Except that by the time we even get Pegasi to a remotely dwavish standard on our own, let alone working out how to teach the humans, we'll be at the point where we can get the magic borbs made, at least that's what seems likely to me.

We already have the balloons as a stop gap
So it's…ah I get it. It adds an additional layer to the air war, magic. Like imagine if we could put the Archmages or Runelords onto our aerial actions in this war.

Probably won't be more than an extra +1 for a long time because Archmages are gonna be way far beyond that, but still worth it.
 
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Except that by the time we even get Pegasi to a remotely dwavish standard on our own, let alone working out how to teach the humans, we'll be at the point where we can get the magic borbs made, at least that's what seems likely to me.

We already have the balloons as a stop gap
Admittedly I didn't know about the observation balloons, because most of the info about them seems to be in the informational thread mark. And I'm still looking around for all the little tidbits I've missed outside the story and omake thread marks.

It still doesn't change the fact that pegasi could be useful. Because war balloons aren't exactly cheap, maneuverable or subtle. And once we get the pegasi battle worthy they can work in tandem. Maybe be used for point defense; Help keep our airships from being smashed by a warboss with a wyvern. Heck we might even be able to wrangle up an aircraft carrier situation. With the Pegasus riding the airship before the battle.

And we don't have to get them up to dwarven standards we just have to get them to Gnolumgi standards. While admittedly still a pretty high bar should be doable in a couple of turns.
 
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It doesn't change that we don't know how to train them, wouldn't be inclined to putting our mercenaries on them, creating the facilities to keep and breed them.

And the whole point of Gnolumgi is that they are humans that measure up to Dwarvish standards.

Even leaving aside time, that's a VERY innovative idea and would need us to know how cavalry works, let alone air cav to make it work.

we'd be starting from the ground up in several ways.

Also let's not forget we'd need to breed, tame and keep enough to measure in the thousands to hundreds for proper air coverage so that'd be its own Gnolumgi force in its own right.
 
It doesn't change that we don't know how to train them, wouldn't be inclined to putting our mercenaries on them, creating the facilities to keep and breed them.
Ask the elves. to quote myself.
As for us being willing in character to trade with the elves, I'm conflicted. Yes we have a lot of bad blood with the elves but it does seem we're on the way to normalizing relations. And we are fighting on the same side in this war. A war I might add where air power is proving its worth.

And the whole point of Gnolumgi is that they are humans that measure up to Dwarvish standards.

Even leaving aside time, that's a VERY innovative idea and would need us to know how cavalry works, let alone air cav to make it work.
Yes the Gnolumgi are Very good at their job but that doesn't change the fact that they are better suited for an experimental unit then our dwarves.

And yes it is innovative. So was forming the Gnolumgi and making peace with the elves. And who says we don't know how cavalry works just because we don't field any doesn't mean we can't grasp the concept.
Also let's not forget we'd need to breed, tame and keep enough to measure in the thousands to hundreds for proper air coverage so that'd be its own Gnolumgi force in its own right.
Yes it's going to be multiple turns before this bears fruit. I'm not denying that. Also I was thinking they'd be more like auxiliary's to our already existing forces instead of a full force in it's own right.
 
You're assuming the Elves will go for it, that it will be economically viable for us to do so, and that the payoff will be remotely trying to pursue this in addition to everything else we'll have going on rather than simply waiting for Vantigon to get to them done in about 8 turns.

as for innovation, we have a conservative king and even if it's a military matter it will still weigh against the idea itself that we'd be trying to get our gnolumgi to work with flying horses.

That means there's reasonable chances it will fail to little effect.

the fact that it will take multiple turns makes it a moot point when we'd be just replacing them with the great ravens anyway.
 
You're assuming the Elves will go for it, that it will be economically viable for us to do so, and that the payoff will be remotely trying to pursue this in addition to everything else we'll have going on rather than simply waiting for Vantigon to get to them done in about 8 turns.

Yes I am assuming a lot. Ill not deny that. but we have a long wait period before we have an alternative.

And I'm not suggesting we go for broke and put pegasi over everything else. I actually think we should spend the next few turns on fortifying, infrastructure and completing our civilize the humans plan. Also snitching on Nagash to the tome kings but that's neither here nor there.

Also unless I'm missing something, a turn is 40 years the Sky titan said he'll make us something every 400 years . If we go with the shard drake* first it will be 20 turns until we get the ravens.
  • Vantigon will offer you his arts as a shaper and shephard. Every four hundred years, once he has re-established his laboratory, the quest will very briefly become a design quest. Where you can submit requests for creatures that Vantigon will mold over the centuries
* which I assumed we were.
 
In the end, we don't have the time or resources to really go for pregasus option nor is it really viable except *maybe* as something to suggest to our human allies to do and then pick them up for our gnolumgi when they work it out.
 
In the end, we don't have the time or resources to really go for pregasus option nor is it really viable except *maybe* as something to suggest to our human allies to do and then pick them up for our gnolumgi when they work it out.
Yeah fair enough. With the revelation that we have airships* air cavalry have went from a "must have" to "great to have but only if we have time".

It's been fun debating with you.

*thanks for pointing that out by the way.
 
At least I don't see any reason we couldn't do something along those lines to use Vantigon as effectively a hero unit generator. Am I wrong in this regard @Lonkas?

I'm not fundamentally opposed to the idea, as the "SIngular" trait is supposed to be representative of him going through an alternate process to his standard one. Effectively forcing these changes onto individuals in a way that either renders them effectively infertile or incapable of passing these traits onwards through normal reproduction rather than breeding them into a population.

You would need to have a reformist king to even suggest the action and then I would keep the -8 that I stated earlier due to old one tinkering. But if you beat the 50% chance of failure you could have effectively 200 or so immortal dwarves walking around the Karaz Ankor.
 
huh, i stand corrected, that would be *weird* though i imagine, functionally having a small council of Immortal Ancestors rummaging around.
 
I'm not fundamentally opposed to the idea, as the "SIngular" trait is supposed to be representative of him going through an alternate process to his standard one. Effectively forcing these changes onto individuals in a way that either renders them effectively infertile or incapable of passing these traits onwards through normal reproduction rather than breeding them into a population.

You would need to have a reformist king to even suggest the action and then I would keep the -8 that I stated earlier due to old one tinkering. But if you beat the 50% chance of failure you could have effectively 200 or so immortal dwarves walking around the Karaz Ankor.
Is that enough to prevent the Runesmith knowledge from Decaying? (as long as they don't all die, of course)
 
I'm a bit concerned about what implications having a couple hundred immortal Runesmiths might do to the already very conservative Dwarfen society. In terms of potential for ossification.
 
huh, i stand corrected, that would be *weird* though i imagine, functionally having a small council of Immortal Ancestors rummaging around.

If you guys want to bet that I roll like a 10 on 2d6 for a 400 year project, ill allow it. But I'm also very aware of how risk-averse the average sv user is.

Its also that by the time I think you guys would try it, Vantigon has probably spent over a millennia with the Karaz Ankor. Meaning that a radical king could potentially get away with it.

I'll veto it for the first creature design though.

Is that enough to prevent the Runesmith knowledge from Decaying? (as long as they don't all die, of course)

Maybe one would be an actual runesmith. so no. There is a way to prevent runesmithing decay bet it is very late game
 
If you guys want to bet that I roll like a 10 on 2d6 for a 400 year project, ill allow it. But I'm also very aware of how risk-averse the average sv user is.

I mean, I've made riskier bets with worse odds for a solid payout so I wouldn't be averse to it *if* we have a solid plan for what we're going to do with thisi.

Its also that by the time I think you guys would try it, Vantigon has probably spent over a millennia with the Karaz Ankor. Meaning that a radical king could potentially get away with it.

Just gotta give the Dawi long enough time around our long lived guest to get used to the idea. which is fair.

I'll veto it for the first creature design though.

Oh yeah, we got other plans for the first round to say the least.

Maybe one would be an actual runesmith. so no. There is a way to prevent runesmithing decay bet it is very late game

That's honestly the closest I can see to having a solid idea for what to do with them, basically choose the best teacher/loremaster from each guild to be turned into an 'Eternal Ancesstor' to make sure that should the worst happen, there will always be someone able to revive the guild.
 
If you guys want to bet that I roll like a 10 on 2d6 for a 400 year project, ill allow it. But I'm also very aware of how risk-averse the average sv user is.
For me, it's not the chance of failure itself that bothers me, but the time between rolls.

But I love what you did with the Sky Titan, so I want to see it work.

And once every ten turns, taking into account random events means it will be quite a long time between Lifeshaping votes.
---
On a sidenote, I think the immortal ancestors council is pretty meh as far as options go
 
I don't mind it as a third or fourth creature although leaning towards the latter as I do want a creature capable of holding land for us.
 
Personally I'd volunteer for the fleshcrafting project if I was offered the chance as a Dwarf. If we really wanted to go for it there's probably a few thousand volunteers for transdwarfist singularity in the 800k or so Dawi we'll have left at the end of the war.

As for flying mounts just hiring the Elves to teach and supply the Confederation seems the simplest solution. We can just hire auxillaries off of them and it doesn't require any fleshshaping time.
 
In terms of the flying mount, the example provided on the rules page (Azyr horses that can run on air) is not a bad idea if we want to give them to our auxiliaries.

1) Humans already have mounted units, and know how to fight while mounted.
2) Flying horses without wings are more practical than winged horses, because the wings don't

Bow, Spear and flying horse would be a pretty good unit, for no extra overhead when compared to cavalry.
 
Azyr horses are a flesh shaping project as they don't exist naturally which is a problem because the whole purpose of this conversation is to bypass the need for one of those projects temporarly, and if negotiating with the Elves for a breeding population of pegasus or great eagles is possible I'm probably going to turn around right after to sell them to the Reik since they're the only ones we have an alliance with besides Kaltnord. At least doing this won't cost us any actions since we were already planning on taking a diplo action to sell some of our technology to the humans.
 
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Azyr horses are a flesh shaping project as they don't exist naturally which is a problem because the whole purpose of this conversation is to bypass the need for one of those projects temporarly, and if negotiating with the Elves for a breeding population of pegasus or great eagles is possible I'm probably going to turn around right after to sell them to the Reik since they're the only ones we have an alliance with besides Kaltnord. At least doing this won't cost us any actions since we were already planning on taking a diplo action to sell some of our technology to the humans.
Also, fun fact about pegasi i found while reading WFRP* 2e's old world bestiary. Pegasi foals raised outside of the mountains have a tendency for their wings to atrophy to uselessness, most likely because they never needed to fly. If we ever do manage to get a pegasi industry up and running our near complete control of the "civilized mountains" is likely to give us a near complete monopoly on the continent. At least on flying pegasi, the wingless ones are still faster then most ordinary horses.

Also they're omnivore, which is pretty neat

*Warhammer fantasy roleplay.
 
Azyr horses are a flesh shaping project as they don't exist naturally which is a problem because the whole purpose of this conversation is to bypass the need for one of those projects temporarly, and if negotiating with the Elves for a breeding population of pegasus or great eagles is possible I'm probably going to turn around right after to sell them to the Reik since they're the only ones we have an alliance with besides Kaltnord. At least doing this won't cost us any actions since we were already planning on taking a diplo action to sell some of our technology to the humans.
It was just a thought about how wingless flying horses would be better than pegasus riders in practice.

You cannot fight with a sword from a pegasus' back, and must use a lance.... which might not survive the initial impact of the Charge.
And you can't shoot a bow either, because the wings get in the way.

But this is warhammer, so the rule of cool triumphs uber alles
 
War of the Northern Holds (War turn 4 Results)
(Mustering phase)

- [X] Establish a cache of supplies. (Riek, Riek, Brigundian)
Effective DC = 2,2,1 respectively

= 1, 3, 10. 2 successes and one fail


Entire industries throughout the allied kingdoms and empires have developed and refined techniques for the creation of the vast stockpiles that the Dawi use to prosecute their war to the deepest heart of the Dawi Zharrs empire. And though a substantial amount of goods can be considered too umgak to be allowed into the warehouses of the Ankor, enough does pass their stringent requirements that the Dwarven Thanes dream of what they shall be able to accomplish in the coming season.


- [X] Establish supply routes to a province. (Reman) (High King, High King, High King)
-- [X] Choose province (118, 118, 42, and 118)

1st roll, 118, effective DC = 2
= 10: passed

2nd supply line roll 118 effective DC = 4
= 3: failure

1st supply line roll, 42, effective dc =3
=2: failure

3rd supply line roll, 118, effective DC = 4
= 1: failure

It was inevitable that the edifice would eventually begin to come crumbling down. For while the Reman grain stores near or even within their own capital are able to be effectively emptied and placed onto ships before being swiftly sailed around the continent. To eventually arrive at the northern ports of the Reik… such cannot be said about the holds of the Ankor. Near one and all, the holds have been built as isolated mountain fastnesses within the depths of the most inhospitable mountain ranges on the planet. With roads, though better patrolled and repaired than in times gone past, still nowhere near the safety or reliability of the underway of old.

So it went that great caravans began proceeding from the holds themselves carrying stonebread, grain, dried meats, and all the accouterment that an army needs on the march. But with the attention of the Dawi focused on the war itself, it was considered unnecessary to guard the caravans as heavily as they perhaps should have. The ancient enemies of the Dawi have shown that their cunning and their treachery are not to be underestimated though and dozens of the caravans have been burnt or destroyed as they made their way through the mountain passes. Whether it be dragon attack, ork raid, or skaven ambush, the result was the same, and hundreds of dwarves now lie dead, defending their charges to the last. And with their deaths, thousands of tons of supplies have failed to reach the provinces of the far north.

Seeing the disaster unfold, the thanes of the holds have released their throngs to clear the passes and ensure that such disasters cannot happen again, forbidding any further transport until the routes can be guaranteed to be both safe and secure. Eventually, after scouring the mounts for a month they have eventually relented, but it will take at least a whole season to establish the supply routes once more, especially as several of the merchant leaders responsible for establishing the first set of caravans have shaved their beards and dyed their hair to make their way themselves to the battles in the north as payment for their hubris.



- [X] Create a spy ring around the dawi Zharrs empire (Shadow warriors + Grey Mages)
Effective DC = 1
=4: success

Mysterious and strange, the shadow of Nagaryth have arrived within your camps only to depart unnoticed in the night, having received marching orders from their master, Prince Delaiith. The prince himself seizes for his own use a tower some distance from the main camp of the coalition armies and interacts only seldom with the other leaders of the war effort. Giving and receiving comments and instructions with a cold intensity that no joke or song is able to pierce. Not that much of an attempt is made by any party.

If one were to be extremely clear-sighted, one would begin to see shadowed figures making their way to the princes tower toward the end of the season. Carrying missives to confirm that their operatives have been successful in scouting, coercing or murdering their way into secure locations throughout the darklands and can now with some reliability report on the goings-on within the Dawi Zharr Empire.

Information on the Dawi Zharr war efforts will be provided at the the end of next turn with a d10 roll for determining what information is acquired (I had misunderstood the question being asked of me earlier. there is no +2 modifier for these efforts)

(Campaign Phase)

- [X] Garrison Province 42 (35,000 Brigundians)
It is done


-- [X] Army Composition: 10,000 High Throng, 50,000 Warrior Throng, 10,000 Gnolumgi, 20,000 Klad Karu, 30,000 Eagle Guard, 15,000 Stancati, 15,000 Kaltnord, 40,000 Reikland, 15,000 Stancati, 30,000 Norse Dawi, 55,000 KaK Throng (Total: 290,000)
-- [X] Commander: High King Erbor Steelarm
-- [X] Reasonably aggressive (...this isnt a valid category for invasions)
-- [X] Air Support: 2 Rookeries of Great Eagles, to provide reconnaissance and aerial attack capability
-- [X] Send the High Mages to provide magical support
-- [X] Objective: Conquer the last Hobgoblin settlement in the Province, and secure the pass into Province 99. Afterwards, take advantage of the Hargrobi siege of Uzkulak to secure the most important parts of Province 99 while the garrison can't interfere. Specifically, the two minor settlements to the west, the mountain passes, and enough of the coastline to allow supplies from Kraka Drak to be shipped in to help with our operations in the province. Do not move to threaten the Hobgoblin siege of Uzkulak itself, they serve as a very useful distraction and buffer right now. Once we reach the last minor settlement in 99 the army settles down and fortifies the location rather than push further.

The resistance that was encountered as your armies continued their march was rather limited at first, with your replenished and rested forces being almost completely unopposed as they made their way through Settlement after settlement. The entire hobgoblin population evicting themselves from their homes in order to avoid you. Though needless to say the grobi plot and scheme in the shadows of the caves just waiting for your ire to move on. Until at last, your host arrived at what could almost be described as a minor hold. Evacuated only recently by the Dawi Zharr and now occupied by their goblinoid slaves.

High walls and fortified ramparts jutted out from a secluded vale, with a vast bronze bull's head, a symbol of their wretched, wrathful god hidden behind the walls. The great gate within its cavernous maw marked the entrance to the hold proper. Watchtowers at the heights of the nearby cliffs gave a commanding overwatch and deadly sightlines of the entire area and Indeed had they still had cannon emplacements and Dawi Zharr guarding them they could have stood as more of an impediment to your ongoing campaign. But the cannons had been replaced by ramshackle stone-throwers and the Dawi Zharr with Hargrobi tribesmen, unused to playing the role of stationary defenders.

Therefore while still formidable, a solution was devised rapidly as to how to defeat the bastion. A similar solution actually to what had proven successful far to the south. A conventional siege was begun as the dwarven contingents of the host set up artillery emplacements to begin reducing the walls, and this continued for a few days as walls began to crumble and more and more hargrobi were pushed to what remained of the fortifications. While this occurred a large contingent of umgi death cultists, or "Woad Warriors" approached the watchtowers under cover of darkness. With the high mages of the host flash turning the occupants into statues of solid crystal, the umgi seized the towers and searched for the hidden entryways that their Dawi guides were able to point out to them.

After swearing solemn oaths to their primal gods to never speak of how to spot these secret passageways, several hundred woad warriors with a crazed frenzy in their eyes, dawbed themselves in war paint and brandished shining axes as they descended into the depths of the chaos dwarf mine. Intent on surprising the Hargrobi in the depths of their lair. Silent as their wolf god on the hunt, it was several hours before any sign came from within and several among the host wondered if their trap had been reversed or if battle even now raged within the heart of the Dawi Zharr Keep.

Then the howls began. Entirely indistinguishable from the calls of real wolves. And indeed taken up by several of the remaining mounts within the Hobgoblin fortress. The sound of the hunt echoed onto the field of battle from the great mouth of the bulls head as the gate was forced open by the blood soaked umgi who had just spent the last few hours slaughtering sleeping or unprepared hobgoblins within. Even those few bands who had been awake within the dark keep falling swiftly in battle to the chanting and bloodthirsty cultists lusting for glorious death and dealing it out in turn. Hearing the cries of those sworn body and soul to Ulric, the remainder of the host moved to meet them and rushed several of the breaches that had been formed over the last few days. Discovering after a brief if bloody fight, that only a few dozen seething madmen remained of the umgi who had descended into the mines. Who rather than mourning the loss of their brothers joyfully and with envy told stories of their comrade's deaths as they fought in swirling maelstroms of blood and madness in deepest darkness.

With the way cleared after only a few thousand losses amongst the army, It is nearly a full host that descends into the plains north of Uzkuluk between the slaver hold and the sea, and they are arrayed in full battle formation expecting those wolf riders who call the plains home to rise to the challenge. Yet reports from eagles back and balloon-mounted troops come back with little answer for several weeks. Eventually, after plundering the remains of several hastily abandoned camps an eagle returns with the answer to the army's questions. It seems the Hobgoblins have abandoned their lands and fled from the host. Ranging north into the hostile and forbidding chaos wastes. Several Dawi Mutter darkly that should they flee far enough they could become yet another problem for Dum. Especially as they number in the hundreds of thousands. The longbeards however scoff at such foolishness and bemoan the state of the Ankors youngsters. The Dawi At Dum would surely consider a greenskin invasion a holiday compared to what they are used to dealing with.

With that mystery solved, only one last settlement within the province lies outside the hands of the Karaz Ankor, Uzkuluk itself. Still strong and formidable, having weathered the now collapsed Hargrobi siege without a scratch to mark its stone walls or its numerous bastions. Its great siege guns fire in warning as your host approaches, and their formidable range from great heights ensures that your armies keep an appreciable distance as they set up camps. Plans are drawn up in their hundreds as Dawi, elf, and umgi alike propose solutions for the diamond-hard nut that they must find a way to crack, but few indeed can think of a way through the equal number of contingencies that a true Dawi hold will have in place. It will likely be the work of years to see the fortress reduced and that is if the Dawi Zharr make no surprising moves. Thus while the host is ready to move at a moment's notice, it is not yet enforcing a proper siege on the slave port.

7 wealth worth of loot is claimed from the remnants of the Dawi Zharr mines and the hargrobi encamptments

- [X] naval raids
-- [X] the High Fleet
-- [X] Admiral of the High Fleet
-- [X] 1 Rookery of Great Eagles, providing reconnaissance and aerial attack capability.
-- [X] 119, 102, and 99 with the focus to either take what wealth can be gained from 99 and to ensure that the chaos tribes keep their heads down now that spring is here...as well as getting what wealth we can.


Upon the western shores of the sea of chaos, your ships are a known quantity. The smoke-belching ironclads will roam the waterways and hunt for any sign of the dark smiths. And now far more recently, for any sign of norscan longships, any echo of the mighty fleet that they had so readily smashed to timber. Yet this season things changed. This season the Dawi on their silver ships did not stop at the shoreline. No instead they drove their ships into the abandoned bays and up thawed Fjords to disgorge heavily armored dwarves bearing weapons of smoke and flame in their hundreds and their thousands.

There were tribes who attempted to resist of course. Those few who had stored enough to last the winter or who served the bloody of the four rather than any other. But after so bitter a winter and without having access to the sea. Those tribes who decided to fight when the Dawi demanded tribute… they were few and far between. Having lost their best raiders to the sea, the thunder and smoke of the dwarves and with no place to run when the fight went south… Well when all was said and done there was more food for those tribes who chose tribute rather than extinction

Most tribes took the lesser of the two evils. Offering up what they had to the stern-faced dwarves with judgment in their eyes and vengeance in their hearts. From coins and blades to pots and pans. Even furs and ivory were offered up to the Dawi to stave off extinction. These the Dawi took, sneering at what little the tribes at the edge of the world could offer before they climbed once more into their smoking ships and sailed back to the dragons peak, leaving those who remained in even direr shape than before the Dawi came.

Still, though there is a bitterness in the tribes now. They have bent all they are willing to bend. Hunters and shamans speak quietly in the night and away from prying eyes. Talking in hushed tones of what the tribes will do if pushed too far and how they might hope to resist if the dawi stop demanding tribute and instead demand submission.



The eastern shore however fares far worse for the Dawi, for while these folk too have drifted far from the shore, hiding rather than fighting their homelands are not bounded by mountains. So there are few tribes who are caught by the Dawi, with those who see the smokestacks packing up and heading far inland until the dwarves have come and gone. Some few trinkets are still acquired from those who are too slow to leave, or whose pride will not let them flee from their foes but the pickings are slim compared to those further west.


7 gold is acquired from your raids (5 from 119 and 2 from 102) there is likely nothing left to take from province 119 however.


- [X] Offer the Wood Elves the chance to go to the Tower of Dawn to perform raids on the Chaos dwarf southern frontiers. You ask that they do their best to sow rebellions, revolts, and other disruptions of the Chaos dwarf military and infrastructure in their wake. You also ask that they keep any technological findings they come across to being back to you such as you found with the firearms.

(Curuxel is a king who knows well the consequences of war, if his troops need to be withheld or kept safe, he will tell you)

The below shows a dark and twisted act completed by dark and twisted creatures. If reading of what is essentially a genocide even in quite clinical tones disturbs you do not continue on.

The darklands are a good name for those vast and dry plains. A cruel land that requires a cruel heart to tame it. Yet what has been done in the domain of Ulgash, that, is a step beyond all thoughts of depravity. The Dawi Zharr it seems decided that after your raid, and the destruction of their fortres,s that they indeed could not hold down the hundreds of thousands of slaves in such an exposed position. Indeed the elves of Lauralorn that you had dispatched to raid the area were hoping to take advantage of how stretched the Zharr would have to be.

If the Zharr consented to such a thing.

Instead, they have upended the table at this game of Kladrok* and thrown the pieces away in a fit of spite. The Elves find their landing unobserved and unopposed and count themselves lucky. Then they proceed inland and grow nervous and wary of ambush as the hours turn to days and they find no scouting forces block their way or taking note of their passing. Then they finally arrive at their first target, a vast open faced granite mine, and realize what has occurred.

Tens of thousands lie dead in the open pit where they had spent their days toiling and mining. Orks, humans and even the occasional thaggoriki having been slain by the spite of an overstretched empire. Here and there are signs of the struggle as it seems that not all the slaves were taken completely by surprise. But what can unprepared and undernourished slaves do against a Dawi Zharr battleline and their broken bodies have been added to the piles just as all the rest. Inspection of the rest of the camp finds it almost completely bare, with not a single scrap of salvageable goods found throughout the camp. The Zharr it seems had been thorough in their unrelenting cruelty.

Moving throughout the rest of the province similar scenes are found. Hundreds of thousands dead, perhaps even up to a million when added all together, though, perhaps thankfully, as the elves move north they find the slaves closer to the heartlands of the Zharr have simply been moved rather than massacred. Even if perhaps under such masters the slaves would consider those further south to be the lucky ones. Eventually, moving to the northern edge of the province and at risk of exposing themselves to being cut off and surrounded, the elves do eventually come across a Dawi Zharr patrol. Composed mostly of the iron hargrobi but with a few dozen of the black legion, they avoid contact with the elven host until they slip away north in the night. Indicating that the Zharr have "only" abandoned the area that Ulgash used to administer.

Not willing to commit any further the elves do back away then and proceed back to the bastion to investigate if anything remained of the ruin. To their surprise they find that despite the sabotage work of the dawi engineers, the bastion itself could still be made serviceable… If a great amount of time and effort went into making it so for even while still being partially whole, entire rooms do sometimes fall into the encroaching sea.

Continued in The remains of Ulgash

Nxet Chapter, The Dragon and the Titan, The remains of Ulgash

*A game similar to chess where one with few but more capable pieces defends the 'hold' against one with far more but far less capable pieces.
 
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An ominous name indeed for the next chapter.

Unless Omdra is waking up, or that Magma Dragon the Dawi Zhar (or perhaps their captive Sky Titan) made, it's about the one from Thunder Mountain now being a bitch and raising us…wait holy shit, is our Sky Titan friend gonna be attacked by it?

His peak might be far enough from the Everpeak the wyrm fees bold enough to do so…

Hope he got his temple up.

Edit: But it could be that time when the Fire Dragon was transmogrified into a Magma Dragon and escaped, now that we have an inkling it's a Sky Titan doing the fleshcrafting.
 
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