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Finally... => Forum Games and Roleplaying => Topic started by: Weirdsound on July 06, 2017, 08:59:35 pm

Title: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 06, 2017, 08:59:35 pm
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)
Spoiler (click to show/hide)

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)
Spoiler (click to show/hide)

---

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?
Title: Re: (SG) Rise of the Smith Lord
Post by: ATHATH on July 06, 2017, 10:54:44 pm
XC, D, H

Name: Arofhzfrlakgjhaffrkevajkhb cjkvhbealvbeltvrlsthu (It's, uh, Gnomish. Yeah.)
Gender: Male
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 06, 2017, 10:59:39 pm
E, J, K.

Name: Aurum Argentum
Gender: Male
Title: Re: (SG) Rise of the Smith Lord
Post by: dotEcho on July 06, 2017, 11:09:49 pm
I say down with the drugar!
A, C, E. K.

Name: Arofhzfrlakgjhaffrkevajkhb cjkvhbealvbeltvrlsthu
Gender: Male
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 06, 2017, 11:16:35 pm
BHJ

L

Aurora Wordfire

Female

We will give birth to the new kings to rule beside us over all the world.
Title: Re: (SG) Rise of the Smith Lord
Post by: Shadowclaw777 on July 07, 2017, 12:55:34 am
B, E, I

X;E

Conduio Durasteel

Male


A build based around superiority to the dragons.
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 07, 2017, 01:11:48 am
B & I
N
Orrian Adamantsouled
Male
Title: Re: (SG) Rise of the Smith Lord
Post by: Imic on July 07, 2017, 01:28:49 am
A

O
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 07, 2017, 04:28:48 am
B, The Imperialist
I, The Savage
H, The Sorceror

M, The Fungal Jungle

Crag, Male

Not only diggers, but ALL races shall kneel before us and stand before the drow and their demon masters. Indeed, our marriage to the Sorcerer is more for her non-digger lineage than her magical talents.

As we were one of the first, our name is simply Crag. Others may know us by other epithets or titles, but our true name is as simple as our origins.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 07, 2017, 04:35:36 am
Also I dunno about you guys but I cannot parse just the letters worth a damn, which makes it kind of hard to figure out if I want to vote for something.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 07, 2017, 06:32:20 am
BHJ

L

Aurora Wordfire

Female

We will give birth to the new kings to rule beside us over all the world.

+1
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 07, 2017, 09:55:37 am
BHJ

L

Aurora Wordfire

Female

We will give birth to the new kings to rule beside us over all the world.

Damn. You guys had lots of ideas... to the point where only one of you actually +1'd somebody else's suggestion. Guess that one wins. Intro coming.
Title: Re: (SG) Rise of the Smith Lord
Post by: _DivideByZero_ on July 07, 2017, 01:32:15 pm
Lemme guess, this is the theme song? (https://www.youtube.com/watch?v=FoYSwGNGksQ)
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 07, 2017, 03:17:19 pm
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

The Reign of Smith Lord Aurora Wordfire begins now! What are your first actions and decrees?
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 07, 2017, 03:44:05 pm
We need to work on infrastructure. This is the most important thing that needs to happen.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 07, 2017, 05:08:12 pm
We need to figure out who this is and why they slew first diggers.  Could be a drowish assassin.

Quote
- Somebody living in the Militia Barracks has personally slain four of the First Diggers

We have a number of skilled mages and scholars in addition to unparalleled skill in smithy, maybe starting a trade school could get us influence in the surrounding lands and beyond.

My idea would be to take out the Drow and claim some of that land for resources, maybe build a dark fortress there, then have our husband intervene in the civil war on behalf of the count and make the human kingdom a protectorate.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 08, 2017, 12:05:55 am
I agree, we need to set up infrastructure. Supporting our husband in the war is also something we should do, although I am not sure what method we should take to do it. Agree on taking out the drow soon, although not yet, within the next decade for sure though, goblins workers would be nice. If we subjugate the anti-industry elves, I say we give their home to the Hobgoblin, make them his slaves, and have it become a wood harvesting colony. Someone should be sent to find the one capable of killing 4 of the first diggers, they could prove a very lethal threat. While there, perhaps we could convince the one to have slain 5 war trolls to assist in the war. We should also try to do something to lessen the hatred towards halflings, I can see things going rather poorly from them being mistreated by the populace, perhaps recruit one as the courts spymaster? Idk on that one. I would love our Queen to have a castle, but I feel that should wait until we have a strong industry first. Our first action I think should be sending a message to Emscythe asking what kind of support he needs, and how we can help. This at the very least should show that we are more than just political allies, but legitimate ones that wish to assist, worst case we lose a husband and their kingdom, best case we end the war this decade freeing up resources to raid the drow. We should also talk to Dulfrog about the amulet.

TL;DR: Ask Emscythe how we can be of assistance in his war efforts, Talk to Dulfrog, Infrastructure, Begin preparations to raid drow (Scouting)
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 08, 2017, 01:41:09 pm
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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?
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 08, 2017, 02:12:16 pm
Be Semi Honest, Talk about how it allows you to Make artifacts attached to people directly, and how it allows you to detect people who are worthy of them... But speak as though YOU are the only person able to use it.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 08, 2017, 04:19:26 pm
Be Semi Honest, Talk about how it allows you to Make artifacts attached to people directly, and how it allows you to detect people who are worthy of them... But speak as though YOU are the only person able to use it.
+1. Don't forget to tell him we will consider the baptism though, that is something we should learn more about.

I don't think think we should leave our lands quite yet, but I do think we should go to the trollish wastes (taking the Silkdread). It sounds like a good place to establish a dark castle if we do so. I also think we should hold a council with the halfling dons, perhaps negotiate a way for us to create industry while not pushing their guilds to ruin, and should at the very least higher them to assist in the war, raiding crops and pillaging, hopefully taking out a few targets, like emscythe suggested.
Title: Re: (SG) Rise of the Smith Lord
Post by: Kashyyk on July 08, 2017, 04:28:59 pm
Pee Tee Double-Yoo.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 08, 2017, 05:38:46 pm
"Hobbit Dons" amuses me far more than it should.


Be Semi Honest, Talk about how it allows you to Make artifacts attached to people directly, and how it allows you to detect people who are worthy of them... But speak as though YOU are the only person able to use it.
+1
I don't think think we should leave our lands quite yet, but I do think we should go to the trollish wastes (taking the Silkdread). It sounds like a good place to establish a dark castle if we do so. I also think we should hold a council with the halfling dons, perhaps negotiate a way for us to create industry while not pushing their guilds to ruin, and should at the very least higher them to assist in the war, raiding crops and pillaging, hopefully taking out a few targets, like emscythe suggested.
I agree with pushing the hobbits against the drow, but they're an antagonistic force. We should have their destruction, crippling, or subjugation in mind as a long-term goal.
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 08, 2017, 05:48:57 pm
"Hobbit Dons" amuses me far more than it should.


Be Semi Honest, Talk about how it allows you to Make artifacts attached to people directly, and how it allows you to detect people who are worthy of them... But speak as though YOU are the only person able to use it.
+1
I don't think think we should leave our lands quite yet, but I do think we should go to the trollish wastes (taking the Silkdread). It sounds like a good place to establish a dark castle if we do so. I also think we should hold a council with the halfling dons, perhaps negotiate a way for us to create industry while not pushing their guilds to ruin, and should at the very least higher them to assist in the war, raiding crops and pillaging, hopefully taking out a few targets, like emscythe suggested.
I agree with pushing the hobbits against the drow, but they're an antagonistic force. We should have their destruction, crippling, or subjugation in mind as a long-term goal.
+1
Or subversion to our side. Think, it would help us to cement power more easily in less-law abiding areas: if it's too hard to take out the criminals with the military, we can send our criminals to just take them over.
Title: Re: (SG) Rise of the Smith Lord
Post by: Taricus on July 08, 2017, 05:51:48 pm
I'll side with irony here; the end goal should be exterminating those walking little balls of lard.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 08, 2017, 06:38:16 pm
"Hobbit Dons" amuses me far more than it should.


Be Semi Honest, Talk about how it allows you to Make artifacts attached to people directly, and how it allows you to detect people who are worthy of them... But speak as though YOU are the only person able to use it.
+1
I don't think think we should leave our lands quite yet, but I do think we should go to the trollish wastes (taking the Silkdread). It sounds like a good place to establish a dark castle if we do so. I also think we should hold a council with the halfling dons, perhaps negotiate a way for us to create industry while not pushing their guilds to ruin, and should at the very least higher them to assist in the war, raiding crops and pillaging, hopefully taking out a few targets, like emscythe suggested.
I agree with pushing the hobbits against the drow, but they're an antagonistic force. We should have their destruction, crippling, or subjugation in mind as a long-term goal.

Oh no, I agree completely there. I'd prefer for the dons to be gotten rid of long term, but one of our husbands is already being threatened by them. Which is why some political dealings might be a good idea
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 08, 2017, 06:53:46 pm
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 08, 2017, 07:38:35 pm
Quote
his fellow dons are too old travel well
This keeps getting better and better. Imagery-wise, I mean. It's probably also pretty convenient for our plans.


Let's bring in our husband to watch, but dust off our own social skills. We should also bring in our other husband and mother-in-law to let our assassin know he's dealing with united diggers and exotic heavy hitters.

Do we know what we want to talk about? First priority is figuring out what the Dons (and their heirs apparent, if possible) want so we can destroy them with their own greed and hubris. Second priority is probably siccing them on the drow to weaken both and set us up for more decisive blows (likely with the hobbits being promised a cut in exchange for their raid work).

I like Emscythe's suggestion to build Dark Fortresses in The Trollish Wastes, a fungal swamp parallel and connected to the Beetle Queendoms. Seeing if the hobbits are interested in expanding- or expanding with us- into there might be another chance to leverage their hubris to our benefit.
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 08, 2017, 07:41:29 pm
Bodyguards are a must, yes. Seriously, we're dealing with the (supposed...) Don of the assassins' guild. Make sure to look out for any surprises.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 08, 2017, 08:11:51 pm
Have some people come in with us, if the don has bodyguards there is no reason the queen should not. What we wish to talk to the don about is expansion of the kingdom, and the guilds work for it. Maybe we should offer to craft an artifact for the don? Obviously not anything that can help him in combat, just a trinket of sorts to allow us to keep tabs on him, his feat does seem like a useful one to have if we can in-fact give people artifacts with others feats.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 08, 2017, 08:49:50 pm
Take only two of the were weasels as body guards.  Of course our husband is welcome to his own two body guards since he is joining us.  Only fair, 2 bodyguards each...
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 08, 2017, 11:13:37 pm
Take only two of the were weasels as body guards.  Of course our husband is welcome to his own two body guards since he is joining us.  Only fair, 2 bodyguards each...

Weremules* but yeah, that sounds good
Title: Re: (SG) Rise of the Smith Lord
Post by: Atomic Chicken on July 09, 2017, 07:11:24 am
PTW
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 09, 2017, 05:45:04 pm
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 09, 2017, 06:11:26 pm
I very much like the idea of making the daughter in law an artifact. We solidify ties with Iron Brand, even if he plans to betray the other dons, I think he could be a useful pawn, and if he turns against us, we have constant tabs on who he has built up to be his best assassin. I'm all for it. For specifics to discuss with Iron Brand: If he seems to contempt the other dons, perhaps he would not be against industry? might be a good idea to discuss the idea of establishing industry, with implications that the illegal guilds would profit from it due to better equipment being more accessible.

Is there anything I'm forgetting that we should do?
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 09, 2017, 08:50:58 pm
Hobbit Godfather is the greatest thing and I am severely rethinking having them all sidelined or killed. If they all feel that way about each other, we might even be able to gain control of them by fracturing their cohesion just a bit.

In fact, let's give them a test.

We'll tell the Dons (meaning we'll tell Branding Iron to tell the Dons) that after a few months for personal matters and to arrange the logistics, 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.

If so, they'll get to take part in the same cycling bounty system as everyone else. In essence, control of our staging areas (and other installations, if/when any) will cycle between anyone willing and able to use them, either innately, because we trust and value them enough to loan them control of our forces, or by alliance/purchase with less qualified groups. The more they use this control to harm the drow, empower the kingdom, and otherwise fulfill our decrees, the more they'll be rewarded and the higher their standings as it comes time to dole out more permanent positions. Including over the Beetle Queendoms proper, once they've been subjugated/destroyed.

For us, this gives everyone a chance to scramble over themselves proving themselves to us, while those uninterested join in anyway via being hired by those that are. For the Dons, this gives a chance to get legitimate (and therefore relatively unquestioned) control over land, which they might be desperate for or totally uninterested in. Either tells us more about them. More importantly, it gives them serious questions over how involved they want to be and in which ways. Taking the lead versus hiring themselves out to our more glory-hungry subjects is a start, but the real kicker is whether they go in as The Hobbit Dons or as individual guilds, maybe even shards of guilds. If they glom together, we know they're relatively unified, if only superficially. If they shatter, we know they're more free-spirited and will have driven in the first wedge.


Other than informing our husbands and Count Chance of our plans (and fishing for assistance from the latter), I don't think we have anything else to do before working on the half-drow's artifact. I agree it'll be a good move for several reasons.
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 09, 2017, 09:27:56 pm
+1 to both of these. Good ideas abound here. :D
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 10, 2017, 01:06:25 am
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 10, 2017, 01:59:36 am
Perhaps we should look into offering protection to don Iron Brand, if we want to 'make some food for' Cherryweather, not something to do soon though, as it could start an entire war among the hobits. I am very worried about what happens if we agree to the duke's deal. As in: Immediately after the raids the king dies, and our now weakened troops must participate in war. That is worst case of course. Something about him just worries me I guess.

Ask him when the access would begin, because I don't want to waste some of the time we have the quarry dealing with Cherryweathers goons trying to slow down the growth of industry, and would love to have our miners able to be safely sent to the quarry without worry the day access for us begins.

For the artifact, I vote something made of night mythril, perfect for an assassin, and perhaps some sulfur? Not much as I'd rather save it for Emscythe and his people. Definitely no bloodstone, no matter what. An assassin with a weapon that's more efficient at killing us and the majority of our kingdom does not sound like a good idea
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 10, 2017, 02:32:22 am
Instead of a weapon, why not make a suit of light chain-mail out of night mithril, steel, marble and sulfur.  The idea is it would absorb the souls of the slain to defend the wielder from both physical attacks and detection.  The cook surly knows how to prepare meals on her own, she just needs the proper outfit to do so with.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 10, 2017, 06:26:46 am
Perhaps we should look into offering protection to don Iron Brand, if we want to 'make some food for' Cherryweather, not something to do soon though, as it could start an entire war among the hobits.
I like this idea but am also concerned about backlash if our nice restaurant owner goes against the will of the other Dons. We may have to wait for a convenient excuse or until we're established enough that ordering/requesting it would be seen as sufficiently convincing.

I am very worried about what happens if we agree to the duke's deal. As in: Immediately after the raids the king dies, and our now weakened troops must participate in war. That is worst case of course. Something about him just worries me I guess.
Maybe I'm overestimating our ability to contribute, but I feel like he's basically asking us to secure the crown for him in exchange for... well, some nice capital to get started, certainly, but not exactly a king's ransom. I assume. I don't actually know how much kings go for round here.

Still, it is true that we need initial supplies to get the ball rolling, after which our incredible talent and beauty should turn us into a powerhouse on whatever scale we're able to work at. I'm open to considering other possibilities, but unless we can think of something better we might as well take the deal, get paid now, and then be relatively sure of having a decent ally on the throne proper when it comes time to collect.


For the artifact, I vote something made of night mythril, perfect for an assassin, and perhaps some sulfur? Not much as I'd rather save it for Emscythe and his people. Definitely no bloodstone, no matter what. An assassin with a weapon that's more efficient at killing us and the majority of our kingdom does not sound like a good idea
Instead of a weapon, why not make a suit of light chain-mail out of night mithril, steel, marble and sulfur.  The idea is it would absorb the souls of the slain to defend the wielder from both physical attacks and detection.  The cook surly knows how to prepare meals on her own, she just needs the proper outfit to do so with.
I like this thinking outside the box, and agree there's probably no reason to make her more effective at murdering us exclusively. Well, unless we want to use her against rival diggers, but hopefully we'll be able to keep that to a minimum.

I'm personally in favor of going Full Dwarven and gluing (almost) everything we own into one gigantic lump. We have:

Night Mithril [Criminal Activity]
Sulphur [Wicked Gods]
Steel [Protection]
Bronze [Fire]
Marble [Light]
Stone [Earth]
Wood [Nature]

How about a mask or chain cloak? It might grant the ability to avoid detection near or even pass through relevant materials. Imagine being unable to be seen by firelight, being able to pass through solid stone, being able to slip into one mushroom and out another... I don't actually know if artifacts can do any of that, but it'd be neat if they could.

Aside from that, my vote would probably be for armor. As Void points out, the murder isn't the issue so much as the not being murdered in the process part. Which I assume is largely a matter of detection, hence my preference for avoiding detection/bypassing obstacles, but who knows.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 10, 2017, 07:31:17 am
No need for fire earth or nature, I mean, it doesn't need to be the most overpowered artifact.
Title: Re: (SG) Rise of the Smith Lord
Post by: 10ebbor10 on July 10, 2017, 08:06:32 am
Quote
-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)

We may want to have a bit of a meeting with Mril-Minda first, so that we know what great deeds she accomplished. Otherwise, making an artefact will be hard.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 10, 2017, 09:15:19 am
As I understand it this is her great deed.

"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."

I propose we use this deed to create an item both useful and thematic, and one which will be difficult to use against our own person. Here is my attempt at that.

Steel and Night Mithril. This cloak, woven from fine strands of Mithril and Steel (unless this is beyond our craft then simply weave the Mithril and Steel wires into black cloth) shows two sides, the inside is a record of the user's first deed, the silent killing of an innocent and her mother, as more criminal deeds are done in shining steal thread, they will be magically inscribed on the inside of the cloak (bonus helps verify that the target has indeed been dispatched by the hands of the assassin). The outside of the cloak is almost purely a black practical for moving in the shadows, it's wearer is protected from the perception of crime, that is those who somehow manage to see her through natural or magical means simply find it difficult to conceive that the wearer could be doing something wrong.

(Not sure if this is an appropriate power level but thought it might be fun to have an option that was something a bit different from straight up stealth armour which was where my mind first went)

Name it the shroud of innocents.
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 10, 2017, 10:09:14 am
You mean innocence, yes?
Anyway: yes. That sounds like an awesome idea. But does it help if they see you doing a crime?
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 10, 2017, 10:13:44 am
The idea is that she's probably killed a lot more innocent people than one unborn baby and those deeds (encapsulated in the single dramatic event we know of) fuel the aura of innocence.

Don't know, I'm not sure how powerful an item with two materials would be, that said, I imagine for an assassin of her skill simply having magical plausible deniability on the approach and when leaving a scene is a significant edge.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 10, 2017, 02:24:51 pm
Cloak of innocence. +1 It sounds great.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 10, 2017, 05:10:01 pm
Seems a bit... situational to me. Record-keeping strikes me as a pretty mundane thing to put in an artifact, and the mind blank, while useful, would need to be pretty strong and persistent to help with getting into and out of a drow matriarch's bedchambers or something.


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 mask makes its bearer harder to detect or stop via light, flame, nature, or earth. Practically speaking, this makes the bearer hard to see, especially by firelight or against a backdrop of flame, earth or stone, or natural living things. It also allows the bearer to slip past such things easier, rendering them less harmful, slippery, and slightly flexible to the bearer as appropriate. Finally, when the bearer has a target nearby and in mind, the mask carries the whispers of wicked gods and natural things to its bearer, telling them of their quarry's vile crimes (in the eyes of vile gods and wildlife) and other pertinent information (such as they are aware of and willing to share it).


Alternatively, if Night Mithril has a material mod of 1.7 and steel is 1.5, any weapons or armor we make out of it might be better than what she has on pure stats. That might justify getting a little more standard and just forging her a dagger or armor.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 10, 2017, 05:20:40 pm
Alright yeah, that mask sounds perfect if we can craft that. As others have said, she probably doesn't need more tools to kill with.
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 10, 2017, 05:43:06 pm
Alright yeah, that mask sounds perfect if we can craft that. As others have said, she probably doesn't need more tools to kill with.
Actually, considering that he's asking for new Cooking equipment, He's probably asking for a rather nice Dagger from us.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 10, 2017, 06:11:53 pm
Alright. Lets organize this.

Do you want to make -

A Dagger
A Cloak
A Chain Shirt
A Mask


What Materials do you Wish to Use in Artifact Construction?
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 10, 2017, 06:25:01 pm
maybe, hmmmmm I vote for Dagger or the Mask.

Materials: Night Mythril, Sulfur, maybe some wood stone and steel.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 10, 2017, 06:26:50 pm
Mask
Night Mithril, Sulphur, Steel, Bronze, Marble, Stone, Wood
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 10, 2017, 06:30:34 pm
Dagger, Night Mithril, Steel
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 10, 2017, 06:57:11 pm
Mask or cloak, materials as outlined in their descriptions.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 11, 2017, 01:31:36 am
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)
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:
Spoiler (click to show/hide)

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?
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 11, 2017, 02:34:37 am
Shit.....Alright, for Dremscythe, I'd rather he be happy, so perhaps when he becomes of age, we go to Iron Brand, and ask him to be the godfather, while allowing Drem to work in the assassin's guild?

I say we make the military base at the bottleneck, and see about that bugbear who chance has given to us going there, him or the hobgoblin we have currently. I say we have someone examine the rocks themselves instead of just taking the word of the native savages. The noble said we had access to half his food stores right? So I think we can give food to hurry the production of the dark fortress.

I am very worried about Dremscythes foreseen future, Cause this basically means an alliance with the Halflings is impossible now, knowing our son will ruin it one day, unless we can figure out some way to get the half drow to fall in love with him, which is doubtful
Title: Re: (SG) Rise of the Smith Lord
Post by: 10ebbor10 on July 11, 2017, 03:19:45 am
Here's my Plan.

Actions
Construct 1 Fungal Farm in the Dung Slopes
      - 5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
      - 1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
      - 4 Halfling Commoners
      - 10 Marble

Gather Resources in the Pinewood Tribes
      - 3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
      - 3 Labor Units of Assorted and Mixed Breed Diggers

Construct a Watchtower in the Tunnel's Mouth
      -  10 Labor Units of Assorted and Mixed Breed Diggers
      -  4 Labor Units of Halfling Commoners
      -  1 Labor Unit of Highborn Dwarves
      - 15 Marble

Cost :
5 Food
25 Marble

We probably should have told our slaves to work on stuff before going to make the artefact.

Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 11, 2017, 04:58:42 am
Man, who would have thought inscribing murder on the very fabric of the world would have side effects.

Shit.....Alright, for Dremscythe, I'd rather he be happy, so perhaps when he becomes of age, we go to Iron Brand, and ask him to be the godfather, while allowing Drem to work in the assassin's guild?
This and making sure he always has drow to murder. Maybe we could set up some gladiatorial games? Watch goblin warslaves and condemned criminals get gutted in the arena because the queen's son and heir is definitely not a psychopath!

I am very worried about Dremscythes foreseen future, Cause this basically means an alliance with the Halflings is impossible now, knowing our son will ruin it one day, unless we can figure out some way to get the half drow to fall in love with him, which is doubtful
I'm more optimistic, but mainly because we have a few decades (I assume) before it becomes an issue. What a few decades is supposed to change, uh... well, we'll worry about it later.


Here's my Plan.
I'll reluctantly +1 this. I'd rather get a quarry started, but you're probably correct that taxing trade will give us more benefit at the moment. Hopefully we'll be able to just buy stone with wealth once the watchtower is up.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 11, 2017, 05:09:25 am
+1 to the construction plan. At the next opportunity we should start a quarry, using marble to build a dark fortress seems like something which might have consequences. (It would be interesting to know if it's theoretically possible)

As for Dremscythe his fate is both a problem and an opportunity. His fate is bound to Mril-Minda, we can use that to strengthen our ties with the Don or destroy him. Personally I think it will be useful to tell the Don we have made him two tools not one, that the mask is Mril-Minda's now and that he may have Dremscythe, who will be just as potent when he is ready, on the condition that he learns his art under Mril-Minda. This gives our son every opportunity to win the mask by gaining the hobbits' respect, otherwise it gives him the information to destroy them when the time comes.

Destinies should be embraced, not avoided.

If Mril-Minda is not currently married then we should also put out feelers to an eventual marriage alliance between her and Mril-Minda. (What effect would that have on our relationship with the boy's father? Would he accept that this would be the best way for the boy to grow to his full glory?)

Speaking of our husbands, how do their realms fare, is there anything we can do to help them. How goes our husband's war?
Title: Re: (SG) Rise of the Smith Lord
Post by: 10ebbor10 on July 11, 2017, 05:17:45 am
Dremscythe is thd heir to two Kingdom's. Can't give him away.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 11, 2017, 05:37:00 am
If Mril-Minda is not currently married then we should also put out feelers to an eventual marriage alliance between her and Mril-Minda. (What effect would that have on our relationship with the boy's father? Would he accept that this would be the best way for the boy to grow to his full glory?)
Mril-Minda is not only married, but to the Don's son and happily at that. Not seeing a clean way out of this, though brute-forcing it with artifacts might be a possibility.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 11, 2017, 07:29:21 am
The current marriage is a problem, but not an insurmountable one.

The fact that Dremscythe is our first born (even assuming he would automatically considered heir to both kingdoms) is less of a problem, surely Emscythe will see that while his son is destined for greatness it is unlikely to be as a ruler. We have given Dremscythe his destiny, it falls to us to ease his path along it.
Title: Re: (SG) Rise of the Smith Lord
Post by: 10ebbor10 on July 11, 2017, 08:33:38 am
Quote
even assuming he would automatically considered heir to both kingdoms

Not an assumption. It's a fact.

Quote
(Infant Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City

And, I'm not exactly certain if taking away the throne from someone destined to be a really good assasin is a good idea.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 11, 2017, 10:34:12 am
We do not need to demand he be an assassin.  We train him as a warrior and combat leader and he can kill people in battle.

Then when he comes of age he can murder all the halfling criminals, a thing we were planning to do anyway, and take the mask.

If he dies in combat we will not have to worry about it any more, if he lives though massive amounts of combat then he will be a strong military leader.

Long term plans are good but we just need to take it a few years at a time with this.  Train him in combat and destructive magics, leading troops and such.  Send him to raid our enemies to bring back loot.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 11, 2017, 11:35:47 am
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

Report on Resource Gathering in the Pinewoods:
Spoiler (click to show/hide)

Report on Tower Construction at Tunnel's Mouth:
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 11, 2017, 12:57:19 pm
Let's hold off on the investigation of the powerful sorcerer until we go to meet the dragon.

I also think we should give Iron Brand and Mithra guards.

Let's have that audience with Neptune, with a bodyguard present of course

I'm down to send for one of the not emscythe kings. I only say that because I don't want animosity to grow between the kings from us only focusing on 1 of them.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 11, 2017, 05:54:20 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 11, 2017, 06:20:36 pm
I'd like to travel to our sorceror husband, but I think we're better off summoning our dwarf husband to even out our lineage. Staying here is also far more convenient, of course.

We should definitely meet with Prince Whatsit. Hm... I love the idea, but I don't want to anger the diggers and I'd like to get some padding to ensure the operation is qualified. Let's see if we can sandbag him a bit, saying we'd need to see the process succeed on a small scale before we can commit to a larger one. This will buy time, give us a chance to accumulate competent people around him, and see exactly what's involved and where the rough edges are. If he could bring this drow master gemsmith over better yet, though obviously the matter is somewhat out of his hands. Maybe we could exchange letters? They'd probably let a prisoner respond to letters from an allied queen.

We should meet with Don Branding Iron. To agree to his request, but also catch up with a good friend. And see if he has any particular opinions on our gem forge.

It's technically official plan business, but I think we should attend the highborn hunt. Should be a good learning/hobnobbing experience.

We should meet with our staff/court to discuss the feasibility and requirements to import stone, and the properties and feasibility of importing clay.

I guess we probably should pay the dragon a polite house call, taking our mother in law on the trip there at least so she can tell if it's the sorc or not. If not, we should give her the wealth to track him down.

EDIT: I forgot, we should talk with our hobgoblin slavedriver about what a goblin tribe is liable to be like and want, other than freeing slaves.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 11, 2017, 06:56:49 pm
+1 to everything Irony said
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 11, 2017, 07:16:42 pm
Just my Idea, But we might want to take a walk around the city, see if we can meet up with the dragon as they would likely be fairly good to know even if we can't find any way to get them involved.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 11, 2017, 10:32:40 pm
We do not need to do everything ourselves, lets send our mother in law to the dragon.  Just meet and greet.  Explain that we consider having them in the town an honor and we will let them stay hidden and not disturb their lives.  Also offer that we can forge artifacts for both parties if they wanted to donate to us... but that would need to be negotiated separately.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 11, 2017, 11:20:17 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

"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:
Spoiler (click to show/hide)

---

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."
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 12, 2017, 12:22:48 am
Man boosting a murderer's murdering potential to mythical levels keeps coming back to haunt us. Next time we fall pregnant we should try making a nice artifact, see if it keeps producing flowers everywhere we go.


We should probably request nobody mess with Pill's mistress for both of their sakes, explaining that we have some interest in her ourselves and that she may be more dangerous than she appears.

I'd like to go pay the lovebirds a visit personally after Don's visit, but otherwise we should assemble a plan for the coming month.


Speaking of which, can we build multiple things in the same slot? Specifically a second farm at Dung Heap.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 12, 2017, 12:30:29 am
Sure. Wouldn't recommend putting too much pillage-able shit in one place without a place to house troops nearby though.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 12, 2017, 01:47:06 am
The Plan
Work Dung Heap Farm
-2 FU Human Commoners
-2 FU Hobbit Commoners
-2 FU Assorted/Mixed Diggers
-3 FU Human Phalanx (escort)

Garrison Axeltax
-3 FU Human Phalanx

Escort Branding Iron's Convoy
-3 FU Rangers (x2 in woodlands, no cost)
-2 FU Human Phalanx (no cost)

Hunt Trolls
-2 FU Dwarf Nobles (voluntary, no cost)
-4 FU Dwarf/Drugar Militia (x1.3 underground)
-Ourselves and anyone else from our court who wants to come along

Trade Wealth for Bricks at Goldears
-4 FU Drugar Highborn (x3 effectiveness)

20 (paid) FU total, -4 Food
+6 Food (Dung Heap Farm)
+2 Wealth (Axeltax)
-?? Wealth, +?? Bricks (Goldears Trading)
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 12, 2017, 03:11:22 am
Sounds like a good plan, I agree on warning the don as well, although on the other hand if she dies here, we can have the mask for Dremscythe and the halflings can't technically fault us ;).
I am for warning them not to mess with them though....it is annoying that a dragon is married to the grandson of someone we need to eliminate though.

Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 12, 2017, 08:08:14 am
I think we definitely need to meet the dragon before making a decision about who should be warned. The Don is proving to be a valuable short term ally, and while our families are destined to cause each other trouble it is probably best not to get his daughter in law killed just yet. However we do need to see what the Dragon is like, perhaps this will prove to be an opportunity to make a more powerful ally, either by warning the dragon and/or the Don depending on our assessment of their usefulness.

That said, having established that the Dragon is not the powerful sorcerer our mother in law detected we should probably release the 2 wealth required for her to search for them, if only to know what is going on in our city.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 12, 2017, 08:27:34 am
The dragon has killed many people in the city, maybe in self defense, so we should not talk to her directly.
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on July 12, 2017, 09:35:11 am
Next time an artifact is made, it's for us and protects the wearer from most dangers. I don't care if our soul and mind and whatnot can't be killed if there's still writing scattered around places, we need something to prevent laceration, evisceration, and incineration. ESPECIALLY since we have some form of dragon/dragon-cultist/dragon-something-or-other in our city.

Also, what better fate for a child than to be a protector of those who actually appear to not fight, ever. Unless, you know, it goes like some forumite's sig, and babies become used as shields.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 13, 2017, 02:53:02 am
"#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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

"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:
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

---

When you get home, you receive reports from the field and your court.

Labor Report from Dung Heap Farm:
Spoiler (click to show/hide)

Labor Report from Dung Heap Farm:
Spoiler (click to show/hide)

Monthly Report:
Spoiler (click to show/hide)

How do you Proceed?
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 13, 2017, 04:25:18 am
Maybe waving politely to the dragon from very far away was a better idea after all.


Hunt Payout
Daaaaaaaamn. This is an amazing haul and I badly want A (regeneration), D (rapid growth), and F (murderbuddies for our murderson).

I think I'm ultimately gonna have to vote F: Red Troll Orphans to give our son some murderbuddies. We can get artifact fodder from a billion different sources, but childhood lackeys are a bit harder to do right.

Trade Deal
Yes yes yes take the deal. 50 bricks we're rich hahahahahahaha. We can get a quarry going and everything!

Feat-o-Vision
I'd like to pay a visit to the insectfolk hive. They have a bound demon, an apparently rather capable summoner, and are on the list for assimilation. Normally I'd send an envoy, but since our diplomat husband is in town again, I figure it'll be worth it to go personally with him.

Sorc-o-Vision
Oops, we should get our hag her 2 Wealth so she can track down our sorceror.


SUDDENLY EAGLES: Damn it. Guess we'll leave as much military force as possible (including our city-capable militia), and hope the full dwarven nobility can handle quarantine, because our drugar are stilly busy trading.

SUDDENLY WHORES: Uh. Right. Not sure we can do anything about that, other than slam our fist into the table and rant about how the drow's insidious scheming knows no bounds.


Official Orders
Work Dung Heap Farm
-2 FU Slutty Human Commoners
-2 FU Slutty Hobbit Commoners
-2 FU Assorted/Mixed Diggers With Superior Taste In Whores
-2 FU Slutty Human Phalanx (guards)

Seal Trade Deal (and start hauling it back?)
-4 FU Drugar Highborn
-3 FU Assorted/Mixed Diggers (hauling duty)

Diplomacy With Hives (and other natives? not sure if this is a monthlong thing or if we'll have other plans or what)
-Ourselves and All-Lord Ukareem the Silver
-1 FU Weremule Warmonks (free)
-2 FU Goblin Warslaves (free)

15 (paid) FU (counting the 3 stationed at Axeltax; I assume they still need to eat, or does housing reduce that?) total: -3 Food
Expected gain: +6 Food, +2 Wealth
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 13, 2017, 12:53:19 pm
15 (paid) FU (counting the 3 stationed at Axeltax; I assume they still need to eat, or does housing reduce that?) total: -3 Food
Expected gain: +6 Food, +2 Wealth

Troops lounging around a tower consume no more fore than troops lounging your city.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 13, 2017, 01:37:28 pm
I definitely agree on F, some of those materials look interesting however, a troll posse for our son is too awesome to pass up.

So much yes to 50 bricks that would be a real boon.

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.


Definitely give our mother in law the two wealth she needs to discover the were eagle.

I'm not sure about the next two suggestions but I'll put them out there:
Spending the 2 food and 10 marble to make a farm at Tunnel's mouth (assuming the land is suitable for farming) under the guard of our watch tower seems like a prudent idea, the more food we can produce the more we can make use of our population.

Second does Count Chance of Bardhill have any feats to his name? If so it might be worth making a simple artefact sometime in the next few months. The artefact would be made out of marble and steel which will harness the power of light to detect the vampire in his kings court and give him the protection to bring it to justice for spying. While this would take some time it has the potential to a) strike a blow against the drowish enemy b) turn the human kingdom against the Drow, gaining us an ally in a potential war c) strengthen the hand of our ally the Count which might be handy in the coming civil war and increase our influence over him. 
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 13, 2017, 04:36:02 pm
Personally I'd love some of that red troll hide, especially if we make a ring for the troll slayer. F is by far the best option though, as we can harvest them should anything happen. Give the gold to find the sorcerer.

Perhaps we should go meet the dragon personally, not with a gift though, we will bring something greater... The promise of a legendary artifact crafted by one of the first diggers. Just an idea thoughts on that?

Also, about the highborn dwarf that wishes to learn steel, perhaps we could have him apprentice under us?
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 13, 2017, 06:18:41 pm
Troops lounging around a tower consume no more fore than troops lounging your city.
Neat! I'll edit the plan accordingly.


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.

I'm not sure about the next two suggestions but I'll put them out there:
Spending the 2 food and 10 marble to make a farm at Tunnel's mouth (assuming the land is suitable for farming) under the guard of our watch tower seems like a prudent idea, the more food we can produce the more we can make use of our population.
I'd rather save the marble and use bricks for a quarry. Our limiting factor right now is lack of buildings/infrastructure to spend FU on, rather than food to activate it. Another farm would let us throw military weight around more freely and trade more, but neither seems like it'd give us a great deal at the moment.

Second does Count Chance of Bardhill have any feats to his name? If so it might be worth making a simple artefact sometime in the next few months. The artefact would be made out of marble and steel which will harness the power of light to detect the vampire in his kings court and give him the protection to bring it to justice for spying. While this would take some time it has the potential to a) strike a blow against the drowish enemy b) turn the human kingdom against the Drow, gaining us an ally in a potential war c) strengthen the hand of our ally the Count which might be handy in the coming civil war and increase our influence over him. 
Perhaps we should go meet the dragon personally, not with a gift though, we will bring something greater... The promise of a legendary artifact crafted by one of the first diggers. Just an idea thoughts on that?
I assume if Count Chance had any deeds we'd have noticed them by now. Based on the dragon's... tense reply, I suspect she has little appreciation for us or our works.

Also, I'd like to try repeating the process of our first son with a more pleasant artifact for our second child.

Also, about the highborn dwarf that wishes to learn steel, perhaps we could have him apprentice under us?
This is a good idea.
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 13, 2017, 11:13:29 pm
Troops lounging around a tower consume no more fore than troops lounging your city.
Neat! I'll edit the plan accordingly.


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.

I'm not sure about the next two suggestions but I'll put them out there:
Spending the 2 food and 10 marble to make a farm at Tunnel's mouth (assuming the land is suitable for farming) under the guard of our watch tower seems like a prudent idea, the more food we can produce the more we can make use of our population.
I'd rather save the marble and use bricks for a quarry. Our limiting factor right now is lack of buildings/infrastructure to spend FU on, rather than food to activate it. Another farm would let us throw military weight around more freely and trade more, but neither seems like it'd give us a great deal at the moment.

Second does Count Chance of Bardhill have any feats to his name? If so it might be worth making a simple artefact sometime in the next few months. The artefact would be made out of marble and steel which will harness the power of light to detect the vampire in his kings court and give him the protection to bring it to justice for spying. While this would take some time it has the potential to a) strike a blow against the drowish enemy b) turn the human kingdom against the Drow, gaining us an ally in a potential war c) strengthen the hand of our ally the Count which might be handy in the coming civil war and increase our influence over him. 
Perhaps we should go meet the dragon personally, not with a gift though, we will bring something greater... The promise of a legendary artifact crafted by one of the first diggers. Just an idea thoughts on that?
I assume if Count Chance had any deeds we'd have noticed them by now. Based on the dragon's... tense reply, I suspect she has little appreciation for us or our works.

Also, I'd like to try repeating the process of our first son with a more pleasant artifact for our second child.

Also, about the highborn dwarf that wishes to learn steel, perhaps we could have him apprentice under us?
This is a good idea.
Possibility: The Count IS the vampire, and THAT is why we can't detect any feats on him, He's already Dead!
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 14, 2017, 01:07:41 am
Doubtful. I mean, he might just be a duke who never did anything impressive? Whose to say the dead can't have feats anyways? Might just be so long as sentient
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 14, 2017, 01:15:42 am
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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?
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 14, 2017, 01:44:58 am
Meet with her in private with only our bodyguards. 

While we might make her an ally, I would prefer it is kept out of sight as much as possible.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 14, 2017, 01:57:56 am
Whoops, we have goblin civilians after all. Poor neglected goblin civilians. Who I assume only want to kill.


Meet with her in private with only our bodyguards. 

While we might make her an ally, I would prefer it is kept out of sight as much as possible.
I'd rather bring Ukareem. His insight was invaluable in our meeting with Branding Iron, and he's our husband so we shouldn't have to worry about him knowing about anything.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 14, 2017, 03:12:17 am
Whoops, we have goblin civilians after all. Poor neglected goblin civilians. Who I assume only want to kill.


Meet with her in private with only our bodyguards. 

While we might make her an ally, I would prefer it is kept out of sight as much as possible.
I'd rather bring Ukareem. His insight was invaluable in our meeting with Branding Iron, and he's our husband so we shouldn't have to worry about him knowing about anything.

We should bring both, like last time. I would like to bring more guards than last time, as while I would like to make an ally of her (I like allies), we should perhaps pressure her into telling us who in our court is her spy. At the very least we will find out how good of a liar she is.

On another hand, perhaps we should begin only telling our husbands and those involved what we are doing. All others could be fed a false story from now on, with orders to those who know of our true location and plans devulging it only if necessary, and only to those needed.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 14, 2017, 09:33:10 am
I think feeding everyone in our court a false story of what we are doing is going to do very little except make it obvious to everyone that we're lying to them after the first couple of times. It may not even prevent us from being spied on as she could easily be using magic or have some other way of eavesdropping on our plans. Counter intelligence efforts are necessary but will probably have to wait until we've had a conversation with this woman.

On the subject of food, whilst we do have enough food production to get our entire population to work with us (so long as we do not need to pay any military to do anything) so perhaps a quarry is the higher priority. It has made me think though, do we have any options for expanding our population (other than dark fortresses) and are there any other ways we can improve infrastructure in silent hammers itself?
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 14, 2017, 12:51:59 pm
Meet with her in private with only our bodyguards. 

While we might make her an ally, I would prefer it is kept out of sight as much as possible.
+1.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 14, 2017, 03:58:04 pm
On the subject of food, whilst we do have enough food production to get our entire population to work with us (so long as we do not need to pay any military to do anything) so perhaps a quarry is the higher priority. It has made me think though, do we have any options for expanding our population (other than dark fortresses) and are there any other ways we can improve infrastructure in silent hammers itself?

Agreed, quarry is probably very important...infrastructure is needed, and that is gained from getting industry. We've begin doing this with the gemcrafter, and the quarry will be an even bigger step in the right direction. I fully expect the populace to grow faster as we get infrastructure though, right now it's kinda shit, but once we get industry running, I'd assume commerce to come, and once that's established the populace will begin to grow as more wish to move in. The main issue we have is likely that we are a digger city. As opposed to dwarven or druegar city. And since those races for the most part seem to hate each other, I'm actually happy people aren't coming in quite yet, cause when people start coming we are going to need to be able to deal with the racial tension quickly
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 14, 2017, 04:53:47 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 14, 2017, 05:07:21 pm
May I suggest purchasing the valley? It doesn't step on any halfling...'s toes, and it gives us more room to expand without tearing down houses.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 14, 2017, 05:33:38 pm
Hm. We'll probably be busy with a quarry, farm, and possibly defenses for those in the next few months. Once we get a breather, we'll definitely want to survey the underground to see what's available. I'd like to get a Greatwalls Block Plant at some point, but it's a fairly heavy investment while we've got potential space elsewhere.

Long term we'll definitely want a metal foundry, but it's also a heavy investment and will no doubt agitate (at least one of) the Dons. We should make sure we're relatively comfortable before putting the squeeze on them, but I'll be damned if a fat hairless rodent is going to tell a Digger Queen she can't have a metalworks.


May I suggest purchasing the valley? It doesn't step on any halfling...'s toes, and it gives us more room to expand without tearing down houses.
Eventually, definitely. We'll still want to survey it first, but more space, farmland, and quarries all sound fantastic.

There are two problems with doing it now, however. One, we don't have a ton of wealth. If ~10 Wealth would really buy us the valley I'd say take it, but given that's two and a half months' salary for a Don, I'm pretty skeptical. Two, the humans don't value it because it's impossible to defend. They've clearly never heard of DIGGER FORTIFICATIONS EVERYWHERE, but we're low on materials to build those, so we wouldn't be able to defend it either.

I'd be fine meeting with Count Chance to idly discuss the matter once we've surveyed it (maybe pointing out that it'd help get our legendary digger industry- and therefore armaments- online), but barring some very generous loan conditions I don't think we'll be able to afford it anytime soon.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 14, 2017, 06:07:57 pm
Again, while Count chase does not appear to have any deeds himself, promising him an artefact might be a cheap way to get the valley. That would require us to be an informed barrier and for us to build an artefact based on our deeds which would be beneficial to both him and us.
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on July 14, 2017, 06:48:00 pm
So, send some skilled HUMANS to go survey the surface world in the valley, I'd say. We need to appear at least halfway decent to the humans, and they're experts at scumming it on the surface. We definitely need to survey the ground beneath our city ASAP, because more accessible territory is a good thing.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 14, 2017, 07:59:26 pm
I think we should have a survey done to find what our human citizens would like, since urist kicked a large portion of them out, it's probably a good idea to do something for them, to show we care for all of our citizens, and not just the digger population
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 14, 2017, 09:08:48 pm
Quote
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.
Just noticed we got a quiet update on Mril-Minda's progress. Um. Good job, I guess?

Again, while Count chase does not appear to have any deeds himself, promising him an artefact might be a cheap way to get the valley. That would require us to be an informed barrier and for us to build an artefact based on our deeds which would be beneficial to both him and us.
A definite possibility, but note that artifacts aren't 'cheap' as in 'of low value', just in non-opportunity costs. We've got a lot of people/things we'd like to make artifacts for.

As a minor note, I doubt he'd be interested in any of our personal feats. He no doubt has champions and other assorted jackasses at court we could crib from, though. Might even prefer to superpower his underlings.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 14, 2017, 09:11:32 pm
Try to influence Mril-Minda to get more info on the drow while murdering through the guys family.  Info on new targets politics and such so she can strike targets that will be even more devastating.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 15, 2017, 03:07:27 am
Other idle note: In addition to our artifact-craft, we are flatly an awesome, literally god-tier mundane smith. We should try regular forging sometime.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 15, 2017, 12:34:30 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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?"
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 15, 2017, 12:51:38 pm
State that it is a good deal for us, and ask what SHE gets out of us going to meet the savages.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 15, 2017, 02:46:43 pm
As I recall our intention was to meet one particular savage. We should probabl try to find out if Donna Sherry can (or wants to) get us that meeting.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 15, 2017, 03:41:12 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

"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.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 15, 2017, 04:54:49 pm
Reposting my old plan with some adjustments:

Survey Silent Hammers Soil
-4 FU Assorted/Mixed Diggers (10 LU)

Work Dung Heap Farm
-2 FU Slutty Human Commoners
-2 FU Slutty Hobbit Commoners
-2 FU Assorted/Mixed Diggers With Superior Taste In Whores
-3 FU Slutty Human Phalanx (guards)

Seal Trade Deal (and start hauling it back?)
-4 FU Drugar Highborn
-3 FU Assorted/Mixed Diggers (hauling duty)
-5 FU Goblin Slaves (free, hauling duty)
-1 FU Hobgoblin Drivers (free, hauling duty)

Diplomacy With Assorted Hobbit-Approved Savages And Hopefully Hive
-Ourselves and All-Lord Ukareem the Silver
-1 FU Weremule Warmonks (free)
-2 FU Goblin Warslaves (free)

20 (paid) FU, -4 Food
Expected gain: +6 Food, +2 Wealth


Other Business:
-Get our hag that 2 wealth
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 15, 2017, 05:17:23 pm
Agreed with Irony Owl on the labour distibution

We should accept Sherry's help. It might be worth checking if she has any deeds, though I expect not.

Also we should take this opportunity to find out more about the Eastville Drone and his kind before leaving to talk to him, so we might have a better idea what we might have to offer them.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 16, 2017, 04:44:19 am
+1 to irony and mithras
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 16, 2017, 12:52:01 pm
+1^
Title: Re: (SG) Rise of the Smith Lord
Post by: Funk on July 16, 2017, 01:57:54 pm
Reposting my old plan with some adjustments:

Survey Silent Hammers Soil
-4 FU Assorted/Mixed Diggers (10 LU)

Work Dung Heap Farm
-2 FU Slutty Human Commoners
-2 FU Slutty Hobbit Commoners
-2 FU Assorted/Mixed Diggers With Superior Taste In Whores
-3 FU Slutty Human Phalanx (guards)

Seal Trade Deal (and start hauling it back?)
-4 FU Drugar Highborn
-3 FU Assorted/Mixed Diggers (hauling duty)
-5 FU Goblin Slaves (free, hauling duty)
-1 FU Hobgoblin Drivers (free, hauling duty)

Diplomacy With Assorted Hobbit-Approved Savages And Hopefully Hive
-Ourselves and All-Lord Ukareem the Silver
-1 FU Weremule Warmonks (free)
-2 FU Goblin Warslaves (free)

20 (paid) FU, -4 Food
Expected gain: +6 Food, +2 Wealth


Other Business:
-Get our hag that 2 wealth
+1
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 16, 2017, 03:13:10 pm
Other Business:
-Get our hag that 2 wealth

Quote
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

"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?"
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 16, 2017, 06:41:27 pm
Good plan, yes.


...do we have a plan? I'm not sure we want to openly ally with skystealers, but we do need a unified digger race...
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 16, 2017, 07:07:15 pm
Perhaps a secret alliance agaisnt the drow. I don't think we've yet made public that we have left our solitude to make war upon the drow, until then it is perhaps best to keep our dealings with these diggers private, if not secret. We might even be able to come to an agreemet with Donna Sherry to move help us work with these people clandestinely.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 16, 2017, 07:46:51 pm
Ooh, hobbit buffer, that could work.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 16, 2017, 10:35:10 pm
Let's just listen for now.  Explain we are a first digger who knows virtually nothing about what has happened since the first times and are looking to learn about all the races of dwarves and drugar.  We can make alliances and such at some later time.

Maybe ask after their religion, it could be that what they propose is just misunderstood(or they are actually insane apocalypse cultists who we don't want to piss off in their own house).
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 17, 2017, 04:31:05 am
Just listen for now, if business is done it will likely need to be done through someone else. I do think we should learn more, and even if we declare an open alliance with them, would many hate us if we do it simply for the defeat of the drow, and then just have treaty and allow trade?
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 17, 2017, 02:56:10 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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?
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 17, 2017, 04:38:58 pm
Propose an alliance for sure, they seem sane, and if we can cause their sect to grow with our support, then this sect could become the face of the religion, and the hatred will cool, maybe.

for sure short term alliance atleast.

I am worried about the hostility shown to our husband though
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on July 17, 2017, 04:49:40 pm
Feat-o-vision?

Also, propose a clandestine alliance for now. Perhaps see if they can do something good-public-relations-y.

We might need to figure out a means by which we can convince their goddess to NOT go all homicidal-genocidal-sky-i-cidal on, well, everything.
Title: Re: (SG) Rise of the Smith Lord
Post by: 10ebbor10 on July 17, 2017, 05:30:59 pm
Quote
We might need to figure out a means by which we can convince their goddess to NOT go all homicidal-genocidal-sky-i-cidal on, well, everything

Well, all she wants is to have the sky, so we merely need to create workd largest copying machineand duplicate it.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 17, 2017, 05:34:33 pm
Could we try to sense a feat, perhaps we could make this god an artifact to allow it to be above ground once again, but we'd need some garuntee it wouldn't go berserk and try to bring ruin once freed
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on July 17, 2017, 05:43:04 pm
An artifact THAT ludicrously powerful? We could probably direct her every action at that point... Maybe some form of metallic construct (Think Bronze Colossus, except smaller because we don't have THAT much time or metal)?
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 17, 2017, 06:40:11 pm
It is very worth being friendly to these people, whilst their god wishing to bring the sky underground is a problem it is as intractable as the problem presented by the drow.

In the meantime friendliness can be expressed in enquiring how we can help them, and how we can benifit each other. It is also worth asking about the Eastville Drone. Has this conversation softened our husband's stance at all?
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on July 17, 2017, 08:51:29 pm
I spent the last hour reading this.

and WOW

PTW till i think in something to help the hivemind.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 18, 2017, 04:44:38 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

"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?
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 18, 2017, 05:18:11 pm
I'd like to accept his offer of young drugar, but we can only house them if they fit into non-highborn housing. Protecting them shouldn't be a huge deal, we'll just give them goblin escorts.

Otherwise I think we're done here.
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 18, 2017, 10:45:48 pm
I'd like to accept his offer of young drugar, but we can only house them if they fit into non-highborn housing. Protecting them shouldn't be a huge deal, we'll just give them goblin escorts.

Otherwise I think we're done here.
+1 to That, with the possibility that we mention how the drow's demonic masters are planning "Something which will make him and his goddess's plans useless." before we leave.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 19, 2017, 02:22:04 am
I'd like to accept his offer of young drugar, but we can only house them if they fit into non-highborn housing. Protecting them shouldn't be a huge deal, we'll just give them goblin escorts.

Otherwise I think we're done here.
+1
Also ask him to send word that we are willing to help in the repairing of the artifact, and he said he could gather the gods presence? So perhaps that could be done before we leave
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 19, 2017, 03:20:11 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 19, 2017, 08:22:13 pm
Ok so I just got a stupid idea, create an artifact from the feat of holding a powerful being hostage, and use troll bones in crafting it, to create body that holds the feathered drugars God within it, trapped, but able to move. It'd be an improvement over being stuck in the dirt, and if a mask lets us influence the decisions of mril Minda, imagine how much control we would have over the God of we chose to exert out will on it as it is entirely trapped within!

Also what qualities would dirt grant an artifact if used? Maybe we could loophole the curse of the body is made purely earthly materials, we would need to study the curse some to find if that's possible before taking the time though
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 19, 2017, 09:43:43 pm
"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?"
What a coincidence, we want to use you for the same thing!

We should probably just explain that we're seeking to expand into and claim the Trollish Wastes and its peoples, harass the drow, and eventually conquer them entirely. The more useful she is to us in these endeavors, the more favor she can expect. If she wants to swear fealty to us outright and can justify the expense, we'd even be willing to extend our protection so her people don't have to huddle in the cliffs.

Also mention, of course, our ability to forge lesser artifacts at will. Mentioning Mril-Manda's exploits would be impressive, but give away that we can track artifact bearers, at least in the long term to anyone performing sufficient detective work. So I'm in favor of keeping silent on that note.

For more specific business, we're open to trade and could use a loan. We're still getting on our feet, so we're suffering a shortage of materials and wealth to buy materials with. As diggers, once we get started there will be no stopping us, however.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 19, 2017, 09:56:29 pm
We could also use a friendly drow clan who might be able to usurp the beetle queendoms in our name and become our vassals.  With our armies backing them up even if the drow settlements lie in ruins and dwarven settlers move in, the Opal elves will still come out better off, rulers instead of slaves.

Mention the blunderbuss artifact and the one who created it as proof of our knowledge at least.  If they do not want to give us a loan maybe they would buy an artifact from us, or accept an artifact as part of the loan deal?
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 20, 2017, 01:46:23 am
Agreed on the name drop, I think we should offer these elves allegiance, even if they are drow...wait, did the embers tell us a specific drow race that would bring about the end, or just that it would be drow...if we don't know, it might be smart to only be allied short term and not make an artifact, instead just making good ordinary gear to arm their forces and ours in the battle against the queendoms
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 20, 2017, 02:55:16 am
Agreed on the name drop, I think we should offer these elves allegiance, even if they are drow...wait, did the embers tell us a specific drow race that would bring about the end, or just that it would be drow...if we don't know, it might be smart to only be allied short term and not make an artifact, instead just making good ordinary gear to arm their forces and ours in the battle against the queendoms
I don't think we got any hard specifics, but if it's going to end the world and involves demons, it's probably the main, orthodox drow civilizations and not a rebel clan of coin-caste slave merchants.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 20, 2017, 03:33:29 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

"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:
Spoiler (click to show/hide)

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?
Title: Re: (SG) Rise of the Smith Lord
Post by: Glass on July 20, 2017, 04:09:36 pm
Helmet made of dire pinecones.
Title: Re: (SG) Rise of the Smith Lord
Post by: Whisperling on July 20, 2017, 04:46:58 pm
PTW
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 20, 2017, 04:47:22 pm
Bleeding Wood & Soul Stone
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on July 20, 2017, 04:50:03 pm
I would think that something for one of their feats would be nice, however I don't have time to review them and propose a suitable artifact right now.
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 20, 2017, 04:51:55 pm
I would think that something for one of their feats would be nice, however I don't have time to review them and propose a suitable artifact right now.

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 20, 2017, 05:16:41 pm
Quick question: Can we inscribe multiple artifacts with the same feat?


We should probably stick to metal to boost our sales attractiveness, though a one-material artifact for all this would still be an absolute steal. I say we take Singing Wood and Plum Copper, arrange for the taller elf to receive the artifact, and worry about the specifics later. Most likely we'll end up making something out of Steel, Bronze, and Plum Copper, and either inscribed with one of the tall elf's feats (for political mobility) or our master smithery (for master smithery).

Otherwise I think we're done.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 20, 2017, 05:30:16 pm
+1 for Irony's plan to use singing wood and the tall elf's deed to help create an artifact that helps someone out politically.  Details to be hashed out later, but two conditions need to be noted. First we are probably going to concieve a son during this effort so something benificial would be nice. Two, it really needs to be something we can create as quickly as possible (so only two resources would be my vote) as our rule is still in a very sensitive period.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on July 20, 2017, 05:35:30 pm
hey.

plum coopper (metabolism) and deep saphire (uncover the hidden sorcerous magic)

a necklace.
that increase magical power greatly
in the 7th use OR when we decide it curse will be revealed,
the user will get possessed by rage and hatred by everyone that share his blood or race.

a mad drow begin shooting fireballs in his own people.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 20, 2017, 05:46:41 pm
First we are probably going to concieve a son during this effort so something benificial would be nice.
Yeah, this is a concern of mine as well. I'd love to make a Singing Wood + Everything artifact inscribed with Ukareem's bloodless empire building feat in the hopes of pulling another, more benign connection than with our first son. But the test run is both time sensitive and awards a major missing component (+social skills), so I don't see a good way around it.


a mad drow begin shooting fireballs in his own people.
Cursed items strike me as either a waste of an artifact (purely bad) or an excessively dangerous ploy (bad in the long term, but makes them really dangerous on the way down). Either way, we'd also need an appropriate feat.
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on July 20, 2017, 06:03:09 pm
Given what we've seen, the best artifact (To my mind) would be an artifact of benevolent empire-building, based on the feats of (Can we do two? Please tell me we can do two) Ukareem and Urist the Left-Handed.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on July 20, 2017, 06:05:21 pm
First we are probably going to concieve a son during this effort so something benificial would be nice.
Yeah, this is a concern of mine as well. I'd love to make a Singing Wood + Everything artifact inscribed with Ukareem's bloodless empire building feat in the hopes of pulling another, more benign connection than with our first son. But the test run is both time sensitive and awards a major missing component (+social skills), so I don't see a good way around it.


Oh, if we do something bad we should tell our husband that or we get pregnant after artifact or the son might get, weird.



a mad drow begin shooting fireballs in his own people.
Cursed items strike me as either a waste of an artifact (purely bad) or an excessively dangerous ploy (bad in the long term, but makes them really dangerous on the way down). Either way, we'd also need an appropriate feat.

We destroyed an oven that created us. Nothing that make it hate himself better than this. (other option for this feat would be surely weapons and shit)

Even if we do a good artifact with our next kid we should warn our husband too (buy it from them because our kid will get attached)

But... other things than artifact


they offered:
-Resources for loan and artifact

-friendly Garrison and free staff for a fortress in trade of they being used as headquarters/storage

Offer:
-If they think on us on cheap deals or other kinds of deal we could offer them a way to pay the taxes in goods other than wealth when passing at Axeltax. Or pay a kind of semester tax to have free pass. they could get rid of goods that they couldn't get rid otherwise. (and we could get some exotic material by ramdom)

-Escort caravans if they pay for it or if they pay us part of the wagon. (calm donna down that we won't steal her business, she might get rewarded by all this shit)
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 20, 2017, 06:10:24 pm
First we are probably going to concieve a son during this effort so something benificial would be nice.
Yeah, this is a concern of mine as well. I'd love to make a Singing Wood + Everything artifact inscribed with Ukareem's bloodless empire building feat in the hopes of pulling another, more benign connection than with our first son. But the test run is both time sensitive and awards a major missing component (+social skills), so I don't see a good way around it.

I'm having difficulty understanding the problem, creating something small and benign might still have an effect on the child. What do you ean by "awards a major missing component." and why does it factor into the discussion?

Unrelatedly, we're going to need to set up a quarry before we go under but it might also be a good idea to start thinking about nvesting in monuments, we keep handing them out to people who aren't neccessarily on our side, if we could get more control over them that would be a huge benifit.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 20, 2017, 06:45:23 pm
I'm having difficulty understanding the problem, creating something small and benign might still have an effect on the child. What do you ean by "awards a major missing component." and why does it factor into the discussion?
It might, yeah, but if it's an artifact to sell it'll be less awesome and harder to get a hold of than if it's custom built for them and held onto by their father until they're ready for it. If the kid imprints onto it like our first did, that'd be unfortunate (though admittedly, if it's small it'd be cheaper to buy back, at least).

By missing component I mean I'd like it to be a +social skills artifact, since that's nice and benign and fits with Ukareem's feat and likely aspirations for his children. We don't have any of those at the moment, but Singing Wood fits the bill. So we can't decline or delay her offer to work on a different, bigger artifact, because a major component for it is acquired by making the smaller artifact.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 21, 2017, 02:05:33 am
Ah, you see while it is not the msot optimal I actually like the interesting stories creating artifacts which are linked to our children then sending them out into the wild might create. The idea that each of our children must prove themselves worthy of the artifact that is their twin is pretty awesome.

But I can see how that might not be desirable, in which case it might do to send our husband away for six months and ask him to come right back when we're ready to make an artifcat just for our son.

As for the artifact the idea is crystalising a bit more in my head to make a throne of singing wood and stone, inscribed with the feat of an elf rising above their caste and having their children declared legitimate drow. It draws power from the earth and it's children so it works best for diggers and those that live underground and it simply gives gives a force of personality and great charisma to the owner unless they are sat upon it, in which case their words come close to being inresistable. Get the opal elf to sell it to some digger lord who can use it to build or reinforce their own kingdom.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 21, 2017, 02:35:01 am
What about a crest that is worn on the chest and burrows into the owner.  It is made of bleeding wood, plum copper and wraith leaf and turns the wielders blood into a deadly poison while making them strong against all forms of poison, disease and undead magic.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 21, 2017, 01:41:28 pm
We need to do it fast, so let's just make a decent artifact of something that we have in surplus, like marble. Maybe a ring made of singing wood and inscribed with marble, using the tall ones feat of having his inferior blood accepted by s drow queen

Later on we can make an even better social artifact using our husbands feat and a greater amount of singing wood, and hopefully have a child bound to it as well.

As for people's ideas making cursed artifacts, wouldn't we need troll bones to craft that? I am very much against slaughtering one of the troll children just to make a cursed artifact, or spending money on it, or anything really. It just seems like a waste of resources
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on July 21, 2017, 02:42:53 pm
Yep, it's better forget about the curses.

The problem in using one of the drows feat, is that we will have to deliver to him, or test our willpower. What he does later with the artifact doesn't matter. but HOW give it to the bodyguard hands and make sure it will be delivered?

The problem to using the husband's feat is... that we will have to put it in his hands and take it off later so he will have to be here in the end of the craft. Maybe we can talk in digger language to Ukareen about the child-artifact bonding and make him make a deal right now with the opal drow. "hey, i will do this this and this in an artifact, and my husband want's to buy from you. Don't ask."

Maybe he wouldn't like to have his son bounded by anything, but then we will have to ask him to wait and come in the day that the artifact is finished, to touch it and touch... us(?)

(I don't know you guys, i always laugh hard when i use singular or "we" to describe the guy/girl we are suggesting. "Our husband" "my child" make me notice that somewhere in my brain is still a kid )
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 21, 2017, 03:01:16 pm
I don't think using the bodygaurd's deed is such a problem, we can simply arrange it with the princess and it shouldn't be a a significant cost for her assuming the bodyguard is loyal to her. It is at least worth asking if that's a possibility.
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on July 21, 2017, 03:10:03 pm
I'm still voting artifact that gives wisdom, intelligence, political/persuasive ability, etc., based on Ukareem's feat. Because THAT is a better option than risking a manipulate lunatic who is good at threatening (Did we ever learn if said bodyguard convince the Beetle Queen based on persuasiveness...or threats?)
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 21, 2017, 03:30:54 pm
We could ask Ukareem to recieve the artifact and deliver it to the opal elf princess. But I think there's a lot of reasons why he might not like that, given it will be his name and deeds written all over the thing. If we explained that our child would likely find a way to inherit it it might sweeten the deal.

That said I believe we have more to lose politically and practically by using Ukareem's deed, after all a manipualtive threatining lunatic of a child is still a child with important social skills, they just have to be taught to use the skills and nature they are made with in a way that doesn't burn them.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 21, 2017, 04:38:37 pm
I'm still voting artifact that gives wisdom, intelligence, political/persuasive ability, etc., based on Ukareem's feat. Because THAT is a better option than risking a manipulate lunatic who is good at threatening (Did we ever learn if said bodyguard convince the Beetle Queen based on persuasiveness...or threats?)
You realize we're giving the artifact to her no matter which feat we use right? I'd rather save our husbands feat as a gift for him or his child, the only difference is one convinced a queen to keep his kid, and the other United a shitload of races, the second seems like the more impressive and useful to me, so I want to save it for a grand creation, which we can't do with the time we have to deliver the artifact, just have the stipulation that the body guard must be the one to receive it from us
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 22, 2017, 12:24:26 am
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

"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:
Spoiler (click to show/hide)

Progress Report from Brick Caravan:
Spoiler (click to show/hide)

Labor Report from Dung Heap Farm:
Spoiler (click to show/hide)

Monthly Report:
Spoiler (click to show/hide)
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 22, 2017, 01:25:36 am
>Send a messenger to our friend who needed rather nice cooking implements for his daughter in-law, Asking him how much the people least interested in us having a decent industry are "worth" in his opinion.
>Start work on a piece of artifact jewelry which includes Singing wood and Marble, Which includes Nazier Wildshroom's feat of having his offspring declared legitimate.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on July 22, 2017, 10:14:19 am
Holy luck.

suggestions

Werebeing/predator lake stuff:

-Ask Ukareen if the monks he is offering also train people to control their inner beasts
-If yes make an offer to the county, ask him to keep our werebirds in their cellar, offer an possibility to buy the region after the lake (now that we have how to control it's beasts.) and say that you will be building there a place to train a anti-werebeing force that not only hunt but also train people to control their beasts, a thing that will benefit both of us as none of us want wild werebeings, and both of us want's more nice troops.
-Of course we ask first for the dungeon and the land first, and offer this communitary thing as a method of payment.


Whores from satanic drows:


a) Invite them for the city saying that we need a brothel if they could treat it's DST's and SMASH THEIR HEADS AGAINST THE WALL
b) Someone send diggers and human soldiers to kill them FAST or we will not produce 100%. If we send goblins we attract that bugbear, if we send non-diggers the sluts come.

Neptune and his bloodstones:
-Tell him that we are pleased, but kicking the humans is not an option, tell that we are revising the city plans to find somewhere nice to put his workshop.
-Tell him we can part with the resources to make the workshop, maybe he won't need so much wealth to do it.

the Brick caravan:
-Put the ratio of 1:4 drivers/goblin and hire 1 whatever Lu.
-Give the wealth, cause we don't want problems with the humans and we need to be trusted by them.

Hobbit :
(As Crazyabes said) >Send a messenger to our friend who needed rather nice cooking implements for his daughter in-law, Asking him how much the people least interested in us having a decent industry are "worth" in his opinion.
and:
Maybe we  need to start thinking in having some kind of spymaster, Maybe Donna would love "legalize" her business,put someone have a power of speech in the "halflings" name, and take care of knifes in our back, especially if she kills those who oppose us in her business, she managed to infiltrate our court anyway. (this way we might unblock some buildings)

Trident from eastdrone vile:

-We could offer the option . One will take time and we will need to grab more resources and labor from him. Other may be cheaper, but it will take indefinite time.
-He must make an offer on the repair. And something worth it.

Artifact for the opal elves:
(As crazyabes said) >Start work on a piece of artifact jewelry which includes Singing wood and Marble, Which includes Nazier Wildshroom's feat of having his offspring declared legitimate.
-Something about improving social skills, that will affect positively our son.

Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 22, 2017, 01:51:07 pm
Hobbit :
(As Crazyabes said) >Send a messenger to our friend who needed rather nice cooking implements for his daughter in-law, Asking him how much the people least interested in us having a decent industry are "worth" in his opinion.
and:
Maybe we  need to start thinking in having some kind of spymaster, Maybe Donna would love "legalize" her business,put someone have a power of speech in the "halflings" name, and take care of knifes in our back, especially if she kills those who oppose us in her business, she managed to infiltrate our court anyway. (this way we might unblock some buildings)
I Was thinking we might want to ask "Branding Iron" I mean, yes he is the leader of the assassins guild, thats just another reason to consider keeping him close. And because he controls the assassins, we might be able to get a good estimate on how much it would cost to have some of the more... annoying people (The Don against industry and/or the Whores) cooked.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 22, 2017, 04:58:19 pm
I can safely describe that trip as "strange."


Okay, so we need to get our affairs in order to vanish for a few months. Let's put Ukareem in charge of getting Count Chance to let us quarantine werebeings in his dungeon; we know he'll get a good deal for us. For that matter, we should just leave him in charge in general, he'll be pretty good at managing things

Strongly disapprove of violence against the whores. We need to assimilate as many people as possible against the drow, which becomes difficult when you start assassinating random brothels because they annoy you and/or are drow.

I suppose there's no harm in asking, but I don't see the point in assassinating the troublesome Dons. Just ignore them, build up industry anyway, and then when they put the squeeze on us we squeeze right back. If that escalates, then we savagely murder them all, but at that point we're likely dismantling their entire guild with military force anyway.

Singing Wood and Marble are good artifact components. I really want to throw in Steel or Bronze also; three components should be safe, just not guaranteed, and we can sort of afford the 5 wealth penalty or whatever it was if things go poorly.


Lemme get our next few months roughed out:

Next Month
Work Dung Heap Farm
-2 LU Slutty Human Commoners
-2 LU Slutty Hobbit Commoners
-2 LU Mixed/Assorted Diggers With Superior Taste In Whores
-2 FU Slutty Human Phalanx (guards)

Haul Bricks
-6 LU Halfling Commoners
-2 LU Goblin Slaves (free)
-1 LU Hobgoblin Slavedrivers (free)

Survey Soil
-4 LU Mixed/Assorted Diggers

Construct Brick Quarry At Oddearth Cliffs
-3 LU Goblin Slaves (free)
-6 LU Mixed/Assorted Diggers
-2 LU Halfling Commoners
-4 LU Human Phalanx (guards)

Total 30 (paid) L/FU: -6 Food

Expect +6 Food, +2 Wealth, Quarry 10/30, all bricks transferred, soil survey complete


Month After Next
Work Dung Heap Farm
-2 LU Slutty Human Commoners
-2 LU Slutty Hobbit Commoners
-2 LU Mixed/Assorted Diggers With Superior Taste In Whores
-2 FU Slutty Human Phalanx (guards)

Construct Brick Quarry At Oddearth Cliffs
-5 LU Goblin Slaves (free)
-1 LU Hobgoblin Slavedrivers (free)
-8 LU Mixed/Assorted Diggers
-6 LU Halfling Commoners
-4 LU Human Phalanx (guards)

Trade Wealth For Bricks At Goldears (Or Whatever It's Called, What Do You Want From Me I'm A Smith Not A Cartographer)
-1 LU Highborn Drugar
-1 LU Highborn Dwarves

Survey nearby valley
-1 LU Educated Drugar Acolytes
-1 FU Goblin Warslaves (free)
-1 FU Weremule Warmonks (free)

Ensure Lack of Religious Incidents Between Locals And Educated Drugar Acolytes
-1 FU Goblin Warslaves (free)

Total 35 (paid) L/FU: -7 Food

Expect +6 Food, +2 Wealth, Quarry completed, probably progress made towards buying more bricks, slight progress made surveying the nearby valley


Every Month Afterwards, Presumably
Work Dung Heap Farm
-2 LU Slutty Human Commoners
-2 LU Slutty Hobbit Commoners
-2 LU Mixed/Assorted Diggers With Superior Taste In Whores
-2 FU Slutty Human Phalanx (guards)

Work New Quarry
-Max LU working, presumably goblin slaves and some diggers if there's room
-3 FU Goblin Warslaves (free)

Trade Wealth For Bricks In Goldears
-Whatever labor is required to secure deals and haul goods, at Ukareem's discretion

Survey Human Valley
-Any highborn/educated diggers we can get for 'free' based on current LU/food cost breakpoints (28 LU means 2 free highborn, 30 LU means none, etc)
-1 FU Goblin Warslaves (free, if they cause problems with the locals swap out for human phalanx and reduce diggers by 1)
-1 FU Weremule Warmonks (free)

Total 8 (paid) L/FU, plus maxed quarry, plus traders, rounded out by highborn/educated surveyers: -2 Food minimum, likely higher

Expect +6 Food, +2 Wealth, stone of some variety and quantity, progress of some sort on brick purchasing, likely progress at valley surveying
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 23, 2017, 02:45:33 am
+1 to irony.

Apart from the artifact components, not only is it important for us to complete the artifact on time (it demonstrates that we keep our word and are reliable, also there's a lot of other stuff that needs our attention) and this is a good opportunity to see what sort of power level a two component artifact looks like, if they don't lose too much power compared to artifacts with many components then we may want to create artifacts which are less versatile in the future, especially if we are givng them away.
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 23, 2017, 03:06:34 am
I suppose there's no harm in asking, but I don't see the point in assassinating the troublesome Dons. Just ignore them, build up industry anyway, and then when they put the squeeze on us we squeeze right back. If that escalates, then we savagely murder them all, but at that point we're likely dismantling their entire guild with military force anyway.
I Was thinking less along the lines of All the troublesome Dons, and more along the lines of the most vocal/powerful.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 23, 2017, 02:36:12 pm
I agree with Omada on everything but the whores, there's no point in slaughtering them, just send workers who can actually keep their dicks in their pants. Ironys plan looks good for me, other than adding steel and bronze. If we add both it would total 4 materials, likely longer than the 6 months we have to craft it, I'd add one of those tops, and lean towards steel, as its protective qualities would be very useful in politics, compared to something related to fire which would do what for our intended effect?
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 23, 2017, 08:15:33 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)
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.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 23, 2017, 08:30:39 pm
Okay, lets survey the valley, and if our husband thinks it will work while we are entranced, start setting up the bloodstone crafting and some other industries suggested by the engineers, like mining and smelting whatever ores are present, in the valley.

Inform the Eastvale drone that we have a contract we need to complete first, and we keep our word, so his project will have to wait, but, that we can craft the trident into a smaller item that can be personally used by him with the same powers.




I think that going like this is a good idea, a few months of diplomacy and fixing up the town, set up a '6 month' plan, and then craft an artifact, then do some more diplomat stuff based on what happens in the meantime.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 23, 2017, 11:23:03 pm
Agree with surveying the valley to consider an arrangement with the count.

Should definitely inform the Drone we can't right now. I'd rather not stir up trouble trying to harvest the dragon, though, and not just because the halflings are sort of allies now/for the moment. No doubt he has a lot of ways to be useful to us, though.

It looks like the Hobbit Dons might be a little more tense than we thought. That's okay though, if they vote to cook us a meal in eight months, they'll get a banquet in return.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 24, 2017, 02:34:31 am
Agree with irony, I think we should tell the drone that we wish to put our all into an artifact as grand as this trident also, and that we wish for him to allow us to fully establish our kingdom, so that we may be able to spend however much time would be needed to repair this artifact to its former magnificence. At the very least it will give us a few years with him not threatening us, and best case is he assists us in the establishment of our kingdom so that we may be able to accomplish the task he wishes for us sooner
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 24, 2017, 08:32:49 am
My plan would be to finish the opal elf artifact, deal with the dons, then work on the trident.  We should have a much better idea of our long term goals after the dons and can set up expansion, development, rebuilding and such before starting a yearlong+ project.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 24, 2017, 08:51:09 am
While the drone is here we should ask whether her has a preference for the size of the artefact, for all we know he could be intending it to be used by something giant and would like to keep it big.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on July 24, 2017, 11:07:19 am
The dragon vs demon kanji fight stuff would only be useful if the hobbits turn on us. The dragon is still in "our" side. It's worried about the prophecy too and we should not eliminate it.

Wait the dragon to come to us when he see us big, (or offer an artifact to try to gain it's respect before?)

Ask him if he has other proposals

I don't trust this guy with an weapon like this. He threatened Aurora, seeing it won't work he threatened the city. I would feel better if he prefer to make it smaller. We loose a great bunch of months but we get a bit of control over him. (And our third husband could find a way to fertilize us while making a artifact like this, he would LOVE his new son.)

About the whores, okay it's too harsh to do this. But i fear they might get more bold or the situation get's worse. Maybe send a letter saying "Hey, we don't mind you and our farmers having fun and making your demon of lust stronger, but if the STD isn't part of your rituals, deal with it. Or ask someone to help your brothel to deal with it"
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 24, 2017, 09:02:19 pm
I agree on the not trust in him with the artifact, hence why I want to stall for a bit of time by telling him we wish to be able to fully devote ourselves to its repair, and are unable to without fully establishing our kingdom first.

(Also if we repair it as our own artifact, I think we should add some troll bone if we can, just as a safety precaution.)
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 25, 2017, 12:32:12 am
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

"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:
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

Labor Report from Dung Heap Farm:
Spoiler (click to show/hide)

Progress Report from Brick Caravan:
Spoiler (click to show/hide)

Oddearth Cliffs Construction Report:
Spoiler (click to show/hide)

Soil Survey Results:
Spoiler (click to show/hide)

Faust's Valley Survey Report:
Spoiler (click to show/hide)

Monthly Court Report:
Spoiler (click to show/hide)
Title: Re: (SG) Rise of the Smith Lord
Post by: micelus on July 25, 2017, 01:24:23 am
Recall what exactly is a Tiger Head.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 25, 2017, 11:44:08 am
We should talk to the hobgoblins about management techniques with other races.  They seem to be great motivators but do not understand how to keep dwarven goodwill.  I assume dwarves have no problem with being driven so hard, being naturally hardworking and industrious, but they should also be given time to drink relax and party, unlike goblins.

Let's see if the message can get through to the hobgoblins, if not we can just have them concentrate on our goblins.

For the city, decorative gems are nice but 2 more improvement slots are critical.  I like the idea of a megaproject to flood part of the beetle queendoms, lets leave that alone for now.

We could see about trading some of the materials from the Opal elves in exchange for bricks from the wizard.

We should build watchtowers at Dung Slopes and Oddearth Cliffs and start the fortress near the Opal Elves.


I wonder if we could make an artifact for our weremule bodyguard that would allow him to bind other werebeings into his service.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 25, 2017, 11:46:25 am
Is it possible to switch out all our female workers with males? I doubt that whores would be able to fall much, so spawning bugbears is unlikely with them, but I want to send atleast 2 units of guards. I also think we should get the tower built asap, to protect from goblin raids on our salt.

An artifact that does that would be great, and if we can, I just hope we have time to make it before the werebeings are exterminated
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 25, 2017, 01:02:52 pm
My suggestion: pay the Nonslaves who were abused 1-2 wealth(Total) for "Abuse by Stupid hobgoblins"
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on July 25, 2017, 01:15:07 pm
I will wait for Irony for exact number as I'm bad at this and still get confused with LU and FU units. But... of course i will make suggestions,

Tiger heads:
Recall who they are and why they are hated
Offer work on some of our more distant places.

Quarry:
Trade all non-goblins for goblins. if possible.
If needs more LU put something else
Tell guards that they are allowed and expected to whip a hobgoblins back if they are being assholes
Tell hobgoblins that they can't treat non-goblins like this, and that every time he hits a non-goblin back he is wasting time, and if they proceed doing this they will be punished.
-Build watchtower and garrison it?

Brick trade:
-Buy?
-Try our luck and bid?
there must be coming right now about 120 material construction resources, but with a few more we can begin revamping the city or completely control the trollish wastes
-Maybe we could trade with some stuff from the opal elves with the wizard

hmmm is kimberlite from the feathered drugar a construction material? They too has a 3x modfication value.

wait..

Greatwall alliance:
-Ask our friendly scholar, what do they have to export/needs to import usually?

If there is construction material or cheap stuff we could make another watchtower in the troll breedlands later to get more stuff.


Dung heap farm
-More guards
-Someone scout the locals (human soldiers?), because it's not the first time they appear. First we had a bugbear wanting to free the slaves, now hobgoblins wanting to make bugbears.

Sorcerer:

-Do we have candidates to explore? Ask branding iron someone in case we don't.

Faust valley:
god damn, they are full of danger, we could side with someone in their fights, but we have no guarantee that both sides wouldn't begin to raid us. if the other is defeated. And when the drows are destroyed they might begin raiding us instead.

we can still put things there. Specially things that our people wouldn't appreciate. like the workshop(10 wealth cost) and the tigerheads, feathered drugar etc.

When we complete the artifact of predator lake we can drown ourselves in fish

Monks hunting monastery:
-Or we put it in the faust-valleys plains, or in the ring of leisure. We just can't lose a free stuff
-One option we put it at the side of our hobbit doms
- in the other we put near the workshop and it can serve as a kind of protection, a lot of valleys to train and maybe a bunch of were-stuff to kill

Right now i am pretty sure we are spending too much

city center:
If we do a new neighboorhood here we might make a mine shaft. The decorative gems might be sold as finished goods

North slope
-I don't like the idea of this megaproject, It's wonderfull i know. And maybe the soil will be fertile for farms... But we already have a way to control the predators



I took too long to write .

The artifact idea is great, we don't have time to make it before the werebeings are exterminated, it don't matter cause every next werebeast problem will be solved. HEY, we could raid our enemies and give an surprise werebeing attack, and then capture and sell them *evil laugh*

Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 25, 2017, 02:10:34 pm
The megaproject isn't to control predators though, it's to hurt the drow, I'm all for it, but I think for now we should just not do anything with that location, leave our options open
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 25, 2017, 05:14:07 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 25, 2017, 05:53:53 pm
I'm not clear on why they were forbidden from worshiping the digger gods, but as a creation of them, could we not allow the tiger heads to worship the digger gods again? If they wish to continue worship of artifacts, there's no shortage of honest work we could offer them: merchants, soldiers, and bodyguards to name a few. This might be speciest, but I'd bet they make great fishermen. Am I just being to optimistic about this? Cause given what we are I see know reason for the digger races to be against accepting then if they returned to the digger gods. Maybe we should just establish a colony for them and the other races that are fine with them at the lake once we make it safe.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 26, 2017, 01:18:48 am
We should have Ukareem deliver a nice speech to our populace about tolerance and unity, to hopefully smooth things over regarding the Tiger Heads. We should also go visit the Tiger Heads personally.

We should bid on the bricks. If it's a silent single big, I'm thinking...12-15, maybe? That'd be most of our money, but at ~1:6 or 1:5 plus our own transportation, we probably have decent odds of winning. We could go lower and hope the bulk and hassle of transport win out, but 75 is almost a whole fortress and quarry on its own, so I'd personally be willing to waste a few wealth more. Conversely, I feel like going higher is probably a waste.

I feel like 6 wealth is a good bid for the wood, because it's all we have left and 1:10 is probably about all we'd want to pay for woods, many of which we can't use to their fullest potential because we're not advanced elves. Put another way, I don't expect to win it and won't mind when we don't.


Lemme get some numbers up so we can massage them a bit. Quick points:

-Yes to more guards for the farm
-Towers are for chumps, quarry gets a Dark Fortress to defend it, produce more goblins, and serve as our first staging area for wrecking the drow's shit
-I mean, it does once we get the materials for it; we should get another quarry in the meantime, to speed that up
-I think we should build up our outer infrastructure (that is, food/stone generation) before worrying about excavating under the city


Ye Glorious Plan
Work Dung Heap Farm
-2 LU Mixed/Assorted Diggers
-2 LU Halfling Commoners
-2 LU Human Commoners
-4 FU Human Phalanx (guard)

Work Oddearth Quarry
-5 LU Goblin Slaves (free, stone if we have to choose a material)
-1 LU Hobgoblin Drivers (free, stone)
-2 LU Mixed/Assorted Diggers (stone)
-5 FU Goblin Warslaves (free, guard)

Build Brick Quarry at Oddearth Cliffs
-8 LU Assorted/Mixed Diggers

Investigate Suspicious Inn
-Liula, personal physician
-Weremule Warmonks (free)

20 (paid) F/LU: -4 Food
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on July 26, 2017, 01:23:18 am
I think we should send a message, suggesting we may be willing to "Pay" the lion heads with artifacts, were they to work as guards in the areas beyond our city, and would be willing to meet with them if they would like to discuss how that would work.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on July 26, 2017, 06:42:12 am
We should not have our husband say anything about the lion heads yet.

We can get away with having a few out of the way areas (the valley) for the odd digger races, thanks to us being an eccentric first digger, but we need to help heal the main divide between dwarf and drugeor before we go out and try to end racism in general.

12 gold is more per brick then we paid for the other shipment, I would not go higher then that.  If we fail the bid we sell some opal elf stuff.

We need to talk to the count about developing the valley.  Maybe a contract to develop the valley with us keeping civil ownership of anything we build.  That leaves the valley technically under the ruler ship of the count, and human laws on the odd digger race and human citizens, but we get the benefit of anything we do.

That poor foundation land is just ripe for a village that gathers clay and bakes it into bricks.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on July 26, 2017, 11:20:39 am
Just a quick housekeeping note: I'm going to be traveling on busniess through Sunday, and I doubt I will have internet while I'm away. I should still be able to follow the thread on my phone, and write a turn by pre-loading a reply page on my Chromebook, but if I don't have web access, I won't be able to post anything until I get back home.

I might actually write some lore dumps to keep busy, and to keep me focused on the game. (Lots of my SGs die because I get separated from the web/lack time to write, lose focus, and think of something else I want to write about when I get back to b12). Any particular area you guys want lore on?
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on July 26, 2017, 11:24:39 am
Races.

Who are they, how do they act, where are they, why are they doing what they do, and what do they look like?

Other than that, brief history? More on this mysterious digger split and the war that resulted from it?
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 26, 2017, 11:37:59 am
Races would be great to learn about, I'd also like to learn what a lot of the more common materials clue be used for in crafting an artifact
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on July 26, 2017, 11:58:16 am
Okay, a dark fortress is great, we already have a bugbear. supplying our quarry with workers and stealing their monsters is nice.

If the count accept this civilian ownership we might want to begin the building of fishing villages and the monastery there while we work on the artifact for controlling the predators. Only we could fish in the lake and maybe we could use the orca as a defensive unit hehehe

He might ask for a tax if we put all the defensive stuff in his hands. But i think the bunch of fish we get we could greatly increase food production, and we need a bit of that. (other option could be produce a second fungal farm)

About the bid, how much is really worth depend on how much people is bidding, i never trusted lottery :v (If we ever get an overwhelm of resources we could do our own auction, imagine how much wealth we can gain)

about lore:

Races, the reasons for the split maybe some geography about the surrounding nations around us right now or the oven of creation
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on July 26, 2017, 03:57:14 pm
I'd be interested to hear about the digger gods and the gods of others.

And on a more personal but less relevant to the game question, some more stories of the deeds of the first diggers would be pretty awesome.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 26, 2017, 05:47:29 pm
We should not have our husband say anything about the lion heads yet.

We can get away with having a few out of the way areas (the valley) for the odd digger races, thanks to us being an eccentric first digger, but we need to help heal the main divide between dwarf and drugeor before we go out and try to end racism in general.
He's leaving soon, so it's now or whenever he gets back. I'm not so sure on the second point; it might be easier to try to mellow everyone out all at once than hand-weld each specific schism.


We need to talk to the count about developing the valley.  Maybe a contract to develop the valley with us keeping civil ownership of anything we build.  That leaves the valley technically under the ruler ship of the count, and human laws on the odd digger race and human citizens, but we get the benefit of anything we do.

That poor foundation land is just ripe for a village that gathers clay and bakes it into bricks.
If the count accept this civilian ownership we might want to begin the building of fishing villages and the monastery there while we work on the artifact for controlling the predators. Only we could fish in the lake and maybe we could use the orca as a defensive unit hehehe

He might ask for a tax if we put all the defensive stuff in his hands. But i think the bunch of fish we get we could greatly increase food production, and we need a bit of that. (other option could be produce a second fungal farm)
I'm not too keen on expanding into the valley yet, in part because even with Chance's borrowed soldiers, our military is stretched a bit thin as is. Between getting food from somewhere we're already defending and getting food from somewhere we'd need more troops for, I'm inclined to go with the former.

Building space is a different matter, but I feel like raw materials and food are way bigger bottlenecks to infrastructure at the moment.
Title: Re: (SG) Rise of the Smith Lord
Post by: hachnslay on July 27, 2017, 08:29:20 am
Stumbled uppon this gem of a game yesterday and have been reading it since.

I would like more information about the Trolls and what kinds of  halfbreeds exist.

Also - can we still buy the kidneystones to work with - kidney stones and bleeding wood bathtub that evolves and strengthens anyone that bathes in it related to the liquid that was used - give it to the dragon as a present. - she might be interested to turn her boy into a half dragon.

If only we took bleeding wood and Plum Copper instead. Now that this one is done we can make another soon - maybe with a feat of the drow prostitutes, we should definitely invite. Maybe one is an estranged princess of one of the queens...
We could create a two months artifact pendant that would make it impossible for anyone wearing it to have miscarriages and increase the chance to have your eggs fertilized and splitting into more feti to 100% while also protecting any eggs from going bad - then have the opal elves sell it to the beetle queens and see them have octouplets when they were trying to abort the child. the result would be to have 20 or more heiresses to a specific throne going to war in two decades, of course we will have to manipulate the wearer to want to raise all the children and sell it to another queen.
"anyone to wear this at any point will be forced to carry their many children until birth and seek out more potential fathers for one month. The mother and their children will become resilient to harm and non-digger influences and will always seek power through their machinations." - sell it as "it protects mothers and their children from harm and makes them prosper, physically and mentally".
let them breed out the demon worship in a few decades - a nice long term goal, yes?

about the drow prostitutes - how much would curing them of the DSTD cost? getting a whorehouse with indebted drow near the border might actually pay - our spymaster, Donna Sherry should she accept, will run it, of course. A source of income that increases morale and gathers intelligence. Use sulfur in it's construction (damm(n)ing material?) I am pretty sure that a demon of lust is not interested in causing any apocalypse, so getting one of them on our side might be beneficial.
In addition the idea of a whorehouse being a temple to a demon of lust amuses me greatly.

About the Drone having a weapon that is especially good at harming diggers - so are crossbow bolts to the face and swords to the neck - or in his case: Nukes kill cities - nukes that are 100% more effective against people are rarely needed, because they are nukes to begin with.
In a world with city walls said walls should have some runes against siege magic.
Having a siege engine on our side would be nice, so - no troll bones in the trident. If we have to name the material - celestial bronze might work.

more quick artifact ideas - i suggest creating one of these between every second turn:
Bleeding wood staff with a plum copper core for Trumil, the slime witch - any of her feats related to her magic. allows to summon and control slimes related to the area and makes the summons permanent if they eat their body weight in mass.

Heart shaped Deep Sapphire amulet with a marble frame for All-Lord Ukareem - his unifying political feat. Will make every living creature that sees him more peaceful and make others blind to acts of magic by the wearer. Also grants a will based charming magic.

A Cloak of woven steel and a living wood clamp that prevents it's wearer from feeling fear and protects him from harm in equal measure to how much fear he should feel for our scared husband, so he stops fearing the dons.

A pair of mithril, steel and singing wood wedding rings for Nolok and Silkdread - they are used with the troll slaying feats and are thereafter your personal guards. It makes them aware to danger to each other and to you and protects them while fighting against said danger.
Title: Re: (SG) Rise of the Smith Lord
Post by: Kashyyk on July 27, 2017, 08:38:46 am
Half lore/half mechanics: Any additional common materials (or uncommon that we would reasonably know of) and their properties when used as an artifact ingredient?
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 27, 2017, 03:35:16 pm
I agree on the whorehouse idea, but making that many artifacts will take a lot of time, time we need to dedicate to establishing our rule. As well as the fact that I'd rather not piss off the drone with a nuke who expects us to fix an artifact for him. I would love to make a set of wedding rings, but if we do we should make them normally. If we make an artifact using the troll hunting feat, I feel we should use a large number of troll based materials and make a weapon fr her to wield. (Like oh I don't know, a Massive sword capable of tearing people caught in its swing in two)
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on July 27, 2017, 04:45:09 pm
If we make an artifact using the troll hunting feat, I feel we should use a large number of troll based materials and make a weapon fr her to wield. (Like oh I don't know, a Massive sword capable of tearing people caught in its swing in two)
Backup plan for if we fail to stop the demons acquired?
Title: Re: (SG) Rise of the Smith Lord
Post by: hachnslay on July 28, 2017, 08:12:49 am
I agree on the whorehouse idea, but making that many artifacts will take a lot of time, time we need to dedicate to establishing our rule. As well as the fact that I'd rather not piss off the drone with a nuke who expects us to fix an artifact for him. I would love to make a set of wedding rings, but if we do we should make them normally. If we make an artifact using the troll hunting feat, I feel we should use a large number of troll based materials and make a weapon fr her to wield. (Like oh I don't know, a Massive sword capable of tearing people caught in its swing in two)
My point is to establish our rule through our husbands, which are the rulers of their homes and to make the drow less united.
Strengthening them after recreating the Trident is a good longterm investment, unless you want to have them have an accident and take their realms for ourselves.

Questions for GM:
How long is each post in ingame time?

What are the laws for ruling widows?

If more than one of our husbands die could we marry again?

Are there non digger races that are compatible with digger races?

Are we ageless and can we spawn kids indefinitely?

Do we have ANY idea when the drowgeddon happens?

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)?
Title: Re: (SG) Rise of the Smith Lord
Post by: Dopl on July 28, 2017, 12:03:53 pm
we are not killing our husbands, that's a terrible idea. Just horrible. As for having them rule for us... Two reasons. 1) that makes us appear lazy and/or incapable to the population which will lead to heavy dissatisfaction, and maybe even a cou de grace. 2) they are kings. They are busy managing their own kingdoms. And on the topic of killing them, the instant we go down that path we will be surrounded by potential enemies on all sides, whereas right now we have allies around us, let's not betray their trust alright?
Title: Re: (SG) Rise of the Smith Lord
Post by: hachnslay on July 31, 2017, 06:23:00 am
we are not killing our husbands, that's a terrible idea. Just horrible. As for having them rule for us... Two reasons. 1) that makes us appear lazy and/or incapable to the population which will lead to heavy dissatisfaction, and maybe even a cou de grace. 2) they are kings. They are busy managing their own kingdoms. And on the topic of killing them, the instant we go down that path we will be surrounded by potential enemies on all sides, whereas right now we have allies around us, let's not betray their trust alright?

We? no. The drow we are in an open war with? They will kill them solely to weaken our position if we give them the chance.
Our Husbands - They already rule. we just have power over them because of our status.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 03, 2017, 06:22:16 pm
Anyway, I'm back in town. They kept me longer than I thought they would, and I didn't have much free time, so I didn't get much done save for a partially complete lore dump on races (which I wont post until finished). Updates will resume tonight.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 03, 2017, 11:32:26 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.

Spoiler (click to show/hide)

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:

Spoiler (click to show/hide)

---

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: hachnslay on August 04, 2017, 06:43:10 am
The Questions for the gm were because of:
Just a quick housekeeping note: I'm going to be traveling on busniess through Sunday, and I doubt I will have internet while I'm away. I should still be able to follow the thread on my phone, and write a turn by pre-loading a reply page on my Chromebook, but if I don't have web access, I won't be able to post anything until I get back home.

I might actually write some lore dumps to keep busy, and to keep me focused on the game. (Lots of my SGs die because I get separated from the web/lack time to write, lose focus, and think of something else I want to write about when I get back to b12). Any particular area you guys want lore on?

--- Current actions
Chat with Baron Chance about the Shield - where did he get it (we want to prevent another dragon situation and the elf is suspicious)? something like "Interesting shield, do you know which dragon crafted it?"

Great Mother Ukareea - The dwarf in me says magical resources, but food seems more sensible. Do we know what is most needed in their region? if so take whatever isn't needed out of the two.

---future actions
How likely is it that the drow prostitutes know how to cure the ailment they spread? - talk to our first drow - future spymaster should be present.

Do we have access to silver and can we create a minor artifact from silver that prevents unwilling transformation? any feat of the sourcerer will work.

While Tigerheads are near - mention artifacts and generally concern yourself with those they have, for example - "Oh, the second claw. I remember forging it for X for protecting me while i was forging Y. Has it served you well?" This will both put us on friendly terms with them and lets us dig for powerful feats.

Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 04, 2017, 12:20:47 pm
sugestion time!

Tiger-heads:

-Say that the tribute of the pike of storms (held by drow) or the breastplate (held by enemy humans) would be nice tributes

-Hire barbarians to pillage drows and get food

-If we are already in good terms with the county about the valley (did we accept?), offer that they can stay freely in the valley rest their wounded if they might protect our settlements from hostile sources. They could even put some of their units to train with our monastery and they get some were-stuff hunting unit for them to profit. But first we need to make a nice contract with the county.

- As hachnslay said: "While Tigerheads are near - mention artifacts and generally concern yourself with those they have, for example - "Oh, the second claw. I remember forging it for X for protecting me while i was forging Y. Has it served you well?" This will both put us on friendly terms with them and lets us dig for powerful feats."

Human province stuff:

-As hachnslay said: chit-talk about the shield

-Give permission for the elves for they little cheat, but make sure they act as we don't know nothing about it.

-Oh, a bit of exploration and getting info from our neighboor is always nice, but i still don't see any clear advantage in other things than the market, we could get closer to the noble family and do the city tour together, and while deciding the terms of the contract we might ask if they need something, if they need a mine staffed, a castle repaired, we could offer an workforce for a nice price i dunno.

-Non related but useful. While that we should try to think how much time is needed to create the necklace artifact to control the beasts, and how hard would be to put one on the neck of a beast.


Book:

-Send a letter to ukareem (or he is still with us?) and a invitation to see an old fellow?

-Send letter to the academy requesting a copy? Say that the scholars might be housed and protected if they want to study the region?
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 06, 2017, 02:43:38 am
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

---

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:
Spoiler (click to show/hide)

Intel on Blue Dawn:
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

---

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?"
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 06, 2017, 05:16:13 am
Doing some calculations we can easily afford to spend 8 wealth on bricks and then spend a bunch of food to transport it all back in one month so long as we do not use our LU for anything else apart from manning our mine and farm in that month. While quite expensive I believe this will be a significant boon to our infrastructure and definitely worth doing.

I have a personal preference for buying both lots without cheating, thus spending all out 18 wealth units and committing the majority of our population to haulage for the next two months, while a risk I think the resources will be helpful in the long run.

Separately, we should see what count Chace is willing to offer in return for having his family artefact repaired, since we would be willing to give him a preferential rate (helping him will help us) and be paid partly in labour, land and raw materials we might be able to work out a deal which helps us grow more swiftly.

I cannot remember if we decided where to build the cloister offered us but I would say that for now the watchtower at Axeltax is the safest place with space.

(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)

I think it might be time to think about our next artefact project, I think their is a choice of three things take priority The Chace family shield (any payment Count Chace can provide will only be good until the civil war breaks out, and  this artefact will help them in said civil war), the trident (the sooner that is done the better, and it if we do end up needing the help to squash the halfling/dragon problem then we'll have a demon in our back pocket), or the giant sized sailor skin suit, while this project has some rather large technical limitations the payout of having both a follower in our court with a magic skin suit and being able to expand across predator lake and make use of it's fauna might be well worth it.

Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 06, 2017, 06:44:20 am
Doing some calculations we can easily afford to spend 8 wealth on bricks and then spend a bunch of food to transport it all back in one month so long as we do not use our LU for anything else apart from manning our mine and farm in that month. While quite expensive I believe this will be a significant boon to our infrastructure and definitely worth doing.

I have a personal preference for buying both lots without cheating, thus spending all out 18 wealth units and committing the majority of our population to haulage for the next two months, while a risk I think the resources will be helpful in the long run.

Separately, we should see what count Chace is willing to offer in return for having his family artefact repaired, since we would be willing to give him a preferential rate (helping him will help us) and be paid partly in labour, land and raw materials we might be able to work out a deal which helps us grow more swiftly.
I agree with all of these. Notably, if the favored contender for the crown is a powerful sorceress, Chance and/or us will greatly, greatly benefit from a magic-repellent shield.

(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)

I think it might be time to think about our next artefact project, I think their is a choice of three things take priority The Chace family shield (any payment Count Chace can provide will only be good until the civil war breaks out, and  this artefact will help them in said civil war), the trident (the sooner that is done the better, and it if we do end up needing the help to squash the halfling/dragon problem then we'll have a demon in our back pocket), or the giant sized sailor skin suit, while this project has some rather large technical limitations the payout of having both a follower in our court with a magic skin suit and being able to expand across predator lake and make use of it's fauna might be well worth it.
I assume so, but I suppose it depends on what exactly we get up to next update. If we jump right into an artifact we'll presumably want a labor plan; if we intend to wine with Baron Chance it might not come up next turn.

As for artifact creation, remember we need a feat to go with them and we have to deliver the artifact to their bearer, which complicates things. My vote would normally be the shield, but I'm not sure we have any good candidates for it. Notable guesses:
-The elf who had his children declared legitimate also held a storm dragon hostage for its hoard, which might fit well with the shield's anti-sorcerer/dragon/giant abilities; the elf would certainly be willing to accept the shield in order to deliver it for payment as well
-The ability to cast Fire Typhoon might mesh well with the shield granting potent ice magic, and the fact that they're in the palace suggests giving them the shield might ensure it ends up where it needs to be
-Somebody living on the outskirts of town once drank a hill giant under the table. When in doubt, choose alcoholism?

As an idle thought, somebody in the Trollish Wastes is a drow noble now because they turned somebody in the King's court into a vampiric spy. This means the drow are aware a civil war looms and that one of the contenders is aligned with diggers. Accordingly, they almost certainly have plans to back at least one of the other two contenders.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 06, 2017, 06:55:11 am
I think, that since Baron Chace owns the shield and has no feats to his name we should use one of our own feats to repair the shield as, given the history of the artefact, I do not think the Chace family would agree to giving the shield to someone outside the family (even if they were in their court). We have some good contenders for feats amongst our own but I think our destruction of the oven of origin is the most relevant, as it implies a certain dominance over any artefacts that came from that oven.

Ah yes, I forgot about the vampire. I believe we should at the very least notify Count Chace to its existence, and see if between himself, us and Mril-Minda we can't remove the problem, or at least be ready to remove the problem when the time comes.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on August 06, 2017, 11:03:02 am
Geez, blue dawn is really nice, we did some great work back then!

I just got a funny idea of getting baron chance blue dawn, the pike and fixing the shield in order to strengthen count chance in the coming war.  A champion armed with those is immune to artifacts and magic, can use ice and lighting as a weapon and can recover instantly from anything less then an instantly fatal blow.

Anyway, let's bid the 18 wealth on the lots, use our food and LU to get it all back to us and then set up a plan for what to build.  Then we reforge the trident for the eastvile drone and can do some other stuff later.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 06, 2017, 11:22:12 am
We can send our artifact-powered assassin to remove the pike of storm, it's better for it to be in our hands.

For the other artifact it is still dangerous for us to steal it right now.

By the way, look. She were going to kill some beloved assassin of her mothers, we put her to talk with her mother to know more about the political issues, we don't know the internal political issues yet and the assassin is cooking for an enemy of her mother. it's, suspicious

->Talk with the blackmail merchant. See if we can make a deal of using his trade route to make a trade route between two of our husbands, a dwarf and a drugar and a bunch of humans cities using this guy as a proxy. He will certainly profit a lot and us and our husbands too. (and even without increasing profit doing a military installation in the trollish breedlands our tax stuff could increase it's profitability

->Talk/call/send a letter to our homosexual dwarf on the woods and ask for a medic tiger head, that simba could be useful as fuck as a friend/spy/doctor (Also, funny how we made him pretty important just by giving an artifact knife)

->Retroactively thanks the Tiger head for making sure artifacts aren't in the hands of the bad guys. Give her even a hug  if needed, it will make the tribes day.

->We can put the shield in the negotiation, but remember that we will be spending 6 months to do this.

Oh, okay, we could not cheat, but remember we are building a second quarry, we will be getting only +1 wealth per month

By the way, where are all that resources from the opal elves?

->I am still not trusting the eastville with the trident.

-> I forgot what i was going to talk here.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on August 06, 2017, 11:40:35 am
If we use one of our feats to reforge the trident we can gain influence over whoever wields it.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 06, 2017, 06:04:20 pm
(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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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:
Spoiler (click to show/hide)

Oddearth Cliffs Construction Report:
Spoiler (click to show/hide)

Labor Report from Dung Heap Farm:
Spoiler (click to show/hide)

Labor Report from Oddearth Quarry:
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Monthly Court Report:
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Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on August 06, 2017, 07:24:51 pm
We should keep some wreth leaf on hand, 1 or 2 units, in case we need it for an artifact, otherwise that wealth sounds good...

Helping the unsocial princess seems like a good idea, maybe we can forge something to assist her in using her pyromatic skills defensively or in a constructive manner?  Maybe we could even teach her how to craft artifacts...

For the inn keeper, we should probably demand compensation from him for the deaths that have occurred due to his "guest"  She lived there for so long.. how do we, and the general population, not know if he was working with her the whole time.  Look into his finances, Something, something, threaten him with execution, something.  Not a full plan.

One advantage of using our own feat to reforge the trident is we do not have to hand it off to anyone, so once it is complete we can make sure payment is done before giving it to the Eastvile Drone.  I vote we set up a plan and then get to work on making the trident into a smaller artifact, with the same powers, using one of our feats.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 06, 2017, 07:43:09 pm
So we are using this plan right now:
Ye Glorious Plan
Work Dung Heap Farm
-2 LU Mixed/Assorted Diggers
-2 LU Halfling Commoners
-2 LU Human Commoners
-4 FU Human Phalanx (guard)

Work Oddearth Quarry
-5 LU Goblin Slaves (free, stone if we have to choose a material)
-1 LU Hobgoblin Drivers (free, stone)
-2 LU Mixed/Assorted Diggers (stone)
-5 FU Goblin Warslaves (free, guard)

Build Brick Quarry at Oddearth Cliffs
-8 LU Assorted/Mixed Diggers

Investigate Suspicious Inn
-Liula, personal physician
-Weremule Warmonks (free)

20 (paid) F/LU: -4 Food

So we have 4 halflings commoners left, and a bunch of highborn  that i don't know if they can work hauling stuff

OH WAIT, LU stands for labor unit and FU for Force unit. I just understood it now :v

Sugestion time:

Branding iron:
->Is to our "farmacy friends from branding iron? 35 wealth is nice! sell the stuff
->Inquire about progress and info on their trips to beetle kingdom
->Put our info that we want a material rescued from a drow , just say it's a magical staff, show that maybe would be easier if they waited for him to go to the trolish wastes
->

Opal elves:
-> Say to the court that if we draw attention just say that the others diggers are lacking vision of future, it's better to help the commercial drows that hate the digger-killers. As they are "cleaner" by the gold we should do a long-term "racial cleaning" making the drows less evil and more dwarfy, at least till they get acceptable
->Let her in!

Bodyguards and trouble:
- Keep close, they are few but in a small scale conflit they shall still be powerful one day we might grow them to a considerable strenght again.

- argh, if we get to sell the leafs to the branding iron, pay it. But say that he should be more careful on accepting witches in his tavern, If he is thinking in threat us say that he is also responsible on the were-eagle attack, let's see who our population will hate more?.

-AAARRGH we need that were-hunting stuff asap. The sorcerer will for certain come back to revenge or join one of our enemies. even if we don't put it on the valley, put on the trolish breedlands so we can train fighting feral stuff killing trolls

Bricks and wood:
How much LU is needed? (i know that is x3 effective trading with them.)

- Or we put our highborn to carry them
- or we pay 10 wealth for shipment (need to accept the branding iron sell)
- Or we stop other stuff.

Fungal heap farmer (and their goblins 'friends'):

We already are using 7 units of free humans it leave us with 8 units free
4 are in the fungal farm
-we could put 10 FU of humans (including the 4 already there) and spend 1 food to put 5 drugar/dwarven militia, cause they have a bonus fighting underground and might guide them, and with 15 units we destroy them (and make some goblin slaves?)
-or deploy for once 12 units of humans for a total of 17 vs 8 and make them drop weapons in fear.
(that if overwhelming force is useful, it's large enough? it will be useless bringing too much troops when only a few will get to combat)
Food:-5 total, not counting on the transportation of resources

We should keep some wreth leaf on hand, 1 or 2 units, in case we need it for an artifact, otherwise that wealth sounds good...

Helping the unsocial princess seems like a good idea, maybe we can forge something to assist her in using her pyromatic skills defensively or in a constructive manner?  Maybe we could even teach her how to craft artifacts...

For the inn keeper, we should probably demand compensation from him for the deaths that have occurred due to his "guest"  She lived there for so long.. how do we, and the general population, not know if he was working with her the whole time.  Look into his finances, Something, something, threaten him with execution, something.  Not a full plan.

One advantage of using our own feat to reforge the trident is we do not have to hand it off to anyone, so once it is complete we can make sure payment is done before giving it to the Eastvile Drone.  I vote we set up a plan and then get to work on making the trident into a smaller artifact, with the same powers, using one of our feats.

Oh yes, almost forgot and you remembered me, we could one day create a mini world-welder something that can force someone to have a artifact trance, and we can have people working on artifacts in our control. Or a forge that make artifact making easier and can suport multiple people.

Each leaf will be worth between 3-4 wealth maybe we could remove a bit?

The problem on the drone is that he can use that against us. Cook him will be dangerous cause he is a "friend" of branding iron. although his first offer could kill easily the hobbits
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on August 06, 2017, 08:47:29 pm
If we reforge the trident then it will have the power of the World Weld and can subtly influence the Drone to be our big fan and see how useful we can be as an ally.  Other artifacts do not have this effect, so it is extremely unlikely he will notice or have a defense against it, particularly if we are subtle about it.

Can we put our mining operation on hold to haul all the bricks?

We should send the 15 FU of human phalanx to help destroy the goblin problem.
Title: Re: (SG) Rise of the Smith Lord
Post by: hachnslay on August 07, 2017, 09:42:45 am
We cannot kill the hobbits without having a replacement for them because their crime cartels might start a miniature civil war against each other in our city. Which would be bad.

Hooray for our Opal Elf friends. welcome them.

Ask our future spymaster if she is interested in running a brothel.

Talk to the princess if she wants to protect the people around her.
---

Artifact - Wickedsalts, Limonite and Mithiril Staff - Polished to a mirror sheen using the feat of mastering the Fire Typhoon spell. Any area spell cast while the targeted area overlaps with the staff's position will instead be centered on the caster. As will every spell cast using the staff as a focus. Give it to the Princess and completely explain it to her. - Make it right after the trident:

Start the repair of the trident. Feat: Control of the Demon - doubling down on the control aspect.


How likely is it that the Drone can take over / help with the goblins? he is in the area and has a powerful toy with which to throw magic around.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 08, 2017, 12:51:22 pm
This is my take on this month's plan, it reinforces the Quarry with a few spare FU, overspends on food and reduces work on the Quarry but ensures the entirety of the wood shipment, allowing us to spend 5 wealth to pay someone else to ship the bricks to us should we accept Branding Iron's offer, which we should, we need the money. Once the materials have been produced we can finish the Quarry and begin construction of a dark fortress, both to protect one of our buildings and to start producing a suitable goblin workforce. This plan does carry a risk, it empties the city of population, exposing it to were-eagle attack, however the majority of our military is stationed there so it should be ok and a escort has been provided to our grand caravan in case of the same. The other risk is getting the nobles doing manual labour (and mixing with the Feather Drugar) but I think it is important that we drive home that everyone needs to muck in to make this city viable, and at the moment that means infrastructure.



Build Brick Quarry at Oddearth Cliffs
-8 LU Assorted/Mixed Diggers

Right here is my take on our food plan for this month

Dung Heap Farm (Same people as usual)
-2 LU Mixed/Assorted Diggers
-2 LU Halfling Commoners
-2 LU Human Commoners
-4 FU Human Phalanx

Oddearth Quarry
-5 LU Goblin Slaves (free)
-1 LU Hobgoblin Drivers (free)
-2 LU Mixed/Assorted Diggers
-5 FU Goblin Warslaves (free)
-3 FU Dwarf/Drugar Militia

Quarry Building
2 LU Assorted and Mixed Breed Diggers
1 LU Educated Drugar Acolytes
2 LU Highborn Drugar

Haulage (Wood)
6 LU Assorted and Mixed Breed Diggers
6 LU Halfling Commoners
4 LU Highborn Dwarves
2 LU Highborn Drugar
2 LU Educated Drugar Acolytes
3 FU Charcoal Elf Rangers
2 FU Human Phalanx

45 FU/LU for 9 food

As for everything else:

Trade 10 Wraith Leaf for 35 wealth, we have plenty of ingredients without it. While we are talking to Branding Iron, it may pay to see if he is interested in hunting down the vampire the human court, he is aligned with us against the drow after all.

 Baron Chace's offer, although insulting, is actually not bad considering the amount of trading we are doing and the amount of trading (especially in smaller quantities once we produce something worth buying) I would say we should make repairing the shield with our feat of creating the world weld (As an ever present reminder to the good Baron that we are indeed the greatest forger of magic artifacts and he should never assume some elf is better than us again- along with any other actual bonuses it might bring.)

Build the werebeast hunting cloister, I don't care where but get it built! My personal vote is still near the tower of Axeltax

As we are selling stuff to branding iron, get the owner of the inn his 6 wealth compensation, however let him know how worried we are that he was giving room and board to someone who attacked the city on multiple occasions and ask him to keep an eye out for anyone else who's acting strangely so we can avoid any future unfortunate incidents.

Meet Princess Truffle of the Opal elves. I think we can play on our first diggerness here, we deal with all those who deal fairly with us and are above petty squabbles.

Let the court know that we are actively considering the Eastville Drone's offer but that we are prioritising tasks right now. They do not need to know of the danger yet.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 11, 2017, 01:51:26 am
"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
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Refuge City of Silent Hammers
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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.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 11, 2017, 07:57:04 am
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.
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.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 11, 2017, 09:44:29 am
As usual +1 to Irony Owl's plan. Would like to be clearer on the artifact for Lady Chace though, the components are good, Deep Sapphire, Bronze and Limonite. It seems to me that singing wood would not go to well in  a fire mages item. What we offer with this simple artifact is protection, it seems fire, wickedness and madness are linked in the king's bloodline, I suggest we make her a belt or circlet which allows her to control and resist the madness and wickedness as it does the fire (if it boosts her skills then all the better, but the most valuable thing we can do for the and Count Chace is find a way to bring her out of her fear.)

As for the opal elves, as bringing them close might damage one or more of our husbands it is only fair that we have the courtesy to ask their advice. If we are set on working with the opal elves then we should at least see if we can do something to compensate any husband who would be damaged by our actions. That said, I think this is going to be either all or nothing, if we want to work with the opal elves selling them some of the land underneath the city helps us overcome our two most pressing bottle necks, labour and wealth. While 200 wealth is nice, finding ways to obtain and house extra LUs should be a priority right now and we don't know how much the dark fortress will go to solving that problem.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 11, 2017, 09:48:43 am
I forgot to ask, if we are making lady Chace an artifact that she has not asked for, are we presenting it as a gift or will we expect some recompense. Personally I think giving it as a gift (or even a loan for life. If our child will become destined to wield it) serves us best. But if we do intend to extract a price for it we'll have to agree it with the Chaces before hand, otherwise we might have difficulty handing it off to the person who's feat is written into it.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 11, 2017, 11:22:26 pm
Bit drunk, hard to read, going to suggest anyway

The Lady is afraid to be like her evil sisters, right? He is a nice girl too scared of the world

Give her an artifact where she can transform his violent magics in protective ones, or something that could make sure her offspring won't be evil

Or something that might cure her madness.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 12, 2017, 02:15:10 am
I forgot to ask, if we are making lady Chace an artifact that she has not asked for, are we presenting it as a gift or will we expect some recompense. Personally I think giving it as a gift (or even a loan for life. If our child will become destined to wield it) serves us best. But if we do intend to extract a price for it we'll have to agree it with the Chaces before hand, otherwise we might have difficulty handing it off to the person who's feat is written into it.
Oh. Uh. This is a good question! I should also clarify that I intended to write her mastery of Fire Typhoon into the artifact.

Hm... the fact that we don't quite know what the artifact will do complicates efforts to sell it. Count Chance will probably go for anything that empowers his wife, but we don't know what, if anything, he has to offer us beyond what he's already given/loaned out. Developmental ownership of the valley is a noteworthy exception, but I'll reiterate that the valley would stretch our military thin while mostly giving us more of what we already have.

What I'd really like to do with it is convince her to have an heir and gain control over it somehow, but that involves complicated reactions from at least two people. Lady Chance might sell us her firstborn child for a tool to stop her sisters from taking the throne, and Lord Chance might agree with and approve of such an arrangement for a variety of reasons, but it could just as easily fail or anger someone.

A milder version would be for their children, first child, or first few children (if any) to be given over to us, either as vassals or just for proper tutoring. Since neither participant really thinks there's going to be any children (at least soon), it's basically free (at least if they don't win the war). Since we can then pressure Lady Chance into different plans, that should then hand us a very close relationship with and substantial control over the eventual heir to the kingdom.


Alternatively, we could just give it to her to make friends with her, and then try to drag her out of her shell.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 12, 2017, 08:24:18 am
My vote is that we make it a gift, and ask the lady to pass it down to the next potential fire mage. I think if we do want to foster their first child we should be able to ask for this as part of the gift, we can educate and indoctrinate them but it doesn't sound as scary and fairytaleish as asking them to give us their first born.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 12, 2017, 12:33:59 pm
Ok, bit sober now.

Ask her if she wanna wanna increase her powers, make sure her powerfull spells aren't going to be used for evil, guarantee that hers heirs are healthy and untouched by evil (or even by the magic of her blood) or a artifact that might remove the "clouds of her vision so she can have her next steps with less fear"  (Ring of cure madness?) say sincerely that we also like to being a bit isolated and we are only dealing with the world cause we feel obliged to use our gifts to stop those mean people, and we saw in her opportunity to avoid great harm. Our mission is to unite

Depending of her answer we make a gift that better suits her needs

Opal elves:

If they offer 200 wealth, they know that it is worth more,  offer an co-use of the mine, we could offer to escort their wagons while they mine/sell and we split the profit (Plus with our guards they won't have to pay our watchtower taxes, a minor cost reduce)

They could build the mine use one improvement slot to build the workshop, one to put their masses to work, and maybe even some educated house if some of their educated/highborn elves want a trip to the sun or supervision the work/improve their network. They will have to pay a bit of taxes, but also have military protection from persecution

Better for her to bring some people with sweet voice, and start making a new image for the opal elves, try to disconnect them from the drows and put some image as anti-drowish between the diggers
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 12, 2017, 03:00:22 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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:
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Oddearth Cliffs Dark Fortress Construction Report:
Spoiler (click to show/hide)

Labor Report from Dung Heap Farm:
Spoiler (click to show/hide)

Labor Report from Oddearth Quarry:
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Hauling Report:
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Court Report:
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Title: Re: (SG) Rise of the Smith Lord
Post by: 10ebbor10 on August 12, 2017, 03:57:39 pm
All goes well, it appears.

Quote
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.

Not a nice artefact, it appears.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 12, 2017, 06:14:06 pm
Peaceful quarry:
-Give a congratulation for the nice idea of building the pit, ask if needs something more for the pit and give white card to look for potential raider partners or contact.
-Give a word that we will give as a prize a decent bunch of wicked salt for anyone that brings a decent number of mummy's heads
-Bonus prize to whoever eliminate all of the mummys, but take care, in some weeks the mummies won't be there anymore.

Dark fortress:
-Grab our bugbear that we got with the Chace back them, put him there a nice and sweet tittle of "First Hammer's Dark Fortress overlord"

Wicked salt deal:

-Yes, we should do this, maybe we could risk making them raid the tomb with us, maybe we could get raiding-partners
-Bring the educated feathered-drugar or those highborn drugars
 
Fucked quarry
-Errr, someone send scouts? Hire adventurers?
-Prepare to make an enormous assault after the undead's force is weakened by the wicked-salt lovers probably defeat

King Asshole:

-A nice letter saying for him to stop putting his own population in the cover of fear of a war, We don't do what we do just for our please, we make diggers united, and make drows fight each other, making sure that those who love commerce and metallurgy rises and change all drow culture. And he should or deal with us, the problem, with a nice talk in the court or start using this new strategy to not get behind.

Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 12, 2017, 08:38:48 pm
Of course the quarry is infested with mummies. How else would that go.


So now that we've given our other two husbands a child each, ideally we'd call in our third. He might still be indisposed, though, so we may have to go to him. This would be unfortunate, but will give us around a year to pick through his court for opportunities anyway. Since his court is likely filled with literal monsters, this should be pretty awesome.

I say we abandon the second quarry for now, maybe even start up a third quarry in the meantime, and just spread news about the mummies. Sooner or later somebody with interest and talent regarding mummified monsters will show up asking permission to do something with it, and we can consider their offer.

Before any of that, though, I do think we should meet up with some trollish and goblin leaders. I also like the idea of expanding the arena, if anyone can give us a good design for such a thing.


In development terms, I think we could maybe use another quarry, another farm, and possibly a tower to defend our farms, but we should really get our crafting stations set up.
Soil Survey Results:
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Faust's Valley Survey Report:
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City Status and Expansion Report:
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Relevant bits:
40 LU to dig out the City Undercenter into a 3-slot space plus decorative gem mine
25 LU and materials for a Large Scale Metal Foundry; under the city center and in the same district as the mines strikes me as a fitting location
10 Wealth for Neptune's gem forge, which would also do well next to the regular foundry and the gem mines

Given that we have 43 LU and need 14 of it for quarrying and farming, we could have all this online with about 3 months worth of effort.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 12, 2017, 10:45:52 pm
Hmmm... that would really be funny

I am +1 to your plan

but... Don't give 10 wealth to Neptune. Give 5 to the opal elves, see if they have a better contract in dealing with this stuff, from mining to sell. if not we still buy for 5 wealth (4 wealth that the material is worth and 1 as a symbolic but always appreciated token of gratitude) of the resources and put the Neptune to work on it.

And if we are going out, we should still try to talk with that someone who blackmailed an pinewood elf, we could get a safer trade route from Ukareen's land who is rich in Bronze (nice for doing our metal stuff) and maybe even give possibility to bring cooper and flux stone from the Greatwalls alliance and establish a nice cooperation between both. Or we could be proxies and get some wealth from this.

Anti-digger troops:

Tranquilize the population that this troops weren't even asked for and might not stay for much time (Ahem, we might have to give it to our husband in the greatwalls alliance cause he might get a bit of unrest, if we leave put orders in the court to send these troops in the first problem)

-Ask the Deathlord Morgu the situation of his lord's war, who are his enemies and it's needs for the war. Also ask what are the possibilities of we personally going to meet him alive (or he comes without losing his kingdom)
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on August 12, 2017, 11:26:23 pm
We will also need room for more LU of citizens, what about turning the north slope underground into a housing area (later) and putting the gem mine next to the hobbits?

We should make that predator lake artifact soon.  Then we can build a fishing village, town and fortress for any humans that want to live outside our capital.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 12, 2017, 11:57:16 pm
We will also need room for more LU of citizens, what about turning the north slope underground into a housing area (later) and putting the gem mine next to the hobbits?

Errr, there are only decorative gems inside the city center
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on August 13, 2017, 12:10:12 am
We will also need room for more LU of citizens, what about turning the north slope underground into a housing area (later) and putting the gem mine next to the hobbits?

Errr, there are only decorative gems inside the city center

I meant the factory whatnot thing...
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 13, 2017, 04:50:33 am
I am in agreement with the plan to expand our industrial capacity, as we have enough food to make it happen in the next three months before we need to consider building a farm. However I think taking a few LU to build a monument after our industry has been expanded, however I think we should start considering building a monument after we have set up our industry, just to see what sort of capability building monuments unlocks for us. And of course, our higher population means we are currently running on a food deficit, so a farm as soon as we have built up our construction infrastructure is vital.

I think, if we are offering wicked salt we might as well wait a month to install our bugbear in the dark fortress and advertise the position to the nomadic bugbears around our quarry, this might net us a bugbear who already controls a tribe of goblins for a quick infusion of labour. This would distract from our construction efforts as it would require 5 LU of highborn drugar and goblins and a similar force of guards. I feel like our monthly activity should be to go along with this convoy.

We should inquire as to the progress of the were hunter training academy.

Didn't our embattled husband send us a guy to impregnate us on his behalf? Maybe it is time to talk to him our the new captain and the guys mother in law about who should help us produce and heir for him should the king be able to attend himself, this should be wrapped up in the conversation about this king's situation, his war has been going on for an uncomfortably long time.

I think prince Neptune should be given his wealth, but we should notify the opal elves that we would be willing to deal with them if they were able to out compete him or buy him out. This gives us a chance to show our diggers that we will give diggers opportunities but that we will ultimately reward results and effectiveness.

That said, we should inquire about obtaining an elf druid to convert our forest steel wood into weaponry.

King Trakion is showing his hostility against our husbands, and has what is considered an impenetrable set of fortifications. While we are not yet equipped to enter this war ourselves the one husband who is yet to be involved in this war is Scholar-King Emscythe who specialises in siege warfare. The least we can do is set up a meeting or communication between the three to coordinate against this digger king who has dared to insult our name. We could help by sending 20 sulfur (so long as one of our husbands was able to deal with the haulage for us) and our siege engineers who have been idling so far to aid the war effort. A cold war will not serve us, if we can orchestrate a swift victory for our husbands this will teach diggers to understand the consequences of attacking our name and our allies.

Not sure if people agree but my three choices for the next artifact (to be begun within the next few months) would be, the predator lake skin suit, the trident (seems like only really an option if we don't want to have a child during this artifact's building) an artifact for King Emscythe using one of his feats that will greatly increase his ability to lay siege to an impenetrable fortress (on the condition that he helps our other two husbands with their little dwarf problem)

I am in favor of using the next artifact to move against King Trakion, because it demonstrates strength, helps all our husbands at once and gives us fodder for a deed to put on a monument and I really want to see what happens.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 13, 2017, 05:46:23 am
We will also need room for more LU of citizens, what about turning the north slope underground into a housing area (later) and putting the gem mine next to the hobbits?

Errr, there are only decorative gems inside the city center

I meant the factory whatnot thing...
We could, but I figured putting our critical industries under the city center would be dwarfier.


Speaking of which, I forgot the Drone has been waiting on his artifact for several months now. Given that he's rather legitimately dangerous, we might want to consider his offer (dig up everything under Silent Hammers, should be 330 LU), figure out what we'd want instead, or sandbag him politely so he doesn't think we need a poke.

On a much more trivial note: We can probably figure out what Lady Chance's artifact does by paying her a friendly visit.


...
Agree that experimenting with a monument would be interesting, but since we don't know what it does it's hard to place priority-wise.

I agree with shopping around for a goblincrafter.

Neptune is buying straight from the elves, so they're unlikely to undercut or buy themselves out. We could renegotiate directly if we wanted to, but I'd rather let nature take its course and consider it an object lesson for everyone involved about everyone involved.

Not a fan of jumping into a dwarf war. He's already harassing one husband and has now begun pestering another, but he's still a digger, still in an invulnerable fortress, and we're still sitting in a civil war waiting to happen and next to the home of our greatest enemies. Flying into a huff and trying to take him out over this strikes me as a really unpleasant, long-term commitment thrown onto a pile of far more pleasant and immediate concerns.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 13, 2017, 07:36:09 am
About the trident, We could maybe do something that the trident can't be used against targets we don't approve, instead it will turn against it's own master. BOOM drone killed, maybe the entire eastvile.

I don't know, too late to buy a bit of troll bone? maybe some pire-cone or deep saphire to make him spend all his mana against his own people (and pray it won't explode our allies)

Or we could put marble in it and make it's destructive powers focused on light, banishing undead and evil creatures. But he might get a bit mad.


And we can influence the human lady with our chalice to ease her ambition and to focus on making sure her sister's magic won't hurt her people, an interest in study of defensive magic
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 13, 2017, 07:33:24 pm
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on August 13, 2017, 07:50:12 pm
We, uh, probably need to do something about these digger wars, fast.

If the Bloodlord gets these nasty weapons prepared everything is going to go to pieces. Massacres are counterproductive.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 13, 2017, 08:55:05 pm
Massacres, yes. Conquest... is not ideal, but is arguably preferable to some other states. We do need unified diggers to stop the apocalypse, even if they get somewhat damaged in the process.


I'm somewhat inclined to set our things in order and then make the trip, but holy shit we have so much stuff to set in order. The Drone isn't going to be happy waiting over a year for his trident, Silent Hammers needs expanding, we're not well set up to harass the drow... on the other hand, we're always going to have things to do. Maybe we should just put some people in charge, assure the drone we'll get his artifact eventually, and take off.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on August 13, 2017, 09:14:38 pm
So... not that I don't trust the blood draining hag-son sorcerer who wants to destroy the world in his own way... but maybe we should wait until he can see us instead of us walking into his lair?  Or at least go with a full entourage and guard.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 13, 2017, 09:44:43 pm
He can still only strike harder few times and ask for submission, no one will dare to do anything against an overwhelming force, it will not be needed a massacre. Although we married quite a villain, really got scared here.

Deal with raven peaks will solve the problem of two husbands, and as they're neighbors that idea of creating a trade route will be easier, we can import iron, make steel (be it from flux stone from our husband or marble from our human neighboor's quarry) stay with some (to improve our troops) and sell the rest for profit +wealth +steel for us and our husbands ( i promise i will stop trying to convince it now  :P)

Although i like to deal with things personally (more history and opportunities) we don't NEED to see personally a bunch of tribes, we should go to the arena-quarry where we can give our personal look of the arena, put a bit of wicked salt there and then redirect our convoy with educated drugars to the marked places and we go whatever else we need to go.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 14, 2017, 02:32:45 pm
So the vibe I'm getting is that you guys want to arrange the Wicked Salt Convoy, and accompany it as far as the quarry, where you will meet with some of the folk at the pits before sending the convoy off to do its own thing and heading home (perhaps to plan a trip to visit the Bloodlord)

That trip will be a long enough one that you will need to give your monthly orders before leaving if you want stuff done this month.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 14, 2017, 06:58:05 pm
In that case, let's see...


Default Plan
Work Dung Slopes Farm
-6 LU Halfling Commoners
-4 FU Drugar Blood-Troopers (guards)

Construct Brick Farm at Dung Slopes
-10 LU Assorted/Mixed Diggers

Work Oddearths Quarry
-5 LU Goblin Slaves (free)
-1 LU Hobgoblin Drivers (free)
-2 LU Assorted/Mixed Diggers

Garrison Oddearth Howl
-4 FU Drugar Blood-Troopers

Haul Wicked Salts
-4 LU Highborn Dwarves
-3 LU Highborn Drugar
-3 LU Educated Drugar Acolytes
-2 LU Human Commoners
-4 LU Halfling Commoners
-2 FU Goblin Warslaves (free, guards)
-2 FU Drugar Blood-Troopers (guards)
-2 FU Human Phalanx (guards)
-2 FU Dwarf/Drugar Militia (guards)
-2 FU Charcoal Rangers (guards)

50 (paid) F/LU: -10 Food
Expect: +6 Food, +8 Stone, +4 Limonite, +2 Wicked Salts, +2 Sulfur, Brick Farm constructed at Dung Slopes, 16 Wicked Salts hauled
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 15, 2017, 03:11:47 am
I think the above plan is a good one.

Given the information we know I have I believe our best course of action is to go with the full caravan as it will cost us our month either way. Might as well pop into the opal elves, lets not bother the Eastville drone. Our first priority is getting a good bugbear.

I am now against visiting our third husband as it is too much an investment in time, I'd suggest making an artifact but the logistics are a hassle and he seems to have everything in hand, he'll come and visit us when he has time.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 15, 2017, 05:56:39 pm
"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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on August 15, 2017, 06:18:15 pm
My Suggestion, Offer Fife the Lucky, ahem, "work" making goblins for us with the offer being that so long as he doesn't try to start a rebellion, we would Keep him safe from our husband and provide some wicked salt every month OR one artifact made to his name when we return With the big part of the employment offer being that he would not be tormented, and would, for most practical terms, control our dark fortress and some of the surrounding area.
Title: Re: (SG) Rise of the Smith Lord
Post by: Madman198237 on August 15, 2017, 06:54:29 pm
Ought to recruit that goblin who has messed with the Eastvile Drone.
Either as the Dark Fortress leader, or as an...advisor for us, to give us possible methods of dealing with him.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 15, 2017, 07:27:17 pm
Quote
Of all the champions, he his both the most distasteful and most outwardly friendly
Well I'm sold.

Quote
and that his only two pleasures in life are the screams of drow and the rush of wicked salts
The best minions aren't in it for the money.

Quote
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.
Or as we call it, upward mobility in the fields of magical abominations and unrepentant war crimes.

We can just tell him we own the salt-producing quarry and that the Beetle Queendoms are on our shitlist, that should be a pretty much instant hire. The one rub is he'd have to play nice with our Opal Elves.

I'd like to talk to Terrorgrin about expanding the pits. We could turn Oddearth Cliffs into the goblin cultural center of the Wastes! Probably not a high bar, but still.

I'm fine talking to him about leaving salts for mummy bounties, but I'd like to get some dark magic specialists to study them too. Being able to control or reproduce them might come in handy.


My Suggestion, Offer Fife the Lucky, ahem, "work" making goblins for us with the offer being that so long as he doesn't try to start a rebellion, we would Keep him safe from our husband and provide some wicked salt every month OR one artifact made to his name when we return With the big part of the employment offer being that he would not be tormented, and would, for most practical terms, control our dark fortress and some of the surrounding area.
Ought to recruit that goblin who has messed with the Eastvile Drone.
Either as the Dark Fortress leader, or as an...advisor for us, to give us possible methods of dealing with him.
So what I'm hearing is that we like pretty much all of the champions. Maybe now would be a good time to ask them collectively what they think about civilization and civilized races in general, diggers and drow and so on specifically, and the local humans and diggers and drow and so on even more specifically.

As a reminder, we'll need a bugbear or similar dark magic user to actually make goblins at the dark fortress, so it's either Untrustwothy McLeer, Pegleg McPanic, or Count Chance's spare dungeon bugbear. I suspect having the goblincrafter not also be the leader might produce tension, but I'm willing to try it if you guys want someone else in charge.
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on August 15, 2017, 08:22:58 pm
As a reminder, we'll need a bugbear or similar dark magic user to actually make goblins at the dark fortress, so it's either Untrustwothy McLeer, Pegleg McPanic, or Count Chance's spare dungeon bugbear. I suspect having the goblincrafter not also be the leader might produce tension, but I'm willing to try it if you guys want someone else in charge.
The peg leg'd one is on the run from our husband, AND has a feat to its name I think its the best choice we could have for it, since if it leaves it would know our husband probably wants it back, and we can Whisper "Suggestions" about how it should be acting in its ears without ever being near it if we make it an artifact, He generally seems to be the one we could make the best deal with, that gives us the most power over it, and gives it a decent reason to work for us (Free wicked salt + Safety from our husband).
Title: Re: (SG) Rise of the Smith Lord
Post by: Kashyyk on August 16, 2017, 04:04:37 am
Out of curiosity, how is a goblin made? Is it just summoned into existence by a dark magic?

The only risk of making an artifact for pegleg is it would aide in escaping from a digger overlord, as that is what his feat is about.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 16, 2017, 09:35:32 am
We should ask each of the bugbears separately if they are willing to man the dark fortress, I'm given to understand it's sort of a big deal, and more importantly what they will give for it as we are willing to give them the freedom to enjoy their life so long as they make us goblins and stay inside the fortress. Of course if they are unwilling, unreasonable or look like they might be disloyal then we can always fall back on the slave bugbear.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 16, 2017, 02:23:31 pm
Retroactively thanks Lexington for the good work.

First try to ask Fife the lucky to be our guest, could have payment, a dark fortress plus protection from our husband. (The first proposal to be said for him is the protection one, or he maybe won't listen) He could finally have his own tribe and be paid for it.

Then we go for the spare bugbear from count chance

(i don't trust putting an entire dark fortress in hatchface hands, he might turn it against us and take the quarry for him, maybe we could offer to trade some wicked salts if he bring us a bunch of drowish resources, taken by force of beetle Queendom, with the owner's head, maybe let the troll have this deal too)

We should ask what terrorgrin needs for expanding the arena

How much salts we put for mummy? 4 stocks?

Fistful the beetle crush could know that we are in a crusade against the orthodox drows, And if he helps us against them we can make him staffed with salt, (if he brought some drowish made bugbears he could be paid in wealth or salt.)

We could discover the political relation of the creatures of the trollish wastes with everybody else.

Ask someone what the fuck is cave mustard, say if someone can make him a deal, we might want to disrupt the receive of an artifact (The trident)
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 17, 2017, 02:53:07 am
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
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

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.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 17, 2017, 05:43:04 am
Yeesh. Beetle Crusher is seeming like more of a... commitment than I anticipated. I'll have to reluctantly advise giving him back his bolt and admitting we don't have the enthusiasm he's looking for.

I like the idea of turning Oddearths into a proper settlement. We can use our Drugar Highborn or possibly the acolytes to rule it in our name. Still not sure what we're going to do about those mummies, though, unless we just want to bum rush them with our entire military at once. Which is an option, I suppose, though I still wonder if there's a safer, more nuanced way.

The bugbear cagematch sounds... good, I suppose? Not quite what we had in mind, but I suppose getting one in chains and another as a brute squad is an option.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 17, 2017, 09:49:31 am
Hmmm, nice goblin. So if we fix the eastvile toy he will want more of us, so much more that we can make him lose control of himself, NICE Sign that contract, let's remake the artifact smaller.

I don't think we should do that torturing execution. The world is wicked? Yes, we can side with a lesser evil? yes. There are limits? YES

I am even thinking in the possibility of killing the drow on the head for the sake of mercy.

I liked the idea of both bugbears, one knows that if he turn his back to us he will have problem with both us and our husband, threaten him to be sent to another of our husband, the bloodlord, and by the way, we aren't putting down the guard to NO ONE, even our mirror. Other is weirdly honest. But after both wars we are going to have he might have MANY oportunities to attack us, don't trust him in the "protection" of the oddearth cliffs. But say that we are planning to create many more dark fortresses if he can prove his power against the drow we can make one that might be in the heat of the battle, so he could show his strengh to everyone. (And not in a strategic position against us. Maybe it will never happen but bleh. We need to make an military outpost in dung-slopes to scout more places to take.)


We could make a little show on the arena in the day we declare war to the drow. The message of "The drow hating queen and smithlord killed a drow in the arena and declared war on the orthodox beetle queendom" will rally people while the beetle queendom won't have time to defend, they maybe can come late in the war but can replenish our numbers in the middle of the battle (or more people after, when we get to make publicly our desire to unite diggers against drows that don't value smithing and commerce or whatever)
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 17, 2017, 11:10:09 am
Right, we should kill the drow. Honestly we're going to end up having to kill a lot of drow and there's no need being squeemish about it. That said torture is out Fishthul  can do what he likes, but we need to demonstrate that there's a war on and that we don't shy away from the consequences of that but the death will be quick and clean as possible, to represent how we want this war to go. Now we're not ready for war yet, so we'll kill the drow now rather than make a big show of it.

Nothing to say about the bugbear fight really, but either way we'll have to make sure that dark fortress is well garrisoned with our loyal people.

Make sure to get an idea of what cave mustard is and what it does, if Pukrin's words prove valuable we may want to get his insight again.
Title: Re: (SG) Rise of the Smith Lord
Post by: Weirdsound on August 17, 2017, 12:50:42 pm
Alright. Getting some mixed signals on the drow/Fishthul situation, so how about a lore dump!

Primer on the Dark Beings:

At the beginning of creation there were magics of life and death, both accessible through wizardry and sorcery, but they were separate, and rare was the being who could effectively use both. This changed when the Dread Giant Durkim awoke from his slumber about eleven thousand years ago.

When Durkim went to sleep, the world was a beautiful and empty place of ice and dust. He was more than a little enraged to find that while he was out his fellow giants were slain and creation had occurred, blotching his perfect world with teeming life and irregularity. Durkim wished to challenge creation, but knew he could not do so alone, and with the remaining true giants little more than vegetative sperm banks used to sire heroes of men, he had to find help elsewhere.

Rending heaven and earth, Durkim created a field of darkness that would allow him to easily create, maintain, and re-animate followers. Those attuned to the field of darkness would never hunger, rarely tire, and could command life and death as a single school of magic. The minds of those attuned, however, are tainted by Durkim's hatred of life and civilization, and as such so called 'dark beings' are universally but not irresistibly drawn to crimes against life, happiness, and common decency.

Durkim, of course, was defeated and slain, but his body was torn asunder by his followers and buried all around the world, so that his field of darkness might still blanket the planet in his absence. Today the Dark Beings are seen my most as monsters and trouble makers, but no longer as essential threats to creation.

Orcs: The original servants of Durkim, Orcs are green or grey skinned humanoids with prominent jaws and underbite. The stand in at 7-8 feet tall. Orcs exist today as the remaining aspect of Durkim's will; They exist solely to destroy all life not attuned to the Dark Field, and to serve any sleeping giant who might rise in the future, and only the strongest of magics can draw an Orcs mind away from these goals. This is not to say Orcs are mindless; They can form friendships and make alliances, and are generally considered the second to only the diggers in technology and second to only the fey in magic. To them, a non-hostile non-orc is something to be manipulated into conflict with other life, befriended and attuned to the dark field via ritual, and/or tricked into aiding in the production of furies.

The continued threat of violence and seduction of other life by the Orcs following Durkim's death was the prime reason that the Pantheon of Four was formed and the diggers were created. Too virtuous to corrupt, and too industrious to defeat, your people drove Orc Kind to near extinction. In this age, the only remaining orcs can be found far below the earth, waging war with the very deepest of drugar civilizations. On and close to the surface, many still fear Orcish Burial Temples, which scholars believe are command by sentient mummies still loyal to the Orcish cause, waiting in vast numbers for the right moment to rise again.

Goblins: Goblins are green, grey, or orange skinned male humanoids. Standard goblin peons (typically just refered to as goblins unless speaking about the race overall in highly accurate terms) have disproportionately large heads. Hobgoblins have similar proportions to those of a human. A goblins size varies depending on the task he was created for. A Hobgoblin stands between five and six feet tall. Hobgoblins and Goblins are biologically the same creature, and the differences between them are a matter of how they are sired and raised.

Standard goblins are created as mostly functional 'adults' with basic knowledge of language, weapon use, and the skills required for menial labor. They learn slowly, and suffer from an almost total lack of free will, which makes them easy to control - they will not follow their dark urges if commanded not to. Hobgoblins are created as infants, and allowed to experience a childhood of 2-12 years before reaching maturity. A Hobgoblin allowed a full childhood is easily smarter than the average digger commoner, but still prone to loyalty and able to keep its dark urges in check for the good of its master if allowed in outlet, which usually takes the form of abusing the peons.

Goblins were first designed by the diggers who would go on to become the first Drugar. Ironically their purpose was to combat the orcs, who had been chased far underground and to other places where food was hard to come by. The given justification for dabbling in the Dark Field was that Diggers could never finish off the hungerless orcs unless they had hungerless laborers and soldiers to match. The Drugar toleration of Hobgoblin cruelty among their ranks, however, was seen as rephrehensible by many, and served as one of several driving forces behind the division of the digger races.

Today Goblins are most commonly captive bred in dark fortresses; structures geometrically designed to amplify the dark field and make the goblin creation process far less taxing to those preforming it. Most are in the service of Drugar, but some belong to the drow in spite of the fact that the demonic drow pantheon finds the bodies and souls of those tainted by the dark field to be poor eating. Although dwarves cannot stand Hobgoblins and typically kill such wicked creatures on sight, it is not unheard of for dwarven civilizations to keep and employ any peons they capture from the Drugar.

Furies: Furies are the most powerful creatures attuned to the Dark Field, and can be born when a sin is committed between two sentient beings; One attuned to the field and one not. The sin that births a Furry is often (but not always) sexual in nature, as the spark of life is inherently present in the act. The most well known and common flavor of Fury is the Bugbear; The formula to create one is well known, they are born with the power and skill to spawn goblins, but are otherwise sterile and unable to sire troublesome nightmares or trolls. Tempering the dark urges of a sentient Fury is nearly impossible, so aside from Bugbears birthed to spawn goblins in chains or monsters made to fight alongside the orcish hordes, they are rarely created or even tolerated by civilized folk. In the wild, Bugbears and other Furies lead nasty tribes of trolls or feral goblins.

Non-sentient and bestial furies are far more common. Many animal breeders know the secret to create furies that appear as particularly large and intelligent hungerless equines and canines, and human kings are fond of keeping massive furies that imitate the forms of the dragons they worship. These bestial furies, although far more beligerant than a domestic animal, are quite trainable with time, patience, and skill. Their distasteful origin is typically not brought up.

Trolls: Trolls are sentient bloodlines founded by two or more furies via sexual reproduction. Most troll bloodlines are humanoid, at least seven feet tall, and posses some form of natural weaponry and armor. Physically, most trolls are a match for the fury ancestors, and some can come close in magical talent as well. Trolls are unique among the dark races in that many of them eat to power their reproductive systems, healing factors, and growth.

Most troll tribes keep to themselves, and only take out their dark urges on their kin and their prey. Some trolls align loosely with the Drugar or Orcs; Although they are too violent and savage for a civilized race to allow them into the city in any great numbers, the strength, ferocity, and survival knowledge of the trolls make them valuable soldiers and laborers in rural areas.

Nightmares: Before the dark field of Durkim came about, those who practiced death magic could create transmittable states of undeath, and those who practiced life magic could make werebeings. Collectively these beings are called night creatures. The dark field can create similar creatures, called Nightmares, either through ritual or exposure to the bodily fluids of particular furies. It is usually possible, however, to determine whether or not a night creature is under the influence of the field.

All nightmares, like other creatures attuned to the dark field, are vulnerable to Bilestone, whereas night creature undead a revulnerable to various species of wood and night creature werebeings to various alloys of silver and/or platinum. Night Creatures must hunt to survive, while nightmares hunt to transmit their condition or to torment others. The transformation night creature werebeings is typically controlled by the winds, moon, and/or stars, while the transformation of nightmare werebeings is governed by their origins. Night creature undead are weakened or controlled inside of dwellings, and night creature werebeings can be weakened or controled via castration; Nightmares have no such weaknesses. Lastly a nightmare can be both werebeing and undead, which a night creature cannot be.

Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 18, 2017, 12:48:31 am
Right, we should kill the drow. Honestly we're going to end up having to kill a lot of drow and there's no need being squeemish about it. That said torture is out Fishthul  can do what he likes, but we need to demonstrate that there's a war on and that we don't shy away from the consequences of that but the death will be quick and clean as possible, to represent how we want this war to go. Now we're not ready for war yet, so we'll kill the drow now rather than make a big show of it.
The thing is, Fishthul doesn't just want us to kill a drow to make sure we're serious. He wants us to slowly torture a drow to death to show that we're willing to hate them. I don't think we should commit to hating the drow any more than is necessary.

As an example, suppose we're at war with the Beetle Queendoms, and one of them decides it'd be easier to just surrender to us. Wouldn't that be nice? Cuts a nice chunk off the war if they can do that. But if we're committed to Fishthul's Murder-Rape Them All thing, that becomes much, much harder to do because they know us winning for any reason still results in terrible, terrible things. Apply that reasoning to the whole war, and you get a much longer, messier conflict with far fewer goodies at the end.
Title: Re: (SG) Rise of the Smith Lord
Post by: VoidSlayer on August 18, 2017, 02:19:33 am
Was the goal of our vision to unite all the digger races or destroy the drow?

It was to unite the digger race, and if we go this far in with a deurgor ideal, it will make it difficult to convince the dwarves we are a good first one to follow.

Set up dark fortresses sure, but hobgoblins should be working for us despite their terrible desires, not teaching us that shit.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 18, 2017, 05:27:50 am
What i think Mithras is suggesting is to kill the drow fast, not torture and play a bit harsh with fistful

"Hey, i am here because of duty, not love, as for love i would stay in the oven of origin and not caring for whatever happens in this world, nor hate, as a war must be quickly and violent, save the torture to be made by masoquists and those who like to do it, grab goblins make some drow your slaves, give your suggestion on how to proceed with an war, but don't dare to try to teach us how to use my hate to lose time"

That could turn us into neutrality and let escape that we have an kind of "holy hidden agenda" but that also might make the Fistful a bit angry for killing his drow (But as he is a hobglobin he might love the harsh treatment, and with the promise of someone to beat and wicked salt to use he is going to be fine)

And hey, the trolls aren't so bad like this just say in the direction of the red troll  (After dealing with the bugbears) "If you're really that good would love see hunters chasing you, their frustration must be hilarious to watch, but what is the deal with your brother tribe? Just want to keep your life for yourselves or need something/wanna join a bit of large-scale fight at the side of the diggers?"

<Orcish Burial Temples, which scholars believe are command by sentient mummies still loyal to the Orcish cause> damn?


HURRAY LORE DUMP

oh my god your lore is usually deep, you jut made it for this game or is a common background you use for a bunch of them? I know this isn't the same background of the Gnoll SG because the goblins there had entire civilizations of it's own; but i haven't saw any other of your games before that

But...hmm... So, Drows aren't dark field creatures? their evilness is more of a cultural stuff?
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on August 18, 2017, 08:19:58 am
What i think Mithras is suggesting is to kill the drow fast, not torture and play a bit harsh with fistful
Yeah, but the torture is the point. Fishthul doesn't think we have the stones to take on the Beetle Queendoms as we are now, and wants us to prove our ability to be ruthless and hateful on demand, because to him that's the way you take on powerful foes. Is he gonna accept a quick execution and speech about duty as good enough? I suspect not.

<Orcish Burial Temples, which scholars believe are command by sentient mummies still loyal to the Orcish cause> damn?
Yeah, damn. I wouldn't have thought there could be more than ~15 FU down there, but if it's an orcish sleeper outpost who knows.

At least we're making the world a better place by clearing it out?
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 18, 2017, 08:21:14 am
I would agree with IronyOwl if the future wasn't explicitly apocalyptic. We have no choice but to fight the drow because they and their kind will make the world inhospitable to life.

Now that doesn't mean we should kill this drow, but that begs the question what will become of him if he is not killed? Is the worst case scenario that he spend the rest of his short life tortured by a hobgloblin or is it that he gets free and turns his hurt on others, perhaps on all living beings? Are we, one of the first diggers willing to consign this being to either fate? Are there alternatives?

The question of whether the hobgoblin approves or joins us is secondary. If we kill the drow quickly we send a message to those around us, the dark races that while we are willing to fight and kill but that we will do it on our own terms. If the hobgoblin accepts those terms then we have a strong follower who's much less likely to sever our ties with the dwarves as he will have to be constrained. If he does not accept these terms then what have we lost? We now have the knowledge that we have the moral courage to do what we have put artifacts of great power into the hands of others to do. Stop the drow.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on August 18, 2017, 10:28:23 am
Hey, this unhuntable troll can also help us with the pike of storms, Brag that we know someone that he might not escape cause he has the power of thunder in his hands, if we discover when and where will be his next hunt (Hello spymaster, it's your job, go talk to that Maug guy that he can have the labyrinth) we can propose a deal, he lure him into our trap, we kill someone who has hunting his fellow troll friends, and we help to spread the word about the "unhuntable thunder dodger" if he feels it's not enough and don't offer a better counter-proposal he can have half of the loot of his hunting party

re-reading that artifacts stuff from the tigerheads, we should later ask about the info on the others artifacts, and send the one regarding the cursed scarf to our husband Ukareem. He might already know about this, he might not know and don't care, but still he will know that we care.


Urgh, more questions for weirdsound

The Trolls, got any burial ritual? Or problem with people using their dead bodies to something?

We might wanna make some kind of troll farm, put them to work on the fields, work on our enemies heads, and make a bunch of them kill each other in an arena when they get in bigger numbers so we can use their bodies for whatever we need.
Title: Re: (SG) Rise of the Smith Lord
Post by: Mithras on August 20, 2017, 03:27:06 am
In the interest of the game continuing I rescind my vote for murder.

+1 for mercy and it's attendant consequences.
Title: Re: (SG) Rise of the Smith Lord
Post by: omada on September 04, 2017, 04:52:20 pm
So, hiatus? dead? another SG has begun somewhere?
Title: Re: (SG) Rise of the Smith Lord
Post by: crazyabe on September 04, 2017, 05:55:40 pm
Last Active: August 19, 2017, 11:31:19 pm
Last post: August 17, 2017, 11:50:42 am


He is currently MIA in other words.
Title: Re: (SG) Rise of the Smith Lord
Post by: IronyOwl on September 04, 2017, 07:45:44 pm
Most likely crushed by other stuff, will have lost interest by the time he gets back. :<

On the bright side, will probably think of something else he'd like to do by then also.