Masked Butcher has won a well-deserved victory, giving me an opportunity to show off one of the most narratively unique campaigns in the mod. In related news, the Zokka MT, written by the same contributor as MB, is now available on the development branch for those interested in more of this.
Chapter One: Seekers
1444-1457
A tunnel near the Nez Argrod, tribal territory, Serpentreach, 1444
Fires crackled and light flickered, long shadows reaching out from the rocks and corners of the tunnel. Simur kept his hand on the grip of his axe. Even surrounded by allies, he could feel the threat lurking just out of sight. He had lost two comrades already, and it had not even been a month since they had departed. Danger still lurked, that much was certain. This was dangerous ground.
Elderly Olin snapped his fingers, a spark of blue flickering between them, and another torch ignited. It lit up a warren that extended out from their camp site, giving a few dozen feet of visibility before the darkness consumed vision. He turned to Simur and ran his fingers through his long, grey beard.
"Keep an eye on that, boy," he said, "might need to collapse it if there's anything down there."
Simur nodded and blinked as the mage squeezed past him to continue his work lighting up the perimeter. As a warrior barely even forty years old, who had never left the hold until Her Majesty Ardeginn XXII had decreed that exploratory teams would be secreted out into the tunnels, he would have to fall upon the experience of those around him.
Their band comprised sixty dwarves, more or less, a large enough force to scare off all but the most vicious warbands that roamed the tunnels while remaining small enough to move quickly and quietly. Though it was hard to be stealthy in such tight confines where every step echoed through miles of hidden passageways, that the entire band could squeeze into tight confines as that had done at that moment meant that they could slip away from larger groups if needed.
The warmth and grumbling of dwarves in close confines offered some comfort. It would not do to relax though, as death could come from any direction. A goblin could slither from an unnoticed crack and knife you while you slept, a beast could see you as a meal if you were isolated from the band, or a strange plant could spew deadly poison when brushed against. Equipped in the finest steel that Arg-Ôrdstun had to offer, Simur was one of those delivering death to those who threatened death upon he and his kin.
"You look tense," came the smooth voice of Hjal as he slumped beside Simur.
"I need to watch this tunnel," Simur replied, his eyes focused forwards.
"Aye," said Hjal, "but you'll exhaust your mind doing so. That's when a gob' gets you."
"I can handle a goblin," Simur said, turning to look for just a moment.
Hjal had a thin beard and wore a smirk beneath it. His needling of his comrades was as much a nuisance as his knifing of monsters was useful.
"I saw. Your axe near split the greenskin in two in that ambush," Hjal said. He gave Simur a firm pat on the shoulder. "Good work"
Simur wasn't sure if he felt the same way. That had been their ambush, not the goblins. The creatures had been passing around a boulder that had blocked up the old rail line, where the dwarven band was waiting for them. None of them had their weapons in hand when they had fallen, which made Simur feel uncomfortable. His first real kills as a warrior, and his honour had already been strained.
A face, in the darkness. He raised his axe.
After a moment it was joined by the tightly braided hair and light armour of Naim, their lead scout. She squeezed through the narrow passageway, offering a wave to Simur and Hjal, before eventually popping herself out and into the tunnel. By Simur's reckoning, she was the last of the band unaccounted for.
"Where's the captain?" she asked, barely stopping to catch her breath in the slightly less tight confines.
Hjal motioned behind them, and she nodded, making her way though the tightly-packed dwarves. After she had left, Hjal pulled out a ration block and split it two, handing half to Simur.
"My advice," Hjal said, "don't focus on the darkness. You'll see things that aren't there. Your eyes look for faces and miss the blade they're holding. Focus on what you can see and keep your eyes moving between them. When something moves, you'll see it."
Simur grunted an affirmative as he ate. The food was tasteless and didn't fill his belly, but it would give him strength. They weren't in a secure enough position to break out the proper food and drink.
An hour of quiet conversation passed by as the band rested and ate, while Simur practised the advice he had been given. The respite was broken by the booming voice of Captain Bardur.
"We are moving out soon!" he said, his voice rolling over the quiet grouses of the rest of the band.
As everyone else got ready to move, Simur found the Captain approaching him. He looked as though he hadn't spent the past month living on cold stone and in dark corners, as neatly trimmed and kempt as his hair and beard were and as polished as spotless as his armour was. He held a sheaf of tablets in his hand, extensive message painstakingly carved into them.
"Simur," Bardur said, which made the younger dwarf's stomach fall. It was never a good thing to be singled out for a mission. The Captain continued, "we will be leaving the railroad tunnels to investigate a larger warband instead of heading towards Orlghelovar. I need the swiftest dwarf to deliver these reports back to the hold, and that is you."
Alone, in the tunnels, for days. Simur gripped his axe again. It would be faster than the march out, moving alone and with the route already charted by their efforts, but it would still be dangerous.
"Yes, sir," he said, taking the tablets and willing his hands to stop shaking.
He was loaded light. Just enough food and water to last him to the secret entrance to the hold, and otherwise the only things he carried were his weapon and armour and his cargo. The other dwarves he passed by as they departed in the opposite direction gave him their words of support and encouragement, as well as promises to tell him all about their adventures in the taverns once they too returned.
And just like that, he was alone. He departed through the entrance they had originally found, a gap about three dwarves wide in the side of the vast and echoing tunnels that made up the now-defunct rail network of the ancient Aul-Dwarov. Simur moved quickly, hopping over twisted and rusted rails and bypassing boulders and caved-in ceilings as he retraced the steps of the last month in a fraction of the time. He caught glimpses of things at the edges of the tunnel, but as fast as he was going they had little time to give chase before he had slipped through another opening.
Finally, after hours of movement, he took a break in a nook behind a collapsed wall that had fallen on to the tracks. Catching his breath as quietly as he could, he ate and sipped at his water. Sleep would need a more secure location. There were several he remembered from their travels, and several more that were not viable without the rest of the band at his back. So long as he kept moving, he was confident he could make it back.
The darkness before him shifted, and he twitched. There had been eyes out there, looking at him. He discarded the last of his food and gripped his axe, peering into the darkness.
It took a moment to remember Hjal's advice, and he focused his eyes on the rocks at the edges of the nook, darting his eyes from one to another as the darkness seemed to press in. If he could get a proper sense for what was out there, he could make a concrete decision to fight or run, and he was leaning very much on the side of running.
Eyes, again. He looked directly at it and caught a glimpse of a goblin's face disappearing behind a rock. Just goblins, and not very many of them or he would have heard them from a long ways off. Armoured as he was, he could take them. He stood up, axe in hand, and took a step forward. These ones had come to him. He would not hesitate, no matter their state of armament.
A glimpse of green slipped behind another rock, and he refused to take the bait. If the goblins wanted him they would have to strike against the steel of dwarven strength.
As he watched the corner the goblin had disappeared around, something else moved. Another goblin face emerged from the shadows.
Except, it was too tall to be a goblin, too broad. It held axes in hands with skin too black to be a goblin. Then, why did it have the face of a goblin? Simur shivered and stepped back, his mind beginning to comprehend what he was looking at. The other not-goblins stepped from where they had hidden, and they charged him as his determination gave way to debilitating dread.
Excerpts from the journal of Bardur Gemcraver, Ranger-Captain of Arg-Ôrdstun
We set out westwards, intending to scout the status of the outer holds. The rail tunnels were silent in a way that I have never heard before. In these mountains there is always something moving, a creature skittering or screeching, or a forge hammering. To see them so empty is strange, but bodes well for Her Majesty's intentions. After a month of slow travel, we traced a large tribe of Greenskins to a cavern some distance from Shazstundihr. Though we could not approach, the horrific sounds emerging from that cavern made clear they were still in the throes of religious devotion to their dark god, Dookan.
More on the religion later. Generally, Green Orcs in Escann follow Great Dookan while Black Orcs in the mountains follow Old Dookan. Given the narrative style of this campaign expect a lot more OOC interjections.
Though it has been centuries since we last delved beyond our walls, the records of our ancient wars with the foul beasts are clear on the matter. They are a vicious, warlike kind, who will happily dive into a tortoise formation in a blood frenzy with no care for their own lives. Discipline and firepower are the keys to their defeat.
Orcish nations are better at managing war, at a cost of various problems with peaceful or more subtle actions. The orcish military leans hard on shock damage and manpower, at the cost of being far worse at fire damage and incredibly bad at sieges, both on the offence and defence. Your war strategy as the orcs should be to focus on the enemy's armies, and only when they are dead can you start sieging.
These creatures have some intent in mind, as they are beginning to mass and move. We have been observing them for a long time now, while my couriers back to Arg-Ôrdstun have not yet returned with further instructions. As ranking ranger on this expedition, I have determined that we need to maintain a close eye on them at all times. We cannot allow such a large warband to slip into the darkness of the caverns.
You do not have much to go off of when you open up the Masked Butcher MT for the first time. As far as the missions tell you, you just need to travel and explore expedition targets.
They are beginning to move in numbers. If they have also observed how quiet the tunnels have become, they might be intending to stake their own claim to Orlghelovar and Shazstundihr. If our reclamation is to succeed, we will need to oppose them with everything that the Diamond Hold can muster.
As it has been a while (or never, depending on which site you are reading this on) since we were last here, I ought to go over the Serpentspine mechanics again as they appear. Most monster clans and dwarven reclaimers begin as migratory tribes who travel the mountains searching for a place to settle down. You get a significant buff in exchange for not being able to declare wars outside of the mountains.
We are only few in number but we have done well to intercept smaller tribes of orcs on their way to link up with the greater warband. Under Hjal's skilled knifework they are quick to talk, rambling in their broken language about promises of territory and plunder in exchange for the spilling of their blood and the blood of the warband's foes in battle. After granting them the mercy of a quick death, we convened and agreed that continued pursuit, tracking, and harassment of this warband is most value that we can offer our home.
As long as we are both tribal and monstrous we have just the two estates. We aren't colonising yet, but when we do a flat 10% chance will be very valuable.
They have paused in the abandoned mines within sight of Orlghelovar. I do not know what they are seeking, but they are placing a great deal of reverence upon it. The observers report ceremonies anointing thousands of warriors with blood and grisly trophies.
The little gold glowing icon (also visible on the trade map mode) indicates that there is an expedition in this province. So long as you occupy the province you can proceed with the expedition within. Migrating away will cost you all your progress. Expeditions are randomly distributed around the Serpentspine at the start of the game.
Whatever they seek must be incredibly valuable, for straying off the well-trod caverns and passageways is a recipe for disaster unless one is very well prepared. Before embarking on this mission, I led several forays into the caverns below Arg-Ôrdstun, each returning with invaluable treasures that we had thought lost to time, but also countless dead from the hazards that lurk in the dark.
Welcome to the expedition mini-game, a feature wherein your parties dwarves, or orcs, or goblins delve into the depths of the mountains in search of loot. There is a lot to cover here, so I'll go through it step by step.
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Danger Level roughly indicates the 'difficulty' of the events you will face. Higher danger level means you need to invest more in the expedition stats.
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Length determines how many 'floors the expedition has to go through to complete. Longer means you need more supplies and higher stats in general just to make up for attrition.
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Estimated loot gives an idea of what you should expect if you succeed, usually a factor of difficulty and length.
Even the most patriotic dwarf needs motivation to risk their lives against the horrors of the deep. Training and planning can only take a force so far before fear and hunger take their toll. If the brave warriors are not expecting any profit, or if they are worn down to the point of breaking, then no matter how many dwarves are sent into a hole they will never be able to reach the bottom.
Hopefully the tooltips give an overview of how expedition stats work, but if not here is a bit more of a breakdown:
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Loot share determines the baseline morale loss over time. It is best to set it to the minimum (not zero), unless you have a long + dangerous expedition, as what you set will be deducted from the loot you receive at the end.
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Manpower is your health bar. You might as well send the maximum possible (10k) unless you are really starved for manpower. You lose manpower at a faster rate the higher it is, so the buffer isn't as large as it seems.
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Supplies should be set based on the length of the expedition. In the early years when money is most precious, it is worth it to sped adm/mil power on supplies.
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Organisation is your biggest power sink in preparation, but is also invaluable, as better outcomes are locked behind higher org, especially in harder expeditions. It is expensive, but worth it.
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Morale should be kept high, as if it hits zero your expedition is as good as dead. You can spend money here, but the cost rises exponentially so usually the power cost is better.
It appears that these orcs understand this as well, with the religious consecration of those delver. I have sent Naim and two of our stealthiest rangers to report on the beasts' progress. If they find something dangerous, we have to be prepared to give our lives to destroy it and warn the Queen of what has transpired.
So, to sum up, I went for the minimum party share, 80% supplies as it is only a medium length, quite high morale and org because of the difficulty level, and 9k using up all of my infantry. Hit the start button and your expedition sets off. It can be tracked through a button in the decision menu.
Naim's report is very thorough, in much contrast to her present state. The orcs found a large cavern of edible mushrooms and harvested it down to the last spore, killing an entire ecosystem in a matter of days. It is typical behaviour for such monsters, and something that the Queen will see ended once the Serpentreach is reclaimed.
An example of an event in an expedition. Eating the mushrooms could also have had a negative outcome, based on difficulty and organisation.
A tribe of bugbears barred the orcs' path deeper, and for their resistance they were slaughtered. Naim reports that the battlefield was a bloodbath, not just for the slaughter but the apparent orgy of mutilation that occurred after it was over. The bugbears were stripped of their fur and skin, and emptied of blood. While bugbear parts are valuable, there is no sign that they were being taken for any reason than sheer viciousness. Even for orcs, this is depraved.
Combat events are common as well, the outcome usually heavily dependent on your organisation.
At the end of a massive cavern the orc expedition came upon an ancient mining settlement, which they proceeded to strip bare of its equipment and carvings. The buildings were razed and anything that could not be carried was demolished. A tragedy, but one we cannot prevent until we have the assembled the strength to march against the monsters.
This will pop up as each level of the expedition is cleared.
Only Naim returned from the delve. It was a lot to ask of even such a small party to avoid the notice of so many monsters for so long. She is shaken, but confirms that the orcs did not find anything at the base of the tunnel network they were descending. Her spirit is broken, and she has become prone to rambling about blood and faces, so I have decided to send her back to Arg-Ôrdstun with the next courier. Even though they did not find what they were looking for, the orcs are enjoying the spoils of their success. They have taken the bugbear furs as clothes, which still appear to drip with ichor in spite of how long since the beasts perished, and they have distributed the loot from the mining settlement to the rest of the warband.
Surviving members of the expedition return can be deployed straight into your manpower pool or back out onto the field. Dwarven knowledge is a massive boost to our reform progress, otherwise we'd be stuck slowly crawling up through the tribal reforms. Note that one-province migrators get much faster progress on expeditions than settled nations, so you aren't held up too much by pausing migration to focus on this.
They are marching east again, passing through Orlghelovar with barely a moment's rest. Many of orcs who infest the hold scattered into the deeper levels when the warband passed through, but even more joined them. Their numbers are swelling, and they are heading in the direction of Arg-Ôrdstun. I can only hope that Her Majesty has heard the words of our couriers and kept the gates firmly shut.
One day, the light shifted. The skylights that occasionally peer into the old railway tunnels cast a deep red shade into the underground. We hid from it, as the light set the warband into a frenzy. They tore apart a group of their own goblin slaves within a few feet of our hiding place, and I could not tell whether their skin was coated in blood or merely the light that was shining down on them. We are so few now, helpless to stop them as they advance towards the hold, and only the hope that they will break against the gates keeps us moving.
I get two of these events over the course of this update. Luck is not on my side! Underground dwellers get double stab loss for Comet Sighted because the sky shouldn't even be visible!
The gates were open! I do not know if this was a mistake or folly, or if they never received our warnings. The couriers should have gotten through, the tunnels were so quiet and empty behind us, and the greater body of the warband was too busy delving to catch notice of us. But no, settlements had been established in the railroad tunnel just beyond the gates, and while they were fortified against the tribes lurking in the area they were not ready for the tide that was rolling in upon them.
Monstrous nations get this CB by default on their civilized neighbours. Also, you can see that Began's Expedition has spawned in directly on top of Shazstundihr. You don't see that happening often. The RNG seems against me so far.
A horde in black flesh and iron crashed against the gates as they were in the process of closing and wrenched them from their hinges. What forces rallied against them fought to the last in the great diamond plaza in the heart of the top layer of the hold. Hjal and half of the remaining rangers charged in, aiming to find their chieftain and slay him. They caught him and began to flay him alive with his own knives, right before my eyes as I watched from my perch overlooking the ruined gates.
The war itself is barely worth covering. The dwarven remnant holds do not get the buffs that the reclaimers do, so they are easy prey in the early game. That we start with 10% inf combat ability on top of that gives us an edge over other reclaimers as well.
We held for thousands of years, and a single warband has ended our dreams in a matter of days. The upper levels of the hold have already been ravaged, and now the beasts descend further to slaughter those who have tried to flee. I can only hope that Her Majesty escaped into the tunnels that I painstakingly mapped beneath the hold. So long as some of us survive, hope remains. I wish I could join them, but the ravening horde still bars my entrance to the hold.
Orcs get buffs for holding onto holds, though they lose it again when they lose control of the province.
I tried to watch, tried to observe every moment of their repulsive celebration of victory, but the others dragged me away. There are only five of us left now. Some had lost all hope and wandered into the tunnels to die fighting. Others pledged to find a way beneath the hold, but I do not rate their chance of making through the remaining scavengers. As we collapse, the beasts get more organised. I caught a glimpse of their chieftain, bathed in blood and draped in flesh, receiving his share of the spoils from the lesser chieftains as though he was a real lord and not a beast.
If you're playing a monstrous race in the Serpentspine, don't forget to grab Feudalism from dwarves before extinguishing them. This decision only depopulates one province, but the second was only a colony so we can just abandon that to get back to migratory status.
Despite their brutality, or perhaps because of it, this warband has drawn countless lesser tribes into their number. Even their expeditions deeper into the caverns are returning with more orcs than they started with, as though they multiply in the darkness. I do not know why I am still tracking and documenting their actions. They must have noticed us, there are too many of them for us to have such luck as to avoid notice, and yet we still live.
Not useful right now, but the other options all relate to demonsterization, which we will not be doing.
Their celebrations continue as the warband moves west again. I am tempted to turn and try to salvage what remains of the hold, to try and seek survivors, but this duty calls to me. Olin claims to have translated that their shamans have called for an era of peace in the afterglow of their victory, but there is still so much blood spilled in their revelries that the thought of peace rots in my mind.
Both Old Dookan and Great Dookan have access to various religious actions. With this one you can ask for war or peace for 200 religious power. Calling for peace will save a chunk of admin in repairing the effect of those Comet Sighted, and we have some time before the next war.
We have returned to where we started, a vast chamber centered upon a slab of rock in the form of an altar, stained permanently with the blood of thousands of sacrifices. Olin and one of the others got too close, and their blood joined the others. They are watching me write this, I can feel it. Why have they not let their blades descend? What are they searching for? Do they want me to behold it?
This time their frenzy has reached even higher pitch. They don armour stolen from the hold, wield weapons pillaged from our foundries, and even imitate the tactics that I pioneered in my earliest expeditions. Whatever they seek lies somewhere beneath this altar, and they will pay any cost to see it through. I will follow them, and my last two remaining rangers will join me in my descent. We might be the last three surviving Diamond Dwarves, but if we can give our lives to understand what threat the underground faces and get the word out, it will be worth it.
They are led by the tallest orc I have seen, a giant of a warrior that drapes the skins of orcs and dwarves over himself alike as though they are a cloak. He watches me with knowing eyes from behind Olin's face whenever I dare peek from my hiding place, and he leads his expedition with unrelenting discipline deeper into the darkness. The light grows brighter, but it is not the light of the surface. It is a crimson light.
This action gives a random omen, which can be positive or negative. This is one of the better positive outcomes.
So deep, the monsters grow larger and deadlier, and yet the orcs cut through them as though they are merely cattle. They throw themselves into battle with no concern for their lives, and those who survive take the trophies of their victory with no concern for the fallen. Passing through the aftermath of both the battle and the celebration, I can see what caused Naim to break. We three have the courage of dead dwarves, so we will not be so easily dissuaded.
I cannot explain it. I cannot understand it. I cannot forget it. We were able to pursue the tall orc into a chamber deep below the altar, intending to ambush and slay him while he was isolated with only a few warriors. Instead, what we came upon was a scene of a bloodbath. Something raged, the air was filled with light filtered through a crimson mist, and when it was all done the orcs turned towards us. The tall orc turned to me, eyes burning red and dripping in gore, but he was not just wearing Olin's face, he was
wearing Olin's face. Run. It was my only thought, my only hope. The screams of the friends that I left behind echoed as they were torn to pieces.
You get this event upon completing the Bloodied Altar expedition.
Alone now, I write. I pray to the ancestors that these notes will reach someone before I perish. I myself have no courage remaining. They are stalking me, their faces moving in the darkness. I look, and I can see Olin, and Naim, and Hjal, and Simur; all looking back at me. What have they found? What have they done? What dark god has been unleashed? They march on the reclaimers in Shazstundihr, who have no idea what awaits them in the dark. The night marches, and it is a red night.
To be continued…
As you can tell, there will be quite a different narrative approach for this campaign. Please let me know what you think!
Vote
I am the last one the left, the only one who can warn the reclaimers, the only one who can warn the world. They are watching me, staring at me through sloughing skin and drooping eye-sockets. If I pause for a moment I will be lost, so I have to keep moving. They must be warned of the Butchers, they must be warned of their…
…devotion to their dark god.
(Religious)
…lust for loot and plunder.
(Economic)
…devious cunning.
(Espionage)
…loyalty to their chieftain.
(Court)
…relentless ferocity.
(Offensive)
…unending numbers.
(Quantity)
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