Okay, I'm really sorry for how long this took for me to get out. I was drowning in RL stuff that ranged from ridiculously important essays that would decide if I passed a course or not, to studying for my exams next week. I will hopefully be able to get the first part of the interlude out by the end of next week, but no promises.
Turn 4 Results
Military: You ca
n't be a blacksmith without learning something about the art of war. How else are you going to know how sharp a weapon you are going to be needing to make. You just didn't think that you would have to deal with all of this kind of baloney, when you claimed the throne through glorious Thunder-Battle. (Choose 2)
Scout the Perimeter: With the war almost at hand, you really need to get your troops use to the terrain. So why not have them go out and protect your territory from any goblin tresspassers while they are doing that. It would rather suck if the enemy managed to figure out a way into your homes without having anyone on guard. T
ime: One Year, Cost: 750 Tharni Success 75% Reward: Goblin-Town portion of the Misty Mountains better defended
Needed: 25 or higher, Rolled: 47
With the war at hand, what better way to ensure that your home is protected then to have someone patrolling the outer areas of your territory within the Misty Mountains. It is an important thing to be forewarned of an invading army by the screams of your patrolman then to be completely offguard when they are knocking down your front door wanting your head of a stick, and torching your town.
Which is why you gathered up the more stronger goblins among your civilians that seemed dedicated to the clan and set them up to train alongside your future warriors. They would be taught how to use a sword better then most, and taught some of the basic techniques of swordsmanship. After a couple months of training you brought them in front of the entire town and declared them the first of a new guard, your patrolsman.
Somehow, thought, they changed the name from that to Tresspasser Watch. For some reason during training they got a silly idea in their heads that they would be allowed to chose a name for themselves, and that was what they decided on.
And it stuck.
Eitherway you got a group who are now willing to protect Goblin-Town from any invaders. At least they might be called that when they are finished training with a weapon of some kind, and not be stuck with some random piece of rock to fight their opponents. It's just important to remember that they are not as strong as your warriors because of the fact that they joined in half-way through the year, but you know the old saying. Goblins can't be picky about who they use…
You have heard of that saying right?
Whatever, at least you managed to ensure that you at least you're territory is going to be guarded against any goblin foolish enough to enter without back-up.
Reward:
Reward: Goblin-Town portion of the Misty Mountains better defended, (Patrol-Goblin Stats, Unlocked)
To Arms, Goblins: So your people were forced to give up your entire supply of weapons to Moria. At least they couldn't get rid of all the sticks that act as spears, bows, and arrows for your people. It's just going to take time to forge up some swords is all.
Time: One Year Cost: 500 Castar Success: 80% Reward: 250 Scimitars and Goblin Warriors increased (More Military Options)
Needed: 20 or higher. Rolled: 51
You, along with Gargainash have gathered the strongest goblins that reside in your town and have forced them to perfect their swordplay. Sure, most goblins understand how a sword works, esstenially summing it up as "Stick the pointy end into your foe," but that isn't the end of the road for the art. No, there is so much for them to learn.
They had to learn how to read their opponent's body language so they could decide whether to block the strike or dodge it. They needed to know to draw their daggers when they locked swords with an opponent in a test of strength. The knowledge on how to feint, thrust, and counter whatever their opponent threw at them.
By the end of the year the both of you had managed to shape those that were once merely okay with the art, into fine weapons that could use their swords with extreme proficiency. It was also while you were teaching them the actual swordplay, that Gargainash was able to ensure that your troops knew the proper protocols that came with being the main forces of Goblin-Town. Now Goblin-Town has a troop of Goblin Warriors ready to be deployed at will.
Just waiting for the war to commence.
Reward:
Reward: 250 Scimitars and Goblin Warriors. (Goblin Warrior Stats Unlocked)
Diplomacy: Raakhuga, is the goblin that knows whats what. He sort of has to, beacuse he is the messenger, scribe, and diplomat all wrapped up in one. Having taught you something about the local tribes, he is wanting you to at least show the other tribes that Goblin-Town is not weak. So you grab so bags and set out to try and make an alliance with a tribe before the war hits home. (Choose Two)
The Mountainous Treaty: For the first time in decades you have managed to get into contact with the Gundabad Orcs, and they're reply informed you that they would like to reinstate your alliance with them. The reply itself didn't say that you should reply back right away, but it sort of implied that one should be sent. Your problem is that with war on the horizon, you need as many allies you can get, and making one with the Orcs could take too long. The saying with great risks, come great rewards definitely applies to this situation.
Time: One Year Success: 75% Reward: Gundabad Alliance Reaffirmed, More Gundabad Options
The caverns of Goblin-Town are ringing with the sound of joy, as you alert the entire community of your planned departure to establish new ties with the Gundabad Orcs that dwell in the mountains that are named after their clan's name. The goblin-bards bring out the ancient instruments of old as a send off for both you and Raakhuga. So it isn't much a surprise that one of the town's oldest bards, travels alongside you to foresee the events.
It is after all, one of the most exciting things to happen in the past century that they could actually write and sing about for ages to come.
Gundabad Mountain Turns Unlocked
Are they Friendly: So you figured out that there is a tribe of goblins out living on the outside of the mountain, within the woods. It still is weird that a tribe decided to actually live outside the safety of the mountains, but it could be a sign that things are improving your kind. That the world has finally decided that you have a place on it, instead of just in it. Whatever the case, they are still a newly settled people so they are almost definetly looking for allies, just like you are. Why not help each other then?
Time: 1 Year Success: 35% Reward: Friendly with Unknown tribe or better.
Needed: 65 or higher Rolled: 98 Major Success!?!
It's a strange thing, meeting goblins from a differing tribe. It is well known that each tribe has their own customs and traditions, which sometimes conflict with one another and result in tribe rivalries for years to come.
Thankfully this isn't the case with you and this tribe who call themselves the Anghár. You learned of this tribe's name after one of your hunters, Shaluk, and his hunting party came across one of their clans hunting parties while hunting the same elk.
Now while goblins usually attack first and ask questions later, you had ordered your troops to not interfere with this new group of goblins that now dwell in the forests of Fridar. You didn't know how they would react to their settlement being discovered, afterall.
Shuntuk, Shaluk's second in command even offered them some of the deer that he had previously slaugthered, which got him into their good side as they talk for many hours and only departed when the sun started to make its journey into the sky again. He relays to you that the tribe calls themselves the Anghar, a small branch of goblins that are the survivors of a war that happened a decade ago.
They are masters of carpentry having been taught by the wizard Saruman, whose death lead their flight from their birth lands. Apparently the wizard had managed to gain the ire of Lagûrz, who stepped forth and flooded the lands that he had built his home in. There are not many of them, having had to wander through the dangerous woods where they were hunted by the woodelves, humans, and dwarvish kin alike. The group eventually splintered from being a mix of orcs, Urk-Hai, and goblins, to the few goblins that remained. The group had finally decided to settle down in these woods a year ago, believing that they were nowhere near any settlements, which really did explain why you had only discovered them in the past few years.
The most interesting thing about them though is that they have learned to tame some of the beasts of the wilds. So far they have only managed to tame one kind of mount, a strange creature whose horns twirl back to its head in a spiral. They call these creatures mountain goats, and they use them for almost everything from meat, drink, to even clothing which they gather from its shedded fur during the fall seasons.
After this meeting, whenever your hunters pass by one of their patrol groups or hunters, their isn't any clashing of weapons or spilt blood. There is only a simple nod from one group to the other.
Eitherway, first contact with this tribe has gone well. Hopefully relatons with this group continue to go well, you would hate having to wipe out a potential resource because they desired your wealth.
Reward: Great first impression made. Relations with the Anghar are neutral.
Stewardship: The once Glorious town of Goblin-town was in shambles. This must be attended to, and fast. The pathways are in ruins and really the only thing still in good shape is the tavern and the smithy. (Choose Two)
Home Repair: The caverns which Goblins call home or starting to chip. With how some goblins perfer to climb on the ceilings and walls then walking because of the state of the piers, you can understand how they have become so damaged. Bloody nails that dig into the walls a bit too much.
Time: One Year Cost: 500 Castor Success: 75% Reward: Repaired Homes
Needed: 25 or higher Rolled: 72+5=77
While you might have a pretty nice home, most of the other residents of Goblin-Town live in simple holes in the walls of the former mining galleries in the area. At one time though your people had glorious homes, that were the pinacle of Goblin society. Then the Morians came and wrecked the place and decided to dig even deeper to see if your people had missed anything. They didn't and let you make small homes from the remaining rubble.
To show your appreciation for the dedication and time that they shown towards you for dealing with the present issues of recovery from enslavement, you have decided to dedicate the entire year to rebuilding their homes. The town bursts into a frenzy as everyone starts working and expanding their simplistic homes into the large living areas that they should be.
No longer will they have to live within a single room, were they eat the salted meats of your hunters, and the harvest shrooms of your farmers. No longer will they sleep in family groups on the cold groun with nothing but a deer skin to warm them. Your people were once the pinnacle of goblin society, and they shall return to it.
By the end of the year, every citizen has dug themselves a pretty nice living area for themselves. They can't even reach the cieling unless they crawl up the walls to get to it at least, and they carved out for themselves a few small rooms to store their provisions and property. Morale within Goblin-Town is now at its highest, with the kingdom even closer to the greatest that it held at it's peak.
Expanding the Mines: So your mine still has alot to give you, and is no where near being run dry. Which means that you can definetly expand the thing, and get as much of the precious ore that lies hidden beneath it. Just picturing all that ore just waiting to be mined, is enough to leave a goblin drooling…
Time: One Year Success: 80% Reward: +Double Mining Income and Material
Needed: 20 or higher Rolled: 84
With a new agreement with the orcs to the north shining brightly in the future, along with a bloody war approaching you order the goblins to double the amount of ores to be removed from the mines. Some of which wil be used as trade with your hopeful allies, while the rest will be used for smithing more weapons. For this to happen though the goblin in charge of your mines, Mòrdurg, orders his suppordonates to expand the mine. Pickaxes and shovels dig into the earth almost immediately after, as they hurry to do as they were commanded.
It takes a full month, but your mine has been expanded by a third of its former size, with it's length to be estimated at least a mile long, while reaching 50 feet deep. More ores were found, with plenty of iron and stronger metals being found each day. Some of the more knowledgeable goblins that have been mining for years, speculate that if they dig deep enough they might find a small vien of Mithril.
A goblin can only dream of finding that stuff.
Reward: Double Mining Income and Material.
Intrigue: Every goblin has to be steathly or else we would of died out so long ago. Stupid elves spreading rumors about our people's habits. Eitherway, this steathness defiently helps when you are wanting to spy on your enemies and sabatage them. (Choose Two)
Stealth-Training: Snaga has asked you to find the sneakiest goblins that live in your small town so that she may train a team to be the very best saboteurs in the world. So you find them, and let her take the reins from there.
Time: One Year Chance of Success: 75% Reward: 50 Goblin Saboteurs
Needed: 25 or higher Rolled: 98+5=103, Critical Success Second Roll: 50+103=153
Snaga has come to you asking for your permission to train a select group of goblins to help her sabotage your foes as she will need help in the future. You allow her, as she can't be in multiple places at once, and actually help her pick out the sneakiest goblins that dwell in Goblin-Town. Saddly, while you are very stealthy, you are not the best person to actually to recruit troops in secret.
One of the few reasons why you marched out alone to slay your former tyrant of a leader, actually.
So instead of just walking up to a select few and asking if they were willing to do the job, you decided to call out to the town to see if anyone would be willing to take the job. Forunately double the amount of goblins you were hoping to step forward actually do, including the few that Snaga had apparently wanted.
Snaga apparently didn't really enjoy the fact that you literally advertised her to the world, so she started lashing out her frustration out on the recruits, immediately started training them to the bone. She slashed at them with whips in order to increase their pain tolerance, marched them all over the mountain to strengthen them, and much more.
They would not bend nor quiver in front of her, instead steeling their spines and not allowing her to see any sign of weakness. They knew that she would be their future boss, and they would not allow themselves to look weak in front of her. It was for that sole reason that they perversed through the trials and traumas that she put them through, whether it was through the sleet that pelted them on the mountain tops or the burning heat that bubbled in the magma chambers deep in the mountains bowels. This didn't stop her from trying to distance herself from them, even though they tried to invite her to join them at the evening meals at the tavern. While they were unable to break the walls that she had built around herself, it did lead her to the decision that they were ready for the tactical part of sabotage halfway into the year, after they finished the run without running out of breath.
It was for that reason that she started training them on the stress points that could be found on every creature of every races' body, and which vien to cut to either let your opponent bleed to death or cause immense pain. Apparently they took to the techniques like a mushroom planted in rotten soil and flourished. They became knowledgeable in the arts of sabotage and interrogation to a point where they started developing their own techniques. It was actually shocking when some of them had somehow managed to surpass being simple saboteurs to being something beyond average.
A quarter of them had managed to become Elites in the art of Stealth, and they were the ones that learned of her half-breed hertiage. It didn't matter to them however, having spent all that time with her they had come to acknowledge that she was more goblin then most others. Her training them had changed their views to something similar to how you and Raakhuga saw her as, a goblin from a troubled beginning.
This is what soften her and allowed them to see her actually smile for once, as they introduced her to the rest of the town. She still lingers to the edges, but she is now willing to any that approach her instead of glaring at their faces. She looks better with a smile on her face after all, though she still does tend to shy away from most of the resisdents of Goblin-Town.
At least she has some friends amongst your people
(Reward: 100 Goblin Saboteurs and 25 Elite Goblin Saboteurs gained. Snaga well-liked in Goblin-Town, even though her status of half-breed is now known to all.)
Bear, Where?: It might be strange behaviour for a bear to just stand guard at a cavern entrance and only leave to get food. However with the discovery of Beornlings returning in the area, a few others believe that it is actually a beorning on guard duty. It doesn't matter if it is a beornling or not, its stopping you from expanding your influence to the east of the Misty Mountains, where easier targets are said to be. Invesigate to see why it is even resting in a cave filled with your people's corpses.
Time: One Year. Chance of Success: 65% Reward: Knowledge of Bear's Reasoning (Can't be take with Why did it have to be Beornlings)
Need: 35 or higher, Rolled: 19+5=24
Survaliance of the creature was an utter disaster.
It all started when Snaga stated that she was too busy training her new retcruits to do the mission, which left you with a smaller group of people to actual go do said mission. Foolishly, you had trusted in your people's natural stealth to protect them from the bear's natural senses, and ordered a small group of goblins to go and observe the beast.
Five moderate goblins briefly trained in stealth left Goblin-Town to spy on the monster. On the morning of the next day only one returns, his face paler then the mushrooms in your farming caves. It was just before he fell unconscious, he managed to give his report of what lead to the team's failure and their resulting demise.
In rasping breaths he told you about how they crept into the large graveyard which the bear had settled, trying to ensure that they didn't step on any of the bones of the dead or rusted armour.
Apparently it was not an actual graveyard that the bear was living in but a battlefield, like you had been lead to believe, instead it was littered with the corpses of both goblins and dwarves. That alone told you that it was a battlefield of the olden days. As the troop approached the bear's dwelling place, they quietly ensured that it had left so they could find a good spot to observe it. So when the bear wasn't found; they thought themselves fortunate, believing that it had left fo go hunt in the forest below.
Which was the team's first and last mistake.
Shalük went ahead of the group, and slowly made his way around cave to watch guard over the cavern entrance. They knew they had little time to find somewhere soon, so they were splitting up to search for a place as quickly as possible.
Which was why he was so startled to suddenly hear the screams of his companions back in the cave. Looking back he was just able to see Còstean be squashed underneath the bear's massive claws, his bones breaking with a sickening crunch.
The other three goblins swiftly jumped onto the bear's back and proceeded to stab it frantically with the small daggers that they possessed. Shalük on the other hand had scrambled to the top of the ceiling clinging with all his might, praying to any goblin deity who would hear his plea in hopes that rhey would protect him. The monster managed to snag one of them in its jaws and crushed the limb, before tossing them to the far corner of the cave to die.
A minute later the beast let itself fall into its back, and squashed the two remaining goblins into jelly. Which was when it noticed Shalük on the ceiling. It rolled back into its paws, and shook off the mush that was Shalük's former companions and went over to the unconscious goblin in the corner and swiftly ended his life as well.
Shaük turned to flee and successfully escaped the bear's notice, only looking back when he heard the dying scream of the once unconscious goblin pierce the air like an arrow. The memory of what had happened to the last goblin was apparently enough to make him sick, as he puked all over your feet before falling unconscious. It is only later on that you hear that he was remembering how his compatriot's head had popped like a eyeball in the jaws of the bear had apparently been burned into his head.
Reward: Knowledge that the bear is a monster. A monster that now has tasted goblin flesh.
Learning: Your master of the smithy, Gargainash, has been regarded for his talent with the hammar and tongs. Of course that doesn't mean he had other talents. You had to learn your skills from somewhere after all. Though apparently he likes the flames a bit too much. (Choose One)
Experimental Medicine Anyone: While Gotha usually isn't the experimental type, she is always willing to expand on her knowledge of healing. So she wants to see if the her latest concocation does anything. So any volunteers anyone? You in the back, come right up.
Time: One Year Cost: 100 Tharni Success Troll Reward: Random
Reward: Random Rolled: 27
You remember those old bones that keep on piling up from your hunts. Well Gotha decided that she might be able to produce the strength that they once mustered into some kind of potion for your people to drink. So chopped the bones into little bits and mixed it with some water and mushed up mushrooms into a new medicine, a serum, she called it. Yeah, you could probably guess how that turned out.
Not exactly as while it tastes horrible and doesn't do what she hoped, it does do something. The broth managed to provide more energy to the 'voluntary' test subject that drank the stuff, however a few hours later they lost all motivation to do anything and fell into a deep sleep. They also managed to have more pain tolerance, though this was learned after they crashed in archery range and got shot by a stray arrow. Though this revealed it's greatest benefit, as the broth somehow helped increase the Goblin's recovery rate. Gotta after deciding that this was a success decided to call the recipe to make the potion Red Deer, because of how the creature's bones bled after she cut into them. (Reward: A single barrel of Red Deer [A 'potion' that boosts the drinker's stamina and endurance for a small period of time]
Teaching the Basics: Gargainash has approached you, and has asked for your help in teaching a new generation of blacksmiths. He knows that with the upcoming war, he will not be able to make the approriate amount of gear for your warriors in time, unless he has help. So he wishes to grab a few indivuals and teach them the art of blacksmithing together, forgoing the usual tradition of apprenticeship that gobins have been using for centuries. All he needs is your approval. Time: Two Years Cost: 750 Castor Success: 75% Reward: 2d6 amount of basic Goblin Blacksmiths (Will be Completed next Turn)
Needed: 25 or higher Rolled: 47
It's hard work finding goblins that are actually willing to stay behind and work the forges while the rest are out having fun killing things.
Piety: Gotha is the sole Shaman for the Goblins that dwell in Goblin-Town. They go to her to heal them, and to ask for guidance. She is supposed the only goblin in living history to actually gave at one of the deities of the Goblin Tribunal. (Choose One)
Igniting the Torch: Gotha has two whelps to train in the arts of shamanism, but she seems to focused on something else. Something that apparently includes every single whelp born in the present and future. If she is ever to actually teach the two whelps that she has already chosen about everything to do with shamanism, then you are going to need to ensure that she either gives up on the idea, or hand it over to someone that can get it started as she teaches the other two.
Time: One Year Success: 85% Reward: ???, Gotha starts training the two whelps to be shamans
Needed: 15 or higher Rolled: 62
You were approached by Raakhuga during one of your lessons with him, and he told you about how Gotha seems to be lingering in the clan's library for days at a time. Intrigued and actually curious as to what brought about this behaviour, you quietly question others who know her about this behaviour.
Apparently, having her teach those young ones inspired her to learn more about your people's history for some reason. She told you that she hadn't fun what she was hoping to find, but knew it had been unlikely in the first place.
When you asked her to explain her answer was simply "instruction" and "our future." She won't librate in length over about what she meant, other then that she had plans.
By the end of the year she has moved her focus from her studies and onto her new students, who now sleep in her cavern as tradition dictates.
(Gotha's idea still unknown, shaman training beings.) [2 Shamans to join her ranks in 3 years]
Personal Actions: With Gargainash no longer bugging you to fix up the forge, you have gotten more time to yourself. You are going to need it with the war on the horizon, it doesn't look like you will have as much of it in the future. (Choose Two)
Studying with Gotha: She's your only shaman within your tribe and is in charge of healing all of the wounded. It might be a good idea to get on her good side before you get wounded. You would rather not end up like Fotkúrz, and be stabbed by her staff. She might be old, but she can be pretty vicous when she wants to. It's in her blood.
Time: One Year Success: 75% Reward: +1 Piety and Closer to Gotha (Learn Gotha's Stats)
Needed: 25 or higher Rolled: 31
You are not usually a religious goblin, but in these times with the war quickly approaching you need all the help that you can get. So if praying to the goblin tribunal helps, it helps. Which is why you approach Gotha after you got her to talked about what was distracting her, to see if there is anything that you could do to increase the chances of your success.
Gotha told you that the Gods don't usually interfere with the affairs of mere mortals, which is why no one really remembers the last time anyone of them have actually interceded. At least that is the case for the goblins that dwell in Goblin-Town, while the other communites have only had breif sitings of them. Mostly the Mordorian Goblins, having spotted the Spirit of Might in the bowels of their kingdom.
Other then that, you didn't really have a chance of meeting with her, focusing more on teaching the blacksmiths that you and Gargainash are training. In the future you hope to learn more about your people's gods, but currently you are just to busy.
Reward: +1 Piety, a smidge closer to Gotha.
Learning Under Raakhuga: You thought that you knew Raakhuga rather well, but learning that he knew of Stealth Master has set you on edge. So learning more about politics might be a way to learn more about his life at the same time.
Time: One Year. Success: 75% Reward: Diplomacy +1 and Closer to Raakhuga (Learn Raakhuga's Stats)
Needed 25 or higher, Rolled: 55
With the various diplomatic meetings that you are going to have to attend in the near future, you approach Raakhuga, and finally accept the lessons that he had offered at the beginning of your reign. His reply came after a single moment of looking down at you from his perch of his strange travelling device, and states, "It's about time."
After which he immediately orders you to the archives and guides you in the strange art of diplomacy. He tells you that while it may seem like something completely different from the battlefield, they share quite a lot of similarities. Words are a diplomat's bow and arrow, while the table at which they meet is their battlefield. The quill which is always on Raakhuga's person is what he views as his official weapon of choice, and treats it like goblin tradition dictates. Though that doesn't mean that he doesn't hide a dagger underneath his loincloth either, it's just one of various things that shows that he takes his job seriously.
Which is why he starts drilling into you all the importance of Orcish society and tradition. He tells you about the importance of showing your scars if they are on your arms to show that you have seen battle. To show respect to their mounts, as many view them as family.
So when the time came for you both to head on over to the Gundabad Mountains and heading off to the Gundabad's new town, Raakhuga lets you know that he believes that you just might be the leader that Goblin-Town needed.
Reward: +1 to Diplomacy, Raakhuga views you as a somewhat competent leader.