Turn 1
You sigh as you consider the task before you, a preliminary examination of the Keep and its modules have revealed nothing new although you have yet to venture into the Arcatraz you fear to think what creatures have been released from it. In addition your supplies of food will run out soon, it is critical that the Botanica's production facilities be gotten running soon, but even worse than that some of the Netherwing have said that they are getting "hungry" not in the traditional sense, but an emptyness of a sort is filling them.
Sighing you look out over the new world, then get to work.
Martial: currently you are running the all martial options, and while you are certainly qualified for it, your time is better spent elsewhere due to your distaste for the subject and that there are others better qualified.
Choose 2 actions
[] Find a martial advisor: When the Orcs attacked there were many who remained behind to trick the orcs, but a large number also came with you including the Hand of Argus. See if the Triumpherate of these paladins would be willing to take up command. Chance of success 90% (+1 martial action)
[] Establish a perimeter martial: blockades and bodies, to enclose the Arcatraz to stop any would be escapes from escaping, this is essential for stopping any would be escapees. Chance of success 70% The Arcatraz is surrounded by soldiers, chance of things getting out is reduced. Can be taken with establish a perimeter learning.
[] Call up the Hand: The Hand of Argus have always been defenders of the righteous and the just, these heavy armor using, light wielding men and women have always been there, perhaps their presence will calm the people. (chance of success 80%)
[] Establish a police force: create a group to keep the civilian population calm, as well as to act as a military force in case of desperate measures, they would be primarily armed with shock enhanced weapons, but for now it is the best you can do. Chance of success 75%
Diplomacy: you are without a doubt one of the greatest diplomats the world has ever known, the problem is that you simply cannot be everywhere at once… if you could then your job would be far easier.
Choose two actions
[] Find Diplomacy advisor: Despite your abilites in the subject you cannot be everywhere atonce. An Assistant would definatly give you more options and time. Chance of success 80%
[] Speak to the people: Your people are calm as this is far from the first time you have done this, but knowing that you are there and looking after them would defiantly be appreciated by them.
Chance of success 90/10%(raises the peoples spirit)
[] Speak to the Netherwing: Your new allies from Outland, they are strange creatures beautiful, but rather inconsistant at a young age as well as feeling as if they are made of energy rather than solid matter. Talk to them learn their history. Chance of success 60% 95% (reward information)
[] Speak to the Broken: without a doubt one of the most abused peoples on Draenor were the Broken, and worse by your own people. For no crime you can tell they were cast out without your permission, but many flocked too you with your acceptance of Nobundo, but still talk to them learn their history and what made them as they are.
Chance of success 70% 10%(reward learn of the broken and what they want)
Stewardship: Once again you are managing your people in a new world, a depressingly common occurrence, despite this you have risen to the occasion with aplomb and your young assistant Yrel has been assisting a great deal.
Choose 2 actions
[] Find a Stewardship advisor: You may be a stopgap measure to getting your people established, but your time is better spent elsewhere.
[] Activate the Botanica's food production capabilities: the Botanica can produce enough food to feed an entire country in a pinch, through a combination of advance time warping technology and simulated environments activating them will see your people safe as far as food ins concerned.
Chance of success 80% (moves food level from nothing to stable)
[] Survey the damage: Save for the Tempest Keep all the modules took damage, whether or not it is severe is a matter of debate, but it is defiantly not a matter that should be put off, especially the Arcatraz.
Chance of success 100/80/50 (information)
[] Reconfigure the Exodar: the Exodar could hold your entire people if it has to, but currently it is in emergency setting, safe, but not exactly comfortable, changing it to a more peaceful mode would do wonders for moral and set up many basic amenities like plumbing.
Chance of success 100% (increased moral very basic infrastructure)
[] Construct adminastrative building: Every people need a government, and administrators for a proper economy to function and econemys are the back bone of any civilisaition, but currently you lack one.
Chance of success 80% (gain the ability to tax create currency and do proper business)
Intrigue: despite your nature you are rather good at hiding in the shadows, but at the moment there is little need, as you are certain that none of the legion followed you here. Still spys are needed for other reasons.
Choose 2 actions
[] Find an intrigue advisor: You are good in intrigue, but it is far from your prefered field, and others particularly the broken would be much better at the task than you.
Chance of success 60% (an advisor on intrigue)
[] Scout the region: Some of the Netherwing have offered to look on the surrounding region and report on what they find.
Chance of success ??? (reward information)
[] Infiltrate the Arcatraz: with the possibility of escapees you need the Arcatraz investigated and looked into and you will not send a force in there who could be caught and killed.
Chance of success ??% (reward information?)
Learning: You are smart, but so are many of your people, what you need is someone to organise them and somewhere to put them especially as they are having no idea's in their current state.
Choose 2
[] Find a learning advisor: from the ranks of your mages, engineers, and scholars find someone who can organise and lead this mob. C
hance of success 80%
[] Relocate them to the Mechanar: The Mechanar is home to technology so advanced you cannot understand it, but you can use what you can and it is reinforced in case of explosions, where better you base your learning support.
Chance of success 100%
[] Establish a perimeter: magic and technology: With advanced force fields establish a perimeter around the Arcatraz preventing anything from escaping it.
Chance of success 70% (increased chance of nothing escaping)
[] Research the nature of the Netherwing: they claim to be getting hungry, but what this means is unknown as they have never eaten. What are the consequces of taking them from Outland.
Chance of success ??% (learn about the nature of the Netherwing and the source of their problem)
Piety: this is where you excel as a living conduit of the lights power, your word is absolute.
Choose two actions
[] Find Piety advisor: Despite this you could use help simply organising the number of people around you.
Chance of success 100%
[] The Elements: Nobundo wishes to make contact with the Elements of this world so that he can furthur your knowledge of it and begin tranning others in their use. He warns that this could take many years.
Chance of success ??% (contact with the elements of this world, ability to start training more Shamen)
[] Communicate with the Naru: Inside each of the Moduels and the Keep there is a Naru somewhere. If you can find them and talk to them… who knows what you may learn they are living conduits of the light after all.
Chance of success ??% (restablish contact with the Naru, learn of their plans will and if they have advise)
Personal actions: at this time you are managing almost everything and have no free time to spare, this will be rectified as infrastructure is put in place but for now you must devote yourself to your people alone.
24 hour vote, plans pliz
And I will write an piece regarding your reaction to Morsileb soonish