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

Mercenary contracts
I'm pretty open to people writing stuff as you should know by now, but I did also realise that it can be a lot of cognitive effort to do so, so instead here are some merc contracts. These are open to negotiation, which may or may not require a diplo roll. Different contracts have different value, and tbh I might offer you a few for free if you like as they should be interesting in moving the plot along. As you'll see from the rewards, some are valuable for particular reasons such as resources. I've forgotten to put Gilneas on there actually but that for example could be to get gunpowder tech. Some of these are time limited obviously. The world doesn't stand still, and Grok's assistance may turn the tide in some places.

Shaw's Mysterious Request
The enigmatic message from someone only identifying themselves as 'Shaw' beckons Grok'mash to assemble a swift and adaptable task force. The mission: to infiltrate and disrupt the Defias Brotherhood's operations, a criminal syndicate wreaking havoc in Stormwind. Shaw offers significant gold rewards and hints at secret knowledge as payment for this covert undertaking, promising a trail of clues that may lead to unraveling the mysteries of this clandestine organization.

Queen Prestor's Call for Aid
Queen Prestor of Stormwind extends a generous offer to Alterac, seeking a substantial military deployment to repel the invading Blackrock Orcs encroaching on the kingdom's borders. In exchange for the Constable's support, Queen Prestor guarantees essential supplies, including food provisions, financial backing, and diplomatic backing to reinforce Alterac's position within the Alliance.

Kul Tiras' Plea for Maritime Assistance
The nation of Kul Tiras reaches out to the Constable, beseeching aid against the relentless pirate threat plaguing their shores. Additionally, they offer to logistical support for the Constable's endeavours relating to the Orcs of Kalimdor.

Admiral Westwind's Proposition
Admiral Westwind presents an intriguing opportunity: the chance to lead an elite strike force on a perilous mission to cleanse the magical prison on Tol Barad of escaped demons. In return for this formidable task, Westwind offers invaluable connections, magical assistance, and the prospect of unraveling ancient arcane secrets that could tip the balance of power.

Dalaran's Magical Bounty
The Mages of Dalaran entice the Constable with a tempting bounty of rare and potent magical artifacts. Their request: specialized magical assistance to quell the growing threat posed by the prisoners of the Violet Hold, who are on the brink of becoming uncontrollable. In aiding Dalaran, the Constable can acquire potent artifacts to strengthen Alterac's arsenal.

High General Bridgette Abbendis' Crusade
High General Bridgette Abbendis beseeches Alterac to join the fight against the relentless Scourge in the Eastern Plaguelands. In return for the deployment of substantial forces, she offers critical material support, including weapons and supplies, to bolster Alterac's army.

King Mangi's Pact
King Mangi of the Bronzebeard Dwarves extends a hand in friendship, offering funding, resources, and invaluable connections. In exchange, the Constable is tasked with dismantling, capturing, or diminishing the threat posed by the Dragonmaw Clan, who threaten the Wetlands. Accepting this compact ensures Alterac's place as a staunch ally of the dwarven realm.

Warsong Clan's Call for Kinship
The Warsong Clan, seeking camaraderie, seeks the Burning Blade's assistance in their ongoing conflict against the Vilebranch trolls. Although they cannot provide direct resources, they offer a bond of kinship and the promise of future cooperation in times of need, forging a powerful bond between Alterac and the Warsong Clan.

Venture Company's Lucrative Offer
The shrewd Venture Company of Goblins presents an alluring proposition: financial backing, influential connections, and industrial assistance in exchange for a series of flexible military contracts. These contracts remain deliberately vague, allowing the Venture Co to choose missions that best serve their interests, from resource acquisition to strategic influence.
 
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Commentary on competing aims of Alterac arc
For the record, my stance is "consider the second agenda only insofar as it visibly advances the first one". So help the dwarves with their orc problem; help Kul Tiral so long as we get their fleets to give our faction more breathing room, etc. Diplomacy may be helping orcs in the long run, or it might not, depending on who's in charge and what their agenda is. Alliances are fragile and situational. We must get something tangible from our efforts here and now.

I thought I'd make some remarks about this point and others.

Grok took up the position of Constable for various reasons. I don't want to repeat them all now, but for example, he knew that he was perhaps the only person in a position able to resolve some of the problems the Orcs of Lordaeron are facing, while also promoting peace with the Alliance.

Being Constable, as well as a sort of clan chief and a sort of Warchief, means that Grok is pulled in several different directions. Some of the objectives of these fucntions are mutually exclusive, some are complimentary. For example:

1. As Constable of Alterac, assure the security of Alterac and act as a leal servant to Queen Prestor
2. As a high official of Alterac and potentially the most powerful and respect person, assure the longer term security of Alterac through diplomacy.
3. As an Orcish leader, assure the position of the Orcs of Lordaeron through safeguarding them in Alterac
4. As a person of broader vision, assure the security of Azeroth more generally through strengthening the ties between the Horde and Alliance, while facing various foes.

There are certain things I won't allow you to do, for example things that go strongly against the prevoiusly established ideals of Grok. However, outside that, this is your Quest and you are the players. For example, if you wanted you could basically ignore the Alterac stuff and just use it to build up your Orc stuff, in preparation for attacking Rend at the end of Grok's 2 year term as Constable.Comparably, you could plow all the Orcish strength and Alterac's resources into throwing your weight behind the Crusade and fighting the Lich King. These are mutually exclusive, you cannot both safeguard the orcs while also throwing them into the teeth of Icecrown, obviously.

Grok's place in the constitutional functions of Alterac is somewhat unclear. Where does the power lie between Queen Prestor, Regent Gregor and Constable Grok? This allows room for manoeuvring there. In theory, you could seize power in Alterac, sideline Gregor and just do stuff on your own given Prestor is busy being a dragon in Stormwind and runnign that kingdom. However, that wouldn't leave as much time for other stuff.

Of course, this is partly by design. While I certainly permit space for, and indeed encourage clever or efficient write ins, naturally the set up of a quest means you cannot take all actions at the same time.

As a wider challenge for the thread, I would encourage discussion about your long term plans. What do you actually want to use the Alterac arc to do? You have at least 5 turns left of it. After that you could stay in Alterac, or you might want to leave to do something else. Grok has resolved that he'll spend at least 2 years there (8 turns), but it's not like he values owning land or anything etc.

For example, Dathrohan's political objectives are partly to dominate the rest of the Alliance so he can use them to destroy the Scourge, and then various other parties, while also corrupting them from the inside to serve the Legion's ends. That's why he's bringing in stuff like the Risen or undead or other dreadlords working with him like Westwind. Grok is aware he's trying to dominate the Alliance but doesn't know about demon stuff obviously. As such, to what extent does Grok care? Does Grok care about the political stability of the Alliance? I don't really think he does, not his circus not his monkey etc, but he might care about the knock on effects of this.

Would he rather a strong centralised alliance to fight enemies, but also one which would be an existential threat to the Orcs? Or would he rather be able to negociate with the constituent kingdoms? As one example, there have been time limited options to reduce or prevent Lordaeronian influence in Alterac. One was too prevent Regent Gregor brining in Lordaeronian officials and burecrats into the administration of the Regency, while the other was to get Karlus made Archbishop instead of the Red Bishop who got appointed instead. Does Grok care about that? Again probably not. Absent the orcs, Alterac doesn't really mean anything to him. However, does Grok want to prevent other kingdoms being brought into Lordaeron's and Dathrohan's sphere of influence? Would Grok want to prop up Gilneas to prevent Dathrohan doing so? Maybe sure.

Anyway, it's your job to have a think abotu it so do so.

A couple of other points:

On the Scourge situation, at the start of this arc I rolled for stuff that's going on in the world generally. For example, Deathwing, the Cataclysm and the Hour of Twilight are not necessarily on a timer, its not that they'll happen in 5 years or something, but the plans of the Old God faction are based on various things happening. By accelerating these things they may happen faster. Currently Deathwing will emerge slightly earlier because of Forneus weakening the barrier to Deepholme. Comparably, the Burning Legion are actually fine with how things are going on Azeroth now, given Balnazzar is leading the Alliance etc, so any moves by them to start the 3rd Invasion will be delayed as they're not feeling it necessary to do that yet. So for example this:

Kul Tiras is important both to have the possibility to use their ships... and because the Scourge is about to launch a Prepared Invasion of Kul Tiras.

Isn't necessarily specific to Kul Tiras, it's a broader invasion by the Vrykul and the Lich King generally, who are working on a significantly accelerated timescale and so are preparing their attacks now, rather than much later. For example, Tirion reports 'giants in the mist', which is the start of the Vrykul attacking the north of Lordaeron. They're killing Kul Tiras first because the islands are basically between the Eastern Kingdoms and Northrend.

If we want cannons, don't we go to dwarves for them? If it isn't cannons, then what, and more importantly, in what quantities? Who will be armed with these new weapons? Orcs are not famous for having good riflemen and artillery officers.

That's mostly human politicking, no? Good for the Alliance, but irrelevant to us in the short term.
What do they have to offer us? I hear weapons, but this is contingent on a lot of factors I am unsure about.
On Gilneas. One of the main attractions is indeed gunpowder technology, which appears to be the most advanced (at least among humans) in Gilneas. I would also say that the human methods of warfare are fundamentally different from those of the Dwarves for example, so may be more useful to get than Dwarf stuff. Furthermore, the Dwarves rely on Gunpowder and their more advanced tech to keep them safe and ahead, so they wouldn't be willing to share their most advanced stuff.

And as a last point, Liam Greymane seeing his kingdom being devoured by werewovles is a lot more desperate than Mangi Bronzebeard just chilling in Ironforge. Gilneas would be much more willing to accept a less equal deal, or one which benefits Grok/Alterac more, than would Mangi. Sure, Ironforge has way more 'stuff' than Gilneas will, more money, more raw resources and finished goods, more expertise, and better tech of stuff like guns, but they're also not in dire need of your assistance currently. Mangi is willing to trade some of his treasure to prevent him from having to expend Dwarvish lives in a conflict they're pretty unsuited for.

Comparably, you already haven't been choosing Gilneas, and that's meant that Liam has already had at least some discussion with Dathrohan and potential assistance from the Scarlets. Do you want to help Gilneas now and prevent them from becoming yet another client kingdom of Lordaeron? That's up to you, and goes to the general point about 'alterac aims' above.
 
Some further notes on clan organisation and the future of the Orcish nation
I think you could offer us some choices, an idea of what is on the table. In broad strokes, what are the possible priorities we can pursue that are actually different?

Everyone wants more and better orcs, but what are the opposing principles we need to choose from? What are the upsides and downsides of adhering or not adhering to said principles?

For example, the Burning Blade has been an amalgamation of numerous clans around the core of demon- worshippers -ology experts and martial prodigies. (I forgot, how did the Blademasters come to be, and how did Warlocks get the position they do now?)

There is no reason to assume it won't keep working forever, until you point it out. Like, say, numbers. Integrating a clan larger than ourselves would be like trying to assimilate China. It's more likely that the resulting clan would end up looking like them. But does the Burning Blade even have a strong identity to begin with, besides its attributes that we are trying to revive, such as Blademaster traditions?
This will be a somewhat longer answer so I'll break it down a bit and threadmark it. Feel free to ask followups and I can clarify points.

The Orcs emerged in Gorgrond, according to their cultiral history from the remnants of Grond the Collosal's brain. In reality it was somewhat more complicated and relates to the wider lineage of the Breakers, but the answer based on the death of Ymir is more interesting. After developing their society in Gorgrond, the Orcs migrated out, colonising other areas of Draenor. In each area communities developed unique cultural practices based on their surroundings, and subsequently carry these in Azeroth as their cultural history. Clans are kin-groups, wider communities of shared cultures and in some cases essentially professional associations. I've described this previously using the Marxist term of 'Primitive Communism', but really that's not entirely accurate because Orcish clans definitely have class structures for example.

Anyway, modern Azeroth clans exist in a sort of loose structure under the Warchiefs, which is a supra-national structure previously established to fight wars, and now just sort of a thing, with neither Thrall nor Rend desiring to return to the previous method of organisation. Depending on who you ask, some Orcs may not regard themselves strongly as part of a clan, or may have closer associations with the Horde in general etc. I've written about this before so let's try not to get too deep into it.

Also, quite clearly some clans have clearer associations than others, for example, it seems quite clear to me that the Burning Blade, Lightning Blade and Bladewind Clans are all linked, but also that they all likely descend from one of the very early cadet branches of the Blackrock.

Some clans are defined by differnet cultural practices which various people value. For example, the Thunderlords are acknoledged to be the finest beasthunters and tamers in the Horde. They transmit their technical knowledge through their cultural practices. In theory others could learn these, but in practice the sharing of clan secrets is likely a taboo. For example, to learn Oreseeking from the Blackrock you'd have to go join the Blackrock. Similarly, cultural differences mean professions will be practiced differently, with a Shadowmoon and Burning Blade warlock using differnet methods, even if both use Fel magic. Of the clans Grok's most relevant to currently:

  • Burning Blade are defined previously as a small, esoteric, highly skilled clan who maintain the traditions of the Blademasters, which obviously Grok is now one of. In the modern Azeroth though they've expanded significantly in order to serve as one of the Burning Legion's advanced parties in future invasions, and they maintain the larger part of the Horde's warlocks and magical knowledge. They've also got a bit of a sideshow in magic research, but it's not a major part of the clan.
  • Blackrock are and have always been the largest and most powerful clan. They practice significantly stronger heirachy, discipline, organisation and technological reliance, as well as having older stuff in elemental and shamanistic practices. Under Rend and the Black Dragons, the Blackrock have become 'more' in all these things, for example Rend requires greater organisation and heirachal segregation, while the Blacks ahve shared some of their elemental knowledge.
  • Dragonmaw are beastriders, once they were on Rylaks, now they're on dragons, their way of warfare is based on aerial combat and probably scouting too, but they're extremely focused and specialised around dragons and the riding of dragons.
  • Warsong are an organised warlike clan, representing the cavalry force of the Horde and having the specialisations there. The Warsong in the Eastern Kingdoms though seem to be some who got left behind by Grom Hellscream, so maybe they were just too far away to go get etc.
  • Demonsword, a strange mix of Burning Blade and Blackrock, defined mostly by their really unusual practices using the Fel, as well as the cultural mein of Jubei'thos and Haomarush who bring some of the older idea of personal discipline etc. Unusually the Demonsword also practice things like Fel infusion still, as well as eugenicist filicide and polygamy.
  • New Clan, as written about before more of an amalgamation of orcs. Not necessarily low quality, but yet to form a distinct cultural identity or really receive political representation in the Horde in the same way the other clans do. Not even a jack of all trades, but certainly not a master of anything in particular. The ones from Hammerfall specifically who Grok is dealing with are especially poor specimins as theyve got a lot of crippled orcs and have suffered a lot of demographic disturbance.
This brings us to Grok's situation. Currently only his direct warband of about 600 orcs (+dependants) have specifically sworn to follow him. The rest are the Demonsword who follow him as a vigorous and visonary leader and due to Haomarush's obedience, as well as the random pockets of Orcs Grok has hoovered up from around the Eastern Kingdoms, like those from Hammerfall who don't really have anywhere to go and need protection. While this state of affairs can potentially continue, it's quite brittle beacuse it relies on Grok being on hand to give orders etc. While he might not be questioned, lets say he left to do something for a few months, then things might just grind to a halt without him to mediate disputes etc.

Cultures are changing though. In Alterac 15 for example Grok is addressed using a demonic salute by a new warrior in his warband. Who taught this warrior the salute? Presumably it's been transmitted by people who believe Grok woudl approve of it. Similarly, while they've not mixed much yet, at some point someone might take up the practice of polygamy, or ask Grok to supervise a Fel infusion of their child, again because these are seen as acceptable cultural practices. Grok walks around with a Fel Orc at his side, that gives some credence to the idea that actually he's fine with the Fel, even if he doesn't practice it himself. Comparably, Grok associated with other races and is on reasonably friendly terms with them, which would reduce the levels of racial superiority which sometimes creep into the Horde (see Garrosh for example). If you take the Breakers' action that will start to lead to the codification of Dark Shamanism, which Grok being a fairly benevolent guy, will take in a different direction than Garrosh's Kor'kron did for example.

Grok is to an extent limited by his culture as well. He cannot endorse certain things, it's just not in his personality. For example, he cannot proclaim himself as chief while his father is still chief. Other things he just doesn't care about. However, in the absence of a cohesive cohort of elders in Alterac to moderate cultural swings Grok is the most important influence on these sorts of things.

This takes us to what Grok wants to do. Being an educated guy he knows about the previous political organisation of the Horde, he knows about clan structure and about the various benefits of these things, and he's also outgoing enough that he knows about how the human kingdoms operate (though he still doesn't entirely understand stuff like currency).

His advisors are bugging him to make decisions, but these decisions aren't really clear cut, which is why I don't want to put it to a vote and just have people decide. I'd rather you all engage with this stuff and I as GM take those thoughts and put them in actions.

I think, in character, Grok doesn't necessarily have a desire to absorb everyone into the Burning Blade. His conception of the Horde is one of many relatively free and diverse clans, under a strong Warchief. I think Grok would definitely take ideas from the humans, and would end up with somelike like Garrosh's orgaisation, though different for many reasons. Comparably, you look at Garrosh for example and the Iron Horde, and see that Garrosh attempts to subordinate various clans under the Warsong, because he's proud to be Warsong, but also absorbs a lot of the warlike Blackrock practices. If the Iron Horde had been longer lived I think you'd have seen some of the smaller clans also get surbordinated and homogenised under the same cultural ideals of warlike conquest and industrialisation.

As such, here are some scenarios for reflection and discussions:

Reform in human fashion: push elements of human feudal organisation into Grok's Horde, similar to how IRL the English colonised the Irish clans and brought them into the English political and economic organisation. Push currency, literacy, codify religion and cultural practices, subordinate clan organisation to formal legal arrangements based on human laws, further stratify and develop class structures, proclaim Grok king and seek acknoledgement from human monarchs. This probably the least desirable option, but I include it for comparison.

Atavism: Reform polity backwards, to earlier forms of Horde. Reestablish stratified clan structures, importance of shaman as leadership class, traditional practices and attitudes. Rhetorically powerful as a call to the traditional structure, but not desireable either because there's a reason those cultural practices were abolished.

Status Quo: Maintain current ambiguous course. No political effort required, but likely further pushes into the areas I've mentioned, eg smaller clans being broken down over time. Likely to reach equilibrium over time, but not without losses in unique cultural practices etc.

Structured Development: Pursue more aggresively and effectively some of the policies Thrall and Rend are trying. For example the creation of a stronger federal system, a national army etc.

The project of nation building is too large and complex and issue for me to just leave it to votes, so it'll have to be developed over time through actions.

I've had to come back to this as I went to do some stuff. Can't remember my train of thought from previosly, so I'll just say in general that nationbuilding depends on what objective you want to acheive. I personally if I was in Grok's position could think of plenty of things to do. For example, if you want 'more and better orcs' then you could better regulate honour culture. Honour stuff is useful and worthy but it needs to be controlled and channeled. For example, you could better established rules for the Mak'gora, or you could define honour as being a wider objective ideal rather than a personal 'face saving' thing.

To an extent this sort of thing is your responsibility to establish. What do you want to acheive, and what sorts of results do you anticipate? This is the same as any action, you must consider the effects of it, though as ever I'm also happy to remark on various things.

In terms of immediate affairs, the issues around internal stability will become more important over time. Grok's unclear political rank will become more of an issue, the inherant aggression of Orcish culture will continue to become an issue. Grok can't declare himself chief currently, his personality doesn't allow it. However, people are still treating him as one. Similarly, he's a defacto warchief because he's an orc to whom multiple clans pledge featly. The simplest solution to all of this would be to get permission from Feldad to be a co-chief, or full chief of the Burning Blade, givne that Feldad would indeed be ok with this, and then to integrate most of the New Clan from Hammerfall, to retrieve the Warsong and set them up as outriders again with a proper chief, to get Vark and his Ogres, to get some trolls, and to subjugate Alterac to the needs of Grok's Horde. Most of the ALliance would be ok with this as long as you're fighting their enemies, and then yknow go do that. While this is going on there's various things which could be done. I've got various ideas, but I also thought I'd check with an AI to see what they thought:

To address the weaknesses in Orc culture, several reforms and nation-building projects could be considered:
  1. Leadership and Mediation: Establish a system of leadership that emphasizes conflict resolution and mediation over brute force. Leaders should be chosen for their wisdom and diplomacy, in addition to their combat skills.
  2. Legal Framework: Develop a legal framework that addresses honor disputes and ensures a fair and impartial process for resolving conflicts. This could involve the creation of a council or court of respected elders.
  3. Cultural Exchange: Encourage cultural exchange programs with other races in Azeroth to broaden the Orcs' perspectives and reduce isolationism. Exposure to different cultures can help temper aggression and promote cooperation.
  4. Education and Skill Development: Invest in education and skill development beyond combat training. This can help Orcs diversify their talents and contribute to society in non-martial ways.
  5. Resource Management: Implement sustainable resource management practices to prevent resource-driven conflicts within the Orc society. This could involve the establishment of trade networks or agreements with neighboring factions.
  6. Alliance Building: Forge alliances with other races and factions that share common interests and values. This can provide Orcs with political and military support, reducing the likelihood of internal strife and external threats.
These are all fairly sensible ideas, even if they do fall into ChatGTP's tendency toward Whig History.

None of the above would require Grok to formally declare his candidacy for Warchief, and indeed they may not benefit from such a thing. THe intentional ambigutity of Grok's position is one he can definitely use, though eventually yea someone is going to call him out on it. Alterac is a really good opportunity to assure the growth of Grok's polity/faction/clan, but that does require some thought to get the best results.


Oh and I forgot to mention stuff about integration adn pros and cons. Basically, again it depends what you want. The Demonsword have a really weird culture, it would be weird to a lot of orcs too, and probably wouldn't go great if they tried to share it out with others because they don't have the history and you might just end up with a load of fel orcs running about without the discipline Haomarush has implemented.

Integrating the New Clan into the Burning Blade would be fine and has few downsides. For example, one part of such an action might be to equip and train them n a shared identity, another part might be for Grok to officiate funerals with his Firecalling abilities, which would be a prestigious gift. Similar to if you were a Catholic and a Cardinal turned up and did your grandparent's funeral, you'd be honoured etc (presumably, I'm not a catholic).

Your opposing principles are diversity vs conformity, heirachy vs equality, fluidity vs fomality, specialisation vs generalism.

This should prompt some discusison anyway. I might write some more about it subsequently, but I hope this answers some questions. Happy to discuss more if there's follow ups though.

Can these two be combined? Though I suppose this depends if Grok is ok letting the Kirin Tor know of the demon gate which I see nothing wrong with if only to keep the place guarded.
Probably not? They're not really similar?
 
Nevill’s musings on nation building
thrall/rend-see it was his master plan all along
grok (having gained thousends of blackrock, warsong, demonsword clans and ogres with him)- when did I become a warchief
That, at least, is not hard to see. Grok sees that his people aren't flourishing and seeks to "lead them" to something better as he understands it. His language doesn't have any other words for a leader popular enough to be followed by entire clans, not in the least because the ideas of martial strength and leadership are so closely intertwined in orcish culture. The clan heads wouldn't follow someone who isn't at the same time a military commander. It's not the first time we get asked "what else should we call you?"

But the philosophy we preach that differentiates us from other acting and would-be leaders is built on sand. Honour has no definition, and means something different to every orc. No one thinks themselves honourless except for some of the most egregious cases, so what does it really mean when we judge them thus? What alternative is Grok offering to his people? We don't have an answer to this question yet, and so it remains a vaguely defined ideal that will be gone with Grok's death, as his clans dissolve into infighting because there isn't anything binding them save for his personal charisma.

It's a self-referencing value. "This course of action is honourable, and therefore must be good." "This thing makes me feel good, and therefore it must be honourable". Except now it's being projected thousandfold, "our chief says it's good; I don't really understand it, but he's smart, so it must be".

We should start codifying the principles we want others to live by. At the moment even people who follow us do not know or understand them, trusting in our military knowledge more than anything else. That'll only hold until the first bump in the road.
 
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Remarks on Troll revanchism
I wasn't really thinking of that and more on the ultimate ability for the dwarf hero in warcraft 3 that would be a neat ability to get in some fashion when Grok has been leaning into the Breaker legacy.
It's somewhat unclear how that ability works, but I'm fairly sure it'll be an Arcane thing. That might be operated in some sort of ritual form as apparently Magni found the special 'make me a diamond' spell in the basement or something.

This would be more difficult for the Orcs because they're not really familiar with Arcane magic, and the spell might not work for Grok. It would be like trying to run a PC program on a Playstation etc, yes they're both electronic devices but they're different operating systems.

However, the Orcs do have shamanism, and they did contribute to the Twilight Hammer's elemental ascendency, so yes it's a thing they can do. This is a spell in the game for example: "Transform into a Flame Ascendant for 15 sec, replacing Chain Lightning with Lava Beam, removing the cooldown on Lava Burst, and increasing the damage of Lava Burst by an amount equal to your critical strike chance."
I was thinking about prospects of elves and trolls coexisting on the same continent. The enmity must be great indeed if trolls broke off the Horde for it.

Are there any troll tribes that would be receptive to treating with us given our stance on the Alliance?

The Trolls are extremely revanchist in general. They used to own the world and they've never really gotten over that. For example, the Night Elves could credibly claim the whole of modern Kalimdor, given that they did indeed occupy the entirety of it some time ago. They seem to have voluntarily retreated from most areas into the north around Hyjal and subsequently Teldrassil.

However, they could say with a lot of places that they've not even been gone that long (given their comparatively long lives) and that they should be allowed back etc and the Tauren or whoever should leave.

Anyway we're getting away from the point. The point being that the 4 major troll polities, the Drakkari, Gurubashi, Amani and Zandalar are all remnants of more powerful polities. Their history and the wider troll history is one of constant and steady decline, with various attempts to seek out extraordinary power to revive themselves, then that failing badly and one of their cities exploding or something. This ends up with them starting to sacrifice their own gods to try and keep themselves afloat.

For the Amani in particular they've been pushed back over hundreds of years by the humans and elves, leading them to lose a lot of influence over their allied tribes. They join up with the Horde in the Second War with the condition that Doomhammer will march against Quel'thalas, but Doomhammer still can't get past the elven defences so he just marches away and loses the war in his next battle. The Amani hatred toward the elves though is so great they continue the siege and are defeated and driven back by the elves.

As a topical comparison, you could look at other revanchist conflicts where both sides feel they own a bit of land and focus a lot of cultural energy around it, for example, the Rhineland or Israel/Palestine. Yes there's routes to peace, but ultimately it requires a cultural effort for one party to give up their claim to the land or to otherwise fundamentally alter their perception of their strategic situation.

The Darkspear do actually do this though. They left the Gurubashi lands and have now associated their identity with the Horde. Vol'jin explicitly rejects the call to arms in BC, but I've also represented characters like Vok'fon who are indeed interested in competing political ideologies.

There are indeed therefore troll polities who would be willing to engage with elves, however it's very difficult. You're not going to convince Zul'jin though, the Blood Elves tortured him, cut out his eye and he was so determined he cut off his own arm to escape their captivity.

In regards to Grok treating with trolls though, yea he's fine with it really. It's not so much a problem for him to engage with them because he's not entirely associated with the Alliance yet. He could walk up to the Amani gates now and have a chat with them and Zul'jin would be interested in talking to him.

You may indeed want to go chat to Zul'jin to explain the situation with the Revantusk and Vilebranch, but you've not gone about exterminating trolls, you've engaged them in a limited fashion and have done so because Grok felt compelled by honour to do so.

Decisions we take are often either strategic (what we do from turn to turn) or tactical (how we do things mid-term). While all of them build our character to a degree, I feel like there is a missed chance with the latter when it comes to determining why we do the things we do.

So this is an interesting idea, the problem is though that this quest has been going for about 3 years now and there's just not enough reader engagement to trust that it would work, so I'm unwilling to do it.

I did all the binary choices with the Alterac mini arc for example because I wanted that to improve reader participation. I wanted to get more people to vote for things but we can't even reach 10% participation, even when there's just the decision between 2 options. This is quite frustrating for me so I'm not really willing to put lots of work into it only to have 2 people work on it and develop a plan.

I'm open to considering this further, but if I were to implement such a system I'd want to make sure people actually respect it.
 
Rambling about AI art and the potential for information presentation in fiction
But very quest enhancing.

If you read an adventure game book you might have one of those illustrations to make it cooler.

So I'll take the opportunity to ramble a bit here regarding my opinions on this.

In some IRL books or indeed other fiction, people do present pictures or illurstrations in their stories to enhance the reader's experience. They might do this to evoke a particular image, or to provide information eg in a map.

I think, for example that the map of Middle Earth is a useful map because it lets the reader situate themselves. If the movements of people across a map are significant within the story then a map is useful. However, you might equally say that supplementary resources are a failure of the author to provide adequate information for the reader.

There are some more and less famous images. Classic 40k stuff is well known, Dinotopia's illurstrations are, that sort of thing. I don't think anyone would accuse those IPs of being lazy, the images are supplementary.

However, I do notice a lot in fanfics that pepole do tend to be quite lazy sometimes with this sort of thing. The chocie of an image to represent something is still a creative choice by teh fan author, which is fine, but you do see a lot people saying 'they saw a castle' and then instead of describing a castle they just put a picture in of a castle. Sometimes, espeically on FFnet you'll have very inexperienced authors just writing directions to the audience, or describing things with reference to real world properties when it's inappropriate to do so.

There are some creative uses of these, for example in the With This Ring story the author uses coloured speech marks and words to denote high emotions. I personally didn't really like this, I did think it was somewhat lazy instead of describing what the person is doing. However, if the POV can see emotions using his magic powers then sure I can get how maybe that could be represented like that. Problem is though, I've seen other authors using this instead of actual description. Compare, for example,

'he hissed'
'he muttered sullenly'
"I am angry"

These all convey different things with the nuance of descriptions.

Another example I suppose is when you've got a daemon or cthulu speaking and they use that font which messes up the words to imply that the demon's language is so indesciperable as to be unreadable to the author as well as the reader.

But again its lazy. When Tolkein describes Black Speech he describes it as painful to hear, he doesn't just scribble on the page.

I'm just looking through LotR now and the writing is really very good in places:

Walking toward them was a tall elf whose face was ageless, neither old nor young, though in it was written the memory of many things both glad and sorrowful. His hair was dark as the shadows of twilight, and upon it was set a circlet of silver; his eyes were grey as a clear evening, and in them was a light like the light of stars. Venerable he seemed as a king crowned with many winters, and yet hale as a tried warrior in the fulness of his strength. He was Elrond Half-elven, the Lord of Rivendell and mighty among both Elves and Men.

This is an excellent description. Elrond is a limnal figure, he's stuck between life and death, involvement in the world and just sailing away to Valinor, he's young and old, wise and fighty. I suppose, in theory, a picture could convey this... But I would struggle to imagine what one might look like. The films didn't capture this either. Elrond is clearly a wise guy but he doesn't have the same limnal qualities. Galadriel though maybe.

On the discord I made that AI picture of Feldad giving Grok the Fireblade. That's meant to be a tender scene certainly. Grok gets back from being exiled, Feldad is pleased with the whole situation as Grok has proved himself a worthy son etc. In the actual chapter there's not a lot of narration, it's mostly talking, however before when Grok wakes up there was a lot of narration and description about how Feldad is relived etc. This contrasts from when Feldad was being quite nasty initially because Grok wasn't satisfying his expectations.

Bringing it back, I could indeed have just put an AI pic in that scene. I do think the one generated was quite good but I also fundamentally disagree with the idea that we should push ahead with the integration of AI stuff into works. While there's not necessarily a moralistic element here and therefore talk of 'laziness' isn't relevant, I do think that aspiring creators should try to build their skills. If people rely on chatgtp to write stuff they'll never build the skills or techniques that authors use.

Then again, maybe I'm just being a bit of a purist about such things. I think it can be quite lazy, but maybe others are fine with it.

If fans like a quest they might spend some money or draw a commission of some scenes which is always appreciated for participation but with AI art the participation can be done faster or even get modified art because the AI art generator isn't perfect.
I do agree on this point though with less skepticism. Yes it is indeed very cool, and I think could lead to significant creative endeavours. It is indeed very quick to plug some stuff into an AI to create, without the need to set the scene really. This will be of advantage to some creators.
 
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Commentary on Amani politics
Did Zul'Aman favor Vilebranch over Revantusk, specifically? From the quest dialogues I recall the Revantusk acting like THEY were the Zul'jin loyalists, with the Vilebranch simply being particularly depraved barbarians that took over the region's biggest city.
Such a question would compel us to investigate what Zul'jin's foreign policy is. In brief, the Amani spent hundreds of years being beaten back by the Elves and Humans and then joined up with Doomhammer to finally try and destroy the elves for good. Turns out after having a go at getting through the forcefield they can't manage it, so Doomhammer just leaves and goes and gets defeated without accomplishing anything during the Second War. Really not an impressive performance from the Warchief tbh.

Meanwhile the Amani (and I would assume their cadet tribes) are defeated by the High Elves sallying out, Zul'jin gets captured and then escapes, and then seems to retreat back to Zul'Aman. Presumably the Amani et al were weakened by the failed attempt, and then by a subsequent attempt to attack the Sunwell. Then the Scourge attack, mainly aiming at the elves but hittng the Mossflayer too we know.

So the state of affairs is that the Amani and their vassals are weakened by a series of events, and feel it necessary to turn to more extreme methods later on with the whole 'sacrifice our gods' thing.

The Revantusk apparently specialised into diplomacy. I don't really know what that means but presumably they brokered deals or maybe lent out people to make deals or something. They decided, for reasons best known to themselves, that they would retain their alliegance to the Orcs and Horde rather than the Amani. We don't know why that would be, but again we can assume that Chief Torntusk felt it was the advantageous course of action. We also know the Smoulderthorn and Firetree tribes left to go hang with Rend, so again we can assume that them and the Revantusk perhaps were disadvantaged in the Amani heirachy.

Comparably, other tribes like the Witherbark and Vilebranch stay around, acting as the southern bulwark of the Amani lands. The Revantusk are preyed on for sacrifices by the Vilebranch in particular, and have been pushed out of the cities into a pathetic little village by the beach. In this quest therefore I've got them at roughly 2k numbers, wheras the Vilebrach have multiple cities so would be at 50k maybe. The Revantusk regard the cities as theirs, but yknow how did they get pushed out? Were they just really bad at fighting? The Vilebranch are clearly massively more powerful militarily.

It's weird because in game it's one of the more extreme examples of a faction just sitting about while mercs do their work for them. The players do all the work to get the land back, the Revantusk just squat on the beach and moan about their chief getting captured etc.

Again, I'm basing some of this on the Aztec Flower Wars, the idea being that the trolls practice a form of ritual warfare designed to reduce large casualties and to acqurie sacrifices, as such maybe the Revantusk were just trying to get away from this style of warfare etc and wanted to not get kicked about all the time.

So as to your question, it relies on the history of the different polities. I suppose that Zul'jin and the Amani's foreign policy priorities are to acquire allies, retain vassals and to destroy the elves. As such, they probably don't care or are willing to overlook the Vilebrach bullying the Revantusk. I doubt Zul'jin favours the Revantusk, I suspect he was very upset and perceives the Orcs to hvae betrayed him or lured him to attack Quel'thalas, but he's probably cooled down a bit now, and is thinking on more strategic lines
 
On the nature of 'Champion Warfare' in Warcraft
So one thing I've always found interesting in WoW (and some other similar fantasy) is that they have a focus on 'champion' warfare. In some fantasy works you'll get individual combatants who are powerful, but not army-destroying. For example the Jedi or Aragorn or whoever are indeed powerful, but they don't win battles by themselves, they just have a powerful effect on battles through skills or abilities.

Comparably, in Warcraft you have specific bits where there's a small number of individuals who acheive the results in a battle. Ignoring fact that this is a non-diegetic reason as the game needs to justify why players are powerful etc, we can turn to in universe examples.

You can have social reasons for this, for exmaple perhaps the Elves emmulate heroic stuff and therefore invest in heroes.

We'll focus on the technology here though, which is mostly magical.

We see Champion Warfare in the Trolls, in various empowerments, in the Death Knights etc.

To use a chronology, in the First and Second Wars, there's not much Champion Warfare. There's the Death Knights vs Paladin match ups, but these aren't widespread or concentrated enough to mean much in the overall conduct of the war. In the Third War however we start to see it. The Scourge use Death Knights as commanders and they're greatly feared as combatants too.

Various parties will surround their capitals or have their armies led by persons of great power, whether martial or magical. These persons are very difficult to assail without an equal or stronger number of your own such persons. Therefore when attacking Blackwing Lair, the Molten Core, Naxxramas or other places of power, champions are sent in.

I think this is perhaps the developing part, the larger nations who are able to more efficiently marshal resources than the older polities like the Dragonflights start to arm and equip their forces, and chose to do so to a high level because they're going to be facing high level enemies. There's no point in sending an army against Neferian, and you can only really send people with special cloaks to resist his Shadowflame, so naturally you invest more into these individuals.

I find it very interesting for example that there's the implication that there are perhaps 200-500 extremely powerful individuals including archmages, Ebon Blade, Silver Hand etc who make up a core of 'adventurers' and deal with the greatest threats. Comparably, there will be a load of lower level people who might participate in other battles or just do their own thing, but I really like the idea that there are these extremely powerful people and I like the idea of conflict between them or amidst them, or maybe the idea that they don't participate in the faction war because they see it as beneath them. These would be a separate class or brotherhood of companions who are able to accumulate long term buffs or advanced equipment and just get more and more powerful.

This might be for technological reasons. For example, if attunement to magic items takes a long time, there's no point in trying to attune lots of people. Or, if your reagents are limited, better to spend them in a cohort rather than trying to spread them out among your army.

The Lich King and Fordragon explicitly adopt this style of warfare, both of them are trying to gather bands of champions to lead their armies and strike the decisive blow. You get some others, for example Illidan with the demonhunters trying to create their own bands of powerful individuals. you also get the technological advancement of classes through information sharing and cooperation like in the Order of the Black Harvest.

I compare this to knights to an extent. It's very difficult to train, equip and retain a large corps of knights, but when you do they're incredibly effective.

We might also be looking at the nature of technological development. For example, a mounted and armoured knight is impervious to most hard and might be worth even 20 other men. Comparably, a really good musketeer probably isn't worth more than 3 other men who are less good. As such, we might just be seeing that technology tends toward exclusivity and small cohort sizes, and cannot be universalised. We might see this in the Troll tendency to create Loa incarnates for example. They don't do it to their whole population, turn everyone into cattrolls or birdtrolls for example, they get the loa (or force them) to empower one particular person to a great extent, which they then use in champion warfare.

This is also quite interesting to me for the narrative effects. For example you might see the top cohort competing for the best magical items, but also hoarding them from the lower cohorts. You might see them exerting political power because they know they're indispensible. You might see them acting as a conservative faction to retain their own power and support structures, but also in restraining things like faction wars because they'd not want their support structures disrupted too much. I think they'd be lauded and elevated socially, but also shunned because they're alien. You'd see the various magical mutations Azeroth magic has. I dealt a little bit with this in Peggy Sue, for example Vark has turned into a bit of a titan creation because he wears a lot of titan stuff and is getting turned back evolutionarily toward being a gronn etc, his body is stony perhaps, but he's also got the Lich King's enchantments on him. Taelan meanwhile has massive and unpleasant mutations from Fel energy over time, but is extremely powerful and has many magical items like the Sceptre of Sagaras.
 
Some points on Grok's personality
So I mentioned I wanted to write some points on my interpretation of Grok's personality.

This is important for you because it might clarify certain points, and it's important to me because I need to be able to make sure that I'm adequately conveying the relevant details. If I have one idea of what's going on and I'm writing Grok as that, and you have a different idea then that would problematic for the audience's understanding of the story.

So to begin, Grok'mash Fireblade has a few background traits. He's militaristic, clan-socialised, honour-socialised, traditional and conservative. These are all traditional orcish traits and most orcs would agree with these principles. In contrast to other societies, orcs don't value material wealth or scholarly learning, though of course individual orcs might do.

Subsequently, more specifically in his background he's Burning Blade and he's of a higher social strata. Therefore he not only values martial ability, but specifically values skill and martial excellence. He values history and scholarship in a way many orcs don't but mostly as a means to transmit sacred traditions. If someone turned up with what he perceived as an irrelevant peice of scholarship, he wouldn't respect that as much as he would a shaman singing some sort of history song.

The two personality traits chosen in the chargen were Honorbound and Prudent. Honourbound requires Grok to be honourable, and disallows dishonourable actions. There have been a few situations which have tested this, but generally Grok goes for the honourable choice and also the choice which might cause him to sacrifice himself in some way, for example when he chose to go into exile to protect his clan.

This all combines a bit to make his default choice to be to attempt to solve things through honourable combat or discussion, to approach matters with a sense of formality and to have difficulty in ambigious situations. In several instances when he's confronted with uncomfortable situations he's tried to just not deal with it, eg Feldad or with the Forsaken and Varimathras.

Grok has developed to be pretty direct. He's courteous because he views that as a matter of his status, and he respects others who reply to those courtesies. However, he doesn't really 'get' how to be indirect in some instances and we see this for example when he's talking to Gregor. The regent brings up several important points, but Grok views them as fundamentally not his problem.

One of the other issues of his personality and education is that he fundamentally doesn't understand how to respond in some instances. He doesn't really understand commerce, human methods of rule like feudal succession, or currency. He comprehends that there's this thing called the economy, but partly he just didn't grow up in a society which understood or dealt with such things. He's starting to understand that he needs to manage his logistics better, that he needs to do diplomacy or spying, but he doesn't know how to do that himself and although he can lead battles he's not great at political strategy.

One thing I'd like to make more apparent I suppose are the negative elements of his personality. For example, he's quite scornful of people he doesn't respect, like Gregor, and he respects people who are militant like he is. He's also probably an orcish supremicist like his father, and a bit of a fascist (though that word is not appropirate in this context given the differences between 20th century facism and orcish societies) because he values military things, tradition, strength etc.

I can add some more points to this if people have questions. For example, I've presented Grok's views on a Fel a bit, and one notable element there would be that he's not actually that opposed to it and is generally ok with warlocks. He doesn't have the same visceral disgust that Thrall does for example.
 
Thoughts on the New Clan
How much of a problem is it? What use is 'cultural unity' to us?

I know the benefits we expected from the integration; that's why we took the action after all. But if we leave them to drift off, would it become a problem in the future? It seems harmless (though perhaps offensive to Grok), from what I've read.
This depends entirely on your perspective. If you were of a modernist or liberal mindset you probably wouldn't think it was a big deal. You might say that the clan structures are a reactionary and outdated institution that might cling on for a couple of hundred years naturally but otherwise has no place in Orcish society going forward.

Grok however would not say this.

To Grok the idea of Clanless people associating together is disturbing. He regards them as outlaws, criminals, or otherwise problematic persons who couldn't make their way in society, like exiles. Of course he's an exile too so that's rather ironic, but you get the idea.

There would be several issues though that could be problematic:
  • Cultural divergence - values and ideas which Grok considers good start to differ and diverge. The authority of traditional figures could be diminished, and the broader Orcish nation might begin to fragment.
  • Specialisation - Orcish tendency toward clan tradition specialisation diminished, special magic rituals or particular cultural practices get assimilated into a whole, people forget you have to dance the special dance to do a thing, instead they hop about or something and that breaks the ritual which means you can't make portals as effectively or something
  • Economic disparity - Grok knows that Clans provide the welfare system for the Orcs, without them he'd be concerned that New Clan people wouldn't get cared for.
  • Social instability or fragmentation - If the New Clan gets big enough then great it might be strong in numbers, but it might also be brittle. If the community suffered some setback the New Clan might not be strong enough and fragment
You might not consider these to be problems, and there are alternate forms of social development. The Orcs do tolerate new clans forming, eg Blackhand setting up his sons with the Black Tooth Grin Clan. Those are deliberate efforts though, you'd take a junior shaman and an experienced warrior and set them up as the shaman and chief of a new clan/satellite clan.

For Grok it's such a problem because it doesn't fit into the existing structures. He think's that's a big problem, but you'd have to see whether you considered that a problem too.

There's an implication in canon that it is indeed a problem. Garrosh walks through Orgrimmar for the first time (lets say 4 years in the future from the current point in the quest) and finds that there are crowds of urban poor who we might infer haven't been supported by the clans.

We can also look at Garrosh and say that he may have taken advantage of the political instability of these groups of poor people, or that he managed to overwhelm the other clans with his Warsong. If you told someone 'lets go to war and your life will be better' that doesn't work as well on people who are supported by their communities.

The Clans and Elders additionally provide a useful function in their conservatism, they question or manage change. It's much harder to convince Drek'Thar about how you should rush ahead with X change than it is to convince a load of glory-hungry warriors.
 
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