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

Though speaking of companions I am surprised that Scorn is sticking with us despite all this.
He's got little else better to do really and you still represent the best chance of him getting status.
Alternatively, we could always try some spelunking :p who knows what you might find in a cave...like say the lair of a dragon who currently is not home.
There's also the Titan facility under Bael Modan
Also a point timeline wise, is "has the scarlet crusade just started or no?"

The answer to that question has some very interesting implications. Alexandros is one of the original paladins of the silver hand and a veteran of the first and second wars, as well as his personality not being fleshed out, so he could well not want an orc around, or he might be practical. If he's dead then we're liable to need to find Tirion, or to try and find proof of treachery to merk Balnazar ASAP. We do that quickly then we could potentially salvage the crusades members like Whitemane.
So you've got this as an IC note
Lorderon rises! Out from strongholds and secret places the champions of the Light rise, the Scarlet Crusade sweeps out across Lorderon, purging the undead under their newly-discovered queen, Calia Menethil. The young girl was recently revealed by the Grand Crusader Saidan Dathrohan himself and the kingdom of Lorderon has been proclaimed once again with messages going out to all the Eastern Kingdoms. Dathrohan has assembled a great force and its said Kul Tiras and the Wildhammer Dwarves aid him in battle.
Presumably you've also spoken to a few people who've given you more info. The implication for this using our OOC knowledge is that the Crusade is apparently being far more inclusive for some reason because previously they were just zealots who assumed everyone else was a member of the undead.

If we say as a very rough timeline that after RoC there's a 5 year or so gap to Classic, then Classic goes on for about 5 years, we know that the Scarlets have been established since before Classic, so they've been about for at least a few years, and have now done something new. The Scarlets aren't 'new', they're mostly the remnants of Lordaeron's military forces etc, so we can assume they found it relatively easy to establish themselves. I doubt they built the Scarlet Monastery for example, they presumably just renamed it from something else. As to when exactly Alexandros got killed, that isn't properly established in lore and generally I'll have to work out the timeline more if that option gets chosen. Just remember in general that stuff isn't static. Yes the usual faces are about but I'm modelling their agency too, don't assume Tirion is still hanging about by a river and not doing much.
It probably carries the greatest chance of meeting him, but isn't this part of the fun?
Why would he suspect you've gone there? Feldad is going to be sufficiently careful about sending you off so even if Jubei'thos manages to find out you've left in good time he'll have no idea where you've gone and might have to rely on more esoteric methods to track you down, and then he'll actually have to find you again. He may have other duties in the meantime, or he may not, you don't know. The greatest chance of meeting him would be not to go anywhere, probably the Merchant Coast option actually because a small orc with a burning sword would be a item of gossip in the region and Jubei'thos would probably hear about it fairly quickly.
 
There's also the Titan facility under Bael Modan
And in canon at least our troll friend met Brann Bronzebeard I think while he was going to investigate it. Not sure if that actually happened in this timeline though.

Presumably you've also spoken to a few people who've given you more info. The implication for this using our OOC knowledge is that the Crusade is apparently being far more inclusive for some reason because previously they were just zealots who assumed everyone else was a member of the undead.
TBF the impression I got was that was due to Balnazar doing his best to drive them all insane, combined with all of da trauma.

Still I did forget about Calia turning up...

then Classic goes on for about 5 years
Much better than Blizzard's current time line of only a single freaking year :D

I doubt they built the Scarlet Monastery for example, they presumably just renamed it from something else.
They didn't, twas originally...ya know a monastary. Got abandoned and there was actually a troll living there for a while who learned the light from studying the books there. Zabra Hexx

Yes the usual faces are about but I'm modelling their agency too, don't assume Tirion is still hanging about by a river and not doing much.
Of course, though depending on how different things are...mmm

Currently my votes are either the Scarlet Crusade or Merchant's Coast. Both seem like they're the places for the most interesting story lines and personal growth, but I think I'm leaning towards Scarlet crusade overall. There's a lot of stuff that could have gone differently there and a lot of people who could be very good for the world overall, especially if they get active earlier.

[X] The Scarlet Crusade
[X] The Merchant Coast

Might remove one or the other.
burning sword would be a item of gossip in the region
Well, not right now :p since we can't do burning sword stuff :p
 
Well, I would like to present my arguments for Why I Like The Broken Isles, and You Should Too!

The most compelling for me is tied up to Narrative/Character Arc, and the secondary is simply due to the possibilities inherent to that setting.

As for why Grok's Story Arc would benefit from spending time in The Broken Isles, the most important reason is its Centrality. It is in the Seas between Kalimdor and Azeroth, and thus makes a great pit stop on our way to interact with any factions on the Eastern Continent. I also do not believe that staying in Kalimdor while in exile would fit with Grok's character, as it is not necessarily removing himself from the situation. Oh sure, hes gone from the Capital. However, if he's still bumming around a short travel away the exile is much more of a "for show" variety. Because he can come back anytime, and easily keep an eye on the situation. Which makes the Merchant's Coast a less attractive option.

It is also a much better halfway point for Grok then Zandalar, due to the likely chaos the Isles are in. While Zandalar has alot going on, it is also a Troll majority are by a big margin. I believe it would be fun to mix more with Trolls, but not by becoming a rather visible minority in their grandest civilization. Probably not great for Grok's headspace. The Broken Isles however is much more likely to have different races/groups to interact with, along with providing one primary goal. That goal being following Gul'dan's footsteps to gain the wisdom needed to confront the Fel/Legion.

I believe in character its known that Gul'dan took his clan to look for the Tomb of Sargaras, and vanished . I'm not sure if its known that his Skull showed up as a Demonic artifact, so his death is likely. So I believe that after the rather traumatic experience that was this last arc, traveling to discover some secrets about the Orc history with Fel would be a strong motivation. Add to that the link to the Legion, and the threads seeming desire to use this Exile to focus more on the For Azeroth motivations, and I think there is a compelling drive.

As for the broader arcs, I believe it would be a great middle arc before traveling to Stranglethorn or the Plaguelands. It is literally half way there, and unclaimed by any major power. That would mean Neeru could provide better support to us until we get our feet under us. Taking a small Burning Blade detachment to claim an Island as a port/resupply base alone would be a fun mini-arc. However, I am also aware that I am overly drawn to city/power base building stories :D

I believe its safe to assume whatever remains of the Stormreaver clan is likely fractured into sub-groups, given their nature as a Magic Using Clan handpicked from other clans by Guldan. Even if they just fracture along previous clan lines, that would still give us more then enough opportunity to win some over for our own band/power base. Every orc won over is an orc not causing random chaos after all. Its like a two for one!

The Isles themselves would also likely offer other races to interact with as well, without any of them being overly dominant. We know from the Frozen Throne Missions that the Naga were active there, along with Murlocks/the creeps inherent in Warcraft oceans. It is possible Blood-elves remain from Illidan's expedition, and Kul'tiras is always sending fleets around the ocean. So humans may have a footprint as well. While Night Elves are not likely to be present, the main questline there would involves Indiana Jones ing our way through Ancient Highborne Temples. That gives us access to some chances at their Pre-Sundering Arcane lore, and whatever Elune's type of Light Magic is. From the same Frozen Throne missions, we are also likely to run into Undead Orcs from the Stormreaver clan as well. That would be a good introduction to undead before leaping into the Plaguelands/we could bring along our Undead friend and learn.

As a broader story arc way, I think confronting Gul'dan's shadow before going to start peeking at the giant shadow Ner'zul casts would be compelling as well. It gives a much smaller stage for plot beats to play out that can later be grown into a grand campaign against the Scourge , Legion, or Both. It gives a chance for Grok to catch his breath after all that chaos, and work on a series of smaller projects. Because at its smallest scope, I can imagine an arc in the Broken Isles being simply setting up a small port, then finding what happened to the Stormreavers. It would give Grok a chance to flex his Heir muscles, and be away from larger Orcish society for awhile. He could then turn around and use the boats to travel wherever in the world is most compelling. It would provide a good safe homebase to return to as long as the exile story arc continues as well.

On a longer story arc, it would be the perfect place to take the first steps towards the general idea of an stable orcish society with religious/magic traditions that don't suck. Its hard to find a better place to tinker with society then an isolated series of islands. It also allows us to burnish our credentials as the demon fighting clan if we figure out the Tomb's secrets and/or win over parts of the Stormreaver clan. It also allows us many different plot threads which could turn into different magical traditions in the Arcane/Light Nightelf ruins, the Shadow/void of naga, the Undead of the...well undead. Plus, the isolation would allow us to dabble in somewhat peace. Then we can take our new knowledge and confront the larger Theaters in this world.

And on a meta note, it has the least canon exploration. Thus, QM has the most control. I have been impressed thus far, so I want to see whats possible ;)

So in conclusion, y'all should vote for The Broken Isles!
 
I'll try to not Spaghetti.

Oh sure, hes gone from the Capital. However, if he's still bumming around a short travel away the exile is much more of a "for show" variety. Because he can come back anytime, and easily keep an eye on the situation. Which makes the Merchant's Coast a less attractive option.
A think you maybe overstating the distance a bit, since the merchant coast in this is considered to go from its canonical area in the barens all the way to Theramore Isle, which is quite a trip, by no means would we be able to easily keep an eye on anything, even discounting how the people on the merchant coast still do not like the horde a lot. We'd be rather isolated. IMO the thing that makes less attractive is the risk of getting caught up in the shattered hand nonsense.

wisdom needed to confront the Fel/Legion.

I believe in character its known that Gul'dan took his clan to look for the Tomb of Sargaras, and vanished . I'm not sure if its known that his Skull showed up as a Demonic artifact, so his death is likely. So I believe that after the rather traumatic experience that was this last arc, traveling to discover some secrets about the Orc history with Fel would be a strong motivation. Add to that the link to the Legion, and the threads seeming desire to use this Exile to focus more on the For Azeroth motivations, and I think there is a compelling drive.
What secrets do you hope to find? The history of the orks and the fel ain't exactly complicated and we're missing a key bit of knowlege for that to be motivation, namely that Gul'dan served the legion to begin with. IIRC he made sure to keep his affiliation to Kil'jaden under wraps, what we currently know IC is that Gul'dan took the stormreavers to the isles, then the rest abandoned their post to join him, Doomhammer followed and massacred them all. Its even referenced in the frozen throne (I'll get to that.)

Anyhow I imagine we know that the skull is such an artefact. It goes from tomb, to warlock to warrior, to bonechewer chief to Grom to Ner'zul who uses it to make new portals which creates outland. No idea if we know that it got eaten by Illidan, or if we think it was lost with Draenor, but if anyone would it'd be the burning blade.

Which drives at my next point, what secrets do you hope to find? We're not going to learning from the tomb (which we also do not know is there) nor from (seemingly extremely few) surviving Stormreavers. We might learn from the elves there, but well I won't be holding my breath on that one given the whole giant force field.

I suppose a more specific question then is what is the point. What does learning about the Orc's history with the fel actually do for Grok in any of his goals, the shadow council and Gul'dan are almost entirely deceased and we don't know about the whole...sigh alternative time line Gul'dan thing. Learning this history does not fundamentally change anything for Grok, at worst it shifts the burden of blame slightly from or risks doing what the warsong have done to Grom, and excuse themselves their crimes because "no that wasn't Grom Hellscream murdering night elf babies that was demon Grom."

Also we're missing very key motivations to want to go to the echo isles for this and from an IC perspective I'm not sure why he hopes Gul'dan's hand picked arses can be salvageable, but at least he has more faith in people than me I guess.

While I understand the urge for base building please understand that is the exact opposite of what I want. I want Grok to have more freedom to choose his own path and do some adventuring, not get tied down building stuff. I also want to get away from the burning blade. Also because it is in the middle means it is as far away as possible from literally everything. It is the option for almost complete isolation from the rest of the world to engage in projects that could take years to get anything done with.

I believe its safe to assume whatever remains of the Stormreaver clan is likely fractured into sub-groups, given their nature as a Magic Using Clan handpicked from other clans by Guldan. Even if they just fracture along previous clan lines, that would still give us more then enough opportunity to win some over for our own band/power base. Every orc won over is an orc not causing random chaos after all. Its like a two for one!
He'll have to do a lot of adjustments from canon for that. I mean it goes without saying, but seriously only two Stormreaver members survived canonically. Since the series of events is essentially.

1. Arrives on the isle.
2. Get ripped to shreds by the tomb's defenders.
3. Turn on each other since Gul'dan's dead.
4. Get slaughtered by the Blackrock.
5. Any survivors get hunted by the vengeful skeletons of their clan and black rock clan.

Garona and Drak'Thul are canonically the only two survivors for a good reason.

Essentially bare in mind this is what Grok knows and making Drak'Thul the singular Stormreaver on the entire echo isles is 100% a viable option.

The Isles themselves would also likely offer other races to interact with as well, without any of them being overly dominant. We know from the Frozen Throne Missions that the Naga were active there, along with Murlocks/the creeps inherent in Warcraft oceans. It is possible Blood-elves remain from Illidan's expedition, and Kul'tiras is always sending fleets around the ocean. So humans may have a footprint as well. While Night Elves are not likely to be present, the main questline there would involves Indiana Jones ing our way through Ancient Highborne Temples. That gives us access to some chances at their Pre-Sundering Arcane lore, and whatever Elune's type of Light Magic is. From the same Frozen Throne missions, we are also likely to run into Undead Orcs from the Stormreaver clan as well. That would be a good introduction to undead before leaping into the Plaguelands/we could bring along our Undead friend and learn.
1. Naga are not going to be our friends.
2. no blood elves were there that came later. Much later.
3. Do you speak modern night elf? Never mind 10,000 year old night elf?
4. Unless she didn't bother Maeve got those.

And on a meta note, it has the least canon exploration. Thus, QM has the most control. I have been impressed thus far, so I want to see whats possible ;)
It also means the most work for them so please bare that in mind. I also do not consider canon exploration to be a bad thing considering that canon has been derailed quite harshly, and I want to see how that goes.

Fundamentally you have failed to convince me that there's anything for us to do or gain there in any reasonable time period, then we come out of our isolated cocoon to discover the planet is on fire again.

TLDR The isles have the least guaranteed, worst to no teachers, the knowledge we're likely to get goes what our character just decided on, doesn't seem to add anything to his character development (I guess I confirmed for myself that Gul'dan was a monster yaaay?) and traps us in projects that either are completely worthless or will takes ages to have something come to fruition, whilst trapping us away from the outside world for potentially bugger all.
 
I believe it would be a great middle arc before traveling to Stranglethorn or the Plaguelands.
It's a good argument but I've got a couple of points generally on it.

A lot of what you're arguing for there could also be achieved in other locations with significantly greater ease, and arguably utility. For example investigating arcane and light magic would be much easier with the Scarlet arc as there would be far more things to investigate there and more people to teach you. The point on base building and research are both true, the Broken Isles does indeed have a lot of the usual magic junk to pick over, but keep in mind such items have been sought by many people over the years and would indeed take a long time to get anything useful out of. You currently have very little knowledge of arcane matters so it really depends on what you want to do with the stuff. As a middle arc and a fact finding mission I think it works quite well for what you describe, but you might consider it for when you have more knowledge or resources potentially.

Having said that it would also provide me with a reasonable amount of freedom to write, and also to decide which parts of canon I want for it, so we'll see. I'm not doing a massive amount of thinking on any of these till a vote has actually won.
1. Naga are not going to be our friends.
A friend is just a snake monster you haven't met yet!
then we come out of our isolated cocoon to discover the planet is on fire again.
"Hey dad im back what's been going on what do you mean an invasion of time travelling orcs?"
 
but you might consider it for when you have more knowledge or resources potentially.
I'm glad I don't have to say it feels a bit gauche to come back and go "AND ANOTHER THING!" The echo isles as I was walking around strikes me as a zone we go with say Brann Bronzebeard if he wanted help excavating the tomb, cause at the moment things there that haven't already been taken are...

Well The Avatar itself and maybe whatever magic Aegwynn dumped into it. Both of which are excessively more advanced than our current level.

Also @Jasten I just remembered we won't find any ellune there. Worship of Azshara, but...well.

A friend is just a snake monster you haven't met yet
Sigh. I wish. I dislike the naga being always evil.
 
Welp, I did not play WoW past the first expansion nor make it to Outland. Thus, I was unaware that The Broken Isles were quest zones there! I feel better now about stumping for it, knowing there are at least maps/that stuff.

Plus, the timeline differences allow for the most fun to be had in Canon Deviation. It seems that an Alt Dimension Gul'dan causes another Legion Invasion through the Tomb? That seems like something we should work to address.

I had forgotten about the Nightborne too! Considering I only know about them from a wiki its not surprising that I forgot about them.

So now armed with the Wowpedia entry in addition to my long foggy memories of The Frozen Throne, I will make a second refinement to my pitch.



A think you maybe overstating the distance a bit, since the merchant coast in this is considered to go from its canonical area in the barens all the way to Theramore Isle, which is quite a trip, by no means would we be able to easily keep an eye on anything, even discounting how the people on the merchant coast still do not like the horde a lot. We'd be rather isolated. IMO the thing that makes less attractive is the risk of getting caught up in the shattered hand nonsense.

Yeah, I'm probably over playing how close it is. But geographically it is still the area right outside the Core Orcish territories. Its next door by water, and through the Barren by land. Given that the Barrens is contested Territory its technically the closest territory, which is mostly what I mean. Like being exiled from England to hang in the Netherlands.


Fundamentally you have failed to convince me that there's anything for us to do or gain there in any reasonable time period, then we come out of our isolated cocoon to discover the planet is on fire again.

TLDR The isles have the least guaranteed, worst to no teachers, the knowledge we're likely to get goes what our character just decided on, doesn't seem to add anything to his character development (I guess I confirmed for myself that Gul'dan was a monster yaaay?) and traps us in projects that either are completely worthless or will takes ages to have something come to fruition, whilst trapping us away from the outside world for potentially bugger all.

You raise alot of good points here, and I have absolutely no disagreements when it comes to Gul'dan being a monster. However, I'd argue that seeing that in character gives a good strong obviously wicked/selfish archtype in which to add to Grok's growth. FelDad is becoming more shades of Grey, so it is good to stare into the Abyss a bit to remind yourself how cool Light is. But most importantly, I do believe that you overstate how much time any trip to the Broken Isles would take. They are literally on the way to Lorderon, so at the least a stop and dungeon crawl would not be a huge diversion.

Also I'm going to put off all my original rebuttals to focus back in on the fact that Canon says right now another invasion is brewing there. I did not know this, and that makes my references to facing down the Legacy of Gul'dan a bit more on the nose and less literary then I originally meant. Plus, for anyone who wishes to do diplomacy there is a fully undiscovered faction there we can try to make friendly to the Horde in the Nightborne city of Suramar. And thats the best possible in to Void/Shadow magic in the World right now that I can think of.

So in essence, my pitch for the shortest possible trip to The Broken Isles is as follows. To pitch it to you Wombat specifically, hopefully I can give it a bit more structure by making it part of the trip to The Plaguelands, a smaller sub arc. The bigger one will follow, and naturally take alot of things for granted because I'm just enjoying theorycrafting.

Shortest possible trip.

Take boat to The Plaguelands, stopping on the way. Arrive at the Broken Shores region/Tomb of Sargaras. In WoW timeline this area is generally a mostly contestest ruined area of an ancient City. Poke around, see if we can find Stormreavers, the Tomb Entrance, or Stumble across an Entrance to Suramar.

While I won't be torn up if we find no living orcs, even a small warband or two worth would likely want a ride off that rock. And they could provide us with some intel, even if its enough that makes us decide to leave and come back when much more powerful. Wouldn't mind that, but now that I am aware there is a chance Gul'dan can pop out of there I really do want to go kill him.

Apparently there are also native Tauren tribes in a connected region, so it could be worth it to make contact with them. There are also Vyrkul, the proto-humans as the Titans would have them. Apparently their Valahalla and their Hell is around here too. So that could be cool to at least see if we can make contact. Along with that, apparently there is a still active Druid sect in the place where the original world tree was? That might be one of the better places we could find to learn Druidism at least, or at least make contact/be friendly.

Im aware that most other places have easier ways to learn lore/self-actualize, but I would also prefer a mini-arc before Grok arrives amid bigger fish. I think a bit of time being by himself would let him make a better showing to whatever other organization/warfront is approached next. Plus, I do not want a years long bogging down either. But any boat trip across the ocean takes months anyway, and I still have some issues with remaining "nearby" in Kalimdor.



A Longer Pitch

Anything longer then a stop-over would involve some sort of home-base. As its no guarantee that we will discover Suramar and no guarantee of Orcish presence it would be best to prepare for roughing it ourselves. I believe I implied in an earlier post that it would likely be easier to get Burning Blade resources here then in a more 'hot' zone. At best, this can be a chance to relieve some refugee pressures of Orgrimmar and lay the foundations of an Orcish settlement. At worse, we can have a small cadre of allies camping out in the ruins. Either way, its a time to do some good relationship building with our close friends. I think we could likely get all our little circle outside of the Troll Noble to come, at least if we ensure we go to Lorderon after.

With that in mind, a longer arc would involve one main thing no other location can offer.

Boats.

That's right folks, one of the area's abutting the Broken Shores is called Azsuna. Besides being a place the delightful Queen Azshara raised to the ground in a fit of pique, it is also a nice natural forest region now. So, putting aside any grand questions of raiding the Tomb of Sargaras, or diplomancing Suramar, or Finding Helheim we can at least do our part to start a nice little set of clan outposts. One for lumber milling, one for boat building/port. We stick around long enough to get things stable, can move on to meet with other factions or adventure in other regions with a budding power base. We can then return as needed/ in between arcs, and maybe have the Tomb as a long running dungeon?

I don't know, but I just like the idea of a centrally located slowly evolving base. And there are apparently a ton of goodies here that would take awhile to digest properly. So why not start now?



EDIT:
@Doomed Wombat : There would be Elunic stuff there. Azshara worship mostly started after they got kicked to the bottom of the sea, even if she had a personality cult ahead of time. So likely we can find both!
 
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I don't understand the appeal of learning about light, druidry, or arcane magics given how much work we still need to do on our shamanism.
 
Plus, the timeline differences allow for the most fun to be had in Canon Deviation. It seems that an Alt Dimension Gul'dan causes another Legion Invasion through the Tomb? That seems like something we should work to address.
I certainly don't require people to have in game knowledge, I haven't played the Legion expansion for example so never did any of these zones' quests but I've had a bit of a read. The thing with altguldan though is years in the future for example and that arrival is responsible for various events and changes

I don't understand the appeal of learning about light, druidry, or arcane magics given how much work we still need to do on our shamanism.
shinies are shiny
 
Shinies are indeed shiny, and things can mix together more organically in a free flow narrative then a formulated RPG system.
Normally true, but our understanding of our shaman powers is very shaky and filed with holes, until we get a more solid grasp on it I doubt that trying to mix anything else in will go well. Likely the opposite, given that our grasp of said other powers would be even more tenuous.

Grok was built as a primary warrior, he doesn't yet have the lore grounding he'd need to start playing Legos with the magic system. The best way to address that seems to be getting a better handle on his connection to the elements.
 
Normally true, but our understanding of our shaman powers is very shaky and filed with holes, until we get a more solid grasp on it I doubt that trying to mix anything else in will go well. Likely the opposite, given that our grasp of said other powers would be even more tenuous.

Grok was built as a primary warrior, he doesn't yet have the lore grounding he'd need to start playing Legos with the magic system. The best way to address that seems to be getting a better handle on his connection to the elements.

I see your point, but he is a magical warrior at the end of the day. Even if we had some issues with the Burning part of the Burning Blade at points. So arguably this time would have benefits that approaching other power sources later would lack. As we are still learning how to apply shamanistic power sources to our fighting style, why not start adding arcane, fel, druidic, or shadow as well? While it would not give as much immediate returns as fully investing in one tree, by letting several grow up over time together they could find ways to synergize that would be lacking if we were adding an Arcane branch to our predominately Fire-elemental/Life-elemental tree.

So its just a different approach to trying to become a magical swordsorc.
 
Yeah, I'm probably over playing how close it is. But geographically it is still the area right outside the Core Orcish territories. Its next door by water, and through the Barren by land. Given that the Barrens is contested Territory its technically the closest territory, which is mostly what I mean. Like being exiled from England to hang in the Netherlands.
Historically a perfectly respectable and normal thing to do in response to exile, hell we're not even advocating that someone come and overthrow Thrall.

However, I'd argue that seeing that in character gives a good strong obviously wicked/selfish archtype in which to add to Grok's growth. FelDad is becoming more shades of Grey, so it is good to stare into the Abyss a bit to remind yourself how cool Light is. But most importantly, I do believe that you overstate how much time any trip to the Broken Isles would take. They are literally on the way to Lorderon, so at the least a stop and dungeon crawl would not be a huge diversion.
1. Is there any particular reason we can't do that with someone else who is currently alive. Azeroth does not exactly lack in monsters, the only thing Gul'dan has is that he is also an orc.
2. Dude I'm treating this like a major commitment because that seems to be what it is. @FractiousDay am I wrong in assuming that we won't just be passing through a place like the echo isles if we go there with the intent of (for example) investigating and redeeming the storm reavers it'll take a lot of time, to say nothing of your particular idea of create a port. Dude that is the work of years even for a small thing. I really don't think this would be a pit stop and a dungeon crawl through one of the most dangerous places in Azeroth.
3. ZEPPLINS :p its an assumption, but hey.

Also I'm going to put off all my original rebuttals to focus back in on the fact that Canon says right now another invasion is brewing there. I did not know this, and that makes my references to facing down the Legacy of Gul'dan a bit more on the nose and less literary then I originally meant. Plus, for anyone who wishes to do diplomacy there is a fully undiscovered faction there we can try to make friendly to the Horde in the Nightborne city of Suramar. And thats the best possible in to Void/Shadow magic in the World right now that I can think of.
Their shield ain't coming down anytime soon mate, least not for any reason I can think of.

And according to Fractious blade Grok would have trouble facing an ogre, he'd be squashed like a bug trying to fight the burning legion.

At that point we may as well donate our corpse to Jub at least then the Lich King might use it.

Shortest possible trip.
I'm relatively ok with the former, not ok with the later. Essentially if Fractious were to put it as a mini interlude arc before we arrive in the eastern kingdoms (assuming no flight) then that'd be fine, but I'm not going to assume that's the case.

@Doomed Wombat : There would be Elunic stuff there. Azshara worship mostly started after they got kicked to the bottom of the sea, even if she had a personality cult ahead of time. So likely we can find both!
No it started well before that see the fact that they renamed the city in her honour from the eye of elune just for her taking the throne. Suramar may have been a better bet, it was the major focii of Elune Worship, but I'm afraid you're all out of luck there as the temple of Elune was converted into the tomb of Sargarus.

I don't understand the appeal of learning about light, druidry, or arcane magics given how much work we still need to do on our shamanism.
Because its cool, we can and certainly at the moment its not going to get in the way of us doing our thing.

Personally I want to be able to do blink strikes, combining that with danger sense/minor precognition sounds OP as ****.

Anyway near as I can tell there should be little precluding learning the holy light and shamanism at the same time, the two are rather similar after all, same with drudiasm. Approaches and effects are different of course. Arcane is the odd one out, as in general are the more booky ones.
 
2. Dude I'm treating this like a major commitment because that seems to be what it is. @FractiousDay am I wrong in assuming that we won't just be passing through a place like the echo isles if we go there with the intent of (for example) investigating and redeeming the storm reavers it'll take a lot of time, to say nothing of your particular idea of create a port. Dude that is the work of years even for a small thing. I really don't think this would be a pit stop and a dungeon crawl through one of the most dangerous places in Azeroth.
So this one is for you too @Jasten

I'm treating this as an arc's worth of stuff. If you want to go somewhere pick that particular place, don't assume you'll be making various stops in different places. I don't mind very minor stops offs if you really want one, but they wouldn't be consequential, it would maybe be 'drop Vok'fon off somewhere if you pass relatively near it'. If at a later date you want to do a mini-arc mission to the Broken Isles sure do that, but for the moment consider your choice to be wherever you're choosing now and you staying in that region. For example, if you picked the Desolace option you could visit Stonetalon, Feralas, and other neighbouring zones. If you picked the Scarlet option you could try for things like Alterac, Quel'thalas or the Plaugelands.

In terms of time specifically, if we proceed with the 6 week turn times this would mean about a years' worth of stuff, as per 12 turns x 6 weeks. If alternatively you wanted to increase the turn times to 3 months we could do that and take longer to go about in the Broken Isles. There's some stuff to do there, for example there is an elven presence of Watchers outside the dome shield around Suramar, but the main part of the city would indeed be sealed off. If you want you could explore things, build a port as indicated, possibly fight some stuff or do research as you wanted, but it would be an arc's worth of that sort of activity not a pitstop and then you head off again. You could certainly make a start on building a port for example in a year's worth of time, maybe bring the goblins who are already there under your protection or similar, perhaps do some diplomacy or research, but after that I assume you'd leave because you'd need more teaching from other places.
No it started well before that see the fact that they renamed the city in her honour from the eye of elune just for her taking the throne. Suramar may have been a better bet, it was the major focii of Elune Worship, but I'm afraid you're all out of luck there as the temple of Elune was converted into the tomb of Sargarus.
The Highborne are generally limited to the metropolitan population of the old empire, so outside Suramar there would indeed be Elune worship, such as in the Wardens who are about but get killed off shortly before the Legion expansion starts.
 
Mostly I want to go to Lordaeron because it seems like a worthy cause, not the shinies.

It is a worthy cause! Its just also a very big undertaking with many moving parts. Most factions outside the Argent Dawn would hate us on sight, I'd rather show up as an ally with some outside power bases rather then someone looking to join /rely on a religious order for the time in the Plaguelands


Historically a perfectly respectable and normal thing to do in response to exile, hell we're not even advocating that someone come and overthrow Thrall.

True! But we have other projects to work on, while most people tend to sit around waiting to be let back in.


1. Is there any particular reason we can't do that with someone else who is currently alive. Azeroth does not exactly lack in monsters, the only thing Gul'dan has is that he is also an orc.
2. Dude I'm treating this like a major commitment because that seems to be what it is. am I wrong in assuming that we won't just be passing through a place like the echo isles if we go there with the intent of (for example) investigating and redeeming the storm reavers it'll take a lot of time, to say nothing of your particular idea of create a port. Dude that is the work of years even for a small thing. I really don't think this would be a pit stop and a dungeon crawl through one of the most dangerous places in Azeroth.
3. ZEPPLINS :p its an assumption, but hey.


Their shield ain't coming down anytime soon mate, least not for any reason I can think of.

And according to Fractious blade Grok would have trouble facing an ogre, he'd be squashed like a bug trying to fight the burning legion.

At that point we may as well donate our corpse to Jub at least then the Lich King might use it.

Gul'dan is also an orc, and very specifically a pivotal one for the entirety of living orcs. He's also a major figure in the Tradition Neeru is part of, and one who's stain is pretty heavy on the Clan Grok is a part of. I'd say that the shadow is already there, even if FD decides to ignore the potential that Guldan is still active. If not, I would like to start addressing it now. Because the Plaguelands is a huge commitment too, one which we will probably not be addressing in one long arc. So I would rather start working on a central place now, and then spend time at the others in turn.

The Legion is not there yet, no major power controls the region. We probably won't get the shield down without getting lucky, but I would rather start having NPCs under our command take rolls at it now rather then risk they are for sure going to be used by the Legion. Plus, it offers alot of smaller scale conflicts to get over some angst. I'd rather not have the arc about dealing with the guilt over exile be done while fighting to convince a ton of Light-worshiping zealots that nah, we are totally cool despite our blood. And the fact our Dad is likely going to send some demon-scented backup with us.

If we can do it while carving out the start of a home for orcs, maybe with Drak'thul to help give some wisdom/receive some hope from our youth. Because even if its just him we find, and we sail off after a year with a tent city/single pier I would be happy. Because it would keep growing while we are trying to lend our hands to the Plaguelands.

I'm relatively ok with the former, not ok with the later. Essentially if Fractious were to put it as a mini interlude arc before we arrive in the eastern kingdoms (assuming no flight) then that'd be fine, but I'm not going to assume that's the case.


No it started well before that see the fact that they renamed the city in her honour from the eye of elune just for her taking the throne. Suramar may have been a better bet, it was the major focii of Elune Worship, but I'm afraid you're all out of luck there as the temple of Elune was converted into the tomb of Sargarus.

I get that you would like to see The Plaguelands first, and that any other arc would naturally put that off. However, in terms of character time it will already take several months to cross the ocean. Stopping for a year in the middle, maybe for a resupply trip/our ride to Lorderon, would not be that huge of an issue in terms of things happening in The Plaguelands. At least I do not think so, though I will admit to not being very aware of the timeline of the various Paladin order into Two competing anti-undead zealots.

But still, I think it makes sense to have a stop over, and would benefit a Scourge fighting arc when it happens. Even if its just getting Drak'thul, that would be one more magic user. Let alone what he might know about the undead. Plus, as it is on the way we can bring our own undead buddy along potentially using the 'its on the way' argument.

We are not super strong yet as a blademaster, magic user, or really self-actualized orc. I would prefer to retreat into the wilderness for awhile, and hopefully come out better equipped to be jumped around between danger areas of Azeroth. We have no idea how long we will be in exile for, so starting on a refuge now would give it the most time to grow while later arcs happen. Plus, we don't have to address all the boxes there at once. Just start the balls rolling. We are the heir of the Burning Blade, at least partially to help support us while we figure out our doctrines/class build. Why not start our own roots now?



Also I suppose that does warrant an important clarification.

@FractiousDay , Would that mean that starting a small outpost/colony would be a decent addendum to the main arc of The Broken Isles? Obviously leaving with a big chunk of people would be hard/thumbing a nose at Thrall, but if we spent the better part of a year laying groundwork could things potentially continue to grow without our direct oversight? Still calling us back for crisis and such. Plus it would serve as another place for adventurers/orcs without major assignments to trickle too over time. It seems like having a place to offer settling human refugees would be a good help if we do ever prove ourselves to the Argent Dawn/ any non-xenophobic human survivor faction.

Because obviously most of the things in that location are not things we could do quickly. But having NPCs doing actions while we are gone could help, and other future arcs could come from returning to tackle other areas, etc etc.
 
@Jasten , @Doomed Wombat

I'm not saying we can't study these other magic types, I'm asking why you think we'll get anywhere given that we're still barely competent as a shaman, and that's with a cultural background favorable to learning shamanism.

We don't have the scholarly or magical talent/training/experience to make learning a new magic type any faster than we've been doing with shamanism, and we won't have as many advantages with a new magic as we do with shamanism.

The best way to set ourselves up for success in learning a new magic is to develop a consistent and coherent grasp of our current one. I'm not saying we need to master shamanism, but getting to the point where we can magic consistently seems like a needed stepping off point before we ask teachers to spend time helping us get experimental.
 
@Jasten , @Doomed Wombat

I'm not saying we can't study these other magic types, I'm asking why you think we'll get anywhere given that we're still barely competent as a shaman, and that's with a cultural background favorable to learning shamanism.

We don't have the scholarly or magical talent/training/experience to make learning a new magic type any faster than we've been doing with shamanism, and we won't have as many advantages with a new magic as we do with shamanism.

The best way to set ourselves up for success in learning a new magic is to develop a consistent and coherent grasp of our current one. I'm not saying we need to master shamanism, but getting to the point where we can magic consistently seems like a needed stepping off point before we ask teachers to spend time helping us get experimental.

Well at least for me, the lack of all the scholarly aspects tied with cultural traditions that makes me more inclined to try this.

While slightly paraphrasing, the shamanism of the mixed traditions of the orcs originally emerged from sorta tinkering like this. They had blood ties to the elementals of Draenor that made it easier to stumble into it, but it was still mostly general traditions of spirit channeling I believe.

That tradition almost died out, and is currently being revived by Thrall and the Frostwolves. While the elements are different between Draenor/Azeroth, I think they still keep the same approach of trying to form rapports with Spirits then channeling their power.

Our direct tradition of blademastery is similar, but it absorbed some of the Fel traditions when the Horde swapped in mass.

So we really dont have any direct paths, as we already turned down Fel, and have no direct paths forward after the Proudpeak incident. I want to keep making potions and capturing elementals, but I think we need a wider knowledge base to overcome the Orcs lack of living magical tradition.

Because when everyone is just starting to build a new, why not cast the widest net?

All shaman traditions we have access too are just as personal/based on personal experiences with the energies as far as I can tell. So this is just taking that tradition and trying to expand it to all energies, not just the elements.

After all, when the system gets big enough all energies have to have some stages of equilibrium.


EDIT:

Thought of an example hypothetical. If we had taken the Fel, it would have sent its burning energy into our body. Our one elemental connection we fully succeeded with was to the Firelands.

When working with those two energies alone, we would naturally have a different set of experiences, and thus different growth path, then someone who takes the Fel but has four elemental connections. There are no huge set in stone orcish traditions, so any path we forge might have folks follow eventually.
 
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Would that mean that starting a small outpost/colony would be a decent addendum to the main arc of The Broken Isles?
Yea sounds viable. I'm fine with discussion informing the actions, so if that options wins Feldad will have retroactively sent the specific stuff with you such as a few peons to do stuff rather than all warriors. There's plenty of destitute orcs in orgrimmar who might be employed for such a purpose.
We don't have the scholarly or magical talent/training/experience to make learning a new magic type any faster than we've been doing with shamanism, and we won't have as many advantages with a new magic as we do with shamanism.
Keep in mind the natures of the different magics. For example, shamanism is as others have noted a very informal tradition which has no real set 'rules' or ways of learning. Comparably the arcane tradition of magic has been refined over thousands of years by multiple cultures and has distinct institutions of study like Dalaran. You could learn to be a mage relatively quickly and with greater certainty than you could learn to be a shaman, simply because of the differing background of both traditions. Shamanism is massively contingent on things like self-belief rather than simply having the knowledge and magical ability which is what would define arcane magic.
 
True! But we have other projects to work on, while most people tend to sit around waiting to be let back in.
No a lot of them tended to do stuff mate. Peeps need to eat.

It is a worthy cause! Its just also a very big undertaking with many moving parts. Most factions outside the Argent Dawn would hate us on sight, I'd rather show up as an ally with some outside power bases rather then someone looking to join /rely on a religious order for the time in the Plaguelands
Fractious has already pointed out that a ripple is making the Crusade seemingly more inclusive, hence why its being offered in the first place.

Gul'dan is also an orc, and very specifically a pivotal one for the entirety of living orcs. He's also a major figure in the Tradition Neeru is part of, and one who's stain is pretty heavy on the Clan Grok is a part of. I'd say that the shadow is already there, even if FD decides to ignore the potential that Guldan is still active. If not, I would like to start addressing it now. Because the Plaguelands is a huge commitment too, one which we will probably not be addressing in one long arc. So I would rather start working on a central place now, and then spend time at the others in turn.

The Legion is not there yet, no major power controls the region. We probably won't get the shield down without getting lucky, but I would rather start having NPCs under our command take rolls at it now rather then risk they are for sure going to be used by the Legion. Plus, it offers alot of smaller scale conflicts to get over some angst. I'd rather not have the arc about dealing with the guilt over exile be done while fighting to convince a ton of Light-worshiping zealots that nah, we are totally cool despite our blood. And the fact our Dad is likely going to send some demon-scented backup with us.

If we can do it while carving out the start of a home for orcs, maybe with Drak'thul to help give some wisdom/receive some hope from our youth. Because even if its just him we find, and we sail off after a year with a tent city/single pier I would be happy. Because it would keep growing while we are trying to lend our hands to the Plaguelands.
Indeed, he is also dead and his shadow is cast in many ways that are more impactful than finding...well not even bits of bones. And to address this barring drastic changes he's dead in this time line. Blizzard had to come up with an entire expansion to grab a version of him from an alternate timeline for the invasion to work.

Like none of what is there relates to Gul'dan in particular or the orcs it is where he died, but nothing more. Seeing the consequences.

If we were on the time line of canon then yes getting something down would be good, but even that would be six years in the future, and Fractious isn't working on that ludicrious timeline. However, other more pressing threats are still active.

And I would not be suggesting it if I didn't think the scarlett crusade was like what it was in canon exactly, but we've got some proof it isn't.

However I do disagree in an arc about confronting guilt, the fact we're dealing with people who have been victems of the orcs in the past is a big deal. Recognising that his people have done terrible things, but also that the sins of the fathers are not his.

I get that you would like to see The Plaguelands first, and that any other arc would naturally put that off. However, in terms of character time it will already take several months to cross the ocean. Stopping for a year in the middle, maybe for a resupply trip/our ride to Lorderon, would not be that huge of an issue in terms of things happening in The Plaguelands. At least I do not think so, though I will admit to not being very aware of the timeline of the various Paladin order into Two competing anti-undead zealots.

But still, I think it makes sense to have a stop over, and would benefit a Scourge fighting arc when it happens. Even if its just getting Drak'thul, that would be one more magic user. Let alone what he might know about the undead. Plus, as it is on the way we can bring our own undead buddy along potentially using the 'its on the way' argument.

We are not super strong yet as a blademaster, magic user, or really self-actualized orc. I would prefer to retreat into the wilderness for awhile, and hopefully come out better equipped to be jumped around between danger areas of Azeroth. We have no idea how long we will be in exile for, so starting on a refuge now would give it the most time to grow while later arcs happen. Plus, we don't have to address all the boxes there at once. Just start the balls rolling. We are the heir of the Burning Blade, at least partially to help support us while we figure out our doctrines/class build. Why not start our own roots now?
Again its not going to take that long to cross the freaking ocean! It took Varien a matter of weeks to go from Theramore to Stormwind, I think we can assume even if we're not on Zepplins it won't take that long it also kinda has too for a lot of other events to make sense time wise, yes I know blame Blizzard.

Well for a start canon has already rippled so that's out the window ATM anyway, but if we were in canon right now then we'd be helping to found the argent dawn not join the scarlet crusade.

In that case don't go to the end game zone!

Because I don't want to engage in base building when there are infinitely more interesting things we could be doing and fundamentally I want to do things.

The best way to set ourselves up for success in learning a new magic is to develop a consistent and coherent grasp of our current one. I'm not saying we need to master shamanism, but getting to the point where we can magic consistently seems like a needed stepping off point before we ask teachers to spend time helping us get experimental.
We could use magic consistently. If we didn't have our connection shuttered then we're skill-wise an average shamen and what's happened to us is entirely an issue based out of personal emotional problems, it has nothing to do with our skill.

Again we used magic constantly for an entire day long battle in several forms.

I don't agree with Jasten in his post about capturing elementals, that slavery and all, but I do agree that incorporating other traditions is certainly more than possible, with the light being the one that is closest to Shamanism near as I can tell.

Keep in mind the natures of the different magics. For example, shamanism is as others have noted a very informal tradition which has no real set 'rules' or ways of learning. Comparably the arcane tradition of magic has been refined over thousands of years by multiple cultures and has distinct institutions of study like Dalaran. You could learn to be a mage relatively quickly and with greater certainty than you could learn to be a shaman, simply because of the differing background of both traditions. Shamanism is massively contingent on things like self-belief rather than simply having the knowledge and magical ability which is what would define arcane magic.
Near as I can tell Arcane magic's big downside is complexity and expense in learning.
 
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Ok the idea that we're a competent shaman feels off to me, we haven't even tried connecting to three of the elements, and I'm not clear on our status in regards to earth. I'm pretty sure we got some grasp of fire and life, but that's it.

Seems like we're closer to being a monk than a shaman or a blade master.

Can we even sense elementals without the sapta?
 
[x] The Broken Isles

I like Jasten's ideas for what we'd be doing here. Developing a settlement seems like a nice way to build up Grok's leadership skills, I think tomb raiding would be interesting, there are a lot of interesting factions to interact with and ripple from and I strongly dislike the (winning?) Scarlet Crusade option.

On surviving Stormreavers: I think it's more to the GM's choice than discussion of Drak'Thul is implying. Yes, Drak'Thul is the "last survivor" of the Stormreaver... but there are also living Stormreaver hostile creeps throughout Warcraft III, and the ghosts of the different orc clans are implied to have enough intelligence to maintain clan lines and structures.

On magic: I agree that we should avoid getting involved in too many traditions right now. If we're adding to our Shamanism, I would support adding Fel magic (with caution) or adding Loa magic. Fel magic has been discussed at length here so I won't relitigate all that. Loa magic, otoh, seems like a natural addition to Shaman magic; it involves pacts with individual loa ala individual elements, it appears to involve Totems, there seems to be crossover in the Troll population between shamans and witch doctors and there seems to be crossover between Loa and elementals themselves.
 
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No a lot of them tended to do stuff mate. Peeps need to eat.


Fractious has already pointed out that a ripple is making the Crusade seemingly more inclusive, hence why its being offered in the first place.

Yeah, and just supporting yourself is different then trying to become a major player in a universe filled with behemoths. While a skilled orc is helpful, a skilled orc leading many other skilled individuals is always able to do more. And as inclusive as the Crusade is, its still the Crusade. One of the draws of The Plaguelands is learning more about/fighting the Lich King's power/necromatic power in general along with Light. That is something easier done if we are able to be more our own player, especially as I doubt even a very inclusive crusade would be overly cool with our Forsaken buddy.

Plus, if Jubithos is Scourge there is nothing like fighting their forces full on to bring him down on our head.


Indeed, he is also dead and his shadow is cast in many ways that are more impactful than finding...well not even bits of bones. And to address this barring drastic changes he's dead in this time line. Blizzard had to come up with an entire expansion to grab a version of him from an alternate timeline for the invasion to work.

Like none of what is there relates to Gul'dan in particular or the orcs it is where he died, but nothing more. Seeing the consequences.

If we were on the time line of canon then yes getting something down would be good, but even that would be six years in the future, and Fractious isn't working on that ludicrious timeline. However, other more pressing threats are still active.

And I would not be suggesting it if I didn't think the scarlett crusade was like what it was in canon exactly, but we've got some proof it isn't.

However I do disagree in an arc about confronting guilt, the fact we're dealing with people who have been victems of the orcs in the past is a big deal. Recognising that his people have done terrible things, but also that the sins of the fathers are not his.

Well, in the same way that having the Crusade being offered means that Day is having it be a fleshed out option, I am assuming that there is going to be more to find there then just bones. The Twilight's Hammer were also with the Stormreavers on the Isles when the Blackrock orcs came, and enough of the clan slipped away to be under half the rocks in Azeroth. Having multiple smaller groups of survivors is likely, while larger groups at this earlier stage are not out of the question. Along with that, I doubt Maeve got every dead/tormented soul bound to the islands. So its dabbling in necromancy without running

I agree with you completely about the fact that this Gul'dan dimensional invasion was more the result of Blizzard needing a plot for their expansion then a long running plot coming to fruition. However, as this story is being written at a point where we know that is a Canon plot point, its safe to assume that things were working behind the scenes to make it happen. That means there is likely more then enough chance that we would directly interact with a living breathing Guldan in that case. Which again, could be a big bad confronted in multiple arcs in this story. We are just picking the next place to start to explore, not determining the entire shape of the story.

Except in the fact that this is the next step in the story, but that is a level of meta that nothing gets accomplished.

Again its not going to take that long to cross the freaking ocean! It took Varien a matter of weeks to go from Theramore to Stormwind, I think we can assume even if we're not on Zepplins it won't take that long it also kinda has too for a lot of other events to make sense time wise, yes I know blame Blizzard.

Well for a start canon has already rippled so that's out the window ATM anyway, but if we were in canon right now then we'd be helping to found the argent dawn not join the scarlet crusade.

In that case don't go to the end game zone!

Because I don't want to engage in base building when there are infinitely more interesting things we could be doing and fundamentally I want to do things.

And a matter of weeks is a couple of months give or take. You are correct about the zeppelin of course, but thats another silly Blizzard thing. I assumed we would take a boat, but if zeppelins are an option my point of a middle of the world outpost is even more useful.

Because functionally I agree with you, my main drive is to do all the things. And the best way to do that is to start finding ways to delegate. One budding magic swordsorc is a force whereever you send them. One who can command dedicated magical support, has research staff, and a safe point to return and rest is a more compelling way to do all the things then being a glorified mercenary.

We do not have to sit around doing Basebuilding things. Arguably you wouldn't even have to worry about that, as it would be an extra bit added onto exploring the isles. Though I get the worry, and would also want to avoid anything bogging it down.

And the potential to be a founder of the Argent Dawn is cool. I wouldn't mind that, though I prefer directing things via the quest rather then work as a junior partner with a ton of more experienced folks, alot of whom have Orc-shaped baggage.

But we can do more things if we can throw a few warlocks to study the dead Night elf language and give us quest hooks later down the line. Or have a place to send strays we pick up, and help foster a neutral port like Theramore. There is always going to be things to do. But its cool if we have more chances to direct things rather then be wholly responsive.

Besides, we could call it Akinos's Legacy and base our Pro-Azerothian all racial blademaster school there later down the line. And laugh at the ghost of Guldan with a life well lived to show how little we care.




Ok the idea that we're a competent shaman feels off to me, we haven't even tried connecting to three of the elements, and I'm not clear on our status in regards to earth. I'm pretty sure we got some grasp of fire and life, but that's it.

Seems like we're closer to being a monk than a shaman or a blade master.

Can we even sense elementals without the sapta?

We tried connecting to Earth, but we never got past 'acquiring' Proudpeak. The Fire elemental was a non-sentient mystical force of nature as far as we could tell, and we merged it into our soul to make a connection to the Fire Elemental Plane. We have not done anything with the other two base, or our natural connection to Life outside of practicing our Firegazing prophecy power.

So technically we are a shaman, as we can channel elemental power. However, you are right in that we are really just a dabbler. But in that case we are a dabbler at everything, though arguably the most towards Blademaster given we can fight and channel some magic.

But sticking hard to classes is a bit difficult, because really any difference between a shaman and blademaster using shamanic power is a matter of tradition/semantics. We can theoretically build Grok whatever way we want, so the base of the of the argument is more dabble everywhere to see the best ways to grow.

I know I want to eventually want to push Grok towards making all the connections with Elemental planes/energies, but its not the clearest path forward. So while we are pursuing that, keeping attention on chances to learn more about other energy types/ magical traditions can inform the way we grow as a shaman and a blademaster and a monk. And everything else we could think of haha.



On magic: I agree that we should avoid getting involved in too many traditions right now. If we're adding to our Shamanism, I would support adding Fel magic (with caution) or adding Loa magic. Fel magic has been discussed at length here so I won't relitigate all that. Loa magic, otoh, seems like a natural addition to Shaman magic; it involves pacts with individual loa ala individual elements, it appears to involve Totems, there seems to be crossover in the Troll population between shamans and witch doctors and there seems to be crossover between Loa and elementals themselves.

A Response to On Magic: I think the biggest issue is not adding to much to our shamanism, but knowing the options in terms of adding things at all. Communing with Loa is similar enough to elementals that it seems to be a good buttress to the shamanistic powers currently channeled. I also think the ways Loa are approached could help inform future attempts with Azeroth elementals, as they are both fundamentally alien to most living minds. It also would be an interesting middle ground to the Wild Gods and Druidic magic, which is both fascinating and otherwise harder to find ins with.

In addition, it is doubtful that we will find any immediate Fel resources for Grok's build himself. We could eat a demon artifact, but thats just a worse version of taking the Fel. Don't really recommend. But, given the potential for recovering Warlocks/ghosts of warlocks we can surely learn alot more about our options with Fel.

All of those options are decent sized tech trees, so it would pay to do the most scouting before comitting to a Path for a longer time.
 
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