7 AA, Month 7
Turn 13 Results
Military: Garrosh has been rather inspired lately, giving speeches about redemption and forging new paths. All traces of his previous depression has disappeared beneath his new outlook on life. (Choose 1):
New Warriors: You took an enormous amount of casualties facing the Bonechewers, and while you took down every single one of the redskins that participated in that battle, you still lost a not-inconsiderable amount. Luckily those that lived will be able to pass on their wisdom and experience to those they train. Because you need new warriors. Your numbers continue to rise in the peace of Nagrand, with the ogres pacified for now and the draenei having peaceful relations with you, and so you have plenty willing to join up. It is time to let those who wish to join your military forces in more official capacity join. Training and equipping will take some time, but it will be well worth it in the long-run. Cost: 4,000. Time: 4 Months. Reward: +6,000 Grunts, +2,000 Bowmen, +4,000 Raiders, +250 Arcane Warriors, +50 Shamans, +300 Blackrock Blacksmiths, +100 Laughing Skull Rogues.
Will Complete Next Turn.
Blurring The Lines Further: In your ongoing efforts to slowly dismantle the abrasive and too-individualistic clan system which allowed the Horde to form in the first place, you must focus on your military somewhat. Despite all the changes to orcish society, your people's natural temperament and physiology will forever lend it to intense physical activity of one kind or another. Even now, your raiders are mainly Warsong, and your elite units are made up of specific clans. That should not continue, it will inevitably breed issues regarding so-called superiority and lording ones positions over each others. It is natural to be prideful of ones accomplishments, but orcs should be allowed to at least attempt before being refused. As such, it may be time to re-organize your military to allow inter-clan lines. There will be arguments, obviously, there will be every time you dare to stand against 'tradition'. But that's fine with you. If you have to beat and drag the Mag'har away from the Horde's past and to a better future, you will. Cost: 2,000. Time: 2 Months. Reward: Blurring of Clan Lines, Greater Mag'har Integration. Blackrock Blacksmiths become Mag'har Crushers, Laughing Skull Rogues become Mag'har Shadowskulls, Warsong Raiders become Raiders. Etc.
Will Complete This Month.
- It's took a good amount of convincing, from all quarters of the major Mag'har leaders, but it worked. There are less and less open measure of Clan affiliations, and more and more to the central Mag'har banner, a smoothed mountain the same color as Oshu'gan. No more shall the black jagged peaks of the Blackrock fly high as a 'central' flag. You are
not Blackrock, or Warsong, or Bleeding Hollow. You are
Mag'har. You are orcs. You are changed, by the crucible of fury and shame and loathing, and on the other side, you cannot be compared to what you were before.
Reward: Blurring of Clan Lines, Greater Mag'har Integration. Blackrock Blacksmiths become Mag'har Crushers, Laughing Skull Rogues become Mag'har Shadowskulls, Warsong Raiders become Raiders. Etc.
Strike the Horde: It's time to begin attacking the Horde openly. To let them know that they are
not going to be able to hit the Alliance as they like whenever they want. You are already sabotaging their forces, their supplies, and such, but that is going to grow harder as they begin supplementing their forces with demons. The gate in Nagrand is gone. The Gate in Zangarmarsh is contained…for now. You have no idea what is left, how many more were created, but for now there are no more demons coming from the north. The only source of the blasted creatures is Shadowmoon Valley, the only location of the Horde as well. Though Garrosh is a little busy, and Kaz is pregnant, and Jorin is injured, you still have plenty of fighters and people willing to kill. Exercise your shamans and arcane warriors, your warriors as well. Cost: 500. Time: 1 Month. Reward: Dead Legion, Dead Horde, Alliance relieved. Chance of Success: 65%
HI = 75% Required: 25. Rolled: 76+10=86/100
- You move out with a large core of warriors, supported by your now truly unified Mag'har specialists. Arriving concurrently with a surgical strike by Turalyon which aimed to dislodge the more heavily entrenched Horde defenses – though unintentionally – you and the Paladin actually sighted each other on the battlefield as you charged into battle, roaring alongside the rest of your brethren. For this battle you chose a long blade, not nearly quite the same as a Blademaster, but for some reason the usage of an axe is one you find distasteful. Only as a personal preference, of course, as if an axe was the only weapon on hand you would find no real problem with using it. But whenever possible, moving away from the axe is yet another of your careful conscious decisions to move away from the dark legacy of the Saurfang. All mighty axe wielders in their own right, you want nothing to do with them. So, instead, you choose to use a sword. Regardless, the battle goes well! With your Arcane Warriors finishing their organization-wide improvements this month, you are treated to the sight of their magic moving beyond the close range efforts of before, actually managing longer bursts of flame, frost, and pure arcane bolts of energy. Of course, their central abilities are still centered around close combat – both offensively and defensively. Your shamans, on the other hand, call down great torrents of lightning, gushing splashes of healing water, and blasts of flame. Alas, neither you nor the Alliance is quite ready to face the full might of the Pit Lord, and so once the creature arrives everyone retreats in good order, though you do note that Turalyon gives you a raised chin and nod from across the battlefield as you head off in your separate directions.
The fury of the Pit Lord, rendered impotent with its foes leaving before its great bulk could arrive in time, was sweet music to your ears as it bellowed futilely to the heavens. The sight of you slaying demons and Horde orcs alike with your blade has already made its way into new songs. So many were slain over the course of this month that even the seemingly endless numbers of the Horde and Legion will require time to rebuild.
Reward: Dead Legion, Dead Horde, Alliance relieved
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 2):
Draenei And Alliance: Velen is an astonishingly good diplomat. He has to be, to keep his people together after so long. He is focusing his efforts on Oshu'gun at the moment, but if you could convince the draenei to speak to the Alliance themselves and offer out as allies while simultaneously perhaps talking on your behalf, things might go better. Unfortunately the Prophet is quite invested in K'ure, which is perfectly understandable. Convincing him will be a bit difficult. Cost: 500. Time: 1 Month. Reward: ??? Chance of Success: 45% Required: 55. Rolled: 67.
- Velen is reluctant to leave K'ure or Oshu'gan for any extensive length of time, but he admits that there is some wisdom in trying to contact the Alliance. They do make use of the Light, as the draenei do, and their leader, the Paladin one called Turalyon, seems able to summon frankly incredible amounts of the holy power. Tales from the Laughing Skulls who were present when the monstrous Doomhammer was struck down say that when the noble human leader was killed that Turalyon summoned up such Light as to bleach the earth around him. As such, Velen, joined but several of his Vindicators and Priests, moves to approach the Alliance.
Luckily, they came upon a battle where Turalyon was battling a group of Horde raiders supplemented by Doom Guard demons. The instant usage of the Light was enough to stave off the violence that otherwise would have erupted due to the fact that the draenei do in fact look as the eredar do. Considering their origins, it's understandable that the Alliance would be intensely suspicious. They still are, but the Light being a common point between the two groups seems to be quite helpful indeed. The elves were unhappy, by Velen's account, but they could not deny the powers of the Light. The more listless draenei – those who cannot directly contribute to the workings of Oshu'gun – have been accepted as auxiliary aid, for now. Their assistance is quite valuable to the Alliance. As for talking about the differences between Mag'har and the Horde, Turalyon was intrigued, but it will take a bit longer than a single month for any
true changes to occur. At the least, the support of the draenei helped relieve the pressured Alliance immensely. With Velen speaking on the behalf of the Mag'har, and your personal actions in striking the Horde yourself this same month, perhaps the opinion of the Alliance is changing? You can only hope.
Reward: Alliance Reputation Changed: Unfriendly - to Unfriendly. Alliance gain Draenei Support Against Demons.
Netherwing: The Netherwing are openly displaying their presence in north-eastern Zangarmarsh. Few are allowed in their territory, all animals within are subject to be eaten apparently if not given permission. As it is, however, they have requested a full on meeting with you rather than the not-quite-chance encounters of before. Now, everything you know about dragons comes from the tales of your elders, of the bestial and terrifying Black Dragons of Deathwing, who tore away the home island of the old Laughing Skulls from them. Of the tortured Red Dragons who were captured, enslaved, and beaten into service – something
else that your people have done which is likely unforgivable. They were intelligent, by all accounts, and the fact that these Netherwing can shapeshift, and converse, only magnifies the crimes of the Horde further. There are few Red Dragons that you know of, and all them are still likely in the service of the Horde in Shadowmoon Valley. You can never make true reparations to them, for their queen, chief, leader, of however she goes by, is back on Azeroth. The Netherwing, however, you can ensure that nothing similar ever occurs. Cost: 500. Time: 1 Month. Reward: Netherwing Lake Turns.
- Netherwing Lake Turns.
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 1):
Mining Time: You have located some mines of the valuable Blackrock Ore. The tough metal you can create from such materials is nothing to scoff at, and it is a good part of the reason that the remaining weapons forged by Blackrock hands from Gorgrond are still perfectly good is the fact that the metal is simply so good. Well, the other part is proper maintenance and expert forging, but the point remains. Metal tools are also quite useful indeed. It is time to set up some mines. Thank goodness you had the Furies help in locating them though, because you otherwise wouldn't have been able to justify the effort. Cost: 1500. Time: 3 Months. Reward: Blackrock Ore mines set up and begin mining.
Will Complete This Turn.
- Your mines are finally functional! Luckily, there is more than just Blackrock Ore veins, as surrounding them are a few minor veins of various other useful metals – copper, iron, and so on. Your stone picks aren't the best, but as time goes on you'll probably be able to use the very metal you are mining to forge far better tools.
Reward: Mines set up. +500 Mining Income.
Forging Facilities: Soon you will have better things than just the usual stone and bone to use for equipment. It would make sense for you to set up facilities beforehand, or perhaps during, so that equipping your forces can begin as soon as possible. You need to close the gap between you and the Horde, you simply cannot keep up as things are now. Everyone is brave, and strong, and willing to die for the cause, but things would be easier if you got some proper gear, wouldn't it? Cost: 1000. Time: 1 Month. Reward: Able to begin forging metal arms and armor.
- The Blackrock smiths are set up with a new section to Garadar, with a large group of actual forges put around in the same general area. From here, the new arms, armors, and tools of the Mag'har shall flow!
Reward: Able to begin forging metal arms and armor.
Learning: Jorin and the Bleeding Hollow seem to all be vigorously studying the few arcane tomes recovered from Mogor's little hoard. Though many of them are also at the Throne of Elements, a few core members, led by Jorin, wish to do more with this strange new power that is not of the demons. (LOCKED):
Improving Arcane: It is time to take those among your people who have begun using magic beyond that of the shamans and not that of warlocks to take the next step. For all their prodigious strength and power, they are still quite youthful in their knowledge. Jorin on the other hand has advanced quite rapidly, and is now certain that he can put down what he has personally learned and trained into the minds and bodies of those who follow his path. It will take time though, and will be dangerous. Though all magic is dangerous on some level or another, Jorin tells you. It will be worth it though to increase the strength of your people. Cost: 1000. Time: 4 Months. Reward: Arcane Warriors improved.
Will Complete In This Turn.
- The results are already evident. One of the greatest improvements to the magical arsenal of the Arcane Warriors is not purely combat oriented, but in fact supply related. A set of spells, ripped from the spellbook of an Archmage of Dalaran and then used as a bed by the long dead Mogor, have allowed a properly trained Arcane Warrior to summon up
food and drink! With this, the Arcane Warriors can provide not just for themselves but for everyone else! The more powerful your Arcane Warriors grow, the more of them you have, you can essentially march your warriors about without needing nearly as vulnerable supply lines!
Reward: Arcane Warriors improved.
Piety: The Furies stand imperiously at the Throne of the Elements. Greatmother Geyah has long been the overall spiritual leader of the Mag'har, and it is through her that you make your requests of the elements. (Choose 1):
Calming Zangar Furies: Out of all the badly affected Furies, only those of the Spires have it worse. Those of Gorgrond and Frostfire Ridge still retain a landmass to return to, with aspects from both drawn in. The Zangar Sea, now the Zangarmarsh, is an alien landscape that quite frankly frightens and is scaring the Zangar Furies. Their Balance has been utterly destroyed, with more Wind and Earth than they have ever been comfortable with suddenly present. It was a place of Water, and now not so much. They require much assistance in calming and soothing their pains. Cost: 1000. Time: 5 Months. Reward: Zangar Sea Furies grow more accepting of their new positions as the Furies of Zangarmarsh. Calmer. Easier for Shamans in those areas. Better for everyone in general.
Three More Months.
Intrigue: Something that you have to admit is that poisonings, skulkings, and general sneaking is something that the Laughing Skulls were forced into becoming quite proficient at. Kaz the Shrieker is skilled at it as well. (Choose 1):
Blunting Arrakoa Attacks: The damn bird men are attacking everyone and everything this month, and you are reasonably sure they aren't just going to stop next month. But they need to be stopped, and if they won't do it, it's up to you to do it. The Alliance is busy with the Horde and Legion, they can't really deal with anything else at the moment as they are the singular focal point of the efforts of your sworn enemies. Setting your own rogues and hunters on the creatures is all there is for it. For now, you just need to guard your own movements, and begin hunting down their raiding parties. Cost: 500 Per Turn. Time: Until Arrakoa Stop or Are Stopped. Reward: Arrakoa stop messing with your and the Alliance's efforts.
- The mad bird creatures are providing a challenge for your Shadowskulls and hunters to track and kill, but not an impossible one. Almost, though. They are quite good at using their Shadow Magic to escape and cloak their movements. It's just a shame that they are focusing so hard on attacking….everyone around them. On your own orders, they have been looking for any amongst the feathered madmen for one who shows signs of not being
utterly mad, but so far nothing has gone too well for that. The breaking of the world, the total loss of the Spires of Arak, the whole civilization of the Arrakoa seems to have gone singularly and totally insane.
Reward: Arrakoa stop messing with your and the Alliance's efforts. 500 Per Turn.
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):
Kaz's Lectures: Kaz has stated that while she is both wounded and pregnant, now is the perfect time for you to learn the scholarly half of being a Blademaster. The mindset, the tradition, the unique method of communing with the spirits that allows a Blademaster the higher levels of their abilities. It is a limited education compared to what a Burning Blade Blademaster would manage, but it is better than nothing. Besides, you rather like the idea of using Kaz's special combined procedures of the Horde and the old Mag'har. You will never forget the Horde and what it did with these techniques, but you will have the Mag'har to mesh them. Cost: 0. Time: 3 Months. Reward: Next Step of Blademaster Training Complete.
Will Complete This Turn.
- Though Kaz is not ready to fully say that you are a Blademaster, not yet, you are closer than ever. Your indoctrination into the teachings of the ancient order of warriors is going well, however, and already you are finding yourself aligning more and more with it. The next step, she says, may or may not have to be the final one. There were two 'schools' of Blademaster, those who used the spirits, the Furies themselves, and in a different yet similar way to the shamans. The other, the more monstrous and demonic ones, powered themselves forward with the fury and strength brought to them by the blood of the Legion. There is absolutely no way you will be part of the latter, and so you must be part of the first. Which will require a bit of work. Specifically, a ritual where you shall commune truly with the spirits. There, they shall judge you. If the Furies accept it, and you, then you shall be a true Blademaster. If they don't….well, you tried. And at the least the training, the school of thought, has transformed your fighting style significantly from the more 'usual' Saurfang way. Which is great all on its own.
Reward: Next Step of Blademaster Training Complete. Last Step – The Ritual of Winds, unlocked.
Learning Crimes: You need to know more about the crimes of the Horde. So the only place to go is the elders of the Mag'har. Those who knew, watched….may even have participated in the early massacres before Gul'dan gave your people the instrument of their doom and destruction. An instrument happily accepted. The orcs of old were more than happy to attack and slaughter everyone around them, they only needed an excuse. You've beaten that out of people, have shamed and shamed and yelled, as has Garrosh, and even the elders once you shove the truth of the willful evil the orcs as a race perpetrated into everyone's face. But you need information, so that you aren't blindsided by anything that the Alliance might want to say or accuse you of. Kaz, and the older Laughing Skulls, they participated in the 'First War' and the 'Second War'. So now you will know what they learned. Cost: 0. Time: 2 Months. Reward: Information.
- Stormwind. You taste the word, and hear the flames and screams sink into your very core. The eldest of the Laughing Skulls remember. In the dead of night, while the bonfires raise high in the center of Dranosh'ar, you hear, and
listen. The death of children, the torture and sacrifice of elder and young alike. You were not there, but in that instant, with the aid of the shamans present, you
travel, on what is surely one of the most gruesome and horrifying spirit journeys you have ever undertaken. You 'hear' the disgustingly charismatic Doomhammer, the noble and yet fatalistic cries of defiance by the humans. You 'taste' the blood on your lips, the soot and ash filling the air as those who had no quarrel, had never even met orcs before, were cut down like swine. The First War. A world, untouched, unblemished by the stink and rot of the orcish Horde and its demonic masters. Free of the taint of fel power and fel blood. Burnt, entirely, to the ground. There was no Path of Glory constructed, though that is only due to the bare escape of some Stormwind Clan - Kingdom, the word is apparently Kingdom - citizens. The fact that apparently Doomhammer, who relished in the torture and burning, was apparently a far more 'honorable' alternative to
Blackhand, disgusts you to no end. The fact that both came from the Blackrock Clan shames you even further. An entire people, land, Clan - Kingdom - scorched to the ground, and for what? For what glory or honor is there in such an unprovoked attack? In this moment, this knowledge of what happened to Stormwind, you
hate. The Legion, the Horde, Blackhand, Doomhammer,
Saurfang. All names and concepts that you
hate harder than you've ever hated before. These fools, these monstrous hellions, these corrupted slavering blood thirsty
filth! Why, why would they do this, how much farther can the stars of the orcish people fall? What depravities are left to them? An indelible stain upon the spirit of all orc-kind has been left by your ancestors, your fathers and mothers. Spirits help you, the despair that overtook you nearly swallowed you whole, and were it not for your mate, your friends, and even Velen, you might even have simply surrendered to the shame then and there. As it is, you can only gird yourself, for there is more. A Second War...and stories of horror yet untold.
Will Complete Next Turn.