7, Month Three AA
Turn 9 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. (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.
- There is a storm coming. Demons moving, and Kargath is still out there. You doubt that he has forgotten you. Besides, all of your lands could do with better protection.
Will Complete In Two Turns.
Reinforcing Oshu'gun: Revitalizing a Fury of Light, a Naaru, is a worthy endeavor indeed if Velen is to be believed. It would be good for most everyone on Draenor if that were to occur. On the one side a being who is apparently a millennia long foe of the Burning Legion could return to full strength, and on the other the Draenei regain one of their most vital aspects of society. While you do not possess any shamans who truly pay respects to this Fury of Light, they have at least done so somewhat indirectly through the rituals that your ancestor's spirits organized. As such, you must keep it safe from all comers, no matter what. Cost: 500. Time: 1 Month. Reward: Oshu'gun much more fortified against any assault.
- A detachment of warriors is sent down to protect something that might be one of the best anti-demon
anythings is kept safe. Your people are eager for it, though you have not yet told them it is not a weapon. Many assume it is some sort of ancient draenei weapon. Which...doesn't really encompass it, but they'll see at the end of it.
Reward: Oshu'gun much more fortified against any assault.
Zangar Gate: It is time to crush the Zangar Gate and cut off the flow of demons onto your world. It is time to fight, and let the earth run with rivers of fel blood. That…you will absolutely clean afterwards. Damn, can the demons truly leave you with
nothing? At least you can enjoy slaughtering them. Whoever commands the demons clearly thought that you would not be able to simply take their gate, as this one has been left with sub-par defenses, so dedicated they are to streaming materials east. Not to mention your own advance forces ready to assist. Cost: 1000. Time: 1 Month. Reward: Zangar Gate captured and contained. Chance of Success: 65+Previous Actions=85%+HI=95% Required: 5. Rolled: 19+10=29
- You personally participate in this battle, and it is good you did so. The previous Gate fell, and you took them by surprise and the fact that the Twilight Ridge was naturally confining. The Gate of Zangarmarsh...has no such limitations. Furiously, you charge into battle, against what seems like an endless stream of demons, their fel blood flying and staining the ground. Your blade cuts deep into demon flesh and bone, only for you to rip it outwards and stab it back in. Casualties are taken, and at one point in the battle you yourself are swarmed. Morale plummeted, though it returned when the
red poured through your body and you cut your way out. Kaz went ballistic though, and nearly devolved into full on bloodrage. It was...both terrifying and amazing to see. How her body and blade danced in and out of enemy formations. Death came from on high then, and the doomguard flew down from the skies themselves, tearing into your formations and scattering charges before they could truly build up momentum. But ever...so...slowly...you pushed them back. The Arcane Warriors were of great use here, as were the shamans. Truly, without the shamans the orcish people would be lost as they once were. Never again.
As you take step by bloody step towards the Gate, you scream that to the heavens. Never again shall your people suffer the yoke of the demons. Never again shall you be the
things that Gul'dan and Ner'zhul tried to make of you. Never again! After the battle was done, somewhat, the gate contained, you let yourself collapse from bloodloss. By participating directly in the battle you likely prevented many orcish deaths, but the return was injuring yourself and gaining quite a few new scars. Reward: Zangar Gate captured and contained.
Gain Trait: Wounded - Not at the top of your form, this will require time to heal. Gain Trait: Scarred - Your brown hide carries plenty of scars, letting all know you have been in battle. (+Small Prestige Gain Per Turn).
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 1):
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 This Turn.
- Its brings a smile to your face to see when one of the few remaining members of the Lightning Blades Clan teaching some of the Blackrock younglings some sword forms. It warms your heart to see one of the more especially feral looking Bleeding Hollow laughing and walking alongside a female from the Frostwolves. All things that would never have normally happened. But the Mag'har...are more than just one Clan. One warrior. You are a
family, a
race, a
movement, all that and more wrapped up in the bonds forged after an apocalypse brought about by a monstrous mockery of your own kind. There are no minor clans. There are no major clans. There are clans...and the Mag'har. Greater than the sum of all the parts. This...this is what the Horde should have been. It never will be. But that is all right, for you are not the Horde. You are free of the chains of that past, though you shall never forget it. You will not allow your people to forget it. Only by learning and internalizing the past shall you create a brighter future.
Reward: Mag'har further unify internally.
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.
- You and Kaz head up into the hills, and are treated to the sight of a young Gronnling being tossed from the highest portions down below. The stoney creature wails in anger as it falls, before thudding down. It seems that even after this Cho'war pushed out the monsters of Gorgrond that they refuse to accept the new status quo. It's not that out of character for the ravaging things that pretty much only lived for destruction and breaking. In any case, you finally see him. And by the ancestors, you know immediately which one he is. The strange rocky growths which push out of his shoulders and head, the greater size and muscle, and the glimmer of intelligence in his eyes. Not much more than normal ogres, but enough to put you on guard. For a wonder, he does not order his ogres to attack you immediately. He merely bellows a question as to your presence. When you explain that you are there to say that he won't be attacking your people, he looks confused. Then angry.
Then you start fighting. You cannot lie. He was faster and stronger than you expected. But between you and Kaz you kept him from truly harming either of you, while you began to cut away at him. Your fight lasted longer than the last ogre leader you fought, by a good margin. Honestly, Cho'war seems
tireless. But he isn't entirely stupid. After a while he calls it off, laughing at how 'strong' you and Kaz are. The difference between straight brute strength and endurance doesn't seem to exist for ogres. After proving yourselves, the ogres are more than happy to have you. And on some level, you envy them in their simplicity. What is strong is good, and what is weak is bad. Alas, you cannot live in such a simple world. For now, what you wanted, Cho'war promising not to go after the Mag'har, has been accepted.
Reward: Cho'war does not decide on attacking the Mag'har. Warmaul get to appreciate strength of Mag'har.
Stewardship: Garadar simply cannot hold all of these people. Your supplies strain already, and as more and more orcs grow healthy once more the amount of food and housing required will far eclipse what the small city can hold. This must be attended to, and quickly. (Choose 1):
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 This Turn.
- Garadar is no longer the sickly small town of before. It is slowly becoming a true city. Not the size of the ruins of Shattrath, not the size of Shattrath-Before. But its pretty big. And better defended, with new towers and walls. Still, you shall never forget its humble origins. And no one else will either.
Reward: Garadar expanded, better defenses. +500 Fishing, +500 Farming.
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.
- Mass producing scrolls and books takes a bit, who knew?
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)
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%.
- Required: 25. Rolled: 27.
Clefthoof are normally quite peaceful. Or at least they were back in the old days. Now they are a bit more ornery. But you managed to wrangle some of the more docile ones and begin training.
Will Complete Next Turn.
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):
Calming Talador: The Furies of Talador are coming into conflict with the Furies of the Spires, those refugees of that completely destroyed place. The Balance is falling apart, and this offends and frightens those at the Throne of Elements. Always, Draenor's Elementals worked in tandem and in balance, and conflict between them is meant to be rare. At the moment it remains muted, but if you do not get a handle on the situation soon you may see just what the Elements may do if goaded into war with one another. It will be difficult, and hard, but it is most absolutely necessary. Cost: 1000. Time: 3 Months. Reward: Talador Furies do not start war with Furies of the Spires. Balance not shattered.
- The forests of Talador are a much less safe than Nagrand, but the attempt must be made. If the Furies are not placated they may shake the land apart, or die. Or both.
Will Complete In Two Turns.
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):
The Paladin, Not the Elf: So the Elf Alliance Commander is rather put out with your people. You can only assume that the Horde did something terrible to her people and perhaps even herself personally. However, the other leader of the Alliance that you have seen, the human paladin, seems less completely aggressive. There is less contempt in him, your lover says, and more righteous fury. Hopefully the second will be better for diplomacy than the former. Both leaders led parties to search for your Laughing Skulls, but now they seem more and more dedicated to fighting the Fel Horde. Perhaps Kaz could approach the human? Jorin speaks fluent Alliance, or so he says. He better not only know two random words. In any case, it will be something to see indeed. Cost: 0. Time: 1 Month. Reward: Interlude Turns.
Reward: Interlude Turns.
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):
Preserving Reputation: One of the best ways to keep everyone in line is to beat the absolute crap out of them. For all that you have done for your people, one of the worst mistakes in life, orc or otherwise, is complacency. Especially amongst orcs however. Even the most respected of warriors cannot be expected to coast on reputation alone. Sometimes things require more forceful reminders. Not maliciously, mind you, just because young people are stupid and it is inevitable that some young orc or another decides that his elders have no idea what they are doing. You are young yourself, but all that you have learned and experienced have brought you much wisdom. Besides, you could use the workout. Cost: 0. Time: 1 Month. Reward: Dranosh gets to let off some steam.
- Injured or not, you're plenty better than a lot of warriors in full health. You take care to remind people of that. One of the worst things for you would be complacency. As Warchief it would be awful for people to never see you in battle, or not exercising your presence. Thought it sort of hurts you to admit it, your people might forget if their leader stayed cooped up in a stronghold all the time. In wrestling, boasting, bellowing, and a bit of light (for you) sparring, the people marvel at how you manage even wounded as you are to make a mockery of most all who challenge you. None manage to push you into a loss, though Kaz pushes you all the way into a draw. Well. One person sort of made you lose. Jorin encased you in an iceblock when you asked if he wanted to have a go. The match hadn't started yet! So...it kind of doesn't count. Right? Kaz laughed and laughed...but luckily no one else was around. Your cheeks glowed more than a forges heart. In the end though, the stress of the past few months has finally lessened slightly as you spend the time amongst your people and get your blood flowing. You can do this. You
will do this.
Reward: Dranosh gets to let off some steam.
A Noble Wolf: You may not be a Warsong or a Frostwolf, but that doesn't mean that you can't possess one of those noble and vicious beasts as a companion as your own. Wolves are important in practically every clans culture, save for those who lived in areas where there were no actual wolves around like the Laughing Skulls. Up until now you've been making use of loaned wolves, but you need one of your own. A mighty wolf of Draenor, creatures that can grow larger than an orc depending on the bloodline behind them. Capable of carrying a fully armored and equipped orc for extremely long distances without tiring, the wolf is the best companion animal that an orc could ask for. Now it is time that you found one of your own. Finding the perfect one will take a while though, but it will be time well worth spent. Cost: 0. Time: 4 Months. Reward: A Wolf Of Your Own.
- Though the Ridge may be gone, wolves still exist. Finding one that will bond with you will take a bit though.
Will Complete In Three Months
GM NOTE: I'll work on the Interlude tomorrow.