Sympathy for the Forsaken: A Warcraft-AU CK2 Quest

[X]Plan: Axe to Grind
-[X]Martial
--[X]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
--[X]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.
-[X]Intrigue
--[X]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
--[X]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
-[X]Piety
--[X]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
-[X]Personal
--[X]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, ???
-[X]Warfront
--[X]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
--[X]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
--[X]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:???
 
[X] Plan: Open Palms and Closed Fists
-[X] 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
-[X]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
-[X]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

-[X]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.
-[X]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.

-[X]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
-[X]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

-[X]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

-[X]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, ???

The main crux of this plan is to push our enemies in Alterac Valley and Silverpine back, while also hopefully working out an agreement with the Kobolds and the Syndicate. While I was tempted to further secure our position in Silverpine before advancing, from what I remember we're on somewhat of a time limit in Silverpine/Pyrewood to act before the Worgen in Shadowfang Keep kill all the remaining humans in the area.

For the remaining actions, I choose breaking the cypher on the demonic correspondence we picked up in Ambermill because we'll definitely want to know what the Legion/Burning Crusade are up to ASAP. But the learning action I'm not too attached to, and mainly chose it because it was the one with the highest CoS without costing half of our treasury.
 
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Right now pushing into the front seems costly.

I mean, I would rather give subterfuge a rry before comitting troops. We are only going to get better from now on because we are building infraestructure

Also I like the Shadow Paladin option, that means having it as the faith option, instead of Putress
 
[X] Plan: Consolidation of Gains and Information Gathering

-[X]Warfront: Frostwolf Valley
--[X] 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
--[X]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.

-[X]Martial:
--[X]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
--[X]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.

-[X]Intrigue:
--[X]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
--[X]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??

-[X]Learning:
--[X]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

-[X]Personal:
--[X]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 like the current plans, however i feel that something is going on in Dalaran that is time sensitive and would like to get ahead of it. Also once we finish our current piety tasks i want to get paladins and the scarlet light research going.
 
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Congratulations; after years of lurking, it was this quest for which I finally made an account here. :)

(Also:
"Scourge in the east, bad news for everyone."
The west, I assume was meant?)


(Someone please let me know if I'm doing the voting wrong.)
This is based mostly on Open Palms and Closed Fists:

[X]Plan: Open Palms and Shadows
-[X]Warfront
--[X]Shadow on the Axe
--[X]Candlelight Meetings
--[X]Taming the Hawk
-[X]Martial
--[X]Just One Farthing
--[X]Aid to the Warfront
-[X]Intrigue
--[X]Demonic Codebreaking
--[X]Aid to the Warfront
-[X]Learning
--[X]E'ko Coolers
-[X]Personal
--[X]Personal Visit to the Warfront


The plan has some powerful people on the field this turn, and if we can perform a decapitation strike on the Winteraxe, taking the Fields of Strife would presumably be significantly easier in the future. Whereas, if we go for the Fields now, we're probably going to lose more of our conventional forces doing it, and succeeding in driving enemy forces off the field might just drive some of them _into_ Winteraxe Hold, making an attack on it later more difficult. There's also the possibility of capturing intelligence from the Hold, more valuable if acquired earlier and potentially even _further_ improving our situation with the Fields later.

E'ko Coolers is admittedly expensive, but it seems like it could be valuable groundwork to lay. Particularly, not just would it give us an easier time getting stronger units in the future, it seems like a technology we might be able to share with the Alliance to aid _their_ war effort. And once we have a better supply of E'ko, we might find even more useful things to do with it, which we'd potentially prefer to know about earlier rather than later.
 
[X] Aid to the Warfront
[X] Just One Farthing

[X] Frostwolf Valley Lodge
[X] Up On Sorrow Hill

[X] Practical Theories on the Light

[X]The Belmont Legacy
 
Vote closed, Open Palms and Closed Fists has won. Update should be out tonight or tomorrow
Scheduled vote count started by mcclay on May 30, 2022 at 6:40 PM, finished with 22 posts and 17 votes.

  • [X] Plan: Open Palms and Closed Fists
    -[X] 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
    -[X]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
    -[X]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
    -[X]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.
    -[X]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.
    -[X]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
    -[X]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
    -[X]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
    -[X]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, ???
    [X]Plan: Open Palms and Shadows
    -[X]Warfront
    --[X]Shadow on the Axe
    --[X]Candlelight Meetings
    --[X]Taming the Hawk
    -[X]Martial
    --[X]Just One Farthing
    --[X]Aid to the Warfront
    -[X]Intrigue
    --[X]Demonic Codebreaking
    -[X]Learning:
    --[X]E'ko Coolers
    -[X]Personal
    --[X]Personal Visit to the Warfront
    [X]Plan: Axe to Grind
    -[X]Martial
    --[X]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
    --[X]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.
    -[X]Intrigue
    --[X]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
    --[X]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
    -[X]Piety
    --[X]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
    -[X]Personal
    --[X]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, ???
    -[X]Warfront
    --[X]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
    --[X]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
    --[X]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:???
    [X] Plan: Consolidation of Gains and Information Gathering
    -[X]Warfront: Frostwolf Valley
    --[X] 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
    --[X]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.
    -[X]Martial
    --[X]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
    --[X]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.
    -[X]Intrigue
    --[X]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
    --[X]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??
    -[X]Learning:
    --[X]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
    -[X]Personal
    --[X]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, ???
    [X] Aid to the Warfront
    [X] Just One Farthing
    [X] Frostwolf Valley Lodge
    [X] Up On Sorrow Hill
    [X] Practical Theories on the Light
    [X]The Belmont Legacy
 
Turn 14 Results
Turn 14 Results




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 an 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."



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

[x]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.

88 + 23 = 111 VS 35 = Greater Success

Olsen's Farthing was once a major homestead of mixed Gilnean and Lordaeonian heritage. More of a small town than a simple collection of farms, the Farthing had been an important administrative center for Lordaeron, supplying food up and down the King's Road to Ambermill and Deep Elm Mine, along with serving as a collection point for lumber from the surrounding hamlets. The Olsen family had maintained it faithfully over the generations, outlasting entire dynasties and Lordaeronian and Gilnean control over the area.

Not even the Scourge had put an end to that tradition, as the elder Olsen had been turned into a Ghoul by the Plague of Undeath. Unconnected to any higher Scourge commander, the Farthing had persisted as an outpost of undead control in the woods. Ghoul swarms stopped at it for food and shelter, its location serving as a good rallying point for the mindless undead. Grim skeletal warriors guarded the farmsteads, keeping the peace and serving Olsen's command.

It would be the Forsaken that finally put the Olsen line to rest. Out of the Sepulcher came a unit of the Deathguard, backed up by the swift horses of a unit of Forsaken cavalry. Sweeping past the Worgen pickets near Deep Elm Mine, the Army of Undercity crashed into the unprepared Scourge at the Farthing. The Scourge had known of the Forsaken presence in the Forest, but the mindless undead were slow to communicate with each other so news of the Sepulcher falling had not yet reached the Farthing. For their negligence the Scourge paid a heavy price. The war steeds of the Forsaken pushed through the rotten, wooden fence as if it was not there, shattering the first line of skeletons into dust. The Deathguard quickly followed in after them, butchering the remaining Scourge while Shadow Priests crippled the ghoul pack turning to attack the Forsaken. Within an hour it was done, the cavalry hunting down the last stray ghouls with lance and scythe.

Quickly fortifications were set up, and a blockade place on the King's Road further to the south. Another way station in Silverpine had been gained, and the Worgen in Deep Elm Mine cut off from their brethren in the south. While some small packs could still move through the trees, larger concentrations of Worgen, and ore from the mines, had to take the road. The foliage was simply too thick to maintain cohesion or move carts, even for the bestial wolf-men.

Nathanos notes that while taking the Farthing is good, further southern pushes are going to be heavily overstretched. The supply line down the Road is tenuous as is. Something must be done to secure the northern reaches of Silverpine. An attack on Ambermill or Pyrewood would be near suicidal right now.

Reward: Olsen's Farthing Taken, Scourge and Worgen pushed back, Deep Elm Isolated, Scourge in Silverpine shattered.

[x]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.

Continued in Warfront Interlude - Friendship and Frozen Blood


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.




[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

62 + 16 = 72 vs 45 = Success
Despite Deathknell's rather dubious reputation among the Army of Undercity, Varimathras does not find it that hard to convince large amounts of Forsaken to colonize the abandoned village there. The prospect of getting rich off of the gold in the Whispering Forest drives many into Deathknell. Not just the Forsaken come, but a large amount of human settlers too. With the opening of Port Solliden a wave of former refugees have hit Loraderon's shores. Many returned to find their homes and famalies dead and dust, nothing but bones and ruins remaining. More chafe under rule by the seemingly cold undead, or the dominance of the Cult of Forgotten Shadows. While many settle in Brill, the Uppercity or the more rural parts of Tirisfal a great deal go to Vandermar. There, at the edge of Undercity's control and close to Solliden, they can have a degree of autonomy from the Forsaken.

All this leads to a thriving town springing up in the ruins of the old villages. Quickly it out paces said ruins, crude wooden bunkhouses sprawling out over the valley. Gold flows out of the hills as the mines are worked once more. Gold that, for the most part, winds up in the coffers of the Royal Treasury. The initial mines are expanded on as the valley swells with population, shafts springing up all over the foot hills.

There are issues along with the good. The strange unease the Forsaken feel in Deathknell is increased tenfold for the living settlers. Complaints of strange dreams, of foul water and random bouts of madness are common. A high number of albino and other mutant children are reported from pregnant mothers. The priests of the Light in the town, closest to the old folk religion of rural Lordaeron than the urban main-line Church, clash with the official followers of the Forgotten Shadow set up in the old chapel.

These issues are dealt with as they come along, but they point to both an increasing number of strange things about Deathknell and of how much tension the increasing amount of human settlers will generate. Nathanos notes that Deathknell makes an excellent defensive position, and proposes the creation of a fort there, along with chambers cut into the mountains for usage as possible fall back location for the goverment of Undercity if the worst should come to pass. Varimathras reluctantly approves this idea, noting that an increased military presence will allow the civilian side of the Forsaken to better expand mining operations deeper into the Whispering Forest, as well as make it possible to send expeditions into the depths of the mountains. Who knows what lies in those peaks, unexplored since Arathor's time.

Reward: +400 GPT, Deathknell fully settled, Gold Mines Exploited




[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

47 + 16 +10 (Alliance Assistance) = 73 VS 15 = Success

After many months of hard work, the first batch of Alliance ships are docked at Port Solliden. With the help of dwarven and human stonemasons and dockworkers the Forsaken found construction fairly easy. For the moment a collection of warehouses, piers, a few administrative buildings and a single dockyard, Port Solliden seems primed for growth. Already hundreds of former refugees and Alliance visitors alike stream down the southern road to Solliden and then the rest of Tirisfal. With them comes bunkhouses, inns and brothels for sailor and refugee alike. Already Port Solliden grows faster and faster, playing host a small chapel of the Light, a chapterhouse of the Twilight, a church of the Forgotten Shadow and a small stone ring for druids and shamans a like.

The trade is, of course, immense. While not capable of taking many ships right now, the port is the first place where international trade can really happen for the Forsaken. Casks of mushroom wine, exquisite Undercity carvings, Solliden pumpkins and other luxuries fill up the docks, waiting to be taken back to Kalimdor. In return strange spices, silks, finished goods of dwarven make and other goods both exotically Kalimdorian or painfully nostalgic come in.

Plans have been made to expand the dockyards, creating several new drydocks in order to provide Undercity with a proper navy of its own. The ruined stone palisade and tower outside of Solliden has been turned into a rest stop and customs checking station and already some wonder if it should be turned into a proper military station. Only an hour from the shore, it could serve well as the nucleus for the command of a hypothetical navy.

The influx of the living brings problems as well, the same cultural tension playing out in Vandermar occurs all across Tirisfal. The strange ways of the undead and their somber church disquiet humanity. The judical system is put under stress as the amount of cases regarding property, inheritance and wrong doings from before the Plague spike up. In Brill a human militia, the Children of Lordain, gets into a fist fight with a Forsaken merchant and his guards. The Cult of Twilight spreads like wildfire among the refugees, many of whom are disillusioned with the Light but turned off by the Shadow. Some even say that a small amount of the humans slip past the Bulwark and seek transit across the Plaguelands to join up with the Crusade, though there is little direct evidence of this.

Outside of cultural concerns, the political nature of Port Solliden is shaky. While the Forsaken own the land the Port is built on and its facilities, but the Alliance owns the main dockyard as well as several of the piers. While these are 'leased' to the Forsaken at a miniscule rate, there is still a good deal of worry from the more conservative members of the free undead. Many of the sailors and visitors to Tirisfal are not human at all, with Trolls, Orcs, Gnomes and Dwarfs all making up a large part of the Port's temporary population. Their presence in Tirisfal is wrapped up in political knots, as only humans were granted leave to settle by the Treaty of Undercity. And a good deal have settled in the Port directly, holding that since it is only 'leased' to the Forsaken, they should be allowed to do so.

The situation is mixed, but overall Varimathras feels the benefits outweight the negatives. Trade flows into Undercity, and a more direct link to the outside world has been gained.
Reward: Port Solliden Established, +300 GPT, Unlocked Martial and Stewardship Options, Cultural Tension, Legal Questions Around non-Human Settlers Raised.



[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.

1 Turn Remaining





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.


[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

60 + 12 = 72 VS 35 = Success


One of the first of the Forsaken's governmental intuitions to have its headquarters be entirely created in the Upper City, Her Majesty's Royal Foreign Service, known informally as the Foreign Office, is the child of Vellcinda Benton. Situated near the center of the Uppercity, split half way over a canal that runs past the former Imperial Palace, the Foreign Office bustles with all kinds. Forsaken, Murlocs and Humans; along with stranger folks. A few Dark Ranger, splitting away from their sisters to assist Benton. An orc from the Forstwolves, a handful of Forest Trolls and even a taciturn undead Gnoll. The full breadth and diversity of the Forsaken is put on display.

And just in time as well. The Foreign Service has its hands full dealing with the prospect of diplomacy with actual peer nations. Already Vellcinda says shes working on creating a short list for who she wants to be the Alliance Observer. The embassy in Solliden has been upgraded with a permeant Foreign Office liaison stationed there to help keep the peace between the living and dead of Tirisfal. Plans have been drawn up for a smiliar situation to be replicated with the North Coast Vile Fin, as well as with the Frostwolves. With a stable of specially trained bats in the upper levels of the Foreign Office, Vellcinda is even confident that she can reach out properly to Zul'Aman, Kul Tiras and other far flung nations.

Reward: Her Majesty's Royal Foreign Service Created, Diplomacy Options Unlocked and DCs modified, +1 Diplomacy Action


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.



[x]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

25 + 14 = 39 VS 30 = Close Success

Much to Belmont and Varimathras's frustration the notes prove elusive and vague. Not only were they written in code, but it appears that the people involved in writing them were not so stupid as to not use code words and vague allusions Finding out much of any detail has proven to be fairly impossible. Belmont grumpily concedes that hes dealing with actual professionals here, who made sure that their letters would be confusing to outsiders even without the code.

However some stuff of value is learned by the pair, even through all the frustration. The name of the mysterious organization is revealed at last due to a slip up in one of the letters when the author forgot to use a code name. The Argus Wake seems to be the ones behind the attempt to extract Bloodstone from Ambermill, which would put them in line with Ras's own goals. Furthermore Dalaran is mentioned a few times as a sort of home base for the Wake. Belmont is sure that they're still missing much from these letters, but hes just happy the task is over and done with.

Reward: Orcish letters decoded, Some Information.


[x]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
Continued in Warfront Interlude - Friendship and Frozen Blood


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


19 + 14 = 33 VS 30 = Bare Success


The Abomination project was always an ambitious one, and one that had a variable level of support from across the Forsaken populace. The creatures were amazing on the battlefield, capable of soaking up damage like it was nothing and smashing their way through flesh and steel with ease. Abominations had broken the gates and walls of many castles that stood against the Scourge, and they were a staple on its front lines. It had been rare to see a Scourge army without at least a few of the creatures, usually great tens of them bundled up into groaning blobs of flesh and meat hooks.

However that great combat ability came at a price. The creatures were expensive to make. Alchemical regents, along with a great quantity of liquefied Plague, needed to be gathered and pumped through the network of stitched together veins running through the creatures. The bodies of at least five or six men or large animals, and usually more than that, had be to be painstalking stitched and melded together to create them. Like all undead they needed little food, but they still ate more than the average zombie or ghoul. Their stitches had to be constantly reapplied and the worst of the rot seared off their frames, lest they start to fall apart. All of that made creating and maintaining a unit of Abominations a costly measure.

That could have been dealt with, Undercity's coffers were flush with funds, but a greater moral issue arose. Abominations were created from corpses and painfully brought back to life in a manner too close to necromancy that some of the more radical members of the Forsaken were comfortable with. And while the creatures could be freed from external control they were dumb. Painfully so. Their intelligence was that of a slow toddler's and there seemed to be an inbuilt obedience within the design. While 'free' of the Helm of Domination's effects, they were not truly so. Free to follow around the orders of whatever being they considered a master was not true freedom.

The Blighted Council hemmed and hawed over Puttress's report, joined in by Belmont and Vellcinda. Polling of the general Forsaken opinion towards creating the creatures as is was low. Few wanted to get anywhere close to the same crimes the Lich King had comitted upon them just years earlier. The people loved their Queen and, if by her command, more of the creatures were to be created, they would follow it. But it would signal a rather major dip in morale among the population, allowing sentiments that Belmont labeled as 'potentially dangerous' to start bubbling up.

Puttress, annoyed at this 'moralistic whining', did have a solution. If the issue was intelligence and the in built obedience within the melded together brains of these creatures then he would simply improve their brains. The Head Apothecary was certain that he could easily improve upon the designs created by the Scourge's necromancers. They had been working to create a cheap and loyal line breaker in a short amount of time. Time was not an issue for the Royal Apothecary Society. It would make the resulting creatures cost even more to make and maintain, but it would remove that little ethical hiccup entirely.

"Of course," Belmont quipped after the meeting, "That would give Puttress and his apothecaries a monopoly over the creation of these advanced brains. And whatever commands he put in them."

Reward: Abominations able to be created. Mini Vote.



[X]Practical 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

93 + 14 = 107 vs 50 = Great Success

Fortunatley for Sylvanas's sanity, Puttress's other experiments this month proved to be far more sedate than the Abomination business. With the aid of the proto-paladin artificats taken from the crypts underneath Brill, along with a few volunteers from the Light worshipping sections of the Forsaken, he makes steady progress on decoding the nature of the Light.

What he finds is not revolutionary in nature, but it does help broaden the wider Forsaken understanding of the fundamental forces of the universe. After rigorous testing Puttress is able to confirm that the Light seems to be a sort of energy, radiating out of holy artifiacts. This energy can also be channeled through the bodies of living creatures to cast what is known more widely as Holy Magic.

Puttress's presents a theory that the Light is both inherent to living creatures and also a force outside of them. While the Forsaken are bereft of the Light, all non undead he examines contains some trace of it within them. However even among the pious that trace is never strong enough to empower an item or cast holy magic. Instead it seems to resonate with a larger, outside source of this energy. This resonance allows living beings to call upon the Light, adding it to their own inner Light in order to channel it out.

This all fits nicely with the theories espoused by Natalie Seline, that the Light and Dark were two primal forces constantly informing and pushing against each other. The RAS is lacking a lot of data and information, as what Puttress is saying is little more than a theory at this point, but it is a promising start. The Royal Apothecary expresses interest in both working along side the Cult in exploring these primal forces, and of the benefits of experimenting with the Light on the Plague.

Reward: Preliminary Light Research done.



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.

[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. If 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

71 + 11 = 82 vs 50 = Success
While Puttress begins his preliminary studies into the Light, the monks of the Shadow Monastery delve deeper into the Shadow. For the Light is almost alien now to the undead Forsaken, but the Shadow calls to them inherently. If Light resides within the core of all living things, then the Shadow does the same for the dead. That is what the Cult of the Forgotten Shadows say, and they would be the ones to know. Some of these monks choose to fully explore this option, to try and separate themselves from everything but the Shadow deep within their souls.

The process, as Sylvanas is told, takes place of the course of months. A perspective monk spends days meditating within pitch black, turning all their thoughts inwards on themselves. For Void rejects the Other, seeking only the Self as power. This is what both drew Seline to the Void and made her fear it, seeking a middle way through the Shadow. Deeper in the Void than the Light, yes, but still clinging onto something resembling humanity.

Humanity that the Ascendant lacks. For the Forsaken who undergo this process emerge different. Their facial features blur if not looked directly at, becoming a hazy mess of grey. Their skin skin darkens and shadows stick to them. Sometimes it almost looks as if their physical forms are melting away. They stick out of the sun, even the pale gloom of Tirisfal is uncomfortable to them, and stay in the shade and dark.

They are quick and cunning, blending into the shadows is natural to them. They draw upon the void far easier than most, Shadow Magic roiling out of their fingertips and lingering on their tongues. A skilled Ascendant can see the invisible and can climb walls like a spider. Other shadows obey them, forming into docile shades, ripping the life away from their hosts bodies or pooling in great masses of shadowy tendrils ready to attack it master's foes.

Only two Forsaken have achieved what is to be beleived the ultimate state of ascension, to fully become one with the Shadows for a time. The one Sylvanas saw, a Forsaken who claimed it had 'given up their name' became exactly that. A living shadow, though one capable of touch, speech and the useage of magic. They can only keep up this form for a time, Athel tells her, but with deeper study it may be possible for them to shed their bodies entirely.

They freak Sylvanas out, even with her own command of Void Magic the Ascendants unsettle her. Numbering less than 20 at the moment, the process to create more is a slow and arduous one. Many burnout or do not have the right mindset, some die. Less than one a month is the number given to her. But for all their unsettling nature and small numbers, the Shadow Ascendant are a powerful tool in the Forsaken's aresnal.

Reward: Shadow Ascendants Created, Deeper Mysteries of the Shadow Studied

[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, ???


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.




[X]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, ???

Continued in Warfront Interlude - Friendship and Frozen Blood



Abomination Vote:

[ ]Keep the Original Design: While it might go against the moral principals of the Forsaken in theory, in practice Abominations are totally different. It would be as if someone were made that the Forsaken had control over skeletal horses. They are bestial in intelligence, the situation is different. Abominations able to be created for military and civilian usage. First popular discontent with Forsaken Goverment. Degradation of Forsaken Moral Principals. Puttress kept from Abomination monopoly.

[ ]Create a New Brain: The Forsaken will never be slaves again, nor will they be slavers. It will cost much more, and public outcry demands it be done as soon as possible, but a new Abomination brain must be made. Sylvanas can work privately with Belmont to address the concerns about Puttress. Abominations not able to be created. Design A Better Brain action unlocked. Blighted Council Request will be created. Puttress will gain monopoly over Abomination brains


This vote will run until the next full turn update is posted, through the Alterac Valley Interlude.
 
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[X]Create a New Brain

Shrug. Seems more ethical. Puttress might take advantage but it's a risk worth taking I feel.
 
[X]Create a New Brain: The Forsaken will never be slaves again, nor will they be slavers. It will cost much more, and public outcry demands it be done as soon as possible, but a new Abomination brain must be made. Sylvanas can work privately with Belmont to address the concerns about Puttress. Abominations not able to be created. Design A Better Brain action unlocked. Blighted Council Request will be created. Puttress will gain monopoly over Abomination brains
 
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