Turn 3 Results: The Tsundere Continues.
Military
Survey: There hasn't been a detailed account to the surface world in a long time. While you did travel up above in Northrend once, you never got a real good look at it before returning to Azjol-Nerub. You and Anub-Rekhan are curious to know what has changed in the last few centuries. It might be time for an actual expedition to the surface.
Time 3 Years. Chance of Success 60% per year. Rewards: Detailed information on every region in Northrend, but Stormpeaks. Information on interesting individuals and species. Nerubian curiosity piqued. Locked in for 2 more turns.
Needed: 40/100. Rolled: 90/100. Off to a good start…
Learning from the many mistakes and failures of last year the Survey Expedition continues on. By order of and with help from their King the efforts to make peace with the hostile factions ensue and succeed in all places barring those in the Sholazar Basin. Allowing their work to continue somewhat peacefully, barring the occasional hostile wildlife; they seem to be leaving the expeditions alone after the heavy losses in last year's attacks.
Their current findings are written and sent back to Azjol-Nerub for peer-review and study. Requests are too, namely for more reinforcements and supplies. But the highlight of this year was the discovery of another basin area called Wintergrasp, previously known as Lake Wintergrasp hundreds of years ago. The lake has shrunken since then, leaving the area open to exploration.
Locked in for 1 more turn.
Logistics and Infrastructure: Anub-Rekhan has depressingly reported a general lack of military infrastructure inside Azjol-Nerub itself. While there are a number of barracks scattered throughout the Empire and are kept clean, repaired, and ready for use by the local Nerubian Workers, they are too few and ill prepared to house and command the Nerubian Army from if they ever go to war. Anub-Rekhan wants to fix this.
Time: 2 year. Costs: 90,000 Gold. Reward: Easier mobilization and travel for the army in Azjol-Nerub, bonus to defense rolls for underground combat, increase of military presence in the Empire.
After the military fiasco of last year you immediately fun and order the construction the required military infrastructure throughout all of the Nerubian Empire. Your workers and their crews get to work, following Anub-Rekhan's detailed instructions to the letter. It is a massive project, even for Nerubian engineering and will take some time to complete.
Locked In For 1 More Turn.
Deep Strikes: The raids were a failure, but that hasn't disillusioned Anub-Rekhan to the idea of it. The Ice Trolls, Vrykul, and Magnataurs are still preparing for war against the Empire. They haven't fully formed their armies yet and Anub-Rekhan wants to delay them from doing so. For Nerubians a good offense is the best defense. Your commander wishes to conduct three large and focused raids this year at the heart each factions territory. One for each, utilizing all the forces Anub-Rekhan has at his disposal to make up his failures of last year.
Time: 1 year. Chances of Success: 80%. Rewards. War Delayed For 1 Year. Prisoners. Loot. Anub-Rekhan unleashes his rage.
Interlude
Diplomacy
The Idea of Foreign Relations: As much as Nerubian culture prides itself on promotion of intellectual pursuits, individualism, and the like, it is ironically hidebound when it comes to dealing with others of a different race. If it came down to it, just about every Nerubian other than you would let the world burn if it didn't affect them... or if they even knew about it in the first place. Though you're not certain on it, this might need to change... eventually. You could always order them to change being their King, but it won't change anything in the long run and you are smart enough to know it. You'll have to convince them instead, you can't do it all on your own after all... but it might take a while.
Time: 5 years. Chance of Success: 30% per turn. Cost: 5,000 Gold per turn. Rewards: +1 Diplomacy Action, +3 Diplomacy, possibly able to send representatives to establish diplomatic relations with other races and trade. Cons: Lowered opinion of you. Nerubians might consider you to be crazy and illogical. Locked in DD for 3 more turns!
Needed: 70/100. Rolled: 130/100. I-i-it's not like I like you or anything…
Your idea continues to have merit.
A bolt of inspiration fuels you yet again this year. You and Azhar-Menthas have waves upon waves of success this year. Every form of criticism is heard, from all corners of the Empire. Nearly all your political foes come out the network to challenge your views. Thousands of leaders, backed up by their followers, debate back and forth with your own growing supporters.
You dueled with the best of them with wit and word within sight of hundreds of thousands of Nerubians in Grand Amphitheaters of the Empire. And they all watched you crush them, utterly, leaving them fumbling to defend themselves as you easily turned their words against them. It was humiliating, and seeing your constant string of victories many just simply gave up and left.
And now, on some days where you walk across the wide roads and silk-bridges of Azjol-Nerub you see your subjects talk amongst themselves about foreign relations, right out in the open; for all Nerubians to see and hear, unafraid of being shamed or shunned by their peers. Some even speak reverently of you.
They might even convince themselves without further input from you.
They just need one more push, one more success…
Current Rewards: +2 Base Diplomacy. Project Time Reduced By 1 Year!
Do it Yourself!: In all likelihood it's going to take years to convince your people to open up to the world. You are fighting back against thousands of years of culture and ingrained beliefs after all. You, being the Empire's best and only foreign diplomat can open relations with others races you know of from your travels yourself! ...Or try to anyways. Your people won't like it though… and given the recent hostilities it's less likely to work too. Might need more time to fix it.
Time: 2 Year. Chance of Success: 40%. Rewards: Possible diplomatic relations the Frostborn, Taunka, Tuskarr, Furbogs, and Explorer's Guild. Cons: Greatly lowered opinion of you, putting yourself at risk, likely will scare off the races in-question instead.
Needed: 60/100. Rolled 106/100. *Blushes*
This was done in secret.
With war at your doorsteps, the numerous band of enemy scouts patrolling the surface-world, and not wanting to lessen your reputation amongst your subject, the need for secrecy was paramount here. Withdrawing the captive Taunka, Tuskarr, and Furbog prisoners from their research pens by your most loyal servants you had them sent to the Royal Citadel without notice. They were kept quiet and unconscious through continued applications Spell and Silence spells.
You subtly shifted your schedule around with help of Nezar-Azret and her minions, allowing you a few weeks of free time to spend with your brood, officially. A break from the debates too, not one you want, but you trust Azhar-Menthas to perform well in your place. After preparing your royal guard and a small army of trusted warriors and servants of various castes you set off from Azjol-Nerub, through secret tunnels only known to the Spider Kings, your prisoners in tow.
Weeks of travel ensued as you went to Dragonblight, the Grizzly Hills, and the Borean Tundra, avoiding patrols of Magnataurs and their Kobolds slaves, the wandering Vrykul hunters, and others. The regions were littered with them. Few caught sight of you, those that died quickly died to the envenomed titanium daggers of your Nerubian Assassins without a word.
From there on you met with the Furbog, Taunka, and Tuskarr tribes in their home regions. Each was hostile to you, anger and fear filled their eyes. Their homes showed signs of recent battle damage and their numbers were smaller than you recalled. The heavy increase of Vrykul and Magnataur presence in their regions have prompted more raids on their homes to relieve the boredom of searching for the entrances to Azjol-Nerub.
Like Maexxna, these races only came to talk by show of strength and the unsubtle threat hanging over heads of your captives. Few words were exchanged, many of them heated from their leaders towards you and your subjects, rightly blaming you for their troubles as the prisoners were handed back. You did not apologize, it was beneath you, but you gave your word that your forces won't harm them again and left.
Heavy casualties amongst the enemy patrols quickly followed.
You tried to look for the Frostborn, but they seem to have vanished from Icecrown years ago. Possibly to the Stormpeaks if you had to guess.
Borean Tundra was your last and likely most dangerous stop. The Explorer's Guild base was finally finished this year. A small, but heavily fortified port base, their impressive walls bristle and menace with cannons and mortars and repeating rifles, covering a wide area cleared of cover. A kill-zone if there was one.
Negotiations began after sending a lone terrified Vizier to their gates, unarmed with nothing but his magic.
You and your forces were far away, keeping view of him through a telescope atop a large hill. Tense minutes pass as the Vizier came into their field of fire, drawing the ire and aim of all the guards patrolling the walls. War Golems closed ranks and blocked the gates across the bases wooden bridge and silence reigned.
Then the golems advanced, lumbering across the bridge as the gates open and Muradin Bronzebeard marched out, leading a tiny host of three-hundred warriors. A mixture of Dwarf, Human, Gnome, and High-Elf, the first far outnumbers the rest, all dressed in steel plate. A weak metal compared to Cobalt, your advisors tell you.
Muradin's rune hammer and axe shine in the afternoon sun as the stout and hairy dwarf met and talks with your Vizier. He repeats your words in fluent Common, the language of these people, asking for a meeting with you later on. To negotiate and settle the differences caused by the unpleasant first encounter between your people.
When your Vizier returns, he repeats Muradin's answer.
"I'll think on this. Ye hear?"
Rewards: Taunka, Tuskarr, Furbogs, and Explorer's Guild Status Changed to Unfriendly.
Intrigue
Sabotage: Three armies are arrayed against you. They haven't found the entrances to Azjol-Nerub yet, but it's only a matter of time. You need to sabotage their efforts and that of their armies as they prepare. Poison their food, slay their leaders, destroy their supplies, steal intelligence, and cause mayhem in their ranks. You and Nezar-Azret have hundreds of Nerubian Assassins at your disposal. Have them do their jobs.
Time: 1 year. Chance of Success: 65% Rewards: War Delayed for 1 Turn. Intelligence. Loot.
Needed: 35/100. Rolled: 95/100. *Blushes harder*
Your Assassins work all year hamstringing the preparations of your enemies. Huge caches of supplies are burned; their stores of weapons not stolen melt away from flasks of potent Jormungar acid. Badly written intelligence reports are stolen or interrogated out from captives and dissenters, used to strike at high-valued targets. The new titanium weapons are put to great use by the Assassins. Magnataur Shamans, Drakkari Shadow and High and Vrykul Rune Priests die before any could react, master-class elixirs and potions boosting the Assassins strength and speed. Numerous leaders among the factions suffer the same fate, sowing incredible dissent among their ranks as the barbarians start fighting amongst themselves, each vying for power.
A lucky team of Assassins manages to snatch an entire clutch of Proto-Dragon eggs from the Dragonflayer's own dragon roost in the Howling Fjord and destroys the rest. Another manages to start a wide-scale Kobold rebellion against the Magnataurs before being brutally put down, decimating their tolerated slaves. One even infiltrates deep into Gundrak, the capital of the Ice Trolls, and steals Frost King Malakk's personal greatsword, Zerat from his bed chamber as the King slept.
Rewards: War delayed by 1 turn. 100 Red, Green, and Blue Proto-Dragon from Eggs Stolen. Acquired the Zerat, The Soulburning Greatsword. A lot of dead Drakkari, Ice Troll, and Magnataur Casters and Leaders.
Make Fight Each Other: Tensions remain high between the three armies and each still consider the other to be their enemies. They just hate you more than each other and are content to ignore each other, for now. You can't have that. They need to fight each other. Let's fix that.
Time: 1 Year. Chance of Success: 65% Rewards: War Delayed for 1 Turn. Hostilities Ensue Between The Ice Trolls, Vrykul, And Magnataur Factions.
Needed: 35/100. Rolled: 92/100 *Continues to blush*
Your efforts at turning against the three forces against each other work nearly as well as your efforts of sabotage. Using the information stolen and tortured your other bands of Assassins and Seers and Viziers start working on their orders. Wandering patrols of each faction encountered and fought each other, by false intersecting routes or orders of mind-controlled leaders. The fights between them escalate as efforts to find the entrances to Azjol-Nerub sour and they take out their frustrations on a more easily found foe.
The Drakkari and Vrykul even went to war against each other. Lead by the false rumors of the stolen Proto-Dragon Eggs lying within Zul'Drak and Zerat, Malakk's Soulburning Greatsword in Vrykul hands fester in each of the opposing faction's populations. The Magnataurs ignored this though, content in finding and fighting your Empire instead despite their infighting.
Rewards: War delayed by 1 turn. Vrykul and Drakkari at War with one another.
Stewardship
Expansions: Elder Nadox has reported that your settlements have hit a bit of a financial snag this year. With the failure of your Survey Expeditions and raiding to bring any goods to them and the fact that your military used up a majority of their resources, they are in a bit of economic trouble. The Queens there are asking for funds and needed materials to fiancé their expansions and restore their lost wealth.
Time: 1 Year. Costs: 18,000 Gold. Rewards: Settlements upgrade to Towns. Happier Queens
After hearing the report the necessary funds and resources are sent to all your settlements, along with a number of free workers not busy building your new military infrastructure or out posts. The Queens happily receive them and send them off to work at once, reporting that a general increase in goods will start arriving in Azjol-Nerub once they are finished.
Rewards: Current Settlements upgraded to Towns. Queens are happy. +5,000 Income.
Outposts Down Below: You are one of the only few in Azjol-Nerub who know about the small storage of Saronite Ore located so close to the heart of the capital. You can never be too paranoid when it comes to the Old Gods. There are entrances to the Old Kingdom beneath Azjol-Nerub, sealed and forbidden to all, but that rule has been broken. Something is happening down there and you need to keep an eye on it in-case it comes back up.
Time: 1 Year. Costs: 9,000 Gold: Rewards: Outposts keeping watch over the Old Kingdom entrances.
As much as it pains you, you can't direct resources to whatever is going down in the Old Kingdom, despite the incredible threat it poses. You fear it far more than the armies up above as any sane Nerubian would. But you can keep track of what might come out there, hopefully.
A number of fortified and heavily manned outposts by the most loyal of your forces are built near all the entrances leading into the Old Kingdom below the depths of Azjol-Nerub over the year. They have daily reports sent back to the capital with a change of guard accompanying them back to the outposts. The guards sent back go under heavy psychological, mental, and physical examination by various experts before they are cleared to go into Azjol-Nerub.
No signs of corruption are reported or anything interesting is reported by the end of this year, thankfully.
Research
Armor Sets: Looking through the vast stores of unused metals neatly sorted and organized inside the numerous vaults that make up your treasury and after listening to Anub-Rekhan military proposals it might be good to commission an actual armor set for all castes to use. Possibly. Made out of what you aren't sure, you're no blacksmith. It'll be best if you leave it to the experts.
Time: Goes on till its canceled or finished. Costs: 5,000 Gold per turn. Chance of Success 65%. Rewards: New sets of armor made of different metals available for use for all castes every year. Locked In.
Needed: 35/100. Rolled: 88/100 *Keeps blushing*
After another year of work your blacksmiths have finally succeeded in crafting an armor set made for Nerubians of all castes, barring the Spider Lords. Your Blacksmiths report that their natural exoskeleton is tougher than Cobalt, nearly on par with Titanium, if far more flexible, given it supports the thousands of tons Spider Lords mass while allowing them to move with efficient grace and speed. They recommend armoring them with powerful magical artifacts instead, like amulets and cloaks.
As for the armor they settled on Cobalt once again for your regular forces. They forge strong breastplates, helmets, and gauntlets, under it specially woven Nerubian silk is interconnect each piece, covering their joints and the rest of their bodies like mail. Minor enchantments empower it, protecting it against the elements. Water or dirt won't stain it, and only strong fires can set it aflame. It is light and flexible enough that it won't impede your forces mobility, but it leaves a part of their abdomens vulnerable as to let the Nerubians spin their webs without trouble.
Another set, made with titanium and greater enchantments are available for your elites. Though creating enough for your entire army will take till the end of the year, given the difficulties involved, particularly with the Nerubian silk mail. The costs are hideously expensive too.
Rewards: Basic Colbalt and Enchanted Nerubian Silk Mail set available for basic units. Titanium and Master-Enchanted Nerubian Silk Mail for Elites barring Spider Lords. +20,000 Army Upkeep.
We Have Ways: Though a majority of your raids last year were failures, the initial raids were a complete success, netting you hundreds of prisoners from nearly all races in Northrend. Imprisoned within Azjol-Nerub are Magnataurs, Ice Trolls, Vrykul, Kobolds, Furbogs, Wolvar, Gorlocs, Tuskarr, and Tanuka. As of now all they are doing is being a drain on your resources, crying and screaming and trying to break out. Your researchers consider them to be a waste, better spent being interrogated for information with their bodies put to research for the good of the Empire through vivisection and dissection. They ask you if they can get started.
Time: 1 Year: Costs: 5,000 Gold. Chance of Success: 95%. Rewards: Cultural and Biological information on the captured subjects.
Needed: 5/100. Rolled: 27/100. *Leaves with a huff*
While disappointed at the lack of specimens from the Tuskarr, Tanuka, and Furbogs your researchers get on with their bloody works. A few problems were encountered when a number of the test subjects try to break out, killing a couple of your researchers and guards before being put down and later vivisected. They were conscious, and it was done at a slow and agonizing speed in view of all the other specimens, cowing them all into submission.
The interrogation and experiments continues safely after that. The researchers report their findings after seemingly acquiring anything of value the specimens had to offer, killing a great number of them. Only the Ice Trolls survive with their natural toughness and regeneration, ready for further experimentation.
Mainly the reports on the factions you are at war with are put to great use by your Assassins. Allowing them to swiftly slay their foes and strike targets of great cultural value, causing further chaos amongst them. The same went for the Survey Expedition in Sholazar Basin, only it was used to successfully repel attacks from the Wolvar and Gorloc tribes and prevent events that might have further angered them.
Rewards: +5 Bonus added to rolls for actions on Vrykul, Drakkari, Magnataur, Gorlock, Kobod, and Wolvar factions.
Colbat Bows: Anub-Rekhan and Anu-Surket have informed you repeatedly that the Empire's armies lack a dedicated ranged caste best served to kill their foes from afar. While your mages can do the job admirably, they are few in number compared to their non-magical brothers. Your Webspinners are best served for ensnaring and capturing your living foes with their strong webs. Basically, you need archers and while you don't have an abundance of wood, you do have mountains of metal ore for use. Anu-Surket wants to use cobalt to craft powerful bows made of the material.
Time: 2 Years: Costs: 5,000 Gold. Rewards: Archer Caste armed with Cobalt Bows.
There is little to report from Anu-Surket as she starts her attempts at crafting Cobalt Bows within her new workshop other than constant string of creative curses as failed prototypes were tossed out the window daily. But she tells you that she'll have it done by next year.
Locked in for 1 more turn.
Personal Actions
Martial Training: Compared to Anub-Rekhan and a great number of former Spider Kings and other Spider Lords, you frustratingly realized that you don't even compare to any of them martially. It might be time to change that. Anu-Surket is the best warrior among your Queens; she could teach how to fight.
Time: 1 Year. Rewards +1 Martial. Minor increase to spousal opinion by Anu-Surket.
When you and Anu-Surket have the time to spare you have her tutor you in the art of combat.
By fighting.
It apparently is the only way she knows how to teach, barely giving you a few words of advice before launching herself at you with her so-called Furysword. Later she uses Zerat once your Assassins acquired the Greatsword. Sometimes she uses both at once. You lose every fight, even when she's armed with only her magic and you get the feeling that she's training herself more than anything else, but you feel you improved.
Somewhat.
Rewards: +1 Base Martial. Anu-Surket has some fun beating you silly.
Your Queens II: You have three Queens living with you in the Royal Citadel. Not many by Spider King standards, but its manageable enough that you can spend time getting to know each of them without ignoring the other in favor of another. They seem to be getting along with each other
Time: 1 Year. Rewards: Minor spousal approval for all three. Minor increase in relations between them.
And when all three of your Queens and you have time to spare you spend it together. Silently, once again. Anu-Surket and Azhar-Menthas stay frosty with one another while Nezar-Azret looks like she wants to talk with each of them, but too nervous to do so.
But they aren't glaring at each other at least.
You stay in-between them all amongst the swarm of Spiderlings skitter around in your nest-room, hundreds, some recently born, others a year old at this time. A number of them are tiny Spider-Lords and Queens, over a dozen for each, but none have shown any qualities or traits yet to be declared one of your heirs.
It's still too early.
All born from Nezar-Azret and Azhar-Menthas though, Anu-Surket is unwilling to be burdened with being pregnant till she slays King Ymiron. And she'll get her chance. The massive success of your Assassins and Mages work in turning the Drakkari and the Vrykul upon each other with their disorganized armies, Anub-Rekhan postponed his planned raids on the their capitals.
He waits for both armies to clash, wanting to finish them off all at once.
And based on recent reports that time will be arriving soon…
Rewards: Minor spousal approval for all three. Minor increase in relations between them.
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You guys got real lucky with those Intrigue actions. Just saying it here.