Warcraft Quest: The Rise of Theramore (Dead)

Ah, right. Duh. So, what's everyone else think about paying our advisor? Because to me, well. Having an advisor on a volunteer basis seems like a completely terrible idea, but, well, money.
 
Converted your idea into plan format, hope you don't mind. Seemed pretty good to me, as you can see! Also, yes, I would like that to be added to the reorganizing advisor section, thank you. More options are always if nothing else.
Don't mind at all! Regarding our advisors: should we start by paying the banker a salary, or looking for someone else in that and/or other positions?
 
To make it more clear, if the vote is for Diplomacy or Research to be skipped, Jains will gain a personal action. Finding an advisor would be an example. Right now, she's a little bit busy. Also, according to the WoW wiki, Pained is canonically Theramore's spymaster. The bad choices aren't from me!
 
I... I's say that making the foreign agent your spymaster is the worst decision Jaina's made, but this is Jaina. Most of her life is just her making bad decisions, honestly
 
Warcraft lore! Canon is relative. Feel free to tell me about non canon stuff. It may simply be ignored. Probably will, because it makes no sense. Ever.

If there is enough votes, the update will be this weekend.
 
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Well, we can go now with this one and try some advisor changes next turn...

[X] Plan Work Towards Peace, Prepare For War
-[X] Horde: Negotiate better fishing
-[X] Raise Militia
-[X] keep a ear on the hoard
-[X] Sails
-[X] Improve the docks
 
I... I's say that making the foreign agent your spymaster is the worst decision Jaina's made, but this is Jaina. Most of her life is just her making bad decisions, honestly
She might be just THAT strapped for competent officers. There was a plague, a relocation, a couple wars, and she's not exactly on good terms with Kul'Tiras anymore...
 
She might be just THAT strapped for competent officers. There was a plague, a relocation, a couple wars, and she's not exactly on good terms with Kul'Tiras anymore...
Yeah, that's fair. And probably only supported by the fact that our economic advisor is a random unpaid banker and we're doing of the diplomacy and research ourselves.
 
Turn 1 Results
[X] Horde: Negotiate better fishing
DC 80 - 20 (Allies) - 10 (Diplomacy)
88
The negotiations are mutually beneficial and go surprisingly well. It turns out that the major problem is that the Horde dislikes the deep sea fishing that Theremore specializes in encroaching on their territory. You give up fishing boat access in the northern border in exchange for deep sea fishing across the western coast.

Contentment: +20

[X] Raise Militia
DC 20/40/60/80/100 - 10 (Martial)
9
With no need for troops, and no emergencies, plans stall. Recruitment is low, and the training goes poorly. It ends up more a self defense class then a militia. However, you don't have to pay for weapons.

[X] Keep on ear on the Hoard
DC 60 - 15 (Intrigue)
7
While Pained is skilled, spies are difficult to get into the city. The Horde seems normal, but it's easier said than done to get spies into another city when your 'agents' are mostly on your streets. Pained has more experience in internal affairs than external, as well. She has some ideas, though.
DC Decreased Next Turn

[X] Sails
73 + 20 (Kul Tiran) + 10 (Research
103
103/300
A lot of progress has been made, but it's going to take more than a month to revolutionize anything.

[X] Improve the Docks
DC 50 - 15 (Stewardship)
25
Under the skilled hand of Lendry, a lot of progress has been made. However, unexpected supply difficulties in the stone and wood, combined with a string of poor weather, make progress slower than expected.
 
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Well, that could have been worse! Thank god the fishing rights worked out. I don't want to know what would have happened had that failed.
 
Turn 2 Choices
Contentment: 100/100
Things are looking up for Theramore, and the Horde alliance has been deepened.
Treasury: 427 GP
Taxes:
-Tariffs: 30 GP per month
Military:
- City Guard: 2 Units
16 men each
1 GP per month each.
- Spies
Rumor Mill:
1 GP per month
Pained hired some workers to listen to sailors in taverns, and keep on ear on the city.
Alliances:
New Horde: The New Horde are staunch allies.

Champions
Pained
Martial: +10
Intrigue: +15
Lady Jaina's bodyguard, Pained is also Theramore's current Spymaster.

Paymaster Lendry:
Stewardship: +15
A Theramore banker, Lendry helps with Theramore's management, though he has no official title.
Will not exit the city on duty, unless duly compensated.

Captain Thomas:
Martial: +10

Captain Andrews:
Martial: +10

Current Diplomat: Jaina
Current General: Thomas
Current Spymaster: Pained
Current Researcher: Jaina
Current Steward: Lendry
Warning: Jaina may only take 2 actions per turn. If this continues, Jaina will gain no personal action.
Warning: Certain actions may require extra funds, due to Lendry not being an official employee.

Write In: Reassign Champions
[]

One Action per Category may be taken.
Actions:
Diplomacy:
[] Horde: Negotiate increasing trade.
Trade increases can only help both of your peoples.
[] Horde: Join
It would be a lot easier than a month ago, but the transition would require a lot of delicate work, at best.
[] Night Elves: Negotiate Lumber Rights
The Night Elves guard their forests jealously, but your people need wood for ships.
[] Night Elves: Negotiate Hunting Rights
While you don't know how they would feel, hunting rights would give valuable meat to your people.
Pained says that it might be possible, but would be complicated at best. At worst, a stray arrow could kill a sacred animal and relations would die with it.
[] Night Elves: Negotiate Horde Ceasefire
The Night Elves and the Horde have been skirmishing over wood for years. Try to negotiate a ceasefire as a third party.
[] Alliance: Negotiate trade deals
While relations with the Alliance is frosty, trade deals could be made, increasing income.
[] Alliance: Create ceasefire
While Horde-Alliance relations aren't currently hostile, an official ceasefire could help the situation.
[] Alliance: Join
While it would make relations with the Horde difficult, and be vastly unpopular among your people, you could try to join the Alliance.

Martial:
[] Raise Militia: While you have no active militia, you could begin drilling citizens now. Too much, and your people will be upset, though. Militias are run by citizens, who cannot be kept away from work for too long. The equipment will need to be provided. Cost: 2 GP
[] Hire Guards: Your guard force is great, but with only 34 guards, a bit overworked. Raise a new guard. Cost: 20 GP: 1 GP per turn.
[] Attack Night Elves: Attack the Night Elves. It would be really unpopular and difficult.
[] Attack Horde: Attack the Horde. You will gain a reputation for being a terrible ally, but go for it!
[] Attack Alliance: While possible, it will probably start a two front world war, with the Night Elves taking advantage of the chaos to retake lands.

Intrigue:
[] Raise a network: Your network is small, and only word of mouth. Raise spies that can enter other cities. Cost: 20 GP. 4 GP per turn.
[] Keep an ear on the Horde: You are allied, but listening for rumors can't hurt.
Difficulty decreased.
[] Keep an ear on the Alliance: Listen for rumors about the Alliance.
[] Keep an ear on the Night Elves
Error: Spymaster is loyal to the High Priestess.
[] Keep an ear on the goblins: Keeping an ear on the goblins might pay off.
[] Keep on ear on Theramore. Keeping an ear on the population might be wise. If overdone, it might backfire. No one wants a secret police.

Research:
Technology:
[] Guns: Guns have long been used in Kul Tiras. Figure out how to make them yourself.
[] Bows: The longbow is the standard bow, but you've heard of different types. Figure out how to improve the bow.
[] Sails: Current sails are square, and rather slow when the wind is not exactly in favor. Try to improve the classic sail.
103/300 completed
Magic:
[] Teleport: Teleportation is risky at the best of times. Figure out how to improve it be be safer.
[] Potions: Potions are expensive, and dangerous. Try to improve the potion.

Stewardship:
[X] Improve the docks: While the docks are good, they could be better. Increase trade income.

Personal: Warning. Either Diplomacy or Research must be dropped.
[] Find an advisor:
- [] Diplomacy: A professional diplomat could help a lot.
- [] Martial: While Thomas is skilled, he wasn't trained in strategy. Find a trained general.
- [] Intrigue: Pained would understand, and could be used as a bodyguard once again. It would makes things a lot safer.
- [] Research: While research is fun, you have other responsibilities. Find a trained researcher.
- [] Stewardship: Lendry is a volunteer. Find a real steward.
[] Hire Lendry: Lendry deserves a salary for his efforts. It would allow him to be fully utilized, and less overworked. Cost: 1 GP per month
[] Look into some rumors: You've heard rumors of a skilled mage living is the plains. Try to find her.
[] Practice with Pained: You could use some self defense skills.
[] Hang out with Thrall: You could use some relaxation, and some tea with a friend would help. Or maybe something stronger. You've heard your alcohol industry is growing.
[] Other: Write in. Must be approved by GM.
 
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So... that mysterious mage seems pretttty likely to be Aegwyn. Which could be... interesting, but perhaps not in a good way. Especially for poor Jaina. Never meet your role models. Also, we should hire either a researcher or diplomat, because we REALLY need to get those personal actions. Maybe drop our Diplomacy Action this turn? Nothing there seems super urgent, and I'm not exactly confident in our ability to negotiate a ceasefire anyway.
 
My priorities would be to cut diplomacy for a turn and try to either scrounge up a diplomat or find that mage before the opportunity flies.
Like so:

[X] Plan next month we'll pay our paymaster.
-[X] Raise Militia
-[X] Keep an ear on the Horde
-[X] Sails
-[X] Improve the docks
-[X] Look into some rumors: you've heard of a skilled mage living in the plains. Try to find her.
 
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Personally, I'd go for Diplomat before mage, but I suppose either works. Shouldn't we work on those docks, though?
 
Turn 2 Results
Winner!
[X] Plan next month we'll pay our paymaster.
-[X] Raise Militia
-[X] Keep an ear on the Horde
-[X] Sails
-[X] Improve the docks
-[X] Look into some rumors: you've heard of a skilled mage living in the plains. Try to find her.

- [X] Raise Militia
DC 20/40/60/80/100 - 10 (Martial)
38
You manage to raise 2 troops of militiamen. They can be assigned Martial tasks, but beware that they are trained but unpaid civilians.
2 Militia Troops Gained

- [X] Keep an ear on the Horde
DC 40 - 15 (Intrigue)
89
You pay goblins to share tidbits of information for coin. The Horde feels that they cheated you over the fishing rights, and seems to be relatively fine with you, though a few factions are always grumpy about treaties.

- [X] Sails
94 + 20 (Kul Tiran) + 10
124
227/300
You make leaping strides in improving sails. Now only the finishing touches remain.

- [X] Improve the Docks
DC 25 - 15 (Stewardship)
15
The project is barely completed, Landrey pulls through and finishes the docks, now as impressive as most Eastern Kingdoms. (Excluding Kul Tiras, of course.)

Project Completed: Docks
Doubles Tariff income. Decreases DC on Naval Warfare by 10

- [X] Look into some rumors; you've heard of a skilled mage living in the plains. Try to find her.

You walk in the plains of Mulgore, trying to track faint arcane trails. While a lesser mage would be hopelessly lost, you think you might be able to do this.

DC 60 - 5 (Intrigue)
49
You walk in complex arcane patterns for days until you realize whoever made this really doesn't want to be found. Incredibly made false trails line the entire area.
DC reduced next turn
 
Turn 3 Choices
Contentment: 100/100
Things are looking up for Theramore, and the Horde alliance has been deepened.
Treasury: 482 GP
Taxes:
-Tariffs: 30 * 2 GP per month
Military:
- City Guard: 2 Units
16 heads each
1 GP per month each.
2 Militia Troops
32 heads each
- Spies
Rumor Mill:
1 GP per month
Pained hired some workers to listen to sailors in taverns, and keep on ear on the city.
Alliances:
New Horde: The New Horde are staunch allies, who think that you are a great ally. They might think you are an idiot, though. It seems to be mutual, amusingly enough.

Champions
Pained
Martial: +10
Intrigue: +15
Lady Jaina's bodyguard, Pained is also Theramore's current Spymaster. She can give limited insight into Night Elf culture and politics.

Paymaster Lendry:
Stewardship: +15
A Theramore banker, Lendry helps with Theramore's management, though he has no official title.
Will not exit the city on duty, unless duly compensated.

Captain Thomas:
Martial: +10

Captain Andrews:
Martial: +10

Current Diplomat: Jaina
Current General: Thomas
Current Spymaster: Pained
Current Researcher: Jaina
Current Steward: Lendry
Warning: Jaina may only take 2 actions per turn. If this continues, Jaina will gain no personal action.
Warning: Certain actions may require extra funds, due to Lendry not being an official employee.

Write In: Reassign Champions
[]

One Action per Category may be taken.
Actions:
Diplomacy:
[] Horde: Negotiate increasing trade.
Trade increases can only help both of your peoples.
[] Horde: Join
It would be a lot easier than a month ago, but the transition would require a lot of delicate work, at best.
[] Night Elves: Negotiate Lumber Rights
The Night Elves guard their forests jealously, but your people need wood for ships.
[] Night Elves: Negotiate Hunting Rights
While you don't know how they would feel, hunting rights would give valuable meat to your people.
Pained says that it might be possible, but would be complicated at best. At worst, a stray arrow could kill a sacred animal and relations would die with it.
[] Night Elves: Negotiate Horde Ceasefire
The Night Elves and the Horde have been skirmishing over wood for years. Try to negotiate a ceasefire as a third party.
[] Alliance: Negotiate trade deals
While relations with the Alliance is frosty, trade deals could be made, increasing income.
[] Alliance: Create ceasefire
While Horde-Alliance relations aren't currently hostile, an official ceasefire could help the situation.
[] Alliance: Join
While it would make relations with the Horde difficult, and be vastly unpopular among your people, you could try to join the Alliance.
[] Try to contact Dalaran. As a skilled mage, you might be able to get a message through. Maybe. If they believe you, and all. And you can figure out the warding from a long distance. At least you're familiar with the style?

Martial:
[] Raise Militia: While you have no active militia, you could begin drilling citizens now. Too much, and your people will be upset, though. Militias are run by citizens, who cannot be kept away from work for too long. The equipment will need to be provided. Cost: 2 GP
DC 20/40/60/80/100
[] Hire Guards: Your guard force is great, but with only 34 guards, a bit overworked. Raise a new guard. Cost: 20 GP: 1 GP per turn.
[] Attack Night Elves: Attack the Night Elves. It would be really unpopular and difficult.
[] Attack Horde: Attack the Horde. You will gain a reputation for being a terrible ally, but go for it!
[] Attack Alliance: While possible, it will probably start a two front world war, with the Night Elves taking advantage of the chaos to retake lands.

Intrigue:
[] Raise a network: Your network is small, and only word of mouth. Raise spies that can enter other cities. Cost: 20 GP. 4 GP per turn.
[] Keep an ear on the Horde: You are allied, but listening for rumors can't hurt.
DC 40
[] Keep an ear on the Alliance: Listen for rumors about the Alliance.
[] Keep an ear on the Night Elves
Error: Spymaster is loyal to the High Priestess.
[] Keep an ear on the goblins: Keeping an ear on the goblins might pay off.
[] Keep on ear on Theramore. Keeping an ear on the population might be wise. If overdone, it might backfire. No one wants a secret police.

Research:
Technology:
[] Guns: Guns have long been used in Kul Tiras. Figure out how to make them yourself.
[] Bows: The longbow is the standard bow, but you've heard of different types. Figure out how to improve the bow.
[] Sails: Current sails are square, and rather slow when the wind is not exactly in favor. Try to improve the classic sail.
227/300 completed
Magic:
[] Teleport: Teleportation is risky at the best of times. Figure out how to improve it be be safer.
[] Potions: Potions are expensive, and dangerous. Try to improve the potion.

Stewardship:
[] Build a Shipyard: Every naval city needs a shipyard. Halves cost to build all ships. Cost: 100 GP
[] Build Walls: Walls will help defend your city. Cost: 100 GP.
[] Build Warships: Warships will vastly improve your military. Return to your naval roots! Cost: 100 GP
[] Improve the fishing fleet: Your fishing business is roaring, but could always be improved. Cost: 20 GP
[] Tax Fishermen: While it will be vastly unpopular, you could increase your income this way.
[] Tax Shops: While it will be vastly unpopular, you could increase your income this way.
[] Tax Income: While it will be vastly unpopular, you could increase your income this way.
[] Increase Tariffs: While it might increase your income, it could decrease your trade greatly.
[] Loan Money: While a risky business, investing in your own citizens business could help your economy.
- [] Generous Loans: The goal is to stimulate the economy, not turn a profit. You don't want to drive your people into debt.
- [] Ordinary Loans: While you can forgive some debts, you do want to turn a profit.
- [] Harsh Loans: You would rather make money than help your economy. Behave like a government sponsored loan shark.

Personal: Warning. Either Diplomacy or Research must be dropped.
[] Find an advisor:
- [] Diplomacy: A professional diplomat could help a lot.
- [] Martial: While Thomas is skilled, he wasn't trained in strategy. Find a trained general.
- [] Intrigue: Pained would understand, and could be used as a bodyguard once again. It would makes things a lot safer.
- [] Research: While research is fun, you have other responsibilities. Find a trained researcher.
- [] Stewardship: Lendry is a volunteer. Find a real steward.
[] Hire Lendry: Lendry deserves a salary for his efforts. It would allow him to be fully utilized, and less overworked. Cost: 1 GP per month
[] Look into some rumors: You've heard rumors of a skilled mage living is the plains. Try to find her.
DC Reduced
[] Practice with Pained: You could use some self defense skills.
[] Hang out with Thrall: You could use some relaxation, and some tea with a friend would help. Or maybe something stronger. You've heard your alcohol industry is growing.
[] Other: Write in. Must be approved by GM.
[] Get drunk in the local taverns: It will do the soldiers good? And you need a break. Seriously.
 
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[X] Thawing Our Relations
-[X] Alliance: Negotiate trade deals
-[X] Raise Militia
-[X] Keep an ear on the Alliance: Listen for rumors about the Alliance.
-[X] Build a Shipyard: Every naval city needs a shipyard. Halves cost to build all ships. Cost: 100 GP
-[X] Find an advisor:
--[X] Research

Any ideas, guys? I figure dropping research to get a research advisor is pretty worth it, and we should probably start working on our relations with the Alliance before they actually do become hostile.
 
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