Warcraft: The Rise of the Mag'har

Eh, let's be fair, while the Ogres aren't all brutes, they're also not very bright as a rule, though there are exceptions.

Those exceptions tend to be the ones who rise to power.

Cho'war is one of those exceptions who if we gain the lotalty, friendship, and/or respect of would be a very valuable ally alongside his clan. Cho'war could also take control over any minor Ogre clans we come across to add to his clan which can help us by extension. We mite consider teaching some two-headed Ogres magic if our relations with the Warmaul become good enough which could be very helpful once they enter an alliance with us. The New Horde has the Stonemaul Ogres as allies and we can get the Warmaul.
 
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My favorite Lord of War stories were probably Kargath and Kilrogg's. There was just something special in those -- it felt like they were given a very defining characteristic, you know? (Though all the videos were awesome.)

And yeah, I was a bit disappointed in Kargath (not in what they did with him, but what sort of person Kargath was) to hear that after the way he made the Shattered Hand... that his clan was sadomasochistic bugnuts. I mean, when you wrote the awesome Turn 5 update that mentioned the Horde's heroes --
Now I'm wondering what he'd be like if warcraft adventures lord of the clans was actually released.
 
I mean seriously though, Kargath really could have been a cool guy. He could have been Spartacus, except he won.

A Clan formed from all those slaves from all the clans, forging a new and better path. A communal one, together with a family tied together and forged beneath the rustle of chains and the whips of their now slain oppressors. No more a disparate group, but a unified one.

Instead: scars and sadomasochism and general horribly assholishness HOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 
I mean seriously though, Kargath really could have been a cool guy. He could have been Spartacus, except he won.

A Clan formed from all those slaves from all the clans, forging a new and better path. A communal one, together with a family tied together and forged beneath the rustle of chains and the whips of their now slain oppressors. No more a disparate group, but a unified one.

Instead: scars and sadomasochism and general horribly assholishness HOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
So like Angron except he didn't have a father that took him away from his gladiator friends?
 
I mean seriously though, Kargath really could have been a cool guy. He could have been Spartacus, except he won.

A Clan formed from all those slaves from all the clans, forging a new and better path. A communal one, together with a family tied together and forged beneath the rustle of chains and the whips of their now slain oppressors. No more a disparate group, but a unified one.

Instead: scars and sadomasochism and general horribly assholishness HOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

I kind of want to get a set of Bladefists for my monk now, anyone here play Alliance want to go punch Kargath in the face?

I'll tank!
 
Now I'm wondering what he'd be like if warcraft adventures lord of the clans was actually released.

A very good question. There's an image of him alongside Kilrogg and Doomhammer at an altar of storms being convinced by Thrall to put the horde back together, and going by the books, he probably would have been something along the lines of Grom, maybe a bit better or worse than him.

Crucify him for the irony.

No, slave he may have been, but if we were to crucify anyone for the irony, that would be Grom. Unfortunately that's never going to happen and even though I trust us to be smarter than the Ogre that did it to him in the first place, my paranoia says he'd still get out somehow.
 
I mean seriously though, Kargath really could have been a cool guy. He could have been Spartacus, except he won.

A Clan formed from all those slaves from all the clans, forging a new and better path. A communal one, together with a family tied together and forged beneath the rustle of chains and the whips of their now slain oppressors. No more a disparate group, but a unified one.

Instead: scars and sadomasochism and general horribly assholishness HOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Hmmm.... I see the odds of a Kargath " Spartacus " Bladefist Quest happening! :p

Just so you know, I'll be waiting..... :cool:
 
I mean seriously though, Kargath really could have been a cool guy. He could have been Spartacus, except he won.

A Clan formed from all those slaves from all the clans, forging a new and better path. A communal one, together with a family tied together and forged beneath the rustle of chains and the whips of their now slain oppressors. No more a disparate group, but a unified one.

Instead: scars and sadomasochism and general horribly assholishness HOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

The boss fight against him is cool as hell though.
 
Turn 8
7, Month Two AA
Turn 8
The Horde has returned.

Kargath Bladefist himself has not been seen, but in exchange you have learned that the ravenous and monstrous Bonechewer Clan has revealed itself once more. The reports of their demonic red skin and strange spike like growths along their bodies coupled with the now recognizable stench of fel magics which the Laughing Skulls are eminently experienced with both horrifies and angers you. These creatures are like some terrible caricature of what the orcs were and even more so than the original Horde. They are like the Pale, those emaciated and made creatures who were thankfully exterminated with the advent of the apocalypse. For in their deep caverns beneath the earth they were buried when the world itself exploded.

But these new…Fel Orcs, as you and the rest of the Mag'har have decided to term them, are vicious beasts. One the one hand, they are bigger than your kind, if only slightly. No doubt they are now unnaturally tough and strong if the change to the orcs during the initial corruption is any sign. On the other hand, you have an advantage that it seems many of them don't. They are far more bestial than even the elders remember, save for apparently their most powerful members who keep a tight leash on your deformed former brethren. Kargath himself has not been seen, but you are quite sure that this is only the beginning of what may come.

It is not all bad. You know that there is no chance for peace between you and this Fel Horde, not any longer now that they have drunk so deeply of a demon's cups. However the Mag'har stand ready, equally determined to face these disgusting creatures that bear a slight resemblance to you as their Warchief. The Telaari made a surprising move on faith to settle the central plateau, and though that village they have built is small and still in fact forming the message that it sends of the potential for a return of trust is heartening. Even the Twilight Gate is soon to be destroyed if the Furies are to be trusted, and why wouldn't you trust the Furies? After this you could probably move forward into Zangarmarsh and destroy the Gate there. That would reduce whoever the mysterious Master is who the demons follow to only two gates. Based on your observations, and knowledge, you know that one Gate is in the Blade's Spire Mountains where the Legion is attempting to defeat the Primals and Breakers. The other, who is apparently still sending demons south into Shadowmoon Valley…must therefore be in Hellfire Peninsula.

Not to mention that Oshu'gun is now free of the barrier, and the ancestor spirits can once more speak to the people. Something that essentially every single Mag'har is grateful to you and the Furies for. Even now you can look far to the south and squint at the great mountain. Well, you can't actually see that far but the point is that you know it is there and that it is safe. Especially with the orcs you set to guarding it years ago vigilantly keeping to their duty, especially because they now know they are physically protecting the ancestors. You wouldn't want to be the next creature to try and get past them. But even their solemn duty is not enough to cover up your excitement.

Especially if the latest reports are to be believed. Because no matter what else happens, you have learned that the Alliance is here. Well. Not…here in Nagrand. No, but your Laughing Skulls have reported that as they observed the Bonechewers that strange beings wearing armor and wielding weapons not of orcish design appeared from the west and attacked the Fel Orcs. They were varied in size, some reaching only being the height of the waist of the 'humans' as well as what you believe to be elves. That said 'elves' are the ones with pointed ears and are wielding frankly impressive magics lends credence to your belief. You have absolutely no idea how you missed them, though you never did actually put through a full scouting survey of Talador. On the other hand, they came from the west of the Bonechewer's, but have not attacked your caravans either. Which means they are somewhere in the center. What must they think, you wonder, that they see these terrible Fel Orcs? Do they perhaps think that all of the orcs are like that now? What will this mean for your future relations with them if there is anything more than crossing blades?

As you ponder that, your thoughts are suddenly interrupted by the shouting coming from guards. It is not the happy sort of yelling which heralds the return of outriders or hunters. It is the yelling precluding combat, and as it begins to ring from the various Watch Towers as messages are carried and repeated you can feel your blood begin to rise up alongside you. Your home is quite small, in comparison to what some might expect from the Warchief of the Mag'har, but you don't desire some massive edifice to mark your presence. But it is still large enough to carry weapons. In this case, a lot of your work with Kaz has left you with a growing preference for long blades thicker than normal Blademaster's use, but that is a result of your strength allowing you to move it about you in a whirlwind of defense and offense. You currently wield one, but you have not been given a truly powerful weapon as of yet. For that, it seems, the smiths are waiting on some of the precious and famous Blackrock Ore.

As you stride down the streets of Garadar, weapon at your side, you feel yourself growing a tad concerned at the sheer volume of orcs streaming out of their homes as well. As you transition into a loping run, you head towards the gates where the cries of alarm first originated. Ears twitch as you strain to hear the first hints of battle. The clash of metal, the crunch of bone. But…you do not.

This is a tad confusing, as given the general amount of alarm that your sentries are raising you half-assume that Kargath himself has somehow made it into Nagrand at the head of the Fel Horde despite all your countermeasures to the contrary. The wall and towers you have raised obstruct your view, but with a single wordless bellow orcs make way for you. A few are too slow and trip over themselves to get out of your way, but the moment you finally manage to poke your way close enough to the forefront of the rambunctious crowd of orcs you halt in astonishment.

An army has made it into Nagrand.

An army of draenei.

Full on divisions of braced draenei covered in heavy armor wielding their strange crystal based weapons. Multiple elekk's with draenei atop them carrying spears and long bows. Though they have not directly attacked Garadar they are quite noticeably setting up a camp just beyond the range of where your mind would say is optimal for an assault. The differences between Arechron's people and these draenei before you is viscerally apparent.

There are no backs broken by labor here.

Finally, one of the elekk riders is apparently urged forward by the small ocean of blue skin and purple crystal. As the come closer, many things cross your mind. Is this it? Is this your fate? War, with everyone and everything around you? After just managing peace between your peoples, will this vast majority which dwarfs Arechron's complement force war once again? While you acknowledge that they have more than the right to commence with war against the Mag'har, and you knew for a fact that you would not simply let them roll over you, something within your heart protests angrily that after all this time you would be faced with destroying them.

The rider comes closer.

You will not strike the first blow, but by your ancestors you will strike back if need be.

A voice cries out from the crowd of Mag'har. Your head whips around to find Jorin, standing atop a large boulder.

He had only been here for a short time reporting on Gul'rok before heading back to his home. But the fortune of him being here and saying such is not what astonishes you, it is the fact that you do not recognize the language he barked out across the plains. The rider is close enough by now that you can see as her features twist with surprise.

When did Jorin learn the language of the draenei?

You presume he said halt or something similar, considering the elekk finally stops. Now fully within range of both your bows and probably a really good throw with a spear, you get a better look at the draenei atop the armored beast. She isn't wearing that much armor, all things considered, but perhaps that is a good sign. Finally, Jorin pushes his way to the fore and walks forward towards the draenei girl. Only a moment after you do so as well, catching up to him.

"When did you learn their language?" you murmur under your breath to him.

"I didn't. I only know the words fruit pie," he says out of the corner of his mouth without stopping.

You, on the other hand, do. Only for a half second, as abruptly restart and catch up to him.

"Fruit pie?!" you hiss.

"I said it in her language and then she stopped. Whatever works, right?" he says with a shrug.

Then you are at the Elekk, and there is no more time to discover why Jorin learned the words for fruit pie of all things in draenei. As you do so the girl is busy reaching about in her packs, a small crystal mace slung along her side. There were no other long range weapons so you can only assume that she is one of the 'caster's of the draenei.

That may not be a good thing.

"Greetings!" she finally says, having located the scroll she was looking for.

Her accent is terrible, but it is still recognizably orcish. Arechron knew orcish, as many of the Telaari do, but this is a surprise nonetheless.

"I am Yrel, Acolyte of the Prophet. He has bade us here to speak with the…uh….," her eyes narrow as she attempts to puzzle the words on her scroll, "Heart. The Heart Who Speaks With Rage, Mercy, and Fang. I'm…not quite sure what that means. It is part of a prophecy, though."

Your eyes widen slightly. The Prophet. The Prophet!? Velen?! The ultimate leader of the Draenei and their most holy and respected individual? That Prophet?!

"He requests your presence at the foot of the mountain of Oshu'gun, and he bids you to bring whatever protection you deem necessary as apparently my people cannot trust me to take a short walk south-oh this is just him admonishing his people for…well," she finally trails off upon realizing how suddenly informal the declaration became. Then she turns her head at the enormous army of draenei that apparently accompanied their leader.

Besides you, Jorin makes a small 'ah' noise.

"I think this Velen would have preferred to just meet with us by himself but it seems his people disagreed," he says to answer your question before you manage to ask it.

At that, Yrel apparently is done, and turns her Elekk about and heads back towards the formation of draenei which are even now erecting small temporary defensive emplacements. Her back is tight and coiled, from what you can see, which is reasonable you suppose considering the orcs at her back.

"This is…really unexpected," you finally manage.

Jorin clucks his tongue.

"The elders say that the legends speak of this Velen, the Prophet. That he can literally see the future. In that case I suppose it is not truly surprising that he did sought us out. Nevertheless, looking at how angry a lot of those draenei seem to be I'd say that they would prefer that their beloved leader not seek peace with us."

You hum in agreement even as the two of you return to the gates.

"What are you going to do?" Jorin asks you as you begin ordering your people to return to their homes.

Pausing, you turn to look at the gleaming armor of the draenei. The draenei who your people attacked, slaughtered, and built a road of bones from. Even from here you can feel their hatred, their fury. This Velen has made a dangerous gamble trying to meet with you, and you can only hope that his presence will keep his people from trying to tear down Garadar. Your forces are spread out across Nagrand, if this army of aggrieved people decides to try and exact vengeance…it will be a difficult fight to remove them.

"What I must," you answer eventually.

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):

Increasing Defenses: There are tides of demons apparently striding across the remains of your world. Though you may have nearly finished cleansing Nagrand of their taint, you can't be assured that they won't try and take it through more overt means. As such, both Jorin and Kaz agree that your settlements could do with more defenses and in fact that you could do with propping up more defenses at the north eastern watch and at Gul'rok as well. It's not the most glamorous thing to do, but if it helps you beat back any potential assaults by foes in the future then it is well worth it. Cost: 1500. Time: 3 Months. Reward: Nagrand gains much better defenses.

Garadar Guard: The size and general equipment of the draenei camped outside of your gates is enough to send many of the orcs into paranoid twitches. You yourself are perhaps not the most happy with how blatant this group is, but you can still appreciate that they are apparently terrified of losing their leader to the orcs. Considering that your people tried to kill him before, it is not unreasonable. But that doesn't mean that you can't order some of the Blackrock to work out some good weapons and equipment for those who patrol and guard Garadar. Cost: 2000. Time: 1 Month. Reward: Defensive boost to Garadar, Garadar guards gain uniform weapons and armor which are better than what they haven now.

Don't Just Let Them Sneak By Again: Ok so you are pretty sure that Kaz would not have let this army through, and the same goes for Gul'rok. Which means that the small watch post you set up in the north eastern passage clearly wasn't big enough or well staffed enough to make sure that this sort of thing doesn't simply appear again. Now it is probably that they may have cloaked their movements somehow, and given the apparent and reported power of Velen in the old days it is likely that the blame is at least partially not their fault, but still. Cost: 1000. Time: 1 Month. Reward: Northeastern Passage increased defenses.

Preparing For Zangarmarsh: The Zangar Gate awaits, and unlike the Twilight Gate it is not enclosed. The demons will see you coming when you go to destroy it. But that does not mean that you can't quietly move some forces in so that when you finally do arrive you will be supplemented. The duty of the volunteers who go there will be responsible for determining just when and how you should attack, and if they do their job extremely well then you could practically guarantee your success at containment. Cost: 500. Time: 1 Month. Reward: Additional Forces available to use against Zangar Gate. Boost success chance of future actions against Zangar Gate.

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. (LOCKED):

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. Will Complete Next Turn.

Aggressive Diplomacy: Cho'war is waffling over attacking the Mag'har and not attacking the Mag'har. You need to ensure that he decides on the latter. For now he has been keeping busy attacking and pushing out the Boulderfists and the Gronn, but based on the rate he's going in a few years the Boulderfists will be pushed out completely at which point he'll more than likely search for another foe to fight. Or maybe he won't. It is hard to tell with a being who is supposed to be magnitudes more intelligent than normal ogres. But how smart is he? You can't be sure, which means that you'll take Kaz's advice when it comes to ogres. You will start by telling him that there will be no fighting between your people. This will involve violence. Kaz is coming with you for this. Time: 1 Month. Reward: Cho'war does not decide on attacking the Mag'har. Warmaul get to appreciate strength of Mag'har.

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. Will Complete This 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. (LOCKED):

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. Will Complete Next Turn.

Decentralization: Jorin has largely been storing the majority of his scrolls and knowledge on the arcane in Gul'rok, but the recent Arrakoa raids upon his home have brought up the fact that should ancestors forbid it fall again that the knowledge gained there should be preserved. So much has been lost already in the apocalypse and under Gul'dan and the Shadow Council's predations. It would not do to lose what new things you have gained. As such, Jorin wants to be a library and some of the more experienced Arcane Warriors in all of your settlements to ensure that should one fall you will not be left without the ability to train more. Cost: 500. Time: 2 Months. Reward: Arcane Warrior knowledge spread to all major settlements, if Gul'rok ever falls you will not lose the ability to produce more.

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%. 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)

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. Will Complete This Turn.

Cavalry Alternatives: The vast majority of your wolf population goes to the Warsong and their famous raiders. With the Scythegore Arm long disbanded, and with its history of Blackhand being one of its most prominent past members, the Warsong have become your main cavalry forces. But with so many of them now in Talador rebuilding Shattrath, it has come to your attention that you might need different cavalry forces. Some people have suggested the Clefthoof. Though the tusk bearing Leatherhide type seems to have disappeared, the remaining Clefthoof have made up for that in their strange bulking size which now dwarfs their previous bodies significantly. It's going to take time however to tame these mighty creatures anew. Cost: 500. Time: 2 Months. Reward: Some Tamed Clefthoofs to experiment on creating cavalry with. Chance of Success: 75%.

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 1):

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.

What Can We Do For You?: The Furies are helping you now, but you want…no. You need your bond to them to be unbreakable to prevent what happened before from ever occurring again. So you've got it into your head that perhaps you could ask the great Furies to tell you what they need from you? Be it a quest, or restoring some area, or cleansing some waters, the only way to know what can be done to help them is if you ask them, as based on before it is highly unlikely that they'll tell you of their own volition until it is too late. Time: 1 Month. Reward: Furies can give requests for you to try and solve. Success in said endeavors would likely grant good rewards.

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. Will Complete This 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 1):

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. Will Complete This Turn.

Investigating Bonechewers: They are here, and appear to be there to stay. You need to learn all you can about these new Fel Orcs, and the Bonechewers have provided themselves as the perfect subjects to do so. Not to mention learning just what it is the Fel Horde plans on doing to the rest of Draenor. Whatever their plans, they cannot be pleasant. But that is fine, you just need to know what they are so that you can stop them. While there, The Laughing Skulls could probably sabotage the Fel Orcs a bit to slow the reconstruction of their village as a base. Time: 1 Month. Reward: Dead Bonechewers, information.

Oh Hey, They're Right There: So! As it turns out the Alliance was already in Talador. How you missed them you may never know. Jorin believes it might have something to do with the rather impressive amount of arcane magic being slung around by the pointy eared mages that the base seems to have. Invisibility granted by arcane magic? Interesting. In any case, they seem rather eager to attack the Bonechewers, which you would normally be fine with except for the problem that such a thing might develop if you don't nip it in the bud as quickly as possible. The Alliance, fighting with fel orcs, might potentially think that there are only fel orcs. You don't need them even more antagonistic against the orcs than they already are! Kaz is willing to investigate, just around the edges mind you, while providing a message for them to perhaps meet you to know that they do not fight the Fel Horde alone. Time: 1 month. Reward: Information. Potential for meeting?

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%/50%/25%

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 aresupposed 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%/40%/20%.

Spending Time – Jorin: Jorin is, by far, your best friend. He is the silent keeper who watches your back. The one who slapped some sense into the Furies and isn't that a hell of a thing to say. He has been a stalwart supporter, and when faced with the possibility of the shamans never returning he went forward and found and made use of a suspect and unbelievable power. His sense of humor complements your own, and though he spends plenty of time running Gul'rok he always makes time to speak with you whenever you request it. Your bond is solid like the bones of the world, forged in blood and fire from the apocalypse. He has much knowledge, and if you requested, knowledge he's willing to share. As the oldest amongst your closest companions he is the one who ran a clan the longest. Reward: +1/+2/+3 Learning and Stewardship. Chance for Success: 100%/75%/50%.

A Prophetic Meeting: Velen, the apparent supreme leader of the draenei, has made a stunning move that has completely taken you by surprise. Through the magics and powers of his priests his people have shifted a literal army to your doorstep…but not to attack you but to instead guard him. He wants to meet you in the shadow of Oshu'gun, the holiest place for the orcs as a people that remains. Furthermore, he is willing to let you bring whoever you wish. If this is a trap, it is a poorly constructed one. If it is not…well. They say that Velen is ancient, and un-aging. You could simply let him sit there, waiting, or you could go. This is a chance, however. A chance for things to change between your people. The Prophet awaits. Reward: Interlude
 
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Military:
[x] Increasing Defenses:
[x] Garadar Guard:
[x] Preparing For Zangarmarsh:

Diplomacy, stewardship, and learning are locked down

Piety
[x] What Can We Do For You?:

Intrigue:
[x] Oh Hey, They're Right There:

Personal:
[x] Spending Time – Jorin:
[x] A Prophetic Meeting:
 
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Well that was unexpected.

Martial
[X] Garadar Guard
[X] Don't Just Let Them Sneak By Again
[X] Preparing For Zangarmarsh

Piety
[X] What Can We Do For You?

Intrigue
[X] Oh Hey, They're Right There

Personal
[X] Spending Time – Kaz
[X] A Prophetic Meeting
 
Garadar Guard
Don't Just Let Them Sneak By Again
Preparing For Zangarmarsh

Better safe than sorry, and start building up for the big demon brawl.

Investigating Bonechewers

We're going to be fighting them soon. We need to know more to do that properly.

What Can We Do For You?

Seems pretty straightforward.

A Prophetic Meeting
Spending Time – Greatmother Geyah

The prophet of course, cannot be ignored. Of the time spending options, we badly need more diplomacy to talk peace, even as the piety helps in war with the demons.
 
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Martial
[X] Garadar Guard
[X] Don't Just Let Them Sneak By Again
[X] Preparing For Zangarmarsh

Piety
[X] What Can We Do For You?

Intrigue
[X] Oh Hey, They're Right There

Personal
[X] Spending Time – Jorin
[X] A Prophetic Meeting
 
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I'd say that getting more diplomacy and piety before we speak with the leader of hte Draenai would be a really good idea. Greatmother Geyah seems to be the best choice for this turn.
 
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