Remnants of Outland - Outland GSRP - IC thread

Murkblood - Turn 6 New


TURN 6​





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


Military:
Army amount: 2.50/4 (+0.50 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.

Lost One Warrior - These feral warriors rely upon their rage, raw strength to see them through battles. Little better than hunting packs among animals, their ill-discipline does not disguise the fact they hold their own.

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 while saving enslaved water to heal their allies.


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 Frostcaller: While others may devastate the battle with torrents of fire or raining pure magic upon their enemies, the Frostcallers take great pleasure in manipulating the battle with ice to slow or outright stop the enemies of the Murkblood.

Lost One Druid - The Lost Ones are a degraded people, having lost much as they degenerated even further than the Broken. Yet, in their baser instincts, some have come to tap into the power of Nature itself, worshipping the Winged Serpent or Winded Bird to call upon Nature's Power.


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 V [Regular Action]

The enmity between the Flameweavers and Frostcallers has proved troublesome. A solution must be found that directs their hatred and ambition against the enemies of the Broken while further sharpening their skills in the Arcane. Let it be known far and wide that those Flameweavers & Frostcallers that can slaughter a fair number of enemies of the tribe or greater beasts of the wild with a particular discipline will now able to 'graduate' out of their respective orders and join another one if they so desire or focus on honing their skills in the arcane, in preparation for one day reaching the position of a Sorcerer. There can be no worthier test of skill than slaughtering those who have wronged the broken!

2. [Secret Action]
3
. [Secret Action]
 
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Followers of Anzu - Turn 6 New

"We stand now, on the precipice of greatness and destruction both! Let Anzu see where we fall!"
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: 0.75/3
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, 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, Black Dragonflight
At War: - Empire of Gruul

Actions:
Action Pool: 3

1.: [Secret]

2.: Continue the disinformation efforts amongst ogres, stoking the resentment between Goc and Maggoc and highlighting Maggoc's weakness, if especially to ensure such words reaches the ears of the greedy Gulloc. We shall even seed the wealth we took from his hold among the ogres of the Bladefist who declare themselves for Maggoc. Ensuring there is little doubt left to the rumors of who stole his treasure and further stoking the fires of disunity.

3.: To honor the fallen, grant rest to the living, and give thanks to Anzu for this victory, every leader shall lead their Veil in solemn offering rituals to both the deceased and Anzu. We have not forgotten them! We remain ever loyal to both our kind and Anzu!
 
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Ango’rosh - Turn 6 New
Name: Ango'Rosh Tribe
Capital: Mound of the Ango'Rosh
Leader:Ogrelord Gorefist
Major Characters:

Military:
Army amount: 3
Air Army amount:

Diplomacy:
Alliance: -
Allies: -
Cordial: Mok'Nathal
Friendly: -
Distrust: The Murkblood Tribe, Sporeggar, Sporeggan
Enemy: -
Rival: -
At War: -

Actions:
1. Clothes the Meek and Feed the Weak: An experiment: Raise the most obesquious, the willing, the cruel to be Overseers of the others. Create a climate of unsafety and distrust where friends will sell out each other and sunder the bonds of the families. Make a caste of 'Overseers' - favored slaves - and a caste of 'Swampscum' where the worst slaves are servants to other slaves. The rest can remain in flux and uncertain about their fates.
2. Make contact with the Shadow Council. Give them offerings of the fattest, most succulent slaves. Invite the most disfavored, if we can penetrate their social structure well enough, to come and take command back home.
3. Prepare for retaliation from the Kurenai. If none are forthcoming, just sharpen our blades and minds and get Arcanocrat used to command and being deployed in the best places to effect outcomes.
 
Aldor - Turn 6 New
Turn 6-Summer, 13021 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: (0.50 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. Get. The. Wall. Done.

2. We will continue tearing down the old ruins both to gather the materials for the new city and to separate ourselves from the past. When our people come, they must focus on our glorious future, not a blood-soaked past.

3. The Light remains distant from our people and we must begin the work of restoring our people's connection to it. While basic services have already begun we must increase the quantity and quality of our worship to rekindle the Light of our people. Surely one of the Light's servants will hear our plea.
 
Consortium - Turn 6 New
Name: Consortium
Capital: The Stormspire
Leader:
Nexus-Prince Haramad

The Consortium might appear to simply be interdimensional merchants, and most of the time they are. But something no nation should ever forget is that they are a species who fought an eldritch god that was corrupting their plane directly and didn't lose. They may not have won, but they very much didn't lose.

That is the kind of power that is rare to find, most nations or people's would of died to such a threat but the ethereals not only survived but they thrived as their reach went from one world to stretching across space to connect to many others. They did not leave that power behind when they focused on trade, the strength to match an eldritch god still rests underneath the amicable service the Consortium presents. :

78:If someone asks you to acquire a rare ingredient, make sure it's legal to sell in the area you're in, and make doubly sure you're not selling it to someone planning to assassinate a local notable figure.
2: Keep blood spilling to a minimum, yes we're stronger than them but showing that typically makes business harder and not easier.
19: Do not force a monopoly, the consortium naturally has many monopoly's by their nature but do not force a monopoly on goods the locals can acquire elsewhere as it can cause resentments and even can lead to being barred from the local markets entirely.
172: Do not absorb a sphere of power bigger than your head, it will very likely cause you to explode.

Military:
Army amount:3

Diplomacy:
Alliance: -Protectorate
Allies: -Kirin'Var
Cordial: -Etherium
Friendly: -None
Distrust: -None
Enemy: -Legion, Void
Rival: -None
At War: -None​
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Actions:
Action Pool:
  1. [Regular Action] The Consortium has been tied up for a while with their bargain with the Ashtongue, but now that the deal has been completed they can push forward with other operations. Specifically in the region they occupy. It is time to fortify the area, for while the legion tends to be a good trading partner when their masters are away it becomes another story when said masters start paying attention, and the Consortium does not want to be caught with their wraps down if the legion decides to make a push into their territory.

    Thus traps, enchanted defensive fortifications, and response teams will be employed to make any push into the merchants' territory a costly one that even the legion would balk at paying for.

    "By the Prince, I love defensive missions. Building up a line and seeing it get used is just too satisfying, especially against the legion since I don't even have to have that niggling feeling in the back of my about the morality of the whole thing, instead it's just good fun all around!" - Enchanter Jal'ek

  1. [Regular Action] Build an outpost between the northern and southern consortium territories so that they are no longer separated.

"I swear the Prince just sent us out here to make the map pretty, there's no way we need a land connection when we have bloody portals already set up between all our territories. But no, The Prince wants a nice smooth blob to look at on his maps and probably show up at the profit meetings." - Laborer Loker, later fined a quarter of his weekly pay for insulting his employer.

  1. [Regular Action] South of the Eco-dome Midrealm lies legion territory, yet little is known about the land compared to the Legion's northern lands, to correct this the Prince has once again issued a mission for the stalkers to investigate the area to find out what is going on within and any defenses it may have.
"Stalkers are great, they're professional, quiet, they don't demand extra payment half-way through the job and they don't do anything to complicate the job like heroics or getting greedy. It makes them perfect, though they're also uncommon enough that it's just better to hire normal soldiers most of the time.

Though word of warning, don't skimp on their payment. I've seen stalkers do terrible, terrible things to those that go back on their word when it comes to a job." Merchant Tiravak
 
Sethekk - Turn 6 New
Name: Sethekk
Capital: Auchindoun
Leader: Talon Emperor Ikett
Major Characters:

Talon Emperor Ikett
Darkweaver Syth

Military:
Army amount: 2.5/3
Army Replenishment: 0.25

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. Ikett will spend time consolidating her power. Not over the aarakocra of Sethekk, no, that power is absolute. She is consolidating her personal strength. Before she can bind Anzu, she must eclipse even Ikiss in power. On the darkest of shadows she will meditate and attune to her artifacts, and absorb the power of her inheritance so that she can ascend to be greater than ever before.

2. Ikett had one most loyal servant during her expedition to claim the sceptre. Akkiz, who had always been spiritual for a warrior, found an affonity for the shadow and has gained new powers. Let them be nurtured, and let her rise as Shadow Cardinal Akkiz.

3. Build the physical defences and barriers for the expansion such that it is safe from all attacks, and ensure it is properly garrisoned. Sethekk's ability to hold power outside of Auchi doun is paramount to out long term survival, and Syth was a backer of Ikett's coup so he may remain in charge.
 
Skettis - Turn 6 New
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: 3.25
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.
Skettis Beastslavers: These Aarakoa, armed with the most insidious of mind destroying shadow magic have hollowed out the mind of the various beasts of Terrokar and now use them for the purpose of war as mindless dolls.
Diplomacy:
Alliance: -
Allies: -
Cordial: -
Friendly: -Kurenai,Sporeggar, 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, Murkblood Tribe
Enemy: - Dark Conclave, Followers of Anzu, Haal'eshi Aarakoa, Bleeding Hollow, Shadow Council,Fel Horde, Bonechewer
Rival: - Sethekk
At War: -
Actions:
Action Pool: 4
1.: The Subtle Talon: Our mastery over shadow is without question,and with it, we can find much that is hidden away. So Talonite Korze, with a favor payed by Overseer Illex, begins small operations to take Talonites out of Terokkar and into the neighboring regions, searching for artifacts of the Arakkoa that may have fallen to simple tribes of the barbarians races and steal them back for our use.


2.: Alter of Darkness: Our return to greatness is an ongoing process, but much of our great technology has been lost or stolen. Prophet Skuakks seeks to at least return some aspect of their mighty civilization back to Skettis, so he begins work to craft powerful objects to connect with Terokk's power, first starting with a grand alter to his power craved of a Dark Stone and set in Veil Skith, all to serve as a symbol of his growing power.

3.:Signs of the Stars: With Terokk's Blessings upon us, we must look to all methods to divine his will. So Soulcaller Mok will look to the paths of the stars, signs of prophecy to aid the Talon King and his rise to greater power.

4.:Shadow Beast Breeding: With all the magical solutions seemingly spent, Windkeeper Passysh now looks towards making a breed of creature to survive the pure essence of Shadow magic coursing through them as a servant to Skettis and the Talon King. Calling on Priestess Ma'kex's aid and her menagerie of beasts to use as the subjects of an intense breeding and culling to find the perfect beastly vessel
 
Netherflight - Turn 6 New
Netherwing Turn 6
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
https://warcraft.wiki.gg/wiki/Category:Netherwing_quests
Military:
Army amount: .5/1
Air Army amount: 2.5/3

  1. Shadows of the Dark Conclave: Prince Mordenaku leads the forces at Wildhammer Keep, training his troops to serve alongside the Dark Conclave and how best to support eachother, with a focus on cross casting buffs with the Dark Conclave Shadowmancers. 2.25 air armies, .5 land armies
  2. On Broken Wings: Karynaku works with Maladaars Host to enact their half of the ritual, allowing the broken to summon spectral wings in exchange for a fraction of the mana spent being funnelled back to the Storm Queen. He then assists in teaching them some of the basics of flight.
  3. Font of Storms: Barthamus oversees the final installation of the Chamber of the Lost, linking it to the rough geomancy of the island to funnel power to the Ritual Chamber beneath his own Hall of the Eldest and directly to the Matriarch.
 
Sporeggar - Turn 6 New
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: 2.5 (3 in total, 1 is temporary and will vanish at Turn 8)
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: - Legion. When nature loses its balance, sometimes a culling is needed.

Actions:
Action Pool:

1.: Joint Action with Sporregan – Nature's Mecha
Though divided by ideology, the Sporelings are still one people.
Though they interpret it differently, all Sporelings still share the same Dream.

The Emerald Dream grants awareness of ages past, when the world was whole, and nature's guardians abundant. Among the many forces protecting the natural order, there were the Botani, tall beings of striding wood.
As ever, nature provides inspiration.

- The Sporregar and Sporregan Preservers join in order to create a new tool for their combined struggle in service of the Dream. Living armour made from wood in the image of the ancient Botani. A kind of natural exoskeleton for Preservers to enter and move with their druidic abilities. Thereby making them a formidable force not just on a magical level, but physically as well, being able to defend themselves when attacked.


2.: Wings in the Marsh, the second.

- Continue raising the Sporebats. The Dream will be used, not to take control of the hatched Sporebats, but to better understand their needs and wants. With this information, the aviaries are to be improved to be best suited for them.
Furthermore, once the hatchlings are capable of flight, they and their minders start learning how to hunt together.


3.: Nature provides safety, the second

- Work on making Sporregar dwellings more hidden and defensible continues.
 
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