Warcraft: The Gurubashi Restoration

Not martial improving that by a tiny step isn't as important as learning the spirit talk.
We seem to be doing fine with our father, and Intrigue is also only going to improve by a tiny bit. Get martial up, and we'll be closer to having a bonus on our rolls, where as it's going to take longer to get the bonus for Intrigue.
 
We seem to be doing fine with our father, and Intrigue is also only going to improve by a tiny bit. Get martial up, and we'll be closer to having a bonus on our rolls, where as it's going to take longer to get the bonus for Intrigue.
Currently our martial is better then intrigue and it looks like we are going to be doing a lot more of the latter then the former. Zul'Jo has martial well covered, the guy's practically a dire troll with more brains and is apparently a good leader to boot.
 
We seem to be doing fine with our father, and Intrigue is also only going to improve by a tiny bit. Get martial up, and we'll be closer to having a bonus on our rolls, where as it's going to take longer to get the bonus for Intrigue.
No no you dont understand.


This one has much further implications beyond intrigue, and it is literally our domain.


And if we can understand the whispers of the spirits better, what is to say that this wont develop into much much more?
 
oh this is going to be FUN. the entire time i was reading this i was giggling in glee (and bloodthirst)

so lets see.
Military: North Zul'Gurub Raiding, Gnawing Arms
more money, killing half-wits and loot. what more could we want? (except our empire back thank you very much...and revenge would be nice to)

Diplomacy: Remember The Good Old Days, Skullsplitters?
more likely to be able to convince because their not frothing beserkers.

Stewardship: We Be Hungry Mon
more food for da troops.

Learning:Should Have Worn Boots
outnumbered means fight dirty. traps, ambush, poison. caltrops help in area denial and slowing enemy movements.

Intrigue: What's In Here?
loot from the ruins first of all

Personal Action: Understanding Your Friends On The Other Side
let our brother handle da fightin fer now.
 
Wow. After the big rant Torroar did in of the mists about options not always showing what they lead to people are ignoring something that is all but shouting what it can get you?
 
Military: North Zul'Gurub Raiding, Gnawing Arms
I'd rather attack the melee guys and get the scouts and ranged guys on our side, at least a little. Raid the Bloodscalps first, and if the Skullsplitters aren't receptive we can swap next turn.

Diplomacy: Remember The Good Old Days, Skullsplitters?
Ranged, devious, and practiced scouts. I want them. Now.

Stewardship: While It's Here
Food supply is okay since we're trolls. Building supplies for our nice Architect trait, not so much.

Learning: Bone Armor
Armor up before we start poisoning our food supply/future subjects.

Intrigue: What's In Here?
Knowing the danger next door is more important than the danger down the block.

Personal Action: Who Wants To Be With a Witch Doctor?
Secure our lineage first. We can up intrigue next turn, hopefully. Our cousin can handle military affairs better than we could ever hope to, so let's cover his back - next turn.
 
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Wow. After the big rant Torroar did in of the mists about options not always showing what they lead to people are ignoring something that is all but shouting what it can get you?
I... don't understand who exactly you're talking to right now. We need all of these things immediately, and I understand why people want which options they're going for even if I don't agree it's the most crucial.
 
Raising our martial with Zul'Jo will lead us to compare ourselves to him. I wouldn't be surprised if that alone would lead to a decrease in fertility.
 
Isn't that just an excuse used by ungrown kids?

On the other hand, since we would continously be exposed to his impressive equipment for an entire turn (which is still a year in this quest?), even the smallest rift in our mental mojo would slowly increase to a gaping wound in our pride.
 
No I mean you can literally make yourself bigger with your mojo. One of your concoctions makes you a temporary Dire Troll, another transforms you into a frog, another gives you weightlessness, etc.
 
...
Future money-making scheme:
Send letters to random trolls offering a mojo-infusion for a low price (which is not low at all). Just contact us on Rock XXX next to Pillar Y, and even the smallest troll can get a physique worthy of Zul'Gurub!
 
I... don't understand who exactly you're talking to right now. We need all of these things immediately, and I understand why people want which options they're going for even if I don't agree it's the most crucial.
I'm talking about people who are dismissing spirits do to the fact that that option only obviously ups your intrigue.
 
I'm talking about people who are dismissing spirits do to the fact that that option only obviously ups your intrigue.
Ah, no worries then. We'll be dealing heavily with the spirits if we have to drag their votes kicking a screaming. This is THE way to establish firm ground to stand against the Big Burly Warrior Tribe and the Sneaky Stealthy Ranged Tribe.
 
Ah, no worries then. We'll be dealing heavily with the spirits if we have to drag their votes kicking a screaming. This is THE way to establish firm ground to stand against the Big Burly Warrior Tribe and the Sneaky Stealthy Ranged Tribe.
To be clear I am talking about the good with the other side option.
 
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.

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.
Do some raiding on the Bloodscalps since they're plain warrior, and do MORE raiding to get some more food :D

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.
See if we can get some of the Sneaky Skullsplitters on our side.

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.
More food is always good, especially when it gets us INCOME :D

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.
Bone armor to improve the survivability of our forces.

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.
Info on what's going on in Zul'Gurub itself and with the other tribes living there.

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
The Intrigue bonus is nice, but the real benefit here is learning how to understand the spirits.
 
If torroar's letting us see OUTSIDE the city, we're probably going to get something interesting from it. I mean, remember the 'in the mists' option from early in albion? The one that'd have gotten us Sidhe? Looking out could get us other tribes, or goblin contact, maybe even humans to sac for the Loa?
 
To be clear I am talking about the good with the other side option.
I caught that. I still think securing our lineage should be done first, but I'm all for it. It's just, well this isn't exactly a safe situation and it's game over if we die before we have a child.

I'd also like to point out something to all the people voting to get food instead of lumber. We have stable food supply, and everyone is voting to devote a military action to get more. We have no lumber supply right now.
 
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If torroar's letting us see OUTSIDE the city, we're probably going to get something interesting from it. I mean, remember the 'in the mists' option from early in albion? The one that'd have gotten us Sidhe? Looking out could get us other tribes, or goblin contact, maybe even humans to sac for the Loa?
Or it could be nooooooothiiiiiing! Up to you guys to find out :p
Troll spirit magic is neat. It's what let the trolls create endless hordes of Tiki Warriors and the spirit-bound Golems.
 
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