Remnants of Outland - Outland GSRP - IC thread

Fel Horde - Turn 2



FEL HORDE


Capital: Shadowmoon Village
Leader: Warchief Kargath Bladefist

Action I: Secret
Action II: Secret

Action III: Continur the expansion of the Orcish settlements between the Ashtongue and the Netherflight areas by building housing, training grounds and expanding our pig farming capacity
 
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Zangramarsh Report - Turn 2 Results


TURN 2



Name: The Murkblood Tribe
Capital: The Underbog (1.50 Armies)
Major Locations: Sunspring Post (1.00 Armies), Windyreed Pass (0.5 Armies)
Leader: Swamplord Musel'ek
Major Characters: Ortor of Murkblood


Military:
Army amount: 3/3
Air Army amount: N/A


Murkblood Spearmen: As their name suggests, these spear-wielding Broken are the disciplined backbone of the Murkblood tribe, their discipline and ability to expertly keep their enemies at a distance see them more often than not come out on top during engagements.


Murkblood Raider: Not to be confused with their wolf riding amidst the orcs, the Murkblood raiders are those warriors amidst the Murkblood who fight purely with anger. Their maces and axes backed by their rage enhanced strength make them able combatants.


Murkblood Putrifier: These Shamans of the Broken have twisted the gifts of Nobundo towards enslaving the Elements themselves. Their taint and use of Decay has seen to make elementals sickly and easily influenceable, allowing them wind and earth most readily against their enemies.


Murkblood Acolytes: These broken are those who have managed to discover a means to access the arcane power of Outland. Though only rudimentary understanding of frost and fire, many seek to experiment and expand their power. Perhaps, even adding in Fel magic to their knowledge,

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Warmaul, Ango'rosh, Boulderfist
Enemy: - The Mag'har, The Fel Horde, Sporeggan, The Laughing Skull, Aldor
Rival: - The Kurenai
At War: -

Actions:
Action Pool: 3 (Normal Power)

1. Depths of the Arcane II [Regular Action]:

Not content with the progress made, the eager acolytes of the Murkblood are commanded once again to continue their studies into the Mysteries of the Arcane and just as importantly organize themselves into new mage orders specializing in Frost and Fire. It is hoped that continued hateful demonstrations of might and magic against the foul enemies of the Broken, followed by regular sharing of newly discovered insights among like minded acolytes around campfires would allow them all to make further headways into understanding the forgotten arts. Through hate, all things become possible!
[Continue Experimentation with Arcane Magic and establish new mage orders]

2. The Lost and the Forgotten I [Regular Action]:

There are those among the broken who have been treated even more cruelly than the rest, in whose heart surely burns a baleful hate to rival even the Murkbloods. So deeply betrayed by the light and scarred by the machinations of the orcish filth that even the Kurenai do not wish to remember their existence. But the Murkbloods will not forget their brethrens in flesh and spirit. Nor will they ever forgive those who are to blame for their shared plight. Emissaries will be sent to the Lost Ones of Zangarmarsh. They will be offered the opportunity to learn the Arts of the Murkblood so that they may know strength and the chance for everlasting vengeance against all those who have wronged them.
[Send Envoys to tribes of the Lost Ones and attempt to convince them to join the cause of the Murkblood]

3. A Curious War [War Action]:

1.: There was a great deal of arguing amongst the mages of the Murkblood. In the previous season they had indeed received the blessing to delve the secrets of the Arcane, and within they found great power that they had long since forgotten with the greater use of the Light in all things. Yet, as they advanced their understanding of Arcane, three vague groups began to form, and like a rock thrown into a pond, the ripples disturbed the serenity of the groups.

The order to form succinct groups between fire and frost while Arcane was left to be saw cajoling, threats, and pressuring of groups as the Fire and Frost sought to claim the greatest amongst the Broken's Acolytes for themselves. Whether due to the coming battle, or simple maneuvering, the newly dubbed Flame Weavers had splintered pieces of from the arcane and frost practitioners to inflate their numbers beyond what they should have been. While the coming battle showed they did not suffer for it, the fighting amongst the Acolytes saw very little done beyond the formation of the Flameweavers.

New Unit Unlocked: Murkblood Flameweaver: These Broken specialize in the unleashing of great gouts of flame to break enemy formations and charges, charring any who think the break the wall of Spears the Murkblood hold dear.

2.: There are very few ways to pierce the blind hatred of the Murkblood tribe, with most never working beyond individual or likeminded family groups. However, Fear was one surefire way to often pierce that wrathful shroud which descended often over the Murkbloods. The Lost Ones, those few who devolved further than the Broken did, were feared for the possibility they could convert other Broken into Lost Ones. The fear of becoming such a savage, little better than a beast, saw many refuse to take up the position of Envoy. It was not until several warriors and a mage were gathered and give no uncertain terms their choices in the matter some left to attempt speech.

The Lost Ones, for all they were little better than animals, apparently found kinship with the Broken quite easily, seeing them as apart of the 'Pack' they had formed. Under the ruins of some Draenei ruin or another, the representatives of the Murkblood tried to convey to the degenerated Broken of the rage and the promises of power and prosperity the Murkblood offered. Sadly, the Lost Ones had clearly lost much of their memory, for they did not remember what a Draenei even was, a memory problem other broken tended to share though not to this degree. Only after the Wizard among the Broken unveiled his arcane power, did the Lost Ones became excited.

If the Murkblood would teach them how to wield such power, they would assist their 'Pack-Siblings'.

The Lost Ones are open to the offer the Murkblood offer, so long as they are taught to wield the magic the Murkblood offered. However, the Lost Ones of Zangramarsh have degenerated greatly that it is unclear if they can even learn such a discipline. Irregardless, the terms have been made.

3.: (See Nagrand's 'A Pass at Greatness' report)

Name: Sporregar
Capital: What is a "Capital"? Do you eat it?
Leader: Sporregar-Prime
Major Characters: We are still trying to understand the concept of "Names".

Military:

Army amount: 2 (Army. A an idea as fascinating as it is disturbing)
Air Army amount: 0 (Spores belong in the air. Will Sporelings ever say the same?)

Diplomacy:
Alliance: - I this Symbiosis?
Allies: -
Cordial: - And this.
Friendly: - Kurenai
Distrust: - Murkblood, Ango'Rash (Your brain should be too big to destroy the land that sustains you)
Enemy: - Legion (Like a burning forest given shape, but worse)
Rival: - Sporregan (Will we ever reach true harmony among the Spores?)
At War: - War. A name given to the escalation of what was once but a natural cycle.

Actions:
Action Pool: 3

1.: See what should not be seen
The beings wanting to be known as Kurenai have given names to the Living Fires that fester in the west. Fel. Demons. Burning Legion.
Whatever name it carries, it remains certain that this Fel was not just unforeseen in the eternal Emerald Dream, it is harmful to it. To change is natural, but the change wrought by Fel is not the change we dream of. It is a tool of destruction for but the sake of destruction.

Though we wish for coexistence with those of the natural world, this Fel is not that. So like an out of control forest fire, it must be quenched before it desolates all.

Alas, simply throwing water on an open flame can oft do more harm than good. We need to know more.

- Sporelings are sent to observe and study the Burning Legion territory in the west. The primary focus is the strength of their armies, their defences, and the terrain in general, if it is still swampy and familiar, or too fel corrupted to be familiar.


2.: Growth is Life

The Kurenai and their kin built their dwellings with barriers. In light of the Fel and other dangers, this seems a natural choice. Experiments shall be done

- Turn the Watchpost into a proper Outpost to grow territory. The new dwelling will be made circular, with a first attempt at defensive structures. Deepening the swamp to form a primitive moat (which, being a swamp, will not immediately be seen as such), growing mushrooms and other plants to form walls, and generally putting housing units in elevated positions.
0.5 army stationed there.



3.: Water is live. Water is death.

The purification evolution is a great success! And opens path to greater evolution!

Once again, inspiration from what Nature in its emerald delight has already accomplished is the key.
There are plants, bugs and lizards capable of spraying fluids with targeted precision. For defensive measures, for construction, or hunting.

Mimicking this, the Preservers (well rested ones) are to try and grow the Purifiers a tube-like organ on their body which has a pumping mechanism that enables to shoot strong streams of water over long distances.

This will have several applications, primarily the watering of plants in hard to reach places, putting out fires and such. Given to the Purifiers however, it would enable them to shoot streams of boiling water! While not effective against all foes, certain elementals for example would surely be immune, it should work against most creatures with exposed flesh, or artificial armour made of steel. Outside of use for the atrocity called War, it would also be a useful tool for scaring predator animals away from otherwise defenceless Sporelings.
And who knows. In the future Sporelings might be able to spray other kinds of fluids…

- Try to create a new unit type: Red Spewers

1.: The Charr, Bleeding Wound, Nutrient Stealer, these and more were titles given by Sporeggar to the force in the west which had been there long before Sporeggar first emerged from the muddy earth. Even before the separation of Sporeggar and Sporeggan. Any who went to close were slain and their body unrecoverable as nothing was left when the beasts devoured it with flame and teeth. Yet, the Sporelings of Sporeggar were not easy to be seen if they did not wish it. It helped their efforts these abberations did not hide themselves in the slightest.

The beings which caused the very lifeblood of the Swamp to bleed with pus and scarring and torturing the land was populated with few things, yet those few were great in number. Red beasts on four legs which devoured the magics of the Preservers, Tall blue-Two legs who had metal plating upon them yet did not resemble the two-legs in the east and south. And their leader, a tall thing of brown skin and wings which hurled shadow and fel upon us. These are the creatures which was constructing a great pair of pillars with a third atop it. It is unclear why, yet the Sporelings know, it shall be yet more Charred shrooms upon the skin of the Zang should it be concluded.

Felhunters and Felguard, being lead by a singular Doomguard are protecting an in-activated portal of some sort. No one understands what they are doing, but their 3 Armies Outnumber and outmatch your own.

2.: Great care was given to part the fertile dirt of the isle, to form upon the newly made tower a ring of nourishing water to defend as well as preserve the mushroom which they made their first foray. Meanwhile, Mushroom tops were used to host watch posts and the ground around the stalks used to craft their new homes. Perhaps the greatest innovation of htis expansion, was the concentration of mushroom spores to make great walls of shroom! While their effectiveness was questionable, it looked very nice to many sporelings to see so many shrooms conjoined together in such a fashion.

The Expansion is Successful, with some dubiously inventive defenses in place. (See End of turn Map)

3.: The Preservers had spent much of the interim between Seasons to recuperate from their endeavors of crafting the, as they are coming to be known, Purifiers. With their well earned rest and knowing the concept is possible, many feared they would not be able to properly expand the number of Purifiers beyond the singular Sporeling volunteer. However, it soon became clear it was a matter of finding how to do so being harder than the actual process of turning a Sporeling into a Purifier. Now, obviously, they cannot be naturally born until the Spawning pools were... changed, an idea that scared many, the Preservers have the capacity to indeed change more of their kin into these new forms. After many volunteers were put through the process, the Purifiers were common amongst the Sporeggar territories.

New Unit Unlocked: Sporeggar Purifier: These Druidically modified Sporelings have been given the ability to purify water from the pools around them into a boiling hot water that can spewed from their elongated mouths upon plants from a distance just as they can enemies of the Dream.

Name: Sporeggan
Capital: Sporeggan
Leader: Rhb'tssln Prime
Major Characters:

  • Rhb'tssln Prime - Prime Leader and Speaker of the Sporeggan
  • Ib'prrfen - Noted Harvester Leader
  • Tyl'nn'lol - Noted Harvester Leader
  • Pa'nan'dol - Noted Sporeling Preserver
Military:
Army amount: 2
Air Army amount: 0
Units:

  • Sporeling Harvester: The Sporelings lack any sort of martial discipline or even weaponry. They are armed with merely their fists or the odd throwing rock, and this results in their armies being very lackluster against any other as they resort to simply overwhelming their enemies in sheer numbers.
  • Sporeling Preserver: The preservers are the great spell casters of the Sporeling race, able to entrap enemies within vines or cast wide healing upon both Sporelings and Giants alike.
  • Fungal Giant: The fungal Giants are more akin to cousins of the sporeling, towering creatures with strength that rivals a Gron. The sporelings, for all that they're cousins, do not have many of these Giant's, but they are almost certainly their greatest defenders.

Diplomacy:
Alliance: - N/A
Allies: - N/A
Cordial: - N/A
Friendly: - N/A
Distrust: - Draenei Remnants, Orcish Remnants, Literally everybody else
Enemy: - Murkblood Tribe, Ango'rosh Tribe, Burning Legion
Rival: - Sporeggar
At War: - N/A

Actions:
Action Pool:
1.: I dreamed a Dream: "There was a time when the world was kind/When it's voices were soft/And it's dreams were inviting. There was a time when we were blind/And the world was a song/And the song was exciting. There was a time/Then it all went wrong/I've dreamed a dream in time gone by/When hope was high and life worth living/I dreamed that life would flourish/I dreamed that God had not died." - Pa'nan'dol, singing an unnamed lament known among the Preservers.

Further expansion and understanding of the Emerald Dream is required, especially if we are to understand the dream of Zang left to us, and how we may better understand our place within it. With caution and guidance, further efforts to slowly explore the dream are to be completed, with an aim to focus more on the surface connection between the Emerald Dream and the world we inhabit, specifically in how the Perservers can better use their magical powers to influence the world, be it through violence, growth or connecting to the land and animals.

- Further investigate the Emerald Dream, but specifically focus on it's applications and connections to the natural world around us, seeing how we can use it in as many ways as we think might be usable. From further connecting to the beasts of the Marsh, to channeling the dream into healing magic or methods of empowering our people with savage fury, to even invigorating the natural world.

2.: I am a Shroom and I'm digging exploring a hole:
"And I say, that Zang preferred damp swamps!"
"Well I say Zang preferred dank caves!"
"Damp!"
"Dank!"
"Damp!"
"You asked for it!"
*Muffled sounds of Shroom-on-Shroom violence occur*
- An ongoing argument between Ib'prrfen and Tyl'nn'lol over the exact nature of Zang's preferred patterns of growth, immediately followed by Rhb'tssln Prime's timely injection of a particularly painful method of concussive
discipline.

While ongoing observation efforts have proven somewhat disappointing in explaining exactly why the fleshy beings are the way they are, and how they've managed to accomplish so much evil in destroying the world (and more importantly, Zang's body), it has highlighted something incredibly pressing, that we can no longer ignore. We are small. Yes, the Fungal Giants provide adequate bigness for most scenarios, but the continual passage of the assorted fleshies through the passage into the Hellfire Peninsula means that we have to start looking for more productive places to thrive within.

To that end, an investigation into the many, many deep, dank, damp caves beneath Zangarmarsh is required so that we may begin expanding into the numerous caves and investigating them for resources and other potential benefits without having to worry about being squished. In two places primarily. Firstly, the northern passage passing through into the northern mountains seems to be an excellent place to investigate, while diving down into the depths and exploring the deep water caves is other other priority.

- Begin investigating two areas. Firstly, the northern passage way just above our territory into the Blades Edge Mountains, and secondly into the various caves beneath. 1 Army is to be committed to these explorations in order to ensure the safety of our explorers.

3.: I've got the Scent: "I'm not saying that I disapprove of your initiative young ones, all I'm saying is that maybe you should start with the ones less likely to try and eat you?" - Rhb'tssln Prime working to convince those younger, eager harvesters trying to tame the various wild creatures of Zangarmarsh to start with Sporebats and the like, rather than going straight to Marsh Walkers.

With the new knowledge the depths of the Emerald Dream has granted our Perservers, now is the time to try and put some of that understanding into actual practice. We know well of the various creatures and beasts of Zangarmarsh, if purely how to avoid being caught and consumed by the nastier ones, but now is time to try and see if we can connect to these creatures and seemingly communicate them, taming them into serving alongside our Harvesters and Fungal Giants. We'll begin with some of the marginally less dangerous creatures, like Sporebats, Firefly Needlers and Nether Rays before moving onto larger assets.

- Work towards beginning the practice of taming and using the wildlife of Zangarmash on our side, because they're big and scary enough to be a genuine threat when properly tamed to serve with us. Focus on creatures such as Sporebats, Firefly Needlers and Nether Rays, and use the Fungal Giants to help wrassel the more obstinant and dangerous creatures should they turn hostile.

1.: The Dream was many things, and there was many more the Sporelings simply did not have even the words to describe the dream encompasses. It is life, it is the cycle, it is death, it is the sun and moon, it is as the world was and would be, it was as the world can be if given proper assistance. The Preservers, those numbers still not stuck asleep due to touching the minds of beasts, have long coped with the enormity of the Dream. There was none who struggled to understand it, because all Sporelings knew they were born from the Dream when itself was born. They felt its pull within their lives each and every day and it was why so many grieved for the ones eaten yet did not lament them. They lived their part in the cycle of the Dream.

The Preserver left in twos and threes to go and dream within the Dream, urged to pursue their connection ever further. Preservers were always needed for some tasks or another so there was a constant rotation of their number, yet still many left to go and dream even still. There was no visible change amongst their number, there was no great epiphany's nor insights upon the nature of the dream. Yet, many sporelings who were not preservers, felt lighter upon their feet as they went about their day.

Then the preservers returned, and many felt... Whole.

No great insight or understanding gained due to how widespread the order was, but Sporeggan as a population feels wholly enlightened by the experience of their Preserver's. It may not have given them an edge this day, but many feel a greater sense of self and community. Perhaps, this is a strange quirk of their connection with the Dream? Or... Maybe yet... The Sporelings have not truly tapped upon their connection to the Zang as they believed?

2.: Many hands making light work was a foundational value among the Sporelings, that they had not the words until long after their establishment as a race. So it was the same here as it has ever served the Sporeggan, the army of Sporelings splitting in twain and going their separate ways for the season.

Those who stuck to the air of the land found Zangramarsh so close to their home as very different. The ground was hard as the stone was conjoining with the dirt to make a hard uncomfortably surface to walk upon, while the stone wall which went several thousand feet into the air was as impressive as ever. In truth, it was empty land that served little purpose, even the Tunnel which was inlaid into it. The normal Shrooms would not grow on this ground, and the Tunnel was not wet enough for proper fungus or mold growth. Many shrugged and simply returned home soon after arriving.

The Sporelings within the underwater caves found far arguably more interesting prospects. The caves within the Lake were small and cramped places and completely submerged, but they were suitable for edible shrooms and fungas growth if they drained the water slightly. None were truly very tall or good for little more than light interest of exploring something they had not seen before. The greatest of these caves went several dozen feet until hard craggy rocks stopped any further exploration. Yet, these were still caves formed from dirt and stone, more than likely they could indeed be expanded to serve whatever purposes Sporeggan could think of.

The Land to the North with the Passage into Blade's Edge is not particuarlly suitable for habitation with Sporelings and hence why it has not been claimed. It could be done, but it would provide no true measure besides guarding the cave,

The Caves within the lake of Zangarmarsh are interesting to many Sporelings, all submerged as they are, will not serve much purpose as it stands. However, it is thought if the Sporelings dug them deeper they could expande and possibly drain the water to serve whatever purpose the Sporelings could think of.


3.: The Sporelings set out from Sporeggan with some of the few Fungal giants which populated the Sporeling lands and set off into wilds with Preservers at the lead. As it would come to be found, the Fungal Giants were largely unneeded. Those Preservers who made a connection with the Beasts of Zangramarsh had called off their great hunting parties to instead focus on simply widening their connections with these beasts. Such is how Preservers returned to Sporeggan with entire colonies of these beasts. It was not taming, it would never serve as more than simple herding and mutual understanding, but it was enough to gather the animals.

The Preservers continued to deeper their connection with the Animals of Zangramarsh through accessing the connections they made with the animals in the previous season. With that, they were able to herd some of the calmer and nicer animals, though it was no substitute for proper taming of these beasts.




Blood on the Mire


There were drums within the Swamp. Not at first, and perhaps not for a a time until the Broken had gathered their forces, but when those drums did sound it was to the confusion of many blue skinned ogres which made up the Ango'Rosh. Then upon the backs of Elekks a devastating charge of Broken shattered the outlier of the Ango'rosh as all out battle descended upon the lands.

Minor Kurenai Victory
1.5 Kurenai Armies, 1 Wastewalker Army vs 3 Ango'rosh Armies
0.5 Kurenai Slain
0.5 WasteWalker Slain
0.75 Ango'rosh Slain

The assault into Ogre lands was sudden as it was devastating in its early days. the cleared mushrooms saw ample terrarin for the charging Elekks to devastate ogres by goring them upon their horns as their rider's spears cut down those who survived. The Sporelings knowledge of the swamps of Zangramarsh open numerous advances for the Kurenai, and their ability to call upon the Elements aided them greatly. Such was the advance that it saw the Broken capture and shatter the slave holding pens and send the freed broken fleeing back towards their tribe.

But once the charge ran out of momentum, it turned against them. Ogres, for all their stupidity, were supremely durable, and these ogres had mastered several differing kinds of magic that saw many Broken not know what even slew them. The tide turned against the Kurenai, and they were forced to defend against a counter attack as they required more time to get the rest of the freed slaves back to their tribe.

By the time of the battle's end, the Kurenai did not hold a single toe over the previous borders, but now they had freed all the salves and the Wastewalkers were more than happy to join the Kurenai. If, with the request to assist them move their homes away from the Ogres.
 
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Dark Conclave - Turn 2
Name: Dark Conclave
Capital: Sketch'lon (Ruins)
Leader: Asghar
Major Characters: TBD


Military:
Army amount: 2
Air Army amount: 0

Diplomacy:
Alliance: - N/A
Allies: - N/A
Cordial: - Netherwing Flight
Friendly: - N/A
Distrust: - Fel Horde
Enemy: - the Legion
Rival: - All Orcish Factions
At War: - N/A

Actions:
Action Pool:

  1. Continue our research into our curse using the knowledge gained, explore possibility to strengthen our curse maybe give us powers or strength previously unknown. Research shadow/death magic adding new spells to our arsenal, prioritize necromancy to possibly add other undead to our ranks. Secret research. Curing the curse is no longer a priority. (joint action with Netherwing Flight and Maladaar)
  2. Continue the construction of outpost/guard towers to connect our territory. Prioritize defenses. With the success of last season, this next round of construction should be easier.
  3. Expand into our newly developed lands with what is left of our forces as protection. Watch for aggression from the shadow council, destroy defenses and retreat if conflict appears unwinnable. Avoid unnecessary conflict if possible.
 
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Netherstorm - Turn 2 Results









Name: Kirin'Var
Capital: Kirin'Var Village
Leader: Archmage Vargoth
Major Characters: Archmage Vargoth, (TBD)


Military:
Army amount: 2
Air Army amount:0


Diplomacy:
Alliance: - Sons of Lothar
Allies: - the Aldor, The Consortium
Cordial: - All Draenic factions, even the Broken.
Friendly: - Arakkoa remnants.
Distrust: - Orcish factions.
Enemy: - All aligned with the Old Horde and who have aspirations for the Dark Portal, and what lies Beyond.
Rival: - the Legion.
At War: - the Legion.​

IC TBD


Actions:
Action Pool:

1.: [Regular Action] - The research continues, having learned the true nature of where they exist and having made a breakthrough Archmage Vargoth has left his trusted apprentice Ravandwyr in charge of refining the method of capturing and storing the Arcane from Netherstorm; specifically focusing on large scale harvesting while not destabilizing Netherstorm further. (Hoped for results: The ability to construct large scale harvesters for the mana of Netherstorm, without destabilizing the terrain further.)

2.: [Regular Action] - Archmage Vargoth, seeing the runaway loss of gold and other materials from the Kirin'Var raises a number of import tariffs on the Etheral traders to discourage purchasing of their cheap goods and to raise more funding for Kirin'Var. Along with this, Archmage Vargoth gathers a number of Enchantments and other spells which while restricted normally are released to be purchased in an auction. (These spells/enchantments, are ones that while dangerous and normally restricted should not cause a large amount of danger in being released.) This auction would welcome both Etherals and mages of the Kirin'Var to participate; they would accept bids in resources and gold. Archmage Vargoth would also hint on a second auction, that would be held exclusively for the five individuals/organizations that had the highest accepted bids; said auction would be said to have more dangerous/powerful knowledge. ( Hoped for results: No more runaway loss in money, making a large amount of money from the Auction with the encouragement of a second more exclusive auction to be held later. )

3.: [War Plan] -

1.: Many might consider committing an apprentice only to the process of saving the Kirin'Var's financial status while also forwarding their researching into Netherstorm, the height of folly. They honestly might be right. But let it not be said the apprentice of the Archmage was not a capable mage, if a bit naive in many instances. For all that though, Ravandwyr was not an apprentice who lacked a grasp of imagination, as many children among the Kirin'Var over the last twenty years have fond memories of this High Elf coming along and playing illusory shows for the children, so when commanded to find a way to harvest Mana from Netherstorm he had many thoughts on it.

After several discussions with some enchanters among the Kirin'Var, and how the magical properties of various herbed worked, Ravandwyr returned to Vargoth's tower and began his planning. It took almost the entire season, many plans thought up and tossed away including very early on how he was supposed to mass produce mana harvesting when he could not harvest it in the first place. It was only after several stressful nights of tinkering and frustrated calculations he returned to the Children to put on one of his many plays which gathered the attention of an Ethereal or two. It was only after watching an Ethereal sell a shiny stone for a few coppers that Ravandwyr had an epiphany.

It was the last day of the season when a heavily disheveled Ravandwyr exited out of his room and revealed the first step. A Mana Gem!

Ravandwyr, after much induced stress and frustration resulting in several destroyed quills and countless Parchment, had an epiphany to solidify mana into a crystal. It sounds far simpler than the impressively complicated formula to construct them Ravandwyr made. While unable to be mass Produced, simply crushing it in one's hand has effects similar to Mana Potions! It is a great step for the Kirin'Var!

2.: It was a narrow vote among the council of Arch Mages that ruled the Kirin'Var to approve of this auction, with many heated debates and cries of outrage amongst their number. Despite this, no one had a true solution to the runaway gold that was bleeding out trying to cover the cost of materials both necessary and un. There was a great deal of surprise and shock among the Mages of the Kirin'Var, finding it insane to auction away the long held secrets of Dalaran and the hard earned ones of the Kirin'Var seems incredibly foolish to many. Regardless of their complains. Nevertheless, they went into effect.

Many Ethereals, hearing of the Tariffs soon to be put into place, made several more runs before they would need begin suffering its effects. Ironically, the Tariffs almost immediately caused an underground Marker that was ignored by many among the Kirin'Var mages due to the less than savory materials that began to be snuck into the Village. For the time, it was doing good to assist the Mages with reagents, if still avoiding the tarifs...

The Auction went decently well, with several merchants among the Ethereals attending, some who spent the last season hard selling and transporting Reagents to and from the Consortium and the Kirin'Var. While it would not save the Kirin'Var from salvaging their incredibly deplete coffers of coin and materials, it was Definity enough to cover back up their bottom lines for a season or two. This would not stop the Kirin'Var from loosing their clothes if they could not find something to sustainably sell to the Ethereals, the research elsewhere might yet come to save the Mages.

The Auction has caused a some moderate outrage amongst the Higher Eschalons of the Kirin'Var and among the Mages of the Village itself, but did its job in buying time for the Kirin'Var to come to a solution to their plight. Meanwhile the Tariffs have made a fledgling underground Market that, for the time, is not bleeding gold but its working as part of a Bartering Bazar. If they establish themselves fully, they might switch to gold, but for hte time it is doing good for the bleeding Coffers of the Kirin'Var.

3.: (See 'Price War' War Result)

Name: Consortium
Capital: The Stormspire
Leader:Nexus-Prince Haramad
Things are heating up, a danger found that could lead to the Etherium destroying what remainds of this world, the fel horde invading native remnants, the humans are on the march. But outside of the first these are not dangers, but opportunities, ones that the Consortium will seize when given the chance. But first things need to change, the army must be brought back to its old standards, for we have power, we have wealth, but no longer do our troops have the passion to fight. All while our territory remains isolated, left to sit in islands of land seperated by neutral space and fel fiends. Both of these must be dealth with, and they will in due time.

Military:
Army amount:3

Diplomacy:
Alliance: -Protectorate
Allies: -Kirin'Var
Cordial: -Etherium
Friendly: -None
Distrust: -None
Enemy: -Legion, Void
Rival: -None
At War: -None​
[/CENTER]
Actions:
Action Pool:
  1. [Regular Action] Passion, that is what our soldiers lack. They no longer feel a need to train or to innovate, for too long the power of their equipment and long experience has driven them through any enemy, but this cannot stand for long. So we must stoke that passion once again, bring it to bear to push our men and women to the brink of their ability and past it. But how does one do so with proud mercenaries? It's simple competition.

    The Nexus Prince will begin to sponser weekly and monthly tournaments and competitions, with various rewards, discounts, and privlages to be given out to the winners. These competitions will range from one on one duels, squad based battles, to magic compeititons and assassination contests(without anyone actually dying of course). By doing so they are most likely to touch on everyone's interest in one manner or another, hopefully pushing the soldiers to train and push themselves without feeling like they are forced to like they were with the previous required training. Said training will now be completely volentery, to be done only if desired.

    "Remember the rules lady and gentlemen, there will be no ripping of crotch bandages, no slipping your arcana into the other's body, and by the Prince if I see even one of you try to form a mouth just to bite the other person again I will make you form a head for me to slap!"-Drill Seargent turned refree

  2. [Regular Action] Teleport Kirin'Var's troops in support of the proposed warplan.
    "For the last time, no I don't know what "Abula's Trans-Spacial Algorthim" is and I don't care to find out, and no the portal does not work by breaking you down and building a perfect clone on the other side. Why are you humans so concerned about that, why would we even use it if it did that?

    ...Why would you even ask if you could use the portal for that like coaching it as a hypothethical doesn't tell me why you're asking, just go through the fuckin' portal you pervert." -Portal Maintaince Magi

  3. [Secret]
    "Weapons here, get your fine Etherial made weapons here! Gotta discount for the first buyer, get a spear and get a matching shield half off! I'm feeling generious today, take the deal and I'll throw in a free healing potion!."-Random Merchant 27372827173672629

1.: Laborious training and clearing off the rust was as unpopular as ever, however disguising the training as simply tournaments and competitions for better privileges and rewards? Especially with the increased pay for various distinguished competitions to open multiple avenues for more winners, or more chance for someone to win more? It proved incredibly effective. Perhaps, a bit too effectively. Early on the Nexus Champions by far outstripped their fellows to great resentment, but once the Nexus Champion's 'Graduated' to a higher Bracket, the desired effects did happen. The Nexus Guard quickly started to prove themselves once again, each and everyone stepping forward to earn more by their greed, but cracks were starting to show by the end of the first season.

Guards were beginning to become angry and furious at their fellows, breaking the tradition unsaid rules amongst them, these greedy guards who were little better than the rogues they protected merchants from started to breed darker thoughts and poisoning morale and coherency within the Guard itself.. For now, it proved supremely effective in getting them to train without outright ordering it, but without careful management, it will grow and threaten to break the coherency and morale.

The Nexus Stalkers were, if anything, insulted by not being given live targets to assassinate. Granted, the Nexus Stalkers were not the ones who needed the training by and large they were paid heavily for their services due to the skills they maintained. Nevertheless, it was a hard hit to the coin purse to make it worth something to get them to participate.

The Arcanists enjoyed their more relaxed, by comparison, competitions. Jovial banter between Ethereals became staples of their competitions.

The Tournaments proved supremely effective in getting the Nexus Guard to train, privileges and currency proving to be great inspirations to do so, especially once the Nexus Champions were quietly 'Graduated' to different Tournaments. However, the Price to host hte Nexus Stalker's tournaments and the underlying resentment and venom growing within the Guard shows that there is going to need to be some tweaking to fully see this idea through.

2.: The Kirin'Var are greatly impressed by witnessing the Ethereal portal masters enlarging a portal and holding it long enough for their entire force to march through into the Consortium proper. It does not take long until they march out with the Ethereal armies themselves.

Successfully moved 1 army of Kirin'Var.

3.: (See DMs for Results)




Price War

The Kirin'Var and Consortium were newly made allies and trade partner in all ways that truly meant anything. The Consortium happily welcoming the profits of the Kirin'Var and the Kirin'Var the vast material wealth the Consortium can pull from quite literally the air with their portals. That the mages of the Kirin'Var have been overflowing with ideas simply from seeing the Ethereals proves itself to be a boon, so when the call came for the Ethereal to pay for the assistance of the Kirin'Var in dealing with a matter they considered important, thinking even of the monetary compensation or the under the table negotiations could be 'waved aside'. They, of course, accepted.

From the portal mastery of the Ethreals, they pooled the armies of the Kirin'Var and Consortium, leaving some garrisons behind to march upon the Arklon Ruins which they discovered held another Dreadlord looking into the void. Though the Kirin'Var believed this simply to be an assault against a Legion Force, the Consortium leaders knew exactly why they were there.

Ethereal & Mage Decisive Victory
2 Consortium Armies, 1.5 Kirin'Var Armies vs 3 Legion Armies
0.75 Consortium Slain
0.5 Kirin'Var Slain
3 Legion Armies Slain

There was a moment the Legion would have crushed the advancing forces, meeting them as they crossed over and withstanding the withering hail of magic with their Mage hunting beasts, but they simply could not for the same reason they were holed up within the Arklon Ruins. Tied down to be unable to choke the combined armies, the forces were able to array and attack the Arklon ruins at their leisure, with Nexus Guard, Champions, and Battlemages holding the entrances into the Ruins, the Arcanists and Mages of the two forces took their time to reduce the Legion to death.

That a heft bounty upon the heads of lieutenants saw many die to the knives of the Nexus Stalkers surely played its part.

Of the Dreadlord, he chose to fled once the battle was conjoined. And while there was no sign he held the Crystal he sought. Yet, a living Nethrezim is just as bad as an active one. The Consortium will have to ensure they catch them, before they unleash the Void further upon Outland.
 
Shadowmoon Valley - Turn 2 Results

Name: Netherwing Flight
Capital: Netherwing Ledge
Major Locations: Netherwing Fields
Leader: Neltharaku, Patriarch
Major Characters: Barthamus the First, Mordenaku Prince of the Netherwing, Karynaku the Matriarch
Military:
Army amount: .5/1
Air Army amount: 2.5/3

Turn 2

  1. Netherdrake Infiltration: those netherdrakes inside the Ashtounge city will sabotage its gates and wall allowing the next attack to bypass its defences. Meanwhile, Neltharaku and Mordenku will Assault alongside their armies. 2.5 Air armies.
  2. Maladaar and the Dark Conclave: with the revelations of the research from last turn, Karynaku will expand her experiments into Ethereal Materialization and Regeneration in the hopes of finding a way to use shadow healing to stabilize the power fluctuations of her eggs as so many die in the egg. She works alongside Maladaars necromancers, flown in by drake, and the Dark Conclave using her expertise in sensing magic and raw power to aid them in their own materialization and etherealization research where it overlaps with her own.
    (Build Ghost Wing Trinkets: with research partners, the basis for a ritual that allows the manifesting of ethereal wings (carved crystals from unhatching Netherwing eggs are used as the primary driver of these trinkets, with the remainder of the Eggs acting as a focus tied to Karynaku to channel energy)
  3. Barthamus has secured a Red Drake, he attempts to convince the drake that its cooperation will lead to more drakes being liberated from the Fel Horde. one way or another he will use the Drakes affinity for life magic to attempt to stabilize netherwings in the drake phase, at the expense of netherwing rapid progression to Young Dragon, Mature Dragon and Wyrm. He believes this will give the Netherwing the best chance for their bodies to adjust to the influx of power they experience.

1.: The order was given, the great host of dragons lifted up from Netherwing Ledge and darkened the skys with the sheer amount of flying dragons. This day, the Netherflight went to war in their truest form, and the air trembled at their war roars.

Yet, the Black Flight was seen sending off its own messenger as the Flight rallied for war...

(See 'Eye of the Storm' War Result)

2.: The gathering of Death, Darkness, and Draconic magic was perhaps the first in the history of... History. These three came together with their own separate goals for the results of this research, yet the overlap between the three saw common interests converge. For the Netherflight's part, the continued delving into death and shadow revealed several insights unknown previously. The chilling touch of the dead from the Dark Conclave went hand in hand with their ability to weave the shadows to restore the souls of their fellows. Unlike other Aarakoa, they inform, the Shadows of death were themselves little different from the icy magic. As the three went into the ritual with the dead whelpling, Karynaku was given witness firsthand how the necromancer Draenei and their undead spiritual cousins amongst the Conclave, moved almost perfectly in sync as their magics took effect, while the dead spirit of the whelpling was pesudo called forth from beyond death's grip.

While, after cracking open the shell, the whelpling was still truly dead and the Spectral wings that could now be 'attached' by placing the whelping's comatose spirit within a mortal body, or by directly attaching it to the Conclave members, did not allow flight, they did indeed allow some slight gliding.

But, most importantly for Karynaku, she felt the smallest of touches as the ritual completed... Perhaps, Shadows and Death are not yet beyond a cure for their flight?

Karynaku Learned much from the Conclave and the Draenei Necromancers, and their separate yet wholly unique attachments with the Grave. While not possessing a proper education on the matter, it seems as if there may yet be promise in this line of thinking. But, confirmed even more, when the pseudo-successful ritual to create the Talisman felt as if Karynaku had some sort of a connection with either the trinket... or the passed Whelpling.

3.: The Red dragon that was gained through the dealings with the Fel Horde was anything but a gift. The Netherflight are not unknown to the cruelties of losing Hatchlings, but it is a loss well known and accepted among the Flight, yet the pain is as sharp amongst the Mature dragons as any other. But the horrors that were inflicted upon the Red Dragon was enough that Barthamus struggled to maintain his human disguise from the pure rage he felt. The Red Dragon was itself barely more mentally mature than a whelp, kept in bondage for unknown amount of time while the Warlocks of the Orcs had forced it to have the body of a Dragon quadruple its age. The Drake revealed whelp barely knew how to speak, let alone understood anything of what it was doing. Once others of the Netherflight learned of the horrors inflicted upon this whelp, they too were incensed. Before long, all of the Flight save those who went off to war alongside the Fel Horde knew of the Drake-Whelp and were FURIOUS.

The Red Drake given, one simply chosen out of dozens by happenstance, was barely more mentally developed than a hatchling. A mix of slavery, fel magic, and training saw it be useful to its once orc Rider. The only insights it could give with its magic is whatever the Netherflight learn threw testing, but fury and wrath resounded across the flight at the revealed nature of the Red drakes the Dragonmaw held saw no progress made.




FEL HORDE


Capital: Shadowmoon Village
Leader: Warchief Kargath Bladefist

Action I: Secret
Action II: Secret

Action III: Continur the expansion of the Orcish settlements between the Ashtongue and the Netherflight areas by building housing, training grounds and expanding our pig farming capacity
1.: (See DMs for Results)

2.: (See DMs for Results)

3.: The Orcs set out, and filled the land as they were always want to do as they conquer their enemies. With the fall of Baa'ri on the horizon, these expanded lands under the shadow of the Black Temple felt all the sweeter.

(See End of Turn Map)

Name: Dark Conclave
Capital: Sketch'lon (Ruins)
Leader: Asghar
Major Characters: TBD


Military:
Army amount: 2
Air Army amount: 0

Diplomacy:
Alliance: - N/A
Allies: - N/A
Cordial: - Netherwing Flight
Friendly: - N/A
Distrust: - Fel Horde
Enemy: - the Legion
Rival: - All Orcish Factions
At War: - N/A

Actions:
Action Pool:

  1. Continue our research into our curse using the knowledge gained, explore possibility to strengthen our curse maybe give us powers or strength previously unknown. Research shadow/death magic adding new spells to our arsenal, prioritize necromancy to possibly add other undead to our ranks. Secret research. Curing the curse is no longer a priority. (joint action with Netherwing Flight and Maladaar)
  2. Continue the construction of outpost/guard towers to connect our territory. Prioritize defenses. With the success of last season, this next round of construction should be easier.
  3. Expand into our newly developed lands with what is left of our forces as protection. Watch for aggression from the shadow council, destroy defenses and retreat if conflict appears unwinnable. Avoid unnecessary conflict if possible.

1.: The gathering of Death, Darkness, and Draconic magic was perhaps the first in the history of... History. These three came together with their own separate goals for the results of this research, yet the overlap between the three saw common interests converge. The Dark Conclave almost entirely spent their time either being looked over by the Draenei, or trying to peer into the secrets of the Auchenai. These two forces of death had not encountered the other until the Netherflight brought the two together, and there was great mutual confusion and interest. Every instance of the Auchenai magic tingled the spirits of the Conclave. Yet, there were small secrets of the grave gleamed or stolen on both sides as mutual research carried their tense if amicable relationship.

The ritual, for all that it was a pseudo failure as the spiritual whelp was not able to move much at all once lifted from its lifeless shell of a body and only allowed some amount of gliding, the Conclave benefited greatly from this research. With every step towards understanding how exactly to interact with a body and draw out the spirit of the beings within, it allowed another step towards 'Materializing' their bodies. It also helped, in helping them figure out how to turn their flesh and blood fellows into PROPER Conclave members!

Small secrets and perhaps the first steps to unlocking the secrets of Necromancy taken, but the real prize was the Ritual which peeled back the veil to give some good progress towards inflicting upon their flesh and blood cousins elsewhere in Outland. Perhaps, if they had some test subjects it might go swifter?

2.: The expansion hit a bit of a snag as there was no good spot next for when to expand. The choices were either between placing a watchtower before the very gates of the Dwarf Stronghold, or upon the small fel lake which separated the Conclave and the Shadow Council. In the end, the Watch Tower was placed by the lake, and saw the Borders of the Shadow Council and Dark Conclave finally meet.

Watch Tower Constructed (See End of Turn Map)

3.: It was a very tense standoff, as the armies of the Dark Conclave squared off against the Shadowcouncil who very much did seem to wish to assault the Conclave as they expanded into the border region. Yet, they did nothing, much to the confusion of the Conclave. It was only after a Caravan left east did they realize. The Shadow Council did not wish for the Dark Conclave to cut them off from the only way into and out of Shadowmoon, and so were preparing to reopen the way if the Conclave shut it. Yet, the Conclave is so close to uniting their lands... It will have to be seen if it is worth the price.

Land Expanded (See End of Turn Map)



Eye of the Storm​

The previous season for those allies of the Fel Horde were marked by lack of coordination, the hastiness, misunderstanding of Broken tactics, and underestimation of the Broken which resided within Shadowmoon Valley. With those, the Ashtongue forced the Fel Horde and their forces from the walls of Baa'ri and preserved their defensive advantage.

But no Longer.

Kargath took to the field, personally. Using his connections with the Netherflight, he succeeded in convincing them to commit themselves near entirely to his campaign, while also going behind the back of his Master Magtheridon to approach the Mistress of Torment and successfully negotiated two entire demonic armies to assist his assault. Finally, he himself committed the greatest warrior at his disposal, himself. He would seize Baa'ri, and he would have Akama's head himself.

But as Kargath gathered his forces and engaged in negotiations with his allies, Akama did not sit idly. He and his shamans knew they could not hope to hold the city for so long as the Horde held their air advantage, and so sought to reinforce his position against them. Over the weeks between battles, Akama brokered as many deals as could be obtained between himself, his shamans, and the air elements which yet resided within Shadowmoon, sacrificing much just so they might hold onto their home. With them, alongside his Shamans and Stormcallers, a storm of great proportions covered Baa'ri in cloudy shade, threatening to knock and dragon out of the air as it turned against them. Beyond that, he too called back his garrison upon the bridge as he did not believe them capable of holding off the Dark Conclave for a second assault, a small garrison to hold the only line of retreat the Broken had should Baa'ri fall.

Sadly, the Netherflight denied him that bridge.

Decisive Netherfight Victory
1 Netherflight Air Army vs 0.50 Ashtongue army
0.25 Netherflight Air Slain
0.50 Ashtongue Slain

A force of Netherflight under command of Mordenaku destroyed the garrison with minimal casualties, only losing some who were unprepared for the lightning and the great storm over Baa'ri.

But the true Bloodbath was over the Walls of Baa'ri, where the Demonic, the Orc, and the Drackonid forces crossed land while the Netherflight lead by their Patriarch roared a cry that shook the air as they descended to consume to very storm itself.

Horde Victory
2 Legion Armies, 1.5 Fel Orc Armies, 1.25 Netherflight Air Armies, 0.5 Netherflight Armies vs 4 Ashtongue Armies
0.75 Legion Slain
0.5 Fel Slain
0.75 Netherflight Air Slain
0.5 Netherflight Armies Slain
2.75 Ashtongue Slain
Akama Wounded, but not Slain

The opening volleys were not between the Broken and the enemy forces, but from those who had infiltrated their ranks the previous season. As the Broken prepared themselves on the Wall and gate for the enemy assault, the gate began to open beyond all discernable reason. The gate was hauled open by a Netherflight infiltrator who shattered the mechanism to close it before escaping with the assistance of their Ethereality. With the gate open, the Broken would have to contend the Horde on even footing that saw many more die than should have been.

Yet, with bad news came good, as within the Air, the Netherflight met the magical conjured storm with hesitance in remembrance of the capabilities it held last season, yet they held no fear of it. For they were the Netherflight, and set about consuming the living storm as if it was any other arcane conjuration.

Madness, descended upon the Netherflight.

Those who tasted the Storm, found themselves in vitalized, then they felt their bodies strengthen, and then they found they quite literally could not stop as the sweetest of tastes was upon their tongues. Neltharaku, who had yet to begin drinking the magic, were forced to watch as the ones who started descended into a madness unlike any he had seen before. Yet, before they could even begin to assist their fellows, the very storm itself turned. The Air elementals, the few there were, had honored their bargains to the Ashtongue, yet these Dragons had begun to sip at their very essence, and this sent the Air elements into a Berserker's frenzy. Before too long, the Netherflight were forced to contend with a living storm while half their number were consumed by their manic need to drink the storm to its last drop! Neltharaku abandoned the battle below to attempt to save as many of his children as he could from lightning and strangulation by the very air itself.

A fight that was only truly resolved when Modenaku rushed to help his father.

Which left the ground forces to reap their bloody toll. The Draconid, who noticed the change in their masters, were unable to disengage as they were spread across the Fel Horde to Bolster the orc forces. This saw them swept along with the bodies as they distractedly attempted to assist their masters, until they found themselves in combat.

Akama himself was much in the same place as he was previously, upon the front lines of the wall, unleashing the elements as he attempted to maneuver his forces to cover breakpoints as Succubi seduced his warriors and his battle lines began to buckle. It was not long until he was hunted down by one who would never forgive his people's continued existence.

Kargath, atop one of the Red dragons, dive bombed upon the Shaman, leaping from his mount and locking blades with the ex-Exarch. "Die, Broken! I am Warchief Kargath and I shall have your Head!" the red skinned orc barked, laughing as his bladed hands traded blows off the golden scythes of Akama. "I have heard of you." Akama rumbled back.

For minutes, the two exchanged blows, two champions and leaders of their respective factions locked in a duel that might very well decide the battle. The two were equals in arms, yet the bloodlust and frenzy of the Fel blood within his veins saw Kargath claiming more and more glancing wounds upon the Shaman and soon to claim a true kill. Yet, Akama had not the time, as the Orcs, Demons, and the dying Draconids were finally forcing the Broken line to buckle. His glances to check upon his people nearly cost him his head. Instead, it cost him a bloody wound across his chest and shoulder that nearly sliced the limb from its socket.

The Exharch could no longer attempt to sway the battle with the death of the Warchief. Calling upon the elements with determination and no shortage of desperate panic, Akama barely ducked the slaying follow-up of the Warchief, before slamming a bolt of lava into the orcs chest to drive Kargath back. Against the edge of the Wall, Akama slammed his two scythes into the stone of the walls, sending forth a quake towards the Warchief which sent Kargath and the entire section of the wall he stood upon off the edge.

Clutching his almost separated arm, Akama hobbled off his wall and back towards his line. "Might I never again."

The Broken, Broke. Their lines buckled and saw them flee deeper into the city, while some put up a desperate rearguard. It was not until Akama, wounded and bleeding heavily, clanged his sickles together for a spark, breathing a wave of fire through the assistance of the Air and fire did the battle end once more, as wild fire consumed the eastern section of the city. Yet, the Horde now held the wall, they had broken the Ashtongue and all that remained was slaughter.

Kargath survived his fall, his red dragon saving him from any wounds caused by a fall, yet he is no doubt clearly unhappy at the lack of Broken skull upon his waist.
 
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Blade's Edge Mountains - Turn 2 Results

"ANZU LIVES. Find him, grant him our strength! Nothing must interfere!"
Name: Followers of Anzu
Capital: Grishnath
Leader: Sai'kkal The Elder
Major Characters: Rokkaram The Younger, Harbinger Ruua, Raven-Priest Vekh, Kaliri-Seer Lash

Military:
Army amount: 4
Air Army amount: N/A

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Draenei Remnants, Ogri'la, Etherium, Protectorate, Broken, Lost One's, Ashtongue, Consortium, Kirin'Var, Sons of Lothar, Haal'eshi, Kurenai, Aldor, Sporeggar, Sporeggan, Murkblood
Enemy: - Legion, Black Dragonflight, Empire of Gruul, Shadow Council, Void, Fel Horde, Netherflight, Dark Conclave, Burning Blade, Laughing Skull, Mag'har, Warmaul, Skettis, Malaador's Host, Shaffar's Conglomerate, Sethekk, Bonechewer, Bleeding Hollow, Ango'rosh
Rival: - Thunderlord, Mok'Nathal
At War: -

Actions:
Action Pool: 3

1.: Anzu yet lives! In the south, adrift the lost and the maddened, there is a god who requires our protection. Raise the ritual again! We must narrow the location down to determine who would dare to threaten Anzu!

2.: And better yet, while we search for our god, we must also safeguard him against whatever might seek to degrade him. Conduct another ritual to empower Anzu once we know where he is! Let our god know he is loved and he yet has loyal acolytes!

3.: [Secret]

1.: There was some contention between members of the Followers this season as the materials left for the ritual were spare and had not been collected as they had previously resulting in a shortage that was barely covered. Yet, the news of Anzu's presence being known has lit a fire under many of the Followers and saw them demand continuation IRREGARDLESS that it would use the last of their materials for the ritual. So it was; The Ritual commenced.

Once more, the Followers of Anzu found themselves within a world of shroom and green. They coasted through this mixing realm of Shadow and Emerald Green, following a twisting turning confusing world, with shadows so deep within they simply could not find their way. Within, they saw a world that was Outland, yet far above that mockery of life. To the far south east, was a great shadow hovering over the valley of moon, as if awaiting a call. To the south west, they saw a shadow in the process of rising up from the depths, a being in the process of being born anew and its promise to reap a bloody toll... Yet... In the farthest reaches of the south...

A throne rose above the world, sitting, awaiting, the desiccated husk of a maddened King who howled his rage at being imprisoned, and the want to invade the world, tendrils spreading across the entirety of the South showed his godly influence.

Yet, through it all... Anzu Feared.

The Followers used the last of their Ritual Materials to fund another expedition into the Realms, and with it discovered the Shadows across the world- Of one rising with rebirth, another descending awaiting its call, and the final King upon his Throne, biding his time with rage filled cants.

Yet, they have learned more the ways of traversal within the Realms, and once again they felt him, their god, their True King, Anzu yet Fears.


2.: There was no true location known to the Followers, yet the desperation they felt knowing their god felt true fear forced them into action. With the lives of several Harbingers given willingly, they were ritualistically beaten to death and their souls stolen by orbs of pure darkness by their fellow Followers, and with their deaths, the Orbs which were used to slay them crushed into pure shadow and released into the Realm of Shadows. All watched, as these souls were reborn into Anzu's Brood and disappeared faster than any could have realized as they were forecfully sped off...

Once again, to the South. Only faith and hope that they might aid their god was used to mend the fear of the Aarakoa.

The Location of Anzu is not known, and so no direct ritual of empowerment could even begin to assist their God, yet they were not without means. With a ritual to sacrifice the lives of some Aarakoa meant to send honored servants to Anzu, the Followers can only hope and pray these servants will protect their god.

3.: (See DMs for Results)

Thunderlord Clan

Military
Army amount: 2.50

Diplomacy:
Alliance: -
Allies: -Maghar
Cordial: -
Friendly: -Mok'Nathal
Distrust: -
Enemy: -
Rivals: - Followers of Anzu
At War: -Empire of Gruul,Burning Legion

  1. Continue to build up our fortifications to build upon previous efforts done in the last season.
  2. War Action- The entire might of the clan 2.50 armies will be thrown at the nearby Legion presence to our east to eliminate them. Lok'tar ogar!
  3. Build additional corrals and such for our population of Clefthoof as a part of a new effort to build up their numbers so that we may have additional food.

1.: For the second season in a row, the expansions to the defenses of the Thunderlord Stronghold are undertaken, this time with great pits of spikes that would slay entire groups of ogres who fell within, rocks and oils prepared atop walls, while the foundations secured and expanded. Meanwhile Clefthoofs haul the last few hurdles into place. With this, The orcs roar, as the second wall of the Stronghold solidified and the Raiders set forth to ensure there was no surprise by any force that tried the Thunderlords!

The Second wall is complete and the Pits Dug. Thunderlord became another step towards impregnable!

2.: (See 'Door to Darkness' War Result)

3.: The grunts and dregs set forward with their usual stern faces as they labored under the unceasing sun of the Blade's Edge Mountains. The expansions were easily struck and the Clefthoof more than used to the masterful hands of the Thunderlords, especially as some of the Riders came to assist with the more unruly of beasts. Beyond that, it was simply a matter of effort and time as the southern parts of the Thunderlord Lands were converted into grazing. The sparse arid land giving up the few parts of Sustenance to treat these lumbering beasts.

The Corrals of the Clefthoofs expanded and new breeding began. While not enough to expand the food base of the Clan, much of the new beasts going towards replacing old labor and war beasts, it was still a much needed relief for the tribe.





Door to Darkness​



With the changing of the season came the escalation of violence oh so common among the Orcs within and outside Draenor. Of these, the Thunderlord Orcs are another who do indeed escalate bloodshed. They had breached deep into their tunnels within their stronghold to assault the Legion Forces on what became known to them as Death's Door. Those forces saw great traction against the Legion due to their unexpected assault, but they had underestimated the Legion forces within and paid a heavy cost to withdraw. Now? Now, the Clan marched to war!

Legion Victory
2.50 Thunderlord vs 2.75 Legion
1 Thunderlord Slain
0.5 Legion Slain

The Legion was not unprepared and had now realized the traitorous intentions of the Thunderlord clan and responded in kind. Around the tunnel they set their garrison while the rest of their number continued establishing themselves a fortress worthy of the name. It was not long until the Thunderlords thunderously charged through the cramp tunnels directly into the Legion guards around the exit of the Tunnel.

The fighting was brutal, the cramped confines saw the Orcs make little headway while the Legion could use less forces to hold the tunnel. Even nearing the end of the season the Orcs had only begun to push their way past the exit, ready to unleash themselves upon the Legion with the expanded terrain, only for their assault to be dragged to a screeching halt-



The Dragonslayer's Rage!​

Gruul the Dragonslayer has sounded the drums, the mountains themselves echoing his demands!

Once Again, The Armies of Gruul March!

Every Faction that Borders the Gronn's Empire shall be attacked simultaneously!

Followers of Anzu, Thunderlord Clan, and Black Dragonflight, Prepare!

For the Sons of Gruul march at the head of these Ogre Slaves!

 
Hellfire Peninsula - Turn 2 Results

"The soil does not yield. We grow nothing here, as we feared." The page reported to Avruu, as he adjusted his ritual, carving up the dead animal as a medium with a sharp knife.

"We have to find another way to restock then, our people will not get far if they grow hungry...test out our new pets, let's see if the orcs are still the warriors they were in days of old." He said with a deep rumble, old hatred burning in his chest for the monsters who murdered the world.

"Yes Great Sage, it will be done. But, what of the great work? How can we banish such a curse? True knowledge of light and shadow died with our people in Skyreach." The page asked, not able to help himself with the question on the whole tribes mind.

"We will simply..." He trailed off as his knife cut through a tough bit of sinew "-have to ask them."


Name: Haal'eshi Aarakoa

Capital: Den of Haal'esh

Leader: Avruu

Major Characters: TBD

Military:
Army amount: 2
Air Army amount: 0

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Everyone
Enemy: - Fel Horde, Demon (any), Mag'Har, Orcs in general
Rival: -
At War: -

Actions:
Action Pool:

1.: Vengance Arrives - The Orc hoards broke the world, brought calamity to all through their foul pact with demons. It is decided that the Haal'eshi Kaliri Murder need a field test, our food stores need a restock, and the foul tusked beasts need some pain. Small hit-and-run raids are to be launched on the outlying settlements of the Mag'har to steal food supplies and cause some general destruction. Losses are to be kept to a minimum and we must not over-commit, but having a few of the weakest of the Kaliri remove themselves from the breeding pool would not be the worst outcome.

(Raid vulnerable targets of the Mag'har, sate our people's long standing grudge to the orks. Army Amount Allocated: 1)

2.: Watchtowers - The natural rock formation of our home is a good defensive position, but we can do better. Simple raised towers at chokepoints, with basic cover from arrows and other ranged strikes will make our home harder to attack, and let us spot enemies from afar with more ease.

(Construction of basic raised watchtowers for scouting and defense of our border. Also makes our claim on this land more clear.)

3.: Ghosts of Old - Avruu, wishing to grow his power and further his cause of finding the way to cure his people, must first and foremost rediscover the magic of his old people. A ritual is to be enacted with the salvaged relics of the old kingdom to call upon agreeable spirits of his people from before the fall, before the tainting, before the shadow. Those who know the secrets of Sun magic. Yes, he would ask the ghosts of Skyreach.

(Communing with the spirits of dead Aarakoa, Avruu seeks knowledge of the light magic used by the people of Skyreach)

1.: (See 'Scavenging Scavengers' War Report)

2.: Unlike many in the world, the Haal'eshi clearly sought nothing to do with expanding into unneeded badlands or territory, instead seeking to secure what they already head. At the mouth of their den was constructed great towers into the sky where entire nests of Kaliri were housed and where particularly proficient Windwalkers were strategically placed so they might call forth desert storms to unleash lightning at great distance towards their enemies. These defenses would no doubt become symbols of power in the future as the power of the Haal'eshi grew. What great honor is there, in the end, greater than defending the capital of a new era?

Defensive Watchtowers constructed, while not armed with archers, hosting Windwalkers and Kaliri flocks to defend the Den.

3.: There were few who would look to the past for power, and fewer still among the Aarakoa who could find answers from the dusty annals of their people's history. Many such ambitions died when they were flung from their perches and into the Pools, most remaining died with Draenor. But, Avruu is not some naïve winged fool with more ambition of a reborn Apexis empire than sense. Deranged, but never naïve. With the knowledge of binding elements, Avruu began pulling souls from the Realm of Shadows haphazardly, not so much as willingly as he barely understood the power his shadows held, yet he willed it upon the realm and it answered him whether he was aware or not.

Most held nothing for him, whistling husks of dried souls long since driven mad as Anzu stowed them within the Realm of Dead. For every whispering soul he pulled out, three more were insane and needed to be reduced to ashes upon the solar winds of Hellfire. It was not until he grew bored of this idle torture and began considering other options when he received one worthy of an answer. It was well past any use, but it held three words before it died its horrible spiritual death. 'The Dreams of Rukhmar'.

Whatever that meant.

The endeavor held little answers, beyond a very crypt 'The Dreams of Rukhmar'. Whatever is to be interpreted is up to the mind of Avruu, yet clearly there is something to be found if one makes leaps of logic. Such as; The Kaliri were said to be Spawns of Rukhmar, or perhaps the soul spoke of another realm from the Shadowed Realm? It is unclear.


Never-Ending War:

There is a saying in Honor Hold:
"While Turalyon battles the Orcs on the front lines, Danath wages a different war—against hunger, exhaustion, and overwhelming odds."

There was more than thirteen stacks, organized by date on Danath's desk. More came by the hour, and more left by courier-and-spelled hand. His task was immensive, but his task was his own making. His foray had afforded him a moment of peace from the battle between the numbers, the papers and the demands.

"Fourteen bushels today - twelve tomorrow. ", he mused, happily.

And took a puff from his pipe.



Name: the Sons of Lothar - the Grand Alliance Expedition.
Capital: Honor Hold (Hellfire Peninsula)
Major Locations: Allerian Hold (Terokkar Forest), Wildhammer Stronghold (Shadowmoon Valley)
Leader: Force Commander Danath Trollbane
Major Characters:
Turalyon (MIA),
Alleria Windrunner (MIA),
Supreme Commander Khadgar (Shattrath?)
Gryphon Rider Commander Kurdran Wildhammer (Wildhammer Stronghold),
Captain Auric Sunchaser (Allerian Stronghold)
Knight-Commander Herrick


Military:
Army amount: 2 (1 in Honor Hold, 0.5 in Allerian Stronhold and 0.5 in Wildhammer Stronghold)
Air Army amount: 2 (1.5 in Wildhammer Stronghold, 0.5 in Honor Hold)

Diplomacy:
Alliance: - Kirin Var, for the Expedition endures!
Allies: - the Aldor.
Cordial: - All Draenic factions, even the Broken.
Friendly: - Arakkoa remnants.
Distrust: - Orcish factions.
Enemy: - All aligned with the Old Horde and who have aspirations for the Dark Portal, and what lies Beyond.
Rival: - the Legion.
At War: - the Legion, the Bonechewer Clan.
ACTION 1:

The Construction of the Towers in Hellfire Pass.

At the Hellfire side one, and another at the Terokkar side.

ACTION 2:

Bolstering of the Armoury in Hellfire.

Reinforce the Armoury in similar fashion as the Wildhammer Base.

ACTION 3: WAR with BONECHEWER.


The plan is to use overwhelming force with precision strikes, leveraging both our air superiority and the strength of our ground forces. The goal is to capture and hold their territory while securing as many captives as possible for interrogation efforts.

Army's used:
1.50 Land, 1.50 Air

1. Bombard.
2. Precise targets.
3. Support ground attack, when it starts.

GROUND ATTACK:

Paladin and War-Elekk led @Ceslas .

1. Capture ground.
2. Take captives.
3. Hold ground.

1.: Those craftsmen not busy reinforcing Hellfire Armory, came to the beginning of what was being called Ash Pass due to the ash that seems ever-present in the aftermath of the burning of the thorns. On the Hellfire side, the began to set up a dedicated rest stop meant to secure the pass and keep an eye out for Aarakoa raiders and the return of the Ravagers to the Pass. It was not long until it also became a courier stop for any Wildhammer Gryphons and the more mundane Horse riding Knights passing messages between the strongholds.

Watch Tower Constructed

2.: There was some minor confusion over what was meant when it was ordered 'Reinforce Hellfire Armory in similar fashion to Wildhammer Stronghold', especially considering there had been no recent investment into the Wildhammer's defenses, none the less the artisans of the Sons rose to the call. Across the hill with which Hellfire Armory sat upon, downward facing positions were constructed, while a wall had begun to be constructed around the Armory. The inside of the Armory, already built with the expectation of being broken into, had several chokepoints doubled down on fortifications and the vault containing the armor and weaponry itself reinforced structurally and magically. It would take the work of another season to finish, but the Armory was being turned into another Honor Hold upon the blasted wastes of Hellfire.

The Beginnings of the Armory's extra fortifications begun, needing another season to be completed.

3.: (See Terrokar Forest's 'Picking off the Bones' War Result)




Scavenging Scavengers


With the blasted wastes of Hellfire Peninsula, there was no true day or night instead keeping into a perpetual twilight that befuddled the mind and caused greater exhaustion with the unceasing light which only truly changed position of origin. The only places to hide were within craggy confines and behind hilly pieces of terrain, but in the end there was hardly any covering the movement of an army. But, then again, the Haal'eshi hardly cared if the Mag'har saw them.

Haal'eshi Victory
1 Haal'eshi Army vs 0.5 Mag'har Army
0.25 Mag'har Slain

The Haal'eshi did not commit to a battle with the Mag'har, instead they spread themselves out and never allowed the Mag'har to gain any advantage. They sought out the hunters who kept the Mag'har Post fed, slaying more than a few which saw them come out under guard which hurt their ability to hunt properly. But, alongside this, came the retaliatory strikes launched against the Haal'eshi, who could only fail to outrub the Orc Raiders, but they were swiftly brought too far out and descended upon, a favored tactic of the Haal'eshi who the Mag'har had no experience or knowledge of.

By the end of the Season, the Mag'har pulled back and sent word to their fellows within Nagrand upon the back of a Raider who broke through the encirclement. But, that would take a season more to reach Nagrand with the Murkbloods holding the pass. Whether they would starve to death or die to Haal'eshi knives first is not yet known, but they would resist unto the end.
 
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Warmaul Ogres - Turn 2
Name: Warmaul Clan

Capital: Warmaul
Leader: Cho'war the Pillager
Major Characters: Mogor the Ogre, Bufferlo the Chef, Jhorn the Mad


Military:

Army amount: 3

Air Army amount: 0

Diplomacy:

Alliance: The Gorian Empire (Imaginary)

Allies:

Cordial:

Friendly:
Apathy: Basically everyone else. Ogre attention spans.

Distrust: The Legion

Enemy:

Rival: The Mag'har (Who? They called us rivals? What's a Rival)

At War: The Burning Blade (OOC: I was told to put this here apparently)

Actions:
From the journal of Bufferlo, Ogre Chef.

Jhorn's Warband continues to return dozens of Windrocs a day. Where are they getting them? Must investigate.

Sticks. Why so many sticks? What are these round bundles of sticks with eggs in them?

The bundles are the size of a windroc. A form of cooking?

Made Egg as part of soup today. One of the eggs was wrong. No yolk inside.

Strange thing. Like a Windroc, but smaller. What madness has Jhorn unleashed upon this world?

This windroc wasn't good to eat, none of the egg-rocs are. The rest of these must be kept captive.

The egg-windrocs make eggs.

The egg-windroc eggs make windrocs.

The Windroc makes eggs make Windrocs make eggs make Windrocs make eggs.

Passably edible Windrocs if allowed to grow. May the Mountain forgive me...

BUFFERLO DISCOVERED: FARMING
Moggok sighed. He had lost the game of regicide mandated by his "Legate", Jhorn, after the latter had become bored of a lack of challenging opponents to play the game with, and was therefore forced to attend a lesson on the finer points of the game while the winners were free to do as they wished.

"And so, an ogre can carry 8 days of food, 20 with a drag-sled provided he is disciplined to ration his meals out and not eat it all at once. To go any further, the support of local Mounds is needed. In their absence, a Legion can divide itself, allowing giving most of it's supplies after a certain point to a number of their Ogres, who use it to restock their own drag-sleds..." Jhorn droned on, evidently convinced that grand strategy and logistics were parts of Regicide.

Moggok wasn't sure it was, but at the same time, Jhorn seemed to win more Regicide games...

Ogre Lieutenants Are Being Trained
Issa Sekrit!
 
Terokkar Forest - Turn 2 Results
Name: The Aldor
Capital: Shattrath, Once and Future Seat of the Draenei
Leader:

(True) The Prophet Velen
(Acting) High Priestess Ishanah
Major Characters:

Adyen, the Lightwarden
General Tiras'alan
Commander Arcus
Darahu, Representative of the Broken
Grand Anchorite Almonen
High Exarch Commodus
Quartermaster Endarin

Military: (0.25 Replacement Rate)
Army amount: 2
Air Army amount: 1

Aldor Vindicators: These warriors clad in plate of gold and purple have sworn oaths to the priests of the Aldor to protect and defend them. Once, they served as grand bastions of light,but with their numbers so low, they are more humble in their role as servants of the light.

Aldor Anchorite: The Anchorites are the common Priesthood of the Aldor, preferring the cloth to armor despite all that has befallen their race, they still hold the light in the highest regard and entrust it to be their shield.

Aldor Paladin: Once, the Paladins were the highest rank of Vindicator, being the great bastions and fonts of light which protected their fellows and healed the fallen. Now, they are but shells of their former selves, so many died within the walls of Shattrath, that they are almost dead. Yet, the Light still shines and they still serve.

Aldor Elekk Rider: These riders atop the noble Elekk are the main cavalry force to assist and embolden the Aldor. Though due to shortages they lack the heavy armor from before, these lightly armored Elekk are still more than capable of goring their enemies on their charge.

Skyguard Nether Ray: These docile, if hard to handle, rays are few and far between within the Draenei. Yet ever since Draenor turned into Outland, they have served as reliable flying mounts of war once their secrets were discovered by the Aldor Skyguard.

Diplomacy:
Alliance: -
Allies: - Sons of Lothar, Sporeggar
Cordial: - Kirin'Var Village
Friendly: - Mag'har, Kurenai, Mok'Nathal
Distrust: - Consortium, Netherflight, Skettis, Sporeggan, Bleeding Hollow, Followers of Anzu, Thunderlord
Enemy: - Haal'leshi, Dark Conclave, Shaffar's Conglomerate, Sethekk, Burning Blade
Rival: - Maladaar's Host, Warmaul, Ango'Rosh, Murkblood
At War: - Fel Horde, Bonechewer, Laughing Skull

Actions:
1. Our temple has been rebuilt. Now we must see to the needs of our people. We shall begin building proper shelters in place of the ruins scavenged for rebuilding and to clear one of the former market squares. We have little to trade but one day song and mirth shall be heard in the streets of Shattrath again. We must also secure the bodies of the fallen within the temple and adjacent structures. There they can be preserved until we can one day properly entomb them in Auchindoun.

2. The reconstruction of our walls must continue. As we do, we can station our warriors along the perimeter of our former city. While this city shall one day be a home for all who follow the Light, the time is not right for them do so. We must rebuild our city ourselves to ensure our spirits shall be ready for the tasks the Light shall demand of us.

3. War Plan

1.: It was not a happy order to be given to the many refugees among the Aldor who chose to come with the Order to these ruins. For a time they could believe they were simply paying back the ones who perished with the city and they could mostly ignore the bones of the fallen around them for the few moments they were forced to gently move them. But now, the order was given as they were to rebuild their homes. It was akin, to being ordered to go and see to the ruins of the lives they had long since lost.

A mother broken down among ruins of her home, clutching the bones of her child and husband within her once home. Grief and guilt gripped her fully with no escape to be found as she wailed into the air and tears streamed down her face. A Paladin stood unmoving as stone before the collapsed foundations of another, stoicism slowly morphing to a curling vengeful hatred within his heart. A priest who avoided his order for so long in the guise of aiding others and assisting elsewhere, unable to confront the truth of this ruined city.

All of these scenes and so many more besides consumed the members of the Aldor. Many, refused food that night as they grieved with reopened wounds upon their hearts. But for every grieving Draenei, there was another to offer a hand. A mother given solace by the hand of a Father who lost them all, a Paladin worked to the bone by his elder to relieve the anger in his heart, a priest slowly being walked by the new love in his life. There was grieving to be done, and there would be much. But, there was healing. For all that it was not accepted, the first step towards it was happening.

The Draenei were forced to confront the truth they all knew of but did not acknowledge. They grieved again, harder and hotter than before, yet much like such a flame, it burned quickly into exhausted ashes. The Shelters were made from temporary homes and the Bones of the fallen given all the respect they could be given. There will be healing for Shattrath, and the people who once called it home.

2.: The Walls of Shattrath were once the least of the crowning cathedrals and towering homes which housed the Draenei, serving their part as the border between a world that was brutally hacked open by the axes of the Horde. Now, both the world outside and the world within were irreparably changed with only ruins to show the signs of what once stood tall. With heavy hearts and heavier hands, children passed scavenged stones harvested from the ruins to their fathers, who passed it to another in memory of their fallen and forever stolen third of their trinity. Rather than the building of a defense, it was the rebuilding of the memories they all had in common, of dead loved ones and the fallen who died so they might be preserved. Together, they grieved, and together they built a stronger future where such a tragedy might never occur again.

Even as the southern walls began to come together, quiet words were had of the finite source of ruin stones and the need to open a mine to gather more stone. It was not a crisis, nor would it begin to become a problem for some seasons yet, but preparing for the worst was swiftly becoming a motto among the Aldor.

The Walls continue to be raised with the use of scavenged stones from the ruins. Warriors and Protectors of the Aldor now patrol the boundary where the once wall stood, an early warning if nothing else.

3.: (See 'Picking Off the Bones' War Report)

Skuakks had received the summons by the other members of the Council just as he had retuned to Skettis, no doubt witheld from reaching him until he entered the city proper to make him late for it. With time already on his hands, Skuakks left his personal guard to chastise and punish the messenger while he left for the Chamber of the Talon King, entering with little fanfare or preparation.

"Well well, Skuakks, for a Prophet you are remarkably ill informed of events of great importance."

He hissed slightly at the crooning voice of Overseer Illex, a long time annoyance and source of his tardiness this meeting. " Why Overseer, I was merely busy with watching over matters decided by the Council, the letter must have been delayed from reaching me all the way at our territories edge." He replied, the Overseer huffing and moving elsewhere into the chamber.

Skuakks's gaze shifted to Illex's own little grouping, the so-called "Death Revivalists" fools who believe that the Great King must shed his mortal form and ascend to Godhood. A foolish notion, Terokk is more then a God and to claim he should become one is lessening to his legacy as a Aarakoa. But Overseer Illex had some semblance of plans and managed to gain the support of Soulcaller Mok and Priestess Ma'Kex for his plots.

The two of them welcoming back Illex and muttering to themselves, it was no secret of their mutual distaste for each other on a personal level, but were united in their devotion to the Talon King. A respectable enough condition of their working together.

Marching towards his own group, he looked over them, seeing if any arguments had broken out before he had arrived. Passysh of the WIndkeepers seemed to be at ease, tending to one of the...false Apexis Crystals. A creation of his own design, but effective for the ideals of the "Talon Restoration". Meanwhile the representative of the Wing Guard Jigax, was in one of her Moods, staring at the master Wind Walker with loathing, for as zealous as she was, her membership to the Talon Restoration was built on her own understanding that the Talon King would be worse off as a God...but to her the distinction is...mostly just in title and the Talon King fully deserved to be treated as one. Skuakks had to endure many philosophical debate between the two of them, and frankly had he not needed their support, he would have had them killed and replaced with more silent supporters.

The Talonite representatives, Meekks and Korze, were keeping to themselves. Flickering in and out of conversations when it suited them. No doubt gaining information on both factions and seeing where the wind blows at any given moment.

With the Council now fully assembled, the Eight Talon Priests sat across from each other, each plotting to ensure their method of returning the Talon King is met. And to create a new regime that will break all others who dared to stand in their way.

==========================================================

Name: Kingdom of Skettis
Capital: Skettis
Leader: Talon King Terokk (Indisposed), Talon Priest Council (Temporary)
Major Characters: Talon Priest Council ( Prophet Skuakks, Overseer Illex, Windkeeper Passysh, Talonite Meekks, Soulcaller Mok, Wing Guard Jigax, Priestess Ma'kex, Talonite Korze )


Military:
Army amount: 5
Air Army amount: N/A

Units:

Skettis Talonite: Few creatures understand shadows as well as the Aarakoa do, and the Talonites of the Skettis know them better than many others. Specialized with striking from the shadows to engage their enemy with knives and daggers.

Skettis Kaliri: The breed of Kaliri within Skettis prioritizes their ability to merge with the night. Their ability to sneak through the air before descending silently upon their prey makes them able auxiliaries for the Aarakoa of Skettis.

Skettis Wing Guard: The true warriors of the Skettis specialize in two things; wavering their foe's morale with a great horrendous screech upon charging and leaving their enemy bleeding and wounded to drag themselves in their flight from the Winguard.

Skettis Soulcaller: The Soulcallers of the Skettis are akin to the priest amidst the Aldor or Sons of Lothar, calling forth the shadows to cloak their fellows and mend their wounds, or inflicting mental anguish against their enemies.

Skettis Wind Walker: These aspiring arcanists have made it their mission to harness all that Skettis can bring to bear. Unleashing bolts of the arcane, causing tornadoes to disrupt enemies, and mending their allies with the very shadows themselves, the Wind Walkers serve as the elite of the mystical powers Skettis hold.

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -Kurenai,Sporeggar, Murkblood Tribe, Consortium
Distrust: -Aldor , Maladaar's Host, Shaffar's Conglomerate, Netherflight, Burning Blade Clan, Mag'har, Laughing Skull, Warmaul, Sporeggan, Ango'Rosh, Thunderlord, Mok'Nathal, Kirin'Var, Sons of Lothar
Enemy: - Dark Conclave, Followers of Anzu, Haal'eshi Aarakoa, Bonechewer, Bleeding Hollow
Rival: - Sethekk
At War: -Fel Horde

Actions:

Action Pool: 4

1.:
It is time, time to unleash our wrath upon the Bone Chewers, three of our amies will march towards the north under the dark of night, beginning a slow descent on the Orcs, striking from the shadows to weaken and crush their peoples as we retake what is our land, focusing on taking the lands to the west of their ruins and cutting them off from the rest of the lands. with our aid from the Sons of Lothar. As per the agreement, none will be taken as prisoners in our attacks. As is proper Talonite Korze and Wing Guard Jigax will lead the attacks, representing our might in both shadows and the pale light respectivly.

(3 Armies assigned)

2.: [Secret Order]

3.:
While the majority of our armies march on our foes, our remaining two armies will go to ensure our Veils are connected, taking territory in the Northern Terokkar Forest and ensuring it belongs to the Kingdom of Skettis. Using the shadows Talonite Meekks will direct the efforts to make sure none of the lesser races attempt to take what is ours without at least paying a small price of blood for their efforts.

(2 Armies Assigned)

4.: Broken Minds, Able Bodies: As the research into breaking down the minds of beasts has proven fruitful, Windkeeper Passysh orders for Aarakoa adept in handling beasts and the intricate to shadow magics which broke down the creatures minds. To finish rebuilding a foundation of control over those broken beasts and turn them into Thralls worthy of serving the Talon King. If nothing else the creatures should prove at least useful for more lives to put in front of their Aarakoa Masters.

1.: (See 'Picking Off the Bones' War Report)

2.: (See DMs for Results)

3.: (See 'Picking Off the Bones' War Report)

4.: The joy of Windkeep Passysh could be heard throughout his lair as he was given the leeway to continue his wicked experiments against life. He and his acolytes stepped back within the den and with their shadows grasped within their hands, they draped themselves over the beasts once again. Much a demented puzzle, shattered, broken, and reconstructed at nauseum. If they had minds left to comprehende what was being done to them, no doubt the torture would have shattered any sense of self these beasts had, but at this point it was far too late to believe they had anything but was allowed to be. So it was, so as it is now, the Beasts were broken, bridled, and slaved around a singular scrap of will left to be given.

Unending Loyalty to Talon King Terokk.

The beasts have been broken, the Aarakoa have solidified their control and have gained all that could be from the beasts. All that is left is to gather Aarakoa aspirants and teach them the ways of controlling these beasts for war.


Name: Bonechewer Clan
Capital: Zalgrag (Bonechewer Ruins)
Leader: Tagar Spinebreaker
Major Characters: TBD


Military:
Army amount: 3
Air Army amount: 0

Diplomacy:
Alliance: - N/A
Allies: - N/A
Cordial: - N/A
Friendly: - Fel Horde
Distrust: -
Enemy: - Sons of Lothar
Rival: -
At War: - N/A

Actions:
Action Pool:

1. Beyond the Veil.
2. The clan will continue breeding the wogs and will keep the current menagerie while focusing more on the scorpids.
3. For a better tomorrow.

1.: (See DMs for Results)

2.: With the absolute menagerie within Zalgrag, the pursuit of increasing the Worg's size and strength was becoming an aspiration more than merely enhancing the dogs the Bonechewer's used for war. It was not long until the Worgs were starting to stand taller than the Orcs who bred them. The Beastmasters could be heard taking great pride in their Wolves, to the point it overshadowed the taming of the Scorpids, adding their much needed venoms to the repertoire of the Hungerers and Ravenors. While not enough to be used for actual combat, the Scorpids now serve to add their strength to the Bonechewer. A fact that would become wholly important...

The Bonechewer Beastmasters have successfully breed the Wolves into equals to the Orcs, standing shoulder to Shoulder with their Orc masters. Now, all that is needed to see the training of proper Raiders! But, perhaps more importantly if not as lauded, is the Venom of the Scorpids adding to the knives and blades of the Hungerers and Ravenors.

3.: (See DMs for Results)




Picking Off the Bones


The powers that held strength within the Forest of Terrokar were not satisfied with the lay of the land. Of the verdant river valleys, fertile and excellent for farming, taken up by a shared enemy. The Orcs of the Bonechewer had eased off their expansionist ways towards the Alliance fortress of Alleria Hold in the spring to turn themselves inward as they dealt with similar issues, but no one among the orcs or the Sons of Lothar actually believed the Orcs truly were done with their aggressive ways and instead were preparing for their own renewed offensive. But, perhaps this was a mistake in some eyes for it allowed the Alliance to pull back and regroup with both the Bonechewers and Legion unmoving from their positions. Now that the Son's have finished clearing some backlog and reopened their path through Razorthorn Trail, they moved to see the Bonechewers not gain the first strike.

Anti-Horde Alliance Victory
1.50 Sons Armies, 1.50 Sons Air Armies, 1 Aldor Air Armies vs 3 Bonechewer Armies
1 Sons Armies Slan
0.50 Sons Air Slain
0.50 Aldor Air Slain
2 Bonechewer Slain

Skettis Victory
3 Skettis Armies vs 1 Bonechewer Army
0.25 Skettis Armies Slain
0.5 Bonechewer Slain

The first signs of battle were not the blaring horns of the Alliance nor the smell of lightning in the air as the preamble of the descending Wildhammer. No, instead it was the disappearance of Bonechewers. For weeks, there was an ongoing plague across the entire southern half of the Bonechewer lands, as orcs would go missing before reappearing with knife wounds or signs of having been devoured down to the bone. Many were thrown into the rivers to float downstream. Even animals were slain and left to rot among the glades of Terokkar. Many blamed, rightfully, the Aarakoa, but none were truly prepared for what was soon to happen as the Bonechewers turned their attention south.

The Bonechewers first learned of the Sons approach from the west as Watchers saw the great movement of Forces from Allerian Hold leaving towards the west and crossing the rivers. It did not take long for the Bonechewers to get into their positions and strong points while also alerting the East of possible Wildhammer assaults. It was, however, for naught. The Bonechewers, split between west, east, and south it would not go how they might have wished.

The Bonechewers have held their section of the forest for twenty years, on again off again fighting with the Sons and the elves of Allerian Hold and they had turned their lands to their advantage. They knew the lands, and they knew how to make use of it. When the Sons marched across the western river, they were immediately set upon by the Bonechewers who did not favor straightforward battles. In a series of ambushes that saw the Elven Rangers of Allerian Hold struggle to keep up with, it began a fighting battle as the Sons attempted to push forward East, but they were stymied due to the combination of their newfound warbeasts which could bring down knights, the poisons upon their blades that saw many wounded be forced from the front if the priests were unable to heal them, and the newly revealed Neophyte Warlocks which had long been on the decline among this particular Orc clan.

It was as many feared, the Orcs were indeed preparing for an even greater war, and the Sons were paying for it in their blood.

Meanwhile the Eastern Campaign saw the Wildhammer and Aldor descend upon the newly expanded lands of the Bonechewer in a rapid campaign which saw these flying forces fly ahead of the minimal army contingent which marched alongside them. It was not long until the Watchtower was seized and the subsequent lands brought under these combined flying forces. Once the land army arrived, they took charge of garrisoning these new lands before the Aldor and Wildhammer launched a raiding camapaign against the eastern lands past the river. However, they were surprised by the newfound Neophytes of the Bonechewers, their once invincibility within the air until the charge had made them confident, but now the forest and these warlocks spelled a deadly combination.

It was as the Bonechewers were reeling and bleeding from these attacks by the Sons and Aldor, the Aarakoa were ever hungry for their vengeance. With the Bonechewers in the south heavily depleted by the prolonged campaign by the Aarakoa, the invasion force launched themselves forward. Quickly the garrisons there were swiftly pushed back innumerable choke points and river points until they were forced to flee back to the core of their lands. All of their land of the southern river and just past the mountains taken by the Aarakoa.

The Bonechewers held very little now, having spent much to bleed these invaders, yet even with the defensive advantage of their homeland, they were still on the verge of complete extinction. Their choices, and the choices of the forces against them, would see whether the Bonechewers would see the end of another season.
 
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Bone Wastes - Turn 2 Results
Name: Shaffar's Conglomerate
Capital: Auchindoun
Leader: Nexus-Prince Shaffer
Major Characters: Xiraxis (Quartermaster/Accountant)


Military:
Army amount: 3
Air Army amount:

Diplomacy:
Alliance: -N/A
Allies: - N/A
Cordial: - N/A
Friendly: - N/A
Distrust: - Basically Everyone Else
Enemy: - The Aldor, Sethek, Maladaar's Host, The Legion
Rival: -The Consortium
At War: -

Actions:
Action Pool: 3

[Action] Fortify the Mana Tombs: With the amount of... interested parties in Auchindoun, it's clear that securing the treasures of the vault is going to be a long term endeavor. While neither the Draenei nor the Aarakoa have proven an immediate issue, it's only a matter of time before one decides to move against the Conglermerate. As such, making sure the Tombs are heavilly fortified will prevent an immediate assault to root us out from succeeding.

[Secret Action]

[Warplan Action]

1.: From deeper within the city, they pulled away with stones of increasing size to reinforce the core of their holdings, and with these great bricks of stone that were scavenged and pulled up the first series of holes within the ruined city began to be patched. The many holes and fallen out roofing leaves far to be desired and the general quality of the defenses could always see more work done, but that would require rebuilding an entire city. For now, it is serving its positon.

The Mana Tombs reinforced with several blocks harvested from deeper within the Mana Tomb.

2.: (See DMs for Results)

3.: (See 'Shadow's Whisper' War Result)

Name: Sethekk
Capital: Auchindoun
Leader: Talon Lord Ikiss
Major Characters:


Military:
Army amount: 3/3

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Kurenai, The Aldor, Sons of Lothar, Kirin'Var, Sporeggar, Netherflight, Consortium, Ango'Rosh, Dark Conclave, Haal'leshi Aarakoa, Bonechewer, Warmaul, Laughing Skull, Thunderlord, Bleeding Hollow, Mok'nathal, Burning Blade, Sporeggar, Fel Horde, Murkblood Tribe
Enemy: - Skettis
Rival: - Shaffar's Conglomerate, Maladaar's host, Shadow Council
At War: - Followers of Anzu

Actions:
Action Pool: 3, Minor Power

1. Setheing with Rage:
Anzu evades us still, but we know just what it takes to pin down a flighty creature such as this. Have Ikett, Ikiss' daughter and formidable warrior, lead parties to search for the staff. Avoid conflict for now, simply watch, and learn.

2. The Grand Arena
Auchindoun is split between 1 true great power and three miserable wretches. Send forces to properly scout their territories and forces, learn what we can. do not provoke fights we are not ready for, they are not worthy of our skirmishes.

3. Putting the Terror in Terrokar
While Auchindoun is our mighty capital, all rulers need lands to lord over. Send raiding parties into the forest nearby to identify local communities to be subjugated and targets to be captured. Let all know who rules this land.

1.: The call echoed within the dark corners of the Sethekk hall, the descendants of Ikiss, of Terok Reborn, are the first to return the call. By the Will of the King and the might of his will did they respond, and by such might they understand his will as only blood of royal line could ever truly comprehend. With teams they descended deeper into the Sethekk Halls, the Brood of Anzu shuffled amongst the Shadow Realm, crowding back from the Sethekk's approach. They knew the power in their expedition leader's blood.

The Sethekk Hall, as with most pieces of Auchindoun, hold many secrets yet unveiled. The four corners occupy merely the uppermost levels which survived the destruction twenty years ago, and there were many many levels yet uncovered. Many have even been opened by the Sethekk themselves, all in service for finding their king his royal scepter that was stolen from him by Anzu out of pure fear. In those excavations they uncovered trinkets of power, and the Talon King now bears are regalia.

The descent into the depths of Auchindoun, followed by a horde of lesser wretches, they plumbed the depths once more. Many deadly things stalked the halls, some of death, some of shadow, some echos of a creature which was made of sound only and so killed silently. Some entered a shadow and never returned. Yet, it called to them, as they went deeper and deeper, as even the Blood of Ikiss fell as the body guards were swarmed at points by creatures better left unnammed, they felt his call.

Even as more and more died, laboring to break through the stone and dirt and sane of the ground beneath their feet.

The Depths are being plumbed, the creatures of greater and greater evil appear, yet they descend none the less for the Scepter Calls to them. Ever, just beyond their reach.

2.: Unlike the Bone wastes which sits largely uncontested and with endless expanse of bone white ash and skeletons littering the lot, the scouts within Auchindoun had the dangerous job of attempting to seek beyond the battle lines of each faction which holds a section of the city. For all that they were ordered to do, there was little that could be done that was not already well known by Skettis and the Talon King, yet try they did.

In the western Half of the city, lay the Auchenei, the ones who would be most likely to force their way within the Sethekk Halls if they could have been comparable to the might of the Sethekk. Their undead was an unending force that could not properly push through the tight confines of the city, and so have been beaten back time and time again. Lately, the Auchenei have been distracted with some other measures and have eased off their aggression.

The Nothern Half is split between two, the Tombs being taken up by the Ethereals, beings of pure arcane mana who wield powerful magic. While they have seemingly avoided fighting if they need not, that has changed and they are actively fortifying their position within the Tombs by hauling great bricks of mortar and stone into place to increase their defenses. It is presumed if they are not stopped they might become a fortress within the city.

Meanwhile the other half within the dubbed 'Shadow Lavbrynth', and no labyrinth is above the Talon King who RULES over all which proclaims to hide within shade and shadow! The Shadow Council are the Warlocks of the once Horde which destroyed the fools of the Skettis long in the past, before the reincarnation of the Ikiss returned to lead the Aarakoa to the promised time. They stay within their hold and only exiting to fight off others who attack them. None the less, they are a potent fighting force, even as they seem consumed with something else within the city.

Your Rivals have been scouted, and while no deeper information can be gathered due to the defenses they each have, many do not doubt the Talon King has his plans for how to deal with these invaders.

3.: The order was given and the order was obeyed, with many cackling ideas of what their glorious king had planned for such fools among the Bonewastes and Terrokar Forest at large. With a scamper in their step and their weapons in hand, the scouts of the glorious Sethekk hunted through the dust and bones for answers that were not hidden.

To the East, lay more of the Auchenei, scavenging over a great pile of collected bones no doubt found within the wastes and being used to further their undead force. Past them were two other forces, the south holding Skettis held territory, while north of that was the 'Sons of Lothar', a mewling faction of pinkskins. West of them, were the Brown skinned orcs, weaker mockers of the green skins which once devastated the false prophets of the Skettis.

In the south, once used to hold a small group of Blue skins, they have long since left and left their watchtower destitute but easy to claim to overwatch the Auchenai's waste holdings. Beyond these and the smatters of Skettis Veils, was the Shadow Council's vault in the west, holding the stolen treasures of Auchindoun.

When the Scouts returned and reported, it was a wonder in the minds of many; What did the Talon King plan for the enemies of teh Sethekk?

Scouting done and the current knowledge of the Bone Wastes revealed.

Raise some more undead specifically beasts and mounts and something that could be used as a bootleg siege engine.

Research sapient undead, look into types of undead, liches, vampires, ghosts ect. The goal is to make the "perfect" undead, or at the very least the ability to raise anyone from the dead into a body approximating their original.

Help dragon bros with their research.

1.: There was almost an immediate problem with the request to raise some beast or another, lying within the fact there simply was none to do so with. Draenei skeletons were aplenty, and the ability to call forth their spirits into the bones was a long and easily fulfilled equation, but to do the same with a clefthoof? Especially as they had none on hand? It was implausible at best, impossible at worst. There was simply no way to fulfill this request and so was believed to be another one of Maladaar's deluded demands for he no doubt believed Elekk's to be around the city.

The request was simply not possible as there was no skeleton or spirits to even use for such a task.

2.: For most of the season, there was nothing but disappointment and dejection amongst the Necromancers of the Auchenei, for they failed time and time again. The powers of the Auchenei is not true death magic necromancy, that was not their way before or after the destruction of their prized city, but that was not what was demanded of them. Maladaar had demanded 'Sapient Undead', not the merely angry spirits who only worked off their instincts to assault the Auchenei's enemies. For months they languished and wallowed as they were unable to assist in Maladaar's request, and this grieved their very souls. They were almost about to commit to spiritually discecting one of their precious spirits.

At least... Until they recieved word from the Necromancers attending the Gathering...

There was no success due to the nature in which the Auchenei raise the dead. However, they were given AN answer by another...

3.: The gathering of Death, Darkness, and Draconic magic was perhaps the first in the history of... History. These three came together with their own separate goals for the results of this research, yet the overlap between the three saw common interests converge. The Auchenei were by far the most unclear on what they were meant to learn as they stand astride with the Dark Conclave, Aarakoa so similar to the Sethekk yet were wholly spectral, that it boggled the mind of the few Necromancers in attendance. While within the gathering, it soon became clear they would most definitely need to walk away with their own progress to not be simply stripped for their secrets and so began inquiry into the spectral nature of the Dark Conclave. With it, they learned to greater 'Grasp' the souls of their dead and gleamed several pieces of the Conclave's strange death-shadow magic that may need further researching among the Auchenai.

The Ritual the Auchenei were asked to lead to grasp the spirit of the whelp and partially revive its spirit. It was not a simple ritual, for all the Auchenei and the Dark Conclave and moved as if in mirror unison, but the ritual did indeed prove itself to be fruitful in otherways. Previously, the calling upon the dead Draenei of Auchindoun was simply the use of ancient draenei techniques and was not a wholly unqiue disipline of death magics. Simply an asking of the dead to rise and defend. But with this? This unlocked the potential to unleash MORE than simply asking the disgruntled dead of Auchindoun to assist. THIS was the start of TRUE Necromancy!

While yet in tis fledgling stages, the group gatehring with the Concalve and the Netherflight has proved itself exceptional in the ability to grant the Auchenei something they had previously lacked. A Spirit to interact with that was not Draenei in origin. With these subtle takes, they not only have the possible power to begin recreating the magic of the Dark Conclave, but also to raise spirits into spectral undeath just as they'd do to the Draenei of Auchindoun. It will need time, dedication, and not so little investment, but the first steps CAN BE TAKEN!




Shadow's Whisper



The first ones to draw blood for this year would be Shaffar's Ethereals. Whether due to believing their enemy weakened by their internal struggles, or simply wishing to test them, the Prince sent forth two thirds of his forces to win him some ground. The Auchenei and Sethekk would no doubt turn their gazes upon these two feuding neighbors in curiosity of what might have spawned this aggressive behavior. Their conclusions may be wildly different or strangely similar, but none doubt they came to one such conclusion.

Shaffar Victory
2 Ethereal Armies vs 3 Shadow Council Armies
0.75 Ethereal Slain
0.5 Shadow Council Slain

There was no true strategy involved within the assault, as Shaffar wished to test his enemies and secure himself a foothold past the fortifications facing his conglomerate. And with that, he succeeded as Warlock's Fel fire and Shadow clashed against the sheer arcane power off the Arcanists. All the while Demons and Void Walkers clashed with Shaffer's paid guard. With a strategic charge of his Spellbinders to break the Warlock resistance, they took their foothold within the Shadow Labyrinth. If they will hold it, is a mystery.
 
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Nagrand - Turn 2 Results

Name: The Mag'har
Capital: Garadar (Nagrand)
Major Locations: Stonebreaker Hold (Terokkar Forest), Mag'Har Grounds/Post(Hellfire Peninsula), The Ring of Trials (Nagrand)
Leader:
(Spiritual)
Greatmother Geyah
(True) N/A
Major Characters:
Garrosh Hellscream
Dranosh Saurfang
Farseer Aggralan
Seer Nakha
Warden Bullrok (Stonebreaker Hold)
Gorkan Bloodfist (Mag'Har Grounds/Post)
Battlemaster Garokk

Jorin Deadeye
Garm Wolfbrother


Military:
Army amount: 5 (4 at Garadar, 0.5 at Mag'Har Grounds/Post, 0.5 at Stonebreaker Hold)
Mag'har Grunt: These orc grunts lack what the other tribes have most of all, experience. In fact they lack even proper armor, but they have a spirit worthy of any orc, and seek to prove themselves, even if only to themselves.

Mag'har Raider: Unlike many orc clans amidst Outland, the Mag'har have not lost their giant wolves, nor have they lost their expertise in raising and riding upon them. Warsong, Frostwolves, even Thunderlord have seen the Mag'har well experienced with their wolves.

Mag'har Ravager Master: The Mag'har once moved into the lands of Hellfire Penninsula to watch for the return of the Horde after Draenor was destroyed. While there, they discovered the Ravager, a great beast with affinity for viciousness and savagery. The Mag'har quickly bonded with the beasts.

Mag'har Shaman: There Mag'har, for all the wrongs done by the Horde, escaped their most crushing legacy; The silence of the Elements. Not having consumed Demon Blood, the Mag'har retained a semblance of connection to the elements. But the road to redemption is long, and the Elements do not forget nor forgive easily. These Shamans are few in number, but they are the greatest reminder of what the orcs once were.

Diplomacy:
Alliance: -
Allies: Thunderlord
Cordial: Bleeding Hollow
Friendly: Mok'Nathal, Burning Blade, Sporeggar
Distrust: Kurenai, The Aldor, Sons of Lothar, Kirin'Var, Sporeggan, Shaffar's Conglomerate, Netherflight, Consortium, Skettis, Sethek, Followers of Anzu
Enemy: Maladaar's Host, Ango'Rosh, Dark Conclave, Haal'leshi Aarakoa, Bonechewer
Rival: Warmaul, Laughing Skull
At War: Fel Horde, Murkblood Tribe

Actions:
1. Orcs are not typically farmers, however as the Mag'har grow and expand past the walls of Garadar, hunting alone will not be enough to sustain our growing population. That being said, there are those among us with more than enough knowledge of which plants or crops would be best suited for our needs. Shamans too can assist in these efforts, with their sway over earth and water to help our fields stay fertile and our yields bountiful. And last but not least, there is the mighty Clefthoof. While all but extinct beyond Nagrand, there are more than enough of these mighty animals for those among us with a gift for taming and domesticating wild beasts, to serve as yet another source of food.
[Expand farms beyond Garadar and domesticate Clefthoof herds to begin producing lots of food, enhanced by Shamans.]

2. The healing arts of the Orcs may be less sophisticated or more barbaric when in comparison to more "civilized" races and peoples, but none can deny its effectiveness. Still, there are ways it can be improved, to prevent our warriors from dying needless deaths against enemies both worthy and not. Be it medicinal plants to create better salves and tonics, healing magics to close wounds and ease illness or other methods, all paths must be explored to improve the ability of our warriors to recover their strength, so that they may be able to battle the many foes who threaten not only the Mag'har, but Outland as a whole.
[Improve the ability of our healers to make our warriors and people whole after injury or illness.]

3. Farming the mighty Clefthoof for its flesh and leather is not the only thing to be done, however. They can also serve as mighty beasts of war, as shown by our distant allies in the Thunderlord Clan. Perhaps, it is time to follow in their example and harness the power and unstoppable charge of these beasts for our own armies. We have no shortage of Orcs with Thunderlord blood running through their veins in Garadar after all, and who better than to tame, train and ride these beasts into war against the enemies of the Mag'har?
[Create new unit: Mag'har Clefthoof Rider.]

4. [Secret]

1.: There was great overestimation on how much the orcs of the Mag'har truly did know of how to grow food from the earth. Many, such as the Warsong, planted a type of grain in the ground and so when they eventually migrated back to the area they would harvest it to brew their beers. The one clan thought to have some sort of connection with the plants, the Shadowmoon, have long since been corrupted by Demon's blood and their number is nowhere to be found among the Mag'har. So it was the Orcs were unsure of how to proceed, if it was not hunting or fishing. Clefthoofs, however, were far more well known to the Orcs of the Mag'har. It was such that the Orcs took to rearing them easily, especially among the Thunderlords whose ancestors once tamed and dominated such beasts to hunt Gronn themselves. It did not take long for the orcs to have their own domesticated stock of them.

While the farming of plants has left the orcs of the Mag'har very stumped, as they are only versed in hunting and fishing, the rearing of Clefthoofs was greatly aided by the presence of the Thunderlords and now a stable population is being reared in the lands surrounding Garadar.

2.: The Mag'har are unique among the orc race, for they before any others hold the true and combined oral history of the orcs as a species. Unlike a Horde forming to deal with some threat or another, the Mag'har are brought together initially by their sickness and then by the horrors of what their fellows have done. Some, such as Jorin and Gramr seemed less concerned, but a great many keep to the Mag'har, for they do believe earnestly that the Mag'har are their people now and now share amongst the few of their clan within the Mag'har their secrets.

Yet, with a bit of gentle pressure, the knot if divisions loosen ever so slightly, and they share with others.

Replenishment Increase due to standardizing knowledge of your ancestral healers. +0.25 Replenishment (0.50 Total).

3.: It swiftly became apparent that the Thunderlords amongst the Mag'har did indeed inherit great affinity for these heavy beasts, often setting out in groups and coming back with one among their number which they fawn over and share stories of their ancestors doing similar things. However, for all that the Thunderlords are rediscovering their ancestral practices, the fact of the matter was indeed that there simply was not enough clefthoof at this time. Those Clefthoofs caught were put towards boosting up the Clan's domestic Clefthoof numbers for food and leather, however the few Thunderlord elders happily gathered their clansmen and begin their own private instruction of how to craft saddle and harnesses for these beasts.

While there is not enough a large enough population for riders this season, the Thunderlords are more than ready next season to harness some beasts, assuming the Mag'har devote more attention to breeding these beasts. For now, they are serving as beasts of burden to the delight of many.

4.: (See, 'Inheriting a Legacy' War Result)


Name: Laughing Skull
Capital: N/A
Leader: Bale the Silent
Major Characters: N/A

Military:
Army Amount: 2
Air Army Amount: 0

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: -
Enemy: -
Rivals: -
At War: -

Actions:
1. [Regular Action] - We are a clan of assassins, and what good are assassins if they cannot kill silently? Our enemies know of our current poisons, and it is up to us to innovate and improve upon them, if possible.

Attempt to improve the poisons used by the clan.

2. [Regular Action] - Information wins battles. It is for this reason, that we seek to construct a watchtower between us and the Mag'har, allowing us to remain vigilant of any potential threats.

Begin construction of a watchtower between Laughing Skull and Mag'har territory.

3. [Secret Action]

1.: There is always the urge to improve, change, and adapt a poison in particular the clan enjoys more than the others. Its been that way since the dawn of the clan when they used their poisons to bring down their enemies among the orc clans. It is an age old tradition, but one that is swamped in many difficulties. One such being the need for differing materials to swap out or research differing poisons. It never helps to overuse specific types, and so often you will have those Poison crafters amongst the clan use their own special blend when they go out to kill.

With a few whispered words, a few murmured orders, and some ritualistic sacrifice of a... captive... The Poison crafters set about their due diligence and complicated the poisons of hte clan.

While it did little to strengthen the poisons the clan currently has, that would require poisonous animals or herbs, they did indeed vary up their poisons, adding variance and making those who attempt to find cures for the Clan's poisons all the harder.

2.: There was no hiding the blatant action as constructing a Watchtower on the open plains. There was never going to be anyway to hide such a thing, and in audacity the Laughing Skull did indeed love to hide. Even as the Mag'Har scurried about and rushed to fend off their enemies, the Laughing Skull laughed as they peered across the plains towards Garadar.

Watch Tower Constructed

3.: (See DMs for Results)

Name: Burning Blade Clan
Capital: Hallvalor
Leader: Lantresor of the (Motherfucking) Blade
Major Characters:
Lantresor of the (Motherfucking) Blade

Military:
Army amount: 3
Air Army amount: 0
Boulderfist Brute: For all that you could say of the Burning Blade, none can gainsay the fact rudimentary Discipline has been instilled into the ogres within the clan. And by discipline, it's more akin to them being able to charge at the same time. Still, progress is progress.

Boulderfist Hunter: These large brutes of the Boulderfist clan are largely in charge of feeding the clan by hunting elekk's and Clefthoofs with their throwing spears. But when called upon for war, their javelin's will kill ogres and orcs just as well as it will slay an elekk.

Boulderfist Mystic: Inexperience and lack of discipline sees these uanble to be called a 'Shaman' these two headed ogres who have grasped the rudimentary powers of shamanism are still able to make the earth tremble, unleash blasts of lightning, and heal the wounds of their fellows with their water.

Boulderfist Mage: Unlike their shamanistic fellows, the Mages can well and truly hold their title. These two headed ogres wield fire and frost in attempts to imitate the fallen Gorian Empire.
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: -
Enemy: -
Rival: -
At War: -

Actions:
Action Pool: 7 because I'm the GM's favorite.

1) Continue physically training the Boulderfist Brutes. If they are making little progress in agility I will substitute most of the agility training to focus on speed, running laps and basic kata's. Everyday I will have each one who has made progress speak to the rest. Trying to brute force them into learning from each other and improving.

2) Try to find where the spirits want me to dig and if possible start the mine in that location.

3) Create a mine to get proper ore for the "Smiths" : If the ogers have anything in abundance it is strength, a large mine should be an easy thing.

1.: The relief from the ogres as the change from agility to swiftness training was a release of stress from many, the ogre body having difficulties with the need to balance on one's toes while also doing advanced movement techniques was never going to work fully without breaking something. Even for these durable Ogres. So instead, laps, sprints, how fast they could move their arms, even basic sword swings all were worked into their new regime. The ogres excelled at this sort of training. With their endurance they could run far longer than the Blademaster himself, if not as graceful, and while their sprinting would only ever increase, their skill with a blade was as brutal and unsophisticated as it would have been believed. Mayhaps they would never achieve the grace Lantesor could use to decimate entire regiments of enemies, but their discipline was going to match his if he had any choice in the matter.

While the idea of having Ogre teach ogre, many simply either did not properly understand, or found their compatriots not truly absorbing the lessons. But among the ones who could grasp what was being said, even if said stupid thing was 'Run faster!', then they imrpoved... Probably.

The Ogres quickly take to these new form of training with gusto and proved quite adept in it. While they were no Orc, their endurance and speed was being increased ever greater, while their kata's were so bad you would have strangled even an orc child if they dared showed such disrespect But these are ogres. As ogres, they continue to show sparks of promise amongst their numbers.

2.: The answer was as obvious in hindsight as getting the Ogres to do anything, The Fire elemental pointed into the dirt and so that is where they shall dig. The Ogres were allowed back into the mound, and a subsection of them were given one command; Dig. So, with great hands, picks, and even rocks, the Ogres began to dig downwards into the earth. It was not easy work, as the stone here had hardened and solidfied due to the immense pressure of the world exploding and the mountain collapsing upon Hallvalor, yet dig they did and did these ogres proved great at. With their strength and endurance, if one could excuse how much they ate, the time they made digging deep into the earth was far above what Orcs could do. If you ignored the fact the tunnel needed constant reinforcement. But, with time, they would return to Lantresor's home.

Digging has begun, and the ogres mage great progress with their strength and endurance. No doubt once proper tools given, they would be even faster. Their knack for being stupid enough to ignore safety was a minor problem in comparison.

3.: Many of the initial ores come from the tunnel being dug into Hallvalor, but the need to a dedicated mine was a very big necessity. So it was, further down the mountain, a spot was chosen at random, and then the Pickaxes were brought up to bare and hit into the side. Deeper and deeper they went, hauling dirt and stone easily enough, but it quickly became unsafe to actually be within the mines as the Ogres truthfully had no real sense of 'safety measures', that Lantresor had to be asked after the THIRD mine collapse before the ogres had the thought to involve him. With him teaching them the ways of reinforcing a mine shaft, and having to come back several times to remind them, the mine was heading deeper and deeper in.

Until they finally brouight out more than mere 'Rocks'.

The Mine has official opened, and with it came the first of Iron. The Blades of Burning Blades may yet Ignite!

Name: Warmaul Clan

Capital: Warmaul
Leader: Cho'war the Pillager
Major Characters: Mogor the Ogre, Bufferlo the Chef, Jhorn the Mad


Military:

Army amount: 3

Air Army amount: 0

Diplomacy:

Alliance: The Gorian Empire (Imaginary)

Allies:

Cordial:

Friendly:
Apathy: Basically everyone else. Ogre attention spans.

Distrust: The Legion

Enemy:

Rival: The Mag'har (Who? They called us rivals? What's a Rival)

At War: The Burning Blade (OOC: I was told to put this here apparently)

Actions:
From the journal of Bufferlo, Ogre Chef.

Jhorn's Warband continues to return dozens of Windrocs a day. Where are they getting them? Must investigate.

Sticks. Why so many sticks? What are these round bundles of sticks with eggs in them?

The bundles are the size of a windroc. A form of cooking?

Made Egg as part of soup today. One of the eggs was wrong. No yolk inside.

Strange thing. Like a Windroc, but smaller. What madness has Jhorn unleashed upon this world?

This windroc wasn't good to eat, none of the egg-rocs are. The rest of these must be kept captive.

The egg-windrocs make eggs.

The egg-windroc eggs make windrocs.

The Windroc makes eggs make Windrocs make eggs make Windrocs make eggs.

Passably edible Windrocs if allowed to grow. May the Mountain forgive me...

BUFFERLO DISCOVERED: FARMING
Moggok sighed. He had lost the game of regicide mandated by his "Legate", Jhorn, after the latter had become bored of a lack of challenging opponents to play the game with, and was therefore forced to attend a lesson on the finer points of the game while the winners were free to do as they wished.

"And so, an ogre can carry 8 days of food, 20 with a drag-sled provided he is disciplined to ration his meals out and not eat it all at once. To go any further, the support of local Mounds is needed. In their absence, a Legion can divide itself, allowing giving most of it's supplies after a certain point to a number of their Ogres, who use it to restock their own drag-sleds..." Jhorn droned on, evidently convinced that grand strategy and logistics were parts of Regicide.

Moggok wasn't sure it was, but at the same time, Jhorn seemed to win more Regicide games...

Ogre Lieutenants Are Being Trained
Issa Sekrit!

1.: There was something to be said, of the cunning ability of the Ogre. these great hulking brutes who have had their bodies so greatly fortified in strength and durability to survive their stupidity. No one is quite sure if it is due to their ancestors they are not as smart as their younger kin among the orcs, or it is simply a by product of their strength. But what is sure, they are very capable of a low cunning from time to time. Such it was, the Chief Bufferlo who was in charge of feeding Jhorn's Legion, got his big grubby paws, somewhere, somhow, upon a whole flock of winroc eggs.

And now he is constantly swarmed and attacked by the birds.

But... Well, the ones who hatch and bond to him instead of the Windrocs he often slaps into whatever he is cooking at the time, the more his personal flock of Windrocs grow.

Aviculture...Begun? Wndrocs... Tamed??? Possibly...? For an Ogre, it is a terrifying sight to watch as the Ogre serving food waves away the Windrocs as he feeds them, uncaring of the many bleeding wounds if nothing else.

2.: There was always stated among many differing races, that the line between Genius and Insanity is a fine line. If ever there was a creature upon this world who danced across that line with every waking moment it was Jhorn the Mad. One moment he was barking up trees to try and 'Rid the Orcs from the walls of Highmaul!' to the next discussing the intricacies with why Ogres are stupid, even the smart once, unless you hit them upside the head a few times with a club. What can never be NOT stated, is that he is inefficient. With only a few dozen ogres betwen him and his 'Legion' as he calls it, he has made great success in the War against the Boulderfist and was instructing his lieutenants, dubbed so recently, how in fact they are meant to lead their Soldiers.

It helped they were all reasonably intelligent and/or not so stupid they couldn't absorb 'Hit them in the head and point in the correct direction'.

The training of Lieutenants is hard and thirsty work, and as they say, good help is hard to find. But, Madness was no excuse to not hold yourself a respectable second in command! And a third, and a fourth, well who doesn't want a fifth? It will take time, and they will certainly need combat experience, but your fledgling officer core is forming!

New Unit: Ogre Sergeant:
Armed with a specialty 'Officer's club', these elevated Grunts hold Ogre Morale by being bigger, scarier, or just simply Yellier, pointing Ogres into the correct direction. And, only sometimes, manage to get the Ogres into a proper line without Jhorn's Presence.

3.: (See DMs for Results)

1. Fortify Windyreed Village with 1 army and Otunbo the Sage, using elemental building and regular artifice.
2. Seer Jovar and Poli'lukluk the Wiser are dedicating themselves to the elements. I'm not sure what that means, but they're all in on the Elekk strategy and are attempting to properly devote themselves as requested.
3. Corki has committed another fuckup - 'rescuing' a Windroc egg from a ravenous group of ogres and getting himself captured for it. Thankfully, that boy managed to get away, though not before accidentally hatching the egg. It's imprinted itself on him, and the Windroc Matriarch that mothered the egg is very displeased. It's gonna take a lot of work to sweet-talk her, but if Arechron's idiot son can do it right - with the guidance of master diplomat Warden Moi'bff Jill - then there might be a partnership on the way. (Making Broken Hunters - Windroc edition)
4. Warplan.

1.: Otunbo arrived to find the village in a panic, for a great host of Mag'har had rushed away from the pass in the distance and they redoubled their commitment if the Kurenai would assist them. It did not take long for the village to haul in the lumber the Kurenai brought to begin the process of pulling up walls, as the Warriors took their places. It was nothing grandiose, it was nothing that would properly hold to an assault for now, but the wall was indeed set up for the moment, awaiting further construction, but after that they may be able to bring the Windyreed tribe into the fold.

The Windyreed Village has begun the process of being reinforced and the walls put up are temporary for the moment awaiting another season of work to be proper defensive fortifications. But once it is done, the Tribe can be brought in properly.

2.: The Shamans left the safety of Telaar for several months, guided far away and into the distance by the Elements of Water. With them, they were taken almost to Halaar itself, to its basin and away from the troublesome ogres. Down into the Basin, they came across an Orc Shaman who claims to have been washed away by the river spirit who was displeased at his people, and has since been stranded by choice. With this orc, the three were guided into the lake by the Elements and descended into the deepest part of the Basin. Here, the water was oppressive, was crushing, and threatened to slay them if they did not heed the elements cautiously.

Within the water, they were instructed 'Become, Water'.

They struggled, many days passed with little food and only away around themselves to sustain them. They struggled, their attempts to use the Elements was met with rejection and a renewment of the command to become water. It was only nearing the end of the season did Poli'lukluk slip and fall and simply relaxed in relief of not dying, did he realize it. With his insight, relaxing his entire body, the crushing pressure released, and instead he became lighter than a feather within the water's embrace. Such it was, the three joined one of the many spirits, playing, laughing, and their heavy load upon land became as free within the water.

With this, they became water, and understood as they left the lake the revitalization, light as a feather, and unfeeling of exhaustion. The Orc Shaman Dest Shadowmaul thanked them for the great insight they gifted upon him, and left to rejoin the Mag'har, while the two shamans did likewise, returned home.

The first trial has been accomplished, earning great insight into the element of water and learning to become as light as it, becoming lighter, stronger, revitalized, and feel as if they could work for hours more.

3.: There was very little to do with the Windroc once it was hatched, and there was very very little a Diplomat to do with the Matriarch. Granted, it was hilarious watching Corki run away from the Matriarch for a long while, but it was only at the delicate hand of one of the Elekk riders saw the Matriarch, if not calm, stop attacking. No one was particularly sure how this brand of taming worked, for none had ever done much with birds, but after the Matriarch stopped rampaging, it was not that hard to 'negotiate' with her. In so far as you could do so with a bird. Before the end of the season, Telaar was now home to a matriarch and their offspring.

While there was no good chance of making hunters off the bat, there was some 'Negotiation', read, 'Bribery', with several minor dead animals and critters, the Matrairch was 'Convinced', read 'Bribed', to relocate to Telaar. With her came her flock. Any proper attempts at taming will have to start there.

4.: (See, 'Inheriting a Legacy' War Result)




A Pass at Greatness​

The sole lane which split the great mountain range which ran across nearly the whole of Outland was the Windyreed pass. It was large, filled with trees that swayed between the fungal fetid growths of Zangramarsh and the tall savannah like trees of fertile Nagrand depending how far in either direction you went, meeting strangely in the center. But what it was also important for, was Murkblood's attempts to change the landscape of Nagrand. For so long as the Kurenai and Mag'har were as they are, the ability for the Murkblood to refute the light was in jeopardy. There was great need to not allow the Mag'har, who was constructing a great wall between the Regions, their chance to finish constructing.

So, they marched.

Murkblood Victory
1.75 Murkblood Armies vs 2 Mag'har
0.75 Murkblood Slain
1 Mag'har Slain
Dranosh Saurfang poisoned
Dranosh had been ordered by the wise Greatmother to construct a wall within the Windyreed pass, which had gone well for the first season despite many believing it to be a waste of time and orcs at first. With the discovery of the Broken further down the pass fortifying their own end, it was revealed to him he would most definitely need to withstand an attack to hold the wall. Which, came the far harder part of his duty. The wall was not nearly done, barely covering half the pass they began construction, and within there there was no room to maneuver properly. Even felling some of the trees for lumber and their wall did little to aid their problem. In truth, Dranosh feared he would not be able to do much against the oncoming Broken.

He was proven correct in the worst of ways.

The Murkblood came with a wall of spears, their formation solid and sturdy, marching forward with their spear tips at the ready, while safely behind the lines their acolytes, Putrifiers, and Flameweaver were unleashing the wide range of magics the Murkblood had gained mastery of. The Orcs were forced into a hard choice, abandon the wall or charge downhill into the spearwall of the Broken.

There was no true choice for these orcs who wished to protect their homes.

The Raiders descended, running headlong downhill into an unstoppable charge that was akin to the Wolf Riders of Old charging into Ogre lines, proving their valor as they died upon spears while those who survived devastating the Murkblood lines who were not truly versed into the orc strength. Charging after their wolf riding brothers, Dranosh lead his Grunts to follow, even as Flames, arcane, and Putrifiers unleashed their magic upon the orcs, while the Shamans of the Mag'har returned in kind and in greater potency if lessening quantity. Alongside the grunts, the Ravagers tore a bloody tear from the Murkblood as them and their Orc companions used the devastating poison of the Ravager to brutal effects.

Had the battle gone longer, no doubt the Mag'har would have hit devastating wounds upon the Murkblood for attempting to seize the Pass from them, but such would not come to pass. As Dranosh was hurling commands for the Raiders to retreat and prepare a second charge- Bog Lord Musel'ek let an arrow fly from atop a nearby tree. The Son of Saurfang dropped with an arrow within his throat.

The Morale of the Mag'har shuddered. The brutal combat and the grinding battle, for all they were truest blooded of the orcs, held a great mental toll for the inexperienced Mag'har, but combined with the devastating magic and the loss of their leader? It was too much for them. The Mag'har broke, some Raiders fighting to the last to by time for Saurfang to be retrieved and carried from the field, but the Murkblood had won.

As the Mag'har fled back to their lands, the Murkblood seized and destroyed the wall.

But worse than all that, was what happened when the new reached west...



Inheriting a Legacy​


Of the Orcs which populated the Mag'har, of them all who are inheriting legacies of long lines, Saurfang and Deadeye, even Garmr Wolfbrother who departed to lead the Thunderlord Clan, were the sons of legacies that called back to the primal eras of Draenor. Yet, none was Hellscream. Every day since the Horde formed and been consumed by the Demonblood, Garrosh had grieved, raged, spited, and been in a deep depression as he lived under the shame of the Knowledge that it was his father who was first to drink of the Demon's blood. All others judged him by that metric and all besides Greyah shunned the young Hellscream. There was few who would offer words, and only Ishi could truly be hailed as a friend.

Yet, Greyah trusted Garrosh above all others when it came time to avenge the wrongs of Sunspring Post. Many among the Mag'har challenged such a decree, and many more shouted their arguments against it, even Garrosh himself begged Greyah not to put him in command for he was not deserving of such a position. Yet, for each and every argument , Greyah matched them evenly and calmly and consoled Garrosh in private and spoke to him of Aggralan who would advise him.

So it was that despite all protests, not long into the season, with forces recalled from the east, Garrosh lead the host to retake and avenge the wrongs done. They left Garadar with only some knowledge of the other forces at play elsewhere in Nagrand. Of the surprisingly lack of fighting between the Boulderfist and the Warmaul which had consumed the two ogres for years now halted suddenly since season's start. Of the movement of Broken both among the south and creeping up the pass. Then, as they passed Warmaul Mounds, seeing groups of them disappearing into some of the sparse trees of Nagrand, it put many ill at ease.

The Warparty made camp a ridge away from Sunspring post as their scouts rode ahead, yet it was not long until they returned to report that Sunspring post was as desecrated as reported, but no sign of the Murkblood anywhere. Only their banners and desecrated bodies left where they lay. Garrosh was keenly smelled the possibility of a trap at play and so turned to Aggralan and the Shamans of his Host to see what the sprits had to tell. It was not long until they returned to him after farseeing, the Elements of Nagrand were far too happy to assist against the Murkblood who defiled their bonds with the spirits, garnering more hatred from the gathered Orcs. Sunspring post lay abandoned, and spirits found no signs of the Broken.

With hesitance and ready for a trap, the Orcs marched there way into Sunspring post and began awaiting the Kurenai who were said to come and assist them against the Murkblood with which there was no sign. With guards posted, the Mag'har began hunting through the village, giving rights to their dead and seeing what all was lost. It was not long until they discovered attack plans amongst the ruins, crude plans drawn up of a multi pronged assault from the Broken upon Garadar. This enraged the young Hellscream and angered Aggralan besides, let alone the other Mag'har who were also shown the plans.

Then, two things happened. A rider arrived to Sunspring post shouting of an attack from the Windyreed Pass and the poisoning of Dranosh Saurfang.

And then the Horns sounded.

The Rider quickly informed Garrosh of the Assault from a broken force marching up the Pass that had broken through and the sudden Army of Broken which suddenly marched into the broken village south east of Garadar. This was just as the plans stated, and many immediately wished to moved to rush back to Garadar, but there was the Horns that sent Warriors rushing to their positions.

From the west, came marching a force of Broken, waving the banners of their tribe. Any thought of them being any but the Murkblood was dissuaded when looking upon the Banners of Sunspring showed the exact same banner. Aggralan advised Garrosh to retreat, returned to Garadar and assist in the east, but many other older warriors advised they should face down the Murkbloods marching in from the west, else they could threaten Garadar from the west.

With the combination of differing advisors, the plans and evidence, and the sheer destruction wrought upon Sunspring Post, Garrosh made his decision to protect his people first and foremost.


Arechron had considered heavily how much he could devote of the Kurenai to assisting the Mag'har in the retaking of Sunspring Post, for he was committed in many places, within Zangramarsh, within Windyreed Village, even the defenses of Telaar and Halaar were desperately needed to survive any assaults upon them. Yet, he also could not simply allow the Murkblood to continue their actions within Nagrand else it might lead to further tensions with the Mag'har he was desperate to calm. It was with a heavy heart he decided he could only spare a single force to accompany himself and Mo'mor to march upon Sunspring Post.

Through the west they marched, aiming to cut off any retreat for the Murkblood, crossing huge distance within spitting distance of Genedar, and passing the various Ethereals which had outposts near it. Yet, the most dangerous point in the journey was marching between the two legion controlled hands, but even that was easier to pass by.

None were prepared for what would assault them as they crossed the river.

Mag'har Victory
2 Mag'har Armies vs 1 Kurenai Army
0.50 Mah'har Army Slain
0.75 Kurenai Army Slain
Mo'mor the Breaker Wounded

The Mag'har descended on them mid crossing, soundings from the pits of hell as they did so, the Orc raiders laid into them before the Kurenai was aware of the perceived betrayal. Axes flew and it was a small time before the defenders stepped forward to fix the lines, but the damage was done and they had ripped a bloody hole in the Kurenai. Arechron was shocked at such a betrayal of the small truce he brokered with the Greatmother of the Mag'har, yet he could not find justice. Not yet. Not when the Orc forces were descending upon his warriors.

As Arechron raised his hands to invoke the spirits of the River, Aggralan did similar, and what became a great jostling of strength between the two. Of Arechron who held the favor of the elements after Nobundo and Aggralan who held the knowledge of millennia of Worship. Even as the Shamans challenged for dominance over the spirits, Mo'mor attempted to hold the line. With a quarter of his expected forces across the river and mostly unable to assist, he was relying on the idea of his healers and shamans to win the day. It was not proving to be so. The Orcs were overwhelming in their ferocity and their power comparable to the Kurenai.

They would have lost all of their men that day, Mo'mor most certainty have died as he took an axe from a grunt as he turned to command the Kurenei. Except Arechron won the favor of the river, and with it, diverted the flow over the orc forces and revealing the river bed so the Kurenai could retreat across. Those unable to walk were hauled atop Elekks and charged across. With the Light, Shamans, and Drummers, the Kurenai did not lose any members, but they were indeed wounded this day.

As Arechron looked back across the river as the Orc forces retreated, his eyes met the eyes of Aggralan and a moment of acknowledgement crossed the two, before Aggralan helped Garrosh from the river.

In the Aftermath, the Mag'har reclaimed Sunspring post and many of their number were pulled without harm from the river, while the Kurenei stumbled bloodied back to Telaar. For all the hopes of their two leaders, there was now only heated emotions on both sides.
 
Shaffar's Conglomerate - Turn 3
Name: Shaffar's Conglomerate
Capital: Auchindoun
Leader: Nexus-Prince Shaffer
Major Characters: Xiraxis (Quartermaster/Accountant)


Military:
Army amount: 2.25
Air Army amount:

Diplomacy:
Alliance: -N/A
Allies: - N/A
Cordial: - N/A
Friendly: - N/A
Distrust: - Basically Everyone Else
Enemy: - The Aldor, Sethek, Maladaar's Host, The Legion
Rival: -The Consortium
At War: - The Shadow Council

Actions:
Action Pool: 3

[Action] Recruitment Drive: The recent fight to take the Shadow Labyrinth has damaged our forces. In response, we need more Manpower, and to do so Xiraxus is being put in Charge of acquiring more Mercenaries. Send runners to various Ethereal and Ogre settlements across Outland, looking for anyone willing to take a payday to brave the horrors of Auchindoun.

[Action] Engineering 101: While Xiraxus is doing that, we have a second concern. Engineering is critical for further digging, and a dearth of Engineers and Machines have proven a hassle. As such, while also looking for Engineers in the recruiting Drive, Shaffar shall begin his studies on the best ways to do mechanical, and excavation engineering. If you want anything done right...

[Secret Action] Movements in the Shadows
 
Aldor - Turn 3
Turn 3-Autumn, 13020 AE
Name: The Aldor
Capital: Shattrath, Once and Future Seat of the Draenei
Leader:

(True) The Prophet Velen
(Acting) High Priestess Ishanah
Major Characters:

Adyen, the Lightwarden
General Tiras'alan
Commander Arcus
Darahu, Representative of the Broken
Grand Anchorite Almonen
High Exarch Commodus
Quartermaster Endarin

Military: (0.25 Replacement Rate)
Army amount: 2
Air Army amount: 0.75/1

Aldor Vindicators: These warriors clad in plate of gold and purple have sworn oaths to the priests of the Aldor to protect and defend them. Once, they served as grand bastions of light,but with their numbers so low, they are more humble in their role as servants of the light.

Aldor Anchorite: The Anchorites are the common Priesthood of the Aldor, preferring the cloth to armor despite all that has befallen their race, they still hold the light in the highest regard and entrust it to be their shield.

Aldor Paladin: Once, the Paladins were the highest rank of Vindicator, being the great bastions and fonts of light which protected their fellows and healed the fallen. Now, they are but shells of their former selves, so many died within the walls of Shattrath, that they are almost dead. Yet, the Light still shines and they still serve.

Aldor Elekk Rider: These riders atop the noble Elekk are the main cavalry force to assist and embolden the Aldor. Though due to shortages they lack the heavy armor from before, these lightly armored Elekk are still more than capable of goring their enemies on their charge.

Skyguard Nether Ray: These docile, if hard to handle, rays are few and far between within the Draenei. Yet ever since Draenor turned into Outland, they have served as reliable flying mounts of war once their secrets were discovered by the Aldor Skyguard.

Diplomacy:
Alliance: -
Allies: - Sons of Lothar, Sporeggar
Cordial: - Kirin'Var Village
Friendly: - Mag'har, Kurenai, Mok'Nathal
Distrust: - Consortium, Netherflight, Skettis, Sporeggan, Bleeding Hollow, Followers of Anzu, Thunderlord
Enemy: - Haal'leshi, Dark Conclave, Shaffar's Conglomerate, Sethekk, Burning Blade
Rival: - Maladaar's Host, Warmaul, Ango'Rosh, Murkblood
At War: - Fel Horde, Bonechewer, Laughing Skull

Actions:
1. Our immediate needs have been met for now, so we should be laying plans for the future. It is clear that we lack the numbers to repopulate Shattrath and fully rebuild it on our own, let alone wage war against the forces stirring in Shadowmoon. In the long run, the Broken, as prophesied, will take their place within these walls but the Aldor are not ready for this decisive step. Instead our duty is to reach out to our kin still hidden in the Hellfire Peninsula and the Zangarmarsh. Only a united Draenei can wage holy war to free Draenor from the fel. Messengers are to journey north to our kin to urge them to make preparations to make the journey south. It will be a risky journey, the fallen Arrakkoa and the irredeemably lost Murkblood lair near the main route north but it must be done. Once our northern kin confirm they ready to make the trip, we shall prepare our forces to go north to help escort them south.

2. For now, the wall reconstruction can slow so we can prepare fields in the south to feed our future newcomers. Shattrath was the heart of the Draenei once and for it to be so once again, our farms must be rebuilt. The bizarre magics that sustain Outland should make it possible to still grow crops in enough numbers to feed our people.

3. SECRET
 
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Murkblood - Turn 3


TURN 3​




Name: The Murkblood Tribe
Capital: The Underbog
Major Locations:
Leader: Swamplord Musel'ek
Major Characters: Ortor of Murkblood

Military:
Army amount: 3/2.5 (0.25 Replacement Rate)
Air Army amount: N/A

Murkblood Spearmen: As their name suggests, these spear-wielding Broken are the disciplined backbone of the Murkblood tribe, their discipline and ability to expertly keep their enemies at a distance see them more often than not come out on top during engagements.


Murkblood Raider: Not to be confused with their wolf riding amidst the orcs, the Murkblood raiders are those warriors amidst the Murkblood who fight purely with anger. Their maces and axes backed by their rage enhanced strength make them able combatants.


Murkblood Putrifier: These Shamans of the Broken have twisted the gifts of Nobundo towards enslaving the Elements themselves. Their taint and use of Decay has seen to make elementals sickly and easily influenceable, allowing them wind and earth most readily against their enemies.

Murkblood Flameweaver: These Broken specialize in the unleashing great gouts of flame to break enemy formations and charges, charring any who think to break the wall of spears the Murkblood hold dear.

Murkblood Acolytes: These broken are those who have managed to discover a means to access the arcane power of Outland. Though only rudimentary understanding of frost and fire, many seek to experiment and expand their power. Perhaps, even adding in Fel magic to their knowledge,

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Warmaul, Ango'rosh, Boulderfist
Enemy: - The Mag'har, The Fel Horde, Sporeggan, The Laughing Skull, Aldor
Rival: - The Kurenai
At War: -​

Actions:
Action Pool: 3 (Normal Power)

1. Depths of the Arcane III [Regular Action]:

The flame weavers have shown impressive capabilities on the battlefield, but there remained numerous acolytes who prefer dabbling in the powers of frost or pure arcane instead. A new order of Frostcallers specializing in crippling foes with bone-freezing frost and shaping the battlefield with ice as sharp as steel will be founded as a counterpart to the flame weavers. The unaligned arcanists among the acolytes will be encouraged to become members of both orders. For those who are able to rise above the rabble in becoming adepts in all known fields of conjuration, a greater destiny awaits…

[Establish the Order of Frostcallers and encourage the mages to continue steady experimentation with fire, frost and arcane to improve the overall knowledge of the Murkblood]
Seren stared upward as what passed for night descended on the deceptively beautiful landscape of brackish water and towering mushrooms. The swirling currents of an otherworldly realm appeared below the firmament, forming strange, flowing patterns that seemed almost as windows into alien vistas. After a few minutes, the unfocused blueish-white eyes of the broken sorceress blinked, regaining clarity and assuming an increasingly frustrated look even as she resumed walking across the crudely built wooden bridge with firmer steps, to join the gathering of mages as they prepared to answer the bog lord's call to war.

Even so long after the fall of Shattrath and the sacrifice of countless heroes, the broken who survived those dark days still remained afflicted by the great curse that had corrupted their mind and body. Seren was no exception. Arcane meditation and hate were cherished companions that brought clarity and order to her wandering, disjointed mind. Such episodes had reduced in frequency as her grasp over the ancient magic of Argus steadily rose.

It had been worse during the early days when the broken woman had fled Shattrath. She has been one of those who had bravely volunteered to stay behind, to sell the deception to the orcish tide washing over her home; that they had succeeded in exterminating the Draenei. Her self-assured bravado, born of youthful heroism, had shattered entirely when the crimson-eyed demons had breached the walls, cackling and laughing in mad glee even as they fell at the hands of ancient warriors of light. Despite the swiftest of desertions, the red mist had caught up to her.

Deep in her heart, Seren believed the cursed and hideous visage was a punishment from the Holy Light for abandoning family and comrades to the orcs. When the draenei cast her out, they had merely seen her true self fully blossom before their eyes, unfurling like a rotting flower. In the end, she had proven too much a craven to even throw herself into a chasm.

Instead she had wandered among the many different tribes of the Broken like a wretch, moving from place to place, scrambling in muck and dirt, dependent on the kindness of others. A living corpse too afraid to take the final step. It was among the Murkblood that she finally found the chance for…not redemption. Never redemption. But perhaps something resembling repentance. A final purpose.

Draenor was as broken as she, with no hope of healing, understanding only suffering, clinging to barest semblance of life but before they both inevitably crumbled into dust. Seren would kill them. Every last one of them.



The autumn wind blew through the lonely passageway snaking through the mountains on either side, carrying with it smell of charred flesh and morning dew. Near one of the far ends, close to where scarred stones met verdant plains, large numbers of brown orcs and wargs carpeted the pitted and unnaturally cracked ground. A few purple skinned creatures with spears and twice-hoven feet could be seen shifting through the corpses, shivering under the cold morning mist yet feverishly devoted to their duty all the same.

One of them dressed in weathered brown robes stood above one of the seemingly dead, unarmed save for a staff clutched tightly in all three digits, thrust downward to prod the corpse. Failing to find any sign of life, the robed female trudged along to continue the drudge work. Eventually one of the corpse near a halfashen trees stirred, opening its eyes and coughing.

The orc would only find merciless death descending from above, furious flames that steadily reduced skin to ash and bubbling muscles to smoke until where was once a wounded orc, only a screaming wretch remained. It's shrieks echoing until all was silent. The other figures looked up at the robed mage, nodding in approval before continuing their work.

Seren smiled grimly at her handiwork, cold hate blazing in milky blue eyes. Such were one of the few acts that still brought the mage satisfaction. Once she had been almost a burden. Now? She could draw and shape arcane magic as easily as breathing, manipulating the magical energies permeating draenor almost instinctually into crude spells.

After a short while as the mist began dissipating and the tiring but nonetheless rewarding work has been accomplished, she walked back to the small camp. A dark frown appeared on her face as she mused over the battle, eyes growing increasingly haunted. The charge of savages atop their great beasts had nearly swept away the wall of spears, brute strength overcoming the disciplined ranks of the draenei as they had in…sha-shattrath. It had only been cunning that allowed the Murkblood to win the day.

Seren sat down with back to a tree, her staff laid across her lap. She continued thinking of the battle, eventually closing her eyes, preparing to mediate. She knew that even her magicks may not been enough to stem the tide but maybe there was another way. Fire was merely one of the facets of Arcane sorcery. Perhaps where flames failed, frost and ice could have frozen the tide in its track…

2. The Lost and the Forgotten II [Regular Action]:

The Lost Ones may be more…lost than expected but that's no reason to give up just yet! Bog Lord Musel'ek will command his putrifiers and mages to go forth among their devolved kins and search for those with greater intellect and determination than the rest, taking them as apprentices. Any mage or putrifier who succeeds in teaching the Lost Ones magic will find themselves elevated above their peers to positions of leadership in their respective orders or so the swamplord has (in)famously proclaimed. To encourage them further, Musel'ek himself will stride among the Lost Ones and share tales of the history of the Draenei, focusing on the orcish menace and the dastardly unbroken while also helping them hunt great beasts of the swamps to prove his worthiness as the greatest of pack leaders in outland. Nothing can be of greater importance than nurturing hatred! [O.5 Army Assigned]

[Mages and Putrifiers will attempt to teach the Lost Ones magic while Musel'ek tries to remind them of their shared history and lead hunts to take out his mounting frustration on something]

3. The Second Call [Secret Action]:
 
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Mag’har - Turn 3

Name: The Mag'har
Capital: Garadar (Nagrand)
Major Locations: Stonebreaker Hold (Terokkar Forest), Mag'Har Grounds/Post(Hellfire Peninsula), The Ring of Trials (Nagrand)
Leader:
(Spiritual)
Greatmother Geyah
(True) N/A
Major Characters:
Garrosh Hellscream
Dranosh Saurfang (Poisoned)
Farseer Aggralan
Seer Nakha
Warden Bullrok (Stonebreaker Hold)
Gorkan Bloodfist (Mag'Har Grounds/Post)
Battlemaster Garokk

Jorin Deadeye
Garm Wolfbrother


Military: (0.50 Replacement Rate)
Army amount: 3.25/5 (2.5 at Garadar, 0.25 at Mag'Har Grounds/Post, 0.5 at Stonebreaker Hold)
Mag'har Grunt: These orc grunts lack what the other tribes have most of all, experience. In fact they lack even proper armor, but they have a spirit worthy of any orc, and seek to prove themselves, even if only to themselves.

Mag'har Raider: Unlike many orc clans amidst Outland, the Mag'har have not lost their giant wolves, nor have they lost their expertise in raising and riding upon them. Warsong, Frostwolves, even Thunderlord have seen the Mag'har well experienced with their wolves.

Mag'har Ravager Master: The Mag'har once moved into the lands of Hellfire Penninsula to watch for the return of the Horde after Draenor was destroyed. While there, they discovered the Ravager, a great beast with affinity for viciousness and savagery. The Mag'har quickly bonded with the beasts.

Mag'har Shaman: There Mag'har, for all the wrongs done by the Horde, escaped their most crushing legacy; The silence of the Elements. Not having consumed Demon Blood, the Mag'har retained a semblance of connection to the elements. But the road to redemption is long, and the Elements do not forget nor forgive easily. These Shamans are few in number, but they are the greatest reminder of what the orcs once were.

Diplomacy:
Alliance: -
Allies: Thunderlord
Cordial: Bleeding Hollow
Friendly: Mok'Nathal, Burning Blade, Sporeggar
Distrust: Kurenai, The Aldor, Sons of Lothar, Kirin'Var, Sporeggan, Shaffar's Conglomerate, Netherflight, Consortium, Skettis, Sethek, Followers of Anzu
Enemy: Maladaar's Host, Ango'Rosh, Dark Conclave, Haal'leshi Aarakoa, Bonechewer
Rival: Warmaul, Laughing Skull
At War: Fel Horde, Murkblood Tribe

Actions:
With the success of Clefthoof domestication, the Mag'har now turn to the other routes available to the clan. The streams near Garadar would be fine places to set up fishing spots, and the lake that surrounds the Throne of the Elements a good place for Orcs to fish for food, so long as the Throne is given proper reverence of course. And then, of course, there is the matter of farming. While not perhaps as expansive as hoped, the Warsong Clan's knowledge experience in growing grains for use in alcoholic drinks is as fine a start as any to try to figure out how to farm food from the Earth.
[Establish and expand fishing operations in the rivers and lake surrounding Garadar to bring more food to the Orcs, and increase our population size further alongside the already-established Clefthoof herds. Keep tinkering with true farming methods using the Warsong's experience with growing grains as a base.]

As news filtered back to Garadar, the only reaction could be outrage. While the Greatmother herself can't help but suspect foul play regarding the events at Sunspring Post with the Kurenai, she cannot control the tempers of every Orc, and with the Murkblood seizing and destroying the pass defences it is clear that the strength of the Mag'har has taken a mighty blow. While still more than recoverable, the question is whether the clan will be given the time necessary to do so, especially as foes march against us. So we must rally our people. Every Orc warrior must answer the call, for the fate of the Mag'har, and Nagrand itself is at stake!
[Raise many additional armies, both permanent (thanks to our other efforts) and temporary (due to the current situation.) Raise permanent armies + most temporary armies in Garadar/Nagrand. Raise at least 1 whole temporary army at Mag'har post to represent conscription/rallying of the Orcish populace there.]

With recent events, breeding and maintaining a large enough Clefthoof population for food and war has become a top priority. Riders must be trained posthaste, and the equipment necessary to use these beasts in battle must be crafted swiftly. With all this effort, it is hoped that the Clefthoof will serve as the backbone for a resurgence of Mag'har not only in Nagrand but across Outland itself. The mighty magics displayed by the Murkblood in Windyreed Pass shocked many of the Mag'har, so let these thundering hooves be our answer in kind.
[Focus this season on greatly expanding our Clefthoof herds to use them both as a food source and a source of Clefthoof Riders for war as soon as possible.]

4. [Warplan]
 
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@Maybe Mike

Exarch Akama, Chief of the Ashtongue

Baa'ri is fallen, the orcs bloodlust is high and the succubi will just as surely feed upon your people. The Ashtongue are broken.

Yield to me and you people will be sheltered upon Netherwing Ridge. Our flight fought you for our own freedom and for a chance at a solution to our doom. The disfigurement of our people after the breaking of the world is a doom the Broken share.

Your people face annihilation. My claws hastened the fall of your tribe but we hold no ill will toward you or yours.

Neltharaku
 
@Maybe Mike

Exarch Akama, Chief of the Ashtongue

Baa'ri is fallen, the orcs bloodlust is high and the succubi will just as surely feed upon your people. The Ashtongue are broken.

Yield to me and you people will be sheltered upon Netherwing Ridge. Our flight fought you for our own freedom and for a chance at a solution to our doom. The disfigurement of our people after the breaking of the world is a doom the Broken share.

Your people face annihilation. My claws hastened the fall of your tribe but we hold no ill will toward you or yours.

Neltharaku

Akama's Response
You hold no ill will yet would have razed our walls if it should have pleased you? What hypocrisy. I need not the wisdom of the elements to know it was one of your ilk who dared break open Baa'ri's gate. For one who holds no ill will, you have cultivated demons and butchers alike, the most vile of those who walk upon this land.

I see nothing to yield to, but more butchers and hell spawn who would no doubt steal our souls from our very hands, who masquerade their murderous ways as desperation and survival. I speak for my people when I breathe; We would rather die then become slaves of your fel masters.
 
Akama's Response's Response
You hold no ill will yet would have razed our walls if it should have pleased you? What hypocrisy. I need not the wisdom of the elements to know it was one of your ilk who dared break open Baa'ri's gate. For one who holds no ill will, you have cultivated demons and butchers alike, the most vile of those who walk upon this land.

I see nothing to yield to, but more butchers and hell spawn who would no doubt steal our souls from our very hands, who masquerade their murderous ways as desperation and survival. I speak for my people when I breathe; We would rather die then become slaves of your fel masters.

Then know this, mortal, what I attempted to spare your people from was that slavery. Your people will be food for demons and amusement for orcs. Your wisdom will be lost to the world and when you have passed your corpses will be raised in servitude.

It is in opposition to the judgement of my erstwhile allies to offer you my protection. They hunger for your skull to hang from their belt.

Should you change your mind, you have until the total demise of your people.
 
Skettis - Turn 3
Name: Kingdom of Skettis
Capital: Skettis
Leader: Talon King Terokk (Indisposed), Talon Priest Council (Temporary)
Major Characters: Talon Priest Council ( Prophet Skuakks, Overseer Illex, Windkeeper Passysh, Talonite Meekks, Soulcaller Mok, Wing Guard Jigax, Priestess Ma'kex, Talonite Korze )

Military:
Army amount: 5
Air Army amount: N/A
Units:
Skettis Talonite: Few creatures understand shadows as well as the Aarakoa do, and the Talonites of the Skettis know them better than many others. Specialized with striking from the shadows to engage their enemy with knives and daggers.
Skettis Kaliri: The breed of Kaliri within Skettis prioritizes their ability to merge with the night. Their ability to sneak through the air before descending silently upon their prey makes them able auxiliaries for the Aarakoa of Skettis.
Skettis Wing Guard: The true warriors of the Skettis specialize in two things; wavering their foe's morale with a great horrendous screech upon charging and leaving their enemy bleeding and wounded to drag themselves in their flight from the Winguard.
Skettis Soulcaller: The Soulcallers of the Skettis are akin to the priest amidst the Aldor or Sons of Lothar, calling forth the shadows to cloak their fellows and mend their wounds, or inflicting mental anguish against their enemies.
Skettis Wind Walker: These aspiring arcanists have made it their mission to harness all that Skettis can bring to bear. Unleashing bolts of the arcane, causing tornadoes to disrupt enemies, and mending their allies with the very shadows themselves, the Wind Walkers serve as the elite of the mystical powers Skettis hold.
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -Kurenai,Sporeggar, Murkblood Tribe, Consortium
Distrust: -Aldor , Maladaar's Host, Shaffar's Conglomerate, Netherflight, Burning Blade Clan, Mag'har, Laughing Skull, Warmaul, Sporeggan, Ango'Rosh, Thunderlord, Mok'Nathal, Kirin'Var, Sons of Lothar
Enemy: - Dark Conclave, Followers of Anzu, Haal'eshi Aarakoa, Bleeding Hollow, Shadow Council
Rival: - Sethekk
At War: -Fel Horde, Bonechewer
Actions:

Action Pool: 4
1.: Masters of Beasts: Windkeeper Passysh gathers those with the right amount of will and power to control the newly broken beasts, training them to use these creatures to our designs. They will be the ones to command our menagerie of beasts, to fight fully against our foes and keep their Masters safe.
(Unit Name Idea: Talon Beastmasters)

"They are much more docile these days. Their eyes do seem to follow you though...probably just some muscle memory." Windkeeper Passysh on the status of his various broken beasts.

2.: [Secret Action] "Such a wonderful ruin, so full of life...I can't wait to fix that." Unknown Talonite

3.: Rituals of Bone and Fear: Prophet Skuakks and Overseer Illex, despite their mutual distaste for each other, but both know that the Kingdom of the Talon King needs to be defended and claimed fully. Rituals will be organized across the new territory to fully mark it and wipe away the stain of the Orcs who dared to sully it. Small temple to Terokk and watchtowers to keep the lessers out of our territory will be made and blessed by ritual sacrifice to the Talon King. Let the world see his rise and fear for their downfall.

"Ah Illex and Skuakks have always hated each other, only the Talon King Himself could ever get the two to fall in line. But I suppose when they are not trying to kill each other, they work quite well together." Soulcaller Mok

4.: [War Action] "Our Lands will be reclaimed, even cursed as we are, they are lesser for falling for that same curse. We are ordained by the Talon King and they have nothing." Wing Guard Jigax
 
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Consortium - Turn 3
Name: Consortium
Capital: The Stormspire
Leader:
Nexus-Prince Haramad

Portals and magic, information and potions, weapons and armor. The Consortium sells it all and to everyone, from the meager pawns to the mightiest lord. But do not take them for the shortsighted businessmen that one reads about in their storybooks, the consortium does not survive as an interdimensional business based on a penchant for short-term benefits to long-term detriments.

To maintain their business the Consortium keeps to a number of rules. While this list is fairly extensive here are a few of those rules:

12:No Souls, buying or selling souls leads to the kind of drama that disrupts business more than said souls are worth.
1: Keep to a deal, going back on one's word is a good way to burn bridges and tends to reach the ears of other potential customers.
14:Sell to anyone, depending on the realm. While the consortium is typically willing to sell to anyone, it is also a smart idea to bar a customer if the rest of the realm in question would break off business with the consortium for dealing with that specific individual or group.
100: First, Second, etc, born are not a viable currency. No, we do not accept hypothetical children as currency nor do we pay with them.

Military:
Army amount:3

Diplomacy:
Alliance: -Protectorate
Allies: -Kirin'Var
Cordial: -Etherium
Friendly: -None
Distrust: -None
Enemy: -Legion, Void
Rival: -None
At War: -None​
[/center]
Actions:
Action Pool:
  1. [Regular Action] Ordering training causes anger, and competition causes anger. It seems that Consortium guards are just a bitter lot. Luckily there is a few ways to at least de-escalate this brewing resentment. The first would be to find and encourage more team-based competitions, which should force guards to work together more often and foster bonds between the normally isolated guards. The second would be increasing the amount of rewarded participants, instead of a single winner runner-ups will now win, smaller, rewards to make sure that even if a single soldier dominates a bracket the secondary positions should cycle and thus allow for a broader coverage of "winners". Third, we will setting up a betting pool, run and enforced by the Nexus Prince, which gives even the worst fighters the chance to invest in the competitions into and "win" in their own way. Each of these methods should broaden the number of satisfied guards while also constricting any tension or friction within the normal framework that the consortium is used too. Battles of economics and greed are something that the Consortium has gotten quite skilled at keeping from escalating.
"10 to 1 on the Jahla versus Amarak? Damn, put 10 on Amarak, either I get to see him get the bandages literally slapped off him or I make money, I'm winning either way!" - Amarak's Brother.
  1. [Secret Action]"Information? Oh I hate when the brass accepts that as payment, its always a risk on whether it's worth what was paid for it or not." -Merchant Rovk

  1. [Secret Action]

    "Man, this is alot of portals in one spot, I'm glad they're paying us danger pay cause otherwise calculating all the matrices to keep these things from ripping each other apart from being so close would not be worth the pay. At least nobody got torn apart this time!" -Mage Orvak
 
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Sethekk - Turn 3
Name: Sethekk
Capital: Auchindoun
Leader: Talon Lord Ikiss
Major Characters:


Military:
Army amount: 3/3

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: - Kurenai, The Aldor, Sons of Lothar, Kirin'Var, Sporeggar, Netherflight, Consortium, Ango'Rosh, Dark Conclave, Haal'leshi Aarakoa, Bonechewer, Warmaul, Laughing Skull, Thunderlord, Bleeding Hollow, Mok'nathal, Burning Blade, Sporeggar, Fel Horde, Murkblood Tribe
Enemy: - Shaffar's Conglomerate, Maladaar's Host, Shadow Council
Rival: - Skettis
At War: - Followers of Anzu

Actions:
Action Pool: 3, Minor Power

1.
Creatures of great evil are as mewling ants before the might of Sethekk. Do ants mewl? It is worthless to contemplate such things!

Redouble our efforts to claim the staff, assign an entire army if you must. Ikett, daughter of Ikiss and blood of the gods, will be given whatever resources she may need to hunt down the wretched beast Anzu and reclaim what is RIGHTFULLY OURS. Show the beasts and shadows of this city who truly rules. Once and for all.

2.
Our scouting may not have secured many prisoners, but it has secured us something of even greater value. Territory. Land. The great dominion of Sethekk is immeasurable in size in the domain of the spirit and the truth, but in the domain of the physical there continues to be petty weaklings who would dare to think that this shattered world is not entirely under our sovereignty. As such, let the watchtower discovered by our scouts become the heart of a new province for the Sethekk, a bustling metropolis of life and commerce to show not only our might and wisdom, but our prosperity and majesty as well.

3.
The coming days will need strength. Strength which others would take.

Let the mighty Talon Lord Ikiss lead an army to the vault of the pathetic Shadow Council discovered by our scouts. Beneath his endless might the guards should have no choice but to kneel and accept being taken captive by the glorious Sethekk. Those too dimwitted or incapable to realise this will be granted a merciful death after only moderate torture.

No lock or fastened portal may bar Ikiss from that which he desires, and so he will pry open the vault to the aarakocra of Sethekk may feast upon the bounty of its innards.
 
Netherflight - Turn 3
Name: Netherwing Flight
Capital: Netherwing Ledge
Major Locations: Netherwing Fields
Leader: Neltharaku, Patriarch
Major Characters: Barthamus the First, Mordenaku Prince of the Netherwing, Karynaku the Matriarch

Military:

Army amount: .25/1
Air Army amount: 1.75/3

Turn 3

Wings Over Shadowmoon: the Ashtounge will be destroyed as a people unless more direct action is taken. The Netherwing joined this fight as mercenaries and now must collect their pay. Flights go out across Shadowmoon to collect and inter the surviving Ashtongue not within the primary cities(See PM)
1 air army
1.25 succubus army

The Eldest and The Matriarch:
the warped fel magics the Dragonmaw inflicted on the red whelp to force its growth, while horrifying, can still prove instructive. Barthamus enlists Karynaku's aid, naming the drake Alexiasz and set about raising it and correcting what portions their upbringing and excising the fel influence they can. For all that Alexiasz does not understand what was done to them or the power of the red dragon flight, their body did withstand the attentions of the Fel and survived to be grown to four times their age. A circumstance shared by the Netherwing.
(Barry and Kerry work to understand what was done to the red while socializing them and minimizing any fel influence left on the drake)

Neltharaku the Storm King: Karynaku's shares the nature of her experiments with Neltharaku and he carrys them forward with their research partners using his unique and considerably more enchantment focused abilities. Building a long form ritual that ties to the concepts of the ghost wing trinkets and enhances their function and it's connection to the broodmothers. In cooperation with the Dark Conclave and Maladaar's Host.
(See Gift of the Netherwing PM for ongoing research goals)
 
Laughing Skull - Turn 3

Name: Laughing Skull
Capital: N/A
Leader: Bale the Silent
Major Characters: N/A

Military:
Army Amount: 2
Air Army Amount: 0

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -
Distrust: -
Enemy: -
Rivals: -
At War: -

Actions:
1. [Regular Action] - Now that we constructed one watchtower between us and our neighbours, we might as well construct another nearby. Strength in numbers and a more reliable early warning system would be great for us to have.

Begin construction of a second, neighbouring watchtower between Laughing Skull and Mag'har territory.

2. [Regular Action] - Our poisons, while newly varied, lack the potency we may need later. So for what better course of action than to seek out the toxins of the wildlife nearby. Maybe we'll discover something that could become useful. And if not, well the slaughter of wildlife is a joy as it is.

Send out small scouting parties to hunt for any possible venomous flora/fauna. If none is found, our scouts can always enjoy themselves culling some of the fauna.

3. [Secret Action]
 
Sporregar - Turn 3
Turn 3

Name: Sporregar
Capital: What is a "Capital"? Do you eat it?
Leader: Sporregar-Prime
Major Characters: We are still trying to understand the concept of "Names".

Military:

Army amount: 2 (Army. A an idea as fascinating as it is disturbing)
Air Army amount: 0 (Spores belong in the air. Will Sporelings ever say the same?)

Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: - Kurenai
Distrust: - Murkblood, Ango'Rash (Your brain should be too big to destroy the land that sustains you)
Enemy: - Legion (Like a burning forest given shape, but worse)
Rival: - Sporregan (Will we ever reach true harmony among the Spores?)
At War: - Soon, if not already, we will know this.


Actions:
Action Pool:

1.: Survival through growth
Fire is not evil. Though hurtful to most beings, it too has a part in the beautiful harmony of nature. A forest fire may improve the soil, allowing for the next forest to grow even stronger.
Alas. From all that we have seen, heard and felt, the forest fire the Fel means to unleash upon the Marsh will not leave strengthened soil, but a putrid desolation. If the green flames succeed, there will be no renewal, only empty stasis.
Be it so! To stop a raging fire, one requires water.
We must be the water.

- Grow a new army from the newly created territory.


2.: The enemy of my enemy is my enemy's enemy
Who might fight my enemy.
A small group of Sporelings is sent to the Ango'rosh Ogres. Hoping that they will be left alive long enough to inform them about the Fel building a portal just south of them.
In case that the Sporelings get immediately eaten, they are carrying lots of big mushrooms and bark with them. Several pictures have been carved into them all, specifically crude likenesses of the under-construction-portal as well as its location in the marsh.

- Try to convince the Ango'rosh that they need to act against the Legion


3.: Survival is symbiosis
- Try to convince the Lost One's to the southeast that they need to act against the Legion. In addition to the Sporeling messengers and their visual aids, another gift of food and clear water is made.
 
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