7, Month One AA
Turn 7 Resulted
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. (Choose3):
To The North: Zangarmarsh, as you've decided to call it, is a complete unknown to you. As it is the direct border of Dranosh'ar, it would probably be a good idea to check on it. The Laughing Skulls are good at creeping around, which is honestly a very good thing, because for all you know that entire area is filled with the plant creatures which infested the world in times past. Or other such monsters. Regardless, you need some people out there, and soon. Time: 1 Month. Reward: Zangarmarsh explored.
- It's an interesting thing to see what a land looks like when it used to be a seabed. The former Zangar Sea still retains an absolutely massive amount of water which is of great interest to your scouts. The land is by far the most diverse and strange in comparison to the rest of the world. Shadowmoon Valley has become a blasted fel-radiating wasteland, while Talador has gained much of the oddly glowing trees and eerie shadows of the Spires of Arak. But Zangarmarsh is brightly colored, and there are no trees there. Only mushrooms. Mushroom trees, mushroom bushes, and…mushroom creatures. Yes, as your scouts explored Zangarmarsh they found themselves confronted by strange stalking creatures which could fire lightning from their heads, and massive fungal giants that were quite powerful when provoked. One of the top scouts of the Laughing Skulls, an orc named Throatbiter swears on his father Marrow's mulched body that he saw a small group of mushroom people building some sort of village in southwestern Zangarmarsh. It is surprisingly near Dranosh'ar. The land is full of life, and with some study probably food. There are plenty of animals there with razor sharp mandibles and such that could be well used as weapons and tough hides, and it seems like a strong land. But there the good news ends.
You have located another of the Dimensional Gates. Located in western Zangarmarsh on the far western edge, it spews a trail of demons which head east across the area. You can actually trace their trail by the fel energies which they leave behind them in a long line which reach all the way to Hellfire Peninsula. At first you were worried that they would then turn south to skirt along Shattrath but apparently you should have feared nothing on that front. Instead the demons are heading directly into the peninsula, though you do not know for what purpose. Still, this brings the remaining question, there are demons streaming south into Talador and into Shadowmoon Valley, but they are not taking the Zangarmarsh trail. Which means that the demons heading south are coming from…Hellfire Peninsula.
Thankfully, it seems that whoever is controlling the demons is purely focusing on numbers, as unlike the Twilight Gate the demons are not building any structures or keeping more than a token force of protectors from the place. This is good for you, but probably bad for whoever is on the receiving end of all those demons who are leaving instead
.
Also, some of your scouts swear that they were being followed more than once throughout the month but were unable to identify the ones tracking them. Though strangely they were never attacked…this bears thinking about.
Reward: Dimensional Gate Identified. Significant resources available in Zangarmarsh. Potential small spore people village. Demons streaming towards Hellfire Peninsula purpose unknown. Someone else in Zangarmarsh?
Talador Patrols: The Warsong are personally funding the reconstruction of Shattrath. As they move materials and peons through the forest, they are finding themselves under attack by Arrakoa who burst from the trees and wildly rip and tear at your orcs. This is unacceptable. More than half the time the bird men are killed in the attempt, but the point remains that it is a distraction and is taking away from the healing of Shattrath. Setting up a few patrols along the path from Nagrand to Shattrath would do wonders for speeding up the reconstruction process. Cost: 500. Time: 1 Month. Reward: Arrakoa suppressed, prevented from attacking Warsong caravans. Shattrath reconstruction boosted.
- The Arrakoa are crazy, and always have been. They probably got worse as a result of the apocalypse. Either way, you and the youth of the Mag'har can't know for sure. In any case they seem determined to make nuisances of themselves. If that's the way they want to play it then sure. Even before the Horde and the Burning Legion came upon your world the bird creatures had nearly driven the Bleeding Hollow to extinction for no real reason. As such you don't feel too bad about ordering patrols up and down the caravan lines. Within the month bird people attacks have ceased and reconstruction picks up the pace.
Gul'rok and Roll: The Arrakoa have begun raids against Gul'rok from some small base of theirs to the south. This is unacceptable, especially as Jorin absolutely refuses to allow his home to be destroyed again. He is requesting permission to lead the Bleeding Hollow against their ancestral enemies to teach the blasted bird people that they should stay away from the clan they nearly drove to extinction in the past. Because the situation that gave rise to Kilrogg will never happen again, not so long as Jorin lives. Time: 1 Month. Reward: Unnamed Arrakoa base to south of Gul'rok destroyed, Arrakoa raids on Gul'rok stop.
- Yeah. The thing between Boulderfists and Jorin is a bit personal. But the thing between the Bleeding Hollow and the Arrakoa? That's
generational. What would be one of the most numerous and most powerful clans on Draenor during the formation of the Horde was once nearly driven extinct at the hands of the Arrakoa. Though the curse of the Mag'har is to be filled with youth and strained in terms of elders, the stories and songs and tales of the Bleeding Hollow are utterly filled to the brim with the stories of the darker days for the clan. When they hid in their homes like frightened rodents, and feared every shadow in the now lost Tanaan Jungle. So it is to the great pleasure of the Bleeding Hollow ancestors spirits that Jorin leads a party against the nearest bird person base near the village. Though they questioned Jorin's use of arcane magic for a short time, after seeing its effectiveness and having Jorin flatly explaining the difference between arcane and fel magics they soon quieted down. With one single alpha strike of overwhelming strength the Arrakoa were sent fleeing into the trees with naught but a few of their scraps of paper and eggs with them. The wood and remaining materials there that could be made use of were organized and set aside. Not to mention the fact that Jorin has located some interesting scrolls in Arrakoa script which describe something called 'shadow magic'. He is personally focused on his arcane studies and has set them aside for now however.
Reward: Unnamed Arrakoa base to south of Gul'rok destroyed, Arrakoa raids on Gul'rok stop. Bleeding Hollow ancestors pleased. 'Shadow Magic' scroll scraps?
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):
Minors: You are greatly respected by the people for your fiery voice and honorable reputation. All amongst the large clans of the Mag'har are sworn to you by blood oaths, and some took it even farther. But something that you've realized that you feel a bit embarrassed about is the fact that you don't know about any of the minor clans. Even then, you are struck with the feeling that even that denominator is a bit insulting. 'Minor' clans. As opposed to what? They are all orcs. Proud. Strong. They deserve to know that as well. Time: 3 Months. Reward: Mag'har further unify internally.
- There are many clans which are not quite so well known in modern orcish memory. There are the Rageroar and the Bladwind. Both groups are surprisingly populous, but there are others as well. Scattered remnants of the orcs of Draenor who found their way to Garadar through the trails of others who were sent there for suffering the Red Pox. Some who drifted in towards the last days of your world before the apocalypse. It will take time to get to know them all.
Will Complete In Two Turns.
Telaar Dislikes Boulderfists: It is true. The Boulderfists no longer have anywhere to go. They could simply allow Cho'war to lead them, but they seem quite dedicated to not upgrading from holding rocks in their hands. As such they have begun pushing out for more territory. The issue with this is that this means that they might perform another Gul'rok on your other settlements in Nagrand. Even worse, they have begun initial raids on Telaari territory, which is unacceptable to you for multiple reasons. However, the ever pragmatic Jorin declares that this is a multi-pronged opportunity. He wishes for the Mag'har to make contact with Telaar to sign a mutual agreement against the Boulderfist in terms of supplies and mutual warrior patrols. It's a daring move, but one that could result in much better relations between your peoples. Time: 2 Months. Reward: Telaar relations boosted significantly. Boulderfists pushed off of Telaari land and further dis-encouraged from encroaching on Mag'har lands.
- The Telaari may not be quite so numerous as the Mag'har, and some of their people are of the Broken, but that doesn't mean they don't need a bit of land. The Boulderfists, pushed out of the hills and your own territory have fallen upon what is the last remaining target in Nagrand that they think they can enforce their power upon. The warriors of the draenei are not weak, however, and the harshness of the post-apocalyptic world has only hardened them further. But they are willing to accept your help. There isn't much actual fighting
together mind you, but some of the braver souls on both sides are willing to pass messages of patrol paths and areas of ogres to be cleared. It's…well. It's something at least.
Will Complete Next Turn.
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):
Expanding Garadar: Garadar has done quite well, but with the growth of your other settlements it has come to your attention that perhaps the place which serves for better or worse as your capital should be better off than just the original quarantine city it had been before. As such you have spoken to some of the elder Blackrock smiths and they have some ideas about putting up some better walls and watch towers around Garadar. At the moment Garadar seems to only possess light defenses, and that is something which you would prefer changed quite quickly considering the fact that there are demons about. But more than that, Garadar needs to be expanded just in general, as in more houses, farms, and some small docks along the lake for fishing. Cost: 1500. Time: 3 Months. Reward: Garadar expanded, better defenses. +500 Fishing, +500 Farming.
- Garadar is expanded, and in a more uniform manner. The original settlement was rather haphazard and was built in accordance to however many sick needed a house to sleep within. As more and more were infected, more houses were built where there was space. But now that you have the reins, this new growth of the settlement is going to be far more uniform and much easier to defend from attack. Walls will go up, defensive ones, which can be manned by the inner section, while Watch Towers bearing keen eyed orcs and supplies will become small nodes along the walls and a bit beyond them. Now that you have the plans, you just have to go about executing them. With the shamans returned, strong clay and rock are going to be used which pleases you to no end.
Will Complete In Two Turns.
Looking For Blackrock: The impossibly hard ore which the Blackrock gained their name and fame from was one of the most prized substances on Draenor before the world ended. The largest veins were, of course, supposedly in Gorgrond, but with the general destruction of that area and the distance it seems unlikely that you will be able to extend your reach there anytime soon. Instead, some of the Blackrock Shamans have made requests of Gordawg the great Fury of Earth to help them in finding a few of the veins which supposedly existed in Nagrand but were never tapped previously. He agreed, and they have now come to you. It will take time, but it would be time well worth spending if you can find some. Time: 2 Months. Reward: Blackrock veins located, can create mines for the valuable material. Chance of Success: 75%. Required: 25. Rolled: 31.
- The Earth Furies are willing to assist, but they are having to shuffle through a land which is so changed from before. Veins have been moved or destroyed by the pressures and exertions of the apocalypse, and it will take more than just a snap of fingers to find them once more. But once you do, you will have the ore that, when properly beaten out, is by and large pretty much one of the most superior metals around.
Will Complete Next 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. (Choose 1)
Frost: Jorin seems to have a bit of an affinity with what is apparently known as Frost Magic. He wishes to delve into this more completely, but requires time, supplies, and luck to correctly and successful recreate the knowledge of the 'humans' in these matters. Once that is done, you can record it down and copy it so that future orcs may benefit from the knowledge. Cost: 500. Time: 3 Months. Reward: Beginners Frost Magic added to Orc Arcane Repertoire.
- Jorin is quite skilled with frost magic already, but for now it's a matter of transcribing it and making sure that his fellow Arcane Warriors can use it. There will naturally be some who choose to specialize in one type of the magic over another, but Jorin encourages this because only the most prodigious of them would ever have the chance to master more than one school at once. Instead, he wants them to be as best as they can in what they are good at.
Will Complete In Two Turns.
Piety: The Furies stand imperiously at the Throne of the Elements. Greatmother Geyah, the overall spiritual leader of the Mag'har, is the overall spiritual leader of the Mag'har, and it is through her that you make your requests of the elements. (Choose 2):
Continued Soothing: The Furies have done so much for you already, and they could do with what you can manage as a reward. Your rituals even now can heal their pains, but more than just doing those right before you beg of them some boon or another Greatmother Geyah has asked you if it is possible to put a new system in place. Most of the time shamans are individualistic in their rituals, but you can't afford that anymore. Instead, set aside some supplies and a certain group of hunters and suppliers and shamans who together can continually perform rituals throughout the year for the benefit of the Furies. Cost: 50 per month. Reward: Continual Fury soothing to ease their pain on a consistent basis.
- It is thanks to your reputation amongst the Mag'har and your accolades for all you have done to create the defenses of Nagrand and your combat against the demons and Mogor that this actually works. A lot of shamans in different clans have completely different sets of rituals. Some have rituals stretching back hundreds of years, but with Greatmother Geyah's help you manage to get them all to just sit down and talk about it. At the core the rituals all possess common veins, you just needed the shamans to sit down for a month and talk about it to get it to work. For instance, a lot of the reagents for Laughing Skull rituals involve…skulls. Bleeding Hollow rituals involve eyes. In any case, by the end of the month the shamans of the Mag'har are working together as one to assist the Furies on a consistent basis. It's a new concept and practice, but you firmly believe it's a needed one. The added communal bonding between the shamans of different clans is quite helpful as well.
Reward: Continual Fury soothing to ease their pain on a consistent basis. Increased relationship between Mag'har.
Elemental Dawning: The Twilight Gate is a drain on manpower if admittedly a great place for fighting and combat against the damned demons. For all that your people are keeping the demons pushed back and are winning accolades for themselves in that constant fight as the blasted creatures continue to spew outwards, you want it gone and dealt with. The Furies regard these gates as gaping wounds on Draenor, apparently, as unlike the Dark Portal they function as painful tunnels to other worlds instead of the stable bridge of the formers method. You want it gone, they want it gone. Cost: 2000. Time: 2 Months. Reward: Furies destroy Twilight Gate.
- Greatmother Geyah once tried to describe just how the Furies feel about demons. In a word it would be hatred. But it is more than that. The constant filthy touch of fel magics upon what remains of Draenor is like a constant burning itch, an aching wound, and an infuriating foe. They despise it with every fiber of their existence, and it is for that reason that they wish to destroy the Dimensional Gates. Jorin, after conferring with the Furies and Greatmother Geyah, agrees that it might be possible to simple turn off the gates if one had enough arcane power and skill fueling and guiding them but he also says that he is not to that point just yet. So instead the Furies get to destroy the Gate. Which no one is upset about save perhaps the demons. But they don't get a vote. In any case, you are treated to the sight of numerous smaller Furies rising up, almost like miniatures of Gordawg, who are now channeling for some grand display of elemental might to be brought against the Gate.
Will Complete Next Turn.
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 2):
Auchindoun: The orcs celebrate at the foot of Oshu'gun. There they commune with the ancestors and join together in song, dance, and piety. For the draenei, Auchindoun is their Oshu'gun. It is a place deserving of respect and caution, and the Shadow Council is tainting it with their presence! This cannot stand, but you can't simply attack it without any intelligence. Some of the Laughing Skull rogues have volunteered to investigate. Already you have the confirmed presence of the Arrakoa, who you will most likely come into conflict with, but you have not seen any of the Shadow Council. Yet. Time: 1 Month. Reward: Information.
- Your mood is dark as you listen to the report. The Bone Wastes are
not safe. You have heard the stories that Arechron tells of the war in the mountains, but that is across Zangarmarsh. The Bone Wastes are…
horrifying. The dead
walk, either in bone or in spirit form. Both are capable of causing great pain to your orcs. So much so that of the group of fifty Laughing Skulls who traveled into the waste, only twenty five came back. Kaz's people had a reputation for insanity, and under Mogor that did not change. Years of peace had done them a lot of good but as it turns out they
needed to be the ones to go. Only the Laughing Skulls who are to an orc mentally 'off' just a slight tad from Kaz's ability to whipcrack from motionless to gruesome amounts of violence to others who are giggling madmen, only they are the ones who could just walk into the Bone Wastes and come out if not
sane then at least not broken at all.
The dead walk in the Bone Wastes, and within the draenei necropolis the living march. A vast amount of Arrakoa are Auchindoun, possessing great and terrible shadow magics. They summon strange birds of shadow and spirit crafted flesh, all the while their mad leader cackles. On the other side of that desolate place is the Shadow Council who simultaneously drain the mad souls and spirits for power and fight back against them. Orcs and
draenei who serve the Shadow Council as one seem split in two directions however, one strong force facing the outside…and the other constantly running back farther in where the Laughing Skull could not quite penetrate. The Council is trying to contain…something. You do not know what.
The Bone Wastes are a horrifying place, but you can understand why. It is the equivalent if every single burial ground for every clan was horribly desecrated and there were not even former shamans or just orcs in general to try and placate them. The Draenei had been burying the vast majority of their dead in Auchindoun since they
appeared on Draenor. That…is a lot of angry souls. The Shadow Council and Arrakoa are not helping. In any case, you now know much about that place.
It doesn't make you feel any better.
Reward: Bone Wastes filled to brim with insane spirits/ghosts/skeletons of the dead both orc and draenei. Large Arrakoa contingent in one part of Auchindoun, large Shadow Council contingent in another part of Auchindoun. Shadow Council trying to contain something? Laughing Skull casualties, replaced with births this year and new aspiring Skull rogues. 25 Laughing Skull rogues disappeared.
Shadows Of Terokk: You need to know more about the Arrakoa. Specifically, what they are doing in Talador and Auchindoun. You'll settle for getting a reasonable sketch of their settlements in Talador, as you know they aren't in Nagrand. It will take a bit, because out of all the myriad species of your world they were some of the best at secreting themselves away in the world of shadows. Luckily, you can trust in the Laughing Skull to once more make use of their good skills. Time: 2 Months. Reward: Information.
- Other Laughing Skull set out into Talador to investigate the bird men. Just why have they become so ridiculously and self-defeatingly aggressive? This month your scouts end up locating a large number of different settlements of varying size. These small towns or outposts are known as Veils. There are at least two you've found already and earlier in the year you destroyed one. But you need to actually know things about the Arrakoa in general. Their language, their motivations, that sort of thing.
Will Complete Next Month.
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):
Spending Time – Greatmother Geyah: The venerable spiritual leader of Garadar. The mother of the now lost Chieftain Durotan of the Frostwolves. Of all the clans, they focused hardest on controlling the blood rage which has been a part of the orcish peoples since time immemorial. But they were also quite spiritual, and though ever clan was spiritual in its own way, you appreciate the cool and serene personality and personality of their own ways. There are, of course, also the hot blooded among any orcish clan, but that is all beside the point. You may not be a shaman yourself, but nothing says you can't speak to one and learn from them. Reward: Better Greatmother Geyah relationship. Reward: +1/+2/+3 Piety and Diplomacy. Chance for Success: 100%/75%/50%
- Rolled: 65.
You had some questions for Greatmother Geyah one early afternoon while she was resting in her home. What started as a few questions about the history of the Frostwolves turned into much, much more. You learn about the history of the now lost Frostfire Ridge, home of both the Frostwolves and their sometimes allies and other times bitter foes in the presumably lost Thunderlord Clan. You hear the history of her son Durotan who quite admirably did not drink from the concoction that Gul'dan gave to many of the other orcs. But still did he attack the draenei and slaughter them, and for this the Greatmother acknowledges that he did wrong. When you eventually asked her why she had dropped the world shattering revelation upon you so long ago, she answers in a way that sort of confuses you for a few moments. She did it because she felt you were strong enough to handle it, and you were. Because she was tired of watching the youth of the Mag'har so glorify that regrettable past. Because you asked, honestly, and she answered honestly. A harsh woman to so burden you, but her belief that you could handle it was correct it seems. After her stories of how the land, you can only weep and rage at the destruction of your world. So much was lost, and even as the years go on so much is changing to become strange. It is a humbling experience, and though you may not be a shaman the Greatmother still feels comfortable letting you in on some of the more sacred shamanistic ceremonies at least as an observer. Watching her interact with the different shamans of the various clans in the Mag'har teaches you plenty, and having her draw you into discussions amongst those hallowed members of orcish society is both empowering and a learning experience. Despite your youth, your growing mastery of words and your own personal honor push you to points beyond what you knew.
Reward: Better Greatmother Geyah Relationship, better known and respected amongst the shamans of the clans. +3 Diplomacy/Piety.
Spending Time – Kaz: Kaz is feeling great, and with your new relationship the two of you seem inseparable. That's great! Even better, she has offered to help teach you a lot more about the Blademaster techniques she learned. Luckily, these are the ones that she learned that have nothing to do with what the Burning Blade later became. These are the solid foundations of the order of warriors that would later become the bloodthirsty beasts of before. It's a more specialized type of training, one that will take your bulking muscles and teach you how to use them
faster. While she's at it, she can also give you some of the knowledge she has about being a bit more subtle in things. It's one of the most valuable skills she has, and Blademasters
are supposed to be able to cloak themselves in silence even in the midst of battle. Reward: Better Kaz relationship. Reward: +1/+2/+3 Martial and Intrigue. Chance for Success: 100%/75%/50%.
- Rolled: 100.
You spend a lot of time with Kaz this month. Training, fighting, and learning a lot about both how to fight like a Blademaster and just about the Laughing Skulls in general. You saved them, and their loyalty to you is unbreakable, but you didn't actually know that much about them. For instance, unlike most other clans pretty much every single member of their clan is named quite strangely. There are no Zogs, or Gormoks or Varoks or anything like that. Instead, they have names like Marrow, Facebiter, Throatslicer, and such. Kaz lucked out on being named for her mother, who you learn about as well. She was apparently one of the most insane shamans to ever live, but a highly skilled one who was in great communion with the spirits of fire. Why fire? Well, Kaz tells you just why. The former village of Deadgrin which by now is completely gone once existed in Gorgrond and it is there that for a good long while Kaz's clan was essentially right in the middle of the eternal war between Primals and Breakers, which you need to know as much as possible about as those two forces are battling it out in the Blade's Edge Mountains even now. The Primals wish to turn the world into some sort of ever present and over-flourishing jungle while the Breakers would prefer it if the world became like Frostfire Ridge once more.
You don't think that a world completely of both would be very good. Such a brutal lifestyle is what necessitated the utter savagery and subtle cunning which marks the Laughing Skulls, as they had to match savagery of their own land and improve upon it with their own ability to try and pass unseen by those goliaths of death. Kaz never saw much of Deadgrin, as by then they had been completely taken over by Mogor and his master Gul'dan.
After that you spent another few hours sparring as she corrected your movements and you provided some good experience and novel ideas for how Kaz could improve as the two of you try to burn off some energy. She is just so damn
fast that you have begun to develop your own unique combat style as time goes on. If she is the unpredictable and destructive windstorm, then you are the immovable rock which will weather her blows. Your eyes literally cannot follow some of her faster movements, and so you have to rely on split-second instinctual warnings and movements to block her and return with your own ripostes. She's also teaching you to move silently, how to listen in the shadows while motionless, which should be great for ambushing foes in the future.
In any case, your moods turn a bit more sour when after another small excursion where you attack another Boulderfist expedition which was trying to attack one of Telaar's farms Kaz finally broaches the subject of those Laughing Skulls who left with Kargath all those years ago. A full half of her clan did so, and she wants you to be prepared for what might come later. Unlike your own loyal Skulls, the ones that followed Kargath were the ones for whom the demonic taint was just that little bit stronger, their defiance of Mogor just a little bit more energetic.
Including, as it turns out, Kaz's older brother. Cutter. An auspicious name, it seems, as while Cutter may not have trained to be a Blademaster he most certainly became a powerful warrior. Attempting to follow the path of his mother did not bear as much fruit, so after failing to be a shaman like the original Kaz the Shrieker your friends brother did the unthinkable. He became a warlock. One of the few of the Laughing Skulls to do so, he apparently gained the insane pyromantic tendencies of his mother, now fueled by fel flames.
Which is sort of a bad thing. Kaz assures you, as do many of the Laughing Skulls as you spend some time in their village, that the ones who followed Kargath are as good as dead to them. But you still are wary of the fact that Kaz's older sibling might one day return and that Kaz may be forced to fight him. As the month closes out, you have learned much of the history of the Laughing Skulls and a lot about Kaz personally. It is valuable time spent, to be sure.
Reward: +4 Military/Intrigue. Better Relationship with Kaz. Leader of Laughing Skulls who followed Kargath identified as Cutter, older son of Kaz The Shrieker (The original). Information on Primals and Breakers.
Rumor Mill and Scout Reports
Bonechewers Return: In an ominous move, the Horde has finally returned from Shadowmoon Valley. In the worse possible way. The Bonechewers have returned to the shattered remains of their village in Talador in a wild stream which would have slain your observers had they not been provided with a better hidden location in Shadowpost earlier last year. But that is not what so disturbs you. Their skin, by all reports, is a horrific red, the stench of fel taint practically wafting visibly off of them. They have become horribly tainted, yet not so reduced from their original states to be unable to begin rebuilding their village. What could have happened to transform them so in that forsaken valley?
New Draenei Settlement: The center plateau in Nagrand which had been up until this point unclaimed has become the new home of a small draenei village. It is their first major expansion beyond the farms and store houses of Telaar since the destruction of the world. Though they are, according to reports, only in possession of a population about three fifths the size of the Mag'har, such a number is still an appreciable one. The village which they have built upon the central plateau is apparently named Halaa, and was investigated by one enterprising Blackrock scout personally. The mood there was tense, but after the orc approached amicably and only politely asked questions before leaving it was, according to the better eyed scouts, one of relief. At the moment many are questioning just what the purpose of forming this new settlement was.
Red Pox Finally Dissipating: After many years of so many Mag'har struggling under the yoke of the infernal disease known as the red pox, it seems that victory for the orcs is within sight. The painful existence of many is finally being relieved into one free of crippling pain and potential death. Fewer and fewer orcs are straining under it now. Many are quite pleased with the young Dranosh Saurfang's foresight in ordering the construction and resettlement of locations throughout Nagrand which has allowed there to be a smooth transition without any strain on Garadar as the orcs who once filled its many houses to bursting are able to stretch their legs and live without issue of food or housing.