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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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Raelifin

[ic=The Command Spire of the Wall of Rats]"Damn them! Damn them all!"

Markus slammed his fist on the stone table in front of him, damaging his withered flesh and not making nearly the sort of sound he was hoping for. Before him sprawled many maps of the corridors and caves of the deep (those he knew of anyway). Upon them were dozens of tiny figures and miniature castles.

There would be blood spilled soon, and for that the old lich was pleased (though not exactly happy), but what drove Markus to anger was that this bloodshed wasn't getting him any deeper. The depths called to him, and all he could do was putter around, building forces and fighting minor battles. Markus strove to emulate the seemingly endless patience of his master, but it did not come naturally.

Ironically, he had never been this way in life. Markus paced around the room and thought about Melinda Ashton. She had seemed to be always on him to do one thing or another.

I wonder where she is right now. She could be dead, for all I know... Oh wouldn't that be nice.

Turning towards the window, Markus gazed out at the blackness. The shapes of rocks and the half-dug moat filling his mind even though no light reached his dead eyes.

Would that you could see me now, Wife. I'm doing more in death than any of my peers ever did with their foolish lives. If only you were here. I could show you our armies and lands. And then I could flay your skin and hear that beautiful voice once more.

The old man stroked the chain around his neck fondly as he returned to his maps.[/ic]
[ic=Messages]
[spoiler=Message to Cleversmarts]
Most Esteemed Shee-Ra Cleversmart,
 It has reached my attention that you would wish to extract funding from my institution for the purposes of tribute at this time.  Despite your threats, we do not find the motivation to grant your demands despite your most polite letter.

Regardless, because my scouts have confirmed that you have the allies you claim, in the high elf contingent so recently spotted in these depths, it behooves me to respond to your letter out of courtesy.  If you decide to take violent action upon our most benevolent institution, you will be destroyed mercilessly.  If you would be so kind as to continue to huddle in your holes, you shall find our future relationship significantly more pleasant, insofar as breathing can be called such.

Most sincerely,

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the High Elf]
Most esteemed leader of the wanderers in the dark,
 It would appear that you have made a grave mistake, entering the tomb of those who love the sun.  Not the obvious error of entering territory inherently hostile to you, for it is clear you know that, but call it bravery.  Rather, it is your error in trusting the Cleversmarts that appears to be your approaching downfall.

It is true that I wish you nothing particularly well, but in the interest of keeping natural enemies in a state of detente, I wished to inform you of the inherent untrustworthiness of kobolds, their wily eyes and thin skulls are brittle and prone to immorality, deceit, and betrayal.  Take care where your bedroll rests with guides like those in your camp.  I bet they have not even adequately informed you of the location of the ceremorphs you seek, that being in the northwestern lowerdeep?

Most curiously benevolent,

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Onyx Prince]
Dearest colleague in the finer arts of darkness,
 It has become most apparent recently that the state of affairs in the Underdeep that allow the Nocae to roam freely and shamelessly in these tunnels is not only a disappointment to me, but also poses a threat to my research interests.  As such, it is my wish at this time to engage you in a possible alliance of a more binding type than just a promise of non-aggression.  It is my desire to see the threat of the Nocae eliminated and to have their bodies serve in my army.  I understand that you would have a shared interest in this endeavor, and so I offer to you a most prestigious position as a leading member of this covenant.  I look forward to your reply.

Regards,

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Lady Gloomsong]
Most esteemed mistress of darkness,
 I would inquire how your city looks at the break of day, but it rests beneath the stone.  I would inquire of your gentle eyes, but I know that they are cold.  Flattery means nothing to either of us, so the charade shall be discarded momentarily in favor of pragmatism, but first might I say the phospohorescent mould makes your eyes appear marvelous in my dreams?

I send this letter strictly out of strategic necessity.  It has come to my
attention that not only has our sunken home been invaded by surface-dwelling elves, but that they are headed in your direction. I am sure that you, much as myself, have no love for these invaders.  The depths must triumph if I am to continue my research, and as such I am seeking allies in a covenant for the purposes of exterminating these fools from the caverns which I have come to regard as my home.  I look forward most urgently to your reply.

Most sincerely,

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Llitul the Exalted]
Most esteemed speaker of the Madness,
 It does not please me to write you today, as it does most usually.  Instead of my usually melodious melancholy, I send this letter strictly out of a concern for your well-being, bred of our mutually beneficial economic relationship.  It has come to my attention that a group of High Elves has descended into the Underdeep in search of a particular ceremorph hostage.  I would go so far as to assume compromising in this matter would show weakness to the surface, and I am of the same mind.  As such, we wsh to offer our armies to the cause of eliminating the High Elf menace before it probes even deeper into the underdeep, for the right compensation.  I look forward most urgently to your reply.

Regards,
- Dr. Robertson, Professor Immortal[/spoiler]
[/ic]
[ic=Responses]
[spoiler=Reply to Lady Gloomsong]
Most esteemed mistress of darkness,
 At this time, we are unable to send a great number of troops to your aid in advance of an invasion.  Rest assured, however, that if any aggressive posturing takes place on your border, we are optimally positioned to take advantage of such and crush the surface elves between our forces.  While it is unfortunate that you find yourself allied with the Cleversmarts, your position is understandable.  If you desire more civilized camaraderie in the future, we would be more than happy to assist you in clearing your tunnels of any rats that occupy them.

Most sincerely,
- Dr. Robertson[/spoiler]
[spoiler=Reply to Surface Elves]
Most pretentious of walkers in the light,
 I find it unfortunate that you would deny the olive branch that we had offered you, dead and corrupted though it might be.  We wish you only the best of luck in your further endeavors below the earth, may you never see the sky again.  We are not afraid of rats, and we are not afraid of leaves, both of which are crushed easily underfoot.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul the Exalted]
Most esteemed mistress of madness,
 It seems the madness has found you very well indeed.  At this time, we find ourselves more than capable of leaving the surface elves to their pathetic machinations without our assistance in their demise.  We welcome your stipend for doing so, and look forward eagerly to your briefly mentioned future plans of establishing an educational institution in this land without the sun.

Additionally, should you possess interest in a future, more permanent alliance, I believe that your interest in necromancy and the demise of elves proves that we may have quite a bit in common.  The Nocae are a growing threat to the madness, and as such a covenant of the wicked may be the best course of action to pursue.  Reply with your thoughts as it is convenient.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]

More:

[spoiler=Second Reply to Lady Gloomsong]
Most malevolent of beauties,
  We find your terms and the arrangements leaid so far quite agreeable.  As such, we shall consider our alliance for this purpose sealed, and will hold our troops at the ready pending any news of an assault on your territories.  We look forward to your continued survival.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Second reply to the Onyx Prince]
Most esteemed Bloodlord,
  It pleases us greatly that you should consent to join us in the coming enterprise of Nocae extermination.  As for the terms of our alliance, we shall be agreeable to providing troops for the purpose of military attack or defense, but we will require advanced notice since the footsteps of the dead are steady, but slow.  Additionally, if you were to share the knowledge you have already acquired about the disposition of their troops and their holdfasts, we may provide adequate military advice as well as a more appropriate number of troops for any engagements.

Merrily martial,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Legio I Draco]
Most courteous rats.
  I am pleased to acknowledge the civilized attitudes you profess to with your offer of peace.  We too seek no quarrel with you at this time, and are more than pleased to leave you to your own devices in exchange for respect for ours.  In the future perhaps, you will allow us to study your "republic" at great length.  I have always been very interested in the colonies of ants you know.  It is quite a deep hobby.

Regards,
- Dr. Robertson, Professor Immortal[/spoiler]

[/ic]
[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)
Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Iron Hall (Upperdeep 87)
None

Arterial Antechamber (Upperdeep 89)
None

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

Combat: None this week
[/spoiler]
[spoiler=Trade]
Trade with Llitul: -4 Food, 20 Gold (final payment on the crown research) (3 more weeks of food shipments promised)
Trade with Gloomsong: -4 Food (3 more weeks of food shipments promised)[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
Gorgol: -13 Gold, -3 Food
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
1 Promoted Skeletal Warrior: No Upkeep
14 Zombies: No Upkeep (3 weeks until decay into skeletons)
33 Skeletal Archers: No Upkeep
6 Skeletal Warriors: No Upkeep
2 Ghouls: -2 Bodies[/spoiler]
[spoiler=Construction]
The Iron Hall (Upperdeep 87)
Under Construction:
Undead Mine: 1 week remaining

The Dean's Wall (Upperdeep 84)
Under Construction:
Spiked Moat: 2 weeks remaining
Iron Gate: 1 week remaining

The Wall of Rats (Upperdeep 92)
Under Construction:
Spiked Moat: 2 weeks remaining
Iron Gate: 1 week remaining

[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred (Upperdeep 85):
1 Chaos Beast (Summoned by Gorgol): -35 gold, -1 body
1 Ghoul: -15 gold, -1 body
1 Ghast: -25 gold, -1 body
37 Skeletal Archers: -296 gold (because of necro lab), -37 bodies, -37 metal
[/spoiler]
[spoiler=Wealth]Gold: 6
Metal: 62
Food: 152
Bodies: 134
Diseased Bodies: 135[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

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

Spiked Moat

Iron Hall (Upperdeep 87)
Nothing.

Arterial Antechamber (Upperdeep 89)
Nothing.

Dormitory of Bones (Upperdeep 91)
Undead Mine

Dean's Wall (Upperdeep 84)
Nothing.

Wall of Rats (Upperdeep 92)
Nothing.[/spoiler]
[spoiler=Armies]1 Zombie – Upperdeep 81

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

Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
Gorgol the Anarch - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
1 Chaos Beast - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
1 Ghoul - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
1 Ghast - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
37 Skeletal Archers - 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)
Markus Ashton – Garrisoned at the Wall of Rats (Upperdeep 92)
30 Skeletal Archers – Garrisoned at the Wall of Rats (Upperdeep 92)
4 Zombies – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Skeletal Warriors – Garrisoned at the Wall of Rats (Upperdeep 92)
1 Ghoul – Garrisoned at the Wall of Rats (Upperdeep 92)
1 Ghoul – Upperdeep 92
[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Haste, Illusory Duplicate, Poison Cloud, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: Roberson's Phylactery, Ashton's Phylactery[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Gorgol the Anarch]Upkeep: 13 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 6
Defence: 16
Health: 15
Speed: 3
Morale: +5
Special Abilities: Confusion, Haste, Chaos Spell, Detector, Summon (Chaos Beast)
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]Zombie at Upperdeep 81 will move to the Dean's Wall and Garrison.
All troops at Albaiyat Alhazred (including the good doctor) are ordered to move to the Dean's Wall and Garrison.
Dr. Robertson will be leaving both phylacteries at the red house. Robertson will be leading the skeletal archers, which we will cast haste on. If Robertson is sufficiently non-fleshy that ochre jellies would be unlikely to attack him (my expectation), he will cast illusory duplicate on the regiment. If he is fleshy (again, I don't expect this), he'll haste and illusory duplicate the archers *before* leading them.

The illusions are ordered to move to upperdeep 81, and appear to retreat to the south (into ochre jelly land) at the sight of the surface-dwellers.

All troops are ordered to fight to the death. The troops on the dean's wall have special orders with regards to the undead hunters. The archers (led by Robertson) will target the paladins on the opening round, and in subsequent rounds will target the strongest opponent. Robertson will cast poison cloud on the target of the archers. Gorgol will cast confusion on the acolytes initially, and then randomly target foes to confuse on future rounds. Bard the Boneman will "lead" Gorgol and target the same things he does. The chaos beast is ordered to engage against the clerics. The skel warriors and ghast are ordered to engage the acolytes. The zombies are ordered to engage the paladins. The ghoul is ordered to stay in reserve and screen for the archers by only engaging unengaged foes.
The troops get +2 health and +2 defense for being in an outpost with both a lich and a captain. Don't forget. ;)[/spoiler]
[/spoiler]

Polycarp

The Glow - Fungoids - Week 6

The Glow Theme

[ic=Kin]The Child opened her mind to the visions, and the alien magic revealed many things.  Dwarves, elves, goblins... the distinctions between flesh had never been of much interest to her.  Flesh was flesh; it was all born, it all died, it all decayed.  Yet these little, seemingly meaningless things now divided them severely.  They fought and bled.  They would send their children to their deaths.

The Child was no pacifist; there were threats, and there were not-threats, and sometimes children must die to create the latter from the former.  Yet as she watched this present death from afar, it seemed terribly wrong.  The violence of the flesh was known; she could remember the sharpness that had killed... no, not her.  That One.  The other, she was dead, not the Child.  But she recalled the sharpness, and now saw how quickly, how strangely the flesh would turn to it.

The visions faded, but uncertainty still lingered in her mind.  Far below, beneath the waters of the Heart, the Dreamer echoed her thoughts, and dreamt darkly of flesh.[/ic]

[spoiler=Message to Lothe and Dolmar]The puffball-child-thing draws near to the Mansion of the Dwer, rolling between the occasional pile of mutilated and charred bodies.  Its innocently cheerful expression and lilting voice are unchanged by the grim scene before the walls.

We greet the flesh!

The Child of the Dream, who you call Rot-Queen, does not like these flesh-lines.  She does not understand.

She will come here, flesh, at the mushrooms' edge.  She wishes the Lothe-flesh to speak to her.  So too should come one who can speak for the Elf-flesh, if such a creature dwells here.

The Child will come alone, but we make no demands of the Lothe-flesh.  If it wishes, it may bring what flesh it likes.  We are the light that does not fade!

[OOC: Lothe, if present in the Mansion, is cordially invited to a parley this week on the border of M40 and M41.  I don't know if any Nocae commander/leader capable of parley-ing is there too, but if so, it is also invited.  If you decide to accept, PM me or find me on chat to discuss a time.][/spoiler]
[spoiler=A Dream Message to all Ceremorph and Watcher Factions][There is a vision of a beautiful garden.

The garden is not a garden of plants, but colors.  Sometimes their shapes take on indistinct forms reminiscent of mushroom-trees or other familiar underdeep vegetation, but they are blurry and indistinct at best.  The colors are vivid and unreal, shades never glimpsed by the waking eye within the Underdeep.  There is an intense feeling of peace and delight here.

But there are shadows in the garden... shadows that move amid the light, and where those shadows tread, everything seems paler and gloomier than it was before.  The shadows, too, are indistinct, but still recognizable - they are rough silhouettes of goblins, dwarves, and elves, crude caricatures, as if imagined by someone who had never seen any of these creatures but just heard them described.  The shadows tromp around the garden and soon start to struggle with one another.  There is a great melee in the garden, of sharp-edged shadows shattering each other into wisps of darkness, and all the while the colors around them begin to flit away.

There are feelings of confusion, of loss, of sadness.  But there is also a feeling of anger - an anger tempered with fear, with apprehension and uncertainty, but the anger begins to grow, and the fear begins to fade.  The colors begin to liven again as the anger stirs, to pulse with new light, while the shadows fight on.  The colors begin to stir, not with their usual chaotic flickering, but with a purpose, with a single will, and seem to close about the heedless shadows.

A single thought rips through the vision in a flash, and all that is left is a whisper in the darkness.
]

We are the light that does not fade.[/spoiler]
[spoiler=Message to Llitul]Llitul-flesh.  We have seen the Lothe-flesh.  He has stood before us.  We have spoken to it, and to the elf-flesh.

The goblin-flesh no longer is within the Dream.  I feel our gifts to them were mistaken.  They are violent, and will soon be dead-flesh for their violence.  We have told the Lothe-flesh this.  It says they will be gone soon; this we believe.

We have spoken with the dwer-and-elf-flesh and our minds have met.  The have offered us the western half of the forest, and said they will not defile their part.  They have said they would not fight with the duergar-flesh against us if it comes to sharpness.  They have said the elf-flesh will abandon the dwellings of the goblin-flesh and that the dwer-flesh shall take it.  We... I find these things good.  The Dreamer is uneasy still, but I will commune with the Dream and decide whether to give them my "word," a thing that is not living and yet of much value to these flesh, in the manner of dead-gold.

We have heard you draw near our garden.  You must come to us.  You may return by the gate that you now build, when it is ready.  We will know your flesh.  I will see you, and hear you, and it will be good.

If you will come, I will send my children to the edge of the great forest near you [M38].  They will meet you there and guide you on.  There will be war in our beautiful garden this week, between the goblins and dwer, but we will avoid them.  My children will tell any who stand in our way that you are under our protection, and that they will suffer if they waylay you.

We have dreamt of your coming, Llitul.  Come to us now.[/spoiler]
[spoiler=2nd Message to Llitul]We do not comprehend, dear flesh.  Yet come you must.  We will let no harm come to you here.

We go through the gate this week, to see what waits on the other side.  Seven of our children will wait for you and guide you on; if you may move unseen, then do this once you have met them, that we will not be stopped by any; yet if any of the flesh stops us, we shall make them know that to stand in your way will mean sharpness with us.  They will take you by the safest path.  We think the flesh is consumed with this sharpness between them and will not be watching you.  Once we have returned from the gate, we will await you in the south forest.  No flesh will interfere with us.  The light does not fade, Llitul-flesh.  It cannot fade.[/spoiler]
[spoiler=Message to Saerid]The Child focused.  She was not a Ceremorph... but she knew the Dream, and had heard the whispers that they send from mind to mind.  She had felt Llitul in her dreams, and had reached out to her then.  In the Dreamer's visions, she reached out the border of the unreality, the fringe between beauty and the deep unknown, and searched for a mind.  She searched, and searched... and then she thought.

An alien mind, powerful but ill-trained in telepathy, thrust out through the ether with a psychic scream.  The message that now assaulted the mind of the elf Saerid was probably not going to be very pleasant to receive.


Flesh.  Elf-flesh.  Trespasser.

We know what you seek, flesh.

The flesh seeks our Llitul.  She knows you.  The Litul-which-was-Llandri knows you.  She has heard you.  She speaks nonsense to us.

She says the presence of the flesh tears her apart.  Your flesh.  She fears.  She is afraid.  You do this to her, flesh.  You harm her.  You harm her. You harm the flesh we love.

Why do you come here, flesh?  Why, trespasser?

You think your sharpness may perfect her?

You are mistaken.  You are ignorant flesh.  She is better than you, flesh.

She shares the Dream with us.  She will be perfect with us.  She will share our beauty.  Our Dream is perfect, flesh.  Not yours.  We are the light that does not fade.

What are you to this, flesh?

We see what you have done, flesh.  We are watching you.  We have a sharpness too, flesh.

You will not have our Llitul.  You will not harm her.  We will keep her safe.  You will leave, flesh, and return to your dwelling.  You will vanish from her dreams.

We are the light that does not fade.

WE ARE THE LIGHT THAT DOES NOT FADE[/spoiler]
[spoiler=2nd Message to Saerid]The contact is made more easily this time; perhaps it is that the mind is more familiar.  The Child touches the shadow of the unreality once more, and this time the message is more coherent, more focused, a chorus of sibilant whispers.  It is less threatening, less hostile, but no less insistent than before.

We are the Dreamers.  We grow from flesh to realize the Dream.  We are the Light That Does Not Fade.  We have a million children and a million more.  We are perfectors of flesh.  We are the keepers of beauty.  Our colors grow, that the Dream will be made real.  

We are the emissaries of the Dream.  It shall be known to all that lives.  The Dream is the destiny of life.

Llandri was.  Llitul is.  The flesh that was Llandri is the flesh that is Llitul.  What was creates what is, as we grow in the dead-flesh and make it Beautiful.

Llitul is our creature, our love.  We did not make her as she is; the flesh which is called Ceremorph has done that.  We did not make her, but she has found us.  She dwells near the Dream.  We love all flesh, but we love her above all; we love her thoughts.  She is more than elf-flesh.  She is beautiful.  She is our friend.  Soon she will be as perfect as we are.  We will be together, in flesh and in the Dream.

She tells us of you, flesh.  You harm her, flesh.  You are unwelcome in the mind that is Llitul.  You tear her apart.  Llitul fears you.  We love our Llitul.  If the flesh loves our creature, then they will heed us.  You will heed us, flesh.  You will leave and not darken the Dream.  That which was has grown; what was can never be again.  What has known the Dream cannot cease to know it.  The light grows, and cannot fade.

We do not know you, flesh.  Yet you seek what is ours.  You seek what cannot be yours.  If the flesh should come to us, the flesh will come in vain.  You are a shadow upon the dream and nothing more.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

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

Fulgoria (Lowerdeep 33)
Terrain (Crystals): +20 Gold

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

Foraging: +50 food (see orders)[/spoiler]

[spoiler=Upkeep]
84 Fungoid Warriors: 84 Bodies
2 Sporemothers: 8 Bodies
1 Crawling Cap: 3 Bodies
75 Fungoid Thralls: 75 Food[/spoiler]

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

Under Construction
Ganglial Cluster: 4 weeks remaining
Deathcap Cluster: 3 weeks remaining
Slime Pool: 2 weeks remaining
Mindlink Bulb: 2 weeks remaining
Infestation Mound: 1 weeks remaining
Giant Stinkhorn: 1 week remaining
Cultivation Bulb (on Toxic Cluster): complete
Disguised Entrance: complete

Beginning Construction
Restoration Cluster: -20 Bodies, 4 weeks remaining
2 Stranglevines: -28 Bodies, 2 weeks remaining

Crimsonlight (Middledeep 47)

Under Construction
Euphoria Cluster: 2 weeks remaining
6 Skin Farms: complete
Giant Stinkhorn: complete

Beginning Construction

Fulgoria (Lowerdeep 33)

Under Construction
Disguised Entrance: 1 week remaining
5 Skin Farms: 2 weeks remaining

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining
Escape Tunnel: - 5 Bodies, 1 week remaining

Thorn of Visions (Middledeep 41)

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining
Living Wall: -25 Bodies, 3 weeks remaining
Disguised Entrace: -15 Bodies, 2 weeks remaining
Fungal Nursery: -60 Bodies, 5 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
3 Vault Slimes: 1 week remaining
1 Dreamcap: complete
2 Stranglevines: complete

Beginning Construction
Euphoria Cluster: -15 Bodies, 3 weeks remaining
2 Brown Mould: -16 Bodies, 3 weeks remaining[/spoiler]

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

Crimsonlight (Middledeep 47)
Recruit 50 Fungoid Thralls: -50 Bodies, 1 week remaining[/spoiler]

[spoiler=Wealth]
Gold: 179
Metal: 23
Food: 250
Bodies: 6[/spoiler]

[spoiler=Dungeons and Outposts]Heart of the Glow (Lowerdeep 31)
  • Heart of the Glow
  • Fungal Nursery (w/ Maturation, Regeneration, and Cultivation Bulbs)
  • 10 Skin Farms
  • 1 Mushroom Grove
  • Toxic Cluster (w/ Maturation and Cultivation Bulbs)
  • Escape Tunnel
  • Disguised Entrance

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

Fulgoria (Lowerdeep 33)

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

Glimmerwall (Lowerdeep 34 – Under Construction)

Sanguine Maw (Lowerdeep 29)
  • 2 Stranglevines
  • 1 Dreamcap
  • Disguised Entrance
  • Escape Tunnel
[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Child of the Glow
2 Fungoid Sporemothers (24 weeks left)
50 Fungoid Thralls (7 weeks left)
15 Fungoid Thralls (4 weeks left)

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

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
20 Fungoid Warriors (15 weeks left)
10 Fungoid Thralls (5 weeks left)

Keepers of Fulgoria – Garrisoned at Lowerdeep 33
1 Prismatic Muse (Sporemother Commander)
1 Fungoid Sporemother (23 weeks left)
10 Fungoid Warriors (14 weeks left)

Chimeric Host – At Middledeep 41 (Infiltrated)
1 Clone of the Glow (7 weeks left)
1 Fungoid Sporemother (21 weeks left)
1 Fungoid Crawling Cap (1 week left)
25 Fungoid Warriors (12 weeks left)
10 Fungoid Warriors (13 weeks left)
9 Fungoid Warriors (7 weeks left)
10 Fungoid Puffball Mines (7 weeks left)

Fleshwatch – At Lowerdeep 23 (Infiltrated)
1 Fungoid Sporemother (22 weeks left)
6 Fungoid Warriors (14 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Clone, Slumberous Poison, Regeneration 12
Inventory: None

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

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

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

*Granted or modified by inventory[/ic]

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

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

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

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

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

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

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

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

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

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

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

[spoiler=Orders]Scry Middledeep 40 once the Clone enters the Tower of Screams (see below).

The Glow will take no part in the remainder of the war between the Goblins and the Dwerim.  Any Goblin, Nocae, or Dwer armies encountered by any of our units will be treated as neutral and not engaged.

We are expecting Llitul, the Ceremorph, to arrive at the Tower of Screams/Thorn of Visions this week.  She will be welcomed as an ally and allowed to garrison with us, along with any other units accompanying her.

Keepers of Fulgoria
  • 1 Speed: The Keepers of Fulgoria will de-garrison and scout L34.
  • 1 Speed: If no hostile creatures are found, the Warriors and the Sporemother will move to L34, and the Sporemother will found a new colony called Glimmerwall.
  • 1 Speed: The warriors will garrison if it is possible to do so at a colony under construction; if not, they will entrench instead.

Chimeric Host
  • 1 Speed: Garrison at the Tower of Screams.  We will now claim this ruin, and it will be renamed the Thorn of Visions.
  • The Sporemother in the unit will be promoted to Commander of this colony and renamed The Caretaker.
  • The Clone of the Glow will use the scrying chamber (orders posted this turn).
  • The whole force, minus seven of the newest Warriors (there are 57 units in the Host in total), will enter the teleportation circle.  The Caretaker will join us for this brief jaunt; we must establish what is on the other side if the Horn is to be secure.
  • We suspect, based on correspondence with Llitul, that the circle may lead to the Dark Elf ruin near the Kirr.  If we find that Kirr forces are present there, we will make contact and declare our non-hostile intentions; explain that we went through the portal blind.  Do not start a war with the Kirr under any circumstances.  We will withdraw back through the teleporter once contact has been made.
  • If we are wrong about the destination, or if for some reason the Kirr have abandoned it, drive off any monstrous inhabitants, loot the ruin, and then retreat back through the portal.  Up to 10 Puffball Mines will stay behind to use demolitions to destroy any structures which are by their nature unusable to us (e.g. non-fungoid troop-producing buildings).
  • Either way, we will return to the Thorn of Visions.
  • 1 Speed: The Crawling Cap, near its expiration date and with 2 speed left, will de-garrison and scout M40; yes, we've already scried it, but it will hopefully give us some information about the battle we expect to occur there this week.
  • 7 Speed: 19 Warriors (with 13 and 7 weeks left) and all Puffball Mines (assuming they still exist) will de-garrison and move towards L34.  The Warriors will actually reach it with forced march; the mines cannot force march and will have to stop at L32.  If the Keepers of Fulgoria detected hostile creatures (see above), the Warriors will only go as far as L33.

Keepers of the Heart
  • 2 Speed: The 50 thralls will de-garrison and forage for 50 food, and then re-garrison.
  • 2 Speed: The 15 thralls with 4 weeks left will de-garrison and move to L29.
  • 4 Speed: Assuming that Glimmerwall was successfully founded, the two Sporemothers will move to L34.  If not, they will move to L33 and garrison at Fulgoria instead.

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

Our Beautiful Tower
The Tower of Screams is dark and gloomy and vicious-looking - but the Thorn of Visions will not be.  The Glow will begin radically converting this structure.  We want to totally overgrow it - to turn it into a great fungal spire, covered in mycelia and spongy antler-like growths and hanging, moss-like mould so that it does not resemble its former condition at all.  We will make it a spire of resplendent color, suffused with a ghostly glow of every hue.  We want - and this is important - the Dwerim to see it at all times from the walls of the mansion.  We want the whole Forest Cavern to see its radiance, like a never-ending aurora borealis on the horizon.  This is going to be our second capitol, the heart of the Glow's power and beauty in the Forest.

I've started building some walls, because that seems like the best mechanical way to start this; you can leave it wholly to my future flavor text, or we could make it some special project if you feel like it.  I'm willing to devote some bodies to it, even if it's merely cosmetic.[/spoiler][/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Dolmar

[ic]It should have been raining.

It was an odd, stray thought. Dolmar had been to the surface three times in his life, and once it had been raining. The event had terrified him but also was wonderous. He had never gotten over how abundant water was on the surface - so much so it fell from the Great Blue Cavern. The memory of water falling in buckets upon everything for as far as the eye could see, cleansing the enter world but at the same time threatening to drown it, had featuerd in both dreams and nightmares since, and was part of why he had chosen to found Umbrazzid on the shores of the Mare.

Looking at the battlefield, at the scores of goblins that lay dead and the realtively fewer dwarves - far too many of the later - as well as the two Abominations; Relinae and...why couldn't he remember her name? He knew her name. Uleirm. That was it. Looking at the battlefield, all that crossed his mind that some rain would be very fitting, though impossible in the deeps.

For a moment, every single one of his years weighed heavily upon him...and the war was not over. Not yet. The goblins still lived, still threatened the realms of the Dwer and the Nocae, and more death would occur before the week was done. Always death.

As he hailed the Mansion, requesting efforts, he began drafting messages: starting with determining how he would inform his daughter of her mother's death.[/ic]

[ic=messages]

[spoiler=To the Adventurers]

The handwriting of this message is short and precise, written by one who is trying not to let anger control his pen.

I am Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow. I write to you though I do not know your name, because I wish to ask you a question: namely, what need drove you into the Underdeep? What need drove you to assault the goblin halls? What need was so urgent, so desperate, that you could not pause in your predations to acertain if you had encountered a friend or foe?

What was so dire that you felt it right and just to fell a warrior who had offered you no combat and was attempting to withdraw from the field of battle?

The woman you killed with Elutae Plyndamis. Her form is the result of a powerful curse levelled upon her for her audacity to defy the will of Nor-Loth, the cruel goddess the dark elves serve. Because she chose to spurn those Old Ways, she was inflicted with her current form. It wasn't until today I fully understood why Nor-Loth had cursed the Priestesses that had served her with a form more physically powerful than they had been before; it seemed a strange curse. Now I understand: Elutae Plyndamis, the mother of my daughter, was cursed with her strength so people like yourselves, persumably good people with good intentions, would see her as a threat and respond as they would to a threat.

But tell me, you who acted in fear; what was so dire that Elutae had to die so you could accomplish it?[/spoiler]

[spoiler=Reply to Nareth Vyrr]
Nareth,

It pains me to say that you may be right; my actions very well may have been the same, were her form not one I recognized. Perhaps there is a lesson for both of us in what occurred.

The goblins are our foes, yes. The city you justly assaulted was likely found empty of defenders; the Goblins had cleared their forces of their holdings to wage a terrible war against the Dwer, one of the two groups of non-Duergar dwarves that dwell below. That city may no longer be empty. If the Blades of Glory were to clear that holding in the name of the Nocae, and hold it if what little remains of the Goblin Host were to return to it, this matter would be settled; Umbrazzid would be open to you and any who seek to aid in the fight against evil in the depths below.

I should warn you that the remaining holdings the Goblins had laid claim to, including the one to the East of the city you assailed and the Dwer ruins to the west, are now held by the Nocae. You are welcome to seek aid from the two to the West, which I hope may include an two Iron Golems if the constructs can be reawakened from their dormancy, but the city to the East is held by Elutae's sister, and I advise strongly against approaching - though she is a woman of great kindness, right now she is a woman of great grief, and I fear that while her grief is so raw she may not heed any order to allow you safe passage.

There is a council of war meeting in the depths below this night, at the Dwer Mansion on the map included. If one of your group is skilled in stealth and speed, I urge him or her to join us so you may have a voice amongst us, though they will have to pass by Ald-Anoril as well as, perhaps, the goblin army. If not, I am in the field and therefore cannot send another messenger this week; should you wish to aid us but be unable to join, an additional message from the Dwer Thane Lothe will follow our meeting to inform you of what transpired there.

-Dolmar

[Attached at the end of the message is a map of the west Upperdeep and Middledeep, as well as a drawing of an Accursed, an Abomination, and the symbol of the Nocae, informing them that any who appear as such or bear that sigil are the Nocae][/spoiler]

[spoiler=Response to the Foul Cerelich]
Cerelich;

Twice you have brought your forces against Umbrazzid, and twice has your army been annihilated. You mean to bring them again, and again every last demon and abomination from beyond the stars will lay dead at our feet. Did that ghoul truely mean so much to you? How long will these demons consent to being sent to their death in the streets of Umbrazzid? Our quarrel is not, was not with you, and the loss of the single ghoul of yours that we felled has been paid for in blood twelve times over. How much more blood do you seek to shed? When will your dire for revenge be sated, when will you no longer need to ignore other matters and waste your forces against us?

Recall your forces. Stay this attack. You cannot hope to overcome us, and even if you should prove able to do so, all we will have lost is but one city. The Nocae stand strong. Do this, and we shall not assail you, shall not bring our forces to bear against yours. Allow us to exist and we will permit the same of you.

Continue in this mad quest for annihilation, and you will find what you seek.

Dolmar Lestridae
[/spoiler]
[spoiler=Mianarith]
Mianarith

I'm glad you emerged safely from the battles for capturing the goblin cities, and I hope this message finds you in good health. It is being brought to you by the Swordsmen we captured along with you; I realize now it was terribly impolite of me to expect you to make you way back to Kirr Gonda unaided. Their swords are being kept at Ald-Anoril, the Westernmost former Goblin Hold: I'm sure you understand that I am uncomfortable rearming them beyond the clubs they not carry until they leave our lands.

Assuming they, and you, do.

I know not what has transpired between your former master and yourself, but I wish to extend one more time the hand of friendship. True friendship, not the friendship those you know before have wielded as a weapon. You were our foe, but though your spells were noxious and debilitating, did not actually kill a single one of the Accursed directly; in short, you have killed no Nocae. I urge you to come back with us to Umbrazzid. You will be treated well, and will be allowed mostly free reign of the civilian quarters. Though the summoning of Demons (which, to my knowledge and proof, you have never done) is punishable by death by Nocae law, your other arcane talents are skills we could well learn from. You would be offered a posistion as an instructor of young wizards, and would never once be asked to raise a hand against your former masters.

Think of it. A life amongst us may seem to you as hell, but you would not be a prisoner - not trusted completely, to be certain, but you would not need fear torture and death.  Should you engage in treachery your will face a fair and just trial, with the penalty to be imprisonment unless your actions kill any of the Nocae - Accursed, Elven, or Abomination.

If you intend on joining us, simply inform me of that desire.

-Dolmar
[/spoiler]
[/ic]


[spoiler=Orders]

[spoiler=Production]
Special
+10 Gold, +27 Metal, +215 Food (Goblins)
+150 Gold (Dwer)
-50 Gold (Summoner)

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

Ald-Anoril
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food

Ghostwatch
Goblin Mine +150 gold, +15 Metal

Rhuad
Improved Dwarf mine +350 Gold, +30 metal

[/spoiler]
[spoiler=Upkeep]
14 Dragonslayers -42 Gold, -14 Food
6 Accursed -12 Food
15 Abomination -105 Gold, -105 Food
Qulaenaszth -10 Gold, -7 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Watcher Pit
3 Murder Holes

Under Construction:
Spire of Gloom 1 Week Left
Temple of Sylessiadil 2 Weeks
Rangers Spire 3 Weeks

Beginning Construction:
Shadow Elf Mine Complex (-300 Gold, -25 Metal, 5 Weeks)
Drake Nest (-125 Gold, -10 Metal, 3 Weeks)

Ald-Anoril
Completed Construction:
None
Under Construction
Spiked Moat (1 week to completion)

Beginning Construction
None

Ghostwatch
Nothing Beginning, Under, Or Complete

Rhuad
Nothing Beginning, Under, Or Complete

[/spoiler]
[spoiler=Trade]
14 Gold and 20 Food as tribute to Shee-Ra the Cleversmart

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
10 Shadow Elf Archers (-120 Gold, 20 Metal
10 Shadow Elf Swordsmen (-120 Gold, 20 Metal)

[/spoiler]
[spoiler=Wealth]
Gold: 324
Metal: 62
Food: 278
(Food Not Calculated Yet)

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

Defenses
Shadow Architecture
3 Murder Holes (Manned by Paladins with Grudge Demons)

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

Defenses
Palisade
Rienforced Gate
Escape Tunnel

Ghostwatch
Goblin Mine

Rhuad
Thane's Hall (unusable by Shadow Elves)
Forge Hall (unusable by Shadow Elves)
Shield Hall (unusable by Shadow Elves)
Hall of Gears (unusable by Shadow Elves)
Artificer's Hall (unusable by Shadow Elves)
Hall of the Ancestors (unusable by Shadow Elves)
Improved Dwarf Mine

Defenses
Outer Wall
Impenetrable Walls
Escape Tunnel

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid) +8 Morale (+2 Bonus, +2 Bless, +1 Prayer, +1 Qulaenaszth, +1 Pylnorri, +1 Aerdolm)
3 Abomination
1 Qulaenaszth (Abomination Champion, technically leading the regiment of Abominations though she doesn't have that ability (does it work that way, or is Qualaenaszth a regiment on her own?)
4 Paladins (2 Grudge: Dark Elves, 2 Grudge Demons)
10 Shadow Elf Archers Led by Aerdolm, the Hellsbane - As I understand, he confers his Grudge (Demons) ability to them. Keep that in mind please!
10 Shadow Elf Swordsmen Led by Pylnorii (Abomination Commander)

Outrunners (Garrisoned at Middledeep 17)
11 Abominations led by Dolmar

Dragonslayers (Stationed at Upperdeep 19)
14 Dragonslayers led by Phaedra

Ald-Anoril Guard
1 Abomination Commander

Rhuad Stewards
Currently Unoccupied, Needs Commander
Inactive: 2 Iron Golems Who Probably Belong To The Dwer Anyway

Ghostwatch Warders
5 Accursed, Needs Commander

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

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

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

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

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

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour
[/ic]
[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

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

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

[ic=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*

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

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


[/spoiler]
[spoiler=Orders]
Forces at the mansion: As per Parley. After the Battle, all will move as far back towards Umbrazzid as possible without using forced march, going up through Ald-Anoril. ONLY DO THIS IF THE GOBLINS ARE DEFEATED. Dolmar and 3 Abominations stay a the Mansion for Parley.

Forces at goblin bases: all units (including commanders) converge on the remaining goblin dungeon with adventurers and claim it.

Forces at Umbrazzid: Pray, get blessed, and prepare for attack. Scry Upperdeep 29 to spot any incoming forces.

The lone Accursed at Upperdeep 19 is to move north to join with Phaedra with the freed slaves.

Promote one of the Paladins with Grudge (Demons) to Commander (title: Steward) of Rhuard. His name shall be Aerdolm, Hellsbane.

Promote an Abomination to Commander of Ghostwalk. Pylnorii will be her name.

Aerdolm and Pylnorii will remain at Umbrazzid until this latest attack is repelled. They will then depart for Ald-Anoril using forced march with 5 Swordsmen and 5 Archers (Aerdolm will lead the Archers, Pylnorri will lead the Swordsmen) - or with all survivors of both if more die.

(Names will be added later to all of this)
Move All Home Guard aside from Qulaenaszth and 5 Archers to Upperdeep 19 and Found New Dungeon There -100 Gold. Promote ??? to Commander.

Move 3 Abominations to Upperdeep 32 and Found New Dungeon There -100 Gold. Promote Abomination to Commander. If anything is encountered, offer it a chance to join or leave peacefully if not - offer it pay appropriate for its race/faction/needs.

Accursed at Upperdeep 19 moves to Upperdeep 18 to Found New Dungeon There -100 Gold. This Accursed will be honored for his valor by a promotion to Commander.


[/spoiler]

[spoiler=USE THESE IF THE KIRR OR ABJECT CHANGE TO ATTACK]

Figured I'd put these orders in place so we don't have to play the update back and forth game[spoiler=Orders]

[spoiler=Production]
Special
+10 Gold, +27 Metal, +215 Food (Goblins)
+150 Gold (Dwer)
-50 Gold (Summoner)

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

Ald-Anoril
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food

Ghostwatch
Goblin Mine +150 gold, +15 Metal

Rhuad
Improved Dwarf mine +350 Gold, +30 metal

[/spoiler]
[spoiler=Upkeep]
14 Dragonslayers -42 Gold, -14 Food
6 Accursed -12 Food
15 Abomination -105 Gold, -105 Food
Qulaenaszth -10 Gold, -7 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Watcher Pit
3 Murder Holes

Under Construction:
Spire of Gloom 1 Week Left
Temple of Sylessiadil 2 Weeks
Rangers Spire 3 Weeks

Beginning Construction:
Shadow Elf Mine Complex (-300 Gold, -25 Metal, 5 Weeks)

Ald-Anoril
Completed Construction:
None
Under Construction
Spiked Moat (1 week to completion)

Beginning Construction
None

Ghostwatch
Nothing Beginning, Under, Or Complete

Rhuad
Nothing Beginning, Under, Or Complete

[/spoiler]
[spoiler=Trade]
14 Gold and 20 Food as Tribute to Shee-Ra the Cleversmart

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
4 Paladins (4 Grudge Demons) (-80 Gold, -8 Metal)
20 Shadow Elf Archers (-240 Gold, 40 Metal
15 Shadow Elf Swordsmen (-180 Gold, 30 Metal)
15 Accursed (-105 Gold)

[/spoiler]
[spoiler=Wealth]
Gold: 14
Metal: 34
Food: 278
(Food Not Calculated Yet)

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

Defenses
Shadow Architecture
3 Murder Holes (Manned by Paladins with Grudge Demons)

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

Defenses
Palisade
Rienforced Gate
Escape Tunnel

Ghostwatch
Goblin Mine

Rhuad
Thane's Hall (unusable by Shadow Elves)
Forge Hall (unusable by Shadow Elves)
Shield Hall (unusable by Shadow Elves)
Hall of Gears (unusable by Shadow Elves)
Artificer's Hall (unusable by Shadow Elves)
Hall of the Ancestors (unusable by Shadow Elves)
Improved Dwarf Mine

Defenses
Outer Wall
Impenetrable Walls
Escape Tunnel

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid) +8 Morale (+2 Bonus, +2 Bless, +1 Prayer, +1 Qulaenaszth, +1 Pylnorri, +1 Aerdolm)
3 Abomination
1 Qulaenaszth (Abomination Champion, technically leading the regiment of Abominations though she doesn't have that ability (does it work that way, or is Qualaenaszth a regiment on her own?)
8 Paladins (2 Grudge: Dark Elves, 6 Grudge Demons)
20 Shadow Elf Archers Led by Aerdolm, the Hellsbane - As I understand, he confers his Grudge (Demons) ability to them. Keep that in mind please!
15 Shadow Elf Swordsmen
15 Accursed led by Pylnorii (Abomination Commander)

Outrunners (Garrisoned at Middledeep 17)
11 Abominations led by Dolmar

Dragonslayers (Stationed at Upperdeep 19)
14 Dragonslayers led by Phaedra

Ald-Anoril Guard
1 Abomination Commander

Rhuad Stewards
Currently Unoccupied, Needs Commander
Inactive: 2 Iron Golems Who Probably Belong To The Dwer Anyway

Ghostwatch Warders
5 Accursed, Needs Commander

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

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

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

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

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

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour
[/ic]
[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

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

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

[ic=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*

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

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


[/spoiler]
[spoiler=Orders]
Forces at the mansion: As per Parley

Forces at goblin bases: all units (including commanders) converge on the remaining goblin dungeon with adventurers and claim it.

Forces at Umbrazzid: Pray, get blessed, and prepare for attack. Scry Upperdeep 29 to spot any incoming forces.

The lone Accursed at Upperdeep 19 is to move north to join with Phaedra with the freed slaves.

Promote one of the Paladins with Grudge (Demons) to Commander (title: Steward) of Rhuard. His name shall be Aerdolm, Hellsbane.

Promote an Abomination to Commander of Ghostwalk. Pylnorii will be her name.

Aerdolm and Pylnorii will remain at Umbrazzid until this latest attack is repelled. They will then depart for Ald-Anoril using forced march with 10 Swordsmen and 10 Archers (Aerdolm will lead the Archers, Pylnorri will lead the Swordsmen) - or with all survivors of both if more die.
[/spoiler]
[/spoiler][/spoiler][/spoiler]

Llum

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

[spoiler=Messages]

[/spoiler]

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

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

Umbrahold
Duergar Mine: +200 Gold, +25 Metal

Total: +500 Gold, +50 metal, +175 food
[/spoiler]

[spoiler=Upkeep]
3 Duergar Sneaks: -9 Gold -6 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
11 Duergar Halbrediers: -22 Gold - 22 food
7 Cave Beetles: -56 food
2 Tunnel Hulks: -20 food
4 Fire Drake Hatchlings -4 food
1 Two-headed Fire Drake Hatchling - 2 food

total: -37 Gold -116 food
[/spoiler]

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

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Beetle Farm 2 weeks remaining
Hall of Trade 3 weeks remaining

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:
Duergar Mine 2 weeks remaining

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Wealth]
Gold: 219
Metal: 439
Food: 322
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

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

Umbrahold (Lowerdeep 19)
Forge Hall
Duergar Mine

Drakkenhold (Lowerdeep 16)
Forge Hall

[/spoiler]

[spoiler=Armies]
Despot Käfer – Infiltrating (Lowerdeep 10)
Commander Wulfgar - Infiltrating (Middledeep 50)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)

11 Duergar Halbrediers - Infiltrating (Lowerdeep 10)
3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
7 Cave Beetles - Waiting (Lowerdeep 10)
2 Tunnel Hulks - Waiting (Lowerdeep 10)

1 Duergar Sneak - Infiltrating (Lowerdeep 24)
1 Duergar Sneak - Infiltrating (Middledeep 53)
1 Duergar Sneak - Infiltrating (Lowerdeep 39)

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

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 9
Defence: 20
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire

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

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

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

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

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

[ic=Greenfang, Master of the Greenhold]
Melee Attack:  +10
Melee Damage: 117
Defence: 20
Health: 50
Speed: 3
Morale: +7
Special Abilities: Large, Regeneration 10, Vulnerability (Acid, Fire)
When entrenched in a region containing or bordering a body of water, Greenfang gains the Infiltrator ability and gains +2 to Melee Attack and Defence.

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

[/spoiler]

[spoiler=Orders]
[/spoiler]
Recruit Greenfang and found a new dungeon in 48, to be named Greenhold, and promote Greenfang to Commander.
Recruit 10 Cave Beetles at Kaferhold then spend up to 5 speed to move them to Greenhold aiming to attack the 4 elvish wights on the way there.
Have Greenfang and Wolfgar spend up to 4 Speed to attack the 4 elvish wights from behind creating a pincer movement attack (for flanking bonus).
Spend 2 speed to have the Duergar sneak in Middledeep 53 set up an ambush to be hard to see, no orders to attack anyone yet. Simply observe who visits the shop atm.
Spend 1 Speed for Kafer, 11 Duergar Halbrediers, 2 Tunnel Hulks and 7 Cave Beetles to move to Lowerdeep 88 and attack the Lava nymphs. After the battle return to Lowerdeep 10 to trade the 2 Tunnel Hulks to Dalashinn for a Kirr Demonologist.
If Lowerdeep 88 is successfully cleared, found a new dungeon.
Spend up to 4 speed for the Duergar Sneak in Lowerdeep 39 to move to Lowerdeep 38, scout Lowerdeep 36 without entering it, if clear enter Lowerdeep 36, then scout Lowerdeep 37 without entering it.
Spend 4 speed to move the Duergar Sneak from Lowerdeep 24 to Lowerdeep 26 and then scout Lowerdeeps 27, 28 and 25 without entering them.
[/spoiler]

Nomadic

[ic=Message to Shee-Ra]
[spoiler]
Your rat scampers into the royal chamber, though you notice that it doesn't seem to be quite the same rat you sent out. The '735,136' has been stricken out and below it, written in strange black ichor, is a '1'. You notice that while it still holds its head up proudly, said head lists strangely to the right. You suspect this is because it seems to have a giant metal block embedded in the right side of its skull. Upon further inspection you also note that it's tail has apparently been replaced with a clanking tentacle.

The rat approaches your throne, stopping at a respectable distance to sit on it's haunches and scratch oddly at the fleshy side of it's face. Suddenly it sits up straight and a grating voice begins to boom from the cube in its skull.


"Hah! It has been long since anyone dared send me such a message little queen. I do not know if it is bravery or foolishness, but your presumption of your place in this world does little to give me pause. You may style yourself queen of all that is under the ground as if earth and stone would acknowledge your rule over it but know that I claim lordship over life itself. I shape it, temper it, perfect it. I am the smith that will forge perfect life from this imperfect world. I have no queen, none are my equal, all owe vassalage to Grolhund.

Your bravado will serve you not, though it serves to amuse me. Indeed my laughter and my curiosity has earned you this much. I return with this rat the three kobolds you claim as warriors. I however keep for myself the other 27 that you did not deign to speak of. How will your subjects respond, I wonder, when they discover that you left 27 helpless hatchlings and females to cruel fate in favor of 3 mangy anklestabbers. Though surely such things were beneath the important duties of your station and you have merely forgotten about them. If you want them you may come and get them. Come to the region that the great underscribe refers to as "Middledeep 83". Bring what guards as you wish, they will avail you not to overcome me. Come and see that which is Grolhund and he will release your helpless ones, or don't. We will see how brave you really are little queen."

The rat flops over suddenly and the strange black '1' on it's side is replaced by the words "Error: Please insert more cheese". One of your guards informs you that all three of your kidnapped warriors have just returned, ragged woozy and hungry but very much alive and unharmed.
[/spoiler]
[/ic]

[spoiler=Orders and Information]
[spoiler=Orders]
- Move Grolhund to middledeep 83 (1 speed) to parlay with Shee-Ra
- Move Grolhund back to middledeep 82 and garrison (2 speed)
- Send 5 Grafted servitors to middledeep 85 and have them scout middledeep 86 (4 speed)
- Send 5 Grafted servitors to middledeep 8 and have them scout middledeep 6 (4 speed)
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 82):

Mushroom Forest: +25 Food
Drilling Machine: +75 Gold +10 Metal

Grolhund:
Raid: +4 Metal +58 Food (prisoners returned to Shee-Ra)
Gift: +4 Bodies (gift from Shee-Ra)
[/spoiler]

[spoiler=Upkeep]
10 Grafted Servitors: -10 food
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 82):

Under Construction:

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 82):
[/spoiler]

[spoiler=Wealth]
Gold: 125
Metal: 49
Food: 138
Bodies: 14
Prisoners: 0
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 82):
Rooms:
- Cages
- Drilling Machine

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

[spoiler=Armies]
Grolhund the Heartscrew - Garrisoned at Scuttling Laboratory (Middledeep 82)
5 Grafted Servitors - Scouting (Middledeep 85)
5 Grafted Servitors - Scouting (Middledeep 8)
[/spoiler]

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

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

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

Humabout

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

[Spoiler=Messages]
[spoiler=Onyx Prince]
I gratefully accept and thank you, though things look grim at best.  Send her to my remaining dungeon at UD43 to await orders.  Should our army fall this week, she will take command of that dungeon in your name.  Perhaps you can better use our resources. I also recommend you contact Liltul and Glow, although the latter is an unstable ally at best who prefers to assist from the shadows without ever committing to direct support.  Still, the three of you share common enemies.

We march once more on loth.
[/spoiler]

[spoiler=Dwer]
Dear Bashful, Doc, Dopey, Grumpy, Happy, Sleepy, and Sneezy,



[ooc]Upon examination, the handprint is in dwarvish blood[/ooc]
[/spoiler]
[/spoiler]

[SPOILER=ORDERS]
[spoiler=Production]
Gold:  150.
Metal:  15.
Food:  160.
[/spoiler]

[spoiler=Upkeep]
Gold: 94.
Food: 94.
[/spoiler]

[spoiler=Construction]
The Skull Throne (Upperdeep 43)

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

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

[/spoiler]

[spoiler=Recruitment]
UD43:  21 Goblin Grunts.
[/spoiler]

[spoiler=Wealth]
Gold:  1.
Metal:  268.
Food:  319.
[/spoiler]

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

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
Murder Holes x3
[/spoiler]

[spoiler=Armies]
(Middledeep 39)
1 Goblin King
30 Goblin Archers
85 Goblin Grunts
[/spoiler]

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

The Goblin King increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Discipline ability applies to the specific regiment he leads and negates the Cowardly racial ability.
When Dâgalûr leads an army over the Surface, they no longer suffer Morale penalties for sunlight. If he departs the army, they begin to accrue Morale penalties as normal.
The Dwerim will pay for their impudence. Dâgalûr gains the Grudge (Dwerim) ability. This ability is also conferred to any regiment he leads.
[/spoiler]

[spoiler=Orders]
[Speed 4] Move all goblins from UD43 to MD 39, join the king's regiment.
[Speed +4] King uses his Horseman's ring to haste up his regiment of 50 goblins, including the ones who just arrived from UD43.
[Speed 0]  King's regiment and 12 other grunts eat up the rest of the shrooms.
[Speed 1] King and army moves to M40 and kills all elves and dwer outside and inside the dungeon.

Use the Kirr Summonner to scout the surrounding two dungeons.  If the king is slain, return the summoner to the Kirr, along with possession of the dungeon at UD43.
[/spoiler]
[/spoiler]
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Ghostman

[ic=Vigor]

For the first time in a very long while, Dalashinn felt truly alive. Having immersed himself in the numbing ebb and flow of the decadent Dark Elf courts for so long, he welcomed the recent change in state affairs. He was now looking outwards, into the world beyond the city's walls. So many dangers lay out there, yet so many possibilities. Armies of the Kirr now marched forth, founding new outposts. The ancient halls of Hazer-Nagroth were being recolonized, the blasphemous prayers of the infernalists once again echoing throughout them. He removed his crown-helmet and let the cold breeze blowing through the cavern to caress his silverly hair like the hands of a sultry concubine. Closing his eyes he could recall the days of his youth, so distant now, when he had been full of energy and arrogant daring. He knew better than to try and emulate his past self, yet acknowledged the vigorous potential in those memories. He would draw strength from them, if nothing more.

[/ic]

[spoiler=Messages]

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

Greetings, Esteemed Lich.

Again, I wish the best of fortunes with your campaign against the infidels. However, I ought to inform you of certain observations that have come to trouble me. Early on during previous week, a battle took place between the summoned demons I'd dispatched to the gates of Umbrazzid and a large Shadow Elf army emerging from the city. Predictably, my outnumbered minions were defeated, though they managed to slay some wretched paladins of the Nocae. The reports I've received of the incident failed to provide accurate numbers on the composition of the Shadow Elf army, but noted it's sizeable regiment of hybrids called Abominations -- a breed more vicious than the Accursed. I know not where this host headed, but I suspect that it may be the force responsible for the developments in the eastern caverns.

As you well know, several bases of the Goblin King were captured by the Nocae. The plunder they've seized may swell their coffers considerably, which would enable them to bolster their forces. This, together with the strength of the army that departed their capital suggests that they've grown far more dangerous than they were but a little while ago. Worse yet, should they succeed at establishing a permanent foothold in the east -- a not unlikely scenario if the Goblin Kingdom falls -- eradicating them may become a monumental task.

Regrettably, I cannot currently spare forces to join your assault against Umbrazzid, as I am occupied with erecting strongholds to defend my lands against intrusion. As for your proposal of a rendezvous, I will take it under consideration. Should we decide to meet in such a manner, I recommend that it take place on the bridge over the great southern chasm in Middledeep.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Message to the Goblin King Dâgalûr]

Greetings, King of Goblinkind.

I understand that you have much in your hands at the time being, so I will keep this brief. I wish to see your kingdom prevail against the wretched Shadow Elves and their Dwarven allies. I can offer this one thing to aid you: a Summoner of my race who had been taken a prisoner of war by the Nocae. She was set free by her captors after she'd bargained to aid them in their assault against your forces.

Due to her disgraceful captivity and collaboration with the enemy, she isn't currently welcome to return to her homeland, but I would offer her a chance to redeem herself by performing a valuable service in the struggle against the Shadow Elves. If you wish it, I will command her to seek you out and join your forces, to do your bidding until I see fit to recall her. I would provide for her upkeep during this time of service.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

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

Esteemed Professor,

It is lamentable to hear that your research endeavours may be held back by the actions of the thrice-cursed infidels. Truly, their meddlesome escapades as of late have made it clear that they should be dealt with decisively. However, the surprisingly rapid growth of their military capabilities as my scouts have spied, combined with their alliances with Dwarven kingdoms make the task a difficult one. Thus I find your proposition for the founding of an anti-Nocae alliance most agreeable, and would be delighted to partake in such a covenant.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=For the eyes of Steerpike]

[ooc]
This is a reply to Mianarith. I'm basically giving her a quest to perform, and am going to leave it up to you to control her. With her being so far away and in the midst of a chaotic situation, she's effectively on her own and it doesn't seem plausible for me to try and micromanage her actions via orders. She'll be under Humabout's command after linking up with the goblins, but may or may not follow his orders to the letter depending on how they align with her objectives -- assuming that she's willing to undertake the quest to begin with.
[/ooc]

It is a shame that the group of summoned fiends I dispatched to hunt down the Nocae warparty retreating from Uzannador and thereby effect your release never found their prey; had they succeeded, your desired return home would have been a simpler affair by far.

You have failed me. Though your bargain with the infidels to gain your freedom from their captivity was intelligent, it was nevertheless an act of treason. Most in your position could not hope to be given another chance, but the circumstances now are quite extraordinary, so I am willing to consider extraordinary arrangements. I will allow you a chance to demonstrate your loyalty and usefulness, but mere delivering of intelligence will not suffice for it. The stain of your disgrace is of such nature that it can only be washed away by a service of blood. Your ordeal will be inglorious, unpleasant and doubtlessly a dangerous one. Survive it, and you will have a place among the Summoners once again. Before taking up this task, write back to inform me of everything you've learned about the numbers and composition of the Shadow Elf forces, and any other useful information you may have gathered.

I now command you thus: Seek out the Goblin King Dâgalûr in his last dungeon in the Upperdeep. Offer your service to him in the struggle against the Shadow Elves -- I have already made the necessary diplomatic arrangements for your assistance. The Goblin kingdom seems on the brink of destruction, and will likely fall regardless of what aid you can render them; be careful not to be dragged down with them. Should you find an opportunity to secure plunder from the Goblins on the hour of their ruin and thus deny this prize to the infidels and the Dwerim, use whatever means necessary to seize it and escape. Should you return to Kirr-Godna bearing such loot, I will see to it that the public praise of this deed will drown out the voices of those who would question your worthiness. Additional rewards may be in order depending on your success. You are authorized to enlist the aid of surviving Goblin warriors as mercenaries. If against all odds the Goblins should prevail, I shall recall you from their service when the time is right.

May the Infernal Powers favour you with their blessing. You are going to need it.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=2nd Reply to Dr. Robertson, Professor Immortal]

Dearest Professor,

As regards our alliance against the Shadow Elves, I would like to extend an invitation to a third party: the southern realm of the cerelich Ktan-Ydheel. His forces have already clashed with the Nocae numerous times, and I have previously collaborated with him against this common foe. In our corresponses he has made very clear his intent of seeing the wretched Nocae destroyed, and the strength of his forces would make a useful addition to the alliance. If you have no objections toward his inclusion in the covenant, I would present him an offer sometime during the following week.

So far I am aware of a few types of troops fielded by the infidels. Cursed arachnid hybrids seem to be quite numerous in their armies. The lesser of these, known as the Accursed, should be of little concern, but the more formidable ones called Abominations may be a serious threat -- I have reason to believe that these latter were instrumental in the recent attack against the Goblin horde in the east. My forces have also encountered some warriors of theirs called paladins.

Since the distance to be covered is great, it would be prudent to have your forces assembled and ready to begin their march as soon as feasible. I would recommend that they descend into the Middledeep and proceed southward through the great cavern toward my lands. If needed, I could dispatch some forces to rendezvous with yours for safer travel through that wasteland. As my allies you will be granted a free passage though my territories, and we can join our forces for the rest of the journey to the southwestern entrance to the Upperdeep, and thence to the very gates of Umbrazzid.

I am planning to engage in some arcane research, and may soon be capable of invoking a particular spell that could greatly speed up your troops' movements. It would be best if your forces were as uniformly composed as possible, though. It also happens that I have recently acquired some corpses that could prove a useful resource should you have the ability to animate them on the field. And even more bodies could be procured by perusing the slave markets of Kirr-Godna.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[/spoiler]

[spoiler=Month of the Rat 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
3 Ogre Slaves working in the mines: +15 Gold, +3 Metal

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

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

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

South Guard (Middledeep 16)
(Nothing)

[/spoiler][spoiler=Upkeep]

17 Slave Soldiers: -17 Food
2 Dark Elf Summoners: -24 Gold, -2 Food (includes Mianarith)
14 Dark Elf Swordsmen: -28 Gold, -14 Food
9 Dark Elf Crossbowmen: -18 Gold, -9 Food
3 Ogre Slaves: -9 Gold, -15 Food
3 Bloodfiends: -3 Slaves

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
(Nothing)

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

Uzannador (Middledeep 15)

Under Construction:
Slave Pens: 2 weeks remaining

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

Hazer-Nagroth (Middledeep 7)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)

South Guard (Middledeep 16)

Under Construction:
(Nothing)

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining
2 Murder Holes: -40 Gold, 1 week remaining

North Guard (Middledeep 6)

Under Construction:
(Nothing)

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining
2 Murder Holes: -40 Gold, 1 week remaining

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: -50 gold (Malaggar; becomes appointed as Captain of North Guard)
1 Dark Elf Swordsman: -12 Gold, -2 Metal
3 Ogre Slaves: -60 Gold

25 Slaves bought from market: -50 Gold

Hazer-Nagroth (Middledeep 7)
4 Dark Elf Swordsmen: -48 Gold, -8 Metal
5 Dark Elf Crossbowmen: -60 Gold, -10 Metal
2 Spider Cavalry: -40 Gold, -4 Metal

[/spoiler][spoiler=Wealth]

Gold: 72 (before constructing outposts)
Metal: 292
Food: 405
Slaves: 3+25=28 (before sacrafices)
Bodies: 22

[/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

Uzannador (Middledeep 15)

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

North Guard (Middledeep 6)


South Guard (Middledeep 16)


[/spoiler][spoiler=Armies]

1 Dark Elf Summoner (Mianarith) : Upperdeep 42

Larynda: Garrisoned at South Guard (Middledeep 16)
10 Slave Soldiers: Garrisoned at South Guard (Middledeep 16)
5 Dark Elf Swordsmen: Garrisoned at South Guard (Middledeep 16)
5 Dark Elf Crossbowmen: Garrisoned at South Guard (Middledeep 16)

Lomax: Garrisoned at Uzannador (Middledeep 15)

Eredini: Garrisoned at Kirr-Godna (Middledeep 13)
Malaggar: Garrisoned at Kirr-Godna (Middledeep 13)
1 Bloodfiend: Garrisoned at Kirr-Godna (Middledeep 13)
1+1=2 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
2 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
3+3=6 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)

Dalashinn: Garrisoned at North Guard (Middledeep 6)
1 Dark Elf summoner: Garrisoned at North Guard (Middledeep 6)
6 Slave Soldiers: Garrisoned at North Guard (Middledeep 6)
2 Bloodfiends: Garrisoned at North Guard (Middledeep 6)
6 Dark Elf Swordsmen: Garrisoned at North Guard (Middledeep 6)
7 Dark Elf Crossbowmen: Garrisoned at North Guard (Middledeep 6)

1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
1+4=5 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
5 Dark Elf Crossbowmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Spider Cavalry: Garrisoned at Hazer-Nagroth (Middledeep 7)

[/spoiler][spoiler=Characters]

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

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


Eredini is a middle-aged female Dark Elf of short stature. Though otherwise plain-looking, she sports pronounced canines testifying to her demonic ancestry. Formally it was due to her distinguished family that she was chosen for the most prestigious post of commanding Kirr-Godna's garrison during the absense of the Onyx Prince. The actual reason for the appointment was her well-established personality as a steadfast conservative who values the status quo and avoids unnecessary risks.
[/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.


Lomax is an elderly male Dark Elf summoner, having led a long career in both religious and administrative duties. He is completely bald and could be described as "chubby" (if only by elven standards), a result of his infamously gluttonous way of life. Though he gleefully enjoys various forms of sadistic entertainment, he has little taste for actual battles, and would very much prefer to avoid engaging in one personally.
[/ic]

[ic=Larynda, Captain of South 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, Larynda increases the Morale of garrisoned troops by +1.


Larynda is a female Dark Elf in the prime of her life. She comes from a militant lineage of summoners and is quite athletic and imposing figure, inspiring fear and obedience by her mere appearance. A strict disciplinarian, she demands nothing less than perfect performance from those under her command.
[/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.


Malaggar is a young male, freshly promoted to a Captain. He earned his rank more by fearsome merit than family connections, having bested many of his colleagues in heated summoning duels. He is very tall for his age, towering over the soldiers he leads. Having always been of aggressive nature and eager to challenge rivals and foes, he lost his left eye during adolescence, and now wears an eyepatch that further enhances his rough appearance. He cares little for politics, prefering to channel his ambitions through martial pursuits.
[/ic]

[/spoiler][spoiler=Orders]

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

1. Hazer-Nagroth should be properly secured now that it's been occupied.

2. A previously negotiated exchange of units with the Duergar of Käferhold is to take place at Lowerdeep 10.

3. A third outpost should be founded on Middledeep 4 so that Kirr-Godna will be guarded from all possible directions of attack. If at all possible, the outpost should be placed so that garrisoned Crossbowmen can fire on enemies while they are crossing the bridge.

4. I will need a large number of Bloodfiends to counter the Shadow Elves' Abominations. Since the number of fiends I can summon/week is limited by the number of Summoners, the process of building up a force should begin without delay.

[/ooc]

From Kirr-Godna, 5 slaves will be delivered to Uzannador, another 5 to South Guard, and further 5 to Hazer-Nagroth.

Malaggar (at Kirr-Godna) will sacrafice 5 slaves to summon a Bloodfiend. Then he will depart from Kirr-Godna with 1 Dark Elf Swordsman, 2 Bloodfiends and 2 Ogre Slaves. They will spend 2 Speed to march to North Guard and 1 Speed to be garrisoned there. Malaggar will take command of the outpost.

Eredini (at Kirr-Godna) will sacrafice 5 slaves to summon a Bloodfiend. This Bloodfiend will depart from Kirr-Godna and spend 3 Speed to march to South Guard and 1 Speed to be garrisoned there.

Lomax (at Uzannador) will sacrafice 5 slaves to summon a Bloodfiend. This Bloodfiend will spend 1 Speed to march to South Guard and 1 Speed to be garrisoned there.

Larynda (at South Guard) will sacrafice 5 slaves to summon a Bloodfiend to bolster the garrison of South Guard.

Dalashinn (at North Guard) will depart from North Guard and spend 1 Speed to march to Hazer-Nagroth, and another 1 Speed to be garrisoned there. He will take command of the city for the time being. He will also peruse the Arcane Library to research the Haste spell.

1 Dark Elf Summoner will depart from North Guard and spend 1 Speed march to Middledeep 7, to the gates of Hazer-Nagroth. He will be joined by an escort party of 2 Spider Cavalry and 3 Dark Elf Swordsmen departing from Hazer-Nagroth. A supply of 5 slaves will be taken along. This party will then spend 1 Speed to descend to Lowerdeep 8, whereupon the Summoner will sacrafice the 5 slaves to summon a Bloodfiend, which joins his escort party. The party will spend 2 Speed to march to Lowerdeep 10 to rendezvous with a party of Duergar from Käferhold. The Summoner should join the Duergar in accordance with the diplomatic agreement with them -- 2 Tunnel Hulks must be received in return. If things go as planned, the escort party and the Tunnel Hulks spend 3 Speed to return to Hazer-Nagroth. If the Duergar show treachery, the entire party should retreat back to Hazer-Nagroth.

2 Slave Soldiers, 2 Dark Elf Swordsmen and 2 Dark Elf Crossbowmen will depart from North Guard and spend 2 Speed to march to Middledeep 4. They will attempt to found an outpost there, right next to the bridge, on the eastern side of the chasm. Should they be attacked, they are under orders to retreat to Kirr-Godna.

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

South Guard (Middledeep 16)
Larynda
10 Slave Soldiers
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
3 Bloodfiends

Uzannador (Middledeep 15)
Lomax

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

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

Hazer-Nagroth (Middledeep 7)
Dalashinn
1 Slave Soldier
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
2 Spider Cavalry
2 Tunnel Hulks

Middledeep 4
2 Slave Soldiers
2 Dark Elf Swordsmen
2 Dark Elf Crossbowmen
[/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]

zcynthr

[ic=Delusions of Grandeur]
Skarax clutched his stomach and grimaced. He was so full, yet the hunger for fresh meat continued to grow. Was it his imagination, or were his teeth and claws longer and sharper today? Perhaps his body was transcending its prison of flesh into something more primal and draconic, as befit the first centurion of the First Cohort, successful in so many campaigns against the Legion's foes. Only last week had he personally put down the last survivor of an obscure dwarven people haunting the ruins of their former citadel, beheading the leader of the wretched band and claiming his tenth of the booty from their belongings, as was his right. But why then was he so damned hungry?
[/ic]

[ic=Machinations]
The omens were good, perhaps the best Tertius had ever seen. It was tempting to recommend a frontal assault to Marius, but kobolds were hardly goblins, and the cautious approach had thus far served the Legion well in its battle stratagems. No, quick and decisive movements followed by plans designed to minimize casualties were the proper series of events. The people were always charmed by Tertius' extemporaneous speeches on how the curve of a strangely shaped mushroom or the flight of bats meant that the Legion would find glory and treasure in its campaigns, but he appreciated a Legate who understood that "retreat" and "cowardice" were not synonymous, and that the latter could be cured with appeals to honor, greed, and fear. Tertius toyed with the ring on his left hand idly, avoiding the catch with an ease born of long practice. It was fortunate indeed that Marius understood the several ways of motivation, and would not have to fall victim to the wasting illness that had claimed each of his three predecessors.  
[/ic]

[ic=The Penal Cohort]
Marius cursed, hurling the missive he had just received by rat messenger into his war room's hearth. The rat shrilled in pain and bit Marius' crushing hand, causing him to curse again and sever its head with his powerful jaws, wolfing down the bearer of such ill news. Without the support of the priesthood his troops would have been out of touch for weeks, but the Augurs were his eyes in the field. He preferred to ignore their primary allegiance to the pontifices of their respective orders, and hoped that a full vote each and the promise of new temples would keep them in line. Hell, they had voted for him, hadn't they? Bribery and back room deals between factions were republicanism at its best.

The legate retrieved a fresh scrap of hide and his pen, unwilling to use the stack of perfectly edged vellum given to him by the Pontifex Maximus upon Marius' ascension to the consulship. Why waste good things on a battlefield that weren't designed to protect his soldiers or kill the enemy? He preferred to save rewards for after the battle had concluded and the troops were safely ensconced behind their fortifications. Skarax had clearly gone insane, lurking in ruins and then attempting to assault an orcish camp by himself. Hopefully assigning him an adjutant would help Skarax rein in his fury once he had been healed of his madness. Assuming that someone could catch him, that is. Marius scratched his cheek idly, thinking on who to assign to the irrational centurion before laughing aloud and scrawling a name onto his note. Siruk! That little bastard had a few more things coming to him, and if he survived this assignment he might just be officer material. Skarax might hesitate to kill Siruk a little if he knew that Marius had personally appointed him, and his disgust at being saddled with a minder would help distract him from the news that he had been reassigned.

Marius smirked, wiping tears of sadistic glee from the corners of his eyes. The Penal Cohort would not be pleased, but with their new leadership they might actually accomplish something other than catching a few arrows for the regulars.
[/ic]

[spoiler=Orders]
MONTH 2 WEEK 2      
      
Wealth:      
Gold: 2      
Metal: 170      
Food:779      
Prisoners: 27 (giants and their slaves)      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Crystals: +20g      
      
Stonespire Fortress (Upperdeep 50)      
Improved Dwarf Mine (broken)      
      
Spoils      
Gold: 304g      
Metal: 5g      
Food: 26f      
Murmerstone: communicate with twin stone      
Orcdoom: battleaxe, +1/+1 melee, additional +4/+4 vs orcs      
Signet ring of Clan Stonedirge: cast Ward 1/week      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry, Leadership      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Skarax, Apostate of the First Cohort      
Melee Attack: +6      
Melee Damage: 8      
Defence: 19      
Health: 17      
Speed: 4      
Morale: +7      
Special Abilities: Discipline, Leadership      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      

Armies:      
Legatus Marius Krinak: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons: Garrisoned at Shatterspine Post (Upperdeep 62)      
      
Skarax, Apostate of the First Cohort: Garrisoned at Stonespire Fortress (Upperdeep 50)      
(2) Kobold Augures: Garrisoned at Stonespire Fortress (Upperdeep 50)      
(15) Kobold Velites: Garrisoned at Stonespire Fortress (Upperdeep 50)      
(6) Kobold Legionaries: Garrisoned at Stonespire Fortress (Upperdeep 50)      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
(2) Kobold Augures: -14g, -2f      
(15) Kobold Velites : -15g, -15f      
(6) Kobold Legionaries: -18g, -6f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Velites: -50g      
(1) Kobold Augur: -50g      
(4) Kobold Legionaries: -40g, -12m      
(1) Kobold Architecti: -13g, -8m      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
Workshop      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Disguised Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
Spiked Moat      
      
Shatterspine Post (Upperdeep 62)      
Fishing Pool      
      
Escape Tunnel      
Palisade      
      
Stonespire Fortress (Upperdeep 50)      
Forge Hall (unusable by Kobolds)      
Shield Hall (unusable by Kobolds)      
Hall of the Ancestors (unusable by Kobolds)      
Improved Dwarf Mine (broken)      
      
Outer Wall (broken)      
Iron Gate (broken)      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Coliseum: 3 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
Spiked Moat: 1 weeks remaining      
Kobold Mine: 2 weeks remaining      
      
Stonespire Post (Upperdeep 50)      
Improved Dwarf Mine (broken): 1 week remaining      
Outer Wall (broken): 1 week remaining      
Iron Gate (broken): 1 week remaining      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Mimic: -50f, 1 week remaining      
Dragon Shrine: -75g, 3 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
Burrow: -35g, 2 weeks remaining

Scrying:
Upperdeep 30
Upperdeep 42
Upperdeep 43
Upperdeep 44
Middledeep 63

Orders:      
(1) Kobold Augur at Upperdeep 77 Hastes the army formed of itself, (10) Kobold Velites, (4) Kobold Legionaries, and (1) Kobold Architecti.
This army spends 7 Speed to move to Upperdeep 53.
Army formed at Upperdeep 50 with Skarax the Apostate (wielding the battleaxe Orcdoom), (2) Kobold Augures, (10) Kobold Velites, and (6) Kobold Legionaries.
This army spends 3 Speed to move to Upperdeep 53.
The two armies combine to total Skarax the Apostate (wielding the battleaxe Orcdoom), (3) Kobold Augures, (20) Kobold Velites, and (10) Kobold Legionaries, detaching (1) Kobold Architecti as the Orcs have no traps here and I don't want him killed before I have the chance to install him as a Commander.
The large army declares an assault on the Orc Dungeon at Upperdeep 53. Should they win, (1) Kobold Architecti is installed as Commander.
Hopefully the combat sates the (6) Legionaries' desire for flesh until I can rotate them home and finish the Dragon Shrine. Good thing I have lots of pits and cages.

Marius Krinak announces that the Coliseum is being built with funds captured from the enemy rather than taxes on the people - continued military success is a tribute to the strength of arms of the kobold race, and should be both celebrated and rewarded. Soon the Legion will march again on the surface dwellers, pillaging the lands of the food-loving halflings for a grand feast.
[/spoiler]

[spoiler=Message to Cleversmart Kobolds]
Upon opening the tube strapped to a large rat, the following scrolls are produced:
Hail Shee-Ra Cleversmart the Sixteenth,

With injury having claimed the Legion's previous messenger, I thought it best to send another lest misunderstanding result.

The Legio I Draco does not recognize your dominion beyond the extent that you have claimed by settlement or force of arms.
The Legio I Draco refuses your request for tribute.
The Legio I Draco has no immediate designs on the Middledeep that would require the sponsorship of the Cleversmart kobolds.

Make no mistake- this is no declaration of war, but only a starting point for a relationship between our two nations. It is obvious that kobolds are best suited to hold sway over the world beneath the surface, but the military and political necessities of the situation dictate a more measured response than simple subservience. Just as our production capabilities and force of arms dictate a rejection of your terms, so do they suggest a potential for a powerful alliance. I recommend re-evaluating your request, and consider the foes that we might defeat with the might of both our nations.

Marius Krinak, Consul

Scrawled on a scrap of hide:
Shee-Ra:
Senate approves all messages to far-away people.
Cannot do more than hide words with official crap.
Fancy terms are right- Legion will not submit to
Cleversmarts. Legion, strong and well-armed,
is better partner than slave. We are friendly to
co-operation, but if unkind politics interfere I will
murder all Senate and myself destroy threat to Legion,
as I have destroyed Orc peoples.
-Marius
[/spoiler]

[spoiler=Message to Dr. Robertson]
Doctor Robertson, hail.

The Senate and people of the Legio I Draco greet you.
With the consular elections having been completed, the Legion turns its eyes towards its immediate neighboring peoples.
Long have we known of your citadels to the west and admired their stark spires rising from the deeps.
Know that we wish you well of your establishment in this Upperdeep, and do not seek anything of you beyond comradely friendship.
Know also that our borders are inviolate, and that all military forces will be repulsed with fortitude and haste.
We do not judge you for your cheating of death, as your gods are not ours, if indeed you possess such beliefs.

Lucius Yirik & Marius Krinak, Consuls

Also stuffed into the message tube is a small scrap of hide:
Medicus-
"Know" that Yirik is a coward and tool-
if promises seem good, they are too good.
I, Marius, will murder opposition if
this gets out of hand, but let Senate play
at government. No mistakes, this is
dictatorship. My dictatorship.
Don't want your lifeless caves, but will
suck marrow from your bones if attempted
invasion is made.
[/spoiler]

Steerpike

#83
[spoiler=Defense of the Mansion (Shadow Elves and Dwerim)]Soundtrack: War Council

Lothë sits upon his granite throne, brooding. A thousand curses he wishes upon the treacherous Dâgalûr, and one thousand pleas more to his Ancestors, that those Dwerim who died in battle might find peace in the afterlife.

Dolmar walks in, his Abominations in tow, looking grim.  "Hail, Lothë. Would that we could meet under better circumstances.

Lothë stands slowly, still stiff from the wounds he recieved at Goblin hands, and steps from the dais.  "Well met, Protector Lestridae. Know that for all eternity your people shall have the gratitude and friendship of the Dwerim, though it may be paltry recompense for the aid of the Nocae in our hour of need."  Lothë bows low

Dolmar returns the bow.

Lothë rounds the great stone council table, and grasps Dolmar's forearm firmly.  "There is no better meeting than as a friend on the field of battle."

I thank you; and the friendship of the Dwerim is not something I can begin to undervalue."  He returns the gesture.  "And no truer friends are ever made."

Lothë gestures to the table.

Dolmar moves over to it.

"Come. Sit with me. We shall talk, and we shall drink."  Lothë calls out in a great bellow.  "MEAD! ALE!"

"As is only fitting; the first drink to victory, the second for those who gave their lives for it."

Dwerim servants soon arriive with mead, and other refreshments.

Lothë drains a foaming tankard in one great motion.  "To victory!"

Lothë drains another.

Dolmar echos the drinks with the gusto of a dwarf. "To victory!"

"And to the fallen, who gave their lives so that we might live."

"The second drink Dolmar drains more slowly, and nods respectfully afterwards. "May their Ancestors and the Goddess watch over their souls."

Lothë grunts in agreement.  "Your warriors are formidable, Lord Protector. I may only imagine their ability on the field once well rested, and to make their journey so swiftly. Most impressive."

Dolmar bows his head at the compliment. "Twice have they repelled demons, aberrant creatures, and cadaverous Ceremorphs from Umbrazzid's walls."

"Should these beasts still trouble you once Dâgalûr's head decorates a spike before my gate, the Dwerim shall come, and we shall show the faith of our friendship.  Those who are your enemies are those of the Dwerim, and the Dwerim do not suffer their enemies to live."

"I fear they may strike again; last weeks silence has me more apprehensive than confident. And I would be honored to have the Dwerim by my side; your warriors fought with tremendous skill and courage.

"They could do no less. Our home was threatened. The eyes of our Ancestors were upon us. To lay down axe before life would be shame unbearable."

Dolmar smiles. "Phaedra spoke of this. What for other races is an act of great Valor, for the Dwerim is but simple fact."

Lothë nods approvingly.  "Tiern and his Company have brought us much pride. I rest easily knowing that should I fall, the Realm shall not."

"May that day lay far from now, but it good for both of us to know our children will do well to carry our banners should we fall."

"The Dwerim work with all their speed and skill, but it is not enough. Our walls are yet breached, and our gates yawn open, inviting foe within.  The Seers of Balagrod have looked upon the host of the Goblin. He returns not above, and moves as if he would again come against the Mansion."

"...Has he gone mad as those warriors of his!? He cannot hope to take the Mansion yet, even with the defenses weakened.  I and my warriors will stand with you. They will not succeed.  The Red Tide will be either no more by the weeks end - or, at best, a fading memory.  We shall stand in the Hall, as we did before, and we shall cut them down as they come against us. I vow that I shall see Dâgalûr dead, that he shall suffer for his treachery, that he shall wish that never he came against the Dwerim, that his line shall be ground to dust and that history shall forget him as any other beast.  I have entreated the adventurers who accidentally defended their capital to retake it for the Nocae. If he should flee again, he will find no refuge, no support, no help."

Lothë nods.  "We arm as many as we might with mail and axe. We do not think he will succeed.  Even should the taste of Blackroot linger upon their tongues, the Red Tide makes only a grave for itself."
This I vow before my Ancestors. Before Nír who was my father, and before Kalte who was his, and before Ariam who first cut into Goblin flesh with blade unyielding."

"Hear hear!"  Dolmar drinks.

"The Goblin King shall meet a wall of Dwerim shields, who are the anvil upon which he will be destroyed. Flames shall pour upon him from above. The Mercenary Tenebrius shall flit from the shadows and lay into their horde from behind. I would have the Nocae join him, and so surround these Goblins, and destroy them utterly."

"My warriors and I will depart briefly to scout the surrounding region; I wish to make sure the Goblins do intend on their suicidal attack. Unfortunately us 12 are all I can spare: our forces in the goblin's old warrens will converge upon their remaining city, ideally with the aid of the Blades of Glory, and take it."  Dolmar nods.  "A wise move: we will scout, and will join Tenebrius in the flanking assault."

"His only other course would be to bring his horde against Nüln. But they would be exhausted, and bereft of reinforcement. It would be wise should your scouts determine their true course, and if they come against Nüln, we shall fall upon them from behind.

"I near hope he does; less good men and women will die slaughtering his brutes."

"Many of our people and our warriors have come to Nuln, but it is not made so safe as the Mansion. Still we must secure its depths.  But know that I will have Dâgalûr's head, Protector Lestridae. His existence is an insult to the Dwerim, and we can suffer him no longer.

"Some of my warriors can move to assist with that, though I will have to wait, lest I leave Umbrazzid defenseless. And I would not dare deny you that."

Lothë nods.  "Still, I suspect in his rage that he will attack us here, and so we should not worry, but prepare ourselves for righteous vengeance."

"Speaking of Depths, I have scoured Rhuad clean of the goblins. One of my Paladins moves to guard it until you are ready to reclaim it. Two iron golems reside deep within; if they could be reactivated to join, we could assuredly crush his remaining holding regardless of what defenses he may have."

"Golems... Where do they stand, Lord Protector?"

"At a door, perhaps to a vault, in the lower level of Rhaud, one that is also warded by runes. I have transcribed them, save leaving a couple errors in case they are magically potent."  Dolmar shows the Dwer Thane the runes.

Lothë peers at the page, a troubled expression on his face.  "It is a powerful and ancient ward, Protector Lestridae. Trouble not these Golems, for they guard safe the world against what may yet lurk in those depths...."

Dolmar nods. "I feared as much, and thought it best to seek your council. The golems did not trouble my warriors 'pon sight of them, nor did they apparently trouble the goblins while they watched: it seemed that prudence would best outweigh curiosity."

"It must have been that some among the Reim returned to those halls... having seen the Terror Below, and so sealed it within. No. No. Draw not near to these Golems, and leave them to their duty."

Dolmar nods again in vehement agreement.

"Once the Red Tide has been crushed, the Dwerim shall return to Rhaud, and we then we shall know the truth of it.  We are grateful that you have expunged the Goblin filth from the Thousand Halls, and know that any wealth that you might gain from its mines while you guard it for us the Nocae may keep. We know that you have need of it."

"And we will guard it for you until that time, so no other beasts may defile it's halls. I do appreciate that: unless our foes relent, we will need every bit we can muster.  For now. In two months time, one way or another, Umbrazzid will no longer stand on the banks of the Mare."

"The magics of the Nocae must be powerful indeed, then."

"It is not ours, but the magics of the Goddess. Once Her temple is complete, we will begin work on the Beacon."

"The Dwerim do not know of your Goddess. She has not revealed herself to us. It is our Ancestors who guide us through the Shadows, and show us the ways that we might walk."

"Both are of the Shadows; it would not overly surpize me to learn that the Goddess and your Ancestors had met in the Shadowed plane and worked to bring us together in this world as we are in the next.  Perhaps your shadow mages and our clerics should meet, once the Temple is ready, and share what has been revealed to them."

"This is my hope as well. Soon we shall reclaim our Hall of Shadows in Nuln, and then we may know more. We must guard ourselves carefully, for the Dwerim know that fell spirits too lurk in Shadow... but together, they could not overcome us."

"No. And if we can secure the aid of Thane Grimhammer as well: when the time is right, with her blessing and yours, I would like to build a portal to bridge your two realms so you may more easily aid each other."

"These things are all well and good, but they are of the future. Battle yet stands before us, and there we must place our thought. Another drink, then! A drink to the death of Dâgalûr."[/spoiler]
[spoiler=The Council of Three (Dwerim, Shadow Elves, and the Glow]Soundtrack: Old Enemies

Lothë steps through the fungal gloom of the Great Forest, a grim look upon his face. Behind him come twenty-one Goblin prisoners, bound and gagged, shephered by twenty-one Dwerim warriors. He approaches the clearing where he is to meet the Child of the Glow in parley.

The Rotqueen's arrival is preceded by a soft, flickering glow from the forest, changing hues every few seconds.  Eventually, the Child emerges from between the illuminated mushroom-stalks.  She appears to be alone.  She slithers over the ground almost silently; her lower body is amorphous, like a slime mould, but her upper body is like that of a young woman; it is unclear if she is meant to be a human or an Elf.  Her body is covered in little tendrils and polyps that twitch and wave constantly and glow with neon colors that seem supernaturally vivid.  Her eyes are a pale, radiant white, that occasionally seem to have motes of color dancing in them. She is, in summary, a very unusual looking fungus; she has no obvious resemblance to Blackrot save the general body type. She wears nothing and carries nothing except a long ivory staff, apparently made of bone.

Dolmar walks close to Lothë, eleven Abominations completing the retinue.

"Rotqueen," Lothë says.  "You have asked us here, and we have come."

Dolmar silently inclines his head in ackowledgement of her presence.

"I thought I would remember your face, Lothë-flesh.  I do not."

"I remember that of Blackrot as I cut her down, the agony upon it. Your face is not her face. And so neither of us knows the other."

"Yes, I am not her.  But she is... within me.  I was her; it is hard to recall... the dream is strange.  But I do hear her, what is left of her.  I am what the Dreamer has remade."  She slowly turns her gaze to the prisoners.  "What are these for?"

"That is yet to be seen, Rotqueen. First we shall speak."

Dolmar blinks, obviously processing what she is saying.

"I was of Black-Rot; I am born of the Dreamer, as she was.  But I am neither.  So I have come here, to see what should be done.  I will tell you - that which is like Black-Rot would have much sharpness.  A war.  And take this forest.  The Dreamer... she dwells deep, in place and mind.  She does not dream of death.  But she dreams of this place as well."

Dolmar eyes harden, but he waits for Lothë to speak.

"The Dwerim wish no war with you. Why then should you wish war with us? I have spoken of what shall be done, Rotqueen. Dâgalûr shall be cast down, and his horde shall be destroyed, and this forest shall know peace.  It is he who has broken it, but it is I who shall mend it."

"The Goblin-flesh is not important to us.  I was wrong; they are not worthy.  They gave us gifts, and I deemed them good-flesh, but I do not think this any longer.  They do not love life."

"They do not. In this we agree."

"All of us," Dolmar adds.

"Yes.  If you did not dwell here, perhaps they would attack us.  The mind of flesh is strange to us.  We gave them gifts to repay them for what they gave us - but we will not fight for their sake.  I am finished with that flesh."

Dolmar looks relieved. "I am glad to hear it."

"We know of your gifts. And perhaps the Dwerim might forgive their giving, though they have brought us suffering.  I think it is that, as you say, you do not understand."
"That confuses us - The Elf-flesh asked us to give our children to them, that we should fight the Goblin-flesh."  She points to Dolmar with the staff.  "We are uncertain how this would be different; the flesh asks us for our children, another flesh asks us for our gifts.  But they are soon to be no more, we think, so perhaps it does not matter.  I glimpse the Goblin-flesh no more within the Dream."

" Again you see the truth. Soon they will be no more."

"Yes, no more.  Yet this..." the Child gestures broadly at the trees.  "This is Black-rot's home.  This is the Dreamer's love.  And so it is my home, and my love.  It is where the Dream will be made real."

"Yet it is the home of the Dwerim, and many years have we been here. Before ever a forest grew here, some among our Ancestors woke from the stone in this place. And so we returned to our beginning, for we have found little solace in these depths."

The Child crooks her head, and the tendrils on her head wriggle and twist around each other.  "You will not return to this other-home, that which the Goblin-flesh took, that they have spoken of?"

"Some among our number shall return to the Thousand Halls. But they will not be the same as they were, and never again shall Rhaud be as it was, for what was there done cannot be undone.  We shall return so that we might care for the memory of the City that was, and so be made the stronger in the remembering."

"That is sad.  I would go to my home... I think.  Sometimes I am not sure where I belong... but it would be much easier if you left.  Now we must think.  What of the Elf-flesh?  They now dwell in the Goblin-dwellings.  Will they remain here?"

"Yes, that is our intent," Dolmar says.

"I cannot speak for the Lord Protector," Lothë says.  "But if you ask if he shall remain in the forest, I suspect he and his warriors shall depart once Dâgalûr is dead.  Is that not so?"

"Our home is attacked by foul creatures. Dead Ceremorphs that still walk," Dolmar says.  "We need the Goblin-dwellings while we are still attacked - but yes, we shall leave the forest once Dâgalûr is dead, save visitors to the Dwerim - or if any threaten our friends.

"All may come to the Mansion of the Dwerim, should they come in friendship. So the Dwerim say."

"The Dreamer dreams darkly of this.  The Elf-flesh is a killer of family.  We could not imagine destroying our children.  I do not hate this Elf-flesh, but they cannot stay, no."

"I have killed no family of mine."  Dolmar looks offended.

"Are you not Elf-flesh?"

"Yes...but not all Elf-flesh is family."

The Child looks blankly at Dolmar with an expression of vague confusion.

"The Kirr, the elves who I war with, are slavers and torturers. I fought to free some from their torture.  They summon Demons into this world - by killing those they have."

"The halls of the Goblin lie far above, and are not of the Forest," Lothë says.  "And so we see that this should not trouble you, Rotqueen."

"We would not wish to dwell there, this is true.  But we would dwell in this forest, and that realm is close to the forest - as you have seen from this Goblin-flesh that has attacked you.  And we see that the Elf-flesh fights much, and gives much sharpness, even to Elf-flesh."

"I would not attack you unprovoked," Dolmar replies.

"The Dreamer believes we cannot abide such flesh so near us.  She considers them like to the Goblin-flesh."

"For days must one walk, to descend the Stair of Naíni and come into the Forest. The Lord Protector is an honourable man, and has no designs upon that Forest. "

"I am not sure what this means.  You say that flesh breaks its word, but flesh also gives it, and says this is good.  Flesh-words are strange to us; we see what threatens us, and what does not."  The Child looks back to Dolmar, listening

Dolmar smiles somewhat bitterly, and with traces of guilt. "I...can understand your mistrust. I have a proposal.  If we remain in the Goblin cities, you may send some of your children to watch us. You will know if we are building a force there, you will know if we intend to threaten you, and you will be able to threaten us in kind if we do.  Though this does not apply to the Dwer City of Rhaud. I only steward it for a time until the Dwer can reclaim it safely."

"This means little to us.  You may build your sharpness elsewhere, or hide it from us.  The Dreamer fears that the Elf-flesh will grow many, and destroy us.  The other Elf-flesh has also come, and we fear this sharpness will soon be here, in our garden."

"Other Elf? What other Elf?" Dolmar asks

"Of whom do you speak? Prince Saerid, of the Shining Flame?"

"We do not know that flesh.  We speak of the other Elf-flesh which this Elf-flesh kills, and is killed by."

"For a century the Kirr dared not tread in the forest," Lothë says.  "While the Dwerim watched. We have heard no word of their coming.  They are diabolists, and consort with fell powers, and we trust them not."

"But you, flesh, have not watched them as we have.  And I know one who has watched them much.  We believe they grow strong."

"The Kirr will not tread in this forest if I can stop it.  The blood of the Hells is in their veins, and they are treacherous and loathsome. They will not come here, so long as the Dwerim live. This I swear."

"If this Elf-flesh dwells here, then what will stop this other Elf-flesh from coming?  You have heard them, Lothë-flesh.  They are flesh like one another, and yet would kill each other.  They will do this here, if the flesh remains." The Child looks between them, appraisingly.

"As do I," Dolmar says. "Once I leave the forest, they will have no reason to come here. They will come to Umbrazzid or Ald-Anoril above; it is much greater distance for them to come to the Forest.

"We will speak of another, then," the Child replies.  "Of the other Dwarf-flesh that dwells below."

"Is there anything I can do to prove I do not mean to threaten you?" Dolmar says.

The Child looks taken aback by the question. "Prove?"

"Prove. To... to show my intention."

"A flesh either is a threat or is not.  We cannot know what is in the mind of that which does not dream with us.  All we may know is what the Dream intends, and you do not share the Dream."

"Yet Dolmar Lestridae stands before you, and he does not threaten," Lothë says.  "Upon what you have heard you judge him, though only now do you come to know him?  Is it not that you must first see what he would do? Is it not that to every creature should a chance be given?  I judge you not by what Blackrot did in her life, Rotqueen, but by what you do in yours."

"We thought this of the Goblin-flesh, yes, that they should be taken as good.  But they were not.  We have also heard the Duergar-flesh say to us what is not true.  We conclude that the word of flesh is not useful to us."

"And what of my word, then?" Lothë asks.

The Child looks down at Lothë, considering. "We do not understand this promise or honour that the Lothë-flesh speaks of.  We are uncertain if the word of this flesh is something that should have meaning to us."

"I propose action to prove my word is useful..." Dolmar says.  "What do you mean the Duergar have lied?"

"Yes, the Duergar-flesh... They offered a 'treaty' with us, over who may dwell where.  But they are false, and not true.  They ask for more, and more, and offer us nothing.  The Lothë-flesh says he is friends to them; but we ask the Duergar-flesh, and they say they were lost to the Dwer long ago, and are not.  One of these flesh is not speaking the truth to us."

"It may be that you are not alike to the Dwerim in this way. But I should rather die than break my word, than sully my honour, than disgrace mysElf before my Ancestors."  Lothë considers, and strokes his long and lustrous beard.

"This matter also concerns the Dreamer, and darkens her visions.  She believes that it may come to much sharpness between us and the Duergar-flesh."

"Since we do not have the Dream, all we have is our word," Dolmar says.  "If the Duergar are lying, that... is cause for concern."

"Yet the Lothë-flesh would help them; so the Dreamer wonders if we must drive away the Dwer-flesh now, so they do not harm us if this sharpness comes."

"It was that Lord Kafer sent word to me," Lothë says.  "And it was that he asked that we take up the ancient allegiance that once we shared. I deemed it good that to the Duergar I should give this chance, as I give to all creatures. If it is that they have lied to me, then I am not bound by my word to them, as they would make of mine a mockery.

"As we say, the word means little to us.  But we watch the Duergar-flesh, and my... my 'friend' says they grow much, a force that they may turn on us.  And we think that if they deceive us still, and grow still more, that we may bring this sharpness to them, that they should not threaten the Dreamer.  If the Dwer-flesh would be as one with them, and defend them, then the Dwer-flesh cannot be at peace with us."

"This now will I swear. The Dwerim shall trouble not you or your Children, and shall raise no arms against them, so long as you in turn raise none against us. It is that I believe you, Rotqueen. Though it is strange, you are a creature of innocence, and I do not think you would lie.  If Lord Kafer speaks one thing to me, yet then another to you, I cannot trust him."

"And what of the garden, flesh?"

"Yes. What of it? You have said that you would come here, and this troubles the Dwerim, for here we live already.  But it is that the Forest is wide, and the Dwerim live not in all of it, and perhaps there is room for us both."

"If my children would dwell in the garden, but leave this dwelling, the Dwer-home, to the Dwer-flesh, would this please the flesh?"

"To this we may yet agree. If you should dwell not within two days walk of the Mansion, this would please us, and we would in some ways be content.   Yet also the Dwerim claim the lake that lies north of our home, for it is that we come to its shores to gaze upon the water, and we find it soothing."

"We... will consider this.  Perhaps I shall ask my friend, who is very wise in the ways of flesh."

"You would not agree?  We would yet give you time for consideration, but the Dwerim judge our offer fair.  We would not bar you from the Lake, if so too your Children would find peace to look upon its still waters."

"We... I think it may be as you say.  But we wonder what the flesh will do with the garden that it dwells in, and whether it shall thrive as we wish it to."

"The Dwerim well love the peace of the Forest. Our food we grow within our Halls, and we eat little that the land gives of its own. We burn the black-stone that the Earth gives us, and trouble not the trees that grow here. We do as we have always done, we watch, and we make safe the ways of the Forest against fell creatures and wicked folk."

"This seems good to me.  But we think that all of these matters, the garden, the Duergar, and the Elf-flesh, that they are all bound together; for if the Dwer-flesh satisfy us, but the Elf-flesh do not, one will surely not let the other be destroyed."

"We are satisfied if the Dwer-flesh will no longer fight alongside the Duergar-flesh.  But the Elf-flesh still troubles us."

"If we do not leave the lands of the Goblins, you threaten us?"  Dolmar doesn't seem angry, but sad.

"I do not threaten.  But the Dream would have me destroy all that which threatens the Dream.  The dwelling the Dwer-flesh built, we destroyed this for this purpose.  And we fear that the Elf-flesh threatens the Dream in this way."

"Is there any way I could share this, this Dream with you? So that you know that we do not threaten you?"

The Child looks surprised, and then smiles warmly.

Dolmar closes his eyes and takes a deep breath. It's obvious he has some idea of what this may entail.

"This we would delight in.  But we would fear for the sake of the flesh.  We have flesh who we keep dreaming; I have tried to show the true Dream to them, sometimes, but... it is too great for the mind of flesh.  They go on dreaming, and never wake again."

"If I do this thing, would you allow my people to stay in the realm of the Goblins? Would your children help if the Kirr and the Undead Ceremorphs, the minions of the Cerelich, brought their...their sharpness against my people?"

"It is truth that even my children do not see the whole dream, nor the edge of the unreality, the great darkness.  They know the edges of it only, the whispers of the ecstasy.  More would harm them."  The Child muses on this for a moment; whenever she seems deep in thought, the polyps on her head wiggle like worms on a hook, twisting around each other.  "I would not send my children to kill those who are no threat to the Dreamer.  But there is a way we may aid you against this Elf-flesh, if we wish it.  Our wise friend has told us this."

"What way is this?"

"There is a tall dwelling in this garden; we think it was made by your flesh.  It is ours now.  But curious things it has.   It has a gate, flesh, a gate that connects a place to another, as the Dream connects minds.  We may walk there, and be at another place entirely."

Dolmar whispers. "The Tower of Screams." He looks sharply at her staff. "And a portal."

"This other place... we have not seen it yet.  But our friend says it is a great Elf-flesh dwelling, large and rich, empty now - but in the realm of the other Elf-flesh.  We will not join the Elf-flesh in sharpness; we detest this sharpness between kin, and think it a thing of bad-flesh.  But we think the other Elf-flesh does not yet know what we suspect, what our friend has said."

Dolmar nods. "The strategic value is incalculable."

The Child tilts her head and looks at Dolmar

"Does the flesh think this valuable?"

Dolmar nods. "Yes. That could change the entire war." Dolmar breathes deeply. "If nothing else, it must be guarded - if the Kirr have access, they could attack both you and the Dwer.  But if do this, if I join you in the dream, will you swear to not bring your sharpness against my kin?"

"We must say that we are not certain this is true, where it goes, but we trust our friend, and she says this is very likely; that she has seen this place."

The Child looks at the Elf with pity.

"And allow us to dwell in the lands of the Goblins? So long as you see that we mean you no harm?"

"We... we are not sure of this.  The flesh are not like us.  I am bound to my children; I feel them always.  But we believe this is not so with flesh.  We might know you, flesh, through the Dream, but what of your children and kin?  We hoped to trade you the knowledge, and use, of this gate, and then you might leave this place.  We... would not ask that you leave now.  But you would leave."

"It is clear, Rotqueen, that the Nocae intend you no harm. What is it that you possess that they might desire so strongly that they would bring war to this Forest? The Friendship that is between the Nocae and the Dwerim binds us both tightly, and we would not see the other suffer for our action."

"If I leave the realm of the Goblins, my children and kin will die. I need the resources of the Goblin's mines to keep them alive and safe. Even with that gate."

"Mines... this is about this dead-gold that the flesh desires.  We did not understand why the Elf-flesh would want to dwell here, but this makes sense to us now.  A strange thing this is; what is not alive is worth nothing to us, but to the flesh it is much indeed."

"Aye, that it is."

The Child is silent with thought again, her tendrils wriggling.  She taps idly on the ground with the bone staff.

Dolmar looks over at Lothë. "My friend, if we were to turn control of those cities to you, would you send us the gold and half the metal their mines earn?"

"What amount of this dead-gold would allow the flesh to prevail in this sharpness, and no longer need these dwellings?"

"The Dwerim would send you it all. For you have earned it in battle thrice again."

"You would give these dwellings to the Dwer-flesh?"

Dolmar nods, smiling, and looking relieved. "Yes, yes I would."
The Child looks between them curiously.  "We do not understand.  You are not like-flesh.  Yet this that flesh values, you give to the other.  And you fight together.  Strange are the manners of flesh."

"Perhaps in time you will learn and understand, should you let us show you," Lothë says.

Dolmar smiles warmly. "I hope we can show you these strange flesh ways."

"This is acceptable to us.  But the flesh should know that if this is the trade it wishes, we see no reason to give them the use of this gate we speak of; for it would be of no purpose to us, and could make the other Elf-flesh our enemy.

"We will sever it from the place it leads, forever."

"The gate we can live without," says Dolmar.  "If you sever it, that will be enough; then the Kirr cannot use it against our allies."

"Know, Rotqueen, that the Dwerim move not swiftly, and that our numbers are not so great as once they were. It will take us time to assume control of the Goblin lands.  Give us three weeks, and it shall be done."

"Yes... we wish to see what is on the other side.  My children dwell there now, and I will join them very soon, and we shall see it.  But once we have returned, we will close it."

"And as soon as the Dwerim are ready, we will depart," Dolmar says.

The Child smiles rather dreamily, and looks between them.

"Then this is what we will consider: that the Dwer-flesh will have this half of the garden, and we the other; that the Elf-flesh will dwell above no longer, and that the Dwer-flesh will instead; and that neither flesh will bring sharpness against us, should we have sharpness with the Duergar-flesh below.

"Then we are agreed."  Lothë motions swiftly with his hand. As one, twenty-one axes cut through twenty-one Goblin necks.

"When will we know the results of your consideration? But on all those points, we agree, so long as we may remain until the Dwerim are ready to take the lands above."

The Child looks a bit puzzled at this, but not disturbed.

Dolmar barely blinks.

"A gift, Rotqueen, so that you may know of our good faith in this bargain."

"We shall leave these Goblins to lie where they have fallen, and you may do with them as you wish."

"We will make their flesh beautiful.  We bring beauty and life to dead-flesh; this is good.  We warn you -"

Lothë raises a great bushy eyebrow at this pause.

"The Goblin-flesh that lives still, they may have more of our gifts, these mushrooms sown by Black-rot.  One hundred and sixteen we gave to them."

"I see," Lothë says.

Dolmar nods. "Thank you for the warning."

"We can give them to you, flesh, if you desire it.  But the strength they have comes with a price, we are afraid.  It matters little to my children, who live for a short time; but flesh lives much longer, and values its long life above all."

"Dwerim will die for this. But they shall do it gladly, for it shall be for their Home, and before the eyes of their Ancestors. We have slain many who tasted of Blackroot, and will slay many more."

"No... I think not. This offer we must decline. We will not taste of Blackroot, for it is bitter and will avail us little."

Dolmar shakes his head. "The offer is...appreciated, but I would not ask any of my kin to shorten their life."

"As the flesh wishes.  It is sad that more should die, for we think the Dwer-flesh may be better flesh than this Goblin-flesh.  But we have done what we have done, though I consider it a mistake, now."

"The first sign of wisdom is knowing and admitting an error. None of us are without flaws."

"What shall be, shall be, Rotqueen. But the Dwerim know that they shall triumph, and in that we must find solace."

The Child smiles broadly.  "Perhaps.  The Dream alone is perfect."

"And for that, I am glad I can take your word."

"Our bargain is made, then. We return to our Mansion, and to battle."  Lothë moves to depart.  "Fare-thee well, Rotqueen."

"We agree to all these things.  But we must speak with our friend, and the Dreamer must dream it, and see it is good.  It... is a strange thing.  But it shall know what I know, and perhaps it will no longer dream darkly of your flesh."

"We shall tell you in the coming of the new week, Lothë-flesh."

"Think on all that here was said, and know that the Dwerim shall keep their word."

Dolmar nods. "As will I," and turns to follow Lothë.

"We shall see what this means, in time.  Farewell, flesh."

Lothë moves off into the Forest, his axemen marching behind, their blades still dripping crimson.

The Child remains, watching them all leave, before she too slips away.

The Abominations follow with their deadly grace, making not a noise as they depart.[/spoiler][spoiler=An Unusual Meeting (Cleversmart Kobolds and Grolhund the Heartscrew)]Soundtrack: The Mad Inventor

Shee-Ra has reached the agreed-upon meeting-place.  She steps from the shadows.

"Grolhund the Heartscrew!" Shee-Ra screeches.   "Koboldsnatching bandersnatch with slithy toves and wiry gables, this is Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground.  I have come to you, fresh from destroying SpinnerWebs and HookerHoers. I meet you on this field to speak. Though you be a koboldsnatching bandersnatch now, you did return some of those you snatched, so I seek to learn your aims.  And to seek my otherkoboldfolks' freedom."

The ground shakes and a great mass of metal bursts forth from the nearby "treeline". It thuds, slowly approaching to stop a handful of meters away, towering over you.  It is silent for a long moment then begins to speak in a deep voice.

"Ah yes little queen, I wondered if you would dare come." Grolhund peers down at the kobold with its great red machine eye. Grolhund reaches with great whiplike appendages to pull a cage off its back, the door of the cage falls forward and out spills a mass of ragged kobold hatchlings and adults.  "As promised little queen, here are your subjects who you neglected to ask returned."

"I see.  Now then, what is it that brought you to my gates?  Why skitterscatter into koboldregions?"

"I go where I please, small one; I take life where it is needed. It should concern you not why I chose to collect it from your warrens, only that I did and that I will do so again if I demand it.  If I must crush to collect then I will do so."  Grolhund examines the kobold queen.  "It is fascinating that one of your stature would remain yet so haughty in my presence."  Grolhund gives a deep guttural laugh

"Why would I do anythingbut. I am Shee-Ra, Mistress of All that Is Under the Ground- except of course, for the NastyDreams, who must be destroyed.  And the Greyskulls, who are untrustworthy.  Since you, a resident of this Underdeep, be my subject, I have goodreason to be proud.  You are strongkobold.  So your success is often my success."

"Flattery will serve you not small one, though you are not incorrect. And my success is success for all life. For through my will shall life be perfected.  Though I will admit that your little garrison was not a mouthful for my needs.  Perhaps you know of greener pastures where I might harvest what is needed.  I am sure one who styles herself queen of the below places would know all there is to know about such areas.  Grolhund has need of bodies, living and corpse and of resources for the great work.  If you, little queen can provide alternatives he would not need to harvest from you."

"There are many enemies of koboldkind in the Underdeep."

Grolhund leans in so close that Shee-Ra can almost reach out and touch the great red orb

The Lowerdeep caverns to the south and west [L69], home to evilbad NastyDreams onlyhave four Psions, one a Commander, a Thrall Pen, Amplifier Node. and Mushroom Farm and Ceremorph Mine are underbuild. No defense or trapnow; but because build mine, they mayplan build defense next. Also it seem they may have some thrall therein.
The caves of the madelves [M6] who think charge tax to any to pass not have anydefense now, but also have few citizen; it be only outpost."

"Ceremorphs? Hmm I have desired greatly to examine their form."

"And home of goblinbetrayers [M37], have manysmallweak creatures. They verydangerous in horde though-swarm around and mightykillbad. But they weakened by defeat by PickyPoke DiggyDig vassals. We not know these Ceremorphs, only know NastyDreams-they ugly creatures, but yesbe veryunique."

"Very well small one, if what you say is true I perhap will look elsewhere. Though it would be in your interest to continue to scout and to find new sources and information for Grolhund."

"As long as vassal does goodything for us, we gladspread information for vassal.

"Vassal? Haha! Still your bravery may find use.  If you have things more solid for us than information perhaps grolhund shall even hunt for bodies amongst your enemies.  If you do you may use your rat to contact me, the one I have improved."

"Whatsolid thing? Food?"

"It will find me."

"You mean thatrat not dead?"

"Food? No, Grolhund has need of test subjects, of bodies, of gold."

Shee-Ra's eyes narrow.  "What testyoudo? You raise deadcreature?"

"If this you offer perhaps Grolhund will crush your foes for his own amusement. I have little interest in raising the dead little queen - it is life that I shape, not death."

"Ah, you want livecreatures, then?"

"That which is not live is not creature, it is either body or abomination. Body I can use, abomination I will destroy. I will leave you to your thoughts little queen, heed well my words or perhaps you will see me again."

"So, thatrat, madrat, still function? We put in quarantinepit, nearly ready drop in with swimmyswims."

"Yes.  I do not bring death but improve life.

"Howmake madrat function then?"

"Like any other rat, feed it, care for it, give it messages and instructions, it will understand you as any other rat.

"Then we gladsend you HookerHoers bodies to makeyoueasy destroy NastyDreams.  And we will rescue madrat.  We lookforward to workingrelationship, strangeKobold."

"It is good small one that you have reason as well as humour, though a pity you would make a prime subject."

Grolhund turns and marches off.[/spoiler]

Steerpike

#84

Rumour has that the Goblin King Dâgalûr, refusing to admit defeat, renewed his assault on the Dwerim Mansion of Mhaldûl-Nem.

Soundtrack: The Battle of Mhaldûl-Nem

[ic=The Month of the Rat, Week 3]The brief Goblin-Dwerim War has ended, and the Goblins of the Red Tide are no more – but rumour has that the Dwerim paid for the victory dearly, and some claim that their Thane, Lothë, Prince of Mhaldûlne, fell to the blade of the Goblin King Dâgalûr.  Whatever the case, the Shadow Elves have no seized the remaining Goblin settlements and the Goblin armies have been utterly destroyed.  Meanwhile, the Kobolds of the Legio I Draco have put an end to the Orcs of the Bloody Spear Clan once and for all, seizing their stronghold in the name of the Legion.

There are rumours also of adventurers in the Underdeep – a group known as the Blades of Fury, and another called the Brotherhood of the Holy Dawn.  Little is known about these Abovelanders but the Blades are said to have dealings with the Shadow Elves while the Brotherhood reputedly assaulted the Liches of the northern Upperdeep, to little avail.  The High Elven Prince continues his exploration of the Underdeep, seeking his lost beloved.

In other news, the breeding-season of the Jabberlings has begun.  These dread, writhing creatures form vast herds in the Underdeep, hibernating in pits and chasms before swarming out in great numbers, briefly wreaking terrible havoc throughout the caverns as they consume all that they find.  Typically, hundreds of these creatures die, but the strongest survive and return to their pits to reproduce a new generation of Jabberlings.[/ic]

[ic=Maps - The Month of the Rat, Week 3]
The Surface

[spoiler=The Surface, Month of the Rat, Week 3]
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Rat, Week 3]
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Rat, Week 3]
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Rat, Week 3]
[/spoiler][/ic]

[ic=Briefings – The Month of the Rat, Week 3][spoiler=For the eyes of the Goblins of the Red Tide]Many years later...

The young Goblins crowded round the elder, a wizened, ancient creature covered in old scars, his blind eyes milky, his fangs yellowed with age.  "A story!" they demanded.  'Tell us a story!"

"Hmm," the Goblin elder said.  'What kind of story?"

"One with fighting!" one Goblin child demanded.  "With plenty of blood!"

The Goblin elder pondered, for awhile.  "I've a tale of that sort," he said at last.  "It's a true story, though it happened many years ago.  Have you ever heard of the Goblin King called Dâgalûr?  The Scourge of Men?"

The Goblin whelps shook their ugly little heads.

"I will tell you of him, then.  Dâgalûr was a great hero among Goblins, who ruled a long time ago, in caverns far from here.  He stood four feet tall, tall as a Dwarf, and he was the strongest Goblin in the land.  He fought with a pike long as a Man's lance and a sword that most Goblins could barely lift, but which he used with ease.  He was King of the Blood Clan, which was called the Red Tide.

"His deeds were many and great, and he ruled from the Skull Throne, and his Kingdom was mighty indeed.  But below the Goblin lands there lived a Clan of wicked Dwarves.  Pale and thin they were, their beards mangy, their skins stretched tight over their bones.  They were always angry about something, and were always making up reasons to hate Goblins.  They were rude, and proud, and their minds were full of gears and plans, and they made many evil machines.  'Beasts,' they called Goblins, and they spat on them, and called them liars and warmongers, even though they were the real liars, the real warmongers.

"But Dâgalûr was a wise King as well as a mighty one.  He did not begrudge these wicked Dwarves, who called themselves the Dwerim, their lands.  He offered a hand of friendship to them, and said that Dwarves and Goblins should put aside their differences, and leave each other in peace.  When word came to the wicked Dwer Thane, Lothë, from Dâgalûr, he spat on the offer and called the Goblins names, but in truth he was afraid.  He had heard of the might of the Red Tide and feared them greatly.  So he agreed to the peace that Dâgalûr asked for.

"But the hearts of the Dwerim were false, and they could never be satisfied.  Though the Goblin King left them in peace and never troubled them, always they found new reasons to complain.  They bombarded Dâgalûr with their whinging protests and clamoured ceaselessly at him.  And Dâgalûr knew that sooner or later they would rise up against him, and that the only reason they did not was because they were afraid.  But, in time, their anger might grow stronger than their fear, and so Dâgalûr knew that to protect his people he must put an end to the Dwerim before they could attack.

"So he called the Goblins of the Red Tide to him, and formed a great army, and led them down into the darkness of the Great Mushroom Forest, a gloomy place where the Dwerim lived.  He and his many mighty warriors attacked the Dwerim Mansion, but the Dwerim were tricky.  They used fire and evil machines and killed many Goblins, but still Dâgalûr led them onwards.  It looked, for a moment, as if the Dwerim would fall, and Dâgalûr would kill the evil Thane Lothë, but then the Dwerim revealed how false they truly were.  They had made a deal with a group of Elves even wickeder than they were, and the Elves sent horrid monsters to their aid, spidery things with poisonous fangs and cutting claws, and many Goblins were killed.

"Now, the Goblin King fell back, for a time, and gathered reinforcements, even though he had been wounded and had his ear cut off by Lothë.  The cowardly Dwer had poisoned his axe, hoping to kill Dâgalûr with his venom, but the Goblin King was so mighty that even the poison could not kill him.  Dâgalûr prepared to return to his lands above to gather more warriors but then word reached him from his lands.  The evil Elves had invaded his Kingdom, and seized his towns for themselves!

"Then Dâgalûr swore to kill the Dwer Thane for his treachery and falseness, and marched once again on the Dwerim Mansion.  The battle was even fiercer than before, the Goblin warriors charging into a great mass of axemen and other Dwerim warriors.  The Elf monsters were there as well, and other creatures of shadow with fell powers, but the Goblins fought bravely, and slew many enemies.  At last Dâgalûr and Lothë met each other in combat.  The battle swirled around them, and none could tell who would win the day."

The Goblin children were wide-eyed, rapt.  They listened intently as the blind Goblin continued his tale.

"Long they fought, back and forth, sword clashing against axe, while Dwerim and Goblins died around them.  Then the wicked Lothë brought down his axe on Dâgalûr with a mighty chop, the blow that would end the Goblin King's life –"

"WHAT?!" one of the Goblin children demanded.  "That can't be true!  Dâgalûr can't die!  What kind of story is this?"

"It's a true one, you little worm!" the Goblin elder barked.  "And sometimes the hero doesn't live.  But I wasn't finished yet.  The Goblin King was too tough to be killed instantly by the blow, even though it would have felled a lesser Goblin on the spot.  Before he died of his wound, Dâgalûr rushed forwards bravely, and thrust his sword through the black and bitter heart of the Dwer, and killed him, stone dead.  And though the Elf-Lord and his monsters and the craven Dwerim killed the rest of the Goblins, Dâgalûr had had his revenge, and the Dwer Thane lay dead as well, dragged down to the Black Beneath by the Goblin King.  Some say that the spirits of the two still fight below, in the land of the dead.

"The Elves and the Dwerim thought that they had killed every Goblin of the Red Tide.  But they'd forgotten about one Goblin.  He was only wounded badly, and knocked unconscious, but he awoke after the battle, near to a mound of corpses.  The Dwerim were gathering up the dead, but the Goblin crept away.  And though the Goblin King was dead, and the wicked Elves and Dwerim lived, the Red Tide were never truly destroyed.  For I was the Goblin who escaped, who lived on to tell this tale."

The Goblin children gasped.  It was hard to think of the old Goblin as a warrior, no matter how long ago it had been.

"The other folk of the Underdeep are not to be trusted, children," The Goblin elder continued, clearly pleased with the effect his story had had.  "They look down on Goblins, and call them names, and sometimes, it's true, they are stronger than we are, or luckier.  But Dâgalûr showed that Goblins can be strong too, and that even the mightiest Dwarf can be brought low with Goblin cunning.  And even when Goblins are killed and driven away, we survive.  We creep away, and hide in the darkness, and bide our time.  And there will come a day, children, when Goblins rule the Underdeep.  When we rise up from our holes and cast out the wicked creatures who spit on us and slay us, and take back the caverns for ourselves.  And on that day, Dâgalûr will truly be avenged."

The Goblin children cheered and dispersed, and soon they were busy playing 'Dwerim and Goblins.'  The Goblin elder smiled.

[Unfortunately, all of your units have been slain (except, perhaps, for the storyteller above), all of your Dungeons captured, and your general has been killed.  The Goblins of the Red Tide have been eliminated as a Faction.

It has been a real pleasure having you as a player, Humabout.  I hope you enjoyed playing Dâgalûr as much as I enjoyed watching his exploits and those of his minions.  At least you managed to take Lothë with you to the grave; the Red Tide will be remembered as worthy foes!  If you'd like to rejoin Underdeep, please feel free to create a new character from any Faction you wish.][/spoiler][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]You thought your realm well-defended; outposts had been secured at the major junctions, though of course their garrisons will need strengthening and fortifications erected if they are to withstand determined attack.   But you had not anticipated one possible entrance to your lands.  While researching in the arcane library at Hazer-Nagroth, a light flickered from the teleportation circle, which you thought defunct.  Your guards reported that a large force of Fungoid warriors, led by a Sporemother, had teleported into the ruins!  The fungal creatures hastily explained their apparently innocent intentions, and you ordered your minions to hold, for the moment, intrigued by the sudden appearance of the Fungoids.  The explained that they have seized control of a Dark Elf ruin to the far east, near to Dwerim lands, and discovered a teleportation circle of their own.  Apparently the two circles connect to one another, relics, no doubt, of the ancient Witch-Empire of the Dark Elves, before the War of the Web.  The Fungoids, apologizing for their intrusion, used the chamber once again to depart Hazer-Nagroth and return to their own ruin.  Given their description of the ruin, you surmise that it is likely the Tower of Screams itself.

Your investigation of the library at Hazer-Nagroth has turned up an unusual grimoire, possibly once in the possession of Malekar the Obscene.  The text is a summoning-tome with several mysterious rites in its pages.  They are magically coded, and will require extensive research to decipher, but you have already discerned one ritual – a profane ceremony which summons seven Succubi, apparently sisters, to the mortal realm.  According to the ritual the Succubi would not be under your strict control, but they could make excellent allies nonetheless.

Mianarith, your disgraced Summoner, has returned to your realm, having reached the Outpost of South Guard exhausted but alive.  She comes bearing spoils – not from the Goblin Kingdom, but from the Shadow Elves.  Once given over to the command of the Goblins, she was dispatched to guard their last remaining fortress – alone.  Seeing a force of Nocae and adventurers descending upon the Skull Throne, the capitol of the Goblins, she realized she would never hold them off.  The Goblins had drained their coffers in an effort to recruit as many warriors as possible for their vengeance against the Dwerim, so there was no treasure to loot.  Cunningly, Mianarith used the escape tunnel in the Goblin stronghold and slipped out some distance from the attacking forces.  While they garrisoned the dungeon, she crept to the Nocae-controlled settlement to the west.  Knowing it would be unguarded – its troops were currently engaged in assailing the Skull Throne – she was able to creep inside and divest the Shadow Elves of as much wealth as she could.  She also took several Shadow Elf non-combatants prisoner and descended to the Middledeep, fleeing westwards with all speed.  When assailed by Hook Horrors in the tunnels, she sacrificed the prisoners to summon a Bloodfiend, which now accompanies her.  She offers the treasure and the demon as recompense for her failure.

[+91 Gold, +23 Metal, and +5 Food from Mianarith's looting – stolen from the Nocae.  Mianarith and her Bloodfiend are at Middledeep 16, just outside the Outpost of South Guard.

Dalashinn has learned the Haste spell.  He has also discovered the Demonomicon, a fell text that is encoded magically.  During his turn, he can decode part of the text in lieu of normal arcane research.  The first ritual (summoning the Succubi) does not require any further research and has already been decoded.

Your Summoner has joined the Duergar and, in exchange, you have been gifted with two Tunnel Hulks.

Your Outpost has been successfully founded, and requires a name and a Captain.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Victory over the Goblins of the Red Tide has been achieved, but at terrible cost.  The Goblin King Dâgalûr, having gathered reinforcements from his caverns, once more assailed the Dwerim Mansion.  As discussed, you had withdrawn into a hidden position from which you could close on the Goblins from behind, flanking them and taking them be surprise.  In this you were joined by the strange mercenaries the Dwer Thane had taken into his employment – the eerie creatures known as Shroudlings, diminutive, skulking beings who seemed to worship their captain, Tenebrius, a gaunt and elegant Shroudling Stalker of indeterminate gender.  The Goblins charged forwards to meet the remnants of the Dwerim garrison, and then you moved to attack.  Even as you sprung your trap Goblins began fleeing the battle, demoralized by the ferocity of the Dwerim defence.  With your Abominations by your side these craven creatures were cut down, and then you closed in on the fray.

The battle was fierce and bloody, Dwerim and Goblins both falling in droves.  You saw a glimpse of Lothë himself, guarding the gates of the Mansion with his axemen against a horde of Blackroot-addled Goblins, but then lost sight of him as the green tide swept over the Dwerim forces.  Directing your Abominations onwards you cut a path through the fungus-frenzied Goblin forces, hoping to assist the Dwer Thane.  Though your creatures decimated the Goblin troops, you arrived too late.  Lothë lay dying, his breast pierced by the sword of the Goblin King himself, whose mangled corpse lay nearby.  While your Abominations tore the remaining Goblins to shreds you rushed to the side of the Thane.  With his last breath he pressed into your hands a curious crimson jewel.

"Take this to my son," he said.  "The Earth's Cardinal Heart.  He must have it, and –" here the Thane coughed blood, straining to speak.  "– and must take up the crown of our people once more.  Tiern... Tiern will be King in the Deep."  Then, a look of pride in his eyes, he died.

The forces of the Red Tide were utterly destroyed.  Those few who managed to escape the battlefield at the gates of Mhaldûl-Nem were hunted down by the Shroudlings and your Abominations and slain.  Meanwhile, above, your forces captured the Goblin capitol without incident.  Here they met with the Blades of Fury, the adventuring company from the Surface, but found no Goblin defenders.  The Skull Throne was taken without incident.  The Blades of Fury will remain in the Skull Throne for the time being, wishing to retrieve the signet ring o the Horsemasters which the Goblins reputedly stole.

Lothë's death was not the only loss to befall you.  Your forces send a disturbing report from above – having abandoned the newly captured Goblin settlements above to attack the Goblin capitol, your forces were unable to prevent the plunder of one of your supply caches.  Mianarith, the Dark Elf Summoner you captured at Uzannador, is responsible for these thefts.  She left a taunting note at the scene of the crime:

Dolmar,

Your trusting nature will prove your undoing.  Truly your foolishness is awe-inspiring... did you really think that you could tempt me to your side with your tepid god?  Your weakness disgusts me.  You will find a few of your people missing, and some of your wealth.  The former will make excellent sacrifices to the Infernal Powers.  The latter will go to my master, the Onyx Prince.

-   Mianarith


In better news, your colonies to the south have been successfully established.  These fledgling settlements remain vulnerable, though fortunately the with the Goblins dead and the Orcs vanquished few foes remain in the southern Upperdeep that might assail you – for now.  The Fleshwarper patiently awaits its return to the Primal Sovereignty in the specialized tank you have constructed for it.  It seems to have decided that you are not foes to be immediately conquered, and trusts that you will return it to its Sovereign.

[-91 Gold, -23 Metal, and -5 Food from Mianarith's theft.

+1 Gold, +268 Metal, and +319 Food from seizing the Goblin capitol.

The Goblin capitol - the Skull Throne - contains the following structures:

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

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
3 Murder Holes

-14 Gold and -20 Food to the Cleversmart Kobolds.][/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]While the Young Races squabble above and eliminate each other, you quietly gather your power in the dark corners of the earth.  The Bowels of the Hateful Earth have been reclaimed, its mines repaired and its spawning pools revitalized, while the Lonely Cenotaph has commenced construction of fortifications, making it an admirable forward base for your campaign to re-establish the Primal Sovereignty.  When will the Lesser learn the virtues of patience?  Their screams echo down to you in the dark, and your dreams are filled with the sight of their slaughter – pleasing visions, to be sure.

As you meditate in your Brood Pool, certain ancestral memories have begun to resurface in your mind.  You recall an artefact – an object of considerable power which the Primal Sovereignty once possessed.  It was known as the Tablet of Time, but in ages past it was sundered into a number of Shards and scattered throughout the Underdeep as the Long Dreaming stole upon your people and the Sovereignty fell.  If the Tablet were reassembled, it would give you certain powers – its glyphic spells allow for the manipulation of time itself.  Some Shards of the Tablet are probably located in deep pools and other places where Watchers once dwelt, but other Shards have doubtless been stolen by plunderers and adventurers.

[As Dreams-of-Dead-Races continues its Awakening, its powers grow.  Choose 1 of the following and add it to its Special Abilities:

[ic=Locate Creature (Utility)]Its efforts at Scrying have made Dreams-of-Dead-Races adept at locating individual creatures.  Instead of Scrying a region, the Watcher Sovereign can use one or more of its Scry uses to locate a creature and Scry the region they are in – simply name the creature targeted.[/ic]

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

[ic=Nightmare (Utility)]The Watcher Sovereign can use its terrible powers to project nightmare-visions into slumbering minds.  Once per week, Dreams-of-Dead-Races can select another player's General and make an opposed Morale check.  If the Sovereign's roll exceeds the enemy General's, the General suffers -2 to Attack and Morale checks that week from fatigue.  A written description of the nightmare (similar to a message) will provide a bonus to the Sovereign's roll determined by the DM.[/ic]

[ic=Conqueror]As the Primal Sovereignty begins to regain its former glory, the Sovereign becomes a figure of awe for its subjects.  When the Sovereign's subjects capture an enemy Dungeon in the name of the Sovereignty, the Sovereign's Ranged Damage, Morale, and Leadership bonuses all increase by +1, to a maximum of +5 if five enemy Dungeons are captured.  If captured Dungeons are subsequently lost, the bonuses disappear.[/ic]

The Derro bandit-chief Diirzig the Bonesnatcher has sent a second message emphasizing his interest in joining your forces.  The sadistic creature is thoroughly mad, but this does not preclude his usefulness.  He and his Derro bandits – a Warlock, five Brigands led by Diirzig (an upgraded Brigand), three Aklys-Hurlers, and five Filchers – will join you for 120 Gold, plus Upkeep costs on subsequent turns.  Their statistics are as follows:

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

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

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

[ic=Derro Brigand]Derro brigands are a bloodthirsty bunch, shifty, stealthy warriors skilled with the knife and garrotte, as well as with clubs and small hatchets.  They are best used as ambushers and skirmish troops, being only lightly armoured.

Upkeep: 3 Gold, 1 Food
Melee Attack: +3
Melee Damage: 3
Defence: 15
Health: 5
Speed: 4
Morale: +2
Special Abilities: Infiltrator[/ic]

[ic=Derro Aklys-Hurler]These cunning warriors throw the whistling, hooked clubs known as aklys in battle.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +4
Ranged Damage: 3
Melee Attack: +2
Melee Damage: 1
Defence: 15
Health: 5
Speed: 4
Morale: +2[/ic]

[ic=Derro Filcher]Derro are accomplished thieves, and their quick-fingered filchers can strip a dungeon bare in minutes.  Though they make poor combat troops they can be extremely useful to Derro Overlords nonetheless, disarming traps and infiltrating enemy territory.

Upkeep: 3 Gold, 1 Food
Melee Attack: +5
Melee Damage: 2
Defence: 15
Health: 5
Speed: 4
Morale: +2
Special Abilities: Disarm Traps +3, Infiltrator, Thieving[/ic]

[ic=Derro Warlock]These obscene, twittering alienists are well-versed in Chaos-Wizardry and other abhorrent arts, summoning tenebrous, misshapen horrors from the Madrealm.  They can also shift through dimensions, or induce bloodthirsty frenzy in Derro troops.

Upkeep: 8 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +4
Melee Damage: 3
Defence: 14
Health: 12
Speed: 4
Morale: +5
Special Abilities: Detector, Frenzy, Summon (Gibbering Mouther).

The Warlock can summon a Gibbering Mouther once per week.[/ic]

[ic=Summoned Creature: Gibbering Mouther]These revolting, slithering, quasi-liquescent creatures of viscous, jabbering flesh are said to be native to the Madrealm, the plane of chaos and lunacy.  Their horrific babbling has been known to temporarily confuse enemies, though Derro are immune to its effects.

Cost: 50 Gold
Upkeep: 10 Bodies
Melee Attack: +8
Melee Damage: 10 (Acid)
Defence: 16
Health: 40
Speed: 3
Morale: N/A
Special Abilities: Confusion Aura (DC 10), Regeneration 20

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

Gibbering Mouthers cannot stand sunlight and are immediately destroyed if they spend more than 1 week on the Surface.[/ic]

Note the following Derro abilities and drawbacks:

Madness: Derro are thoroughly, and their deranged minds are strangely impervious to sorcerous tampering.  All Derro have a +4 bonus to Defence and Morale checks to mind-influencing spells or effects, as well as Psychic attacks.  They are immune to Confusion spells and effects.

Sadism: Derro take delight in acts of senseless brutality, especially against helpless victims, and they often engage in such acts before battle to "get their blood up."  Derro can torture and kill any prisoners or slaves they possess to gain Attack and Morale bonuses.  For every 5 units they torment and kill before a battle, they gain +1 to Attack and Morale during the battle, to a maximum of +4 Attack and Morale.

Sunlight Vulnerability: Derro have been tainted by dark magic and cannot stand the touch of sunlight.   For each full week that a Derro unit spends on the Surface it loses 1 Health.  It immediately recovers this lost health if it returns underground.  Units that reach 0 Health due to this deterioration are destroyed completely.  Regeneration and healing spells have no effect on sunlight-damage.  Like Dark Elves and Duergar, they suffer double the normal Morale penalties from sunlight.

-30 Gold to Cleversmarts, -30 Metal to Exalted.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]Returning to your glamered laboratory after your parley with the Queen of the Cleversmarts, your sensors discerned something alarming.  A huge horde of Jabberlings – writhing, furry creatures said to possess a "mob-mind" or hive consciousness – are swarming out of the enormous pit at the center of the cavern in a huge mass.  The seething Jabberling-herds are now ranging far and wide through the cavern, probably hunting and foraging.  They would make intriguing specimens, but their numbers are truly vast – there are literally hundreds of them, though they're beginning to spread out, scattering themselves.  Their ceaseless gibbering causes confusion and bewilderment in their prey.

Fortunately your scout-servitors were dispatched before the Jabberlings could emerge.  However those sent north were ambushed by stealthy Dark Elven rangers before they could scout the city of Vashnaranzenan.  All were slain, but they were able to transmit images of their attackers to you before they were destroyed.  Those deployed to the south report that an outpost of the demon-worshipping Kirr guards the junction leading deeper into the Middledeep.  The outpost has a moderately powerful garrison, and defences are being constructed.

[The Outpost at Middledeep 6 contains the following units: Malaggar (Kirr Commander – Summoner), 4 Slave Soldiers, 4 Bloodfiends, 5 Dark Elf Swordsmen, 5 Dark Elf Crossbowmen, 2 Ogre Slaves (statistics similar to Ogre Brutes).  Murder holes (3) and an Escape Tunnel are under construction.

The 5 Grafted Servitors sent north to scout Middledeep 86 were destroyed in Middledeep 85 by infiltrated Dark Elf Rangers.

+4 Bodies from Cleversmarts.  Cleversmart prisoners returned.

The Jabberling hordes have emerged all around the central pit, but are beginning to scatter.][/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Your attack on the Lava Naiads was successful, though not without some losses.  The Nymphs used their enchanting song to dominate one of your Tunnel Hulks, while hurling balls of flaming magma at your cave beetles, destroying one of them.  The enthralled Hulk assailed your Halberdiers, who defended themselves as best they could but lost one of their number.  The remaining Hulk assailed the Nymphs with the cave beetles and together four were slain.  The remaining Nymphs attempted flight but were slain by your cave beetles.  Searching their lair, you discovered several objects of interest, doubtless stolen from other travellers in the Lowerdeep who they lured to their deaths, including an unusual splinter of stone, some sort of glyphic shard with an unusual sigil or rune on it.  It does not look Dwarven or Duergar in origin.  You also discovered a strange helm which appears to grant its wearer limited telepathic capabilities.  With the cavern cleared, you have founded a new Citadel.

Your single sneak, sent to the Pit Hag's shop, sent a report stating that he had observed a strange Ceremorph creature, somewhat resembling an "Elven woman" with "tentacle hair" in the company of a pack of Brainhounds.  They appeared to be availing themselves of the Hag's shop.  No more reports have been sent from the sneak, and you fear he has been discovered and slain by the Ceremorphs.  Your cave beetles, however, utterly slaughtered the Dark Elven Wights near to the stair leading down into the Lowerdeep, with the aid of Greefang and Wulfgar, sustaining no losses.  Your scouts near Fungoid lands report that the Sporekin have yet to the northern or eastern tunnels, or at least have no current presence in those passages they scouted.

Greenhold has been successful established, and Greenfang entrusted with command of the new Middledeep stronghold.  Commander Wulfgar's presence is requested at Umbrahold where there are rumours of trouble with the newly operational mine – they say miners are disappearing from the tunnels.  Some blame accidents springing from a lack of discipline due to the absence of a Commander.  Others whisper of more sinister possibilities.

Elsewhere, your exchange with the Kirr has gone according to plan – the Tunnel Hulks in exchange for one of their Summoners.

[You lost 1 Halberdier and 1 Cave Beetle in the fight with the Lava Naiads.

From the Lava Naiads' lair you gained 260 Gold and a mysterious object, a Glyphic Shard.  You also found a Helm of Telepathy, which gives its wearer the Mindlink spell and +1 Defence.

You lost 1 Sneak in Middledeep 53, discovered by Ceremorph Detection.

-40 Gold and -5 Metal from the Umbrahold Duergar Mine due to the loss of miners in the tunnels.  The cause of these disappearances is unknown.

-2 Tunnel Hulks to the Kirr.  You gain the services of their Summoner.

Remaining mineable resources at the Käferhold: 35800 Gold, 8475 Metal

Remaining mineable resources at the Umbrahold: 15340 Gold, 4680 Metal

Remaining mineable resources at the Drakkenhold: 19300 Gold, 2200 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]Most of the renegades who came to your door were wretched things fit only for use as sacrifices.  One, however – a heretic named Illiriant, styling himself Illiriant the Blasphemer, was of greater interest.  A powerful psychic warrior, he attempted to lead an insurrection against the Overbrain, suggesting that it was a parasite feeding on Ceremorph communities.  Formerly a Dwarf, he has trained his mind to produce some unusual psychic effects.  He will make an intriguing apprentice.

Your Star Vampire has scouted the Dragon graveyard to the north of Yuddarath.  Hundreds of Dragon bones are piled high here from the corpses of Drakes, Wyrms, Wyverns, and other draconic creatures.  Most are splintered and broken beyond recognition, but some are relatively intact, and there are even some putrid corpses of lesser Dragon-kind as well, and a great quantity of dragon-scales.  Lurking in this sallow, osseous labyrinth, however, is a veritable horde of Ghouls and their Ghast masters, scuttling, pallid creatures that suck the marrow from broken dragon-bones and feast on would-be necromancers hoping to scavenge the graveyard for reagents and dragon-skeletons.  The Star Vampire also discovered a dying Lesser Wyrm, apparently deathly ill, which barely kept the Ghouls at bay with claws and fangs.  It will soon be dead, and the carrion-eaters will feast on its flesh.  Exploring further, the Star Vampire discovered yet more horrors.  The northern reaches of the Dragon graveyard are haunted by the ghost of Scuraung the Jewel-Eater, who once terrorized the Underdeep and sired many Wyrms, some of whom still plague the land today.  This phantom Wyrm presides over a flight of Zombie Wyverns, its obedient minions.  Clearly aware of your Star Vampire, the terrible Ghost-Wyrm seems more bemused than threatened.  It has not yet moved against your servant.  It has gathered quite a hoard of treasure, much as a Dragon would in life.

Your further-flung Star Vampire scout that entered Duergar lands found something unexpected – a small force of Fungoids, consisting of a Sporemother and six Fungoid Warriors.  The Fungoids were hidden in a grove of giant mushrooms and made no hostile movements.  They seem to simply be monitoring these tunnels – presumably on the watch against Duergar forces.

The Lava Nymph remains unaccounted for.  Possibly she has taken up residence in her lair once again, but she has not shown her face.  Meanwhile, Altharid-Xallasine has successfully founded the Heart-Chamber of Kat-Shatep, a bastion of your power in the Middledeep.  Once it becomes fully operational it will prove an excellent forward base for any further assaults on the cursed Nocae, if you choose to renew your campaign against them.  You have heard rumours that a pair of scheming Liches in some far-flung corner of the northern Upperdeep are beginning to grow concerned with the Shadow Elf colonies now spreading throughout those tunnels near to the Surface.

[The renegade Ceremorph known as Illiriant the Blasphemer offers his services as your apprentice:

[ic=Illiriant the Blasphemer]

Illiriant is a stocky, powerfully built Ceremorph who spread dissent in the Ceremorph Hive of Dtoulth, attempting to lead a rebellion against the Overbrain.  For his "sacrilege" he was to be transformed into a Blaspheme Golem.  He would make a worthy apprentice indeed.

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

The Dragon graveyard in Lowerdeep 44 contains an entire regiment of Ghouls (50 Ghouls) and a small group of 10 Ghast elders who seem to rule over the collective.  Lowerdeep 43 contains a Ghost Dragon (the shade of Scuraung the Jewel-Eater) and 6 Zombie Wyverns.  A vast hoard of treasure can be found in its osseous den.][/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]After slaying the wretched Duergar sneak skulking about the Pit Hag's hut, you availed yourself of her wares.  The wizened, midnight-skinned, red eyed harridan, Black Agnethe, sold you several objects of considerable interest.  After departing her shop began a ritual to use one of the scrolls you purchased.  Completing the rite, you dematerialized along with the Hunters and rematerialized within the Tower of Screams – now known as the Thorn of Visions.  The black stones of the place have been thoroughly colonized with a prismatic profusion of phosphorescent fungi.  The Tower's Caretaker, a Sporemother of the Glow, welcomed you beneficently to the Tower; there are many Fungoids here, a force of Warriors and other creatures, as well as the Child herself.  From one of the spire's high windows you could peer across the Great Mushroom Forest to glimpse something of the battle being waged at the gates of the Dwerim Mansion.  Shadow Elf Abominations – enormous spidery horrors with multitudinous limbs – and flickering creatures of some kind wrought great slaughter on Goblin forces fleeing from the battle, while the flicker of Dwerim Flame Galleries lit the impossibly vast cavern of the Forest with a fell red light.

As you brood over this slaughter, the Overbrain communes with you:

Llitul, Beloved One, High Exarch – I see that you have ranged far from my side.  Your forces at Glyp-Dor have massed themselves: I approve of your zeal.  The Duergar will pay for their impudence, skulking so close to our Hives.

I have another matter which requires your attention – the Abject must still wait.  I have become aware that a force of your erstwhile kindred now marches through the Middledeep.  They may be making for Dtoulth.  You must do all in your power to stop these creatures from assailing the Hive.  I suggest the use of Sentinels to deter their advance, and the utilization of Brainhounds as a flanking force.


Vruthor satisfied his bloodlust upon the Hook Horror.  However, your Wights were ambushed by Duergar forces – a swarm of cave beetles, a Lake Troll, and a Duergar sneak wearing a half-mask.  All of them were destroyed.

[+30 Metal from Watchers.

1 Scarab of Fear, 1 Elixer of Agility, 1 Elixer of Might, 1 Elixer of Toughness, 3 Ward Scrolls, 3 Invisibility Scrolls, 1 Dispel Scroll, 2 Phase-Shift Scrolls, and 2 Haste Scrolls purchased.  Phase Shift, Haste, Invisibility, and Ward Scrolls used (one each).  Elixirs consumed.

-4 Dark Elf Wights from battle with the Duergar.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]You felt joyous as you neared the gates of Balagrod.  The Orcs were slain, the Goblins pushed back from the Mansion, and soon you would be wed, and the rift between Dwarves and Dwerim would be closed.  But as you approached the Clanhold, a Dwarven messenger intercepted your company, his eyes downcast, his expression sombre, and your heart sank, though you knew not why.

"Lord Tiern," the Dwarf began gravely, "there is news... news from Mhaldûl-Nem."

The Dwarf told you all that had transpired.  The Goblins of the Red Tide, cast out of the Mansion, had regrouped at the Stair of Naíni, reinforced by more of their warriors from above.  Mustering his army once again, the Goblin King, Dâgalûr, marched on the Mansion before its walls could be repaired.  Your father had set a cunning trap, knowing that the Goblins might return with vengeance in their hearts.  A force of Shadow Elf Abominations and Shroudling mercenaries had hidden themselves to cut off the Goblins' escape and enter the battle from behind, to catch the Red Tide between their forces and those of the Dwerim.  The Goblins charged forwards, many of them addled with Blackroot, and though some fell to the fires of the Flame Galleries and the Flamesprayers many more reached the Dwerim shield-wall and clashed with the Dwerimhost.  One by one the Goblins were cut down or sent to rout, the Abominations and the Shroudlings slaying all who fled before joining the fray to flank the remnants of the Goblin army.  Your father, they say, fought valiantly, killing several Goblins before meeting Dâgalûr himself in battle.  The two fought while Axemen and Grudgebearers hacked down the Blackroot-frenzied Goblin warriors that formed the Goblin King's honour-guard.  Dâgalûr wielded a huge sword, more suitable for a Man or Orc than a Goblin.  Your father bore Rotdoom, cleaving at the Goblin with powerful strokes.    With a mighty chop of his axe he dealt the Goblin King a mortal wound, penetrating the warrior's armour and biting deep into his flesh.  But Dâgalûr's lust for revenge was not so easily extinguished.  While Lothë ripped his axe free there was a moment when he was vulnerable, and with a last thrust of his blade the Goblin King impaled your father, piercing his heart.  Moments later Dâgalûr lay dead, and the Nocae Abominations trampled over his corpse as Dolmar Lestridae sought your father out.  By the time the Shadow Elf reached his side it was too late.  With his dying breath, it is said, Lothë asked that the Earth's Cardinal Heart be given to you, and for you to take up the title King in the Deep once more.  Then he was gone.

As this was spoken, your Wyrmhunters knelt about you.

"The King in the Deep is dead," they intoned, as one.  "Long live the King in the Deep."

The Battle of Mhaldûl-Nem was a great victory.  Every Goblin was slain: none could escape the claws of the Shadow Elves or the axes of the Dwerim.  The Skull Throne, Dâgalûr's seat and capitol of the Goblin Kingdom, has been seized by the Nocae with their allies from above, adventurous warriors in the service of the Horsemasters.  The Red Tide is no more.  Without your father and his leadership, without his bold words and mighty hammer, without his strength and courage, his cunning and his craft, Mhaldûl-Nem would surely have fallen.  They say that in the days before his death, Lothë even set aside his ancient grudge with the Sporekin and made peace with their Queen.  So will he be remembered – as a tolerant and wise ruler, a ruler who judged all on their merits rather than their blood or birth, a Dwer skilled in war but who, in his heart, longed only for peace.

Lanne Dun Riar has sent a report from Nüln, offering her condolences for your loss and telling of her expedition into Nüln's lower halls.  After tunneling into the catacombs, the Rosemourners sought out the nest of Ghouls defiling the halls and, with purifying flame, immolated their leader – a repulsive Ghast, once an Orc, filthy and yellow-fanged.  Its minions scuttled forth to avenge the death of their sire, but were swiftly cut down by Riar and her axemen.  Exploring further, Lanne and her warriors encountered the Wraiths and Revenant that still lingered in the desecrated crypts – wretched, moaning phantasms, the spirits of dead Dwerim whose rest was disturbed by the Ghouls.  Beseeching them to depart and rest, she was able to sway the lesser Wraiths, causing them to dissipate into shadow once more.  But the dread Revenant was not so easily appeased.  Mad and gibbering, it fell upon the Rousemourners and slew several, striking fear into their hearts.  Their weapons proved ineffective against the creature, whose shadowy form seemed impervious to damage.  With its spectral blades it wrought great slaughter, but at last the axemen, chanting hallowed words to put the spirit to rest, were able to exorcise the Revenant.  The catacombs were cleared and several objects of great value discovered – the mighty weapon Foehammer and a sliver of Andacerine, the fell pearl, among them.

[+1 Morale to all Dwerim units for a boast completed, but -1 Morale to all Dwerim units for the loss of their Thane.

The Dwerimhost lost 35 Axemen and 11 Grudgebearers at the Battle of Mhaldûl-Nem.  Lothë, your Thane, was also lost.

Tiern has become Thane of the Dwerim and King in the Deep.  His base stats improve to those of a Dwer Thane.  As a Dwer Thane he can no longer be a Commander or Captain, but his Blood of Kings ability now increases his Leadership bonuses to +2 Morale and Defence.  If you wish, you may choose a new Capitol for Tiern, in which case a Thane's Hall will be constructed there for free this turn, while the Thane's Hall at Mhaldûl-Nem would become non-functional.  If you prefer to keep Mhaldûl-Nem as your Capitol, a new Commander will need to be appointed for Balagrod.

From Dâgalûr's corpse was taken the Horsemaster's Ring.  Its wearer can cast Haste once per week on a single regiment.  The Goblin also wore a shirt of Mithril Mail doubtless stolen from Rhaud.  This Mail adds +2 to the Defence of its wearer.

The Rosemourners lost 8 Axemen to Ghouls and the Revenant during the Cleansing of Nüln.  Having prayed at the Hall of the Ancestors they were immune to the Ghouls' disease.

You gained 186 Gold and 19 Metal from Nüln's crypts.  You also acquired Foehammer (currently in Lanne Dun Riar's possession), a magical warhammer that adds +2 to the Melee Damage of its wielder and grants them the Critical hit ability: if they roll a natural 20 on their Melee Attack, they deal double damage.  You also gained a sliver of Andacerine.  This object grants no mechanical bonuses or penalties currently.  It is still locked in its chamber deep below Nüln.

The following structures are present in Nüln's lower levels:

Hall of Shadows
Mausoleum
Shadowed Labyrinth

+25 Metal and -75 Gold due to trade with Cleversmarts.

Remaining mineable resources at Mhaldûl-Nem: 31290 Gold, 6545 Metal

Remaining mineable resources at Nüln: 13960 Gold, 1155 Metal

Remaining mineable resources at Balagrod: 4250 Gold, 5400 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Led by the apparently deranged Kobold known as Skarax the Apostate, your forces have seized Gash-Mograk , the fortress of the Orcs of the Bloody Spear Clan, and expunged their presence from the Underdeep utterly.  The battle was pitiful – though a single Veles was slain by the pair of axe-throwers manning the palisade, your troops overwhelmed the meagre defences in moments with the aid of sorcery and missile weapons.  With the Orc stronghold captured, the Bloody Spear presence in these tunnels has been eradicated.  It is likely that the other denizens of the Upperdeep will be grateful for this service, as the Orcs made poor neighbours.  The Stronghold has few defences and a sloppily constructed mine, but is extremely rich in food – mushrooms groves and warthog pens provide ample sustenance, and the Orcs have a truly vast store of food from the Halflings' settlements above.  With these resources the Legion will be well-fed for quite some time, even if it greatly increases in size.

Your pronouncement that the coliseum will be funded by the spoils of war has gained you favour in the Senate.  Your fellow Consul Lucius Yirik has cautiously praised your recent camapgin in the south, but has publically requested you to clarify your stance towards the emergent Dwerim-Dwarf-Elf alliance that seems to be gaining power in the south.  Speaking of the south, you have heard rumours of a great pack of Wargs wandering northwards towards your lands.  They are said to be led by the two-headed Warg Dreadfang, sworn nemesis of Disa Grimhammer, the High Queen of the Dwarves.  The Wargs' numbers are said to be considerable.  Such creatures might be wooed to your side with promises of food and vengeance against the Dwarves.  On the other hand, if you destroyed the fell-wolves you would likely gain the thanks of Disa and her allies.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[The Orc Stronghold of Gash-Mograk has the following structures:

Orc Mine
4 Warthog Pens
20 Mushroom Gardens
Bloodcap Patch
Slave Pit
Palisade
Fighting Pit (unusable by Kobolds)

A War Camp was under construction (and is about to be completed) but can be canceled to gain you 40 Gold.

+169 Gold, +124 Metal, +698 Food from sacking the Orc capitol.

The Wargs are rumoured to be somewhere in the regions between Upperdeep 45-49, but more precise scouting is required to locate their exact location.][/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Dr. Robertson, your efforts at deception proved fruitful, as the illusory army you generated drew the Brothers of the Holy Dawn into the ooze-infested region.  Though they quickly discovered your deception and fled, they took several losses and arrived at the Dean's Wall fatigued and injured.  In such a state, they were no match for your forces.  Fear gripped them, and their attack was relatively toothless.  Gorgol, gibbering some deranged incantation equal parts sorcery and nonsense-poetry, bewildered them itno inaction while his summoned Chaos Beast savaged them with lashing tendrils and gnashing teeth.  Your own poisonous cloud sickened and weakened them, while the swords of your skeletal warriors and the claws of your zombies rent at their bodies; though their armour proved too thick for the arrows of your archers, they still sustained heavy losses.  Bard the Bowman, with his remaining good eye, slew one of the paladins himself.  Their clerics summoned a blaze of searing light, damaging your troops, your own attacks claimed many of their lives, and they were only able to destroy a handful of Zombies before their warrior-priest, a cloaked human in a broad-brimmed hat who fought with a heavy mace and hand crossbow, led his forces in retreat.  The Brothers of the Holy Dawn have fallen back to the Surface with all speed.  Doubtless you have not heard the last of these meddlesome Abovelanders, but for now you have driven them from your lands.

Markus Ashton, your visions this week have been especially intense.  You saw a great pit, somewhere below you, from which a dark, writhing tide of bodies surged, seethes upwards; you saw a desolate ruin where a grey-fleshed, bearded figure, perhaps a Dwarf or Duergar, studying maps of the caverns with pallid eyes; you saw the alien figure, half fungal horror, half humanoid beauty, caressing a pallid staff in a distant tower of black stone; and you saw the creature Llitul, a bone crown on her tentacled head, a strange light in her eyes.

[You lost 3 Zombies in the defence of the Dean's Wall.  You gained 9 Bodies from the engagement (those of Acolytes, Paladins, Clerics, and Zombies).

-4 Food to Dark Elves.

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

[ic=Mentor]The Professor have grown skilled in instructing his pupils.  Robertson can teach his pupils 1 spell/week provided they are located in the same region.  This is in addition to any spells researched by either the Lich or his pupils.[/ic]

[ic=Scribe Scroll]The Professor's studies have made him learned in scroll-lore.  He can now create Scrolls of any spell he knows at a cost of 10 Gold per Scroll; up to five Scrolls can be inscribed per week.  Such Scrolls can be cast by any spellcaster, and do not count towards the total number of spell-uses of a given spell per week (so, for example, if the Professor created a Scroll of Haste, he could cast Haste twice per week).  Once a Scroll has been cast, it disappears from the caster's inventory.[/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]

Gorgol's Chaos Spell this week is Dominate.][/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]The assault on the Dark Elf ruins nearly ended in disaster, but somehow you managed to survive the encounter.  Venturing into the ruins with your Ratguard, you wandered through the broken gates of the ancient city, passing a derelict temple spire where tenebrous spider-gods once were worshipped, now leaning against the broken remnants of an armoury tower bristling with rusted spikes and strange gargoyles.  Further in you discovered the cobwebbed remnants of a slave market or similar space, before the palatial spire of the city's former Matriarch.  Knowing that the richest treasures would likely be found within, you ventured on into the spire, but here the spiders emerged from their hiding places – prodigious creatures with glistening chelicerae and spindly, hairy legs.  The monstrous things hissed and chittered, then lunging forwards.  You shrieked an order to charge, and your valiant Ratguard complied.  With stabbing spears and gnashing rat-teeth they assailed the horrible arachnids, slaying two of the foul vermin, but the enormous creatures counterattacked with their poisonous fangs, and within moments half a dozen rat-riders and their mounts were dead or dying.  While your Ratguard continued their assault on the two remaining creatures you hurled sling-stone after sling-stone, eventually striking one dead, but your troops continued to be decimated by the remaining creatures, and soon only you remained, facing down the last remaining spider in the darkness.  The creature scuttled forwards, bristling with spears, but you hurled a sling-stone at its eyes, putting one out.  It made a horrific screeching sound and lashed out with its snapping chelicerae, fixing its jaws round your arm.  A surge of agony shot through your limb as the poison spread, but then Pointyteeth bit at the creature's soft underbelly and it recoiled, bleeding badly.  Fighting off the pain, you hurled another stone with all the remaining force you could muster, this time smashing the spider's head to a pulp.  It shuddered and lay still.  Hastily, you returned to the camp of the ShinyElves, and their Magus saw to your wounds, expunging the poison from your veins and healing your injuries.

Fortunately, the ruin proved rich in treasures.  The spiders had grown fat from devouring looters and plunderers, and so a good deal of wealth remained untouched, though swathed in cobwebs. Not only did you uncover a great store of gold and some metal weapons, you found three unusual objects of obvious power – a sword of Darksilver, the tainted Mithril used by certain Dark Elf smiths in ages past to forge fell weapons, an unusual spider-silk cloak, richly made, and a necklace set with a gleaming, shadow-hued jewel.  The ShinyElves have identified the markings on the sword as naming the weapon "Susurrus."  They know of its black reputation – it is reputedly the sword of a famous executioner, the headsman of the Dread-Witch Naggora, the first Grand Matriarch of the Dark Elves, one of the original Elves to be banished to the "Evergloom" – what they call the Underdeep.  According to the Elves, the sword should be preternaturally capable of severing an enemy's head.  The cloak they also are familiar with: it not only provides protection, it causes the wearer to assume certain characteristics of arachnids.  The jeweled necklace they are less sure of.  They believe it may have belonged to Naggora herself, and it seems to endow its wearer with certain uncanny powers.  They recommend, of course, that you destroy all of these artefacts if you can, but recognize that your business is your own...

Beaterpokes has sent a report, having scouted the Hive of the NastyDreams.  They report that this northern expansion is only lightly fortified, with Thralls Pens and a NastyDream Mine which will soon be operational.  However, a considerable force is garrisoned there – three strange Elf NastyDreams, eighteen Braindogs, and eighteen horrid NastyDreams themselves.  A fearsome force indeed!  Basherpokes, newly freed, has scouted the other Hive.  It contains Ceremorph Mines and Thrall Pens and is garrisoned by fourteen NastyDreams and seven grafted thralls.

The Deepguards, meanwhile, report that the strange fish-creatures are building a slime-moat and some kind of glyph-library in the Darksea, and that four more of them have appeared in the depths, awaking from the mud at the sea-floor.  Your other scouts have little to report.

In other news, your Trapspringer has successfully begun construction of traps in the nearby tunnels.

[+57 Food from foraging.

You lost 13 Dire Rat Cavalry in the Dark Elf Ruins and were reduced to 4/21 Health.  You have since recovered to full Health.

You gained +314 Gold and +20 Metal from the Dark Elf Ruins.  +17 Bodies from the battle.

You also gained Susurrus, the Executioner's Blade.  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.

The 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.

The jewel's full powers are unknown, and it requires further identification by one skilled in dark magic and like lore.  The Magus refuses to examine it further.  However the following powers are known: 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.

The Dark Elf ruin contains the following structures, in case you are interested in occupying the ruins:

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)
Dark Elf Mine Complex (broken)
City Wall (broken)
Escape Tunnel
3 Murder Holes

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

[ic=Dungeon Delver]Having explored the Dark-Elf ruins, Shee-Ra has become a savvy dungeon-delver.  When investigating ruins, the Queen and Mistress of All that is Under the Ground and any forces she leads gain +4 to Defence against any traps and are never taken by surprise by any foes lurking inside.  In addition, they receive double the amount of randomized treasure (Gold, Metal, etc) from a successful dungeon-delve.[/ic]

[ic=Spider-Slayer]The experience of watching her valiant Ratguard fall to the dreadful giant spiders has stirred a great hatred of spider-kind in Shee-Ra's heart.  She effectively gains the Grudge (Spiders) ability, which applies to all arachnid creatures including Dark Elf Spider Cavalry, War Spiders, Shadow Elf Accursed and Abominations, Ettercaps, and similar creatures.  This ability is imparted to any regiment she leads.[/ic]

[ic=Rapid Shot]Shee-Ra's skill with the sling continues to increase.  She can now choose to attack twice in a round with her sling, albeit with a -4 penalty to hit.  This ability is imparted to any reigiment she leads capable of ranged attacks.[/ic]

[ic=Mounted Charge]Shee-Ra is now a very skilled Dire-Rat rider, especially in charge manoeuvres.  When mounted on a Dire Rat her Cavalry bonus increases to +4.  This ability is imparted to any regiment of Dire Rat Cavalry that she leads.[/ic]

The Ceremorph Hive at L67 contains Thrall Pens and a Ceremorph Mine.  It is garrisoned by 3 Ceremorph Exarchs, 18 Ceremorph Brainhounds, 17 Ceremorph Psions, and a Ceremorph Psion Commander.

The Hive at L69 contains Ceremorph Mines and Thrall Pens and is garrisoned by 13 Psions, a Psion Commander, and 7 Grafted Thralls.

The Watcher Vault is garrisoned by 6 Watcher Savants, a Watcher Sovereign, and 13 Thralls.  It contains the following structures: a Brood Pool, Mucosal Pool, Breeding Pool, Ooze Pool, 3 Thrall Grottoes, 9 Algae Farms, a Watcher Mine, a Nightmare Gate, and 3 Vault Slimes.  A Glyph Library, Slime Moat, and Augmentation Pool are under construction.

+10 Gold from ShinyElves.

-4 Bodies to Grolhund.

-25 Metal and +75 Gold to the Dwerim.

Steerpike

#85
[ic=Briefings - The Month of the Rat, Week 3 (Continued)][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]The Keepers of Fulgoria have detected a strange creature wandering the cavern near Fulgoria – a Delver, an enormous, slug-like being that secretes corrosive slime and hauls its oozing bulk through the Lowerdeep with powerful arms terminating in black talons.  Such beings delight in the consumption of precious ore and jewels.  This one is currently feeding on the crystals in the cavern you scouted.  While Delvers are not malevolent, they are greedy and protective.  Having found a grazing-ground, this one will be reluctant to leave, and will likely interpret any attempt to colonize the region as a threat to its food supply.

In the Thorn of Visions, the Caretaker and its minions have made an experimental journey through the teleportation circle.  As you suspected, the circle leads to the Dark Elf ruin of Hazer-Nagroth, which has recently been re-inhabited by the diabolic Kirr.  The Dark Elves were alarmed by your sudden materialization within their base, but the Caretaker explained as best it could.  The Dark Elves were ordered not to attack by the Bloodlord, who seemed somewhat bemused and intrigued by your forces' sudden appearance.  The Caretaker withdrew back through the circle with its retinue.  Meanwhile, your Crawling Cap scouted the battlefield of the Dwerim and Goblins.  The Goblins have been slain utterly by the Shadow Elves and Dwerim, their King included.  However, it appears that the Dwer Thane, Lothë, also perished in the battle, and the defenders took heavy casualties.  Shortly after the experimental sojourn through the teleportation circle, the Ceremorph-creature known as Llitul phased into the Thorn.  She seeks an audience with you (or your Clone) and is accompanied by a force of the elegant predators known as Brainhounds.

Members of Fleshwatch relay that the cavern to the north of the Glow's gardens is riddled with tunnels made from some enormous serpentine or worm-like creature.  Though no Duergar were discovered, there was evidence that some of their scouts have traversed the region recently.

[+50 Food from foraging.

The Dwerim survivors include 15 Axemen, 6 Grudgebearers, 10 Flamesprayers, an Igniter, ten Shadow Creepers, and one Shadow Stalker (these latter forces are mercenaries in Dwerim employ).  Nine Shadow Elf Abominations and the Nocae Commander, Dolmar Lestridae, are also present.  The Dwerim Outer Wall and Iron Gate have now been repaired.

L22 is the region riddled with tunnels.

L34 contains the Delver.][/spoiler][/ic]

[ic=Responses - The Month of the Rat, Week 3][spoiler=Response to the Fungoid Rotqueen known as the Child of the Glow, from Saerid, the Shining Flame, Lord of the Mithril Tower]Saerid's voice comes faintly.  He is unskilled in this communication.  

Where... where have you taken Llandri – Llitul?  Wy would she fear me, when I come to rescue her from these depths?  And how... how do the Ceremorphs fit into this?  Has she been taken from them?  Have they changed her?[/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow, from Saerid, the Shining Flame, Lord of the Mithril Tower]A voice echoes out of the darkness... the voice of the Elf-flesh.  It is stronger this time, more confident, more sure of itself.  It is louder, and filled with a cold certainty.

Know this, Dreamer.  I go now to destroy the Ceremorph Overbrain and avenge the mutilation that you have shown me.  When it is dead, it will have no claim over Llandri.  Then I shall find her; I shall seek her out no matter where you have taken her.  And if she is still changed, and the Overbrain's death does not to reverse it, I will bring her back to sacred Undulindë to the House of Healing, where the wisest of my people dwell.  And if still they cannot help her than I shall take her across the sea into the west to the Everlasting Lands and plead my case before the Powers of Light themselves, and beseech them to make her as she was.

This I vow.  Do not obstruct me, or you shall pay with your life.
[/spoiler][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Saerid, the Shining Flame, Lord of the Mithril Tower]Queen Shee-Ra,

My condolences for the loss of your subjects.  I confess I am unsure, now, whether to assault the Ceremorphs as you have planned.  I have experienced disturbing dreams that suggest that Llandri may no longer be with the Ceremorphs after all.  Yet perhaps these are merely deceptions... or nothing more than dreams...

I must ponder.  For now let us press on towards the Hive.  I will alert you if our plans change.

-   Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Your Augurs have scried the settlements of the Goblins, now eradicated from the Upperdeep.  The former Goblin Towns are forsaken, at this time, having been apparently abandoned by their residents.  The Dwarf Ruins remain inhabited by a pair of Iron Golems in the lower depths, which stand inert, guarding some lower hall warded with certain runes; your augrus can glimpse a little of these lower levels, seeing unstable tunnels and a glimmering shard of some kind of pearl, but a shaodwy presence, warded from their sight, stalks these deep-halls and makes Scrying them difficult.  The remaining Shadow Elf forces are gathered in the former Goblin Capitol: an Abomination, five Accursed, and a company of adventurers – a warrior, ten hirelings, a wizard, and a cleric, all Human.

The caverns to the west and north are empty save for the cavern with a pool, in which the Warg-pack is resting: ten two-headed Wargs led by an enormous two-headed Warg, one of his heads lolling brainlessly beside the other, accompanied by thirty normal Wargs.

Finally your Augurs have scried the High Elf-city on the surface.  This arboreal fortress is a very large, guarded by fifteen High Elf swordsmen, twenty High Elf spearmen, thirty High Elf archers, ten High Elf knights, five High Elf eagle-riders, and a High Elf commander.  They are protected by a city wall.  The city is exceedingly rich, with many well-crafted goods and a great deal of wealth in precious gold, Mithril, and gemstones.

[The Dwarf Ruin at Upperdeep 42 contains the following structures: Thane's Hall, Forge Hall,  Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine, Outer Wall, Impenetrable Walls, Escape Tunnel.

The Shadow Elf settlement at Upperdeep 42 contains a Goblin Mine.

The Shadow Elf settlement at Upperdeep 44 contains Goblin Mine, Reinforced Gate, Escape Tunnel, 2 Mushroom Patches, a Palisade, and an Escape Tunnel.

The Shadow Elf settlement at Upperdeep 43 contains the following structures: Hall of the Goblin King, Goblin Mine, Mushroom Patch, Mushroom Grove, Goblin Lair, Goblin Armory, Bat Roost, Palisade, Reinforced Gate, Spiked Moat, Escape Tunnel, 3 Murder Holes.

The Warg-pack is in Upperdeep 48.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]You have peered throughout the caverns in search of the first Shard and found that it is in the possession of a group of Duergar [Lowerdeep 10].  How the Duergar obtained this object you cannot say.  Their numbers include a Despot, ten halberdiers, six cave beetles, and, strangely, a Dark Elf summoner.  Also in the possession of the Despot is a strange reddish Key, a tome of eldritch lore, and some kind of wand.

The second Shard lies at the bottom of a lake to the west, beyond the lands of the Ceremorphs [Lowerdeep 61].  A number of Stranglers, unpleasant aberrations with flexible limbs, lurk in this cavern, about a dozen in all.  The Shard is caked in mud; it might be that a Watcher settlement was once located there, but time has expunged all other trace of it.

Finally you Scry the easternmost Ceremorph settlement.  It contains thrall pens and a mine, and has an extremely minimal garrison - a Psion commander and two thralls.[/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]Your Runeseers have performed their rites, and send reports of what they have learned.  Ancient Rhaud has been cleared of Goblins.  Two Dark Iron Golems, probably left behind by colonists attempting to retake Rhaud, guard the rune-trapped doors to the lower levels.  These levels are treacherous and prone to collapses.  Within the depths lies a splinter of Andacerine, but something – something warded from the Runeseer's sight – stalks the depths; perhaps some vestige of the shadowy thing that Andacerine contained.  Whatever the case, the bones of many Dwarves are strewn about here, some of them bearing rune-graven weapons.

Scrying the Tower of Screams, you see that the Sporekin have thoroughly colonized the old ruin.  The Child of the Glow, a Fungoid Sporemother, a Fungoid Crawling Cap, and twenty-five Fungoid Warriors lurk in the tower.  The Child bears the Staff of the Excruciatrix.

[Rhaud contains the following structures: Thane's Hall, Forge Hall,  Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine, Outer Wall, Impenetrable Walls, Escape Tunnel.

The Shadow Elf settlement at Upperdeep 42 contains a Goblin Mine.

The Tower of Screams contains the following structures: Arcane Library, Teleportation Circle, Scrying Chamber, Escape Tunnel.]

Your Runseers have also looked into the lands of the Kobolds to the north.  In the old Dwarf Ruin, the ancient city of Azukizdin, only five Kobolds, all of them slingers.  It ahs been thoroughly looted of Dwarf relics.

[Azukizdin contains the following structures: Forge Hall, Shield Hall, Hall of the Ancestors,     
Improved Dwarf Mine (broken), Outer Wall (broken), Iron Gate (broken)]

The second settlement is all but empty, with but a single Kobold Commander a spiked moat, fishing pool, and palisade, though mines are being dug.[/spoiler][spoiler=Response to Kes Kel Anith, of the House of the Mhaldûlne, from Throngel Greatmane of the House of Gyllir]Lord Kes,

It saddens me to hear of Lothë's death; though I knew him not he seemed an honourable man.  It is good that the Goblins are slain.  I may have lost my son to the foul creatures but I have gained an unexpected friend in the deep places of the world.  Should the Dwerim desire trade with my people, know that we are happy to oblige.  In particular, weapons forged by your people are of great interest to us; we would pay handsomely for them.  If the Dwerim ever have need to travel on the surface, they will find a warm welcome in my hall.

Throngel Greatmane of the House of Gyllir

[A Furnace Master can make weapons for the Gyllirings as if they were upgrading Dwerim weapons (3 Metal per weapon).  The Horsemasters will purchase such weapons at a cost of 10 Gold each, to a maximum of 100 Gold per turn.][/spoiler]
[spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]Scrying using the Altar, you discern the forces of the Duergar – a Despot, nine halberdiers, and, strangely, a Dark Elf summoner...

You also scry the Shadow Elf city of Umbrazzid.  It is garrisoned by four Abominations, four Paladins, ten archers, and ten swordsmen.

[Umbrazzid contains the following structures: Shadow Spire, Cavern of the Accursed, War Spire, Armory Spire, Shrine of Sylessiadil, 3 Lichen Gardens, Improved Shadow Elf Mine, 2 Lizard Pens, Spire of Gloom, Shadow Architecture, and 3 Murder Holes.  A Temple of Sylessiadil, Rangers Spire, Drake Nest, Shadow Elf Mine Complex, and Veil of Shadows are all under construction.][/spoiler][spoiler=Response to the Cerelich Ktan-Ydheel, called the Abjected, from the Shade of Scuraung the Jewel-Eater]You see a vision of the Wyrm's head materialize before you – a ghostly apparition, half-rotten and putrescent but still fearsome.  When it speaks even your black heart is filled with something like fear.

Yes.  You will come.  You will meet with me.  Now.[/spoiler][spoiler=Response to the Cerelich Ktan-Ydheel, called the Abjected, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Cerelich,

Your forthrightness is appreciated.  My agents have informed me of brewing tensions amongst the Ceremorphs, and of the approach of the High Elves.  Your particular intelligence with regard to Glyp-Dor will be useful in planning our response to these events.

I have heard it said that an alliance is coalescing, an alliance dedicated to the destruction of my distant kinsmen, the Shadow Elves.  This objective pleases me greatly, but the reputed presence of the Kirr Dark Elves precludes my direct participation in such an alliance.  Nonetheless, I wish to lend what aid I can to the endeavour – discretely, of course.  If there is anything I can do to contribute to the efforts against the Nocae, alert me to it.  In addition, I would be gratified by any news you could supply about the progress of the campaign against the traitorous Lestridaes and their subjects.

-   Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=Response to Käfer, Duergar Despot of the Käferhold, from Saerid, the Shining Flame, Lord of the Mithril Tower]Lord Käfer,

You have been somewhat misinformed.  I march not on the renegade known as the Cerelich but on the Hives of the Ceremorphs and their dread Overbrain, to destroy it utterly and end its dominion over my betrothed.  If you think a hundred warriors too few for this task then you have not met a High Elven host on the field of battle before.  I bring with me the best trained and equipped soldiers my people possess.

Still, I do not refuse your offer of aid.  I have learned – or rather, I suspect, that my Llandri, my beloved, has passed into the lands of creatures that call themselves the Dreamers.  Though the Ceremorphs have... changed her, she seems to have escaped their grasp, or been sent by them on some errand.  If you have information of where she may be, you would be compensated for it.  And should you wish to join your might with mine against the Ceremorphs or these Dreamers, this too would be welcome.

-    Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=Response to the Lich Dr. Roberston, styled Professor Immortal, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Professor Robertson,

You need not concern yourself over the Surface scum.  So long as they do not trespass near Vashnaranzenan they will be unharmed.  I suspect they will soon be dead.  From what I have gathered they are planning an assault on the Ceremorphs below.  Their foolishness will only bring about their destruction or enslavement.

I would appreciate a continuation of the trade agreement we have established, and your offer of scrolls intrigues me greatly.  I will likely wish to purchase several such objects in the next few weeks.

On another matter: it seems that a distant group of my kindred, the so-called Nocae or Shadow Elves, are becoming quite the troublesome presence.   I have certain sources which suggest an alliance coalescing against them, an alliance in which you are included.  While I am no ally of these Nocae, I have heard it said that the Kirr, another corrupted branch of the Dark Elf family tree, are involved in the alliance against them.  The people of Vashnaranzenan would not permit me to join with the demon-worshippers, even if it were politically logical for me to do so.  Nonetheless, I wish to aid in this alliance in some manner.  To this end, I would appreciate it if you conveyed any relevant information about the doings of the alliance to me, and inform me if there is any means by which I could discretely contribute my aid.

-    Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][/ic]

HippopotamusDundee

#86
[ic=Negotiation]
Deep within Yuddarath's deathless entrails the Cerelich and its new apprentice sat in silence and listened, feeling the fleshy floor vibrate with every heart-like pulse of unlife down at the root of the Altar where It's tendril-like network of neurons had reached out into all the deep and secret places of the earth. Deep in the bowels of the Underdeep with the susurrus of long-dead voices mingling with the mindless babble of Yuddarath's dreaming on each outbreath, the Cerelich sat in the memory-womb of its scion-design and let half-rotted tendricles shiver and twitched in what another Ceremorph might recognize as a rictus grin of anticipation.

As the greater part of its mind turned to unlocking more of the secrets held within the memory-shades of long-dead sorcerers and far stranger beings, the Cerelich let its senses expand and reach out through all of the Underdeep like slow-spreading gangrene or cancer, eyes and ears turning to investigate several crucial junctures as mind-voice-self fractured to reach out in search of other intelligences, both greater and lesser.

Plans that had been set into motion were finally bearing their corrupt tumors, events were moving apace and the most interesting whispers had reached the Cerelich's ears - in all of the long deathless years since its self-Abjection Ktan-Ydheel could not remember such a delightfully complicated set of snafu developing, all entangled and interwoven and ripe for a push that would shatter the status quo and allow no end of opportunities for those who were prepared.

The symphony of voices in the memory-womb was joined by a dust-dry laugh rising from lungs that had not worked in centuries as Ktan-Ydheel sat and plotted and awaited the results of its arrangements and negotiations among the ossified bones of the old and foul relics of a more ancient time.
[/ic]
[spoiler=Messages]
[spoiler=Message to Lady Vierra Gloomsong]
My lady,

Weeks ago I wrote to you offering information on some vulnerabilities in the defences of the cursed Ceremorphs of Dhoulth, and you asked me what I could offer in return and what my interest was.

My interest is simple - the existence of the cursed Overbrain is a threat to me and my spawn and we will not be safe until it is wiped from the face of the Underdeep. As to what I can offer, I know that you had a certain arrangement with the Exalted that was of benefit to you - though I am unsure whether that is still the case - but they are a dying force. The Overbrain made a grave mistake when it Exalted the elf who now leads Its forces - her fiancee and his troops now march en masse with the Cleversmart to wipe the Ceremorphs out of existence.

It has come to my attention that their settlement of Glyp-Dor - built in the north-westernmost tunnels of the Lowerdeep where a tunnel connects it to the Middledeep on your western borders - will have its forces depleted next week as the Overbrain struggles to protects Its capital. Your forces could easily overwhelm it and win gold and slaves aplenty with very little risk of later retaliation.

Though I cannot deny that the more forces that assault the Exalted the safer I will be, their fall is already begun - I offer this opportunity to you simply to apologize for the appalling lack of manners on my part represented by my very-late response and also as a gesture in the hopes of future mutual tolerance between us.

Yours in Yuddarath,
Ktan-Ydheel, the Abject, the Heretic.[/spoiler]
[spoiler=Message to Her Majesty Queen Shee-Ra XVI]
Your Majesty,

I wish you and your ally the elvish prince the best of luck in your assault on the cursed Overbrain.

Though I would not presume to suggest a course for your actions, I thought I would alert you that my divinations have revealed that the garrison at Curasd - upon the other side of the tunnel a short march to the north-west of your current position - will be majorly depleted next week as the Overbrain attempts to consolidate its forces.

Yours in Yuddarath,
Ktan-Ydheel, the Abject, the Apostate[/spoiler]
[spoiler=Message to the Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dear Prince,

I am honored by the invitation to join your alliance and touched that you would think of me - I must confess that with the ill-begotten resources acquired from their recent campaigns I had begun to despair of any conquest of the Noctae and had discontinued my campaign against Umbrazzid. But with several older plans of mine suddenly coming together and this encouraging news, I think that the time may be ripe to reopen hostilities - with such a mighty alliance arrayed against them there is no way that the Noctae will survive us long.

As to your most gracious of assistance, I receive it gratefully. If there to be any students of infernal summoning included among this force, I would take it as a great personal favor if they would join my apprentice in the Heart-Chamber of Kat-Shatep (Middledeep 20) and help us continue our studies of demonic creatures.

Your ally,
Ktan Ydheel[/spoiler]
[spoiler=Message to Dr Robertson]
My dear Professor,

It is with great pleasure that I finally make your acquaintance - it is so very hard to find other practitioners of the necromantic arts intelligent enough to make a dialogue on the subject interesting. I too am exceedingly glad that we find our interests aligned, as my humble efforts against the Noctae were proving somewhat fruitless and I was on the verge of making peace with them until a moment of later opportunity (a most distasteful situation to be forced into, I can assure you).

Your offer of financial assistance is most warmly received - for now my chief need is for a Scroll of Invisibility in order to pursue some interesting possibilities that may be of use in the battles to come. I cannot speak for the Bloodlord, but I cannot imagine moving against the Noctae in a serious way for at least another month.

I look forward to a most fruitful correspondence,

Your ally,
Ktan-Ydheel[/spoiler]
[spoiler=Message to Whisper]
My friend,

Your apprentice will be most welcome to join us in Yuddarath for a time until you find yourself a more permanent home where his eccentricities will be less of an inconvenience.

I await only your word to send missives to the kobolds and Gloomsong's elves to set the fall of the Overbrain into motion.

Yours in friendship,
Ktan-Ydheel[/spoiler]
[spoiler=Message to the late Scuraung the Jewel-Eater]
Greetings mighty Wyrm,

I apologize if the presence of my eldritch friend disturbed your slumber and assure you that I have no intention of trying - though my paltry efforts would no doubt fail - of attempting to take that territory that is yours. I simply wish to ask if my brethren and I might be given your tolerance to pass through it occasionally when we have need to visit the greater Lowerdeep.

I think additionally that with those skills we have there are some favors we may be uniquely placed to do each other, but would prefer to save such a conversation for a more personal meeting.

Humbly yours in Yuddarath,
Ktan Ydheel, the Abject, the Heretic, the Apostate[/spoiler]
[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies
Thrall Pen: +18 Bodies, +2 Sacrifice[/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
2 Star Vampires: -8 Bodies
2 Bloodfiends: -2 Sacrifices[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Paradoxical Architecture: 1 week remaining
Thrall Pen: 1 week remaining
Miasma: 1 week remaining
Beginning Construction:

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction

Heart-Chamber of Kat-Shatep (Middledeep 20)
Under Construction
Beginning Construction
Ooze Wall: -50 Gold, 2 weeks remaining
Escape Tunnel: -20 Gold, 1 week remaining
Uncanny Architecture: -60 Gold, -20 Metal, 4 weeks remaining
[/spoiler]
[spoiler=Recruitment]
[/spoiler]
[spoiler=Wealth]
Gold: 35
Metal: 55
Food: 0
Bodies: 75
Sacrifices: 2 [/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
2 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Uncanny Architecture

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

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

1 Star Vampire - Garrisoned at Lowerdeep 23

1 Star Vampire - Garrisoned at Lowerdeep 43

2 Bloodfiends - Middledeep 23

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

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]


Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Blood Sacrifice, Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry, Summon (Bloodfiend)
Inventory: Murmurstone, Staff of Vermin

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

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

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


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

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

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


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

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


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

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


Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 5 (Psychic)
Melee Attack: +3
Melee Damage: 4
Defence: 16
Health: 8
Speed: 4
Morale: +5
Special Abilities: Detector, Dispel, Illusory Duplicate[/ic]
[/spoiler]
[spoiler=Orders]
Ktan-Ydheel to Scry upon Lowerdeep 10, Upperdeep 30 and ???. Ktan-Ydheel also puts out a message that he is looking for burglars and Thieves to undertake a simple task with a considerable reward offered.

Spend 1 Speed to move 2 Bloodfiends to Middledeep 24 with orders to return immediately to Middledeep 23 and attack if Ktan-Ydheel's dominate attempt should fail.

Spend 1 Speed to move Ktan-Ydheel up a level to Middledeep 24 and then another 1 Speed to move Middledeep 23 with orders to Dominate the Lava Nymph if she shows herself. Spend 1 Speed to move him back to Middledeep 24 and then another 1 Speed to move him down a level to Yuddarath (Lowerdeep 56).

Illiriant the Blasphemer enter the Memory Womb and uses his experience in psychic effects to try and develop a more powerful variation on Dominate (joined by Ktan-Ydheel after his return), both of them studying the mysteries of Confusion for inspiration.

Naerlyth the Unclean continues work attempting to modify the Zombie Plague to produce more Ceremorph Ghouls instead (of Zombies).

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

Xathan

[ic=Acts of Rebellion]

Ceremorphs. Pyschophages. Beloved. Monsters.

There are dozens of us, hundreds, elevenses. Nightmares that feed upon the deeps, food, Food-flesh.

And we bow to the Overbrain Overlord Overus.

It commands me, my beloved father, and I can hear three voices who are you, dark elf? dripping the words with sarcasm. But I had my orders. The force of the elves, the force of Saerid, the army of my love and the army that once would have been mine, threatens the hive.

You know what you must do, bitch. You know we cannot kill him, and that is what It wants; even if you want us to Exalt him, we would be forced to gamble upon him surviving the battle.

Now is your moment, my queen. Now is the moment where WE shall become what it called us; now is the moment of Ascension. You are a Queen, but not of thralls, not of Ceremorphs, not of elves. You are a queen of Madness. Queen of Dementia. That's what we are now. I hate it but it must be and there is no point denying it any longer, is there Llandri, Queen of Old not since we talked to the Child, the Rotqueen, the beautiful, not since you figured it out now, and know what I am. If Saerid will stay, he will stay, but we are all agreedthat we must allow him to leave if he should choose to do so, yes.

We will not become the Overbrain, became the despot of the mind for Lothe was wrong until his deying days. It is not that all creatures should be given a chance, some beings deserve no chance but that all creature should be given a choice.

Now to inform my Subjects. Now to inform the Overbrain. Now to own what I am

Now is the Acendancey.

I steel myself, and broadcast the most powerful psychic message I have ever mustered, aided by Llandri and whisper, something that can be heard by all who can dwell within the Dream, all psychic beings that dwell within the Underdeep.

{Ceremorphs. I am Llitul, Beloved, Queen of Thralls. Hear my voice, taste my thoughts, and know Truth.

This will not be an appeal to passion, for we are Ceremorphs, and passion is wasted upon us except as seasoning to the thoughts of Food.

The Overbrain has lied to us, has used us, and has weakened us.

Observe the following proofs of this theorem:

Observation: The Overbrain tells us that Faith is a product of weak, food brains. This we can agree upon.

Observation: The Overbrain tell us that we will join with it upon death and live forever within it.

Point: The Overbrain has offered no proof that upon death we do join with it, only that our brains our placed into It's pool.

Observation: A fact that is not based on evidence is, by definition, faith.

Therefore, the Overbrain informs us that faith is a product of weak, food brains, and yet expects us to have faith.

Therefore, the Overbrain must consider Ceremorphs to have weak, food brains.

Therefore, two likely scenarios exist: one is that the Overbrain is lying to us about the value of faith, the other is that, upon death, the Overbrain consumes our brains, which it considers food.

This logic is inescapable. The being that claims to love us - a laughable thought, for love is the emotion of Food - the being that forms Dtoulth, is either a parasite upon us or a liar to us; predator or traitor.

Therefore, to each Ceremorph there is a Choice: One option is to remain clinging to the Overbrain in Faith and Fear as Food does to their Gods. The second option is to flee, to leave behind the Hives and escape into the Deeps. If you chose to flee, head only down the southward pass in a large group, for Stranglers make their den there, and avoid heading by the Pass of Curasd, for the Jabberlings breeding season would claim some of us. The final option is to join with my forces; the final option is to form a new Ceremorph nation, free of the Parasite that dwells among us.

Examine the logic and choose quickly. The hour draws nigh; it is for us to determine if we will embrace it as we should, as Ceremorphs, or if we should cower as food.}[/ic]
[ic=Messages]

Llitul

[spoiler=Reply to Doctor Robertson]

Recent events, my scholarly friend, dictate a certain brevity to this communication I apologize for.

I am interested in the purchase of a single scroll of poisonous cloud for the listed cost of twenty gold. The others intrigue me, but I should inform you there is a Hag in the Middedeep that offers many of the same scrolls for less than you do, at fifteen gold per scoll; as much as I would rather purchase the scrolls from you, simple economics dictate that I go with the lesser price. However, as new and more exotic scrolls become available I will retain a lasting interest in their purchase. In paritcular, any scrolls that would further my growing studies of necromancy would be most welcome.[/spoiler]
[spoiler=Response to Doctor Robertson]

My Dear Doctor;

I am glad you find my madness to be as becoming as we do. It is always wonderful to commune with you.

I am quite grateful for the discount on the scroll - you will recieve your payment for it, and the scrolls of necromantic healing will come in handy at a later date, I am certain, though I have no use for them yet.

Unfortunately I find myself in a precarious situation at the moment; in the interest of breaking free of a restrictive governmental system that oppresses academic research to an absurd degree, I have declared myself and my subjects free of the Overbrain, which will open up later avenues for research and cooperation. However, this particular delcaration is one that is being met with understandable if irritating resistance by the Overbrain, who seems to believe it has some sort of divine right as our progenitor to claim lordship over us. As such, I expect a violent interaction to ensue. The base of operations for my rebellious forces will be in the Duergar ruins located slightly deepwest of you realm (M91).

If you would be willing to lend any assistance of a military nature I would be greatly indebted to you - indebted, in fact, to the sum of 30% of the gold and metal produced by the Duergar Mine complex I expect to have fully operational by the end of next week, a sum that would be granted to you in perpetuity as soon as your forces arrive to help us in our rebellion. I hope this prospect finds interest for you - and it should allow me the freedom to assist in the growing venture against the Nocae, Dwer, and Dwarves that plauge your upperdark.

Yours;

Llitul the Demented
Queen of Ceremorphs
Lady of Madness[/spoiler]
[spoiler=Post Script to Doctor Robertson]
It seems that in my haste and various distractions I omitted a rather vital piece of intelligence; the hag and her shop, which currently are located at the lava pits closest to the ever-expanding and ever-irritating Duergar empire. [M53]

Yours;

Llitul the Demented
Queen of Ceremorphs
Lady of Madness[/spoiler]
[spoiler=Response to the Glow]

I would be happy, next week, to aquire this creature for you. I would need assitance; some force for the beast to be forced to crawl through until I can fully entrap its mind, though they must not harm it or I may not be able to compel it before they slay it.

In addition, to ensure this beautiful creature remains bound to you, I will need you to hold someone for me - another Ceremorph-flesh, whom I hold enthralled, and whose control I would have to lessen to control this creature.

Has...has Saerid responded? What...what did he say?[/spoiler]

Llandri

Whisper

[spoiler=Message to Dreams of Dead Races]I presume your mind heard my queen's announcement, Elder Thing, and my intent to fully rebel against the Overbrain and eventually rid this world of that bloated parasite.

Our ability to lend assistance in any task you may have will be limited; it is impossible to know how much of our people will see the truth of my words, or if they will remain enthralld by the Overbrain. Should any of my kin seek refuge in the Deepsea, I will pay for their rations and wages while they are in your service, as well as for their safe return should you no longer need them when my Queen has begun her new kingdom.

Lower Dtoulth, the Hive closest to yourself, is currently guarded by only two thralls and a crusted former inquisitor, Zasz. If he should remain loyal to the Overbrain...the bloated mass is much concerned with the joint force of Kobolds and Elves that conspire to the east, and will soon be very concerned with my loyalists. I doubt the base would remain defended well for long. My queen would want Lower Dtoulth returned to her - with an appropriate cost paid for your efforts - when the time is right, but that may be many weeks away.

Events move quickly. If anything emergies where I can lend aid, inform me of such. [/spoiler]
[spoiler=Message to Ktan-Ydheel (Using Secret Message, Just In Case)]

Wonderous news, our friend! My Queen has finally thrown off the shackles of the Overbrain, and I may speak freely to you, though she herself cannot yet - she struggles still with the compulsions that bloated waste of cerebreal fluid lumped upon her. She will be approaching near your realm soon, if all goes to plan - I hope to have her completely freed of It by then.

There is a small matter. Our current refuge is among the fungoids of the Glow. I will mention this once to avoid the Overbrain hearing the thought. They will shelter my Queen well, but our apprentice, an orcish wrathpriest, holds a deep hatred for them. May I send him to you, so that you may teach him more of his hatred - especially if you could instruct him in the summoning of those wonderous demons you command? I will, as his master, pay his fees until my Queen can reclaim him.

Yours in freedom,

Whisper[/spoiler][/ic]


[spoiler=Orders]
As Always, Draft At the moment
[spoiler=Production]
GoldMetalBodiesFood
+920+95+140+80
Sources:
Dtoulth
Improved Ceremorph Mine +325 gold, +35 Metal
Crystals +20 Gold
Thrall Pens 4 +80 Bodies/Turn
Mushroom Farm 3 +60 Food/Turn
Lower Dtoulth
Ceremorph Mine +185 gold, +20 Metal
Crystals +20
Thrall Pen +20 Bodies
Curasd, Horror in the Woods
Ceremorph Mine +185 gold, +20 Metal
Mushrooms +20 food
Thrall Pen +20 Bodies
Glyp-Dor, the Northern Reach
Ceremorph Mine +185 gold, +20 Metal
Thrall Pen +20 Bodies

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-76g-0-46-83
Commanders
No Upkeep
17 Psions
-52 gold, -34 bodies
25 Brainhounds
-75 Bodies
7 Thralls
-7 Food
3 Ceremorph Exarchs
24 Gold, 12 Bodies
Vruthor the Wrathpriest
-10 Gold, -3 Food

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

Under Construction:
Teleportation Sphincter (2 Weeks)

Beginning Construction

Lower Dtoulth (Lowerdeep 75)
Completed Construction:

Under Construction:

Beginning Construction

Curasd, Horror In The Woods (Lowerdeep 69)
Completed Construction:
Sphincter Gate

Under Construction:

Beginning Construction

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Completed Construction:
Ceremorph Mines

Under Construction:

Beginning Construction

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
None Yet

Lower Dtoulth (Lowerdeep 75)
None Yet

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

Glyp-Dor, the Northern Reach (Lowerdeep 67)
75 Thralls (-375 gold)

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
474294427409
[spoiler=Body Types]
16 Ceremorph Bodies
2 Dark Elf Bodies
2 Hook Horror Bodies
6 Giant Spider Bodies
7 Brainhound Bodies
5 Roper Bodies
[/spoiler]

[/spoiler]
[spoiler=Trade]
-14 Gold to Undead for Scroll [Reminder: Whenever Saerid reaches my territory, -125 gold to the Undead, assuming they don't interfere]

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Improved Ceremorph Mine
Thrall Pens 4
Mushroom Farm 3
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines
Evolution Cell
Pupation Cell

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
Ceremorph Mines
Thrall Pens

Defenses
Amplifier Node

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

Defenses
Amplifier Node

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Thrall Pen
Ceremorph Mines

Defenses
Amplifier Node

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

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

The Hunters (Stationed At Middledeep 52)
1 Vruthor the Wrathpriest
1 Quasthid (Inquisitor, Greater Dominated)

The Hounds (Garrisoned Middledeep 41 (Tower of Screams))
7 Brainhounds, Led by Liltul

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth
7 Grafted Thralls

The Seekers (Garrisoned Lowerdeep 67)
1 Phyn-Olbaath
3 Exarchs
17 Ceremorph Psions
18 Brainhounds
75 Thralls

[/spoiler]
[spoiler=Orders]
[ooc=Standing Orders]
(These are things that I want to do every single turn unless I explicitly state otherwise so I don't forget, put here so I can copy/paste)
Scouting
All Psions in any dungeon or outpost that stay garrisoned that turn are to use 3-4 speed to scout all adjacent regions that do not have a dungeon in them (L68, L70, and M80 from Curasd (3 speed), M90, L66, L65 from Glyp-Dor, L73 from Dtoulth, L75 from Lower Dtoulth) and then re-garrison. If any brainhounds are garrisoned at a dungeon, they use their speed to scout instead.
Reinforcements
All non-thrall units with speed 3 or higher that are entrenched at L63 (or garrisoned if an outpost is founded there) are to move to any dungeon within their speed that scouts an incoming attack.
Liltul
If Liltul is not garrisoned in a dungeon, she is to use all remaining speed to withdraw from any army she encounters that is more than twice as large as hers (excepting goblins, accursed, slave soldiers, or similar weak units, then withdraw only if three times as large as hers); if possible, withdraw in the direction of the nearest dungeon I control, if not, backtrack her existing path as far as possible. Any leaders or other unique units are to be dominated if possible, but only if they could not be bought off or hired.
Grolhund
If an army encounters Grolhund or scouts him coming (or his forces), they are to withdraw from the region - including commanders. This is only not true if Dtoulth is threatened; then they are to remain to defend the Overbrain unless Grolhund attacks in person with a smaller force of backers or alone. In those circumstances, they are to withdraw to give the Overbrain time to Dominate Grolhund. *evil grin*
Mercenaries/Apprentices
Liltul continues her calls for both, also offering a 100 gold up front cost for Mercenary bands or powerful mercenaries like Eye Tyrants/Mindwitnesses.
[/ooc]

All Seekers (L67) except Phyn-Olbaath degarrison and move to M91. Assault and take the ruins, kill everything within, and speed remaining speed to investigate fully to make sure nothing missed. Once the dungeon is taken, Immediately this week begin building a thrall pen, two mushroom farms, and a spawning pool. Note: Keeping the rooms I wanted here to remind myself for next turn. :)

Llitul to spend full week studying at the Arcane Library to learn Phase Shift, consuming the scroll in the process. (If not possible, learn Haste instead).

Vruthor enters M53, using two additional speed to reduce the risk from magma, and purchases two additional scrolls of phase shift and haste and one of invisibility (-75 gold).

Vruthor to haste self and move to M10 (6 speed)

Quasithid to use scrolls IMMEDIATELY to invisibility, Ward, and haste self and move from M51 to M31 and found a new dungeon there (-100 gold).

[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +12
Ranged Damage: 12 (Psychic)
Melee Attack: +8
Melee Damage: 9
Defence: 18
Health: 30
Speed: 6
Morale: +8
Special Abilities: Regeneration 10, Fear 22, Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership, Secret Message (Lvl 1), Spell Resistance +4, Discipline
Equipment Crown of Malakar, Scarab of Fear
Inventory Scrolls 2 Ward, 2 Invisibility, 1 Dispel, 1 Phase-Shift, 1 Haste
[spoiler=Crown Stats][ooc=The Crown of Malekar]The Crown of Malekar the Obscene is a major artefact.  Whoever possesses the Crown of Malekar gains a number of abilities:

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

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

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

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

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

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

The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on. [/ooc]
[/spoiler]
Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear and has Discipline.

[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

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

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

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

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

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

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

[spoiler=Vruthor the Wrathpriest]
Vruthor is a strange Orc full of seething malice and a deep desire for vengeance against all Fungoids.  His flesh is covered in strange, flame-like brands, and his hands are blackened and charred as if severely burnt.  

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

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

[/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
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

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

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

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

TheMeanestGuest

#88
And There He Fell

[ic=In Memoriam]In the Great Forest, in Mhaldûl-Nem, rests Lothë who was Nír's son. In a bed of bronze and steel and stone he sleeps, in the Mansion that he built. He was Prince and Lord and King, but he was more than any title that he bore. He was a warrior, and for his home and his people did he take up axe and shield time and time again. He was a builder, and many fine things did he raise. He was wise and he was just, and peace it was that he loved. He judged not by birth or blood, but by the character of the heart, and to each and every being and creature he gave a chance to prove that character. He was a husband, and he loved Brigite who was his wife. He was a father, and he loved Esenna who was his daughter, and Tiern who was his son. He was a leader, and all that he did was for his people. He was our saviour, and by his hand were the Dwerim delivered out of darkness. "No." he said to those who sought to wrong us. "No!" he said to those who would destroy us. "No." he said to the night as it closed about us. He was Lothë, and he was the best of us.[/ic]

[ic=The Red Bastard]The brewhall was dark and full of shadows, and few sat at its tables. The brewmaster stood behind the bar, and polished and cleaned his tankards and mugs and glasses, though upon them was left not a single spot. It was a sorrowful day, and the celebration that should have been was not. It should have been that the great lamp should fill the hall with yellow light warm and soft, and that drink should flow freely. It should have been that the hall should be filled with the song and dance of the Dwerim, and it should have been that their Lord should have sat in his well-worn chair, and watched all with a smile upon his face. But it was not, and he did not. The Mansion stood, but their Prince, who they loved above all else, had fallen. The Dwerim mourned him and all those who had died that day, and it was that they held close those who they loved, and they prayed that the Ancestors bless and guide those who had left them, and it was that they wailed and cursed, and that tears unnumbered fell in Mhaldûl-Nem.

It was that on that day in the brewhall sat Tenebrius, tall and gaunt and ever at the edge of vision. Across from him sat Kes Kel Anith, who is the Red Bastard, and upon the back of his chair hung his famous crimson cloak. They played a game of Stones, and the shroudlings crowded close about them and whispered to each other as they watched the game in awe, their eyes barely clearing the table's edge. Tenebrius moved a stone carefully, unfamiliar with the game, its eyes set in concentration. Kes only smiled, and countered lazily with a flourish. Tenebrius peered down at the board before them, craning over it, its eye nearly touching the fallen piece.

"We see." it said in its quiet, rasping voice. It straightened suddenly and sharply, and spoke again: "Tell me, Red one, your Lord is dead, and his heir is far from here. We have heard that you are of that line. Will you take his place for your own?" At this Kes paused, but then he laughed loud and long, and the sound of it echoed in the quiet brewhall, and many eyes fell upon him in disapproval, but he payed them no mind.

"Ah. Tenebrius. And why should I do that? My Uncle lies dead, this is true, but my schemes are not nearly so grand as some say, and I mourn his passing in my way. What should this gain me, save the enmity of my kin? Gold and jewels? I may have these as I wish by the skill of my hands. Women? My charm suffices. Food and drink? The Dwerim have this all in plenitude, and I am not left wanting. Power for its own sake bores me, and in it I have no interest. I will do what must be done, but little that must not." Kes said.

"This is good. For we should kill you if you did. Our contract now binds us to Tiern, and by contract we abide." Its eyes lit up then as if in a smile, and it smoothly broke Kes's guard with a clever play, and his Throne lay threatened, and it seemed then that he should lose.

"Cousin Tiern need not worry. Family is family, and I know my duty. When Nüln fell it was that many shadows stalked its halls, and one among them was red. It was I who made safe the Shard, and it was I who slew the Elves that sought to take it, and it was I who then looked upon it. It was terrible to behold, but it was beautiful, and it was that for a moment I desired it for myself. It spoke to me, you know, in a thousand dead voices. They said that all of it could be mine. They spoke of wealth and power and respect. Yet then I thought of my mother, who I loved, and who lay dead above me. The voices said that together we could bring her back, but I knew then that they lied. In anger I renounced it, and I sealed it away, and there still it sits, and on that day I knew that I had little use for power." Kes said. His hand sought out a piece then, seemingly overlooked, and with it he took his opponents Throne. Tenebrius looked down, and the shroudlings hissed and whispered to each other and jostled to see what had transpired.  

But a second passed. Tenebrius looked up, and Kes Kel Anith sat not before it. Shock blossomed on its face, and it peered around, and the shroudlings screeched and ran about and looked beneath the tables, but of the Red Bastard there was no sign. On the board was a single golden coin, and Tenebrius curiously took it up, and then it laughed its quiet, rasping laugh.[/ic]

[spoiler=A Letter to Throngel Greatmane][ic=A Letter]Lord Greatmane,

It is that Lothë, son of Nír, Lord and Prince of the Dwerim, fell in battle against the Goblins of the Red Tide. Know that he died well, and that ere he fell he slew the Goblin King for his treachery. By his sacrifice the Dwerim were victorious, and by his sacrifice was the Red Tide unmade. Not a single one of their loathsome number survives. Tiern, who is Lothë's son and heir, who is Lord of the Mansion and King in the Deep, bids me send you word that we have recovered the signet ring of your son, Eorlund. We send a party of our warriors above, and they shall deliver it to your men who aided in the taking of the Skull Throne. By this gesture we hope that there may be friendship between the Dwerim and your people. Know that our axes shall guard the passes from below, and know that so long as we draw breath we shall strive to hold them safe against any Beast that should seek to sow chaos on the surface.

Kes Kel Anith, of the House of the Mhaldûlne[/ic][/spoiler]

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

Know that your words ease the pain of my heart in this time of mourning. My father was a great man, beloved by our people, and I shall strive always to be even half so great as he. Know that you have my eternal gratitude for all that you have done for the Dwerim, and for the comfort that you gave my father as he passed from this world.

Few have done more to earn my trust then you, and if it should be you that should keep the Heart safe for a time, know that my mind shall be eased. Take no risks in the deliverance of this jewel, for your life and safety are of far greater value. Though I mourn my father's passing, I know that he should wish that his death burden us not. And so I shall marry my betrothed, and there shall be celebration in Balagrod in remembrance of my father, and in hope for a brighter future. Phaedra's faith and friendship have lent me much strength, and her counsel I value in the highest esteem.

No greater monument could be built in my father's name. It shall live, and it shall be as a testament to his legacy and his belief. But it shall not be this that makes it great, but those who shall come and make it so by the craft of their hands, by the strength of their faith, and by the boldness of their action. The Dwerim shall come, and we shall make this place strong, and we shall raise up walls and gates. But so too shall we make it beautiful, and we shall carve fine statues, and we shall scribe it with our runes, and we shall sheathe it in bronze and hang our lamps upon it so that it might be as a blazing beacon of hope. Ald-Lothii it shall be, and it shall herald the dawn of a new era in the Deep.

Tiern[/spoiler]

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

You have my gratitude for your words of kindness. I mourn my father's passing, and miss him greatly. But by his hand the Red Tide is no more, and so some measure of peace has been brought to the Underdeep. I fear that it may not last. The vile being known as the Cerelich threatens the Nocae, who are friends and allies to the Dwerim, and it may be that we march against them. It is known that the Duergar despise each and every Ceremorph, and perhaps in this we may have common cause.

We have little need for supplies, lest you should wish to part with a quantity of metal. The Dwerim would offer three ounces of gold to each ingot of strong earthen metal.

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

[spoiler=In Reply to the Rotqueen][ic=A Letter]Rotqueen,

To converse by whispers in the mind, this I find distasteful. It is not done among my people, and is unnatural for them. Know that I am Tiern, son of Lothë, and his heir. Know that any word given - any promise made - by my father shall be upheld, and know that I know of the bargain made in the forest. I will not suffer my father's legacy to fall away and be forgotten, and so I seek peace in all that I do, just as he did. You claim the forest as your own, and yet in the presence of Lothë who was my father you agreed that it was his as well.

The Dwerim have made no threats, they have moved not against you, and they have harmed not one among your children. We shall uphold the treaty that is between us so long as it remains unbroken. I know that I shall not break it, for war is never my desire, and so that burden falls upon you alone. Consider carefully your own desire, Rotqueen.

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

[spoiler=In Reply to Shee-Ra Cleversmart XVI][ic=A Letter]Your Highness,

My Lord bids me send you his gratitude for your words of support and for your magnanimous gesture of kindness. But know that no gift shall bring Lothë back to us, and know that the hearts of the Dwerim heal but slowly. Perhaps, Your Majesty, if you had acted when you could he would still be among us. Perhaps if you did not dissemble, if your action was as bold as your word, Lord Lothë would now write to you, and you would read his fine words. He does not, and you do not. Ask us not for tribute again, Queen Shee-Ra, if all it buys is ink on paper. My Lord forgives you, but I am the Red Bastard, and I do not.

Obsequiously,

Kes Kel Anith, of the House of the Mhaldûlne[/ic][/spoiler]

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

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

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

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

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

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

Total: +1290 Gold, +170 Metal, +175 Food

Upkeep

Tenebrius and 10 Shadow Creepers: -65 Gold, -11 Food
Molgrim and 2 Splinter-Shield Hobgoblins: -6 Food
42 Dwer Axemen: -84 Gold, -84 Food
14 Wyrmhunters: -42 Gold, -28 Food
17 Dwer Flamesprayers: -68 Gold, -34 Food
15 Dwer Grudgebearers: -45 Gold, - 30 Food
2 Igniters: -10 Gold, -2 Metal, -4 Food
1 Iron Golem: -10 Gold, -5 Metal
2 Runeseers: -16 Gold, -6 Food

For the next payment segment / Molgrim and 2 Splinter Shields: -11 Gold / 38 Dwer Axemen: -76 Gold, -76 Food / 3 Dwer Flamesprayers: -12 Gold, -6 Food / 1 Dwer Shadowseer: -8 Gold, -3 Food

Construction

Mhaldûl-Nem

Under Construction: Furnace Chute (2 Weeks Remaining), Mead Hall (3 Weeks Remaining), Reinforced Walls (3 Weeks Remaining), Improved Dwer Mine (5 Weeks Remaining), Graven Image of Gírn Dun Riar

Nüln

Under Construction: Dwerim Armoury (Repairing), Reinforced Walls (1 Week Remaining), Brewery (1 Week Remaining), Tuber Garden (2 Weeks Remaining), Statue of Nír (2 Weeks Remaining), Iron Gate (2 Weeks Remaining), the Rose Garden (Repairing - 6 Weeks Remaining)

Balagrod

Under Construction: Apiary (1 Week Remaining), Hall of Trade (4 Weeks Remaining)

Recruitment

25 Dwer Axemen - At Mhaldûl-Nem

8 Dwer Axemen, 3 Dwer Flamesprayers, 2 Dwer Revenants, 1 Dwer Shadowseer - At Nüln

5 Dwer Axemen - At Balagrod

Wealth

Gold: 7
Metal: 1
Food: 760

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace
Defences: Outer Wall, Iron Gate, Murder Holes (3), Flame Galleries (2), Escape Tunnel

Nüln

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

Balagrod

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

Armies

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

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence / Boast Fulfilled: +1 Morale / A Fallen Prince: -1 Morale

Tenebrius {Leads the Regiment of Shadow Creepers) - Garrisoned at Mhaldûl-Nem
30 Dwer Axemen - Garrisoned at Mhaldûl-Nem
6 Dwer Grudgebearers (Goblin) [3 have Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem
10 Shadow Creepers - Garrisoned at Mhaldûl-Nem

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

Tiern's Company / Prayer: +1 Morale, +1 Defence / Tiern: +2 Defence, +3 Army Morale / Boast Fulfilled: +1 Morale / A Fallen Prince: -1 Morale
Tiern {Leads the Regiment of Wyrmhunters} - to be Garrisoned at Balagrod
Molgrim {Leads the Regiment of Splinter-Shields} - to be Garrisoned at Balagrod
Galand Dun Riar {to lead Balagrod's regiment of Axemen} - to be Garrisoned at Balagrod
13 Wyrmhunters - to be Garrisoned at Balagrod
2 Splinter-Shields - to be Garrisoned at Balagrod
1 Runeseer - to be Garrisoned at Balagrod

The Guardians of Balagrod / Garrisoned: +1 Defence / Prayer: +1 Morale, +1 Defence / Boast Fulfulled: +1 Morale / A Fallen Prince: -1 Morale
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 / Boast Fulfulled: +1 Morale / A Fallen Prince: -1 Morale
Azain  {Leads the regiment of Axemen} - to be Garrisoned at Rhaud  
9 Dwer Axemen - to be Garrisoned at Rhaud

[spoiler=Characters][ic=Tiern, Lord of the Mansion, King in the Deep]Melee Attack: +8 (9)
Melee Damage: 8 (9) (+4 Fire)
Defence: 22 (25)
Health: 25
Speed: 3
Morale: +10 (9)
Abilities: Leadership, Blood of Kings, Orator, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale), Dvalin's Helm (+1 Defence, +1 Army Morale)

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

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

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

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

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=Azain, Custodian of the Thousand Halls]Melee Attack: +6
Melee Damage: 7
Defence: 18
Health: 18
Speed: 3
Morale: +5

Troops garrisoned in a Dungeon with Azain 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 and Balagrod will pray at their respective Halls of the Ancestors

Runeseer to Scry U42 and M41. Shadowseer to Scry U50 and U62.

Tiern shall be married to Disa Grimhammer in Balagrod, in the Hall of the Ancestors, and this wedding shall in all ways respect both the traditions of the Dwarves and the Dwerim, or merge the two where it cannot. As Tiern's kinsman, Galand Dun Riar shall speak for him until the the couple has been wed, as is proper. After the ceremony there shall be a great celebration and feast in Balagrod. Tiern shall make a toast in honour of his father, and the Dwerim shall regard these words so fine that in later days they shall be altered but slightly and carved upon Lothë's tomb as epitaph (In Memoriam). The bones of the Grey Wyrm Scorra shall be burned to ash upon a pyre, as it was the deed of the slaying that let heal the rift that was between the Dwarves and the Dwerim. (100 Food and 20 Gold shall be set aside for the feast and celebration, and it shall be magnificent. Already accounted for in finances.)

Lothë's corpse shall be preserved by the embalming craft of the Dwerim. A tomb of steel, stone and bronze shall be begun in Mhaldûl-Nem, so that when he returns to the Mansion Tiern might perform the rights and lay his father down to eternal rest. It shall be graven with runes, and finely carved. Spend 40 gold at this time to at least initiate construction (already accounted for in finances).  

Though not yet a represented character in-game, Kes shall wear the shirt of mithril mail taken from Dagalur. The Earth's Cardinal heart shall be entrusted to Dolmar Lestridae, so that he might deliver it to Tiern. Rotdoom shall be hung upon Lothë's tomb, so that it might be taken up again in time of need.

The Dwerimhost

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

The Rosemourners

Nüln is to be defended in the standard Dwerim fashion. The Rose Garden shall be watched carefully and tended as it is slowly restored to its former glory.

Tiern's Company

Tiern's Company shall make its way to Balagrod and garrison therein using its 3 speed. Relevant wedding details above.

The Guardians of Balagrod

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 Guardians shall keep a careful watch for Andvarr or any other who might cause trouble upon the occasion of the marriage of Tiern and Disa, the Runeseer's ability to detect will no doubt be invaluable in this. If he is caught attempting to enter the city, he shall be imprisoned to await the judgement of his Queen.

The Wardens of the Thousand Halls

The Wardens shall depart from the Mansion. They shall avail themselves of the haste afforded by the Horsemaster's ring, and shall use all of their 7 speed to travel to Rhaud and garrison therein by way of M39 > M37 > U44 > U43 > U42. They shall avoid combat if at all possible, and on their way shall deliver the ring to the Adventurers hired by Throngel Greatmane who wait at the Skull Throne. Rhaud shall then be defended to the death. They shall take up stewardship of the city from the Nocae, and Azain shall be made Commander. The lower vaults shall not be disturbed.

The entrance to the passage leading to the warded door and the Iron Golems is to be walled over. The wall shall be made strong so that it cannot easily be breached. If the Iron Golems should react unfavourably to the construction of this wall, even though it should be some distance from them, construction shall immediately be halted. (Spend 30 Gold on this, accounted for in finances)[/ooc][/spoiler]
Let the scholar be dragged by the hook.

LD

#89
CleverSmart Kobolds

- Orders (Mostly Done)
- Letters Done.

[ic=SquishyBattling SpinnyStickies]
From the Cleversmart Official Oral Traditions

Queen Shee-Ra found herself separated from her tribe and surrounded by an overwhelming force of Dire SpinnyStickies, their spindly legs skittering askew and their bulbous poison-sacs throbbing with wild abandon as they overcame a line of warriors and skittered toward the Queen Mistress and Pointyteeth. Pointyteeth lunged at one SpinnySticky, while Shee-Ra shot at another; her arrow found purchase between the vile stickyspitter's eyes and sent the monster tumbling to the ground with a horrendous slinky squish. Pointyteeth's incisors slashed at another SpinnySticky's abdomen, cutting it open and spilling developing eggs, which were crushed by the rat's prodigious feet. Shee-Ra was struck by a SpinnySticky, which implanted its poison deep in her back, but she shrugged it off and crushed the monster's head between the eaves of her bow.

Then there was a red haze of battle.

Later, KoboldKind gathered in a ceremony of remembrance and celebration when Queen Mistress Shee-Ra returned to her forces. The bold guide Will-Iam, the humble Apl-Deap, Lady Fer-Ghee, Tah-Boo, Sister Ese-Eee, and Sister Ese-Bee and the others would be missed, as would their mounts: Cutrazor, Jawbreaker, Biteybite, Poisonnip, SmartySmart, and BloodyBite. Their bodies were consumed in wild abandon by the host of Kobolds who turned out for remembrance of victory over the SpinnyStickies.

Elsewhere, promotions were made and deals were cut, but those tales are not for this Bard to relate; they remain under lock and claw as of this date until such a time as the Queen Mistress deems it appropriate to more fully reveal their truth.
[/ic]

[ic=Messages]
[spoiler=To Prince Saerid]
We thank Shinyelves for identify magicthings.

We also notify of terriblehappen; SpinnyStickies killed RatGuide. Replacement be contingent of Trapspringers and Bottlethrowers who be prepared diggy dig under NastyDream defenses and makeeasy your assault. You still wish move  M80 this week at head of stairway down to NastyDreams and prepare assault to recover lostelf? If not gothere, then we arrange different guideforyou this week, but we needknow soon to make appropriate arrange to help.

We have update goodyinfo. L67 to North is muchmoredeadly place than what lies beneath M80. In L67, theere be only Thrall Pens and a NastyDream Mine; but there also be deadly force that must be there because fear Koboldstrength. Force there be 3 NastyDream Exarchs, 18 NastyDream BrainBarkyBarks, 17 NastyDream Psions, and a NastyDream Psion Commander.

We also have goodyinfo regard the NasyDream Hive at L69; it got NasyDream Mines and Thrall Pens and is garrisoned by 13 Psions, a Psion Commander, and 7 Grafted Thralls. We still goodythink that L69 be bestplace attack. Very weakguard, but likelygrow stronger each week. NastyDreams can move from L67 prettyfast, but if move, likely forced march and tired and badfighter.

Also; NastyDreams in M52 will need come back north- they run into Fighty DiggyDigs who hate NastyDreams. So we have chance fight them and see if they have your Llandri.

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

[spoiler=To Duregar]
AngryFight BoilyWaterDigs Leader, Greetings from Mistress Shee-Ra Cleversmart XVI, Queen of All that is Under the Ground.

Congratulations on your freedom from NastyDreams; like you, we Cleversmarts also Clever and Smart, Clever! Smart! enough to escape from evil tendrils of NastyDream slavemasters.

We receive intelligence that NastyDreams in M51 have crown that is of interest to the great Queen Mistress of all that is under the ground, save the NasyDreams and Greyskulls. This crown is goodyimportant and when you massacre NastyDreams and recover it, we givygive you 30 gold, or 10 metal; we also gladly waive requirement of tribute for one month for Vassal who return thisthing. We think there be something like 6-8 psions in group... it medium-level threat. They recently killykill other group of NastyDreams.

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

[spoiler=To Dolmar]
Addressed to Dol-Mar Les-tri-dae, who is Protector-Vassal of Umbrazzid, the Champion of the Shadow:

We appreciate the recognition of our status and once again laud for destruction of backstabbing Goblin King.
We also welcome visit of your paladin or cleric, whichever one you choose, to come to lands for purpose of help. We have one item we know not allitdoes. We pay travel fees for troubleincurred. (read: Cleversmarts will pay upkeep of the paladin or cleric for the week it IDs the goods).

We glad provide Trapspringers to your service in righteous mightycause. Howmany you need? Also, we work gather intelligence on evilbad MadElves. Intelligence is grant as boon.

Trap-Layers sent mustbe upkeep paid by Vassal because otherwise take too long ship pay. For initial recruit, we have suggest: Either 3 of those very unique SpinnyElves ("Abominations") for 9 Trapspringers' service, or 2 SpinnyElves for 6 Trapspringers service; or 1 SpinnyElf for 3 Trapspringers' service; or if want less Trapspringers, we cover food and metal recruitcosts as boon and youpay goldcosts. [I think this amounts to ratios that make sense]. Is import to Koboldkind have mightypowerful unit to frighten away untrustworthy Greyskulls who covet attackus soon when ShinyElves leave. If want Trapspringers, sendpay now or send "Abomination" north now and we recruit nextweek.

Important thing know of Trapspringers; they not wantbe in direct battle or easydie. Is very sad. They verymuch concern with knowledge and invention-this notsogood trait in battle. But- important also know! one trapspringer build one trap in a turn- verynice benefit. Also, wethink (confirm with GM) trapspringer may build koboldstyle trap for you, goodysurprise enemy with koboldstyle trap. Clever! Smart! Traps be best.

Once again, we share knowledge of Nastydreams in M51. Wethink they have 6 or 8 Psions and they have important crown; previous we say willing pay 25 gold. In recognition of your goodygood service; we willing pay 35 gold for recovery of this crown from them. Or if metal more import, we pay that instead, but at 4:1 gold:metal rate.

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

[spoiler=To Tiern]
(insert Rat)

Hail Ti-ern, son of Lo-The, Lord of the PickyPoke DiggyDigs, goodygood Vassal of the CleverSmart Kobolds.

We send to you in recognizance of your father's achievements and his friendship and value to CleverSmart Kobolds a gift of 6 metal and 20 food. May these gifts help heal hole in hearts of PickyPoke DiggyDig Vassals.

We also write to notify you we hear yougood PickyPoke DiggyDig and we support you and name and crown you be future Vassal Lord of PickyPoke DiggyDigs.

(Send 6 metal, 20 food to Dwerim)

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

[spoiler=2nd to Saerid]
You speak of dreams? NastyDreams communicate in dreams-they often trick! You keep own consul because you not CleverSmart Vassal, but CleverSmarts never communicate with NastyDream by dreams. When forced to talk, we send rat. Neverlet these things in head for they drive you mad. Mad! MAAAAD! Or make you mindslave.

We march now toward NastyDreams and contingent of Blunderdigs, Trapspringers accompany you. If they have defensebuild, we suggest beseige and tunnel under next turn, that is how our force be help. If not beseige, we will not engage direct because our strength lie in undermine; in that case, Bottlethrowers will demolish structure with toss and Trapspringers will disable springytraps, but make sure you know, Kobolds will not march direct in battle, because these Kobold we send withyou be specialist Koboldfighters, very good at speciality, very bad at straightfight.

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

[/ic]

[spoiler=Orders and Information]
[ic]
Hai-Phen bowed before her Queen as Shee-Ra draped the dark purple cloak over her shoulders, like a mantle. The slimy cloak tingled Hai-Phen's skin and spread a skittering feeling of web tendrils entangling her sides.

"In recognition of your SmartySmart defense of GnomeFeast Luteing Caverns, your Queen Mistress has seen fit to bestow upon you this reward. May you well-earn the rights to wear it."

Hai-Phen rose to the sound of screeching and chittering acclaim.

Shee-Ra was contemplative as she retreated from the scene; Hai-Phen had not lost a kobold in the assault, but she had failed; still, it was important for morale purposes to demonstrate that the CleverSmarts were always successful in their endeavours-- and all the prisoners had been returned, unharmed if not unshaken.

[/ic]

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

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

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

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

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

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

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

M72 Subtotal: 35 food, 150 gold, 15 metal

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

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

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food, 150 gold, 15 metal[/ooc]

Total Production: 150 food, 450 gold, 45 metal

[ooc]Looting/Events
+57 food (forage), + 20 food (elfgift), +413 gold (elfgift 14; guides 10; trade 75; ruin 314), +20 metal (ruin), +17 bodies (5 spiders),
-0 food, -0 metal
[/ooc]

Total Looting/Events: 77 food, 20 metal, 413 gold, 17 bodies/food

Total Total: 227 food, 65 metal, 863 gold, 17 bodies/food
[/spoiler]

[spoiler=Upkeep]

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

1 less Slinger upkeep because of Commander.

=SUBTOTAL: 5g/5f

SmartyScouts
Slingers (1g/1f) x 10 = (10g/10f)
Skulkers (2g/1f) x 4 = (8g/4f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

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

=SUBTOTAL: 24g/16f

BangyBangs
Trapspringers (6g/4m/1f) x 1 =(6g/4m/1f)

=SUBTOTAL: 6g/4m/1f

Southguard
Skulkers (2g/1f) x2 (4g/2f)

=SUBTOTAL: 4g/2f

DreamSieges
Blunderdigs (3g/1f) x 2 = (6g/2f)
Bottletossers (4g/2m/1f) x 3 = (12g/6m/3f)
Trapspringers (6g/4m/1f) x 3 =(18g/12m/3f)

=SUBTOTAL: 36g/18m/8f

Deepguards
Slingers (1g/1f) x 6 = (6g/6f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)
Dire Rat (3g/3f) x1 (3g/3f)

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

=SUBTOTAL: 26g/17f

Total: Net Loss/turn -(101g/49f/22m)

[/spoiler]

[spoiler=Construction]
[ic]Cleversmart Caverns- Middledeep- 65
Completed This Turn
Pit of Rats; 12g (upgrade)

Under Construction
Improved Kobold Mine (225 gold, 20 metal) (week 3/4)

Beginning Construction
Dragon Shrine (75 gold) (week 1/3)
[/ic]

[ic]SouthSkulk Caverns- Middledeep 60
Founding.
[/ic]

[ic]Cleversmart Colony- Middledeep 64
Founding.
[/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
Pit Trap; 25g
Escape Tunnel; 20g

Under Construction
See Beginning.

Beginning Construction
Murder Holes (20g)
Pit Trap (25g)

[/ic]

[ic]SpikyDeath Cavern- Middledeep 67

Completed Construction
Pit Trap (by Trapspringers)

Beginning Construction
Rockfall Trap (35g)
[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
Pit Trap; 25 gold
Pit Trap; 25 gold
Murder Holes; 20 gold

Under Construction
See Beginning

Beginning Construction
Spiked Moat; 25 gold (1/3 week)

Reinforced Gate; 15g, 5m

[/ic]

[ic=BiteyTriumph Halls]BiteyTriumph Halls- Middledeep 73
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Restore Dark Elf Mine Complex (113g) (week 1/1)
Restore City Wall as Palisade?? (10g)
Pit Trap (25g)
Snare (10g)
Snare (10g)

[/ic]


[/spoiler]

[spoiler=Recruit]

Recruiting:

8 Slingers (5gp) * 8 = 40 g
11 Skulkers (7g/1m) * 11 = 77g/11m
13 Dire Rats (17 gp/1 m) * 13 = 221 g/13m

=SUM (338g/24m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
6 Skulkers (7g/1m) * 6 = 42 g/6m
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: 20 gold, 100 metal, 892 food, 0 bodies
Gained: 863 gold, 65 metal, 227 food, 17 bodies
Total: 883 gold, 165 metal, 1119 food, 17 bodies

Spent 228 gold on construction. (x).
Spent 101 gold on upkeep.
Spent 338 gold on recruiting.
Spent 200 gold on founding dungeons.

Spent 0 metal on construction.
Spent 22 metal on upkeep.
Spent 24 metal on recruiting.
Trade 6 metal to Vassals.

Spent 37 food on upkeep.
Trade 20 food to vassals.

Consumed 12 kobold bodies for upkeep.

16 gold
113 metal
1062 food
5 bodies (dire spiders)

[/spoiler]

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

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

Palisade (20 gold) ----->UPGRADED Reinforced Gate (15 gold, 5 metal)
Pit Trap (25 gold) --->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)[/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
Pit Trap (by Trapspringers)
[/ic]

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

Palisade (20 gold)
Escape Tunnel (20 gold)
Murder Holes (20 gold)
Murder Holes; 20 gold
Snare (10 gold)
Snare (10 gold)
Pit Trap; 25 gold
Pit Trap; 25 gold[/ic]

[ic=Middledeep 73]
BiteyTriumph Halls- Middledeep 73
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)
Dark Elf Mine Complex (broken) --- Restoring
City Wall (broken) --- Restoring
Escape Tunnel
3 Murder Holes
[/ic]
[/spoiler]


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

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

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison & + Morale for Kobold Warren (not counting Commander bonus to morale), 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]
Equipment: Manned Murder Holes
Location: M72.
2 Blunderdigs
5 Skulker [Hai-Phen is a Skulker]
10 Slingers

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

New Slinger ("Par-Fore")
New Slinger ("Par-Two")
New Slinger ("Par-One")
New Slinger ("Par-Tay")

New Skulker ("Bat-Mun")
New Skulker ("Bat-Miz")
New Skulker ("Bat-Shee")
New Skulker ("Rob-Yin")

Begins Turn in M80-- Goes to M90 to spy on L67 with free ability (Speed 5; forced march 1) [Invisible]
Skulkers ("Gre-Ghor, "Beaterpokes")

Prisoner of Grolhund. Move to M80 this turn. (Speed 2) Spying on L69 with free ability or 1 speed. [Invisble]
Skulkers ("Basherpokes")
[/ic]

[ic=BangyBangs]BangyBangs
Effects: Trap Building
Location: M67

1 Trapspringer

Trapspringer ("Quo-Vadis", the wanderer)[/ic]

[ic=SouthGuard]SouthGuard
Commander: Tro-Jan, the Unbreakable (a Skulker)
Effects: Invisible, in Kobold Warren
Location: (at end of turn M60)

4 Skulkers
2 Slingers

Skulkers  (Tro-Jan, the unbreakable) [Commander]
Skulkers  (Achi-Lees, the unkillable)
New Skulker (Hen-Rhee)
New Skulker (Ran-Dolph)

New Slinger (Hes-Sian)
New Slinger (Ver-Ity)
[/ic]

[ic=RuinGuards]RuinGuards
Commander: Grimfever and Xev-Yiat, the rider (Dire Rat)
Effects: Invisible
Location: (at beginning: M72; at end of turn: M73)
1 Dire Rat
3 Skulkers (1 on assignment)
4 Slingers

Dire Rat (Grimfever and Xev-Yiat, the Rider) [Commander]
Skulker (Cad-Mium)
Skulker (Rhe-Sus)
Skulker (Rhe-Bus)
Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)
Slinger (Mya-Ho)
Slinger (Pik-Pok)

New Skulker (Iv-Hor)

Skulker (Uma-Thur) (on assignment to M8) (Speed 8; Forced March 4)
[/ic]

[ic=Dreamsieges]DreamSieges
Location: (at beginning; M73; at end, march with elves to M80)

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=The Colons]The Colons
Commander: Hum-Bout, the Trickster
Effects:
Location: M64.
4 Skulkers
2 Slingers

New Skulker (Hum-Bout, the Trickster) [Commander]
New Skulker
New Skulker
New Skulker

New Slinger
New Slinger
[/ic]

[ic=BiteyAvengers]BiteyAvengers
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth") (Note: Shee-Ra is currently detached elsewhere)
Effects:  Commander bonus to morale. Cavalry +4 special ability and Disease 3, Climb [Invisible because of Shee-Ra]
Location: (at end of turn: M72)
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]
12 Dire Rats

New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison & + Morale for Kobold Warren . (Commander Bonus Not Added yet) (Skulkers Not ambushing this turn.)
Location: Middledeep 66
8 Skulkers [Ho-Dor is a Skulker]
6 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 (Vir-Sal)
Skulker  (Ai-Ur, the Greater)
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 (Hus-Roh, the loud)
Slinger (Aaa-Hha, the fearful)
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), (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.  Her Infiltrator ability is imparted to any regiment she leads.

Sling Mastery
Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.

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

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

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

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

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

Slinger

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

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

[ic]
Ho-Dor, the Stable

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

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

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

Skulker

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

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

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

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 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 (a Skulker)
Commander of the Southguard
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 sojurn to the Deepsea. Tro-Jan bites the tops off containers and allows his always taut chest to be used as a punching bag by training 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 proud of their achievements.

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]
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 be Commander of the RuinGuards.

Cost: 17 Gold, 1 Metal
Upkeep: 3 Gold, 3 Food
Melee Attack: +7
Melee Damage: 8
Defence: 20
Health: 20
Speed: 6
Morale: +5
Special Abilities: Cavalry, Climb, Disease (3)[/ic]

[/spoiler]

[spoiler=Orders]

General
- Found Dungeon in M64 (CleverSmart Colony)
- Found Dungeon in M60 (SouthSkulk Fort)

- (Long Term) if any bodies are available in a region that Undead approach with intent to siege, eat the bodies before any other food.
- If M65 is about to fall, DO NOT cancel mine construction.
- Don't let undead enemies get behind my "lines". Attack them and try to kill them if they try to slip past M72. (M73 should not engage).
- Shee-Ra puts on the Jewel (GM please add bonuses) if she is attacked unexpectedly. [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 chooses the Mounted Charge Bonus. (added).
- Store the evil Susurrus, the Executioner's Blade in Cleversmart Caverns (M65).
[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]
- Hai-Phen in M72, uses the Cloak.
- New Recruits in M65;
---send 12 Dire Rats (BiteyAvengers) to M72 and join Shee-Ra as leader (4 Speed), (2 Speed; Infiltrate and Ambush).
---send 1 Dire Rat to M73 to serve as the Ruins' Commander (Grimfever and Xev-Yiat, the rider)
---send 4 skulkers and 4 slingers to M72 to serve under Hai-Phen.
---send 1 skulker to M73. (5 Speed. Forced March 1). Join RuinGuard.
---send 2 skulkers and 2 slingers to M64. (5 Speed- 1 Forced March). Join Southguard.
---send 4 skulkers and 2 slingers to M60 (1 Speed). Found Dungeon (1 Speed). Appoint Commander, Skulker- Hum-Bout, the Trickster. Free Ability, scout M63. Forage (2 Speed) (6x3=add 18 food next turn).

From Middledeep 60 (SouthGuard)
-(1 speed) Found Dungeon
-(2 speed) Ambush
-(1 speed) Garrison

From Middledeep 65 (Cleversmart Caverns)
-(3 Speed) GoodyGarrison Forages (5x3=add 15 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).

-See New Recruits orders above for New Units

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.

From Middledeep 67
- BangyBangs unit, which is only Quo-Vadis, finishes his last trap and constructs a new one (see construction orders above). A rockfall trap (35g) (week 1/2).


From Middledeep 72 (GnomeFeast Luteing Cave)
SmartyScouts
-(1 Speed) Gather food. (17= add 17 food next turn) +12x 2 speed for the blunderdigs and slingers who cannot infiltrate= 24f= [total 41 food]
-Gain 4 new skulkers and 4 new slingers; but send 4 skulkers and 4 slingers to M73, where they form the new unit- RuinGuards.
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison.
-(Free Ability) Scout M74 and M71.
-Standing Order for future fights; Commander Hai-Phen has a Slinger play the Lute of Bravery (+2 morale) at the start of battle to improve the regiment's bravery.

Skulker (Cad-Mium) sent to U93 (2 speed) to spy on U92 (1 Speed); returns to M73 and joins defense there.

From Middledeep 73 (BiteyTriumph Halls)
DreamSlayers
-(4 Speed) March with elves to M80). (Do not engage in battle with NastyDreams; role is as support only for the actual siege and make this known to Saerid as best as is possible when Saerid crosses paths with Shee-ra as he's marching out). If, on the other hand, they are assaulted by skittering creatures, stay with Prince Saerid.)

RuinGuards
-(1 Speed) enter from M74.
-(2 Speed) Ambush
-(1 Speed) Garrison

The one new Skulker is not ambushed or garrisoned.

Uma-Thur Force Marches (Speed 8) to M8 to spy on M6. Do not engage Grolhund.

From Middledeep 80
Basherpokes stays in M80 and free spies on L69. Do not engage enemy creatures.

From Middledeep 83
- Shee-Ra returns to  M72 (4 Speed), takes command of BiteyAvengers and prepares an ambush (2 Speed). on her route back, she should receive partial protection from the elves who are moving in the opposite direction. Do not engage enemies until reunited with the the BiteyAvengers.

From Middledeep 90
("Gre-Ghor, "Beaterpokes") stays in M90, and free spies on L67. Do not engage in battle.

Total: Add 116 food due to foraging. (41+15+42+18)

[/spoiler]

[spoiler=Trade]
Expect +10 gold from RatGuide duties for Saerid.
Send 6 metal and 20 food to Dwer
[/spoiler]

[/spoiler]