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Showing content with the highest reputation on 07/19/18 in all areas

  1. 5 points
    Goldwolf Cartel is a small organization which is lead by Greed the goblin, and is under Grom'Goshar's protection and authority, effectively making it a Horde-affiliated cartel. The difference between the two guilds will be that goblins and various Horde workers will focus on setting up a trading post and dealing with all those who come to it. We'll be focusing on constructing, gathering, crafting and overall tinkering with the system, and to create a Horde settlement/trading post which can act as a hub or trading center for players. This serves as an opportunity for those who wants to play goblin, as such seems lacking around. It's also a way to create a larger Horde community, should the guild succeed. Goals Short Term -Establish Goldwolf Trading Post in Opej'Nor. -Recruit Horde refugees as working force. -Establish ties with factions existing in Opej'Nor. Long Term -Become center of trade for the Horde in the Doldrums. -Expand Goldwolf Trading Post into a town and rename it. -Massive profits. -Big gains. Accepted Races and Classes Goblins, orcs, tauren, trolls, undead and blood elves are all welcome into the guild. All classes are welcome, however we'd like to not have TOO many edgy casters around. Members Greed - Boss Rules of the Cartel The cartel runs by pretty simple rules. Don't backstab the cartel or any Horde groups for that matter, don't keep artifacts of incredible power around(such are to be passed on to Grom'Goshar) and don't hoard resources, give them times to re-emerge. It's an unspoken rule that in order for trade to flourish, there mustn't be too much or any conflict with other factions or guilds. While the cartel is under Dragor Bloodfury's supervision and by extension the Horde, we're not a fighting force, nor will we only focus on being that. We'll sometimes go on adventures to gain resources and whatnot, but we won't seek out conflict too often. It's expected of the members to give the materials they collect to the leadership, then after that we can hand out resources to what's needed. While we can't enforce that materials are to be handed over, we'd appreciate it as it'll let the guild progress as a whole, instead of an individual. Closing Statement I haven't lead a guild in a while now, so it'll be a bit slow in the start maybe. But if people want to play goblins and create a guild that can support all members, then maybe this is a cool idea. I'd also like feedback on the idea below, if that'd be possible. Thanks for the read.
  2. 2 points
    The Great Ocean Hunt Following the informal establishment of the organization known as 'The Hunters', Baron West and Onihir Coldflayer have set their sights on one of their first major trophy targets. Spurred primarily by the madness in Baron West's mind, the duo have sought out the fierce beast known as the 'Kraken', this creature has been spotted on at least two occassions by the Orcs of Grom'Goshar close to the 'Black Finger' in addition to the Kul'Tiran men of Drustgarde who have spotted the beast swimming close to their small island off Opej'Nor. The two men have split up with Baron West acquiring bait and equipment for the hunt and Onihir Coldflayer looking for eager hunters wishing to participate in the great hunt. The one thing the two are severely lacking is a boat.
  3. 1 point
    HAYTHAM KENDRICK OF BORALUS ♫ Name: Haytham Francis Kendrick Occupation: Governor of Port Drustgarde, Entrepreneur, Captain (former) Birthplace: Boralus, Kul Tiras Age: Thirty Residence: Drustgarde Marital Status: Divorced Background Born as the eldest son to Francis and Caroline, who led a prominent merchant family of Kul Tiras, the Kendrick family. Ever since Haytham was but a young boy, he always dreamt about commandeering his own ship and serving his country proudly. This vision was however, one which brought great dismay to his father who had envisioned another path for him. He spent his childhood fascinated about the navy, always asking questions and seeking knowledge wherever he could find it to the point where some considered him to be annoying. As he grew up, he watched his father manage the company while he even had an insight into his father’s plans where he learned of his father’s underhand tactics in becoming rich. Disgusted with his father’s unlawful use of methods, Haytham enlisted in the navy of Kul Tiras despite his father’s wishes. This resulted in him earning the ire of his father which would play a course later on in his life. The now estranged scion of the Kendrick family found himself serving in the navy as he always wanted. His ambition and passion to serve had led him to rise quickly amongst the ranks of the navy. Some questioned his rapid ascension, yet others who’ve served alongside him call it a testament to his skill in leadership. It is here where Haytham had met Meredith Meadow Thistleton who he grew to become fast friends with and later even marry despite their families’ ever building rivalry. This only caused further disappointment within the eyes of Haytham’s father who at this point considered his firstborn to be a lost cause and decided to groom Haytham’s twin - Harper to inherit the company instead. Haytham continued to serve in the navy as a Captain, remaining in frequent contact with his twin sister and mother back at home through letters. The newly wed couple had been eventually separated for reasons unknown to others. Some say that Meredith herself had tried to sway Haytham into choosing her over his family and he had chosen the latter. Others say that the pair argued over matters unknown and this led to their separation. No one knows for sure but the pair themselves. Haytham continued his duties sternly and appeared quite unhindered emotionally to the public yet when he found himself in the privacy of his cabin he wept silently. To keep the separation out of his mind he turned to write letters to his twin sister and mother for comfort. Shortly after, news of the disappearance of his parents had eventually reached Haytham’s ears and this only added to his already emotional boat ride. In his now devastated mood he was visited by his younger brother August who managed to convince the once proud man that his parent’s disappearance was no mystery. He claimed that they had disappeared because the Kingdom’s elite had somehow discovered his father’s shadier operations and intended to rid them in one quick stroke. This would be done without any possible suspicions on the basis of a storm being used as a cover up as the cause of their disappearance. A now vengeful Haytham swore he’d avenge his family by using any means necessary, the now satisfied August took this as an opportunity to make him resign from the navy and assume control of the family business himself. And so he did. Haytham had resigned from the navy and due to the amount of sway he held within it, several others followed him once he returned home - most notably his loyal swabs and crewmen. Upon his arrival home and reunion with his siblings, he had witnessed the damage that had impacted the company due to the sudden disappearance of their parents. After seeing how his twin sister had contained the chaos that had been wrought upon the family business in the wake of their predecessor’s disappearance, he made it known that she would share equal power alongside him in heading the company. Together and along with their siblings, they made a vow that they would restore their family business back into its rightful place in society by using any means necessary - even if it meant utilizing the methods of his father which he once despised as a child. A few years had passed. The family business remained as stable and prosperous as ever under the combined leadership of the Kendrick twins. A need for adventure had arisen within the man now edging towards his thirties, and when rumours came to him about a group of Paladins wishing to explore the fate of the missing vessel his father had been on, Haytham was quick to provide them with monetary support. Not only did he fund them, he decided to leave the family business in his capable twin-sister’s hand only to directly set off with the group on their voyage with a few companions. Knowing that he had possibly been tricked by his younger brother, only fueled his desire to find his father and perhaps redeem himself. He had after all gone against his personal values to see his family remain afloat and strong in trade back home. Only time will tell whether he would find his father or return home empty handed. Or perhaps not return at all... Traits & Flaws Disciplined - His time in the navy has molded him into a man of discipline and can act apart in a controlled environment. Diligent - Years of hard work and commitment in pursuing his dreams have made him show care in his work. Dutiful - Haytham feels like he holds a sense of duty to his family and his family’s company thus giving up his dream occupation for it. Ambitious - Every man is a dreamer. Haytham however happens to dream bigger than the rest. Devious - Like father like son, Haytham does not shy away from using a more less-direct route to achieve his goals. Deceitful - Should it be necessary, Haytham would lie to get himself out of a sticky situation. A common trait running amongst the Kendrick family. Navigator - Through years of experience in the navy the man has adopted a new skill in navigating both on land and sea. Appearance Fair of hair with lightly tanned skin as befitting someone who hails from the Island Kingdom of Kul tiras. Haytham embodies and resembles his father more so than the rest of his brothers, with his viridescent coloured eyes representing his nationality and his masculine strong facial structure, symmetrical and square with a heavy brow, stout nose and a strong jaw line, with said face still bearing somewhat youthful looks. His visage in question shows little to none marks of combat, perhaps a show of caution. From these minor scars one would be able to tell that he is indeed no stranger to combat. An attractive man, one would say. Like his father and brothers, he stands somewhat around the six foot mark with an athletic build, one that resembles a soldier yet carries a soldier’s presence. He walks as one would expect a soldier would, stern and straight-backed - some may mistake this for uptightness. When spoken to, his voice would sound rather appealing and carry a sense of discipline with a slight hint of sophistication with it. A merit from his time spent in the navy.
  4. 1 point
    I'd be really interested in more variety. I had the idea to make an apothecary character, but the potions available never struck me as something a morally questionable dead fellow would desire to make. The addition of throwing potions and potions with bizarre and unlikely effects would be nice. I want to make a potion that makes someone projectile vomit poisonous spiders at their enemy, god damn it!
  5. 1 point
    Keepers also sometimes give out GHI items that have some sort of relevance to the plot or how the fights will go (one such item is a source of a lot of turmoil ICly and was unwittingly used to bring an unspeakable horror into reality. So keep an eye out for that stuff). I'm going to be spending some time coming up, working on viable rewards and such with the the council as I hammer out more customs dungeons and shit.
  6. 1 point
    Far above the sea, far above the peaks of Opej’Nor, far above the wings of the flapping gulls about Silver-Eye Island- Black Finger towers above them all. Carved from dark rock and standing over the Doldrums, it imposes itself as a grim monolith to an ancient dark architect. Crowning the dark obsidian, a spiked fortress rests, casting it’s long shadow over the dark seas below. There is no place more menacing or unnerving in all the Doldrums. Haunting on it’s own, the near-unapproachable pillar has only a few places where a ship might find purchase- with the main approach a debris littered beach where a ship and dock now lay in ruin. It is uncertain who or what such things were established, but the question come as the rise draws ever higher to an abandoned, eerie camp- with aged designs of yet another unknown force. This threatening place seems unnaturally quiet, the sea is calm, the waves are few, and the creak and groan of the rotting dock is muted. Few remain for long, stories of shadowy drifters in the night, people disappearing, and violent dreams seem to chase any mention of Black Finger. Most people say it’s best avoided. Major Characters The Masked Woman - No one knows her name, but everyone seems to know that the only person willing to go to Black Finger is a mysterious woman in black. She doesn’t talk details, she won’t ask for anything, but she is a traveler who ferries people between Kolai, Black Finger, and Opej’Nor. What else could you ask for? Notable Locations Nameless Port - Decidedly simple in design, the Nameless Port and the ruined ship and debris among them were burned down very recently. The wreckage and the crew are littered on the nearby shores as some garrish warning. Abandoned Camp - The ruined and neglected camp on the beaches leading up from the Nameless Port. The Abandoned Camp lays littered with half-done chores, skeletons, and wrecked bedding. It looks like the scene of an aged ambush. Darkstar Camp - Lingering near the long platform at the top of the singular rise near the Black finger, Darkstar Camp appears as some leftover of a slave market, a staging area, and a resting place. Although there is no formal presence as of late, most people would recommend not lingering long. It’s said the occupants of the camp are never far. The Black Fortress - Enigmatic and ancient, the Black Fortress sits atop Black Finger, looming high above the Doldrums. No one is known to have gone in or out, although some have tried. It stands as some miserable giant that casts an eerie shadow across the misty seas of the Doldrums. Notes Isolated and haunting, Black Finger is dominated by shards of obsidian, brackish sand, and dark waters. With only a single spot developed other than the Black Fortress, few places are accessible. A simple, sandy beach with signs of destruction and death. Resources are few, but it is said that much of the docks and the camp nearby are rich for salvage. It is rumored that the island suffered no damage from the Shattering whatsoever.
  7. 1 point
    SILVER-EYE ISLAND The Silver-Eye Island was an altogether uninteresting place, barren, rocky, and in a part of the sea that was not terribly easy to get to. Its use for material gain or as an island retreat were limited, but after it’s discovery some thirty years before the First War, it was eventually built up to be a Goblin outpost for ships passing from Kezan. It’s relative isolation from the rest of Azeroth saw it grow for those looking to deal in illicit goods or hideaway from the long arm of the law. Built up until late into the Second War, Silver-Eye Island eventually saw diminished use as the popularity of Zeppelins boomed. The decline of the ship traffic to the island gave a chance for the rise of gangs and turf wars on the small territory, this small scale war eventually saw two populist factions, the more formal Silverscale Company and the thuggish Gorgeous Boys. Silverscale Company was the last remnant of a local Venture Company branch, that took control of the front end business, happily controlling the docks that had not been destroyed in the conflict and much of the goods being sent to and from the island. Silverscale Company employs bruisers, a fleet of small ships, and a variety of merchants to staff the more ‘civilized’ parts of town while also granting a small cut to the Gorgeous Boys to keep a standing truce. The Gorgeous Boys who were little more than a collection of pirates and thieves, retreated more inland, to the back alleys and rises in the rocky crags. With less investment in morality, they regularly play a hand in stocking the arena bit, run slavery and gambling rings in the backstreets, and shakedown newcomers to the Silver-Eye Island. They keep the crime off the main streets and deal with any would-be criminal gangs that might affect the Silverscale Company or themselves. In the middle of their reorganization efforts, the island itself, amid it’s isolation, slowly found itself pulled into the Doldrums. This ever expanding region of Azeroth swallowed up Silver-Eye Island some twenty-one years after the First War. The change solidified Silverscale Company and the Gorgeous Boys hold on the island, cut off from outside power, any shipping they lost was replaced with local survivors, Sotoras, and shady travelers. The Shattering caused the island itself to drift once again, causing minor damage to the island itself, but little to those stranded there. While some buildings suffered, the main source of pain was the sudden destabilization of their main trading partner, the Tirasian colony of Sotoras, finding their economy stagnating, caused a rather tense situation among the residents. An influx of survivors of the cataclysmic events, as well as exiles from Kolai Island and Sotoras has meant much change for the lonely island. The future is uncertain. Major Characters Boss Hendle Silverscale - The leader of Silverscale Company since the gang fighting ended years ago. Formerly a Venture Company junior clerk, he gained his position mostly due to happenstance and good timing- coming upon a large amount of gold when the clerk’s office was blown apart. With that gold, he bribed, bought, and paid his way into the loyalty of many on the island, leading to his eventual perch in the executive mansion on Silver-Eye’s highest point. Restructuring his operation as the Silverscale Company, he employs a wide range of the islands residents, from the Gorgeous Boys, to dock workers, guards, clerks and so on ruling with a somewhat careless fist- more concerned with maintaining his position than the benevolence of his rule. Executive Cordine Dabbleblast - One of Hendle Silverscale’s friends in the clerk office before the change up, Cordine is a forgettable, greedy, short Goblin. He received the position mostly out of Hendle Silverscale’s need for management. Much of his life before involved short changing clients with the Venture Company, now, his day to day involves spending Silverscale profits on local luxuries and good company. Rumor has it, Cordine’s days are numbered since he’s been found to be spending company money. Executive Gash Sputtercrank - A Venture Company Bruiser who bullied his way into the position after Hendle Silverscale’s takeover of the island, Gash is a competent, brutal, and clever Goblin. He does not speak of his life before, but with his wits and muscle, most peg him for an ex-convict of some stripe. His work with the Silverscale Company is very effective, primarily working with Sotoras and the Gorgeous Boys. The Boss doesn’t bother Gash. Executive Norina Glitz - Previously a waitress, now an executive, Norina got in good with Hendle Silverscale prior to the takeover and has been living as an executive since. Her business dealings are never great, but she’s said to be the most personable of the executives and mostly does what Hendle Silverscale asks of her. Fen Kettleclang - The owner of the Silverscale Inn and business partner to the Silverscale Company, he’s owned the inn for nearly thirty years. There is little to be said for him other than his unscrupulous nature, interested in moving people through and leaving their coin behind. To his credit, he lacks the brutality of the Gorgeous Boys, but those looking to squat won’t get in his good graces. Loka Killclaw - Operator of the Silverscale Arena, she is a leftover from Captain Opej Ogrecrush’s crew. A brutal combatant, she won the rights to the arena in a wager with Boss Hendle Silverscale- where she now overseers the daily battles and events. She’s a curt woman, strong but quiet. Henry the Gorgeous - Leader of the Gorgeous Boys, he’s a big, mean, green goblin. Rather taken with his own vanity, he lives a life of pleasures grifted from the Silverscale Company and the residents of the island. Brutal when defied and kind when everything goes his way, Henry treats the island like his own personal garden, keeping out pests, pruning weeds, and cultivating what he wants to see grow. Beautiful Beatdown Ben - Second in command of the Gorgeous Boys, Benjamin Fuller is a soft spoken ex-soldier from a faraway land. He rarely discusses his personal affairs, but he’s seen as the more approachable of the two in charge of the Silverscale Company- but those that have got a mark on their head from the Gorgeous Boys should be wary of this swordsman. Lady Abigaille Springfield - The daughter of Lord Beauregard Springfield II, current leader of the people of Sotoras. Lady Springfield has taken up the charge of leading the refugees of Sotoras in the Springfield Holdings on Silver-Eye. An altogether pleasant woman, her relative naivety is aided by a cadre of advisors and soldiers leftover from their escape from their island home. Chief Urdo - Former leader of the Razorbranch of Kolai Isle, now lives in exile and leads Urdo’s Exiles. While he was once a rather brutal and sadistic warlord, time softened his heart and the Shattering turned him further. His supposed weakness saw him ousted from dominion of the nearby Kolai Island, he now lives among refugees on Silver-Eye Island, attempting to rally those sympathetic to take back his throne. Notable Locations Silver-Eye Main Port - No doubt the first thing most people see of Silver-Eye Island, the main port, and the only one remaining after the Shattering. Located on the Western side of Silver-Eye Island, it’s home to several ships, ferrymen, and the Silverscale offices and holdings. Goods, slaves, and livestock all pass through the the main port in varying states before being shipped elsewhere or used across the island. The deals are never great, but there is no other place in the Doldrums where you can find so much. Silverscale Inn - The first stop for many after a long voyage into the inhospitable Doldrums, the Silverscale Inn rests on the Eastern side of the Island, looking to the nearby Arena. One of the few places not jammed full of refugees on Silver-Eye, the inn is a place of competitively priced alcohol and private rooms if you’ve got the coin. Most people tend to use the cheaper open areas while they wait for the next arena match. Silverscale Arena - One of the main draws of the island, the Silverscale Arena is as old as the island itself, where mortal, beast, and steel all meet. Popular among all who regular Silver-Eye, there is room for all to watch the battles and earn coin in or out of the pit. Silverscale Executive Mansion - Overlooking the entirety of Silver-Eye Island from the rocky outlook above, the Executive Mansion houses Boss Hendel Silverscale and his executives. Isolated form the happenings below, the Silverscale company still keeps a heavy thumb on the residents of the island below, through social, economic, and physical force. Few get to see the refined grounds. Springfield Family Holdings - A small part of Southern Silver-Eye Island, the Springfield holdings suffered much damage amid the shattering. Despite the damages, Lady Abigaile Springfield and those loyal to her fled here after the scourging of Sotoras. They wait here now, repairing the damaged houses and planning their future in these uncertain times. Refugee Camp - Located on the Northeastern part of the island, this camp was once a storage and holding area for the second port on Silver-Eye Island. When the port was destroyed during the shattering, it’s disuse saw rise to a tent village where many of those now trapped in the Doldrums now find refuge. Among them are Chief Urdo and his exiles. Gorgeous Boy Holdings - clustered around the inner rise of Silver-Eye, Henry the Gorgeous and his Gorgeous Boys have fenced off a private area where they can get up to their usual dealings and make plans. They protect the interests of the Silverscale Company and its main lift to the Executive Mansion, while doling out justice around town- their holdings are still rather dour. Market Row - Just past the Arena and the Inn can be found the Market Row, the Row is home to many small shops, houses, and back alleys. Principally owned by the ‘Middle Class’ of Silver-Eye, Market Row represents the closest thing to comfortable living on the island. Notes Mostly sand and rock, little plant life can grow here meaning most food and building material came from outside the island, same for food. The central island is marked by a rise of harsh stone, with smaller rocks littered throughout. Many of the original buildings are well constructed and sturdy, but the rising population and the turf wars led to many ramshackle buildings, scaffolding rises, and tents to be erected in the city. There are signs of destruction in the city, ruined docks, buildings, and so on, much of this caused by the Shattering. While there are efforts to rebuild, the influx of refugees and survivors has put a strain on resources. Very little in terms of gatherable resources, save for fish.
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