[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, ???