Daughter of the Sea: A Warcraft Quest

Well yeah, demons are out. Centaur are best as a diversion foe. Quillboar might be a last minute addition where we ambush his forces attacking them after they've already taken some losses. I just don't see us negotiating a straight forward alliance without a noble gesture while there in a tight spot.

Weirdly we might actually get some support or at least ideas on the Quillboar front from the Tauren and Nelf druids, on that front?
Assuming we can get to some Quillboar before any demons get their corrupted claws in, and also assuming we can broker peace between them and the Tauren of Mulgore.

Purify and protect the children of Agamaggan from those fel assholes. The dude was an OG enemy of those nether-sucking twats, and I've always found his story to be nobly tragic.
 
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Genocide is for demons and nerds, just like bigotry. Let's listen to their grievances and try to mediate a peace!

While we go and help the Tauren, at least.

Well we can at minimum try, though the orc's fel-curse might push them to senseless violence.
Orks can't be reasoned with even thrall the most passive ork started wars at the drop of a hat. Now they are lead by mister sell ourselves to demons over wood
 
Orks can't be reasoned with even thrall the most passive ork started wars at the drop of a hat. Now they are lead by mister sell ourselves to demons over wood
This is an unfortunately likely truth. >~<. It was actually hard to conceptualise just how omnicidally violent the orcish horde was under the influence of their blood-taint until I read into the lore of the 1st and 2nd wars. They were utter nutters, really, like when they burned Tol Barad to the quite literal ground alongside slaughtering every man, woman, child, dog and horse on it.

We can but hope that they find it in themselves to reject the blood-taint on some level.
 
This is an unfortunately likely truth. >~<. It was actually hard to conceptualise just how omnicidally violent the orcish horde was under the influence of their blood-taint until I read into the lore of the 1st and 2nd wars. They were utter nutters, really, like when they burned Tol Barad to the quite literal ground alongside slaughtering every man, woman, child, dog and horse on it.

We can but hope that they find it in themselves to reject the blood-taint on some level.
These Orks are well beyond a lost cause, their might at best be peace with the uncrorrupted Orks on their home world. But these Orks are all far to demon tainted.
 
Yeah, again I think that instantly going 'well this entire sapient race is just fucked so we gotta kill them all I guess' fucking sucks and is wack as all hell
 
Yeah, again I think that instantly going 'well this entire sapient race is just fucked so we gotta kill them all I guess' fucking sucks and is wack as all hell
It is wack as all hell! We should, in my opinion, try our damndest to find the absolute best in all species and seek peace at every opportunity.

Yet it is an unfortunate truth that the orcs -when not purified or helped by shamanism and other natural magics- are being constantly bombarded by green-tinted magical rage steroids, courtesy of the demonic ichor running through their veins.

I just honestly hope we can find some that are willing to be better and to seek help that might pull them away from the literal demons trying to use them as bioweapons against the entire planet.
 
I will agree that Grom 100% either needs to go or get character development before we can make peace.
We can always hope that the grief from losing Thrall, along with the weight of having to take on this new deep level of responsibility, can either mellow him out and/or push through some development via the necessities of having to diplomacy.

He doesn't have Thrall to make up for his gaps or smooth other his leadership flaws any more, which means that those flaws will have to either fracture his horde or smooth out on their own now.
 
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The best thing Grom can do still is died killing Mannoroth, freeing all the orcs from the blood-curse. After that, one can only hope Eitrigg and Varok Saurfang can/could take over and hope the two can still fulfilled Thrall's dream.
 
Their are plenty of Orks uncrorrupted Orks on their homeworld. All of these Orks are demon tainted, and have reworked their entire culture to serve the demons.

The Azeroth-based Orcs are not exactly in an very good place to say the least, and with Thrall gone, will likely get worst before they get better, but they are not that irredeemable, and does not justified the need to wipe them out as some people keep going on.
 
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Alright thats enough about orcs. Lets not spend all day fussing over demon thralls. Whats our in with the night elves? What do they need, that we can eventually provide?
 
Grom is gonna bleed his horde on the Harpy, Quilboar and Centaur factions, this is good for us as it will mean more dead orcs and trolls, and we might ally with some of those factions
Grom is a veteran of like 5 wars, a successful warleader, managing to escape captivity and the Internment Camps, and generally a solid leader. He's bellicose, he has certain political views, but he's not an idiot. We must assume that he's also adept at organisation and the general business of warfare given his prominant position in the Old Horde. He might, for example, recognise the value of the other races as allies, the Barrens are massive after all and the Orcs don't necessarily compete with, for example the Harpies, so there'd be less reason for war.
Let's use our Shamans and Druids to ally with the Tauren before the Orcs can! We can kill centaurs and whatever, to make friends with the big niceboys from Mulgore.
We don't have any? While it will depend what @Mannerheim wants to say about it, we have 1 Tidesage, a peculiar local tradition to Kul Tiras which doesn't really fit into any magical tradition, but perhaps is closest to Shamanism, and we presumably have Wildhammer dwarves, which do practice their own forms of Shamanism, but it's not like we have a whole corps of such people, again it would probably only be a couple, if any. Generally speaking at this point in the timeline the various culturally specific organisations like the Drustvar 'druids' (theyre not druids), would be at home. The Gilneans have a cultural profession of harvest wizards, but they're going to be at home, yknow where the harvests are. It's later in the timeline that you get the development of the professions in a more academic sense, where people start sharing their ideas and so on.

What we would have on the other hand is plenty of priests, paladins and mages, so that's good. There's also the point to be addressed that in-character, as a mage of Dalaran, who's boyfriend was a paladin, Jaina isn't really going to be thinking about shamanism as a thing to use. She would consider it, indeed most of the people on the Expedition would consider it to be this weird folksy cultural practice which isn't applicable outside minor things. I don't think we should be allowed to just use OOC stuff otherwise I'd just say 'hey take a boat around Kalimdor to see the elves', which of course IC we don't know exist yet.

Oh, and just realised, the tradition of magic that Jaina practices, eg when she summons and binds water elementals, is actively hostile to traditional shamanism. I doubt the Wildhammer care much what we do elsewhere, they probably onl care about the elementals at home, but maybe the Tauren would care. Depends really
I really have so much trouble in trying to figure out what to do with the Horde in the short and long term, or how to even talk with them. And what steps to combat them when it comes down to it.
It's not too difficult, I'll probably make a post of options at some point when we have more information. It depends a lot on the organision of Grom's Horde, who's in and who's out, and how they establish themselves.
Yet it is an unfortunate truth that the orcs -when not purified or helped by shamanism and other natural magics- are being constantly bombarded by green-tinted magical rage steroids, courtesy of the demonic ichor running through their veins.
Their are plenty of Orks uncrorrupted Orks on their homeworld. All of these Orks are demon tainted, and have reworked their entire culture to serve the demons.
These are both innacturate. To begin, the blood curse is fading in the orcs, they've had 20 years to get over it, the 'spiritual malady' that Antonidas refers to has decreased as they've weaned themselves off the power high of demon blood. Some of them still feel it at this time, they can sense demon stuff for example, but for the most part they're fine. However, this doesn't mean the Old Horde, the 'uncorrupted' Orcs, weren't evil unrepentant genociders. They didn't massively rework their culture, it's more of a fairly natural progression (encouraged by Kil'jaeden) from a tribal society to a more centralised one under a Warchief. Blackhand does a lot of it himself, largely without anyone having to tell him stuff, he centralises and specialises the clans for example. It's not like there's a switch to flip which turns the orcs from peaceful nature dudes to bloodmad conquerers, they've always had an expansionist, violent culture and they were heading in the direction they went anyway.
 
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Tallied by hand, by yours truly:

5 Votes - [x] They shall head east for the cove mentioned by Cyrik Blackforge. The Fleet shall anchor in the bay while a rudimentary settlement is established on the northern point of the cove.

6 Votes - [X] They shall head east, past the cove mentioned by Cyrik Blackforge - For the island with the colossus. The Expedition shall anchor on the southern point of the island, while a rudimentary settlement is established on its' southern point. Among the archipelago

10 Votes - [x] A mix of all to better make use of everyone's expertise. Dungalion shall scour the woods, Emery's men hold the ground and prepare with the Dwarves and their cannons - the 7th Legion will establish a perimeter and the Marines will organize the whole ordeal.


1 Vote - [X] Emery's warriors with Dwarven and 7th Legion support. Dungalion's trollhunters will be the last, and sent directly for the woods, while the Proudmoore marines organize the whole ordeal.


We shall be heading east for the archipelago, and the island with the strange colossus! We shall be striving forwards with a unified command.

Next chapter in the Daughter of the Sea will be unveiled, shortly!
 
Okay so with that unexpected death in the background we now have to deal with a Horde lead by Grommash..... Right then Assassinate everyone in the Chain of Command until Saurfang is left in charge, and make it look like the either the Demons/Quillbor/Centaur or Naga did it. Either him or Eitrigg are the only ones that i would trust in the seat of Warchief.
 
Post about stuff so I don't have to do it later:

Azshara Inhabitents:
  • Night Elves think the region is cursed, so might not be around, but there'll be someone monitoring it, if only to keep an eye on the area. Therefore NEs will know about us relatively soon.
  • Satyrs are active in the region but I assume not in any great numbers, they show up more when Hyjal etc happens, but depending on QM decision, we may find them doing stuff in the ruins anyway.
  • Naga aren't around yet, they turn up when Illidan summons them.
  • Blue Dragonflight have a heavy prescence in the area, similar in Winterspring, probably because of ley lines or something. We as a arcane using tradition of magic will be of interest to them, but they've got dragons on the Kirin Tor so not actually that much interest probably.
  • Timbermaw furbolgs are about, but shouldn't be too much of a problem, and also are around mostly in the hills not on the coasts.
  • Stone Giants are also about, so they'll be something to watch out for, they eat buildings apparently
  • Sea Giants, with a leader who might be open to diplomacy. Given the Kul Tiran stuff we should be familiar with sea giants.
  • There will also be the starndard sort of wildlife for this region, including wildkin, chimera, hyppogrphs, hydras, makura, murlocs, ancients, faerie dragons, actual dragons, and os on. Lots of these are dangerous in various ways but especially those which are more nature aligned and won't like our arcane magic.
  • The Waterlords and a random demon hunter may or may not also be about by this time.
Conclusion: stay away from dangerous stuff, introduce ourselves to neutral stuff, try not to poke hostile stuff yet, and if we do, hit them hard and destroy them.

Settlement areas:
Azshara might be cursed as the trees are always autumnal. Will wait for GM issue ont his but we might just not be able to grow anything.
  • Ruins of Eladareth, bad idea, haunted and full of spooky magic, poor choice, also bad weather because of the Bay of Storms.I assume at least some of this bad weather is magical or to do with Ley Lines, which both the Kirin Tor and High Elves have extensive experience with. It may be possible to calm the weather down through a long term project.
  • Ravencrest Monument, not too bad, isolated, therefore defensible from land easily, poor links with the land though and limited ability to expand. We can keep eveyone on the island though because we control the ships
  • Bitter Reaches, north arm of coast, lots of giants and chimear, bad choice,
  • Northwest mountains, poor access to the sea, poor positioning in general, and probably too near Timbermaw for comfort, we want to colonise them not fight htem.
  • Forlorn Ridge, south east of zone, probably an inactive volcano, good soil, defensivle, good place for a city, relatively near ashenvale.
  • Canyons, OTL orgrimmar location, good to grab it before the orcs if possible, but generally canyons are poor locations for cities given they flood.

Conclusion, settle initially on Ravencrest island, use it to keep everyone back, do logging and mining operations if necessary, but shouldn't be yet. We're really well protected on the island for now. If necessary (it shouldn't be, depending on how big hte GM makes the island), expand outwards along southern peninsula, toward Forlorn Ridge, avoiding the Blue Dragons at Lake Mennar. If possible, help them to sort out the leyline rock at the bottom of the lake. Unlikely to be possible but might 'fix' azshara. Block off canyons to prevent orc attack, defend west with Southfury River/Alliance with NE.

Establish colonies in Ratchet and Theramore locations, potentially trading stations in Tanaris for rare resources. Use standard colonial practices, receive raw resources etc and supply superior goods. Make friendly contact with Quillboar, Harpies, Tauren, Centaur and so on. Interdict Orc operations if possible. I doubt we have any assassins, but if we do, try to kill clan leaders and shaman. Central objective is to fracture the Horde, not to destroy it necessarily. I'll write another post at some point about that more fully. If possible, use native forces as mercenaries.

We'll also have to wait for GM note on the currentl situation more generally, bu tI can also post about how to deal with Daelin when/if he shows up (which he will if he's alive), and also about other long term issues.
 
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Chapter V

Daughter of the Sea:
V

Day fifty of the Voyage West.

We've made landfall on an island off the coast of Kalimdor. This land reminds me of Lordaeron, during Autumn. Or Drustvar! It's as if the land is perpetually preparing for the winter, with the leaves and needles as bronze, yellow and gold. I tasked my captains to follow Cyrek's lead, as he flew across the sky on his Dwarven construct. The archipelago was a dangerous sorting, where we had to break into three small squadrons with largest ships being put out to the sea, while the scoops navigated a course to the shore. A wide stretch of rocky coast welcomed us, and a small tower - to your surprise.

The Quel'dorei among us, Renarth especially, spoke of their ancient legends, that they had been expelled from these lands once before. Before the Trollwars, and after the fall of their Empire. He seemed sad to have returned here, where the ghosts of their people walk, but nontheless, he was happy to be alive. He reminds me of Kael'thalas, if he had thrown off his vampish vanity.


I have claimed the tower as my personal lodgings, until we've time to raise a new one in its stead. I have not seen Halford in days, for he's been busy scouting out the island. Cyrek's been flying here and there, mapping out the island. The colossus looms in the horizon, and Cyrek tells of it being surrounded by a small settlement. Ruins, to be exact. Everyone's much more busier nowadays, and much - much more happier.

I have tried my hands at spells. Old ones, to reach Dalaran or Boralus. Anyone, out there, to tell them where we are. And that Kalimdor is real and not a dream.

Yet no one has answered.



They had left the sea behind them. Or attempted so, as tens of rowboats and rafts moved back and forth from the beach to the dreadnaughts and merchant cogs. They were emptying the holds of supplies and people - some cows, some horses, a slew of chickens took flight near the shore and ran off into the nearby woods. Jaina saw people fall on their knees on the sand, crying with joy and placing down sandy kisses. She could only smile, for she had seen them here, to safety. Jaina had claimed the old Elven tower for herself and her attendants prepared it for her - cleaning the floors, thatching the roof and putting up wards by the windows and doors. Elsewhere, the Human Expedition assembled into lines before Jaina's towers to scratch their name on long, lists and disambled a hundred times, as the seaconfined peoples of Lordaeron, Kul Tiras, Stromgarde, Gilneas and Dalaran went off that and this way to explore the beach. Duke Lionheart kept court over the shadow of Jaina's tower, ensuring the scribes and scriveners tallied and counted all names and supplies; each sword and axe, cow and hen, goose and duck. This went off for two days in total with a variable camp of tenta stretched from underneath's Jaina's tower to the alabaster wreck of an old obelisk to the east.


Dungalion's trollhunters pushed north and west. They brought reports of woods teeming with game and wildlife, of horned owlmen bandying in the northern hills and an old trail (a road?) stretching forward in straight line from the Expedition's landfall towards the north, where the broken colossus towers over the woods in their regalia of autumn and time. Jaina took the reports together with her captains, as they assembled in the basefloor of her Tower. They convened around chests and crates of supplies, discussing supplies and numbers, of Dungalion's reports and Cyrek's forays. Most everyone wanted to know was were they to stay here? Many within the ranks spoke of wishing to put down roots, for else they'll be taken back to sea and forced to weather another voyage, to hell even. The Expedition was seafatigued. And land always triumphed over the sea, when the bounty was only a spade away- in the earth with the worms. The lack of presence of Halford and Evencane as Jaina nor her supporters could trust on their levelheadness to prevail. Rober Ron argued for abandoning the island, for it had been perverted by the likes of hedonistic Elves and Owlmen.

Would this island become the home of Humanity, the bastion of Grand Alliance on these shores, or a forward base, from which to conduct operations into the deeper continent?

Jaina put it out to vote between them, and..


[ ] .. the vote was a difficult one, that lasted two days, until the majority voted to make the Expedition's landfall their permament base on Kalimdor.

[ ] .. the vote was a narrow one, that lasted for two days, until with a slight margin the vote to make the Expedition's landfall a base of operations, until a better location for a colony-home could be found.

[ ] .. the vote hung in lecherous balance and indecision, even after two days of arguments and speeches for and against, until Jaina was forced to make the decision herself - and she named the Expedition's landfall their permament base on Kalimdor.


[ ] .. the vote hung in lecherous balance and indecision, even after two days of arguments and speeches for and against, until Jaina was forced to make the decision herself - and she named the Expedition's landfall a forward base of operations, until a more opportune location was found.


Jaina took her breakfast on the beach among a smattering of families. They were more than happy to share in Lady Proudmoore's amble breakfast and tell her their stories. She laughed and drank in their stories, until the name they used for the Expedition's landfall caught her ear..

[ ] Decide the name and vote!
 
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Why is there voting? That was a most unwise and unusual decision for people coming from monarchical societies

Anyway, the popular decision base of operations is the best option. Azshara isn't great for long term settlement, but it's fine for now while we get ourselves sorted and go find ratchet. No matter how fatigued people are, they're going to realise quite rapidly what a subpar location Azshara is and want to leave. This also isn't a decision which should be being made so quickly without getting the results of the surveys and scouting

[x] .. the vote was a narrow one, that lasted for two days, until with a slight margin the vote to make the Expedition's landfall a base of operations, until a better location for a colony-home could be found.

For a name, ideally it would be something to draw people together etc, so I'll go with 'Tyr's Stand. We can tell everyone that the statue is of Tyr. Alternatively, I think Owlmanland sounds cool too.

[x] Tyr's Stand, or Tyrstand
[x] Owlmanland
 
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