Turn 43Ship of Freaks's Cyan HumansStocks: 986 Food, 11 Coal, 3 Iron Ore, 3 Iron Bars, 1 Steel bars, 0 Steel Weapon, 2 Sulfur, 2 Herds of Horses, 0 Herds of Unicorns, 0 Iron Weapon
Population: 262 Population
Armies: 9 total, 2 at J-36, 6 at I-36, 1 at F-37(+1 movement, stealthed) with 1 herd of horses, holding 1 herd of horses (all 0,0)
Structures: 14 Towns, 203 Farms/Fisheries, 26 Stables (22 new), 70 Nature Preserves, 17 Mines, 26 Forges (8 new)
O-17: Iron, size 0
O-18: Coal, size 0
O-19: Sulfur, size 0
H-21: Sulfur, size 0
I-21: Sulfur, size 0
I-20: Iron, size 0
J-18: Iron, size 0
J-19: Coal, size 0
K-18: Sulfur, size 0
K-19: Coal, size 0
L-18: Iron, size 0
M-18: coal, size 0
M-19: Coal, size 0
N-18: Coal, size 0
N-19: Iron, size 0
J-20: Coal, size 0
J-21: Sulfur, size 0
K-21: Coal, size 0
K-22: Coal, size 0
K-23: Iron, size 0
Technologies: Field Agriculture, Preservation, Fish Domestication, Smelting, Steel Smelting, Charcoal Burning, Mithril Smelting, Fortress, Wall Constructing, Horse Domestication, Sailing, Stealth Maneuvering, Armoring, Mining, Theft, Blasting Charges, Master Theft, Weapon Smithing
Assigning items from your stocks to an army's inventory works the same as master thieving them. You can only do it one item at a time, and only when your army is within your borders.
Grek's Red KoboldsStocks: 396 Food, 0 Elf Population, 7 Human population, 9 Undead Hobbit Armies, 0 Coal, 5 Wood, 4 Sulfur, 0 Iron Weapons, 0 Iron Ore, 1 Iron Bar, 2 Steel Bars, 0 Steel Weapon, 1 Steel Armor, 4 herds of unicorns, the Cloak of Shadows (I-44)
Structures: 20 Kobold Caves, 18 Fisheries, 4 Nature Preserves, 4 Forges
Population: 130
Armies: 8 total, 1 at G-30 holding 1 coal and 1 herd of horses, 1 at S-19 with 1 herd of horses, 1 at E-22 holding 1 coal, 1 herd of horses, and 2 iron ore, 1 at F-35 with 1 herd of horses, 1 at R-28, 1 at N-16 (all 0,0, all stealthed), 1 at J-35 (0,0), 1 at CC-27 (1,0 + 1 speed) with 1 herd of unicorns
Technologies: Theft, Fish Domestication, Stealth Maneuvering, Master Theft, Sailing, Woodcutting, Charcoal Burning, Fortress, Wall Construction, Smelting, Mining, Steel Smelting, Weapon Smithing
Theft Operations: 15 Kraken, 0 Dragon, 15 Roc, 0 Human Farm/Fisheries, 12 Human nature preserves, 10 Human Forges, 0 Human towns, 9 Hobbit Graveyards, 0 Hobbit Farms/Fisheries
Monk's Green DwarvesStocks: 92 Food, 34 Raw Mithril, 43 Iron Ore, -25 Coal, 7 Steel Bars, 5 Sulfur, 0 wood, 1 Steel Armor, The Axe of True Divinity
Population: 211
Structures: 36 Subterranean Farms (2 new), 30 Mines (3 new), 17 Mountainhalls, 78 Farms/Fisheries (8 new), 5 Dwarf Fortresses, 14 Forges (7 new), 4 stables (4 new)
I-8: Mithril, size 0 (destroyed)
G-7: Mithril, size 0 (destroyed)
G-20: Mithril, size 0 (destroyed)
H-20: Mithril, size 2 (destroyed)
J-17: Mithril, size 3
L-17: Iron, size 0
J-22: Mithril, size 0 (destroyed)
M-8: Mithril, size 2 (destroyed)
M-9: Sulfur, size 0 (destroyed)
M-14: Mithril, size 5
N-7: Iron, size 0 (destroyed)
N-8: Iron, size 0
N-9: Iron, size 0
N-10: Coal, size 0 (destroyed)
N-14: Sulfur, size 4
O-8: Sulfur, size 1
O-9: Mithril, size 3
O-10: Iron, size 0
X-13: Iron, size 0
X-15: Iron, size 0
Y-12: Sulfur, size 4
Y-13: Iron, size 0
Y-14: Sulfur, size 0 (destroyed)
Y-15: Iron, size 0
Z-14: Iron, size 0
Z-15: Iron, size 0
AA-15: Sulfur, size 0 (destroyed)
S-10: Coal, size 0
W-16: Mithril, size 7
X-16: Coal, size 0
X-17: Coal, size 0
Y-16: Coal, size 0
Y-18: Coal, size 0
Q-18: Sulfur, size 0 (destroyed)
J-10: Iron, size 3 (new)
J-11: Coal, size 6 (new)
Technologies: Mining, Subterranean Farming, Fish Domestication, Plains Farming, Mithril Mining, Fortress, Wall Construction, Smelting, Blasting Charges, Steel Smelting, Weapon Smithing, Armoring, Sailing, Woodcutting, Charcoal Burning, Horse Domestication
Terenos' Purple HalflingsStocks: 1138 food, 0 wood, 11 iron ore, 47 coal/charcoal, 25 herds of horses, 50 iron bars, 0 Raw Mithril
Population: 213
Armies: 97 total, 1 Necromancer (-1,-1) at AA-52 w/ horse (+1 speed), 10 undead armies at X-55 w/horses (-1,0)(+1 speed), 10 undead armies at W-55 w/horses (-1,0)(+1 speed), 10 undead armies at W-56 w/horses (-1,0)(+1 speed), 15 undead armies at X-56 w/horses (-1,0)(+1 speed), 3 undead armies at Y-55 w/horses (-1,0)(+1 speed), 2 undead armies at Y-54 w/horses (-1,0)(+1 speed), 12 undead armies at various graveyards (-1, 0), 15 armies at CC-28(-1,-1), 10 armies at CC-37 (-1,-1), 10 armies at AA-33 (-1,-1)
Structures: 100 Farms/Fisheries, 20 Shires, 53 Mines (10 new), 9 Graveyards, 10 Stables, 10 Forges, 17 nature preserves
AA-54: Iron, size 0
BB-53: Iron, size 7
CC-52: coal, size 0
EE-51: Mithril, size 3 (new)
EE-53: Mithril, size 9
X-58: Mithril, size 19
Y-58: Mithril, size 1
Y-57: Iron, size 4
Y-56: Iron, size 4
Z-57: Iron, size 0
Z-56: Mithril, size 5
Z-55: Mithril, size 1
AA-55: Mithril, size 11 (new)
BB-55: Coal, size 6
BB-54: Mithril, size 9
CC-54: Mithril, size 3
CC-53: Mithril, size 9
DD-53: Coal, size 0
DD-52: Mithril, size 13
EE-52: Iron, size 0
FF-52: Mithril, size 15
W-58: Coal, size 8
W-59: Coal, size 0
W-60: Coal, size 13
X-57: Coal, size 10
X-59: Coal, size 0 (new)
AA:56: Iron, size 0
CC-55: Coal, size 11
DD-55: Iron, size 1
V-58: Mithril, size 9
V-59: Iron, size 16
V-60: Mithril, size 15
V-61: Coal, size 8
EE-56: Coal, size 2
BB-37: Coal, size 11
CC-37: coal, size 19
CC-38: Iron, size 19 (new)
DD-35: Mithril, size 13
DD-36: iron, size 17
DD-38: Mithril, size 11 (new)
DD-39: Mithril, size 15
EE-36: iron, size 5
EE-37: coal, size 19
EE-38: iron, size 7
FF-37: iron, size 1
T-60: coal, size 5
U-59: coal, size 9
U-60: Mithril, size 3
U-61: iron, size 11 (new)
T-61: Mithril, size 10 (new)
U-57: Coal, size 12 (new)
S-59: Mithril, size 20 (new)
S-60: Iron, size 20 (new)
Technologies: Field Agriculture, Fish Domestication, Woodcutting, Sailing, Mining, Charcoal Burning, Smelting, Horse Domestication, Blasting Charges, Armoring, Weapon Smithing, Wall Construction, Steel Smelting, Preservation, Fortress, Theft, Mithril Mining
Terra's Pink ElvesStocks: 695 Food, 134 Herds of Unicorns, 6 Coal, 8 Iron Ore, 10 Iron Bars, 1 Sulfur, The Spear of Regicide, 2 iron armor, 3 iron weapons
Population: 417
Structures: 36 Villages, 287 Farms/Fisheries (21 new), 44 Nature Preserves, 16 Unicorn Pens, 1 Stables (1 new), 13 Mines, 40 Forges (30 new)
E-4: Coal, size 0
F-4: Coal, size 0
F-5: Coal, size 0
F-6: Iron, size 0
F-7: Iron, size 0
G-6: Coal, size 0
G-8: Coal, size 0
H-7: Sulfur, size 0
H-8: Iron, size 0
H-9: Coal, size 0
I-9: Iron, size 0
I-10: Iron, size 0
J-9: Iron, size 0
Technologies: Preservation, Fish Domestication, Field Agriculture, Sailing, Horse Domestication, Mining, Unicorn Domestication, Armoring, Weapon Smithing, Smelting, Steel Smelting, Mithril Smithing, Blasting Charges, Fortress, Wall Construction, Theft, Master Theft, Stealth Maneuvering
Megabeast HordesGolden Dragon: The Crown of Unconditional Loyalty, 1 Herd of Horses, 2 Herds of Unicorns, 113 Food, 2 Iron Bars, 3 Elf Population, 1 Halfling Population, 4 Raw Mithril, 4 Charcoal, 3 Coal, 4 Iron Ore, 1 Steel Weapon
The Kraken: The Seaman's Pearl
The Roc: 3 Roc Eggs
Other EntitiesFlame Serpent: at N-10 (3,2) on its way to the Volcano of Anguish
The Immortal Monk's Bane, Balrog: at N-7 (5,4) bent on the destruction of all Dwarven civilization
Goings onThe Elves, slowly beginning to recover from the mysterious loss of their king, continued living out their simple existences, tending the forests and casting their nets. Debates were held in forest sanctuaries all across the empire between druids and Elven nobles about what to do with the cursed mithril spear, kept currently under heavy guard within the Grekian Oracle. The new king Geldar ruled that the spear remain where it is for now, terrified that he would meet the same fate as Terra. The controversy that the weapon engendered between the Elves was nothing compared to that which was sparked between the Kobolds and Halflings, whose unwavering alliance has lasted since around the dawn of both civilizations. Chief GruGru Rak was not so sentimental as to let diplomacy get in the way of priceless treasure such as the spear, and as such turned immediately against the Halflings when he learned that they had offered to purchase the spear from the Elves. In his headquarters far from the Hobbits' Isle, GruGru Rak knew that a war with the Halflings wouldn't directly endanger him, but he still respected how mighty the Hobbits had become courtesy of Terenos' mastery of life and death. As such, he formulated an ingenious plan to effectively disarm the Hobbits by stealing away their undead soldiers. He ordered his most skilled thieves, previously occupied with stealing from the dragon, to equip themselves with sturdy iron chains and subdue Halfling corpses before they were raised by Terenos. The plan worked, and the Kobolds were able to ship boatloads of dead Hobbits off of the island just as they were being raised from the dead. The ravenous undead armies, unable to fight against their abductors, were stowed along with the Human captives of the Kobolds, who were scared shitless by their new cellmates. The great necromancer Terenos then commanded his hordes of lifeless soldiers to burn down the Kobold embassies present on Hobbit land. As the zombies marched upon the territories that were once symbols of Kobold-Hobbit cooperation, no Kobolds were left alive, torn limb from limb by the once-Halfling monstrosities. The Hobbits who lived in shires and farmhouses near the Kobolds turned away, unable to bear the sight of what was happening to their neighbors (who were completely ignorant of the sudden political shift that made their beloved Halfling comrades hate them), and terrified themselves of the undead.
The Hobbit frontiersmen, far from their home island, received orders to rid their colonies of the Kobold menace by killing them on sight. The Halfling colonists, be they miners, farmers, or fishermen, took up the tools of their respective trade and began moving on the Kobold possessions adjacent to their own. War had not just erupted on Hobbit Island, but had engulfed the entire southeastern quadrant of the world.
The Dwarves, having already felt the consequences of their greed courtesy of the giant flame serpent, dug more cautiously, but just as deeply. Requiring ever-increasing amounts of iron and coal to keep their industrial machine running, the Dwarves kept expanding their shafts downwards until they scraped the heels of the world, and then expanded them further. Nevertheless, the Dwarves wished to reform their mining techniques, now not as arrogant in their assumption that they would be spared a fiery doom courtesy of their superior, ancient methods. Studying the reports given by those Human miners who survived demon attacks, a few brilliant Dwarven engineers came up with a method of using exploratory bores so that no miners would be put in direct danger if they were to uncover a fire spirit such as their serpent or a balrog (or worse). The engineers also put in place levers that would act as fail-safes, collapsing the tunnels on top of whatever abomination was discovered (ideally after all of the miners had evacuated). This system was put to the test when the exploratory bore suddenly begin to get very hot, turning white and then melting all over the stone floor near it. Its operator rang the emergency bell, and all of the miners tripped over their beards as they rushed to safety. Suddenly the tunnel was filled with light, bright as the sun, and the lever was pulled in a panic. The lower levels of the mine were all destroyed in an instant, but the Dwarves believed themselves safe. They were quickly disillusioned as a massive hand of molten stone punched through the (literal) mountain of rubble it was beneath. The balrog beat at the stone around it, causing quakes that collapsed every tunnel under the mountain and killed nearly all of the miners. Eventually the balrog was free, infuriated by the bludgeoning it had received at the hands of Dwarven engineering. It proceeded to march towards the nearest mountain to the north, assuming there would be more bearded vermin to kill there.
Meanwhile on the other side of the northern mountain range, a Dwarven bore identical the one that had just preceded the doom of many Dwarves suddenly hit empty space. Suspecting to have hit a pocket of toxic gas, the operator was about to ring the alarm bell, but she noticed that the canary near her seemed perfectly healthy. She then sent a messenger to the foreman, who ordered the bore to halt and a team of exploratory miners to dig down and investigate the anomaly. What they discovered made the miners drop their pickaxes: halls of polished stone that were identical to those that were still being carved, covered in thick layers of dust. Knowing about the Elves' discovery, the Dwarves proceeded with extreme caution, but also intense curiosity. The same archeological team that had been studying the artifacts that had been found by the Elves was called to examine the site, as was a team of crack mechanics to search out and disarm any traps that might be found. All around them was evidence of a very prosperous civilization, with no signs of what had happened to it. Finally they arrived at some sort of temple, the walls of which were covered with symbols that resembled the runes the Dwarves still used, and that the historians determined were identical to the pictographs found at the other site. All of the Dwarves stopped and stood in awe of what was laid at the far end of the temple: an upright, double-bladed mithril axe with a mirror sheen, completely untouched by the dust that covered everything else in the ruin. The axe's pommel was uncorroded steel, seamlessly connected to the mithril head. On the wall behind that axe, along with the rows of pictographs were several bas relief carvings, inlaid with gems and precious metals. One one was a dragon, which had been plated over with gold, spitting ruby fire on to a troop of armored Dwarves. Another showed a Dwarf wearing a platinum crown aboard a boat carrying two hand axes. The carving that shocked the Dwarves the most was one right behind the axe, which depicted a crowned, haloed Dwarf atop a mountain wielding the very same axe in both hands, leading a huge crowd of Dwarves, each one carved with distinct features. What shocked the Dwarves most about it was that the vivid carving looked identical to the Immortal Monk.
The Dwarven King furiously paced around one of his many satellite offices, contemplating how best to deal with the balrog that was presently killing hundreds of his subjects. Suddenly the stone door to the room was opened by an out-of-breath courier, carrying the masterpiece of unparalleled crafstdwarfship. The courier wordlessly presented the axe to his king, who was awestruck by the thing's beauty. He was also overcome with a sense of inexplicable familiarity. Looking into the axehead, he saw a perfect reflection of himself -- but something was strange. Behind his head in the reflection was a golden light, shining all about his silhouette; he looked like a god, the very god that possessed him. From that point onward, the King was never seen without the axe in his hand or strung about his back with a strap of mithril fabric. Meanwhile, the Dwarves who had made the discovery drank in celebration, despite the crises that racked the northwestern portion of the mountain range. Many of them achieved a feat thought impossible for Dwarves: they drank themselves to death, as did several other Dwarves across the nation. The curse of the Dwarves' ancestors seemed unable to spare their lives, but it at least killed them in the most merciful way possible.
2 Human towns have their babies stolen by Kobold thieves.
34 Human farms/fisheries have their output stolen by Kobolds.
1 Human farm destroyed by the dragon, food stolen by Kobolds.
2 Kobold caves destroyed by the dragon, captives rescued by Kobolds.
4 Dwarven farms/fisheries destroyed by the dragon. The food is stolen by the Kobolds.
4 Elven farms/fisheries destroyed by the dragon. Kobolds steal as much food as they can.
Elven miners suffer a minor cave-in and discover a vein of mithril that they cannot mine
2 Dwarven fishery sinks into the ocean
1 Kobold fishery sinks into the ocean
Sorry again for being so late.