (2 Weeks Remaining), Dwer Mine (4 Weeks Remaining)

Passergarde - Under Construction

Recruitment

15 Dwer Grudgebearers converted to Dwer Brightbeards via Meadhall, 1 Furnace Master - At Mhaldûl-Nem

10 Dwer Axemen converted to Dwer Ironbound via Armoury - At Nüln

None - At Balagrod

15 Dwer Axemen - At Rhaud

Wealth

Gold: 35
Metal: 0
Adamantine: 62
Food: 566

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (4), Mushroom Gardens (2),  Dwerim Mine, Brewery, Mead Hall, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors (with Graven Image of Gírn Dun Riar and Tomb of Lothë), Hall of Trade, Grand Furnace,  
Defences: Outer Wall, Iron Gate, Reinforced Walls, Escape Tunnel, Murder Holes (3), Flame Galleries (3), Furnace Chute

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors (with Statue of Nír), 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, Iron Gate, Reinforced Walls, Escape Tunnel, Murder Holes (3), Flame Gallery, Furnace Chute, Shadowed Labyrinth

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Hall of Runes, Hall of Gears, 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, Mushroom Gardens (2), Apiary
Defences: Outer Wall, Iron Gate, Murder Holes (3), Impenetrable Walls, Escape Tunnel

Ald-Lothii

Rooms: Mushroom Garden
Defences: Murder Holes (3)

Mhaldûl-Neren

Passergarde

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: +3 Morale / Garrisoned: +1 Defence / A Fitting Likeness: +1 Attack, +1 Morale
Tenebrius {Leads the Regiment of Shadow Creepers) - Garrisoned at Mhaldûl-Nem
40 Dwer Axemen - Garrisoned at Mhaldûl-Nem
15 Dwer Brightbeards (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
1 Dwer Furnace Master - Garrisoned at Mhaldûl-Nem
10 Shadow Creepers - Garrisoned at Mhaldûl-Nem

The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence / Brewery: +2 Morale / A Fitting Likeness: +1 Attack, +1 Morale
Lanne Dun Riar {Leads the regiment of Ironbound} - Garrisoned at Nüln
30 Dwer Ironbound [Adamantine Weapons and Armour, +2 Defence, +2 Damage] - 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 / Tiern: +2 Defence, +3 Army Morale
Tiern {Leads the Regiment of Axemen} - Garrisoned at Balagrod
30 Dwer Axemen - At U31, proceeding to M46
11 Wyrmhunters - At U31, proceeding to M46
1 Runeseer - At U31, proceeding to M46

Galand's Company / Garrisoned: +1 Defence / Prayer: +1 Morale, +1 Defence
Galand Dun Riar {Leads the Regiment of Axemen} - Garrisoned at Balagrod
1 Iron Golem - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod
10 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

The Elf-Friends  / Garrisoned: +1 Defence
Molgrim {Leads the Regiment of Splinter-Shields} - Garrisoned at Ald-Lothii
10 Dwer Axemen - Garrisoned at Ald-Lothii
2 Splinter-Shields - Garrisoned at Ald-Lothii

The Gallowsmen / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
Caine the Headsman {Leads the Regiment of Axemen} - Garrisoned at Mhaldûl-Neren
20 Dwer Axemen - Garrisoned at Mhaldûl-Neren

The Watch of Ald-Anoril / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
15 Dwer Axemen - Garrisoned at Ald-Anoril

[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: 10 (12)
Defence: 22
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.

15 Dwer Axemen shall use 3 speed to move from Rhaud and entrench in the corridor of U55, founding the new outpost of Passergarde.

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.

Kes Kel Anith has been informed by Tiern, his Lord and King, that is is to take up guardianship of the Earth's Cardinal Heart from Dolmar Lestridae - as the general is soon to depart - and shall dutifully await the return of the King in the Deep.

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.

More from among the Rosemourners wish to join the Roseguard, and they shall take up that duty with dignity and grace. (-40 Adamantine)

Tiern's Company

Tiern and his Company shall use 3 Speed and Force March 1 so as to arrive at M46.

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

Rhaud is to be defended to the death. The axemen shall man the murder holes, and the Iron Golems shall smush enemies if they manage to get inside.

The Elf-Friends

The Elf-Friends shall in company with the Nocae defend the nascent city of Ald-Lothii to the death.

The Gallowsmen

As this new house of the Dwerim is built, the Gallowsmen shall defend it to their deaths.

The Watch of Ald-Anoril

The Watch of Ald-Anoril shall guard the city of their charge in company with the Nocae that remain there.[/ooc][/spoiler]
Let the scholar be dragged by the hook.

Ghostman

[spoiler=Month of the Beetle Week 2]

[spoiler=Production]

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
2 Ogre Slaves working in the mines: +10 Gold, +2 Metal

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food
1 Lizard Pen: +35 Food

Scendeh (Lowerdeep 8)
Mushroom Forest: +25 Food

Uzantiri (Middledeep 18)
Mushroom Forest: +25 Food

South Guard I (Middledeep 16)
(Nothing)

South Guard II (Middledeep 19)
(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]

Present Slaves: 10
Kirr-Godna: 0 slaves
South Guard I: 2 slaves
South Guard II: 6 slaves
North Guard: 0 slaves
Rift Guard: 0 slaves
Hazer-Nagroth: 2 slaves
Scendeh: 0 slaves
Uzantiri: 0 slaves


Slaves Bought and Sold at Slave Markets
Kirr-Godna: +34 slaves, -68 Gold

Slaves Delivered
From Kirr-Godna to South Guard I: 5 slaves
From Kirr-Godna to South Guard II: 8 slaves
From Kirr-Godna to North Guard: 2 slaves
From Kirr-Godna to Rift Guard: 4 slaves
From Kirr-Godna to Hazer-Nagroth: 1 slave
From Kirr-Godna to Scendeh: 2 slaves
From Kirr-Godna to Uzantiri: 2 slaves

Bloodfiends Upkeep
South Guard I: -2 slaves
South Guard II: -8 slaves
North Guard: -2 slaves
Rift Guard: -4 slaves
Hazer-Nagroth: -1 slave
Scendeh: -2 slaves
Uzantiri: -2 slaves

Slaves Remaining After Upkeep: 23
Kirr-Godna: 10 slaves (reserved as part of a payment for the Duergar)
South Guard I: 5 slaves
South Guard II: 6 slaves
North Guard: 0 slaves
Rift Guard: 0 slaves
Hazer-Nagroth: 2 slaves
Scendeh: 0 slaves
Uzantiri: 0 slaves

[/spoiler][spoiler=Upkeep]

18 Slave Soldiers: -18 Food
20 Dark Elf Swordsmen: -40 Gold, -20 Food
27 Dark Elf Crossbowmen: -54 Gold, -27 Food
2 Spider Cavalry: -10 gold, -6 Food
21 Bloodfiends: -21 Slaves
6 Ogre Slaves: -18 Gold, -30 Food
2 Tunnel Hulks: -20 food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
Fighting Pits: 1 week remaining
Drake Nest: 2 weeks remaining

Beginning Construction:
Scrying Chamber: -150 Gold, -10 Slaves, 3 weeks remaining


Hazer-Nagroth (Middledeep 7)

Under Construction:
Poison Laboratory: 2 weeks remaining

Beginning Construction:
Spiked Moat: -25 Gold, 3 weeks remaining


Uzannador (Middledeep 15)

Under Construction:
Dark Elf Mine: 1 week remaining

Beginning Construction:
(Nothing)


Scendeh (Lowerdeep 8)

Under Construction:
Slave Pens: 2 weeks remaining - cancelled for +25 Gold

Beginning Construction:
(Nothing)


Uzantiri (Middledeep 18)

Under Construction:
Slave Pens: 2 weeks remaining

Beginning Construction:
Lizard Pen: -40 Gold, 3 weeks remaining
War Spire: -75 Gold, 3 weeks remaining
2 Murder Holes: -40 Gold, 1 week remaining
Spiked Moat: -25 Gold, 3 weeks remaining


South Guard I (Middledeep 16)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


South Guard II (Middledeep 19)

Under Construction:
(Nothing)

Beginning Construction:
2 Murder Holes: -40 Gold, 1 week remaining
Spiked Moat: -25 Gold, 3 weeks 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)
(Nothing)

Hazer-Nagroth (Middledeep 7)
(Nothing)

[/spoiler][spoiler=Wealth]

Gold: 71 (before trades)
Metal: 391 (before trades)
Food: 499 (before trades)
Bodies: 14 (12 Jabberlings, 2 Dark Elves)

[/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
Bloodlord's Study

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
Lizard Pen

Scendeh (Lowerdeep 8)
Escape Tunnel

Uzantiri (Middledeep 18)
Escape Tunnel

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

South Guard II (Middledeep 19)
Escape Tunnel

North Guard (Middledeep 6)
Escape Tunnel
2 Murder Holes

Rift Guard (Middledeep 4)
Escape Tunnel
2 Murder Holes
Pit Trap

[/spoiler][spoiler=Armies]

Mianarith: Garrisoned at South Guard I (Middledeep 16)
3 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 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)
8 Bloodfiends: Garrisoned at South Guard II (Middledeep 19)

Malaggar: Garrisoned at North Guard (Middledeep 6)
4 Slave Soldiers: 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)
2 Bloodfiends: Garrisoned at North Guard (Middledeep 6)

Ryltarn: Garrisoned at Rift Guard (Middledeep 4)
3 Slave Soldiers: Garrisoned at Rift Guard (Middledeep 4)
4 Dark Elf Swordsmen: Garrisoned at Rift Guard (Middledeep 4)
8 Dark Elf Crossbowmen: Garrisoned at Rift Guard (Middledeep 4)
4 Bloodfiends: Garrisoned at Rift Guard (Middledeep 4)

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

Dalashinn: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
3 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
4 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)

Qilue: Garrisoned at Scendeh (Lowerdeep 8)
2 Dark Elf Swordsmen: Garrisoned at Scendeh (Lowerdeep 8)
3 Dark Elf Crossbowmen: Garrisoned at Scendeh (Lowerdeep 8)
2 Bloodfiends: Garrisoned at Scendeh (Lowerdeep 8)

Nalfein: at Middledeep 18

2 Slave Soldiers: Garrisoned at Uzantiri (Middledeep 18)
2 Bloodfiends: Garrisoned at Uzantiri (Middledeep 18)

[/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, Detector, Obfuscating Shroud
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, Quicken Spell
Inventory: -

If garrisoned in an Outpost, Ryltarn increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Qilue, Commander of Scendeh]
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, Qilue increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Nalfein, Commander of Uzantiri]
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, Nalfein increases the Morale of garrisoned troops by +1.
[/ic]

[/spoiler][spoiler=Trade]

To the Käferhold Duergar: -50 Metal and -10 slaves. (Paid if the demolitions work at Hazer-Nagroth is successfully completed; the slaves are taken from Kirr-Godna.)

To the Demented Ceremorphs: -50 Food, in exchange for +25 Gold received from them. (If they are paying less Gold, then the quantity of exchanged Food should be reduced accordingly, maintaining the ratio of 2 Food to 1 Gold.)

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. The second phase of demolishions in Hazer-Nagroth should be completed and the Duergar demolitions unit sent to return to their homeland.

2. Relocation of the Arcane Library from Hazer-Nagroth to Kirr-Godna.

3. Try to integrate the succubi-worshiping cults with the traditional demonolatry.

[/ooc]

The Undead agent at Middledeep 8 will be granted safe passage through my lands without any tolls.

Nalfein will spend 1 Speed to become garrisoned in Uzantiri.

Dalashinn will cast Haste on the Duergar Magma Cannon, which will be instructed to demolish the following structures in Hazer-Nagroth: Barrow and Sepulchre. Once these buildings have been destroyed, the Magma Cannon unit will be sent on it's way back to the Duergar lands, and the final payment for the demolitions service (as detailed in the trade tab) will be made.

After the demolitions unit has departed from Hazer-Nagroth, the Arcane Library of Hazer-Nagroth will be relocated to Kirr-Godna. Dalashinn will depart from the city accompanied by 2 Spider Cavalry and spend 3 Speed to move to Kirr-Godna, and further 1 Speed to become garrisoned there, relieving Eredini from her duties as the acting commander. Eredini will then depart from Kirr-Godna and spend 3 Speed to move to Hazer-Nagroth, and further 1 Speed to become garrisoned there, assuming command over that city.

Having taken the reins in Kirr-Godna, Dalashinn will devote some time and attention to deal with the budding religious disturbance. Lady Arquenciel has agreed to attend the ceremonies in the Profane Temple to encourage re-integration of cultists, and Dalashinn will strive to be personally present there as well. He will also have his more trusted underlings espy on the high priesthood, looking for any signs of dissidence among them.


If Kirr-Godna is attacked by a force that could reasonably capture it, all the rooms under construction there will be cancelled.

If Hazer-Nagroth is attacked by a force that could reasonably capture it, the construction of the Poison Laboratory there will be cancelled.

If Uzannador is attacked, the construction of the mines there will be cancelled.

If Uzantiri is attacked, all the rooms under construction there will be cancelled.

If South Guard I is attacked, 5 of the slaves there will be sacraficed.

If South Guard II is attacked, 5 of the slaves there will be sacraficed.

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

Mianarith: Garrisoned at South Guard I (Middledeep 16)
3 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 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)
8 Bloodfiends: Garrisoned at South Guard II (Middledeep 19)

Malaggar: Garrisoned at North Guard (Middledeep 6)
4 Slave Soldiers: 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)
2 Bloodfiends: Garrisoned at North Guard (Middledeep 6)

Ryltarn: Garrisoned at Rift Guard (Middledeep 4)
3 Slave Soldiers: Garrisoned at Rift Guard (Middledeep 4)
4 Dark Elf Swordsmen: Garrisoned at Rift Guard (Middledeep 4)
8 Dark Elf Crossbowmen: Garrisoned at Rift Guard (Middledeep 4)
4 Bloodfiends: Garrisoned at Rift Guard (Middledeep 4)

Dalashinn: Garrisoned at Kirr-Godna (Middledeep 13)
2 Spider Cavalry: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
3 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
4 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)

Eredini: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
3 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
4 Dark Elf Crossbowmen: 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)

Qilue: Garrisoned at Scendeh (Lowerdeep 8)
2 Dark Elf Swordsmen: Garrisoned at Scendeh (Lowerdeep 8)
3 Dark Elf Crossbowmen: Garrisoned at Scendeh (Lowerdeep 8)
2 Bloodfiends: Garrisoned at Scendeh (Lowerdeep 8)

Nalfein: Garrisoned at Uzantiri (Middledeep 18)
2 Slave Soldiers: Garrisoned at Uzantiri (Middledeep 18)
2 Bloodfiends: Garrisoned at Uzantiri (Middledeep 18)
[/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]