Turn 9: Results
[X] DD Halls of Stone
[X] RA Diplomacy
[X] LB N/A
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.
The Nerubian Empire once again goes to war and its citizens answer its call. Any remaining losses suffered against the Scourge and Burning Legion is replenished, trained to current standards and then sent off to the Stormpeaks. Every garrison in Northrend is nearly emptied out, skeleton crews left to defend the region as nearly all of the Empire's strength focused on the coming war. And as all this occurs you issue an edict to all your people, establishing a permanent draft so the army can recover its losses.
There is a fair amount of grumbling by the population by it and no small amount of complaints. Opponents that you have once silenced nearly a decade ago have made their voices known again, concerned about how warlike the Empire has gotten. Just like the Mantid of old. Though they don't deny the necessity of it, as all know the dangers the Scourge and Burning Legion represented to the Empire. But it is something to keep in mind.
Rewards: Current army losses replaced and trained. Any future army Losses will be replaced and trained at start of every turn. Nerubians worry, but opinion of you stays the same.
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.
Needed: 25/100. Rolled: 64+10(Titan Allies)=74
Tens of thousands of Nerubian soldiers and their beasts stream into the Stormpeaks, marching up the narrow paths leading into the top of the mountainous region. It took weeks for the whole of the army to assemble, gathering at the Terrace of the Makers where the titan temples are, located just south of Ulduar. Between them a wide and deep ravine isolated of the titan city away from the rest of the Stormpeaks.
It was a great natural defense and also a great impediment to both armies.
Loken could only reinforce his army through the hundreds of mechagnome aircraft flying in and out of Ulduar and the giant teleportariums located at their main base in the Stormpeaks. Patrols of nerubian flyer swarms, webspinners, archers, and mages put an end to their airborne supplies within a month, capturing numerous caches, liquid pyrite being the most prominent. But your general is helpless to stop the dozens of iron soldiers and crates of supplies flashing into existence every hour, immediately put to use. The Iron Army worked tirelessly day and night to reinforce their base for the coming assault, their iron bodies granting them endless stamina.
The bases are heavily fortified and defended, both above and below. Attempts to expand the vast tunnel system into the Stormpeaks are met with disaster. The Iron Army and its mole machines counter most efforts, collapsing tunnels their drills smash through. Some encounter nests of wild jormungars, awakened by the seismic activity from digging.
And Anub-Rekhan, unwilling to delay any longer leaves them to their struggles as the army strikes out from the Terrace of the Makers to the surrounding Iron Army bases. Hodir and Freya with their personal guard follow; providing much of the firepower needed to crack open the defenses from afar. Hodir summoned massive snowstorms, dropping sharpened hail the size of boulders broke open their walls and gates. As the clouds parted light shined down upon the survivors and a ravenous forest sprouted amidst their ranks, the rapidly growing fauna devouring the rest wholesale. The Nerubian army cleans up afterwards and mainly sticks close to the watchers.
Scouts spot Loken numerous times, warily observing the army from afar. Despite the Mad Watcher's strength he is unable to directly assault his former kin. The combined might of two watchers and the Nerubian Army is too much from him, forcing him on the defense. But it does little to stop him from slaughtering thousands of nerubians and their allies. Pulsing shockwaves and arcing streams of lighting fry those from afar, any who close in are reduce to char by novas of intense electric energy.
Hodir and Freya are always the ones to push him back again and again.
Weeks pass as the campaign drags on, Anub-Rekhan runs the army through a grueling pace. Loken's eye was always on him, unaware of the army now crawling up Ulduar's cliffs and to the Halls of Stone. Only noticing as the Iron Army begins its retreat back into Ulduar when it became clear that he could no longer hold the rest of the Stormpeaks.
But by then it was already too late.
Rewards: Southern half of the Stormpeaks mostly cleared of the Iron Army. The survivors are forced back to Ulduar. Captured intel suggests a massive Iron Army force guards the heart of Ulduar. Crystal and Liquid Pyrite available for research.
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.
Needed: 40/100. Rolled: 80+20+10(Titan Allies)=110
Teams of nerubian assassins cleared the ancient interior of the aptly named Halls of Stone. The rune carved iron bodies of the patrols offer little resistance against enchanted titanium weapons. They rush to their next targets, paving away for the army soon to arrive. Mechagome attendants still loyal to the watchers follow after, quickly disabling automated defenses and alarms before they can sound. Freya and Hodir giving them their override codes to ensure a smooth operation.
It is an immense use as one team arrives in the Tribunal of Ages. A data library guarded by three different and individual defensive systems, named Abedneum, Kaddrak, and Marnak, the librarians. They accept the codes graciously, allowing the mechagnome attendant there to turn the remaining iron golem custodians and automated defenses against the Iron Army remnants throughout the compound. It opens the titansteel gates leading into the Halls of Stone gathering outside and to the Forge of Wills before going through the titan discs in the database, searching for corruption.
The combined nerubian, earthen, and Frostborn army charges in and splits into three to clear out the last strong points. Three entities too tough for your assassins to put down themselves, a lesser titan watcher forced to fight against her will, a crystal colossus overseeing the creation of stone golems loyal to Loken, and Sjonnir the Ironshaper.
All are taken down without trouble, overwhelmed by surprise, numbers, and the ferocity of the sudden assault. Bouldercrag the Rockshaper personally slays Sjonnir after a fierce duel, tearing off the iron vrkul's head with a backhand swing of his greathammer. The mechagnome attendants went to work and an incompressible mixture of emotions clouded the earthen leader's face as he watched the Forge of Wills produce his kind for the first time in ages.
Others were crafted later. Dozens Iron dwarf and vrykul infiltrators, their loyalties switched from Loken to Hodir and Freya. They are sent into the heart of Ulduar, where the main core of the Iron Army is, before the Prime Designate notices the taking of the Halls of Stone. All are programmed with instructions to sabotage the main defenses there when the assault on the city begins.
And as all this occurs the army prepares for Loken's eventual counter attack.
Rewards: The Halls of Stone is taken and the Forge of Wills is now under your control. Loken is cut off from further reinforcements, your titan allies start receiving them instead. Ulduar has been successfully infiltrated by loyal Iron dwarf and vrykul allies.
Diplomacy
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!
Needed: 15/100. Rolled: 99+10+5(Spousal assistance)=114
Dozens of new converts join Azhar-Menthas every day, swelling the number of converts to levels you never expect. Many of whom are more interested in the benefits the Light grants than the religious non-sense that comes with it. Ever the diplomat your Queen focuses on the former and entirely ignores the latter, as it originally was a way of life, first and foremost. One for wide-spread use, for all, compared to magic where the potential is determined at ones' birth.
Humans draw strength from the Light with their faith in it.
Nerubians draw strength from the Light with their belief in their duty to the Empire, apparently.
Or that's what Azhar-Menthas figured out is mainly driving most of her adepts' (herself included). It is hard to determine exactly. Every individual is different in their own way, nerubians included. In any case, she can safely say that the Light will spread on its own, without fear of rejection or disgust in the Empire. And You suspect there is more to the Light for nerubians after observing one demonstration before you head off to Sholazar Basin. A memory burned into your skull of the adepts together. The Light shined from them as they rapidly healed an injured spider lord, a gentle radiance brilliant beyond their individual measure…
Rewards: Knowledge, interest, and usage of the Light spreads across the Empire. Piety Choices Unlocked. Light Seer caste established. ???
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!
Needed: 20/100. Rolled: 5+10=15/100
Much to your disappointment, Valtithria reports that no nerubian is capable of learning or using druidism. 'As it is now, of course' she added in hastily afterwards to lighten your spirits. But you think that it'll likely stay the same.
It still won't stop you from trying, but it'll have to wait.
Failure: No Nerubian can learn Druidism, for now or ever.
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.
Needed: 50/100. Rolled: 89+10+15=114/100
Swindlegrin swallowed.
His nervous hands clasped together inside the nerubian camp, a short distance away from the Venture Co. trade fleet that had just landed an hour ago. The supposed Nerubian King lounged to his side in the shadows silently with his immense bulk. His bodyguards hovered over him and Swindlegrin, armed with impressive looking arms and armor.
No match for a good goblin gun of course, but… it was best if he kept his panting mouth shut.
There was a lot of Gold in front of him.
Really, really lot of Gold.
It was more than enough to pay his debts to the company and then some. Wars were waged over less gold. Entire trade fleets wish they had this amount.
This… this…
Gold
Shivers ran down his spin as he sucked in a breath. The terms the Nerubian King offered were simple if… restrictive.
Venture Co. won't be happy about it, their Gold profits from here are gonna suck. To say Gold anything about the rest of the trade fleet once he started to Gold enforce these terms. Swindlegrin was very aware that Gold enemies will be coming after him from all corners. It was Gold madness to try this, Gold suicide. But the Nerubian King promised that there will be more Gold, and resisting was them will result in Gold extermination. But he wanted all that Gold Gold Gold…
Rewards: Bribery Peaceful negotiations with the Venture Co. Northrend Trade Fleet have ensued. Heavy restrictions on goblin expansion applied and breaking them results in their immediate expulsion from Northrend. Situation is under control for now. -10,000 gold
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.
Needed: 25/100. Rolled: 37+10=47/100
After the Stormpeaks have been secured and Loken directs his forces to retaking the Halls of Stone Freya leaves the region for Wintergrasp under heavy guard. The Vault of Archavon is a treasure-trove of titan artifacts and ancient lore, the greatest in Northrend by Freya's words. Weapons as well, all collected by the lost watcher Tyr, who has vanished from Northrend even before Loken went mad.
While each of the watchers prefers servants that fit their nature, Tyr did not and amassed a variety of lesser watchers. Four guard the interior of the vault with their elemental minions. Arhavon the Stone Watcher, the first and whose vault was in named in honor of. Three more follow. Emalon the Storm Watcher, a reclusive iron giant who left Loken's grasp long ago. Koralon the Flame Watcher, the master of the vaults forge, and Toravon the Ice Watcher cast out from the Sons of Hodir for reasons Freya knew not of.
She was still on good terms with them all last they met, and still is after she descended into the Vault along. For over a half-a-week she stayed inside, exchanging greetings, history, and words. You do not know what had passed, but guess that was what she was up too.
There was a lot of catching up to do.
Freya strode out of the vault on the dawn of the fifth day, all four watchers and the elemental armies joining her shortly. Each and everyone one glared banefully at the nerubian and Explorers' Guild researchers studying just outside. Their eyes snapped from the watchers to the vault as the last elemental left, before the titansteel gates snapped shut, denying them entry.
All pouted.
Freya promptly apologizes, saying that she promised to keep it sealed till the threat of Loken and his master has ended. It was the only way that she could coerce Tyr's watchers from leaving their charge.
Rewards: Watchers of the Vault of Archavon have moved to the Stormpeaks to assist in battling Loken till his defeat. The Vault is sealed from further exploration until then.
Intrigue
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.
The building is constructed, its details and specifics left to Imuruk and Nezar-Azret, as is recruitment as always. Many operations are dialed back this year, your veteran assassins and spymasters busy training the next generation. Those who were crippled and still wish to help are put in permit teaching positions. The new recruits will need years of training and experience to match their teachers, but they say it is a start.
Rewards: Current Nerubian Assassin numbers are restored at the moment. Future losses will be replenished at every year. It is recommended that recruits don't get sent out on dangerous missions just yet.
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.
Needed: 20/100. Rolled: 87+5=92/100
Another extensive investigation into the internals of the Empire is launched again, much to the growing frustration of your intelligence network. Not at you, but themselves for missing such a potent threat. Nezar-Azret, Imuruk, and their subordinates work with an intense focus, following trail after trail, lead after lead.
There are many of them.
All end up dead.
The dreadlords are not in Azjol-Nerub, but their presence is here, nevertheless. Your agents uncover half-finished plots and ploys and others close to fruition. All abandoned, switched over to other schemes, even ones that might have succeeded without your notice. It is as if they couldn't decide what to do. It is strange, confusing, and leaves Nezar-Azret with more questions than answers, forcing her to look more deeply into matters.
Almost a year passes before your Queen calls it off. Anger and irritation oozes off her as she delivers her final report to you.
There are no dreadlords infiltrating the Empire. Not now.
And all they have done is lead her in circles, purposely distracting her from investigating other matters that might have their hand in it. What, she doesn't know, and suspects it might be too late to stop or even find out now.
Rewards: No dreadlord or any other kind of infiltrators in the Empire. This has all be unveiled to be a farce to distract you.
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.
Work continues as always, the great majority of the Azjol-Nerub's workers dedicate themselves to rebuilding the capital as they have in years past. Much of the effort this year is focused on reinforcing the foundations and the great ceiling that stretches on for miles on end, below and above the city. Ensuring that neither will collapse, the Kobolds and their geomancers prove to be quite helpful in this regard. They are quite eager to please their nerubian masters.
Locked in for 1 more turn.
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.
As work goes on to reinforcing Azjol-Nerub two factories dedicated solely to the construction of golems are established in the capital. Within half-a-year construction is finished, and work immediately begins. Large citadels belching out smoke from the giant forges as they begin molding war golems from cobalt and other metals at this factories. Craftsmen work on their menial stone counterparts at the other. Various kinds of enchanters and designers make home at all the factories, animating and testing out the finished products. Doubling the amount of golems produced than before.
Rewards: Golem factories established. +100 Nerubian War Golem per turn. +20 Nerubian Siege Golem per turn. +200 Nerubian Menial Golem per turn.
Research:
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.
Needed: 15/100. Rolled: 74/100
A great variety of experiments are conducted this year after learning more of the dire trolls from the Loa. Numerous kinds of animals with fast breeding and growth cycles are subjected to a mixture of arcane rituals, alchemic potions, and specialized diets to stimulate growth. Often times it ends messy, the subjects often implode in fountains of gore larger than their size would indicate. As the year winds down these failures start to wind down and the experiments begin to stabilize, finally past the week. A bit bigger than it once was, but nowhere near the size of a dire beast.
Their children however…
Some are dire, many more are mutants. Those are purged. The dires are separated from the rest, kept for further study and care. The nerubians in charge say it'll be another year or two before the dire bloods are ready for use, but it's a start.
Rewards: Dire strain has been successfully introduced into non-Nerubian beast units.
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.
Needed: 25/100. Rolled: 10/100
You inquire with Muradin and his brother Brann as he arrives in Northrend early this year about the possibility of having a few nerubians study under their engineers. And after a week spent of them asking around as they prepare to travel to Thor Modan you get your answer.
No.
In polite terms, of course, but it is still a disappointment. Every one of the Explorers' Guild engineers are either too busy, angrily refused, or have their own students to take care of. They suggest you either ask the guilds over at Ironforge and Gnomeregan for a teacher and a big enough incentive to have them travel to Northrend. Or just send some students to their capitals if they agree to make the most of their educations.
You said you'd think about it, before leaving them to their own journeys.
Rewards: No engineers available to teach in Northrend. Other options are to be considered.
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.
Needed: 25/100. Rolled: 74+5=79/100
Work begins by your enchanters, led by their grandmaster with help from Anu-Surket from time to time before she sets off with you to Sholazar Basin. As it is, there is little to show for their work. It is a delicate matter that can't be rushed.
Locked in for 1 more turn.
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.
Needed: 30/100. Rolled: 82+15=97/100
Before you leave to for your trip with Anu-Surket near the end of the year, you go out and mingle with your people. You grace the doorsteps of thousands of queens throughout Azjol-Nerub and beyond, to the colonies below and above the other regions. You show no favor, treating all who meet with you as fellow friend.
And you mean it too.
You love the Empire and all its citizens more than anything else. Ruling it has always been your lifelong dream. Doing so is the greatest and happiest time moments of your life, even with the problems that have arisen. You have faced challenges beyond the likes of any of your ancestor kings since the first, who took charge after the Great Sundering and founded the Nerubian Empire. Those that followed in his footsteps added in their own achievements, till time passed and being King meant nothing more than a prestigious title.
That has changed. The Empire has changed.
No longer will it fade into tall tales and the stuff of nightmares like it had so long ago. Not now, not ever.
You will ensure it, and first, your people must trust you again.
Honored as you are, they are all still wary of you. The damage the cultists have done to your reputation and the safety of the Empire is almost irreparable. Almost! Time and the long efforts spent doing damage control years back have softened the damage done. Enough for you to make amends.
Now, your people understand why you were studying Saronite. A defense is needed against it, now more than ever.
The threat of the Empire slipping back into the terrifying control of the Old Gods is everpresent. Especially now with the events in the Stormpeaks, the bindings sealing the Old God, Yogg-Saron, are slowly fading away. Without the power of the four watchers powering the seals and the efforts of Loken to free him, it'll be little more than a decade till he is free entirely.
This. Can't. Happen.
And you will make certain of it.
Rewards: Opinion by the Nerubian Empire is now Revered. Saronite research is now available once more. Do not screw this up.
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
Needed: 15/100. Rolled: 5/100
Things… did not go as intended.
Interlude