Warcraft: Fallen Kingdoms (Old)

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.
Thing is that that option has been around since the first turn. IC we only learned about their fate last turn, the description just hasn't been changed.

Wonder if we could have gotten stuff if we picked it earlier, before the kingdom went to shit and still had stuff to spare.
 
mmm, haven't reread the quest in a bit, must have forgot.

Who knows. Near as I can tell, Stromgarde felt to shit almost literally right after the Third War concluded, as if Trollbane somehow managed to crit fail everything ever to reduce Stromgarde from what it was to controlling only a third of his capital city.
 
Plan Consolidate

Current Treasury: 102,571 -19,000
Current net income: +12,188

Military:
[x] Secure Darrowshire -2,000
[x] Fortify Coast Line -6,000

We've made good progress, now's the time to dig in, use what we've got and fortify against the raiders we know are out there.

Diplomacy:
[x] Contact - Hearthglen -2,000

Mite risky but we could use another ally that's been holding, perhaps coordinate between us in the resistance.

Stewardship:
[x] Expand Mine -2,000
[x] Upgrade New Avalon Fortifications -5,000

The mine's pretty simple and cheap and the avalon fortifications are needed since we've received early warning of nagas messing about.

Intrigue:
[x] Infiltrate- Fungal Gale -1,000
[x] Zul'Mashar - Disease -2,000

More knowledge and just knowing more about the disease and how it spreads is helpful if they send any to us or for making a future decision about the Trolls.

Piety:
[x] Capture- Plagued Animals -1,000

Human testing of undeadness without first getting as much safety as we can is not a good idea, best we get animals to test.

Personal:

[x] Horseback Combat Riding
[x] Translate the Notes

Best not to be useless on horseback should the need arise and we want to translate those notes
 
mmm, haven't reread the quest in a bit, must have forgot.

Who knows. Near as I can tell, Stromgarde felt to shit almost literally right after the Third War concluded, as if Trollbane somehow managed to crit fail everything ever to reduce Stromgarde from what it was to controlling only a third of his capital city.
I have removed the option now that you know the state of Stromgarde, I just didn´t think about it. Unless you want that option, then I will put up a rewritten version of it.
 
mmm, haven't reread the quest in a bit, must have forgot.

Who knows. Near as I can tell, Stromgarde felt to shit almost literally right after the Third War concluded, as if Trollbane somehow managed to crit fail everything ever to reduce Stromgarde from what it was to controlling only a third of his capital city.
That's just Blizzard wanting to get rid of them for WoW imo.

I mean. "You fought back the Scourge and even send some expeditions to aid what's left of the survivors. Lol, now you're getting your shit kicked in by the Sindicate and a group of Ogres, both of whom have been hanging around since the end of the Second War and against whom you've apparantly done nothing about it all those years."
 
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[X]Secure Darrowshire:
[X]Fortify Coast Line:

Secure the place, and remove a vulnerable point in our defenses. Although we really should upgrade our defenses soon, and weapons as well.

[X]Contact Hearthglen:

Let's get in contact with them, and see if we can unite our forces.

[X]Repair Roads:
[X]Expand Dock:

Better movement for our soldiers, and expanding the docks seems appropriate as we are getting trade with other nations.

[X]Noxious Glade – Avalanche:
[X]Plaguewoods – Cauldrons:

Builds upon a previous action like we need to start eliminating Scourge strongholds before they decide to push back, and wrecks the Scourge's new toys.

[X]Expand the Church:

+1 Piety Action! Like seriously we're very limited by the amount of piety actions we have.

[X]Class Training:
[X]Translate the Notes:

Our advisors said we should start training so it would be best to listen to them. Continues a previous action.
 
[]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.
A change I made, in case you didn´t notice.
 
[X] Plan Security

Military

[X]Secure Darrowshire - Cost: 2,000

Empty land, take it to have more areas to work from, free area for expansion, deny it from being reclaimed by enemy for free.

[X]Fortify Coast Line - Cost: 6,000

Literally told to do this.

Diplomacy

[X]Contact Hearthglen - Cost: 2,000

Best of the mediocre options. Archers aren't really all that great for us right now.

Stewardship

[X]Expand Mine - Cost: 2,000

My initial inclination was either roads or survey for Ore, but since I've slated us to secure Darrowshire, it's smarter for action economy to do something else first and then do those later once Darrowshire comes under control next turn.

[X]Expand Dock - Cost: 4,000

Obvious choice also given we're now starting trade.

Intrigue

[X]Zul'Mashar - Disease - Cost: 2,000

Annoying healthy trolls is still better than more scourge bodies working in concert with the rest.

[X]Search for Enemies Again - Cost: 2,000

Been a year apparently. Reasonable to do this again, it would be pretty bad right after opening up relations again for a bunch of cultists to screw us.

Piety

[X]Expand the Church - Cost: 6,000

+Piety Action, no brainer. Nothing else is so immediately compelling to push this back outside of maybe The Eternal Flame.

Personal Actions

[X]Horseback Combat Riding

Leader on a horse is a pretty big deal. More mobility, more visibility, etc

[X]Translate the Notes

Getting close.

Treasury: 102571 67113
Income: 12188 19411+3494=22905
Cost: 26000
Project Next Turn Treasury: 64018
 
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[X] Plan Security

I feel like this plan hits most of the major points we should be focusing on right now. One thing I think we should get going on next turn would be to improve the militias equipment. With their stats as they are, they'll be mauled if we have to use them right now.
 
Survey, I´m just giving you time to discuss.
Oh, derp.

Well, I can provide more words for anyone wondering about my plan, but I had small blurbs for each individual option.

More or less I also agree with others that this is not a big adventure turn, just a lot of small housekeeping stuff we need to get out of the way.
 
As usual I will voice my opinion that voting on thread as that at least allows for the plans to be more coherent.
 
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)
Could we attack Noxious glade actually?

Martial:
[X]Fortify Coast Line:
[X]Secure Darrowshire:

Remove a weakness, secure another home for our people.

Hopefully it can be made to produce food once we're able to cleanse the lands.

Was tempted to attack the cauldrons but decided to wait a turn.

Diplomacy:
[X]Contact Hearthglen:

Need to send relief to them somehow.

Stewardship:
[X]Expand Mine:
[X]Expand the Scarlet Enclave Once More:

Prepare for food and metal. Last great food increase until we can cleanse the lands.

Granary is fairly empty, even if we're running a surplus. That road will have to wait sadly.

Hopefully the metal will enable us to skip a tier of refits.

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

We're bad against assassins. And though the things in Stratholme are worrying, denying them fresh bodies from the Plaguewoods is to our benefit and should reduce the number of bodies shambling towards the Hearthglen.

The Masks should be finished this turn anyway.

Piety:
[X]Expand the Church:
Was planning for the gradual recruitment of priests but it's a +1 piety action now.

Need more priests at some point, healers if we are to conduct combat operations more frequently in the future.

Personal:

[X]Getting to know Lilian Voss:
[X]Learn from Invar:

Double up on the hope for intrigue for one turn so we won't get a massive penalty against assassins when we start class training.

What if we cut out a section of trees around the Plaguewoods first?
At the very least I'm planning to wait until the High Elves' stone wall is finished.
 
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[]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.
Oof. Tough fight. Especially with the 12.000 Scourge(-losses) by last estimate.

I'll stick to a few rounds of sabotage and military upgrades first. Gahrron's Withering and Plaguewoods are more important targets for denying the Scourge reinforcements anyway. Just means we'll have to remember to upgrade the New Avalon and Light's Hope fortifications sometime.
 
So....I've been listening to The Lament of Captain Placeholder and I am considering writing an omake staring him. But i'm sort of terrible with names so anyone have any good names for the rest of the crew and the place that the good captain is holding against the scourge naval forces?
 
So....I've been listening to The Lament of Captain Placeholder and I am considering writing an omake staring him. But i'm sort of terrible with names so anyone have any good names for the rest of the crew and the place that the good captain is holding against the scourge naval forces?
Some punny names you say?

How about:
P. "eyepatch" Notes(Pie, Patch notes)
F. "flamer" Reedback(Flamer, Feedback)
B. "wataaaa!" Lee(Beta, Bruce Lee)
T. "Entee" Chester(TNT, Tester)
 
Some punny names you say?

How about:
P. "eyepatch" Notes(Pie, Patch notes)
F. "flamer" Reedback(Flamer, Feedback)
B. "wataaaa!" Lee(Beta, Bruce Lee)
T. "Entee" Chester(TNT, Tester)
Hmmm

"Eyepatch" Notes - Rescued him from some giant spiders but he lost his eye in the process. Is very good at clearing out bugs.
Reed "Flamer" Back - A Mage with a fire specialty, is usually the first to point out an issue and how to solve it.
B.T and Chester - A brother and sister duo with a shared knack for invention. Are always testing out some new and wacky device that looks like it came out of a drunk goblin's workshop.
 
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