So we need to bring in the remaining Kobolds, free the Vrykul prisoners, hopefully make friends with them, and kill the frost king.

If we can bring the surviving Vrykul into the Empire by saving them we will gain a group that can train our proto dragons and are amazing warriors. The Kobolds geomancy can help increase and better the Empire as a whole. By killing the frost king and saving the Vrykul the Loa may abandon the frost trolls, and we can take out the rest.

We also need to milk our major victory in diplomacy action, and use DD and RA for crtical success bouses.
 
So we need to bring in the remaining Kobolds, free the Vrykul prisoners, hopefully make friends with them, and kill the frost king.

If we can bring the surviving Vrykul into the Empire by saving them we will gain a group that can train our proto dragons and are amazing warriors. The Kobolds geomancy can help increase and better the Empire as a whole. By killing the frost king and saving the Vrykul the Loa may abandon the frost trolls, and we can take out the rest.

We also need to milk our major victory in diplomacy action, and use DD and RA for crtical success bouses.
I doubt we'll be able we integrate them into our Empire any time soon. We're still pretty xenophobic and Idea of Foreign Relations is just resolving opening diplomacy with other races, not integrating them into our society.
 
So we need to bring in the remaining Kobolds, free the Vrykul prisoners, hopefully make friends with them, and kill the frost king.

If we can bring the surviving Vrykul into the Empire by saving them we will gain a group that can train our proto dragons and are amazing warriors. The Kobolds geomancy can help increase and better the Empire as a whole. By killing the frost king and saving the Vrykul the Loa may abandon the frost trolls, and we can take out the rest.

We also need to milk our major victory in diplomacy action, and use DD and RA for crtical success bouses.
Don't think we can bring the Vrykul into our group.
However, we probably could have an opportunity to free them so they can cause tons of trouble - or at least make it so the sacrifice goes to shit somehow.
 
Aww fuck, Zul'drak got lots of sacrifices?

Just for the record? Zul'drak Won. They tanked the entire scourge, and they Won, admittedly, they had to kill and eat their gods to do it, but for all that Frost Trolls are omnicidal maniacs, they don't fuck around--even by the end of Wrath of the Lich King, the Scourge had only penetrated the first terrace of Zul'drak, and even only got That far thanks to having a guy on the inside.
Er... Well yeah?

They are the only Trolls that still has the bodies of fucking Zandalarian Trolls.
Tough as nails isnt the word, Tanked the fucking Sundering head on tough is more like it.

They are even more stubborn( if a hell of a lot stupider/more savage) Zandalarians, 8+ Feet of bad intentions that can beat you to death even if the only limb they have left is half their left arm.
 
Don't think we can bring the Vrykul into our group.
However, we probably could have an opportunity to free them so they can cause tons of trouble - or at least make it so the sacrifice goes to shit somehow.
We actually have a chance at ALLYING with the Vykul. And Keeping them from swaying into the Lich King's hands (though they only did that after Arthas took on the Lich king mantle).

They won't absorb into our empire, but there's actually a decent chance here of making them into allies rather than enemies.
 
I think the prisoners are already in their capital. I agree we should do something about them, though Anub'Rekhan has even more injuries than previously and the Troll army will only get stronger as they sacrifice more. It's a bit worrying that our general gets weaker each progressive engagement.

Tens of thousands of prisoners were taken, all marched to Zul'Drak for a grand sacrifice to the Loa
This is really freaking me out, the amount of power available from tens of thousands of sacrifices would be extraordinary. Did the Vyrkul critfail multiple times while the Drakkari had consecutive crit successes?
 
I think the prisoners are already in their capital. I agree we should do something about them, though Anub'Rekhan has even more injuries than previously and the Troll army will only get stronger as they sacrifice more. It's a bit worrying that our general gets weaker each progressive engagement.


This is really freaking me out, the amount of power available from tens of thousands of sacrifices would be extraordinary. Did the Vyrkul critfail multiple times while the Drakkari had consecutive crit successes?
Honestly I think it should be an Intrigue action this time, if we can free and get the prisoners some weapons they could wreak Havoc in the Troll's capital. Plus we could potentially direct them to the temples and have them demolish them.
 
I think the prisoners are already in their capital. I agree we should do something about them, though Anub'Rekhan has even more injuries than previously and the Troll army will only get stronger as they sacrifice more. It's a bit worrying that our general gets weaker each progressive engagement.
Anub-Rekhan will be fine. He just needs to rest for a turn and he'll be back in top form.
 
Turn post
Turn 4

-1 BS

The Magnataur army has been exterminated and the Vrykul are on the run. Two of your enemies taken out in one year, leaving the worst and strongest to war against you. The Drakkari, Ice Trolls who had once been apart of the twin Troll Empires that broke your ancestors, the Aqir, in three factions, each to establish their own empires after the Sundering.

They are your ancient enemy, and you, theirs.

The Frost King is within Gundrak and the capital now under heavy guard by a significant portion of their victorious army. The internal strife caused by last year is all but gone due to the Ice Trolls grand success against the Vrykul. Tens of thousands of Vrykul prisoners lie within their prisons, scores are sacrificed daily to the Loa, but it is slow.

Your Assassins had slay a significant number of their Priest Castes last year, delaying their efforts significantly. But Malakk does not want any trouble with this grand ritual for his Loa Gods and power continues to build within Gundrak by your mages. For what, they do not know, but no one in the Empire wants to find out.

It'll be incredibly to infiltrate, let alone assault...

Worrying, but the Trolls couldn't exterminate your ancestors at the height of their power and the Nerubian Empire has grown beyond the Aqir.

And it continues to grow as always, like your Queens. They have finally settled into their new roles and seem to have hit their strides.

Azhar-Menthas, like you, seems to have reached new heights in the art of diplomacy from successfully taking your place in your debates from the time you spent traveling the surface-world last year. (+1 Diplomacy)

Anu-Surket, though frustrated at being denied her revenge, has seemingly mastered the art of duel-wielding greatswords. Now, she is reluctantly trying to improve her stealth skills under the tutelage of Nezar-Azret to assist in your efforts at stopping the Drakkari ritual. (+1 Martial, +1 Intrigue)

And Nezar-Azret is taking lessons from Anu-Surket, improving her knowledge of Blacksmithing and Enchantmenting. (+1 Learning)

A bit surprising. You didn't think Anu-Surket was ready to have peaceful interactions with the other Queens, but it looks like the efforts to improve relations between the three have somewhat succeeded.

Well then...

It's time to rule.

Military: Anub-Rekhan seems a bit relieved as of late after his rousing success against the Magnataurs. While he can't talk he does have a Seer to interpret for him and has once again brought you a list of concerns and proposals. (Pick 1)

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 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. Locked in for 1 more turn.

Watch Your Back: Maexxna, while an incredible ally in a fight, is only one by force of arms. Everyone in the Empire knows this and greatly fears the day if she betrays her word. Anub-Rekhan wants to prevent this by stationing a significant portion of the army to keep an on the ravenous Broodmother at all times. She doesn't seems to be a bit intimidated by your army, but not by much.
Time: 1. Costs: 1/10th Of All Current Forces. Rewards: Maexxna kept in line.

Recruitment: While your army is large, it could be larger. You have a population that dwarfs anything in Azeroth. The Survey Expedition is in need of reinforcements and war might be upon you. You need every soldier you can get for the sake of Azjol-Nerub.
Time: 1 Year. Costs: Minor Rep Loss. Rewards: 100,000+ Soldiers Of Various Castes Added To The Army. Current losses restored and replaced. Bonus to Survey Action Roll.

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.

Exterminate: The Magnataur army is only mostly gone. The only ones who remain are those that left before the raid occurred. Anub-Rekhan wants to find them in the Borean Tundra and wipe them all out. No Magnataur will ever raid the plains of Northrend again under his watch.
Time: 1 year. Chance of Success 90%. Rewards: Magnataurs from the Borean Tundra wiped out.

Harassment: Zul'Drak is under heavy guard as the Drakkari prepare their sacrifices for the coming grand ritual, making it unfeasible for a deep strike within Gundrak unless your army is willing to suffer unacceptable casualties. Anub-Rekhan recommends that his forces harass the portion of the Drakkari army taking over the Grizzly Hills first, hampering their attempts to progress further and stop any future prisoners from arriving in Zul'Drak.
Time: 1 Year. Chance of Success: 80%. Rewards: Drakkari advancement halted. No new prisoners. Vrykul get time to rally their forces.

Diplomacy: You appointed your first Queen, Azhar-Menthas, as your diplomatic advisor. Some would complain about it, she would quickly prove them wrong. She is nearly as good as you after all and frees you up for other things as well. With that in mind she's eager to start on a number of things.(Pick 1)

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 for 1 more turn in DD!

Appeasement: Azhar-Menthas wonders if the efforts to keep Maexxna happy aren't enough. There is a near constant chain of food going up to her new lair every day, keeping her ravenous hunger sated, enough that she won't devour the approaching Nerubians. Good, but it's not changing the Broodmother's wary opinion of the Empire. Your Queen wants to give her more food and see if that works.
Time: 1 Year. Costs: Lower Food Supply. Chance of Success: 80%. Rewards: Maexxna approval increased.

The Intellectuals: The recent uproar you caused among the scientific community three years ago is still ongoing. Damage control needs to be done. A number of incidents have been reported by Nexar-Azret, numerous acts of sabotage on various kinds' experiments done by rival factions. Injuries are mounting, but no deaths yet. It's getting worse.
Time: 1 year. Chance of Success: 75%. Rewards: Rivalries die down. Civil scientific war prevented.

The Explorer's Guild: Muradin Bronzebeard, the dwarven leader of the Explorer's Guild here in Northrend has agreed to your proposal of a meeting between you and him in his newly named base of Valiance Keep. You'll be heading there in secret of course, in-case you can't convince the remaining Nerubians of the need for foreign relations of course.
Time: 1 year. Chance of Success: 75%. Rewards: Better relations with the Explorer's Guild.

Intrigue: Nezar-Azret has settled into her role well these past years as your new Spymaster. Her information network and stores of intelligence continues to grow. From her nest in the Royal Library she has given you some more proposals to do. (Pick 2)

Who?: Nezar-Azret does not know much, if anything about the previous Spymaster. Not even his name. All you and her know is that he is of the Vizier Caste and is reportedly a powerful shadow mage. This intrigues your Queen greatly and asks if she can remedy this lack of information.
Time: 1 Year. Chance of Success: 55%. Rewards: Information.

Below The Depths: You don't know what is going down in the Old Kingdom. You don't want to find out what is going down on the Old Kingdom. But youneed to. Anything at all would be nice. Nezar-Azret's underlings are at your disposal. Send them to work.
Time: 1 year. Chance of Success: 55%. Rewards: Information on the Old Kingdom.

Blackmail: Nezar-Azret is likely the biggest source of information in the Empire. She knows nearly everything that is going within, but she doesn't do anything with it. She hoards it, keeping it all to herself. You could use it to keep some of the hard-liners and those adamant against your policies in line.
Time: 1 Year. Costs: Nerubian Rep Loss. Rewards: Bonus for internal Diplomacy actions in this turn.

A Leader: Overjoyed by the massive success of your and her Nerubian Assassins had last year, Nezar-Azret proposes that she wants to establish and find a leader amongst them. Many have proven their worth and notability in numerous tasks, accomplishing feats greater than any Assassin had accomplish before in hundreds of years. Your Queen wants to test them against each other and find out who is the best.
Time: 1 Year. Chance of Success 80%. Rewards: Elite Nerubian Assassin Hero.

Proto-Dragons: The Vrykul are on the run. Many of them were taken captive by the Drakkari, leaving their homes and villages and Keeps relatively undefended. With this and the success of the stolen Proto-Dragon Eggs, Nezar-Azret wants to try to take some actual, grown Proto-Dragons to be studied and tamed for future use.
Time: 1 year. Chance of Success 80%. Rewards: Captured Proto-Dragons.

Interruptions: The Drakkari are preparing to sacrifice their thousands of prisoners to the Loa Gods in a grand sacrifice not seen in Zul'Drak in thousands of years. Whatever it is it can't be good and it likely is aimed at you with the defeat of the Vrykul. Send out your Assassins and Mages and stop this before it can occur.
Time: 1 Year. Chance of Success: 70%. Rewards: Drakkari ritual prevented. Angry Loa. War delayed by 1 year.

Stewardship: Elder Nadox continues to remain at his post. He is an old, venerated leader among the Vizier Caste, but still eager to help administrate the Empire and its new King. Seeing as you want to make a mark on the long and ancient history of the Empire, he has number of new projects for proposal as always. (Pick 2)

More Settlements!:
Looking back at your previous success with the settlement project you can't help but wonder if you can have more Queens and their communities establish more. It should be easier this time around and reap even more benefits! You'll persuade them to try...
Time: 1 year. Costs 36,000 Gold. Chance of Success: 75% Rewards: More Settlements. Helps getting the Nerubians out of their reclusive habits. Gold.

Bigger Roads: Your roads are good, but seeing the trouble your military had in its travels last year Elder Nadox wishes to widen and fortify the tunnel roads leading out of Azjol-Nerub and to the growing settlements. It'll allow easier travel for large masses of Nerubians and goods to and from the capital.
Time: 2 Years. Costs: 45,000 Gold. Rewards: Faster travel in-betweens areas underneath Northrend. Tunnels are harder to breach.

Wintersgrasp: Deeming the area safe enough to inhabit, the Survey Expedition over there has requested the necessary funds, resources, and Nerubians to establish a settlement there in hopes of further expanding their operations to mine the great number of Titanium veins there and research into the sealed off Titan Fortress at the center of the region.
Time: 1 Year. Costs: 13,500 Gold. Rewards: Wintergrasp Settlement. More Titanium. Access to Wintergrasp Fortress.

Proto-Dragon Nests: The captured Proto-Dragon eggs are likely to hatch soon and Elder Nadox wants to build a series of facilities dedicated to raising the beasts based on the intelligence reports and descriptions from your Nerubian Assassins. While he doesn't have any Proto-Dragons to raise and mother the beasts himself, he is confident that the numerous beast tamers in the Empire can handle a hundred hatchlings.
Time: 1 Year. Costs : 18,000 Gold. Rewards: Proto-Dragon Nests. Better tamed and raised Proto-Dragons.

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.

Research: The Empire has a literal army of scientists, scholars, blacksmiths, craftsmen, and those skilled in professions of various kinds as befitting of a nation who values these traits. While many work by themselves on numerous personal projects, all are at your service in the name of the Empire. Lead by Mael Shelub, who was recently kicked out his position and replaced by your 2nd Queen, Anu-Surket. (Pick 2)

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. Locked in for 1 Turn

Enchantment!: A number of your Master Enchanters have gathered together and petitioned you for extra funds. It seems that they have hit a shortage of regents in the pursuit and learning of Grand Master-class enchantments by themselves. Their previous Grand Master died in his workshop after setting off an accidentally explosion, vaporizing all his work.
Time: 2 years. Costs: 4,500 Gold. Chance of Success: 65%. Rewards: Grand-Master Enchantments for weapons and armor available for Elite and Hero units.

Potions!: Not looking to be outdone by those Enchanters your Alchemists have gathered together and petitioned you for extra funding and test subjects. They wish to test out some new specialized and potent potions and elixirs along with lesser mass-scaled versions of their previous work using cauldrons.
Time: 2 Years. Costs: 4,500 Gold. Chance of Success: 65%. Rewards: Grand-Master Potions and Elixirs for Elite and Hero units. Master Potions and Elixir buffs for the rest of the Army through Cauldrons.

Black Powder: This dangerous, explosive substance hasn't seen much use in the Empire in its history, despite it being discovered ages ago. Its potential uses were noted and recorded down, but no one ever seemed to pursue them. You guess that the legions of dedicated workers and jormungars and Mages to use for large/small-scale clearing and construction when expanding Azjol-Nerub or the early mines halted progress of it and was left to be forgotten. Until hostilities with the Explorer's Legion ensued, where telltale signs of it were used in deadly weapons called 'Rifles' and 'Mortars', killing scores of Nerubians. While you don't have any samples to start reverse engineering from, your Alchemists want to start anyways.
Time: 2 Years. Costs: 9,500. Chance of Success: 80%. Rewards: Black Powder Tech Tree.

Golems: As with black powder the few survivors of the survey expedition's encounter with the Explorer's Guild have reported that a number of the dwarves and mages there commanded powerful, metallic War Golems used to assault and shatter their encampments fortifications. Your mages, looking to establish themselves with the building of their new collages, have requested if they can start trying to create their own versions of it.
Time: 2 Years. Costs: 10,000 Gold. Chance of Success: 65%. Rewards: Golems.

Troll Blood: Given the recent injuries and possibly permanent disability inflected on Anub-Rekhan, you and he are curious to find a better way of healing injuries, even crippling ones. The Ice Trolls you still have captive have survived nearly everything your researchers have done to them. Their reports have greatly interest your alchemists on the regenerative properties and are looking to make better potions out of their blood.
Time: 1 year. Costs: 5,000 Gold. Rewards: Troll Blood Potions for use.

Saronite Ore: One of the most common and likely greatest ore available in Northrend. It is an ore called the Black Blood of Yogg-Saron, an Old God reportedly sealed away in the forbidden Stormpeaks. The ore itself is evil, slowly corrupting the minds of anyone near it, driving them mad and under the control of the Old God. But it is useful ore, light, far better than Cobalt, incredibly resistant against physical and magical attacks and it might even be the key in combating the influence of the Old Gods themselves. All you need to do is find out how...
Time: 5 Years: Costs: 20,000 Gold. Chance of Success: 60% per year. Rewards: Saronite ore for use and construction. ???. Warning: Very Dangerous.

Personal Actions: Running an Empire is busy work, even if it is as decentralized as yours. You delegate a lot, but you have a lot of responsibilities too. Luckily, you have time for yourself this year. (Pick 2)

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 some more. Again, might relieve some of her frustration too.
Time: 1 Year. Rewards +1 Martial. Minor increase to spousal opinion by Anu-Surket.

Learning: You are smart and knowledgeable in a number of subjects, but that's not enough here in the Nerubian Empire. Especially if you are King. Your silver tongue can only take you so far when faced with a subject you don't know. Your empire has the biggest library in the world. Get to it.
Time: 1 Year. Rewards: +1 Learning

Sneaky, Underhanded Stuff: You know of intrigue, not how to intrigue. Like a depressingly amount of other things you simply aren't good at it.Maybe Nezar-Azret can give you some advice?
Time: 1 Year. Rewards: +1 Intrigue. Minor increase in Spousal opinion by Nezar-Azret

Tutoring: Elder Nadox has helped lead the Empire for decades and naturally is the best at it. While you are good at it, you feel that you could be better at it, like... in a lot of things. Elder Nadox is always friendly and eager to pass on his knowledge to his many students. Might good to ask for some advice.
Time: 1 Year. Rewards: +1 Stewardship.

Your Brood: You haven't spent much time with your brood, leaving them for your Queens to take care of. It might finally be time to go over your growing number of Spider Lords and see who might be the best among them to pick for your heir or heirs. And you'll see who else is notable among them to.
Time: 1 Year. Rewards: Heir(s). Spiderlings of Interest.

-

Current Gold: 1,226,500 Gold.
Food Status: Slight Surplus.
Nerubian Reputation: Honored.
Current Population: 3,278,915

-

https://www.surveymonkey.com/s/VXQRMC9

Survey
 
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The Intellectuals are now becoming a problem. They must be dealt with or there will be dead scientists, something that is too great a blow to overcome. Maexxna can wait as she's sufficiently intimidated for now.
 
Actually, I think we should do harassment over interruption. Angry Loa are bad news bears.

That said, I really like our stewardship options.

Also I really want an elite assassin hero.

As for diplomacy, Are any of the options only available this year?
 
Military: Anub-Rekhan seems a bit relieved as of late after his rousing success against the Magnataurs. While he can't talk he does have a Seer to interpret for him and has once again brought you a list of concerns and proposals. (Pick 1)

Harassment: Zul'Drak is under heavy guard as the Drakkari prepare their sacrifices for the coming grand ritual, making it unfeasible for a deep strike within Gundrak unless your army is willing to suffer unacceptable casualties. Anub-Rekhan recommends that his forces harass the portion of the Drakkari army taking over the Grizzly Hills first, hampering their attempts to progress further and stop any future prisoners from arriving in Zul'Drak.
Time: 1 Year. Chance of Success: 80%. Rewards: Drakkari advancement halted. No new prisoners. Vrykul get time to rally their forces.
I'm not happy with this, but we need to hit them (goddammit, why couldn't we get some more years before the Scourge attacked...).

Diplomacy: You appointed your first Queen, Azhar-Menthas, as your diplomatic advisor. Some would complain about it, she would quickly prove them wrong. She is nearly as good as you after all and frees you up for other things as well. With that in mind she's eager to start on a number of things.(Pick 1)
The Intellectuals:
The recent uproar you caused among the scientific community three years ago is still ongoing. Damage control needs to be done. A number of incidents have been reported by Nexar-Azret, numerous acts of sabotage on various kinds' experiments done by rival factions. Injuries are mounting, but no deaths yet. It's getting worse.
Time: 1 year. Chance of Success: 75%. Rewards: Rivalries die down. Civil scientific war prevented.
Aaaand now we have to do this.

Intrigue: Nezar-Azret has settled into her role well these past years as your new Spymaster. Her information network and stores of intelligence continues to grow. From her nest in the Royal Library she has given you some more proposals to do. (Pick 2)

A Leader: Overjoyed by the massive success of your and her Nerubian Assassins had last year, Nezar-Azret proposes that she wants to establish and find a leader amongst them. Many have proven their worth and notability in numerous tasks, accomplishing feats greater than any Assassin had accomplish before in hundreds of years. Your Queen wants to test them against each other and find out who is the best.
Time: 1 Year. Chance of Success 80%. Rewards: Elite Nerubian Assassin Hero.

Interruptions: The Drakkari are preparing to sacrifice their thousands of prisoners to the Loa Gods in a grand sacrifice not seen in Zul'Drak in thousands of years. Whatever it is it can't be good and it likely is aimed at you with the defeat of the Vrykul. Send out your Assassins and Mages and stop this before it can occur.
Time: 1 Year. Chance of Success: 70%. Rewards: Drakkari ritual prevented. Angry Loa. War delayed by 1 year.
Need to interrupt (this will likely be the target of DD), and getting an awesome assassin strikes me as most likely to give Intrigue bonuses.

Stewardship: Elder Nadox continues to remain at his post. He is an old, venerated leader among the Vizier Caste, but still eager to help administrate the Empire and its new King. Seeing as you want to make a mark on the long and ancient history of the Empire, he has number of new projects for proposal as always. (Pick 2)

More Settlements!:
Looking back at your previous success with the settlement project you can't help but wonder if you can have more Queens and their communities establish more. It should be easier this time around and reap even more benefits! You'll persuade them to try...
Time: 1 year. Costs 36,000 Gold. Chance of Success: 75% Rewards: More Settlements. Helps getting the Nerubians out of their reclusive habits. Gold.

Wintersgrasp: Deeming the area safe enough to inhabit, the Survey Expedition over there has requested the necessary funds, resources, and Nerubians to establish a settlement there in hopes of further expanding their operations to mine the great number of Titanium veins there and research into the sealed off Titan Fortress at the center of the region.
Time: 1 Year. Costs: 13,500 Gold. Rewards: Wintergrasp Settlement. More Titanium. Access to Wintergrasp Fortress.
Wintergrasp is associated with a Titan Fortress.
This means we could build up defenses there for anti-scourge.
This?
This is VERY good.

Also, spread settlements.

Research: The Empire has a literal army of scientists, scholars, blacksmiths, craftsmen, and those skilled in professions of various kinds as befitting of a nation who values these traits. While many work by themselves on numerous personal projects, all are at your service in the name of the Empire. Lead by Mael Shelub, who was recently kicked out his position and replaced by your 2nd Queen, Anu-Surket. (Pick 2)


Potions!: Not looking to be outdone by those Enchanters your Alchemists have gathered together and petitioned you for extra funding and test subjects. They wish to test out some new specialized and potent potions and elixirs along with lesser mass-scaled versions of their previous work using cauldrons.
Time: 2 Years. Costs: 4,500 Gold. Chance of Success: 65%. Rewards: Grand-Master Potions and Elixirs for Elite and Hero units. Master Potions and Elixir buffs for the rest of the Army through Cauldrons.

Golems: As with black powder the few survivors of the survey expedition's encounter with the Explorer's Guild have reported that a number of the dwarves and mages there commanded powerful, metallic War Golems used to assault and shatter their encampments fortifications. Your mages, looking to establish themselves with the building of their new collages, have requested if they can start trying to create their own versions of it.
Time: 2 Years. Costs: 10,000 Gold. Chance of Success: 65%. Rewards: Golems.
Golems and potions.
There we go.

Personal Actions: Running an Empire is busy work, even if it is as decentralized as yours. You delegate a lot, but you have a lot of responsibilities too. Luckily, you have time for yourself this year. (Pick 2)


Sneaky, Underhanded Stuff: You know of intrigue, not how to intrigue. Like a depressingly amount of other things you simply aren't good at it.Maybe Nezar-Azret can give you some advice?
Time: 1 Year. Rewards: +1 Intrigue. Minor increase in Spousal opinion by Nezar-Azret


Your Brood: You haven't spent much time with your brood, leaving them for your Queens to take care of. It might finally be time to go over your growing number of Spider Lords and see who might be the best among them to pick for your heir or heirs. And you'll see who else is notable among them to.
Time: 1 Year. Rewards: Heir(s). Spiderlings of Interest.-
Time for our third wife to get some attention, and also time to check on our children.
 
I'm not happy with this, but we need to hit them (goddammit, why couldn't we get some more years before the Scourge attacked...).


Aaaand now we have to do this.


Need to interrupt (this will likely be the target of DD), and getting an awesome assassin strikes me as most likely to give Intrigue bonuses.


Wintergrasp is associated with a Titan Fortress.
This means we could build up defenses there for anti-scourge.
This?
This is VERY good.

Also, spread settlements.


Golems and potions.
There we go.


Time for our third wife to get some attention, and also time to check on our children.
While I agree with most I think we should do the Proto-Drake nests as it will improve the quality of our Proto-Drakes and therefore make our army stronger when we fight the scourge.

Also people Wintergrasp is a must due to how good it is and it even has some sort of Titan thing called the Vault of Archavon. Which although there isn't much lore on it sounds like some place where there is a lot of nice stuff stashed.
 
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Harassment: Zul'Drak is under heavy guard as the Drakkari prepare their sacrifices for the coming grand ritual, making it unfeasible for a deep strike within Gundrak unless your army is willing to suffer unacceptable casualties. Anub-Rekhan recommends that his forces harass the portion of the Drakkari army taking over the Grizzly Hills first, hampering their attempts to progress further and stop any future prisoners from arriving in Zul'Drak.
Time: 1 Year. Chance of Success: 80%. Rewards: Drakkari advancement halted. No new prisoners. Vrykul get time to rally their forces.
We can't let the Drakkari press the Vrykul any further.

The Intellectuals: The recent uproar you caused among the scientific community three years ago is still ongoing. Damage control needs to be done. A number of incidents have been reported by Nexar-Azret, numerous acts of sabotage on various kinds' experiments done by rival factions. Injuries are mounting, but no deaths yet. It's getting worse.
Time: 1 year. Chance of Success: 75%. Rewards: Rivalries die down. Civil scientific war prevented.
This is too important to ignore any longer. Appeasement and the Explorer's Guild can wait until next turn when we have Diplomacy wide open.

A Leader: Overjoyed by the massive success of your and her Nerubian Assassins had last year, Nezar-Azret proposes that she wants to establish and find a leader amongst them. Many have proven their worth and notability in numerous tasks, accomplishing feats greater than any Assassin had accomplish before in hundreds of years. Your Queen wants to test them against each other and find out who is the best.
Time: 1 Year. Chance of Success 80%. Rewards: Elite Nerubian Assassin Hero.

Interruptions: The Drakkari are preparing to sacrifice their thousands of prisoners to the Loa Gods in a grand sacrifice not seen in Zul'Drak in thousands of years. Whatever it is it can't be good and it likely is aimed at you with the defeat of the Vrykul. Send out your Assassins and Mages and stop this before it can occur.
Time: 1 Year. Chance of Success: 70%. Rewards: Drakkari ritual prevented. Angry Loa. War delayed by 1 year.
Get ourselves a really badass Assassin Hero and make sure that the Drakkari don't pull off their ritual.

Bigger Roads: Your roads are good, but seeing the trouble your military had in its travels last year Elder Nadox wishes to widen and fortify the tunnel roads leading out of Azjol-Nerub and to the growing settlements. It'll allow easier travel for large masses of Nerubians and goods to and from the capital.
Time: 2 Years. Costs: 45,000 Gold. Rewards: Faster travel in-betweens areas underneath Northrend. Tunnels are harder to breach.

Wintersgrasp: Deeming the area safe enough to inhabit, the Survey Expedition over there has requested the necessary funds, resources, and Nerubians to establish a settlement there in hopes of further expanding their operations to mine the great number of Titanium veins there and research into the sealed off Titan Fortress at the center of the region.
Time: 1 Year. Costs: 13,500 Gold. Rewards: Wintergrasp Settlement. More Titanium. Access to Wintergrasp Fortress.
Improve our tunnel roads to make travel faster AND fortify our tunnels, and set up our first surface settlement. The proto dragons and greater Reinforcements can wait.

Enchantment!: A number of your Master Enchanters have gathered together and petitioned you for extra funds. It seems that they have hit a shortage of regents in the pursuit and learning of Grand Master-class enchantments by themselves. Their previous Grand Master died in his workshop after setting off an accidentally explosion, vaporizing all his work.
Time: 2 years. Costs: 4,500 Gold. Chance of Success: 65%. Rewards: Grand-Master Enchantments for weapons and armor available for Elite and Hero units.

Troll Blood:
Given the recent injuries and possibly permanent disability inflected on Anub-Rekhan, you and he are curious to find a better way of healing injuries, even crippling ones. The Ice Trolls you still have captive have survived nearly everything your researchers have done to them. Their reports have greatly interest your alchemists on the regenerative properties and are looking to make better potions out of their blood.
Time: 1 year. Costs: 5,000 Gold. Rewards: Troll Blood Potions for use.
Enchantment to improve our Heroes and to pave the way for more enchantment actions, and troll blood potions to hopefully heal Anub-Rekhan and better heal injuries.

Sneaky, Underhanded Stuff: You know of intrigue, not how to intrigue. Like a depressingly amount of other things you simply aren't good at it.Maybe Nezar-Azret can give you some advice?
Time: 1 Year. Rewards: +1 Intrigue. Minor increase in Spousal opinion by Nezar-Azret

Your Brood: You haven't spent much time with your brood, leaving them for your Queens to take care of. It might finally be time to go over your growing number of Spider Lords and see who might be the best among them to pick for your heir or heirs. And you'll see who else is notable among them to.
Time: 1 Year. Rewards: Heir(s). Spiderlings of Interest.
A little more Intrigue and spending time with Nezar-Azret, and looking into our kids.
 
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While I agree with most I think we should do the Proto-Drake nests as it will improve the quality of our Proto-Drakes and therefore make our army stronger when we fight the scourge.

Also people Wintergrasp is a must due to how good it is and it even has some sort of Titan thing called the Vault of Archavon. Which although there isn't much lore on it sounds like some place where there is a lot of nice stuff stashed.
So you don't want more settlements?
 
I would like to have troll blood potion. We need healing for Anub'Rekhan, as having an injured general in times of war is bad.
 
Harassment: Zul'Drak is under heavy guard as the Drakkari prepare their sacrifices for the coming grand ritual, making it unfeasible for a deep strike within Gundrak unless your army is willing to suffer unacceptable casualties. Anub-Rekhan recommends that his forces harass the portion of the Drakkari army taking over the Grizzly Hills first, hampering their attempts to progress further and stop any future prisoners from arriving in Zul'Drak.
Time: 1 Year. Chance of Success: 80%. Rewards: Drakkari advancement halted. No new prisoners. Vrykul get time to rally their forces.
We can't let the Drakkari press the Vrykul any further.

The Intellectuals: The recent uproar you caused among the scientific community three years ago is still ongoing. Damage control needs to be done. A number of incidents have been reported by Nexar-Azret, numerous acts of sabotage on various kinds' experiments done by rival factions. Injuries are mounting, but no deaths yet. It's getting worse.
Time: 1 year. Chance of Success: 75%. Rewards: Rivalries die down. Civil scientific war prevented.
This is too important to ignore any longer. Appeasement and the Explorer's Guild can wait until next turn when we have Diplomacy wide open.

A Leader: Overjoyed by the massive success of your and her Nerubian Assassins had last year, Nezar-Azret proposes that she wants to establish and find a leader amongst them. Many have proven their worth and notability in numerous tasks, accomplishing feats greater than any Assassin had accomplish before in hundreds of years. Your Queen wants to test them against each other and find out who is the best.
Time: 1 Year. Chance of Success 80%. Rewards: Elite Nerubian Assassin Hero.

Interruptions: The Drakkari are preparing to sacrifice their thousands of prisoners to the Loa Gods in a grand sacrifice not seen in Zul'Drak in thousands of years. Whatever it is it can't be good and it likely is aimed at you with the defeat of the Vrykul. Send out your Assassins and Mages and stop this before it can occur.
Time: 1 Year. Chance of Success: 70%. Rewards: Drakkari ritual prevented. Angry Loa. War delayed by 1 year.
Get ourselves a really badass Assassin Hero and make sure that the Drakkari don't pull off their ritual.

Bigger Roads: Your roads are good, but seeing the trouble your military had in its travels last year Elder Nadox wishes to widen and fortify the tunnel roads leading out of Azjol-Nerub and to the growing settlements. It'll allow easier travel for large masses of Nerubians and goods to and from the capital.
Time: 2 Years. Costs: 45,000 Gold. Rewards: Faster travel in-betweens areas underneath Northrend. Tunnels are harder to breach.

Wintersgrasp: Deeming the area safe enough to inhabit, the Survey Expedition over there has requested the necessary funds, resources, and Nerubians to establish a settlement there in hopes of further expanding their operations to mine the great number of Titanium veins there and research into the sealed off Titan Fortress at the center of the region.
Time: 1 Year. Costs: 13,500 Gold. Rewards: Wintergrasp Settlement. More Titanium. Access to Wintergrasp Fortress.
Improve our tunnel roads to make travel faster AND fortify our tunnels, and set up our first surface settlement. The proto dragons and greater Reinforcements can wait.

Enchantment!: A number of your Master Enchanters have gathered together and petitioned you for extra funds. It seems that they have hit a shortage of regents in the pursuit and learning of Grand Master-class enchantments by themselves. Their previous Grand Master died in his workshop after setting off an accidentally explosion, vaporizing all his work.
Time: 2 years. Costs: 4,500 Gold. Chance of Success: 65%. Rewards: Grand-Master Enchantments for weapons and armor available for Elite and Hero units.

Troll Blood:
Given the recent injuries and possibly permanent disability inflected on Anub-Rekhan, you and he are curious to find a better way of healing injuries, even crippling ones. The Ice Trolls you still have captive have survived nearly everything your researchers have done to them. Their reports have greatly interest your alchemists on the regenerative properties and are looking to make better potions out of their blood.
Time: 1 year. Costs: 5,000 Gold. Rewards: Troll Blood Potions for use.
Enchantment to improve our Heroes and to pave the way for more enchantment actions, and troll blood potions to hopefully heal Anub-Rekhan and better heal injuries.

A little more Intrigue and spending time with Nezar-Azret, and looking into our kids.

I agree with everything except research. We need potions this turn.
 
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