Warcraft: The Rise of the Mag'har

depending on playerbase size, thread or survey voting.

If a goodly number of folks seem interested, then I'll do a survey.

If its just a small group o' chuckleheads, it'll be in thread.
 
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):

[X] 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.

[X] 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.

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):

[X] Internal Politics: Greatmother Geyah has requested for you to speak to her. Though you are technically Warchief of the Mag'har, you don't reallyknow 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):

[X] 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.

[X] 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):

[X] 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):

[X] 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.
 
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):

[X] 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.

[X] 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.

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):

[X] Internal Politics: Greatmother Geyah has requested for you to speak to her. Though you are technically Warchief of the Mag'har, you don't reallyknow 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):

[X] 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.

[X] 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):

[X] 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):

[X] 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.
 
Well, he did kill those kids and such to the point that he can't eat pork anymore.

Sometimes you have to accept the bad before respecting the good.

I'm not saying that Dranosh would like, burn the scrolls or whatever, but it would probably result in a goodly amount of internal turmoil that he'd have to deal with.
 
Military: 2
Hunting Parties – Elekk - Better arrows for the hunters, better tools for whatever remains of the craftsmen, and clothing for everyone.
Scouting North - The ogres are up north, yeah? We need to know about enemies before we hunt for resources.

Diplomacy: 1
Internal Politics - Let's know what fires are about to be lit, and if cracking heads really is the best way to settle the grumbling.

Stewardship: 2
Sunspring Lake - You had me at population valve and food income.
Watch Towers - We need forewarning set up last year.

Intrigue: 1
Shadow Council Checking - Kargath isn't as important as rooting out demon sympathizers.

Personal: 1
Hellscream, Hellsad - We can't punch his depression out of him until we know where to punch!
 
I chose Hunting Parties - Clefthoof: for Experience for the Hunters. Food too. Blooding the troops.

Scouting North: Because we need to know what is there, how close the Ogres are. A possible area for a Quarry.

Internal Politics: Just what it says, how to run things.

Sunspring Lake: Food and Population valve, a suburb.

Watch Towers: We need to know, cannot lose troops.

Shadow Council Checking: The damned Legion. The damned Shadow Council. You hate them both a good and healthy amount.

Hellscream, Hellasad: 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?
 
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Well, he did kill those kids and such to the point that he can't eat pork anymore.

Sometimes you have to accept the bad before respecting the good.

I'm not saying that Dranosh would like, burn the scrolls or whatever, but it would probably result in a goodly amount of internal turmoil that he'd have to deal with.

Well yea. We should never try to forget what our parents have done for that way lies Garrosh. Course that doesn't mean that Dranosh can't look up to the Saurfang before his fall to darkness and perhaps will become once again. Learn from both the good and the bad



Anyway, I'm not sure how I feel about the forum crashing on me as I was posting this.

Tried to portray how it's funny how Dranosh's name means heart of dreanor and now he's become the heart of the Mag'har.

As well as Dranosh's acceptance of his father. Where he seeks to emulate the good, such as the warrior that survived through three wars. Or the Orc who held a pass against all odds and jumped into hell while the door closed behind him and wounded a titan. As well as learn from and avoid being the orc who can no longer eat pork. Who has slain uncounted innocents before being captured and remembering his terrible deeds till the end of his days.

Not sure i got it right though.


Meeting Lantressor
You had come due to the word of the scouts that an old blademaster resided here. And so, hoping to speak with such a venerable master. You had chosen to come alone.

Still, you cannot help but muse over the years that had passed since that fateful day Kargath had come to Garadar. If you had told the you from a year ago that he would become leader of the Mag'har. You were sure he would have laughed in your face. For what were you but a whelp barely coming into your own yourself.

And yet, here you were. Many things had changed, though some had remained the same. And through it all, Garadar turned to you for guidance. You couldn't know if you had succeeded in leading Garadar yet, only time could answer that. But you did your best to live up to the standard you hoped your Ancestors could be proud of.
Still, you could not help but believe that fate had a sense of humor for having your parents name you Dranosh.

But that was for another time for right before you stood the Blademaster you sought. For it could not be anything else. Even if he tried to cover it up. There was an aura of discipline and danger that could not be overlooked. Or maybe he chose not to cover up? Still, he stands to meet you, hand going for the giant blade held on the wall.

Lantressor - What are you doing here whelp? As I'm sure I
told those orcs before, I wish to be left alone.

At this you bow deeply before your senior. Before doing what you set out to do.

Dranosh - Respected Elder, I wish to request you join me back to Garadar. So that you may grant us your wisdom and help guide us.

Lantressor looks at you before snorting.
Lantressor - And what if I do not wish to aid you...

Dranosh - Please. We need all the help we can get so that we may survive-

Lantressor - Perhaps it is better that the orcs die out. Can you say we did not deserve it? Look around you
boy. All this was wrought by our own hand, we are just paying the cost for our hubris. Can you say that you are proud of our legacy?

You are quiet. The questions he asked the same you had asked yourself that fateful day you had learned from Garrosh what exactly your elder did. It had taken a long while, but as you read the letters your father himself penned. For the boy that he had barely known and probably would never meet again before he too had taken the plunge and became one of the Corrupted.

You raise your head and say in a quiet voice, so different from your usual bellows.
Dranosh - yes, I think I can.

At this, Lantressor's hands tighten on his weapon. Perhaps to beat another
foolhardy whelp, but you continue unconcerned.

Dranosh - I am not proud, of what the orcs have done. For it is a crime that perhaps may never be forgiven. But, I can be proud of what we once were. And what we can still be again.

You look Lantressor in the eyes, unconcerned of the blade held close to your body. Whether to slay you, or beat you. You do not know, but it seems like a secondary concern to the words you feel you must say. For yourself, as well as Lantressor.

Dranosh - I am Dranosh Saurfang, Son of Varok Saurfang and latest scion of the line of Saurfang. And in my blood lies the blood of warriors. Honorable and Courageous. And which it will become once again.

As you finish. You see Lantressor looking at you. Dissecting your stance for any sign of weakness or hesitation before seeming to find what he was looking for and lowering his blade.

Lantressor - Hmm. I am not fully convinced. But perhaps you can sit and tell me what exactly you hope to accomplish.

At that, you sit. And go over what exactly you have done and hope to do. He does not fully believe, for any being who has been through the Fall of Draenor would have found it difficult to have anything to believe in without being mad or crazed.

But he is willing to listen and that is enough.

Your name is Dranosh. Meaning the Heart of Draenor in Orcish.

You do not know if you are worthy of such a name, to become the heart of such a broken land. And you can only wonder why your parents named you such.

But you will do your best.



Oh well. Sorry for the dialogue.
 
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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):

[X] 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.

[X] 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.

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):

[X] Internal Politics: Greatmother Geyah has requested for you to speak to her. Though you are technically Warchief of the Mag'har, you don't reallyknow 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):

[X] 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.

[X] 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):

[X] 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):

[X] 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.
 
Well my preferred votes are the same as the majority. Our actions and upkeep are going to leave us at 6,500 gold (10,000 Gold start with 2,000 project costs and 1,500 upkeep) but we have to stop the drain on our resources ASAP.

Income will be 1000 on turn 2 and then taking the second hunting action and boar farms will put us a 2000 (+500).
 
Well my preferred votes are the same as the majority. Our actions and upkeep are going to leave us at 6,500 gold (10,000 Gold start with 2,000 project costs and 1,500 upkeep) but we have to stop the drain on our resources ASAP.

Income will be 1000 on turn 2 and then taking the second hunting action and boar farms will put us a 2000 (+500).

Actually, will it?

We are losing Gold.. how can we replenish that?

When we build our fishing area up, we do not want to over fish.

If we can build a Boar farm in the city, can we also build one in the Village?

Do we want to?
 
So in this case, opening Quarry's can add to resources?
Considering that we use bones and hides for construction along with stone and wood pretty much everything gives us resources.
Also we can get income from a lot of things:
Mining Income: 0
Farming Income: 0
Lumber Income: 0
Fishing Income: 0
Hunting Income: 0
Trading Income: 0

It's like in the game where a unit cost gold, lumber and food even when no wood would be involved. It's a general overview of the resources being brought in that can support the village and our standing forces along with doing projects.

Though at the moment we probably won't have access to metal or stone in any great amounts (likely locking out some projects) considering we don't have quarries or mines.
 
Considering that we use bones and hides for construction along with stone and wood pretty much everything gives us resources.
Also we can get income from a lot of things:


It's like in the game where a unit cost gold, lumber and food even when no wood would be involved. It's a general overview of the resources being brought in that can support the village and our standing forces along with doing projects.

Though at the moment we probably won't have access to metal or stone in any great amounts (likely locking out some projects) considering we don't have quarries or mines.

Hence, wanting to look North at the Laughing Skull area, a nearby Village or Ruins by the Hills?

There is a chance for minerals or metals.
 
Hence, wanting to look North at the Laughing Skull area, a nearby Village or Ruins by the Hills?

There is a chance for minerals or metals.
We'll have to see. Remember a lot of things got F'd up with the creation of Outland so even if the scouts find a potential mine site, it could be a new home for various monsters or demons.
 
That's what the Scouting bit is for.

You know nothing bout nothing. Hell, you don't even know if Oshu'gun is still around (it is but you get the point). You know about Garadar and about a mile or so around. Everyone's been sick and laying down this whole time. The population was essentially in the middle of being uber diseased during the Apocalypse.
 
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