[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.