Warcraft: Fallen Kingdoms (Old)

Not to rain on everybody's parade but... Isn't the sole reason we have Human mages because we helped the Elves forcibly boot out the Trolls?

I think they might hold a grudge for that...
Well more like the humans were factional, and suffering at the hands of the trolls, therefore Chieftan Thoradin of the Arathi set about uniting them into the human empire of Arathor. The high elves were on the verge of defeat after years of constant siege went to the humans for aid, and agreed to teach 100 humans how to use magic in return for the human armies joining the war.

It is important to note that the primary reason for the humans aiding the High Elves was less good relations with them(they'd often treated humans the same was as trolls at that point in time), but more that encounters with trolls always ended in border skirmishes, so war with them was pretty much inevitable.
 
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if i had to chose between trolls or elves id go with elves, im just enumerating options in this particular instance here and now. the fact remains that a conflict with the trolls now would be costly, and steps should be taken to avoid it.
 
As someone summed up earlier: free prisioners, stop disease.
We neither have the food nor the diplomatic intent to become buddies with the trolls. Our mid/long term goal should rather be to convince the High Elves to move in with us. This adds to our forces, especially mages, and gets the Elves out from in between the Trolls and Stratholme, leaving the Trolls to deal with any undead to the North/North-West.
Before we deal with Stratholme(IF we are not forced to) we should clean out the two undead bases near us and start expanding into the WPL (Hearthglen).
 
Turn 10
October 27 AFW (After First War)

Turn 10

Dancing with yet another nobleman you pay him enough attention to be flattering, but not enough so that it seems that you are "interested" in him, making small talk you discreetly look around the room for someone that you recognize, and don´t mind talking to, to get away from your more smitten admirers.

You are currently at a noble party celebrating the fact that the Scarlet Enclave is about be done rebuilding, well officially that is what the party is about, in reality it is nobles trying to get their sons/brothers/nephews to seduce you into marrying them, some even sent their daughters just in case you went that way, though they were usually more subtle than the men.

Finally finding someone that you wouldn´t mind talking you wait for the dance to be over and excuse yourself, walking over to Lady Marsei Cordell, current head of the house Cordell after her husband, Cedric Cordell, died to the plague, she is regent until her son has grown of age, currently being 10 years old. Lady Cordell is one of the noblewomen, and one of the nobles regardless of gender, that you could stand being around for a longer period of time, she has mostly sensible subjects to discuss, with the exception of when she talks about the Scourge and the plague, as she is of the opinion that anyone infected by the plague should be killed and their bodies burned.

Moving towards the noblewoman you grab a glass of wine before arriving and starting to make small talk, you talk for a few minutes before the discussion turns to other nobles.

"...and Lord Ellester, along with his followers, is still as vehement as ever that the other nations and races in the Grand Alliance has betrayed us and we would be better off without them, preposterous of course, but I can see from where he comes, oh and watch out for Lady Ganett, she is gathering support from the lower houses to try and pressure you into marrying her brother."

Thanking her for the information you spot another admirer coming closer, bidding farewell to Lady Cordell you turn to the man and smile, accepting his offer for a dance.

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: 0/250. Reward: Can expand army.

[]Build Basic Defenses at Corin´s Crossing: Now that we have taken Corin´s Crossing we are not about to lose it again and while we are not under threat of an immediate attack it is better to be safe than sorry and build defenses to give us an advantage in battle.
Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Basic defenses at Corin´s Crossing. Need to complete Fill The Holes first.

[]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: 0/100. Reward: Tower at Corin´s Crossing, Tower Upkeep -1,000.

[]Build Barricades at Fungal Vale: With Fungal Vale still under Scourge control we should build a barricade to contain the Scourge inside their base, it may not stop them if they do an all in attack but it will give us time to prepare our army, luckily the road to the Vale is surrounded by mountains preventing the Scourge from overwhelming us. Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Fungal Vale barricaded, easier to defend, other options becomes safer.

[]Build Fortifications at Thondroril River Bridge: Now that we control the bridge into the Western Plaguelands we should fortify it, this will not only make it easier to defend from any attack, it will also serve as an beachhead for future operations into the Western Plaguelands.
Cost: 3,000. Time: 2 Month. Chance for Success: 60% Reward: Thondroril River fortified, beachhead into Western Plaguelands.

[]Send Scouts into Western Plaguelands: With control over the bridge into the Western Plaguelands we can finally send in Scouts to see how the situation is there.
Cost: 500. Time: 1 Month. Chance for Success: 75% Reward: Information on Western Plaguelands.

[]Spears for Scarlet Defenders: Spears would be more suited for our frontline than swords, this would let us keep the enemy at a distance, keeping our soldiers safe and whittling down the enemies, they will of course keep a short sword in case they need to engage in close combat.
Cost: 4,000. Time: 2 Month. Chance for Success: 100% Reward: Scarlet Defenders uses Spears.

[]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: +5 Combat bonus, +1 Upkeep cost for Defender, Crusaders, Knights and Paladins. Note: Bonus won´t last forever, enemies can also upgrade their equipment.

[]City Guards: Right now our soldiers are guarding our city, preventing them from joining the battle against the Scourge and other enemies, widening the number gap between us and our enemies, therefore Richard have been proposing that we create the City Guard, a separate entity from our army, the Guards is to take over our soldiers duty in the city and protect it from attack, giving the army time to arrive and help drive the enemy back, as well as free up our soldiers for battles.
Cost: 4,000. Value Needed: 0/140. Reward: City Guard created, Soldiers no longer need to stay behind and defend City.

[]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.

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) Locked

[]Integrate Light's Hope Chapel: Now that we have contacted the Chapel and worked out a deal we can start to integrate them, it will take some time to make sure that our soldiers work well together and to ensure that there are no hidden cultists.
Cost: 7,000. Value Needed: 37/150. Reward: Light´s Hope Chapel integrated. Will continue this month.

[]Send a Message - Dalaran: We need allies in the battle against the Scourge and Dalaran has some of the best mages in the world, outside the elves, even getting a couple of mages from them will give us a great advantage and their enchanters would be a massive boon for us.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: A message is sent to Dalaran.

[]Send a Message - Stromgarde: The Kingdom of Stromgarde is considered to have the strongest human military force, during the second war their army was able to hold off the entire Horde on their own for a while, if we could get an expeditionary force from them it would give us a massive advantage in our fight against the Scourge.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: A message is sent to Stromgarde.

[]Send a Message - Aerie Peak: The Wildhammer clan has always been supporters of the Alliance and master Gryphon riders, if we could get a couple of Gryphon´s from them we could start our own air force, letting us counter the enemies Gargoyles.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: A message is sent to Aerie Peak.

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 is awe-inspiring. (Pick 1)

[]Expand The Scarlet Enclave: While the small farming community, now called The Scarlet Enclave, has helped with the food situation, you still need more, both now and in the future. With the success last month you have decided that the next expansion will turn the community into a small town, though this will empty your ore supply.
Cost: 25,000. Time: 8 Month. Chance for Success: 80% Reward: The Scarlet Enclave becomes a small town, +1,500 Farming Income. Will be completed in this month.

[]Rebuild Corin´s Crossing: Now that Corin´s Crossing is under our control we can start rebuilding it, it will take time and money but getting the town up and running will relieve the pressure of our ever expanding Refugee Camp.
Cost: 8,000. Time: 3 Month. Chance for Success: 80% Reward: Corin´s Crossing rebuilt, alleviate housing problems. Need to complete Fill The Holes first.

[]Fill The Holes: We will need to fill the holes that appeared in Corin´s Crossing, until we do so we will not be able to repair it or build defenses.
Cost: 3,000. Time: 2 Month. Chance for Success: 85% Reward: Holes in Corin´s Crossing filled.

[]Royal Investment: An idea has come to you, while for most part every plan you and the council has decided on has worked, with a few exceptions, it is only time until one of them fail spectacularly and damage what you are fighting for, and to prevent this from happening you have fallen back on an old idea, throw money at it until it works.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: Can do Royal Investment (RI), Pay double the cost for an action and get +20 to that roll.

[]Stone Quarry: Building a Stone Quarry would let us store stones for future use, making future building projects that uses a lot of stone take a shorter time to complete.
Cost: 2,000. Value Needed: 0/120. Reward: Shorter completion time on projects that uses a lot of stone, +1,000 Mining Income.

[]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. Time: 1 Month. Chance for Success: 90% 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, +1,500 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. Time: 1 Month. Chance for Success: 90% Reward: Knowledge of ore in controlled land.

[]Expand Integration Office: Now that we have an Integration Office we can expand it to speed the process up, while it isn´t a pressing need the option exists.
Cost: 2,000. Value Needed: 0/80. Reward: Integration Office expanded, +500 Refugees becomes Low Class Citizens each month.

[]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.

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 1)

[]Infiltrate - Noxious Glade: We need information on the Scourge Base north of Light´s Hope Chapel, now called The Noxious Glade, knowing the troop numbers and equipment that they have there will be vital in case of an attack.
Cost: 1,000. Time: 1 Month. Chance for Success: 80% Reward: Information on Noxious Glade.

[]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.

[]Infiltrate - Stratholme: You need information on Stratholme and the area around the city, we still don´t know what the Scourge has there, sending in our spies are a better alternative than our soldiers as they have more training in infiltration.
Cost: 1,000. Time: 1 Month. Chance for Success: 80% Reward: Information on Stratholme and the area in front.

[]Zul'Mashar - Rescue: We can´t let the prisoners stay with the Trolls, especially with how the food situation is with them and the cannibalistic tendencies that the Trolls in these lands have exhibited in the past, of course it will also give us a reputation boost with the High Elf Refugees.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Prisoners Rescued.

[]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.
Cost: 3,000. Time: 1 Month. Chance for Success: 70% Reward: Trolls military equipment sabotaged, 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, this is another way of weakening them.
Cost: 3,000. Time: 1 Month. Chance for Success: 70% Reward: Troll defenses sabotaged, No or lower 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: We can always destroy what little food they have left, this will slowly weaken them over time as more and more Trolls succumb to starvation and disease, of course doing this may not be the best choice when they still have prisoners.
Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Food destroyed for Trolls, Trolls may become desperate, Trolls may suffer penalties.

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

[]Field Ballistae: Manned by a small crew of two people, the Field Ballista is meant to take out less-fortified targets and does not have the power to take down walls or well-fortified structures. With steel-tipped bolts able to impale multiple enemies before stopping, it would be a good weapon against the Scourge. Aldan has some future designs for different types of Ballistae if the Field Ballistae proves successful.
Cost: 3,000. Value Needed: 0/160. Reward: Can produce Field Ballistae.

[]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.

[]Workshop - TNT: Given enough time and money Aldan can setup a Workshop and teach people how to make TNT, the Construction Explosive.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: TNT is made, +500 for all future Mining Income (not current), Shorter time to demolish buildings, Helps with building projects that require big objects to be cleared.

[]Workshop - Dynamite: Invar has requested that you approve of Aldan setting up a Dynamite Workshop, he says that the explosives will help with future Sabotage operations.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Can use Dynamite in Sabotage Missions.

[]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 experiment sailors and dock workers will be able to design something useful.
Cost: 4,000. Value Needed: 0/150. Reward: Light Ship Designs.

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 - Undead Corpses: Isillien believes that by studying the undead corpses that we have, we can figure out their weak points, at least for their most basic troops, those being ghouls, zombies and skeletons.
Cost: 1,000. Value Needed: 0/60. Reward: Knowledge of weaknesses for Ghouls, Zombies and Skeletons.

[]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.
Cost: 6,000. Value Needed: 0/200 Reward: Can house 250 Priests.

[]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 Soil: We will need to know exactly how the fungus effects the soil to be able to remove it, does the fungus only suck the nutrients out of the soil, leaving the flora and such to die of malnutrition, or does it have a more sinister way of killing nature, such as spreading its spore and when other flora and animals absorb it in different ways, slowly killing them from the inside, eating their way out before whatever it is they have infected dies and the process repeats somewhere else.
Cost: 3,000. Value Needed: 0/150. Reward: Further Research with Fungus in Soil, Knowledge of how Fungus spreads in Nature.

[]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.

Personal Actions: With the help of Brigitte you are finally able to have some real free time. (Pick 1)

[]Train With Brigitte: The battle last month 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 Combat, Less penalty in long Combat. 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: Until you are able to control the Silver Glow it has been decided that the only person you should spar with is Alexandros, it is believed that you would be unable to cut through the Ashbringer.
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: 12/60. 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: 44/200. Reward: Notes in Book translated. Note: Will use Learning stat.


Survey.
 
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[]Build Barricades at Fungal Vale: With Fungal Vale still under Scourge control we should build a barricade to contain the Scourge inside their base, it may not stop them if they do an all in attack but it will give us time to prepare our army, luckily the road to the Vale is surrounded by mountains preventing the Scourge from overwhelming us. Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Fungal Vale barricaded, easier to defend, other options becomes safer.

[]Spears for Scarlet Defenders: Spears would be more suited for our frontline than swords, this would let us keep the enemy at a distance, keeping our soldiers safe and whittling down the enemies, they will of course keep a short sword in case they need to engage in close combat.
Cost: 4,000. Time: 2 Month. Chance for Success: 100% Reward: Scarlet Defenders uses Spears.
Barricade the Vale for better defense there, and give the Defenders spears to help them better do their jobs better.

[]Royal Investment: An idea has come to you, while for most part every plan you and the council has decided on has worked, with a few exceptions, it is only time until one of them fail spectacularly and damage what you are fighting for, and to prevent this from happening you have fallen back on an old idea, throw money at it until it works.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: Can do Royal Investment (RI), Pay double the cost for an action and get +20 to that roll.
Unlocking RI will make the harder actions much easier.


[]Zul'Mashar - Rescue: We can´t let the prisoners stay with the Trolls, especially with how the food situation is with them and the cannibalistic tendencies that the Trolls in these lands have exhibited in the past, of course it will also give us a reputation boost with the High Elf Refugees.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Prisoners Rescued.
Let's rescue those High Elves before the Trolls get too low on food.


[]Workshop - TNT: Given enough time and money Aldan can setup a Workshop and teach people how to make TNT, the Construction Explosive.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: TNT is made, +500 for all future Mining Income (not current), Shorter time to demolish buildings, Helps with building projects that require big objects to be cleared.
TNT will be a huge help in demolition.


[]Fungus in Soil: We will need to know exactly how the fungus effects the soil to be able to remove it, does the fungus only suck the nutrients out of the soil, leaving the flora and such to die of malnutrition, or does it have a more sinister way of killing nature, such as spreading its spore and when other flora and animals absorb it in different ways, slowly killing them from the inside, eating their way out before whatever it is they have infected dies and the process repeats somewhere else.
Cost: 3,000. Value Needed: 0/150. Reward: Further Research with Fungus in Soil, Knowledge of how Fungus spreads in Nature.
Let's keep up with the soil research.

[]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: 12/60. Reward: +1 Intrigue, Increased Closeness with Invar.
Hopefully we can finish this this turn.
 
[]Build Barricades at Fungal Vale: With Fungal Vale still under Scourge control we should build a barricade to contain the Scourge inside their base, it may not stop them if they do an all in attack but it will give us time to prepare our army, luckily the road to the Vale is surrounded by mountains preventing the Scourge from overwhelming us. Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Fungal Vale barricaded, easier to defend, other options becomes safer.

[]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: +5 Combat bonus, +1 Upkeep cost for Defender, Crusaders, Knights and Paladins. Note: Bonus won´t last forever, enemies can also upgrade their equipment.

Finish fortifications here, isolating the scourge, making fortifying the Thondroril river much safer and get started on an equipment upgrade.

City Guards and Militia aren't pressing right now.

[]Expand Integration Office: Now that we have an Integration Office we can expand it to speed the process up, while it isn´t a pressing need the option exists.
Cost: 2,000. Value Needed: 0/80. Reward: Integration Office expanded, +500 Refugees becomes Low Class Citizens each month.

For obvious reasons.

[]Zul'Mashar - Rescue: We can´t let the prisoners stay with the Trolls, especially with how the food situation is with them and the cannibalistic tendencies that the Trolls in these lands have exhibited in the past, of course it will also give us a reputation boost with the High Elf Refugees.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Prisoners Rescued.

Save potential soldiers/citizens first, cure Trolls later.

[]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.

Since we're going the route of weaponry>sabotage apparently. It's also a very good weapon to arm larger militias with.

[]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.

Plague detection. Capture Plague animals to research a cure after this since Study - Humans probably raises fanaticism.

[]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: 12/60. Reward: +1 Intrigue, Increased Closeness with Invar.

-12 to personal intrigue related actions. Scheming Nobles(albeit for fairly beneign reasons at the moment), Scourge Assassins. Think this one is fairly self-explanatory.

Also, translating the notes has a -12 to its rolls.
 
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I think it's better we equip our soldiers with spears first, we can always combo it with guns once we got it.
 
I disagree, Corin's Crossing is indefensible either way. Our only defensive lines outside Tyr's Hand lie elswhere.

Edit:
Question will we be getting back that one military action, soldiers for builders, next turn? Cause I don't see it locked in
 
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Military: . (Pick 2)

[X]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: 0/100. Reward: Tower at Corin´s Crossing, Tower Upkeep -1,000.

[X]Build Barricades at Fungal Vale: With Fungal Vale still under Scourge control we should build a barricade to contain the Scourge inside their base, it may not stop them if they do an all in attack but it will give us time to prepare our army, luckily the road to the Vale is surrounded by mountains preventing the Scourge from overwhelming us. Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Fungal Vale barricaded, easier to defend, other options becomes safer.


Diplomacy: (Pick 1) Locked

[X]Integrate Light's Hope Chapel: Now that we have contacted the Chapel and worked out a deal we can start to integrate them, it will take some time to make sure that our soldiers work well together and to ensure that there are no hidden cultists.
Cost: 7,000. Value Needed: 37/150. Reward: Light´s Hope Chapel integrated. Will continue this month.


Stewardship: (Pick 1)

[X]Expand The Scarlet Enclave: While the small farming community, now called The Scarlet Enclave, has helped with the food situation, you still need more, both now and in the future. With the success last month you have decided that the next expansion will turn the community into a small town, though this will empty your ore supply.
Cost: 25,000. Time: 8 Month. Chance for Success: 80% Reward: The Scarlet Enclave becomes a small town, +1,500 Farming Income. Will be completed in this month.

[X]Fill The Holes: We will need to fill the holes that appeared in Corin´s Crossing, until we do so we will not be able to repair it or build defenses.
Cost: 3,000. Time: 2 Month. Chance for Success: 85% Reward: Holes in Corin´s Crossing filled.


Intrigue: (Pick 1)

[X]Zul'Mashar - Rescue:
We can´t let the prisoners stay with the Trolls, especially with how the food situation is with them and the cannibalistic tendencies that the Trolls in these lands have exhibited in the past, of course it will also give us a reputation boost with the High Elf Refugees.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Prisoners Rescued.


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

[X]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.


Piety: (Pick 1)

[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.


Personal Actions: (Pick 1)

[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: 44/200. Reward: Notes in Book translated. Note: Will use Learning stat.
 
I disagree, Corin's Crossing is indefensible either way. Our only defensive lines outside Tyr's Hand lie elswhere.


Edit:
Question will we be getting back that one military action, soldiers for builders, next turn? Cause I don't see it locked in

Technically Corin's Crossing could make a good fallback position if we're attacked from the west. It's main value(as far as I see it) currently is to house civilians and to serve as a defended resting place for any troops and/or material we're moving through our territory.

At least until we can remove the fungus from the soil, once we do that we'll be able to start producing food...

I think it's better we equip our soldiers with spears first, we can always combo it with guns once we got it.

General upgrade vs increased specialization really(nothing preventing the Scourge from upgrading to bronze before we do). I personally prefer the latter.

[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: 44/200. Reward: Notes in Book translated. Note: Will use Learning stat.

Learning stat is currently a minus 12 modifier to the roll(1d100-12 basically).

Might be worth noting.
 
Technically Corin's Crossing could make a good fallback position if we're attacked from the west. It's main value(as far as I see it) currently is to house civilians and to serve as a defended resting place for any troops and/or material we're moving through our territory.

Could is the important word here. That will be 3 turns without failure after which the newly integrated lights hope chapel will still be defenseless. So I would rather spent that time improving our troops (bronze and spears) as well as securing the second scourge base. I think we will come to blows with the Noxious glade sooner rather than later.

That doesn't mean i think we shouldn't fortify and settle corins's crossing at a later point.
 
Martial :
[X]Build Barricades at Fungal Vale: With Fungal Vale still under Scourge control we should build a barricade to contain the Scourge inside their base, it may not stop them if they do an all in attack but it will give us time to prepare our army, luckily the road to the Vale is surrounded by mountains preventing the Scourge from overwhelming us. Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Fungal Vale barricaded, easier to defend, other options becomes safer.

[X]Spears for Scarlet Defenders: Spears would be more suited for our frontline than swords, this would let us keep the enemy at a distance, keeping our soldiers safe and whittling down the enemies, they will of course keep a short sword in case they need to engage in close combat.
Cost: 4,000. Time: 2 Month. Chance for Success: 100% Reward: Scarlet Defenders uses Spears.


We finally have some time to make the spears. Let's also build the last barricades.

Stewardship :
[X]Expand Integration Office: Now that we have an Integration Office we can expand it to speed the process up, while it isn´t a pressing need the option exists.
Cost: 2,000. Value Needed: 0/80. Reward: Integration Office expanded, +500 Refugees becomes Low Class Citizens each month.

We will have the second option unlocked next turn, we can lock this one for long-term benefit.

Intrigue :
[X]Zul'Mashar - Rescue: We can´t let the prisoners stay with the Trolls, especially with how the food situation is with them and the cannibalistic tendencies that the Trolls in these lands have exhibited in the past, of course it will also give us a reputation boost with the High Elf Refugees.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Prisoners Rescued.

A bit obvious.

Learning :
[X]Workshop - TNT: Given enough time and money Aldan can setup a Workshop and teach people how to make TNT, the Construction Explosive.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: TNT is made, +500 for all future Mining Income (not current), Shorter time to demolish buildings, Helps with building projects that require big objects to be cleared.

It is the most useful option.

Piety :
[X]Study - Undead Corpses: Isillien believes that by studying the undead corpses that we have, we can figure out their weak points, at least for their most basic troops, those being ghouls, zombies and skeletons.
Cost: 1,000. Value Needed: 0/60. Reward: Knowledge of weaknesses for Ghouls, Zombies and Skeletons.


I'm sure our soldiers would appreciate this option.

Personal actions :
[X]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: 12/60. Reward: +1 Intrigue, Increased Closeness with Invar.

I would prefer translating the notes, but we have a malus there. We might as well complete this option.

Very well written turn Genezz. Introducing characters from the local nobility was a good idea. Let's hope we haven't been infiltrated or that we found ourselves trying to resolve a family feud.

Hi torroar. I love your quests.
 
Could is the important word here. That will be 3 turns without failure after which the newly integrated lights hope chapel will still be defenseless. So I would rather spent that time improving our troops (bronze and spears) as well as securing the second scourge base. I think we will come to blows with the Noxious glade sooner rather than later.

That doesn't mean i think we shouldn't fortify and settle corins's crossing at a later point.

1 turn for basic defences? worth it. 2 more to fill in the holes? not worth it right now(Still might be worth it at a later date).

Corin's Crossing was a setback. but only because of the Critfail on turn 6.

Also, Light's hope has some defences. The ground is consecrated, it has a garrison, Noxious Glade to the North is barricaded(Fungal Vale is North of Crown Guard Tower) and the Eastwall Gorge is fortified.
 
[]Build Barricades at Fungal Vale: With Fungal Vale still under Scourge control we should build a barricade to contain the Scourge inside their base, it may not stop them if they do an all in attack but it will give us time to prepare our army, luckily the road to the Vale is surrounded by mountains preventing the Scourge from overwhelming us. Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Fungal Vale barricaded, easier to defend, other options becomes safer.

[]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: +5 Combat bonus, +1 Upkeep cost for Defender, Crusaders, Knights and Paladins. Note: Bonus won´t last forever, enemies can also upgrade their equipment.

[]Royal Investment: An idea has come to you, while for most part every plan you and the council has decided on has worked, with a few exceptions, it is only time until one of them fail spectacularly and damage what you are fighting for, and to prevent this from happening you have fallen back on an old idea, throw money at it until it works.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: Can do Royal Investment (RI), Pay double the cost for an action and get +20 to that roll.

[]Zul'Mashar - Rescue: We can´t let the prisoners stay with the Trolls, especially with how the food situation is with them and the cannibalistic tendencies that the Trolls in these lands have exhibited in the past, of course it will also give us a reputation boost with the High Elf Refugees. Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Prisoners Rescued.

[]Workshop - TNT: Given enough time and money Aldan can setup a Workshop and teach people how to make TNT, the Construction Explosive.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: TNT is made, +500 for all future Mining Income (not current), Shorter time to demolish buildings, Helps with building projects that require big objects to be cleared.

[]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.

[]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: 12/60. Reward: +1 Intrigue, Increased Closeness with Invar.
 
Martial Actions (picks 2)
[X]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: 0/100. Reward: Tower at Corin´s Crossing, Tower Upkeep -1,000.
[X]Build Barricades at Fungal Vale: With Fungal Vale still under Scourge control we should build a barricade to contain the Scourge inside their base, it may not stop them if they do an all in attack but it will give us time to prepare our army, luckily the road to the Vale is surrounded by mountains preventing the Scourge from overwhelming us. Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Fungal Vale barricaded, easier to defend, other options becomes safer.

Diplomacy: (Pick 1) Locked
[X]Integrate Light's Hope Chapel: Now that we have contacted the Chapel and worked out a deal we can start to integrate them, it will take some time to make sure that our soldiers work well together and to ensure that there are no hidden cultists.
Cost: 7,000. Value Needed: 37/150. Reward: Light´s Hope Chapel integrated. Will continue this month.

Stewardship: (Pick 1)
[X]Expand The Scarlet Enclave: While the small farming community, now called The Scarlet Enclave, has helped with the food situation, you still need more, both now and in the future. With the success last month you have decided that the next expansion will turn the community into a small town, though this will empty your ore supply.
Cost: 25,000. Time: 8 Month. Chance for Success: 80% Reward: The Scarlet Enclave becomes a small town, +1,500 Farming Income. Will be completed in this month.

[X]Fill The Holes: We will need to fill the holes that appeared in Corin´s Crossing, until we do so we will not be able to repair it or build defenses.
Cost: 3,000. Time: 2 Month. Chance for Success: 85% Reward: Holes in Corin´s Crossing filled.

Intrigue: (Pick 1)
[X]Zul'Mashar - Rescue: We can´t let the prisoners stay with the Trolls, especially with how the food situation is with them and the cannibalistic tendencies that the Trolls in these lands have exhibited in the past, of course it will also give us a reputation boost with the High Elf Refugees.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Prisoners Rescued.

Learning: (Pick 1)
[X]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 experiment sailors and dock workers will be able to design something useful.
Cost: 4,000. Value Needed: 0/150. Reward: Light Ship Designs.

Piety: (Pick 1)
[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.

Personal Actions: (Pick 1)
[X]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: 12/60. Reward: +1 Intrigue, Increased Closeness with Invar.
 
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Martial Actions:
[X]Build Barricades at Fungal Vale.
-anything that limits scourge movement is a good thing.

[X]Spears for Scarlet Defenders.
-not much to say here, other than the fact that the spear is pretty much the greatest tool of melee warfare in history (we should totally develop pikes next, phalaxes > (un)human waves)

Stewardship:
[X]Royal Investment.
-it goes without saying that adding more bonuses to a roll can quite literally be the difference between life or death in these quests.

Intrigue:
[X]Zul'Mashar - Rescue.
-the plagued food is a problem, but this is the most pressing concern for now. plus i eventually want to roll the high elves into our power block.

Learning:
[X]Human Guns.
-hopefully this can lead to ranged paladins, cause thatd be op.

Piety:
[X]Capture - Plagued Animals.
-if we want to do the real nitty gritty research into the plague, test animals would be the easiest and safest way to do it.

Personal Actions:
[X]Learn from Invar.
-intrigue makes the world go round (when dealing with nathrezim that is).
 
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Stewardship:
[X]Royal Investment.
-it goes without saying that getting a chance to reroll something can quite literally be the difference between life or death in these quests.
We all ready have that, RI is adding a nice bonus to rolls to reduce the need for our reroll.
 
Survey: Closed

Martial
Build Barricades at Fungal Vale
Spears for Scarlet Defenders

Stewardship
Royal Investment

Intrigue
Zul'Mashar - Rescue

Learning
Workshop - TNT

Piety
Fungus in Soil

Personal Action
Learn from Invar

I am gonna guess that you will want Alexandros on Build Barricades at Fungal Vale.
 
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