"The mountains quake... Let them rumble with our victory!" Name: Followers of Anzu Capital: Grishnath Leader: Sai'kkal The Elder Major Characters: Rokkaram The Younger, Harbinger Ruua, Raven-Priest Vekh, Kaliri-Seer Lash
Military:
Army amount: 4
Air Army amount: N/A
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Draenei Remnants, Ogri'la, Etherium, Protectorate, Broken, Lost One's, Ashtongue, Consortium, Kirin'Var, Sons of Lothar, Haal'eshi, Kurenai, Aldor, Sporeggar, Sporeggan, Murkblood
Enemy: - Legion, Shadow Council, Void, Fel Horde, Netherflight, Dark Conclave, Burning Blade, Laughing Skull, Mag'har, Warmaul, Skettis, Malaador's Host, Shaffar's Conglomerate, Sethekk, Bonechewer, Bleeding Hollow, Ango'rosh
Rival: - Thunderlord, Mok'Nathal, Black Dragonflight
At War: - Empire of Gruul
Name: Sporeggan
Capital: Sporeggan
Leader: Rhb'tssln Prime
Major Characters:
Rhb'tssln Prime - Prime Leader and Speaker of the Sporeggan
Ib'prrfen - Noted Harvester Leader
Tyl'nn'lol - Noted Harvester Leader
Pa'nan'dol - Noted Sporeling Preserver
Rhin'o'viris - Noted Big Friendly Fungus Giant
Military:
Army amount: 2
Air Army amount: 0
Units:
Sporeling Harvester: The Sporelings lack any sort of martial discipline or even weaponry. They are armed with merely their fists or the odd throwing rock, and this results in their armies being very lackluster against any other as they resort to simply overwhelming their enemies in sheer numbers.
Sporeling Preserver: The preservers are the great spell casters of the Sporeling race, able to entrap enemies within vines or cast wide healing upon both Sporelings and Giants alike.
Fungal Giant: The fungal Giants are more akin to cousins of the sporeling, towering creatures with strength that rivals a Gron. The sporelings, for all that they're cousins, do not have many of these Giant's, but they are almost certainly their greatest defenders.
Actions:
Action Pool: 1.: New Growth: "Who said that every wish/Would be heard and answered/When wished on the shooting star?/Somebody thought of that/And someone believed it/Look what it's done so far. What's so amazing that keeps us stargazing/And what do we think we might see?/Someday we'll find it/The rainbow connection/The lovers, the dreamers and we." - Lyrics overheard by travelling Mag'har and Draenei hunters in the depths of the swamp, purportedly from a tiny, funny coloured mushroom singing among the reeds.
Further expansion and understanding of the Emerald Dream is required, especially if we are to understand the dream of Zang left to us, and how we may better understand our place within it. With caution and guidance, further efforts to slowly explore the dream are to be completed, with an aim to focus more on the surface connection between the Emerald Dream and the world we inhabit, specifically in how the Perservers can better use their magical powers. (Continue exploring the Emerald Dream, attempting to understand our place within it, our connection to the land we inhabit and importantly, how it connects to the swamps and beyond. Special focus is to be on understanding how we can further enhance our connection in the real world, such as making our spells and magics more powerful)
2.: Strength of the Swamp: "No, bad shiny, no biting on the little ones!" - Direct quote from Rhin'o'viris, Fungal Giant tasked to help with the taming of the local swamp beasts, following the escape of a dozen riled-up Needlers.
Efforts by the preservers have given our people greater understanding of the many disparate creatures lurking about atop the remnants of Zang, fluttering about and living amid the blessings of the great Sporemound. However, we need to take further steps to further integrate the beasts into our society, so that they might serve Zang in recompense for the gift of their continued, sadly free-minded existence. As such, a dozen Sporelings, both Harvesters and Preservers, and quite a few Fungal Giants, have been tasked to corral a number of the creatures and attempt to tame them, using the similar methods we've seen from the squishies roaming through Zangarmarsh. (Continue work on taming the various big, scary, poisonous creatures that roam Zangarmarsh, with the aim of integrating them into our society. Either as tools to help us function better, or as pets to aid in our efforts.)
3.: Digging in the Depths:"Dig and dig and dig and diggety/Dig and dig and dig and diggety/Oh, how Zang loves it!/Shinies so deep!/Dig and dig and dig and diggety/Dig and dig and dig and diggety/There'll be heaps of it/And we'll be on top of the heap!" - Local mining tune, heard echoing down the many tunnels beneath the marshes of Zangamarsh.
The numerous underground chambers and flooded hollows beneath the marsh provide a great opportunity to secure further territory that will be well protected from the greater numbers of assorted squishes that continue to encroach on Zang's territory. Furthermore, dozens of resources, from potent poisons to helpful herbs and brilliant blooming shrooms await in the deep water. All we have to do is to continue exploring. (Continue exploring the caverns beneath Zangarmarsh, investigating what resources are available such as the excessive poisons and potent herbs we can potentially integrate into our society)
Action III: With the Orcish settlements between the Ashtongue and the Netherflight areas built up, it's time to expand their training capacity. Build training grounds, arenas, and camps for Orc warriors, beasts, and Warlocks with their demons.
Boulderfist Brute: For all that you could say of the Burning Blade, none can gainsay the fact rudimentary Discipline has been instilled into the ogres within the clan. And by discipline, it's more akin to them being able to charge at the same time. Still, progress is progress.
Boulderfist Hunter: These large brutes of the Boulderfist clan are largely in charge of feeding the clan by hunting elekk's and Clefthoofs with their throwing spears. But when called upon for war, their javelin's will kill ogres and orcs just as well as it will slay an elekk.
Boulderfist Mystic: Inexperience and lack of discipline sees these uanble to be called a 'Shaman' these two headed ogres who have grasped the rudimentary powers of shamanism are still able to make the earth tremble, unleash blasts of lightning, and heal the wounds of their fellows with their water.
Boulderfist Mage: Unlike their shamanistic fellows, the Mages can well and truly hold their title. These two headed ogres wield fire and frost in attempts to imitate the fallen Gorian Empire.
Actions:
Action Pool: 7 because I'm the GM's favorite.
1) Well the brutes are to continue their training, I pull aside the 3 with the most natural talent for additional training and personal instruction from me. These 3 will grow to train the others in time, slowly bringing up the skill level.
2) Over see the production of the metal tools and equipment needed for mining and smithing, trying to bring up the skill level of the ogres some by helping instruct them in basic tool production.
3)Aid the ogre mages and ensure that the tunnel is being built correctly on the elemental's orders.
Name: Kirin'Var
Capital: Kirin'Var Village
Leader: Archmage Vargoth
Major Characters: Archmage Vargoth, (TBD)
Military:
Army amount: 2 (One in Kirin'Var, One in the Arklon Ruins)
Air Army amount:0
Diplomacy:
Alliance: - Sons of Lothar
Allies: - the Aldor, The Consortium
Cordial: - All Draenic factions, even the Broken.
Friendly: - Arakkoa remnants.
Distrust: - Orcish factions.
Enemy: - All aligned with the Old Horde and who have aspirations for the Dark Portal, and what lies Beyond.
Rival: - the Legion.
At War: - the Legion.
IC TBD
Actions:
Action Pool:
1.: [Regular Action] - With the success of Ravandwyr, Archmage Vargoth returns from the campaign against the Legion thrilled at his progress. Immediately Archmage Vargoth begins to work with Ravandwyr and a number of the other most powerful mages, enchanters, and other personnel to both expand the uses of these stones as well as to find ways to harness even more energy from the environment without destabilizing the whole of the Peninsula. Especially looking into larger 'harvesting' vessels, to drain more energy from Netherstorm and refine it into a crystaline form following Ravandwyr design Hoped for Results- (Continued progress on mass production of the mana crystals, foused especially on a way to harvest the energies in mass from the Nether and convert them into a the crystals of mana based on Ravandwyr design.)
2.: [Regular Action] - Having buried the dead of Kirin'Var, an army remains active and begins to rapidly expand an outpost over the Arklon ruins using what remains of the ruins as fortifications. While this construction begins, various civilians are brought in to both begin excavating the interior of the ruins and to assist the military with fortifying and securing their new acquisition. A number of Mages are brought over to begin construction on expanded farmsteads, attempting to grant the Kirin'Var further breathing room. Along with this, attempts to begin the construction of bridge to permanently connect Kirin'Var with this burgeoning settlement has begun. Hoped for Results- (A small fortress, using the remains of Arklon is constructed. The fortress protecting a burgeoning town which was crafted to both expand the terriory of the Kirin'Var and excavate the ruins themselves for research opportunities. Along with this a bridge connecting the two settlements )
3.: [ Regular Action] - Ravandwyr's success in creating these stones of mana using his ritual has been pushed out by the order of Archmage Vargoth to many of the alchemists and enchanters under his authority. They would begin to produce as many of these mana-stones as possible, aiming to stem the bleeding of trade with the Etherals even more with the hope of eventually relaxing the tariffs between them. Hoped for Results- (A large number of mana-stones are produced by alchemists and Enchanters, using Ravandwyr's formula with the hope of stemming the tide of gold entering into Etheral pockets with hopefully a trade good that can be sought after by the Etherals.)
Diplomacy:
Alliance: -N/A
Allies: - N/A
Cordial: - N/A
Friendly: - N/A
Distrust: - Basically Everyone Else
Enemy: - The Aldor, Sethek, Maladaar's Host, The Legion
Rival: -The Consortium
At War: - The Shadow Council
Actions:
Action Pool: 3
[Action] Recruitment Drive: The recent fight to take the Shadow Labyrinth has damaged our forces. In response, we need more Manpower, and to do so Xiraxus is being put in Charge of acquiring more Mercenaries. Send runners to various Ethereal and Ogre settlements across Outland, looking for anyone willing to take a payday to brave the horrors of Auchindoun.
[Action] Engineering 101: While Xiraxus is doing that, we have a second concern. Engineering is critical for further digging, and a dearth of Engineers and Machines have proven a hassle. As such, while also looking for Engineers in the recruiting Drive, Shaffar shall begin his studies on the best ways to do mechanical, and excavation engineering. If you want anything done right...
1.: Many questioned the reason for the Prince to reach out to the mortal races of this world for added manpower, as the Ethereals were more than qualified for the labor and need involved, not to mention the price to feed mortal mouths would no doubt cause its own problems. Nonetheless, the Nexus Princes' Heralds set out across the bone wastes, making contact with a few scavengers in Nagrand for transport, and march out to engage in diplomacy.
As the Heralds disappeared into Warmaul and Boulderfist lands, the freelance Ethereals within their scavenger operations around Outland were contacted.
Within Netherstorm, the Zaxxis, a sub organization of the Consortium, were busy scavenging parts from a fallen Fel Reaver, were open to the idea of scavenging the ruins of Auchindoun, but their price was equally high as their specialty might have lead one to guess. Hardly outside the Nexus Princes' Budget, but it would make yet another hole after making so many already.
Within Nagrand, Gava'xi and his band of thieves have been making great headway into Oshugan while the Consortium detachment having hardly touched it due to their leader clearly having pulled their attention elsewhere and are subsequently uninterested in Auchindoun itself.
Now, closest to Home within the Bone Wastes, lay a group of Ethereal scavengers who are pouring themselves over a fallen Draenei ruin called the Tomb of Light, attempting to scavenger something within. While they themselves are nor particularly interested in joining the Nexus Prince, it is thought by the Heralds who visited that a 'Show of Force' might convince them to join you. Yet, the Consortium has been seen in force around the area... Such a show may put the Prince at odds against them.
It is now simply a matter of time to hear the Ogre Responses.
With the Heralds dispatched, several group of rogue Ethereals were asked for their price to contribute to join the Nexus Prince, and while some were willing if for a steep price, others outright rejected the offer, while another might yet be coerced into joining the Princes' operation if at the risk of interfering with the Consortium. Fill free to send Letters to the Ogre players from now on.
2.: There was more than a little confusion at the words of the Nexus Prince, for many among the Ethereal were confused about what section of the many Arcanists among the race deferred to themselves as 'Engineers'. It caused no small amount of anxiety among those recruitment officers among Shaffar's Conglomerate as they poured over the hundreds of differing groups in an attempt to find the one the Prince demanded.
Meanwhile, Shaffar retreated into his personal quarters to pursue his own research. Quickly, the art of engineering was reminded to not exist within the Ethereals, or at least not as it is known among the lesser mortal races of this world. The Ethereals wholly and fully revolve all of their industry around their mages. There exists not an Ethereal who holds an office of some mathematical report without being a Mage, even a half qualified mage, yet a mage none the less. With a review of the Conglomerate's mining operation, it is simply a matter of dedication efforts below to see them to the source of the mana flooding into the depths of the city.
With some research, the Prince was reminded that Engineers amongst their race are merely little more than mathematicians, and all machines other races would use are replaced by the potent magic of the Ethereals. The depths of the City are simply buried in rubble, and there will be little problems so long as the Prince dedicates his resources towards the project.
Name: Sethekk
Capital: Auchindoun
Leader: Talon Lord Ikiss
Major Characters:
Military:
Army amount: 3/3
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Kurenai, The Aldor, Sons of Lothar, Kirin'Var, Sporeggar, Netherflight, Consortium, Ango'Rosh, Dark Conclave, Haal'leshi Aarakoa, Bonechewer, Warmaul, Laughing Skull, Thunderlord, Bleeding Hollow, Mok'nathal, Burning Blade, Sporeggar, Fel Horde, Murkblood Tribe
Enemy: - Shaffar's Conglomerate, Maladaar's Host, Shadow Council
Rival: - Skettis
At War: - Followers of Anzu
Actions:
Action Pool: 3, Minor Power
1.
Creatures of great evil are as mewling ants before the might of Sethekk. Do ants mewl? It is worthless to contemplate such things!
Redouble our efforts to claim the staff, assign an entire army if you must. Ikett, daughter of Ikiss and blood of the gods, will be given whatever resources she may need to hunt down the wretched beast Anzu and reclaim what is RIGHTFULLY OURS. Show the beasts and shadows of this city who truly rules. Once and for all.
2.
Our scouting may not have secured many prisoners, but it has secured us something of even greater value. Territory. Land. The great dominion of Sethekk is immeasurable in size in the domain of the spirit and the truth, but in the domain of the physical there continues to be petty weaklings who would dare to think that this shattered world is not entirely under our sovereignty. As such, let the watchtower discovered by our scouts become the heart of a new province for the Sethekk, a bustling metropolis of life and commerce to show not only our might and wisdom, but our prosperity and majesty as well.
3.
The coming days will need strength. Strength which others would take.
Let the mighty Talon Lord Ikiss lead an army to the vault of the pathetic Shadow Council discovered by our scouts. Beneath his endless might the guards should have no choice but to kneel and accept being taken captive by the glorious Sethekk. Those too dimwitted or incapable to realise this will be granted a merciful death after only moderate torture.
No lock or fastened portal may bar Ikiss from that which he desires, and so he will pry open the vault to the aarakocra of Sethekk may feast upon the bounty of its innards.
1.: There are those who would claim master of the shadows within this world. Skettis, with their subservience and ignorance believe it to be themselves with their veils scattered across the whole of Terrokar. But they are but mere parlor tricks. The Bonechewer hold many assassins who stalk through the shade of trees to plant a knife into their enemies, but they too are but children playing a game they could not win. The Bleeding Hallow lay within the same, yet their monstrous machines give them away long before they could ever arrive.
Even Anzu, claims mastery over shadow and death. The fool which calls itself by a false title.
Within hte depths of Auchindoun, the Blood of Ikiss apply their true mastery, even as their lesser die in droves and the Ravenguard struggle to ensure their God's Child does not have harm befall her. The Shadows here fight and roar their anger at the presence of the Sethekk's Godly blood, but what does a Master care for the tantrum of its slave, save to punish it?
And Punished it was...
Yet, the sceptar lay ever deeper...deeper...deeper...
The Sethekk descend ever deeper, meeting stronger and stronger resistance from that which does not realize its inferiority. The Sethekk continues pushing downwards, even as more lessers die to ensure the God's Blood can descend. They are getting near... But, how far is near?
2.: The fools who left the Tower truly did not understand what they were given up. Placed against a hill in prime position to overwatch the lands of the Auchenei and see their efforts of gathering the vast bones of the scattered dead. With the added defenses showing this has been held for long enough to require them, the glee of the first Sethekk which arrived to claim it was glorious.
The Watchtower has been claimed, allowing advanced notice of any Auchenei host marching outside the city.
1.: The previous season, the Auchenei which had departed to engage with the Dragons of the Netherflight, brought back word of their startling discovery, of the truth that might allow them to grasp the first of true necromancy. The truth came to them as they engaged with the other factions, specifically that of the Dark Conclave, and were able to grasp the truth of these other races and the spectral Aarakoa within the Dark Conclave. The truth was simple where all else was complex. In truth, the arts of the Auchenei did work on other races, at the base line, the calling of the dead worked upon all, yet why was it the Auchenei were forced to simply summon forth the dead of the draenei?
They lacked the correct 'key'.
Within the bodies of their foes, lies their spirits which yet hold the key to their problem, the fact they did not hold the correct key for the lock which was their cadaver. What they had done was simply bang upon the door of the safe, asking it to open with little success, but knowing one needed the key? That changed nearly as much as how little it did change.
This season saw them expand upon this knowledge base, and find what their next step was. But next season? Or the season after that? The Auchenei may yet hold the 'key' to the spirits of all their enemies. Soon, it may be the spirits of others alongside the Draenei which march.
With dedication, reviewing, even the assistance of their fellows within the Dark Conclave and Netherflight, the Auchenei came to the realization their arts did indeed worked upon other race, it simply lacked the correct 'key' to those 'locks'. The Auchenei know now, they need such a key, and with more effort, a way to devise such a thing may yet be within their grasp.
2.: The gathering of these three factions to once again commune and establish their understandings of their shared goal; Raising, summoning, and utilization of the dead Whelplings of the Netherflight. While some only were interesting in part of these findings, others differing parts, and the Netherflights for completely different reasons, none held back save the secrets they would never share with another no matter how trusted they may appear to be. The biggest roadblock to this research was the exchanging of Karynaku for Neltharaku, needing to explain both the research done but also the intricacies of the Relationship the flight held with the other two groups.
Yet, progress proved swift with his appearance.
Over the course of the season and using the previous spectral whelpling as their guiding post, the three came together and hurled themselves off the cliff and into the unknown. The Auchenei and Dark Conclave worked especially closely, needing to bounce the fact neither truly understood what it took to call a dragon spirit out of death's grasp, leading to an almost comical back and forth as they attempted to balance the forces of death into a stack of cards that were held together only by Neltharaku's grasp of the arcane and desperate prayers to many foul forces.
For the Auchenei during this process, a deeper understanding of what consists of a 'spirit', and how they might seek to call upon the ghosts of others was the greatest advancement. The secrets of deaths were one it was loathe to give up, seeing only minor insights sparingly made due to the inadequacies of their knowledge, but slowly it began to take shape. Calling souls from the Nether was not a clean process, and it served little beyond 'feeling' one's way through the process, and more than one Auchenei 'felt' something they should not have and were smote for such.
By the End of the season, the Whelpling created through the new ritual resembled a desiccated corpse, barely more than dry skin across bones, all wholly incorporeal. Yet, the wings upon it was capable of not just full gliding, but 'popping' a creature higher while still mid air. So long as they hold a piece of its once shell. The ritual proved successful to the Auchenei, if only for the insights given for their own necromanctic reasearch if nothing else.
With another season of research, the Auchenei once more delve into heavy research that proved exceptionally unstable as the Auchenei and Dark Conclave were forced to balance the nature of death between them to not lose their prize, and only with the assistance of the Patriarch did they fully manage the feat. With it, the Auchenei gained greater experience and insight into the nature of summoning the dead from beyond the veil of life, while the Ritual served a success in their eyes.
3.: The Auchenei are the ones who cared for the dead Draenei, once upon a time. Their duty was indeed glorious and wholly benevolent, based within the Light and not within the forces of death, yet that has long sense lost its truth. Now, the Auchenei are merely those spirit callers lost to delusions and madness due to the grief that came with the destruction of their once glorious sepulcher. The ways of the Auchenei are to call to the dead spirits of the draenei, asking of them to lend their aid to the living once more, and there are artifacts that assist in such.
Many necromancers carry specialty bells, when rung, have given the assistance to alert nearby spirits to call them to action. The staffs of the Necromancers, warped in their delusions, now serve as conduits for their 'calls' to the dead, allowing them greater leeway in their ability to call up the fallen Draenei.
The Bells and Staffs serve as the only true remnants of the Auchenei's once glorious purpose, warped to serve their maddened delusions. With effort and perseverance, no doubt they could indeed be warped further, or reclaimed relics could be found. However, those lay further and deeper within the ruined city, requiring Excavation to descend deeper... Or, perhaps the others within the city have stolen some of the Draenei's relics?
The Necromantic relics of the Auchenei are all based around calling back the dead souls of the Draenei to the world of the living. However, these were not their original purpose, and so could be possible to warp these items further from their origins, once the Auchenei realize the truth of Necromancy.
A Vault With One Key
The march under a moonless sky, the dark purples of the royal procession of a god was frightening to behold, for the Talon King Marched at the forefront of his mighty host, resplendent in regalia, and glorious in his armor. He marched, and all bowed before him or fled in fear. Those who walked behind, ranks of disciplined Sethekk, struggled not to bow or cowtow to their god, even as they went about his doing.
Sethekk Victory
1 Sethekk Army vs 0.50 Shadow Council army
0.50 Sethekk Slain
0.50 Shadow council Slain
They descended upon the Shadow Council upon the changing of their guard, the Sethekk Guards descending in a flurry of violence, followed only by the death cast down by Ikiss himself, undirtied by the dust of the wastes nor the blood of his fallen foes. They descended within, slaughtering all they found, yet the close confines made fighting messing, but all which stood before Ikiss fell silent. It was not long until the Sethekk were piling their newfound loot upon the lessers and began the march home.
The Return Stroke
Within the halls of Auchendoun itself, the Shadowcouncil did not wish to allow the Ethereals to continue their hold within the small entrance to the Shadow Labyrinth. Should the Ethereals reinforce and fortify, it would be impossible to force them from their foothold, and as such sent all they could spare to force them from that position. It was a shame the Ethereals chose the course they did.
Shadow Council Victory
2 Shadow Council Armies vs 0.25 Shaffar's Conglomerate
0.50 Shadow Council Slain
0.25 Shaffar's Conglomerate Slain
It quickly became apparent to the Shadow Council forces that the Ethereals hardly wished to keep hold of their position, instead choosing to cede it to instead practice some of their potential future defenses. Forced to deal with arcane traps mostly, but also the mundane, even some choice ambushes, the Shadow Council slew the defenders at a higher cost than they preferred. If more Ethereals were left to defend the foothold and prepare such trappings, they would have caused grievous damage to the Shadow Council. As it stands, the city returned to how it once was.
Name: The Kurenai Capital: Telaar Leader: Arechron Major Characters:
Huntress Bintook
Poli'lukluk the Wiser
Mo'mor the Breaker
Otonbu the Sage
Seer Jovar
Warden Moi'bff Jill
Mending what's Broken
The brutish strength of the Ango'rosh Ogres and the trickery of the Murkblood have brought severe injury to our forces. Thankfully, at least of the numbers assaulted by the Mag'har, none are dead. Instead, the Kurenai wounded, including Mo'Mor the Breaker, have been moved to the healing halls of Halaa, where the Shamans can call water elementals to soothe wounds, priestesses can fully utilize the town's crystals, and the drums can sound unabated, all overseen by Otunbo the Sage. Despite it all, the Mag'har are welcome as well. None of the Kurenai have died, after all, and as such, the wounds between our peoples can be healed. Increase Replenishment and Morale
Honor the Elements
The work continued by Seer Jovar and Poli'lukluk the Wiser will continue apace, the two shamans working to become accepted by and gain a greater understanding of the Elements. Water has been completed, and will certainly aid the Kurenai in their healing efforts, but there is yet more to learn. In this, as in all things, the Kurenai will trust in the elements. Continue the work Done in Previous Seasons.
Build, Build, Build!
Windyreed Village is nearly completed, fortified and expanded. We made our promises, and we'll hold to them. The garrison army within Windyreed will make the final push towards construction, finishing the building and wall-making work under the watchful eye of Warden Moi'bff Jill, who's very keen to have another fortification point for the Kurenai within Nagrand. Complete the Construction and Expansion of Windyreed Village, bringing the Windyreed Broken into the Kurenai.
"The mountains quake... Let them rumble with our victory!" Name: Followers of Anzu Capital: Grishnath Leader: Sai'kkal The Elder Major Characters: Rokkaram The Younger, Harbinger Ruua, Raven-Priest Vekh, Kaliri-Seer Lash
Military:
Army amount: 4
Air Army amount: N/A
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Draenei Remnants, Ogri'la, Etherium, Protectorate, Broken, Lost One's, Ashtongue, Consortium, Kirin'Var, Sons of Lothar, Haal'eshi, Kurenai, Aldor, Sporeggar, Sporeggan, Murkblood
Enemy: - Legion, Shadow Council, Void, Fel Horde, Netherflight, Dark Conclave, Burning Blade, Laughing Skull, Mag'har, Warmaul, Skettis, Malaador's Host, Shaffar's Conglomerate, Sethekk, Bonechewer, Bleeding Hollow, Ango'rosh
Rival: - Thunderlord, Mok'Nathal, Black Dragonflight
At War: - Empire of Gruul
1.: With the conclusion of the last season saw the last remnants of the once mighty stores of the ritual supplies the Veils had painstakingly put together go towards the great ritual and another step to finding the location which Anzu held reign. Yet, now was the season for war and gathering more so those highest among the Followers could continue the search.
Within Grithnath, orbs of concentrated darkness were pooled into creation. Within the mines of Velhar's Stand, the Ogre laborers continued to haul rock and crystals from the depths of the mountains. Finally, within the woods of The Living Grove, Lashh made great rituals out of plucking their own and the various bird feathers of the forest... At least, until a new threat emerged... By the end of the season, the once empty stores were brought up to the minimum for another ritual, but further gathering within Veil Lash proved... difficult.
The Cry has been decreed, and the Followers answered in kind. They have gathered what they could this season, but Veil Lashh fears for any future attempts...
2.: (See 'Various' War Results)
3.: (See 'Various' War Results)
Black Bloodied Feud
With all the wars that Gruul demands of his great legions of Ogres and Children, there was always a matter of 'prestige' to who gets to go and assault what enemy. These squabbles rare get out of hand, as the sons of Gruul always and truly do reign supreme amongst their ogre slaves, so more often than not it comes down to who amongst the sons win their dominance. Yet, this saw the two groups of the ogres have great bouts and brawls that only truly stopped when he sons of Gruul split themselves to their wars, but the Ogres already fierce rivalry became animosity once more.
And as always, the Eldest Son of Gruul won out in the end.
Wrymcult Victory
Gorgrom the Dragon Eater, 7 Bloodmaul Armies vs 3 Wrymcult Armies, 4 Black Dragonflight Flying Armies, 1 Follower of Anzu Army
4.5 Bloodmaul Slain
2 Wrymcult Slain
1 Black Dragonflight Flying Slain
0.5 Followers Slain
The ascent up the mountain paths, just as it is elsewhere within the Blade's Edge mountains, was torturous. The Wrymcult had continued their fortifications as ever, but the black Dragons which dominated the air and spew forth their flames down upon the ascending Ogres saw many die in horrific pain assuming they didn't topple to their death first. Even still, the Ogres ascended up the paths to meet the Wrymcult lines and unleashed their bloodied vengeance upon them.
Yet this too proved treacherous, as the Followers of Anzu slipped from the very shadows themselves to cause avalanches, brace curses upon those ogres who dared show leadership status, and caused the very earth to betray the heavy ogres by slipping it under their feet before disappearing back into the shadows. The rare times the Ogres could engage back, they hauled up the birdfolk to rip them limb from limb with their bare hands if they had nothing on hand.
Even as the Shamans and Mages of the Bloodmaul unleashed themselves upon the flying drakes, as always it was Gorgrom who showed why he was named 'The Dragon Eater', ripping foolish dragons who flew too close from the sky, and tearing their heads off with his teeth.
Nevertheless, the Ogres hordes were once more pushed back for another season.
Roar of Thunder
The opposite end of the Valley to where Gorgrom ate his fill of the Black Dragons of Blade's Edge, Maggoc, twin of Goc and twin ruler of the Blades Edge ogres lead his half against the Thunderlords once more for another season. Only once was Maggoc sidelined from his private fued, not a year previous when Gruul himself ascended to rip Fenris Wolfbrother limb from limb and make succor upon his bones.
Now? Maggoc has heard of Gramr Wolfbrother and intends to do the same as his Father.
Maggoc & Ogre Victory
Maggoc, 4 Bladespire Ogre Armies vs 1.5 Thunderlord Armies, 1 Follower of Anzu army
3.5 Bladespire Slain
.75 Thunderlord Slain
.75 Follower of Anzu Slain
The Mountain paths roared with Ogre and Orc warcries, as the Clefthoof riders of the Thunderlord's descent could not be stopped by any save perhaps Maggoc himself and even he chose to avoid those terrifying beasts on the descent. The gaping holes made saw the raiders of the Thunderlord take advantage to savage the ogres, leaving many bleeding out and near death before the retreat was made. Every inch the ogres made to ascend up the path was made with fear of the Thunderlords assault, and every inch cost a bloody margain.
But within the Shadows of the Mountains was another threat that neither side realizes was there until they appeared from the shadows with calls for blood. They appeared to destroy food, water, and assault officers and commands under the son of Gruul, and were slaughtered in droves for their impudence. If they were not the rabbled raised to defend the home of the Aarakoa, they might have slipped back out without a whisper, but these they were not.
But there was no winning this battle for the Thunderlords, wounded and bloodied as they are from their warring with the Legion and despite the unwanted aid of the Followers, they eventually were forced to give ground as Maggoc begun to pounce upon the riders of Clefthoof and Wolves alike after their charge was done, and when the lines met the grunts saw heavy damage done to their ranks.
Maggoc and his Ogres had gotten their foot upon the top of the Thunderlord Lands, something not even Gruul bothered to do. While the Thunderlords retreated back to their fortified Stronghold to lick their wounds.
Under Shadowed Canopy
To the North, where Gorgrom separated him from his twin, Goc had the 'privledge' of loosing this round of combats and going to assault the Aarakoa within their homes of the Ruuan Weld. The Aarakoa, unlike the other targets of the Dragons and Orcs, had little for the Ogres and Gruul Son to enjoy, for the Followers of Anzu did not often care to fight fairly or even to fight at all. This season proved little different.
Followers of Anzu Victory
Goc, 4 Bladespire Ogre Armies vs 2 Followers of Anzu Armies
3 Bladespire Ogres Slain
1 Follower of Anzu Slain
The Ruuan Weld, even when it was not ensnared by the magicks of the Followers for years on end, were never a welcoming wood. Its gnarling roots and leaves that fought for every drop of water and sunlight saw fierce competition not just amongst the green woods, but the animals that lived within. The Followers shadowy magics, turned this into a death trap for all but themselves and the Wyrmcult with whom they had a truce with.
The ogres had shadows and cursed hurled down upon them as they made their ascend, their minds flayed and their skin afflicted with pain, agony, even death itself. But as previous seasons, the climb up, even as they withstood assassins, rogues, traps, and delays unending, they made it to the top and into the forest. This, is where the traps of the Aarakoa truly lay, and the Followers of Anzu were true masters of Shadow. Within, there was no such thing as safety, as entire ogres could be disappeared with no sign as to what happened.
Even Goc, who trappled and tore trees from the very earth, felt no little fear within this forest.
Eventually, once his casualties started to mount and his own fear grew, Goc and his ogres retreated back down the mountains and away from the knives of the Followers until his courage rallied itself.
Falling of the Lashh
But there was one place the Aarakoa had forgotten. So caught up in their excitement over Anzu and the slights of their fellow enemies of Gruul's ogre slaves, they did not realize it until it was far, far too late.
Every year, some hot headed fool of an ogre attempts to ascend up the path from Bloodmaul Ravine to the Living Grove, a path that is so thorny and overgrown that a single Aarakoa could hold three ogres off within. It was perhaps the most fortified pass within the entirety of the Blade's Edge, save the Wrymskull Bridge.
But this season, the Hotheaded Ogre ascended and disappeared. Many thought them death to never be heard again as is often the case. Until suddenly ogres began arriving with raided loot and plunder, wild game and timber felled from the trees of the forest.
Suddenly everyone realized the truth, for even the stupidest of ogres put it together after hitting their head against a rock. The pass was undefended.
This saw a flood of Ogres ascend up the pass into the gloomed Living Grove. Many were not combatants, yet like water leaking from a vessel, they went the path of least resistance. It got to the point even Grulloc, the least of all of Gruul's sons with his legendary bag of treasure, ascended up the path into the Living Grove and took command of those ogres to fill his sack of treasure even further.
All of the sudden the balance of power within Blades Edge turned, and the Followers of Anzu within the living Grove were reduced onto to Veil Lashh as Grulloc began making his home within Northwest portion of this forest.
Rival: The Mag'har (Who? They called us rivals? What's a Rival)
At War: The Burning Blade (OOC: I was told to put this here apparently)
Actions:
Old Gorrok sighed as he heard the windrocs start bawling out. They did it every morning. Something Jhorn noticed. Then Jhorn had one of his Jhorn ideas and made it his Shaman's problem. He hauled the large bowl up to the other bowl with the hole in it and poured it in, like the Leg-Ate told him to. It began dripping out the bottom immediately. Hrmmph. Madness.
Then, satisfied that the water spirits were doing their part in his drudgery, Gorrok banged on the great drum, once, for the first bowl of the day, and watched to see other Ogres begin their lumbering about.
Timekeeping and Schedule-keeping unlocked. Ogres now patrol the Warmaul's territory more regularly.
AN: Couldn't think of something funnier for the first action, sorry.
As it turned out, Cho'war had noticed the Strategic Rock Reserve being dangerously low, and even who was responsible for it. So as punishment, Mogor was being sent off to handle menial work instead of organizing the Circle of Stone. And here he was...
One!
Two!
Three!
Many!
Many!
Many!
Many!
Mogor sighed. The idiots had counted up to Lots and called it Many again. Oh well, the system didn't need them to know how many times they were hitting the ore. Just to keep hitting it with their clubs until the iron came out. His revolutionary new concept, bashing iron ore with clubs instead of just bare hands, was just one of the new innovations being created in the Ironmashery. One of those innovations being to have an entire specialized mound for iron-smashing. Others included "assigning" ogres to a specific masheries and times, then giving the team that smashed the most ore a reward, just like in his Arenas. He had also tried to involve fire, like the Ironmashers of the Orcs and others were supposedly doing. Primitive superstitious fools, all that results in is either your fists or your club catching on fire. No wonder they called them blacksmashes. They were probably all covered in ashes from all their burnt clubs.
Maybe you were supposed to make yourself fireproof first. He'll have to consult his fellow mages and the shamans on this.
The Warmaul have built an Ironmashery and researched Studded Iron Clubs and Thick Hide Armor
Develop and organize the means of iron "refining".
Name: The Murkblood Tribe Capital: The Underbog Major Locations: Leader: Swamplord Musel'ek Major Characters: Ortor of Murkblood
Military:
Army amount: 3/2.5 (0.25 Replacement Rate)
Air Army amount: N/A
Murkblood Spearmen: As their name suggests, these spear-wielding Broken are the disciplined backbone of the Murkblood tribe, their discipline and ability to expertly keep their enemies at a distance see them more often than not come out on top during engagements.
Murkblood Raider: Not to be confused with their wolf riding amidst the orcs, the Murkblood raiders are those warriors amidst the Murkblood who fight purely with anger. Their maces and axes backed by their rage enhanced strength make them able combatants.
Murkblood Putrifier: These Shamans of the Broken have twisted the gifts of Nobundo towards enslaving the Elements themselves. Their taint and use of Decay has seen to make elementals sickly and easily influenceable, allowing them wind and earth most readily against their enemies.
Murkblood Flameweaver: These Broken specialize in the unleashing great gouts of flame to break enemy formations and charges, charring any who think to break the wall of spears the Murkblood hold dear.
Murkblood Acolytes: These broken are those who have managed to discover a means to access the arcane power of Outland. Though only rudimentary understanding of frost and fire, many seek to experiment and expand their power. Perhaps, even adding in Fel magic to their knowledge,
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Warmaul, Ango'rosh, Boulderfist
Enemy: - The Mag'har, The Fel Horde, Sporeggan, The Laughing Skull, Aldor
Rival: - The Kurenai
At War: -
Actions:
Action Pool: 3 (Normal Power)
1.Depths of the Arcane III [Regular Action]:
The flame weavers have shown impressive capabilities on the battlefield, but there remained numerous acolytes who prefer dabbling in the powers of frost or pure arcane instead. A new order of Frostcallers specializing in crippling foes with bone-freezing frost and shaping the battlefield with ice as sharp as steel will be founded as a counterpart to the flame weavers. The unaligned arcanists among the acolytes will be encouraged to become members of both orders. For those who are able to rise above the rabble in becoming adepts in all known fields of conjuration, a greater destiny awaits…
[Establish the Order of Frostcallers and encourage the mages to continue steady experimentation with fire, frost and arcane to improve the overall knowledge of the Murkblood]
Seren stared upward as what passed for night descended on the deceptively beautiful landscape of brackish water and towering mushrooms. The swirling currents of an otherworldly realm appeared below the firmament, forming strange, flowing patterns that seemed almost as windows into alien vistas. After a few minutes, the unfocused blueish-white eyes of the broken sorceress blinked, regaining clarity and assuming an increasingly frustrated look even as she resumed walking across the crudely built wooden bridge with firmer steps, to join the gathering of mages as they prepared to answer the bog lord's call to war.
Even so long after the fall of Shattrath and the sacrifice of countless heroes, the broken who survived those dark days still remained afflicted by the great curse that had corrupted their mind and body. Seren was no exception. Arcane meditation and hate were cherished companions that brought clarity and order to her wandering, disjointed mind. Such episodes had reduced in frequency as her grasp over the ancient magic of Argus steadily rose.
It had been worse during the early days when the broken woman had fled Shattrath. She has been one of those who had bravely volunteered to stay behind, to sell the deception to the orcish tide washing over her home; that they had succeeded in exterminating the Draenei. Her self-assured bravado, born of youthful heroism, had shattered entirely when the crimson-eyed demons had breached the walls, cackling and laughing in mad glee even as they fell at the hands of ancient warriors of light. Despite the swiftest of desertions, the red mist had caught up to her.
Deep in her heart, Seren believed the cursed and hideous visage was a punishment from the Holy Light for abandoning family and comrades to the orcs. When the draenei cast her out, they had merely seen her true self fully blossom before their eyes, unfurling like a rotting flower. In the end, she had proven too much a craven to even throw herself into a chasm.
Instead she had wandered among the many different tribes of the Broken like a wretch, moving from place to place, scrambling in muck and dirt, dependent on the kindness of others. A living corpse too afraid to take the final step. It was among the Murkblood that she finally found the chance for…not redemption. Never redemption. But perhaps something resembling repentance. A final purpose.
Draenor was as broken as she, with no hope of healing, understanding only suffering, clinging to barest semblance of life but before they both inevitably crumbled into dust. Seren would kill them. Every last one of them.
The autumn wind blew through the lonely passageway snaking through the mountains on either side, carrying with it smell of charred flesh and morning dew. Near one of the far ends, close to where scarred stones met verdant plains, large numbers of brown orcs and wargs carpeted the pitted and unnaturally cracked ground. A few purple skinned creatures with spears and twice-hoven feet could be seen shifting through the corpses, shivering under the cold morning mist yet feverishly devoted to their duty all the same.
One of them dressed in weathered brown robes stood above one of the seemingly dead, unarmed save for a staff clutched tightly in all three digits, thrust downward to prod the corpse. Failing to find any sign of life, the robed female trudged along to continue the drudge work. Eventually one of the corpse near a halfashen trees stirred, opening its eyes and coughing.
The orc would only find merciless death descending from above, furious flames that steadily reduced skin to ash and bubbling muscles to smoke until where was once a wounded orc, only a screaming wretch remained. It's shrieks echoing until all was silent. The other figures looked up at the robed mage, nodding in approval before continuing their work.
Seren smiled grimly at her handiwork, cold hate blazing in milky blue eyes. Such were one of the few acts that still brought the mage satisfaction. Once she had been almost a burden. Now? She could draw and shape arcane magic as easily as breathing, manipulating the magical energies permeating draenor almost instinctually into crude spells.
After a short while as the mist began dissipating and the tiring but nonetheless rewarding work has been accomplished, she walked back to the small camp. A dark frown appeared on her face as she mused over the battle, eyes growing increasingly haunted. The charge of savages atop their great beasts had nearly swept away the wall of spears, brute strength overcoming the disciplined ranks of the draenei as they had in…sha-shattrath. It had only been cunning that allowed the Murkblood to win the day.
Seren sat down with back to a tree, her staff laid across her lap. She continued thinking of the battle, eventually closing her eyes, preparing to mediate. She knew that even her magicks may not been enough to stem the tide but maybe there was another way. Fire was merely one of the facets of Arcane sorcery. Perhaps where flames failed, frost and ice could have frozen the tide in its track…
2. The Lost and the Forgotten II [Regular Action]:
The Lost Ones may be more…lost than expected but that's no reason to give up just yet! Bog Lord Musel'ek will command his putrifiers and mages to go forth among their devolved kins and search for those with greater intellect and determination than the rest, taking them as apprentices. Any mage or putrifier who succeeds in teaching the Lost Ones magic will find themselves elevated above their peers to positions of leadership in their respective orders or so the swamplord has (in)famously proclaimed. To encourage them further, Musel'ek himself will stride among the Lost Ones and share tales of the history of the Draenei, focusing on the orcish menace and the dastardly unbroken while also helping them hunt great beasts of the swamps to prove his worthiness as the greatest of pack leaders in outland. Nothing can be of greater importance than nurturing hatred! [O.5 Army Assigned]
[Mages and Putrifiers will attempt to teach the Lost Ones magic while Musel'ek tries to remind them of their shared history and lead hunts to take out his mounting frustration on something]
1.: There is much to be said of the Murkblood's goal of dismantling the Kurenei ideology and reducing the Draenei's power throughout the world, but what can be said most of all is that it was borne of the Broken's hatred for the Light's departure from the Broken as a species. It was a dogma birthed on the back of that rage and feeling of betrayal, so when the rival order of the Flameweavers was given leave to form their own order, they seized it with the same ferocity the Flameweavers had ripped apart the other order's numbers. By the end of the season, the Frostcallers had stripped all they could of the remaining acolytes and independent mages among the Frostcallers. to ensure their numbers rivaled the Flame Weavers.
With the formation of the Frostcallers, two great faction of mages among the Murkblood have formed among their respective Fire and Frost. However, their rivalry is not one between scholars, but a very real and angry one for perceived insults or grasping's of power. While united against the Draenei and Kurenei and all others that threaten the Murkblood, the two orders might fued until another is able to rise above...
New Unit - Frostcaller: While others may devestate the battle with torrents of fire or raining pure magic upon their enemies, the Frostcallers take great pleasure in manipulating the battle with ice to slow or outright stop the enemies of the Murkblood.
2.: Those who, willingly or coerced, stepped forward to begin teaching the Lost Ones the ways of the Murkblood both in magic and in dogma swiftly ran into one of the most obvious problems which came with the Lost ones; Their reduced memories and thought process. Where once the broken could draw on their hatred of the Light and the base knowledge of their heritage as Draenei, the Lost Ones lacked this cultural and historical background. In truth, among the two disciplines available to the Murkblood, Shamanism far more suited the creatures.
Those Lost Ones who accompanied the Murkblood and Musel'ek on hunts did much good in solidifying the Tribe's position among the Murkblood, yet with so many occupied being vetted and then being taught the basics of their newfound magical tradition, it became quickly apparent only very few among the Lost Ones properly saw the benefits of the Murkblood.
The Beginnings of Shamanism are being taught to the Lost Ones, while the mysteries of the Arcane quickly are lost on all but the most raw talented amongst the Lost Ones. Meanwhile, while the Murkblood position was solidified, due to the mass vetting of hte Lost Ones, they did not truly understand all Musel'ek was bringing to offer or truly internalized his lessons.
Name: Sporregar
Capital: What is a "Capital"? Do you eat it?
Leader: Sporregar-Prime
Major Characters: We are still trying to understand the concept of "Names".
Military:
Army amount: 2 (Army. A an idea as fascinating as it is disturbing)
Air Army amount: 0 (Spores belong in the air. Will Sporelings ever say the same?)
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: - Kurenai
Distrust: - Murkblood, Ango'Rash (Your brain should be too big to destroy the land that sustains you)
Enemy: - Legion (Like a burning forest given shape, but worse)
Rival: - Sporregan (Will we ever reach true harmony among the Spores?)
At War: - Soon, if not already, we will know this.
Actions:
Action Pool:
1.: Survival through growth
Fire is not evil. Though hurtful to most beings, it too has a part in the beautiful harmony of nature. A forest fire may improve the soil, allowing for the next forest to grow even stronger.
Alas. From all that we have seen, heard and felt, the forest fire the Fel means to unleash upon the Marsh will not leave strengthened soil, but a putrid desolation. If the green flames succeed, there will be no renewal, only empty stasis.
Be it so! To stop a raging fire, one requires water.
We must be the water.
- Grow a new army from the newly created territory.
2.: The enemy of my enemy is my enemy's enemy
Who might fight my enemy.
A small group of Sporelings is sent to the Ango'rosh Ogres. Hoping that they will be left alive long enough to inform them about the Fel building a portal just south of them.
In case that the Sporelings get immediately eaten, they are carrying lots of big mushrooms and bark with them. Several pictures have been carved into them all, specifically crude likenesses of the under-construction-portal as well as its location in the marsh.
- Try to convince the Ango'rosh that they need to act against the Legion
3.: Survival is symbiosis
- Try to convince the Lost One's to the southeast that they need to act against the Legion. In addition to the Sporeling messengers and their visual aids, another gift of food and clear water is made.
1.: There was a method to the spawning of sperlings. There was great care, great purpose, and most of all there was a great need by the Sporelings to not endanger their unspawned siblings by denying them all customs given to their spawning. But, there was also something to be said of needs must. Rare is it that a spawning would have so many within it, but with careful application of their Preservers, mushrooms and water were carefully placed within the spawning pools, and soon their fellows came from below.
1 Temp Army raised, will stand down at the end of turn 7
2.: The sporelings which set out never return, even as their fellows watched from the shadows of Zangramarsh, the Sporelings were quickly rounded up, cooked and their dying screams begging for the Ogres to take action- Only for the ogres to go back to their business. It was not until an ogre, larger than all the others discovered the Bark depictions of the portal that the ogres began to move about their territory. It was unknown what they were doing, but many were hopeful for what might be the start of an Ogre march upon the Char.
The Ogres would not listen to the Sporeling's pleas, but there might be movement by the ogres?
It is unknown what effect your Sporelings had among the Ogres, but they almost certainly are preparing something within their own lands. What it is, is yet to be seen.
(Fill free to send letters to the Ango'rosh)
3.: Many were hopeful among Sporeggar that if there was ever an enemy which would see the Least Blueskins see commitment between themselves and what the Dream had to offer, it would be the foul forces within the west. Yet, even as many sought to accomplish what they did previously and slowly acclimate the Least two legs to Sporelings, a thing worse than imagined began to occur.
Among the Least Blueskins, were Blueskins, who hunted and walked alongside the Least. Where they went, they went about teaching them a strange kind of magic that seamed akin to the Preservers. Yet, the more that they watched, the more horrified they became, as the Blueskins taught the Least Twoskins how to enslave the water and unnaturally move the earth, almost in mockery of the Dream itself. The Sickening, as it was coming to be called, saw the Sporelings withdraw in disgust.
The Lost Ones, with the presence of the Murkblood, are learning how to Putrify the Earth and Water, enslaving it, almost anathema to the Sporeling way of life. No proper communication established due to such.
Name: Sporeggan
Capital: Sporeggan
Leader: Rhb'tssln Prime
Major Characters:
Rhb'tssln Prime - Prime Leader and Speaker of the Sporeggan
Ib'prrfen - Noted Harvester Leader
Tyl'nn'lol - Noted Harvester Leader
Pa'nan'dol - Noted Sporeling Preserver
Rhin'o'viris - Noted Big Friendly Fungus Giant
Military:
Army amount: 2
Air Army amount: 0
Units:
Sporeling Harvester: The Sporelings lack any sort of martial discipline or even weaponry. They are armed with merely their fists or the odd throwing rock, and this results in their armies being very lackluster against any other as they resort to simply overwhelming their enemies in sheer numbers.
Sporeling Preserver: The preservers are the great spell casters of the Sporeling race, able to entrap enemies within vines or cast wide healing upon both Sporelings and Giants alike.
Fungal Giant: The fungal Giants are more akin to cousins of the sporeling, towering creatures with strength that rivals a Gron. The sporelings, for all that they're cousins, do not have many of these Giant's, but they are almost certainly their greatest defenders.
Actions:
Action Pool: 1.: New Growth: "Who said that every wish/Would be heard and answered/When wished on the shooting star?/Somebody thought of that/And someone believed it/Look what it's done so far. What's so amazing that keeps us stargazing/And what do we think we might see?/Someday we'll find it/The rainbow connection/The lovers, the dreamers and we." - Lyrics overheard by travelling Mag'har and Draenei hunters in the depths of the swamp, purportedly from a tiny, funny coloured mushroom singing among the reeds.
Further expansion and understanding of the Emerald Dream is required, especially if we are to understand the dream of Zang left to us, and how we may better understand our place within it. With caution and guidance, further efforts to slowly explore the dream are to be completed, with an aim to focus more on the surface connection between the Emerald Dream and the world we inhabit, specifically in how the Perservers can better use their magical powers. (Continue exploring the Emerald Dream, attempting to understand our place within it, our connection to the land we inhabit and importantly, how it connects to the swamps and beyond. Special focus is to be on understanding how we can further enhance our connection in the real world, such as making our spells and magics more powerful)
2.: Strength of the Swamp: "No, bad shiny, no biting on the little ones!" - Direct quote from Rhin'o'viris, Fungal Giant tasked to help with the taming of the local swamp beasts, following the escape of a dozen riled-up Needlers.
Efforts by the preservers have given our people greater understanding of the many disparate creatures lurking about atop the remnants of Zang, fluttering about and living amid the blessings of the great Sporemound. However, we need to take further steps to further integrate the beasts into our society, so that they might serve Zang in recompense for the gift of their continued, sadly free-minded existence. As such, a dozen Sporelings, both Harvesters and Preservers, and quite a few Fungal Giants, have been tasked to corral a number of the creatures and attempt to tame them, using the similar methods we've seen from the squishies roaming through Zangarmarsh. (Continue work on taming the various big, scary, poisonous creatures that roam Zangarmarsh, with the aim of integrating them into our society. Either as tools to help us function better, or as pets to aid in our efforts.)
3.: Digging in the Depths:"Dig and dig and dig and diggety/Dig and dig and dig and diggety/Oh, how Zang loves it!/Shinies so deep!/Dig and dig and dig and diggety/Dig and dig and dig and diggety/There'll be heaps of it/And we'll be on top of the heap!" - Local mining tune, heard echoing down the many tunnels beneath the marshes of Zangamarsh.
The numerous underground chambers and flooded hollows beneath the marsh provide a great opportunity to secure further territory that will be well protected from the greater numbers of assorted squishes that continue to encroach on Zang's territory. Furthermore, dozens of resources, from potent poisons to helpful herbs and brilliant blooming shrooms await in the deep water. All we have to do is to continue exploring. (Continue exploring the caverns beneath Zangarmarsh, investigating what resources are available such as the excessive poisons and potent herbs we can potentially integrate into our society)
1.: The Preservers once more stepped back in rotation, twos, threes, sometimes singular preservers lefts to go and attend to the dreaming. They left and others returned, yet others also returned where the Harvesters could not see them, for they walked among side them within the Dream where not even the beasts of Zang could truly interreact with them. Their was simple, as simple as it was when they first walked from their spawning pools into the endless comforting gloom of Zangramarsh, when they first re-united with the dream as the first of the preservers stood up from among the Sporelings. 'What is our place? What is the Dream and how may we assist its purpose?'
There is of course the obviousness of the one the sporelings decided on; The Sporelings were apart of the dream, and it was their gift from their dead creator to themselves. They are apart of the Dream and the Dream is apart of them. But that was not the point of it, was it? There was the point of order that Sporeggan decided on when they disagreed with their brethren among Sporeggar. Sporeggan are its shepherds, its guide, its will to see it spread truly and fully.
What did that mean for them this day? It simply meant thus; they must continue to enhance their belief in such. So it was; The Preservers deepened their connection through the lens of their beliefs. Within; Those Preservers who once dreamed alongside the beasts of the Marsh, learned how to direct their attentions, how to guide them, shepard them, and divert them to other matters. While it was not full control, the ability to manipulate the beasts of the Zang was the first true stepping stone for them.
But... There was the Preserver who once communed with the Hydra... They left and went deeper into the dream then any other... They did not return by season's end.
The Sporelings, through reaffirming their believes in being the shepherds and Guardian of the Dream, have learned to manipulate and guide the beasts of Zangramarsh. While it is not on par with how the Sporelings control the life of Zangramarsh, it is good for directly and manipulating the beasts directly.
2.: Within the previous season, the Sporebats, the Firefly Needlers, and the Nether Rays were brought to roam and live closer to the lake of Sporeggan, and with that they were not far from the Harvester and Preservers when they set out once more to undertake the process of taming these creatures of the Zang. What followed were several months of the Harvesters and preservers simply co-existing with these creatures to see just how and why the Beasts of the Zang are how they are. It was not so much a matter of one establishing dominance over the other, for such has never been the methods of Sporelings as a species, but creating a bridge of companionship.
The result? By the end of the season, some among the Harvesters and Preservers established very real bonds with the beasts, and this was a realization that even though not all can become Preservers, some Harvesters were able to tap into their connection to the Dream and form connection with the beasts! This sent a wave of Enthusiasm through Sporeggan, as many believed it to be apart of their deepening connection with the Dream!
So it was, Harvesters were using Nether Rays to help pull heavier items that the rarer Fungal Giant was not truly needed for, the Firefly Needlers were acting akin to scouts for their Preserver and Harvester sporeling companions, while the Sporebats helped Sporelings reach higher through allowing individual sporelings to be lifted up on their backs.
Through the use of mutual understanding and companionship, Non-Preserver Sporelings have tapped into the Zang to create true friends among the Beasts of the Zang. Now, the previously gathered Beasts of the Zang now assist the Sporelings as equals rather than as dominated creatures.
Yet whats more; A new order of Preserver, aligning more with the beasts of the Zang than that of the Mushrooms and Fungus, have begun to form... Perhaps it is time for a new spawning from within the order of Preservers?
3.: The Sporelings sent down did not take very long to return with handfuls and heapfuls of various materials so others might look them over. From lakebed mud, curling weeds of the lake, even shinier stones found within the cave as a few dozen Sporelings began removing dirt and mud with their hands. Most ranged from edible to 'dangerously inedible' to the Sporelings, but the most important part is the ones known for their ability to be turned into Poultices went into the Preservers to be used later on. There was soon a question among the preservers about what could be considered 'Poisonous', as the Sporelings rarely fell to such things, or those who encountered them never returned to tell the tale. It was decided they would need to set aside time to specifically go and sort through the plants of Zangramarsh to understand 'poisons' better.
The resources garnered from the lake were bountiful and extensive, with digging in the tunnels quickly seeing shiny stones retrieved from the stone nad delivered to Sporeggan, while the herbs within the lake proved to have some known for their healing ability. What constitutes, or even how to make, poisons needs to be set aside for all the plants and mushrooms within the Zang to be categorized.
Portals and magic, information and potions, weapons and armor. The Consortium sells it all and to everyone, from the meager pawns to the mightiest lord. But do not take them for the shortsighted businessmen that one reads about in their storybooks, the consortium does not survive as an interdimensional business based on a penchant for short-term benefits to long-term detriments.
To maintain their business the Consortium keeps to a number of rules. While this list is fairly extensive here are a few of those rules:
12:No Souls, buying or selling souls leads to the kind of drama that disrupts business more than said souls are worth.
1: Keep to a deal, going back on one's word is a good way to burn bridges and tends to reach the ears of other potential customers.
14:Sell to anyone, depending on the realm. While the consortium is typically willing to sell to anyone, it is also a smart idea to bar a customer if the rest of the realm in question would break off business with the consortium for dealing with that specific individual or group.
100: First, Second, etc, born are not a viable currency. No, we do not accept hypothetical children as currency nor do we pay with them.
[Regular Action] Ordering training causes anger, and competition causes anger. It seems that Consortium guards are just a bitter lot. Luckily there is a few ways to at least de-escalate this brewing resentment. The first would be to find and encourage more team-based competitions, which should force guards to work together more often and foster bonds between the normally isolated guards. The second would be increasing the amount of rewarded participants, instead of a single winner runner-ups will now win, smaller, rewards to make sure that even if a single soldier dominates a bracket the secondary positions should cycle and thus allow for a broader coverage of "winners". Third, we will setting up a betting pool, run and enforced by the Nexus Prince, which gives even the worst fighters the chance to invest in the competitions into and "win" in their own way. Each of these methods should broaden the number of satisfied guards while also constricting any tension or friction within the normal framework that the consortium is used too. Battles of economics and greed are something that the Consortium has gotten quite skilled at keeping from escalating.
"10 to 1 on the Jahla versus Amarak? Damn, put 10 on Amarak, either I get to see him get the bandages literally slapped off him or I make money, I'm winning either way!" - Amarak's Brother.
[Secret Action]"Information? Oh I hate when the brass accepts that as payment, its always a risk on whether it's worth what was paid for it or not." -Merchant Rovk
[Secret Action]
"Man, this is alot of portals in one spot, I'm glad they're paying us danger pay cause otherwise calculating all the matrices to keep these things from ripping each other apart from being so close would not be worth the pay. At least nobody got torn apart this time!" -Mage Orvak
1.: There are very laws in the world, all worlds, that the Consortium follow. Whether that is 'fair' trade, the handling of thieves, the internal laws of the Consortium itself; All fall under the golden rule that has spread throughout all Ethereals who fall within the realm of the Consortium. Money greases all wheels. Why be mad about failing to achieve the big pool when you can bet on your only real rival among the participants and potentially receive your money anyway? Why worry so hard about being mad about losing the highest pool, when third rewarded a particular benefit one wanted? These reasonings and more begin to dominate the tournaments, at least among the participating guards as the Betters and Nexus Champions had other cares, and saw what had been envisioned with the original tournaments; a reduction in heated rivalries among the Nexus Guards while also ensuring their skills had begun the trend of returning to what they once were.
While it might never truly return them to how their contemporaries are among the Etherium, the Consortium Nexus Guards swiftly are rising back up the ranks of the Ethereals.
The Goal has been achieved, no longer do the Nexus Guards have rusted skills have begun to return to what they once have. While they might never re-achieve mastery, the fact of the matter is the Guard are proving themselves once more to be the supreme fighting force they once were worthy of being called. Easing the Tensions of competition as they do so.
Name: Kirin'Var
Capital: Kirin'Var Village
Leader: Archmage Vargoth
Major Characters: Archmage Vargoth, (TBD)
Military:
Army amount: 2 (One in Kirin'Var, One in the Arklon Ruins)
Air Army amount:0
Diplomacy:
Alliance: - Sons of Lothar
Allies: - the Aldor, The Consortium
Cordial: - All Draenic factions, even the Broken.
Friendly: - Arakkoa remnants.
Distrust: - Orcish factions.
Enemy: - All aligned with the Old Horde and who have aspirations for the Dark Portal, and what lies Beyond.
Rival: - the Legion.
At War: - the Legion.
IC TBD
Actions:
Action Pool:
1.: [Regular Action] - With the success of Ravandwyr, Archmage Vargoth returns from the campaign against the Legion thrilled at his progress. Immediately Archmage Vargoth begins to work with Ravandwyr and a number of the other most powerful mages, enchanters, and other personnel to both expand the uses of these stones as well as to find ways to harness even more energy from the environment without destabilizing the whole of the Peninsula. Especially looking into larger 'harvesting' vessels, to drain more energy from Netherstorm and refine it into a crystaline form following Ravandwyr design Hoped for Results- (Continued progress on mass production of the mana crystals, foused especially on a way to harvest the energies in mass from the Nether and convert them into a the crystals of mana based on Ravandwyr design.)
2.: [Regular Action] - Having buried the dead of Kirin'Var, an army remains active and begins to rapidly expand an outpost over the Arklon ruins using what remains of the ruins as fortifications. While this construction begins, various civilians are brought in to both begin excavating the interior of the ruins and to assist the military with fortifying and securing their new acquisition. A number of Mages are brought over to begin construction on expanded farmsteads, attempting to grant the Kirin'Var further breathing room. Along with this, attempts to begin the construction of bridge to permanently connect Kirin'Var with this burgeoning settlement has begun. Hoped for Results- (A small fortress, using the remains of Arklon is constructed. The fortress protecting a burgeoning town which was crafted to both expand the terriory of the Kirin'Var and excavate the ruins themselves for research opportunities. Along with this a bridge connecting the two settlements )
3.: [ Regular Action] - Ravandwyr's success in creating these stones of mana using his ritual has been pushed out by the order of Archmage Vargoth to many of the alchemists and enchanters under his authority. They would begin to produce as many of these mana-stones as possible, aiming to stem the bleeding of trade with the Etherals even more with the hope of eventually relaxing the tariffs between them. Hoped for Results- (A large number of mana-stones are produced by alchemists and Enchanters, using Ravandwyr's formula with the hope of stemming the tide of gold entering into Etheral pockets with hopefully a trade good that can be sought after by the Etherals.)
1.: There were very few things that could resist a dedicated mage of Dalaran if they truly put their mind to it, many such innovations such as levitation, portals, and the all important enchantments are all due to the dedication of many of Dalaran's finest mages in the past. Now, the Kirin'Var devoting a large swathe of personnel to the same cause to see a breakthrough done? Very little could truly stop them, it only took time. The first was familiarizing the group with the complicated formula to turn mana in the air into gems, pulling on Ravandwyr who only had a few days to rest off the exhaustive work of the previous season to do an entire lesson on how he came about it, before the researchers poured over the hardest matter; simplification.
Every mage imagines their first spell to be a pyroblast, or perhaps some cone of cold to lay waste to a horde of trolls, but everyone forgets the need to properly ensure that one can cast a fire ball. So it was here; With the researchers pouring over the formula for hours of meticulous cataloging and experimenting with changing the formula to ensure stability while also seeing it easier to be used both by other mages but also so any ritual to create them need not be the size of Dalaran to account for its complexity. So, late in the evening as Ethereals were flooding into Kirin'Var, the tower of Vargoth where the research was taking place had finally cracked it.
The first step decided was to ensure the Mana Gem formula could be simplicated to allow lesser mages to construct them and to allow more leeway in any mass production. By the end of the season saw exactly that, as a formula that allowed your average fully trained mage the capacity to construct them instead some of the greatest of the Kirin'Var number.
2.: The Consortium were very nervous as the Kirin'Var began to move in and establish themselves within the Arklon Ruins for incredibly vague and caged reasons they refused to fully share with the Kirin'Var. Nevertheless, they did not hamper the settlement of the area but as they are currently occupying the deeper depths as they investigated what the legion were doing that part was left untouched by the Kirin'Var. While the full extent of construction is unfinished, a small settlement with defensive walls has been established atop the ruins and now the Kirin'Var can properly see to establishing this as the next Village.
The Mages and populace have moved in and settled the Ruins, however the Consortium are occupying the lower depths as they investigate some matter the Kirin'Var are ignorant of. Proper fortifications will need their own dedicated time, as as the construction of the bridge so minor portals and levitating across the gap will have to do until such can be done.
3.: There were several difficulties which came with producing the mana gems, even among the supremely knowledgeable Kirin'Var, the most of which proved simply how complex the formula to create these crystalized mana. While the Alchemists and Enchanters were no slouches when it came the creation of magical items and potions, the formula was of a greater sophistication than most could properly apply to their spellcraft. In truth, it was more an artisan's creation more than a 'mere' spell. Yet, those able to produce it did so with no little amount of struggle.
The result? The Consortium exploded.
Kirin'Var suddenly had every inn, every home, every available space willing to be sold to store and Ethereal were being slammed by the amount of the Ethereal traders, mages, and mercenaries attempting to cram their way into the Village for the mere chance to gain access to these mana gems. There was simply no chance for the supply to catch up with the demand, as intense bidding war of wealthy Ethereal portal masters and arcanists fought for the few being sold. These condenses gems of mana had more than proven their worth and for hte first time since the beginnings of trade between the two factions, Kirin'Var was in a position to profit from their alliance- At the cost of the few enchanters and alchemists who can spend the time to properly create these gems being swarmed and bogged down mentally and physically.
The Mana Gems proved exceptionally hard to produce due to the magical formula used to crystalize mana, and as such only the best among the Enchanters and Alchemists could even begin to create them. Nevertheless, the Mana Gem has proved to drive the Ethereals up the walls in their attempts to purchase them. But, at the same time, the stress is mounting as those few who can create the gems are suffering mental and physical exhaustion from the creation of the gems, their normal duties, and how their every stepped was dogged by another attempting to purchase their service in buying the gem.
Turn 3-Autumn, 13020 AE Name: The Aldor
Capital: Shattrath, Once and Future Seat of the Draenei
Leader:
(True) The Prophet Velen
(Acting) High Priestess Ishanah
Major Characters:
Adyen, the Lightwarden
General Tiras'alan
Commander Arcus
Darahu, Representative of the Broken
Grand Anchorite Almonen
High Exarch Commodus
Quartermaster Endarin
Military: (0.25 Replacement Rate)
Army amount: 2
Air Army amount: 0.75/1
Aldor Vindicators: These warriors clad in plate of gold and purple have sworn oaths to the priests of the Aldor to protect and defend them. Once, they served as grand bastions of light,but with their numbers so low, they are more humble in their role as servants of the light.
Aldor Anchorite: The Anchorites are the common Priesthood of the Aldor, preferring the cloth to armor despite all that has befallen their race, they still hold the light in the highest regard and entrust it to be their shield.
Aldor Paladin: Once, the Paladins were the highest rank of Vindicator, being the great bastions and fonts of light which protected their fellows and healed the fallen. Now, they are but shells of their former selves, so many died within the walls of Shattrath, that they are almost dead. Yet, the Light still shines and they still serve.
Aldor Elekk Rider: These riders atop the noble Elekk are the main cavalry force to assist and embolden the Aldor. Though due to shortages they lack the heavy armor from before, these lightly armored Elekk are still more than capable of goring their enemies on their charge.
Skyguard Nether Ray: These docile, if hard to handle, rays are few and far between within the Draenei. Yet ever since Draenor turned into Outland, they have served as reliable flying mounts of war once their secrets were discovered by the Aldor Skyguard.
Diplomacy:
Alliance: -
Allies: - Sons of Lothar, Sporeggar
Cordial: - Kirin'Var Village
Friendly: - Mag'har, Kurenai, Mok'Nathal
Distrust: - Consortium, Netherflight, Skettis, Sporeggan, Bleeding Hollow, Followers of Anzu, Thunderlord
Enemy: - Haal'leshi, Dark Conclave, Shaffar's Conglomerate, Sethekk, Burning Blade
Rival: - Maladaar's Host, Warmaul, Ango'Rosh, Murkblood
At War: - Fel Horde, Bonechewer, Laughing Skull
Actions:
1. Our immediate needs have been met for now, so we should be laying plans for the future. It is clear that we lack the numbers to repopulate Shattrath and fully rebuild it on our own, let alone wage war against the forces stirring in Shadowmoon. In the long run, the Broken, as prophesied, will take their place within these walls but the Aldor are not ready for this decisive step. Instead our duty is to reach out to our kin still hidden in the Hellfire Peninsula and the Zangarmarsh. Only a united Draenei can wage holy war to free Draenor from the fel. Messengers are to journey north to our kin to urge them to make preparations to make the journey south. It will be a risky journey, the fallen Arrakkoa and the irredeemably lost Murkblood lair near the main route north but it must be done. Once our northern kin confirm they ready to make the trip, we shall prepare our forces to go north to help escort them south.
2. For now, the wall reconstruction can slow so we can prepare fields in the south to feed our future newcomers. Shattrath was the heart of the Draenei once and for it to be so once again, our farms must be rebuilt. The bizarre magics that sustain Outland should make it possible to still grow crops in enough numbers to feed our people.
1.: The messengers were sent, some upon Nether Rays, some in Caravans of Elekk Riders, and some more simply running on foot to ensure they made it to Telredor where Velen watched over the Draenei. Soon, these exchange of messengers became an exchange of letters as a flurry of movement on both sides of the Aldor saw preparations being made as all wished to return to the much more secured safety of Shattrath. As the situation within Shattrath is shared and the need for more bodies, the Aldor within Telredor were understanding and promised more Draenei volunteers to be sent, but raised concerns for the Draenei remaining within Telredor. These were simple yet hard to accomplish in equal measure; Security and Supplies.
Currently Shattrath might fall to Famine if all the Draenei came south, and that Shattrath's walls had yet to be fully repaired worried many about sending more Draenei south to what could be rather unsafe region of the world. If both could be addressed, the Draenei within Telredor would begin the proper return of the race to Shattrath.
The Aldor within Telredor have two requirements before they will send more than more volunteers south to resettle Shattrath; The need for the complete rebuilding of Shattrath's Walls and knowledge Shattrath has enough food stores to feed the populace. Once these are acomplished, the Draenei will return in force.
2.: When the laboreres and farmers went south to once again break the ground, the once verdant and plentiful fields of Shattrath have long since been lost to the elements, but whats more any remnants that survived those were almost certainty lost when Draenor transformed. But for all that it had returned to nature's embrace, the earth did not forget what it once was and saw the swift remaking of the farmsteads in the area. However a problem soon began to be realized, as the Aldor's number currently lack the ability to properly manage more farms than this, yet it is not nearly enough to feed all the Draenei soon to arrive to the city.. It is thought that building more fields in preparation for the coming of the Draenei within Zangramarsh might ease future transitions to the Draenei's return to their land.
+ 0.25 Regen
The Aldor currently lack the numbers to fully man more farms than the ones built this season, but all experts recommend building more in preparation for the Draenei's return.
Name: Kingdom of Skettis
Capital: Skettis
Leader: Talon King Terokk (Indisposed), Talon Priest Council (Temporary)
Major Characters: Talon Priest Council ( Prophet Skuakks, Overseer Illex, Windkeeper Passysh, Talonite Meekks, Soulcaller Mok, Wing Guard Jigax, Priestess Ma'kex, Talonite Korze ) Military:
Army amount: 5
Air Army amount: N/A
Units: Skettis Talonite: Few creatures understand shadows as well as the Aarakoa do, and the Talonites of the Skettis know them better than many others. Specialized with striking from the shadows to engage their enemy with knives and daggers. Skettis Kaliri: The breed of Kaliri within Skettis prioritizes their ability to merge with the night. Their ability to sneak through the air before descending silently upon their prey makes them able auxiliaries for the Aarakoa of Skettis. Skettis Wing Guard: The true warriors of the Skettis specialize in two things; wavering their foe's morale with a great horrendous screech upon charging and leaving their enemy bleeding and wounded to drag themselves in their flight from the Winguard. Skettis Soulcaller: The Soulcallers of the Skettis are akin to the priest amidst the Aldor or Sons of Lothar, calling forth the shadows to cloak their fellows and mend their wounds, or inflicting mental anguish against their enemies. Skettis Wind Walker: These aspiring arcanists have made it their mission to harness all that Skettis can bring to bear. Unleashing bolts of the arcane, causing tornadoes to disrupt enemies, and mending their allies with the very shadows themselves, the Wind Walkers serve as the elite of the mystical powers Skettis hold. Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -Kurenai,Sporeggar, Murkblood Tribe, Consortium
Distrust: -Aldor , Maladaar's Host, Shaffar's Conglomerate, Netherflight, Burning Blade Clan, Mag'har, Laughing Skull, Warmaul, Sporeggan, Ango'Rosh, Thunderlord, Mok'Nathal, Kirin'Var, Sons of Lothar
Enemy: - Dark Conclave, Followers of Anzu, Haal'eshi Aarakoa, Bleeding Hollow, Shadow Council
Rival: - Sethekk
At War: -Fel Horde, Bonechewer
Actions:
Action Pool: 4
1.: Masters of Beasts: Windkeeper Passysh gathers those with the right amount of will and power to control the newly broken beasts, training them to use these creatures to our designs. They will be the ones to command our menagerie of beasts, to fight fully against our foes and keep their Masters safe.
(Unit Name Idea: Talon Beastmasters)
"They are much more docile these days. Their eyes do seem to follow you though...probably just some muscle memory." Windkeeper Passysh on the status of his various broken beasts.
2.: [Secret Action] "Such a wonderful ruin, so full of life...I can't wait to fix that." Unknown Talonite
3.: Rituals of Bone and Fear: Prophet Skuakks and Overseer Illex, despite their mutual distaste for each other, but both know that the Kingdom of the Talon King needs to be defended and claimed fully. Rituals will be organized across the new territory to fully mark it and wipe away the stain of the Orcs who dared to sully it. Small temple to Terokk and watchtowers to keep the lessers out of our territory will be made and blessed by ritual sacrifice to the Talon King. Let the world see his rise and fear for their downfall.
"Ah Illex and Skuakks have always hated each other, only the Talon King Himself could ever get the two to fall in line. But I suppose when they are not trying to kill each other, they work quite well together." Soulcaller Mok
4.: [War Action] "Our Lands will be reclaimed, even cursed as we are, they are lesser for falling for that same curse. We are ordained by the Talon King and they have nothing." Wing Guard Jigax
1.: The Council of Talon Priests was an entire council dedicated to one goal and within that singular goal they are united. What is also true, is that each has their own vision of the Aarakoa and how they might win over their soon to return King. For all they might ally and betray another, they are first and foremost held to themselves and only themselves in the end. Windkeeper Passysh was no different, and readily took his own chance to assert his powerbase by establishing these new orders of Beastmasters. All indebt to him for the honor, all indebt to him as a student is to a teacher, none the less the Beastmaster set out among the forces of the Aarakoa, and see the will of Skettis be done.
New Unit - Skettis Beastslavers: These Aarakoa, armed with the most insidious of mind destroying shadow magic have hollowed out the mind of the various beasts of Terrokar and now use them for the purpose of war as mindless dolls.
2.: (See DM's for Results)
3.: The feuding of two members of the Priestly Council could do little to hamper their goals, so thoroughly were the orcs pushed from the area surrounding Sketthis that all that was left was to dismantle what they held. Those meager defenses destroyed and burned, the signs of their place within hte forest destroyed, their bridge across the river swept away, all the while the power of Skettis spread across the land, as more outposts and Veils established themselves within hte lands.
The Shadows crowd every deeper into Terrokar.
The Shadows of Terrokar continue to be swayed under the influence of Skettis as it encroachers further to the north.
Diplomacy:
Alliance: - N/A
Allies: - N/A
Cordial: - N/A
Friendly: - Fel Horde
Distrust: -
Enemy: -
Rival: -
At War: - Anything that isn't an Orc.
Action 1: WARPLAN
Action 2: Bonechewers will evacuate to a safer, unknown location whether it's in Shadowmoon Valley or elsewhere. Only they would know where. If their lands are retaken they will repopulate but until then the future of the clan is at stake.
2.: Those among the Bonechewer, usually the women, the children, and the elders, were seen away from the front lines of hte conflict, even as their warriors once more charged into battle among the Alliance dogs. For a time there was a great deal of confusion among the Bonechewer populace for where could even be considered safe enough to resettle, before the sudden quiet along the warfront against the Alliance proved an oppertunity. With the arrival of allies to the east, the Bonechewer clan fled into the depths of Shadowmoon, with full uncertainty if they would return...
Due to the mysterious movements of the Alliance and the arrival of allies from the east, the Bonechewers successfully fled into Shadowmoon valley.
3.: (See DM's for Results)
Dark Side of the Moon
There was a tension in the forest of Terrokar, not within the lines of war but the absence of it. Unlike the heavy pressuring of the Sons of Lothar from the previous season, this one is almost dirth of the all out war style of footing as the Sons mysteriously ceased such heavy movements. Even in the east where the Wildhammer contingent had launched their devastating attack, suddenly fell quiet. Not but silent.
For the Bonechewers were not willing to let them gain an unseen hand.
Minor Bonechewer Victory
0.75 Bonechewer Armies vs 0.75 Son's Armies, 1 Son's Air Army
0.25 Bonechewer Slain
0.25 Son's Slain
The truth was revealed as the Bonechewer launched their guerilla tactics of ambush and deception, as the Sons of Lothar had withdrawn their offensive footing to keep more hold of their gains rather than press their assault. There was very little understanding on the behalf of the Bonechewers for the swift in pace... All except a singular reason for such a change in doctrine...
When Kargath arrived in Terrokar after the disasters happening within Shadowmoon, only to find the Bonechewers fleeing with little opposition and the Sons of Lothar reinforcing their position his confusion and anger was palpable to Tagar as the two met to discuss their next move. With hte Sons unwilling to press their advantage, the two Orc chieftains decide to do so in their stead. However, while Kargath had arrived in force from his Horde, the Demons who were to assist him refused to budge from the Pass between Terrokar and Shadowmoon, having received explicit instructions they are to allow Kargath to command them around the entrance of the Pass and to meet the enemies and no further.
Kargath's rage was explosive, and no doubt would have slain one of the many Demon commanders were it not for the need to continue and not waste time. With the Bonechewer in hand, they marched south against the Wildhammer in the south- Only to be denied that battle as well as they and their Aldor flying contingent had already with drawn. So, west they marched.
What followed is the Horde attempting to bait out the Sons into an open battle, but the Alliance was more than happy to sit within their minor fortifications and bait the Orcs to assault their prepared battle lines. Besides several minor skirmishes between knights and the Bonechewer assassins inflicting cosmetic damage, the Horde was forced to confront the fact the Sons knew the movements of the Horde. Whether due to spies, WIldhammer Hold informing them, or some other, the Horde was denied the chance to push the Alliance out of Terrokar forest.
The Shadow's Devour
While the Orcs and Sons feuded within central Terrokar, Skettis did not cease in its expansionist methodology. With the Orcs pushed out of their lands, Skettis moved in force north, bypassing the feuding Bonechewer and Sons who did not dare challenge the greatest force within Terrokar at the moment, and so successfully linked up with their northern veils... And then, they descended south upon the unsuspecting fools.
Skettis Victory
1 Wrekt Broken Army, 1 Tuurem Lost One Army vs 4 Skettis Armies
1 Wrekt Slain
1 Turrem Slain
3 Skettis Slain
Wrekt & Lost Ones Civilians Enslaved
Skettis descended upon the Draenei city of Tuurem with ferocity of one which wished to reclaim their legacy. The shadowed boughs of Terrokar hid their approached, but the once great city was not without its fortifications which saw most of the Aarakoa advantage done away with as they relied upon speed and a devestating initial assault to win them the day. But once they were within the city, it became a slaughter, as the civilians were rounded up for whatever dark deeds the Talon Priests would see done with these once-Draenei.
Name: Netherwing Flight
Capital: Netherwing Ledge
Major Locations: Netherwing Fields
Leader: Neltharaku, Patriarch
Major Characters: Barthamus the First, Mordenaku Prince of the Netherwing, Karynaku the Matriarch
Military:
Army amount: .25/1
Air Army amount: 1.75/3
Turn 3
Wings Over Shadowmoon: the Ashtounge will be destroyed as a people unless more direct action is taken. The Netherwing joined this fight as mercenaries and now must collect their pay. Flights go out across Shadowmoon to collect and inter the surviving Ashtongue not within the primary cities(See PM)
1 air army
1.25 succubus army
The Eldest and The Matriarch:
the warped fel magics the Dragonmaw inflicted on the red whelp to force its growth, while horrifying, can still prove instructive. Barthamus enlists Karynaku's aid, naming the drake Alexiasz and set about raising it and correcting what portions their upbringing and excising the fel influence they can. For all that Alexiasz does not understand what was done to them or the power of the red dragon flight, their body did withstand the attentions of the Fel and survived to be grown to four times their age. A circumstance shared by the Netherwing.
(Barry and Kerry work to understand what was done to the red while socializing them and minimizing any fel influence left on the drake)
Neltharaku the Storm King: Karynaku's shares the nature of her experiments with Neltharaku and he carrys them forward with their research partners using his unique and considerably more enchantment focused abilities. Building a long form ritual that ties to the concepts of the ghost wing trinkets and enhances their function and it's connection to the broodmothers. In cooperation with the Dark Conclave and Maladaar's Host.
(See Gift of the Netherwing PM for ongoing research goals)
2.: The Whelpling was cared for as a newborn by the personal hands of Barthamus with the assistance of many among the flight who felt true despair over the Red's previous treatment under the Dragonmaw. With the assistance of so many saw the Red quickly acclimate to the tribe, but the overcoming of its harsh training and, more severely, its trauma. Opposed to the wounds of its heart, the Red's body was supremely healthy when compared to all other dragons among the Netherflight. It was almost comparing a starving wretch to an adult in the prime of their life. And this was a heavily malnourished member of the Red Dragonflight. It was no wonder then the Dragonmaw seemed so heavily protective of them, the Red Dragons are fully capable of healing from near death injuries with the ease that spiked much jealousy. There is much debate on how the advanced health of Alexiasz could be used, but it is left in the hands of the Triarch for now.
The actual fel taint left upon the creature was minimal. Whatever ritual the Dragonmaw had conducted on the Alexiasz had long since left its marking in the advanced age that did not match its mind.
3.: The gathering of these three factions to once again commune and establish their understandings of their shared goal; Raising, summoning, and utilization of the dead Whelplings of the Netherflight. While some only were interesting in part of these findings, others differing parts, and the Netherflights for completely different reasons, none held back save the secrets they would never share with another no matter how trusted they may appear to be. The biggest roadblock to this research was the exchanging of Karynaku for Neltharaku, needing to explain both the research done but also the intricacies of the Relationship the flight held with the other two groups.
Yet, progress proved swift with his appearance.
Over the course of the season and using the previous spectral whelpling as their guiding post, the three came together and hurled themselves off the cliff and into the unknown. The Netherflight Patriarch truthfully held little sway in the cavalcade of Aarakoa and Draenei meddling with forces beyond the grave, the two more than capable of working on the departed spirit of the whelping. No, in this case Neltharaku was used as a stabilizing force in the storm of death. The Arcane magic at his talons serving as a guiding post, ensuring the spirit did not manage to slip away from the grips of the other two foul forces and ensure that any overflowing magicks could safely be siphoned away.
What resulted was a bit of uncertainty for the Patriarch, for his goal to ensure the connection between the whelpling spirit and the Matriarch. With her gone, it was hard to even begin checking for such a connection. But for the moment, the others of the Gathering did indeed say there was some sort of influence upon the Whelp, though whether that was due to their workings, the foul powers they call upon, the very fact the soul is bound upon its shell and so could possibly be trying to slip its reigns, or some other force is unknown. What can be ascertained with certainty is the changing of the soul unto its newer form, the Gathering certainty did just see the enhancement of the ritual. Now, it is merely the matter of taking this research to the conclusion all three desired...
By the End of the season, the Whelpling created through the new ritual resembled a desiccated corpse, barely more than dry skin across bones, all wholly incorporeal. Yet, the wings upon it was capable of not just full gliding, but 'popping' a creature higher while still mid air. So long as they hold a piece of its once shell.
Action III: With the Orcish settlements between the Ashtongue and the Netherflight areas built up, it's time to expand their training capacity. Build training grounds, arenas, and camps for Orc warriors, beasts, and Warlocks with their demons.
1.: (See 'A Thunderous Realization' War Results) - (See 'Dark Side of the Moon' War Report)
2.: (See DM's for Results)
3.: The flood of the Orcs, wounded, whole, and various too young and too old, the Horde's expansions into the region oversaw its harsh development, reducing what little natural life there into battered earth as trees were slice down, stone hurled, and the advancement of industry saw the workings of war appear. The Fel Horde, for all their inadequacies in other areas, were masters through hardship of war industry. With the sounds of barracks and the training of troops, the Fel Horde prepares for the future ahead of them.
Gain +1 Land Armies
+0.25 Regen
Unethical Humor (Dark Conclave) Actions said:
[secret]
[Research] necromancy under the joint research thing i got with sitz and awetduck.
2.: The gathering of these three factions to once again commune and establish their understandings of their shared goal; Raising, summoning, and utilization of the dead Whelplings of the Netherflight. While some only were interesting in part of these findings, others differing parts, and the Netherflights for completely different reasons, none held back save the secrets they would never share with another no matter how trusted they may appear to be. The biggest roadblock to this research was the exchanging of Karynaku for Neltharaku, needing to explain both the research done but also the intricacies of the Relationship the flight held with the other two groups.
Yet, progress proved swift with his appearance.
Over the course of the season and using the previous spectral whelpling as their guiding post, the three came together and hurled themselves off the cliff and into the unknown. The Auchenei and Dark Conclave worked especially closely, needing to bounce the fact neither truly understood what it took to call a dragon spirit out of death's grasp, leading to an almost comical back and forth as they attempted to balance the forces of death into a stack of cards that were held together only by Neltharaku's grasp of the arcane and desperate prayers to many foul forces.
The Dark Conclave had, at first, very little to gain from this step of the process as the Auchenai and Netherflight very clearly were gathering expertise in far differing places or were in the process of achieving something other, the Conclave were almost purely focused on the end goal of possible flight for their people. That was until they stumbled across the next possible innovation for their people; The binding of souls to objects. On its own it was harmless enough, and the Auchenei had clearly established it when they first came together and created the spectral whelp, but as they all progressed down this road the Conclave had truly begun to realize the power of tethering death unto a select binding, it called into question just simply how the Conclave are maintaining themselves, beyond the fact the Netherflight believe their bodies to still be accessible. It lead to many wondering; Are the Conclave, the reason their spirits return from the grasp of death where even the Auchenei cannot recall truly slain spirits of the fallen, because their bodies yet persist beyond what they can observe?
None of the Conclave can say for certain. But, as they finished another season of insightful research, many began pondering how connected the Conclave truly were with death and the world surrounding them.
By the End of the season, the Whelpling created through the new ritual resembled a desiccated corpse, barely more than dry skin across bones, all wholly incorporeal. Yet, the wings upon it was capable of not just full gliding, but 'popping' a creature higher while still mid air. So long as they hold a piece of its once shell.
The Dark Conclave as a whole had much lesser gains from this leg of the research, at least until the realization of bindings crossed through their hands. With it, they came to realize just how similar their own states are to that of the whelpling, how unlike the dead of the Auchenei, their souls return to the mortal world and do not go beyond the veil. Many have come to the conclusion; Their Bodies yet persist... In some form or another.
3.: (See 'A Thunderous Realization' War Results)
A Thunderous Realization
The Beginning of the campaigning season began with a hunt, not for animals nor for food, but for captives and slaves from among the forces gathered among Shadowmoon. With the storm overhead beginning its final throes of resistance and with its end dispersing happening next season, many among the Netherflight in particular were ready to not be threatened by such dangers again with the death blow upon the Ashtongue. So, they prepared their nets, they set about preparing for their capture so they might gain what they originally joined the Fel Horde for in the first place. Meanwhile, their allies gathered in preparation to storm the city while the Ashtongue would be presumed to flee into the clutches of the Netherflight.
Except, there was no movement.
As the Coalition gathered their forces and marched in from the east, there was no sign of the Ashtongue abandoning Baa'ri. It was not until the reports from the battle inside-
Ashtongue Victory
2 Ashtongue Armies vs 0.25 Fel Horde Armies, 0.5 Conclave Armies, 1.25 Legion Armies
1 Ashtongue Slain
0.25 Fel Horde Slain
0.25 Conclave Slain
0.50 Legion Slain
The Ashtongue, unseen during the beginning of the season, were only found after the ashened ruins of the eastern most buildings of Baari, destroyed when Akama set fire to the city to deny the Fel Horde their advancement, had been destoryed further to clear the way forward. The Ashtongue had instead pulled back and fortified their positions, using the chance given by the Horde's need to clear a way forward. It was a startling realization for the forces as many had assumed htem to flee. But then the Fel Orcs howled battle cries, the Succubi consumed by their greed, and the Conclave cackled as they disappeared into the shadows.
What followed was a grind, where the Ashtongue used barricade after barricade to hold off the charging Orcs and Succubi in a desperate bid to keep them away from deeper in the city. While Akama was nowhere to be found, the Ashtongue fought with a desperation of ones who knew their end was nigh.
The walls themselves proved little better, as the Ashtongue established worse fortifications upon them, so while the Conclave hurled death upon them, the Ashtongue refused to give their ground unless forced fully from their barricades. By the end of the season, after exhaustive attrition attempting ot break the Ashtongue was when it was revealed to all those which made up this coalition against hte Ashtongue;
Great portals of majestic work, opened to gapning size by creature consisting of pure arcane power and bandages. With their presence, the Ashtongue civilians, herded away from the front lines where the Ashtongue stalled desperately to protect, being evacuated from the city into parts unknown.
The Ashtongue were fleeing, but they had no intention to flee where the Horde or its allies could dare attempt to follow.
Name: The Mag'har Capital: Garadar (Nagrand) Major Locations: Stonebreaker Hold (Terokkar Forest), Mag'Har Grounds/Post(Hellfire Peninsula), The Ring of Trials (Nagrand) Leader:
(Spiritual) Greatmother Geyah (True) N/A Major Characters:
Garrosh Hellscream Dranosh Saurfang (Poisoned)
Farseer Aggralan
Seer Nakha
Warden Bullrok (Stonebreaker Hold)
Gorkan Bloodfist (Mag'Har Grounds/Post)
Battlemaster Garokk
Jorin Deadeye
Garm Wolfbrother
Military: (0.50 Replacement Rate)
Army amount: 3.25/5 (2.5 at Garadar, 0.25 at Mag'Har Grounds/Post, 0.5 at Stonebreaker Hold)
Mag'har Grunt: These orc grunts lack what the other tribes have most of all, experience. In fact they lack even proper armor, but they have a spirit worthy of any orc, and seek to prove themselves, even if only to themselves.
Mag'har Raider: Unlike many orc clans amidst Outland, the Mag'har have not lost their giant wolves, nor have they lost their expertise in raising and riding upon them. Warsong, Frostwolves, even Thunderlord have seen the Mag'har well experienced with their wolves.
Mag'har Ravager Master: The Mag'har once moved into the lands of Hellfire Penninsula to watch for the return of the Horde after Draenor was destroyed. While there, they discovered the Ravager, a great beast with affinity for viciousness and savagery. The Mag'har quickly bonded with the beasts.
Mag'har Shaman: There Mag'har, for all the wrongs done by the Horde, escaped their most crushing legacy; The silence of the Elements. Not having consumed Demon Blood, the Mag'har retained a semblance of connection to the elements. But the road to redemption is long, and the Elements do not forget nor forgive easily. These Shamans are few in number, but they are the greatest reminder of what the orcs once were.
Diplomacy:
Alliance: -
Allies: Thunderlord
Cordial: Bleeding Hollow
Friendly: Mok'Nathal, Burning Blade, Sporeggar
Distrust: Kurenai, The Aldor, Sons of Lothar, Kirin'Var, Sporeggan, Shaffar's Conglomerate, Netherflight, Consortium, Skettis, Sethek, Followers of Anzu
Enemy: Maladaar's Host, Ango'Rosh, Dark Conclave, Haal'leshi Aarakoa, Bonechewer
Rival: Warmaul, Laughing Skull
At War: Fel Horde, Murkblood Tribe
Actions:
With the success of Clefthoof domestication, the Mag'har now turn to the other routes available to the clan. The streams near Garadar would be fine places to set up fishing spots, and the lake that surrounds the Throne of the Elements a good place for Orcs to fish for food, so long as the Throne is given proper reverence of course. And then, of course, there is the matter of farming. While not perhaps as expansive as hoped, the Warsong Clan's knowledge experience in growing grains for use in alcoholic drinks is as fine a start as any to try to figure out how to farm food from the Earth.
[Establish and expand fishing operations in the rivers and lake surrounding Garadar to bring more food to the Orcs, and increase our population size further alongside the already-established Clefthoof herds. Keep tinkering with true farming methods using the Warsong's experience with growing grains as a base.]
As news filtered back to Garadar, the only reaction could be outrage. While the Greatmother herself can't help but suspect foul play regarding the events at Sunspring Post with the Kurenai, she cannot control the tempers of every Orc, and with the Murkblood seizing and destroying the pass defences it is clear that the strength of the Mag'har has taken a mighty blow. While still more than recoverable, the question is whether the clan will be given the time necessary to do so, especially as foes march against us. So we must rally our people. Every Orc warrior must answer the call, for the fate of the Mag'har, and Nagrand itself is at stake!
[Raise many additional armies, both permanent (thanks to our other efforts) and temporary (due to the current situation.) Raise permanent armies + most temporary armies in Garadar/Nagrand. Raise at least 1 whole temporary army at Mag'har post to represent conscription/rallying of the Orcish populace there.]
With recent events, breeding and maintaining a large enough Clefthoof population for food and war has become a top priority. Riders must be trained posthaste, and the equipment necessary to use these beasts in battle must be crafted swiftly. With all this effort, it is hoped that the Clefthoof will serve as the backbone for a resurgence of Mag'har not only in Nagrand but across Outland itself. The mighty magics displayed by the Murkblood in Windyreed Pass shocked many of the Mag'har, so let these thundering hooves be our answer in kind.
[Focus this season on greatly expanding our Clefthoof herds to use them both as a food source and a source of Clefthoof Riders for war as soon as possible.]
1.: With the expansion of the Clefthoofs, many were rightfully concerned on the amount of fish the Mag'har would eat would see a reduction. But as the Thunderlords were turning towards war and the Great Mother set out the call for further expansion of both the Fishers and of the Warsong to see their own expansion, did much to alleviate concerns from those who fed the Mag'har through the harshest of times. With the return of Sunspring Post, as well as the still fledgling village named 'Moonspring Post', the Fisherman found ample room for expansion. However, with Sunspring Post still mostly little better than ruins and unpopulated, their efforts are mostly spent hauling fish back to Garadar, hampering the effectiveness of their expansion.
Meanwhile, the Warsong was very begrudging on the point of developing their strange cultural background of plant growing. The hardy grains they used were very much of... Little yet extreme importance among the clan. Little, in they were but a small piece that the Warsong engaged in of their ancestors, rearing this wild grains was more returning to harvest what survived. Yet, that simplicity was seen as a grand piece of the Warsong identity of a roving band of wolf riders. But, they do, in a grumbling that showed just how much they did not wish to, sow the grains around Garadar's lands so the Mag'har can research how exactly they grow.
The Fishers of the Mag'har set out to Sunspring and Moonspring Post to expand their ranks and area to feed the Mag'har. However, with Moonspring's small size it saw little effect on the food of the Mag'har, meanwhile Sunspring's ruined status saw most of their efforts simply transporting food back to Garadar. One or Both of these will need to be fixed for the proper expansion the Great Mother sought.
Meanwhile, the Warsong, very begrudgingly due to the cultural paramount of the small piece of Warsong identity. Regardless, they have been planted around Garadar so the Mag'har could perhaps learn how to grow and cultivate these plants.
2.: There was little going to happen with the ranks of the Mag'har still recovering from their losses against the Murkblood (Kurenei), those would be refiled in time and there was not going to be much to expediate them unless the Mag'har truly dedicated themselves to such a thing. But when hte call was sent out of the threat to Garadar, of the threat the Mag'har faced, there was always those who would answer such a call. Elders past the primes of their lives who set down their axes until their old age set down the tools of their trades to retake up their axes. Stern faced cripples who once lost their limbs, returning with their weapons strapped onto themselves. The over eager youth always eager to prove themselves joining. All of these and more answered the call of the Greatmother, all eager to protect the Last home they have.
Raised 1 Temporary army, Will Stand Down end of Turn 7
3.: There was a great joy among the Thunderlords to return to their once way of life their elders had long since extoled to them around campfires and within their homes. Across the hills and valleys and plains of Nagrand, the Thunderlords led their great beasts in herds that could sometimes drown out the occasional thunder storms of Nagrand's wind elements. While the ongoing war and plans to use the Clefthoof Riders saw the Thunder lords focus on using their mounts for war rather than food, it was not to the detriment of previous attempts as now the Mag'har could now use these Clefthoofs far more wide spread after their increase in stock last season. All in all, from the Clefthoof's hooves sounding louder than the Thunder above and their herds ever increasing, all were taken as signs from their ancestor's approval, and so the Mag'har Thunderlords returned in force from the annals of stories.
New Unit - Mag'har Clefthoof Rider: Atop these magnificent beasts that would shatter even the heaviest of armor, the Mag'har wield long spears as their howling War cries are eclipsed only by the thunderous charge of their mounts.
Actions:
1. [Regular Action] - Now that we constructed one watchtower between us and our neighbours, we might as well construct another nearby. Strength in numbers and a more reliable early warning system would be great for us to have.
Begin construction of a second, neighbouring watchtower between Laughing Skull and Mag'har territory.
2. [Regular Action] - Our poisons, while newly varied, lack the potency we may need later. So for what better course of action than to seek out the toxins of the wildlife nearby. Maybe we'll discover something that could become useful. And if not, well the slaughter of wildlife is a joy as it is.
Send out small scouting parties to hunt for any possible venomous flora/fauna. If none is found, our scouts can always enjoy themselves culling some of the fauna.
1.: There was a uniqueness to the pressure the Laughing Skulls are applying to the Mag'har, where they did not so much threaten them as they gave them reminders of their presence, and their ever encroaching towards the territory of the Mag'har. Regardless of what the clan had planned in the future, this season saw the Laughing skull mock the armies moving through Nagrand, dancing and laughing atop the second tower.
Second Watch Tower constructed. (See map at the end of turn 3 results)
2.: The fauna of Nagrand, for all that they are perfect for harvesting leather, meat, and bones which are use extensively to keep the tribe fed and clothes and armed, the actual venoms and poisons of the beasts within are non existent. Even some of the small snakes were more likely to swallow their prey whole rather than subject it to venom. But, there were still options open to the Laughing Skull they had not thought to take advantage of previously. Mana Thistle, a rather unappealing plant used by others to grand protections depending on what alchemists are able to do with it. However, with a bit of tinkering and the Laughing Skull's use of some dead Marshfang organs, the Clan had devised a Poison which drains the very mana from the veins of their enemies!
Through the use of a Netheray called the Marshfang that lives on the border between Nagrand and Zangramarsh, and the Manathistle Herb of Nagrand, the Laughing Skull have devised a devours poison that drains the mana of any who is afflicted by it.
Boulderfist Brute: For all that you could say of the Burning Blade, none can gainsay the fact rudimentary Discipline has been instilled into the ogres within the clan. And by discipline, it's more akin to them being able to charge at the same time. Still, progress is progress.
Boulderfist Hunter: These large brutes of the Boulderfist clan are largely in charge of feeding the clan by hunting elekk's and Clefthoofs with their throwing spears. But when called upon for war, their javelin's will kill ogres and orcs just as well as it will slay an elekk.
Boulderfist Mystic: Inexperience and lack of discipline sees these uanble to be called a 'Shaman' these two headed ogres who have grasped the rudimentary powers of shamanism are still able to make the earth tremble, unleash blasts of lightning, and heal the wounds of their fellows with their water.
Boulderfist Mage: Unlike their shamanistic fellows, the Mages can well and truly hold their title. These two headed ogres wield fire and frost in attempts to imitate the fallen Gorian Empire.
Actions:
Action Pool: 7 because I'm the GM's favorite.
1) Well the brutes are to continue their training, I pull aside the 3 with the most natural talent for additional training and personal instruction from me. These 3 will grow to train the others in time, slowly bringing up the skill level.
2) Over see the production of the metal tools and equipment needed for mining and smithing, trying to bring up the skill level of the ogres some by helping instruct them in basic tool production.
3)Aid the ogre mages and ensure that the tunnel is being built correctly on the elemental's orders.
1.: With the drilling methods of Lantresor, for a few moments at the least, diverted to personally train three aspirants the Boulderfist breathed a sigh of relief. But those three? They suffered the greatest of all the Ogres so far. Their bones creaked under the heavy weights foisted upon them, they ran until they caused divots in the earth, their side to sides result in skidding and the harsh wooden sword of Lantresor to beat them until they returned to training. It was a personalized hell by Lantresor to stress these ogres to the very edge of their bodies. Then, as a breaking storm, suddenly free.
They had passed the instruction of Lantresor, when it came to the greatest of the aspirants, Lantresor could not deny it to himself any longer. The Ogres, those who were the greatest of their number, could indeed be found suitable as blade masters. There was great need, to weed out the rest of hte aspirants to only those who were truly worthy and capable enough to become the strange ogre version of a blade master, but once done? Once done... All that would be left, would be to divest them the knowledge of the Elements.
The Three greatest aspirants were tested, mentally, physically, and most of all, spiritually. Their bodies went to the edge of breaking, their will was beaten into iron by the seemingly uncaring hands of Lantresor, and their minds capable of keeping up with the demands of the Blademaster. No longer can Lantresor ever deny these ogres what he might have once believe. They are, among their greatest, capable of being Blade Masters.
2.: With the iron being seized from the hills the previous season, and the industry Lantresor had to quite literally beat into the heads of the Ogres, the scene was set for the Ogres to begin having some form of industry that was not them beating metal and rocks into shapes with their fists. With the guidance of Lantresor ironing out the problems with ogre stupidity when it came to blacksmithing, a mockery when the Ogres performed and called it such, the Ogres swiftly began producing pickaxes, hammers, shovels, and more tools besides... Of only questionable quality.
The Bounderfist Ogres under Lantresor have seen the Ogres begin crafting tools of only questionable quality.
3.: The Ogres, with the assistance of these new tools, saw a great increase in the speed and power they could unleash unto the depths of the tunnel. Where before they were stopped only by the frequent cave ins that required Lantresor's assistance to solve, now they were stopped only because the cave ins requires the ogres to not murder their fellow miners when they used their shovels and pickaxes to clear the way. Overall, the Tunnel to Hallvalor is almost complete. Of that, Lantresor is sure in his bones.
The Tunnel to Hallvalor, bolstered by the new tools, has seen the ogres begin to speed their way through the rock and tunnels of Nagrand. Now, they are on the verge of Hallvalor.
Name: The Kurenai Capital: Telaar Leader: Arechron Major Characters:
Huntress Bintook
Poli'lukluk the Wiser
Mo'mor the Breaker
Otonbu the Sage
Seer Jovar
Warden Moi'bff Jill
Mending what's Broken
The brutish strength of the Ango'rosh Ogres and the trickery of the Murkblood have brought severe injury to our forces. Thankfully, at least of the numbers assaulted by the Mag'har, none are dead. Instead, the Kurenai wounded, including Mo'Mor the Breaker, have been moved to the healing halls of Halaa, where the Shamans can call water elementals to soothe wounds, priestesses can fully utilize the town's crystals, and the drums can sound unabated, all overseen by Otunbo the Sage. Despite it all, the Mag'har are welcome as well. None of the Kurenai have died, after all, and as such, the wounds between our peoples can be healed. Increase Replenishment and Morale
Honor the Elements
The work continued by Seer Jovar and Poli'lukluk the Wiser will continue apace, the two shamans working to become accepted by and gain a greater understanding of the Elements. Water has been completed, and will certainly aid the Kurenai in their healing efforts, but there is yet more to learn. In this, as in all things, the Kurenai will trust in the elements. Continue the work Done in Previous Seasons.
Build, Build, Build!
Windyreed Village is nearly completed, fortified and expanded. We made our promises, and we'll hold to them. The garrison army within Windyreed will make the final push towards construction, finishing the building and wall-making work under the watchful eye of Warden Moi'bff Jill, who's very keen to have another fortification point for the Kurenai within Nagrand. Complete the Construction and Expansion of Windyreed Village, bringing the Windyreed Broken into the Kurenai.
1.: Halaa was a great sprawling piece of a village, spread across several plateaus which held connections to each other only through the rope bridges. Beyond that was the basin of Halaa, which served as the great battleground between the Boulderfist and Warmaul tribes to battle for dominance. But within a specialized building set aside purely to store the mass of wounded the Kurenei were bringing from their disastrous battle against the Mag'har, the greatest healers amongst the Kurenei gathered. With the Water of the Shamans, the Light held within the Priestesses, and the potions and salves of the ones who held no magical powers, the Kurenei set about, dedicating themselves to restore those wounded.
The result, was miraculous.
Yet, these miracles were seen by many to be spoiled by the Mag'har presence. Greatmother Geyah, in a bid to save the life of Dranosh Saurfang, had once more asked of Arechron's assistance with her Mag'har and once more he accepted. But make no mistake, this won him no friends among his people. For they cursed their presence, and it was only by the miracle of the Light that none had been slain in their battle of the river. It was by only Arechron interference that allowed them access to the healers of the Kurenei, and only by Arechron's influence were they even give such courtesy.
The miracle of what the Kurenei had done, was spoiled by the Mag'har Betrayer's presence in the hearts of many broken.
With the full dedication of the Tribe, the Kurenei banded together to prove their goals were manifesting already. The Light, the Shamans, and the Broken banded together and with each other, the Kurenei restored the ones wounded in the previous season.
+1 Army Regened. Diminishing Returns on consecutive uses.
Mo'Mor the Breaker Healed
Dranosh Saurfang Healed
2.: There was a rumbling in the earth. With the autumn season, indistinguishable in the seemingly perpetual idealic weather of Nagrand, the two Shamans set forth into the wilds once more and followed the signs gifted to them. Every step crunched into the grass, as hills, valleys, and plains were walked in a unceasing path that refused to end. Not until they found themselves on the Warmaul side of Nagrand did the Earth finally finish its rumbling and the very soul of the hill they stood upon reveal it was it who called upon them.
The Elemental harked them, towards the Warmaul where within the lands are those Earth Elementals who followed the will of Gurok the Usurper. Throughout the season, the Elemental spoke at length to the Broken, and commanded them to slay some of those other furies of the earth. With it, he taught them of the nature of earth. Where Fire might fight fire until nothing remained, where the winds fued and stormed formed from such, and the waters flowed into one another, the earths fought. They fought, and broke, and shattered upon each other until the mountains and hills formed from their battles and the bedrocks of the world formed from their titanic clashes that took place over millennia.
What followed was weeks of the smallest increments, of their hands which sunk into the earth and with every passing day wore away upon the ancestral dirt beneath. As weeks turned to months, the Broken imprinted upon the earth elemental who still yet breathed beneath their feet. By the end, the Broken had need to remove themselves from where they had become submerged in the earth of the land.
When the shamans returned, it was to a new sense of scale, of the Earth who warred unceasingly beneath their feet, and looking upon every hill as if it was some great elder or veteran.
The second trial has been accomplished, earning great insight into the element of earth and learning the patience of battle and the unerring endurance of stone, capable of hardening themselves, enduring for hours without need of stopping, and becoming the bedrock of any battle line.
The first trial has been accomplished, earning great insight into the element of water and learning to become as light as it, becoming lighter, stronger, revitalized, and feel as if they could work for hours more.
3.: With the movements of the Mag'har in the east descending upon Windyreed Pass, the reinforcement of the Windyreed Village was made with a certain measure of desperation. Everyone had fears of what happened during the previous season where the Kurenei were attacked by the Mag'har's forces. With the Village brought up into a pseudo fortress backed against the mountains and the lake where the villagers feed and water themselves, the Windyweed Broken happily accept joining the Kurenei.
The Windyreed Village has been fortified and the Windyweed Broken have joined the Kurenei. All that is left is to properly join the two tribes together before the Might of the Windyreed join with the Kurenei.
Rival: The Mag'har (Who? They called us rivals? What's a Rival)
At War: The Burning Blade (OOC: I was told to put this here apparently)
Actions:
Old Gorrok sighed as he heard the windrocs start bawling out. They did it every morning. Something Jhorn noticed. Then Jhorn had one of his Jhorn ideas and made it his Shaman's problem. He hauled the large bowl up to the other bowl with the hole in it and poured it in, like the Leg-Ate told him to. It began dripping out the bottom immediately. Hrmmph. Madness.
Then, satisfied that the water spirits were doing their part in his drudgery, Gorrok banged on the great drum, once, for the first bowl of the day, and watched to see other Ogres begin their lumbering about.
Timekeeping and Schedule-keeping unlocked. Ogres now patrol the Warmaul's territory more regularly.
AN: Couldn't think of something funnier for the first action, sorry.
As it turned out, Cho'war had noticed the Strategic Rock Reserve being dangerously low, and even who was responsible for it. So as punishment, Mogor was being sent off to handle menial work instead of organizing the Circle of Stone. And here he was...
One!
Two!
Three!
Many!
Many!
Many!
Many!
Mogor sighed. The idiots had counted up to Lots and called it Many again. Oh well, the system didn't need them to know how many times they were hitting the ore. Just to keep hitting it with their clubs until the iron came out. His revolutionary new concept, bashing iron ore with clubs instead of just bare hands, was just one of the new innovations being created in the Ironmashery. One of those innovations being to have an entire specialized mound for iron-smashing. Others included "assigning" ogres to a specific masheries and times, then giving the team that smashed the most ore a reward, just like in his Arenas. He had also tried to involve fire, like the Ironmashers of the Orcs and others were supposedly doing. Primitive superstitious fools, all that results in is either your fists or your club catching on fire. No wonder they called them blacksmashes. They were probably all covered in ashes from all their burnt clubs.
Maybe you were supposed to make yourself fireproof first. He'll have to consult his fellow mages and the shamans on this.
The Warmaul have built an Ironmashery and researched Studded Iron Clubs and Thick Hide Armor
Develop and organize the means of iron "refining".
1.: There was some great discontent of being ordered as there always was among the ogres, usually because it came with pain of being beat into place. So it was, scheduled beatings for orders was not seen much happier by the ogres. But as it was always with the Ogres, they had little say because the bigger and stronger among them forced them to follow whatever maddened idea they had. The officers, however, were surprisingly on the end of this quite a bit more than their underlings as Jhorn's newest idea was enacted to the fullest.
Schedules made and the Officers kept on top of to ensure they kept on top of the scheduling the Mad Legate had devised. Timekeeping and Schedules now becoming apart of the Warmaul... or Jhorn's Detachment in any case.
2.: The Ogres of the Warmaul were never the most advanced of the ogre tribes which populated Outland. Honestly, were it not for the few mages they had, they probably would have classified for the dumbest of all the Ogres surviving the transformation of Draenor into Outland. But what they were not, is the least industrious. The Warmaul were no Boulderfist with their (unknown to almost everyone) Orc leader revolutionizing Blacksmithing among the tribe. What the Warmaul had, however, was plenty of Iron. Goruk the True Fury and his Elementals allowed the Warmaul to make great use of their extensive iron supply within the Warmaul hills. While the Ogres were hardly capable smiths, they were just clever enough to fashion it into the armor and weapons they used.
With Mogor, a remnant of old Highmaul and actually smart two headed ogre, at the head by commandment of Cho'War, he spent the time to bother the Warmaul Iron Smashers into some from of organized stupidity.
The Warmaul Ironmashers have been organized into 'standardized' masheries. While the quality saw a mark up improvement, the greatest draw was, indeed, the organized nature of the Masheries.
3.: (See DM's for Results)
Slamming Shut the Door
The previous season, saw the Mag'har secure pieces of land, recapturing Sunspring Post and pushing the Murkblood from the northern half of Nagrand. With the exception of Halaa, believed to be held by the Murkblood as well, which was far heavier fortified the Murkblood held several parts of the south and east that needed rectifying. But before that, the Broken had seized the wall the Mag'har had been constructing the previous season to cut off the Broken from any reinforcements coming from Zangramarsh where their wretched race seem to come from.
That had resulted in the breaking of Mag'har holdings, the destruction of their mid constructed wall, but most damning of all, the poisoning of Dranosh Saurfang, hero of the Mag'har.
Now, the Mag'har prove why their values of Family, Honor, and Glory are to not be trifled with.
It was with a thunderous roar of Clefthoof hooves which rumbled the earth and gave the only warning the Murkblood would receive. The stones around their feet clicked and clattered at their approach, while the very earth seemed to quiver in anticipation. The Murkbloods were busy preparing the stones of the Pass and had only managed to get a few set up in preparation when the descent came upon them. The Murkblood were only able to rally their half force into a spear wall to meet the Clefthoof charges-
The impact was devastating for Broken and Mag'har alike. Clefthoofs and orc riders gored upon spears, while elsewhere nothing could stop the charge as the Spear wall was devastated and turned gagged with gaping holes. But those who battled clefthoofs or survived the breaching of their formations had little time for respite or reformation. Great howling wolves came next with cries of 'Lok'tar Ogar!', as the Warsong and all the Wolves of Mag'har descended next upon the Murkblood, slaying those who dared survive the Clefthoofs.
By now, the battle lines had dissolved, any formational structure ws lost except for the smallest of pockets. Shamans rode atop wolves, casting spells at the far more immobile Flameweavers and Frostcallers of the Murkblood, yet those mages unleashed devastating flames and encased entire clefthoofs in ice. Finally the Putrifiers, in their desperation, called upon the enslaved earth who hurled themselves down upon the Orc and Broken alike, slaying scores on each side, yet the pain was felt far more clear upon the Mag'har.
The Mag'har were fully committed when the unseen strike came, unplanned and unknown even to the knowledge of the Murkblood, as Otar, the one responsible for the destruction of Sunspring Post, led his raiders into Windyreed pass to rejoin his compatriots only to find the Mag'har army out in force.
Having remained fresh due to a Warmaul ogre force calling off their assault as he passed between Halaa and Telaa, Otar launched his forces forward against the Mag'har reserves- Right into the called upon Mag'har elders. What followed was a repeat of the first battle of Windyreed pass but in reverse, as the Mag'har reserves were accosted by fire and frost, while the Mag'har failed to pierce the Murkblood spears properly. If the Mag'har had not arrived in such force the rear charge of Otar may have broken them, but once Garrosh rallied his Warsong and faced Otar's Raiders?
The Murkblood finally was forced to give ground.
Garrosh and Garokk devestated the Murkblood, even as Otar used his Putrefiers to call down all the stones possible as the earth elementals of the pass had been driven away from the voices of the Mag'har who tried to stop the defilement. By the end of the battle, the wearied and bloody forces of the Mag'har held the Windyreed Pass, while Otar had temporary blocked off any attempts to pursue him and his tattered remnants by calling down the boulders upon the only path through the mountains.
Name: The Mag'har Capital: Garadar (Nagrand) Major Locations: Stonebreaker Hold (Terokkar Forest), Mag'Har Grounds/Post(Hellfire Peninsula), The Ring of Trials (Nagrand) Leader:
(Spiritual) Greatmother Geyah (True) N/A Major Characters:
Garrosh Hellscream
Dranosh Saurfang
Farseer Aggralan
Seer Nakha
Warden Bullrok (Stonebreaker Hold)
Gorkan Bloodfist (Stonebreaker Hold)
Battlemaster Garokk
Jorin Deadeye
Garm Wolfbrother
Military: (0.50 Replacement Rate)
Army amount: 3/5 (2.25 at Garadar, 0.75 at Stonebreaker Hold)
Mag'har Grunt: These orc grunts lack what the other tribes have most of all, experience. In fact they lack even proper armor, but they have a spirit worthy of any orc, and seek to prove themselves, even if only to themselves.
Mag'har Raider: Unlike many orc clans amidst Outland, the Mag'har have not lost their giant wolves, nor have they lost their expertise in raising and riding upon them. Warsong, Frostwolves, even Thunderlord have seen the Mag'har well experienced with their wolves.
Mag'har Ravager Master: The Mag'har once moved into the lands of Hellfire Penninsula to watch for the return of the Horde after Draenor was destroyed. While there, they discovered the Ravager, a great beast with affinity for viciousness and savagery. The Mag'har quickly bonded with the beasts.
Mag'har Clefthoof Rider: Atop these magnificent beasts that would shatter even the heaviest of armor, the Mag'har wield long spears as their howling War cries are eclipsed only by the thunderous charge of their mounts.
Mag'har Shaman: There Mag'har, for all the wrongs done by the Horde, escaped their most crushing legacy; The silence of the Elements. Not having consumed Demon Blood, the Mag'har retained a semblance of connection to the elements. But the road to redemption is long, and the Elements do not forget nor forgive easily. These Shamans are few in number, but they are the greatest reminder of what the orcs once were.
Diplomacy:
Alliance: -
Allies: Thunderlord
Cordial: Bleeding Hollow
Friendly: Mok'Nathal, Burning Blade, Sporeggar
Distrust: Kurenai, The Aldor, Sons of Lothar, Kirin'Var, Sporeggan, Shaffar's Conglomerate, Netherflight, Consortium, Skettis, Sethek, Followers of Anzu
Enemy: Maladaar's Host, Ango'Rosh, Dark Conclave, Haal'leshi Aarakoa, Bonechewer
Rival: Warmaul, Laughing Skull
At War: Fel Horde, Murkblood Tribe
Actions:
While we have ended up victorious against the Murkblood as they flee back to the Zangramarsh, our forces' constant fighting and battering have weakened us. Garadar is filled with wounded Orcs, and while the foe beyond Nagrand has been dealt with, we are still surrounded by rivals who may take the chance to nip at our injured side to claim a share of flesh for their selves. This season, we will focus on recovery. Our healers will do their duties the best they can to replenish and make it so our strength is recovered as soon as possible.
[We shall spend this season focusing on recovery, and healing as many of our injured and battered orcs as possible.]
As we heal and tend to our wounds, we shall also celebrate. Our enemies have been dealt a massive blow that has driven them beyond the borders of Nagrand, all thanks to the brave warriors who brought them to battle and sacrificed their lives to ensure the Mag'har will continue. In their name, we shall continue to grow stronger than further than ever before. The ancestors and the spirits would accept no less, and so, that is what we shall do.
[In addition to healing, the Mag'har shall celebrate their victory, and honour both the fallen for their sacrifice, and the ancestors and the spirits for granting it to them.]
This season will hopefully be one of relative peace, and so as we heal and celebrate, so too shall we continue to focus on our efforts to provide more food and growth to our people to recover what has been lost. Sunspring and Moonspring shall be expanded and repaired respectively to increase the amount of food gained from our newly-established fisheries. The matter with the Warsong and growing plants and grains, however, is a far more worrisome situation. If it will appease, them, we shall turn over the matter of experimenting and growing grains entirely to the Warsong orcs within the Mag'har to soothe tensions. The Greatmother has absolute trust that they shall find the solutions we are looking for.
[Expand fishing operations in Moonspring and repair Sunspring post to obtain greater hauls of fish from our fisheries. Turn over the planting and growing experiments to the Warsong orcs in an attempt to ease tensions and trusting that they will be the ones to find a solution.]
The expansion and construction of watchtowers on the edge of Mag'har territory by the Laughing Skull, while not alarming, has raised suspicions. Best to check their ambitions before they grow too bold.
[Construct a watchtower to check the expansion of the Laughing Skull.]
Turn 4-Winter, 13020 AE Name: The Aldor
Capital: Shattrath, Once and Future Seat of the Draenei
Leader:
(True) The Prophet Velen
(Acting) High Priestess Ishanah
Major Characters:
Adyen, the Lightwarden
General Tiras'alan
Commander Arcus
Darahu, Representative of the Broken
Grand Anchorite Almonen
High Exarch Commodus
Quartermaster Endarin
Military: (0.50 Replacement Rate)
Army amount: 2
Air Army amount: 1
Aldor Vindicators: These warriors clad in plate of gold and purple have sworn oaths to the priests of the Aldor to protect and defend them. Once, they served as grand bastions of light,but with their numbers so low, they are more humble in their role as servants of the light.
Aldor Anchorite: The Anchorites are the common Priesthood of the Aldor, preferring the cloth to armor despite all that has befallen their race, they still hold the light in the highest regard and entrust it to be their shield.
Aldor Paladin: Once, the Paladins were the highest rank of Vindicator, being the great bastions and fonts of light which protected their fellows and healed the fallen. Now, they are but shells of their former selves, so many died within the walls of Shattrath, that they are almost dead. Yet, the Light still shines and they still serve.
Aldor Elekk Rider: These riders atop the noble Elekk are the main cavalry force to assist and embolden the Aldor. Though due to shortages they lack the heavy armor from before, these lightly armored Elekk are still more than capable of goring their enemies on their charge.
Skyguard Nether Ray: These docile, if hard to handle, rays are few and far between within the Draenei. Yet ever since Draenor turned into Outland, they have served as reliable flying mounts of war once their secrets were discovered by the Aldor Skyguard.
Diplomacy:
Alliance: -
Allies: - Sons of Lothar, Sporeggar
Cordial: - Kirin'Var Village
Friendly: - Mag'har, Kurenai, Mok'Nathal
Distrust: - Consortium, Netherflight, Skettis, Sporeggan, Bleeding Hollow, Followers of Anzu, Thunderlord
Enemy: - Haal'leshi, Dark Conclave, Shaffar's Conglomerate, Sethekk, Burning Blade
Rival: - Maladaar's Host, Warmaul, Ango'Rosh, Murkblood
At War: - Fel Horde, Bonechewer, Laughing Skull
Actions:
1. Our kind seem to be putting the cart before the elekk by insisting on building the wall before summoning them, even though we lack the numbers for speedy construction. Nevertheless we will return to the task with renewed vigor.
2. We shall also prepare new fields for the use of our kin when they one day come south.
3. To ensure we have enough materials for the great work, we will build quarry in the mountains overlooking our city to carve out more stone for building.
Name: Netherwing Flight
Capital: Netherwing Ledge
Major Locations: Netherwing Fields
Leader: Neltharaku, Patriarch
Major Characters: Barthamus the First, Mordenaku Prince of the Netherwing, Karynaku the Matriarch
Military:
Army amount: .5/1
Air Army amount: 1.75/3
Turn 4
Chamber of the Lost: this structure uses all the Netherwing flight has learned of shadow magic and necromancy to house and focus rituals to heal the damage sustained by whelps, drakes and dragons in their ethereal forms. (.25 regen air army, bonus to shadow magic research)
The Islands of Shadowmoon: a plethora of islands float above and around Shadowmoon, teams of drakes are dispatched to catalog and search these islands for resources and add them to the Netherwings territory.
The Dead of our friends and enemies: the bodies of our enemies who fell in battle are gathered and used to practice shadow magic and necromancy in cooperation with the Dark Conclave and Host. (Used with Malaadars Host to "unlock necromantic keys" for additional races)
Name: Sethekk
Capital: Auchindoun
Leader: Talon Lord Ikiss
Major Characters:
Military:
Army amount: 2.5/3
Army Replenishment: 0.25
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Kurenai, The Aldor, Sons of Lothar, Kirin'Var, Sporeggar, Netherflight, Consortium, Ango'Rosh, Dark Conclave, Haal'leshi Aarakoa, Bonechewer, Warmaul, Laughing Skull, Thunderlord, Bleeding Hollow, Mok'nathal, Burning Blade, Sporeggar, Fel Horde, Murkblood Tribe
Enemy: - Shaffar's Conglomerate, Maladaar's Host, Shadow Council
Rival: - Skettis
At War: - Followers of Anzu
Actions:
Action Pool: 3, Minor Power
1. Ikett Pushes deeper, bringing the full army to her back she charges into the deep. Now equipped with powerful items from the vault of the Shadow Council, they are stronger and more numerous than ever, and so the creatures who lurk in our shadows stand no chance.
2. Develop our new province, the newly crowned Forest of Ikiss, so that we might grow out ranks and increase the size of our army, an army which must crush all those who might defy their true and chosen leader.
3. With his raid a stunning success, Ikiss takes the most valuable magic items for himself. The feeling of victory is invigorating, and he craves more. The Talon lord himself will go with his scouts in search of any other vulnerable targets to pillage, especially any that belong to the foolish and puny vermin who hide in the corners of Auchindoun.
Name: Kingdom of Skettis
Capital: Skettis
Leader: Talon King Terokk (Indisposed), Talon Priest Council (Temporary)
Major Characters: Talon Priest Council ( Prophet Skuakks, Overseer Illex, Windkeeper Passysh, Talonite Meekks, Soulcaller Mok, Wing Guard Jigax, Priestess Ma'kex, Talonite Korze ) Military:
Army amount: 2.25
Air Army amount: N/A
Units: Skettis Talonite: Few creatures understand shadows as well as the Aarakoa do, and the Talonites of the Skettis know them better than many others. Specialized with striking from the shadows to engage their enemy with knives and daggers. Skettis Kaliri: The breed of Kaliri within Skettis prioritizes their ability to merge with the night. Their ability to sneak through the air before descending silently upon their prey makes them able auxiliaries for the Aarakoa of Skettis. Skettis Wing Guard: The true warriors of the Skettis specialize in two things; wavering their foe's morale with a great horrendous screech upon charging and leaving their enemy bleeding and wounded to drag themselves in their flight from the Winguard. Skettis Soulcaller: The Soulcallers of the Skettis are akin to the priest amidst the Aldor or Sons of Lothar, calling forth the shadows to cloak their fellows and mend their wounds, or inflicting mental anguish against their enemies. Skettis Wind Walker: These aspiring arcanists have made it their mission to harness all that Skettis can bring to bear. Unleashing bolts of the arcane, causing tornadoes to disrupt enemies, and mending their allies with the very shadows themselves, the Wind Walkers serve as the elite of the mystical powers Skettis hold. Skettis Beastslavers:These Aarakoa, armed with the most insidious of mind destroying shadow magic have hollowed out the mind of the various beasts of Terrokar and now use them for the purpose of war as mindless dolls. Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -Kurenai,Sporeggar, Consortium
Distrust: -Aldor , Maladaar's Host, Shaffar's Conglomerate, Netherflight, Burning Blade Clan, Mag'har, Laughing Skull, Warmaul, Sporeggan, Ango'Rosh, Thunderlord, Mok'Nathal, Kirin'Var, Sons of Lothar, Murkblood Tribe
Enemy: - Dark Conclave, Followers of Anzu, Haal'eshi Aarakoa, Bleeding Hollow, Shadow Council
Rival: - Sethekk
At War: -Fel Horde, Bonechewer
Actions:
Action Pool: 4
1.: Magic of Death: While their victories have been grand, the loss of life has been an unfortunate cost for the true Aarakoa masters. So Soulcaller Mok and Overseer Illex search for rituals and spells of the darkest of magics to temporarily find a use for the various dead of their foes, if a Skettis Aarakoa can raise up dead lesser beings to serve as a potent force to aid in battle or help protect them as they rebuild their true forces..
"Death…*Warble* what a waste of good bodies, we will have need for them, get the Talonites to collect them." - Soulcaller Mok deciding to begin studying death magic.
2.: Taming the Lost: The Broken and Lost are already fascinating slaves to Priestess Ma'kex, She considers them to be a potential avenue for the return of the Talon King Terokk. So she begins to work on enslaving the Lost to do the bidding of the Skettis Aarakoa and the True Talon King, Terokk.
" No no, this one won't do, far to defiant…hmm Jigax, take this one to the site, they seem…strong."- Priestess Ma'Kex looking over Broken slaves for her initial studies and rituals to find purpose for the Lost.
3.: Veiled Tuurem: With the city of these Broken now claimed, it falls to the Talon Council to ensure it is brought to a more civilized style and made for it's new masters. Prophet Skuakks himself oversees the efforts to make the city into a proper Veil of Skettis. "Yes, YES. This will be a new Vision for Skettis, Our Rise is Coming YES." - Unknown Skettis Wing Guard as they guard the rebuilding efforts.
4.: Creating New Wings: Windkeeper Passysh emboldened by his work with creating the Beastmasters, decides to expand his work in altering the beasts of Outland, capturing Carrion birds and performing dark rituals, to bind them to the service of all true servants of Terokk, shaping them into larger and more imposing forms. Creating monsters to terrorize the skies under their name.
"Life is…full of small things to make us…question if it needs to be guided, we ruled the Skies once…and we will again under the Talon King." - Windkeeper Passysh.
Portals and magic, information and potions, weapons and armor. The Consortium sells it all and to everyone, from the meager pawns to the mightiest lord. But do not take them for the shortsighted businessmen that one reads about in their storybooks, the consortium does not survive as an interdimensional business based on a penchant for short-term benefits to long-term detriments.
To maintain their business the Consortium keeps to a number of rules. While this list is fairly extensive here are a few of those rules:
12:No Souls, buying or selling souls leads to the kind of drama that disrupts business more than said souls are worth.
1: Keep to a deal, going back on one's word is a good way to burn bridges and tends to reach the ears of other potential customers.
14:Sell to anyone, depending on the realm. While the consortium is typically willing to sell to anyone, it is also a smart idea to bar a customer if the rest of the realm in question would break off business with the consortium for dealing with that specific individual or group.
100: First, Second, etc, born are not a viable currency. No, we do not accept hypothetical children as currency nor do we pay with them.
[Regular Action] Transport the rest of the Ashtongue civilians.
- "Nice, finally done with that part of the job, dealing with non-combatant mortals is the worst. Always panicking, always making demands, sometimes they make even the legion look like nice customers to work with." - Guardswoman Stalix
[Secret Action]
- "Hey, double pay for what's basically a single job, what's not to love? Plus we don't even have to sell the product ourself, the Prince does that himself and just gives us the direct cut!" - Mage Araxis
[Regular Action] Send some stalkers out to the Legion's territory to the north-west of the Stormspire that we currently occupy to see the current forces garrisoning the area.
- "..."- Average Stalker Commentary
Name: The Murkblood Tribe Capital: The Underbog Major Locations: Leader: Swamplord Musel'ek Major Characters: Ortor of Murkblood
Military:
Army amount: 3/1.00 (+0.25 Replacement Rate)
Air Army amount: N/A
Murkblood Spearmen: As their name suggests, these spear-wielding Broken are the disciplined backbone of the Murkblood tribe, their discipline and ability to expertly keep their enemies at a distance see them more often than not come out on top during engagements.
Murkblood Raider: Not to be confused with their wolf riding amidst the orcs, the Murkblood raiders are those warriors amidst the Murkblood who fight purely with anger. Their maces and axes backed by their rage enhanced strength make them able combatants.
Murkblood Putrifier: These Shamans of the Broken have twisted the gifts of Nobundo towards enslaving the Elements themselves. Their taint and use of Decay has seen to make elementals sickly and easily influenceable, allowing them wind and earth most readily against their enemies.
Murkblood Flameweaver: These Broken specialize in the unleashing great gouts of flame to break enemy formations and charges, charring any who think to break the wall of spears the Murkblood hold dear.
Murkblood Frostcaller: While others may devastate the battle with torrents of fire or raining pure magic upon their enemies, the Frostcallers take great pleasure in manipulating the battle with ice to slow or outright stop the enemies of the Murkblood.
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Warmaul, Ango'rosh, Boulderfist
Enemy: - The Mag'har, The Fel Horde, Sporeggan, The Laughing Skull, Aldor
Rival: - The Kurenai
At War: -
Actions:
Action Pool: 3 (Normal Power)
1. The Masters of the Elements II [Regular Action]:
The mighty shamans of the tribe have brought to heel both wind and earth. Yet neither of the elements hold the greatest sway in Zangarmarsh. Here among the muck-filled bogs and towering mushrooms, the element of water reigns supreme above all others. If these lands are to be turned into a great bastion for the Broken, where the injured warriors of the tribe can swiftly recover, this situation can not be allowed to continue any longer. The Putrifiers are to fully enslave the water elements around the territories of the Murkblood, and to forcefully wrest from them further secrets of the art of healing to heal our warriors.
[Enslave the water elements of Zangermarsh to help recover from our losses]
2. The Lost and the Forgotten III [Regular Action]:
The previous efforts have borne fruit. There is no choice but to press onward! The shamans and hunters (Swamplord Musel'ek included) of the Murkblood will continue the tutelage of their cousins, hopefully disseminating both arts and bringing them fully into the fold at the same time. With both putrifiers and hunters of the Lost Ones aligned with the Murkblood, it should not prove difficult for our new minions to take control over their less enlightened brethrens. Those newly taught will form the leadership and nucleus of the tribe that will in turn owe their loyalty to Swamplord Musel'ek.
[Bring the Lost Ones of Zangermarsh fully into the warm embrace of the Murkblood]
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Everyone
Enemy: - Fel Horde, Demon (any), Mag'Har, Orcs in general
Rival: -
At War: -
Actions:
Action Pool:
1.: Pig Plans - The boars who wander these lands are a primary source of meat for both us and our beasts. We need to increase hunting to avoid strain on our people
(Food Supply +, away from the starvation line.)
2.: Enemy of our Enemy - Avruu wishes to offer a hand to those who should hate Orcs and demons as they do. And his eyes sparkel at the thought of their power to touch the Light, perhaps this may be a key. The Sons of Lothar may yet aid us.
(Attempts to open piecful channels to the humans attempted, express interest in their 'Light' and it's nature.)
3.: Lost Bird - Kaliri were said to be Spawns of Rukhmar, and Rukhmar is the key, Avruu can feel it. Using spare Kaliri, the sick, injured, old, or otherwise least useful he will attempt to create a mind link into the beyond, seeking the root of their blood long lost. If we can find where Rukhmar's essence can be called up, perhaps their may still be hope.
(Avruu seeks Rukhmar, the divine ancestor of the Kaliri, or at least a site of power or artifact linked to them. This power must be located, the sooner the better, to be harnessed )
(Missing Turn 3 Orders: Practice shadow magic, harass orcs, cultivate edible mushrooms. Can be safely ignored)
Name: Sporregar
Capital: What is a "Capital"? Do you eat it?
Leader: Sporregar-Prime
Major Characters: We are still trying to understand the concept of "Names".
Military:
Army amount: 3 (1 is temporary)
Air Army amount: 0 (Spores belong in the air. Will Sporelings ever say the same?)
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: - Kurenai
Distrust: - Murkblood, Ango'Rash (Your brain should be too big to destroy the land that sustains you)
Enemy: - Legion (Like a burning forest given shape, but worse)
Rival: - Sporregan (Will we ever reach true harmony among the Spores?)
At War: - Legion. When nature loses its balance, sometimes a culling is needed.
Actions:
Action Pool:
1.: Nature provides
We have seen many beings use "tools" and "weapons" or "armour". Pieces of the natural world like wood and minerals broken off and shaped into new forms. Even our kin in sun-goes-up has started to imitate them and started to use "weapons".
The concept of these "tools" is not unnatural. Birds will drop rocks to crack open food, and nothing needs to be said about the ingenuity of many insects. But still, most "tools" and "weapons" we have seen are crude and brutal in design, breaking, twisting and meshing the natural world in ways it was not meant to be.
So the question we must ask is: Can "tools" be made without enslaving nature, but by guiding it gently?
- Improve Fungal Giants
The idea is for Preservers to create biological arms and armour, starting with the Fungal Giants as a proof of concept. Gently, first communicating that this will help them.
Create plate armour made of bark for the giants to wear and improve their sturdiness.
Grow shrooms on the bark that when hit break and release spores that are completely harmless to fungal giants and sporelings, but toxic or even acidic to most other beings.
Grow thorny vines on the bark that a preserver can manipulate in battle while safely behind the giants, thus granting the giant additional limbs to lash out in a fight.
2.: Taking time when time is had.
- 2 armies will be sent to war, the 1 that was recently spawned is to be treated to the proper treatment hastiness denied them.
Ultimate goal is to prevent the additional army from standing down by turn 7.
Thus we are now to know war. And may Nature have mercy on us all.
- 2 armies dedicated to assault against Legion, supported by the Sporregan and Kurenai.
1 army made up primarily of Harvesters & Purifiers, will attack from the south, alongside whichever forces our allies provide. This is a diversion attack, meant to draw Legion attention and forces.
1 army made up primarily of Fungal Giants & Preservers assembles in the east. The timing here is crucial. Once the Diversion army has engaged, the giants (preservers behind them for healing and making sure their new enhancements work), alongside the heavy troops of our allies, will begin their charge. The goal is to break through the (hopefully) weakened Legion defences, breakthrough to the portal, and smash it to pieces.
Once the portal is destroyed, a signal will be given and all forces are to retreat immediately.
Naturally, a few guides will be sent to the Kurenai in order to make sure they are safely led through the swamp without sinking or encountering dangerous animals.