(http://i.imgur.com/978GAPE.png)
Welcome to <<Tarkuurb'narkuub Ghoshash Snazaga>>,
"Perplexing-complexity the Cleaver of Ignorance"
I am Thrakha'zaguul. The "White Axe". My father was one of the clanguard, the right fist of the warchief, and served proudly for many years. I am his third son. Yesterday my brothers and I were each called to meet our new clanleader. To me he appears young and foolish. In the council room were many wizened old orcs and many tapestries containing our histories. Some of the older orcs looked very wise, but they were silent.
To my eldest brother Ashaash, the clanleader spoke: "You must take on the role of the Avenger. Take this chest of gold and equip a warband, to smite our foes with vengeance."
To my second brother Yagduum, the clanleader spoke: "You must take on the role of the Huscarl. Take this chest of silver and equip the clanguard, to defend our homeland with honor."
To myself, the clanleader spoke: "Our lands are too few for third sons. If you wish a place in the world you must rend it from the wilds. Take this sack of iron coins, gather the outcasts of lesser families to yourself, and leave our borders by next new-moon." Still the wise orcs were silent.
----OOC -----
I will use this story as sort of a mini-tutorial for Orc Fortress. Feel free to jump in with suggestions, questions, or whatever, either in or out of character. Any characters besides Thrakha are open for 'orking'.
We are playing Orc Fortress 1.01 for MDF2f with these settings.
Settings.
ENEMIES: Tigermen, Raptormen, Automatons, Humans, Dwarves, Elves
CAVERN: Trogs, Antmen, Batmen
ALLIES: Bandits, Deep Drow
NO simple minerals
NO slag pit
NO no corpses
NO warbeasts
YES harder smithing
YES harder custom farming (similar to HARDER, but only 1 season grow time for aboveground plants)
NO harder smelting
NO harder mining
YES weaker traps
YES bodyguards
YES aquifers
YES grazing
HIGH Civs
HIGH Savagery
FREQ Minerals
Neighbors: We embarked on the green [!] mark, away from the tower.
(http://i.imgur.com/61pF7lS.png)
Journals of Thrakha'zaguul
Chapter 1: Exile (http://www.bay12forums.com/smf/index.php?topic=122867.msg4031313#msg4031313)
Chapter 2: Survivor (http://www.bay12forums.com/smf/index.php?topic=122867.msg4032252#msg4032252)
Chapter 3: Tribal Warcrafter (http://www.bay12forums.com/smf/index.php?topic=122867.msg4033989#msg4033989)
Chapter 4: Warchief (http://www.bay12forums.com/smf/index.php?topic=122867.msg4036397#msg4036397)
Chapter 5: The Goblin Ghetto (http://www.bay12forums.com/smf/index.php?topic=122867.msg4037606#msg4037606)
Chapter 6: Blood and Mithril (http://www.bay12forums.com/smf/index.php?topic=122867.msg4042764#msg4042764)
Chapter 7: Spoils of War (http://www.bay12forums.com/smf/index.php?topic=122867.msg4045955#msg4045955)
Chapter 8: Stronghold (http://www.bay12forums.com/smf/index.php?topic=122867.msg4054042#msg4054042)
Chapter 9: Fire and Sword (http://www.bay12forums.com/smf/index.php?topic=122867.msg4063837#msg4063837)
Chapter 10: The Dark Temple (http://www.bay12forums.com/smf/index.php?topic=122867.msg4070779#msg4070779)
Chapter 11: Sorcerer (http://www.bay12forums.com/smf/index.php?topic=122867.msg4080877#msg4080877)
Chapter 12: Caravanserai (http://www.bay12forums.com/smf/index.php?topic=122867.msg4093690#msg4093690)
Chapter 13: Grenadier (http://www.bay12forums.com/smf/index.php?topic=122867.msg4100873#msg4100873)
Chapter 14: Huscarl (http://www.bay12forums.com/smf/index.php?topic=122867.msg4137004#msg4137004)
Chapter 15: Speleology (http://www.bay12forums.com/smf/index.php?topic=122867.msg4170300#msg4170300)
Chapter 16: Samurai (http://www.bay12forums.com/smf/index.php?topic=122867.msg4182587#msg4182587)
Chapter 17: Nemesis (http://www.bay12forums.com/smf/index.php?topic=122867.msg4194901#msg4194901)
Chapter 18: Beast Slayer (http://www.bay12forums.com/smf/index.php?topic=122867.msg4199088#msg4199088)
Interlude: A History in Stone (http://www.bay12forums.com/smf/index.php?topic=122867.msg4248447#msg4248447)
Chapter 19: The Last Wish (http://www.bay12forums.com/smf/index.php?topic=122867.msg4250581#msg4250581)
Chapter 20: Brothers in Arms (http://www.bay12forums.com/smf/index.php?topic=122867.msg4252409#msg4252409)
Chapter 21: Fluidcaster (http://www.bay12forums.com/smf/index.php?topic=122867.msg4299672#msg4299672)
Chatper 22: Descent (http://www.bay12forums.com/smf/index.php?topic=122867.msg4308477#msg4308477)
Download <<Ghoshash Snazaga>> from the DFFD:
At embark, 1st Granite 250 (http://dffd.wimbli.com/file.php?id=7437)
Sorcerer's Dark Temple is fully operational, 23rd Timber 253 (http://dffd.wimbli.com/file.php?id=7436)
Warrior's Meadhall is complete, 3rd Felsite 255 (http://dffd.wimbli.com/file.php?id=7559)
Winter falls on the Dwarves, 1st Moonstone 256 (http://dffd.wimbli.com/file.php?id=7597)
Brothers in Arms 21st Granite 259 (http://dffd.wimbli.com/file.php?id=7668)
Descent 1st Granite 261 (http://dffd.wimbli.com/file.php?id=7757)
*** Orcs of <<Tarkuurb'narkuub Ghoshash Snazaga>>, Perplexing-complexity the Cleaver of Ignorance ***
Population: 127/85/11 (Updated: Chapter 18)
Thrakha the Orc, Clan-leader and Hersir (m)
Firehawk Tenderfiend the Lacy Sparks the Snaga, Chief of Hunters and Militia-sargeant (m)
Keita the Corsair, Scribe and Speaker (f)
Gwathlobal the Sorcerer, Shaman (f)
Demonbutter the Orc, Keeper of Forges, Legendary Bonecarver (f)
Broken Mind 'Devilthrifted the Wailing Fame of Dooms' the Uruk, Warchief (f)
Mavj the Orc, Swordsorc of the Clan-guard(m)
Cpt. Higgs Skewerblack the Spoil of Systems the Orc, Gun-master and Grandmaster leatherworker (m)
Gamerlord Dipdevil the Shadowy Clout of Delights the Corsair, Gun-master and sargeant (m)
Dohon Plaguedie the Barbarious Defects of Gleaming the Ronin, Huscarl (m)
Ilena 'Weepingcorrupt the Blue Brews' the Ronin, Bow-master (f)
Trak'Ruhn the Uruk, Warrior and Taskmaster (m)
Tomia175 the Sorcerer, Spell-sword (f)
Leafar the Sorcerer, Brewmaster (m)
Mystic the Druid, Master Armorer (f)
Gasaad Grinbasher The Relieved Confict of Scourging the orc, Spear warrior (m)
Talata 'Plaguedsinged the Red Sloth of Conjurers', Beast Slayer
Guul 'Doomhated the Cradled Buster'
Tugbuur 'Stabbeddoom the Stirred Weavers'
Uduruk 'Plaguecoast the Flayers of Ice'
Latuurz 'Unholiness-suicide the Narrow Incense of Neutralizing'
Agrat 'Witchspurts the Plain Gem of Vices'
Glugburz 'Fellsieges the Glum Nights of Might'
Bolugd 'Boardread the Dutiful Throats of Greyness'
Goluurz 'Humorscorpion the Yellow Minds'
Malatal 'Dispersedhates the Ungodly Granite of Moss'
Latak 'Cursedwastes the Prestige of Falls'
Gazga 'Plaguejoin the Relieved Conflict of Scourging'
Latuul 'Relieftempted the Spoiled Battle of Aces'
<<Glugdug Zata>>, the Honored Dead
Azguub 'Tormentdistance the Profane Contingent of Dirges'
Snazguul 'Liegrip the Chaste Cinder of Beaks'
Yagratak Aghoshumurb Tarayagroqu Glugdush
Buur 'Snuggleddeciever the Saffron Tongs of Neutralization'
Ashduuk 'Planartainted the Ruthless Lord of Radiance'
~45 NPCs
<<Snazgazg Gazguuk>>, the Barbarian Nemesis
Meph the Mysterious, Dwarven Inventor & Battlemaster
First council of settlers - where to embark and what to take?
Site Two: Forest/mountan, mineral rich soil poor; no aquifer
Second clan council - what should be our primary export?
Terror and Vengeance
Third clan council - which enemies should our Raiders strike first?
Humans and Dwarves
Fourth clan council - what priority for year 253?
Sorcerer's dark temple; and damasc blades for swordsorcs
Fifth clan council - what priority for year 254?
Caravanserai setup; and orichalcum for sorcerers' wraithblades
Sixth clan council - how to use gizmos looted from dead automatons?
Craft into frag ammo for grenadiers, at the Heavy Weapons Armory
Seventh clan council - what to do about the cavern?
Mine the wolfram -- Create a cavern stronghold connected to fort
Eighth clan council - what Warrior Society to found first?
Dragon Samurai Society (katana & composite bow)
Ninth clan council - how to approach the breached adamant spire?
Become the great-clanholding and attract the warrior legend migrants, before assault
Tenth clan council - Should the Orcs use the looted Fluidcaster?
Engineer a new magma forge near the surface
Journal of Thrakha'zaguul. Obsidian, 250.
Chapter 1: Exile
It will not be with many regrets that I leave the great clan-holding. It is time for new lands, and new traditions. I told the council this, and if I am not wrong, one of the wise old orcs smiled behind his wolf-mask. The clan chief did not smile.
The only regret is to take leave of my brothers. Ashaash has led several warbands, and he said this: "The enemy will track you closely as soon as you leave our borders. Elvish assassins will strike before 18 new-moons have passed. Trade for gear with our clan caravan when it arrives in fall, but never fail to prepare your own tribe for battle. There are other third sons planning to immigrate to your stronghold when their terms in infantry are done. Named Broken and Dohon, they are brave Uruk warriors and serve with honor."
Yagduum has wisdom at council, and he said this: "Value your Snaga settlers, for they can match the quickness of elves with a bow. You should know that several young artisians such as Gamerlord plan to join your expedition next season, after their term of apprenticeship."
I soon met the rest of my traveling-companions. That is, I should say, my new clan mates.
*** Orcs of <<Ghoshash Snazaga>>, Cleaver of Ignorance ***
Thrakha the Orc, clan-leader, mason, mechanic (m)
Firehawk the Snaga, Chief of Hunters (m)
Keita the Corsair, Scribe and Speaker (f)
Gwathlobal the Dreamwalker, Shaman (f)
Demonbutter the Orc, Wood, bone and leather Crafter (f)
2 other snaga, a Woodcutter and a Miner
The first business was to borrow a map and pick a site for our new home. We chose a dry and mineral rich mountainside, with many trees for fuel, and untamed wilds full of beasts and game. Dreamwalker Gwathlobal spoke: the omens were poor for this place, that even a weak elf or human could settle this land, and it was unworthy of an orc. But: the clan has spoken with its voice, and I will listen. Perhaps when our clan grows strong, we will send our own expiditions to tame other lands.
Map
(http://i.imgur.com/1m9uRTl.jpg)
It is lucky to have a Corsair and a Dreamwalker in the party. A corsair already have the skill in appraisal needed to be Speaker: who barters with outsiders. And a Dreamwalker excels in medical skills needed to be Shaman: who heals the injured and calms the angry. Keita also has a little training in bookkeeping and organising, so she will also be Scribe.
Firehawk speaks: if we keep him equipped with bow and arrow for the hunt, he will keep us well stocked with food. Therefore, I take a small risk with the embark gear. I order less food and drink, remembering although Orcs do love a good drink, they can get by fine with water. We don't take a trained brewer or cook, although Meph has some skill as a grower. With the extra handful of coins I buy raw materials for bronze-crafting instead and tree-acorns for fuel. Since the soil is thin here we are sure to take some surface seeds. In order for this to work out well we will have to make sure to get a well and water source early; to keep Firehawk well equipped to hunt; and to get crops started in time for a fall harvest.
Goods
(http://i.imgur.com/WG9LQl3.png)
With planning complete, we set out, to rend the earth!
The site is not nearly as mountainous as I had been imagining. Although the map calls it "mountain," we are actually in some nice gently rolling foothills.
(http://i.imgur.com/SGePwA8.png)
Chapter 2: Survivor
Journal of Thrakha'zaguul.
Granite, 251.
The clan works hard on the basic stuff of survival. I order the clan to first prepare the patch for strawberries and say this: Plant strawberries only in Spring, because in this part of the world plants take more than a season to grow, so they must be planted early in the year. Plants will still continue grow in a field set to fallow. [ooc: re: HARDER FARMING]. We also quickly butcher one goose for a leather quiver, train a direwolf to hunt, and set Firehawk up with a basic recurve bow and wooden arrows.
(http://i.imgur.com/7ne8Nsw.png)
Slate, 251.
Miners and mechanics prepare a reservoir that taps our local brook. Exploratory mine shafts strike shallow veins of sphalerite and tetrahedrite. Idlers are put to work making crafts, blocks, or helping to finish the planting. Firehawk and his wolf hunt rattlesnakes, then continue to patrol and clear the area of dangerous Giant Weasels. The crafts-orc Demonbutter makes totems from the snakes and weasels, but rather than trade them, we will keep them put aside for now. Totems are too valuable to trade away to the caravan: they can be cashed in for good coin at the Freelancer's Guild.
(http://i.imgur.com/M1JDq0p.png)
Felsite, 251.
The temporary quarters and the underground farms are complete. We set up a woodburner and smelter to begin processing Anthracite. We also set up the advanced leather shop, consisting of an extra Tannery, a Tribal Warcrafter, and a Fletcher. For now the Warcrafter will work on hardening leather with tallow, and then laminating the harder leather with scale or wood. Soon the lamellar leather will be used to make advanced leather armor, or a few weapons instead. We also pierce the brook to fill cistern.
(http://i.imgur.com/JZflNQS.png)
Centaurs! These monsters are very dangerous; they can kill an orc with a blow from their hooves. A few Uruks with proper weapons and a bit of armor could handle them easily enough, but we have none of this. I put all the clan on a burrows alert, so that noone wanders too far from the wolf-pen to hunt or gather plants. Yet, I am not ready to abandon the above ground workshops to savage beasts.
(http://i.imgur.com/wIM8v4h.png)
Cool! ... There are not really anything to wait for, the only unposted changes so far are really minor;
-----------
* Remove crate of muskets from Human loot tables (too powerful; also removes them from Orc homeland traders)
* Add bars of brass and lead to Human loot table
* Remove crate of cannon from Human traders reaction
* Increased material value of boreal seeds to match the value of plants/drinks/etc. (it will be harder to embark with them)
###############
Chapter 3: Tribal Warcrafter
Journal of Thrakha'zaguul.
Hematite, 251
The trained hunting wolves keep the centaurs at bay, keeping us safe in the above ground workshops as long as we stay close. Demonbutter speaks: let us be safe for now, and let our wolves enforce the Zone of Terror against centaurs - But if you give me a season reign upon the workshops, the tribe will become strong.
(http://i.imgur.com/zC4ZRSV.png)
It is true, Demonbutter worked like one possessed all Summer. The rest of us take up the slack in other crafts: carpentering and in trinkets for export.
At another time I might have asked our Tribal Crafter to put aside some of the lamellar leather for macuahuitl swords. These are large flatbladed wooden clubs studded with razor sharp ironbone or bloodsteel shards. However they have a large striking surface and so require great strength to use effectively. Instead, Orcish jagged spears are a fine choice for our simple militia. They have both a piercing tip for slaying giant creatures, and a serrated edge for lopping hands off of elves.
For our archers: bronze mail over a suit of lamellar armor, and upgrading to Composite Bows from the Fletcher. Composite bows require leather in their construction, but they provide enough power to punch even the broad head of an Orcish jagged arrow through elf-mail. Remember to craft some gloves, backpacks, and waterskins at the regular leather shop to finish the kit.
Malachite, 251
The centaurs are gone, in their stead, giant weasels and giant grasshoppers. From now on everyone idler becomes a mason and we work on a stone pallisade.
Migrants! But not yet the grim Uruk-veterans that my brothers spoke of. Here: A simple fisherorc/miller named Buurgolg and a snaga farmer named Ashduuk. Ashduuk speaks: it is foolishness that you still lack underground crops. Buurgolg speaks: let us breed geese, I will catch fish for food in the meantime. I reply: Fine, there are some plumphelmet spores, and a brook full of fish.
Urb and Meph head a little deeper to dig a Great Hall and rooms for the officers, and strike more sphalerite and tetrahetride. We will look forward to having plenty of brass, for valuable crafting. If someday we manage to recruit a goblin tinkerer: brass is for guns too.
Orcish officers like to have some nice things, so we have to go out of the way to build them some boxes and cabinets. But, unlike a lazy dwarf-noble, our Scribe both keeps the books and manages production. If she gets too overwhelmed we can add more Scribes later. Likewise our Shaman looks after both physical and spiritual health. Currently, our *specific* Shaman also makes annoying demands not to export rings.
(http://i.imgur.com/d8nio55.png)
Galena, 251
Good news! The brook is full of mussels. Shells have many uses. The craftsman can make shell crafts of course, and the tanner can process them into shellplate leather. Best of all, the tribal warcrafter can use them as a composite for his lamellar leather, giving him another option besides wood and horn.
Yep certainly, you'll both have tinkerer's Flachette guns by the time the elves visit.
ed. -- Hmm, forgot we need metallurgist, i.e. iron, to get brass for Flachette guns. Might not be able to pull through in time on that one after all :/
Our civilization had some successful wars in Legends
The Destruction of the Tigermen in 77
(http://i.imgur.com/DNOYusl.png)
Check out those entries that follow the Pillaging of Crimsonblazed :o
The Automaton War of 82
(http://i.imgur.com/RDaZSdK.png)
Chapter 4: Warchief
Journal of Thrakha'zaguul.
Limestone, 251
The clan builds both the caravan trade depot and the Freelancer's guild. We delve out a storage cellar for Orcish shillings: that is, rusty iron coins. Also delve another cellar for the goods to exchange at the Freelancer's: bounties (totems, blood barrels, large gems) and nautical supplies (pulleys, cloth, booze). For now we will sell mostly totems. Shillings can then be spent at the Freelancer to get weapons and ammo: it is more expensive than we could afford right now. I plan to stockpile the shillings. We will soon use them to pay Raiding Crews at the Raiders' Drydock.
Sandstone, 251
The miners strike Sapphire while digging some workspace near the new great-hall. These most precious gems like Sapphire (and ruby, emerald, and clear diamond) can be used by Dreamwalkers to craft spell codexes. Of course we do not yet have any Places of Power built for Dreamwalkers. Even if an absent minded craftsorc uses them up, our Raiders or Trackers can try to get some more sapphires later. For now: we put them in a box.
The alarm sounds! The watch-wolves have sighted a pack of about 5 slug men. Unlike the simple-minded centaurs, the Slug men are a little more persistent even in the face of our direwolves' Zone of Terror. Firehawk and his militia are called to duty. This is not a great situation because they are all civilians with work-uniforms (hunter, miner, treecutter) and they show up in a random mix of their work and military gear. It works out OK, the wolves help a lot. Our only casualty is a broken jaw on our treecutter. It does not slow him down very much.
(http://i.imgur.com/M8UXgrv.png)
Late in Sandstone we recieve another caravan of migrants. No simple country-orcs this time: 4 grim veterans, formerly of the Hex of Tweeting. Chief of their travel-clan is Broken Mind, a mighty Uruk warrior who spurns 'ranged weapons' such as our long hafted spears. She is preferring instead close work with daggers or war-claws. Her leutentant is a skilled Swordsorc named Mavj. Their travelling companions were two deadly gunners: Gamerlord and Cpt Higgs. These gunners both have valuable civilian skills too: Gamerlord the Corsair can use his Seigecraft skill to help Keita run the Freelancer's Guild and Raider's Drydock, while Cpt. Higgs is a grandmaster leatherworker. Also, their aides were two snaga: a glassmaker and a peasant.
We reorganize the military. Firehawk's squad is relieved of woodcutters and miners. In fact he is kept off of active duty, and on the hunt. New uniforms for gunners, archers, and melee are drawn up. Everyone adds one metal mail armor, one lupine-mask, and one cloak to their basic kit. Archers and Gunners are assigned both common rudimentary weapons (recurve bow, blowgun) and an upgraded weapon (composite bow, flachette gun). This works fine as long as it uses the same ammo (arrows, darts). The armory-master will later remove the rudimentary weapons from the individual's uniform as the upgrades become available.
(http://i.imgur.com/tPjd76N.png)
Broken Mind becomes Warchief and assigned to train with Mavj full time. Gamerlord is assigned Sargeant of Gunners, his squad is inactive for now. Scribe Keita draws up a plan to arm our new military. The blood and ash are components for the bloodsteel melee weapons. The sawblades are for a factory, although we need also a couple more anvils. This factory will then allow us to mass produce blocks and also some basic military gear. The daggers are for weapon kits, soon to be used to arm our Raiding Crews.
Timber, 251
The pallisade is now complete, including eastern and western gates. Broken Mind spends most of the month crushing Mavj in the new sparring ring.
(http://i.imgur.com/upHJkSz.png)
Firehawk just took down a giant moose, although he went through two full quivers of arrows on it. I order the melee squad out to finish it off, and make sure that the hauler orcs know that standing orders are: gather refuse from outside. Traders from the home-land arrive very late in the month. Since our only decent crafter spent the whole summer working on weapons all we have for trade are two bins of crappy rock mugs. With luck our Corsairs can swindle some extra profit out of this deal.
###############
Chapter 5: Goblin Ghetto
Journal of Thrakha'zaguul.
Moonstone, 251
We pick up a few anvils, picks, seeds, a bit of booze, and cheap yarn and leather from the clan traders. Keita's Corsair skills obtained for us a fine deal. In the future, we might need more than cheap seeds and yarn. I call a conclave and speak: clanmates! our new life here in the savage lands is not easy. But we have wrested from the wilds many valuable resources. We have wood and sand for ornate glasswork. We have rich pelts, shells, and ivory for traditional crafts. We have veins of ore for burnished metal goods. Which craft should we master? What shall be our calling card to the world?
FIRE AND DEATH cried the conclave with one voice.
Opal, 251
A basic set-up for a raiding dock involves three inputs. Ballista parts: from a siege workshop. Cheap weapons: from a forge, factory, or looted from an enemy's corpse. Rusty iron shillings: from a freelancer's guild, or minted at a forge. The Raider's Drydock is then the hub for the raider's work and it takes on several types of jobs. Assemble a raiding ship, usually a simple longboat from wood and ballista parts. Assemble a raiders' weapons kit, from weapons. Then unleash our raiders using a ship, a weapons kit, and coins. Longboats and Weapon kits are both tools, so a wise clan-leader will put a goods>tools stockpile near the Drydock.
(http://i.imgur.com/p90rOiT.png)
Raiding is a risk, of course. We may get back a ship full of loot, we may happen get back the weapons, or we may lose everything as the crew die forgotten and alone in a far off land. The shillings of course are spent no matter what else happens. If an experienced Corsair or other Siegecrafter runs the Drydock, we will likely get the best quality loot.
In these early days of our new settlement, I decide not to run the riskiest raids. Instead: let us round up some goblin migrants! This is a much less expensive and less risky action that our Raiders can perform. When the goblin migrants arrive at our stronghold, they are stored along with other useful objects in the Tools stockpile. Goblins are used to build "shantytown" workshops where they perform menial jobs underneath the direction of an Orcish taskmaster. These shanties include the Sawmill, Stonecutter, and Tinkerer. They can work well together because the Tinkerer can smelt big batches of bars from ores of tin, lead, or copper. Then the Sawmill and Stonecutter can use cheap metals as fasteners to effeciently make furniture.
I would like to order our goblin Tinkerer to make better weapons for our gunners. He knows the scheme to make better dart-throwing Flachette guns, and pistols, and even muskets. But the goblin speaks: we need a metallurgist to help me make brass for parts; also for muskets we would need tool kits stolen from human gunnery masters. Sometimes, I think goblins should build guns more and speak less.
(http://i.imgur.com/472Y67f.png)
Many small pets and birds have hatched this moon. I advise to Warchief Broken-Mind: Please pasture your pet sabrecat cub in the Zone of Terror along with the small direwolf pups. Otherwise he will probably die by an elf and you will then go on a rampage and kill several or perhaps all of the Orcs. We also pasture some goslings all around the perimeter of our stronghold to give warning of ambushers.
Obsidian, 251
Thieving Grey Langur men attack. One attempts to steal away with one of our goblin migrants, while another flings a snaga boworc skidding across the ground into a tree. It happens that Broken Mind and Mavj are training nearby and speak: Orcs of Ghoshash Snazaga! Stop your peasant labors and attend to this demonstration. This is the proper way to use a macuahuitl sword for dismembering, and also war claws for stabbing and piercing and twisting.
(http://i.imgur.com/P6qAE2R.png)
What's a Ronin?
They also are very dedicated to training, appearently. Our new Sword-Ronin (Dohan) has been sparring non stop against all takers, first Mavj (a lot of "surprised by the ferocious onslaught of!" but he hung in there), then the warchief, and now taking on *both* of the other new recruits at the same time!
(http://i.imgur.com/Y9Xy6WS.png)
###############
Chapter 6: Blood and Mithril
Journal of Thrakha'zaguul.
Granite, 252.
The new year dawns, and still only 15 orcs settle here. Only two which would have any chance against an elvish assassin. We need to construct some archer's nests along the wall for ranged troops to even the odds. The goblin Sawmill and the Mason shops are both orderered to make many blocks. The goblin Stonecrafter and a Boneyard workshop are ordered to construct some simple weapon traps: a back door corridor for emergencies.
The goblin Tinkerer can efficiently smelt some simple ores in large batches: saving some fuel. He also can extract a small amount of silver along with the copper from tetrahedrite ore. He smelts some sphalerite and tetrahedrite: copper for alloys, zinc for the other goblin Shanties to use in furniture; silver to the forge for heavy clubs.
Slate, 252
A huge group of migrants! We now need food and shelter for 41 in total. Among the travel-clan the chief is Dohon the Sword-Ronin. Like myself: an exiled son of a powerful family from the Old clan. Unlike myself: ronin have the strength of two orcs, are naturally skilled swordsorcs, and are large enough to wield mighty weapons with a shield. Among the travel-clan too are three others for the warband: a female Bow-Ronin, a veteran mace-orc, and a veteran orc with skill in both lash and crossbow. Firehawk chooses also two other halfway promising snaga to join the bow squad.
Dohon spars non stop against all takers. First he surprises Mavj with many furious onslaughts. Then he fights a savage duel with warchief Broken Mind featuring much grappling, and various degrees of biting and dirty fighting on both sides. Finally, he is taking on *both* of the other new recruits at the same time. Dohon quickly gains several levels in Fighting skill. Mavj and Broken Mind have gained weapon skills. The warband grows stronger.
(http://i.imgur.com/Y9Xy6WS.png)
We now have 12 useful orcs in the warband, but, a great shortage of gear. Crafter Demonbutter and the two new artisan migrants speak: take away our menial duties and allow some peasants to haul these rocks. The crafters make a macuahuitl sword for Dohan and several more composite bows. The crafters build a second Tribal Wargear shop and make a quantity of lamellar leather armor from langur-man. The crafters smelt the last of our stashed bronze for mail and axes.
A terrible were-creature has come: a snaga twisted into the monstrous form of an ass. To arms! for the Tiaga orcs have not yet learned to fear the night. But from our brook emerges a great water dragon, a limbless amphibian predator who rips the were-ass in half with a single bite. Fall back to the walls! for it is quite reasonable to fear a water dragon.
(http://i.imgur.com/7vHrl6w.png)
Felsite 252
With peasants to carry rocks I finally take a moment to meet the useless liason from the old clan. I say: bring us iron, steel, bloodsteel, seeds, or else bring nothing and we would not care. They ask for scepters, jewelry, and trinkets. The useless decadent fools: that is what we were going to send anyway.
We have an interesting decision. Our langur-man totem bounties at the Freelancer have earned 5000 coins. Do we spend the cash to buy a single scimitar or a couple cat-o-nine lashes? but no: I instead use the money to pay for a longboat raid on a the Dwarven settlement. The raid fails.
Hematite 252
We have a small surplus of food and drink so I reason: what good is living comfortably and safe now, if it limits our chance to kill elves in the future? We cash in blood-bounty and grog, and get just enough shillings to send our back-up longboat on a second raid.
(http://i.imgur.com/uaTsoZB.png)
Victory!
Malachite 252
Migrants, but the poor fools wander into an elf assassin Ambush! The first several travellers sprint for the main gate, which slams shut behind them. Our warband prepares for battle, but it would be madness to send them into open combat against mithril spears and superior numbers. From the walls I yell: foolish migrants, you are dead orcs! Still, we leave the west gate open for you. Organize yourselves as a militia squad and die with honor. Of course, several peasants are struck down where they stand, but others die more slowly and draw the enemy within arrow-shot of the walls. Firehawk and Gamerlord set up their squads and rain destruction from above. Two of the migrants have even rallied to subdue their opponent. They are suffering from wounds and soon to be overwhelmed: a dozen more elves close in but now their formation is disorganized. Do we lock the door and risk the loss of both the worthless bleeding migrants and the precious elven mithril? I give Broken Mind the signal to charge.
(http://i.imgur.com/VBy4h4h.png)
###############
Chapter 7: Spoils of War
Journal of Thrakha'zaguul.
The warband lets loose their battle crys and race outside to face down the elvish assassins. Mavj charges to lead the assault, disarming several of the elves. Our ranged attacks do not pierce the enemy's mithril armor, but volume of fire causes a great deal of pain and distraction. Dohon and Broken Mind fight like demons: and in very short time the ambush is broken.
(http://i.imgur.com/YdxBMCG.png)
Galena 252:
A moody crafter bellows: I need bones! for the ancient art! The timing of his madness is excellent. Elves are a plentiful and renewable resource. Behold <<Snaakhaazagrak>> "Problematic Clinch", an elfbone maul, wrapped in rare silk and emblazoned with the image of a nether horror. The butcher-shop and the boneyard are busy.
(http://i.imgur.com/45AZNYS.png)
Limestone 252:
There were 8 migrant survivors, including the 2 rescued wrestlers and 2 corsairs. The corsairs volunteer for Gamerlord's gunnery squad. With four talented gunners it is now past time to better equip them. Using iron in stock from the Dwarf-raid: a Metallurgists' shop, for brass. A goblin tinkerers' brass flachette gun fires with tens of times the force and velocity of a simple blow-gun. It is a good choice compared to pistols, since darts are plentiful and bullets are expensive.
(http://i.imgur.com/HB9f2ut.png)
Lasher-recruit Agrat is found dead: we learn later by reading his tomb-slab that he was killed by a giant tick. A reminder of the dangers of these savage wilds. The ticks stupidly killed themselves on our single stone-axe and bone-spike trap. Talata: a surviving migrant-wrestler who still has both hands, is drafted to fill his spot.
From the dead elves we gain many items of mithril. Their small armor and small helms can be re-forged into proper Orc-sized gear at the Molten Pit. Such "makeshift mail" has some ill-fitting gaps and so provides only 80% coverage, but mithril is lightweight and can be layered with another piece of armor. In this case we set it up with a stockpile link accepting only unusable armor. I do not to give "repeat" orders to the foolish workers, or they sometimes waste time and coal by re-fitting the same item multiple times. Alternating armor and helms in small batches is the best practice. Also in this case we do not order the worker to "destroy armors in the melt," which would produce only slag-products: malachite, dolomite, potash, rusty-iron.
(http://i.imgur.com/He2wlt8.png)
The elves also bring us mithril blocking bracers: a shield that orcs like to equip as a status symbol, but in combat far inferior to a solid orcish kite shield. I will order these melted down in the Smelter to recover the mithril. The elvish great-hunter's spears are deadly enough, but lack the elegant brutality of a true warrior's weapon. They are also too large and unwieldy for smaller orcs or snaga: so these may someday end in weapon traps or the melt. For now, they are stashed in the armory. Firehawk speaks: where are the elven bows? where are the enchanted arrows? But these elves brought us no bows.
Sandstone 252:
A small unremarkable group of migrants. The military gets some live practice against a particularly vicious group of wild-monsters (centaurs and giant jumping spiders). The foundation for a Factory is finally placed.
Timber 252
The fall caravan has arrived with our ordered crates of iron and steel, and our seeds. Our homeland brothers share with us news and rumors: Human and Dwarvish forces have been sighted in the hinterlands. These pinkskins fight with a tenacity greater than that of the elves; they will bring a powerful force and siege a fort for up to 9 new-moons, cutting off trade and all contact with the world. We must prepare to bring the fight to their siege-camps. We begin by laying around the fort: foundations for sentry towers north, south, east, and west.
Thanks much puga, I lasted through my first elven ambush thanks to your guidance.
congrats! took me a minute to realize you were talking to me ;)
will take me a little while to do the write up through end of year 252 so here is a mini preview.
(http://i.imgur.com/cZ0cGLV.png)
###############
Chapter 8: Stronghold
Journal of Thrakha'zaguul.
Moonstone 252
The clan builds sentry towers, but peasant-masons struggle with fear of the savage wilds. The military stands with them and drive away the giant kingsnakes. Once the foundations are laid: miners connect the towers to our keep with underground tunnels and masons continue their work from the inside. Gunners return to patrol the perimeter of the central keep, and keep the surroundings clear. This allows the peasant-woodcutters to harvest trees, which we will need in great quantity for longboats.
(http://i.imgur.com/l5ItVnQ.png)
Miners delve more rooms as living quarters, and a great space for training grounds. For veterans: barracks, armory stockpiles, and archery targets. For new recruits: weight sets and blood bowl pitches. At the Weight Set an orc can lift blocks to build wrestling skill and strength. He can also use up training weapons, bucklers, or armor to practice other military skills. At the Blood Bowl pitch an orc can use up leather to build basic physical skills. Orcs will get more out of their normal military sparring practice and avoid unhappy military thoughts once they have some foundation in skill.
The training center also has some totem poles. Warriors can stop here before battle to cast voodoos on themselves, such as the Rite of No Pain. Any orc can go to the totem pole with an instrument and begin playing music which inspires their nearby clan-mates for a while. I assign our clan warrior-poet Dohon to play tamborine drums, which enhance the speed of all warriors. Battle horns clear the mind of warriors and allow them to potentially enter a martial trance, as Uruks do. The Rites of Bravery are most useful for civilian siege operators. Scribe Keita sets Workshop Profiles to manage the use of these stations in the Training center.
(http://i.imgur.com/NT0Ov4m.png)
The clan council meets, for the time has come to export destruction and fire! Firehawk speaks: we need revenge upon the elves! and elven bows, and shiny arrows! But the clan-mates reply: the elves are already repaid with their own doom. Gamerlord speaks: let us raid upon the humans and take their muskets! The clan-mates wonder: if we spend our money on musket-balls then can we still afford more raids? The council debate goes on. In the end it is decided to strike the humans and dwarves first, but also to greatly expand capacity for raiding in the new-year.
The factory begins to mass produce cheap weapons for the raiders, and the forge mints a few thousands of silver coins. An extra freelancers' guild is needed to change silver coins to rusty iron shillings. An extra drydock keeps up production of weapon kits and longboats.
(http://i.imgur.com/zmU3zW1.png)
Opal 252
The miners are idle, so I allow them to delve some test-mineshafts about 30 levels down: one under the western forest and one under the foothills. The forest-mine strikes an expansive cavern with a lake, but no interesting minerals sighted in the walls. We seal the shaft for now. The mountain-mine strikes a silver vein with mithril clusters. Demonbutter and the other craftsorcs prepare to work mithril by placing a damasc forge. We can obtain powdered mithril by grinding ore, or perhaps a small amount too by grinding the melted elven bucklers. We will need to use our supplies of steel as well as the mithril if we decide to craft some fine damascene swords.
Obsidian 252
A vile force of darkness is sighted! But it is just a scouting detachment of tigermen, led by a tiger-captain on a giant moth. Firehawk leads his boworcs to climb to the foundation of the eastern tower and rain arrows upon them, while the gunners shoot down the moth steed. The blade militia fall on the wounded tigermen and butcher them in moments. Dohon gains a title in the battle.
(http://i.imgur.com/2l85iJF.png)
As the year closes, we have two successful longboats return from four raids.
(http://i.imgur.com/fVd7Fsv.png)
Boss! speaks the raid captain. The human town had a fancy factory building fulla steam gizmos and cannons! Amazingly the raider managed to sketch a workable drawing of the site.
Tomia175 the Dreamwalker arrived (along with 4 other dreamwalkers in a migration wave), she is Legendary in both suturing and wound dressing, and even knows which end of a sword to hold in a pinch.
Played through "Chapter 9" SPR/SUM 253; going to test patch 1.02 before Meph's new version release, so not sure when I'll get to the write up.
mini preview
(http://i.imgur.com/vZElpSk.png)
Chapter 9: Fire and Sword
Journal of Thrakha'zaguul.
Granite 253
A new year dawns on Ghoshash Snazaga. We have not yet grown rich, but we have plenty to survive. Our crafts-orcs have created fine bows, swords and spears; and armor of leather and bronze: the warband grows strong and the clan-holding is secure for the time.
At the new year council the ale flows, and plans for the coming season are formed. Warchief Broken Mind and Ranger-chief Firehawk bring a report from the miltary. Clanmates! it reads: With your support we have crushed warbands of the treacherous elves and the savage tigermen. However we will soon face greater foes and for this we need stronger weapons. Our brave raiders have stolen the plans for a Heavy Weapons Armory from the proud humans. Our intrepid miners have rended mithril from the depths of the earth. It is the time to reform and modernize the military! However the clanmates reply: We only have 8 bars of steel, and 1 boulder of mithril, and a few scraps of coal. Your reforms may take more than a few new-moons. In the end the clanmates agree to the following.
The bow-warband wants stronger ammunition to face armored enemies, so the Fletcher will be assigned to make some metal and gemtip arrows. But the clanmates agree: we will not today raid the elves for great bows or enchanted arrows. The Orcish Arrows squad takes on 1 new snaga recruit, and now has 6 total.
The gun-warband has two muskets, and wants to use these black powder weapons to crush our foes. The clan agrees to smelt 20 bars of silver and mint 20 stacks of coins. The Freelancers will then use this coin to obtain bullets. The gunners would like more bullets than this. The clanmates suggest that the gunners could jump into a bottomless pit and see if they find some more bullets there. Gamerlord and Cpt. Higgs form their own 2-orc musket detachment (The Gory Muskets). Our flachette-gun squad, The Plague Gunners drafts 2 more snaga to fill the slots, 4 total.
The melee-warband reforms. Our master swords-orcs design a new heavy warband uniform called the 'Juggernaut' kit. Juggernauts will use patternwelded daikatana crafted from mithril and steel at the Damasc shop: a longsword as deadly as macuahuitl, but with a razor edge that penetrates all but the finest armor. Juggernauts will equip tower shields and platemail: upgraded at the Heavy Weapons Armory from orcish armor, steel, and Dwarven tools. The clanmates agree to several more raids on the Dwarves to collect steel and toolkits. Dohon and Mavj create a new squad in the Juggernaut pattern (The Black Elders) and are given the highest equipment priority. They also collect 2 new recruits.
Broken Mind is given promising fresh Uruk and Orc recruits for the Malignant Dances, 6 total. The Dances equip fine spears looted from the fallen elves and steel hammers stolen from the dwarves, with light armor of lamellar leather and salvaged mithril mail. The Orcish Arrows and the Malignant Dances maintain the highest degree of order and readiness while the other squads 'modernize'.
(http://i.imgur.com/vZElpSk.png)
Taskmaster Trak'Ruhn has his goblin shanty-workers make some magma-safe stone anvils for the new Heavy Weapons Armory. Miners extend the exporatory shaft into the eastern side of the cavern finding some more interesting materials: emerald and wolfram deposits.
Slate, 253.
The factory turns out mail and shields for the new recruits; and weapons for ongoing Raids. Miners dig out the found silver veins for coins, and for the hope of striking more mithril. Craftsorcs turn tigerman-fur wool into yarn, then to bags. Bags are needed by the Damasc artisan to hold mithril powder. The artisans have organized a forge shop-floor towards production of Juggernaut equipment, although for some time they will still struggle with shortages of steel and fuel.
(http://i.imgur.com/nUSWUGN.png)
A group of 24 migrants, bringing our numbers to 80 adult orcs. Among them a legendary woodcrafter and several other Artisans. Best of all, the renowned Tomia175 has arrived and brought with her an entire detachment of four dreamwalkers! Tomia is a legend for her medical skills and even has a bit of experience with a sword. Tomia speaks: I bring my travel-clan to found a Sorcerer's Temple. This powerful and dangerous arcane knowledge is forbidden in soft large cities, but is needed here in the savage wilds. Listen: the wealth and martial prowess of Ghoshash Snazaga draws the attention of the Barbarian Nemesis, Meph the Mysterious. What will you do when he arrives, with a century of dwarves, three-dozen of cave crawlers, a squadron of iron men? Perhaps you will shut the gates and starve? Perhaps you will open the gates and die with glory and valor?
A mighty cheer of VICTORY OR DEATH from the clanmates. I am not sure this was exactly Dreamwalker Tomia's intended rhetorical point, and yet the miners already run eagerly to delve her temple.
Tomia175 has been inspired and claims a leatherworks! Behold, "Amazedspewed the veiled Coils," a tough leather jacket, with tough leather spikes, and with images of an Armok's shroom in tough leather. Perhaps it is an omen.
Gwathlobal and Tomia convince the Raiders to begin to attacks on the Drow to get some extra bloodsteel for the Altars of Storms in the new temple, and see if we can get anything else of value for the Dreamwalkers. In fact, we are very lucky, in just three attempts we get already an Arcane Forge blueprint, Raise Dead spell, Blademaster weapon society codex, and a couple packs of darkmoon arrows. The bad news is that we have now transformed every tree on this site into charcoal or longboats. Now that we have cloth crops for sails and rope coming in it is probably past time to switch to xebec raid ships, which use some less wood.
The flachette and musket squads, sharing the duty of patrolling the keep, have some friendly competitions.
(http://i.imgur.com/qBzzOIg.png)
Felsite, 253.
We furnish the Great Hall with enough tables and chairs for the clan, but just with rock furniture at the time. Miners get a big soil cavern delved for fungiwood and pigtail farms, and for wolf-pups to grow and train.
A wereskink is detected by the watch-geese, and soon is driven away by volleys of fire from the ranged squads. But, this uses the last of the musket-balls in hand. Just as the first peasant orcs exit the fort after alert: they run into a Elven spear-squad at the back door! This time the patrol is lead by an elite Druidic bow-elf.
The elf gets off only one shot (clipping the wing off a stray condor) before the melee orcs tear him to pieces. The spear-elves scatter but we let them run without chase, wary of a counter ambush. Bow and Flachette rangers post to the wall turrets. Indeed an Elf unicorn archer-calvary squad arrives shortly: it is good we were not caught in the open. One or two mad elves are mounted on giant thrips and gunned down as they attempt an assault on the wall. The bow-orcs cripple many of the unicorns, but their bone jagged arrows glance off the assassins' fine elven armor. We unlock the back door, and the melee squads stand ready. The elf captain is perhaps our first worthy foe - respendent in mithril mail, a Druidic sworddancer with the skill to match any of our champions with a blade. At just this critical moment Firehawk and Ilena leave their post and rush downstairs! only to reemerge a few seconds later. *Twang* One shot, a glint of the sun off a copper arrows head, and suddenly the elf lord stands grasping his bloody side in disbelief. *Twang* A second shot, a rush of darkness and chill air, and the elf falls to the ground, destroyed utterly by the fell enchantment of Firehawk's darkmoon arrow.
(http://i.imgur.com/zmazOix.png)
The melee orcs rush from the gate and slaughter the remaining calvary as they flee: the cowardly elves still hold practically full quivers to recover. Firehawk is slightly disappointed to learn that the vaunted elvish archers carried composite bows of no better make than our own, but we do recover a three-dozen of enchanted arrows.
Hematite, 253
I take a break from stone detailing the atrium of the Dark Temple space to finally meet with the Clan Liason. Those decadent fools are still willing to pay a premium for goblets and many sorts of crafts.
We give the money-grubbing Freelancers more hard earned shillings for ammo, and Gamerlord unloaded half of them already into one giant red panda. Gamerlord speaks: it is better than a giant red panda eating the farm-snaga! Although snaga do not cost so many shillings. As Hematite moon comes to an end, we find another 11 migrants. Broken Mind finishes the panda off with a single strike from her war-claws.
Chapter 10: The Dark Temple
Journal of Thrakha'zaguul.
Galena, 253
Our raiders captured some Human and Dwarf prisoners last year. Since we have no Shadowbroker's office to ransom them, the prisoners have been lazing about in the stockpile where we keep the metal tools. Taskmaster Trak'Ruhn speaks to the prisoners: No more freeloading! You may set up a labor camp and work for your keep. The Human insists on having food, and the Dwarf insists on having booze before they will work.
Over several weeks the Dwarven miner drinks about 250 shots of booze and we gain about 100 stone. There are eighteen stones of gold, and a dozen of bituminous coal, and a bit of dolomite flux. Also there is a mixed up heap of gabbro, sphalerite, and cassiterite which we have not sorted through yet. The Dwarven laborer is commanded to stop mining and drinking once our stocks are down to about 100 shots booze, and 100 plants. Leafar, our new master brewer, works quickly to replenish supplies. I remind the Orcs that although they may enjoy it: they do not actually need booze to get through the working day.
Demonbutter and the artisans take our two Drowish toolkits and about half of our bloodsteel supplies, to make two big stacks of enchanted Blood-arrows for Firehawk, Ilena, and the other bow-orcs.
(http://i.imgur.com/ndcCEx5.png)
The other half of the bloodsteel goes to Shaman Gwathlobal and Tomia who are overseeing installation of two Altars of Storms in the new Sorcerer's workshop area. The shaman gathers our dreamwalkers together in the temple and speaks:
We have two ways to gain power at the Altar of Storms. The first is to learn Spells like Frenzy, Raise Dead, or Disabling Hex. Each spell is recorded on a tool called a Mojo. Our raiders have already stolen several spell mojos for us, and we could craft more. Some spells are simple enough to remember forever, while others are powerful but tend to slip from your mind after a few months. But, the Mojo is reusable. Peasants! he yells: stockpile all the silver tools here in the storage room of the temple, for Mojos are silver tools.
To the dreamwalkers again he speaks: The second way to gain power is for us to acquire a Sorcerer's Codex, and by undergoing this arcane journey, transform into Sorcerers ourselves! Unlike many dreamwalkers' spells the black arts of the Sorcerer can be used directly to render our enemies into blood and ash! However the Codex is quite complicated to craft, and it may take a few new-moons to gather the supplies.
Although Codexes and Mojos are not used up, every attempt to use magic takes some reagents too. Sorcerer's magic uses minotaur voodoo dolls, and Dreamwalkers Talismans. Talismans are made of spirit shards, a resource collected at the Totem Pole by 'communing with the spirits'. This process of building Talismans takes up a lot of time, but no other resources and anyone can do it. Peasants!: start collecting the spirit shards and stockpile them as gabbro tools, right next to these Totem Poles. The workers will then automatically assemble them into Talismans when needed.
Dreamwalker Tomia reminds us of a newly discovered method to gain Talismans more quickly: by performing the Ritual of Blood and Skulls at the Altar of Storms. This uses up bloodsteel, totems, and 5 candles; it not only produces Talismans but also has a chance to generate new spells, magical weapons, or even a sorcerer's codex.
(http://i.imgur.com/2qTueQA.jpg)
The Human bandit traders arrive. I ask their trade liason for steel and musket-balls.
We trade away some crafts, few in number, but some of very nice quality. We also trade away some premium barrels of roast unicorn stuffed with elf, glazed with in fish sauce. The humans did not ask for the recipe. We actually trade for many items of booze, barrels, cages, flasks, ropes, tower shields and greaves, lots of cloth, medical supplies. The ropes are to make pulleys as tackle for our new xebec-ships. Since our wealth is based on raiding, we need to keep up ship production and xebecs will use less wood.
Tigermen attack! This year it is no simple ambush but an aerial assault led by two sword-masters. The enemy are all mounted upon giant moths and accompanied by a squad of war-bobcats. The bobcats rush directly for the backdoor of the keep where they are greeted by Dohon and Mavj and cut into bits. The tigers' copper gear is no match for the fine equipment of our warriors, but if they breach the walls on their Moth-steeds they could quickly cause a lot of damage to the farm-snaga with their brute size and their zweihander swords.
The Orcish Arrows and the Gory Muskets move to battle stations: in the eastern sentry tower, and on the walls of the keep. The Plague Gunners are ordered to hold ranks with Broken Mind and prepare to provide close support for the melee assault squad.
(http://i.imgur.com/xWOw46a.jpg)
Limestone, 253
The moth-riders hold just out of range of the eastern tower, although Firehawk picked off a few of them. The close combat squads move out very carefully but it quickly descends into a general melee. The bow-orcs and bandit caravan guards play a key role of taking out the moths. The recruits have a tough time but their lamellar and bronze armor helps against the tigers' copper zweihanders, and the veterans run quickly back and forth driving away the enemy at all points. The turning point of the battle is when the tiger swordmaster is shot down inside the keep -- luckily the fall knocks him out and the gunners and direwolves finish the job quickly.
(http://i.imgur.com/OagELtt.png)
Flachette-captain Srishak'glugburz and some of the recruits are hospitalized with fractures or other limb injuries. Tomia175 is suture and dresses the wounds very quickly. We have new offices and extra officer-work, so I assign myself as a back-up scribe, and Tomia as a second shaman. In an Orc stronghold extra scribes may share the bookkeeping and management work.
In the last battle Broken Mind reported that several of her recruits were fighting without gloves, and even some of the veterans are wearing inferior hand-gear. The craftsorcs get back to their stations.
##########################
Chapter 11: Sorcerer
Journal of Thrakha'zaguul.
Sandstone, 253
Our raiders have been supplied us with a fair supply of fine Dwarven steel, and about 3 dwarven tool-kits. With these supplies our artisians can make good use of the Heavy Weapons Armory. Forgemaster Demonbutter commands: place a small stockpile right by the Armory, and allow only welded mithril breastplates to be stored there. Then only the best materials will be used to make several fine pieces of platemail.
(http://i.imgur.com/e275foT.png)
I order many batches of stone blocks for new construction projects. Within a month or so we will have the sentry towers roofed at least. A few clumsy masons falling down stairs provide practice for Shaman Tomia.
Timber, 253
A caravan is arriving from the home-clan, with a small enemy human squadron hot on their heels. Tales tell of human clans which are worthy adversaries, but this pitiful group provides us no test in combat. Firehawk with the fletcher's fine blood-arrows destroy them quickly from the North Tower even faster than our other warbands can gather for a counter attack.
(http://i.imgur.com/XabCZMR.jpg)
The fletcher had used up the remainder of our bloodsteel. Fortunately the caravan brought a crate to replenish our supplies. Using this new supply, Dreamwalker Tomia is able to finally craft her Sorcerer's Codex. We also trade for some ammo and wood, steel, and some pieces of nice armor. I allow the clan liason a word of congratulations for being useful at this one moment in time.
Our forgeworkers smelt much of the gold ore that the dwarven labor-thralls have extracted. We mint about half into coins and pay the freelancers with it. Finally we have remembered to build enough pulleys for xebecs and ship production moves forward at a fine rate throughout the fall. With these supplies we beginning a series of raids on Merchant shipping, to grow our wealth and to steal blueprints for a Caravanserai.
Miners and masons begin a major expansion of the keep to enclose new grounds to the south. Some peasant-idlers are conscripted as masons.
Moonstone 253
An artifact leather buckler; ringed in ruby, and engraved with images of a cave tortoise! It is assigned to Firehawk.
Snatcher!: a steamrunner thief, cut down by the wolves and caravan guards. A few more of these strange mechanical assassins appear over the course of winter. If we can get a few automaton gizmos we can use them at the Heavy Weapons Armory to upgrade cannonballs to steam-frag grenades, and use these either as traps or weapons. For now: the parts of broken automatons are placed in a bin.
Opal, 253
The Sorcery codex is finally done, and it is time for our dreamwalkers to begin their spirit journeys. Fortunately we have many Minotaur voodoo dolls and Dreamwalkers Talisman already stockpiled. One of our Altar of Storms is turned over only to the task "Dreamwalk to the realm of sorcery." Scribe Keita pronounces a new workshop profile: Only if your name is on the Dreamwalkers' List, may you enter the workshop.
By ongoing raids upon Merchant shipping we have acquired elf and drowen prisoners, some cannons and cannonballs, gems, gold, and coins. With this loot we can finally afford to buy plenty of musket bullets. I order the Corsairs to keep cruising the shipping-lanes for the remainder of the year until we have 4 caravanserai blueprints.
Obsidian, 253
Masons begin a new above ground living space and meeting hall in what will become the Caravanserai quarter. Miners delve storage rooms below the plaza put aside for bazaars. We recieve a visit from Drow traders: we unload a few the remaining elven tiaras and some food for a modest supply of fungiwood, arrows, and bullet-spikes.
Granite, 254
We may be able to use the Arcane Forge to provide proper weaponry for our Sorcerers. Bladeshards, or "magic ammo," requires only bloodsteel, but to make the Sorcerers' Wraithblade weapons we will need to secure a supply of the legendary alloy: orichalcum.
(http://i.imgur.com/X3xu6sZ.png)
After a number of dreamwalks with no noticeable effect, the Dark Temple has become the center of much attention. Several more clan-mates than usual are idle as we watch with curiosity, as one Dreamwalker after another leaves the Altar unchanged. Shamans! I speak: remind us what you power you hope to gain through this mad quest! We learn this: Sorcerers are said to have access to three of the most deadly arcane magicks which are forbidden to other spellcasters. Pain: which wracks an enemy warrior and disables him temporarily. Decay: which consumes and weakens an enemy and makes him very vulnerable to damage. And the Blood-curse: which causes an enemy to bleed profusely and may even kill. In addition Sorcerers can still learn all of the Dreamwalkers' magics from spell mojos.
And how will we know if any of the clansmates gain this power? My question is cut short by an acolyte stepping away from the Altar after her spirit journey, wreathed in smoke and dark fire. Our clan's first sorcerer!: one of Tomia's apprentices, 'Dreamer' Krimbur'sharkuub.
(http://i.imgur.com/5y8vDo9.png)
Journal of Thrakha'zaguul.
Chapter 12: Caravanserai
Granite, 254
Seeking a new life here on the frontier are two more Ronin and a handful of other modestly skilled veteran grunts . We now have a total of 33 in the warbands. Full squads of ten warriors in Broken Mind's assault infantry and ten archers in Firehawk's bow militia. Five elite "juggernaut" bladesorcs form a clanguard under Dohon. Six flachette-gunners patrol the battlements. Gamerlord and Cpt. Higgs are musket-orcs.
Over 120 clan-mates now call Ghoshash Snazaga home. A dangerous feeling of idleness sets in among the peasants. I remind the clanmates: If anyone is going to stand around doing nothing, let it be those who have earned it. Dreamwalkers are excused from menial tasks so they can focus on their duties in the Temple, or healing if need be. All Ronin, Artisans, and named officers are likewise removed from hauling duties.
Peasant idlers are assigned mostly to masonry, and a few are allowed to fish. Until now fishing was very closely controlled but with the new Caravanserai and the human Labor Cell we can put some hundred of fish to good use.
The masons busy themselves building an enclosed hall above ground, south of the main keep. We now call this the Caravanserai quarter. Our raiders have provided four caravan blueprints by raiding Merchant ships, and we use them to build each of the four types of shops: Common bazaar, Arms bazaar, Farmers bazaar, and Shadowbroker.
(http://i.imgur.com/zezAZIf.jpg)
I ask our corsairs to explain coins and commerce to the clan. They say this: The caravanserai does not use orcish rusty-iron shillings as coin. They use copper, silver, and gold. Copper are cheap coins which they pay us for goods like food, cloth and leather. If we were running a big plantation village we could gather lots of copper coins, and then probably exchange them in big batches for silver coins or for raiders' shillings.
Silver are common coins which the traders will pay us for more valuable objects, like military gear or booze. In return we can spend silver coins for useful things like arrows, seeds, or mechanisms. Gold are expensive coins which the traders will not pay us directly, but will exchange us for silver coins at the given rate. With gold coins we can buy iron, anvils, or import barbarian weapons like hammers and crossbows.
A clanmate asks the corsairs: Can we spend minted silver or gold coins? for our Fort is on a rich silver-lode. The corsairs reply: we can, but remember! It is a poor trade compared to exporting crafts to the normal travelling caravan, or even to using the minted coins to equip our Raiders. For the Caravanserai Traders will not trade at a loss, nor can coins have any fine craft quality.
Platinum are special coins available only at the Shadowbroker, which we can get either for ransoming a Captive or for an exchange of gold coins at great cost. Platinum coins can be used for special black market trades like steel, coal, poisons, and exotic weapons. The Shadowbroker can arrange for us to buy small lots of Orichalcum alloy using platinum coins.
Slate, 254
I order the corsairs to begin selling what we can spare, and to pile the coins in a cellar. We do not use bins in coin stockpiles, because they cause too much confusion among the simple minded haulers.
Raiders prepare a series of six expiditions to ruins of the Old Clanholdings, to search for powerful armors for the warband and orichalcum alloy bars for our sorcerers' weapons. We are now totally out of charcoal, longboats, and wood. We should have our first crop of farmed saplings soon: our Orcish Factories can at least produce charcoal from the saplings. We begin eating more Prepared meals so that there is meat to spare for an Elven labor camp. From this camp Taskmaster Trak'Ruhn can entice the production of wood. The Caravanserai farmers bazaar sells us some wood for silver coins as well.
(http://i.imgur.com/cgX4128.png)
Felsite, 254
Shaman Gwathlobal successfully completes her Sorcerer's Dreamwalk, along with two more of Tomia's acolytes. We now have a total of four sorcerers. Gwathlobal takes the opportunity to tell us of the pantheon by our clan: Krimbuut the Avenger; Gimatug of Twilight; and Zatalat the Avatar of Trickery, who is manifest in our lands and has possibly written a book. I speak: Zatalat sounds like a demon posing as a god. Gwathlobal replies: of course he is, what do you expect from the Avatar of Trickery? I think: Deities are confusing and will leave their business to the dreamwalkers.
(http://i.imgur.com/ZYCs1HZ.png)
Another Tigerman assault! This time the aerial moth-cavalry wing is led personally by the tigerman general, and accompanied by two infantry squads with weapon masters. This army's warpets are also upgraded from bobcats to jaguars.
Boworcs report to the southern tower and are sniping at the moths at pretty long range. The gunners' squads are massacreing the tiger infantry and assault jaguars as they approach the gates. The flachette gunners in particular are doing well with an upgrade to iron darts. Cpt. Higgs gets a streak of kills with his musket and is rewarded with a title and the rank of Master.
(http://i.imgur.com/6hjaYzU.jpg)
Several moths gain the walls but are put down to earth by the archers, and one sorcerer! The surviving moth-riders cause a moment of panic but are quickly finished off by the melee warbands. Melee squads sally to strike the finishing blow against the fleeing tigerman stragglers -- but at the very moment they finish, another hostile force is sighted on the horizon! These are steam automaton gunners. Luckily they are far enough away for our clanmates to fall back to the keep and get a few minutes of rest. Dohon reports immediately to the baracks for some relaxing sparring.
(http://i.imgur.com/gDOFBmh.jpg)
In the meantime the boworcs stay on the walls to soften the enemy up a bit. They find that Automatons can withstand a lot of punishment from arrows. The enemy are too battered to charge our open gate, but not yet ready to abandon the field.
(http://i.imgur.com/0MNVclg.jpg)
After a quick equipment check the full warband charges, trusting to their luck and skill to dodge a few rounds of enemy fire, but it happens that Ronin-recruit Uduruk takes a nasty strike from a cannonball and goes down with a heavy bleeding leg wound. At close range the battle tilts heavily in our favor and soon becomes a rout. Wrestler Talata underestimates a cornered metal-man with a wicked bayonetted musket and goes down with a broken ankle. Both casualties are recovered to the hospital quickly and are very soon under diagnosis.
The Seven Sorcerers...
(http://i.imgur.com/fOrn3Ir.png)
... Turns out it's kind of overkill against a couple squads of raptormen.
#######################
Journal of Thrakha'zaguul.
Chapter 13: Grenadier
Hematite, 254
Gamerlord and Cpt. Higgs pick up cannons looted from the metal-men scouting party. We have also a few hundred cannonballs stockpiled from fallen Automatons, and from raids upon merchant ships. The clan-council decides that Demonbutter may use the broken Automaton gizmos to convert some cannonballs to frag grenades for our new cannoneers.
Since we decide against selling the gizmos to the Shadowbroker, we must find another way to get orichalcum for Sorcerer's wraithblades. With some luck: we unpack raider boats that survived a trip to Ancient Ruins, and recover a foundation for a working Ancient Foundry! Now we can ourselves craft rare alloys at the Ancient Foundry: for this we will need a great supply of bloodsteel. I am reminded: the wraithblades themselves cost additional bloodsteel. The boneworkers are ordered to prepare more boneyards, and the warbands are ordered to look for some fresh supplies.
(http://i.imgur.com/M7MkNzZ.jpg)
Nasty wildlife appears this season, centaurs and then ogres. Too much for the patrolling flachette gunners to handle on their own. The military is kept busy to deal with them.
Malachite, 254
The Sorcerers organize a military squad which they call: "The Unnameable Disembowlment." They are given a back room in the Dark Temple as barracks.
Fuel is in short supply. A few migrant farmers arrive, and are encouraged to start new charcoal-tree-farms in the Caravanserai quarter. Also to save fuel: rather than melt down the Automatons' unusable gold and meteoric large armor, we just sell it at the Arms Bazaar. With excellent timing, miners have struck a small cluster of anthracite in the silver mines! Miners have also delved a couple test shafts below the cavern and found cobaltite, bismuthite, and hematite. Iron and steel are needed, so this is a good find.
Galena, 254
The last of Tomia's acolytes has completed her dreamwalk! It took the better part of a year but we now have seven sorcerers. Tomia is currently our only sorcerer with martial skills: she must teach the others enough to survive. So far their sparring sessions are less than impressive.
(http://i.imgur.com/kDoH01w.png)
Human Bandits arrive, with wood and crates of iron for trade, but they have been tracked by a small detachment of Raptormen. The sorcerers report to the ramparts and nearly liquify the enemy, while bandit macemen and Broken Mind's recruits stroll across the field dealing merciful death. It was wonderful, and terrifying.
(http://i.imgur.com/fOrn3Ir.png)
Limestone, 254
The latest wave of centaurs killed one of our recruit spear-orcs: grappled and kicked to death right through his bronze mail. I order the factory to create some barbed wire, along with sharpened bone spikes or other simple traps at chokepoints to slow down these beasts somewhat.
(http://i.imgur.com/dsbvFud.png)
Sandstone, 254
The moon-cycle Sandstone is a rare calm period for craftsorcship and building. New living spaces are added both above and below ground. Centaur-bone furniture is crafted to add Meeting space to the Dark Temple. Craftsorcs turn out some silver and shell crafts. Mechanists deploy some barbed wire and spikes around the perimeter of the keep. Forgemasters craft heavy deep-bronze armor for the juggernauts, and arcane orichalcum blades for the sorcerers.
(http://i.imgur.com/sXJDsNm.jpg)
A huge swarm of grey-langurmen appear: killing a carpenter by strangling him and dumping the body to bleed out in the new barbed wire trap. The warband dispatches these pests quickly. Gamerlord gets to test out the grenade cannon: it is effective.
(http://i.imgur.com/2Uztjna.png)
Timber, 254
The Automatons have returned in force: two squads of mounted pistolers with war-bobcats. Boworcs engage in a duel at long range, crippling the unicorns and warcamel mounts, but the automatons do not turn back. The cannoneers overwatch the open back door from the top of the western sentry tower, and take a toll on the enemy. The warbands gather and countercharge! just as the automatons turn the corner into the back door. This time the barbed wire trap does its job perfectly: softening up the surviving unicorns without killing them and getting jammed up with unicorn giblets.
(http://i.imgur.com/DNJRK5s.png)
This was our most heated melee yet: Axeorc Guul, Spearorc Azguuruk, Juggernaut Tugbuur, and Sword-ronin Dohon each rack 3 or more kills in close combat, under a vicious hail of bullets.
(http://i.imgur.com/2jcZl7E.jpg)
Broken Mind takes down three camels but her warclaws aren't effective against the automatons. She does dismantle one of them by brute force and willpower, taking a bullet to the jaw at close range for her trouble. Luckily she is saved from serious injury by a new orichalcum runerobe.
In the battle: Bow-ronin Ilena became Elite. Boworc Azguub earned a title. Swordsorc Tugbuur earns a title.
The clan caravan arrives shortly after the siege is broken, while there are still automatons on the field. The wagons must pass by, but several pack-aurochs heavily laden with goods still arrive.
###########
Journal of Thrakha'zaguul.
Chapter 14: Huscarl
With fine gold goblets and unicorn roast, Speaker Keita is able to buy all the useful goods from the home caravan, including much wood, and some iron and steel. I wonder: what will the opulent fools of the home-clan do with these useless golden baubles? The clan liason was not amused by my wondering. Instead he speaks: I am authorized to grant you the standard of a clan-holding, and I must ask whether you recommend any orcs for elevation to the rank of Thain.
I reply: I recommend Thrakha'zaguul of House Dreadbanners, White Axe of the Northern Wastes, Founder and Clan-leader of Perplexing-complexity the Cleaver of Ignorance, Destroyer of Elves and Bane of the Tiger-men. It seemed that his pencil stopped moving part way through. I am not sure that our clan liason is very bright.
Moonstone, 254
Our warriors have defended the clanholding with bravery and honor, and have earned a Warriors Society Meadhall. Once we have this building they will be able to master elite weapons like the Dragon Society Wargear. Crafted from a katana and a composite bow: this weapon combines the advantages of both and will make our bladesorcs deadly in any conditions of battle. The meadhall also can form societies for other weapon classes such as gunners and spear-orcs.
To lay the foundation, we need iron for statues, weapon racks, and armor stands. Because of the pitiful quantity of iron brought by the home clan we have a shortfall of iron. I authorize the Corsairs to buy another crate of iron at the Caravanserai. It is very expensive compared to getting the iron from ordinary trade or from raiding. Still: we have it right away.
The clan runs short of recruits with weapon skills but: we have a half-dozen beekeepers and the like who have been playing Blood-bowl fow the past several new-moons. They have decent skill in dodging, and dabble in melee. I order them to a squad and to begin training for real combat, with a few Uruks drafted to fill out their ranks. Taskmaster Trak'Ruhn volunteers to lead this new squad of recruits. He selects a well-crafted bloodsteel pair of bladed chains as his weapon.
Broken Mind has adopted a particularly aggressive training regimen for the orcs under her direct command.
(http://i.imgur.com/kRuCHG8.png)
Two of the bow-warband approach and speak: Thain Thrakha, in the old country we were known as high masters of the crossbow, and would like to start our own squadron. I reply: Why not take a proper Orcish bow and shoot whatever Firehawk orders you to shoot? The clanmate speaks: the Ancient Foundry can craft mechanized crossbows, with power supplied by Dwarf-style clockwork, and little glass gems to look through when aiming. These are among the most advanced weapons known to man or orc. Also we have enough deepbronze which is sitting and doing nothing in the stockpile. I reply: You are ordered immediately to begin a crossbow squadron, and speak to the craftsorcs to requisition these weapons.
Opal, 254
As Thain, I have the authority to name Dohon a Huscarl, and the Black Elders blade squadron are reformed as clanguard under his command. Dohon's first week as Huscarl is an event. Shaman Tomia had accused some peasant for violation of a production order. As soon as Dohon took office, he became the Law-Enforcement, and went straight to the farmer's breakroom and punched the peasant to death in front of a two-dozen of other orcs.
Obsidian, 254
It began with war-drums from away south. Only a small detachment of a dozen Dwarves, but they announced their arrival openly without ambush or treachery. Dwarves! Huscarl Dohon yells from the battlement: It is good you have finally come! Meet us in the clearing near the back-door and we will join in glorious battle!
Will your sorcerers and cannoneers stand down from the Battlements that look over our path? replies the captain of the Dwarves: Otherwise we will camp here for one month, or three, or nine, or until your pitiful shanty-camp crumbles to dust. Dohon speaks: The parley is over! Within a moment the warband is assembled outside, with the flachette-gunners alongside in the field and the bow-orcs providing cover from the walls.
Trak'Ruhn and his agile warband of Blood-bowl veterans speed ahead to meet the enemy. Ruhn himself races to the front and slays the Dwarven vanguard with two lashes to the throat. However the Dwarves skill and powerful maces are far too much for our green recruits in an extended melee. Trak'Ruhn is knocked down, battered and stunned. The veteran light infantry engage next. One spearorc is slain in the rush, taking a horrible whirling meteor-hammer strike that crushes both helm and skull. But Broken Mind leaps like a mad orc into the fray and breaks the dwarven formation. Her soldiers begin to pick off the isolated dwarves, or chase them within arrow-shot of our towers.
(http://i.imgur.com/2nDE9AV.png)
Finally the clanguard Black Elders arrive. Huscarl Dohon, wielding a powerful orichalcum longsword, cuts through the dwarven formation and strikes down a dwarf with every three blows. Lady Krat, the Huscarl-consort, meets the Dwarf-captain, but is grappled and thrown to the ground by his great Cave Beetle mount, and is slashed with an axe. Mavj is by her side in a moment: killing the Beetle and disarming the Dwarf-captain. Then, just as suddenly as it began: the end. No dwarves escape the field.
Shaman Tomia commands: Soldiers! Bring those wounded to the infirmary immediately. It is good that they obeyed. Just at the moment that many of our warriors were safely inside, a Were-scorpion appears among the battlefield wastes. In one stroke it snips in half a peasant hauler, and then a sabrecat. A brave and skilled ranger-orc: Ashduuk, attempts to engage, but the monster's shell is proof against arrow shot. He dodges terrible blows not once, or twice, but two-dozen times: buying time for his clansmates to close the gates and for ranged squads to come into position. The Were-scorpion bats Firehawk's arrows from midair and shrugs off a barrage of iron flachettes, until, Ashduuk is captured and not slain but turned! The situation looks dire until Gamerlord arrives with the heavy guns.
(http://i.imgur.com/g4RUhTE.png)
The monster's carapace was not proof against a brass round-shot to the skull.
With this battle, Year 254 comes to a close.
I am now petrified of werescorpions...
Is it possible that I could be orc'd as the druid? If not, anyone else will do.
Sure. You're also the clan's best armorsmith ("great," rank 11).
[/color]`Mystic' Krisharkgoluurz has been happy lately. She dined in a legendary dining room recently. She slept without a proper room recently. She admired a fine Door lately. She was caught in the rain recently. She has been satisfied at work lately.
She is a citizen of The Sweaty Vice. She is a member of The Lucky Numbers of Adventure. She is a former member of The Sagging Monsters. She arrived at Tarkuurbnarkuub Snazaga Ghoshash on the 26th of Granite in the year 254.
She is eighty-five years old, born on the 1st of Granite in the year 170.
Her chestnut hair is extremely long. She is short. Her eyes are saffron. Her nose bridge is incredibly concave. Her nose is short. Her eyes have thin irises. Her ears are slightly flattened. Her skin is slate gray.
She is quite quick to heal, slow to tire and agile, but she is stunningly susceptible to disease.
`Mystic' Krisharkgoluurz likes fine black brick, steel, obsidian gem, wagon wood, coral, nautilus shell, burlap, the color blue, arrows, coins and ironclad dogs for their loyalty. When possible, she prefers to consume salamander, royal sewer brew and pear sauce. She absolutely detests flies.
She has a good intellect, but she has poor empathy, poor focus, little patience, lousy creativity and lousy intuition.
She is quick to anger. She is assertive. She prefers familiar routines. She regards intellectual exercises as a waste of energy. She finds helping others rewarding. She is compassionate. She is disorganized. She dislikes contracts and regulations.
A powerful humanoid creature with violent tendencies, Tiaga Orcs build their strongholds in the twilight lands at the margins of the world. Druids are Orcish Dreamwalkers who are changed by visions of the primal power of Earth and Sky. They wield these forces in defense of their clans and of the savage wilds.
While I'm looking at craft skills: Demonbutter, our original craftsorc, is a Master Furnace operator and Legendary+4 Bone carver; although our immigrant artisans have surpassed her in weaponsmithing.
Right on, exciting to see Trak'Ruhn get some action. Sounds like he survived without critical injury?
Yeah, he's fine, already back up in the barracks sparring on 10th granite, just a couple weeks out of action.
Unhappy but hopefully that will pass.
`Trak'Ruhn' Ashnaraazguub has been unhappy lately. He has complained about the draft lately. He admired a fine Bed lately. He was rescued recently. He has been attacked lately. He took joy in slaughter lately. He has witnessed death. He slept in a fantastic bedroom recently. He admired own fine Cabinet lately. He has been satisfied at work lately. He was caught in the rain recently. He was able to rest and recuperate lately.
He is married to Buur Snuggleddeceiver and has two children: Azguub Smutterrors and Latuul Miredvileness. He is the son of Srithmog Cursescratched and Goluurz Lyingpurple. He is an ardent worshipper of Krimbuut, a worshipper of Gimatug Nightdreams the Abyssal Umbras and a dubious worshipper of Zatalat.
He is a citizen of The Sweaty Vice. He is a member of The Lucky Numbers of Adventure. He is a former member of The Tick of Pets. He is a former member of The Matched Nightmares. He is an enemy of The Oil of Redness. He is the sargeant of The Lucky Numbers of Adventure. He arrived at Tarkuurbnarkuub Snazaga Ghoshash on the 10th of Slate in the year 252.
He is seventy-nine years old, born on the 9th of Sandstone in the year 176.
He is weak. His chestnut hair is extremely long. He has a prominent chin. His skin is slate gray. His eyes are saffron.
He is very slow to heal, very weak and remarkably flimsy.
`Trak'Ruhn' Ashnaraazguub likes saltpeter, shark tooth, black opal, mastodon bone, the color peach, scepters, crutches, colossus elephants for their strength and royal cave wheat for their speed enhancing drinks. When possible, he prefers to consume retch fiend, white-spotted puffer and royal dwarven beer. He absolutely detests toads.
He has an astounding feel for the position of his own body, a great feel for social relationships, a natural inclination toward language and very good creativity, but he has poor empathy and bad intuition.
He can handle stress. He enjoys the company of others. He has a fertile imagination. He appreciates art and natural beauty. He dislikes intellectual discussions. He admires tradition. He is candid and sincere in dealings with others. He has a sense of duty.
A powerful humanoid creature with violent tendencies. Tiaga Orcs build their strongholds in the twilight lands at the margins of the world. Uruk caste orcs are incredible physical specimens even by Orcish standards.
###
# Interlude
To celebrate the victory over the dwarves: four golden statues for the great hall. Two of forgotten beasts, and two of the Huscarl.
(http://i.imgur.com/W01Cvqs.png)
To the lower right: Huscarl Dohon and Lady Krat claimed a suite with a personal armory.
This is a well-crafted gold statue of `Dohon' Plaguedie the Barbarous Defects of Gleaming.
The item is a well-designed image of `Dohon' Plaguedie the Barbarous Defects of Gleaming the uruk ronin and a coin in gold by Gazga Burukdurub. `Dohon' Plaguedie the Barbarous Defects of Gleaming is admiring the coin.
This is an exceptional gold statue of `Dohon' Plaguedie the Barbarous Defects of Gleaming.
The item is an exceptionally designed image of `Dohon' Plaguedie the Barbarous Defects of Gleaming the uruk ronin and taiga orcs in gold by `Demonbutter' Baguurukagaza. `Dohon' Plaguedie the Barbarous Defects of Gleaming is surrounded by the taiga orcs. The artwork relates to the appointment of the uruk ronin `Dohon' Plaguedie the Barbarous Defects of Gleaming to the position of huscarl of The Lucky Numbers of Adventure in the midwinter of 254.
###########
#
Journal of Thrakha'zaguul.
Chapter 15: Speleology
Granite, 255
To celebrate our fifth new-year: The orcs of Ghoshash Snazaga lay the foundation for our Warriors' Meadhall. Equipping the war-bands in society gear will take a major expenditure of totems, coin, weapons, and the time of our master-warriors to assemble the kits. Therefore, I have asked the clan-council to prioritize which Warrior Society to found first. There is time enough for their deliberations while the masons assemble the remaining building materials.
(http://i.imgur.com/wEK0xRb.png)
Thain Thraka! calls the clanguard: The chief miner wishes to speak! I look over this orc closely. Mining has never been our first priority in Ghoshash Snazaga, and the old clan-travellers and the veterans have been relieved of this duty long ago. Clansmate! I speak: state your name, and say your piece.
Her name is Urb, and her statement was this: Our elite warriors have the finest gear to be found on plundered battlefields and in raided towns, but with over 50 warriors, there is not enough plunder to go around. The common grunts still fight with leather armor, bronze, even bone weapons. Why should this be so when the riches of the earth are within our grasp? Let us mine silver and gold, and scour the nearby mossy cavern for wolfram. Then let us delve deeper, and look for iron and flux. The warbands second this idea, for they remember too well the strong weapons and the tough armors of the Dwarves.
Slate, 255
The miners delve some fortified windows into the mossy cavern and catch some glimpses in the distance of Merzev, an an enormous feathered wasp; with a twisting jointed trunk and a bloated body. Its dark blue feathers are patchy. Beware its poisonous sting! Merzev is wily and stays far from arrow-shot of the windows. With the warchief's infantry, flachette gunners, and the sorcerer's squad on close standby, and archers overwatching, the miners cautiously open a passage into the cavern. The monster still hovers over the cavern lake, not coming near.
Workers have already begin harvesting the Wolfram from the nearby parts of cavern, while the masons secure the cavern entrance with doors and gates, and then begin moving out to create walls to secure a large safe area. The warbands assemble an expedition to hunt this ridiculous beast and scout the rest of the cavern.
(http://i.imgur.com/P7G83db.png)
The beast went down after a surprisingly tough fight. The flachette gunners shot him down, Broken Mind's assault infantry engaged, while the Sorcerers finished it off. The monster was resilient, and landed at least one blow on Flachette-captain Srishak, who was saved by steel platemail.
Scribe Keita issues work orders to the craftorcs: Start making pulleys and barbed wire for chainaxes, and kindle the Damasc forge for crafting of wolfram polehammers. Chainaxes are a devilish steam-powered axe weapon from the Heavy Weapons Armory, requiring large size to wield in one hand, but capable of inflicting great severing wounds. Polehammers are a devistating hafted blunt weapon which use the spear skill, and will allow us to crush any human or dwarf invaders even through the heaviest armor they can invent.
(http://i.imgur.com/dvDHNnz.png)
Felsite, 255
Huscarl Dohon mandates the production of toothed axes -- perfect time to craft them and then roll into Chainaxe production. Druid Mystic joins the squad with the sorcerers, and the crafters use the remaining orichalcum for her wraithblade. I order the Cannons off regular keep-patrol duty, as fun as it has to blow up random wildlife, the Plague-Gunners and the Orcish Arrows will be more efficient at that job.
A Deep Drow caravan arrives, and a Tigerman attack arrive simultaneously! The Tigers have no moths this time, and the hapless tiger infantry are simply fodder. The drow caravan is driven back, but the warband easily hold the field to escort the diplomat in and out safely. On the opposite side of the field the archers, cannons, barbed wire and sorcerers combine to rout the rest of the tiger forces. The biggest challenge they present is that we need an extra corpse-only refuse pile, with wheelbarrows, to help out the butchers and haulers processing the Tigermen army.
(http://i.imgur.com/nF2uxww.jpg)
Hematite, 255
Sasquatches this season. Kept at bay well enough by the patrolling archers, but the Malignant Dances are needed to actually take them out. Three members of the Dances have been awarded titles recently.
Broken Mind 'Devilthrifted the Wailing Fame of Dooms'
Talata 'Plaguedsinged the Red Sloth of Conjurers'
Guul 'Doomhated the Cradled Buster'
Short on coin at the moment for more dangerous missions: our raiders take a few trips to recruit some kobold guest workers.
(http://i.imgur.com/lkwIqHN.png)
Urb's miners have been busy, and found a hematite-rich crystal cavern, 107 levels below our local mossy cavern, a magmaflooded dark cavern just 10 levels deeper, and scouts catch a tantalizing glimpse of blue crystal submerged in the firey depths below.
(http://i.imgur.com/zSa0vgU.png)
(http://i.imgur.com/YmhjQXx.png)
(http://i.imgur.com/kFPeKV1.jpg)
##################
#
#
Chapter 16: Samurai
Malachite, 255
Amazingly: Warchief Broken Mind's pet sabrecat has survived for 5 years, and just had cubs.
The clan moves out to delve a magma forge, and a series of fortified entrances to the Dark Cavern. There are several locations to quarry adamantine. One quarry is immediately accessable from tunnels in the rock above; others will require entering the open cavern and possibly building water-works to cool the surrounding magma. As the magma forges and molten pits come on line, other miners will seek out some iron ore and flux, while the farmers and Factory orcs burn the year's crop of farmable trees for steel-carbon. For the first time: we have a steady domestic supply of steel.
Galena, 255
A raptorman attack! The raptors themselves are not too fearsome, but combined with the giant beetle mounts are quite dangerous and give even our elite melee bands some challenge. We use the barbed-wire and backdoor drawbridge to soften up and split the enemy force. About ten of the raptors' vanguard and their beetles are cut off inside the fort and dispatched.
(http://i.imgur.com/avRBEVA.jpg)
Sword-ronin Uduruk of the Clanguard Black Elders was in the thickest of the battle, and earned a title Uduruk 'Plaguecoast the Flayers of Ice', although afterwards he had to visit the shamans for a time with a knee injury. Bow-ronin Ilena rains down destruction on the remnants of the Raptor forces outside, and earns a title too: Ilena 'Weepingcorrupt the Blue Brews'.
The forgemasters are busy. Much steel is produced for helms and gauntlets, and much bloodsteel goes to the Ancient Foundry for orichalcum alloy, to become runerobes and mail armor.
Timber, 255
Finally the furnace-pipes are ready, and a miner taps the magma for the deep forges. Architects lay foundations for smelters, damasc foundries, magma forges, and magma glass furnaces.
The home caravan arrives. The hapless fools have a whole enemy army following like wolfhounds on their trail: two squads of dwarves, deadly giant beetle mounts, and a pack of sturdy hammergolems . The traders race for the safety of the front gate, drawing one Dwarven squad into range of the walls. The macedwarves wander helplessly into a kill zone under the shadow of our walls, but their captain is an elite crossbowdwarf. This assassin takes aim and begins to pick off our warriors from behind the fortifications. A couple flachette gunners are badly wounded and veteran boworc Azguub is killed before our elite ranged fighters Firehawk, Gamerlord and Higgs focus their fire and combine to take him out. Gamerlord struck the final blow and earned a title: Gamerlord Dipdevil the Shadowy Clout of Delights.
(http://i.imgur.com/4wD9XkJ.jpg)
The clan-liason is amazed at the wealth that our damasc-crafters have amassed: exploiting exotic materials from the deep caverns.
Perhaps he also recognizes that only through the bravery of our warbands, does he find himself so lucky to still be alive.
(http://i.imgur.com/fmTggPF.png)
Moonstone, 255
Five Dragon Samurai arms kits have been completed and the Black Elders clansguard switches to this new gear. The Dragon society kit uses a short katana blade with a composite bow. They will be deadly both at distance and at close range. Their old longswords and second-best armor are distributed to the warbands at large.
We also have extra supply of fine quality lamellar leather, so I order high ranking non-military officers and skilled craftsman to equip some light armor and begin carrying steel tomahawks for self defense, along with throwing tomahawk ammo.
Opal, 255
The Warrior Society next founds a Jaguar chapter, while the Tribal warcrafter makes macuahuitl from the adamantine, and ironbone claws. Society weapons get their material from the primary melee component: it is important to make fine katana and macuahuitl as a base for the society kits. The macuahuitl use raw adamantine, so the Tribal crafter can get started quickly, even as the strand extractors are only beginning their work. Master crafsorc Demonbutter personally makes a new set of adamantine claws for the warchief, as well.
(http://i.imgur.com/pJK9D50.jpg)
The Dwarven reserve squad seems dedicated to waiting us out in an long extended siege, but once our new Dragon society warriors are equipped, we move out to meet them in the field. The samurai and flachettes engage at range and kill several of the Dwarves warbeasts, but can not pull the stubborn Dwarves closer in to range of our towers. When two of the flachette gunners run out of ammo and wander forward, the Pikelord and Legion Dwarf instantly step forward and strike them down. Our enraged warbands charge into a general melee against the Dwarves and their Beetles. Sergeants Shrishak and Trak'Ruhn are both defeated in duels and knocked unconcious. Broken Mind's squadron occupies the bulk of the dwarven force while the Sorcerers and the Clansguard focus on defeating the individual Dwarves threatening our wounded soldiers.
(http://i.imgur.com/PIwmkff.jpg)
In the end we carry the day with three fatalities, and two other grunts badly wounded. The Sergeants both will recover from perfectly treatable wounds, due to their fine armor and the bravery of thier comrades. Both Dwarf squads and their beetles are eradicated. We allow the Golems to retreat, to carry the grim fate of their expedition back to their masters. Our clan liason and traders depart in luxurious comfort and safety.
Obsidian, 255
Our workers are nearly done setting up our initial strong point in the deep cavern. We install traps and war-pets to secure against wandering monsters, towers overlooking the entrance to fight any trog or antman invasions, and a series of locking bridges to establish secure fall-back points. With luck, the magma forge will stay safe even in the case that the outermost gates are temporarily overrun.
(http://i.imgur.com/WpUiiHo.jpg)
A great force of Tigerman infantry attack! We fight the tigers in the open, as an opportunity to provide training for the newer recruits in the warbands. This works well enough, other than the regrettable deaths of a few foolish orc children that curiously wander out of burrows and directly into the Tigers' path. Despite a year of constant warfare and a few tragic deaths, the orcs know the glory of victory. Along with a great investment in dining rooms, quarters, and a few statue gardens, morale (and population) is as high as ever throughout the fortress. With the obliteration of the Tiger forces, the sun sets on 255, the 5th year of our clan-holding at Ghoshash Snazaga.
############
#
# Interlude
(http://i.imgur.com/DmhJV5o.png)
###################
#
Journal of Thrakha'zaguul.
Chapter 17: Nemesis
Granite, 256
Of all the monsters we have encountered in these savage lands: a were-mammoth! may be the most terrifying yet. It ambushes and destroys some peasant haulers clearing the field from the tigerman-battle. The Dragon Society warriors and other ranged warbands are called on to sting it from range and finally put it down.
Slate, 256
The yearly clan-council is called. The orcs cheer their victory over the nemesis dwarves. Clanmates! I remind. Enjoy your victory, but remember: our warbands were pushed to their limit by these mere two squads of dwarven scouts. This year we must expect a real dwarven army. Next time we will be outnumbered: a grim century of battle hardened dwarves, a two-dozen of metal golems, and a swarm of war-beasts from the deepest undergrottoes! The clan-mates consider this, but say: We will prepare, and we will destroy them, or die.
We need more fortifications! Speak the archers: Extend our ring of sentry towers to overlook all the sites for dwarven camps, and Firehawk and Ilena will lead our rangers to rain death upon them. Unless more of those javelin-snipers arrive.
We need more barbed wire! Speak the tinkerers: Bleed the beetles, and jabberers, and cave-crawlers, and surely our troops can prevail against weakling dwarfs without their pets. Except that the Golems and Weapon-lords may walk through easily without harm.
We need more cannons! Speak the gunners: Add more Orcs to our heavy weapons squad, and the strongest Golems will be scrapped in no time. Except we only have a hundred cannon-balls, and must craft or trade for more quickly.
We need more warriors! Speak the warbands: Assign veteran Talata a new squad, with every remaining Uruk and strong Orc, and issue them fine pole-hammers to crush Dwarven armor. Even if the Dwarves bring five-dozens we will match their numbers on the field.
Make it all so, I command.
Felsite, 256
The enthusiasm of the clan-mates is fine, but what we really need to defeat the dwarves once and for all, is more of the blue adamant metal from the deep-caverns. Dohon and Broken-Mind know this as well. Their warbands escort a detachment of miners and masons to the cavern floor, and hold off swarms of mummys and deep-ogres while workers secure the quarries, and work quickly to extract the ore.
A raptorman invasion! Raptormen will try to pick locks, so we draw them to the locked back-door under a hail of arrows and spells. The second-rank warbands under Talata and Trak'Ruhn charge, once the enemy are wounded and depleted. The veterans are not needed and have some time to recover from their mission to the depths.
Work continues on the fortifications in the Deep Caverns, on a road to protech approaching caravaneers, and mining and processing the adamantine ore throughout the summer.
Galena, 256
Drums in the darkness of the Crystal Cavern again. Miners delve some overlooking halls to get a look at strange and alien Hiveguard warriors, locked in mortal battle with a Forgotten Beast. We leave the crystal cavern gate shut.
Human bandit traders arrive on the top-side, but with automatons on their trail. We want to rescue the humans, to trade especially for steel, bullets, and cannonballs. We move out to the west where we can fight in a perfect situation, alongside the Human guardsmen, and using the outer curtain wall to screen the warbands' approach from enemy snipers.
(http://i.imgur.com/Af1k7VT.png)
A second squad on the east had ambushed and killed the Human trade guildsman, and were sniping our guard-wolves from very long range through the open gate. There is nothing to do except either to shut the gate and doom the humans, or else to charge down the sharpshooters in a long run across the open plain. The warbands regroup and attack: Huscarl Dohon draws and dodges the enemy fire, while the clanmates sprint to victory.
(http://i.imgur.com/ySKJPm8.png)
Limestone, 256
Workers are ordered to dig a large water cistern which will later be used to obsidianize the second adamant quarry, which is mostly flooded in magma. Masons are dispatched to study the remaining core of our first adamantine spire and determine if it is safe to mine more layers from it. The masons found that it was in fact hollow, and through their windows they observe bottomless eerie pits, and terrible shadowy shapes below! But before we can decide on a course of action, we are summoned to battle by the war-horns of a great dwarven army. The quarry is left sealed today.
(http://i.imgur.com/qPUBYK6.png)
Timber, 256
The Dwarven General has come. Meph the Mysterious, founder of the great Dwarven mills, inventor of the deadly Golemforge, master of gunpowder and welder of strange metals. His cursed runed mithril blades have slain Orcs by the dozens in a thousand strongholds across the world. In this battle he appears, having taken the name Amost Cilobanam, "Town of the Aged Roofs," a moniker perfectly calculated to be so inane as to confuse his enemies with terror.
(http://i.imgur.com/Fybr4CX.png)
The Dwarven army is too vast to defeat in a straight battle, but Dohon and Broken-Mind make it clear that simply surviving this terrible siege is not an option. They pledge that it must be rent and broken. The General's bodyguard are elite rangers, including a deadly javelin-armed sniper. Firehawk, Ilena, and Gwathlobal lead their archers and sorcerers through the network of tunnels to conduct hit-and-run attacks on the Dwarven melee camps. They eventually find a position where they can destroy most of an axedwarf detachment.
(http://i.imgur.com/b59FUrT.png)
Orcish broad-head jagged arrows are not the weapon of choice against the hard skin of golems, so our small detachment of cannoneers and heavy mechanized crossbows take position in the western tower. They don't have enough volume of fire to destroy the whole squad but they get about half of the Golems riled to a furious anger and these move forward to storm our back gate.
(http://i.imgur.com/luEzOfT.png)
We slam the gate shut and split the Golems from the main Dwarven force, isolating about a dozen of them inside our courtyard. With the gunners stinging them with darts and draining their strange mechanical fluids, the warbands spring into action, swarm the metal monsters and gradually wear them down.
(http://i.imgur.com/0fyUY8m.png)
The General's squadron begins to move -- but rather than preparing to flee, he seems prepared to lead his remaining beetle javelin cavalry on a final attack, accompanied by an elite melee guard. Our best ranged squads are still busy pinning down the remnants of other scattered squads, but the warbands seize an opportunity to move out and engage the Dwarven infantry separately, while the javelineers are still screened around the corner of the fort. Broken Mind duels the Dwarven priest spearlord to a standstill, while the rest of the warband engages the remaining dozen longsword-dwarves. Huscarl Dohon and Mavj calmly pincushion a deadly Legion Dwarf with arrows, staying out of range of his steel zweihander. Finally the squad rallied to the side of the Warchief and dispatches the spearpriest.
(http://i.imgur.com/38HDyDj.jpg)
Several casualties in this battle including one dead and several badly wounded by the spearpriest, but it is too late for rest or retreat. The orcs must rally and turn to catch the General just as he turns the corner, so that they only must stand one deadly volley of javelin fire before closing to melee. Even under just one volley, several orcs in the vanguard go down, but it seems they are saved by fine armor, and by the ferocious charge of the second wave of orcs.
(http://i.imgur.com/7ep1l89.jpg)
Moonstone, 256
We hunt them to the last Dwarf and Golem, hoping to clear the field in time for our home caravan to arrive safely, but it is too late: Winter has fallen.
###################
#
Journal of Thrakha'zaguul.
Chapter 18: Beast Slayer
Moonstone, 256.
While the warbands recover from the Dwarven assault, a flying forgotten beast finds its way into the tree-farm and wolfram mines of the Mossy Cavern. Several peasants get very nasty poisoned bites. Talata's new militia squad was not committed to the main part of the dwarf-battle, so her troops are fresh: they are the first to arrive and put the monster down. Talata was the migrant who survived the first elven ambush years ago, by strangling the would-be elf assassin. Now a scarred and veteran warrior, she wields the claws and blade of the Jaguar Society and leads our newest warband "The Lost Corruptions".
Shortly after: another beast, a tough one with an amber carapace, in the Deep Cavern. It quickly kills a miner and a peasant gatherer, and begins to pound on our sentry-golem. Unfortunately, it has hidden away in a tight corridor where it is hard to bring ranged weapons to bear on it, and the beast's webs are effective in these quarters. One orc warrior is killed and Huscarl Dohon suffers an ankle injury. Talata strikes the killing blow on this second beast as well.
Opal, 256
The hospital is overwhelmed. Several peasants affected by the poisonous-beast, and orcs wounded in the great Dwarven battle have critical injuries. They are unlikely to survive, but their care is slowing the shamans' response to Dohon and other treatable injuries. An expanded hospital and multiple extra wells are being delved. The shamans will at least have the supplies they need. We add a apothecarius: to empty used water-buckets. We add an anatomical theatre: to dispose of extra elf-skeletons while somewhat training the diagnosis skill. The Sorcerers are relieved from military duty for some time so they can focus on shaman-work.
In the meantime: the clanmates construct a Hall of Trophies to commemorate a few of our great victories.
(http://i.imgur.com/AIS4UEg.png)
Obsidian, 256
After a month of diagnoses by child dreamwalkers: finally Huscarl Dohon is attended to by an actual medical professional (Mystic) and soon after is up and about. His ankle is repaired with adamantine sutures, of course. I personally bring water and food to the patients, which is a much more important duty than meeting with the home-clan liason. He has been here over a year: he can wait for one more week, or another year for all I care. The liason was amazed at the titanium-inlay damasc amulet we send home last year, and jokes that if we had made two such princely crafts then the clanfather would move here himself, an Ghoshash Snazaga would have been made the new great clan-holding. Ha! I laugh: there is actually a whole pile of those useless trinkets here somewhere, in a bin along with the dwarf sternum scepters, or perhaps they are at the jeweler's shop being encrusted with sapphires. He thinks I am not telling the truth, but he is not sure. I remind him that he is free to go down to the Deep Cavern and visit the titania mines at any time.
The war-council orders the Plague Gunners to switch from flachette guns to bayonetted muskets. We have acquired these weapons by looting elite guards among the human and automaton invaders for several years. This should increase our gunners' effectiveness against armored foes and their ability in close combat. Musket ammo is expensive whether from travelling caravans or from the Freelancer's Guild, but we now have plenty to barter.
Scribe Keita withdraws from society! ... and crafts an artifact chert didgeridoo. We put it in the pile with our *other* artifact chert didgeridoo.
The Rangers have a mastodon hunting competition. Firehawk and Bolugd each take down two of the massive beasts. Bolugd with his deep-bronze mechanical crossbow was sniping them through the heart at over sixty paces, but Firehawk was judged champion since he did not resort to use of any shadowleaf poison.
(http://i.imgur.com/3SMm3gw.png)
Granite, 257
We trade with the Drow for wood, and for a supply of bulletspikes for the muskets. I finally conclude my meetings with the liason, and the lands of Ghoshash Snazaga become recognized formally as a true clan-holding. I am elevated to the rank of Hersir, and am now authorized to assign Tomia to the rank of Battlemage. She and Gwathlobal each now captain a separate squad. Eight sorcerers in one place tended to overkill a single target anyway. Now they can overkill two targets simultaneously.
(http://i.imgur.com/ZFqxx7V.png)
Slate, 257
There is a dangerous flaw in our magma forge: the furnace channels connect directly to the open caldera above the Great Magma Sea. To keep the forge safe when we eventually assault the underworld, I think we have no choice but to floor over the caldera. The masons and miners must also secure several other locations to keep our foothold in the Deep Caverns. Architects place orders to build walls, remove ramps, lay traps, and add some more towers carved into natural stalactites. The archer's towers are connected to the fortress interior separately and are intended to be secure against flying enemies as well. Firehawk and Shrishak issue station orders to keep a small garrison of soldiers in these towers at all times.
Felsite, 257
The work goes slowly, and the Deep Cavern entrance still remains dangerously unsecured. With about 70 of our 130 adults either in the military, medical, or noble position, there is a limited work force. The 80 kids will be able to work at five years, so they should start growing up soon.
A raptor attack topside! Some idiot children wander out of burrows, which has at least the benefit of drawing the raptor warriors into range of arrowfire from the walls. Once the raptors' formation begins to break: the warbands charge out and attempt to save as many of the peasants as possible. These raptors carried decent bronze and steel axes and helms, but it was still good practice for the newest recruits. The orcs are finally heavily armored enough to face live action, at least against an inferior foe.
Talata announces that she has become attached to her Jaguar Warrior society arms kit.
(http://i.imgur.com/wQU2pjj.png)
Malachite, 257
A toxic forgotten beast got in through the Mossy Cavern. Engineers! I speak: why was this cavern not locked down after the previous incident? We have stripped all the wolfram ore and all the cavern plants that we need! There was a not-obvious flaw in the archer's tower, and the beast may have snuck in through a fortification with no floor above. Luckily a miner with a pet golem intercepted the beast in the stairway. The direwolves that joined the fight all have a bad fever. Although the plague does not seem too deadly, we make a lot of soap, and destroy and rebuild the contaminated stairs and walls.
Galena, 257
The bloodiest week by far in Ghoshash Snazaga.
Ilena, on patrol in the eastern Deep Tower, spots cave dragons! She hamstrings one of them with a few well targeted arrows. The creatures aren't moving in aggressively, but several dozen of arrows are not finishing the beast off either. The security walls are still not complete, so the warbands rally to the quarry to deal with the threat. Just at this time arrives a forgotten beast, composed of green glass, with poisonous vapors! With all the warbands already on station a retreat would end in disaster, so we are committed to battle and warbands stand and fight in the shadow of our archers' covering fire. The three cave dragons charge to join the fight as well. The battle goes in our favor although: the archers are now out of arrows, the elite warriors are tired and bloodied, and one veteran mace-orc was struck down.
(http://i.imgur.com/Hy5hoIZ.png)
Animated armors appear immediately when the dragons are destroyed. None of us had ever seen such a foe. Our strongest veterans had left the field to grab a drink and rest, so our great champions were not among the defenders. Still, all of our warriors are heavily armed and armored: none are mere dabblers in the art of war.
(http://i.imgur.com/0qNh4qu.png)
Eight orcs fall, including six of the warchief's personal guard, the Malignant Dances. Two of them were veterans of many campaigns: blasted with corrosive acid, and their skulls crushed by gruesome blows even through their deepbronze and adamantine helmets. Arrows and spells glance off the monsters with no effect. Finally through sheer numbers, and bravery, the warbands prevail. The creatures knew neither pain nor fear and needed to be hacked into fragments to stop their assault. A dark day, but it remains a victory over foes that would have destroyed a weaker fortress.
I suggest: It really would be better if the masons actually build this wall at some point.
Less than a new moon passes before we are attacked by a huge elven army, with trained war elephants, and unicorns. Their ranged squads were absolutely obliterated by our archers, but it was a mere diversion! the treacherous elf calvary slipped through the back door and emerged from ambush already inside our courtyard. Luckily the elephants are wounded greviously by our barbed-wire traps, but their great mass prevents our gate from closing, and they delivered the elves in undamaged condition for battle. Fortunately all squads other than the warchief's Dances are recovered to fighting shape. Even with our numbers depleted, elves in a melee are no match for the strength and fury of a well-armed horde of orcs. One peasant and one green recruit are killed, but about three-dozen elves and their war pets are slaughtered.
(http://i.imgur.com/1f4SUH2.jpg)
Timber, 257
Miners finally complete an alternate passage to see into the eastern part of the crystal cavern, where we can clearly see the hordes of strange Hiveguard invaders. They are not worth the attention of the warbands at this time, but Tomia volunteers to station nearby and thin out their ranks somewhat.
(http://i.imgur.com/B2jVGVx.jpg)
Our homeclan liason arrives, but the caravan is ambushed by automaton sharpshooter riflemen, and turns away immediately. There was no chance to stage a rescue. We do dispatch the two squads without too much trouble. The Plague Gunners use the chance to test their new muskets against some worthy targets.
(http://i.imgur.com/P82KE8d.jpg)
While defending the miners and masons: Talata kills a third forgotten beast. In this fight, she gets a big assist from the Sorcerers and Ilena who immobilized it from their stalactite-tower. Finally the walls of the Deep Cavern stronghold are made secure. Engineers begin the final preparations to encase the New Quarry in obsidian, after which we should be able to extract another three-dozen adamant stones.
(http://i.imgur.com/uCCbQ22.jpg)
Interlude: A traditional history by the Orcs of Ghoshash Snazaga
(http://i.imgur.com/MJWzZdl.png)
########
#
#
Journal of Thrakha'zaguul.
Chapter 19: The Last Wish
Moonstone, 257
Our butchers are processing the cave dragons, and dismantling the cursed armors into their component parts: shields, swords, breastplates. The raiders have been ordered to scour the elvish lands for enchanted arrows and elvish bows, but instead they returned with plans for a strange building called a Treesinger's Pagoda. The clan dreamwalkers claim that they would like to study it, for it holds secret methods that elvish herbsmiths use to twist forest saplings to obey their will. All this is fine, if it makes us some arrows.
(http://i.imgur.com/exoJLQR.jpg)
Demonbutter fights off a wild giant red panda. His civilian militia tomahawk training may have saved his life.
Opal, 257
Finally, the walled trade road is the only path to our borders, and caravans should be much safer. I am planning to send enough gold and baubles to the home clan this fall, such that the greatest warriors will come here to fight at our sides. We must keep the road secure and open through next fall.
There is another fell beast in the Deep Caverns. With walls and bridges in place, we funnel it to a clearing and pelt it with cannon fire, then send in some well equiped but expendable recruits to finish it off. It takes half an eternity for Gamerlord and Higgs to lug the hand-cannons to the cavern and back. The miners have gathered all surface deposits of bluestone that lie outside the walls of our cavern-keep, so we keep shut the south gate, and for a time the caverns are safe.
Obsidian, 257
Far underground, our tinkerers, miners, and masons open the New Quarry waterworks for the first time. By encasing a bluestone pillar in obsidian they are able to delve deeper and rend a few dozen more pieces from the earth.
(http://i.imgur.com/zTAfVIh.jpg)
The alarm is raised! for a simultaneous attack of hivefighters in the crystal cavern, and tigermen on the surface. I speak: shut the gates, for we have more important tasks at hand. But the warleaders take me aside and speak: Some of the veterans grow grey and old, and have not yet enough blood on their axes. The greybeards fear that they will not be found worthy of the eternal hunting grounds, when the Black Rider comes on the First of Granite.
With this inarguable point, we throw open the gates and meet the tigers in battle. Ten days later, I found myself touring the medical station, bringing food and water while Gwathlobal and Tomia tend to a room full of bloody and wounded orcs.
Clanchief! gasps spear-orc Muzg from his bed: How went the battle? I remember standing under a torrent of arrows and fire from our walls, and tearing the tiger sword-guard to pieces with my brothers. Their blades glanced off our armor. But then my memory goes dark.
Yes, I speak: Probably because you were smashed on the head by the second wave of tiger macemen. We fought on even as the snaga ran out of arrows, and some of the light infantry chased down the fleeing cats only to run alone into a third group far outside our gates. Broken Mind and her Malignant Dances came to the rescue.
But it cannot be! speaks Muzg: There are a dozen wounded orcs in this room! Surely this was not the work of a few tigermen?
You are right, I reply: Only a few days later, with the wounded still outside, a huge raptor army arrived. Huscarl Dohon refused to lock the gate and doom our wounded soldiers and those attempting to rescue them. Instead his elite Black Elders clanguard braced themselves to hold the door, in a strong position on the trade road, under overlapping fields of fire from all our ranged fighters. The raptor vanguard are cut by traps, and the Elders fall upon them in the chaos, quickly routing the lizards. In the chaos Lady Krat and one of the other Elders are separated from the squad, and find themselves alone in the southern canyon facing down a full squad of grizzly-cavalry who still had enough will to fight. Repeatedly they dodge five, six, seven blows, before a deadly riposte with a katana or an ice-arrow sends an enemy reeling. Finally, exhausted, they were charged and knocked down, but just at the time Broken Mind and Dohon fall upon the scene, tearing the enemies apart into a bloody haze. In the end we lost only three of our number against countless dozens of enemies.
It was a good battle, speaks Muzg.
(http://i.imgur.com/g8loeM2.png)
Granite, 258.
Muzg and boworc Laturz died of old age in the hospital.
Amid the carnage, Drow traders come to the wide open gate, with a huge wealth of bloodsteel, darkmoon arrows and cloth. We buy everything we want with the baubles from the metal riches of the deep mines.
Slate, 258.
Keita and I have gathered the remaining wounded, and the shaman care for all their charges.
Felsite, 258.
A vast elven army stalks us, led by three deadly druidic bow-dancers. We engage at the back door, which has been our usual spot to break elven ambushes, but this time there are numberless waves of reinforcing elf cavalry. Fortunately our brave dire-wolves drew the brunt of the greatest volley of arrows, and with their lives bought our warriors a critical few seconds. A few soldiers are badly blistered with what might have been collatoral-pain from the sorcerers' Agony spell bladeshards, and several others perforated with arrows or trampled by a war elephant. They are all soon recovering in the medical hall.
The land of Ghoshash Snazaga is finally recognized as a great-clan. As a Jarl, I can appoint Beastslayer Talata as clan Avenger, and he is allowed to pick a few chosen warriors for his guard.
############
#
#
Journal of Thrakha'zaguul.
Chapter 20: Brothers in Arms
Malachite, 258.
The fortress mobilizes, for our great war is brewing against the Powers of the Underworld. More tomahawks are produced for civilian self defense. At the caravanserai our corsairs sell massive quantities of looted tigers' junk armor, and import shipments of iron and orichalcum. They import a few battle-picks which later will be distributed to a miner regiment.
After the great battles of 257 and 258, very few of our warband are still mere recruits, but some of them still need some pieces to upgrade their armor. The forgemasters craft greaves, boots, and gauntlets; the Factories mass produce steel mail and bronze shields; the Ancient Foundry crafts orichalcum runerobes for our elite warriors.
Galena, 258.
Another raptor siege. These savages seem incapable of learning a simple lesson from their repeated massacres. Our ranged warbands take the lead in this battle, while the melee hordes recuperate and spar for the time. The warriors do eventually sally out once the raptors are in disarray to rescue some peasants who were trapped outside.
Timber, 258.
A dangerous water dragon is spotted from the wall by Ilena, on patrol, who keeps it at bay with poison arrows. The monster is driven away by the sorcerers.
(http://i.imgur.com/ElJKf2X.png)
Finally the home-clan caravan arrives, followed shortly after by a massive Dwarven siege. The traders are safely inside. We leave the back door open for the clan liason, but the unfortunate fool is caught and brutally executed by crossbowdwarves. The enemy seem content to surround our fortress and camp in the hills. We will need to drive them away by the end of winter so that the caravan can depart safely. For the time: we shut both gates and deploy ranged squads to soften up the invaders. Remembering a bloody lesson from the last dwarven invasions, we try to stay away from the elite sniper-dwarves.
(http://i.imgur.com/RpMAYIQ.jpg)
(http://i.imgur.com/P38hbS2.jpg)
The traders are awed by the gold and damasc-titanium riches our artisans bring to barter. Speaker Keita and her corsairs devise a huge trade for war-golems, turret guns, and metal, with plenty of baubles left over as gifts.
(http://i.imgur.com/NsDhsl1.png)
Two of the dwarven squads decide to break their siege-camps and approach the open back door. The combined forces of our ranged squads unload as the enemy enter a kill-zone near the northeast corner of the fort. It is good that the masons have expanded the corner towers to provide firing positions on multiple levels. Many dwarves are struck down but the sniper captain is raising havoc. Sgt. Bolugd, master wielder of our rare mechanized crossbow, is struck first and stumbles from the tower in pain. Bowmaster Ilena is hit next, and tries to stay on station, only to receive several more bolts. Panicked and seemingly badly wounded, she flees to the rooftops and collapses . With several of our legendary rangers quickly out of the battle, the situation seems grim, until finally Gwathlobal hexes the dwarven sniper. As the dwarf gasps startled in pain, he is suddenly perforated by arrows, stumbles backwards into a weapon trap, and again forward where he passes out and becomes easy prey.
(http://i.imgur.com/YoOOsvp.jpg)
Squad captain Firehawk quickly brings the wounded Ilena to the med bay. The shaman speak: she and Bolugd face several proceedures, but will live and be no worse for a few scars.
(http://i.imgur.com/3SlH9wT.png)
The dwarves disperse and the only remaining task is for our gunners to make the rounds to drive away the remaining enemy golems, at the cost of our remaining supply of bullet spikes and some cannonballs. It takes a few weeks for the cannons to be lugged around through the tunnel network to the outlying towers, but it is done safely.
Moonstone, 258.
We place and train our new golems in the Old Quarry. Turrets are stationed in an overlooking sniper nest carved from a nearby stone column.
Obsidian, 258.
The traders depart safely, and with them our gifts to the home-clan. Our raiders strike at the dwarves in retaliation. While ransacking a mountain stronghold for weapons and steel, they discover a very strange device: a Fluidcaster, a mechanism capable of filling flasks and tram-carts with magma or water.
Granite, 259.
Brothers Ashaash and Yagduum have arrived! With them they bring three other legendary warriors, reliable veterans of their own clanguard. Ashaash speaks: all right-thinking orcs from the clan council are here with us. You need send no more gold or trinkets. From now on, Ghoshash Snazaga pays its debts in blood! The warriors of the homeland report to the armory for gear.
(http://i.imgur.com/0KtETRY.png)
The brothers also brought the "great clanmother," who has been unmasked as a drow infiltrator. She seems harmless enough, so for the time we allow her to hang out at the bar.
One of our most decorated spearorcs has been assigned a title, 'The Relieved Confict of Scourging,' to reward his polehammering of the beast Kusut. Let our enemies learn to tremble at the name of Gasaad Grinbasher.
(http://i.imgur.com/9i16YAM.png)
Greetings to the citadel <<GHOSHASH SNAZAGA>>!!
(http://i.imgur.com/978GAPE.png)
##############
#
#
Journal of Thrakha'zaguul.
Chapter 21: Fluidcaster
Felsite, 259.
One of our most decorated spearorcs has been assigned a title, 'The Relieved Confict of Scourging,' to reward his polehammering of the vile beast Kusut. Let our enemies learn to tremble at the name of Gasaad Grinbasher.
Our warrior elites speak: we need a year to train the rookie fighters, and equip the Old Clan noble fighters, before our coming invasion of the Underworld. We have a total of 75 regular warriors. The smiths make great batches of steel armor, and the old bronze and lamellar gear are handed down to civilian tomahawk and battle-pick militia squads. Raptormen and Tigermen help with our training. They send us an great swarm of their pitiful soldiers to use as a shooting gallery.
Hematite, 259.
Our warriors wounded in the great Dwarven battle of 258 are all out of the hospital. Ilena is finally back on patrol, not badly damaged, wearing a new plaster cast.
Malachite, 259
The forgemasters speak: Our great magma forge is over a hundred layers deep, at the very gates of hell. It takes weeks for haulers to move supplies up and down. Maybe the forge will be a battlefield in our coming Great War, if the first line of gates somehow do not hold. Would it not be better to have new forges at the surface?
Raiders have brought back a secret plan from their many attacks on the Dwarven mountainhomes. It allows us to build a Fluidcaster, a strange furnace that produces molten rock by burning coal. Workers can fill flasks, or even tankercarts with water or magma. Our tinkerers are commanded to build a rail network that fills a new set of magma pipes.
(http://i.imgur.com/6spt2jV.png)
Miners begin delving the new space for topside magma forges. A big room; a series of magma channels connected to a central reservoir. Our Goblin stonecutter's shanty makes a dozen of magma-safe Floodgates. We will use these to make sure the magma doesn't spread out too much at once and cool before the pipes are full. We buy some shipments of mechanisms from the caravanserai, and dig out a control room filled with levers for the floodgates.
Galena, 259.
We finished quarters for the Old Clan nobles. They can have these trappings of status, as long as they join the warbands to fight and die alongside our own soldiers. Lord Bagraqu's quarters are paved with dozens of grates he mandated for production.
More tigermen arrive for arrow and blade practice. Automatons interupt the end of our training, along with a squad of metal-men combined with assimilated dwarves. A few of our less agile warriors get a little bit shot, but victory is swift.
(http://i.imgur.com/AsmeddA.png)
A third battle in the month: raptormen come from the south and east. We try to fall back to fight at the gates of the keep, but some of the inexperienced and wounded orcs lag behind, and are caught by the enemy grizzly cavalry. Two of the young lords from the homeclan fall, before Avenger Talata's squad arrives to turn the enemy back. Most of the loot is junk. We do pick up a couple bayonetted muskets from the automaton scrap heap, and the raptors brought us some decent steel helms.
Limestone, 259.
Huscarl Dohon wants a welded mithril chest in his dining room. We cannot smelt this alloy ourselves, so we launch some raids against the Dwarves to acquire it.
Scribe Keita orders the station to produce 30 tanker-loads of magma. With the routes set, the clanmates handle the filling and transit of routes automatically.
(http://i.imgur.com/zeg0Fcd.png)
Timber, 259.
The Humans arrive and lay siege. They are sturdy, and make for more suitable training than the fragile armies of the lesser races. Avenger Talata leads our warbands to sally out against antmen in the Crystal cavern. Huscarl Dohon, Mavj, Lady Krat, and the other Black Elders dominate in both battles; they are now adept at both sword and bow.
Obsidian, 259.
A Dwarven siege: much smaller than the the great armies we have fought and crushed in the past. This one is just three squads and two group of golems. A master javelin-dwarf with welded mithril javelins claims a kill; it could have been worse without the new orichalcum runerobes our archers wear.
The bonecrafters send a great wave of peasants out of the citadel to gather up the fallen dwarves and their golems: for a special project. The heaps of tigers and lizards corpses are left for the crows.
Granite, 260.
We open up the first floodgate in the magmapipes, and workers beging to install the workstations on the shop floor. The mechanists and tinkerers sort out a stone auto-stockpiler to support the new forge. Haulers are dispatched to begin moving the metal bar and ore piles up from the depths.
(http://i.imgur.com/8NR5qFQ.png)
Felsite, 260.
Tigermen attack, only three squads, with no pets. We meet them in the open and destroy them to the last cat.
Hematite, 260.
The New Quarry waterworks runs into a problem: it hits a magma flow that can not be solidified into obsidian. Masons brick up the floor to close off access from the magma sea.
Malachite, 260.
Trak'Ruhn has been possessed! The whole fort mobilizes and workers scramble to get him some spun silk cloth and cut aquamarines. Whatever silken terror he is crafting appearently needs to waste three bars of orichalcum, as well.
A human invasion, with their general, is turned back from the walls. There was a royal rifleguard, but he only has 5 bullets. The rest are routed easily.
(http://i.imgur.com/8MvI0qc.png)
Galena, 260.
The new magma forge is finally stable at above 4 feet of magma, and so becomes operational. Our bonecrafters have finished their special project as well. Now any visitors will feel a proper welcome to Ghoshash Snazaga.
(http://i.imgur.com/978GAPE.png)
##############
#
#
Journal of Thrakha'zaguul.
Chapter 22: Descent
Limestone, 260
The time has come. Our warbands are strong, and the lords of the Old Clans stand united at our side. The strength of the elves, dwarves, and our other ancient foes upon the surface world has been broken. Only one task worthy of our warriors remains: to rout the Devils of the deepest Underworld hells.
Our battle plan is simple enough. We have glimpsed our enemies through the carven breach in the bluestone pillar: great demons of flame, sand, and ash. They are undoubtedly powerful and deadly at close range, but yet seem vulnerable enough to our weapons. Ranged firepower will be key. Huscarl Dohon, Mavj, Krat, and the other Black Elders will shoulder the greatest burden in this fight, since they can look after themselves in melee as well as at range. Trak'ruhn, Grinbasher, and the rest of the light infantry will defend the ranged fighters: Firehawk, Ilena, gunner Shrishak, sniper Bolugd, cannoneers Higgs and Gamerlord.
Our heavy infantry is divided into two legions: the Ghoshash clan warriors under Warlord Brokenmind, and the Old-clan nobles under brother Ashaash. If all goes by plan they will rest until the critical time when our assault reaches the floor of the underworld cavern. At which point they will be called upon to either defend our beachhead in victory, or perhaps to buy time with their deaths while we seal the fortress against a devastating defeat. Only time will tell.
Talata, the famous Beast-slayer, and his Avenger squadron are reserved to hunt down any individual demons that break through our defenses. Scribe Keita and other masons will be in the line of deadly fire, and so are given tomahawk sidearms, shields, and quality light armor to defend themselves.
In the past years, we have prepared several defenses in the Deep Caverns. Archer nests are carved into stone-columns throughout the cavern. At the breach point in the Old Quarry: a handful of turrets and prototype golems that we have scrounged, and a pack of direwolves. At the New Quarry Gate: a pack of war bears. In the tunnel connecting these two cavern gates to the fortress proper: a corridor of fireproof repeating spike trapss, and landmines. The open magma caldera that feeds the Deep Forge has been entirely floored over with masonry. In the worst case: there is an extra fall-back gate that can seal off the Forge along with all cavern entrances.
(http://i.imgur.com/6X9sJVT.png)
All ranged squads report to the West Cavern tower, and miners pierce the adamant spire. The demons choose not to immediately test themselves against our prepared defenses, so we stand down the active order. Two rangers from each squad stay are scheduled to stay on point until further notice.
Sandstone, 260.
Masons are building an elf-bone stairway down the hollow pillar. Keita follows with a party of engravers, carving the histories of Ghoshash Shazaga upon the adamant stairway to Hell. In the case that these are the last days of Ghoshash Snazaga, our tale will endure.
(http://i.imgur.com/r7tzQwr.jpg)
The clanmates report that they can see a few discernable shapes in the shadows below, but otherwise our enemies are strangely passive. Once our explorers breach a strange layer of viscous semi-molten rock: they toss a cave beetle down into the pit, in hope of revealing the abyss below.
(http://i.imgur.com/U5RqcLY.png)
In fact it was a fatal mistake. The beetle attracts the attention of a large group of Ash Devils, who snap into action and quickly fly up the passage. The demons kill the beetle-wrangler and a mason, and storm our defenses at the top of the Hellgate. The attack quickly destroys most of our defending golems, but surprisingly the war-trained dire wolves are agile enough to tie up the devils in a frantic battle. The gunners and archers on station then put this wave of Devils down pretty quickly.
(http://i.imgur.com/9Vvo41q.png)
The Black Elders lead a counter offence: escorting the masons down to build a fighting platform suspended in the void of the Underworld. Warrior Tugbuur is the first fighting Orc to enter the underworld proper, holding position with both bow and blade, keeping enemies at bay while masons add a block at a time to the Bone Tower. Our snipers engage a band of Ceratopsid Devils, much tougher than ash-devils, but so far seeming less interested in flying up to attack us.
(http://i.imgur.com/ovT69j7.png)
Timber, 260.
The Elders fight off big waves of various Demons, but our fighting platform has fortifications, and is now large enough to move down some turrets into position. The Elders need a drink break; hopefully the other ranged squads can hold down the position for a time.
Once the enemy are pushed back, it is time to touch our stairway to the surface of the cavern below. The warriors can see heaps of broken wings, webs, ash, and ice on the ground below. Miners and masons run out under cover from a large fraction of the warband to attempt to secure a perimeter. A wave of demons converges: there are too many, and there is simply not enough dakka to put them all down. Huscarl Dohon and Sargeant Srishak charge down the final stair, scattering the last of the Ash Demons with cold steel and fixed bayonet. These are the first Orcs to set foot upon the alien slade. Even at the moment of their great victory, death is but a moment away. Srishak is burned fatally by a demon fireball, although he stands his ground returning musket fire to the last moment. The rest of the orcs fall back to the tower safely while the swarm of Red Devils is broken, each exploding in a blast of supernatural flame.
(http://i.imgur.com/A0P2RRh.png)
On the surface: an automaton army with cavalry. They are led by their Prototype, who happens to be an elven rifledancer. The enemy has a vast number of sharpshooters, and with no safe way to secure the Underworld gate we are currently in no position to destroy them. I order the clanmates to close both the main gate and the back door. For the first time in many new-moons, our ranged squadrons abandon their orders to patrol the surface citadel, keeping our heads down out of cannon range for now and trusting to our barbed wire traps to slowly take their toll on the enemy army.
(http://i.imgur.com/1AQlJyZ.jpg)
During a lull in the waves of demons we unforbid Srishak's corpse and brave craftsorc Gradbul runs out to grab it. Another legendary gunner, Thashum is promoted to sergeant in his place.
A wave of Horned Phantoms gains the tower, causing several casualties. They are powerful enough to toss a mace-orc and a mason from the tower crashing to the ground below, where ash-demons and Red Devils circle like carrion hawks, and tear the orcs apart. One brute attempts this type of attack on Ilena, goring her with a black horn and body-checking her into a fortification so hard she gets embedded in it. Although stunned, she is saved by her armor, and amazing to see: stumbles up to the safety of the upper citadel under her own power.
A second wave of Horned Phantoms: this time only one gets through, but it terrorizes the peasants who have almost completed the security wall at the base of Foothold Citadel. Two dead and two critically wounded. While the entire warband focuses on this monster, a formation of Flash Banshees strafes the tower, tossing fireballs everywhere. Quick thinking by the warband: slow down the demon assault by locking some hatches below the fighting platform, so the Flash Banshees must content themselves with terrorizing the peasants and sabrecats.
Moonstone, 260.
The warbands are allowed a quick reload and refresh break. Unfortunately, they all leave the fighting platform at once, instead of some from each squad following the scheduled order to remain on station. Some Demons gain the tower in the interval and finish off a wounded squaddie and a mason. Many soldiers are ordered back, including the reserve infantry. Our slade turret had been thrown out of the tower, but survived the fall not too badly damaged. A peasant goes to recover it. The citadel is now very close to being enclosed. Gunner Agrat gets his fifth demon kill and becomes a master.
Ilena was dianosed with a terrible compound fracture in her left arm, but at least she is in the hospital being cared for. Firehawk is also wounded by a Shade Brute, although he was saved by new gunner-sergeant Thashum's quick work with a bayonet. At this point, the Gunners and the Black Elders are the squads most effective against the devils, and so they are ordered to stay on station indefinitely. The archers are much less effective, now that Ilena and Firehawk are both confined to the hospital. Other squads rotate in and out of duty stations.
Two big groups of Flash Banshees and Red Devils assault the tower this month. They are both destroyed at range, crashing as firey ruins into the abyss.
As soon as we complete the roof and lock the door, the waves of demons stop, and we can give most of the warbands a longer rest. Mechanics race to the depths to add a bridge for more permanent security. Miners delve a simple cavern into the slade below, with room for a simple dorm, eating space, food and ammo storage. Now our tired warriors can recover a few steps from their battle station instead of passing out from exhaustion inside the adamant spire, or in the deep cavern tunnelways.
Opal, 260.
After a bit of rest the warbands head up to the surface citadel battlements to clear out the sqaudrons of remaining Automatons. In the Underworld, a wandering forgotten Beast duels with a detachment of Red Ghosts.
(http://i.imgur.com/Q2ri9eo.png)
The forces of Hell gather for one last furious wave, strong Horned Phantoms and Shade Brutes, but the temporary brass door slows them down long enough. Our gunners and cannoneers blast the devils to pieces while a tinkerer works furiously to finish installing the gate mechanism. Finally the lower Hellgate bridge slams shut.
(http://i.imgur.com/Lrwk5cX.png)
Obsidian, 260.
The year ends. A remnant of the dwarven armies closes in on the upper surface citadel. It may be they hoped to catch us in a unprepared state, but for this: they are at least one month too late. With Foothold Citadel now fully operational, our warbands can easily come back up to the surface world, and already several dwarven squadrons have been broken. After 10 glorious and bloody years, there remain a few acres of hell outside our perimeter for future generations to conquer, and maybe too just a few enemies in the wider world yet uncrushed.
And so this record ends,
GHOSHASH SNAZAGA VICTORIOUS
None of the named Orcs racked up a lot of kills in the final assault, other than Dohon. I never committed the sorcerers to the attack, they held things under control in some minor skirmishes on the surface as needed, not to mention caring for the wounded. There were a lot of compound fractures and severe burns to look after.
I wonder, if any of the demon kills were caused by "gravity" when they fall from the sky and the credit is not assigned to an orc? I remember this happening early in the fort when Firehawk and Ilena were shooting down the tigermens' moth-rider squadrons.
I'm not sure I searched for every last type of demon, but those are the ones I remembered. The Horned Phantoms were the brutal ones, and the Red Ghosts and Flash Banshees were dangerous with fire if they weren't destroyed. There were possibly a few others that migrated in off the edge in little groups of ~3 like the Brutes of Sand and killed quickly, that I may have forgotten.
########
#
# Epilogue 1
COMMEMORATING THE LEGENDARY HONORED DEAD
Sgt. Srishak'glugburz - First Orc to set foot in the Underworld
Latuul Snazguuagrat
Snazguul Narkuumpmuzg
and the other orcs who fell in victory: there were at least nine.
THE SLAIN FOES WERE LEGION
3 brute of sand
13 shade brute
24 red ghost
14 steam ghost
15 horned phantom
13 white phantom
12 flash banshee
5 white ghost
including 8 named Lords of the Underworld.
the following kills have been recorded in the histories
CLANGUARD
*Mavj: 1
*Dohon: 12
-Krat: 0
-Tugbuur: 8 + 1 named (Terrifiedlasted)
-Uduruk: 4
MALIGNANT DANCES
*Broken Mind: 0
DISTINCTIONS
*Trak'ruhn: 0
*Gasaad Grinbasher: 0
CANNONEERS
*Gamerlord: 1 + 1 named (Ruthlessnightmarish)
*Higgs: 0
BLOODGUARD
-Talata: 0
ORCISH ARROWS
*Firehawk: 0
*Ilena: 1
-Agradbug: 2
-Urb: 2
-Latuul: 5
GUNNERS
-Thashum: 2
-Malatal: 1 (Midnightpebbly)
-Agrat: 8 + 1 (Seduceplagues)
-Ugburb: 1
RUTHLESS MECHXBOWS
-Bolugd: 4
UNSPEAKABLE ARMS
-Ashaah'zaguul: 0
-Blademaster Uzgash: 0
-Yagduum'zaguul: 0
MILITIA
*Keita: 1