This is the last chapter of character creation, and as such is the last time you'll be able to get something for free by simply choosing it, rather than by working for it and having it as a result of introspection to acquire traits or through having the character train new skills or expend resources and effort in acquiring more items.
This time we'll be choosing traits and a final extras section where you can use CP to buy or sell agency. In general I've been fairly happy with the system I've come up with for this, and happily its been able to force you to take on more obligations which will then reduce agency and allow me to explore it as a theme.
Said exploration does require quester participation, so I'd encourage everyone to vote and discuss updates or other issues, even if it's a minor point because this updates the thread and puts it to the top of the board which makes more people see it which creates more discussion.
If this is a successful quest I'll probably do more as I'm quite enjoying it. I was thinking maybe a similar Dark Iron quest.
I'm also going to create an info post to edit whenever anything of note happens to you as a character sheet. If there are other info posts you'd like as reference material do let me know, for example a sheet on the current status of the different Horde clans, or of the internal politics or something like that.
To summarise your character currently:
You are Grok'mash, a male warrior of the Burning Blade clan. Due to your origin you plan to walk the path of the Blademaster in defence of Azeroth, specifically opposing the Burning Legion.
The previous updates' results
You chose the following in the last update about your social status and skills:
Leadership
You are directly related to the Burning Blade Clan's leadership. You receive significant advantages in skill increases and the potential to receive various boons such as equipment from your family. You have explicit responsibilities to fulfil.
Specifically, you are the son and heir of Neeru Fireblade, the clan chief of the Burning Blade. Your father is the chief warlock of Orgrimmar and a noted authority on demonic matters, advising the Warchief and being commissioned by various other powerful individuals who rely on his knowledge. You are the heir of a clan specialising in anti-demonic activities within the Horde.
However, this is merely a public persona, and Neeru, while in command of the Burning Blade of Durotar, is merely a pawn in the greater machinations of the Burning Blade and their masters the Shadow Council. Your father works secretly to bring down the Horde and bring back the old ways of demon worship, sabotaging and conniving where he can for the benefit of his fel masters. The main leadership of the Burning Blade is based in Desolace under Klass Metalfist, the real chief of the greater Burning Blade.
Furthermore, your father isn't one of the original warlocks of Draenor and was too young to fight in the initial invasion of Azeroth. As such he lacks the political gravitas of older warlocks and also isn't as knowledgeable as others. When Orgrim Doomhammer decimated the Shadow Council your father only survived because he was too junior to take notice of.
You rolled 37 on your familial role, this means that you're closely related to the leadership of the clan but in this case you're related to a pawn of a pawn rather than the 'real' chief. Furthermore, your relationship with your father is strained, possibly due him being ashamed of you due to your low physical score or maybe because you're not big on the whole 'demon worship' thing.
This is all established in the starter zone for orcs in WoW so I don't consider it to be particularly spoiler worthy. Consider whether you want to reroll this or not. Comparably, if you'd gotten a high roll you might be directly related to one of the surviving members of the Shadow Council. Consider also that a more powerful family member would have a greater ability to control you, but also more resources to give you. There are benefits and drawbacks.
Your choice of 'Leadership' social status upgrades your previous skills:
Advanced Weapon Competency (upgraded from Weapon Competency)
Your Clan were always known for their skill with weapons and you're no exception. You spent plenty of time as a child associating with old Blademasters, without question the greatest warriors of the Horde with weapons. You are skilled with a variety of weapons, particularly favouring swords.
+3 to rolls involving weapon handling (for example duels, not battles overall or warfare in general)
Tactics (upgraded from Basic Tactics)
You grew up around the leaders of a martial clan, and in addition to your other training you've become a reasonable tactician and can analyse and plan most tactical situations.
+2 to tactical analysis and battle planning (does not grant wider strategic skill)
Demonslaying (upgraded from Basic Demonslaying)
Your clan are known for their warfare against demonic influence. You've gained a decent knowledge of demons and specifically how to kill them due to your Clan's focus on policing the demonic in the Horde.
+2 to rolls against demons in combat
Additionally, through your leadership choice you gain:
Basic Demonology
Your father is an accomplished warlock and you've picked up the beginnings of good general knowledge of demonic matters.
+1 to rolls benefiting from demonic knowledge (essentially academic knowledge, does not give practical spellcraft)
Basic Leadership
You comprehend the basics of leadership, including a loud voice and confident manner in command.
+1 to leadership rolls
Other abilities:
You retain your previous skills '
Basic Survivalist' and 'Basic Physical Conditioning'. You gain
'Basic Persuasion' and '
Basic Scholarship' through your skill choices. The Burning Blade are interested in new ways of fighting and knowledge, but they have no scholarly culture, while no one in your clan is known for their persuasive skills. Perhaps you can change these?
+1 to survivalist rolls including hunting, skinning and first aid
+1 to rolls involving hard physical activity such as marching or resisting exhaustion
+1 to persuasion rolls
+1 to scholarship rolls, acquired basic knowledge of common historical issues such as the different polities of the Alliance and their rulers
Elemental Connection
You already have a connection with one of the elements and are able to bargain for minor things. You'll be able to strengthen this connection as you go on.
You already a load of high rolls, and there's only one which is lower and might need to be rerolled. I'm a little split on it in general, I'm reluctant to allow you to improve from an already strong position in this manner. I'm going to institute a general policy, subject to change, that when you reroll you can't get higher than 50. As such you can reroll your 'Air' affinity, as well as your Elemental Ability roll if you want to, but these are a package deal. To be clear, only your air and ability rolls will change, and these can't go higher than 50. This roll will cost 4CP. You can reroll your specific connection (that is, replace Spirit) for another 2CP if you want to.
Currently you have a high affinity to all elements except the Spirit of Air and will be able to connect with these elements relatively easily to build your skills. If you develop this traditionally you'll progress further down the path of the Shaman, with various benefits and drawbacks.
You have an existing connection with the Spirit of the Wilds, also known as the Spirit of Life, or just 'Spirit'. This spirit represents the soul of all living things, the most powerful element but also the most complex and unknowable. You'll still have to train this, but even experienced shamans have difficulty doing so. To note, Spirit and Decay are both used to 'manage' the other elements. Dark Shaman use Decay to force and bind the elements and ensure their cooperation, while ordinary shaman use Spirit less frequently to mediate and balance between the different warring elemental factions.
Mages use Arcane magic to balance and use the elements, so maybe Arcane is Spirit too? I'm not sure, I'll have to do some research on Warcraft's cosmology.
You rolled 40 for your elemental ability, which is rather low, so instead of a new lower tier ability, I'm going to add to another one, so 'Battlesight' is modified.
Warsight (upgraded from Battlesight)
While once you received vague premonitions or flashes of the future which helped you in battle, since connecting with the Spirit of the Wilds you now foresee the future far more regularly, both in battle and associated with war.
+3 to most martial rolls, possibility of meditating to improve this ability or get better rolls.
Other 'Spirit' related abilities include summoning spirits such as spectral wolves to defend you, divination or summoning the dead to speak with them.
If you'd gotten a fire affinity you'd probably have gotten an offensive spell, while water would have provided a healing spell.
Battle Fury
While many Orcs embrace the primal instincts of your forebears, you've learned to control this instinct better than most and are able to harness it in battle.
During direct combat, you can slip into a place of calm, using your rage to strengthen yourself.
+5 to direct combat rolls such as duels, but not wider warfare like activity in a siege. You are more able to resist rage-inducing mental effects such as the bloodlust of fel magic.
Stats
Finally, I've rolled for your physical, magical and spiritual potential and strength. This represents where you are now and what you might become. I've yet to precisely determine the narrative and mechanical effects of these. This is another way of forcing you to go out and do stuff, so I welcome suggestions and future plans for how to improve yourself.
I'm willing to provide limited answers regarding the specifics of any of these, but I don't want to write myself into a corner by saying something now which I want to change later.
In general, these rolls are to avoid the tendency in other quests for a character to be a super wizard and also a magnificent fighter, inventor and so on. They also provide interesting narrative paths regarding how you might improve yourself.
You can reroll any of these for 2CP, but your result won't be any higher than 50, which would be the average for an orc. Comparably you could look at Garrosh's model in Cata as an example of an orc with a high physical score.
Physical 30 (upgraded from 29)
Orcs, especially traditional clans such as the Burning Blade, practice infanticide. As such I'm upgrading your physical score to 30 with the implication being that you'd have already been drowned at birth or exiled for being weak if you'd been any lower. Gul'dan was noted canonically as unspecifically disabled which is one reason why he turned to shamanistic and then fel magic. You are thin and weak for an orc, only as strong as the average human. Physical training may augment you, but you'll never reach the Orcish average without augmentation, such as through alchemy. The most obvious way to augment yourself would be through fel magic, as this is fairly well understood by the Orcs.
Magical 85
You have exceptional magical potential for an orc. You have a large magical pool and would be able to cast several spells from your own internal reserves instead of relying on external forces such as channelling elemental magic. When you do channel external forces you are able to magnify them more easily.
Spiritual 34
Your ability to resist spiritual contains and magical effects including fel or void corruption, as well as various forms of mind control or brainwashing. This is quite low and particularly problematic for you given your clan is full of warlocks and you'll be around fel energy all the time. On the other hand, a low spiritual resilience may increase your ability to connect with the elements and natural world. It's possible to strengthen this resilience through various techniques such as protective enchantments. An example of low spiritual strength would be elves who are quickly adapted by their environments and magical sources, and left weak without the magics they rely on. A more specific example would be Malfurion Stormrage the chief druid who has a very powerful connection to the Emerald Dream and druidism, but is also very affected by his connection and has been mutated by it because he now has feathers and antlers.
Reports
You've been given two reports to deliver to various people. One is a report from your superior in the Valley of Trials, another is from a Burning Blade agent at the Valley. Both reports are sealed, you suspect these reports are about your performance in the Valley. A higher score may be just as problematic as a lower one as you might be scouted and obligated to agree to terms presented given your culture of duty and clan obligation.
Valley of Trials report (sealed) = 87
Burning Blade report (sealed) = 65
These reports might discuss your various abilities, value to the Horde or clan, or an assessment of your character and motivations.
Plan format for rerolling the last update's rolls:
Remember none will go down but nor will they go above 50.
[ ] Reroll Air Affinity and ability (-4CP)
[ ] Reroll connection to specific element (-2CP)
[ ] Reroll Familial (-2CP)
[ ] Reroll physical(-2CP)
[ ] Reroll spiritual (-2CP)
Your choices for this update
This is the last part of character creation. As mentioned you'll be able to train new skills or acquire new traits, but this is the last chance to get them for free. You can acquire subjectively and objectively negative things in future as well, sometimes deliberately, other times applied without your input.
You'll choose two things now, firstly your traits, and secondly a final balancing and extras section.
Traits
As we're exploring the theme of agency I'd like to explore some of the reasons and ways people make decisions. For example, you intend to fight for Azeroth. How do you intend to do this? Is the fairly nebulous idea of Azeroth worth forsaking your honour or the society of your people?
I don't like the way quests often present the MC as merely a vessel for the gestalt mind of the questers, enabling the character to do whatever the questers want and never developing their own personality.
In general, you'll act as most orcs do, valuing strength, traditions and honourable actions. You will be uninterested in stealing or indirect action, which may be to your detriment. Mechanically this means you simply won't consider actions outside the ones your traits make obvious, and these options won't be presented in the quest, for example Orcs are mostly uninterested in mercantile pursuits so you simply won't have the option to start a trading company or similar unless you have the right trait. Certain traits will force you to take actions to abide by those traits.
Traits can be changed over time, either by external or internal actions. For example, say you pick 'Honourbound', but then routinely pick dishonourable options because you're forced to, you wouldn't be able to consider yourself as honourable anymore.
Generally, actions you take will be more successful if they align with your traits, I will assess this though your discussions in thread and the reasoning behind plans, but we can discuss that later.
As previously, choices and traits that give you agency will cost CP, traits that reduce agency will award CP. Costs are related to proximity to cultural norms, and effects on agency.
You're an Orc in a particular clan, this will give you the following unique trait:
Burning Blade traditions
You are a warrior of the Burning Blade. Your clan are one of the older clans, and are as such traditional, often glorifying their history. However, your clan are one of the only clans to actively seek out new knowledge and techniques, particularly regarding demonic magics. Your clan are also the only orcish clan to use arcane magic, though in small amounts, and one of the only ones to routinely combine martial and magical traditions. Without interference you will continue in these traditions, seeking knowledge to combat demons and continuing your martial training, however your knowledge-seeking behaviours are limited to the specific matters your clan is focused on.
Main trait choices:
Choose 2 of the following traits. You can't pick opposites, so to be clear, Brash/Prudent, Honourbound/Devious, Traditional/Curious, Independent/Reverent are all exclusive choices.
[ ] Brash (+1CP)
You are brave, even for an Orc and some call you brash. You charge into battle first and hesitate to retreat. Against truly terrible opponent you'll pause, but against anything else you'll find it difficult to resist attacking head on.
[ ] Prudent (-1CP)
While you're no coward, you consider actions carefully, trying to find an advantage or be confident of victory before you engage. You'll have more options in preparing or considering matters before acting.
[ ] Honourbound (+2CP)
Honour is all! Without honour you are little more than a beast, or a slave to demons. You won't even consider dishonourable options, nor will you accept them if others suggest them, and you'll oppose dishonourable people or activities if you can.
[ ] Devious (-2CP)
Honour is nothing! In matters of life and death and against the Burning Legion you need to use all methods, whether they're seen as honourable or not. Allows activities and actions popularly seen as dishonourable, such as lying, stealing or the use of poisons. Generally, allows 'indirect' actions and solutions.
[ ] Traditional (+2CP)
You are very traditional, following the dictates of your culture and clan. You won't be particularly interested in 'new' things like gunpowder weaponry or technology, and will automatically follow the orders of Shaman and other traditional leaders of your people.
[ ] Curious (-3CP)
The traditions of your people have given you strength, but equally there's strength to be found in other places and among other peoples. You're curious about this and you'll question traditions and try to find new solutions to old problems.
[ ] Independent (-3CP)
While you might follow leaders you'll also strike out on your own. You know best what you should do, and you'll be more inclined to avoid various social entanglements more than you would otherwise.
[ ] Reverent (+2CP)
In time you might be a leader, but for now you follow your chief and your Warchief, the Shamans of the Horde and the officers of the military. You are more inclined to listen to and consult your superiors on actions rather than acting on your own.
[ ] Diplomatic (-3CP)
Turn your enemy to a friend! Persuade them and get them to lay down their sword and you've defeated them just as if you killed them, and you've gained an ally as well! You're able to consider diplomacy rather than moving quickly to fighting as most Orcs do when opposed, and you're also more diplomatic in conversation to make sure you don't cause offense.
[ ] Glory-seeker(-1CP)
You seek glory in all things, though what manner you'll achieve this in is yes to be decided. You'll claim credit where you can and put your own glory above clan or the Horde. While you don't oppose your clan having glory as this reflects well on you as a member, you'll prefer to glorify yourself.
[ ] Mercantile (-2CP)
There's one magic you're very interest in, the magic of gold. While you could fight you've discovered the wonders of currency. You'll be willing to engage in trade and commerce to advantage yourself and your people more readily, as well as to use currency rather than the more primitive communal and bartering arrangements of the Orcs.
[ ] Lustful (+1CP)
You want it all, wealth, power, everything. You just want more. You'll be able to take actions you wouldn't be able to normally in order to advance your acquisitioned agenda.
[ ] Vengeful(+2CP)
You don't forgive and you'll try to avenge any grudge, whether against yourself or your clan, or toward the Horde. You'll pursue this vengeance even beyond what's sensible, and will prioritise it over more productive activates.
Balancing and extras
At the end of the last section you may have come out with either CP debt or credit. In this section you can choose additional bonuses or obligations to either equalise this debt, or pick up something extra.
No limit on choices here, though I wouldn't advise going mad with it. In general try to keep it below 5 to 10 in either CP credit or debt. The specifics of some of these will be rolled, while others you'll just get as they are. For example, a 100 on a pet would give you a dragon whelp. Keep in mind you might get some of these anyway as a result of the quest, for example if you got involved in clan stuff they'd probably just give you a sword because that's fashionable in the clan and they want to keep their image.
Extras
[ ] Pet (-2CP)
You have a pet, it's not a war beast yet and will still be quite small. Depending on what it is you may have to train or take care of it in certain ways.
[ ] Mount (-3CP)
You own one of the riding worgs of the Orcs of Durotar. You aren't a particularly good rider, but it's not difficult to hang on while you ride down a road or on relatively flat land. This creature is trained to follow you, but you still have to take care of it.
[ ] Upgraded gear (-1CP)
You've been given gear, some of which you've made yourself. It's suitable for some enemies, but it's not particularly high quality, perhaps it would be better to have something more protective?
[ ] Enchanted gear (-3CP)
Not only is your gear high quality, its also enchanted!
[ ] Upgraded weapon (-2CP)
You currently carry an axe, it's decent, and perfectly suitable for you, but you should really have a sword as a warrior of the Burning Blade shouldn't you?
[ ] Enchanted weapon (-3CP)
You have an excellent weapon, much better than most you'd come across and of good quality with a magical enchantment.
[ ] Shaman's totem (-2CP)
Totems embody a shaman's connection to the elements, are sometimes used as meditative aids. This might be a small stone to connect with the Spirit of Earth, or a smouldering coal for Fire.
[ ] A bag of money (-1CP)
You have a small bag of money, but are in no way rich. Coinage is rare in Durotar, and you'd find more use for it in one of the Goblin or Human settlements.
[ ] Flask of Blazegrease (-1CP)
Sticky, smelly, and highly flammable, the substance in this small container is liberally applied to the swords of the Burning Blade clan before battle. Though some warriors choose to ignite their weapons before battle, most let the inevitable contact of blades and armour spark the blazegrease for unpredictable intimidation.
[ ] Flameseer Summoning Components (-1CP)
Some of the tools your clans Shaman, often known as 'Flameseers' use in their rituals. You don't know how to use these.
[ ] Flamebender's Tome (-4CP)
An iron-bound sheaf of writing - some orcish and some in a language you don't recognize. This tome details many of the mysteries of your clan, including your unique relationship with the elements and the methods your blacksmiths use to bend iron and flame to their will. This is one of many tomes passed down through your clan for generations.
[ ] Searing Collar (-2CP)
A magical artefact used by the Burning Blade to better connect to the elements. Over time this collar will sear your flesh and attune you to power. You shouldn't really have this as you're too inexperienced, perhaps its best to get some advice on its proper use?
[ ] Bloodstone (-1CP)
You possess a small red stone, which you've named the 'Bloodstone'. You don't know what it does, but it seems neither alive nor dead, and you've awakened it before by feeding it blood.
[ ] Steamwheel Cartel Travel Voucher (-3CP)
You'd acquired what a goblin had called a 'Voochwer'. You don't entirely understand what it Is but apparently it'll allow you a free journey on a single trip on any of the regular routes of the Steamwheel Cartel.
[ ] Elemental Core (-2CP)
The core from an elemental, a sliver only and currently dead but perhaps with a glimmer of power still.
[ ] Friend (-2CP)
You've sworn blood-brotherhood with this person, and while they aren't your slave and won't necessarily obey you, you can call on their assistance and they'll answer.
Balancing
You have the opportunity to take on additional obligations to balance any CP debt you have.
[ ] Existing social obligation (+1CP)
You have an existing obligation, perhaps to a friend, perhaps to another clan that's helped you. You are socially expected to fulfil this obligation, but if you didn't it wouldn't impact you that significantly due to your youth.
[ ] Steamwheel Debt (+2CP)
You've gotten into debt with the goblins due to some unwise choices. Unless you repay this debt you'll be refused service by the Cartels.
[ ] Blood-debt (+3CP)
You have a significant existing obligation, possibly as part of your family or clan which you're expected to assist with. In social terms you would be exiled or ostracised if you didn't fill this obligation, even if it goes against your conscience.
[ ] Hunted (+5CP)
You are pursued, you don't know by whom or why, but you've felt an evil presence following you.
[ ] Bounty (+2CP)
There must have been some mistake because you've seen your face on 'WANTED' posters while you've been travelling.
[ ] Local Faction Enemy (+3CP)
You've managed to offend one of the regional factions they will pursue you and kill you if they can.
VOTING OPENS IN 2 HOURS AT 1800 GMT.
Discussion encouraged as it is in general.