Warcraft: The Rise of the Mag'har

Well, as I said, if things go well then we can be a powerful neutral faction that could mediate between the Alliance and Thrall's Horde. I also fully expect us to initially be less than friendly to something that calls itself the Horde.
 
Last edited:
Not really sure we can be a neutral faction. I mean, Dalaran and Shattrah were pretty neutral *Shattrah more so than Dalaran because Naaru*. And that didn't really help much.
 
Eh, personally i hope that exposure of Arcane magic to our orcs would turn the Burning Blade into Literal Burning Blades. ;)



Also, i have a similar dream for the Frostwolves,


(Except less deadlike and more Frostlike..... Kinda like Ice Make from Fairy Tail.) :p
 
Turn 4
4 AA
Turn 4​

You have no time to rest this year. Numerous foes have suddenly appeared and are growing in strength every day as more demons stream in from the portal and more demon worshippers appear from somewhere in the east. Garrosh remains frustratingly listless and though you have a deep well of sympathy for him you cannot help it that he is draining it dry. There are only so many times you can listen to him sigh sadly while staring at the horizon instead of listening to reports on the movements of the ogres, demons, and Shadow Council in Nagrand. When asked for military advice yesterday, he actually said 'what's the point'.

You nearly decked him then and there. Normally you aren't so aggressive and easily angered but there are demons invading Nagrand and there is fel magic surrounding Oshu'gun and demon worshippers in the south east! Not to mention the whole issue of the draenei being down there as well! You are torn between wanting to tear down every last demon-related thing in Nagrand and wanting to personally go and apologize to the draenei. You can't do the last because they'll kill you the instant you get close, and you can't do the first because there are so many things and you are only one orc!

Kaz is thankfully a great help in these trying moments as her soothing and ever-quiet voice, save for when she lets loose her characteristic shriek, keeps you calm. She personally fought against the demonically induced bloodlust for years, and so has an absolutely incredible sense of self-control though it too has some cracks when it comes to some things. Regardless, you have much to do, much to do indeed! Thank the ancestors that the Furies are at least willing to talk, even if there isn't that much actual dialogue going on just yet.

That, and a substantial amount of orcs have fully recovered this year, meaning that your available military is much greater than it has been in the years before. Jorin has been spending more time trying to learn 'magic', while Kaz and her Laughing Skulls seem to have taken over the position of skulking in the darkness. They are, technically, greatly skilled assassins and poisoners.

You have more warriors and options available to you than ever before, and yet a small voice of fear worries that perhaps even that might not be enough to handle it all. (New Options Available, Number of Options That Can Be Selected Changed)

But then you squelch that fear because you are Dranosh Saurfang, and you refuse to fail!

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. You're starting to get tired of his constant depression, something needs to be done soon. (Choose3):

Hunting Parties - Windrocs: The vicious and feathered Rocs are the winged predator of the Nagrand plains. Deadly, fierce, and quick, they are a worthy animal to hunt. Their feathers are valuable in many rituals, especially those related to shamans, and their hollow bones are useful for making certain useful tools. Also, they are good eating. Even further, they are good training for your hunters and those who use ranged weapons. Good things all around, and it is better to diversify your food sources, isn't it? Time: 1 Year. Reward: +500 Hunting Income per turn. Provide Boost to Base Chance Piety Actions by +5% from this point on.

It's Called Retaliation: The ogres of the Boulderfist have gotten it into their big dumb heads to attack Dranosh'ar. The Laughing Skulls already have a pretty big issue with ogres, and this is only exacerbating it. They long to unleash themselves against the Boulderfist, but Kaz keeps a firm rein on the clan. She will send out warriors to strike back the moment you want them to, but not a moment before. It would be the first major test of your warriors and the Laughing Skulls in particular to send them against the ogres, but you cannot coddle an orc forever. Cost: 500. Time: 1 Year. Reward: Laughing Skulls get to catharsis, dead ogres, chance of Boulderfist backing off. Chance of Success: 75%

Jorin's Other Request: Jorin's village of Gul'rok was destroyed. He is…not happy about this. For these past few years he has willingly allowed this subject to remain quiet as the work at returning the Furies progressed. He watched with approval as you slew Mogor. But now, he is determined to provide for his people the salvation he promised them when he took them to Garadar. Garrosh, technically the top military official for the Mag'har, has refused him. He is too listless to do anything these days. You, personally, are both embarrassed and furious at yourself for forgetting that the Boulderfist were responsible for destroying his village beforehand. Even now a heavy detachment of them are squatting in the ruins of his home! He wants them gone, and believes that your warriors are capable of doing so now after enough recovery. The benefits of success in this matter are significant. Cost: 500. Time: 1 Year. Reward: Gul'rok (Bleeding Hollow Ruins) reclaimed by Bleeding Hollow. Chance of Success: 60%

Demons To The West: You cannot allow these demons to find their 'master', nor will you allow them to actually get a chance to fortify themselves around the ridges and valleys to the far west. Sunspring Village must be heavily reinforced with warriors and defenses, and you must lead at least a few strikes against them to keep them from working so effortlessly. Garrosh actually seems into it, killing demons that is, so that alone is reason enough to get the Warsong actually active once more. Cost: 1000. Time: 1 Year. Reward: Sunspring Village gains defenses and extra warriors. Warsong get to fight something.

Shadow Council To The South: The Kil'sorrow are your foes, demon worshippers to boot. Jorin wishes to lead a few raids at the head of the Bleeding Hollow for some probing attacks against the demon worshippers. When you pointed out that would put them dangerously close to Telaar, Jorin shrugged and admitted that maybe it would be a good thing for the draenei to see the Mag'har fighting the demon-tainted greenskins. At the very least it should confuse them to perhaps not attack Jorin's strike force. Cost: 500. Time: 1 Year. Reward: Dead Shadow Council, ??? Draenei ???

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):

Green and Brown: The Mag'har heavily distrust the greenskin orcs. But now that the Laughing Skulls have sworn themselves to you, you cannot afford for any conflict between the two groups. You lead both, but what you need both sides to realize is that you aren't leading two groups of orcs, you're leading one. There is a stigma for the greenskins by the brown, and you will not allow this. The corruption is spread by the power of demons, it is not contagious. You are all orcs in the end! The only monstrous corrupted are the monstrous by their own continuing actions, like Kargath! Time: 2 Years. Reward: No conflict between green and brown orcs. Chance of Success: 75%. Will Complete This Turn.

Integration: You could really do with some actual travel between your settlements. At the moment all three settlements seem quite static save for Sunspring where more men and women are funneled every year when they grow healthy once more. You need your people to be unified beyond their name, as an actual group and organization. At least, Greatmother Geyah believes so. You just happen to agree at the same time. Besides, your people enjoy traveling, don't they? Time: 2 Years. Reward: +500 Trade Income. Travel between towns. Mag'har unify further internally.

Back Off Boulderfists: Now, the ogres have attacked you, and that's fine. But what you need them to do is not do that again. They really only understand force and shows of force, but that's fine and dandy. If you have to beat chests or yell at them or throw rocks with messages even they understand, you just need to get it into their fat heads that they should back off. Time: 1 Year. Reward: Boulderfists stop attacking you. Chance of Success: 75%, Boosted to 100% if It's Called Retaliation is chosen.

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):

Lok'amon: Lok'amon is an ancient orcish song about starting a family. It is a hearty song about love and life, settling down, and having children. That is to be the name of your new settlement which you will put in the center of Nagrand. It will provide a connection point between Sunspring Village and Garadar, and another place for the Mag'har to live in as Garadar slowly empties itself of the healthy more and more. Eventually the settlement will be able to hold its normal population instead, and a grand day that will be indeed. Cost: 1500. Time: 1 Year. Reward: New Settlement set up in center of Nagrand. +500 Fishing and +500 Farming Income.

Sunspring Defenses: Sunspring is doing quite well and of your settlements possesses the second largest number of healthy orcs. Dranosh'ar, by dint of the Laughing Skulls being not at all sick, is obviously the first. However, with the demons streaming forth from a portal on the far west of Nagrand, they are in extreme danger health or not. Garrosh, Kaz, Greatmother Geyah, and Jorin have all pushed for better defenses in that location, a small wall and a few watch towers at the very least. Cost: 1000. Time: 1 Year. Reward: Sunspring much better defended.

Housing the Skulls: The Laughing Skull Village…or Dranosh'ar as Kaz has renamed it, was practically just inhabited ruins when you came upon it. Though it will cost a pretty penny and plenty of your bones and hide, it is worth it to house those who swore their most dire personal oaths to you as a clan. They deserve to be warm and housed. Cost: 1000. Time: 2 Years. Reward: Laughing Skull Village refurbished.

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):

Initiates: The vast majority of the knowledge contained by the books that Mogor had are beginners work or too advanced to immediately jump to. At least you have some initial baseline knowledge to learn. Which, personally, suits you and Jorin just fine. You'd rather have a vast and steady foundation of magic rather than shakily shooting up to the upper echelons of an untested power. This will take time, you don't want it blowing up in your faces. Even then, your piecemeal knowledge is likely to result in something not at all like 'human mages'. Cost: 1000. Time: 4 Years. Reward: Orc Arcane Warriors Unlocked. Chance of Success: 80%

Frost: Jorin seems to have a bit of an affinity with what is apparently known as Frost Magic. He wishes to delve into this more completely, but requires time, supplies, and luck to correctly and successful recreate the knowledge of the 'humans' in these matters. Once that is done, you can record it down and copy it so that future orcs may benefit from the knowledge. Cost: 500. Time: 3 Years. Reward: Beginners Frost Magic added to Orc Arcane Repertoire.

Piety: The Furies stand imperiously at the Throne of the Elements. Every day, dozens of orcs beseech and beg before them trying to reconnect with them. But their rage is vast, and their pain all-encompassing. Greatmother Geyah, the overall spiritual leader of the Mag'har, spearheads efforts in this regard. (Choose 1):

Deeper Dialogue: Currently the Furies are either restricted or restrict themselves to single word sentences. It is of course their prerogative, but it makes it much more difficult to have actual discourse with them. Frankly, the fact that they are here is good enough for many, but you need to actually have full sentences from them so that you know what you may do to heal the rift between the orcs and the elements. Cost: 500. Time: 2 Years. Reward: Furies grow more conversational. Chance of Success: 80%.

Soothing Pain: The Elements are in great pain. Perhaps the only way to make them more responsive to you is to actually perform the rituals you're people learned long ago to salve their pain. They are long, difficult, and exhaustive, but now that the Furies are here the people are actually quite hopeful. Though the wound of your world being destroyed may never be 'fixed', you can at least help it scab and scar over so that the pain is dulled. Cost: 500. Time: 3 Years. Reward: Pain of the Furies lessened.

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 2):

Bladefist of the Shattered Hand: Kargath took a full half of the Laughing Skulls, those who still retained a few droplets of demonically empowered energy and defiance within them. You had previously assumed he'd left Nagrand, but what if he hadn't? If had has, where did he go? The longer you go without the knowledge of these things the more uneasy you grow. Kaz has offered some of the expert rogues of the Shattered Skull to go searching. Time: 1 Year. Reward: Kargath information.

Investigate Hallvalor: The Burning Blade ruins may have some secrets left in them. It seems to have been abandoned in haste, no doubt because Kargath demanded they up and run with him immediately to Hellfire Peninsula. Kaz excitedly tells you that it may be that they could have left some of their things behind. Whether it is scrolls about techniques or training, hallowed history that shouldn't be left to rot in the open air, or anything else, you need to know. Oh, also to investigate whether or not the settlement could perhaps be repurposed for the Mag'har. Time: 1 Year. Reward: Information. Maybe stuff?

Why Boulderfists?: The Boulderfist have attacked your people, and years ago destroyed Jorin's village of Gul'rok. Even now their aggression seems to be increasing as they head further and further out of their lands. Why is this? Why do this? Especially now? Either they've had an enormous population boom and simply require the new land, or there is some sort of internal division in the hills of the Boulderfist. Kaz has offered to investigate, though on the other hand you can just kill the ogres until they stop as an alternate measure. Time: 1 Year. Reward: Information on why the Boulderfists are being such jerks the last few years.

A Lesson In Silence: Kaz spoke with you, and for a good reason. The draenei are likely not to accept assistance or words from your people for some time if ever. But they must be told of both the demons to the west and the Kil'sorrow to the east. If they haven't been attacked already by the demon worshippers which actually now that you think about it is possible. But the effort should be made, but not in the normal manner of diplomacy. You don't want to send someone there just to get a crystal hammer to the skull. So, instead, she offers her own abilities. Blademasters are taught to walk, run, and slay in silence, and she was no different. On the one hand she was taught to use demonic empowerment to perform these abilities instead of the traditional requests and blessings from the elements, on the other she doesn't need them for this, or so she says. Time: 1 Year. Reward: Information on demons and Shadow Council delivered to Telaar people. ??? for Draenei ???

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):

Teach Me Kaz : You've given up the axe of the Saurfang, or at least the axe that Varok left you. You don't hate axes, you just don't want to wield one if you don't have to. Especially now that you have been exposed to the brilliant power and abilities that a blademaster can possess. Kaz is perfectly willing to teach you, and perhaps giving her the chance to exercise her abilities freely will let her feel better about things. Not to mention you can just talk to her, training isn't all silent. Time: 1 Year. Chance for Success: 90%/50%/10% Reward: +1/+2/+3 Martial. Kaz might start feeling less depressed. Barebones of Blademaster knowledge. Part 1 of 5 to gain Blademaster Trait.

Don't Be So Down Garrosh: While you have had your own epiphany about your father and the general crimes of the Horde, Garrosh…has not. He seems more and more depressed each day, though thankfully Jorin, Kaz, and yourself manage to more than keep up the slack these days. But you can't have him be moping all the time or else need to find a replacement for him and let him wallow. You won't just prop him up until he feels better, and you're also quite sure that your own personal revelation won't suffice for him. After all, his father is the very first to drink the blood of demons. So you will try to make him feel better…and if he can't, you'll put someone else in his place so that he can deal with his inner demons without distraction. Time: 1 Year. Reward: Garrosh slightly less depressed. Chance For Success: 65%.

Hero Time: You've noticed that a there are a lot of different places for your warriors to go this year. You can't be there for them all, if any. But you have decided that you will. Seeing you on the battlefield should provide a good morale boost to any warriors in any battle for the Mag'har, but your combat abilities should be of great assistance as well! You'll just have to put in place a small system of notes and messages for letting others know you'll be out so that Greatmother Geyah or another trusted individual can run things while you are gone. Time: 1 Year. Reward: Heroic Intervention bonus unlocked. Heroic Intervention allows for Dranosh to personally act in single military action in a given turn, boosting its chances of Success by 10% and adding a 10 to its roll. Much in this universe is done at the hands of a single powerful individual rather than whole armies. Dranosh is one of those individuals. Can enact bonus same turn as unlocked.
 
Jorin's Other Request
Demons To The West
Shadow Council To The South

Demons and Shadow Council are top priorities, whereas we have a solid chance of dealing with the ogres without taking a military action.


Back Off Boulderfists

Get them to back off so we can use our military on what actually counts.

Sunspring Defenses
Housing the Skulls

Consolidate our gains first. Expanding will do no good if an attack hits our existing holdings.

Initiates

Unlocking frost magic doesn't do a whole lot if we only have one mage. Better to get actual mages first.

Deeper Dialogue

Time is the key here. We COULD sooth the pain, but the demons won't wait forever. Better to open actual communications to start working on the true problems instead of just administering painkillers.

Bladefist of the Shattered Hand
A Lesson In Silence

Anything to stop demons, and Kargath, with the demon portal available...may become a serious problem. We need to know now.


Don't Be So Down Garrosh
Hero Time

Better deal with the depression before he suicides.
And we could use the hero bonus even if it's military only.
 
My iteration:

[x]Jorin's Other Request: Cost: 500. Time: 1 Year. Reward: Gul'rok (Bleeding Hollow Ruins) reclaimed by Bleeding Hollow. Chance of Success: 60%
[x]Demons To The West: Cost: 1000. Time: 1 Year. Reward: Sunspring Village gains defenses and extra warriors. Warsong get to fight something.
[x]Shadow Council To The South: Cost: 500. Time: 1 Year. Reward: Dead Shadow Council, ??? Draenei ???

First makes Jorin happy and kills some boulderfist making the laughing skulls a bit happier.
Second makes Garrosh happy, kills some demons and fortifies our position.
Third prevents Draenei raids in the upcoming turns and probably helps us destroy the barrier around Oshu'gun.
[x]Integration: Time: 2 Years. Reward: +500 Trade Income. Travel between towns. Mag'har unify further internally.

Income, unity. Back Off Boulderfists is nice but we've just fortified their primary target, it can wait.
I can be swayed on this.
[x]Lok'amon: Cost: 1500. Time: 1 Year. Reward: New Settlement set up in center of Nagrand. +500 Fishing and +500 Farming Income.
[x]Housing the Skulls: The Laughing Skull Cost: 1000. Time: 2 Years. Reward: Laughing Skull Village refurbished.

Already spending a military action to fortify Sunspring village.
[x]Initiates: Cost: 1000. Time: 4 Years. Reward: Orc Arcane Warriors Unlocked. Chance of Success: 80%

Let's start with the basics before we try anything fancy.
Deeper Dialogue is cheaper:
[x]Deeper Dialogue: Cost: 500. Time: 2 Years. Reward: Furies grow more conversational. Chance of Success: 80%.
[x]A Lesson In Silence: Time: 1 Year. Reward: Information on demons and Shadow Council delivered to Telaar people. ??? for Draenei ???
[x]Bladefist of the Shattered Hand: Time: 1 Year. Reward: Kargath information.

We're going to confuse them by fighting the Shadow Council, best steer that confusion in a favourable light.

Also, Kargath intel before it bites us in the bum too hard.
[x]Teach Me Kaz : Time: 1 Year. Chance for Success: 90%/50%/10% Reward: +1/+2/+3 Martial. Kaz might start feeling less depressed. Barebones of Blademaster knowledge. Part 1 of 5 to gain Blademaster Trait.
[x]Hero Time: Time: 1 Year. Reward: Heroic Intervention bonus unlocked. Heroic Intervention allows for Dranosh to personally act in single military action in a given turn, boosting its chances of Success by 10% and adding a 10 to its roll. Much in this universe is done at the hands of a single powerful individual rather than whole armies. Dranosh is one of those individuals. Can enact bonus same turn as unlocked.
-[x]Hero Time: immediate usage Demons to the West.>Shadow Council To The South:>Jorin's Other Request:

We don't want to neglect Kaz and the Laughing Skulls, also, Bonding time with Garrosh through demonslaying.

This would put us at -1000 treasury. +3000 from our income this turn, +1500 from income investments.

Net treasury: 3500 gold.

Like it or not, we need more money.
 
Last edited:
Jorin's Other Request: Jorin's village of Gul'rok was destroyed. He is…not happy about this. For these past few years he has willingly allowed this subject to remain quiet as the work at returning the Furies progressed. He watched with approval as you slew Mogor. But now, he is determined to provide for his people the salvation he promised them when he took them to Garadar. Garrosh, technically the top military official for the Mag'har, has refused him. He is too listless to do anything these days. You, personally, are both embarrassed and furious at yourself for forgetting that the Boulderfist were responsible for destroying his village beforehand. Even now a heavy detachment of them are squatting in the ruins of his home! He wants them gone, and believes that your warriors are capable of doing so now after enough recovery. The benefits of success in this matter are significant. Cost: 500. Time: 1 Year. Reward: Gul'rok (Bleeding Hollow Ruins) reclaimed by Bleeding Hollow. Chance of Success: 60%

Demons To The West: You cannot allow these demons to find their 'master', nor will you allow them to actually get a chance to fortify themselves around the ridges and valleys to the far west. Sunspring Village must be heavily reinforced with warriors and defenses, and you must lead at least a few strikes against them to keep them from working so effortlessly. Garrosh actually seems into it, killing demons that is, so that alone is reason enough to get the Warsong actually active once more. Cost: 1000. Time: 1 Year. Reward: Sunspring Village gains defenses and extra warriors. Warsong get to fight something.

Shadow Council To The South: The Kil'sorrow are your foes, demon worshippers to boot. Jorin wishes to lead a few raids at the head of the Bleeding Hollow for some probing attacks against the demon worshippers. When you pointed out that would put them dangerously close to Telaar, Jorin shrugged and admitted that maybe it would be a good thing for the draenei to see the Mag'har fighting the demon-tainted greenskins. At the very least it should confuse them to perhaps not attack Jorin's strike force. Cost: 500. Time: 1 Year. Reward: Dead Shadow Council, ??? Draenei ???
Reclaim Gul'rok, reinforce Sunspring against the demons, and kick some Shadow Council ass while showing the Draenei that not all Orcs are crazed demon worshipers.

Back Off Boulderfists: Now, the ogres have attacked you, and that's fine. But what you need them to do is not do that again. They really only understand force and shows of force, but that's fine and dandy. If you have to beat chests or yell at them or throw rocks with messages even they understand, you just need to get it into their fat heads that they should back off. Time: 1 Year. Reward: Boulderfists stop attacking you. Chance of Success: 75%, Boosted to 100% if It's Called Retaliation is chosen.
Get the Boulderfists to go attack someone else.

Sunspring Defenses: Sunspring is doing quite well and of your settlements possesses the second largest number of healthy orcs. Dranosh'ar, by dint of the Laughing Skulls being not at all sick, is obviously the first. However, with the demons streaming forth from a portal on the far west of Nagrand, they are in extreme danger health or not. Garrosh, Kaz, Greatmother Geyah, and Jorin have all pushed for better defenses in that location, a small wall and a few watch towers at the very least. Cost: 1000. Time: 1 Year. Reward: Sunspring much better defended.

Housing the Skulls: The Laughing Skull Village…or Dranosh'ar as Kaz has renamed it, was practically just inhabited ruins when you came upon it. Though it will cost a pretty penny and plenty of your bones and hide, it is worth it to house those who swore their most dire personal oaths to you as a clan. They deserve to be warm and housed. Cost: 1000. Time: 2 Years. Reward: Laughing Skull Village refurbished.
Even more defenses for Sunspring and refurbish Dranosh'ar.

Initiates: The vast majority of the knowledge contained by the books that Mogor had are beginners work or too advanced to immediately jump to. At least you have some initial baseline knowledge to learn. Which, personally, suits you and Jorin just fine. You'd rather have a vast and steady foundation of magic rather than shakily shooting up to the upper echelons of an untested power. This will take time, you don't want it blowing up in your faces. Even then, your piecemeal knowledge is likely to result in something not at all like 'human mages'. Cost: 1000. Time: 4 Years. Reward: Orc Arcane Warriors Unlocked. Chance of Success: 80%
Let's get more magic users before getting frost magic.

Deeper Dialogue: Currently the Furies are either restricted or restrict themselves to single word sentences. It is of course their prerogative, but it makes it much more difficult to have actual discourse with them. Frankly, the fact that they are here is good enough for many, but you need to actually have full sentences from them so that you know what you may do to heal the rift between the orcs and the elements. Cost: 500. Time: 2 Years. Reward: Furies grow more conversational. Chance of Success: 80%.
Talking more with the Furies sounds good.

Bladefist of the Shattered Hand: Kargath took a full half of the Laughing Skulls, those who still retained a few droplets of demonically empowered energy and defiance within them. You had previously assumed he'd left Nagrand, but what if he hadn't? If had has, where did he go? The longer you go without the knowledge of these things the more uneasy you grow. Kaz has offered some of the expert rogues of the Shattered Skull to go searching. Time: 1 Year. Reward: Kargath information.

A Lesson In Silence: Kaz spoke with you, and for a good reason. The draenei are likely not to accept assistance or words from your people for some time if ever. But they must be told of both the demons to the west and the Kil'sorrow to the east. If they haven't been attacked already by the demon worshippers which actually now that you think about it is possible. But the effort should be made, but not in the normal manner of diplomacy. You don't want to send someone there just to get a crystal hammer to the skull. So, instead, she offers her own abilities. Blademasters are taught to walk, run, and slay in silence, and she was no different. On the one hand she was taught to use demonic empowerment to perform these abilities instead of the traditional requests and blessings from the elements, on the other she doesn't need them for this, or so she says. Time: 1 Year. Reward: Information on demons and Shadow Council delivered to Telaar people. ??? for Draenei ???
We really need to learn what Kargath's up to, and getting that info to the Draenei will hopefully get them to start acting against them.

Don't Be So Down Garrosh: While you have had your own epiphany about your father and the general crimes of the Horde, Garrosh…has not. He seems more and more depressed each day, though thankfully Jorin, Kaz, and yourself manage to more than keep up the slack these days. But you can't have him be moping all the time or else need to find a replacement for him and let him wallow. You won't just prop him up until he feels better, and you're also quite sure that your own personal revelation won't suffice for him. After all, his father is the very first to drink the blood of demons. So you will try to make him feel better…and if he can't, you'll put someone else in his place so that he can deal with his inner demons without distraction. Time: 1 Year. Reward: Garrosh slightly less depressed. Chance For Success: 65%.

Hero Time: You've noticed that a there are a lot of different places for your warriors to go this year. You can't be there for them all, if any. But you have decided that you will. Seeing you on the battlefield should provide a good morale boost to any warriors in any battle for the Mag'har, but your combat abilities should be of great assistance as well! You'll just have to put in place a small system of notes and messages for letting others know you'll be out so that Greatmother Geyah or another trusted individual can run things while you are gone. Time: 1 Year. Reward: Heroic Intervention bonus unlocked. Heroic Intervention allows for Dranosh to personally act in single military action in a given turn, boosting its chances of Success by 10% and adding a 10 to its roll. Much in this universe is done at the hands of a single powerful individual rather than whole armies. Dranosh is one of those individuals. Can enact bonus same turn as unlocked.
CLENCH THOSE TEETH GARROSH, and unlocking Heroic Intervention sounds great.
 
You know if we ever end up fighting Arthas I like the idea of use willingly being disarmed so that we can knock away Frostmoure and then we proceed to beat Arthas to death with our fists.
 
Same here. Not opposed to getting it but we really need that hero bonus in the coming turns and the depression would only get worse.
 
Consider our economy people.

5000 gold left in the treasury, 3000 gold income.

Jorin's Other Request, Demons To The West and Shadow Council To The South take a combined 2000, stewardship costs can't get below 2000(and the 2500 option gives +1000 income).

Initiates takes another 1000 and our piety options cost 500 gold.

We need to invest in our economy.
 
Last edited:
I'm not sure its a good idea to use diplomacy on the Boulderfists we'll probably want to get rid of them before this is all over and we might set a bad precedent if we go "diplomacy first, exterminate later".
 
I'm not sure its a good idea to use diplomacy on the Boulderfists we'll probably want to get rid of them before this is all over and we might set a bad precedent if we go "diplomacy first, exterminate later".
They're a minor threat compared to the demons and the Shadow Council. If talking them down will let us focus on the real threats, then we should do it.
 
Honestly the laughing skulls need housing. We can do the intergration option next turn. And once we finish building the laughing skulls houses we will be able to have them start farming options as well.
 
Removing them with diplomacy may allow us to redirect them to more constructive purposes, or possibly access more friendly ogres to add to our number.
 
5000 gold left in the treasury, 3000 gold income.
@torroar does the current setup mean we have 8000 gold to work with or 5000 this turn and +3000 at the start of the next?


These will depend on our budget.

Jorin's Other Request, Demons To The West, Shadow Council To The South (2000)
Pay back Jorin, squash demons and deal with the SC.

Integration (0)
Cash is good and getting our people working together is better.

Sunspring Defenses, Housing the Skulls (2000)
Defenses are a must and we need to get those people housed again.

Initiates (1000)
No point in just having one mage.

Deeper Dialogue (500)
Need to know what they are saying before anything else.

Bladefist of the Shattered Hand, A Lesson In Silence(0)
Find out what Kargath is doing and get info to the Draenei.

Don't Be So Down Garrosh, Hero Time(0)
Shape up or stand down and get that bonus application.

Total cost: 5500
 
Back
Top