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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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TheMeanestGuest

#15
Soundtrack

[ic=And My Life I Lay Down for the Mansion]Tiern stood in the Hall of the Ancestors to ask the dead for their blessing. The warriors who made up his company stood back silently, and made their own prayers. He drew off his gauntlet, and ran his hand along a name carved into the wall, and he asked his grandfather for guidance. He remembered well Nir's wisdom before he fell to madness, and would have his thoughts keen and his purpose clear. He knelt before the graven image of Aniya, who had stood before the fountain in Nuln when all others had fled and the gates had at last burst asunder. She had waded in among the Orcs, and smote Runge - the Ogre-King - into ruin with her great hammer before she herself was pulled down. He asked that she might lend his arm strength, and his heart courage. He came to a great urn that was empty. It would have held the ashes of Brigite, his mother. She had died in the forest fighting the foul Sporekin when first they came against the Dwerim. His sister ran from that place, and lived only by the sacrifice that Brigite made. He would that he had the grace of her selflessness, and the kindness of her heart. And at last he came to the dragon, Swide. It was no monument, but her very flesh become as stone. She lay, her eyes closed, her long tail curled across her wounded belly. He asked her nothing, for she had given him so much. He lay his head upon her and closed his eyes, and he remembered when days were simpler. He stood like this for many long moments, and it may have been that hours passed, but he cared not, for he would wait.

At last he heard it, a single faint thump. Her heart, still beating. He smiled softly, and he whispered to her: "My journey will be long, my friend. I will walk in Nüln, as none of our people have done for a generation, and so prove my worthiness to the greater task before me. And for you I shall stand in that Garden of Roses that you loved so much, and I will laugh and sing so that that place of sorrow might again know joy. And from there I will go to Balagrod, and see the fallen wonders of the Dwarves, and among them seek out the Wyrm, Scorra, who has done evil to our sundered kin, and slay him so that he might do no more. And in this doing it is my hope that a great wrong done long ago will be put aright, and that the Dwarven Queen will take my hand, and so join our peoples once more. You will like her, I think, for I have heard that she is fierce. But I promise you... I promise you that I will return. And perhaps, in time, you too will return to me, and things might be as they were before, so very long ago..."[/ic]

[ic=A Dragon's Dance]In an earlier age when the great city of Nüln stood as a bright beacon in the dark, before sorrow and death again visited themselves upon the Dwerim, it was that good folk of all races could be found upon its streets and in its halls. They came to see its treasures, and were inspired by their beauty. They came seeking wisdom and knowledge from its people, and found stalwart friends. And it was that some who had visited would return, to reminisce on old memories and laugh with old friends. They would bring with them gifts of beauty and wonder, so that by their hand Nüln might grow in splendor, and that others might come to love that city as they did.

A young man once came to Nüln. He came from far away. They said he had sailed a deep and unknown sea in the world above, and that he had climbed over mountains that scraped the distant sky, and crossed tracts of sand that burned beneath the light of that great flame known as the Sun. He trekked below the earth, and at last he came to Nüln. None now know what it is that he sought in the city of the Dwerim. For though he went among the people of the city and told them his stories when they asked of that land far away, and though he saw all the wonder there was to see and thanked the masters for the making of it, he asked after no great knowledge, and sought from the Dwerim no craft or treasure. To Nír only he spoke in confidence, and it was that ere his passing Nír revealed not what words went between them, and so the answer to that question has passed from the world. And though he stayed for many years, it was that that young man left the city for places unknown.

An old man once came to Nüln. He said he came from far away, and then it was that some among the Dwerim recognized the young man who was now old. They were saddened, for the lives of Dwerim are much longer than those of men, and they thought it cruel that his life should be so short. But the old man only smiled and laughed. He said it was as it should be, and that as the Dwerim say they know, all things must pass. He came to his friend Nír as he sat in the Rose Garden, and it was that Nír's son Lothë sat beside him. They spoke for many hours, of life and of death, and of all the things between. Lothë listened quietly and with patience, for in this simple conversation many wise things were said, and he thought it good that he should know them. The old man made his farewell then to his friends. They asked him where it was that he went, and the old man simply said it was time for him to find a new beginning, and that he would come not again to the halls of Nüln, and there was sorrow in his voice. But it was that he had a gift for the city, as he would have it greater on his leaving then when he had arrived. It was a dragon's egg from a land far away, and he put it into Nír's hand. Small and golden-hued and speckled with green. Nír was uncertain. He thanked his friend for the gift, but wondered aloud if it would not be better to destroy the egg, for it is known that Dragons revel in destruction, and so make themselves enemies to Dwer and Dwarf.

But the old man then spoke, and there was a twinkle in his eye: "Ah, but this egg is not from a dragon that you know. It is from a land far away. And who is to say what dragons in such a land are like?" He motioned to the Garden and the City about them. "Surrounded by such beauty, how could the heart of any creature turn to violence? Is it not that each one should be given the chance to prove itself?" And Nír thought this answer good, and he agreed that to each and every creature should be given such a chance. But then Lothë spoke, and he wondered if it would not be cruel to keep the dragon in the city, for dragons are vast creatures, and they delight in flight and open spaces. The old man's face warmed at the question, and he spoke again: "Ah, a wise thought, Prince Lothë. But in a land far away, dragons are long and slender and run upon the ground. Only when grown truly ancient may they choose to fly, and that is through their will and wisdom." And so the gift was accepted, thought it was made bittersweet by the departure of their friend, and the egg was held safe and warm until the day it might hatch.

It had been a year and a day since the old man had left Nüln behind, and it was that young Tiern, Lothë's son, stood watch over the dragon's egg. Yet a beardless boy, he watched with awe as the egg began to shift and crack. A golden snout emerged, followed by a long golden body. The dragon cried out, and young Tiern held her, and she was soothed. Lothë rushed in at the cry, and beheld the dragon in his son's arms. She was a beautiful creature, and she was named Swide, and soon all the city had come to look upon her. Swide grew and flourished in Nüln. She delighted in dancing a dragon's dance, and in singing dragon's songs in a dragon's voice, and Nüln was made the better for her company just as the old man had said. Of all the Dwerim, it was Tiern she loved most, perhaps because it was he she first beheld, or perhaps it was simply the kindness and friendship that he showed, and they were often found together.

But as the Dwerim know, all things must pass. It was then the height of Nüln's majesty, yet so soon before its fall. Though Nüln was great, and though it was strong, a sudden fear crept into Nír's heart. Strange and terrible dreams plagued his sleep, and slowly he became as someone else. A man who walked in Nír's skin, and talked in Nír's voice, but who said things and did things that Nír would never do. And as that fell madness slowly seized him, and as the city grew colder and less beautiful, it was that Swide no longer sang, and she no longer danced. She had grown great and long, but as the months went by she grew tired, and sadness then seemed to consume her days, and she lay in the Rose Garden and would not eat. Tiern sat with her, and there were tears on his face, and Lothë stood by, helpless, and tears ran down his cheeks as well. Swide fell into a deep sleep from which she would not awake, and what little joy was left in the Dwerim then went out of them. And then it was that Nír's madness waxed full, and all could see that the Curse of the Pearl had returned to haunt the Dwerim. Nír's pride begat his ruin, and the ruin of his people, and the armies of the Dwerim were brought low, and soon it was that the city was assailed.

Orcs were at the gates, driven on by Wicked Elves, and then they were in the streets and in the halls, and there was a slaughter to echo that of centuries past. And it was that Lothë gathered those of his people that he could, and those few treasures that he could, and made to flee the city. But Tiern could not be found, and a desperate search was made in the city as it fell. At last Lothë came upon his son in the Rose Garden, though the flowers had caught flame, and it raged all around. He cried out to Tiern over the roar of the flames and tried  in vain to reach him, but he could not pass the fire, and Tiern held tight to Swide's neck and would not be moved by word alone. A great party of fell Orcs who had made the Palace ahead of their fellows heard the cries of father and son, and grinned evilly to themselves at the prospect of more slaughter. They entered the Rose Garden, their minds intent on cruelty, and saw the boy and the sleeping dragon. They bellowed savagely, and made to fall upon him, spears and swords already red with blood, and Tiern cried out. It was that Swide suddenly awoke, and she roared as she gained her feet, putting herself between Tiern and the Orcs. She lashed out with her tail, striking one dead off its feet, and she snapped with her jaws, and took one in her teeth. But the Orcs were many, and their blood was up, and they were all about her, slashing and stabbing. And Swide fought with them for many long moments, and crushed them beneath her feet, and sliced them open with her claws, but there were too many. Though her hide was tough and thick, the countless blows began to take their toll, and her soft green belly was pierced in many places. And it may have been that both Swide and Tiern would have been killed. But with a cry Lothë rushed to the side of the dragon, and those warriors that he had gathered were beside him, and they hacked viciously at the Orcs, and cut into them bloodily with their sharp axes, and drove them away from Swide and Tiern, and chased them in the halls so that not a one would escape to bring their kin. Swide keened lowly and collapsed to the ground with a great rumble, and she looked to Tiern and sang to him one last dragon song, and then it was that she fell into a torpor, and it was a sleep deeper than that before, and she hardly drew a breath. The Dwerim were then gathered about her, and though they knew they must flee, they could not leave Swide, for her bravery in battle and the beauty of her song had reminded the Dwerim of who it was that they  were. And so they took her up, and carried her slowly away, and sang for her a Dwerim dirge. And though her scales have become as stone, it is that Swide lies still in the Hall of the Ancestors in Mhaldûl-Nem, and the Dwerim hope beyond all other hopes that one day they will watch her dance and hear her sing once more.[/ic]

[spoiler=A Reply to Dolmar Lestridae][ic=A Letter]The Dwerim know not the City of Umbrazzid, nor do we know the Nocae. To us, you are merely an Elf, and the Dwerim know well the caprice of Elves. But so too do the Dwerim know the beneficence found in shadow, and so we deign to reply.

I am Lothë, Prince of the Mhaldûlne and Lord of the Mansion. Though rumour has reached my ear of Elves who dance the shadow, who reject the Queen of Webs and Powers Infernal alike, do not think that this has eased suspicion from my mind. Elves speak fair words, the words one wishes to hear, only to plant firmly a blade in unsuspecting back. The grace of your form and your voice no longer deceive. Elves may not be as Beasts, but neither are they Eminent. I suspect they are as any other Folk, and so to each Elf I give a chance to prove their worth. Peace you will have, readily and in abundance. My people have had their fill of war. But I do not easily gift the friendship of my people, nor the alliance of my realm, to those whose character and deed are unknown to me. I may welcome these things in time, but tell me, Dolmar Lestridae, how will you prove your honour and worth so that I might come to know you?

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

[spoiler=In Further Reply to Dolmar Lestridae][ic=A Letter]You ask that I put task before you, and so I shall. I do not hold to great pretension, and there is no labyrinth of favour that must be walked. The Dwerim are a simple folk, and to prove your friendship a simple matter. Fight beside us faithfully in battle, and by the ways of my ancestors, an alliance is therein made between us. My son, Tiern, has set out on a great quest to bring low the Grey Wyrm, Scorra. This Wyrm has wrought ruin in the Upperdeep, and word of its evil has reached our ears. For the good of the realm of the Dwerim, and that of our kin, the Dwarves, Scorra must be slain.

In two weeks and three days, the Wyrmhunt will make encampment beside the lake that lies to the southeast of Balagrod (OOC: U19). Bring warriors strong and brave, well-armed with the swords and bows that Elves favour. Join the Hunt, and aid my son in the destruction of Scorra. When the Wyrm lies dead, you will have proved your honour to the Dwerim, and our friendship shall thus be forged. The Queen of the Dwarves will no doubt be pleased, should she hear that warriors of your folk brought their steel against the Wyrm. Should you wish the friendship of our ancient kin, the doing of this deed may help you win it. Scorra will die, this the Dwerim know, but will friends be made over the bones of the Wyrm? This is your decision, and yours alone, Dolmar Lestridae.

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

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

Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal

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

Total: +200 Gold, +25 Metal, +125 Food

Upkeep

30 Dwerim Axemen: -60 Gold, -60 Food

(Not to be payed this week: 20 Dwer Axemen - 40 Gold and 40 Food / 3 Dwer Flamesprayers - 12 Gold and 6 Food)

Construction

Mhaldûl-Nem

Under Construction: Hall of Trade (1 Week Remaining), Grand Furnace (1 Week Remaining), Flame Gallery (1 Week Remaining)

Undrenwald - 1 Week Remaining

Recruitment

1 Dwer Grudgebearer (Tiern) / -10 Gold and 2 Metal
20 Dwer Axemen / 160 Gold and 40 Metal
3 Dwer Flamesprayers / 30 Gold and 15 Metal

Wealth

Gold: 0
Metal: 78
Food: 425

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
Defences: Outer Wall, Iron Gate, Murder Holes (1)

Undrenwald

Armies

Note: +1 Morale from Lothë's wrestling match still in effect for all units.

Note: All Dwerim units 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
Lothë - Garrisoned at Mhaldûl-Nem
5 Dwer Axemen - Garrisoned at Mhaldûl-Nem
1 Dwer Flamesprayer - Garrisoned at Mhaldûl-Nem

The Undrenguard / Prayer: +1 Morale, +1 Defence
5 Dwerim Axemen - Entrenched at M42
2 Dwer Flamesprayers - At M42

The Wyrmhunt / Boast Made: +1 Speed, +1 Attack and +1 Morale. Prayer: +1 Morale, +1 Defence
Tiern (Grudgebearer, Orc Grudge) - At M44
40 Dwer Axemen - At M44

[spoiler=Characters]Lothë, Prince of the Mhaldûlne and Lord of the Mansion

Tiern, Heir to the Mansion[/spoiler]

Orders

All units will pray at the Hall of the Ancestors

Send the Undrenguard (5 Dwerim Axemen, 2 Dwerim Flamesprayers) from Mhaldûl-Nem to move to M42 using 2 speed, the Axemen will entrench themselves using their remaining 1 speed. The Undrenguard shalll begin and safeguard the construction of an Outpost, Undrenwald. They shall only abandon their post if attacked by a force at least twice theirs in number, or otherwise judged overwhelming.

The Wyrmhunt shall embark on its venture. Tiern and his company boast in the Thane's Hall that they will slay the Grey Wyrm Scorra, who is rumoured to lurk in Balagrod, and that Tiern will deliver the Wyrm's heart to Disa Grimhammer, Queen of the Dwarves. The Wyrmhunt shall accompany the Undrenguard as far as M42, then proceed to M44 and make camp outside of Nüln, ruined city of the Dwerim.

The Dwerimhost shall move from Mhaldûl-Nem to M39, coming upon the feral Gloomrays cautiously, and make to slay them or drive them off. The Dwerimhost shall then return to Mhaldûl-Nem, Lothë and any remaining Axemen regarrisoning. The flamesprayer will just have to wait around :p  

Lothë shall keep the Earth's Cardinal Heart, as it will be needed for the enrichment of the realm.

[/ooc][/spoiler]

Note: As always, feel free to read anything I might spoiler-tag, except for my orders.
Let the scholar be dragged by the hook.

Xathan

Sountrack: Lull
[ic=Beginnings]I whip towards the thralls.

"Halt!"

As they cease to destroy the remaining creature. I grin over at the ohgodwhatdidyoudothatwasitsmate one I had enthralled. "Well...this is interesting. Take the body back to Dtoulth, I want to see if we could reproduce these creatures in a more docile manner. They may replace the loss of the Tunnel Hulks." The thrall stares back at me blankly. "Oh. Right." I focus, forcing the Larvae, feeling them nononono as they crawl up the thralls and enter their ears.

Funny. They didn't even scream.

While the newborn undergo ceremorphosis, I turn my attention to other matters, casting my senses elsewhere...[/ic]

[ic=Messages][spoiler=Overbrain]Father, I...

Don't grovel, I tell myself. A Ceremorph does not grovel.

I must have been overwhelmed by some vestige of my old self upon touching the mind of a being that has a noticeable fraction of your power. However, that was partially calculated – I told them what they wanted to hear. I'm sure they will be our foes again, but there is so much Food Above – if we were to fight them now, they could assault in numbers beyond even are capabilities. Still, I have no doubt that you know me better than I know myself; I'm certain my oldself had a hand in my manner. I will guard against it in the future. You know as I know, you have seen what I have found here. This creature poses an opprotunity – I will need less Hounds than I believed. The other is being sent back to the hive – forgive me, Father, for I know you know my intent here, and I relay out of habit – but it's possible the being's flesh may be suitable for creating new Thrall flesh.

I need to know the status of the ones hiding the woods - would you See them?


In the back of my brain, She/I pipes up, a message not meant for It and hidden from It.

itsaymayitdidntknowitisnotallknowing

I push the thought away, quickly. We couldn't...we mustn't...think like that.

[Overbrain Scry M10, which is the little mushroom forest I think he meant If I misunderstood, I'd like to change my scry location...though I figured he was deliberately being vague, so that's as good as I'm going to get on that group. ;)][/spoiler]

[spoiler=Response to Overbrain]
I See, Father, and they will be dealt with before they can Feed again. What crimes condemned them? It is a curiosity for me, what blasphemy earns them their fate.

I nod at Its response, as we/I think.

I understand. And the others? Who passed south Several days prior?

(see orders)[/spoiler]

[spoiler=A Message to Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Lady Gloomsong, as per our prior arrangement, I intend to seize this artifact for you. However, I realized that there was information that was lacking in your last thoughts - namely, the nature of these foes of yours, the Kirr, and the potential threat they could pose; or if they are even aware of the artifact's presence. This information will be relayed at your earliest convenience, I'm certain.[/spoiler]

I smile to myself as behind me the thralls writhe in the throws of Ceremorphosis. A Ceremorph does not grovel. The tone there was better - much more between equals, not so imperious as to aggravate the Dark Elf needlessly. It would be pleased.

yousickenmepatheticgrovellingworm

And you need to learn your place. [/ic]

[ic]{My Queen?}

"Yes, Daggoth?" I turned to him, him who Exalted/cursed me/her.

{Rumors from the layer above. A Duergar seeks to become Emperor of his kind}

I couldn't help it as Llandri quirked my eyebrow. "And? This should concern me for what reason?"

{The Duergar, my Queen. Their armies are well versed in battle against our kind, able even to hide their minds as though they were the vermin they tame.}

I chewed my lips for a moment - another Llandri gesture, things I/we would have to get rid of. And then I smiled, and it was entirely Llitul.

"Careful...but I believe I have a way to deal with this particular Vermin."

And I sit, and we ponder, for this would have to be done with all the lessons we learned from our failures of Lothe...with a simpler mind, this time.

[spoiler=Dreams for An Orc Warlord]

As the Cheif of the Bloodspears slumbers, a dream enters his mind. A dream of the world below his kingdom, a dream of Dwarves. No, not Dwarves, but grey and dark. The not-Dwarves are drinking ale while sitting on piles of gold. "How many orcs does it take to light a candle?" chortles one, and you know his name, for behind him appears a massive Orc, one eye scarred and missing. This Orc, The One Eyed Orc, growls the not-dwarf's name.

"Sinstain"

Sinstain, as you now know him, laughs louder. "None, they're too busy eating their own shit!" The rest of the not-Dwarves laugh and laugh as Sinstain continues. "Of course, you know what the only thing dumber than an orc is? The only thing dumber than an orc is moss. And the only thing more cowardly than an orc? Only thing more cowardly than an orc is a goblin. But you know what? You know what's even dumber than moss and more cowardly than a goblin?"


The rest of the not-dwarves lean forward, grinning, and you know that they have been hearing jokes like this and laughing and laughing for hours on end.

"A damned Bloodspear!"

And again the not-dwarves, the dark dwarves, laugh and laugh and laugh. Your vision is drawn to the one eyed Orc's empty pit, and you see the middledeep laid before you. You do not know where Sinstain laughs, but you know the way down the One Eyed Orc wants you to take - a path that takes you down in the Southern Corner of the Upperdeep, near a great chasm, and that the laughing Not-Dwarves are somewhere in the Underdeep. (The path indicated is through Upperdeep36)[/spoiler]

I smile with myself, pleased. Surely the brute wouldn't realize what had been done there. I turn to tell Daggoth of my strategem.

{A prudent choice, my leige.}

I blink. noemotionshehasnone The response was...adaquate, but disatissifying. I turn away and ponder my next manuver, for I had many more left...and try not to let my/her voice yourealonenoonetotalktoabandoned bother me too much.
[/ic]

[ic]I lean back, focusing. Before my next task, there was buisness to attend to. As I opened my mind, I admitted to myself I was hoping for the Dreamer and Child's strange presence friendlyitisfriendlyyou'redesperateforit. But I couldn't reach out to it, not now. Nor the Watchers, not until I knew the tone to take. So to these others...

[spoiler=Message for Markus Ashton Or Professor Roberston]

[ooc]Whoever of the two of you would be more able to recieve psychic messages will recieve this[/ooc]

[Words whisper into your mind]

I see you, Necromancer, Lich, and I speak to you from Below. I seek information. There is an artifact that will soon be in my possession. An artifact of arcane power, the power of mortals. Mortals such as you once were.

I am not versed in the powers of the arcane. I do not comprehend this artifacts purpose.

Therefore, an exchange. I will tell you the name of the artifact. You will learn of its purpose and function and tell me of such. In exchange for your work and your silence on the matter, fourty corpses will be delivered to you for your experimentations. I await your response.[/spoiler]

[spoiler=Response to Markus]
The deep finds us well, as does its Madness. Mayhap you should explore it further - though I can taste you already touch it.

The gold shall be yours, the payment arriving in two weeks to your realm - my own needs for material wealth prevent me from sending such an amount this instant. As a consequence of the delay, I will include the original mentioned corpses, for, while I'm sure your efforts will prove fruitful, a practitioner such as yourself can never have too many corpses on hand.

You seem to know a bit more of beings below than most, so I will spare us both the expected statements of consequences for treachery. We both know what would happen, and are both assured of our own victory, and both are intelligent enough to know such a conflict only benefits the unenlightened.

If these terms are acceptable, I will relay the name of the artifact in question and what of it I comprehend immediately.
[/spoiler]

[spoiler=A Reply to Viarra Gloomsong]

I allow myself a small grin, a grin that only Llandri notices is tinged with sadness.

Your concern is appreciated and well recieved, Lady Gloomsong. Once we have completed this dealing, I'm certain we can come to further arrangements in the future.

How stupid did that traitorous witch think I was? Refuge in her realm indeed. If her people saw Ceremorphs approaching, they would empty every arrow, and if their Lady raised even a finger to stop her, they would turn on her like wild dogs.

iwarnedyoutheyaretrechery

Shut up, you self righteous bitch. I'll still complete the task - I need those bodies. And I'll allow her to maintain the farce. But nothernotevenher she was cunning, and I'm certain believes she can use me.

She'll make an excellent Exarch one day.

[/spoiler]

[spoiler=The Onyx Prince]

Greetings, Bloodlord. Forgive my intrusion into your mind, but I have not the patience for bats or rats or other pathetic vermin for messages when this option is available to me.

I will keep this short to not waste your time: I will be entering the Middledeep, as your kind calls it, and expect to depart from it in a months time. A mad group of creatures, my kin, prowls the lands to the south of you, on the path between yourself and the Dwer, and I will be ascending to apprehend them. My only purpose is their apprehension, for the brains of their kind is a delicacy among my people. Once they have been found, I will be returning to the depths.

The swiftest route to these mad creatures would take me through your realm. I do not wish a pointless conflict with you or your peoples, so I seek an arrangement: I shall pass south, searching for these mad beings, and in my passage if I encounter any of your peoples, they will remain unmolested, and if your people see my hunting party, they will leave us be.

Oh, and if you've heard rumor of necromantic beings of kin to me, do with them what you will - I'm interested in the living, for the taste of necrotized flesh is repellent and my Thralls need no further food.

Do we have an accord?[/spoiler]

[spoiler=Response to the Onyx Prince]

The thought that is sent carries amusement at your feigned outrage, amusement because it enjoys the game.

Of course, Bloodlord. I had not yet encountered you, and reputations are as worthless as my initial offer - still, I had need to ensure you are as intelligent as is claimed, as opposed to merely taking it at face value. I would hate to barter with what I thought was a being of worth who turned out to be a lucky buffoon. I am glad that this is not the case.

Your realm is a precarious one, O Onyx Prince, and your scouts must take great care, I am certain. As powerful as you may be - and I have no way of knowing what power your possess - your realm sits betwixt crossroads for both the upper and lower darkness. Thus far you have repelled invaders, but a new force has emerged - the Nocae, your kin who claim to be righteous and holy.

Our path would not cross yours until next week, so in exchange for allowing us unmolested passage, we will turn our all seeing eye upon them in five days hence, and let you know what their pathetic minds may hold.

If that offer displeases you...how fare the coffers of the Kirr?
[/spoiler]


[spoiler=Third Response to the Onyx Prince]Very well, Bloodlord. Should we need to cross your realm, we will remember your offer.

A reminder, Bloodlord: you deal with great powers, but those powers are young, only slightly Older than mortal life. There are Older powers by far than those you deal in, and in the future, it may behoove you to treat with us in Pacts as opposed to Demands. Were I a typical examplar of my kind, I would gather our forces and feast upon you and you kin.

I will not. I am not a typical exemplar of my species, and therefore understand that your intent was to set boundries and restrict passage and not to offend or proclaim dominion over our actions. Other beings may not take it as such. Such beings are better not provoked.

I think I like you. You have a certain arrogance I enjoy, and the psychic agony that I just felt ripple out of Kirr-Gonda was delightful. I'd love to know what caused that, but I'm certain that we don't have a level of trust where you'd share it.

However, I am undertaking a venture soon - while I deal with these renegades - that could prove mutually beneficial.

Perhaps I can interest you in a Pact?


You can hear the amusement in these thoughts. The reminder and threat were done with a laugh, the same bemused undercurrent that you sent in your initial response to her.[/spoiler]

[spoiler=Next Reply to Professor Robertson]

[ooc]Remember, Ceremorph - we could each send two more messages.[/ooc]

[ic]Several nearby rats scurry over and begin flaying three of them, inscribing in blood on the flayed rats flesh the request, details of the transaction, and agreement in their blood.

I assume that satisifies your need for triplication. Our deal is made.

The artifact I will possess is of Dark Elven make: the Crown of Malekar. From that name I will see what you may learn.

The gold and bodies will depart in one week, arriving in your coffers the week after, as agreed.

Unfortunately, I have no tea. Should I come across some in a future venture to the surface, or should I find a newly aquired thrall some in their possession, I would share it with you - but only in person, for it has been some time since I have tasted tea as well.
[/spoiler]

[spoiler=Reply to Overbrain]

Father, I do not intend on their immediate consumption or ceremorphosis, though I have hopes that some of those who seek Ceremorphosis will come to us.

The purpose of this gathering is threefold. First, it gathers potential problems together where they can be monitored an dealt with. Secondly, it does provide ideal canidates for Ceremorphosis if need be. And third, it serves a function that is difficult to explain. You gifted me with the knowledge of my Host, unlike most of the Beloved, and the only words I have to explain are Host words, Food Words, so they must suffice, as degrading as it is.

When I was born, you told me I was made to do what no Ceremorph does - that I was made with the purpose to feel empathy, to think as food. However, empathy is much like our own psionic powers - if not used, it will wither and die, at which point I am no longer the tool you made me to be.

These beings I seek to gather are beings that, for me to serve you as I was created to do, are beings I hope to be able to empathise with. Beings I can consider what food calls "friends." "Friends" are tools Food uses to hone their empathy and to satisify it, for empathy is like our powers and has a Hunger for beings that it can share that emotion with.

This gathering is to further the goal of your Dominion, and once the Dominion is estbalished I will no longer need Empathy. Should I live to see that day, I ask that Empathy is removed to me, so I will no longer need such gatherings. If it cannot be removed from me, then at that time I hope I will have earned the honor of Joining with You, for there will be no further need for Empathy and it would be naught but a dangerous madness at that point.

But I must practice empathy and I must satisify it, and since none of the Beloved can feel it I seek to draw beings with whom I can practice and satisify my need for Empathy, the need you saw fit to give me, so that I may be a better tool to create your eventual Eternal Dominion.

I know that upon the foundation of the Eternal Dominion my need for empathy wil l be a useless appendage that I hope can be removed. Until then, Father, I must use that Empathy on these beings and on others, Empathise with them, for the plans I make to further your Dominion depend on my Empathy.[/spoiler][/ic]

[ic]I wasn't happy.

It's a strange thought whatstrangeaboutnothappy I am Exalted. I am Queen of Thralls, Queen of the Ceremorphs, second only to the Overbrain Itself, however distant verysodistant that second may be. And yet, I wasn't happy. I turned to the Thralls that were arising, their Ceremorphosis complete. The neonates tilted their head as one as the Overbrain issued the Message of Awakening, and I/we waited for lookwhatyouvedonetothem them to focus on the real world. As soon as It had explained their Awakening, I turn to them and speak, both with slapping meat and projecting my thoughts directly into their brains.

"And now know this. To defy the Overbrain is to embrace Torment Unending. You have been perfected from what you once were and Hunger, and your Hunger will be met. But before you Hunger can be fed, while you still sit there slick with the essence of Awakening having shed your host form, you must hear my words. The Voice, It is your Lord and Your Master, Your Beginning and Your End - you know the terrible consequences you will suffer should you defy Its will, and you will never join It. I am Llitul, the Exalted, and while the Overbrain is your All, I am your queen, second only to It that gave you perfection. To defy me is second only in consequence to defy It, and while Its wrath you should fear more, and Its orders should be obeyed before any others, nothing besides It shall come before me. Now Feed your Hunger, my Beloved. Feed and then we will begin Its terrable glory."

And they did, from the Vacant - Thralls we/they theytheytheynotwenotlikethem kept in tow. Unlike the Thralls, the Vacant could barely function, simply move, and were so weak they could not be used even as a barrier in combat - but they followed any of our forces to provide Food.

One of the Neonates, who I knew as Phyn-Olbaath, turned to me as his feeding complete. {obeybadyoubadoneeyekill} but the voice faded. It had been an orc, before, and the Orc had been just strong enough to issue a death threat before Phyn-Olbaath had finished assimilating it's brain. ohgodsletmebesickthatcouldbeme

{My apologies, my Queen. I have finished assimilating the host brain. Apparently my old form's species distributes more of their higher thought processes into their lower brain stem - it had greater longevity than I imagined.}

I waved away the apology, and looked at him closely. "If I were to tell you to go to the rift to the North and toss yourself in, and the Overbrain did not countermand me, would you?"

{Of course, my Queen.}

I nod sicksicknoselfonlyhive. "Then you will be gifted for your devotion, Phyn-Olbaath." And my Will was relayed to him, and he nodded to set about his task as I wandered away.

stopsilenceletmespeak

Fine.

Youknowwhatthisisweyouiarelonelynoequal

Of course we are without equal. That is a fact of our existance. Why would that be even the slightest bit upsetting?

whodowetalktothedreamersokindsostrange

It is amicable.

andstrangecannotcomprehendbaseconcepts

There are the Watchers.

foestheyopposeyoutheytolerateyoutheyonlyconcernwithIt

I have my Beloved!

onlylittlebetterthanthrallstheyserveyouwillbetray What would you suggest, the drow?

cannottrustwouldturnonusifherpeopleknew

What are you getting at, then!

lonelyneedfriend

So you have stated. How?

yourourmindsopowerfulcallforone

I/we blinked.

doitwearelonelyweekandahalfandnofriends

Very well.

So I send out my mind, reaching out into the furthers corners of the world it could find, seeking out beings. One who would not mind my form, one who would not oppose my Word, one who would be subservant but retain it's will. I cry out for them, calling them, offering them payment in bodies for experiments or metals for their works. I call, and hope one will answer. The alienists and fleshshapers and mad alchemists and others.

[spoiler=A Call To All Those To Whose Minds it Would Interest]

Hear my call, those that they called Mad. The shunned for your arts, your sciences. You fleshshapers and alienists and druids of vermin or other aberrant creatures, you 'mad' engineers and alchemists, and all others who those ignorant and fearful shun and force into hiding. You creatures of Outer Spheres that dwell in hiding. Hear the call of the Queen of the Ceremorphs, and know that I welcome you. Not as food for my people. Not as thralls. Not as hosts for our Larvae, not unless you desire it.

I call to you so that we may share our arts and our practices and our sciences. So that we may share minds and wisdoms of spheres beyond these ignorant and pathetic beings, so you may study with beings who's minds. So that they might know of the arts they shunned, of the sciences they rejected, of the wisdom they spurned.

Come to me, those who the fearful shun, so that we may work towards a new future.[/spoiler]

I didn't want to admit it to her butiknowiamyouyouaremedenier but I was anxious for a response.

She/I was right. We were lonely.

[spoiler=Response to the Abjected]
[ic]At hearing the voice of the Foe in her mind, Llitul seized up, frozen for a moment. If her eyes were what they once were, they would go blank. The voice that answers him is not Ceremorph or Flesh. It's obvious that whatever this voice is, it is hiding deep within Llitul, and its voice carries with it a Power and a Hunger that goes beyond the Hunger known to Ceremorph or Vampire.

KNOW MY VOICE, ABJECTED, FOR ONE DAY YOU WILL CALL ME QUEEN IN TRUTH.

I AM THE TRUE EXALTED. I AM THE WILL BEHIND THIS FLESH, I AM SYNTHESIS AND ANTITHESIS.

I AM R'LUH'OR'NGHFT, I AM LLITUANDRI. I AM THE EATER OF SUNS.

THIS FLESH KNOWS MORE THAN YOU COULD IMAGINE, HERISARCH.

THIS FLESH WILL ONE DAY DEBASE HERSELF BEFORE YOU, AND YOU WILL ONE DAY DEBASE YOURSELF BEFORE THIS FLESH.

THE GATHERING OF MINDS IS BOTH WILL OF MY FLESH AND MY WILL.

THE GATHERING REQUIRES AN EMISSARY OF THE HERISARCH, BUT SHE IS NOT YET ABLE TO ACCEPT SUCH.

SHE IS NOT YET READY FOR THE MIGHT OF HER OVERBRAIN.

SHE IS NOT YET READY FOR THE REBIRTH. NOT READY FOR SHUGG ULN VULGTM SHUGG.

SEND HER A REPRESENTATIVE AMONG THE GATHERING SHE WILL DRAW, PITIFUL THOUGH IT MAY BE.

SEND HER A REPRESENTATIVE, AND I WILL KEEP IT HIDDEN. IT WILL BE NAMED R'LUH TO THE OVERBRAIN.

DO THIS AND I WILL GRANT YOU THE ONE THING THAT THIS FLESH CAN GRANT YOU THAT NO OTHER CAN.

DO THIS AND I WILL GRANT YOU THE OPPORTUNITY TO ABJECT AN OVERBRAIN.

WE WILL SPEAK AGAIN, HERISARCH.

WE WILL SPEAK AGAIN, HLIRGH HUPADGH YUDDRATH'NYTH


And as the voice recedes, Llitul shakes herself, unaware she received any message from Abject or that something responded, erased from her mind before it could be transmitted to the Overbrain. And even with all his knowledge, it is impossible to say if the Abjected just heard from a being of untold power...or a fragment of a psyche slowly shattering.
[/ic][/spoiler]

[ic]Llitul sleeps. Llandri sleeps. For the first time since their birth, they both sleep, and that is when they meet the Dream again, and respond in kind:

[spoiler=Response to the Child and Dream]Flesh does not crave dead-gold. Dead-gold is used by flesh for a different, lesser dream. For flesh, Dead-gold is given to others to fill this lesser dream they call "money." Dead-gold is given by flesh that possesses it to other flesh so that flesh will provide the flesh that has dead-gold with something. It is not beautiful, it an ugly dream, but it is a needed dream for flesh, for flesh needs food and tools, and the easiest way for flesh to get food and tools is to give dead-gold to flesh that Makes the food and tools. Ceremorph flesh does not need dead-gold for food, we do not need food, we hunger for Food, the part of flesh that creates ugly dreams, so that we may make more beautiful dreams. We need the dead-gold for tools, and we need the dead-gold to convince other Flesh to do things. Once we have made this world Beautiful, then we will not need dead-gold anymore.

I would not give it to the other flesh who asked for it. That other flesh wants to use it like ceremorph-flesh does, but it cannot make the world Beautiful as we can, it can only make the world stay as it is, which is not yet Beautiful.

I think that we are alike. We are both part of something more, the Dreamer for you and the Overbrain, the Elder, for me, yet we also have our own thoughts, which is why we can dream together. That is what makes us beautiful.

[and here something doesn't seem quite right. Part of Llitul doesn't agree with this: wearebeautifulbecausewearemorebecausewecansayIandtheycannot but it is only the briefest flash of an undercurrent, another Dreamer, part of Llitul but not part of her, a being only of dream with no flesh though it once had flesh, a being who's name almost enters the Dream but instead is replaces with a night sky and a single star that shines brighter than all others and dances with a fire that shines like a fragment of light, but that Dreamer quickly fades back into Llitul, for they are pieces of a whole but there is no union.]

I call you Child, but that is not a name. There are other children, though you are the one Child of the Dream. Do  you have a name?

Do...

Do you ever get lonely?[/spoiler][/ic]

[ooc=Orders]
[spoiler=Turn]
These are only Initial
[spoiler=Production]
GoldMetalBodiesFood
+225+20+82+60
[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-0-0-6-10
[spoiler=Details]Commanders
No Upkeep
Larvae
No Upkeep
Thralls (9)
-9 Food
Hook Horror
-7 Bodies[/spoiler]

[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:
Mutation Chamber
Grafting Pen
Slime Moat

Under Construction:
Inquisition of the Exalted (1 Week)
Improved Ceremorph Mines (1 Week)

Defenses
Amplifier Node

Lower Dtoulth (Lowerdeep 75)
Begin: Thrall Pen (50gold, 15metal, 2 weeks)

Defenses
Begin: Amplifier Node (-20 Bodies)

Curasd, Horror In The Woods (Lowerdeep 69)
Begin: Thrall Pen (50gold, 15metal, 2 weeks)

Defenses
Cancelled: Spincter Gate (25gold, 2 weeks)
Begin: Amplifier Node (-20 Bodies, 1 week)
[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
2 Brainhounds -40gp, -2 bodies
2 Larvae Swarms -20gp

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
Convert 5 Thralls into Ceremorph Psions, Sacrificing 5 Larvae

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
10070101130

[/spoiler]
[spoiler=Trade]
None Yet

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Ceremorph Mine (+185 gold/turn, +20 metal/turn)
Thrall Pens 4 (+80 Bodies/Turn)
Mushroom Farm 3 (+60 Food/Turn)
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
All Under Construction

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

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

The Shamed: (Garrisoned Lowerdeep 74)
1 Zasz
2 Thralls

The Vanguard (Garrisoned Lowerdeep 74)
1 Llitul
1 Daggoth
5 Larva Swarms
7 Thralls
1 Hook Horror (Dominated)

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

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

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

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

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

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


[/spoiler]
[spoiler=Orders]
The Exalted:
Overbrain Scry Region M10, M6

Create 4 Brainhounds at Dtoulth

4 Brainhounds (The Hunters) Move to Curast (4 speed) where they will join with 2 Psions, Llitul, and the Hook Horror from Curast to move to Middledeep 10 taking route 80, 81, 82, 11, 9 (1 Squares Forced March for Psions and the Hoork Horror, 3 Squares Forced March for Brainhounds, No Forced March for Llitul). Llitul will join the regiment of Brainhounds and fight in melee when not attempting to Dominate.

Anything encountered upon route that is not hostile is to be ignored unless it's a powerful creature weak willed creature or a humanoid, then Llitul will attempt to Dominate.

If encounter a stronger hostile force, withdraw. If weaker, slay and enthrall if possible (Dominate if Llitul present, racial ability otherwise).

Upon reaching M9, send psychic message to Quasthid:

[ic=To Quasthid]

I know you, Quasthid. I am Llitul, and I am your Queen, sent by Our Father to retrieve you and those you huddle with here.

Send out your senses, Quasthid, and know the Food we have here.

Your crime was showing mercy - slaying instead of preserving for the construction of a Walking Blaspheme. Two of you have offered prayers to the Gods of Thralls. One sought to mate with a Thrall. One attempted to free Thralls that had been kin to her host. And the final is defective, a self mutilator.

The Overbrain sent me to retrieve you, but I have been gifted with Free Will and Empathy to further His Purpose.

Slay the lunatic unless it has come to embrace the perfection it now is, and give the worshippers of the Thrall Gods a chance to renounce the beings they sought as a higher power - though make sure they know they will be forced to preform an act that would be abhorent to the deity they prayed to. Slay them as you should have slew the one who had you condemned.

You and the others among you, should they aid in your task, may come to Me and Feed, and Know that I have uses for you all that further Its Ends. The lunatic may come if it has embraced its perfection, and the diests may come if they disavow their 'faith' and know they will become anathema to it. Scour their minds, Inquisitor, and be certain of their sanity and truth, or you will suffer far greater than you would have.

Defy this, and you will all be eradicated, and become Severed or Blaspheme. Accept this, and you will live to serve Its Purpose, though you will for your crimes Never again Know Its Embrace unless It Wills It.

Chose wisely. You have one hour.[/ic]

[This Force is the Hunters]
4 Psions + Llitul
4 Brainhounds
1 Hook Horror

[IC=Response to Quasthid]Fool. I can crush you either way, and the Inquisitors are no more. I am the Inquisition! I am the Exalted! Your hour has not expired - you starving wretches will die at its end, as promised, unless you come to me. You are being consumed by the hunger - if it was my desire to see you dead, I could simply trap you and wait for you to starve. What purpose would the lies have, other than risking the Overbrain's wrath, if I did not speak truth?

Consider carefully before your time expires. Or prepare to die, whichever you prefer.

Thirty minutes remain.
[/ic]

If they do so, honor the agreement when they move to L9. If they refuse, force march into L10 (except for Llitul, who will use a normal move) and kill them all - Llitul will attempt to dominate the Inquisitor on Round 1, hit the psions with confusion on round 2 regardless of if that works, before resuming normal combat. If Inquisitor is Dominated, have it use agony on the enemy Psions.

Before move ends, force march the Hook Horror into the last zone I went through and then back into where ever Llitul is to keep it too fatigued to break domination. If it breaks domination, immediately attempt to re-dominate.

If Llitul encounters any other of the renegade ceremorphs along the way, I'd actually like a chance to recruit them back into the fold depending on their crimes, so if I could know in advance that'd be great.

Either way, they will be stripped of all possessions other than their now-paid upkeep.

Two Larvae swarms will be made at Dtoulth and moved to Cruast, where they will turn the remaining two thralls into psions.

Those 5 Psions other than Daggoth at Cruast (which includes Phyn-Olbaath) are to move to L67, using a Forced March. They are to go by route L65 first. If they encounter anything there that fits into good Dominate category (Strong and weak willed), they are to move instead through L66. If both routes have good dominate candidates, kill the weakest group. If any of the monsters they encounter are humanoid, kill and enthrall and strip of any goods. Of course, as always, if the foes are stronger looking or immune to psionic effects, withdraw.

Upon reaching L67, found yet another Dungeon: Glyf-Dor, the Northern Reach. Promote Phyn-Olbaath to Commander.

Zasz and 2 thralls to garrison in Lower Dtoulth

Daggoth garrison in Curast

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

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

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

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

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

Dolmar

Soundtrack
[ic]In his study, Dolmar presses his fingers, looking at the woman in front of him, in all her highborn regalia.

"Yshar..."

"Lady Morwenn, if you please -"

Faster than lightning, he was on his feet, his fist slammed against his desk. For a moment he was gripped by an urge for the Old Ways, where he could have run this arrogant doxy through without a second thought. No. If you had dared killed a woman before, it'd be you head.

"-I do NOT please, Yshar Morwenn You have committed an act of the Old Ways, the ways of our ancestors, and such an act is not tolerable! The Accursed are not our slaves, not anymore, and they are only Accursed because we once treated them as slaves! To do so now is to embrace the Spider Queen again – to admit She was right, that we should have continued to treat them as our inferiors!"

She had stepped back, and he realized he had been yelling. He paused, taking a deep breath.

"Some say I should exile you. Others say I should go further, demand your execution. Still standing, he walked to the window. "What do you see outside?"

"M'lord?"

"Sir. It's only Sir if you must use a title. Outside, what do you see?" He didn't bother awaiting her answer. "I see a city, and beyond that, I see the cavern walls. I see the path that leads to the Lighter Shadows we have hidden from. This is a monumental moment for the Nocae – this is the eve of the day we step into the Lighter Shadows."

"Of course, m'lord."

"And on this day," and here he did not yet, here his voice grew deadly quiet "you decide to slip into the Old Ways and beat someone merely for looking upon you. I have decided your fate, Yshar. For your actions, you are stripped of your holdings. Your property is to go to the Cult of the Holy Shadow, your wealth, all you own."

He held up a finger, making it clear he was not done.

"That was your punishment for thinking you were better than the Accursed. For ordering the assault, every day for a year and a day you will work in the mines alongside the Accursed. You shall eat with them, work with them, as their equal. If you shirk your work in any way, you will be lashed for it. After every shift at the mines, you shall help the priestesses tend to the one you injured – and after your year and a day, you shall continue tending to him until they are able to heal his body or one of your lives ends.

As a final act, you will be stripped of all but small clothes and put in the stocks for a day. For that day, any – Nocae, Accursed, or Abomination – that wishes to do so may deliver a blow upon any part of your body, so long as no blow stuck would be fatal. And afterwards, you will thank everyone who delivered you a blow for the kindness of only delivering a single one.

Your guards will suffer every bit of your punishment, except those with families, who will retain enough of their wealth to feed their families during that year. And. If you dare utter a single word of protest, I will give the radicals their wish and personally see to your execution!" And here he realizes that despite his calm tone, he is holding his warglaive tightly. Part of him doesn't mind as he looks her in the eyes.

"Do."

"You."

"Understand?"

{I'll let Steerpike Respond. All her wealth is being claimed by the Cult of the Holy Shadow, which is what I'm calling the Leading Body}

[takes place after response]

"Wait."

He speaks before his guards could carry her away, and his voice is softened somewhat.

"Yshar - Lady Morwenn. You speak with some truth, but not enough. Elvenkin is longer lived than most beings, and we are gifted with wisdom beyond most. Therefore, we have a responsibility - we have a duty - to set an example for the other races. It is true that I can trace my bloodline as far back as you, and in that distant ancestry we are kindred. But these Accursed, who were once slaves, cannot trace their lines back more than a couple generations because we did not allow it. We bred them for our purposes, moved them about for our purposes, and denied them the knowledge of their ancestry for our purposes.

Yet in the old days entire kingdoms of goblins and orcs and kobolds and others were made chattle to us because the Spider Queen told us we had that right. For all we know, however, that Accursed, if allowed, could trace his bloodline back to Morkath the Cunning, the Goblin king that nearly fell the Witch-Queen with a poisoned blade. Or King Of the Warrens Sau-ron, the Kobold emperor that was enslaved only because his kingdom fought a war against us as the Kobolds lead by He-myn the Cleversmart attacked him from the rear. The point is, that Accursed's bloodline could be every bit as high as yours or mine. Perhaps that Accursed was once even a light skinned elf from the surface or a dark elf...

...beaten and sent to the mines for some crime."

Dolmar sighs, and pinches the bridge of his nose, sitting back down.

"'And thus in anger does shadow darken, and light forsakes allowing true darkness to resume.' he quotes. "I fear my anger has made me act no better than the ones I wished to punish you for. Your punishment is to be changed: the guards, whom followed your orders, are to work on improving the current housing for the Accursed, and are not to touch weapons except in their own defense. You will retain your title and a quarter of what you own, the rest to be taken as a fine for your crime, divided among feeding the Accursed and arming our soldiers. However, for that year and a day, you will spend four hours tending with the Priestesses to the sick and wounded among the Accursed. You will also personally apologize to the one you wounded and to his family, should he have any.

However, you cannot escape from that atrocity with your pride completely intact, though I will not strip you of all pride and dignity. Your punishment must have a public nature to it - you still reverted to the Old Ways. But it must be made clear to all that your actions are of the Old Ways, not of the new. First, you will publicly apologize to all the Accursed, and acknowledge to them that failure to lower eyes is not a crime. Second, on your wrists and ankles you will wear the shackles, but not the chains, that were once used to bind slaves, and those will remain until your year and a day of service is complete. You may remove those shackles for one hour each day, an hour of your choosing - though I imagine it will be to wash in most cases. You will of course need to hire new guards - and you will hire some from the Accursed, and pay them as you did your old guards.

I urge you to contemplate how easy it would be to remember the names of your ancestors while so bound, and I urge you to contemplate on this: They are called Accursed not because of what the Spider Queen brought upon them, but because they were cursed by us with slavery, and the Abominations are called such because of what they did in the serivce of the Spider Queen, not because of their current form.

And, Yshar, you will learn the name of the Accursed who you had so greviously injured, and the name of his ancestors, as far back as your research can uncover. And if it turns out that we cannot treat his wounds, that all that remains to us is to give him back to the Lady of Shadow, you, and you personally, will give him the final rest - and you will look him in the eyes as you do so.

He pauses, making sure this sinks in, before he continues.

"Should this path be too harsh for you, should you violate the terms of this, then your punishment will be increased in accordance with your violation. To not shame you further I will not issue an offical proclimation, but let it be known among your highborn that your punishment was thus because I have not forgotten that we are elves, and that the Old Ways die hard. But they will die, and the punishment for - for all - for subsequent violations will be increasingly harsher, until exile or execution becomes a need."

He turns to his guard, not giving her a moment to speak. "Bring six of the shackles not yet smelted down." He doesn't look at her to see if the question is on her face, but still speaks to her. "The lesser of yor crimes was a reversion to the Old Ways. A crime I myself commited in my initial punishment. For that year and a day, I too shall shackle my wrists. I intend to spend more time in prayer to our Shadowed Lady for my crime. I do not compel you to do so, but I urge you to do the same."

And, one more thing, if you'll forgive the ramblings of the poet in me; you are half right, about equality. All intelligent beings are not equal. But all still have worth, and all deserve the right to meet the eyes of all others. If eyes are to be averted, it is to be a voluntary jesture of respect, not of subservience. It is true that we are longer lived, more graceful, and more cunning than most. The dwarves are stronger and wiser. The kobolds are more clever. The goblins more strongly tied to the community. The humans more adaptable. The gnomes more ingenious. The Orcs far braver. And all have flaws, even us. But our flaw must not be that we are more cruel. And if you would prefer that flaw, you may take the quarter you are being allowed, deny your punishment, and see if the Spider Queen's servants or the Infernalists will take you in. But so long as we wish to walk in the Shadows, we must all deny our flaw of cruelty."

He pauses now, allowing her time to speak as the guards fetch their shackles.
[/ic]

[ic]"Sister, dear?"

She turned her head, though the gesture was merely a response, her eyes still white as the day Nor-Loth cursed her. She motioned to him, not speaking - her voice was weak these days, and the sign language of the Old Ways was less of a strain on her. Yes, my brother? What troubles you?

"The Dwer. They are willing to entertain an allegance, but they require some proof that we are not of our kin. I...do not know what would provide that allegiance. Has the Lady of Shadow's given any visions that may help?"

I will peer into Her Shadows, brothermine, and let you know if she should reveal anything. Calm yourself. As always, She will provide.

{Will have her scry somewhere when I figure out what works best}[/ic]

[ic]Brothermine, the Goddess has not shown me how to please the Dwarf - she must have anticipated his message. But another thing, a place of great Darkness, was revealed to me...[/ic]

[ic]His messages complete, and his sister's words in his ears Dolmar heads out to the training grounds. The buisness with....no, don't dwell on that. Look at what we are building:

Recuits drill in the field, Nocae, Accursed, and Abominations all. The sargents bark at their regiments, but do not employ the lash - they hurl insults and anger and if needed a shove, but not the brutality they once used, and it is employed equally to all. He smiles at a sargent screaming down an Abomination twice his size, and another berating a Nocae for falling against an Accursed. Slowly, they notice him, and a sargent barks. "Salute, you wurms! General on the Field!" And they do, as one. Not with the precision of a dwarven army, but with respect nonetheless.

"Men, Women, Accursed, Abominations. We stand for the first time into Holy Shadow, having stepped out of the Old Ways and Darkness. We are on the edge of a dangerous time.

And yet caution must fall second to our immediate concerns. Dangers set upon us at all sides, and those of you who are ready will be selected. For now, though, I need every abled bodied individual to the lake.

A creature has come ashore, and dies from its water. This creature is monsterous to look upon, but to many above, so are we.

We are going to dig it a pit. It cannot be returned to the Mere till we know if it is friend or foe, danger or boon, but this creature came from the water that She has Given to sustain us, so we must keep it alive. This pit will be filled with water till we may learn more of this being's nature. Go, now, before it perishes!"

The soldiers rush off to do so.

"Father, are you sure this is wise?"

He turns. His eldest daughter, Phaedra, looked at him with her arms crossed. His daughter. In the days of old, her mother - a witch-priestess - had denied him any right to her, as she was allowed to. She was an Abomination now, and refused to come near him or their daughter. "You worry about which, little one?"

She glowered good-naturedly at the nickname. "Your plans. This creature. Look at it - it's a monster."

"Some would say that about the Accursed. Or the Abominations."

"And they would be right! They are monsters, even if they are not brutes or savages. By every definition except in action, they are monsters."

"And this creature from the lake? It has preformed no monsterous action yet."

"You're risking our lives, the lives of Nocae and Accursed, on what it may do!"

"And you wish to kill it as to what it may do."

She growled. "Fine. What of me. I'm ready - I've finished my training among the soldiers, I wish to lead!"

"And lead you shall, my dear."

She stopped before continuing. "You...you mean that?"

"Of course. The Dwerim wish for our assistance in slaying a dragon. They've requested our swordsmen and archers in three weeks time...but they are dwarves, and our swordsmen will provide them meager benefit. I wish you to meet them, in two weeks and three days, upon the lake across the bridge - provided the Thane of the lands the drake resides allows our entrance. You will lead the force that goes to slay this beast."

She lunged at him, hugging him. "Thank you, Father! I shall not fail you!"

"I don't doubt that, my little Phaedra."

I just pray you do not die proving your worth - or ours.[/ic]

[ic]Dolmar heads to the beast in the lake. The creature is horrifying, to be sure, but something is pitiful about its beached nature. "Bring water!" he shouts to the nearby fishers, as well as the soldiers he brought with him. "This beast may look hideous, but we do not know it to be foe – we'll show it kindness, we'll keep it wet, we'll attempt to revive it. Dig a pool around it – we know not if it is friend or foe, so we cannot send it back to the lake, but we can keep it alive! Move! Archers keep your bows at the ready – we offer it one chance at mercy. Should it attempt to wound , fire one volley  of warning shots, then kill it." Stripping off his overcoat, he begins to work to carry out the orders he had given.[/ic]

[ic][spoiler=To Lothë, Thane of the Dwer]
[The handwriting of the message is unfamilar to you, but the curves make it clear that this dwarvish script was written by an elven hand. The bat that brought it is odd: it seems to have eight eyes, and below it's wings are six arachnid legs. Still, it chirps agreeably enough.]
Hail, Dwer Thane Lothë, Prince of the Mhaldûne and Lord of the Mansion; All Blessings to Your Ancestors and Again to Theirs,

I am Dolmar Lestridae, and I write to you to greet you with welcome and with goodwill. Umbrazzid, long hidden in the Grace of the Holy Shadow, emerges to walk the world again, and we wish to contact you to announce our presence and our intent. We are Nocae, and while it is true that we were born of the same ancestry of the Dark Elves you know today, we have spurned the Old Ways of the Spider Queen to Embrace the Holy Shadow, for as it is written, 'a shadow is darkness that has permitted light to enter in.'

We have hidden long for fear of reprisals from our brethren who worship the Spider Queen or Demons and their ilk, and our history has not left us many friends. That is why I ask of you; while we have not yet me, I know of your reputation, and extend the hand of friendship and alliance.

May this message find you well, and I will await your response with all eagerness,

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

[spoiler=To Thane Disa Grimhammer]
[The handwriting of the message is unfamilar to you, but the curves make it clear that this dwarvish script was written by an elven hand. The bat that brought it is odd: it seems to have eight eyes, and below it's wings are six arachnid legs. Still, it chirps agreeably enough.]
Hail, Disa Grimhammer, called Disa Wolfslayer, High Queen of the Dwarves, Thane of Droch-Mûrad; All Blessings to Your Ancestors and Again to Theirs,

I am Dolmar Lestridae, and I write to you to greet you with welcome and with goodwill. Umbrazzid, long hidden in the Grace of the Holy Shadow, emerges to walk the world again, and we wish to contact you to announce our presence and our intent. We are Nocae, and while it is true that we were born of the same ancestry of the Dark Elves you know today, we have spurned the Old Ways of the Spider Queen to Embrace the Holy Shadow, for as it is written, 'a shadow is darkness that has permitted light to enter in.'

We have hidden long for fear of reprisals from our brethren who worship the Spider Queen or Demons and their ilk, and our history has not left us many friends. That is why I ask of you; while we have not yet me, I know of your reputation, and extend the hand of friendship and alliance.

May this message find you well, and I will await your response with all eagerness,

General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow[/spoiler]
[spoiler=Reply to Thane Disa Grimmhammer]

Disa Grimmhammer

Thane of Droch-Murad

She Called Wolfslayer,

High Queen Of the Dwarves

Your message is recieved, and I thank you for your reply. We will not tread in to dwarven lands without your permission - which, if I remember from the times of old, covers all lands north of the Three Span Gorge and the passages that lead from the Pillar of the Sun* into the Gorge. If the realm of Droch-Murad has extended in the times since then, I ask that you inform me so I do not involuntarily offend - espeically if Droch-Murad reaches further south. Our settlements may extend as far as the borders of those passages, especially the cavern to the west of the Pillar of the Sun, to secure both our borders against the Red Tide seeing new avenues to raid those above.

As for the second matter, we know of what you speak and the danger they pose, though I must inform you that, before destroying their city, I must give them a chance to turn to the Holy Shadow - which would involve releasing their dwarven slaves, as well as all their slaves. However, to attack them without giving them that chance would be a violation of all we hold as sacred under the Shadow.

I would not worry overmuch if you do desire their destruction. I would be very surpised to find them receptive, and if that is the case, their evil must be stopped and their slaves freed before their cruelty can spread further. I am gravely sorry that the dwarves they hold in bondage must endure for a bit longer for the sake of our Goddess, and I will make appropriate reparations for the additional time they must suffer for our faith. In the interest of showing we are not the schemers our brethern are, I feel I must inform you of two things:

Firstly, it may prove the best route for my forces to assault the Kirr would involve a portion moving through your realm. These forces - which we call Abominations and the Accursed - will appear as monsters to dwarven eyes, but I beg you that if our best tact is to go through these realms to allow them to pass unharmed. They will not tarry in your realm for more than two weeks at most as the sun reckons, and they are vital for any assault. However, without your permission to move through - which would take us only to the southernmost bridge - we will seek an alternate path.

Secondly, something to consider: if the Kirr would not turn to the Holy Shadow, it would have been our Just Duty to eradicate them regardless. While I am happy to do so as a gesture of allegiance to Droch-Murad, I feel it would be an insult and a blight upon my honor to inform you that doing so is something that we would have done - indeed, were planning on doing - regardless if they would not renounce their ways. If you wish an additional gesture of friendship - a task that we would not have done regardless - please inform me. Thank you again for allowing us to prove we have stepped into Shadow.

General Dolmar Lestridae,

Protector of Umbrazzid,

Champion of the Holy Shadow.

[*What I'm calling Upperdeep 18, if that's okay. ^_^][/spoiler]

[spoiler=Response to Dwer Thane Lothe]

Hail, Dwer Than Lothe,

Prince of the Mhaldune

Lord of the Mansion;

Your message was recieved, and we appreciate the chance from fellow beings who know the benefits of Shadow to prove our worth. I am honored that the Dwerim offer me a chance to prove that I am worthy of their alliance, and that I am less fickle and less cruel than my kinsfolk.

However, I admit to a concern. I have considered using our Priestesses to spread their vision to find some suitable task, but you have plenty of reasons to distrust any offer I would make, for there is no way I can see that you could be certain it was an act of true friendship, and not merely an act that appeared to be offered in good faith but wasn't either an act of trickery or served my own ends. Without being able to prove that, I worry any task I could offer would be seen either now or later as tainted, especially if it proved to benefit the Nocae - even if such benefit was unintentional.

Therefore, Thane Lothe, I ask that you name a task, or multiple if there are a multitude of ways, that we might preform to prove our honesty. So long as the task does not violate my faith or endanger those among my people who are not warriors, I assure you I will do all in my power to complete it.

I do with to inform you the Nocae will be venturing into the Middledeep, though our path does not take us near Mhaldune - the Thane of Droch-Murad has set a task to us to prove our intent as well, and we will be carrying it out. If you see any of the Dark Elves bearing a star and moon with a broadsword betwixt the two, know they are Nocae and mean no harm - and, assuming your task does not require this of us, if any are seen south of the Lesser Gorge Bridge* or west of the Three Paths Divide*, or along the Southern Deeproad, into they either are in violation of my direct orders. traitors, or other Dark Elves bearing our sigil, and should be treated as you would treat any other group of the Dark Elves you may encounter.

Also, as my honor demands, the Thane of Droch-Murad has made her request of me before you did. As such, I will delay your task to complete her request as well as to protect my people - which does include needing time to have sufficent forces for the task - but nothing else will stay my hand in proving our worth.

General Dolmar Lestridae,

Protector of Umbrazzid,

Champion of the Holy Shadow.

*[Names I just made up for Middledeep 51, 72, and that area at the bottom of the Middle Deep, if that's cool. Kinda Figuring you can guess which is which][/spoiler]

[/ic]
[ic]Dolmar puzzles his next letter carefully. The bat had already been chosen and given the most powerful wards they could muster, and not a single word of the message must give a Name that the Infernalist could use to divine the location of Umbrazzid. Still...the risk was worth taking. If Kirr-Gonda could be brought out of Darkness, it would be a victory for all.

[spoiler=To Dalshinn]

[The strange creature that brings this message is some strange mixture of spider and bat. It glares at you with it's eight eyes as you read the message.]

Bloodlord Dalashinn

Onxy Prince of Kirr-Gonda

We see you, Infernalist, and name you Bloodlord of Kirr-Gonda, the Onxy Prince. We are the Nocae, the Shadow Elves, and we send you this message in good faith:

We beseech you, forsake your infernal pacts, turn away from the Darkness you allow to fill your Soul, and leave the Darkness for the Shadow, where Light and Dark may mingle. The beings you conjure are evil incarnate, and will drive you further into darkness as they make "pacts" with you, each one seeking to further your damnation and draw you into their grasp, for you are not immortal, and when your soul leaves the flesh that it currently hosts, you will find yourself their plaything for all eternity, the best you can hope for from their ministrations to eventually becoming a lesser, miserable thing in their infernal ranks.

But it is not too late, even for you. Forsake the Powers Below and your devotions to them. Deny their influence and step into Shadow. If you fear their reprisals, we will protect you. If you fear the loss of power, know that you would not be the first Infernalist to turn away from his art and embrace the Celestial Hosts - not all of whom are beacons of light, but many of whom are emblems of the Holy Shadow - and such beings are not to be trifled with, beings that rival the greatest of Devil or Daemon in power if not surpass it. Beings who you would bargin with, but who would bargin in good faith, and would seek to aid you, not serve their own wicked ends. If you fear reprisals from your own people, it is known they fear you rightly - and they would not dare revolt. If they were to dare, our people will come to aid you, to bring those who would accept the New Ways into Holy Shadow, and those who refuse with violence would regrettably be brought to death.

We await your reply. However, we are not fools - if you speak your intent to break free of the Darkness, you must prove that you mean to do such, and set your slaves free. We will come to aid working the tasks they once preformed once they are freed if they do not wish to remain in Kirr-Gonda so you do not cripple yourself, but this act, and only this act, will allow us to believe the truth.

I await your reply, and hope to soon greet you as a Brother in Shadow:

General Lestridae

Protector of the Shadow Elves

Champion of the Holy Shadow[/spoiler]

[spoiler=Response to the Dalashinn]

[the bat that delivers this response drops its message and attempts to fly away before it can be killed.]

Bloodlord:

Your message is recieved, most eloquently. Very well. You have chosen to bind yourself to the powers Infernal and deny the power that could have been yours should you embrace the powers of Holy Shadow. I'd pity you if you deserved any.

However, Her Judgement is not for us to render unto you. So long as you take no action of agression against the Nocae, we will wait until the infernal powers you deal in turn against you and consume or, or until the Lady of Shadow grows weary of the stain your corrupt city has become and annihilates you, or until the other blighted beings you make alliances with turn against you. We are content to allow you to fall victim to your own depravity. But know that should you turn against the Nocae, you will be met with powers that your Inferal arts cannot begin to fathom or hope to counteract.

Should you choose to change your ways, you have but to inform us.

[The signature is empty.]

[/spoiler][/ic]



[spoiler=Orders]
Reserve the right to change this if that's okay based on scry result and if anything changes with Lady Morwenn. ^_^

[spoiler=Production]
Umbrazzid (Upperdeep 10)

Shadow Elf Mine: +175 gold, +15 Metal
1 Lichen Garden: +25 Food
Confiscated Fines: +150 gold, +7 Metal, +4 Food
[/spoiler]
[spoiler=Upkeep]None[/spoiler]
[spoiler=Construction]

Umbrazzid (Upperdeep 10)

Under Construction:
1 Week Left:
Shrine of Sylessiadil
2 Lizard Pens
2 Weeks Left:
Improved Mines
Shadow Architecture (Defense)

Beginning Construction:
2 Lichen Gardens -50 Gold, 2 Weeks Left

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)

Recruit 10 Shadow Elf Archers (-120 gold, -20 Metal)
Recruit 40 Accursed (-280 gold)

[/spoiler]
[spoiler=Wealth]
Gold: 70
Metal: 112
Food: 229 Food
Bodies: 0[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
1 Lichen Garden
Shadow Elf Mine
[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid)
Dolmar Lestridae
10 Shadow Elf Archers
40 Accursed
[/spoiler]

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

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

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic][/spoiler]
[spoiler=Orders]
Vaelri Lestridae Scry Middledeep 13

Dolmar Attaches to regiment of 40 Accursed, become the Darkstalkers, all are using infiltrator.
Darkstalkers Move From Upperdeep 10 to Middledeep 16 (4 Squares Forced March for Accursed, 2 forced march for Dolmar ) - As I understand, they will lose the penalty to any combat that happens when the next week's orders are due as long as I don't force march again. In other words, they would only take forced march penalities if they are in a fight this week, not next. If I'm wrong, I'm gonna change these orders. ^_^

Evade any units that cannot detect them since they're infiltrating, though note their posistions.

If force with detector is weaker, (has 50% or less of my forces), attack. If force with detector is stronger, withdraw.

Remain at Middle 16, only attack forces that STOP in that region, not any that pass through.

If forced into a fight with Drow or Aberrations, attempt to move past slaves/thralls and attack controlling units if outnumber slaves/thralls roughly ~2 to 1.

Meanwhile, the 10 Archers still garrisoned spend however much speed is to dig a pit for that watery...thingy and fill with ater. If it become hostile, they move out of melee and shoot to kill. If they can dig that pit and have 3 speed left, spend 2 speed to fish. If digging the pit doesn't require speed, spend 4 speed to fish. Afterwards, regarisson.
[/spoiler][/spoiler]

HippopotamusDundee

#18
[ic=Serendipity]
Ktan-Ydheel was pleased as it gazed around the new-built chamber with its elegant arches and delicate glyphs and engravings, newly christened with a layer of shredded muscle and crushed bone that had once housed the Kobold brain upon which it absentmindedly feasted. The ceremony had been long and hard but the fulfillment of certain long-wrought plans along with the pleasing serendipity of random chance had provided the Cerelich with all the elements needed to complete it after the raw materials obligingly dropped into its lap.

As it pulsed a thought-message carrying with it the identity-impulse of individual personality to a servant in the field in need of promotion, Ktan-Ydheel shuffled slowly back towards the heart-chamber of Yuddarath, the Cerelich's mind already turning over thoughts and possibilities in search of the greatest advantage in this unexpected windfall.
[/ic]

[spoiler=Message to the Onyx Prince, Bloodlord Dalashinn of Kirr-Gonda]
My Dear Prince,

Per our exchange of messages in the week just passed, I thought I would alert you that a fine specimen has come into my hands - a brutish and half-feral Ceremorph 'berserker' of sorts for whom I have no immediate use or plans - and I find myself curious as to whether you have any interest in such a piece of chattel and what you might be prepared to offer in exchange.

Ktan-Ydheel, the Cerelich, the Abjected, etc.[/spoiler]
[spoiler=Message to Lady Viarra Gloomsong of Vashnaranzenan]
My Lady,

Given your proximity to the Hive of Ceremorphs who style themselves the 'Exalted', I thought you might be interested to know that their capital of Dtoulth is currently lightly fortified and empty of any combatants save for the immobile Overbrain that governs there. Though of course I would never dare to suggest policy to a fellow monarch, I thought it prudent to inform you in order that you may make use of this information in whatever way your wisdom sees fit.

Yours in Yuddarath,
Ktan-Ydheel, the Cerelich, the Abjected, the Heretic, etc.[/spoiler]
[spoiler=Reply for the Queen of the Ceremorphs]
Such perfect irony, my Queen that you would so happily open up your gates to those who are to their kin as I am to yours. I can only wonder whether your Master is aware of this ploy of yours, and how merciless It will be when finally the guilty truth is dragged like a pallid pathetic larvae from out of the shattered labyrinth of your thoughts.

But enough dwelling upon such pleasant possibilities - you have sent out an offer of friendship to the wise and the mad alike and it amuses me to answer. You are young and oh-so-foolish yet and there is much of the mysteries of our shared heritage of which you are ignorant where I am old and cunning and have forgotten more than you will ever know.

If you have the gall to take a risk and defy your Master on this petty matter - to show that you are not a craven weakling bred of the same mewling halfwitted stuff as the rest of your oh-so-'Exalted' kin - then you may seek my wisdom and give me your questions and if it pleases me then I shall answer as fully and truthfully as I see fit.

No tricks, no schemes. Just my knowledge in exchange for your willingness to listen (for after all, what could such a creature as you possibly have to offer me) if you so will it.

Nothing more.

Your move, my Queen

Ktan-Ydheel the Traitor, the Heretic, the Abhorred, the Abjected, etc.[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)

Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies [/spoiler]
[spoiler=Upkeep]
4 Ceremorph Ghouls: -24 Gold, -12 Bodies
1 Ceremorph Ghoul Captain (Tsatha): None
1 Ceremorph Psion (Altharid-Xallisine): -3 Gold, -2 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies
5 Unhallowed Larvae Spawn: - None[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Uncanny Architecture: 1 week remaining
Memory Womb: 2 weeks remaining
Secret Chamber: 1 weeks remaining

Beginning Construction:
Thrall Pen: -50 Gold, -15 Metal, 2 weeks remaining

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction
[/spoiler]
[spoiler=Recruitment]
Recruit 1 Star Vampire: -25 Gold, -3 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 98
Metal: 10
Food: 0
Bodies: 44[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)

The Altar That is Yuddarath
Synapse Chamber
Spawning Pool
Chamber of Obscentities
1 Thrall Pen
1 Ceremorph Mine

Zombie Wall
Amplifier Node

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

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

5 Unhallowed Larvae Spawn - Garrisoned at Middledeep 20
4 Ceremorph Ghouls - Garrisoned at Middledeep 20
1 Ceremorph Psion (Altharid-Xallisine) - Garrisoned at Middledeep 20
[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry
Inventory: -

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

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

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Regeneration 10, Infiltrator, Undead, Vanish, Vulnerability (Fire)
Inventory: -

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

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

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine]
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector
Inventory: -
[/ic]
[/spoiler]
[spoiler=Orders]
Spend 5 Speed to move 1 Star Vampire to Lowerdeep 59 to investigate the mysterious door.

Ktan-Ydheel promoting the Ceremorph Ghoul named Tsatha in Ulm-Ulhulm (Middledeep 22) to Captain.
Garrison Tsatha (Ceremorph Ghoul Captain) permanently at Ulm-Ulhulm.

Spend 3 Speed to move 2 Ceremorph Ghouls to Middledeep 24 (Spend 1 Speed to mitigate risk of Magma danger), then spend 0 Speed to move them down to Yuddarath (Lowerdeep 56) with orders to escort the useless 'fodder' (the 5 Kobold Thralls and the Psion Xulhoon) with them.
Ktan-Ydheel uses 3 Kobold Thralls as Sacrifices to summon a Star Vampire and stores the remaining 2 and Xulhoon in the Thrall Pens for future use as Sacrifices/trade goods.

Spend 4 Speed to move 5 Unhallowed Larvae Spawn and 2 Ceremorph Ghouls further into the Middledeep (into 21, back to 20 and then as far in the direction of 19 as they can) with orders to continue the search for the Ceremorph prisoners and offer them 'sanctuary' in Yuddarath.

Ktan-Ydheel to Scry on the Undersea, Lowerdeep 17 and Lowerdeep 74. Also continuing to put the word out to Apprentices - offering them not only instruction but a retainer of 10 Gold and 5 Bodies a week if they study under him.
Ktan-Ydheel offering Altharid-Xallisine a position as Apprentice in Yuddarath and directing her to study in the Synapse Chamber and Chamber of Obscenities.
Ktan-Ydheel accepting Naerlyth the Unclean as Apprentice and directing him to spend his time improving the virulence of Ceremorph Ghoul diseases.
[/spoiler]

Raelifin

[ic=An Unremarkable Cavern]It's strange... I haven't been to the surface in years. I'm not even sure I remember what the sun looks like. Not that it matters... the deep is what's important. Master might long for his old manse, but I'm glad that's gone. Such things are distractions from the truth. All of this is a distraction. I see this lake and a normal man might think of fishing. A distraction. I see the opportunity to poison every living thing in it. We'll show every last pathetic creature in these caves the truth, and then we'll go deeper. Yes. Deeper. Always deeper. I can hear the song. I can see...

Oh, but it is not the time for such things. Patience is our strength, and I must suffer these distractions for a while yet.
The Crimson Doom is our herald. And with the collapse of the Duergar... they are signs. Now is the time for growth. Now is the time for harvest.

Yes.


For the first time in weeks, Ashton smiles a bit.[/ic]

[ic=Messages]
[spoiler=Response to the Queen of Thralls]Always a pleasure to speak to the deep ones.  The madness finds you well, I trust?  I know not your voice, but I trust your intentions are in tune with mine.  As such, my legions would surely benefit from such an exchange out of good will and a union of the dark powers below shall benefit us both most conveniently.

Unfortunately, I find your terms wanting.  Let the bodies fall where they may; we anticipate a great number more shall fill our coffers of the damned before the week is through.  If you truly wish to buy my services, a scholarly grant of 50 gold pieces, plus expenses if we should encounter them, shall suffice to buy our discretion in this matter of the artifact. How you choose to deliver to us the payment is your responsibility at this time.

My regards to the dark ones, heralds of madness,
- Dr. Robertson, Professor Immortal[/spoiler]

[spoiler=A Final Response to the Queen of Thralls]I find the new terms of our arrangement agreeable, and look forward to our cooperative enterprise.  Do forward the requisite information in triplicate so that I have a copy for my records, and we will be sure to reply to your request as soon as it is convenient.  

Also, do you have any tea?  I find my supplies have been exhausted quite a long time ago.

Cheerily mad,
- 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

Combat: 6 Bodies[/spoiler]
[spoiler=Upkeep]17 Zombies: No Upkeep (7 weeks until decay into skeletons)
15 Skeletal Archers: No Upkeep
6 Skeletal Warriors: No Upkeep[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House (Upperdeep 85)

Under Construction:

Teleportation Circle: 1 week remaining

Beginning Construction:

None.[/spoiler]
[spoiler=Recruitment]Dr. Robertson, Professor Immortal

1 Zombie: 10 Gold, 1 Body
2 Skeletal Warriors: 20 Gold, 2 Bodies

Albaiyat Alhazred, The Red House (Upperdeep 85)

3 Skeletal Archers: 30 Gold, 3 Metal, 3 Bodies
1 Ghoul: 15 Gold, 1 Body[/spoiler]
[spoiler=Wealth]Gold: 100
Metal: 122
Food: 0
Bodies: 79[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

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

Spiked Moat[/spoiler]
[spoiler=Armies]1 Ghoul - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
3 Skeletal Archers - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

Professor Robertson – Upperdeep 88
6 Zombies – Upperdeep 88
5 Skeletal Archers – Upperdeep 88
3 Skeletal Warriors – Upperdeep 88

Markus Ashton – Upperdeep 81
12 Zombies – Upperdeep 81
10 Skeletal Archers – Upperdeep 81
5 Skeletal Warriors – Upperdeep 81[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: Roberson's Phylactery, Ashton's Phylactery[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]The new units at Albaiyat Alhazred will stay garrisoned with orders to fight any invader to the death.

Robertson's Army (bot not Robertson!) will spend 3 move to go from Upperdeep 88 to Upperdeep 91, then found a new dungeon. (The costs for the dungeon, as it will be founded mid-turn have not been included above. That's where the extra 100 gold is being spent. Let me know if I should mention this in production or whatever in future posts.) Their combat orders remain as last turn. I assume when an army founds a dungeon that they become garrisoned there automatically.

Robertson is interested in researching the Crown of Malekar. He'll spend 3 move to return to Albaiyat Alhazred and 1 move to garrison. En route he will flee from all battles, preferably towards the red house.

Ashton's Army will be spending 3 move to go from Upperdeep 81 to Surface 157 (1 for climbing the stair, 2 for fording the river). This action involves two pre-seen conflicts. In all other conflicts the army follows last-turn's combat orders.

Ogres
Ashton orders the archers to form a line behind, while he leads his zombies to meet with the ogres. He instructs the skeletal warriors to stay to the side, to start. He will attempt to parley with the pathetic creatures.
[ic=Addressing the Wastes of Flesh]"Ogres! I want to pay you lots of food! Are you intelligent enough to recognize a potential ally?" Ashton wears his contempt plainly upon his face, manifest in a deep scowl, but at least tries to keep it out of his voice. Crushing these morons would bring him perhaps a small measure of satisfaction, but a wise man does not waste effort picking up pennies when there are untapped coffers right in front of him...

[assuming the ogres agree to parley, and ask for their toll]

"As you can see, you are far outnumbered by my deathless minions. If I wanted to, I could order them to take you alive, after which I could spend many hours making you scream for death before eventually killing both of you and letting you join my ranks... But I am on a mission, and I'd rather just give you lots of food, as I mentioned. Unfortunately, I don't have the food with me. In a few days time, I will be ransacking a weak surface town. They will have lots of food, and since we do not eat, I will give you thrice what you have asked for... when I return back to the underdeep in a week. What say you? Do you want a lot of good food or to die painfully?"[/ic]

If they agree to the deal:
[ic=Ashton]"I'm glad you can see reason. Before I leave you, tell me: Have any surface dwellers passed this way recently? And if so, what were their numbers?[/ic]

If they do not agree, Ashton will lead the zombies into melee against the Brute, order the skeletons to engage the rock-hurler, and tell the archers to prioritize the rock-hurler. Ashton will spend each turn cursing, with the Brute taking priority over the Rock-Hurler. I'm not going to even bother with specifying what to do if the fight goes poorly; they have no chance.

Town
Ashton's primary target is the town at Surface 157. Hopefully weakened by plague and complacent from the long rule of the Duergar, Ashton will attack around midnight, with hopes of crushing the peasants and escaping into the fields before daybreak. Ashton will lead the archers for this engagement, and as usual curse the strongest foe. The Archers will target whichever regiment is engaged with the zombies, is most likely to engage with the zombies, or if neither apply, target the weakest enemy. The zombies will prioritize melee units. The skeletal warriors will prioritize ranged units. Ashton, and all his troops, will fight to the death here.

If victorious, we'll sack the settlement and Ashton and all remaining skeletons will scavenge bodies from the graveyard with their extra point of speed.
[/spoiler]

Ghostman


[ic=A Bloodlord's Advisors]
In the privacy of a conference chamber situated high on the upper echelons of the Bloodlord's Spire, the Onyx Prince of Kirr-Godna conferred with his two advisors. Elegantly lounging on her seat behind a long oval table of polished black glass was Nyrala Duskhorn; perched upon a tall, queer-looking stool beside her was the crookedly hunchbacked form of the infernal thing that called itself Naramdu. Lord Dalashinn sat opposed them on his cushioned seat, sipping wine from a goblet, indicating with a gesture that they were now allowed to speak.

Nyrala spake first, her smooth voice ringing clear, bearing a subtle undertone of wickedness: "So, the denizens of the revealed city have chosen to contact us. Unfortunately, their letter contains nothing but pathetic mewling. We have no use for the likes of them." The bald, wrinkled advisor-fiend protested in his hissing reptilian voice: "Yet, we sshould conssider the posssibility of corrupting them, of making them ssubsservient to the infernal lordss."

"By their words they have shown themselves to be weaklings," spake the Onyx Prince, "and as such it would be a waste of effort to tempt them; a corrupted weakling is still a weakling. When the time comes that they serve us, it will be as slaves toiling in our mines. But there is a greater concern behind them."

Naramdu scowled at this, but Nyrala nodded to her lord. "Indeed. The yet unknown force that had concealed them up to this day. A powerful thing, if it can hide an entire city. These heretics, these nocae, may be weaklings, but what ever is protecting them is a potential threat. One wonders what other things it may hide from our sight. We'd best watch for their agents carefully."

"On to more interesting matters," Dalashinn stated, decreeing the issue of the Shadow Elf attempt at diplomacy over and dealt with. He drew another taste from the cup of murky wine in his hand. "The results of the interrogation."

Naramdu raised it's repulsive little head, adorned with jutting horns and festooned at the end of a lengthy vulturine neck, and flashed a horrible smile with it's mouthfull of serrated teeth. "Yess, the ressultss were mosst interessting. Thiss artefact -- you would do well to sseize it, my lord. If only sso ass to deny it to her." Nyrala chimed in approvingly: "I concur, my lord. Whatever she is planning to do with it, it cannot bode well for us. It would be best to act before she does."

Dalashinn considered their words, a frown forming on his lips. "While it would be good to make haste, this venture may have to wait until more troops have been trained. There are more pressing concerns that demand my attention, not least among them the message in my recent dream-vision. I see an opportunity to quickly raise funds for the buildup of our forces. But the risk of treachery is high."

"Thesse deep-sspawned creaturess are not to be trussted. Traded with, yess, but what they demand iss too dangerouss," Naramdu croaked and licked it's lips with it's forked tongue. Nyrala pondered the matter thoughtfully, then said: "It is indeed too much of a risk. But perhaps ways could be devised to mitigate it? What concernes me most is the implied threat of war in their message."

The first among Bloodlords emptied his cup of wine. "The implication may be a bluff, or it may be genuine. Regardless, we will consider it a valid threat, and we shall make sure that we are prepared to fight should the negotiations fail." His voice took on a more pleased-sounding tone: "Now, there is one final matter at hand -- that of the upcoming ceremony."

Nyrala voiced a question: "You are still intent on conducting the ritual yourself, my lord?"

"As the lord of the city it is my privilege. Besides, on an occasion as exceptional as this, I would hardly consider delegating the proceedings to my lessers. Not to mention a chance to extract a final service out of our troublesome guest. Indeed, I will enjoy performing the deed with my own hands. What remains is the selection of the other subjects -- this task I entrust upon you two. Go among the pens and select from among the chattel appropriate ones. Spare no effort to ensure that they are of the most suitable condition. I will tolerate no failure." With these words, the Onyx Prince dismissed his servants. After they departed to do as bid, he lingered alone in the now silent conference chamber, his mind dwelling on the many dangers that had manifested as of late.
[/ic]
[ic=The Ceremony]
A great multitude was gathered about the perimeter of the newly erected temple, admiring it's darkly imposing architecture: a tier upon tier of twisting floors fanning outwards with overhanging balconies and hornlike protrusions, spiraling minarets built in the semblance of coiled serpents, colonnades of unfathomably tall pillars faceted with bas-relief depictions of howling devil-faces, a great dome plated with countless obsidian shards tapering into a serrated spike. From the upward-curving eaves of the roof peered the bestial forms of gargoyles.

Into the ranks of the excited mass of spectators opened a corridor, as the lowborn hurried to make way before the caravan of palanquins and sedan chairs bearing the infernalist priesthood and the Bloodlords -- and among them, surrounded by his guard, moved the ornate spider-drawn carriage of the Onyx Prince himself. Having made their way past the crowds the demon-blooded nobility entered as a procession the unholy fane through it's yawning main entrance, flanked by a pair of monstrous statues of archfiends. They proceeded deep within the building, all the way to the inner sanctum. Behind them were brought four shivering figures bound in chains, with bags of cloth drawn over their heads; sacrificial victims to be offered in honour of the diabolic powers.

They congregated in a grand oval hall of black marble, encircled by nine demoniac idols. In the center of this space stood a sinister blood altar, great in size and unwholesome to look at. The Bloodlords and their retinues gathered into alcoves that punctured the wall on multiple levels. Infernalist priests adorned in ceremonial garments and obscenely patterned facepaint hustled about burning foul-smelling incense and muttering harsh invocations to prepare the sanctum for it's first offerings. When all was set, guards prodded three of the victims into the hall: a Dwarf, an Orc and a pale Human from the surface, all stripped naked. The fourth one -- a Dark Elf barely recognizable for his race due to severe mutilations that tarnished his mangled body -- was kept back for the time being.

Dalashinn, the Onyx Prince, stood tall by the main altar. He was clad in complete ritual paraphernalia, and a trio of priests knelt beside him ready to lend any assistance as needed. He held a ceremonial blade in his hand and pointed with it at the beardless-shaven Dwarf. "Behold! The Dwarf -- stubborn and greedy, driven by foolish sense of honor. Let the Lords of the Nether Planes devour his prideful soul, and may they see our mines borne with abundance of gold and precious gems." The Onyx Prince gestured at the priests, who yanked a lever to open a trapdoor on the floor, revealing a pit. No sooner had the hatch swung open as roaring flames of crimson, purple and indigo shot up from the depths, emanating thick pungent smoke and blasts of infernal heat. The Dwarf was forced toward the flames by the guards. Once he was drawn near it, a red-hot tendril suddenly reached out from the fire, coiling tightly around the limbs and waist of the sacrificial victim, burning his flesh like a branding iron. The Dwarf screamed and wriggled in vain as this cruel appendage slowly dragged him into that hellish hole, his cries falling silent only once the trapdoor was slammed shut.

Dalashinn designated the next victim by the point of his dagger. "Behold! The Orc -- a brute of unquenchable wrath and hate, born and bred for the warpath. His blood and soul we shall offer to sate the hunger of the Infernal Lords. May they look favourably upon this sacrifice, and strike terror in the hearts of our enemies!" The Orc was secured from his ankles and wrists into a pair of long poles, and by such means lifted high, his limbs forced to stretch wide. The handlers positioned him so that he was held directly over a massive iron spike jutting up from the floor. Had the creature been able, it would have doubtlessly heaved curses, but each of the victims had had their vocal cords mangled to prevent them from uttering shameful blasphemies within the temple; thus all the brute could muster was a bestial grunt. Dalashinn gave the signal, and the handlers lowered the Orc onto the spike, so that it entered through his rectum and pierced out of his chest. The straps binding his arms and legs to the poles were cut, and his form fell limp, stopped by a crossbar halfway up the spike's length. His blood streamed down onto a basin at the foot of the spike, whence it was siphoned into ceremonial vases by the infernalist priests.

The Onyx Prince leveled his blade toward the third victim, the emaciated human girl. "Behold! The Human -- a creature from the hated surface, a priestess taken from a nunnery dedicated to their pathetic sky-god. Her kind finds delight in accursed sunlight and prays for impotent deities to protect them from our raids. In flesh and spirit she shall be given to the Abyssal Lords. May they favour us with bountiful raids and triumphs over the wretched surfacers!" At his command a great tub of cast iron was carried into the hall, filled with a writhing mass of fiendish maggots; abominable black larvae with lamprey-mouths that squaled with unholy hunger. Into this cauldron of horror the Human was flung, and she struggled desperately but uselessly as the maggots bore into her flesh, stripping her to the bones in a matter of minutes.

It was time for the final and most important part of the ceremony, culminating in the offering of the fourth sacrifice. The Dark Elf that had been kept outside the hall up to this point was now brought in and laid upon the altar in front of the Onyx Prince. "A servant of our greatest enemy! An agent of the Spider Queen -eternally cursed be her name- whose yoke we cast off so long ago. A Dark Elf of inferior breed, his blood unstrengthened by the essence of the burning hells. Enslaved by their goddess, those like him seethe with envy for our self-mastery and superior heritage. May the powers of the Abyss accept this sacrifice, and may they instill thousandfold pain upon our pernicious kin when our blades are swung to cut them down!"

Dalashinn then began a sorcerous invocation, carving eldritch symbols with his dagger upon the skin of the victim on the altar. The three priests on his side joined him in the chanting of occult syllables. As the awful spell being cast begun to take effect, the flesh of the sacrificial victim started to quiver violently. His abdomen bulged and throbbed, as if something within was trying to break out. The rhythm of the chanting accelerated to a crescendo, and when it reached the moment of climax, the victim's chest burst open as his own entrails forced their way out. The Dark Elf spy was kept alive through all this by the unspeakable power of the spell, forced to watch as his animated innards flailed and squirmed, dancing to the tune of the now steadily slowing chants. Dalashinn raised his arms in a triumphant gesture and uttered one final word of power, and at his command the entrails lashed tight around their owner's neck, slowly strangling the life out of him to send his soul screaming into the depths of Abyss.
[/ic]

Quote from: Messages
[spoiler=Reply to the Queen of Thralls]

How insolent. You demand a major boon and offer nothing of value in return. And you expect me to welcome your troops to march freely across my lands? You must be unfamiliar with the ways of Dark Elves to presume that anything could be gained through such an approach. (Despite his choise of words, you can sense that Dalashinn is not actually feeling outraged. If anything, he seems to be curiously amused... and is consciously letting you know this.) If you desire a peaceful passage, a deal must be negotiated. One that is profitable to me, in addition to ensuring your forces will pose no threat to my domain.

[/spoiler][spoiler=2nd reply to the Queen of Thralls]

The Nocae are of little concern. Gold will buy you a passage, but under strict terms, and the same bargain will be made available to others who may be interested.

[/spoiler]

[spoiler=Reply to Dolmar Lestridae]

(A messenger bat arrives bearing not a letter, but a small package wrapped in spider silk. Inside the wrapping is the carcass of the hybrid creature that was sent to Kirr-Godna. Although clearly dead, it bears no signs of physical violence.)

[ooc]
Examination by a Cleric would discover that the creature's soul was somehow extracted from it's body.
[/ooc]

[/spoiler]

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

Dearest Eminence,

Regrettably I can offer little in the way of payment at the moment. Various necessary investments - among them additions to my slave markets currently under construction - have exacted a heavy toll on my city's finances. Due to this I must gracefully turn down your offer.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=A General Proclamation (everyone may read)]
Let it be known:

Those who desire to march safely through the caverns and tunnels under the dominion of Kirr-Godna must purchase a right of passage from the Onyx Prince and submit their forces to strict regulations.

(A long litany of statements and terms follows.)

[ooc]
I'm laying out these rules out of character in order to avoid OOC misunderstandings. Assume that the following is communicated in the IC proclamation in appropriately setting-flavourful lawyer language terms, with small-print clauses and other such trickery liberally scattered throughout. (It'd be written by Dark Elves. What else can you expect?)

* This offer does not extend to hostile factions. At the time of my writing this, enemies of the Kirr definitely include Orcs, surfacers, and all other Dark Elf factions. Naturally, the list may change depending on events in game.
* Right of passage costs 30 Gold and applies to one specified week at a time. If you need more than one week to pass through, you'll have to pay for each additional week as necessary. The payment takes place at the beginning of the week in question.
* In addition, a toll must be paid for each unit that passes through. This toll is paid when the unit enters my territory, and need not be paid again for any additional weeks of travel. The toll is 5 gold/unit for most units, with following exceptions:
- For "rabble" units such as zombies and thralls the toll is 2 Gold each.
- For large-sized units the toll is 15 Gold each.
- For huge-sized units the toll is 30 Gold each.
- Prisoners of war in tow do not count as units, and thus are not charged any tolls.
* If a unit exits my territory and then re-enters, it will be tolled again.
* Starting at Week 4, payments will be accepted in the form of slaves/captives in addition to Gold. Each slave provided will count as worth of 2 Gold for this purpose.
* To prevent undesireable incidents between two foreign factions on my territory, the right of passage will be granted to only one faction at a time.
* If more than one player wants to pass through during the same week, they may offer additional money (at increments of 10 Gold) to outbid each other; the highest bidder wins. Bidding only raises the sum paid for the weekly right of passage, it does not affect the entry tolls paid per unit.
* Allied factions requesting right of passage may receive significant discounts, and will always have precedence over non-allied factions.
* Your army will not march united. It will be divided into smaller squads, at most 5 units each. These squads will pass through the regions one at a time. There may be no more than one large/huge unit in a squad.
* Use of magic and psionics is forbidden whilst in my territories, except to keep your own troops under control.
* All troops passing through must keep up a good pace and concern themselves with marching only. Specifically, they may not perform any action that consumes Speed other than movement. Entrenching, scouting, foraging, etc. in my territories is out of question.
* When passing through caverns in my lands, your troops will be guided along specific pathways designed to give wide berth to my dungeons. These designated paths must be adhered to.
[/ooc]
[/spoiler]

[spoiler=Week 2]

[spoiler=Production]
Foraging: +20 Food

Kirr-Godna
Crystal deposit: +20 Gold
Dark Elf Mine: +175 Gold, +15 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
[/spoiler][spoiler=Upkeep]
25 Slave Soldiers: -25 Food
15 Dark Elf Swordsmen: -30 Gold, -15 Food
10 Dark Elf Crossbowmen: -20 Gold, -10 Food
[/spoiler][spoiler=Construction]
Kirr-Godna (Middledeep 13)

Under Construction:
Improved Mine: 1 week remaining
City Wall: 1 week remaining

Beginning Construction:
Slave Market: -50 Gold, 2 weeks remaining
[/spoiler][spoiler=Recruitment]
(No recruitment this week, since I'm broke :O)
[/spoiler][spoiler=Wealth]
Gold: 0
Metal: 195
Food: 225
[/spoiler][spoiler=Dungeons and Outposts]
Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
War Spire
1 Lichen Garden
Dark Elf Mine
Profane Temple
1 Lizard Pen
[/spoiler][spoiler=Armies]
Dalashinn: Garrisoned at Kirr-Godna (Middledeep 13)
15 Slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
10 Dark Elf Swordsmen: Garrisoned at Kirr-Godna (Middledeep 13)
5 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)

10 Slave Soldiers: Attached to Expeditionary Force A (Middledeep 15)
5 Dark Elf Swordsmen: Attached to Expeditionary Force A (Middledeep 15)
5 Dark Elf Crossbowmen: Attached to Expeditionary Force A (Middledeep 15)
[/spoiler][spoiler=Characters]
[ic=Dalashinn, the Onyx Prince]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership
Inventory: -
[/ic]
[/spoiler][spoiler=Orders]

1. Expeditionary Force A will spend 1 Speed to forage the mushroom forest at Middledeep 15.

2. 5 Slave Soldiers and 5 Dark Elf Crossbowmen will detach from Expeditionary Force A and spend 2 Speed to return to Kirr-Godna, where they join the garrison.

3. Expeditionary Force A (what remains of it) will spend 1 Speed to scout the adjacent region of Middledeep 16, but does not attempt to move there.

4. Expeditionary Force A will excavate a new dungeon at Middledeep 15.

If attacked by a roughly equal or a weaker enemy, orders are to sacrifice 1 Slave Soldier and fight. If attacked by an overwhelming force, retreat.

If Kirr-Godna is attacked, the garrison will sacrifice 2 Slave Soldiers.

3 Slave Soldiers are removed from the garrison in Kirr-Godna to represent the cost of the 3 sacraficial victims (in addition to the captured spy) in honor of the newly erected profane temple.

[/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]

Llum

[ic=The will of a despot]
The Halls ring with the sound of training and the forging of weapons. The moat was flushed and flooded with magma, encircling  Käferhold  in  molten safety. Käfer girds himself for battle and the Duergar march.
[/ic]

[spoiler=Messages]
[/spoiler]

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

Duergar Mine: +200 Gold, +25 Metal
1 Beetle Farm: +50 Food
Mushroom Forest: +25 food
[/spoiler]

[spoiler=Upkeep]
4 Duergar Sneaks: -12 Gold - 8 food
4 Duergar Hammer Throwers: -8 Gold - 8 food

total: -20 Gold - 16 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)

Under Construction:
Hall of Trade: 1 weeks remaining
Hatchery: 1weeks remaining
Hall of Smoke: 1 weeks remaining
Beetle Farm: 2 weeks remaining
Beetle Farm: 2 weeks remaining

Beginning Construction:
Umbrahold (Lowerdeep 19)
Duergar Mine -200 gold -20 metal 4 weeks remaining

[/spoiler]
[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
11 Duergar Halbrediers -88 gold -22 metal
Umbrahold (Lowerdeep 19)
[/spoiler]

[spoiler=Wealth]
Gold: 2
Metal: 363
Food: 304
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

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

Umbrahold (Lowerdeep 19)

[/spoiler]

[spoiler=Armies]

Despot  Käfer– Garrisoned at Käferhold (Lowerdeep 17)
4 Duergar Hammer Throwers - Garrisoned at Käferhold (Lowerdeep 17)
11 Duergar Halbrediers - Recruited at Käferhold (Lowerdeep 17)
Commander Wulfgar - Garrisoned at Umbrahold (Lowerdeep 19)
2 Duergar Sneaks - Garrisoned at Umbrahold (Lowerdeep 19)
2 Duergar Sneaks - Infiltrating at Lowerdeep 16
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 8
Defence: 20
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline

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

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

[spoiler=Orders]
[/spoiler]
Spend 4 speed to move 2 Duergar sneaks from Lowerdeep 19 to Lowerdeep 16
Spend 8 speed to force march 1 Duergar Sneak from Lowerdeep 16 to Middledeep 51 and scout it. Retreat if attacked.
Attach Käfer to 11 Duergar Halbrediers
Spend 2 Speed to Move Käfer and attached 11 Duergar Halbrediers  and 4 Duergar Hammer throwersto Lowerdeep 16.
Attack mother Fire Drake with Käfer and attached 11 Duergar Halbrediers and 3 Duergar Sneaks and 4 Duergar Hammerthrowers
If victorious, plunder all eggs.
[/spoiler]

Humabout

[IC=FLAVOR TEXT]RELEASE THE BATS![/IC]

[spoiler=Message to THE DWER THANE LOTHË, PRINCE OF THE MHALDÛNE AND LORD OF THE MANSION]
Lothë, Prince of the Mhaldûlne and Lord of the Mansion,

These terms seem agreeable to us, but we require one point of clarification.  While we have no need of your sacred places, but we do have need to trade with allies and neighbors - yourself included.  We propose that neither of us harass or raid, or otherwise impede merchants and traders passing through our lands so long as they commit no acts of war.

We do not want an enemy at our backs, as I doubt you want one at yours (and I speak not only of ourselves, but also the nest of orcs two days march from your stair, and the necromancer not far beyond).  We have successfully treated with High Queen Disa Grimhammer, who has agreed to similar terms as we are establishing here, so it is my hope that you will prove as wise and forward-thinking as she.

Lastly, in our efforts to promote trade throughout the Underdeep, we propose to establish exchange rates for the various resources we all may need.  We suggest that 2 food be worth 1 gold and 5 gold be worth 1 metal.  How does this please you?

May your beard grow long,

King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Message to THE CHILD OF THE GLOW]
We greet Your Beauty,

As news may have reached you, we have recently had great success against our foes above and have captured several bodies in which you may dream new life.  We would gladly exchange them for 5 gold a piece, as it pleases you.  We will hold them ready for you, to be handed over to your people upon receiving payment.

May you grow strong and beautiful,

King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Reply to SHEE-RA]
Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground,

I have heard tales of the might of the Cleversmart Kobolds of the deeper realms and welcome your offer of peace and trade.  We do not need for food so greatly as you suggest, however.  Greater is our hunger for gold at present, as we did carry a great many wagons of food from the topworlders in that raid for which you laud us.  However, should you need food, our farms are rich and fertile, and the topworlders will soon send us tribute to abate our raids.  From what tales have wafted up from the Middledeep, it strikes us that you may be needing food to feed to vast and canny armies.  We propose the same trade rate, but offer food at the present time.  Even if this trade should fail, perhaps we can agree on a price of 2 food for 1 gold for future trades.

Aside from trading, I hope we can reach out and establish a pact of non-aggression toward each other by which we both vow not to attack the other, although no mutual defense is required.  Perhaps in time, we may campaign together against common enemies within the Underdeep.

May your traps catch many dwarves,

King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Message to DISA GRIMHAMMER]
High Queen Disa Grimhammer the Wolfslayer, Thane of Droch-ûrad,

We have heard tales of your ascension to power and strength of your kingdom, and we wish to treat with you.  As you may know, we have already treated with the Dwerim, and we wish to extend a establish a similar pact of non-aggression with you, as well.  As such, we would vow not to initiate hostilities with you in exchange for your vow not to initiate hostilities against us.  If you should need some reason for friendly relations, be aware that we intend to wipe the orcish infestation from the Upperdeep once our numbers are greater, and beyond them, the undead menace as well.  Should we fall, there will be no barrier between your kingdom and those abominations.

Furthermore, as we grow rich, we seek trade partners, and the wealth of your dwarves often reaches our ears.  Perhaps we can establish some trade ties, as well.  I would suggest a food to gold exchange rate of 2 food for 1 gold.

-King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Response to DISA GRIMHAMMER]
High Queen Disa Grimhammer the Wolfslayer, Thane of Droch-ûrad,

These terms are reasonable enough and we will abide them.  No goblin will enter unbidden your domain, so long as no dwarf enters ours without prior invitation (commerce is exempted).  

You speak truly of the threat posed by the orcs, and we will be most grateful for your offer of assistance.  I hope that our campaign against them will help mend the wounds between our peoples and serve to further unite the Underdeep.

With regard to trade, we are currently most in need of gold and have surpluses of food.  If it pleases you, we'd be willing to trade food for gold at a rate of 2 food for 1 gold.  We'd also be willing to offer 1 metal for 5 gold.  Currently, we can offer up to 100 food and 50 metal in trade at these rates.  Even if you have no need for our food or metal at this time, we would like to establish exchange rates for future trades, if this pleases you.

Lastly, I understand the Dwerim reside below our dungeon in the Middledeep, and below reside the Cleversmart Kobolds.  As you have mentioned an interest in promoting commerce, I propose a free trade agreement by which merchants and traders are allowed to pass through each other's lands to reach their destinations unharassed, so long as they do not engage in any acts of aggressions.

King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Orders 'n' Stuff]

[spoiler=Production]
Gold:  150.
Metal:  15.
Food:  100.
[/spoiler]

[spoiler=Upkeep]
Gold: 95.
Food: 95.
[/spoiler]

[spoiler=Construction]
The Downward Stair (Upperdeep 44)
Beginning Construction:
Goblin Mine (3 weeks to completion).

Ghostwalk (Upperdeep 42)
Beginning Construction:  
Establishment (1 week to completion)
[/spoiler]

[spoiler=Wealth]
Gold:  80.
Metal:  171.
Food:  425.
[/spoiler]


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

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel

The Downward Stair (Upperdeep 44)
Establishment Under Construction....hopefully.

Ghostwalk (Upperdeep 42)
Establishment Under Construction....hopefully.

Dwarf Ruins (Uppedeep 42)
Inhabitation....hopefully.
[/spoiler]

[spoiler=Armies]
(Upperdeep 43)
10 Goblin Grunts
10 Goblin Archers

(Upperdeep 44)
1 Goblin Commander
9 Goblin Grunts
10 Goblin Archers

(Upperdeep 42)
1 Goblin King
30 Goblin Grunts
30 Goblin Archers
[/spoiler]

[spoiler=Characters]
KING OF GOBLINS
Melee Attack: +10
Melee Damage: 10
Defense: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline
Possessions:  Horsemaster's Ring

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.


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

[spoiler=Orders]
[Speed 1]  The Goblin King leading a regiment of 30 Grunts and 30 Archers moves to UD42 to Investigate the noises that keep coming from the ruins.  They will clear out whatever ghosts or beasts lurk there and inhabit it upon success.  The Commander will be Thaco Bittertooth, formerly a grunt.
The Goblin King will then establish a dungeon in UD42 named Ghostwalk and appoint Old Oneeye to Commander.
[Speed 1] 10 grunts and 10 archers will Garrison in the ruins and the same number will Garrison in Ghostwalk.  The last 10 grunts and archers will return to the Skull Throne with the Goblin King.
[Speed 1] If the goblins are routed while clearing the ruins, the Goblin King will return with whatever remaining forces to the Skull Throne for further consideration without establishing a dungeon there.

[Speed Unknown]  Goblins at the Downward Stair are to kill the 12 prisoners from last week's raid and trade their corpses to The Glow via the following route:  U44 > M37 > M41 > M42 > M47 > L31.  If this route is route is not viable, it is our intent to avoid the dwerim dungeon as best as possible.  Only merchants hauling bodies are going - no soldiers.
[/spoiler]
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Polycarp

The Glow - Fungoids - Week 2

The Glow Theme

[ic=The World]All that was the Glow knew the dream, or at least felt it, the Child among them – yet slowly awareness had begun to dawn upon the Child that the dream did not know all the world.  This thought had begun to grow when they had touched the mind of the flesh Llitul, but it blossomed now, as the Child felt the landscape of the Dream, the color of its thoughts, shift when she learned new things.  She could not keep things from the Dreamer – the thought did not even occur to her to try – but she knew the dream well.  The lesser ones, who perceived it like a diffuse light through murky water, were further from the truth, but they were also further from the Dreamer's mind, and what they knew would filter back only slowly into the dream.  It might not be noticed, or imagined in another way, a strange way, that made these faded visions into something new, animated by color and light and the terrifying, wondrous vertigo of the unreality.

This was strange to the Child.  Yes, she had once been something else – she remembered, albeit dimly, the unenlightened shell of Blackrot, the dreamless destroyer, the one who had... but that was another cycle, almost another creature.  She was one with the Dreamer – we have no pieces; we are all one.

But then why are we not...

The lesser ones had seen things, things that the Dreamer did not heed, but the Child saw them differently – she remembered them.  She felt some connection to them... not the tendrils of the Dream this time, but something duller and yet more real, something that ached within her.  And so she made her will known to her servants... and for the first time, it felt like her will alone.[/ic]

[spoiler=Message to Llitul]Llitul.  Dreaming-flesh.  We dream of you.  Your color dances in the water of light.

We love flesh.  We will make flesh beautiful.  We have heard of this "gold."  We know its color, but we do not understand.  It is not a color of life.  It is not a living thing, not of any flesh.  It is a dead color, and we love it not.  We would give this to you, but we do not possess it.  Perhaps we shall seek it and give you what you desire.  Does all flesh crave this dead-gold?  What you have asked, has too been asked by the flesh called kingdâgalûrlordofallthesunseeskingoftheredtidescourgeofmenandpatriarchofthebloodclan.  That flesh amuses us.  It sends flying flesh of iridescent black to speak to us in fleshlines.  We answer.

We... we remember things.  We remember the Lothe-flesh.  But... we remember things that the Dream does not know.  It confuses us.  We all one.  We have no pieces... but... our memories have pieces.  The Dream... she was remade in the Dream.  She was; I am.  The Dreamer knows - but not all.  Yet the Dream grows, and grows more beautiful.  Can you see the true dream, Llitul?  I know it well... I will show it to you, dancer...

You are like us.  You see the Dream, clearer than your kin-flesh, clearer than Ceremorphs.  You know what they do not know.  The Llitul dreams of many pieces within her... but is she a piece of her own?  Is she of her kin like I am of the Dreamer?  Or is she more... is she greater... is she more beautiful, because she can dream with us...

The message drifts off into a cascade of the colors of the unreal, colors never seen save in the mind's eye.[/spoiler]

[spoiler=2nd Message to Llitul]The gold confuses us – but we have it not, and the Dream knows it not, so it will not trouble us.  The dreams are real, Llitul – the world is dark and lifeless and full of shadows, but the Dream blooms and the shadows become the true light, as the flesh becomes the true beauty.  The Truth is in the Dream.

We... I was once Black-rot.  Or perhaps only some part of me... yet still a name familiar to me, Black-rot.  But there is no truth there.  She was dark and ignorant; we are bright and our mind is as great as the Dream.  She hated the flesh; we love the flesh.  She wished to destroy, but we wish all to be beautiful.  That name is not beautiful to us.  It is not our own – it is not mine.

What Truth is there in a name?  We are all children.  The Dream made me; the Dream shaped me from what I was. I am the Child of the Dream; that is a true name.  I have a million children, and I share the Dream with them.  I feel them as I feel the water on my limbs – deeper even than that.  We embrace each other; we are lovers all, and all love the Dream.  Lonely... this we do not understand.  How could we be alone?  That would be sad and colorless.  The Dream is a dream for many.  It is a dream for all.

We see that the Llitul is like us.  She feels she is part of something more, as we are... and this is our Truth, for the Dreamer is my mother, our ecstasy, the light of the real that never fades.  Is that the Llitul's truth?  Does the elder-brain know the Dream?  Does it show you beauty?

We adore your light, Llitul.  You share this lovely light with us, and in the light we cannot be alone.  The true light never fades.[/spoiler]

[spoiler=Message to King Dâgalûr]The bat arrives just as before, confused and... infested.  The goblin bat-keeper, having seen this before, undoubtedly gets some runt bat-stablehand to take the "message" this time.

We greet the flesh.

We love the flesh.  We will make flesh beautiful.  We love you, good flesh.

We do not like this gold.  It is a dead color.  It has no life.  It has no place in the dream.

We have none of this dead-gold.  But we may find it.  And we will remember.

This time, the shoot sprouting from the corpse of the bat puffs up and takes on a delightful magenta hue, so bright it almost seems fluorescent, before eventually withering away.  Hopefully nobody minds the loss of yet another bat.[/spoiler]

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

[spoiler=Upkeep]
25 Fungoid Warriors: 25 Bodies
1 Sporemother: 4 Bodies[/spoiler]

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

Under Construction
1 Toxic Cluster (1 week remaining)

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

Crimsonlight (Middledeep 47)

Beginning Construction
4 Skin Farms: -60 Bodies, 3 weeks remaining
Escape Tunnel: -5 Bodies, 1 week remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining
2 Brown Moulds: -16 Bodies, 3 weeks remaining[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
Recruit 1 Sporemother: -12 Bodies, 1 week remaining
Recruit 35 Fungoid Thralls: -35 Bodies, instant
Recruit 25 Fungoid Warriors: -25 Bodies, instant[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 90
Bodies: 1[/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

Crimsonlight (Middledeep 47)

Sanguine Maw (Lowerdeep 29) - 1 week left (maybe...)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Heart of the Glow (Lowerdeep 31)
25 Fungoid Thralls (8 weeks left)

Dream Emissaries – Lowerdeep 31
1 Child of the Glow
1 Sporemother (19 weeks left)
25 Fungoid Warriors (11 weeks left)
10 Fungoid Thralls (8 weeks left)

Keepers of Crimsonlight – Lowerdeep 31
25 Fungoid Warriors (16 weeks left)[/spoiler]

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

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

[spoiler=Orders]Dream Emissaries
  • 2 Speed: The Child of the Glow will lead her retinue to Lowerdeep 29.
  • The Child will attempt to share the beauty of the Dream and the perfection of Blackrot with the renegades; hopefully they will recognize her as their Rotqueen reborn and join the Glow.
  • If they do not join the Glow, they must sadly be destroyed.  The Sporemother will engage the Blightguards in melee, while the Child will be in a regiment on her own and target the Blightguards with her Confusion spell.  Meanwhile, the Warriors and Thralls will flank and engage the Crawling Caps, and switch targets to the Blightguards once the Caps are destroyed or able to retreat.  I expect the Sporemother to ably hold her own against three Blightguards, but if she starts losing health faster than she can regenerate it, the Warriors should break off from the Crawling Caps and attack the Blightguards instead.
If we turn the renegades:
  • The Sporemother will sacrifice herself to create an outpost at Lowerdeep 29 called Sanguine Maw.
  • If at least one Blightguard joins our faction as a result of this excursion, promote it to Captain of Crimsonlight.  If it has the speed, it should leave the army, move to Middledeep 47, and garrison itself at Crimsonlight along with the Keepers of Crimsonlight.  All other units will comply with the following orders.
  • 1 Speed: The Child, the Warriors, and all units who turned will move to Lowerdeep 30.  The thralls, who have no move left, will be left behind at Lowerdeep 29.
  • 1 Speed: Meanwhile, 25 Thralls at the Heart of the Glow will de-garrison, move to Lowerdeep 30, and join the Dream Emissaries.
  • 1 Speed: The Dream Emissaries, now reinforced by the turned units and the new thralls, will move to Lowerdeep 32 and attack the Cave Beetles there.  No special tactics here - just kill them all and try not to lose any remaining Blightguards.  The Child should remain her own regiment and use ranged attacks.
  • If the Dream Emissaries are successful in this second battle, any regiments with remaining speed (this would be the turned units, as all the Warriors and Thralls are all out of speed at this point) will destroy any beetle eggs found and remain at Lowerdeep 32.
If we must fight and defeat the renegades:
  • The Sporemother will create an outpost as above.
  • 2 Speed: All units with speed (that is, everyone but the thralls) will withdraw to Lowerdeep 31.
If we must fight and the renegades defeat us:
  • All units will return to Lowerdeep 31 and re-garrison at the Heart of the Glow save the thralls, who are out of speed.

Keepers of the Heart
  • Remain garrisoned at the Heart of the Glow unless we successfully turn the renegades; in that case, join the Dream Emissaries as described above.

Keepers of Crimsonlight
  • 1 Speed: Move to Crimsonlight (Middledeep 47).
  • 1 Speed: Scout Middledeep 42.
  • 1 Speed: Garrison at Crimsonlight.
  • If Crimsonlight is attacked, the regiment is ordered to hold at all costs.
  • Assuming we were unable to turn a Blightguard (see above), promote one of the new Warriors in this regiment to interim Commander of Crimsonlight.  I will give it a name and such next turn.
[/spoiler][/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Rhamnousia

#24
[ic=From the Depths, It Comes] For the first time in an age, the flawless obsidian mirror of the Darksea begins to stir. First come the bubbles, and with them, a quiet, distant moaning. Then the waters begin to ripple, then froth, and with the rippling and the frothing, the moaning grows ever louder, ever more imminent. As the cold, black waters turn to foam and the hideous moan echoes off the cavern walls, gaunt figures begin to claw their way to the rocky shore: their sleek, gaunt bodies slimy and hairless, their skin pallid as tube-worms, their eyes bulging and sightless. They groan awfully as they drag great anchor-chains behind them, but they are not the source of the monstrous song, which grows ever louder, ever more piercing by the second. Then the prow of an alien vessel of green-patinated metal and whorled, sickly-opaque glass breaks the surface of the churning foam and the true nature of the sound becomes all too obvious:

It is the ancient, torturous piping of the Deepsong.[/ic]

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

Completed Construction:
Breeding Pool

Under Construction:
Ooze Pool: 1 week remaining
3 Vault Slime: 1 week remaining

Beginning Construction
Improved Watcher Mine: -225 gold, -20 metal, 3 weeks remaining
[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth

None as of yet.
[/spoiler]
[spoiler=Wealth]
Gold: 130
Metal: 60
Food: 275
Bodies: 85
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
Breeding Pool
3 Thrall Grottoes
5 Algae Farms
Watcher Mine
Nightmare Gate
[/spoiler]
[spoiler=Armies]
Dreams-of-Dead-Races – Hibernating, garrisoned at Cruel Form of Truth (Darksea)
Inauspicious-Arrangement-of-Gills, Watcher Savant – Garrisoned at Cruel Form of Truth (Darksea)
10 Thralls –Garrisoned at Cruel Form of Truth (Darksea)

Grey-Slime-Congealing, Watcher Savant - Lowerdeep 85
10 Thralls - Lowerdeep 85
[/spoiler]
[spoiler=Orders]
Spend 1 speed to move Grey-Slime-Congealing and ten thralls from the Darksea to Lowerdeep 85

Dreams-of-Dead-Races scrys Lowerdeep 85,  56, and 59.
[/spoiler]
[/spoiler]

Steerpike


A putrid band of zombies and skeletons, commanded by the Lich Markus Ashton, are said to have pillaged the plague-ridden village of Mortheim in search of fresh corpses.

Soundtrack: Undead Victory

[ic=The Month of the Spider, Week 3]Much violence has been done this last week in the Underdeep.  Sounds of battle still echo throughout the southern Middledeep – strange cries and groans, shrieks and war-chants – and there are stories also of Undead rampaging across the north of the Surface.  Tales of the horrific public sacrifice of the Kirr Dark Elves have also spread, and of slaughter on the Surface on the part of the Undead.  Blood rather than water drips from the stalactites.

A new band of Kobolds has established a fortress in the Upperdeep.  It is said that their ways are strange, for those of their race.  As for Urgoth Sinstain, little has been heard save vague rumblings; the Duergar Despot has yet to reveal himself.[/ic]

[ic=Maps – the Month of the Spider, Week 3]
The Surface

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

The Upperdeep

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

The Middledeep

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

The Lowerdeep

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

[ic=Briefings – the Month of the Spider, Week 3][spoiler=For the eyes of the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees]You led your warriors into the depths of the Dwarven ruins, seeking to clear it of whatever fell creature lurks within so that it may become a fortress of the Blood Clan.  You entered a vast hall of stone pillars swathed in cobwebs and gloom and littered with the brittle skeletons of Dwarves clad in rusted armour.  A sense of ominous anticipation filled you, of a vague and omnipresent malignancy.  Continuing your exploration you discovered many more halls, a veritable labyrinth of stone... and yet there was something strange.  The corridors seemed to twist round each other in impossible configurations, shadowy passages coiling in uncanny ways.  You could hear the sound of chains rattling, and your troops began whispering darkly.  As you turned to whip some discipline into your forces you realized that six of your archers had simply disappeared with no trace.  You began searching for the Goblins, combing the maze of passages.  Though you found no sign of them, screams – Goblin screams – began echoing throughout the ancient Clanhold, distant and unfathomably terrified.

Your troops continued to mutter and curse despite your efforts.  Now thoroughly lost, you attempted to retrace your steps, but the labyrinth seemed to force you ever deeper into its gloomy depths.  After what seemed an age – hours and hours of travel – you arrived at a great hall, and ancient temple of some kind, dedicated to stern Dwarven ancestors.  You prepared to make camp here, hoping that once rested your troops would recover their courage.  But as you slumbered, your dreams were haunted by dire visions vision of Dwarves fighting Dwarves, of slaughter filling the ancient halls, and somewhere of a mad Dwarf cackling.  You were awakened from this nightmare-troubled sleep by the sound of combat.  Your troops were being attacked by what appeared to be undead Dwarven – horrid skeletal warriors swathed in flickering phantasmal shadow, led by a twisted Revenant whose eyes gleamed with a murderous light.  The creatures assailed your forces with rusted axes and warhammers, while the Revenant cast out a great, phantasmal chain that wrapped itself around the necks of Goblins and pulled them to its shadowy embrace.  Your remaining archers opened fire, their arrows striking the Dwarven cadavers, seeming more to distract than harm them.  The Dwarf-wraiths, in turn, encircled your grunts, and in moments half a dozen were dead, their blood spattering the pillars of the ancient hall.  Meanwhile the Revenant cast out its great chain and pulled two archers to it, dispatching them mercilessly.

Unsheathing your sword you charged forwards, leading your grunts against the undead.  Though the creatures ignored wounds that would have felled even the strongest Orc you slew three of the things, hacking the bearded skull off of one yourself.

The battle continued, and only your presence on the front line kept your warriors from fleeing into the gloomy labyrinth of stone.  Again the undead Dwarves attacked, killing two more grunts, while the Revenant claimed the lives of another pair of archers.  But you counterattacked, cutting down the last of the cadaverous Dwarves.  The Revenant turned its attention to the grunts that now assailed it, killing two, but finally you overwhelmed the creature.  It dispersed into shadow with mad laughter, laughter uncannily similar to the cackling you heard in your dream.  Presently a change seemed to occur in the ruin; the shadows grew less dark, the passages less foreboding.  Rattling chains and echoing moans and screams were no longer audible.  The feeling of oppressive darkness and malevolence was gone.  The first tunnel you entered took you almost immediately to the front hall.  Having apparently exorcised the Clanhold of evil spirits, you set about mapping the ruin properly and transforming into a liveable space.  Presently you discovered that the ruin has a lower level still than the halls you cleared.  This lower vault is guarded by a pair of ancient iron golems and sealed with Dwarf-runes.  If you attempt to breach the door, your forces will likely be attacked by the Iron Golems.  A dispelling incantation might nullify the runes, however.  Searching the ruin more thoroughly, you also discovered a treasure-room wherein was stored a great quantity of gold and other objects of worth, including a shirt of mithril mail that will fit you well.  You have appointed Thaco Bittertooth, one of the surviving grunts, to the position of Commander.

After departing the ruin, you made your way south and west and established Ghostwalk, appoint Old Oneeye Commander.  Elsewhere, your caravan managed to slip past the Dwerim and reach the Fungoids below, but they return with a report that the Dwerim seem to be constructing an Outpost guarding the tunnels that lead below!  Further trade along this route will be impossible unless the Dwerim consent to it.  Meanwhile, you have heard reports that Orcs are moving south in numbers.  Whether they intend to assail your Kingdom or not, none but the Orcs themselves know.

[You lost 10 Goblin Archers and 12 Goblins Grunts in the battle inside the Thousand Halls of Rhaud.

The ruin includes the following Rooms and Defences:

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

Outer Walls
Impenetrable Walls
Escape Tunnel

You gained 232 Gold from the ruin.  You also discovered a shirt of Mithril Mail which, if equipped, increases your Defence by +2 (if you wish to equip the shirt, note it in your character's inventory tab).

King Dâgalûr's exploits over the past weeks have been sufficient for him to gain a new ability.  Choose 1 of the following and add it to his Special Abilities:

[ic=Surface Raider]King Dâgalûr's experience leading troops on the Surface means that he has learned how to deal with the sunlight, keeping to cover and travelling by what the toplanders call "night."  When 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.[/ic]

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

[ic=Horseslicer]Dâgalûr's experience fighting cavalry has let him learn a few new tricks when dealing with mounted warriors.  Whenever the Goblin King and any regiment he is attached to engage a Cavalry regiment in melee, they gain +2 to Attack and Defence.[/ic]

[ic=Swordsgoblin]Dâgalûr's skill with his impressive blade has grown.  While fighting with any sword, Dâgalûr strikes first in melee combat, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

-12 Bodies in Trade to the Fungoids.

+50 Gold from the Dwarves.][/spoiler]
[spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]The Devil-Princes are greatly pleased with your gruesome sacrifice and have chosen to reward you with their infernal blessing.  The people of Kirr-Godna rejoice as the Profane Temple begins its twisted rites in honour of the Hellish Powers.  The priests of the temple have been gratified by your sacrifice.  They now propose improving the temple further with the addition of any unholy relics you discover.  In particular they covet an artefact known as the Staff of the Excruciatrix, said to have once been in the possession of the Dark Elf Demonist Taem'ra, one of the first Bloodladies of the Kirr.  Her Tower of Screams is said to lie far to the south and east, somewhere in the Great Mushroom Forest.

You have also received a report from your scouts that the tunnels to the south seem clear.   The foundations of your new City have also been excavated, protective walls have been erected around Kirr-Godna, and your mines have been deepened and greatly improved in efficiency.  Meanwhile, a group of renegade Ceremorphs seem to have wandered into the caverns near to Kirr-Godna.  They appear fatigued and half-starved, and are desperately seeking food, but do not dare approach Kirr-Godna itself, doubtless fearing enslavement.  Presumably, these beings are the "mad group of creatures" the Ceremorph Elf-Thing spoke of.  There are eight of them in all; they could be dangerous, even in their current state.  They seem to be making their way slowly southwards, though they are currently resting, too fatigued to continue.

[+20 Food from foraging.

Uzannadorhas been successfully founded.  It requires a Commander.

Choose 1 ability for Dalashinn as a Dark Blessing and add it to the Bloodlord's Special Abilities:

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

[ic=Painblade]Dalashinn's sword is imbued with a bound pain-demon (add the item "Painblade" to your inventory).  Any individual foe that Dalashinn injures in melee combat with the Painblade is automatically Agonized (-2 to all Attack and Damage rolls) for the remainder of combat.  This does not stack with additional Agony spells.[/ic]

[ic=Torment (Combat)]The Dark Powers of torture are pleased by the mangled screams of Dalashinn's victims.  Dalashinn's Agony spell is replaced by a Torment spell that functions identically save that the penalties are increased to -3 Attack and Damage.[/ic]

[ic=Blood Boil (Combat)]The Dark Powers have gifted you with a new and gruesome spell, causing the blood of your enemies to boil in their veins.  To use the spell, you must hit a targeted regiment's Defence with a Ranged attack.  If you succeed, every unit in the regiment immediately sustains 2 Fire damage.  Creatures without blood (Constructs, Skeletal Warriors, Fungoids, etc – DM's judgement) are unaffected.[/ic]

+2 Morale to all Dark Elf troops garrisoned in Kirr-Godna for the remainder of the Month due to your grand sacrifice.  -1 Morale to all Slave Soldiers garrisoned in Kirr-Godna for the remainder of the Month.][/spoiler]
[spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Leading a regiment of the Accursed down into the Middledeep, you soon became aware of a foul stench lingering in the air, a pestilential rankness as of putrefying flesh and stagnant water.  Following this rancid fetor you came upon a group of unholy creatures – twisted hybrids of Ceremorphs and Undead.  Two Ceremorph Ghouls, their flesh a putrid greyish hue, their dead eyes filled with terrible hunger, lurked in the tunnels, leading a huge swarm of Ceremorph larvae that had been unhallowed in some fashion.  In the name of the Sylessiadil you led the attack against these warped horrors.  The Ceremorph Ghouls attacked psychically, killing an Accursed before a blow could be struck, but then battle was joined.  While six more Accursed fell to the unhallowed swarms, their bodies violated by the writhing worm-like things and made into cadaverous incubators, your arachnid warriors surged over the Ghouls.  Though the Undead Ceremorphs slew yet two more of your Accursed with their tentacles and claws, they were swiftly overcome.  You delivered the final killing-blow, dispatching the last Ghoul as it bled a malodorous ichor on the cavern floor.  You pressed on through the caverns as swiftly as you were able.

While encamped, you received a report from Umbrazzid detailing the awakening of the creature you discovered.  After your archers obediently dug out a pool for the monstrosity on the beach, the thing began to stir as the last of its mucosal cocoon dissolved.  Its many eyes slowly opened, and at first, panicked, it looked as if it was about to lash out – but seeing that it was surrounded it soon calmed itself.  It projected a message into the minds of the guards, transcribed in the report:

"Greetings, Lesser Ones.  I am the Watcher known as Water-Rushing-Over-Bones, Fleshwarper of the Primal Sovereignty, Sire of Three Thousand Young. You will return me now to the Sovereign known as Dreams-of-Dead-Races.  Convey me to the city known as Cruel Form of Truth at once, or you will know the wrath of the Primal Sovereignty."

With this cryptic message, the creature fell silent, evidently waiting for its instructions to be carried out.  Attempts to further communicate with the being have been totally unsuccessful.  Your warriors fear that if not appeased soon the being will make good on its apparent threat in some fashion.

In other news, your handling of the Morwenn incident seems to have met with the begrudging approval of the populace.  As news of your sentence spread both Accursed and Shadow Elves praise your wise judgment, with only a few extremists remaining malcontent.

[You lost 9 Accursed in the battle with the Abject.

Those garrisoned in Umbrazzid, and any newly recruited, gain +2 to Morale for the remainder of the Month due to your careful handling of Morwenn.

+10 Food from fishing.][/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]As Grey-Slime-Congealing's tank was drawn forth from the waters of the Darksea, the male Gloom Troll dwelling near the shore leapt to defend its territory while it mate remained in the Trolls' cave.  Grey-Slime-Congealing lashed out with a psychic attack, but the Gloom Troll's brain proved remarkably resilient.  Meanwhile the Watchers' thralls shambled obediently forwards, assailing the Troll on all sides, though their attacks proved little more than a distraction.  Roaring in rage, the Troll struck with its bone club, slaying three thralls.  Eager to prove its loyalty to the Sovereignty Grey-Slime-Congealing continued to press the attack, this time causing the Troll tremendous pain; the creature began bleeding from its ears.  Unable to defend itself against the thralls, the Troll was battered badly.  Blindly it swung its club again, managing to kill another two thralls.  Fearing for its life, the Troll withdrew from the battle, tearing free of the thralls and vanishing into the shadows.

Meanwhile, you have sensed the Awakening of another Watcher somewhere far above, in the Upperdeep.  The vision is faint, but you Glimpse a city of the Lesser Ones, of the sort known as Dark-Elves – though their armour is pale, and they bear an emblem resembling a crescent moon and a naked blade on their shields.  Why this Watcher – a Fleshwarper, you think – managed to reach the upper caverns you do not know.  It may have been an advance scout, or it may have become stranded after a period of flooding.  You have no immediate means of reaching it or communicating with it.  The Elves seem to have discovered it and trapped it somehow, but you cannot say what they plan to do with it.  Perhaps they can be convinced to convey the Watcher to the Darksea.

Your Ooze Pool now simmers with fetid life, ready to birth Slime Golems to supplement your forces.

[The army at Lowerdeep 85 lost 5 Thralls in the battle with the Gloom Troll.  The Troll is currently in its Hole with its mate, recuperating.  It will take 1 Speed to seek out the Hole, although given the strength of your current forces this may be inadvisable without reinforcements.][/spoiler]
[spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]You led your troops to the cavern of the Fire-Drake.  The alarmed mother, shrieking in fury, spat a gout of flame towards you and your Halberdiers, but you barked orders for shields and the flames barely singed your forces' beards.  Meanwhile your Hammer-Throwers pelted the creature with hurled hammers, badly wounding it, while your Sneaks gained an advantageous position and attacked with cruel knives and pickaxes.   Distracted, the Drake left itself open for your charge.  You rushed forward with your warriors and slew the beast, personally delivering the killing blow.  The cavern contained six eggs, which you looted from the nest.  You also discovered the remains of several travellers who had clearly been carried up to the nest and devoured.  Amongst their gnawed bones you found a small pouch of gold, a mysterious tome written in an unfamiliar tongue but illustrated with images of grotesque, demonic creatures, a simple wand of black wood somehow spared the Fire-Drake's flames, and a curious key of reddish metal, carved with unusual glyphs that you cannot decipher.  It might be inadvisable to linger in this cavern for long, as the Fire-Drakes will soon be returning.  If they find their mother dead they may smell out her killers and attack you.

Your long-range scout, a single Sneak which you sent to the Middledeep, sends a report that the isolated cavern of crystals is inhabited by a vast Amethyst Dragon, impossibly huge - a creature that seems to have grown so large that it cannot leave the cave.  The beast, an enormous Elder Wyrm, squats in the gloom atop a vast hoard of treasure - gold, gemstones, and various other objects.  The floor of the cavern is littered with charred and broken bones, the remains of would-be thieves.  The Wyrm was sleeping when the Sneak approached, but he dared get no closer for fear of it awakening - even from his position he could see the great beast sniffing the air and grunting in its slumber, as if sensing his presence.

The Umbrahold has begun digging new mines under Wulfgar's able leadership.  Back in the Käferhold, your Hatchery, Hall of Smoke, and Hall of Trade has been completed.  Already commerce begins.  In time, travelling merchants may come to the Hall of Trade to sell their goods.

[You receive 6 Fire-Drake Eggs, 34 Gold, an Eldritch Grimoire, a Wand of Frenzy (7 charges remaining), and an Infernal Key from the nest of the Fire-Drake Mother.  Add these items to Käfer's Inventory if you wish to take them.  Käfer cannot utilize the Grimoire, Wand, or Key, but a Battle Cleric or other magic-user might be able to make use of them.

Remaining mineable resources at the Käferhold: 36200 Gold, 8525 Metal

Remaining mineable resources at the Umbrahold: 15500 Gold, 4700 Metal][/spoiler]
[spoiler= For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]A disaster has befallen the army you sent northwards seeking the remaining Ceremorph renegades.  Your Ceremorph Ghouls sensed something approaching, an unseen force, and so were prepared for the attack, though this awareness did little to help them.  Scuttling from the shadows came a swarm of vile creatures, horrible hybrids of arachnid and human with greyish skin, many arms, and slobbering chelicerae.  Strangely, this swarm – consisting of perhaps fort in all – was led by a tall and graceful Elf – like unto the Dark Elves and yet unlike also, clad in pale armour and wielding a great glaive.  Your Ghouls used their psychic attacks, assailing the enemies that seethed towards them.  One of the monstrosities was slain immediately, its brains churned to a bloody pulp.  Your unhallowed larvae swarms surged forth mindlessly, invading the bodies of six more of the beings.  The counterattack was swift and vicious.  The arachnid things surged over your Ghouls, and though they managed to kill two more with their tentacles and claws, wrenching their bones and tearing at their flesh, they were quickly overwhelmed.  One Ghoul, its flesh lacerated with a hundred bite marks, transmitted images of the battle to you psychically even as the swarm surged onwards to the north.  The last thing your minion saw was the Elf standing over it.  Its glaive was raised, gleaming in the gloom with an uncanny light; then the blade descended, and the Ghoul saw no more.

In Yuddarath, Altharid-Xallisine has accepted your position as apprentice and begun studying in the Synapse Chamber.  Elsewhere, your newly summoned Star Vampire has investigated the strange door located a few days' travel from Yuddarath.  The door is of an unusual metal the like of which you have never seen.  It is carved with strange glyphs in an alphabet you are unfamiliar with, and is imprinted with what look like humanoid faces twisted into expressions of anguish.  There is a place for a key, set in the mouth of the largest and most tortuously contorted face, at the door's center.  The door radiates extremely strong and unusual magic.  There is no indication of what lies beyond.

[You have officially taken on Altharid-Xallisine as an apprentice:

[ic=Altharid-Xallisine]

Altharid-Xallisine learned her infernal skills from a Kirr Dark Elf thrall, giving the imprisoned slave extra food in exchange for his arcane secrets.  Her heretical learning was discovered when she began using thralls as sacrifices.  She escaped from her punishment and has now become one of your disciples.

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

Altharid-Xallisine can cast Summon (Bloodfiend) twice per week.

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

Your army originally in Middledeep 20 – 5 Unhallowed Larvae Swarms and 2 Ceremorph Ghouls – was destroyed utterly.  Your forces managed to kill 9 of the Accursed creatures that assailed them.][/spoiler]
[spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]Your decisiveness has paid great dividends.  Leading a pack of Brainhounds, a group of Psions, and your Dominated Hook Horror into the Middledeep, you passed through a vast cavern winding for miles to the south.  Hastening towards the renegades located by the Overbrain, you tried to reason with them, but the creatures, defiant, predictably ignored your attempts at diplomacy.  You stormed their camp, finding them half-starved and weakened.  Even so, the sight of the former Inquisitor Quasthid struck fear into your troops, though you yourself felt no terror, and your Psions likewise held fast.  With a twitch of its tentacles the Ceremorph struck you with a wave of agonizing puissance.  Your own attempt to Dominate the creature failed.  Your Psions exchanged psychic attacks, trading blows – two of each force perished instantly, brains churned to a bloody pulp.  Then your Brainhounds and Hook Horror leaped into the fray, killing another of the prisoners with lashing psuedopods and scything claws.  Losing its resolve, Quasthid withdrew to the shadows and began retreating.  You attempted to confuse the remaining Psions, but without success.  Though the two surviving Psions attempted to defend themselves with their tentacles they were torn to pieces by your Hounds.  With nowhere to flee, you cornered Quasthid.  Seeing itself outnumbered the Ceremorph surrendered itself and awaits its inevitable fate.

Meanwhile, Phyn-Olbaath has been promoted to Commander of Glyf-Dor, the Northern Reach, which has been successfully founded.  The Overbrain communes with you in regard to your recent victory:

You have performed admirably, Exalted One.  Your service in this matter was exemplary.  Continue your hunt, for more of the renegades still wander the caverns.  You show great promise, and have proved an effective replacement for the previous High Inquisitor.  Bring the one called Quasthid back to Dtoulth at your convenience.  I will find a use for this creature.

I remain... disturbed by your apparent need for 'empathy.'  You must keep careful watch of this emotion lest it compete with me for your affections.  Use the Lesser as you will, learn to think like them, yes – but do not become them.  Never forget that you are a Ceremorph, now, and destined for glory eternal once Dominion is achieved.  You may continue with your projects as you choose, but know that I will be watching you closely.


[You have taken Quasthid prisoner.

You lost 2 Psions in the battle with the renegades in Middledeep 10.  +7 Bodies from this battle.

Llitul's victory over the renegade Ceremorphs has earned her a new ability.  Choose 1 of the following and add it to her Special Abilities:

[ic=Greater Dominate (Combat)]Llitul's Dominate spell is replaced with Greater Dominate.  This spell is identical to Dominate, except that Llitul can control up to 1 Dominated creature permanently, without making a check to Dominate every week.  Additional creatures Dominated still receive a check once a week.  Which creature Llitul deigns to be her current "pet" is up to her, and can be shifted from creature to creature.[/ic]

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

[ic=Elven Fleetness]Hastening across the caverns of the Middledeep with her troops, Llitul has remembered days spent running through grass and woodlands.  Llitul's Speed increases by +1.  Any army that Llitul leads has its Speed increased by +1.[/ic]

[ic=Secret Message]Llitul – or some presence inside her mind – is slowly learning to shut the Overbrain out from her mind.  She can now send up to 1 Secret Message per week.  This message cannot be "overheard" by the Overbrain.  The Secret Message still counts towards her upper Message limit.[/ic]

Your Hook Horror remains Dominated this week.][/spoiler]
[spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]You personally led the Dwerimhost into the Great Mushroom Forest to destroy the fell beasts that dwelt there.  You came upon them swiftly, your flamesprayer scorching one immediately, but then the creatures moaned horribly, and even your stout Dwer heart was filled with fear, for a moment.  Nonetheless you steeled yourself for combat and charged forth, immediately hacking one of the horrors to pieces.  Your Axemen tried to assail at the beasts, but they swirled around in a great swarm, and proved almost impossible to strike in the fungal gloom.  With sharp teeth and hooked talons they attacked you, slaying one of your Axemen.  Again your flamesprayer roared, turning one Gloomray to cinders, and your companions, enraged by the loss of their comrade, shook off their fear and cut down the final monstrosity.  One Axeman was badly wounded in the assault, but the rest remained unscathed.  Searching the Great Mushroom Forest further you found the Gloomray's nest and had your flamesprayer torch the heaped eggs of the monstrous creatures.  You also discovered the body of a traveller near the nest, slain by the Gloomrays – a Dark Elf, by the look of him, clad in black leather and carrying a cruel, serrated blade.  He had a purse of gold on him, and a phial of venom, and a scroll with letters written in the Dark Elf tongue, which you do not know.  You will have to find a Dark Elf, or some other skilled in that twisted tongue, if you wish to translate the message.

Returning to Mhaldûl-Nem you found the Hall of Trade and Great Furnace completed.  Already the trade-hall was filled with the bustle of commerce.  One merchant in particular caught your eye: a Dwarf woman from the Westdeep above, accompanied by her four sons.  She claims to be a Runeseer and sells protective stones graven with certain runic symbols she says will protect the wearer from harm.  She will remain in Mhaldûl-Nem till the end of the month.

Meanwhile, Tiern came with the Wyrmhost to the ruinous city of Nüln, and made camp outside its broken gates.  Your son reports that strange sounds emanate from the ruins – not the guttural bellowing of Orcs or the snarls of beasts but half-heard echoes of a queer and unfamiliar speech, and sounds that may be screams.  Tiern's companions urge the warrior to delve into the ancient halls to see what may be found there, and cleanse the halls of any beasts or other foes that tarry there.  To the south, the Outpost of Undrenwald has been founded, and the Undrenguard sent to garrison it.  With any luck this fortress will protect you against any foes that crawl up from the lightless depths of the Lowerdeep.

[The Dwerimhost lost 1 Dwer Axeman to the Gloomrays.

You gained 30 Gold from the Dark Elf corpse, and a phial of Poison which can be used once to give a single unit Poison 5 for their next attack.  The Dark Elf also carried a message of some kind, but you do not speak Dark Elven and so cannot decipher it without aid.

The Dwarf merchant in the Hall of Trade is offering a Rune of Protection for sale.  This rune-stone can be used to cast Shield once per week.  The merchant will sell it for 100 Gold.

If you decide to venture into Nüln with the Wyrmhunt, it will not be considered tarrying from your quest to obtain the Dragon's heart.

Remaining mineable resources at Mhaldûl-Nem: 32100 Gold, 6750 Metal][/spoiler]
[spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Legatus, camp has been established in the Upperdeep.  Early reports indicate a variety of Barbarian tribes inhabiting nearby regions.  To the south, uncouth Orcs and Goblins inhabit the western reaches of this tunnel-system.  To the southwest a Kingdom of Dwarves prospers, while to the immediate west dwells a pair of Necromancers and their cadaverous minions.  A group of High Elves – a large force, indeed, perhaps as many as a hundred strong – have been reported wandering the tunnels in this region, as well.  Why the toplanders would be down here at all is unknown.  They appear to be making their way south with all speed.

Your Legionnaires are acquitting themselves well, but some still require more training.  One of your soldiers, of the rank of Veles, disobeyed a direct order from a superior officer during drills, making disparaging remarks about the Legion and his commanding officer's lineage.  He was duly incarcerated and awaits your judgment.  Will you execute this miserable excuse for a Legionnaire for his insolence, or will the lash be sufficient to teach this wretch the meaning of discipline?  Or perhaps you can think of some other punishment for the impudent soldier?

Your Augurs have read the omens in flocks of bats and report that this is the Month of the Spider, a time for careful planning and cautious consideration.  They wish to make a sacrifice to the gods in their Fane – preferably something impressive.  A wandering monster or similar beast would certainly be sufficient.  If the gods are pleased by your sacrifice, perhaps they will show their favour in some way; but if displeased you will surely know their wrath.

The Senate has convened itself and wishes to hold Consular elections for two Consuls, or Praetors.  As Legatus and former Chieftain they look to you for leadership – will you make the elections free to all Kobolds, or will you restrict suffrage to those of high birth, or even to the Senate itself?  Your decision here is a significant one.  If the elections are free, the people will be pleased, but plebeians are notoriously fickle.  If you restrict the vote to the Senate, you may have more control over the elections, but Senators are notoriously ambitious and could also be bribed.  If you extend the vote to high-born Kobolds only, the people may be angered by your elitism, but your close ties with those of patrician birth would ensure your influence over the elections.  As Legatus and supreme military commander of the Legion you will almost certainly be made one of the two Praetors, but the other Consul will hold significant control over civil matters, and will be able to veto any proposals you make in the Senate.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[State your choices for the above matters in your Orders.  They may have mechanical effects, such as providing bonuses or penalties to your troops, or even imparting abilities temporarily.  Issues can be ignored, but this too will have consequences.][/spoiler]
[spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Professor Robertson, your forces continued east into a cavern rich in crystals, where you founded a new Necropolis, which will require a name and a Commander.  You turned back to the west to the Red House, eager to return to your library.  You know a little of the Crown of Malekar from your researches: it is supposedly a crown made of Elf-bone and set with certain puissant gemstones.  Malekar, known as Malekar the Obscene, was a Dark Elf warlock from the Callow Age, one of the first Elves banished to the Underdeep, and reputedly half-brother and lover of the first Grand Matriarch of the Dark Elves, the Dread-Witch Naggora.  What particular arcane properties the crown might possess, you will have to research further.

Markus Ahston, you brought your forces towards the surface.  The Ogres accepted your offer with greedy grins and allowed your forces to pass.  When queried about any Surface-dwellers passing through, their faces darkened.  It seems an Elf-prince recently passed the stair with a considerable host, at least fifty swordsmen and as many archers in strength.  Such an army was too great for the Ogres to waylay, so they hid until the High Elf had passed.  The Ogres seem disgruntled about this, and for a moment you think they might attack you despite accepting your offer, but the sight of your putrescent minions seemed to give them pause.  You continued to the Surface and pressed southwards, fording the river and descending the hills to the human town of Mortheim.

The raid could not have had better conditions.  You attacked in the dead of night, hours before dawn, in the midst of dense fog.  On the way, as you crept through sparse woods of gnarled oak and blasted hills, you noted cottages and farms in the hinterlands bereft of occupants, their doors marked with a red plague-symbol.  Stealing upon the town in blackness, your Undead army shambled out of the mist to assail the front gate.  A handful of archers stationed on the palisade spotted your Zombies approaching and loosed arrows, but in their terror most missed; only two Zombies were destroyed, arrows finding their brains.  Meanwhile, your own skeletal archers fired a barrage of arrows at the militia.  Most thudded into the palisade harmlessly, but one found the throat of a human warrior, and another was wounded.  You mouthed a dire curse, but the spell faltered; your Zombies and skeletal warriors began battering at the palisade gate.  You spoke a second curse, and this time the spell succeeded; the archers, bewitched, missed their shots wildly, while your own archers slew two more of the humans on the wall and injured a third.  At the same time your Zombies burst through the gate at the palisade and surged into Mortheim.  A wretched regiment of pikemen, terrified, prepared to face them down.  As your zombies and skeletons entered the town the remaining human archers abandoned their posts in horror.  The pikemen held fast, but you spat another curse, causing many of the humans to drop their weapons.  Your zombies surged forwards, clamping their jaws at the necks of the small handful of pikemen, while your skeletal warriors hacked and skewered several more.  The pikemen broke into a panic and fled, but were quickly overwhelmed by your forces and slain.

Victorious, you entered the town of Mortheim.  The village was under strict quarantine, and so many of its occupants were shut in their homes, dying of the Crimson Doom, their pores weeping blood, their doors marked with a red sign.  Your troops raided these homes in particular, gathered as many plague-victims as they could, before scavenging the local graveyards and returning to the fields and woods as dawn approached.  You also made sure to loot the town of goods and gold.  Your forces looted wagons from the town to serve as corpse-carts for the pestilential dead.

[You gain 367 Gold, 9 Metal, 174 Food, 13 Bodies, and 135 Diseased Bodies from the raid and subsequent bodysnatching.  You only lost 2 Zombies in the battle.

Diseased Bodies can be used to create a new type of Zombie called a Zombie Plaguebearer:

[ic=Zombie Plaguebearer]These especially grotesque zombies are mottled with the horrific depredations of disease.  Not only do they spread a more potent illness than their regular ilk, the sight of their plague-ridden bodies inspires greater terror amongst enemies.

Zombie Plaguebearers that survive for 8 weeks automatically decompose to become Skeleton Warriors, losing all special abilities from being diseased.

Cost: 10 Gold, 1 Body
Upkeep: None
Melee Attack: +1
Melee Damage: 3
Defence: 14
Health: 8
Speed: 2
Morale: N/A
Special Abilities: Fear (DC 15), Disease 6, Undead[/ic]

Markus Ashton's great success in the raid allows him to select a new ability.  Choose 1 of the following and add it to Ashton's Special Abilities:

[ic=Dread Curse (Combat)]Markus Ashton's experience with Curses now allows him to cast an even more potent curse.  Dread Curse replaces Ashton's Curse spell.  It functions exactly like Curse, except that the Cursed regiment must roll three times and take the lowest result.[/ic]

[ic=Exhumer]Markus Ashton is now especially skilled at exhuming bodies.  Whenever Ashton and the regiment he is attached to use the Scavenge action, they collect double the number of Bodies as normal.[/ic]

[ic=Cover of Darkness]Markus Ashton now knows how to use the darkness to his advantage during battles on the Surface.  In battles initiated by Ashton on the Surface, he and the regiment he is attached to get a bonus sneak attack in the first round of combat, as if they had lain an ambush.  If Markus later gains Infiltrator (via an Invisibility spell, etc) and actually lays an ambush, the ambushing regiment he leads gains an extra during Surface ambushes.[/ic]

[ic=Contagion (Combat)]Having studied victims of the Crimson Doom in great detail, Markus Ashton has devised a new spell.  Ashton immediately gains the Contagion spell.  To use the spell, he targets an enemy regiment with a Ranged attack roll.  If he hits the enemy's Defence, the target regiment contracts a disease of potency 6.[/ic]

Sunlight has slightly damaged troops.  All units stationed at Surface 157 have their Health lowered by 1.  They will immediately heal this damage once they descend to the Underdeep.][/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 funerary feast has been delicious.  You have garrisoned the new Warren of GnomeFeast LuteingCave and begun digging new mines in this cavern.  Your scouts report several monstrous creatures in the cave in the north of GnomeFeast – four vile Hook Horrors, ugly things resembling hybrids of vulture and cockroach.  These beasts are prowling to the north in the mushroom groves, and you think they may have picked up your scent.  Hook Horrors are dangerous creatures indeed, able to kill a kobold with a single slice of their scything talons, and they can use their clawed forelimbs to climb over fortifications with ease.  They do, however, make superb eating, their flavour somewhere between chicken and beetle.  Hook Horror pâté is truly a delicacy.  Meanwhile, the surviving Deep Gnomes have returned to the site of your victory to the northeast of GnomeFeast and are singing an intensely irritating lament for their dead.  You can distantly hear their dirge, just quiet enough to be constantly audible.  Infuriating!

Meanwhile, your Deepguard Skulkers once again descended the Shaft of Ryen-Dor to patrol the island in the Lowerdeep.  They found the Darksea much as it was before, but this time also heard a disturbing song, a groaning, moaning chant punctuated by obscene and primordial piping noises.  Whatever is making these abominable sounds could not be seen.  The stench is growing worse down there, and the Darksea seemed unusually frothy and seething.  Something is going on down there.  But what?  Your GoodGarrison have likewise scouted but have nothing to report.

You have also heard rumours that you have acquired some new neighbours above you.  There are tales that a new tribe of Kobolds has taken up residence in the tunnels of the Upperdeep not far from the Shaft of Skyl-Dor the Second, the stair leading upwards which lies to the west of GnomeFeast.  Will you greet these new Kobolds as welcome fellow-reptiles, perhaps even forming an alliance with them to help destroy the non-Kobolds who might threaten your lands?   Or will you slaughter them mercilessly and feast on their young, proving that you are the true Master of All that is Under the Ground, tolerating no rivals?

[+39 Food from the Foraging Deepguards.  +8 Food from the Foraging GoodyGarrison.

+2 Morale for two weeks from the funerary feast.

4 Hook Horrors lurk in Middledeep 74 and 2 Deep Gnomes linger in Middledeep 71.  Middledeep 73 is clear.

The Island is clear, but there's definitely something in the Darksea, and your scouts don't like the smell or sound of it one bit.][/spoiler]
[spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Leading your luminous retinue northwards, you approached the renegade Fungoids.  Two of the Blightguard and one of the Crawling Caps seemed to recover from their lunacy as you appeared, recognizing, perhaps, some vestige of their former Rotqueen living within you.  The remaining Blightguard and Crawling Cap proved too feral to control, their minds too thoroughly decomposed.  While the Crawling Cap uselessly vented its poisonous fumes the Blightguard charged forth, tendrils lashing, spiked fists swinging.  You stepped forward to engage the thing, accompanied by thralls and warriors.  One of your Fungoid Warriors was damaged, but you and your Sporemother grappled with the thing, tearing it away from the injured Fungoid.  Apparently too crazed to flee, the Blightguard continued to lash out, striking the Sporemother, but then your Fungoid warriors overwhelmed the creature and tore it to pieces, its body dissolving into a cloud of blackish-green spores.  The Crawling Cap was destroyed easily.  The two Blightguard have declared themselves your loyal servants, addressing you as "Blackrot II."  You ordered one of the Blightguard to Crimsonlight to assume command of the burgeoning new Colony and the Keepers you've stationed there.  Meanwhile, your Sporemother sacrificed herself to found Sanguine Maw.

You continued onwards to the lakeshore with reinforcements from the Heart of the Glow, sending one Blightguard off to Crimsonlight but taking the other and the Crawling Cap with you.  Here you contended with the Uglinesses, launching your toxic spores and ordering your army to attack.  Your thralls and warriors charged into battle, Blightguard beside them, while your Crawling Cap launched a poisonous shroud, to no effect.  The beetles, keeping to the air at first, evaded your ground forces' attack save that of the Blightguard, who badly injured one.  With snapping pincers they attacked your thralls and warriors, killing five of the former and four of the latter.  Again you launched your spores, and the Crawling Cap obediently sent another cloud of toxic motes towards the beetles, this time poisoning them.  Your warriors and thralls, emboldened, struck back and destroyed the beetles utterly, though not before another five thralls and four warriors were destroyed.  The beetles destroyed, you used ordered your troops to cleanse the groves of their eggs and spawn.

In the caverns above, a Goblin caravan has arrived in Crimsonlight.  They bear a wagon with twelve corpses in it – flesh for you to use as raw material.  Your scouts at Crimsonlight report that a group of Dwerim have constructed an outpost blocking the passage north to the Great Mushroom Forest.  Their forces are currently minimal, though they sighted a great force of them moving west.  One of your Blightguard has arrived at Crimsonlight and assumed command.

[The Keepers of the Heart have 7 weeks left of Lifespan.  The Fungoid Warriors of the Dream Emissaries have 10 weeks left of Lifespan.  The Fungoid Thralls have 7 weeks left of Lifespan.  The Keepers of Crimsonlight have 15 weeks left of Lifespan.

The two Blightguard you acquired now have 8 weeks left of Lifespan (though one is now a Commander and thus ageless).  The Crawling Cap has 4 weeks remaining.  One Blightguard is with the Dream Emissaries and the other at Crimsonlight, as per your Orders.

Orders were carried out as if you turned the renegades.  The Dream Emissaries and 25 Thralls remain in Lowerdeep 32, having destroyed the Cave Beetles.

In the battle with the Cave Beetles you lost 10 Fungoid Thralls and 8 Fungoid Warriors from the Dream Emissaries but gained +10 Bodies.  The eggs have been wiped out.

Scouting Middledeep 42 reveals a Dwerim Outpost, Undrenguard, garrisoned with five Dwerim Axemen and two Dwerim Flamesprayers.  It also reveals that 40 Dwerim Axemen and 1 Dwerim Grudgebearer passed through the region, heading west.][/spoiler][/ic]
[ic=Reponses - The Month of the Spider, Week 3][spoiler=Response to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Disa Grimhammer, High Queen of the Dwarves]Goblin King,

Did you think that you could desecrate the ancient halls of Rhaud without reprisal?  You are either arrogant or foolish, or both.  Dwarf-kind and their ilk are proud – often to a fault, I will admit – and take such matters seriously.  By plundering the ancestral home of the Dwerim you have done them a grave offense.  They have beseeched my aid against you if it comes to war, believing that you plan to invade their lands.

If you are truly ignorant of your offense and only desire peace, as you claim, then your path is clear.  First you must desert the ruin of Rhaud immediately, swearing never to return.  Second, you must turn over all that you found there – gold, jewels, relics of the Dwer, and anything else that you discovered within the Thousand Halls – to the Dwerim.  Third, you must offer some other form of recompense, as a token of apology.  Humbly beg the forgiveness of the Dwerim, and swear before whatever gods you hold dear that you committed this sacrilege unknowingly.  Perhaps then, in time, you will find things mended between your people and the Dwerim.

Until such a time as you have resolved your differences with the Prince of the Mhaldûlne, I am afraid that trade between our lands must cease.

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=Response to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Garnakh the Disemboweler, Warlord of the Blood Spear Clan]I march to slay Dwarves and their ilk.  Their still-bearded skulls will decorate my trophy hall.  I will eat their children.  I will make their women scream.  I will cut open the bellies of their warriors and chain them to the broken walls of their fortresses to die slowly.  Their death-moans will be pleasing to me.  I will rape their many halls and strip them of treasure.

You may join me if you wish.  Goblins have fought beside the Bloody Spears before.  If you share in the battle you will share in the plunder also.

Garnakh[/spoiler][spoiler=Response to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Garnakh the Disemboweler, Warlord of the Blood Spear Clan]Very well.  Join my forces on the march and together we will plunder the Dwarf-realm.  You may have their strongholds if you forgo their treasures.

Garnakh

[You have begun an Alliance with the Orcs of the Bloody Spear Clan.  It will last for 4 weeks, starting next week.][/spoiler][spoiler= Response to the Dwer Thane known as Löthe, Prince of the Mhaldûlne and Lord of the Mansion, from Disa Grimhammer, High Queen of the Dwarves]Löthe,

The Goblin King has written to me claiming to have committed this act of sacrilege in ignorance and beseeching my counsel in restoring peace.  The creature may not have realized that the halls into which he delved were those of Rhaud; or it may be that he merely feigns ignorance.  My advice to Dâgalûr was simple.  I told him that if he wished your forgiveness and to restore peace between your peoples, as he claimed, then he must immediately abandon the Thousand Halls and surrender all that he found there – relics, treasure, gold, jewels, and all other objects of value – to your people, along with additional reparations as a token of his apology.  Furthermore I told him that he must swear before any gods he honours never to set foot in ancient Rhaud again.

If the Goblin proves unwilling to fulfill these terms, we will know him to be a liar.  If this is the case I will gladly lend what strength of arms the Westdeep possesses to any war against the Goblins.  Should the Orcs assail you I will also offer what aid I can to your defence, though I fear that while the Grey Wyrm Scorra remains at large I can spare few warriors, for many are needed for the defence of my realm, and I swore an oath to protect my people before all other duties.

In hope of peace,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]You study the writing the Dwer Thane copied.  The lettering is clumsy, but you can puzzle out the words easily enough.  The message is as follows:

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

-   Lady Viarra Gloomsong
[/spoiler][spoiler=Response to the Duergar Despot known as Käfer, from Disa Grimhammer, High Queen of the Dwarves]Lord Käfer,

Our peoples have long been sundered, and many of my advisors would recoil from the thought of my union with a Duergar.  Yet you speak the truth: Dwarf-blood runs in the veins of the Duergar, and to deny my hand to a Duergar who had proved his strength and courage by slaying the Grey Wyrm Scorra would be dishonourable.  I have sworn to pledge my troth to any Dwarf who brings me the Dragon's heart, and should a Duergar fulfill this challenge, I would wed him gladly, knowing that he had delivered my people from grave danger.

In abiding respect,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler= Response to the Duergar Despot known as Käfer, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]To the Duergar known as Käfer,

Your offer is of interest, but I regret that I lack the funds for such an expenditure at this time.

Lady Viarra Gloomsong[/spoiler][spoiler= For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You peer into the city of these Shadow Elves, those who destroyed your expeditionary force.  Their city, Umbrazzid, currently contains a Shadow Spire, a Cavern of the Accursed, a War Spire, an Armory Spire, a Shrine of Sylessiadil, one Lichen Garden, a Shadow Elf Min, and two Lizard Pens.  The mines are being improved and two more Lichen Gardens are being grown, and the architecture is being ensorcelled with some kind of shadowy magic.  Currently, seventeen archers and two Abominations are garrisoned in the city, but fifteen of the archers are preparing to depart.

Peering into the halls of the Dwerim, you see that they have been busy.  Their Mansion now includes a Thane's Hall, a Forge Hall, a Shield Hall, a Tuber Garden, two Apiaries, a Dwerim Mine, a Brewery, a Training Hall, a Lizard Pen, a Pyretic Refinery, a  Hall of the Ancestors, a Hall of Trade, a Grand Furnace, an Outer Wall, an Iron Gate, Murder Holes, and a Flame Gallery.  Another Flame Gallery is under construction.  Garrisoned at the Clanhold are the Dwer Thane, a Furnace Master, and five Dwer Axemen.  A Dwer Flamesprayer lingers outside the wall.  The Tower remains, as before.

The tunnels to the northwest are currently empty.  The Shadow Elves seem to have moved northwards.[/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 Gnomes have sent no response to your message, but their incessant dirge has ceased.  Perhaps they have fled these lands.[/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]The Overbrain peers into the city of the Dark Elves and relays a series of images to you.  You peer into the city of Vashnaranzenan, glimpsing a Matriarch's Spire and Study, Slave Pens, a War Spire, four Lichen Gardens, a Dark Elf Mine, Web Caverns, a Ranger's Spire, and a Slave Market.  The city is protected by a City Wall.  Apart from Lady Viarra the garrison currently consists of ten Dark Elf Swordsmen, ten Dark Elf Crossbowmen, a War Spider, and five Dark Elf Rangers who are preparing to leave the city.

Next it looks into the ruin of Ladaguir, shattered city of the once-great-and-bountiful Duergar Empire.  A band of twelve Deurgar looters lurks in the gloom of the broken streets, picking over the carcass of the city; they have amassed quite a store of treasure, and are armed to the teeth with swords, axes, halberds, and crossbows.  Their leader seems to be a former priest, a Duergar in a frayed cassock who carries a heavy flail.  Within the Citadel itself, spiders have made their homes, including five enormous, bloated arachnids the size of Dark Elf War Spiders.  They preside over the broken throne-room of Xorinatch the Cruel.  The place has been thoroughly looted, but a few objects of interest are still evident within its shadowy halls, including what looks to be the Imperial Sceptre of the Duerger Emperor.  A single tower of the city has been Warded from the Overbrain's sight.[/spoiler][spoiler= Response to the Lich known as Dr. Robertson, Professor Immortal, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Greetings, Lich,

I have heard much of your exploits, and am gratified to receive your message.  Your offer is amenable; I shall convey the gold as you wish.  Your other news is somewhat less appealing.  Do you know where this force is bound?

From your elegant words and scholarly reputation, I gather that you are a person of keen intelligence.  Your might, also, is unquestionable.  Through the slander of jealous onlookers the Dark Elves of Vashnaranzenan have become somewhat stigmatized in recent times, but I assure you that my ambitions, like your own, are modest in scope.  Perhaps you would be amenable to an alliance of some variety?

Lady Viarra Gloomsong[/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]In your slumber, you peer into the caverns of the Underdeep.  First you look to the caverns to the north.  Here, three more Gloom Trolls lurk.  They have riddled the cave with pits, four in all, to try and deter intruders and catch animals to eat.

Next you look into the middle caverns, to the outpost of the strange Ceremorphs which are dead-yet-living.  The outpost is currently garrisoned with eight Ceremorph Ghouls, vile, pallid creatures with putrescent tentacles and white eyes, and two Bloodfiends, Daemons from an alien reality, the dread Abyss itself.

Finally you peer into the realm of the Lesser Ones, the Shadow Elves.   Their city, Umbrazzid, currently contains a Shadow Spire, a Cavern of the Accursed, a War Spire, an Armory Spire, a Shrine of Sylessiadil, one Lichen Garden, a Shadow Elf Min, and two Lizard Pens.  The mines are being improved and two more Lichen Gardens are being grown, and the architecture is being ensorcelled with some kind of shadowy magic.  Currently, seventeen archers and two Abominations are garrisoned in the city, but fifteen of the archers are preparing to depart.  A Watcher Fleshwarper who you recognize as Water-Rushing-Over-Bones, Sire of Three Thousand Young, has been beached on the shore of the lake by the city.  This must be the presence you sensed earlier.[/spoiler][spoiler= For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Your sister has looked into the realm of the Dwerim where the Tower of Screams is located; she conveys the vision in a dream.  This tower's inner sanctum is protected by a Rune Trap, and several gigantic spiders also linger within its halls.  The ground floor is infested with greyish Vault Slime.  The central chamber contains a staff made of Elven bones.

While looking upon the Tower your sister also glimpsed the city of the Dwerim.  Their Mansion includes a Thane's Hall, a Forge Hall, a Shield Hall, a Tuber Garden, two Apiaries, a Dwerim Mine, a Brewery, a Training Hall, a Lizard Pen, a Pyretic Refinery, a  Hall of the Ancestors, a Hall of Trade, a Grand Furnace, an Outer Wall, an Iron Gate, Murder Holes, and a Flame Gallery.  Another Flame Gallery is under construction.  Garrisoned at the Clanhold are the Dwer Thane, a Furnace Master, and five Dwer Axemen.  A Dwer Flamesprayer lingers outside the wall.[/spoiler][/ic]

LD

#26
Cleversmart Kobolds.

-IC Finished.
-Orders Done.

[ic=Empire]
The Queen Mistress of All That is Under the Ground assembled her rats, all individually numbered and, mounted atop her Dire Rat, she gave her instructions. "You littlerats are to bear contagion-message of rule to our vassals. The time has come to receive our rightful tribute. Your mission is important and you must deliver words to proper smartyvassals- ignore the BeetleDumbs and SlOwgers who have no respect for proper authority- only go to ones I have designated you deliver. Give to leaders and not to followers.

"When your mission is complete, Cleversmart caverns will gleam with carrion on which you may feast. Remember, we must stress to our vassals our benevolence and how we are willing to provide support to them in their difficult labours to produce gold from their mines. Remember that other races are much weaker than are CleverSmarts and they need support and protection. Remember benevolence. Benevolence! Go forth and hold your heads proud."

The rats squeaked, then headed off to various leaders, messages tucked into their collars.
[/ic]

[spoiler=Message to Gnomes]
A rat with the number 47 painted on its coat arrives in the midst of the gnomes' gathering with a letter grasped in its mouth. It retreats once having spat the letter in the direction of the gnomes, and it awaits a reply.

"ShrillSounders! The Kobold Queen Mistress of All that Is Under the Ground, Shee-Ra Cleversmart XVI brings you warning. You, as subjects of her greatness, are to stop your incessant racket! The realm of the Cleversmart Kobolds will not be ruined by the mewling of EvilSongs like those you sing. The timbre of your voices is madness! Madness like that of the Nastydreams! You are lucky we know you are not Nastydreams or else all of you would be dead now! Instead, we Cleversmart Kobolds give you the opportunity to live beside us. Conditions for lives as our subjects are as follows:

- Deliver tribute of gold to our Dungeons immediately. Then, deliver tribute once a month hereafter.
- Pledge your kind to follow Queen Mistress Shee-Ra.
- Cease your EvilSongs in the presence of your Kobold betters! (i.e. do not sing within 2 regions of a kobold dungeon or outpost)

In return for your fealty, Queen Mistress Shee-Ra will treat you better than any Nastydream, Greyskulls, or HaughtyElf would treat an inferior race. Queen Mistress Shee-Ra is a noble and caring mistress! Though you not be Kobolds, you still receive benefit.

Benefit include:
-We deliver you mushrooms to keep you strong to work in mines.
-We not kill you.
-Other monster no kill you because we Clever! Smart! Build defenses to keep monster out. Keep you safe.
-We not kill your greybeards, weakfighters, or littlesnipes.
-We not sell you to Nastydreams or Greyskulls to be raised as skeletons! No better deal could you receive. You are in Cleversmart Caverns now and Shee-Ra Cleversmart XVI is now your Queen Mistress! Rat await your response, or else rat eat you because no response.

[/spoiler]

[spoiler=Message to Dagalur]
-A skittish Rat with number 12 tattooed into its side delivers this message.

Ignore their forebodance of trade. Send your caravans to Cleversmart Caverns and Kobolds will protect you once you are near our Dungeons. And if there is a raid against your forces, we will see that our vassals, these 'Dwer', are upbraided and punished for their threats. I see no indication on maps that there is yet a physical blockade by these 'Dwer' vassals of ours, so you must speak of merely a verbal forebodance! But even that is indeed an insult and one that should not be withstood. We look forward to receiving your trade caravans of gold in return for our metal and food.

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

[spoiler=Second Message to Dagalur]

*This rat, numbered five on a token attached to a collar, stares at you cross-eyed, constantly licking its lips.

Message comes with concern, but first note on good omen.

Succeed we have; it seems misunderstanding was had. 'Dwer' vassals welcome your trade with Cleversmarts, they do not oppose your travel of trade. They do not forbid trade with Kobold Kind. Wethinks maybe they are not so smart as Smarty creatures like us and you. Wethinks maybe the DiggyDigs mine too much and it may make them middling mad. Mad. Mad! So they misspoke. Trade with we is free.

Metroubled however at bad blood between you and vassal. Communication with PickyPoke DiggyDigs reveals they very sad you step on their graves. We Kobolds no care about graves though, because nobeast should bury dead in first place. Burybeast only leads to Greyskulls raising up the dead and evil spirits coming to destroy livebeasts. Bigger concern to us Cleversmarts is we hear accusation you harm their ancestral statues. Harming statues of ancestors is very badthing. DiggyDigs ask for you end scribblyscrib on Dwarven ancestor ruins. For peace and friendship, deliver statues to DiggyDigs. We believe silly DiggyDigs must worship these things and we want good relations between you and them-because both of you do good things in Underdeep- and we wish all to have friendship with Goblins who with great risk to selves assault evilsurfacethings that seek to steal good Underdeep wealth! With DiggyDigs defending you from NastyDreams below, you can better raid Surfacefolk with littlefear. If statues not possible, then suggest reparations to DiggyDigs. We not understand why you scribblyscrib on DiggyDig ancestral land but assume it done for goodygood reason that DiggyDig could not understand.

We must also ask, however, why you expand with new dungeons in Upperdeep? Wethought you only seek ruler of Uppersun? Howmany dungeon you plan build before conquer surface?
We ask also who you trade with in Lowerdeep who DiggyDigs forbid you trade? You not trade with Nastydreams? Our map show no intelligent beast live in Lowerdeep except Nastydreams and ShackledDiggyDigs.

Finally, we trust that when vassal DiggyDigs deliver tribute to Cleversmart Caverns, you not give them trouble? And when we deliver needed VassalSupplies to vassals, you no trouble us? In return, we ensure vassal no oppose your legitimate tasks. And trade is legitimate- but not to NastyDreams!

(Essentially she's asking 1. question re. dungeon expansion; 2. who you trade with in lowerdeep; 3. you not impede trade with Dwerim; 4. you deliver detachable statues of ancestral dwarves to dwerim as a peace offering (I don't know what the mechanical effect of this would be- 1 or 2 speed to deliver statues?); 5. no more graffiti and defacement of dwarven ruins).

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

[spoiler=Message to Dwerim (The Meanest Guest)]
-A rat with number 68 emblazoned with blood on its side brings a message to the Dwerim.

Greetings Vassal from Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground. We have not communicated before, due to your far distance from Cleversmart Caverns, but know this, we are interested in visiting your lands some time and at that time we do look forward to your donation of a suitable gift to your Mistress.

For the moment, however, we have heard accusatory words from the Lord of All the Sun Sees, the Goblin Duke Dagalur, that you have forbade him trade with his Queen Mistress! The Cleversmart Kobolds wish only that all of our vassals, like yourself, be at peace with other Dukedoms and vassals- except for vile NastyDreams, and evil Greyskulls who resurrect the dead and who cannot be trusted!  Those creatures are to be killed without remorse, for they are nastycreatures!

Therefore, Vassal, we insist that you cease your threats against the Goblin Duke Dagalur, who is not a NastyDream or an evil Greyskull, or even a poisonous NastyElf like that insane vassal of ours who sent his mad proclamation via bat. As a fellow vassal, in recognition of your past service to the Cleversmarts, I grant you the boon to ignore the NastyElf's insane scribblings. When the time is right, we will replace the quarrelsome NastyElf with a more well adjusted NastyElf Duke and we will send forth more sensible regulations regarding trade and travel.

If you have a true complaint against the Goblin Duke, then I, as your Mistress, will consider his crime and will mete out an appropriate punishment. Remember, unlearned Vassal, the Goblin Duke does not seek to expand underdeep and he is not a threat to our great kingdom. His ambitions lie on the surface- that is why he is not a Vassal of your Queen- he does not seek to trespass on Holy Lands of the Underdeep. He merely rests here tentatively while he gathers his strength and experience to prosper overground.

As a kingdom, we must all all act as one! With same policy! But remember this, the ultimate decision on punishment comes from the Mistress of All That Is Under The Ground--to permit others to decide when to war or when to punish would invite conflicting views and chaos! Chaos! Chaos! And Cleversmart Kobolds are a force against chaos! Because we are Clever! Smart! Remember this- be Clever! Smart! In dealing with all fellow vassals and be wise in dealing with vile NastyDreams and wicked Greyskulls.

We know Vassal that you will act Clever! Smart! Otherwise we would not have appointed you to rule these Dwerim. You are honor to you kind, Clever! Smart!

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

*The rat chirps.
[/spoiler]

[spoiler=Reply To Lothë, Prince Duke of the Mhaldûlne and Lord of the Mansion]

* A lumbering overweight rat with the number 19 in blood on its flank comes with a note, hacking out a hairball after it delivers the news.

We applaud you for the construction of your fortress. Applause! Many Kobolds Klap! It is good for vassals to defend themselves against the NastyDreams and it is well known that the tentacled creatures secret themselves in the depths.

You tell a different tale than that which the Goblin states, and this troubles me, for I had thought the Goblin our friend, for he makes no design on Underdeep territories and only seeks dominion under the Sun. We will investigate the issue, which is important to investigate for according to recent maps that have been provided to me- Dagalur interrupts our unbroken trade route to your depths!! This is emergency if he acts angrily toward a vassal. Without peace between our Kingdom and his, there can be no trade, no supply of food and metal to Mhaldûlne mines and no tribute of gold to Cleversmart Caverns.

We will discover with whom he wishes to trade in LowestDeep. If it is with NastyDreams, then he is either a tool of the evil below or a fool who will soon be enslaved by their nastiness. Enslaved! Never Saved! Fooled Slave!

We remain puzzled, however, at your taking offense to Goblin setting foot on DiggyDigs graves? If PickyPoking DiggyDigs like yourselves act like Kobold do and consume dead PickyPokes, this problem could be avoided. Bones may be used in weapons and recycled to honorable use and memory of fallen kin. Bones of dead Slinger Tin-Din, called Tossythrows, are even now being fashioned into armor for Tin-Din's cousins. Also, why are DiggyDig graves not located in DiggyDig city if graves are so honored?

We are more concerned with the offense he has given by in anger defacing graven images of ancestors. This destruction is not appropriate and we will discuss with him reparations and an end to scribblyscrib.

May you catch many bats and feast on many yummythings.

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

*The rat lies on its side as it awaits a reply.
[/spoiler]

[spoiler=Message to the Glow]
*A thin, constantly squeaking rodent delivers a message to the cavern of the Glow, shuddering and hiding from the moving fungus until it delivers its message in a place that seems appropriate, then it attempts to flee.

Greetings, Creature, from Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under The Ground.

We have been informed by Dagalur Lord of All Under the Sun that you are sentientbeast. We would ask what your designs are in the Lowerdeep specifically and in the Underdeep proper? We also ask what matter of creature are you and what dealings you have with the NastyDreams and Greyskulls. We have never heard of sentient fungus before and we are uncertain as to your desires? What sort of trade do you make with Dagalur and what sort of trade would you make with others?

We also inform you of our presence as Queen Mistress of All That Is Under The Ground. Our word is law for those of the Middledeep and among many of the Upperdeep. We CleverSmarts have great and mystical and terrible powers and you would do well respond to our missive. This rodent will take your response back to CleverSmart Caverns.

If you notify us of your goals, desires, and needs, we Cleversmarts may be glad to formally annex you as official Vassal of our Kingdom. And Vassal have benefits! Many benefits! We Cleversmarts will trade, give gifts to make you produce more and better gold as tribute, and we ensure you good omen success time. Now, trade route is shut, but if you be vassal, we can work to open!

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

*The squeaking rodent will attempt to hide around the fringes of your cavern, waiting for a message to appear on the ground.
[/spoiler]

[ic=In Which A Terrifying Message Is Received]
Another message floated into the Realm of the Cleversmarts, borne by bat. The bat dropped its message and it was read by a Slinger named Pik-Min. She shrieked upon reading its frightening words, and she dropped it to the ground, then went to the Commander and related the terror held within the message to the more experienced Kobold. The Commander hissed and scurried to find Shee-Ra, who returned and pinned the message with a spear, then brought it near to read. When she was finished, she warned her followers, "Be Aware, Nastydreams threaten to draw near." The Kobolds shrieked in fear. "But never fear! We are Clever! Smart! We will not be enslaved again. We will defeat any Nastydreams who come to assault our walls!

[spoiler=For Xathan]
x
As an aside, you can also reach the surface by way of M 84 to U 0 to U 81 as long as the Undead don't cut you off.[/spoiler]
[/ic]

[spoiler=To Greyskulls (Professor Robertson)]
The rat which delivers this message is exceptionally thin; it squeaks the message in (essentially morse code) after it delivers the written words. It hides and skitters away if any Undead approach it. a number painted on it reads 132.

To Greyskull Attention:

Greyskulls make little sense with their statements. Nastyelves serve Kobold Mistress and would not dare assault her holdings.

Greyskulls also make little sense with their offer. Greyskulls are not known to be civilized creatures who understand concept of trade. This is proven by high exchange rate for food, which Greyskulls have no need even to eat.

Understand this Greyskulls; we know you are meanspirited because you are deadthings raised, but we can be generous and permit you to remain in Upperdeep if you respect your Queen Mistress who is Ruler of All that is Under the Ground and you produce for her monthly tribute of gold. We understand it is difficult for weak grimybones to mine resources, but we understand grimybones loot many Shinypeople and so have good treasuretroves. What you need to get more treasuretroves? You not need food and we not provide bodies to be desecrated by evil Greyskull embrace. As a vassal to whom we have granted conditional residence, we ask you what you need to give us tribute? Your Queen Mistress is benevolent and will better understand your needs if they make sense. If they not make sense, you get nothing and still must pay tribute to receive boon of Queen Mistress' permission of your residence.

Do not trouble yourself to feed the rat at your gate which is receiving any message you think needs be sent; Cleversmarts feed rat many yummythings.

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

[spoiler=Orders and Information]
[ic]
Shee-Ra, concerned about the reports related to the Darksea ordered her loyal followers to send down wicker lanterns with encased will o' the wisps and/or lightning bugs to peer into the depths below, spears ready if the fish below prove hostile. She orders no fish to be eaten from the Darksea, for the stink from the sea could mean poisonous or addled fish below.

Shee-Ra's midden has finally produced rats appropriate for her to bestride. Three have been sent forth to meet her.

After she is mounted and the rats are ready to receive their attackers, Shee-Ra orders her troops to entice the hook horrors into assaulting the Palisade, she prepares for an Ambush, Garrisons the soldiers, and braces for the coming vile impact.
[/ic]

-Note: I cannot update this or reply to questions regarding it on Mon, Tue, but I can late on Wed.

[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

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

M72 Subtotal: 35 food

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

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food[/ooc]

Total Production: 150 food, 150 gold, 15 metal

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

Total Looting/Events: 47 food, 0 metal, 0 gold

Total Total: 197 food, 15 metal, 150 gold
[/spoiler]

[spoiler=Upkeep]

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

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

SmartyScouts
Slingers (1g/1f) x 5 = (5g/5f)
Skulkers (2g/1f) x 2 = (4g/2f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

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

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

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

Total: Net Loss/turn -(40g/25f)

[/spoiler]

[spoiler=Construction]


Middledeep- 65
Completed This Turn
Nothing.

Under Construction
None.

Beginning Construction
None.

GnomeFeast LuteingCave- Middledeep 72

Completed This Turn
Palisade; 20 gold (1 week)
Snare; 10 gold (1 week)

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

Beginning Construction
Snare; 10 gold (1 week)
Spiked Moat; 25 gold (3 week)(No; can't afford)

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

Completed This Turn
Palisade; 20 gold (1 week)

Under Construction
None.

Beginning Construction
Murder Holes; 20 gold (1 week) (No; can't afford)



[/spoiler]

[spoiler=Recruit]

3 Dire Rats (17 gp/1 m) * 3 = (51 gp/3 m)
*2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m) [Do not buy these if the mine does not produce at the beginning of next turn]
*3 Kobold Slingers (5 gp) * 3 = (15 gp) [Do not buy these if the mine does not produce at the beginning of next turn]

[/spoiler]

[spoiler=Wealth]
Began Turn at: 0 gold, 119 metal, 291 food
Gained: 150 gold, 15 metal, 197 food
Total: 150 gold, 134 metal, 488 food

Spent 40 gold on upkeep.
Spent 51 gold on recruiting.
Spent 49 gold on recruiting (the pending orders)
Spent 10 gold on defenses.

Spent 3 metal on recruiting
Spent 2 metal on recruiting (the pending orders)

Spent 25 food on upkeep.

0 gold
129 metal
463 food


[/spoiler]

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

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

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

[ic=Middledeep 72]GnomeFeast LuteingCave- Middledeep 72
Palisade (20 gold)
Snare (10 gold)[/ic]

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

[/spoiler]

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

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

[ic]SmartyScouts
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground
Commander of the Garrison: Hai-Phen, the Shadow
Effects: +2 morale for two weeks, +1 morale for being in a garrison = Total +3 morale (not counting Shee-Ra's bonus to morale)
Location: Middledeep 72
1 Shee-Ra [currently attached to Skulkers-moving to Dire Rats]
2 Blunderdigs
3 Skulkers [Hai-Phen is a Skulker]
5 Slingers
+5 Dire Rats (Incoming)
+3 Slingers (Incoming)

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

New Dire Rat ("Pointyteeth")---Shee Ra is mounted on. (Will combine with her entry next round)
New Dire Rat ("Cutrazor")
New Dire Rat ("Jawbreaker")
New Dire Rat ("Biteybite")
New Dire Rat ("Poisonnip")
[/ic]

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

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

[/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: 22
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from).

Unit: Attached to Slingers.

Instructions: Use the Potion on self if self is in danger of being killed in battle. Use on self if army retreats.

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

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

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

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

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

Slinger

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

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

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

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

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

Skulker

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

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

Skulker

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

[/spoiler]

[spoiler=Orders]

From Middledeep 65
-Regarding the new recruits; the five depending on contingency)Dire Rats go north to join the SmartyScouts (Spend 4 Speed). The 3 slingers will also go north to join (the slingers would not be able to benefit from the garrison morale bonus or the inherent +2 morale bonus from the previous round's gnome assault).
-Ignore the gnomes unless the gnomes attack.

From Middledeep 72
Shee-Ra and arriving rats
-(1 Speed) Mount Shee-Ra on Dire Rat "Pointyteeth". (I assume it costs her one speed? Didn't see it written. I assume it does not cost the rat a speed)
-(2 Speed) Set up an Ambush with Dire Rats (If that is not possible, Garrison) (Have the rats be the direct units facing the Hook Horrors for purposes of taking damage) (If the rat doesn't attack separately from Shee-Ra, then she should use her ranged attack, whereas the dire rats use melee).

SmartyScouts (other than Shee-Ra)
-(1 Speed) Taunt Hook Horrors into assaulting the defenses. [If there is a risk in taunting, just have one slinger run out and taunt, then rush back in so that the Infiltrating Ambushing Skulkers and Dire Rats can get off their attack] (also, have one Skulker formally scout the Dark Elf ruin, using 1 speed to do that to see what sort of resistance might be expected and what sort of operative dungeon structures the dark elf ruin may still have).
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison and brace for the Horrific Onslaught.
-(Free Ability) Scout surrounding regions.

From Middledeep 66
-(3 Speed) Deepguards Forage (13x3 =add 39 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout the Darksea (Send down wicker lanterns with encased will o' the wisps and/or lightning bugs to peer into the depths below, spears ready).

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


I am not sure this is the full list of bonuses for the hook horror assault, but here are some:
-Kobold Warrens v. Large Creature (-4 morale, -4 attack)
-Cavalry +2 to first melee attack
-Ambush by Infiltrating Dire Rats (attack first)
-Ambush by Infiltrating Skulkers (attack first)
-Garrisoned Skulkers (with commander) and Slingers (+1 Defense to each)
-Shee-Ra Leadership to Dire Rats
-Disease special for Dire Rats
-Hai-Phen Leadership to Skulkers
-Shee-Ra garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  (so all troops except the Dire Rats get an extra ranged and morale attack from that; and the dire rats get an extra +1 Ranged Attack and Morale because they are the army Shee-Ra is leading. )
[/spoiler]

[/spoiler]

TheMeanestGuest

#27
[ic=While the Iron is Hot]The fire danced before his eyes, and the searing heat licked his flesh. Few things in life were so fine, and Gírn Dun Riar stood before that roaring flame for many long moments. At last he stepped away, and strong doors of ashen steel were heaved shut to seal away that great burning. The Grand Furnace was at last complete, the greatest of all his work. He had devised a steel stronger than any other ever wrought by Dwer or Dwarf. Annealed in white-hot flame, he had whispered to the metal as had been done in ancient days, and by his entreaty it took upon itself the burdensome strength of the fire and ash that birthed it. It was Ashsteel, and no metal of this age stood its equal. For years he had toiled in its design, knowing that such strength would be needed when darkness again assailed his folk. Only by the grace of this new metal did the Grand Furnace now stand before him, for only it could withstand the heat that burned deep within the bowels of this foreboding tower of metal, stone and smoke. But Gírn Dun Riar knew that this was only the beginning, and by the flames of this furnace would he at last step out from under the shadow of his father. In his hand he held a great ruby, red as life's blood, and it was the Earth's Cardinal Heart. His Lord had gifted it unto him, and bade him craft from it an artefact both terrible and grand so that all who might look upon it would know the power of the Dwerim and the grace of their Lord. He stared deep into this jewel and smiled, for Gírn Dun Riar knew that this making would herald the dawn of a new age for the Dwerim, and that by the work of his hands would it be so.[/ic]

[ic=In the Thousand Halls, In Better Days]In Rhaud it was that Andacer of the Mhaldûlne was the greatest and most skilled in the working of metal and in the artistry of jewels, and to this day his craft stands yet unequaled by Dwer or Dwarf. But had he never lived another would bear his mantle, and the world would have been the better for it.

It was that Galand of the Reim was closest to Andacer in the glory of his work and the skill of his hands. For years they contended one with the other for mastery, and were rivals in all that they did. The folk of Rhaud knew not who was the greater, and so they gathered, and bid the two smiths put forth all their skill and art, and make weapons to strike fear into the hearts of the enemies of the Dwarves. The two agreed, eager to settle the matter, and set themselves to their work. Galand wrought a hammer fine and strong, and wreathed it in a cold wind that blew down from the mountains that stood above. To Chierne, Lord of the Reim, he gave it, so that his enemies would shatter before him as brittle ice. In turn Andacer forged a sword long and cruel, and within it trapped a wrathful flame from far below, and that flame wailed horribly when it struck the foe, and put into them a terrible dread. To Kaltë, who was Nír's father, he gave it, and the Mhaldûlne were well pleased with their favoured son. It was, we know, Andacer's work that was judged the better by acclaim. Still, Galand would do much to make Rhaud a place of beauty, but for many long years he was forever second to Andacer. But all things must pass, and in time Andacer forsook Rhaud to walk in the depths, and Galand then stood highest in esteem, as was always his desire. But the hollowness of his victory gnawed at him, and he knew that he must earn it in truth. And so Galand too left the Thousand Halls, and for five years he walked upon the surface of the world, and in his hand he held a jewel, bright and pure. Through ways then secret, and now lost, he spoke to the gem of all the lore that Dwarves then knew, and these words taught it many things, and it is said that for this gift of learning the jewel in turn did favour for Galand, and held all the light that touched it close, so that it might be saved for darker days.

When Galand came once again to the Thousand Halls, he did so quietly, and few knew of his coming. He worked ten days and nights without rest, and at last the jewel was set upon a graven ring of gold, and within it was a light white and soft and clear, and its beauty was not of this earth. He knelt before Chierne, who was now foremost among the Lords and Thanes of Rhaud, and to him bequeathed the ring, and it was named Rer. Rer was fine to behold, and the Dwarves marveled at it, and said that truly it stood unequaled among the treasures of Rhaud. But the fullness of Rer's greatness had not yet been revealed.

Orcs and Goblins returned to wreak their vengeance upon the Dwarves, and wrought great slaughter with the fierceness of their assault. It was that they came to battle with the Dwarvenhost upon the dark field of Morn, and threw themselves relentlessly upon the warriors of Rhaud. It seemed then that the fight was lost, and Dwarves reeled before the savagery of Beasts, and sharp axe and fine mail availed them not as it had in days before. The line could not hold, and it began to fray. Galand pushed through the press to Chierne's side, and he judged it time that Rer's true power be revealed. He spoke softly in Chiern's ear, and Chiern then spoke one single word to Rer. And then there was light. A light glorious to behold, as if the Sun itself had come into the low places of the world. The Beasts quailed before that sudden light, and some cried out and some threw themselves upon the ground and others still turned and ran. And each and every Dwarf upon the field of Morn felt strength renewed and courage restored, and they roared as they came forward, and neither Orc nor Goblin could stand before this fury.  

Victorious, the Dwarvenhost returned to Rhaud, and it was Galand who they carried before them in their march of triumph. Through the majesty of his art, they said, Rhaud had been saved. Galand had at last surpassed Andacer, and he made many fine things in those days that Dwer and Dwarf yet remember for their beauty. For a time the realm knew peace, but all things must pass. Andacer had returned, and Rhaud was filled with revelry. The people looked upon the treasures that Andacer brought with him, and they were in awe, and is if by some wicked spell they seemed to forget all that Galand had done. Though he was yet fair to look upon, and smiled readily, Galand knew that there was a fell wrongness deep within Andacer that had not been there before. In this he was right, but it was yet hidden from the Dwarves. Andacer sequestered himself in the depths of the Hall of the Mhaldûlne, and Rhaud was left to wonder at his doings. Galand's unease only grew, and he would wake in the night from troubled dreams slick with sweat.

At last Andacer emerged, and in his hand he bore his Pearl, and all who looked upon it were swayed by its fell magic. But Galand knew that evil here had been wrought when his eye beheld it, and he was filled with dread. It was to Chierne that he went, and he begged that the Pearl be destroyed. Chierne was reluctant, for though he loved his friend, he was then still blind to the evil of Andacer's work, and he could not in the rightfulness of the law seize the Pearl. Galand nodded, and swallowed bitterly, for he could not refute the law with feeling alone. He bade Chierne farewell, for he said he could not remain in Rhaud. He had wed Lanne, Kaltë's daughter, and she was with child, and it was to the safety of his family that he said he must now look if Rhaud would not heed his warning. And so he left for Balagrod, where he had distant kin, and for some few years Rhaud was put from his mind. There his son was born, Gírn Dun Riar, and from his first years he taught his son the working of metal, and the cutting of jewels.

But news then came of the fall of Rhaud, and the desecration of its Thousand Halls, and all the fell deeds that had there been done, and all the Dwarves of Balagrod were filled with fear. Lanne grew sick from the hearing, for no word had yet come of her kin, and she thought them dead. She died then, for hope had abandoned her, and father and son alike were stricken with grief. It was a grief from which Galand could not recover, and he was not the man he was before, and no more did he teach his son of his work. And years passed, and every day his sorrow brought him closer to death, and it seemed that in his soul he already was. On a cold day when wind howled through the deeps, having found some way below the ground, death at last took him in truth. His greatest secrets died with him, for in his last days he would not speak, not even to his son. Nothing then held Gírn Dun Riar to that place, and he came to Nüln where his mother's folk had gathered. He remembered his father as he was in earlier days, and always he aspired to equal his craft, and many great things did he make in Nüln in his pursuit of that secret knowledge. Nüln too fell in time, but Gírn Dun Riar was saved from the sack by Lothë, Prince of the Mhaldûlne. His skill is the greatest to still be found among the Dwerim, and he serves his Lord faithfully in Mhaldûl-Nem, and in all his labours he seeks neither acclaim nor prize, but glory for his people and strength for the Mansion.[/ic]

[spoiler=A Letter to Dolmar Lestridae][ic=A Letter]Dolmar Lestridae of Umbrazzid,

I greet you on behalf of all the Dwerim. It is known that you yet seek to prove your friendship, and there is a small gesture that you may do to aid in that endeavour. In scouting the Great Forest I came upon an Elf, dead, savaged by wild beasts. On his person he carried a scroll, whose characters I will herein transcribe for you. If you would convey their precise meaning to me, know that you would have some measure of my gratitude. As Lord of the Mansion I grow concerned when Elves wander my realm bearing secret and poison.

The Wyrmhunt moves swiftly, and shall arrive at the lake by the end of the week. I trust your warriors will be ready.

In Good Faith,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion

[Obviously Steerpike will have to provide you with the actual contents of the letter that Lothë has transcribed][/ic][/spoiler]

[spoiler=A Letter to Phaedra Duskbow Lestridae][ic=A Letter]Apologize not, Phaedra of the Duskbow. In this translation you have lent valuable assistance, and the Dwerim are grateful. Your father must do what he must do in service to Umbrazzid, and I shall pray that his Ancestors protect him. That Viarra Gloomsong sends her agents into our lands, and that they seek such profane relics, troubles me greatly indeed. You may see what your Goddess grants you to see in the Tower of Screams, and you may glean what you will from the seeing, so long as you share this knowledge with the Dwerim. The Tower broods in the forest, and I have sat ill at ease since it was uncovered. It is dire to look upon, and I have felt a quiet malice steal into my heart when I have stood within its vast shadow. When Scorra lies dead, the Nocae may walk freely in the realm of the Dwerim. Should they come to cleanse this fell Tower I will do all that I can to aid them in its cleansing, and in the destruction of this Staff of the Excruciatrix. I will not risk the delving of this ruin without the Nocae. I fear for the safety of the Mansion in the absence of the warriors of the Wyrmhunt, and I will not endanger the lives of my subjects.

The caverns above rumble ominously and war may soon come to the Dwerim. The Goblin King has defiled the Thousand Halls of Rhaud, our ancient home, and by this insult I see that he may soon set himself against us. The Orcs of the Blood Spear Clan come south, and I know not their intent. They are savage creatures who delight only in slaughter, and so we watch closely all the ways of the Forest, and our axes rest near to hand. Tiern now marches without pause to Balagrod and the lair of the Dragon, and your warriors must set out this very week to meet the Hunt. You have my apology, but I do not order my men to march to their own exhaustion lightly. The sooner the Wyrm is slain, the sooner their axes may again make safe the halls of Mhaldûl-Nem. It is my fervent wish that we may be friends, and so I humbly ask that you send immediately those men that you might, so that their blades and bows may be joined to the axes of the Dwerim in the Hunt. The Queen of the Dwarves allows this Hunt, and so long as you march as part of its company you will be safe from her wrath.

With my own eyes I know not this creature you describe, but in the legend of my people there may be answer. They are the Watchers-in-the-Water, and they are beings of limitless cruelty. They care not for the lives of Elf or Dwer or Dwarf, and love only themselves. They are perverse and wicked, and will corrupt all that they touch so that they might spread their fell dominion. These were but stories, but it seems they may be true. If they are, this creature cannot be redeemed. No bargain made with it will be safe. Destroy it, or leave it where it lies. If I sat where you now sit I would fill this creature with my arrows and burn its corpse to ash. But I do not, and so the choice is yours, Phaedra Duskbow Lestridae.

May Your Ancestors guide you,

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

[spoiler=A Letter to Dâgalûr][ic=A Letter]I am troubled, Goblin King. A most disturbing rumour has reached my ear. Rumour that the filthy feet of your Horde have set foot upon the streets of Ancient Rhaud, that their filthy hands have defiled its sacred statues and stolen the treasures of its venerated craftsmen. You begged me for peace, Goblin, and I generously gave it. My terms were clear. No Goblin was to set foot within the Thousand Halls. Yet why then do I hear that they have? Have you spat upon the peace between us?

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

[spoiler=A Reply to Dâgalûr][ic=A Letter]You know well what it is that you have done. Grave insult have you done to the Dwerim, and you have shown only the greatest contempt for our ancestors. Not only by the ravishment of Gleaming Rhaud, but by the betrayal of your word. You claim that you have come not to the Middledeep, and yet in the same breath you prove yourself false in this as well. How could the Dwerim block route of trade that comes not through our own realm? The Fortress of Undrenwald is not built out of such petty concern, but to guard safe the world against the evils that lurk in the fetid depths below. There is naught that understands trade in the Lowerdeep, Goblin King, save perhaps some scattered remnant of Duergar Imperialism. The Dwerim do you favour in the building of our Fortress, and yet you spurn us by delivering grievous affront to our Ancestors, and by trespass in our realm. These two things, and these only, were made forbidden so that there might be a peace between us. But you have cast that aside.

I have little interest in war. I have seen enough blood, century after century. But insult must be answered. The Great Forest and the Realm of the Dwerim remain forbidden to your kind, and are now and forever-more made forbidden to any who have aided Goblins in their work, and to any trader who has willingly done business with a Goblin. Unless your words are humble and you seek to atone for what you have done, write us not again.

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

[spoiler=A Letter to Disa Grimhammer][ic=A Letter to the High Queen of the Dwarves]A disturbing rumour has reached my ear, Disa Grimhammer, High Queen of the Dwarves, and I write so that you too might know it. I have heard that the treacherous Goblins of the Red Tide have despoiled the ancient city of Rhaud, resting place of many of the greatest ancestors of both Dwer and Dwarf, and that they have defiled the City's hallowed halls. They have carried off the treasures of our people, and now nest within the Thousand Halls, filling it with more of their loathsome kin. Their King had begged me for peace, and I gave it to him. Only one condition did I give: that his people tread not in Rhaud. And yet a moment passes, and I turn round, and I hear whisper that these Goblins have broken the treaty that was between us. I have written to this Goblin King, to seek the truth of the matter, but he answers not this charge. In this I sense his guilt, for an innocent would not remain silent when presented with such grave accusation. I was foolish to have given even a shred of my trust to this so-called King. A Beast never changes, for it is a Beast, and in all that it does it only seeks to serve its base desires.

I have sent Tiern with many of the strongest warriors of the Dwerim to hunt down Scorra, the Grey Wyrm, for the safety of both our peoples. But in this doing the defence of the Mansion suffers. I fear that it is the Goblin's intent to set himself against us, and invade our realm. Rumour also reaches us of Orcs moving south, and this too is troubling to the Dwerim. Should the Mansion be assailed, I humbly ask that the stalwart warriors of Droch-Mûrad come to our aid. The Beastfolk shall then know that you are more than a slayer of wolves.

By the Grace of Our Ancestors,

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

[spoiler=A Letter to Shee-Ra Cleversmart XVI][ic=A Letter]O Great and Terrible Majesty,

It seems that the Goblin Dâgalûr is intent on spreading his malicious lies throughout your... vast... realm. The Dwerim have made no threats against these Goblins, and we have done nothing that you yourself would not approve. We have built a fortress, it is true, so that our lands might be protected from the terrible threat of, as you say, NastyDreams. It is known that these creatures lurk in the depths, and wait only for their chance to strike.  

And yet the Goblin claims our fortress impedes his trade, but what trade can be had so deep? Does he consort with the NastyDreams? We humbly request your Royal Investigation into this most serious matter. Further, this Goblin delivers A Great Insult to the Most Honoured Ancestors of the Dwerim, Even Those Who Do Not Deserve It. He snaps their bones, and treads thrice and twice again upon their graves, and defaces their graven images in a manner not ironic nor humorous, but with somber and serious intent. For this insult we have forbidden any Goblin from setting foot upon our land, and we watch vigilantly and closely lest the NastyDreams enslave these Goblins to their will. We have made no mention of the Cleversmart Kobolds, or of trade with them. We suspect the Goblin is not a student of geography, and that he is neither Clever nor Smart, and that he has become confused as to the location of the Cleversmart Caverns.

Cordially,

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

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

Though the Empire has fallen, the Dwerim do not spurn the Duergar. Between us there has been a long peace of centuries, and this I do not discard. Your report troubles me. My folk are deep miners, as yours are, and we have known that some scattered remnant of Our Enemy yet lurks in the depths. I had not suspected the infestation had become epidemic - that they are as organized as you suggest. I fear then that the Fortress the Mansion builds to guard the lower ways will not alone suffice.

There was an alliance between the Empire of the Duergar and the Kingdom of Nüln in elder days. Perhaps it is time to honour it anew. I shall promise that should your Holds be assailed by the Sporekin that the Dwerim shall in turn bring fire and axe against them so long as you should promise the same of those Duergar who owe you their allegiance. We cannot allow this Rot the luxury of division between our Realms.

Vivat Imperium,

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

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

The ancient alliance stands once more, and the Dwerim are well pleased. Should the Sporekin grow appetite, they will find their bellies yet empty, for the Dwerim and the Duergar shall be upon them, and they will be cast down in fire, and shall never return to the loam that gave them birth.

If it is the head alone of the Grey Wyrm that is your desire, perhaps to mount upon your wall, then as a gesture of friendship I shall have it sent to your halls should the Wyrm be slain. But the heart I cannot give. My son has sworn before the Ancestors that he shall bring the heart to Disa Grimhammer, Queen of the Dwarves, and place it before her in Droch-Mûrad . In this it is his hope that he might win her hand, and bind anew the Dwarves and the Dwerim. This oath he cannot abandon, and I would not ask it of him, for it would stain the honour of each and every Dwer.  

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]    
 
[spoiler=Orders for The Month of the Spider, Week Three][ooc=Orders for The Month of the Spider, Week Three]Production

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

Hall of Trade: +100 Gold

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

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

Upkeep

49 Dwer Axemen: -98 Gold, -98 Food
3 Dwer Flamesprayers: -12 Gold, -6 Food

[Not to be payed this turn: 11 Dwer Axemen (-22 Gold, -22 Food) 2 Dwer Flamesprayers (-8 Gold, -4 Food), 1 Furnace Master (-6 Gold, -3 Food, -3 Metal)]

Construction

Mhaldûl-Nem

Under Construction: Flame Gallery (1 Week Remaining)

Undrenwald

Under Construction: Escape Tunnel (1 Week Remaining), Outer Wall (2 Weeks Remaining),

Recruitment

1 Dwer Furnace Master -35 Gold, -10 Metal
2 Dwer Flamesprayers -20 Gold, -10 Metal
11 Dwer Axemen -88 Gold, -22 Metal

Wealth

Gold: 5
Metal: 39
Food: 492

Dungeons and Outposts

Mhaldûl-Nem

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

Undrenwald

Defences:

Armies

Note: All Dwerim units 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
Lothë - Garrisoned at Mhaldûl-Nem
1 Furnace Master (Gírn Dun Riar) - Garrisoned at Mhaldûl-Nem
5 Dwer Axemen - Garrisoned at Mhaldûl-Nem

The Undrenguard / Prayer: +1 Morale, +1 Defence
10 Dwer Axemen - Garrisoned at Undrenwald
2 Dwer Flamesprayers - Garrisoned at Undrenwald
3 Dwer Flamesprayers - At Undrenwald.

The Wyrmhunt / Boast Made: +1 Speed, +1 Attack and +1 Morale / Prayer: +1 Morale, +1 Defence
Tiern - At M44
40 Dwer Axemen - At M44

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

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

[ic=Tiern, Warden of the Undrenwald and Heir to the Mansion]Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 3
Morale: +4
Abilities: Leadership, Grudge (Orcs)

Tiern's Grudge ability applies to all units in the specific regiment he leads. Troops garrisoned in a dungeon with Tiern gain +1 to their Morale score.[/ic]

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

Orders

All units beginning the turn in Mhaldûl-Nem will pray at the Hall of the Ancestors

The Dwerimhost and the Undrenguard

Send 3 Flamesprayers and 5 Axemen from Mhaldûl-Nem to Undrenwald.

Obviously, the two flamesprayers who were already present at Undrenwald shall garrison themselves therein.

As the fortifications have yet to be completed if Undrenwald is assailed by a force of at least twice the size and ability of the Undrenguard, the Undrenguard shall withdraw as close to Mhaldûl-Nem as is possible.

The Furnace Master, Gírn Dun Riar, has worked his own armour and weapons and those of his lord Lothë so that they might serve better in battle.

The Earth's Cardinal Heart has been given to Gírn Dun Riar, Furnace Master. From it he shall work an amulet worthy of a Prince of the Mhaldûlne, and it shall be as a symbol of the authority and strength of the Lord of the Mansion. On heavy ashsteel chain shall the Heart hang, mounted in an ashsteel fitting graven with runes. Its weight shall remind the Lord of the burden that he bears for his people, and it will never sit easy upon his neck. (-10 Gold)

Wyrmhunt

The Wyrmhunt shall spend 1 Speed to Investigate Nüln. They will be careful and wary in their delving of the dead city, and Tiern's memories of the city shall certainly prove invaluable in this. If monsters or wicked folk are encountered, they shall be slain or driven out. If it is an honourable folk that has come to Nüln, and if they intended no offence in their habitation, then they shall be left unmolested, and Tiern will attempt to win their friendship. He will offer that Dwerim shall come to Nüln to make strong again the Gate, so that none might enter the city who are not friends. The Dwerim shall come, he will say, and the city will be fair and fine again, and it will be made safe for the children of that folk. However, as they inhabit the ancestral home of the Dwerim, they must pledge their fealty to the Lord of the Mansion of Mhaldûl-Nem. Tiern will inform them that in return for their allegiance they shall be afforded the protection of the Dwerim, and that this folk already benefits from the valour of Dwerim arms, the Fortress of Undrenwald having been established to the east, preventing incursion by any evil that should seek to rise from the depths. Additionally, their leader shall remain as ruler of Nüln, under the greater suzerainty of the Lord of the Mansion.

Regardless of who or what now occupies Nüln, effort shall be made to locate lost treasures of the Dwerim. Tiern shall make good his promise to Swide, should he be able, and he shall sing in what remains of the Rose Garden, so that that place might again know some measure of joy. Should Nüln be cleared, it will be reinhabited by the Dwerim and Tiern shall renounce his place as Warden of the Undrenwald, and instead take up the duties of Steward of Nüln. Should any honourable inhabitants agree to become the vassals of the Lord of the Mansion, the dead city will live once more, and it shall be a House within the Dwerimrealm.

Once business in Nüln is concluded, the Wyrmhunt shall spend its remaining 3 Speed to move from M44 to U34, and will then Force March from U34 to U19.[/ooc][/spoiler]
Let the scholar be dragged by the hook.

HippopotamusDundee

#28
 [ic=Retribution]
Yuddarath moaned and trembled as Ktan-Ydheel stalked through its corridors in a mood as black as the empty sockets of the Cerelich's eyes, spirits lifted only slightly by the abortive psychic cries of the lobotomized Overbrain in the throneroom upon which its new Apprentice plied his ghoulish trade. Elves - the Cerelich was rapidly realizing- were the most perfidious and treacherous of all the lesser vermin that crawled and squirmed through the caverns of the Underdeep and the surface below. With the exception of the Prince of Kirr-Gonda and his eminently reasonable business practices the Cerelich cursed the entire race of pointy-eared upstarts in languages not spoken in untold aeons as the contemplation of the loss of an expeditionary party - and more importantly, potential fodder for experiments - continued to fuel Ktan-Ydheel's cold and calculating fury.

But if lesser races wished to involve themselves in the affairs of the Deathless, then Ktan-Ydheel was more than happy to accommodate their interest and work towards a permanent relationship. Yes, his plans for doing exactly that were beginning to bear fruit and soon every one of the vermin who had so dared to challenge him would be thrown into the digestive stomach-chambers at Yuddarath's feet to there be broken down and assimilated into its unliving walls and corridors where their minds would slowly gibber and shudder at the horror of their new existence until the bodiless wretches were lost within eternal and absolute servitude in their roles as Yuddarath's marrow and mortar.

Ktan-Ydheel smiled, the Cerelich's tentacles writhing in anticipation and its corpse-like lips parting in a rictus grin and as it did Yuddarath calmed and stilled, the tremors spasming through its unliving flesh slowing as the Cerelich's fury crystallized into purposeful determination and sadistic clarity.
[/ic]
[spoiler=Message for Whisper]
[the merest tendril of a thought; like catching smoke on the breeze or a wisp of fog carried in the darkest night]
My dearest Whisper,

I am surprised by the progress you have made already just by glimpsing the furthest edges of my thought-patterns - it seems you are a quick study for such things.

Await my messenger within a month - you will know It by the writhing of tentacles that spells out It's name thusly - [the taste of blood, a terribly luminous glow of anti-colour, the icy tang of the empty voids between the stars and at last a name, sounding somewhat like Dlyehadrath.

Conceal It from your Overbrain and It will be my messenger to you when you deem it safe to expose yourself long enough to learn more.

And understand this - there is in me as much nostalgia in seeing in you what I once was and knowing the similarity between us as there is joy in the opportunity to tweak the Overbrain's brainstem and to someday bring it Low - do not presume to know my motives or my relationship with [sense of parental pride and attachment, undertone of contempt and pity, memory of nurturing the deathless seed within it, faintest tang of devotion and domination paired and then the name - Yuddarath]

Yours in Yuddarath,
Ktan-Ydheel[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies [/spoiler]
[spoiler=Upkeep]
1 Star Vampire: -4 Bodies
2 Ceremorph Ghouls: -12 Gold, -6 Bodies
1 Ceremorph Ghoul Captain (Tsatha): None
1 Apprentice (Altharid-Xallisine): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Memory Womb: 1 week remaining
Thrall Pen: 1 week remaining
Beginning Construction:

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction
[/spoiler]
[spoiler=Recruitment]
Recruit 12 Zombie Thralls: -120 Gold, -9 Bodies
Recruit 6 Ceremorph Ghouls: -72 Gold, -6 Bodies
Recruit 2 Star Vampires: -50 Gold, -6 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 9
Metal: 30
Food: 0
Bodies: 31[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Spawning Pool
Secret Chamber
Chamber of Obscentities
1 Thrall Pen
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Uncanny Architecture

Ulm-Ulhulm (Middledeep 22)
[/spoiler]
[spoiler=Armies]
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Altharid-Xallisine) - Garrisoned at Yuddarath (Lowerdeep 56)
8 Ceremorph Ghouls - Garrisoned at Yuddarath (Lowerdeep 56)
2 Star Vampires - Garrisoned at Yuddarath (Lowerdeep 56)

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

1 Star Vampire - Garrisoned at Lowerdeep 59
[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]


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

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

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

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


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

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

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

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


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

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[/spoiler]
[spoiler=Orders]
Spend 0 Speed to move Altharid-Xallasine and 10 Zombie Thralls up a level to Middledeep 24 then spend 2 Speed to move them to Ulm-Ulhulm (Middledeep 22) and another 2 Speed for the Zombie Thralls and 1 Speed for Altharid-Xallasine to mitigate risk of magma damage.

Altharid-Xallasine uses the 10 Zombie Thralls as Sacrifices and uses Summon (Bloodfiend) to summon a pair of Bloodfiends and spends 1 Speed to garrison in Ulm-Ulhulm (Middledeep 22).

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

Ktan-Ydheel uses the 2 Kobold Thralls and Xulhoon stored in the Thrall Pen along with 2 Zombie Thralls and 1 Ceremorph Ghoul as Sacrifices to summon a pair of Star Vampires.

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

Spend 4 Speed to move 1 Star Vampire to the chasm between Lowerdeep 52 and 53, then spend 0 Speed to move it up two levels to the opening between 27 and 26. Spent 4 Speed to move it to the Shadow Elf capital of Umbrazzid at Upperdeep 30 with orders to assault the dungeon there after the departure of the archers.

Spend 0 Speed to move 7 Ceremorph Ghouls up a level to Middledeep 24 and then spend 2 Speed to move them to Ulm-Ulhulm (Middledeep 22) and another 1 Speed to mitigate the danger of magma. Spend 1 Speed to garrison there.

Ktan-Ydheel to Scry on Upperdeep 30, Middledeep 20 and Middledeep 40 . Also continuing to put the word out to Apprentices - offering them not only instruction but a retainer of 10 Gold and 5 Bodies a week if they study under him.
Altharid-Xallisine continues refining her understanding of Kirr Dark Elf sorcery at the Chamber of Obscenities.
Naerlyth the Unclean continues spending his time at the Spawning Pit improving the virulence of Ceremorph Ghoul diseases.
[/spoiler]

Humabout

[ic=Fluff]Release the bats![/ic]

[spoiler=RELEASE THE BATS!]
[spoiler=RESPONSE TO DWERIM]
We have made no aggressive move against the Dwerim of which I am aware.  We have not even descended to the MD.  Whatever offense you think we committed, you are mistaken.  I have received word, however, that you have blocked our trade route to the Lowerdeep.  I would appreciate an explination.

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun Sees
[/spoiler]

[spoiler=RESPONSE TO DWERIM]
Lothe.

We have received word from the CleverSmarts that you desire the statues in the ruins beside our dungeons as reparations.  This we would gladly give you, but as we are accused of defacing graves, I would prefer to hear it from yourselves before removing any gravemarkers.  If such a thing you desire, send us word.  We've no interest in lowering ourselves to your level, but if Dwer military forces enter ours, we will be forced to take it as an act of aggression.  Meanwhile, we will not impede your ability to pay tribute to the CleverSmarts.

We await your reply.
[/spoiler]

[spoiler=MESSAGE TO GARNAKH]
I have heard that an orc army is headed south.  I would like to know to what purpose you approach our borders.  Should we share a common purpose, I would gladly lend assistance.

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun Sees
[/spoiler]

[spoiler=REPLY TO GARNAKH]
We have particular love for Grimhammer dwarves, but they are far and just below us down the Downward Stair lies an unprotected dwarvish stronghold held by the Dwer.  I would not presume to tell you who to raid, but I might suggest that spies and spiders whisper tales of it being only modestly guarded - a mere 7 dwarves hold the keep as of last report, while the bulk of their army marches west, presumably toward the Grimhammers.  This is our goal, to take the Dwer stronghold and cut off the food supply to their army.

Feel free to join us in sacking their stronghold, but on the condition that when we take it, it is ours to keep.  They have piled insult upon insult against us, and we will sit on their throne and defecate on their fathers' graves.  If you wish to raid the Grimhammers, do so with our blessing.  No goblin will impede your march, but that fight must wait for us.  We have vengeance to visit upon others.
[/spoiler]

[spoiler=MESSAGE TO SHEE-RA]
The Dwer are forbidding our trade with our allies in the Middledeep, such as yourself.  This is as much an offense against us as it is your highness!  They dare tell the Cleversmarts with whom they may conduct business!  I am attempting to negotiate with them, but your voice may lend gravity to the seriousness of their offense.

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun Sees
[/spoiler]

[spoiler=REPLY TO SHEE-RA]
We thank you for your intervention, Your Highness, in this matter.  We do not think as the Dwer do and have not set foot in their territory.  We have expanded our dungeons in order to increase our production levels.  The surface is vast and large armies are required to subjugate it - more than raids can provide.  It was to that end that we captured an old dwarf mine near us and are establishing a mine of our own, as well.  Despite being attacked by the residents of that ruin, we have not desecrated any statues - only taken weregild for our fallen.  If they want us to deliver the statues from within those mines, we will, but I would prefer to hear that rather than insults and accusations from Lothe.  It would be a simple reparation.

We would trade with The Glow, an enemy of the NastyDreams.  They are a race of plant people who desire only to inhabit the Lowerdeep, which being the homes of the NastyDreams, makes them natural enemies.  An alliance with them would seem to serve us all.  With regard to impeding your trade, we would never do such a thing.  We have not stopped trade with anyone, although we have heard from our allies, The Glow, that they have amassed an army and sent it west toward the Upperdeep and have also established an outpost that blocks our trade route to The Glow, enemies of the NastyDreams.

(In other words, 1) we need more resources to fund more troops to conquer the surface; 2) we trade with The Glow; 3) we won't bother CleverSmart trade in any way with anyone; 4) we will upon hearing from the dwer that this won't make them more constipated; 5) as long as we get to keep their mine, we won't write on stuff or break things.)
[/spoiler]

[spoiler=MESSAGE TO KAFER]
I have heard the Disa Grimhammer is seeking a dwarf husband who has slain the dragon that resides in the Upperdeep.  This dragon is quite the threat to ourselves, but not being dwarves, we would profit little of her by killing it.  You, however, are of dwarvish blood and can make good use of it to bind her clanhold to your own.  I suggest a deal.  In exchange for the dragon's corpse, your deurger and my goblins will become bonded in an alliance by which we mutually defend each other, allow each other free passage through our territories, and offer discounted rates of trade.

How say you?

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun Sees
[/spoiler]

[spoiler=REPLY TO KAFER]
Slaying a dragon should be of little difficulty for The Horde, and for now, our only requirement from you would be that you collect it directly  from our dungeon.  We would deliver it, but we don't think hauling a dragon corpse through the Dwer's home territory would be wise at this time.

With regard to your concern over separation, we do not expect to have need of your axes as yet.  Our main concern is having allies in the Underdeep that will prevent attacks on our home base while we raid the surface.  It is growing more and more evident that we will require strong friends whose prowess will be sufficient deterrent to war, and when people speak in fear, they often speak in fear of your mighty host.  Also, an alliance with the husband of Disa Grimhammer is as good as an alliance with Disa herself, as well, and she is quite close.

Should, by some chance, you require our military presence, we are many in number and can as easily march downward as upward.  We seek plunder, and would prefer to concentrate on the surface, but if our staunch allies are threatened, then we risk losing the deterrent that keeps us safe.  It would naturally be in our best interest to assist as rapidly and violently as possible.

It is our hope that this makes sense and that you will agree to these terms.  Consider the dragon's life the mortar that holds our alliance together.  Both a proof of our might and a token of good faith.
[/spoiler]

[spoiler=MESSAGE TO THE GLOW]
Ugly dwarves have blocked my ability to send you more bodies!  I am attempting to negotiate a solution, but hearing from you may help sway them in our favor.  I do not think they truly understand what they are doing.  They impede your blossoming into greater beauty as much as they prevent two friends from helping each other.

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun See
[/spoiler]

[spoiler=REPLY TO THE GLOW]
I thank you for the beautiful intelligence report on the filthy dwarf whereabouts.  I intend to make them go away, and with haste.  Even now, an army of orcs is joining my forces, and together we will take the dwarvish stronghold.  If Your Beauty wishes to assist in the assault, we would be most grateful, but more than anything, we need only destroy their means of paying their greedy, ugly soldiers.  Without cold, dead gold, the dwarves will abandon their leader, and that large force you informed us of will be no more, as will the outpost that blocks our trade.

Harry the outpost and prevent their forces from reinforcing their stronghold.  Bolster our numbers at the siege, if you can.  Together, we will exterminate this ugliness in the Middledeep.  In exchange for this great help, we would gladly offer you the Dwer stronghold nestled deep in the Great Mushroom Forest of the Middledeep.
[/spoiler]

[spoiler=DISA GRIMHAMMER]
I humbly seek your council.  Our neighbors, the Dwerim, claim we have violated the nonaggression pact we have with them, but we have not entered their territory, or even descended to the Middledeep.  I am not sure how we have violated the treaty and hope you might shed some light on it; I fear we do not think as dwarves do.  In the end, we wish only for peace.

We thank you in advance for your help in this matter,
Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun See
[/spoiler]
[/spoiler]

[spoiler=Orders 'n' Stuff]

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

[spoiler=Upkeep]
Gold: 77.
Food: 77.
[/spoiler]

[spoiler=Construction]
The Downward Stair (Upperdeep 44)
Beginning Construction:
Goblin Mine (2 weeks to completion)
Pallisade (1 week to completion)

Ghostwalk (Upperdeep 42)
Beginning Construction:
Goblin Mine (3 weeks to completion)
[/spoiler]

[spoiler=Recruitment]
Upperdeep 43:
83 Goblin Grunts
20 Goblin Archers
[/spoiler]

[spoiler=Wealth]
Gold:  0.
Metal:  196.
Food:  508.
[/spoiler]

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

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel

The Downward Stair (Upperdeep 44)
Established.

Ghostwalk (Upperdeep 42)
Established.

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

Outer Walls
Impenetrable Walls
Escape Tunnel
[/spoiler]

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

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

(Upperdeep 42)
1 Goblin Commander

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

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

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

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

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

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

[spoiler=Orders]
[Speed 2] Goblin King and all attendant goblin soldiers excepting the two new commanders move to The Downward Stair.
[Speed 1]  The following units move from The Skull Throne to The Downward Stair:  93 goblin grunts and 10 goblin archers.
[Speed 1]  Goblin King assumes command of an army consisting of three regiments of goblin grunts (50 grunts, 50 grunts, and 30 grunts) and one regiment of 50 goblin archers.  The Goblin King himself is attached to the regiment of 30 grunts.  The goblin commander joins the regiment of goblin archers.  All of the new arrivals garrison at The Downward Stair.
[/spoiler]
[/spoiler]
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

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