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Everything posted by Dascombe

  1. Dascombe

    [Project] The Baron's Highway

    Segments of Highway Completed- New Moonbrook <---> Egtown In Progress New Moonbrook <---> Zan'Watha Embassy
  2. Dascombe

    [Project] The Baron's Highway

    Location: Opej'nor Players / factions currently involved: Timothy (New Moonbrook) Type of project: Construction Fairly simple (albeit costly) project, the idea is to begin construction on what will become known as the 'Baron's Highway'. Although it won't be a road in the Goblin sense of something you can go drag racing down, it'll be a wooden pathway effectively making a large circuit around Opej'nor. The intended path is as follows: On this map are the following: White blob - Haven Blue blob - New Moonbrook Brown blob - Hafthor's Keep Turquoise blob - Egtown Yellow blob - Zan'watha Embassy Orange blob - Flamespire Clan Green Blob - Drustgarde Purple blob - Wizard's Enclave Red Blob - High Hearth The path will start from New Moonbrook and head east in a clockwise motion through the thick of the jungle and form a crossroads halfway to the point where it'll split off in a cross towards both Grom'Goshar (specifically: mag'gol) and Drustgarde. From here it will head south skirting around the pond and giving a wide berth to the Tyrant Queen before heading uphill towards the Wizard's Sanctum path. It will diverge here and head up a steep slope constructed from a wooden staircases and fortified so that it doesn't rot all the way up to High Hearth. At this point the projected route would be along through the western jungle however due to the swarm being there currently that part will take a bit of a delay in construction. Once safe to do so the route will join up with Haven on its western side. The project will be 100% architect-built and as such will require a metric fucktonne of rugged timber. If anyone wishes to donate to this project they are able to as either individuals or factions. Those who donate SUBSTANTIAL amounts of timber to it will have segments of the highway named after either them or their faction depending on what is discussed with Tim ICly. The plan will be to predominantly make use of the X8 rugged timber road planks in the construction plans as the bulk of this however lighting will also be required as will foundations for any tricky bits of terrain and staircase elements which are reinforced for more uphill parts of it. The ultimate aim for this is for people to be able to get a wagon to circulate the entirity of Opej'nor without encountering difficult terrain as well as giving a route by which factions can patrol with their guards. Who knows, in the future there may even be neutral 'rest stops' along this route and it may also provide an anchor point for any future settlements to build up to. Although this is a player initiative done through architect, if anyone wishes for this to be world edited in and do the legwork, do give me a shout as it would be nice to get the major contributors to this road in on such for suggestions.
  3. Dascombe

    The Flamespire Clan

    Settlement Name: The Flamespire Clan Leader(s): Dragor Bloodfury (Gleader, inactive) Gruk Charrbone (Elder - Shaman / mystic leader, Interim leader) Drok'thul Goresnarl (Bastion - Military leader) Tsolvia (Ruler of Mag'gol - offshoot settlement) Leader Positions and Powers: Dragor Bloodfury - Doldrosh. Overall leader. Total power. Gruk Charrbone - Elder. Oversees mystical / shaman stuff and oversees elemental shrines and dealings with the powerful elemental spirits on the peak. Drok'thul Goresnarl - Bastion. Oversees training of troops, troop deployment as well as equipping them. Slight overlap with Gruk Charrbone in terms of training Shaman combat NPC Tsolvia - Ruler of Mag'gol. Oversees building work and general welfare of the clansmen. Important NPC: Stone Guard Tuhruk Jorrog Grivak (Navigator) Zig-zig (Chief of the knucklebranch) Population: TBA NPC Distribution: TBA Laws: https://docs.google.com/document/d/1gJb97-kcD7LWvPTTg2ougRm_2Ou_S9Mkp5_Z783ueAI/edit?usp=sharing (In Progress) Housing: 16 beds Care: TBA
  4. Dascombe

    [Event] The Doldrums Convocation

    A notice appears to go around most major settlements "To those concerned. The Doldrums Convocation many of you have heard of has been postponed until such a time as a suitable venue can be established. This is due to Egtown recently becoming an abode filled with morally duplicitous individuals and as such is not a fit domain for ambassadors, diplomats and other dignitaries to discuss important issues. Furthermore it has come to my attention that no-one else has mentioned they are attending. - Baron West"
  5. Where: Haven When: Wednesday 18th Sept 19:30 server-time. Who: Leaders / Ambassadors of all factions bar Twilight's Hammer, Kolai and Sotoras Event Type: Social / Politics GM Assistance: Only required for NPC faction attendance (Zan'Watha etc) Discussions throughout three of the major factions of the Doldrums start to spread, those being: New Moonbrook, The Flamespire Clan and Haven. It would seem that following the respective faction's appointment of ambassadors to engage talks and discussions amidst the presence of the Leo-Lupus Pact, they have begun to have a dialogue regarding a number of issues currently plaguing the Doldrums. Seeking to take leadership in bringing a resolution to a number of these matters, the three factions have elected to convene at Egtown at a later date at what would be called the 'Doldrums Convocation'. At this convocation major leaders may attend or, in their absence, appoint an ambassador if neither are available. No more than two per faction may attend with the two consisting of (in order of preference) Leader of said faction, ambassador of said faction, or an appointed individual. Matters of discussion are as follows: Who has what in terms of powerful artefacts, the compilation of a list of what artefacts are under who's possession and what they are capable of The Golem beneath Haven The Twilight Hammer's current state and generally people keeping a watch at their respective bases A grave threat from Grettik Gritbeard The Swarm Information sharing on threats such as Kolai and Sotoras Those announcing the presence of the Convocation say that those attending are to stick to the topics to be discussed stringently with a small window of opportunity for 'other matters' towards the end. If anyone wishes for matters to be brought up they may contact Baron West beforehand with a letter stating what they wish to be discussed. Factions & Confirmed attendees: New Moonbrook- Baron Timothy West Flamespire Clan- Tsolvia Haven- Matron Mel Montague Drustgarde- Tordala- Eamane Mythglancer Ardanel Brightweaver Zan'Watha- The Explorer's League- Hafthor Bloodforge
  6. Dascombe

    [Event] The Salt Mire

    Where: Salt Mire. Starting at Hafthor's Keep When: Unconfirmed Who: Grettik Gritbeard & those chosen from applicants Event Type: Exploration / Combat GM Assistance: Required (Antioch specifically) A few rumours begin to circle of local eccentric and archaeologist Grettik Gritbeard searching for an elite team of fighters (ideally with a healer too) to embark upon a perilous mission. Those who pry for further information find that the Dwarf has been tasked with recovering an ancient object from the mysterious isle of Salt Mire by the equally strange and enigmatic wizard known as 'Granthar'. Although the details are sketchy, those who press further would discover that the land is filled with exceedingly hostile creatures and as such the team that goes there faces much in the way of perils as they protect the combat-deaf archaeologist himself. As he walks from town to town announcing the venture, he asks that those interested send a letter of interest addressed to Grettik Gritbeard currently residing at Hafthor's Keep between Haven and New Moonbrook. He requests that those who send letters express the following: Name: Race: Combat Role (Healer / Fighter / Spellcaster / Hunter etc): Affiliations (Haven / New Moonbrook / Tordala etc): Combat Experience (Untrained / Veteran / Master etc): Any additional information to justify accompaniment: Those who embark upon this venture will not only be given the chance to explore some of the lesser known parts of the Doldrums but also will come across mysteries of a magical nature as this ancient object is unearthed. Current Party Members: Grettik Gritbeard - Dwarf - Archaeologist - Explorer's League - Untrained - Party Leader Wilson Delgan - Human - Archaeologist - Explorer's League - ???? - Second in Command Tsolvia - Pandarean - Fighter - Flamespire Clan - Master - Shield bearer, woodlander, cook. Drok'Thul - Orc - Fighter - Flamespire Clan - Veteran - armoursmith
  7. Dascombe

    [Group] The Opej Hunters

    As a heads up this group is no longer active / running due to the fact that the main leader of the group has now committed fully to running an Alliance settlement. Although there will be sporadic hunts now and then as / when time dictates, it won't quite be on the scale presented by this guild. Would it be possible to get this thread moved to archives?
  8. The Opej Hunters The lands of the Doldrums are an interesting sort, all sorts of people found their way to all the different isles from backgrounds such as craftsmen, architects, soldiers and mystics. Amongst those people came the hunters, those who thrived on the thrill of the hunt and the glory of the kill. The jungles of Opej'Nor were the ones that attracted these people the most, for the prey on the other isles was arguably more docile, not worthy of the 'hunt' Devilsaurs, rocs, panthers, tigers, gorillas and many more, each one more fierce than the last. Out of this trapper's paradise has arisen 'The Hunters', an exclusive group that gets it's thrills not from coin, not from discovering arcane magics, but from the joy of the hunt. The Hunters may have originated from all walks of life and different races yet they find solace in the loading of a gun or the knocking of an arrow to take down their prey. Although they may not practice a code of 'honor'... there are similarities between their philosophy of the hunt and the Orcish philosophy of war. Respect for that which you kill. Respect for that which kills you. The group seek to traverse the wilds of Opej'Nor for their fame and glory Heirarchy The Gathering The gathering consists of three individuals who organize the hunt, deal with internal matters of the group and cast votes based on the desires of the rest of The Hunters. They are usually full time hunters with no particular allegiance to other factions and dedicate themselves almost wholly to the hunt. If one of the Gathering dies they are ceremoniously buried according to their will and another is chosen from the ranks of the 'Hunters' -'Baron' Timothy West (Human Nobleman) One of the less sane and strongly pro-Alliance member of the ruling body known as 'The Gathering', he is a staunch traditionalist and detests most members of the Horde races on the grounds of them being nothing but barbaric savages. Although he has this deep-set distain of the Horde, he is known to turn an eye to them when proved wrong about their savagery on the odd occasion especially towards Blood Elves who he considers 'no damn different from High Elves or Night Elves, they're all dagger ears' In recent years he has mellowed somewhat in his stance on the Horde, although deep rooted prejudices remain he has warmed to the presence of Orcs, Trolls and Tauren on the isles though his attitude towards Elves remains somewhat hunchanged. Position Vacant Position Vacant Seasoned Hunter A 'seasoned hunter' of The Hunters is one who has dedicated a far greater time to their trade and has taken down a beast of monstrous proportions usually with the killing blow. For this there is a feast and celebrations are held when someone truly achieves the rank of 'Hunter'! In the lodge and amongst their peers they are given the respect that is due and they wear their trophies with pride. Bloodied The bloodied are simply members of The Hunters who have completed their first worthy kill, they are considered with some respect by their peers and are granted access to the 'Lodge' -Aziphael - High Elf Hunter Unbloodied The unbloodied is just as it sounds, it is the initial rank into The Hunters and irrespective of hunting experience they are considered to be 'first time' hunters until one of the three on the ruling 'Gathering' have witnessed them hunting a worthy pray. Whilst not quite treated like 'dung' they are not seen as 'true' hunters until their ascension to 'Bloodied'. Until an 'Unbloodied' has been promoted to 'Bloodied' they are not allowed access to the 'Lodge' -Jalut - Tauren Hunter -Zaniah - Troll Hunter -Grotga - Orc Hunter -Laelia - Worgen Hunter -Eg - Gnome Hunter Deceased Sometimes even the best of hunters slip up and find themselves with a loaded gun taking aim only to find a raptor leaping upon them from the tall grass. It happens to the best of us, yet here is where the names of The Hunters who fell live on forever more. Onihir Coldflayer - Believed deceased Shadowclaw Panthers are one of the more commonly hunted within the group, highly prized for their velvety fur Goals The primary goal of The Hunters is to hunt down some of the biggest, deadliest, fastest and most elusive creatures on Opej'Nor for little more than glory and trophies. (It goes without saying that this group has a high and frequent risk of death associated with it, we don't sit at home whittling spoons) The secondary goal is the construction of a 'Lodge' (as the guild title suggests) which will act as a sort of 'base of operations' for the group and openly and freely welcomes those who are members of the group. The lodge also intends to act as a recreational place for the hunters as well as somewhere to put all of our trophies on display. The last and final goal of the the group is to ensure a suitable hunting ground for all. That means the group will actively ensure that trapping spots are not decimated and will take action against those who overhunt their hunting grounds (they likely don't care about salvage, prospecting and timber etc) and any who corrupt the wildlife in any way, shape or form. Although The Hunters go on their own hunts, they can be called upon for a small fee to their organization for their expertise in tracking and eliminating pray be it taking part or providing expert advice. The patron saint of hunters himself: Hemet Nesingwary. Although far from the Doldrums he is what many of The Hunters aspire to be. The Hunter's Code The hunter's code is a stricly adhered to code of conduit kept to by the hunters which is changed only by a majority rule of the Pack 1.) Ensure a clean kill of any pray, never prolong their deaths. 2.) Never overhunt your hunting grounds. 3.) Never intervene with a hunter's kill 4.) The Hunters are joined together in the thrill of the hunt. When someone intervenes on one of our hunter's prey they intervene on -ALL- of our prey. 5.) When asked by others to hunt a beast, it is customary to waive most or all of the fee if the prey is considered a worthy challange! 6.) Hunt for food, but when hunting for the thrill of the hunt ensure it is prey worth hunting! Those hunting bandicoons for trophies shall be eternally shamed! 7.) Magic is frowned upon unless what you hunt uses magic. 8.) If an animal wounds you, do not use magic to heal your wounds after the hunt! Rest and bandages suffice and the pain teaches you respect for the kill. 9.) No Hunter is to hunt prey around the area known as the 'Pond' (Previously: The Sanctuary), all hunters are to do their utmost to protect this area from both man and beast who would seek to disrupt its serenity 10.) If any of The Hunters are found to have dishonored the code, they face abandonment, shaming and being stripped of their trophies by decree of the Gathering. The Trophy Room The trophy room lists (upon construction of the Lodge) the more impressive and 'collective' trophies of the group. Whilst credit for the trophy may be ascribed to whoever landed the killing shot or blow they are considered a 'group effort' and are therefor collective trophies of The Hunters *LODGE IS NOT YET BUILT* The Devilsaur, a mark of prestige amongst The Hunters, those who attain one of it's teeth or eyes gain undying respect from their peers Recruitment The Hunters recruit entirely IC and entrance to the group is by invitation only by one of the Gathering. This is done by a form of 'headhunting' and -asking- to join will likely have you turned away. The hunter's choose their kin, not the other way round.
  9. Dascombe

    [Event] The Grand Doldrums Auction

    Items Up For Auction Star Item: [Battered Hilt] "A mysterious hilt of an unknown sword that washed up on Opej'nor. Although it seems beaten to almost nothing, there is undoubtedly a major source of power inside of it that could lead to a very powerful weapon" Resource Item - Legendary. Very useful for projects. Starting Bid: 950 silver. Seller: Nazrin __________________________________ [Face of Bwonsamedi] "A voodoo mask bearing a likeness of the fickle loa of death, this mask allows a wearer to witness the final moments of a person's life though it is rumoured that the mask can be as fickle as the loa himself and may not nessecarrily grant the viewer the sight they wish to see." Does what it says on the tin, the user must wear the mask and perform a divination ritual upon the descendant's at least partial remains. Single use. Starting Bid: 800 silver. Seller: Zan'Watha [Scepter of Rezan] "An ancient Zandalari item supposedly once granted to ancient Zandalari kings by the loa of kings himself: Rezan. This ancient object of office allegedly has magical enchantments in it capable of pacifying a mighty devilsaur for a while, effectively putting such monstrous beasts in a stun-like trance. Although the item is magically empowered it requires someone with at least a basic training in the arts of domination magics lest it backfire!" This item allows you to pacify a devilsaur for two IC hours. Pacify means the animal will be stunned and unable to react to anything except for serious injury which may snap it out from its trance. 'Trained' in Domination is required for using it. Single use. Starting Bid: 500 silver. Seller: Zan'Watha [Shadra's Heart Venom] "A poison belonging to the loa spider godess. The soup-like venom can allow one to fake their death for a time which, although -very- circumstantial in terms of its uses... will be of -great- use to those who can find a use for this very unique item" The poison slows the victim's vital signs to a near complete stop for 24 hours. It acts within 5 minutes of being imbibed and the person will appear to be completely dead whilst actually being alive. The imbiber will wake up after 24 hours. Single use. Starting Bid: 1000 silver Seller: Zan'Watha [The Eye of Zanza] "A curious relic belonging to the Zanchuli council, this relic found its way into the coffers of the Zandalari army with a scroll detailing its usage in dispelling all but the most exceedingly powerful of illusions." Dispels most illusions. Single use. Starting Bid: 4000 silver Seller: Zan'Watha [Secrets of Metallurgy Vol. 2] "Whilst not a hit novel, this step-by-step guide to metalworking and mining does just that: makes you better at working with metalwork! This is an item highly sought after by any miner or armoursmith worth their salt!" This item increases your armoursmithing and prospecting skills by 3 each. Single use. Starting Bid: 400 silver. Seller: Baron West [Legendary Hide] X5 "Shot dead by the Baron himself! A mixture of pelts from legendary beasts on Opej'nor be they devilsaurs, pterodactyls or other more deadly creatures prowling the jungle. These are materials highly sought after by experienced outfitters!" Resource item - Epic Starting Bid: 300 silver Seller: Baron West [Major Retraining Tome] "A magical tome perfected by Dalaran as a way for someone to easily reshape their life. Warning: May cause serious ammnesia!" Useable item - Allows for character respec. Starting Bid: 400 silver Seller: Nazrin [Enchantment? Enchantment! Vol.2] "A book for advanced enchanting techniques! It also teaches you how to get the best out of your leftover scrolls and runes!" This item increases your mystic and salvager skills by 3 each. Single use. Starting Bid: 450 silver Seller: Nazrin [Big Sandwich] X4 "Freshly made sandwiches created from scratch by a loving Tauren grandmother" Useable item - Restores 10 prod each after a delay Starting Bid: 600 silver Seller: Nazrin [Skullsunder] "A weapon once belonging to a heroic orc warrior who lost his life fighting against the Scourge. He had his brother, a warlock, absolutely destroy all that remains of his body so it could not be raised by the undead. The only thing left unscarred is his blade: Skullsunder. Time has not touched this impressive weapon one bit." Weapon - Rare. Token - Edgelord's Cleaver Starting Bid: 400 Silver. Seller: Nazrin [Howler] "A heavily enchanted rifle that fires using pressurized air. It requires special ammo and a well-talented spellcaster to fully utilize it" Weapon - Rare. Token - Flamespitter w/ windstone. Starting Bid: 700 silver. Seller: Nazrin [The Stonecutters] "A pair of massive Vrykul sabers wielded by a Draenic Death Knight who fell before she could be freed from the Lich King's control. The runes have faded but its size means its nothing to scoff at by anyone who can wield them" Weapon - Rare. Token - Broadsword X2 Starting Bid: 800 silver. Seller: Nazrin [Clergy Ring] "A ring worn by Stormwind priests whilst they're either travelling or in service to the Alliance military" Armour - Uncommon. +2.5% outgoing healing. Starting Bid: 100 silver. Seller: Nazrin [The Jade Eye] "The ring of a pandarean thief who was able to smuggle Shado-Pan goods outside of Pandarea during the haydays of the Wandering Isle" Armour - Uncommon. +1 dodge mitigation Starting Bid: 300 silver. Seller: Nazrin [Imported Premium Tobacco] "Fine Stromgardian cigars and snuff. There's nothing like this stuff in the Doldrums" X10 [Tobacco] and X10 [Snuff] narcotics Starting Bid: 800 silver Seller: Nazrin [Dragon's Tooth] "A rare dragon's tooth taken from the maw of one of two such beasts that attacked haven quite some time ago. A trophy piece worthy of any good hunter's mantlepiece and could be used as a component in weapon or armour crafting for a specific project one may have in mind!" Trophy item - Poor Starting bid: 400 silver Seller: Montague
  10. Uncle Brann wants -YOU- to open up your wallet and spend spend spend! Where: The Zandalari Embassy When: Saturday 31st of August. 19:00 server-time Who: Anyone on neutral or above terms with the Zandalari. (Infiltrators might be able to get in) Event Type: Merchant / Economy / Spend your gold you fuckers GM Assistance: Acquired Antioch will be overseeing the Zandalari faction. If there are other keepers who DM other factions who wish to have faction reps / leaders come along and bid they are welcome to do so if they wish / are able "COME ONE COME ALL, TO THE EXTRAVAGANT EVENT OF A LIFETIME!" "Welcome one and all, my name is Grettik Gritbeard; MotEL, PoA, SA. Many of you may know me as the author of the Explorer's Digest in the Doldrums as well as an esteemed archaeologist of -some- renown. Many of you may recall the last Grand Doldrums Auction which, sadly, did not come to fruition due to -someone- ignoring the rules of the auction! Fortunately it is unlikely will will have that issue this time. So how does an auction work? Well for those of you who are curious, there are a few ground rules I will lay out below on this here poster: We are guests at the Zandalari Embassy, any trouble makers will be dealt with on the terms of the Zandalari. No bidding what you can't afford. All payment is required following the auction and non-payment will be dealt with -harshly- If you wish to bid when the auctioneer announces the next 'raise' in the bid, simply wave at them and they will acknowledge your bid back There will be a 'starting' bid on each item based on it's perceived value. Scrying bids will be allowed. High Priest Vani will be on standby with a scrying orb to take long-distance bids anonymously (to all bar the zandalari and auctioneer) Postal bids will be allowed. If you wish to make a set postal bid on an item simply state the item you wish to bid on and the amount. This is a gamble for you -may- win the item without having to be present (and thus receive same anonymity as a scrying bid) but on the flip side you may end up putting in a 2000 silver bid on an item that does not go further than its starting bid of 50 silver. Postal bids are to be received in advance and will be returned if it is outbid. The postal bid shall be announced at the -start- of the item in question's bidding proceedings. An auction fee of 4% of the final sale value of the lot will be deducted at the end of the auction. A refundable fee of 2% of the 'starting' bid of an item is required. If your item secures at least one bid then this 2% fee is refunded instantly. Those wishing to put an item up for the auction are required to have the item's description sent to Grettik Gritbeard as well as the lot delivered to him by no later than 6pm on the 26th of this month. Items after this time will not be made available for auction. This is to grant time for people to prepare their wallets and to establish starting bids for all items. If you are coming purely to spectate rather than bid, there will be seating for bidders and seating for spectators. Bids made from the spectator stands will be ignored. Advice for those new to the art of bidding: Be wary and size up the opposition, don't always go for the big prizes as that is what most others will, you can pick up some real bargains where other people are not bidding. Try to anticipate what other people are after and price them out of the game early You can bid on an item you don't even want just to rack up someone else's coin purse... but be warned: they may pull out and leave you with a cost for something you don't want! Putting an item up for auction? If it's common, try to have a lot of them in bulk! If it's rare, try to add a history to it or emphasize its usefulness / status! The more information on items the better! Don't forget, as the auctioneer gets a cut of the final price they will be trying their best to ramp up the value of your item! Should any of you have any questions or queries, do get in contact with Grettik Gritbeard. A letter can be sent addressed to him to Hafthor's Keep south-east of Haven and south-west of New Moonbrook upon the Isle of Opej'nor."
  11. Dascombe

    [Event] Werk werk

    Where: Mag'gol village When: Wednesday 31st July 8pm server-time. Who: Flamespire Clan and allies Event Type: Labour / Work GM Assistance: Not required. Event will be self-DM'd. Keepers are of course welcome to come along an interact. The grumble could be heard from atop Grom'Goshar peak as the fiercely work-heavy peon Pik woke from his grog-induced slumber. He rolled out of his leather cot with a SLAM onto the compacted earthern floor of his hut and picked one of his teeth up which he had knocked out. Another shiny glowing day in the worklife of a peon... but his work orders now grew more intensive and more complex with scores of jobs needing done and only one Pik to do them. He may stand a great deal taller than many of Bloodfury's fiercest warriors but at the end of the day he is but one Orc.... or is he? An unusual expression of determination lit up the Orc's face which only added to the confusion when a number of the Flamespire Clan's most seasoned warriors had gathered around the campfire to tell war stories, drink grog and sing... the burly Peon leered over them. "PIK TIRED, PIK DO ALL WERK. WARRIORS SIT AND DRINK GROG. PIK HAVE NO TIME TO DRINK GROG. PIK TOO BUSY BUILDING. ELDER GIVE ORDERS TO PIK. PIK GIVING ORDERS TO YOU. NO MORE GROG, NO MORE SING-SING, NO MORE JOY UNTIL YOU HELP PIK WERK. YOU COME HERE TOMORROW WHEN AXEBEAKS STOP SQUARKING OR PIK GET MAD." The Orcs look confused, this may be the first time many of them have seen a Peon -angry- nevermind giving seasoned warriors work orders. Was it the fierce determination? The confident stride? Or simply abject confusion and terror at social norms for Orcs collapsing around them? We may never know, what we do however know is that Pik is swinging his gusto around to complete a great many of the Doldrosh's outstanding work orders, in this case: it involves the construction of earthern defences, ramparts, trenches and other means of defending against the bug swarm should it attack as well as cutting down every tree within distance of the village of Mag'gol Time will tell to see if the peon's ham-fisted threats work. Event Objectives Main Objective: Hellscream's Legacy Successfully fell all trees in front of the Flamespire Clan's Bastion in true Warsong style Bonus Objectives: My Axe Cannot Cleave Fleshless Spirits Cut down so many trees that the ire of Opej's forests is invoked TIIIIIIMMMMBEEERRRRR Cut down a tree that squashes a hostile beast Honey for the Horde Acquire a swarm of bees from a tree to start production of honey in the clan
  12. Dascombe

    Builder's Workshop Teaser Thread

    Ahoy folks, its that time again, coming at you with some teaser-ey goodness in the form of stuff that the builder team is currently working on for the keepers to keep ya'll on your toes.
  13. Builder's Workshop Teaser Thread Quick thread of builder's posting a few teaser shots of their current works. Discuss amongst yourselves, we won't tell you what it is Just so folks know builders are actually doing stuff right now! Nice and transparent for folks to get a 'behind the scenes' teaser peek
  14. Dascombe

    Baron West - The Huntsman

    Update: Having revisited this profile i'm going to be editing it drastically in the coming days to change both his current traits to reflect his current stance and skills as well as add a bit more to the storyline so far of Tim
  15. Baron West Race: Human Age: 48 Class: Hunter, Nobleman Alleigance: Stormwind, The Alliance, The People of Egtown, Drustgarde (loosely), Good Hunters, The Leo-Lupus Pact Languages: Common, High Common, Dwarvern (minimal, basic phrases) The Farmhand Born to Emilia and Matton West, the young Timothy (or 'Timmy' to neighbours and friends) was a bright-eyed, enthusiastic and laborious young lad who enjoyed nothing more than the open countryside of Westfall be it tending to flocks of sheep, cutting down timber, or doing occasional work down in the kingdom's gold mines. Day in day out he'd labour growing taller, stronger and leaner in physique, although poorly educated the young heartthrob of many a maidens across the county none the less was well-liked by townsfolk and had naught an evil bone in his body, always taking his time to help out those less fortunate than his family who made their living off breeding local boars. It is at this point that the young West lost his interest in becoming a farmhand, one day he came across his father's gun cabinet in the farmhouse which he was now tall enough to reach... pulling back on the flintlock he ran a hand down the barrel, a life long fascination with firearms formed that day even though the weapon was just a crude blunderbuss. Though without realizing what he was doing, he left the loaded weapon on his lap to fiddle around with the firing mechanism only to set it off. Chunks of lead shot flew out of the window, many of which penetrated the crude plaster which made up the farmhouse walls. Outside lay one of the family boars, breathing heavily from it's fatal wounds which had sprayed the entire left side of it's body.. it's yellow hide now a bloody matted red. The young west had at this point already slaughtered many boars in the line of the family business but something was wrong about this... it was unwanted, unessecary... he reached into his pocket and pulled out a knife to end the boar's suffering... the image of the boar lying in it's own blood would stay with him for many years. Years would pass, the boy growing into a young man with a fair amount of silver in his pocket from his family's business which had been intended to send him to college further north in Lordaeron to study economics and business amongst the most brilliant minds in Azeroth... though that would eventually not come to pass. The Huntsman At War Word of the 'Orcs' spread like wildfire... much in the same way as their destruction did as well. Private West at this point had enlisted within the Stormwind Army as a rifleman and joined a small company of Dwarvern riflemen sent from the neighbouring kingdom of Ironforge. He had only seen few of them in Westfall, often as sole blacksmiths and merchants bringing goods from the north. Here he learned a true appreciation for Dwarvern ales, learned a small amount of Dwarvern language but most importantly he gained knowledge on the maintenance and care of his firearm, it was as though it were a friend and companion to him. Further to his skill with repairing his gun also came his reputation as a sharpshooter, he would actively encourage amongst his compatriots to go on Orcish 'hunting trips' throughout the lands of Grand Hamlet and even Elwynn Forest when their approach grew closer and closer to Stormwind. Eventually the 'huntsman', as his Dwarvern comrades referred to him as, started devising extremely vicious traps for the Orcs from sharpened pitfalls to improvised bear traps. Despite this though, the capital was sacked and the retreating forces fled north with the refugees. In Exile The loss of the capital was seen as a minor inconvenience to Private West, seeing the Orcs as nothing more than unruly house guests who have overstayed their welcome. In the lands of Lordaeron he took to trapping and hunting to feed and financially support his parents who lost everything in Westfall. Years would pass, and despite the Alliance victory at Blackrock Spire and the start of what would become known as the 'Rebuilding', the West family remained in Southshore for many more years as Orcish prisoners were brought to work in new camps such as Durnholde and what would later become known as 'Hammerfall'. Demoralized and beaten, many thought that the Orcish menace was done for as it deteriorated within the camps, their will and strength sapped... but after a short while resistance groups and warbands would crop out from the wilds, freeing their blackblooded kin who would then proceed to sack parts of the countryside. It was during the raid upon Hammerfall that Emilia and Matton West lost their lives, amongst the shattered and torn corpses Timothy West could scarcely identify his parents until coming across a sack between two such corpses which contained bundled boar hides... it was here that he knew he had found them. His two parents were buried in the graveyard just outside Southshore at a rather small and modest grave after they had been transported from the Arathi Highlands, his loathing of the greenskin menace at this point knew no bounds... but he knew what his parents wished and so with the remainder of his funds he enrolled in one of the colleges of Lordaeron to study business and economics, all the while hunting and trapping creatures across the northern kingdoms of the continent, in doing so he would find himself passively 'hob nobbing' with the rich and wealthy, becoming highly connected and making powerful and influential friends as he educated lords and ladies in the way of the hunt. Lord of the Hunt What became known as the 'Third War' was more of a petty squabble between multiple kingdoms in the north, a few peasants coughing and Orcs getting rowdy somewhere out of sight and out of mind as far as Timothy West was concerned... though during these tumultuous years a number of threats began to appear within the kingdom of Stormwind itself including the rise of what would become known as the 'Defias Brotherhood', the death of Queen Tiffin, the kidnapping of King Varian Wrynn, the resurgence of the Blackrock Clan in Redridge as well as the land of Brightwood being beset by a curse. "All problems that can be solved with good precision sports hunting" the sharpshooter famously proclaimed as he ventured across all the counties of Stormwind to rid them of their problems one bullet at a time. He became renowned for his slaying of Worgen in Duskwood, maintaining strong links with the church in the capital who fed him a steady supply of truesilver bullets as his rifle echoed across the dark forests. In Redridge his reputation as an Orc hunter returned as spikes were formed on Lakeshire's bridge to proudly display his latest victorious hunt to deter further Orc attacks Across Westfall he dismantled harvest reapers with precision accuracy, shot dead fleshrippers and is renowned for his one-man defence of the 'Dead Acre' where he reportedly held off an entire swarm of Defias renegades seeking the famed hunter's head using only his rifle, two boxes of ammunition, a gnomish cigarette lighter and a fine set of kitchen knives bought by the previous owner on Queen Tiffin's coronation day. In Elwynn, the hunter made his name helping the locals as he knew the lay of the land across the kingdom be it solving 'missing person' queries with his expertise as a tracker, picking off Murloc tribes encroaching lumber operations, or assisting with taming the local wildlife for aspiring hunters. Through these efforts combined he was granted the title of 'Lord' West by the ruling Council of Nobles in Stormwind, this title offered him a plot of land in the north western reaches of Westfall where his family farm used to be, and with his newfound title came with his heraldry. A rampant red boar, bloody and fierce even in it's death throes, he recalled the image so vividly from his youth as if the creature was still in front of him. The Abandonment of Politics Following his ventures within the county, the newly appointed lord took his skills around the land as a crack shot hunter and a fierce fighter to boot. In Ahn'Quiraj he hunted the skittering minions of the old gods for their claws and carapaces, in Blackwing Lair he left with drake tongues and bags of dragonscales, in the Molten Core he strode off with core hound teeth and in Naxxaramas he scoured the undead legions for whatever trophies he could find. And still it wasn't enough, an endless pursuit caught grip of him. Where others would seek titles, gold or the acquisition of rare artefacts, the huntsman sought only that of trophies and the glory of the hunt. Having brought ruin to a great many of the kingdom's threats (intentionally or otherwise), Lord West was made 'Baron' of all Westfall by the young Prince Anduin himself, a proud day indeed if it were not for the fact that during the entire ceremony the Baron had only the thought of prey in Stranglethorn on his mind and a 'quick jolly' through Zul'Gurub before tea to snag it's high priest's heads into a sack. As soon as the portal to 'Outland' surged with new life the Baron was one of the first through the portal, kicking and shoving other seasoned hunters bearing Dragonstalker or Cryptstalker armour out of the way in order to be the one to 'bag' all that there was to shoot in this shattered realm. It is quite an easy claim for any other combatant in Outland to have seen Baron West or even conversed with him as he shot, stabbed and bludgeoned with the butt end of his rifle across all the broken and torn regions of the land, amassing a pile of animal carcasses second only to the famed Nesingwary himself. Through this time, his duties became sullied... he was absent a great many times from the Council chambers of Stormwind and only really came back to offer his congratulations to the return of King Varian Wrynn prior to the Northrend campaign... but even loyalty to his crown did not dare get in the way of his bloodlust. As soon as the Scourge made its presence known, the 'Bloody Boar' as he became known (in part due to his reputation -and- his heraldry) made his way to Northrend, shooting and blasting his way across ice caps, avalances, fjords and vast frozen tundra. A Whole New World Few if any know truely how the esteemed Baron ended up in the Doldrums. Rumors say that he grew bored of hunting all there was on azeroth and from the new rare tales of these mystical new isles such as 'Opej' he sought them out deliberately. Others say it was a magical mishap... the hunter famed for his distrust of the arcane sought an easier way to move his trophy collection around and got dumped off in the Doldrums through a portal. Others say mystical forces brought him here, seeking to unleash his lust for the hunt upon the unsuspecting wildlife and locals of the archipelago. Regardless of how he got here, like a great many people he is stuck here, quite possibly forever. Never to return to his lands, never to listen to another five hour long 'session' of the House of Nobles, never to ceremonially cut the ribbon to a new butcher's shop anywhere on the continent, never to attend another tedious book signing. And that sounds -just- the way he likes it. Appearance The Baron is a rather smartly dressed individual. Of particular note is his seemingly 'trademark' pith helmet which he is rarely seen without, even when running around topless for exercise. The rest of his clothing is rather neat and crisp... rather unusual for someone who spends a great amount of time out in the jungle and doubly so considering there are few if any laundering facilities out in the Doldrums. Upon his person are various pockets and pouches, namely as part of his hunting jacket, these contain an assortment of handy little tools and reagents which are essential for surviving in the jungle such as field dressing for both animals and humans, extra ammunition for his gun on extended hunts, small steel tools for disassembling and cleaning his gun, multiple cartridges for different purposes (often referring to these out loud in the field such as a 'Number 3' cartridge), a tin of moustache wax, a skinning knife, a serrated 'combat' knife, and a silver cigar case. The man himself appears dour and in an almost permanently grumpy state unless he either sees a glass of brandy within arm's reach or has recently murdered an animal. Despite getting on in years he remains in a relatively peak physical condition: lean and muscular. New Appearance Following his encounter with his doppleganger, later revealed to be an admirer of the name 'Ian', Baron West no longer wears his trademarked pith helmet as it now lies in the possession of Ian's ghost after the Baron fatally wounded him in a duel. His clothing has somewhat improved during his time on Opej'nor, the leather armour he wears stalking the jungle appears to be padded and cushioned in various parts to allow for resistance to crushing blows from clubs and maces. This attire seems well suited to hunting as it contains numerous pouches, pockets, straps and bandoliers for ammunition, small vials, skinning knives and other assorted items for surviving the jungle such as fire steels and pocket guides. Traits Xenephobic - The Baron is extraordinarily xenophobic to a number of races (even those considered part of the Alliance) this varies drastically from rather casual racism / arrogance to all out hatred. Strangely this is sometimes overcome if the other party is a hunter with what he considers to be 'good morals' in hunting. Nobility - And boy does he like to remind you of it. Despite being somewhere nobility has little to no meaning, he insists most if not all those he encounters refer to him by his title even though they are under no obligation to do so. Also causes him to have a superiority complex to those of a 'lesser' vocation (peasants) Expert Marksman - And boy does he know it. The man is a crack shot with his gun and is constantly honing and improving his skill at it. Trapper - Often spots the panthers in the grass before they even catch a sniff of him. If there is an animal he isn't familiar it he quickly attempts to learn its habits and traits so as to be able to overcome it. Stark Raving Mad - Possibly the noble titles going to his head... the man openly threatens / attempts to intimidate those bigger, stronger or simply those that have more friends with knives stood by them, the man truly has absolutely no self-preservation instinct. It is apparent from those familiar with their particular magics that this is old school madness and not some old god affliction. Jungle Goer - One too many treks to Stranglethorn Vale for a 'hunting afternoon' mean he is well suited to jungle environments. Likely the reason he barely leaves Opej. New Traits Magically Suspicious - During his time on Opej'Nor, Baron West has been a witness to many calamities on the isle which have mostly been traced back to various magical artefacts, gemstones or crystals being used recklessly. He is now somewhat cautious of mages and magic-users in general and shows an utter distain and hatred for usage of powerful artefacts. Tolerance - The Baron, during his time on Opej, has come to view a great many of the Horde's more 'savage' races as being noble hunters due to various interactions with them on hunting parties. As such although there is some initial animosity, he will not outright hunt down and shoot Horde races recklessly as he once did.
  16. Dascombe

    [Event] Reaving The Reavers

    Bit of a delay but cheers for the event folks! Fun though it was, none of the objectives were completed, in fact we may have failed to preemptively destroy the biggest threat now known to Opej'nor!
  17. Dascombe

    [Event] Reaving The Reavers

    Where: Ruined twilight encampment west of Haven When: Wednesday 17th July 8pm server-time Who: Anyone on a non-hostile level with Haven due to proximity of Haven forward base camp Event Type: NPC clearance GM Assistance: Not essential but would be appreciated for highlighting any burrows present or if one sand reaver looks like its going to morph (see objectives below) In the late of night due west of Haven, the guards keeping watch over the ruins of the Twilight camp would become familiar with the eerie clicking and skittering noises that now permeated the night as well as the day Sand Reavers. Horrific multi-legged monstrosities with pincers capable of cleaving an Alliance steam tank in two and with chintenous plating as strong as the aforementioned tank, these things are a challange and not to be taken lightly. Sat on a rocky outcrop looking over the skittering beasts was Baron West, a bowl of hot stew bubbling beside him on a low campfire with its flame concealed from any would-be onlookers "Look at them, skittering around consuming corpses of cultists... and after what happened that one time at Drustgarde all those months ago I know that if these things are left undisturbed one of them will morph into a queen and that is when shit will -truely- hit the proverbial Gnomish fan... especially when it lays a clutch of thousands..." He sits back for a moment, memories of the Sand Reaver Siege of Drustgarde came flashing back to him.... He looks eagerly and carefully at rocks as the moon catches their marble tops and the light of the moon reflects off the still Doldrums sea... "one... two.... three... four" he mutters, counting the armoured killing machines with distain He sighs deeply, putting out the fire and pouring the stew into a corked flask before sliding down a vine from his concealed position and skulking off back to Haven "At least Drustgarde were prepared when a Queen Sand Reaver appeared on their doorstep and had a huge number of troops and heroes there, I somehow think that Haven would be wholly unprepared for such a battle... best call in the troops I reckon..." Event Objectives: Main Objective: Feeling Broody? Kill the Sand Reaver that looks as though it is about to morph into a queen Sand Reaver. Failed - Sand Reaver Queen was spawned Bonus Objectives: Eviction Notice Have the means to, and successfully burn out any Sand Reaver burrows that may be in the area. Failed - No burrows burned Biting off more than you can chew Successfully defeat two or more Sand Reavers in a single engagement with no-one incapacitated. Failed - Reavers were slain one-at-a-time (Timothy also incapacitated) Clean Sweep Successfully defeat all four Sand Reavers with no-one incapacitated. Failed - Total of three Sand Reavers slain, fourth one (egg form) successfully hatched. Timothy also incapacitated.
  18. Dascombe

    [Notice][Bounty] The Rat Pack

    More bounty posters appear, this time specifically only on the isle of Opej'nor once again on recycled parchment with an image of a rather cocky looking human bandit. As with others, this bears the signature of Baron West The poster reads: "WANTED, DEAD OR ALIVE. Two members of the bandit gang known as the 'Rat Pack' Wanted for the waylaying and robbery of a citizen of New Moonbrook. Known members of this gang consist so far of a duo: a human and a mag'har Orc, the latter believed to be armed with a gun. They are believed to operate as part of a larger group. These criminal pigs were spotted close to the Trailblazer settlement at the foot of the Wizard's Enclave Tower in south-eastern Opej'nor. These bandits are wanted on the following charges of: One Count of Highway & Armed Robbery One Count of Conspiracy to Commit Grand Theft Rewards are as follows: A SUM OF FIFTY SILVER FOR EACH OF THESE TWO BANDITS SLAIN. PROOF TO BE BROUGHT WITH THEIR HEADS. A SUM OF ONE GOLD AND FIFTY SILVER FOR EACH OF THESE TWO BANDITS BROUGHT TO NEW MOONBROOK ALIVE AND IN CHAINS TO FACE PUNISHMENT FOR THEIR CRIME A sum of five gold pieces will be rewarded to individuals who come forward with substantial information on this 'gang' known as the Rat Pack that leads to the utter dismantlement of aforementioned gang.
  19. A number of bounty posters are printed on a rather plain recycled parchment found commonly in the Doldrums, upon this one stands a fierce hooded looking Dwarvern woman in dark cultist-like robes with flaming incantations present. These letters make their way to major settlements but unusually for something marked with the Baron's signature it also appears in the city-ruin of Tordala. The poster itself reads: "WANTED, DEAD OR ALIVE. Warlock of unknown name hereby referred to as 'Heinrich's Bane' Wanted for the murder of Captain Heinrich of the Alliance Combined Arms Brigade and an unnamed Kaldorei sentinel of the same aforementioned brigade. This warlock was found responsible for the summoning of a demonic succubus which slew and took the form of Captain Heinrich of the Alliance before also slaying a member of the brigade, culprit is wanted on the following charges by Baron Timothy West and the settlement of New Moonbrook: Impersonating an Alliance Captain Magical influence over Alliance soldiers Two counts of murder High Treason Falsifying documents Inciting war Alliance soldiers under the command of the Captain were found to have been enthralled by the demon until it was slain by heroic adventurers from Drustgarde and Tordala. Upon the elimination of the demon, a warlock believed to be a Dwarvern Female was found escaping the scene using a hearthstone. Those with information as to the location or whereabouts of Heinrich's Bane should report to Miss Mythglancer of Tordala, Governor Haytham of Drustgarde or Baron West of New Moonbrook. A SUM OF 25 GOLD IS OFFERED FOR THE WARLOCK'S HEAD A SUM OF 50 GOLD IS OFFERED FOR THE WARLOCK BROUGHT ALIVE, GAGGED, BOUND IN ANTI-MAGIC MANACLES AND DISARMED TO NEW MOONBROOK TO BE SUMMARILY EXECUTED"
  20. Dascombe

    Architect Tweak Additions

    Hey guys. Real quick one for those who are architects, i'd like to recommend the following additions if they are possible: 1.) The addition of 0.01 movement increments. This is possible on GM accounts and to my knowledge it goes smaller than that (not tested how much smaller though), its a handy little tool as i've noticed that lining up objects with others can cause minor clipping issues that can't be solved to the up-down-left-right nature of the movement system and so it would certainly benefit the movement of objects to a finer level. This is especially the case for -VERY- small items such as foodstuffs, cutlery, plates etc 2.) The option of 1.0 and less item scales. This allows for things such as statues or tiny little tweaks such as setting out a map with Alliance and Horde banners scaled down on it as miniatures. The reason I suggest a downward scale rather than a upward scale is to prevent people scaling up wall pieces to monstrous sizes to prevent higher wall coverage.
  21. Dascombe

    A wild Kitteh joined

    *Cracks whip*
  22. Dascombe

    [Project/Journal] The Treant's Gardening Project

    I got ya fam:
  23. Dascombe

    [Event] The Embers of Life

    Addendum: missed a couple people off
  24. Dascombe

    [Event] The Embers of Life

    Where: The Den of Flame (Grom'Goshar Peak) When: Friday 5th July 20:00 server-time. Who: Any race or non-hostile faction. (Due to current events, any Twilight cultists caught sneaking in will be summarily executed via a torturous burning display as part of the festivities) Event Type: Social / celebration GM Assistance: Required only for the sporadic spawning of various flame spirits joining in the festivities and a special task for the evening's entertainment (PM'd in a ticket). GM's welcome to intervene and join in though. Flames licked the twinkling light sky in Haven as fire dancers and many others performed dazzling tricks of the light in amazement of the population on this midsummer's eve. Traditionally in the past and outside the trapped realm of the Doldrums, the celebrations are performed for a number of reasons but always in the same two weeks... some Kaldorei in the forests of Ashenvale celebrate it as part of complex lunar cycles marking the seasons and is generally seen as being in opposition to the Lunar festival which is more commonly celebrated however their Sindorei kin in Silvermoon celebrate it the fire festival ferociously as a totem to their cultural prosperity that the ever living flame provides. The Dwarves celebrate the festival to mark the ritualistic replacement of more oil lamps (usually family heirlooms) for their deep mining excavations across Khaz'modan whilst the Shu'halo see it as another aspect of the earth mother in their culture. The Orcs though? To the Orcs, the fire festival crosses over with a similar festival held in the valley of Shadowmoon known as 'Aka'Reth', the blessing of the flame. Although many of the Orcs hold a place in their hearts for festivals of a spiritualistic nature, this was as important as breathing or drinking water to the Pyremasters and Blademasters of Draenor with many travelling from across the land for many months just to arrive in time for the festivities. The elder Orcs would gather children and adults alike and tell stories of the brave accomplishments of warriors or of sage tales with a lesson to be learned at the end, some of the more artistically inclined sculpted great statues that would be torn down at the end in commemoration of the destructive nature of the flame... but what many of the more martially inclined Orcs turned up for was the famed 'blademaster duels' An arena in the centre of the festival would be built just for this occasion where positions of the moon and stars would be engraved into the floor along with various Kalimag runes, you could always spot the newcomers to this festival when their eyes light up in surprise at the clash of swords which causes the blazegrease to ignite and form a spectacular display of colour, light and combat prowess all rolled into one. It is an occassion that many Orcs would remember fondly, be they finding a life partner in the glow of the campfires or simply inhaling the incense totems constructed by the clan shaman to enhance the senses to a level indescribable in mortal tongue, there was something for everyone at the Aka'Reth festivals. Prior to the dark portal's opening, the festival was an evolution over thousands of years warning Orcish clans of the deadly nature of winter that everyone but the Frostwolves grew fearful of as it ate food supplies and slew many dead on high mountain passes... in tales told by shaman this evil biting cold would be personified by an anthropomorphic spirit. It would be years later when the Orcs settle in Azeroth that this being once thought of on another world by shaman in lucid dreams would turn out to be a very real and very deadly threat. And so the people of the Doldrums gather and celebrate a time honored tradition to many for a multitude of reasons. However it would seem that the Orcs of the newly named Flamespire Clan have extended an informal 'invitation' of sorts for denizens of the Doldrums to come celebrate with them in a place dominated by the flame where a malicious spirit of fire in service to the old ones was vanquished by the very same denizens of these isles. The word spreads that this celebration upon the peak will be treated with full Orcish hospitality including cooked food hunted by the clan's hunters and brewed Orcish grog strong enough to give a steam tank engine a kick-start. Though the invitation is welcoming, it does warn that those attending will be searched at the base of the peak and required to discard their weapons to ensure that any twilight cultist that tries any smart ideas is quickly cleaved by seasoned veterans of the peak. "This desolate peak is tarred as a place of death and mire Let us now spark the embers of life"