Deep trouble brews in the lands of the Scourge. Unknowing of the supernatural influence that has affected the thoughts of some of them, a greater awareness the limitations of their land and numbers. Although raiding takes place upon the frontiers, the path to the land of the Goblins is blocked by mountains, the Jaeskine by a long, winding and easily defensible ithmus, and the Glyph Scared have no lands worth taking, worth only war and sharpening of martial skill. Debates about how to sustain rampant population growth are usually handled through civil conflict, but the excess growth that is occurring is too much even for these wars.
The Temple of the Maw convenes a special conference of the leading clans to decide what action to take, if they should perhaps choose a new path for Scourge civilization…
After weeks of deliberation, the hierarchy of the Maw comes to a decision. If there’s even more population than normal, then the solution is obvious: an even bigger civil war than normal! The Temple promptly has half the clan heads killed and frames evidence in every which direction against nearly every other clan imaginable. Diving in like there’s an all you can eat buffet, soon nearly every single Scourge is at war with their neighbor as the basic clan structure suffers a complete fracture.
The resulting War of the Clans is long and brutal, and results in a massive 70% population decline. In the end though, in addition to the dramatically lessoned population pressure, the authority of the clans is severely, irrevecobly weaked. While still keeping the clans around as a useful means of dividing the Scourge into competitive units, the Temple of the Maw moves to cement itself as the center of Scourge life, and enforces its ruthless bloodthirsty doctrines directly on the populace without having to worry about clan politics watering down the effects. As a result of this, the Scourge further descend into evil and become a -3 evil civilization. (3 points)
As for their neighbors, the Scourge regard them all principally as vermin to be conquered. The Jeaskine are viewed as possessors of incredible durable weapons and craftsmanship, and as such are prized raiding targets. Many a Swarm have thrown themselves upon Jeaskine targets to try and obtain their wares.
The Goblins are viewed primarily as uninteresting to the Scourge, notable only for resistance of the mountains and the fact they seem to taste rather good.
The Glyph Scared, by contrast, represent the height of unedibility, as Scourge consider eating dirt with lots of rocks in it to be more tasteful, not to mention less prone to rendering oneself Glyph Scared. The near zombie hoard is relished, however, due to the fact that they have a need to attack that is as deeply woven into their minds as it in the Scourge, if not more so in some respects, a prospect which makes every Scourge squeal with bloodthirsty joy.
In the southern continent the Krump find themselves woven closer and tighter into the social fabric of the neighboring Kycamuuni. Centuries of contact and constant conversion pressure from the diminuative fluffballs have (after many a grisly footstompings) eventually resulted in a cultural attatchement to the Kycamuuni. While not QUITE viewing mushrooms and flowers as the same thing, the Krump’s outlook has changed enough that they stop trying to step on every Kycamuuni they see and even cooperate with them, going so far in some case where they consent to use as mounts for Kycamuuni warriors (provided they are compensated in their own weight in flowers).
The Red Reyn the Krump regard with a great deal of distrust, but they always trade well in flowers, so they see little reason in going out of their way just to crush them (though if they just happen to be in the wrong place at the wrong time they are as susceptible to becoming toejam as anyone else).
Meanwhile Andarcus, while finding the Scourge quite amusing, gets bored of watching them endlessly kill each other. Mindless carnage can be entertaining for only so long, and he decides to seek out where Miserable Failure has gone so he can go mock him. Having no idea where he is located, he heads across the northern ocean, and arrives in the land of the Turu’rhaim. There he is delighted to find a race utterly obsessed with making things go boom. So enthralled is the mad inventor with the Turu that he actively tries to help “enhance” some of their explosions… resulting in many collapsed ancient tunnels.
Already facing growing population pressures, this even acts as a catalyst for building new tunnels and for expansion. (command race 4 points) The Turu’hraim found the city of Ysrhealkt deep in the mountains of B12. They also burrow westward into non volcanic but still glacial land of A10, A11, B9, and B10. They have less geological and volcanic activity to warm themselves with, but on the other hand the climate is not quite as arctic as it is in the mountains of their sprachbund.
Ysrhealkt quite impresses Andarcus, who, stepping just a taaaad lighter this time, helps the Tururhaim expand their newfound capital, (Command Avatar, 1 point), advancing the city with mining and tunneling till the center of the city is a massive 3 mile deep cylinder bored right into a mountain, descending deep into the crust and radiating outward in many directions. While many small settlements appear in Turu’hraim land, none compare to Ysrhealkt.
The expansion brings close contact with neighboring races. The Tek the Turu’hraim find most intriguing, and they frequently press for access to explosive and tunneling magics. The Tek trade and aid them somewhat, however they find the Turu’hraim to be rather anarchic and chaotic, especially considering the fact they value large explosions and great underground works more valuable than many lives. Trade is thus halting at times, but there is limited contact beyond this due to the Turu’hraim’s dwelling underground in arctic climates.
The Phoraj continue their reclusive existence south of the Turu’hraim, sharing some volcanic habits and finding it useful to trade, but just as often they dispute over land and the fact that the Turu’hraim have the bad habit of collapsing tunnels when Phoraj are venturing in them (often even knowing the sulfur feeding creatures are present). Over time this devolves into localized small scale conflict, which after one particularily bad incident where some clueless Turu’hraim kidnaps a male Phoraj for ransom, erupts into a series of bloody confrontations all through the southern mountains.
With new territory opened in the west, the Turu’hraim see little reason to stay in hostile country and caverns, so largely vacate B13 and C13 to the Phoraj. Despite this, the trading relationship is barely dented; indeed in the decades afterward it even flourishes.
10-3-4-1=2 points remaining