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)
2.: The Whelpling was cared for as a newborn by the personal hands of Barthamus with the assistance of many among the flight who felt true despair over the Red's previous treatment under the Dragonmaw. With the assistance of so many saw the Red quickly acclimate to the tribe, but the overcoming of its harsh training and, more severely, its trauma. Opposed to the wounds of its heart, the Red's body was supremely healthy when compared to all other dragons among the Netherflight. It was almost comparing a starving wretch to an adult in the prime of their life. And this was a heavily malnourished member of the Red Dragonflight. It was no wonder then the Dragonmaw seemed so heavily protective of them, the Red Dragons are fully capable of healing from near death injuries with the ease that spiked much jealousy. There is much debate on how the advanced health of Alexiasz could be used, but it is left in the hands of the Triarch for now.
The actual fel taint left upon the creature was minimal. Whatever ritual the Dragonmaw had conducted on the Alexiasz had long since left its marking in the advanced age that did not match its mind.
3.: The gathering of these three factions to once again commune and establish their understandings of their shared goal; Raising, summoning, and utilization of the dead Whelplings of the Netherflight. While some only were interesting in part of these findings, others differing parts, and the Netherflights for completely different reasons, none held back save the secrets they would never share with another no matter how trusted they may appear to be. The biggest roadblock to this research was the exchanging of Karynaku for Neltharaku, needing to explain both the research done but also the intricacies of the Relationship the flight held with the other two groups.
Yet, progress proved swift with his appearance.
Over the course of the season and using the previous spectral whelpling as their guiding post, the three came together and hurled themselves off the cliff and into the unknown. The Netherflight Patriarch truthfully held little sway in the cavalcade of Aarakoa and Draenei meddling with forces beyond the grave, the two more than capable of working on the departed spirit of the whelping. No, in this case Neltharaku was used as a stabilizing force in the storm of death. The Arcane magic at his talons serving as a guiding post, ensuring the spirit did not manage to slip away from the grips of the other two foul forces and ensure that any overflowing magicks could safely be siphoned away.
What resulted was a bit of uncertainty for the Patriarch, for his goal to ensure the connection between the whelpling spirit and the Matriarch. With her gone, it was hard to even begin checking for such a connection. But for the moment, the others of the Gathering did indeed say there was some sort of influence upon the Whelp, though whether that was due to their workings, the foul powers they call upon, the very fact the soul is bound upon its shell and so could possibly be trying to slip its reigns, or some other force is unknown. What can be ascertained with certainty is the changing of the soul unto its newer form, the Gathering certainty did just see the enhancement of the ritual. Now, it is merely the matter of taking this research to the conclusion all three desired...
By the End of the season, the Whelpling created through the new ritual resembled a desiccated corpse, barely more than dry skin across bones, all wholly incorporeal. Yet, the wings upon it was capable of not just full gliding, but 'popping' a creature higher while still mid air. So long as they hold a piece of its once shell.
Action III: With the Orcish settlements between the Ashtongue and the Netherflight areas built up, it's time to expand their training capacity. Build training grounds, arenas, and camps for Orc warriors, beasts, and Warlocks with their demons.
1.: (See 'A Thunderous Realization' War Results) - (See 'Dark Side of the Moon' War Report)
2.: (See DM's for Results)
3.: The flood of the Orcs, wounded, whole, and various too young and too old, the Horde's expansions into the region oversaw its harsh development, reducing what little natural life there into battered earth as trees were slice down, stone hurled, and the advancement of industry saw the workings of war appear. The Fel Horde, for all their inadequacies in other areas, were masters through hardship of war industry. With the sounds of barracks and the training of troops, the Fel Horde prepares for the future ahead of them.
Gain +1 Land Armies
+0.25 Regen
Unethical Humor (Dark Conclave) Actions said:
[secret]
[Research] necromancy under the joint research thing i got with sitz and awetduck.
2.: The gathering of these three factions to once again commune and establish their understandings of their shared goal; Raising, summoning, and utilization of the dead Whelplings of the Netherflight. While some only were interesting in part of these findings, others differing parts, and the Netherflights for completely different reasons, none held back save the secrets they would never share with another no matter how trusted they may appear to be. The biggest roadblock to this research was the exchanging of Karynaku for Neltharaku, needing to explain both the research done but also the intricacies of the Relationship the flight held with the other two groups.
Yet, progress proved swift with his appearance.
Over the course of the season and using the previous spectral whelpling as their guiding post, the three came together and hurled themselves off the cliff and into the unknown. The Auchenei and Dark Conclave worked especially closely, needing to bounce the fact neither truly understood what it took to call a dragon spirit out of death's grasp, leading to an almost comical back and forth as they attempted to balance the forces of death into a stack of cards that were held together only by Neltharaku's grasp of the arcane and desperate prayers to many foul forces.
The Dark Conclave had, at first, very little to gain from this step of the process as the Auchenai and Netherflight very clearly were gathering expertise in far differing places or were in the process of achieving something other, the Conclave were almost purely focused on the end goal of possible flight for their people. That was until they stumbled across the next possible innovation for their people; The binding of souls to objects. On its own it was harmless enough, and the Auchenei had clearly established it when they first came together and created the spectral whelp, but as they all progressed down this road the Conclave had truly begun to realize the power of tethering death unto a select binding, it called into question just simply how the Conclave are maintaining themselves, beyond the fact the Netherflight believe their bodies to still be accessible. It lead to many wondering; Are the Conclave, the reason their spirits return from the grasp of death where even the Auchenei cannot recall truly slain spirits of the fallen, because their bodies yet persist beyond what they can observe?
None of the Conclave can say for certain. But, as they finished another season of insightful research, many began pondering how connected the Conclave truly were with death and the world surrounding them.
By the End of the season, the Whelpling created through the new ritual resembled a desiccated corpse, barely more than dry skin across bones, all wholly incorporeal. Yet, the wings upon it was capable of not just full gliding, but 'popping' a creature higher while still mid air. So long as they hold a piece of its once shell.
The Dark Conclave as a whole had much lesser gains from this leg of the research, at least until the realization of bindings crossed through their hands. With it, they came to realize just how similar their own states are to that of the whelpling, how unlike the dead of the Auchenei, their souls return to the mortal world and do not go beyond the veil. Many have come to the conclusion; Their Bodies yet persist... In some form or another.
3.: (See 'A Thunderous Realization' War Results)
A Thunderous Realization
The Beginning of the campaigning season began with a hunt, not for animals nor for food, but for captives and slaves from among the forces gathered among Shadowmoon. With the storm overhead beginning its final throes of resistance and with its end dispersing happening next season, many among the Netherflight in particular were ready to not be threatened by such dangers again with the death blow upon the Ashtongue. So, they prepared their nets, they set about preparing for their capture so they might gain what they originally joined the Fel Horde for in the first place. Meanwhile, their allies gathered in preparation to storm the city while the Ashtongue would be presumed to flee into the clutches of the Netherflight.
Except, there was no movement.
As the Coalition gathered their forces and marched in from the east, there was no sign of the Ashtongue abandoning Baa'ri. It was not until the reports from the battle inside-
Ashtongue Victory
2 Ashtongue Armies vs 0.25 Fel Horde Armies, 0.5 Conclave Armies, 1.25 Legion Armies
1 Ashtongue Slain
0.25 Fel Horde Slain
0.25 Conclave Slain
0.50 Legion Slain
The Ashtongue, unseen during the beginning of the season, were only found after the ashened ruins of the eastern most buildings of Baari, destroyed when Akama set fire to the city to deny the Fel Horde their advancement, had been destoryed further to clear the way forward. The Ashtongue had instead pulled back and fortified their positions, using the chance given by the Horde's need to clear a way forward. It was a startling realization for the forces as many had assumed htem to flee. But then the Fel Orcs howled battle cries, the Succubi consumed by their greed, and the Conclave cackled as they disappeared into the shadows.
What followed was a grind, where the Ashtongue used barricade after barricade to hold off the charging Orcs and Succubi in a desperate bid to keep them away from deeper in the city. While Akama was nowhere to be found, the Ashtongue fought with a desperation of ones who knew their end was nigh.
The walls themselves proved little better, as the Ashtongue established worse fortifications upon them, so while the Conclave hurled death upon them, the Ashtongue refused to give their ground unless forced fully from their barricades. By the end of the season, after exhaustive attrition attempting ot break the Ashtongue was when it was revealed to all those which made up this coalition against hte Ashtongue;
Great portals of majestic work, opened to gapning size by creature consisting of pure arcane power and bandages. With their presence, the Ashtongue civilians, herded away from the front lines where the Ashtongue stalled desperately to protect, being evacuated from the city into parts unknown.
The Ashtongue were fleeing, but they had no intention to flee where the Horde or its allies could dare attempt to follow.
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.]
1.: With the expansion of the Clefthoofs, many were rightfully concerned on the amount of fish the Mag'har would eat would see a reduction. But as the Thunderlords were turning towards war and the Great Mother set out the call for further expansion of both the Fishers and of the Warsong to see their own expansion, did much to alleviate concerns from those who fed the Mag'har through the harshest of times. With the return of Sunspring Post, as well as the still fledgling village named 'Moonspring Post', the Fisherman found ample room for expansion. However, with Sunspring Post still mostly little better than ruins and unpopulated, their efforts are mostly spent hauling fish back to Garadar, hampering the effectiveness of their expansion.
Meanwhile, the Warsong was very begrudging on the point of developing their strange cultural background of plant growing. The hardy grains they used were very much of... Little yet extreme importance among the clan. Little, in they were but a small piece that the Warsong engaged in of their ancestors, rearing this wild grains was more returning to harvest what survived. Yet, that simplicity was seen as a grand piece of the Warsong identity of a roving band of wolf riders. But, they do, in a grumbling that showed just how much they did not wish to, sow the grains around Garadar's lands so the Mag'har can research how exactly they grow.
The Fishers of the Mag'har set out to Sunspring and Moonspring Post to expand their ranks and area to feed the Mag'har. However, with Moonspring's small size it saw little effect on the food of the Mag'har, meanwhile Sunspring's ruined status saw most of their efforts simply transporting food back to Garadar. One or Both of these will need to be fixed for the proper expansion the Great Mother sought.
Meanwhile, the Warsong, very begrudgingly due to the cultural paramount of the small piece of Warsong identity. Regardless, they have been planted around Garadar so the Mag'har could perhaps learn how to grow and cultivate these plants.
2.: There was little going to happen with the ranks of the Mag'har still recovering from their losses against the Murkblood (Kurenei), those would be refiled in time and there was not going to be much to expediate them unless the Mag'har truly dedicated themselves to such a thing. But when hte call was sent out of the threat to Garadar, of the threat the Mag'har faced, there was always those who would answer such a call. Elders past the primes of their lives who set down their axes until their old age set down the tools of their trades to retake up their axes. Stern faced cripples who once lost their limbs, returning with their weapons strapped onto themselves. The over eager youth always eager to prove themselves joining. All of these and more answered the call of the Greatmother, all eager to protect the Last home they have.
Raised 1 Temporary army, Will Stand Down end of Turn 7
3.: There was a great joy among the Thunderlords to return to their once way of life their elders had long since extoled to them around campfires and within their homes. Across the hills and valleys and plains of Nagrand, the Thunderlords led their great beasts in herds that could sometimes drown out the occasional thunder storms of Nagrand's wind elements. While the ongoing war and plans to use the Clefthoof Riders saw the Thunder lords focus on using their mounts for war rather than food, it was not to the detriment of previous attempts as now the Mag'har could now use these Clefthoofs far more wide spread after their increase in stock last season. All in all, from the Clefthoof's hooves sounding louder than the Thunder above and their herds ever increasing, all were taken as signs from their ancestor's approval, and so the Mag'har Thunderlords returned in force from the annals of stories.
New Unit - Mag'har Clefthoof Rider: Atop these magnificent beasts that would shatter even the heaviest of armor, the Mag'har wield long spears as their howling War cries are eclipsed only by the thunderous charge of their mounts.
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.
1.: There was a uniqueness to the pressure the Laughing Skulls are applying to the Mag'har, where they did not so much threaten them as they gave them reminders of their presence, and their ever encroaching towards the territory of the Mag'har. Regardless of what the clan had planned in the future, this season saw the Laughing skull mock the armies moving through Nagrand, dancing and laughing atop the second tower.
Second Watch Tower constructed. (See map at the end of turn 3 results)
2.: The fauna of Nagrand, for all that they are perfect for harvesting leather, meat, and bones which are use extensively to keep the tribe fed and clothes and armed, the actual venoms and poisons of the beasts within are non existent. Even some of the small snakes were more likely to swallow their prey whole rather than subject it to venom. But, there were still options open to the Laughing Skull they had not thought to take advantage of previously. Mana Thistle, a rather unappealing plant used by others to grand protections depending on what alchemists are able to do with it. However, with a bit of tinkering and the Laughing Skull's use of some dead Marshfang organs, the Clan had devised a Poison which drains the very mana from the veins of their enemies!
Through the use of a Netheray called the Marshfang that lives on the border between Nagrand and Zangramarsh, and the Manathistle Herb of Nagrand, the Laughing Skull have devised a devours poison that drains the mana of any who is afflicted by it.
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.
Actions:
Action Pool: 7 because I'm the GM's favorite.
1) Well the brutes are to continue their training, I pull aside the 3 with the most natural talent for additional training and personal instruction from me. These 3 will grow to train the others in time, slowly bringing up the skill level.
2) Over see the production of the metal tools and equipment needed for mining and smithing, trying to bring up the skill level of the ogres some by helping instruct them in basic tool production.
3)Aid the ogre mages and ensure that the tunnel is being built correctly on the elemental's orders.
1.: With the drilling methods of Lantresor, for a few moments at the least, diverted to personally train three aspirants the Boulderfist breathed a sigh of relief. But those three? They suffered the greatest of all the Ogres so far. Their bones creaked under the heavy weights foisted upon them, they ran until they caused divots in the earth, their side to sides result in skidding and the harsh wooden sword of Lantresor to beat them until they returned to training. It was a personalized hell by Lantresor to stress these ogres to the very edge of their bodies. Then, as a breaking storm, suddenly free.
They had passed the instruction of Lantresor, when it came to the greatest of the aspirants, Lantresor could not deny it to himself any longer. The Ogres, those who were the greatest of their number, could indeed be found suitable as blade masters. There was great need, to weed out the rest of hte aspirants to only those who were truly worthy and capable enough to become the strange ogre version of a blade master, but once done? Once done... All that would be left, would be to divest them the knowledge of the Elements.
The Three greatest aspirants were tested, mentally, physically, and most of all, spiritually. Their bodies went to the edge of breaking, their will was beaten into iron by the seemingly uncaring hands of Lantresor, and their minds capable of keeping up with the demands of the Blademaster. No longer can Lantresor ever deny these ogres what he might have once believe. They are, among their greatest, capable of being Blade Masters.
2.: With the iron being seized from the hills the previous season, and the industry Lantresor had to quite literally beat into the heads of the Ogres, the scene was set for the Ogres to begin having some form of industry that was not them beating metal and rocks into shapes with their fists. With the guidance of Lantresor ironing out the problems with ogre stupidity when it came to blacksmithing, a mockery when the Ogres performed and called it such, the Ogres swiftly began producing pickaxes, hammers, shovels, and more tools besides... Of only questionable quality.
The Bounderfist Ogres under Lantresor have seen the Ogres begin crafting tools of only questionable quality.
3.: The Ogres, with the assistance of these new tools, saw a great increase in the speed and power they could unleash unto the depths of the tunnel. Where before they were stopped only by the frequent cave ins that required Lantresor's assistance to solve, now they were stopped only because the cave ins requires the ogres to not murder their fellow miners when they used their shovels and pickaxes to clear the way. Overall, the Tunnel to Hallvalor is almost complete. Of that, Lantresor is sure in his bones.
The Tunnel to Hallvalor, bolstered by the new tools, has seen the ogres begin to speed their way through the rock and tunnels of Nagrand. Now, they are on the verge of Hallvalor.
Name: The Kurenai Capital: Telaar Leader: Arechron Major Characters:
Huntress Bintook
Poli'lukluk the Wiser
Mo'mor the Breaker
Otonbu the Sage
Seer Jovar
Warden Moi'bff Jill
Mending what's Broken
The brutish strength of the Ango'rosh Ogres and the trickery of the Murkblood have brought severe injury to our forces. Thankfully, at least of the numbers assaulted by the Mag'har, none are dead. Instead, the Kurenai wounded, including Mo'Mor the Breaker, have been moved to the healing halls of Halaa, where the Shamans can call water elementals to soothe wounds, priestesses can fully utilize the town's crystals, and the drums can sound unabated, all overseen by Otunbo the Sage. Despite it all, the Mag'har are welcome as well. None of the Kurenai have died, after all, and as such, the wounds between our peoples can be healed. Increase Replenishment and Morale
Honor the Elements
The work continued by Seer Jovar and Poli'lukluk the Wiser will continue apace, the two shamans working to become accepted by and gain a greater understanding of the Elements. Water has been completed, and will certainly aid the Kurenai in their healing efforts, but there is yet more to learn. In this, as in all things, the Kurenai will trust in the elements. Continue the work Done in Previous Seasons.
Build, Build, Build!
Windyreed Village is nearly completed, fortified and expanded. We made our promises, and we'll hold to them. The garrison army within Windyreed will make the final push towards construction, finishing the building and wall-making work under the watchful eye of Warden Moi'bff Jill, who's very keen to have another fortification point for the Kurenai within Nagrand. Complete the Construction and Expansion of Windyreed Village, bringing the Windyreed Broken into the Kurenai.
1.: Halaa was a great sprawling piece of a village, spread across several plateaus which held connections to each other only through the rope bridges. Beyond that was the basin of Halaa, which served as the great battleground between the Boulderfist and Warmaul tribes to battle for dominance. But within a specialized building set aside purely to store the mass of wounded the Kurenei were bringing from their disastrous battle against the Mag'har, the greatest healers amongst the Kurenei gathered. With the Water of the Shamans, the Light held within the Priestesses, and the potions and salves of the ones who held no magical powers, the Kurenei set about, dedicating themselves to restore those wounded.
The result, was miraculous.
Yet, these miracles were seen by many to be spoiled by the Mag'har presence. Greatmother Geyah, in a bid to save the life of Dranosh Saurfang, had once more asked of Arechron's assistance with her Mag'har and once more he accepted. But make no mistake, this won him no friends among his people. For they cursed their presence, and it was only by the miracle of the Light that none had been slain in their battle of the river. It was by only Arechron interference that allowed them access to the healers of the Kurenei, and only by Arechron's influence were they even give such courtesy.
The miracle of what the Kurenei had done, was spoiled by the Mag'har Betrayer's presence in the hearts of many broken.
With the full dedication of the Tribe, the Kurenei banded together to prove their goals were manifesting already. The Light, the Shamans, and the Broken banded together and with each other, the Kurenei restored the ones wounded in the previous season.
+1 Army Regened. Diminishing Returns on consecutive uses.
Mo'Mor the Breaker Healed
Dranosh Saurfang Healed
2.: There was a rumbling in the earth. With the autumn season, indistinguishable in the seemingly perpetual idealic weather of Nagrand, the two Shamans set forth into the wilds once more and followed the signs gifted to them. Every step crunched into the grass, as hills, valleys, and plains were walked in a unceasing path that refused to end. Not until they found themselves on the Warmaul side of Nagrand did the Earth finally finish its rumbling and the very soul of the hill they stood upon reveal it was it who called upon them.
The Elemental harked them, towards the Warmaul where within the lands are those Earth Elementals who followed the will of Gurok the Usurper. Throughout the season, the Elemental spoke at length to the Broken, and commanded them to slay some of those other furies of the earth. With it, he taught them of the nature of earth. Where Fire might fight fire until nothing remained, where the winds fued and stormed formed from such, and the waters flowed into one another, the earths fought. They fought, and broke, and shattered upon each other until the mountains and hills formed from their battles and the bedrocks of the world formed from their titanic clashes that took place over millennia.
What followed was weeks of the smallest increments, of their hands which sunk into the earth and with every passing day wore away upon the ancestral dirt beneath. As weeks turned to months, the Broken imprinted upon the earth elemental who still yet breathed beneath their feet. By the end, the Broken had need to remove themselves from where they had become submerged in the earth of the land.
When the shamans returned, it was to a new sense of scale, of the Earth who warred unceasingly beneath their feet, and looking upon every hill as if it was some great elder or veteran.
The second trial has been accomplished, earning great insight into the element of earth and learning the patience of battle and the unerring endurance of stone, capable of hardening themselves, enduring for hours without need of stopping, and becoming the bedrock of any battle line.
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.: With the movements of the Mag'har in the east descending upon Windyreed Pass, the reinforcement of the Windyreed Village was made with a certain measure of desperation. Everyone had fears of what happened during the previous season where the Kurenei were attacked by the Mag'har's forces. With the Village brought up into a pseudo fortress backed against the mountains and the lake where the villagers feed and water themselves, the Windyweed Broken happily accept joining the Kurenei.
The Windyreed Village has been fortified and the Windyweed Broken have joined the Kurenei. All that is left is to properly join the two tribes together before the Might of the Windyreed join with the Kurenei.
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:
Old Gorrok sighed as he heard the windrocs start bawling out. They did it every morning. Something Jhorn noticed. Then Jhorn had one of his Jhorn ideas and made it his Shaman's problem. He hauled the large bowl up to the other bowl with the hole in it and poured it in, like the Leg-Ate told him to. It began dripping out the bottom immediately. Hrmmph. Madness.
Then, satisfied that the water spirits were doing their part in his drudgery, Gorrok banged on the great drum, once, for the first bowl of the day, and watched to see other Ogres begin their lumbering about.
Timekeeping and Schedule-keeping unlocked. Ogres now patrol the Warmaul's territory more regularly.
AN: Couldn't think of something funnier for the first action, sorry.
As it turned out, Cho'war had noticed the Strategic Rock Reserve being dangerously low, and even who was responsible for it. So as punishment, Mogor was being sent off to handle menial work instead of organizing the Circle of Stone. And here he was...
One!
Two!
Three!
Many!
Many!
Many!
Many!
Mogor sighed. The idiots had counted up to Lots and called it Many again. Oh well, the system didn't need them to know how many times they were hitting the ore. Just to keep hitting it with their clubs until the iron came out. His revolutionary new concept, bashing iron ore with clubs instead of just bare hands, was just one of the new innovations being created in the Ironmashery. One of those innovations being to have an entire specialized mound for iron-smashing. Others included "assigning" ogres to a specific masheries and times, then giving the team that smashed the most ore a reward, just like in his Arenas. He had also tried to involve fire, like the Ironmashers of the Orcs and others were supposedly doing. Primitive superstitious fools, all that results in is either your fists or your club catching on fire. No wonder they called them blacksmashes. They were probably all covered in ashes from all their burnt clubs.
Maybe you were supposed to make yourself fireproof first. He'll have to consult his fellow mages and the shamans on this.
The Warmaul have built an Ironmashery and researched Studded Iron Clubs and Thick Hide Armor
Develop and organize the means of iron "refining".
1.: There was some great discontent of being ordered as there always was among the ogres, usually because it came with pain of being beat into place. So it was, scheduled beatings for orders was not seen much happier by the ogres. But as it was always with the Ogres, they had little say because the bigger and stronger among them forced them to follow whatever maddened idea they had. The officers, however, were surprisingly on the end of this quite a bit more than their underlings as Jhorn's newest idea was enacted to the fullest.
Schedules made and the Officers kept on top of to ensure they kept on top of the scheduling the Mad Legate had devised. Timekeeping and Schedules now becoming apart of the Warmaul... or Jhorn's Detachment in any case.
2.: The Ogres of the Warmaul were never the most advanced of the ogre tribes which populated Outland. Honestly, were it not for the few mages they had, they probably would have classified for the dumbest of all the Ogres surviving the transformation of Draenor into Outland. But what they were not, is the least industrious. The Warmaul were no Boulderfist with their (unknown to almost everyone) Orc leader revolutionizing Blacksmithing among the tribe. What the Warmaul had, however, was plenty of Iron. Goruk the True Fury and his Elementals allowed the Warmaul to make great use of their extensive iron supply within the Warmaul hills. While the Ogres were hardly capable smiths, they were just clever enough to fashion it into the armor and weapons they used.
With Mogor, a remnant of old Highmaul and actually smart two headed ogre, at the head by commandment of Cho'War, he spent the time to bother the Warmaul Iron Smashers into some from of organized stupidity.
The Warmaul Ironmashers have been organized into 'standardized' masheries. While the quality saw a mark up improvement, the greatest draw was, indeed, the organized nature of the Masheries.
3.: (See DM's for Results)
Slamming Shut the Door
The previous season, saw the Mag'har secure pieces of land, recapturing Sunspring Post and pushing the Murkblood from the northern half of Nagrand. With the exception of Halaa, believed to be held by the Murkblood as well, which was far heavier fortified the Murkblood held several parts of the south and east that needed rectifying. But before that, the Broken had seized the wall the Mag'har had been constructing the previous season to cut off the Broken from any reinforcements coming from Zangramarsh where their wretched race seem to come from.
That had resulted in the breaking of Mag'har holdings, the destruction of their mid constructed wall, but most damning of all, the poisoning of Dranosh Saurfang, hero of the Mag'har.
Now, the Mag'har prove why their values of Family, Honor, and Glory are to not be trifled with.
It was with a thunderous roar of Clefthoof hooves which rumbled the earth and gave the only warning the Murkblood would receive. The stones around their feet clicked and clattered at their approach, while the very earth seemed to quiver in anticipation. The Murkbloods were busy preparing the stones of the Pass and had only managed to get a few set up in preparation when the descent came upon them. The Murkblood were only able to rally their half force into a spear wall to meet the Clefthoof charges-
The impact was devastating for Broken and Mag'har alike. Clefthoofs and orc riders gored upon spears, while elsewhere nothing could stop the charge as the Spear wall was devastated and turned gagged with gaping holes. But those who battled clefthoofs or survived the breaching of their formations had little time for respite or reformation. Great howling wolves came next with cries of 'Lok'tar Ogar!', as the Warsong and all the Wolves of Mag'har descended next upon the Murkblood, slaying those who dared survive the Clefthoofs.
By now, the battle lines had dissolved, any formational structure ws lost except for the smallest of pockets. Shamans rode atop wolves, casting spells at the far more immobile Flameweavers and Frostcallers of the Murkblood, yet those mages unleashed devastating flames and encased entire clefthoofs in ice. Finally the Putrifiers, in their desperation, called upon the enslaved earth who hurled themselves down upon the Orc and Broken alike, slaying scores on each side, yet the pain was felt far more clear upon the Mag'har.
The Mag'har were fully committed when the unseen strike came, unplanned and unknown even to the knowledge of the Murkblood, as Otar, the one responsible for the destruction of Sunspring Post, led his raiders into Windyreed pass to rejoin his compatriots only to find the Mag'har army out in force.
Having remained fresh due to a Warmaul ogre force calling off their assault as he passed between Halaa and Telaa, Otar launched his forces forward against the Mag'har reserves- Right into the called upon Mag'har elders. What followed was a repeat of the first battle of Windyreed pass but in reverse, as the Mag'har reserves were accosted by fire and frost, while the Mag'har failed to pierce the Murkblood spears properly. If the Mag'har had not arrived in such force the rear charge of Otar may have broken them, but once Garrosh rallied his Warsong and faced Otar's Raiders?
The Murkblood finally was forced to give ground.
Garrosh and Garokk devestated the Murkblood, even as Otar used his Putrefiers to call down all the stones possible as the earth elementals of the pass had been driven away from the voices of the Mag'har who tried to stop the defilement. By the end of the battle, the wearied and bloody forces of the Mag'har held the Windyreed Pass, while Otar had temporary blocked off any attempts to pursue him and his tattered remnants by calling down the boulders upon the only path through the mountains.
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 (Stonebreaker Hold)
Battlemaster Garokk
Jorin Deadeye
Garm Wolfbrother
Military: (0.50 Replacement Rate)
Army amount: 3/5 (2.25 at Garadar, 0.75 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 Clefthoof Rider: Atop these magnificent beasts that would shatter even the heaviest of armor, the Mag'har wield long spears as their howling War cries are eclipsed only by the thunderous charge of their mounts.
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:
While we have ended up victorious against the Murkblood as they flee back to the Zangramarsh, our forces' constant fighting and battering have weakened us. Garadar is filled with wounded Orcs, and while the foe beyond Nagrand has been dealt with, we are still surrounded by rivals who may take the chance to nip at our injured side to claim a share of flesh for their selves. This season, we will focus on recovery. Our healers will do their duties the best they can to replenish and make it so our strength is recovered as soon as possible.
[We shall spend this season focusing on recovery, and healing as many of our injured and battered orcs as possible.]
As we heal and tend to our wounds, we shall also celebrate. Our enemies have been dealt a massive blow that has driven them beyond the borders of Nagrand, all thanks to the brave warriors who brought them to battle and sacrificed their lives to ensure the Mag'har will continue. In their name, we shall continue to grow stronger than further than ever before. The ancestors and the spirits would accept no less, and so, that is what we shall do.
[In addition to healing, the Mag'har shall celebrate their victory, and honour both the fallen for their sacrifice, and the ancestors and the spirits for granting it to them.]
This season will hopefully be one of relative peace, and so as we heal and celebrate, so too shall we continue to focus on our efforts to provide more food and growth to our people to recover what has been lost. Sunspring and Moonspring shall be expanded and repaired respectively to increase the amount of food gained from our newly-established fisheries. The matter with the Warsong and growing plants and grains, however, is a far more worrisome situation. If it will appease, them, we shall turn over the matter of experimenting and growing grains entirely to the Warsong orcs within the Mag'har to soothe tensions. The Greatmother has absolute trust that they shall find the solutions we are looking for.
[Expand fishing operations in Moonspring and repair Sunspring post to obtain greater hauls of fish from our fisheries. Turn over the planting and growing experiments to the Warsong orcs in an attempt to ease tensions and trusting that they will be the ones to find a solution.]
The expansion and construction of watchtowers on the edge of Mag'har territory by the Laughing Skull, while not alarming, has raised suspicions. Best to check their ambitions before they grow too bold.
[Construct a watchtower to check the expansion of the Laughing Skull.]
Turn 4-Winter, 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: (0.50 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. Our kind seem to be putting the cart before the elekk by insisting on building the wall before summoning them, even though we lack the numbers for speedy construction. Nevertheless we will return to the task with renewed vigor.
2. We shall also prepare new fields for the use of our kin when they one day come south.
3. To ensure we have enough materials for the great work, we will build quarry in the mountains overlooking our city to carve out more stone for building.
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: 1.75/3
Turn 4
Chamber of the Lost: this structure uses all the Netherwing flight has learned of shadow magic and necromancy to house and focus rituals to heal the damage sustained by whelps, drakes and dragons in their ethereal forms. (.25 regen air army, bonus to shadow magic research)
The Islands of Shadowmoon: a plethora of islands float above and around Shadowmoon, teams of drakes are dispatched to catalog and search these islands for resources and add them to the Netherwings territory.
The Dead of our friends and enemies: the bodies of our enemies who fell in battle are gathered and used to practice shadow magic and necromancy in cooperation with the Dark Conclave and Host. (Used with Malaadars Host to "unlock necromantic keys" for additional races)
Name: Sethekk
Capital: Auchindoun
Leader: Talon Lord Ikiss
Major Characters:
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 Pushes deeper, bringing the full army to her back she charges into the deep. Now equipped with powerful items from the vault of the Shadow Council, they are stronger and more numerous than ever, and so the creatures who lurk in our shadows stand no chance.
2. Develop our new province, the newly crowned Forest of Ikiss, so that we might grow out ranks and increase the size of our army, an army which must crush all those who might defy their true and chosen leader.
3. With his raid a stunning success, Ikiss takes the most valuable magic items for himself. The feeling of victory is invigorating, and he craves more. The Talon lord himself will go with his scouts in search of any other vulnerable targets to pillage, especially any that belong to the foolish and puny vermin who hide in the corners of Auchindoun.
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: 2.25
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
Rival: - Sethekk
At War: -Fel Horde, Bonechewer
Actions:
Action Pool: 4
1.: Magic of Death: While their victories have been grand, the loss of life has been an unfortunate cost for the true Aarakoa masters. So Soulcaller Mok and Overseer Illex search for rituals and spells of the darkest of magics to temporarily find a use for the various dead of their foes, if a Skettis Aarakoa can raise up dead lesser beings to serve as a potent force to aid in battle or help protect them as they rebuild their true forces..
"Death…*Warble* what a waste of good bodies, we will have need for them, get the Talonites to collect them." - Soulcaller Mok deciding to begin studying death magic.
2.: Taming the Lost: The Broken and Lost are already fascinating slaves to Priestess Ma'kex, She considers them to be a potential avenue for the return of the Talon King Terokk. So she begins to work on enslaving the Lost to do the bidding of the Skettis Aarakoa and the True Talon King, Terokk.
" No no, this one won't do, far to defiant…hmm Jigax, take this one to the site, they seem…strong."- Priestess Ma'Kex looking over Broken slaves for her initial studies and rituals to find purpose for the Lost.
3.: Veiled Tuurem: With the city of these Broken now claimed, it falls to the Talon Council to ensure it is brought to a more civilized style and made for it's new masters. Prophet Skuakks himself oversees the efforts to make the city into a proper Veil of Skettis. "Yes, YES. This will be a new Vision for Skettis, Our Rise is Coming YES." - Unknown Skettis Wing Guard as they guard the rebuilding efforts.
4.: Creating New Wings: Windkeeper Passysh emboldened by his work with creating the Beastmasters, decides to expand his work in altering the beasts of Outland, capturing Carrion birds and performing dark rituals, to bind them to the service of all true servants of Terokk, shaping them into larger and more imposing forms. Creating monsters to terrorize the skies under their name.
"Life is…full of small things to make us…question if it needs to be guided, we ruled the Skies once…and we will again under the Talon King." - Windkeeper Passysh.
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.
[Regular Action] Transport the rest of the Ashtongue civilians.
- "Nice, finally done with that part of the job, dealing with non-combatant mortals is the worst. Always panicking, always making demands, sometimes they make even the legion look like nice customers to work with." - Guardswoman Stalix
[Secret Action]
- "Hey, double pay for what's basically a single job, what's not to love? Plus we don't even have to sell the product ourself, the Prince does that himself and just gives us the direct cut!" - Mage Araxis
[Regular Action] Send some stalkers out to the Legion's territory to the north-west of the Stormspire that we currently occupy to see the current forces garrisoning the area.
- "..."- Average Stalker Commentary