7, Month Two AA
Turn 8 Results
Military: Garrosh has been rather inspired lately, giving speeches about redemption and forging new paths. All traces of his previous depression has disappeared beneath his new outlook on life. (Choose 3):
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.
- It has been a while since the forges of the Blackrock ran as hot as they do now. You have certain stockpiles of metals left over from the apocalypse or scavenged and preserved from both retaken villages and carried in caravans towards Garadar as the world shook itself to pieces. Not to mention that Hallvalor possessed plenty of metals left over left behind by the near mindless husks of that once honorable force of nature. Though it is common that many orcs like the axe, as it allows your race's prodigious strength to hew foes apart with your blows ,that is not to say that your people disagree with the sword or hammer. Both are just as good weapons. However, to present a solid uniform force to your people you commission heavy armors and strong and deadly axes. The men and women guarding Garadar are no longer mere grunts.
Reward: Garadar Guard, +2000 Elite Grunts, stationed permanently at Garadar. Heavily armored and armed.
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.
- It's a tense situation as the draenei watch your caravans who pass nearby along the roads towards the northeastern passage. They don't attack, but blue fingers grip weapons hard enough to creak as they pass by. After your supplies of warriors, stone, bone, and hide make it there, your peons get to work. What began as a few buildings, walls, and towers expands twice over. Laterally, as it turns out. The point is to prevent anyone from just walking in, so instead of expanding outwards in a general manner walls expand towards the other wall of the passage. By the end of the month, half of the entire passage is now blocked by walls. If you were to expand it again later you could probably put a big gate in it while having a wall to wall…wall. You still haven't thought a name for that place.
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.
- While some of your younger warriors, and isn't that strange to say given your own age, wish to keep watch over the draenei lest combat break out, some are a bit wiser and trusting in your leadership. Besides, there are demons to kill. Plenty of orcs are focused on that, and so by the end of the month a good number of Mag'har sneak into Zangarmarsh, careful to not give any sign that they are there to the demons around the Gate. This has the added benefit of letting them gain experience of that strange mushroom-y land. The beasts there are vicious, and worthy prey for hunters. It is a strong place, wild and utterly untamed. You
like it.
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.
- They say that the White Scar, a minor clan, were left as clanless savages after they resisted the commands of the Horde and the Warchief decided to destroy them. It is unclear if it was Blackhand or Ner'zhul who did this specifically. They say that the Redwalkers refused to join Ner'zhul's council and believed that every clan needed to look after itself in the aftermath of the Second War that the Horde instigated. Both of these things are only partially true it turns out. It is not so hard to flee to a place full of plague if one is desperate enough. The White Scar refused to surrender to savagery and willingly joined the caravans to Garadar after their clan was almost totally destroyed. They were proud then, and as staunch supporters of the Frostwolves they were some of the few who denied the Horde even at the very beginning. This impresses you to no end. Very few could have seen what the Horde would become, but of those few were the White Scar. The Redwalkers believed that they needed to fend for themselves and so were left to fall to practically nothing. They too headed for Garadar after realizing their folly. The orcs are a strong people, but Draenor was and still is a very harsh place. By coming together you can preserve yourselves, but only together. Individually, you are strong, together, the orcs as a people are unconquerable. In any case, the survivors of both clans are quite loyal to you, after all you have done for the Mag'har. Their numbers are rebuilding as well which is most heartening.
Will Complete Next Turn.
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.
- While your people in Garadar are quite leery of the draenei army camped there and said army quite leery of Garadar, your warriors in southern Nagrand are having a much better time. The orcs down there are not of any singular clan though there is arguably a strong Bleeding Hollow and Warsong presence. This month marked something which both makes you feel bad and good. Bad, because it happened, but good because of the result. A draenei hunting party was attacked, as well as a few Broken. Among them was apparently the son of Arechron, Corki, was captured as well. Your warriors did not know this at the time, only that some draenei were in trouble and that some ogres needed killing.
After a few days of tracking, the communally elected urrent leader of your southern forces, a Roldala Bladehowl, found them. The daughter of one of your elder Blackrock smiths, Roldala apparently makes her home in battle rather than the forge like her father Morketh. However, she most certainly shows her ancestral ties to the Blackrock, in that she wields what may be the heaviest hammer you've ever seen an orc wield, and she does it with
alacrity. Her forces came down on the ogres with all the subtlety of several anvils, and destroyed the entire camp. The draenei were rescued to a man, given food and medical supplies, and then escorted to Telaar to tearful thanks.
This finally broke the dam in your relations as it were, as the draenei are a most hospitable people to their friends. Apparently saving the son of their leader is enough to make some small friendship with the draenei who are willing to let crimes that the orcs before them did not participate in which occurred over a decade ago lie. Roldala was accepted into Telaar, and dined with the draenei. The rest of her forces were invited in as well. Soon enough many of your forces which are located in the south guarding Oshu'gun and the paths to Gul'rok and Hallvalor make their way to Telaar for supplies, trade, and conversation. Many of the older Telaari are reluctant about this, but not all. And plenty of the youth are impressed and interested in another people with simple curiosity.
Reward: Boulderfists heavily suppressed across Nagrand. Telaari Relationship boosts to Friendly+.
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.
- As the peons often say: "Work work"
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.
- Required: 25. Rolled: 49
Ah, you've located a few veins! They are located near Hallvalor, which is understandable given the former state of the place before the apocalypse. Mostly the whole molten…lava…parts. Which aren't so much there anymore as they are completely and utterly gone. In any case, with those veins located you can make some picks and set some peons to mining!
Reward: Some Blackrock Ore veins located. Can set up mines.
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.
- It's done. Honestly, it's quite interesting to see. Arcane Warriors look similar to that of the Burning Blade, considering that their blades are coated with a substance which enhances the damage they deal. However, unlike the Burning Blade who slather their weapons in a sticky flammable substance which ignites at a single spark (thus the name), your Arcane Warriors coat their weapons in frost and cold. Small shields and protective shells are also part of their repertoire. All in all, a useful and powerful addition.
Reward: Beginner Frost Magic added to Orc Arcane Repertoire.
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):
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.
- They've been waiting for you to ask, apparently. The Water Furies of Zangarmarsh are apparently wigging the hell out because they are no longer the Furies of the Zangar
Sea, while the rest of the elements are similarly a bit frazzled by the sudden change. The Earth Fury of the Spires is completely dead, permanently, but it apparently gave itself to preserve the rest of the Furies of the Spires which is both good and bad. Good because they are still around…and bad because Talador still
has most of its Furies, and there's a growing issue of overlap and oversaturation because the Spires and Talador were squashed into one another. The Balance is all wrong, and so there are apparently some more twisted Furies, twisted by the apocalypse and rage and pain, that have decided to just up and try to take over. Which…would explain why there are blatant minor Earth and Wind elementals popping up now instead of remaining in an unphysical state like normal. There are apparently
no uncorrupted Furies in Shadowmoon Valley and the elements as one have largely decided to completely 'barricade' that place as it were in the unknowable and unseeable way of non-mortals and cut it off from communing with the rest of them. Honestly if it wasn't so solidly stuck with the rest of Draenor you could see the Furies just cutting the whole thing off, it's like a diseased leg that might kill them if left to be for too long. Alas, there is still more news. The Furies of Frostfire Ridge were largely slain when slammed into Gorgrond to form what Arechron called the Blade's Edge Mountains. Largely, not entirely.
Reward: List of Fury/Elemental Problems.
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.
- It is both climactic…and not. At some unknown tipping point, a quake rumbles across Nagrand and possibly the remainder of Draenor. Unlike the Dark Portal which was anchored and carefully constructed to be a
bridge, the Dimensional Gates that Ner'zhul crafted are painful
tunnels, holes that rip between the extra-dimensional ocean of energies and strangeness that is the Twisting Nether without care. The Great Dark is the space between the stars, and beneath that is the Twisting Nether…where Draenor now floats. But this has not diminished the power of Gordawg and the rest of Nagrand's Furies. They do not like the Gates…and so tear them apart. The Twilight Gate is attacked with the full force of the Furies as they rip it down into its component parts. The wind cuts, the earth crumbles, water carves, and fire melts the remainder into slag. It is a cacophony of elemental power which is in existence for…about say ten seconds. Then all that remains is a little tiny ball of rock which Gordawg throws off the edge. Without the Gate straining the what remains of the land, the Furies seem instantly 'healthier' if that term can be applied to them. Each Gate removed restores strength to the Furies as the elements are no longer forced to keep holding Draenor's disparate fragments together. In any case, your forces are free to withdraw from that place and spread out through the rest of Nagrand.
Reward: Twilight Gate Removed. Furies and Elements across Draenor now much better off.
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.
- Skulking about in Talador has revealed many things about the Arrakoa. For one, there are no more flight-capable among them. For another, they are almost universally insane. They were already dedicated to hobbling about in the shadows and cowering from their various prophecies and such which imply that they are all going to die. The world already ended, but it seems to have cracked the shell from the nut. In any case, you have learned a bit about Terokk, their old king, who was sequestered in some so-called Realm of Shadows. Retrieved scrolls tell the tale of their foolishly adversarial gods who battered one another into seeming non-existence and the subsequent reduction of worship of them into nothingness. And thus you learned of the Talon King Ikiss. An even crazier bird man convinced he is this 'Terokk' figure reborn. He plans to start the growth of a new 'Arrakoa Empire' from Auchindoun. He is using a burial ground as a military staging ground. As such, he's going to need to die.
Reward: 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?
- So, Kaz got some information. The main contingent of Alliance here are known as High Elves. With utterly impressive magical prowess, something Jorin is interested in. They would destroy the Fel Orcs and perhaps normal orcs with impunity save for the fact that they are so utterly battered after the end of the world. They have only just managed to send out parties very far, up until this point using their magics to hide their base, named the Allerian Stronghold, and recuperate. For one thing, they seemed quite unhappy to see a green orc, though Kaz purposefully avoided fighting them and in fact leapt into battle against the Fel Orcs during a fight between the Alliance and the Fel Horde. Which served to confuse them pretty well. Then some of your brown skinned orc rogues appeared and did the same. As Kaz puts it, 'There is nothing quite like aggressive scouting'. For now, you have put the Alliance of balance, but you are unsure if they are up for meeting with you. The unsureness comes from the almost literal frothing fury of the elf woman for whom the stronghold is named at orcs in general: Alleria. She seems to have an almost pathological hatred for orcs. Which…isn't that great. On the other hand, Kaz swears that she saw a human paladin consoling the elf woman who very nearly charged out of the gates alone at the sight of a green skinned orc. More will have to be done, but for now the Alliance is now aware that there is a difference between the Fel Horde and yourself, and that you are in fact hostile against the Fel Horde…and not the Alliance.
Reward: Information. Very Angry Elf Commander present at Alleria Stronghold.
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% Rolled: 77.
- In preparation for your meeting with Velen, you went to the best orc available for advice. Greatmother Geyah held together the various orc clans and their disparate spiritual leaders and practices for
years. If anyone knows how to be tactful, it would be the woman who has dealt with the conflicts and old grudges between Clans for a good long while. You are, as it turns out, utterly correct. She is perfectly happy to instruct you on the finer points of diplomacy. Couched as her knowledge is in spiritual matters you find yourself actually participating in a few shamanistic rituals, which both humbles you and simultaneously sparks some well-deserved pride in your breast.
Reward: Piety and Diplomacy +2
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
A Prophetic Meeting
The wind whistles across the plains as you approach Oshu'gun and plays lightly with your black hair. It whips back and forth, but does not obscure your eyes as you walk across the grass. The closer you come to the mountain, the greater peace you feel. Animals such as the clefthoof and talbuk roam here and there, and you can see them walk back and forth even up to the very foot of one of the most revered locations in all of orcish history and culture. As it should be, for they are just as much a part of the balance as the mountain itself.
Behind you walks Kaz and Jorin, your most trusted companions. Though you had initially wanted to come alone, your friends had refused. For all that this Velen may speak of peace there is an ocean of blood between your peoples and for that they demanded that you possess some form of guard or another than your own wit and the orcish blade you carry along your back. It was not an unreasonable request, though you did reject the idea of bringing a full on honor guard with you. You do not go to make war, but to prevent it.
It took only a few days of preparation before you left, but apparently that was enough time for some draenei to find their erstwhile leader despite his apparent wish to meet with you alone. For as you walk closer to the mountain you can see what you are beginning to recognize as the characteristic gleam of the purplish crystals that the blue skins seem to prefer for their weapons near the bulk of several elekk. They gleam in the mana-light of the backdrop of what has become of Draenor's sky. It isn't the largest group, though it still outnumbers your own and you can tell even from several hundred feet away that they aren't happy to see you.
Did they expect you to not show up? Foolish.
As you come closer to their small camp, the only sounds you can hear are that of the wind and simple nature going on about its day. For a short time at least, for as you finally come close enough to see the…equivalent of the 'whites of their eyes' in the mono-colored orbs of the draenei you can hear the sounds of argument. For while you may not speak any draenei and Jorin comprehends more than he can speak neither of you orcs are still sentient beings. The raised voice, the way words are cut off in a bit of a biting manner…yes, definitely an argument.
"Enough. Our guests have arrived," a voice heavy with age finally says…in orcish.
Jorin shares a raised eyebrow with you as all three of you halt at the makeshift 'entrance' of the camp. Four heavily armored draenei bar your way, crystal hammers hefted meaningfully in their hands.
Yet they stand down at a whispered order in the language you are beginning to identify as draenei. Draeinic? Perhaps you will ask later, but that is not something for you to concern yourself with at the moment. The order, of course, comes from the strangest looking member of their kind that you have ever seen. Unlike his brethren, the one who can only be Velen strides forth in a sedate manner, the strangely aggressive clopping that the rest of his species makes is hidden and muffled beneath his voluminous robes.
But what strikes you most is how…slim he is. Or at least compared to the usual draenei warriors you've seen. In his hands is a staff at the head of which float several flattened crystals in a symmetrical fashion. Yet…the glowing sigil above his forehead burns at your eyes to look at. Not in a devious or fel manner, but more akin to looking into the raw heat and light of the sun. If there were suns in the Twisting Nether. Which there aren't. Nor are there precisely moons, though there are celestial
shapes out there.
Taking away Draenor's skies is just another thing you will never forgive Ner'zhul for.
"You are Velen, then?" you eventually say.
Your eyes roam over the leader of the draenei while he does the same. What must you look like to him, you wonder internally. Beasts? Monsters? The first purges against the draenei were done by brown skinned orcs. Not only has Velen been around for centuries, he watched your people all that time. He has seen your people at their best and at their worst.
"I am," he says with a nod.
The next few words you had planned on saying catch in your throat. Almost choking you. Here was the best chance you would have at repairing the bridge that your demon blood guzzling father and others like him had so happily burned. How can you apologize for the attempted genocide of a people?
Can you even apologize? The word itself, you do not know if it can even encapsulate your crimes. The magnitude alone was and still is staggering. You are dedicated to ensuring that it will never happen again, but the fact that it already did…
"Why did you call the Mag'har here?" Jorin abruptly cuts in.
One the one hand, you can't believe Jorin would speak so casually to one of the draenei. On the other hand, you are thankful that he has taken over for you, considering the way that your voice seems to have leapt down your throat.
Velen's glowing eyes turn on your blood brother.
"Because I have seen the truth," he answers quietly, a small smile on his lips. "Said truth," he says with raised palm to keep Jorin from interrupting further, "is that there will be peace between the draenei and the orcs once more. That genuine sorrow, regret, and rage at the past shall forge a bond stronger than blood."
Neither you nor your companions could help but stare.
"I'm sorry, could you repeat that?" Jorin said, eyebrow raised.
Instead of doing so, Velen gestures further into his camp. Near the center lies, of all things, a large woven blanket. Upon it are several strange dishes, though you can see what is meat and what isn't. A large barrel drips water out of a spigot nearby.
"Come, sit with me, and let us forge peace."
Without waiting for your response he begins walking towards the small site, and after a shared look of confusion and shrugged shoulders you and your companions follow. Though you do note the sneers that the draenei send towards Kaz. Perhaps you should not have brought one of your green skinned brethren-no. You will not disrespect them in such a manner either in action or in your thoughts. Least of all Kaz. Instead you offer her your hand, which your lover clutches in turn.
A few moments later, and you are seated. Velen has been joined by the acolyte you met a short while ago, the one named Yrel. She seems quite uncomfortable to be near you or perhaps orcs in general. Though you note her back is just that little bit straighter now that she sits near the draenei prophet. The spread is actually quite large, and you admit to yourself that you are indeed quite hungry.
But the way this draenei acts, as if everything has been laid out before him...your head turns ever so slightly to look at Jorin. He looks back, and the patch over his missing eye stands out to you for some reason more than it ever has before. Then you turn back, and open your mouth to speak-
"Did you know that Oshu'gun is not a mountain?"
Your words die in your throat for a second time in one day.
"Tell me, Dranosh Saurfang of the Blackrock Clan, do you know of Argus, or the Naaru?"
If either Kaz or Jorin tell anyone else about how your jaw flaps uselessly in the wind at this moment in time, you'll kill them.
"Let me tell you the history of my people…
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"…and so my visions led me to call you here."
What passes for night now on Draenor has long fallen, the fires of the draenei camp burning low. Hours have passed, and in those hours, you learned many things. Of Argus. Of Sargeras, and the origins of the Burning Legion. You have long ago stopped being rocked back on your heels. Simply put, you have been put through a gauntlet of emotion and empathy that has stabbed directly into your core again and again. You wept at the tales of Argus, lost forever. Rage burned hot in your veins at the tales of Archimonde and Kil'jaeden. Grief and fury warred in your soul as you listened to the seemingly endless exodus of the draenei, until they finally seemed to find rest on the world that would become named after them: Draenor.
Only for the Legion to find them again, and through
your people did they strike again! You do not have the words to encompass just what you feel, and by the bonecrushing force that Kaz exudes upon your hand which clasps her own neither does your lover. Jorin, your friend, is a sarcastic and deadpan orc on a good day. As such, you have never seen him in this state. His hands have curled into fists so tightly that the brown skin of his knuckles had turned white. The Legion found you and turned you into weapons over a broken bond of brotherhood. To hear Velen tell the tale the closeness between him and the now Lords of the Legion was as close as it could be, and for them to tear it apart for mere promises of power?
Before, you felt only rage at the Legion. Now a new sensation has been added: disgust. Not only are they monsters and destroyers, they are what the Horde is only magnified. They willingly became members of the Burning Legion. The tale of the Titans and this…
Sargeras….is both saddening and infuriating. A warrior who
gave up. That is the only way for you to parse what this monstrous god became. So worn down by fighting that he joined that which he sought originally to defeat. Such a fate strikes you deeply in your warriors core.
Abruptly, a calm passes over you.
He will be ended.
One day, somehow, someone will strike against the mad Titan. Perhaps they will fail, but the act alone would be one worthy of eternal song and praise. With any luck, it will be you.
Maybe someone related to you if otherwise.
"This…K'ure. You have come to, for lack of a better word, reawaken him?" Kaz asks, head tilted.
Ah yes, the Naaru. It had been hard to wrap your mind around beings of energy and what the draenei call Light. Thankfully Velen and his acolyte Yrel had exhaustively explained the Light as they knew it. It is, as you understand it, a force, like the powers of the elements, only magnified by time. The Light is the Element of Creation, if one were to consider it from a shaman's perspective. Diametrically opposed to the Burning Legion, you could probably consider the Naaru as Furies of Light. Velen appeared only slightly confused by this explanation, though he said that it was quite close all things considered.
When you asked how he seemed to understanding of your own perspective, he dropped yet another revelation upon you.
The Draenei hear the spirits. They possess in their number an individual named Nobundo, and it is
he who brought the Elements to the draenei. For a few moments, you felt confusion and anger that he had spoken to the Furies and brought shamanism to his people the very year after the world ended, but this was soon replaced by shame. Of
course the elements would speak to the draenei over the orcs. The orcs did not deserve to hear and speak to the Furies after what they had done. Years of work had gone into placating them.
On the other hand, it is a lasting bond between your people now. Both of you hear the spirits, and thus both of you hold a responsibility to work in accordance to the Furies. If you were to battle against one another would inevitably cause conflict between the shamans, and thus, the Furies.
Unthinkable, now after all the work you and the rest of the Mag'har have done to bring them back and heal them.
In any case, Velen responds to Kaz's question with a nod of his head.
"Before, there would have been little chance of us being able to work in such a manner. And while I do believe that it would be possible to simply assist K'ure to complete his transformation immediately, such a method would have…certain dire costs," he replies with a grimace.
That too, is something you are sure will send shockwaves through the rest of the orcish community. That the rituals your shamans have been trained to use for centuries were actually devised through the work of the Ancestors and the Naaru who slumber's beneath Oshu'gun. If you were to frame it correctly in your mind, a Fury of a previously unused Element only used by the draenei is the one who gathered and provided succor to the spirits of your ancestors. Of the ancestors of all orcs. Then, it worked with said ancestors to provide a way for both those ancestors to actually be able to speak and counsel your people, and provide rejuvenation for it as well.
This is going to spin your people on their heads.
Good. Anything that keeps them from coming into conflict with the draenei once more. Being directly involved with the equivalent or perhaps even surpassing power of what could be considered a Fury, the entwined situation of both the Ancestors and said Naaru, all of it together should be quite…interesting once you disseminate the information.
"I assume that you will need some time then, Velen?" you ask in turn.
"Indeed. Not too long, the work of the shamans over the centuries did far more than we are going to, but together it should finally allow K'ure to pass this portion of the cycle."
The man who you have grown to pity, respect, and genuinely like over the past several hours then does something entirely unexpected. He turns to you and bows to you, hands clasped beneath.
"I would thus beg of you, Dranosh Saurfang, to grant me and my acolytes safe passage to return K'ure to my people. The Light of a Naaru is something we have been without for…so very long."
You blink.
"Of course," you eventually manage.
The parallels between your people is painful. Two groups, the corrupted far more numerous, and having their most intrinsic force cut away from them. But where your people were without the elements and spirits for a generation and a half, the draenei have been without any of their Naaru for
centuries.
"If any should disturb your rituals here…I will kill them myself," Jorin adds softly. Your head whips to your friend in surprise. He merely nods to reinforce his statement.
"Would you allow our shamans to work with yours?" Kaz asks suddenly to the now upright Velen.
The Prophet raises an eyebrow in confusion.
"Our priests and paladins may be
similar to shamans, but Nobundo has assured me that-," he begins kindly before Kaz cuts him off.
"They call on a power, and use it for the betterment of their people. They're shamans. Mages, paladins, priests, all shamans in their own way. Would you, or would you not, allow ours to work with yours? You say that our shamans have done much for this Fury of Light over the past centuries. Will you not allow them to continue to do so?"
"It would allow our people to begin healing the wounds of the past by working together to rejuvenate K'ure," Jorin says.
Velen seems to pause…before he smiles.
"Blood of Blue and Blood of Black, Bound Together To Bring The Light Back," he intones softly to himself.
Yrel looks to be in shock, while you and the rest of your companions look at the odd way that the Prophet just spoke.
"The Prophecy…" Yrel whispers with reverence.
Oh.
Oh.
"I did indeed have a vision and prophecy about this moment," Velen explains before you can ask. He seems relieved down to his bones to have had it come to pass. Interesting.
You rise to your feet to match the already standing Velen, and thrust out your hand.
He does not even pause to raise his arm in turn. Your arms clasp together, hands on each other's wrists.
"Ancestors-"
"Light-"
"-watch over you," you both finish at the same time, each with a grin.
Reward: Man. A lot of stuff. Story of Legion and Draenei and Sargeras now known to you, Kaz, and Jorin. Light explained. Naaru explained. Oshu'gun explained. Information in general. Shamans and Priests will work together to revitalize K'ure. Timeframe = Very Soon Indeed. Velen's Draenei Relations Boosted to Friendly - -