Warcraft: The Gurubashi Restoration

You are in the bottom right section of Zul'Gurub. To get out would require fighting through the 90% occupied by not-friendlies parts of the City, westwards through the 100% occupied by not-friendlies Stranglethorn, get to the beaches, then build ships (which you don't know how to do very well) and then leave.

So uh...a couple of reasons >.>

yeah that would do it.

so anyone wanna conquer some trolls?
 
@torroar
So where are the various tribes etc next to us?
yeah that would do it.

so anyone wanna conquer some trolls?
Sure except maybe the Greyvine as they don't out and out hate us so we might be able to work something out.

The humans we can use for sacrificial fodder to the Loa, the Ogres we should avoid until we get strong enough to drive out of our lands and who knows about the goblins.
He rolled a 20 for martial before his traits. He's as good a military leader as we could've gotten. Dire Troll would've had more martial, but that's purely personal fighting power and at the cost of intellect.
Also this warleader has 14 learning which means he's pretty good at coming up with new ideas which is useful for a commander.
 
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The goblins may have their uses. You can generally expect them to be helpful so long as you pay or have something they may want.

If we don't need them, well they can be sacrificial fodder as well.
 
I can't tell you outside of the city, you aren't at that point yet. But I can tell you about what's going on inside the City.

Bloodscalps control the North, Skullsplitters control the majority of the South (closer to you), and both of them are fighting all across the Center, West, and East of the City. You control a little slice of the Southeast alllll the way at the back.

Hint: West of the City involves the entrance to the City.
 
The goblins may have their uses. You can generally expect them to be helpful so long as you pay or have something they may want.

If we don't need them, well they can be sacrificial fodder as well.

Oh, you have what they want.

What they want are all of your history tablets, weapons, items, minerals, resources, tibits, trinkets, juju, potions, spell scrolls and spell books, secrets, and your actual bodies so you can be slaves for them on their island for mining.
 
Oh, you have what they want.

What they want are all of your history tablets, weapons, items, minerals, resources, tibits, trinkets, juju, potions, spell scrolls and spell books, secrets, and your actual bodies so you can be slaves for them on their island for mining.


so sacrificial fodder it is then.

they'll be first to be sent screaming to the Loa
 
Oh, you have what they want.

What they want are all of your history tablets, weapons, items, minerals, resources, tibits, trinkets, juju, potions, spell scrolls and spell books, secrets, and your actual bodies so you can be slaves for them on their island for mining.

Well then, it would seem we've got a general idea of what we can do.

The Greyvine we may be able to talk to. The other tribes are coming back whether they like or not. Everyone else dies or winds up on the altars at some point.
 
Sure except maybe the Greyvine as they don't out and out hate us so we might be able to work something out.

The humans we can use for sacrificial fodder to the Loa, the Ogres we should avoid until we get strong enough to drive out of our lands and who knows about the goblins.
Agreed.
 
so sacrificial fodder it is then.

they'll be first to be sent screaming to the Loa
Jack their stuff at the same time in case it's useful. While Trolls aren't the most tech savvy of individuals the Darkspears in canon seem to be going in the route of combining magic and technology to try and produce the best results.
The Greyvine we may be able to talk to. The other tribes are coming back whether they like or not. Everyone else dies or winds up on the altars at some point.
Just have to be careful when fighting the two neighboring tribes as they sound stronger then us. Best to hit them when they are weak/distracted and make off with all the loot we can.
 
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If we're going to do that, we're going to need to be careful. Goblin tech isn't most stable thing in the world.
 
Jack their stuff at the same time in case it's useful. While Trolls aren't the most tech savvy of individuals the Darkspears in canon seem to be going in the route of combining magic and technology to try and produce the best results.

Just have to be careful when fighting the two neighboring tribes as they sound stronger then us. Best to hit them when they are weak/distracted and make off with all the loot we can.
Cause the Darkspears pay attention to what everyone else around them has that's good and cobbles it all together with some Voodoo to go.

This is infact what WE also need to do.
 
Turn 1
Survey

8820 AS

Turn 1

The blue flesh of a troll writhed beneath your fingers as you hummed softly to yourself. The heavily muscled warrior of the Bloodscalps struggled mightily against the ropes and restraints, but with little avail. That and the massive metal spikes driven through his feet and hands really made sure that he stayed down. Captured in the last raid into Zul'Gurub, and yes indeed that set your blood aflame with the thought that all of the subordinate tribes would be so blatantly disrespectful to the city of your people.

Yes. The Gurubashi. Your tribe. Yours. You are Chieftain, and even though that's because everyone else that could have taken the position died a few raids ago, you've got plans. Big ones. For centuries since Hakkar ruined your people, and the damned Atal'ai were finally pushed out of your city, the Gurubashi have been forced to retreat further and further. The other tribes rose up, deciding to take Stranglethorn for themselves and forgetting their oaths of loyalty to the single tribe who had first raised them all up! You have, of course, memorized their names.

Bloodscalp. Skullsplitter. These are the two largest, the Bloodscalps had been your Empires mainline fighters, berserkers and whirling dervishes on the battlefield. The Skullsplitters had been your hunters, the scouts, the saboteurs. They have abandoned you, and with them went the rest of the lesser tribes. The Shatterspears are nearly completely eradicated, the majority of their people likely dying in the Great Sundering so long ago, while the Greyvines have scattered entirely, who knows where they went. Now they're all fighting each other, for territory, for blood, for any reason they want.

Then there is you, the Gurubashi. Zul'Gurub, largely shattered to pieces. The Five Temples abandoned and as far as you know entirely left to moss over and be covered in dust. The Loa, silent and judging. No longer! Not anymore! The Gurubashi have been pushed back and back, and now your shoulders are against the walls. Well, it's time you changed that. You might not have the numbers, or the expertise, but you've got the mojo!

"Ey man, Jo Jo!" a voice comes from behind you as you prepare the ritual cutting knife.

"Next chu gonna say, 'Are yah finished yet?" you murmur as you check the marks around the Bloodscalps chest.

"Are yah finished yet?" the voice says before trailing off in surprise.

You decide to answer with action, not words.

With a wild screaming yell, you slam the knife down into the troll's chest, carving rapidly through flesh and muscle. The dozens of skulls throughout your small alcove rattle in their shelves as purplish smoke begins to emit from them, while the shaking of beads along your staff begins to grow louder and louder. The spirits have been angry ever since you nearly let Hakkar devour all of the world's blood, and the Shadow Hunters are all gone. That leaves you, the Witch Doctors. You can feel it. There is a spirit nearby, enticed at someone finally doing one of the proper ceremonies. All throughout it, the knife carves and carves. The Bloodscalp stopped being able to scream a few seconds ago but you can still tell that his spirit resides in his body.

With a final yell, you rip the knife forwards and withdraw your prize. The still beating heart of the Bloodscalp thumps wildly and sends crimson everywhere as you offer it up above your head. With an otherworldly scream, the spirit dives for the tantalizing morsel. The troll behind you yelps as the purple smoke coalesces even if briefly into something twisted between a troll and something monstrous just in time for you to replace the heart in the blink of an eye with a skull that you've scrawled dozens of runes upon.

With a wail, the spirit discovers the trap too late, and is sucked down into container you've specially prepared. Ah hah, you know this spirit. With a dark chuckle, you flip the skull around until the bright purple and green glow between within the once empty sockets can focus upon you…and narrow.

"Ahhhhh damn. Of course it would be me worst student," the spirit says in annoyance.

You glare down at the skull.

"Dad, I was ya only student," you say in exasperation.

Your father merely scoffs, and the glow recedes. Well. You'll get him talking in time. It's a family tradition amongst the Headshrinkes that the spirits of the ancestors were to service their descendants, all to ensure the bloodline would continue. Only your father had gone and got his head broken by a log so you never got around to shrinking his head and trapping his spirit. It's not like it was forever. When you died, his spirit would be freed, and yours would service your descendant. And so on and so forth.

"Jo Jo, your dad still bein' a jerk even tho he be dead?" the voice comes again.

Sighing, you turn to face your best friend of the past few years. Zul'Jo was a distant cousin, and he'd gone the way of the warrior instead of the witch doctor, and it showed. As in, his biceps were bigger than your shoulders across. Not that you were jealous of that, you had your magic, and if capturing your father's soul in your mother's skull was any sign it would only be getting stronger once you got the spirits and the Loa back on the sides of the Gurubashi.

"He was a jerk before he got done being finished as a baby, of course he still a jerk," you say with a snort.

Dat's no way to talk about ya fatha boy.

Zul'Jo grins toothily at you, and you take a moment to take in the fact that he is drenched in blood. Probably got back from a raiding party.

"Next you're gonna ask, what we gonna do now Jo Jo," you murmur.

"What we gonna do now Jo Jo?" Zul'Jo says before squinting at you.

In response you rattle the soul of your father at him.

"We gonna take. Our. City. Back," you snarl.

Oh yeah, so big and strong now dat no one else is Chief, huh?

Shut up dad.


In a tide of blood, and none of it for Hakkar.

Military: Zul'Jo is a good friend of yours, and he is one of the best fighters you have. He's led raid after raid out from the back ways of the ruined city where your tribe currently resides, but he's been itching to get out there and start taking it back instead of just breaking faces. (Pick 2)

North Zul'Gurub Raiding: The Bloodscalps currently control the north of Zul'Gurub. That's where the now ruined temples of the Bat Loa Hir'eek and Panther Loa Bethekk are. Not to mention the shattered remains of your general market district used to be. Well, there's also Hakkar's Temple…but you aren't planning on repairing that thing anytime soon. Heck, maybe you should destroy it after you take control of that part of the city? Regardless, send Zul'Jo in to raid for supplies and kill some Bloodscalps. If they aren't going to work with the Gurubashi, then they don't get to be in Zul'Gurub! Time: 1 Year. Chance of Success: 100% Reward: Dead Bloodscalps, 500+5d100 Gold.

South Zul'Gurub Raiding: The Splinterskulls currently control the majority of southern Zul'Gurub. That's where the now ruined temples of the Snake Loa Hethiss and the Tiger Loa Shirvallah. Even before Hakkar the Tiger Loa had gotten quieter and quieter, but if you're really going to go for the whole revitalize Zul'Gurub thing none of your honored Loa should be swept aside. Not to mention it would be nice if the Splinterskulls were pushed a bit out and allow your people to reclaim some land. Time: 1 Year. Chance of Success: 100% Reward: Dead Splinterskulls, 500+5d100 Gold.

Gnawing Arms: You know, it isn't too hard to keep up a sustainable food supply, but that doesn't mean it's that the best eating. Maybe you need some new flavors? At the least you could have Zul'Jo go raiding the other tribes food supplies, and maybe grab a few new trolls to taste on. Either way, your people get some much needed supplies, your foes lose a few fighters, and your people get to eat something that isn't…your people. Time: 1 Year. Chance For Success: 100%. Reward: Dead Bloodscalps and Splinterskulls, food and random amount of gold and supplies.

Diplomacy: Your tribe built the Gurubashi Empire up out of bloody conquest, strong words, and overwhelming influence. It was made from the bonds between numerous tribes, all working together albeit under one unifying group i.e. the Gurubashi. It's time to see what else you can do in this area. (Pick 1)

Remember The Good Old Days, Bloodscalps?: You know, when you were in charge and before you accidentally let the Hakkari and Atal'ai take the dominant position of the Empire and nearly summon Hakkar and nearly ruin everything forever because the Blood God turned out to be more trouble than it was worth, things weren't that bad. Surely some of the other trolls remember that, right? A sizeable portion of the other trolls in Zul'Gurub must remember that in some way, they are staying here after all instead of filtering out with the rest of the forest alongside the majority of their fellows. Not to mention that you just managed to call the spirits forth again, so the star of your tribe is on the rise again…right? Time: 1 Year. Reward: See if any of the Bloodscalps might be willing to join up under you again.

Remember The Good Old Days, Skullsplitters?: You know, when you were in charge and before you accidentally let the Hakkari and Atal'ai take the dominant position of the Empire and nearly summon Hakkar and nearly ruin everything forever because the Blood God turned out to be more trouble than it was worth, things weren't that bad. Surely some of the other trolls remember that, right? A sizeable portion of the other trolls in Zul'Gurub must remember that in some way, they are staying here after all instead of filtering out with the rest of the forest alongside the majority of their fellows. Not to mention that you just managed to call the spirits forth again, so the star of your tribe is on the rise again…right? Time: 1 Year. Reward: See if any of the Skullsplitters might be willing to join up under you again.

Stewardship: No one else is going to help you restore your once glorious city. Your people are going to have to pick themselves up by the bone anklets. One day, one day Zul'Gurub will be the vibrant place of life it once was, your walls won't be crumbling piles of shale, and your homes won't be hovels. One day… (Pick 1)

Rebuild the Raptor Pens: Raptors and Trolls go together like humans and butter over a nice hot fire. The section of the city you've taken up residence in was once part of the Great Pens where a lot of different animals were held. Raptor, Panther, Tiger, the list goes on, but it's all sort of fallen into disuse for animals and into use for your trolls. It will be easier to corral, train, and kept your animals occupied if you were to rebuild the pens. Cost: 1000. Time: 1 Year. Reward: Pens rebuilt. Able to begin training Raptors again.

We Be Hungry Mon: Your people need food, or at least different kinds of food than the single major source you've got. One of the best you've got are mushrooms, but there are other fruits that could be harvested from the trees. Stranglethorn is quite lush after all. Besides, you've always thought that Zul'Gurub should be a bit self-sufficient. Of course, that's a thought for when you've fully retaken the city. Cost: 1000. Time: 1 Year. Reward: Gain +500 Farm Income per turn.

While It's Here: It's been centuries since Hakkar left, and a lot of nature has intruded into your jungle home. Now, you're largely fine with it all, but there are a lot of trees that weren't here when the Blood God's followers were banished. You're people could use the lumber, and Zul'Gurub could do with the general clean-up. Cost: 500. Time: 1 Year. Reward: Gain +500 Lumber Income per turn.

Learning: Testing random concoctions on themselves and their fellow trolls is a time honored Witch Doctor tradition! Now drink this and tell me how many fingers I'm holding….whoops. (Pick 1)

Bone Armor: The floor of Zul'Gurub is covered in the bones of dead trolls and animals from centuries of such fierce infighting that few things have had the time to scavenge and crack the marrow. It's a very abundant resource at the moment, and with the Crafting District of the City not under your control, it's the closest thing to armor that you could probably get or harvest. Cost: 0. Time: 1 Year. Reward: Bone armor supplements forces.

Should Have Worn Boots: Trolls don't like shoes that much. What does it matter when you can regenerate your lost toes if they get chopped off? Majority of the time your people go barefoot. But you have a devious idea. One of the most well used tools of the trolls are poisons. So why not develop some sort of thing that will actually take advantage of your own people's tendencies? You'll only use it on your enemies mind. Cost: 500. Time: 1 Year. Reward: Poisoned Caltrops. Good for setting up traps and defending approaches.

Intrigue: You've never been one for sneaking about, but that's ok. You've got spirits for that. For instance, your father. Considering that you're one of the most gifted Witch Doctors around, and none of the others seem able to channel the power of the spirits just at the moment, that gives you a…unique opportunity. (Choose 1)

What's In Here?: You need a better read on the city. Actual numbers, patrol routes, anything is better than your current understanding of 'there are a lot of them and they are in most of the city'. Send your father's spirit out there into the rest of Zul'Gurub to get a look at what's what. Reward: Survey on Zul'Gurub's situation.

What's Our Dere?: You don't know nothin' about what's going on in Stranglethorn. Is everything all right? Did those ogres and humans from up north start doing things? What about those goblins down south? Are any of the other tribes dead? Are any of them still here, or have they all left? You don't know. Send your father's spirit out into Stranglethorn to get an eye on things. Reward: Survey on Stranglethorn Situation.

Personal Actions: You can't be making concoctions or performing ritual sacrifices all the time. (Pick 1)

Martial Training: You ain't the strongest troll dere is. That goes to the Dire Trolls. But maybe Zul'jo could help beef you up a bit, right? Time: 1 Year. Rewards: +1 Martial

Understanding Your Friends On The Other Side: Understanding the words and images of the spirits will take work, especially when you use them as your eyes and ears all over the place. Time 1 year. Rewards: +1 Intrigue

Who Wants To Be With a Witch Doctor?: You know, it's been real easy for Zul'Jo to get a lady. The mans got at least twenty kids at this point, with a bunch of different ladies. Damn his muscles! Regardless, as Chief of the Gurubashi you have the responsibility to at least try and get some kids, and that means you need a lady troll. Well, technically you could try and make kids without the lady but the last time you tried that it ended in an explosion of blood, ceramic, and feathers everywhere. So this time you're going to want to go with a more 'natural' route. Time 1 year. Rewards: Spousal choices.
 
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Headshrinke is best Jo Jo because he's a troll, and he's also best troll because he's a Jo Jo.

Either way, I'd like to try to get our Martial up since that's the higher stat of the two, then focus on Intrigue. Da Ladies can wait their turn, mon!

I'm of the opinion we should try to take out Bloodscalps militarily since they hold less of the city, whereas we try to get some Skullsplitters to join us since non-aggressive weakening would seem to be the best option against the guys who hold most of the city.
 
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Oh boy are we the troll with the voodoo.:)

Military: North Zul'Gurub Raiding, Gnawing Arms
Of the two I suspect the Splinterskulls might be a little more intelligent (fewer dire trolls and berserkers in charge) so let's go get some Bloodscalp flanks. Also I'll feel a lot better after we render Hakkar's temple down into rubble.

Diplomacy: Remember The Good Old Days, Skullsplitters?
Getting the hunters, scouts and saboteurs less likely to want to kill us is a very good idea.

Stewardship: We Be Hungry Mon
Feeding the people comes first. We can get the lumber next turn and then the animal pens.

Learning: Bone Armor
Free armor for our soldiers before they go raiding? Gimme.

Intrigue: What's In Here?
Should really help with our raiding in Zul'Gurub.

Personal Action: Understanding Your Friends On The Other Side
Our brother can handle the fighting for the moment. Since we seem to be in the spymaster role for now, best get good at it.
 
Headshrinke is best Jo Jo because he's a troll, and he's also best troll because he's a Jo Jo.

Either way, I'd like to try to get our Martial up since that's the higher stat of the two, then focus on Intrigue. Da Ladies can wait their turn, mon!
Not martial improving that by a tiny step isn't as important as learning the spirit talk.
 
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