Orc Quest; or, A Critical Examination of Agency Through in Interactive Fiction (Warcraft)

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Durotar 1
And now we have first actual chapter of the story. Only a couple of choices in this one so voting closes on the 29th at some point. Discussions and questions encouraged.


You are Grok'mash, warrior of the Burning Blade.

You stand at the mouth of the Valley of Trials, where many young Orcs are send for their training and education before they go out in service to Clan and Horde. You'd learned a few things from your clan years ago but the Valley had trained you in a more deliberate manner. In some areas you'd excelled, such as in the handling of weapons, duelling and tactics, however in other areas you'd never developed any competency at all.

Orcish society is closely knit, with occupations broadly divided into fighters and hunters and while more specialised professions exist these are rare. Like most orcs, you are a warrior, able to meet the foe with axe and shield, charging into battle with a warcry. You haven't trained in mounted or ranged combat, and you were never inclined toward the subtler arts of stealth, tracking or magic. The former would be relatively easy to learn in most orc settlements, though the later would require more selective tutoring. Orcs were expected to be able to serve in most capacities as your society is close knit, with all Orcs expected to contribute in some way.

If you simply did as you were told and kept working hard you'd likely be assigned to the default role your clan fills in the Horde, part of a force to police the use of demonic magic, and due to your upbringing you know something of demonic matters. In the old days the Burning Blade's Blademasters were the finest warriors on Draenor, so perhaps with sufficient training you could match them. All current Blademasters are older Orcs who were mature warriors before the Dark Portal even opened, and most are either assigned to training positions, or sent out to battle demonic forces in the far reaches of the world.

Some members of the Burning Blade adopted the fel more enthusiastically and still serve the Burning Legion, actively sabotaging the Horde and trying to bring back the old ways of green fire and bloody sacrifice. You opposed one such attempted in the Valley of Trails, slaying many lesser demons easily and finally coming face to face with their summoner, Yarrog Baneshadow, who fell swiftly to your blade.

You gain:

Baneshadow's Sword: An enchanted blade you found among the possessions of Yarrog Baneshadow, you've tested it against old pieces of armour and the blade will ignite at your command and slice through leather or wood easily, though metal gives greater resistance.

Burning Blade Medallion: A magical object you believe enhances the bearer's connection to the fel.

Minor reagents: A collection of various objects used by the warlock Yarrog Baneshadow in magical rituals.


You'll be travelling for several days, but during that time, or during breaks you could examine a piece of your new equipment. Alternatively, you could press on and reach your destination sooner, after all, sitting in the dirt on your own won't allow for much understanding to be gathered.

Choose one:

[ ] Examine Baneshadow's Sword

[ ] Examine Burning Blade Medallion

[ ] Examine Minor reagents

[ ] Press on to your destination sooner

You've been given two sealed reports on your performance in the Valley of Trials.

You gain:

Sealed Horde report

Sealed Burning Blade report


You guess these reports detail your particular skills, traits and loyalties, but both reports are sealed, and as such you don't know what they say. You briefly consider opening, reading, and resealing them but decide it wouldn't be honourable, and leave them in your pack.

You've been ordered to deliver the first report to Master Gadrin, a troll of Sen'jin Village, while you've been ordered by one of your clan members to take the other report directly to Orgnil Soulscar, another member of the Burning Blade clan in Razor Hill.

These options are mutually exclusive, but it's possible to delay one, or deliver your reports to more senior officers. For example, Razor Hill is the central town of Durotar and perhaps you could deliver your Horde report there instead?

Sen'jin Village is south of your current position, though a few hills and on the coast, roughly four days away. Razor Hill is to the north and about ten days away with the road passing relatively close to Tiragarde Keep, a holdout from the Kul Tiran expedition several years ago.

Further north the warrior city of Orgrimmar stands in the foothills of the mountains, while to the west the wide plains and hills of the Barrens roll out beyond the Southfury river. South is the sea and the Merchant Coast with many goblin and a few human settlements, Rachet being the most prominent. Due to your honourbound nature you must deliver these reports. After you've done so you'll have fulfilled your present duties and will have more freedom to travel more widely.

You have one week of supplies. If necessary you can ration these supplies, such as having half portions and extending them, however this will affect your performance in fighting and marching. Alternatively, you can extend your supplies (and your journey) by taking time to hunt and butcher prey each day. Due to your skills you can survive for up to a week living off the land and hunting in this manner, and due to your conditioning you can survive two days without food without significant detrimental effects.

[ ] Report to Sen'jin Village

[ ] Hunt on your way to replenish supplies on your way to Razor Hill

[ ] Go without food for 3 days on your way to Razor Hill

[ ] Ration your supplies on your way to Razor Hill

You consider your choices carefully, as you don't know the roads in this area, and there's the possibility of attack by various animals, by Tiragarde soldiers, the Quillboar, or possibly centaur raiding parties out of the Barrens. It's also possible you might encounter natural hazards such as a flooded river or a storm which might delay you further.

Furthermore, you've sensed a darkness and evil watching you for some time. The Shaman of the Valley of Trials have also sensed this, though none have been able to discern what it was. You don't know what the darkness wants with you, but you must be careful.

If you travel south, you'll encounter more Trolls. There were many of them in the Valley of Trials, and you've learned of their traditions in addition to your own peoples'. The Trolls practiced strange magic, and had many unusual customs but they honourable friends of the Orcs and so you didn't comment on their practice of cannibalism and blood magic.

Comparably if you travel north you'll reach the seat of your clan in Ragefire Chasm faster which has its own advantages, as well as proximity to Orgrimmar.

You set out from the Valley of Trials at the same time as two others who you'd fought alongside against the Burning Blade. They are:

Vark, a male warrior of the Warsong Clan. Vark is enormous, apparently having Ogre blood in him and he was one of the only others as skilled as you in the use of weapons. Vark serves the Horde first and wants to bring honour to his people and clan.

Angrais, a female shaman of the half-ogre Mok'Nathal. Angrais was the only Mok'Nathal in the Valley of Trials, and likely one of the only ones in Kalimdor. Her clan are wanderers and you know Angrais has often felt like an outsider, and as such identifies more with the plight of the spirits and of Azeroth than with the Horde or her clan, such as it is.


The three of you have frequently fought, hunted or trained together. Both Vark and yourself have some connection to the spirits, though the Shaman in the Valley had discouraged you from this path. Vark's sensitivity to the elements manifests as a minor resistance which may be merely a result of his mixed blood, while your own connection to the Spirit of the Wilds has given you a strong precognitive ability which was remarked upon by your teachers. Angrais is the more traditional of your troupe, and has already formed a connection with the four main elements. You are not close friends with either Vark or Angrais, but you've relied on them in the past in battle and trust them in many things.

Vark and Angrais have also been ordered to report to Sen'jin Village. Afterward Vark plans to visit his father, a warrior of the Kor'kron, the Warchief's bodyguards in Orgrimmar. Angrais has no firm plans. You've picked up some of the basics of persuasion, so you might be able to persuade one or both of them to come with you to Razor Hill if you decide to go there. If you choose these options write in how you're persuading them.

[ ] Persuade Vark
[ ] Persuade Angrais
[ ] Persuade them both

Finally, you consider the last issue, a heavy weight in your pack.

You gain:

Flamebender's Tome: An iron-bound sheaf of writing - some orcish and some in a language you don't recognize. This tome details many of the mysteries of your clan, including your unique relationship with the elements and the methods your blacksmiths use to bend iron and flame to their will. This is one of many tomes passed down through your clan for generations.

Due to your small size your relationship with your father has always been strained. You resent him for his distant and cruel nature, and he resents you for bringing him and the clan such shame due to your weakness. As such he's largely dissociated himself from you, and you think it likely that you'd have already been exiled if you weren't the son of the chief. Your father sent you away to the Valley of Trials to get rid of you for a time and you know you'll be expected to report back to him at some point. You still resent him, but you've decided that the best way to make up for your weakness is with honour, by upholding the traditions of your people and strengthening your clan and the Horde. To achieve this aim you've trained hard, but in your youth the day before you set off for the Valley you stole your father's Flamebender's Tome. As a warlock he rarely consulted it and you wanted to use it to strengthen yourself to make him proud, however you realise this was a dishonourable action and you intend to return it to him when you get back to the Clan. In the meantime though perhaps you could study it? You'll have to do this yourself rather than getting help due to the Clan secrets held in the Tome, and this will take significant effort.

You stand beyond the clay and stone walls that protect the Valley of Trials. The red wastes of Durotar lie before you, and beyond them Azeroth. You know there must be blood, but you hope there'll be some wonders too.

"Grok'mash." Calls Vark looking at you, "Are you coming with us then?"
 
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[X] Press on to your destination sooner

[X] Report to Sen'jin Village

Edit: Alright Razor Hills will be nada for now.
 
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[X] Press on to your destination sooner

[X] Report to Sen'jin Village

Rather cast my lot more in with the Horde, which isn't controlled by demons and has some respect for us, than our clan.

If we get there sooner, maybe we can get someone there to take a look at the blade or whatever. Probably more productive than trying to figure it out ourselves.
 
Possible clan future interactions
Rather cast my lot more in with the Horde, which isn't controlled by demons and has some respect for us, than our clan.
This is a legitimate view, but keep in mind if you keep intentionally not engaging with the clan you will eventually be exiled.

To use a couple of examples of exiles, Lantressor got exiled for being a half breed basically, while Fenris intentionally left his clan and joined another for political reasons.

There are various advantages to clans, and if you're useful you can be accepted to other clans. Fenris became the chief of the Thunderlords.

You might consider the following paths:
1. You don't engage with the clan, and are exiled, and potentially hunted down so they can get their magic book back.
2. You engage infrequently, you have a few people to help you out and access to services but nothing else, you lose your place as heir but they aren't hostile to you.
3. You engage to a limited extent, do missions, fight with them, learn from their blademasters and are trusted with some secrets, your place as heir is still there, but nothing happens with it really.
4. You engage a lot and start to be influential, you become a blademaster and flamebender, you're confirmed as heir and start being included in councils about the clans' future, your father might even step aside and you're able to influence the future of the clan, for example stepping away from the Burning Legion.
maybe we can get someone there to take a look at the blade or whatever.
The Darkspears might have someone who can do that, but they aren't likely to. Of the vassal tribes of trolls under the Gurubashi, the Darkspears were the least powerful, and subsequently settled and lost their homes three times so won't have much infrastructure and might have lost a lot of their knowledge and stores of knowledge. Maybe they left some on the Echo Isles that you can have a look at?
 
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Given the relatively small amount to vote about Ive decided to end the voting tomorrow instead of the day after.
 
Yeah, not really usre about this level of granularity? I'll have to think on it.
Tbf its because you're not at a hub of stuff yet, and also because its my first quest. In general you'll have a base and be able to choose actions from that, here though we're at the start of the quest and you're going to start getting into teh Horde story bits, rather than the clan stuff. I realise 'turn left or right' isn't a particularly interesting choice that's going to provoke much discussion.

In general though I welcome such comments!
 
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Durotar 1 Results
Adhoc vote count started by FractiousDay on Dec 28, 2020 at 4:15 AM, finished with 14 posts and 10 votes.


Voting Closed! Off to see the Trolls!

I honestly expected more plans and voters. The above plan is good to me.
There wasn't lots to vote on really, though no one seemed interested in the burning blade option which will have (relatively minor) consequences down the line because you ignored orders

Next update later today
 
There wasn't lots to vote on really, though no one seemed interested in the burning blade option which will have (relatively minor) consequences down the line because you ignored orders

Wait you mean to say that we won't have enough time to go to Razor Hill after we finish up doing our stuff in the Village?

Does that mean that we will return home without doing the Burning Blade option later?
 
Wait you mean to say that we won't have enough time to go to Razor Hill after we finish up doing our stuff in the Village?

Does that mean that we will return home without doing the Burning Blade option later?
You're going to Sen'jin Village because Thrall wants to acclimatise the new generation of orcs to working closely with trolls to reduce the xenophobia orcs tend toward. The Horde is largely at peace currently, and there's no great need to reinforce various fronts with new soldiers, as such the route young orcs take is first to the trolls, then to Razor Hill, where they're sent around depending on military necessity. Some Orcs fall out of the system going back to their clans, just leaving, or other things.

The Burning Blade are one of the only clans to operate as a close organisation, rather than as a larger family unit. The other clan to operate like this are the Shattered Hand, and both clans are sort of police/intelligence forces. However, the Burning Blade are also secretly traitors. Other clans (Warsong for example) operate basically as a military unit with specific traditions, while others are still actual clans (Frostwolf).

You will be going home after you're done in Senjin. You've got the Honourbound trait so you're obliged to return, to deliver your Burning Blade report to Razor Hill, where, as the clan heir, you're going to be 'passed upstairs' for your father to sort out and sent to Orgrimmar. Razor hill is on the way to Orgrimmar, so you'll be going to both places.

The importance of the vote there was mainly that you chose to obey the Horde orders, not your clan orders. This isn't a massive offence, but it worse that it was this way not the other way. Thrall's political faction of united orcs and Horde loyalists accept that sometimes they'll be disobeyed, and they try and reduce the likelihood that clan and horde orders conflict, but they're not always successful.

Comparably your clan will be more concerned that you're disobeying orders to go and be a Horde loyalist, its not massively significant... yet, but it will become so if you continue to ignore and disobey the clan.
 
Rollings for the situation of the region and various other circumstances:
FractiousDay threw 5 100-faced dice. Reason: Days journeying Total: 245
88 88 31 31 38 38 27 27 61 61
FractiousDay threw 1 100-faced dice. Reason: Examining Baneshadow's Sword Total: 93
93 93
FractiousDay threw 5 100-faced dice. Reason: Regional rolls Total: 295
58 58 93 93 67 67 39 39 38 38
FractiousDay threw 1 100-faced dice. Reason: Reception at Sen'jin Total: 71
71 71
FractiousDay threw 1 100-faced dice. Reason: Hunted Total: 49
49 49
 
Durotar 2
This is the first 'proper' turn of the quest with more extensive voting. Again, this is the first quest I've run so feel free to note suggestions on whether you think I should roll more or less, or on other points. Voting is open now, and will close a few days after that or something.

Your journey

You nod at Vark and with that the three of you set off toward Sen'jn Village.

Days journeys: 88, 31, 38, 27, 61

You had originally predicted it would take you four days to reach Sen'jin. In fact, it takes five, almost six days and you have begun to be concerned for your supplies before you smelt the sea air and saw the village itself.

The first day had gone fine, even quite well and you'd encountered nothing of note, but for the next three days you'd been pursued by a large pack of raptors. They were formidable creatures, and while Vark had wanted to fight them you'd eventually decided to try and avoid them. Each night you'd kept watch and one night you and Vark had been woken by Angrais flinging fire from her hands into the darkness and the raptors shrieking as they fled. You departed early once dawn broke, still pursued. Once again Vark suggested finding some narrow place and fighting the beasts, but you persuaded him against the idea as you saw no honour in fighting beasts which only wanted to eat. Eventually you detoured across a river and lost the raptors, coming to the village later than you expected but uninjured.

Examining Baneshadow's Sword: 93

You were even able to examine Baneshadow's Sword on your journey. You find time to experiment with it, finding that you can set it aflame for as long as you desire, with no apparent limit to the length of time the fire will burn for. You also learn that the sword will burn underwater, but that the enchantment only works when you have a hostile intent as you tried to use it to start a campfire one day and the sword refused to light.

It is clear to you that this is an old sword, probably forged on Draenor in the ancient traditions of the Burning Blade Clan.

You don't have any of the tools to really examine it further, nor are you an enchanter so perhaps you should seek one out. Then again, would it be honourable to expose the elemental traditions of your clan to a stranger?

Sen'jin Village

The Darkspears had once been one of the three vassal tribes of Trolls under the Gurubashi, who in turn were subject to the Zandalari, the greatest and oldest of the Troll civilisations. In the jungles of Stranglethorn the Darkspears had been the weakest tribe, sending a tithe of youths to the blood soaked pyramids of Zul'Grub each year and relying on their shadow hunters, powerful warriors who used voodoo and shadow magic, to survive due to the Darkspear lacking the strength in numbers or magic to resist the attacks of the other tribes.

Instead of adapting the Darkspear regressed into tradition, refusing to centralise and develop as the Gurubashi had, and instead fled Stranglethorn, sailing across the Great Ocean and settling on an archipelago in the South Seas. However, they found themselves fleeing again following a confrontation with a sea-witch, eventually settling on the Echo Isles near the coast of Durotar. Yet again, they were forced to flee twice from these islands, first by a Kul Tiran expedition and second by the traitorous witch-doctor Zalazane.

The Darkspear were never strong, but during their tribulations their strength has been sapped even further, and it's only been by the wisdom of their elders and the formidable resilience of the Trollish regenerative abilities that the tribe hasn't been destroyed entirely. The capital of the Darkspears, if it can be called that, is Sen'jin Village, a small settlement clinging to the coast of Durotar populated mainly by fishermen who watch the shadow of the Echo Isles with sadness and longing. Most of the more militarily capable Darkspear trolls are scattered across the countless garrisons and outposts of the Horde from Ashenvale to Feralas, employed as warriors, medicine-men, alchemists or scouts.

Regional happenings

Roll for status of Sen'jin Village: 58

The village is managing, but all things appear very strained to you. It's not a large settlement, and in areas there seems to have been an attempt to build a palisade wall and new structures, however these seem to have been burned down recently and you see fresh graves outside the settlement. There's no starvation, but the people of the Village clearly don't have a bounty of food or resources with the stalls of tradespeople showing rather sparse offerings. The elders of the village, including Master Gadrin to whom you'll give your report, are unable to greet you, being in conference in one of the larger huts, apparently attempting some sort of ritual or divination.

Roll for status of Echo Isles: 93

Speaking with the trolls of the village you learn that the Echo Isles are quiet, and have been for the last year. Sometimes the Darkspear's spiritual leaders sense darkness from the islands, or their connection to their gods the Loa becomes strained, but at this time the trolls merely watch their former home warily.

Roll for status of Kul Tiran remnants: 67

The Kul Tirans of Tirasgarde Keep to the north are currently not attempting to encroach on the village, however they patrol in a limited fashion. For the last few years they've been willing to stay largely in their keep, occasionally raiding caravans or small settlements in Durotar. Due to the infrequent schedule of supplies they receive from Northwatch and Theramore, the main Kul Tiran settlements in Kalimdor, the soldiers of Tirasgarde have few specialise supplies like gunpowder or horses and therefore lack many of the capabilities they'd ordinarily enjoy. If you come across any Kul Tirans you'll likely fight them.

Roll for status of Kolkar Centaur: 39

The Kolkar centaur clan lurk nearby, just over a ridge to the west in what's become known as the Kolkar Crag. There are many of them and they have a great hatred of the Horde due to the assistance the Orcs and Trolls have given their ancestral enemies the Tauren. From their well-defended position they strip the already sparse land bare of prey and launch periodic raids on the southern half of Durotar. The centaurs have proven to be a consistent nuisance to the Horde. Their intentions to lay siege to your homeland cannot be tolerated.

Roll for status of Merchant Coast: 38

The Merchant Coast, a strip of land on the eastern shore of Kalimdor, is perhaps the greatest collection of ports on the continent, dominated by a steady conflict both in trade and blood between the first Alliance refugees fleeing the Scourging of Lorderon, the subsequent Kul Tiran expedition, and the later Goblin arrivals of the Steamwheel Cartel. Pirates also range these waters and the trolls report sighting warships recently around Echo Isles. The seas and fishing vessels of the trolls are no longer safe and many have been destroyed recently by these enemy ships, straining the village's situation further. In one case a raiding party came in during the night and burned several fishermen's huts and smashed boats before leaving, killing several of the villagers.

Current status

Reception at Sen'jin: 71

Despite the elders of the village including Master Gadrin being unavailable, you're received well by the trolls with a minor feast. The three of you are offered places in the communal lodge with various other trolls without family homes, and you'll be given hospitality for the moment as the trolls are happy to have another three warriors to protect them and the bond between your peoples is strong. If you want to stay for a longer time, you'll be catered for as long as you continue to contribute to the community in some way.

Hunted: 49

The feeling of a waiting evil follows you from the Valley of Trials. You feel it like a cold pricking on the back of your neck, but whatever it is you see nothing of it during your journey, nor are you able to discern anything of it.

Turn 1

You would ordinarily have expected to report to Master Gadrin and be assigned tasks, you assume in assisting the village or in other matters as need required. Currently though Gadrin and the other elders are unavailable, and therefore no one in the village has authority over you. In the culture of Orcs and Trolls both hospitality is sacred, and therefore you'll be accommodated as long as you offer something of value. No systems of currency exist in Sen'jin Village, and instead you can barter for goods. Essentials such as food, hides or herbs and alchemic reagents are always in demand, while you could also barter more ephemeral things such as knowledge or protection using your skills as warrior.

As this is the first quest I've run I'm going to adapt a system from the last one I've read. I may adapt this further in time.

You have six action points to spend for this turn; each turn lasts six weeks. An action point can be thought of as representing either a week of solid work or spending one day a week for six weeks on something, though please try to avoid thinking too hard about the abstraction. Tasks can be taken multiple times to dedicate more time and effort to it, but without guaranteed improvement and with diminishing returns. Voting will be in plan format.

While you can spend your action points however you want, such as in six weeks training, I've divided the actions into communal and personal options. Communal contributions are expected, though you could potentially spend all your actions on one or the other if you really wanted to.

I've given write in options on these and broadly I welcome suggestions. However, query these with me first. For example, 'Scout Tirasgarde Keep, and see if Vark wants to come along' is a perfectly acceptable write in, and would require a pretty easy persuade roll because Vark's always up for a fight.

Communal actions

While you haven't been assigned any duties currently, you can think of a few immediately:

[ ] Train the trolls: You're a very competent warrior, to the level of many professional soldiers and perhaps you could give some of the trolls a few pointers.

[ ] Help with building work, especially repairing the palisade around the village. You realise this is necessary for the defence of the village, but you know you'll be shamed if others hear you've been doing peon's work given your station.

[ ] Go hunting in the region and bring back resources for the village


Scout out the threats in the region (Specify where, one mission = one action)

[ ] Scout the surroundings of the village and try and learn who attacked them recently. You assume the damage is from either the centaur or the ships

[ ] Scout the Kolkar Crag

[ ] Scout Tirasgarde Keep

[ ] Scout Echo Isles

[ ] Scout the Merchant Coast


[Write in] You think of another way you can contribute to the community. Note: Query the write in with me before putting it in a plan.

Personal Actions:

Social: You've just arrived, and barely know anyone. You don't have to get to know anyone, but you could learn a lot by doing so.

[ ] Socialise generally in the village to gain a basic and general knowledge of the people and activities around the area.

[ ] Socialise with high status individuals and perhaps learn the strategic direction of the village, as well as news from the wider world that they're aware of.

[ ] Socialise with low status individuals and learn more about the day to day cares and gossip.

[ ] Socialise with the outsiders of the village, including your travelling companions, and the few other races in the village.

Train: It's important for a warrior to keep themselves well trained at all times to better serve clan and Horde. You're no exception, and you can train some things without a teacher.

[ ] Train your skill in the sword through sparring, you're sure Vark would be happy to practice.

[ ] Try to strengthen your connection to the elements, you can ask Angrais or one of the Troll shaman, though you expect they might be less willing to help you given how unhelpful the shaman in the Valley of Trials were who'd largely refused you tutoring.

[ ] Meditate and try to strengthen your precognitive abilities

[ ] Train your body and try and build up your physical conditioning.

[Write in from existing skills] There are a few skills you can't think of an immediate way to train, such as your basic leadership skills as you aren't in command of anything currently. However, you could seek out ways to train your other skills, for example by offering your tactical advice to the Village's warriors. Note: Query the write in with me before putting it in a plan.


Learn: For other skills your understanding is too basic at the moment to learn independently. You've got a basic understanding of the teachers which might be available in the village, but you'll have to enquire with them further to see whether they'd be willing to train you and what this might cost. Obvious areas you could pick up include:

[ ] Combat: You're good with a sword, but there are trolls here who've fought in many wars that could learn from.

[ ] Shamanism: Though the Darkspear shaman practice their arts differently, they commune with the elements as all shaman do.

[ ] Alchemy: The Darkspear are well known for their alchemy, though they might not be as willing to part with their secrets.

[ ] Survival: From jungle to island, and from island to coast the Darkspear know how to survive in the wild.

[ ] Ranged Combat: Trolls primarily use spears and throwing axes in ranged combat, though a few use bows.

[ ] Stealth: The Darkspear are known for their Shadow Hunters and are well versed in stealth. See one of their practitioners out and learn from them.

[Write in a new skill]: You could also try and find a teacher for more fringe arts, like the specific tradition of arcane magic the trolls use, or their traditions of enchanting. Note: Query the write in with me before putting it in a plan.


Research: You have the basics of scholarship and can devote one action toward researching various matters. Some artefacts are general and you've picked up over your travels, others are specific to your clan. In general, the Burning Blade will look poorly on you sharing their secrets and traditions with strangers. Currently due to your inexperience in scholarship and the culture of the Orcs it only occurs to you to seek assistance when you've already looked into it yourself and hit a wall. If you acquired subordinates, greater skills, resources or connections you would seek assistance more readily.

[ ] Further investigate Baneshadow's Sword yourself

[ ] Further investigate Baneshadow's Sword, and seek assistance from one of the magicians among the Trolls, though most will be in the elders' ongoing conclave.

[ ] Investigate the Burning Blade Medallion: A magical object you believe enhances the bearer's connection to the fel.

[ ] Investigate the minor reagents that you took from Baneshadow's collection.

[ ] Investigate the Flamebender's Tome, a book detailing some of the magical traditions of your clan.





A note on your shamanistic abilities: Narratively, your teachers in the Valley of Trials pushed you toward being a warrior, mechanically that's what you chose in the character creation. You developed a connection to the elements on the side, and have an affinity toward them, but you aren't a shaman. Angrais for example has a connection to all major elements and can do various spells, you however can't. Simply taking an action, especially for learning more about shamanism in no way guarantees you'll get better at it, or even that shamans will be willing to teach you.

A note on characters: I'll be drawing from canonical material including the games and old RPG books for a lot of characters. Others will be OCs, for example Vark was the protagonist of my first (and probably worst) fanfic and I've decided to bring him back here. Angrais as you'll recall was the second place vote in the first round of character creation and I thought I'd include her here. Interestingly both Vark and Angrais have a connection to the Mok'Nathal.
 
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[ ] Plan Contribute & Learn
-[ ] Go hunting in the region and bring back resources for the village
-[ ] Socialise with the outsiders of the village, including your travelling companions, and the few other races in the village.
-[ ] Scout the Kolkar Crag
-[ ]Train your skill in the sword through sparring, you're sure Vark would be happy to practice.
-[ ] Survival: From jungle to island, and from island to coast the Darkspear know how to survive in the wild.
-[ ] Investigate the Flamebender's Tome, a book detailing some of the magical traditions of your clan.


Hunting is essentail due to the current strain on the Village resources, it also will not be seen as Peon work.

Socialise with other outsiders is to get to know our companions better and be more cosmopolitan.

Kolkar Crag and the centaurs worry me because of the low roll, should be easier to handle than the Merchants and fuck the Horde economy.

We are from the Burning Blade, of course we train our swording. Also socialise.

Survival will be good to familiarise ourself with the local environment, will also make scouting easier.

We voted for the Tome because our best elemental affinity is fire, of course we learn from it. Will probably make investigating the other items we got easier
 
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Thanks for the amazing update and keep up the good work!

Alright I'll try my hands at making a simple plan for now too.

[X] Plan Village Helping Works and Training
-[X] Train the trolls: You're a very competent warrior, to the level of many professional soldiers and perhaps you could give some of the trolls a few pointers.
-[X] Go hunting in the region and bring back resources for the village
-[X] Socialise with the outsiders of the village, including your travelling companions, and the few other races in the village.
-[X] Try to strengthen your connection to the elements, you can ask Angrais or one of the Troll shaman, though you expect they might be less willing to help you given how unhelpful the shaman in the Valley of Trials were who'd largely refused you tutoring.
-[X] Combat: You're good with a sword, but there are trolls here who've fought in many wars that could learn from.
-[X] Investigate the Flamebender's Tome, a book detailing some of the magical traditions of your clan.

Whew! This seems good enough for me at least.

Edit: Alright my reasoning for this plan is simply to balance out everything we can do along with helping out stuff in the village. Hunting and repairing for the village will boost our reputation with them and socializing with our two companions are always good.

As for the training, I'm opting for our character to split it 50/50 with Shamanism and combat training. We haven't been taught much in the ways of Shamanism so getting the help of Angrais and one of the Troll shamans will be a great action to take.

Oh and we need to crack open the Flamebender's Tome right now. Who knows what juicy stuff we can learn from it.
 
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@Negation and @VexMasterTyrant please mark those as draft plans and put some reasoning there around your proposed actions. I'm leaving time for discussion before voting actually opens so would be good if you could put a couple of lines about your thoughts
 
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