Sympathy for the Forsaken: A Warcraft-AU CK2 Quest

Our bats are good for single person or small goods transport. But we need Kirovs... I mean Goblin Zepplins to really move troops and materiel. Well, we gotta buy those from Gazlowe.

Goblins?

*Shudders*

We can probably manage it by sea.

I mean, if Gazlowe built them, I'm game. He's one of the more reasonable and fair Goblin leaders. That, or some Gunships from the AoK as well as the primarily naval forces we ferry our own troops.
 
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Yes,good news.
About visiting elves,maybe if we want an early grave.

We already got an early grave, so it's about time we made some use out of that payment :p

I mean, was able to talk to the Amani well enough, so reaching out to them I think should work well enough, especially if we speak on behalf of the Alliance of Kalimdor.

If we can, we can pull in the Blood Elves, and even the Trolls, we could form our own block within the Alliance of Kalimdor in the ruins of the Eastern Kingdoms.

Yes, long term project, but something we should work towards as we explore more and more of the Eastern Kingdoms region by region to give us wright to throw around.

(We also need that Alliance Observer once Codex Nergalish finish.)
 
Canon is vague on this one, but can we recruit Death Knights ? Or atleast have an equivalent ?

At the moment, nope. All the Death Knights are Scourge one way, or another. And we have no idea what so ever of doing it ourselves even if we could.

We may find Death Knights willing and/or able to recruit them, or find something in the Scholomance once we reach it and lay siege to it to do it ourselves.
 
Turn 11

Turn 11
Various officers and functionaries bustled around command room, nestled deep into the center of the 'War Quarter' of Undercity. Constructed to house the foundries, armories and barracks of the Scourge; now it fulfilled much the same job for the Forsaken. The old Altar of Darkness, once a font of necromantic power for the Scourge, had been re-consecrated as the current main temple of the Cult of Forgotten Shadows, with Aelthalyste taking up residence there. Below it, through tunnels cut into the hard stone outside of the grand structure, Nathanos Blightcaller made his home. The network of bunker rooms, tunnels and officers was the main nerve center of the Army of Undercity. Like Varimathras's swiftly growing Administration Office it was a place of paper pushing and bureaucracy, and thus somewhere Sylvanas tried to avoid as much as physically possible. However recent events had forced her down here, into the the Blightcaller's domain.

Commander Louis Phillips snaps a salute as he finishes his report. "And that is my main estimation of the situation in the Valley, Queen Sylvanas. Without proper supplies or military aid, the Forstwolf Clan will surely perish to the forces of the Scourge and this 'Stormpike' Expedition. Give me the men and materials and I promise you that we'll be able to push the Scourge out." There is a determination in his voice. The cold mountains had weathered the undead's face, frostbite and windburn playing merry hell with the dead flesh of the Forsaken. But his eyes shine with an inner strenght that was hard to ignore.

Sylvanas nods. "We will take it under consideration, Commander Phillips. Alterac is far from our zones of engagement, but I agree that we cannot leave the orcs to die out in the cold. You are dismissed."

He snaps and second salute and marches out of large office, leaving Sylvanas to sigh and fall back into her seat, Nathanos chuckling next to her. "Interesting few days. Think we were back in the Second War, with all the talk of trolls and dwarves and orcs and elves."

She snorts and shakes her head. "I wish. At least then we just had to fight a single enemy, instead of putting fires across the continent. You said that Vellcinda delivered the tablet to the trolls?"

Nathanos nods and opens up the drawer of his desk to light up a pipe. "Aye, and the witch doctors will be arriving any day now. Should give Puttress something to do other than complain. Belmont wanted me to give you his report on how the Earthen Ring were getting along." As Sylvanas opens up the folder he hands her Nathanos lights up his pipe and takes a long puff on it. "We're spreading ourselves too thin."

She looks up at him, brow furled, and he continues. "Well, not entirely yet. But the campaign in Deathknell ate up a bunch of manpower that should've been going to Silverpine. We still have to station large chunks of the army in the north, to stop the Scourge from getting ideas. I'm just worried that if we get involved in Alterac, even just for the Orcs, we'll find ourselves balls deep in the mountains as well. We don't have infinite troops, and while we've been doing well so far I'm worried about when the other shoe is going to drop."

Sylvanas sits up straight in her chair. "We can't just leave the Frostwolves to die, Nathanos. We do that and we'll be no better than Kul Tiras or Gilneas." At his unconvinced expression she sighs and shakes her head. "Listen, I promise that us helping the Frostwolves will be it in Alterac until we're done in Silverpine. After that we should be able to think about our deployments and strategic objectives."

"And if news comes from Quel'Thalas? You need to promise me that if things start going crazy up north that you won't suddenly drop everything and try to send an expeditionary force up there as well. Or, Light and fucking Shadow forbid, you choose to go north yourself and leave Undercity for months at a time. I'm already worried about what might happens while you're away seeing Verseesa in Kalimdor."

Sylvanas bites down on her lip before shaking her head. "Its the same thing. I won't let my people suffer for my own emotions. Vellcinda says that the Darkspears are sending troops to the Amani, and part of dealing with the Alliance is trusting them somewhat. Everything about Vol'jin screamed that he wasn't a bastard, and while I may not like Trolls I don't think he'd let my people die without at least trying to save them. Hopefully they'll make some progress convincing Zul'jin to not do something stupid, and by the time we're ready to think about sending help they'll have things mostly under control"

Nathanos just nods and puffs on the pipe for a bit. "I hope so. It would be nice to see Silvermoon again. Been a long, long while since we were both there."

Sylvanas nods in turn, wishing that alcohol did something and didn't taste like watery ash to the Forsaken palette. "We'll go back there one day. I swear on it."


-Earthen Ring Embassy grants +1 Piety Action
-Darkspear Shamans grants more Learning Options


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.

[]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



[]Southern Thrust: With Malden Orchard secured and a beachead established, Silverpine forest has been opened up for the Forsaken. Cautious advances south are now possibly, if deadly due to the terrain and hit-and-run nature of the enemy. Nathanos has put a massive graveyard known as the Spulcher, just south of the River Arevass, as the next target of expansion. Time: 1 Turn CoS: 74% Reward: Sepulcher taken



[] Louis's Promise: The Frostwolves are in dire straits, with the Scourge's Stormpike Expedition almost battering down the doors of their fortress. Commander Louis Philips has requsted that he be given an army and sent across Lordamere Lake and the Alerace mountains to reinforce the orcs in Frostwolf Valley and push the undead dwarves back. He likely won't be able to crush them entirely, but retaking some of the farmland and old hunting grounds of the Frostwolves will help them greatly. Time: 1 Turn CoS: 65%, Cost: Possible loss or damage to two Infantry armies. Reward: Half of Alterac Valley secured, New Hero Unit, Grateful Frostwolves THIS OR FROSTWOLF RELIF MUST BE TAKE IN THREE TURNS OR THE FROSTWOLVES WILL BE DESTROYED



[]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.



[]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 0, 1 Locked) - 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. Must be completed in 3 turns

[x]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, ??? 2 Turns Remaining





[]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: Free Time: 2 Turns CoS: 85% 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 (Choose 0, 1 Locked): 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.

[]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




[x] 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 One Turn Remaining


[]Frostwolf Relief: The food stiuation in Frostwolf Valley is, to put it simply, utterly dismal. The orcs do not have even close to enough supplies to clothe, feed and arm themselves. While it won't help their military situation directly, providing them material aid will allow them to actually survive and eventually work to rebuild themselves back up. Time: 1 Turn CoS: 75%, Cost: 400 Gold, Reward: Frostwolf supply situation better, Frostwolf reconstruction easier, Grateful Frostwolves, THIS OR LOUIS'S PROMISE MUST BE COMPLETED IN THREE TURNS OR THE FROSTWOLVES WILL DIE



[]Alliance Observer: With your new status as an Observer to the Alliance of Kalimdor, it would make sense to actually send someone to observe those meetings. Whoever you send would be away from Lordaeron for most of the year, as travel across the Great Sea involves taking a slow trip around the Maelstorm. With your observer would be going the staff for a Forsaken embassy in Orgrimmar as well. Time: 1 Turn CoS: 95% Cost: 200 Gold Reward: Forsaken Embassy in Orgrimmaer, Observer in Kalimdor, Observer sub-vote


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.

[]Peeping on Pyrewood: Pyrewood Village seems to be the epicenter of the 'Worgen' epidemic in Silverpine Forest. Belmont believes that he can send out his men to infiltrate the village and get a better idea on what is going on with the Worgen and possibly even some information on both Gilneas and Shadowfang Keep. They might even be able to track down more information on this 'Arugal'. Time: 1 Turn Cost: 150 Gold CoS: 65% Reward: Silverpine Information.


[]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



[]Shadow of Dalaran: Ambermill seems to have been controlled by the Mages of Dalaran at some point, though they seem to have been slaughtered to a man by the Worgen. However the Kirin Tor are not ones to leave a place behind without hiding some secrets there. Belmont seems to think that his men can sneak past the Worgen and explore the ruins far more throughly than the Alliance's own scouts could. Time: 1 Turn, Cost: 100 Gold, CoS: 55% Reward: Dalaran Information



[]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 are starting to grow. 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 range out to patrol the kingdom. Cost: 300 Gold Time: 1 Turn CoS: 60% Reward: Dark Ranger Safehouses Created



Learning (Choose 2) - 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

[]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







[]Juju and E'ko: The arrival of the Darkspear witchdoctors has opened up many doors to the Forsaken and the RAS. Chief among those being the study of E'ko and the Juju that can be made from it. The manipulation and use of lifeforce is a subject of great interest to the Forsaken, and the ability to learn how it works and how it can be haranssed for Undercity is a project Puttress thinks is worth persuing. Time: 2 Turns, Cost: 1000 Gold, CoS: 70%, Reward: Information on E'ko and Juju, Military and Learning Options Unlocked.




[]That Good Voodoo: The shamanistic powers of the Trolls and Night Elves seem unlikely to take hold among the Forsaken, due to the distate the elementals and forces of nature have towards the undead. The Loa and the mysterious 'dark magic' of Voodoo seem to care little about this, however, as many of the darker voodoo rituals involve raising the dead. While the Darkspear are recalcitrant about revealing this information, Puttress seems to think that he can convince them to help him. Time: 2 Turns, Cost 900 Gold, CoS: 45%, Reward: Information on Voodoo




[]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, 1 Locked) - 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.



[]Elements of Shadow: The Elementals, the primal spirits of the land, do not seem to like the Forsaken very much. The undead are unwelcome in the Emerald Dream and the druids and shamans of the Alliance say that proper use of their arts is more than likely something not possible for the Forsaken. However shadow and the night are part of the world, and there are those among the Cult and the Earthen Ring who think that maybe a sort of peace might be made between the Forsaken and the natural world. Cost: 300 Gold, Time: ??? Turns, CoS: ??? Reward: Elemental Spirits of the Night and Shadow met, ???




[]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



[x]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 grant 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 2 turns remaining



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 as 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.




[]Sisters: Your sister is still alive. Your sister is still alive! You had thought her dead from the Scourge, but according to Varian she has been leading a small enclave of your people in the north of Kalimdor. You had kept it cool during the meeting, but the guttering fires of your abused soul burst into the flame as soon as you heard the news. It is taken all of your self control to not dump what you are doing and charter the next ship west to Kalimdor. Going to see Vereesa will take you out of the action for a long while, but it is worth it to see your baby sister again. Time: 2 Turns Cos: ??? Reward: Sylvanas and Vereesa reunite




[]Shadows of the Ranger: As a Dark Ranger you possess the ability to synthesize the archery and teachings of the elven Rangers with the dark, necromantic energies of the Shadow. However you focus much more on the former, having only a small ability to access your more magical powers. Aelthalyste has offered to help train you in the art of Shadow Magic. Time: 1 Turn, CoS: 70%/50%/40%, Reward: Shadow Magic Learned/Stat Incrase/???



[]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
 
My thoughts on what the next plan should look like.

Martial:

As said, we gotta help the Frostwolves and help them soon, but we also gotta focus on Silverpine and that box of wonders.

So Southern Thrust and Louis's Promise would be the big course of action to do both at the same time and not fall behind. (But Shadow Priests...)

Stewardship and Diplomacy both side lock, so...

Intrigue:

Peeping on Pyrewood to give us a better idea on what's going on over there, and Shadow of Dalaran. (Or End of the Rope. Might give us more of a idea with the Strompikes. Big if, but all the same.)

Learning:

Checking the Books and Ancient Graves, both something we been meaning to do.

On the flipside, Juju and E'ko would be worth it as well.

Piety:

Spreading the Shadow the most obvious one, but Faith of the Red could offer something useful, and Elements of Shadow could get crazy and a good kind of crazy.

Solliden too.

Personal:

Belmont Legacy is the best choice to me.
 
[X] Plan: Prepare for Frostwolf
-[X]Nightmare Steeds: Cost: 200 Gold Time: 1 Turn CoS: 95% Reward: 1 unit of Forsaken Light Cavalry raised
-[X]Attached Shadows: 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

-[X]End of the Rope: CoS: 55% Time: 2 Turns Cost: 100 Gold Reward: Intel on Undead Scourge activities
-[X]Rangers of the Banshee: Cost: 300 Gold Time: 1 Turn CoS: 60% Reward: Dark Ranger Safehouses Created

-[X]Juju and E'ko: Time: 2 Turns, Cost: 1000 Gold, CoS: 70%, Reward: Information on E'ko and Juju, Military and Learning Options Unlocked.
-[X]Checking the Books: Cost: 100 Gold Time: 2 Turns CoS: 80% Reward: Monastery books sorted, New Options Unlocked

-[X]Faith of the Red: Cost: 50 Gold Time: 2 Turns CoS: 70% Reward: Scarlet Light studied, Information.

-[X]Sisters: Time: 2 Turns Cos: ??? Reward: Sylvanas and Vereesa reunite


If the Scourge in Alterac Valley are led by a Death Knight, it's possible that there are more than one among their forces. We'll need Magical and Cavalry support to fight them on even ground. To that end, raising up a unit of light cavalry and attaching Shadow Priests to our units will have to do given our time limit. Hopefully, completeing the Attached Shadows action the same turn we head out to Alterac Valley will be okay. @mcclay can you confirm?

With the other actions, we need intel on the Scourge and Scarlet Crusade, as they are the biggest threats to us right now. Understanding their twisted version of the light and going through the books they had at the cathedral should hopefully synchronize. Studying E'ko and Juju should keep Putress happy, despite having to go through the monastery books, and the Dark Ranger Safehouses should allow us to start training/using Dark Rangers more often.

Finally, considering that we'll only have 3 actions available next turn, it's a good time to go see Vereesa before we have to make a lot of decisions again. Leave orders to take Louis's Promise, Frostwolf Relief and Peeping on Pyrewood next turn, and Slyvanas will return by the time all the other projects complete.

Edit:
I can see the logic behind spreading the cult before the Light gets entrenched.
[X] Plan: Prepare for Frostwolf but religious
 
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Interlude: Heroes of Azeroth
Heroes of Azeroth


The tavern was located in the shitty part of Theramore, where you could really smell the rot and decay coming off of the fetid waters of Dustwallow Marsh. The natural stench of the Marsh mixed with the smells of fish guts, caulking tar and the shit and piss of many different races that came rolling off the docks, creating a rather pungent aroma that clung to your clothing and let everyone know that you had been visiting the Theramore docks in the past month. Even a shitty tavern like this one would at the very least hang spices and fresh flowers around its door and window, to try and cut down on how much the stench crept into the building and disturbed its customers.

Thankfully, most of the Wanton Raptor's clientele were likely not to give two shits about the smell so long as it wasn't bad enough to make them pass out. It was a rotten old hole in the way, carved out of the bottom half of a pirate ship and slammed into a shell hole left by the Horde's attack on the Isle so many years ago. Further tunnels had been dug, carving out rooms and cellars and all the other needed facilities of a semi-successful tavern. Its owner, a gnome named Robbie Fizzpipe had been one of the refugees to flee to Kalimdor when Khaz Modan had been overrun, and now made a good living selling beer that taste mostly like oil and piss and rooms that had a slightly lower chance of being infested with rats and bugs that the bunkhouses directly on the docks. He was also infamous for what he allegadly had done to a raptor out in the swamp; though many would claim that fucking a raptor was a two man job at least; even if it was a sick one.

Right now the Wanton Raptor was not the sight of an argument over the proprietors alleged misdeeds with the local wildlife. Instead it was the sight of celebration and the guzzling of gallons upon gallons of ale. For an adventuring party had returned back to civilization after besting a most dangerous foe, and that meant it was time for a party.

In the center of the dimly lit in a group of strange bedfellows happily gorged themselves on ale and cheap mutton and spider meat. A blond haired human man animatedly argued with a hunched over green skinned troll woman. A dwarf woman in the green cloak of a Ironforge Riflewoman seemed to be having a drinking contest with a massive Tauren male, who was drinking the dwarf under the table. Slightly to the side a High Elf sat, smiling as she watched her companions celebrate, passing off scraps of meat a happily burbling Murloc that was scurrying about under the table.

"Now listen, as I said, and I do swear I said it; this clearly shows that the Emerald Dream is dangerous! Look at the Night Elves. You think that they'd be so standoffish and aloof if they worshiped the Light? No, I do declare that would not be so! Theres nothing wrong with revering nature and its protectors, but the safest force in all of Azeroth to entrust your immortal soul to is the Light." The human was named Melville Hayley. He had been born to a small peasant family in Goldshire and raised partially by them and partially by the Church of the Light. As soon as he became an adult he entered the priesthood and served faithfully for three years until the Scourge had made their way down south and destroyed the southernmost kingdom of Man. The flight over the Great Sea had only enflamed his faith. He had been the one to first put together this team of adventurers and ner'do'wells.

"An' I'm saying that you can't just make that decisions for other people, Melville mon. Da Loa and the Dream and the Elementals are as important and spiritually powerful as da Light is. What we saw in those caverns did spook me mon; but that don't mean I'm gonna assume that all Druids are doomed due to their connection with the Dream. And if the Dream is corrupted in some way that means that someone needs to fix it; not go running to da Light. The shamans in Orgrimarr say that Naralex is gonna be making a full recovery. When he wakes up I say we pay the mon a visit." The troll woman was Yeluja of the Darkspear. She had been born on the sunny shores of the First Home and was a grown woman when Thrall had made landfall on the islands of her people. A free spirit at heart, Yeluja had honed her skills at stealth and trickery in the guerilla war against Kul Tiras and gained both a love of the shadows and a hatred of humanity. That hatred had been broken when she had pulled a sick and dehydrated young man out of the Barrens after he had ventured in without supplies on a holy mission. Despite their differing philosophies Yuleja and Melville had grown close. Within two weeks of this celebration, 3 years after meeting, the two would be married.


The other pair at the table were no less loud and disruptive than quarrelling lovers. The dwarf woman slammed down another mug of ale, swaying slightly in her seat as she grinned at the bullman. "Sh'justh pusshy shit. I can go another five roundsh! No! Make it ten! S'hnothing compared to the ales of Ironforge. During the War me and the lads drank two full platoons of footmen from Stromgarde into the dirt, an every knows the trollkillers, no offense Yeluja, are the only humans with any hair on their ballsh!" Ninnan Braveflight was born in Aerie Peak, her parents emigrating from the bustling, if still rustic, stronghold of the Wildhammer Dwarves to the more rural Hinterlands. Bronzebeard and Wildhammer blood mixed in her veins, making Ninnan both an outcast and a source of hope for a divided dwarven people. When the orcs came north she had joined with her Bronzebeard relatives in Ironforge and became a riflewoman, though she still kept the blue face tattoos of the Wildhammer. She had been part of the rearguard during the evacuation force and had fallen into a drunken depression shortly after reaching Kalimdor. She was the fourth member of the group to join after Melville and the Elf had beaten her in a tavern brawl and convinced her to put down the mug, mostly, and accompany them.

"Yes yes, Madame Braveflight. I am sure that your liver was quite adept at knocking down the men of the East. However now you face a Tauren of the Ragetotem Clan. Even the Bloodhoof and Grimtotem balk at our strength and construction." He gives her an easy smile that holds just a hint of danger. "Truly the Sun and Stars have blessed me and my people." The second to last member of the group, Lansa Ragetotem struggled to find a place in life. While as strong as a, well, ox; the young Tauren never seemed to fit in with the rest of his people. He spent many years in a comfortable, if annoyed, malaise of apathy until the group had made a stop in Thunder Bluff. Melville had spotted the Tauren and offered him a place in the group. Bemused but excited by the prospect of having a place and role to call his own, Lansa had joined and spent his time block blows and cleaving foes as the iron bound fist and shield of the party.

Finally the scene shifts to the elf. Her long, blonde hair done up in a braid; she reaches down and gives the murloc a few scratches behind the ears. "A rowdy bunch, aren't they Murgllgr?" The murloc child burbles with joy from the pats and the elven woman just laughs. Cealenne Morningbell, Celly to her friends, with the last child of a near dead people. Her home had been set a flame, her kin scattered to the winds and her old order forsaking their vows to the Light to follow the Regent and his dark master. There were few High Elves in the world now, and fewer Sun Knights. Out of the ruins of her order, Cealenne and three others had refused to follow Sunstrider's tainting of the Light; and of those three Cealenne was sure she was the only one left alive. She had wandered the Barrens and Ashenvale, slaying beasts and saving the innocent, until Melville and Yuelja had approached her; having heard tales of her deeds. The two had convinced her that she could do more good in a group with focus and purpose than she could just walking and wandering.

Now, as she looks over her found family, she knows that they were telling the truth. Cealenne can feel the ailment of her people sapping her strength. Already when she looks in the mirror she can see the slow shift of her eyes from blue to green. She had spent many hours in the Shadow Cleft, feeding off of the fel energies as replacement for the arcane, and already it was changing her. Maybe she was no longer even a High Elf at this point. Recent news from across the sea said that some of Sunstrider's followers had split off and hide themselves among the ruins of their home, keeping his name of the Blood Elves. Was she no better than them? At least they had returned home instead of fleeing to a new land like a coward.

Those dark thoughts are broken by the feeling of a small head banging against her leg. The Murloc child, Murgllgr, looks up and mewls at her. The group had found the little beastie along the shores near Ratchet. Despite the rather poor reputation of Murlocs, none of them had the heart to turn away the half blind, starving child that had follows Niannan back from the beach. It was a clever little beastie, adept at stealing food and shiny objects, and each of them loved the little bastard dearly. It was their mascot, their pet, and in the case of Yuelja, her protégé.

Cealenne's reverie is broken by Melville giving her a tap on the shoulder. "Celly, you okay? You were spacing out again. Thinking only good, Light-filled thoughts, right?" He gives her a sheepish smile and she just laughs and pats him on the shoulder in response.

"I'm fine Melville. Mind's just in the east," a common turn of phrase among refugees, "and away from here. Just need a few more ales in me and I'll be fine."

Melville gives her a slightly unconvinced look before he returns the shoulder pat. "If you ever need to talk, you know where I sleep. The Church taught me how to help others deal with unease and unrest in their mind and soul. I'm always there to be a sounding board for you, along with everyone else."

Cealenne starts to say no before she stops, thinks, and nods instead. "I...Might take you up on that. All the news from the East is starting to affect me."

He gives her a sympathetic smile. She had caught him going through old portraits and documents when they had stopped by his small apartment in Orgrimmar. "Of course." His smile brightens. "Anyways, I'm going to be the one proposing a toast now!" He stands, catching the eye of the various other patrons. "A toast to our most recent endeavor! A vast network of Light-forsaken caverns conquered and purified. A coven of maddened druids put to rest and a powerful arch-Druid freed from the grasp of madness and taken to be healed! Mayhap because of this the Barrens will start to bloom and end the need for all the unpleasantness in Ashenvale. A round of drinks on me for anyone who joins in this toast!"

That, more than anything else, got a roar of cheers from the crowd. "I think our group finally needs a name. Let's make this toast out to the Light's Last Chancers!"

Yuleja scowls "Should be the Loa's Last Chancers, if we're getting religious with our name, which we shouldn't be.

"I rather like Lansa's Last Chancers." The Tauren speaks as he stands for the toast.

Celly lets out a laugh at her friend's antics and stands as well. "Why don't we just call ourselves the Last Chancer's. This party is, after all, the last chance most of us have. Can't see any of you shoveling dirt and shit expanding a fortress curtain wall."

The party mutters in agreement before they, and the rest of the inn, raises up a glass. "A DRINK TO THE LAST CHANCER'S!"

AN: Our heroes, ladies and gentlemen


@Doctor Elsewhere You would indeed get attached Shadow Priest's in the Frostwolf Expedition if you completed by action's on the same turn. Just remember that for every turn that passes, the worse the situation in AV gets
 
Plan: Prepare for the future
Martial:
-[X]Nightmare Steeds:Cost: 200 Gold Time: 1 Turn CoS: 95% Reward: 1 unit of Forsaken Light Cavalry raised
-[X]Attached Shadows: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
Intrigue:
-[X]End of the Rope:CoS: 55% Time: 2 Turns Cost: 100 Gold Reward: Intel on Undead Scourge activities
-[X]Rangers of the Banshee:Cost: 300 Gold Time: 1 Turn CoS: 60% Reward: Dark Ranger Safehouses Created
Learning:
-[X]Checking the Books:Cost: 100 Gold Time: 2 Turns CoS: 80% Reward: Monastery books sorted, New Options Unlocked
-[X]Ancient Graves:CoS: 60% Time: 1 Turn Cost: 200 Gold Reward: Artififacts??? Good Stuff??
Piety:
-[X]Spreading the Shadow:. Cos: 75% Cost: 100 Gold Time: 1 Turn Reward: Cult of Forgotten Shadows established in Brill.
Personal:
-[X]Shadows of the Ranger:Time: 1 Turn, CoS: 70%/50%/40%, Reward: Shadow Magic Learned/Stat Incrase/???
 
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[X] Plan: Prepare for Frostwolf but religious
-[X]Nightmare Steeds: Cost: 200 Gold Time: 1 Turn CoS: 95% Reward: 1 unit of Forsaken Light Cavalry raised
-[X]Attached Shadows: 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

-[X]End of the Rope: CoS: 55% Time: 2 Turns Cost: 100 Gold Reward: Intel on Undead Scourge activities
-[X]Rangers of the Banshee: Cost: 300 Gold Time: 1 Turn CoS: 60% Reward: Dark Ranger Safehouses Created

-[X]Juju and E'ko: Time: 2 Turns, Cost: 1000 Gold, CoS: 70%, Reward: Information on E'ko and Juju, Military and Learning Options Unlocked.
-[X]Checking the Books: Cost: 100 Gold Time: 2 Turns CoS: 80% Reward: Monastery books sorted, New Options Unlocked

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

-[X]Sisters: Time: 2 Turns Cos: ??? Reward: Sylvanas and Vereesa reunite

That's a good plan, but I really want to try subverting human's religion before Kalimdor's Light preachers arrive and make it much harder.

[] Plan: Prepare for Frostwolf but religious and without sisters
-[]Nightmare Steeds: Cost: 200 Gold Time: 1 Turn CoS: 95% Reward: 1 unit of Forsaken Light Cavalry raised
-[]Attached Shadows: 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

-[]End of the Rope: CoS: 55% Time: 2 Turns Cost: 100 Gold Reward: Intel on Undead Scourge activities
-[]Rangers of the Banshee: Cost: 300 Gold Time: 1 Turn CoS: 60% Reward: Dark Ranger Safehouses Created

-[]Juju and E'ko: Time: 2 Turns, Cost: 1000 Gold, CoS: 70%, Reward: Information on E'ko and Juju, Military and Learning Options Unlocked.
-[]Checking the Books: Cost: 100 Gold Time: 2 Turns CoS: 80% Reward: Monastery books sorted, New Options Unlocked

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

-[]Shadows of the Ranger: Time: 1 Turn, CoS: 70%/50%/40%, Reward: Shadow Magic Learned/Stat Incrase/???

I also would like to wait with going away for two turns to visit Veressa, when we're not busy putting out flames on several fronts, preparing for another campaign, finishing capital's restoration and integrating Kalimdor's many players. But I'm not sure people will vote for it, so I'm not yet putting my vote behind it.
 
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@Varder
I see what you mean,but your plan will keep piety and learning locked for the next turn.
But my plan is balanced,so next turn we can take more 2 turns options without blocking most of our options.
 
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I also would like to wait with going away for two turns to visit Veressa, when we're not busy putting out flames on several fronts, preparing for another campaign, finishing capital's restoration and integrating Kalimdor's many players. But I'm not sure people will vote for it, so I'm not yet putting my vote behind it.
I'd vote for that, or alternatively Belmont's Legacy. But I have one concern and it's nothing to do with it.

The frostwolf situation will get worse. Unless we send Frostwolf Relief through a Diplomacy option next turn, I'm worried. ( Also, @mcclay are Frostwolf Relief and Louis' Promise incompatible or do they, like, stack? ) It is a bit to be investing in the FrostWolves, 400g yikes, but the dwarf Death Knight seems to me like a very serious situation...
 
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