4 AA
Turn 4 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. (Choose3):
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%
Heroic Intervention Activated: Chance of Success Now 70%. Required: 30. Rolled: 45+10=55/100
- You and Jorin have not truly fought together in some time. You had missed it. A quiet man normally, it is a quirk of his personality that in battle this does not change. There are few grand war cries which rip from his throat, only a grim sort of determination as he sends arrows into the bodies of his foes with tremendous skill. With the bow, he is beyond a master. With magic, he tells you he is a passable novice. You weren't quite sure why he was mentioning this to you until you were about two days out from Gul'rok. Your path had skirted you closer to Kil'Sorrow than you had liked, but Jorin was determined to make the most of it as he intended on striking against the fortress later in the year after Gul'rok was liberated.
It was at a certain point when you and Jorin had walked away from the camp to discuss personal matters you had sensed someone watching you. From over a small hill a band of green orcish warriors had charged out at you screamingly for your blood. Between them all was a horrific amalgamation of fel flame and stone, and something within you nearly snapped for you
knew that this was a demon. It screeched wordlessly before charging, bowling over some of the Shadow Council before it, yet even as you had prepared to fight once more Jorin had waved you back. Sighting down his bow you could only watch as with an outstretched hand he drew an arrow of
ice from the very air. When it struck the demon, the Infernal you believe they are called, the entire thing
exploded into a nova of ice which stabbed through the other orcs.
With a single arrow he had slain the Infernal and the Shadow Council that had followed it. An arrow made from
magic. When you questioned him on when he'd manifested and mastered this ability, he admitted to you that it was quite recent. After all, the notes from Mogor were heavily cannibalized from slain mages. All of whom had entered the battlefield, and thus had carried with them knowledge more focused on actual fighting rather than less aggressive skills and techniques. Honestly, for now, that suits you just fine. Instead, he has actually finished reading and memorizing all the knowledge retrieved from Mogor's stash, and is now entering what he tells you is a very dangerous region: the unknown. He has been trying out this and that, and for now it seems that the way he instinctually attempts to use the magic are in line with enhancing or creating weapons, things related to already present objects rather than simply lancing a bolt of ice or fire towards a foe. Then again, there will be years yet before he masters
any of it.
Eventually however, you had no more time for such discussions because you had reached the very border of Nagrand, and your heart was simultaneously raised and sunk by the sight of what you saw. Yet more of Draenor lived! But…Telador is clearly no more. The once grand crossroads of the continent has been irrevocably changed. Strange lights glow in the trees, years under the unbarred influence of the Twisting Nether upon the earth having already enacted strange changes that you have noticed growing more frequent amongst the talbuk and clefthoof. But Jorin seems heartened, as he must have lived in this area for some time before the Boulderfists struck out at Gul'rock.
Speaking of which, you really should figure that out. Why did a band of ogres go
so far? The Boulderfist had never been friendly, but at least under Blackhand they had been
passive enough. Well. The ones currently standing around the ruins of Gul'roc certainly aren't that passive, as the moment you come into sight the dumb ones who have surprisingly been placed where you might put sentries if you were a half-wit start bellowing an alarm.
Jorin barely flinches when he sees the complete and utter ruin of his former home, but it is enough to actually rile him. In the usual manner of ogres, they seem incapable of structural maintenance. The homes and houses have fallen apart, the small short wall around the village complete rubble, while literal piles of refuse and scraps of rotten half-consumed meals line the streets. When the ogres come streaming out, the furious Bleeding Hollow charge in. Jorin begins sending dozens of the ice arrow…bolt…things…from his bow, while the rest of his clan get to grips with the creatures which tried to steal their home. You yourself cut down a dozen of the fat beasts. It's almost depressingly easy.
The brutes were cut down, and easily slaughtered. It's like they simply took the village and the land and then had no idea what to actually do with it. They had grown so used to their hills and not making the effort to create…well…
anything, that when they took Gul'rock and were just done. The major point, however, is that Jorin performed a surprising act. The rest of the Bleeding Hollow did so as well. For your efforts in finally assisting them in regaining their homes and
personally being present, they feel incredibly indebted to you. You just wanted them to get their homes back, but they see it as more.
Jorin, the Bleeding Hollow behind him, swore personal oaths of loyalty much in the same vein as the Laughing Skulls. You're conflicted, as it really doesn't seem like they needed to, but you are honored all the same. Now, with the Bleeding Hollow able to resettle their homes, an immense amount of pressure has been let off of Garadar, though work will have to be done to refurbish their small chunk of land. With this, Gul'rok has been reclaimed and you have an 'in' for this new territory. Not to mention…the Kil'Sorrow are now caught between the fierce Bleeding Hollow who now once more hold their homes…and the Mag'har of Garadar who simply hate them.
Reward: Gul'rok (Bleeding Hollow Ruins) reclaimed by Bleeding Hollow. New Options Available.
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.
- You grow tired of Garrosh's continued never ending sorrow. Not that you will ever begrudge him his shame, you could not imagine how broken you could have been had it been Varok who had shoved his way to the fore to be the very first to drink of the demon blood. It's a bit of a mute horror which greets you whenever you think of the supposed heroes of the Horde. Kargath Bladefist was a slave who rose up and freed his brethren and shattered the chains that the ogres had held upon the orcish people! But he was also a vain, sadomasochistic monster who felt seemingly no remorse for any of his actions that deigned the sick and elderly as too weak to be allowed to live. Kilrogg Deadeye, Jorin's father, was a legend for freeing his people of the terror that the twisted black Arrakoa wrought in the Tanaan Jungle! But he was a mad creature who willingly damned the rest of the Bleeding Hollow behind him and participated in the massacres of the draenei.
But it was none of them who first drank. That is Garrosh's legacy, to be the son of the first of the corrupted, the first of the damned. However, that is not
all that Grommash Hellscream was though it is hard to see past that sometimes especially for yourself. He was a master combatant, and at his hands the Warsong were nearly able to bring down the whole of the ogres without outside assistance, and the tale of his near death by torture is inspiring if one ignores what he would go on to do.
That is the Grommash you need Garrosh to be like. The indomitable fighter who bit out the throat of his torturer long after any other orc should have died.
Not the one who left his wife to die in pain while declaring her weak.
So you send him west, him and the rest of the prowling Warsong. They are ferocious, and battle hard against the demons which advance towards Sunspring Village, clashing with the fel blooded creatures. For the first time in years do you hear reports of Garrosh's laughter, though it is a dark and pained sound. Though he has inner demons aplenty, it seems that fighting the creatures which his father drank the blood of helps him banish them at least temporarily.
Years after the apocalypse, and even then the strength and ferocity of the Warsong remains. They are mighty…but so are, it seems, the demons. As Sunspring's defenses are strengthened, the Warsong are able to move farther and farther afield.
You hate them with all your heart, but you simply cannot ignore that demons are
strong. Their armor is hardy, their hide's tough, and their weapons deadly. Combat against them is an excruciatingly difficult experience, and many of the Warsong are grievously injured during the raids. Seeing his clan members so injured finally brought out some of the fire that Garrosh once possessed, as there are reports of him finally unleashing that wild yell for which his family is named and plunging deep into a demon formation which you have heard Legion 'commanding' creatures call Felguard. Though he cut down many, you cannot deny what the year teaches you.
You will have to stop this growing tide of fel creatures soon, lest they overwhelm you. Luckily for now the work of the Warsong keeps them suppressed on the other sides of the ridges and tunnels, though the thought of them simply building up pressure is a worrying one. You have no real idea of how many can enter or exit through that damned portal Ner'zhul set up.
Reward: Sunspring Village gains defenses and extra warriors. Warsong get to fight something. Initial demon types identified. Useful for further battle planning. Current demons majority Felguard and Succubae. Packs of Fel Hounds. Single Shivarra, kill claimed by Garrosh Hellscream. Demons suppressed within Twilight Ridge, Portal still open and producing demons.
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 ???
- With Gul'rok reclaimed, Jorin is feeling good. The Bleeding Hollow are feeling better. After initially setting up in their village, they return for the mission that their Chieftain has set upon them. Approaching from the east so that the draenei of Telaar won't even see them, he attacks in the strange twilight of 'dusk' when the lights of the Twisting Nether formulate into the difference of 'night' and 'day' which the Mag'har have grown used to. Utilizing a battery of those strange exploding ice arrows, a hole is blown open in the Kil'sorrow Fortress, through which stream the utterly fearless Bleeding Hollow.
Sleepy, unprepared, and unable to come up with a proper defense against Jorin's prowess, the Shadow Council's pathetic devotees are cut down. The frustration of not receiving the titanic battle for retaking his home, the apocalypse, and the general continued presence of the Shadow Council despite their machinations nearly destroying the world seems to flow here. Supply stores are set aflame, other parts shattered into ice, and Jorin displays a second 'arrow' type that you had not seen before, a bolt of pure arcane energy which disintegrates the unfortunate warlock who was the target.
Though he did not completely raze the Kil'Sorrow to the ground in that single battle, your friend would retreat and attack again and again. With the Bleeding Hollow holding the pass between Nagrand and elsewhere, no Shadow Council arrive to reinforce the Shadow Council loyalists. As such, Jorin is able to strike at them again and again with impunity. They provide excellent testing targets for his new arcane abilities. Finally, as the year goes on, you cannot deny that the draenei
must have sighted the continued fighting.
It was impossible to hide over two dozen raids against the fortress over the course of the year after all. The smoke trails from the damage and the death screams of demons alone were good indicators of what was occurring.
Eventually, this bore a…response…by the Telaar draenei. As Jorin retreated to Gul'rok for the final time that year leaving green tainted corpses behind him, scouts reported that heavily armored draenei were coming at high speed from the west. However, instead of being attacked as you feared, the blue skinned warriors ignored Jorin entirely though it is simply not possible for them to have missed the brown skinned war party. Instead, they assaulted the Kil'sorrow, summoning their strange powers once again in blinding flashes of light.
Jorin was bemused to note that the source of their magic does not seem to draw from the arcane, though where else it could be coming from is unknown. It certainly isn't from demons.
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. Required: 25. Rolled: 72/100
- Greatmother Geyah lends her impressive knowledge and notability as a powerful shaman to assist you this year. With the reinvigorated shamans behind her and you, it is hard to rebuff your claims about the purity and cleansing of orcish souls. When it is declared by the shamans that the green skinned orcs possess no more taint then their skin and more importantly that they can receive the blessings of the elements just as well, it simply quashes out all argument. It has been years, but when the shamans say something orcs listen. Therefore, when all the shamans of the clans declare that there is no reason to ostracize the Laughing Skulls for the demons hold no power over them, the Mag'har listen. It really is that simple. With the Furies once more present and some of the shamans once more displaying their powers, it is even harder to deny the shamans whenever they declare one thing or the other.
Reward: No conflict between green and brown orcs.
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. Required: 25. Rolled: 64.
- Though you did not commit Kaz to a full on aggressive campaign against the Boulderfists, she is still a major part of the 'diplomatic' process. She actually does twitch her fingers in the air when she says 'diplomatic'. Ogres only understand strength, and it is truly unfortunate that the intelligent among them are either malicious or in such an incredible minority that she's never actually met one besides Mogor. Even then that is a bit of a wide stretch for intelligence.
Regardless, you ask of her to make the effort. So she walks, somehow, into the middle of some Boulderfist camps and kills the leaders, cutting down captains and the 'strongest' and loudly screaming in that nearly inorcish volume to stay away from the orcs. Essentially she repeats the message of orcs being stronger than the Boulderfist again and again. When she tells you this, you are understandably wary of the results, but Kaz merely shakes her head.
She is the one who spent her entire lifetime with an ogre over her head, she knows more how they work than anyone else you know. So she was utterly unsurprised, unlike you, when no more Boulderfists attack you, though they do continue streaming out of their ancestral home. It really is quite strange to see them largely avoid you, though they seem to have located some small caves in the strange cliff and ridge filled area in the center of Nagrand.
But they still are streaming out, and at this point, it is no longer amusing. They are not just leaving, they are
running. What could make the Boulderfists run? Jorin despises them for destroying and taking Gul'rok, but Kaz notes that few things can push ogres like this.
The first on the list of things that can do this is, unsurprisingly, other ogres.
Food for thought, at the very least.
Reward: Boulderfists stop attacking. Boulderfists running away from something?
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 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.
- The Warsong brought with them supplies and small digging tools to build little pits for caches, as well as supplies. As the year goes on however, you send even more materials. Clefthoof spines, specially shaped clay and rock, as well as hide for building skins, and much more. By the end of the year, Sunspring is actually one of the better defended places in Nagrand in your humble opinion. Two walls have been formed, an initial wall surrounding what is currently the boundary of Sunspring, and a larger wall a ways outside of it. Within this second 'shell' is a purely military growth, barracks and armories going up simultaneously as several watch towers. From atop these tall structures windroc eyed orcs will be able to lance down spears and arrows into any approaching foes largely free of reprisal.
Sunspring much better defended, gains outer purely military shell, two walls, over a dozen watch towers, barracks, armory.
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.
- You send many supplies west this year. While some go south to Sunspring, others go north to Dranosh'ar. However, here the materials are not used on the defenses at all. Instead, the special clay and mixes to construct strong and sturdy housing on the plains of Nagrand is used. It costs a good amount, but providing for the clan which makes up an enormous chunk of your currently capable warriors is worth it. Your stores have grown surprisingly fat with the hunting parties assistance, and so you are unworried about how much is used.
The wall that already surrounded Dranosh'ar is having its foundation re-dug to allow it deeper roots into the earth, while new towers go up. But it is the
housing which is cherished most. More and more of the Laughing Skulls feel a sense of debt towards you as homes are rebuilt and detritus is shoveled away. You were uncertain as to what this was meant before they started streaming into Garadar carrying meats or hides from the plains. Entirely independent of you their bone-deep desire to repay their debt to you has resulted in the Laughing Skulls sending out a good number of their own hunting parties to try and pay back the materials.
You had never thought to see the day that the
Laughing Skulls could be counted as more loyal to you than the Blackrock. But it is true. Your efforts in this manner have resulted in an intrinsic line from loyal and devoted to be crossed. It would take you drinking the blood of demons directly in front of them to break the Skull's loyalty to you, and even then Greatmother Geyah tells you that she is quite sure that a good many would do it if you did just to follow you.
Will Complete Next Turn. Laughing Skull loyalty Unbreakable. +500 Hunting Income from Laughing Skull Hunting Parties.
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% Required: 20. Roll: 82
- It begins. Already a slow trickle of Mag'har go to Gul'rok. There, they sit at Jorin's feet as he instructs them. By the end of the year, he tells you this: your people will be masters of the arcane, but mages they will not be. Instead, he has declared the new class of fighter as an Arcane Warrior. Martial combat shall be similar to Blademasters, with the body enhanced by magic. However, far more important shall be the weapons created or 'enchanted' as the term goes. Armors and weapons empowered by the arcane shall provide the apparently requisite 'focuses' to lance out bolts of fire and ice, to create domes of protective energy. Deadeye demonstrates with his own powers, a sword of blazing red fires and a shield of crusting ice which are manifested with a twist of will and magic. It is undoubtedly impressive, but more so when from the point of the sword came balls of fire and ice.
But much will have to be done to actually teach the orcs what Jorin appears to have already mastered.
Will Complete In Three Years.
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%. Required: 20. Rolled: 92.
- It came, quite suddenly, in the middle of the year. Greatmother Geyah and some of the more powerful shamans have already displayed minor by heartening returns of their powers. Formless and weaker spirits of earth and wind respond to them, too small and weak to be especially angry as the Furies. But the Furies remain obstinate, as is their right of course, but they do converse with the shamans a small bit. About their pains, about Gul'dan, about whatever mysterious things occur between shaman and spirit. But on the whole…they speak little. Your shamans are lucky to get the Furies to speak a few days out of the week, and only a few hours per day at that. For a time you thought perhaps they were simply weary, after all, they had nearly been killed when Draenor died. Like trying to speak after not having done so for a very long time while your throat was damaged.
But the growing number of shamans and trainees spending all of their time at the Throne of Elements apparently takes its toll…in a good way, at least. The ways of the spirits are unknowable, but for all the rage of the Earth and Wind and such…they are inherently protective of those who speak to them. Though the orcs turned away from the spirits, time and mutual need against the predations of a universe gone mad have brought you together again. The Furies speak more, and much more often these days. It is said by many that at any time of day or night you can travel to the Throne of Elements to speak to the Furies, and they will be there.
Unfortunately what keeps them from speaking or acting more ably is the immense pain they still feel.
Reward: Furies more conversational. Furies still in great pain.
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.
- Kaz takes some of her best rogues and hunters with her when she investigates. For all that she is a very accomplished front line fighter, she is technically also quite proficient with daggers in the shadows. After all,
all of her clan was Mogor's personal playthings, and what his fat fingers couldn't manage and where his enormous bulk couldn't go…they had to. So she hunts for information. She follows tracks, and she slowly follows the meandering and angry path of Kargath through Nagrand. The years have passed and the signs are barely there anymore, but not far gone enough. By next year it is likely that they would have disappeared entirely. Anyhow, he headed immediately for what is Dranosh'ar after leaving Garadar and your encounter. For years after he left, some of the Laughing Skulls would follow after in the night.
Even now, Kaz is not sure whether or not she would have followed after him if enough of her clan had trickled after. Thank goodness you had showed up when only half of her clan had left. Anyhow, thanks to those various smattering of groups who left in groups ranging from dozens at a time or individuals, she follows Kargath's path south. He avoided Oshu'gun and headed east and apparently Telaar as well. According to her people, he seemed in such a haste that he missed Telaar entirely.
He did
not miss the Kil'Sorrow. The Shadow Council still technically was a part of the Horde, and simultaneously follows the Burning Legion…which honestly makes the whole thing rather confusing. Anyhow, there were no signs of conflict, but the Kil'Sorrow apparently gave Kargath some excellent news. Either that or they enraged him. To clarify, she explains that he picked up the pace of the march for his rag tag band of orcs so much that she was able to follow the corpses of those who collapsed from sheer exhaustion.
Bladefist didn't so much run as undergo a cross-region
sprint as he headed east. East, and a go ways yet. Astonishingly, this provided you with some information into the region that had once been known as Telador. You aren't sure what to call it now, but it is definitely no longer Telador. Kargath's path did not take him near the northern half of the region, but instead he only headed
further east. Far, far to the south of his path, was Auchidoun.
Around this point Kaz reports discovering something which is rather disheartening. It seems that a few more orcs survived the destruction of Draenor than you thought. Based on the slaughtered carcasses and the manner in which parts of their bodies have been removed, it seems that Kargath has somehow scooped up the Bonechewer Clan. Of
all the possible orc clans to have survived the apocalypse, why was it the
Bonechewers? Those cannibalistic animals were bad
before drinking demon blood! It enrages you, for while you have never had to deal with them personally, Greatmother Geyah has told you the tales of their return emissaries. When the red pox became apparent and the plans for Garadar were put into place, messengers were sent to all the clans to let them know of a safe place for all their infected. Some clans refused, others did not, but only the Bonechewers killed anyone who was infected. Killed, charred the corpse, and then
ate it. They were monsters
before, and if they have fallen in with the Horde under Kargath, then they could
only have gotten worse.
But the trail did not end there, and Kaz followed.
Kaz has now technically ranged the farthest out of any of the orcs in Nagrand now, at least those not following Kargath. But here her tale grows quiet, and she gains a look of pain on her face. For she followed Kargath indeed….straight into Shadowmoon Valley. Even for an orc who had been born soon after and sort of even during the time when the spirits had refused the call of the orcs and warlocks had risen to prominence, she can feel how sick the land is. A single vast volcano rises to the sky, touching the Twisting Nether itself, and the lava that pours from it is
sick. The air is
tainted, the ground is
tainted, the water is
tainted. Kaz was
forced to pull her orcs out of there, for the sheer amount of fel corruption pouring from essentially every single damn pore of Shadowmoon Valley was enough to nearly drive your newest friend
insane.
She does not joke about this, or exaggerate. The fel corruption of Shadowmoon Valley was so powerful that it drove her closer to completely descending into bloodlust out of any other time in her life. Kaz was, and is, terrified about this, and she outright refuses to pursue Kargath further into that blasted land of glowing green.
On
that front, she can prove it too. Every single one of the orcs that stepped a few feet into Shadowmoon Valley are now a
visibly brighter shade of green. You…you don't know what to call on. Your ancestors, the Furies? The
universe?
Gul'dan so tainted Shadowmoon Valley that you literally cannot send any orcs in there. Perhaps, many years from now, the essentially fel radiation will fade away on the astral winds of the Twisting Nether. Of course, now a dark thought strikes you. Kargath has taken all the Burning Blade, half of the Laughing Skulls, the Bonechewers, and who knows what other stragglers. Not every clan was in their settlements, and so you must accept the horrifying possibility that some remnants of the Blackrock and Bleeding Hollow might have been 'rescued' from the Apocalypse by Kargath. It's not like every single orc was kept in Garadar or Gul'rok, plenty of the non-infected were out and about…before.
But now, now Kargath has dragged his precious
Horde behind him into Shadowmoon Valley for seemingly no true purpose other than his insanity. You literally can't follow him. Kaz left behind some of her rogues to keep watch, so at least you'll know if/when Kargath exits from that hellish place…and something tells you that you can't rely on him just up and dying. That would mean the universe
cared. Instead, Kaz has located signs of demon tracks pouring both in and out of Shadowmoon Valley. Something is drawing demons from around Outland…and sending them back out again. It seems that the 'Master' that the hated creatures pouring forth from the western ridges of Nagrand has been located.
Reward: Information. Kargath Bladefist now leads a Horde made up of Shattered Hand, Laughing Skulls, Bonechewers, and likely remnants from many other orcs left on Draenor who could not escape through the Dark Portal up to and including Blackrock, Bleeding Hollow, and anyone else. They have been taken into Shadowmoon Valley in their totality. Shadowmoon Valley so heavily tainted with Fel Energies that it nearly drove Kaz and her orcs insane on contact. Estimated wait time for entering without this happening is 10+ years. Demon 'Master' located in Shadowmoon Valley. Bone Wastes very sad to look at.
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 ???
- Interlude Below
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):
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%. Required: 35. Rolled: 38.
- Well, you tried. Surely, after getting into some good combat with the demons while defending Sunspring his spirits should have raised up. You were right! He does seem a bit brighter than before, now that he can actually get to grips with the same demons that his father used to damn his race. There isn't a significant difference from before, but sometimes you do catch him looking to the west with narrowed eyes. So…there's that.
Reward: Garrosh slightly less depressed
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.
- It is done.
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.
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A Kindly Intrusion
I was surprised to find that the leader of Telaar was not one of the draenei… or at least not the ones that I was familiar with.
The normal ones have a certain gait, you see. The way that their hooves hit the ground is unique because of the weight distribution. It's heavier than a talbuk's weight per leg, and the speed itself is more in line with most bipedal species. Plenty of other signs of a draenei's presence of course. The way that their face tentacles twitch or shift in the air as they move, the faint swish of their tails, but a lot of those are simply aural. They affect the other senses just as well.
They smell clean. Something about them is a naturally cleansing presence, and I suspect it has something to do with the bright flashes of light they can sometimes utilize to either heal or hurt. It feels quite tingly on the skin when they do it nearby. Their skin has a startling amount of variation, from supple and soft to rough and crag-like, though I'm never sure if that is a female and male difference or something else. Though as I'm not a complete savage, a monster, or a Bonechewer, I have no idea what they taste like.
Regardless, the new ones…hmm. Based on the way they walked, moved, spoke, and a thousand other things which I cannot describe to someone who has not trained their senses as I have these new draenei have changed in a large way. Vibrations in the air, the same bouncing of waves which let me move uninhibited through the world by giving me short bursts of knowledge with every tap or whisper of wind.
The air flies over heads where they should be striking chests. Thus: they are shorter, perhaps hunched.
The words which leave their mouths are more guttural and slower. Thus: their lungs have been shortened, or at least some major race-wide change to the torso has occurred.
The stench about many of them is that of demons or fel magics. Thus: they have been viciously affected by the outspread of demonic energies which Gul'dan and the Shadow Council cast upon the world.
Unfortunate. That is going to be another strike between our peoples, though given the past crimes of the orcs against the draenei it is likely not to matter much in the long run. Then again, some people might care more about their disfigurement rather than trying to move forward. I may not be one of them, but that does not mean I cannot empathize with them.
After all, when Mogor took my eyes I contemplated killing myself every day. I'm even relatively sure that I was finally getting up the will to do it when Dranosh showed up.
Spirits…I thank you every day for bringing him to my clan. To me. If he had come a year later, I would have been just another corpse in the ground.
Alas, I have no more time for introspection as the clopping of hooves echoes up stairway leading to the top of the tower which I scaled an hour ago. If anything, should they disregard all I have to say, then at least the people of Telaar might think about spending more effort on preventing infiltrators. I may not have the assistance of the spirits or the demonic energies to cloak my flesh in invisibility, but I didn't even need it this time. It was pathetically easy to sneak into this city.
A shift of my legs allows me to feel the air of the room once again, providing the loose sketch through which I 'see' the world once more. I choose not to stand, in this instance, because there is little doubt in my mind that they would immediately attack an orc standing in the council chambers where the leaders of the Telaar draenei meet every other week. I am also not so audacious as Jorin who would likely be willing to lay down on his side while drinking some of the wine that I found in the room earlier.
However, I was also thirsty, so before they arrived I made myself a cup of tea from a hardy clay pot that I brought with me. It was a good blend, a calming one which soothed aching muscles and relaxed the mind.
What? Years of working with poisons and herbs does have
some fringe benefits. Anyhow, I can hear their voices as they come closer and closer to the room.
"We cannot match them, and now they surround us on all sides! We should have struck at the monsters at Oshu'gun the
moment they set up camp!"
"They showed no aggressive motions towards us before. I refused to willfully bring down orcs upon our heads before, and I refuse to do it now!"
The door opens, pushed by a hand thick with calluses. Not normal labor, based on the sounds of how they rub against the stone and wood. More like slave labor, pushed beyond normal limits by force. Interesting.
"Then at
least-what!?"
Ah. They have noticed me. I should do my best not to panic them. So, instead of drawing the blade at my side in response to the sudden flash in air currents as weapons are pulled free, I take a nice sip of my tea.
"Please do not be alarmed, I come in peace."
Unfortunately I did not speak fast enough to stop them from throwing an axe at my skull with enough force to shatter through it completely. Simple enough to dodge, I only need to move my head an inch or so to hear it go whistling by uselessly.
"Please do not do that, it would be terrible for you to blunt your weapons on the stone of this chamber. Please," I say as I sweep my arm towards the table at which I still sit, "sit down. I made tea."
"W-why are you
here orc? Finally tired of us not fighting you? Do you really desire to slay more of our people
so much as to-"
I tilt my head to better catch the sound of a hand slapping someone. Interesting.
"She says she comes in peace. I will extend her the courtesy to explain herself, if only this once. There are five of us, and one of her. We will not fall so easily."
It would take me four seconds to kill all five of them, but I do not tell them that.
"Then please," I gesture towards the table once more, "sit down and let us speak."
Thankfully they do so, though three of them do not put their weapons away. The leader, the speaker, never drew one at all. Curious. But not so curious to make me tarry here. Instead I withdraw Dranosh's message of peace, as well as the information he wished to communicate.
"This," I saw as I roll the scroll forward to the middle of the table, "is a message from our leader Dranosh. He does not wish violence between our people."
I do not like the one who scoffs to my left. He also did not drink any of the nice hot tea I poured. The leader of the draenei did however, so that is something at the very least.
"A blatant lie, green one. Your people have already attacked us from the east, yet
now you come to tell us of your intentions?"
It takes significant self-control to not separate his head from his shoulders when the fist he slams onto the table spills the tea out of my cup. Instead of removing his head from his shoulders with my bare hands, I pour another cup.
"I am not from the east. I am from the north."
"Garadar," the lead draenei finally speaks once more.
I wave my hand back and forth.
"Dranosh is there. I am from the west. He recently liberated my people from the tender hands of Mogor, servant of the dead Gul'dan."
As one their hearts beat harder at the thought of that treacherous bastard. Good. A mutual hatred is a good place to build friendship on. But first I must clear up these misunderstandings.
"Furthermore, the orcs who attack you from the east are not of the Free. They are Kil'sorrow, orcs who still willfully follow the commands of the Shadow Council. We are not them. We are Mag'har."
Another slamming fist, but this time I raised my cup so that it did not spill from the rumbling table. This one seems to like hitting things.
"Free. Mag'
har? I know this word; I speak a bit of the monsters tongue Master Arechron. It means
uncorrupted, but your skin is as green as the day you creatures drank the blood of demons!"
Alas, my self-control lapses, and the rage which simmers beneath the surface of all orcs which was only emphasized in those demonically tainted breaks. My left leg swings out and breaks the piece of shits jaw before curling back around the fuckers throat and drags him across the table just in time for my left spirits damned elbow to slam into his skull. Then I lean down so that I
know he can hear me when I feel the build-up of air in my body which signifies a certain level of volume that most orcs are incapable of reaching.
"
I. DRANK. NOTHING!"
Blood erupts from his eardrums as they explode and splash across my face. It seems that peace will not be had so easily this day. Oh well. I stand, my arm curled around the wretches skull and squeezing almost hard enough to simply collapse his head inwards, and draw his body in front of my own. The others stand as well.
"We. Were.
Slaves. The Laughing Skulls wanted
nothing to do with the Horde, and so they chained us down and used us, slew our best leaders and elders, and forced our obedience! We drank no demon blood, and we
never will. We are FREE! It was Dranosh who saved us, and Dranosh who now leads us against the demons pouring from the western portal and the Shadow Council to the east. If you will not aid us in defeating the demons who once enslaved the orcish race then sit here and do nothing!"
Then I throw the one who broke my self-control onto the table and then retrieve all of my tea cups and tea pot. No sense in letting them destroy my things. The window behind me shall be my exit.
"We were slaves as well…"
The words of the one who was spoken to as Arechron give me pause.
"Tell this Dranosh that I will be willing to consider peace. We have no wish for conflict with you."
Well. It's something at least. Then I am through the window, and I am gone.