if something is wrong on this...well, you know why. I have fever and blegh filling my veins.
1 AA
Turn 1 Results
Military: Garrosh is largely listless these days but he's still an orc first and foremost. Even at his most mopey he is one of your better fighters. In this new world, you'll take what you can get. (Choose 2):
Hunting Parties - Clefthoof: For generations orcs hunted the massive clefthoof for their abundance of meat and hide. With the various clans dead, corrupted, or simply gone, their numbers have exploded. Garrosh wants to send out your warriors to begin hunting these mighty beasts down for the many benefits they provide. Not to mention the general experience that would be gained. Time: 1 Year. Reward: Hunting Income +500 Per turn.
- Clefthoof are docile for the most part, it is only when the herd is threatened do the multi-ton masses of bone and muscle get riled up. Strong enough to knock down thick stone walls, apparently some few enterprising orcs far back in the past had used them as beasts of war. Not so much these days, and you don't have the manpower, time, or resources to dedicate to that sort of thing. On the other hand, their teeth are big enough to be carved into plates. Your warriors enjoy stretching their legs, hunting the beasts through the grasslands. Your people are thankful for the meat and hide far more.
Reward: Hunting Income +500 Per turn.
Scouting North: The north of Nagrand is your more immediate neighbor, and after the general upheaval of your world you can't trust anything at all about what's been happening or might have already happened. You remember that there were a few settlements in the north of Nagrand, but you have nothing confirmed. Enough orcs are now able to walk instead of hobble and wail under the auspices of the red pox to scout it out. Time: 1 Year. Reward: Northern Nagrand surveyed for stuff.
- Your scouts return quite late in the year. Northern Nagrand is where Garadar is, so it is no surprise that they are more familiar with the land. On the other hand, the 'land' as you knew it has suffered a massive upheaval. It is almost as if Nagrand has become…squished…for lack of a better word. Hillocks are now small mountains, cliff faces are now piles of rock, and much of the grasslands farther out have been burnt and scalded by the ruinous effects of the apocalypse. You can only hope that as the years pass on Nagrand will heal itself. But that is not what burns at your heart and soul.
Draenor…is gone.
Your scouts traveled…to the edge of the world. And it is an edge. After a certain point, where Nagrand's shores were meant to kiss the sea, there is simply nothing. A drop off into the Twisting Nether. Your world, your planet…is gone.
The people weep as they hear the words. You weep as well. But that is not all the news they bring. The Laughing Skulls, those strange and somewhat insane orcs who became known to the Horde for their assassins and poisoners, used to possess a settlement around the near edge of the Zangar Sea. But things have changed, it seems.
For one, the Zangar Sea isn't a sea anymore. It's a gigantic and terrifyingly dark marsh that your warriors did not dare enter. Second, the Laughing Skull village to Garadar's west is still quite inhabited. Your scouts have the scars to prove it. Apparently the apocalypse has cracked the thin shell of sanity off of the Laughing Skulls nut of a brain. Their state is deplorable, and quite depressing, even for corrupted.
You asked Greatmother Geyah and learned of the sad state of the Laughing Skulls before the apocalypse. A proud and relatively powerful orcish clan, they had once lived in Gorgrond. But as the Horde ascended into power and the Laughing Skulls refused to join outright, they began to suffer.
Whether by fel magics, hidden assaults from the Shadow Council, or otherwise; the truth of what was done to them is lost to time, but the result is known. Their leader, Kaz the Shrieker, dead. Their clan warped into barbarism after being under such extreme pressure. Their leader the known and extremely treacherous Mogor the Ogre. Then they were forged into bloodthirsty savages.
Mogor still leads them, it seems, if his annoyingly loud baying was anything to go by as your scouts got a little too close. He furiously works the Laughing Skulls, pushing them back and forth as if they were simple peons. It enrages your heart that even now the ogre treats them like disposable trash. Do they not know that Ner'zhul and Gul'dan are dead? That the ones who installed the ogre to keep control over them is dead?
You
will deal with this, and soon. Especially once Jorin posited something quite disturbing. He pondered the scouts reports and said something that chilled your bones. Kargath Bladefist was once a slave of the ogres. He is likely even now still searching for warriors to fight against the so called 'Alliance', who as of yet you still have not seen. Is it possible that he might desire to…'liberate' the Laughing Skulls so that they might join his tattered remnants of the Horde?
The news, of course, gets worse. You have another fat problem. Your fears were correct, the Boulderfist did
not die in the apocalypse. In fact, bereft of natural predators, i.e. you, and the rest of the world in turmoil, they have claimed the totality of the north western hills and caverns in their big stupid meaty fists. They also didn't see your scouts, but that's more probably because they're ogres. The Boulderfist, led by Krol, are the ogres who first allied with the orcish Horde at the behest of Doomhammer who had approached them on behest of Blackhand.
You…don't really like them. Your people had been enemies beforehand, and only the threat of Blackhand had kept them in line. Now that the 'Horde' such as it was has been destroyed for the most part, it is painfully likely that they will turn on you, and quite soon. You'll have to decide what to do to them before they eventually muddle through their little pebble sized brains and attack you.
All in all, very disheartening. At least the great lake which provides Garadar's fresh water remains clean and pure.
Reward: Scouting Complete.
Diplomacy: If there's anything that Greatmother Geyah has taught you, is that not all things can be conquered by a warriors strength. It was with words that the first shamans parlayed with the Furies, the sentient elementals of Draenor. It will be with words that you accomplish more than just a good axe. (Choose 1):
Internal Politics: Greatmother Geyah has requested for you to speak to her. Though you are technically Warchief of the Mag'har, you don't really
know everyone who makes up those you lead. She has offered to instruct you in these things, so that you can get a better internal survey of your own people. It would be good for knowing such things in the future in case of culture clash, especially now that it seems the blasted red pox is finally letting up. Time: 1 Year. Reward: Internal Survey of Mag'har composition, feeling, beliefs, etc.
- You ask Greatmother Geyah for her counsel, and she gives it freely, albeit feebly. You cannot stand the sight of her laying upon the bed, coughing so wetly. Alas, that is the fate of all who suffer the red pox. You either live…or you die. But until that final result is reached the constant state of those who are infected it to lay there, utterly incapable of controlling their own fate until chance decides whether or not they shall ever stand again.
There are many who make up the Mag'har. Many from the greater clans, and many from the lesser clans. When one thinks of the Horde, they think of the greats. Blackrock. Warsong. Bleeding Hollow. Shattered Hand. Oh, and who could forget the Burning Blade. But there are others as well, and only now does the full enormity of the various cultures smashing together into Garadar become apparent to you. In sickness you are all equal. In health? You'll probably have a few problems.
First are the Blackrock, those most numerous and the best crafters. The forgers, those who provided the weaponry to the Horde even as they led the majority of the charge in both the First and Second Wars. Technically the clan you are a part of, and thus those are the orcs who support you the most. Your uniquely darker brown skin than your fellow orcs marks you out, as does the legacies of the Saurfang. Out of all the Mag'har, these will support you the most, but even now your supreme youth keeps them wary and a bit contemptuous. To others they will stand up and laud your strength and prowess, for you are Blackrock! But in private…they speak of the youth who has so pridefully decided he should lead. Even now they make up the largest individual clan 'faction' in the Mag'har.
Second, are the Warsong. Led not solely by Garrosh but as well as some of the Warsong Elders. Previously when Garrosh was more…well, Garrosh, the Elders remained quiet and satisfied with his command. But recently they have begun overriding him or going around him, all to lead them. The famous Warsong are fantastic raiders and fighters, and well known foes of the ogres due to what was done to the famous Grommash. Not so good at actually building sustained settlements, they are used to going out and taking what they need, albeit respectfully from the land and viciously from their foes. They will get a bit stir crazy soon enough if something is not done in the next fear years as more and more of their number return to full health. They are fully contemptuous of your rule. You have not proved anything to them. You have not fought a true foe, and your strike against Kargath was
clearly a fluke.
Third, are the Bleeding Hollow. They are not crafters, not raiders, not anything really. They are used to simply overwhelming their foes in a tide of blood and what some would call ludicrous amounts of fearlessness. You know of the ritual that Jorin undertook to become chieftain, and as such his rule is completely unquestionable at the moment. So much so, that the culture of the Bleeding Hollow has developed to follow
whatever their Chieftain says, not matter what. He fears nothing, and if he fears nothing, then they fear nothing. How could they? He say support
you, and they support you. The Bleeding Hollow are one hundred percent behind you because Jorin told them to do so. Which is nice, but you don't really have
their loyalty. You have
Jorin's. Thank goodness he is your friend.
The Shattered Hand are all behind Kargath, and any who suffered from the red pox were culled for their weakness despite the fact that there is no known cure and how red pox can simply appear in a population.
Fourth, are the Frostwolves, the clan from which Greatmother Geyah is from. They don't support anyone at the moment. If the Shadowmoon were the most pious, and they're all dead as far as you know, then the Frostwolves would have been the second most pious. Beyond all other orcs, they believed in self-control, lest they loose the raging beast within. You did not know of the Blood Rage until you spoke to Mother Geyah, and now you are frankly scared of it. To fight and fight, to kill all that moved, to be utterly incapable of controlling yourself in a haze of red? It offends your warrior's sensibilities. You are not a mindless killer, you are a controlled and crafty fighter! The tragic tale of Durotan and his mother, when he fell to the rage and slaughtered his mother's beloved companion speaks to you on a deep level. But more importantly, they are broken as a people. The shamans of the orcs all followed Gul'dan in accepting the cut. Which, Geyah states, was a profound and indescribable pain, yet lasted all of an instant. Even those far away, like her, felt it, for the vast majority of the shamans of the orcish race had accepted it, and in doing so had doomed their compatriots who had not. The elements, the Furies, they raged and lambasted, and are now so furious at all orcs for what was done to Draenor that it is amazing that those who are trying to reconnect with them have not yet had their heads explode with the rage of the elements. With Geyah supporting you, they probably do so as well on paper. However, in person they are listless. It is as if they are dead orcs walking. It is disturbing. Hopefully the shamans can placate the Furies at some point soon.
Various other clans make up the Mag'har, you believe there might even be a few Laughing Skulls in there somewhere, but others like the Redwalker disappeared just before the Alliance invaded Draenor due to their continued defiance against the Horde. Some of those who had been training to become shamans are even from the Lightning's Blade clan. But there are two other clans, two who are actually noticeable. Even if you rather wish they weren't.
The Shadowmoon still walk amongst the orcs. Very few like them. Very…very few. Ner'zhul is the one who tore your world apart. With the knowledge that the world is actually destroyed entirely and that you are now floating in the void, and that it is him and his Shadowmoon who did it makes for very poor living conditions for the Shadowmoon orcs. They say he took his most loyal with him. That was most of them. Still, enough remain. The rest seem to have completely dedicated themselves to trying to reconnect to the spirits. It is all they seem to be allowed to do, as the rest of the Mag'har try to more often than not refuse them jobs, to keep them as far away as possible. You can respect the peoples anger, but you must all stand together as orcs now, even the Shadowmoon.
Then…there are the Burning Blade.
The most destructive and powerful clan, as in physically powerful. Though they are small in number, their power and skill on the battlefield was absolutely incomparable. Very few of them remain, and only one single member of the Burning Blade was afflicted with the red pox. However, based on their equipment which they refused to part with before falling into a coma, they were that most rare of things: a Blademaster. Should they wake up, and choose to remain with the Mag'har, then they would be an incredible force multiplier on the field. On the other hand, one thing truly marks them.
The whole of their left arm is the green of the corrupted. What this means…you do not know. But in the greater picture, many things have been made clear.
You have the true loyalty of three orcs: Garrosh, Jorin, and Greatmother Geyah.
Everyone else? Not so much, it seems. This is something to be greatly concerned about.
Reward: Loyalty Survey Complete.
Stewardship: Garadar simply cannot hold all of these people. Your supplies strain already, and as more and more orcs grow healthy once more the amount of food and housing required will far eclipse what the small city can hold. This must be attended to, and quickly. (Choose 2):
Sunspring Lake: A rather daring move, but one you think has merit. You have often fished and walked round Sunspring Lake to the south and west of Garadar. It is here that many of the youth afflicted with the red pox were allowed to exercise and play. It has bountiful fish, fresh water, and is in a good place to set up as a location to funnel the energetic and youthful alike as orcs return to health. Why not build a small new settlement, to ease the growing pressures? Cost: 1000. Time: 1 Year. Reward: Sunspring Village set up, population valve for orcs who grow healthy again. +500 Fishing Income per turn. Garadar less in danger of straining supplies.
- Hunting for Clefthoof proved to be a wise decision this year. With their mighty bones and hides a small village has been formed next to Sunspring Lake. It has been named, rather uninspiringly it seems, Sunspring Village. It is here that those who have made it through the crucible of the red pox travel to. Here they have space to walk, to laugh, to dance, and more often than not to weep. The state of the world weighs heavily on all. Regardless, the small village is made from vast carved rib cages and enormous spines, with large cured hides draped back and forth to create homes. Based on your curing techniques and the climate of Nagrand which hopefully has not changed too much even in the face of the apocalypse, the housing will last for a good five years or so without needing to be replaced or refurbished. Plenty of time to get together resources for a more permanent settlement. The fish they send back to Garadar is also very welcome
. Reward: Sunspring Village set up, population valve for orcs who grow healthy again. +500 Fishing Income per turn. Garadar less in danger of straining supplies.
Watch Towers: Kargath. Ogres. Demons. The Shadow Council wherever they may be. You need to build a few towers to keep watch over any approaching foes who may try and come up and attack you. Kargath and his band got disturbingly close before your sickly warriors were able to turn pus filled eyes upon him. Not again if you can help it. You'll have to use up a lot of clay and bones, but it should be worth it for any advanced warnings on Garadar. Cost: 1000. Time: 2 Years. Reward: Small defensive watch towers built to guard Garadar. Bonus to defensive rolls. Bonus to seeing enemies on approach.
- Large Clefthoof spines go up, bound together with tight and hard cord. Next to begin putting up steps and other such things to transform it into an actual structure.
Will Complete Next Year.
Learning: Not Unlocked Yet
Piety: The shamans despair. The orcs despair. The spirits of your ancestors do not speak. The Furies rage and roar with enough fury to crack the sinuses of any who attempt to speak with them. Their world has been torn from them, it is no wonder that the Furies are so, well, furious. Though you have so very many concerns, you have ordered that the shamans try and restore the connection that the bastard Gul'dan cut so gleefully in the now ravaged Shadowmoon Valley. Perhaps, in another time, you would be too busy with other concerns to deal with it, but your father left scrolls, and you have spoken to Greatmother Geyah a lot. Both have told you the same things. The orcs simply cannot survive as they should without the guidance of the ancestors, the spirits, and the help of the elements. [Every Turn the Shamans of the Mag'har will attempt to reconnect with the elements, this is what the upkeep is paying for. Beginning Chance of Success starts at 40%. Will go up 10% in chance every unsuccessful turn]
- Required: 60. Rolled: 43. Those who were once shamans, once farseers, once anyone with a true connection to the spirits at all, head across the enormous lake which separates you from the Throne of Elements. It was there that the orcs first communed with the elements, the Furies of Draenor. Before…all of this, it was a beautiful and tranquil place. No longer, they tell you. Though the mighty pillars erected and shaped by the elements are still present…there are no elementals with which to speak. Here, they may manifest freely. But…they do not. Instead, as your shamans set foot on the shore, many were struck instantly back across the water as if from an enormous gust of wind for hundreds of feet, nearly killing many. Others screamed as they were struck by fevers and flesh which began to char. Still others simply collapsed, blood, that precious liquid, bubbling out of their eyes, nose, and ears. The very ground itself somehow communicated a rage and fury and
pain so brutal that is shattered the minds of some of those who had gone to the Throne. All retreated. In a process of a single minute, you lost over a hundred orcs to babbling, comas, or simply shutting down completely.
The world of Draenor was
destroyed. The elements were intrinsic parts of them, and if your scouts are truthful, which they are, a bare scant of the planet Draenor once was…is all that remains. You find yourself looking down at your hands. If all that was left of you was a bare fragment, would you too not be driven essentially to madness with pain?
The orcs weep and wail at the loss of their world. The elements
were the world. Its bones, its breath, its energy, its blood… and they were nearly killed by the foolishness of your people. It's a wonder they did not kill those who traveled to the Throne
entirely.
But some remain unbowed. They
will apologize to the Furies, even if they have to nearly kill themselves to do it. One of them, a middle aged former Farseer of the Lightning Blade's Clan tells you so. He states that the initiation ritual to adulthood for his former and essentially defunct clan was to travel to the top of the mountains during a storm and that only after being struck three times could they continue on the path to adulthood. To him, such punishment by the vengeful elements is par for the course.
Perhaps, years and years from now, the elements might have calmed on their own. But you simply do not have the time for that. They
will speak to you, if only so the orcs can throw themselves at the feet of the Furies in apology and beg for mercy.
Hell, you'll be first in line if it means you can repair what the bastards Gul'dan and Ner'zhul did.
Failure: Elements in throes of appropriately world-shattering anger.
Intrigue: You aren't really sure if all the skulking about of the past is something you should have, but Jorin remains adamant that you need to keep an eye on such things. He seems to have appointed himself to this position. (Choose 1):
Shadow Council Checking: The damned Legion. The damned Shadow Council. You hate them both a good and healthy amount. But what really gets in your craw is how
everyone seems to join up with them at some point. As in, there are orcs, Draenei, ogres, hell if those weird little spore things you heard tales of to the far north of here were a part of the Shadow Council you wouldn't be surprised. They are annoyingly good at infiltration and conversion. The world ended, sure, but you wouldn't even be close to amazed if they didn't have a few people slinking around these days…best check, Jorin says. Time: 1 Year. Reward: Information, potential Shadow Council scouts marked down.
- Jorin's one eyed gaze is chilling, and he makes sure to use it on any who he needs to. He investigates, and hunts, and at one point calls together some of his Bleeding Hollow hunters and disappears into the night. He comes back with something that enrages you, and many of the other Mag'har as well. Unexpectedly, quietly, and quite suddenly, he appears in the middle of the camp bearing a bundle of heads.
Orc heads.
Orc heads with disgusting tattoos that glow with fel green magics.
Shadow Council. They were just scouts, he tells you, screeping out of the murky depths of what was once Teledor. Your name, Dranosh, means heart of Draenor. But Teledor? Teledor
was the heart of Draenor. A crossroads, a forest, all and more. It has been, just like everything it seems, changed by the apocalypse. You don't know where these Shadow Council affiliated orcs came from besides what Teledor has become, but you
do know their destination.
Jorin can read their disgusting demonic script, a skill he learned just for such occasions as this. You know now what the Shadow Council will be interested in inside Nagrand. They have set up a small fortress and base under a banner you do not recognize. According to the notes, these orcs are from the Kil'Sorrow Clan. You've never heard of them, but you
have heard of what their target is:
Oshu'gun. What used to be the most holy site in orcish culture before Gul'dan and Ner'zhul…changed everything.
Why was the Shadow Council trying to get to Oshu'gun? You don't know, but the idea of them getting their disgusting
world-ruined paws on it sets your blood to boiling. The world ended! Why can't they just have died along with it!?!
But something else catches Jorin's attentions, which he brings up to you. The note from the Shadow Council affiliates hands makes mention of 'Our Lords Barrier shall not protest our passage'.
…what barrier? Around Oshu'gun? And a fortress of the Shadow Council already set up in the south of Nagrand?
This requires
immediate attention.
Reward: Preliminary Shadow Council efforts into Nagrand pushed back. 'Barrier' around Oshu'gun?
Personal Actions: You used to have free time. Now you are responsible for tens of thousands of people's lives. It is an amazingly heavy burden, but your back and legs are pretty strong and you aren't about to give up. But you can still make some time for yourself. (Choose 1):
Hellscream, Hellsad: Garrosh spoke to Greatmother Geyah earlier, and left her home a broken man. What was said to break the normally energetic and rambunctious young man who is a few years your elder? You know of your own father, and plenty besides, but your precise knowledge of the one known as Grommash Hellscream is not very expansive. You should speak with the Greatmother about this, if only to know if there is anything you can say to your acquaintance. Reward: Knowledge of Grommash Hellscream, other information that might make you sad/mad at your father.
- You wake up surrounded by the dead, and your body aching. For a few moments, you stare in confusion at the night sky, watching the contrails of pure energy ripple back and forth in the mysteries of the Twisting Nether which lay before you. You've never felt as tired as you do right now, every single muscle you knew and didn't know you had throbbing dully. You also have no idea who you are.
Wait…yes you do.
As you lay there, the dark 'night' of whatever it is Draenor has become cloaking your body and the soft grasses of Nagrand providing your bed, the memories come rushing back.
It hurts to snarl but your mouth does its best anyway.
It had started so simply. Asking Greatmother Geyah of why Garrosh had turned so utterly despondent. You had figured that another one of her sharp little comments about his fighting abilities or some other sort of strange probing blow that old people loved to lob at the youth which surrounded them. You had been wrong. So…
horribly wrong.
She had told you the truth of the monstrous Grommash. Of…of
all of it. That bastard is the first who drank the blood of the demons, who turned the vast majority of your people into complete and utter beasts! Your blood had run hot, and only for a moment you had blacked out before a hard slap from the Greatmother had brought you to your senses.
The bloodrage had nearly taken you in that moment, as it had taken so many. What you had initially assumed would be a short conversation had her reveal the secrets of your own race, a secret that your…that the other Saurfang had
not left behind in his scrolls. The bloodrage, the raging and mindless monster that lived within all orcs.
The truth of the demons. Of Mannoroth. You had assumed you knew…but how little in truth did you know! Blackhand had not been first, and so part of your pride in the Blackrock remained, only for Geyah to tear it down. To tear…
you down. To tell you of what Varok Saurfang was.
"You are lying!" you roar, finally coming to your feet.
Your hands tighten, knuckles turning white even as blood drips from both palms as nails drive deep. Every bone in your body seems to vibrate with fury and disgust at what she tells you. It has to be a lie. He would not…not the one who wrote to you with such kind and gruff words. Not him.
Slaughtering…children. No. No!
But Greatmother Geyah looks at you with those old and sad eyes…and you know her to be speaking the truth. But it hurts. Oh by the ancestors and the Furies it hurts!
When the shamans explained the pain of the Furies, the elements of Draenor, you had thought that to be a state of rage incomparable by any mere mortal. Perhaps…you were wrong. Because now, now you are running even as Greatmother Geyah calls out for you from her home.
You are sprinting, chest heaving like the forges bellows that your Blackrock brethren even now work at. Oh ancestors, there's another thought. Do they know? Of Blackhand and Grommash, and all
the others!?!
Traitors! TRAITORS ALL OF THEM! To the ancestors, to the Furies, to you to your people to their families and sons all for power and conquest and blood and NONE of it was worth it!
Draenor destroyed, a massacred people who did not deserve what your bastard race had done to them.
You are not even in Garadar anymore, so fast have you run. You wear nothing but normal comfortable clothes, a small stone knife your only companion. You had left the axe behind because why would you carry it into Greatmother Geyah's home? The axe he had left you….raaaagh!
Bellowing, roaring, screaming, crying, sobbing, you storm into Nagrand. You pass through a herd of giant clefthoof, of birds, of elekk, of every other animal on Nagrand, even as you charge forward again and again. Your bare feet begin to grow sore as you continue to run, the wind whistling in your ears.
But you don't hear any words from it, you are no shaman. You hear no voices from the ancestors, and why would you?! You turned away from them, slaughtered the innocent Draenei for no reason other than because Ner'zhul and Gul'dan told your people to!
You keep running, words suddenly entering your mind, unbidden.
Honor.
Duty.
Glory.
Mercy.
Entire scrolls dedicated to these words, given to you by the green skinned monster you had once called father. When did he write them?! The ink was faded, was it even ink, or was it blood drained from an innocents body?!
You've kept running, and all of a sudden you see a small party of orcs. Not Mag'har, no, not based on their horrific green skin and demonic tattoos. They are heading west, just as you are, and though you have no idea what the hell your destination is you probably know theirs based on Jorin's report.
It's too much.
The betrayal of the orcs, against their own people and the world that born them. The betrayal of Garrosh's father. Of your father, of all
your fathers. Did Jorin know? Was that why he was so cold and dismissive when you bleated out platitudes written out by a mass-murderer? Betrayal and monsters, monsters and betrayal.
You were named Dranosh. It meant the Heart of Draenor.
Your heart has broken.
You see the orcs, and are they the true orcs now, because there are so many of them left and so few Mag'har? You cannot say, you cannot say and it hurts to know that you are the son of a monster, that the Blackrock are monsters, that orcs are monsters. What did Greatmother Geyah seek to accomplish when she told you these things? That you could change, return to peaceful ways if only the spirits would speak to you again? If you made sure to never court demons again?
But the Blackrock would never do that. It is not their
culture. Nor would the Frostwolves, or anyone else. The orcs are not a race, they are too broken apart into cultural alliances. Even now, what binds the Mag'har is not strength or fellowship, but a damned disease. Different beliefs and cultures smashed together by outside forces.
Just like the Horde.
What…are
you?
It's too much.
The Shadow Council orcs open their mouths, some of their hands glow with purple and fel green light. You have a simple stone knife, and no armor.
For a moment, your mind was separate from your body, and you observed the scene. A single brown orc, with a single stone knife, with no clothes but loose linen pants. At least twenty green orcs, many wielding wicked metal blades, daggers, axes, swords. Some are dressed in thick and powerful armor, others in delicate and rich silks and cloth.
What…are you? What measures the manner of an orc? Personal honor? What honor? The honor espoused to you by a green creature you had once thought of as father?
It is too much.
Red cascades and fills your vision, and the bloodrage takes you.
Bloodrage takes the youngest Saurfang, and finally,
blessedly, quiets his tortured mind.
Your tortured mind.
--------------------------
You wake up surrounded by the dead, with every part of your body aching.
You remember everything up until that final point.
One single thought pushes its way to the front of the swirling uncertain cauldron that has become your mind.
At least you know why Garrosh has been so down lately.
Then, through the blackened sludge of horror and disgust for the creatures that call themselves orcs of the 'Horde', a red pulse of anger comes to the forefront. If the monster known as Varok Saurfang was
ever truly your father, then you could at least honor that last strip of existence that has no doubt by now been drowned in the blood of innocents.
Honor.
Duty.
Glory.
Mercy.
That is the Saurfang way. And if it turns out that you are the only one to follow these tenets…
fine. You'll be the Saurfang that they were meant to be.
Reward:…..uh. Information on why Garrosh is sad? Revelations on why the Horde is…the Horde? Anger and eternal hatred for demons? Fury at Varok Saurfang?....stuff. Reward = stuff.