You're now coming up to your sixth month at Sen'jin village, your last month, at least for the moment. Master Gadrin has recently recovered from his coma, though is still weak and Rokhan, one of Vol'jin's advisors has taken on leadership of the village temporarily. You haven't actually spent much time going about the village due to your injury but you did spend time socialising with various parties including Rexxar and Vark.
Battle of the Crag
The only significant event that's happened recently is what many are calling the 'Battle of the Crag'. Rexxar led eighty orcs, most of the warband and stormed the Kolkar Crag, supported by Vok'fon and his raptor riders.
Initial attack = 41
Centaur defence = 46
Battle =100
Rexxar contribution = 36
Vark contribution = 86
Angrais contribution = 54
The outcome of the battle was predicted by many beforehand. The centaur rely on their mobility and against a shieldwall of orcs with troll's throwing spears and axes over into the centaur ranks the invaders were slowly pushed back through the canyon they'd called home. While the initial attack was largely stalemated due to the close confines and the ferocity of the centaurs who knew they were fighting for their lives, Rexxar ordered troll axehurlers and archers up the rocks to rain down missiles on the closely packed centaur from above. Vok'fon's riders pressed the centaur closely from the other end of the crag, their mounts' teeth and claws ripping the poorly organised centaur apart. While many had thought the battle's outcome obvious few had predicted the slaughter that followed, Orcs, Trolls, wargs and raptors running freely, killing as they willed while the centaur stampeded in terror. Rexxar himself was largely content to sit back and command the attack, though Angrais, you hear, got involved, calling on the Elements to speed the attacks of her comrades. Vark however contributed the most of the three, challenging the centaur chief to single combat, then catching the chief's charge, lifting the centaur bodily over his head and then slamming him down onto a knee, sundering the Khan's crude armour and snapping his spine. The Khan somehow survived this, but only long enough for Vark's boot to descend on his skull. For this feat Vark has become known as 'the Breaker', a formidable title for such a young orc. There were few casualties among the Horde forces and both raptors and wargs ate well that day.
You've been considering Vark's speech regarding the Kul Tirans and after you return from your mission to scout their abandoned watchtowers you speak with him again.
"To hear you describe it we lost the last war against the Kul Tirans." you begin, "We both know this isn't true, Rexxar killed their king and destroyed their navy and their forces exist as minor garrisons on the coast. I agree our position is less good than it might be, and perhaps you're right that these humans from across the sea will not stop harrying us, but isn't it better to endure the fly's sting and stir up the hornet's nest? If the Horde turned its attention toward Tirasgarde, Northwatch and the other settlements certainly we could overcome them but what then? If they wish it I don't doubt the Alliance could supply expeditions from the north, perhaps from Kaldorei ports, perhaps simply living off the land. Moving against the Kul Tirans in force guarantees their destruction but it also guarantees a response. Rexxar destroyed their fleet yes, but the Kul Tirans were always known as the foremost sea power in the world, perhaps excepting the Zandalari. We have no navy ourselves, do you expect we could sneak cargoes of timber past Kul Tiran patrols?"
You pause, considering your next remarks, "Consider honour." you say, "Firstly, our Warchief has forbade conflict with the humans and we are bound to obey him. Thrall knows humans, he was raised by one after all and he has contact, so they say, with the Proudmoore woman to the south, what if he has some plan to resolve the conflict? The Old Horde, drunk on demonblood, rampaged across the Eastern Kingdoms. The demons and warlocks dishonoured our race and if we continue these feuds we dishonour our people just as the Fel did."
Vark's eyes are dark as he looks into the fire between you. Idly he pokes it with a stick, looks up and replies, "You speak of flies and stings." he grunts, "We are stung, we have been strung for years, do you think we've become so accustomed to these stings that we tolerate them now? Even when they weaken us? Even when our fortifications go without timber, even when the goblins bleed us for the use of their airships? I don't fear the sting, I fear the dagger sliding between our ribs in its place when we're already locked in place with a foe."
"Further," Vark says after a while, "While I know you to be honourable, and that your strength lies beyond your size, others do not. Caution can be mistaken for cowardice. Beware."
Vark's position remains unchanged but you made a sufficiently good argument that you aren't converted to his position, and you are neither locked into, nor rejecting any future activity against the Kul Tirans.
Note, the arguments proposed were largely around three points:
Honour: Dishonourable to play into human stereotypes, should represent best of orcish society
Prudence: Danger of escalation, poor position, resource issues
Appeal to Authority: Issue complicated, not our place to decide, thrall knows the humans, thrall knows best, thrall's policies will work best.
I've written out the argument using the different arguments proposed and in general I'm inclined to reward participation like this. For example even if your vote doesn't win if you've got some good points I'll include them. On the other hand if there's something in there that's out of character or factually incorrect I won't include it. As one example if you tried to tell Vark its easier to get timber by road from Feralas he's going to laugh at you, the distances are vast and sea travel is almost always better than land, while going for palm trees, though a good idea, apparently doesn't work because they aren't any good as timber, or so google says. In these sorts of votes I'm happy to take bullet points and write the arguments myself in accordance with the voice of the MC etc. Be aware that these argument choices do have an effect on Grok'mash's character. If you constantly go about saying 'the Warchief knows best' you might get the Reverent trait which would force you to accept orders and requests from elders etc. This would obviously be problematic if the Warchief was MoP era Garrosh.
You still have an obligation toward Vark for saving your life and the unfulfilled debt bothers you, however considering it further you come up with a solution. You've spent more time with Vark recently and would consider him a friend. He's an ambitious, but honourable orc and most of all despite his massively greater size and strength he's never mocked your own weakness. You consider offering Blood-brotherhood to Vark. The bond is a sacred one among Orcs and it will oblige you to assist him if he calls for your help. This debt creates a familial bond between you both and oblige each of you to provide battle-aid, hospitality and, perhaps eventually, political support to the other.
[ ] Offer Blood-brotherhood to Vark
[ ] Do not offer Blood-brotherhood to Vark
Meanwhile, Zalazane and his hexxed frigate remain a threat to the village, but a much more manageable one now that all the other threats to Sen'jin have been dealt with. Rokhan will lead an expedition to the Echo Isles to deal with Zalazane, perhaps permanently soon, though some Trolls are more cynical about this. Apparently Zalazane has been hunted down and apparently slain several times in the past and his head brought back to the village, only to turn into a painted rock or a coconut soon after, the traitorous witch-doctor still working his evil from across the straits.
You also successfully returned with the loot of the Tirasgarde watchtowers. You decided to prioritise written documents over equipment and you hauled back a massive number of assorted papers and scrolls, books and magical tomes. You also found what you assume was a Kul Tiran officers effects in a desk drawer, including his spyglass, signet ring and seal depicting the crest of the officer's clan. You assume the humans have clans anyway. The symbol depicts an anchor, the common Kul Tiras crest, stylised and combined with an open eye at the junction of the anchor.
You gain:
Assorted papers x2
Non-magical books
Magical books
Unknown Kul Tiran officer's effects including a seal, signet ring and spyglass
You got back to the village safely, but you realised once you got back that you'd strained yourself carrying the heavy books and bulky scrolls which has delayed your recovery.
Full recovery delayed by 1 turn. 5 Actions this turn, 5 next turn due to strained injury. Fully recovered and back to 6 actions after that.
The village is even more secure and you consider your own situation. You have tarried long enough with the Trolls and will need to travel soon to Razor Hill to deliver your reports, and then back home to Orgrimmar and the Cleft of Shadow, the home of the Burning Blade clan. You've spent time training, speaking with various people and helping the village, but now you need to prepare for your journey.
You will depart soon. After that you'll spend about six weeks travelling to Orgrimamr, stopping at Razor Hill on the way. Once you reach Orgrimmar you'll report to your father Neeru Fireblade, Chief of the Burning Blade clan, and return the Flamebender's Tome you took without his permission. You consider that it's possible that if you prove worthy of it you'll be allowed to keep it, but you'd have to impress your father for this to happen. You try not to consider the implications of your return and the potential reactions of your father but your mind goes to dark places... you might be exiled, or worse...
Last turn in Sen'jin, then 1 turn travelling, stopping at Razor Hill on the way. You can leave earlier if you choose to, which would allow you to spend more time at Razor Hill, an Orcish settlement larger than Sen'jin. After this you will (possibly permanently) give up the Flamebender's Tome. You may also be exiled from the clan depending on your father's reaction, though your actions at Sen'jin are sufficiently worthy to be admitted to other clans if this comes to pass.
You remain slightly injured and can't take any vigorous actions without impeding your recovery. Instead you decide to spend more time learning and in research. You also feel you've satisfied the requirements of honour for the moment and don't feel obliged to assist the Darkspear as you have been previously. Master Vornal also owes you a favour for persuading his son to return to the village.
1 Action limit on research removed while injured.
You are no longer obliged to take communal actions.
1 Action can be boosted using your favour from Vornal. This can be used to oblige someone to teach you and will ensure success in any teaching, or to allow your participation in activities you wouldn't ordinarily be involved in. You don't need to use this favour now, it may be advantageous to keep it for later.
Turn 5
CHOOSE 5 ACTIONS
Communal actions
The Darkspear have no direct authority over you, and in fact the balance of obligation has somewhat shifted. Still, there's a few ways you can help the community.
[ ] Echo Isles Expedition: Master Gadrin suggested you join the Echo Isles expedition, but now the circumstances of the mission have changed significantly. For one thing this simply isn't your responsibility and the Darkspear have many resources they can call on if needed. If you do want to go you'll have to use your favour from Master Vornal to get Rokhan to bring you along given your injury and the larger forces available to the Darkspear. Furthermore, the expedition has been reinforced and now has a larger mission which will mean participation will take up more of your limited time. COSTS 2 ACTIONS.
[ ] Leave early for Razor Hill, allowing you to spend more time at that settlement. You have to deliver your orders after all and you've already delayed doing so. You know Razor Hill is a larger settlement than Sen'jin village and is largely composed of Orcs, with a greater military focus. TAKES UP 1 ACTION THIS TURN IN EXCHANGE FOR GAINING AN ACTION NEXT TURN.
[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: The village is less busy currently, perhaps you can speak with some of them in their free moments.
[ ] Socialise with high status individuals and see what planning or activity is going on.
[ ] Socialise with low status individuals and learn more about the day to day cares and gossip of the village at this time.
[ ] Socialise with the outsiders of the village, including Vark and Angrais, and the few other races in the village.
[ ] Socialise with the new arrivals including Vok'fon or the Orcish warband.
Train: While it's important for a warrior to keep themselves well trained at all times to better serve clan and Horde and you're no exception, you're still recovering from a significant injury so you should probably not be doing anything strenuous.
[ ] Further study the historical and scholarly elements of the Flamebender's Tome.
[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 can search for a teacher, but many will currently be occupied.
[ ] Alchemy: The Darkspear are well known for their alchemy, though they might not be as willing to part with their secrets.
[ ] Riding: There are wolf riders among the orcs recently arrived, and you think either they or one of Vok'fon's raptor riders might be persuaded to teach you how to ride such warbeasts.
[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.
Shamanism: You now have enough knowledge to seriously consider your connection with the Elements.
[ ] Sapta: The Flamebender's Tome indicates that you need to craft a sapta, a sort of potion, to forge a connection with the elementals and then overcome one in battle and bind it to a totem. You possess the reagents and recipe to craft a potion. Brew this potion in preparation for connecting with the elements. Awards 1 Sapta.
[ ] Another Sapta: You have enough ingredients for a second Sapta, but you'll need to acquire a few more. Gather these in preparation for brewing another Sapta. Awards reagents but not a Sapta.
[ ] Connecting with the Spirit of Fire: Drink the Sapta and open your spirit to the Elements. You find a holy place and battle the Fire Elemental there to acquire a token to form the basis of a totem. Requires 1 Sapta.
[ ] Connecting with the Spirit of Earth: Drink the Sapta and open your spirit to the Elements. You find a holy place and battle the Earth Elemental there to acquire a token to form the basis of an elemental totem. Requires 1 Sapta.
[ ] Meditate: While you can try to strengthen your precognitive abilities, you felt much closer to the Spirit of the Wild when you were fighting against the Kul Tirans, and as such you aren't sure more time mediating on your own without a teacher will help.
[ ] Troll Shamanism: You can use your favour from Vornal to take another try at learning more about the Elements and forming a connection with one of them in the Trollish tradition of Shamanism.
Research: You have the basics of scholarship, and your injury means you should probably spend more time on research at the moment.
[ ] Further investigate the Flamebender's Tome, a book detailing some of the magical traditions of your clan. You've read through most of it and have a good idea of what it contains, you choose to investigate [Write in]. ('Nothing specific' is a permissible write in, but looking for particular things would be more effective that paging through a massive book reading generally.)
[ ] Gather, create or barter for various materials you might find useful. Vark's bombs were essential to your success at the Kul Tiran tower, perhaps you can find something useful like [Write in required]
[ ] Investigate your Medallion more, you we're able to find anything on it in the Flamebender's Tome, but perhaps another search will help.
[Write in] You've experienced outside culture now and there are several things you can think about investigating from the Trolls' voodoo to the human gunpowder weapons. Note: Query the write in with me before putting it in a plan.
You consider what to do with the various texts you've acquired from the Kul Tiran watchtowers. Looking through your haul you divine them into different categories based on the length, content and appearance of the writing. One book you're fairly sure is a bestiary due to the detailed pictures of various animals, another appears to be a text on geometry with many mathematical drawings. Some scrolls are well written with good calligraphy, others are scrawled pages of text, while still more seem to be lists of some sort.
While there are several individuals in Sen'jin who can read the human tongue you don't believe any of them will have the time to go through these texts before leave so you'll have to remain ignorant regarding the contents of some of the texts. You face two problems; firstly the quantity of items, which is large, too large certainly for you to carry to Razor Hill on your own, and secondly your lack of understanding of the specific documents. If you took them to Orgrimmar you could hand them over to the Shattered Hand, the Orcish clan specialising in espionage who might be able to make something of the pile of papers, while you think the magical books would be a good gift for your father when you return home. Unless you can get hold of a warg or other pack animal you'll have to carry everything yourself including your supplies, sword and other items. After your experience of injuring yourself returning from the watchtowers you don't feel it sensible to overburden yourself.
Choose 2:
[ ] Take magical books.
[ ] Take only the books with pictures, indicating specialist subjects.
[ ] Take non-specialist books.
[ ] Take longer papers such as scrolls on history.
[ ] Take all personal papers including letters and similar.
[ ] Take maps and charts
[Write in] You take a different selection of the papers.
You're going to pack the items sensibly so you get a little more of a cargo allowance than you did when you were just stuffing stuff into a sack. You can also write in to change things, for example if you only take maps of Kalimdor you could take half of another choice too. I'll roll for some of these next chapter, so if you took might get love letters or you might get letters detailing attack plans, you can't read human yet though so you don't know, nor do you have the expertise in espionage or scholarship needed to piece together various papers.
You also consider what to do with the rest of the papers. You'll have to leave anything behind that you don't take and the two immediate parties that spring to mind are the Darkspear and the Orcs warband. The Darkspear are the more scholarly culture and will be more inclined to read over the papers, but the Orcs will be more likely to give the papers to some officer of the Horde. Having said that, both parties might simply ignore the papers or use them to light fires, so perhaps you should give the papers to someone else?
Who do you give the rest of the papers to?
[ ] Give the papers to the trolls
[ ] Give the papers to the orcs
[Write in] You decide to give the papers to someone else
Homeward bound
Finally, you consider carefully what sort of reaction your father might have when you return home. You will proceed north after you conclude your business in Sen'jin, stopping at Razor Hill and then going on to Orgrimmar. When you consider your father your first memories are of a warrior, fearsome but warm, you remember him teaching you the first battle stances, making the fire dance with his magic for your amusement. Then later, possibly, you now realise, coinciding with your slow growth and clear weakness, he became cold and memories of his eyes cold and angry with green fire dominate those of eyes filled with love. You'd realised several years ago that your father had probably sent you away to the Valley of Trials to avoid you being seen by anyone in Orgrimmar and bringing shame on the family through your weakness. He'd done all he could since you'd been born, from keeping you well fed to giving you the best trainers, but it still hadn't made you as strong or tall as the other orcs and you realise you'll likely experience the same discrimination from those in your clan as you did from the Orcish captain who thought you were half-human. In addition to your weakness though you've delayed following your clan orders for six months and return home with the same clear weakness you'd left with. You do have a new sword, you're well trained, and you consider whether your father might be impressed by some of the papers you retrieved from the Kul Tirans, but none of this is exceptional and whenever you consider your return home a cold weight settles in your stomach.
Notes
Think carefully about the choices in this chapter as you're now on a clock much more than you were before. Feel free to ask about the specifics of some of these and clarify anything. I'll answer in character questions in an in character fashion, such as things like 'Will there be Orcish shaman willing to teach us at Razor Hill'. You can come back to Sen'jin at some later date if you want to learn Troll alchemy etc, but you really are on a clock now which is currently counting down to your exile from your clan.
I'll write up an info post on the Exile-O-Meter between this chapter and the results chapter, so you may wish to wait for that before voting. Many of the things that would get you exiled are obvious and I've mentioned them before so feel free to vote and then just get clarification from the upcoming infopost. These include but are not limited to; active and passive disloyalty, treachery, foolishness, causing embarrassment, causing dishonour, weakness, bringing various parties into disrepute. See the info post 'Possible clan future interactions' for possible scenarios when you return. Questions welcome on this.
Posts proposing plans for the first time will be ignored and uncounted without decent reasoning. The voting is open, but I encourage the posting of draft plans which can then be voted on 'properly' once discussed in thread. Voting's open for a few days.