7 AA, Month 5
Turn 11 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 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 This Turn.
- The Mag'har Nation does not possess the same metal production or crystal facilities of the draenei, Alliance, or Horde, but that is all right. What you still have in good abundance is
stone. The rock shaping capabilities of your people have only grown in capability as the years have gone on. Without access to the metals of Gorgrond and no mines of your own, your shamans have done some admirable work in drawing up and shaping stone with the assistance of the Furies. Gul'rok gains several new Watch Towers, a double set of walls, with the second being taller than the first, with the addition of several caches of supplies. Gates are reinforced, chokepoints created, and lots of helpful spikes go across areas where enemies may attempt to charge in. These defenses are set up along the rest of your settlements as well. Garadar, Dranosh'ar, Sunspring, Gul'rok, Hallvalor, these are all now much better defended. To some it would like unnecessary buildup, but they aren't you. Even the north east passage is a full on military base. Your five settlements are strong, and now, they are well defended.
Reward: Nagrand gains much better defenses.
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.
HI Used
- See Bottom of Post
New Warriors: You took an enormous amount of casualties facing the Bonechewers, and while you took down every single one of the redskins that participated in that battle, you still lost a not-inconsiderable amount. Luckily those that lived will be able to pass on their wisdom and experience to those they train. Because you need new warriors. Your numbers continue to rise in the peace of Nagrand, with the ogres pacified for now and the draenei having peaceful relations with you, and so you have plenty willing to join up. It is time to let those who wish to join your military forces in more official capacity join. Training and equipping will take some time, but it will be well worth it in the long-run. Cost: 4,000. Time: 4 Months. Reward: +6,000 Grunts, +2,000 Bowmen, +4,000 Raiders, +250 Arcane Warriors, +50 Shamans, +300 Blackrock Blacksmiths, +100 Laughing Skull Rogues.
- There are many eager to fight, and be counted amongst the honored warriors of the Mag'har. Well, almost all orcs are warriors in their off time, but being part of the official warriors, the ones that you personally lead, that is another thing entirely. They come, ready and eager to learn and fight in defense of Nagrand and the Mag'har Nation. However….to learn how to fight as units instead of individuals takes some time, and proper training cannot be rushed.
Will Complete In Three Turns.
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):.
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% Required: 35. Rolled: 42
- Well you found them. They call themselves Sporelings, which…is fine, you suppose. The short and squishy fungus people are quite nervous and skittish around the much larger and stronger orcs, but they possess a lot of local knowledge about the area. However, they are extremely uncertain about not just picking up their little settlement and relocating, and it is posited that they do not actually understand just how much the world has changed. They exchange mushrooms as currency and insist on requesting your orcs to do things for them in exchange for said mushrooms, but all tasks are strangely menial. So far, no one has accepted, greatly confusing the little spore people. They are currently near something called the Spawning…something or other, where their new folk are repopulated.
Will Complete Next Month.
Tighter...ties: The draenei and Mag'har are doing well, in peace. But they could be doing better. Offering the draenei the highest honor of guest right in your settlements for trading and just general travel would go quite far. The better the relations between your people are, the better everything will be for you in the future. The more that they learn that the Mag'har are not the Horde, the better. The more exposure to the draenei the Mag'har have, the more your people will learn of the ones the Horde tried to massacre. Cost: 1000. Time: 2 Months. Reward: Better draenei ties. Chance of Success: 75% Required: 25. Rolled: 34
- At your behest, orcs have begun trying to better relations with your new neighbors. More orcs visit Oshu'gun and see the kind partnership between orc and draenei, and visit Telaar and Halaa. The draenei are a bit nervous at so many of your people suddenly appearing nearby, but the tension eases when they see that they are traders and hunters looking to sell meat and bone.
Will Complete Next Month.
Stewardship: Garadar simply cannot hold all of these people. Your supplies strain already, and as more and more orcs grow healthy once more the amount of food and housing required will far eclipse what the small city can hold. This must be attended to, and quickly. (Choose 2):
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.
- Your warriors learned quite viscerally how large the difference between stone and bone against felsteel really is. You need more widespread metal usage in just about every sector of the nation, not just the military. As such, the mines of Blackrock Ore are located, and they turn out to be in the former Twilight Ridge. Cleansed quite viciously by the Furies, no taint from the gate remains, allowing the tunnels to be repurposed into actual mines. Unfortunately, this will take a lot of time, there was much damage dealt to the area and properly setting up things will not be a simple and quick task. Still, at the end, you'll have an ore that is better than simple iron for usage. Of course, now that you are aware of how big the discrepancy is, it has been put forward that perhaps the other metals of the world could be put to use i.e. copper, iron, tin, and so on. For now, the mines are being built.
Will Complete In Two Months.
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.
- Construction completes, and with good timing too. The demons seem to be picking up speed with the amount of demons they send through. Against their metal weapons and armors, empowered by fel magics, you are forced to rely on ranged weapons and careful tactics to prevent untoward deaths. You still end up with plenty of injuries.
Complete. +500 Fishing Income.
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):
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.
- Ah, scholarly pursuits. Gul'rok seems to be the central location for arcane studies, and so many new applicants and older Arcane Warriors are ordered to it so that Jorin can pass on what he has learned in his own independent studies. But of course, like with all good things, one must have patience. Jorin cannot simply shove all of his knowledge into their skulls, though he promises he will make the experience as thorough as possible.
Will Complete In Three Months.
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):
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 This Turn.
- Rituals will continue for some time, of course, as is the purview of the shamans, but Greatmother Geyah reports that great success has been found, finally, in reconciling the Furies of Talador and the Furies of the Spires. The latter was bereft of their world, and all of their earth and water Furies died. However, fire and air passed over. While this imbalance could have escalated into a conflict of cataclysmic proportions, you luckily stopped that. With the right rituals and proper offerings, the elements have been appeased. Peace was made between the two, and the Furies of Talador have allowed their brethren to integrate rather than to war with. It has ever been the nature of Draenor's Furies to attempt to work together, hence the creation of the Elemental Plateau in the past. Of course, that place was destroyed in the apocalypse, and without it the Furies have been thrown into great disarray. Still, the Mag'har are helping things calm down, slowly, but effectively. The only part of the world in greater elemental distress would be Shadowmoon Valley, but none of the Mag'har dare walk there right now.
Reward: Talador Furies do not start war with Furies of the Spires. Balance not shattered. Talador Furies absorb Furies of the Spires. Elemental War prevented.
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):
Pre-Emptive Defense: That battle with the Bonechewers was near disasterous. Their numbers generally equal yours but they have warlocks to counter your shamans and significantly better equipment. This...
felsteel that makes up their weapons and armor are quite tough, much more so than the stone, leather, and bone that your people use normally. Not only that, but they began attacking Allerian Hold with impunity despite your scouts along their border. This cannot happen again. The Laughing Skulls see a twisted mockery of what they might have become in the Bonechewers, and so are quite eager to strike at them. Allow them to do so, though sabotage, assassination of leaders, stealth, poison, fire, etc. They wish to keep up a practically constant barrage of stealth attacks to keep the Bonechewers holed up and to allow both your own forces time to prepare and the Alliance some breathing room. Cost: 500 Per Month. Time: Until Bonechewers slain or upkeep stops being paid. Reward: Dead Bonechewers, constant sabotage on the enemy. Chance of Success: 75% Per Turn.
- You make the choice, and your rogues are plenty happy to do it. Every single Mag'har is furious at the Bonechewers. Before all of this happened they were already one of the most disturbing creatures, those cannibalistic clansmen were not welcome in many places. But now they have joined the Horde and drunk deep of demon blood. They are not worthy of pity, or mercy. Not to mention that sabotaging them will assist the Alliance, who might need some time to themselves after what happened last time.
Required: 25. Rolled: 93.
The Laughing Skull's remember what they used to be, and make use of that dark knowledge and experience to great effect. Fires go up across the Bonechewer's stronghold, while their supplies are poisoned or ruined through various means. One enterprising rogue managed to combine several different things about the camp to turn the latrines that had been dug into an explosion that took out a full fourth of the Bonechewers present, and only heavily burning the green orc involved. Infighting is started between the demons present and the fel orcs, causing a short civil war that did plenty of damage on its own before the new commanders arrived. A lesser Pit Lord has been put in control of the Legion's servants there, while the damned Chieftain of the Bonechewers himself has arrived - Tagar Spinebreaker. The same Chieftain that Grom Hellscream put into place many, many years ago. Still, an immense amount of damage was done, more than you could have possibly hoped for at the time.
Reward: A lot of damage to the Bonechewers, resentment and anger between Horde and Legion elements.
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 Next Turn.
Kaz's Lectures: Kaz has stated that while she is both wounded and pregnant, now is the perfect time for you to learn the scholarly half of being a Blademaster. The mindset, the tradition, the unique method of communing with the spirits that allows a Blademaster the higher levels of their abilities. It is a limited education compared to what a Burning Blade Blademaster would manage, but it is better than nothing. Besides, you rather like the idea of using Kaz's special combined procedures of the Horde and the old Mag'har. You will never forget the Horde and what it did with these techniques, but you will have the Mag'har to mesh them. Cost: 0. Time: 3 Months. Reward: Next Step of Blademaster Training Complete.
- You spend a lot of time learning about Azeroth, of all things. Of the battles where all the demonic fury and might of the Horde was pushed back again and again to a curiously named Blackrock Mountain. It is heartening to learn such things. That the warlocks inevitably betrayed everyone else, and that the Horde fell to infighting. It is only right that such things happen when entreating with demons. She does this, your mate, to discuss and talk about the difference in the teachings of the Blademasters that she gleaned from the last few sane Burning Blade before they collapsed utterly into bloodlust. You must forge an older path. Much of your time is spent in contemplation, and prayers to the spirits. It will obviously take longer than it would be to train in the ways of the Horde, but that's the point. They chose the quick and easy path. You shall take the harder and longer path and thus be the much better for it..
Will Complete In Two Months.
The Serpents In The North
It is two weeks into your journey in the strange land of Zangarmarsh when you meet her. You've nearly lost several orcs to the wildlife, the strange flying creatures that have biological razors capable of flensing metal armor just as easily as flesh and bone are particularly annoying. Worthy opponents they may be, a swarm is generally something that you'll just want everyone to avoid. Whatever lived beneath the Zangar Sea before has been irrevocably changed by the apocalypse and the energies inflicted upon the world. The giant stalkers can shoot lightning out of their faces, which you discovered quite unpleasantly, but apparently they've always been able to do that.
You also encounter a large amount of the Fungal Giants, the larger, smellier, and much stupider counterparts to the sporelings. They are also aggressive, though apparently fire is not something that they nor the sporelings are particularly used to. Which makes sense, considering that most of the denizens of Zangararsh are former aquatics. Nevertheless, you enjoy the excursion into the marsh. It's a new land, and heartily satisfies your need to stretch your legs. Better, it is ludicrously dangerous compared to Nagrand or Talador, and filled with worthy animals for hunting and plenty of water. A good place indeed for orcs to thrive. At one point you even make contact with the draenei city where Velen had taken refuge in before receiving his visions.
Draenei hospitality is quite good indeed, and though they may not know that hospitality is one of the greatest honors that can be bestowed in orcish culture, you respect the gesture all the same. They likely enjoy the meats and furs that you provide as well for food and comfort. Eventually however, your scouting mission needed to continue, and so you did. When you ventured towards the Blade's Edge Mountains, you saw that the reports truly were correct. Something has happened to that heated place, and transformed it into a terribly frozen place reminiscent of the ridge where the Frostwolves and Thunderlords once called home.
A small draenei outpost marks the one path up into the mountains, and they reported that none have come through for some time. It's something to concern you though because you swear that you could hear at the very edge of your hearing something nearing the sounds of battle. Far, far in the distance, obscured by howling cold winds. Something to think about in the future. But then you headed east, still exploring the northern half of Zangarmarsh. That, is when you met her.
She would be a strange orc on first appearance, dressed in robes made up of varying shades of purple. It was suspicious, to be sure, but her camp was small and humble, and you did not sense any hostility from her. When you ventured your own name, and that of your scouts, she offered her own in turn. It was not a normal orcish name, Karynaku. But that made sense, considering that after a few hours of conversation her mate arrived, in the true form of what she was.
A giant purple legged serpent, which you were informed was that of a dragon. Neltharaku was his name, and he was apparently unaware that his mate was attempting to open some polite relations with the Mag'har Nation which was even now expanding and growing stronger. He had thought she had gone missing, and he was intensely suspicious of anyone not of his kind. Luckily, the cooler head of Karynaku prevailed. She admitted that it might not have been the proper method of meeting with you, but she had been curious and apparently going slightly stir crazy after her entire Flight, a word emphasized such that it is probably her entire dragon family, has uprooted from both the Blade's Edge Mountains and most astonishingly Shadowmoon Valley.
As to why they left these locations, they were rather tightlipped, but the end point is thus. They are interested in peace between dragon and orc, and apparently even perhaps draenei. When asked why they did not seem interested in meeting the Alliance, you
swear that there was some sort of shame in their voices. As to why, they would not say, though Karynaku emphasized the same sort of issues with evil ancestors that the Mag'har even now deal with daily.
With this in mind, the rest of the scouting expedition was barely worth mentioning. But it was still nice, and you could always do with more allies and less fighting on the limited area that Draenor has left.
Scouting Accomplished. 1 Draenei city located, 1 Draenei outpost located. Dialogue established with Netherwing leadership: Patriarch Neltharaku and Matriarch Karynaku. Relations at – Neutral.