But be wary for doing battle with the deep ones is nothing like their surface kin, they bring great and terrible steaming constructs of horrifying strength and cold gaze. Their spires do not shatter or bend to our voice, our blades dull upon striking their metal; they’ve eyes watching you constantly and always seem to know where you are. But fear not for they are not gods and all that is built can be broken, listen and listen well for it will preserve you in the battle ahead. All of their constructs are vulnerable to the voice, ultimately the power of fus, their form rings like struck bells and their gems shatter at the sound. It is a strange event to witness as no other foes have had such powerful reaction in that way.
The common foe we come against are their Spheres, our arrows uselessly bend and break to them as they charge as spheres or with raised shields. They wield their blade and shield in any direction they so choose and can extend twice the breath of your sword arm. An attack from the rear can be a warriors folly should they drop their guard for even a moment. Do not get into an extended fight with one, they do not tire, they are relentless and sturdy but a good swing at the joints just at the base of the sphere where it connects to the torso can bring them down, even better a form of great sword, or war hammer. Keep them scattered else they begin to dance and form into a deadly dervish of whistling blades. If one stops, looks at you and begins to spin, standing your ground would be foolish, dart and dodge its advance less you are ripped apart like hoarker meat. Those of you with the blizzard in your throat will fare better by frosting them into a spire of ice, and a great bellowing of force works best when they are in fighting form.
Their golems are different beasts; do not try to cross swords with one alone less it crosses you in two, all the more so if the voice is not on your breath or the fury of Ysmir in your sword arm. Bringing a war hammer with considerable strength to the exposed joints upon the legs is sufficient to bring it to its knees, but destroying is another matter entirely. The voice is our greatest advantage against these monstrosities, both the hollow and more so the occupied steaming hulks as even they cannot withstand the force of a might blow or intense heat or cold in their golems.
Another construct, the spiders are agile and cunning, they’ve blades on their forelegs as well as in their shells that impale you once they’ve grasped upon you. Fighting inside structures in their strength, they drop from above and crawl from holes in the walls do not let them get near, a well placed axe in the center with considerable strength will put them down, aim for the crimson gem that seems to power them and they are no longer a problem. It’s vital these are not allowed to persist, in addition to their tenacity and ambush nature they also restore fallen constructs making it possible for a rear assault. Thankfully they do not possess the coordination of the spheres as they fight like ravenous animals.
For ages we have fought the deep ones where ever they may be, time has shown they are not foes whose will can be shattered and routed. They have no walls to breach; to reach them is to reach into the very depths of the earth itself onto the unfamiliar. We have but our might and our axes, we show no fear but neither shall we show foolishness! With flesh against metal they know no loss in the scores of their constructs that fall, only in our taking of the keeps will they know defeat! This is our time! We will drive them back and time will know us as the victors against the gleaming demons of the earth! For the glory of Ysmir! For Sovengard!