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Geshep (Abandoned)

Orc Male
[]
Orc Male Character Portrait

                         Geshep

Image result for evil orc bard

General Introduction

Mananan's Newbie Guide <<Start here

Tallica's Newbie Guide Part One

Tallica's Newbie Guide Part Two

Auraya's Starting Illyriad

The Illyriad Institute

City Settlement and Sovereignty

Basic Building Charts  <<<very important information

Skint Jagblade's The Basics of City Placement

Auraya's Teleport vs Exodus

GM Stromcrow's Guide to Tenaril << newbies shouldn't Tenaril

Cerex Flikex' Guide to Exodus

Vanerin's Guide to the Magical 7-food Mountain

Pink Camo's Terraforming for Cheapskates

Mara Zia's Guide to Sovereignty

Gathering, Crafting, and Trade

GM Luna's Guide to Gathering <<start here

Puzzle Logic Graphic Guide to Gathering

Salarius' Crafting Guide << I like this one

GM Luna's Crafting

Lissilene's So You Want to Learn to Craft?

GM Luna's Trading in Illyriad (for Dummies)

Vanerin's I've Been Robbed << all about thief problems

Armies and Combat

Admin's Armies in Illyriad

Fluffy's Everything you Need to Know About Commanders

Innoble's Advanced Battle Calc << for download

Solanar's Six Cities in Three Weeks << steroids for Illy 

Ladyluvs' video How to Siege 

NPC Combat and Miscellanous

Admin's Bestiary

Mananan's NPC Difficulty Guide

Ubluntu's Link to the Fortune Teller

Illyriad Google Sheets <<Interesting, use with caution

Looking for a town? <<Look here!


Posts from Ten Kulch's blog, Warmongering in Illyriad:



Understanding Troops: One Chart to Rule Them All

Empire Development

 

 

The size of your empire is determined by your combined population levels from each of your cities. Each building constructed in a city increases that city’s population. In order to maintain the population, one must have equal amounts of food to support the population (either in hourly production, or in stock in the storehouse/warehouse) – food can be produced with farms, and can be increased with sovereignty. Once an empire has reached a certain population level, new cities can be obtained (450 pop = 2nd city, 2000 pop = 3rd city, etc) with a settler or by capturing an existing city with siege engines.

In order to reach 10 cities, your first 9 cities will have to have an average of 25,950 population each. The jump between city 10 and city 11 is another 30k required, with each subsequent city requirement growing a little more (from 11 to 12, 31k; from 12 to 13, 32k; and so on). This means, the most feasible way to reach a higher number of total cities (10+) is by placing almost all of your settlements onto tiles which offer 7 food plots, in addition to having a respectable amount of food sovreignty in the area to build farmsteads/fisheries.

City # - Pop Required

2 - 450
3 - 2,000
4 - 5,000
5 - 10,000
6 - 20,000
7 - 40,000
8 - 75,000
9 - 130,000
10 - 233,550
11 - 263,550
12 - 294,550
13 - 326,550
14 - 359,550
15 - 393,550
16 - 428,550
17 - 464,550
18 - 501,550
19 - 539,550
20 - 578,550
21 - 618,550
22 - 659,550
23 - 701,550
24 - 744,550
25 - 788,550
26 - 833,550
27 - 879,550
28 - 926,550
29 - 974,550
30 - 1,023,550
31 - 1,073,550
32 - 1,124,550
33 - 1,176,550
34 - 1,229,550
35 - 1,283,550
36 - 1,338,550
37 - 1,394,550
38 - 1,451,550
39 - 1,509,550
40 - 1,568,550
41 - 1,628,550
42 - 1,689,550
 

 

Resource Upkeep at Lvl 20
Building Wood Clay Iron Stone
Archers' Field 2700   1100  
Assassins' Abode     3100 1900
Cavalry Parade Ground 1100 2700    
Foreign Office   400 800 1600
Geomancers' Retreat 700 2300   1500
Infantry Quarters     1100 2700
Runemasters' Grounding   900   1700
Saboteurs' Sanctuary 2700 1500    
Scouts' Lookout 700 1500    
Spearmen's Billets   2700 1100  
Spies Hideout 700 1100   1100
Thieves' Den 1700 1100 1700  
Trade Office 2800 690   1580
Chancery of Estates 800 3200   1600

 

 

Resource Management

Food Plots Wood Plots Clay Plots Iron Plots Stone Plots What To Build At This Location
7 5 5 3 5 cavalry, scout, spy, trade, geomancer, runemaster
7 5 5 5 3 cavalry, archers, spearmen, scout, thief
7 5 3 5 5 archers, infantry, assassin
7 3 5 5 5 spearmen, infantry, assassin, runemaster

 

 

Highest Population Buildings:

Blacksmith - 1497
Book Binder - 1497
Carpentry - 1497
Common Ground - 1497
Consulate - 1497
Fletcher - 1497
Forge - 1497
Foundry - 1497
Kiln - 1497
Mage Tower - 1497
Paddock - 1497
Saddle Maker - 1497
Siege Workshop - 1497
Spearmaker - 1497
Stonemason - 1497
Tannery - 1497
Tavern - 1497
Archers Field - 1796
Calvary Parade Grounds - 1796
Trade Office - 2000

For detailed information on building populations and production requirements : Building Charts | Advanced City Specialization | Architects Office

City Relocation – All new players begin their Illyriad journey in the Newbie Ring, an area in central Elgea that spawns in all new players. While some players may choose to stay in this area, most will seek out land in other areas of the map to build their empires. In order to move a city, the player has the option to Exodus or Teleport to the destination of their choosing.

Exodus can be a long process, requiring a level 20 warehouse (which requires a level 15 storehouse), as well as the 5 day exodus research. Once performed, Exodus will de-level any building greater than level 12 back down to level 12. When Exodus’ing a city, that city will leave the resource plots they started with behind, and adopt the resources of the tile they are moving to (example: if your starting city has 5 wood, 5 clay, 5 iron, 5 stone, and 5 food, but the destination tile has 3 wood, 5 clay, 5 iron, 5 stone, and 7 food, when your city lands it will have the 3|5|5|5|7 resources of the destination tile).

Tenarils Teleport is a fast option, though you can only use this once for your entire account. This method will transport your city in its current form to a destination of your choice, keeping the resource plots you already have and bringing them to the new tile (example: if your starting city has 5 wood, 5 clay, 5 iron, 5 stone, and 5 food, but the destination tile has 3 wood, 5 clay, 5 iron, 5 stone, and 7 food, when your city lands it will have the 5|5|5|5|5 resources that you brought with you). Because it can be used only once, many players feel this option should be considered a last resort for relocation, and/or used in conjunction with terraforming to maximize the use.

More Information on City Relocation :

Moving your Capital City - Rules and Restrictions (GM Stormcrow) Build Settler
Options for Relocation | Where Do I Put My City | Guide to Exodus | Exodus VS Tenaril 
Terraforming | Magical 7 Food Mountain | Rules for Terraforming
 (GM Rikoo)


 

Sovereignty allows for a player to claim the tiles surrounding their city, and build on them structures which will increase the production of resources and craftables for the city (determined by the type of building placed and the sovereignty bonus present on the claimed tile). Currently, 50 sov tiles may be claimed per city, though only 20 buildings can be present at once. Each sov tile claim will require an hourly gold upkeep (determined by the distance from the city, and the level of the sov claim); additionally, most sov buildings have their own hourly res upkeep. Due to the upkeep, sovereignty is only recommended for cities with higher levels of populations that can easier maintain these costs.

Sov Claim Times

Level I 24hrs
Level II 48hrs
Level III 72hrs
Level IV 96hrs
Level V 120hrs

 

Sov Res Costs

in Wood, Clay, Iron & Stone per Hour

Production Level I 150
Production Level II 300
Production Level III 600
Production Level IV 1200
Production Level V 2400

 

Farmsteads, Fisheries, Earthworks, Logging Camps, Gravel Pits, and Mineshafts do not require an hourly res upkeep to maintain at any level, though they still cost gold based on the sov level claimed. These sov buildings are the ones which increase your basic res productions (food, wood, clay, iron, and stone).

 

Terrain Types and Sovereignty Bonuses are: 

Terrain Type                            - Structure                               - Production Bonus 

Rocky outcrop                            - Farrier                            - Horses +3% per lvl
Fertile ground                             - Farrier                           - Horses +1% per lvl
Bountiful land                             - Cattle Rancher             - Cattle +3% per lvl
Alluvial plain                               - Cattle Rancher             - Cattle +1% per lvl
Abundant crops                         - Brewer's Yard               - Beer +3% per lvl
Treacherous mountains          - Brewer's Yard               - Beer +2% per lvl
Fertile orchard                            - Brewer's Yard               - Beer +1% per lvl
Rich Clay Seam                         - Papermill                      - Books +3% per lvl
Abundant Clay                            - Papermill                      - Books +2% per lvl
Wooded land                              - Poleturner                     - Spears +3% per lvl
Light woods                                - Poleturner                     - Spears +1% per lvl
Sharp crags                                - Bladesmith                   - Swords +3% per lvl
Mountains                                   - Bladesmith                   - Swords +1% per lvl
Thick Forest                                - Bowyer                           - Bows +3% per lvl
Forested hilltop                          - Bowyer                           - Bows +1% per lvl
Turned Clay                                - Bridlemaker                  - Saddles +2% per lvl
Heavy Clay Seam                      - Bridlemaker                  - Saddles +1% per lvl
Clay seam                                   - Renderer                      - Leather Armour +3%
Exposed Clay                              - Renderer                      - Leather Armour +1%
Craggy peaks                             - Armourer                       - Chainmail +3% per lvl
Stony ground                               - Armourer                      - Chainmail +1% per lvl
Abundant Quarry                         - Plate Forger                 - Plate Armour +3%
Lonely peaks                               - Plate Forger                 - Plate Armour +1%
Bleak mountains                        - Finishing School         - Diplomats +2% per lvl
Scrubland                                    - Finishing School         - Diplomats +1% per lvl
Wooded Glade                           - Training Ground           - Spearmen +2% per lvl
Tundra                                         - Training Ground           - Spearmen +1% per lvl
Dense Forest                             - Target Range                - Archers +2% per lvl
Clearing                                      - Target Range                - Archers +1% per lvl
Moor                                              - Military Academy          - Swordsmen +1% per lvl
Rich quarry                                  - Military Academy          - Swordsmen +2% per lvl
Fertile pasture                            - Jousting Yard                - Cavalry +2% per lvl
Open Plains                                - Jousting Yard                - Cavalry +1% per lvl
Landslip                                      - Assembly Yard              - Seige Engines +2%
Wooded Quarry                          - Assembly Yard              - Seige Engines +1%
 

 

More Information on Sovereignty : Sovereignty | Sovereignty Types | Step-by-Step Guide to Claiming Sov 
Removing Sovereignty | Chancery of Estates

 

Military


 

Military Units are divided into two tiers (T1 and T2), each with their own attack, defense, and speed:

Orc Unit Attack Defense: Spear/Bow/Sword/Calavry Speed Base Cost (hourly)
 Kobold Cohorts 9 12 / 6 / 12 / 13 8 1
 Clan Guardsmen 19 18 / 11 / 18 / 33 6 2
 Fangs 22 14 / 11 / 15 / 14 7 2
 Fists 36 18 / 17 / 18 / 19 5 3
 Clanguards 17 19 / 21 / 20 / 12 9 2
Death Dealers 26 31 / 30 / 30 / 20 7 3
Wolfriders 34 14 / 14 / 20 / 24 17 3
 Death Packs 59 21 / 19 / 28 / 29 12 4

Orc Siege Units:  

 Scrawny Wolves are a reward from Tavern Quests


 

                                                                  

Dwarf Military Units
Yeoman Halbardier Slinger Crossbowman
Tier 1 Tier 2 Tier 1 Tier 2
Spear Unit Spear Unit Ranged Unit   Ranged Unit
Axman Stalwart Packsman Runerider
Tier 1 Tier 1  Tier 1  Tier 2
Infantry Infantry Calvary Calvary

                                                                   

Elf Military Units
Protector Phalanx Sentinel Elven Trueshot
Tier 1 Tier 2 Tier 1  Tier 2
Spear Unit Spear Unit Ranged Ranged
Warden Wardancer Swiftsteed Marshall
Tier 1 Tier 2 Tier 1 Tier 2
Infantry Infantry Calvary Calvary

                                                                

Human Military Units
Militiaman Pikeman Archer Longbowman
Tier 1 Tier 2  Tier 1 Tier 2
Spear Unit Spear Unit Ranged Ranged
Swordsman Man-At-Arms Charioteer Knight
Tier 1 Tier 2 Tier 1 Tier 2
Infantry Infantry Calvary Calvary



Other Races Siege Units:   |   |  

                                                                     

More Information : Armies In Illyriad | Races Troop Guide | Troop Attack & Defense p/h Stats

Each unit (besides siege engines) can be made into a Commander, which can be upgraded through leveling (via experience points). These upgrades can have a wide variety of effects, depending on which skills have been leveled. Detailed information on Commanders can be found : Commanders, Everything You Need to Know andCommander Upgrades

In addition to the stats of the unit itself, equipment can be used to modify unit attributes such as attack, defense, and speed. Often these modifiers are determined by the type of terrain which is being fought upon, as well as whether the unit itself is attacking or defending.

Detailed information on Modifiers can be found here : Military Unit & Terrain Stats | Equipment Bonuses

 

 

 

 

 

NPC Sizes

 

NPC Label Group Size (approx)
Few 1-3
Handful 4-8
Several 9-21
Pack 22-81
Many 82-128
Gathering 129-227
Horde 228-462
Throng 463-815
Host 816-2,500
Legion 2,501-9,999
Myriad 10,000-24,999
Sea 25,000-49,999
Cornucopia 50,000-Inf

 

 

Terrain Modifiers

 

 

 

ATTACKING                             %AGE MODIFIER

 

Terrain Type Cavalry Spears Infantry Ranged
Buildings -50 20 40 5
Large Forest -15 5 30 -20
Large Hill -15 0 10 10
Large Mountain -30 0 15 15
Plains 30 -15 0 0
Small Forest -10 10 30 -10
Small Hill 0 0 0 0
Small Mountain -20 0 5 10

 

DEFENDING                             %AGE MODIFIER

 

Terrain Type Cavalry Spears Infantry Ranged
Buildings -45 25 30 15
Large Forest -15 5 25 -20
Large Hill -10 10 5 15
Large Mountain -30 20 5 30
Plains 25 -15 0 0
Small Forest -10 10 30 -10
Small Hill 0 5 5 5
Small Mountain -15 15 5 15

 

 

For additional information relating to Military, please view any of the following links:

Researchable Military Technologies | Siege Clarification (GM Stormcrow) | Seiging Abandoned | Equipping & Scavenging | Removing Sovereignty | Warmonger in Illyriad (PVP Blog)
Battle Calculators: Option A | Option B

 

Diplomacy

 

Brief Explanation of Each Diplomatic Unit:

Scouts  ||   ||   ||  

T1- Report information on the military units (types and quantities, including beasts) currently occupying a city, military camp, or NPC square. They also report any resources available for harvesting on NPC tiles, and any caravans already harvesting resources.

T2- In addition to the reporting that basic scouts do, advanced scouts also report on a city's current military activities elsewhere.

Spies:   ||   ||   ||   Reward Unit from Allembine Questline

T1- Report information on the current structures and their levels in a target city, as well as any resources present.

T2- Report information on the current structures and their levels in a target city, any ongoing construction, and any ongoing research as well as any resources present.

Thieves  ||   ||   ||  

T1: Can steal basic resources (Wood, Iron, Clay, Stone & Food), Books and Beer.

T2: Units can steal everything the Basic thief units can, plus Gold, Swords, Spears, Bows, Saddles, Leather Armour, Chainmail and Platesteel.

 

Thief Units

 

Race Unit Capacity Speed
Dwarf Footpad 57 14
Halfling 60 16
Elf Rogue 50 19
Dark Elf 54 25
Human Burglar 59 15
Master Thief 64 22
Orc Goblin Cutpurse 71 17
Plunderer 76 20

Saboteurs  ||   ||   ||  

T1: Will destroy progress on one building upgrade currently being constructed, canceling the upgrade. The city being sabotaged will be refunded up to 80% of the upgrade cost (80% minus the percent of upgrade progress that had been achieved).

T2: Have a chance to sabotage a second construction project and will also delay ongoing research in the same mission. Research can be delayed to at most twice the original research time required.

Assassins:   ||   ||   ||  

T1: Will cause damage to the health of a single enemy commander.

T2: Cause substantially more damage to the enemy commander than the basic unit, and have a chance of poisoning multiple commanders on the same mission.

Messengers  

 Used to recall an encamped army or harvesters.

 

For more detailed information relating to Diplomacy, please view any of the following links:

Diplomacy Overview | Researchable Diplomacy Technologies | Thieving | I've Been Robbed!

 

Magic

 

There are currently 3 schools of magic on Illyriad: Blights, Geomancy, and Runes. There are plans to add at least 2 more schools in the future (maybe as many as 10 magic schools--but you'll be able to study only 5). This is why the research tree allows you to do research to learn 5 different magic schools even though there are only 3 schools available right now. (Note: When more than 5 magic schools are released, players will be given Prestige to allow them to unlearn some schools they currently have.)

Arcana (Mage Tower level 1 needed) allows you to learn one school of magic. Researching Principia Magica (Mage Tower level 5 needed) allows you to choose an additional school of magic to learn. Researching Incunabula (Mage Tower level 10 needed) allows you to learn a third school of magic. Though currently useless, researching Ars Magica(Mage Tower level 15 needed) allows you to learn a fourth school of magic and researching Apocrypha (Mage Tower level 20 needed) allows you to learn a fifth school of magic

Geomancy – This magic school is used to increase a single basic res production (wood, clay, iron, stone, and food) by a percentage. The base level of this is 8%, though it can be increased to 16% with one level 20 Geomancers retreat, and increased again to a total of 20% with two level 20 Geomancer Retreats (in the city casting the spell).

Runes – This magic school is used to protect your city from invading forces. The most popular rune is the Seeking Rune: Ward of Intentions, which when set to defend against thieves, can destroy 400 invading units and is available for research when the Magic Tower has reached level 14. This can be doubled to 800 with a single level 20 Runemasters Grounding, or brought to 1000 units with two level 20 Runemasters Groundings. Additionally, the Runes school of magic offers Slaying Runes, which kill less invading units, but can include a wider variety of targets (any hostile military or diplomatic units). The strongest form of this spell is Ward of Destruction, killing 250 invading units, and is available to research when the magic tower reaches level 15. This too can be doubled to 500 killed with a single level 20 Runemasters Grounding. The third class of spells available though Runes is Fear, and is largely ignored due to its over-all uselessness against large numbers of troops.

 

Rune Spells

 

[School] Name Magic Tower Level Kills (# of Units)
[Slaying] Mark of Slaying 3 5
[Slaying] Death Rune 7 20
[Slaying] Killing Glyph 11 75
[Slaying] Ward of Destruction 15 250
[Seeking] Mark of Seeking 2 12
[Seeking] Seeking rune 6 40
[Seeking] Seeking Glyph 10 130
[Seeking] Ward of Intentions 14 400

 

Blights – This school of magic is used to decrease the basic resources (either in production or storage) of enemy cities within casting range. Most commonly, players cast a negative % on food production in conjunction with a city siege. These spells are also increased by one or more Geomancers Retreats located in the city casting the spell.

You can have only one spell from each magic school cast upon one city at a time. So you can have only one Rune spell on your city. You can have only one geomancy spell on your city, but you can cast geomancy spells from that city on many other cities as long as the target city has no other geomancy spells cast on it. You can cast a geomancy spell on any city as long as it is within the spell's range. There can be only one blight spell cast on a city at a time - you can either use one ongoing "until cancelled" blight on a city or you (or several players) can cast instant blights on the same enemy town (assuming it's in range).

For more detailed information relating to Magic, please view any of the following links:

Researchable Magics | Step by Step Guide to Using Illy Magic

 

Harvesting, Crafting, & Trade

 

These topics include a fairly large amount of available information; for this reason, this page will simply offer some widely referred to charts, as well as links to direct a player to detailed information. Additionally, on our open alliance forum one can find a list of Useable Gatherable Items found around the Illyriad World.


The automatic visibility of Centrum now only applies to Capitals not all cities. Other cities will either need to be within range or have a trader in Centrum

Animal remains now last on a square for 7 days before rotting away, rather than 3 days.
 

 

Harvesting & Crafting

Gathering Overview
Crafting Overview
Researchable Crafting Technologies
Gathering: The Basics
Harvesting Resources, Step-by-Step Guide
Introduction to (Trade &) Crafting
So You Want to Learn Crafting
Chained Crafting Building
Crafting Charts
Useable Gatherable Items
Workshop Specialisation

Trade

Trade Overview
Researchable Trade Technologies
Trade Tutorials
Introduction to Trade (& Crafting)
Guide to Basic Faction Trade
Trading with Faction Hubs: The Essentials

Regional Guide

https://illystuff.uk//regions/index.html

 

 

 

Caravan Upgrades

 

Upgrade Caravans Market Lvl
Haggling +5 1
Bartering +5 (=10) 5
Trading +10 (=20) 10
Mercantilism +10 (=30) 15
Cartels +10 (=40) 17
Commerce +15 (=55) 18
Enterprise +15 (=70) 20

 

Tracking Movement 

Stationary Unit = No arrows

1 arrow = 1-7 squares per hour

2 arrows = 8-16 squares per hour

3 arrows = 17-25 squares per hour

4 arrows = 26-41 squares per hour

5 arrows = 41+ squares per hour

 

"I claim rights to 10 sq of my cities. I ask that you do not place armies within 10 squares of any of my cities without permission. I may attack them without warning. Same goes for harvestors on my sovs or within 5 squares of my cities. between 5-10 squares is negotiable provided you talk first."


[02:44]<Mul> Who is getting married?

[02:45]<Nikon> fiona is......to wink, bel, aga, me.....

[02:45]<Ulinki> lol fiona

[02:45]<Vio Valencia

[02:45]<wink

[02:45]<Ulinki> got your own stud farm 

[02:45]<Fiona.

[02:46]<Fiona.> omg you did not just say that....

[02:46]<wink> lmao

[02:46]<Vio Valencia> One that doesn't need fertilizer

[02:46]<Fiona.> No one saw that right?

[02:46]<Ulinki> copy past!!

[02:46]<Mac Soith> Nope I didn't.

[02:46]<wink> alot of bolony ponies

[02:46]<Nikon> fiona has a stud farm?

[02:46]<Fiona.> shush!

[02:46]<Fiona.> No!


[05:34]<TooFarGone> I've done 3 all ended at 2-4 am

[05:34]<Rill> indeed TFG

[05:34]<Rill> the devs are sadists

[05:35]<Rill> oh great, now someone's going to put that on their profile


[16:26]<Stukahh> I fear no one in this game, unless my wife were to join....

[16:26]<Stukahh> she scares the sh*t out of me

[16:26]<Stukahh> dont mess with her

[16:30]<Stukahh> my rank in the house is lower than the feral cat we take care of outside


[11:16]<Kinesis> screwing is also working out.

[07:25]<Victus> 'bout to put my prude prunes on his chin

[07:25]<Smoking GNU> come at me, bro

[07:25]<Nikon> oh sweet....iron man 3 trailer!!!

[04:54]<Sisren> kick a sleeping bear in the nards, dont be too surprised when you get your ass mauled

10 Jan 05:19]<Sir Angus> I hate snuggles

[10 Jan 05:19]<Vibs> me too!

[10 Jan 05:19]<Sir Angus> Yuck girls!

[10 Jan 05:19]<Sir Angus> Ewwewewewew

[10 Jan 05:20]<Tai'Lon> yay boys?

[06:31]*Kinesis is gay for Emma Watson.

[10:16]*SirTwist used to think Pongo. was 2 sandwiches short of a picnic....

[10:17]<SirTwist> now Che's 1 dot short of a Pongo

[05:14]<BellaSkye> I'm enjoying Vibs wood


 

~Blackblood Clan~

                          Image result for Blackblood clan

The Blackblood clan is a new and growing tribe. They were once only five orcs hidden away in Redridge until their leader Ro'garsh, from the Blackrock Clan, was murdered. The othes fled apart from ones who now stands by Geshep, who took over the clan at the age of 16 and relieved Varekk Wolfheart of his duties.

 

 

Background of Clan Blackblood

Uther Lightbringer and Arthas Menethil move against the Blackrock clan of orcs, who have recently captured citizens from Strahnbrad. Though they quickly build a base and recruit riflemen from smith and enchanter Feranor Steeltoe, Uther and Arthas arrive too late to save the villagers who were just sacrificed to the Burning Legion by orcs who have re-embraced their demon worshiping.

Arthas leads an assault against the Blackrock encampment, slaying every orc there. The news of the attack spread to other blackrock orcs and they fled or left the clan completely.

The Blackblood Orc Clan first made its name during the First War. Originally only a Warband, lead by Ro'garsh the Black, this Clan formed when the Shadow Council first began to distribute the blood of Mannoroth amongst the Horde.
Brutal and savage, every member was expected to take part in dark and often self-destructive rituals, in attempts to make themselves more resilient. The results yielded a Clan of barbaric and murderous Orcs. When the call to arms came, and the invasion of Azeroth began, the Blackblood Clan rallied, drinking deeply of the blood, they set their path to conquer in the name of the Orcish Horde.

 

Ro'garsh


Ro'Garsh the Black

Ro’garsh the Black, son of Kre’tar, last of the true Blackblood gene line has had his name slated from most records that still exist amongst the Horde. Deemed a traitor towards the ending days of the Second War, Ro’garsh was banished from the Horde, along with his Clan.
Few sources still exist on the true Hero that was Ro’garsh the Black.

 

Childhood

Ro’garsh was raised by his father, Kre’tar within the halls Blackrock. His mother died during childbirth, something that Kre’tar would never forgive his son for. However, seeing war on the horizon and aging himself, Kre’tar took it upon himself to imbue his strength and knowledge into his son via the Demonic Ritual of Artificial Aging, performed by several Warlocks under Kre’tar’s command.
Ro’garsh was ripped of his childhood and forcefully enhanced. As a result, the six year old Ro’garsh had achieved ‘manhood’ long before his time, scarring his upper body with blackened tattoo like markings.
Confused and upset, Ro’garsh struck down the Warlocks at Kre’tar’s command with his bare hands.
Unable to subdue his son, Kre’tar drew his blade and turned against him, blaming him for the death of his wife and the collapse of his life.
Ro’garsh wasted little strength in killing his so-called father, running him through with his own blade, before casting his body from the spire, into the raging lava below.

 

Adulthood

Albeit forced, Ro’garsh was now a fully grown male Orc.
He spent the few years before the Second War, tempering his skills in combat with the other Blackrock Clan Orcs, under the command of Co’thak, a Blackrock Captain.
Co’thak had taken Ro’garsh under his wing, knowing the plight Kre’tar had forced upon him.
However, he would never let Ro’garsh know that he had seen what had happened.
The two became close friends and brothers in arms and Ro’garsh felt he had found a new father-figure.
When the call went up, the Blackrock Clan, along with Ro’garsh and Co’thak were sent to the frontlines.

 

The Second War

During the early days of the Second War, Ro’garsh was just a grunt, serving under the command of Captain Co’thak, in his Warband. The Blackrock Clan served as the vanguard throughout the Second War, alongside the Black Tooth Grin Clan, Twilight’s Hammer Clan, Stormreaver Clan, Bleeding Hollow Clan, Dragonmaw Clan, Burning Blade Clan, Several Ogre Tribes, the majority of the Forrest Troll Tribes, the Red Dragonflight under the control of the Demon Soul, The Goblins of the Steamwheedle Cartel and Death Knights (Created by Gul’dan) all under the rule of Orgimm Doomhammer, Warchief of the Horde.
This vast and powerful army struck out at the Eastern Kingdoms from two points. Ro’garsh was part of the bulk designated the task of clearing the path from Blackrock to Ironforge, the Capital City of the Dwarves, allies of the Humans.
During their spearhead attack against the Alliance of Lordaeron, Co’thak led his Warband against several settlements under Human and Dwarf occupation. During one of these plundering raids, Co’thak took deep wounds when he was ambushed by a Human Emissary of the Alliance.
Ro’garsh was quick to cut down the Human aggressor, savagely cutting out his eyes as trophies for his Captain.
However, Co’thak could not be saved by the shamanic healing magics of the Orcs…

 

Death of Co'Thak

Upon his deathbed, Co’thak gave charge to his apprentice, Ro’garsh, asking that he carried on his role within the Warband. Many of the Warband questioned such an act, but through loyalty to their Dead Captain, accepted the command of Ro’garsh.
However, Ro’garsh, distraught at the loss of his friend and mentor became irrational and unpredictable, often pushing ahead of the Blackrock Clan, seizing points with only his Warband at his back.
These radicals soon caught the eye of Killrogg Deadeye, Chieftain of the Bleeding Hollow Clan, whom extended his admiration of the young Captain. It would be the act of forward assaults that would make Ro’garsh a feared name among the Alliance and the Horde alike.

 

Corruption

A month into the campaign, along the path to Loch Modan, Ro’garsh lead his Warband away upon the eve of a skirmish against a Dwarven Calvary brigade, into the heart of the Badlands.
The raid was concluded without incident and the encampment was burned to the ground, the heads of the Dwarves mounted upon pikes as a warning to any that would dare oppose the might of the Horde.
As the flames raged, and the Warband laid waste to the camp, a shadowy figure emerged, hooded and cloaked, demanding to see Ro’garsh. Ro’garsh agreed, keeping his bodyguard close to his side.
The figure claimed to be a member of the destroyed Shadow Council, acting on behalf of Gul’dan, there to make an offer to Ro’garsh. An offer of Blood and Glory.
The young and naive Ro’garsh, lustful for battle and victory, accepted.
Ro’garsh and his Warband had been selected from amongst the elite of the Horde by Gul’dan and his minions, to drink deep the Blood of Mannoroth and so Ro’garsh proclaimed himself Chieftain of his Warband, dubbing them the Blackbloods, in lieu of their new found might.
When the rest of the army reached the encampment, Killrogg Deadeye gave his support to Ro’garsh, making his position legal and official.
The Blackblood Clan was born and continued their path of destruction across the field, keeping their new friend hidden and partaking the Blood in secret, knowing that if their secret was ever discovered, they’d be put to death by Doomhammer.

 

The Assault on Loch Modan

During the pinnacle of the assault upon the Eastern Kingdoms, the Blackblood Clan and the Bleeding Hollow Clan joined forces as they pushed through to Loch Modan. The Dwarven and Gnomish forces there found themselves heavily out numbered and out muscled.
However, the Gnomes, now folded into the Alliance of Lordaeron had provided their Dwarven friends with mighty siege weapons, able to rain down decimating rounds against the Horde.
Killrogg, realising his advance against such heavy fortifications and armaments would decimate the majority of the Bleeding Hollow and Blackblood Clans, found himself at a disadvantage.
It was then that Ro’garsh stepped up, offering his council.
The two discussed battle plans for the best part of two days, plotting strategic points, sending out scouts and assessing the enemies’ numbers but to no avail.
Several more days passed before one of the Blackblood scouts returned, several arrows embedded in his flesh and bearing wounds that would usually outright kill an Orc.
Armed now, with the information of a secret pass through the eastern hills, Ro’garsh set his path to glory.
It was agreed that Deadeye would draw the fire of the enemy line, whilst Ro’garsh would take only half of his Clan and lead them behind enemy lines to destroy the siege engines.
Stunned and without support, the Dwarven line was swiftly overwhelmed and slaughtered like lambs by the Blood Gorged Blackblood Clan.
The Bleeding Hollow Clan, alongside the Blackblood members that stayed with them, wasted no time in setting upon the northern foothills, striking to regroup with Ro’garsh.
It was here that questions were raised about Ro’garsh and the Blackblood Clans methods.

 

Uncovered

As Ro’garsh came to the siege-line, their shadowy friend came forth once more, bestowing them with the gift. Their bodies awash with bloodlust and power, the Blackblood Clan struck out without mercy.
Within hours, the siege line had been utterly crushed.
Mighty roars of victory echoed throughout the valleys as the banners of the Bleeding Hollow and Blackbloods were raised. However, the celebrations would be cut short when Deadeye received reports from his forward scouts of a mysterious figure in possession of Demonic Blood.
Deadeye quickly rounded up the Blackbloods amongst the ranks and had them tied and inspected by his own Warlocks. Disgusted by their disloyalty and betrayal, Deadeye had the prisoners executed.
Ro’garsh was later found within the quarters of the Dwarven Commander, fat and bloated from plunder of gold and meat and blood.
As Deadeye approached, his intent was realised.
Ro’garsh quickly armed himself and met Deadeye in combat. The two fought and squabbled for the best part of the night, both refusing to back down.
It was upon this day that Ro’garsh earned his title “The Black” bestowed upon him by Deadeye, in acknowledgement of his treacherous method of using the Blood of Demons as a tool of War.
Hopelessly outnumbered and knowing the Blackrock Clan and the rest of the army would arrive soon, Ro’garsh took the remains of his Clan and fought for their freedom.
The majority of the Blackblood Clan was eliminated at the hands of the Bleeding Hollow Clan, but Ro’garsh was able to escape with the few remaining members of his loyal Clan.

 

Outlawed

Ro’garsh had provided the Horde with several vital victories, solidifying the Hordes hold over the majority of the southern lands. However, Deadeye would not sit on the knowledge he had learned and quickly distributed the information amongst Horde leadership.
Branded an outlaw, Ro’garsh had no home to return to and was once again alone; say for the 24 members of the Clan that had survived. With nowhere to return to, and the War raging across the continent, Ro’garsh led the remnants of the Clan into the Eastern Hills and remained there until the War concluded, evading both the Alliance and the Horde that wanted them dead.

 

Passing of the torch, the death of Ro'Garsh the Black

In the days concluding the war the remaining Clan member in the Eastern Hills were making a home in their new land and thriving. Ro'Garsh had done everything in order to save his people, and his offspring. Only did the clan members know of his child and was the only decendent of the Blackblood Line and the best kept secret of the clan for they knew what was awaiting them if they were not careful. 

Ro'Garsh was leading a hunting party to the edge of the Eastern Hills on a early spring morning. He knew it was risky where he was going and could not afford to bring what few warriors he could spare for the risk was too great. Geshep needed to eat and the winter was barren with little to scavange, others were depending on him. The sun is about to peak over the horizon when Ro'Garsh departs. 

Ro'Garsh spies a couple of wolves playing in the distance, a couple pups no older then 2 years. He looks past the wolves to notice a couple of deer by the water, not even 20 feet from the deer. He is suspicious. He starts to re trace his footsteps when he hears a branch break to the side of him. He is surrounded, if he leaves now and goes back to the tribe he threatens their safety. He circles to the south to lead the antagonizers away from the tribe. The wolves and the deer start to follow him, he was debating his options and could come up with one and only one. Ro'Garsh stopped and turned around "Take me to Thrall you cowards!" grunting and hoping the others will be ok. 

Ro'Garsh knew Thrall and understood he could be bargained with. Ro'Garsh offered up his life in order to spare that of his tribe and son. Thrall wanted nothing to do with the blood of an orc on his hands but with the majority of the tribes wanting some form of repercutions Thrall gave Ro'Garsh a chance. Ro'Garsh could fight each of the tribes champions, if he won he won his freedom and that of his kin. If he lost, he was to die by the hand of the champion. Ro'Garsh fought off the champions and thought he had won his freedom when one more champion came into the fray, Thrall.

"Why do you fight me Thrall?"

"I am the champion of Orgimar! You have done well and I hoped it did not have to come to this but lets end this squable Ro'Garsh."

"So be it, face me Thrall!"

Thrall begins to chant, Ro'Garsh charges and right when he is about to strike Thrall a giant thunderclap hits! When the dust settles there is no Ro'Garsh and no Thrall. A panic goes over the tribes. 

"Where are we Thrall?"

"I did not want to fight you, I am tired of fighting. I brought you to this island for this will be your new home and prison. You are floating above the malestrom and will die if you try to leave. There is a shaman enchant binding your life force to this land. You have my word that your remaining clans men will be safe. I will tell everyone you are gone. Atone and rise again!"

"I have already risen again. You find me so threatening when I just want to help my people. I spit on this place. You really think you can keep me here Thrall?"

"I can try Ro'Garsh."

"Try all you want but either I am leaving or my spirit is. Others are counting on me Thrall, I can't stay here."

"Do as you wish but you have been warned, you will die if you leave."

Tired of fighting, Ro'Garsh turns from Thrall and takes a few steps, turns around and to Thrall's surprise Ro'Garsh turns back and says "Lok'tar Geshep" 

Thrall returns to tell the tribes what happened to Ro'Garsh "He fought me through my magic. He was immune to my spells and fought valiantly. He was a true Orc! Lok'tar Ro'Garsh!"

The tribes are at peace for now and have stopped looking for Clan Blackblood, except Thrall. Ro'Garsh's words are still ringing in his head. He cant get Geshep out of his head. He has never heard that name before and his suspisions are growing. 

The remaining members of clan blackblood are huddled around a campfire waiting for Ro'Garsh to come back. 2 years have gone by and they have feared the worstand tried to move on. Until one day, they see a figure in the trees watching them. Geshep now 6 years of age has very little memories of his patriarch and goes to confront the firgure. One of the warriors who fought with Ro'Garsh grabbed his shoulder and moved Geshep behind him. "Stay little one, Wait."

The warrior approched and then started to talk to the figure. Geshep was confused, is that not Ro'Garsh? The warrior brought the figure to the tribes heart and asked everyone to come out. Geshep did not know who this was but all the elders seemed to know. 

"Mok'ra, I am Thrall for those who do not know me. I come in peace on behalf of Ro'Garsh."

"Where is Ro'Garsh?" asked a few members of the tribe but the others knew. 

"Where you ask? Ro'Garsh gave up his life for the tribe. You were all spared since he came in peace. It was not I who wanted to do this but rather the tribes as a whole. I am here on his behalf with his last words. Lok'tar Geshep"

With Thrall saying those words the tribe knew he was telling the truth for Ro'Garsh said that every day before leaving on the hunt, except that day. With Thrall delivering that message Geshep knew his father was gone from the living plane and into the spirit realm protecting him. 

At the age of 16 Geshep took control of the tribe and relocated them to a new home on a neighboring land, Elgea and the Broken Lands. After many years the clan has decided to pick up and move to a more suitable region for them to thrive. They were close friends of The Frostwolf for many years long long ago and have learned much about the cold and arctic. 

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