Warcraft: The Gurubashi Restoration

I just hope one day someone might try to do one of this quests using the Kingdom of Alterac, like Karogas did in SB.

In what period is this supposed to be by the way?
 
State of the Realm
State of the Gurubashi Empire Tribe

Forces Available
Empire's Tribe Warrior Morale: Fanatical/Dazed/Wary [Gurubashi/Bloodscalp/Skullsplitter]
Empire's Tribe Warrior Numbers: In Flux
Empire's Tribe Warrior Reserves: In Flux

Reserves: Will defend the Empire Tribe with their lives if asked too, but are not dedicated soldiers and won't receive the same benefits and bonuses the army does.

-25,400- Drudges (Your equivalent of peasants. Generally just the normal population who stood up to fight properly. Good thing all Gurubashi have some weapon and combat training, eh? Average Attack, Average Defense, Average Morale, Average Mobility)

Army List:

-8,750- Gurubashi Warriors (Axe and Shield, meant for front-line combat. Good Attack, Good Defense, Good Morale, Average Mobility)
-1,855- Gurubashi Headhunters (Throwing Spears, your basic ranged unit. Good Attack, Average Defense, Good Morale, Good Mobility)
-4,100‬- Gurubashi Hunters (Wield bows and have tamed a varied spread of vicious animals to fight alongside them. Great Attack, Average Defense, Good Morale, Good Mobility)
-1,000- Gurubashi Raptor Riders (Fierce fighters atop leaping and tearing raptors, capable of either throwing javelins or lashing out with long-hafted axes. (Good Attack, Average Defense, Good Morale, Great Mobility)
Beast Ward
-580- Gurubashi Raptors (Ferocious beasts bred to be better in every way to the standard jungle raptor. Good Attack, Decent Defense, Average Morale, Great Mobility)
-50- Gurubashi Crockalisks (Deadly beasts bred to be better in every way to the standard jungle crockalisk. (Good Attack, Good Defense, Good Morale, Good Mobility)
-100- Gurubashi War Tigers (Ferocious beasts bred to be better in every way to the standard jungle tiger. Good Attack, Decent Defense, Average Morale, Great Mobility)
-250- Gurubashi War Panthers (Ferocious beasts bred to be better in every way to the standard jungle panther. Good Attack, Decent Defense, Average Morale, Great Mobility)
Casters
-234- Gurubashi Witch Doctor Acolytes (Trainee Witch Doctors, still learning the ways of the spirits. Average Attack, Average Defense, Average Morale, Average Mobility. Special: Magic)
-139- Gurubashi Witch Doctors (Fully Trained Witch Doctors. Good Attack, Good Defense, Good Morale, Average Mobility. Special: Powerful Magic)
Siege Units
-20- Gurubashi Catapults (Lashed together wood and bone, able to send boulders raining down on enemy fortifications and units)
Elite Units
-344- Gurubashi Dire Trolls (Hulking trolls several times the size of normal trolls. Powerful, if incredibly difficult for Witch Doctors to help...uh...'make'. Great Attack, Good Defense, Average Morale, Good Mobility. Special: Berserker)
-150- Gurubashi Elite Warriors (Elite pole-arm wielding troops, highly skilled, dedicated, and fanatical in their devotion to the art of war. Well armored as well. (Great attack, Good Defense, Good Morale, Good Mobility)
-30- Gurubashi Shadow Haunters (Elite stealth troops, capable of invisibility through loa-aided magics, wielding daggers and bows for scouting or assassination.) (Great Attack, Poor Defense, Good Morale, Good Mobility. Special: Stealth)
-5- Dire Golems (Stone constructs the size of dire trolls, and same general shape. Powerful, hard to make, but incredibly long-lasting. Inherently good guards. Great Attack, Good+ Defense, Morale N/A, Average Mobility. Special: Literally Stone)
Naval Units
-25- Primitive Transport Ships (Barely deep sea-worthy ships built of desperation and with minimalist tools, largely intended for pure transport of bodies.)

Hero Units

Name: Captain Zul'Jo

Martial: 20+3+2+2+3=30
Diplomacy: 7+1+2=10
Stewardship: 12+1=13
Intrigue: 11-1+1=11
Piety: 17+1=18
Learning: 14+1=15

Trait: Brave - He knows no fear. (+3 Martial, bonus to will saves)
Trait: Strong - Has more than a little muscle. (+2 Martial)
Trait: Quite Scarred - Has a lot of scars. (+2 Martial, -1 Intrigue)
Trait: Blessing of Shirvallah - The Tiger Loa, Loa of Glorious Battle, has blessed this Troll. (+1 to All Stats, +3 Martial)
Trait: Infamous Slayer - His deeds on the battlefield are becoming extremely well known. Wary respect is the only possible result, you cannot discount him. (+2 Diplomacy)

Name: Dire Troll Captain Zulgo'longo

Martial: 19+3+2+6=30
Diplomacy: 13
Stewardship: 9
Intrigue: 4-2=2
Piety: 14
Learning: 16-2=14

Trait: Brave - He knows no fear. (+3 Martial)
Trait: Strong - Hugely muscled. (+2 Martial)
Trait: Dire Troll - You are larger, stronger, and simply more powerful than any regular troll. On the other hand, that's where most of the Loa's work went with you... (+6 Martial, -2 Intrigue, -2 Learning)

Name: Dark Champion Ruwe, Blessed of Bethekk

Martial: 10+2+1+1+2=16
Diplomacy: 13-1=12
Stewardship: 8
Intrigue: 16+3+2=21
Piety: 15+3=18
Learning: 12

Trait: Chosen By Bethekk - The Fang of Darkness has chosen this one as their servant. (+2 Martial, +3 Intrigue, +3 Piety)
Trait: Gruesomely Scarred - Was burned and tortured by a wielder of the Dust of Bwonsamdi has ruined this one's face and upper body. While their health will return, the scars remain. (-1 Diplomacy, +1 Martial)
Trait: Shadow-Walker - Was already quite good at stealth early in life, devotion to Bethekk has only enhanced natural abilities into the supernatural. (+1 Martial, +2 Intrigue)
Trait: Champion of the Darkspear - Before their capture and torture, Ruwe had become one of the greatest champions of the Darkspear tribe through a combination of natural talent, matchless training dedication, and experience fighting off both Bloodscalps and Shatterspear. This carries its own weight, for good or ill. (+2 Diplomacy To Trolls, +2 Martial)

Name: Wushoolay, the Thunder of War, The Storm's Spear, Ancient Hero of the Gurubashi Empire

Note: Can only manifest when his ancestral home (Zul'Gurub) is in danger, and cannot pass outside it's borders for long.

Martial: 25+5+3+5=38
Diplomacy: 0
Stewardship: 0
Intrigue: 0
Piety: 0
Learning
: 0

Trait: Ancient Ghost - Few weapons can actually harm this ancient ethereal warrior. Only the powers of the gods [Loa, Light, etc.] or enchanted weaponry can do so. (+3 Martial)
Trait: Ancient Hero - Fought in the heyday of the Gurubashi Empire in the days of old. Born when to a mother who was in battle in the same hour before his birth to a top warrior of the Empire, his blood was war. It has become ingrained into the very fabric of his soul. (+5 Martial)
Trait: The Storm's Spear - Uniquely blessed by the loa, and granted powers of lightning and thunder which last even into death. (+5 Martial)
Trait: Silent Watcher - The Thunder of War was ever a warrior, honorable in his efforts and stalwart in his beliefs. Words are nothing, action is what matters.

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Economy
(Gold is the standard currency for all nations in Warcraft)

Treasury: 4,706‬ Gold

Incomes
Priest/Witch Doctor/Noble Tax: 0 (No Income To Tax)
Warrior Tax: 0 (No Income To Tax)
Drudge Tax: 0 (No Income To Tax)

Mining Income: 3,250‬
Farming Income: 500
-Undergoing -2,500 A Turn Due To Ettin Contract
Lumber Income: 1500
Fishing Income: 1,100
Hunting Income: 1050
Trading Income: 500

Expenses:
Army Upkeep: -3000 Gold Per Turn
Watcher Upkeep: -200 Gold Per Turn [Voz'di, Blooscalps]

Net Income: +4,700 Gold Per Turn

Economic Status of the Gurubashi Empire Tribe: Non-Existant

Food Situation:
Current - Stable

Types of Food Situations:
Massive Surplus
Huge Surplus
Large Surplus
Surplus
Small Surplus
Stable
Slight Deficit
Deficit
Large Deficit (Population Begins Starving)
Huge Deficit (Half of Population is Starving)
Massive Deficit (All of Population is Starving).

Diplomatic Status:

The Gurubashi: Beloved And Feared
(Troll) Bloodscalp Tribe: Accepted.
(Troll) Skullsplitter Tribe: Accepted.
(Troll) Darkspear Tribe: Accepted
(Troll) Shatterspear Tribe: Unknown
(Troll) Farraki Tribe: Ornery
(Troll) Amani Empire: Unknown
(Troll) Drakkari Empire: Unknown
(Troll) Zandalari Empire: Paternally Distant
(Gnoll) Ripfang Tribe: Uncaring, Generally Ornery
(Human) Kingdom of Stormwind: Unknown
(Human) Northern Kingdoms: Unknown
(Dwarf) Dwarf Clans Of Ironforge: Unknown
(Gnome) Gnomish Civilization Of Gnomeregan: Unknown
(High Elves) Kingdom of Quel'Thalas: Hated On Sight
(Dragon) Green Dragonflight: Wary, Begrudging

Religious Status
Great Loa of the Gurubashi And Their High Priests&Priestesses
Bethekk, the Panther Loa [The Shadow Mistress, The Stalking Death, Fang of Darkness]
-High Priest Tezindo
Elortha no Shadra, the Spider Loa [The Venom Queen, Silk Dancer, Mother of Venom, God of Spiders, Death's Love, Mistress of Spies]
-High Priestess Shu'tsa
Hethiss, a Serpent Loa [The Scaled Swarm, The Coil of Destruction, The Thousand Fanged Death, Lord of Serpents]
- High Priest Rhaman
Shirvallah, a Tiger Loa [The Striped Slaughter, The Rushing Hunter, Striped Glory, Queen of Cats]
-High Priestess Lil'zu
Hir'eek, the Bat Loa, [Loa of Night, Lord of the Midnight Sky, The Night Scream, Moonwatcher]
- High Priestess Lasa

Other Significant Loa Acknowledged By The Gurubashi
Bwonsamdi, Loa of the Dead [Guardian of the Grave]
Gonk, the Raptor Loa [The Great Hunter, Lord of the Pack, Loa of the Hunt, Master of Shapes, Packstrider]
Jani, the Saurid Loa [Patron of Scavengers, Lord of Thieves, God of Garbage, Master of Minions, Keeper of Secrets, Ruler of Rubbish, Master of all things Discarded an' Unwanted]
Gral, the Shark Loa [The Deep Watcher, The Devourer of Truth, Hunter of Liars]

Banned Loa of the Gurubashi
Hakkar the Soulflayer, Loa of Blood

Additional Rules Available To Dynasty
Loa's Blessing (LB) – By sacrificing a number of trolls and/or beasts either partially or entirely fatally, it is possible to increase the chances of an action involving a non-sure (100%) Chance of Success by a certain amount. (+20). The loss in life and labor results in a general x2 to the cost of an action. As in an action costing 500 with a 50% CoS given LB will result in = 1000 with 50%+20. Additionally, the +20 is added on consequent rolls until the action completes.
 
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Hot damn, that's an excellent Warleader we've got in Zul'Jo :cool:

Edit: Hmm, is he supposed to not even have Piety?

We need to get working on our economy right away though, first time I've ever seen negative income :o
 
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Hmm Darkspear aren't on your list there. So I'm guessing this is after they moved out?

Yeah, they left last year. I mean, you could technically go try and get them to come back, but uh...all of the other tribes (who outnumber you quite a bit) don't like them either. You, as the Gurubashi, just want everyone to stop freaking fighting because you're making our Empire Collapse nooooooooooo damn it look at this pile of rubble that was once our glorious civilization.
 
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Yeah, they left last year. I mean, you could technically go try and get them to come back, but uh...all of the other tribes (who outnumber you quite a bit) doesn't like them either. You, as the Gurubashi, just want everyone to stop freaking fighting because you're making our Empire Collapse nooooooooooo damn it look at this pile of rubble that was once our glorious civilization.
We can drag them kicking and screaming back way down the line once we reunite the Empire under our iron fist.
 
Yeah, by then, they'll be part of the Horde. Dragging them back isn't going to be easy.

For now, lets just get everyone in the immediate area back into the fold by beating them into submission and/or convincing them it's a good idea.
 
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What's cool is how crazy strong troll regen is. An archeology item from WoW is a drum that's made from a skinned troll. Thing is, that same troll is also the drummer.

Troll regen be crazy mon.
 
Is there any reason we can't pack up and leave like the darkspear tribe did?

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 >.>
 
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