Turn 9
A year of relative peace has done wonders to improve the somber mood in the Empire. The threat of Old God cultists and the combined might of the Burning Legion and Scourge is no more. Stragglers still remain, evidently, but hold none of the power they once had. There is trouble in the Stormpeaks and in the Eastern Kingdoms, but both are far away from Azjol-Nerub. And you can do little to help the latter, other than cheaply selling your own reserves of food. Trusting the Eastern Kingdoms to handle problems on their own, it's not like this is the first time they've dealt with this from what you've read.
You have other matters to attend too.
The numerous towns and colonies of the Empire in Northrend have been growing safely as their nearby garrisons have taken care of problems before they can arise. A debate on what to do with the former iron dwarf capital of Thor Modan is whispered by the higher-ups in the Empire. Its worth is great, but Muradin has politely asked that you leave it alone. For now, until his brother Brann arrives to examine it himself.
And you do, thankful to have it out of your hands for now.
There are other things to worry about.
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 spending a great deal of time with the most notable of his many, many children. (Pick 3)
Surface Training: Though much of it is likely redundant at this point for your veterans, Anub-Rekhan wishes to put the army through numerous surface warfare exercises. To make sure that the nerubian army will no longer be hampered there when it comes to the new recruits. Practice makes perfect after all.
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.
Halls of Stone: A sub-section of the grand titan city of Ulduar, the Halls of Stone is a corner stone of Loken's strength. Within this complex is the Forge of Wills, a Titan device that allows its user to create life itself. It is under the watch of the iron vyrkul, Sjonnir the Ironshaper, and heavily guarded by army stationed there. Loken has been using it expand his army greatly every year and replenish any losses suffered. Taking this will cut off Loken's supply of reinforcements and allow your titan allies to start replenishing their own, but the Mad Watcher is sure to bring all his might to retake it. The army is still recovering from its losses from two years ago, so holding it will be difficult.
Time: 1 Year. Costs: 1/4th of the army will be dedicated to holding the Halls of Stone. Chance of Success: 60%. Rewards: The Forge of Wills, a staging point to launch further attacks into Ulduar. Loken starts taking losses. Your titan allies start replenishing their numbers.
Halls of Lighting: The eastern part of Ulduar is where Loken makes his home. From his throne room the former Prime Sentinel commands his forces with his commanders, guarded by storm elementals and his most powerful servants. Taking it, and taking out Loken and his commanders would decapitate the leadership of the Iron Army. But it won't be easy.
Time: 1 Year. Chance of Success: 50%. Rewards: Loken dead/captured. A large amount of the Iron Army leadership is taken out. ???
Secure the Stormpeaks: While Ulduar is the main source of Loken's strength, that doesn't mean it is the only one. The Iron Army has numerous bases throughout the Stormpeaks that need to be taken. All are currently gathering strength for another siege, reinforcements arriving daily via mole machine from the Halls of Stone. The Titan Watchers and their forces will assist the Nerubian Army, eager to strike back against their mad foe.
Time: 1 Year. Chance of Success 75% Rewards: The Iron Army is pushed back to Ulduar. Intel and prisoners.
Diplomacy: Azhar-Menthas has been spending quite a lot of time studying the Light recently, and talking with its followers in the Explorers' Guild. She seems to be experimenting with her powers in the Light with others proficient at it. For what, you don't know, and she won't tell you till she has something conclusive. (Pick 2)
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.
Locked in for 1 more turn!
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.
Locked in for 1 more turn!
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. 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: Hostilities against the Frenzyhears. 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, even now as they do not Frenzyhearts do not wish to go back to Icecrown. 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: Hostilities against the Oracles. 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.
The Goblins: It is all but certain that the goblins from their homeland, a tropical isle of Kezan. They are a race of tinkers, much like the gnomes much to their displeasure. But unlike them, the goblins are characterized by their short sightedness and greediness. It makes for an explosive combination, literally. From what you heard the goblin trade families are eager to make much profit out of Northrend's natural resources after learning of the alliance traders' new fortunes. After asking about these goblins from various people in the Explorers' Guild you realize the dangers of them arriving on the continent. It would be best to meet them when they make landfall, which is expected to be somewhere on the southern coasts of the Howling Fjord.
Time: 1 Year. Chance of Success: 50% Rewards: Hostilities or peaceful negotiations with whatever goblin faction makes land. Restricts unwanted goblin expansion into Northrend.
The Watchers of Archavon: With the relief given to the titan forces in the Stormpeaks you wonder if one of the watchers can help you deal with whatever traps and enemies left to guard the Vault of Archavon. Surely they can resolve this potential mess and allow you to fully secure Wintersgrasp?
Time: 1 year. Chance of Success: 75%. Rewards: Potential negotiations with the watchers and elementals guarding the Vaults of Archavon.
Intrigue: Nezar-Azret and Imuruk report that all is going well within the Empire now, even with the discovery of dreadlord infiltrators. They are quite concerned about it, but their agents are stretched thin at this point from the great losses these last few years, limiting their options. (Pick 2)
Proto-Dragons: The defenses of the vrykul are at an all-time low as they are busy recovering from the numerous setbacks plaguing them these last few years. 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.
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.
Thorim: In the Temple of Storms the watcher Thorim resides, racked by grief from the loss of his wife Sif by the ice giants or the story goes. It is a self-imposed exile after Thorim in a fit of rage struck out against his allies when news of Sif's death reached him, before sinking into his current depression. It results in those who serve in his name to war against the ice giants, the servants of Hodir. Hodir knows the Sons of Hodir did not slay Sif, but Thorim will not listen to reason or kin. So he asks you to look into this manner.
Time: 1 Year. Costs: 10,000 Gold. Chance of Success: 50%. Rewards: Thorim recovers from his depression and learns the truth of Sif's death. Provided you recover the evidence needed.
Damn Dreadlords: From Maexxna's words, the dreadlords have infiltrated Azjol-Nerub. How far you aren't sure, but it can't hurt to check things out, even with this crow man taking care of one of them. Letting this fester will surely come back to bit you in the posterior. And you've had your fill of infiltrators.
Time: 1 Year. Chance of Success: 80%. Rewards: Possible Dreadlord plots and infiltrators are unveiled and stopped.
Stewardship: With the retirement of Elder Madox, Seer Ixit has picked up his pace and seems to be doing a fine job so far. (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 2 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.
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 2)
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.
Locked in for 1 more turn
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.
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
Fel Blood: The potent strength gained by one drinking fel blood can't be denied, despite its inherent corruption. A number of your mages interested in becoming warlocks have volunteered to ingest the Azgalor's blood in controlled environments and test out its effects. Many are curious to see if the resistant to corruption inherent by the Nerubians to all but the Old Gods will holdout against Fel magic.
Time: 1 Year. Costs: 2,000 Gold. Chance of Success: 70%. Rewards: The effects of possible fel corruption on nerubians. If negligible then it'll be used to boost your warlocks and their research.
Engineering: Your researchers examining the fel and iron dwarf tech often find themselves scratching their heads, utterly unfamiliar with devices at hand and how they work. Often times they have to ask for help with the engineers in the Explorers' Guild or the bound demonic servants in secret. Not that you can blame them, but this is a problem. Having some of your people apprentice themselves under a master engineer would be idle, but aren't sure if any are looking. But you'll look in any case.
Time: 1 Year. Costs 3,000 Gold. Chance of Success: 75%. Rewards: Nerubians start learning dwarfish and gnomish engineering.
Runecraft: Runes are known and have wide use when it comes to the arcane, enchanting in particular. But little can match the mastery of runes that the vrykul and the iron legions of Loken wield with ease. Their school in unfamiliar to all and there is little hard knowledge on it, but with the tidbits on it gathered over the years your researchers are confident in cracking this mystery.
Time: 2 Years. Costs: 4,500 gold. Change of Success: 75%. Rewards: Basic Inscription and Runesmithing
Personal: Everything seems fine at the moment. Your queens and their children are getting along well for the most part. The time spent with your heirs has turned out well, learning more about their personal lives has helped you when it came to stirring away some bad habits. It is up to them to have your lessons stick… or you, if you have too. (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
???: 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: ???
Patching Relations: A divide still exists between you and your people, despite your best efforts to mend it these past years. The cultists have struck a horrible blow on the reputation you've done so hard to cultivate with your fellow nerubians. Though you may never reach the same level of trust you once had, you'll try. Pride demands it. Go out and mingle with your people.
Time: 1 Year. Chance of Success: 70%. Rewards: Improved opinion by the Nerubian Empire.
The Darkmoon Faire: A letter has recently been addressed to you, personally handed by a representative of an organization called the Darkmoon Faire. A wandering band of entertainers and investigators of all things exotic, lead by a young gnome named Silas Darkmoon. He asks of you if they can host their faire at Azjol-Nerub while they travel along Northrend to see its wonders.
Time: 1 Year. Rewards: The Darkmoon Faire is hosted at Azjol-Nerub for a year.