Warcraft: Beneath the Waves

[x] Freeze the water around the Lurker in the Dark encasing it in a block of ice.
[X] Then try again Spells of binding and compulsion!
 
[x] Let loose your javelins. They shall seek its heart unerringly

I would prefer going for lighting, but it doesn't seem getting enough votes.
 
I too wish to see the water conduct the electricity and fry us all

but it seems that I shall go wanting:(
Magic. I aint gotta explain shit. Naga use lightning underwater in canon.

[x] Freeze the water around the Lurker in the Dark encasing it in a block of ice.
-[X] if we succeeded at encasing it in a block of ice, try the Spells of binding and compulsion again, this creatue shall turn out to be useful for me and no one else.

changed my vote to this
@Demonic Spoon are allowed to do this?
Yes.
 
[x] Freeze the water around the Lurker in the Dark encasing it in a block of ice.
[X] Then try again Spells of binding and compulsion!
 
[x] Freeze the water around the Lurker in the Dark encasing it in a block of ice.
[X] Then try again Spells of binding and compulsion!
 
Lurker Battle 3
[x] Freeze the water around the Lurker in the Dark encasing it in a block of ice.

You begin to target at its retreating form once more, before it jets out a massive surge of water behind it, springing forward and blowing you and your minions around in a whirling flurry, being pushed this way and that way. When you recover you see the damnable thing has disappeared behind yet another of its dense clouds of ink. Snarling you set off in pursuit, your little warriors still recovering, and simply not able to keep up with your speed.

Pursuit: 24

You burst through the ink cloud to see that that the Lurker had already disappeared around a curve in the gorge. He know not to leave it, because he'd be a sitting duck to your magic out in the open you think. Quickly you move along the gorge, following the trail of blood hanging in the water, flowing from the wounds you inflicted on it earlier.

The trail suddenly stops however, and you glance around quickly, failing to spot the Lurker. Then, out of the corner of your eye you see a flash of movement-

Ambush?!: 28

You spin around, to see the Lurker springing at you from his hiding place, one of the small crevices in the gorge, his skin having taken on the same pattern and colour as the mottled canyon walls You have only a moment to react-

Reaction: 100, CRIT!
But a single moment is more than enough time. A veritable wave of magic springs forth from you, rushing towards the Lurker midleap, freezing the water around it, encasing it in a meters thick block of ice. Almost immediately the ice begins to crack, the monster leveraging its massive strength to begin freeing itself.

NO.

The ice surrounding it grows, freezing the water around it. Immediately the gaps in the ice fill up, and the solid block imprisoning the Lurker expands rapidly. Layer after layer builds up around it as your magic expends itself. You are forced to retreat slightly from the growing structure as it threatens to encase you as well. Soon it reaches the walls of the canyon the your target itself is barely visible as a dark blur deep inside. Still it keeps growing, sprouting forth out of the canyon like some sort of bizarre eruption of cold.

By now your soldiers have caught up, and they simply stare in awe at your power unleashed. Eventually it slows its growth, the entire glacier the size of a small city. Deep within you can feel the malevolent spark of the cephalopod still burning with life, even this not enough to put it down for good.

Burn Wounds: 74

You had not managed to perfectly shield yourself from the fel flames you released earlier, and the wounds are beginning to twinge now that the adrenaline has worn off. But it seems your new form has excellent recuperative qualities, the wounds beginning to heal already. Very slowly to be sure, but fast enough to be visible to the naked eye.

Enforce your will: 40

It is then that you once more send a spear of command piercing into the beast's mind, to bend its will to yours. Yet even in its current predicament it resists gamely, possessing a mental fortitude more fitting to a dragon. Many of your attacks simply slide off, struggling to find purchase, its mind as slippery as its body. The few that penetrate are twisted and warped by its alien mindset. You struggle for more than a hour with nothing to show for it. Enslaving this creature will not be as easy as you had first assumed.

Poison: 17

Though you had managed to burn out most of the vile poison with no harm to yourself, a significant amount still remained within your system, going about its nefarious purposes slowly. You received no warning as you suddenly flopped down into a boneless pile, muscles refusing to obey you. This was very annoying to say the least. Your warriors rush forward, desperate to help you, but its useless. Urgh. You try to burn out the poison again but it is too late, though you manage to purge the last of it from your system it seems to have damaged your nerves to the point that you cannot command your body, and they are not recovering as quickly as your burn wounds are. It may be months before you're mobile again. The Lurker was definitely not a opponent you should underestimate
 
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So we have just turned the Lurker into the kind of monster that gets released X thousand years into the future and attracts adventurers to slay it.

I should probably have more problems with this.
 
Indeed.

Now we are possess our first sealed evil in a can.

So a few thousand years later after long coditioning we can yell: " RELEASE THE KRAKEN!!! ":D
 
Wow demonic spoon what are you using for rolls? They all seem to be pretty low all the time except for the rare high one
 
Do not worry, now that we have it bound we have a few thousand years to subvert it to our will. RELEASE THE KRAKEN!!
 
So we have just turned the Lurker into the kind of monster that gets released X thousand years into the future and attracts adventurers to slay it.

I should probably have more problems with this.

You should, adventurers lead to trouble for people like us.

Unless we can either bend that thing to our will or kill it ourselves, there is only one option to keep people from finding us because of it.

We need to take the block of ice that it's frozen in, and push it as far away from us as we can.
 
You should, adventurers lead to trouble for people like us.

Unless we can either bend that thing to our will or kill it ourselves, there is only one option to keep people from finding us because of it.

We need to take the block of ice that it's frozen in, and push it as far away from us as we can.
Eh, there's a long time before adventuring becomes a viable occupation. And if they are going after the Lurker, they aren't going after us.
 
well now we have it in a frozen block we can further break it in with control spells and conditioning, have to say this result was a good one
 
State of the Naga 2
The opinion drops in the second turn were balanced out by winning against the Kraken so opinion stays steady at Revered. The Rumour Piece is not going to become a regular thing.

Rumours among the Naga:

Master of Krakens: Queen Azshara has personally captured the monster preying upon the Naga. Singers performing even more ballads of praise for our great ruler.

Queen's Health: Concerned murmurs make the rounds, many noticing the oddities in the Queen's behavior of late. Worse her recent encounter with the Kraken has left her a near motionless husk! The people cannot help but be worried.

State of the Naga:
Adult Population: 855
Children: 8
Warriors: 42
Morale: Uneasy
Resources: Rocks

Food:
Massive Surplus
Huge Surplus
Large Surplus
Surplus
Small Surplus
Stable
Slight Deficit
-> Deficit <-
Large Deficit (People begin Starving)
Huge Deficit (Half of Population is Starving
Massive Deficit (All of Population is Starving)
 
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Turn 3
Survey

Turn 3

??+10ish years after the sundering

In the end you had to resort to teleporting back to your main base of operations, your sheer, immobile, bulk too much of a logistical nightmare for your servants to move. You glare balefully at your waiting councilors, indignant at being reduced to such a low state by that kraken, as the beast was eventually identified as. Your words slur heavily as you give commands for the years to come. Meanwhile you consider the best method to recover your mobility as soon as possible. You are filled with boredom-born energy and are desperate to put it to use.

Your greatest worry currently is in fact the mages you have assigned to watch over your sleep each night. They show signs of gaining similar problems to the whispers which plague you. Yet extending, and maintaining your mental protections to all of them is simply not practical. What would be best is to craft magical artifacts to guard each one of their minds and souls, but you lack the materials, the tools and the facilities to do so. Currently you can but watch them, be wary and hope for the best, as troubling as that is.

Military:
Ashamed about his warriors' lackluster performance during the recent battle you commander is training with a will. (Pick 1)

Form up your military forces: While far too small to be called a true army, it is never the less necessary to organize your meagre military forces into a single cohesive whole so you aren't working at crossends. [LOCKED IN] Finishes this turn.; Reward: Your forces actually approach something resembling competence in group undertakings, the size of your military is expanded; Chance of Success: 80%

Slave Raid: Among your subjects are some of the finest architects ever to grace the Kaldorei. But your Highborne were never meant for base manual labour and have no aptitude for it. Have your warriors go out and take some captives from whatever races they can find so that you can start breaking in your future servants. Time: 1 Turn; Reward: Newly captured slaves, still need to be broken in; Chance of Success: ??
Scout the Surroundings: You are working in the dark here, literally, the more you can learn about where you are, and the local threats, the better. Time: 2 Turns; Reward: Much more thorough knowledge of your environment; Chance of Success: 65%
Sentries and Patrols: Who knows what lurks within the darkness of the Deeps. Best to keep a constant a lookout to prevent your people from being picked off by the predators of the abyss. Time: 1 Turn; Reward: No population loss to hungry gribblies. Chance of Success: ??
Tame the Sea: Rather than slaves, even dumb beasts could be used to haul rock. Send out hunting expeditions into the dark. Offer them up as sacrifice to that which hungers in the lightless cracks Time: 2 Turns; Reward: Wild Animals captured, ready to be tamed; Chance of Success: ??
Bring back the Lobsters: You desire more of those delicious lobster things. Command your warriors to specifically seek them out. You crave their succulent flesh. Time: 1 Turn; Reward: Your appetite is sated, for now. Morale improved slightly; Chance of Success: ??

Stewardship
Vashj has grown a bit gaunt over the years, refusing to eat too much while people starve to death around her, seeing it as the result of her failures.(Pick 1)

Grand palace: You require a palace. You require a palace now. One worthy of your magnificence. Who cares if the Naga are worse than unskilled labourers, they've all you got and they better get on building one right now. [LOCKED IN] Time: 3 More Turns; Reward: Somewhat shoddily constructed palace Chance of Success: 80%

Magic is the key?: Magic is the gate Perhaps your arcanists could utilize their arcane talents to make up for their deficiencies and build your palace better? Time: 1 Turn; Reward: Experience in Magical construction techniques, magic is used to aid in the construction of your palace; Chance of success: 75%
You suppose they need to eat: It might be wise to secure some sort of food source for your Naga. Fish perhaps? This could take some work. Time: 2 Turns; Reward: Primitive fish farms constructed, your people have a somewhat steady food supply; Chance of success: 65%
I can taste the essence of your soul... it is sweet...
Pushing back the darkness: The eternal darkness is somewhat demoralizing for your people, especially so with something hunting them from within it. Vashj proposes that construction of several magical lights, to be scattered throughout the area. While the safety it provides would probably only be illusionary, it would help hearten your children, and better yet allow to see more clearly what they're doing. Time: 1 Turn; Reward: Actual light, improves morale slightly; Chance of Success: 75%
Elemental Slavery: Summoning and enslaving some Water and Earth elementals could prove useful in a variety of ways, from providing a workforce to supplementing your military. Really, why didn't you think of it sooner? Time: 2 Turns; Reward: Elemental Summoning and Enslavement instated, growth in enslaved Elementals each turn; Chance of Success: 60%
Working the Ice: Vashj has suggested they work runes of compulsion and enfeeblement directly into the ice imprisoning the Kraken, assisting your attempts to subdue it. Time: 1 Turn Reward: Easier time subduing the Kraken, weaken the Kraken so it has even less chance to break free. Success Chance: 70%

Learning
Zar'jira is settling into her new duties and reports that she can now handle a larger workload. (Pick 2)

Automatons: There is potential in the patterns of the sea, the earth, the swaying of the Kelp. With the right twist and push you could create golems, magical puppets upon whose backs you could create a city as has never been seen in Azeroth Time: 1 Turn; Reward: Knowledge of how to construct golems; Chance of Success: 75%
What is this fleshy covering: By flesh are we made one. Zar'jia wishes to perform an indepth examination on the changes undergone by the bodies of the naga. Who knows what secrets she might uncover. Time: 2 Turns; Reward: Knowledge of Naga Physiology, ??? Chance of Success: 70%
Cooking: The magic your Highborne have developed is currently not geared for such common pursuits, but Zar'jira has proposed that simply downscaling of your combat magic could result in spells that simply boil a bit of water, allowing you to cook meat. Time: 1 Turn; Rewards: Cooked Meat; Chance of Success: 80%
Sharpening the Senses: It seems self-evident to Zar'jira that the reason your warriors are faring so poorly against the Lurker is that they simply don't spot it in time. It must be quite the stealthy beast. She wishes to search for a way to sharpen the senses of your warriors, at least temporarily so that they cannot be ambushed so easily while performing their duties. You decide not to mention that this would make it easier to interact with your tiny tadpoles. Time: 2 Turns; Reward: Warriors are Harder to ambush, Azshara gains a bonus to personal interactions; Chance of Success: 60%
Liver of Shark and Tentacle of Squid: Alchemy is currently near impossible for practice for you people, for two main reasons. The first is the very nature of your environment. Alchemy involves among other things the stirring and mixture of liquids, a difficult thing to do if your surroundings consist of omnipresent water. The other is that all the known recipes consist mostly of materials completely unavailable to you at the moment. Zar'jira believes she may have solutions to both these problems, and better yet may have an idea as to the makings of a potion to regenerate your nerves. Time: 1 Year; Reward: Potion of Regeneration(You gain one more personal action this turn, does not stack with Vile Rejuvenation), unlocks further alchemy research. Success Chance: 70%

Intrigue:
Sira'kess was slightly distracted when you conversed with her, focusing on growing her network of fish. She claimed that with each fished linked she could feel her self becoming something greater, the network growing, another interlocked piece added to an ever more complicated puzzle. (LOCKED IN)

The fish know all the secrets. They know the cold. They know the dark: What if we could subjugate fish, turning them into our eyes and ears? Sira'kess believes it is possible and has in fact already devised a method to begin carrying it out. She awaits only your permission before she starts setting up your aquatic spy network. No secrets will be able to be kept from you. [LOCKED IN] Finishes this turn; Reward: A fishy spy network; Chance of Success: 85%

Scouts: Your new underwater home is a strange and unfamiliar environment. Tasking some naga to become familiar with it, and ways to move unnoticed through the waters so that they can gather information for you seems like it could be a useful project. Time: 2 Turns; Reward: Scouts; Chance of Success: 65%
Monitoring: Your nightly dreamguarders have been showing some worrisome signs. It would seem prudent to assign them watchers to be alert for further signs of problems.

Personal:
(Pick two)
*buzz*

The Personal Touch: You suppose even the best of your underlings will sometimes flounder if you do not give them a helping hand. Personally oversee one of your projects this turn, giving it a +20 bonus.
Recover your beauty: Polymorphing is always tricky, but you believe it is possible for you to eventually regain all of your former glory. Time, experimentation and test subjects are required though. Time: 3 Turns; Chance of Success: 55% Note: Requires test subjects
Lead by Example: Allocate some of your effort to personally start, oversee and complete a project. Gain a extra action, must dedicate a personal action for the entirety of the action's time, action receives a +5 bonus on rolls.
Scry the Area: Though your tools are sadly lacking you could probably throw together a primitive scryingpool somehow to get a overview of the area. Chance of success: 75%
Glam, Glim, Glamour: Your magical charms combined with your innate charisma allowed to you to enthrall an entire nation of millions to your whims. They have since been disrupted by the Sundering and associated events, but if you were to re-establish them... Large Bonus to Personal Diplomacy
Taming a Kraken:
Once you recovered enough to move, you went immediately to perch atop the mountain of ice, tentacles burning slightly from the cold, glaring down roughly at where the beast should be trapped within. Focusing your will, marshaling your magic, for another go. Patience shall yield fruit. Even the strongest walls must eventually topple before the mighty Azshara. Time: Dedicate a action each turn until success; Result: Kraken Pet; Success Chance: 40%
Vile Rejuvenation: Though straight up healing of wounds remains the domain of the likes the priestesses of Elune and those Druid beasts, there are...other methods. If you have your people bring you captured animals you could suck the life right out of them, using it to restore you. Simple and so very effective. It would however require your people give up some animals that would otherwise serve as food... Time: 1 Turn; Result: Hit to food supply, Two more Personal Actions; Success Chance: 85%

Piety:
(Pick 1)

You have seen it in your dreams: You can only vaguely touch the outline of an idea. But you sense it is something big, very big, worldshaking in its potential. If you would just pursue it a bit further who knows what you could discover... Time: 3 Turns; Reward: ??; Chance of Success: ??
There can be only one Goddess: And that Goddess is you. While you are sure your divinity is apparent to all, perhaps you could subtly propagate the notion among your populace. Removes Elune Worship revival as a option if successful. Time: 2 Turns; Reward: Cult of Azshara founded; Chance of Success: 45%
Perhaps the Moon can help?: As much as it galls you to even think of admitting it, the priestesses of Elune do have a few small, rather unimpressive, powers at their command. While that moonbitch is in no way comparable to your own greatness, and though you are loathe to even admit it, some help with these troublesome dreams of yours would be nice right about now. And as grating as it may be, dreams would most certainly fall under the domain of the Moon. Perhaps you could scour your Naga for those particularly faithful to the moon... "goddess" and begin to revive her worship? Time: 2 Turns; Reward: Elune Worship Revived; Chance of Success: 15%

Diplomacy:
Xis complimented you on your caging of the predator that had been picking off people one by one, and awaits your orders. He has also been keeping you company for the months of your convalescence which played a major part in you not snapping and killing everything in sight. (Pick 1)

Hearts and Minds: While your opinion of your people regarding you is good, it can be much better. Go out there and capture their hearts and minds irrevocably. Time: 2 Years; Reward: Large Opinion Boost; Success Chance: 60%
Dialogue with a Squid: The Kraken certainly displayed a certain level of intelligence during the battle and before it, and tales speak of their cunning combined with their overwhelming strength. Perhaps you could pump it for information or acquire its servitude with a softer touch that you attempted before? It would however, require employing telepathy which of course would mean you would have to lower your mental defences for a while... Time: Until you succeed; Reward: Dialogue with the Kraken; Chance of Success: ?? Cannot be taken with Taming a Kraken
Engage in conversation:
Though the voices have currently been muted to a soft humming and buzzing, you could relax your protections somewhat and attempt to engage them in conversation, in hopes of stopping the nightmares if nothing else. Time: 1 Year
 
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