Sympathy for the Forsaken: A Warcraft-AU CK2 Quest

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.


Release the evidence, muster up a combined assault on the Scarlet Monastery


I agree with Varder. We are most suited for open combat at the moment than say storming Scarlet Monastery. If we can push back, and even route and destroyed the expedition, than Whitemane and Renault Mograine are in that much worse shape to fight us without those much needed reinforcements and supplies they was probably hoping for.

And showing the evidence to Soliden to win them over forever, and cost the SC any hope of holding the village.

As for the Scourge, they was always going to be a problem, the Scarlet just the more united, and presence. Once we dealt with the Monastery, and move into the Plaguelands, we going to be facing both Scarlet and Scourge in large numbers...

Joy.

If need be, we could talk to Araj again, or even try to find more reasonable living, and not Scarlet. (Best case, we find Tirion Fordring, or even Darion Mograine and the Ashbringer sword.)

(Also one step closer to reaching Quel'Thalas.)
 
These are the options that I feel we should do next turn

Vandermar Expedition
This area has a lot of mineral wealth, which means mining, meaning more income that we desperately need.

Attack the Scarlet Crusade reinforcements
Fighting them in the open will be easier than in a siege, our troops are suited for open combat, and it will make taking the monastery easier.

Center of the City
While End of Hibernation is probably more rewarding, this action takes less time, provides an immediate small boost to income, and I suspect that End of Hibernation will have a better reward if we take this action first.

Murc-y Diplomacy
I am suggesting this on the assumption that showing Solliden the letter is either an intrigue action or we can put it on hold for one turn. While likely not as immediately rewarding as wiping them out, I feel that negotiating with them is more interesting in terms of roleplaying(which is always my main priority when voting in quests), and it allows us to take two regions in one turn if we do it with Vandermar Expedition, meaning more ways of raising our income.

Those in the Shadows/A Royal Decree
We need to quit putting these actions on hold, we need more actions to get things done faster. Sure it would increase our upkeep, but with our larger income I think we can take the hit, and we have ways of raising our income in the future. Also, Belmont stated in this turn that he would like to have more funding.

Powers of Shade (Optional)
I suggest doing this if we can spare the funds, if not we can do it the the turn after. I want to get this done before we start any major conversions, having our priests demonstrate their own holy powers will make it easier to win people over.

Mushroom Cakes and Ooze Tea/Shadows of the Grave (Determinant)
Which we should do next turn I feel depends on whether or not we do Powers of Shade, if not then the we do the former, if so the latter. I feel that the latter will have synergy with Powers of Shade if they are done the same turn.
 
These are the options that I feel we should do next turn

Vandermar Expedition
This area has a lot of mineral wealth, which means mining, meaning more income that we desperately need.

Attack the Scarlet Crusade reinforcements
Fighting them in the open will be easier than in a siege, our troops are suited for open combat, and it will make taking the monastery easier.

Center of the City
While End of Hibernation is probably more rewarding, this action takes less time, provides an immediate small boost to income, and I suspect that End of Hibernation will have a better reward if we take this action first.

Murc-y Diplomacy
I am suggesting this on the assumption that showing Solliden the letter is either an intrigue action or we can put it on hold for one turn. While likely not as immediately rewarding as wiping them out, I feel that negotiating with them is more interesting in terms of roleplaying(which is always my main priority when voting in quests), and it allows us to take two regions in one turn if we do it with Vandermar Expedition, meaning more ways of raising our income.

Those in the Shadows/A Royal Decree
We need to quit putting these actions on hold, we need more actions to get things done faster. Sure it would increase our upkeep, but with our larger income I think we can take the hit, and we have ways of raising our income in the future. Also, Belmont stated in this turn that he would like to have more funding.

Powers of Shade (Optional)
I suggest doing this if we can spare the funds, if not we can do it the the turn after. I want to get this done before we start any major conversions, having our priests demonstrate their own holy powers will make it easier to win people over.

Mushroom Cakes and Ooze Tea/Shadows of the Grave (Determinant)
Which we should do next turn I feel depends on whether or not we do Powers of Shade, if not then the we do the former, if so the latter. I feel that the latter will have synergy with Powers of Shade if they are done the same turn.

A lot of this I agree with, first off with 'Those in the Shadows.' That failed roll was really just annoying more than anything else, and we really do need to get more action slots. Putress should be happy right now, so next next time for him.

Murc-y Diplomacy would be fun as it can play up the Forsaken 'band of lost people, and misfits.'

I love hanging out with Vellcinda, but Alethalyste is kidna the head of our cult, or at least a leading figure in it. And the only one we haven't spent time with thus far.
 
That failed roll was really just annoying more than anything else, and we really do need to get more action slots.

That failed roll saved us. We would have had a much harder time getting started if we had a -50 gold/turn chain around our neck from the first turn. Frankly, I think it's still way too early as it is. Working an intelligence agency to its full potential costs 50g + 200g * = 250g / turn. We can't afford this, not even close.

* 100 gold is a mission cost and since we'll have two slots...
 
That failed roll saved us. We would have had a much harder time getting started if we had a -50 gold/turn chain around our neck from the first turn. Frankly, I think it's still way too early as it is. Working an intelligence agency to its full potential costs 50g + 200g * = 250g / turn. We can't afford this, not even close.

* 100 gold is a mission cost and since we'll have two slots...

Hmm...well, victory in failure indeed.

I do still think a full on intelligence agency is still well worth it with all our recent gains, and turnouts going well for us.
 
Omake: Random Day of a Poor Soul
Random day of a poor soul.

Townes Freewrithe, once alive, then dead, than mindless undead, and finally free-will undead, wanted nothing more to be in a liberty, and reading books. But he wasn't. He was an militia Forsaken, trustly spear in his rotten hands. He actually haven't seen action, and for that fact, he could give the closest thing he could give to happiness.

He had a good life. His parents of Stormwind died when he was young, sometime during the Second War. Wasn't Orcs, but bandits of all things. Lived with his father's brother, a Knight for Stromgarde. Wasn't a Paladin, but by the Light, and the Shadow, could he act like a self-righteous fool. He spent his days with books, working when he was told, and doing his part.

He...he really didn't remember how he died. He lived right outside the Capital City. He, like all of the kingdom, was happy the Prince had return from the Far North...before he murdered everyone living soul and turn them into an army of death.

Freewrithe happy he didn't.

He hoped his cousins was alive. Half lived in Vandermar Village, and the others in Stromgarde.

He was rumbling? Was he insane? Maybe he should drink more red leaf tea. He didn't have much left, and he could barely taste anything.

"OH GODS OH LIGHT! WHY?! HE WANTED HIS MOTHER AND FATHER!!! WHY COULDN'T HE CRY! WHY?! JUST WHY?! WHY DID THE SCACELT HATED THEM!? WHY DID ARTHAS MURDER HIS OWN PEOPLE?! DID HE KILL HIS FAMILY?! HIS FRIENDS!? WHY?!??!"

Townes pulled himself together on the inside, rubbing his face for tears that wasn't there, and stood back up. He watch the ruined land of Lordaeron, and thought happy thoughts. Like maybe the books in Dalaran was still there, and he could read them all sometime soon. Maybe he could write that letter to Lady Windrunner about Quel'Thalas.

Just another day in life for the Forsaken, and the New World of Azeroth. The ashes was cooled, but the fires still burn across the land.

(Just a random something I been wanting to do.)
 
Turn 7
Turn 7



Sylvanas stared down the Darrow Pass, deep into the former heart of Lordaeron. From here she could see the ground slowly start to change color, like milk curdling from decay, as rot and fungus sprouted out of the ground. There was where the Plague still danced in the sickly air; where only through the power of the Light did men still breath safely. There was where the Scrouge reigned, where vast armies of mindless zombies clashed on fields long since gone fallow and rank. There was where the the Scarelt Crusade devolved into increasingly bloodly acts of zealotry and raised army after army from the untainted lands of New Avalon and Tyr's Fist. A Crusade was building there, a grand expedition that sought to smash the Forsaken in the cradle and unite Tirisfal under a red banner.

"Interesting how the growths stop almost exactly at the dividing line between Andorhal and Tirisfal. The fungual infection should not respect political boundries. Something to look into." From the ruined tower they were on Puttress muttered as he wrote down in his notebook. Sylvanas, Nathanos and the alchemist had come here to observe the pass and any movements from either the plagued earth or the forces beyond.

"Was always told that Tyr himself protected the the glades. That or the Council. Maybe there is a bit of magic in the soil after all." Nathanos said as he watched.

"Possible, possible. Venomweb candidate for resting place, as is Brill cairns and Whispering Forest. Carins are the only accessible site currently. Crusade makes movement into Venomweb dangerous and current political diffculties with Solliden needs to be solved before Whispering Forest is even a possibility." Puttress mutters. "Tyr's body is a red herring anyways. My work on the Plague will bear fruit long before any arcehological expedition into the tomb of a dead god will. How many generations of Menethil died in the hills of the Whispering Forest in vain?"

"At least three from the records. Numerous minor lords as well, along with countless lowborn adventurers and soldiers." Syvlanas had been spending a long time ruminating over the Menethil Dynasty. "Whatever the case any expeditions into the unexplored places can wait until the Crusade is crushed in Tirisfal." She turns to Nathanos. "There have been no new movements at the Monastery, yes?"

"None. I assume they know that help is coming and Whitemane and Mograine are content to sit pretty and ration out their supplies."

Sylvanas nods. "Good. Keep on preparing and tell me when you're ready to assault the place. If we can take it before the Crusade reaches here hopefully they'll turn back and refocus on securing Darrowmere. If not then at least we won't be facing attacks from the rear."




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.



[]Rag and Bone Men: The Forsaken have a natural skill for warfare built into them, as do all creatures raised by the Lich King as part of his Scourge. Because of this the average Forsaken citizen can prove to be formidable fighter without any training and minor equipment. Forsaken militia, while no match for proper regular infantry, can do better than the armed populace of other races. CoS: 100% Time: 1 Turn Cost: 100 Gold Upkeep: 20 Reward: 4 Units of Forsaken Militia



[]Securing Darrow Pass: Darrow Pass, named after the Darrowmere, had long been considered the main gateway into the inner kingdom of Lordaeron. Scattered ruins in the pass has lead scholars in Dalaran to beleive that even the Amani constructed fortresses in the pass. Now it sits wide open, allowing Crusader and Scrouge alike to pour into Tirisfal and bring war to the Forsaken. This cannot be allowed any longer and the Banshee Queen has mandated the construction of an outpost within the pass. Cost: 100 Gold Time: 1 Turn CoS: 65% Reward: Darrow Pass Controlled


[]When Zombies Fly: The ability for the Forsaken military to deploy airbone units has gotten Nathanos worked up into a frenzy. While it would break the bank and likely isn't workable at this moment Blightcaller wishes to eventually be able to field flying units as recon, air support and transport units. For right now though he wishes to simply train a group of militia to fight on the backs of the bats as a proof in concept. Time: 1 Turn Cost: 300 Gold CoS: 75% Reward: 1 unit of Forsaken Flying Militia, Martial Options unlocked



[]Removing the Vile Fin: The North Coast, even before the Scourge, was a untouched and rather dreary piece of land. With the main Lordaeron harborages down in Hillsbrad and east New Haven, no one ever really sought to tame the cold northern waters. However the Forsaken do not have access to those far southern and eastern ports; they have the North Coast. By settling and taming the northern shore fishing and ship building could begin on a much larger scale; doubly so if the prime harbor of the Whispering Strand north of Solliden could be taken. However there is a problem: the Vile Fin tribe of Murlocs holds the North Shore as its tribal homelands. These pests will have to be pushed back into the sea of the Forsaken are to make use of the coast. Time: 1 Turn Cost: Potentially Units CoS: 50% Reward: North Coast taken, Vile Fin tribe destroyed



[]Siege of the Scarlet Monastery: The last line of defenses before the Scarlet Monastery have been taken by the Forsaken. The path to that great fortress of fanaticism now lies open and vulnerable to attack. However it will not be any easy fight; as the Forsaken military is little more than bands of armed citizenry backed up by an elite corp of special forces. Blightcaller has drawn up plans for the assault; but worries that the Army of Undercity will face horrendous losses in assaulting the Monastery. Time: 1 Turn Cost: Lots of Units CoS: Unknown Reward: Begins Crisis Turns; starts the Siege of the Scarlet Monastery



[]Vandermar Expedition: The valley of Vandermar is one of the most far flung edges of Lordaeron, nestled deep in the otherwise uninhabitable Whispering Forest. A strange and untraveled place, it would be unremarkable were it not for its excellent defensive position and the vast vein of gold it lies on top of. Its mineral wealth was never fully exploited by the fallen kingdom due to its inaccessible nature, but such mortal concerns are below the Forsaken. With the road through Solliden secure, it is not possible to send out a expeditionary force to secure the town and its gold. Time: 1 Turn Cost: 50 Gold CoS: 65% Reward: Vandermar Secured



Stewardship (Choose 1) - 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.



[]Center of the City: Undercity is broken up into different Quarters, a relic of when the city was meant to serve as a massive military base for the Scourge. Since they every part of the city but the center has gotten a specific purpose. Varimathras has the idea to turn the currently vacant center isle of Undercity into a trade and commerce hub, a feature the Scourge left out due to having no need for such a thing. While right now it would simply provide space for local crafstmen and farmers to sell their wares, hopefully one day it will provide a space to do business for all friends of the Forsaken. CoS: 80% Time: 1 Turn Cost: 100 Gold Reward: +20 Gold Trading Income, +10% boost to any future trade deals and inter-nation commerce



[]End of Hibernation: Above ground lies one of the largest and most beautiful cities in the world, though sadly currently in ruins. It seems a grand shame to waste the city of Lordaeron so. In this spirit Varimathras has drawn up plans for future Forsaken expansion into the ruined city above, properly claiming it and establishing both a top and bottom side populace. The risks of being discovered and dealing with a siege are great, but the prestige and national pride from completing such a project cannot be measured. Time: 4 Turns Cost: 300 Gold, Vulnerable to Siege During Construction CoS: 60% Reward: Restored Capital City, Diplo Rep Boost, Increased citizen happiness, ???


[]Brill-iant Heart: Brill is reborn once more. Not quite the shining trade city it was during the high reign of the Menethil, the bustling township is still an important part of the burgeoning economy of the Forsaken. However there is more to be done on that front. With the raising of more troops the finances of the undead kingdom must grow. Through the use of public works projects, an expansion of the market square and a further clearing of destroyed and abandoned buildings Brill can produce even more gold for the Banshee Queen. Cost 200 Gold Time: 1 Turn Cos: 55% Reward: Brill Expanded, +50 trade income



[]Blighted Chambers: Currently the Blighted Council meets out of a small sub-chamber off the main throne room in the Royal Quarter. This state of affairs belies the Council's importance and really is not appropriate to the august body. A new, much grander chamber can be dug within the Royal Quarter for the Council to meet and debate the path of the Forsaken. Not only would this please the Council, it would also increase the trust the people of Undercity have in it. Cost: 100 Gold Time: 1 Turn CoS: 75% Reward: Blighted Council given its own chambers, Council Power grows to Respected



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.



[]The Shiplords: Kul Tiras. Island stronghold of the Alliance, one of the last of the free human nations to survive the Scourge. A violent blockade and a Shoot On Sight policy towards anything that smacks of the Scourge has kept Kul Tiras safe, but also cut them off from the rest of the world. It would not be...impossible to try and get a diplomatic missive through, but it would be very, very unlikely. The chances of a diplomat not getting blown out of the water, to say nothing of an actual deal being reached, is quite low. Vellcinda is still willing to try, however. Time: 2 Turns Cost: 50 Gold CoS: 10% Reward: Diplomatic Access to Kul Tiras



[]Beyond the Wall: Greymane Wall separates the hermit kingdom of Gilneas from the rest of Azeroth, a massive fortification that dwarfs Thoradin's Wall and comes close to outmatching Thandol Span; and unlike the former two it still stands. There has been no information on the Gilneans since the Scourge came, the most anyone knows is that the Wall still stands and the howling of wolves can be heard across Baradin Bay on moonlit nights. A diplomatic expedition could be sent to learn what because of the isolated kingdom, and perhaps win friends for the Forsaken. Time 1 Turn CoS: 20% Cost: 50 Gold Reward: Information on Gilneas, possible diplomatic ties



[]Daiodachi Liches: The situation in eastern Lordaeron is much, much different than what the Forsaken had assumed. With the continued silence from Arthas his various underlings and advisers have begun warring among themselves. The main factions of these warring Scourge factions the Forsaken know of is the Andorhal faction, led by the usupred Araj the Summoner and the Caer Darrow/Scholomance Clique, led by Darkmaster Gandling and Alexi Barov. Where the feared Ras Frostwhsiper, true master of Scholomance is in all this is unknown, but from what the Forsaken can tell the clash has been dominated by the great clash of undead hordes along the shores of Darrowmere. A more in depth exploratory expedition can be sent into the Plaguelands to better sound out both factions. CoS: 55% Time: 1 Turn Cost: 50 GP Reward: Information on Andhorhal and Caer Darrow Cliques



[]Murc-y Diplomacy: The Murlocs of Azeroth have long been a maligned and distrusted people, viewed as little more than pests and animals to be pushed away from the edges of civilization. But, well, the same could be said for the Forsaken. There is a shared plight there, a string of empathy that even the cold numbness of undeath cannot truly push away. If the Forsaken treat the Murlocs like the same beasts that they themselves are often treated as, well, are they any different from the self righteous paladins who they fight against? The Murloc language is near incomprehensible to most, but the mages of Undercity say they can translate it. A hand offered in friendship may gain more than the sword. Time: 1 Turn Cost: 50 Gold CoS: 40% Reward: Murlocs make pact with the Forsaken, North Coast taken under joint ownership, further integration possible.


[]Swaying Solliden: After the success of the food caravans to Solliden the humans there are much, much more inclined to create a more permeant pact with the Forsaken. A formal alliance would finally mean that most of Tirisfal outside of the Vale of Vandermar is secure for the Forsaken. Diplomatic missives are to be sent and Vellcinda is preparing to engage in long, hard negotiations with the Solliden family. Releasing what Belmont found in the Scarlet Church within the town will also speed up the process, and if the people's anger grows great enough formal vassilzation may be in the cards. Time: 1 Turn Cost: 50 Gold Cos: 75%/20% Reward: Alliance with Solliden gained/Vassilzation of 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.



[]Those in the Shadows: The ancient Lodges of the Ravenholdt were utterly destroyed during the Scourge's invasion; but thankfully for Undercity many former members regained their free will as the Forsaken were rising. Sylvanas has need of a capable group of undead who can reliably take on missions of espionage and intrigue, and Belmont seeks to deliver. CoS: 60% Time: 1 Turn Cost: 100 Gold Upkeep: 50 Gold Reward: Dedicated Forsaken intelligence agency, +1 Intrigue Action



[]End of the Rope: The Scourge command post in the Gallow's End Tavern had a wealth of papers and correspondence buried away in Cromwell's personal chambers. Unfortunately about half of it is useless and the other half is written in code. Belmont is fairly sure he can break the cipher, and hopes that doing so will reveal more information on the hated, ancient enemy. CoS: 55% Time: 2 Turns Cost: 100 Gold Reward: Intel on Undead Scourge activities


[]Warrens of Undercity: It is not secret that Undercity is snuggled deep within a honeycomb of caves, tunnels, secret passages and ruined dungeons. Even before the Scourge Lordaeron sat on a massive warren; with the dockyards of the city on Loradmere Lake even laying on top entire districts and sunken city blocks. This vast network of tunnels needs to be secured and turned to the use of the Forsaken, lest the city be infiltrated by outside forces. Cost: 50 Gold, Time: 1 Turn Cos: 70% Reward: Undercity Tunnels secured, Stewardship and Intrigue options unlocked



Learning (Choose 1) - 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



[]Standard Testing: With the most basic facts of the Plague of Undeath revealed, Putress now feels confident enough to move forwards onto more intensive testing. If the Plague is to be either cured or reverse engineered the Forsaken must know how to both reverse it and how it was created. The tests to do so are expensive and ethically dubious, but the dungeons are bursting with captured Scarlet patrols and more treasure can always be taken from the enemies of the Banshee Queen. Cost: 200 Gold Time: 3 Turns Reward: Creation and Reversal of the Plague revealed.


[]Putresstein's Monster: One of the main linebreakers of the Scourge is the Undead Abomination. Massive creatures made of up many dead bodies stitched together and enhanced with alchemical liquids and augments, Abominations can wreak havoc on regular infantry and cavalry. Their creation has been lost to the Forsaken, but it may be possible to regain such knowledge and bolster up the ranks of Undercity's armies with these horrible creatures. CoS: 70% Cost: 200 Gold Time: 2 Turns Reward: Able to Create Undead Abominations



[]A Royal Decree: Right now Putress is working mostly on his own or with a few scattered acolytes and apprentices to help him out. The apothecary has been asking for an offical royal decree naming a Royal Apothecary Society; an official research and development organ of the Forsaken government. Sylvanas is loathe to give Putress more resources and trust, but he is right in that an organized and dedicated society would be much more efficent at getting research completed. CoS: 60% Time: 1 Turn Cost: 100 Gold Upkeep: 50 Gold Reward: Creation of the Royal Apothecary Society, +1 Learning Action



[]Ancient Graves: Brill is built upon a massive burial site dating back to the first human tribes. The Arathi used to bury their most respected warriors, kings and shamans in great cairns. While these eventually erroded away, their burial chambers mixed in with crypt tunnels and collapsed graves to creatre a somewhat navigable warren under the massive graveyard just outside of Brill. Putress could be convinced to outfit an expedition to see what lies below. CoS: 60% Time: 1 Turn Cost: 200 Gold Reward: Artififacts??? Good Stuff??



Piety (Choose 1) - There is no formal head of the Cult of Forgotten Shadows, but Aelthalyste is the spirtual leader of the faith in all but title. Formerly a High Elf native of Stormwind, Aelthalyste fell into the company of the heretic Natalie Seline and was an eager disciple of the rogue bishop until her murder by the Church. Aelthalyste fled north to Lordaeron and hide some scraps of her works in the sewers of the Undercity. After being killed by Arthas during the sacking of Capital City she reemerged to spread the teachings of Seline and bring about the balance between Light and Dark.





[]Spreading the Shadow - Brill: Brill, being the center of commerce in the region, once boasted a fairly sizable church of the Light on its outskirts. While the Scourge smashed all the iconography and let a host of banshees live in it for a long while, the structure itself is still fairly impressive. A group of Cult members, along with a priest, can be sent out to repair the church and rescantify it to the Cult. Cos: 75% Cost: 100 Gold Time: 1 Turn Reward: Cult of Forgotten Shadows established in Brill.



[]Sanctifying Solliden: The Scarlet Crusade seeks to convert Solliden to their fanatical brand of Light worship. Such a thing cannot be allowed to happen, so the forces of the Shadow must marshal their strength. This will be the first major conversion and religious expansion the Cult of Forgotten Shadows has ever taken out, but Aelthalyste is sure that she can lead the charge and give the people of Solliden something with more spiritual satisfaction behind it than blind hate and xenophobia. Time: 2 Turns Cost: 100 Gold CoS: 60% Reward: Cult of Forgotten Shadows established in Solliden



[]Powers of Shade: Divine magic has always been something that those truly devout among the priestly class of Lordaeron were able to grasp. If the self-righteous Light Worshipers can do it, Aelthalyste is sure that her clergy can too. Already there are rumors and claims that some Shadow Pirests can do miracles, and the banshee intends to gather them, test them and then work on spreading the ability to use these powers as much as possible. Time: 1 Turn Cost: 200 Gold CoS: 50% Reward: Shadow Priests Divine Casting Established



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.



[]Shadows of the Grave: Alethalyste is a former native of Stormwind and one of the first banshees to join the Forsaken, beyond Sylvanas herself of course. It is her faith, however, that makes her stand out. Claiming to have known the founder of her religion before both of them died, the banshee has been adamant in her convictions and happy to have found eager ears among the undead. It may be worth Sylvanas talking to her to get a better grasp on the religion her own nation has set as policy. CoS: 75% Time: 1 Turn Reward +Relationship Sylvanas and Alethalyste, Info on Cult of Forgotten Shadows, Personal Options Unlocked



[]Mushroom Cakes and Ooze Tea: Vellcinda was once a maid in the employ of a noble lady and has picked up some of the customs and pleasures of the high class of Lordaeron from her. A simple tea, a fad started by southern Gilneas, will do a lot to bring her and Sylvanas closer together and prompt Vellcinda to open up about all the juicy, potentially useful gossip she over heard on the former nobility of Loraderon. They may all be dead but hey, that never stopped the Forsaken before. CoS: 75% Time: 1 Turn Reward: +Relationship between Sylvanas and Vellcinda, GOSSIP

[]A Plagued Picnic: The amount of Scourge and Scarlet to hunt in Tirisfal had dropped significantly, but in the lands beyond Darrow Pass Sylvanas and Nathanos can easily find big game to hunt and track. A second hunting trip, this time aimed at scouring the so called "Plaguelands' for game and information would be just what the two old friends need to burn off some nervous energy. Cost: 20 Gold Time: 1 Turn Cos: 65% Reward: +Relationship between Nathanos and Sylvanas, Plaguelands scouted

((Sorry about how long this took. School is the big oof. Hopefully with break I can get another update out this week. Two hour moratorium as always

I also wanted to give a shout out to @torroar 's Gurubashi Restoration Quest, which recently began updating again. Torroar's Warhammer and Warcraft quests are a big inspiration for me and the Gurubashi and Mag'har quests directly led to this quest existing. I doubt that many of you don't already follow that quest, but if you don't please give it a look.

Also I'm working on a short overview of how pre-Scourge Loraderon governed its territory. This is as much of a lore piece for you as it will be a reference document for me.))
 
Last edited:
[X] Plan: Siege Prep
-[X]Securing Darrow Pass: Cost: 100 Gold Time: 1 Turn CoS: 65% Reward: Darrow Pass Controlled
-[X]Vandermar Expedition: Time: 1 Turn Cost: 50 Gold CoS: 65% Reward: Vandermar Secured

-[X]End of Hibernation: Time: 4 Turns Cost: 300 Gold, Vulnerable to Siege During Construction CoS: 60% Reward: Restored Capital City, Diplo Rep Boost, Increased citizen happiness, ???
--[Free]

-[X]Swaying Solliden: Time: 1 Turn Cost: 50 Gold Cos: 75%/20% Reward: Alliance with Solliden gained/Vassilzation of Solliden.

-[X]Warrens of Undercity: Cost: 50 Gold, Time: 1 Turn Cos: 70% Reward: Undercity Tunnels secured, Stewardship and Intrigue options unlocked

-[X]Standard Testing: Cost: 200 Gold Time: 3 Turns Reward: Creation and Reversal of the Plague revealed.

-[X]Sanctifying Solliden: Time: 2 Turns Cost: 100 Gold CoS: 60% Reward: Cult of Forgotten Shadows established in Solliden

-[X]Shadows of the Grave: CoS: 75% Time: 1 Turn Reward +Relationship Sylvanas and Alethalyste, Info on Cult of Forgotten Shadows, Personal Options Unlocked

Since it seems the Crusade is going to wait for reinforcements, we can use this time to make sure none will come for them. Between securing the pass and allying with Solliden, we'll be safe to lay siege to the monastery next turn.

With the council covering the cost for a stewardship action this turn, it makes sense to use it on the most expensive one. And while we're improving the capital, we might as well improve it on all levels.

Finally, getting started on researching how to reverse the plague is going to be important to having non-undead within our lands. And Slyvanas learning more about the Cult will be good for both political reasons (most of the population follows it) and personal ones too (she might be interested in it as well).
 
Last edited:
[X] Plan: Siege Prep
-[X]Securing Darrow Pass: Cost: 100 Gold Time: 1 Turn CoS: 65% Reward: Darrow Pass Controlled
-[X]Vandermar Expedition: Time: 1 Turn Cost: 50 Gold CoS: 65% Reward: Vandermar Secured

-[X]Center of the City: CoS: 80% Time: 1 Turn Cost: 100 Gold Reward: +20 Gold Trading Income, +10% boost to any future trade deals and inter-nation commerce
-[X]End of Hibernation: Time: 4 Turns Cost: 300 Gold, Vulnerable to Siege During Construction CoS: 60% Reward: Restored Capital City, Diplo Rep Boost, Increased citizen happiness, ???
--[Free]

-[X]Swaying Solliden: Time: 1 Turn Cost: 50 Gold Cos: 75%/20% Reward: Alliance with Solliden gained/Vassilzation of Solliden.

-[X]Warrens of Undercity: Cost: 50 Gold, Time: 1 Turn Cos: 70% Reward: Undercity Tunnels secured, Stewardship and Intrigue options unlocked

-[X]Standard Testing: Cost: 200 Gold Time: 3 Turns Reward: Creation and Reversal of the Plague revealed.

-[X]Sanctifying Solliden: Time: 2 Turns Cost: 100 Gold CoS: 60% Reward: Cult of Forgotten Shadows established in Solliden

-[X]Shadows of the Grave: CoS: 75% Time: 1 Turn Reward +Relationship Sylvanas and Alethalyste, Info on Cult of Forgotten Shadows, Personal Options Unlocked

Since it seems the Crusade is going to wait for reinforcements, we can use this time to make sure none will come for them. Between securing the pass and allying with Solliden, we'll be safe to lay siege to the monastery next turn.

With the council covering the cost for a stewardship action this turn, it makes sense to use it on the most expensive one. And while we're improving the capital, we might as well improve it on all levels.

Finally, getting started on researching how to reverse the plague is going to be important to having non-undead within our lands. And Slyvanas learning more about the Cult will be good for both political reasons (most of the population follows it) and personal ones too (she might be interested in it as well).
There is a moratorium, and I don't want to make us more vulnerable to sieges when we are possibly facing a crusade. Brill-iant heart is not that much cheaper. I also think we would be better off waiting to convert Solliden until we have an alliance or have vassalized them, especially since we don't have them in Brill yet. I would prefer to use the piety action on expanding to Brill or getting divine casters. I also would prefer to take this opportunity to do A Royal Decree and Those in the Shadows for the extra actions.
My plan:
[X] Plan preparation for tomorrow
-[X]Securing Darrow Pass: Cost: 100 Gold Time: 1 Turn CoS: 65% Reward: Darrow Pass Controlled
-[X]Vandermar Expedition: Time: 1 Turn Cost: 50 Gold CoS: 65% Reward: Vandermar Secured

-[X]Brill-iant Heart: Cost 200 Gold Time: 1 Turn Cos: 55% Reward: Brill Expanded, +50 trade income
--[Free]

-[X]Swaying Solliden: Time: 1 Turn Cost: 50 Gold Cos: 75%/20% Reward: Alliance with Solliden gained/Vassilzation of Solliden.

-[X]Those in the Shadows: CoS: 60% Time: 1 Turn Cost: 100 Gold Upkeep: 50 Gold Reward: Dedicated Forsaken intelligence agency, +1 Intrigue Action

-[X]A Royal Decree: CoS: 60% Time: 1 Turn Cost: 100 Gold Upkeep: 50 Gold Reward: Creation of the Royal Apothecary Society, +1 Learning Action

-[X]Powers of Shade: Time: 1 Turn Cost: 200 Gold CoS: 50% Reward: Shadow Priests Divine Casting Established

-[X]Shadows of the Grave: CoS: 75% Time: 1 Turn Reward +Relationship Sylvanas and Alethalyste, Info on Cult of Forgotten Shadows, Personal Options Unlocked
 
Last edited:
The Governance and Internal Principalities of Loraderon
Beloved By the Sun; Hated by the Shade: Lordaeron Before the Third War by Alsonius Solomon. Everstill Publishers, Ogrimmar



Gold of Lordain: The Governance of Lordaeron

Lordaeron was birthed out of a group of power, disaffected members of the Stromic nobility who fled the decadent heartlands of the Arathi for the bountiful and well protected lands of Lordaeron. While originally only referring to what is now called the Tirisfal glades, Lordaeron would eventually become synonymous to all lands south of Greendwood Pass and north of the Arevass River and the Alterac Mountains. These territories, holding some of the most productive farmlands, woodlands and easily accessible mines in the north, would be known as the Heartland of Loraderon. Eventually the kingdom would expand, taking Silverpine from Gilneas in the Summer's War and gaining Hillsbrad from the disintegrating Empire of Arathor during the Southshore Revolt. These new possessions would forever be referred too as the Outer Colonies, even several hundred years after they were taken into the fold.


Arathor was governed under a loose network of dukes, petty barons, land owning knights, free cities and royally held lands. This decentralized system was a clear step away from the Trollish palace economies and the absolutist kingdoms of the High Elves. All of Arathor's children gained this system to varying degrees. Stormwind and Stromgard were always more centralized than Kul Tiras and Altaerac. Loraderon always governed with a loose hand, which lead to many of its principalities being effectively self ruling outside of directives from the monarchs, royal garrisons and taxation of both coin, goods and soldiers.


The original dynasty of Lordaeron claimed direct descent from its namesake and styled themselves the Lordarin dynasty. Under Lordarin rule the kingdom had a more militaristic air to it. Power was held mainly by knights, proto-paladins and other martial rulers. The Lordarin kings eventually met their end when Gwain Lordarin died to High Elven shot during the Thalassian War. From there the Kingdom fell into the Troubles wherein multiple dynasties attempted to claim the throne. The Dathrohan, Fordring, Lagarious and Greymane dynasties all attempted to sit the throne for varying amounts of time. The foreign Greymanes were finally removed from the throne during the Summer's War after it was discovered by the Lordaeron nobility that they were attempting to unite Gilneas and Loraderon through marriage. Aurius Rivendare lead the Avalonic Alliance to victory and secured both his dynasties place on the throne and the vast Silverpine forest of Lodareon

The Rivendare kings were of a more mercantile sort than the Loradin dynasty. Numerous towns and cities, including their own of Stratholme, were granted charters as free cities. The power of the middle class grew and grew and vast amounts of money flowed into the kingdom. The old nobility also began to chafe under the reign of'merchants kings' and if Darian Rivendare had not abdicated the throne to his nephew Aliane Menethil it is likely that a new rebellion would have broken out.

The Menethil Kings led Lordaeron into a golden age. Masters of steawardship and diplomacy, as well as favored by the Light and great martial warriors besides, the Menethil led Lordaeron for 200 years before their fall during the Third War. They reigned in the merchants and gave the nobility enough power to feel strong again, but not enough to actually threaten the Throne. Loraderon quickly rose to be the leader of the northern human kingdoms and settled into an era of peace and trade. Under the Menethil lands were redistributed to make sure that no one noble or faction had too much power and internal stability was restored


[....]


Divisions of the Kingdom:


Lordaeron could be easily broken up into two parts. Firstly the rich, well populated and productive Heartlands. Consisting of everything north of the Arevass and the Alterace Mountains, the Heartlands held the soul of what was considered 'Lordaeronian". South of those dividing lines were the Outer Colonies. Vast swathes of territory ruled over by military governors and populated by frontiersmen and simpler folk. While not as wild as the name would imply, Silverpine and Hillsbrad were not well peopled and were home to more villages and fewer cities than the Heartlands.

The Heartlands could be further separated into Tirisfal and the East, and then even more into Noble Duchies and Free cities. Tirisfal; made up of the Barony of Tirisfal, the Royal Demense of Loraderon and the Duchy of the Vale of Vandemar and the Whispering Forest, was the breadbasket of the kingdom. Home to its capital and some of its more productive farmland, Tirisfal was the first thing many visitors would seen when entering Loraderon proper.

The Noble duchies of the East were New Avalon, Darrowmere and Tyr's Hand. From here the landed nobility held power and waged a war of influence with the merchants. New Avalon was known for its faith and adminstrative qualities; most of the bureaucrats and civil servants of the kingdom came from the large fast eastern duchy. Tyr's Hand was a former military district turned hall of the faithful that would eventually be dominated by the Silverhand and Darrowmere held great fortress of Caer Darrow and the great Darrowmere Forest. From the noble duchies came timber and men; along with a great deal of arms and experinced commanders.

The Free Cities were made up of Hearthglen, Stratholme and Andorhal. Andorhal held the most fertile fields in Loraderon and was the kingdom's main breadbasket and a major point of food production in the east. Stratholm was the kingdom's second largest city and made immense amounts of money off of trade with Silvermoon, as well as being the center of Light Worship for the entire North. Hearthglen was the traditional home of the Fordring family and an important mining town. The chartered cities of Loraderon pumped out most of the kingdom's wealth and kept her finances running.

The Outer Colonies were Silverpine and Hillsbrad. Silverpine was a massive forest that produced most of the timber used in construction and shipbuilding in the kingdom. While Pyrewood and Silverfang keep to the south were still under Gilnean control, Lordaeron administrated the region from Fenris Isle. The forest was dotted with small lumber towns and mills and very few settlements over 1000 souls existed. Hillsbrad was a fertile, if empty territory administrated from the garrison at Southshore. The kingdom's main port aside from New Avalon, Southsore was the most cosmopolitan city of Loraderon and was the main entry point for most merchants. Outside of Southsore Hillsbrad was populated mainly by small farming hamlets. Its fields were fertile enough to rival those of Andorhal and Tirisfal and the Menethil kings had long worked to better integrate the region into their kingdom. The creation of fortresses around the orcish interment camps and the fall and occupation of Alterac may have led to that dream being fulfilled, if the Plague had not devastated the kingdom shortly afterwards.
 
Looking for a new plan. Kinda tired so will vote later.
 
Last edited:
Slight clerical error. You guys only have 1 Stewarship action per turn. Let me fix that right now
 
Guys, I think that this is the last turn we can deal with the Monastery before the main army arrives, we must take the siege action now.

@Hunter531 we still don't have the income for all the actions, we can maybe get R&D or intel agency running, but not both.

@mcclay do we have turn 8 to deal with the monastery siege before the main crusade army arrives? I don't remember the timings.
 
You do not know the exact timings. The Crusade wants to secure a root between New Avalon and Startholme before marching west to Tirisfal. Both of those will take a good amount of time, though Nathanos is not exactly sure.
 
I want to focus on taking out the monastery this turn, and preparing to face the main army.

[X] Slaughter and Solliden
-[X]Securing Darrow Pass
-[X]Siege of the Scarlet Monastery
-[X]Center of the City
-[X]Swaying Solliden
-[X]Warrens of Undercity
-[X]Standard Testing:
-[X]Powers of Shade
-[X]Shadows of the Grave

This uses a lot of our gold (700g), but:
1) Some actions take several turns, so we will make our money back through income while they finish.
2) Most actions are really, really important now.
3) We get a bit more flat income (+20g) and +10% from trading (which we will have a lot of thanks to Solliden alliance) with 80%.
4) With our income we'll have 705g next turn - 3 troop replenishment actions and some side missions; I think that would be enough.

There are two actions that I think might be changed - intrigue and learning ones. Everything else is pretty straightforward: we attack, we build defences, we build money buildings, we forge alliances. I chose this intrigue action because I'm not interested in having former Lordaeron nobility attack us through the tunnels they know about and we don't. So I think that securing tunnels to our capital is a must have. Once we do this, I feel we're in good position to get spies working. Learning action is to throw a bone to Putress (who was really mad at us a turn before), plus it may allow us to move our troops through impassable terrain.

TL;DR: Plague action is to appease Putress and maybe get cheat tech, warrens to shore a hole in our defences.

@mcclay I noticed we can't raise more troops, did we run out of volunteers?
 
Last edited:
Pretty much yeah. There are no shortage of unskilled volunteers, but Nathanos wants to give good equipment to soliders who have at least seen a few battles; or can be backed up by a strong core of men who have. Until your situation is a little less precarious this is going to be what he chooses. So for right now you can either wait for a bit more of your militia to become more skilled or take all the current volunteers and create a horde of motivated, if untrained and poorly armed, soldiers.
 
Pretty much yeah. There are no shortage of unskilled volunteers, but Nathanos wants to give good equipment to soliders who have at least seen a few battles; or can be backed up by a strong core of men who have. Until your situation is a little less precarious this is going to be what he chooses. So for right now you can either wait for a bit more of your militia to become more skilled or take all the current volunteers and create a horde of motivated, if untrained and poorly armed, soldiers.

I see. And how many squads is in a usual army? Trying to understand how many troops do we have. Is it a lot? Is it barely anything?
 
@Hunter531 we still don't have the income for all the actions, we can maybe get R&D or intel agency running, but not both.

We have the raw income to handle the upkeep, plus we are close to gaining control of all of Tirisfal Glades, and the gold mine in Vandermar, both of which should boost our income. I would prefer to have free actions wasted to having too few actions in a crisis scenario
 
Last edited:
We have the raw income to handle the upkeep, plus we are close to gaining control of all of Tirisfal Glades, and the gold mine in Vandermar, both of which should boost our income. I would prefer to have free actions wasted to having too few actions in a crisis scenario

Our income is 265, just building both things at once will topple it to 165. Average learning mission costs 200, so using both actions costs 400; average intrigue costs 100, 200 for both. No, we don't have it yet. We do have other things to fund too.

E. As for gold mines? Yeah, I agree they will help a lot, but it might be some time before we can get to them, build them up and start using them.
 
Last edited:
I see. And how many squads is in a usual army? Trying to understand how many troops do we have. Is it a lot? Is it barely anything?

You have, if you take the four extra militia squads available, about half of what just one pre-Plague Loraderon army would have. To put it in more perspective, at their height in OTL the Defias brotherhood could field 1.5 men for every troop you can possibly have in the field right now. Nathanos is pretty sure that if you take the militia you will outnumber the Scarlet in the Monastery by a small but significant plurality. The unending hordes of the Scourge you are not, but you are bigger than the average gnoll or smaller troll tribe.
 
[][Martial] Securing Darrow Pass
[][Martial] Siege of the Scarlet Monastery
[][Stewardship] Center of the City
[][Diplomacy] Swaying Solliden
[][Intrigue] Warrens of Undercity
[][Learning] Standard Testing
[][Piety] Powers of Shade
[][Personal]

Darrow Pass - 100 Gold
Center of the City - 100 Gold
Swaying Solliden - 50 Gold
Warrens of Undercity - 50 Gold
Standard Testing - 200 Gold
Powers of Shadow - 200 Gold

Gold: 1040
Income: 360
Expenses: 95

Gold at turn end before returns of loot: 605

Martial - No choice here, we need to plug the pass before reinforcements come in, and likewise with the Scarlets
Stewardship - 100 gold for a +20 income in a 1 turn action AND boosts future trade deals? No brainer.
Diplomacy - Joining up with Light resistant living people for the siege is crucial.
Learning - Technically optional and everything is expensive, but our learning advisor is getting pissy so...if we aren't outright redlined I'd take Standard testing, it lasts for 3 turns so they can't expect more expenses for a while.
Piety - Yes I'd like to have Shadow Priests when we take the Scarlets
Personal - No strong opinion yet I'd check the thread....and turns out Vardor has literally the same plan

[X] Slaughter and Solliden

Could have saved 15 minutes if I read the thread first lol.
 
Back
Top