I'd rather any demon aligned magic and energy when we have so many other forms of magic to us that can cover the same affects. I mean we can already have arcane, getting started on the Light, can re study necromancy, shaminism, druidism, and geomancy we can get from the other races on Northrend. That's a lot of magic that can cover a lot of areas.
 
I'd rather any demon aligned magic and energy when we have so many other forms of magic to us that can cover the same affects. I mean we can already have arcane, getting started on the Light, can re study necromancy, shaminism, druidism, and geomancy we can get from the other races on Northrend. That's a lot of magic that can cover a lot of areas.
Yeah I'm not really interested in working fel magic here.
We've got tons of other stuff we should be focusing on instead.
 
It kind of is. Asking at all is badgering. The GM doesn't have to continue a quest, he does it because he feels like it. Asking for an update... makes you look kind of entitled. IMO.
Massgamer wasn't insulting when he asked, merely curious. Badgering is asking repeatedly within a short about of time. And it perfectly ok to wonder how things are going with an update.
 
Are there any Ogres or Goblins in Northrend since you can hire them as mercenaries in WC3? Or would they come here later?
 
Asking once when the last time someone asked was a day or two ago isn't badgering.
It's not one person on one quest that's irritating me, it's several people over several quests such that I get at about one alert a day with nothing more than "UPDATE WHEN?"

I perhaps should have used "pestering" instead of "badgering".
 
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It's not one person on one quest that's irritating me, it's several people over several quests such that I get at about one alert a day with nothing more than "UPDATE WHEN?"

Sorry I'm one of the people adding to your frustration.:(

On the bright side we can continue talking about the quests.
 
There is a reason to have Warlocks. And that is to counter demons. Being careful and teaching absolute care to said warlocks is the tricky part... but apparently Nerubians were made to be Exclusively the Old God's toys, so they're a bit like the inverse of Furbolgs... except when the old gods are involved.
 
There is a reason to have Warlocks. And that is to counter demons. Being careful and teaching absolute care to said warlocks is the tricky part... but apparently Nerubians were made to be Exclusively the Old God's toys, so they're a bit like the inverse of Furbolgs... except when the old gods are involved.

Makes sense but it seems like a long term project compared to studying other forms of magic.
 
Results
[X] DD on Icecrown
[X] RA on military
[X] LB on intrigue
[X] Contest Surface Training for Garrisons

Turn 7 Results: The Dere Strikes Back

Military

Icecrown: Demonic and undead things wander the glaciers of Icecrown, and their numbers grow daily. An army is forming in that inhospitable region. But it is still far weaker than yours, despite the apparent power of its leaders. Crushing them now would be wise, before they grow too strong to stop.
Time: 1 Year. Costs: 7,500 Gold. Chance of Success: 70% Rewards: Icecrown scoured of undead and demonic forces. Warning: Very Dangerous.

Needed: 30/100. Rolled: 89+10+20+5-5=119/100

A little over 200,000 Nerubians set out from Azjol-Nerub to the forward base in Icecrown and beyond. Others are sent to the other regions in Northrend, guarding the numerous immigrants leaving Azjol-Nerub to them, and the natives worth defending there. The rest are stationed in the capital and surrounding fortresses, about ten-thousands in all. The reserves are mustered up too to support the army, carrying in a constant stream of supplies that couldn't be teleported into their encampment.

From the Icecrown fortress Anub-Rekhan set out with his vast majority of his army, intent on scouring the region clean of undead and demonic presence. The blizzard that had once covered the region died out early in the year, and other than the usual chilling winds and occasional snowstorm the weather was fine by Northrend's chilling standards. The scouts sent out finally start to report back in with little casualties compared to last year's. And they report that Icecrown teems with undead and demonic entities.

Their combined force numbers over 200,000 and it only grows by the day, most of it undead. Little lives in Icecrown, but that didn't stop the demons from transporting a seemingly endless supply of skeletons and corpses through numerous dimensional portals held together by trios of demonic sorcerers. Hundreds carted in to shortly be raised by necromancers of all races. There were Drakkari, Vrykul, undead Nerubian, Tuskarr, Tanuka, and even a few from those in the Explorers' Guild. All were mages, and all were being trained by their demon masters in the art of necromancy.

Their presence now known to nearly all of Northrend and upon witnessing the strength of your army during your invasion of Zul'Drak the demons have abandoned all pretenses at subtlety. Knowing of your army's eventual coming they have done nothing but prepare to engage them. Thousands of undead work tirelessly day and night to work the Saronite mines in the budding Vrykul village of Ymirheim, settled at the mountain sitting at the center of Icecrown. They use that evil ore and corrupted iron imported from the portals to construct fortifications and numerous forge camps. Weapons, armor, and metal constructs of various kinds were produced there daily by the undead and lesser demonic craftsmen.

The demons belong to the faction called Burning Legion and their undead servants, the Scourge. Their names interrogated out of the recently captured living prisoners among other things. Like the general abilities and information on them, and their plans.

Within a year or two at the most this growing army might have been capable of sweeping aside all in Northrend.

Anub-Rekhan never gave them that time.

While his army is outnumbered, his had far better organization, discipline, intelligence, communications, and mobility. Utilizing these advantages Anub-Rekhan split his army in three and invades Icecrown from the north, south, and west through the sprawling tunnel network underneath the region. It allows the Nerubians unimpeded movements throughout Icecrown, giving them the initiative to strike near anywhere they so choose.

Lightning-fast raids and pitched battles are conduced across hundreds of Burning Legion and Scourge strongpoints on the surface and underground. The jormungars Acidmaw and Dreadscale undermine numerous fortified encampments, collapsing them into the earth where the Nerubians swarm over the survivors slaying all. The tradition of devouring the dead is disbanded for the campaign, undead and demons make for foul, tainted meals. All dead are incinerated to ash, even Nerubians much to your soldiers and Anub-Rekhan's regret.

The Legion and Scourge first direct its main army towards the Nerubian force in the north as it makes the biggest nuisance of itself. They hope to smash it so that they can use it to take the other two armies after raising the dead. But they never do. The northern Nerubian army retreats in short order, luring the pursuing army away while the other two armies launch major assaults deeper into Icecrown.

Tens of thousands of demons and undead die within a day as large swathes of territory are cleared out. A majority of the portals bringing in Scourge and Demonic reinforcements are shut down. It cripples their supply chain for the year as they try to bring them back up. It never does by Anub-Rekhan's efforts and those of… someone or thing.

A thin insect-like creature, with a skeletal body shrouded in frost and ice randomly appears whenever the eredar sorcerers try it. Annihilating them in a storm of arcane magic the likes your mages have never seen. It twitches and mutters madly to itself, incoherently cursing demons aloud in a voice that shatters ice and pulps bodies. Your armies stay well away from the being in its fits of insanity as the Dreadlords and a powerful eredar named Lord Jaraxxus shortly teleport in to chase it off.

This goes on for nearly a month before Anub-Rekhan deals the finishing blow.

His main army comes rolling out of the mountains of Icecrown as the others seemingly tie themselves up in other engagements. They advance on Ymirheim at a brisk pace of seventy miles a day. Within three days the Nerubian forces assemble within a short distance of Ymirhein, as was the plan. Seeing the entire combined undead and demonic host assembled before them, readying for a siege, Anub-Rekhan then retreats.

Sensing an opportunity the Burning Legion field commanders, a towering doomguard named Lord Kazzak and his second, a pit lord called Azgalor falls for the feint like a ravenous jormungar and leads 150,000 warriors in pursuit. The Nerubians retreat slowly down south, fighting on the run over two days, coaxing them into a battlefield of Anub-Rekan's choosing in the wide plains of Dragonblight beyond the mouth of the valley that leads into Icecrown.

Anub-Rekhan, with 75,000 troops supported by Anu-Surket and Maexxna, holds the front against the Scourge and Burning Legions' charge. Heavy casualties are inflicted; the tightly-packed Nerubian formation suffers greatly against a constant barrage of internals' rains down from the skies as molten meteorites, doomguards bursting out of cursed troops and undead rose from any and all corpses. And then Imuruk hits them from the rear with the two other armies as they charge out of thousands of hidden tunnels, having raced towards the main army while the Burning Legion and Scourge took the bait.

Lord Kazzak seeing his army devastated by Nerubian archers and casters and broken by a counter-charge of elite and heavy infantry led by Maexxna sounds the retreat. But his force is surrounded, and the surviving dreadlords and eredar sorcerers aligned with them promptly retreat, teleporting out the battlefield and leaves Kazzak to his fate. The Doomlord commander screams and rants of traitors and assholes as Maexxna tackles him and promptly bites his head off.

Anub-Rekhan brings out his flight of proto-drakes and bombard the demons and undead with frost, fire, and poisonous breaths. He then opens a gap in the Nerubian army's lines, tempting the remaining foes to try to flee. A few do just to encourage more, who predictably follow, creating a ragged column of haggard survivors. Only the demons flee the undead fight to the bitter end. Nerubians chase the former down, crippling them with cobalt arrows before capturing them with webs.

Lord Kazzak's army is effectively annihilated.

The remaining undead and demon forces in Icecrown shortly follow. Little if any resistance is met as the Nerubian army sweeps across the region to do just that. And over the rest of the year every glacier and crevice was checked by physical and magical means for any signs of survivors. Of which there are none, thankfully. Even the powerful presence that seemingly stretched across all of Northrend had vanished shortly after Kazzak's death.

Suspicious, but you aren't complaining.

Rewards: Icecrown scoured of all undead and demonic forces. +10,000 Burning Legion Prisoners. +100 Scourge Necromancer Prisoners. Pit Lord Azgalor captured. New research options! Scourge and Burning Legion Status changed HATED forever. Kil'Jaden fumes. Ner'zhul suffers. Anub-Rekhan, Maexxna, Dreadscale, and Acidmaw all gain the trait, Quite Scarred: +2 Martial -1 Intrigue. Anub-Rekhan gains trait: Strategist +2 Martial, +2 Stewardship, +1 Intrigue. -35% of current Nerubian forces.

Garrisons: With the events of last year it is apparent that a more permanent solution is needed to secure the surface-world. With the advent of scrying stones and the recent surge in troops recruited last year Anub-Rekhan wishes to establish a number of permanent bases and garrisons across Northrend to stop any attacks on themselves and others.
Time: 1 Year. Costs: 27,000 Gold, 1/6th of All Current Forces. Rewards: Various surface regions in Northrend are much better defended. Improved relations with all local friendly and neutral races. -5 to Icecrown action roll.

Much of the heavy fighting your newly established garrisons expected never occurred with the massive string of victories the rest of the army achieves in Icecrown and the final one in Dragonblight. Much of their time was then spent defending and hunting down the other threats in Northrend to tame the land for Nerubian colonists as they began to settle in.

And they got to know the other races too as the garrison forces with help of the newly established Ambassador caste began to establish a network of scrying stones across all their remaining villages and towns. It was well-received by the locals once knowledge of what the scrying stones do was taken in. Many daily reports by the garrisons were about locals spending hours at a time conversing through scrying stones, along with requests for more.

Rewards: Various surface regions in Northrend are much better defended. Tanuka, Tuskarr, and Furbolg status changed to Warm.

The Old Kingdom: The threat of the Faceless Ones must be put to an end, permanently. Anub-Rekhan wants to send a strike team comprised of the best of his elites and golems into the Old Kingdom and put a stop to the cultists plot to dig out the Old Gods servants. A dangerous mission by all accounts and one the force sent there won't survive, even when they do make it back. It is… necessary. They know this, of course, and wish to do the Empire proud, like any true Nerubian!
Time: 1 Year. Costs: -1,000 Various Elites. Chance of Success: 90%. Rewards: Old Kingdom cleared of Cultist activity. Faceless Ones won't be awakened anytime soon.

Needed: 10/100. Rolled: 19+10+10=39/100

As the army sets out to Northrend the best of its elites are left behind in Azjol-Nerub. Their last wills and testaments are written up, sent to their destinations. Any last requests are granted too before you set them off into the Old Kingdom, watching them go as one of its gates opens up before being quickly sealed off.

Weeks pass before any word returns from the expedition who comes back to the gate they left through.

Barely half their number came back, bringing back the all bodies of all their fallen comrades and the cultists. Their leader reports after depositing the heads of the remaining priests that the Old Kingdom has been cleared, but not before the enchantments to ward away the Faceless Ones had fallen, leaving only solid earth to prevent them from entering in the Old Kingdom. Worrying, but they succeeded in their job nevertheless.

You thank them all personally for their efforts as the remaining golems sent with the expedition return. The only beings that can be assured to not have fallen under the Old Gods influence. And the rest of the living expedition is put down as painlessly and swiftly as possible. You find yourself depressingly right of your decision as a few others try to flee back into the Old Kingdom.

None do.

Rewards: Old Kingdom cleared of cultists' activity. Faceless Ones' awakening stopped.

Diplomacy

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 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. Locked in for 1 more turn!

It has taken time and more than a few hurdles, but this year you and Azhar-Menthas are confident enough in the abilities and genuine competence in the new ambassador caste to send them out on assignments. Minor ones at first, the things that are below you and your Queen's attention as both of you focus on more important things. And from their reports they are doing an admirable job, gaining more experience by the day. By next year you think they'll be able to negotiate on your behalf, but certainly not as well.

Rewards: Ambassador Caste established and present in all neutral and friendly faction territories. Oversea travel to the Eastern Kingdoms opens in one turn.

The Tuskarr: The Tuskarr are another old race in Northrend that has been here for as long as the Empire has known. This humanoid Walrus race has lived along the coast, wandering its beaches with the guidance of carved cyclopean statues that mark their seasonal fishing routes. They are one of the nicer races in Northrend, widely known for their mastery of hunting in the terrifying depths of the sea. And like before, you need to mend relations between the Tuskarr and your people before anything else can occur.
Time: 1 Year. Costs: 2,000 Gold. Chance of Success: 90%. Rewards: Better relations with the Tuskarr.

Needed: 10/100. Rolled: 63+14=77/100

Now that the surface-world is relatively safe at the moment whenever you have the time you make personal visits to the Tuskarr villages to meet with their various elders that lead their family focused social structure. Much of it is spent simply listening about the stories and tales about the Tuskarr as they tell them over the bonfires that cook their daily catch. It gives you direct insight to their current culture, and adds in much needed information from your outdated books on the Tuskarr.

But the standard of gifting Tuskarr villages several fresh fish to prove your capability in fishing still remains. And the hundreds of pounds of fresh fish your guards and retainers fished out with great difficulty were accepted genially. Amusingly even, as numerous Tuskarr bore sight to more than one frantic Nerubian flailing about in the waters before being rescued. The bundles of cobalt spears and weapons specifically designed for Tuskarr used are taken eagerly too. Although many of the fishermen and whalers still stick with their more primitive ones; out of pure stubbornness and ancestral tradition.

You understand why, but can't help to shake your head inwardly at not using something proven to be more effective and efficient. In any case, the Tuskarr are busy with their own problems to hunt the frankly massive quantities of fish you expect the Empire needs to even approach the meat that your jormungars provide. Overfishing will certainly result, and the Tuskarr are keen to keep a certain level of balance to prevent it. But they have agreed to teach the Nerubians the art of shipbuilding and sea fishing in exchange for all the help they've received from you.

Good enough.

Rewards: Tuskarr status improved to Friendly. Tuskarr cultural information updated. New research options.

The Green Dragonflight: In Crystalsong Forest a small host of Green Dragons have made the Great Tree their home and guarded it with fanatical devotion. So far they chased off or killed anyone that approaches it without warning, though they never pursue them if they flee. So long as you make your intention at not harming the Great Tree clear you might be able to talk to them, with an army behind your back too. Just in case.
Time: 1 Year. Chance of Success: 75%. Rewards: Green Dragonflight reputation increases.

Needed: 25/100. Rolled: 98+14=112/100

At some point in the year after the army has somewhat recovered from its fight against the Scourge and the Burning Legion you set out with a large portion of it into the Crystalsong Forest. From the recently established colony you set off to the Great Tree near the north western end of the valley forest, near Icecrown. The small flight of Green Dragons still reside there, a dozen in all. Many are drakes with a single fully grown dragon leading them that is named Valithria Dreamwalker as you later learn.

Any resistance met by the hostile natives is crushed. At seeing the strength and number of the army guarding you the rest have wisely decided to avoid it for the reminder of your trip here. Realizing your intent the green dragons swiftly respond and Valithria flies out to meet you, the others hang back understandably wary of your army. Valithria lands a short distance away and speaks to you in flawless Nerubian, introducing herself to you and asks why you've come.

Unsurprised, you get straight to the point and simply say that you're just here to talk, to ask what became of the her Dragonflight and the three others in-charge of the safety of Azeroth. It is evidently a tense subject for Valithria from her crestfallen expression. But somehow knowing of your success against the Scourge and the Burning Legion she tells you as thanks for doing her duty where she could not.

Her tale is rather depressing.

Malygos, the Aspect of the Blue Dragonflight, Lord, Steward, and Guardian of magic is mad, utterly insane by the loss of his brood. The Blue Dragonflight is no more, wiped out to near extinction by the hands of Neltharion and his Black Dragonflight here in Northrend in ancient times. Right after a majority of the Blue Dragons died when Neltharion unleashed a potent artifact called the Dragon Soul during the War of the Ancients, betraying his former kind and forever scarred all of the flights. He is now known as Deathwing, and is even madder than Malygos who now secludes himself somewhere in Northrend.

Alexstrasza, the Aspect of the Red Dragonflight, the Life-Binder, has been taken captive along with nearly all the other Red Dragons by the Orcs years ago. Enslaving them through the power of the Dragon Soul to use as war mounts against the Alliance in the Second War. Though the Horde has lost Alexstrasza is still captured and held somewhere in the Eastern Kingdoms.

But all is not so bad.

Nozdormu, the Aspect of the Bronze Dragonflight, the Timeless One, charged with protecting the timeline has secluded himself in his lair like Malygos. Nearly all of the Bronze Dragonflight has joined him, fully dedicating themselves to their duties at the cost of all else. Something you and your people can understand and respect.

Ysera, the Aspect of the Green Dragonflight, the Dreamer, is still active as are her dragons. But they struggle in their duties as they try to fill in the roles of the other missing flights along with their own in the Emerald Dream. And Valithria greatly appreciates the help you've unwittingly given her in the defense of Northrend against all things foul and corrupting. She is willing to teach a few Nerubians the basic of Druidism, though she doubts your race has the… natural affinity for it.

You wonder that yourself as you ask your final question. You ask of information on the powerful presence that had spread its influence across nearly all races of Northrend through dreams except yours. As the Green Dragons are the most knowledgeable in dreams you expect her to know of this entity. And she does, informing you that this so-called Lich King, leader of the Scourge, has fled Northrend along with the others from the Burning Legion. Most of his power was anchored in Icecrown, and being literally ripped away from it has weakened the Lich King significantly for years on end.

Excellent.

Rewards: Green Dragonflight status now Friendly. New research options. Current knowledge of the other Dragonflights and Aspects. Ner'zhul keeps suffering.

The Snobolds: Once the former slaves of the Magnataurs, the Snobolds of Northrend are now free and frightened of the Empire. Understandable given what you put them through these past years, but something needs to be done about it. Stupid as they are the Snoblods have their uses, especially for an underground Empire like yours.
Time: 1 Year. Chance of Success: 80%. Rewards: Better relations with the Snobolds.

Needed: 20/100. Rolled: 88+14=102/100

You still aren't sure how it happened, but once word of your arrival to the Snobold warrens in Borean Tundra spread to them just about every single Snobold leaders pledged their allegiance to the Empire in mangled Nerubian. Tens of thousands of Snobolds gather before you, your guard, and the stunned Explorers' Guild members interested in this event. It is a mystery how they accomplished this, but the why was easy to find out.

They simply want somewhere safe to stay underground, and the Nerubians own all of it. It was just that easy. Almost disappointing, but you aren't one to complain about free servants. And other than that their only other demands are a constant supply of bloodspore flowers. The snobolds are obsessed with that for some strange reason.

Rewards: Snobold status now Frightened Servants. +30,000 Snobolds.

Titanic Struggles: The Earthen are hammering their way through Iron Dwarf territory in the Grizzly Hills. Their progress is good and your scouts report that whatever they're marching towards they'll likely reach it by the end of the year. If no complications ensue, that is. Given the Iron Dwarves constant hostility to you it'd be good to make sure that none will happen.
Time: 1 year. Chance of Success: 85%. Rewards: Iron Dwarf operations in Grizzly Hills sabotaged. Improved relations with the Earthen.

Needed: 15/100. Rolled: 41/100.

The teams of assassins not assigned to Dragonblight or the Northrend campaign are sent to the Grizzly Hills to support the invading Earthen army after contact is made with the stone dwarves. They nearly attacked the group sent out to meet them on sight, almost mistaking them for… for… something else. Not Nerubian, but… something with its shape, and an iron-like skin that weaves a metallic-like silk. These… Iron spiders have appeared recently in the Stormpeaks, and waged war against the remaining Titan Watchers under the command of the traitorous Watcher Loken.

And Loken is winning. Has been for a significant amount of time, the appearance of the Iron Spiders is only accelerating it. Of the four remaining Titan Watchers only two now stand against Loken. Freya, the Watcher of Life, and Hodir, the Watcher of Winter. Mimiron, the Watcher of Invention, has been captured years ago by Loken's forces and taken into the depths of Ulduar, a massive titan complex. Lastly Thorim, Watcher of Thunder, is in a deep depression over the loss of his wife Sif to the Ice Giants and is unwilling to help out.

Desperate to relieve the mounting pressure against them in the Stormpeaks the Earthen are hoping that their march towards the main Iron Dwarf city outside of Ulduar in the Grizzly Hills will do just that. Thor Modan, the ancient home of the Iron Dwarves long ago. And they want to stop whatever the Iron Dwarves are doing there, of course.

Your assassins assist them however they can. Ambushes are ambushed. Traps are disarmed or revealed to the Earthen. Iron Dwarf scouts and patrols are captured for interrogation and later experimentation. Their leaders are assassinated. And a number of Stone Giants being enslaved by the Iron Dwarves were set free before branded by Runic magic.

But it amounts to little though. The number of assassin teams in Grizzly Hills is too low to make a notable difference. Nevertheless, the Earthern appreciate the help, and they begin besieging Thor Modan near the end of the year, after they fortified their current base to acceptable standards.

They send word back to the Watchers in the Stormpeaks on their progress and on the help the Nerubians gave. They also humbly ask you personally for more help there and here in the Grizzly Hills. Unlike your army, theirs doesn't have the numbers to spare, or even a means to replace them.

Troubling.

Rewards: Iron Dwarf operations in Grizzly Hills are sabotaged and delayed for 1 turn. Thor Modan is under siege. Earthen Status changed to Warm. Titan Watcher Status changed to Neutral.

Dragonblight: Thousands of dragon corpses litter the surface of Dragonblight. Their bones are the hallmark of this region, which once served as the graveyard for all dragonflights in Azeroth. These corpses are also a prime target to be raised by the Dreadlords and their necromancers. Imuruk wishes to station himself and a majority of his teams there for the year to prevent this from occurring till better defenses can be established. Given the relative power of the Dreadlords he can't be argued on that point.
Time: 1 Year. Chance of Success: 85%. Rewards: No undead dragons.

Needed: 15/100. Rolled: 96/100.

Until the conclusion of Icecrown's campaign Imuruk has his hands full in keeping Dragonblight clean of necromancers and the like. Nearly two-thousand assassins and their supporting teams prowl the snow covered plains of the region. Groups of necromancers and warlocks teleport in from Icecrown with their demonic and undead guards, and gather around one of the many dragon corpses that lay in the region. But their rituals to raise them as their undead slaves never get far before your assassins are upon them, teleporting in as the alerts from the scrying stone network come in to the response teams on standby.

No word ever gets back to the Scourge and Burning Legion leaders, and Dragonblight quickly becomes a literal void in their operations. Greatly frustrating all of them, from the intelligence gleamed out of the few prisoners Imuruk captures. And it results in more greater and more heavily armed groups being sent out. All die like all the others. It continues to escalate until the leader of the eredar in Northrend, Lord Jaraxxus, arrives straight to Imuruk's waiting ambush.

And it is a brutal, short battle that ended in Lord Jaraxxus death at a high cost to Imuruk and his assassins. Over half their number falls, mostly made up of the recent recruits. Imuruk gains even more scars, the fel fire burns he suffered from dueling Lord Jaraxxus are quite hard to heal even with troll blood potions.

Still, despite the losses he suffered the Burning Legion and the Scourge stop sending troops into Dragonblight shortly afterwards.

Rewards: No Frost Wyrms are raids. The Burning Legion and Scourge casters suffer heavy casualties. Lord Jaraxxus is dead. Imuruk gains loot and the trait Heavily Scarred +3 Martial, -2 Intrigue. -700 Nerubian Assassins. -500 Nerubian Viziers

Stewardship

Greater Reinforcements: The recent earthquake has worried Elder Nadox recently. While all buildings and tunnels made in Azjol-Nerub and beyond are designed to withstand earthquakes and other natural disasters that might occur in a subterranean empire, Elder Nadox feels that they can be better than before with the recent advancements to Nerubian Engineering these past centuries. And it'll be a good time to expand the capital itself too.
Time: 4 Years. Costs: 270,000 Gold. Rewards: Major Bonus to defense rolls in sieges against Azjol-Nerub. Greater chance for the Capital to withstand major natural and magical disasters. Azjol-Nerub expands in size.

As order is being restored to Azjol-Nerub, you, Elder Nadox, his apprentice, and the various caste leaders in-charge of maintaining the capital and expanding it, along with your grandmaster enchanters convene together in the Royal Palace. Numerous construction and expansion plans are drawn up, proposed, and thrown away as countless arguments are considered and countered. While the project expanding the capital is unanimously agreed upon by all involved; how to do so differs between everyone there.

And while the plans are being hashed out a detailed architectural survey on Azjol-Nerub is conducted by thousands of teams. It takes a quarter of the year to finish. While every building is up to the current standard the wardstones that projects a city-wide barrier to guard against magical intrusions is strangely underpowered, almost dead. A number of them are even inactive, opening up holes in the barrier. This allows anyone who knows the location of Azjol-Nerub to teleport into the city at their leisure.

You and everyone working on the project suffer a near panic attack upon hearing that report. Immediately, you order them to be refueled and reactivated as your grandmaster enchanters' work on making better ones to eventually replace them. Shortly afterwards construction begins on reinforcing and expanding all of Azjol-Nerub.

But it will take some time to finish.

Locked in for 3 more turns.

Northrend Colonization: With the completion of the Scouting Legion's survey of Northrend they have identified numerous areas open for settlement across nearly all regions. While the threats above are numerous it won't stop you or your people from expanding the Empire's borders. The colonies will help, not only for you, but for others as well.
Time 1 Year. Costs: 54,000 Gold. Rewards: Colonies will be established in Borean Tundra, Dragonblight, Grizzly Hills, Howling Fjord, Crystalsong Forest, and Sholazar Basin. Friendly and Neutral locals will be kept in contact.

More colonies are established all throughout Northrend as tens of thousands of Nerubians of all castes set out from Azjol-Nerub early this year. Heavy baggage and supply trains follow after them along with the portions of the army assigned to guard them. They travel to the various surface-regions and settle in on areas designated to be habitable and closely connected to the underground tunneling system. Much of the year was spent establishing their newfound towns and greatly fortifying them as the army guards fended off numerous attacks from the hostile locals, Burning Legion and Scourge casters and troops, and others. The rest was establishing contact with the friendly and neutral natives, and laying the ground for future trade.

The Queens leading the colonies report that everything is fine, better than they expected even.

Good to know.

Rewards: Colonies are established in Borean Tundra, Dragonblight, Grizzly Hills, Howling Fjord, Crystalsong Forest, and Sholazar Basin, one in each. Friendly and Neutral locals are kept in contact and minor trade is established with them. +12,000 Settlement Income.

Research

Black Powder: This dangerous, explosive substance hasn't seen much use in the Empire in its history, despite it being discovered ages ago. Its potential uses were noted and recorded down, but no one ever seemed to pursue them. You guess that the legions of dedicated workers and jormungars and Mages to use for large/small-scale clearing and construction when expanding Azjol-Nerub or the early mines halted progress of it and was left to be forgotten. That is, until you acquired various samples of the Explorers' Guild weapons using this substance. Your researchers are eager to start reverse engineering them.
Time: 1 Year. Costs: 9,500. Rewards: Black Powder Tech Tree. Various basic black powder weapons designed for Nerubian usage.

Work on reverse engineering the dwarven black powder weapons begins the moment you give the alchemists and researchers the go ahead. You busy yourself with other tasks, occasionally reading the progress reports sent to you. A few accidents occur here and there despite the precautions taken on this dangerous project, mainly explosions of various kinds. As the year progresses results start to come in as numerous kinds of prototypes are demonstrated before your eyes, basic rifles, pistols, blunderbusses, bombs, and cannons.

They are… ineffective compared to your current arsenal of ranged weaponry, and those of the Explorers' Guild. And theirs have a bit of trouble piercing a cobalt set of armor without resorting to explosive artillery.

Unsurprising, given Nerubians lack the industry and experience the races of the Eastern Kingdom have in creating and using gunpowder. You can't mass-produce them at this point. Time and likely a bit of help is needed to fix these problems.

But you have to start somewhere.

Rewards: Black Powder Tech Tree unlocked. Various kinds of basic black powder weapons designed for Nerubian use are available in limited quantity. New actions.

Second Wind: Anu-Surket has been studying the enchantments on her greatsword Zerat and has managed to figure out why it makes the blade is so unerringly accurate. Upon learning the enchantment itself she's certain she can reverse it and make the wearer of the new enchantment a bit… luckier or so she says to you.
Time: 1 Year. Costs: 5,000 Gold. Rewards: Specialized Amulets for Heroes. Allows one reroll on failed rolls for personal combat encounters.

Anu-Surket works on the field as the army campaigns in Icecrown doing a literal field-testing of her new enchantment. Through her deeper understanding of enchantments after she became a grandmaster in the profession allows her to easily reverse engineer the enchantment on Zerat. Supposedly it makes the one equipping an amulet Anu-Surket settled on luckier through the newly named Second Wind enchantment on it.

It was simple to her, but nearly all of it went over your head when she explained later on. To indulge your curiosity on the new amulet now tied tightly around your neck, and others, even Maexxna. Personal reports from Anub-Rekhan and Imuruk give proof to the enchantments effects. They say that attacks that would have grievously wounded or killed them were mysteriously avoided or missed entirely while wearing the amulets.

You don't doubt Anu-Surket's work, but it is nice to have proof that it works from sources other than her.

Rewards: Specialized Amulets for Heroes. Allows one reroll on failed rolls for personal combat encounters.

Scrying Stones Mk II: Now that access to grandmaster enchantments in the Empire has been restored the researchers and mages working on the scrying stone project are certain they can make improvements on it. This will allow the scrying stones to be used while mobile and to connect with different scrying stones other than its twin stone.
Time: 1 Year. Costs: 5,400 Gold. Rewards: Improved Scrying Stones.

A new and improved series of scrying stones is pursued even as the old ones continue to be produced. Realizing much of the disaster of last year was a result of the wide-spread use of scrying stones, the researchers in-charge of the project have limited the selection of those able to acquire them after they finished and tested the initial batch of the Mk II Scrying Stones.

On your orders you had them sent to Anub-Rekhan in Icecrown, where he puts them to incredible use in his running campaign against the Burning Legion and the Scourge. The mobility and access to different scrying stones by finely tuning it to said stones magical frequency allows Anub-Rekhan to vastly outmaneuver his foes time and time again. He happily admits that much of his success this year can be attributed to the Mk II scrying stone.

Plans to produce them for the general public will go underway once order is fully restored to the Empire.

Rewards: Improved Scrying Stones. +5 to Army combat rolls.

Personal

Unity: Order needs to be restored in the Empire. The chaos caused by the cultists cannot go on any longer. Threats lurk at every corner in Northrend and all seek the destruction of your Empire. You are the preeminent power in this continent after all, it is only natural. But it will not happen under your watch. You convinced the Empire to abandon its xenophobic ways in a short 3 years. You're certain you can unite your people in one.
Time: 1 Year. Chance of Success: 85%. Rewards: Order restored in the Empire. Productivity goes back to what it once ones. Reputation in the Empire increases.

Needed: 15/100. Rolled: 67+14+5+5=91/100

It takes nearly a year, but order is eventually restored to the Empire.

You, Nezar-Azret, Azhar-Menthas, and tens of thousands of your loyal supporters work together to bring the Empire back to what it once was. You and Nezar-Azret and the majority of the Ambassador Caste work on convincing the Nerubians secluding themselves, incapable of trusting others, unwilling to work out of pure fear to come back to the fold. Utilizing the scrying stones both old and new you spread your word, amplifying them so everyone around could hear your voice. Day and night you stay at the newly established scrying stone stations, projecting yourself to your people with passionate and convincing speeches. And as you do so Nezar-Azret rounds up the remaining cultists all across the Empire before mass-executing them in public, restoring faith in your kingship once more as they go back to work.

You coordinate nearly everything to maximize success, working yourself to the bone with little rest. With only the bare minimum of sleep to sustain yourself, and often times you needed potions and elixirs to do so. Otherwise worry and restlessness keeps you up at night as the stressful strain on your body worsens, kept at bay by daily dosage of troll blood potions.

But it does little to affect your mind, and you feel as if you've aged years ahead of your time. Your Queens and heirs worry about you, and you dismiss it. So intent are you to make-up your failures of last year.

Everything you worked so hard for in the past years is gone!

Swept away in a chaotic tide of madness that had festered in Azjol-Nerub and the Old Kingdom!

All the while you focused your efforts elsewhere, in the surface-world, thinking it'd be answer to your Empire's problems.

It was a foolish decision in hindsight. One you won't be making again.

Rewards: Order restored in the Empire. Income goes back to what it once was. Your trait Greatly Stressed is downgraded to: Stressed: -1 to all stats, and Tired: -1 to all stats. Nerubian Empire status restored to Honored.

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: 14+14=28/100

You have very little time this year to spend with your heirs.

Many of your scheduled meetings with them is delayed or tossed away entirely as you and their mothers work on restoring order to the Empire. And in the times you do meet them you find your mind wandering to the many problems afflicting the Empire. Or go in and out of consciousness as sleep tries to claim you in your moments of inactivity. It greatly hampers any effort spent on trying to better your heirs and get to know them more.

Your heirs all fully understand why you're doing that, but you can't help but feel you've disappointed them. They do promise that they'll try to work on their problems you pointed out to them previously, and try to get along better. But you can't help but feel that it'll be a bit hollow as they become consumed in their own schedules.

You'd sigh if you could.

Rewards: Very minor increase in Heirs opinion of you and themselves.

-

Rumors will be posted later, going to rest now.
 
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