Speakings of actions we should do or take if this first turn of research doesn't bit us and we get any actions that allow us to to increase our chances of success with the old god juice, or reduce the time needed we take it.
 
Also, does anyone have any ideas on how we can increase our food supply, since I think we are doing Appeasement this turn? Our current food supply is Slight Surplus, which is one step above Stable. Since Appeasement decreases our food supply, finding a new way to increase it also sounds like a good idea.
Trade is the major thing.
Maybe see if we can invent new animals who would be extra nourishing?

Also, I for one would love getting to be taught how to fish and such things.
 
And also chemical means are quite poor at destroying a lot of meat. Just unleash a sufficiently large swarm of flesh devouring bugs.
 
So, since Potions finishes this turn, does anyone else think we should do Second Wind next turn, since Saronite Ore and Golems both lock a slot? Giving all of our Martial heroes a reroll whenever they fail a roll sounds like something that we could use soon.
 
So, since Potions finishes this turn, does anyone else think we should do Second Wind next turn, since Saronite Ore and Golems both lock a slot? Giving all of our Martial heroes a reroll whenever they fail a roll sounds like something that we could use soon.

If they end up fighting Dreadlords and the Old God minions than a reroll will be very useful.
 
Reroll is definitely useful, though as long as we're applying RA to Research we probably should pick something that actually has a roll.

It's not like rerolls are the only thing that help, persistent +10s from good equipment do too, and they help ALL rolls, not just hero rolls.
 
Reroll is definitely useful, though as long as we're applying RA to Research we probably should pick something that actually has a roll.

It's not like rerolls are the only thing that help, persistent +10s from good equipment do too, and they help ALL rolls, not just hero rolls.

True. In that case we are going to want enchantments to imporve all our equipment for our heros and regular troops.
 
Well, then, starting Enchantment sounds like a good idea, if we want to make the boosts count for all our options. Alternatively, Black Powder or Elementals research could both be quite useful. The first because it can lead to wards, magic gates, and other neat stuff. The second gives us guns, bombs, and other gunpowder-based technology. The bombs in particular sound FUN. Last, elemental research might be useful, swords that always burn whatever they hit but not their handlers sound nice, as do spear that electrocute their targets, and let's not forget axes that both freeze AND shatter our opponents.
 
So, since Potions finishes this turn, does anyone else think we should do Second Wind next turn, since Saronite Ore and Golems both lock a slot? Giving all of our Martial heroes a reroll whenever they fail a roll sounds like something that we could use soon.
I would like Enchantment.
I have a feeling this will REALLY help our setup (improved defenses, improved equipment, improved EVERYTHING, really)
 
I would like Enchantment.
I have a feeling this will REALLY help our setup (improved defenses, improved equipment, improved EVERYTHING, really)

Enchantments were made to be used in general which what makes them awesome. From enchantments we may consider research into Runes from Titan relics and ruins. From what I understand Runes are a serious upgraded version of enchantments, and are nearly worshiped by the dwarves because they were used by the Titans.
 
Enchantment needs to be taken next I think. We really need to gain access to the more powerful enchantments like that anti-undead aura Dalaran has as well as the Titans' stuff.
 
Results
Turn 5: Results

Military

Survey: Your last Survey was a failure, the biggest one you had yet. But while that may stop other rules from trying again, it won't stop you. You have the Nerubians and funds to spend and you really want to know what is out there. For you and your subjects, who are equally curious now. Although it'll take some time to start everything again.
Time 3 Years. Chance of Success 80% per year. Rewards: Detailed information on every region in Northrend, but Stormpeaks. Information on interesting individuals and species.
Needed: 20/100. Rolled: 98/100


Once again you announce the formation of another survey expedition to the surface, now called the Scouting Legion to separate itself from its failed predecessor. To your surprise the announcement was considered to be a massive success, despite the numerous setbacks you thought it would suffer from. Preparations immediately start, utilizing previous plans and ideas to start up the last expedition to give them a head start. Improved upon by the surviving veterans, who all return to help out, wishing to make up their failures.

Recruitment goes well. Nerubians from all castes barring the Queens join up and are quickly put under training and studying schedules to prepare them for the surface-world deemed fit for them. A new commander is appointed under Anub-Rekhan's recommendation. A Spider Lord by the name of Anub-Niwre serves as the overall commander of the Scouting Legion, with eight colonels under his command. Each commands a division of one-thousand Nerubians, a mixture of researchers and dedicated warriors from various castes to protect them.

The preparations are finished over a little into the first quarter of the year. Far faster than anyone was expecting, and the Scouting Legion sets off, this time prepared for the surprises that wait above. With the war dying down and the fall of Gundrak apparent to them the Scouting Legion marks all regions in Northrend barring Wintergrasp and Stormpeaks eligible for exploration. Their eight divisions are split apart, each sent to the regions of Dragonblight, Borean Tundra, Sholazar Basin, Crystalsong Forest, Icecrown, Zul'Drak, Grizzly Hills, and Howling Fjord.

Luckily, most of the research and findings from before weren't lost to the Empire. Copies of it had been made, sent to divisions in the regions where it came from. Allowing them to start off where their predecessors stopped, and results start to quickly come in.

Good and… disturbing ones.

The divisions in Crystalsong Forest, Grizzly Hills, Howling Fjord, and Zul'drak quickly establish themselves and easily hold off against the wandering bands of hostile natives as they start off. Unlike the other divisions they have nothing notable to report yet by the end of the year as they have nothing to from, especially in Crystalsong Forest. The only information they have on the regions are those taken by the outposts there and your infiltrators during their numerous sabotage missions. But they are progressing quickly and report that they'll finish by the end of the year if nothing goes wrong.

Anub-Niwre personally leads the division in Sholazar Basin with help from Colonel Levan, a former Nerubian Assassin. Together they preemptively put a stop to any future Wolvar and Gorloc raids on their new encampment by striking out at each tribe in the middle of the night, supported by their best warriors, and manage to capture numerous hostages and their leaders in a single blow. Cowed by this, the tribes were forced to swear oaths of nonaggression towards the Nerubians while they work in the basin and have left the division in peace since.

Nothing substantial was reported in Borean Tundra. The division there was busy preparing to defend attacks by the rampaging Magnataur tribes.

But in Icecrown… you had trouble believing what was found there in the glacier filled lands. It seemly changed into an entirely different region from last year. Though they can't feel it themselves the division says that the Ice Troll tribes and other natives living there suffer from a heavy, oppressive presence hangs in the air that affects them day and night. It invades their minds, driving most mad with religious fervor. Many tribes simply pack up and vanish into the wastes despite attempts to track them through the scouts in the division or the Assassins supporting them.

Many vanish with them and only a few survivors return. They report that they were ambushed by incredibly powerful humanoids with horns and giant batwings on their armored backs. Eventually the reports on them stop entirely from the division there. The last one saying that risen corpses of Ice Trolls were seen supporting this new enemy, the only proof to support it being a severed but living Ice Troll head.

It was quickly sent back to Azjol-Nerub under heavy guard along with a desperate request for help and reinforcements.

Current Rewards: Wolvar and Gorloc status changed to Intimidated. Undead Ice Troll Head available for research. Dreadlords revealed. Project completion sped up by 1 year. Locked in for 1 more turn.

Exterminate: The Magnataur army is only mostly gone. The only ones who remain are those that left before the raid occurred. Anub-Rekhan wants to find them in the Borean Tundra and wipe them all out. No Magnataur will ever raid the plains of Northrend again under his watch.
Time: 1 Year. Chance of Success: 90%. Rewards: Magnataurs from the Borean Tundra wiped out.
Needed: 10/100. Rolled: 110/100


As Anub-Rekhan prepares to assault Gundrak and break the Drakkari once and for all he sends a fourth of his army into the Borean Tundra, supported by Anu-Surket and Maexxna to finally scour the Magnataurs from the region once and for all. Ambush parties, each numbering in the hundreds littered the region, searching and slaughtering any Magnataur they found. The remaining Tuskarr and Tanuka villages were guarded by a number of these as they fended off attacks in plain sight.

Their charges were surprised by this and hesitant in accepting Nerubian help, but grateful none the less. The small parties from the Explorer's Guild sent to assist the villages defense were too, impressed by the effectiveness of cobalt and titanium weaponry and armor. The cobalt bow proved itself again and again, responsible for the majority of Magnataur kills. The cobalt arrows loosened by your Archers slew Magnataurs in single volleys, puncturing in and out their bodies, filling them holes. Too many, too grievous for the Magnataurs to ignore entirely, like they usually do against lesser arrows.

Soon the remaining Magnataurs tried to flee Borean Tundra, like they did with Dragonblight. Only they had nowhere to go this time. Mountain ranges blocked the borders into Sholazar Basin and Wintergrasp, the only regions next to Borean Tundra other than Dragonblight. A few tried nevertheless and were slain by the Nerubians patrolling the areas while the rest of the army exterminated the rest.

Every. Single. One.

Over five thousand in total from the reports on their numbers. When the Tuskarr, Taunka, and the Explorer's Guild learned of this they threw some strange cultural even called a 'Celebration' or 'Party' and did nothing but eat and drink and dance for a day and night. It was all very strange and universally agreed by all Nerubians who participated in the even to be a waste time better spent working.

Rewards: All Magnataurs in the Borean Tundra have been exterminated. Tuskarr, Taunka, and Explorer's Guild are now Neutral.

The Fall of Gundrak: Gundrak is finally vulnerable to assault, its streets run rife with chaos, their Loa Gods are keeping to themselves. Their Frost King Malakk is dedicating everything to restoring order. Anub-Rekhan wants to assault the aged capital of the Drakkari and break their hold over the region forever with the whole might of the Nerubian Army before they recover.
Time: 1 Year. Costs: Initiates Raid Turn. Change of Success: 80%. Rewards: Destruction of the Drakkari Army and their hold on Zul'Drak. Loot. War ends.

Raid Turn!

Diplomacy

Appeasement: Azhar-Menthas wonders if the efforts to keep Maexxna happy aren't enough. There is a near constant chain of food going up to her new lair every day, keeping her ravenous hunger sated, enough that she won't devour the approaching Nerubians. Good, but it's not changing the Broodmother's wary opinion of the Empire. Your Queen wants to give her more food and see if that works.
Time: 1 Year. Costs: Lower Food Supply. Chance of Success: 80%. Rewards: Maexxna approval increased.

Needed: 20/100. Rolled: 28/100

Worried about the recent bout of strange dreams afflicting all the non-Nerubians in Azjol-Nerub you agree to Azhar-Menthas' suggestion to appease Maexxna with a large influx of food to her daily diet. It'll put a dent in your food supply for a time, but you have enough of a surplus to pay for it.

Maexxna takes her gift well, but is strangely conflicted by it from the reports of the handlers brave enough to be assigned to watch and feed the ravenous Broodmother. It sates her somewhat and brings a bit of peace to her and her brood from the dreams, the great number of Magnataur corpses she devoured recently helped too. Before her handlers heard frightened hisses echoing out her cavern, as if she was talking to someone, but they say that no one but her and her brood live there.

Alarming.

Something more needs to be done.

Rewards: Lower Food Supply for the next turn. Maexxna is slightly sated and remains loyal for now.

The Explorer's Guild: Muradin Bronzebeard, the dwarven leader of the Explorer's Guild here in Northrend has agreed to your proposal of a meeting between you and him in his newly named base of Valiance Keep.
Time: 1 Year. Chance of Success: 85%. Rewards: Better relations with the Explorer's Guild.

Needed: 15/100. Rolled: 57/100

You deliver missive to Muradin in his base of Valiance Keep, informing him that you wish to meet with him this year as your forces clear the Magnataur out of Borean Tundra. A replay is quickly sent back, scheduling the meeting after the campaign is done. And it occurs when the celebrations are over.

You arrive inside Valiance Keep with your royal guard, servants, and advisors with Muradin and his guard there to greet you respectfully. No weapons were drawn, but it was evident that his warriors were nervous around yours. Unsurprising, but it set off things to a slow start. And the fact that nothing in Valiance Keep was built to accommodate the large size nearly all Nerubians share.

The meeting was held outside as Muradin gave a slow tour around the keep. It was a bit of an impressive sight, and you suspect that dwarven architecture could give Nerubians a run for their food. The ages they grow to will be sure to impress any Nerubian too; most of members in this expedition would be considered Venerable in the Empire.

The giant icebreaker ship that transported the Explorer's Guild to Northrend was grandest sight in the keep. These people must be brave to cross the Great Sea. For it is dark and full of terrors. Even you would be hesitant to cross it.

Talks began after you apologized for the mishap that caused the hostilities between you two. Muradin accepts it with a tight grunt, still bothered by the event apparently. A bit weird, it was only a few of his men being vivisected. Nothing of value, but he and other races here think differently. You simply don't comment on it and talk about the Nerubian Empire instead.

Though nothing of true importance was discussed between you and Muradin in the hours you spent there. Just general details about your people and his, most of it was you asking about the continent he came from. A land called the Eastern Kingdoms to the south-west of Northrend across the Great Sea. Apparently, a brutal war is being raged in lands between a barbaric race of cruel berserkers called the Orcs and the Alliance which Muradin is a part of. The Orcs make up a majority of a faction called the Horde. The allies that make up the rest of the faction are Goblins, Ogres, Trolls, and even Dragons.

A race not seen in Northrend for ages, the only ones Nerubians would consider as equals and more.

And recently the Alliance managed to beat them.

Frightening, really.

Though you wish to know more night was falling by the time Muradin finishes talking about the Eastern Kingdoms. Having nowhere to stay and wishing to return home you leave Valiance Keep, after agreeing with Muradin to host another meeting soon, in Azjol-Nerub.

The descriptions of it greatly piqued Muradin's curiosity, particularly when the subject of knowledge is brought up. The vast number and size of your libraries and the ancient history housed within truly impressed Muradin and those around him. They seem to warm up to you at the prospect of seeing it.

It's a start, at least.

Rewards: Explorer's Guild status now Warm.

Foreign Diplomats: While your subjects might be willing to have peaceful dealings with the other races now, it doesn't mean that they can actually do it. You are and Azhar-Menthas are the only ones that can right now and both of you can't be everywhere. A new caste is likely required to deal solely with this and one that is heavily trained to prevent any cultural incidents to occur.
Time: 3 Years. Costs: 5,000 Gold. Rewards: Ambassador Caste.

Right as the year began you and Azhar-Menthas start of the creation of the new caste in the Empire. A caste completely dedicated to foreign relations. Aptly named the Ambassador Caste, expert diplomats trained to further and protect the Empire's interest and relations with the other races. To go where you and Azhar-Menthas can't go, you both can't be everywhere after all.

Most of this year was spent finding and testing the Nerubians deemed fit and measure up to the high-standards you set for the new Caste. While you and your Queen worked on that rooms and the necessary materials required to train them all were being prepared for later use. But teaching them all will take some time though.

Locked in for 2 more turns.

Intrigue

But Just In Case: You don't know if there are Old God cultists in Azjol-Nerub. You hope there aren't any cultists in the capital. You don't think there are either, but it can't hurt to check. Just in case.
Time: 1 Year. Chance of Success 80%. Rewards: Possible Old God Cultist activity found and eliminated.

Needed: 20/100. Rolled: 9/100

Justifiable paranoid you and Nezar-Azert order a large portion of your combined intelligence network to investigate if there is any ongoing cultist activity in Azjol-Nerub.

It is extensive and done in secret.

Every lead was followed.

All of them result in dead ends.

Or so the loyal spymasters dedicated to this task inform you.

They say that nothing is going on in Azjol-Nerub.

Honestly.

But they think that they should expand their operations into the settlement at Wintergrasp.

They think that if the servants of the Old Gods would be anywhere, it'd be there.

You… refuse, politely, and promise to take it into consideration.

Nezar-Azert seems to be a bit disturbed after they left.

You wonder why…

Rewards: Everything is just fine.

Chu Gonna Die: The Ice Trolls are fracturing. Numerous tribes have fled to Icecrown in face of the Loa's wraith, leaving them scattered and vulnerable. You wish to exterminate the savages from the region while you can and maybe find a few Iron Dwarves and Vrykul if they are still around.
Time: 1 Year. Change of Success: 80%. Rewards: Lots of dead Drakkari.

Needed: 20/100. Rolled: 43/100

Imuruk and his small army of Nerubian Assassins and their supporters are sent out into Icecrown, ordered to exterminate all the Drakkari there. And they do at first before the year dragged on and problems arose. The same encountered by the Scouting Legion division surveying the region.

Though Imuruk and his forces managed to slay many of the Drakkari in the region, many more escape his grasp, even the corpses of the recently slain. Where, you don't know. Imuruk is unable to find out as he and his forces enter a desperate fight for their lives against the Ice Troll's apparent allies once their existence was made known by the Scouting Legion.

Five in all, Imuruk reports, demonic beings calling themselves the Nathrezim or Dreadlords in the common tongue after he managed to taunt out their names in one encounter. Individual names for each couldn't be discovered and no knowledge of their existence resides in the archives of the Empire either. But all are very powerful, with the red-skinned Dreadlord being the greatest of them all.

A being that has no equal in the Empire or in all of Northrend.

Any doubt you had at this bold statement vanishes after reading the casualty reports your Assassins suffer from in their single and only encounter with it. Imuruk wasn't there, thankfully. He was healing his recent injuries with a steady supply of Troll Blood potions, preparing to assist the main army as it marches to Gundrak.

Rewards: Half the Drakkari in Icecrown are dead. Minor information gained about the Dreadlords. -157 Nerubian Assassins. -43 Viziers.

Stewardship

Bigger Roads: Your roads are good, but seeing the trouble your military had in its travels last year Elder Nadox wishes to widen and fortify the tunnel roads leading out of Azjol-Nerub and to the growing settlements. It'll allow easier travel for large masses of Nerubians and goods to and from the capital.
Time: 2 Years. Costs: 45,000 Gold. Rewards: Faster travel in-betweens areas underneath Northrend. Tunnels are harder to breach.

Worry continues to eat at your stomachs as order the expansion and fortification of the main tunnel roads leading out of Azjol-Nerub and to the outlying towns and fortresses staffed by the local guard. It is another big project that will take another year for your workers to finish the architects in charge of the project say. And you calm down a bit after they say that no new tunnels have been either.

Locked in for 1 more turn.

Embassies: While you don't have any foreign ambassadors yet, Elder Nadox wants to start building a number of embassies in Azjol-Nerub to house them all if they ever arrive. It can't help to be prepared and it'll make a good first impression for you too.
Time: 1 Year. Costs: 9,000 Gold. Rewards: A Foreign District in Azjol-Nerub with Embassies to cater for future foreign ambassadors and races.

An entire district in Azjol-Nerub within the center of the sprawling metropolis is cleared out for the new foreign embassies to ready serve any ambassador or race visiting the Empire. The former inhabitants of this district are compensated for their sacrifice and are sent elsewhere in Azjol-Nerub with no complaints. They understand what needs to be done.

It is all for the greater good of the Empire.

After they leave work begins. Entire buildings and roads are torn down and reconstructed, built to accommodate both Nerubians and smaller races. Five at first, one for each of the five factions in Northrend capable of having peaceful interacting with a Nerubian; with more room and plans to add far more embassies if the need occurs. Though the look for each is generalized in standard Nerubian architecture, the only difference between them were the names of each faction carved in each plaque sitting atop its entrance.

The architects in charge of the project were unable to decide on a unique look for each, saying that they lack the cultural information needed to accomplish such a task. But that can do, for now.

Rewards: Foreign District established. Basic embassies established for the Explorer's Guild, Tanuka, Tuskarr, Frostborn, and Furbolg.

Research

Potions!: Not looking to be outdone by those Enchanters your Alchemists have gathered together and petitioned you for extra funding and test subjects. They wish to test out some new specialized and potent potions and elixirs along with lesser mass-scaled versions of their previous work using cauldrons.
Time: 2 Years. Costs: 4,500 Gold. Chance of Success: 65%. Rewards: Grand-Master Potions and Elixirs for Elite and Hero units. Master Potions and Elixir buffs for the rest of the Army through Cauldrons. Locked in for 1 more turn!

Needed: 35/100. Rolled: 87/100

With the recent influx of alchemic regents provided by the Scouting Legion shortly after they set out your Alchemists quickly finish their experiments. Nearly all the voluntary Nerubians from all castes they tested their new potions and elixirs on were successful as was the lesser mass-scaled versions of them taken from the Cauldrons. A few flaws and unwanted side-effects were discovered and eliminated during the testing phase before the Alchemists deem their products completely safe for use.

So long as they have the supplies for it.

Rewards: Grand-Master Potions and Elixirs available for Elite and Hero units. Master-class Potions and Elixir buffs available for the rest of the Army through Cauldrons. +5 to all Army combat rolls.

Golems: As with black powder the few survivors of the survey expedition's encounter with the Explorer's Guild have reported that a number of the dwarves and mages there commanded powerful, metallic War Golems used to assault and shatter their encampments fortifications. Your mages, looking to establish themselves with the building of their new collages, have requested if they can start trying to create their own versions of it.
Time: 2 Years. Costs: 10,000 Gold. Chance of Success: 65%. Rewards: Golems.

Needed: 35/100. Rolled: 97/100

Apparently, creating golems was far easier than you or your mages expect. Shortly into the year your mages manage to crack the secret of bringing a construct to life by infusing it with a portion of elemental magic. How much depends on the size and strength and what the golem is built out of. The elemental magic needed depends on the type of golem.

But all golems share the same traits.

They are mindless, soulless constructs. They cannot feel, nor do they require food, air, or sleep. They follow orders literally and unrelentingly. It cannot be reasoned or bargained with. A golem is a tool, a weapon, built for a specific purpose, like the Nerubian castes. It fulfills that purpose or dies trying. Golems are able to withstand even the harshest environments. This trait combined with their loyalty makes them excellent guardians for vaults and underground lairs.

Golems are an incredibly useful tool for any task.

After successfully animating the first few test golems your mages begin working on designs for various golems. They bring in the best blacksmiths and enchanters into their magic colleges from across Azjol-Nerub, showing off their designs and asking for help and advice in implementing it after it checks out with their superiors.

With the army preparing to assault Gundrak only one gets off the drawing board and is hastily put into production as the others were busy being finalized.

Nerubian War Golems.

A heavy siege weapon designed to shatter and break fortifications, tanking fire that'd easily kill a weaker Nerubian. They would serve as the shields of the Army when your Spider Lords cannot.

Large golems cast from Cobalt, each the size of a Spider Lord with the weight to match. The blue ore seamlessly encases their entire bodies, giving them the shape of a Nerubian Warrior. Sloped, horned helms sat in sunken cavities placed above four-armed broad chests. Dark visors served as their eyes. Twin golden orbs set in a permanent malevolent glare. Numerous enchantments empower their massive forms, granting them modicum of speed and grace.

Twenty are made before Anub-Rekhan marches off to Gundrak with their masters in tow. More are to come by the end of next year, golems for military and civilian use.

Rewards: +20 Nerubian War Golems acquired. Nerubian War Golem in production, +50 per turn. Nerubian Siege Golem ready for production, +10 per turn. Nerubian Menial Golem ready for production, +100 per turn.

Saronite Ore: One of the most common and likely greatest ore available in Northrend. It is an ore called the Black Blood of Yogg-Saron, an Old God reportedly sealed away in the forbidden Stormpeaks. The ore itself is evil, slowly corrupting the minds of anyone near it, driving them mad and under the control of the Old God. But it is useful ore, light, far better than Cobalt, incredibly resistant against physical and magical attacks and it might even be the key in combating the influence of the Old Gods themselves. All you need to do is find out how...
Time: 5 Years: Costs: 20,000 Gold. Chance of Success: 60% per year. Rewards: Saronite ore for use and construction. ???. Warning: Very Dangerous.

Needed: 40/100. Rolled: 32/100

Ten researchers are brought in to start researching the small batch of Saronite ore you have at the isolated research lab built at the outlying borders of Azjol-Nerub. All of them were vetted by the spymasters in charge of investigating Old God cultist activity in the capital, the only ones willing to work on Saronite. Everyone else who could be trusted with this refused adamantly, unwilling to even consider it.

You don't blame them.
They are coming for you...
Work begins early in the year and continues throughout with no recorded problems, thankfully. Though the sporadic work schedule assigned to the ten researchers, and the constant physical and mental checkups by your own loyal experts grated on them. It was absolutely necessary, given the few scientists you had at your disposal, to help keep the corruption from setting in their minds.
Kill them all... before they kill you...
The daily reports inform you that they all check out and are making good progress on discovering ways to combat the Old God corruption and purging Saronite of its foul properties.
You are a pawn of forces unseen...
Good.
Ehahahaha, AHAHAHA!!!
Current Rewards: Progress

Personal

The Heirs: It is rare for Queens or the fathers to bond with their spiderlings unlike many other races. They are too numerous and Nerubians have much more productive things to do. They only focus their efforts on the ones they deem their heir or heirs, like you. You have yours now and there will only be more to come. It's time to get to know the possible rulers of the Empire better and help them grow.
Time: 1 Year. Chance of Success: 75% Rewards: Minor increase in your Heirs opinion of you and between them. Heir flaws are worked on.

Needed: 25/100. Rolled: 92/100

When you aren't ruling or relaxing this year you dedicate some time to your current heirs, Asim, Adofo, and Atum. You barely know them and they know little of you. Personally, that is. As a ruler you are well known to them by deed and action. All three of your heirs are impressed by you, even a bit intimidated.
It was easy to guess why. The standard you set as a Spider King is high and will only get higher.

You just have to make sure they live up to it.

As you work on it you work on their apparent flaws too, most of them inherited by their mothers. Asim, you discover, is too trusting. Adofo is too greedy. Atum has that same wanderlust that gripped you in your youth, only it is unfocused, undecided.

And they know this, but do nothing to fix it.

You start convincing them to do so.

Asim was the only one to put up a fight. Despite his young age his skill in words was nearly a match for yours, only losing to you in terms of experience. It was a pleasant surprise and gives you high hopes for his future.

You'll likely take him as a personal apprentice soon. A talent like that can't go unnurtured.
Adofo's greediness and Atum's wanderlust are both problematic to solve. You had to figure out what each of them exactly wanted. Much of the year was spent finding that, narrowing their fields of potential interest.

At the end you discover that Adofo seems to be keen on collecting knowledge like his mother, but on the magic arts. Atum looks like he's considering to take a trip to the surface-world when he's ready, much like you.

Honestly, you aren't sure if you need to work on Atum's. Your travels turned out well for you. It might for your third heir too. But Adofo's is worrying; magic is dangerous in all forms. His pursuit of it will either lead to greatness or madness, and you aren't keen on the last.

You focus on that as also have your heirs spend time with each other too, building the bonds between them. It starts off well; any budding thoughts of rivalry are quelled under your watchful gaze as your heirs study together.

It's a start, but you need more time to make your lessons stick.

Rewards: Minor heir approval between them and you. Rivalries nipped in the bud. Heir flaws lessen.

Relax: You have been the Spider King for five years and have been working hard all throughout. You accomplished your greatest feat yet in three years of nonstop debates against nearly everyone of note in Azjol-Nerub along with the shouldering the burdens of ruling. All Nerubians are diligent workers, fully dedicated to their roles that rarely, if ever rest. But you are feeling tired and a bit stressed as of late. It might be good to take a break this year whenever you have the time.
Time: 1 Year. Rewards: Personal health recovers.

You relax for once after five years of constant work, content with simply doing nothing more than resting yourself within the comfort of your nest whenever you have the spare time. It is quite comforting to have five full hours of sleep for once. You feel all the stress and worry and paranoia built up these past few years fade away into nothingness.

For now.

Thank Azjol-Nerub.

Rewards: Personal health recovers.
 
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