AN: I have decided to reboot the original Scourging of Lordaeron quest, which can be found here, because it was my first attempt at running a civilization/management style game and it quickly became bogged down due to how many heroes, roll bonuses and actions you guys were able to acquire relatively easily and early.
Out of the countless worlds spanning the Great Dark Beyond, none are as important to the great powers of the universe as the planet known as Azeroth. At the planet's core, the most powerful World-Soul the Titanic Pantheon has ever found steadily continues to mature under the guidance of the Pantheon's remaining servants. Once she is fully awakened, the newborn Titan will be more powerful than any who came before her and could safeguard the universe against any threat that might arise. This great power, however, also represents the greatest risk to the universe, because, in her vulnerable state, the World-Soul is powerless to resist the influence of countless malevolent forces who seek to use her power for their own gain.
The first and greatest of these forces are shapeless beings from the Void beyond reality known as the Void Lords, who have existed since before the birth of the universe and now seek to return it to a state of total entropy. Powerless within the physical universe and unable to fully manifest, the Void Lords jealously observed the Titanic Pantheon until they devised a plan. Flinging minuscule extensions of their true power into the Great Dark Beyond, these Old Gods, as they became known, drifted through the cosmos until, guided by their hunger for life energies generated by fertile worlds, they embed themselves like parasites upon once pure worlds and burrow into its core in order to seek a World-Spirit to corrupt. The first contact between the Void Lords and the Pantheon occurred when the Titan champion Sargeras discovered that one of several World-Souls being nurtured by the servants of the Pantheon had been almost completely corrupted by the minions of the Void and was on the verge of awakening. Realizing that allowing this creature to mature would doom the universe, Sargeras acted quickly to fulfill his mission by cleaving the tainted planet asunder and killing the slumbering Titan within. To his shock, however, rather than heed his warning and act quickly to prevent the spread of the Void's corruption, the Pantheon chastised him for killing one of their own and argued that they would have been able to cleanse their brethren had he simply contacted them instead of acting so rashly.
Enraged by what he considered to be the Pantheon forsaking their duty to protect the universe and overwhelmed by the sheer power of the Void Lords, Sargeras eventually came to the conclusion that the only way to protect the universe was to destroy every world that might house a World-Soul that could be corrupted by the tendrils of the Void Lords. Realizing that he would not be able to accomplish this impossible task alone, Sargeras turned to the demonic creatures of the Twisting Nether and shattered the prison that prevented them from entering the physical universe. The surge of Fel energy that spilled forth corrupted the Titan champion and allowed him to forcibly bind the demons to his will, but only at the cost of turning the once noble Sargeras into a twisted demonic hybrid entity. With his new endless army, Sargeras held his new Burning Legion across the cosmos, razing every world in his path in order to prevent the Void from gaining a foothold.
The Pantheon remained completely ignorant of their fallen brethren's actions and continued their search across the stars for other World-Souls to nurture. When one of them finally located Azeroth and sensed the great power of its World-Soul, they were shocked to discover that Sargeras was correct and that the Void Lords were in the process of corrupting the nascent Titan. Gathering their full might and with the aid of their own created servants, the Pantheon fought the minions of the Void Lords and, after a long war in which they discovered the the Old Gods could not be destroyed with risking Azeroth, banished them beneath the surface in special prisons to contain their corruption. Before the Pantheon departed in search of Sargeras to reveal what they found and were able to accomplish, they empowered their minions to watch over and nurture the growth of the one they knew what be their only hope to face the full might of the Void Lords.
By this point, however, the taint of Fel magic had twisted the mind of the former champion and, when he was finally confronted by the Pantheon, argued that his was the only way to stop the Void Lords. Having no desire to fight one of their own, Aggramar, the former champion's dearest friend and comrade-in-arms, attempted to reason with the mad titan by telling him of Azeroth and potential it held. Sargeras, however, refused to end his crusade and demanded the location of what he considered the most dangerous threat to the universe. When the Pantheon refused, however, Sargeras, despite how much it pained him to, struck down his unarmed friend and, when the rest of the Pantheon launched their attack, provided to slay each of them until he was the only Titan that remained. Ever since that day, Sargeras and his Burning Legion has crusaded across the cosmos in search of Azeroth, so that the fallen champion can convince her to join him in his war against the Void Lords or, failing that, destroy her before she can become a vessel for the Void Lords to finally manifest within the physical universe.
Thousands of years after the destruction of the Pantheon, the Watchers left behind by the Titan to safeguard Azeroth have slowly fallen victim to the corrupting influence of the very Old Gods they guarded. With their influence diminishing, various mortal races began to abuse the tools they once used to nurture the World-Soul. The greatest of these mortal races was the Quel'dorei, who had built their great civilization upon the banks of the Well of Eternity, a giant sea of pure arcane energy that was formed from the blood of the World-Soul itself when the Pantheon ripped one of the Old Gods from her shell. Arrogant and powerful from their abuse of magic, the queen of the Kaldorei Highborne, in her hubris-created lust for the one being she believed was her equal, Sargeras himself, revealed the location of Azeroth to the Burning Legion in order to gain his attention and favor. The war saw the Burning Legion repealed and the Kaldorei Empire shattered, but at the cost of sundering the super-continent of Kalimdor into pieces and destruction of the Well of Eternity. Fearing that the freshly opened wound would kill the nascent Titan, the surviving Kaldorei, under the guidance of powerful Nature spirits left by the Titans, planted the World Tree Nordrassil over the last remnant of the Well of Eternity in order to contain its power and heal the World-Spirit.
Sargeras and Burning Legion were banished back to the Twisting Nether, where, without a source of power as potent as the Well of Eternity, the titan himself would not be able to fully manifest back on Azeroth again. The Legion attempted an indirect invasion by subverting the Orcs of the planet Draenor and, with assistance from a Human mage possessed by a fragment of Sargeras, created a portal to transport their new army to Azeroth. After a decade of brutal warfare, the Orcish Horde was defeated at great cost, but the surviving warlocks of the Shadow Council, who had sold their race to the Burning Legion in exchange for power, began to slowly spread their influence across the mortal races of Azeroth. Despite this setback, however, the Burning Legion immediately put another plan into action and sent the trapped soul of an Orc warlock named Ner'zhul to the frozen continent of Northrend. Now known as the Lich King, Ner'zhul began to work with the agents of the Burning Legion to create a Plague of Undeath that would sweep across Azeroth and leave the planet defenseless against the Legion's return.
What the Legion did not account for, however, was the influence of the Old Gods, whose prisons had been shattered by the constant warfare. Having saved the Highborne and a faction of the Shadow Council known as the Twilight's Hammer after they were abandoned by the Legion, the Old Gods now seek to use the Legion to break their final shackles and consume the World-Soul in order to open the way for their masters in the Void beyond reality.
You are:
[ ] Lady Ariseth Dawnspring
A former High Elven noblewoman of Silvermoon, who once loyally served her family and her people as a shrewd diplomat and spymaster, Ariseth entered a self-imposed exile from her ancestral homeland and cut off all contact with her family after the political machinations of the Convocation of Silvermoon resulted in the lose of her inherited position to the illustrious ruling body of the Quel'Thalas. Ariseth is a skilled manipulator and a charming orator, but she has little taste or experience with warfare and her once pleasant demeanor has been overwhelmed by bitter resentment at the recent direction her life has taken, which she has to venting upon her often incompetent minions.
[ ] Custom Character
The Cult of the Damned is composed of Humans and High Elves. The Shadow Council is supposed of Humans, High Elves, Orcs, Eredar and Shivarra. The Twilight's Hammer is composed of Humans, High Elves, Naga and Dragons.
You have risen to become a leader of:
[ ] The Cult of the Damned
The Cult of the Damned is led by the Grandmaster Necromancer Kel'Thuzad and works to spread the Plague of Undeath across Lordaeron in service to the Lich King.
[ ] The Shadow Council
The Shadow Council was reformed by the Dreadlord Tichondrius after the loss of its previous leader, Gul'dan, to aid in the Legion's return to Azeroth.
[ ] The Twilight's Hammer
The Twilight's Hammer is an enigmatic cult led by the ogre mage lord Cho'gall, who seeks to take advantage of the Burning Legion's invasion to free the Old Gods from beneath Azeroth.
Traits Magistrix
You were one of the lords of Quel'Thalas and was responsible for ruling your people. (+3 to Diplomacy, +3 to Stewardship)
Vain
You are exceptionally beautiful and charming in public, but this is because there is little you care more about than your appearance and preserving it as long as possible. (+3 to Diplomacy, -3 to Piety, -6 to Martial)
Arrogant
Your talents have left you proud of what you accomplished already and you like to let everyone around know it. (-5 Learning, -5 Diplomacy)
Nobility
You were born into great power and raised to be a ruler of your land. (+5 to Stewardship, +5 to Diplomacy, +5 to Intrigue, -3 to Piety)
Natural Diplomat
You have a certain charm that make people find you trustworthy and agreeable. (+3 to Diplomacy, Re-Roll Failed Diplomacy Rolls)
Genius
You are one of the brightest souls in the entire kingdom. (+2 to All Stats)
Allied Heroes Yana Bloodspear
One of the few citizens of the city-state of Dalaran born without the ability to wield magic, Yana Bloodspear was shunned by her family and spent most of her life in the Underbelly of the City of Magi, where she found acceptance among thieves, gladiators and mercenaries. Over time, as she witnessed more and more of the city's hypocrisy, the Lich King was able to easily sway her to his side with promises of tearing down the corrupt institutions she so despised and turned her into one of his deadliest assassins. (Martial and Intrigue Specialist)(Current Location: Southshore)
Traits Cunning
You are skilled in anticipating your enemies and reacting accordingly. (+2 to Martial, +1 to Intrigue)
Shrewd
You are skilled in convincing people to act how you want them to. (+2 to Intrigue, +1 to Diplomacy)
Uncrowned
You are one of the most skilled of your kind and have been granted membership into an secretive order of similar individuals. (+3 to Martial, +3 to Intrigue)
Paranoid
You are a true believer in the need for secrecy and espionage, but only because you suspect that everyone around you is somehow deceiving you for their own benefit. (+3 to Intrigue, -3 to Stewardship, -6 to Piety)
Arcanist Chillheart
Whereas many of the early members of the Cult of the Damned were summoned to Northrend by the Lich King himself, the mage who would later be known as Chillheart was actually one of the Grand Master Kel'Thuzad's personal students before her unquenchable thirst for knowledge drove her to seek further teachings directly from the Lich King himself. Already an expert in the study of Arcane Magic, Chillheart was able to quickly achieve mastery of Necromancy and now teaches its secrets to lesser students. (Learning and Piety Specialist)(Current Location: Southshore)
Traits Diligent
You are a hard worker who does not falter in the face of hardship. (+2 to Stewardship, +1 to Learning)
Knowledgeable
You are well-versed on many subjects and project an aura of wisdom. (+2 to Learning, +1 to Piety)
Pious
You are a devout individual and treat everything you do with proper care. (+2 to Piety, +1 to Stewardship)
Magical Scholar
You have studied magical theories extensively and have a deep understanding of its properties. (+3 to Learning)
Eccentric
You are so engrossed with your research and special projects that you rarely bother with trivial issues maintaining secrecy or distractions such as fighting battles. (+3 to Learning, -3 to Martial, -6 to Intrigue)
Winter Harvest Society Current Leader: Ariseth Wintersoul
Total Membership: 121 (+12)
Military Strength: 10
Treasury Balance: 3,661 (+229)
Hillsbrad Foothills
A land of lush plains, bountiful harvests and flowing rivers, the Hillsbrad Foothills have long been the pride of the Kingdom of Alterac and, after its fall, a great prize for who the Alliance. After much political maneuvering by the Kingdoms of Lordaeron, Stromgarde and Gilneas, its eventual annexation by King Terenas in the name of housing the Orc Internment Camps ultimately contributed to the splintering of the Alliance. Population: Unknown
Allegiance: Kingdom of Lordaeron
Current Status: Relaxed
Leader: Lord Galvar Pureblood
Southshore (Town)
Once a small fishing village was barely on the maps, Southshore has developed into a booming port town under the rule of the Kingdom of Lordaeron. Population: Unknown
Allegiance: Kingdom of Lordaeron
Current Status: Relaxed
Leader: Magistrate Henry Maleb
Decrepit Manor (Current Headquarters)
Once the residence of a minor noble house of Alterac, the family was driven into exile after the kingdom's betrayal was revealed. The building, like many properties in the Hillsbrad Foothills, was purchased by the wealthy Barov family, who offered the rundown manor to the Cult of the Damned under the influence of Grand Master Kel'Thuzad. Population: 121/200 (+12)
Allegiance: Cult of the Damned
Current Status: Hidden
Leader: Ariseth Wintersoul
Total Membership: 121 (+12) Currently Free Members: 81
Currently Assigned Members: 40
High-Skilled Members: 0 Unassigned Members: 0
Assigned Members: 0
Monthly Recruitment: 0
Provided Housing: 0
Current Morale: N/A
Current Faith: N/A
Current Loyalty: N/A
Moderate-Skilled Members: 0 Unassigned Members: 0
Assigned Members: 0
Monthly Recruitment: 0
Provided Housing: 0
Current Morale: N/A
Current Faith: N/A
Current Loyalty: N/A
Garrison: 10 Currently Active Troops: 10
Current Reserves: 0
Militia-Level Troops: 10 Active, 0 Reserve Cultist Enforcers
Cultist Enforcers are little more than thugs whose raw strength and aggression make up for their lack of formal training and unit cohesion. They are most effective against whose with similar training and equipment, but are quick to rout with faced with a superior or organized opposition. Currently Active: 10, On Reserve: 0
Militia Compound
The secured facility used by the Town Watch to store their equipment, train recruits, conduct drills and, if necessary, serve as a last holdout from which the militia can regroup behind the safety of its walls. Population: Unknown
Allegiance: Kingdom of Lordaeron
Current Status: Unknown
Leader: Marshal Marcus Redpath
Alliance Outpost
A small fortified compound established by the Alliance in order to bolster its patrols in the region and, if needed, respond to any emergencies that might arise at nearby internment camps or the naval station. Population: Unknown
Allegiance: The Alliance
Current Status: Unknown
Leader: Sir Raleigh the True
Town Center
The heart of the town is a loose cluster shops and houses owned by its richer residents surrounding the town hall and connected by road to the nearby harbor. Population: Unknown
Allegiance: Kingdom of Lordaeron
Current Status: Unknown
Leader: Magistrate Henry Maleb
Outlying Farms
Most of the residents live outside the town on isolated farms, where they grow crops and livestock that are sold on the town market in exchange for tools and luxuries. Population: Unknown
Allegiance: Kingdom of Lordaeron
Current Status: Unknown
Leader: Magistrate Henry Maleb
Infrastructure Overview Current Headquarters: Southshore (Hillsbrad Foothills)
Controlled Territories: None
Contested Territories: None
Active Cells: Southshore (Hillsbrad Foothills)
Hillsbrad Foothills
The Hillsbrad Foothills are mostly rural with little in the way of urbanization or fortification, except for the independent city-state of Dalaran, an outpost under the control of the Dwarven Kingdom of Khaz Modan and the Alliance stronghold of Durnholde Keep. The Kingdom of Lordaeron is currently supporting the migration of its citizens into the region, but, in the meantime, it is mainly noted as the region that houses the overwhelming majority of the Orc internment Camps.
Southshore
The bustling town of Southshore is the jewel of lands annexed from Alterac and is structured much like many towns that grew too quickly for proper planning. Vital services are scattered around the heart of the settlement and a road leads straight from the harbor to the nearby highway that runs between Stromgarde and Dalaran. The town is deemed important enough by the Alliance that they have stationed a detachment of their own troops along the road near the edge of the settlement, but local law enforcement is still carried by a small militia force garrisoned near the Town Hall at the center of town. The majority of the town's residence live on the outskirts in small private farmsteads, who make a decent living supplying food to their wealthier neighbors.
Decrepit Manor
This recent restored compound is situated inside a relatively isolated valley surrounded by three sides by steep rocky hills and the coast of Baradin Bay. Its location acts as a good natural defense by funneling intruders through a narrow path, where they can be easily spotted by sentries stationed on top of the hills.
Compound
A Compound is an expanded hideout that serves as the headquarters of a new cell of the cult and is the first step toward the creation of a fortified stronghold to solidify your hold on the settlement. (Provides: 6 Expansion Slots, Good Quality Housing for 100, Current Capacity: 21/100)
Plowed Field
A relatively small piece of land that is used to grow crops and herbs. (Requires: 10 Low-Skilled Members, Current Capacity: 10/10, Provides: 200 Food, Maintenance: 50 Gold)
Fishing Pier
A wooden structure that extends over water to allow workers to catch fish. (Requires: 10 Low-Skilled Members, Current Capacity: 10/10, Provides: 200 Food, Maintenance: 50 Gold)
Surface Mine
A basic mining operation that harvests raw ore found close to the surface. (Requires: 10 Low-Skilled Members, Current Capacity: 10/10, Provides: 200 Raw Ore, Maintenance: 50 Gold)
Longhouse
A crude wooden structure that allows many people to leave together in squalor. (Provides: Low Quality Housing for 100, Current Capacity: 100/100, Maintenance: 50 Gold)
Desecrated Shrine
A shrine to the Holy Light that has been defiled by mundane and magical means. (Provides: Religious Indoctrination, Enables: Basic Necromancy Rituals, Maintenance: 100 Gold)
Lecture Hall
A large open forum where instructors can give basic educational lectures to members. (Provides: Skill Training for 10, Current Capacity: 0/10, Maintenance: 100 Gold)
Diplomatic Overview Current Faction: Undead Scourge
Allied Factions: None
Undead Scourge
A mighty empire of undead minions and living followers united in faith and loyalty to the Lich King. The Scourge is based on the frozen continent of Northrend, but its tendrils stretch across the Eastern Kingdoms. The ultimate goal of the Scourge is to kill every living being on Azeroth and unite them in eternal servitude to the Lich King. Leader: The Lich King
Relationship: Subservient
Cult of the Damned
The Cult of the Damned was founded by Grand Master Kel'Thuzad as a means of subverting the mortal kingdoms of Azeroth and preparing the way for the Scourge invasion. The cult operates mostly around the currently dominant northern Kingdom of Lordaeron. Most members of the cult are mortals who strive to be deemed worthy of being granted eternal life and endless power by the Lich King. Leader: Grand Master Kel'Thuzad
Relationship: Second-In-Command
Thuzadin
One of the main cells of the Cult of the Damned founded by the Grand Master himself, the Thuzadin have the difficult task of spreading the Plague of Undeath across Lordaeron and causing as much chaos as possible. The cell is currently operating on the outskirts of the Capital City near the isolated village of Brill, but it rarely stays in one location for more than a few months due to the risk of exposure. Many of the cult's most gifted magical researchers work here together in secret to perfect the plague for distribution to other cells across Lordaeron. Leader: Grand Master Kel'Thuzad
Relationship: Subservient
Winter Harvest Society
The largest and most powerful cell of the Cult of the Damned, the Winter Harvest Society was created by Kel'Thuzad and his most capable student, the High Elven Mage-Lord Ariseth Wintersoul, in order to provide financial, infrastructural and, if necessary, military support to the cult's other more covert operations. The cult will also function as a cover operation to draw attention away from its more sensitive endeavors and is mainly composed of disposable minions led by a core of valuable leaders under the command of High Overseer Ariseth Wintersoul. Leader: High Overseer Ariseth Wintersoul
Relationship: Leader
Scholomance
Founded in the ancient crypts beneath the heart of the isolated island stronghold of Caer Darrow by Grand Master Kel'Thuzad after he was able to successfully convert the powerful Barov family to his side with promises of power and immortality, Scholomance serves as the Cult of the Damned's secret training facility for new recruits in the arts of necromancy. The students trained here under the watchful eye of Dark Master Araj are than dispatched across Lordaeron and beyond to create small cells of their own or to support larger operations. Leader: Dark Master Araj
Relationship: Allied
Kingdom of Azjol-Nerub
The ancient Nerubian Empire of Azjol-Nerub was completely destroyed by the forces of the Lich king soon after he first arrived on Azeroth. The vast underground cities of the ancient realm are now nothing more than vast crypts filled with the risen corpses of its former inhabitants under the leadership of its last king and the current majordomo of the Lich King, the mighty Crypt-Lord Anub'arak. Leader: King Anub'arak
Relationship: Allied
Black Disciples
The Black Disciples are fanatical followers of the Lich King and the first to answer his call when he arrived in Northrend. The Disciples have established themselves across Icecrown Glacier and have even constructed permanent settlements there in order to better serve and defend their Master while also teaching the secrets of necromancy to the truly blessed followers who have been chosen to travel to Northrend. Leader: Grand Necrolord Morbent Fell
Relationship: Allied
Keepers of the Damned
The Keepers of the Damned are the personal bodyguards of the Lich King and are responsible for the construction and garrisoning of the great fortifications that will soon be a part of the mighty fortress known as Icecrown Citadel. Any mortal who desires an audience with the Lich King must receive the blessing of the Keepers before they are allowed to ascend the icy steps toward the Frozen Throne. Leadership: Grand Overseer Rage Winterchill
Relationship: Allied
Alliance of Lordaeron
The Alliance of Lordaeron was founded by the remaining nations of the Eastern Kingdoms after the Horde destroyed Stormwind and began to prepare for a invasion of the Northern half of the continent. After the Second War and the closing of the Dark Portal, however, old rivalries reemerged and the Alliance has fractured into a shadow of its former glory. Leader: King Terenas Menethil II
Relationship: Undetected
Kingdom of Lordaeron
The Kingdom of Lordaeron is the founder of the Alliance and the most powerful of the Human kingdoms. Initially composed of only the city-state of Lordaeron, now more commonly referred to as the Capital City, the kingdom has expanded its borders rapidly from Baradin Bay to the borders of Quel'Thalas. Lordaeron is the home of the famed Order of the Silver Hand and many of its greatest paladins serve the kingdom as regional governors in the name of the Alliance and the noble King Terenas. Leader: King Terenas Menethil II
Relationship: Undetected
Province of Hillsbrad Foothills
The lush and fertile lands of the Hillsbrad Foothills are a recent addition to the Kingdom of Lordaeron, who claimed it as soils of war after the destruction of the treacherous Kingdom of Alterac. With increased funding from the Crown and a surge of investment from rich landowners, the region is undergoing an economic rebirth under the protection of its new benevolent rulers. Leader: Duke Rickard Lionheart
Relationship: Undetected
Town of Southshore
The coastal town of Southshore is a booming port settlement that serves the Kingdom of Lordaeron's first deep-water port in Baradin Bay and is the center of the rapidly expanding trade network between Lordaeron and the rest of the Alliance. Leader: Magistrate Henry Maleb
Relationship: Neutral
Town Council
The Town Council of Southshore are composed of twelve prominent individuals that are tasked with assisting the town Magistrate govern the booming settlement. Leader: Magistrate Henry Maleb
Relationship: Neutral
Upper Class Residents
The Upper-Class Residents of Southshore are wealthy landowners living in luxury estates scattered around the center of town. Leader: Baronet Vorrel Sengutz
Relationship: Amendable
Royalist Faction
The Royalist Faction is the most prominent political coalition in Southshore and favors strong ties with the Alliance as well as the wealthy Kingdom of Lordaeron in order to bring about rapid population and economic growth. The coalition is composed of an emerging class of moderately wealthy landed gentry and an increasing number of Alliance personnel. Leader: Baronet Vorrel Sengutz
Relationship: Amendable
Conservative Faction
The Conservative Faction is a political coalition formed by different families and organizations who have been hurt by the town's rapid integration with the Alliance and the Kingdom of Lordaeron. Many members of this political faction had ties to the former Kingdom of Alterac and see the annexation of the region as an illegal occupation. Leader: William Vishas
Relationship: Unknown
Conclave of Magi
The Southshore Conclave of Magi is a loose collection of Kirin Tor members, independent alchemists and hedge wizards who occasionally assemble to discuss future collaborations and share discoveries with their local colleagues. The conclave is viewed with suspicion by the local population and is officially barred from magical experimentation by the Town Council. Leader: Archmage Helcular
Relationship: Unknown
Middle Class Residents
The Middle-Class Residents of Southshore are mostly skilled craftsmen and business-owners who live on the edge of the town. Leader: Unknown
Relationship: Unknown
Lower Class Residents
The Lower-Class Residents of Southshore are mostly peasant farmers who tow away on small isolated farmsteads outside of town. Leader: Unknown
Relationship: Unknown
Town Militia
The Town Militia of Southshore are volunteer guards who serve as law enforcement officers and a deterrent against bandit raids. Leader: Marshal Marcus Redpath
Relationship: Unknown
Alliance Garrison
The Alliance Garrison near Southshore is a small detachment of professional soldiers tasked with guarding the highways and defending against Horde raids. Leader: Sir Raleigh the True
Relationship: Unknown
Capital City
Lordaeron City is the capital of the Kingdom of Lordaeron and, much to the ire of its other member-states, the unofficial capital of the Alliance. In the wake of the devastation caused by the First and Second Wars, the Capital City has emerged as the undisputed heart of Human civilization. Despite a time of unprecedented peace and prosperity, however, tensions between the Capital and other regions, particularly Eastweald, are rising as both regions compete for political and economic dominance. Leader: King Terenas Menethil II
Relationship: Undetected
Providence of Tirisfal
Despite its proximity to the Capital City, abundance of natural resources and general proprieties of the rest of the kingdom, the providence of Tirisfal remains a sparsely populated backwater due to its dense forests and mountains. The fact that the region is considered cursed by many ensures that few are welling to invest in the region's development. Leader: Highlord Alexandros Mograine
Relationship: Undetected
Providence of Eastweald
After the Second War, the providence of Eastweald underwent a period of unprecedented growth under the protection of the Alliance of Lordaeron. Trade between the High Elves of Quel'thalas, the Wildhammers of Aerie Peak and the Kingdom of Stromgarde has made the people of Eastweald some of the most wealthy in the Eastern Kingdoms, but with that newfound prosperity came ambition and a growing resentment toward the Capital City. Leader: Duke Othmar Garithos
Relationship: Undetected
Providence of Silverpine
A sparsely populated region with minimum development, the providence of Silverpine is only notable for its border with the Kingdom of Gilneas and the controversial Greymane Wall that has effectively cutoff all contact with the xenophobic kingdom after its secession from the Alliance. Fear of a potential war between Gilneas and Lordaeron have stemmed investment and growth in the region, but growing ties between the Silverpine and Gilnean settlements north of the Wall provides a glimmer of hope for future expansion. Leader: Baron Nigel Silverlaine
Relationship: Undetected
Kingdom of Stormwind
The Kingdom of Stormwind still bears the scars of the First War, when the Orcish Horde razed the capital city to the ground and assassinated the noble King Llane Wrynn. Under the leadership of the young King Varian Wrynn and with support from Lordaeron, Stormwind is slowly being rebuilt into nation greater than ever before. The traditional rivalries between Stormwind and Lordaeron have been replaced by a deep friendship and, today, the kingdom remains the staunchest supporter of the Alliance of Lordaeron. Leader: King Varian Wrynn I
Relationship: Undetected
Magocracy of Dalaran
The Magocracy of Dalaran is a wondrous city-state ruled by the Kirin-Tor, a conclave of mages and other magical scholars united in the common pursuit of mystical knowledge and experimentation. Initially founded by Human mages fleeing the collapse of the ancient Arathorian Empire, Dalaran has since welcomed mages of every race and background, but, beneath the glimmering spires and palaces, there exists another world populated by those who lack the gift of magic as well as those seeking knowledge of magic deemed undesirable by the ruling magi. Leader: Grand Magus Antonidas
Relationship: Undetected
It has been eighteen years since the Orcish Hordes of Draenor opened the Dark Portal with the aid of the traitor Magus Medivh and sparked the wars that ultimately claimed almost a million lives. The survivors of the Horde expedition who did not manage to flee back through the Dark Portal have been rounded up and placed in a network of internment camps across Alliance territory. Quel'Thalas abandoned its allies when its demands for the execution of every Orc was denied. The newly founded order of holy warriors known as the Knights of the Silver Hand mourn the loss of their brother Turalyon and the other heroes who sacrificed their lives to venture beyond the Dark Portal and destroy the Orc homeworld to ensure that the Horde will never again threaten Azeroth. Despite reports of scattered Horde holdouts hiding away in various isolated places around the world and the escape of the Horde Warchief Orgrim Doomhammer, the Horde's ability to directly challenge the might of the Alliance has been shattered and the nations of the Eastern Kingdoms now look toward rebuilding their war-torn lands.
You were once called Lady Ariseth Dawnspring and you were groomed from childhood to eventually become one of the eight members of the Convocation of Silvermoon. You worked tirelessly for over a century as a diplomat and spy for your family to create political alliances and undermine rivals, but, despite your loyalty, you were cast aside in favor of another.
You left Quel'Thalas after that betrayal and wandered the world aimlessly from the Isle of Quel'Danas all the way down to Goblin city of Booty Bay, but you never stayed in one place for too long before that empty hole in your soul pushed you to try and find a new way to fill it. Nothing you bought with the gold you earned brought any real satisfaction, while any attempt to find a companion to share your burden with only brought temporary pleasure and left an even bigger hole in your heart when you moved on. You even tried to replicate your old life by working as an adviser to various minor noble houses or the Alliance itself, but you never felt any joy or passion from your work and simply performed the tasks as though you were nothing more than an observer watching someone else pulling the strings of your cadaver in order to create some mimicry of life.
The one constant in your life was the voice in the back of your mind, which you initially dismissed as nothing more than the first sign of insanity and, like any reasonable person, did your best to ignore. Not too surprisingly, the voice always told you to vent your frustrations on either the latest target of your ire or even any random passerby on the streets who unfortunate enough to draw your attention. Over time, however, you sunk deeper and deeper into your spiral of misery and self-loathing, the voice become louder and louder.
The first time you actually listened to it occurred in a moment of weakness, when you had nothing else to entertain yourself with while aboard a ship traveling around the Cape of Stranglethorn. At first all it did was whisper at you to perform various unholy acts of cruelty and violence that only succeeded in making you worry more about your already laughable mental health, but, interestingly enough, the voice also whispered of strange rituals and arcane theorems you do not recognize. Curiosity eventually overcome you and you decide to test one of the spells on a disgustingly large rodent scampering about your cabin.
You could only watch in stunned amazement as the corpse of the rat slowly climbed back to its feet with its broken neck still angled at the unnatural angle you left it. Completing that spell was like opening a floodgate in your mind, as the voice surged to forefront of your thoughts and its words hammered into your brain. You conduct several more experiments on various rodents and livestock aboard the ship, but the voice refused to relent until you finally gave in to its most insistent demand.
As soon as the ship docked, you waited in the shadow of the harbor until deep into night, when you found your next test subject. It was a simple matter to murder your first innocent victim, a young female Human deckhand who sunken of alcohol, and toss some of her possessions in the sea to create the illusion that she had fallen into the ocean in her drunken stupor, before teleporting the body to one of your safe-houses. For the first time since you first left Quel'Thalas, the voice was calm and soothing as it slowly directed you through the ritual that brought the woman back to life.
You will never forget the intoxicating sense of triumph and wonder you felt race through your heart as you watched her transformation, starting with subtle twitches of her fingers all the way to the moment when her dead eyes began to glow with the arcane energy and she slowly pushed herself to her feet as your first Undead minion. After that, you delved headlong into your lessons with a passion and thirst that you have never once felt while slaving away under the shackles of your treacherous family and weak kingdom. You quickly realized that you had only been going through the motions of living when you served your family in exchange for empty promises of power and prestige that were actually nothing more than illusions.
Soon, however, the voice announced that it had taught you everything it could and that, if you desire to learn more, you must travel to the desolate frozen wasteland that is the continent of Northrend.
You did not hesitate for an instant as you destroyed your pathetic experiments to hide their existence from small-minded fools who would not understand their magnificence and sold the last of your once prized possessions in order to secure passage aboard a small merchant ship traveling to their fishing outpost in the Howling Fjord. The journey was uncomfortable, to say the least, and you had to resist the growing urge to practice your new skills on the irritating crew, but the voice soothed your thoughts and allowed you to focus by reminding you that all you desired could be yours if you simply travel deep into the continent, further than nay explorer has ever traveled, to the fabled Icecrown Glacier.
Over a month after you departed from the Eastern Kingdoms, you finally caught your first look at the mist-surrounded land of Northrend. As soon as the ship docked, you stocked up on supplies if your last coins, saving nothing for a potential voyage back to civilization, before setting out for your destiny without a single look back at the ugly and concerned faces behind you.
The journey was harrowing experience and slowly washed away all traces of the weak and pathetic creature you had been when you first arrived on this forsaken wasteland. Your supplies run out after the first month of slowly tracking through snow-covered mountains and ice-lakes, which forced you to raid the primitive villages of the local savages that dot the interior of the land. You face distant ruins unlike anything you have ever seen back in the Eastern Kingdoms and caught glimpses of shadowy creatures straight out of ancient legends. By the time you finally beheld the awe-inspiring monument to the power that was Icecrown, the only thing that drove you forward was pride and sheer stubbornness born from the refusal to death after accomplishing so much and coming so close to your goal. You crawled up the icy steps while paying no mind to the hideous abominations of rotting flesh and chitin observing your progress impassively. You were on the verge of death when you finally pulled your broken body over the final step and onto the icy summit, where you were finally able to learn the identity of your master.
From atop the Frozen Throne, you watched in wonder as the Lich King's presence threatened to freeze the very blood in your veins and the sheer power radiating from the enchanted ice of his glacial prison set your numb nerves ablaze with pain. You thought he would rise you back from death as you have done to so many before, but, instead, in his infinite mercy, the Lich King used a portion of his great power and breathed new life into your frozen limbs. When he finally spoke to you, it was not through the soft whispers that are indistinguishable from your own thoughts you have become so accustomed to, but a thundering rumble that echoed all around you as though the very icy were nothing more than extensions of himself with an intense pressure of oppressive magical energy that threatened to crush your head and caused blood to flow from your ears.
The last thing you remembered before you lost consciousness was the Lich King granting you the name you would now bear in service to him. Ariseth Dawnspring died on that frozen glacier and Ariseth Wintersoul had been born from her remains.
Ariseth Wintersoul
High Overseer of the Cult of the Damned
Traits
Arrogant
Your talents have left you proud of what you accomplished already and you like to let everyone around know it. (-5 Learning, -5 Diplomacy)
Nobility
You were born into great power and raised to be a ruler of your land. (+5 to Stewardship, +5 to Diplomacy, +5 to Intrigue, -3 to Piety)
Genius
You are one of the brightest souls in the entire kingdom. (+2 to All Stats)
Pick positive Traits. (Start with 3 free points)
(NOTE: All plans should be headed with [ ] Plan X, so they can be voted on as a block. Individual votes will not be counted.)
Cunning
You are skilled in anticipating your enemies and reacting accordingly. (+2 to Martial, +1 to Intrigue)(Cost: 1)
Charismatic
You have an aura of calmness and charm that inspires people. (+2 to Diplomacy, +1 to Martial)(Cost: 1)
Diligent
You are a hard worker who does not falter in the face of hardship. (+2 to Stewardship, +1 to Learning)(Cost: 1)
Knowledgeable
You are well-versed on many subjects and project an aura of wisdom. (+2 to Learning, +1 to Piety)(Cost: 1)
Shrewd
You are skilled in convincing people to act how you want them to. (+2 to Intrigue, +1 to Diplomacy)(Cost: 1)
Pious
You are a devout individual and treat everything you do with proper care. (+2 to Piety, +1 to Stewardship)(Cost: 1)
Magistrix
You were one of the lords of Quel'Thalas and was responsible for ruling your people. (+3 to Diplomacy, +3 to Stewardship)(Cost: 2)(Only one profession trait can be picked.)
Blood Mage
You are a fearsome battle-mage who employs the forbidden arts to destroy enemies on the battlefield. (+3 to Martial, +3 to Learning)(Cost: 2)(Only one profession trait can be picked.)
Archmage
You were once a member of the Kirin Tor and served as a Mage-Lord of the city of Dalaran. (+3 to Diplomacy, +3 to Learning)(Cost: 2)(Only one profession trait can be picked.)
Astromancer
You are skilled in manipulating the fundamental forces of the Light and the Void that form reality. (+3 to Learning, +3 to Piety)(Cost: 2)(Only one profession trait can be picked.)
Nethermancer
You secretly studied the forbidden secrets of the Twisting Nether and the creatures who lurk within. (+3 to Learning, +3 to Intrigue)(Cost: 2)(Only one profession trait can be picked.)
Gifted Tactician
You have a talent for directing battles that few opponents can match. (+3 to Martial, Re-Roll Failed Martial Rolls)(Cost: 3)
Natural Diplomat
You have a certain charm that make people find you trustworthy and agreeable. (+3 to Diplomacy, Re-Roll Failed Diplomacy Rolls)(Cost: 3)
Skilled Administrator
You have an affinity for organizing complex organizations and maximizing efficiency. (+3 to Stewardship, Re-Roll Failed Stewardship Rolls)(Cost: 3)
Academic Prodigy
You have a thirst to seek out knowledge and a gift for imparting this knowledge to others. (+3 to Learning, Re-Roll Failed Learning Rolls)(Cost: 3)
Master Manipulator
You have a mind for manipulating others and making them act in a way that benefits you. (+3 to Intrigue, Re-Roll Failed Intrigue Rolls)(Cost: 3)
Devout Apostle
Your faith is utterly unshakable and serves as a source of inspiration to your followers. (+3 to Piety, Re-Roll Failed Piety Rolls)(Cost: 3)
Pick negative Traits.
Cruel
You found great joy in inflicting suffering upon your foes and minions alike, but your behavior has alienated potential allies and your own followers fear you. (+3 to Martial, -3 to Diplomacy, -6 to Stewardship)(Gain 2 points)
Vain
You are exceptionally beautiful and charming in public, but this is because there is little you care more about than your appearance and preserving it as long as possible. (+3 to Diplomacy, -3 to Piety, -6 to Martial)(Gain 2 points)
Overbearing
You are extremely organized and personally direct many aspects of your organization, but do not suffer deviations from your vision and punish them severely. (+3 to Stewardship, -3 to Learning, -6 to Diplomacy)(Gain 2 points)
Eccentric
You are so engrossed with your research and special projects that you rarely bother with trivial issues maintaining secrecy or distractions such as fighting battles. (+3 to Learning, -3 to Martial, -6 to Intrigue)(Gain 2 points)
Paranoid
You are a true believer in the need for secrecy and espionage, but only because you suspect that everyone around you is somehow deceiving you for their own benefit. (+3 to Intrigue, -3 to Stewardship, -6 to Piety)(Gain 2 points)
Fanatical
You are of exceptional faith and would not hesitate to offer your life in service to your masters, but you have a habit of placing blind faith in both people and traditional teachings. (+3 to Piety, -3 to Intrigue, -6 to Learning)(Gain 2 points)
Mana Addict
You require a constant source of magic in order and begin to suffer from mana withdraw without it. (-1 to All Skills, ???)(Gain 3 points)
Splintered Mind
Your mind has been shattered by your experiences and you are now a shell of your former self. (-3 to All Skills)(Gain 3 points)
Sins of the Mother
All power comes at a cost and the greatest power comes at the greatest cost. (???)(Gain 3 points)
By the time you awake, several days later, you found yourself resting upon a simple bed within unfamiliar ruins. The injuries you sustained on your voyage were gone and your body had never felt better. You watched curiously as reanimated skeletons brought you fresh fruits and water for you to consume in silence while the same monstrous creatures that monitored you on your climb up Icecrown stood vigil over the entrance to what you realized where your new personal quarters.
After you were sufficiently recovered, you were greeted by an elderly male Human who called himself Grand Master Kel'Thuzad. You told you of the Undead Scourge the Lich King was preparing for a glorious cleansing of the world and that you were one of the few chosen to bring about the new world order. You felt pride you never felt before blossom within your heart and you pledged your soul without hesitation to the Lich King.
Trained under the master necromancers of the so-called Cult of the Damned and quickly exceeded all expectations. By the end of your first year of training, you had surpassed all every other student, even those who had been studying under the Grand Master's tutelage far longer than you. In recognition of your accomplishments and position as his greatest pupil, Kel'Thuzad named you as the new High Overseer of the Cult of the Damned and his right hand in bringing the nation of Lordaeron to its knees.
The Grand Master brought you back before the Lich King's throne, but, this time, you felt nothing except a minor chill as your master gave you his dark blessing and commanded you to bring ruin to the mortal world in his name. To help you accomplish your mission, the master commanded that two of his most skilled servants travel back with you to the Eastern Kingdoms to assist you in establishing your operations.
These two minions are:
[ ] Scourge-Commander Razuvious
A once-respected veteran of the Second War, Sergeant Razuvious returned home to discover his village in ruins and his family murdered by brigands. Recognizing his potential, the Lich King whispered into the broken man's thoughts and drove his to butcher his way through the bandit camp. With his vengeance achieved and nothing left to live for, Razuvious journeyed to Northrend and offered his soul to the Lich King in gratitude and now trains the Scourge's growing number of living followers in the art of warfare. (Can assist with Martial or Stewardship)
[ ] Yana Bloodspear
One of the few citizens of the city-state of Dalaran who incapable of wielding magic, Yana Bloodspear shunned by her family and spent most of her life in the Underbelly of City of Magi, where she found acceptance among thieves, gladiators and mercenaries. Over time, as she witnessed more and more of the city's ruling elites' hypocrisy, the Lich King was able to easily sway her to his side with promises of tearing down the corrupt institutions she so despised and turned her into one of his deadliest assassins. (Can assist with Martial or Intrigue)
[ ] Baron Isiden Perenholde
The nephew of Aiden Perenholde, the former King of Alterac, Baron Isiden Perenholde has lost his kingdom and his honor. After the Alliance invaded his homeland and imprisoned his uncle for treason against the Alliance, the young Isiden attempt to convince the Alliance to support his bid as the new king of Alterac instead of his treacherous cousin, but, as time passed and his throne moved further out of reach, the young noble was easily swayed by the whispers of the Lich King and has pledged his soul in exchange for vengeance against the Alliance. (Can assist with Diplomacy or Stewardship)
[ ] Magistrix Malicia
The scion of a minor noble house in Silvermoon, Magistrix Malicia is a diligent scholar of the Arcane sciences who had little interest in the political maneuverings of Silvermoon. As such, it came as little surprise and caught little attention when she left Quel'Thalas and journeyed to Dalaran in order to continue her studies away from what she considered distractions. That is where she met the Grand Master and caught the Lich King's attention, who was able to gain her loyalty by sharing the secrets of Necromancy and other forbidden fields of study. (Can assist with Diplomacy or Learning)
[ ] Sister Demetria
One of the many orphans left behind after the Second War, Sister Demetria was raised by the Church of the Holy Light and groomed to become a priestess of the Light. For a time, gratitude and naivety allowed the young initiate to ignore the systemic corruption within the Church, but, over time, her faith became more and more uncertain, which made it easy for the whispers of the Lich King to embed themselves into her heart and turn the once faithful priestess away from the Light to the service of the Scourge. (Can assist with Intrigue or Piety)
[ ] Arcanist Chillheart
Whereas many of the early members of the Cult of the Damned were summoned to Northrend by the Lich King himself, the mage who would later be known as Chillheart was actually one of the Grand Master's personal students and learned everything she could from her teacher before her unquenchable thirst for knowledge drove her to seek further teachings from the Lich King himself. Already an expert in the study of Arcane Magic, Chillheart was able to quickly achieve mastery of Necromancy and now teaches its secrets to lesser students. (Can assist with Learning or Piety)
With your lessons complete and mission clear, you departed Northrend with renewed purpose and set sail back to Lordaeron aboard one of the cult's own ships. As the vessel crossed the coast of the Howling Fjord, you barely pay any attention to the snow-covered ruins and shattered hulls that were all that remained of the small fishing outpost and the merchant ship that brought you to your destiny.
You spent the long voyage going over maps and the latest reports compiled by agents of the cult already embedded across Lordaeron. After much planning and discussion with your new advisers, you eventually began to form a concrete plan to accomplish your mission. Success would be rewarded with eternal life and power unmatched by mortals since your ancestors drank from the fabled Well of Eternity, while failure would result in eteneral damnation as a rotting corpse slaved to the will of the Lich King.
You chose to establish your operation in:
[ ] Brill
A small isolated community situated off of the King's Road between the Capital City and lush boroughs of Eastweald, Brill is little more than a loose collection of farms and lumberyards whose meager economy is reliant on supplying timber, grain and livestock to the overcrowded capital city.
[ ] Strahnbrad
A once prosperous town situated in the lush foothills of the Alterac Mountains, the destruction of the Kingdom of Alterac has flooded the town with desperate refugees, destroyed its economy and made it a frequent target of raids by bands of brigands as well as remnants of the Horde hiding from Alliance patrols.
[ ] Southshore
A booming port town situated at the mouth of the mighty Thondroril River on the coast of Baradin Bay that was annexed from the Kingdom of Alterac, Southshore is home to a major Alliance naval station and is a center of trade between Lordaeron and the rest of the Eastern Kingdoms.
[ ] Stratholme
The second largest city in Lordaeron and the heart of the kingdom's economy, Stratholme serves as the headquarters of the Order of the Silver Hand and and final destination on the King's Road, but greed and pride have tainted the minds of its rich leaders, leading to rumors of secession and rebellion.
Well, its finally over. Locking votes now. The winners are:
[X] Plan Lord of the Elves
Magistrix
Natural Diplomat
Vain
[X] Yana Bloodspear
[X] Arcanist Chillheart
[X] Southshore
I'm not sure if I can get the next update out today, but, in the meantime, you guys can vote on a picture for Ariseth. I have some random images saved from last time.
When you first left Quel'Thalas, you remember quite clearly how you tried to convince yourself that you were moving on to better places than that gilded monstrosity of scheming and treachery in order to give yourself the strength needed to leave behind everything you have ever known and worked toward for over a hundred years. You had to tell yourself that all those stories you heard from various merchants, diplomats and veterans of what people are now calling the Second Great War about about how the Humans are all uncultured savages barely better than the Trolls cannot possibly be true. You remember trying to convince yourself that an intelligent species that has a rudimentary mastery of magic and a basic understanding of the concept of personal hygiene should, theoretically, be able to create a civilization that you can slowly ease yourself into without having to lower your standards to around the level of having to leave in a dirty hovel without access to enough clean water to bath twice a day. After all, you are the great Magistrix Ariseth Dawnspring, which means that, surely, you should be able to easily insert yourself into the top echelons of Human society and have various highborn Humans fight over the honor of welcoming you into their palaces.
Of course, reality has a nasty tendency of shattering expectations in the worst ways, which is normally a concept that you are more than familiar with, but, which, at the time, you had forced into the back of your mind in order to gain some measure of false comfort and sense of hope.
The first year or so were relatively acceptable from a purely standard of living point of view, but you quickly realized that you having to live in the middle of some disgusting Human city that stinks of wet dog and a serious lack of proper sanitation is not even remotely comparable to the reward you get, in terms of either material wealth or personal pride, for helping some dimwitted minor noble house increase their stake in the regional merchant guild or expand their influence on the city council. Back in Quel'thalas, you were born and groomed your entire life to strive toward what you were taught was your birthright and the only measure by such your success in life would be judged by your equals, which is maintaining your family's hold on power in the Convocation of Silvermoon and being deemed worthy of your claiming your father's seat when he steps down. You realize now, of course, that the sense of duty and pride you felt while slaving away to benefit a family that was only interested in using you and would toss you aside as soon as you were no longer useful was nothing more than an elaborate lie crafted in order to blind you to the truth, but, at the time, you carved glory and respect that you were simply never going to reach by helping worthless Humans.
After that, you gave up what little luxury and glamour you had left in order to travel around the continent in search of an opportunity that would finally allow you to leave your mark on the world for all to gaze upon in awe. Looking back on it, you realize with some amusement that the lies you told yourself at the time actually turned out to be correct, even if your life went progressively downhill for several years until, with nothing better to do and no future in sight, you finally decided answer the call of the Lich King you had been foolishly resisting for so long.
And now, as the small carriage you and your traveling companion are riding in finally lurches to a halt, the time has finally come for your great work to begin.
"At last," the Human female murmurs distastefully in a soft voice with a light Gilnean accent. "I thought this miserable journey would never end."
You do not even bother to reply to such a pointless statement as you take the time to make sure your appearance is as presentable as you can make it under the circumstances by using a floating piece of arcane ice you conjured as a makeshift mirror. You frown slightly in annoyance as you notice how your hair, once a soft and radiant shade of gold, has continued to become more and more pale despite everything you have tried to reverse or even simply halt the process. You realize that it is most likely a minor quirk caused by the sheer amount of Necromantic magic you have been channeling through your body that is slowly overwhelming your connection to the Sunwell, which means that the usual aristocratic physical features common to Quel'dorei of noble birth with superior connections to the majestic nexus of arcane energy, created at the dawn of Quel'dorei civilization by your ancestors using a vial of water from the fabled Well of Eternity itself, are slowly being overwritten by the corrupting influence of the Lich King himself. You have seen the long-term effects of what such corruption has on the body during your studies in Northrend, so you knew this was coming for a while, but the prospect of your skin turning deathly pale like a corpse and your hair losing all of its once vibrant color to become a dull shade of white is not exactly something you are looking forward to.
Sparing a quick glance at your traveling companion, you do feel a little sense of relief when you note the fact that the Human's skin appear to be even more pale than your own and her outfit seems more fitting for a funeral than anything else. You never did understand why most of your fellow servants of the Lich King seem to lack even the most basic understanding of fashion or skincare, but, judging by what you have been able to learn about the former witch now calling herself Lady Chillheart, you get the distinct impression that she already spent an unhealthy amount of her time locked up inside ancient libraries, crypts and laboratories, so even this rather short, but admittedly unpleasant, ride is more than she is used to dealing with.
"For a Human-made mud-trail in the middle of nowhere, I would say it actually surpassed my expectations," you reply nonchalantly as you make some final adjustments to your hair before dismissing the makeshift mirror before you finally grace her with your most radiant smile."Besides, a little exercise and fresh air every once in a while can be good for your...complexion."
Chillheart grimaces slightly at your barely concealed jab, but, to her credit, the Human witch seems to realize that she is not going to win this argument with you, so she simply turns her attention to the outside world by opening the dark silk curtains enough to let in the smallest glimmer of sunshine. You can barely suppress the chuckle already halfway up your throat when you see the fool wince slightly as her eyes are forced to adjust after spending hours in the dim interior of the carriage, but, through sheer willpower and decades of training, you were able to suppress your reaction to such a ridiculous example of how pathetic the Human body is compared to those of the Quel'dorei, since such a display would not project the correct image for the time being and you have no real reason to actually antagonize the Human whose original name you never even bothered to remember once you confirmed that she was nobody of any consequence. With nothing better to do for the time being, you turn away smoothly to glance out the opposite window on your side carriage while you wait for somebody to come and open the door for you.
Your superior eyes immediately adjust to the light without even the slightest hint of discomfort, but you still find yourself frowning slightly as you finally get your first glimpse of your supposed base of operations.
You were informed before you set out on your mission that the location for your new base of operations would be an old isolated estate owned by the wealthy and powerful Barov family, who have secretly sworn allegiance to the Lich King and have even offered their primary fortified estate on Caer Darrow to the Cult of the Damned to be used as a hidden training facility for new Necromancers. According to the information you were given and what your own research was able to turn up, the estate had apparently been abandoned by its previous owners, a noble family of Alterac, when the Horde began its unopposed march through the region in accordance with the secret deal they struck with the traitorous King Perenholde. After the war, the surviving owners of the estate tried to petition King Terenas for permission to reclaim their ancestral lands, but, like almost all former citizens of Alterac, they were stripped of all their titles and holdings, while their estate was auctioned off to the highest bidder, who, in this case, just happened to be one Duke Alexei Barov. At the time, you assumed that the estate's geographical isolation as well as the influence of its official owners would be beneficial in terms of intimidating the local militia and government into not looking into your operation too closely.
What you did not properly anticipate, however, was the fact that the entire estates seems to have been abandoned since the Second War and was now little more than a decrepit wreck that looks like it should be demolished instead of serving as your future base of operations. The grounds of the entire estate are filled with overgrown grass and the building itself seems to be on the verge of collapsing at any moment since massive sections of the wooden frame has turned a sickly shade of black, parts of the roof have already collapsed and many of the windows are either covered in black mold or just simply gone with only the occasional rotting wooden plank to protect the interior from the elements. To make matters even worse, judging by the simple fact that massive double doors that once served as the main entrance into what Humans probably considered to be a respectable manor is simply gone and, through the opening, you can see ruined furniture as well as clear signs of squatting and looting.
"Surely this is some sort of ill-conceived jest," the Human gives voice to your disgust with a huff of indignation. "I cannot be expected to work under abysmal such conditions."
You do not even dignify her comment with a reply as you watch the wretched-looking Human male who served as the driver of your coach awkwardly shuffle over to the door to do his job. The instant the door is open, you resist the urge to gag as a combination of the disgusting Human's own body odor as well what you have learned over the past year as the unmistakable scent of rot and decay rush into the perfumed interior of the coach. The man gives you a smile that you find offensive before he offers you a hand covered in grease, dirt and other unidentifiable stains to help you out.
You merely glare at him icily until his disgusting smile evaporates and he slowly retracts his hand before stepping out of the way so you can step out of the coach yourself.
As soon as your feet touch the ground, you can feel your heels sink halfway down into the muddy ground and barely manage to keep yourself from stumbling like a clumsy fool by using your staff to steady yourself. Glancing down at the bottom of your robes, you smile in relief as you watch the various enchantments you placed on them cause the disgusting mud to to slid right off without leaving so much as a single stain. That smile, however, quickly evaporates as you inhale the air around your new base of operations without any perfume to mask its nauseating odor. Despite how much you might hate to might it, despite how much you tried to acclimate yourself to the stench of death during your time in Northrend, you were never really able to fully embrace it as many of the other, less talented and hygienic, students were able to.
Thankfully, as you begin to slowly trudge your way toward the mansion, you note with a smirk when, in the corner of your eye, you spot Chillheart forced to actually cover her face with her handkerchief after shoving away the disgusting driver when he offered his hand to help her down. Turning your attention back to the main entrance to the abandoned manor, your smile grows as you spot your other minion emerge from the darkness without so much as a sound.
"High Overseer," the hooded assassin, a female Human named Yana Bloodspear, greets you a simple nod. "Welcome to Southshore."
Clad in a set of beautiful, yet functional, enchanted leather armor, Yana is actually rather beautiful in a certain way for a lowborn Human who has seen a lifetime of violence and crime. In contrast to Chillheart, the differences are almost day and night due to her obviously superior physique and the simple way that she carries herself as though she is constantly on the verge of pouncing on some unseen enemy. In terms of mannerism, the assassin has exactly the sort of professional attitude and pragmatism, which, along with her above average complacence and proven history of loyalty, made her the perfect agent to send ahead of you to inspect both the mansion as well as the local settlement. The fact that she is actually familiar with this region during her time as a mercenary operating out of Dalaran means that she can move through the region without attracting anywhere near as much attention as a Magistrix of Silvermoon such as you would have.
"My dear Yana, I hope you are here to tell me that the month I gave you to prepare for my arrival has been put to better use than it would appear," you purr softly with feigned intimacy and an exaggerated smile before waving your free hand toward the building behind her. "I would be most disappointed if I were to find out that this hovel will be my new base of operations."
The assassin shrugs nonchalantly at your threat just as Chillheart finally decides to grace you with her presence with a disgusting amount of mud smeared across the bottom of her dark robes and ugly leather boots.
"The structure is stable and there is plenty of room for expansion in this valley," Yana replies calmly as she beckons for you to follow her as she begins to head for the back of the mansion. "The location is ideal in terms of defense since the only way in is by ship or the single path through the mountains you just come from."
You remain silent as Yana leads you and Chillheart to a stone trail that was probably once actually visible, but which has, over the past decade of neglect, become almost completely hidden by overgrown grass and mud. After several minutes of silently walking around the surprisingly enormous building that, upon closer inspection, actually does not look as decay as it did from a distance, your small finally turns the corner and you get your first glimpse of the rest of the estate. Just as Yana said, the grounds are almost large enough to fit a small village into with its own river for fresh water as well as a cluster of trees for wood. In the distance you can see the coast of Baradin Bay, which already has what seems to be a simple newly build wharf where small ships can dock without attracting the attention they would otherwise receive by docking at the nearby town itself. Nearby, you can also see the beginnings of what appears to a small mining pit as well as a pot of land that has already been cleared to make way for a farm.
"I assume you did not accomplish all of this by yourself?" You comment with a genuinely impressed smile as you catch sight of a newly constructed wooden shack near the coast.
The assassin glances back at you and you can see the hint of a smile in her eyes despite her mask covering nearly everything else as she nods her head in appreciation.
"No, mistress. I recruited some locals into the organization," she replies respectfully before tilting her head to indict the empty barracks. "Once the basics were done, I told them to lay low until they're needed again."
Your smile expands and you are about to congratulate your minion on demonstrating such impressive initiative and competence when Chillheart suddenly clears her throat, softly but audibly, to attract your attention. You and the assassin before turn toward the woman to see her still inspecting the decrepit mansion itself with a look of pure disgust while all but ignoring the rest of the compound. It does not exactly take a genius of your caliber to deduce what the former mage is thinking and, truthfully, know that you have to give some thought as to where you will have to stay for the foreseeable future, you are also far from pleased with the situation you now find yourself in. You have had to give up almost all the luxuries you once took for granted back in Quel'Thalas during your travels and subsequent time in Northrend, but you never came close to having to live under such unsanitary and unseemly conditions before.
"Surely you do not mean for us to sleep with the peasants?" The Human necromancer demands in disbelief before waving her hand dismissively at the mansion. "I hope you are not planning for us to stay in that disgusting ruin."
Your eyes narrow slightly at the insolent tone your minion has just addressed you with before your expression shifts into an icy smile that you specifically crafted to ensure even someone as socially inept as Chillheart will not miss your displeasure. The two of you remain silent as you stare each other down, but, after barely a second, Chillheart quickly averts her gaze when her brain finally catches up with her and she realized the folly of challenging you like this. You make sure to glare at her for a few more heartbeats to make sure the impudent fool has been successfully put in her place for the time being before you turn your attention back to Yana while your expression immediately shifts into a relaxed smile as though nothing had happened.
"You will have to forgive my companion. She is quite gifted in the matters of sorcery, but she has trouble dealing with new environments," you take another easy jab at Chillheart before using the opening the fool created to give voice to your own concern without having to undermine your own reputation. "But, she does raise a good point. Is this building actually safe to live in for an extended period of time?"
To her credit, the assassin does not even acknowledge the feud you just had with Chillheart.
"I've been living in it since I got here, so you'll probably be fine," Yana replies bluntly, much to Chillheart's visible chagrin and your own amusement. "It's not exactly comfortable, but it's not going to collapse on you if that's what you're worried about."
To be perfectly honest, you do not have any desire whatsoever to live in that Light forsaken ruin, but you are not going to take a hit to your authority by looking weak in front of your own minions before your first actual mission, which was given to you by the Grand Master himself on behalf of the Lich King himself, has barely even started. Ariseth Dawnspring was a weak and pathetic creature who, just like Chillheart, only cared about insignificant things like comfortable living conditions, food and other pathetic mortal comforts. You are High Overseer Ariseth Wintersoul, reborn from the husk of that weakling on the summit of Icecrown Glacier, and you have already faced death and eternal damnation in order to acquire true power in service to a living god.
How can a few months or years or centuries of physical discomfort compare to the eventual reward of immortality and power beyond mortal comprehension?
"I am sure we can make do for the time being," you respond calmly before turning to address Chillheart with an innocent smile. "If you do not wish to stay inside, then you are free to set up camp outside."
Judging by the look of annoyance on the esteemed Arcanist's face as she gazes around in vain for a suitable location to set up a tent, you can feel a satisfied smirk spread across your face as you note the subtle lump in her normally rigid posture when she finally comes to the conclusion that sleeping inside the ruined building is better than sleeping outside in the freezing mud like an animal.
Once you are satisfied with watching the Human squirm in discomfort and misery for a few more moments, you finally turn to address both of your minions with an expression of pure confidence and determination.
"The Lich King himself watches over us and He demands nothing less than absolute triumph," you declare ominously as you shift your gaze between your two immediate subordinates. "Those who fail or oppose Him will be destroyed utterly and those who serve, wholly and unquestioningly with utter devotion of mind and soul, will be elevated to heights beyond your ken."
As you watch your minions bow their heads in reverence as you conclude your short sermon, your mind is already turning toward the great work that you will be conducting here and how it will play into your ultimate ascension to immortality and beyond. The dead will not be denied their victory and you will be denied your destiny.
AN: Votes should be formatted as [X] Plan Name, followed by a list of choices, each with the hero you want assigned to handle it. Heroes will be used to either grant one additional Action in the field that they specialize in or used to boost the roll modifiers of another Action. Plans should generally use the following format to make tallying votes and understanding hero allocation easier.
[ ] Plan Example
Martial
Scout the Roads (Ariseth)
Diplomacy
Mingle with Neighbors (Ariseth)
Stewardship
Renovate Decrepit Manor (Ariseth)
Learning
Set up Lecture Hall (Chillheart)
Study Military Tactics (Ariseth, Yana)
Intrigue
Seek Potential Assets in Town Militia (Ariseth)
Piety
Construct a Desecrated Shrine (Ariseth)
Martial: You have never been very interested or skilled in matters of warfare, since, back in Quel'Thalas, your sister would usually be the one to handle such matters. Thankfully, the Lich King, in his infinite wisdom, must have foreseen this problem, which is why he must have assigned the Human assassin Yana Bloodspear to help oversee your military affairs. (Default Actions: 1) (Available Heroes: Yana Bloodspear)
Scout the Roads
The roads that connect the settlement to regional highways full of traveling merchant caravans, diplomatic envoys and military patrols , which means that you can learn quite a bit by ordering your minions to gather intelligence on routes and travelers. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Information on roads and travelers
Scout Outlying Farms
The Outlying Farms are where the majority of the settlement's population make their living by producing food that feeds the entire region and are mostly composed of isolated farmsteads, which makes information on their locations particularly valuable. Cost: 0, Time: 2 Turns, Chance of Success: 90%, Reward: Information on Outlying Farms
Scout Town Center
The Town Center is the economic and legislative heart of the settlement and will be vital in your mission to subvert this entire region, so it would be wise to gather accurate information on the landscape and organizations that operate here. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Information on Town Center
Scout Surrounding
You have established your base of operations in this region, but you still do have enough accurate information on the surrounding area in order to properly plan your defenses and make sure that there are no unpleasant surprises waiting for you. Cost: 0, Time: 2 Turns, Chance of Success: 90%, Reward: Information on nearby woods
Train Cultists (Martial)
The Cult of the Damned will eventually have to confront the defenders of Lordaeron eventually, so it is important that to prepare as many of your minions for that time as possible by teaching them how to properly defend themselves in a fight. Cost: 100 Gold per Turn, Time: 2 Turns, Chance of Success: 90%, Reward: Cultists can defend themselves
Diplomacy: You have always preferred to solve your problems with words instead of swords, since turning an enemy into an ally is better than turning an enemy into a corpse. Your family never really appreciated how much effort you had to put in to fix all the mess they create whenever they try to carry out one badly thought out scheme or another, but, thankfully, the Lick King is not nearly as narrow-minded. (Default Actions: 1) (Available Heroes: None)
Motivate Cultists
The members of your cult are almost completely composed of peasants who have nothing left to loose, but they current lack any real sense of loyalty to the cult, which means that you should try to build up your relationship to dissuade them from betraying you. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Improve cult morale
Meet with Town Council
The Town Council are politicians and you have dealt with them all your life, so you know that the entire group is composed of opportunistic schemers who hold far more influence and power than they desire, which makes them easy and worthwhile to manipulate. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Establish relations with Town Council
Mingle with Neighbors
The lowly farmers, ranchers and peasants that make up the bulk of the town's population might not be very skilled, educated, wealthy or hold any influence by themselves, but, together, they are more than capable of toppling the current social order, which makes them useful allies. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Establish relations with Lower-Class Residents
Chat with Shopkeepers
The Shopkeepers, tradespeople and other skilled residents of the town are the vital organs that keep everything moving and many among them have useful talents that would greatly benefit your organization if you could gain their favor or even recruit them. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Establish relations with Middle-Class Residents
Introduce Yourself to Landowners
The Town Council and the Magistrate might call themselves the leaders of the town, but, in reality, they have little authority without the support of the rich and powerful landowners, which means that getting in touch with this powerful faction is vital to your success. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Establish relations with Upper-Class Residents
Stewardship: To be perfectly honest, while you did receive some basic lessons on Elven architectural design and had to occasionally deal with logistical issues during your time in Quel'Thalas, you always felt like they were tasks that were beneath someone of your status and skill. Looking back on it now, you almost regret not paying more attention now that you can no longer simply push the work onto some lowly assistant. (Default Actions: 1) (Available Heroes: None)
Renovate Decrepit Manor
The old manor you have been given as your base of operations has been abandoned since the Second War and is barely fit for habitation, much less the seat of your power, and leaving it as such could even attract suspicion from the townsfolk, so it will be necessary to repair it as soon as possible. Cost: 250 Gold per Turn, Time: 2 Turns, Chance of Success: 90%, Reward: Compound repaired
Upgrade Tiled Field
The original field that came with the estate has become overgrown with vegetation and while your minions were able to clear away some of the lighter foliage, you will also need to clear away everything else that had grown before and since in order to expand your operation. Cost: 150 Gold per Turn, Time: 2 Turns, Chance of Success: 90%, Reward: Land Clearance
Upgrade Surface Mine
There is only so much ore that can be extracted from the ground in a timely manner through surface-mining, which means that your minions will have to actually begin digging into the ground to seek new veins to tap and expand your mining operation. Cost: 200 Gold per Turn, Time: 2 Turns, Chance of Success: 90%, Reward: Open-Pit Mine
Upgrade Fishing Pier
Having a base located on a coast is a massive boon in terms of your ability to maneuver, communicate and, eventually, spread the Plague of Undeath, but you first you will need to expand to your infrastructure to allow ships bigger than a canoe to dock. Cost: 300 Gold, Time: 1 Turn, Chance of Success: 90%, Reward: Wooden Wharf
Upgrade Longhouse
As your organization grows and more diverse groups of people are brought into the fold, not only will you need to secure additional lodging to house them, but you also need to make sure the accommodations are up to standard, which means investing in higher quality and capacity housing for your minions. Cost: 150 Gold per Turn, Time: 2 Turns, Chance of Success: 90%, Reward: Barracks
Learning: Conducting magical research was never really your strength and the little experimentation you conducted under the direction of the Lich King was actually one of your first times doing something of that nature since your childhood lessons back in Quel'Thalas, but you are confident that you are more than capable of succeeding, especially since the Lich King had the foresight to assign Arcanist Chillheart to assist you in getting your operation started. (Default Actions: 1) (Available Heroes: Arcanist Chillheart)
Set Up Lecture Hall
The key to creating a successful operation is the skill and intelligence of its members, which means that education and training facilities will be vital to your future success, so investing in a basic facility to elevate uneducated minions is a good first step. Cost: 200 Gold per Tun, 1 Expansion Slot, Time: 2 Turns, Chance of Success: 90%, Reward: Lecture Hall – Increase Cultist Skill Level
Set Up Field Lab
You need to construct a secured and sterile facility before you can conduct any research, which means that setting up a basic lab that can eventually be expanded into a dedicated facility with additional staff will be vital to ensuring the success of the Scourge. Cost: 300 Gold per Turn, 1 Expansion Slot, Time: 2 Turns, Chance of Success: 90%, Reward: Field Lab – Conduct Basic Research
Study Military Tactics (Yana Bloodspear)
You had your doubts about the assassin from Dalaran, but the Grand Master assured you that Yana Bloodspear is also a more than qualified tactician, which, combined with your own relative inexperience, means you might be able to learn something from her. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Increased Martial Skill
Learn About Research (Arcanist Chillheart)
Arcanist Chillheart is a valued student of both the Grand Master and the Lich King, who both hold her in high esteem for her deep understanding of arcane theories and research procedures, so you might be able to learn a bit about conducting research from her. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Increased Learning Skill
Intrigue: Espionage is such an interesting field to work in due to all the different ways one can use it to achieve one's goals and you have mastered just about everything from simple spying on enemies to blackmailing them with information to turning them into puppets and, finally, to assassinating them once they have served their use, which is why the Lich King and the Grand Master decided you were best fit for this vital mission. (Default Actions: 1) (Available Heroes: Yana Bloodspear)
Train Cultists (Intrigue)
The success of your operation relies on secrecy and deception, which means that you must remain hidden from the eyes of the mortal nations before you are ready to strike and teaching your members the basics of keeping their affiliations a secret is a vital first step. Cost: 100 Gold per Turn, Time: 2 Turns, Chance of Success: 90%, Reward: Cultists understand basic espionage
Begin Monitoring Alliance Outpost
The Alliance Outpost is a small fortified installation on the outskirts of the town on the main road, where they can easily patrol the highways and respond to major threats to regional safety, which means that it will be harder to not attract attention while conducting surveillance. Cost: 250 Gold per Turn, Time: 2 Turns, Chance of Success: 50%, Reward: Information on Alliance Outpost
Begin Monitoring Militia Compound
The Militia Compound is small walled stronghold located near the center of the town, where the members can easily respond to any disturbances and make the townsfolk feel safer, which means it should be easy to monitor for any developments. Cost: 150 Gold per Turn, Time: 2 Turns, Chance of Success: 75%, Reward: Information on Militia Compound
Seek Potential Assets in Town Hall
The Town Hall has many people working inside from lowly underpaid scribes who are treated like trash by the Councilmen to groundskeepers who are treated even worse, which means that it should be relatively easy for you to find people to subvert. Cost: 0, Time: 1 Turn, Chance of Success: 75%, Reward: Information on Town Council
Seek Potential Assets in Town Militia
The Town Militia is supposed to enforce the law and protect the peace, but they are usually little more than farmers playing at being soldiers and only enlisted for a paycheck, which means you should be able to find someone who will help you for some coin. Cost: 0, Time: 1 Turn, Chance of Success: 75%, Reward: Information on Town Militia
Seek Potential Assets in Alliance Garrison
The Alliance Garrison were once composed of loyal veterans from the Second War, but it has been nearly a decade since the war and its ranks are now welled with recruits who are realizing that patrolling roads is not the glory they were promised. Cost: 0, Time: 1 Turn, Chance of Success: 50%, Reward: Information on Alliance Garrison
Piety: You never really considered yourself a particularly pious individual or even religious at all, for that matter. Back in Quel'Thalas, you and the other Magisters actually looked down upon the faithful members of the Church of the Holy Light, which makes your current role as the religious leader of a new faith even more ironic. Nevertheless, the fact that the Lich King was able to convert someone like you must mean that it appeals to others as well, right? (Default Actions: 1) (Available Heroes: Arcanist Chillheart)
Construct a Desecrated Shrine
You currently have to hold your sermons in the mess hall of the compound, which does not exactly create an atmosphere of piety, so the construction of a dedicated shrine where rituals can be conducted will be vital to creating a successful cult. Cost: 200 Gold per Turn, 1 Expansion Slot, Time: 2 Turns, Chance of Success: 90%, Reward: Desecrated Shrine
Blight the Land
It is known that dark magics such as Necromancy have a tendency to corrupt the land around them into a dark and twisted environment that is hostile to any life, which could certainly be useful in religious indoctrination, defense, research and more. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Corrupt surrounding region
Hold Personal Sermon
The Cut of the Damned is reliant on the faith and loyalty of its members to carry out its goal of wiping out life on Azeroth, which makes the current distinct lack of faith in your cell of particular concern and must be addressed immediately. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: Improve cult faith
Sacrifice Cultists
It is easy to speak to dimwits about immortality and the powers of the Lich King, but, to solidify their newfound faith, and get some powerful minions in the process, a few of them will need to be sacrificed to demonstrate your power. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: 10 Cultists turned into Ghouls
Commune with the Lich King
You can still hear the voice of the Master whispering to you, even if it is not as loud or clear as it was in Northrend or when He first recruited you, but, through concentration, you might be able to receive His wisdom once more. Cost: 0, Time: 1 Turn, Chance of Success: 90%, Reward: ???