The Magithtanese war

The Magithtanese War was a large scale conflict between the Dalmer, and the Eastern Magithan Goblins which ended in the dominance of the Dalmer and subsequent retreat of the Dalmer underground, and the disappearance of the Goblins in the region.
==Pre war events==
Following skirmishes with enemies with previously unknown thunder weapons, the Dalmer hatch a plot to discover the goblins source. They explore the Magith region, mapping goblin skull villages and outposts from the safety of the plateau under which is Strummok, the Regional capital on the edge of Lake Strummok.
Before long the Dalmer discovered the Swirl, also known as the North fort. The Swirl was a hill atop which was a fortified keep whose only access was a winding road called the Swirl defended by skulls all along the ascent. The Swirl’s main function was to defend the city of Itmox, a large goblin settlement.
==The Itmox Campaign==
Also known as the north campaign is a series of battles in the Magithtanese war which opposed the Dalmer empire to the goblins of the Itmox city state.
Following the discovery of mysterious electric weapons wielded by the goblins, Dalmer Major Kughod Ashbraid Kratdrog was assigned to discovering the source and counteracting the production of said weapons, against which the local populations of other races had no counter. Especially given the regions frequent rainfall which made them all more dangerous.
Observations by orbital drones gave reason to believe that Itmox, being the largest and most powerful goblin settlement, would be the source of the weapons. Its nearby position to Strummok was originally conceived as a quick victory that would cripple the goblins' attempts to counterattack, their nearest major settlement of Cantor being blocked off by the mountain range that splits the region in two.
===The Battle of Blackrictus Skull===
The invasion began by the installation of Camp Eddik, near localized geode mines in order to pay for the war effort. Due to mismanagement of perimeter scanners a commercial hot air balloon managed to discover the CSWS and report back to the Skull, which began preparing its defenses. Major Kratdrog then ordered an advance warp gate to be positioned as close as possible to the Skull. The following week was a series of skirmishes between light gunners and goblin hound patrols without a clear winner. Gunners were ambushed frequently, while goblin air balloons were often shot down, slowly starving the skull. After two notable skirmishes where farmlands on both sides left many casualties a decisive victory came when the goblins were pushed back from the CSWS’ main gates. This event prompted clearance for Multiple Launch Rocket Systems to be deployed to the field.
With this advantage Kratdrog deployed false maneuvers attacking fortified positions to engage the enemy while she attacked granaries and smaller food stocks using siege weapons.
The siege weapons were eventually destroyed when they got stuck in bogs while returning home and were unable to warp out.
After that followed a series of hit and run on each other's resources. This was a ploy which would inspire Major Kratdrog later in the war. Camp Eddik was situated on a hill that allowed vision on all sides save for the east, due to the Blackrictus Skull being to the west. The Blackrictus goblins had burrowed and burst out in the geode mines, annihilating the Dalmer resource operations. The problem was resolved by telekinetics collapsing the mines.
Things were not looking good for the Major as her position was at risk, her clearance for artillery was revoked since the bog debacle, and the mines episode made her budget abysmal.
The following days were mostly aerial skirmishes between air balloons and the few drone operators Kratdrog could muster.
The big break began when Kratdrog began sieging farms and smaller garrisons with careful drone strikes. This eventually whittled down the goblin forces and the raiding of any supply caravans they could find made the goblin adopt a less subtle tactic.
The two forces met in open contact on the plain of statues (named for a tall statue in the middle of the field) where after an initial artillery barrage of goblin balloons the two sides advanced on each other. Balloons poured hot oil on the Dalmer, drones were sent to bring them to the ground. Goblins mounted on hounds shot darts at telekinetics in the hopes of triggering meltdowns. Gunners fired at the goblin warriors in the hopes of routing advances. At first the goblins reached the dalmer front lines, leading to an almost complete collapse of the right flank, but were eventually routed when the boggy terrain proved too costly. The Dalmer gave chase until reaching Blackrictus Skull which was then destroyed by a telekinetic meltdown inside it.
Heavily demoralized by the loss of the telekinetics, which would take weeks to return from medbay treatments at best, Major Kratdrog’s battalion had to press on in order to find and capture the goblin stronghold of Itmox.
===Siege of the Swirl and defense of Talenmunt===
The attack on the Swirl was an arduous task, as the road to the fortress proper was a winding road that spiraled upwards to the fort. the Dalmer had to contend with traps and falling boulders until they finally arrived to the fortress. When at the gates the Dalmer had no difficulty getting inside as there were few defenders and they took possession of the fort. Then it appeared what the goblins had done. Out of the nearby forests appeared thousands of goblins come to siege the depleted fort.
The planning on the goblins part was competent. None of the doors could be bolted, all of the easily defendable positions had glaring weaknesses exploitable by an invading force. In short, the besiegers were now the besieged.
Manning the walls, rifle fire rang out against veritable clouds of arrows and bolts of lightning. Giants clashed against the prepared weakened walls devastating entire platoons in seconds. The supply company, led by Chief Sergeant Nemy Ghostfear Runcor came as a timely respite along with the armor company, led by Chief Sergeant Dower Leedmane Attlap whose squads of power armored chaingunners allowed a much needed respite from the assault which, through carefully boobytrapping the walls and obvious giant targets managed to give the dalmer an edge.
This was not enough however, and through constant redeployment far away from the combat zone, the battalion retreated. With the goblin army in tow with army units larger than the entire battalion the Major created the specialized sabotage platoon in charge of slowing down the goblin advance using guerilla tactics.
This company, led by Chief Sergeant Athrek Glassglance Clist became specialized in sabotaging the dirt roads by redirecting rivers, this would slow the advance and sometimes their mysterious thunder weapons would discharge with deadly consequences for the goblins.
The rest of the battalion went back to the nearby underground settlement of Talenmunt where their superior cover and immobile cannon batteries inflicted sufficient casualties on the thousand strong forward goblin horde that they retreated awaiting reinforcements.
Within two days the massed goblin army was several thousand strong with more reinforcements coming from the eastern mountains. They were stopped by the necessity of crossing rivers, which made the necessity of sniping electric weapons into the water a necessity.
Since the goblins had lost most if not all of their giants to booby traps in the Swirl, they were essentially held at arms length as long as the armor company could fire their chainguns into the mass of goblins. After a week or so, the dalmer forces had secured all bridges to the settlement into bottleneck deathtraps.
The strategic value of the bridges leading to the settlement allowed for the dalmer to fend off the goblins for days on end, all the while constantly moving companies around in order to fend off flanking maneuvers.
After 15000 casualties on the goblins and 3000 dalmer losses, the siege was broken, and the dalmer using whirlers and chainguns chased and defeated the fleeing goblins until a great number of whirlers were destroyed in a storm.
===Siege of the Colosseum (the Northeast fort)===
The Colosseum was the main arms depot of the goblins and surely the area where their lightning weapons were being made.
The Dalmer, knowing the catastrophic casualties the goblins suffered at the Swirl, decided to cut off the goblin supply lines before taking the colosseum. After stopping three convoys and surrounding the colosseum, the armor company was dispatched to quickly seize the colosseum before the goblins could destroy their mysterious weapons. The armor company faced massive difficulties when in the colosseum. The facility was built as a cylinder with the bottom floor arena being the training site, with the floors being storage areas. The armor company had to fight in pitch black conditions in which their lamps would not work and had to rely on echolocation techniques and ambushes. The goblins however were intent on keeping the dalmer away and used all of their arsenal to repel the armored soldiers. Of notable use were mysterious strength enhancing potions, thunder sticks, thunder clubs, thunder resistant armor and the mysterious powder that instantly darkened its surroundings which the goblins used to great effect, butchering most of the armored company.
However the goblins present at the colosseum were clearly not warriors and the dalmer eventually took possession of the dark powder after having killed the security chief in full electric armor. The armor company realized that there were far too many goblins in the facility for their current ammunition and returned to the major with as much of the mysterious powder they could carry.
The major decided that they would march directly to take Itmox as quickly as possible, in order for the battalion to reinforce the southeastern campaign. The dalmer discovered that the dark powder was in fact void salts with which they created an explosive known as the dark bomb, an obscuring weapon.
===Battle of the Fog===
The dalmer faced little to no opposition while on the way to Itmox, but upon seeing that the entire city had a moat and was inside a dense jungle, the major decided to unleash the dark bomb and mow down the fleeing survivors once their food supplies dwindled. The device was dropped from a whirler while avoiding anti air thunder throwers. When the device detonated, the major ordered his soldiers to advance into the city.
The soldiers, ready to use stealth and echolocation to defeat the enemy were surprised to find that the enemy was charging PAST them, and fighting amongst themselves. Soon they realized that the fog was reanimating the dead constantly, no matter how many times they were destroyed.
Terrified, the Dalmer fled, and opted for killing the goblins that fled the darkness. After three days, the gunfire stopped, and the forest was eerily quiet. Scouting missions couldn’t find anything useful in the now ruins of Itmox save for the thousands of undead who would awaken when sensing living beings.
After another three days, the major was recalled to rejoin Major Khoufolin Darkbrand Lokrom's battalion for the taking of the goblin capital of Cantor.
==The Cantor Campaign==
Back in strummok, given the strain of the campaigns on the coffers, efforts were made to increase gold production via increased taxation.
===Battle of Yellowfield forests===
Starting the campaign at Fair greens warp relay, Major lokrom was ordered to survey the southern kurat of Magith in order to assess and contain any reinforcements the goblins could send to aid the city of Itmox. The battalion of 200 went eastwards for a day's march before an enemy warband was spotted, and they charged the Major Lokrom’s positions. Given the enemy being spotted early via drone support the dalmer successfully retreated into the forests north of the enemy and waited for the second attack. The Major managed to warp in 75 infantry units and 120 riflers as well as a laser turreted tank before the enemy reached their forest position.
Topographically, the two armies were each hidden in forests to the north and south of an open field. The goblins attacked with boar pulled chariots followed by hundreds of infantry units.
Early in the goblin assault the laser tank took potshots at the advancing masses before goblin projectiles forced it to move from its position, where it was swarmed by infantry, and damaged by some sort of electric weapon the goblins used.
Distracted, the dalmer failed to realize they were being distracted by the chariots attacking from the south and flanked to the west by the goblins.
The flanking maneuver meant that the command post was under attack, while riflers were pushing back the chariots.
Meanwhile the laser tank deployed its CCAI flamethrowers, repelling the infantry pressing it. This finally broke the enemy attack who fled back across the field.
The Dalmer, with command being freed from the surprise attack pushed their advantage into the field while the goblins attempted several unsuccessful counterattacks. The dalmer pushed the goblins back until their electric strikes halted their advance. The goblins were eventually routed, fleeing into the eastern forests.
===Battle of Thorpe marshlands===
Following the victory at yellowfield, Lokroms battalion wanted to eliminate the retreating goblin army before it reached a fortified position. Outside yellowfield forest are the Thrope marshlands which the goblins know well and didn’t expect the dalmer to follow them through, so the dalmer went through the forest to the north and awaited the armies arrival on the other side of the column of solid ground that the goblins use to quickly go through the marshes.
The expedition through the forests was damaging to morale, as the forced march and the logistics to clear a path for the tank meant little to no rest time for the troops.
When they arrived, the dalmer found the goblins had yet to arrive, and set themselves in such a way that the land bridge across the marshes would bottle in the advancing goblins.
The strategy paid off, as the battalion could easily entrench itself on the other side of the land bridge across the marches and wait for the goblins.
Despite suspicions that the goblins had already passed through and they were waiting for nothing, the goblins finally arrived. And their newly acquired marsh dwelling mounts explained why they had taken so long to arrive. The goblins had somehow acquired Kaprosuchus in the marshes as mounts.
This development reduced the effectiveness of the laser tank firing at them as the creature's natural dermis armor afforded them reasonable protection against the heat of the energy weapon. There is a story of one of the cavalry troops being shot at by the weapon, and the rider is instantly vaporized and the creature, with no apparent discomfort calmly goes to fetch another rider.
The dalmer changed tactics by having the riflers move to the front, discharging their weapons at the crocodilians before retreating behind the infantry, letting them deal with the surviving riders. The tank meanwhile was used as a close quarters fighter, charging into the infantry lines unleashing its flames on all sides. The dalmer backline of riflers was under the constant pressure of the goblin electric strikes which disarmed those it didn’t kill outright.  
The battle then devolved into a full on melee brawl at the mouth of the land bridge with no discernible opening being created and the casualties piling up on both sides. The goblins were eventually pushed back and fled into the marshes, while the dalmer pushed forwards and occupied the secret goblin Kaprosuchus farm that was within.
Major Lokrom was quick to sell the discovered breeding techniques and rights to the discovery of the rideable crocodilians, in exchange for the installation of a warp relay in the marsh farms. With the immediate threat out of the way, trade charters and businesses were quick to arrive at the marshlands to pursue scientific inquiries around the area and in the marshland microcosm.
This was not enough as the cost of the Majors campaign was getting too expensive, especially when he asked for more rifler reinforcements to compensate losses.
===Battle of Ellaster Fields===
Meanwhile, drone corps technicians discovered a goblin settlement in the mountains gearing for battle along with giant troops. With the threat as motive, Lokrom’s battalion prepared to meet the enemy in the fields south of the mountains.
When intelligence arrived that enemy troops had arrived south of the dalmer, the Major immediately switched gears, sending his forces to deal with the infiltrated enemies in the hopes of a quick decisive victory before attacking the main force coming down the mountain. The threat was a hoax however, with it being only a single unit.
This blunder caused the dalmer forces to have to turn back once again to prepare their positions to greet the main force.
The terrain was not in favor of the dalmer as the area had steep hills and cliff faces everywhere. The battalion entrenched its position on a hill, directly facing a steep hill between two cliff faces in order to bottle in the incoming invaders. The invaders took note of this, and for the next week the dalmers defenses were incessantly probed by skirmish cavalry (atop horses).
However two elements nearly caused the dalmer to lose this battle. The Major was away during installations interrogating the lone enemy which caused the false alarm without naming a second in command, which meant that the command structure was unclear during the conflict. This also caused the entrenched position was too far away from the uphill between cliffs, out of range of the riflers weapons. This caused the enemy to be able to get very close to the dalmer lines and cause chaos. Thanks to the competence of the infantry the battle was salvaged, especially due to the effectiveness of rifler skirmishers against giants, and the goblins retreated to their mountain hold.
In order to keep the battalion from going bankrupt, the Major knew he had to quickly finish the campaign against the goblins. After scrounging enough to pay his upkeep through dubious ways the battalion was finally cleared by the general to take the goblins mountain stronghold, the Skull Spire. It is also of note that the Major to cut down on costs commandeered mine tunnelers to make up for his lack of armor divisions in the battalion.
===Battle of skull spire===
The skull spire used to be a town of demonic worship, which meant that all of the buildings reassembled spiky towers with upturned horns. The goblins had taken possession of the place after it was purged and had the head of a titanic giant mounted atop the tallest spire. The head in time bleached in the sun and gave the settlement its name. The hold had no particular defenses meaning that urban warfare was the main tactic utilized against the enemy.
The Major and his staff having little experience in urban warfare the dalmer were hammered by the goblns knowledge of the terrain and their smart use of giants to ambush dalmer soldiers inside buildings and electrifying them with their thunder weapons.
Little by little, the dalmer were pushed back until the Major revealed to section commanders his plan to lure giants into specific areas where they would fall into holes dug by the mine tunnelers. This effective strategy meant that the goblins, whose forces were massively depleted after the campaigns had to fight the dalmer themselves, but before long the goblins swerve defeated and the spire was taken.
One story of note is that a mine tunneler was digging straight up and impaled a giant squarely in the jaw, killing the giant instantly. The mine tunneler and the giant were left as a monument to the battle.
===The boring of the mountain===
Following the shutdown of the warp network in the area, Lokrom’s battalion was ordered to stand down from its march onto Cantor, the goblin capital. This decision at the time by General Sutol Greatbile Essity was made out of the necessity of reinforcing Lokrom following the heavy casualties of Skull Spire. The real reason was that the general had lost faith in the Major following the near debacle of Ellaster Fields, and that Major Kratdrog had proved with the north campaign to be a capable siege tactician for the upcoming siege of Cantor.
Lokrom heeded his order without complaint and 22 tunnels were bored into the mountains, with the main tunnel line connecting Skull spire to Azda point south of Strummok. This allowed for quicker troop movements and resupplying in case of warp shutdown.
After months of quiet on the eastern front from the goblin city of Cantor, Lokrom was joined by Major Kratdrog who assumed command of both battalions with Lorkom as his second.
===Siege of Cantor===
The goblin town of Cantor sits in a strategic position on the edge of the river Imat, but before that the troops had to fight across the border hamlets and lesser towns around the capital.
Some 1200 Goblin troops were estimated to have fought in the preliminary defense of the fort versus the 600 Dalmer troops from the combined battalions, reorganized into 6 companies each led by a sergeant chief.
The first challenge was that as soon as the troops arrived near the Daptit river north of the fort their position was given away by forward scouts. The scout company led by Chief sergeant Orhd Civiltone Khemp was attacked by an army of goblin foot soldiers several kilometers south of the main forces landing zone on the other side of the river.
The main force, once alerted, scrambled to take cover from the goblin horde in the forests, with the Cavalry company, led by Chief Sergeant Harch Evengold Hutmon going around the forests to the east in an attempt to pincer move the attackers.
The goblins had the Dalmer in full retreat aided by their electric strikes and thundersticks.
The 1st, and 2nd companies were ordered to keep firing at the goblins and keep them at bay in the open while the cavalry could safely contour the forest, as a direct assault would have been suicide.
With scout company taking more and more casualties, the 1st company, led by Chief Sergeant Bygone Heavybrow Teap was sent to aid in their retreat, and also to buy Chief sergeant Harch Evengold Hutmon (leader of the cavalry company) much needed time for the pincer movement.
Meanwhile, the 3rd company led by Chief Sergeant Breah Slightmonger Bridger, was still crossing the river when they came under attack from a previously unseen goblin horde. The goblins used their thunder weapons to electrocute nearly half the 3rd company, pinning the rest on the far side of the river. This forced the 2nd company, led by Chief Sergeant Exammer Longhour Kenew, to help the 3rd company cross without risk of mass electrocution.
With the blockade removed, the 2nd and 3rd company charged in an effort to block off their attackers from retreating to Cantor.
The 2nd and 3rd company managed to run the goblins into an open field where the Cavalry company finally arrived and destroyed the horde of goblins.
Meanwhile the Scout and 1st company regrouped and returned fire on the advancing goblin horde, before it was finally defeated by the cavalry company.
The 2nd and 3rd company meanwhile continued south, pursuing the remaining goblin hordes, and the cavalry company charged off to rout any reinforcements going to Cantor. The Scout and 1st company, exhausted, slowly departed to reinforce the 2nd and 3rd companies.
The cavalry meanwhile could not keep up with the fleeing goblins due to their thunder buffs that quickened their pace, and had to retreat back to the main force for fear of being cut off without possibility of reinforcements.
In order to manage morale, the scout company was allowed to stop and wait for the command and armor companies to escort them to the rest of their forces.
The 1st company soon rejoined the 2nd and 3rd company and began positioning themselves around the fort. Running low on supplies, and unable to wait for the arrival of the rest of their forces, the 3 companies began their approach on Cantor. The fear at the time of the approach was the weather. Given the goblins apparent mastery of thunder any rain would give them a devastating advantage in firepower as well as morale.
The 3 companies managed to destroy the high towers from which mysterious cloaked goblins were calling down the thunder, but the scout company was defeated by incoming goblin troops. The surviving goblins fled to the Imat aboard boats and escaped despite shelling from the now captured city.
==The Thunder Forge Campaign==
With the goblins now in full retreat but the source of the thunder weapons still unknown, the Dalmer forces head to the last known area of operations for the goblins from interrogating prisoners. It is a plateau to the west of the region, in the wastelands.
The dalmer forces, after installing underground Monitoring forts in Cantor, started an incredibly long journey to western Magith. The thunder forge campaign is known as the drenched campaign, as the goblins managed to summon a permastorm over a wide radius around the forge to impede their advance.
===The rainwalk===
Major Kratdrog, now an Officer candidate following his success in the war so far, had now been reinforced with a Seahorse Carrier, and a second battalion, equaling a force of 3 000 Dal.
These were subdivided into three battalions, led by now Senior Chiefs Bygone Heavybrow Teap and  Exammer Longhour Kenew and the Seahorse battalion led by OC Kratdrog serving as coordinator for the troop movements.
The march began with scout companies 1 and 2 being sent forth, and then the companies, supported by skirmisher and cavalry. Finally the rear companies escorted the armor.
The march was hard fought as the goblin forces pushed back at every turn from the dense jungle of east Magith. The overwhelming forces of the dalmer pushed forwards, at one point ambushing a unit of goblin skirmishers who were defeated soundly being caught in the open. The second battalion then marched as an assassin unit, in order to overall protect the rear of the seahorse from the ground and of the army overall.
After three rivers crossing was passed, significant goblin forces attempted to ambush the dalmer by using thunder strikes. A security issue appeared when a goblin boar cavalry unit was found to have almost reached the seahorse unnoticed. At this point the rainfall and thunder strikes were more and more frequent, with losses due to lightning increasing.
The first battalion discovered that the goblins had established a foothold to push the dalmer back at Wrong Foot pass. Once the second battalion arrived to relieve the first battalion, the jungle combat situation ground to a stalemate. Some soldiers learned to use goblin blow darts in combat.
Once wrong foot pass was conquered, the Seahorse placed itself above in order to implant a new Monitoring Fort.
The march continued, with more rain and thunder, when the first battalion scouts encountered a goblin lieutenant and upon his defeat using blow darts (as it used lightning to disarm them of metal weapons). With that the dalmer conquered a new goblin pass, called Blin’s end.
It is after this that the goblins started making use of giants as walking artillery pieces. The dalmer then reused old pincer tactics as cavalry tried to reposition behind the artillery and kill the giants. The goblins however had learned to counter the tactic by constantly moving the giants away as soon as they fired. This caused the Seahorse to suffer a lot of damage, forcing it to land briefly for repairs. It was expected for the Seahorse to be ambushed but the second battalion assassins were so effective that the Seahorse was never attacked nor discovered.
A particular skirmish was when nearly 1500 soldiers were caught in a clearing and held their ground against the goblins in the trees for 16 hours until the Laser tank arrived and shot a giant in the forehead from maximum range, the 2nd armor company managed to help eliminate the archers by shooting the tree trunks rather than their targets, clearing 20 meters of forest in seconds.
===Battle of the Blood Moon===
Soon after the Seahorse was airworthy again and continued on its planned implantation route.
The first battalion then fought against the goblins in a clearing in between cliffs and held the dalmer back until the second battalion could arrive.
After nearly a thousand losses the dalmer pushed through in the middle of the night. Less than a kilometer away, when the entire dalmer force had passed the cliffs, the goblins used magic of some kind to invoke a blood moon, which raised the dead at the cliffs and the first battalion was caught in between goblins and giants from the west and their undead to the east. It is at this point that Oc Kratdrog decided to reveal the seahorse  fully to the goblins, and unleashed its payload of Harassers, making short work of the pincer movement. This battle would however cost Kratdrog his career, as he had breached the rules of engagement concerning escalation. He was replaced by General Essity. Despite the usage of the Seahorse, casualties began to pile up.
The rivers ran deeper, allowing the goblins to make use of rubber gunboats to fight the first battalion. The goblins continued to fight from the trees, prompting Essity  to use incendiary rounds from long range in order to dislodge ambush tactics.
In order to keep from asphyxiating, the troops had to keep close to the Dago rivers, but this forced them to contend with gunboats.
Eventually, the mouth of the Dago rivers at the beginnings of the forest were reached, and the Dalmer battalions were in the wastelands.
===Battle of balloon fields===
Exhausted, both battalions were allowed a day's rest before continuing into the wastes. The reasoning being that with minimal cover in the wastes, they were safer close to the jungles.
The infernal humidity was replaced by the rains of the wastes, but it had one advantage over the jungle, the Dalmer could spot the goblin lieutenants summoning storms from far away and quickly defeat them before suffering too many losses.
The goblins adapted their arsenal and started using air balloons to dump hot oil and other liquids onto the dalmer companies below.
The closer the dalmer came to the plateau the harder the goblins' efforts to push them back although the dalmer spotted more and more refugee goblin movements fleeing the war.
The battle of balloon fields was when the goblins ambushed the dalmer who had to cross a gorge. Once there, goblin lieutenants summoned an enormous storm supported by hundreds of balloons (some stuffed with weapons to ensure the dalmer wouldn’t be sure what to shoot, some stuffed with treasure to make SURE that they shot whatever they could) eventually Essity decided to engage the Seahorse once again to fight the air balloons, and the trap was sprung. Goblins sprang from the gorge, jumping off and landing atop the seahorse in an attempt to bring it down. They infiltrated the hatches when Harassers were released, completely overloading the ships internal security and in less than 4 minutes the seahorse had crashlanded, leading to the loss of nearly half of the dalmer forces.
The Dalmer regrouped to their capital ship, and defended it until the arrival of General Ener Broadstroke Rille, who advocated the abandonment of the wreck in order to inflict a quick defeat to the goblin plateau, the thunder forge.
===Battle of the Thunder Forge===
The thunder forge was a relatively anticlimactic battle as when the dalmer approached, they found the goblin leader Commer Eddik, sitting on the gates playing the blowflute. When the dalmer approached, he offered to surrender. When the dalmer attempted to inquire about the thunder weapons, he brought them a bag of thunder salts, the general then spent an entire week gathering data and researching the material. These would become known as thunder salts, the basis for many technologies used today. After this, the general ordered the Seahorse fire its main cannon at the plateau, which was the goblins source of the salt. The act created a permastorm above the plateau that is still ongoing.
The dalmer then warped out, the war was over.
Following this the dalmer would continue their campaign of implanting underground Monitoring Forts all around Magith in order to ensure the goblins remembered the dalmer were not far from resuming their campaign that nearly extinguished their people. The goblins were used as labor to mine the thunder salts for the Dalmer until their sudden disappearance.
Belligerents 	Belligerents
Dalmer Empire 	Eastern Magithan Goblins
*City state of Cantor
*City state of Itmox
Giants (Minor)
Commanders 	Commanders
General Sutol Greatbile Essity later General Ener Broadstroke Rille (The thunder forge campaign)
Major Kughod Ashbraid Kratdrog (The Itmox Campaign, Thunder forge Campaign)
Major Khoufolin Darkbrand Lokrom (The Cantor Campaign)	Chief Commer Eddik
Giant master Surt Ormat
Forces 	Forces
Command Company: Mj Kughod Ashbraid Kratdrog
1st Company: CS Bygone Heavybrow Teap
2nd Company: CS Exammer Longhour Kenew
3rd Company: CS Breah Slightmonger Bridger
1st Armor Company: CS Regis Nobeliron Bygon
2nd Armor Company: CS Dower Leedmane Attlap
Scout Company/Drone Corps: CS Orhd Civiltone Khemp
Cavalry Company: CS Harch Evengold Hutmon
Supply Company: Chief Sergeant Nemy Ghostfear Runcor
Sabotage Platoon: CS Athrek Glassglance Clist	Itmox Goblins approx 19 000
Cantor Goblins approx 10 000
Balloon air brigade
Giants
Bases and strongholds 	Bases and strongholds
Strummok
Talenmunt 	Northeast Fortress
North Fortress
Southwest Fortress
Casualties and losses 	Casualties and losses
Approximately 4000 medbay warpouts.	Approximately 17 000 to 18 000 deaths and displacements
Category:Warfare
Category:Magith
Category:Goblins
Category:Dalmer
Category:The Magithtanese War
Category:Dalmer History