1 Year After The Destruction of Draenor (Hereafter referred to as AA for After Apocalypse)
Turn 1
You are quite possible the youngest chieftain in history. You are the Chieftain of the Blackrock, as there aren't really any others left and willing to challenge you for the position. But you are also the leader of so many more. In a possibly twisted manner you have heard them calling you the Warchief, much like the disturbing corrupted named the leader of their bestial Horde. You don't know if you are entirely comfortable with that, but it's simply what you'll have to deal with.
These are your thoughts as you gaze as the small training ring in a tucked away corner of the city you've lived in your whole life.
Garrosh morosely lets himself get hit squarely in the face by his sparring opponent before absentmindedly twisting his foes arm and dropping an elbow onto their throat. Despite all of his martial abilities, a legacy of his father no doubt, the fire within him seems to have gone entirely out. It is quite disconcerting to see, but there is little you can do for it now as you have much more pressing concerns.
Kargath has disappeared from Nagrand, and you despite your age you are not naïve enough to assume that he did you the favor of slaughtering those damned Boulderfist Ogres far to the northwest of here. You are also not naïve enough to assume that the destruction of your world killed them either. They are too big and dumb to probably even realize that the planet exploded.
Anyhow, the most pressing concern is one that is simultaneously one for joy: the red pox is fading!
Indeed, the sickness leaves the frame of at least a dozen orcs a day it seems. The wasted bodies are returning to full health, slackened muscles tightening after new usage. But it is here that the issue appears. You don't have enough food or housing to provide for all of your people. You can stack orcs up on beds and on floors and feed them a few bowls of broth when they are so heavily afflicted.
But twelve orc men and women who are healthy require a
lot more meat and water. More exercise. More space. More…
everything. You need to take care of this as soon as possible, as you are getting another dozen healthy every day. Soon enough Garadar won't be able to provide for them. After all it was constructed as essentially a giant meditation and healing center, not a full on settlement, not at all.
All of these new responsibilities quail in the overall big picture. You hold the lives of the Mag'har, of the orcs, perhaps even the destiny and future of your whole race, in your hands.
You will not fail them.
You are Dranosh Saurfang. Warchief of the Mag'har. In a world gone mad, you are their leader and protector. Let what may come, come.
You will not fail them.
Military: Garrosh is largely listless these days but he's still an orc first and foremost. Even at his most mopey he is one of your better fighters. In this new world, you'll take what you can get. (Choose 2):
Hunting Parties - Clefthoof: For generations orcs hunted the massive clefthoof for their abundance of meat and hide. With the various clans dead, corrupted, or simply gone, their numbers have exploded. Garrosh wants to send out your warriors to begin hunting these mighty beasts down for the many benefits they provide. Not to mention the general experience that would be gained. Time: 1 Year. Reward: Hunting Income +500 Per turn.
Hunting Parties – Elekk: The powerful horned elekk are not always quite so large as the clefthoof, but they make up for it in their valuable ivory and bones. Not as large as clefthoof bones, elekk materials are much better for precise tasks. Ten out of ten times will your archers desire elekk bone arrowheads over clefthoof bone arrowheads. Not to mention the meat and hides that will provide for your people. Time: 1 Year. Reward: Hunting Income +500 per turn.
Scouting North: The north of Nagrand is your more immediate neighbor, and after the general upheaval of your world you can't trust anything at all about what's been happening or might have already happened. You remember that there were a few settlements in the north of Nagrand, but you have nothing confirmed. Enough orcs are now able to walk instead of hobble and wail under the auspices of the red pox to scout it out. Time: 1 Year. Reward: Northern Nagrand surveyed for stuff.
Scouting South: The south of Nagrand is expansive, considering that you are part of the north. It encapsulates a lot of land that you know little about. Jorin did lead his clan away from far south east, but that was a year ago, so who knows what has changed since? It will take longer for your scouts to fully complete this job, but the information should and will most certainly be worth it. Time: 2 Years. Reward: Southern Nagrand surveyed for stuff.
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):
Rule of Strength: The Mag'har obstentially accept you as their leader, though mostly because Greatmother Geyah approves of you. That won't do, not at all. One of the best ways to truly prove your strength and worthiness is to beat the absolute hell out of those who scoff behind your back at such a whelp trying to lead. You are Saurfang, damn it. You
are strength. Time: 2 Years. Reward: Boosts to Mag'har reputation.
Internal Politics: Greatmother Geyah has requested for you to speak to her. Though you are technically Warchief of the Mag'har, you don't really
know everyone who makes up those you lead. She has offered to instruct you in these things, so that you can get a better internal survey of your own people. It would be good for knowing such things in the future in case of culture clash, especially now that it seems the blasted red pox is finally letting up. Time: 1 Year. Reward: Internal Survey of Mag'har composition, feeling, beliefs, etc.
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):
Sunspring Lake: A rather daring move, but one you think has merit. You have often fished and walked round Sunspring Lake to the south and west of Garadar. It is here that many of the youth afflicted with the red pox were allowed to exercise and play. It has bountiful fish, fresh water, and is in a good place to set up as a location to funnel the energetic and youthful alike as orcs return to health. Why not build a small new settlement, to ease the growing pressures? Cost: 1000. Time: 1 Year. Reward: Sunspring Village set up, population valve for orcs who grow healthy again. +500 Fishing Income per turn. Garadar less in danger of straining supplies.
Boar Farms: Ah, boar meat. Delicious indeed, and a relatively staple food source for your people. Jorin believes that he and some of his extra fearless Bleeding Hollow could confront the horrendously vicious and brutish beasts and construct some holding pens for them. The boars don't have to like it, but so long as they can provide the bones, hides, and meat for your peoples usage then you have absolutely no problem with it. Cost: 500. Time: 1 Year. Reward: Small Boar Farms set up in Garadar, +500 Farming Income per turn. Garadar less in danger of straining supplies.
Watch Towers: Kargath. Ogres. Demons. The Shadow Council wherever they may be. You need to build a few towers to keep watch over any approaching foes who may try and come up and attack you. Kargath and his band got disturbingly close before your sickly warriors were able to turn pus filled eyes upon him. Not again if you can help it. You'll have to use up a lot of clay and bones, but it should be worth it for any advanced warnings on Garadar. Cost: 1000. Time: 2 Years. Reward: Small defensive watch towers built to guard Garadar. Bonus to defensive rolls. Bonus to seeing enemies on approach.
Learning: Not Unlocked Yet
Piety: The shamans despair. The orcs despair. The spirits of your ancestors do not speak. The Furies rage and roar with enough fury to crack the sinuses of any who attempt to speak with them. Their world has been torn from them, it is no wonder that the Furies are so, well, furious. Though you have so very many concerns, you have ordered that the shamans try and restore the connection that the bastard Gul'dan cut so gleefully in the now ravaged Shadowmoon Valley. Perhaps, in another time, you would be too busy with other concerns to deal with it, but your father left scrolls, and you have spoken to Greatmother Geyah a lot. Both have told you the same things. The orcs simply cannot survive as they should without the guidance of the ancestors, the spirits, and the help of the elements. [Every Turn the Shamans of the Mag'har will attempt to reconnect with the elements, this is what the upkeep is paying for. Beginning Chance of Success starts at 40%. Will go up 10% in chance every unsuccessful turn]
Intrigue: You aren't really sure if all the skulking about of the past is something you should have, but Jorin remains adamant that you need to keep an eye on such things. He seems to have appointed himself to this position. (Choose 1):
Follow That Chieftain: Kargath didn't just leave Garadar. He left Nagrand. Where on earth did he go? What is he up to? Will he turn around and slaughter you now? You cannot know these things, but Jorin has said he will provide some of the Bleeding Hollow to discretely keep track of them, at least for a nominal distance. You'll at least want to know where he left Nagrand to. Time: 1 Year. Reward: Kargath information. Chance of Success: 85%.
Shadow Council Checking: The damned Legion. The damned Shadow Council. You hate them both a good and healthy amount. But what really gets in your craw is how
everyone seems to join up with them at some point. As in, there are orcs, Draenei, ogres, hell if those weird little spore things you heard tales of to the far north of here were a part of the Shadow Council you wouldn't be surprised. They are annoyingly good at infiltration and conversion. The world ended, sure, but you wouldn't even be close to amazed if they didn't have a few people slinking around these days…best check, Jorin says. Time: 1 Year. Reward: Information, potential Shadow Council scouts marked down.
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):
Wisdom of Saurfang: Your father knew he would probably be dead by the time you grew up. That he might never return from beyond the Dark Portal. But that's ok, because even if he is he inscribed dozens of scrolls for you on fine vellum. His gruff and frank words are still tinged with loving affection and fatherly pride, even though he probably only ever saw your sleeping face as a baby before passing you to the elders of Garadar. He left behind the words that he knew he would probably never get to say. It is a great comfort to you to read them, and often you find a hidden nugget of wisdom in them every time you read them. Time: 1 Year. Reward: +1 to random stat.
Hellscream, Hellsad: Garrosh spoke to Greatmother Geyah earlier, and left her home a broken man. What was said to break the normally energetic and rambunctious young man who is a few years your elder? You know of your own father, and plenty besides, but your precise knowledge of the one known as Grommash Hellscream is not very expansive. You should speak with the Greatmother about this, if only to know if there is anything you can say to your acquaintance. Reward: Knowledge of Grommash Hellscream, other information that might make you sad/mad at your father.
Prove Yourself: In order to prove yourself to your now subordinates, you need to do something impressive. Preferably a whole lot of impressive things. You have your axe, made of good Blackrock steel. You have your wits, and your strength. Go out hunting this year. Provide meat and hide and supplies for your people. Gain experience at hunting and leading, as well as personally assist the sick and the injured. Time: 1 Year. Reward: 500 Gold Income. 75% Chance to gain Trait: Hunter. Boost to Mag'har reputation.