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Chapter Nine: Fear New
This time Divine won out, with Administrative earning itself +2 bonus votes.

Chapter Nine: Fear
1576-1593

Royal Palace, occupied Gišhuram, Kingdom of Varamhar, 1581

The day's light was fading. The glow of Surael that played over the shelves of books, scrolls and parchments was shifting from a pleasant yellow into shades of orange and red that cast the library in a deathly glow. It reminded Kyruš of the rise of the Blood Moon, the light that had shone across the Kingdom to herald these dark times. It heralded dark times once again, and he prayed that he would be spared once more.

Though he had prayed the same prayer for the past six months, he knew that everyone else in the city was making the same prayer, and not all of them were answered. Soon the air would be filled with the sounds of destruction, the crackling of flames, and the screams of the unfortunate. But the city would still stand in the morning. It was a slow, excruciating, process. It was a calculated process, for certain.

Open flames were not allowed near the literature, and the only light filtered in through the windows. While he could continue to read, he did not want to be within arm's reach of outdoors.

"Young lord, we should return to your chambers," said his guard, a commoner by the name of Qidris.

The guard had been placed to watch over him by his father, even though Kyruš was now a man grown. Unlike the rest of the household, what was left of it, Qidris was operating on direct orders and would not listen to Kyruš' instructions. It was a chain around his ankle. One deliberately left.

"Just a moment," he replied. He gathered the scrolls he had been studying up into his arms, and took one more look out the window.

Gišhuram spread out before him, silent and expansive. Though it was the capital, it did not match the size of cities like Bulwar and Brasan, and in the distance he could see the place where the city bled into the surrounding countryside. Bled literally, as the outgoing roads were stained red and surrounded by stark wounds of shattered buildings that spilled their contents into the street. The scars were growing, night by night, raid by raid. In the distance, blocking each of the roads, were tents. Dark tents, without lights or fires. As soon as all light left, they would empty into the city.

Kyruš swallowed a lump in his throat, and then followed Qidris out of the library.

The halls of the palace were silent, the only sound being their echoing tread. Everyone else had fled to their chambers at the first sign of nightfall. Though the King and much of his court were departed to war, the palace had accepted hundreds of nobles and their families, as well as critical members of the household. Less important servants were forced to stay outside the palace, and the stories that they brought in were horrifying.

"If you would abide a question, young lord," Qidris said, "what are you studying?"

"I am looking for anything that might help us," Kyruš replied, "while our lords battle them directly, there must be other ways to oppose them."

"Your father commended your mind, before he left," Qidris said, "but he seemed convinced that to shed blood was the only way to face such monsters."

Kyruš did not answer that. He had ideas on why his father, Mithraš szal-Zarhan, had said that, but he did not want to think them in his thoughts let alone speak them out loud. That idea was exactly why they were in this situation. Exactly what had happened to the dwarves, to the Deepwoods, to Bahar. They were drawn into the impression that bloody battle was the only solution, a solution where the Butchers were at the strongest. To break their minds out of that paradigm would be the only way to save them.

They walked in a corridor bordering a large courtyard. Under the siege and now the occupation the water supply for the garden had been siphoned away, and the plants were dry and bare. A courtyard of stone and death, under a dark sky with no stars and yet a relentless red glow. It was how Kyruš imagined it must be in the depths of the Serpentreach.

He held his scrolls tightly and walked a little faster, his heart beating faster than his pace.

"Tomorrow, we leave the library an hour earlier," Qidris said, "your father would-"

A gust of warm wind swept across the courtyard and into the corridor, blowing out all the torches at once. The interior was swamped in a shaded red; visibility reduced to near nothing.

Kyruš froze, and ahead of him Qidris paused and placed his hand on his sword.

"It's just the wind," Qidris said, though that did not change his obvious tension.

Out of the corner of Kyruš' eyes, something moved on the rooftops above the courtyard. A shadow lit by two bright red pinpricks was all he could see before it vanished. Qidris, despite scanning all possible angles of approach, did not seem to have noticed it.

"Keep moving," Kyruš said.

Qidris took one step, his boots echoing in the dark corridor.

"I see you are keeping up with your studies," came a familiar voice.

The two of them spun back to face one of the windows looking out onto the courtyard. Peering into it was Vaceran, his fingers gripping the sill tightly. The old elf looked vibrant and healthy, a warm complexion beneath smooth skin. His smile was toothy and wide.

"Honoured Chosen," Qidris said, relaxing a fraction, "it is dangerous outside after dark. Please, come inside."

He stepped forward, but a terror gripped at the base of Kyruš' stomach. If this happened, it was all over. He stepped in front of Qidris.

"Young lord, please stand aside," Qidris said.

Ignoring him, Kyruš glared at Vaceran and said, "what brings you to the palace at this hour? I thought you were staying at the temple."

"I wanted to check on my favourite student," Vaceran said, "I wanted to find out what you've learned since you arrived."

"We can continue this conversation in safety, please, young lord," Qidris said. He placed a hand on Kyruš' shoulder, but he shrugged it off and rounded on the man. However he might treat him, they were close in age and close enough in strength.

"You may answer to my father, but he is not here," Kyruš snapped, "either we leave Vaceran to the night, or I step outside there myself to speak to him in the darkness."

Those options gave Qidris pause, and his eyes flickered between the two of them with concern. Protecting his charge against protecting one of Surael's Chosen. Kyruš knew what he would chose. Qidris was one of his father's men, through and through.

"Forgive me, but I must escort the young lord to his chambers," Qidris finally said, offering an apologetic bow to Vaceran.

"Do not worry," Vaceran replied. His eyes locked onto Kyruš, who shuddered at the attention. "I'll be waiting. There's so much we can discuss, face-to-face."

As Kyruš departed, escorted by Qidris, his heart continued to thump in his chest. Outside in the city, drumbeats began and with them another night of terror and blood. They would not come for him this night, he realised this now. They were seeking something more from him. He was on the right path. As other bore the burden of their proclivities, he would bear the burden of their sacrifice. For it was the only way to save them all.

Excerpts from the writings of Kyruš szal-Zarhan, Wishbearer

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It is shameful to distrust my own father, but I cannot help but be shaken by how his demeanour has changed since his return from abroad. While he counsels with the king on matters of the coming war, I have started tapping into his networks so that I can learn what he has. From them I have learned that the orcs to the north are rapidly fortifying their territory, making use of earth-shaking magics and endless brutal slave labour. I fear a direct assault on the mountains is impossible.

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Stranger still is the near-complete lack of refugees fleeing the onslaught. Despite the brutality we are all now aware of, the population seems to have been cowed. Those few merchants who travel in and out of the lands of the Butchers speak of a quiet reverence of hopelessness among the people, while the Butchers themselves are seen as beacons of Darkness, like paladins of malevolence. It is unsettling. I can see how father was changed by proximity to such things.

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I am not a warrior, just as my father was not. Should still be not. And yet he is now. Regardless, I have delved into my studies of orcish military history. The tales from Seghdihr of defeating the drakon-riders, the stories of the Greentide, and yet I find myself at an impasse. These orcs do not wield the same weapons as those of the past, but neither have they adopted the tactics of modern gunpowder warfare. Their strength is fuelled by something else entirely.

The other option gives us a nice combat bonus, but with an idea group open and an important tech coming up, I'd much rather have the mil.

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They march. The King Kalindil has stayed his hand from participating while King Vulzin has been drawn into a war to liberate the few free people still remaining in Bahar. I am still too young, too powerless to have any say over his war cabinet, but I was written to father imploring him to intervene before it is too late.

Keeping these doomed minors around has done wonders for opening up opportunities to break up the hugbox.

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The tales from the battles on the coast further reinforce my studies. They are adapting, but in their own way. Instead of squares of pikes and muskets, they form large blocks of axe throwers with far shorter range but enough stopping power to devastate a line if they get close enough. And I fear they will get close enough, as no matter how much blood spills from their stolen skin they do not fall.

Timing the war with this critical tech will also be a massive boost to our efforts.

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Their war effort is funded by endless mountains of fey silver. Locals, when they are not being terrorized, are flooded with bribes in exchange for their supplies. Bribes which fade away as the Butchers depart for their next battle. I do not know how their economy functions with such an influx of precious metals, if they have a true economy behind their rage and bloodlust.

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A great deal of celebration has bene made of an elite force being sent to support Elizna by marching through Firanyalen into the Deepwoods to cut off the supply of silver to the orcs. It seems like a distraction, as with the rate the orcs are advancing they will in Brasan long before the disruption to their supply chain affects them. Those forests are dangerous, and I also fear that they are walking into a trap that will only weaken our own ability to fight.

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Medurubar is burning. I can see the smoke from the estate. Such senseless violence; what can one such as I, near powerless in all regards, do about it? What can the common man or elf of these lands accomplish as their armies are shattered by ten thousand axes?

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With the Lower Suran set alight they are now marching upriver to the heart of Bulwar itself. I and the servants have already abandoned the estate and fled to the capital. However, King Kalindil and my father are nowhere to be found.

With the other war still ongoing, we can attack without bringing in Elizna.

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I forced my way into the war room, to find it near-deserted. Interrogating some of the officers left behind revealed the truth. My father had convinced the King that cutting off the orcs from their Deepwoods resources was the key to winning, and that they only need to send in a larger army to ensure victory. I have come to terms with it now. My father is either a fool or a traitor. Or perhaps he was already long dead. All I can now do is take charge of my household and do what I can to survive.

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The city fell, but it was a strange fall. The walls gave way, that same terrible rumbling that I could feel in my memories, and the orcs marched through snatching whatever and whomever they could, but they did not conduct a total sack of the city. The palace still stands. We still live. They are moving with haste to their next objective. I am left to wonder, have they revealed their weakness? They rely so greatly on the shock of their offensive that it is far more fragile than it first appears.

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There are steady reports filtering through the occupation of great victories in the Deepwoods, each signed by the hand of my father. I do not trust the reports. I do no know the fate of King Kalindil. The orcs are seizing all of our fortresses and daubing them with blood, while the streets of the city are haunted by dark shapes that steal away any unfortunate enough to be outdoors when the sun sets.

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Trapped indoors, with red eyes watching from the rooftops for us to dare step out of the palace, I have taken to reading the King's vast library. One tale in particular caught my eye. An ancient temple, lost to the Salahad but uncovered by the shifting sands, caught the attention of eager and zealous adventurers.

While the war is happening, I am continuing one of the narrative expeditions.

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The adventurers made their way to the temple, only to find that whatever ancient civilization had raised it had turned it into a fortress themselves. A winding path through narrow passageways, covered by countless murder holes and balconies where death might rain down from above. Whoever had built it either meant to confuse attackers, or possibly even their own congregation, making reaching the heart of the temple a test of faith in itself.

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However, there was nothing in the endless halls except for silence and spirits. Whatever danger or test lay within the labyrinth had long since faded, or had perhaps never existed in the first place. It was a hollow threat, one that the determined could march into without fear.

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At the heart of the temple the adventurers found a great hoard of treasure, an unlikely sight but a welcome one. Whatever power once rested there had accumulated wealth onto themselves for purposes unknown, and now it was theirs to seize.

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However, it was a trap. They were set upon by beasts that had been waiting for an eternity to strike down those who would threaten the hoard. They fought valiantly, and though many lives were lost they achieved victory. They strode forward into the great central sanctum of the temple, expecting the ultimate mountain of gold to await them.

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At the heart of the temple was the ultimate trap. All the treasure was just to lure the adventurers in to achieve the real task, the freeing of the spirit that lay within. Some primordial being of great power seized the treasure and mocked them as it fled. There was nothing else in the temple, no power remaining once the creature departed. Perhaps it was a djinn, seeking freedom from its bonds. Such power can warp the fabric of the world. I am left with a mountain of information on ancient history, and endless time in which to read it. I should consider more of these tales.

This allows us to complete the second stage of the great project in the province.

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Rumour has it that the western war has ended, with the only outcome being the seizure and demolition of a coastal fortress. It makes it clear that it was all a ruse to draw attention before striking at their real target – us.

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King Kalindil has returned, miraculously alive but pale and emaciated. He has conceded nearly all of the Šad Našratu to the Butchers, including many of our key northern forts. We are alive, but doomed if we do not change course. I tried to tell the King as much, but when he looked upon me he flew into a rage and demanded that I leave for the family estate and never return. As the household left the palace at last, one of his officers handed me a satchel containing the remains of my father and confirmed that I had inherited.

I did not dare open the satchel, and had it burned on one of the pyres the orcs had constructed during their occupation.

The Blood Frenzy CB gives 70% cost for taking provinces, even better than Holy War.

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As I rode home I could hear the distant hills echoing with the drums of celebration and guttural songs. All I feel is fear. Terrible, rotting fear. Fear that I will live to suffer the same as those who are currently under their rule. Fear that I will see Bulwar burning as though a Xhazobine had torn it down. Fear that I will do whatever it takes and sacrifice whoever it takes to see their advance halted.

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Cannor is caught in its own follies. In holding true to their pantheon of dead gods, they have fallen upon one another in a whirlwind of violence over which of them has claimed the silent throne. They will not care to open up another front against the Butchers, so long as the orcs do not intervene in their own bloodletting. We are alone.

This has the side-effect of collapsing the Cannorian coalition.

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What remains of my father's networks – my networks now – have delivered strange news of large numbers of halflings fleeing the war in Cannor for the mountains, out of some strange misunderstanding that there will be a warm and welcoming hearth for them. Nothing was able to dissuade them from their quest, but those who saw them did cast their suspicion that the leaders of the migrants were being influenced in some way, for they behaved very unusually. As impossible as it might seem, my fears as to the true capabilities of the Butchers are beginning to become reality.

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While we rebuild and Cannor tears itself apart, the monsters march on the remaining holdouts in Bahar. It is good that they are not true seafarers, as their total victory was prevented by a fleet of vessels travelling up and down the coast protecting key islands and evacuating whoever they can.

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However, their trickery knows no bounds. By drawing the fleet up to the north to chase a smaller sacrificial flotilla, they launched a forced march over the causeway to the island of Yamatšes and seized it, ending the last holdout of dwarven resistance. It proves that nowhere within reach of the march is safe. Only Aelantir is truly safe, and I am not even certain of that.

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The last remnants of the Bahari are spared for the moment, but their doom will come, as they no longer have anywhere to retreat. It only hardens my heart further, for if I am to spare this land from immolation, I cannot rely on having the space to retreat. Bulwar will stand, or it will shatter.

I wasn't able to annex them in a single war, so best to take just the one province that would be a nightmare to get if we actually had to land troops there, bringing them below 100% WSC while also reducing the likelihood of a coalition.

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They are not the only ones with treasures. The King and his forebears spent vast resources on artefacts in an effort to advance their studies for their mysterious project. More mysteries have been swallowed the desert than can possibly exist in those mountains. Even if it bankrupts my house, I will search and scour every corner of the Kingdom, the lands of the Jaddari, and the deepest depths of the Salahad. These old tales were based on some ancient truth, and I will find it.

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I cannot wait a moment longer, as they are clearly preparing for their decisive blow. Those caught behind their frontier are already forfeit, a necessary bump in the road to slow the rolling war machine. I will take on whatever Darkness this puts upon my soul, and place myself before Surael's cleansing Light when it comes time for my judgement.

We're at the point where we need to start mopping up the leftovers in western Bulwar for a future mission.

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The same halflings who led their people into the Darkness now come down from the mountains seeking trade. I have ordered my informants to see them expelled from the Kingdom, before it is too late. We can no longer take any chances with those who have seen the touch of the bloody moon.

I didn't realise we'd get more halflings from the MT, so I grabbed the upgraded mask. It's good for colonisation, but we're almost done with that and I don't think the level 3 offers enough on top to be worth aiming for. In the end we only have limited slots for level 3 masks.

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In an unexpected result, unity has prevailed in Anbennar. The Emperor has declared an armistice between the supporters of Adean and Corin, and is now rallying his supporters for further reform. Perhaps I was mistaken, and they will be able to oppose the rising Darkness. However, I fear their aid will come too late as the monsters will have already razed Bulwar to the ground.

The EoA is in a very good place at the moment. All the starting electors are alive, they are gaining imperial authority despite still being divided on religion, and Lorent and Gawed seem to be struggling. That they are doing so well has been a big problem for our efforts to push into Cannor. As a further aside, in the next update there will be new reform paths added to the Empire, so that even the AI has a good chance of unifying it.

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Tales from within the Šad Našratu are terrifying. The temples to Surael are desecrated, clouds cover the skies, and the masses are turning to something else in their fear and desperation. They are turning towards the Malevolent Dark. I can imagine no other force could produce something as beastly as what has poured from those mountains.

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I arrived in Azka-Sur, seeking an audience with our supposed dwarven allies to see what artefacts they might have access to, only to find the ways into the mountains barred. As I stood before the gates of the hold, I could feel beneath my feet those same drums beating in earth. I wish I could that I stood until night fell and sleep took me, but in truth my fear got the better of me and I departed.

Highlighting this battle as it shows how we are really stacking morale and reduced morale damage. Our troops are incredibly durable, even when outnumbered nearly two-to-one by a dwarven military that is starting to ramp up itself.

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The gates did not open after that. All effort to communicate with our allies have faltered. There are reports that the interior gates were deliberately collapsed specifically to end the long alliance between our two kingdoms. The mountains are silent. Have been made silent. Their hour is drawing closer.

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The Serpentreach is also silent. Entirely silent, except for those moments the drums begin to beat and the red moon rises. Even as recently as last year there were still a few dwarves who braved the narrow and impossible pathways just south of Ovdal Lodhum, but even those few sources of information have dried up. The Darkness has taken the underground.

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After months of silence, harpy flights over the lowlands of the Suran have resumed. I ought to be heartened to see that they still live but I am not. I see how their wings carry them. Their wings are too rigid. Their bodies are too bulky. There is no way they could fly without some other power animating them. To think that a century ago my ancestors would have joyed to see our northern neighbours suffer so, but now I can only think about how we are both victims of the same monsters.

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It has become clear what is happening now. Infiltration, destruction, and rebuilding entire societies in their image. This god-begot, god-begot, this thing of the deepest depths of the Malevolent Dark, whatever it is it has been empowered by the oceans of spilled blood that the orcs have fed it, and its tendrils now creep into the minds of those who ought to wish to escape. I have made my decision, I must accumulate the power that I need and strike back, for mortal means no longer have a hope of success.

To be continued…

Vote

The orcs of the woods, once enthralled by the fey, now serve us. The drake-riders have taken their skewers to their own mounts. The birthplace of our people has fallen into our hands. Nothing will stop our ascent to the bloody mountain peak, as the nation of true orcish dominance. Some voices, hoarse from the roar of battle and bloodletting, call to the Otar to declare our triumph, to rule all of Tarakar, the Land of Darkness. Others wish to remain the Butchers, an identity we have carved for ourselves from the very flesh of the world.

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This choice will only affect our name, colour and national ideas.

We are Butchers, now and forever. (Remain Masked Butcher)
Masked Butcher NI highlights include infantry combat ability, army tradition from battles, development cost, reduced morale damage, and reduced years of separatism.
We shall lay claim to the Darkness, and all clans shall become as Butchers. (Become Tarakar, keep MB NIs)
We are more than a clan. We are Darkness itself. All orcs shall kneel before the Otar. (Become Tarakar, change NIs)
Tarakar NI highlights include infantry combat ability, discipline, reduced AE gain, reduced unrest, increased effectiveness of absolutism (a very rare modifier that lets you go above 100 absolutism).

Select an options by clicking on the below image.



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Chapter Ten: Wish New
I'm still not sure what the god-begot is? or What exactly they are doing with the mask, but I think this aar is awesome all the same.
What is the god-begot? Is it some ancient primordial divine power that the Butchers have accidentally unleashed? Is it a divine power created by the sheer quantity of blood sacrifice they have conducted? Is it an idol that they attribute their transmutative powers to? Is it all a lie to fool and drive their victims to madness? The interpretation is left up to the reader.

The overwhelming decision is for us to stick to our sticky red roots and remain as Masked Butcher. There will be no further votes on changing nation or ideas.


Chapter Ten: Wish
1593-1611


The szal-Zarhan Estate, near Bulwar City, Kingdom of Varamhar, 1604

"If I had a Wish, it'd be for myself," Andar said, stepping back and keeping his opponent at the very edge of his reach.

"Bold," Alvarion said, "you wouldn't use it for the sake of someone else?"

The elf was a veteran of a dozen battles against the Butchers, against the living and bleeding agents of the Malevolent Dark. In each one the armies of Surael had faltered, but those who survived had demonstrated a cunning and strength that gave them the skill to train the next generation of warriors. He stepped forward and kept Andar from retreating out of reach, a toothy grin on his face

"And not against my enemies," Andar said, "I'd enhance my own strength, or the strength of my armies. I'd take the throne. I'd reconcile with the Jaddari. Father's ideas are foolish."

Recognising that he wasn't getting anywhere, Andar planted his feet in the dirt of the training yard and struck back, his dull training blade catching Alvarion's own and pushing it aside for a moment

"And why is that?" Alvarion asked. He spun his own dull sword in a ragged motion that caused a tooth-aching screech as the two rough blades ground against each other. With next to no effort, he was within Andar's guard.

"They'll find a way around it. There's so many of them, there's a single wish won't beat them," Andar said, "we need to make ourselves able to beat them."

Instead of trying to block Alvarion's sword with his own, Andar took the aggressive approach and shoulder charged his teacher. He rushed past the blade, knocking it aside, and collided with Alvarion. It was like running into a wall, and his head rang like a bell at the impact, but he'd hit with enough force to make that wall take a step back.

"Very bold," Alvarion said. He seemed barely perturbed, and offered the same grin as he lowered his sword. "But that won't beat a Butcher."

Andar winced. It wasn't just his head, but there was a throbbing ache in his arm as well. He reached over and shivered with pain as his fingers felt a small patch of scoured skin where Alvarion's sword had hit him during his charge. Despite being blunt, it had still cut through his clothes and drawn blood, a steady ooze from exposed flesh.

"That's why I need to get stronger," Andar said, "Arianne of the Dauntless Six slew thousands of them personally."

"I know," Alvarion said, "and now she dwells among them. Do you want the same?"

"I'll dwell among their corpses," Andar said, standing up straight in a demonstration that he was still ready.

Alvarion didn't reply, and instead focused on his blade, wiping off the miniscule bloodstain with a finger.

"Training is over for today," the elf said, after a few more moments, "you aren't strong enough. You will die if you face the Butchers in combat."

Andar took that as a challenge. He was an adult now, older than his father had been during the first war against the Butchers, and blessed by Surael with the experiences of those who had fought them before. If anyone could stand against them, it would be his generation. He would grow stronger, seek whatever source of power he could use to enhance himself and his men-at-arms, press the King to call upon all the world, then see the full weight of the Light fall upon the Dark.

It was a bold dream, but one that did not rely on the foolish dreams of ancient magics.

He bowed to Alvarion and departed the training ground, handing over his equipment to a grinning servant.

The family estate had been ravaged by the Butchers twice over in past wars, though not extensively. All the household servants and treasures had already been evacuated, so there was little for them to steal. It had still left its mark, and since his father's childhood had turned into more of a miniature fortress. The gardens within the walls were gone, as the water was diverted to long-term storage in event of a siege. The stone was bare but functional, built to withstand damage rather than be beautified with inscriptions and mosaics. The corridors were turned into chokepoints that could be sealed to divert the enemy into more favourable battlefields.

It was hard to not feel the oppression when walking through such structure. And yet despite the dire atmosphere, the servants continued to smile. They scurried around, their eyes following him as he marched through the central courtyard.

"Young lord, your father has returned," one servant said, bowing to him as he passed.

He didn't pay any attention. His father wouldn't acknowledge him. The old man remained obsessed with his one simple solution to the intractable problem. Andar wasn't going to call his father a fool to his face, but it was what he felt deep in his heart.

Despite that, he still found himself passing by the procession as it entered the house. His father, with hairs grey from stress and wrapped up in the robes of a scholar, looked nothing like the noble he ought to be and carried himself as though he was twenty years older than he actually was. The servants attended to him with wide smiles, carrying in boxes of magical equipment and goods for his latest experiments.

However, Andar noticed that there was one item that his father refused to part with, no matter how much the servants tried to suggest they carry it for him

It was a box with glass sides and a frame made of precious metals, which had to be more expensive than any of the other treasures in the house. The glass glittered blue, magical inscriptions laced with sahabaš covering the surface. Within the box sat a single item, an intricately decorated golden oil lamp. An artefact of some kind, but Andar was no scholar.

"Welcome back, father," he said, offering a bow to him as he passed.

His own father's gaze passed over him as continued down the corridor to his laboratory, in the most heavily fortified part of the estate. How much of the family's wealth, or the royal treasury, had been spent on this. And would it even work? To rely on something so mystical was a mistake.

"I will get stronger, and the Butchers will perish by my sword," he said, still bowing, "I swear it on Surael, and our line. They will not set foot in Bulwar Proper."

When he raised his head, his father had already moved on. Though, he noticed with some confusion that all the servants were looking at him, the same strange smile on their faces. He blinked, and when his eyes opened again they had returned to their duties.

Deciding he had rattled his head more than he expected, Andar decided to have a hearty meal prepared, take a few hours to rest, and then resume training when the cooler evening began to set in. Strength had faltered in the past, but strength could grow. That would be his Wish, if he could manage it, to have such strength in his hands.

Excerpts from the writings of Kyruš szal-Zarhan, Wishbearer


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The coffers are running bare. It does not matter if I am left destitute, so long as I contribute something to saving these lands from the oncoming tide. It is of some relief that crucial equipment for adventurers is now far cheaper than it used to be. The mithril mines of the northern Serpentspine remain out of the hands of the Butchers.

If you over-develop your mithril provinces you're liable to end up tanking the price and therefore your profit. That doesn't mean you shouldn't, as the money is still useful in the early game.

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In the Šad Našratu, the lands are being stripped bare. The mineral wealth is being extracted by slaves and transported into the mountains, a horrific waste of life for materials that ought to be in even greater abundance beneath the peaks. Farms are razed, livestock are slaughtered, and the victims are left to subsist on what little they can grow for themselves. This is the fate that awaits us all if I fail.

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The presence of the Butchers among the population is a terrifying possibility. So many of my father's old contacts have gone silent, or their tone has changed so much that I can only imagine that they no longer live. It is no longer possible for them to identify if those they gather information are actually setting a trap. Worse, I have heard tale of a Butcher with mottled skin who can imitate the appearance of others without even a scrap of flesh. If this is a new form, we must be even more wary.

Bungus is always a fun guy to have in your cabinet. Just be wary of your spouses, he has a reputation for seduction.

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Vessels from Aelantir have spotted arriving in Aqatbar, carrying 'migrants'. Supposedly they seek freedom from the oppression of the Cannorian colonies, but I do not know what lies they have been sold to make such a journey palatable. Is the situation for the Ruinborn Elves really so terrible?

Unusual, but I'll take it.

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One of the tasks appointed to me by the King is to identify and root out the Butchers wherever they try to infiltrate our fortresses and cities. It is difficult work, not just because of the creatures themselves who are fervent and fight to the last, but because there are countless humans, elves and harpies who have been so broken that they are willing to infiltrate on behalf of their overlords. They praise Surael by day, but by night they can be found weeping and praying that their ends will be quick, clean and painless. Praying to their god-begot, god-begot.

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The supplies of mithril have been cut off. I feat that as we watch our own border with the keen eyes of a hawk, the underground is suffering what we are not.

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More and more orcs have been sighted wearing mithril plate. Though it is clearly sized for dwarves, it still fits their frames with no issues. Whatever foul transformation lies beneath that armour I do not wish to know, and yet I must if I am to ready our armies to face them on the field.

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The King's personal hunting grounds, out beyond the mountains, have been cut off by a swathe of Butcher territory. Now there is evidence they are massing a force to cross into the steppes. I do not know if they have the ability to fight on endless open terrain, or if the centaurs will finally get the better of them. I fear that they will find a way.

Progress down the right-hand side of the tree is blocked by needing to throw a bunch of development and buildings at these provinces bordering the centaurs. One of which we haven't even managed to colonize out to yet.

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They have returned, marching against our outpost in the Deepwoods, where thousands of our soldiers remained trapped after the previous war. If their hordes are forced to spend time away from our lands, we might yet have a chance, but I remain pessimistic on the ability of military strength to defeat them.

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No matter how far we push them back, how many of their forts fall, how many victims we liberate and evacuate from the ruins of what was once civilization…

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…when their hammer falls against our armies, when their axes carve through lines of pikes and muskets as though they were air, and when their relentless drums tear down the walls of our homes, we are left with nothing but ash. The war was already over, even when it seemed we were winning.

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And just like that, everything outside Bulwar Proper was gone, swept up in their tide of blood and ruin. This was enough to convince the King of our need to seek out a different approach, nad he has granted me unlimited funding to scour the Salahad for what we need to survive. Every adventurer in Bulwar will be hired, if needs be. The Desert Legion will be paid off with the royal treasury. We are fighting for our existence. No stone will be left unturned. No grain of sand will stay in place.

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In spite of this, Cannor continues to ignore our plight. So long as the Butchers remain in the mountains or in the northern hills, they can pretend as though there is little threat. My calls for aid from the Emperor of Anbennar and the Magisterium have fallen on deaf ears, even though we have evidence that they are rapidly spreading north through the Serpentspine interior.

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With the fall of Azka-Evran, the last bastion of civilization in the north is gone. I can only pray for those left behind. Meanwhile, they have continued their advance almost to the holy Suran itself. When the river runs red with blood, will the Cannorians finally see what was before their eyes all along?

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Some pledged their aid to Crathánor, the last bastion of Cannorian hopes beyond Bal Ouord, but not nearly enough nor fast enough. There is no way for them to prevent the last of Bahar being consumed by the Butchers. All I can do is sit behind the walls, watching and waiting and praying that Surael will deliver salvation in the form of whatever ancient powers were once lost.

Crathánor joined the forming coalition, so I hopped on it immediately. A new coalition continued forming after this, but none of them are blocking our missions.

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It has been so long since anyone besides the Butchers themselves have stepped into the mountains, that I have had to take drastic action to try and learn more about the situation. The Citrine Dwarves may have sealed their doors, but I have contacts in Azka-Sure who know about old smuggling routes into the mountains, who have been trading at great expense for information. The news is troubling. A team of engineers working on repairing the rail lines in the Middle Dwarovar were faced with another team of dwarves repairing the rail lines ahead of them. In Butcher territory. Can they steal knowledge as easily as flesh? If so, we may be in even more danger than my pessimism could imagine.

The old rails of the Dwarovar can be rebuilt by any nation with its capital in the Serpentspine, granting various bonuses (primarily movement speed) to the rail provinces. It was mentioned by a commenter that we can only spread rails from our capital hold, but it turns out that holds that are still in the process of getting looted count for spawning rails so we aren't forced to go one province at a time. Also, automated management has been added recently so there are far less button clicks.

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Trade continues to flow in spite of the Butcher's presence. I do not know whether it is the merchants' desire for gold, some trickery perpetrated by their masks, or some deeper and more hypnotic magic. Though northern Bulwar is a ruin, goods emerge from the mountains, carved from the earth and hammered into shape by the bleeding hands of their victims. They find sales all across the Divenhal, in spite of the ongoing blockade by Crathánor's allies. How do they slip through? It is one of many questions that I do not have the capacity to answer.

As I said, only the early institutions are a problem. With how developed our capital is, and that we only need a CoT/manufactory/university, we have no problem spawning the later ones. Arg-Ôrdstun is also a coal province, so industrialization is covered too.

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All this trade disappears into a black hole. A mountain that consumes and consumes and gives out nothing in return but death. What could the Butchers possibly gain from living within such grandeur and squalor simultaneously?

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I have received excellent news from one of the adventurer teams. Following the tale I read about in the library of the royal palace, they were able to trace the ancient ruin, which had since shifted to be buried deep beneath the sands. They found an entrance when the stretch of desert their party was travelling over collapsed and dropped them deep into the structure. Landing atop the labyrinth, they were immediately presented with the sight of the djinn fleeing and taunting them, and they began to pursue.

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Their pursuit led them through the depths of the temple, filled as it was with paths that had long since collapsed and new paths that had opened up through the ruins. This was key to their success, as they took advantage of the shattered and sand-filled structure to gain on the fleeing creature.

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As well as new opportunity, time had brought new danger. Many lives were lost when old infrastructure collapsed, or tunnels that seemed stable suddenly caved in, or opening doors led to the unfortunate and unwary being buried in sand. However, for all their sacrifice they were making progress towards catching the djinn.

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Faced with every chance to ascend, the took it. The only way to survive and keep the djinn from breaching the wider world to wreak havoc was to find the entrance and trap it there. Their diligence was rewarded, as they caught up to it as daylight spilled into the depths of the temple from an entrance, shining on a great plinth.

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Atop the plinth sat a golden lamp, the source of this djinn's power. It had not been truly free, and perhaps had some mad plan to trick the adventurers into freeing it in truth. They were not fooled by its designs, and their priests and mages worked to redo the bindings on the creature while the combatants fought against its elemental powers. The battle was hard, but they retrieved the resealed lamp and countless other treasures besides. The rest of the treasure will be theirs to keep, for the lamp is all I desire.

The great project is complete. It isn't the most useful for us, we have plenty of missionary strength from elsewhere. There are two other great projects within our borders that need expeditions and upgrades. I may or may not give them the full narrative treatment.

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It is not a moment too soon, as with the fall of Crathánor any hope of northern resistance is ended. Next time, they will take Bulwar Proper, and all of Surael's Garden will be burned to ash. I was once asked what I would Wish for. Now I understand, and fear, the gravity of such a question.

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The lamp is in my hands now. I have to carefully consider my words. For all the haste in its retrieval, the shadow has loomed over this land for nearly my entire life, so it can wait a few days while I consider my Wish. The djinn were once masters of Bulwar and Sarhal, wielding their Wish magic to enslave humanity. Now that same power is in my hands. I have to slow them down, but what Wish will accomplish that?

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I will wish to put a halt on their advance. To shut down their movement. To, very literally, slow them down until they are motionless. They will be curtailed, while that stolen time will be imparted to the people of Bulwar. With such a Wish, we will sweep past their lethargic camps and liberate all of the north in a lightning campaign. That has to work. It has to. No sacrifice will be too great to end this threat once and for all.

The Wish destroys Bulwar city for a century, while only giving us an irritating modifier in all of our Bulwari provinces for a relatively short time. I don't think Kyruš quite knew what he was dealing with, in the end.

Excerpts from the writings of Andar szal-Zarhan, Son of the Wishbearer

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Fools. All of them are fools. Father left me at the estate while he was conducting his ritual, while the King granted him permission to do whatever it took to stop them. And what do I witness? The city collapsing before my very eyes. I saw the tower he had requisitioned crumple in upon itself. There is no way he could have survived such a foolish Wish. And when I looked at the household around me, I saw them all grinning wide, their skin pulled taut. I took my blade and hacked at every last one of the fools. The beasts are already among us. Their imitation has become flawless. This land has been lost, and I must seek Surael's guidance elsewhere.

After completing that mission we finally have the ability to craft level 3 masks. We only get one slot for now, and the human one is a shoe-in right now, as CCR is always highly valuable. With this, the (temporary) mission reward from The Old Heart, and our trophy pile, we have 70% CCR on provinces with permaclaims.

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I don't know if I will be able to muster a force capable of fighting them, but I have to try. I we aren't capable of accomplishing that, we will fall. They do not care about race or faith. Their own kind are equally slaughtered and forced to either become the Butchers that they are, or become their sacrifices. I will gladly ally with any orc, or gnoll, or harpy who seeks to defeat them.

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The capital of the old dwarven empire is being squatted by another powerful clan of orcs, who have converted to worship the woman who slew Dookanson. Surael forgive me, but I would gladly follow Corin if she descended from the skies. Though He shines down upon us, we have to fight these battles ourselves, and each defeat takes us one step closer to breaking.

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There are already rumours the Amldihr has fallen, and with it the gates to the remainder of the mountains have been broken down. I have travelled into the desert, paying the pilgrimage taxes to the Desert Legion, seeking any kind of revelation that could save us. The Jaddari are rallying and communicating with Cannor regarding the new threat, but their weapons are outdated. I don't believe they'll survive a war fought with the ferocity that I've seen.

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I camped in the desert, letting Surael bake my thoughts in my head, and collapsed. When I awoke, night had fallen. It was a red night, with the moon shining with such crimson intensity that it was bright as day and yet still so murky that I could not see a hundred feet away from me. They are getting stronger. I have to rally the fools into a decisive strike, even if it takes me the rest of my life.

Conquering another Black Orc trophy pile adds most of its development to your own. As a result we shoot up a whole three levels in our own trophy pile. The maximum is 15, so we are very close to completing our quest for all the loot. Meanwhile, Dominic is (was) not having a good time.

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It has to be clear now. There can't be any more denying it. This is an age of darkness, brought on by powers beyond the ken of even the gods. We have no choice but to fight against it, or the tide of blood will wash away all our history.

To be continued…

Vote

The worlds knows us. The world recognises us. The world fears. And we will look back. We will look back and smile. Smile as we know their faces. Faces that will soon be our own, oh god-begot, god-begot.

(Choose which masks will be the priority for creating and upgrading. Some will take longer than others to achieve.)

The Vicious Gnoll
The Hoarding Kobold
The Resilient Ruinborn
The Regenerating Troll
The Ravenous Ogre
The Martial Hobgoblin
The Philosophical Harimari
The Nautical Lizardfolk
The Galloping Centaur

The…Cowardly Gnome…eludes us…

Choose the priority by clicking on the below image.



Voting will remain open indefinitely. You can edit your vote.
 
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Chapter Eleven: Pursuit New
Ogres and Trolls were leading when I played through this chapter, so I'll be focusing us towards the cold north.

The newest release of the mod has just come out on Steam, so now is a better time than ever to get into the mod! Highlights include a rework of the Empire of Anbennar, various MTs in Cannor being revamped, the 333rd Lizardfolk Empire and Gnollish Kheterata getting MTs, and most relevantly the writer of the Masked Butcher MT putting out another really good story in the Zokka Devourer-of-Suns MT.


Chapter Eleven: Pursuit
1611-1627

Somewhere on the Forbidden Plains, Ikögshaantusi-claimed territory, 1618

Jasrur gripped the reins pulled until his horse came to a stop. It had gotten far too quiet. The moonlight spilled across the endless sea of grass that had been his home for the past few years, and the wind blew across it and yet there wasn't even the rustling of stems and stalks to fill his ears. He looked up at the stars, seeing them whirling above his head, then forced his eyes back to the steppe. You learned quickly on long nighttime patrols that staring at the stars was a good way to lose your mind.

In the distant east, the silvery light sparkled. It was the Lakes, outlined by the same glow and the lights of the cities dotting their shores. Neither Jasrur, nor his parents, had been alive when the Lake Federation had fallen apart, so he had no idea what it had been like in a time of unity. Now it was starkly divided between the staunch republicans, who had the steel to stand up for their ideals in the face of everything else falling apart, and the monarchist states that did away with what had made the whole rotten structure so weak.

Not that they were enemies, not necessarily. That was why he was in republican territory right now, fighting on their behalf.

As the world turned above his head, the stars drawing lines across the sky, the moon began to approach the stark and jagged line of mountains on the western horizon.

It was a little confusing. Was there really a place out on the steppes where he could see both mountains and seas?

That thought lingering, he watched the peaks. Between the darkness and the shifting moonlight they seemed to march along the horizon, the light playing across their snowcaps and glaciers. An endless parade of figures slipping northwards on a relentless march.

The moon descended over them, and touched those sharp and towering summits. They pierced it, and blood spilled in its millions of gallons. The mountains were stained in red, and the blood ran backwards up across the moon's surface, dyeing it and the entire landscape in a shade of deep red.

It was then that Jasrur felt a tingle on the back of his neck. The sensation of a knife parting flesh. The cold of steel.

He spurred his horse, and with a curdling whinny it took off across the steppe. The land flickered past across leagues of endless grass, the blood flowing as fast a river towards the Lakes. He had to get away. He had to warn them of what was coming. He had to escape.

Eyes watched from the grass. Pinpricks of red peered up from beneath his horse's hooves, unaffected by its stampede. The grass shifted, and for the first time he could hear them. The rustle of stalks, the dark shapes moving through the underbrush, even though it was short enough that nothing short of one of those gnomes from Cannor would be able to hide. They kept up even at full gallop, moving so gracefully that only the slightest rustle gave them away.

Jasrur found himself panting, exhausted, even though his horse was the one moving. They wouldn't let up. They would chase him to the ends of the Halann. They'd catch him, and then they'd-

His thoughts stuttered and his mouth filled with dirt. His horse was gone. There was nothing but the grass, the endless sky, and the blood pouring from the moon.

He felt that feeling on the back of his neck against. The quick cut, the cool air on raw flesh. The end of it all. He choked, and gasped and-

Shot upright, his clothes soaked through with sweat and his breath ragged. It was dark, but dark was good. There was no moon shining, no crimson spill, and no pursuers. He was sat on his bedroll in a tent with a dozen other men, all sleeping as best they could. It had been a dream. Just a dream.

Yet it was all to reminiscent of life. They had been run ragged over the last few weeks, with an entire horde of the abominations pursuing them across the steppe. Even though his people had centuries of experience in this place and enough horses to get moving at a decent clip, the enemy were still gaining on them.

Not wanting to lie back down on his sweat-drenched bedroll, he quietly stood up and slipped past the other snoring men and took a step outside.

"'s cold," someone said as he opened the tent flap. Daltur probably. He mumbled in his sleep.

It was cold outside, and Jasrur's breath fogged as he paced around the edge of the tent. The guards on watch gave a look of annoyance for distracting them but didn't pay him much mind besides. The stars were far less clear, with a thin layer of nighttime cloud high above, and the moon was nowhere to be seen. The grass around him was a ruin, trampled to nothing by the passing of an entire army. Still, he found it valuable to centre himself after a nightmare such as that.

Taking a deep breath of the refreshing chill, he stepped back inside the tent.

"So cold," Daltur said, even though Jasrur made sure to slip inside without letting in the chill.

"Wrap up tighter or something, just let us sleep," someone else complained.

"It's so cold!" Daltur said, his voice sharper and higher.

He shuffled on his bedroll, a shape moving in the darkness of the tent. Jasrur sighed, and grabbed his own blanket. He wasn't likely to get back to sleep anyway, might as well give the man some extra comfort.

There was a squelch as he stepped besides Daltur. Mud? It couldn't be. The floor of the tent was enchanted to keep out the elements, as demanded by the Second Insight, to alleviate the worst of attrition by weather and disease. There shouldn't be any mud. He reached down and touched the fabric, feeling his fingers come away sticky.

A lump formed at the back of his throat, and he backed away. He nearly stumbled over someone else's sleeping form, then leapt for the magelight lantern at the entrance to the tent. He flicked it on, and a cool blue light filled the tent, forcing him to shield his eyes for a moment.

"It's too cold! It's gone!" Daltur wailed, thrashing where he lay.

When Jasrur opened his eyes, he froze.

Daltur was there. He was alive. He was staring at the ceiling.

But his face was gone. Nothing but raw and red flesh, still fresh and leaking fluids onto the bedroll and the enchanted fabric beneath it.

And he was alive. And his eyes, rolling with no eyelids turned to Jasrur.

And Jasrur ran.

Excerpts from the after-action reports of Freush Saqyrev, Mage-General of Qorondulyuz


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Another bloody moon rose over the western mountains. Patrols reported the sounds of violence echoing from hundreds of miles away, as if amplified by dark magic that dwells within those peaks. I have dispatched scouts to navigate the Northern Pass and secure insights into the status of the nations of the distant west.

Those numbers might look bad, but I have a plan. Our target, Mountainshark, is barely visible. They are an OPM with almost the same colour as us. They are directly within our sights, and the weakest link in the coalition.

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By all reports they are engaged in vicious combat with the monsters of the mountains. Neither we nor our Ikögshaantusi compatriots have seen much of the monsters, but the accounts that have reached our ears speak of a devastating brutality inflicted against both armies and populations. I recommend divination resources be applied to the mountain entrances so that we can confirm if they spill eastwards.

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The war ended inconclusively. Emissaries from the goblin tribe that was a centre of the war arrived at each of their allies and insisted that they had come to an accord with the monsters. This caused enough confusion, along with a cessation of attacks by the monsters, that the entire war effort petered out. We must remember to hold to our insights, that we must be relentless if we are to annihilate such foes, or we might fall to similar trickery, whether it be magical or something far darker.

This is the simplest way to deal with a powerful coalition. White peace their weakest member while holding them off as best you can. We don't get anything but now we're free to hit anyone else who might have been in the coalition in five years. In the meantime, we have other targets.

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Intercepted a caravan loaded with herbs and alchemical concoctions, bound for the lakes. Our company alchemists confirmed that many of the plants and substances were completely unknown to them, so we attempted to question the traders. They broke free of their bonds with unexpected strength and scattered into the steppe, evading pursuit in spite of being unmounted. I believe that they are testing us and beginning to lay the groundwork to push eastwards.

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In light of the monstrous threat, I have communicated with the Bulwari and the Corinite orcs who have had contact with them. In both cases, there is a dearth of information on how their society functions. Even the orcs, who as recently as fifty years ago were considered just as much monsters, consider the 'Butchers' to be completely alien to them. All they could say is that the monsters are completely devoted to their Otar, a devotion that they pass on to the victims of their occupation through religious terror.

With only three estates (one of which is basically only there to manage masks) and plenty of sources of absolutism, we will have an easy time hitting 100. Tarakar could take it to 115, but the decision was made.

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We caught one of the escaped smugglers. Looking at the layers of skin draped over it, I cannot imagine how we ever mistook it for a human, and yet here it is. Its tongue was savage and flecked with blood-spittle, but we able to discern enough to find it unusually articulate in its taunts. Its duty was to fight us, infiltrate us, and obtain knowledge of us. We must be aware that while they seem like ferocious beasts they are still highly cunning.

Another narrative expedition, this time in an ancient library, though I'll only show the climactic events. It's been a while since we last saw dwarven knowledge. It doesn't pop up in regular expeditions anymore, but in this one it is appropriate.

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War has resumed in Bulwar. Our scouts are having trouble making it through the Invader's Pass, where an enormous war camp has been raised, but from what few insights we have gained it is clear that they are being overwhelmed in a lightning campaign.

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From the information we have gleaned, there are two key locations with the monster's territory. Their throne, which is adorned with the plunder they have accumulated over the centuries they have been fighting, and a religious centre where, according to the frantic stories of the few survivors of their attention, they gain the power of self-transmutation from some divine or infernal entity. In both cases, the locations are far too deep within the mountains for us to have a hope of reaching, so we must be ready to wear them down through our own means.

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Further investigation of the fortress in Invader's Pass has confirmed that it is the location of a vast amassing of forces for an invasion of the Forbidden Plains. The centaurs are restless and refuse to approach it, claiming a sense of being watched and pursued. We have not been able to verify if there is some kind of magical compulsion involved, but will continue observation.

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The war in Bulwar has concluded, with the enemy spilling out onto the southern Plains and, according to our guests, having taken the heart of Bulwar, as ruined as it was by magical folly. Our guests are a number of Bulwari nobles led by one Andar szal-Zarhan, who seeks an audience with the king to discuss the rising threat. I have sent him along with this report, for I fully agree that we must be ready to face this threat.

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The monsters do not seem to care for the same pattern of sedentarization that both we and Ikögshaantus have been pursuing. They leave the Plains wild, and the centaur inhabitants are forced to remain on the move constantly as through they are being pursued night and day. If we can coordinate with the tribal leaders and ensure that no infrastructure is established, perhaps we can make the Plains a millstone around the monsters' necks.

This is a new mechanic added to make it harder to just sweep over the Forbidden Plains and integrate them with the press of a button. I won't go into it in this campaign, as we aren't exactly here to settle.

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They have broken onto the Plains proper and swept aside one of the frontier tribes that still held to its independence. We are already rallying and preparing for war. The plan will be to have them trudge across endless steppe, besieging our frontier forts, and then pick them apart with our cavalry.

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For all that we are observing their movements in the lands of what was once Blazing Sky, it is clear that they are observing us back. More of their war camps are being established, cutting off many of the key routes across the steppe and blinding our mundane ours to the information that lies beyond. It is a war of insight, soon to be a war in reality.

In the event an expedition returns without enough loot to cover the promised share for the party, you have to cover the excess. It rarely happens unless you over-promise in the setup, or get really unlucky in a narrative expedition as we did with the final event here.

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We are ready for war. Ikögshaantus has reported bands of monsters crossing into their territory, though they do not appear to be making for the Lakes but instead into the Ogre Valley. While our settlements in the region will suffer, it is a sign that our homeland will be under less threat and the enemy will be bled further before they can become a significant threat.

Ikög is one of the Lake Federation splinter formables, which means it collapsed and we won't be seeing Kalsyto this campaign. Incidentally our narrator for this chapter is from another splinter, Qorondulyuz, focused on magical absolutism. Mages are banned in the Federation unless/until it splinters.

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Their means of transportation across the vast distances of the Plains is just as monstrous as they are. Each mount is a horrifying hulk of stitched together flesh, held together by the skin of a troll that I cannot be certain actually belonged to any of the flesh underneath. It is unsettling to see in combat. The horses are spooked by such a creature, so I recommend that cavalry ride into position and dismount before engaging, even if it does not provide the means to escape a charge of these creatures.

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Moving to take back one of our forts, a vast force emerged to our east and annihilated the Ikögshaantusi force that was meant to be screening us. How they moved in such numbers so far east without us noticing has risen countless concerns about our scouting efforts. Are the compromised, or are the monsters finding a way to slip past us undetected. I have ordered the army to split in half, so that the enemy is forced to pursue us in separate directions and thus split and tire their forces even further.

The Triunic cities are often many in number, but poor in army quality. We can brush them aside without too much trouble, the real issue is breaking through the endless forts in their homelands.

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Though it does not explain their mobility, the enemy has a clear advantage in scouting due to the integration of ariel observers into their army. I have never seen a harpy before, but I do not believe that they could possibly fly with such stiff and ungainly wings. These are not real flying folk, but instead must be some created or summoned abomination of the monsters.

I pick up the level 3 harpy mask as it's one that'll be worthwhile if we get a slot as the movement speed buff is valuable. We can't wear it at the moment as we still have the level 3 human mask, and attempting to do so only puts on the level 2 version.

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I understand the centaurs' fear now. For months they have hunted us, chased us across the length of the steppe. We barely have a moment to rest, or they will gain on us. But when they do, they only steal away a few soldiers at a time. Barely enough for us to notice, but also without any obvious violence. They vanished from their tents. When they caught us, it was annihilation. Relentless. As though they had learned from our own insights. I escaped only by casting an illusion that myself and my command staff were already dead. And yet as we slipped away I saw their eyes following us even as they carved into the illusionary bodies.

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They have shattered all armies still on deployment in the Plains and now stand ready for an invasion of our cities, which are already suffering from the ongoing conflict with the Jaddari. It is clear that they are only targeting the territories of Ikögshaantus, so I recommend withdrawing and guarding what we can while encouraging your opposite number to surrender. We have fought them, we can learn and prepare. We only need to survive to pass on that knowledge.

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As I surmised from the beginning motions of the war, their interested lay in the Ogre Valley. Let them have it, and let the ogres feast on the monsters just as they have tried to hunt us. Strategically this puts us even further from being able to affect their core territory within the mountains, but that was already a forlorn hope. As your Bulwari advisor recommends, we should collaborate with the westerners to strike at their heart.

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Your will be done, as per the first insight. We are cataloguing signs that people are not who they claim to be. Strange behaviours, a rise in viciousness, skin that stretches unnaturally, and curiosity about state and military matters are all now cause for elimination. It is harsh, but it is clear that the monsters are reaching out in every direction to accumulate knowledge for their inevitable attempt to burn our peoples.

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Their campaign against more of the frontier tribes has continued and remaining isolate ogre kingdoms has continued. We have skirmished with them where the borders are fuzzier, but they have not presented an interested in advancing any closer to the Lakes. I believe that we were merely a stepping-stone to their true goal, which lies to the north. This is not to be taken as a sign that we are safe, but from a military perspective I do not expect another war for a generation or more.

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Our continued analysis of their society reveals countless contradictions. Those we have captured and interrogated speak of nothing but blood and violence reigning within the mountains, but then others say that the Otar is guided by rules and ritual to be devoted to the cause, and might be overthrown if he does not pay the appropriate tithe to the shamans and mages. It is strange that they have not invested absolute power in the leader that they consider divinely chosen, and yet the Otar still seems to wield absolute power anyway. The contradictions abound, and yet I cannot see how to exploit them.

Years of separatism is nice to have, especially as we have some in our ideas. We have other ways to stack it even higher and make separatists a thing of the past.

11mon24.png


Word has spread from a distant dwarven hold that they believe their crowning prize, an enormous gem, has been located. I do not know how they know that, or why they believe that we could seek it, but I do not wish myself or my soldiers to set foot in those mountains. We are soldiers of the Plains, we are made to go to war in the caverns.

I should probably be making more of an effort to grab the rest of the crown, but we have a lot of land to conquer and the peace option is expensive.

11mon25.png


Ogres have been sighted leading bloody consumption rituals alongside the monsters. They devour, they grow in size, their skin stretching and splitting, and the blood moon rises once more. This leaves me to question, are they really ogres? What atrocities are happening in the Ogre Valley? We must be ready for anything. We have to be.

The Ogre Mask is one of the best. The +3 faith power is before multipliers, so that's actually +6 per month for us, allowing us to throw out even more blood moons and blood frenzies. If we can get level 3 the +15% goods produced is also excellent.

11mon26.png


Our efforts at divination against their territory are regularly thwarted. These is something that draws in the eyes and ears of seers. Whenever they seek knowledge, all they see is a vast and endless library over which a blood moon is hanging and whose shelves are coated in dust and blood. A dome stands high, and an ethereal figure with an empty space where it's face out to be seizes control of their scrying and screams into their mind. We have lost three seers to madness so far, and will need a more coordinated effort to break through whatever they have devised.

The library is nice, especially as it is in the same area as our capital. Institutions will spawn even faster.

11mon27.png


War is raging inside the mountains again. Their control over the entry to the Northern Pass is limited, so our scouts have managed to break through and have limited communication with the dwarves and orcs. From there we have determined that the monsters are fighting almost all the northern Serpentspine powers at once. It is clear that even if we master the Plains we cannot fight them on even terms. We need the power of Cannor. Of the Jaddari. Of the Raj. Even the Command. I never want to feel as I did during that pursuit. I never want to see if they actually pulled anything from my illusory corpse.

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The speed of their advance is terrifying. I cannot imagine us being able to stop them from breaching the cities if they turn their full attention to us. We have to seek allies. We have too. I will make the attempt to breach the Northern Pass and contact the Emperor of Anbennar. He has unified the divided faith of the west and wields a combined army that can surely match these monsters. I will report on my success.

We've almost cleared out the entire north-eastern branch of the Serpentspine, but I missed one province. Well, we'll be back for their capital sooner or later anyway.

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We have breached their territory and entered the Tanning Valley. Large areas of this forest were clearcut by the dwarves aiming to build roads between the Giant's Anvil and the rest of the Serpentspine, but now those roads are overgrown and empty. Large herds of feral rams wander the open stretches, but the land is otherwise silent. It is unsettling, especially when we find one slaughtered in their midst with no concern shown by their cousins.

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Passing the peak of Dûr-Vazhatun, the silence was broken as the dome built atop the mountain caved in on itself, triggering an avalanche that blanketed the mountain and obscured it from sight. They're up there, far more concerned with tearing down old structures than chasing us. And yet I cannot help but feel that sensation of pursuit. Some of the rams have followed us. They graze where our horses have broken up the snow, their eyes fixed on us.

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They were always following us. The rams. Their eyes. One was staring at me, so I dismounted and stepped up to it. Its face fell to the snow, and beneath that mask was my own face, still ethereal with magic. I panicked. I set it alight, and it laughed as it burned. My other riders were set upon by the herd, and then ogres and trolls emerged from the treeline, roaring with eyes glowing red. I think I am the only one left. This report will never reach another's eyes, but I have to write anyway. They can look like anything. They can be anything. Blood, skin, life, it is only theirs to play with.

To be continued…

Vote

Plans are being made. Leaders are conferring. It will be the work of decades, but they are preparing their efforts to end the rising threat. They recognise that there are weaknesses in the Masked Butchers, but they do not know that their analysis has already been witnessed. One of these weaknesses will be closed. No longer will we…

…have territory that we cannot maintain control over. (Administrative (+2))
…be unable to support an army capable of defeating the coming coalition. (Economic)
…begin to stagnate in growing the resplendence of our trophies and our altar (Court)
…be unable to manipulate the minds and policy of our foes. (Diplomatic)
…have an army limited by merely the number of our warriors. (Quantity)
…fall behind in the advancement of tactics and armament. (Quality)

Vote for up to two options by clicking on the below image. The second-place result will get bonus votes in the next idea group poll



Voting will remain open for 48 hours
 
But his face was gone. Nothing but raw and red flesh, still fresh and leaking fluids onto the bedroll and the enchanted fabric beneath it.

And he was alive. And his eyes, rolling with no eyelids turned to Jasrur.

And Jasrur ran.

Classic horror movie mistake: you never split up. Not even when the face of your comrade gets cut off while you're in the tent next to him.
Well....Maybe that would be good time to get the hell out....

Very well done, you're really showing how horrible it must be to targeted by the Masked Butchers.
 
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Chapter Twelve: Mired New
Administrative won the vote, and Quantity came second, earning +2 bonus votes. In terms of masks, the gnolls made it to the top by the time I started, and they came in at just the right time, as we will see in the update.

Chapter Twelve: Mired
1627-1646

Ilzin Szith, Arranese-claimed territory in Daravan's Folly, 1640

The first signs that they had arrived in the right place were the slaves. The endless flat expanse of the marsh gave way to waterlogged fields, where humans, dwarves, goblins and elves tended to stubby trees and thin grains. The muck was universally up to their ankles, and in the worse spots it reached their waists. Each of them was thin, covered in baked-in grime, and smelled of unspeakable things, but Brando síl Canno could not help but notice that they seemed content.

Their eyes did not rise from their tasks as the group passed by along the one dirt embarkment, only slightly damp, that passed by the fields. Not even the prospect of an armed party of outsiders that might free them broke them from their routine.

It was horrifying to think that something so dire was occurring in ostensibly Cannorian territory, but Brando had to push down any desire to aid them. His mission was concerning far greater things.

"Hey!" a sharp bark in rough Common broke the dull trudging of boots on mud. The slaves all flinched, then returned to work.

Approaching down the road was the gnollish overseer, a tall and imposing figure with a modified rifle in her hands. Brando took note that she wasn't dressed much better than the slaves around her, with ragged clothes and unkempt fur. She peered out at them with beady eyes that sat either side of a scarred snout.

"This our pack land. Tribute next week. Yeah?" she said, holding her weapon down but ready.

All told despite her size she was not much of a threat to them. Brando had four guards with him, adventurers who had been hired specifically for this mission and who had many years of experience fighting the scattered gnoll packs of Daravan's Folly. They could draw their own weapons and gun her down before she had a chance to pull the trigger.

"We are here to see the Pack Mistress," Brando said, "does this road lead to Ilzin Szith?"

The overseer's eyes narrowed, and she snorted.

"Sure, yeah," she grumbled, "mentioned fancy meeting."

She turned to shout at the workers.

"Stay put! Work! Anything wrong then back to mountains!"

The slaves all flinched again. Brando suspected as much. These poor souls had been traded to the gnolls by the Butchers. However, their sacrifice offered up the opportunity for information. So few had proper open relations with the monsters, so finding a group who actually traded with them was highly valuable for information. As the overseer continued to lead them down the path, he pondered exactly what he would ask their mistress.

Ilzin Szith was a ramshackle camp, made up of tents and wooden structures that looked like they could be torn down at a moment's notice. It made sense. As settlers from the Empire spread into the Folly, they had slowly pushed the gnolls deeper and deeper into the depths of the swamp. Now they were hunted regularly, even if they did pay taxes in the form of tribute to their ostensible rulers. Being able to pack up and move your settlement would be invaluable in such an environment.

The overseer led them to the largest tent, which was also the only one decorated with any sort of trinkets. A small amount of gold, perhaps dredged from the ruins that lay beneath the swamp from before Daravan's time. Stained cloth that had at one time been luxurious silk. Mostly worrying, a set of dyed hides. Some were animals, some were fey creatures, and some Brando had no idea of the provenance of.

The overseer growled something in gnollish into the tent, and from it stepped their mistress, Szith Mudfur. She was the largest gnoll that Brando had seen, which she would have to be when leading a wild pack such as this, especially one that had survived in a Folly filled with angry humans and horrifying Butchers. She was clad in a loose tunic that had been hand-embroidered with her logo, a clawed paw dripping with mud and blood both. Despite having streaks of grey in her fur, any other signs of age or infirmity were nowhere to be seen.

"Fancy man," she sniffed, "got the guns?"

Brando motioned to two of the guards at the back, who had been carrying a crate between them. It was emblazoned with the image of a red sail lit by the sun's golden rays. The emblem of the Initiative. The emblem of those working, devoting their lives, to ending this threat to all of the world.

The crate landed in the mud with a thud, and Szith inspected it. Their gifts in exchange for this meeting were weapons that had been designed by the best artificers in the Initiative. Guns that were upsized and up-powered, designed to deliver a single killing blow that could blast through any kind of armour, physical resilience, or regeneration. It had been well tested in battle already in the countless small places where the Initiative worked to study and fight against their foe.

Szith grunted with what Brando could only assume was satisfaction at the gift.

"Will stop them," she said, "for now."

"Are you willing to discuss the matter of the Butchers now?" Brando asked.

"Why?" Szith asked in response.

Her eyes turned to him. There was something in those black pits. Something fiery and primal that lingered behind her eyes, and yet had been completely smothered by the all-encompassing darkness that surrounded it.

"We seek any and all information about them," Brando said, "so that when we make our move, we will have every advantage we can muster."

Szith cackled, closed the crate, and then sat on it.

"Advantage!" she said, yipping with amusement, "no advantage with them. But will talk." She tapped at the emblem of the Initiative with one claw. "First, my question. What is this? What is 'Seatreader'"

"The Seatreader, or She Who Treads Upon the Seas, is the leader of the Initiative," Brando replied. He signalled to his guards, who produced a stool from a Bag of Holding so he could sit opposite Szith. "Her family has been fighting the Butchers for generations, and now we have contacts around the world, working towards a single goal."

"Beat them?" Szith said, with vicious smirk.

"We can do it," Brando replied, "but we need to know what you know. You, and everyone else who has interacted with them and survived. Knowledge is power. Power wins victories."

"Matters little against them," Szith said. She motioned at the overseer, who went to the storage to gather some food. This would be a long discussion. "Knowledge? The gnome failed. Power? The Wishbearer failed. Seatreader will end like others. But wish to watch. So will help."

Excerpts from the words of Szith Mudfur, gnollish Pack Mistress in Daravan's Folly, as transcribed by a chronicler of the Seatreader Initiative


12mon1.png


Trade with the skin-strippers drying up. We trade with them in Folly. Exchange sacrifices under nose of humans and elves. Now they are gone. No more goods. No more sacrifices. Where are they going? (Transcriber's Notes: This indicates that they are moving their economic centre away from the Serpentreach. Recommend investigating an approach from the north.)

After securing most of the end trade node, moving to King's Rock is finally worth it. This gives us a nice bump to our trade income.

12mon2.png


I trod in their lands to trade. Saw them rule humans, goblins, elves. They know how to rule, with blood and fear. Elves, stripped of all glory. Left destitute. Humans, divided among themselves. Seeing Butchers in neighbour's homes. Goblins, left to tinker. Stolen away along with ideas.

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War comes often. In bits and pieces. The skin-strippers march. The humans answer, again and again. Each time, they fail. Too much power in blood. Too much power in darkness.

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Not all human blood. Blademarchers pass south. They cry of crusade and Corin. Kill many of my pack who venture too close. They defeat the skin-strippers. It does not last. Victory is temporary. Blood is forever. (T/N: Communicating with the Escanni states is difficult but they will have valuable insight into facing the Butchers in open battle.)

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When the skin-strippers return. They return with more fury. They are drunk. Not on alcohol. Not on demonflame. But on bloodlust. Desire it so much, they will lose limbs. Lose torsos. Lose heads. And keep fighting. Then, they drink and rise anew. Clad in the skin of fresh victory.

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Some are ugly. So ugly and tall. So tall and tough. Muskets do not touch them. Life flows from their wounds. Heals all that it spills over. (T/N: Another variant. Recommend application of fire)

The Troll Mask is a decent combat mask, mitigating one of the weaknesses of orcish units that are not so great at the fire phase. Power projection from insults would be good, if we weren't permanently at 100. The level 3 bonus isn't worth the effort though.

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When in their lands, only stayed outside. Outside there is light. In mountains, nothing but darkness. Light only shines half the time. Half the time is enough to stay alive. The mountains are theirs. Anyone inside soon driven out. Then they pour from inside. Like tide of pitch.

It won't help us in this war, but will in future.

12mon8.png


Others think the Forest is weakness. Easy place to strike. They are wrong. It is a mire. Worse than the Folly. Fey bound to the skin-strippers. Will serve them. Will turn the Forest against invaders. They will drown in life. Those who survive are killed by those that pour from mountains.

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Griffon King flies above. Air crackles with power around him. Arrogance. Hills and forests of his home are safe for him. Breeds overconfidence. Drive back one army. Breeds arrogance. Thinks safe so high above. Breeds defeat. The mire rises. All drown eventually. All consumed by Xhazobs.

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Slaver dwarves will not hold them back. They do not understand true brutality. They fall to them. They are made slaves. The spiral grows and drains down. The mountains are consumed.

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Platinum chains in the Folly. Dwarves serve in the depths of mire. Wrapped in chains they once held. Irony of irony. Can show you, yes? (T/N: I did not take her up on her offer)

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Do any dwarves still live in mountains? Their holds lie in ruin. Like they did once before. Like Dookanson, they will spill out. A Bloodtide. The river from Escann ran red once before. It will run red again.

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The Griffon King falters. The forest betrays him. The canopy snags at his leg. He falls from his mount. He is consumed. The skin-strippers have no care for power or title.

12mon14.png


Never talk to them when trading. They have humans who speak. Who handle slaves and goods. But they watch. I do not know which. But they watch. From over the shoulder. From around the corner. From beside you. They watch us know, you know? (T/N: I believe I am safe. These discussions are taking place in Arranese territory.)

Just seven years to finish admin ideas, in the middle of a conquest spree. We're doing very well for ourselves.

12mon15.png


The Forest grows darker. The rivers flow through the Folly. The scent of blood grows stronger. The scent of fey grows stronger still. What they do in there? Neither of us will ever know. (T/N: The Initiative has not yet considered the impact of fey interference, but perhaps we can turn the fey against them. They are fickle creatures.)

12mon16.png


With no Griffon King, Griffon Knights fail. As a pack without a pack leader. As a Xhaz without a Xhazobine. Escann descends on Marrhold. Its blood fuels a frenzy. Sounds this familiar?

12mon17.png


At last, they enter the mire. Empire cannot uproot us. They can. They wear skins that swim. Skins that wade. Skins that hide. They adapt. Huge alliance marches against them. It cannot beat them without wading in. Everywhere is their mire now.

The easiest way for us to get gnolls for their mask (and in fact a non-critical-path mission points us specifically in this direction) is to take Daravan's Folly. This has been under the protection of EoA nations all game and so far too costly to take, but now the Emperor is weak and we're stronger than ever, so it's the perfect time to jump on it before the coalition spawning the region gets too big. Also, in case you couldn't tell from the state of my armies, this chapter is almost all back-to-back wars.

12mon18.png


They rise and rise and rise. I see them. They celebrate. Blood flows. Another mountain of slaves. Another mountain of sacrifices. This is their time now. Your Seatreader is fool. They eclipse it all.

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Steel sinks into mire. Blood seeps into mire. Bodies rot in the mire. Good for scavenge. Bad for survive. Enemies everywhere. Human armies slaughter gnolls whenever they see us. Skin-strippers hunt us and cut away at pack. Time of chaos. But persevere.

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Strike back. Futile. Care not for destruction. Sacrifice their own. Sacrifice their homes. Move on. Retreat. Escape. Return in darkness. You cannot hold it. Once blood anoints. It is theirs forever.

If a hold is successfully sieged then it loses dev and gets progressively worse modifiers. We don't care too much, this dev was getting hoovered up anyway, but it is a huge pain for nations that are centred on holds.

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Only one place matters. Their throne. Their altar. Even that matters barely more. So long as mountains are dark. So long as blood runs. They will claw a way out. Death. Annihilation. The only path.

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Soon war passed by. The mire defends them. Does not defend humans. Their lands will burn. Their people will bleed. Their skin offered up to stripping. Think themselves safe in cities. Behind walls. Behind civilization. The truth will catch them.

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Can Seatreader really unite world? When opportunity comes, war follows. You fall on each other like hounds. Like us. Like them. Strong among you will not stand by weak when time comes. They will fall on each other with tooth and claw.

It's that time again, when Jadd falls too far behind and gets dogpiled. This actually works in our favour, as we will see by the end of the update.

12mon24.png


All power of the mountains flows into their pack leader. Why think you can oppose them? They may have Xhazob. Or elemental. Or undead. Or power of gods. Are you ready to face everything they have stolen?

The Otar is relatively young, so why not? Adding Witch King to our list of negative diplomacy modifiers won't hurt. This also gives a reason to grab the level 3 elf mask. We're currently only at level 1 necromancy so it'll take a while to even start on lichdom.

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Now these mires are theirs. The humans think they still rule some. They are mistaken. We move freely. They move freely. All that matters. Now our flesh is theirs. They are Xhazobain. They will elevate us.

We couldn't take the entire Folly in a single war (and you can blame Verne occupying provinces in a separate war for the border gore), but this gives us enough provinces with gnollish minorities to get to the level 2 mask at least.

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Bulwar burns. Sun shines. But heat is not from sun. Heat from blood. Heat from work. Heat from breath against neck. Heat from burning homes. Stood in the centre of ruins. Ruins collapsed by time. A thousand years in an instant. Built a tower. Anointed with blood of pack. But all for the Xhazobain. (T/N: Szith's pack were taken as slaves to Bulwar after we departed from our initial meeting, but she survived and was able to contact me for a clandestine meeting on the Bahari coast. She is completely overgrown with fur that I can't even see her face, and there is an acrid stench emanating from her.)

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March south. Heat on back. Blood on back. Fur stripped away. See the humans. They live in the homes stolen from kin. Feel now as they once did.

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Mountains ring with war. Cannons. Deafening. Can hear even from the river. Yet no bloodshed. Cannot defeat them if cannot kill them.

We have so much more strategic depth than they do, so this is an easy trade. Normally I feel an urge to guard as much as possible, but Black Orc mechanics really discourage it.

12mon29.png


Marched on a temple. Order simple. Desecrate. Bleed. Build. But build not the temple. Build a tower of blood. A tower that eclipses the temple ruins. Foundations of bones. Fountains fed by living sacrifices. Walls of fresh skin. Tanning in the sun. So much. The screams. The fire. The blood. Xhazob calls. I answer. (T/N: I am not sure if we can get any more useful information from her. After this meeting I will return to the fleet.)

We needed one of the provinces the Jaddari had for a mission, but conveniently Varamhar took it for us saving us one war.

12mon30.png


Faces gone. Friends. Family. Pack. Gone. Wear us. Terror on the humans. Humans fear Xhazobain. Humans remember Tluukt. Remember Zokka. Remember me. My face looks at them. They cower. Shall I remove my fur?

The Gnoll Mask is excellent for national stability, both reducing unrest directly and cutting another chunk out of separatism. We are down to -25 years, meaning only 5 years of separatism for freshly conquered provinces. With our idea picks devotion is already trivially capped, and at this late stage raiding isn't worth much, so the level 3 mask is not really worth it.

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Not even centaurs flee. They cower. All cower. Whips carves flesh. Knife carves flesh. Claws carve flesh. They accept. There is nothing they can do.

As seen here, separatism is near-zero. Notably this mission requires 50% power in the southern Forbidden Plains trade node which is a bit of a nuisance when the only CoT in the region is quite deep in there.

12mon32.png


Returning home. Ilzin Szith stands. Pack. Take them into Forest. Maybe find fey? Maybe find escape? Lost all else. But Forest bleeds. They are still there. All is lost.

I deliberately took all of Marrhold's provinces bordering the edges of the Deepwoods so the other AIs attacking them would pop out easily digestible minors instead of taking the provinces themselves.

12mon33.png


Can you see? Can you see? Sun falls. Blood moon rises. And rises and rises and rises and rises and rises and rises. Nothing but darkness. Yet darker. Beyond pure dark. What lies there, but them?

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Don't run! Look in my eyes! See black tinged red. Your future! All of you! Even stand together! Even all stand together! She treads on seas of blood! (T/N: She…her face…I do not wish to write any more on this.)

The coalition is starting to get imposing, but it has a weakness.

To be continued…
 
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Chapter Thirteen: Hope New
Next on the list for masking are centaurs, kobolds, and harimari. The latter will have to wait, but we can at least start pushing in that direction

Chapter Thirteen: Hope
1646-1658

Asra Bank Central Branch, Free City of Anbenncóst, Empire of Anbennar, 1653

Chunmei took a moment to catch her breath as she stood at the top of the towering set of steps. The bank before her was monumental, a symbol of the sheer wealth wielded by those she was about to speak to. The entrance, which rose into the sky like a cliffside, was built around three great statues. Holding up the corners of the entrance were the carved effigies of Ara and Balgar, gods of the Regent Court representing fortune and architecture. At the centre stood a figure that towered over both of them, his hands raised high above the roof creating a prominence around the gem that he held between them, Fognir Asra. To enter the bank, one had to go through the ornate doors below him.

It was not a place for the poor. The men – mostly men, she noticed – and women around her were dressed in finery fit for nobility. Her own dress was a painfully tight corseted affair that nonetheless still had billowing sleeves and skirts to catch on the street and furniture. The Initiative had purchased specifically for this meeting. She would never understand the intricacies of Cannorian fashion, but she could not complain, as this was the way of the west.

A lot of eyes were on her, as a foreigner and an unaccompanied woman. To be fair, she would draw much the same attention in Yanshen as she did here, but she had been told that Cannor was far more liberal than that. It looked like that only went so far. She ignored the stares coming from the market plaza behind her and the steps around her, finished catching her breath, and stepped through the doors.

The foyer was just an imposing as the exterior. She reckoned that she could fit the Seatreader's entire flagship within the open space, masts and all.

She wasn't there to be intimidated. She had her task, one granted by the Seatreader herself, and would not fail in it.

Chumei marched up to the central counter, which was notably clear of queues. The wealthy and noble patrons of the bank queuing at the other counters gave her looks of anger and frustration. Entirely ignorable, as she had every right to be there.

A dwarf with a thick but immaculately groomed beard sat at the desk, smiling wide enough that she could see his teeth even beneath the facial hair. He was sat, staring straight forward and with his hands planted firmly on the desk without fidgeting. It was a wonder he wasn't bored out of his mind.

"Madam, this counter is reserved for exclusive clients," the dwarf said, eyes flicking to her the moment she stepped up to the counter. "Unless you have an appointment, you will be asked to leave."

"Chunmei Ceoi, representing the Seatreader Initiative," she said, direct and to the point, "I have an appointment."

The dwarf didn't say anything more, but pressed a button on their desk. Then he continued to watch her, maintaining his unusual expression. For a moment Chunmei's thoughts turned dark, thinking back to warning signs that she had been briefed to watch out for. But it was unthinkable that an institution such as the Asra Bank did not have safeguards. So, she adjusted her dress and pointedly looked in another direction as she waited.

After an uncomfortable amount of time, a dwarf emerged from a door placed high up on the walls of the vast chamber, and slowly ambled down stairs that had been carved into the images of mountains of gold and treasure that were engraved onto the wall. Chunmei hadn't even realised they were there, thinking the doors to be entirely ornamental. It was nerve-wracking, to imagine climbing fifty feet up the side of the wall like that.

However, that seemed to be only for show, as when the dwarf finally arrived, he directed her towards a door on the ground floor. Stepping past the counter, she spared one more glance to the dwarf working at the desk, who had returned to his forward-facing and perfectly still expression once more. Her new companion was far more normal, a suspicious look in his eye and a rough beard that was only kept in check by braids that ran down to his knees.

"Take a seat," the dwarf said, once they were ensconsed in a private room. It was strange, as it was simultaneously austere and extravagant. There were no ornate engravings, no fancy wall decorations, no expensive furniture beyond a desk and chairs. And yet the wood was clearly sourced from the Effelai, a rare thing these days, the walls were pure cut marble, and the self-cleaning parchment stacked on the desk was covered in markings in golden ink. Even so barren, it oozed wealth.

"I am Dwarin Asra," the dwarf said. Little more needed to be said for introductions. A full member of the clan meant that she was being taken seriously. "We have been tracking your Initiative's purchases across Halann. A small fortune in ships, mercenaries, and equipment. No, a large fortune."

"I am here to request an even larger fortune," Chumei said. She knew the dwarves preferred to get straight to business. "Ten thousand crowns, on loan."

To his credit, or perhaps the vast sums that he already managed, Dwarin didn't do more than raise an eyebrow at the number.

"Enough to purchase two hundred warships, or hundreds of thousands of soldiers," he said, "enough to buy, or win, some nations." He leaned forward on the desk and clasped his hands underneath his chin, curling some of beard braids between his fingers.

"We only have designs on liberation," she said. "The Initiative was founded by Bulwari exiles in Qorondulyuz, where the Seatreader first took to the water. In sailing to Yanshen with the Treasure Fleet, visiting Aelantir, debating with Suhan's followers in the Raj, and exploring the countless unique kingdoms of Sarhal, she accumulated funds and allies. She also located and assembled the myriad exiles who fled the fall of Bulwar. With such a force she could have already carved out a petty kingdom already, but her thoughts only lie in one direction."

"The Asra Bank is not in the business of funding crusades," Dwarin said, "in fact, if I understand your intention, your actions would completely disrupt the flow of trade in the Eastern Divenhal, if not shut it down entirely. Why should we support you?"

It was infuriating to know the implication that Dwarin would rather keep the unholy trade that was occurring between the proxies of the beasts and the rest of the world. However, the moral argument was one that was not going to work here. Chunmei knew she had to appeal to something else.

"If you are not in the business of funding crusades, then what was the Asra Expedition?" she asked.

"It was an investment," Dwarin replied, not nearly as ruffled as she had hoped by the question, "if the Dwarovar could be reclaimed, its riches could cover the cost of the expedition many times over."

However, even if he wasn't put off by the question, he had still revealed a line that she could pull upon.

"It must have been troubling when one of the riches was then lost, along with the descendants of the expedition," she said. She wasn't sure he even cared about the fate of his distant cousins on Khugdihr, but there was one thing he surely cared about.

"What are you suggesting?" Dwarin asked.

"The Agate, for the loan," Chunmei said, leaning forward over the desk, "and the rest of the gems too. They'll all be in one place. We know exactly where to find them."

The rich and lively Effelai wood bent under the pressure of Dwarin's hands as he gripped at the desk. That was when she knew that she'd gotten through.

"I must confer with the senior partners," Dwarin said, standing up before he could shatter a desk that was likely worth more than all Chunmei's own possessions.

"I see the light of hope has returned to your eyes," she said, beaming with triumph. This was a victory, another step on the road to restoring Light to the world and banishing the Darkness once and fall. With the Seatreader at their head, they could never falter.

Excerpts from the minutes of meetings of leadership of the Seatreader Initiative

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Our window of opportunity disappears as they accelerate. To imagine that they would war with the Empire and Escann while also launching an all-out invasion of the successor states of the Jaddari collapse. Our timeline can no longer be on the order of decades; thus, it must be years. By the end of next decade, at the absolute latest.

I don't normally do such wild blobbing, but playing MB gives you just as much of a feeling of playing an invincible horror movie monster as the narrative does.

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The national armies, armed and equipped to fight one another in their own petty wars, are no match for them in open battle. Even if they are able to besiege and take fortresses, the Butchers have the entirety of the Deepwoods and the western Serpentspine to retreat to. The forces of the Light cannot win a war of siege nor a war of decisive battles.

Even with most of my army in Bulwar, what we do have stationed against the coalition is enough to earn us the warscore we need to get them off our backs.

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Worse, their governments and diplomatic corps are infiltrated completely and utterly. The Butchers' capabilities in this regard are well documented by now. All of us here and our key figures in each port where we have established ourselves have been confirmed to be who we claim, but we know what we face. A king or duke in Cannor will not think too hard when his advisors start telling him that the war is over, that they won, even when they lost three times as many soldiers as the enemy. Only we, who do not have ties to the petty politics of nations, have the vision to see what they do not.

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Well said, Seatreader. On the matter of the increase in dwarven goods finding their way to the border territories, we have traced almost everything we have retrieved back to Haraz Orldhûm. It is likely that they have, instead of simply collapsing the hold after looting everything of value, they actually catalogued and decided what could be sold off to the rest of the world for higher value.

All forms of hold infrastructure are highly valuable. I'd recommend keep some dwarves alive into the late game instead of rushing destroy all of them when playing as a Black Orc nation so you can get the sweet bonuses.

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Darker items have been appearing in markets as well. Artefacts from the depths of the Serpentspine. Blood runeworks, infernal trinkets and worse. Part of their effort is not just to fund their own terror, but also to terrorize and destabilize the outside world in and of itself. Our own collaborators within national governments can only do so much to shut down this black market.

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I wonder if they might have reached the limit on the hoard of plunder that they can actually maintain in the mountain. The last evidence we have is the testimony from the Dauntless Six, who claimed that Arg-Ôrdstun was already filled to the brim with treasure, and that was over a century ago. As their economy becomes less centralized, the opportunity for a decapitation strike fades.

We can continue accumulating dev in our trophy pile, but the bonuses won't grow any stronger. And with the last upgrade to our altar, Dominic's story comes to an end.

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The Raja has been less than helpful in endeavours to secure Halessi support. He has instead committed to joining in the Butcher attack on Jaddari, seeing a chance to expel them from Rahen and consolidate his western flank. Though they have been an excellent source of adventurers and financial aid, we cannot expect direct support from Haless so long as the Command remains a threat to them.

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We are also struggling to stem the tide of those who have been enticed to enter the mountains of their own accord. Whether enthralled through some means we do not know, caught in the grip of a terrified religious mania around the 'god-begot' or simply lied to about the promise of riches, their fate is the same. The opening of the Marrhold tunnel has only made the situation worse, especially as the financial collapse of the Kingdom and invasion by its Escanni rivals has only encouraged more to flee deeper into the mountains.

We lose some trade value by having the tunnel open, but get compensated by event.

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We have a sighting! Apologies for the intrusion Seatreader, but our diviners believe they have seen the Otar. Karodir of Varamhar was seen walking the halls of the Academy in Ulmiš Idiqlat, his arms filled with tattered books. I will remind you of that elf's ambitions, and what this might mean for what the Otar intends. It also raises the possibility that they can now imitate the long dead. Will we face an army of the dead?

With the level 3 Elf Mask we have a much better chance of our Otar accomplishing his goals, and making things twice as terrible for the rest of the world. It does mean losing the CCR from the Human Mask, but this is more time critical in my opinion.

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The work of our diviners must be commended, but to focus on a single Butcher is akin to losing sight of the Light for staring too long at Surael. Their armies have reached the Gulf of Rahen. Whatever strategy we suggest must be one to face them in their hundreds of thousands, not individually. Whether that will be a battle against orcs or other worse monsters, that will be your task to determine.

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Our efforts to reach out to the Grand Marshall continue to fall upon deaf ears. The Command only cares for the endless cycle of war against its neighbours. They have managed to catch the Raj without support from Dahui or Baihon Xinh, so we are forecasting a significant advance into Rahen. This further cements my opinion that the Raja is not an ally worth courting. They will at best be a distraction.

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What will we do when the mountains are entirely theirs? There is not much that we can do. We of the Initiative are there to demonstrate that this Darkness can be fought against. That Bulwar can be reclaimed, and that the Light has not yet faded. I know we will not defeat them in their entirety, but we will set upon their shores like a tide. One that is inexorable, and will wash them away in the end.

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Daravan's Folly is not a valid route of attack, no matter how many Gawedi soldiers lose their lives in those swamps. Though the land is still divided and offers many routes of relative safety to approach the Deepwoods and Orlghelovar, it is slow and dangerous to traverse. Just another trap set by the Butchers to waste time as they win their true victories.

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Dark mills are spreading across the surface. It seems as though they are not content to just farm their victims in their cities and villages, while they in turn farm the land as slaves. Now they have some sort of system of bondage wherein the workers trudge to the manufactories every day to produce weapons for the war effort, and at any time they can be torn from the production line, torn apart, and then placed back on the production line as if nothing had happened. Fathers return home, their families not knowing if it is truly him or not.

Slotting in the Halfling Mask briefly to get a very cheap institution. Swapping them in costs religious power, so you can't do it too frequently.

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Their industry is only the service of more blood, not the advancement of science and artifice. If the diviners are correct, the Otar seeks magical power, even beyond the dark transmutation that the Butchers are capable of. Perhaps we can counter this with artificers of our own. I know of a name who may be willing to participate in the Initiative.

I was considering doing mixed artificery, but with what the Otar has going on we're going full magic. After reaching level 2 in necromancy we're about 1/3 of the way to the goal.

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I do not think we need to concern ourselves with the stories of Butcher corpses washing up in Trollsbay. The New Luminant is my domain, is our domain. They do not have the skill nor inclination to engage in overseas terror. It is our greatest advantage in this fight.

Hey, I'm not getting maps any normal way. Sending out suicide ships and then stealing maps from a Cannorian coloniser is slowly unveiling the map for us.

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The fall of Ebbušubtu offers another opportunity. The deserts are vast, and the Butchers are not inclined to spend time under Surael's glare. We have contacts in the tribes and packs of the Salahad who might help us strike at them from overland. Though the Jaddari were misguided, they were true warriors of the Light, and will join us against the Malevolent Dark.

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It is our faith that guides us. All of us. Whether we follow Surael's Light, the deeds and heroism of Corin, the unity of Kalyin and the Ravelian God, or the Great Spirits or word of Suhan. Let none of us forget that whatever faith we might follow all of them decree that Darkness such as this must be banished. Through our steadfast devotion and iron will, we will succeed.

Between sitting on 30% morale damage reduction and hugely stack infantry shock, our armies are sturdy killing machines. I've bulked out our armies with artillery focused on defensive pips, to give us even more staying power.

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We have lost all contact with the Serpentspine interior, indicating the last dwarven resistance has collapsed. This is regrettable, but there is little that we could for them. Our continued imploring of the Escanni petty kingdoms to unite against the threat remains unheard. We must pray that they recognise the threat, and take our own assault as a chance to strike back.

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It has opened up a new source of funding, however. As the treasurer has confirmed, we have received a significant loan from the Asra Bank, on the promise of retrieval of the Agate of Asra, or any of the other legendary gems. I should remind you of the many promises we have made to build what we have so far, but I should also remind you all that if we are to fail then debt will be the least of our concerns.

Catching up on where we are with Dwarovkron. I've not been chasing these, as getting provinces/oblations has been more important, but we're doing pretty well. The hard one is going to be, as usual, the one held by the Jade March/Command.

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More information has emerged on the quadruped variant sighted roaming the Forbidden Plains. A squad of Qorondulyuzi ranger-magi struck one down as it stalked them. They report that the moment the lightning bolt pierced its chest, its skin split apart and there were abruptly two orcs lying dead in the grass. Though the idea of a horde of cavalry may scare some, this indicates that we would only face half their number if they all took up this form.

The Centaur Mask is good for combat, leaning into shock damage that orcs are very good at. The level 3 is good if you want to go for an all-cavalry build. It might be interesting for a gimmick cavalry Masked Butcher run.

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Loss of contact with the surviving tribes and clans of the Deepwoods is not a surprise after everything we have seen and the apparent deal that they have struck with the fey. We will ensure that remain outside of this place, as otherwise our heroes will find themselves facing the wrath of the Feyrealm just as surely as the wrath of the Malevolent Dark. Our goal will be to cut them off, force them to renege on whatever deal they made, and then see the fickle fey turn on them.

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We are in agreement then. We have to move, while they are consolidating their control of the northern holds. Their warriors will be there to deal with survivors and to ward off any retaliation from Escann or the Corinite orcs. Bulwar will be empty. We set sail before the year is out.

The final mission of this phase of the mission tree requires all provinces in the West Dwarovar region, aka everything the mountains north of Hul-Jorkad (besides the Giants Anvil), so it can take a while to progress to this point.

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Before we are at last in position, we must account for the present situation. The Segbandal, led by Seghdihr, has stood against the monsters for decades, and now they report that they are being invaded and that their armies have pulled back to the eastern holds to rally a defence. This indicates an overwhelming force is in the vicinity of our target. Let us pray that they hold fast until we are ready.

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I regret to inform you that they have not held. A stream of routing soldiers has been sighted pouring out of the Hero's Vale that leads towards Verkal Gulan. They say that their two main forces were separated, with the one guarding Verkal Gulan defeated and the other retreated towards the Tree of Stone. While we do not have contacts to the remaining armies of Seghdihr, we must find a way to demand that they hold the beasts for as long as possible.

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Surael has shown us his grace! Our mage allies in the Triunic Lakes have scried upon the fall of Krakdhûmvror, and discovered that the Butchers have drunk from a poisoned chalice. I do not know whether it is mere chance or the sacrifice of a great many noble dwarves, but the streets of the hold now clog with the dead.

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The Otar will surely wish to display this triumph. Do they understand the concept of disease? Do they understand the concept of quarantine? Their champions will return to the Serpentreach in triumph, tons of contaminated plunder carried between them.

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As though the world itself is rejecting them, this rot will tear them apart from within. They spill blood freely, blood that will carry that same rot to all those who consume it or daub themselves in it. As they fall, we will rise. The New Luminant will wash them away, and the land will be purified. Surael has guaranteed it!

Well, this is well timed. The Serpent's Rot is a disaster that hits all Serpentspine nations, as opposed other disasters that depend on you nation or random chance. You are hit with a national debuff, while a devastating modifier spreads through your provinces. I won't go into details on how to address the disaster, but if you are interested then please read my dwarven campaign.

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Reports from the Segbandal continue to deliver bad news. Their largest remaining army, consisting mostly of their artillery corps, has been destroyed. Though they control Ovdal Kanzad, the famed Cannon Hold, I do not believe that shells decide warfare. It is only through the direct application of heroic action that true victory can be achieved. We need soldiers to take to the front with blade and rifle to ensure the Butchers are dead.

The AI seems to start getting really confused with late-game army construction after you've smacked them around a bit. I think it's a result of them consolidating their damaged infantry regiments.

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The dwarves have forgotten that, to their detriment and their defeat. We, on the other hand, are ready and prepared. We strike in two days. I will address the fleet tomorrow, and then we will sail for Bulwar on the following morning. Let your gods be praised, for we will take their blessings to victory.

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The fall of the Segbandal is but one sacrifice that will need to be made. Just as we spent decades working in the shadows, preparing for this moment while letting atrocities continue. It will all be avenged. Each of those holds will shine again one day. Once Bulwar is liberated, Seghdihr will be our entry into the Serpentspine. The gold of Verkal Gulan will fund our continuing campaign. The secrets of Hehodovar will teach us new methods against them. But that all depends on our victory. First Bulwar. For the Light, and for freedom.

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Now we depart, all of us, all of you. To the seas. To the land. Join your forces, lead your adventurer parties, captain your fleets. I will take overall command, and the Seatreader Initiative will see the Butchers destroyed. On my name, on the house of szal-Zarhran, I promise this.

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Let the Light shine upon the sea, and let the new luminant sweep away the Malevolent Dark!

The final phase of the MB mission tree is upon us, and it opens with a bang. She couldn't have timed it better.

To be continued…

Coming up next, a state of the world update

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We adapt. We transform. We grow stronger. There is no plan in the world that survives contact with the night. There is no scheme that can be accomplished in the dark. Only you can see it, oh god-begot, god-begot.

They will never know the treasures buried beneath the stone and the night. (Economic)
Throughout endless darkness. Without light nor sound. A carriage passes through the endless tunnels. (Infrastructure)
When all light fails, they will give up anything in negotiation to free themselves. (Diplomatic)
The Otar casts a shadow over the world. Nothing can stop him. (Court)
We are innumerable. Wherever a shadow falls, we are there. (Quantity (+2))
Discipline and courage are irrelevant when you can no longer see your comrades. (Quality)

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Interlude: State of the World 1658 New
Interlude: State of the World 1658

Excerpts on a report on potential Butcher targets, produced by the Seatreader Initiative


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When evaluating where the Butchers are next most likely to strike, we have to consider their victims so far, what they have in common, and what the rest of the world might offer. So far, their highest priority has been to gather wealth into their possession. The holds of the Serpentspine have been stripped bare, Bulwar has been reduced to a husk, and the Deepwoods serve their interests.

Cannor is far from the wealthiest part of the world, and is far more unified in purpose in spite of their regular conflicts with one another. The Empire of Anbennar and the victors of the Escanni Wars of Consolidation, in particular Ancardia, present a powerful counterbalance to the Butchers. If it were only so simple that we could convince them to form a united front against them without immediately being fooled by the manipulations that the beasts are capable of.

Gawed forms the anchor of Cannor, its industry and military standing dominant over the continent. Though they took significant losses in the defence of Haraz Orldhûm, they have recovered and form the main manufacturing base of the continent far from the frontlines of the terror. The bigger risks are in those areas closer to the frontier. Daravan's Folly is divided and is fertile ground for the beasts to skulk and attack, while Marrhold, now owned by Rósande, is open to assault from within the mountain. It is here that the defences must be concentrated, backed by the power of the more nations with the Empire and beyond.

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Though the appearance of corpses in Aelantir is concerning, there is no evidence that they are truly capable of crossing the oceans in force. Strong power blocs are forming to the west, most notably the Trollsbay Concord led by Cestirmark, which now stands among the greatest powers of the old world, and the living jungle of Aráya. Though some might consider the Effelai a threat on par with the Butchers, contact and trade with its Seedthralls suggests that it might be possible to manage and communicate with. It lacks the baser cunning and ambition of the Butchers.

If any region was to be considered at greatest risk, it would be the colonial enterprises still operating in the eastern islands and along the northern coast. As these are run as extractive operations and not nations of their own, besides the now-independent Endralliande, they do not have the capacity to properly defend themselves, and if their homeland comes under siege they might feel compelled to offer a concession that grants the enemy a foothold.

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While the fall of Jaddari has demonstrated the desert is no obstacle to them, we can be confident that extensive campaigns much further south will be unlikely. There is little wealth to be found in the interior, and much more powerful nations guard the coasts, including a unified Fangaula nation. While we still understand little of the dark powers that the Butchers utilize, besides what few of Dominic of Lakeshire's notes escaped the Serpentreach, there is the risk that they will find some way to tap into the Planar powers common in the continent. Though the Night Coven has been vanquished, the Darkness still remains at the heart of the Shadow Swamp.

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The greatest risk lies in Haless. Four titans continue to war for dominance, but the weakest link of these, the Raj, stands at the brink of collapse. The Butchers are on their borders. The Command has driven them from the Ghaavanaji Plain. Khabtei Teleni works against them, its control creeping along the coast into the heartland. If the Butchers were to launch a concerted effort, the whole structure could collapse and the way into Rahen could be pried open. Its vast resources in both blood and treasure would be theirs for the taking.

Dahui and Baihon Xinh continue to mount a spirited defence against the Command, but it is not a struggle that either side will easily win, especially as both sides continue to be ravaged by the Rending. With the Command focused on fighting for Rahen and Yanshen, the beasts may also launch an assault against them through the Serpentspine tunnels. If this were to occur, we would have no safe route into or through the mountains, as if a black curtain had settled across continents. Only by the grace of the Seatreader could we continue safe passage across the new luminant.

The Raja was literally one province away from forming the Harimraj before the Command got to them. It was sad to see.

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None of their most likely targets, assuming that they are not pushed back into the darkness of the mountains by the Seatreader, are among the wealthiest nations of the world. This can work to our advantage. If we can cut off their access to further wealth, their momentum will be cut out from under them. The economies of Halann will surpass them, they will stagnate. They will falter against modernity. No matter how monstrous their society might be, it still has to follow economic principles. It has to.

Despite being number one GP by a very long way, our economy is only barely ahead of Aráya. That's because of our horrific inflation, the fact the majority of our territory is just unstated territory, and that we really haven't invested into economic buildings or ideas.

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No matter how far above us they might seem, both in the heights of the mountain peaks that are theirs and in the scope of their atrocities, there is always Light. Halann can be made ready to face them. We can anticipate their targets. We can strike before they have the chance to unleash another frenzy. Cut away their outgrowths onto the surface and they can be contained by the combined might of the world's great powers.

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To be continued…
 
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