Warcraft: The Rise of the Mag'har

@torroar how far along is Dranosh in his Blademaster training?

Also are you still rolling for when that Burning Blade Blademaster wakes up?
 
First Blademaster training then Monk training for Dranosh when that becomes available. Lets turn the guy into the ultimate orc warrior badass. With a blade or with just his fists he will ruin you in a fight. As fitting for a Saurfang.
 
First Blademaster training then Monk training for Dranosh when that becomes available. Lets turn the guy into the ultimate orc warrior badass. With a blade or with just his fists he will ruin you in a fight. As fitting for a Saurfang.

Not sure if we will ever have the luxury to be able leave Outland for long periods of time but it is certainly something to look into.

Maybe we can get a Panderen Monk to come to Outland to set up a school where we and other Orcs can learn to become Monks?
 
Don't get me wrong despite everything he seems relaxed and at peace with himself compared to regular Garrosh.
Seems easy to understand. He discovered his clan's dark secrets and went to confront it along with his clan members by meeting those his clan has wronged and learned some enlightenment in the process through the light much like other examples of regretful martial artists becoming monks for past sins. Unlike the canon Garrosh he won't be in a hurry to emulate his father which looked to be part of the factor for his aggressive actions against the alliance.

Not since their whole homeland was obliterated and their minds cracked and all the prophecies about good things no longer possible of coming true and all the bad ones definitely coming true.
Sucks to be them.
 
Less crystals, that's material the orcs don't have access too. The stone is there, but with the metal and shaped hide or orc architecture as well. Old orc aesthetics are simplistic and rounded while made from shaped clay and browned earth, open to the air, with painting patterns of soft earth tones. This is mixed with the grey stone and purple/gold crystals and highlights of draenei design.
 
Turn 10
7 AA, Month 4
Turn 10

The world continues to move without your direction, as it is wont to do. The Alliance is forced to give some ground to the Bonechewers who have been reinforced by demons streaming up out of Shadowmoon Valley, and based on reports from Laughing Skull Mag'har it seems that there was some major internal issues due to Turalyon reporting on what he found. Some friction has appeared between the humans and the elves, which...is not quite what you were hoping for. You can only hope that this doesn't have any bad consequences down the line.

Better news comes from the Draenei. With Velen once more revealed to the world, and after some of his own diplomatic work, the Telaari have reorganized beneath his leadership, though Acheron remains the overall head of Telaar itself. As its...chieftain? Perhaps, they use words that the orcs do not possess in their lexicon, though the position is nominally the same. As for the Aldor, they too rejoiced once Velen returned to speak to them, and many left Shattrath to return to Oshu'gun to perform their own rituals alongside the shamans. The Naaru within must be doing quite well, based on the general upbeat feelings of the draenei when you see them.

The Arrakoa continue to be a nuisance, but one that you refuse to ignore despite just how little progress they've been making lately. The bird men were driven mad with the end of the world, but you can't allow them to continue attacking...well, everyone in the world as they have been. Jorin agrees with this, though not reluctantly. Back when Hellfire Peninsula was the Tanaan Jungle there had been a generational battle between Bleeding Hollow and Arrakoa.

In any case, Draenor, such as it is, continues to rocket through the Twisting Nether, and life goes on. You are Dranosh Saurfang, and you have a lot of work before you.

Military: Garrosh has been rather inspired lately, giving speeches about redemption and forging new paths. All traces of his previous depression has disappeared beneath his new outlook on life. (Choose 2):

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. Will Complete Next Turn.

Regular Patrols: A good way to keep an eye on everything and protect Nagrand is to set up regular patrols who can travel along the roads looking for anything of note or concern. Wolf riders for farther areas and people who can walk on foot for otherwise. It's a way to get your people out there. For too long you have been sequestered in Garadar, and with the Pox finally draining away more and more with every passing day you need to ensure that your people do not become used to simply sitting around. Though for now it might do well to divert patrols around the draenei army. They still look a bit twitchy. Cost: 500. Time: Eh. Till you say stop. Reward: Patrolled land. Better morale for the people. Happier orcs. Exercise yay!

Northern Zangarmarsh: This area borders what has become of Gorgrond and Frostfire Ridge. IT would behoove you to get some sort of look at just what has been happening up there. Who knows what has changed in recent times with the three way war that is apparently ongoing up there. Are there any allies remaining up there, or an entire area full of enemies? That is what your scouts must discover for yourself. Cost: 500. Time: 1 Month. Reward: Information.

Bonechewers, Or, Look We're Sincere!: Show the Alliance you mean business by organizing full scale strikes against the Bonechewers rather than the small rogue attacks you authorized before. Actually hit these damn Fel Orcs, get a full test of their mettle to see just what these poor idiotic monsters have done to themselves. It should fulfill a dual purpose, between taking down Bonechewers and showing the Alliance that you are not the same. Garrosh has personally volunteered some of the Warsong for this, they haven't had a real fight in ages, and he is interesting in seeing just how they react to the power of the Light from an orcish source. Cost: 500. Time: 1 Month. Reward: Dead Bonechewers, Alliance ??? Chance of Success: 65%

Diplomacy: If there's anything that Greatmother Geyah has taught you, is that not all things can be conquered by a warriors strength. It was with words that the first shamans parlayed with the Furies, the sentient elementals of Draenor. It will be with words that you accomplish more than just a good axe. (Choose 2):

Fruit Pie Diplomacy: The draenei are right there. This is the perfect moment to reintroduce Arechron to his people, and herald a new dawn between the orcs and greater majority of draenei. Both you and Velen have laid down your edicts, and perhaps you can heal wounds. One of the best ways to gain friends is to feed them, and as of the moment your people are producing enough food to spare. All of your friends are in agreement with this. Jorin especially, as he wants to know what the two words he knows in the draenei language actually tastes like. With the Acolyte Yrel there, you can facilitate a mutual exchange of hides and food. Surely the draenei must be hungry for foods not related to Zangarmarsh where Velen told you they had previously been staying. Cost: 1000. Time: 1 Month. Reward: Improved Draenei relations.

The Spore Folk: You have heard rumors of the sporelings, confirmed by the reports of the draenei who apparently lived in Zangarmarsh for some time in hiding. But the actual location of their settlement is not known, or even if they have more. The heavy mists that cloak Zangarmarsh obscure visibility the further in one attempts to penetrate, but the chance of making contact with a new group peacefully is one that you cannot ignore. Sending out a diplomatic mission may make time, but again, peace over war...hopefully. Cost: 500. Time: 2 Months. Reward: ??? Chance of Success 65%

The Alliance: The journey of a thousand miles begins with a single step. You are not quite sure how you will repair the damage done to the Alliance by the damned Horde, but you will be damned yourself if you do not try. Turalyon is at least open to your overtures, though whether that is desperation or genuine hope you do not know. Garrosh at the least is interested in speaking to them, as is Jorin. For matters regarding the Light and the Arcane respectively. You can only hope that this goes well, for if it doesn't...well. You won't dwell on that needlessly. Cost: 500. Time: 1 Month. Reward: Alliance ??? Chance of Success: 75%

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):

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 build a library and move some of the more experienced Arcane Warriors into 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. Will Complete This Turn.

Zang'rok: You have the gate contained, but unlike Twilight Ridge it is far harder to fully secure this gate. There are no natural walls to keep numbers contained. So you will have to make your own. Putting up walls and Watch Towers will perform a two fold duty of corralling the demons barrelling through the gate while also securing the area itself. The Zangar Gate is quite close to The Edge, as it were, and also an enormous lake nearby. A source for water, and whatever is edible and living in its waters? A very good resource to start securing. Cost: 2000. Time: 2 Months. Reward: Zang'rok founded in western Zangarmarsh, new settlement. Bonus to rolls against Zangarmarsh Gate. +500 Fishing Income.

Mining Time: You have located some mines of the valuable Blackrock Ore. The tough metal you can create from such materials is nothing to scoff at, and it is a good part of the reason that the remaining weapons forged by Blackrock hands from Gorgrond are still perfectly good is the fact that the metal is simply so good. Well, the other part is proper maintenance and expert forging, but the point remains. Metal tools are also quite useful indeed. It is time to set up some mines. Thank goodness you had the Furies help in locating them though, because you otherwise wouldn't have been able to justify the effort. Cost: 1500. Time: 3 Months. Reward: Blackrock Ore mines set up and begin mining.

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)

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%. Will Complete This Turn.

Improving Arcane: It is time to take those among your people who have begun using magic beyond that of the shamans and not that of warlocks to take the next step. For all their prodigious strength and power, they are still quite youthful in their knowledge. Jorin on the other hand has advanced quite rapidly, and is now certain that he can put down what he has personally learned and trained into the minds and bodies of those who follow his path. It will take time though, and will be dangerous. Though all magic is dangerous on some level or another, Jorin tells you. It will be worth it though to increase the strength of your people. Cost: 1000. Time: 4 Months. Reward: Arcane Warriors improved.

Piety: The Furies stand imperiously at the Throne of the Elements. Greatmother Geyah has long been the overall spiritual leader of the Mag'har, and it is through her that you make your requests of the elements. (LOCKED):

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.

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. Will Complete Next Turn.

Calming Zangar Furies: Out of all the badly affected Furies, only those of the Spires have it worse. Those of Gorgrond and Frostfire Ridge still retain a landmass to return to, with aspects from both drawn in. The Zangar Sea, now the Zangarmarsh, is an alien landscape that quite frankly frightens and is scaring the Zangar Furies. Their Balance has been utterly destroyed, with more Wind and Earth than they have ever been comfortable with suddenly present. It was a place of Water, and now not so much. They require much assistance in calming and soothing their pains. Cost: 1000. Time: 5 Months. Reward: Zangar Sea Furies grow more accepting of their new positions as the Furies of Zangarmarsh. Calmer. Easier for Shamans in those areas. Better for everyone in general.

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):

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.

Tracking Arrakoa: So the mad bird men are apparently based at one single city that they have built, or rebuilt, or recovered, or something else besides after the apocalypse. Regardless, you need to find this place. Whether to put the bird men out of their misery or discover a way to...well, it would be quite presumptuous to say 'fix them' but at least figure out a way to avoid just culling them all. At least you retained Nagrand, they lost the Spires of Arak in their entirety. How tragic...but you cannot brook their continued raids forever. Cost: 500. Time: 3 Months. Reward: Location of Skettis. Chance of Success 75%.

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 1):

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. Will Complete In Two Turns.

Let's Go Hunting: There are mighty beasts in Nagrand. Beasts that stand or fly taller than any of their brethren. Much prestige can be found for the orc who slays them and takes their parts as trophies. Not to mention the meat and hide. It is both recreation and personal adventure to hunt, and seeing as you have secured most of Nagrand now quite well, you have the opportunity to indulge yourself. Wouldn't it be nice to have some stories to tell your children one day? Cost: 0. Time: 1 Month. Reward: Get list of Trophy Hunts to go after. Each will grant prestige and unique reagents for….uh, stuff.

Healing From Zangarmarsh: You cannot deny that you were wounded. You need to take some time to yourself. Everyone insists, including Kaz, and you cannot quite deny your mate when she really tells you to sit down and shut up. Besides, maybe this is a blessing in disguise? Being able to spend some time at peace will allow you to truly process what has occurred with Garrosh and the Warsong, the world, the draenei, and everything. And besides, the sooner you let yourself heal, the sooner you can be back on your feet. Reward: Healing time. Time with Kaz.
 
Martial
Regular Patrols
Bonechewers, Or, Look We're Sincere!

Figure we should hit the bonechewers. It helps with alliance diplomacy and hits the fel orcs.

Diplomacy

Fruit Pie Diplomacy:
The Spore Folk

Get better diplomacy with the Draenei and the sporeling doesn't sound like a bad idea. Thought about doing alliance. But I'm kind of worried. Since I think we should wait until we have Velen and Naaru with us.

Stewardship
Zang'rok
Keep those demons sealed up and get a new outpst


Intrigue
Investigating Bonechewers
Might be good to figure out what fel orcs are after. And might weaken their forces when we do attack


Healing sounds good too. Especially if we want to keep doing Heroic intervention.
Healing From Zangarmarsh
 
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