Sympathy for the Forsaken: A Warcraft-AU CK2 Quest

[X] Plan: Rolling Advance

Your plan has my vote I agree with pretty much all of your reasoning and us getting Abominations let alone more intelligent ones? Would be an immense boost for our military.
 
I would prefer we dedicate an action to calming down Living/Undead tensions, especially WRT the refugees and colonists coming in from Kalimdor. Spreading the Cult of Shadow might help with that, or it might hurt.

Also, formally opening an embassy with the Alluance would be nice.
 
[X] Plan: Rolling Advance

The only thing I oppose is not establishing Alliance Observer at the same time as finally opening diplomatic relationship with other Undead. But everything else is good imo.

It's really strange that we can't take Varimathras' action to the warfront, but I at least hope he will participate in the assassination as a Hero unit.
 
I started reading the quest yesterday and I really liked it, until it got to the point of the Alliance of Kalimdor. Sorry but thats just weird. In my opinion it takes the fundamental of wow lore, Alliance vs Horde and takes us right to the current state of retail, happy feelings, bunnies and holding hands. Ultimately, its up to the author to decide and dictate the direction of the quest.



Discounting the connection to my personal dislike of current warcraft lore/the way things are going, here are some reasons why I find the AoK improbable and why it takes me out of the roleplay fantasy.



-Orcs and Humans don't really like each other, like at all

-Even Jaina and Thrall, two people who have worked together and shown openmindedness, still only ended up at a sort of status quo with Theramore and Durotar

-Dwarfs, stubborn as they are leaving their very much defensible home of Ironforge to flee across the sea and not hunkering down like during the Old Horde invasion

-Varian being chosen as a leader even after all the publicly shit ruling record he had, while not even fighting the burning legion as he came after (that is how I understood the timeline)

-Quillboar, harpies and centaurs uniting dont really make sense to me either

-Darkspear are an Strangheltorn tribe if I remember correctly, so there would be bad blood between them and Stormwind people too (this could be still left out since some time has passed since the hostilities I think though)

-Orcs just generally agreeing to join up with Humans with no real outside threat too great (I dont think the wildlife of Kalimdor like Quillboar and Centaurs would really count as existential threat)

-Lot of races like Orcs, Trolls and Tauren joining into a system and structure, the Alliance, that doesn't really resonate or has any historical connection to their traditions/previous way of governing.



Now, most of my gripe is with the AoK as you can see, but I would also say the altruistic nature displayed by Sylvanas is not really what I would imagine her to be, but still, it's not that big of a deal.



That being said, I hope you will continue writing it and create something that people will enjoy because thats the ultimate goal, because not everyone has same ideas and everybody likes something else, so you should rock it if this is what you like!
 
[X] Plan: Rolling Advance

Super happy this is back, and can't wait to see more.


Also happy Sylvanas and Vellcinda are getting along so well and getting closer.
 
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Turn 15 Results
Turn 15 Results
The mood within the newly inaugurated headquarters of the Royal Foreign Service was one of unexpectedly high cheer for the Forsaken. This is perhaps helped along by the RFS's staff being one of the most diverse within the entire kingdom. While primarily undead, a great deal of trolls and humans, along with some Murlocs and an undead Gnoll, had found their way into the encompassing arms of the Foreign Service. Now, with their organization now an offical part of the Forsaken, they celebrated. Mushroom wine, fried mushrooms and freshly caught fish, imported dwarven beer and orcish grog from Kalimdor, highly spiced Gurubashi rice dishes and much more were paraded around the central room of the RFS's headquarters.

Of course the entire Forsaken council had been invited to the party, even if not all of them had shown up. Putress had declined on the grounds of being 'too busy for such useless antics' and Aelthalyste had been busy over seeing some new Synod for the Cult, but the rest of the Council had shown up. You and Nathanos had come together, walking and talking of current events along the somber canals that cut through the heart of the Overcity. Once inside you had arrived to see Belmont discussing...something with a pair of Dark Rangers attached to the RFS while Varimathras stood awkardly in the corner, trying not to make eye contact with anyone for fear of being drawn into a conversation.

A few seconds after you entered Vellcinda's dread gaze, gleaming with joy, had fallen on the two of you. Seeing the maliciously excited intent in her eyes Nathanos quickly took a few steps away, faking a cough as he did. "Ah, I think I need to speak with Varimathras about the Silverpine campaign. Good luck." He said before moving over to the demon and to take advantage of his aura of disinterest in partying.

Betrayed and left alone all you could do was glare at his back before Hurrican Vellcinda hit you like a truck. "Sylvanas! Your Majesty! Can you believe all this? I never thought it would be real but look, my own team! A proper foreign service with proper funding and a real headquarters and trained diplomatic staff." She throws her arms around you, pulling you into a tight hug.

Akwardly you pat her head before carefully pushing her off. "It is very impressive, I'm happy to say. Part of me never thought we'd be here, acting like a real nation." You weren't lying either. This, the Overcity, Port Solliden, the Shadow Monastery and the almost finished Fort Fenris. These were all the trappings of a real nation, a true home for your people. And many more besides. Undead and living, residing together in harmony. Even supposed monstrous races like the Murlocs were welcome. It was the full refutation of Garithos and Arthas, and the start of something much bigger.

Vellcinda grins widely up at you, if she was living you know her face would be flush with pride (and likely alcohol). "We aren't just acting like a real nation, we are a real nation. With proper embassies in foreign powers and everything." She points at a big map on the wall, showing the entire known world. All over it were different flags. "I have so many plans, and once we kick the Scourge out of the Frostwolf's Valley I'll have even more."

You smile and let her take you by the hand as she leads you off into the party, talking as animatedly as an an undead can about what the Royal Foreign Service could really do.

It was a good night.



Martial (Choose 2) - Nathanos Blightcaller is Champion of the Banshee Queen and Ranger General of her armies. Under his watchful eyes he has started to lead the Army of Undercity down the path to becoming a truly professional force. While still an advocate of special units and spies, Nathanos has been impressed with the professionalism of the average Forsaken soldier and has started to focus more on the regular units of the army.

[x]Solliden Military Post: With the construction of Port Solliden the question of what to do with the old bulwark and tower between the town and the port has arisen. Right now its just being used as a customs and checking station, but Nathanos thinks that it can be used for much more. With Port Solliden set to become the heart of the Forsaken's navy, as well as the main gateway into Lordaeron, a military base seems like the perfect thing to use the old ruins for. It'll also allow for the creation of a proper Port Authority and Customs office too boot. Cost: 150 Gold, Time: 1 Turn CoS: 60% Reward: Military Base built at Port Solliden, Better control of people coming into the nation, Port protected

76 + 23 (Sylvanas Martial) = 99 VS 40 = Success

While the majority of his time was spent overseeing your plans for the attack on Winteraxe Hold, Nathanos managed to spend some time overseeing the construction of a military post in Solliden. Most of the actual construction work was spent shoring up the crumbling ruin's walls and rebuilding places where the elements and Scarlet mismanagement had taken their toll. The only new construction was a slightly less impressive stretch of wooden wall to cover the over side of the road leading to the Port and a few new wooden buildings around the main stone tower. These wooden structures would eventually be replaced with stone, but for such quick notice something a bit more temporary was chosen.

The garrison, a mixture of reserve Army troops and former militia , quickly moved into the post. Their duties mostly include watching over the town and keeping an eye on the wide ocean for any potential seaborne threats. Nathanos has drawn up some plans for further beach-side defenses and observation posts, but those are for the far off future. The Scourge warlords to the east don't have any major fleets and if Kul Tiras launched an invasion you'd be forced to just abandon the coast. For now the outpost functions perfectly fine as is, guarding the northern coast and the port below it.

Reward: Military Base built at Port Solliden, Customs Authority properly set up, Port and northern coast protected.


[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 Interlude -- Warfront Turn: Death to the Winteraxe



Stewardship (Choose 2, 1 Locked) - Varimathras is a Dreadlord, one of the great demon commanders of the Burning Legion. Forced into Sylvanas's service during the Third War he now is the Majordomo of Undercity and in charge of the running of the Forsaken as a whole. Varimathras runs the Royal Bureaucracy, an increasingly labyrinthine network of offices and administrators that keep the centralized economy of the Forsaken running. A symbol of rise of the Forsaken, the respect the people show Varimathras is no long begrudging.

[x]Royal Judicial Service: While the Forsaken legal system is a thing that does, on paper, exist, in practice the law is mostly handed out by the arbitrary decisions of various agents of the crown or the military. While there is some precedent in dealing with inheritance and property issues between the living and dead citizens of Lordaeron, the massive influx of refugees returning from Kalimdor has seen cases skyrocket past what the court can handle. Ontop of this there are non-humans semi-illegally living within Port Solliden, claiming that since the docks are owned by the Alliance they are allowed to settle at the Port. Varimathras is sick and tired of the Royal Bureaucracy having to deal with this mess and suggest that a proper legal system be created to solve this once and for all. Reward: Forsaken Legal System Created Cost: 150 Gold Time: 1 Turn CoS: 45%
38 + 16 = 54 VS 55 = Bare Failure

It is only a few weeks after the opening of the Port of Solliden that the first refugee fleet arrives. Ships packed full of men and women from Lordaeron, Stromgarde, Dalaran and even Stormwind disgorge their contents onto the gloomy shores of northern Tirisfal. While some of these refugees stay at the port or in nearby Solliden proper, adding to the settlement's growing population as maritime industries overtake pumpkin farming as its main focus, the majority continue deeper into the interior of the glades. Whether it be in growing urban areas like Brill or the Overcity, or in a thousand little homesteads and villages across the land, they settle and start to make a life for themselves. And, as new citizens of the Forsaken, they begin to flex their rights.

In the aftermath of their freedom the Forsaken claimed many ruins and empty plots of land, reusing and rebuilding anew there. While a majority of their former owners were dead and gone, some either had fled over the western sea or had family who did. These returning citizens quickly tried to retake their old property, only to find it being used by someone else. In cases where the State itself had taken their land and property they were given a lump sum of gold, a deed to some unused patch of field and told to enjoy their new lives. But both in cases where the returning party was not satisfied with this, or when it was not the Frosaken Crown that had taken their holdings, litigation ensued.

There are hundreds of these cases, maybe even a few thousand. They quickly tie up the rather anemic Forsaken legal system as it experinces a case overload like it had never seen before. While the legal system had some experience following the incorporation of Solliden into the nation, this was beyond the scale of anything it had seen before. Ontop of the property cases charges were filed against Forsaken citizens for crimes they had committed when they were alive; a majority of the accused did not even remember committing said crimes. Charges were also brought up against a small handful of dwarves, trolls, orcs and tauren who had started illegally settling in Port Solliden. The political nature of these cases further ground down the system, making things even slower than before.

To combat this Varimathras has crash recruited judges and started writing reams upon reams of legal code, most of which you dutifully sign into law after making sure the Dreadlord hasn't snuck in anything treasonous. The bones of a legal system has started to be fleshed out, but it still remains overwhelmed and under siege. Worryingly rumors that some sort of political group in Kalimdor has started making noises about the most high profile of the cases. This 'League of Arathor', led by one King Galen Trollbane, has made unhappy noises about the slowness of the re-settlement of human refugees, the supposed bias the Forsaken courts have towards Forsaken property owners and the lack of Dwarf settlers. Despite all these issues the courts are starting to take shape, with a system of wandering judges being adopted to help get things moving even faster. Its just a matter of time at this point.

Bare Failure: Locked in for one more turn.

[x]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



[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: 1 Turn Cost: 500 Gold CoS: 75% Reward: Fenris Keep Rebuilt, Fenris Island Resettled, Efforts in the region boosted.
91 + 16 = 107 vs 40 = Success

Already serving as an important reinforcement point for months now, Fenris Isle now stands as a proud citadel of the Forsaken. Undead builders and engineers tirelessly worked to drain large sections of the low marshland the older fort ruins had fallen into, revealing foundations that were scarred but still useable. From the ruins a new compound has risen, the swamp cut back and the old stones repurposed. The main purpose of the fort is logistical and as jumping off point for future opeartions and its construction reflects this. The walls now go down to the waters of the lake, walling off a section of shoreline on which docks and barracks have been constructed. Going up the isle's central hill a series of warehouses, offices, more troop housing and armories have been constructed. The top of the hill, where part of the old fort sat before its foundations sank into the swamp, is the main compound. Protected by a smaller inner wall, a central keep watches over a series of platforms and nests for dire bat landings, as well as a Dark Ranger safe house.

Currently the fort is staffed mainly with backline personnel and special forces, the Dark Rangers and Belmont's Undercity Lodge espeically keen to use Fort Fenris as a jumping off point for operations further afield. Nathanos has also brought up the idea of training amphibious units on the island, just in case the need arises. The RAS has also put in a request that the ruined Arcane Observatory be reclaimed from the swamp and studied, though the request came from one Apothecary Farnell and not Puttress. All plans to further expand the Forsaken's presence on Fenris Island have to deal with the Vile Fang Murlocs.

While the old records of Lordaeron call the inhabitatns of the Dawning Isles around Fenris part of the Vile Fin Tribe, and thus the same as the murlocs on Tirisfal's northern coast; superior command of Nergalish by Forsaken scholars reveals that this is not the case. The Vile Fang just have a similar name and tribal sigil, and the men of Lordaeron didn't care to tell the difference. The Forsaken have no treaties with the Vile Fang as they do their northern neighbors and during the construction of the fort raids on boats carrying supplies were semi-common. Something must be done about the murlocs one way or another if Fenris Isle is to be further settled.

Reward: Fenris Keep Built, Fenris Island partially Resettled, Efforts in the Silverpine and Alterac Valley boosted, Martial and Stewardship Options unlocked.


Diplomacy (Choose 2): 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. Now she heads the Royal Foreign Service, the first face anyone treating with the Forsaken will meet. Quick to smile and make a deal, Vellcinda hopes to show the world the virtues of her people.

[x]Amani Allies?: With the creation of the Royal Foreign Service Vellcinda believes that the Forsaken can reach out to Zul'Aman properly. No more midnight meetings on the top of the front gate, Vellcinda is angling for proper recognition between the two states, maybe even an Embassy if she has her way. The trip will be long and difficult, but Vellcinda is sure that her team can reach the empire of the Forest Trolls and return with a deal in hand. Time: 2 Turns Cost: 100 Gold CoS: 55% Reward: Diplomatic Ties betwen Zul'Aman and the Forsaken.


[x]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: 65% Time: 1 Turn Cost: 50 GP Reward: Information on Andhorhal and Caer Darrow Cliques

18 + 12 = 30 VS 35 = Failure

The war between the Caer Darrow and Andorhal cliques have heated up, and with it both sides have become more desprate to maintain their positions. Vellcinda's exepdition into the Plaguelands first met with trouble a day after they passed the Bulwark and stopped at the hidden Cenarion Circle outpost at the Felstone field. The leading druid there, a Tauren named Adrine Towhide, warned the Forsaken that even getting close to the contested regions would difficult. The fighting had stirred up the countryside, with infected animals, ghoul packs and worst monsters becoming more agressive and roaming in even greater numbers. The cast off ruins of the clique's armies also presented a powerful obstacle, the mix of mindless undead and new petty warlords unlikely to care about the diplomatic flag of peace the expedition went under.

Not willing to turn back yet, the expedition continued on into the Plaguelands. The following week involved moving from ruined farmstead to ruined farmstead, hiding as mass patrols of Scourge troops or packs of roaming wildlife passed them by. Slowly they made their way east and south until they reached the fields around the burned out suburbs of Andorhal. There the expedition was finally forced to turn back, as they faced a great field of flesh and bone battling against itself. Zombies by the dozen were rent apart by ghoul packs while Death Knights hacked bloody pieces out of Abominations. It seemed as if the land itself in front of Andorhal was awash in blood and gore, mindless skeletons and ghouls slipping and falling on the slick blood in a way that would be almost comedic were it not for the scale of the violence.

The diplomatic mission was forced to return in defeat. Vellcinda believes that there can be no attempt to treat with one of the Scourge cliques until the situation there changes and some time passes.

Failure: Cannot be re-attempted for 2 turns.


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. The head of the Undercity Lodge, the Forsaken's main intelligence agency, he has seen it go from a rag tag bunch of undead to something worthy of the legacy of Ravenholdt. Under his watchful no enemy, no matter how crafty, sabatoge and spy on the Forsaken.

[x]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
53 + 14 = 67 VS 55 = Success

While diplomatic efforts to connect with the Scourge Warlords were stymied because of the war, infiltration was actually helped by it. Belmont believes that the Scourge's anti-espionage tactics, never being too highly developed, have atrophied even further in this period of warlordism. Thus agents of the Undercity Lodge were able to insert themselves onto the desolate northern side of the Isle of Caer Darrow by bat before donning disguises and moving in towards the small town and the main central keep.

While Belmont had been worried that his agents would be able to easily find purchase in the castle town but be unable to penetrate to keep and the school below, it turns out that the opposite is true. Much of the castle town has been demolished and military facilities built on top, with mass quarrying operations started to help facilitate the building of the Caer Darrow Clique's massive bridge project. The expert level of control the necromancers of Scholomance have over their undead means that there is little space for your agents to insert themselves in as simple mindless undead. However it becomes quite clear that the school is desperate for new initiates. One of Belmont's new human agents, a former farmer from Solliden chosen because of his limited magical talent, was able to pass the entrance exams for Scholomance with only a few cantrips.

Once inside the school it quickly became clear that factionalism dominated Scholomance. While the Barovs and Gandlign had made common cause against Araj the Summoner, the mass expenditure of resources and the slow pace of the war had begun to erode their alliance. While your agent never personally saw any Barov family members or Gandling before their latest report, the scars of their failing alliance were everywhere. The school had broken into a system of cliques, clubs and secret societies; all of whom pledged fealty to one side of the split in some way. What classes one took, where one practiced their lessons, dorm assignments and who and where you ate with at meals had become politicized. The split was largely personality based, though Gandling promised to return Scholomance to the heights its research experienced under Ras Frostwhisper while the Barovs wanted to expand the Cult of the Damned and create a mockery of pre-Plauge Lordaeronian society.

While the main two factions battled it out in magical duels and angry debates, your spy did find evidence of other hands at work. The Cult of the Damned itself, despite its open courting by the Barovs, remains an aloof and impartial force. It claims to only serve the 'God of Death' above all and mostly focuses purely on the study of necromancy. This has put them out of the factional struggle and a safe haven for those who wish to remain neutral. Lurking on the edges is a small study group led by a high elf named Malicia. While your spy wasn't able to gain access to her group, her little faction seems to hold allegiance to neither the Barovs or Gandling and instead follows the teachings of a departed former instructor, one Noth.

Reward: Information on the Caer Darrow Clique and Scholomance.

[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 Interlude -- Warfront Turn: Death to the Winteraxe



Learning (Choose 2) - No one really trusts Grand Apothecary Putress all too much, even now. However the scheming old alchemist has earned his keep. The head of the Royal Apothecary Society, Putress is one of the leading experts on the Plague of Undeath and its various off shoots and effects. A thorn in your side and utterly untrustworthy, Putress has managed to keep his head because of the good work hes been doing.


[x]Design a Better Brain: The Scourge might not have cared about the lives of their creations, but the Forsaken do. Abominations as they currently are go against every ethical guideline the Forsaken and Sylvanas claim to uphold. Putress believes that he can create a better brain for them, something that will elevate their intelligence above that of a toddler. While giving him control of this process is...less than ideal it is the only way to get a hold of Abominations while keeping the soul of the Forsaken in tact. Time: 1 Turn, Cost: 300 Gold, CoS: 50% Reward: Smarter Abominations, Abominations able to be created.

77 + 14 = 91 VS 50 = Success

Putress had assured you that creating a better brain for the Abominations would be an easy matter for one of his skill. After a few weeks in the lab he was quite happy to be proven right. The main limiting factors on the intelligence of the Abominations were the small sizes of their head and skulls, shrunken down and made that way to present less of target. This limited the size of their brains, which when combined with the unique preservation methods and necromancy used on their brains, made them simple minded and stupid. Putress has gotten around this by giving them larger skulls, with metal plating as added protection, along with using a more refined preservation method and much less necromantic magics in their creation.

While these new abominations will never be the most intelligent beings, they are at least more capable of mental feats than a toddler. Your agents with the RAS are still unsure if Putress put any secret commands or fail safes in their brains, but the ethical and morale implications out weigh this worry in your book. You have once again proven the Forsaken better than Arthas, able to fix his mistakes while still maintaing an edge. The general population has also been mollified, which means the Blighted Council is as well.

Reward: Smarter Abominations, Abominations can be produced, Martial Options

[x]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



Piety (Choose 1, 1 Locked) - There is no formal head of the Cult of Forgotten Shadows, but Aelthalyste is the spiritual leader of the faith in all but title. The banshee now only rarely descends from the Shadow Monastery to take part in the Forsaken Council, often kept high up in the mountains either in spiritual seclusion or dealing with the internal issues of the Cult. But when she does she brings a level of wisdom and insight unparalleled by anyone else.

[x]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.

75 + 11 = 86 VS 25 = Success

Brill, while still not restored to the heights of its prosperity before the Plague, is the second largest settlement within the nation and at the center of the Tirisfal Glades. It holds a special place within the heart of Forsaken culture, being the first town outside of the Undercity taken and the birthplace of the architectural style in which the Overcity was built in, and is gaining a reputation as a place for trend setters and wealthy urbanites. The Cult of Forgotten Shadows has longed to capture this second cultural heart of the Forsaken. While there is a high believer population within the city and several smaller sects, there has been no official church set up within its confines.

The Cult moved to rectify this by taking over the ruined Church of the Light within the township. Unused by the small Light community within Brill due to its dilapidated and defiled state, the old church was quickly cleaned and gutted, ruined pews and and smashed stained glass pulled out to make way for the new. Over the course of a month it was rebuilt in the style of the Forsaken and the Cult, somber tones and dark purple replacing the blue and yellow beloved by the Church of the Light. Aelthalyste herself came down from the Shadow Monastery to bless the church and presided over its first service, speaking on the virtues of resilience in the face of great odds.
Official Cult membership has exploded in Brill, many Forsaken and some humans attending the new church and its services. Many of the smaller urban sects have been rolled up into the mainline cult, further bringing the area under state sanctioned doctrinal orthodoxy. This has also helped blunt the religious impact of refugees settling in Brill, with the Church of the Light there remaining fractured and marginalized. A growing number of refugees have even started attending out of a mix of actual religious curiosity and a desire to be seen as integrating into the Forsaken and its state religion.

Reward: Cult of the Forgotten Shadows established in Brill.


[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: 1 Turn, CoS: ??? Reward: Elemental Spirits of the Night and Shadow met, ???

35 + 11 = 46 VS 65 = Failure
Aelthalyste has reported that there is little to report on her attempts to contact the elementals of shadow and night. While she was able to feel some faint stirrings with her appeals and rituals, nothing tangible reached out to her. Aelthalyste, after some consultation with shamans of the Earthen Ring travelling to Felstone Field, believes that the land of Lordaeron is so wounded that even the Elementals that might be the most amenable to the Forsaken are too offended to make contact.

While this problem might be circumvented with a human, orcish or tauren ritualist, no member of those species has risen high enough in the ranks of the Cult to be trusted with that task. As such Aelthalyste has drafted a proposal to end a Forsaken delegation to Wakíŋyaŋ-maya to attempt to make contact with the elementals there. Maybe then, if they are accepted, can they retry a similiar feat within Tirisfal.

Failure: Action Locked until []Vision Quest is completed.



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 Interlude -- Warfront Turn: Death to the Winteraxe
 
Right, the personal action is wrong. I switched it in my notes for some reason. I'll fix it tomorrow but y'all beat the shit out of the DCs.
 
Well, a couple failures but nothing truly bad. Now let's see what the warfront gives us.

Great chapter.
 
"Tensions with returnees are growing but its not that big a deal yet" Us
Galen Trollbane, eating 20 cakes while wielding Trol'kalar ominously, .: I'VE DECIDED I'M THE PROTECTOR OF LORDAERON SURVIVORS BECAUSE MY DAD AND TERENAS WERE FRIENDS
Luv Thoras
'Ate Galen
 
@mcclay
How is Royal Judicial Service a failure?It had a CoS of 45% and we had 54 ?Did i miss something?
If you have a CoS(chances of succes I assume) of 45% do you need a number higher then the chance of succes,in this case 45 or a number higher then the difference between 100% and the CoS number,in this 45 which means you need 55 or higher for succes?
 
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