Sympathy for the Forsaken: A Warcraft-AU CK2 Quest

Interlude: Start of the Centaur War
In the heat of the summer of the 24th year after the opening of the Dark Portal, the clans gathered at Maraudon. For 4 years the invaders from beyond the sea had pushed the native peoples of Kalimdor back. More and more territory had fallen under their voracious grasp, no amount seeming to be enough for the hated Easterns. Where once holy places to the Wild Gods and the Elements had stood, now great fortresses of stone and sprawling towns arose, growing like a mold on the surface of a corpse. They had even united with the Tauren, making common cause with one of the ancient foes of the Centaur clans.

No more, had come the cry from the sacred birthplace of the Centaur. No more. The Five Clans had gathered at the call of Krullaran the Prophet, the holiest of Centaurs and one of the few blessed with the privilege to speak to the Earthmother herself. At Maraudon they gathered, Gelkis and Kolkar and Maraudine and Magram and Galak. Five great khans knelt before their prophet, who spoke to them of the Earth Mother's will.

No longer should the Clans war amongst themselves. All blood debts and old wounds were to be forgotten and pushed away. All old oaths and alliances against each other were to be broken. There would only be one Clan, one Centaur. The great Khan Dez'hepah of the Kolkar was called up. In recognition of the Kolkar's great service their own would be made Qaghan, High Khan. The Maraudine would serve as his spiritual hand. The Galak his proud outriders. The Gelkis and Magram would fill his hordes with warriors.
This sat ill with the Gelkis and Magram, each of whom had ancient enmity between each other. As Dez'hepah was led into Maraudon, to commune directly with the Earth Mother herself, the great Prophet announced that he had a solution to the ancient feud. The Magram would give half of their lands to the Gelkis, who had recently lost most of their range due to summoning of demons by outsiders, and the Gelkis khan would receive the daughter of the Magram Khan as his bride. The khans protested against this until the Prophet called upon the fury of the Earth Mother and slew one son from each khan. Thus, he declared, Magra and Gelkis's feud was settled. True power came from the Earth Mother and was channeled through the self. The khans accepted this ruling with gritted teeth.

Soon, the Qaghan returned from Maraudon. Forswearing his old name and clan, he took the name Zaejin, in honor of the ancient father of his people. No longer would the Alliance take their lands. No longer would the demon worshipers be allowed to flourish. No longer with ogres squat on hills that used to house the centaur. The time had come to drive back the invaders, to march under the banner of the Earth Mother to cleanse the land of the corruption that had come from the east.

The Five Clans swore oaths to Zeajin, honoring their Qaghan in great shouts and bellows. Also present were envoys from the Quillboar Razorfen tribe and the Bloodfury and Dustwind Harpy clans. The Quillboar and Harpy had also suffered greatly at the hands of the eastern invaders and were eager to see strikes levied against these new foes. While not openly joining with the centaur, the ranks of Zeajin's horde swelled with harpy and quillboar volunteers and more and more among their ranks would advocate joining in the Great Khanate. The Razorfen representative also bore a letter from the 'bone-man' that had taken up residence among the burial grounds of her people. For the easterners had many enemies, not all of them residing on Kalimdor's red shores.

Thus Desloace burned as the centaur exploded from Maraudon. The Burning Blade and Alliance alike found their outposts under siege and their supply lines facing constant raids. Tauren towns in the Stonetalon Mountains became easy targets of attack by the Centaur, with more and more forces diverted from the Barrens to the west, to help defend the isolated tribes in the high peaks. This rotation of troops allowed Quillboar and Harpy bands to strike out at Alliance outposts and trade towns in the Barrens and the Thousand Needles. Outside of the Alliance the Ogres and Night Elves of Feralas felt the rage of the Centaur, as warrior bands slashed and burned large swathes of the great forest.

War on a scale not seen since the invasion of the Burning Legion was starting to return to Kalimdor. Even as Anduin and Thrall met with Tyrande in Thunder Bluff to discuss the situation, the divisions in the Alliance grew wider and wider. The refugee population blamed the orcs for aggressively settling the Barrens and the Tauren for failing to warn them about the centaur problem. The Orcs blamed the humans and Tauren for preparing for war properly and the Tauren blamed the others for disrupting the harmony of the land. The Trolls simply laughed and laughed a mirthless laugh and prepared for war once more. No member of the Alliance was without significant war weariness, but they all recognized that the Centaur's aim was to throw them off of the red continent. To succeed would be to cement their place in this strange, hostile land. To fail would be to be driven into the sea.



((I apologize for the insanely late update. This was meant to be a Last Chancer's interlude but it turned into this and then I fought my muse about it for like 2 months. I'm not psyched about how it turned out, but its done. We should be getting back to our regularly scheduled updates soon.))
 
This sat ill with the Gelkis and Magram, each of whom had ancient enmity between each other. As Dez'hepah was led into Maraudon, to commune directly with the Earth Mother herself, the great Prophet announced that he had a solution to the ancient feud. The Magram would give half of their lands to the Gelkis, who had recently lost most of their range due to summoning of demons by outsiders, and the Gelkis khan would receive the daughter of the Magram Khan as his bride. The khans protested against this until the Prophet called upon the fury of the Earth Mother and slew one son from each khan. Thus, he declared, Magra and Gelkis's feud was settled. True power came from the Earth Mother and was channeled through the self. The khans accepted this ruling with gritted teeth.
Yikes, the Magram lost half of their land and their Khan's daughter to the Gelkis by basically getting their ass handed to them by the Alliance. Kind of seemed unfair to the Magram.
 
Last edited:
Poor Night Elves of Feralas getting stuck in the middle of all this, I do wish the Alliance well, hope we choke any aid for those miserable centaurs.
 
Oh, for the love of...this is the last thing we needed, Kalimdor blowing up in an massive war with the Centaur.

We got our own problems! With the Worgen, Gilneas, and Alterac to name the big three. Never mind the Scourge warlords in the East and Quel'thalas.

Should we send and help? Absolutely. We can't avoid to lose the Alliance of Kalimdor, and let the Centaur overrun Kalimdor. We be back to where we started without allies and be facing an new massive refugee mess on our lands if the AoK falls.

Still great to hear from you again @mcclay and here to the future of the game.
 
Last edited:
Light and Shadow on a shit stick, this is a bad situation. Good news is, the centaur seem determined to also tick off the nelves and ogres. Bad news is, they have Scourge support.

I can't even really blame the centaur. The Alliance of Kalimdor is basically a series of settler colonies, albeit ones without a metropole to support them (and thus no exploitative motivation), and more than a modicum of justification in that they're refugees from the Scourge (and the Tauren, who were already there).

I'm not sure we can spare units to send overseas, but maybe direct some of our home grown adventurers that way?
 
Light and Shadow on a shit stick, this is a bad situation. Good news is, the centaur seem determined to also tick off the nelves and ogres. Bad news is, they have Scourge support.

I can't even really blame the centaur. The Alliance of Kalimdor is basically a series of settler colonies, albeit ones without a metropole to support them (and thus no exploitative motivation), and more than a modicum of justification in that they're refugees from the Scourge (and the Tauren, who were already there).

I'm not sure we can spare units to send overseas, but maybe direct some of our home grown adventurers that way?

I feel our best support the AoK is with our Intrigue, our Spies and Dark Rangers. Maybe even Shadow Priests to have some real fun over there plus own home grown adventurers to even the odds. The biggest thing is the Death's Head tribe we really gotta take out ourselves.

Like I said, we got our own problems in the Eastern Kingdoms. Maybe even broker an peace between the two sides?
 
We don't need to support them with personnel, especially not with our unique elite troops. If the Alliance gets pushed back into the sea - sure, we'll prevent the Scrourge from getting another continent, but for now I'd rather let them fight their own battles and not waste precious Forsaken lives.
 
We don't need to support them with personnel, especially not with our unique elite troops. If the Alliance gets pushed back into the sea - sure, we'll prevent the Scrourge from getting another continent, but for now I'd rather let them fight their own battles and not waste precious Forsaken lives.

I'm all about not wasting Forsaken lives we can ill avoid, and if the Alliance can fight back and win on their on, that be great but the Alliance getting pushed back into the sea is an worst nightmare case for us, and something we have to avoid at all costs.

Like I said, our best support should be Intrigue, our Spies and Dark Rangers. That kinda stuff at the moment while we secure our borders in the EK more. If we need to do more, different story.
 
Last edited:
I don't see why we can't try and set up diplomatic talks. Maybe some kind of cease fire in exchange for letting us focus our Combined military efforts to retake the EK and willingly pull the alliance out of Kallimdor as the end goal there.
 
I don't see why we can't try and set up diplomatic talks. Maybe some kind of cease fire in exchange for letting us focus our Combined military efforts to retake the EK and willingly pull the alliance out of Kallimdor as the end goal there.

I can't really see how possible even in the really long term that would work out. The actual Eastern Kingdoms exiles, sure thing, but totally different matter with the Horde and more so with the Night Elves.

I kinda wish we had just joined up with the alliance. They aren't bad people.

Oh well. Maybe later.

We're kinda are?

The Forsaken are a associate/ Observer in the Alliance if I remember right. Which means we have an defensive alliance with them and are bound to send help in Kaildmor. The Alliance been an godsend to really push us forward in a lot of regards. Not helping them is counterproductive at best.
 
Last edited:
Omake: Poems on the Shadows
(I haven't done anything in some time...a lot time really, but all the same.)

Poems on the Shadows.

He who was once covered.

The persecuting one under an unjust hand.

Sent to buried me in an loveless grave.

Witless, time-worn, insatiable shadow.

I open my bitter mouth, and you receive me.

My death, was but an glory to your power.

The death-shroud could not hold me, nor you.

I was throw into an pit, but the Shadow lifted me up.

You crushed the bolts of Red and injustice and weakness.

Cover the world! Cover Azeroth!

Let me built an temple on the rock of the earth.

Let the Shadows cast out the burning light from it dwelling.

Let us achieved new splendor in the holy books and the world around you.

Let us learn this wisdom, and not sit on our tongues.

Do not disdain us! Do not disband me!

For the Shadow conquers all.

With purpose and tools gifted to us.

All towards an single judgment.
 
Turn 14

Turn 14

The hustle and bustle of voices fill the Council Room as Sylvanas meets with her advisors. In her efforts to get the Council to actually meet in the chambers she had created for them the Banshee Queen had commissioned a large map of Azeroth and Kalimdor to be built, centralizing all discussion and decisions on geopolitics here. It would have to be constantly revised and updated as the Forsaken learned more of the world, everything outside of Tirisfal and Silverpine on Azeroth was mostly filled by grey spaces, guesswork and years old information. But Kalimdor was filling up nicely, and due to a steady stream of letters from her sister Sylvanas had an OK idea on what was going on. Though better information would require sending an Observer proper to the Red Continent.

Kalimdor was the topic of the night's meeting. Belmont and Nathanos paced around the map, and the rest of her advisors looked less than happy as well. Athel and Putress were locked in some heated debate, likely over the finds from under Brill, Vellcinda was giving advice to one of the Forsaken she had picked to join the Foreign Office and Varimathras was grumbling in Eredun.

"Belmont, Nathanos," her voice cuts through the low noise and brings quiet to the room, all eyes on her. "Can you give us all and update on the current sitaution overseas."

The two look at each other before nodding, with Nathanos stepping forwards first. "Oh course, Lady Sylvanas. As of a month or so ago the Alliance of Kalimdor has found itself officially at war with the Great Khanate, an alliance of the main Centaur clans. Minor raids have escalated into full on invasion of Alliance held territory, with the Alliance being pushed from Desolace entirely. Only the desperate rotation of troops to Stonetalon has prevented the mountains from utterly falling to the Centaur, and in doing so they've allowed the Quillboar and Harpy tribes of the Barrens to expand out. In Feralas the Centaur have attacked Alliance and Night Elf alike and caused a great deal of damage to the northern reaches of the forest." He points to each location on the map as he speaks. When hes done Nathanos turns to Sylvanas.

Belmont speaks next. "While we don't have great coverage in the west, I managed to get some information out of my counterparts in SI:7 have been kind enough to share some things with me. First off, the Quillboar and Harpy tribes of the Barrens, Feralas and Stonetalon are leaning towards joining the Khante. All of them have felt pushed into a corner by the Alliance and see this a their last chance to push the strangers out forever and give the Kaldorei a bloody nose. Unfortunate for the Alliance, but I also have something that concerns us personally."

He puts a square piece of paper on the table. On it is the image of unmistakably a lich speaking to a Quillboar. "New technology that Gnomeregan and Kezan were working on together before Plague. Its called 'camera' and it allows you to take perfect images of anything, so long as you have the film." Belmont grimaces. "As you can see, it appears that elements of the Scourge have moved into Kalimdor. I'm not sure if its just the lich or if theres a larger force. And its unclear if its just a single warlord working on his own, a collection of powerful Scourge or something Arthas is directing personally."

Sylvanas grimaces. Scourge in the east, bad news for everyone. "Nathanos, what is your opinion on the Alliance's ability to win this war?"

The Ranger-General of Undercity lets out a frustrated grunt. "It depends. If the Alliance is able to stabilize their borders in Stonetalon and work with the Kaldorei in Feralas, then they should be able to hold off the Centaur. With only Desolace to sustain them the horsemen will peter out quickly. However they'll have to give up portions of the Barrens, Thousand Needles and maybe even Durotar to the Quillboar and Harpies to do so." He glances at the map. "If the Quillboar and Harpies join, espeically if they're able to bring in the Scourge, then it becomes much more dire. They can still pull through, but it'll be a bloody, close conflict."

Sylvanas nods. "Close to what I was thinking a well. At the very least they'll likely have to give up Feralas to save Stonetalon and Mulgore." She shakes her head. "If we weren't so enmeshed in Alterac and Silverpine I'd suggest we send volunteers and aid overseas, but I'm not sure we can do that while also maintaing both our military campaign and the security of our border with the Scourge."

"We also have the Legion to worry about." Putress says, giving Varimathras a sour look. "If the demons are making moves in the south, it would be foolish to get ourselves entangled in a conflict across the sea."

Vellcinda shrugs. "Once the Foreign Service is set up I suggest we send our Observer. At least then we'll have a better idea of whats happening, and how we can help. They might just need supplies and special forces over mass army volunteers."

Sylvanas nods. "Its true. We can do little here in the east besides work to wrap up our current engagements. Securing northern Silverpine and ending the bleeding ulcer that is Alterac Valley is now a priority. If we can do those two things, we'll have a lot more flexibility in how we project power."


Warfront: Frostwolf Valley (Choose 0) - For the first time in its history, the Army of Undercity has been pulled into a war far outside of its own sphere of influence. Situated across Lordamere Lake and many miles of hostile mountains and hills, Frostwolf Valley is at the limits of where the logistics of the Forsaken can reach. However it is not yet outside their logistics, and the people clamor for the Frostwolf to be freed. To that end a special section of the Council of the Forsaken has been setup to accommodate operations in Frostwolf lands. Without personal attention or compromises elsewhere it will not be able to do much, but should the Forsaken put their effort into it, they may yet save the Frostwolves.

[] Pushing the Fields: The Fields of Strife, named because of the constant skirmishes between the opposing sides, sit in the middle of the Valley. Once good hunting, ranching and fishing lands, the fields and their lake are now the main sight of fighting in the Valley. A concentrated push by the Forsaken could force the enemy back to their fortifications and homes, taking the entire central valley for the Coalition forces. Cost: Potential loss of Infantry and Elite Infantry units Time: 1 Turn CoS: 55% Reward: Central Frostwolf Valley Retaken, Situation further stabilized for Frostwolf Clan

[]Cleansing Coldtooth: Coldtooth Mine was dug by Alteraci settlers shortly before their kingdom fell, hoping to get at recently surveyed rich veins of iron found in the Valley. While both their expedition at Coldtooth and a dwarven attempt to revitalize the Irondeep Mines failed when Alterac was destroyed, the infrastructure is still there to begin pumping out iron and thus military supplies for the conflict. The only catch is that Coldtooth is infested with Kobolds, a pathetic and xenophobic who have oft been annoying pests and thorns in the sides of the peoples of Azeroth. Forcing them out of the mines and claiming it for the Forstwolf-Forsaken coalition will be, while not amazingly safe, not that dangerous either. Cost: Potential Damage to Infantry Units Time: 1 Turn CoS: 75% Reward: Coldtooth Mine Claimed, Smiting Industry restarted for Frostwolves, Local military equipment able to be produced.

[]Candlelight Meetings: Kobolds are notorious for being violent, stupid and annoying pests; the bane of any mining town or candle maker who has the misfortune to have to deal with them. However the same had been said of the Murlocs, and even of the undead. It would not be keeping in line with the actions of the Forsaken to slaughter them out of hand. Vellcinda thinks that, with a gift of candles and a lot of patience, she can parley with the kobolds and come to a mutually beneficial arraignment. Cost: 100 Gold (Candles) Time: 1 Turn CoS: 50% Reward: Agreement with Kobolds

[]Taming the Hawk: Something is rotten in the Syndicate Camp. Its commander, one human named Ryson, seems to have serious doubts about the mission and show signs of being loyal to someone other than the Alteraci King. Belmont and Vellcidna agree that, if secret contact is made, the Forsaken might have a chance to sway Ryson over to their side. This would greatly sway the balance of power in the Valley and open up the possibility of meeting with the Wildpaw Gnolls. Cost: 100 Gold, Time: 1 Turn CoS: 55% Reward: Contact made with Ryson, Weakening of Valley Syndicate, Gnoll Options

[]Taking the Winteraxe: Winteraxe Hold sits overlooking the contested Fields of Strife, where Coalition and Scourge forces battle it out daily. While it would be quite deadly, and necessitate the usage of specialized units like the Dark Rangers, there is a chance that a concentrated force could break the Hold's defenses and bring Korrak his second death. The chances of being sandwhiched between the Hold and the Scourge are high, and the Winteraxe are formidiable foes, but if Korrak dies then the Scourge lose their unity and Arthas is denied a powerful commander in Alterac. Cost: Potential loss of Infantry, Elite Infantry and Dark Rangers Time: 1 Turn CoS: 45%

[]Shadow on the Axe: Between the Undercity Lodge and the Dark Rangers, along with Sylvanas herself, the Forsaken have quite the spread of powerful units for assassination and espionage. Working together they may be able to sneak into Winteraxe Hold, cause chaos and terror and perhaps kill Korrak himself. However the old Ice Troll is a tough nut to crack, and the risk to the units sent on this mission will be high. But there will be less worry of damaging the Coalition forces as a whole. Cost: Potential loss of Heroes and Dark Rangers Time: 1 Turn CoS:???


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.

[]Into the Vale: Venomweb Vale hides ancient secrets, secrets that not even the Scarlets could find. With all the rest of Tirisfal secured, only Venomweb lies in darkness, hiding great spiders and other eight legged horrors. No more, Nathanos has declared that the Army of Undercity, spearheaded by the Dark Rangers and the Dreadguard. Whatever the Council of Tirisfal hid here, and any clues the Scarlets left when they raided the site, will be secured for inspection by Nathanos. The horrors of Venomweb will be extinguished forevermore. Cost: Potential damage to Elites and Elite Infantry Time: 1 Turn CoS: 55% Reward: Venomweb Vale Secured


[]Who do you Juju: With the secrets of E'ko unlocked, the Forsaken now have access to the creation of powerful Juju. While it will take time for the needed E'ko to be collected, the wide ranging powers of Juju are incredibly tempting and Nathanos wishes to start the creation of them now. A template of Jujus that soften blows, add elemental aspects to weaponry and allow for the performance of feats of strength and acrobatics have been laid out. With the process of E'ko capture and refinment being both dangerous and expensive it is likely that only the elite of the Army of Undercity will get these Juju, but Nathanos is sure that it will be worth it. Cost:1050 Gold Time 4 Turns or the Completion of E'ko Coolers CoS: 85% Reward: Elites and Elite Infantry gain +10 in combat, Increase upkeep on those units by 10 GPT

[]Securing the North: While on paper all of Silverpine north of the Sepulcher and the River Arevass is under Forsaken control, in reality the situation is much more fraught. Currently the Forsaken only hold the Old King's Road, a few bases off of it and the shoreline of the Shining Strand. All the territory further inland, to the west of the Road, is under the control of the Scourge and the wilds. Deathguard scouts have noted down a few sights of interest that, if taken, would lead to the Forsaken having a more secure hold on the area. A stretch of fields a few miles off the road, under the control of a Banshee. The old North Tide coast, where both ghouls and worgen have been sighted creating camps among the beached shipwrecks. And old mine deep in the norther mountains. Taking these would cement Forsaken control over the area, allow for the explotation of its natural resources and allow contact with isolated human hamlets deep in the forest. Cost: Potential Loss of Units Time: 1 Turn CoS: 50% Reward: Full Control of northern Silverpine, Stewardship Options, Diplomacy Options

[]Just One Farthing: The Old King's Road continues south towards Ambermill and Pyrewood. However before it reaches either of those towns it stops by many smaller farmsteads, mines and villages. Nathanos's scouts have picked out Olsen's Farthing as an important point due to its position overlooking the King's Road. He suggests that the Army of Undercity bypass a good deal of the old ruins on the way down and take the Farthing, giving the Forsaken a forward base closer to Pyrewood, taking the heat off of the Sepulcher and cutting off the Worgen from the important Deep Elm Mine. Cost: Potential Loss of Units Time: 1 Turn CoS: 65% Reward: Olsen's Farthing Taken, Scourge and Worgen pushed back, Deep Elm Isolated.




[]Aid to the Warfront: Instead of focusing on closer military actions, Nathanos can instead choose to personally oversee the Forstwolf Valley warfront and direct operations there. Reward/Cost: Lose 1 Military Action this turn, gain 1 Warfront Action.


[]Integrated Military Command: At great expense to operations elsewhere, Nathanos can fully integrate elements of the Forsaken military bureaucracy into the Forstwolf Valley command structure, focusing the Forsaken's operations there and giving the command more tactical flexibility. Cost/Reward: Lose 1 Military Action permanently until Frostwolf Valley is secured. Permanently gain 1 Warfront Action in Frostwolf Valley



Stewardship (Choose 0, 3 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]Digging in Deathknell - With the Valley of Deathknell fully secured, the time has come to reap the fruits of the Forsaken's long labor. The tiny mining town had recently discovered a new vein of gold. Primed to experience growth, and perhaps replace the almost tapped out veins in New Avalon and Hillsbrad, Vandermar's road to prosperity was cut short by the Plague and the Scourge. However with the mines cleared of spiders, it now seems that the Forsaken can finally make use of this mineral wealth. The growth of the mines will also mean more settlement in the Valley itself, helping cement that the Forsaken are there to stay. Cost: 300 Gold Time: 1 Turn CoS: 55% Reward: +400 GPT, Deathknell fully settled, Gold Mines Exploited


[]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


[]Graves in the Wood: The Sepulcher was once a great resting place for old Greymane kings, along with the other noble and common dead of Silverpine. While it was abandoned after the Plague, and partially emptied out by Arthas on his march south, much of the crypts and tombs remain intact. A network of tunnels and subterranean chambers can easily be established, almost in the style of Undercity, and the great burial mound turned into a anthill of activity. Such a place will be invaluable for bringing civilization to the Forest, as well as an important economic hub in its northern reaches. Beyond that, the soldiers garrisoned here will be happy for more sturdy walls and bunkers against constant ghoul and worgen attacks. Cost: 250 Gold Time: 2 Turns Cos: 60% Reward: Sepulcher turned into a proper settlement, More settlement of Silverpine, Silverpine North and Central easier to bring under control


[]A Stronger Hold: The Forsaken's hold in Silverpine is based around a long finger of outposts up and down the Old King's Road. Most of these are little more than partially fortified villages, serving as resupply and rest stations for caravans and guarded by dangerously low numbers of soldiers. Nathanos has proposed expanding these outposts into proper forts, both to strengthen the Forsaken supply line now and provide good protection for the Road after the region is fully taken. Due to its nature as a garssion posting, Nathanos will be bringing down a good amount of living guards for this, primarily drawn from the Solliden refugees but also some colonists from Kalimdor. This would be the first major usage of living soldiers in the Army of Undercity rather than auxiliaries. Cost: 300 Gold Time: 2 Turns CoS: 65% Reward: Proper forts set up along the Forsaken controlled King's Road, Forsaken control in Silverpine increases, Roadwarden bases when region pacified, Further Intergration of the Living into the Army of Undercity



[x]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: 1 Turn CoS: 85% Reward: Port Built on the Whispering Shore



[x]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: 2 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




[]Murc-y Deals: Now that proper communication is now actually possible with the Murlocs, Vellcinda wants to start creating some proper treaties and trade deals with them. Partially out of gulit for perhaps taking advantage of them during the initial dealings, and partially to get access to whatever strange markets and trade routes exist under the waves. She might get some interesting intel out of the fishmen as well. Who knows. Time: 1 Turn, Cost: 150 Gold, CoS: 60%/45%, Reward: +100 GPT/Information, Diplomacy Options.


[x]Her Majesty's Royal Foreign Service: Vellcinda has long wanted to create a proper diplomatic corp, and with the opening of the Forsaken to the Alliance of Kalimdor and the cementing of her credentials with the Codex Nerglish, she finally has her chance. Using both the records from the old Lordaeronian diplomatic service and what shes learned on the job so far, Vellcinda plans to train up an entire office of hardworking peacemakers. Time: 1 Turn, Cost: 300 Gold, CoS; 65%, Reward: Her Majesty's Royal Foreign Service created, +1 Diplomacy Option



[]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



[]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


[]Aid to the Warfront: Instead of focusing on closer military actions, Vellcinda can instead choose to personally oversee the Forstwolf Valley warfront and direct her operations there. Reward/Cost: Lose 1 Diplomacy Action this turn, gain 1 Warfront Action

[]Onsite Diplomatic Corp: By moving the bulk of her diplomatic corp to Frostwolf Valley, Vellcinda and much better assess and direct the efforts of the Forsaken to influence and ally various neutral and friendly factions within the Valley. Doing so will heavily centralize her focus on the Valley and hurt diplomatic efforts elsewhere, however. Reward/Cost: 1 Diplomacy Action permanently until Frostwolf Valley is secured. Permanently gain 1 Warfront Action in Frostwolf Valley


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.

[]Dancing over Dalaran: The ancient city of mages has sat sadly under its great purple bubble, ruins still smoking from the great sacking Archimonde gave it all those years ago. While a full expedition right now is probably impossible; the lack of proper facilities on Fenris Isle alone would make the logistics a nightmare, it might be smart to do a fly over of the ruins. Even spying down from the air could give valuable information. Time: 1 Turn, Cost: 50 Gold, CoS: 70%, Reward: Information??




[]Warlord Creation: The Deathknights, minor liches and necromancers of Andorhal are upset with Araj's slow progress. Through a combination of military sabotage, spoofed letters and planted information Belmont is sure that he can convince some of these commanders to either attempt a coup or otherwise go rogue, severely hampering Araj's progress in the process. It is unlikely that any of them will actually succeed at either overtaking the lich or forming their own warlord state, but the damage done to Araj will keep him off balance and destablize his control greatly. Cost: 200 Gold, Time: 1 Turn, CoS: 50% Reward: Andorhal destabilized




[]Demonic Codebreaking: With the expedition into Ambermill Belmont's agents were able to get a hold of messages held by an orcish spy. While they were personally unable to figure out the language most of the letters were written in, Varimathras held no such issue. Eredun, the language of the demonic masters of the Burning Crusade. However it is written in code, but Belmont is not daunted by this. With Varimathras's help the Forsaken spymaster is sure that his men can decode the letters. Cost: 100 Gold Time: 1 Turn CoS: 60% Reward: Orcish letters decoded, Information




[]Into Scholomance: With Andorhal scouted out and a spy ring implanted there, Belmont wants to move onto Caer Darrow and Scholomance next. The Barov family and their activies are of great interest to the spymaster, as is any clues to what Ras Frostwhisper is doing or where he went. Caer Darrow, ever the great fotress, will be a tough nut to crack, but Belmont is sure he can sneak some spies in. Cost: 240 Gold, Time: 1 Turn CoS: 45% Reward: Information on Scholomance




[]Up on Sorrow Hill: The Sorrow Hill Warlord is an utter enigma to the Undercity Lodge, and Belmont ill likes leaving a mystery behind. Of all the factions in the Western Plaguelands, only the Sorrow Hill Death Knight has proved to be truly elusive. While likely a bit player, Belmont doesn't want to be surprised by the emergence of a new power later on when the Forsaken least expect it. To that end he is prepared to send his spies from Andorhal onto Sorrow Hill, to see what they can find up there. Cost: 190 Gold, Time 1 Turn CoS: ??? Reward: Information on Sorrow Hill



[]Hearing the Whispers: Many generations of Menethils have disappeared into the Whispering Hills, chasing rumors that the Body of Tyr is buried there. According to documents picked up by the Scarlet Crusade, those rumors may have some truth to them. The Whispering Hills are a truly remote and wild place, seeing no major human settlement in all of recorded history. There is a strange feeling to them, even in the foothills around Deathknell, that have lead to rumors of cannibal tribes, mad mages and much worse. Belmont is reluctant to sign off on a scouting operation, but is willing to do so. After all, sending a few scouts won't cost much. Cost: 50 Gold, Time: 1 Turn? CoS: ??? Reward: Information on the Whispering Hills??



[]Aid to the Warfront: Instead of focusing on closer military actions, Belmont can instead choose to personally oversee the Forstwolf Valley warfront and direct Lodge operations there. Reward/Cost: Lose 1 Intrigue Action this turn, gain 1 Warfront Action




[]Frostwolf Valley Branch Lodge: Belmont believes that by establishing a branch of the Undercity Lodge in Frostwolf Valley, even just as a temporary measure, he can better direct espionage efforts on the battle front there. Of course that would take his time and focus away from other areas, but it maybe worth it in the end. Reward/Cost: 1 Intrigue Action permanently until Frostwolf Valley is secured. Permanently gain 1 Warfront Action in Frostwolf Valley



Learning (Choose 1, 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]Putresstein's Monster: One of the main line-breakers 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: 1 Turn Reward: Able to Create Undead Abominations



[]That Good Voodoo: The shamanistic powers of the Trolls and Night Elves seem unlikely to take hold among the Forsaken, due to the distaste 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


[]Pratical Theories on the Light: While historically the Light has been viewed through the lens of spirituality and religion, Putress believes that a more scientific approach may prove fruitful. The vast swathe of proto-paladin artifacts uncovered under Brill provide the Royal Apothecary Society ample chances to experiment and document the Light and its effects. Putress isn't quite sure what he'll be able to uncover, but hes certain that his perspective will prove a useful counter balance to the spiritual one of the Cult. Cost: 400 Gold, Time: 1 Turn CoS: 50% Reward: Preliminary Scientific Research done on the Light


[]The Four: Deep under Brill the RAS dug up four ancient sarcophagi, dated to almost predate the settling of Tirisfal by humanity. Massive, twice the size of a normal man, and covered with strange runes they sing of mystery. While the ancient wards put upon them have deterred Putress's attempts at opening them up so far, the scientist is not dissuaded. With the resources of the RAS at his beck and call, he is sure that he can pop them open and see what ancient knowledge is left inside. Cost: 500 Gold Time 2 Turns CoS: 45% Reward: Sarcophagi Opened, ???, ???



[]E'ko Coolers: The gathering of E'ko is a long, dangerous and time intensive process that takes a great deal of expensive components in the creation of the gathering fetishes. While unable to fix all of those problems, Puttress believes that he can create standardized devices that can suck up the E'ko in an area if placed down for a few hours. This would allow gathering operations to be done on an industrial scale, providing a relatively safe and steady supply of the stuff. Of course, it will be insanely expensive, as those rare and exotic components now must be gathered on a wide scale. However, if the usage of Juju is to become widespread among the Forsaken, it maybe needed. Cost: 1500 Gold Time: 2 Turns CoS: 54% Rewawrd: E'ko Gathered on a large scale



Piety (Choose 0, 2 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.



[]Remembering Seline: A more complete picture of Nataline Seline, first adherent of the Shadow and a heretic to the Light, has appeared. A complicated but driven woman, in many ways Seline embodies the complicated nature of the Cult. Aelthalyste wishes to write the full history of Seline, finally canonizing the woman as a martry and saint figure to the Cult. This hagiography will strenghten Cult doctrine and will be backed by the creation of the Order of Our Martyed Lady, a sub-cult entirely dedicated to Seline. Cost: 300 Gold Time: 1 Turn CoS: 65% Reward Nataline Seline fully canonized within the Cult, Cult Religious Order Dedicated to Seline Created


[x]Ones With the Shadow: With the creation of the Shadow Monastery and the discovering of the further thoughts of Natalie Seline, the contemplation of the deeper nature of the Shadow is now possible. Within the Monastery monks meditate in complete pitch black, letting the Shadow into their very souls as they try to become one with it. It they succeed, it may be possible to delve into a deeper realm of Shadow magic, to truly ascend past the mortal form into something more divine, if only for a time. Cost: 400 Gold, Time 1 Turn CoS: 50% Reward: Shadow Ascendants Created, Deeper Mysteries of the Shadow Studied


[]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.



[x]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: 2 Turns, CoS: ??? Reward: Elemental Spirits of the Night and Shadow met, ???


[]Paladins: Paladins, the brave heroes of humanity who wield the Light against the vile darkness that encroaches on the hearths of civilization. Needless to say the Forsaken have a rather rocky relationship with them. Their usage of the Light is deadly to all undead, free or not, and the Scarlet Crusade counts many paladins amongst its number. However to triumph over your enemy you first must know him. The Cult seems more than willing to delve into the connection between the proto-paladin weapons and tablets dug up from underneath Brill and the modern tools and codices of the Paladins. The ability to give the human citizens of the Forsaken the awesome power of the Light is not exactly what many of the Forsaken would want, but it would be a major show of trust. Some among the Cult also whisper of the ability to create their own 'Shadow Paladins', cementing the Cult's status as a major religion and providing a strong counterbalance to the Alliance's own forces. Cost: 300 Gold Time 2 Turns CoS: 60% Reward: Deeper knowledge of paladins, their history and their creation. Piety Options.



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.



[]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 Increase/???




[]Shadows of the Legion: With the discovery of letters written in Eredun, it has become clear that some agents of the Legion have an interest in your part of the world once more. Out of all your advisors, none are more knowledgeable about the Legion than Varimathras. However it is also a subject of some tenderness for the Dreadlord, so it needs be approached carefully. Time: 1 Turn CoS: 55% Reaward: +Relation between Varimathras and Sylvanas, Information on the Legion from a Demon.





[]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



[]Personal Visit to the Warfront: While your time is precious, and your personal time even more so, it would be remiss of you to not spend some time on the frontlines with your troops. Not only will it raise morale, you are a great asset on the battlefield and can better coordinate the warfront from within Frostwolf Valley. Cost/Reward: Give the Warfront 1 Action this turn, ???


((I'm insanely sorry about the massive wait for this update. Shadowlands, combined with a waning interest in WoW lore, killed my ability to write for this quest. However Dragonflight looks tentatively OK and I have a surge of inspiration again. In order to keep on updating both this quest and my other active one, Angestlied, I'm going to be moving to a bi-weekly rotation schedule. Everyone Weds I'm going to update one of my quests in rotation. So Angstlied will get an update this Weds and Sympathy will get one next Weds. Hopefully keeping to a schedule will help the pace and consistency of updates. Ideally if this works out well I may add How Long Shall We Mourn In the Dark into rotation as well.))
 
Back
Top