Warcraft: Fallen Kingdoms (Old)

Perhaps find a way to convince Lor'themar to rally the blood elves to the Alliance's side with Valeera? It's probably best he becomes the king/leader of the elves instead of any of the (living) Windrunners leading them. I doubt the blood elves would like having a human-lover and the possible future of having a half-elf lead them.
I'm not saying "Have the Windrunners lead all Blood Elves"

I'm saying "Stand behind the Windrunner claims on Windrunner Spire and Windrunner Village, which are far from Silvermoon and close to the Lordaeron border."

They are the local noble house. And the Windrunners helped the Alliance when their government would not.
 
1. The Blood Elves were imprisoned. Not the High Elves. Politics had already set in at that point IIRC. Kael'thas' forces were imprisoned, the High Elves who already lived there(given that they helped found the city and are generally good mages, which is helpful in the Magocracy of Dalaran)
2. The people of Quel'Thalas were massacred yes. For which the Burning Legion and the Scourge are to blame. In Canon, Kael'thas decides to work for Illidan(who works for Kil'Jaeden) and later goes on to work for Kil'Jaeden directly. In addition to accepting help from the forsaken(undead, even if it was out of desperation). Quel'Thalas got wrecked, this too is true. But again, that was because of Dar'khan and the Scourge(and just the scourge in Warcraft 3). Even then the problem mostly escalated due to an earlier reluctance by the Elves to send aid(OOC, much as he was an asshole, Garithos did nothing wrong, the Elven government betrayed the Alliance first).
2.1 They are not military people by the way. And a large part of the Massacre hasn't appeared to have happened yet. As Dalaran is still standing.
2.2 It is also not sacrilege. It's not even insubordination. Dalarani citizens(which include High Elves) are Dalarani citizens, not Quel'thalassians.
3. The Blood Elves have a tenuous grip on the Ghostlands at best. Tranquillien only got retaken with the aid of the Forsaken. And between Alleria Windrunner(High Elf. 100% High Elf), Vereesa Windrunner(High Elf) and Sylvanas(Forsaken) the High Elves have a better claim on Windrunner Spire.
  1. At the time of that act of aggression the Blood Elves and High Elves had no difference between them. the name change made by Kael'thas was for tehir species in its entirety due to the loss they all suffered at the destruction brought about by the Scourge. The High Elves who founded Dalaran were the same Elves who lived and worked in Silvermoon.
  2. The Scourge is the only entity responsible for Quel'thalas's state. Illidan's link to Kil'jaeden is not public knowledge so to all the players involved in negotiations that's an unknown. Illidan also actively fights Legion so there is no way to even link the two through them not fighting one another. The Blood Elves did not betray the Alliance at any point and only left after Garithos tried to have them all executed. The Blood elven link to demons is n more cringe-worthy then every race that uses warlocks.
  3. The Alliance expiditon to Outland was comprised of each nation's military. To imply anything else is foolish. Dalaran was attacked by Archimonde and the Scourge after the Fall of Quel'Thalas, it's how Kael'thas survived Archimonde's game of sand castle. Right now Dalaran is nothing more than ruins.
  4. High Elves of Dalaran are both citizens of Quel'Thalas and members of Dalaran. For short lived humans they may only be members of Dalaran but that's not the case for the elves. something you have to remember is that Dalaran isn't so much a nation state but a really large university.
  5. This I can't contest with this much but the Blood elves still have a better shot of claiming the land and have more ownership of the Land given that Kael'thas as Prince/King of the nation still lives.
 
  1. At the time of that act of aggression the Blood Elves and High Elves had no difference between them. the name change made by Kael'thas was for tehir species in its entirety due to the loss they all suffered at the destruction brought about by the Scourge. The High Elves who founded Dalaran were the same Elves who lived and worked in Silvermoon.
  2. The Scourge is the only entity responsible for Quel'thalas's state. Illidan's link to Kil'jaeden is not public knowledge so to all the players involved in negotiations that's an unknown. Illidan also actively fights Legion so there is no way to even link the two through them not fighting one another. The Blood Elves did not betray the Alliance at any point and only left after Garithos tried to have them all executed. The Blood elven link to demons is n more cringe-worthy then every race that uses warlocks.
  3. The Alliance expiditon to Outland was comprised of each nation's military. To imply anything else is foolish. Dalaran was attacked by Archimonde and the Scourge after the Fall of Quel'Thalas, it's how Kael'thas survived Archimonde's game of sand castle. Right now Dalaran is nothing more than ruins.
  4. High Elves of Dalaran are both citizens of Quel'Thalas and members of Dalaran. For short lived humans they may only be members of Dalaran but that's not the case for the elves. something you have to remember is that Dalaran isn't so much a nation state but a really large university.
  5. This I can't contest with this much but the Blood elves still have a better shot of claiming the land and have more ownership of the Land given that Kael'thas as Prince/King of the nation still lives.

1. High Elves helped found(and settled in) Dalaran. The Kingdom that formed has presumably existed longer than a generation and those who built a life in Dalaran can be counted as Dalarani citizens.
2. Warcraft 2. Lordaeron(the continent, not just the nation) got invaded. The High Elves' government responded with "don't send troops, it's not important" Alleria Windrunner and her merry band of volunteers(that acted without government orders, pay or approval). In doing so, Quel'Thalas betrayed the Alliance. With the Windrunners being amongst the few who maintained their honour. They eventually sent more when the Horde started encroaching on their own homelands.
3. See 2. Though it should be noted that the Kirin Tor(Which had a lot of High Elf members) reclaimed and started repairs on the ruins of Dalaran within months of Archimonde's game. Given that more than a full year has passed since our Fathr's death it's safe to say that Dalaran stands. Perhaps still wounded but it stands nonetheless.
4. Something you also have to remember that nationalism basically didn't exist in feudal times. They were High Elves, they lived in Dalaran, Ergo they were Dalarani citizens. Given that they lived in Dalaran, they were probably subject to Dalaran's taxes and Dalaran's militia. Their faction is Dalaran, plain and simple. If it wasn't, Dalaran would not have a sizeable High Elven presence still.
5. Depending on how well Dalaran rolled and how well the Elven survivors/refugees rolled(in addition to the Blood Elf/High Elf politics rolls) the "9 out of 10" number should still be a bit malleable(and it may not have remained that big if you count the Scryers in Shattrath and the Fel Elves as separate factions). And we are not planning to conquer or hold onto the entirety of the Ghostlands, Just the Windrunner territories. Which should be reachable from the Hearthglen and Stratholme by sea. We need to isolate Deatholme from Stratholme anyway.
 
1. High Elves helped found(and settled in) Dalaran. The Kingdom that formed has presumably existed longer than a generation and those who built a life in Dalaran can be counted as Dalarani citizens.
2. Warcraft 2. Lordaeron(the continent, not just the nation) got invaded. The High Elves' government responded with "don't send troops, it's not important" Alleria Windrunner and her merry band of volunteers(that acted without government orders, pay or approval). In doing so, Quel'Thalas betrayed the Alliance. With the Windrunners being amongst the few who maintained their honour. They eventually sent more when the Horde started encroaching on their own homelands.
3. See 2. Though it should be noted that the Kirin Tor(Which had a lot of High Elf members) reclaimed and started repairs on the ruins of Dalaran within months of Archimonde's game. Given that more than a full year has passed since our Fathr's death it's safe to say that Dalaran stands. Perhaps still wounded but it stands nonetheless.
4. Something you also have to remember that nationalism basically didn't exist in feudal times. They were High Elves, they lived in Dalaran, Ergo they were Dalarani citizens. Given that they lived in Dalaran, they were probably subject to Dalaran's taxes and Dalaran's militia. Their faction is Dalaran, plain and simple. If it wasn't, Dalaran would not have a sizeable High Elven presence still.
5. Depending on how well Dalaran rolled and how well the Elven survivors/refugees rolled(in addition to the Blood Elf/High Elf politics rolls) the "9 out of 10" number should still be a bit malleable(and it may not have remained that big if you count the Scryers in Shattrath and the Fel Elves as separate factions). And we are not planning to conquer or hold onto the entirety of the Ghostlands, Just the Windrunner territories. Which should be reachable from the Hearthglen and Stratholme by sea. We need to isolate Deatholme from Stratholme anyway.
  1. And still citizens of Quel'Thalas, as evident by Rommath, Kael'thas, etc.
  2. Quel'Thalas was never apart of the Alliance at that period of time and had no relations with that body. Until the Horde attacked them and they officially joined the war effort they were under no obligation to fight the Horde. Alleria was the only Windrunner to volunteer, Veressa and Sylvanas did nothing.
  3. Dalaran stands as rubble. As evident by how long it took the city to repair in-game then it's obvious that at this point in time years earlier the city stands as rubble.
  4. Dalaran can't be counted as a nation, it held little land and had few residents and even fewer permanent residents. It's modern day equivalent would be a university campus.
  5. I don't think we've done anything to increase High Elf survival rates to any noticable degree and helping the High elves is actively antagonizing the blood elves. You stated that the blood elves are more powerful then their cousins and are harder to diplomance with yet want to make that course of action harder. We should aim to be neutral-friendly with both parties in so far as to better our position in fighting the scourge. Taking either party's word at face value without corroborating testimony from the other is clear bias.
 
A city-state is not considered a nation, right? Dalaran didn't just have priests, mages, and warlocks studying and practicing their magic. There were knights and footmen that were a part of the Dalaran military, there were civilians simply living under the magocratic city-state. Perhaps it is not what it once was, but there is a possibility to bring it back to its former glory if the Alliance has a lot less problems to deal with.
 
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  1. And still citizens of Quel'Thalas, as evident by Rommath, Kael'thas, etc.
  2. Quel'Thalas was never apart of the Alliance at that period of time and had no relations with that body. Until the Horde attacked them and they officially joined the war effort they were under no obligation to fight the Horde. Alleria was the only Windrunner to volunteer, Veressa and Sylvanas did nothing.
  3. Dalaran stands as rubble. As evident by how long it took the city to repair in-game then it's obvious that at this point in time years earlier the city stands as rubble.
  4. Dalaran can't be counted as a nation, it held little land and had few residents and even fewer permanent residents. It's modern day equivalent would be a university campus.
  5. I don't think we've done anything to increase High Elf survival rates to any noticable degree and helping the High elves is actively antagonizing the blood elves. You stated that the blood elves are more powerful then their cousins and are harder to diplomance with yet want to make that course of action harder. We should aim to be neutral-friendly with both parties in so far as to better our position in fighting the scourge. Taking either party's word at face value without corroborating testimony from the other is clear bias.
1. Fair enough. Though I should point out that Kael'thas and Rommath have both cut ties with the Kirin Tor.
2. The Sunstriders owed an ancient Debt to Anduin Lothar. The guy who kinda led a significant part of the Alliance(His title was something along the lines of "supreme commander").
3.
"I don´t know how much you know about the situation in the southern part of the region so I will just tell you, both Dalaran and Stromgarde was almost destroyed after Lordaeron fell, Dalaran was first attacked by the Scourge and its leaders killed, after which they were invaded by demons. They have started to rebuild, but they are years away from completion.
Dalaran avoided complete destruction in this quest at least. It is currently repairing. Dalaran stands.
4. Current population for the floating chunk of resettled rock is listed at 2.000 Which sounds low until you realize Darnassus has a listed population of 15.000 and Ogrimmar one of 16.000(high estimate). Blizzard has no sense of scale. Dalaran was its own state. It's less comparable to a university campus and more comparable to the Czech republic.
5. The priests we've sent so they have healers and people to teach them healing are fairly noticeable. And the stone wall we're building for Quel'Lithien Lodge is also noticeable. As are the Elven refugees we've rescued from the Trolls. As for the rest? I have no idea what you're raving on about. We are not taking either party's word at face value. The High Elves are scratching our back, we scratch theirs, the Blood Elves came demanding reparations, we told them we'd look into it. The bias(or claims of bias) come(s) from you.
 
1. Fair enough. Though I should point out that Kael'thas and Rommath have both cut ties with the Kirin Tor.
2. The Sunstriders owed an ancient Debt to Anduin Lothar. The guy who kinda led a significant part of the Alliance(His title was something along the lines of "supreme commander").
3.Dalaran avoided complete destruction in this quest at least. It is currently repairing. Dalaran stands.
4. Current population for the floating chunk of resettled rock is listed at 2.000 Which sounds low until you realize Darnassus has a listed population of 15.000 and Ogrimmar one of 16.000(high estimate). Blizzard has no sense of scale. Dalaran was its own state. It's less comparable to a university campus and more comparable to the Czech republic.
5. The priests we've sent so they have healers and people to teach them healing are fairly noticeable. And the stone wall we're building for Quel'Lithien Lodge is also noticeable. As are the Elven refugees we've rescued from the Trolls. As for the rest? I have no idea what you're raving on about. We are not taking either party's word at face value. The High Elves are scratching our back, we scratch theirs, the Blood Elves came demanding reparations, we told them we'd look into it. The bias(or claims of bias) come(s) from you.
  1. They cut ties because the Kirin Tor was going to standby while they were executed because at the time it was unfortunate but politically convenient. The Kirin Tor aren't worth our time and effort.
  2. And upon being reminded of that debt the kingdom set aid. Was it the minimum necessary, yes but they did honour their debt.
  3. Dalaran avoided complete destruction i canon too, that didn't stop the city's infrastructure from being rubble or most of it's population being killed.
  4. Where is Dalaran's population listed? The wiki says Dalaran has a population of 3k while Stormwind has one of 200k.
  5. Hardly seeing as how you're already planning on invading a foreign state for their territory.
I'm done discussing this issue with you.
 
  1. They cut ties because the Kirin Tor was going to standby while they were executed because at the time it was unfortunate but politically convenient. The Kirin Tor aren't worth our time and effort.
  2. And upon being reminded of that debt the kingdom set aid. Was it the minimum necessary, yes but they did honour their debt.
  3. Dalaran avoided complete destruction i canon too, that didn't stop the city's infrastructure from being rubble or most of it's population being killed.
  4. Where is Dalaran's population listed? The wiki says Dalaran has a population of 3k while Stormwind has one of 200k.
  5. Hardly seeing as how you're already planning on invading a foreign state for their territory.
I'm done discussing this issue with you.

1. Where was this stated? Garithos claimed Kael'thas consorting with the Naga gave him the proof to execute them. Garithos also was a noted asshole, racist and... forced to lock them up. Which suggests he did not have the judicial authority to execute them by himself.
2. Alleria Windrunner's volunteer force was not "sent". They acted on their own. Depending on which of blizzard's retcons you pick, they joined either when the horde ambushed said volunteers(and got rescued) or when the horde almost razed Quel'thalas.
3. A lot of of its population got killed by raiders and undead post-archimonde. We've prevented thousands of people from falling to the Scourge through our patrols alone. Prevented the Scourge from consolidating their power there. The Undead Scourge is smaller, meaning the Forsaken and Alliance have had less difficulty. More specifically:
"Dalaran and Southpoint Gate protects the western entrances into Hillsbrad from Silverpine Forest, but so far we haven´t had much trouble on that front, I´m guessing it is thanks to the Forsaken,
Dalaran has been noted to not have much problems.
4. I suppose I mistook that 3 for a 2, my bad. Doesn't change the point I was trying to make: Blizzard's population estimates are ridiculous. Though even so they do outright state that there are "a lot" of High Elves in Dalaran and the Kirin Tor(and the outright majority of the Silver Covenant, a subfaction of the Kirin Tor). And that
Soon, Dalaran, with the second greatest concentration of high elves, was destroyed as well. Although this defeat was swift and no genocide would occur here, outside the original battle. Many elves died afterward from bandits that came to sift through the wreckage.
Second greatest concentration of High Elves(grabbed from the wiki). Given the snowball effect of 3, odds are a lot more High Elves survived the destruction of Dalaran due to the reduced Scourge pressure making life easier for the patrols and garrisons.
5. Seriously, where is this coming from? The Windrunners are the local rulers of that segment of Quel'Thalas. Backing their claim =/= invading. Especially when Quel'Thalas does not have control over that territory. If they reject the Windrunner claim of their ancestral lands due to a high elf/blood elf political shitstorm? Not our problem. Windrunner Spire belongs to the Windrunners. As long as we don't support Sylvanas(due to her being undead) they have no legitimate cause to deny their claims. The Blood Elves do not yet have Horde support, our offering a cease-fire with the Forsaken means Sylvanas. And we have not outright dismissed their grievances with Garithos. Without (Horde/Forsaken) allies the Blood Elves are not in a position to escalate it into open conflict(especially if the Undead/Trolls are wrecking shit up North).

I'm done discussing this issue with you.
These words should not be spoken when continuing the discussion. If you want to end it? End it.

But don't try to use it as an excuse to get the last word in.
 
Votes so far.

[X]Reserve place for 1,000 Volunteers
[X]Cattle – 10,000 (Can supply own Light Leather, gives food)
[X]Sheep – 8,000 (Can supply own Wool, gives food)
[X]Yes
-[X] Prices:
--[X] Basic Scourgestones: 4g each, 85g per 20.
--[X] Basic Troll Beads: 5g each, 55g per 10.
--[X] Advanced Scourgestones: 14g each, 75g per 5
--[X] Advanced Troll Beads: 14g each, 145g per 10
--[X] Elite Scourgestones: 50g each
--[X] Elite Troll Beads: 45g each
--[X] Leader Scourgestones: 200g each
--[X] Leader Troll Beads: 180g each
-[X] General Bounties(basic, advanced, elite, leader) are capped at 3.500g(Scourge) and 3.000g(Trolls) per month.
--[X] Additionally, there's a separate bounty pool for high ranking Scourge(elite, leader) at 2.000.
---[X] Bounty pools are counted separately(Total possible bounty drain of 8.500/month on the treasury).
No. of votes: 8
Qeqre, LokiTheDarkGod, Sinsystems, Pyro Hawk, Frosty Wolf, Valerian, Razor One, Darkcrest
[X]Reserve place for 1,000 Volunteers
[X]Cattle – 10,000 (Can supply own Light Leather, gives food)
[X]Sheep – 8,000 (Can supply own Wool, gives food)
[X] no bounties
No. of votes: 1
kitsune9
[x] Plan Diplomacy
[X]Reserve place for 1,000 Volunteers
[X]Cattle – 10,000 (Can supply own Light Leather, gives food)
[X]Sheep – 8,000 (Can supply own Wool, gives food)
[X]Yes
-[X] Prices:
--[X] Basic Scourgestones: 4g each, 85g per 20.
--[X] Advanced Scourgestones: 14g each, 75g per 5
--[X] Elite Scourgestones: 50g each
--[X] Leader Scourgestones: 200g each
--[x] Boss Scourge will receive a minimum reward of 2000g. The reward will increase based on the strength and importance of the individual.
-[X] General Bounties(basic, advanced, elite, leader) are capped at 6.500g(Scourge) per month.
--[X] Additionally, there's a separate bounty pool for high ranking Scourge(elite, leader) at 2.000.
---[X] Bounty pools are counted separately(Total possible bounty drain of 8.500/month on the treasury).
No. of votes: 3
notanautomaton, TheHappyVampire, Slavania
[x] Plan Diplomacy
No. of votes: 1
RulerOfNothing
 
Yeah, I'm pretty sure those numbers come from the RPG which isn't considered canon anymore.
The numbers are unimportant anyway. What matters more is that Dalaran is an independent state of whom a sizeable portion of their population consists of High Elves.

If the Wiki says 3.000? I'm going with 3.000 unless stated otherwise by Blizzard(and assume more reasonable numbers for the purposes of this quest).
 
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The numbers are unimportant anyway. What matters more is that Dalaran is an independent state of whom a sizeable portion of their population consists of High Elves.

If the Wiki says 3.000? I'm going with 3.000 unless stated otherwise by Blizzard(and assume more reasonable numbers for the purposes of this quest).
Only 3,000 people? that's low, well w/e
 
So here's something funny and depressing.

Even after being utterly destroyed by the scourge we're still the second, maybe third if you count dwarves and gnomes together, most populous nation in the Alliance.

Stromgarde : 1,200
Dalaran : 3,000
Kul Tiras : 10,000
Dwarves + Gnomes (unsourced) : 28,000+ (Bronzebeard : 20,000 Wildhammer : 8,000 Gnomes : ????)
Scarlet Crusade : 52,000
Azeroth : 200,000+ (Stormwind: 200,000)
Just so you know, I am boosting the population of the various races.
If the Wiki says 3.000? I'm going with 3.000 unless stated otherwise by Blizzard(and assume more reasonable numbers for the purposes of this quest).
 
I have no clue what how Genezz is going to boost the warcraft kingdom population numbers.

But here is something I posted a while back on SB (that got no attention, take that how you will).

The basic assumption I made is that since Azeroth is an entire continent, and that prior to the Orcish invasion the Alliance member countries were doing fairly well so they should have a comparable population to our world. So I just did a little research into medieval Europe from circa 1340 AD (just prior to the Black Death killing everyone).

Well here it is:
1. Azeroth (The nation) and the Orcish Horde pre Orc-human war (Warcraft 1).

This is just a guess but:
Azeroth: ~19 million (Est. population of France+Low countries 1340 AD prior to Black Death, and Azeroth as the strongest human nation, fits medieval France)
Also allows them to field 1.9 million men as a theoretical max to fight the Orcs (10% of population is pushing it)
This is important since the war between the Horde and Azeroth was considered to be an equal conflict that was absolutely brutal and took years (well depending on which canon you use)

Orc-Horde: ~5 million (Just a guess, but half the entire orc race left Draenor for the initial invasion and they had occupied an entire world prior to the portal, so even now I'm lowballing)
Assuming the orcs are fielding every available body possible as tribes and populations on the move tended to do. That gives them 2.5-3.5 million under arms, though of varying quality. (also fits the theme of the Horde being overwhelming in its numbers)


2. The Alliance (as a whole, or each faction) and the Orcish horde (now with new races) just prior to the 2nd Orc-human war (Warcraft 2).

The Alliance as a whole: ~25 million (includes 6.3 million refugees from Azeroth-1/3 population survived and fled the 1st war)

By nation: Lordaeron: 9 million (Est pop of Spain 1340, 2nd most powerful human nation)
Azeroth Remnants: 6.3 million (Still 2nd most populous nation and soldier contributor even after the loss of their homeland)
Stromgard: 2 million (Est pop of Hungary 1340 AD)
Kul Tiras: 1.5-2 million (Est pop of England 1000 AD, pretty sure their island is much smaller though)
Gilneas: 1.5 million (just a guess, it seems to be in Stromgard's league)
Alterac: .5-1 million (weakest of the human nations)
Dalaran: 30,000+ (City-state with surrounding country-side)

I'm just guessing on the other races:

Khaz Modan: 80,000-120,000 ( just a guess at dwarven population)
Quel'thalas: 3-5 million (just a guess)


Edit: As you have all likely noticed, these are the numbers I'm giving prior to the 3rd war (aka Events of Reign of Chaos and The Frozen Throne).

Addendum: Likening the Scourge to the Black Death that struck Europe is a fairly good comparison, the only difference being that the survivors are then attacked by the recently dead thus destroying all semblance of society and organization. Honestly, Lorderon did well to hold out as long as it did.
 
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also have to try and take into account that they have The Light and Shaman Healing.

Injuries and disease would be modified by a strong percentage of society possessing the ability to wave their hands and flat out heal things that they do not possess the modern technology for that would otherwise handle the problem. Also potions of various kinds, healing included.

This would also affect population numbers, though there are also the added pressures of gnolls, ogres, and various other monsters.
 
Personally, I think Valerian's population numbers could work, and just say that the benefits given by magical healing and such and countered by the destruction caused by the beyond-medieval technology and magic for the most part.

The Black Death also would probably work rather well with it's 1/3-1/2 of the European population dying... Add in the rising of the plague dead as undead monstrosities and then the Legion, well...

75-90% population drop seems to be something that wouldn't be too far off the mark...
 
Voting Closed.

[X]Reserve place for 1,000 Volunteers
[X]Cattle – 10,000 (Can supply own Light Leather, gives food)
[X]Sheep – 8,000 (Can supply own Wool, gives food)
[X]Yes
-[X] Prices:
--[X] Basic Scourgestones: 4g each, 85g per 20.
--[X] Basic Troll Beads: 5g each, 55g per 10.
--[X] Advanced Scourgestones: 14g each, 75g per 5
--[X] Advanced Troll Beads: 14g each, 145g per 10
--[X] Elite Scourgestones: 50g each
--[X] Elite Troll Beads: 45g each
--[X] Leader Scourgestones: 200g each
--[X] Leader Troll Beads: 180g each
-[X] General Bounties(basic, advanced, elite, leader) are capped at 3.500g(Scourge) and 3.000g(Trolls) per month.
--[X] Additionally, there's a separate bounty pool for high ranking Scourge(elite, leader) at 2.000.
---[X] Bounty pools are counted separately(Total possible bounty drain of 8.500/month on the treasury).
No. of votes: 8
Qeqre, LokiTheDarkGod, Sinsystems, Pyro Hawk, Frosty Wolf, Valerian, Razor One, Darkcrest
[X]Reserve place for 1,000 Volunteers
[X]Cattle – 10,000 (Can supply own Light Leather, gives food)
[X]Sheep – 8,000 (Can supply own Wool, gives food)
[X] no bounties
No. of votes: 1
kitsune9
[x] Plan Diplomacy
[X]Reserve place for 1,000 Volunteers
[X]Cattle – 10,000 (Can supply own Light Leather, gives food)
[X]Sheep – 8,000 (Can supply own Wool, gives food)
[X]Yes
-[X] Prices:
--[X] Basic Scourgestones: 4g each, 85g per 20.
--[X] Advanced Scourgestones: 14g each, 75g per 5
--[X] Elite Scourgestones: 50g each
--[X] Leader Scourgestones: 200g each
--[x] Boss Scourge will receive a minimum reward of 2000g. The reward will increase based on the strength and importance of the individual.
-[X] General Bounties(basic, advanced, elite, leader) are capped at 6.500g(Scourge) per month.
--[X] Additionally, there's a separate bounty pool for high ranking Scourge(elite, leader) at 2.000.
---[X] Bounty pools are counted separately(Total possible bounty drain of 8.500/month on the treasury).
No. of votes: 3
notanautomaton, TheHappyVampire, Slavania
[x] Plan Diplomacy
No. of votes: 1
RulerOfNothing
 
From the Sea – End / Turn 16
Interlude

From the Sea – End

"Goodbye Princess, it was a pleasure to be here and meet you." Those were the words Bolvar said before he and Barean left to board their ship.

Now you are watching the fleet sail away along with those from your council that could come.

"One of you increase the guards that are stationed on the shoreline, if the Nagas come here we can´t be caught unaware, the rest can go on with their duties." You order and while they leave, you stay until the ships gets out of sight.

'We´re one step closer now.' Smiling you begin to walk back to the keep.

April 28 AFW (After First War)

Turn 16

Military: Saidan Dathrohan has been appointed the Grand Crusader, the one in charge of all military matters with Highlord Alexandros Mograine and High General Richard Abbendis as his subordinates. They have given you a report on the state of the military and the options that are open to you. They have also appointed Brigitte Abbendis as your bodyguard. (Pick 2)

[]Expand Barracks: Expanding our current barracks will allow us to recruit more soldiers to our army, of course we will need to make sure we can handle an increase in soldiers so that we don´t tank our economy.
Cost: 12,000. Value Needed: 92/200. Reward: Can expand army. Will continue this month.

[]Build a Tower at Corin´s Crossing: While we are protected by towers both in the north and west they can be taken out quietly, building a tower in the vicinity of the town will not only let us see an attack come from distance, it will also make the civilians in the town feel safer.
Cost: 2,000. Value Needed: 0/50. Reward: Tower at Corin´s Crossing, Tower Upkeep -1,000.

[]Refit Soldiers with Bronze: Now that we produce bronze we can refit our troops to have bronze weapons, armor and shields, this will give us an small advantage in combat but it will be more expansive to upkeep.
Cost: 4,000. Time: 3 Month. Chance for Success: 100% Reward: +1 Attack and Defense to Defenders, Crusaders, Knights and Paladins, +1 Upkeep cost for Defenders, Crusaders, Knights and Paladins. Note: Bonus won´t last forever, enemies can also upgrade their equipment.

[]Upgrade Militia Equipment: Our Militia is using whatever weapons and armor it can get its hand on and that equipment would not be enough to defend themselves in case of an attack without taking heavy casualties, therefore Alexandros wants to upgrade the Militias equipment, giving them iron swords or axes, iron shields and iron armor, this will allow the Militia to be more effective in battle and reduce their casualties.
Cost: 2,500. Value Needed: 0/100. Reward: Militias equipment upgraded.

[]Secure Darrowshire: Now that both Scourge bases are barricaded we can start to secure the lands under our control and one such area is the town of Darrowshire, destroyed by the Scourge during their invasion the town is a burnt husk with no buildings standing, we will need to rebuild it for the town to be of any use.
Cost: 2,000. Time: 1 Month. Chance for Success: 90% Reward: Darrowshire Secured, More options with Darrowshire.

[]Fortify Coast Line: We have nothing protecting us from an attack from the sea, if the enemy wanted to land a force on our coast there would be nothing we could to stop it, building defenses may not stop the enemies landing but it would make it harder for them to gain any worthwhile ground.
Cost: 6,000. Value Needed: 0/90 Reward: Coast Line Fortified.

[]Upgrade Northern Defenses: Now that we have a Stone Quarry we can upgrade our defenses to be more sturdy. The Northern Defenses include the Eastwall Gorge, the barricade at Noxious Glade and Light´s Hope Chapel, these upgrade will make these places harder for the enemy to attack.
Cost: 8,000. Value Needed: 0/200. Reward: Northern Defenses upgraded.

[]Upgrade Western Defenses: Now that we have a Stone Quarry we can upgrade our defenses to be more sturdy. The Western Defenses include the barricade at Fungal Vale and the fortification that protects the river crossing into the Western Plaguelands, upgrading these defenses will make the area safer.
Cost: 5,000. Value Needed: 0/120. Reward: Western Defenses upgraded.

[]Upgrade Corin´s Crossing Defenses: Now that we have a Stone Quarry we can give the town some proper walls for protection and seeing as a significant part of our population will be moving into the town it would be for the best if they have the best protection we can give them.
Cost: 12,000. Value Needed: 0/140. Reward: Corin´s Crossing Defenses upgraded.

[]Attack Stratholme: With the information from the Elves about the situation in Stratholme and the amount of undead troops in the city Saidan has proposed an attack on the city, he feels that if you were to take the city it would be an massive advantage against the Scourge, not only would you get an defensive position, you would also cut off the Scourge in Northern Lordaeron from the rest of their forces.
Cost: 4,000. Time: 1 Month. Chance for Success: 100% Reward: Attack Interlude.

[]Attack Gahrron´s Withering: Gahrron's Withering, formerly known as Gahrron´s Quickening, was one of the major farming communities in the Western Plaguelands, now it has been filled with plague cauldrons that continues to spew out the plague into the air. While it is lightly guarded, compared to other Scourge bases, the problem will be making sure that our soldiers aren´t infected with the plague, but Aldan may have a solution to that.
Cost: 3,000. Time: 1 Month. Chance for Success: 70% Reward: Gahrron´s Withering attacked.

[]Attack Plaguewoods: Now that we have an idea of what awaits us in the Plaguewoods we can plan an attack on the place. It will be dangerous as we will be outnumbered and since the Trolls are still active they may attack us on route, another danger will be the cauldrons and giant mushroom that are spewing out the plague and spores, fortunately Aldan has an idea that can help with that.
Cost: 5,000. Time: 1 Month. Chance for Success: 100% Reward: Attack Interlude.

[]Attack Trolls: As long as the Trolls are unopposed they can attack both our and the High Elves patrols and they may work up their courage to try and assault one of our bases and that can´t be allowed to happen. This will be very dangerous if we don´t weaken them before hand, the Trolls have natural regeneration that makes it so that they can ignore smaller wounds and fight on despite receiving grievous wounds, given time they can regenerate limbs and most Trolls have training has training in at least one weapon and if not their strength makes up for it.
Cost: 4,000. Time: 1 Month. Chance for Success: 100% Reward: Attack Interlude.

[]Attack Noxious Glade: Now that we have sabotaged the Slaughterhouse it will be easier to assault the Glade, but the entrance is situated uphill between two mountains so we will have to be quick to bring our troops inside the Glade, if we are caught in the entrance it could turn into a stalemate and the Scourge has the advantage there.
Cost: 3,000. Time: 1 Month. Chance for Success: 100% Reward: Attack Interlude.

Diplomacy: You are smart, beautiful and able to charm almost everyone you meet, is there any wonder why you have taken over the diplomatic aspect of the Crusade? (Pick 1)

[]High Elves - Archers: Elven Archers are superior to our own, getting a few into our army would be a great idea, observations of the Elves military forces has revealed that they are missing heavy troops that can hold a line, we may be able to offer some of our Defenders for their Archers.
Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Can trade Defenders to Archers (1 Defender = 1.5 Archers), Can train in the Archery Class. (Hunter).

[]High Elves - Walls: While Abbendis was escorting the rescued Elves he noticed that while the Lodge had walls to protect it, the wall was only made of wood and, considering the color at some spots, probably rotten wood at that, which is no surprise considering how close the Lodge is to the Plaguewoods, but now that we have a Stone Quarry we could send stone to them to let them build better walls, we may be able to get some magical knowledge out of it.
Cost: 4,000. Time: 3 Month. Chance for Success: 80% Reward: Quel'Lithien better protected, Magical knowledge. Will be done next month.

[]Send a Diplomat – Trolls: While you normally wouldn´t think about doing this, with how the situation is right now it may be a good idea to get a ceasefire between you, the trolls and the elves so you are all able to focus on the Scourge, it will be dangerous for whoever goes but if you succeed it would give you one less enemy that you would have to deal with.
Cost: 2,000. Time: 1 Month. Chance for Success: ??% Reward: Contact with Trolls.

[]Contact Hearthglen: Now that we know that Hearthglen is still standing against the Scourge we should contact them, while we don´t know who is leading them hopefully they will be loyal to Lordaeron and to the Royal Family or at least willing to enter an alliance with us. The journey there will be dangerous with all the Scourge patrols in the area, but the possible rewards outweigh the risk.
Cost: 2,000. Time: 1 Month. Chance for Success: 75% Reward: Contact with Hearthglen.

Stewardship: You are a Genius and nowhere has that been more apparent than now, seeing you quickly and efficiently going through piles of reports and paperwork concerning every little thing in running the realm are awe-inspiring. (Pick 2)

[]Repair Roads: The road between Corin´s Crossing and Tyr´s Hand is in bad shape, the same with the road from the Thondroril River to Eastwall Tower, fixing them would make it easier to move between the various points.
Cost: 1,000. Value Needed: 0/60. Reward: Easier road travel, bonus to future trade income.

[]Expand Mine: While the size of our current mine gives us more than enough ores to work with, we can expand it further, getting us more ore to use in future projects and getting us more money, we may also discover ores too deep for our survey team to discover.
Cost: 2,000. Value Needed: 0/120 Reward: Mine expanded, more ore, +2,250 Mining Income.

[]Survey for Ores in Eastern Plaguelands: There may be ores in our newly acquired land that we don´t know about and don´t have a supply of, even if there isn´t any new ores we can still build new mines, getting us more ore and money.
Cost: 2,000. Value Needed: 0/60. Reward: Knowledge of ore in controlled land.

[]Expand Dock: We will need a bigger dock so that our future ships will have a place to unload and load troops and supplies, as well as properly receive guests.
Cost: 4,000. Value Needed: 0/100. Reward: Bigger dock, Can build Galleys.

[]Expand the Scarlet Enclave Once More: We can expand the Enclave one more time, filling the remaining area with farms, bringing us more food and a bit more housing, this would of course expand New Avalon as well, giving us housing.
Cost: 8,000. Time: 3 Month. Chance for Success: 80% Reward: +30,000 Food, New Avalon becomes a Large Town, Havenshire expanded to the remaining lands.

[]Volunteers - Tax Cuts: We have a low number of men and women to replenish our lost soldiers and to get more Volunteers you have decided to offer a tax cut for those that join, which will continue as long as they are a part of the reserves and do their duties properly.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: Lower Reserve Taxes for more Volunteers.

[]Upgrade New Avalon Fortifications: Now that we have a stone quarry we can finally build some real walls and defenses and a good place that should receive an upgrade is our new town of New Avalon, not only does it hold a large part of our population it would also serve as a first defense line against anyone attacking from the sea.
Cost: 5,000. Value Needed: 0/120. Reward: New Avalon Defenses upgraded.

Intrigue: With a competent Spymaster and with a proper Spy Network in our employee we will finally be able to do some real danger to our enemies. (Pick 2)

[]Infiltrate - Fungal Vale: We also need information on the Scourge Base north of Crown Guard Tower, now called The Fungal Vale, knowing what the Scourge have placed there will be important so that we are not blindsided by an attack.
Cost: 1,000. Time: 1 Month. Chance for Success: 80% Reward: Information on Fungal Vale.

[]Zul'Mashar - Sabotage Military Equipment: Sabotaging the equipment of the Trolls will severely hinder them, making it sufficiently harder for them to launch any raids against their enemies and making them unable to defend themselves properly, if we want to weaken them this is one way of doing it, with dynamite now available for our agents they can destroy even more equipment.
Cost: 3,000. Time: 1 Month. Chance for Success: 80% Reward: Trolls military equipment sabotaged, Big Penalty for Trolls in battle.

[]Zul'Mashar - Sabotage Defenses: Sabotaging the Trolls defenses will make it harder for them to defend against attacks, making it more likely that they will stay on the defensive until the defenses are repaired, with dynamite now being produced the results of our sabotage will be greatly increased.
Cost: 3,000. Time: 1 Month. Chance for Success: 80% Reward: Troll defenses sabotaged, No defensive bonus for Trolls when attacked.

[]Zul'Mashar - Disease: With a disease affecting more and more Trolls you find yourself with a choice, find the source of the disease or let it continue unhindered, there are advantages and disadvantages to both options, if we can find and remove the source of the disease the Trolls will be more able to put pressure on the Scourge but also on you and the High Elves, if we let it continue it will weaken the Trolls but it will make them more vulnerable to attacks from the Scourge and if the Scourge manages to defeat them and raise their corpses they will get an even larger advantage in numbers.
Cost: 2,000. Time: 2 Month. Chance for Success: 75% Reward: Knowledge of how the Disease spreads.

[]Zul'Mashar - Food: While the Trolls have gotten an increase in food we can still destroy what they have to weaken them.
Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Food destroyed for Trolls, Trolls may become desperate, Trolls may suffer penalties.

[]Infiltrate - Quel'Lithien Lodge: While the High Elves are friendly towards you now, you never know what the future holds, insuring that you have knowledge of their future plans would be a good idea.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Information on Quel'Lithien Lodge.

[]Infiltrate – Scholomance: We need more information on the necromantic school underneath Caer Darrow, we can´t have them conducting unknown experiments to unleash on us without some information on what is going on, there is also the fact that they tried to assassinate you and some of our agents are eager to give some payback.
Cost: 2,500. Time: 1 Month. Chance for Success: ??% Reward: Information on Scholomance.

[]Infiltrate – Andorhal: Andorhal was once one of the largest cities in Lordaeron and the distributer of agricultural supplies in the northern provinces of Lordaeron, now it is home to the largest concentration of undead in the Western Plaguelands and they are being led by an Undead Lich, they are also in the position of blocking the passage south into the southern provinces and the rest of the Alliance, we will need information before we can attack them.
Cost: 3,000. Time: 1 Month. Chance for Success: 60% Reward: Information on Andorhal.

[]Noxious Glade – Avalanche: Noxious Glade is surrounded by mountains on all sides and this present us with a unique option, using explosive we may be able to cause an avalanche of rocks to crush the camp. It will be hard to get enough explosives into the camp to set off an avalanche that can do some real damage, too little and we won´t deal any damage and too much can bury the base and make it unavailable if we want to use the area in the future.
Cost: 2,500. Time: 1 Month. Chance for Success: 60% Reward: Explosives on the mountain (1/6). (The more times you do this the bigger the avalanche.)

[]Stratholme – Sabotage the Western Gate: The undead in the city is leaving through the western gate towards Northern Lordaeron, if we were to collapse the gate we could stop that flow, of course that would only be temporary and it would mean that there is more undead in the city until the gate is cleared.
Cost: 3,000. Time: 1 Month. Chance for Success: 70% Reward: Western Gate sabotaged.

[]Plaguewoods – Cauldrons: There are several plague cauldrons spewing out the plague in the Plaguewoods, destroying them would mean that it would be easier for us to attack the area as we wouldn´t have to worry as much about our soldiers being infected by the plague and who knows what else.
Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Plague Cauldrons destroyed.

[]Plaguewoods – Burn the Fungus: The Plaguewoods is filled with mushrooms growing everywhere, from man-sized to some even growing to eclipse any trees in the area, all of which emits spores, this could be dangerous for any soldiers that stays in the area for an unknown period of time. It has been proposed that we try and set fire to the mushrooms, killing two birds with one stone, both getting rid of the mushroom and any undead that gets caught in the fire. This could be very dangerous as it is possible that the fire could grow out of control and spread away from the woods and towards the High Elves, this would be a serious blow towards our diplomatic relationship with them if it were to be discovered that it was us.
Cost: 2,000. Time: 1 Month. Chance for Success: ??% Reward: ???.

[]Stratholme – Ziggurats: The Crystals Aurius mentioned have to be valuable to the Scourge if they are guarded so strongly. To get an idea of what they do we will need a sample from one of them. It will be dangerous, very dangerous and we will most likely lose a lot of our people trying, but if we succeed we may deprive the Scourge of something that could cause a lot of harm.
Cost: 4,000. Time: 1 Month. Chance for Success: 30% Reward: Sample of Crystal.

[]Stratholme – Lich: Leaving a Lich to do what it wants is a good way to end up with a nasty surprise in the future, but before we do anything about it we will need to gather information, otherwise we would only send our people to their death.
Cost: 2,000. Time: 1 Month. Chance for Success: 60% Reward: Information on the Lich.

[]Search for Enemies Again: It has been a year since you last dedicated your whole spy network in hunting down any cultists that has managed to sneak in. It is time to clear them out once again.
Cost: 2,000. Time: 1 Month. Chance for Success: ??% Reward: The city is purged from any enemy agents.

Learning - Tech: With both a Research Leader and a Research Building you can finally start researching the heavier projects. (Pick 1) Locked

[]Human Guns: Aldan has a few designs in mind for a gun tailored to be used by humans, given the funds he can make prototypes of the designs and work out any flaws that exists before showing the finished products.
Cost: 1,500. Value Needed: 0/120. Reward: Can start production of different types of guns.

[]Ship Design - Light Ship: Before we can produce any ships we need designs for them, unfortunately we don´t have any plans for ships in Tyr´s Hand as it wasn´t a city with a port, but Aldan with help of experienced sailors and dock workers will be able to design something useful.
Cost: 4,000. Value Needed: 0/150. Reward: Light Ship Designs.

[]Making Field Ballistae: While we do have the capability to make Field Ballistae, with our current facilities we would not be able to make many and it would take several months, not only that but it would tie up Aldan's time and make it so that he wouldn´t have time to research anything else.
Cost: 10,000. Value Needed: 0/300. Reward: 5+1d6 Field Ballistae.

[]Workshop – Field Ballistae: Aldan has made plans for a workshop that would specialize in making Field Ballistae, not only would it cut down the time spent on each Ballistae, it would also allow us to increase the number that we can work on the same time and it would allow Aldan to work on other projects while the workshop is making the Ballistae.
Cost: 5,000. Value Needed: 0/150. Reward: More Field Ballistae made each batch, Shorter time to complete each batch, Aldan no longer needs to oversee construction.

[]Scorpio: The Scorpio is one of the other designs Aldan had for the Ballistae, it is less powerful than the Field Ballistae and a little more delicate, making it easier to break down if used carelessly, but it is easier to make, lighter and only requires one person to operate. It can be a good weapon for villages that needs a bit more protection.
Cost: 2,000. Value Needed: 0/120. Reward: Can produce Scorpio.

[]Siege Ballistae: This design of the Field Ballistae is meant for sieging down a base, town, anything with walls and other defenses, it takes a long time to assemble, needs between four to six people to operate and takes a long time to reload, on the other hand it is very powerful, capable of going through dozens, maybe even hundreds, of undead before stopping, it is a must have if we are to lay siege to a place, otherwise we may be there a long
time.
Cost: 5,000. Value Needed: 0/200. Reward: Can produce Siege Ballistae.

[]Plague Mask: With all the cauldrons and mushrooms spewing out the plague and spores we need a way to protect our soldiers from being infected, luckily Aldan has an idea, using leather he will make a mask with what he calls a filter, the filter is something that is supposed to stop unwanted things in the air to get inside the body, he just need time and money to get the best combination.
Cost: 3,000. Value Needed: 120/140. Reward: Can produce Plague Masks. Will continue this month.

Learning – Magic: With someone able to teach magic you can finally get more mages into your army, of course you will need a safe place for them to practice. (Pick 1) Locked

[]Train Mages: Now that we have Arellas with us we can start training new mages, of course it will take months to train the new mages up to an acceptable standard and without the proper facilities it will take even longer.
Cost: 3,000. Time: 7 Month. Chance for Success: 100% Reward: Can train 15 Mages each time chosen.


[]Build Arcane Sanctum: When Arellas asked about the training area for the mages you admitted to not having any place specifically built for it, luckily Arellas was willing to share some of the secrets for building an Arcane Sanctum, not every secret about how it functions but enough to serve our purpose, not only will finishing this cut down the time it takes to train new mages, it would also let us conduct magical experiments in safety
Cost: 10,000. Value Needed: 81/180. Reward: Shorter training times for Mages, Can train more mages at the same time, Can conduct magical research.

Piety: High Priest Isillien has taken on the priestly duties that is needed. While he still continues his sermons about the undead, he has started to focus on rebuilding Lordaeron. He also has some proposals. (Pick 1)

[]Capture - Plagued Animals: The researches requests that you capture different kinds of Plagued Animals, they wish to study why the Plague has a different effects on animals and humans.
Cost: 1,000. Time: 1 Month. Chance for Success: 75% Reward: Can study Plagued Animals.

[]Study - Humans: Isillien has requested permission to study those we believe has the Plague, he wants to study how the Plague converts humans to undead, he hopes to find a way to stop the Plague at one of the stages and a way to revert the transformation.
Cost: 3,000. Value Needed: 0/150. Reward: Information on how the Plague effects humans, Further research on Humans, ???.

[]Train - Priests: With Isillien overlooking the training of new Priests we can be sure that they will be well trained, but we can only train 25 Priests at a time, luckily those that will receive training has been part of the Church for a long time and has studied the Light for since they were young, so it will only take a couple of months to get them ready for their duties.
Cost: 2,000. Time: 3 Month. Chance for Success: 100% Reward: Can train 25 Priests each time chosen.

[]Expand the Church: As of now we can only house 150 Priests before we run out of space, we will need to expand the Church before we can house more than that, this will also give our Research Team more space to work with and allow them to bring more people in.
Cost: 6,000. Value Needed: 0/200 Reward: Can house 300 Priests, no longer need Isillien to train Priests, +1 Piety Action.

[]Make a Safe Container: We will need a safe container to keep abomination bodies in before we can study them, the Research Team will see if they can come up with something.
Cost: 3,000. Value Needed: 0/100 Reward: Can contain abomination bodies for study.

[]Fungus in Humans: Now that we know of an possibility of detecting the plague in humans we need to study and do research if it is possible, using volunteers we hope to discover a method to safely find out if a human is infected by the plague, of course some of the experiments can be painful and invasive and it may be best to try the methods on animals first.
Cost: 3,000. Value Needed: 0/160. Reward: Able to detect Fungus in Humans.

[]Fungus - The Light: The Light may be the key to curing the land without having to hurt it further, we will need to do research to figure out a way to use the Light in such a manner.
Cost: 6,000. Value Needed: 0/250. Reward: Can use the Light to cleanse the land.

[]Cleansing - Fire: With how the state of the land is it may be better to just cleanse it with fire, of course this will have some consequences, first we would burn the trees making the lumber mill useless for the time being, secondly is that fire is dangerous and if we were to lose control the results could be catastrophic, thirdly is that we have no idea what burning so much fungus may have for side effects.
Cost: 2,000. Time: 3 Month. Chance for Success: 75% Reward: Land between Tyr´s Hand and Corin´s Crossing will be cleansed, No Income from Lumber, ???, ???.

[]The Eternal Flame: If we want to move the Flame without needing the army to escort it, we will need to find a way to shield it, it will be hard as we can only mimic the aura the Flame has to a degree, so any solution we come up with, will need to be tested in action as we try and move the Flame.
Cost: 3,000. Time: 1 Month. Chance for Success: ??% Reward: Able to move the Flame without drawing attention.

Personal Actions: With both Brigittes and Lilians help you are able to do your work faster, giving you more free time to spend as you wish. (Pick 2)

[]Train With Brigitte: The battle for Corin´s Crossing showed you that you need to work on your endurance, training with Brigitte will not only help you with that, but it will also let you spend some personal time with her, something both your duties has prevented for some time.
Cost: 0. Value Needed: 0/60. Reward: Increased Closeness with Brigitte, Can last longer in Battle, Less penalty in a long Battle. Note: Will use Martial stat.

[]Horseback Combat Riding: Before the battle you were prohibited from joining the cavalry portion of the army, it is time to make sure that you can do several roles in battle, whether from foot or horseback.
Cost: 0. Value Needed: 0/100. Reward: Can fight from horseback. Note: Will use Martial stat.

[]Warfare with Saidan: You have decided it is time to learn what it means to lead during a war and in battle, and to do this you have sought the help of Saidan, he is more than willing to teach you what being a leader encompasses.
Cost: 0. Value Needed: 0/200. Reward: Learn how to lead in battle, Increased Closeness with Saidan. Note: Will use Martial stat.

[]Sparring with Alexandros: While you have the silver glow under control now, it could never hurt to spar with an experienced opponent.
Cost: 0. Value Needed: 0/60. Reward: +1 Martial, Increased Closeness with Alexandros.

[]Learn from Invar: With the threat of Scourge assassins looming over you, you have decided to seek the help of Invar and learn how to protect yourself from the tricks that could be used to kill you.
Cost: 0. Value Needed: 0/75. Reward: +1 Intrigue, Increased Closeness with Invar.

[]Study under Aldan: Aldan has some interesting ideas going on and you are interested in learning about them, he is also well traveled from his search of technology and can offer tales of what he has seen on his journeys.
Cost: 0. Value Needed: 0/60. Reward: +1 Learning, Increased Closeness with Aldan.

[]Religion with Isillien: What you have learned about the Light fascinates you, wanting to learn more you have continued your lessons with Isillien.
Cost: 0. Value Needed: 0/80. Reward: Increased Closeness with Isillien, Knowledge about the Light. Note: Will use Piety stat.

[]Translate the Notes: You are very curious about what the book contains, translating the notes written in it will be the first step in understanding it, but it will take some time to properly translate it.
Cost: 0. Value Needed: 133/200. Reward: Notes in Book translated. Note: Will use Learning stat.

[]Getting to know Lilian Voss: Now that you have a new bodyguard it is time to get to know her, just like you did Brigitte, her father said that she has been trained in many kinds of combat, including magic, maybe she could teach you some of it.
Cost: 0. Value Needed: 0/85. Reward: +1 Martial or +1 Intrigue (Random), Increased Closeness with Lilian.

[]Customs with Maxwell: It may be a good idea to study the High Elven customs together with Maxwell, not only would you brush up your own knowledge, but you could use this chance to learn more about Maxwell himself.
Cost: 0. Value Needed: 0/60. Reward: Chance of +1 Diplomacy, Increased Closeness with Maxwell.

[]Class Training: You have decided that the others are right, it is time to start some advanced training in combat, you only have to choose the direction to go in.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: Can train in a Class.

Survey is up.
 
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Regardless of what our plan is we must fortify our shores and I think this is the time to secure Darrowshire..........for Darrowshire.
 
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[]Plaguewoods – Burn the Fungus: The Plaguewoods is filled with mushrooms growing everywhere, from man-sized to some even growing to eclipse any trees in the area, all of which emits spores, this could be dangerous for any soldiers that stays in the area for an unknown period of time. It has been proposed that we try and set fire to the mushrooms, killing two birds with one stone, both getting rid of the mushroom and any undead that gets caught in the fire. This could be very dangerous as it is possible that the fire could grow out of control and spread away from the woods and towards the High Elves, this would be a serious blow towards our diplomatic relationship with them if it were to be discovered that it was us.
Cost: 2,000. Time: 1 Month. Chance for Success: ??% Reward: ???.
What if we cut out a section of trees around the Plaguewoods first?
 
um.

small nitpick, Stromgarde wouldn't be the one with the strongest military force, that'd be Azeroth/Stormwind or perhaps Kul Tiras if Admiral Proudmoore hasn't left for the west yet to go looking for his daughter.

Stromgarde's power rapidly declined after the Third War, losing much of their lands to ogres, forest trolls, pirates, potentially some Horde forces left behind, and the Syndicate. Their lands got reduced to mostly their home city - and even then they don't control all of that anymore.

Their army and population should be crap right now. I mean, I can see why Omar of Stromgarde got his name.

He could be the only person that Stromgarde could send, a volunteer or something, but that's it. Hence being able to be called Omar of Stromgarde instead of just Captain Omar, with all his other Stromgardians.

Then again, your quest, your world, so...yeah.
 
Martial:
[]Build a Tower at Corin´s Crossing
[]Fortify Coast Line


Diplomacy:
[]Contact Hearthglen


Stewardship:
[]Repair Roads
[]Expand Mine


Intrigue:
[]Plaguewoods – Cauldrons
[]Search for Enemies Again


Piety:
[]Fungus in Humans


Personal:
[]Translate the Notes
[]Getting to know Lilian Voss


What do you guys think?
 
Plan Low Fruit

Military (2 Slots)

[X]Secure Darrowshire: Now that both Scourge bases are barricaded we can start to secure the lands under our control and one such area is the town of Darrowshire, destroyed by the Scourge during their invasion the town is a burnt husk with no buildings standing, we will need to rebuild it for the town to be of any use.
Cost: 2,000. Time: 1 Month. Chance for Success: 90% Reward: Darrowshire Secured, More options with Darrowshire.

[X]Fortify Coast Line: We have nothing protecting us from an attack from the sea, if the enemy wanted to land a force on our coast there would be nothing we could to stop it, building defenses may not stop the enemies landing but it would make it harder for them to gain any worthwhile ground.
Cost: 6,000. Value Needed: 0/90 Reward: Coast Line Fortified.

I am choosing these two options because we need to A) Get rid of that defensive gap that is our coast and B) Darrowshire is an easy low hanging fruit that can be turned into a number of usable locations and another source of income. However I stress that next turn we should see about upgrading our equipment.

Diplomacy (1 Slot)

[X]Contact Hearthglen: Now that we know that Hearthglen is still standing against the Scourge we should contact them, while we don´t know who is leading them hopefully they will be loyal to Lordaeron and to the Royal Family or at least willing to enter an alliance with us. The journey there will be dangerous with all the Scourge patrols in the area, but the possible rewards outweigh the risk.
Cost: 2,000. Time: 1 Month. Chance for Success: 75% Reward: Contact with Hearthglen.

I am rolling the dice on this one, because I think it would be best to get in contact with a friendly local source ASAP in hopes of organizing some sort of joint effort or knowledge sharing.

Stewardship (2 Slots)


[X]Repair Roads: The road between Corin´s Crossing and Tyr´s Hand is in bad shape, the same with the road from the Thondroril River to Eastwall Tower, fixing them would make it easier to move between the various points.
Cost: 1,000. Value Needed: 0/60. Reward: Easier road travel, bonus to future trade income.

[X]Expand Dock: We will need a bigger dock so that our future ships will have a place to unload and load troops and supplies, as well as properly receive guests.
Cost: 4,000. Value Needed: 0/100. Reward: Bigger dock, Can build Galleys.

My reasoning here is two fold, with the road repairs we not only increase how quickly our forces can response to a scourge attack but also our incomes from the outlying towns. As for the docks I believe that it will assist when it comes to the aid supplies being shipped in and even allow us to make ships to allow us to increase their frequency.

Intrigue (2 Slots)


[X]Plaguewoods – Cauldrons: There are several plague cauldrons spewing out the plague in the Plaguewoods, destroying them would mean that it would be easier for us to attack the area as we wouldn´t have to worry as much about our soldiers being infected by the plague and who knows what else.
Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Plague Cauldrons destroyed.

[X]Stratholme – Lich: Leaving a Lich to do what it wants is a good way to end up with a nasty surprise in the future, but before we do anything about it we will need to gather information, otherwise we would only send our people to their death.
Cost: 2,000. Time: 1 Month. Chance for Success: 60% Reward: Information on the Lich.

The reasoning for this is simple, we wreck some of the scourges toys in preparation for future operations and find out what that Lich is up to in the city.

Piety (1 Slot)

[X]Capture - Plagued Animals: The researches requests that you capture different kinds of Plagued Animals, they wish to study why the Plague has a different effects on animals and humans.
Cost: 1,000. Time: 1 Month. Chance for Success: 75% Reward: Can study Plagued Animals.

Again this is another instance of low hanging fruit, it should give us more insight into the Plague.

Personal Actions (2 Slots)

[X]Sparring with Alexandros: While you have the silver glow under control now, it could never hurt to spar with an experienced opponent.
Cost: 0. Value Needed: 0/60. Reward: +1 Martial, Increased Closeness with Alexandros.

[X]Translate the Notes: You are very curious about what the book contains, translating the notes written in it will be the first step in understanding it, but it will take some time to properly translate it.
Cost: 0. Value Needed: 133/200. Reward: Notes in Book translated. Note: Will use Learning stat.

First I want us to spar with Alexandros AKA the Ashbringer Mograine and we should probably get that book translated.


In total this plan is a net loss of 5618 gold but should net us a lot of the low hanging fruit with some good rolls and help set us up for the future.
 
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