Turn 16
7 AA, Month 10
Turn 16
"Rraggh!" you growl, a bare fist pounding into the boulder.Turn 16
All around you, the winds of Nagrand blow, while you slam your fists into the stone after retreating into the grasslands to exercise your anger. Kaz did not deserve you in this state, especially with her own condition. Said condition not being her wounds, those are healed completely, but rather the fact that she is still yet pregnant. That does not stop her from finding you, slipping in through your senses and defenses until it is far too late and you realize that she sits upon the stone. Her blind eyes see right through you, and all at once you fall forward to lean against the boulder, sweat soaking your frame.
"You are angry."
"Yes," you grunt out, pushing off against the stone.
"At the Arrakoa, right? It can't be much else," she says, and yet despite her gentle voice you can see the white-knuckled grip in her hands as she holds her blade.
"They have enslaved one of the last Greater Furies," you hiss, before slamming another fist into the rock, leaving behind cracks. "One of the last!"
"They are mad, they either know not what they do in preventing the Fury from aiding in the balance, or know full well and do not care," she shrugs, though you know that she likely dearly would cut them all down for their monstrous actions were she not as pregnant as she is.
"We can convince the ogres to put down their arms, the Dreghood are just barely beginning on their own journey with the elements," you turn away from her, hands lifting to the sky as you speak of such a wondrous discovery, "Velen has forgiven us…and we are closing the Gates that the Horde tore into the world!"
You whirl, then, and glare towards the northeast, off towards Hellfire Peninsula.
"But they…they are so focused on their own insanity that they cannot seem to realize that…I don't…," your voice, which has inspired and flensed pride in and hope in the hearts of all Mag'har abruptly fails you as you try to speak on the madness of the arrakoa. "They attack everyone, they scream and screech and all manner of attempts for peace fail for them. I will not let the Mag'har be another Horde, assaulting and crushing entire civilizations…but I am running out of ways to see another way to make them just…stop!"
Kaz slips from the boulder and carefully drapes her arms around your shoulders, bumping foreheads with you for a quiet moment. Then she steps back and cuffs you slightly on the side of your head.
"Velen chose to aid us, and his people forgave us, because we tried, Dranosh. We gave of ourselves as much as we could to break the chains of hatred that the Horde tried to choke us all with. But the Arrakoa…they enslave, they kill, they hunt and assault all around them. If they must be stopped…they will be stopped. But first, I think, we shall start with the freeing of the Fury. There remains yet more to be done in Draenor, do not forget that."
Then she grabs one of your hands and places your palm on her belly, and smiles at you.
"Do not forget this," she pats your hand once before beginning to slowly lead you back towards Garadar. "We are fighting to secure a future for all our peoples, for all of Draenor. If the Arrakoa threaten that…then we will make them see the error of their ways. Where words fail, husband, the blade will have to do."
Perhaps. It does not make you feel much better about it, but perhaps she is right. You cannot, you are sure, ever justify destroying Velen's draenei or the Alliance nor would you ever desire to even contemplate it. But entities such as the Horde? The Legion? Yes. You can see it. The Arrakoa…yes. Perhaps you might have to put a stop to their nonsensical and maddened designs, especially if they are taking to attempting to enslave the Furies. The Furies of the Wind can bring salvation or destruction, cool from the heat or cut the flesh. They cannot be allowed to be chained down when their very existence is vital to the continued existence of Draenor. Because they are Draenor. But Kaz is right, you cannot simply focus solely on that. There is much more to be done, and to be considered.
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 2):Clad In Metal: With the mines open and the forges working, you can now utterly remove the advantage that the Horde and Legion has over your warriors. In that your bone and leather and few personal weapons made from metal are largely incapable of matching the fel iron weapons and armor that your foe possesses. No more. Now, with the right application of effort and wealth you can clad your warriors in their own iron and steel, and replace their weapons with better ones. With that, you will match the enemy in all ways now, and so bring an ultimate victory that much closer to your reach. Cost: 3000. Time: 3 Months. Reward: Military overall upgraded to metal for arms and armor. Will Complete This Turn.
Strike the Horde Again: There is no need to let up on the Horde. 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 as they attempt to push into Talador. 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. With the draenei helping you can easily push harder than before. Cost: 500. Time: 1 Month. Reward: Dead Legion, Dead Horde, Alliance aided. Chance of Success: 75%
Haal'eshi Gorge Assault: Blasphemous bastard bird-people! They have enslaved one of the greater remaining Furies of Draenor! It does not matter what these creatures desired his power for, the imprisonment of any Fury only harms Draenor in the long-run as the elements are pushed too and fro instead of maintaining the balance! Send a strike force to slaughter the arrakoa who have dared to take up positions in Hellfire where in a small chasm they work their mad rituals. You do not desire to harm their people as a whole, but they are filled with madness and now have advanced into full on idiocy and damnation! Release Aeranas, and let the Lord of the Eastern Winds be free! They have had time to fortify their defenses, both in the mundane and their strange magics as well! Cost: 500. Time: 1 Month. Reward: Haal'eshi Gorge Arrakoa slaughtered, powerful Wind Fury released to assist in Draenor's balance once more. ?????. Aeranas as a potential ally? Chance of Success: 50%
Making War Alongside the Warmaul, Fighting Part: The Warmaul have agreed to aid you against the Boulderfist. The two feuding clans are more than willing to attack and kill the enemy. At the moment, the Boulderfist have split into halves in the clefts surrounding the draenei settlement of Halaa. One to the north, one to the south. The northern half is closer to the Warmaul so you likely won't have to worry as much about them getting lost on the way. Cho'war seems eager to crush his foes before him, especially considering how you've technically kept him and his clan pent up in the hills before now. To ensure that the Warmaul accept your strength for true, you will have to demonstrate it in battle where they can clearly see it. Cho'war must accept that you aren't going anywhere, and the old way of things is simply no longer acceptable. Cost: 500. Time: 1 Month. Reward: Northern Boulderfist Cleft Interlude(s).
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):
Ogre Assistance: You need some truly heavy fighters to take on the Horde and the Legion, and luckily there is a population of them nearby. The Pillager might not be the most diplomatic sounding name, but if you paid him and his ogres in food and shiny things you might be able to convince them to go forward and strike against your enemies. The Alliance needs all the help they can get, even with the assistance of your own warriors and Velen's. The Horde's numbers are…distressingly large, and the Legion can summon assistance from nowhere through their portals. At least, with ogres, you should be able to finally push them back somewhat. Cost: 500. Time: 1 Month. Reward: Ogres persuaded to fight against the Horde/Legion in Talador Forest. Chance of Success: 65%
Dreghood Rebuilding Offer: The Dreghood are strongly shamanic and a noble heart beats within their chests. IT resonates with you as well, and especially in the heart of your wife. Kaz sees the draenei version of her own people, cast out and stricken as the Laughing Skulls of the past once were. At the moment, they seem to be focused on restoring their own area into a place of actual settlement, which looks to be a shattered temple complex. They call it Sha'naar. Kaz believes that the offer should be made – an offer, mind you, not a direct caravan immediately in case they decide to refuse for pride, that you could donate stone and wood to aid them in rebuilding. Cost: 250. Time: 1 Turn. Reward: Offer given to the Dreghood to gain many supplies that would aid in the rebuilding of Sha'naar so that it is not just ruins anymore. If they accept, the aid would come in caravans – though those would require more dedicated protection thanks to the general danger of transporting through both Zangarmarsh and Hellfire. Chance of Success: 75%
Dreghood Mentoring Offer: The Dreghood are shamanistic, yet their connection to the Furies is not as complete as it could be. As well your people know, the sheer fulfillment and inner peace that a true connection to the elements is a goal worth striving for. At the moment, they as a group seem only able to connect to one of the elements each, and while this is indicative of their own moral character and strength to be able to do so at all, you believe that they could go further. However, it would be presumptive to assume that they cannot make the rest of the journey alone, would it not? On the other hand, they have struggled so hard, and so far, against the fel taint. Do they not deserve a helping hand, a welcome hand, from those who understand perhaps even better than their Velenic cousins of their trials? Perhaps you could make an offer – only an offer, mind you – to have the shamans of the Mag'har journey to the Dreghood and aid them in communing with the elements more completely. A salve and boost for both their spirits and bodies in equal measure. Cost: 250. Time: 1 Turn. Reward: Future option to have shamans sent to Sha'naar to aid them in improving their connection to the Furies, which in turn should also aid the Furies, but only if they accept! Chance of Success: 65%
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. (LOCKED):
Improving Roads: You have the funds and materials, and you have the idea. Roads help you move trade, it helps your warriors move with more ease than the regular dirt and grasses. Between every single one of your various settlements and those leading up to the Velen's people and his own places. Also perhaps to Sporeggar, why not. It isn't the most glorious work, it isn't even going to be the fastest work, but hopefully it will help everyone along in getting to where they need to go. Right? Cost: 2000. Time: 4 Months. Reward: Full on roads leading to all of your settlements as well as that of your allies. Good for lots of stuff.
Upgrade All Tools: Now that you have access to metal tools, you need to upgrade across the whole of your people's various homes and settlements. Bone and stone are the past, well they always were but you just didn't have the metal tools at the time. It's time to change that. It will cost a pretty amount of your wealth but it is worth it for such strong sturdy things to move out across the land. This will help you build things faster, mine faster, forge faster, and all that and more. Cost: 3000. Time: 4 Months. Reward: Metal tools replace all stone and bone across the realm. Build Times reduced all over the place. Will Complete Next Turn.
Schoolhouse Gul'rok: With Jorin's recent injuries and need to fully dedicate himself to his studies, his has brought up an interesting proposal. He wishes to heavily expand Gul'rok, but not just normally. Specifically, he wishes to turn it into a place of study, a place of research. Essentially, a place where he may pursue his studies in various direction, while other orcs could do the same. It would take a fair bit of income to ensure that it is all made of sturdy enough construction to not be too damaged should any experiments go out of control. Cost: 3000. Time: 3 Months. Rewards: Gul'rok heavily expanded. +1 Learning Option Per Turn. Will Complete This Turn
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):
Riding Clefthoofs: You have a population of Clefthoofs to begin trying things with. The first thing you'd like to try is getting a saddle on them and then training them for battle. Back before Ner'zhul, they were quite aggressive indeed. For goodness sake, Banthar is still running about in central Nagrand, and she's the largest Clefthoof ever seen. If you managed to properly armor them and train them...well, they'd be capable of smashing apart enemy formations with ease. It's a portion of warfare you simply do not have a counterpart for at the moment. Cost: 2000. Time: 4 Months. Reward: Clefthoof Cavalry - Heavy Cavalry Forces. Chance of Success: 50%. Will Complete Next Turn.
Magic Food: So, the deal is thus. One of the spells displayed by the Alliance mages and discovered in Jorin's perusal of Mogor's stolen materials from Azeroth is one to create food and water. Apparently it even actually does act as food. Transmuting pure arcane energy into a bountiful feast is such an incredibly useful thing that Jorin wants to spend a good amount of time working on it so that in times of major emergency your people can fall onto that rather than starve. But he also does not want your people to become dependent on it. So, a good study. Cost: 1000. Time: 4 Months. Reward: Food Supply Boosted. Food level of Stable will require larger decreases to achieve a deficit. Chance of Success: 85%
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 One):
Grant Us Your Blessings: The elements have returned to the Mag'har. Their pain has been soothed. Now, you may once more return to the ways of the past where the spirits helped whisper to the people where to hunt and helped plow the fields and bring the rains. Overall, a great thing indeed that many orcs have been looking forward to ever since the elements returned. Time: 1 Month. Reward: Hunting and Farming income boosted.
Closing The Zangar Gate: The Furies have been calmed, soothed, and prepared as best as they can so that you can close the Zangar Gate. For now, it has been contained from being too bad of a problem, though not without difficulty. With the Zangarmarsh Furies calmed, they can focus upon the closing and destruction of the Gate. Zang'rok has been fighting this entire time to ensure that the shamans have the opportunity to properly commune and cast their strength in with the elements. Let Draenor unleash its wrath once more on the vile pustule which remains upon it once more! Cost: 100. Time: Two Months. Reward: Zangarmarsh Gate Closed.
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):
Tracking Arrakoa: So the mad bird men are apparently based at one single city that they have built, or rebuilt, or recovered, or something else besides after the apocalypse. Regardless, you need to find this place. Whether to put the bird men out of their misery or discover a way to...well, it would be quite presumptuous to say 'fix them' but at least figure out a way to avoid just culling them all. At least you retained Nagrand, they lost the Spires of Arak in their entirety. How tragic...but you cannot brook their continued raids forever. Cost: 500. Time: 3 Months. Reward: Location of Skettis. Chance of Success 75%.
Blade And Feather: The Arrakoa have proven time and again that they are not interested in peace, or even communication. Their actions in binding one of the greater Furies of Draenor has proven that they are both mad and blasphemous, and so despite your desire to remain distant from the ways of your cursed cousins in the Horde it may be time to begin to strike back. Before you have been solely defensive, but now it is time that the Arrakoa pay for their numerous transgressions with their lives. Their mad little patrols and stalking teams and minor outposts throughout Talador must be put to the torch, their people cut down. In the shadows of Talador will a war against the shadow-magic using bird folk be fought, and yet it is one that Kaz believes must be done. And now, perhaps, you as well. Cost: 1,500. Time: 3 Turns. Reward: Talador Arrakoa outside of Skettis badly damaged in operations/numbers. Chance of Success: 65%
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 2):
Let's Go Hunting: There are mighty beasts in Nagrand. Beasts that stand or fly taller than any of their brethren. Much prestige can be found for the orc who slays them and takes their parts as trophies. Not to mention the meat and hide. It is both recreation and personal adventure to hunt, and seeing as you have secured most of Nagrand now quite well, you have the opportunity to indulge yourself. Wouldn't it be nice to have some stories to tell your children one day? Cost: 0. Time: 1 Month. Reward: Get list of Trophy Hunts to go after. Each will grant prestige and unique reagents for….uh, stuff. Likely unique armors and weapons or trinkets that could be enchanted.
The Blade of the Uniter, Stage Two: You must gather water from the regions of Draenor, in accordance to the desires of the Furies. At the end of this quest, it seems, lies a weapon that they shall forge for you. But in order to craft it, will take the gathering of waters from the remaining waters of the world that remain. For now, you shall journey to Nagrand, to Talador, to Zangarmarsh's places and in rituals that you learn in your dreams slowly draw out the purest essence of the water remaining to them in specially blessed and crafted containers shaped by Gordawg himself. It will be a lengthy series of journeys and rituals, but it will be surely worth it in the end. Cost: 0. Time: 3 Month. Reward: Pure Waters gathered from Nagrand, Talador, and Zangarmarsh.
By Blood Be Cleansed: You have been dealing with a lot of stress and uncertainty lately. You have the Ring of Blood once more, and it has been refurbished extensively compared to the pathetic pit of blood, bones, and vaguely shaped spikes of wood. One of the purest expressions of the orcish life is in combat, this is undeniable, and while you could just as easily attempt to commune with the elements or somesuch…you are not a shaman. You are also aware enough that the youth of your fledgling peoples have the tendency to…forget. It is so easy to focus solely on what one wishes to when it comes to the past, and present, and future, instead of the negative. Perhaps, by taking on any and all challengers in the Ring of Blood you can work out your frustrations, test yourself as ever to keep your skills honed, and more likely than not knock a few heads together of those who harbor doubt or are not properly motivated as to your own policies. Cost: 0. Time: 1 Month. Reward: Minor prestige gain for going undefeated in the Ring of Blood for this month. Frustration and stress relief.
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