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

Those merc missions when won offer many rewards after completion.

Let's say the missions don't update. I would then get Kul Tiras, Storm Wind and the Scarlets.

We do need Storm Wind as by then we got more mouths to feed and Onyxia said she'll make sure Alterac is well fed.

Kul Tiras means potential shipping routes so self explanatory. Scarlets is obvious when we do need either of the two for the Alterac royal army to participate in.
 
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heres the problem with doing mutiply merc missions a turn 1 turn is fine but then we cant actually use what we gain from them to benefit cause then we are out of the area like sweet we got goods can we use them hah no we did more merc missions 1 should be enough for this turn then see what state we are in for the next one and as for shipping lines who excatly would we be shipping to the most likely benefit to helping kul tiras is making the second most hating orc nation after stormwind not hate us as much cause we live in alterac not excatly the place where much shipping lines are
 
Those merc missions when won offer many rewards after completion.
Yeah, hence me referring to them as 'biting off' a juicy bit to fill in both our treasury and ranks.

Now we need to put them to use. The human artillery pieces won't be very helpful unless we adapt them to orc warfare. The Dragonmaw prisoners will be a massive detriment to feed and look after unless we try to convert/exchange them somehow. And we need to see to our magical support or another force multipliers to prevent unsustainable casualties. Already I am glad we didn't stop Demonsword practices because we'll be relying on them for the time being to provide new recruits... but I wouldn't want to depend on it, and it won't give us back our veterans.

That's just the combat-related concerns we might want to address before the next big campaign. There are even more issues to deal with when we add up civilian and political aspects.

the most likely benefit to helping kul tiras is making the second most hating orc nation after stormwind not hate us as much cause we live in alterac not excatly the place where much shipping lines are
That would be welcome, yes.

We have our clan back in Ogrimmar -- which, last I recall, is short on natural resourses, lumber in particular -- and the Dwarves who say the trade with the Crusade has dried up. We are also making inroads with several human nations; I bet they have some of the stuff our people the ocean over would want.

Rest assured, our father will find a way to turn it into a political capital, and as for what could be shipped back, why, arms and reinforcements, of course! We are going to make a bid for becoming a Warchief soon, there will be many an orc who would want to tie their fortunes to ours, and we dearly need the numbers to defend the claim.
 
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Yeah, hence me referring to them as 'biting off' a juicy bit to fill in both our treasury and ranks.

Now we need to put them to use. The human artillery pieces won't be very helpful unless we adapt them to orc warfare. The Dragonmaw prisoners will be a massive detriment to feed and look after unless we try to convert/exchange them somehow. And we need to see to our magical support or another force multiplier to prevent unsustainable casualties. Already I am glad we didn't stop Demonsword practices because we'll be relying on them for the time being to provide new recruits... but I wouldn't want to depend on it, and it won't give us back our veterans.
I think too there is something in those merc missions to alleviate the concerns for the burgeoning situation.

Offer the anyone else that is interested in a cut provided they join. The Royal Alterac Army, Gilean artillery group, or nobles gets extra bonuses if they join etc.
 
a side note about our pops/forces okay so the blackrock clan are the biggest group of our faction (which makes sense with how large that clan is that they are a major part in both hordes) at 3700 with demonsword (originally a offshoot of the blackrock clan) coming in second with 2800 (of mostly fell orcs) now both of these numbers seem high but remember that they also count those who are primairy fighters.
then theirs third which is the new clan with 1700 which has its own problems with not fiting in the clan structure and having a hybrid cultre that traditionalists hate
then theirs fourth place which is our human forces at 1500 mix of alterac soliders and gileans lead by darius which likely is helping deal with some issue by forcing these races to interact with each other
fourth is the trolls at 1000 which might get us some points with other trolls since we helped a tribe but at the same time its a tribe the rest of the forest trolls don't think to highly of (not sure if at this point it would be hatred since the blood elves haven't joined the horde yet) but as with blackrock and demonsword is hard to tell the number of main fighters vs those who can fight
the rest are important but these ones are the main bulk
 
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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In other words, the danger of the New Clan is that Grok has no clue what he is doing and how to approach them as a whole.
Which will be fine if they don't screw up or develop social problems that will require Grok's intervention.
On the other hand, if we give them like…
Maybe 5-6 turns and they don't explode we can have Grok investigate the social order and if he's sufficiently satisfied their ideas are functional with no problems we might be able to have him maybe just point to whoever's unofficially in charge, declare them in charge and leave the New Clan's ways to them.
Tacitly approving without necessarily saying as such.
 
Man, Grok's exile must look like such a farce back in Ogrimmar (albeit a farce that no one wants to call out as one yet for varying political reasons.)
Indeed, this would be beginning to seem quite silly to people who know about it. It's already embaressing for Thrall that Grok was being successful in his endeavours when apparently he left with like 100 guys, but now he's got ten thousand and the infrstructure of a kingdom.

This, among other things, would be some of the factors which would force a confrontation between Grok and Thrall, because Thrall eventually wouldn't be able to accept the attack on his prestige.

Is an effin a two-headed ogre or something else?
ettin are native a race of two headed giants in azeroth ogres are native to dreanor the homeworld of the orcs vark just thought a ettin was the rare two headed ogre that their race sometimes have.
So one of the things I like to do is have people be wrong about stuff. We know that an ettin is similar to an ogre lord (a not retconned ogre relative), but Grok and Vark don't. Grok is wrong about some things too, there's a big thing that he's not aware of and no one's picked up on, which may or may not become important later.
He didn't wear the ashbringer orb as trophy when the king saw it did he?
He's got it attatched as the pommel of his sword, as is common for people to do with such blades. Mangi might not recognise that specifically, but the story of how Grok dueled Mograine and broke his sword would have gotten around. If nothing else, it's a powerful symbol of the crusade triumphing etc.
How much would they appreciate donations of other random items of orcs or other doodads?

While they might be interested, the problem is providence and analysis.

They're scholars, they need sources and stuff to analyse or compare. For example, the Fireblade (if Grok was willing to let them examine it which he wouldn't be) is an ancient and powerful artefact. Studying it would show perhaps some remnant of the Titan magics, but you'd have to have a similar artefact like the Fists of Ra-den, but that's a different Keeper on a different planet so it may not even be that useful.

They'd be much more grateful if you could provide the beginnings of some analysis. Some sort of categorisation or research. If you just dump some random rocks on them they wouldn't go for it.

I'd also say there are a limited number of artefacts which the Orcs might have, and be willing to give away. You'd have some shaman, eg like Feldad, who have stuff which they'd kept or been given from previous generations, the Fireblade or the Doomhammer come to mind, or books like the Firebenders Tome, but those are definitely things the Orcs wouldn't be willing to give away.

I suppose with some actions and an awareness of the potential rewards (eg cultural lore about the titans and the origins of the orcs) then sure you could get someone like Feldad to gather up some sacks of objects and stuff.

he has a base which while under constient attack and everyone their knows their doomed and fighting a losing war
While he's under threat, he's also in a defensible position, he has strong allies, and he's (through no effort of his own) been able to subvert his main enemy. While Onixya is in Stormwind, Rend isn't going to face much danger, and the Dwarves are worried about the Dark Irons not Rend. He's got a growing force of dragons, magical stuff and orcs from the artificial aging.

We know he's doomed because he's mind controlled by Neferian and he doesn't have a long term strategy other than 'get strong enough to beat everyone else'. However, other people don't know that. They think he has lots of allies and resources and is already probing in various areas etc.
I'd still go check on Kul Tiras though, I want shipwrights and free trade routes, and no one has offered an alternative so far.
The other alternatives would be Stormwind and the Goblins. Stormwind hasn't got the same capacity, while the Goblins might see it as potentially problematic in preserving their independence. Also to note would be that Alterac doesn't have a coast or ports. Dathrohan would be fine with you importing orcs because he knows you'll use them to help him out, but you'd have to get permission from someone to use the other infrastructure.
We need to settle the newcomers, tinker with Gilnean tech, shore up the losses and iterate on warfare methods to minimize them, address whats-his-name's concerns and our own status... Basically, we need to chew and digest what we have already bitten off, instead of reaching for the next bite.

Those merc missions when won offer many rewards after completion.
One thing I suppose I would note is that Grok, while understanding that sure they have rewards, isn't necessarily doing it for 'mercenary' reasons. I may have termed that inaccurately. Grok wouldn't take a contract to go fight someone for profit, he's not interested in that, but he's willing to go fight people who need to be fought, and if that's a mutually beneficial event and he gets some stuff out of it great.

Similarly, yes sure you might like to spend a couple of years making and training with guns and yes that might save orcish lives. However, there are situations in the wide world that might get worse without someone intervening.

So I might push back a little against the implication of greed and reward. However, the general point about the need to digest is well founded, although with the caveat of time sensitivity.

We have our clan back in Ogrimmar -- which, last I recall, is short on natural resourses, lumber in particular -- and the Dwarves who say the trade with the Crusade has dried up. We are also making inroads with several human nations; I bet they have some of the stuff our people the ocean over would want.

Rest assured, our father will find a way to turn it into a political capital, and as for what could be shipped back, why, arms and reinforcements, of course! We are going to make a bid for becoming a Warchief soon, there will be many an orc who would want to tie their fortunes to ours, and we dearly need the numbers to defend the claim.
The Kul Tirans might go for this yes. There are factions within Kul Tiran politics. The Anti-Orc faction definitely wouldn't be happy, but the Theramore faction might be ok with it. At the very least, as long as that timber wasn't used for building ships then that may indeed be considered ok.

This would be one of those things that would require much better relations with Kul Tiras though, and potentially a favour from Dathrohan as the 'leader' of the Alliance at the moment.
Offer the anyone else that is interested in a cut provided they join. The Royal Alterac Army, Gilean artillery group, or nobles gets extra bonuses if they join etc.
One thing to keep in mind would be that not all forces can be effectively deployed far away. Why would the Snowgate Militia care or want to fight in a war half a continent away? They'd be a lot less effective certainly. The Gilnean artillerists would be better because they're a lot more professional, and yea sure potentially you could get some bored Alteraci knights to join up on a foreign adventure.
fourth is the trolls at 1000 which might get us some points with other trolls since we helped a tribe but at the same time its a tribe the rest of the forest trolls don't think to highly of (not sure if at this point it would be hatred since the blood elves haven't joined the horde yet) but as with blackrock and demonsword is hard to tell the number of main fighters vs those who can fight
Of these, the Demonsword would overwhelmingly be the most militarised, with probably every single one of them not in an absolutely essential occupation (which would include childbearing/rearing) being able to be mobilised. Then it would be the Blackrock, who have always been the most militarised of the 'big' clans. The trolls are slightly different in that there's a lot of hunters and trackers, but there would be a relatively small number of actual warriors because they're not that bellicose and have been worn down over time. They'd make good skirmishers though.
 
Or we could just ask them to form a clan of their own.
Possible, though that way lies…Shenanigans.
To the tune of 'Benny Hill' playing in the background as the New Clan scrambles to elect a Chief, figure out some formal ritual for that, pick a Head Shaman, and try not to sweat nervously when Grok raises an eyebrow at said Shaman clearly just finish digging her ritual firepit as he walks in, as well as census reports that are freshly written by what appears to be a Gilnean…
Which is to say, the whole thing's gonna be a ramshackle mess of a clan structure, enough that Grok is liable to tut tut at them about this or that and point out reasonable (which is to say, how the Burning Blade handles it!) practices every so often.
Then again if we don't declare ourselves Warchief…
 
... Honestly yes, making them the orcs in charge of being Gilneas's warrior monks and psuedo-astartes seems like an ideal solution to the issue.
 
One thing to keep in mind would be that not all forces can be effectively deployed far away. Why would the Snowgate Militia care or want to fight in a war half a continent away? They'd be a lot less effective certainly. The Gilnean artillerists would be better because they're a lot more professional, and yea sure potentially you could get some bored Alteraci knights to join up on a foreign adventure.
I know the militia wouldn't but it's in the context. When it concerns the scourge that has messed up their neighbours then it's within Grok's capability to go marshall volunteers besides the Royal Army to go do battle.
 
Indeed, this would be beginning to seem quite silly to people who know about it. It's already embaressing for Thrall that Grok was being successful in his endeavours when apparently he left with like 100 guys, but now he's got ten thousand and the infrstructure of a kingdom.

This, among other things, would be some of the factors which would force a confrontation between Grok and Thrall, because Thrall eventually wouldn't be able to accept the attack on his prestige.
I imagine it's not just embarrassing, but dangerous.

Since generally in history, an exile who manages to gather a large following and resources while in exile has a tendency to come back, regardless of if the exile is rescinded or not.

And if Grok comes back with 10,000 (or more) Orcs covered in glory and spoils from victories across the Ocean well...asking them to leave again becomes very dangerous, especially when there's already a political power bloc in Durotar that is pre-disposed to approve of him.

Even if Grok has no intention of that (and I'm pretty sure we don't either), the potential for that has likely at least occurred to Thrall.
 
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Constable Turn 4
Constable Turn 4

There was no rest, back in Alterac. The city was thronged with new arrivals and there was much disruption all around.

You attended to all the matters you could quickly, but there were many other affairs which would simply take too much time and attention to begin so quickly.

You received petitions from human nobles, reports from the border forts and guard patrols, as well as advice from a dozen people on where you should first direct your attention.

Some matters seem to have resolved themselves without your consideration. There were no more reports from the Winteraxe Trolls raiding, and you'd largely put the tribe out of your mind. The Syndicate remnants seemed to have also faded away, for while they'd retreated to several isolated fortresses, clearly they'd gotten bored or cold and thought better of it. Meanwhile, the trail of the mysterious warlock, Ritssyn, and his companions had gone cold in the months that had gone by.

But in their place were new issues.

You'd received several letters while you'd been away from Alterac and it was only now that you had chance to review them. The first was an invitation from Brann Bronzebeard to visit the Badlands in force for a variety of purposes. While you had some interest in the archaeological endeavours there, and would welcome a chance to improve your standing in battling the Dark Irons on behalf of the Prince, you also knew of two black dragons that had been imprisoned in that region. How exactly it had come to pass you didn't know, but you remembered your father mentioning it once and if you could recruit the dragons they'd be powerful allies to the nascent Alterac brood, as well as your own forces.

The second letter though was more surprising. It had come during the night, delivered by a cloaked stranger apparently who faded into shadow as soon as they'd handed the letter to a guard. When you opened it you found the twin signatures of the Banshee Queen and of the Apostle to the Forsaken, Fairbanks. What pact had formed between the two you didn't know, for it seemed incredible that they might meet without coming to blows. In any case, they requested you retrieve a large number of Forsaken currently held captive by the Kirin Tor in an attempt to cure their condition. You'd not known of such a thing, but honour demanded that you answer the call. The letter spoke of the Forsaken being used as slaves by the wizards, and while you might imagine they could have been put to labour, you could not suffer others to suffer such bondage and keep your honour.

Then there was the establishment of industry in Alterac. There wasn't much of it to start with, for the kingdom was very poor. Now though you had a skilled workforce, favours from Ironforge, and even experienced foremen from Gilneas and the Blackrock clan who you might look to in order to establish a real industrial base for Alterac. You'd put Runewatcher in charge, you thought, as a test to see if he was worthy of further association with your advisers. The first steps would be to set up a production chain from quarry and mine to foundry and hammer mill, and after that, you might start to produce superior armour and weapons for your forces.

Vark had been agitating for aggressive action to win further territory and better secure your kingdom, while even Gregor's protestations at all the chaos might be remedied by proactive action in other areas.

That was what weighed on your mind the most. You had the feeling you were approaching a precipice. Not teetering on it's edge, but at least you felt such a formation was in sight. You knew that some already called you 'Warchief', but only your father would be able to advise you properly on such a matter. Kartha had come to you one day and told you that your Orcs numbered almost ten thousand now. It was an incredible number, larger than most clans. It would put you in the top ten, perhaps even top five warleaders among the Orcs.

But Kartha had also warned you against such matters. You'd heard it before, you'd thought it before too.

But that didn't make the situation any less dangerous.


Actions
Choose 4:

[ ] Build up the Army... Again
Both your own warband and the Army of Alterac need to be expanded. You cannot lead ten thousand orcs with only a personal force of a few hundred, and the 'Royal Army' is only a thousand men squatting in cold barracks. You must recruit to double the size at least of both forces, and happily you have a sufficient number of good quality recruits to do so.

[ ] Diplomatic Mission
While you could send emissaries, it may prove a sensible option to visit one of the Alliance capitals yourself on a number of purposes, including the negotiation of aid, or simply to make positive diplomatic contact. For example, your master, Akinos, had visited Stormwind several times on diplomatic missions. Indicate briefly where you want to go, and with what intentions.

[ ] Seize the Administration
While you'd permitted Regent Gregor to operate independently previously, clearly that has proven an error. Now is the time to seize the administration of Alterac properly, and subordinate it's function to the conduct of war. No more will you tolerate Syndicate nobles to legally bleed the kingdom with their tax farming. There must be discipline and a reckoning, and Gregor must be directed, if he will not direct himself.

[ ] Mercenaries
One thing Alterac has in abundance are Orcs, and Orcs are good at fighting. There is a need for warriors in several areas, notably Gilneas, and in return you might gain much for Alterac. Indicate briefly where you want to go, with what intentions. You also know that the Crusade may find use for warriors against the Scourge. Regent Gregor indicates that without the material support a mercenary engagement can provide, Alterac's coffers will rapidly empty due to the recent demands placed on the administration. 1st MERC ACTION FREE. I made an info post listing some, but you could choose various ones.

[ ] Expand the Kingdom
Darius Crowley has offered to swear fealty if his lands are restored in Silverpine Forest, and you may as well take the rest of that region at the same time. It would do much to increase the power of the kingdom, and no one of consequence is likely to protest. Similarly, Vark has noted that he Orcs have almost a right to the ruins of Durnholde keep, and taking that fortification and restoring it would better secure Alterac's southern border.

[ ] Badlands Mission
Journey to the Badlands on a number of purposes including to gather the Orcs of Kargath, recruit two Black Dragons magically imprisoned there, contest the Dark Irons on behalf of Ironforge, and to review the archaeological sites established by Prince Brann and the Explorer's League.

[ ] Seek Magical Aid
One thing you're quite clear about is the lack of magical support in your warband, and the wider Alteraci military. Seek aid from the Kirin Tor, as well as attempting to form a cohort of Shaman within your Orcish warband.

[ ] Strange Bedfellows
In an odd turn of fate, Sylvannus Windrunner and the priest, Fairbanks, have jointly requested your help. Seek out the Forsaken prisoners they speak of and liberate them. The Kirin Tor might require some persuasion, but you're confident they'd prefer not to have to deal with a thousand undead.

[ ] Lead the Breakers
What else is there to call them, but the Breakers? Many of the Demonsword shaman and warlocks were inspired by your actions, and have taken your words to heart, summoning spirits and binding them, breaking their will and bodies into reagents and minerals. Your works were but a copy of the Blackrock Oreseekers you'd seen in action, but perhaps now is the chance to further develop the practices of your disciples?

[ ] Establish Industry
You've acquired a large number of skilled craftspeople, as well as favours in production from the Dwarves of Ironforge. Now is the time to set up an industrial base for the production of military supplies as well as the beginnings of a firearms manufactory.

[ ] New Blademasters
Like yourself, Haomarush and the Demonsword have been training Blademaster. While Sorek and his aspirants have never expressed it, you know they yearn for advancement, and perhaps with Haomarush and Sesk you can increase the numbers of your profession.

[ ] Recruit the Prisoners
Currently, you have the Dragonmaw prisoners you took from the Wetlands settled in a series of lumber camps in the interior of the Kingdom. They have nowhere to run and little reason to try and make their way through hostile country for months, but equally they have little reason to join you. You might persuade them, but it would take some effort.

[ ] Training
While you've grown considerably in the last few months, there is always more to do, and you should now seek out Sesk, or perhaps Haomarush for advice and training, either in the blade or in interactions with the Spirits.

[ ] The Silver Hand
Tirion has offered to assemble some of the remaining Knights of the Silver Hand to further discuss your use of the Light. You have been promised training in the various Blessings and other spells paladins use. You also suspect this will be a good chance to advance the Orcish cause among the Alliance more generally through the paladins.

[ ] Demongate
Jubei'thos' clan had formerly been guarding a Demongate, a lesser version of the Dark Portal, intended to aid in the summoning of lesser demons. The Traitor Prince, Arthas, had used the gate to received instructions from Burning Legion during their campaign on Azeroth. You've heard from Haomarush that the location of the Demongate is higher in the mountains, a place of great danger due to the rampant demons around the gate. While you don't intend to summon any demons, it might be well to use the gate to contact your father with greater reliability of communication perhaps. In particular, you need his advice and counsel regarding the politics of the Orcs of Lordaeron.

[ ] Revenge the Revantusk
You rescued the Revantusk trolls previously. Several of their people are still held in the captivity of the Vilebranch tribe of the Hinterlands. With a sufficient force you might lay siege to the city, or make some other assault to rescue Elder Torntusk and the others.

[ ] Integrate the New Clan 2
The continued divergence of the New Clan concerns you greatly. While you'd failed to bring them into the fold before, it would be well now to lean upon the leaders among them like Drum Fel to encourage integration, as well as to call more of them up as warriors into the existing units in your command and try to integrate some of them that way.




AN: We spent about 30k on the last chapter and results, which seems rather a lot. Having said that, there were a number of consequential things going on in the last chapter, so there you go I suppose.

Reminder to self to roll for non-taken actions too. Voting not open yet, will be more like 48 hours this time as I'm busy during the start of this week. Discuss update text and also options, post draft plans if you want, but dont actually vote till the voting is open.

Also, as a further reminder regarding the 'tech trees' I use. There are many actions here which may not seem consequential but would be later down the line. For example, Grok will not be making a decision about being Warchief without consulting his father, so he'd have to take the Demongate action to go try and call Feldad on the Felphone. That action therefore leads to subsequent actions based on the discussions therein. If there are actions you want to take, you are welcome to ask me what action within the text is most appropriate.

I thought about adding some actions for specific subgroups but decided against it. For example, you could go talk to Zul'jin or Stormwind or the Dragonmaw, but they can all be included as a variation on the Diplomatic Mission action. Same for the merc actions. If you can think of a reason to go somewhere and what you might get out of it, from goodwill to tech, you can ask me. The list of the merc actions is really only there for inspiration.

Certain actions from previous turns have been removed as they're no longer relevant. For example, the mysterious warlocks who were lurking about have been gone for months now so there's little prospect of tracking them down.

That brings me to a minor reminder on time sensitivity actually. In some cases, stuff isn't actually that time sensitive and is relatively stable. That's a balance of risk you have to assess.

If anyone had any other actions they wanted to add let me know. Write in's are allowed too.
 
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[X] The Silver Hand
Let's poke this one further. And see if Uther is around to deal with this headache.
[X] Expand the Kingdom
If I'm correct this SHOULD give us clay to diffuse a lot of the frustrations of the local nobles and hopefully get them to shut up. Or at least too busy grabbing their slice of the pie to bother Grok for awhile.
[X] Lead the Breakers
More resources, more formality in what we are doing, and maybe a lead into the next action as well as a faint chance of accidentally digging too deeply and greedily and surprising DeathWing in his jacuzzi.
[X] Strange Bedfellows
Honor demands it.
For people who are NOT Grok…
I realize the Forsaken won't be great for straining Alterac further but, they don't have to stay here long, and if we can place them elsewhere, like, push come to shove, letting Feldad squirrel them away, it beats letting Wizards stare at the undead until Necromancy starts sounding like a good idea. (What this really could become is a chance to learn the deets of FelDad's trickery with emptying Lorderon!)
 
[] Plan Cleaning house --edited, I am using v2 now
-[] Establish Industry
Alterac priorities, number 1. Give the Gilneas refugees an occupation, integrate them (and some Orcs) into the local economy and soon get more useful goods. What's not to like?
-[] Expand the Kingdom
Alterac priorities, number 2. As someone said, more land will consolidate the Kingdom's position and keep the human nobles busy for a while with deciding who manages what. Having more resources and more space doesn't hurt, since we have been gathering new orcs and people like Pokemon cards of late
-[] Strange Bedfellows
Let's liberate these poor undead before bad things happen to them, or they become part of bad things (e g. Enslaved by a new Lich King or anything crazy)
-[] Seek Magical Aid
It brings us to Kirin Tor. Some adventuring mage will take the offer to go with us. Some of them may want to do it if we carry the Undead with us... So any study will happen with the consent of the involved undead and our wise supervision. And if not, the Forsaken might have some necrolytes or magic users.

Note: Instead of getting mages, I am very tempted to go talk with Neeru and try to counter his slide towards darkness. It would not do for Feldad to become a Chaos Lord while we are not looking. And we can get useful advice on what to do, and what Thrall is doing.
 
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My suggestions for getting Alterac in order:

[ ] Seize the Administration

Get this locked down and squared away.

[ ] Establish Industry

Get the new citizens established and a better industry built up

[ ] Strange Bedfellows

Honour demands it.

[ ] Demongate

Finally talk to Feldad and get more insight on leading a clan.
 
I'd be up for any plan with 1.) Strange Bedfellows as Grok's honor demands it; 2.) Demongate as I do want to get in contact with Feldad again, get a beat on Ogrimmar's political situation, and resolve our Warchief question once and for all; and 3.) Establish Industry and/or Expand the Kingdom to strenghten our powerbase.

I'm as of yet unsure whether we should continue in partnership with Gregor or if we should just Seize the Administration. I'm leaning with the latter as an even more heavily-Orc influenced Alterac within the Alliance sounds interesting to read. It also feels like that choice distinguishes Grok from being too much like a vanilla good guy and too human-like, if that makes sense? He's still an Orc and very direct and warlike even compared to other Orcs. Extending the olive branch to reconcile with Gregor is the Paragon Shepard play but seizing it adds some Renegade edge to it.
 
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I kinda wish that the discussions with the Dwarves around the Orcs relation to the Titans was explored in more depth, but I understand why it was only a shorter section of the update.
 
Indeed, this would be beginning to seem quite silly to people who know about it. It's already embaressing for Thrall that Grok was being successful in his endeavours when apparently he left with like 100 guys, but now he's got ten thousand and the infrstructure of a kingdom.
I admit, among other (better) reasons for why I want to declare an Eastern Horde with a separate warchief, is that I find it amusing to keep the farce going. Because there was something about Thrall's wording that grabbed my attention:
Thrall raises his hammer above his head, "Then I pronounce your sentence. You served the Horde. No longer. You are exiled, cast out. You are no longer a part of this Horde, no longer one of our people. Go far from this place, you are unwelcome among us, your dishonour stains you like the blood on your hands. Go now to some faraway place and seek your future."
'kay. Not part of your Horde, check. We'll make our own Horde, with Blackjackrock and Breakers. Still totally an exile!
Also to note would be that Alterac doesn't have a coast or ports. Dathrohan would be fine with you importing orcs because he knows you'll use them to help him out, but you'd have to get permission from someone to use the other infrastructure.
Looking at the map, Gilneas should have access to the sea, which means the necessary infrastructure must be in place already. They are bordering Alterac, and they owe us their lives. So there is that, at least.


So... what action would be prerequisite to expanding our power network? Giving some oversight capacity to people who are not us. Someone who could be our emmissaries, perhaps. Seizing the Administration seems... a bit excessive.

Is Demongate a prerequisite to declaring ourselves Warchief? Grok has mentioned he is unwilling to do so without his father's approval.

Where is our "free merc action" you promised last turn?
Actually yea have changed my mind. First merc action for each turn is free, let's shake some things up. You can take multiple merc actions per turn, so only the first one is free
This is still in effect, yes? Can you list the mercenary contracts, or will it be a subject of a separate post?

As for our actions... these, I think, are necessary:

[ ] Establish Industry
[ ] Recruit the Prisoners


The prisoners are fresh, which means, crucially, most of them don't have their minds set. You don't find 400 orcs with valuable dragon lore lying on the side of the road! It'd be harder to do if we neglect them for months, and they are a strain on our resourses.

If this is a path to warchiefdom, then add [ ] Demongate to the mix.

And these would be very, very good to have:

[ ] Build up the Army... Again
[ ] Expand the Kingdom
[ ] Seek Magical Aid
[ ] Lead the Breakers


Of course, new missions look compelling as well, and aren't we honorbound to do something about the Forgotten? But not this turn, perhaps.
 
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I think we need our head screwed on probably so talking to Feldad is a must, we're already seeing that we're unwilling to commit completely to things because we haven't yet. Sure we don't instantly tech etc but I think it's just as critical as anything else can be. This is a quest fundamentally about agency and currently we're limiting ours significantly.
 
[ ] Expand the Kingdom
Darius Crowley has offered to swear fealty if his lands are restored in Silverpine Forest, and you may as well take the rest of that region at the same time. It would do much to increase the power of the kingdom, and no one of consequence is likely to protest. Similarly, Vark has noted that he Orcs have almost a right to the ruins of Durnholde keep, and taking that fortification and restoring it would better secure Alterac's southern border.

[ ] Build up the Army... Again
Both your own warband and the Army of Alterac need to be expanded. You cannot lead ten thousand orcs with only a personal force of a few hundred, and the 'Royal Army' is only a thousand men squatting in cold barracks. You must recruit to double the size at least of both forces, and happily you have a sufficient number of good quality recruits to do so.

[ ] Establish Industry
You've acquired a large number of skilled craftspeople, as well as favours in production from the Dwarves of Ironforge. Now is the time to set up an industrial base for the production of military supplies as well as the beginnings of a firearms manufactory.

[ ] New Blademasters
Like yourself, Haomarush and the Demonsword have been training Blademaster. While Sorek and his aspirants have never expressed it, you know they yearn for advancement, and perhaps with Haomarush and Sesk you can increase the numbers of your profession.

[ ] The Silver Hand
Tirion has offered to assemble some of the remaining Knights of the Silver Hand to further discuss your use of the Light. You have been promised training in the various Blessings and other spells paladins use. You also suspect this will be a good chance to advance the Orcish cause among the Alliance more generally through the paladins.

[ ] Strange Bedfellows
In an odd turn of fate, Sylvannus Windrunner and the priest, Fairbanks, have jointly requested your help. Seek out the Forsaken prisoners they speak of and liberate them. The Kirin Tor might require some persuasion, but you're confident they'd prefer not to have to deal with a thousand undead.


These are the actions I'm most convinced we should take, and of this number we can only take four...
Maybe remove Steange Bedfellows and The Silver Hand for now? I don't think either one is really time sensitive.
 
Ok, I have taken note of some of the opinions here and made a new plan, with
Industry+Expansion (both needed, so we set Alterac straight and we don't have to worry about it blowing up in our face. The Gilneans need an occupation and I am not letting the human nobles scoop them up; we also need more space for all the people we have been collecting)
+ Demongate (finally talk with Neeru, get information and advice; smashing demons on the way since they're squatting in our mountains; this also gives us a more secure territory)
+ Strange Bedfellows (so the Forsaken do not blow up in the Kirin Tor's face, and we recruit more followers).

The only thing I am sorry to leave out: Recruit the Dragon maw prisoners. But if Fairbanks himself has joined forces diplomatically with Sylvanas Windrunner, that strikes me as a Big Deal. In the worst possible case, if either of the two blows up next turn, I'd rather deal with saying goodbye the Dragonmaw (that are not guaranteed in the first place) rather that with a major necromancy crisis because the fool mages made some undead into an Eldritch Abomination or a necromancer (living or undead) rises.

[X] Plan Cleaning house, Version2
-[X] Establish Industry
-[X] Expand the Kingdom
-[X] Demongate
-[X] Strange Bedfellows
 
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