Note: Yes. Another Torroar Quest. Watch as I burn.
Warcraft: The Others The Rise of the Mag'har
There are many mighty Kingdoms and Empires that grace the land of Azeroth. Your world has seen tides of blood, shed from every possible vein, again and again. From the wild trolls of the Amani Empire who once threatened the entire of existence of Quel'Thalas as well as that of humanity, to the vicious Orcish Horde. More recently, the devastatingly powerful Scourge ravaged many of the Seven Kingdoms of Man that spawned from the mighty Arathor, progenitor nation of all humanity on Azeroth. There were villains, there were heroes, and at their hands titanic and perhaps eternal changes to the landscape both physical and otherwise have been enacted.
You didn't have a single hand in any of those things.
Maybe you were a part of that group, but didn't partake. Maybe you weren't around at all. The point is simple: there are many powerful entities in the universe, and you aren't any of them.
But this is your story, so who knows what might happen?
MAP OF OUTLAND HERE, however note that perhaps not all locations will be named as they were in canon, considering everything.
Bonus Rule: Heroic Intervention allows for Dranosh to personally act in single military action in a given turn, boosting its chances of Success by 10% and adding a 10 to its roll. Much in this universe is done at the hands of a single powerful individual rather than whole armies. Dranosh is one of those individuals. Can enact bonus same turn as unlocked.
The 'Kingdom' of Alterac: The previous King of Alterac, a Perenolde, doomed your people with his cowardice and fear. He allied himself with the Horde during the Second War, which resulted in the rest of the Alliance turning against your people with incredible fury. The small amount of lands you possessed was further annexed thanks to your rivals in the Kingdom of Stromgarde. After that, bloody Deathwing tried to take control of your lands! Why do you know that? Because you aren't a Perenolde, you were a simple commoner in their service. No longer, however, especially now that your former lords have turned to terrible criminal actions and dishonorable actions to try and regain their Kingdom. But you still love your lands, and you did swear to protect its peoples. Fate has thrust upon you a chance to forge Alterac anew. Will you rise up? Or will you be swept under by the tide?
- Start as a former Knight of Alterac, a former Mage of Alterac, or a former Priest of Alterac. Each carries its own advantages, backstory, and disadvantages, to be revealed if this option is selected.
Advantages:
1) The Rare Bug Beneath The Boot: The idea of an Alterac anew is a stunning one, as your lands have essentially become abandoned ruins following the Second War. No one expected anyone to try and rebuild it. So long as you are careful, it will take a while for you to get onto anyone's radar. (No one knows you're there…for now)
2) Natural Defenses: The Alterac Mountains are a hardy place to live. The air is freezing and fresh, and the land itself rocky and hard to traverse if you are not native to it. During the winters, it's the coldest place in the northern half of the continent. Good natural defenses to have. (Large Defense Bonus)
3) Still There: The capital, Alterac City, is remarkably not a complete ruined wreck. It will be much easier to rebuild it than it would be to construct a new home. (Reduced Cost of Repairing Capital City) Disadvantages:
1) Angry Nobility: So, the Perenolde's don't really like the idea of anyone other than them ruling Alterac. But they were cowards and relatively terrible, and now have formed a full blown criminal organization known as the Syndicate. You cannot, in good conscience, follow them. Unfortunately, this means that you have a group of rogues and assassins who really don't like you. (Start With An Enemy)
2) You're That Guy: Everyone remembers how Alterac allied with the Horde back in the day. Everyone. Not the greatest thing to be remembered for. You're people were first thought of as weak, now you are thought of as traitors, and even to both sides! You gave up the Alliance, and then you ran out of the grasp of the Horde. (Penalties to Diplomacy)
3) Slim Wallet: You were known as the weakest Kingdom for many reasons, but the one that really matters to you at the moment is the fact that your coffers were never the fattest. Doesn't mean that can't change, but still, a bit of a problem for a fledgling nation. (Reduced Income At Start Of Game)
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The Skarnjar Clan: Your people were once mighty. A vast and prosperous nation that ruled all of Northrend. But, one day, under the leadership of Ymiron, your King, your people retreated. Into solitude, and for many, into complete and utterly sleep that was magically induced. But your people, the Skarnjar, have always had a bit of a rebellious streak, against both him and even the general rest of the Vrykul race. Ymiron did not build his nation with kind words, but with bloody fists and your own broken bones. But he's gone now. Most Vrykul slumber now, meaning that their lands are open. Ymiron slumbers, and so he cannot control you any longer. Led by you, your people are poking their heads out of the snow and caves for the first time in millennia. No one can tell you what to do. Or how to do it. There's a word for this: Perfect.
- Begin as a Vrykul Clan, disloyal to King Ymiron. Northrend awaits…
Advantages:
1) Early Bird Gets The Worm: The rest of the Vrykul race have retreated into slumber at the orders of King Ymiron so long ago. Others have hidden away into the darkest and deepest holds. You, on the other hand, have not. Your peers are not awake or present. That means that a lot of land is yours for the taking. Be cautious however, as Ymiron is not incapable of noticing and waking if you should do too much too quickly. (Can do much, so long as you don't wake up Ymiron who could crush you with the rest of the Vrykul race under his command.)
2) Large And In Charge: Your people tower over the majority of Northrends inhabitants. Your physical power is undeniable. Each individual Vrykul is more than a match for entire handfuls of the tiny races of the world. (Naturally stronger, combat bonuses. Manual labor bonuses)
3) Divergent: The Skarnjar are atypical Vrykul. You were one of the very last independent clans, and even then Ymiron could not stamp out your culture and beliefs. For instance – the idea that manual labor is beneath you, a concept spread that Ymiron and his constant barrages about Vrykul superiority, is in the general Skarnjar opinion – stupid. Everyone works for the community, Ymira-idiot. (Do not have traditional Vrykul values) Disadvantages:
1) Unfavored: You were one of the loudest opponents of Ymiron. You also…lost. Unlike most other loyalist clans, you were not given clutches of Proto-Dragons to raise and use, or any of the better metals and equipment. But no matter, with no one else around, you can get your own, so there! (Start with less fun Vrykul stuff)
2) Large and Scary: The Vyrkul are big, scary, and notable in the history of Northrend for being pretty brutal and mean. Even if you don't really care about other groups, that doesn't mean that they don't care -negatively- about you. (Reduction to Diplomacy with other Northrend Groups)
3) From Scratch: When your people up and abandoned everything on Ymirons order…you really abandoned it. (Start with zero infrastructure)
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The Wildhammer Clan: Unsuccessful in wrestling control of Ironforge from the Bronzebeard and Dark Iron clans, Wildhammer warriors traveled north through the barrier gates of Dun Algaz and tried to settle in Grim Batol. Unfortunately for you those bastard Dark Irons attacked you in your new home, and though you were able to slaughter them all including the Modgud, the wife of the Dark Irons leader Thaurissan. So you traveled again, and have settled in the Hinterlands. You have many new neighbors in Lorderon, Stromgarde, Quel'Thalas, as well as the many forest trolls inhabiting your new home. It should be interesting, if anything else. - Be the Wildhammer, just as they settle Aerie Peak.
Benefits
1) Bravery: Armed with their fabled stormhammers Wildhammer warriors are utterly fearless in battle against any and all odds. (Bonus to army and martial actions, has a chance to lead to recklessness though)
2) Nature: Unlike their other brethren, the Wildhammers favor of nature magic of all kinds, particularly Shamanism. This has also spared them from the strange archeological fascination that has taken their other brethren. (Access to shamanism, possibly druidism, less likely to poke at ancient deadly ruins that should be left alone)
3) Bonding: With their affinity for nature all Wildhammer mounts have a tendency to become ferociously loyal to their masters, often growing in intelligence as their bond grows and deepens. (Large bonuses to cavalry actions and breeding) Detriments
1) Distant: As stalwart as they are in the defense of their allies, Wildhammers are distant and hesitant to trust other races. They like to keep to themselves, their mounts, and nature spirits. (Minus to diplomacy actions, nearly everyone views you as kind of feral)
2) Technological Disdain: Being more in tuned with nature does have its consequences. While their craftsmanship is nothing to scoff at, the Wildhammers are uncomfortable around or building high-tech gadgets and the like.
3) Free-spirited: Many Wildhammers tend to follow their own paths in life. Often taken by bouts of wanderlust these dwarfs leave home in search of adventure, many of them young. This inevitably leaves the population waning at times. (Unstable population, but has a chance bring in riches, prestige, and potential heroes if they return or are called back)
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Mag'har: Years before Kil'jaeden's deception of Ner'zhul, a virulent plague known as the red pox spread among the orcish clans. A quarantine village was established in beautiful Nagrand by Greatmother Geyah, called Garadar. None were allowed to come close. This…is all that saved your people. From corruption. From destruction. The old clan allegiances fell away as you all struggled together. This only continued as you watched your former clans turn into bloodthirsty beasts with no concept of honor, humility, or mercy. Greatmother Geyah, mother of Durotan, has recently fallen ill, weakened after the many years of the red pox. The Mag'har are alone now, on this shattered world. But you are, before anything else, orcs. You will survive. No matter the cost…you will survive.
- Play as Garrosh Hellscream, Dranosh Saurfang, or Jorin Deadeye.
Advantages:
1) Shamanism: Though the demons of the Burning Legion tricked the Shadowmoon and pretty much everyone else, they didn't care to do so with the sickly dying orcs of Garadar. Your people still have the rituals and ability to beseech the elements for assistance. The elements may be weakened, along with the rest of the floating continent, but they are still mighty. (As long as you don't piss them off, the spirits can provide great assistance)
2) Blood of Heroes: The children of the many orcish clans were given to Garadar to keep them safe from the Red Pox. Among those children are the descendants of some of the mightiest orcish Chieftains in history. History and strength in spades flows through their veins. (Individual orcs are quite good)
3) Grand Old Nagrand: Nagrand is one of the very few places left on Draenor to be so beautiful and bountiful. Many natural resources abound here, if only you can get at the damn things. (Many natural resources to be gained) Disadvantages:
1) Savage: Your people make their weapons out of stone, and don't wear much in the ways of armor. This is both a cultural and knowledge based restriction. Perhaps, with time, your people can advance beyond it? (Very low tech)
2) On The Brink: The Mag'har are strong, all orcs are, but you can rarely afford many losses. Your numbers are very few. It will take many generations to reach a truly appreciable size. (Low numbers)
3) Foes on All Sides: You're nearly hostile with the nearby Draenei. Those are your warmest relations. You are directly hostile with all the other corrupted orcs, ogres, spiders, ghosts, and other sundry creatures on Draenor. You have no friends at the moment. (Many enemies at start.) Neat:
1) The Spirits Are With Us: Though the demons of the Burning Legion tricked the Shadowmoon and pretty much everyone else, they didn't care to do so with the sickly dying orcs of Garadar. As such, your people still have the rituals and ability to speak to your ancestors for guidance. (Old spirits can complain at you.)
The Mag'har Nation is largely concentrated across fortified settlements and some smaller outposts, though isolated farms and hamlets do exist. The nomadic ancestral lifestyle of the Mag'har ensures a large amount of travel all over the ancient orcish homeland of Nagrand as well as a lack of much sedentary inclinations for many. Instead, bands of orcs can be found travelling and hunting across the land, forming temporary camps of hide and bone tents, and then moving on. Trade caravans and martial patrols are also a regular occurrence. The Mag'har are not simply those who were left untainted by the Legion and the Horde's fel excesses, nor is the nation made up of wholly individual clans any longer. It was the Horde which was designed to emphasis clan differences, to strive for prestige and glory against one another in a fractured mass. Instead, the name 'Mag'har' which translated literally means 'Uncorrupted' has extended to mean something new, though yet not fully defined. It is a new identity, for an new people, who are all Mag'har, not Frostwolf or Blackrock or otherwise, in the new world that is Draenor.
Garadar, The Capital: Formerly the only Mag'har settlement in existence, it began as a place to dump all those afflicted by the deadly Red Pox. From all clans, across the Horde and beyond, were orcs placed here so that they could die away from everyone else. Virulent and contagious symptoms required that Nagrand be largely abandoned or at the very least avoided by the evil demonically empowered Horde. Bodies were piled atop bodies, and left to die while the Horde went on to attempt to conquer the world of Azeroth. It is now much larger than before, and has been re-organized as a proper city rather than the quarantine village of before. It possesses the best defenses out of all Mag'har holdings, a dedicated guard force, and is the seat of power in Nagrand. Towers and walls guard it in dual layers, and the housing and production facilities have been expanded heavily. It is here that the shamans of the Mag'har train, and are instructed. Here they commune with the spirits and nearby Throne of Elements, beseeching the elements for their aid.
Sunspring: What began as a small village to send those who recovered from the Red Pox by order of Warchief Saurfang has grown far beyond its original purpose. Fishing, farming, hunting, this has become one of the major food production locations for the Mag'har Nation. Contrary to past orcish tradition, again at the behest of the Warchief orcs have been encouraged to regularly walk and trade across Nagrand rather than staying and providing only for their own personal living location. It has gained plenty of defenses of its own, along with all Nagrand settlements. It is the closest to where the former Twilight Gate stood, and is near the draenei settlement of Halaa. The two trade regularly, a good sign for orc-draenei relations in the future.
Dranosh'ar: Dranosh'ar began as an unnamed settlement by the still Horde-compliant Mogor the Ogre, who had forcibly taken control of the Laughing Skull clan in the past for his master Gul'dan and the Shadow Council. Freed in a duel by Warchief Saurfang, it is now populated by the green skinned yet still free Mag'har of the Laughing Skull clan. Despite, and perhaps even because of their coloring and past forced loyalties, the Laughing Skulls have become the most dedicated orcs to the Warchief even beating out the Blackrock Clan. Anything that the Warchief says, they do without question, even naming their home after their liberator. Large walls, multiple watch towers, and stake barriers mark their settlement. They guard the northwestern road out of Nagrand and keep a wary eye on the ogres in the hills to the west. Additionally, the Ring of Blood, a gladiatorial arena on the outskirts, has been refurbished and is now a place for settling disagreements, sharpening the edges of your warriors, and blunting the foolishness of youth in a controlled environment.
Hallvalor: The home of the now defunct Burning Blade Clan has been reclaimed for the purposes of the Mag'har Nation. It's cave systems are used for storage of food, medicines, and weapons, while its walls have been rebuilt. The housing has been repaired and repopulated, and has become the third most populated settlement in Nagrand proper due to its size. In memory of how the Burning Blade used to be before they went insane with demonic blood lust, Hallvalor has become the place where many warriors go to train, keeping up the martial traditions which have been sunk into the village's bones for generations. Where Dranosh'ar is where the rogues and scouts of the Mag'har are trained, and Sunspring its hunters, Hallvalor is where the warriors of the Mag'har are trained to a razor sharp edge. They provide eyes for the eastern approach and north eastern approach into Nagrand, in equal measure.
Northwatch: Blocking off the whole of the northeastern passage into Nagrand into and from Zangarmarsh is a massive and lengthy wall, manned and patrolled by Mag'har forces. It also has watchtowers protecting it, and a small amount of barracks and other such militarized structures on the Nagrand-side of the wall, to ensure the protection of the land itself from any threats that might come in that direction.
Notable Settlements [Talador]:
Gul'rok: Beyond Nagrand proper lies the home of the Bleeding Hollow Clan, led by their leader Jorin Deadeye. It is here that the secrets of the arcane are pored over by orcish eyes and orcish hands, and that the Bleeding Hollow stand ready to follow their fearless leader in whatever he does. They do not fear death, the Bleeding Hollow, and this relentless dedication to study and death in equal measures has made them a prime force to defend the eastern approach into Nagrand. Of course, should any actually push past Gul'rok they would be forced to contend with Hallvalor. Regardless, a place of study, it has grown self-sustaining, and possesses numerous defenses of its own. After losing it to the ogres once the orcs of this clan are determined not to lose their home again. Gul'rok is the last Mag'har holding before one must trek through the warped forests of Talador to reach Shattrath, for that is the only place to go in these times for orcs.
Stonebreaker Outpost: A forward operating base to help track down as well as prep troops in the ongoing fight against the demons and Horde forces which stream out of Shadowmoon Valley. At the moment a small outpost, but easily expandable in the future. It is located near the Alliance base known as the Allerian Stronghold.
Notable Settlements [Zangarmarsh]:
Zang'rok: A new settlement, primarily concerned with containing the Zangamarsh Gate, they have meager yet efficient fishing facilities. Populated by a strong garrison force, whatever Zang'rok may later become is a secondary concern to the now. They are focused entirely on killing demons, and preventing them from contaminating the rest of the land or providing the Burning Legion with more soldiers onto the land.
Notable Settlements [Hellfire Peninsula]:
Kaz'ar Post: A small settlement located high in the hills of northwestern Hellfire Peninsula which is a short distance away from the Velenic-controlled Temple of Telhamat. It provides a good observation area, and a potential defensive position against Legion assaults. Or anyone else. The high altitude makes it a potential place to train aerial troops.
Orcish Peoples of the Mag'har: Through the efforts of its leadership, the Mag'har Nation has striven to blur and remove the lines between the clans which the Horde favored. In the Horde, different clans would betray, steal, and lie to each other in order to strive for individual glory which often lead to a needless waste of orcish lives for no purpose but the enjoyment of their demonic masters in the Legion and the Shadow Council. The orcs which make up the Mag'har are the cast-offs, the elderly, the too-young, and those who fell victim to the Red Pox and were 'disgraced' in the eyes of the Horde for their 'weakness' against disease. Now, however, the Red Pox has passed, and the numbers of the Mag'har grow with each year, while many perfectly good warriors who were once struck low stand tall and proud. Some Mag'har still retain an individualistic interpretation of orcish society and their clans, the vast majority of the Mag'har recognize that they are of the same blood, no matter the origin and previous history, and are now effectively one family together. In the Mag'har, traditions are joined together, skills and stories shared, and the Nation is stronger for it.
For historical comprehensiveness, the following known clans were part of the founding of the Mag'har Nation or joined shortly afterwards: Frostwolf, Blackrock, Bleeding Hollow, Warsong, Shadowmoon, Laughing Skulls.
Another disadvantage to the Vrykul is that they're super vulnerable to Old God taint. They are after all corrupted descendents of robot vrykul that served the Titans.
wdango is another GM on this board who has this unfortunate disease that makes him compulsively start quests and then drop them. There's a running joke where people call him a watermelon, though I'm not quite sure who started it.