"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 CliffsSmith 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. (4/15, Drugar Blood Troopers)
Available Military Population:
14-3 Force Units of Human Phalanx (x1.2 Bonus to open field battle. Available for 97 more months, or until the Kingdom of Narm enters a state of civil war)
10-4 Force Units of Drugar Blood-Troopers (x3 Bonus to fighting diggers. x1.5 Bonus to putting down revolts)
5 Force Units of Dwarf/Drugar Militia (x1.3 Bonus to defending cities or fighting underground)
5 Force Units of Goblin Warslaves (x.75 Penalty to fighting in bright sunlight, does not need food to act)
3 Force Units of Charcoal Tribe Elf Rangers (x2 Bonus to fighting in the woods)
2 Force Units of Drugar Siege Operators (x4 Bonus to attacking cities, x1.5 Bonus to fighting megabeasts, x.25 Penalty in all other combat situations)
Civilian Population:
12 Labor Units of Assorted and Mixed Breed Diggers (2 LU to 5 FU Conversion Rate before material mod)
13 Labor Units of Halfling Commoners (2 LU to 4 FU Conversion Rate before material mod)
5 Labor Units of Goblin Slaves (2 LU to 4 FU Conversion Rate before material mod, does not need food to act)
4 Labor Units of Highborn Dwarves (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Highborn Drugar (1 LU to 4 FU Conversion Rate before material mod)
3 Labor Units of Educated Drugar Acolytes (1 LU to 4 FU Conversion Rate before material mod)
2 Labor Units of Human Commoners (2 LU to 7 FU Conversion Rate before material mod)
1 Labor Unit of Hobgoblin Drivers (2 LU to 7 FU Conversion Rate before material mod, does not need food to act)
Basic Resources:
x8 Food (+1 Per Month) - Your people can and do feed themselves, but food from the royal grainy must be provided for people to put aside their own livelyhood and pursue your interests. Spending 1 food allows you to issue an order commanding up to 5 FU or LU. Converting LU to FU will also usually cost additional food. You can deploy trade convoys to try and convert other resources into food.
x63 Wealth (+3 Per Month) - A representation of the various coins and paper currency in your treasury. Used to buy other resources and favors, and is generally the most effective resource to use as a trade good.
+1 City
+2 Axeltax
+2 Tax on Thiefs Guild
-1 Oddearth Howl
-1 Quarry
Advanced Resources:
x52 Wood (The most basic construction resource. Artifacts made from wood tend to harness the power of nature)
x50 Living Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from living wood tend to harness the power of nature)
x33 Singing Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from singing wood tend to enhance the bearer's social skills)
x34 Bleeding Wood (Construction resource sometimes used for advanced elfish builds. Artifacts made from bleeding wood may transmute organic materials)
x20 'Forest Steel' Wood (Construction resource sometimes used for advanced elfish builds. Magical Military Resources with a 1.5 Material Mod. Artifacts of Forest Steel tend to have protective effects)
x20 Stone (A more sturdy and less flammable construction resource. Artifacts made from stone tend to harness the power of earth)
x31 Limonite (A more valuable form of stone that can be processed at a smelter to make iron. Artifacts made from Limonite tend to grant resistance to heat and/or skill in metallurgy)
x47 (+3 Per month for 97 months) Marble (A more valuable form of stone that can be combined with iron to make steel at a smelter. Artifacts made from Marble tend to harness the power of light)
x57 Brick (A common construction resource. Brick is already a finished good, and cannot be used as a component for most artifacts)
x8 Bronze (A military resource with a .80 Material Mod. Artifacts made from bronze tend to harness the power of fire)
x15 Iron (A military resource with no Material Mod. Artifacts made from iron tend to enhance the wearer's metalworking ability)
x4 Steel (A military resource with a 1.5 Material Mod. Artifacts made from steel tend to have protective effects)
x39 Plum Copper (A military resource with a .60 Material Mod. Surface Elves know how to process this into food. Artifacts made from plum copper affect one's metabolism)
x4 Bloodstone (A magical military resource with no material mod. Both common gear and artifacts made from Bloodstone are particularly deadly towards all the digger races)
x10 Soul Stone (A magical military resource with no material mod. Both common gear and artifacts made from Soul Stone are particularly deadly towards all the surface elf races)
x5 Mithiril (A magical military resource with a 1.7 material mod. When using this as a material for an artifact, choose two other component materials and boost their effect on the finished piece)
x1 Night Mithiril (A magical military resource with a 1.7 material mod. Artifacts made from Night Mithiril tend to aid in criminal activity)
x1 Deep Sapphire (A magical Military resource with a material mod of .5. Gear and artifacts made from Sapphire are great at drawing out the sorcerous power within one's blood)
x26 Sulfur (A magical resource used in the worship of wicked gods and construction of advanced siege weapons. Artifacts of sulfur are favored by wicked gods)
x15 Dire Pine-cones (A magical resource used in elfish religious ceremonies. Artifacts made from Dire Pine-cones tend to have explosive effects)
x16-16 Wicked Salts (A magical resource used by goblins, undead, and other beings powered by dark magic as a potent and addictive stimulant. Artifacts made from Wicked Salts vastly enhance the raw mental attributes of such beings)
x1 Ensouled Leather of the Sailor (A magical resource gifted to you by the skin cutter nymphs to help tame predator lake. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Princess (A magical resource gifted to you by the skin cutter nymphs to help tame an unruly child. Unknown effect if used outside its intended artifact purpose)
x1 Ensouled Leather of the Champion (A magical resource gifted to you by the skin cutter nymphs as a means to defend yourself. Unknown effect if used outside its intended artifact purpose)
Known Allies and Enemies:
Bardhill County (Ally, Trade Partner) - The fertile and clay rich human territory that completely encompasses your land. The ruler, Count Chance, deeply respects the craftsdwarfshipp and military skill of the diggers. In exchange for resources and a loan of troops, you have agreed to aid him in an anticipated civil war against his fellow counts when the king dies.
The Opal Elves of the Trollish Wastes (Trade Partner) - A nomadic clan of wealth obsessed subdrow that roams the upper and midddle Trollish Wastes. Known for their skill as thieves, jewelers, herbalists, and merchants.
Southernfrost Empire (Ally) - The southernmost and mightiest of the northern dwarven civilizations. Southernfrost is rich in bronze and labor. The empire is ruled by your husband All-Lord Ukareem the Silver.
The Greatwalls Alliance (Ally, Trade Partner) - A loose confederacy of prosperous drugar city-states that pays tribute to your husband, Scholar-King Emscythe. Rich in copper, sulfur, and flux stone.
The Kingdom of Bedlamb (Ally) - Nation of drugar ruled by your husband Bloodlord Haigen the Usurper. Rich in iron, flux stone, and gems. Currently defending against invasion from an unknown drugar kingdom, and raids from an unknown dwarf kingdom.
The Beetle Queendoms (Enemy to All Diggers) - A drowish nation that sits between Silent Hammers and The Greatwalls Alliance. Traders can navigate around it, and they are currently too busy dealing with surface elf raiders to pose a threat.
The Pinewoods Tribes (Hostile) Small yet fierce surface elf civilizations that separate Silent Hammers from the Southernfrost Empire and the Kingdom of Bedlamb. They find the very ideas of commerce and industry to be deeply offensive, and slaughter trade convoys on site as a rule.
You order that your quarry and farm be staffed, and a new farm be built at Dung Slopes. You then set about organizing a wicked salts bearing convoy to escort you down into the Trollish Wastes in search of a bugbear or other dark magic user to man your new dark fortress. While doing this, you take special precautions to ensure that all the oppressive Blood-Troopers you received from Haigen are out of town for the month, even going so far as to garrison a few of them at Oddearth Howl.
On the morning you are to leave with the convoy, you meet up with the other individuals who will be leading it alongside you. Should you choose to break off from the convoy after visiting the quarry, your head diplomat with be the Drugar Princess Lady Urist, self proclaimed connoisseur of goblin slaves and wife of your militia commander Lord Urist the Lefthanded, who is also along for the adventure as a diplomat. Although some of Lord Urist's militiadiggers are present in the convoy guard, command of the guard has fallen to the hot-headed and loyal elf-princess Myguwen. Also along for the adventure is Deathlord Morgu the Massive, who will command any troops you retain as a personal escort should you choose to break off from the convoy and return home early.
In addition to convoy leadership, two other individuals who are traveling with you attract your attention. You meet Phalanx Officer Lexington, the human who has been running the farm at Dung Slopes for many months, in person for the first time. You can tell he isn't terribly happy about being replaced by the Blood-Troopers you sent to the farm this month, but he is respectful towards you nonetheless. More distressingly, a scan of feat-o-vision reveals that the city destroying, giant slaying, elf teaching being you belive to be the Red Dragon Breakfire is part of the convoy, disguised as a common halfling hauling wicked salts.
---
The trip through the trollish wastes is long but mostly uneventful. Princess Myguwen seduces and manages to elope with one of the low ranking human soldiers from Goldears, Lord Urist and the other highborn dwarves do a bit of light troll hunting, but lack the extra manpower the bring more than a few trophies with them, and the dragon does her best to avoid interacting with anybody of importance; You hope she is just conducting surveillance.
Your procession arrives at the pits just following the conclusion of a set of fights. Slave Driver Terrorgrin, unofficial boss of both the quarry and the pits, takes you to the back to meet the day's winners.
In the back room, you are introduced to five triuphant dark beings, each enjoying the fruit of their victory, a wicked salt high.
The largest victor in the room is a large red troll called 'Unhuntable' Oolog Parthloon, who looks you up and down before laughing.
"Vut kind of silly digger did they make queen? This one not even hunter?" After repremanding Oolog for disrespecting his master, Terrorgrin turns to you and explain that the troll, brother of a tribal leader, intentionally seeks out dwarven hunting parties from Silent Hammers and goads them into perusing him so that he might prove his superiority and enjoy the thrill of the chase. In spite of his thrill seeking behavior, he has no notable feats.
The second champion of the night is a knife wielding elder goblin called Pukrin the Insane, who bows and shakes your hand when offered, but only babbles about cave mustard seeds when you try to engage him in conversation. You know elder goblins are rare and respected amoung the dark races; It takes the average goblin 150 years to catch up to a hobgoblin in terms of mental attributes, but since they are dumb and disposable, it is considered quite a feat for a goblin to even live three decades. Prukin, Terrorgrin explains, is respected by many in the Trollish wastes as both a healer and an assassin, but is not a member of any particular tribe. The World Weld identifies a feat that is not only worthy of inscription, but also identifies him as a potenial useful ally; Apparently he once sabotaged an attempt by the Eastvile Drone to summon and bind a godlike demon and escaped undetected.
The third champion is a Bugbear, who you note is leering at you with a sick grin. Terrorgrin refuses to let you approach.
"That is Hatchface. We don't like or trust him, but he leads a large tribe and we are afraid to ban him from the pits out of fear he would raid us. Last month alone he assaulted five of our digger workers. Tonight, he struck down one of those victims who was seeking honorable retribution in the pit." The World Weld suggests that no feat he has preformed is worthy of inscription.
The fourth champion is also a Bugbear, albiet an older one with a haggard look, a patch over his left eye, and a steel peg in place of his lower right leg. When you introduce yourself, he stares at you in terror for a few moments before fleeing the room.
"That is Fife the Lucky," explains Terrorgrin.
"He escaped one of Emscythe's dark fortresses, where they chained him up and tormented him into making goblins. Some of your goblins who work the quarry are actually his children, so they have been helping him lay low while he tries to put a tribe of his own together. I suppose he fears you might turn him in to your husband, and send him back to the Dark Fortress." Feat-O-Vision suggests that his escape is worthy of inscribing upon an artifact.
The final champion is a Hobgoblin called Fishthul Beetle Crusher, whom you catch in the act of violating a chained drow. He quickly throws pants on and kneels respectfully when you introduce yourself. Of all the champions, he his both the most distasteful and most outwardly friendly. He claims that he is a master crossbowgoblin and pike user, as well as a seasoned mercenary, and that his only two pleasures in life are the screams of drow and the rush of wicked salts. He suspects you could help him indulge his pleasures, and admits that he would be willing to serve as your champion if you made it worth his while. Feat-O-Vision gives him two feats: He has fathered a half-dozen bugbear, and once tortured the entire royal family of a Beetle Queendom to death.
You suppose now would be as good a time as any to chat with these champions, or address them all in general. You could easily call some gaurds to catch/protect you from either of the two bugbear. You could also talk to Terrorgrin about either expanding the pits or leaving a salt bounty for killing mummies at the other quarry.