2 AA
Turn 2 Results
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 – 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.
- Elekk hide is far more supple than clefthoof, and better for drums and such. Their bones are great too, and the ivory they provide is useful for both actual tools and is also just valuable on its own. Your newly healthy grunts and hunters welcome the chance to contribute to the Mag'har, and the ability to stretch their legs for once.
Reward: Hunting Income +500 per turn.
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.
- Your scouts set off. What encompasses Southern Nagrand is the other two thirds of the land that you have let to explore, so it'll take them a while. They will send back regular reports however. But the initial news is not great. The animals of the land are starting to mutate, if only slightly. It's likely a result of the entire remaining chunk of land that was once Draenor being exposed top to bottom to the raw Twisted Nether. Clefthoofs are growing larger, talbuks have gained a previously unseen sheen to their fur, the Windrocs are getting bigger, and the Elekks…well, one of the scouts
swears she saw a pink one but that's ridiculous. They'll send more reports later.
Will Complete Next 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):
Blackrock Loyalty: The Blackrock follow you…because you are technically a Blackrock because of your family lines. Even if you currently despise those family lines with a passion. But you need them to be loyal to Dranosh Saurfang, not Dranosh the Blackrock. They need to know and trust that you will lead them well. On one hand, you hate Blackhand, Rend, Maim, and a lot of the other prominent Blackrocks. On the other, sort of the point of becoming a Chieftain is pushing and being better than the previous Chieftains. Well, you aren't a mass murdering monster, so you're doing a pretty good job on that front, but
they need to know you will be better for the Blackrock as well. Time: 2 Years. Reward: Blackrock grow actually loyal to Dranosh rather than to the ties of the Blackrock. Chance for Success: 85%. Required: 15. Rolled: 21.
- You decide to attack the hardest problem of the Blackrocks loyalty to you directly. In line with Blackhands own designs and actions, many of your clans children were either artificially aged as in with the infamous Rend and Maim, or simply dragged beyond the Portal to grow up on a field of constant battle and warfare. As such, in contrast to the other clans who sent their children to Garadar for safety, the large part of the Blackrocks are the elders, old men and women who are craggy and sort of mean in the usual manner of old men and women. They are also distrustful of you. It's strange, now that you consider it, the complete reversal of the fortunes of essentially everyone else in Garadar. The Frostwolves gave their sick children in great amounts before crossing the Portal, not wishing exile on their scions as they braved a new and strange world while knowing they would probably never return. The Warsong didn't want their children slowing them down as they rampaged from place to place, but
their elders were too angry and revitalized by…
demons…to be 'weak'. So it went, and largely it was the elder Blackrock who were 'left behind'. They are dismissive of you, but you're making efforts. Speaking to them with the homebrew individual language of each clan, you actually get to know some of the elders. It's…ugh. Old people who aren't clever and humorous like Greatmother Geyah are a trial to talk to. At least they actually can put a face and body onto your name, instead of just leaning back and forth on their annoyingly creaky chairs.
Will Complete Next Turn.
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, Watch Towers Locked In):
Talbuk Farms: The Talbuk are an ancestral animal for the orcs. You largely leave them alone for the simple fact that for many families in many clans, at least based in Nagrand, hunting them down is an adulthood ritual. On the other hand, the world has changed. The old ways were torn down, and honestly you don't know if you'll be able to put them all back up again or even if you
should. A small measure towards that is to actually grab some Talbuks and starting to breed them. For food. For milk, for furs, for their other sundry parts. All of it is useful. All of it can be used for the benefit of your people. Cost: 500. Time: 1 Year. Reward: Small Talbuk Farms set up in Garadar. +500 Farming Income per turn. Garadar less in danger of straining supplies. A single
tiny step towards changing orcish culture.
- Well, you did it. A lot of eyebrows were raised when you ordered the pen constructed. It's not like you're somehow penning in all of the talbuk ever, that would be ridiculous. Honestly you just want better access to their milk, meat, and hide. You explain it away as the lack of enough hunters to really get all you need, and the orcs agree. After all, you live in a city filled with the sick and diseased, it's really quite hard for them to build up steam for arguments about changing things. Especially after Jorin quietly pointed out that the world itself ended, and that the Mag'har literally cannot afford to do everything the way they used to. Honestly, you wouldn't know what you'd do without him. Jorin speaks, and when he does, he is given respect beyond his years. He
knows his own death. He has seen it, lived it, experienced it, all thanks to the ancient rituals of the Bleeding Hollow. What he says is given much gravity, and especially to the more traditional elders. It's a small step towards changing who you are, and away from what…what your people were before. It's a good change as well because talbuk milk is
delicious.
Reward: Small Talbuk Farms set up in Garadar. +500 Farming Income per turn. Garadar less in danger of straining supplies. A single tiny step towards changing orcish culture.
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.
- You've built them. Now at least you'll have a good way of telling if someone is coming towards you for a fair distance. It's easier to see over the grasslands…when you're, well, over the grasslands. Each tower takes anywhere from seven to twelve clefthoof spines and various other parts, but they are undeniably useful. No one is going to be leading a big old army to Garadar like Kargath did anymore, no sir
. 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.
Current Chances at 50%. Will go up 10% in chance every unsuccessful turn]
- Required: 50. Rolled: 14.
The spirits continue to rage. The wounds of the Furies are beyond simple mortal comprehension. The Shamans may despair, but they do not give up. Greatmother Geyah seems to be doing better lately, perhaps the red pox has passed fully through her at last? Enough so at least that she has begun girding herself to make another trip to the Throne of Elements. Many other shamans are readying themselves for this as well. You do not know what may happen when you finally get the Furies to speak to you, but there must be
some discourse between you!
Failure. Chance raised to 60% for next 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):
Shadow Council Keep Away: So the Shadow Council want Oshu'gun? Well you'll be damned more than the Horde if you're going to let them at it. The day you let those monsters into the holy site of your people is the day you actually
do end up throwing yourself off the edge of Draenor. Jorin agrees. He may be dour, he may be cold, but he too gains a certain spark of rage in his eye at the idea of Oshu'gun being tainted. He wishes to set up the Bleeding Hollow around the holy place in order to ensure that the Shadow Council doesn't actually get their grubby demonically tainted paws on any of it. Cost: 500. Reward: Shadow Council kept out of Oshu'gun, for now.
- The Bleeding Hollow are as fearless as their leader, but they are also simultaneously quite pious. They have to be, to trust in a ritual that only the line of the chieftain can know the secrets of to
really allow their leaders to know their death. It's a leap of faith that the Bleeding Hollow made when the orcs were still young, and they've never regretted it nor proven wrong. So, when they get the chance to set up a small camp near Oshu'gun to keep out the Shadow Council, you had better believe they enjoy it. The Shadow Council tries again a few times, sending a few orcs, then an ogre or two, but they've backed off for now. Apparently they weren't expecting the leader of the Mag'har to be so willing to commit to combat. Too bad for them! Garrosh would probably just have lain there in the dirt staring up in the sky and sighing, but no matter how much you hate Varok and the Horde, you aren't about to let the holy place of Nagrand be defiled. Not now, not ever!
Reward: Shadow Council kept out of Oshu'gun, for now.
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):
Battling Grief – Bargaining and Depression: You can deny it no longer. You are hurt. You are depressed. You are
furious. At many things, at Varok, he who would be called your father. At Blackhand, he who would have been called your Chieftain. At…well, a lot of things. A lot of orcs, a lot of ogres, a
lot of demons. But you cannot proceed in this state forever. It is detrimental, and no matter how much you loath the creature that should be your father and what the overwhelming majority of your people became, you must master it. You
must conquer your anger, your fear, your hatred. Or you will be consumed by it, and be useless to all. These are the words that Greatmother Geyah had told you, and you know them to be true. Time: 1 Year. Reward: Path to Acceptance Stage of Grief begun.
- It's not very manly to just sit around thinking. It is not the way of the warrior espoused in the scrolls to contemplate, and wonder, and spend time mentally destroying your own preconceived notions. But hell, you have an entire year to do it, and Greatmother Geyah advises you when she can muster the strength. Also, who the hell cares what the scrolls tell you how to act like? You'll sit around philosophizing however you like, it's not like that
creature is here to tell you how you were supposed to act. But slowly, ever so slowly, do you weaken the vice which grips your heart whenever you think of the Horde, of the Draenei, of…many things.
You spend many a night over the course of the year simply staring up at the Twisting Nether, the skies above you. You have no ancestors to speak with, and given Varok…you aren't sure you would want to speak to them. Thinking. You can't accept what it is your people became, and what they left behind. Again and again your mind circles back around to one thing: the strong left…the weak were left behind. The
strong, as in what orcs are supposed to be, are the ones who corrupted themselves willingly. They attacked and slaughtered and committed genocide and you
hate them. The
weak, the diseased and old and young and everyone unable to carry a weapon or contribute to the ongoing war efforts, were pushed into a big pile of weakness called Garadar. Dark thoughts indeed, but at the end of it, nearing the end of the year, something strikes you as you stand near the edge of Nagrand and gaze down into the depths of the Twisting Nether.
Draenor…is gone. What was before…has irrevocably changed. The orcs can change to, even if they might not want to. You might not be there yet, but you can be.
Maybe not yet. But may never forget or forgive, but perhaps you can learn to keep moving forward anyway.
Maybe.
Reward: Path to Acceptance Stage of Grief begun. Chance to Achieve Acceptance starts at 30%. Every turn when unable to achieve acceptance and healed heart/soul, gain 10% more chance. The path of self-therapy is long, but needed. The heart of young Saurfang will heal…in time.
Mogor: You despise Mogor. He exemplifies everything that the Horde was, and if Kargath has anything to say about it, still is. A brutish, simplistic, jerk of a creature that stomps on the backs and spirits of a once proud people who did nothing but desire to not join the monsters that were the Horde. They say that the Laughing Skulls were supposed to be expert assassins and killers, but that they were horrendously treacherous. Why, because they had been forced to fight for a cause they did not want nor believe in under a leader who was not of them? Well no
wonder they did such things. But that changes. Today. Here lies the first step, perhaps, to the future. You are relatively sure that you could not raise your hand against the Draenei after what your people did to them. Or these 'Alliance', who if they still exist you
will make amends to someday. But ogres? Especially this Mogor? Zero qualms. You will speak to Mogor, and he will
let. Your. People. Go. The chains of the Horde no longer bind the Laughing Skulls, yet the whipmaster remains in the form of this bastard ogre. No more! Reward: Small Mission Turns. Potential to remove Mogor from ruling over Laughing Skulls. Potential to gain Laughing Skull Clan.
- Garrosh actually gets some fire in his eyes. Jorin smirks nastily. No one likes Mogor. No one! You and your warriors trudge to the northwest, towards where it seems perhaps the last of the Laughing Skulls in existence remain. Shackled by the Gul'dan and the Horde, their skin has irrevocably changed to the tainted green. But you will free them, and see if their hearts can be saved.
Reward: Mission Turns.