Warcraft: Beneath the Waves

Ok, I think we should use at least one personal action to start a new learning project, the fleshy covering one to be specific, and the other one to do the regain our former beauty option. Does that sound good to all of you?
 
Turn 2
Survey

??+5ish years after the sundering

You are weary.

For the last couple of months you have been experiencing horrifying nightmares whenever you slept, and it is beginning to show. You stamina is steadily being sapped, for though you sleep it does little to recover your vitality. Heavy bags have formed under your eyes, you have become listless, and this ordeal is steadily sapping away at your resolve.

Another irritation added to the pile is that no more of those delicious lobster things have been caught in your traps. You suspect they have grown wise to your tricks. Perhaps they are more wily than they appear?

Your protections remain as strong as ever, so you do not know how the whispers have wormed their way into your dreams, for surely this is their doing once more. The wards on your mind should have kept your dreams safe as well, and in your waking state they are still only the softest of buzzes at the corner of your perception. As laughable as it seems you do not know what to do.

Worse yet, you suspect that some have begun to notice something amiss in your actions. Indeed your attendants are whispering about your night terrors. Though your mind is somewhat impaired you are certain you have however kept that hidden and acted as sharp as ever. Still, your people worry.

In flash of frustration with yourself you drive away the ennui that is settling in. This is but a minor setback! Your efforts were successful and the opponent is now trying a new tactic! You will simply have to respond in kind. You shift your attention to the counselors arrayed before you, awaiting your command. There is much to be done.

Military:
Naz'jan is furious about the failure of his forces to protect your people last year and vows that you need only give the word and they shall direct all their efforts to hunting down this monster of the deeps. Temporary +1 (Pick 3)

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: ??

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. Time: 2 Turns; Reward: Your forces actually approach something resembling competence in group undertakings, the size of your military is expanded; Chance of Success: 80%

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: ??

Hunters: Rather than constantly using his precious warriors to bring in food, Naz'jan has suggested that they train a cadre of dedicated hunters so that they can focus on their other duties. Time: 1 Turn; Reward: Hunters increase available food after the turn ends; Chance of Success: 70%

Hunt: While actual hunters would be ideal, they would take time to train, and in the mean time your people still need food. Send out the hunters to get food once more. Time: 1 Turn; Reward: More food; Chance of Success: ??

Lurker no More: So many people vanishing in the same manner is no coincidence. There is something specific, or a group of somethings, that is targeting your Naga. It is proposed that you set a trap for this beast. Several warriors under a sleep spell, surrounded by more, invisible warriors. Once the terror makes its appearance to devour the sleeping, the watchers would release flash spells to stun it, dispel the sleep on the other warriors, and kill the beast with the full magical fury of the Naga. Time: 1 Turn; Reward: Dead Lurker; 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 seems to be growing into her new role, gaining confidence and skill. You hope she continues to mature into a fine steward.(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: 4 More Turns; Reward: Somewhat shoddily constructed palace Chance of Success: 75%

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%

Learning
Zar'jira, one of your most intelligent, and powerful, arcanists is positively brimming with ideas that she wishes to implement to meet the challenges of your new home. (Locked In)

Transcribing knowledge: Whatever books survived the descent into the ocean are by now no doubt unreadable waterlogged garbage. Zar'jira proposes to begin carving the most essential of knowledge into stone tablets while it is still fresh in the mind of your subjects, lest the knowledge be lost to the ravages of time and misfortune [LOCKED IN] Time: Finishes this turn; Rewards: Some knowledge is preserved; Chance of success: 100%

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%

Intrigue:
Enthusiastically expounding on how fish-spies would help you to locate the Lurker plaguing you, Sira'kess awaits your orders.(pick 1)

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. Time: 2 Turns; 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%

Personal:
Though the keen edge of your mind may be slightly blunted currently, you are still Azshara. While the wards you have erected should be equally effective whether you are awake or not, it would seem that self-evident that your active guard is however weakened, or possibly gone entirely, when you are unconscious. Two, mutually exclusive, solutions to this problem occur to you. (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 the 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%
Sleep is not for you: If sleeping opens you to the predations of the whispers, then sleeping must go. You are Azshara, you can get by without such mundanities. With the exertion of your magical power you can restore your stamina, staying awake perpetually. This would be taxing in a entirely different manner but most certainly worth it, right? Reduces personal actions by 1.
Bringing in Assistance:
If you cannot guard yourself when you sleep, why not get others to do it for you? Contact your most trusted and skilled mage elite to guard your dreams each night. This would however of course require letting other people know that your dreams are being attacked by something that you cannot adequately guard against yourself, and worse that this is a nightly occurrence.
This Ocean isn't big enough: For the two of you. Personally hunt down this lurker that has dared to steal your property. Opinion Boost if successful. If taken in combination with Lurker no More chances of successfully killing the Lurker increases.
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

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:
A male by the name of Xis has recently come to your attention. An accomplished womanizer back before the Sundering, his skills in conversation seem not to have been diminished one whit by his transformation, and indeed two of the children born over the last few years are his, though by different women. And remarkably enough neither seems to mind that he was not faithful to them. You have decided to snatch up this interesting specimen to serve us your public relations official.(Pick 1)

Everything is fine: It is of paramount importance that you maintain a facade of well-being to the masses. Though you have been slipping up slightly recently, no irreparable damage has been done. You could utilize your superb acting skills to appear to the very picture of vim and vigor while making several very public appearances. Time: 1 Year; Reward: Worries of your subjects over your wellbeing are lessened greatly; Chance of Success: 70%

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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Form up your military forces
Hunt
Lurker no More
You suppose they need to eat
The fish know all the secrets. They know the cold. They know the dark
This Ocean isn't big enough
Glam, Glim, Glamour
There can be only one Goddess
Everything is fine
 
Hunters, Hunt and Lurker no More
Pushing back the darkness:
LOCKED
Scouts:
This Ocean isn't big enough and Bringing in Assistance
Perhaps the Moon can help?
Everything is fine
 
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All right, time for round 2!
Military-3
[X]Hunters
[X]Hunt
[X]Lurker no More
This allows to increase our food supply, bring in more food, and keep our people safe.
Stewardship-1
[X]Pushing back the darkness
This gives us actual light, and improves our people's morale.
Intrigue-1
[X]The fish know all the secrets
Better success % than scouts, and this fulfills the same purpose, and takes the same amount of time
Personal-2
[X]Bringing in Assistance
[X]This Ocean isn't big enough
Losing another personal action would be very stupid, and whatever is preying on our people needs to die, ASAP.
Piety-1
[X]Perhaps the moon can help?
It might be a long shot, but any help with these dreams would be nice.
Diplomacy-1
[X]Everything is fine
Talking to the voices that are disturbing our sleep is not an option, so let us assure our people that they do not need to worry about their queen.
So, comments, criticisms, questions?
 
So, comments, criticisms, questions?
We need a steady food supply much more than we need light.

Military
[X] Form up your military forces
[X] Hunters
[X] Lurker no More


Get our military properly organized, train up some dedicated hunters, and kill the hell out of whatever's grabbing our people.

Stewardship
[X]You suppose they need to eat

We need a steady food supply badly.

Intrigue
The fish know all the secrets. They know the cold. They know the dark

Let's expand our spying capabilities even further by use of fishies.

Personal
[X] Bringing in Assistance
[X] This Ocean isn't big enough


Getting help from our people, and letting them know what's going on could be a huge help. And let's REALLY kill the hell out of whatever's grabbing our people :D

Piety
[X] There can be only one Goddess

Our people should be worshipping our magnificence dammit! :p And there is now way in hell I'm voting for something that came to us in our dreams when the whispers are influencing them :o

Diplomacy
[X] Everything is fine

Let's reassure our general populace that we're fine.
 
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This is what I'm tentatively picking. I think we need to pick Form Up; the sooner we pick up a permanent bonus to military rolls, the better.

Also, please don't pick Elune Worship at this time; it will fail successively and I don't fancy having to deal with multiple turns of opinion and morale fallout from the former Highborne thinking us mad.

Form up your military forces
Hunt
Lurker no More
You suppose they need to eat
I can't decide
This Ocean isn't big enough
Glam, Glim, Glamour
There can be only one Goddess
Everything is fine
 
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So reading through the WoWpedia and in the Jinyu section this is apparently a thing in Warcraft.
Unlike the fire and heat forges of the pandaren and mogu, the jinyu have mastered the art of water forging. They shape stone and metal by using the pressures and currents of water. Originally they would scavange for polished stone and materials in the river. They developed an eye for the places that would provide the best quality baubles and rocks. Over the ages they have learned to manipulate water through their magics to craft exceptional edifices of the rock and stone that defy rivalry. Their weapons and armor are as hard as any forged steel, and their walls often appear to be constructed without seams.
Definitely something to work on once we got our civilization set up.
 
So reading through the WoWpedia and in the Jinyu section this is apparently a thing in Warcraft.

Definitely something to work on once we got our civilization set up.
Pffft. Please, just superheat the water. We have magic. ;) (I'm being only semiserious, that said "waterforging" as is seems pretty silly and impractical, but perhaps that's just the description being lacking. The most I'd probably be having you do that way is cutting stone blocks with pressurized streams of water.)

EDIT: I mean waterforging of metal seems to be basically be coldforging, which has its pros and cons.
 
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The jinyu are also murlocs who happened to stumble upon some titan tech, which can apparently work miracles, that uplifted them.

Without it, they and their ways wouldn't even exist.
 
It's a weird roller if nothing else.

Just take a look at Arcman's Warcraft: Kingdoms dynasty quest, the dice are either one extreme or another. The participants have affectionately named them 'tsun-dice' as a result.
 
Arcman uses the invisible castle roller. The forum roller was fixed awhile back.

Edit: Please don't take my shitty rolls.
Delcer threw 5 100-faced dice. Total: 249
47 47 29 29 69 69 9 9 95 95
 
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