Are we currently at war with the faceless ones and other servants of the Old Gods? Thrall's horde isn't being to be at Northrend for a loong time, we still have to fight off the Lich King, Arthas, and the faceless ones before they even set foot on our continent.

Faceless Ones haven't been encountered yet. The Nerubian Empire has kept to the Upper Kingdom and is rather hesitant to go any deeper through the Old Kingdom.
 
Well, honestly thats one of our main goals. If we can convince the other races that our race of giant spiders who have centuries of past history of killing/stealing, that we only want to be friends and trade these days. Then we will be able to trade for better income.

Or we could just kill/steal some more.
Well yes but that's not going to happen for a while, so I'm focusing on the immediate future.
 
How many diferent castes are in the Nerubian Empire? Are these castes run by a certain leader? What can we do to gain the loyalty of the castes? Do we have any advisors besides a military one? These will be important to know in the first couple years while we cement are rule.
 
Looking it up a bit, right now the Nerubians should be the top tier of technoloically advanced societies in the world, and have its BIGGEST library also.


And I found this gem in an old Know your lore.

"In many different places, Malygos' alternate form is described as insectoid. This could simply be a quirk Malygos has, choosing the Nerubians as his humanoid form rather than the typical human or elf, or perhaps the Aspect will play a role in the story of Azjol-Nerub. We'll see when Wrath comes around, I suppose. Until then, I eagerly await seeing what will come next."


We might well have a dragon infestation. Malygos BEFORE he goes mad might well be living amoung us.
 
Looking it up a bit, right now the Nerubians should be the top tier of technoloically advanced societies in the world, and have its BIGGEST library also.


And I found this gem in an old Know your lore.

"In many different places, Malygos' alternate form is described as insectoid. This could simply be a quirk Malygos has, choosing the Nerubians as his humanoid form rather than the typical human or elf, or perhaps the Aspect will play a role in the story of Azjol-Nerub. We'll see when Wrath comes around, I suppose. Until then, I eagerly await seeing what will come next."


We might well have a dragon infestation. Malygos BEFORE he goes mad might well be living amoung us.
...Let's... let's not do something to piss him off, if this is the case.
 
Malygos went mad 10000 years ago during the War of Ancients when his entire flight almost got whipped out by Deathwing and Dragons have agents spying for them in each species, keeping an eye on the younger races and doing a fucking awful job of keeping them safe
 
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So from what Arc has told us, neither the desire for diplomacy nor trade will drive us to peaceful interaction. That leaves the nebulous hope that our character saw something that requires peaceful contact, or more likely, our diplomacy is going to be focused internally. I'm okay with this, leaves more time to flesh out the Nerubian Empire and make it a bastion of strength.
 
So from what Arc has told us, neither the desire for diplomacy nor trade will drive us to peaceful interaction. That leaves the nebulous hope that our character saw something that requires peaceful contact, or more likely, our diplomacy is going to be focused internally. I'm okay with this, leaves more time to flesh out the Nerubian Empire and make it a bastion of strength.
Agreed, fortify any entrances into our territory, if any, maybe plan out a "diplomacy city", that is, somewhere where the Overlanders and us can meet and discuss/trade.
 
Would like to repeat my suggestion we make a point of focusing on setting up places around those pillars.
When the undead come I want some safe place where we could hold the line.
 
Would like to repeat my suggestion we make a point of focusing on setting up places around those pillars.
When the undead come I want some safe place where we could hold the line.
If our Traveler trait lets us know about it, or scouts find it, and the pillars don't for whatever reason keep us out (legacy of Old God Service?) then I'm all for it.
 
So from what Arc has told us, neither the desire for diplomacy nor trade will drive us to peaceful interaction. That leaves the nebulous hope that our character saw something that requires peaceful contact, or more likely, our diplomacy is going to be focused internally. I'm okay with this, leaves more time to flesh out the Nerubian Empire and make it a bastion of strength.


Actually that's not what Arc told us.


But we cant just rush off to for these things and expect success from either side of the equation. Right now what we need is to convince our people to not be isolationist as the first step.

To send out scouts across the board to learn more about everyone out there, and beyond the continent. We basically have to convince them that staying in our hole does not enrich the Empire.


THEN we can start working on just what is meant by 'enriching the empire' once our people come to know what is out there. The Nerubians place a VERY VERY high value on knowledge of all kinds. They have the biggest library in the entire world.

But Im betting once we get our scouts out and reporting they can start showing us that we have things that would be worth while to learn and that our normal methods won't let us learn them.
 
Convincing them we need to be aware of the surroundings should be easy; empires are naturally seeking to exploit their surroundings.
 
Naw, what we need now is something to convince both our people and us that we should make nice with the other races.
We convince us using the same logics as convincing our people.

I've already laid out the arguments. But the first step to all of this is already provided by our Traveller status.

We can essentially be the Brann Bronzebeard of the Nerubians. Only we're already king so we don't get to run around to satisfy our curiosity... so we send others to do it in our stead.
 
Before we even hint about :turian: diplomacy :turian: we must turn inwards and secure a core group of loyal and capable spiders. Maybe the heir can start the actual work, we just have to lay the groundwork now.

Loyal Advisors <-> Solid claim, manageable competition -> "Have you seen the stuff that's up there? We should start thinking about studying it."

Initially approaching it as archeology might work. It gets some of the spiders out of their caves, makes them think that "hey, there is indeed a whole world out there" and will come in contact other peoples - not that any sort of productive contact is expected. :p Baby steps - conflict or contact with other residents of Northrend can be spun so that a diplomacy caste is seen as necessary.

But before playing these games we need to secure the throne and the lineage.
 
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Turn 1
Turn 1

-5 BS

You are Abjur-Drakfar, former Spider Lord of the underground Nerubian Empire, now crowned its 582nd King with the advent of the previous King's passing by old age. His funeral was simple, sober affair with many of his former subjects attending from all corners of Azjol-Nerub. Even the ever diligent yet simple Nerubian worker stopped their tasks to watch the procession as his royal guard escorted the former King's corpse to be entombed within the Citadel of Fallen Kings.

The Great Council convened immediately afterwards within the massive, but open-air circular venue of the Grand Amphitheatre. There the Nerubian Queens still small enough to move meet and the representatives of those that can't, along with the attendants and advisors for both. All came to debate and decide the next Spider King from the former Kings many heirs, each born and raised specifically for that role.

You were one such heir, and clearly one of the most favored of to be chosen.

You have long since been planning for this day, ever since the former King started to grow weak and old with age. With your skilled and talented tongue you have persuaded vast swathes of the Council to your side before the debate even began. Not even your brothers were immune to being convinced to abandoned pursuit of the throne, and a great number did, leaving only those too stubborn to quit and the genuine threats to your campaign.

Yet still you debated long and hard, day and night, for there was no hurry to elect a new monarch. The Nerubian Empire had been at peace for thousands upon thousands of years. Deep underground, residing in the Upper Kingdom, the Empire had little to oppose it as its capital, Azjol-Nerub, spread to all corners of Northrend. Only the northeastern area of the Stormpeaks of the surface world was forbidden to them by constant decree of the previous Spider Kings.

One you will keep, for very good and sane reasons.

In the end you won. While the others were stronger, smarter, cleverer… you were the most persuasive. Eventually, you beat them all soundly in a war of words, despite your eccentric behavior as a former surface traveler in your early youth being pointed out numerous times. You calmly countered their arguments with sound logic and reason by pre-planned speeches prepared well beforehand. Egos were bruised, and quickly soothed as you convinced all that you were the best to be chosen as the next Spider King.

Everyone else quickly fell in line after that.

It was only natural. After all, only those best suited for the role could be the one true Spider King.

Like you.

By Spider Lord and Spider King standards you are... lacking in a number of talents. You've know all your life you are not the best at all. You aren't a mage, or strongest, or smartest, or the cleverest, or even a master craftsmen or noted scholar. You have very little deeds to your name, even now.

All you have are words.

Now... you have to simply back up them, and show them all!

Not you enjoy it though… what is life without risk and challenge?

Time to get started.

Empire Treasury: 1,00,000 Gold (Ya, you get a hefty starting sum because you're an already well-established Empire. Lucky you! Just for those unfamiliar, as it is with all dynasty games pretty much all sources of income and resources will be converted to gold for easy use)

Nerubian Reputation: Well-liked. (How much respect your people have for you, influences internal diplomacy)

Military: Anub-Rekhan, one of the finest and greatest Spider Lords to have ever grace Azjol-Nerub is at your disposal. He had taken command of the Empire's army only a year ago and now serves as your Chief Military Adviser. Thankfully, he seems content with being just a commander. You might not be King if he wasn't. After your brief and simple coronation and giving you a drool and lengthy report on state of the realm with your other adviser, he has come up with a list of recommendations to improve and strengthen the forces of the Realm. (Pick 3)

Retraining: While your current army is utterly massive by the standards of most other nations, it hasn't been used in a long, long time. Well... other than dealing with the occasional raid from the hated Ice Trolls, Vrykul, and Magnatuar on the few outposts the Empire has near the surface world, close to the few entrances leading to Azjol-Nerub. While their discipline is still strong like in all Nerubians, everything else has slackened. Anub-Rekhan wants to fix this and get them, their gear, and his officers back up to standard.
Time: 1 year. Costs: 10,000 Gold. Reward: A restored professional, if untested army. Anub-Rekhan relieves a bit of boredom.

Raiding: There hasn't been any raiding done on the surface world for a long time, other than the occasional hunt and capture to supply the numerous animal farms in Azjol-Nerub. Nothing has caught the Empire's interest lately, but it doesn't know much about what is going on up there either. Since you have a weird interest in the surface world, Anub-Rekhan has asked if he could perform some raids on the Ice Trolls and Vrykul and Magnataurs to give his troops some much needed experience and collect prisoners to interrogate for information later.
Time: 1 Year. Chance of Success: 75%. Rewards: Much needed experience for the army. Loot. Prisoners to interrogate and experiment upon. Anub-Rekhan relieves a lot of boredom. Cons: Heightened aggression by the Ice Trolls and Vrykul and Magnataurs, possible attempts at retaliation.

Survey: There hasn't been a detailed account to the surface world in a long time. While you did travel up above in Northrend once, you never got a real good look at it before returning to Azjol-Nerub. You and Anub-Rekhan are curious to know what has changed in the last few centuries. It might be time for an actual expedition to the surface.
Time 3 Years. Chance of Success 60% per year. Rewards: Detailed information on every region in Northrend, but Stormpeaks. Information on interesting individuals and species. Nerubian curiosity piqued. Cons:

Outposts: You like to keep an eye on the surface world, Anub-Rekhan wants the same. Unlike the other outposts, which serve as guard stations more than anything else, Anub-Rekhan wants to establish a number of small, hidden, and fortified outposts around the regions where the entrances to Azjol-Nerub lay.
Time: 1 year. Costs 27,000 Gold. Reward: High chance of forewarning on attacks on the gates leading to Azjol-Nerub in the regions of Dragonblight, Borean Tundra, Icecrown, Zul'Drak, and the Howling Fjord. Increased chance of catching interesting events.

Logistics and Infrastructure: Anub-Rekhan has depressingly reported a general lack of military infrastructure inside Azjol-Nerub itself. While there are a number of barracks scattered throughout the Empire and are kept clean, repaired, and ready for use by the local Nerubian Workers, they are too few and ill prepared to house and command the Nerubian Army from if they ever go to war. Anub-Rekhan wants to fix this.
Time: 2 year. Costs: 90,000 Gold. Reward: Easier mobilization and travel for the army in Azjol-Nerub, bonus to defense rolls for underground combat, increase of military presence in the Empire.

Fortified Entrances: Five heavily guarded gates lead to Azjol-Nerub, protected more by their secluded and hidden nature more than anything else. Always a firm believer in the art of being prepared, Anub-Rekhan wishes to fortify and enchant and station more troops at these entrances in case of an attack.
Time: 1 year. Costs: 27,000 Gold. Reward: Better protection, bonus to defense rolls for attacks on the gates, able to hold out longer for reinforcements.

Diplomacy: Apparently... you are probably the best diplomat in the entire Empire and likely the only one willing to engage talking with the few races civilized and neutral enough not to bash your face in at first sight. Things need to change and you're just the person to do it. (Pick 1)

The Idea of Foreign Relations: As much as Nerubian culture prides itself on promotion of intellectual pursuits, individualism, and the like, it is ironically hidebound when it comes to dealing with others of a different race. If it came down to it, just about every Nerubian other than you would let the world burn if it didn't affect them... or if they even knew about it in the first place. Though you're not certain on it, this might need to change... eventually. You could always order them to change being their King, but it won't change anything in the long run and you are smart enough to know it. You'll have to convince them instead, you can't do it all on your own after all... but it might take awhile.
Time: 5 years. Chance of Success: 20% per turn. Cost: 5,000 Gold per turn. Rewards: +1 Diplomacy Action, +3 Diplomacy, possibly able to send representatives to establish diplomatic relations with other races and trade. Cons: Lowered opinion of you. Nerubians might consider you to be crazy and illogical.

Improve Your Standing: While your reputation is currently good with all the Queens, Spider Lords, Viziers, Seers, and every other Caste in your Empire... you feel you could improve it more. This time, you'll firmly bring them to your side.
Time: 1 Year. Chance of Success 70%. Rewards: Improved reputation with your subjects, increased chance at internal diplomatic actions by 5%

Do it Yourself!: In all likelihood it's going to take years to convince your people to open up to the world. You are fighting back against thousands of years of culture and ingrained beliefs after all. You, being the Empire's best and only foreign diplomat can open relations with others races you know of from your travels yourself! ...Or try to anyways. Your people won't like it though.
Time: 1 Year. Chance of Success: 50%. Rewards: Possible diplomatic relations with the Frostborn, Taunka, Tuskarr, and Furbogs. Cons: Greatly lowered opinion of you, putting yourself at potential risk, might scare off the races in-question instead.

Intrigue: Unfortunately, the former King's Spymaster seems to have vanished all together from the Empire. His last encrypted report a month before you ascended the throne indicates that he seems to have went into the Old Kingdom, lying deep beneath Azjol-Nerub. The Shadow Vizier never bothered to return, and you don't know why he did it in the first place. Morbidly curious, but knowing better to search that accursed place, and as bad as Intrigue as you are... you'll have to search for a new Spymaster.

Search Yourself: You have have numerous contacts and powerful allies you've gained with your silver tongue and promises of reward. Surely, some of them are able to serve as your new Spymaster, if not then you'll find one some other way?
Time 1 year. Chance of Success: 75% Rewards: New Spymaster of dubious quality, +1 or 2 Intrigue actions.

Ask Around: Busy as you are, you likely won't have a chance to find and get a competent Spymaster yourself. But you could ask the other Queens across the Empire if they could lend you their own after finding the best among them... though this raises some obvious problems.
Time: 1 year. Chance of Success: 100% Rewards: New skilled Spymaster of dubious loyalty, +2 Intrigue actions

Stewardship: Thankfully, the Elder Nadox is still at his post. He is an old, venerated leader among the Vizier Caste, but still eager to help administrate the Empire and its new King. Seeing as you want to make a mark on the long and ancient history of the Empire, he has number of new projects for proposal. (Pick 2)

Mine Expansion and Cleansing: Over the course of thousands of years, the Nerubian Empire has just about mapped out nearly all the underground, Copper, Tin, Bronze, Silver, Iron, Gold, Steel, Mithril, Truesilver, Thorium, Cobalt, Titanium ore veins in Northrend. But they abandoned anywhere they encountered the accursed Saronite ore though. Unfortunately, there are far more of the last than all the others combined in continent, and are mixed in with the other veins at times. As you can expect this prevents a substantial number of your mines from expanding. You want to fix this, and Elder Nadox is still hesitant to support this despite being convinced by you, everyone else might not.
Time: 2 years. Costs 90,000 Gold. Chance of Success 70% per year. Rewards: +200,000 yearly income once cleared. Mines are open and ready for further expansion. 20% lower cost for metal research and forging actions, Saronite Ore available for research. Cons: Workers sent to clear might go mad, lower opinon for trying this stupid idea.

Educational Expansion: As the Nerubians are a proud race of scholars and artisans and the like, there can never be too much education in their many eyes! Under the Elder Nadox's instruction a number of new universities and colleges for the physical and mental arts for the gigantic and ever-growing Nerubian population, freeing up the other, over-populated universities.
Time: 1 Years. Costs: 45,000 Gold. Rewards: Minor improvement to reputation, reduced cost and increased chance on physical research costs and rolls respectively.

College Of the Mystic Arts: Like his other proposal up above, the Elder Nadox wishes to expand what few schools of magic exist in Azjol-Nerub. While many of the Seers and Viziers prefer to teach their hand-picked apprentices themselves, they leave the other, weaker magically capable Nerubians behind for overburdened schools to take in. It is wasteful in the Elder Nadox's opinion.
Time: 1 years. Costs: 54,000 Gold. Rewards: Numerous Magic Colleges. Better educated Seer Caste, more Seers gained per year. Minor improvement to reputation.

Settlements: While your Empire has spread through nearly all of Northrend with its expansive and intricate tunnel system, most of it is sparsely populated. Azjol-Nerub is the Nerubians home and capital city, and most never want to leave its borders. Often times its overcrowded when their explosive population growth kicks in, forcing it to expand everywhere but down. Not that you mind, but it would be nice to see other underground settlements and cities build elsewhere in the Empire. You could persuade them to try... and the Elder Nadox thinks so too.
Time: 1 year. Costs 36,000 Gold. Chance of Success: 70% Rewards: Numerous starting Settlements. Helps getting the Nerubians out of their reclusive habits

Research: The Empire has a literal army of scientists, scholars, blacksmiths, craftsmen, and those skilled in professions of various kinds as befitting of a nation who values these traits. While many work by themselves on numerous personal projects, all are at your service in the name of the Empire. (Pick 2)

Leadership: While your scientific army will work together like all Nerubians would, but... they have a habit of wasting time on countless arguments when their different views clash. While you love a good debate every now and then it does get annoying at times if it ends in waste, like here. Nerubians pride themselves on efficiency, and appointing a permanent leader to finally reign them all in... if you actually find the best among them. It'll be hard to decide. Many of are smarter than you, much to your displeasure.
Time: ???. Chance of Success: 50% per year. Rewards: Possible multi-talented Research Adviser of various quality, +1 Research action. Cons: Lots of bruised egos

Improved Husbandry: A number of handlers of the numerous tamed beasts your Empire uses for everyday life, has asked for funding to expand the zoos and farms and improve upon the animals themselves. Evidently, things are started to get crowded in there and the handlers have been forced to keep the populations down through various means.
Time: 2 years. Costs: 20,000 Gold. Chance of Success 75% Rewards: More food. More and stronger Locusts, Giant Spider, Beetle, and Jormungar strains for use.

Armor Sets: Looking through the vast stores of unused metals neatly sorted and organized inside the numerous vaults that make up your treasury and after listening to Anub-Rekhan military proposals it might be good to commission an actual armor set for all castes to use. Possibly. Made out of what you aren't sure, you're no blacksmith. It'll be best if you leave it to the experts.
Time: Goes on till its canceled or finished. Costs: 5,000 Gold per turn. Chance of Success 60%. Rewards: New sets of armor made of different metals available for use for all castes every year.

Weapons: As with armor, the same thing goes for weapons. You have all the ore and eager blacksmiths ready for work. It'll likely be cheaper and easier to make than the armor too.
Time: Goes on till its canceled or finished. Costs: 2,500 Gold per turn. Chance of Success 75%. Rewards: New and improved weapons of various kinds available for all castes every year.

Enchantment!: A number of your Master Enchanters have gathered together and petitioned you for extra funds. It seems that they have hit a shortage of regents in the pursuit and learning of Grand Master-class enchantments by themselves. Their previous Grand Master died in his workshop after setting off an accidentally explosion, vaporizing all his work.
Time: 2 years. Costs: 5,000 gold. Chance of Success: 60%. Rewards: Grand-Master Enchantments for weapons and armor available for Elite and Hero units.

Personal Actions: Running an Empire is busy work, even if it is as decentralized as yours. You delegate a lot, but you have a lot of responsibilities too. Not much time for yourself this year, unfortunately. (Pick 1)

Martial Training: Compared to Anub-Rekhan and a great number of former Spider Kings and other Spider Lords, you frustratingly realized that you don't even compare to any of them martially. It might be time to change that.
Time: 1 Year. Rewards +1 Martial

Learning: You are smart and knowledgeable in a number of subjects, but that's not enough here in the Nerubian Empire. Especially if you are King. Your silver tongue can only take you so far when faced with a subject you don't know. Your empire has the biggest library in the world. Get to it.
Time 1 year. Rewards: +1 Learning

Sneaky, Underhanded Stuff: You know of intrigue, not how to intrigue. Like a depressingly amount of other things you simply aren't good at it. Fix it.
Time 1 year. Rewards: +1 Intrigue

Tutoring: Elder Nadox has helped lead the Empire for decades and naturally is the best at it. While you are good at it, you feel that you could be better at it, like... in a lot of things. Elder Nadox is always friendly and eager to pass on his knowledge to his many students. Might good to ask for some advice.
Time 1 year. Rewards: +1 Stewardship.

Of Consorts and Queens: Already, even before you were declared King, you received numerous offers from the various Queens residing in Azjol-Nerub, both from the minor and major communities. As is your right as King you could bring in and mate with as many Queens you want in the Royal Citadel, the heart and center of Azol-Nerub, but you are no a hedonist like Anub-Rekhan. A single Queen would serve you fine... after you sort out a thousand or so of them.
Time 1 year. Rewards: Spousal choices.

-

Survey
 
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Hm, clearly we should start checking for spouses.

As for what else, obviously we need to get those mines up and going again - that should help keep the money situation under control while we expand.

Of course, to do that we also need to pick as many options as possible to improve our subjects' opinion on us.
 
Military: 3
Retraining - 10,000. Get back into shape you lazy lot! There's never time to stop defending the border from enemies without... and below.
Survey. What do we need to give attention to, and what can wait? This'll tell us.
Fortified Entrances - 27,000. Only costs one year instead of infrastructures two, gives us time to up our income, and it's better to defend the gates before making outposts. Our enemies aren't coming for us, might not even believe we exist, so defending the gates for accidental encroachment is better.

Diplomacy: 1
Improve Your Standing. 5% boost to the 20% chance to open their eyes. Can't get much better, especially since it'll shorten the time from 5 to 4 years regardless. And that 5% will last beyond this one decision. Remember, we have time still.

Intrigue: 1
Search Yourself. Better loyal than competent if we're going to start shaking things up with our diplomatic ventures.

Stewardship: 2
Mine Expansion and Cleansing - 90,000. The cons suck, but this is our best bet for increasing income, which we need badly. We can't survive off of 100,000.
Settlements - 36,000. This will lead in nicely to Foreign Relations next turn. Definitely want to get the educations next turn to offest the standing loss from mining, and more educated spider horde is always terrifying.

Research: 2
Leadership. Extra actions should be gained as quickly as possible. Bruised egos doesn't necessarily mean lowered standing, and if it does we can wait an extra few turns to start our above world exploration.
Improved Husbandry - 20,000. Hear me out. Armor and weapons are necessary, and enchantments are nice. But this boosts our food supply, and thus population growth, as well as both the number and quality of our beastial forces, and it takes only two turns.

Personal: 1
Of Consorts and Queens. I want those stat boosts. I want them bad. But this is something that builds the longer we have it running, and we only have to select it once. Establishing a dynasty also means we don't loose if we crit fail something and accidentally start a riot that ends in our death.

Total Cost: 183,000
Treasury: 1,000,000
Income: 100,000

Treasury after actions: 917,000
 
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[X] Millitary
- [X] Retraining
- [X] Raiding - Attach an order to keep prisoners in a comfortable state... unless Magnotaur. Uses for them later will be far more varied if healthy in mind and body.
- [X] Survey
[X] Diplomacy
- [X] Improve Your Standing
[X] Intrigue
- [X] Search Yourself
[X] Stewardship
- [X] Educational Expansion
- [X] Settlements
[X] Reseach
- [X] Improved Husbandry
- [X] Enchantment!
[X] Personal Actions
- [X] Of Consorts and Queens




Will write up my reasoning behind these in a moment now that I have the choices down.

Also Mining is a BAD BAD BAD BAD BAD idea. We need to make that money from trade, because I'm NOT putting any of our empire to go bugnuts and start Old God cults from exposure.
 
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Rolls and rules
For those curious on how rolls work and what bonuses you have currently.

Here they are.

-

Bonus Rules/Roll Rules:
Every project with a Chance For Success will roll to see if the project succeeds or fails. If the project has more than a single year (or turn) for its Time of Completion, a roll will be made each turn to see if the Project either keeps moving forward or fail.
  • Success = Whenever the roll is what was required i.e. Chance of Success: 60% means that a 40 or higher must be rolled.
  • Failure = Whenever the roll is not what was required. If you needed 40 or higher and got 39 or below your out of luck.
  • Extreme Success = Whenever the roll hits 95+, the success of the operation increases greatly, reducing Time to Completion by an additional turn. A single operation with a 3 year time frame that rolls 98 on its first roll will allow the project to accomplish 2 years of work in one time, meaning that the next turn the operation will complete.
  • Extreme Failure = Whenever the Roll Hits 1-15, the failure of the operation is so great that progress is actually reversed. Work can be lost, destroyed, or a sundry of other explanations but the end point is that not only will the project not count any success that year, but that it will actually take longer than it otherwise would have. A Four Turn operation which has an Extreme Failure will turn into a 5 Year Operation.
  • Exceptions: When the Chance of Success % is something like 85% or 5%, hitting 15 or 95 will not count as Extreme Successes or Failures. This is still possible, but will be adjusted organically. As always however, a 1 will always be a failure, a 100 a success.
1. Royal Allocation (RA)- at the cost of 5k Gold, you may raise the chances of an entire categories specified missions/operations/choices by +10 to the rolls for that turn.
2. Double Down (DD) - By doubling the amount of money put into a single objective's cost, whatever it may be, a +20 will be applied to that options rolls per turn as designated by a bolded DD next to the Project Name. Once a project has been doubled down upon, it cannot have a second double down applied. However, other bonuses may be applied that turn as the players see fit.
3. Loa Blessing (LB)- At the cost of 1,200 Slaves the Drakkari Loa will grant a blessing to an entire action category for 1 turn. Any failed rolls in that category will be re-rolled. Every time this blessing is used the Drakkari Loa grow stronger and adds further bonuses to this ability.
 
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[x] Military:
-[x] Survey
-[x] Outposts
-[x] Logistics and Infrastructure


Low impact choices on the surface + and having the required infrastructure will help us down the line.
Outposts giving warning goes well with spider ambushes

[x] Diplomacy:
-[x] Improve Your Standing

A wildly popular king will be much harder to dethrone. Probably will help us with the intrigue aspects - my image of the spider society is that the castes function in a linked manner, and spider lord conspiracies are more likely to get reported by that servant spider if we have a good image.


[x] Intrigue:
-[x] Search Yourself

Might be able to spot the bullshit at the risk of getting a lower quality spymaster or no spymaster. Maybe we can think of a way to keep a disloyal but competent spymaster under our heel... pincer.

[x] Stewardship:
-[x] Settlements
-[x] College Of the Mystic Arts


Dispersing the population + widening the spider worldview? Yes please!
I'm going with mages early on as we have no godly protection and spider paladins are a long way in the future. We need to be very competent on the mystical side to protect ourselves from any sort of arcane issues. Plus spider mages are cool.

[x] Research:
-[x] Leadership
-[x] Enchantment


Adding a research advisor and better enchantment department. I'm guessing that future passive anti-corruption methods will be delivered via enchanted items so lets get it up and running early on.

[x] Personal Actions:
-[x] Of Consorts and Queens


Don't see why we'd add stats. Raising the mediocre ones to a bit less mediocre is not that great, I suggest finding a queen.
 
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[X] Xicree

I like everything on here. Except Intrigue, I'm not convinced about that. Seems a bit risky to allow a spymaster recommended by our peers.
 
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