Hmm, is it me or did his voice got higher? Last i remember his voice is superbly deep and baritone, shouting 'Oblivion awaits!' and "I'll consume the living and the dead'



Nah, more like a wolf pack boss. You go into the raid dungeon and you first have to clear the minions around us, otherwise if you engage him every one will descend on you.

Then you need to destroy the general first, making sure that he doesn't come to assist Anub.(Spoiler, he still does but in quarter health.)

Then reaching the main room,you'll come to Anub with the three wives. Each of them having different aspect of fighting and spell, first they have to take down the wives. Each of them having their own challenge and minions coming to assist Anub. This is phase one. The raid need to down them quickly simultaneously or in order quickly.

Phase two would begin after downing the wives, in which Anub begin to retreat before slamming the ceiling open. Making Maexnna and her brood coming down, Anub will then burrow and begin spiking specific spaces or anyone who stay in one spot for too long. Creating a need for the raid to move around, in a circle, due to Maexna also spitting poison all the while the raid need to focus on tanking, moving and making sure to kill the adds in order not to be swarmed.

Phase three will be when you engage Anub personally but his general will come to assist. Leading to a two way battle and separating the raid into two. This time Anub will begin his diplomacy talk that randomly turns two raid members against the party while buffing Anub. These two will need to be CCed down to prevent them from doing harm.

All the while, the general will be desperate to reach Anub. And if he reach Anub then a buff will begin to stack on both of them. Making them tougher and harder to down, the objective is to either slow the general down, taunt or lure him away quickly if he reach Anub either by taunt or dark command. Then a countdown will begin when Anub reach 30%, if they don't down Anub fast enough, both him and his general will berserk. Effectively wiping off the entire raid.

Once Anub is done, the general can easily fall because of losing his king.

What about the stage that has us entering a Giant Spider Golem that is virtually indestructible but manned by fairly weak adds that become vulnerable at random intervals?
 
Hmm, is it me or did his voice got higher? Last i remember his voice is superbly deep and baritone, shouting 'Oblivion awaits!' and "I'll consume the living and the dead'



Nah, more like a wolf pack boss. You go into the raid dungeon and you first have to clear the minions around us, otherwise if you engage him every one will descend on you.

Then you need to destroy the general first, making sure that he doesn't come to assist Anub.(Spoiler, he still does but in quarter health.)

Then reaching the main room,you'll come to Anub with the three wives. Each of them having different aspect of fighting and spell, first they have to take down the wives. Each of them having their own challenge and minions coming to assist Anub. This is phase one. The raid need to down them quickly simultaneously or in order quickly.

Phase two would begin after downing the wives, in which Anub begin to retreat before slamming the ceiling open. Making Maexnna and her brood coming down, Anub will then burrow and begin spiking specific spaces or anyone who stay in one spot for too long. Creating a need for the raid to move around, in a circle, due to Maexna also spitting poison all the while the raid need to focus on tanking, moving and making sure to kill the adds in order not to be swarmed.

Phase three will be when you engage Anub personally but his general will come to assist. Leading to a two way battle and separating the raid into two. This time Anub will begin his diplomacy talk that randomly turns two raid members against the party while buffing Anub. These two will need to be CCed down to prevent them from doing harm.

All the while, the general will be desperate to reach Anub. And if he reach Anub then a buff will begin to stack on both of them. Making them tougher and harder to down, the objective is to either slow the general down, taunt or lure him away quickly if he reach Anub either by taunt or dark command. Then a countdown will begin when Anub reach 30%, if they don't down Anub fast enough, both him and his general will berserk. Effectively wiping off the entire raid.

Once Anub is done, the general can easily fall because of losing his king.
I'd raid it.
 
Hmm, is it me or did his voice got higher? Last i remember his voice is superbly deep and baritone, shouting 'Oblivion awaits!' and "I'll consume the living and the dead'



Nah, more like a wolf pack boss. You go into the raid dungeon and you first have to clear the minions around us, otherwise if you engage him every one will descend on you.

Then you need to destroy the general first, making sure that he doesn't come to assist Anub.(Spoiler, he still does but in quarter health.)

Then reaching the main room,you'll come to Anub with the three wives. Each of them having different aspect of fighting and spell, first they have to take down the wives. Each of them having their own challenge and minions coming to assist Anub. This is phase one. The raid need to down them quickly simultaneously or in order quickly.

Phase two would begin after downing the wives, in which Anub begin to retreat before slamming the ceiling open. Making Maexnna and her brood coming down, Anub will then burrow and begin spiking specific spaces or anyone who stay in one spot for too long. Creating a need for the raid to move around, in a circle, due to Maexna also spitting poison all the while the raid need to focus on tanking, moving and making sure to kill the adds in order not to be swarmed.

Phase three will be when you engage Anub personally but his general will come to assist. Leading to a two way battle and separating the raid into two. This time Anub will begin his diplomacy talk that randomly turns two raid members against the party while buffing Anub. These two will need to be CCed down to prevent them from doing harm.

All the while, the general will be desperate to reach Anub. And if he reach Anub then a buff will begin to stack on both of them. Making them tougher and harder to down, the objective is to either slow the general down, taunt or lure him away quickly if he reach Anub either by taunt or dark command. Then a countdown will begin when Anub reach 30%, if they don't down Anub fast enough, both him and his general will berserk. Effectively wiping off the entire raid.

Once Anub is done, the general can easily fall because of losing his king.

'Tis a raid truly worthy of a king.

Although I have to wonder: would we die at the end of this, cursing them all in dialogue or a cutscene, or would we become one of those people who claims their previous defeat was 'merely a setback', because judging by this, the murderhobos have cut down all of our strongest mages, soldiers, and assassins, as well as our greatest champions, heroes, and creatures. Aside from rising from the ashes with the remnants of our people and client races backing us, I doubt we'd throw ourselves into serving some darker, higher power just for a chance at revenge. We're smarter than the idiots that do.
 
'Tis a raid truly worthy of a king.

Although I have to wonder: would we die at the end of this, cursing them all in dialogue or a cutscene, or would we become one of those people who claims their previous defeat was 'merely a setback', because judging by this, the murderhobos have cut down all of our strongest mages, soldiers, and assassins, as well as our greatest champions, heroes, and creatures. Aside from rising from the ashes with the remnants of our people and client races backing us, I doubt we'd throw ourselves into serving some darker, higher power just for a chance at revenge. We're smarter than the idiots that do.
We'd hire the murderhobos.
So, after they beat us, we disappear for an expansion, then come back and have them help us with a few problems that have arisen. Sounds good to me.
 
The moment they have that the players will do whatever the NPC tells them.

"They tell me you're reliable for this sort of task. I sent a number of our most prestigious mages into the Old Kingdom, to set up a barrier to block out the voices of the Old Gods.

"Good news they've done it. Bad news, we can't trust that they haven't been corrupted. I need you meet them at the entrance, congratulate them for a job well done and then kill them..."

"Yes, you heard me right. Can't take any chances, can't tell them either... yes I know it'll be difficult. Fortunately the golems are safe, so they should help you."

*One Quest Later*

"Ah you're back. Apologies for the ambush in the waiting room, had to make sure you weren't shadow mages using illusions. Nothing vital damaged I see, well then I suppose you deserve your reward. Oh and could you not mention this to anyone outside this court? Don't want to spread tales of this, might alert the other cultists..."

"I know they might all be dead, but you can never be too sure."
 
So, for this upcoming turn, does Golem Factories or Drakkari Eugenics sound better? The factories bring in more golems per turn, while the eugenics stabilizes the dramatic population and means that they have a harder time succeeding in a slave uprising. Which does everyone think is better?
 
Turn 8
Turn 8

3 AS

A pair of Nerubian fliers carefully carry a large pitcher of your personal batch of black coffee as you beckon them forth. It is an Eastern Kingdom drink you've grown to like, mixed well with Drakkari blood. You open your mouth as the fliers tip the pitcher slightly down and the hot drink pours down your throat till the pitcher empties out and your servants flutter back to refill it.

The coffee settles warmly in your stomach as you listen to the dwarf at your side.

"...I've heard ye been working yourself to the bone, even for a Nerubian, to fix up your Empire. And I have to say ye need some rest," Muradin Bronzebeard comments, worry faintly coloring his voice. He is standing beside you armored in cobalt he forged himself as he looks down at the court as his party and your people mingles below.

"I do." You simply admit, laying atop your throne in a comfortable manner. "Last year was... trying."

"I've heard." Muradin shakes his head slowly. "Bad bloody business all around, but ye won in the end. This Scourge and Burning Legion have been kicked out of Northrend, and ye managed to clear out the cultists of the Old Gods. And there aren't many nations I can think of that could have done that in just one year."

You nod with a hum and pull your eyes away from Muradin, sweeping them across the court. You see two Dalaran archmages of the Kirin Tor, an aged human named Kel'Thuzad, and a Krasus, a high elf. Both are deeply engaged in a conversation with Nezar-Azret with worried faces. You stare at them for a brief second then settle your gaze at Azhar-Menthas, busy talking with the paladin Zeliek and bishop Benedictus. Your eyes linger on them, wondering what they are talking about before shaking you head, annoyed.

It was the Light, of course. You knew that.

Ugh.

You let out a quiet sigh, faintly wishing you could yawn.

Anu-Surket wasn't here. She was busy with the other members of the party Muradin brought with him a week ago to Northrend. Doing all sorts of tasks in Azjol-Nerub and up in the surface-world. Helping the Snobolds settle into the old servant quarters, feeding Maexxna, gathering regents, culling the excessive Jormungar population, and far, far more. These... adventurers are quite diligent in any task assigned to them, and have been richly rewarded in gold, silver, bronze coins and tokens of appreciation as was customary in the Eastern Kingdoms after finding out that you couldn't pay them in food.

Strange, that.

"Ye sure you don't want to call this off early?" Muradin asks, snapping you out of your thoughts. "Yer mind and eyes is wandering, and ye don't seem to be in any mood to talk, like you usually are."

"I've sat through worse in worse conditions." You reply and pause. Your lipless mouth slightly curls down in a tight frown. "…I suppose I am not in the mood for conversation."

Muradin nods and the venerable dwarf starts down the wide steps leading to your throne. "Just be sure to keep my advice in mind! And on that other thing too! Demon and their ilk are nothin' but trouble. Kill them all and be done with it. Everyone will be better off, I assure ya. I'm speakin' from personal experience." He finishes with a regretful sigh.

You only nod, recalling the part of dwarven history Muradin was likely speaking about. The War of the Three Hammers; where the three major clans started a civil war for control of Ironforge after the death of their High King nearly three-hundred years ago. It ended when the Sorcerer-Thane of the Dark Iron Clan accidentally summoned one of the Elemental Lords, the most trusted and powerful lieutenants of the Old Gods, when he was trying to summon a demon instead. It is the Fire Lord, Ragnaros, who lords over Dark Iron Clan from Blackrock Mountain in the Eastern Kingdoms as he builds up his power and army to this day.

It is something that needs to be taken care of.

But not right now.

You have your own problems to deal with first.

Military: Like every previous year, Anub-Rekhan has some new proposals for the military this year, delivering them to you personally. He seems to be quite pleased as of late from his massive success in the Icecrown campaign, but he tentatively recommends that the army needs somewhat of a break after the heavy losses from last year, and fighting non-stop for years on end. (Pick 3)

Surface Training: A part of your military failures last year lie on the unfamiliarity Nerubians have when fighting on the surface. Anub-Rekhan sees this mistake and greatly wishes to correct it.
Time: 1 Year. Rewards: Bonus to Surface Army Actions.

The Vault of Archavon: Your researchers in Wintergrasp are unable to make further headway into the fortress complex due to a small army of giant elementals that wander its grand halls. While they have their hands full studying what they already found, a threat like worries them greatly. They request Anub-Rekhan and his army to clear the vault out inside for further exploration.
Time: 1 Year. Costs: Initiates Raid Turn. Chance of Success: 75% Rewards: Wintergrasp Fortress cleared of all threats. Great loot.

Recruitment II: The losses suffered last year have significantly weakened the Nerubian Army. Obviously, Anub-Rekhan needs to recruit more to fill those losses and replace those sent off for garrison duty. But this time he wants to establish a permanent system so that he can call upon and train Nerubian recruits to replace any loss suffered during the long campaigns.
Time: 1 Year. Costs: 20,000 Gold. Rewards: Current army losses replaced and trained. Any future army Losses will be replaced and trained at start of every turn.

Thor Modan: With the defeat of the Scourge and the Burning Legion it is time for the army to finally focus its attention upon the Iron Dwarves. Anub-Rekhan wants to start by helping the Earthen Army besieging the ancient Iron Dwarf city Thor Modan and take it for the Empire. Muradin and various members of the Explorers' Guild wish to help too and might go even if the army does nothing.
Time: 1 Year. Cost: 3,000 Gold. Chance of Success: 90%. Rewards: Thor Modan Taken, Earthen Army relived. Iron Dwarf Prisoners.

Banishment: Though Icecrown is free of the Scourge and the Burning Legion, the taint they left in the region still lingers. Spirits of the fallen and chaotic rifts that spawn crazed arcane elementals litter the glacial wastes. They war amongst each other on a daily basis. Their numbers never falling as some malignant energy keeps raising them back up in a never-ending cycle and it's likely going to be worse as time goes on. Anub-Rekhan wants to put an end to this and clear Icecrown of threats once and for all.
Time: 1 Year. Costs: 3,000 Gold. Chance of Success: 90%. Rewards: Icecrown finally cleared of hostile forces.

To The Stormpeaks: As the Nerubian army works to replace its heavy losses the Scouting Legion has gotten off relatively light compared to them. It is just about at full strength, awaiting further orders. And now that you have knowledge of what is going on there, and the regions the Scouting Legion divisions are stationed in are now properly settled and defended, they wish to do something more. Commander Anub-Niwre and his subordinates have asked to launch an expedition into the forbidden Stormpeaks, to discover more about the region and support the remaining Titan Watchers and fight off Loken's iron armies.
Time: 1 Year. Costs: 5,000 Gold. Chance of Success: 85%. Rewards: Titan Watchers and their allies hold out longer. Intelligence on Loken's operations and on Stormpeaks .

Diplomacy: Azhar-Menthas has been spending quite a lot of time studying the Light recently, and talking with its followers in the Explorers' Guild. (Pick 4)

The Taunka: Large, humanoid Bison, the Taunka have been living atop Northrend ever since its formation during the Sundering. And they have survived well against the dangers above, using their powerful physiques and mastery of the elements through Shamanism. A tenacious, stoic bunch, who are unfriendly with the Empire, but they have a right to be. You need to fix this first if anything more is to progress between you and them.
Time: 1 Year. Costs: 2,000 Gold. Chance of Success: 90%. Rewards: Better relations with the Taunka.

The Furbolg: One of the few races in Northrend that is speculated to be older than Nerubians, the hulking, Bear-men have fallen on hard times recently. The Furbolg of Grizzly Hills are a scattered, fractured bunch. Many of the tribes have fallen to the foul corruption of the Old Gods, waging constant warfare amongst themselves and everyone else in their fallen city of Grizzlemaw. The few sane tribes left live far away from them, unwilling to deal with anyone, especially you. Like with the other races before you need to fix this.
Time: 1 Year. Costs: 2,000 Gold. Chance of Success: 90%. Rewards: Better relations with the Furbolgs.

The Oracles: After several years of hostilities the gorloc tribe known as the Oracles in Sholazar Basin has finally ceased hostilities with the Nerubians in the region. Realizing that they'll never drive the Nerubians out and the titan artifacts within their territory aren't being defiled, but maintained instead, the Oracles are willing to negotiate with the Empire. But only if you are willing to help the Oracles drive their rivals, the Frenzyheart tribe, away from Sholazar Basin, permanently.
Time: 1 year. Costs: 3,000 Gold. Rewards: Warm relations with the Oracles. Greater access to Titan artifacts in Sholazar Basin. Bonus to Waygate Research action. Frenzyhearts removed from Sholazar Basin.

The Frenzyhearts: Having been forced out their former home in Icecrown by a gigantic yeti named Icehowl, the Frenzyheart tribe is looking to establish a new one in Sholozar Basin. But the Oracles oppose them at every turn due to the inherent aggressive nature all wolvars have. Peace will never be an option between them. And hearing about the Oracles offer, the tribal leader of the Frenzyhearts has given you a similar offer, along with a promise of aid whenever you ask, and full access to all titan technology under the Oracles protection.
Time: 1 Year. Costs: 3,000 Gold. Rewards: Warm relations with the Frenzyhearts. Full access to Titan artifacts in Sholazar Basin formerly under Oracle protection. +5 to all future actions in Sholazar Basin through Frenzyheart support. Oracles removed from Sholazar's Basin.

Alliance Trading: Muradin says that the samples you traded with him before have been a great hit in the Eastern Kingdoms. From what you hear Nerubian silk has had the greatest success so far. Unsurprising, and it is enough that Muradin has received numerous offers from Alliance trade ships and guilds to help ferry the goods from Northrend and sell them to various buyers in the Eastern Kingdoms. The ships he's hired are now waiting in the newly expanded docks of Valiance Keep, buying goods from the Explorers' Guild, Tuskarr, and Tanuka tribes. They are quite eager to start buying from you, at prices that Muradin says are well worth it.
Time: 1 Year. Costs: 0. Rewards: Trade with the Eastern Kingdoms established. Better relations with the nations that make up the Alliance. +20,000 Alliance Trade Income.

The Light: Though Azhar-Menthas still has much to learn about the Light and mastering the abilities it gives she feels that she's ready to start spreading the word about it. You can't truly help her out on this, but she won't be alone. The paladins and clerics from the Explorers' Guild are willing to help, eager to spread the word about the Light. While you admire their enthusiasm, you worry that their… religious fervor might alienate your people as they seek new followers. Hopefully, that sort of foolishness won't happen.
Time: 2 Years. Costs: 2,500 Gold. Chance of Success: 85%. Rewards: Knowledge, interest, and usage of the Light spreads across the Empire.

Druidism: Valithria Dreamseeker's offer to train Nerubians she thinks is able to learn the art of Druidism still stands. You see no problems with it; it is always good expand the Empire's knowledge in magic. But first you need to find Nerubians capable and willing to learn Druidism first. Valithria is personally willing to make a trip to Azjol-Nerub to help with the former. You just need to work on the latter.
Time: 2 Years. Costs: 2,500 Gold. Chance of Success: 80%. Rewards: Druid Acolytes. Knowledge and interest in Druidism spreads across the Empire.

Intrigue: Nezar-Azret and Imuruk report that all is going well within the Empire now that the Old God cultists have been ripped out and exterminated. But they feel that any future operations might be a bit hindered till their strike teams can be replenished. Again. (Pick 2)

Proto-Dragons: The Vrykul are in the midst of a civil war. Their casualties are mounting and they still haven't recovered from the losses the Drakkari inflicted on them years ago, leaving their homes and villages and Keeps relatively undefended. With this Nezar-Azret wants to try to take some actual, grown Proto-Dragons to be studied and tamed for future use, along with more eggs to boost your Proto-drake population.
Time: 1 year. Chance of Success: 90%. Rewards: Captured Proto-Dragons. Increase in Proto-drake population and units for the army.

Civil War: The Vrykul are at war with one another these days. Numerous clans are fighting for dominance, though many have somewhat banded together to oppose Queen Angerboda and the Dragonflayer Clan. It is apparent that the Queen is allied with the undead and their demonic masters and wants to the rest of the Vrykul to join her. But now that all support from then has vanished Angerboda is steadily losing to opposing clans. Her defeat is likely certain, but your strike teams will make sure, just in case.
Time: 1 Year. Chance of Success: 95%. Rewards: Various Dragonflayer operations sabotaged.

The Kvaldir: These sea-borne Vrykul have always been a mystery to the races of Northrend. Supposedly, the Kvaldir are the angered spirits of slain Vrykul from Tuskarr lore, who only manifest through mists. Natural or ones they weave themselves. You think there is something more to this, since their reemergence coincided with the attacks by the Scourge and Burning Legion a few years ago. Imuruk and Nezar-Azret agree and have teams willing to investigate into the matter.
Time: 1 Year. Chance of Success: 75% Rewards: Intelligence on the Kvaldir and their current operations.

Order of Assassins: With the incredible losses suffered last year the number of Nerubian assassins and teams at your disposal is at an all-time low. Once again, their numbers need to be replenished and trained up to standard. Luckily, a majority of the veteran assassins and Imuruk have survived, forming a solid pool of experience the new recruits can draw from. And like Anub-Rekhan's proposal for the army, Imuruk and Nezar-Azret want to make this a permanent thing and establish a school completely dedicated to recruiting and training future assassins.
Time: 1 Year. Costs: 8,000 Gold. Rewards: Current Nerubian Assassin numbers restored. Future losses will always be restored in one turn.

An Arcane Mystery: The mad frozen spider-like thing that has somewhat assisted your army in the fight against the Scourge and the Burning Legion has perplexed many in the Empire. This being is by far the most powerful magical entity they have encountered barring the Old Gods. And now that the Burning Legion and the Scourge are gone from Northrend this being too as disappeared, but the Nerubians assigned to investigating the manner think they have found a lead in finding this being and are awaiting your orders to pursue it.
Time: 1 Year. Chance of Success: 60% Costs: 1,000 Gold. Rewards: Intelligence on this mystery.

Stewardship: Elder Nadox has announced he'll retire by the end of next year, after he feels that his apprentice is ready to take up his reigns. Seer Ixit is already taking up some of his teacher's responsibilities and is reportedly doing a good job at it. (Pick 1)

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. Locked in for 3 more turns.

Golem Factories: Upon reading reports on the effectiveness the Nerubian war golems had in their battles in Zul'Drak you and Anub-Rekhan decide that the army simply needs more of these powerful constructs. With the help of Elder Nadox and the leading mages in charge of creating golems a giant factory solely dedicated to producing more golems will be established in Azjol-Nerub.
Time: 1 Year. Costs: 18,000 Gold. Rewards: More golems produced per turn.


Drakkari Eugenics: Your current population of Drakkari slaves will only last a decade or so if you keep sacrificing them to the Loa. And while they are breeding, there isn't much of it. They simply aren't in the mood or have the time for it. The quarters they stay in alone doesn't help either. Or the 24/7 surveillance on them too, but that is a necessity. The quarters can be redesigned and your alchemists have the necessary brews to ensure that a stable population growth gets going.
Time: 1 Year. Costs: 9,000 Gold. Rewards: Greater increase in Drakkari Slave population per year. Slave District is better secured.

Blackpowder Industry: Thinking on what your alchemists and engineers have said after they studied the Explorers' Guild blackpowder weapons and designed their own basic versions you know that some sort of new industry needs to be set up to feasibly use blackpowder on a mass-scale. As you look over the proposed plans for it you're certain the Empire has all the necessary requirements for it. It just needs to get started, and you'll commission some of the best engineers in the Explorers' Guild to help the Empire out, so no mistakes are made.
Time: 1 Year. Costs: 18,000 Gold. Rewards: Blackpowder industry established in Azjol-Nerub. Various Blackpowder units available for the army.

Research: Anu-Surket has been busy as of late, tutoring two of your heirs, Hondo and Adofo in magic. From what you hear there is little in the way of study and an emphasis on applications of magic on the field instead. They seem to be doing well, if exhausted at the days end. (Pick 3)

Dire Trolls: No one is exactly sure how these kinds of trolls are produced, even the Drakkari. They are larger and more heavily muscular compared to the rest of their brethren; dire trolls are some of the most powerful fighters the Drakkari have. Whether they were created alchemically, magically, or naturally your researchers don't know. But with the research gained from studying Acidmaw and Dreadscale, the jormungars own dire offshoot they think they'll be able to crack this mystery. Though they will be careful, you don't have many dire troll slaves to waste.
Time: 2 Years. Costs: 3,600 Gold. Chance of Success: 85%. Rewards: Dire blooded beasts.

Elementals: With the establishment of the Wintergrasp settlement within the great walls of the titan fortress there has been a recent abundance of elemental materials available to the numerous researchers in the Empire. Unwilling waste the rare regents they have petitioned you if they can start further researching and experimenting with it and find more applications for it.
Time: 1 Year. Costs: 5,000 Gold. Chance of Success: 80% Rewards: Elemental variations of weapons, armor, golems, and more.

Necromancy: From what you know the idea of necromancy has been theorized by countless mages throughout the Empire's history, even implemented at one point before being discarded as implausible by a coven of mages working on the project. The dead they raised were too weak, unsuited for anything but hard labor where the average Nerubian worker easily reigned supreme. Revulsion had a hand in it too. No Nerubian wants to see filthy, rotten creatures wandering Azjol-Nerub's streets. But they can be of use, and your mages need to learn more of Necromancy to use it to strengthen the Empire and develop effective countermeasures against it. The Lich King is out there after all, surely plotting the downfall of the Empire.
Time: 1 Year. Costs: 1,000 Gold. Rewards: Necromancers. Basic countermeasures against the Undead.

The Waygate: There is a Titan Waygate in Sholazar Basin. While its value as an object of research vault is incredible, its potential as a means of traveling to what is likely the other continents in Azeroth is invaluable. But your researchers haven't a clue on how to activate it, yet. They suspect that the answer lies in the other Titans structures that likely exist in Sholazar Basin. While they try to find those they'll work on studying the Waygate in the meantime for other applications.
Time: 2 Years. Costs: 4,500 Gold. Chance of Success: 85%. Rewards: Titan Waygate in Sholazar Basin open.

Demonology: Around ten-thousand Burning Legions and a powerful Pit Lord and imprisoned in the most secure and guarded prisons in the Empire. Ones designed to hold things equivalent to Maexxna. They haven't been used in hundreds of years up till now, but have been maintained like all the areas in Azjol-Nerub. A myriad of demonic races occupy the various cells. Mo'arg engineers, felguard warriors, gan'arg tinkers, imp minons, eredar sorcerers and their lesser wraithguard kin, six-armed shivarra priestesses, succubus seducers', ered'ruin terror and doomguards, and fel hounds and beasts. Disappointingly, Anub-Rekhan couldn't acquire any dreadlords, but you can start with what you have. Your researchers and mages are ready to acquiring all they can from the demons by whatever means necessary.
Time: 1 year. Costs: 2,500 Gold. Chance of Success: 85%. Rewards: Warlocks and bound demonic servants. Greater intelligence on the Burning Legion, and possible countermeasures against them.

Ships: Last year during your visit to the Tuskarr they have given you knowledge on how to build ships, their kind at least. You know that their boats aren't designed to hold Nerubians or be able to cross the sea like the Explorers' Guild, Alliance, and Kvaldir ships. You need to have your researchers design one for your people. And while you may not have a dock, there are a few deep underground lakes you can test the prototype boats at.
Time: 2 Years. Costs: 4,500 Gold. Rewards: Basic sailing boats.

Personal: You are still stressed and more tired than you've ever been in life, but the Empire needs it's King. You have to work; it is your role, your pride and joy. No one but you is capable leading the Empire to further greatness, but you do realize that you might need to take a rest this year. (Pick 2)

A Big Game Hunt: Ever since her return from Zul'Drak Anu-Surket has been disappointed. Watching her supposed rival suffer such a pitiful end does that to warriors like her. So she is planning on taking a trip with to Sholazar Basin to hunt or capture some of the notable creatures there. But before she does she wants to know if you are willing to allow her to do this first, and if you can join her and her brood too. It might be good for you too, you haven't been to Sholazar Basin before and the things there interest your greatly.
Time: 1 Year. Chance of Success: 85% Rewards: Spousal approval from Anu-Surket. Trophy kills and captured specimens. Personal health recovers

Vacation: The stress and weariness plaguing your body is doing you no good. You know that, your Queens and heirs know that, the Empire knows that. Evidently, something needs to be done. You need to… take time off. From… well, everything. It needs to be done if you don't want your health to degrade any further.
Time: 1 year. Rewards: Personal health greatly recovers.

Maexxna: You feel that it is finally time to permanently cement Maexxna's loyalty to the Empire. She is still neutral on it, but is seemingly thankful to the Empire after the army forced the Lich King out of her mind. And a bit fearful of your army again too. But fear can't always ensure loyalty. Something more needs to be done.
Time: 1 Year. Chance of Success: 60%. Rewards: Maexxna loyalty to the Empire.

???: You've had something on your mind for a time since last year as you quaffed a myriad of concoctions and brews to keep you up day and night. But something in particular stuck with you. It had loosened your mind, and opened it to... to... something. You can't really recall what it was in the morning after, and attempts at finding it had ended in failure. But you could taste it. And... a... you want to drink more of it. Simple as that. If you can make or find the stuff again.
Time: 2 Years. Chance of Success: 70% Rewards: ???

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Current Gold Treasury: 1,577,100
Food Status: Stable
Nerubian Reputation:
Current Population:
3,675,207
Drakkari Slave Population: 12,100
Snobold Servant Population: 32,840

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...So Oracles or Frenzyhearts?

Also, this Turn we're gonna have to help both Stormpeaks and destroy the Iron Dwarfs; we need the Watchers and their Earthen allies to be strong.
Drop RA on that and both operations would be guaranteed successses.
We should wait with the Vault until we can get the Watchers to get down there and tell the elementals to back off.

As for Intrigue...
I definitely want to check on the Kvaldir, because I'm having a sneaking suspicion this is a last "fuck you" left behind by our enemies ('undead' screams 'Scourge' to me right now).
It might just be paranoia, but why take the chance?
 
...So Oracles or Frenzyhearts?

Also, this Turn we're gonna have to help both Stormpeaks and destroy the Iron Dwarfs; we need the Watchers and their Earthen allies to be strong.
Drop RA on that and both operations would be guaranteed successses.
We should wait with the Vault until we can get the Watchers to get down there and tell the elementals to back off.

As for Intrigue...
I definitely want to check on the Kvaldir, because I'm having a sneaking suspicion this is a last "fuck you" left behind by our enemies ('undead' screams 'Scourge' to me right now).
It might just be paranoia, but why take the chance?
Oracles, the Frenzyhearts can go die in a ditch. Plus the Oracles actually have an idea about how the artifacts work.
 
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