Sympathy for the Forsaken: A Warcraft-AU CK2 Quest

Kul Tiras and Gilneas are isolationists.

Then we are what remains of Lordaeron

Stormwind apparently fell

Dalaran is still being rebuilt? Do we actually know? Is there a giant forcefield in that place in this universe?

We can almost guess what happens with the Queldorei slowly becoming Sindorei, or resorting to something else now that the Sunwell is out.

I suppose Hillsbrad Foothills might have some surviving hamlets?

Alterac moutains and its kingdom was already in ruins.

I guess Jaina has at least a group of functioning people?


Jeez, the world is a mess right now

All thanks to Arthas screwing up at his true start of darkness at the Culling of Stratholme. It really kinda ironic Arthas failure leads to a even more messed up world.

[LAMENT OF THE HIGHBORNE INTENSIFIES]

Arthas still sacked Quel'Thalas in this timeline; and price Kael'thas may or may not be on this plane of existence right now; so theres not really a organized polity up north in the Eversong woods. Sylvanas is also pretty sure the Scourge got permanently further in towards Silvermoon than they did in canon.

Ohh....


I'm actually fearful now of a Scourge controlled Quel'thalas now by Dar'Khan, or the Blood Elves are on a permanent defensive line. In Canon, the Forsaken was important at helping the BE reclaim Quel'thalas from the Scourge.

Now they either even larger Scourge hold, they a total lack of organized BE as mentioned here, or something else.
 
So, the Eastern Kingdoms are all kind of fucked up right now, and the best alies we could aim towards to are the surviving dwarves, because the wall-building werewolves are not going to be of much help, and I don't want to count on Kul Tiras for anything.

I wonder if we could make contact with the Kirin Tor without them trying to use us a test subjects.
 
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Honestly, the fact that our neighbours are these fucked up is good for us from a realpolitic view. It means we have time to develop.
 
I'm actually fearful now of a Scourge controlled Quel'thalas now by Dar'Khan, or the Blood Elves are on a permanent defensive line. In Canon, the Forsaken was important at helping the BE reclaim Quel'thalas from the Scourge.

Now they either even larger Scourge hold, they a total lack of organized BE as mentioned here, or something else.

All I have to say is that Dark'Khan was too much of a dumbass to even get to be a dungeon boss, let alone a raid boss. Now that is truly pathetic.
 
[X] Solid Solliden plan

These guys might make good diplomats to introduce our our undead polity. If we manage to truly get allied with them.
 
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So, the Eastern Kingdoms are all kind of fucked up right now, and the best alies we could aim towards to are the surviving dwarves, because the wall-building werewolves are not going to be of much help, and I don't want to count on Kul Tiras for anything.

I wonder if we could make contact with the Kirin Tor without them trying to use us a test subjects.

[X] Solid Solliden plan

These guys might make good diplomats to introduce our our undead polity. If we manage to truly get allied with them.

The Kirin Tor, or whatever left of them, is probably our best chance of finding Vereesa. Having living along with undead would make meeting them that much easier.


After that, southward more, the Dark Iron is a must to be allies with in the future.
 
The Kirin Tor, or whatever left of them, is probably our best chance of finding Vereesa. Having living along with undead would make meeting them that much easier.

We don't even know if she's alive. And Sylvanas said that her sisters were "gone". Which implies all of them and maybe implies death.
 
We don't even know if she's alive. And Sylvanas said that her sisters were "gone". Which implies all of them and maybe implies death.

That is true, but Sylvanas may just personally believes both of them are dead without much proof. The Sons of Lothar was also premised dead by many before the Burning Crusade expansion found them alive on Outland. And Turalyon and Alleria fates wasn't discover till Legion.

I really would prefer Vereesa be alive and try and reunite two of the Windrunner sisters.

(They are Blizzard chew toys as is. Reuniting Sylvanas and Vereesa would go a long way I think for everyone involved. Plus they never had a great relationship in Canon after the Third War which only became worse due to both sides.)
 
[X] assimilate Solliden plan
-[X][Martial] First of the Guard
-[X][Martial] Tilting at Windmills
-[X][Stewardship] Locked
-[X][Diplomacy ] Salving Solliden
-[X][intrigue] Skipped
-[X][Learning] Locked
-[X][Piety] Sanctifying Solliden
-[X]Shadows of the Grave
not sure if votes are still up but this would be my plan. instead of sullying the enemy i would rather spread our religion. And i would prefer having greater knowledge on our religion which is why i went with shadows.
 
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Turn 6 Results
Turn 6 Results


The air is cold and crisp as Sylvanas's council meets in the Royal Quarter of Undercity. Were the undead prone to breathing, even in the catacombs far below the ground their breath would be visible in the air. Instead only Varimathras and Lirath had clouds coming from their breathing. The golden furred bat had become Sylvanas's constant companion, accompanying her wherever she went, even going so far as too perch ontop of her throne and loom over any who sought to speak to the Banshee Queen. A golden hair from the bat had become a lucky charm among the populace of Undercity, and apparentlly just one went for a high sum of gold in the markets of the Forsaken.

Rather than the bat, however, Sylvanas and her council were focused on a map of Tirisfal; pinned down to the sturdy council table. "Solliden is pacificed towards us for now, Dark Lady," Vellcinda said, her report coming first, "with it we can safely move troops throughout most of northern Tirisfal."

"And the road to Vandermar is now open." Varimathras spoke next. "Survey reports from before the kingdom fell report that a great many veins of gold has been discovered in the mountains of the Whispering Forest. Taking the village would allow us to expand the shallow mines of Lordaeron and fully exploit it. Without any trade partners it will not help that much, but it will still revitalize parts of the Forsaken econmy and allow us to start minting proper coinage of our own."

Nathanos pointed to a sport further west. "With the fall of Garren's Haunt we have access to Agamand Mills. Scourge forces are marshaling there, under a skeleton that claims to have necromantic powers. Push them out and deal with the Murlocs and thats northern shore of Tirisfal under our control. After that we can focus our attention to the Crusade fully; and even start to think about colonizing the North Coast with fishing villages; and perhaps a proper dockyard as well." Nathanos stood in thought for a second before turning to Vellcinda. "Was the old Arathor Palisade occupied? You should have been able to see it from Solliden."

Vellcinda quickly shook her head. "Didn't look like there was anyone home. I don't think that they humans had the numbers or willingness to occupy it, and the Crusade seems to be stretched thin in Tirisfal as is."

"The Palisade controls access the Whispering Shore. The kingdom never properly used it due to having much better anchorages in Hillsbrad and New Avalon, but without them it could provide the best harbor we have."

Sylvanas nodded as she looked over the map. "The tide is turning. Our army and economy is still weak, but soon we will be able to change that. Then we shall show the men of the Scarlet Monastery the true meaning of fear. After that, we march either east, into the heart of the Scourge and Lordaeron, or south, to the outside world."



Martial (Choose 2) - Nathanos Blightcaller is Champion of the Banshee Queen and Ranger General of her armies. Under his watchful eyes he seeks to bring up the status of the Forsaken military from a ragtag group of walking corpses in rags and tatters to something resembling a professional army. Blightcaller is a master of using special forces and highly trained individual units to accomplish objectives. This elven approach to war makes him focus less on the mainline units of the Forsaken army.




[x]First of the Guard: Lordaeron was once the most powerful human nation in the known world, and thus had one of the most well armed armies. Across the ruins of the city armories, smiths and other caches of arms and armor may be found. While a good deal will be pitted and rusted there is enough usable metal that several units of regular infantry can be raised, the first of many to fight for the Banshee Queen. CoS: 100% Time: 1 Turn Cost: 200 Gold Upkeep: 20 Gold Reward: 2 Units of Forsaken Infantry

42 vs 0 = Success

A great many stores of weapon and armor lay within the haunted ruins of Lordaeron. The great northern kingdom was once the most powerful of the successor states of Arathor, matched only by Stormwind in the south and maybe Kul Tiras on the seas; and maintained both a large standing army and a well funded network of volunteer militia. Even before the Dark Portal opened Lordaeron had to be militarized, as attacks by trolls, gnolls and other peoples from the fringe were common, and the amount of weaponry floating around stayed quite high. Thus when the Forsaken of Undercity seek to outfit themselves with proper gear, there is a large amount to go around.

Made up of both veterans of the militia units and the most promising new recruits from within the city, the two units of proper infantry raised prove to be a formidable force. Their armor has been modified to display the broken mask and arrow of Undercity, instead of the L of Lordaeron, their swords and spears cleared of rust and sharpened to a gleam. Nathanos personally trained them, and leads them as they march from Undercity towards the Agamand Mills. Now the Forsaken are protected not just by hastily trained militia, poorly armed light cavalry and a small amount of veteran special units. Now a proper core of infantry shall be their sword and shield against the world.

Reward: 2 Units of Undead Infantry raised


[x]Tilting at Windmills: The Agamand Mills were once the most productive areas of farmland within the Tirisfal region. Owned by the Agamand family for generation, the rolling hills of windmills and wheat fields were a prime breadbasket for Loraderon and helped keep her armies fed both at home and abroad. When the Plague hit the Agamand's and their many workers were infected from their own grain and turned into a variety of horrible monsters. While this in and of itself would be a major problem for the Forsaken, the arrival of aid from the wider Scourge has only made things worse. Captain Dargol, one of the rare regular skeletons to gain power within the Scourge, commands the slowly growing armies at the Mills with a mastery over necromancy. It is unknown how many corpses he has under his banner, but until he is stopped he is a real threat to the Forsaken. Time: 1 turn Cost: Potential Loss of Units CoS: 70% Reward: Control over Agamand Mills

74 vs 40 = Success

The Army of Undercity has its first major baptism in bloodshed as the newly raised infantry march past the recently liberated Garren's Haunt and into the lightly hilly region of Agamand Mill's. The former sweeping estate of the Agamand family has been turned into a breeding ground for the Scrouge and if left unchecked it would grow to threaten Undercity. Staggered ranks of soldiers, armor glinting in the moon light, marched up the roads into the hills, forming a wall of steel as the Scourge lumbered forth to meet them. Disciplined shield walls and sword swipes pushed back against the endless amounts of skeletons, zombies and fast paced ghouls that threatened them. While of limited usefulness in the rough terrain, the cavalry of Undercity was able to flank and push against the enemy while militia units made up a cordon that was able to take out any Scourge that made it past the main lines. The true break through in the battle game when a group of special forces and cavalry were able to move up a irrigation ditch and into the center of the mills. Their attack pushed the Scourge hard against the line of infantry and also allowed a handpicked group of Dark Rangers, lead by Sylvanas herself, to breach into the Agamand crypts that Captain Dargol had been using as a command post. The former captain of Lordaeron was cut down by the Banshee Queen even as he raised the dead, and without him his forces soon collapsed. Agamand Mills were the Forsaken's, along with its vast miles of valuable farmland.

Reward: Agamand Mills taken; organized Scourge in Tirisfal destroyed





Stewardship (Choose 0, 1 Locked In) - Varimathras is a Dreadlord, one of the great demon commanders of the Burning Legion. Forced into Sylvanas's service during the Third War he now is the Majordomo of Undercity and in charge of the running of the Forsaken as a whole. While not widely liked or trusted by the undead, Varimathras has managed to gain a measure of grudging respect for making sure that the Forsaken have food, shelter and the semblance of an economy. He is quick to note that you are running quite the deficit and the treasure you looted from the Lordareon Royal Vault will not last for much longer.



[x]Recreating Brill-iance: Brill, once the jewel of Tirisfal, has suffered greatly at the hands of the Scourge. The intial attacks and riots left a great deal of the city burning, and the subsequent years of disuse and misrule has left the city a shell of its former self. However where there is a will there is a way. Forsaken settlers, tired of living in the cramped conditions of Undercity, are prepared to move out and help rebuild Brill in their own image. It will take time and money, but the results will be worth it. Time: 2 Turns Cost: 200 Gold CoS: 80% Reward: +100 Trade Income, Brill Restored, Stewardship Options unlocked

88 vs 20 = Success

What was once the center point of Tirisfal, outside of Lordaeron proper, has been restored to a shade of its former glory. While Brill's former population would account for more than forty percent of the current Forsaken numbers; the undead that do now live there provide it with some sense of hustle and bustle. With the Forsaken relying less on farming than before Brill has taken more of a mercantile and lumber related tone. The newly constructed buildings; with architecture designed in a more gothic, Gilenean style than the old Lordaeronian school, now serve as the dwelling places of woodsmen and business catering to merchants and travelers. Mostly undead travel the roads of Lordaeron, catering to Undercity, Brill and scattered outposts on the fringes of Forsaken territory, but a small amount of human merchants out of Solliden can also be seen. The new settlers of Brill have set up a new life in the city, one that is still urban but without the close quarters of the Undercity.

Reward: +100 trade income, Brill Restored, Stewardship Options Unlocked, Council Request Completed: Next Stewardship Option is Free





Diplomacy (Pick 1): Vellcinda Benton, a former scullery maid, was one of the first zombies to regain their minds in Tirisfal. A symbol of hope and freedom she gathered together a mass following and became incredibly popular among the average Forsaken citizen. In another life she might have been the Forsaken's Dark Lady, but instead she serves you a liaison to the people and the other powers of Azeroth. Such that there are.



[x]Salving Solliden: Solliden, while a safe place for many, is still an open gaping wound of starvation and disease. The reports from Vellcinda paint a grim picture and it seems that Mayor Solliden and Willa Rowley, the captain of the Solliden guard and a tentative supporter of the Forsaken, are at the end of their rope trying to keep things even slightly livable in the overgrown refugee camp. Shipments of food and water from Undercity, along with medicine from proficient Forsaken alchemists, would do much to ease their burden. At the same time Vellcinda is sure she can convince Mayor Solliden to send back shipments of the massive Solliden Pumpkin; something that would add much needed texture variety to the Forsaken diet and could be used as animal feed. Time: 1 Turn Cost: 30 Gold CoS: 60% Reward: +100 Trade Income, Trade between Undercity and Solliden

80 vs 40 = Success

With the re-settling of Brill supply lines between Undercity and Solliden shorten significantly. The crushing of the Scourge in the north and the confining of the Crusade to the east means that the roads are finally safe for regular trade and travel. Being a merchant is profitable at last, and in this spirit Sylvanas gives patronage to a few newly established caravan companies to bring incredibly cheap food, water and medicine to Solliden. The sudden influx of needed supplies provokes suspicion in the paranoid folk of Solliden; with tales of tainted medicine and food turning imbibers into the undead abound. However need wins out over fear eventually and soon the humans begin to take more and more of the offered supplies. With plentiful food, water and medicine within the township conditions begin to improve and the cheap prices mean that there is a bit more coin to go around. The increase of productivity allows for the pumpkin farms to be worked at full efficiency again and soon a profitable trade flows between Undercity and Solliden; and with trade comes understanding and a dropping of tensions.

Reward: +100 Trade Income, Trade between Undercity and Solliden



Intrigue (Choose 1) - Commander Belmont was a student of Ravenholdt Manor in life and death has only strengthened his love of all things shadowy and underhanded. A prime example of a Rogue he has quickly risen to the top of the local Thieves Guild, naming it the Undercity Lodge of the Ravenholdt and working to secure a home for his new people. A master of infiltration and information gathering, Belmont hopes to see the Forsaken dominate the information game in Lordaeron.


[x]Sullying Solliden: The Church of the Light within Solliden is clearly being used as the front for Scarlet Crusade activity within the region. Its power over the people is strong, but something seems off about how fanatical the priest is. Belmont, while still bereft of a proper intelligence organization, is debating the merits of sneaking into the Church to find out whatever secrets the Crusade are hiding there. Time: 1 Turn Cost: 100 Gold CoS: 55% Reward: Dirt dug up on Crusade in Solliden, Information, Possible Loot

94 vs 45 = Success

Trade isn't the only thing that makes its way down the old King's Road into Solliden. Belmont's rogues also infiltrate the town and its church in order to dig up dirt on the Scarlet Crusade. Adepts at stealth and going up against wild eyed zealots and tired guards, the rogues stake out the squat, stone building for several days before moving on into see what they can find. Easily slipping past the acolytes access to the priest's private rooms and the cellars below the is gained. Within the cellars a trove of silver and gold is found; donations from fearful townsfolk and property taken from enemies of the Crusade alike; that Belmont's men help themselves and the Undercity to. The priest's room has much more interesting finds. Journals and letters describing a growing movement within the eastern Crusade to push to create a solid line between Stratholm and the Scarlet Bastion and New Avalon; followed by a expedition into Lordaeron to relieve the Monastery. This calls for more Tirsfal recruits for the coming conflicts; with the ultimatum that if the folk of Solliden refuse to take up arms as a group against the undead that they should be purged. With evidence of corruption and murderous intent in hand, the rogues ex-filtrate and return to the Undercity.

Reward: 100 gold, Scarlet evidence


Learning (Choose 0, 1 Locked In) - No one really trusts Grand Apothecary Putress all too much. A former alchemist in service to the last king of Lordaeron, Putress fell victim to the Scourge during Arthas's butchering of Capital City. Before he died Putress has been part of the royal effort to understand and combat the Plague of Undeath and carries that knowledge with him into death. While most of his attention is focused on the Plague his alchemical genius can be put towards other efforts easily enough


[x]Prognosis: Even a year later no one, not even its victims, truly understand how the Plague of Undeath functions. It blights the land, body and soul in the way a normal disease, or even most magical ones, cannot. If the Plague is to reversed, or repurposed for use by the Forsaken, it must be understood at a base level. Doing so will take time and gold, but Putress has a series of tests lined up to look for baseline results CoS: 70% Time: 2 Turns Cost: 200 Gold Reward: Phase 1 of Plague Tests Done

46 vs 30 = Success

It takes a while longer than Puttress expected, even with his stable sample, but soon he has a working understanding of the basics of the Plague of Undeath. It seems to be a modified fungual infection. The fungus, on its own, is relatively harmless to the living. It will cause a lot of congestion, coughing and some nausea, but nothing that is fatal to the majority of the population. Its only interesting factors are how quickly it can spread over most foodstuffs and other organic matter; and that it bonds amazingly well with magic. Which the Plague is. The Plague itself is a piece of dark magic that is bonded with the fungus. The fungus infects food, a living creature eats the food and the fungus releases the Plague as spores within their body. From there the Plague makes the fungus choke the veins and lungs of the afflicted target to kill them. After that it quickly shifts into its second phase and revives them as the undead, the fungus liquifying to become the iconic green Plague ooze that is commonly associated with the disease. With this knowledge in hand Puttress is sure he can reverse engineer the Plague and perhaps experiment upon it; maybe even improving it. Or curing it, as he begrudgingly adds.

Reward: Basic Knowledge of the Plague of Undeath



Personal (Choose 1) - Sylvanas Winderunner, the Dark Lady of Undercity, Banshee Queen of the Forsaken. She fought against Arthas and at his side and was legendary even before her death as Ranger-General of Silvermoon and one of the Windrunner Triplets. It is through her force of personality that the Forsaken are brought together and by her will and desires that they work. She will not let her people be slaves again.


[x]Belmont Clan: Sylvanas knows very little about her master of shadows and spies. Legends have it that the Belmont family were renowned for their holy warriors and soldiers, mixing the martial arts of the knight with the killing stealth of the rogue to destroy Troll voodoo sorcerers and other magical terrors during the many wars of Lordaeron. It might be worth talking to Belmont about his family. CoS: 55% Time: 1 Turn Reward: +Relationship Sylvanas and Belmont, Knowledge of the Belmont Family

57 vs 45

"Fucking terrible night for a curse." Belmont mutters as he stares over the ruins of Lordaeron from atop one of its half collapsed spires.

"Is there ever a good night for a curse?" Belmont whirls around as Sylvanas comes up from behind him, the Commander instantly dropping into a bow at the appearance of the Dark Lady.

"Queen Sylvanas."

"Rise Belmont, I come here to speak casually." She motions with her hand as he stands. "Your family owned a manor just over there," she points towards near where Menethil Park had been, "yes?"

Belmont nods his head. "Aye, though our ancestral home was up in Darrowmere. The manor in Lordaeron was simply so that we would have a place to stay when we were in the capital."

"Something I take happened often? I heard about your grandfather at the Battle of An'telas, and the zeal of your family during the Hinterlands Expedition."

Belmont just shrugs. "Belmont's have always been around; s'long as Lordaeron has been here, so have we. Didn't expect to outlive it, but you know how these things go. Why do you bring this up?"

"Is it stranger for a monarch to wish to get to know her advisers." Sylvanas replies as she joins him in staring over the city. "I was curious about your family, given its illustrious history. Most rogues and rangers do not associate as openly with the Church as yours did."

"It makes sense. Knights in shining armor are good and all, but a lightly armed warrior backed up by the burning power of the Light can punch a hole through fuckers pretty easily." He gives her a bony, humorless smile. "We used to take the heads of witch doctors and gnoll pack leaders and such to the Church as trophies. Thats why the kingdom let us get away with being shady fucks; we got results."

"As I hope you will continue to do for me, even bereft of your connection to the Light." She stares north east. "One day, when we retake those lands, I will request that you launch an expedition into the Belmont manor."

He chuckles. "Fine by me. Old place doesn't hold shit for me anymore. Was just a place I grew up, nothing more. Might be some cousins or something squatting there, if we didn't get killed already."

She turns to look at him, one (very long) eye brow raised. "You speak of killing your family so easily."

Belmont shrugs once again. "Eh, not like they'd hesitate for me. We were taught to destroy abominations and monsters without mercy, no matter what. Any family blood tie went away with most of my soul when I was raised again. Its hard to even remember why I gave a shit about them in the first place." He stands to leave. "It was good speaking to you, Lady Sylvanas. Get me some funding and I can rival Ravenholdt for you!"

With that he leaves, heading back into the depths of Undercity while Sylvanas stared after him, confusion plain across her face.

Reward: +Relationship between Sylvanas and Belmont, knowledge about Belmont family gained
 
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Scarlet plans about purging Solliden if they don't play ball. I'm not surprised really, and so we really gotta stop that from ever happening. What most worrisome is the plans of a expedition to relieve the Monastery once they formed a proper line with their other strongholds in the Plaguelands.

We can not allow this.

Good Putress. Give us results, not backstabbing.



If nothing else, beside his talent, Belmont is fairly open which is nice.
 
Hmm it would be interesting to get a cure though one might have to heal the body fast after it return to living flesh.
Now imagine the reaction though some would want to stay undead in order to live mostly forever.
 
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Hmm it would be interesting to get a cure though one might have to heal the body fast after it return to living flesh.
Now imagine the reaction though some would want to stay undead in order to live mostly forever.
If we actually find a cure, I suspect that for those who have been undead for a long time like us, it would likely be a temporary cure that would eventually wear off at best.
 
Scarlets can get fucked. Soliden will want to kill them.

Exactly. We been far more helpful to Soliden, the Scarlet only ever used them for resources and manpower with little in return and when things don't go their way 'better purge them' is the game.

But Soliden being targeted is only part of the problem. (IE: Scarlet Monastery and the expedition to help them.)
 
But Soliden being targeted is only part of the problem. (IE: Scarlet Monastery and the expedition to help them.)
yep which is why we should either diplo spread the info or intrigue spread(get Soliden to kick them out). only reason why im saying or is if diplo looks viale we can maybe finally get the intrigue expanded. and the monastery either we need to rush and get a good surround or build up more military. depends on how far the expedition is.
 
I agree. WTF was that, Belmont?
I have to admit, after writing Sylvanas and Varimathras and Vellcinda; all characters who give a lot of shit about their familial connections, writing someone like Belmont whose just like "yeah I could stab my family i don't give a fuck. im dead, their not, it be like that." was kinda fun.
 
So where does that leave us? Do we assault the Monastsry now or do we reveal the evidence to take swollen?

We could also clear our more places as we spend an intrigue action to open the gates of the Monastsry before we come in.

I have trust issues with the scourge fighting each other. Some time now or later they will notice us again. Whether they unite to fight us or the Lich King sends a message to cut that shit out is irrelevant.

Our enemies don't sleep and neither should we.
 
The thing is, if we're on a time limit to take out the monastery because reinforcements are coming, we can attack said reinforcements instead.

It'd be an open combat, where our cav, rangers and flying units will be favored by the terrain. If we strike, and shatter them, we can approach the siege much slower and safer afterwards.
 
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