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 WatchSmith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble CitySkills and Abilities:
-Although my social skills are rusty from isolation, I am highly respected as one of the few remaining first diggers.
-I am the greatest mortal metal-smith and furnace worker, without question. My skills in this area even surpass those of some gods.
-I have also mastered many other crafting skills, unrelated to the furnace.
-So long as my history is recorded in the language of the diggers, my soul and mind cannot truly be snuffed out (Granted by the World Weld)
-I can create mighty artifacts by inscribing the items I create with the great deeds of myself or the item's intended recipient (Granted by the World Weld)
-I am aware of the general location and activities of those who wield my artifacts, and I may exert light influence over their behavior (Granted by the World Weld)
-I can detect the great deeds of others nearby (Granted by the World Weld)
Artifacts and Minions:
The World Weld - Links my soul, the digger language, and the laws of reality itself. Allows me to easily create lesser artifacts.
The Face of Fate - Makes the wearer a mighty fighter and assassin. Wielded by Mril-Minda, who is currently helping her husband settle into his new role as leader of the assassin’s guild and suffering the middle stages of a rough pregancy.
The Song of Gunsmoke - Boosts the social skills of the wearer and luck of his/her offspring. Owned by Lord Kingscythe of Granite Towers, who is currently planning a feast for his king’s birthday.
Chalice of the Inferno Monarchs - Unknown Powers. Owned by Lady Nietharth Chance, who is currently struggling to cope with the recently awakened ambition and detachment from reality that runs in her bloodline.
Known Mortal Family:
(Husband - Absent) All-Lord Ukareem the Silver, Emperor of the Southernfrost
(Husband - Absent) Scholar-King Emscythe, Monarch of the Marble City and Secretary General of the Greatwalls Alliance
(Husband - Absent) Bloodlord Haigen the Usurper, King of Bedlamb
(Mother-in-Law - Present) Trumil, the Slime Mold Hag
(Toddler Son) Prince Dremscythe, Heir to Silent Hammers and the Marble City
(Infant Daughter) Princess Aurora the Younger, Heir to the Southernfrost Empire
Refuge City of Silent HammersHoldings:
Silent Hammers: A small city that provides 1 Wealth and 1 Food per month. Houses and defends up to 50 FU to military might. (32/50)
Dung Slopes Fungal Farm: A particularly fertile farm where up to 6 LU can work per month. Typically yields 1 Food per LU of labor.
Oddearth Cliffs Quarry: A mineral rich quarry where up to 8 LU can work per month. Typically yields 1 Stone per LU of labor. Typically yields 1 Limonite per 2 LU of Labor. Typically yields 1 Sulfur and 1 Wicked Salt per 4 LU of labor. Goblin workforce increases chance of positive random events. High chance of being targed by goblin raids. Costs 1 Wealth to maintain per month.
Axeltax at Tunnel's Mouth: A watchtower that Houses and defends up to 6 FU of military might. Yields 2 Wealth/month in collected taxes while at least 3 FU are stationed here. (3/6, Human Phalanx)
The Dark Fortress Oddearth Howl: A dark fortress that houses and defends up to 15 FU of military might. Can produce goblin slaves if you have access to goblin civilian housing and a skilled user of dark magic. Costs 1 Wealth to maintain per month.
Available Military Population:
14-3 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 97 more months, or until the Kingdom of Narm enters a state of civil war)
10 Force Units of Drugar Blood-Troopers (x3 Bonus to fighting diggers. x1.5 Bonus to putting down revolts)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
13 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x18 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and pursue your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x63 Wealth (+3 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
+2 Tax on Thiefs Guild
-1 Oddearth Howl
-1 Quarry
Advanced Resources:
x52 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x33 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x34 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x20 'Forest Steel' Wood (Construction resource sometimes used for advanced elfish builds. Magical Military Resources with a 1.5 Material Mod. Artifacts of Forest Steel tend to have protective effects)
x20 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x31 Limonite (A more valuable form of stone that can be processed at a smelter to make iron. Artifacts made from Limonite tend to grant resistance to heat and/or skill in metallurgy)
x47 (+3 Per month for 97 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x57 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x8 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x39 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x1 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x26 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x16 Wicked Salts (A magical resource used by goblins, undead, and other beings powered by dark magic as a potent and addictive stimulant. Artifacts made from Wicked Salts vastly enhance the raw mental attributes of such beings)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
The Opal Elves of the Trollish Wastes (Trade Partner) - A nomadic clan of wealth obsessed subdrow that roams the upper and midddle Trollish Wastes. Known for their skill as thieves, jewelers, herbalists, and merchants.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
It is begining to become clear that, since you left isolation, you have been developing a case of wanderlust. Three ideas for trips bounce around the inside of your skull at this time: Another visit to Goldears (to visit Lady Chance, appraise the artifact you made her, and perhaps meet the merchant who controls an elf queen), a trip to Bedlamb (to meet and fall pregnant with your absentee husband) or another adventure into the trollish wastes (to meet local leaders and bribe them with Wicked Salts).
---
Deathlord Morgu the Massive is a being who truly lives up to his nickname. At 6'8 he is taller than most humans, and his stocky digger frame is well over 400 pounds of raw muscle. His pale drugar flesh is heavily tattooed with images of death and torment, and his bald head is inked up to resemble a skull. Despite your title and personal reputation, you can't help but find him a bit intimidating, but you manage to ask about his master's war and the possibilty of you visiting him or visa-versa nonetheless.
"The war goes well, if slowly." The Deathlord explains,
"Our chief enemy is Hareemist the Pike Master, a first digger who has taken offense to the slaughter of his descendents, who were part of the old Bedlamb nobility, at the hands of the Bloodlord. His host was raised from the neighboring Drugar state of Abyss, which is not formally at war with us, but their queen is both Hareemist's puppet and grandaughter."You are familiar with Hareemist, as you are with all other first diggers. The legendary champion of the polearm wades into battle with multiple artifacts (none of which were made by you), and effectively counts as 4-5 FU singlehandedly. In addition to his skill in combat, he is also a master tactician and general.
"If Hareemist were to enter our lands any time soon, we would be soundly thrashed." Morgu admits,
"but luckily to reach us he must either march his army of drugar across the surface, likely starting fights with the local surface dwarves, or push through the Bloodfalls, where your husband and most of his might is located."The Bloodfalls is another thing you happen to know about, this time from legend. It is a fortress built by elder hags long before the First Diggers, directly underneath the world's north pole. It is said to be the location where the banestones were first extracted from mortal blood, and is said to be impenetrable if commanded by a strong enough sorcerer or hag coven.
The large digger offers a sly grin,
"We are extracting Bloodstone from the prisoners of our conquest of Bedlamb at a rate no digger nation has ever done so. In another five or six years we will have the might to annihilate Hareemist and conquore Abyss. Another few years after that, and no nation of diggers will be able to stand against the Blood Lord!""So Haigen is stuck holding the Bloodfalls for another six years? Do you think it would be possible to visit him?" You ask.
"Sure... It would be a hell of a trip, and a bit dangerous, but nothing undoable."The Deathlord proposes three routes that you could travel to reach The Bloodfalls. The quickest and easiest way would be to travel a week and a half to the Infernal City, capital of the human Kingdom of Narm, and charter an air coach from the local elementalists guild to bring you to North Star Shrine, an elfish holy site right at the north pole. From the Shrine, it is a four day walk downhill through the tunnels to reach the Bloodfalls. There are, of course, serious drawbacks to hiring a coach; You wouldn't be able to bring a large number of people with you, so a military escort is not an option. There is also no human civilizations, and thus no elementalist guilds to hire coaches from, anywhere near the polar regions, so finding your way back home might be tough.
The remaining two routes are land routes, and thus require you to navigate the territory of the Pinewoods Tribes, always a sensitive issue. Too small an escort, and the elves might see you as a ripe target, but too large of one may be seen as provocation. Morgu recommends 4-10 FU, and no more than 5 LU accompany you through the woods.
Once you clear the woods, you would have to choose between traveling primarily above ground or underground. The Underground route would see you travel through the heart of the Southernfrost Empire, passing through several major cities (including Silver Heights, the imperial capital and home to Ukareem's court) to reach Pine-Eagle Watch, a massive elf stronghold of living trees and fungus built into a tunnel that marks the border between The Southernfrost and Bedlamb. From there you would follow trek through the subterranean rural expanse of Bedlamb for several months until you reach the Bloodfalls.
The above ground route would follow side roads out of the woods to the rocky coast. This route would bypass the major settlements of the Southernfrost Empire, but would take you through the territory of the Charcoal Tribe of Elves, the group from which your rangers and physician hail and the best Smiths in Southernfrost. Once you reach the coast you would follow it north passing several months and several digger nations, alternating between boat and foot depending upon location and weather conditions. About a week after you pass through the northernmost digger town, you will encounter the Bitfrost Tribe, a minor elf clan ruled by one of Haigen's Hag Ancestors. They would help you navigate the Northern tunnels of the world to reach The Bloodfalls.
Morgu guesses that the overland route would take about 5-6 months, while the underground route would take 4-5. Although quicker, the underground route is more dangerous; Although Rural Bedlamb is somewhat tamer than the Trollish Wastes, there is still a handful of dangerous primitive tribes, and the possibility of running into dwarven raiders from Raven Peaks. Either way you could make the trip shorter by forgoing an escort of your own, and hiring mounted mercenaries from Southernfrost to travel with you and a carriage to ride in.
---
You ponder the potential of a Trollish Wastes recruitment trip, which would require 16 LU if you wanted to bring all of your wicked salts. Your first stop would likely be the quarry at Oddearth Cliffs, where you would leave some of your salts to potentially expand the pits and offer as a bounty to mummy slayers. From there you would have to speak to some of the friendly local goblins at the pits to figure out where you would go next.
Visiting the Opal Elves, who as merchants might know where to find some non-aggressive tribes, would also be a viable plan. You could try and re-negotiate prince Neptune's deal with them while you are there.
If you are brave, you might visit the Eastvile Drone's hive. You suppose as a resident of the trollish wastes, he would know where to find goblins and trolls, and you could also finalize negotiations regarding the trident while you are there.
---
Another trip to Goldears would be trivial. You are sure Count Chance and his family will take good care of you. It might be prudent, however, to haul some wealth along, and bring some educated merchants to try and purchase more brick while you are there.