GM NOTE: Moratorium For 3 Hours.
8834, Months 1-6
Turn 28
You wonder what it will be like when the war truly begins. There are almost no records on the Black Morass, at least in terms of anything useful strategically. It is a giant swamp, one that the Gurubashi never ventured much in. You have no idea what defenses the Hakkari might have, though you know they will have many. They've had over a year now to prepare, but so too have you had over a year to further prepare your forces. Stranglethorn Vale is better off than it has been in centuries, the rebuilding efforts nearly bringing a tear to your eye every time you see evidence of improved walls and dwellings. But for some reason, as the steam rise in the heated mornings of the jungle, you find yourself thinking on something else entirely as you meditate at the site where you cleansed the last of the taint from Zul'Gurub. Your cousin has been invited forth, as has your mate and child. While Jo'lin wanders about, playing at the butterflies and giggling as she wanders with your mate close behind, you sit cross-legged while Zul'Jo sits across from you somewhat uncomfortably. Understandable, as he's been sitting there there for a bit, but you just needed to get your thoughts in order.
"So," he finally says after a minute, "Whatchu want, mon?"
"This war, dis is gonna be a big one, Zul'Jo," you say solemnly. "You know dat, right?"
He snorts.
"Of course I do, mon. I be prayin' to the Loa every day about it."
Fair enough.
"Right, well, listen. If I go down-,"
"Jo Jo!" He gasps in horror. "Don't chu be talkin' like dat!"
"Hey!" You talk over him, glaring at the comparatively bulkier troll. "We all barely won last time around agains the Hakkari, I ain't about to assume that we gonna win with ease."
He clearly wishes to object, but quiets as your glare intensifies.
"Now then, if I go down, I want 'chu to swear to make sure Jo'Lin grows up accepted as the new Chieftain, yeah?"
Zul'Jo doesn't even hesitate before he nods, eyebrow raised.
"Of course, mon. Obviously. Little 'Lin is wonderful. She'll be a good Chief one day. Did you think I wasn't?"
She's going to be more than that if you have your way.
"Eh, just makin' sure," you shrug. "If I go down before she's grown and able to hold the reins herself, I don't want everything we've done to collapse again, you know?"
"Mmm."
Then the two of you simply fall into a comfortable silence, or at least, a comfortable quiet. The jungle is almost never quiet, whether in the day or in the night. But compared to the last several centuries, there is a clear sense of peace. Yes, the anaconda devours the crockalisk, the raptor hunts and kills the panther who kills the raptor who kills the tiger, and so on and so forth. But that is the natural state of things. There are no troll armies marching against each other within the borders of the jungle, desperate scavengers of no specific tribe or clan raiding the nearest village scrabbling for survival as madness reigns. That, you think, even more than the rebuilding of everything, is one of the most worthwhile results of your leadership thus far. Convincing the Loa to come back obviously stands as the first, but then of course it does. And soon enough, you're going to remove the last true stain on the legacy of the Gurubashi, the Loa who drove your people to this state in the first place, and the descendants of those amongst your ancestors stupid enough to follow him.
"Well, I came with a question too," he says, making you blink and look at him as he lightly tugs on one of his tusks.
Zul'Jo only tugs on his left tusk when he's seriously thinking about something. This must actually be serious.
"I know you been studying them tattoos," he drawls slowly. "Dem ones the Bloodscalps had...have, what can make 'em...you know," he rolls his hand as he trails off.
"Yeah...," you answer, warily. "But it's a dangerous procedure. If a single thing goes wrong during the process, it could kill de troll what gets it, or make 'em mindless berserkers until dey heart give out beyond even what the Loa can heal."
"Mmm," he nods seriously, rubbing at his chin.
The spirits whisper, rattling the skulls on your staves. Damn it.
"Next 'chu gonna say, I want one," you mutter as your hands go to massage at your templs.
"I want one," Zul'Jo says, blinking rapidly as your words sink in. "Hey mon, don't chu be doin' that trick on me about dis. I'm serious, mon."
Sighing, you look at him with half-closed eyes.
"Zul'Jo, I just got done saying how dangerous it was! What will So'fon say if all goes wrong?!"
He sputters wildly at your casual reveal of his relationship which he'd very carefully not told you about.
"Wha- how did - right, voodoo, " he moans. "We ain't even proper mates yet, mon."
"Oh, but dere has been mating," you raise an eyebrow. "Don't chu think you can lie to me about that."
He just thins his lips around his tusks, refusing to say anything more. It's amusing to watch your top war leader blush like this. Speaking of which, you need to promote him. General Zul'Jo has a nice ring to it.
"Look, just admit it to each other, get it formalized before we march. Better in the long run, yeah?" You squint at him. "As for giving you the tattoo...I'll think about it."
"But-,"
"I said I'll think about it!"
He rolls his eyes and stands, shaking his head while grabbing for his axes.
"Fine, mon. We gonna go into one of the biggest and worst fights we might ever have, mon. So you think about it."
Damn him, but he has a point. But if it goes wrong...you need to meditate on this. Yet no sooner have you closed your eyes than you hear the pitter patter of tiny troll feet approaching at a rapid run.
"Pada, look, look pada!"
You open your eyes to see Jo'Lin holding her hands tightly together, Zuli calmly walking behind her with a smile.
"Whatchu got there, baby girl?"
"Look!" She says gleefully before carefully opening her hands and from within you spy a rather terrified little hummingbird which she managed to catch. "Isn't it pretty!?"
"Yes, yes it is," you chuckle before ruffling her little tuft of hair. "Good job! Those tings are quick!"
"Yay!" She shrieks with joy at your approval and the simple reward of seeing something pretty and then getting it. "I'm gonna stick it in Cu'joh!"
She turns to the trundling golem behind her, which has had its face spun about to be a happy one, and then opens up the compartment on the back.
"Woah there, child, you can't just do that," Zuli says quickly, "You know that Cu'joh ain't go no air or sunshine, that little bird ain't gonna live long if you put it in him."
Jo'lin's eyes go wide and she stops to stare down at the bird still within her hands.
"Really?"
"Really," you affirm. "You can try and put him in a cage, but a little bird like dat? He needs to be free, mon. He'll die if you stick him in Cu'joh."
Your daughter bows her head and scuffs her feet on the jungle floor, lip going all wobbly.
"I'm sorry little bird," she whispers before opening her hands. "Guess you gotta go then."
In a second, the hummingbird has flitted out of anyone's reach and buzzed off into the distance. At the same time, both you and Zuli have come to wrap your arms around Jo'lin's tiny shoulders as she struggles not to cry.
"It's okay, little one. It was very pretty. I'm sure you'll catch another one someday," you tell her, slowly patting her head.
"...really pada?"
"Really," Zuli says, rubbing small circles on her back. "Your pada is almost never wrong."
"Hey!"
Military: Zul'Jo is a good friend of yours besides being family, and he is one of the best fighters you have. He's led raid after raid out from the back ways of the ruined city where your tribe currently resides, but he's been itching to get out there and start taking it back instead of just breaking faces. (Choose 3):
Train Them Up: You have a number of drudges who were never granted true training or equipment, but were nevertheless utilized in a considerable amount of fighting over the past generation or two. With your foundries and smiths able to work without being under constant threat of being killed, it is time that this changed. Use your voodoo to figure out what they might be good at, here and there, while having Zul'Jo and other elites train them. Transform these basic drudges into true warriors or otherwise depending on what they turn up to be most good at. After participating in the fighting for so long, they can't really be said to be inexperienced in any fashion. They were just never given the chance, for they most certainly possess the gumption. And yes, a number of them might die when you head into the Black Morass, but frankly, dying in the name of the Loa and more specifically in the name of putting an end to the Hakkari once and for all is a perfectly worthy death. One that will surely bring favor with the Loa. To be sure, Bwonsamdi might be a bit glutted after this, depending on how things go, but you obviously aren't going in for this to empower him. But having more troops can only mean that hopefully less people die. Cost: 1,500. Time: 2 Turns. Reward: Significant number of Drudges become fully trained and equipped troops, i.e. Headhunters/Hunters/Warriors.
Beast Ward Upping: Now that you've had some time to let them breed amongst themselves, it is time to get them properly trained. Basic discipline and other foundation behavior has been ingrained in them since the beginning. But now it is time for full war training. Convenient that they'll be trained at first to go after trolls because their teachers are trolls. But each of them has their own values, their own strengths, and most importantly they must be trained to be able to fight alongside one another. That latter part is most important, as traditionally in the jungle they might be enemies to one another. Whether raptor or tiger, panther or crockalisk, it must be done so that you can prepare. You don't know what beasts the Hakkari might have on hand, but considering where they are you somewhat doubt that they have a particularly large number of tigers and panthers to match your own. Cost: 1,500. Time: 2 Turns. Reward: A raised number of various animals in the Beast Ward, improved irregular warfare strength for later combat.
Kobold Keep Away: The kobolds of the Gurubashi Mountains are becoming a plague on your forces there. This cannot be allowed to continue. Cowardly creatures, surely they will flee if you kill a significant enough number of them? Like, a whole lot. Patrol back and forth, let them see the might of the Gurubashi, for in these past centuries they have apparently completely forgotten. This cannot be allowed, not only because of how ludicrous it is that they are infesting the mountains that are literally named after your people - even if they don't acknowledge that fact - but because you want your forces to be as unhindered as possible if they should be marching north up into the Black Morass from there. Conveniently, this will also further help solidify the bonds of your troops through shedding blood together. Cost: 500. Time: 2 Turns. Reward: Kobolds thoroughly cleared out of potential marching route towards Black Morass. Plus, on sheer volume alone, sacrificing their souls to the Loa could only improve your chances. Chance of Success: 75%. Cannot be chosen with Make It Stop.
Beast Armoring: Now that everyone is not in the middle of constantly fighting with one another, you have enough time to set aside for the various smiths of the tribes to work. Specifically, in ensuring that your Beast Ward is better protected for the upcoming fight. You can't just go rushing headlong into the Atal'ai, they've had who knows how long to prepare for exactly this sort of scenario. You've got no idea how long Di'zo has been alive, but if he is an example of some of their elites, this is going to be a hard one. It must be done, of course, which means that as a result, your soldiers must be properly prepared. Including the bestial ones. None of them particularly love being draped in metal and studded leather, but it will keep them alive longer in the fight. Mostly you need to protect vital areas without reducing their capabilities, and every little bit helps. Armoring them and then training them to fight with said armor on will no doubt result in many a lost finger or hand, but what is life as a troll without a little bit of limb loss? Cost: 500. Time: 1 Turn. Reward: All possible Beast Ward types gain minor armoring, ensuring better survival rates in combat.
Securing Crystalvein Mine: The crystals of the eponymous mine are odd things. A bit more magically resonate than mundane quartz or anything, which has in turn caused the basilisks who consume them to be a bit more powerful than others. The crystals themselves actually hum, very quietly, in a slightly different sound to crystals found elsewhere in the jungle. In the past, the singing crystals of Stranglethorn were used for a variety of purposes, from decoration, magical ingredients, or even to aid in the construction of certain musical devices. Hopefully with the jungle getting just a slightly bit more peaceful, such things might become commonplace once again. But first you need the mine back, and in time the other places where the crystals might be found must be similarly secured. You don't want to kill all of the basilisks either! Their very nature makes them quite valuable for study of alchemists and others who wish to study such a divergent creature of the natural world. Cost: 500. Time: 1 Turn. Reward: Crystalvein Mine Secured. Some basilisks secured. Mining Income.
Diplomacy: Your tribe built the Gurubashi Empire up out of bloody conquest, strong words, and overwhelming influence. It was made from the bonds between numerous tribes, all working together albeit under one unifying group i.e. the Gurubashi. It's time to see what else you can do in this area. (Choose 1):
Make Them Stop: The reports confirm that the kobolds are continuing to harass your forces throughout the Gurubashi Mountains. This cannot be allowed to continue. It would be possible to simply chastise them with the power of violence, a quite reliable tool, but it cannot be denied that it is possible for them to possess a modicum of intelligence. Capture some of them, it shouldn't be that hard, and force them to a negotiating position. Get them to leave you alone, for now, so that you can move your forces with impunity. It is entirely possible that the kobolds will forget, or ignore, or both, in time. But for now, see if you can get some of their local...what to they have, tribes? Clans? Their leaders, regardless of title, for those that are immediately close enough to be a bother to your troops. Cost: 100. Time: 1 Turn. Reward: Diplomatic meeting with kobolds of Gurubashi Mountains. Chance of Success: 50%. Cannot be chosen with Kobold Keep Away.
Bribing Brutes: It is said that the ettin, for all that they are for the most part dumb brutes, can have lines of royalty. Or whatever passes as royalty. They have intelligence, and on occasion, in the past, have forged and crafted their own equipment though often that is scavenged from various things. But they are enormous, and incredibly strong, and that has its own value in a way. It may be possible to try and negotiate with the ettin of the mountains to fight with you against the Hakkari for a suitable enough bribe. It will be nothing permanent, of course, simply due to the fact that you cannot ensure that they will never simply turn around and start eating trolls for meat. Ettin eat just about everything, including each other, and due to their size are understandably incredibly hungry just about all the time. Whether there is a king or queen or whatever, or even just a particularly powerful ettin, send the spirits to seek them out, and then start some minor negotiations. Even if you can't get them to help you against the Hakkari, maybe you can get them to back off an ensure less congestion in the mountains for a short while before your troops head to the Black Morass. If that's even where they end up going. Cost: 100. Time: 1 Turn. Reward: Diplomatic meeting with some ettins of the Gurubashi Mountains. Chance of Success: 50%
Tribal Unification: This is what may take quite a while, but will be quite worth it. Before the rebellion, the civil war, before Hakkar? The Bloodscalp did not exist. The Skullsplitters, the Greyvine, all of them did not exist. Oh, sure, castes existed, and castes are what the people splintered into because it was who and what they knew. But before all of that splintering, there was only the Gurubashi Tribe, of the Gurubashi Empire. The Hakkari, damn their souls, were part of the priestly castes before they became something...other. And you will regard the Atal'ai as a separate tribe now, because they are not fit to kiss the dirt beneath your feet! There will be no reunification with them, only death and destruction. But everyone else? Everyone else must, surely, admit that the time for separate tribes is over. It is time to return to the good old days. One tribe. One people! The fact that it should help reduce chances of rebellion or sedition goes without saying... Cost: 1,000. Time: 10 Turns. Reward: Gurubashi Tribe reunified, Bloodscalps/Etc. sublimated and properly assimilated back into Gurubashi Tribe. Chance of Success: 65% 9 More Turns
Stewardship: No one else is going to help you restore your once glorious city. Your people are going to have to pick themselves up by the bone anklets. One day, one day Zul'Gurub will be the vibrant place of life it once was, your walls won't be crumbling piles of shale, and your homes won't be hovels. One day… (LOCKED):
From City To City To Shore: This, and this alone, may be one of the most important things you ever do as Chieftain of the Gurubashi. The roads and bridges are essentially nonexistent, with only the most constantly traveled paths remaining in the jungle after all the time nature has had to reclaim everything. The bridges are gone, long rotted away if made of wood or destroyed somehow if they were made of stone. But with the warfare now stopped, the tribes brought to heel? The healing can begin. It is time to take from the quarries and trees, to rebuild what has been lost. The better the roads, the more willing and able the people of your jungle will be able to travel to one another. The more travel between settlements, the more sense of community and tribal unity there will be. From Zul'kunda, to Zul'mamwe, to Zul'Gurub, to just about every major and minor settlement you have. Including down to the Cove! That's yours now too! It will take time, and a lot of effort, but the results will be quite important. All roads in Stranglethorn will lead back to Zul'Gurub! Cost: 5,000. Time: 10 Turns. Results: Strong, solid roads and bridges of stone built out to connect all disparate settlements throughout Stranglethorn with one another, including Blackwater Cove and the recent unnamed fishing settlement on the western coast. Greatly increased unity amongst the populace, travel easier+quicker, etc.
Blackwater Build-Up: It is time that Blackwater Cove become a proper troll port once more. That means major docking facilities, wharfs, warehouses, and so on. Plus places for sailors and those who work and will be living at the port to rest at. Stone and wood will be required in great number, of course, as will workers. But once that is all done, you might be able to build a major shrine to Gral and Torga there! Hopefully they would bless any and all sea-based ventures that you might set out upon. Such as reclaiming the various islands of the Southern Seas that were once yours. This will take time, of course, but the effect will be worth it. Plus, it will give you time to think of a name for the place. Just leaving it as Blackwater Cove...or Blackwater Port? Either way, it doesn't sound as good as it could. While the Darkspear built their ships at Nek'mani, it is not a dedicated port, specifically. This one can be though. Cost: 3,500. Time: 6 Turns. Reward: Blackwater Cove transformed into full troll port settlement, specifically built for such a purpose. Will Complete In 4 More Turns.
Zul'Kunda Rebuilding: You've spent a lot of time rebuilding Zul'Gurub, and you'll be doing that a while yet. But that does not mean that you cannot turn some of your efforts over to one of the other cities within the jungle. Zul'Kunda was moderately maintained by the Bloodscalps, as they did not wish for their stronghold to be left vulnerable, but a lot of the smaller things were left to the wayside. If it wasn't directly aiding their military efforts, then it was neglected. Help rebuild the cities internal road system, their hills and statuary, and so on. Make it known that such a decayed state will no longer be acceptable! The time of the constant inter-jungle warfare is over, and thus it is time these trolls started taking a little pride in their homes beyond the capacity for defense, offense, or such things. Cost: 3,500. Time: 4 Turns. Reward: Zul'Kunda greatly refurbished, much better living conditions for those living within the city. More loyalty from the populace within. Will Complete In 3 More Turns.
Zul'Mamwe Rebuilding: While the Skullsplitters were better at maintaining their territory compared to the Bloodscalps, they were incapable of doing any large scale repairs or changes. Just like everyone, really, due to the whole 'constantly at war with one another' thing. But that time is over. It is time to rebuild Zul'Mamwe, and thus ensure that one of the three major cities of Stranglethorn is properly rebuilt for those who inhabit it now and those who will inhabit it in the future. Walls, roads, larger communal homes, an the like. All this and more. This will improve the living situation of your citizenry, thus doing more to secure their loyalty, and simply make sure that your civilization that has nearly crumbled to dust ceases its decline and in fact works to reverse it. Make sure the markets and such are rebuilt as well. Cost: 3,000. Time: 3 Turns. Reward: Zul'Mamwe greatly refurbished, much better living conditions for those living within the city. More loyalty from the populace within. Will Complete This Turn.
Learning: As your attentions become more and more widespread, that troll Helga'aka seems to have found herself in this position by way of chance. (Choose 2):
Hardened Catapults: Your current catapults are relatively thrown together affairs. Largely just quickly lashed together wood and metal. But this will not do if you are going to head into a foreign land to go up against who knows what in terms of defenses. If the Hakkari did take Greyvines? Well, honestly, it doesn't matter, they'll have built up their defenses anyhow. It is time, now that you have the peace and time to work, to build some proper catapults. Ancient records and manuscripts etched into stone speak about heavier catapults, able to launch heavier payloads, with armored wheels and bodies whether in hardened wood or metal plates here and there. Now that you aren't simply cowering behind your walls, and preparing to in fact launch from the jungle itself, making sure that you have catapults actually capable of surviving the trip to the Black Morass is direly important. Cost: 1,000. Time: 1 Turns. Reward: Catapults improved, hardened, tougher, able to launch better payloads, travel and survive better. Current catapults improved, any further created after this point be similarly upgraded as a starting base line.
Voodoo Boom: A possibility forwarded by some of the Skullsplitter witch doctors is capturing and trapping spirits of flame and air and earth, then stuffing them inside the boulders of the catapults. Not too tightly, in fact the entire lattice of capture would be purposefully fragile in certain places. Thus, upon impact, the spirits would be released. Explosively. This would greatly enhance the damage dealt by your catapults, transforming what would already be powerful rocks and stones into explosive ones. Plus, fire is one of those things that is harder to regenerate from. Not impossible, obviously, but it slows it just a tad. Fire in general is a powerful tool no matter what race you are, is your opinion. And the concussive force of so many spirits of air and earth being released and impacted by themselves and the world will be good as well. All that remains is testing and then actually doing the enchanting. Cost: 1,000. Time: 2 Turns. Reward: Catapult ammo gains minor explosive properties due to voodoo infusions.
Pump Up: Well, you've done the testing, now it is time for the execution. Set your witch doctors to actually producing new dire trolls. As it is as of right now an irreversible procedure, you will not receive absolute hordes of volunteers. Which just makes sense, as it is not a simple procedure either, nor an inexpensive one. But Dire Trolls are a powerful force on the battlefield. You have a lot of veteran dire trolls as well who can help train up those that are transformed, which is good. It will take a lot of scheduling and voodoo to get it done, but it is useful. Cost: 1,000. Time: 2 Turns. Reward: Additional Dire Trolls created and trained.
Piety: The spirits speak once more to the Gurubashi! Many are extremely upset with you, with all jungle trolls it seems, for the past few centuries of silence. You've got some work ahead of you. (Choose 2):
Aerial Blessings: In the past, the giant bats of Stranglethorn, the children of Hir'eek, were able to be tamed and ridden so long as proper deference was given over to the Lord of the Midnight Sky. Specifically, they could be trained as mounts that were just as capable in the day as they were in the night. But as Hir'eek fell out of favor, as all other Loa did while the damned Loa of Blood ascended in importance, so too did his children slowly begin to filter out of Zul'Gurub, returning to the mountains and deep jungle valleys where they largely remained. But that time is over, and while there exists other giant bat species based on your records - these are the closest and the most likely to be tamed. But the rituals must be restarted, to honor Hir'eek, to summon his children, and to gain their acceptance of riders at all. Thus, the Gurubashi will regain the ability to fight from the skies. Even in the past when dragons had to be combated, enough bat riders could swarm them that they fell as well. Cost: 500. Time: 1 Turn. Reward: Children of Hir'eek able to be trained as mounts for bat riders. Bat riders are the traditional jungle troll aerial troop, capable of dropping alchemy or voodoo-based bombs, spears, etc. as well as scouting.
War Clergy: It has been long enough. It is time some of the priests, whether of Bethekk or Shirvallah or anyone else, join the armies on a more permanent basis. Healing wards are valuable, very much so, as are the other wards and hexes that the witch doctors can produce. But priests are extremely good at both healing any other things, depending on the Loa that has chosen them. It's a matter of adding not just some versatility but some real power behind things. And if you are going after Hakkar, you'll want your priests trained and ready for war, not just maintaining and sacrificing at the temples. But while some of these priests are former warriors, some were not. Getting them used to their new positions of influence and such will take time, but it will be time well spent. Cost: 2 Turns. Reward: Priests formally added to army list, able to cast a variety of priestly magics including healing and shielding, as well as powerful attacks.
Intrigue: You've never been one for sneaking about, but that's ok. You've got spirits for that. For instance, your father. Considering that you're one of the most gifted Witch Doctors around, and none of the others seem able to channel the power of the spirits just at the moment, that gives you a…unique opportunity. (Choose 2):
A New Cadre: Ruwe and the Shadow Haunters, as they call themselves, are some of the stealthiest and most effective rogues you've ever seen. As scouts, spies, trackers, and assassins, though you've yet to see the later much due to the rather open warfare. Many of them are devout worshipers of Bethekk, but some are worshipers of Hir'eek instead. They are quite good with the sort of voodoo that makes them disappear from plain sight even when they are standing right in front of you. It is quite eerie to see, especially when there are others who are good at concealing themselves with purely mundane ability, something they practice with equally if ever they are in a situation where their magics are suppressed somehow. Remarkably responsible training, that. But as it is, there are very few of them. You could do with them increasing their numbers, even if it is just a few. Cost: 500. Time: 1 Turn. Reward: Small increase in Shadow Haunter numbers.
Scouting The Kobolds: You need to know more about the internal workings of the kobolds of the mountains. It has been centuries since the Gurubashi proper interacted with them, and you need information. Information is power, after all. Work with your stealthiest trolls and the spirits to take a peek at the kobolds. Where are they based, what tribes are nearby, why are there so damn many of them and what are they up to? All of this information and more could be useful to you in a number of ways. On the other hand, you know for a fact that they have some minor magics of their own, and so cannot be wholly underestimated. The lack of information is the biggest issue, but it is one that you can actually try to fix. Cost: 250. Time: 1 Turn. Reward: Information. Chance of Success: 75%
Tracking Dragons: All right. Here's the thing. You know that dragons are one of the most dangerous creatures on the planet. It has been that way for some time. Some even regard the more powerful dragons as living Loa, but as a witch doctor you actually know a considerable amount about them to the point that it is hard for you to see them the same way. They can die if a spear goes through their heart, but a Loa can be reborn or simply craft flesh anew or something else entirely. Dragons cannot do that. And frankly, they are valuable alchemical reagents. Though it has been centuries, most every witch doctor has heard of how dragon blood and dragon hearts are capable of making some extremely powerful voodoo. But...they are intelligent, or at least the older ones are. And they are, at the very least, partially involved in the swamp, and possibly in Brightwood. It is, perhaps, time to seek them out, just to make sure they don't interfere. Cost: 100. Time: 1 Turn. Reward: Information? Chance of Success: 65%
Personal Actions: You can't be making concoctions or performing ritual sacrifices all the time. Just because you brought the Loa back to the Gurubashi doesn't mean you don't make time for yourself. (Choose 2):
Serious Training: You have only had a few months with your blade, but you have a few months more yet. It is time to truly get familiar with not just the sword, however, but with your powers in combat as well. You are not the pure war leader that Zul'Jo is, but you don't need to be, you just need to be sure that should the worst happen and the blade fail you that you can fight just as well without it. At the same time, you want to be able to wield it well, just in case it turns out to be exactly what you need. Either way, it is time to go into this as hard as you can. You are not under assault, you have a higher grade of regeneration due to your blessings by the Loa, and you have all the powerful resources of a Chieftain and witch doctor to bring to bear to reduce fatigue and increase results. It's high time you kicked things up a notch or two, and get in some serious training. Seriously. Because if Di'zo is as physically strong as Zul'Jo, you really need to make sure that you can match him should it come down to it. Cost: 100. Time: 2 Turns. Reward: Martial increase, Martial Perk Change.
Golem Guard: You know that often, Zul'Jo must take the forefront in battle. But you must be able to do so as well. However, nothing says that you cannot make some guards to form your retinue when you wish. Now that you have become more adept at the creation of golems, you can produce some of your own. Dire Golems, specifically, which will be tireless and respond purely to your will and no one else. Well, maybe your shadow, but that's literally half of your soul, so that only makes sense. Maybe Zuli. Jo'lin. Hmm. Anyway, create some truly deadly guards capable of fighting and killing, while having all the incredible durability of voodoo enhanced metal and stone. You can't make too many, of course, but these will be custom creations and do you not have some of the greatest voodoo around right now? Cost: 1,000. Time: 2 Turns. Reward: Personal Dire Golem Retinue, tireless guards of stone and metal.
Tattooing Zul'Jo: Your cousin Zul'Jo has been talking to you about getting the Bloodlust Tattoo applied. It can, when used and trained with properly, vastly increase the combat capabilities of those who are thusly tattooed. But the thing is, if things go wrong, they can go really wrong. Zul'Jo thinks it is worth the risk, especially considering the fight that is coming, but you are not so sure. But can you truly afford to not do so with him? You can take as much time as you want gathering the materials, trying to fortify his body and soul with your voodoo, and if done successfully he will be that much more fearsome in battle. At least for a certain amount of time, overuse can exhaust and kill, so say the experienced witch doctors formerly of the Bloodscalps. You are inclined to believe them. Zuli has flatly informed you that you are not to do it to yourself. But Zul'Jo has built his entire purpose about destroying the enemies of the Gurubashi and protecting the tribe and jungle, to warfare, and to little else save perhaps his relationship with So'fon. Still, it is up to you. Cost: 100. Time: 2 Turns. Reward: Zul'Jo gains Bloodlust Tattoo, allowing for temporary but significant martial boosts for a short amount of time during combat, but exhausts the user at the end. Can be fatal if not tattooed properly. Chance of Success: 65%