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  1. Yesterday
  2. With the update to 7.3.5 getting closer, we have a moment to alter the current version of the RPG, before resuming work on V4. In this list of proposed changes, we've chosen to address the most glaring issues we could without reworking large portions of RPG. We mainly focused on the viability mixed stat builds, rebalanced a few options that were out of line, and reworked shields as something with a specific purpose. These changes come from a team discusson on what we think are the most glaring issues. However, we'd like to hear the thoughts of the community before we move to implement them! This thread will remain open until the changes are finalized, and we'll edit the main post accordingly. Changes New Abilities Intervene - 15 Energy Charge and try to break Target's other engages via Contested Strength Check, then engage target. Counts as a Move action. Requires a shield. - Intervene is an ability used by Strength-focused tanks to pull targets off of their allies. Works especially well if you guard the round before. Retaliate - 10+X energy, 3 round cooldown Consume all remaining energy, then Self Buff, retaliate all attacks for (X+DEX)*2.5 damage for 1 turn. Requires a shield. - Retaliate is an ability intended for use by Dexterity focused shield users, returning damage to anyone that hits them. Works incredibly well against targets that attack many times, and the energy scaling rewards planning ahead. Vigilance - 14 Energy, 5 round cooldown. Ranged Cleave Debuff, All damage done by those currently engaged to Target is reduced by (Strength + Dexterity) * 3% for 2 turns. Requires a shield. - Vigilance is an ability that can be used by either Strength or Dexterity focused tanks, but performs optimally when used by a mixed Str/Dex build. It provides a strong damage debuff to targets that are engaged on someone you're aiming to protect. Focus Strike - 15 energy, 4 round cooldown. Target Attack, Mainhand Weapon Damage * 85% as Physical Damage, this attack gains your Ingenuity * 3 Percent increased chance to Critically Strike. - We wanted to give Melee builds a strong Mainhand ability at a middling energy cost. As it stands in the current system, the only interesting choice a melee character can have at 15 energy is "Basic Attack". While it is good, it shouldn't be the only focus of a build. The cooldown offsets its relatively high strength. Shield Changes Common - Kite Shield [10-15, Str 4.0, 6% Crit] Magic Resist +15%, Armour Rating +10%, +5 Initiative, Requires 6 Str - The go-to for Strength-based characters looking to increase their defensive capabilities. Yes, it's better than Magnetic Shield. Uncommon - Buckler [5-20, Dex 4.0, 12% Crit] Dodge Rating +4, Dodge Mitigation +2, +5 Initiative, Requires 6 Dex - The go-to for Dexterity-based characters looking to get the most out of the Dodge statistic. Common - Round Shield [0-5, Dex 4.0 + Str 4.0] Physical Damage +6%, Damage Taken -5%, +10 Initiative, Requires 4 Str, 4 Dex - An "all-round" option - Heh, get it? The shield for the character who mixes between Strength and Dexterity, or the person who really, really wants to go first. It also deals the most damage of the shields, and offsets some of the damage lost by choosing a mixed build. Class Ability Changes Warrior Devastate 15 Energy --> 14 Energy - Along with the shield changes, Devastate is being shown some love too. This allows a more constant use of its function for characters with <10 ingenuity. Enraged Regeneration 15 Energy --> 18 Energy 1 Essence --> No Essence - With more energy cost but no essence cost, it gives Warriors a proper choice for in-combat sustain that doesn't require a healer. Keep in mind, it still has a long cooldown. Recklessness 2 Essence --> 1 Essence - Recklessness was overcosted, but is still a very powerful ability. Paladin Holy Shock Magic Action Check * 385% as Healing or Damage --> Magic Action Check * 500% as Healing or Damage - Holy Shock has been a historically weak ability. By bringing the scaling up to match a similar ability (Icy Crush), it should serve as a decent offheal or mid damage nuke for Paladins. Judgement Target Debuff, Every successful Attack Action made against the this target restores 6 Health and 1 Energy- lasts for 4 Rounds --> Target Debuff, Every successful Attack Action made against this target restores 4.5*WP health up to a pool of 13.5*WP then restore 1 energy - Lasts for 4 rounds - Judgement has always been an unique ability in its rewarding quantity rather than quality of attacks. This should open it up to more builds while keeping its energy restorative properties. Hunter Aspect of the Dragonhawk 1 Essence --> No Essence - Aspect of the Dragonhawk is not used in its current state. By removing its essence cost, it may make for a more attractive choice. Druid Rejuvenate Willpower scale 4.5 --> Willpower scale 5 - Rejuvenate was slightly weak considering it being a class ability. Mage Ice Block Cannot be purged. - Given the cooldown, the class restriction, and the essence cost, Ice Block shouldn't be able to be purged. Warlock Fel Armour 10 Energy --> 14 Energy 1 Essence --> No Essence - Fel Armour is a very strong ability, but unused as a mainline class ability. By removing its essence cost, but increasing its energy cost, it can serve as the strong long-term buff that it should be, and the signature ability for a demonic-fueled combatant. Generic Ability Changes Bludgeon 16 Energy --> 15 Energy - With the reduced energy cost, this becomes viable for any build with a decent melee action check. Bolster Target Buff, Reduces Incoming Damage by Self Dodge Rating * 4 Percent- lasts for 2 Rounds, Can only be used on a target with the ‘Guard’ buff, Can not be used on Self --> Target Buff, Replace an ally's armour rating and magic resist with your armour rating and magic resist, if higher. Lasts for 2 rounds. Can only be used on a target you are guarding. - With our changes to shields, along with the changes to Iron Skin and Magic Barrier, this becomes the choice ability for those with high defensive statistics who want to protect a guarded target from ranged abilities. We've also clarified the guarding requirement. Dark Vestiges 1 Essence --> No Essence - By removing its essence cost, this normally unused ability makes for a more attractive choice. Disengage 1 Essence --> 0 Essence - An unused ability given its essence cost to counter a simple move, this makes it a viable option for ranged martial characters. Holy Strike Target Attack, Melee Action Check plus Magical Action Check * 350% as Magic Damage --> Target Attack, Mainhand Weapon Damage * 90% as Magic Damage. The Damage of this spell is increased by 2% for each point of Willpower you have. - To help melee builds which dip into willpower more viable, we've reworked Holy Strike to fit the same niche as Focus Strike while incentivizing Willpower investment. Iron Skin No Cooldown --> 6 Round Cooldown Self Buff, If your Armor's Armor Rating is less than Willpower * 5 Percent, it becomes that amount - lasts for 6 Rounds --> Self Buff, Mitigate physical damage equal to (WP*5)% up to (WP*40) damage - Lasts 6 rounds - To bring Willpower defensive abilities in line with other classes, we introduce a cap on the amount of damage this ability can reduce. With the added cooldown, they're naturally countered by high amounts of damage, or purges. Kill Shot 1 Essence --> No Essence - By removing its essence cost, this normally unused ability makes for a more attractive choice. Light Spike Target Heal, Magical Action Check * 275% as Healing --> Target Heal, WP*5 as Healing - At a very low energy cost, Light Spike will never be an extremely powerful heal. With a flat healing, it helps its purpose as an economic ability while setting up for a larger one. Lightning Rod 1 Essence --> No Essence Then cleave Attack, Magic Action Check * 950% --> Then Cleave Attack, Magic Action Check * 1050 - Lightning Rod is weak when considering its energy cost. By adding a little bit of damage while removing the essence cost, it helps its purpose of a situational ranged cleave. Magic Barrier No Cooldown --> 6 Round Cooldown Self Buff, If your Armor's Magic Resistance is less than Willpower * 5 Percent, it becomes that amount lasts for 6 Rounds --> Self Buff, Mitigate magical damage equal to (WP*5)% up to (WP*40) damage - Lasts 6 rounds - To bring Willpower defensive abilities in line with other classes, we introduce a cap on the amount of damage this ability can reduce. With the added cooldown, they're naturally countered by high amounts of damage, or purges. Obliterate 1 Essence --> No Essence - Melee players rejoice. Obliterate has more easily accessible counters than the mage ability Pyroblast and does more damage. By removing the essence cost, it becomes a highly attractive move for all 2h builds. Pierce 16 Energy --> 15 Energy - Pierce has a rare and powerful debuff that reduces a character's armour rating. By lowering the energy cost, it becomes an attractive option. Point Blank Shot Target Attack, Ranged Weapon Damage * 120% as Physical Damage --> Target Attack, Ranged Weapon Damage * 80% as Physical Damage. Make a contested Melee Action check to disengage from the target. - With its energy cost and scaling, this ability a stronger melee option than most melee builds. Lowering its damage while also adding in an effect that helps disengage from foes changes it to favour the gameplay loop of a hunter keeping distance from their foes. Revenge 1 Essence --> No Essence - By removing its essence cost, this normally unused ability makes for a more attractive choice. Shadow Consumption 20 Energy --> 18 Energy 1 Essence --> No Essence - Between the damage and the healing, this ability moves less health than fiery burst, and since fatigue affects both damage output and healing, the new cost is more in line with its effectiveness. Shield Block REMOVED - Shield abilities have been reworked into more interesting choices, as outlined above. Shield Slam REMOVED - Shield abilities have been reworked into more interesting choices, as outlined above. Vital Spirit 3 Essence --> 4 Essence Reduces Fatigue by 550 --> Reduces Fatigue by 2500 - A previously weak ability, It may not be an attractive ability for every single character on the Doldrums, but it will fill a niche for the player that wants to participate in an obscene amount of RPG combat. 2500 fatigue is 50% total fatigue. Wand Attack 14 Energy --> 6 Energy Mainhand Weapon Damage * 85% --> Mainhand Weapon Damage * 60% - In an effort to make wands a more attractive option, we've turned their basic attack into a decent "filler" ability. It may seem like a huge buff on the surface but wands do not deal a substantial amount of damage.
  3. Last week
  4. Dascombe

    [Event] A.N.T.M.A.N 2.0

    A plume of smoke and the chugging of a machine inside bursts to life as a distant machine upon Tordala lights up a vibrant green colour. It would seem that Gizwhip seeks a team to embark upon another 'dive' on a perilous mission! He asks that those wishing to do so arrive at his workshop on the 1st of next month at 19:00 hours!
  5. Earlier
  6. New Moonbrook

    [Notice][Bounties] New Moonbrook Current Bounties

    "Wanted Dead or Alive Lord Blackcreek Wanted for assault upon Alliance soldiers, siezure of king's property and a litany of other crimes! This false Lord is believed to be the one responsible for assaulting Haytham's Landing and ultimately the leader of all the bandit groups based upon Opej'nor and quite possibly others who have yet to be identified. Lord Blackcreek (and by extention those who serve under him) are wanted on the following charges: Murder Attempted Murder Membership of a Hostile Faction Grand Theft Treason Inciting War Waylaying Usage of forbidden magics* Lord Blackcreek has until now been considered elusive and an enigma with not even his name known to the denizens of the Doldrums however thanks to the efforts of a adventurers too many to list here, his name has been revealed and his intentions are slowly becoming unravelled. It is worth noting to any who embark upon this bounty that Lord Blackcreek was seen leaving Haytham's Landing during the assault in which Corporal Osbert of New Moonbrook shot the bandit leader clean through the head and yet this individual seemed uneffected by such. Further to this arcanists who attempted to halt his boat's path found their icy barriers melted away which suggests that Lord Blackcreek is either a highly skilled arcanist himself or has one such individual under his employ. As of now it is assumed that Lord Blackcreek is in fact either a master illusionist or one of the undead and the bounty posted below reflects the perceived danger of this foe. Those who wish to seek out Lord Blackcreek would do well to start with interrogating his own bandit comrades and working up their 'chain of command' until finding relevant information on him. The Bandit Insignias which can be handed in to Sergeant Thorne at New Moonbrook are believed to be the Lord's own personal insignia and he is believed to be a Lord of the northern kingdoms of Azeroth (likely Alterac) rather than that of Stormwind. *During the assault on Haytham's Landing, what were believed to be New Moonbrook prisoners turned out to be dopplegangers of a magical nature. These creatures, when slain, appeared to decompose rapidly into a gooey black substance. One was also seen lighting an explosive device whilst in the presence of Lord Blackcreek's own men which suggests these creatures have -zero- self preservation instinct and an ability to impersonate whosoever they choose. An additional bounty will be posted regarding these foul creatures. A sum of 100 gold pieces is offered for the bandit leader's head. A sum of 150 gold pieces is offered if the bandit leader is brought back to New Moonbrook alive to face execution. Proof of it being the real Lord Blackcreek will be ascertained upon delivery. Alternative rewards can be made via prior arrangement with Baron West of New Moonbrook Those interested in undertaking this bounty are encouraged to inform Baron West as to the movements of this bandit leader as they will receive the full support of New Moonbrook in ridding the Doldrums of this pest.
  7. Dascombe

    [Event] A.N.T.M.A.N 2.0

    Rumours begin to circulate once more that the A.N.T.M.A.N 2.0 machine has been recharged and that the tinkmaster seeks another team to venture forth! It seems the machine will be ready by the 23rd of this month at 19:00 hours! Those wishing to embark on this quest should arrive to the tinkmaster's workshop in lower haven near the Sotoran graveyard by this time! Somewhere in the town of Tordala, a light on a machine flicks to green and makes a short burst of whining noises before going silent again but the light colour change remains.
  8. The Stand at the Dead Acre The convoy was a short one. Five men on horseback with the esteemed Baron in the centre, four of Stormwind's finest soldiers they could muster as part of a diplomatic envoy for the Baron to be escorted to the township of Grand Hamlet from the ongoing construction works at Sentinel Hill overseen by Stoutmantle himself. The entourage made headway through the land deemed now under crown control as the final push against Van Cleef was made by a band of adventurers sent deep into the hearts of Moonbrook's sprawling mines beneath the southern mountain range. Idle chit-chat and casual conversation of politics turned to talk of war as the Baron regailed the men accompanying him with war stories from when he was a young man armed with a rifle in the first war with the Orcs. The atmosphere seemed to lighten as the heavily armed guardsmen preferred veering away from petty politics and listening to tales that they can relate to. 'Thunk' One of the riders behind had fallen backwards off his horse as they had approached the crossroads heading east to Duskwood. They thought it might have been drinking on duty or perhaps the heat of Westfall getting to him. That was until one of his comrades noticed a large bolt sticking out of his breastplate as the man choked on blood coming up from his lungs. "AAAAMBUSH--" the investigating soldier yelled before he too was felled by a large crossbow bolt which managed to go straight through the maille collar around his throat. The remaining two guardsmen dismounted as did the Baron who unslung his satchel and rifle from his steed. Armed and bearing shields the trio noticed over the southern hills there then came a large gathering of poorly-armed men: Defias renegades. One of the soldiers turned around to the Baron with the command to "RUN" but from the northern treeline came even more of them, cutting off their escape far away to the perceived safety of Sentinel Hill. "Who the blazes tipped them off of this damnable visit?" the Baron glared. The two soldiers shrugged as their shields clanged with the sound of bolts and arrows ricocheting off them and splintering. The trio made headway to the Dead Acre, a long since abandoned farmstead. In the centre of the field they took shelter behind an abandoned cart which provided shelter from the hail of projectiles bearing down on them but did nothing for the renegades now charging in an enraged frenzy bearing sword, axe and spear upon them. One of the guardsmen fell in a matter of seconds taking a few renegades down with him as he swung his hand axe around. The convoy was down to the Baron and one surviving guardsman who both ran into the farmhouse. The baron slapped his satchel onto the floor and took out two boxes of ammo... barely twelve rounds for what looked like a small army of over fifty defias renegades, several of whom perished taking down the third guardsman. Not very good odds even for a seasoned hunter such as the Baron. "Lock the door, stay quiet and keep away from the damned windows" the nobleman ordered. The guardsman complied and stood back but the walls were rickety with the plaster crumbling in many places. Silence for a few moments, only the sound of the Baron sliding a shell into his rifle... but this was interrupted by the sound of breaking plaster as a spear made its way through the wall and into the exposed calf of the guardsman who fell down to his knees in agony but not before he managed to smash the spear haft cleanly with his own hand-axe. The Baron discharged the rifle into the wall several feet ahead where the bandit was expected to be, there was a brief gurgle and the sound of a lifeless body hitting the hardy earth of Westfall. One bullet down... one bandit down... but the odds were not in their favour. He chambered another round and waited silently. There was the sound of a steel bucket outside being struck, presumably by a bandit's foot who hadn't noticed it. The Baron span around instantly and blasted another round into the wall which resulted in yet another bandit slumping over. A charge could be heard, the one employed by a mix of common thugs and political idealists turned renegade as he looked out the window and saw them charging over the field. The Baron hauled himself up to the top floor of the house where goods were stored and kicked through some of the thatching a hole large enough for his barrel and scope to stick out. One...two....three....four....five....six....seven...eight....nine....ten. With each shell that fell down to the stoney floor of the farmhouse another bandit met their end across the field... but on the tenth one he was careful. He waited until the remainder of the charging bandits had just crossed the path of a long-since disused harvest reaper which he noticed had been leaking oil... the final shot lit this trail of flammable liquid but it was too late for the bandits to cease mid-charge before the rusty construct erupted in the middle of the dead acre sending chunks of iron shrapnel in all directions. Those who were not killed instantly in the blast were most certainly fatally maimed or at least crippled. This however did not deter the rest of the renegades. "VAN CLEEF HAS A PRETTY PRICE UPON YOUR HEAD, BLUE-BLOOD" one of them yelled across the acre. He seemed far more heavily armed and armoured than his compatriots who had charged needlessly to their deaths but this didn't stop him from sending more thugs after the Baron. Baron West grumbled, more were coming. The final guardsman had clearly been cut in one of his arteries and had expired down below as the Baron blew the harvest reaper apart. He looked around swiftly and crawled through the thatching on the roof as the defias renegades closed the distance and broke down the door to the house. They looked around cautiously but to no avail. One went up the ladder that led to the loft and searched around: barrels of grain, opened medical supplies, and what looked like a knife-block at the back gilt with silver and bearing Queen Tiffin's bust on it as well as the date of the coronation... but it seemed to be missing the knives that went with it. The bandit who went up to investigate did not have time to blink as a commemorative kitchen knife found its mark at the top of his spine. The blade withdrew and the body slumped down on the floor of the cottage. The bandits below went eerily silent and drew out their crossbows and peppered the roof of the house with bolts which pierced through the loft floor. -SMASH- The Baron swung feet-first from the roof down into the cottage through the window, sending one of the bandits sprawling to the floor and with most of the wind booted out from his lungs, the others drew blades as the Baron brandishes his own pair of duelling knives. One of them was stupid enough to charge alone and was dispatched easily with a parry of a blade and the second knife entering his left breast. Two more looked at the Baron and charged simultaneously, he looked around for a split second and picked up a small coal shovel in a bucket behind him which disarmed both of them in a single swing but so too was he forced to drop his own knives to wield the shovel. What came next was a frantic case of fisticuffs with a firm blow landing on the Baron's jaw and another to his shoulder by the second bandit. As he span around in a brief daze he landed close to the fire and managed to pick up a fire poker with a hooked end to it for agitating the coals. As he got up in a singular swift movement he buried the fire poker into the skull of one of the bandits causing the other to flee in a panic only to find the door was locked shut. Other renegades who had by now reached the house heard the sound of fighting and all they witnessed as a sign of it finishing as the pleading for mercy before a spear end broke through one of the weaker planks of the door stained in blood and accompanying a violent coughing and gurgling noise. "WHAT ARE YOU WAITING FOR? YOU OUTNUMBER HIM, GET HIM!" the order screamed from the other side of the field. One of the new arrivals booted open the door, breaking the lock, only to witness several of his dead allies and a dead Stormwind guardsman... there was no sign of the Baron. The others filtered in silently until one of them caught a glance of the ladder leading up to the loft. Gesturing for the clearly green thief to go up and check the others watched in anticipation until they all began to hear a loud creaking noise, the sound of timbers cracking and groaning under excessive weight... -SMASH- ...as the grain silo outside the farmhouse smashed the cottage apart. Several of the bandits were thrown from the wreckage whilst some of them were buried under several tonnes of grain that began to spill out. Far back from the base of the silo the Baron grinned with his gun slung over his shoulder and a woodsman's axe in his hands. The bandits stood up through a haze of dust which rendered the air thick and hard to see through yet they saw the silhouette of the Baron. He made no attempt to raise his rifle but simply reached into his waistcoat for a gnomish lighter. Lighting his cigar and then lobbing it he managed to ignite the crumpled grain silo which erupted into a massive fireball sending splinters everywhere. With a burning farmstead, dead renegades everywhere, the entire acre was a ruinous landscape with naught but the Baron and the renegade's lieutenant running off into the distance. The baron chambered his last round into his rifle and took aim... _______________________________________________________________________________ The Next Morning... ________________________________________________________________________________ Citizens from Sentinel Hill arrived with members of the People's Militia, they were greeted with the stench of death as crows had already begun to feast upon the remains that littered the Dead Acre. Red from the face-masks that adorned their faces and red from the pools of blood that now seeped into irrigation channels and troughs intended for pigs to drink water from. The scene was as eerie as it was grisley. The four Stormwind soldiers were granted burials over at Sentinel Hill whilst the rest of the bodies were either buried in shallow graves or simply burned on the spot on crude pyres. Despite the militiamen knowing the Baron's presence there was no sign of his body but tell-tale signs of his presence with rifle shells littering the scene. The rumour of the 'Last Stand at the Dead Acre' would begin to circulate around the county, some more embellished than others but few bore witness to the entire scene unfold. ____________ Hi all. Got bored and decided to write a short story based on a short paragraph mentioned in Baron West's character bio. Anyone who's from Westfall in Unknown Shores is welcome to take most / some of this story as knowledge their character would be familiar with just as a bit of flavour text.
  9. Dascombe

    [Event] A.N.T.M.A.N 2.0

    Anti Neuron To Mass Accelerating Nullifier 2.0 Where: Opej'nor (Meet at Gizwhip's house in lower Haven) When: Wednesday 18th March, 19:00 server-time. Strict 2hr event 'cap' Who: Anyone on a neutral or above reputation with Haven. X5 player event max. Strongly recommended no less. Event Type: Mixed (Item gathering, NPC killing) GM Assistance: Dungeon Master Dascombe overseeing A quiet yet quick-spreading rumour would emanate from the workshop of the esteeemed Tinkmaster Gizwhip down by the new shorefront property in the neutral settlement. Likely instigated by the Tinkmaster himself, the rumour mentions that the mad gnome's A.N.T.M.A.N 2.0 device has reached a level of charge that will allow a team of adventurers to depart on an epic quest to retrieve the parts for the engineer's teleporter that will allow for escape from the Doldrums. Those who do not know of this particuarly perilous task may enquirer as to details from the Tinkmaster beforehand or they may just dive in and experience it for themselves.... regardless of the decision it is known that a number of seasoned adventurers have already perished on this seemingly mad adventure. And although he says he has lost a number of substantial engineering parts... few if any of the most seasoned explorers on Opej'nor can ever recall seeing such components whilst venturing through the jungle? Could the engineer be utterly mad? There is only one way to find out. OOC: Hi all, this thread will be used as a means of posting when there are 'dive' events into the A.N.T.M.A.N 2.0 DM campaign. ICly this represents the 'recharge time' it takes for the tinkmaster to get the machine running again for another 'dive' If you wish to speak with the Tinkmaster, please to drop me a message on discord and i'll log him for a chit chat. Depending on what you ask him you may be able to acquire information critical to the campaign. If you have not done so yet please ensure you have read up the event breakdown thread which stipulates some OOC conditions of the campaign. If you are for whatever reason unable to make this particular 'dive' then players who have not yet had a go get priority next time! Best of luck all!
  10. A.N.T.M.A.N 2.0 Salutations folks! Welcome to the DM campaign i'm running which although it doesn't really have a name as of yet I think throwing a name based on the machine players will be using in-game is appropriate. As a heads up i'll be looking to make this thread as spoiler-free as possible so that you are all pleasantly surprised by what you see in-game as its been worked on for quite a while now so we'll start off with a few pointers: 1.) No screenshots please This event is made so that everyone can participate in it regardless of level so please don't go posting pics of it in the screenshot thread to ruin the surprise. If you want to see what the campaign is like, get involved! 2.) No spoilers BY all means relay information to your fellow adventurers ICly but please don't go messaging each other on discord with what's been going on inside the campaign 3.) No harsh deaths This campaign (as most of my stories are) are based around creative out-of-the-box thinking. Ergo if you do something utterly stupid and careless you will face death or very serious injuries. This is the only 'warning' you will receive. 4.) No cross-contamination This campaign will contain an element of base-building and as such there is a means by which you can gather resources. That having been said there is a clearly quite IC reason for not bringing back a thousand units of Hardwood which -will- result in character death if you attempt it. The same also applies with anyone caught taking resources into the campaign. There are storage chests inside and outside the campaign for you to store things (as well as the bank NPC just outside the workshop) 5.) Take turns The campaign runs on a 'first come first serve' basis for 5-person teams of adventurers. That having been said the lead NPC has made it clear that glory is something best spread around rather than hogged so if you weren't able to get in on one 'dive' then form a group and try again! 6.) Craft and Combat Although combat will feature in this campaign, there are elements to it as well that will require base-building and problem solving techniques. In addition to this do not be surprised if those points you put in engineering you thought were useless turn out to be -very- useful after all! There is at least one puzzle in this campaign designed to test each non-magical skill set! 7.) Time Cap Each 'dive' into this campaign will be capped. This is due to my IRL sleeping habits needing cut back and also to prevent an event becoming a long drawn out early-hours bore fest. These are designed to be quick in-and-out campaign drops that folks can jump into on a short time frame. I'm looking at no more than 2hrs per 'drop' as a hard cap. 8.) Time Zones If you are in a timezone that makes it difficult for you to attend events regularly, please do inform me and I will make what provisions I can to arrange for a 'dive' on a weekend at a time suited to you. This is being ran on a 'no character gets left behind' basis 9.) Trial by Fire As many of you may be aware, this is my first campaign as a DM and am still getting to grips with the system and how it works. Conversely if you are new to Unknown Shores and are struggling with the systems please do say so and the pace can be altered to help you cope better. After every DM campaign I do is concluded i'll be running a feedback thread for players asking for what they thought was good and bad about the event and how it can be improved each time. Self-improvement is the best way to push forward with the server's general progression. If you have questions about how the event is ran or anything else of a technical nature, please comment below or message me on discord and i'll get back to you as soon as possible! Good luck, adventurers!
  11. Val

    RPG Equipment Document

    Added an enchantment section for equipment enhancements.
  12. Dascombe

    [Event] The Meat Feast II

    Where: Opej'nor (meet at the Jolly Otter) When: Wednesday 11th March, 20:00 server-time. Who: Anyone on a neutral reputation with Haven. -NO MAGIC USERS- Event Type: NPC killing / resource gathering GM Assistance: No GM assistance required Overlooking the township of Haven from one of the guard towers, one of the few places he can smoke without being accosted, the Baron grumbles to himself. "Many mouths to feed with more refugees turning up day by day and naught but a pig farm and a single field of wheat to sustain them... I suspect the Matron may have underestimated the numbers of this fledgling city..." Turning his back to the township, he then looks out across Opej'nor. The sun was fading over the horizon and a cacophony of sounds emenates deep from within the jungle... to the untrained ear it would be the general mix-mash of assorted jungle beasts rolled into a single amorphous background noise but to the trained ear the very scenes themselves would unravel. The sound of a feathered axebeak using its namesake tool to crack open walnuts The failed attempt of a panther to lunge upon an unsuspecting doe The deep and distant roar of a young devilsaur getting its first kill The Baron nods to himself with a mighty grin "The jungle always provides" And with that he slides down the ladder of the tower to the street level of Haven, pulling his cloak further round as he wanders down side-streets and alleyways but as he does so he passes numerous trappers, hunters, marksmen, rangers and even the odd warrior or thief to spread the news. Event Objectives Main Objective The Meat Feast Gather X300 [Meat Shank] to feed all those attending the feast. Bonus Objectives The Exclusive Diner's Club Kill at least one 'rare' beast The -other- White Meat Kill a gryphon Escargots à la Bourguignonne Kill at least 20 sturdy whelks for a signature Alteraci dish snail shells with wine and garlic butter. OOC: Hi folks Another event to go up, fortunately one that requires zero GM participation unless one is bored and wants to drop a surprise. The plan is for this to be a large-scale 'gathering' event for a follow-up event in Haven. For those who weren't there for it, this event in question is a follow up of one that was held very successfully last year in which hunters go out into Opej'nor and hunt beasts which are brought back to Haven for processing by the Baron who will, in turn, serve up a mighty feast! The follow up event plans to be a more sociable event where folks can gather up, sit down, have some grub and just chat to fellow players in a sociable setting, call it 'campfire' RP if you will but its something that everyone can get involved with regardless of gear or level. Even those wishing to attend this pre-event may do so as the beasts on Opej'nor vary from the small and nimble bandicoon to the massive and mighty Devilsaur! Regardless, they all drop meat so every bit of assistance is welcome!
  13. Dascombe

    [Event] The Trial of Strength

    Where: Meet at the Flamespire Bastion (adjacent to Haven) When: Friday 13th March (20:00 server-time) Who: Anyone on a neutral-or-above reputation with the Flamespire Clan Event Type: Combat / Gladiatorial / Spectator GM Assistance: Required ( @Elle to DM Stone Guard Tuhruk or another keeper if acceptable) Already with the announcement of the three trials for the next Doldrosh, the Flamespire Bastion seems to fill with an odd collection of sorts. Whilst normally filled with races that make up Thrall's New Horde... Humans, Dwarves, Elves and more also make their way in; citizens of Haven seemingly eager to observe the trials that are to be undertaken and not necessarily as a deeper understand of the Horde's political operations but rather many seem to be coming to witness as a form of entertainment with one or two entrepreneurs even setting up small food stalls much to the ire of some of the more staunch traditionalists within the Clan. Although the Clan was once strongly united under the single banner of the Flamespire, those within the clan have taken their sides of their preferred candidate out of the two wishing to become the new Doldrosh: Stone Guard Tuhruk, as stout as the mountain which the clan had called its home for so long and an immovable force to be reckoned with. Ragara Stormbreaker, few recall the Orc's previous given name after she took the moniker for defeating the elemental lord Huricanian in single-combat at the spirit's own behest. It sounds as though the fight may be a tough one but it is unknown as to how the show down may play out for the rules are not to be announced until the day of the fight by the clan's elder Gruk Charrbone... but two things -have- been made clear and that is the duel shall not be a fight to the death as once was typical of Mak'gora's in the Horde's past and that both of the nominations for Doldrosh can call in their stead a champion to fight on their behalf at the risk of losing support among some of the clan. Will the combatants be restricted to their strength of steel alone? Will magic be acceptable? Time alone will tell. The Elder of the clan bellows with a mighty voice for his age: "On the 13th of this hallowed month, our two fighters shall gather in the centre of the Flamespire Bastion for the test of wills as the twentieth hour in Haven is sounded!"
  14. Dascombe

    [Event] Catching Curious Critters

    Event confirmed for SUNDAY coming at 19:00 server-time! 150 animals is a lot so be prepared for this to potentially be a two-parter if it goes on for too long!
  15. Where: Meet in Haven, outside the Jolly Otter. When: Saturday the 7th of March, 8pm ST/20:00 ST. Who: Anyone on a non-hostile level with Haven. Event Type: NPC clearance. GM Assistance: Not Required A horrible disfigured man stumbles into the Jolly Otter, helping the Baron West carry a wounded man through the door. He shouts "HEALER!", startling nearly the rest of the patrons. The Matron of Haven emerged from the staircase, a roll of cloth under her arm. "Mh? - Went on a hunt for our sniper friend. Found a shell, and a crystal fragment. Killed a mutated dragonflight-thing." The cool, calm and collected magus that was with the group explained, while the men of New Moonbrook tended to their wounded man. An anchorite, a patron, didn't seem quite spooked by the event. Rather, her interest was piqued. Could a threat such as this lie so close to Haven? She would have to investigate. Later that evening, she left to the south of Haven to scout the beach that this creature emerged from. These monstrous, disgusting creatures littered the southwestern beach of Opej'nor. They appeared deadly, with massive sharp claws and thick leathery hides. Some kind of draconic mutation - the source of which was unknown to the healer. "This must be dealt with, for the safety of Haven. If they have been seen so far north, it is only a matter of time before they push further." She turned her back on the beach, and hoofed her way back to Haven. "I will issue a call to arms." Event Objectives Main Objective: Securing the Beach Eliminate the drakonid threat from the beach. Bonus Objectives: New Knowledge Obtain information relating to the drakonid monstrosities. Who, what, where, when, why, and how. OOC Hello there! I am running an NPC clearance event for the "Blackwing Monstrosities" on Opej'Nor. For those new to the server, these creatures began appearing around the island known as Silver-Eye was burnt to a crisp. They are quite deadly, and are quite difficult for a single person to handle without extreme levels of optimization. One of these creatures were seen recently encroaching towards Haven, which has caused a bit of a stir with some of its citizens. Astra is a draenei priestess who sees an opportunity to rally the disparate souls for a cause of good. All loot will be distributed equally, except in the case of a conflict, which will be resolved via a dice roll.
  16. Dascombe

    [Event] Fight for the Landing

    Event pushed back an hour to accomodate GM availability!
  17. Dascombe

    [Event] The Clan Calls

    Where: Meet at the Flamespire Bastion (adjacent to Haven) When: Saturday 29th Feb (19:00 server-time) Who: Anyone on a neutral-or-above reputation with the Flamespire Clan Event Type: Social GM Assistance: None required (unless wishing to DM NPCs who want to be Doldrosh) Within the thick blackness of the night rainfall began to pitter-patter down upon the joint settlements of Haven and the Flamespire Bastion, some of its settlers went inside but many continued to work and toil into the night. Mystics and shaman sought prophecies in the flames of bonfires, grunts stood guard at the gates and tested each other's feats of strength to pass the time whilst Elven scouts stood atop the walls eyeing the jungle canopy and floor for any bestial threats which might beset the clan's domain. Within one of the huts, the aging pyremaster Gruk Charrbone wrapped up Jorrog's preserved body in linens soaked in ointments and preservatives, part of his duty as one who cares for the dead. Afterwards he adorned the scout in his leather harness over the linens and placed his bow upon his chest before positioning his arms so that his hands may clasp the stave of the bow. He looked on with a sigh, in the corner of the hut were a number of other belongings to those who had passed away or simply disappeared; Tsolvia's staff lay in the corner. Bloodfury had left it on the peak yet the aging shaman had taken it with him during the Orc's exodus. Drok'thul's club. It was the only thing left of the Bastion's possessions that the fierce warrior had once had. And that tabard... he lay in the darkness at the back glooming. The shaman knew not what it was... a portent of evil omens? Or a sigil of hope? He walked forward and unveiled it, that crimson red colour and the Horde's symbol on it stood out as a stark reminder of what the clan had been through. He looked out the entrance of the hut outside, the glow of the tavern and the revelry from in belays the presence of Jorrog's body laying there lifeless. The shaman grunts to himself lowly "Time for a new Doldrosh to lead the clan." OOC: Ahoy folks It's been enough time to finally put this event up As many of you know, following the Long March event a few weeks ago whereby the entire Flamespire Clan upped-sticks and left the peak of Grom'Goshar to the safety of Haven. This marked the end of the Flamespire Clan as a player-led guild and the longest running and most active Horde guild on the server. That having been said, to paraphrase a certain Lordaeronian member of royalty: "There must always be... *thunder strike* a Lich King Doldrosh" To-whit this social event will include the following- A funeral ceremony. This funeral ceremony is to commemorate the loss of several members of the clan. First and foremost is the most recent death of the scout known as Jorrog who was one of two named combat NPCs who were part of the clan, he fell to a Sotoran knight's blade on the exodus to Haven (said knight remains in the clan's custody) The funeral also is to commemorate the loss of Tsolvia, Drok'thul and Dragor Bloodfury. Tsolvia fell at the hands of (supposedly) enraged water elementals who drowned her to death. Drok'thul and Bloodfury ended up retiring from the server and so their characters are MIA / presumed dead. Namings for the Doldrosh. This is the first step to what will likely be (based on past appointments of Doldroshes) a long and fairly drawn out process through which candidates for the title of Dolrosh (and ultimate rulership of the clan) put their names forward to be selected as leaders. In the past this has been exclusively players and whilst the staff stress they would prefer for player candidates to be the ones put forward chances are it may fall to an NPC given the lack of Horde players / potential candidates. We'll play it by the IC ear. Ultimately though this is not the -start- of the trials, these are but people putting forward their names to the Pyremaster so that their trials may be sorted out. As a new element to these trials, candidates may be able to select their own 'champions' to act in their steads to perform tasks so as to get the rest of the server involved with the appointment of a prestigious position which may have long lasting political consequences (for better or for worse) for the server. State of the Clan This will effectively be a 'where the clan is now and what we're doing'. Effectively due to the lack of Horde players it will be a chance for folks to basically get their hands on a lot of epic and legendary gear which has been gathering dust in the Grom'Goshar chest in exchange for completing certain quests.
  18. Dascombe

    [Event] Fight for the Landing

    Where: Meet at the shores of Kolai (Haytham's Memorial) When: Thursday 27th of Febuary. 8pm server-time. Who: Anyone on a non-hostile level with Haven or New Moonbrook Event Type: NPC clearance GM Assistance: Required In the distance of Kolai the sound of laughter can be heard as the bandits who now occupy Haytham's Landing laugh in revalry over their new territory. Little do they know in the distance they are being observed. Not by any of the Razorbranch who now lay deceased on the isle nor by the non-existant wildlife in the same state. Staring through his scope, Baron West surveys the encampment from the top of the temple upon Kolai counting their numbers with his hat by his side and a flask of brandy at hand. Nearby several of the Stormwind marines who served with Sergeant Jeremy Thorne erect a small 'encampment' of sorts to establish a 'listening post' to observe Haytham's Landing. The irony wasn't lost on the baron, the need to have a listening post to observe an outpost he had begun construction on so as to make sure Kolai didn't fall into the wrong hands... but at least it somewhat kicked the hive and brought these honorless thugs out from hiding. Just as one of the marines starts to get out a flint steel the Baron turns sharply and shakes his head "No fires, soldier. Can't risk having your position exposed. Remain up here and keep noise to an absolute minimum and light to even less. I want active reports on their movements and numbers and if anything changes. You've got enough rations to last you until the attack commences." The soldiers nod in response and go about their duties of preparing their small encampment as the Baron adjusts the sights on his rifle... it could be so easy to pick off the loudmouth and gobby one at this distance, lit up like a winter's veil tree as he brags something to his fellow thieves around the campfire... but not now... to do so would only alert the rest... "Bid your time hunter... and wait..." Event Objectives: Main Objectives: Reclaiming what was taken Reclaim Haytham's Landing either by killing off the bandits who have taken it over, imprisoning them, or chasing them away. Bonus Objectives: Interrogation time Capture at least one bandit to be taken to Haven for questioning Leader of the pack Kill or capture the leader of the bandit group if they appear Seeking motive Find clues to ascertain information as to the bandit's affiliation and reasoning for attack OOC: Welcome all This is an NPC clearance event for Haytham's Landing. For those new to the server, following Haytham's utter annihilation of the Razorbranch Trolls (bar those such as Sal'do who took over Drustgarde) the island was rendered absolutely desolate. Baron West took advantage of this and led a small skeleton crew of his own soldiers from New Moonbrook to establish an outpost there to watch over Kolai lest it fall into the wrong hands. Not too long after, the outpost came under attack by bandits who fortunately didn't kill any of the soldiers but West's men were forced to retreat to Haven where they recovered. Now with bandits controlling Kolai, there are no friendly eyes from any of the other factions in the Doldrums watching the previous home of the Razorbranch Trolls that could quite easily fall into the hands of any of the malicious groups within the Doldrums. It is worth pointing out at this stage that should the event go ahead with moderate success, this will lead to the follow up event which got shelved due to the bandit incursion:
  19. Admist the crowd gathered back to welcome Lady Springfield, a lone cloaked figure stood at the back of the crowd with a large rifle slung over his shoulder and a large grin upon his mustachioed face. "Well done, Lady Springfield." he mutters to himself. He observes sailors embracing one another on the shoreline. Fathers and mothers returning to families, lovers embracing each other for the first time in what may seem like years. He observes Lady Springfield walking through the crowd taking the time to talk to injured sailors bearing the marks of Razorbranch weaponry "Time may wipe them from history, but hatred can be a driving force to greater things" He reaches into his satchel and produces a small grotesque heart which appears to have undergone some basic taxidermy and preservation; Sal'do's heart. Looking on at the crowd, the leader of the Sotoran people pauses and there is a solumn moment as she approaches grave markers around the back of the Sotoran encampment in Haven "I will watch you from a distance, Lady Springfield, you may have now matured into a leader but your greatest test lies upon Sotoras. I shall see if you have what it takes to take the fight to what was once family, but do not forget you have friends and allies upon whom you can count." As he turns to walk away he makes one final look up at the crow's nest at the aft of the Tidesong... was someone up there? "Hrm. A trick of the light?"
  20. Cold, bitter air blew across the Doldrums, bringing with it a strange, but no unheard of occurrence.. Snow. Children in Haven squealed in delight as they received a day free from chores and any education they were receiving, to enjoy it. The Jolly Otter was packed, even more so then usual, as the guards and soldiers who ventured on the Tidesong were given a few days off. The dead were given pyres, or sea-burials at Haven's port. Even Tordala's people celebrated, with drinking and sweets at the news of Sal'do, and the Razorbranch's defeat. Many across the doldrums felt a weight lifted off them, and those who fought and slew Sal'do's names were praised for their heroics. But, the mood was bitter-sweet for some. The sacrifices of those who brought about this great victory fresh in the minds of some. And it was on this note, that the next day Lady Abigail found a place to speak to her people. A stern, driven expression on her face. "People of Sotoras, my people. We have avenged Drustgarde. And saved those who we could. Sal'do's reign of terror, of failed conquest and needless bloodshed is at an end. But, we must not forget the people who made this possible. The sacrifices made. From the Ironbound, who first defended Drustgarde when it was a camp and a tavern in a wrecked ship, to Sir Haytham Kendrick, who gave his life to open the Razorbranch to defeat. For every soldier, civilian and adventurer fallen to their blades, they paid a price much greater. Time will wipe the Razorbranch from history, and they will be nothing but the echo of the past. Only spoken of in defeat. And with them gone, I turn my gaze to our home, to Sotoras and my treacherous father. The day will come where we wash over it like a tide of divine fury, we not just reclaim, but revive the pride and greatness of our home."
  21. The cool night air blew across the docks of Haven. Brushing a few loose, graying strands of hair from his face, the Captain pulled out a well-used gnomish lighter. It took him a few tries, before he managed to get a flame going long enough to light his pipe. Taking a long pull, he glances to his right. Sears and Captain Thompson were arguing the logistics of this endeavor. To his left, Abigail was staring at the Tidesong, as Sotoran shipwrights, and Haven's labor force worked around the clock to refit it into a proper warship. He hesitated a moment, before his feet decided he needed to go right. Coming to stand next the small woman. He took a pull of his pipe before speaking, "She is coming along nicely, isn't she?" It took several moments before Abigail responded, her voice tight. Filled with anger and bitterness, "I sat in Silver-Eye. I scoffed at Urdo's call for aid, as we had our own home to reclaim. I thought his troubles would never become mine." A sigh escaped the Captain's lips as he rolled his shoulders, "Hindsight is perfect, Lady Springfield. This has been a test of the Light's making. To forge you into a leader of your people." She scoffed, before frowning, "I should've been this leader before they razed my town. We dragged our feet, Captain. So afraid of the cost in lives finishing this fight would cost us, and we only bled the worse for it. No. I dragged my feet. I did not want to see one more sotoran die with our home still under my father's corrupt reign." "The realities of leadership are never so cut and dry. You did what you thought best for your people. You can't judge yourself on that merit." "I can, Captain. You built your Guard and this town because you stood up to the Razorbranch. I let the oldest Port in the Doldrums burn because I wouldn't make the hard choice." She moved a hand up to her eyes, wiping a tear of frustration and anger away. "But, I will not let Haytham's sacrifice be in-vain. We will finish this." The Captain shuffled a moment, before nodding and taking another pull of his pipe. Letting the smoke lazily float from his nostrils, "Come Friday, we will hang Sal'do from the front of the Tidesong." OOC This is the last event in the Razorbranch's storyline. Since the server's launch the Razorbranch have been an opposing force to players. And finally, through the actions of many players, we are finally at the end of this chapter of Shores. It has been a long, difficult road. Both ICly and OOC, as the server has undergone many changes since then. I hope those of you who are still around, and those new enjoy this. When?: Friday, Febuary 21st. 8PM ST Who?: Anyone not banned from Haven. Where?: Players will meet at the docks of Haven to board the Tidesong.
  22. Dascombe

    [Event] Catching Curious Critters

    Although the siege of Drustgarde has been concluded, rumours would begin to circle that although the Baron wishes the isle of Kolai repopulated with wildlife, it seems that he is hesitant to do so whilst Haytham's Landing lies under bandit control. Those wishing to aid should consider the Baron's current bounty on this bandit group.
  23. The Doldrums, aptly named, if I do say so myself. I've been here many more years then most. Before the great Cataclysm on Azeroth. Many more now call this place their home. Even if they still try to find a way back to Azeroth. But, for now, we are trapped. In this land of mystery and adversary. The clever and strong will thrive here along side the psychotic. I welcome you, newcomers. Where my friends and I failed, I hope you succeed. Remember, nothing is as complex as it seems. -Devon the Simple, Arch-mage of the Doldrums What is the Doldrums?: The setting of Unknown Shores is a large ocean, dotted with a half dozen islands. Common Knowledge and thought is the Doldrums is a titan facility of some kind. Some people think a prison built to hold dark forces, and others think it is merely some strange place the Titans built. Once a completely wild and untamed place, several groups and individuals have left large marks on the Doldrums, establishing and aiding towns that have sprung up over the time the server has been up. When does this take place?: Our timeline started on server launch, May 11th, 2018. The day Shores was launched, is the day Deathwing caused the Cataclysm on Azeroth. Currently, we near year 30, and the launch of Mist of Pandaria. Our days are at a 1:1 ratio currently, and as such if we will In-characterly be at the closest patch. How do characters arrive?: How and why the Doldrums pulls people, objects and land into itself is not yet known to the population at large. But, the most common ways are traveling in the air, by sea or by magic. Despite our start time being Cataclysm, people have been pulled here even further back. Though, they are few and far between. It is acceptable to have a recent arrival, or someone who had been in the Doldrums for some time. We leave it up to players to make the choice and come up with the details on how their characters arrive. Below, is a quick summary of important, but common knowledge in the Doldrums based on each Island we currently have available. You are free to have your character know any degree of this. Be it nothing, or everything. Map credit: Kumorineko, former Keeper on Unknown Shores Opej'Nor is the largest available island, and most heavily populated. It contains several locations of note, and two settlements. Haven: The largest town in the Doldrums. Haven is led by Matron Mel(player) and the Captain(NPC). It has humble roots, as a Halfway point to a defunct settlement called 'Tentown'. But, after the Razorbranch Invasion of Opej'Nor, it grew into a military outpost and again, ballooned into what you see today after the Destruction of Silver-Eye. Haven is currently made up of three factions. The Flamespire Clan, Haven and Sotoras. Haven(Faction) - The people of Haven, are diverse. Coming from every race and religion on Azeroth. Abet, darker ideals are heavily frowned on.(I.e. Necromancy(Banned), Warlocktry). Most have given up the ideals of Horde or Alliance. Focusing on unity as a way to not only get back to Azeroth, but to thrive. Sotoras(Faction) - Kul'tirans who once settled upon the island of Sotoras. They are refugees now, their home lost to a legion of Undead and their second home, Drustgarde, burned to ash by the Razorbranch and a surprising ally. Led by Lady Abigail Springfield, the Sotorans are hardy, stout people who revere Kul'tiran culture. Though, some old hatreds have been set aside in the name of survival and reclaiming their home. Flamespire Clan(Faction) - The proud Flamespire Clan were once a group of Horde loyalists that settled upon Grom'Goshar, Opej'Nor's tallest mountain. After many trials and tribulations, the Flamespire have set their allegiance to the Horde aside, though they cling to the culture of it. With a threat of annihilation from a Doldrums boogeyman, Opej the Awakened, looming over them, their last remaining leader, Elder Gruk Charrbone worked out a deal to relocate the Clan to the safety of Haven. Important Characters The Captain of Haven - An old, but still fiery Paladin from Lordaeron. He served in the Argent Crusade before arriving in the Doldrums. None know his real name, as he only goes by his title. He currently heads Haven's military and guards. Sergeant John Davis - A calm, cheerful paladin. Once a Knight-Lieutenant of the Alliance. After arriving in the Doldrums, John Davis met the Captain and became his second-in-command. Seen as the calmer, fairer half of Haven's military command. John handles bounties and judges crimes in Haven's sphere of Influence. Lady Abigail Springfield - A young priestess, Abigail has gone from sweet and naive to a battle-hardened and vengeful woman. She seeks the reclamation of her home, the Isle of Sotoras and the safety of her people above all else. She is the current Captain of the Tidesong. New Moonbrook: A small, but extremely well fortified, if not manned, settlement that still flies Alliance colors. Led by the Eccentric and some say, insane Baron Timothy West. New Moonbrook is the only bastion of the Alliance in the Doldrums, with a small military contingent led by Sergeant Thorne. Improtant Characters Sergeant Thorne - Sergeant Thorne, whom arrived to the Doldrums as Corporal, is a stoic, calm man. His men have never seen him lose his temper and he rarely yells except to be heard. He leads what is left of his men who arrived in the Doldrums after their ship crashed on Menhirs, and a warlock took control of his battalion. Ruins of Drustgarde: Drustgarde, or rather, its smoldering ruins, have been taken over by bandits. Perviously it was home to the Sotorans led by Lady Springfield, and before that Kul'tirans under Governor Haytham Kendrick. And again, before that Sir Moras of the Drustgarde. And again before that by the Caveat Emptor. As one can see, Drustgarde was once the oldest port and town on Opej'Nor. Humbly started by a crazed gnome called Eg, as a bar in the wreck of a ship, it changed hands and grew until the Razorbranch launched a suprise attack on the port and took it. Before being destroyed when the Zandalari and Opej'Nor's other factions, with aid from Tordala and adventurers, besieged it. It burned when to everyone's surprise, a Black Dragon arrived and killed off a great deal of the besiegers and what remained of the defenders. Grom'Goshar: Once the seat of Horde power, and later the Flamespire Clan. Grom'Goshar is the tallest and most easily defensible mountain on Opej'Nor. Now, time and a slowly bleeding series of trials have left it devoid of life. Though, still, many peopels can sense its importance and power. As if things remain buried there. Baron's Highway: Starting from Haven, a road made from planks and stones winds across most of Opej'Nor, built by the Baron, Timothy West, when finished it is suppose to encircle the whole island. Providing a safe road to traverse the jungles. Or as safe as one can be traveling on Opej'Nor. High Hearth: Once a bountiful place, and home to a few of the first groups to arrive. High Hearth now contains two points of interest. The Scarlet Encampment, led by Knight-Captain Gundarrson and the Shrine of Ulreich. Pilgrims to the shrine speak of a presence about it, as if the Light had reached into the Doldrums and touched the spot. The Isle of Menhirs is considered the safest island in the Doldrums. Though, that is not to say it is any more pleasant then Opej'Nor and its dangers. Demons, Ghosts, Elves and dark magics have plagued this island for thousands of years. The Oldest known island to arrive from Azeroth, Menhirs once was a Highborne Settlement called Tordala. While a group of Horde, led by Magistrix Emiysia Briarsong, The Talon of the Phoenix did much to tame this place, it is still not so. Menhirs has one settlement upon it, a new version of Tordala, that while primarily elves and draenei, contains citizens from most Alliance races, aswell as a few orcs. Currently led by a Council, Tordala is considered the center of magical knowledge and power in the Doldrums. Tordala - While Tordala lays claim to the entire island, the town itself is set in the 'Highlands'. Far smaller then Haven, it is much more open spaced, and primarily elven in theme and culture, it is influenced by the draenei and other races. The Enclave - Established by a draenei arcanist called Lun'ria, the Enclave was established in the Lowlands of Menhirs as a satellite settlement of Tordala. Primarily for draenei at the time. As its leader and vocal supporter has left for now, its left to those who live there to take it further. The Manawell - A font of primarily nature magic, and strong arcane influences. It was established a few months after the shattering by a crazed Highborne. Redwatch Sump - A swamp, with a cave that is home to basilisks. Not much is notable here, beyond a strange statue, half-buried and glowing red. Ikulyan's Betrayal - The Plateau on Menhirs, or 'Fel Plateau' as it has been nicknamed, is home to many ghosts. One especially deadly among them, and a broken altar with large stones surrounding it. The Island of Kolai was once the home to the Razorbranch Tribe. After being pulled into the Doldrums, their chieftain was ousted by Sal'do the Clever. Who launched a campaign of terror and conquest on the rest of the Doldrums, focusing mainly on Opej'Nor, with a couple of assaults on Menhirs. Not expecting the fractured people who called these islands home to band together, the Razorbranch created their greatest rival on Opej'Nor, the town of Haven. After the Zandalari arrived, the Razorbranch were pressed even harder, but despite this, they seemed endless. It was discovered through some sort of troll magic, that their dead came back to life on Kolai. This delayed invasion plans as without a solution, attrition would always side with the Razorbranch. That is, until Haytham Kendrick arrived with a powerful artifact. Avenging the destruction of Drustgarde, Haytham Kendrick sacrificed himself to use this artifact, destroying all life on Kolai that was not plant based, and taking away the Razorbranch's ability to resurrect their fallen. Now seen as virtually a lifeless island, with little but haunting ruins. Both Kolai and the Razorbranch Tribe are considered dead by the Doldrums at large. The Island takes its name from the long-decayed or buried bodies of Alliance and Horde soldiers, who fought against each other till none remained. Used as a stark reminder as for what Horde and Alliance, and their conflcits do to those who drag them into the Doldrums, it is now home to a large group of Fire Elementals and an active volcano. Below are links to a few other accessible islands and any other links deemed important for lore reading. Black Finger Sotoras(Only accessible via Events.) For any further questions, ping @keeper or @head keeper in the server discord!
  24. Dascombe

    [Project] The Baron's Highway

    https://docs.google.com/spreadsheets/d/1n30lcL19Ap5PKmahyZaVOWqWJQxGrc4KoMu4lK_7mQw/edit?usp=sharing For the nerds amongst you who enjoy numbers Construction on the High Hearth to Wizard's Enclave bridge has begun tonight and i'm keeping track of material costs to scare both me and the members of this community
  25. New Moonbrook

    [Notice][Bounties] New Moonbrook Current Bounties

    A short line is placed through the number '35' for the reward for Sir Reginald and has been replaced by the number '55' and a small note: "By decree of Baron West The reward for Sir Reginald has increased by 20 gold pieces. This is following reports of a Sotoran warparty having accosted the Flamespire Clan in close proximity to New Moonbrook, the Sotoran threat is ever present and so this reward increase is to hopefully incentivise others to slay this wayward 'knight' - Baron West"
  26. Dascombe

    The Flamespire Clan

    The End of an Era The night gathers as a mournful procession makes its way to a large stone slab within what is now being dubbed as the 'Flamespire Bastion' adjacent to Haven. Although the body is not lit, timber is stacked up around the slab along with phials of sweet-smelling ointments and perfumes in preperation for the Orcish funerary rite. Bundles of verdant hibiscus and other dried herbs in an array of colour are bundled up amongst the firewood as well. The remains of the scout Jorrog lie upon the granite plinth with an array of other artefacts. But in addition to this are a number of other items, symbolic in nature. After the rest had placed their items upon the pile the pyremaster himself, Gruk Charrbone, hobbled forth with a large rag stowed under his arm which he unfurled into a large Horde tabard which he hung across the firewood on display. Many would, had they not seen him already, make a rather well educated guess that this large item of cloth belonged to Dragor Bloodfury who had torn it from his chest on the peak of Grom'Goshar in defiance of the Horde... it would seem the aging pyremaster had kept it for another time. He turns around spotting the crowd gathered before him; Hozen, Sin'dorei, Shu'halo, Orcs, Trolls and Goblins alike.... "We have lived here long enough to call these isles home. Many of the Orcs amongst still recall our shattered homeland of Draenor, the dusty plains of Durotar or even our enslavement in the human lands of Azeroth. Yet we come from many far off lands. These verdant jungles, deadly though they are, are our new home now. Wherever we take our people will become our home as we are blood kin tied to one another regardless of what happens. That is why I could not allow so many of our kin to perish upon the slopes of Grom'Goshar, at least here we still have one another to seek solace in." The elderly pyremaster looks down at the crowd.. there are older faces scarred by the trials of war who have seen untold horrors before even venturing into the Doldrums... and there are younger faces, fresh and full of hope. "I grow weary with age, my time is coming where I may no longer be of this world. It is time for new blood to take up the reins of the Flamespire Clan, it is time for a new Doldrosh to lead this clan into a bright future to safeguard its people from the pains and prejudices of the old world that still linger here seeking to eradicate us or bind us in eternal servitude be it by fel-curse or iron manacles. With Bloodfury gone and many of the clan's previous champions also gone it is time for fresh blood and fresh ideas to enter the clan; our Sin'dorei bretheren who were betrayed by the humans and so fell to the allure of the fel, our eternal Shu'halo kin to whom we share a bond stronger than the maker's steel, the Trolls to whom we share an immeasurable love for battle, our Goblin kin who bring new ingenuities to the clan, the mischievous Hozen who are not to be underestimated, the wise and somber Pandarean who have taught us much in such a short time, then there's our Orcish brothers and sisters who may not have witnessed our homeland in its shattered state or at the height of its majesty but have grown up hearing the shaman's tales which live on in their memories... these are all what make this clan. We embark now onto a new chapter of the clan with a new Doldrosh to lead us into the future." ________________________________________________________________________________________ Hi folks With the Long March event concluded, the Flamespire Clan now reside on the south-western edge of Haven in what is already becoming known as the 'Flamespire Bastion', an immense fortification which is not as grand as Grom'Goshar once was but is far more heavily fortified to ensure the survival of the clan. Further to this, the 'Flamespire Clan' as a player-entity is now effectively finished. This is in most part due to server activity hitting a lull where even when the server was highly active there was only a smattering of 'Horde' players (true of most servers) As such, the clan will effectively revert back to NPC control with my character 'Gruk' retaining an advisory rule as of when the new Doldrosh is chosen and until his storyline is concluded. At any point in the future when server activity makes a sharp rise again if any players would like to take up the Flamespire Clan as a guild entity back into player hands again do please drop me a message and I can reveal some advice as to how the clan has operated in the past and a few other tidbits (including access to the guild resources) The post will come up soon but basically to get other non-FSC players involved, players will this time round be able to become 'champions' of candidates for Doldrosh so as to help them succeed, effectively adding a highly political element to the clan as players step forward to push for their particular favourite to rule over the clan. Admittedly this is a sad day for the clan but as they say: the show must go on! I'll wait for Elle or another member of staff to confirm such but any isolated 'Horde' players are welcome into the Flamespire Clan's holdings (pending new Doldrosh's rules) should they wish to have a 'Horde'-orientated base from which to operate. If players wish to get involved with the clan (possibly as a means to cement themselves into becoming Doldrosh in the future?) then it will be up to the staff to decide such.
  27. Dascombe

    [Event] The Long March

    Where: Meet at the base of Grom'Goshar (Tower bonfire) When: Friday 7th Feb. 20:00 server-time. Who: Tordala. Anyone on a neutral-or-above relationship with Grom'Goshar (PM if unsure) Event Type: NPC escort GM Assistance: Non confirmed yet. Required. Deep into the flickering night of the jungles of Opej, the central peak of the isle was alight with flame backlit by the eerie glow emenating from the peak's lava pits. Bonfires and torchlight dotted the side of the mountain like a rash of fireflies. Those of the isle who would gather materials and hunt on the eastern side of the peak (amidst the bandit outbreak) would hear the sound of smithing well into unsociable hours, heavy drinking as well as warriors practicing fighting each other in the fighting ring. But all of this would soon change. By now many would be aware of a number of rather dubious letters left at Grom'Goshar beyond the signs of its elven rangers or troll spearthrowers seemingly delivering threats from beyond the grave; Opej the Awakened. Doubly threatening would be various parts of the Orcish warlock once known dearly to the clan as Zorku. His head and one of his limbs have been recovered and yet each letter seems to grow more demanding from the mutated beast Opej Ogrecrush who has laid his claim on Opej'nor and demands that the peak, the island's highest point, be his throne. Normally this would not deter the steely will of the Sin'dorei, Orcs, Tauren, Trolls and more upon the peak however a vision from their Doldrosh Dragor Bloodfury revealed that Opej Ogrecrush would assault the peak in a final confrontation with Bloodfury who saw the clan's champions dead at his feet... all but him who desired nothing more than his warrior's death. With the clan's champions and its Doldrosh either dead or missing, it has fallen upon the now-aging pyremaster Gruk Charrbone to secure the future of the Flamespire Clan. Aching and crippled with age, the elderly shaman is no match for Opej's forces and the twilight's hammer who he seems to have sided with. Even the peak's advantageous ascent would be folly as the clan has no champions to rally behind. But with Tsolvia's death there is somewhat of a silver lining. Bloodfury's vision saw her perish upon the peak with the other champions of the clan and only Bloodfury survived. With Bloodfury and Drok'thul missing and Tsolvia having fallen at the hands of rampaging water elementals, it is clear now to the wrinkled farseer that this prophecy can be subverted. The bulky peon by the name of 'Pik' had already begun dismantling the settlement wagon by wagon to be relocated to near Haven. The farseer has made an arrangement with Baron West that the Orcs and their kin will be granted safe passage by the southern edge of New Moonbrook's walls provided there is no clear hostility displayed. The worrying bit comes from the bandits that now plague eastern Opej'nor... and worse still the Orcish warlord's forces themselves should they decide to attack the clan. Warhorns sound from the peak, not to signify battle but a calling... a summoning. Event Objectives Main Objectives: Bloodfury's Legacy Successfully ensure that the Flamespire Clan's combatants from Grom'Goshar reach the new den in Haven with at least 5 combatants (warriors, shamans, scouts etc) surviving. Bonus Objectives: Ook the Dooker Have the Knucklebranch Hozen make it to Haven without a single Hozen killed. You have my bow Ensure Jorrog the scout survives. AND MY AXE Ensure Stone Guard Tuhruk survives OOC: Hi folks This is an event open to almost all players on the server who have had at least a basic interaction with the Flamespire Clan and even newbies who wish to get involved! Event details are as above, it is worth noting that many have already been approached with helping the clan and I will take this chance to point out that as the Flamespire Clan will, after this event, cease to operate as a player guild that there are some very lucrative rewards for those who successfully help the clan with reaching Haven. In addition to this, whilst the Flamespire Clan will no longer operate as a -player- venture for the time being (due to the departure of many of the Horde players), the clan will likely continue to live on as an NPC faction. One of Gruk's final tasks will be to appoint a new Doldrosh. Any questions don't hesitate to drop me a message on discord (dascombe) or even a PM here on the forums
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