Since the dawn of your race, you have been content to remain at the oven of origin, perfecting your craft and pondering the wisdom in the embers while the outside world moved. From a distance, you have observed as your fellow diggers expanded from their homeland, met and interacted with other races, survived a resource crisis, and split into the dwarves and drugar in what would become the most terrible and long lasting war the world has known. None of this bothered you much... until the day you saw prophecy in the embers of the oven.
You did not understand much of the terrible images and sounds the oven showed you, but what you could make out was terrifying. The drow, and the demons they worship, will someday do something terrible and make the world inhospital for most life. The sky will turn to ash, and the cavern ceilings will become sulfur. The only thing capable of stopping this evil is a united digger race.
That day you swore to leave your isolation, and force the unity of the diggers by either leading the dwarves and drugar to peace, or ensuring that one race finally gains the upper hand and subjugates the other. First, however, you would need a tool to accomplish your ambitious agenda...
---
As your hammer strikes the anvil for the final time, you are knocked from your feet by a mighty and blinding wave of magic. Time passes; You are sure that you have been unconscious for some time when you next open your eyes. Your workshop, neigh, the entire Oven of Origin, is decimated and you are laying near the center of a large and smoldering crater. At your feet sits the fruit of your labor, a seemingly harmless looking hunk of scrap metal the approximate size and shape of a digger's ear; The World-Weld.
Wrapping your hands around what you are sure is the most powerful artifact ever known to mortalkind, you rise to your feet and begin to climb from the crater. You will stop at the nearby village to purchase some new clothes, and perhaps a chain or some twine so that you might wear the World-Weld as a pendant, before beggining your work in earnest to prepare the world for whatever Drowkind has in store.
---
When the World-Weld drew close to completion, you sent messengers to the various dwarfish and drugar monarchs that you intended to leave your isolation and join society. As you would be the last remaining original digger to do so, this caused quite a stir, and you promptly received many offers of land and marriage.
First and foremost you had to consider spouses. You received ten decent offers, each from a monarch in control of at least a small city-state. Five potential mates are from the dwarves, and five from the drugar. As one of the first diggers, tradition dictates that you are entitled to wed thrice, but it may be prudent to take only two spouses so as to balance your interests between the two fueding races, and to leave you free to take a third down the line should one or both of your first choices die.
As a first digger, you would not necessarily be expected to live with your spouses. Marrying would, however, grant you instant allies, the opportunity to create legitimate offspring, and warm beds to sleep in on your travels.
Potential Spouses: (Choose up to 3)
Offers From the Dwarves:
(A) The Paladin - A mighty warrior priest turned monarch, The Paladin has the favor of the benevolant dwarven gods, and many mighty deeds in battle to their name.
(B) The Imperialist - A monarch in charge of a good sized kingdom, who rules over not just dwarves, but humans, elves, and hill giants as well.
(C) The Prosperous - A monarch whose kingdom is rich in gold, iron, and copper, and who possess the trade skills to profit from this.
(D) The Wizard - A mighty practitioner of arcane magic who lucked into inheriting the throne of a small but culturally significant city-state.
(E) The Dragon Lord - The ruler of a small but fierce kingdom that has managed align with several mighty dragons.
Offers From the Drugar:
(F) The Paragon - The digger ideal of strength, resilience, dexterity, and beauty, who unfortunately happens to be both dull and wicked. Rules a wealthy but mismanaged kingdom.
(G) The Anti-Drow - A Monarch who came into power after destroying their own family. Fights the Drow with their own tactics of intrigue, poison, and demon worship.
(H) The Sorcerer - A usurper who conquored a kingdom with their inborn magic. Their mix of draconic, old one, and hag blood ensures that their offspring will be mighty.
(I) The Savage - The mighty ruler of a large semi-nomadic warrior tribe. Their army includes the monstrous likes of Trolls, Ogres, and Minotaur amoung its ranks.
(J) The Engineer - A monarch who has expanded their once tiny kingdom through use of advanced construction techniques and siege weaponry.
Once you decided who to marry, next you had to choose where to live. Many leaders offered you land, in hopes that you would either take a burden off their hands, or that they would have the honor of providing a kingdom to the last of the first diggers. After tossing aside many offers to rule useless swamp or desert settlements, you narrow the list down to five settlements that you feel have potential to be the foundation of a mighty empire.
You could, of course, also choose to forsake ruling directly, and join the court of a spouse as a consort. In exchange for giving up complete power, you would gain a degree of influence over an actually extablished kingdom, as well as a more consistent stream of offspring.
Land Offers: (Choose 1)
(K) Wild Island - A cliffside outpost on a small island that is home to magical plants, and veins of valuable Mithril. The island, however is infested with wicked Cyclops and their pet drakes who have a bad habbit of eating any digger who sticks his or her head above ground. It also lacks room to expand or easily accessible neighbors to conqueror or trade with.
(L) The City of Refuge - A town deep within human territory where dwarves and drugar who are tired of the racial bloodfeud can live unmollested. Many of the inhabitants are highly skilled and/or battle hardened. The surrounding land is fertile and rich in clay, but belongs entirely to the humans.
(M) The Fungal Jungle - A once prosperous drugar town once known for exporting fine dye and drugs grown at the nearby plantations, which have become imperiled by aggressive insect-folk hives over recent years.
(N) Camp Ferrous - A small but rugged settlement high up in a range of iron rich mountains. The dwarves who founded the place expected to strike it rich through the production and export of steel goods, but mining opperations have been complicated by a trio of nearby warring orcish tribes.
(O) The Fortress of Haunts - A settlement built upon the ruins of a city belonging to an ancient race of bird-people who predate even the first diggers. The ruins are constantly raided for the artifacts and rare materials within, which often angers the mummified remains of those who built them.
(X) Join the court of a Spouse - Work with one of the monarchs you married to run their kingdom. If voting for this option, be sure to include the letter of the spouse you wish to live with, such as XA for The Paladin
---
With your body properly clothed and the World Weld wrapped around your neck on a silver chain, you depart the village and begin to travel towards your new life. On your way out of town, however, you stop to record your great deed on a nearby rock, as the very nature of the World Weld ensures you a degree of immortality so long as your history is recorded in the language of the diggers:
On the 21st day of the 12th month of the 7843rd year of the diggers, I succeeding in linking the ancient language of the diggers to the very laws of reality itself by using my own soul as a welding medium. The portion of this weld that exists on the physical plane takes the form of a pendant that I shall wear on my person and call the World Weld, and it will grant me the strength to unite diggerkind and save the world from drowish evil. Long may I live and rule with might and wisdom!
Happy with your graffiti, you sign it.
What is your name and gender?
Let us bind our union with diamond
and from rock carve a home.
Let us sculp offspring as clay,
until dust we both become.
-Traditional Digger Wedding Vow
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Present) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
Refuge City of Silent Hammers
Military Population:
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x5 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x10 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x10 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x7 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x5 Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x10 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x5 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x5 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x7 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Friendly, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers, and hopes to gain their aid in an anticipated civil war against his fellow counts when then king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
Silent Hammers, your new domain, is a good sized city, but one that is sorely underdeveloped. This is highlighted by the fact that your wedding and coronation has to take place at the palace of Count Chance in the nearby human city of Goldears, as your own town lacks a suitable venue. Still, your people are nothing if not thrilled at the prospect of being led by a first digger, and many have made the trip; As you approach the count's palace the streets are lined with more of your own subjects than with his.
The ceremony itself is short, sweet, and too the point. You exchange vows with your husbands, swear to serve your people, and receive a simple golden crown for your trouble. Then comes the reception, which proves to be a far more interesting affair as you are introduced to the court set up for you by your husbands and subjects.
The famed engineer and Scholar-King Emscythe is petite and scrawny for a Drugar, and despite controlling a much larger civilization than you seems overwhelmed by your presence. He admits that you are the only first digger he has ever met, and that he is absolutely honored that you have chosen him as a husband. You can tell he is head-over-heels in love with you, to the point that he admits he is heartbroken that he will eventually have to return home to attend to the affairs of his own subjects.
All-Lord Ukareem, on the other hand, is cordial and only slightly affectionate, as one might expect a dwarf to be towards his partner in a political union. As the son of a first digger himself, your status dosn't particularly impress him, and although he is respectful, you can tell he doesn't expect someone who has spent her entire life isolated at her furnace to possess much in the way of useful leadership skills.
The sorcerer Bloodlord Haigen, who's children you are most excited to bear, could sadly not make his own wedding; Bedlamb, the kindgom he rules, is currently fending off an invasion from a hostile Drugar army, and raids from the dwarven kingdom above his, so the usurper king felt that he couldn't leave his people. To deliver his vows in his place, Haigen sent Trumil, a terrible slime covered fungus person who he explains by letter of introduction is part of the hag coven that raised him.
Trumil explains that she is to remain at your side as a court mage, and sets about introducing you to the other notable individual that her son has sent to serve you; Hxnub, a Hobgoblin soldier who leads the army of goblin slave soldiers that Haigen has provided to pay your bride price. Like most Hobgoblins, Hxnub comes across as both cruel and loyal, and you are sure he can be trusted and even mistreated so long as he has underlings of his own to abuse.
Joining Hxnub on your war council is the seemingly human Brother Anders, a member of the Order of Sterility. Anders explains that his order serves to protect All-Lord Ukareem and his family with their great power. Apparently he and the ten monks under him are all weremules who have gained complete control of their curse through meditation, castration, and worship of the dwarven gods, and although few in number can fight like a small army so long as their opponent dosn't think to use tableware against them - apparently weremules have a fatal weakness to nickle silver.
Scholar-King Emscythe's bastard half sister, Captain Balrogsim, is the third member of your war council and commander of the siege machines that the Greatwalls Alliance sent you. Balrogsim has a personal vested interested in protecting you; Like most highborn Drugar, Emscythe is a major proponent of inbreeding, and hopes that one day his favorite sister might wed one of the nephews you give her. Both Emscythe and Balrogsim feel that marrying into the blood of a first digger would be the only way for her to redeem their bloodline of her lowborn mother.
The fourth member of your war council, and predecessor as ruler of Silent Hammers, is the Dwarf Lord Urist the Left Handed, a military hero who turned his back on the digger blood conflict after marrying a Drugar Princess and loosing his right hand to a duel with his new brother-in-law. Urist is a respected hero, and responsible for founding Silent Hammers, but willingly gave the city to you as he felt he lacked the skill required to lead a people in peacetime.
The final member of your war council is the Elf Princess Myguwen of the Charcoal Tribe, one of a handful of elfish peoples loyal to the All-Lord's empire. The Princess is said to be a peerless archer, and leads a good sized host of elf rangers. Like most elves, Myguwen believes that trees are the highest form of mortal life, but as a fanatical worshiper of the dwarven gods, she believes that there is no higher purpose for a tree (or any living thing really) than to be sacrificed to a furnace. As you are the direct and personal creation of the dwarven gods, and the wife of her beloved empire, Myguwen promises to treat you as a personal object of worship, and expresses an all-too-earnest desire to die in your service.
Like most elf royals, Myguwen is accompanied by a small train of husbands, wives, children, and servants, and the fanatical princess takes express pleasure in introducing you to each of them, especially her youngest wife: A lowborn elf named Liula. Although barely more than a wide-eyed child, Liula is already a prodigy in the fields of anatomy and surgery, and knows a bit of the secret fey art of healing magic to boot. Because of this, she has been selected to serve as the physician and midwife to you and your court.
Your absent husband Haigen provides your new kingdom with a high priest in the form of Prince Dulfrog, the son of Bedlamb's previous king, whom the sorceror took in and raised as his own after slaughtering the rest of the then infant-boy's family. Dulfrog is well versed in the lores of the Dwarven Gods, Old Ones, as well as a handful of other foul beings that Drugar tend to worship. During the reception, you catch him several times staring at the World-Weld; Perhaps is training in the divine allows him to understand something of the artifact's cosmic significance. He could, of course, also just be staring at your breasts, which are in the same general area.
The final member of your court is an elderly hill giant named Bort, sent by the All-Lord to be your personal steward and treasurer. The old giant appears to be blind in one eye, and has a gimpy leg, but he speaks with both wisdom and experience on many topics. According to him, one of his previous professions was metalwork, and he is trained to help digger master-smiths work on projects that are too physically big for them to easily complete on their own.
In addition to the court members present, Scholar-King Emscythe promises to send for one of his students to serve you as royal engineer when the time comes for him to leave your side.
---
You split your wedding night between entertaining your two present husbands, and use to carriage ride into Silent Hammers the following day to catch up on your sleep. You arrive in your kingdom to find it as modest as you have been told it would be, but far more lively. Lacking anything resembling a palace, your quarters and meeting room for your court is little more than a large apartment over The Gorgon's Anvil, A tiny blacksmith shop owned by an elderly lowborn Drugar too frail to actually work, and that you have been given permission to use in exchange for paying the owner's rent.
It is in this rather unfitting throneroom that your court holds its first meeting. The following points come up:
Court Meeting:
-Emscythe and Ukareem both intend to stay at your side and participate in your court until it becomes apparent that you have fallen pregnant.
-Lord Urist the Left Handed warns of future war. The friendly human Count Chance of Goldears, whose lands completely surround your own, is one of three counts in the human Kingdom of Narm, each of whom is married to the daughter of the son-less King Razor. It is expected that once the king dies, the counts will go to war over the kingdom, and Count Chance will expect the aid of Silent Hammers. King Razor is already in his late fifties, so his death can't be more than a few decades away at most.
-Emscythe explains that a civilization of hated Drow, called the Beetle Queendoms, sits on a subterranean road between The Human Kingdom of Narm and The Greatwalls Alliance. As of now, traders can take alternate routes to avoid the drow, but Emscythe was planning on attacking them in a century or so anyway. Upon hearing the above discussion, he is strongly considering taking a risk and rushing his attack plan, in hopes of taking the Beetle Queendoms as a staging area to conqueror Narm in the chaos following the eventual death of the sonless King.
-All-Lord Ukareem and the representatives of King Haigen explain the situation with the The Pinewoods Tribes, a group of commerce and industry hating elves who sit between their lands and yours, blocking trade. The representatives of Bedlamb are more interested in removing or conquering these elves than Ukareem is, as the All-Lord fears that he may find himself in conflict with the Kingdom of Narm without the elf tribes between them as a buffer.
-Lord Urist explains that because Silent Hammers is completely surrounded by land it does not own, it has difficulty providing honest labor for all its citizens. Because of this, the Thieves, Assassins, and Druggist guilds have gained solid footholds in your new kingdom.
-Because of the above, there is lots of hate directed by the digger population towards the minority halflings, who provide much of the leadership for the criminal guilds.
-Because the town has little opportunity to gain resources, it has not developed the framework for heavy industry that one would expect of a digger settlement its size. You recieved a good degree of magical and military resources as wedding gifts, but your kingdom lacks the infrastructure to efficiently make use of them.
-The Drugar aligned members of your court wish for you to petition Count Chance for permission to build a Dark Fortress near Silent Hammers so that you may breed goblins as cheap labor and cannon fodder. The dwarf aligned delegates find this idea disgusting.
As the meeting wraps up, you tap the World Weld to activate its ability to let you see the great feats of others that would be worthy of inscribing on an artifact. Giving somebody an artifact with their own feat or yours inscribed upon it will allow you a degree of surveillance and influence over that person, but making such a toy would take at least several months of your undivided attention, so perhaps distributing artifacts to your followers should wait until you have extablished a degree of control over Silent Hammers.
Looking Around, you detect a number of usable feats on your own person, your court, and beyond.
Nearby Feats:
Self
-I have trained for over 7000 years to become the greatest mortal smith to ever live
-I created the World Weld, an artifact that drastically alters the very nature of reality
-I destroyed the Oven of Origin, where the gods fired the first diggers from clay almost 8000 years ago
Known Individuals
-My husband, Scholar-King Emscythe of the Marble City, invented the Belchfire Siege Engine, and personally led crews to use said device to increase his holdings many times over.
-My husband, Scholar-King Emscythe of the Marble City, successfully used a siege engine to challenge and slay the drider goddess Jinth of Shadow in single combat.
-My husband, All-Lord Ukareem the Silver of the Southernfrost, added four human city-states, a hill giant colony, and five elf tribes to his empire without shedding a drop of blood.
-My mother-in-law, the Slime Mold Hag Trumil, raised a lowborn Drugar child to usurp a kingdom and marry a first digger.
-My bodyguard Brother Anders, and each of his ten followers in the Order of Sterility, have accomplished the unthinkable task of controlling a werebeing curse.
-My predecessor, Lord Urist the Left Handed, found love across racial lines and earned his happy ending by founding Silent Hammers, where dwarf and drugar can live in peace.
-My high priest, Prince Dulfrog, once solved an equation proving the existence of an as-of-yet un-contacted breed of Old Ones.
Unknown Individuals
-Somebody living in a hobbit hole on the outskirts of town has fathered a clutch of eggs with the Red Dragon Breakfire.
-Somebody visiting a bar on the outskirts of town once drank a hill giant under the table.
-Somebody living in Downtown Silent Hammers has ensured that King Razor of Narm will die without a male heir by striking down his pregnant wife and escaping undetected.
-Somebody living in the Militia Barracks has personally slain four of the First Diggers.
-Somebody living in the Militia Barracks once was cornered by five war-troll... and slew them all.
The Reign of Smith Lord Aurora Wordfire begins now! What are your first actions and decrees?
What is a first digger but a dwarf who couldn't even learn to age?
-Grafitti found near the apartment of Smith Lord Aurora Wordfire, written in hobbitscript
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Present) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
Refuge City of Silent Hammers
Military Population:
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x5 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x10 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x10 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x7 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x5 Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x10 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x5 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x5 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x7 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Friendly, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers, and hopes to gain their aid in an anticipated civil war against his fellow counts when then king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
On the morning of the second day of your rule, you ask Lord Urist to give you a tour of the militia barracks, in hopes of identifying the two powerful soldiers that the World Weld informs you possess great feats.
The Barracks are pretty much what you would expect; Walls lined with cots and hammocks, with wide open spaces in the middle of each chamber for your soldiers train and socialize.
Activating Feat Vision, you quickly spot the individual with the four first digger kills. He is an older digger who lacks features identifying him as either a dwarf or drugar, and this likely means that he is either the child or grandchild of a first digger himself: somebody like you who remembers the race before it was divided.
The object of your interest has set up a board and is playing Deepkinghts with a much younger soldier, but you can tell his focus is on you; The digger wears a patch over his left eye, making it hard for him to conceal the direction of his gaze. Lord Urist notices that the pair of you are eyeing each other, and swoops in to make the introduction.
"I see you have an eye fer fine soldiers m'queen." Urist states enthusiastically, "This is the militia drill instructor, Char-Din. Think he might be the oldest fecker in this town... save for you o'course. Guy actually fought on the dwarf side in the Goldspear wars... as a sniper even."
Char-Din rises from his game to offer you a bow and a warm laugh. "Dunna worry mum! My first digger snipping days are long over. Dun got no moar depth perception! Ya'd av ta stand right in front o' my crossbow if ya wanted me to put a bolt in your skull!"
You know enough history to put Urist's implication and Char-Din's jokes into context. The Goldspear wars took place when an army lead by first diggers under Warlord Goldspear attempted to unify the recently divided dwarves and drugar by force. Goldspear and his army met their end at the Dunk Canyon Ambush, where dwarven snipers took the high ground and assassinated the warlord and his entire war-council just before his army was flanked by the dwarves on one side, and the forces of a mercenary drow queen on the other.
The Troll-slaying soldier is even easier to spot; She appears to be a younger female drugar, but it is tough to tell for sure; Her body is covered in a cloak of troll fur, and her head is concealed under a troll-skull helmet. When she spots you looking at her, the Drugar quickly rises and leaves the room.
"Don't mind her," Urist explains, again following your eyes. "Silkdread is a shy feck. Some 'o the boys who have been shagging her tell me she dosn't even take her helm off in the sack. Damn fine soldier though. From one of the savage drugar tribes, some even say she is a princess. Whatever her birth, she can channel a bezerker rage good as any savage I've ever met."
---
That evening you sit down with King Emscythe, who has spent his day exploring Silent Hammers, talking to its people, and taking notes on its infrastructure. You ask your engineer husband how he thinks you should proceed.
"Town is a right mess, love," he explains with a sigh. "Your subjects built haphazardly and filled up all the space on the surface. As it stands, you can't build an industrial forge or anything else of significance without seizing and demolishing the homes of your people. If you want my advice, I'd suggest dispatching some of your dwarf or drugar citizens to conduct a soil survey. We can look at the results then, and determine if adding an underground level to Silent Hammers is feasible."
Your husband then frowns and puts his hand on your shoulder, looking into your eyes to give a stern warning. "Whatever you do, don't talk about infrastructure in public just yet. You are building space for more housing, that is all. I found the Hobbit Dons want to keep Silent Hammers impoverished so that the citizens remain dependent on their criminal guilds. One of the guilds they control is an assassins guild... So I'd be very careful about how and when I choose to cross them."
He leans in to kiss you on the cheek, tears running down his face. "Not more than an hour after I starting asking about infrastructure, A handful of goons starting shadowing me. They were sending a message. I... I never in my life thought I'd be worthy to be your husband. Never. Now I can't lose you. I can't! Please don't get yourself killed by mishandling these dickheads."
You pull the Drugar in for a hug. "I'll keep that in mind," you conceede, "but I'm not going to stand for losing you either. This war against the Drow. How risky is it going to be for you to rush it? Is there anything I can do to help?"
"Let me think about it," The Scholar-King holds you in his embrace for the better part of a minute and the political conversation ends up delayed for the better part of an hour after you mutually decide to enjoy your wedding bed for a spell.
Eventually talk of Drow resumes. Emscythe would have to convene a war council back home and consult his vassals and generals to understand the full risks of war with the Beetle Queendoms, but off the top of his head he guess that his odds of successfully prying (and holding onto) a good amount of land from them are a bit worse than a coin flip if he wishes to hold back enough of his army to safely defend against a counter attack.
As for how you can help, your husband has three main ideas. The first would be to travel with him to the Marble City, attend his war council, join his court for a few years, and perhaps give him a few children. If you do him the honor of dwelling in his home for a spell, Emscythe offers to personally fund and plan the expansion of your infrastructure and military.
If you wish to remain on the surface and in your new kingdom, Emscythe has two suggestions as to how you might help both him and yourself. "I say raid their lands. Steal their crop, pillage their mines, massacure their hamlets. Raiding us underground folk is what you surface dwellers are good for, right? I bet you could even cut the Hobbit Dons in on that action. Make them think you are their friend, and gain some of their manpower and resources for the job."
Your husband grins. "My other suggestion is a bit higher in terms of risk and reward. The road my people use to visit these lands you live on runs through a region of the cavern called the Trollish Wastes, a wild fungal swamp paralell and connected to the tunnels of the Beetle Queendoms. The place is infested by savage Drugar tribes and peoples of lesser races as well. Gain a foothold in the Trollish Wastes, win the support of the savages there, build watchtowers, hell even Dark Fortresses, along the road. Do that and you can help resupply my forces, prevent the drow from flanking them, and even make trade much safer during peacetime."
---
On the morning of the third day of your reign, you summon Dulfrog to you chambers. "I saw you starring at the wedding reception. Do you like what you see Prince?"
The Princely Priest nods and offers a perverted smirk. "Sure do. Even if I didn't, Bloodlord Haigen gave me strict orders to sleep with you if at all possible. He deeply regrets that he cannot be present to compete for the right to father your firstborn, and would love nothing more than to see your other husbands denied that privilidge as well... But that is not why you called me here, is it? You know I know, don't you?"
"What is it you think you know, Price?" You ask straight faced.
"That necklace of yours. Stunning. I don't know what it is, but you messed with the laws of reality itself to make it, didn't you?"
"Perhaps... What does it matter to you?"
Dulfrog grins. "To me, it matters alot. The feat you accomplished in making that is unprecedented for a mortal. The necklace maker should be baptized into the worship of the Old Ones. The Dwarven Gods have their place, and should always be worshiped for their role in creating us, but their basic laws and theology alone are rarely enough to enlighten beings of true power and intellect."
The Prince's smile widens as he continues. "But as much as the necklace interests me, it will mean so much more to my master and your husband. Bloodlord Haigen is a true drugar's drugar, not some sentimental fop like the scholar king. He admires little more than power, ambition, and prestige. He accepted your marriage proposal because you were a way to ensure that his heirs would have more prestige than his mutt bloodline alone could provide. Tell me exactly what the pendant does, and what your ambitions are with it. I'll write my master, and let him know he has stumbled upon a wife he can actually love and rule alongside."
---
How do you Proceed?
Master,
The disturbance in reality you detected,
THAT WAS AURORA!!! She made an amulet
of immense power. Read the attached report
for details.
She cannot be a mere political ally and tool
to enhance the blood of your children.
Her ambition at least matches yours.
If fear if you do not put an earnest effort
into making her a lover and confidant,
you will destroy each other in the end.
-Letter from Prince Dulfrog to Bloodlord Haigen
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Present) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
Refuge City of Silent Hammers
Military Population:
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x5 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x10 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x10 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x7 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x5 Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x10 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x5 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x5 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x7 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Friendly, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers, and hopes to gain their aid in an anticipated civil war against his fellow counts when then king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You explain that the World Weld gives you the power to easily make lesser artifacts by inscribing your work with great deeds. You also tell the prince about how the pendant also allows you to detect the great deeds of yourself and others. A few things are left out and fabricated in your description; You fail to mention that you might control others through the artifacts you give them, and outright lie, telling him that the World Weld only works for you.
Dulfrog takes notes as you talk, and when you finish, you return to more personal matters. "I would like to learn more about worship of the Old Ones, Prince, and would gladly at least consider baptism."
The prince nods. "I find your willingness to learn most pleasing, and will be glad to give you lesson whenever you wish. Should you choose baptism, I could oversee the ceremony myself, but would suggest waiting until you get to meet my master. The Bloodlord is part of the clergy, and I'm sure he would appreciate the honor of initiating his own wife."
---
You inform your steward Bort that you would like to arrange a meeting with the Hobbit Dons. The old hill giant nods, promises to secure the meeting, and departs your company.
---
Bort returns in the evening, interupting a romantic moment between you and All-Lord Ukareem.
"M'lord, M'lady," He reports, "Don Samwise 'Branding-Iron' Huck, leader of the assassins guild, has answered your request for an audience, and is waiting with his two bodyguards in the main room of your apartment. He appologizes that the others are not present, and offers the explanation that his fellow dons are too old travel well and don't fare well with non-halflings anyway."
On a hunch you turn on your feat vision, and sure enough detect that the being who killed the human king's pregnant wife is now in your drawing room. Wonderful.
"You know, my queen, I am famous for handling busniess with non-dwarfs," Ukareem chimes in, breaking your train of thought. "Perhaps I could handle this hobbit for you? Or at least sit in on the meeting."
As you ponder your husband's offer, it dawns on you that there is likely no harm in letting your guest stew for a bit before greeting him. Perhaps you could call some other members of your court and/or a few troops to witness the meeting as well.
The Criminal Element is neither friend nor foe,
but a tool for the wise to use against the moral.
-Writings of Drugar King Nihol the Wise
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Present) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
Refuge City of Silent Hammers
Military Population:
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x5 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x10 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x10 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x7 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x5 Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x10 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x5 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x5 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x2 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x7 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Friendly, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers, and hopes to gain their aid in an anticipated civil war against his fellow counts when then king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
It takes nearly an hour to gather everybody, but eventually you enter the meeting room flanked by both your present husbands, the mother of the absent one, Brother Anders, and his 10 bodyguard monks from the Order of Sterility.
Before you stand three halflings. The one in the middle is clearly Don Huck, a halfling in early middle age sharply dressed in a fine suit. He carries a gold cane in one hand, and a fine leather briefcase in his other.
The Hobbit on the don's right is clearly a goon or bodyguard, dressed just as sharply as his boss but far more muscular and closer to what one would expect from a large dwarf or small human in size. A nasty looking wooden club with a rusty spike sticking out hangs from the goon's belt.
On closer inspection, the creature on the don's left is not a full blooded hobbit. She wears a hooded cloak, and although she is far too short to be a proper drow, the strange female possesses the pointed ears, pale purple skin, and beady black eyes of the hated race. A brief consultation with the World Weld confirms that it is this hooded woman, and not the don himself, who is responsible for killing the human queen.
"On behalf of my family," the don begins, "I would like to welcome my new queen to Silent Hammers. I hope you find the town... to your liking. My name is Samwise Huck, but you may call me Branding Iron. I... usually... am not so big on the nicknames, but my nephew here," Don Huck elbows the goon on his right, "is also called Samwise Huck."
Branding Iron extends his arm to the strange hooded figure on his left, who kneels down to kiss an over sized diamond ring on her don's hand. "And this beauty here is my duaghter-in-law, Mril-Minda. She is family breadwinner. A chef, if you will, by trade. I promise there is nobody in the Kingdom of Narm better qualified to ensure that somebodies' goose is... how you say again... thoroughly cooked."
"Mril-Minda is more than she seems." King Emscythe whispers into your ear, "I can tell by the shape of her eyes that her drow ancestors are from the highest of their scummy bloodlines, and her name literally translates to 'Bastard Princess' in Drowish."
"Well, my queen, why have you called this meeting?" The don asks, "How may your... humble servant... be of assistance?"
You explain that your husband, Scholar-King Emscythe, is planning on someday making war with the Beetle Queendoms, and that you would like to assist him wherever you can. "In particular, I would like halfling help launching raids and generally raising hell in the Drowlands. I was also wondering if your... organization... is interesting in working with me to expand into the Trollish Wastes so as to box the drow queens in."
A wide smile spreads across the don's face. "The way you think, my queen, it is quite... pleasing. I feel as if we might be of help to one another. Please, accept this gift."
The hobbit passes his briefcase to Brother Anders, who carefully checks it for traps before opening it and presenting you with the contents: Jet black metal bars. You touch one, and know instantly that you are dealing with Night Mithril, an already legendary metal further blessed by the clerics of the hobbit criminal class to screw with the perception of others in low light conditions.
"My employees who belong to the digger races, they... speak of your highly Queen." Branding Iron explains, "They say you are not just the greatest smith, but the greatest smith to live. Is this true?"
"I will not deny it."
"Then please hear a poor hobbit out. You see there are alot of open contracts to... cook... for various drowish nobles in the Beetle lands." Don Huck explains, "Sweet Mril-Minda is a great chef, but drow are famously hard to cook for. They are always trying to... serve each other, if you will. Very paranoid people. Hard to surprise. So I am hesitant to send my lovely daughter-in-law to fill those contracts... My little boy would be so heartbroken if instead of serving the drow, his wife was served by them. Perhaps you could make her some... kitchen equipment that could give her an edge... if you get my drift."
"The metal is yours to do with as you please," The hobbit concludes, "a... gift to a friend, no? But use it right, and together we might serve a heaping helping of chaos to the drow. As for launching raids and expanding into the Troll Swamps, those things are out of my hands. The expansion sounds expensive, and like an investment; It would have to go thorugh Don Baggins, who runs the family books. A propper raiding program would call for lots of manpower, so we would need the blessing of Cutlass Bill, the Don of Dons. As a... favor... to a friend I will gladly plead your case to them. Is there anything specific you would like me to mention, queen?"
Before you can answer, All-Lord Ukareem leans in to whisper in your ear. "That crook had a look of utter contempt on his face when he spoke of the other Dons. He will use you against them, for his own gain. Mark my words wife."
How do you proceed? The process of making an artifact will skip time for several months at the very least, at which point you will have likely fallen pregnant and your husbands will have left your side, so if you agree to make the Don's Assassin a toy, be sure to list anything you want to do before actually starting the construction process.
They told me Aurora Wordfire was a hermit and virgin,
but when I traveled to the Oven of Origin, I found her to
be glowing as if she had just lain with a talented incubus.
I asked her why this was, and she gave me no answer.
Another pilgrim, a smith from the newly minted race
called dwarves, would later tell me that the Smith Lord
"was entranced and fulfilled by the mere thought of the
artifact she was making."
-The First Diggers: Encounters and Accounts, by Mery Shorts
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Present) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
Refuge City of Silent Hammers
Military Population:
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x5 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x10 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x10 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x7 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x5 Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x10 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x5 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x5 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x2 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x7 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Friendly, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers, and hopes to gain their aid in an anticipated civil war against his fellow counts when then king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You grin as it dawns on you that the hobbits may not be as united as they seem. "I think, honorable Don Branding Iron, that I can spare some time and make some particularly effective kitchen tools for the daughter-in-law of a friend. As for the other Dons, tell them this:
In a few months time, we're going to begin expanding in force into the Trollish Wastes, assimilating drugar tribes and anything else that lives there, raising dark fortresses to defend and serve as staging areas against the drow, and generally civilizing and making use of the region. As the hobbits and Dons in particular are our valued citizens, we can only assume they'll wish to join us.
Once built, these subterranean staging areas will be available for anybody who wishes to aid my kingdom or harm the Drow to use. When the drow fall, and it comes time to permanently divvy up the land and assign titles, those who made good use of these staging areas will be given special consideration."
The hobbit nods. "I thank you for your kindness, friend, and hope for their sake and yours that Don Baggins and Cutlass Bill understand the significance of this opprotunity..."
"Hmmm..." You interject, "On the topic of opportunity and other Dons, it has been brought to my understanding that some in your family stand opposed to the industrialization of Silent Hammers. Surely you are not so short sighted, friend."
Branding Iron pauses, obviously caught off guard by this particular line of inquiry. "Well... ummm... The opposition you speak of stems from Don Cherryweather the Silent. He runs... what shall we call it... the Family Wealth Redistribution Society. Myself and Donna Sherry, who runs the... um... family pharmacy... have no objection to your people growing prosperous, and would in fact welcome growth. No matter how rich a city becomes, there will always be a demand for... how you say... warm meals and medicine. You Diggers though... you have a famously low tolerance for Wealth Redistribution. Don Cherryweather, however, believes that it is only the poverty and desperation of your people that prevent them from running his entire operation out of town, and the other Dons all back him on that belief."
The Hobbit glances over his shoulder at you as he leaves the room, beckoning the two other members of his party to follow. "Between you and me, queen, Cherryweather is a bitter, cowardly, and short sighted old excuse for a halfling. As a friend, I warn you that there is no reasoning with that gentleman. I've been trying to convince the other dons to let me arrange a meal for him for years."
---
Several days later, you find yourself back at Count Chance's palace in the city of Goldears, explaining your plan to civilize the Trollish Wastes to the human lord. Chance listens intently, before offering his answer.
"I wont beat around the bush, Lady Wordfire. You know what I desire. Declare yourself my ally, and swear that the veteran leadership and crafting prowess of your people will be on my side should the kingdom fall to civil war, and I will gladly work to help you strengthen your position until then."
"Aid in war?" You scoff, "That is a pretty tall order. I'd need to know what sort of specific 'help' you could provide my agenda before I could even consider such a pact."
"Let it be known that you are not easily taken advantage of then," Lord Chance conceedes with a slight smirk,"Agree to the pact, and I will give you control of my marble quarry for 10 years, 15 Force Units worth of human soldiers for 10 years or until war breaks out, half the contents of my royal granary right now, and the bugbear I keep in my dungeon should you find need for it."
The offer seems decent on the surface. The food, soldiers, and stone would all come in handy, and although you have two Drugar husbands who would likely help you find powerful enough practitioners of black magic to work the breeding pits of a dark fortress, you wouldn't say no to a free bugbear either.
How do you answer Lord Chance's Proposal? Also, what sort of artifact do you wish to make for the Assassin, and which material(s) from the Advanced Resource list do you wish to use? More materials means more powers for the artifact wielder, but also a longer artifact construction time.
"Mril-Minda sprang from the shadows, her dagger striking flush with an artery in Queen Maud's neck.
As the pregnant queen bled out, her halfbreed killer paid no heed to the fact that she just ended two lives,
snuffed out a bloodline, and doomed a kingdom to war; Mril-Minda only felt satisfaction for a job well done,
and a curiosity as to what rare treasures she might buy her husband and daughter at market with her pay."
-Inscription of the Face of Fate
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is preparing to travel to the Beetle Queendoms to do in some important drow.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Military Population:
15 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 109 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x16 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x21 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x9 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x37 (+3 Per month for 109 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x5 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You think long and hard about Count Chance's offer, but eventually you decide to accept. He agrees to send you the troops and first shipment of marble right away.
---
Gathering your household, you explain that you are about to enter a creative trance to produce an artifact, and that as such you will be incapacitated for some time. As sex is an act of creation, you expect to still entertain your husbands in bed, at least until you fall pregnant, but aside from that you warn that you wont be doing anything unrelated to the completion of your project. Your court is adviced to run Silent Hammers in your stead, and your servants are ordered to force you to eat, drink, and bathe at regular intervals.
With your affairs settled, you head to your room and send for the kingdom's finest samples of Night Mithril, Sulphur, Steel, Bronze, Marble, Stone, and Wood. Once everything is delivered you take a deep breath and activate the World Weld.
---
The next eleven months pass to a beautiful beautiful beat of hammer on anvil and chisel on stone. You are vaugely aware of falling pregnant and giving birth, but these events hardly serve to slow you down. Flame and steel, marble and deft hands, worship of the metal sacred to criminal halflings; These are the things important to you, and all else is pointless dreams or distant memory.
---
You come too naked in your workshop, surrounded by your household and clutching a horrifying mask against your chest:
The Face of Fate: This Night Mithril Mask takes the form of a digger's face. It bears a steel circlet adorned with marble 'gems', and alternating spines of bronze, common stone, and wood. Wooden earrings adorned with sulphur hand from the mask's ears.
The wearer of this artifact may not be harmed by weapon or magic, unless the smith or caster responsible is an ageless creature such as a Drowish Noble or First Digger. The wearer's speed is increased by the mask, and this bonus to speed increases the deeper the wearer ventures underground. The wearer is unharmed by fire, and may stride across light and shadow to instantly warp to the heart of any flame in sight. While partaking in illicit activity, the wearer is invisible, and may only be revealed by particularly powerful supernatural light sources. The souls of Queen Maud and her unborn child are bound to this mask by the will of the Five Fingers, a Pantheon typically worship by the Halfling Criminal Caste. The Five Fingers compel these lost souls to possess wild animals in the wearers vicinity at the wearers command. Queen Maud will only possess large creatures, and will distort their bodies into the form of a black stallion that shares in the mask wearers power. The unborn child will possess smaller creatures to spy or fight on the wearers behalf. Animals rarely survive being possessed by the mask. The wearer of this artifact my corrupt, assimilate, and easily gain possession of lesser artifacts not tied to the World Weld.
After taking a moment to admire your creation, you order it delivered to Mril-Minda and demand to see your child. Your firstborn is a male of Drugar Blood, and somewhat scrawny for somebody of his age and genealogy. He is already almost two months old, and as the trance you were in left you in no position to mother the child, it was given the name Dremscythe by his aunt, Captain Balrogsim, and passed off to a wetnurse shortly after being born.
Interested as to what fate might have in store for your firstborn, you carry the child to your forge, still glowing with embers used in the creation of a mighty artifact. You raise the child above the furnace, and gaze into it. The dying flames bend to your will and grand you a vision - albeit one you find rather disturbing.
---
While you were deeply entranced, creating first children for both yourself and the World Weld, your soul and subconscious began to treat both projects as one and the same - the child and the artifact are linked, and your son will suffer for it. Dremscythe is cursed and blessed to serve as a tool of death, He will be a natural prodigy in learning to use weapons and destructive magic, but will live a life devoid of contentment unless he is permitted to kill often for fun and profit. Furthermore, he is destined to control the Face of Fate. Should both survive until Dremscythe is old enough, he will try and kill either Mril-Minda to claim the mask for himself, or her family so that he may marry her and possess both the artifact and the one who it was made to be used by.
---
Eventually you get dressed and overcome the immediate shock of learning your son's fate. You rest for the better part of a day, before calling in your court for a briefing on the situation.
Lord Urist the Lefthanded speaks first. "My queen, while you were preoccupied, I lead expiditions to thorughly scout the upper regions of the Trollish Wastes, and have prepared a full briefing on what we might build and where. As it stands, we have just enough building materials to complete a single Dark Fortress, but we will need a better supply of food unless we want to work slowly, only employing our uneating goblin laborforce."
"If you wish to gain more food and lumber to build with quickly, queen," Princess Myguwen, leader of your Elf Rangers, chimes in, "I'd suggest sending your citizens to chop trees and gather fruit in the territory of the Pinewood Tribes, backed by my rangers, of course, to protect them from those backwards disgraces to elfkind who live there."
Trollish Wastes Development Report:
Construction Types:
Fungal Farm - 10 Construction Resources to Build, 0 Wealth per Month Maintenance. Allows you to send Labor Units of Population to acquire food. Amount of food given varies by location.
Monument - 15 Construction Resources to Build, 0 Wealth per Month Maintenance. Erecting Monuments to the great deeds of yourself or your artifact wielding heroes deepens your understanding and control over the World Weld.
Watchtower - 20 Construction Resources to Build, 0 Wealth per Month Maintenance. Houses and Defends up to 6 FU of Soldiers.
Quarry - 30 Construction Resources to Build, 1 Wealth per Month Maintenance. Allows you to send Labor Units of Population to acquire rock. Amount and type of rock given by a quarry is rolled when quarry is first constructed.
Mission - 40 Construction Resources to Build, 1 Wealth per Month Maintenance. Houses and Defends up to 10 FU of Soldiers. If a cleric of any sort is stationed at a mission, you may command up to 5 Labor Units of population to interact with local savages without having to spend food.
Fortress - 50 Construction Resources to Build, 0 Wealth per Month Maintenance. Houses and Defends up to 15 FU of Soldiers.
Dark Fortress - 50 Construction Resources to Build, 1 Wealth per Month Maintenance. Houses and Defends up to 15 FU of Soldiers. If a Bugbear or other appropriate magic user is stationed at a Dark Fortress, it produces Goblin Slaves.
Scouted Locations:
Tunnel's Mouth - Where the Trollish Wastes meets the Human Kingdom of Narm. Building a military installation at this Bottleneck will allow you to effectively tax all trade using the Trollish Wastes Road, and any troops stationed there would be well positioned to partake in a human civil war.
Screaming Pits - Located near wild Bugbear lead Goblin Tribes, who would likely compete for the right to inhabit a Dark Fortress built in their backyard.
Breedlands - A stretch of road that is often visited by particularly horny and aggressive trolls during breeding season. Erecting a military installation will make trade with the Greatwalls Alliance safer and more profitable.
Oddearth Cliffs - Local Savages claim to find strange rocks here; Perhaps you should construct a quarry? Also would make a great staging area to raid the monster ranches of the Beetle Queendoms.
Dragon's Grave - A site where a Good Dragon fought an Evil Dragon to the Mutual Death. A mission build on such hallowed ground would be maintenance-cost free. Would also make a good staging area to attack the Beetle Queendom's copper mines.
Dung-Slopes - A great location for a fungus farm. Could also serve as an ideal staging area for scouts looking to explore lower levels of the trollish wastes to find new sites to expand into.
Construction Rules:
1 Food allows you to command up to 5 LU of citizens for a month.
Over the course of a month, 1 LU of citizens can add 1 Construction Resource to a project.
Citizens working in such a wild location should probably be protected by military guards. 1 Food allows you to command up to 5 FU of soldiers for a month.
You have been gaining marble for 11 Months Now: What would you like to build and where? Are there any questions you would like to ask at the meeting? Anything you would like to do after the meeting is over?
"We tell master we no eat,
master tell us till mah fields.
We tell master we want blood
master tell us till mah fields."
-Goblin Spiritual
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is stalking Sir Shroomplum, the favored mate and personal assassin of Beetle Queen Purpleveil.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (31/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (0/6)
Military Population:
15 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x13 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x21 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x5 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You issue commands for your workers and troops, and retire to spend the rest of the month recovering from your trance, spending time with your infant son, and awaiting reports from the field.
---
A little more than a month passes. Dremscythe has started to eat some gruel, but is still dependent on his wetnurse. Reports from the Field arrive.
Report on the Construction of the Dung Slopes Fungal Farm:
Construction completed with out a hitch, master. One thing that concerns me, however, is that we observed at a distance a wild Goblin tribe lead by a bugbear, and they were watching us. If we continue to work our slaves in this region, it seems likely the wild tribe will eventually try to free them. I am no general, but I'd guess the tribe is about 7 FU strong if you wish to try and wipe them out or drive them away, which I would advise if you wish to gain from further use of my goblins in the area.
Gob Barstil, Hobgoblin Foreman
Report on Resource Gathering in the Pinewoods:
Things could have gone much better.
I suggested that the workers gather Pinch Nuts, which I then proceed to learn the hard way were not safe for diggerfolk to eat. Illness from this bad food, and the fact we had to throw away what we gathered after learning the truth, really hampered our efforts this month. With my deepest appologies, I have to report that the expedition gathered only a nominal amount of food and lumber.
On the bright side, it seems our expedition went completely undetected by the vile locals.
-Princess Myguwen of the Charcoal Tribe
Report on Tower Construction at Tunnel's Mouth:
Praise and Glory to Unph of Industry!
A mighty tower of flawless marble has been erected at the choke-point per your orders queen! Once staffed with soldiers, we can start collecting taxes on trade through the Trollish Wastes!
On a personal note, to celebrate my mighty achievement in construction and leadership, I intend to take my family out to hunt trolls in the tunnels next month. This will deprive you of 2 LU worth of highborn dwarf for next month, but if you wish to send some troops to protect me, I will gladly share some of what I catch with the royal coffers.
-Mithra Piketooth, Project Foreman
After reading the reports, you call your court to session to learn of other events that have transpired of late, while also consulting with the World Weld to see if any new feats are present in town.
Monthly Report:
-A recent immigrant who identifies himself as Prince Neptune of Lakegraves, a small kingdom under the umbrella of Scholar-King Emscythe's Greatwalls Alliance, has been requesting an audience of you for several months now.
-A being with three mighty feats (has slain a frost giant lord at the dawn of time), (taught the surface elves of the magical properties of ruby), and (single-handedly destroyed the human City of June) now resides in the same hobbit hole where the being who has slept with the Red Dragon Breakfire. Logic dictates that this new being is likely the dragon itself, in mortal form.
-The small human population of Silent Hammers is upset that they were ignored when you were dolling out labor and food last month. Some of their number have taken to protesting outside your apartment.
-Many in your court feel that you should visit or send for one of your husbands soon, so that you may get to work bringing another child into the world.
-Branding Iron reports that his daughter in law has chosen to go after the most well known assassin in the Drow Lands to prove the might of her new artifact.
-Branding Iron also writes, requesting a favor from a friend. He wishes to carry out a trade transaction through the Pinewoods, and requests 5 FU from your military to guard his caravan. The journey will take 3 months round trip. He promises to feed the soldiers you send and cut you in on the deal if you help.
-Your mother-in-law Trumil thinks she detects a powerful sorcerer somewhere in town, and requests 2 Wealth to hire some investigators. She could just be detecting the Dragon in the Hobbit Hole.
How do you proceed? Feel free to interact with NPCs for a few updates before doleing out the monthly orders. Check the 'Silent Hammers' spoiler for the details on your new buildings.
"In my experience, when you have both wealth and power,
Everybody wants to be your friend."
-The Collected Writings of All-Lord Ukareem the Silver
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is stalking Sir Shroomplum, the favored mate and personal assassin of Beetle Queen Purpleveil.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (31/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (0/6)
Military Population:
15 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x13 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x22 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x5 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You summon Brother Anders and the weremules to watch your back, before sending word to Prince Neptune that you will see him at once.
When Neptune arrives, you note he looks little like a prince. The drugar wears well worn scholarly robes and is poorly groomed. The only hints that the digger before you is not some begger off the street are that he wears a diamond necklace, and he speaks with a refined accent that leads you to believe he is well educated.
"Greetings, great queen. I am glad to see that you have gotten over whatever has had you indisposed for the past few months. I have been looking foward to meeting you; Secretary General Emscythe speaks very highly of his new wife."
"You are on speaking terms with the Scholar-King? You don't look it." You reply bluntly.
"Oh... Um... Right, my dress. Sorry about that, the prince stammers, "See... this is my first every trip away from my hometown, I'm afraid, and I was stupid enough to think I could make the journey with one set of clothes. Your husband mentioned off hand that you have both Bloodstone and Deep Saphire stored away, and no real means to make use of them, so left for Silent Hammers the very next day."
"Bloodstone and Deep Sapphire? You would purchase them from me?"
"Purchase?" The Drugar blinks, "Oh heavens no, I came here to ask you for money... I mean... you see... Back home I was a scholar of minerals, but also torture master at my father's dungeon. Over the past twenty years I have been... speaking to... a Drowish master gemsmith who resided at my place of employment, and taking careful notes on our conversations. I've tinkered with a small scale gemforge myself, and am now confident that I could run a larger scale operation."
"How much larger?" You inquire.
"I'm talking military scale, great queen. You give me funds to get set up, and I will be able to oversee the rapid conversion your stocks of magical gems and stones into weapons of war or... um... trade goods." He pauses for a second, to collect himself, "I'd imagine just the presence of such a forge would create a demand for taxable gem imports as well."
"And how much support do you require to get started?"
"Um... erm... 10 Wealth, great queen. Yeah. 10 Wealth," he sputters.
You pause for a second. "So let me get this straight: You traveled all this way just to sell a forge to somebody known as The Smith Lord? If nothing else, you have some serious guts Prince. As for your proposal..."
The deal has its ups and downs. On the positive side, you don't presently have any use for you gems other than artifact creation, so a gem forge would be of great use to you in the short run. Bedlamb, the nation ruled by Bloodlord Haigen, is known for its gem mines, so you even have a potential long term gem supply as well (assuming you can smuggle such imports past the Pinewoods Tribes).
On the downside, you are pretty sure Neptune's little project would attract him a good deal of negative attention from the Hobbit Dons. You also find Prince Neptune somewhat unimpressive, and have your doubts that he is the sort of person to be trusted running such a large operation - you suspect most princes would be trusted with jobs a bit more significant than 'torture master'. Lastly, you are fairly sure that embracing the Drowish art of Gemsmithing, especially before you establish large scale metalworking, may leave a bitter taste in the mouth of some of your digger subjects.
Note: I just did the Neptune meeting because I was stuck in a waiting room for an hour with nothing better to do. Please feel free to continue responding to the previous update I posted this morning as well.
"Ingur found lady Ingrid crying in her chambers.
'What is wrong with her?' asked he.
'She just found out how Bugbears are born,'
answered her handmaiden."
-The Romance of Ingur the Gold
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is stalking Sir Shroomplum, the favored mate and personal assassin of Beetle Queen Purpleveil.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (31/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (0/6)
Military Population:
15 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
13 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x13 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x22 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
"So let me get this straight: You traveled all this way just to sell a forge to somebody known as The Smith Lord? If nothing else, you have some serious guts Prince. As for your proposal... I'm willing to give you a shot, but only if you prove your skill to me. My servants will send you some bloodstone; Use it in your craft, impress me with the results, and we shall talk."
Prince Neptune nods, and takes his leave. "T-thank you great queen. I will not... erm... disappoint you."
---
You summon your court for some discussion. The first order of business at hand is the goblin tribe near your farm. Hxnub, the Hobgoblin who leads your slave army steps up to reply.
"Bugbears are nearly as large as hill giants, and nearly as magical as elder hags," he explains, "but they are very wicked and unpredictable, which makes them hard to negotiate with. They are created when a Hobgoblin such as myself rapes a civilized female of noble birth or employment, who must then fall pregnant and commit suicide before giving birth. They are usually the personification of their father's evil, mother's shame, and own feelings of abandonment."
Hxnub drums his fingers upon his forearm, breaking the skin with his sharp claws and causing droplets of black blood to form. "They cannot be considered 'rational', in that one should not safely assume a Bugbear to value self preservation or his own interests. It is possible to tame a bugbear by giving it a Dark Fortress and fancy title to improve its self confidence, while tending to its needs to show that you care, but it is usually simpler to massacre its clan, put it in chains, and force it to make goblins for you under threat of torture."
Captain Balrogsim, your siege commander, chimes in next. "The ones by the farm may avoid messing with us, as like most savage tribes, they fear the retribution that comes with messing with the civilized. As the Hobgoblin said, however, Bugbears don't always behave in a predictable fashion, so we can't count of fear to keep that tribe in check forever."
Next you bring up the idea of importing stone or clay. Your advisors quickly agree that while it would be feasible to import rock from The Greatwalls Alliance, it would be much more efficient to purchase bricks from Goldears.
"They have such a surplus of building materials," your steward Bort explains, "that they could afford to turn over an entire marble quarry over to you. The city of Goldears is so close to us, that our traders can make multiple runs a month to boot."
Trade Mechanics:
Traders, like other civilian workers, are deployed from your pool of LU by spending 1 food per five LU. When deploying traders, you must choose what they will carry, where they will go, and what they will attempt to acquire. As the economy of Silent Hammers is largely undeveloped, traders are poorly organized and can only carry 2 Wealth or 1 of any other Resource per LU.
Trading is skilled labor, best attempted by educated workers like Dwarf and Drugar highborn. Sending traders who belong to the race you are attempting to trade with can also be helpful.
Traders make juicy targets. If you are sending the a long ways, through dangerous territory, and/or with valuable cargo, it may be wise to give them a military escort.
Notable Trade Destinations:
(You can attempt to trade with anyone you have heard of, but these are the trade targets that come with special mechanics, or that you have intel on.)
Goldears - Capital of Bardhill County. Known surplus of food and brick. So close to Silent Hammers that traders can make multiple monthly trips, tripling their effective carrying capacity)
---
After the rest of your court departs, you instruct Bort to write a letter to All-Lord Ukareem, inviting him to return to your side so that he may father your second child.
---
Your messenger to Branding Iron requesting that he appear before you returns with bad news. The Don has apparently suffered a recent fall, and does not wish to appear weak by appearing in public with a leg brace on. Still eager to meet however, Samwise has invited you (and as many bodyguards as you choose to bring) to visit him at his hole for second breakfast tomorrow. After some pondering you accept.
The following morning, you leave your apartment with Trumil, Brother Anders, and three of his best weremule monks in tow. On your way to Branding Iron's place, you stop outside of the Hobbit Hole where the dragon and its lover dwell, explain what you think might be inside, and ask the hag if she thinks her sorcerer might be a dragon.
You mother-in-law shakes her head. "A dragon that old and wise would be able to conceal its power from me... and even if it wasn't, the signal is not stronger here than it is at your home, dearrie."
---
A few minutes later, you and your party find yourself settling in around a breakfast table at Don Huck's hobbit hole, which is located two doors down from the Dragon on the hillside against the city wall: just outside your jurisdiction.
After the Don introduces you to his daughter and two sons, the pair of you get right down to business. You ask about the trade convoy, and the adorable criminal quickly gives as honest of an answer as he is capable of.
"I don't want to... how you say... get your hopes up Queen Wordfire, but this could be a very big windfall for you. Assuming neither my client nor those blasted Pinewoods Tribes mess with me, I can promise your cut will at the very least include coin and bars of workable iron. There is a chance you may even do better than that..."
"You think your traders can do better for a Smith Lord than smelted Iron?" You reply with an intrigued chuckle.
"That... gift... I gave you on our last meeting had to come from somewhere, right?" The Don answers with a sly grin.
---
After a few glasses of Halfling citruswine, your tongue loosens a bit and you decide to ask about the hobbit hole two doors down. If Samwise is the dragon's neighbor, perhaps he knows something.
"Hmmm.... You have heard the stories then," Branding Iron replies, twirling an olive on a toothpick around his drink, "I as well am... fascinated... by the halfling who lives there. His name is Pill Cherryweather, but most of my lot just call him 'Lazybones'. He is the grandson of my dear industry loving friend Don Cherryweather of the Thieves Guild. Bastard has never... worked... a day in his life, but he is somehow richer than anyone I know. I'll bet he has more coin than your damn treasury."
"And he has this real creepy mistress to boot." Chimes in Glenwise Huck, Branding Iron's second son and husband to Mril-Minda. "Prettiest hobbit I've ever laid eyes on, but also the scariest. She is from the far south, only in town a few weeks out of the year, and I think she is a ranking member of the clergy of the Red Dragon faith down there. Her eyes are like the fires of hell itself, and any fellow who makes a move on her winds up a charred corpse in the alley."
Glenwise offers a wicked smirk. "But I think she is gonna get whats coming to her now - thanks to you. My wife has always wanted to kill off Pill's bitch. A few of those charred ally bodies were friends of ours, and she can't stand the fact that the stranger is pretty enough to catch my eye. That mask will give my love the confidence she needs to make a move... the stranger is lucky Mril-Minda was already out of town hunting Drow when she turned up this time."
"#87: Surface dwarves are quick to call out our use of Goblin Slaves,
yet they are keen to hunt trolls, which are known to be fully sentient
beings, for nothing more than sport and leather."
-The 107 Grievances of the Drugar
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is stalking Sir Shroomplum, the favored mate and personal assassin of Beetle Queen Purpleveil.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (31/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x15 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x25 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
"Let me cut you off, Glen," you interject, "the reason I asked about your neighbors is because I already know they are dangerous. Far more dangerous than you might even assume at this juncture. And I might have use for them. For everybodies sake, I'd recommend advising your wife to leave priestess and her boy alone."
The young mobster doesn't like what he hears, but with some prompting from his father, who thanks you for the warning agrees to pass the message along.
You wrap up your meal and drinks, before heading on your way.
---
Unsure if you want to face the dragon directly just yet, you write her a letter explaining you know who she is, and that her secret is safe with you and your court.
You quickly recieve a cold and somewhat threatening reply, reminding you it is a capital crime to knowingly approach a dragon without a propper gift, and that she and her mate are above your pathetic mortal law. The Dragon concludes the letter by informing you that she would have likely slaughtered you and your entire court to protect her secrecy, had the embers not shown her the same prophecy of drowish Armageddon that you have also seen.
---
Monthly orders are issued. Workers are to staff your new fungal farms at Dung Slopes, while your Drugar nobles are to attempt to purchase some brick from Goldears. Meanwhile your military is to be kept busy protecting your farms, the chokepoint near Axeltax, Branding Iron's Convoy, and the Troll Hunting party that you plan to join.
---
Dragging some of your militia along for protection, you board a stagecoast and head down to the Trollish Wastes, where you catch up with Mithra Piketooth and her party of highborn troll hunters. You quickly settle in with the group, and wind up spending the rest of the month with them.
Each morning you break camp with one of the parties' best tracker and a group of younger hunters. You are pretty sure this is what dwarves call a 'milk drinker group' and that the tracker is under specific orders to keep you away from anything too dangerous. You only ever encounter small trolls, in groups of one or two, which are easily dispatched by a hail of crossbow bolts before they can close the distance and attack.
While you are out, you scan the trollish wastes for savages with useful feats. In this endeavor at least, you are not disappointed.
Feat-o-Vision:
-A member of a savage Drugar Tribe your group has been observing from a distance has managed to steal Diggerbane, an artifact bloodstone blowgun from a champion of the Beetle Queens.
-Somebody living in what appears to be a nest of ant or wasp people has managed to bind Tromlux, a minor demonic diety of intrigue, poison, and drowish supremacy, to the mortal realm to be made to fight and demean itself for the pleasure of the summoner's queen.
-Somebody in the same hive (likely the bound demon god, but possibly the queen), is worshiped as a god by over 3 million mortals.
-Somebody living in a decaying wood fort has managed to 'earn a title and large grant of land from the Beetle Queendoms by turning a member of Human King Razor's court into a vampire and using him as a spy on the Drow's behalf.
After each day's hunt, you return to camp to drink and sing with the collected dwarven nobility. You meet a handful of people who you find interesting or otherwise worthy of your future attention.
Mithra Piketooth, the leader of the hunting group, is the sister of your predescesor and militia commander, Lord Urist the Lefthanded, and would have likely been given rule of Silent Hammers had you not turned up. Dame Piketooth and her husband Lord Dgreg Piketooth are both quite glad you took over and don't seem the least bit jealous; Although they both possess leadership qualities in spades, they are quite fond of being able to hunt and explore as they please, unbound by the duties of office.
Hass Piketooth, their second cousin and one of the younger hunters you are paired with every day, spends a good amount of time pestering you for advice on working with steel. You find it refreshing that a highborn dwarf of his generation is actually willing to work a forge rather than just own one, and the kid strikes you as somebody who possesses a quick wit and the ability to learn fast.
Jango Urist, Mithra's nephew and Lord Urist's second half Drugar son, lives in the territory of the Pinewoods elf Tribes with his male lover to avoid the homophobic treatment that digger society is infamous for. Apparently he only returns to his family to join them on hunts. You get to talking with him, and he eventually offers to set up a meeting with the Queen of the Bobcat Tribe, which rarely causes trouble as no major trade route passes through their turf. Like all Pinewoods Tribes, Jango explains, the Bobcats still view industry and commerce as sinful, so they may be hard to deal with on a diplomatic level, but they are also reknowned for their hospitality and are, in Jango's estimation, 'a damn friendly people'.
The Drugar Nolok, The last digger of interest you meet on the trip is a member of your militia guard, rather than the hunting party. You catch him being picked on by his fellow militiamen because he had a dream that you would craft him an engagement gift to help him express his feelings to the one he loves, and was dumb enough to share that dream with his peers. You press him for details about the dream on a lark, and are shocked when he says his dream had you spending months making a ring for him to give to Silkdread, the savage militia member with the troll-slaying feat. Perhaps the soldier is a prophet, or perhaps he is somehow attuned to the World Weld.
---
Eventually the hunt draws to a close. On the final day, Mithra pulls you aside.
"As promised, my queen, I will be donating some of our catch to the crown as thanks for providing us guards," she declares, "and since you were kind enough to bless us with your presence, I've decided to let you choose what your take is."
Choose your Payment:
A: Wagon Load of Green Troll Leather, a poor quality military resource that creates artifacts with regenerative powers
B: Wagon Load of Red Troll Leather, a poor quality military resource that creates artifacts related to rage
C: Wagon Load of Tar Troll Blood, a construction resource that creates artifacts related to death and death magic
D: Crateload of Troll Kidneystones, a high quality magical military resource that creates artifacts related to rapid growth
E: 3 Wagon Loads of Troll Bone, a poor quality military resource that creates artifacts with negative effects for the wearer
F: 3 Orphaned Red Troll Infants, the same age as your son Dremsythe. Trolls are predisposed to violence, and may make great friends for your murder-fated son.
---
When you get home, you receive reports from the field and your court.
Labor Report from Dung Heap Farm:
We managed to yield the expected amount of food this month.
Our work force managed to attract the attention of a small group of Drow who are both prostitutes and clerics of some lust demon. I was impressed with the resolve of the diggers; I don't think I've even caught one of them with a Drow-whore yet, but my troops and your human and hobbit workers have not proven nearly as pure.
On a related note, a mild epidemic of the descriptively named demonic STD 'Pubic Eyeballs' is spreading across the non diggers of the farm. My medical staff is quite horrified.
-Phalanx Officer Lexington
Labor Report from Dung Heap Farm:
The good news is, we managed to find a merchant looking to unload 50 units of brick for a mere 12 wealth.
The bad news is, this seller is a stickler for bureaucracy, so we have not been able to finalize the deal yet. We should be able to close, with your approval, early next month. Should we do so, it will take 17 LU total to haul everything back. The seller says we would have three months to remove our property from his warehouses. I strongly advise you to take the deal.
-Kang Wretchedfence, Caravan Leader
Monthly Report:
-Silent Hammers fell victim to a were-eagle attack this month. Causalities were high enough to cost the kingdom 1 LU of assorted diggers. The monster was able to elude capture.
-Trumil felt the unknown sorcerer's power spike while the werebeast was attacking, leading her to believe you are dealing with a sorcerer who draws power from a curse in their blood rather than their ancestry. Regardless, the Sorcerer is still around.
-Both Liula, your personal physician, and Brother Anders, your personal werebeing, fear that the efforts to quarantine those injured by the eagle attack were insufficient, and that because of this it is likely that even more were-eagles will show up next month.
-Bort, your steward, explains that the quarantine efforts were lacking because most of Silent Hammer's nobility and bureaucracy were busy either hunting or trading with Goldears.
-All-Lord Ukareem the Silver, Emperor of the Southernfrost, has returned to your side, and seeks to father your second child.
How do you Proceed?
Also agree on the work order, however as the goblins cost no food they should be activated to transport the brick if the trade deal is concluded before the end of the month.
I assume you mean hobgoblin driver; our goblin warslaves are military units, so I don't think they can perform transport duty.
If you look under the Silent Hammers Spoiler, you will see that you have 5 FU of Military Goblins, and 5 LU of Civilian Goblins.
---
"You think rounding up strung out Junkies is tough?
Just pray the Smith Lord never sends us against the
people providing their supply.
Corporal Thand Urist, Silent Hammers Militia
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who has just struck down Sir Shroomplum, the famed drowish assassin, and is now waging a one woman campaign of terror and death against his family, underlings, and students.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x15 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x25 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You take the three Red Troll orphans home with you, and ordered that they be kept in the same public nursery as your son and provided Wetnurses. Baby trolls, as it turns out, eat much more than baby diggers, so it winds up taking three nurses to feed each orphan.
Also, upon returning home and finding out about the eagle attack, you provide your mother-in-law with the coin she needs to hunt down the sorcerer/werebeing.
---
With your dwarf highborn population back in place to help run things, you decide to plan another trip out to the Trollish Wastes, to meet with the summoner's insect colony and potentially other savages as well. While you are meeting with Brother Anders to discuss what you will expect from his weremule monks on this journey, your steward Bort hurriedly enters the room and interrupts.
"My queen! I think Donna Sherry, leader of the halfling drug runners, has a spy in your court!" He stammers.
"...What makes you say that, Bort?"
"Well... she is just outside, demanding to meet with you about the very trip to the Trollish Wastes you are planning. I don't think anybody outside your inner circle knows about that."
"Oh."
You recall Branding Iron telling you that Donna Sherry was the only other Halfling don aside from himself not opposed to the expansion of Silent Hammer's economy, but you know little else about her. The fact that she knew about your travel plans so quickly is more than a bit disturbing.
Do you grant Donna Sherry an audience? If so, who from your court do you invite as well?
"Why, you ask, did I put that Drugar village to the sword,
Man, woman, and child? Sure, it seemed small and harmless
at the time, but the thing with diggers is that they never
stop digging. Never stop building. And they hate our kind
in a way that words could never describe. It is always best,
then, to purge digger settlements while they are still small
and harmless."
Collected Wisdom of the Beetle Queen Threadmare
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who has just struck down Sir Shroomplum, the famed drowish assassin, and is now waging a one woman campaign of terror and death against his family, underlings, and students.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x15 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x25 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You recall that Scholar-King Emscythe promised to send you an engineer to help develop your kingdom when he left your side, and decide to send for that Drugar.
Lord Akuspade is a younger drugar, well dressed in in the robes of a scholar. He is accompanied by a train of servants pushing several small handcarts full of books, schematics, and other documents. Introducing himself, Lord Akuspade explains that he is a student of the Scholar-King, and that his work on your behalf will serve as the final evaluation of his studies; If your husband is impressed by what Akuspade does for your kingdom, his title will be upgraded to Scholar-Lord, and he will likely stand to inherit a good amount of the land that The Greatwalls Alliance captures from the Beetle Queendoms in the upcoming war.
Pulling out a map of Silent Hammers, Akuspade gets to work explaining the situation to you.
"You see, Smith Lord, When Urist the Lefthanded purchased land from Count Chance's father, and founded this city, he spared no thought for its future growth. Those who migrated here settled haphazardly, leaving no room for growth on the surface. You will have to demolish homes and busniess if you want to expand within the city walls. The hillside just outside your walls, although technically part of Bardhill County, is effectively controlled by the Halfling Crime Lords, and there is some room to build there if you wish to fight or negotiate with the criminals for the right to do so."
The engineer pauses. "I have also found two other possible options for future expansion, which I have included in this report, but reguardless of what your long term plans are, I suggest first building a Greatwalls Block Plant, which will allow you to output the heavy duty construction resources required to build from King Emscythe's personal designs."
City Status and Expansion Report:
The City of Silent Hammers, by Section -
City Center (4/4 Improvements): The hilltop regoin where the families of Dwarf Lord Urist the Left Handed and his wife Drugar Dame Urist set up their households. Known for its spectacular views and well constructed mansions.
Drugar Manors - Houses highborn or skilled drugar (4/5 Occupancy)
Dwarf Manors - Houses highborn or skilled dwarves (4/5 Occupancy)
Assorted Digger Homes and Businesses - Houses any non-highborn digger. Location of your current quarters. (4/6 Occupancy)
Fort Bloodpeace - Militia HQ. Must be taken or destroyed before a non-flying enemy force can attack the City Center (5/10 Occupancy)
North Slope (2/2 Improvements): These rolling hills were quickly settled by the lowborn followers of Lord Urist. The roads here are steep and windy, and civic pride is high.
Assorted Digger Homes and Businesses - Houses any non-highborn digger (4/6 Occupancy)
Assorted Digger Homes and Businesses - Houses any non-highborn digger (4/6 Occupancy)
Southern Flats (3/3 Improvements): Once a thriving human village, before Lord Urist purchased the land and walled it off as part of Silent Hammers. The dwindling human population tends to distrust its new digger masters, especially since the final days of Lord Urist's rule, when he drove half the remaining humans out by force to make room for the Goblin Slaves that the incoming queen would receive from her Drugar Husbands as wedding gifts.
Human Hamlet - Houses any non-highborn or giant human (2/6 Occupancy)
Dark Pits (2 Improvement Slots) - Houses goblin peons, and any non-eating and non-giant people (5/15 Peon Occupancy) (1/5 Other Occupancy)
Ring of Toil (4/4 Improvements): A complex series of walls and strongholds protecting the City Center, Northern Slopes, and Southern Flats.
Northern Stronghold - Houses Troops, and Protects the Northern Slopes from direct assault (9/20 Occupancy)
Southern Stronghold - Houses Troops, and Protects the Southern Flats from direct assault (8/20 Occupancy)
Eastern Walls - Houses Troops, Prevents foes crazy enough to climb the steep cliffs to the east from entering the city (0/5 Occupancy)
Western Walls - Houses Troops, Prevents foes crazy enough to brave Predator Lake to the west from entering the city (0/5 Occupancy)
Ring of Leisure (5/8 Improvements): A small and ungovernable section of Bardhill County that lies North, South, and East of Silent Hammers. Like many hilly areas just outside the walls of a city, it is primarily inhabited by hobbits. Most of the locals claim loyalty to no government, and answer only to the local dons, others claim to be your subjects (although they have no legal justification to do so) as the tax rate of Silent Hammers is far lower than the Tax Rate in Bardhill County.
Silent Holes - Houses any non-giant humans (8/8 Occupancy)
The Shadow Holes - Houses any non-giant humans (5/8 Occupancy. Not Controlled by you.)
'Pharmacy' Guild - Houses skilled military and civilian criminals, and produces 4 Wealth a month for the controlling faction (3/3 Civilain Occupancy. 3/3 Military Occupancy. Not Controlled by you.)
Assassin's Guild - Houses skilled military and civilian criminals, and produces 4 Wealth a month for the controlling faction (2/2 Civilain Occupancy. 4/4 Military Occupancy. Not Controlled by you.)
Thieves Guild - Houses skilled military and civilian criminals, and produces 4 Wealth a month for the controlling faction (4/4 Civilain Occupancy. 3/3 Military Occupancy. Not Controlled by you.)
Empty Improvement Slot - Awaiting Construction
Empty Improvement Slot - Awaiting Construction
Clearing Improvements -
It costs 7 LU to send a demolition team to a section of the city. A demolition team can remove as few or as many improvements as you wish in one go. Demolition yields construction resources. Demolition is not popular with the people, so it may be wise to deploy your military to protect your demolition teams.
Improvements Available for Construction -
Basic Civilian Housing: Choose to house either human races (humans, halflings and hill giants among other rare breeds) or digger races (dwarves and drugar amoung other rare breeds). Houses 6 LU, costs 1 improvement slot and 6 Construction Resources.
Elite Housing: Choose a single specific race. Elite Housing can house nobles, and is more effective at attracting skilled labor. Houses 5 LU, costs 1 improvement slot and 12 Construction Resources.
Dark Pits: Mass housing for Goblin Peons and other non-eaters. Houses 15 LU of Goblin Slaves, and 5 LU of other non-eaters. Costs 2 improvement slots and 20 Construction resources.
Small Stronghold: Housing for any 10 FU. Costs 1 improvement slot and 20 Construction resources.
Giant Hovel: Housing for non-elemental giant races. Must be built on a hilly region (northern slopes or ring of leisure). Houses 4 LU, Costs 1 improvement slot and 12 Construction Resources.
Large Scale Metal Foundry: Converts metal military resources into weapons and trade goods. Employs up to 10 LU per month, Costs 1 improvement slot and 25 Construction Resources.
Greatwalls Block Plant: Creates heavy-duty construction resources, fit for use in high-rise buildings of Emscythe's design, from other resources. Employs up to 10 LU per month, Costs 1 improvement slot and 25 Construction Resources.
Hobbit Holes: Luxurious high-occupancy Hillside Housing for non-giant humans. Add a hobbit to your court, or formalize an alliance with one, to unlock.
Large Scale Gem Foundry: Converts gem and magic-stone military resources into weapons and trade goods. Deal with prince Neptune to Unlock.
High Rise Drugar Buildings: Use heavy-duty construction resources to make efficient use of space. Build a Greatwalls Block Plant to unlock.
Military Buildings: Consult with your military advisers and engineers if you wish to create a military building in Silent Hammers and a Small Stronghold doesn't fit your needs.
Plans for Future Expansion -
Dig out the Hills: Your digger citizens, expecially the Drugar, will be happy living and working underground. Conducting a soil survey by deploying 10 LU of educated and/or digger labor, (dose not have to be all at once), will allow Akuspade to plan out the underground expansion of Silent Hammers.
Purchase Faust's Valley: Akuspade thinks that Count Chance may be persuaded to sell you the region of Faust's Valley, which sits on the other side of Predator Lake, west of Silent Hammers. Faust's Valley is lightly populated by humans and contains some rich farmland and abandoned stone quarries. Predator Lake itself is a largely untapped resource, as the humans have not figured out how to deal with the bloodthirsty population of Dire Dolphins that dwell beneath the surface. The humans have not developed the region further because they believe it to be impossible to defend against outside invasion. Meet with Count Chance if you wish to discuss a purchase. Consider sending a team of skilled laborers to survey the region first, so that you are an informed buyer.
Bah. Went a bit overboard with the expansion planning stuff, and didn't have time to get to the halfling meeting before I have to leave for work. Feel free to discuss and make suggestions regarding this update, and expect halfling stuff tomorrow.
"There is no guest quite like an uninvited guest."
-Hobbit Folk Wisdom
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is planning how to best carry out a reunion with her mother, a minor Beetle Queen.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x15 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x25 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You focus on your connection to The Face of Fate and its bearer, and attempt to influence Mril-Minda into exploring the Drowish political scene. You at once feel her intentions shift under your weight - she now plans to seek out her estranged mother, Beetle Queen Trolldrinker, leader of the Wooly Beetle Queendom, for a sit down chat. She understands the reunion is risky, but has high hopes that if she shows up with a mighty artifact and the head of Sir Shroomplum she will earn her mother's respect.
---
You send away everybody except your bodyguards, and beckon Donna Sherry into your quarters.
In start contrast to the sharply dressed Branding Iron, the leader of the drug runners cuts a fierce vissage. She wears the clothes of a simple traveler, and carries several daggers on her hilt. She appears ancient for a halfling, and her face is heavily scarred, but she still moves under her own power with grace and purpose. Like Samwise Huck, she carries a golden cane, which you assume must be some sort of badge of office for a hobbit don.
At her side is a male halfling, small even by the standards of his race, who dresses in a suit like Branding Iron and his crew. He introduces himself as Cheddar Finwick, Donna Sherry's translator. As soon as he is done with the introduction his mistress launches into a tirade.
Donna Sherry speaks very quickly in Old Country Hobbit, a language related to common human that you only partially understand. She talks so fast, that her translator can't even keep up. Perhaps that is for the best.
The halfling's rant is little more than a long list of petty grievances and complaints. From what you can pick up, she chides you for living in a simple apartment less impressive than even a hobbit hole, for vanishing for 11 months after presenting yourself as a leader she could get along with and getting her hopes up, for allowing your court to be so easily infiltrated, for not milking nearly enough out of your much more wealthy and powerful spouses, and for not moving aggressively enough against the anti industry dons. As a first digger sculped by the gods themselves, you have no ancestors, but you get the distinct feeling that this is what a nagging grandmother might be like.
Donna Sherry lingers on her last point for a bit, slowing down to make sure you understand. Apparently the other dons think you weak, and assume that intimidating your husband Emscythe was enough to break your will towards development. She warns you that considering their presumed success in making you back off, you should assume that any future attempts at development will be met by the hostile dons with actions against those close to you, and that those actions might not be limited to mere stalking in the future.
Eventually Donna Sherry calms down and stops talking long enough for her attendant Cheddar to get her back on topic: Your planned meeting with the savages. She nods curtly, and abruptly knocks her underling out with a single swing from her heavy gold cane before addressing you in broken diggerspeak.
"I sorry. Unuseless Cheddar should have knowed better than to tell Donna what to do. I'm here to help you. Gods know you need. I know some Troll-Waste savages. Sell me drug making stuffs. I arrange trip for you, no? Make sure you meet the nice savages and not meet savages who like kill Digger Queens. Is good, yes?"
"Hobbits are unique amoungst the races of man,
in that although they have their own culture and
homeland, they rarely forge nations. Instead, they
live in the shadows of human and digger walls and
society, content to offer their support or opposition
to local government as they see fit."
-The Races of Man, by Taxonomy Lord Albright
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is planning how to best carry out a reunion with her mother, a minor Beetle Queen.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x15 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x25 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
"Is good, yes," you agree, "...for me. What do you get out of this."
Donna Sherry laughs. "Branding Iron think it is matter of time, not if, you make war with the dons. I hear stories of first diggers when little girl, yes? You lot was supposed to be impressive... Best chance of survival is throwing lot in with you. Need to make you strong. Help you grow cajones so we can cut of cajones of enemies."
"Fair enough," you admit, "but I was hoping to meet with a very specific savage. He is a bugperson who lives in a hive and controls a powerful demon. Could you introduce me to that colony?"
The old halfling falls silent, clearly caught a bit off guard. Eventually she clears her throat and speaks softly. "You speak of The Eastvile Drone. Most mighty wizard in the Trolly Wastes. Will be hard to make meeting, but I will try. Make no promises. Womenfolk in his colony mindless, they kill any outsider who gets too close. Will send disposable messenger ahead to see if he wants talk to you, if no, some of my other friends might have other ways to arrange meeting."
Reguardless if you want to take Sherry's help or not, post any other business you might want to attend to before leaving on your adventure, as well as your monthly Worker/Military orders.
Other Business:
-Get our hag that 2 wealth
Also, upon returning home and finding out about the eagle attack, you provide your mother-in-law with the coin she needs to hunt down the sorcerer/werebeing.
Blink and you'll miss it :)
---
"Claim the sky for yourselves, for the darklands, and for the glory of Maygrunzil!"
-First Commandment of Maygrunzil
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who has met with her mother and is traveling back home to Silent Hammers.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x11 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x13 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
"So he is a good wizard and his hive workers are good killers. Anything else you know about him?"
Donna Sherry shrugs. "Not really. My dealings with him usually through Grand Priest Cloudthief, who I meet you with. I know he from Eastvile, terrible deep place beyond the homes of Beetle Queens and Scholar Kings. I know the colony he mate into is Gem Wasps who escaped slavery in the Beetle Places, but he not that species himself."
You are vaguely familiar with the Gem Wasps, a species of semi-sentient domesticated insect bred by the drow to serve as labors and fodder in situations where goblins just wont cut it. Like most hive dwellers, only the queens and drones, who tend to live comfortable lives as artisans, scholars, priests, and mages, are particularly intelligent. They are known for doing great craft-work with common decorative gems that the proud drow wouldn't be caught dead touching, and their queens have been known to produce artifacts.
After taking all this information in, you extend your hand to Donna Sherry. "Alright, I accept your help."
"Good. Make smart choice. Donna Sherry take care of you."
---
You spend the next few days organizing and deploying your labor force, before assembling your guard and meeting with Donna Sherry's people in the shadow of Axeltax Tower. The Donna, it turns out, has decided to make the trip herself, and is accompanied by five wagons, 2 FU of hobbit guards and human mercenaries, and three terrified translators.
The oldest of the translators wearily explains that the party will first venture out far into the trollish wastes to meet the furthest tribe from Silent Hammers, before working its way back. This is to buy Sherry's messenger's time to try and contact the Eastvile Drone, who dwells relatively close by. His colony aside, you will be meeting three tribes.
The first is a group of savage Drugar who live on a rock formation called the Diamond Cliffs and sell diamonds and drug fixings to the halflings.
The second is a semi-nomadic tribe of Opal Elves, a subspecies of drow known to focus more on profit than intrigue and demon worship and are often tied to hobbit criminal activity.
The third is a pod of skin-cutter nymphs, the twisted cave-dwelling fey ancestors of selkies and siren who Donna Sherry employs to guard her vast fortune.
---
After about two weeks of travel, you and your party has moved far beyond even your furthest outpost at Dung Slopes. Donna Sherry's guards point out a massive formation of Kimberlite ahead, the top of which seems to be carved into buildings and zigurats. "Diamond Cliffs." Donna Sherry explains, "We meet first people there."
Your heart sinks, and you can tell your husband Ukareem's does as well. "Shit... My queen... these are feather drugar!"
The feather drugar is a reclusive culture that build their homes only in Kimberlite, and worship Maygrunzil, a bird goddess of poorly understood origin. Followers of Maygrunzil openly seek to steal the sky from the surface world and give it to the caverns, a plan that would shake up the status quo and likely kill much of the world's population. Needless to say they are universally loathed by dwarves and even their fellow Drugar.
Openly aligning with such creatures would make you many enemies, but would come with some benefits if you could pull it off. Clerics of Maygrunzil can convert faint yellow diamonds into lightning diamond, a mythical gem that contains the wild power of stormclouds. Feather Drugar also depend almost entirely on goblin slaves for labor, and as such their population consists almost entirely of skilled soldiers, scholars and priests. Their potentially apocalyptic ambitions aside, Feather Drugar are known to be quite affable, and those who do dare ally with them find they make fierce and loyal friends.
It is also likely that your interests align with theirs on a more personal level. You saw in the prophecy of embers that the drow and their demon pantheon would turn the sky to ash and cavern ceiling to sulfur. You doubt Maygrunzil would want that to happen.
"I will go up first," Donna Sherry declares, "conduct business with Grand Priest Cloudthief, and anounced first digger queen as friend. Good plan, yes?"
"My children, go forth and avoid deception on matters of faith.
Even us first diggers are not to be trusted; We might have met gods,
but we are still mortal and flawed. Unless a god appears before
you to give its word, you must at least entertain the possibility that
any revelation might be a lie."
-Last Will and Testament of Kamchurch the Faithful
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who has met with her mother and is traveling back home to Silent Hammers.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x11 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x13 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You wait with your party and some of Donna Sherry's guard while the Hobbit leader goes up to talk with Grand Priest Cloudthief. After a bit more than an hour a group of Drugar dressed in robes made from colorful feathers emerge from the fortress and take one of the cartels wagons back inside.
Ukareem watches the proceedings with a mix of curiosity and horror. "Absolutely fascinating... but surely you are not going to conduct business with these freaks, are you?"
"Not likely. Not directly anyway..." You admit, "but I don't wish to be rude to Donna Sherry, so I will meet with them. I've been in isolation for so long, husband. I've only heard rumors about why other diggers hate these people so much. The least I can do is hear their side of the story before deciding for myself."
"I there is wisdom in that course of action."
---
Thirty minutes later, two befeathered diggers appear, flanked by about a hundred armed goblins, to escort you upstairs to the meeting. You, your husband, and Brother Anders are lead through the cliffside fortress towards the top of the tallest zigurat. Along the way you note that the interior walls are well lit and painted with colorful artwork depicting birds, dragons, and historical figures. Well dressed citizens, who have likely caught wind of the fact that a first digger is visiting, line the passageway hoping for a look, but the goblin guards keep them at a safe distance.
By the time you get to the top, your legs are quite sore. Looking around, you flabergasted by the view above you, as instead of a cavern ceiling you can't help but stare at a nearly full moon, stars, and clouds against a black sky.
"Impressive, isn't it?" asks the Drugar sitting on a throne made of diamond at the head of a massive table. "I'm thinking the same thing, you know. This is the first time a first digger has ever graced the Diamond Cliffs with her presence. Your isolation and mastery of metal and flame are the stuff of legend, Smith Lord. Please, have a seat."
"Grand Priest Cloudthief, I presume?" You reply as you mosey on over to the table and claim the seat next to Donna Sherry. "That isn't real is it, you didn't actually steal a piece of sky, did you?"
"No." The priest admits, "Tis just an illusion, to tide us over until we may have the real thing."
"Take the sky?" You ask, "Do forgive me, for I have heard rumors that you seek to do such a thing while I was in isolation, but didn't know what to make of them. If you pardon my asking, who is this Maygrunzil you worship, why dose she desire to move the sky, and why do others hate her so? Please educate me, cleric."
Cloudthief offers a wide grin. "You flatter me, Smith Lord. I never in my wildest dreams would have thought that I would someday get to give a history lesson to a first digger. I would be honored to give you the answers you seek, or rather try."
"Try?"
"I'm afraid that not much is known about Maygrunzil's early history," he explains, "and every feather colony has its own take on the story. I will tell the tale that has been passed down by my predecessors, and like all who explore or partake in my faith, it will be up to you to decide where the truth lies."
"I suppose that is fair enough."
Leaning back on his throne, the priest gestures for two youthful acolytes to bring him a chalice, which he takes a long drink from before begining his story.
"The history of Maygrunzil's interactions with diggerkind begins with Pazo the Explorer, I'm sure you are familiar."
"Hardly, he was among the first of our kind to venture away from the Oven of Origin, and he never bothered to return. I had few friends until very recently, and he was not one of them. I know what he was about though. He sought to see all of the mortal realm."
"Indeed." the cleric nods sagely, "His travels brought him to the Eastvile, a darkland not terribly far from here. Just beyond the lands of the arrogant Scholar-King and horrific Beetle Queens. In this place he encountered a surface dweller, a cloud dragon. The dragon was there to pay homage to a fallen friend, an immortal being named Maygrunzil whose physical form was destroyed and whose incorporeal spirit was cursed so that it might never leave the underground. The Dragon taught Pazo how to interact with Maygrunzil by praying at the burial site of her physical body. Pazo took notes on his encounters, and moved on."
Cloudthief grins, "Several hundred years later, Pazo's daughter, Jewl the Vaultcracker, and her followers were excommunicated from the church of the digger gods for their various crimes. Jewl was heartbroken by this, as she was a woman who valued prayer highly and couldn't imagine a life without it. Pazo felt pity for his daughter's plight, and recalling his encounter with the dragon and his disembodied friend, encouraged her to seek out Maygrunzil so that she may use the lonely spirit as an object of worship."
Jewl found Maygrunzil, and the pair quickly came to an understanding. The digger and her followers would keep the spirit company, and in turn Maygrunzil would take on the burden of being their object of worship. Maygrunzil was worshiped as a goddess of storms, earth, pity, and bright colors. But, as it turned out, Godhood was no burden for Maygrunzil. Unlike your pantheon, who are mighty beings that created and serve the diggers out of a sense of duty, Maygrunzil actually draws strength from worship. As her followers grew, so did her power and influence. Although she could never leave the depths, her voice could soon be heard by anybody who recited the proper prayers under ground. She used her new power to provide for us, just as we provided her with new power.
"Sounds like a fair arrangement," Ukareem interjects, "but where does the sky stealing stuff come in?"
"Where most of the negative things facing diggerkind today come in, surface dweller," Cloudthief exclaims with a look and tone of pure racial hatred directed at your husband, "the civil war. As Maygrunzil Worship had to remain underground for obivious reasons, her followers sided with first drugar, and her church exploded in number. The second Drugar Emperor, Kestrel the Deep, was also a grand priest of Maygrunzil, and for a brief time her worship was the state religion of my people. The theft of the sky was Kestrel's idea; A way to inflict righteous revenge against the wicked dwarfs. Maygrunzil, who missed the sky more than anything, bought into this plan, and although she could never figure out how to pull such a hiest off, made the pursuit of the sky for the caverns her chief commandment."
"And yet the other Drugar hate you now?" You prompt.
"For that we have to thank Kestrel's nephew Sage King Sparrow, a mighty wizard and cleric of many gods, including Maygrunzil. Sparrow spent five years giving serious thought to the whole 'steal the sky' plan, considering and anaylizing it from every possible angle. In the end, he concluded there was no possible way to accomplish the theft that wouldn't kill off at least 85% of civilized life both above and below ground. He confronted Maygrunzil with his findings, but the goddess was stubborn. She refused to recant her desire to steal the sky, and swore that she would protect her worshipers and their allies from the consequences of her actions. Sparrow thought this naive, and turned on his goddess, leading the Drugar to prosecute her faithful for the 'greater good and safety of all'."
"And you are okay with this?" You ask, "Why does she still have followers at all after that?"
"Aside from her ambitions, Smith Lord, Maygrunzil is still a benevolent goddess who attends to our needs," the drugar explains, "No two feather societies are the same, but mine does the absolute minimum work towards stealing the sky required to keep the goddess we love appeased. Other tribes want vengeance against those who hate them, and actively devote themselves entirely to Maygrunzil's ambitious goal to see their enemies destroyed, but I personally find such behavior distasteful and selfish. The Church of the Feather should not be an instrument of hate, but one of pity towards the goddess that has always pitied us. Her desires might not always be pure, but we owe it to her to at least try and carry out Maygrunzil's will.
You suppose you could say these people are misguided at worst. They don't strike you as insane or nihilistic Armageddon cultists, and they seem polite enough, even if Cloudthief did take shots at two thirds of your husbands...
Would you care to discuss matters of a secret alliance, the Eastvile Drone, or any other topic with the Grand Thief? Or is it time to politely say your goodbyes and move onto the next savages?
"If one could count many secret alliances are formed beforehand,
one could know how messy a potential war will become."
--The Collected Writings of All-Lord Ukareem the Silver
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who has met with her mother and is traveling back home to Silent Hammers.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x11 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x13 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
"I suppose you folk might not be as bad as they say you are," you concede after several seconds of silence, "I can think of but one counterargument to anything you have said: You claim to follow Maygrunzil's will out of pity, but you should instead be perusing her best interests. Perhaps I can help with that. My own powers and abilities have recently increased substantially... If your faith would allow it, I might be able to solve your goddesses' problems myself."
"What?" Cloudthief asks, shocked but clearly not appalled, "that sounds like hubris to me. How would you accomplish that."
You raise your hand for silence, and touch the World Weld to search for feats. Sadly you are disappointed, as nobody in the area save for yourself and your husband are responsible for any great deeds. Of course, nothing is stopping you from just using one of your own feats to make an artifact for somebody else. "By making an artifact of course. One to grant her a new body, or at least break the curse on her spirit. Pride is not hubris if you can back it up, and I am the greatest mortal smith to ever walk the realm."
"Y-you could do that?"
You nod. "It might take some expensive and time consuming trial and error, but I'd make it happen. To break the curse, I'd want as many different curse resistant substances as possible: Sanctified Ashes, Wood from Elf Holy-Trees, the various alloys and forms of silver, ect. To make a body, I'd likely need Maygrunzil's remains. Either way, it would help greatly if somebody could temporarily condense your god's presence into one space, so that I might detect her great deeds and inscribe them on the artifact."
"The burial site of our goddess lies in the basement of Vile Dawn Keep, a Feather Fortress in the Eastvile ruled by Grand Priest Hikkgale, who is far more fanatical in her hatred of surface dwellers and desire to steal the sky than I am." Cloudthief explains, "I would doubt she would want anything to do with the ruler of a surface kingdom, even a first digger. I will gladly run your proposal past the fortress-wide committee on doctrine and heresy next time they meet. If they agree it is acceptable, I should be able to condense Maygrunzil's spirit for you to study."
The two of you idle discuss the matter for several minutes. The conversation ends with both parties intrigued but non-committal. Eventually the conversation moves on to helping each other in a more mundane fashion.
"First and foremost," you explain, "I intend to take land of the Beetle Queendoms. Would you be interested in a clandistine alliance between your fortress, my kingdom, and the Greatwalls Alliance of my husband Scholar-King Emscythe. We could use these halflings you know so well as a go-between."
The Grand Priest pauses for a second. "Emscythe is your husband? I... I'm not sure an alliance with him is possible. I think we are technically at war even. His vassal, Boulder King Crabsdrugar of Dark Hill City, has attempted to invade my fortress on several occasions. On his last attempt, my forces captured two of Crabsdrugar's sons, who in a moment of weakness I *may* have ordered tortured to death before sending their heads back home to father."
"That... complicates things," you admit, "but the Scholar-King is head over heels in love with me, and if he tells his vassal to stand down, I doubt the Boulder King would have a choice in the matter. If I sorted this matter out for you, would you aid me with the drow?"
"Of course, Smith Lord." Cloudthief agrees, "Although I would prefer if you could handle the situation quietly. I think part of the reason the Beetle Queens don't target my fortress very often is because it gives Emscythe and his boneheaded mooks something other than them to attack."
The topic then moves to the Eastvile Drone, who Couldthief claims to know very well. "I... I think the two of you would be amazing allies. He despises the Drow, and keeps a collection of magical artifacts. Right now his current project is an attempt to repair a trident of gold that he claims once belonged to a storm giant who fought against creation at the beginning of time. If I send word that you would be interested in helping with the repairs, he would likely seek you out."
The meeting lasts a bit longer, and a few other interesting points come up:
-The Feather Drugar of Diamond Cliffs possess a proper trade depot and fleet of wagons. Attempts to trade with them grant your workers x3 Carrying Capacity.
-The Feather Drugar have a large excess of Kimberlite, a form of rock that yields artifacts with powers related to finding things of value.
-If you can promise them housing and protection from religious persecution, Grand Priest Cloudthief will send you 3 LU of young educated Drugar who could use some time on the surface to study the sky and meditate on Maygrunzil's absence on the surface.
How do you Proceed? Is it time to move on to the next tribe? Or do you still have more to discuss here?
"The prophecy of embers is a mostly forgotten art,
first wielded by the Fire Giants who opposed creation.
Today it is only practiced by a handful of Red Dragons,
although some diggers will swear that one of their own,
Smith Lord Wordfire, can read the cinders as well."
-Methodologies of Divination, by Overdruid Alderoot
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who has met with her mother and is traveling back home to Silent Hammers.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x11 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x13 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that sepperate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You agree to protect the young acolytes from religious persecution, and Cloudthief promises to have them ready to move into Silent Hammers by the beginning of next month. Although you are strongly tempted to ask the Feather Drugar to condense their god's presence, or to accept their offer to contact the Eastvile Drone on your behalf, you can tell Ukareem is becoming increasingly uncomfortable with the meeting, so you decide to call it off.
"I think that concludes our business for today. I leave you in peace and friendship... and also with a warning; Beware the demonic masters of the drow. The prophecy of embers has revealed their plans to me, and what they seek to achieve will render the plans of your goddess futile."
With that, you rise to depart, leaving a dumbfounded audience in your wake.
---
"What in the nine hells was that about Aurora?" Ukareem demands halfway down the long flight of stairs out of the fortress.
"I just wanted to scare them a bit," you explain, "I read your face, and could tell you thought something was off."
"Scare them a bit?!?!? Scare them?" Your husband rants, "yeah. I read that priest. He was lying through his teeth when he told you they were 'doing the minimum' to steal the sky. But I also read you! You were not bluffing or making something up, but sharing a deep and genuine fear! What in the nine hells was that about?"
You blink. Clearly your dwarven husband is no fool. "You think I would leave my isolation without a serious reason? I saw... something... in the embers. Something sinister and apocalyptic. But the prophecy was vague, so I don't know exactly what the drow intend to do or how they intend to do it, only that our one hope is a united digger race to stand against them."
The Emperor of the Southernfrost falls silent, pondering the gravity of the situation, so you continue. "Listen. I ask you to not to repeat any of this for now. I'd rather not the Drow and Demons know I am on to them quite yet. I chose you as my husband because I thought you would have the honor to accept your share of my burden, and the skill to help lighten it, but I didn't wish to trouble you with any of this until after I had more concrete information. So, for now, please carry on as if we never had this conversation, okay?"
Ukareem remains silent, but nods in stoic understanding.
---
The party travels back in the direction of Axeltax for five days, at which point the Donna's men pick up wagon tracks which they begin to follow. After two days of this, the tracks lead you into a narrow canyon.
"Opal Elves very paranoid." Donna Sherry abruptly announces, "They know me, but not you. They ambush us here. Talk to me. If they think I use your soldiers to make trap for them, they kills us all. Once I talk them into not kills us all, they take us away to meet leaders. Good plan, yes?"
"What?" Brother Anders exclaims, "No! Bad plan! No! Are you out of your hobbit mind? You are betting the lives of a first freaking digger and a legendary emperor on your talking ability? I have half a mind t-"
"Umm... Guys," Butts in Corporeal Shit-Fang, one of the higher ranking and more intelligent goblin conscripts in the escort party, "Movement on the canyon rim. Looks like Crossbow Elves. Might be too late not to go with the Hobbits plan here."
No sooner than the words are out of the goblin's mouth do at least 400 masked elves appear on either side of your party in narrow canyon. Their leader calls out to Donna Sherry in drowish, who calmly responds in the same language. What follows is five tense minutes of conversation you cannot understand. Ukareem chimes in on several occasions, apparently he speaks drow as well.
Eventually some agreement is reached, and the soldiers on both sides lower their weapons. You, Ukareem, and Donna Sherry are all beckoned foward and blindfolded. You are made to walk blind and uphill for about 45 minutes, before you are instructed to stop. The blindfolds are removed, and you find yourself standing in a small side canyon, well illuminated by glowing fungi, with the Opal Elf leadership and about 50 of their guards.
"I hope you forgive my abundance of caution in getting you here, Smith Lord," Explains a particularly tall and wispy looking specimen in perfect dwarfspeak. Her skin is a sickly green and her head completely bald, but other than that she appears no different from the standard drow. "By law of the Beetle Queendoms, my people are slaves. Worse than dirt. They find the very thought of us making a living without them, much less a profit, to be utterly abhorrent. There are many who would take my life, or worse, my wealth."
She approaches with an outstretched hand, "My name is Truffle Jial, Princess and Coinkeeper of the Free Opal Elves of the Trollish Wastes. I must apologize for my unfamiliarity with digger lore, but if Donna Sherry makes you out to be a big deal, I believe her. Some sort of legendary smith is it? I could use you... to make myself and my clan wealthy, and the Beetle Queens miserable."
The Princess offers a wicked chuckle, "Now tell me friend, how do you wish to use me?"
You take a second to pause, and activate the World Weld in search of usable feats. This time you are suitably impressed. Each of the two male elves standing behind Truffle has a feat of their own.
The shorter of the two has thick purple hair and is almost built like a digger rather than a drow. The World Weld identifies him as having successfully broken into the palaces of 10 of the 14 Beetle Queens, and stolen 7 Drowish artifacts in these heists.
The taller Opal Elf catches your attention even without the World Weld's help as strapped to his back is a Blunderbuss, a type of rare artifact made only by the late first digger Ovusal Blam the Powder Lord and his descendants the Soot Sprites which harnesses the power of sulfur to spit storms of deadly metal. The World Weld identifies this elf as possessing two feats; He produced children with a Beetle Queen and had them declared legitimate in spite of their inferior blood, and he managed to hold the Storm Dragon Varriebreath hostage until it turned over its hoard as ransom.
"Stick to enslaving goblins, they are weak willed.
Putting any other race in chains is just a good way of making enemies."
-The Goblin Driver's Guide, by Mace Queen Underealm
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who has met with her mother and is traveling back home to Silent Hammers.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Avaible for 108 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x11 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x13 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x15 (+3 Per month for 108 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
"I intend to expand into the Trollish Wastes, claiming its land and people so that I may use this place as a staging area to harass the Beetle Queendoms. Eventually I seek to conqueror them wholesale." You explain, "The more useful you are to me in these endeavors, the more favor you might expect from me."
"Sounds promising," Princess Truffle admits, "but I deal in specifics, not vague promises, so what can I do for you?"
"Are you interested in protection?" You ask, "So you don't have to slink about these cliffs and canyons?"
The Opal Elf nods, "I wouldn't be opposed to it. If you were to build a fortress out here, we could keep it staffed and garrisoned for you in exchange for letting us use it as a headquarters and storage depot."
"Alright then," you continue, "thats good to know. But moving on to the main issue at hand; I need coin and resources to get established. Would you be interested in providing a loan or purchasing an artifact?"
The Opal elf grins. "I think we could work something out? What kind of artifact do you have in mind?"
You return the smile, and gesture at the taller male elf behind the princess. "That underling of yours is carrying a Blunderbuss. It likely took the Soot Sprites 3-4 years to make such a toy. I could make an artifact of comparable power in one or two months, or something powerful beyond your comprehension if given closer to a year."
"That is a bold claim." Truffle Jial replies. "If that is credible, I would be glad to purchase or accept one of your artifacts as colateral for a loan. You must forgive me, however, for being a skeptic. I was taught by my formothers to never part with coin until I know both the seller and goods are for real. Come with me. I have a proposal for you."
The Princess bids her guards to stay behind, and leads you down a small passage. After several minutes of walking, you are in a decent sized chamber full of exotic materials.
"Take a look around." She challenges, "All this comes from a high druid of one of the Pinewoods surface elf tribes, who took a loan from me and couldn't pay up. That was a few years ago, and I still can't find a buyer for the contents of his storerooms. Here is what I propose: Take what you need from this room. Within six months time, deliver to me an artifact that I may sell to prove you are legit. Do this, and I will give you the rest of what is in this storeroom to you as payment, and know your worth as an artifact maker for our future dealings."
Your eyes wander the shelves. "Any requests for the artifact?"
"Not really. I'm just going to sell it." She explains, "Likely to one of the Digger Lords in the greatwall cities. I suppose if you can put some nasty hidden curses on the thing, I'd be willing to sell it to the Beetle Drow instead."
Opal Elf Storeroom Contents:
x35 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x35 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x40 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x10 Wraith Leaf (A magical resource used in elfish poisons. Artifacts made from wraith leaf harm the living and empower the undead)
You consider the haul, and find it a pretty decent deal for a few months work. Running the numbers in your head, you could definately make an artifact with two material components within the six month time limit. You could safely do three components if you stuck to metal working and used only the Plum Copper and various metals from your home stash. These of course are safe estimates; In all likelihood you could pull off three components or four metal components within the time limit.
Of course there is also the matter of what feat you might use to inscribe upon the artifact. Unless you are using your own feat, or a feat earned by somebody else through use of one of your artifacts, you have to make a good faith effort to deliver the new artifact to the inscribed feat-holder to properly and completely recover from your creative trance. This means you must either use one of your own feats for this task, possible revealing information about yourself if the end buyer can read digger-text, or ensure the contract stipulates that one of the Princess' feat endowed followers be the one to actually receive the goods from your delivery people.
Obviously you have one more tribe to meet with, and perhaps the Eastvile Drone as well, before you have the opportunity to actually make the artifact, so if you accept the deal I only need to know what resources you are taking with you for now. Also, do you have any other business to bring up with these Opal Elves before moving on?
"What makes the Skin Cutter Nymphs unique among the bedroom killers is that they truly love their victims.
They only kill because they truly believe their lovers are better off as upholstery than as troubled mortals.
I suppose that if the rumors are true, and that their crafts remain self aware, their outlook is not altogether wrong;
Sign me up for an eternity as some ageless, promiscuous, and omnisexual beauty's undergarments or bedding."
-'Killer of the Season: Subterranean Flesh Strippers', Gentleman's Quarterly, Issue 8 - 3
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is presently teaching her child how to safely mix and apply poison to a blade.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 107 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x17 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x15 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x1 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x18 (+3 Per month for 107 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x25 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
"I think all I will need initially from this room is a bit of that singing wood," you declare after some thought. You are not sure what you wish to make quite yet, but are fairly certian it will be an artifact to boost some digger lord's social skills, using either you husband's or the tall opal elf's social feat as fodder.
"Very well," Princess Truffle declares, "then we shall go and draw up the contract."
---
You have Ukareem negotiate the exact contract for you, and you find the terms to be profitable, if not a bit harsh should you fail to deliver. The Opal Elves will front you one unit of singing wood, which you will include in an artifact to be delivered to them within the next six months. In exchange, the Opal Elves will turn over the rest of the resources confiscated from the Pinewoods elves to you, and pay you 15% of the sale price if they manage to find a buyer for the artifact within the next five years. Should you fail to provide the artifact on time, you forfeit your right to a 15% cut and must pay the opal elves 3 Wealth or 5 Magical Resources for each month the artifact is late should you wish to recieve the stockpile. You manage to include in the contract that Nazier Wildshroom (the tall one with the firearm) must be the one to accept delivery, freeing you up to use one of his feats if you so choose.
Both Princess and Smith Lord sign the document, which is wittnesed by the halfling Donna Sherry. All parties involved receive a copy. Hands are shaken, singing wood is loaded onto the hobbit's wagons, and your party departs the narrow canyon.
---
As you travel, you spend more time talking with Ukareem. You explain that he may wish to leave your side once you return home. The prophecy of embers revealed that your first child is fated to chase down and somehow try to obtain the artifact you were making while he was conceived, developed, and birthed. "Perhaps your heir should wait until I have time to make an artifact that I can give to you or him as a gift. That way he dosn't do anything stupid to try and get it when he grows up."
Ukareem laughs, showing the traditional dwarven bravado that he does his best to suppress when those not of his race are around. "Please! Send it far! If he isn't able to pry an heirloom from some damn drugar, he isn't worthy to rule the empire his father and grandfather built!"
---
Your last planned stop is to visit with a small pod of skin cutter nymphs, a race you have studied in depth due to their frequent production of artifacts. They are an ancient fey race, far older than you and the other first diggers, and are said to have invented tanning and leather-work. They are said to produce their crafts by skinning their mortal lovers alive and compelling their souls to remain in their flesh as it is tanned and cut. Most fey creatures and races that appear to by hybrids of beasts and humanoid females are of their creation, and they themselves are said to be great cavern monsters stuffed inside of woman shaped artifact leather outfits.
The pod actually dwells very close to Silent Hammers, living just beneath the far shore of predator lake, which borders your city-walls. As you aproach a seemingly long and narrow stretch of tunnel near your destination, Donna Sherry speaks up. "Tunnel is Fay Maze. Once in, we at their mercy. Usually long tunnel passes and we meet pod in less than minute. Is cool, no?"
---
Three hours later, you find yourself lost, alone, and fusterated. Despite following directly behind the Donna's men, and being shadowed by your own troops, you somehow managed to lose everybody. Just as you are about to give up hope, you spot a strange figure before you.
He is human, male, and completely naked. His skin is tattoo'd into labled sections, like one of those diagrams depicting which cuts of meat are extracted from which parts of a livestock animal's body. The labels are written in a fancy form of fey script which you can't quite understand, but you are pretty sure most of his torso is labeled 'bedroll' and his forehead 'daughter'.
The man bows before you, and speaks in perfect diggertounge. "My mistresses extend their apologies Smith Lord. As your craft-work is vastly superior to their own, they do not feel worthy of being in your presence. As such, they had to isolate you so that they might buy drugs from the hobbit and trade stories with your husband."
He gestures over his shoulder, and another figure emerges from the shadows: a female drow, just as naked and marked up as the human. She carries a large basket, which she leaves at your feet before vanishing as quickly as she appeared.
"As tributes to the mighty Smith Lord, my mistresses offer three gifts and three instructions." The speaker explains as you go through the basket, which contains nothing more than three large chunks of thin leather.
"The first gift is the flesh and soul of a brave elf sailor, who won the hearts of my mistresses by braving the storm they conjuored to punish his people. The first instruction is to take this sailor and work him with your deft hands and other treasures to make an artifact garment, the size and shape of a female hill giant. Then you, or the person whose deed is inscribed upon the garment, must travel to predator lake, capture a live dire orca, and force the beast into the artifact. Do this and the beasts of predator lake will yield to your whims."
He frowns, noting the shock on your face. "My mistresses apologize for not seducing you, if that is what troubles your heart. Your craftskill is too great, and your fate to heavy, for them to grant you peace and eternity by their knives."
"No... no... Its not that. Go on with the gifts."
"As you wish, Smith Lord," the human continues, "The second gift is the flesh and soul of a human princess so chaste and virtuous that she submitted to the knives of my mistresses without even partaking in their pleasure beds first. The second instruction is to take this princess and work her with your deft hands and other treasures to make an artifact garment, the size and shape of a female digger. This artifact is to inscribed with the great deed of one of your own children, who walks a wicked path or faces a grim destiny. Make the wayward offspring wear the artifact, and they will be struck down, and at once reincarnated as a fey being, purged of all ill fate and intent. Your reborn daughter will be kin to both yourself and my mistresses, which will allow them to make her their queen and become your vassals."
"If the thought of visiting a fey people and leaving unpleased breaks your heart, myself or any of the other knife-ready would gladly show you around the bedrooms and pleasure chambers," He adds, continuing to misinterpret your reaction to his claims.
"Diggers don't seek pleasure outside of marriage, boy," you snap, "Now what is the third gift?"
"As it pleases you... The third gift is the flesh and soul of a dwarf champion so loyal that she demanded my mistresses spare her liege and seduce her for the knife instead. The third instruction is to take this champion and work her with your deft hands and other treasures to make an artifact garment, suited to protect one of your own loyal underlings from harm. Inscribe this artifact not with a mighty deed, but with a statement of your own will to survive. You shall never have to question the loyalty of the first champion who wears this artifact, and unless you take excessive risks with their life, they will stand at your side at the dire moment your are preparing for."
"...Are you sure you don't need some private attention?" He asks, still misinterpreting the look of awe on your face, "If people are not your thing, my mistresses do keep a handful of particularly well endowed unicorns."
"Yeah..." You sigh, "I'll be leaving now." You pick up the basket, turn away, and find yourself at once surrounded by your husband, troops, and halfling friend.
---
You arrive back home a little more than 24 hours later. You spot a strange wagon parked outside the building where you live and hold court, and a strange black and yellow hornet person standing next to it. "Oh Smith Lord!" he calls, "Over here!"
For some reason, your guards completely ignore this, causing the speaker to laugh. "Invisibility magic. You are the only one who can see me or my things right now. I was told by a particularly delishous messenger that you were looking to see me? How could I pass that honor up? As an artifact collector, I am a huuuuuuuuuuge fan of yours darling."
The creature, who you now assume must be the Eastvile drone, produces a Bronze scepter encrusted with diamonds, bloodstone, and dire mamouth hoof. "You recognize this, right? See, hugeeeeeee fan!"
You recognize the scepter of course. You spent nearly a quarter century making it back before the World Weld sped up your artifact production. Digger's Lament was crafted for Yurzi the Lord of Pyromancy. It was an apology of sorts for... failing to let him down gently... when he proposed marriage to you at the massive 1500th birthday party the first diggers threw for themselves at the oven of origin. The various colored diamonds provide a slight enhancement to almost any magical school one could think of, but it is the other components that worry you now. The Bronze enhances fire magic greatly, the bloodstone make it particularly lethal to diggers, and the hoof allows any spell cast with the device to strike with the phyiscal force of a charging mega beast...
Assuming his skill in Pyromancy is even decent, the Eastvile Drone could easily decimate both your city and its population by combining the scepter's power with his illusion magic to avoid counter attacks.
"I was soooooooooo glad when I found out you were my new neighbor," he exclaims with a devilish grin as he saunters up to you, wraps his three right arms around you in a 'friendly' manner, and casually rests the business end of his artifact scepter several inches from your face. "We are going to have so much fun together, darling!"
"Let me guess," you reply, trying and failing to maintain stoic composure, "you want me to fix an artifact trident from before the dawn of time?"
"Wow!" He exclaims, applauding with two of his right hands, "You are already reading my mind! We must have been made to be best friends!"
The Eastvile Drone escorts you to his wagon, to show you the goods. The Trident is massive, fit for somebody 30-40 feet tall, and severed into three pieces. It is decorated with lead, platinum, and a strange icy-blue substance suspect is Bitfrost, the ice of the anti-gods that covered the earth before creation. The weapon itself is made of a metal that is yellow-gold in color and (rather shockingly) completely unknown to you.
Considering the problem of repairing it, you have two options. The first, and more mundane solution, would be spend some time studying the material before drafting a plan to fix it. Assuming the material can be worked by heat and hammer, you would likely need a foundry and a few LU of workers to actually carry out such a large repair job in a reasonable time frame. Perhaps you could use this opportunity to extort construction materials and labor out of your new 'friend'.
The other option would be to reforge the artifact as your own. Between the might of the world weld, and your skill at entering craft trances, you have no doubt that inscribing a feat would allow you to master the materials that make up the trident, reforge it down into a weapon of more manageable size while still retaining its magical properties, and add materials and properties of your own. This route comes with two distinct advantages; First and foremost, it would allow you a degree of influence and surveillance over the clearly dangerous Eastvile Drone. Secondly, shaving it down to a size he could use would leave you with spare materials. The downside here is that, since this situation is so unique, you have no way of knowing how long you would be entranced for.
The very thought of working on such a project fills you with glee, despite the behavior of your sponsor, and also refreshes your resolve. "Impressive toy." You reply with a solem nod, "I'll think about helping you with it." With that, you pull yourself free from the drone's embrace and enter your lodgings.
"Don't keep you biggest fan waiting for too long, darling!" He calls as you walk away, waving the dangerous scepter in your general direction.
---
Soil Survey Progress Report:
Progress is moving faster than expected, my queen. It turns out, when you attempt a soil survey in a town full of diggers restless and eager for employment, children, elderly, and those with spare time volunteer to provide extra labor! I am pleased to report that the survey is 6/10ths complete!
-Foreman Blackspade
Progress Report from Brick Caravan:
Fucking useless piece of shit goblins!
What I mean to say, pardon my gnomish, is that your husbands should have sent us more overseers. 1:5 LU drivers to slaves is not a great ratio. Some of the dumb peons slipped away from the group while we were in Goldears, and started stealing fancy garnets off of clotheslines. I was able to talk the humans out of imprisioning our workers, or worse, but the whole debacle cost us time and money. We were only able to ship half the haul, and will still need a full 9 LU to finish the job next month. I also had to call upon your court to send me two Wealth from the treasury to pay the fines our simpleminded peons incurred. I'll make sure our other workers pitch in on babysitting duty next time.
-Kang Wretchedfence, Caravan Leader
Labor Report from Dung Heap Farm:
Labor continues, crop yield meets expectations, whores are still present. One of the more prudish hobbit workers finds the Pubic Eyeball epidemic so horrifying, that he is trying to pass the hat around to hire the Assassins guild to handle the prostitutes. So far he hasn't had much luck, but I find his efforts amusing nonetheless.
-Phalanx Officer Lexington
Monthly Report:
-Silent Hammers was prepared for the were-eagle attack this month and damage, both to population and structures, was minimal. There were four this time, and only one was slain, so another round is to be expected next month.
-It is believed that everybody injured by the eagles has been properly quarantined, although your advisors note that Silent Hammers lacks a dedicated dungeon that could actually hold an angry werebeing. It is recommended you either kill the patients, or bargain with Count Chance to keep them in his dungeon.
-Ukareem is rather upset that his wife is living in a werebeing infested town, and is willing to provide the labor and materials to construct a cloister were you can train werebeing hunting monks. You just need to select a spot for construction.
-Prince Neptune has crafted you a fine set of full Bloodstone Plate Armor with a sturdy pike. Bloodstone is comparable to Iron in terms of material quality. You decide to keep the gear for now, as you'd likely waste months trying to make it just so if you decided to craft your own non-artifact armor. He claims to have been chatting with goons from the Hobbit Mod, and now puts the cost of his Gem Forge at 12 gold, factoring in the mercenary labor required to run the remaining humans out of town and demolish their homes to make space for his project.
"Nothing good ever comes out of the Eastvile."
-Popular Saying among the Drugar of the Greatwalls Alliance
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is presently teaching her child how to safely mix and apply poison to a blade.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 107 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x17 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x15 Wealth (+1 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x1 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x18 (+3 Per month for 107 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x25 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You send word to Branding Iron that you would like to discuss 'cooking for' the other Hobbit Dons. His reply, although not what you are expecting, is rather enlightening.
Reply:
Friend,
Did Donna Sherry not tell you what she was up to while you were traveling? She didn't tell me exactly what she... plans... to do, but I know she is in contact with somebody at the Royal Court of Bedlamb, and that she is confident that this person will provide her with the overwhelming force needed to... handle... our shared concerns. That you didn't know this worries me. Perhaps the Donna is going behind the Bloodlord's back to deal with one of his underlings, and fears that you would tip your husband off.
Either way, we have eight months to plan our move, as that is when the next meeting of the dons occurs. It is to my understanding that one of the items we will vote on is a proposal to have me... cook... for you. If that happens, I will be forced to play my hand, and I'm quite sure Donna Sherry will leave me... high and dry... if she dosn't have her support from Bedlamb by then. I think my play at that point would be to have Mril-Minda kill the others, and pray that my... friends in high places... help me to survive the anarchy that follows.
-Samwise Huck
Aside from putting a potential time limit on any scheme involving the Hobbit Mob, this letter also paints the people sent to your court by the Bloodlord as likely canidates to be Donna Sherry's spy.
---
You sit down with Ukareem and Brother Anders for a proper briefing regarding werebeasts, and are not terribly happy with what you learn. Unless powerful, oftentimes wicked, magics are involved, it is impossible for most werebeings to ever gain control of their transformations and behavior; Only those with a beast form known for low fertility or sexual potency, such as a mule, liger, or panda, can be tamed. Unless you start making them all artifacts, or seek the aid of a powerful wizard, it is best to give the afflicted a quick death or sell them off to those who would be interested in experimenting upon them.
Eventually you decide to send Ukareem to meet with Count Chance, talk him into holding the quarantined citizens for a month, and at least broach the topic of purchasing Faust's Valley from the humans. Your husband returns the following morning without the quarantined citizens.
"Count Chance has agreed to take the quarantined citizens. The unaffected will be returned next month, while any actual were-eagles will be sold to various druids and mages. I talked Count Chance into splitting the profit of any such sale with you." He explains.
The Emperor frowns as he moves on to the other issue you had him discuss. "As for the purchase of Faust's Valley, the count informs me that he would require the blessing of his king, which he doubts he can get, to sell that much land to a non-human. He could, however, contract with you to develop and defend the land for now, and discuss actually selling it to you after the civil war when he himself is king."
"What are his terms for a contract?"
The Emperor shrugs, "He wishes to see your proposal for what can be done to the valley before negotiating specifics. I suggest you survey it, and run the results past one of the Scholar-King's engineers."
---
You call Prince Neptune to your chamber. "I appreciate the gear you made, and find your work to be acceptable, but I can't have you just running the humans out of town. They were here first."
"T-then where do you wish for me to build, Smith Lord?"
"I'll have to figure that out, but we will know soon enough." You assure him, "Trust me. As for the price, however, could we get it cheaper if I were to provide the building materials?"
"Umm.... erm...." Prince Neptune stammers, "I... I don't think so. I negotiated with a bunch of Opal Elves in the Trollish Wastes. For 10 wealth they agreed they would provide building materials and labor to construct the building, as well as smuggle in a bunch of hard to get Gemworking tools from the Beetle Queendoms. I... I would rather not renegotiate that contract. Those Opal Elves kinda scare me a bit... well actually they scare me alot."
---
Looking out your window and seeing that the Eastvile Drone is still waiting outside your apartment with his dangerous scepter, you decide to head out and bargain with him.
"You can put Digger's Lament away. I know you can't afford to hurt me. The materials that make up your little trident are unknown even to me, so I'm quite positive that nobody else in the world would even have a hobbits chance of fixing the damn thing. You are going to have to negotiate like a gentleman if you want my aid."
"Oh?" He asks, "Who's to say I need the citizens and infrastructure of this city in one piece though? I could threaten them... but I don't think I will."
He tosses the artifact into his wagon, and contorts his mandibles into a grin. "I didn't expect to control you, darling. I had to try though. Domination is in my nature... On that note I could offer you something in return for your services."
"What did you have in mind?"
The grin of the Eastvile drone grows wider. "One of the creatures I have dominated is Tromlux, one of the nasty demons worshiped by the detestable yet delicious drowfolk. Tromlux is bloated with power from the worship the drow give him, and I would say he is more than strong enough to take on just about anything native to this realm."
"And you would just give him... erm it... to me"
"Oh heavens no!" The Eastvile Drone laughs, "I would use it to earn you some truly powerful raw materials to work. You may not be aware of this, but a Red Dragon frequents your city in the guise of a female halfling. While in town, it lives with Grandson of one of Donna Sherry's enemies just outside your walls. I would put runes of protection on the city walls to stop the fight from spilling inside your town, and then order my demon to slay the dragon. You get dragon bits to work with, and any halflings we don't warn ahead of time will get squished in the crossfire! Just the thought of that carnage makes my hearts go all pitter patter!"
---
Unless you guys request alot more dialogue interaction, or change your mind about crafting a Marble/Singing Wood artifact, next turn will skip 2-3 months.
"Wildshroom's offer offended Beetle Queen Corruptspike to the core,
but she needed money and he controlled a dragon's hoard. She had no
doubt that her blood was pure enough to hide the shameful linage of
the proposed offspring, and even less doubt that their fully drow half
sibblings would destroy them anyway in the cutthroat game of drowish
succession. Flawlessly masking her utter revulsion, she accepted the
proposition and lead the crafty rouge to her bedchambers."
-Inscribed upon The Song of Gunsmoke
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is presently teaching her child how to safely mix and apply poison to a blade.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Not yet wielded by a permanent owner.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 105 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x16 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x23 Wealth (+2 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
-1 Quarry
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x23 (+3 Per month for 107 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x20 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
"I don't think that works for me, Drone. I think I might be able to make an ally out of that dragon yet... But I am glad you are were willing to make such an offer. It shows what this trident is worth to you."
The Eastvile drone frowns, and you continue. "I already have a contract in place to make an artifact for the Opal Elves, which should keep me busy for a few months. But if we come to terms, I think I can help you after I'm done with that. Do you have any reason to keep the trident as big as it is? I *should* be able to trim it down to a size suitable for you when I reforge it, which means we could count the leftover material as part of my payment.
Your words wipe the smug look off the drone's face. "You can make an artifact in a matter of months? YOU CAN STRAIGHT UP REFORGE THE TRIDENT? Great Durkim Below, that is straight up impressive darling."
"The legends about me are mostly true. You boast, "and I've recently become far more powerful than even they might suggest. Behave yourself, and come back in a few months with a better offer."
"I will do that. I'll come back with the measurments so that one of my colonies larger soldiers can use the thing. My weapons of choice was never the trident..." The Eastvile drone admits as he saunters back over to his wagon to pull out his scepter, which he playfully points in your direction once more. "Just be careful. I already admire you, but if you keep this up, I may wind up respecting you."
---
You gather your court, and explain that once again you intend to enter a trance and make an artifact. Since you doubt there is any way this process will take you any more than four months, you convince Ukareem to stick around and rule Silent Hammers in your stead, even if you should fall pregnant while working. You then explain your intended objectives for the next few months, select your finest sample of marble to complement the singing wood you aquired from the Opal Elves, and retire to your workshop.
---
Time passes quickly while you are in the trance, but so does progress on the artifact. As you complete your project and begin to recover from the trance, you make several observations; First, you appear to be in the early stages of pregnancy, second, a little more than two months have passed, and third you fanatically clinging to an anklet made of singing wood and decorated with marble.
The Song of Gunsmoke:
This Singing Wood Anklet is adorned with marble images of drowish queens being defiled my members of various other races. When exposed to enough light, the artifact softly sings and moans like a drow in the throes of pleasure.
The wearer of this artifact has their social skills greatly enhanced while they are dealing with somebody far above their social station. The brighter the artifact's surroundings are, the more irresistible the wearer becomes to those who would normally be interested in someone his/her race, gender, and bodytype. Bastards and half-breeds conceived while either parent is wearing the artifact are born with exceptional health, beauty, and luck. The wearer of this artifact my corrupt, assimilate, and easily gain possession of lesser artifacts not tied to the World Weld.
As you continue to emerge from the crafting state, you arrange for food to be provided and order 5 FU of human phalanx to deliver the freshly minted artifact to Nazier Wildshroom at once. Then you call upon your court to learn what has transpired while you were occupied.
Progress Report from Hobbit Caravan:
The route was interesting. First we traveled through the Pinewoods to reach Pine Hills, a region of The Southernfrost where hill giants live. There we found an ancient ruin built by the stone giants, which a bunch of hobbit 'archaeologists' were busy plundering. The 'archaeologists' loaded a bunch of Iron, Steel, and Mithiril statues onto our wagons, and once this was done we turned around and retraced our steps. On our way out of the Pinewoods, we encountered a few small raiding parties of nasty local elves, but they were quickly put down without significant causalities on our part.
Once we exited the woods, our caravan crossed the Kingdom of Narm to reach the city of Inferno, they royal capital where King Razor makes his home. The halflings living on the foothills outside of town have set up smelters and forges to provide for all the crime families in the entire region! The statues were exchanged for weapons and ingots, which we returned to Branding Iron. The Don has allotted you a cut of Iron and Mithiril bars as payment for our services.
-Princess Myguwen
Labor Report from Dung Heap Farm:
Labor continues, crop yield meets expectations, whores are still present. We caught some ferral goblins snooping around last week. Under interrogation, the captives told us that some of the Hobgoblins in their tribe wish to kidnap and rape some of my female soldiers in hopes of producing new Bugbears. I turned the captives loose, so that their tribe would know I was wise to their plan. Hopefully that will be enough to prevent an attack, but extra guards would be appreciated for the next few months.
-Phalanx Officer Lexington
Progress Report from Brick Caravan:
Last month we were able to finish hauling the previous brick deal without incident.
This month, me and my dwarven colleagues were able to find three potential brick deals for you to consider:
-A Brickyard in Goldears offered to sell us 20 Brick for 7 Wealth. The seller would be willing to handle the shipping on this deal.
-The Count's men are auctioning off the assets of a bankrupt construction firm, and their are two lots which we may consider bidding on; The first lot consists of 75 Units of Brick. The second lot consists of 60 Units of assorted appraised woods, some of which looks to be of the rare elfish variety. If we win either lot, we would have to either handle shipping ourself or pay a 5 wealth shipping fee.
-A wandering wizard would be willing to trade bricks for magical military resources at a 7:1 ratio, or 5:1 with shipping included. He reckons he will be in the area for three more months.
Oddearth Cliffs Construction Report:
Slave and citizen alike bowed to the crack of my whip, and a mighty quarry was constructed in your name master! Reports of strange rocks found in the area prove true as well! We have struck common rock, limonite ore, sulfur, and wicked salts! The latter is particular good news, as the peons love wicked salts! ...Although I have a feeling that the presence of this mineral here will draw feral goblin raids if left unprotected. I suggest installing a tower at once.
-Slave Driver Terrorgrin
Soil Survey Results:
Here is our report on each main section of the city. Our report divides the town into City Center, North Slope, and Southern Flats. These there areas each assume a degree of digging under the neighboring bits of the Ring of Toil and Ring of Leisure.
City Center: The soil is rocky and stable here. We could dig out an new neighborhood with 5 improvement slots for 40 LU of effort. It also seems likely that we have a vein of common decorative gems under this neighborhood as well, and for the same amount of LU we could add 3 improvement slots and a mine shaft instead. Either way, our digging effort will yield some stone.
North Slope: The soil is rock and stable here. We could dig out a new neighborhood with 5 improvement slots for 40 LU of effort. Some of our surveyors are of the opinion that if we forgo digging here now, we might be able to use this space to drain predator lake right into the lands of the Beetle Queendoms with the scholar-kings help later, if a destructive mega-project suits you. Any digging effort will yield some stone.
Southern Flats: The space available underground is large, but the topsoil is deep and unstable. We could dig out a new neighborhood with 20 improvement slots for 250 LU of effort and 50 Construction resources to serve as support. Our digging effort will yield some stone, but likely not enough to recoup construction resource costs.
Faust's Valley Survey Report:
Construction Types:
Surface Farm - 10 Construction Resources to Build, 0 Wealth per Month Maintenance. Allows you to send Labor Units of Population to acquire food. Yields vary greatly compared to underground farms. Amount of food given varies by location.
Fishing Village - 10 Wood Construction resources to build. Can only be built in the Predator Shores. Workers assigned to a fishing village are permanently housed there, and provide food for themselves and others.
Monument - 15 Construction Resources to Build, 0 Wealth per Month Maintenance. Erecting Monuments to the great deeds of yourself or your artifact wielding heroes deepens your understanding and control over the World Weld.
Watchtower - 20 Construction Resources to Build, 0 Wealth per Month Maintenance. Houses and Defends up to 6 FU of Soldiers.
Quarry - 30 Construction Resources to Build, 1 Wealth per Month Maintenance. Allows you to send Labor Units of Population to acquire rock. Amount and type of rock given by a quarry is rolled when quarry is first constructed.
Claypit - 10 Construction Resources to Build, 0 Wealth per Month Maintenance. Allows you to send Labor Units of Population to acquire clay. Unlocks Brickyard improvement for your city.
Fortress - 50 Construction Resources to Build, 0 Wealth per Month Maintenance. Houses and Defends up to 15 FU of Soldiers.
Dark Fortress - 50 Construction Resources to Build, 1 Wealth per Month Maintenance. Houses and Defends up to 15 FU of Soldiers. If a Bugbear or other appropriate magic user is stationed at a Dark Fortress, it produces Goblin Slaves.
Scouted Locations:
Predator Shores - Few people have the guts to live near Predator Lake, but fishing villages here can be profitable until the wildlife wipes them out.
Faustian Plains - The low lands that make up the majority of the valley. Unstable soil means complications are probable when building large things, such as fortresses, here.
Dread Swamps - Wetlands on the southern edge of predator lake that are home to man species of man eating beast, as well as the dangerous and drow aligned descendants of the rebel wizard Faust. The vile soil here is good for growing several varieties of magical plant.
Faust's Foothills - Mineral rich hills completely controlled by the dangerous and drow aligned descendants of the rebel wizard Faust. The mountains just beyond these hills are unclaimed by the Kingdom of Narm, and also likely crawling with rebel wizards.
Northern Estates - Human nobles attempted to grow woods to serve as game preserves here several decades ago, only for elves to move in and drive them out. These elves are aligned with the commerce hating Pinewoods Tribes, and connected to them by underground tunnels. The Pinewoods Tribes use this location as a staging area to raid the Beetle Queendoms, and could easily use it as a staging area to attack the rest of Faust's Valley if they chose to do so.
The Blood Pits - A location where cinnabar and fire salts can be extracted via quarry. Elves from the Northern Estates and Faust's rebel wizards fight over this land tooth and nail.
Monthly Court Report:
-All but one of the were-eagles have been killed. Their attacks over the last few months have caused little to no damage.
-Count Chance has managed to sell the individuals revealed to be were-eagles in quarantine. You have gained 4 wealth.
-Trumil has tracked the sorcerer down to a human run boarding house in the Southern Flats. She suggests sending somebody with mundane detective skills to narrow it down further, or allowing her to strike down everybody under the roof with a foul curse that cannot be traced to you.
-Since you have fallen pregnant, Ukareem is planning to leave your side within the next week or so. Now would be a good time to wrap up any busniess you have with him, such as planning that monastery.
-A small band of Tiger Heads, a hated digger minority race, attempted to visit and pay you homage, but their presence caused the local population to riot, so Urist the Lefthanded drove them out of town. They have apparently found refuge in Goldears for now.
-Mysterious Drugar, dressed as nobles, have been spotted around the hobbit holes and drug runners guild just beyond your walls over the past few months.
-Those who worked on the quarry are complaining because the Hobgoblin Drivers took charge of the project in its second month, and proceeded to abuse all their workers, goblin or otherwise. As there were no humans present to suffer the abuse, the Phalanx guard chose not to get involved in the matter.
"If time is the salve that heals all wounds,
Money is the potent healing magic that mends them quickly."
-Inscribed upon the Doors of the Great Dwarven Bank
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is presently preparing for her next trip into the Beetle Queendoms.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Not yet wielded by a permanent owner.
Known Mortal Family:
(Husband - Present) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 105 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x16 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x21 Wealth (+2 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
-1 Quarry
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x23 (+3 Per month for 107 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x20 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You pay a visit to the local dark pits, and have all the Hobgoblin drivers gathered to hear your address. You open by congratulating their hard work, before reminding them that not everybody assigned to work under them is a weak-willed goblin peon. "Us diggers are willing to work hard, but we do very much value breaks to sleep and enjoy some good ale, and are not so keen on 'motivational' beatings. If you lot find yourselves in charge again, keep that in mind. Next time I'll give the guards permission to beat you back if you mistreat non-goblins."
The Drivers all nod in agreement. Some even apologize.
---
Back home, you summon Bort and instruct him to distribute two units of wealth from the treasury to those who were abused by the goblin drivers. The Hill Giant nods, and crawls under the tiny door to your chambers to go carry out his duties.
---
You ponder your options for following up on Trumil's investigation. Prince Neptune is the first person who springs to mind, as he was at one point responsible for running his father's dungeons. His methods, however, would likely involve rounding up everybody in the boarding house and tormenting them until the sorcerer spills the beans. It might just be more humane to round them all up, ship them to Count Chance, and see who turns into a were-eagle should you choose to go that route.
Although she lacks the social skills, your personal physician Liula may know enough of anatomy to pick out somebody with sorcerously unusual ancestry based on physical appearance. Liula, however, is only 55, which for an elf means she is barely out of childhood; A skilled sorcerer could pose quite a serious threat to her, but then again the same is true for almost anybody.
You could, of course, tackle the problem with a larger-scale solution, and deploy several LU of your more educated citizens to get to the bottom of the sorcerer's identity.
---
While trying to sleep, you spend some time pondering the Tiger Heads. By appearance, they are literally pre-divide diggers with the head of a tiger on their shoulders. They most commonly live in jungles and other tropical areas on the surface, although many amoung their numbers are wanderers and can be found almost anywhere.
Your personal experience with Tiger Heads has been entirely positive. Back in the old days, when it would take you decades to make even simple artifacts, it was members of their race who would most commonly attend to you while you were entranced. During the early days of the bloodwar, when it was feared that either the dwarves or drugar would attempt to claim the Oven of Origin by force, several clans of their kind served as your personal protectors. You would even go so far as to say they bear some responsibility for the World Weld; Tiger Heads are physiologically incapable of normal speech, and thus communicate with roars and writing. It was your desire to communicate with your bodyguards during the war that eventually lead you to first become literate.
The hatred directed towards them stems from the fact that, like many minority races, they were excommunicated from worshiping the digger gods. While this alone is pretty damning, the alternative religion they came up with made matters much worse. As opposed to deities, the Tiger Heads worship artifacts. The chief pillar of their faith is that it is not their purpose to create, but to exalt the creation of other diggers; Because of this Tiger Heads refuse to partake in most forms of honest labor, and most make their livings as criminals and mercenaries. In recent centuries, as fewer and fewer diggers allowed them access to artifacts to worship, the Tiger Heads have taken to actively aligning themselves with enemies of the dwarves and drugar, in hopes of claiming artifacts by force.
Another tenant of the Tiger Head faith, however, is to protect and serve the great craftsfolk among the first diggers, so you have no doubt that they could be trusted if you could get your other citizens to not revolt over their presence.
"I shall make no heirs, so that none will mourn when I give my life to save the emperor's."
-Oath of the Order of Sterility, Verse II
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is presently preparing for her next trip into the Beetle Queendoms.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Not yet wielded by a permanent owner.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 105 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x15 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x21 Wealth (+2 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
-1 Quarry
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x23 (+3 Per month for 107 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x20 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You call Liula and Brother Anders to your chambers, to discuss the situation of the sorcerer and the inn. The young elf is confident that assuming the troublemaker has been a were-eagle for at least half a year, she can identify him by sight without any sort of up-close examination. Brother Anders is likewise confident that he and his monks should be able to protect your physician and apprehend a single sorcerer.
Before they leave, you pull Liula aside and ask for her take on the Pubic Eyeballs outbreak. She pauses briefly for thought before answering. "I... I'm not entirely positive. 80% of the drowish ailments that present with pubic eyeballs are mostly harmless, and through my personal examination of several local patients and considering that we are dealing with something sexually transmitted, I have been able to rule out most of the absolute worst case situations included in the other 20% of possibilities."
"So you think it is harmless then? Can it be treated?"
The young physician squirms, clearly uncomfortable with being put on the spot. "...Erm. I think. My texts and reference materials make it impossible to determine precisely what we are dealing with. I'll likely be able to figure it out eventually, but it will take time, experimentation, and perhaps a few causalities. There is a book, however, that should contain everything I need to diagnose the issue with speed in saftey. It is a rare tome, written by the first digger called Merguth the Mender, entitled 'Index of Drowish Curses and Ailments Transmittable to Diggerfolk'. If you have trouble finding a copy, I could make a pilgrimage back to Blackhearth Academy, where I studied, and take notes off of the copy housed there, but I'd hate to leave your side like that while you are with child."
Medical texts were never your area of expertise, so you don't have the faintest idea as to where you might find a copy of Merguth's book. You do, however, have an idea as to where you might start. Merguth made a pilgrimage to the Oven of Origin about 200 years ago, and since you have not received news of his death since, it is reasonable to assume the author of the book is still alive. You are fairly certain the mender sided with the dwarves in the great divide, so if you ask around your dwarven highborn and those living under Ukareem's rule, you might learn where he is and how to contact him.
---
After demanding a new quarry be constructed, and that your existing quarry and farm be staffed, you make arrangements to travel to Goldears so that you may meet with the Tiger Heads and bid in the silent auctions. Your court insists that you do not travel alone, so a unit of food is spent so that Princess Myguwen and her Elf Rangers may accompany you.
Princess Myguwen is quite confident that between her, her troops, and the train of spouses and offspring who accompany her everwhere, that a proper appraisal of the wood auction lot can be provided.
---
Upon arriving in Goldears, Count Chance arranges for you to be put up in an apartment on the estate of his (much) younger brother Baron Chance, which sits just outside of the city walls. Your host is a generous and military minded young man, but is otherwise unremarkable. Not yet married, he lives with an elfish mistress and her half-breed infant son which he swears is not his own child.
An object hanging in Baron Chance's dining hall catches your eye. It is a tower shield, of apparent artifact quality, made from bronze, gold, and some sort of exotic leather. It is cracked in a few places and bent out of shape, and has likely been in such a state for at least several human generations. You recognize traditional draconic claw-stitching on the leather bits, leading you to believe that a dragon is responsible for creating the piece. Perhaps someday you might offer to repair the shield, and inscribe it with a feat so as to gain a degree of influence over the Baron...
---
Your meeting with the Tiger Heads goes quite well. The group's leadership consists of three members, each of whom is pleased to make your acquaintance. Captain Sweet-Marrow, a Tiger Head in early middle age with impressive white and black head fur, is the band's political and military leader, while his wife, Great Mother Ukareea, handles more mundane day to day affairs. Their spiritual leader is Possessor Truestalker, an ancient digger who wields 'The Second Claw' a simple steel and orc leather dagger you once made for a Tiger Head tribe that attended to you while you created a much more complicated artifact that left you entranced for the better part of a century.
Captain Sweet-Marrow explains that his group is a decent sized independent nomadic band that operates within the Beetle Queendoms, Human Kingdom of Narm, Territories of the Pinewoods Elf Tribes, and The Southernfrost Empire. They make their living as mercenaries and raiders, but their true purpose is to seek out and rescue digger artifacts that they feel have fallen into unworthy hands. Their leadership had traveled to Silent Hammers to initially pay you homage, but were turned away by your guards and citizens.
Great Mother Ukareea explains that she was planning on sending you tribute, and would like to know if you would prefer an offering of food, bronze, pillaged elfish woods, or stolen magical resources.
The Captain happily explains the five divisions of troops at his disposal, should you ever wish to hire them. He explains that he usually hires out divisions for 5 Wealth a month, but for the legendary Smith Lord, any of his divisions would gladly provide a month of service for 3 Wealth.
7 FU of Tiger Head Bandits (Specialize in pillaging trade routes and disrupting supply lines)
7 FU of Tiger Head Barbarians (Specialize in pillaging villages, farms, quarries, and the like)
7 FU of Tiger Head Mercenary Guards (Specialize in protecting unfortified land against raids)
7 FU of Tiger Head Crossbowdigger Guards (Specialize in garrisoning forts and cities)
7 FU of Tiger Head Darkstalkers (Specialize in fighting monsters and magic users)
After some more conversation, you get Possessor Truestalker to reveal to you the list of artifacts the Tiger Head band seeks to 'liberate'. The Holy Digger quickly convinces the Captain that you would be a worthy owner of any digger artifact, and makes Sweet-Marrow agree to provide you with free troops and council should you seek to acquire any of the following for yourself:
-The Tiger Heads seek to claim the Aldersteel Staff, an artifact made by the Red Wizzard Urist Elf-Tamer and currently owned by the Elf Druid Crystilyn, of the Farhill Pinewoods Tribe.
-The Tiger Heads seek to claim Infernal Asphyxiation, a cursed artifact scarf made by First Digger La-Ruum the Dungeon Lord. The Tiger Heads suspect, but cannot prove, that the artifact is held by Lucius Baldwin, your husband Ukareem's human court wizard.
-The Tiger Heads seek to claim the Pike of Storms, an artifact made by an unknown feather drugar. The artifact is wielded by Lord Tygowen, Champion and Favored Mate to Beetle Queen Lugombuo.
-The Tiger Heads seek to claim Blue Dawn, an artifact breastplate of Blue Dragon Scales that you originally made for a fellow first digger. The artifact is currently owned by Count Van Sutton, who rules Cattleland County and figures to be one of Count Chance's rivals once the human king dies.
-The Tiger Heads seek to claim Sulfuric Thunder, the Blunderbuss in the possession of the opal elves.
-The Tiger Heads seek to claim Digger's Lament, the Scepter in the possession of the Eastvile Drone.
-The Tiger Heads are investigating a rumor that one of Don Samwise Huck's goons recently came into possession of a digger artifact of great power...
---
You take your elfish escort down to the auction lots, and get a young human named Harvey Von Stym to show you the two lots of interest to you. Both lots are exactly as advertised. Your elfish companions take a few hours to examine the lot of wood and talk amount themselves before reporting back to you.
"At least a third of that wood is Forest Steel, which a skilled druid can combine with any sort of humanoid or exotic bone to make military gear," Princess Myguwen explains. "This is of particular use to us now, as a druid would not need any sort of foundry or factory to make the stuff. Just give her some guards and laborers, and send her off into the forest to work her magic. If you purchase the wood and the need to arm more troops finds us before the means to do so does, I can write home for a druid to help us out."
The elf then leans in to whisper in your ear. "Also... if you are willing to risk scandal... the human lad running the auction was flirting pretty aggressively with a few of my husbands. I always pity the love lives of humans. They have a drive that almost matches us elves, and a homophobic prudishness that almost matches you diggers. If I were to instruct my husbands to accept his advances, there is a good chance they might convince him to tell us what the leading bids are, or even rig the whole auction in our favor!"
---
A little over two weeks remain before the silent auction concludes, leaving you with a choice; Return home, or spend more time exploring Goldears. The town has a marketplace, military garrison, and several historic and abandoned castles to visit. You could also use this time to get better aquainted with the families of Count Chance and/or Princess Myguwen.
---
What the hell. I usually don't like answering IC questions OOC, but its been awhile and its good to be back, so I'll make an exception.
Questions for GM:
How long is each post in ingame time? Varies greatly from post to post. Some are only a day or two, some represent weeks of travel or months of artifact production.
What are the laws for ruling widows? Widows typically come after offspring and siblings, but before uncles, aunts, and cousins, in the line of succession for most Digger Kingdoms. Bloodlord Haigen has no sibblings, so his kingdom would likely be yours should he die, but your other two husbands have multiple brothers and sisters.
If more than one of our husbands die could we marry again? Custom dictates that first diggers are allowed to marry three times max. Exceptions are sometimes made for those with very few heirs, but in general Diggers view sex as a necessary evil for the production of children only, and believe that even a first digger could be corrupted by more than three husband's-lifetimes worth of intimacy.
Are there non digger races that are compatible with digger races? Fey, and the Elves and Drow who descend from them, are naturally compatible with just about any opposite-sex lifeform. With powerful enough magic, however, anybody can produce offspring with anybody regardless of race or gender.
Are we ageless and can we spawn kids indefinitely? First Diggers are indeed ageless, and can theoretically produce offspring forever. Your husbands, however, are not. Ukareem is 1/2 first digger himself, and only 500 years old; He could easily make another 8-9 thousand years. Emscythe's blood isn't quite as long lived, but he could still be around for another millennia or two. Haigen's exotic bloodlines are poorly documented, so you have no idea how long he might last.
Do we have ANY idea when the drowgeddon happens? Only a vague one. You first saw the prophecy 120 years ago (it took you awhile to make the World Weld). The furthest-away timewise the Prophecy of Embers is known to see is about 800 years.
What are the Neighbors of each area controlled by either us or our husbands and what is the political climate with their neighbours like (war, open hostilities, standstil, neutral, undefined, unknown, truce, alliance)? This one calls for a whole infodump to answer, sorry. I'll give a brief rundown though. Ukareem's land is largely bordered by other Dwarven Kingdoms, who are all at least neutral with him, but his reputation took a serious hit for agreeing to share a wife with a couple drugar. On that note, Ukareem and Haigen share a border, and Haigen is pretty much hostile with all his civilized neighbors except Ukareem. Emscythe is fairly isolated, trapped between the Beetle Queendoms and the Eastvile; The Human Kingdom of Narm (in which your lands lie) is pretty much his only trade partner.
"Let my death, and the death of my victim, serve as a warning:
Physicians invite disaster by dabbling in the trance of creation."
-Suicide Note of Dr. Urist Cleansheets
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is stalking her next victim: Beetle Queen Hashmirth, a rival of her mother's.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Not yet wielded by a permanent owner.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 105 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
1 Force Unit of Weremule Warmonks (x3 Bonus to guarding VIPs, x.1 Penalty against Nickle Silver weapons, does not need food to act)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x15 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and peruse your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x18 Wealth (+2 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
-1 Quarry
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x6 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x23 (+3 Per month for 107 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x20 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x6 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
After spending a night to think it over, you give Princess Myguwen your blessing to send her husbands to seduce Harvey Von Stym, the young auctioneer, for information. "Just make sure I'm not connected with this whatsoever," you warn.
The elf nods, swears she will keep your reputation clean, and departs to spread the good news amoung her family.
---
You get Baron Chance talking about the shield over breakfast. It isn't difficult; He is quite proud of the artifact.
"That is The Frostblood Tower, our most treasured family heirloom." He explains, "It was made from the skin and weapons of a frost giant at the dawn of time, and given as a gift to King Eunice of Bardhill, who founded the Chance Bloodline, for his loyal service. In its heyday, it granted the wielder mighty ice magic, and repelled the inborn magic of sorcerers, giants, and dragons without fail."
"I can see that its power is suppressed by the damage it has taken. Dragon artifacts don't injure easily. What happened to it?" you ask.
"Rakeem the Pyromancer happened. He united the three counties through a combination of force and famine, founding the Kingdom of Narm. My ancestors could repel his magic with the Frostblood Tower, but he owned an artifact of his own, a Scythe of lead, dragonscale, and iron called Peasantbreaker, which proved capable of destroying our shield. The Frostblood Tower was cut into three pieces during the unification war 177 years ago."
"But it is in one piece now..." You muse.
"Indeed. 40 years ago, my father was challenged to a duel by a champion of one of the Beetle Queens. Looking for an edge in this fight, he had the Frostblood Tower taken to the Dwarven Empire of Southernfrost, in hopes of getting the shield restored. He appealed to Ukareem the Silver for aid, and as your eventual husband is no friend of the drow, Ukareem granted his request and had his best smith, Queen Mowsoot of the Charcoal Tribe, repair it. The elf-queen was able to put the fragments of the shield back together, and restore a small degree of its supernatural durability, but was unable to reclaim the artifact's full power."
The Baron sighs. "My father won the duel, but the shield retained damage in the fight. It hasn't seen use since. Five years ago, my brother the count gave it to me as thanks for letting him have the daughter of the king I was supposed to wed. I hope to someday work up the funds to return to Southernfrost and have the elf-queen repair it again. I still have many years left in my fighting prime, so it is not unreasonable to assume that I will get to play a part in the artifact's history."
You can't help but feel a tad embarrassed by the fact that before you came along, your Ukareem's best smith was an elf. You consider the shield, and conclude none of the materials are unfamiliar to you. You cannot be positive, but you are fairly certain that if you had a feat to inscribe upon it and chose not to add any extra materials, you could enter a trance and have the shield fixed up within half a year.
Deciding to take a shot in the dark, you fire up Feat-o-Vision. You are not shocked when neither the young baron nor any member of his court has a notable feat to their name, so you decide to give the city of Goldears a scan in its entirety.
Available Feats in the City of Goldears:
-Somebody living in Count Chance's Palace has mastered the dreaded Cataclysmic Level spell Fire Typhoon.
-The Tiger Head cleric Possessor Truestalker once attended to a birth cursed by a mighty hag so that both mother and child were doomed not to survive. He managed to save both of them through means that were largely mundane.
-Somebody posted on the town walls has personally slain seven dwarven patrol parties from the Southernfrost.
-Somebody at the town market has managed to blackmail a monarch of the anti-commerce Pinewoods Elf Tribes into submission.
---
You meet with the Tiger Heads once more, and open the conversation by bringing up the offer of tribute. You inquire if they might be able to obtain some of the artifacts they are after for you in lieu of sending resources. Captain Sweet-Marrow denies this request, noting that if his band felt they were capable to taking any of the artifacts and withstanding the consequences of doing so, they would have them already. The Tiger Heads will gladly provide troops and advice should you seek any of their quarry for yourself, but cannot get them for you.
After some debate, you agree to recieve small shipments of food and magical resources from the Tiger Heads, as well as their intel files on the Pike of Storms and Blue Dawn, which are furnished at once. You also decide to hire their barbarians to pillage the Beetle Queendoms for food, and write home to request three wealth so that they might get started right away.
Intel on the Pike of Storms:
Artifact Name: The Pike of Storms
Abilities: Weapon of artifact quality. User can cast lightning bolts from the tip of polearm. Weapon can be used to parry elemental magic. Weapon grants heavy resistance against the divine magic of clerics who worship any of the dwarven gods, their aspects, or their descendants.
Creator: Unknown
Current Owner: Lord Tygowen, a drowish nobleman and champion to Beetle Queen Lugombuo. Tygowen can properly wield the artifact to its full understood potential. Tygowen is known for his combat prowess, paranoia, love of the hunt, command of demons, and skill in the bedroom.
Current Location: Tygowen allegedly makes his home in an apartment at the center of the Five-Forks Labyrinth, a series of dizzying and likely cursed tunnels on the land of his mistress and near an tunnel to the trollish wastes. The Five-Forks Labyrinth is guarded by at least two dozen fierce Minotaur, each possessed by a lesser demon under Tygowen's control.
Obstacles to Acquirement: Storming the Five-Forks Labyrinth is not an option. Between the maze and the monsters that inhabit it, Tygowen is known to have defended his home from small armies without aid. To make matters worse, The labyrinth is located near several of Beetle Queen Lugombuo's forts and towers, meaning that any brute force attempt will likely have to face a drowish pursuit and/or counter-attack should they escape the labyrinth with the pike.
Elements in the Favor of Acquirement: Tygowen often leaves the Labrynth to hunt the beasts of the Trollish Wastes or raid its primitive people. Ambushing him on his adventures, or even meeting him in the field with a vast numbers advantage, should easily win us the pike if we can get his travel plans ahead of time. In addition, Sir Maub, one of Tygowen's chief rivals for power within Lugombuo's court is aware of our desire to obtain the pike, and may be willing to aid us if we promise him Tygowen's head and control of the Five-Forks Labyrinth.
Intel on Blue Dawn:
Artifact Name: Blue Dawn
Abilities: Armor of artifact quality. Originally rendered the wearer impervious to damage from all but the mightiest of artifacts and spells, as well as allowed them to replace missing body-parts with ice-constructs. Artifact has likely been heavily tampered with, and its current condition and abilities are unknown.
Creator: Smith Lord Wordfire, First Digger
Current Owner: Count Van Sutton, a human noble who will likely fight for control of Narm once the current king dies. The count is generally known for his incompetence as a leader, and submission to his wife Lady Van Sutton. Lady Van Sutton, also known as Princess Markarth the Black Flame, is the eldest daughter and presumptive heir to the human King Razor. She is known for her mastery of sorcerers fire magic, mastery of sorcerers necromancy, great ambition, and a wickedness on par with her grandfather and great-grandfather.
Current Location: The artifact is sometimes seen during important events at Count Van Sutton's manor in the city of Cattle Run, but we believe that is not its primary home. Lady Van Sutton keeps a mage's lab in the Catacombs of her ancestral home: Infernal Castle. Multiple sources claim that she is running experiments on artifacts there.
Obstacles to Acquirement: Both known locations of the armor, Cattle Run and Infernal Castle, are both mighty military strongholds. There is also the matter that the artifact's owners are members of the human nobility, so stealing from them is a great way to get in trouble. Further complicating things is the fact that Lady Van Sutton likely knows we covet the armor; She frequently hires our raiders and is uncomfortably close friends with some of our men.
Elements in the Favor of Acquirement: Lady Van Sutton likely knows we covet the armor. It is probable that once she is finished experimenting upon it, that she will offer it to us as payment for a job. Smith Lord Wordfire has recently moved into the area, and it is probable that the mistreatment of her work will not sit well with the most venerable first digger. If she reclaims the armor, our job will have been done for us.
After reviewing the files, you spend some time making small talk with Possessor Truestalker. "Is that the Second Claw you carry? I remember forging that knife for a strapping young Tiger Head named Simba, who was in charge of the tribe that attended to me while I was entranced to create the crossbow Straightcaster. May I ask how it came into your possession?"
The old Tiger Head breaks into a huge grin; Little pleases his kind more than getting to talk about the artifacts they worship. He spends the better part of two hours writing down the story of how he came to wield the second claw.
Truestalker's Story:
The first thing you must understand, Smith Lord, is that Possessor Truestalker is a title, not a name I was born into. Simba took that mantle for himself shortly after leaving your presence with the sacred blade-god. Having been given an artifact by a first digger, he was obliged to worship it, and as that artifact was a weapon, worship of it required much bloodshed. Most of Simba's clan willingly offered themselves to the blade of the Second Claw, and once his new god had eaten all the non-combatents under his command, Simba named himself Truestalker, and declared an intent to form a war-band to rescue mistreated artifacts.
The first Possessor Truestalker lead this clan for many centuries, and fed many worthy sacrifices of all races to the blade. Eventually, however, he could no longer find joy in his work. The Tiger Head born as Simba was a caretaker by nature, not a warrior or blood-taker. That is why he sought out the Smith Lord to attend to her while entranced in the first place. Deciding to get back to his roots, Possessor Truestalker declared that he would trade the Second Claw and his position of power within this war-band for a less violent artifact to worship.
I just so happened to possess a 'peaceful' artifact and was willing to take up Simba on his bargain. To understand where I got this artifact to swap for the Second Claw, we once again go back to an individual who spent many years with the Smith Lord while she was entranced to make artifacts. I speak of the notorious Dr. Urist Cleansheets, who studied you in hopes of applying the creative trance to his surgical practice to aid in saving lives. Legend states that the first time he attempted this, however, he slew the patient on his opperating table, collected his skin and bones, ran to the nearest forge, and combined the body parts with steel over several decades to make an artifact bonesaw, before promptly killing himself upon waking up and realizing what he had done.
That particular legend is mostly accurate, but missing a few key details. Dr. Cleansheets understood there was a (in his mind slight) chance that he might use his patient as raw materials for artifact creation. Because of this, he intentionally sought out a Tiger Head in need of surgery to test his methods upon, and as fate would have it, the Tiger Head he chose was my grandfather, Rajah the First. The Doctor knew that nobody would care about the death of a Tiger Head, Not even the Tiger Head killed; To be made into an artifact after death is to become a god in our faith.
Despite taking all these precautions, Dr. Cleansheets still fell into a suicidal depression when all was said and done. He felt his actions violated his sacred oath of healing, to first do no harm. Initially father, Rajah the Second, tried to talk the doctor out of killing himself over his father's death, but quickly changed his tune when he learned that he stood to inherit Oathmender, the artifact Bonesaw that was the product of the whole messy affair. In the end it was Rajah the Second who provided the poison that the doctor used to end his own life.
My father took the title of Possessor Cleansoul, and used the power of the bonesaw to become a legendary healer in these lands. When he died, both the artifact and the title became mine. I made quite the name for myself with Oathmender, to the point where some still seek me out for healing to this day, but I never felt right. It is the duty of the Tiger Head to protect and serve those who make artifacts, and my father violated this duty when he encouraged Cleansheets to take his own life. When I heard Simba was looking to trade, I was more than willing to swap for an artifact untainted by my father's shame.
So I took Simba's title and became Possessor Truestalker, and he took mine and became Possessor Cleansoul. As fate would have it, your old protector actually lives in this area. The one formerly known as Simba and Possessor Truestalker lives in the forests of Faust's Valley, just across Predator Lake from the city you rule.
He makes his living as the personal physician and unofficial husband to one of the elf queens there. Perhaps he is fated to attend to the Smith Lord once again...
---
You spend two weeks hanging out in Goldears without major incident. On the morning before the auction closes, Princess Myguwen reports back to you with her husbands' findings. "Currently the leading bid on the lot of bricks is seven wealth, and the leading bid on the wood is nine wealth. If you are willing to cheat, Harvey Von Stym would announce one of my husbands as the winner of the brick auction if he were to bid just five wealth. What say you, my queen?"
(Do we need to come up with a food spend plan for this month? I'll do one if Irony isn't around to do it for us)
As you can see below, The Peons are carrying out the last food plan Irony came up with while the Smith Lord is at Goldears.
---
"At first the guards were reluctant to let the Opal Elves past the gate,
their kind is, after all, an offshoot of the wicked drow. But when they
saw the wagons full of bounty, and heard that it was all for their Queen
and Smith Lord, distrust quickly became celebration."
-Diary of Urist the Lefthanded
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is stalking her next victim: Beetle Queen Hashmirth, a rival of her mother's.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Not yet wielded by a permanent owner.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 104 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x22 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and pursue your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x4 Wealth (+2 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
-1 Quarry
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x34 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x35 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x14 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x4 Limonite (A more valuable form of stone that can be processed at a smelter to make iron. Artifacts made from Limonite tend to grant resistance to heat and/or skill in metallurgy)
x26 (+3 Per month for 104 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x12 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x40 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x12 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x2 Wicked Salts (A magical resource used by goblins, undead, and other beings powered by dark magic as a potent and addictive stimulant. Artifacts made from Wicked Salts vastly enhance the raw mental attributes of such beings)
x10 Wraith Leaf (A magical resource used in elfish poisons. Artifacts made from wraith leaf harm the living and empower the undead)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You write home once more, requesting a majority of Silent Hammer's accumulated wealth so that you may bid on both the lots of wood and brick. You then return to the auction lots once more and do just that. Two days later you receive word that you have won both auctions.
---
You pay a visit to Count Chance's palace within the city, both to scout the source of the Fire Typhoon feat and to warn him of the vampire spy within the King's Court.
The former matter is quickly resolved. Activating feat-o-vision in the count's throne room reveals that the mighty Fire Mage is a young and well dressed human woman sitting alone in the corner of the room. When the opprotunity arises, you ask Count Chance about her.
"Oh, her? That is my wife, Lady Chance. I can't say I'm terribly fond of her, but she is a daughter of the king. Both of the other counts have married into the royal family, so I felt I had no choice but to do the same if I wanted a legitimate claim to the throne once Razor dies."
The count sighs. "Poor girl. I do pity her. She spent most of her so far short life locked away on the Barren Isle, learning to control the fire magic that runs deep in the royal bloodline. Until they shipped her to my castle on the eve of her 18th birthday she hadn't had contact with anybody save for her teachers and occasionally her sisters since she was three. She takes after her father in that she doesn't possess the wicked heart her family is known for, but unlike the king she hasn't been spared the insainity that runs in the bloodline; She refuses most interaction with others, for fear she might turn out to be evil if given the chance, and wont give me children out of the fear that they will turn out like her sisters."
He glances at his wife and offers a grim laugh. "I just hope she grows up a bit before her father dies. When the war comes, I fear her sisters will understand that she doesn't have the heart to make fire rain down on their lands and people, and so they will cast Fire Typhoon on my county with impunity as their great grandfather once did."
You make far less progress on the matter of the vampire spy at the King's Court. Count Chance promises to keep your warning in mind, but refuses to take any action on the matter without actual evidence. Even if evidence were to be provided, you are not sure Chance would care all that much. "Honestly," he informs you, "I would rather the Drow take the kingdom than either of the other counts if I cannot have it."
---
Before departing for home, you approach Baron Chance one more time to discuss possibly repairing the The Frostblood Tower for him. It takes some convincing to make the Baron even entertain the idea; Unlike his older brother, Baron Chance is rather oblivious to Digger culture and history, and as such he has a hard time believing that you are actually qualified for the job.
To make matters worse, aside from his mansion, a few farms, and the artifact himself, Baron Chance has little to give. He commands a good number of troops, but is already his brother's vassal, so he does not have the right to pledge any to you. Eventually he does come up with an offer. "Tell you what. If you can actually fix the shield, I'll have my wagons help with your trade and shipping. For as long as I live, I will provide the carts and men to move ten resources, or thirty wealth, to Silent Hammers from any other point in Bardhill County each month. Does that sound fair to you, 'Smith Lord'?"
---
You arrive back home to find a great feast in progress. The Opal Elves have arrived to deliver the resources they promised in exchange for the artifact you made them, and as the general population is unaware you preformed a service for the elves to acquire their goods, both your people and theirs assumed the delivery was a tribute made to ensure some sort of lasting friendship.
Silent Hammers fails to live up to its name tonight. Your town is alive with music and revelry. When you begin to read the monthly reports, however, you note that for you and your court, the occasion is a mournful one...
Report on the Investigation at the Suspicious Inn:
Beat upon the drums of death!
It took the elf Liula only several days to isolate and identify the guest at the inn who was most likely to be a Were-Eagle. Your loyal guards from the order of Sterility moved in to apprehend the subject once we knew who we were after, but the sorcerer proved to be far tougher than we anticipated. Brother Anders, and seven of the ten monks under him were slain in the fight. The target survived and was driven from town. Out of the three surviving monks, I have the most seniority, and as such have been apointed to serve as your new personal body guard. As things stand now, however, my order is far to weak to serve you in future military operations.
-Brother Charles, Monk of the Order of Sterility and Chief Bodyguard to Smith Lord Wordfire
Oddearth Cliffs Construction Report:
Diggers strike the earth!
Ground is broken on the new quarry of brick, and progress goes as anticipated. At this rate work shall be complete in three more months! (8/30 Progress) All glory to the Smith Lord!
-Foreman Iteum Gerstone
Labor Report from Dung Heap Farm:
Labor continues, crop yield meets expectations, whores are still present.
The extra men you provided me with have proved fruitful. In addition to deterring further goblin activity in the area, I have deployed some of the extra men as scouts and managed to find the goblin's main camp. We project the combined FU of their military to be about 8. Give me 15 FU of soldiers, and I shall whipe them off the map with overwhelming force.
-Phalanx Officer Lexington
Labor Report from Oddearth Quarry:
I was careful to only whip the goblins this time, and as per your prediction, the yield of my digger workers did not decrease due to lack of lashes. Your wisdom is impressive, and it has paid off this month with a bumper harvest of Sulfur in addition to the predicted output of Stone, Iron Ore, and Wicked Salts.
-Slave Driver Terrorgrin
Monthly Court Report:
-There was no were-eagle attack this month.
-The owner of the inn where the sorcerer was staying is angry that the battle between the Order of Sterility and his guest damaged his property. He is demanding 6 wealth from the crown as repayment, and threatens to rile up the uneasy human population against you if you do not meet his demand.
-Several members of your court fear that open fratrinization with the opal elves will draw the ire of other drow hating digger populations, while also provoking the Beetle Queendoms who believe that opal elves exist to serve as their slaves.
-Princess Truffle of the Opal Elves is in town, and seeks an audience to discuss formal relations between her clan and your kingdom.
-'Branding Iron' has sent a request to your court. He wishes to purchase the 10 Wraith Leaf you got from the opal elves, paying in either straight wealth or Night Mithiril. Your advisers suggest that 35 wealth or 5 Night Mithiril would be a fair deal.
-The Eastvile Drone has written your court. The letter dose not acknowledge your previous meeting, but does explain he wishes for the Smith Lord's help in repairing an ancient giant artifact, and offers the labor of his colony in digging out the space below Silent Hammers in return. Not knowing how dangerous the drone is, most of your court believes the proposal to be too good to pass up.
"As repugnant ones go, the folk who call themselves Opal Elves
are particularly detestable. They seek wealth blindly, and care not to
gain more power than is necessary to enforce their bargains. In
addition to this dreadful lack of ambition, they are also more than glad
to do busniess with any race, up to and including Orcs and Diggers!
Demons related to the sin of greed look upon the Opal Elves as favorable
offerings, but that is their only redeeming quality. I would not own them
or allow my underlings to own them except as livestock for the altar."
-Encyclopedia of the Inferior Subraces, by Sir Madspire
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is stalking her next victim: Beetle Queen Hashmirth, a rival of her mother's.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Not yet wielded by a permanent owner.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (23/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
Available Military Population:
15-5 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 104 more months, or until the Kingdom of Narm enters a state of civil war)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3-3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
8 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
4 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x22 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and pursue your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x33 Wealth (+2 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
-1 Quarry
Advanced Resources:
x12 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x34 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x35 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x14 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x4 Limonite (A more valuable form of stone that can be processed at a smelter to make iron. Artifacts made from Limonite tend to grant resistance to heat and/or skill in metallurgy)
x26 (+3 Per month for 104 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x12 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x9 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x40 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x2 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x12 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x2 Wicked Salts (A magical resource used by goblins, undead, and other beings powered by dark magic as a potent and addictive stimulant. Artifacts made from Wicked Salts vastly enhance the raw mental attributes of such beings)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You give a brief speech to your court, defending your choice to deal with the opal elves as friends and partners against the fear that other diggers might turn against you. "Other Diggers lack vision and foresight. I am the Smith Lord, and I alone among diggerkind possess the prophecy of embers! If the others will not respect my decisions, and my right to deal fairly with others, it will be at their own peril. As for the opal elves, they hate the true drow as much as we do, if not more. We would be fools for not aligning with them."
Only Captain Balrogsim, commander of your siege engines and half sister to your husband Emscythe, dares offer a rebute. "With respect, Queen, I fear you underestimate the Drugar's hate of all drowkind. If Emscythe follows your lead with the Opal Elves, that could very well be grounds for several of his vassals closest to the Drow Lands to rebel against him..."
You nod, promise to keep the Captain's warning in mind, and order that Princess Truffle be brought before you. The Opal Elf is in high spirits, and is far from the paranoid and standoffish person you met several months ago. You assume that some combination of you filling you end of the bargain and making the artifact and the warm hospitality of your people has won her over. She produces a bottle of expensive looking cave-wheat liquor, takes a sip to prove it isn't poisoned, and hands it off to you as a gift.
"The Song of Gunsmoke is a hot commodity," the Opal Elf reports. "We managed to start a bidding war between the lesser nobles of the Greatwalls Alliance looking to gain an edge in their respective court or own something made by the mighty Smith Lord. As it stands, your cut of the sale is guaranteed to be at least 17 wealth."
She grins. "I think you have proven yourself a worthy business partner, and somebody trustworthy enough to possibly consider as a friend. I have heard rumors that this city sits on a deposit of decortive gems, is this true?"
You blink. How did this not cross your mind? Opal Elves are famous for dragging as much value and use as possible from the most common of gems. "The soil survey my people conducted seems to indicate that such a vein exists under our very feet here in the center of town."
Princess Truffle pauses for thought for several seconds, and her smile shrinks just a bit, before she answers. "You don't know for sure then... But I suppose I can trust the prospecting skill of the diggers. I'll take a gamble. Would you care to sell me the land under the City Center district for 200 Wealth? My people would make fine residents of your fair city, and if we are able to establish industrial centers, we will pay tax in either coin or resources. Does that seem like a fair deal to you?"
Your court mubles over the idea, and several members express various opinions on the Princess' proposal. Captain Balrogsim reitterates her concern about getting too close to beings who are technically drow. Your steward Bort, noting your largely empty treasury, urges you to take the deal for the money. Lord Urist the Left Handed notes that in taking the Opal Elves under your wing, you would not have to depend on the seemingly incompetent Prince Neptune to construct a drowish gem foundry.
"Neptune is a fool," Princess Truffle chimes in, "I wouldn't do business as him as an equal. I got him to promise me ten wealth in exchange for about four wealth worth of goods and services."
---
You inform your court that you are actively considering the Eastvile Drone's offer, noting that even if you sell to Princess Truffle, you still have two potential underground neighborhoods to develop in Silent Hammers that he might help you with. Bort is quick to speak up against the proposal.
"I... I can not recommend accepting this course of action. The ancient Giants were wicked. They stood in opposition to creation, and found the very idea of mortal life itself to be offensive. Their artifacts exist only to end civilization, destroy most life, and return the world to its pre-creation state of ice and dust. I would not tamper with such things if I were you, Queen."
---
Before going to bed, you prepare a letter to Ukareem, requesting that he send people and resources to construct a werebeing hunting cloister somewhere in the Trollish Wastes, perhaps near Axeltax.
---
The following morning you pay another breakfast visit to Branding Iron. You offer him the Wraith Leaf for 35 wealth, and after some diliberation, he accepts the deal. You then turn the discussion to Drowish politics.
"Ahh... Yes..." The halfling grins, "I suppose there is going to be some... interesting times... in the Beetle Queendoms soon. My beloved daughter-in-law is going to be cooking for Beetle Queen Hashmirth soon, and once the meal has been served Beetle Queen Trolldrinker, Mril-Minda's mom, will invade Hashmirth's lands. It is going to be pretty bloody."
"You contract with the Drow directly?" You ask, rather shocked.
"Indeed," The old halfling replies. "I always did a bit. The best way to advance in Drowish culture is to cook your superiors and sibblings... how you say... fine meals. I am getting even more contracts now. With her new kitchenware, Mril-Minda was able to cook for the greatest chef in the Beetle Lands. With the competition eliminated, I've been getting far more inquiries."
Don Huck leans back in his chair, and takes a large gulp from his drink. "I wont be able to keep Mril-Minda a... secret... forever. The Beetle Queens will eventually figure out who the mysterious masked master assassin is, and try to court her favor. If she wasn't so head over heels in love with my darling son, I'd be afraid she might defect. The Queens, aside from perhaps her mother, wont be likely to accept a half-breed who loves halflings into their respective courts anyhow. They will want a degree of separation when doing business with her, and shall contract her talents through the family business."
"So you stand to strike it rich then?"
"Indeed." Don Huck agrees, "and I also stand to weaken and sow chaos amoung the Drow. That is what you want, no? So long as we do not let the other dons get in our way, Digger Queen, I suspect that we will be... great friends... for a very long time."
---
By the end of the day, Don Huck's people have hauled away the Wraith Leaf and left coin in its place. Once the newfound wealth is in your possession, you order that the trouble making inn-keeper be sent the money he demands, along with a strongly worded letter questioning his loyalty to the city and suggesting that he is suspected of willingly sheltering a werebeing.
---
It looks like you will either make Lady Chance an artifact, or take up the Eastvile drone on his offer real soon. Don't forget you may add components to the trident if you are re-forging it. Next turn will likely involve artifact creation, so lets plan ahead for several months.
I'm opposed to selling our land to the Opal Elves. It's a lot of wealth, sure, but we're now filthy rich in building materials and our economy is starting to come online. I'd rather develop a gem mine (and gem forge and regular forge) down there ourselves and then sell the gems to the elves or hire them to bring out their full utility. That said, I do approve of closer relations with them.
So hey, quick thought regarding artifact creation: We are pregnant again. It's a little ambiguous whether it was conception and/or gestation that absorbed murdermask taint last time, but I would nonetheless avoid repairing the trident if we don't want our second child infected with the destiny of seizing it back and using it to destroy all life or something.
Side Thought: Consider that our murderson's father is a legendary engineer. I foresee duergar power armor in his future.
Anyway, my vote is for a Lady Chance artifact, presumably out of Deep Sapphire (sorcerous power), Bronze (!!FIRE!!), and Singing Wood (social skills!). If we wanted to bring madness to ourselves and others (and what digger doesn't), we could throw in Singing Wood (organic transmutation), Plum Copper (metabolism), and possibly Limonite (resistance to heat and/or improved metallurgy) in the hopes of something that lets her eat fire and/or transform into a flame demon elemental. Maybe a chalice for variety.
So um, monthly/coming months plans, let's see...
...we have a 75 brick lot and a 60 wood lot, the ratio for hauling is... 1:1 normally because our organization sucks, but 3:1 because Goldears is so very close. Or we could just pay 5 wealth per lot, which at x3 speed is 1 wealth for 4 LU (wood) or 1 wealth for 5 LU (bricks). Since we're going to be losing more wealth to upkeep soon, I suggest we handle it ourselves unless there's a harsh time limit for moving the lots.
Ye Plan Month 1
Dung Slope Farm
-2 LU Human Sluts
-4 LU Halfling Sluts
-4 FU Human Slut Phalanx (guards)
Oddearth Quarry
-5 LU Goblin Slaves (free)
-1 LU Hobgoblin Drivers (free)
-3 LU Assorted/Mixed Diggers
-4 FU Goblin Warslaves (free, guards)
-2 FU Human Phalanx (guards)
Haul Heavy Objects
-9 LU Assorted/Mixed Diggers
-4 LU Halflings
-4 LU Highborn Dwarves
-4 LU Highborn Duergar
-3 LU Educated Drugar Acolytes
-2 FU Human Phalanx (guards)
45 (paid) L/FU: -9 Food
Estimated +6 Food, +8 Stone, +4 Limonite, +2 Sulfur, +2 Wicked Salt, 72/75 (+72) Brick Lot Hauled
Ye Plan Month 2
Dung Slope Farm
-2 LU Human Sluts
-4 LU Halfling Sluts
-4 FU Human Slut Phalanx (guards)
Oddearth Quarry
-5 LU Goblin Slaves (free)
-1 LU Hobgoblin Drivers (free)
-3 LU Assorted/Mixed Diggers
-4 FU Goblin Warslaves (free, guards)
Construct Second Brick Quarry
-1 LU Highborn Dwarves
-1 LU Highborn Duergar
-1 LU Educated Drugar Acolytes
-2 FU Human Phalanx (guards)
Haul Heavy Objects
-9 LU Assorted/Mixed Diggers
-4 LU Halflings
-3 LU Highborn Dwarves
-3 LU Highborn Duergar
-2 LU Educated Drugar Acolytes
-2 FU Human Phalanx (guards)
45 (paid) L/FU: -9 Food
Estimated +6 Food, +8 Stone, +4 Limonite, +2 Sulfur, +2 Wicked Salt, 75/75 (+3) Brick Lot Hauled, 60/60 (+60) Wood Lot Hauled, Second Brick Quarry 11/30 (+3)
Ye Plan Month 3
Dung Slope Farm
-2 LU Human Sluts
-4 LU Halfling Sluts
-4 FU Human Slut Phalanx (guards)
Oddearth Quarry
-5 LU Goblin Slaves (free)
-1 LU Hobgoblin Drivers (free)
-3 LU Assorted/Mixed Diggers
-5 FU Goblin Warslaves (free, guards)
Construct Second Brick Quarry
-9 LU Assorted/Mixed Diggers
-4 LU Halflings
-3 LU Highborn Dwarves
-3 LU Highborn Duergar
-2 FU Human Phalanx (guards)
Construct Stone Dark Fortress at Oddearth Cliffs
-1 LU Highborn Dwarves
-1 LU Highborn Duergar
-2 LU Educated Drugar Acolytes
-2 FU Human Phalanx (guards)
45 (paid) L/FU: -9 Food
Estimated +6 Food, +8 Stone, +4 Limonite, +2 Sulfur, +2 Wicked Salt, Second Brick Quarry 30/30 (+19), Stone Dark Fortress 4/50 (+4)
Ye Plan Month 4-5
Dung Slope Farm
-2 LU Human Sluts
-4 LU Halfling Sluts
-4 FU Human Slut Phalanx (guards)
Oddearth Quarry
-5 LU Goblin Slaves (free)
-1 LU Hobgoblin Drivers (free)
-3 LU Assorted/Mixed Diggers
-5 FU Goblin Warslaves (free, guards)
Second Oddearth Quarry (assuming 8 max laborers, shunt from Dark Fortress construction if higher and to if lower)
-4 LU Halflings
-4 LU Assorted/Mixed Diggers
Construct Stone Dark Fortress at Oddearth Cliffs
-5 LU Assorted/Mixed Diggers
-4 LU Highborn Dwarves
-4 LU Highborn Duergar
-3 LU Educated Drugar Acolytes
-2 FU Human Phalanx (guards)
45 (paid) L/FU: -9 Food
Estimated +6 Food, +8 Stone, +4 Limonite, +2 Sulfur, +2 Wicked Salt, +?? Second Quarry Payouts, Stone Dark Fortress 22/50 [M4], 40/50 [M5] (+18) {all subject to labor shunted to/from Quarry 2 if it doesn't hold exactly 8 LU}
Ye Plan Month 6
Dung Slope Farm
-2 LU Human Sluts
-4 LU Halfling Sluts
-4 FU Human Slut Phalanx (guards)
Construct Brick Farm at Dung Slope
-1 FU Educated Drugar Acolytes
-5 LU Assorted/Mixed Diggers
Oddearth Quarry
-5 LU Goblin Slaves (free)
-1 LU Hobgoblin Drivers (free)
-3 LU Assorted/Mixed Diggers
-5 FU Goblin Warslaves (free, guards)
Second Oddearth Quarry (assuming 8 max laborers, shunt from Dark Fortress construction if higher and to if lower)
-4 LU Halflings
-4 LU Assorted/Mixed Diggers
Construct Stone Dark Fortress at Oddearth Cliffs
-4 LU Highborn Dwarves
-4 LU Highborn Duergar
-2 LU Educated Drugar Acolytes
-2 FU Human Phalanx (guards)
45 (paid) L/FU: -9 Food
Estimated +6 Food, +8 Stone, +4 Limonite, +2 Sulfur, +2 Wicked Salt, +?? Second Quarry Payouts, Stone Dark Fortress 50/50 (+10) {shunt to/from building farm if calculations off}, Second Brick Farm 6/10 (+6)
This does completely ignore the meddling goblin tribes at Dung Slope Farm, but I'd sort of like to consider alternatives to just murdering them all anyway. Once the Dark Fortress goes up we'll have mad street cred and also more military flexibility, so we should be able to handle it in whatever manner we like, if we think it's an issue.
Also, uh, did we just rent out 7 FU of Expert Pillagers for a few wealth? Because I assume we should use those to murder the shit out of the drow and/or their infrastructure if so. We could do it manually or use it as the first test of our cycling staging point thingy I promised the Dons forever ago, where promising allies and lackeys get temporary command of some of our stuff and then get rated on how well they use opportunity. I wouldn't be opposed to renewing their contract for several months for that purpose.
...say, wasn't Branding Iron going to vote on whether to murder us in our sleep in a few months a few months ago? That might become relevant soon.
"Princess Nietharth was by far the weakest sorceress among her sisters,
but this really mattered not. When one can indiscriminately slaughter tens
of thousands with a thought and a gesture, one possesses the tools to rule
through fear and check other such tyrants through mutually assured destruction."
-Inscription upon the Chalice of the Inferno Monarchs
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is currently helping her husband settle into his new role as leader of the assassin’s guild and suffering the middle stages of a rough pregancy.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Owned by Lord Kingscythe of Granite Towers, who is currently planning a feast for his king’s birthday.
Chalice of the Inferno Monarchs - Unknown Powers. Owned by Lady Nietharth Chance, who is currently struggling to cope with the recently awakened ambition and detachment from reality that runs in her bloodline.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Toddler Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
(Infant Daughter) Princess Aurora the Younger, Heir to the Southernfrost Empire
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (32/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
The Dark Fortress Oddearth Howl: A dark fortress that houses and defends up to 15 FU of military might. Can produce goblin slaves if you have access to goblin civilian housing and a skilled user of dark magic. Costs 1 Wealth to maintain per month.
Available Military Population:
14-3 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 97 more months, or until the Kingdom of Narm enters a state of civil war)
10 Force Units of Drugar Blood-Troopers (x3 Bonus to fighting diggers. x1.5 Bonus to putting down revolts)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
13 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x18 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and pursue your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x63 Wealth (+3 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
+2 Tax on Thiefs Guild
-1 Oddearth Howl
-1 Quarry
Advanced Resources:
x52 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x33 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x34 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x20 'Forest Steel' Wood (Construction resource sometimes used for advanced elfish builds. Magical Military Resources with a 1.5 Material Mod. Artifacts of Forest Steel tend to have protective effects)
x20 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x31 Limonite (A more valuable form of stone that can be processed at a smelter to make iron. Artifacts made from Limonite tend to grant resistance to heat and/or skill in metallurgy)
x47 (+3 Per month for 97 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x57 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x8 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x39 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x1 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x26 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x16 Wicked Salts (A magical resource used by goblins, undead, and other beings powered by dark magic as a potent and addictive stimulant. Artifacts made from Wicked Salts vastly enhance the raw mental attributes of such beings)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
The Opal Elves of the Trollish Wastes (Trade Partner) - A nomadic clan of wealth obsessed subdrow that roams the upper and midddle Trollish Wastes. Known for their skill as thieves, jewelers, herbalists, and merchants.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You decide to turn Princess Truffle's offer to purchase your land down. The opal elf takes this surprisingly well. "I respect your eye for long term profit over a short term cash infusion. My people would be glad to purchase your gems, or contract to work them on your behalf, once your mine is active."
---
Gathering your court, you present a six month plan to haul your recently purchased resources, dig out a new quarry, and raise a dark fortress in the Trollish Wastes before explaining that you are about to enter another artifact making trance and will be indisposed for at least that long.
You then retire to your workshop with some Deep Sapphire, Bronze, Limonite, Singing Wood, Bleeding Wood, and Plum Copper. Time passes in a rhythmic fashion to the sound of hammer on anvil. You give birth during this time, but your trance is so deep not even going into labor is enough to interrupt your labor. Visions of flame, terror, and mighty human monarchs pass before your eyes, blocking out much of reality.
---
You snap back to reality with a scream and a jolt of pain. For some reason, this time, your trance didn't spare you from the pain of childbirth, but merely delayed the agony. You note a Bronze Chalice in your hand. It takes all the strength you have to order it sent to Lady Chance as a gift before you pass out. By the time you come too, another week and a half has passed. The artifact you made is gone, and you have missed your window to properly study its powers. You can tell by meditating upon the World Weld, however, that Lady Chance has received her gift. It also seems that the Opal Elves found a buyer for The Song of Gunsmoke, but you don't know anything about him save for his name, title, and hometown, which is one of the many city states in Emscythe's Greatwalls Alliance.
Once you have regained your bearings, you inquire about your children. The newborn is a female of dwarven blood, named Aurora the Younger by your court. Your forge has cooled while you were recovering, so you cannot read her fate at the moment. Your son Dremscythe is now walking, and the toddler antics of him and his trolls are driving your poor steward Bort crazy.
In addition to your family, your court has also grown. While you were entranced, the halfling mafia situation seems to have sorted itself out. Fifteen FU of Drugar Blood-Troopers, soldiers wielding heavy bloodstone weapons, arrived from the Kingdom of Bedlamb and aided Don Huck and Donna Sherry in purging their rivals within the organization. The leader of these troops, Deathlord Morgu the Massive, is a high ranking officer in Bloodlord Haigen's secret police who has joined your court as a military adviser in hopes of earning points with his master by aiding his master's wife. 10 FU of his men are now at your disposal, while the rest answer to Don Huck, the new Don of Dons. Donna Sherry, meanwhile, has retired as leader of the drug runners and taken the role of coin-keeper for the Halfling mob while also joining your court as spymaster.
It seems that you have been out for just over seven months. You request a condensed briefing on what has happened in this time from your court.
Oddearth Cliffs Quarry Construction Report:
Toil and Woe!
Tragedy has struck the quarry construction site, as our construction team unexpectedly breached a buried ancient burial temple. The mummified monsters flooded into the work site putting everybody they could catch to the sword. We lost one LU of Drugar Highborn (including many of my family and friends) and one FU of human phalanx before we were able to evacuate the quarry. When the incident occoured, we had already moved all brick to the build site, and in our haste to retreat we had to abandon it.
Construction is a little more than halfway done (18/30), but we cannot resume until the mummies are dealt with. Sadly, we have no way of knowing just how many of the blighters are in the burial temple. Phlanax commanders advise me that unless we go in with an overwhelming numbers advantage, or troops specially trained to combat the undead, causalities on any attempt to reclaim the quarry and loot the temple will be high.
-Foreman Iteum Gerstone
Oddearth Cliffs Dark Fortress Construction Report:
Diggers strike the earth!
Nothing warms a Drugars heart like the thought of bending weakminded goblins to do one's work for you. Leading the construction of a dark fortress has been very therapeutic in the wake of recent tragedies at the new quarry site. Your new Dark Fortress of stone has risen, Smith Lord, and we have named it Oddearth Howl. Soon we may drown both our enemies and menial labor concerns under waves of goblins! All we need now is a Bugbear or other such Goblin maker...
-Foreman Iteum Gerstone
Labor Report from Dung Heap Farm:
Labor continues, crop yield continues to mostly meet expectations, whores are still present.
Our window to attack the goblins has closed for the time being. They have relocated their camp to parts unknown, and have taking to harassing any soldiers I send out as scouts with archers and riders. As my duty is primarily to defend the farmers, I have stopped deploying scouts beyond the boundaries of the farm whatsoever.
-Phalanx Officer Lexington
Labor Report from Oddearth Quarry:
Labor and output continue a maximum capacity; My whip is sated.
To appease local goblin and troll populations who might otherwise raid the quarry for the wicked salts it produces, I have set up a fighting pit where workers and native locals alike can compete and gamble to win negligible amounts of wicked salt. Because of this, my quarry is now a hotspot for the toughest bastards in this region of the trollish wastes. If you ever want a bodyguard, champion, or just to shoot the breeze with some local goblin and troll tribal leaders, you should pay us a visit, digger queen.
-Slave Driver Terrorgrin
Hauling Report:
The surface is a strange and wonderful place. Just partaking in the short journey to Goldears several times was enough for me to understand why Maygrunzil misses and covets spending time under the sky.
I could tell that many of the other diggers in the party were not thrilled working under a feather drugar, but everybody did their job with minimum complaining, and I managed to learn alot about humans from the residents of Goldears, so I would call the mission a success. All brick and wood has been hauled and stored.
-Acolyte Rainbringer
Court Report:
-Silent Hammers has received decent infusions of food and wealth, from the Tiger Head raiders and Opal Elf artifact sale respectively.
-The recent 'restructuring' of the local halfling criminal element has given you control of The Shadow Holes, a halfling neighborhood in the Ring of Leisure that did not yet answer to you. Silent Hammers now controls 5 more LU of halflings.
-The halfling criminal element is now friendly towards your government. You can now build on the two improvement slots in the Ring of Leisure without fearing blowback from the dons.
-Prince Neptune has already begun petitioning for coin to erect his gem foundry in the Ring of Leisure.
-The local theifs guild, which formerly represented your largest adversary in the halfling underworld has been broken, and its leadership purged. Although it does not answer to you directly now, it does provide half its monthly income to the crown as tax and penalty.
-Much of Silent Hammer's population fears your new underling Deathlord Morgu the Massive and his terrifying Blood-Troopers, who seem to be cruel troops specially trained to oppress citizens opposed to your husband's rule of Bedlamb, and ill suited to be garrisoned in a non-rebelling city.
-Count Chance sends his thanks for sending his wife an artifact, and promises to return the favor with a small convoy of resources sometime in the upcoming months.
-Hxnub, the Hobgoblin leader of your warslaves, proposes sending out a peaceful (but well defended) convoy bearing Wicked Salts as gifts for the troll and goblin leaders of the wastes in hopes of making friends and allies. You would need to send at least 1 LU for every unit of Wicked Salts you wish to haul, and ideally some educated goblins or Drugar to handle the diplomacy.
-Conflict brews beyond the pinewoods to your north. Dwarf King Trakion of the Raven Peaks, who is already aggressively raiding Bloodlord Haigen, has declared war on the Southernfrost Empire because Ukareem 'has allowed himself to be seduced by a lover of the wicked drow and drugar'. Your war council predicts that this conflict will be a long lasting cold war, as Ukareem's army is too large for Trakion to seriously consider invading, and likewise the fortifications of Raven Peaks are considered impenetrable.
We should inquire as to the progress of the were hunter training academy.
I could have sworn I typed that up with the last turn, but I don't see it there. Odd. Ukareem has sent a large convoy of materials and guards into the Trollish Wastes. They are building both a fortress and a cloister in the Dragon's Grave region, where religious buildings are upkeep cost free using contracted labor from the Kingdom of Narm and the Greatwalls alliance.
---
"I would hesitate to consider the Bloodlord an ally merely because
he shares a wife with our emperor. My mole reports that he has turned
the entire White Castle into one massive Blood Reactor, where thousands
of prisoners are farmed for bloodstone by hundreds of magic users.
I have also recieved reports that the Wizard Labs of Bedlamb have
access to flawless bloodstone, heavyily implying that Haigen captured
and is farming first diggers!
Should he be allowed to continue bloodstone production at this
unprecedented rate, the Bloodlord will pose a dire threat to any digger
nation within a decade. From what is known of his ambition, we should
not trust him with such power. Should it come to war, the elf warriors
of your clan would be our emperors best hope against the bloodstone
wielding savages."
-Intel Report to Queen Vi-Highlen, Leader of the Bear Tribe and Commander of Pine-Eagle Watch
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is currently helping her husband settle into his new role as leader of the assassin’s guild and suffering the middle stages of a rough pregancy.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Owned by Lord Kingscythe of Granite Towers, who is currently planning a feast for his king’s birthday.
Chalice of the Inferno Monarchs - Unknown Powers. Owned by Lady Nietharth Chance, who is currently struggling to cope with the recently awakened ambition and detachment from reality that runs in her bloodline.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Toddler Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
(Infant Daughter) Princess Aurora the Younger, Heir to the Southernfrost Empire
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (32/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
The Dark Fortress Oddearth Howl: A dark fortress that houses and defends up to 15 FU of military might. Can produce goblin slaves if you have access to goblin civilian housing and a skilled user of dark magic. Costs 1 Wealth to maintain per month.
Available Military Population:
14-3 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 97 more months, or until the Kingdom of Narm enters a state of civil war)
10 Force Units of Drugar Blood-Troopers (x3 Bonus to fighting diggers. x1.5 Bonus to putting down revolts)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
13 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x18 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and pursue your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x63 Wealth (+3 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
+2 Tax on Thiefs Guild
-1 Oddearth Howl
-1 Quarry
Advanced Resources:
x52 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x33 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x34 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x20 'Forest Steel' Wood (Construction resource sometimes used for advanced elfish builds. Magical Military Resources with a 1.5 Material Mod. Artifacts of Forest Steel tend to have protective effects)
x20 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x31 Limonite (A more valuable form of stone that can be processed at a smelter to make iron. Artifacts made from Limonite tend to grant resistance to heat and/or skill in metallurgy)
x47 (+3 Per month for 97 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x57 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x8 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x39 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x1 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x26 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x16 Wicked Salts (A magical resource used by goblins, undead, and other beings powered by dark magic as a potent and addictive stimulant. Artifacts made from Wicked Salts vastly enhance the raw mental attributes of such beings)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
The Opal Elves of the Trollish Wastes (Trade Partner) - A nomadic clan of wealth obsessed subdrow that roams the upper and midddle Trollish Wastes. Known for their skill as thieves, jewelers, herbalists, and merchants.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
It is begining to become clear that, since you left isolation, you have been developing a case of wanderlust. Three ideas for trips bounce around the inside of your skull at this time: Another visit to Goldears (to visit Lady Chance, appraise the artifact you made her, and perhaps meet the merchant who controls an elf queen), a trip to Bedlamb (to meet and fall pregnant with your absentee husband) or another adventure into the trollish wastes (to meet local leaders and bribe them with Wicked Salts).
---
Deathlord Morgu the Massive is a being who truly lives up to his nickname. At 6'8 he is taller than most humans, and his stocky digger frame is well over 400 pounds of raw muscle. His pale drugar flesh is heavily tattooed with images of death and torment, and his bald head is inked up to resemble a skull. Despite your title and personal reputation, you can't help but find him a bit intimidating, but you manage to ask about his master's war and the possibilty of you visiting him or visa-versa nonetheless.
"The war goes well, if slowly." The Deathlord explains, "Our chief enemy is Hareemist the Pike Master, a first digger who has taken offense to the slaughter of his descendents, who were part of the old Bedlamb nobility, at the hands of the Bloodlord. His host was raised from the neighboring Drugar state of Abyss, which is not formally at war with us, but their queen is both Hareemist's puppet and grandaughter."
You are familiar with Hareemist, as you are with all other first diggers. The legendary champion of the polearm wades into battle with multiple artifacts (none of which were made by you), and effectively counts as 4-5 FU singlehandedly. In addition to his skill in combat, he is also a master tactician and general.
"If Hareemist were to enter our lands any time soon, we would be soundly thrashed." Morgu admits, "but luckily to reach us he must either march his army of drugar across the surface, likely starting fights with the local surface dwarves, or push through the Bloodfalls, where your husband and most of his might is located."
The Bloodfalls is another thing you happen to know about, this time from legend. It is a fortress built by elder hags long before the First Diggers, directly underneath the world's north pole. It is said to be the location where the banestones were first extracted from mortal blood, and is said to be impenetrable if commanded by a strong enough sorcerer or hag coven.
The large digger offers a sly grin, "We are extracting Bloodstone from the prisoners of our conquest of Bedlamb at a rate no digger nation has ever done so. In another five or six years we will have the might to annihilate Hareemist and conquore Abyss. Another few years after that, and no nation of diggers will be able to stand against the Blood Lord!"
"So Haigen is stuck holding the Bloodfalls for another six years? Do you think it would be possible to visit him?" You ask.
"Sure... It would be a hell of a trip, and a bit dangerous, but nothing undoable."
The Deathlord proposes three routes that you could travel to reach The Bloodfalls. The quickest and easiest way would be to travel a week and a half to the Infernal City, capital of the human Kingdom of Narm, and charter an air coach from the local elementalists guild to bring you to North Star Shrine, an elfish holy site right at the north pole. From the Shrine, it is a four day walk downhill through the tunnels to reach the Bloodfalls. There are, of course, serious drawbacks to hiring a coach; You wouldn't be able to bring a large number of people with you, so a military escort is not an option. There is also no human civilizations, and thus no elementalist guilds to hire coaches from, anywhere near the polar regions, so finding your way back home might be tough.
The remaining two routes are land routes, and thus require you to navigate the territory of the Pinewoods Tribes, always a sensitive issue. Too small an escort, and the elves might see you as a ripe target, but too large of one may be seen as provocation. Morgu recommends 4-10 FU, and no more than 5 LU accompany you through the woods.
Once you clear the woods, you would have to choose between traveling primarily above ground or underground. The Underground route would see you travel through the heart of the Southernfrost Empire, passing through several major cities (including Silver Heights, the imperial capital and home to Ukareem's court) to reach Pine-Eagle Watch, a massive elf stronghold of living trees and fungus built into a tunnel that marks the border between The Southernfrost and Bedlamb. From there you would follow trek through the subterranean rural expanse of Bedlamb for several months until you reach the Bloodfalls.
The above ground route would follow side roads out of the woods to the rocky coast. This route would bypass the major settlements of the Southernfrost Empire, but would take you through the territory of the Charcoal Tribe of Elves, the group from which your rangers and physician hail and the best Smiths in Southernfrost. Once you reach the coast you would follow it north passing several months and several digger nations, alternating between boat and foot depending upon location and weather conditions. About a week after you pass through the northernmost digger town, you will encounter the Bitfrost Tribe, a minor elf clan ruled by one of Haigen's Hag Ancestors. They would help you navigate the Northern tunnels of the world to reach The Bloodfalls.
Morgu guesses that the overland route would take about 5-6 months, while the underground route would take 4-5. Although quicker, the underground route is more dangerous; Although Rural Bedlamb is somewhat tamer than the Trollish Wastes, there is still a handful of dangerous primitive tribes, and the possibility of running into dwarven raiders from Raven Peaks. Either way you could make the trip shorter by forgoing an escort of your own, and hiring mounted mercenaries from Southernfrost to travel with you and a carriage to ride in.
---
You ponder the potential of a Trollish Wastes recruitment trip, which would require 16 LU if you wanted to bring all of your wicked salts. Your first stop would likely be the quarry at Oddearth Cliffs, where you would leave some of your salts to potentially expand the pits and offer as a bounty to mummy slayers. From there you would have to speak to some of the friendly local goblins at the pits to figure out where you would go next.
Visiting the Opal Elves, who as merchants might know where to find some non-aggressive tribes, would also be a viable plan. You could try and re-negotiate prince Neptune's deal with them while you are there.
If you are brave, you might visit the Eastvile Drone's hive. You suppose as a resident of the trollish wastes, he would know where to find goblins and trolls, and you could also finalize negotiations regarding the trident while you are there.
---
Another trip to Goldears would be trivial. You are sure Count Chance and his family will take good care of you. It might be prudent, however, to haul some wealth along, and bring some educated merchants to try and purchase more brick while you are there.
"Quarrel at the Quarry III!
'Unhuntable' Oolog Parthloon faces 'Sadistic' Slim Charez
in the ultimate matchup between troll and hobgoblin for
five whole ounces of Wicked Salt! Also on tonights card,
the Giga-Ghoul makes its triumphant return to the pits
for the first time in two months. Who will its victim be?
Watch these bloodbaths and more, TONIGHT ONLY at
the pits!"
-Handbill found near the Quarry at Oddearth Cliffs
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is currently helping her husband settle into his new role as leader of the assassin’s guild and suffering the middle stages of a rough pregancy.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Owned by Lord Kingscythe of Granite Towers, who is currently planning a feast for his king’s birthday.
Chalice of the Inferno Monarchs - Unknown Powers. Owned by Lady Nietharth Chance, who is currently struggling to cope with the recently awakened ambition and detachment from reality that runs in her bloodline.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Toddler Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
(Infant Daughter) Princess Aurora the Younger, Heir to the Southernfrost Empire
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (32/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
The Dark Fortress Oddearth Howl: A dark fortress that houses and defends up to 15 FU of military might. Can produce goblin slaves if you have access to goblin civilian housing and a skilled user of dark magic. Costs 1 Wealth to maintain per month. (4/15, Drugar Blood Troopers)
Available Military Population:
14-3 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 97 more months, or until the Kingdom of Narm enters a state of civil war)
10-4 Force Units of Drugar Blood-Troopers (x3 Bonus to fighting diggers. x1.5 Bonus to putting down revolts)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
13 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x8 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and pursue your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x63 Wealth (+3 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
+2 Tax on Thiefs Guild
-1 Oddearth Howl
-1 Quarry
Advanced Resources:
x52 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x33 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x34 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x20 'Forest Steel' Wood (Construction resource sometimes used for advanced elfish builds. Magical Military Resources with a 1.5 Material Mod. Artifacts of Forest Steel tend to have protective effects)
x20 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x31 Limonite (A more valuable form of stone that can be processed at a smelter to make iron. Artifacts made from Limonite tend to grant resistance to heat and/or skill in metallurgy)
x47 (+3 Per month for 97 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x57 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x8 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x39 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x1 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x26 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x16-16 Wicked Salts (A magical resource used by goblins, undead, and other beings powered by dark magic as a potent and addictive stimulant. Artifacts made from Wicked Salts vastly enhance the raw mental attributes of such beings)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
The Opal Elves of the Trollish Wastes (Trade Partner) - A nomadic clan of wealth obsessed subdrow that roams the upper and midddle Trollish Wastes. Known for their skill as thieves, jewelers, herbalists, and merchants.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You order that your quarry and farm be staffed, and a new farm be built at Dung Slopes. You then set about organizing a wicked salts bearing convoy to escort you down into the Trollish Wastes in search of a bugbear or other dark magic user to man your new dark fortress. While doing this, you take special precautions to ensure that all the oppressive Blood-Troopers you received from Haigen are out of town for the month, even going so far as to garrison a few of them at Oddearth Howl.
On the morning you are to leave with the convoy, you meet up with the other individuals who will be leading it alongside you. Should you choose to break off from the convoy after visiting the quarry, your head diplomat with be the Drugar Princess Lady Urist, self proclaimed connoisseur of goblin slaves and wife of your militia commander Lord Urist the Lefthanded, who is also along for the adventure as a diplomat. Although some of Lord Urist's militiadiggers are present in the convoy guard, command of the guard has fallen to the hot-headed and loyal elf-princess Myguwen. Also along for the adventure is Deathlord Morgu the Massive, who will command any troops you retain as a personal escort should you choose to break off from the convoy and return home early.
In addition to convoy leadership, two other individuals who are traveling with you attract your attention. You meet Phalanx Officer Lexington, the human who has been running the farm at Dung Slopes for many months, in person for the first time. You can tell he isn't terribly happy about being replaced by the Blood-Troopers you sent to the farm this month, but he is respectful towards you nonetheless. More distressingly, a scan of feat-o-vision reveals that the city destroying, giant slaying, elf teaching being you belive to be the Red Dragon Breakfire is part of the convoy, disguised as a common halfling hauling wicked salts.
---
The trip through the trollish wastes is long but mostly uneventful. Princess Myguwen seduces and manages to elope with one of the low ranking human soldiers from Goldears, Lord Urist and the other highborn dwarves do a bit of light troll hunting, but lack the extra manpower the bring more than a few trophies with them, and the dragon does her best to avoid interacting with anybody of importance; You hope she is just conducting surveillance.
Your procession arrives at the pits just following the conclusion of a set of fights. Slave Driver Terrorgrin, unofficial boss of both the quarry and the pits, takes you to the back to meet the day's winners.
In the back room, you are introduced to five triuphant dark beings, each enjoying the fruit of their victory, a wicked salt high.
The largest victor in the room is a large red troll called 'Unhuntable' Oolog Parthloon, who looks you up and down before laughing. "Vut kind of silly digger did they make queen? This one not even hunter?" After repremanding Oolog for disrespecting his master, Terrorgrin turns to you and explain that the troll, brother of a tribal leader, intentionally seeks out dwarven hunting parties from Silent Hammers and goads them into perusing him so that he might prove his superiority and enjoy the thrill of the chase. In spite of his thrill seeking behavior, he has no notable feats.
The second champion of the night is a knife wielding elder goblin called Pukrin the Insane, who bows and shakes your hand when offered, but only babbles about cave mustard seeds when you try to engage him in conversation. You know elder goblins are rare and respected amoung the dark races; It takes the average goblin 150 years to catch up to a hobgoblin in terms of mental attributes, but since they are dumb and disposable, it is considered quite a feat for a goblin to even live three decades. Prukin, Terrorgrin explains, is respected by many in the Trollish wastes as both a healer and an assassin, but is not a member of any particular tribe. The World Weld identifies a feat that is not only worthy of inscription, but also identifies him as a potenial useful ally; Apparently he once sabotaged an attempt by the Eastvile Drone to summon and bind a godlike demon and escaped undetected.
The third champion is a Bugbear, who you note is leering at you with a sick grin. Terrorgrin refuses to let you approach. "That is Hatchface. We don't like or trust him, but he leads a large tribe and we are afraid to ban him from the pits out of fear he would raid us. Last month alone he assaulted five of our digger workers. Tonight, he struck down one of those victims who was seeking honorable retribution in the pit." The World Weld suggests that no feat he has preformed is worthy of inscription.
The fourth champion is also a Bugbear, albiet an older one with a haggard look, a patch over his left eye, and a steel peg in place of his lower right leg. When you introduce yourself, he stares at you in terror for a few moments before fleeing the room. "That is Fife the Lucky," explains Terrorgrin. "He escaped one of Emscythe's dark fortresses, where they chained him up and tormented him into making goblins. Some of your goblins who work the quarry are actually his children, so they have been helping him lay low while he tries to put a tribe of his own together. I suppose he fears you might turn him in to your husband, and send him back to the Dark Fortress." Feat-O-Vision suggests that his escape is worthy of inscribing upon an artifact.
The final champion is a Hobgoblin called Fishthul Beetle Crusher, whom you catch in the act of violating a chained drow. He quickly throws pants on and kneels respectfully when you introduce yourself. Of all the champions, he his both the most distasteful and most outwardly friendly. He claims that he is a master crossbowgoblin and pike user, as well as a seasoned mercenary, and that his only two pleasures in life are the screams of drow and the rush of wicked salts. He suspects you could help him indulge his pleasures, and admits that he would be willing to serve as your champion if you made it worth his while. Feat-O-Vision gives him two feats: He has fathered a half-dozen bugbear, and once tortured the entire royal family of a Beetle Queendom to death.
You suppose now would be as good a time as any to chat with these champions, or address them all in general. You could easily call some gaurds to catch/protect you from either of the two bugbear. You could also talk to Terrorgrin about either expanding the pits or leaving a salt bounty for killing mummies at the other quarry.
Sweetest Mustard! Sweet, sweet seeds. Cave and calamity!
Fife of fortune! Fife the fool! You cannot outrun the flame of
tounges! You cannot flee the blaze of words! The seeds burn
my imagination, the salts burn my mind... Yeeeeeessssss!
We... we... we burn on the brink of history now. HISTORY
BURNS! BURNS HERE! But our lot... the lot of the dark ones...
remains unchanged. We are but kindling to the diggers flame,
but now we are kindling to a flame that burns ovens! I know...
The seeds burn my imagination, The salts burn my mind.
-Pukrin the Insane, Ranting to all who May Hear
Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Skills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is currently helping her husband settle into his new role as leader of the assassin’s guild and suffering the middle stages of a rough pregancy.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Owned by Lord Kingscythe of Granite Towers, who is currently planning a feast for his king’s birthday.
Chalice of the Inferno Monarchs - Unknown Powers. Owned by Lady Nietharth Chance, who is currently struggling to cope with the recently awakened ambition and detachment from reality that runs in her bloodline.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Toddler Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
(Infant Daughter) Princess Aurora the Younger, Heir to the Southernfrost Empire
Refuge City of Silent Hammers
Holdings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (32/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
The Dark Fortress Oddearth Howl: A dark fortress that houses and defends up to 15 FU of military might. Can produce goblin slaves if you have access to goblin civilian housing and a skilled user of dark magic. Costs 1 Wealth to maintain per month. (4/15, Drugar Blood Troopers)
Available Military Population:
14-3 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 97 more months, or until the Kingdom of Narm enters a state of civil war)
10-4 Force Units of Drugar Blood-Troopers (x3 Bonus to fighting diggers. x1.5 Bonus to putting down revolts)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
13 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x8 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and pursue your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x63 Wealth (+3 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
+2 Tax on Thiefs Guild
-1 Oddearth Howl
-1 Quarry
Advanced Resources:
x52 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x33 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x34 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x20 'Forest Steel' Wood (Construction resource sometimes used for advanced elfish builds. Magical Military Resources with a 1.5 Material Mod. Artifacts of Forest Steel tend to have protective effects)
x20 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x31 Limonite (A more valuable form of stone that can be processed at a smelter to make iron. Artifacts made from Limonite tend to grant resistance to heat and/or skill in metallurgy)
x47 (+3 Per month for 97 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x57 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x8 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x39 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x1 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x26 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x12-12 Wicked Salts (A magical resource used by goblins, undead, and other beings powered by dark magic as a potent and addictive stimulant. Artifacts made from Wicked Salts vastly enhance the raw mental attributes of such beings)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
The Opal Elves of the Trollish Wastes (Trade Partner) - A nomadic clan of wealth obsessed subdrow that roams the upper and midddle Trollish Wastes. Known for their skill as thieves, jewelers, herbalists, and merchants.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You call for you guards to fetch Fife the lucky so that you might talk with him, which promptly causes the mad elder goblin sitting nearby to launch into a rant about history burning and flames that burn ovens. You have the distinct feeling this speech relates to you, but can't quite make heads or tails of it. The others offer you sideways glances, clearly judging you for choosing to pay attention to Pukrin. Aside from you, only the untrustworthy Hatchface seems to take him seriously.
Pulling yourself away from the rant, you beckon Fishthul Beetle Crusher over to draw attention away from Purkin. You make a show of leading him away from the crowd, before looking him in the eye. This is a moment of truth for you. You have just witnessed this foul creature rape another sentient being. Accepting his help would be accepting the Drugar philosophy that the world is wicked, and that siding with a lesser evil is no sin. You suspect you could keep Ukareem's loyalty, but know in your heart that you are about to take a large and perhaps irreversible step away from the path of the dwarves. If you keep this up, you may not be able to maintain a facade of neutrality much longer.
"I plan a crusade against the orthadox drow," you explain, "and own a source of Wicked Salts. Take a knee, serve me, and your two desires will be indulged for a long time to come, Hobgoblin."
Fishthul grins. "A Crusade, you say? Thats just fancy talk fer war, lady. Against the Beetle Queendoms, perchance?"
"Yes... y-yes. War against the Beetle Queendoms. Perhaps war against more distant drow as well in the future." You admit, voice shaking.
The hobgoblin locks his beady black eyes with yours. "Yer a digger, a first digger even. I know you are good for your word. But I don't see a soldier or sadist in you, and the Beetle Queendoms are mighty. I know not if you are capable, lady, of earning what you seek for yourself and promise to me.
He reaches into his quiver, and produces a single bolt, which he hands to you. It is white with yellow whorls, and smooth to the touch: Creamstone, bane of the drow and other demon tainted fey. "'Ol Uncle Beetle Crusher would luv to teach a queen how to both relish and act upon her hatred of the drow... But you need to show you have the stomach for both raw hate and its consequences. Take this bolt, and use it as a dagger to publicly slay the Drow I keep bound for my pleasure. Don't make it quick - hate is for life, not for a moment - avoid his neck, head, and heart. Do it, and I will be your sword and your teacher for as long as it pleases you.
You stagger back to the public area and look the drow over. He looks young, likely just having reached adulthood. Seeing one up close, you can't help but notice how much the Drow look like some surface elves - if it wasn't for the pure white skin you wouldn't be able to even tell the difference. You see no evil in his eyes; Only pain and fear.
You gesture at Fishthul with the bolt, and shoot him an aside glance to show that you are considering his offer, before turning to speak to some of the others in the name of buying time.
Too numb inside to even care about the looks you might get, you turn to Pukrin. The elder goblin reaches his wrinkled leathery hand out as you aproach, and places his palm upon your forehead. "The cave mustard is soooo.... sweet tonight! It burns so sweet, Blaze of Words! I know much right now. You seek Purkin's aid with the buzzing one, no? The wicked, nasty, filthy, foul buzzing one... no?"
You try to nod, but the goblin's grip on your head is too tight for you to even move it. Still, Purkin senses you wish for him to continue and dose so. "The waspy one... pride and greed are his salt and seed. He is dangerous not because of his ambition, but because of his short nearsightedness... All he wishes is to fix a fancy toy, make the flame of tounges into a trophy, and the quiet tools into his puppet! Very dangerous, but not very sinister..."
The mad goblin laughs, leans foward, and whispers into you ear. "This time, the unclean one should burn by getting what he wants. Be to him as human maid on her wedding night or a pup to her master! Fix his toy, and shower him with other pretty things! He will make you his more and more with nasty, nasty, magic, but the mind poison of your oven burning lump is stronger! Tell him who you are making pretties for, and he will steal them for himself. Make him pretties of his own! Eventually the waspy one will burn completely! Burn by the salt in his own pipe! The great Eastvile Mage will be but an aspect of the Smith Lord!"
Purkin lets go of you, and blinks before turning away. "I should go now, while the cave mustard seed still spices. Lo! Fife the fortunate is here! Perhaps he might entertain dear queen in lowly Purkin's place!"
As if on cue, 10 of your blood-troopers march into the room dragging Fife in chains. As they enter, Purkin vanishes into the chaos left in their wake.
"Gruuuk! No!" The Bugbear roars. "Stupid Digger no put Bugbear back in fortress! No beat up Fife no more! No more hurt Fife!"
"Relax Fife." You declare, taking control of the situation once more. "Digger no want hurt Fife, just talk to Fife."
"Tell fighting Diggers to no-rope Fife! Then Fife listen! Then Bugbear can run if you mean."
You guesture to the guards, who quickly turn the massive creature loose. "As I was saying, I want to be nice to Fife. Hide you from my husband. What if you could live in a fortress and make goblins, but not get hurt? You could have lots of Wicked Salt, and when the time comes, you and your children could hurt people for me."
You can almost see the gears in Fife's head grind. "Be nice to Fife? Fife Wretched thing... Not deserve be nice to. You trick Fife. Beat him up when bugbear goes in fortress. No trust..."
He pauses. "But Bugbear like Wicked Salt and hurting. Fife get you another Bugbear. Put Bugbear in chains. Help you hurt it bad. Then help Digger hurt other things bad. Fife do this for Digger, Digger hide Fife from schooly husband, give Fife Salts, and give weapons and goblins to Fife so he can hurt things better."
You stop to consider Fife's offer, but before you can reply Hatchface chimes in. "Fife is full of fetid dogshit! Methinks Hatchface is the Bugbear he would try and chain for you, but he is too weak and stoopid for that! Besides, he would just be nice and have his tribe hurt for you so that digger lets her guard down. Then tricky Fife beat and rape Digger Queen. Hatchface already has big tribe, bigger than Fife, and is honest. Hatchface will beat and rape you if he has chance, and since you know that, you can not give me chance! Pay Hatchface to catch Bugbear, and then hurt for you!" The healthier looking Bugbear steps forward, lowers his face to yours, and leers at you once more, causing the Blood-Troopers to quickly Shepard you behind them.
Fife laughs as the guards who were just restraining him now stare down Hatchface. "Hahahaha! You may think Bugbear honest, Hatchface, but Bugbear full of even more fetid Horse-Bird shit if he thinks he better deal for digger than Fife! Fife needs Digger's help to hide from husband! Makes Fife trustishest Bugbear. Beside, Fife know it bad manners to beat and rape a queen. If digger lets guard down, Fife will only do it to her household and make her watch! Promise!"
Smelling opportunity, Slave Driver Terrorgrin speaks up. "This sounds like grounds for a fight boys! I say this is what we do: We take 48 hours to clean the arena and assemble an undercard, and then its Fife vs. Hatchface at the Pits! Loser goes to the Tower in Chains! Winner earns to right to do hurting in the name of Silent Hammers for Wicked Salts! What say you, my queen?"
"I think we need to talk in private first..."
---
You explain to Terrorgrin that you will be leaving four units of wicked salts with him, which he is to offer in parts as a bounty on the heads of the mummies at the other quarry. You then ask what he might need if he were to expand the pits.
Terrorgrin only thinks for a brief moment before answering. "I'd say all you need to do is garrision Oddearth Howl, clean out the mummies, finish the second quarry, and get some dark-being friendly Digger Highborn to swear fealty and agree to rule Oddearth Cliffs in your name. With protection, employment, and leadership, it is likely more natives will build permaent homes here, meaning a larger audience and fighter pool for me."
"Hrmmm..." You muse, "I'll see what I can do. As for the Bugbear fight...."
Choices, choices. You suppose if you want to actually kill the drow publicly, and perhaps announce your intentions, you could have Terrorgrin arrange for the execution to take place on one of the pits' fight cards. It might give the Beetle Queens more advanced warning than if you were to just head back to where the others are gathered and do the deed now, but it would also serve to rally drow hating diggers and bloodthirsty dark beings to your cause.