Geshep (Abandoned)

Geshep
General Introduction
Mananan's Newbie Guide <<Start here
Tallica's Newbie Guide Part One
Tallica's Newbie Guide Part Two
Auraya's Starting Illyriad
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:
- Don't Apologize for War
- The Basics of City Placement
- Building a Standard Military City
- Siege 101 by Tinkinator [300]
- PvP Commanders and Troops
- Let the n00bs Fight!
- The Myth of Defensive Thieves
- Diplomatic Units in Illy by Tinkinator [300]
- Diplomatic Units, Getting Burned
- Basic Hunting Guide
- Diplomatic Units in Illy: Part II by Tinkinator [300]
- How to Kill Your Way to Capturing a City
- Basic Timing: Mission 1
- Reader Question: Siege Trains
- Killing Commanders for Fun and Profit
- Announcing the Thunderdome PvP Arena!
- Idea: Supply the World
- Commanders: Vitality, Healing, Defy Death
- New Moon: Phase 1 Training
- One Chart to Rule Them All
- The Jagblade Guide to Equipment
- Mystifying Maneuver: Sally Forth
- Discipline Never Sleeps
- Reader Question: Defensive Sword Commanders
- The Best Race for N00bs
- Thunderdome: Equinox Deathmatch
- Contest Submission: Design a City
- Deathmatch I: Combat Begins
- Yellow is the New Red
- Fact or Myth: Traders and Crafters
- Metagame Mischief: Camping the Square
- Mystifying Maneuver: The Buzzsaw
- Tournament 2017: Camping Party
- Deathmatch I: the First Month
- Planning Your Cities
- Lightning Builds
- One Chart to Bind Them All
- Deathmatch I: Reaching the End
- Military City Builds: 5/6/7 Food
- Deathmatch I: Victor Announced
- Thunderdome: Learnings
- Deathmatch II Announcement
- Real PvP: The Battle of Purr
- Announcing Fall 2017 PvP Classroom
- Heroism vs. Charge
- Useful Crafting Materials
- Vanguard Leather
- New Moon: Phase 2 Training (Diplomacy)
- New Moon: Phase 3 Training (Magic)
- All Muggles Must Die
- Picking Siege Targets
- Server Gets Mouthy
- Eleven Cities Ruined the Game
- Why Runners Must Be Hunted
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 Management
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Highest Population Buildings: |
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
Sov Res Costs in Wood, Clay, Iron & Stone per Hour
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Terrain Types and Sovereignty Bonuses are: Terrain Type - Structure - Production Bonus Rocky outcrop - Farrier - Horses +3% per lvlFertile 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% |
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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) |
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9 | 12 / 6 / 12 / 13 | 8 | 1 |
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19 | 18 / 11 / 18 / 33 | 6 | 2 |
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22 | 14 / 11 / 15 / 14 | 7 | 2 |
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36 | 18 / 17 / 18 / 19 | 5 | 3 |
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17 | 19 / 21 / 20 / 12 | 9 | 2 |
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26 | 31 / 30 / 30 / 20 | 7 | 3 |
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34 | 14 / 14 / 20 / 24 | 17 | 3 |
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59 | 21 / 19 / 28 / 29 | 12 | 4 |
Orc Siege Units:
Scrawny Wolves are a reward from Tavern Quests
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Yeoman | Halbardier | Slinger | Crossbowman |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Spear Unit | Spear Unit | Ranged Unit | Ranged Unit |
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Axman | Stalwart | Packsman | Runerider |
Tier 1 | Tier 1 | Tier 1 | Tier 2 |
Infantry | Infantry | Calvary | Calvary |
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Protector | Phalanx | Sentinel | Elven Trueshot |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Spear Unit | Spear Unit | Ranged | Ranged |
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Warden | Wardancer | Swiftsteed | Marshall |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Infantry | Infantry | Calvary | Calvary |
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Militiaman | Pikeman | Archer | Longbowman |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Spear Unit | Spear Unit | Ranged | Ranged |
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Swordsman | Man-At-Arms | Charioteer | Knight |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Infantry | Infantry | Calvary | Calvary |
Other Races Siege Units:
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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
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Terrain Modifiers
ATTACKING %AGE MODIFIER
DEFENDING %AGE MODIFIER
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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:
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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:
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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:
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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:
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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:
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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 Trade Trade Overview Regional Guide https://illystuff.uk//regions/index.html
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Caravan Upgrades
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~
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.