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Like the other Dynasty/Civ quests going on in SB and SV, this one will follow along the lines of...
Kingdoms

Arcman

Heh
Like the other Dynasty/Civ quests going on in SB and SV, this one will follow along the lines of Crusader Kings 2. You will control the ruling linage of the race you've chosen in the world of Azeroth as you try to live, survive, and grow as a nation and dynasty. When or if your character dies control will be passed over to your heir or the closest thing to it.​

As for whom you'll play as…

[X] Azjol-Nerub: Deep within the harsh continent of Northrend lies the spider kingdom of Azjol-Nerub; inhabited by the intelligent arachnoids calling themselves Nerubians. Split apart from their other brethren by Sundering the Nerubians are now free to do what they wish.

Benefits
  1. Caste System: This rigid system where one's place is predetermined purely by genetics has served the Nerubians well for their disciplined society, unlike if it implemented to any other race. Everyone knows and has the role they are best suited for, doing quite well in them with little, if any complaints.
  2. Explosive Population: Births aren't something the Nerubian queens do in small numbers. Depending on the type of Nerubian they are birthing, it could range from twenty to hundreds with the Queens ready to breed more at short notice.
  3. Secluded: Being an underground empire, the Nerubians are relatively secluded from most of the troubles that inhabit Azeroth and in Northrend.
Detriments
  1. Old God Influence: Despite being free from their creators control the Old God's influence still runs deep into the Nerubians. (Increased chance of Old God subversion if encountered)
  2. Xenophobia: Nerubians are hostile and ruthless to anyone not themselves. (Large minus on foreign diplomacy actions)
  3. High Culture: Nerubians focus more on the cerebral and less on the physical. Their society favors scholars and artists and the like, leaving them with fewer smiths, craftsmen, miners, and warriors.
  4. All They Want Is Kill: Just about everything in Northrend wants to kill the Nerubians if encountered.
  5. Atheists: After many years of intense religious arguments the Nerubians have come to agree that the worship of beings beyond the world is insane and foolhardy. (No piety or divine benefits)
-

First time making this type of quest. Hope I do well. :)

If I get anything wrong with anything please feel free to correct me.
 
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Index
TL;DR of the quest so far

Spider people sit around being decadent, suddenly get leader (us) who wants to actually do progressive stuff, bad scourgey things up north, bad decisions made about Saronite, bad rolls, insanity, Old Gods, oh no, fight back, lose a lot, win some, eventually win, beat Scourge before they built up steam, beat up Dreadlords and Burning Legion, make friends with surfacers, make friends with Eastern Kingdom people, get super stressed heart attack kind of, Loken the Old God serving Watcher revealed as evil, other Watchers not evil, make friends (kind of) with them, fighting Loken.


Index

Turn 1, Result
The Nerubian Solution
, 2, 3
Turn 2, Result, Rumor Mill
Turn 3, Results
Hunt Of The Magnataurs
, 1, 2, 3
Turn 3 Rumor Mill
Turn 4, Results, Rumor Mill
Turn 5, Results
The Fall of Gundrak, 1, 2, 3
A Web of Intrigue
Turn 5 Rumor Mill
Turn 6, Results, Rumor Mill
Turn 7, Results, Rumor Mill
Turn 8, Results, Rumor Mill
Turn 9,


Character Sheet and Index

This is you.



Name: Abjur-Drakfar
Gender: Male
Kingdom Name: Nerubian Empire

Stats

Martial: 8+1=9 - You know the basics of fighting, how an army works and such, but you are no strategic or tactical genius (No army benefits)
Diplomacy: 23+3+1+3=30 - You can charm the loin cloth off an Ice Troll. (Major bonus persuasion and diplomacy rolls)
Stewardship: 13+3=16 - You have tried your hand at running and leading parts of your Empire during your years of growth and learning. The results varied, but you have been proven to be above average in competence at least. (Minor positive effects on the economy)
Intrigue: 10+3=13 - While you favor talking over others to your side, you do see the need of plots and such against others. Assassination, poisons, blackmail, the works. You know are somewhat skilled at it. (Minor bonus to intrigue actions)
Learning: 11=11 - You are smart, but so is everyone else in your Empire. Much to your annoyance, most are simply better than you. (Minor bonus Technology and Learning Rolls)
Piety: 0 - You are an atheist and don't believe in the worship of gods and the like. (No divine benefits, vulnerable to corruption)

Traits

Persuasive: You always find the right words, be it small talk with the worker castes or in the many cultural debates for the Queens, Vizars, and the like. +3 Diplomacy, bonus to persuasion checks
Traveler:
Unlike the others of your kind that live in seclusion, you have spent many days stalking through the hard landscape of Northrend and hunted and met the different races you encountered there. (+1 Martial, +1 Diplomacy, slight bonus to all scout and foreign diplomacy related rolls)
Genetics:
You have a large chance to pass on traits to all your children. (+40% Fertility, twice the chance for your Queen(s) to breed Spider Lords)
Aristocrat
: You have spent many years in the higher circles of society, successfully navigating and negotiating your way to the top as Spider King. You continued to do so afterwards, cementing your status with a deed beyond many of the previous Kings. Nearly eliminating the belief of Xenophobia throughout the Empire. A task many thought impossible. +3 Diplomacy, +3 Stewardship, +3 Intrigue


Titles

Spider King: You are the 582nd Spider King of the Nerubian Empire. May your reign be long and prosperous.

Prestige: 450

----

Spouses

Name: Azhar-Menthas
Gender: Female
Age: 29
Status: Friendly

1st Queen: A good friend of yours. Azhar-Menthas is Queen of one of the smaller communities in Azjol-Nerub. Hers is primarily focused on trade going within Azjol-Nerub. She is rather well-known to calmly settle disputes and arguments that inevitably happen between Nerubians, despite her somewhat erratic views.

Stats
Martial:
9
Diplomacy: 18+2+2=22
Stewardship:
3
Intrigue: 7-2=5
Learning:
6
Piety: 12+3=15

Traits:

Peacemaker: Spent a lot of time in settling disputes peacefully. +2 Diplomacy
Trusting:
She trusts others and they trust her back. +2 diplomacy, -2 intrigue.
Spiritual:
Unlike the other Nerubians, she is rather spiritual and open to the idea of region. +3 Piety

-

Name: Anu-Surket
Gender: Female
Age: 22
Status: Disappointed

2nd Queen: The only Queen to not head or be a part of a community in Azjol-Nerub, Anu-Surket is known for being a loner. Reclusive even for Nerubians, but only to Nerubians strangely enough. Often times she's known to go out to the surface-world for extended periods of time. Hunting and killing any prey that catches her interest through magic and the flaming ultra-greatsword she personally crafted.

Stats
Martial:
18+3+2+4+2+3+2=34
Diplomacy:
4-3=1
Stewardship: 1
Learning:
19+1+2+4=26
Intrigue:
12-1=11
Piety:
0

Hunter: Like yourself, Anu-Surket is known for traveling to the surface world. Only she does it more often than you and for sport. She relishes in hunting those who draw her interest. +3 Martial, -3 Diplomacy
Master Craftsmen:
A literal prodigy in the art. Anu-Surket is one of the best and talented blacksmiths and enchanters in Azjol-Nerub. +2 martial, +2 learning
Magic Warrior:
Shunned by her peers and horrible at everything else, but fighting and crafting, Anu-Surket dedicated herself to these talents alone. Becoming an incredibly mage and fighter. +4 Martial, +4 Learning, 30% Fertility
Quite Scarred:
Has numerous scars decorating her body. +2 Martial -1 Intrigue



Equipment
Furysword: An epic flaming ultra-greatsword. Anu-Surket's personal and favored weapon she crafted herself. +2 Martial. Inflicts moderate Fire Damage.
Zerat, The Soulburning Greatsword:
The Frost King Malakk's unique key-like greatsword, stolen by Nerubian Assassins. Now in the hands of Anu-Surket, she wields it happily, discovering that it is unerringly accurate when striking at targets, as if the blade guides and corrects itself when swung. +3 Martial. +5 to personal combat rolls.
-


Name: Nezar-Azret
Gender: Female
Status: Happy

3rd Queen: Nezar-Azret is the Queen well-known for being a broker of intelligence and one of the better scholars in the Empire. She likely is the source of all gossip and information in Azjol-Nerub, using herself and her loyal cadre of highly-skilled spymasters to accomplish it. Yet. despite all the information at her disposal nothing has come out of it.

She likes to hoard it all apparently.

Stats
Martial: 1-2=-1
Diplomancy:
11+3-1=13
Stewardship:
3+3+2+2=10
Learning:
17+4=21
Intrigue:
19+3-2=20
Piety:
0

Traits
Spymaster:
As a young daughter she often followed her mother and Viziers around to learned from them the secrets of being a good leader, negotiator, and plotter. +3 Stewardship, +3 Diplomacy, +3 Intrigue
Greedy:
She loves her information, because its all hers! +2 stewardship, -1 diplomacy
Scholar:
She loves learning whatever she can! (+4 Learning, +2 Stewardship, -2 Intrigue, -2 Martial)

Heirs

Name: Abjur-Asim
Gender: Male
Age: 3
Mother: Azhar-Menthas

Stats
Martial
: 12-3=9
Diplomacy:
23+2+3=28
Stewardship:
11
Intrigue: 4
Learning: 12
Piety: 11+3=14

Traits
Persuasive:
He has a way with words, much like you. +3 Diplomacy
Trusting:
He tends to see the best in everybody. +2 Diplomacy, -2 Intrigue
Spiritual:
Like his mother, Asim is strangely spiritual and open to the idea of religion. +3 Piety

-

Name: Abjur-Adofo
Gender: Male
Age: 2
Mother: Nezar-Azert

Stats
Martial:
7+1=8
Diplomacy:
13-1+3=16
Stewardship:
15+2
Learning: 19+2+1=22
Intrigue:
18
Piety: 0

Traits
Greedy:
Like his mother, Adofo is kind of greedy, but what he wants he doesn't know just yet. +2 stewardship, -1 diplomacy.
Driven:
He is also determined to learn more, above and beyond what is expected of him to surpass his genetic parents. +2 learning.
Mage:
The line Adofo comes from is long and has a history of mages appearing in it. It seems this trait was passed down to him from your ancestors. +1 Martial, +1 Learning

-

Name: Abjur-Atum
Gender: Male
Age: 3
Mother: Azhar-Menthas

Martial: 12+2=14
Diplomacy:
17+2-1=18
Stewardship:
11+2=13
Intrigue:
10+2=12
Learning:
12+2-1=13
Piety:
11+2+3=16

Ambitious: Upon hearing that he you picked him as one of your heirs Atum has focused his efforts on proving himself to you and above the other heirs.+2 all stats
Genetics:
Like you, he has a large chance to pass on traits to all your children. +40% Fertility, twice the chance for his Queen(s) to breed Spiderlords.
Wanderer:
Atum's attention seems to wander at times, and you've notice he doesn't like staying in one place for prolong periods of time either. -1 Learning, -1 Diplomacy
Spiritual:
Like his mother, Atum is strangely spiritual and open to the idea of religion. +3 Piety


Name: Abjur-Hondo
Gender: Male
Age: 2
Mother: Anu-Surket

Martial: 16+2+2=20
Diplomacy:
17+3+2=22
Stewardship:
10+2=12
Learning:
18+1+2=24
Intrigue:
8+2=10
Piety
: 0

Mage: The line Hondo comes from is long and has a history of mages appearing in it. It seems this trait was passed down to him from your ancestors and further strengthened by his mother who is quite a powerful mage. +2 Martial +2 Learning
Persuasive:
Hondo is quite eloquent for someone of his age, and frequently persuades others to do his bidding. Namely his new caretakers and tutors.+3 Diplomacy, bonus to persuasion checks
Genius:
Like his mother Hondo seems to be a budding genius as both a mage and warrior, but it also seems to have spread to everything else he tries his forearm at too. And he seems to growing a bit arrogant because of it. +2 to all stats. 20% fertility
Genetics:
Hondo has a large chance to pass on all traits to his future children. (+40% Fertility, twice the chance for your Queen(s) to breed Spider Lords)
 
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State of the Realm
State of the Realm

Nerubian Population: 3,278,915
Snobold Servant Population: 30,000
Drakkari Slave Population: 12,000

Forces Available

Empire's Soldier Morale: High
Empire's Army Numbers: 300,195
Empire's Reserves: 100,200

Reserves: Will defend the Empire with their lives if asked too, but are not dedicated soldiers and won't receive the same benefits and bonuses the army does.

-70,000 Nerubian Workers (The most populous of all the castes that provide the larger needs of the community and are proficient with all simple and martial weaponry. High mobility, low defense, high morale, medium attack)
-30,000 Nerubian Webspinners (Nerubians most proficient in the art of creating and shaping webs, for crafting or ensnaring targets at range. High mobility, low defense, high morale, low attack, medium range)
-200 Nerubian Menial Golems (Small six foot cobalt golems designed to work on hard labor for places Nerubians can't reach or go. (Low mobility, medium defense, infinite morale, medium attack)

Army List:

Infantry
-150,000 Nerubian Warriors (Former Nerubians workers larger and tougher than their brethren, thanks to a specialized diet and training. Proficient and uses all forms martial weaponry. High mobility, medium defense, high morale, high attack)
-12,000 Great Carrion Beetle Swarms (Tamed swarms of giant flesh-eating beetles. Burrows, eats and lays eggs inside corpses. Medium mobility, low defense, high morale, low attack)
-100 Nerubian War Golems (20 feet of solid animated cobalt these golems are tireless, strong beings that'll stop at nothing till and fight till the very end. Low mobility, high defense, unbreakable morale, incredible attack)

Range
-40,000 Nerubian Webspinners (Nerubians most proficient in the art of creating and shaping webs, for crafting or ensnaring targets at range. High mobility, medium defense, high morale, low attack, medium range)
-12,000 Armored Giant Spiders (Lesser spiders kept as pets by Nerubians, these are just bigger and more aggressive. Shoots web and spits venom. Medium mobility, low defense, high morale, low attack, low range)
-40,000 Nerubian Archers (Nerubians skilled with Cobalt Bows in the art of archery (High mobility, medium defense, high morale, high attack, high range)
-10,000 Greater Jormungars (Large worms with muscular, flattened bodies and rows of crystalline spines along its flanks. Used to carve out massive tunnels underground and spits acid. Medium mobility, medium defense, high, morale, low range, quickly burrows)

Fliers
-20,000 Nerubian Flyer Swarms (Nerubian spiderlings that have developed membranes or laid webbing between their legs, similar to a bat's wing, allowing them to fly. High Mobility, low defense, high morale, low attack, flight)​
-10,000 Greater Locust Swarms (Tamed swarms of flesh-eating hordes of locusts. High mobility, low defense, high morale, low attack, flight)
-75 Red, Blue, and Green Proto-Drakes (Bestial lesser dragons than their greater cousins with none of the intelligence and magic that they have. Still formidable creatures however that haven't matured into full adulthood. High Mobility, medium defense, high morale, high attack, flight)

Casters
-1,500 Nerubian Arcane Seers (Half-spider, half-humanoid Nerubians proficient in the art of Arcane magic, serves as officers to and for the other castes. Magic attacks, high mobility, medium defense, high morale, high attack)​
-1,500 Nerubian Shadow Seers (Half-spider, half-humanoid Nerubians proficient in the art of Shadow magic, serves as officers to and for the other castes. Magic attacks, high mobility, medium defense, high morale, high attack)
-1,500 Nerubian Frost Seers (Half-spider, half-humanoid Nerubians proficient in the art of Frost magic, serves as officers to and for the other castes. Magic attacks, high mobility, medium defense, high morale, high attack)
-1,500 Nerubian Fire Seers (Half-spider, half-humanoid Nerubians proficient in the art of Fire magic, serves as officers to and for the other castes. Magic attacks, high mobility, medium defense, high morale, high attack)

Elite Units
-20 Nerubian Siege Golems (Elite 30 foot versions of a Nerubian War Golem, scaled to match)​
-2,000 Nerubian Spider Lords (Elite heavy-shock warriors, mages, and leaders of the Nerubian Empire's Army. Magic attacks, medium mobility, high defense, high morale, excellent attack, burrows)
-3,000 Nerubian Viziers (Elite versions of Nerubian Seers, highly proficient in all forms of magic)
-3,000 Tamed Massive Jormungars (Elite, giant versions of the Tames Jormungars)
-2,000 Nerubian Assassins (Elite rogues of the Nerubian Empire, specialized and trained in all arts of subterfuge. Extreme mobility, medium defense, high morale, extreme attack, burrows)

Hero Units
Name: Anub-Rekhan, Commander of the Nerubian Army.
Gender: Male
Age: 32
Status: Pleased

Stats
Martial: 20+1+3+5+1+1+2+2=35
Diplomacy:
10+2=12
Stewardship:
15+2=17
Learning:
15
Intrigue: 15+1+1-1=16

Traits

Suave: One of the most valued and greatest Spider Lords in the Empire. He know how to manipulate others, slay your enemies, and know how to look good doing it. (+1 intrigue, +1 Martial, Fertility +10%)
Brave: His loyalty knows no bounds and he fears nothing in the defense of the Empire! (+3 Martial, bonus to will saves)
Warrior: He was breed to have a large, powerful physique and trained since birth to be the greatest warrior of the Crypt Lords. (+5 Martial, 30% Fertility)
Attractive: He is considered to be rather delectable preferable by the Queens when it comes to breeding. (+2 Diplomacy)
Randy: He likes to mate. A lot. (+20% fertility)
Strategist +2 Martial, +2 Stewardship, +1 Intrigue
Quite Scarred: +2 Martial -1 Intrigue

Equipment

Gormok's Band: A giant enchanted ring from the Magnataur Warchief Gormok fitted around Anub-Rekhan's chitin beard that slightly increases strength and speed. +1 Martial
Girdle of the Impaler:
The giant leather belt worn by Gormok, enchanted to further increase strength and speed, now fitted around Anub-Rekhan's abdomen. +1 Martial
-


Name: Maexxna
Gender: Female
Age: 131
Status: Neutral

Stats

Martial: 24+1+5+2=32
Diplomacy:
2+1-2=1
Leadership:
5+1=6
Learning:
1+1=2
Intrigue:
5+1-1=5
Piety:
10+1=11

Traits

Venerable: Maexxna old. Has seen much. Eaten much. +1 To All Stats
Broodmother:
Maexxna big. She strong. Powerful. Web, poison, brood, armor. None surpass her. +5 Martial
Frenzy:
You not like Maexxna when angry. She bigger. Stronger. Faster. She devours all. +15 to Martial rolls when active.
Ravenous:
Maexxna hungry. She always hungry. Brood too, but mainly her. -2 Diplomacy. Lowered Food Supply.
Quite Scarred: +2 Martial -1 Intrigue


-

Name: Imuruk
Gender: Male
Age: 15

Stats
Martial: 17+2+2+2+2+2+3=30
Diplomacy:
10-2+2+2=14
Stewardship:
12+2=14
Intrigue:
18-2+2=18
Learning:
17+2+2=21

Traits
Heavily Scarred: He has numerous scars caused by arcane mishaps from early on in his life, now heightened further by his newly acquired ones from fel fire. +3 Martial -2 Intrigue
Duelist:
A master at the art of dueling. One of the best in the Nerubian Empire and is known to challenge others at the drop of a web. +2 martial, -2 diplomacy.
Genius:
He is very bright for a Nerubian, talented in all fields. +2 in all stats
Arcane Mage:
A former Arcane Seer and a pretty good one at that. +2 Martial +2 Learning
Har'Koa's Blessing: +2 Martial, +2 Diplomacy, 40% Fertility


Equipment
Frostfangs: A pair of twin frost-imbued titanium axes once wielded by Frost King Malakk. +2 Martial. Deals heavy frost damage on foes. Wounds inflicted freeze over time.
-


Name: Acidmaw
Gender: Male
Age: 4
Status: Tamed

Stats

Martial: 16+3+3+2=24
Diplomacy:
12
Stewardship: 1
Learning: 19
Piety: 1
Intrigue: 16+2-1=17

Traits

Poisonous: From the reports of your scientists Acidmaw is likely one of the most poisonous creatures in Northrend. Capable of inflicting others with debilitating paralytic toxin, poison clouds and sprays. +3 Martial
Dire Strain:
Like his brother Dreadscale, Acidmaw is simply bigger, stronger, and certainly more cunning than all other Jormungars in Northrend. +3 Martial +2 Intrigue
Dreadscale:
Being a pair of twins hatched from the same egg Acidmaw has an affinity when working with Dreadscale, though their respective abilities seem to cancel each other at times. +5 to personal combat rolls when working with Dreadscale. Enrages if Dreadscale is killed.
Quite Scarred: +2 Martial -1 Intrigue




Name: Dreadscale
Gender: Male
Age: 4
Status: Tamed

Stats

Martial: 16+3+3+2=24
Diplomacy:
12
Stewardship: 1
Learning: 19
Piety: 1
Intrigue: 16+2-1=17

Burning: From the reports of your scientists are scratching their heads over Dreadscale is a jormungar capable of spitting and burning others with molten fire from his mouth. +3 Martial
Dire Strain:
Like his brother Acidmaw, Dreadscale is simply bigger, stronger, and certainly more cunning than all other Jormungars in Northrend. +3 Martial +2 Intrigue
Acidmaw:
Being a pair of twins hatched from the same egg Dreadscale has an affinity when working with Acidmaw, though their respective abilities seem to cancel each other at times. +5 to personal combat rolls when working with Acidmaw. Enrages if Acidmaw is killed.
Quite Scarred: +2 Martial -1 Intrigue

---------
(Currency takes the form of Gold for simplicity sake)

Treasury Reserve: 1,226,500 Gold (Nerubians have stored up a lot of treasure over thousands upon thousands of years)

Tribute Income: 425,000 Gold

Noble Caste Tax: None (What is tax?)
Warrior and Seer Caste Tax: None
Worker Caste Tax: None

Army Upkeep: -75,000 Gold per turn
Azjol-Nerub Upkeep: -80,000 Gold per turn (Nerubians really like to keep their city in top, growing shape, constantly. Neat freaks, all of them)

Mining Income: +310,000 Gold per turn (10% reduction in building costs)
Settlement Income: +32,000 Gold per turn
Animal Farm Income: None (Food is free)
Trading Income: None (No need for it)

Net Income: 187,000 Gold per turn

Economic Status of the Nerubian Empire: Prospering.

Political Status:

The Nerubian Empire: Honored
Zul'Drak: Hated.
Vrykul: Hated.
Magnataur: Hated.
Burning Legion: Forever Hated
Scourge: Forever Hated
Frostborn: Frightened.
Taunka: Warm
Furbog: Warm
Tuskarr: Friendly
Explorer's Guild: Friendly
Wolvar: Fightened
Gorloc: Frightened
The Drakkari Loa: Indebted
Frost Dryads: Friendly
Snobolds: Frightened Servants
Green Dragonflight: Friendly

Food Situation:
Current - Stable
Types of Food Situations:
Massive Surplus
Huge Surplus
Large Surplus
Surplus
Small Surplus
Stable
Slight Deficit
Deficit
Large Deficit (People Begin Starving)
Huge Deficit (Half of Population is Starving
Massive Deficit (All of Population is Starving)
 
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Hmm, if we go Blackrock, are we doomed to LolCorruption, or would we actually have a chance to tell them to fuck off?

What I'm trying to say is, Fuck the Burning Legion, let's make Steampunk Orcs to beat the everloving shit out of Demons.
 
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Hmm, if we go Blackrock, are we doomed to LolCorruption, or would we actually have a chance to tell them to fuck off?

You guys have a chance to tell them to fuck off. Picking the Blackrock Clan gives you a number of decades to prepare before the Burning Legion discovers the Draenei once again and tries to recruit the orcs.
 
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You guys have a chance to tell them to fuck off. Picking the Blackrock Clan gives you a number of decades to prepare before the Burning Legion discovers the Draenei once again and discovers the orcs.

Splendid

[X] Blackrock Clan
[X] Male

To be blunt, my intent here is to be a counterweight to the Horde, as well as reducing the level of genocide the Draenei have to worry about, because they got a shitty deal, and the idea of spoking the Burning Legion's master plan gives me a big smile. We still probably won't stop the Horde's formation, and we likely won't meaningfully impact their advance (Because Gul'dan is still around, and Fuck that green bastard), but we Will be in a position to give them one hell of a headache back in Draenor, and reduce the losses the Draenei suffer.

Beacuse if the Blackrock Clan has one advantage (Besides manipulating the Furies of Flame), it's Industrialization, Gorgrond is a ridiculously mineral rich region, and the Blackrock Clan is one of the best when it comes to metalworking.
 
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[X] Azjol-Nerub: Deep within the harsh continent of Northrend lies the spider kingdom of Azjol-Nerub; inhabited by the intelligent arachnoids calling themselves Nerubians. Split apart from their other brethren by Sundering the Nerubians are now free to do what they wish.

I just want to flip off the Lich King.
 
[X] Azjol-Nerub: Deep within the harsh continent of Northrend lies the spider kingdom of Azjol-Nerub; inhabited by the intelligent arachnoids calling themselves Nerubians. Split apart from their other brethren by Sundering the Nerubians are now free to do what they wish.

I just want to flip off the Lich King.

We can preemptively do that with my choice!
 
Why are people even voting for elves? They are stagnant and resistant to change. Not to mention too much magic corrupts in warcraft.
I am surprised at everyone picking Elves despite their, rather glaring detriments.
Me too. I mean what ever happened to the "We hate Elves" bandwagon SB/SV is known for?
 
Yeah, I'm kind of surprised.

Seriously, the Elves are Fucked, they have huge penalties to most of the big game-changers that people run towards in Dynasty games. They have a neighbouring, fairly powerful enemy, penalties to social and technological development, and poor diplomacy abilities. The only thing they're good at is Magic, and if they critfail, it would probably come in the form of "Demons pouring out of the Sunwell". Or "Sudden Necromantic Plague"

They Can be formidable, but they have a very large number of weaknesses compared to every other choice.

Like I said, my gameplan with the Orcs would be along the lines of industrialize, get good relations with the Draenei, and when the Horde forms, to Break their fucking skulls in like the monsters they are.

We've got a good chance of mitigating a Lot of the damage that happens in Warcraft, without necessarily reslting in causing BAD END because people aren't strong or experienced enough to take down the various catastrophes. Draenor is probably doomed between the Sargeras-possessed Mediv/Kil'jaeden tutored Gul'dan combination. The Dark Portal is probably going to be built, and a lot of bad shit is going to happen. But we'll be in a position to save a lot of people who would otherwise have died, and if we play our cards right, we'll also be in a good position to jump ship, or maybe even save Draenor.
 
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