8834, Months 6-12
Turn 29 Results
Military: Zul'Jo is a good friend of yours besides being family, 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. (LOCKED):
Train Them Up: You have a number of drudges who were never granted true training or equipment, but were nevertheless utilized in a considerable amount of fighting over the past generation or two. With your foundries and smiths able to work without being under constant threat of being killed, it is time that this changed. Use your voodoo to figure out what they might be good at, here and there, while having Zul'Jo and other elites train them. Transform these basic drudges into true warriors or otherwise depending on what they turn up to be most good at. After participating in the fighting for so long, they can't really be said to be inexperienced in any fashion. They were just never given the chance, for they most certainly possess the gumption. And yes, a number of them might die when you head into the Black Morass, but frankly, dying in the name of the Loa and more specifically in the name of putting an end to the Hakkari once and for all is a perfectly worthy death. One that will surely bring favor with the Loa. To be sure, Bwonsamdi might be a bit glutted after this, depending on how things go, but you obviously aren't going in for this to empower him. But having more troops can only mean that hopefully less people die. Cost: 1,500. Time: 2 Turns. Reward: Significant number of Drudges become fully trained and equipped troops, i.e. Headhunters/Hunters/Warriors. Will Complete This Turn.
- On the one hand, training up regular citizenry into true warriors isn't the worst thing to consider when re-establishing the tribe. It takes away from general laborers and the like, farmers and what have you, but when you are coming up against the plain and simple fact that the matter with Hakkar is not over, it is more than worth it. Now, a great many of former drudges can truly call themselves warriors, and blooded as well, if only for the most part because unlike many other races in the world your people can bleed each other quite well in training without nearly as much fear. After the fighting is done, they might return to their previous lives, they might not. Time will tell, and war besides. Only the Loa might know. Reward: 10,000 Drudges Converted To Headhunters/Hunters/Warriors in 3,000/3,000/4,000. Army Upkeep raised by additional 500 per turn, will increase if numbers not reduced after going after Hakkar through future actions.
Beast Ward Upping: Now that you've had some time to let them breed amongst themselves, it is time to get them properly trained. Basic discipline and other foundation behavior has been ingrained in them since the beginning. But now it is time for full war training. Convenient that they'll be trained at first to go after trolls because their teachers are trolls. But each of them has their own values, their own strengths, and most importantly they must be trained to be able to fight alongside one another. That latter part is most important, as traditionally in the jungle they might be enemies to one another. Whether raptor or tiger, panther or crockalisk, it must be done so that you can prepare. You don't know what beasts the Hakkari might have on hand, but considering where they are you somewhat doubt that they have a particularly large number of tigers and panthers to match your own. Cost: 1,500. Time: 2 Turns. Reward: A raised number of various animals in the Beast Ward, improved irregular warfare strength for later combat. Will Complete This Turn.
- Training beasts is much like training trolls. There is bloodshed, snarling, and a lot of beatings mixed with careful rewards at the right times to incentivize correct behavior. Sure, a few of the trainers lose some fingers or in a few cases whole hands, but with enough time that sort of thing can heal. And now you have more trained beasts in all respects. Raptors, crockalisks – tied with small fetishes to Crethekk – and tigers, even panthers. It is nothing compared to the days of old, in number or in variety, but it shall have to be enough for now. By the Loa, let it be enough. Reward: Boosted Beast Ward numbers. +120 Raptors, +100 Crockalisks, +25 Tigers, +25 Panthers.
Kobold Keep Away: The kobolds of the Gurubashi Mountains are becoming a plague on your forces there. This cannot be allowed to continue. Cowardly creatures, surely they will flee if you kill a significant enough number of them? Like, a whole lot. Patrol back and forth, let them see the might of the Gurubashi, for in these past centuries they have apparently completely forgotten. This cannot be allowed, not only because of how ludicrous it is that they are infesting the mountains that are literally named after your people - even if they don't acknowledge that fact - but because you want your forces to be as unhindered as possible if they should be marching north up into the Black Morass from there. Conveniently, this will also further help solidify the bonds of your troops through shedding blood together. Cost: 500. Time: 2 Turns. Reward: Kobolds thoroughly cleared out of potential marching route towards Black Morass. Plus, on sheer volume alone, sacrificing their souls to the Loa could only improve your chances. Chance of Success: 75%. Will Complete This Time.
- Required: 25. Rolled: 67.
Luckily for all your new warriors, you have a good way to truly push them into battle. In spars, death is not acceptable. In war, death is preferable so long as it is delivered to the enemy in the name of the Loa. The so-called Candle Kingdom beneath the mountains has been thoroughly pushed away from any part of the surface where your road to the Black Morass is, and you have spilled lakes of kobold blood to make it so. Your soldiers fight, and while the kobolds fight with surprising fierceness and sheer numbers if nothing else, they cannot stand against the Gurubashi. They could not when your Empire was at its peak, they cannot even now when you are but a shadow of your former strength. The Loa, at the least, are pleased by the volume of sacrifices in their name, hundreds of kobolds dragged alive from the battlefield and taken to their altars. Blood flows aplenty, not for Hakkar, never for Hakkar, but for the true Loa worth worshipping. Reward: Kobolds thoroughly cleared out of potential marching route towards Black Morass. Plus, on sheer volume alone, sacrificing their souls to the Loa could only improve your chances.
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. (Choose 1):
Tribal Unification: This is what may take quite a while, but will be quite worth it. Before the rebellion, the civil war, before Hakkar? The Bloodscalp did not exist. The Skullsplitters, the Greyvine, all of them did not exist. Oh, sure, castes existed, and castes are what the people splintered into because it was who and what they knew. But before all of that splintering, there was only the Gurubashi Tribe, of the Gurubashi Empire. The Hakkari, damn their souls, were part of the priestly castes before they became something...other. And you will regard the Atal'ai as a separate tribe now, because they are not fit to kiss the dirt beneath your feet! There will be no reunification with them, only death and destruction. But everyone else? Everyone else must, surely, admit that the time for separate tribes is over. It is time to return to the good old days. One tribe. One people! The fact that it should help reduce chances of rebellion or sedition goes without saying... Cost: 1,000. Time: 10 Turns. Reward: Gurubashi Tribe reunified, Bloodscalps/Etc. sublimated and properly assimilated back into Gurubashi Tribe. Chance of Success: 65% 9 More Turns
Required: 35. Rolled: 44.
You are working hard to go against so many, many generations of separation and division. But it is that same separation of castes and tribes within the Empire, that internal division, which you refuse to let remain as a weakness in your people. 8 More Turns.
Green Not Mean: Your initial meeting with Lord Itharius wasn't necessarily the best one. Him, coming off like some sort of high and mighty superior, and you rude and insulting at times. The one thing that, so far, seems to be bonding the two of you is your mutual hatred for Hakkar. You, for all that Hakkar did to ruin the Gurubashi, him, because of what Hakkar did to this 'Ysera' woman. He made mention that the ancient, ancient trolls might have actually known what all this 'Dragonflight' business is all about, and that annoys you because much knowledge was lost in the breaking of the world and the ensuing struggles since. Perhaps you could gain some more knowledge, at least try and salve over the initial friction between you and the dragon. It might help later on down the line, at least, in case you want to keep the dragons as allies with their ability to get you information on what's going on in the Black Morass. Cost: 0. Time: 1 Turn. Reward: Improve relationship with Lord Itharius, Green Dragonflight. Potential for information? Chance of Success: 65%
- Required: 35. Rolled: 59.
While your initial meeting was not particularly amicable, you're a troll. If you held a bit of personal injury – soul included – against everyone you ever met, you'd have almost no friends at all. How many times did you and Zul'Jo break each other's bones in your youth? Back in the bad old days, before you were Chief, you and he shared literal bones and meat with one another. Because you had to. And now, you face Hakkar, and you need as much information as possible. This includes possible enslaved green dragons, now. So you will improve your relationship with this Lord Itharius. Because you must. So when you contact the dragon again, it is with a much calmer mindset, one that thankfully he possesses as well. Both of you were quite stressed out previously, and dealing with uncertainty and an unknown of power. Itharius is confused why you sought him out as you do, but then understands as you explain your own concerns. He is grim, but accepting of the possibility that some or even all of his taken brethren might not be able to be saved. So he speaks to you of the Green Dragonflight, for you may well face them in battle. You must learn, then, of the so-called Emerald Dream. It seems impossible. Fantastical. An entire separate realm of reality, not quite the astral plane you have utilized so often, not quite one of the elemental realms of the great Loas of Fire, Earth, Air, and Water. But another altogether, yet inextricably linked with the rest of the world. Dragons guarding dreams. It sounds ridiculous, but when you ask the Loa afterwards, they do not refute what Itharius says. And, though you have many responsibilities, you cannot deny that you do possess an appetite for knowledge. And so you wish to learn of this…Y'sera. This Loa of Dreams, and in time you do also learn of the others. These…Aspects. So-called guardians of the world – betrayed, however, betrayed as you were betrayed. Salvation promised, for you Hakkar, for these Loa Dragons one of their own brethren. Just as the Greater Loa of the Gurubashi were betrayed by Hakkar, who sought to defeat and consume them for his own power. Just as this…this 'Deathwing'.
Perhaps, if the Empire had not collapsed, you might have known these things yourself. Perhaps the Zandalari might have their own records of the many, many years past.
You can't say that you are 'friends' with Itharius at this point, but you are no longer antagonistic. You know, now, the names of his brethren lost to the Hakkari. You know that the consort of the Loa of Dreams was taken by a different madness, not one of Hakkar, but of something else, something nightmarish, yet was corralled by the Hakkari all the same. Eranikus, then, may well be one of the greatest threats you face when you go to fight the Hakkari. Itharius says that he is the mightiest green dragon alive, save perhaps Ysera, which means that with her wounded by Hakkar – yet another crime to lay at the feet of the Loa of Blood – he may not have an equal. But you cannot let that deter you. Reward: Various sorts of information. Improved relationship with Green Dragonflight, Lord Itharius.
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… (Choose 1):
Paved In Bone And Blood: A new road, even if rudimentary, can be laid down in your recently reclaimed territory. It will stretch from the Vale proper and through the path being carved through the mountains by your forces to reach the Black Morass. It will, in being made, increase the speed of your troops in deployment towards that swampy area, while also introducing a bit of proper troll civilization to the mountains that are named after you for Loa's sake! And no, you do not consider this 'Candle Kingdom' that the kobolds have apparently built beneath them to count. It's your land, above and below, and once you've dealt with Di'zo and the Hakkari, the kobolds are next on the list. While it will only be the bare bones of a road, it will be better for your troops to march down than none at all. Cost: 1,000. Time: 1 Turn. Reward: Exceedingly rudimentary road built through Gurubashi Mountains to Black Morass. Improved army deployment speeds to Black Morass, travel ease, etc.
- Hundreds of kobolds were dragged to the altars this year. Hundreds more are used as mortar and material for the building of a road towards the Black Morass. Crushed bone chips are mixed in with the stone, blood is used to water the soil and have it blessed by the Loa. The remains of the corpses as strung up as warnings to the rest of the Candle Kingdom that this territory is yours once more. The kobolds dare not approach as the rotting corpses of their fellows face them with leering skulls. Reward: Exceedingly rudimentary road built through Gurubashi Mountains to Black Morass. Improved army deployment speeds to Black Morass, travel ease, etc.
Blackwater Build-Up: It is time that Blackwater Cove become a proper troll port once more. That means major docking facilities, wharfs, warehouses, and so on. Plus places for sailors and those who work and will be living at the port to rest at. Stone and wood will be required in great number, of course, as will workers. But once that is all done, you might be able to build a major shrine to Gral and Torga there! Hopefully they would bless any and all sea-based ventures that you might set out upon. Such as reclaiming the various islands of the Southern Seas that were once yours. This will take time, of course, but the effect will be worth it. Plus, it will give you time to think of a name for the place. Just leaving it as Blackwater Cove...or Blackwater Port? Either way, it doesn't sound as good as it could. While the Darkspear built their ships at Nek'mani, it is not a dedicated port, specifically. This one can be though. Cost: 3,500. Time: 6 Turns. Reward: Blackwater Cove transformed into full troll port settlement, specifically built for such a purpose. Will Complete In 3 More Turns.
- It may never be the same as your former most prominent port, but the Loa of Water saw to that. Hopefully the same will not happen for whatever this new settlement ends up being named. Will Complete In 2 More Turns.
Zul'Kunda Rebuilding: You've spent a lot of time rebuilding Zul'Gurub, and you'll be doing that a while yet. But that does not mean that you cannot turn some of your efforts over to one of the other cities within the jungle. Zul'Kunda was moderately maintained by the Bloodscalps, as they did not wish for their stronghold to be left vulnerable, but a lot of the smaller things were left to the wayside. If it wasn't directly aiding their military efforts, then it was neglected. Help rebuild the cities internal road system, their hills and statuary, and so on. Make it known that such a decayed state will no longer be acceptable! The time of the constant inter-jungle warfare is over, and thus it is time these trolls started taking a little pride in their homes beyond the capacity for defense, offense, or such things. Cost: 3,500. Time: 4 Turns. Reward: Zul'Kunda greatly refurbished, much better living conditions for those living within the city. More loyalty from the populace within. Will Complete In 2 More Turns.
- Zul'Kunda requires more time to rebuild, but it is well on its way. Will Complete Next Turn.
Learning: As your attentions become more and more widespread, that troll Helga'aka seems to have found herself in this position by way of chance. (Choose 1):
Voodoo Boom: A possibility forwarded by some of the Skullsplitter witch doctors is capturing and trapping spirits of flame and air and earth, then stuffing them inside the boulders of the catapults. Not too tightly, in fact the entire lattice of capture would be purposefully fragile in certain places. Thus, upon impact, the spirits would be released. Explosively. This would greatly enhance the damage dealt by your catapults, transforming what would already be powerful rocks and stones into explosive ones. Plus, fire is one of those things that is harder to regenerate from. Not impossible, obviously, but it slows it just a tad. Fire in general is a powerful tool no matter what race you are, is your opinion. And the concussive force of so many spirits of air and earth being released and impacted by themselves and the world will be good as well. All that remains is testing and then actually doing the enchanting. Cost: 1,000. Time: 2 Turns. Reward: Catapult ammo gains minor explosive properties due to voodoo infusions.
- Now, some prefer to work in unison with the spirits of flame and air and earth. And to be sure, some are quite adept at speaking with these lesser Loa and convincing them to bring forth their powers into the physical realm. But at other times, it isn't. That's when the voodoo and the specially made bottles come out, to cork them in and let them get infused properly into the stones the catapults will launch. It isn't much, it can't be, for the Gurubashi already made an enemy out of the Loa of Water once - you don't want to end up pissing off the other three big ones either. But they won't care overmuch if a few minor spirits get tossed in, it's not like you're destroying them. They'll be freed when the catapult hits something, the target or otherwise. Will Complete Next Turn.
Pump Up: Well, you've done the testing, now it is time for the execution. Set your witch doctors to actually producing new dire trolls. As it is as of right now an irreversible procedure, you will not receive absolute hordes of volunteers. Which just makes sense, as it is not a simple procedure either, nor an inexpensive one. But Dire Trolls are a powerful force on the battlefield. You have a lot of veteran dire trolls as well who can help train up those that are transformed, which is good. It will take a lot of scheduling and voodoo to get it done, but it is useful. Cost: 1,000. Time: 2 Turns. Reward: Additional Dire Trolls created and trained. Will Complete This Turn.
- Dire Trolls are fascinating in their own way. Sometimes they can be born as a blessing from the Loa, though the mothers giving birth to them do not necessarily agree at the time. With voodoo and alchemy, they can be created as well. And it has been done. They have been trained by your veteran dire trolls, Zulgo'longo among them, and they are quite capable at this point at wielding their newfound strengths and durability. It is impossible to say how many will survive the coming war, if any, but if they do die it will be in the name of the true Loa. Reward: 100 Gurubashi Dire Trolls.
Piety: The spirits speak once more to the Gurubashi! Many are extremely upset with you, with all jungle trolls it seems, for the past few centuries of silence. You've got some work ahead of you. (Choose 1):
War Clergy: It has been long enough. It is time some of the priests, whether of Bethekk or Shirvallah or anyone else, join the armies on a more permanent basis. Healing wards are valuable, very much so, as are the other wards and hexes that the witch doctors can produce. But priests are extremely good at both healing any other things, depending on the Loa that has chosen them. It's a matter of adding not just some versatility but some real power behind things. And if you are going after Hakkar, you'll want your priests trained and ready for war, not just maintaining and sacrificing at the temples. But while some of these priests are former warriors, some were not. Getting them used to their new positions of influence and such will take time, but it will be time well spent. Cost: 2 Turns. Reward: Priests formally added to army list, able to cast a variety of priestly magics including healing and shielding, as well as powerful attacks. Will Complete This Turn
- You are not entirely sure what other races do, but one thing to know about troll priests is that they are not weaklings. They are not afraid to slaughter and kill, to drag victims kicking and screaming to the altars to tear open their chests and withdraw their open hearts and offer them up. They go to war alongside the warriors, blessing them, healing them, and using the might granted to them by the Loa to destroy the enemy. With axes and hooks, and with robes and armor ready to be splattered with gore, they march once more carrying the blessings of the Loa! They join in with the slaughtering of the kobolds, and they shall join in with the warring against the Hakkari – through them, the Loa shall combat the priests of the Loa of Blood directly! Reward: Priests of Bethekk, Shadra, Hethiss, Shirvallah, and Hir'eek join the army lists. Able to cast a variety of priestly magics including healing and shielding, as well as powerful attacks.
The Power of Death: There is one Loa who is feared like few others – Bwonsamdi, the Loa of Death. It is through his accursed blessings that the Dust of Bwonsamdi even came into existence, a poison which strips the blessed birthright of all trolls away for the rest of their lives. The same which so mutilated Ruwe. But it cannot be denied that Bwonsamdi is one of the most powerful of the Loa. Some of your troops acknowledge this, and hearing of the fortifications of the Atal'ai, some of Zul'Jo's warriors have come to you, their Chieftain, with a most terrible request. They wish to be granted the right to pray to Bwonsamdi and form a pact with him. Gaining this Loa's attention is something most all wish to avoid at all times, and yet the truth of power remains. But this cadre of warriors, knowing that binding themselves to Bwonsamdi will ensure their souls are his for all eternity, believe that the deal could be worth it for the greater good of your people. But they cannot contact Bwonsamdi as you can, and they dare not ask any of the priests who are dedicated to the other Loa. They will be like brief razor winds, cutting through the Atal'ai, soon to fade afterwards and be taken to Bwonsamdi's domain for eternity. Cost: 500. Time: 1 Turn. Reward: 100 Warriors allowed to make deals with Bwonsamdi, and if successful, will be empowered by the Loa of the Grave. All they kill will go to him, and their own souls as well. Long enough for the war to come. Bwonsamdi's attentions… Chance of Success: 65%
- Required: 35. Rolled: 40.
Bwonsamdi's voice chills you to the bone when you finally do manage to make contact with him. He looms above you, unseen by all but yourself, leering at you through his death mask. Within his eye sockets burn a ghostly light of terrible, terrible power. And terrible strength as well. And oh, how he laughs, amused at the idea of your warriors sacrificing themselves for you, for the Gurubashi.
"But don't get me wrong, now," he chuckled as you made your request. "I don't have no love for dat ol' Hakkar, he ain't got no friends at all, that one. Least of all me…,"
In the end, though it makes your soul itch within you, and Ruwe shows their displeasure by disappearing on you for a full month after the ritual, it is done. The bargain is made, and the souls of a hundred of your veterans, not quite elites, are signed away for eternity in Bwonsamdi's realm. You can feel the deathly power wafting off them for a time, before that too seems to fade. Some feared that Bwonsamdi had reneged on his deal, but you knew better. The deal struck was to empower them when the battle against the Hakkari came, and that they would go to the Loa win or lose. So they will have their dark blessings, but only when it was necessary, for that would be when the power of Bwonsamdi would flow through them. Strengthening them. Empowering them. Igniting them to burn away into his embrace. In the meantime, they are walking dead, and everyone knows it. The color leeches from their skin, their hair falls out, their eyes go white as if blind. They, in the end, choose to isolate themselves from everyone else until the time comes, and everyone else is thankful for it. They are incredibly disquieting to be around.
If it were not for Hakkar, not so dire, you would have not done it at all.
And yet it is, and so you have.
It had better be worth it.
Reward: 100 Warriors are converted into Deathsworn Gravebound of Bwonsamdi. When in battle, in the contracted conflict, they will be greatly empowered by the Loa of the Dead. But regardless of how the battle ends, all they kill and all they are will both be taken into Bwonsamdi's embrace for eternity afterwards.
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 2):
A New Cadre: Ruwe and the Shadow Haunters, as they call themselves, are some of the stealthiest and most effective rogues you've ever seen. As scouts, spies, trackers, and assassins, though you've yet to see the later much due to the rather open warfare. Many of them are devout worshipers of Bethekk, but some are worshipers of Hir'eek instead. They are quite good with the sort of voodoo that makes them disappear from plain sight even when they are standing right in front of you. It is quite eerie to see, especially when there are others who are good at concealing themselves with purely mundane ability, something they practice with equally if ever they are in a situation where their magics are suppressed somehow. Remarkably responsible training, that. But as it is, there are very few of them. You could do with them increasing their numbers, even if it is just a few. Cost: 500. Time: 1 Turn. Reward: Small increase in Shadow Haunter numbers.
- Some have wondered aloud about the similarities in the name of the Shadow Haunters and the ancient practice of the Shadow Hunters. But the latter are a throwback to an older time, and while you might end up reviving them at some point, the Haunters are followers of Bethekk and Shadra, wielders of shadow and poison. It requires a specific sort of mindset and natural talent to manage. To train them takes longer, but they some rather dire on-the-job training these past few months. Reward: +10 Shadow Haunters
Blood Shadows: The northern reaches of the Black Morass are warded well from your scrying, and even the Green Dragons apparently dare not get too close considering what happened last time. But there is another group that hasn't yet had the chance – the Shadow Haunters. Ruwe got caught by Itharius because he literally watched their dreams. Hopefully the Hakkari wouldn't have the same sort of capacity. Ruwe is willing to try to scout out the actual main defenses of the Hakkari, as in their temple of Atal'Hakkar and their beginning city of Hakkaramon. But considering their capabilities, Ruwe is asking for aid in the sacrificial sense, to gain as strong a blessing as possible from Bethekk in this course. Expensive, then, in blood and funds, but hopefully worth it. Cost: 1,500. Time: 1 Turn. Reward: Scouting performed in northern Black Morass i.e. stronghold of the Hakkari, vital information for future war effort. Chance of Success: 45% Failure may lead to Ruwe/Shadow Haunter capture/kill/interrogation.
- Required: 55. [LB Enacted] Rolled: 63+20=83.
It was dangerous. Insanely so. Even more than you had originally thought. As they stalked through the Black Morass, your Shadow Haunters reveal much. Heavily fortified positions, patrols, guard towers, smaller outlying temples to Hakkar where more minor rituals and sacrifices can be performed. Their foul city is large, larger than you would like, no doubt purchased with forced labor on the part of the Greyvines before they were sacrificed to the Loa of Blood for a temporary empowerment to see off the Loa of Dreams. But you know much, now. High walls, gates of stone, and more than that, Ruwe even managed to get into the city itself. There, they witnessed…terrible things. The Hakkari have given up all pretense of troll civilization, and have willfully become utter slaves and devotees to Hakkar. They have forcibly created many Dire Trolls, further twisted by the powers of Hakkar, and they have many priests ready for battle. They were once a largely elitist priestly caste, but they now have many ranks of warriors and killers. Di'zo leads from within the city center, high priest and chieftain in one, and they have begun constructing golems. Golems similar to the sorts you have rediscovered, but these are full sized, some even larger, powered by blood and sacrificed souls and the strength of Hakkar himself. The Hakkari are spread throughout the northern Black Morass, and they have steadily built up their numbers in the generations since they retreated from the Vale, and haven't had competition from other tribes like the Gurubashi did. So militarily they are estimated to possibly be able to marshal something two thirds or three fourths the size of your own forces, but with defended positions.
It is worse, however.
While the Loa of Blood can keep the Green Dragonflight from successfully investigating their dreams, it did not stop a blessed of Bethekk. There, in the city, Ruwe discovered a number of things. One, the eight green dragons which survived have been enslaved, shackles of bloody-red metal around their throats, and likely chaining their souls within their bodies as trickles of their own blood spill out in droplets for Hakkar to feast upon. They fly at the command of the Hakkari. And, even worse, Di'zo knows you are coming, or at least assumed it strongly enough to begin his own preparations.
They have begun that which cannot be allowed.
Slowly, carefully, they are beginning to summon Hakkar once more. It will take a while, they cannot simply tear the blood out of all their kind in one go, and no longer have access to a collapsing Gurubashi Empire to feast upon. Instead, they will bleed themselves slowly and steadily, building up the basins and reservoirs, keeping it from coagulating and drying all the while. And once they have enough, they can bring the Loa of Blood into the world fully. This cannot be allowed. You have less than a year, by Ruwe's best estimates, before Hakkar is summoned once more.
Reward: Information. Most Pertinent = Hakkar Summoning Ritual is now taking place. Have less than a year before summoning is complete. Must either go next turn or turn after that, or Hakkar will be summoned and the Quest is failed.
Personal Actions: You can't be making concoctions or performing ritual sacrifices all the time. Just because you brought the Loa back to the Gurubashi doesn't mean you don't make time for yourself. (Choose 1):
Serious Training: You have only had a few months with your blade, but you have a few months more yet. It is time to truly get familiar with not just the sword, however, but with your powers in combat as well. You are not the pure war leader that Zul'Jo is, but you don't need to be, you just need to be sure that should the worst happen and the blade fail you that you can fight just as well without it. At the same time, you want to be able to wield it well, just in case it turns out to be exactly what you need. Either way, it is time to go into this as hard as you can. You are not under assault, you have a higher grade of regeneration due to your blessings by the Loa, and you have all the powerful resources of a Chieftain and witch doctor to bring to bear to reduce fatigue and increase results. It's high time you kicked things up a notch or two, and get in some serious training. Seriously. Because if Di'zo is as physically strong as Zul'Jo, you really need to make sure that you can match him should it come down to it. Cost: 100. Time: 2 Turns. Reward: Martial increase, Martial Perk Change. Will Complete This Turn
- The stereotypical jungle troll, when most think of them, is somewhat hunched, somewhat spindly. Not quite the same as the taller and bulkier Zandalari trolls. But that doesn't mean that you cannot transform yourselves. And no, you're not talking about voodoo or alchemy or whatever. No, this is incredibly basic as processes go, but one whose results are undeniable. Diet and exercise, extreme exercise, lifting and running and moving until you're tired, then doing it some more. Working harder and harder, even harder than you thought possible. When you break something, your regeneration will heal it. Then you get up and keep going. Zul'Jo pushes you hard. You wield your blade and in the end start giving it precedence over your staff training. You like your staffs, but they are nowhere near as powerful or deadly as the blade you now wield. Muscle packs onto your body, on and on again. If there was a chance of you looking fat, it is obliterated by runs up and down the actual Vale itself. After ordering Zul'Jo to push you harder, he does. Including being chased by hungry raptors, drinking some absolutely vile concoctions on recommendations from the spirits, and more. Crethekk is called upon many a time to help heal your wounds, or at least make you just a little bit less sore before you do it all over again.
Finally, after an entire year of the hardest possible training, eating your fill and then some until you worried your stomach would burst. Vomiting. Collapsing. Dragging yourself upwards again. All of it.
Now you stand tall, eye to eye with Zul'Jo, thick muscle across your body, your agility better than ever. You are not that malnourished young one hiding in the back of Zul'Gurub. You are the Chieftain of the Gurubashi, and you are going to kill Di'zo and banish Hakkar once more. For the Loa!
Reward: Trait Changed: Experienced Bladestroll – Bloody and harsh training for long, hard hours has engraved bladework into your body and soul. (+3 Martial) / Trait Gained: Strong – Has more than a little muscle (+2 Martial)
Extreme Training: That bastard Di'zo. He really meant it when he called himself the End of the Greyvine. You didn't quite process it at the time, didn't dare to think he'd meant it like he had. Their refuge was one thing, but this? This is something else entirely. What was done to the Greyvine is what Hakkar wants for the whole world, an entire people drained and sacrificed entirely to him. Damned Loa of Blood, damned Di'zo. You cannot afford to spare a single instant of your time away from preparing for the oncoming fight. You need to up your prayers and sacrifices at the temples, you need to up your training with Zul'Jo, make sure that your ability to fight, hell, that your shadow's ability to fight is up to true snuff. You'll be relying harder than ever on the regeneration granted to your kind by the Loa to ensure you don't fall apart at the seams from the strain of it all, but it needs to be done. If you push hard enough, and it works out, that is. Cost: 100. Time: 1 Turn. Reward: Boost to Serious Training Reward.
- See above.