Administrator: Numbers come easier to you than most, in another life you would have been a vizier. (+5 to Learning, -2 to Martial, -2 to Combat. One additional Stewardship slot at start)
Keep in mind, the war of the spider started only a few years after the end of the second war, and the Trolls have always been around. Its quite likely there will be a major conflict soon, so we have at least some specialization in warfare. Willpower will also be important for Chaos.
I also don't want to pick a diplomacy build mostly because I prefer to do things the player characters would do, but also because there just aren't that many good options. The Scourge are likely to be hostile, and even if we somehow convince Ner'Zhul to ally against Chaos, he will suddenly yet inevitably betray us the moment it benefits him. The Trolls are stubborn, xenophobic, and view us as the ancient enemy, meaning diplomacy is going to be difficult even with a common foe. The Dragon's actually could be good allies against a shared enemy, but they're also being tainted by Chaos, so I'm not sure how good they'll actually be as allies. All the other factions around us are pretty minor by comparison.
Another build I think could be interesting would be Spymaster + edit: Smart + Logistician. Good at Intrigue to root out Chaos/Fel/Void cults, decent at Martial, okay at everything else but Diplo.
Also the idea of a tank-sized spiderperson being pretty stealthy is kinda funny
Another build I think could be interesting would be Spymaster + Genius + Logistician. Good at Intrigue to root out Chaos/Fel/Void cults, decent at Martial, okay at everything else but Diplo.
Also the idea of a tank-sized spiderperson being pretty stealthy is kinda funny
Martial: 15+7=22 - Your knowledge and skill at defensive warfare exceeds all but the most seasoned veteran commanders of the empire. Diplomacy: 16-2=14 - Managing your court can be exhausting, but you can do it. Stewardship: 12+2=14 - You know your way around numbers and logistics, but your real strength lay in designing buildings, particularly defenses. Learning: 16-2=14 - As king you are well learned and able to keep up with your advisors in the more general aspects of their specialties. Willpower: 13+5=18 - As a Spider Lord, you are disciplined and your mind strong. Intrigue: 13=13 - Spy games have never been your forte, but you are in no way helpless in regards to them. Combat: 13+8=21 - Spider Lords are true juggernauts at combat and despite not being a warrior yourself, you are no exception.
Spider Lord: Spider Lords are the largest and most powerful nerubians, each one a terror on the battlefield. (+5 Willpower, +8 Combat, bonus to dealing with nerubians, bonus to intimidation rolls) Commander: An innate grasp of tactics and strategy has served you well. (+5 Martial, -2 Diplomacy, -2 Learning. One additional Martial slot at start) Architect: Like the great architects of Azjol-Nerub before you, your works are true wonders designed to last for millennia. (+2 Stewardship, decrease to construction costs and time) Guardian: Azjol-Nerub is your home and it Will Not Fall. (+2 Martial, bonus when defending)
You are Spider King Anub'ergan, successor to Anub'arak and the 501st Spider King. The competition among your brood mates for who would succeed your father Anub'arak was fierce, but in the end it was your skill at defensive warfare and the prophesized wars to come that made the decision for who would be heir. You have been entrusted with rulership over the kingdom in these dark times and You. Will. Not. Fail!
So who do we think each Dragon Aspect is going to go to? Obviously Malygos is going to Tzeentch, but what about the others?
Alexstrasza is mighty, red, and breathes fire all of which fit Khorne, but she is also associated with life, which Nurgle likes for the same reason he likes Isha. Ysera is Green and also is associated with life, so that's two points for nurgle.
Nozdormu is bronze, which may or may not be similar enough to brass for Khorne to like him. Its also kind of similar to gold in color, so it might be good enough for Tjapa.
Neltharion is powerful, destructive, black, covered in armor, and has a tie to earth. Honestly he strikes me as Chaos undivided more than anything else, but for an individual god Khorne would probably be best.
None of them really fit Slaanesh at all. Khorne seems to match the dragons best, followed by Nurgle, mostly due to the ties to life some of them have. Anyway, my guess for who they'll go to would be this:
Most of them have at least some connection to their respective god, but Slaanesh basically gets Deathwing by default because he's the last one without a master.
So who do we think each Dragon Aspect is going to go to? Obviously Malygos is going to Tzeentch, but what about the others?
Alexstrasza is mighty, red, and breathes fire all of which fit Khorne, but she is also associated with life, which Nurgle likes for the same reason he likes Isha. Ysera is Green and also is associated with life, so that's two points for nurgle.
Nozdormu is bronze, which may or may not be similar enough to brass for Khorne to like him. Its also kind of similar to gold in color, so it might be good enough for Tjapa.
Neltharion is powerful, destructive, black, covered in armor, and has a tie to earth. Honestly he strikes me as Chaos undivided more than anything else, but for an individual god Khorne would probably be best.
None of them really fit Slaanesh at all. Khorne seems to match the dragons best, followed by Nurgle, mostly due to the ties to life some of them have. Anyway, my guess for who they'll go to would be this:
Most of them have at least some connection to their respective god, but Slaanesh basically gets Deathwing by default because he's the last one without a master.
You really think the old god would let their toys be stolen? Besides I'm going to be disappointed if chaos corrupted is somehow superior instead of competing with void and fel.
You really think the old god would let their toys be stolen? Besides I'm going to be disappointed if chaos corrupted is somehow superior instead of competing with void and fel.
The Dragon Aspects, ancient dragons chosen by the Titans to safeguard Azeroth, find their slumber disturbed by malevolent whispers seeking to corrupt them. As the Chaos Gods whisper to their potential champions, cults emerge, signaling the beginning of their dark influence across the land.
Yes but Deathwing is already corrupted by the old gods. I doubt throwing voices in his head is going to be that effective when he already has a shitton of them already.
Wanted to give an update. Turn 1 is in progress, but couldn't get much done during the week. (ugh work). Also figuring out the financial situation aside from "wealthy as all heck"
Well drat. Missed this entirely between two high investment quests going active one after another. Would have grabbed spymaster, gregarious, and traveled for an excellent intrigue diplomacy mix to stay informed despite Isolation.
You are Spider King Anub'ergan. Born from the late Anub'arak's brood, You are the one chosen to succeed him as the 300th Spider King. It is an auspicious number, however Seer Ixit is grim as he requests an audience immediately following the coronation.
"Seer Ixit? What was so urgent that you had to meet with me immediately after the coronation?" You ask as you and the seer enter the council chambers. If a seer deemed it an urgent matter for the Spider King, then you can only imagine the news that he had to share.
The seer was solemn as he stared you down, his four arms clasped tightly. "Milord, I represent all of the seers in this matter. We have had visions of a cataclysm unlike anything the empire has faced. Efforts by King Anub'arak revealed little, however each year the visions grow more and more dire." The normally unshakable seer's face was grave and his eyes went distant as he spoke. "Armies of the dead pound at our gates threatening to drown the kingdom in bodies. Each loss we take is turned against us until finally our gates are broken and they pour into the tunnels."
It was a dire warning indeed. The idea most enemies threatening the kingdom was not one to concern yourself with. The dead however? Growing stronger with each nerubian that they kill? "Necromancers." You hiss.
Seer Ixit nodded. "Yes my king. However there are two more visions that concern the safety of the kingdom." More? Just necromancers by themselves were bad enough. "The Faceless Ones stir in the Old Kingdom. Trusted individuals turn traitor and prove to be a pivotal distraction, jeopardizing our defenses."
Your eyes narrow and ancient stone cracks under the force of one of your scythes. "Old Gods…" You dare not speak the name of the foul god imprisoned beneath the Old Kingdom. "Is it responsible for the dead?" You ask sharply.
"Not as far as we can glean, milord." The seer answers. "It appears to be two different threats using each other as a distraction."
One of the threats was at least known and there were precautions in place around the gate that led to Ahn'kahet. A new order would have to be formed to deal with the threat of cultists before they could jeopardize the defense as well. "What of the last threat?" You growl.
Seer Ixit is unperturbed, though of all the news it is this one you take notice of as he grimaces. "We are… unsure. The visions are of the dragon flights rampaging across the land, madness evident in their eyes. We have already had to put down two seers just to get this much information. Whatever causes the dragons to go mad seems to be corruptive on a similar level as the Old Gods."
You had to double Nulvus' budget immediately, you decided. In the best case scenario this is just another branch of their influence. However the seers have long since learned the best ways to mitigate void corruption.The fact that they had been corrupted in spite of the precautions spoke of either a particularly potent and insidious manner of void corruption or something completely new. "You are dismissed, Seer Ixit." You say at last. "Send the advisors in."
As the seer leaves and is replaced by your advisors, you know that you have work to do. Fortification had to be constructed with haste and the precautions against corruption had to be renewed. The warriors were ill-prepared and the queens were unwilling to birth the higher castes in the numbers that you would need.
You have much to do.
Empire Treasury: 1,000,000 Gold. 90,000 gold per turn. Food Stores: 5,000 Food. 2,250 food per turn. Nerubian Reputation: Well-liked.
Anub-Rekhan, one of the finest and greatest Spider Lords to have ever graced Azjol-Nerub is at your disposal. He served Anub'arak faithfully as the empire's finest commander and now he serves you. Thankfully, he seems content with being just a commander. Having heard Seer Ixit's visions, you and he have begun brainstorming ways to strengthen the Azjol-Nerub's defenses.
Choose 3
Retraining - The kingdom's army is massive and well equipped, but it has been ages since they have fought in a true battle aside from the occasional raid or patrol. The warriors hone their skills against each other as well as the rare raid from the Drakkari or Magnataurs, however they lack true experience against the foes in Seer Ixit's visions. Anub'Rekhan has suggested extensive drills aimed at large-scale warfare.
Time: 1 year. Costs: 10,000 gold. Reward: Increase army bonus.
War Games - Anub'Rehkan has come up with a novel suggestion: war games. His idea is that the Nerubian army is split into two groups and given the orders to fight each other. As you are anticipating a massive siege in the near future, one group will attack and the other group will defend. Anub'Rehkan has promised to keep the war games as non-lethal as possible, but has stated that it is inevitable there will be an insignificant amount of losses as this is something that has never been done before.
Time: 1 year. Costs: 10,000 gold. Reward: Increase army bonus.
Raiding - Another option for giving the warriors the experience that they need is to conduct raids against the enemies of the kingdom. These would include the Vyrkul, Drakkari, and Magnatarus, all of which have caused the kingdom problems in the past. Anub'Rehkan does advise that perhaps angering these ancestral foes right before a major catastrophe might not be the best idea. However this would give your warriors much valued experience in fighting against proper foes.
Time: 1 year. Chance of Success: 75%. Rewards: Increase army bonus. Loot. Prisoners to interrogate and experiment upon. Cons: Heightened aggression by the Ice Trolls and Vrykul and Magnataurs, possible attempts at retaliation.
Outposts - Relaying on Seer Ixit and his fellows for early warning is fine, but the visions of the seers are not always reliable. Anub'Rekhan believes that stationing outposts outside of the gates will be able to both serve as a guaranteed source of warning and be able to buy time for the army to be fully mobilized.
Time: 1 year. Cost: 20,000 gold. Reward: Guaranteed forewarning of impending attacks. Buys time for the army to mobilize.
Expand the Training Grounds - The commanders of the army say that the current facilities are insufficient if you wish to field the entirety of the warrior caste all at once. They have petitioned to create enough facilities to handle the entire warrior caste all at the same time. An ambitious endeavor, but one that Anub'Rekhan says is much needed for the coming siege.
Time: 2 year. Cost:: 30,000 gold. Rewards: Increase in the number of skilled warriors.
Military Infrastructure : One of the major flaws of the army is that there is nowhere near enough barracks and armories to properly house and equip every available warrior. Anub'Rekhan has made it clear that if the seers' warnings are as dire as everyone believes, then the military infrastructure needs to be expanded massively. He recommends establishing enough barracks and armories near each gate for a full fifth of the empire's warriors.
Time: 2 years. Cost: 100,000 gold. Reward: Faster response times, increase defense bonus for each gate.
Fortify the Gates - The entrances to Azjol-Nerub from both the Old Kingdom Ahn'kahet as well as the surface are heavily guarded, however the enchantments and more mundane defenses are both worn and out of date. You believe that updating the defenses should be a priority for the kingdom.
Time: 1 year. Cost: 30,000 gold. Reward: Better defensive bonus for the gates.
Secondary Defenses - The gates are the main and currently only defense for the kingdom. If you are to properly defend the kingdom against the coming catastrophe, you would see additional defenses built. Anub'Rekhan believes that you should prioritize the army first, but in your opinion further fortifying the entrances to the city will be far more valuable.
Time: 3 years. Cost: 75,000 gold. Reward: Better defensive bonus for the gates.
Queen Sanar'yener is the eldest queen of Azjol-Nerub and was Spider King Anub'arak's own queen. She is willing to stay on and help with managing the diplomatic side of things, but she has told you that you need to find a queen of your own. As a first step in your rule, she suggests going between the various castes and seeing what their opinions are, what they need, and what services they offer for the empire.
Choose 2
Talk with the Queens - The Queens. The backbone of the empire, without them Azjol-Nerub is nothing. Sanar'yener has suggested getting the measure of her fellow queens. Each queen rules over their own community alongside an Underking. It is they who do birth the other castes and sometimes even more unusual projects with their potent bio-sculpting. Get a measure of how much they like you, what they want, and what they can do for you for the coming siege.
Time: 1 year. Chance of Success 100%. Rewards: Knowledge of what the queens want and their level of support for you.
Talk with the Seers - The seers are not a true caste like the others, being merely viziers who were born with a potent ability to read the past, present, and future. Despite this it is crucial to know exactly where the seers stand with you and what they need to help steer the kingdom during this turbulent time. Like the greater vizier caste, they also have a potent ability to wield the arcane, however their natural affinity for divinatory magic makes it so few seers bother beyond the minimum.
Time: 1 year. Chance of Success 100%. Rewards: Knowledge of what the seers want and their level of support for you.
Talk with the Skitterers - Though the spider lords can fly, they are nothing compared to the much smaller skitterers. It is the skitterers who make up the scouts and reconnaissance of the empire. Their physiology combined with their potent magic allows them to speed around a battlefield, strike unseen, and spy on the empire's foes. Many of the greatest agents of subterfuge have been skitterers.
Time: 1 year. Chance of Success 100%. Rewards: Knowledge of what the skitterers want and their level of support for you.
Talk with the Spider Lords - The spider lords, much like yourself, is the caste chosen to rule and command the Nerubians. They rule alongside the queens as Underkings and it is they who make up the greatest champions as well as the kingdom's commanders. Spider lord births are few with the queens preferring to take exceptional warriors or commands from the warrior caste and uplift them. Like the warriors, spider lord magic is focused on augmenting their already formidable abilities, though they also have access to more specialty techniques.
Time: 1 year. Chance of Success 100%. Rewards: Knowledge of what the spider lords want and their level of support for you.
Talk with the Viziers - Of all the castes it is the viziers who often cause the most trouble. More than once their rival institutes have caused problems in the empire that the Spider King has had to mediate in. Despite the troubles that they bring, it is the viziers who hold the knowledge of the empire, both magic and non-magic. Their fearsome arcane magic has changed the course of more than one battle and it is their mastery of spatial magic who ensure the empire can function on such a large scale.
Time: 1 year. Chance of Success 100%. Rewards: Knowledge of what the viziers want and their level of support for you.
Talk with the Warriors - It is the warriors who keep the kingdom safe. Sanar'yener believes that they are not an immediate concern at the moment, but taking their measure is still important. The warrior caste forms the backbone of the army and it is their exceptional prowess that has kept the kingdom safe for thousands of years. Warrior magic focuses on enhancing their already powerful abilities to new heights. With the coming siege, their support will be crucial.
Time: 1 year. Chance of Success 100%. Rewards: Knowledge of what the warriors want and their level of support for you.
Talk with the Workers - The worker caste is by far the most basic of the castes. In fact there it could be considered the same caste as the warrior biologically. It is the workers who build the ziggurats, excavate new tunnels alongside the jormungar worms. Where the webspinners work almost solely with silk, the workers work with metal and stone. The two castes work closely together to ensure the empire's needs are met.
Time: 1 year. Chance of Success 100%. Rewards: Knowledge of what the warriors want and their level of support for you.
Talk with the Webspinners - The webspinners are the artisans of the empire. It is they who supply the kingdom with the various kinds of silks both magical and not. A true master webspinner can produce enormous quantities of exotic silks enchanted just as well as any vizier can. Other castes can produce silk, but it is the webspinners who one goes to if they are looking for something truly special.
Time: 1 year. Chance of Success 100%. Rewards: Knowledge of what the webspinners want and their level of support for you.
Thankfully, the Elder Nadox is still at his post. He is an old, venerated leader among the Vizier Caste, but still eager to help administrate the Empire and its new King. Seeing as you want to make a mark on the long and ancient history of the Empire, he has a number of new projects for proposal.
Choose 2
Mine Expansion - To fight the coming war, you are going to need metal and lots of it. Elder Nadox recommends beginning an immediate expansion of the mines. The accursed saronite is everywhere on the continent, but of the millennia, your people have mapped out where pure veins of the most valuable metals run. Expanding the mines runs into the possible problems of coming into saronite, but safety measures such as culling the workers have long since been put into place.
Time: 2 years. Cost: 80,000 Gold. Chance of Success 80% per year. Rewards: +80,000 income per year. Decrease the cost to equip the empire's warriors.
Large Insect Farms - Your people are primarily insectivores, though this is far from your only source of food. Elder Nadox has expressed worry over the upcoming siege and wants to expand the farms within the kingdom. Thankfully, Azjol-Nerub is more than big enough for an agriculture expansion of this size. This should keep your people fed for the foreseeable future, even during a siege.
Time: 3 years. Cost: 10,000 gold. Reward: 5,000 gold per turn, 1000 food per turn
Shellfish Farming - Shellfish are considered a delicacy in Azjol-Nerub and small ventures have been set up to profit off of higher caste nerubians who can afford the delicacy. Elder Nadox intends to profit off of this rare food. The first step will be to research which shellfish are the most desirable as well as how to establish a proper farming procedure for them.
Time: 2 years. Cost: 10,000 gold. Reward: 20,000 gold per turn, 300 food per turn
Stockpile Food- Besieging Azjol-Nerub sounds like utter madness to anyone who has lived anytime at all within the kingdom.Your defenses are mighty, your numbers endless, and your supplies well-stocked. However knowledge gained from your seers imply that the enemy is more than able to match this. You need more warriors and more warriors means less workers to gather food and more bodies to feed. You are unsure how long this siege will last and as such it is better to have too much than not enough.
Time: 1 year, repeatable. Cost: 10,000 gold. Rewards: +500 food
Hidden Enclave- Whispers in the empire speak of what will happen should the worse come to pass. Some have even gone so far as to try and establish an enclave away from the coming siege. To even consider such a thing speaks ill of the empire's future, but the nerubians have always been practical people. The most time consuming part will be locating a suitable place to put such a community.
Time: 3 years. Cost: 36,000 gold. Chance of Success: 50%. Rewards: An enclave hidden away should the worst come to pass.
Vizier Kujik represents Azjol-Nerub's various academic and magical enclaves. According to him, there is a veritable army of viziers all clamoring that the Spider King should hear their petition first. As a result, you have a plethora of options, though there is no shortage of rivalries among the viziers Kujik reassures you that he will deal with the headaches of gathering together everything you need to know about each proposal.
Choose 2
The Royal Archives - The Royal Archives are utterly massive, as befitting a kingdom who holds knowledge to be essential and has been around for well over ten thousand years. They are so massive that over time knowledge which might be recorded in the archives has been forgotten to the kingdom. Vizier Kujik has volunteered the services of himself and his aides to scour the archives for lost information.
Time: 1 year, repeatable. Chance of Success: 30%. Rewards: Mystery box.
Cataloging the Archives: Starting Out - The Royal Archives are absolutely enormous. So much so that it is very difficult to find anything specific even for the viziers who run it. Vizier Kujik would like to begin cataloging the archives. As large as the archives are, this project will have to be done in stages. The first step will be to talk with the viziers and organize the various efforts of uncountable numbers of viziers over the years.
Time: 3 years. Chance of Success: 90%. Rewards: +5 bonus to Learning rolls.
Design War Beast - The beast handlers of your empire have put in yet more requests for new strains of war beasts. Most of the time their requests get shoved to the side. However you are inclined to break that tradition and actually listen to their requests. Visier Kujik will have to work closely with both the beast handlers and the queens in order to get this done.
Time: 1 year. Cost: 100 food. Chance of Success: Various. Rewards: New breed of war beast.
MetallurgyImprovements - Long has Azjol-Nerub pushed the envelope of research. Metal is not a resource that the empire prioritizes often, however its benefits are clear to see. As this is not a field that gets much research, Vizier Kujik believes it is much more likely to yield results.
Time: 3 years. Costs: 5,000 gold per turn. Chance of Success 80%. Rewards: Increased bonuses to a variety of metal-related fields.
Enchantment Research: Armor- Designing new enchantments is a slow process that takes quite some time before the benefits are made apparent. Trying to iterate on the current enchantments is a challenge, however with enough time and effort, Vizier Kujik is sure the enchanters will have something usable.
Time: 4 years. Costs: 5,000 gold. Chance of Success: 60%. Rewards: Increased bonus to warrior rolls
Enchantment Research: Fortifications - Designing new enchantments is a slow process that takes quite some time before the benefits are made apparent. Trying to iterate on the current enchantments is a challenge, however with enough time and effort, Vizier Kujik is sure the enchanters will have something usable.
Time: 4 years. Costs: 5,000 gold. Chance of Success: 60%. Rewards: Increased bonus to defense rolls
Enchantment Research: Utility - Designing new enchantments is a slow process that takes quite some time before the benefits are made apparent. Trying to iterate on the current enchantments is a challenge, however with enough time and effort, Vizier Kujik is sure the enchanters will have something usable.
Time: 4 years. Costs: 5,000 gold. Chance of Success: 60%. Rewards: +10,000 gold per year.
Enchantment Research: Weapons - Designing new enchantments is a slow process that takes quite some time before the benefits are made apparent. Trying to iterate on the current enchantments is a challenge, however with enough time and effort, Vizier Kujik is sure the enchanters will have something usable.
Time: 4 years. Costs: 5,000 gold. Chance of Success: 60%. Rewards: Increased bonus to warrior rolls
Expand the Magic Colleges- Recently the viziers have been petitioning for an expansion to the magic institutes of the empire. They propose a new facility be constructed to help handle the current influx of new viziers and speed up the training process. This will go a long way in alleviating the current strain that the viziers are feeling with their currently crowded facilities.
Time: 3 years. Cost: 54,000 gold. Rewards: Increase in the number of skilled viziers.
The intelligence arm of the Empire is deficient, having not been truly needed in some time. Nulvus, the skitterer who acts as spymaster admits that much of their funding was reallocated after the last of the Old God cults in the city were dealt with. As a result, he finds himself mostly in charge of scouting missions. The idea that the void cults could be making a resurgence has made him ask for far more funding and proper resources so that he and his people can return to their original purpose; espionage and cult hunting.
Nulvus
Choose 1
Forming an intelligence Apparatus - Over the thousands of years the kingdom has existed, organizations dedicated to protecting the kingdom from the less obvious threats have risen and fallen according to the demands of the kingdom. During wars they often take the form of spies, saboteurs, and assassins. During times when the foul taint of Yogg'Saron seeps from his prison, they take the form of cultist hunters. With a war and possible resurgence of Yogg'Saron's influence coming, Nulvus advises the formation of a new order.
Time: 2 years. Cost: 42,000 gold. Chance of Success 100% per year. Rewards: +1 Intrigue action. New Intrigue options.
Scouting - Though multiple seers have thus far confirmed Seer Ixit's visions, the information available is still vague. Nulvus has put forward the suggestion of sending forth the skitterers to search the continent for the vague threats that threaten the kingdom.
Time: 1 year, repeatable. Chance of Success 30% per year. Rewards: Chance of finding threat(s) before they find you. Cons: Possibility of a scouting team being captured and interrogated.
Survey the Land - Much of Northrend has been deemed inconsequential to Azjol-Nerub. However the idea of an imminent invasion from the surface has forced some to rethink this. Nulvus has offered the use of his agents to survey the surface and see what if anything could be of value before the siege begins.
Time: 1 year. Chance of Success: Various Rewards: Knowledge of any peoples or resources that might be of use to the empire.
With the looming catastrophes, you cannot afford to take much time for yourself. Far too much remains to be done if the kingdom is to be prepared.
Choose 1
Personal Attention - As a former commander of the empire and a specialist in defense, you can use some of your own time to lead a project of your own.
Time: Variable. Cost: Free. Rewards: One extra martial or stewardship action with your bonuses.
Get to Know (write-in) - Your advisors will serve as your close confidants for years, decades, maybe even centuries to come. Take the time to get to know them and perhaps even learn something from them.
Time: 1 year. Chance of Success: 100%. Rewards: Character sheet for chosen character, chance of stat gain.
How to Make Friends and Influence People - Ruling is more than just numbers. You have to navigate the court with grace and dignity. Queen Sanar'yener has offered to tutor you in how to better manage the social side of things.
Time: 1 year. Chance of Success: 75%.Rewards: +1 Diplomacy
Seeking Advice - You might be a fine architect, but the administrative side of things is still something you are merely 'good' at. You cannot afford to be merely good. You are the ruler of the greatest empire and it is imperative that you be able to manage it effectively.
Time: 1 year. Chance of Success: 75%.Rewards: +1 Stewardship
Study the Archives - To be the king means to be among the best. You may not have to match those who are specialists in their field as that is what your advisors are for, but your breadth of knowledge is merely… adequate. Study the royal archives and remedy this.
Time: 1 year. Chance of Success: 75%.Rewards: +1 Learning
Spy Games - You will never be the greatest spy, your nature as a spider lord precludes that. However you can ask those who are for tips. The spider lords and queens are the ones who run the empire, but if you truly want to learn the intricacies, you must go to the experts; the skitterer caste.
Time: 1 year. Chance of Success: 75%.Rewards: +1 Intrigue
Combat Training - Compared to the average spider king, you are slightly above average for your skill in combat. Being merely above average is not good enough when it comes to the Spider King. Challenge the other spider lords to fights and improve your skill.
Time: 1 Year. Chance of Success: 75%.Rewards +1 Combat
Of Consorts and Queens - As Spider King, it is your duty to continue the prestigious royal line. Numerous queens have offered their services to you. So many in fact, that it will take a full month to narrow the choices down to the best queens.
Time: 1 month. Rewards: Spousal choices.
Choose two per turn
Feasibility Study (Write-In) - Bring new ideas before your advisors so that the council as a whole can consider them. Once determined if the idea will work, you and your advisors can start on a plan to put them into action.
Time: 1 year. Reward: Bring ideas before the Council, if determined as something that can be done, gain a new action for the next turn.
[X] Plan: Setting Up
-[X] Martial
--[X] Outposts
--[X] Expand the Training Grounds
--[X] Military Infrastructure
-[X] Diplomacy
--[X] Talk with the Queens
--[X] Talk with the Warriors
-[X] Stewardship
--[X] Mine Expansion
--[X] Large Insect Farms
-[X] Learning
--[X] Cataloging the Archives: Starting Out
--[X] Metallurgy Improvements
-[X] Intrigue
--[X] Survey the Land
-[X] Personal
--[X] Of Consorts and Queens
Cost: 245,000 Gold