Sympathy for the Forsaken: A Warcraft-AU CK2 Quest

Either way it is terribly unfair to the alive ones. That makes it either mandatory to become undead later in life... or orchestrate a coup against the undead overlords.

It exceeds the scope of the quest, but it is a cause of social unrest.

The issue is one I have been thinking about. This quest will, hopefully, end around the BfA time period. The events during that period will be wildly different, but that is my end goal. I have been giving some thought to a sequel quest set a century or so later with a semi-Napoleonic wars tech level and feel; but thats just vauge ideas right now.

As for the issue at hand, there is no known way of making an intelligent, unenslaved undead outside of the lengthy and time consuming ritual of lichdom. And even then the Forsaken currently has no person who knows the ritual well enough to perform it. Necromancy as a discipline is about controlling the soul and puppeting the body; there is no real 'make a whole ass free person' spell. There miiiiight be a way to research it, but you'd need a Guldan and Nerzhul level mage working on it. At that point you might as well just go kick over Icecrown to get the Not!Valkyries
 
The issue is one I have been thinking about. This quest will, hopefully, end around the BfA time period. The events during that period will be wildly different, but that is my end goal. I have been giving some thought to a sequel quest set a century or so later with a semi-Napoleonic wars tech level and feel; but thats just vauge ideas right now.

As for the issue at hand, there is no known way of making an intelligent, unenslaved undead outside of the lengthy and time consuming ritual of lichdom. And even then the Forsaken currently has no person who knows the ritual well enough to perform it. Necromancy as a discipline is about controlling the soul and puppeting the body; there is no real 'make a whole ass free person' spell. There miiiiight be a way to research it, but you'd need a Guldan and Nerzhul level mage working on it. At that point you might as well just go kick over Icecrown to get the Not!Valkyries

As demonstrated in canon with the Val'kyr, there are ways.

For once, who knows if we could deliberately use the plague to infect someone, have it be raised, and then freeing him? While outright raising intelligent free undead is beyond our means, it is very well within our means to free them, as Sylvanas has done (even if the method involves shaking some sense into the zombie under loose control of the Lich King).
 
say is there a chance that any boss lvl unit or Nerubians to become free and join us?

Oh, the cultural implications of having Nerubians join us! It would be so odd, but a nice play in our ragtag band of species.

Yet Nereubians have special attention from the Lich king I think. They were immune to mental control in life, so I guess that he pays special attention to the undead ones he keeps.
 
As demonstrated in canon with the Val'kyr, there are ways.

For once, who knows if we could deliberately use the plague to infect someone, have it be raised, and then freeing him? While outright raising intelligent free undead is beyond our means, it is very well within our means to free them, as Sylvanas has done (even if the method involves shaking some sense into the zombie under loose control of the Lich King).

That method would be risky, morally pretty fucked, slow and time consuming and has a high chance of not working. Again, the easiest and sanest option is to grab the Val'kyr by kicking in Arthas's teeth. Really that would be a win win for everyone.

say is there a chance that any boss lvl unit or Nerubians to become free and join us?

Highly unlikely? Most 'boss tier' units are under pretty good control by their commander/the Lich King/are big boys like Death Knights or liches. The other issue is that big boys such as Nerubians and the like are pretty easy to notice getting free. Random zombies and skeletons can easily slip away since they're a dime a dozen. Not such much for beefier lads. And as was said Mr. Menethil pays special attention to the spiders
 
That method would be risky, morally pretty fucked, slow and time consuming and has a high chance of not working. Again, the easiest and sanest option is to grab the Val'kyr by kicking in Arthas's teeth. Really that would be a win win for everyone.

Of course, if someone volunteers, Putress won't reject the test subjects.

And while dethroning Arthas is nice... it is quite far away in time right now. Let's see what Putress gets out of the plague research first.
 
Of course, if someone volunteers, Putress won't reject the test subjects.

And while dethroning Arthas is nice... it is quite far away in time right now. Let's see what Putress gets out of the plague research first.
That really depends on how much you wanna throw test subjects at Putress aka Dr. Morals Are For Cowards And Whiners
 
Highly unlikely? Most 'boss tier' units are under pretty good control by their commander/the Lich King/are big boys like Death Knights or liches. The other issue is that big boys such as Nerubians and the like are pretty easy to notice getting free. Random zombies and skeletons can easily slip away since they're a dime a dozen. Not such much for beefier lads. And as was said Mr. Menethil pays special attention to the spiders
but is Mr. Menethil even keep a eye on anything right now, as there is a full blow Scourge civil war?
 
That really depends on how much you wanna throw test subjects at Putress aka Dr. Morals Are For Cowards And Whiners

I'm more worried about him doing that on his free time, actually. If I had a say on this, I would put someone with less mental problems and inclinations to backstabbing your sovereign rulers in mad schemes of vengeance mixed with biologial weapon testings in charge of our science department.

But right now we would have to simply send the Deathstalkers to have an eye on him.
 
Or Dark Rangers...or actually living Rangers. Undead Rangers have the danger of being mind controlled. Then again I doubt we know he has that power right?

EDIT: Also i'm creating a small omake leaflete making the rounds in Sylvanas's Queendom
 
A New Army, A New Day
Omake - A New Army, A New Day

*A leaflete sticks to the side of a wall somewhere in Brill*

The Nights of not so long haunt us in our steps no more. The fanatical Scarlet Crusade has been undone and there Holy Monastary Fortress of Terror, Bigotry, and Banditry taken by our Dark Lady and her forces. Our fever dreams of hope for a new day are no longer dreams but a reality.

Queen Sylvanas Windrunner, Long may she Reign, lead our efforts with the assistance of her General Nathanos Blightcaller and other retainers including our living fellows in Solliden.

Our new nation, free of the traitors who committed sin and atrocity innumerable, has a new army to defend us from the dangers of these degenerate souls. The Forsaken soldier is now just as armoured as the soldiers of Lordaeron Old with Knights of our own to meet the likes of Arthas Menethil. We have the Dark Rangers of old Quel'Thalas, of which our own Queen Lead, to battle in the farthest reaches of civilazation, and we have the Shadow to bolster our lives where the Light fails to do so.

Let it be known in one voice throughout the world of Azeroth that we are Frosaken and we are Free!

Long Live THE BANSHEE QUEEN!
 
Turn 9
Turn 9


Sylvanas scowled as she looked at the death totals from the Vandermar expedition. "Almost fifty good Forsaken soldiers laid in the ground, all for a single village and the road in and out of a valley."

From across the dining table Nathanos grimaced, pushing aside his meal of mushrooms and bat meat. "It is...unideal, to say the least. We hadn't expected the Scourge to infest the place as much as they did, nor for the Crusade remnants to be as fierce as they there. The spiders too were a surprise, I thought that Venomweb as the only place those beasties roamed." He took a moment to think before sighing. "Still, theres no excusing what happened. I should've been on the ball Syl, if I was this never would've happened.

Syvlanas shakes off his words with a hand. "Don't be stupid Nathan. We all underestimated that valley. I thought it'd be a easy thing to pacify one small mining village." She takes a long drink of her mushroom wine, choking down the taste of cold ash that it brought. "Apparently I was wrong. Once Putress is finished with his current research on the Plague I may send him to look at those spiders." She shakes her head and sets the glass down. "Anyways, what other news do you have?"

"Of course," he pulls out small map and places it on the table. "We the recent re-orientation towards the south I've made some adjustments to our force composition. Right now we can only project power into Silverpine through two areas. Here," he taps on the map," from the main road along the Shining Strand past Undercity and here," another tap, "from Fenris Isle."

Sylvanas studies the map for a moment. "Moving an army into Silverpine will be difficult. Even when Terenas was alive there were constant issues with the thick undergrowth making movement off of the main road difficult. With his death and a good few years of neglect I'll be surprised if that road even exists anymore." She drags her finger from Fenris Isle to the shore. "Landing units from Fenris Isle will be easier, but there is only a single point good for the mass disembarking of troops, and once they're off the beaches we run into the same troubles again."

Nathanos nods and places down a small flag. "Yes. My suggestion is that we set up a command post and fort here, at the site of an old orchard. From there we can take advantage of the relatively unforested north to establish a foothold in the region." He draws his finger down the old main road. "Ruined or not, the King's Road provides us with a clear path to follow. From it we can take the the smaller farmsteads and villages of the region, including the major cemetery of Sepulcher that can be used as forward operation position." More flags are dropped. "Finally we can link up with troops sent from Fenris and strike at the main objectives of the region: the former Gilnean towns of Pyrewood and Ambermill."

Sylvanas draws her gaze south, to the massive wall that cut off Gilneas from the rest of the world. "Still no sign from the Gilneans. I don't know what is going on behind that wall, and it bothers me. From what refugees have told us the Scourge didn't penetrate Greymane's paranoia project. You'd expect there to be a flood of refugees trying to gain entrance, of a Gilnean expeditionary force seeking to reclaim their holdings. Something besides the nothing we've gotten. Fucking Kul Tiras has more of a presence than them."

"Nothing expect for howling, Syl. The two we pulled out of Lordamere attested to that. Poor girls"

"Right, Melinda Hammond and Lorna, formerly of Gilneas." Sylvanas knew the women well. They had been founding half dead on the shores of Lordamere. It was unclear when they had fallen to the Plague and when they had escaped Arthas's grasp, but both women had settled into life as merchants in Undercity. "We should talk to them. Once we get closer to the Wall we should see if its jogs their memory."

Nathanos nods. "Right, if we get close to the wall. This is thick forest, its going to be rough going. Bat riders say that they've seen evidence that not even the Scourge penetrated it fully. Lights deep in the trees. Some villages might have survive untouched, full of the living."

"If we can talk them down it'll be nice to have a living population that isn't solely based out of Solliden. And if we're lucky since the Scourge never found them, hopefully the Crusade didn't either."

Nathanos nods. "Aye, I'll drink to that." He gives his glass a look and grimaces. "Or not. Syl, I think that the worst part of the curse is how everything tastes like shit."

Sylvanas raises an eyebrow. "Oh, is that the worst part? I though it'd be something along the lines of looking like an abomination to the rest of the world? Or how you'll never be able to feel emotions properly again. Maybe even how all your bits eventually start rotting off and require a tailor if you can't get enough oils to preserve yourself."

"Honestly, those wouldn't all be so bad if I could at least drown my sorrows in alcohol that didn't taste like I'm drinking ash slurry. Or even enjoy the taste of anything I put in my mouth."

Sylvanas nods and raises her glass. "Fair enough Nathan. Cheers."

"Cheers. Eugh."




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.






[]Fort Northshore: With the removal of the Scarlet Crusade from Northshore Monastery the Forsaken have come into possession of a rather impressive fortress overlooking the entirety of Tirisfal Glades. While initially a place of worship and contemplation the coming of the Crusade transformed the Monastery into a veritable citadel, and the Forsaken can complete that transformation. Parts of the original monastery would be kept as they are for both historical purposes and to allow the faithful to still pray there, but the rest would be turned into an imposing center of military might. Cost: 1000 Gold Time: 4 Turns Cos: 10%/90% Reward: Monastery Turned Into Fort Northshore INCOMPATIBLE WITH SHADOW MONASTERY


[]Nightmare Steeds: The Brother's Nightmare and their successful use of light cavalry forces during the Forsaken's various battles and skirmishes over Tirisfal has inspired many an undead to dream about taking up the stirrups and riding for the Banshee Queen on a skeletal horse of their own once day. While such mounts are fairly rare in the Forsaken, there are currently enough of them that Nathanos feels comfortable with mounting up another unit of Forsaken riders. Cost: 200 Gold Time: 1 Turn CoS: 95% Reward: 1 unit of Forsaken Light Cavalry raised





[]In to the Pines: The small farmstead of Malden's Orchard sits right on the edge of the main tree line of Silverpine. While before the Scourge it was nothing more than a place for caravans and travelers to stop and buy fruit from Malden himself, Nathanos now sees in it a much greater purpose. The farmhouse and the orchard grounds can be fortified and ad used to create a command post for all Forsaken operations in Silverpine and beyond. A small pack of Worgs has taken up residence there, but a determined attack will easily drive them away and claim the Orchard for Undercity. Time: 1 Turn CoS: 85% Reward: Malden Orchard taken, foothold into Silverpine, Command outpost established





[]Shining Assault: The only proper landing spot big enough to support any type of major movement of people is the old Ferry. The necromancer Ravenclaw sent his undead gnolls to take the landing, and without their leader they've been stuck there every since. A strike team from Fenris Isle can cross Lordamere Lake to take the Ferry and establish a second beachhead in southern Silverpine. Time: 1 Turn Cos: 65% Reward: Decrepit Ferry taken, Southern Silverpine opened up.





[]Death in Deathknell: Deathknell: thats what the Army of Undercity know calls the Valley of Vandermar. It is a cursed post, surrounded by hostile undead and zealts; prone to ambushes and night attacks. But if the Scourge can be pushed back, the humans crushed and the spiders exterminated the mines of Vandermar, and its nearby graveyard, can be claimed for the Forsaken. Time: 2 Turns CoS: 55% Reward: Deathknell fully secured.




[]When Zombies Fly: The ability for the Forsaken military to deploy airborne 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




[]Attached Shadows: The question of how to apply Shadow Priests to the Army of Undercity has raised its head. The first solution is to make them a support unit, given to most military units to act as embedded magical support. This would spread the Shadow Priests throughout the army, making sure that all units have access to their ability to curse the enemy and support their allies. This is an expensive option though, as a good deal of new priests would have to be raised and equipped to cover all of the Army of Undercity. The upkeep on most units would raise as well. Cost: 400 Gold Time: 2 Turns CoS: 90% Reward: Shadow Priests given to all non-militia units (some exceptions may apply), all applicable units gain +5 in combat. Upkeep for all applicable units raised by 3. NOT COMPATIBLE WITH FIST OF SHADOW




[]Fist of Shadow: The other possible way to incorporate Shadow Priests into the army is to give them their own unit. This would be cheaper both now and in the long run, not require any new priests right now and concentrate their power into one unit. The downside is that this will not help out other units besides collateral effects and means that if a Shadow Priest unit is destroyed it represents a major blow to your magical forces. Cost: 200 Gold Time: 1 Turn CoS: 100% Reward: 1 Unit of Shadow Priests raised. NOT COMPATIBLE WITH ATTACHED SHADOWS







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.







[]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






[]Port Solliden: The Whispering Shore is a small cove just a few hours to the north of the village of Solliden. While unused by Loraderon expect for the local production of small fishing vessels, this harborage is a prime spot to end the landlocked nature of the Forsaken. Using the nearby stone palisade formerly occupied by the Crusade as a headquarters, Forsaken construction teams and local living experts can begin work on constructing a small port. Cost: 500 Gold Time: 2 Turns CoS: 75% Reward: Port Built on the Whispering Shore


[]Fort Fenris: Fenris Isle is the main island at the center of a small string of smaller islets in the center of Lordamere lake. An important strategic point for control of all of western Lordaeron, it was often bloodily fought over by Dalaran, Gilneas and the Kingdom of Lordaeron. Because of this the Fenrisians were of especially mixed blood and often considered their own ethnic group. More Gilnean than Lordaeronian, they kept their own traditions and were often levied as expert mariners and swamp troops. Fenris itself was dominated by Fenris Keep, a truly ancient fort that had flown many different flags over the years, and one of the old Arcane Observatories of Dalaran. Both sunk into the isle's swampy ground when the Scourge attacked, with the latter being totally destroyed with the former got away with 'just' being half sunk into the earth. A concentrated rebuilding effort could raise the fort back up and give it more than a token skeleton crew garrison. Time: 3 Turns Cost: 500 Gold CoS: 75% Reward: Fenris Keep Rebuilt, Fenris Island Resettled, Efforts in the region boosted.







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




[] Codex Nergalish: An accord has been stuck with the Vile Fin Murloc tribe of the North Coast. However it is an agreement based off of pictograms and pantomime. Without a common language any further efforts to court the Vile Fin are likely to be a failure. However Vellcinda seems determined to do what no one has done before: learn the Murloc's language of Nergalish and then create a book instructing the reader on how to do the same. While no scholar, Miss Barton is possessed of a singular drive a firm grasp of both language and people in general. If any of the Forsaken can do it, shes the one. Time: 3 Turns Cost: 200 Gold CoS: 50% Reward: Nergalish Translated, Diplomacy Options Unlocked







Intrigue (Choose 2) - 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.







[]Eyes on the Alchemists's: Sylvanas trusts Putress about as far as Vellcinda can throw him: not very far at all. The alchemist doesn't seem to be up to anything just yet, but Queen Windrunner doesn't particularly want to leave that all up to chance. Belmont is capable of sending a few 'minders' after Putress to make sure that hes not doing anything hinky. Of course, if the alchemist learns of this he'll likely be quite displeased. Time: 1 Turn Cost: 100 Gold CoS: 45% Reward: Putress Watched, Advanced notice if he starts to fuck around






[]Ships in the Dark: There have been reports of ships off the northern shore of Tirisfal. Ships in the style of the old human kingdoms of Lordaeron. The Scourge detest the sea and prefer to travel using massive floating necropoli, so it its likely not them The Scarlet Crusade would not have marched through the plague infested lands of the inner kingdom to reach Stratholm and then Tirisfal if they had such vessels, so they're out as well. That leaves Kul Tiras, Gilneas or...someone else entirely. Belmont isn't thrilled about any of those options and wants to figure out who exactly those ships belong too. Cost: 50 Gold Time: 1 Turn CoS: ??? Reward: Information?, Contact with ???, ????.





[]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






[]Rangers of the Banshee: The Dark Rangers, those Forsaken high elves who came with Sylvanas down to Lordaeron, have provided a great deal of help for the nascent kingdom. With a small trickle of free undead elves joining the Forsaken every so often, their numbers actually grow by a small amount. Not all of them want or need to be used for direct combat, and so Belmont has come up with the idea of sprinkling the forests and fields of the Glades with safe houses. In these remote bases the Dark Rangers can train, socialize and rang out to patrol the kingdom. Cost: 300 Gold Time: 1 Turn CoS: 60% Reward: Dark Ranger Safehouses Created







Learning (Choose 0, 1 Locked) - 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]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. LOCKED FOR 1 MORE TURN





[]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






[]Checking the Books: The Scarlet Monastery had a great deal of theological, scholarly and magical texts contained within its library. So many, in fact, that its difficult to pick any one place to begin. Putress has, begrudgingly, agreed to start working on sorting and searching through the books for any thing useful to either himself or the other councilors of the kingdom. Cost: 100 Gold Time: 2 Turns CoS: 80% Reward: Monastery books sorted, New Options Unlocked






[]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 eroded 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.





[]Faith of the Red: The Scarlet Crusade's interpretation of the Holy Light, known as the 'Scarlet Light' to differentiate it from the main line Church, is corrupt and vile to the core. It twists the beliefs of its parent religion to focus entirely on hate and bigotry, stirring up conflict between humanity and all the other peoples of Azeroth. While most likely bereft of any value, there might be something useful to be found by picking through its holy books and texts. Something that either the Cult or the neutered version of the Church that some Forsaken pray to can use to better themselves. It may also hold some information on the though processes of the Crusaders and their history. Cost: 50 Gold Time: 2 Turns CoS: 70% Reward: Scarlet Light studied, Information.





[]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



[]Shadow Monastery: The Scarlet Monastery is a place of immense import for all religious beings in Loraderon, and that includes those not of the Light. The holy significance of the Monastery makes it a great place for the Cult of Forgotten Shadows to move its headquarters to. This would grand the Cult more legitimacy and allow it to begin looking into the creation of monks and the study of deeper mysteries. Cost: 1000 Gold Time: 4 Turns CoS: 10%/90% Reward: Scarlet Monastery Turned into Shadow Monastery, Cult of Forgotten Shadows Gains formal Headquarters







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.







[]The Belmont Legacy: Deep within Darrowmere, within sight of the fell fortress of Caer Darrow, sits the moldering Belmont Manor. Once home to generations of hunters of monsters and worse, the once proud manor has utterly fallen into ruin. However Belmont is sure that below the surface there is treasure and useful items to be found. An expedition then, deep into the plagued lands beyond the Bulwark. To find the hidden legacy of the Belmont Clan. Time: 1 Turn CoS: 65% Reward: +Relation between Belmont and Sylvanas, Belmont Clan Manor looted.




[]Wolfchildren: There are two known survivors of Gilneas within Undercity: Mellinda Hammond and Lorna. The two women were found dead but free on the shores of Lordamere Lake shortly after the Forsaken came to control Undercity. Both women suffer from memory loss and have little information on the hermit kingdom. However a chat with the two might jog their memories some. And even if it doesn't it can't hurt for Sylvanas to get to know her citizens, especially ones that she'll likely be taking deep into the wilds of Silverpine later. Time: 1 Turn CoS: ???/??? Reward: Information?, Get to know Melinda Hammond and Lorna a bit better.




[]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




((1 Hour Moratorium as always.))
 
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Gold: 4570
Income: 410
Expenditures: 185

[] Plan Building Up Fast
-[][Martial] In to the Pines
-[][Martial] When Zombies Fly
-[][Stewardship] End of Hibernation
-[][Diplomacy] Codex Nergalish
-[][Intrigue] Rangers of the Banshee
-[][Intrigue] Ships in the Dark
-[][Piety] Shadow Monastary
-[][Personal] Wolfchildren

In to the Pines - 0 Gold
When Zombies Fly - 300 Gold
End of Hibernation - 300 Gold
Codex Nergalish - 200 Gold
Rangers of the Banshee - 300 Gold
Ships in the Dark - 50 Gold
Shadow Monastary - 1000 Gold
Total: 2150 Spent
4570 + 410 - 185 - 2150 = 2645 left

General thrust here for me is to push into the Pines carefully, we can't replace losses well, so we do it incrementally, each time making the subsequent options easier while we strengthen our forces.
Start with the flying units, since they should ease the strike on the Ferry next turn when they complete. an outpost closer to the site should also help a lot.

Thinking Attached Shadows is well worth the price, but are less of a dramatic impact than using an air unit to deploy against a port, negating the difficulties of fighting while fording(eyeballing it should be a 10-15 DC drop).

For Stewardship...we're already exposed. The Scourge know we're here. The Scarlet Crusade know we're here. As far as I'm concerned, we're already public. Might as well get the benefits of it. Should be good for income in general.
So End of Hibernation while they're all distracted.

Codex Nergalish meanwhile, I'm hoping would unlock trade with the Murlocs. Our Personal action might help with the difficulty of the other options if it works out.

Intrigue wise...better modifiers for intrigue would be very much desired, lots of high risk stuff in there. For now, check out the ships. The Scourge would probably keep for a bit, the civil war would keep them busy for a while, and Putress...just gotta keep him busy first. Standard Testing already takes all his time.
Might actually be easier to spy on Putress if we give him the grant for the society when we try to spy on him. When he's hiring he can't be as picky about who sees his stuff.

And for the Monastary, we do need a religious center to get the most out of it. All in, it'd take a while to build and we want it finished before the Scarlets come back for revenge.

Expenses look steep, but we're locking in 2 4-turn projects, they'd be much lower next turn, and hopefully can start generating income when completed, like Brill did. We want to start those while we're at peace, because if they aren't completed by the time we're at war again we'd have a massive headache.
 
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[]Attached Shadows: The question of how to apply Shadow Priests to the Army of Undercity has raised its head. The first solution is to make them a support unit, given to most military units to act as embedded magical support. This would spread the Shadow Priests throughout the army, making sure that all units have access to their ability to curse the enemy and support their allies. This is an expensive option though, as a good deal of new priests would have to be raised and equipped to cover all of the Army of Undercity. The upkeep on most units would raise as well. Cost: 400 Gold Time: 2 Turns CoS: 90% Reward: Shadow Priests given to all non-militia units (some exceptions may apply), all applicable units gain +5 in combat. Upkeep for all applicable units raised by 3. NOT COMPATIBLE WITH FIST OF SHADOW

While this is expensive and time consuming, I definitely think that this is the better of the two Shadow Priest options. Integrated Magical support will do much more than a single concentrated unit could.

Was gonna post a plan but I got ninja'd by Veekie with the same ideas for what to take.
 
Probably want to get more info on the Liches as well. The percentages aren't great, but it's a one term action that we probably should not let sit idle for three turns while we make a dictionary.
 
Probably want to get more info on the Liches as well. The percentages aren't great, but it's a one term action that we probably should not let sit idle for three turns while we make a dictionary.
Keep in mind that if we don't poke them they're likely to stay focused on each other. If we want to poke them the process should be to improve our intrigue corps first, then do it with Intrigue, not Diplomacy.
You know, like we did with Soliden.

Its not worth it at present, we could take it three turns in a row and it'd give us more risk and less benefit than opening up Murloc trade and true alliances.
 
And theres the moratorium done:

[X] Plan Building Up Fast
-[X][Martial] In to the Pines
-[X][Martial] When Zombies Fly
-[X][Stewardship] End of Hibernation
-[X][Diplomacy] Codex Nergalish
-[X][Intrigue] Rangers of the Banshee
-[X][Intrigue] Ships in the Dark
-[X][Piety] Shadow Monastary
-[X][Personal] Wolfchildren
 
I strongly disagree with @veekie about stewardship action, therefore I'm making an alternative plan.

[X] Plan Building Up Steady
-[][Martial] In to the Pines
-[][Martial] When Zombies Fly
-[][Stewardship] Blighted Chambers
-[][Diplomacy] Codex Nergalish
-[][Intrigue] Rangers of the Banshee
-[][Intrigue] Ships in the Dark
-[][Piety] Shadow Monastary
-[][Personal] Mushroom Cakes and Ooze Tea

I swapped stewardship and personal actions. Stewardship because I consider telling the whole world "come get us if you can" a suicide. We have WoG that 15 units is an average army, if we proclaim our challenge, we're looking at multiple armies coming at us. Personal because I don't care much for worgens that live in their own cage and would much rather talk with our resident socialite & friend-in-pending.

E. While the discussion seems to died down a bit, I still wanted to chime in on the "accumulation of wealth" undead problem. Basically, I don't think that's a problem here: elves exist. And they haven't collapsed an economy yet by their amasing craftmanship.
 
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[X] Plan Building Up Steady
-[X][Martial] In to the Pines
-[X][Martial] When Zombies Fly
-[X][Stewardship] Blighted Chambers
-[X][Diplomacy] Codex Nergalish
-[X][Intrigue] Rangers of the Banshee
-[X][Intrigue] Ships in the Dark
-[X][Piety] Shadow Monastary
-[X][Personal] Mushroom Cakes and Ooze Tea
 
Stewardship because I consider telling the whole world "come get us if you can" a suicide. We have WoG that 15 units is an average army, if we proclaim our challenge, we're looking at multiple armies coming at us.
Incorrect. It exposes us as an active faction, which would be a factor if we weren't already exposed once we contacted the Scourge while on the way to kick out the Scarlet Crusade.
The ship has sailed on secrecy, either we present on our own terms or we let the Scarlets do it for us. The Scourge already knows we exist, but don't consider us relevant unless we attack them, which is the context of that WoG.
 
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