Departures
You are Velen, the Prophet of your people, as you turn towards the centre of the great Tempest Keep you see hundreds moving, preparing the vast machinery, charging the phase engines for an attempted jump into the unknown, storing away all the goods and worldy possesion your people have as well as the samples proccured from the remains of Draenor
Search for the bounty of Flora: 96-10 (the changed lands)+15 (Nobundo's knowledge)= 101 artificial crit.
Thanks to Nobundo and a fair amount of luck all of the Flora of Draenor, both natural and unnatural, rare and common were found
However one of the biggest surprises was when your people were looking for the illusive and incredibly rare Nagrad Arrow Bloom. In order to evade an orcish patrol the group turned from the path and hurried towards a deep grove. There they found not only the Arrow Bloom, but also something different.
In the Center of the Glen there were three trees of Titanic size, with one raising high above the other two. Yet that was nothing compared to the shock when one of the shorter trees moved growing limbs and appendages and coming around to face your foragers.
It spoke, but you knew not what it said, only Nobondo understood and even then not completely.
Using Elements of the wind and earth he was able to understand and communicate with the
"ancients" after a fashion.
They demanded to know what had happened to Draenor, why so many places had fallen silent. Thus Nobundo explained, while the gatherers swiftly and gently lifted up the plants.
By the end of his explanation the ancients fell silent seeming to shrink as if a great dispair took them, yet Nobundo in the first of two great leaps he took offered them a place with you.
He explained that while Draenor was gone, your people were leaving, and were saving all that they could.
More questions were asked, and answers were given, and eventually the great ancients pulled themselves from the earth, shrinking themselves, growing denser and hardened.
As your people with their new acquaintances left the grove, the ground underneath gave way, and it tumbled into the Twisting nether.
They creaked and groaned in grief, but followed on, weathering the blasts of arcane energy with grace, until at last weakened they collapsed inside the Botanica, surrounded, by the plants of Draenor.
Search for the grace of Fauna: 100 -10 (the changed lands) + 15 (Nobundo's knowledge): 105 natural super critical success.
What was equally extraordinary to the discovery of the ancients was found during the search for Fauna.
In addition to many pairs of breeding animals from Draenor, more than enough to be create sustainable populations they found something as extraordinary as the ancients. On a dangerous hunch of Nobundo your hunters crept into the Twilight Valley, and there they saw strange, glowing ethereal creatures, chained and harmed by the corrupt orcs.
Silently your hunters crept up and eliminated the orcs, freeing the creatures who too their absolute surprise were sentient.
They introduced themselves as members of the Netherwing Dragon Flight, and requested assistance in freeing their Matriarch and Patriarch and with great skill and many close encounters both great Drakes were free.
When they arrived with their spoils and new friends in tow, the Dragons asked for permission to escape with you, and though you were doubtful the keep could easily hold the pair, they transformed into humaniods and you eventually allowed it.
All plants and animals of Draenor as well as the new ones unique to the shattered world of Outland recovered in large enough quantities that you could easily create sustainable breeding populations of both.
The Netherwing Dragon Flight: 500 drakes three elder Dragons Barthamus Karynaku and Neltharaku.
3 ancients of Draenor all currently comatose and in the Botanica, age, names and powers unknown.
With all the preparations that can be made completed, you give the word and the engines of the Tempest Keep roar to life, and with a shudder that can be seen throughout the fabric of existence itself the structures that make up the Keep begin vanishing
The Exodar: 86: 86
First to vanish is the Exodar containing the majority of your people and your new friends, acting as a beacon for the other piece to follow
The Botanica: 68 +10(successful transport of the Exodar):= 78
With a grinding sound the Botanica the center of your peoples biological samples and the ability to produce food for entire civilisation if necessary, vanishes with a screech.
The Mechanar: 77 +10:= 87
With far greater ease the Mechanar the center of science vanishes following the other two, now there are only two more parts to leave.
The Arcatraz: 56+10: =66
This is where disaster seems to strike, as a great gaut of fire erupts from the prison moduel of the keep, wheter this was due to some overload or one of the many varied prisoners escaping you do not know, nor do you want to find out.
The Tempest Keep: 82 -5(sheer bulk)+10=87
Your concerns however are unfounded as the Keep with a bone rattling note lurches into the void between worlds.
Then suddenly there is a disturbance you can see it and yell out a warning to the controllers.
???: ??? +???-???: ???
You are buffeted this way and that on currents of madness the walls of the keep groaning with effort, but despite this you can see the other modules floating in sync alongside you, but with a cry of panic a technician runs up to you.
Her message is simple. The Jump Drives are destroyed, you have no means of leaving unless you travel to the closest planet, and even then it will not be a nice landing.
With a hard face you order a course plotted for the planet. The planet from which this buffet came, as you begin your entry into its atmosphere, you pray to the light for guidance and it answers you as you open your eyes and see.
Well done you got Dragons now who's bribing the dice.