Turn 5:
??+20 years after the sundering
In the end, under the advisement of your new spymaster, Atoph, you decide to create a facade. You did what you should have done all those years ago, pumping your body with arcane vigor, removing the need to sleep. You did not however, inform the remaining Dreamguards of this, having them believe they are still to guard your sleep. In the time you are ostensibly asleep, you merely enter into a meditative trance, to maintain your magical power. It is the goal of Atoph to try and extract the plot they were working on from the remaining Dreamguards, who have no doubt been compromised like their two fellows, if in subtler ways.
You only hope that it is uncovered before the scheme unfolds, though whatever plan they could have hatched will no doubt be easily crushed under your strength.
Military:
Naz'jan moves with an odd grace, apparently having mastered some of the initial exercises of the Flowing Water style. He awaits your orders(Pick 1)
Explore the ruins: Perhaps something useful can be recovered from the remnants of the once great capital city of the Kaldorei. Yet who knows what foul things have taken up residence in the meantime. Armed parties of explorers seem to be in order. Time: 1 Turn; Reward: Stuff; Chance of Success: ??
Putting Lobster on the Menu: The scrumptious lobsters have been found. There is no time to waste. We must capture breeding stock to supplement our existing fish farms. Time: 1 Turn; Reward: Lobsters. Delicious Lobsters. Morale improved slightly; Chance of Success: 70%
Exploring the Volcanic Area: What lies in those caves? Could the tube wyrms perhaps be turned to your advantage? And just how hot is that water exactly.
Time: 1 Turn; Reward: Information; Chance of Success: ??
Plumbing the Depths: Perhaps the bodies of Naga will handle the extreme pressures of the Rift better than the fish did? Anything so obviously related to the Well of Eternity must be hiding
something of use. Time: 1 Turn; Reward: ??? Chance of Success: ??
Flowing Water Style: Naz'jan believes it is paramount that the Naga develop a completely fighting style from base principles, suited to both their new physical forms and their new watery environment as all current methods of fighting are ill-suited to either. It won't be a quick process, but he believes it is vital if you wish to improve the effectiveness of your troops. Time: 2 Turns Reward: Flowing Water Combat Style, improves effectiveness of Naga Warriors. Chance of Success: 75% (LOCKED IN)
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: ??
Murloc Janissaries: Your forces are still hurting from the casualties you suffered during the clash with the Lurker, leading Naz'jan to the firm belief that you must do whatever you can to minimize losses among the Naga. Thus, he proposes drawing from the Murloc slave population to create slave soldiers to serve as fodder to soak up enemy attacks, to prevent deaths among the Naga, taking them young so they can be properly indoctrinated and ensuring their loyalty to the Naga. However, for now this is an unworkable idea, since so far attempts to teach Murlocs to speak a civilized tongue have failed, with communication impossible, training becomes much harder. Time: 1 Turn; Reward: Murloc Spellfodder; Chance of Success: 15%
Stewardship
With the greatly expanded workforce, Vashj informs you that effective immediately, she can take on an additional project per administrative time segment.[Pick 2]
[LOCKED IN]
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. Time:
Finishes this turn; 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%
Pushing back the darkness: The eternal darkness is somewhat demoralizing for your people. 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%
Tunnels to Freedom: The walls of churning water seem to have trapped you in an elaborate cage for you are certain to attempt to go through is to invite death. Yet the Maelstorm seems not to extend into the ground. Perhaps if one were to dig tunnels underneath it, bypassing it...? Time: 4 Turns; Reward: Escape Tunnels; Chance of Success: 50%
Prospecting: Your magical expertise is constantly being hampered by the lack of proper resources. If several mages were to focus on mineral detecting spells, you could hopefully discover something of value. Even some tin or copper would be welcomed at this point. Anything except more rocks, please. Time: 2 Turns; Reward: Minerals; Chance of Success: ??
Expanding the Fish Farms: The food you have available is still not nearly enough. Until you get around to supplementing food supplies with the delicious lobsters creatures, you can simply expand the Fish Farms. While they are already being steadily enlarged by the Murlocs to support their rapidly growing population, a concerted effort could see the general food situation improve. However, the more nutrient rich regions of nearby water have already been filled with fish farms. The aquatic ranchers will either have to build further farms further away from the military patrols of your warriors, making them vulnerable to attacks by wild animals, or gain a domestically grown source of food for the fish, such as kelp. Time: 1 Turn; Reward: More Fish; Chance of Success: 55%
Kelp Cultivation: While distinctly lacking in flavour, Kelp could be a good staple crop for the common masses, especially the murlocs, or used as feedstock for further fish farms. There is wild kelp available, but it is too sparse for any dedicated harvesting, dedicated effort will need to be spent to grow large quantities of kelp, almost certainly with the help of magic. Time: 1 Turn; Reward: Gain Kelp, Greatly increases the chances of Success of the Fish Farms; Chance of Success: 70%
Learning
Zar'jira is apologetic over her "tantrum" earlier regarding the naga physiology studies, but is adamant that she no longer work on the project. She has set a independent team of researchers on it, and though it will take them much longer (~4 turns), they should almost certainly produce results eventually. In the meantime, this leaves her free to pursue other projects.(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%
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: 85%
Sharpening the Senses: While the Lurker may have been defeated, improved senses would still be great boon. Zar'jira 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 also 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%
Alchemy: With the foundation established by her creation of the Regeneration Sludge, Zar'jia wishes to experiment further with local ingredients and novel techniques of processing those ingredients in the hopes of making new, useful alchemical products. Time: 2 Turns; Reward: Improved Knowledge of Alchemy, potentially some useful concotions; Chance of Success: 60%
Demon Summoning: While Malfurion and his ilk may have closed the great Demon Portal, many of the Highborne have learned small tricks to
summon singular lesser demons. Zar'jia proposes that you collect and organize this knowledge to form a coherent knowledge base in the subject of Demonology. And then use that knowledge base to experiment further, establishing principles, learning the secrets of power. The potential applications are immense. Time: 2 Turns; Reward: DEMONS (also souls and portals); Chance of Success: ??
Murloc "Language": Zar'jira is convinced that the Murloc gibberings are not quite the meaningless nonsense they appear to be, probably. With concerted effort, she believes she might eventually decipher their language, making it easier to give commands to the slaves, as well as communicating with any future tribes that might be encountered. Failing that, she is confident she'll at least be able to teach a few of them Nazja, the dialect that Darnassian has evolved into in the sound-altering underwater environment of the Naga, which will open a whole new realm of possibilities. She will do this regardless of whether she managed to learn their language. Time: 2 Turns; Reward: Learn Murloc Language (Nerglish Dialect); Chance of Success: 25% (Learn Murloc Language), 90% (Teach Murlocs Nazja)
Intrigue:
Atoph is still settling into his new position, and most of his efforts have so far been focused on trying to pick apart the web of deceit that surrounds your Dreamguards and what they're up to. [Locked In]
[Locked In]
What Tangled Webs We Weave: Atoph has agents covertly observing the Dreamguards in an attempt to uncover their plot. One way or the other, he expects this to be resolved quickly, having already prepared to simply purge the Dreamguard if no leads are discovered soon. Time: 1 Turns; Reward: Intrigue!; Chance of Success: ??
Personal:
When you stopped sleeping, it was like an addict coming off a months long high. The crash was quite dreadful, but you soldier on through sheer willpower. Azshara will not be brought low by the likes of this! Somehow, you still have enough energy to take on another project beyond the water magic you are already working on, even with the various enchantments you are maintaining on yourself. (Pick one)
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.
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.
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: 50% Note: Requires test subjects
Scry the Area, Again: Though your tools are still lacking, and you have already done a general overview of the area, perhaps another sweep could uncover something new? Chance of success: 40%
Taming a Kraken: You go 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 might Azshara. Time: Dedicate a action each turn until success; Result: Kraken Pet; Success Chance: 50%
[Locked in]
Power of Water: Up till now you have simply been using your conventional magics, developed and refined over centuries, adapted as best possible to your new environment. Put perhaps it is time to take full advantage of the massive potential inherent in the water all around you. If you control water you control
everything. Time: Finishes Next Turn; Reward: Archmage Level Water Magic; Chance of Success: 65%
Petition the Moon: Your previous prayer to the Goddess elicited a definite reaction, but not an actual solution to your plight. Once more, a heartfelt request. Perhaps this time? Time: 1 Turn; Reward: Elune "helps"; Chance of Success: ??
Piety:
You see little Valishj, overworked as she is. In fact, her only input is a request to help her with that. (Pick 1)
Elune Help Us: The intention from the beginning was to request the help of Elune in dealing with the Whispers. And you know in your bones the more public and clear the request, the more you are forced to shame yourself, bowing before another, the greater your sincerity, the better the results will be. How could it be otherwise?
May not be taken with Petition the Moon Time: 1 Turn; Reward: Lunar Assistance; Chance of Success: ??
Growing the Priesthood: By giving the priesthood more personnel and more facilities, they will be better able to administrate the spiritual needs of the Naga. Time: 2 Turns; Reward: The Elune Priestesses are no longer overstretched; Chance of Success: 80%
Diplomacy:
Xis seems frustrated by his inability to communicate even slightly complex concepts with Murlocs. Their seemingly nonsense language has him even more exasperated, he hopes Zar'jira has better luck than him.
(Pick 1)
Improving Morale: Though the Lurker is long defeated, the Naga remain shaken. Some time dedicated to various frivolities will perhaps lighten the mood of your people? Time: 1 Turn; Reward: Improved Morale; Chance of Success: 60%
Murloc Integration: To prevent future slave uprisings, Xis proposes that complete eradication of native Murloc culture, with the young spawn being separated from their parents and indoctrinated by Naga instructors, turning them into a true slave caste over several generations. Difficult however until we have learned how best to teach Murlocs a civilized language (casual efforts have so far failed), with any current efforts likely to only result in semi-feral near mindless drones due to large amounts of mind control magic being used as a brute force solution of conditioning. When complete, it will also mean the loss of whatever native Murloc culture there was. While undoubtedly no great loss, some usefulness could still be extracted from the Murloc knowledge base, if only about what aquatic berries not to eat. Time: 2 Turns; Reward: Murloc Slave Caste; Chance of Success: 20%
Murloc Pacification: A less permanent solution, Xis believes he could prevent unrest among the Murlocs by publicly, and very gruesomely, executing any would-be troublemakers. Difficult however, since it is usually uncertain whether the Murlocs are exhorting their fellows to work harder for the glory of their great Naga masters, or inciting them to throw off their metaphorical chains and rise up against their oppressors. Time: 1 Turns; Reward: Attempt to strangle any unrest in the cradle; Chance of Success: 35%