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Axis48

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Posts posted by Axis48


  1. 1 hour ago, Prosopagnosia said:

    Orcs and humans are as classic as it gets. Solid. Respectable.

    A friend and I had been spit-balling greasing up our own roll-system-ingrained server but you guys beat us to the punch and I'm excited to see the results. Not gunna lie, lots of anticipation for the release date. Fingers crossed. Feels like dusting off old cobwebs and moving on from dusty memories. 

     

    Also no applications. No need for applications. Love that more than I can put to words.

    Unless you wanted to be staff...

    • Like 1

  2. Hold on a darn minute- SMALL project?

    I am teasing, but welcome! The damn legion torrent is huge, so good work getting it done early! Glad you're in the discord, watch out for off-topic, it's dangerous!

    As for achievements? There is no leveling, 'standard' professions, or 'formal' raiding, so those will be gone. Your achievements will be more akin to the reach of your roleplay!

     

    As usual, I'm around, feel free to PM me if you have questions, but this is like nothing else in terms of the gameplay and RP.

    • Like 1

  3. Welcome new-lad. I was 'angrybird' or 'Axis-something' in the beta! I bet I made you fight something to the death!

    Always good to have old new faces! And I'm double-good-ed to know you like our stuff. I am always around if you have questions, I hope you take the time to read up on the lore and the RPG stuff and be a resource for everyone! I am so stoked for launch!

    ORcs/humans, btw.

    • Like 1

  4. Hey Willow, long time no see.

     

    Welcome back to the greatest place on earth. Lots has changed, so feel free to ask questions or hop on discord! Make sure you grab the client, we LAUNCH SOON so you'll want to get geared up to go!

    • Like 2

  5. Patch 2.4.9

    Added New Spell School

    ‘Subterfuge’ which governs underhanded combat and skills.

    Added New Abilities:

    GENERIC
    Unholy Strength (14) Essence (1) (Unholy) 
    Self Buff, Increases Constitution by 1, Hit Chance by 1, and Restores Health equal to your Missing Health * 5% per Round, you may not cast Arcane and Divine spells while this Buff persists- lasts for 11 Rounds
    Dusk Strike (16) (Unholy) 
    Target Attack, Mainhand Weapon Damage * 80% as Physical Damage, than Target Debuff, Willpower Scale 5.0 as Magic Damage per Round- lasts for 2 Rounds
    Rake (18) (Martial) 
    Target Debuff, Melee Action Check * 250% as Physical Damage per Round- lasts for 5 Rounds
    Flurry (5) (Subterfuge)
    Target Attack, Mainhand Weapon Damage * 19% and Offhand Weapon Damage * 19% as Physical Damage

    DEBUFF
    Proselytize (14) Essence (1) Ranged (Divine) 
    Target Debuff, You may not cast “Unholy” spells while this Debuff persists and Increases Incoming Healing by 50%, Can not be cast on Self- lasts for 2 Rounds

    TRANSFORMATION
    Treant Form (8) (Shapeshifting) 
    Self Utility, Transforms you into the Druidic Treant race, removing your current Racial bonuses and applying the Druidic Treant race, Increasing Outgoing Healing by 12% and Reducing incoming Damage by 5%, but preventing you from using Marksman, Tactical, Subterfuge, Unholy, and Martial Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
    Moonkin Form (8) (Shapeshifting) 
    Self Utility, Transforms you into the Druidic Moonkin race, removing your current Racial bonuses and applying the Druidic Moonkin race, Increasing Critical Strike Chance by 7% and Reducing incoming Damage by 5%, but preventing you from using Marksman, Tactical, Subterfuge, Unholy, and Martial Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.


    Balance Changes


    GENERIC
    Poison Strike changed to require 8 Energy instead of 10, is now under the Subterfuge school, damage changed from 5.0 Dex over 3 rounds to 3.25 Dex over 4 rounds.

    Shiv is now under the Subterfuge school.

    Weaving Strike is now under the Subterfuge school.

    Revenge Energy cost reduced to 16 from 18.

    Righteous Protection changed to provide 20% bonus incoming healing instead of 35%, now locks out Unholy and Wild Schools instead of just Unholy.

    WARRIOR
    Mortal Strike Damage Calculation changed from 120% Weapon Damage plus 20 flat damage to 135% Weapon Damage plus 20 flat damage.

    PALADIN
    Crusader Strike is now under the Divine School.

    HUNTER
    Black Arrow now requires a Ranged Weapon to cast.

    DRUID
    Druids now receive Moonkin form and Treant form for free on creation, in addition to Cat form and Bear form.

    Moonfire Energy cost changed from 8 to 10, Willpower Scale on initial hit and Debuff changed from 3.0 to 4.0.

    Rejuvenate Energy cost changed from 8 to 10, Willpower Scale changed from 4.0 to 5.0.

    Mangle Energy cost changed from 8 to 10, Physical Damage Debuff increased from 10% to 12%, duration increased from 3 Rounds to 7 Rounds.

    ROGUE
    Mutilate is now under the Subterfuge school.

    Eviscerate is now under the Subterfuge school, flat damage scale changed from 25 to 20.

    Preparation is now under the Subterfuge school, Essence cost changed from 1 to 2, restored Energy changed from 15 to 20.

    Shadowstep is now under the Subterfuge school.

    MAGIC ATTACK
    Holy Strike Willpower and Strength Scale changed from 8.0 to 7.5.

    MAGIC DEBUFF
    Corroding Magic Willpower Scale changed from 3.0 to 3.25.

    Amplify Magic debuff effect changed to increase both Incoming Magical Damage and Incoming Healing by 15%.


     


  6. FOR THE PURPOSES OF CRAFTING, HERE ARE THE IDs OF ALL WEAPON AND ARMOR TOKENS

    300001 Dagger
    300002 Rapier
    300003 Short Sword
    300004 Longsword
    300005 Hatchet
    300006 Hammer
    300007 Buckler
    300008 Kite Shield
    300009 Tower Shield
    300010 Estoc
    300011 Claymore
    300012 Great Axe
    300013 Maul
    300014 Spear
    300015 Halberd
    300016 Short Bow
    300017 Longbow
    300019 Crossbow
    300020 Old Rifle
    300021 Sniper Rifle
    300022 Old Wand
    300023 Cloth Armour
    300024 Leather Armour
    300025 Light Mail Armour
    300026 Heavy Mail Armour
    300027 Half-Plate Armour
    300028 Runic Plate Armour
    300029 Full Plate Armour
    300030 Mage's Focus
    300031 Sharp Eye Focus
    300032 Wizard's Staff
    300033 Stalwart Staff
    300034 Fighter's Staff
    300035 Wizard’s Mantle
    300036 Nature's Armouring
    300037 Ranger's Guile
    300038 Parrying Dagger
    300039 Heartseeker's Dagger
    300040 Cleaver
    300041 Baton
    300042 Morning Star
    300043 Greatsword
    300044 Mace
    300045 Battleaxe
    300046 Edgelord's Cleaver
    300047 Lance
    300048 Composite Bow
    300050 Arbalest
    300051 Cartridge Rifle
    300052 Magic Wand
    300053 Magic Eater’s Garb
    300054 Brawler’s Harness
    300055 Illusionist Focus
    300056 Brass Knuckles
    300057 Slashing Claws
    300058 Heavy Glove
    300059 Light Kama
    300060 Mage Blade
    300061 Sage's Mace
    300062 Gambler's Sword
    300063 Magnetic Shield
    300064 Nature's Fist
    300065 Horrific Executioner's Axe
    300066 Hunter's Cranequin
    300067 Barbed Trinket
    300068 Madman's Legacy
    300069 Madman's Smile
    300070 Slayer's Bow
    300071 Jr. Mage's Wand
    300072 The Cannon
    300077 Quivering Knife
    300078 Eternal Student's Mace
    300079 Barbaric Fist
    300080 Robes of the Scholar
    300081 Garb of the Bloodthirsty
    300082 Flamescarred Scales
    300083 Armour of the Invincible Juggernaut
    300084 Broadsword
    300085 Falchion
    300086 Sorcerous Sabre
    300087 Hero's Blade
    300088 Rager's Axe
    300089 Wicked Kris
    300090 Spiked Truncheon
    300091 Displacer Ward
    300092 Katana
    300093 Barbarian Blade
    300094 Massive Magus Focus
    300095 Pike
    300096 Warden's Staff
    300097 Inventor’s Focal Wand
    300098 Gunslinger’s Long Pistol
    300099 Flamespitter
    300100 Truestrike Sword
    300101 Midnight Blade
    300102 Ripper’s Chopper
    300103 Round Shield
    300104 Lantern
    300105 Healing Chime
    300106 Chaos Beckoner’s Pylon
    300109 Divine Great Hammer
    300110 Bloody Voulge
    300111 Deadaim Crossbow
    300112 Runeblade Dagger
    300113 Sword of Kept Secrets
    300114 Cruel Conjurer's Scepter
    300115 Claw of The Beast King
    300116 Beast-Kin Staff
    300117 Stylus of the Magi
    300118 Merchant's Armour
    300119 Hierophant’s Robes
    300120 Mana-Enriched Attire
    300121 Wanderer’s Armour
    300122 Assassin's Armour
    300123 Infantry Mail
    300124 Bladed Mail
    300125 Knight’s Armour
    300126 Battleplate
    300127 Phoenix Robes
    300128 Malorne's Armour
    300129 Windrunner's Garb
    300130 Lightbringer's Breastplate
    300131 Lightning's Crack
    300132 Earthmother's Hand
    300133 Truestrike
    300134 Bloodletter
    300135 Ballistae
    300136 Shredding Talon
    300137 Keeper's Gavel
    300138 Runic Glaive
    300139 Lazy Fist
    300140 Stone Fist

  7.  

    Guilds are strongly encouraged and desired. Acting as a great way for players to network, group up, and accomplish incredible tasks! On Unknown Shores, guilds are able to act as major forces among all the other factions in the Doldrums.

    We encourage all players to group up, make friends, and push for goals, however guilds are designed for persistent, grouped causes and so we have a few requirements before guilds will be made for players.

    A guild should first be posted in the Interest Check section of our forces- designated as a guild draft. Posted there, it needs very specific information; a guild name, a clear cause or goal, a brief history, a rank structure, and if applicable- any recruitment restrictions- such as race, alignment, or class.

    Once a guild has six ‘pledges’ of membership, that guild will go through an approval by staff- then be made in-game! Wherein they’ll be expected to stick with the general theme of their guild.

    Further features are planned for larger guilds. More will be revealed about them as we progress through launch!


  8. Welcome welcome!

     

    How's your head doing so far? Good? Be sure to check out the discord and all the information threads. the Q&A threads are a good place to start if you need anything!


  9. Greetings Traveler.

     

    Welcome to Unknown Shores! Glad we've piqued your interest! Lots to take on as we soldier closer and closer to launch! Be sure to check out the discord and all the information threads! Feel free to use the Questions thread for anything you are curious about! Your character looks dope!


  10. RPG Patch 2.3.0

    MAGICAL ACTION: BUFFS

    Added 4 New spells for Wand users:

    Evoke: Holy (10) (Divine) 
    Self Buff, Increases Outgoing Healing by 20%, you may not cast “Unholy” spells while this Buff persists, Requires, This spell can only be used if you have a Wand Equipped- lasts for 6 Rounds


    Evoke: Shadow (10) (Unholy) 
    Self Buff, Reduces Incoming Damage by 12%, you may not cast “Divine” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 6 Rounds


    Evoke: Arcane (10) (Arcane) 
    Self Buff, You gain 1 Energy whenever you deal damage, you may not cast “Wild” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 6 Rounds


    Evoke: Elements (10) (Wild) 
    Self Buff, Increases Damage done by 15%, you may not cast “Arcane” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 6 Rounds
     


  11. Hello sir!

     

    Glad everything looks dope, we've been working very hard, hope to have a beta up for the public very soon! Look forward to it! In the mean time I invite you to check out the forums and discord!

    • Like 1

  12. Greetings traveler.

     

    Welcome to the server, we spoke over discord, but it's good to see you again! Check out the current content and use the Questions threads! The discord is always jumpin', so have a look!


  13. EMi2dqZ.png

     

    Spring 2018

     

    As we move closer and closer to the Beta and Launch of the Unknown Shores Project, we've been ironing out and completing the mechanics and systems that will form the backbone of the immersive feature suite that is our RPG System. Players will be able to throw themselves into the setting and feel like they have an impact on our world! I hope you'll take some time to watch the videos and link it to your friends! We're getting an idea of the interest level and we hope to be able to deliver on the expectations you have for us!

    The Videos are linked below, for a Playlist, use this link:

    https://www.youtube.com/watch?v=1eF3NxLMnGc&list=PL2z6h3QrgfNVamkJB3v-Af9d1qCWS0cga

     

    INTRODUCTION

    RPG HANDBOOK

    RPG PROFESSIONS

    RPG CHARACTER CREATION

    RPG COMBAT

     

    • Like 4

  14. RPG Patch 2.1.5

    GENERIC

    Add abilities Burgeoning Rage, Battle Cry, Throw Stone, Weaving Strike, Righteous Protection.

    Burgeoning Rage (16) Essence (1) (Tactical)
    Self Buff, Increases your Strength and Dexterity by .5 and Increases Incoming Damage by 5% per turn, this effect stacks- lasts for 13 Rounds


    Battle Cry (6) Ranged (Tactical) 
    Party Buff, Increases Physical Damage done by 33.5% and Critical Strike Chance by 1% for all members of your party, this effect stacks to a maximum of 10- lasts for 8 Rounds


    Throw Stone (6) Ranged (Marksman) 
    Target Attack, Melee Action Check * 175% as Physical Damage


    Weaving Strike (12) (Martial) 
    Target Attack, Mainhand Weapon Damage * 60%, than Self Buff, Restores 2 Energy- lasts for 2 Rounds


    Righteous Protection (164) Essence (1) (Divine) 
    Self Buff, Increases Constitution  by 1, Dodge Rating by 1, and Incoming Healing by 35%, you may not cast “Unholy” spells while this Buff persists- lasts for 11 Rounds

    PRIEST

    Power Word: Fortitude changed from Target Buff, Increases Maximum Health by 120 for 9 Rounds to Party Buff, Increases Constitution by 2 for 6 Rounds

    IMPROVISED ACTIONS

    Shove energy cost changed from 10 to 8

     


  15. We're moving into a big, brand new setting that's been put together by our staff and we don't really have a comprehensive 'guide' like a wowpedia, or anything of that stripe, so I thought I'd make up a thread here for you folks! Myself or other staff will take time to look at questions you have about the setting or Azeroth as a whole in our timeline and answer them here! Make sure you check out the Lore Primer and the links within first! If you have questions about the more general rules and regulations or otherwise on the server, try the General Q&A Thread!

     

    Previously Answered Questions:

     

     

    • Like 1

  16.  

    SOTORAS

    Z9423TPqo4wAujptOUoIAoG__0SYzLNUGIXZbwnTHMCpY79EMtC5jpb86R8C5DnUWVgrzZ5Qwqfjek61CHQYD_ih-lAZ4VMsnU8zAAEkZWuhAs67Hx6J7E36ISvGjAsEdMQoRqmh


    Sotoras was once a rarely visited, uncharted island, strangely not even the nearby goblins or trolls dared to stake a claim on this archipelago. The island’s lush, green woods were left largely untouched and unexplored through the ages.

    A century prior to the first opening of the Dark Portal, three Tirasian vessels flew beneath the banner of House Springfield, landing upon desolate shores. The leader, Admiral Sotor Springfield, recently elevated into the position of Lord of his House. The young lord, seemingly eager for conquest to extend the influence of his kingdom and more importantly his house. His lordship claimed the verdant land, thus dubbing it ‘Sotoras’ after his fervent legacy . Two of the vessels used on the initial voyage  were dismantled to provide materials for the colony’s foundation. The third ship, Jade of Kul’Tiras, was preserved to ferry supplies and keep the shores of Sotoras safe from imprending threats.

    While the island was more or less detached from the heart of Azeroth, in the coming decades proved prosperous,  emerging as a notable shipping hub, granting easy access to lumber and provisions for the occasional Tirasian patrols and the more common goblin vessels. Due to the increased traffic, Razorbranch and Pirate raids became more common, preying on fortunes of Sotoras. One such skirmish (don’t want to repeat “raids and raiders) heralded a mortal wound unto  Lord Sotor, who fought  valiantly in effort to stave off marauding Troll raiders that defiled the waters of his beloved isle. Though he survived the battle, death tolled in his slumber.  His legacy, however, was honored by his son.

    After Lord Sotor Springfield’s death his son Beauregard’s reign was imminent, donning the mantle to continue rule of Springfields over the colony, now a burgeoning island settlement. Although Lord Beauregard was not the same daring sailor as his father was, he tried his best nonetheless. Under the rule of the new leader the fortified keep ‘Standfast’ was constructed, which saw the settlement properly protected against any future raiders of any stripe. An expansion into the nearby forest soon followed small homes and the Chapel of the Light. However, construction and work on further expansion came to an abrupt end when when a hurricane struck the island, bringing tidal waves and seismic shock amidst the downpour. Countless lives were lost in the storm, some two years before the First War, but they did not know then that the storm would have far more dire consequences.

    This catastrophic event saw the death of Lord Beauregard Springfield and much of his court, which threw the already panicking kingdom onto the brink of madness. Mist crept in and the ocean was suddenly unfamiliar, as the citizens of Sotoras managed to investigate their plight, they quickly discovered that they were no longer in familiar territory. Sotoras had been dragged into the Doldrums.

    When Lord Beauregard Springfield II claimed Lordship after his father’s demise, it was his young daughter Abigaille who managed to calm the people of Sotoras with compassion and understanding, her training in the art of the light serving her well. It was in these tense times that Lord Springfield II decided to gain some better understanding of the Doldrums where they were trapped within. Despite the trepidation of his advisors, he left the leadership of the island to his daughter of 9 and his trusted advisor, Joras Vormath.

    A single year passed before Lord Springfield II returned, seemingly fruitless in his efforts to find a way out of the Doldrums The expedition saw Beauregard telling tales of ancient elven cities, looming black towers, salt-blasted swamps, and worse- but he had returned with treasures and some curious new companipons, chief among them one  Ezthess Artzruni.It was assumed she had been taken on as a passenger or a guide of some sort, before the Lord named her as a new advisor on their return home, most of these questions remained unanswered however.. Although the Lord Springfield II had returned, the island did rush into another age of prosperity as it had under his father. The ruined buildings remained ruined, the chapel was left untouched, and the Lord seemed content to leave Springplatz in the hands of local authorities as he and his new advisor, the now-named court wizard Ezthess seemed to spend more and more time alone in the keep.

    The next two decades saw the settlement’s slow decline, isolated in the Doldrums and and crippled by the consistently absent Lord Springfield II. The ruined church and watchtower were abandoned and the forest crept in around the shrinking island community, resentment and apathy set in among the populace, a general malaise that infected even the clergy and the Lady Abigaile. And still, the Lord tinkered away hidden in his keep.

    It was some 21 years after the First War when a strange ship approached the island, not Tirasians, or even another kingdom, but goblins, humans, and a host of other races, those exploring the Doldrums from a place called Silver-Eye Island. The sudden discovery that they were not alone shook everyone on Sotoras but the Lord Springfield II, who gave their guests a weak greeting. Despite their Leader’s begrudged hospitality, the people of Sotoras greeted the thought of company with jubilation and awe. Although the two island settlements were nearly polar opposites, common need made them trading partners, and the Lady Abigaile purchase some small territory on the island in the following year. The long standing rut Sotoras had dwelled in began to fade from memory over the passing decade, despite the lack of leadership of Lord Springfield II, prosperity softened the uncertain times.

    Nothing good ever lasts in the Doldrums, however, and on one sunny day, the world quaked and ripped asunder. Deathwing came, his impact on Azeroth felt far to the reaches of the Doldrums, dredging back memories of the hurricane as the sea swelled and the port town was rattled by tidal force. The Jade of Kul’Tiras was smashed on the rocks and as preparations were made by Lady Abigaile Springfield to retreat to the keep, they were met with something else entirely.

    Lord Beauregard Springfield II was waiting at the keep’s entrance with a weapon that none had seen before, a twisted sabre that shown cold blue in his hands. The aged nobleman had never been a fighter and yet, with that blade raised, he called on the shipmaster to turn the keep’s defenses on the township of Springplatz. The Lord attacked the people of Sotoras with his court wizard Ezthess and the Captain Cidolfus, but worse than that- the slain rose from their bodies as wretched, undead monsters.

    Panic and discord followed, with the Lady Abigaile and her closest followers fleeing to the only ship remaining afloat after the Shattering- which was rapidly taking on water and promptly fled Sotoras, leaving behind nearly three quarters of the population. The ship barely managed to arrive at silver-Eye Island before it took on too much water to stay afloat, and they now find themselves in the ruined holdings of the Lady Abigaile, attempting to understand what had happened.

    Reports from Sotoras claim that the island is cold now, eerie, and filled with roaming undead.

    Major Characters


    Lord Beauregard Springfield II - The last ‘true’ lord to rule over Sotoras. After Sotoras was pulled into the Doldrums, he left to seek a solution to his people’s plights, only to return forever changed. Years of seclusion from his people, his family, and the outside world became the norm for the noble until the day Deathwing came. When the Shattering touched Sotoras, he did not rally his people, but instead turned on them with his closest advisors and a veiled, cursed sword- raising them undead. He remains now on Sotoras with a cast of wretched dead, plotting in secrecy.

    Captain Garrett Cidolfus - An accomplished ship captain and a reputable duelist, after the death of the Beauregard I, he swore his loyalty to Beauregard II. He had joined the Lord in his first expedition into the Doldrums as a young man. Just like the Lord, he too returned changed,detached and cold.

    Court Wizard Ezthess Artzruni - There’s not much known about her, other than she’s been in the Doldrums longer than anyone from Sotoras. Supposedly, once she was a Dalarani mage,  but later was hired as a guide by the Lord. Her true origins, and motives are unclear. Many of the survivors blame her for the undead uprising and their Lord’s madness.

    Bishop Farnobius Hand - He arrived on the very last Tirasian ship to ever arrive to the port of Sotoras, he was sent to occupy the soon-to-be-built chapel and thus tend to the flock of Sotoras. Sadly the catastrophic events on Sotoras foiled this, but the wizened priest still did his diligent work. On the day of Sotoras’ fall, he stayed behind to help those who weren’t quick enough, leading them to his unfinished chapel to grant them a chance for survival.

    Lady Abigaille Springfield - The daughter of Lord Beauregard Springfield II, a middle-aged woman and a disciple of Farnobius Hand, she is a benevolent and kind woman, known and loved. In her father’s long periods of absence, she would do her best guide and reassure the people of Sotoras and, since her father’s sudden change to a fanatical necromancer, has become the leader of those that remain.

    Advisor Joras Vormath - A longtime friend of Lord Beauregard Springfield II, he was made advisor when the Lord came to power. He was kind enough to watchover Lady Abigaille when the Lord departed to explore the Doldrums and after the day he returned, he found himself cut off from his long time friend. Despite falling to the wayside after the Lord took to his Court Wizard, Joras instead focused on guiding the young Lady Abigaille. to this day, they are close friends and he continues to aid her in these trying times.

    Captain James Thompson - A younger soldier, James was a fearless soldier who earned distinction in dealing with the creeps and critters on Sotoras as well as some of the more shady characters on Silver-Eye Island. He was made to be captain on Lady Abigaille’s request and has followed and protected the Lady ever since.

    Notable Locations

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    Standfast, the Keep of House Springfield - Found on the Northern side of the isle. In better times, the imposing keep offered safety and certainty for both the people and the Springfield family, but after the withering hurricane and the Shattering the keep is stands damaged, now only the mad lord and its undead retinue dwells there.

    rZ1MO9bajcaQ7Os8Kl3dzOKgz1nJ-xj0Ia7KQFSdiXzRErCU7QC9V4y3v4o5hDhr1HY4jY3T91-ZfQ7MWQMu4YKebgtNfEoPjxwhyBwDvBFtziQ3S7978y5RW7GGtnR7AgA0kngo

    Springplatz, Citizen Quarter of Sotoras - Once it was the landing for the first colonists, but over the years the row of tents grew into a street of finely built houses, occupying most of the south-western corner of the isle. When Lord Springfield II turned on the people of Sotoras canonfire and cursed weapons destroyed most of what once was.

    kjvOnxXMEpVCeF5BL2yWzKZUG_NP4eWGcOTPnZpOc8XK7kek72B2GkLUoS-VP5AABY9FC9EwF2mBMrpVXnUa9LqxigQtY83m99JMIO5onSHZAzVL5aYYYDbsc0zuoxnLuLwLNtod

    Firstlight, Ruins of the Light’s Chapel - A set of ruins in the Southeastern woods of Sotoras, the rubble stood once as a sad reminder of lost times, but now, it represents holy ground and safety from the dead. Originally, it’s construction began after Beauregard Springfield I took his seat on the island, progress was slow but the design was immaculate. When the hurricane struck, the project was abandoned. It has recently been taken advantage of by those still alive on Sotoras.

    HtpAaISmmh32cFKK_0LhOQEdiJinRv-CVofg1dhXlxUOah8sDafnl8RMzRYz9p11sBuJKYrmxNMaXQ7AtwkM5Vc28Oc5D3qGSV7LA6kCEtLSR7MOYk4OTNItNNk4CRr0N-cvNmUH

    Wreckage of the Jade of Kul’Tiras - The Shattering saw the destruction of the aged ship that had carried the first colonists to Sotoras. A proud, Tirasian ship now stands as a beachmarker, with salvage seeming impossible.

    AK3jnMZGZbGPqevP42Ik6V-JvCsj3LAfy6k44JWluGGmjuLHtK4jCct3jQvbhjQpcjl4hD8V7DC-31WABsmnuRl7o3IbFkfaVDx6gLKwGpe9R1QP-vXvV5oVVDXBQ5mlCQmEEXcp

    First Watchtower - One of the first buildings made on the island, the First Watchtower was built to act as a garrison and a post for the protection of the citizens of Sotoras. While it provided some aid against the attacks by Razorbranch and pirates, its use was superseded by Standfast Keep and after the damage from the hurricane, it was abandoned.

    gd_dVT_MBTAUg_QY_ljK03RvuQOrG0bqsjhbGlWArVwnZpxPlMZ7ppa_bZzTItgW-HPECca77o0TdLFpKjew2z1AopcI06seJK3hT13ovkkTfWQcywJpCKo5U0U7XTSpabkhAJHU

    Faust Brewery - Built adjacent to the keep, the brewery crafted local favorites like Sotoras Firewater and Doldrums Grog. Perhaps one of the more cherished location for the people of Sotoras, its memories were plagued with stories of strange visitors to the Brewery in the dead of night. Even now, the local survivors claim to see the dead come and go from the simple warehouse.

     

    Notes

    A well balanced, temperate island- it was originally far west of the Eastern Kingdoms and claimed by Tirasian colonists, looking for a new home.

    Touched by human architecture and design, the beauty of Sotoras at its height was in its simple layout and effective design.

    In recent times, the touch of undeath and shadow has made the once colorful island bleak and cold- a stark warning to travelers.

    The island is rich in resources of all types, but few deem the risk of battling undead worth it for simple treasures.

    • Like 2

  17.  

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    Taking its name from the ancient monoliths that dot the island, the Isle of Menhirs is haunted by wild arcane energies and a legacy of ancient magic. Once a bastion of the Highborne, their ruins still remain as testament to their folly. Long broken and lingering with corruption, no one is certain if destruction came from within or without, but the aftermath affects the travelers of the Doldrums to this day.

    It’s known history is only as old as Silver-Eye Island, when the first civilized territory was dragged into the Doldrums. The Isle of Menhirs was an island rich in highborne trinkets and exotic creatures, which were plundered rather mercilessly when travelers from the Goblin port first arrived. Very quickly, the errors of their ways were realized, when disembodied spirits rose from the ruins and slaughtered the would-be pillagers. A handful of the looting party survived, but it was enough to offer up advice to would-be travelers- to avoid the island’s ruins, for those things that died here long ago still live on, vigilant and vengeful.

    In more recent times, bold folks of all stripes, some elvish, some not, have come, seeking some connection to the world outside. Rumors swirl about the broken leylines being some key to the Doldrums, others say that the spirits here know the secrets of the Doldrums, still others adamantly declare that the highborne and their enemies still live on the island to this day.

    Only one thing is certain, the island is beautiful, rich in material wealth, and utterly haunting. The storied spectres still haunt the island in the dead of night and still others have claimed to have witnessed demons stalking the bluffs. Some things are best left to the past.

    Major Characters

    Lunessa Farstar - ‘Explorer’ Farstar, as she likes to be called is a member of a group of Highborne that left Eldre’Thalas and the Shen’dralar five years ago. While they spent much of their time on Silver-Eye, the group jumped back and forth to the Isle of Menhirs, seeking to understand the lonely island. During their travelers, many were slain by the spirits of the island or by clashing gangs of adventurers, leaving Lunessa with only a handful of her Highborne kin around- where they now study the island from the safety of the shoreline. She is kind enough to ferry travelers from the island and elsewhere.

    Kerr the Reaver - Once a rival to Lunessa and her Highborne clan, Kerr the Reaver was forced to work with them when he was attacked by wretched spectres amid the ruins. His Orcish blood draws hesitation from some of the Highborne, but his combat prowess has made him a necessary ally as they attempt to maintain a camp on the island.

    Aristaeus Whitespire - A Highborne artificer from Eldre’Thalas, he departed with a group of elves from Eldre’Thalas nearly five years ago before finding himself in the Doldrums. While much of his group is dead, he remains on the Isle of Menhirs with them, doing research into the aged island to unravel it’s secrets.

    Comus Kir’Madune - A Highborne sorcerer and the leader of the thinned group of Highborne that dwell on Elder’Thalas. An incredibly powerful and aged spellcaster, he protects his mismatched followers as they unravel the mystery of the island. Suspicious of those outside the group, he still seems to engage in trade and travel with others- though it appears to be out of necessity.

    Notable Locations

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    The Walk - The old harbor on the Isle of Menhirs is long broken, but fragments remain, dancing up the plains and all the way to the older ruins. The Walk was once the lifeline of this vibrant Highborne settlement, now in ruins. Debris, aged giants, and overgrowth litter the grounds.

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    Redwatch Sump - Under the eerie gaze of a dreaming giant, the Redwatch Sump is a murky, brackish corner of the island. With thick grasses, thick mud, and the creeping taint of fel magic, the Sump seems to be a favorite for some of the more feral wildlife on the island.

    d9VDJad7zV_8xl7l8N27LFNC1-yjvonkus7rv3ucif-xD0zTL-rnhydAoRgz_zNoet0f9SZvws6j-B_lcScI73cVvkrF1F9TJbUrr_MSRDST69oCpxSSFrOjuMU5BMBOk-WiBTUr

    Field of Menhirs - The place for which the island draws it’s name, the Field of Menhirs is littered with aged carved stone, old ruins, and bushcover. Beautiful and mysterious, many wonder if it was grounds for a garden, future construction, or some strange ritual.

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    Ruins of Tordala - Little remains of this Highborne settlement but the name, what was once a sprawling township dedicated to knowledge lingers as wreckage split in half, much left in the sea thousands of years ago. That which remains is infested with pests and spirits of the past, driving away would-be plunderers.

    2PAJNMhkB0GM1h8HWZMQVm0h0xD_pUIjZd9TqVxoMCc9jUM7bx3VKH-y42QkQZRN6YWGniR5AW-yylW9efcvni9exh_D8VT1_Een5LvOmyPOMyVOOgB059vvSzzzsHZxAH5hVasC

    The Fractured Core - Also known as Tordala’s Heart, the Fractured Core is an exquisite crystalline cavern that many suspect to be the very reason Tordala was settled. With powerful, magical crystals humming and resonating here, it stands as a beautiful jewel amid the grim fate of the rest of the island.

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    I’kuylan’s Betrayal - While little of the history of the Isle of Menhirs remains, there is one place that has a very clear history. I’kuylan’s betrayal is an unchanged, corrupted place of magic where the Highborne Wizard I’kuylan - along with those loyal to Queen Azshara, turned on the isolated people of Tordala. The outcome of the conflict is unknown, but no one was left on the island to tell anything beyond his unspeakable pact with the Burning Legion.

     

    Notes

    Aged and beautiful, the Isle of Menhirs is dotted with pale trees, tall rocky cliffs, and thick grasslands. It has a natural allure that even the danger and tragedy of the island can’t dispel.

    While no modern settlement has taken root, a camp of highborne and other adventurers have taken root here after the Shattering, hoping to unravel the history of the island and Tordala.

    The ruins of the Highborne city of Tordala stand to this day. While much of the city fell into the ocean thousands of years ago, some still remains, crumbling by the day.

    Aged ghosts, mutated wildlife, and wild magic haunt the island, making travel dangerous.

    The island is rich in resources, with both the ruins and the wilds holding plunder for anyone willing to risk the unseen dangers.


  18.  

    jCSxYYu.png

     

    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

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    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.

    jiFab1CfZwS43ucNC96mjFcgqV5sUCtdIegw4hVqdOwfqz7RHhmGJ_O9dBK8q77ah8Hgpk_vbaDJsUv9SIyjGC9VKEa2prXPrWqHMKs3FmhlH4Yy2iKxvhEw9IW6PJEj6fiZghih

    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.

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    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.

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    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.

    • Like 2

  19.  

    KOLAI ISLE

    FactM605wyfB5MpsUaGrieCl7St4t8A6IH0s4eRgrDDxwaInBwm9_mYWfa1_zdkc8c_dmgKqhISXGB71ZiUenr4Jt2LeSROFOjOlMaSQq-7wlafEuEkyW7Ls9fOeON3kIeVRfy7T

    Kolai Isle, a major territory in the South Seas, it represented one of the territories of the enigmatic Razorbranch Troll Tribe. While it only came into any notoriety in the last two hundred years, it’s infamy was well observed by sailors and merchants alike.

    The Razorbranch earned a reputation for raiding, cannibalism, and barbarity taking small ships to ransack and plunder territories across Southern Kalimdor, the South Seas, and Stranglethorn Vale. A reputation that gained strength under the demanding leadership of short lived leaders of the ruthless Razorbranch. Zul’Gamak, Chief Hanado, Zijhis, these warriors more lived long, brutal lives, building their empire of warfare. The latest in this line is Chief Urdo.

    Chief Urdo came into power during the Third War, his warband managing to raid the fledgling settlements in Durotar and Dustwallow Marsh amid the rapid retreat from the Eastern Kingdoms. With the plundered goods and new armaments, Urdo managed to kill Zijhis in a daring coup, placing him in charge of the lonely island.

    With the whole of the Razorbranch on Kolai loyal to him, Chief Urdo built new ships for raising and sought to build up the island for his new brand of leadership. He believed himself well in tune with the wishes of the Loa and saw himself as a patient and wise leader. Further focus was made on taming and capturing the local raptors and panthers, domesticating them to be used as mounts and pets. Additionally, he saw to the construction of the Temple of Blood, a massive ziggurat to pay tribute to the Loa which he credited for his power.

    His reign went uncontested until the day Deathwing came. The Shattering dragged the island into the Doldrums and split Kolai in two, killing hundreds and plunging half the island into the sea. Many of their boats were lost or destroyed and nearly half the raiding parties who were out at the time were utterly cut off from their island home. The way of life of Kolai’s Razorbranch evaporated in a single day.

    Chief Urdo’s days as a warrior had long since past by then, more accustomed to luxury and politics by then- but the fate of his people was still on his mind. Confronted by the suffering of those on Kolai Isle, he made a controversial move, acting on the early rumors that this new land ‘the Doldrums’ was inhabited by many damaged islands with a few weakened neighbors. Chief Urdo addressed his people, urging that - in their weakened state, they should abandon their ways of raiding and plunder and focus on diplomacy and take on more of a self-sustaining route.

    This was met with heavy resistance among the surviving trolls, many of whom were still reeling from grief and anger. Chief Urdo attempted to persuade those that remained, but the situation broke down. One of the few remaining raiding party leaders, Sal’do the Clever stood in opposition, claiming that with their city damaged and the Temple of Blood nearly destroyed, Urdo lost the favor of the Loa. Sal’do further said that Urdo had deeply angered the Loa with his “radical ideas” and “weakness” and thus ultimately rallied much of the remaining population to kill off Chief Urdo’s supporters and exile him from the island.

    Without wishing to further harm his own kind, Urdo quickly gathered those few who showed support of his new way, and left their once-home in a hurry, escaping into the uncharted waters of the Duldrums. With Chief Urdo removed, Sal’do the Clever took control of the island with relative ease, marshalling those that remained under his leadership. With a strong wish for the legacy of the Razorbranch to be upheld, Chief Sal’do the Clever seeks to rebuild their once-feared armada and raiders to claim the Doldrums for the Trolls.

    Major Characters


    Chief Urdo - Although he spent his early life as a barbaric warrior, Chief Urdo’s long rule softened him to a more practical and thoughtful leader, making him very committed to the wellbeing of his people. As the years went by, his focus on tradition and familiarity lessened and focused on what worked- which for many years involved plunder and conquest. With Kolai being sundered, he believed it necessary for a radical change among his people- which led to him being ousted. Without his powerbase, he faced exile and now lingers on Silver-Eye Island, seemingly torn between vengeance and the will to aid his people.

    Chief Sal’do the Clever - Once a raider under Chief Urdo, Sal’do the Clever was an extremely vicious warrior whose barbarism meant much for the prosperity of Kolai Isle. His long spree lead to great riches, mainly for himself and his warband. When Chief Urdo sought to slow down the rampage and focus on diplomacy after the Shattering, Sal’do vehemently disagreed, believing Urdo to have gone weak and senile. Rallying much of those who were left alive on Kolai, Sal’do usurped control of the tribe and sent Urdo into exile. Claiming himself as the new leader, ‘Chief’ Sal’do the Clever has focused on rebuilding lost ships and preparing his Razorbranch for war and conquest in the Doldrums.

    Grak’kor - A boyhood friend to Chief Urdo, Grak’kor was a craftsman who had a knack for crafting boats and canoes. This has made him valuable to the tribe, and when Chief Urdo seized control of the Razorbranch he recruited Grak’kor to act as an architect for his grand visions. The failed ship, Urdo’s Wrath and the Temple of Blood are some of his notable works. Grak’kor sided with Sal’do the Clever during the uprising where he now works with the new chief to rebuild ships.

    Juleib - Rangers and tribesmen were not uncommon among Trolls, with Juleib making out to be an exceptional example among the Razorbranch. Juleib was a woman of exceptional talent, though never effective among the raiders, her skill with bow earned her distinction among the tribe. She was made to be the leader of Chief Urdo’s bodyguards and she has followed him since, even into exile

    Executioner Heilleek - One of Sal’do the Clever’s partners among the raiding parties, his merciless tactics and bloodthirst were the stuff of campfire stories. Known for his brutal choice of weapons and propensity for violence, Heilleek gained Sal’do the Clever’s confidence amid Chief Urdo’s exile, killing numerous supporters of the deposed leader. Saldo made Heilleek his Executioner, part literal, part formal- Heilleek enforces the Chief's will.

    Notable Locations

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    Kolai Docks - Part shipyard, part dock- the Kolai dock have been around since the island was settled. Much like the island, it was named for the great Razorbranch hero Kolai who found the island. Since the Shattering, most of their ships and tools were destroyed.

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    Razorbranch Lodgings - While the Razorbranch tend to sleep wherever they could, the lodgings have provided some comfort and sense of community since much of the population was killed when the island split in half. Although sparsely decorated and simple, the barbaric Razorbranch have seemed more neighborly to their peers.

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    Worker’s Lodgings -Home to craftsman, smiths, and warriors, these lodgings are built to take advantage of Kolai’s resources and those taken from abroad. More recently, Sal’do the Clever’s push to tame the new-found beasts of the Duldrums has given new life and much more to do for the diminished population here.

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    Temple of Blood - Built when Chief Urdo first came to power, it stood as his throne, a sacrificial ziggurat, and a place of power. Chief Urdo claimed it was the Loa that gave him his wisdom to lead and his power in battle and in his early days made many sacrifices there. Since Sal’do the Clever’s rise, he has taken over the throne here and seeks to speak with the Loa as Urdo once did.

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    The Old Throne - Before Chief Urdo, all leaders of Kolai oversaw the whole of the island from this massive ziggurat. Ancient and honored, it no longer houses the leadership of the Razorbranch, but instead acts as a place of worship and reverence for the weakened population.

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    The Split - When Deathwing broke from Deepholm and sundered Azeroth in the Shattering, Kolai Isle was pulled violently into the Doldrums, splitting the island asunder and drowning or otherwise killing more than half the Razorbranch population. The Split leaves fractured ruins in its wake, the land quietly overtaking the ancient Trollish architecture.

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    Altar of Mourning - Before the exile of Chief Urdo, the Altar of Mourning was erected to honor those that had fallen in the Shattering. While cannibalism and sacrifice were the norm, the altar was put together all the same, with the bodies preserved as they once were, in ancient times. Sal’do’s rise to power has seen it’s disuse, but not destruction, with a faithful few tending to the dead.

    Notes

    Kolai Isle was once teeming with Trolls and hostile jungle creatures, but since the shattering, much of the population was obliterated. The process of rebuilding has been slow.

    Tropical and near to paradise before and after the sundering, it is dotted with palm trees, sandy beaches, and Troll-made buildings.

    Aged, stony buildings, and modern wooden architecture dot the island, the styles differing based on which leader they will built under.

    The island is rich in resources, exquisite timber, wildlife, and metal where it can be found, Kolai is the perfect place to start a civilization- which is why the Razorbranch did.

    The island was once whole, but is now split in two after the Shattering. Ruins now lay beneath the water, along with many dead Trolls.

    The island is very difficult to gain grounds on, with little space not watched over by the intensely xenophobic Razorbranch Tribe

    • Like 1

  20.  

    THE LAST BATTLEGROUND

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    Though the island has only recently become relevant, it has existed in the Doldrums for many hundreds of years. Formed from a burnt out lava plume that pushed to the surface and went dormant many thousands of years ago, it’s beaches and rocks are always shifting with the ebb and flow of the tide.


    With little vegetation and no mineral deposits to speak of, it was mostly ignored even by the prospectors of Sotoras and Silver-Eye Island. It only recently gained a name and a reputation after two stranded Alliance and Horde ships beached there, looking for a safe harbor.


    Unfortunately, the two parties landed a mere few hundred meters apart, and with no other place to go, were forced to negotiate. Reports coming back are mixed, no one is certain who attacked first, but a small war broke out on the shores of the so-named Last Battleground. The war left no one alive on the island, the small chain looking more like a graveyard now than a battlefield

     

    Major Characters

    Senior Sergeant Windhammer - A Tauren officer with a small flotilla of Horde scout craft. His ship along with the others were destroyed amid the Shattering. He lead the survivors of the Horde to Last Battleground. Assumed KIA.


    Master Sergeant Blastwhiz - A gnomish officer with a detached fleet of Alliance supply craft. His ship along with the others were destroyed amid the Shattering. He lead the survivors to Last Battleground. Assumed KIA.
     

    Notable Locations

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    Alliance Camp - Located on the Northern island, the Alliance made a basecamp here after their fleet was destroyed during the Shattering. Undersupplied but positioned near the Old Volcano, the Alliance attempted to fortify their position in case conflict broke out. It didn’t do them much good. 

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    The Old Volcano - Located on the Eastern island, the this aged lava plume has long since gone dormant and left the sandy beaches and rocky debris as a reminder. Shaped in a large bowl, it made for good cover during the small war on the Last Battleground.

     

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    Horde Camp - Located on the Southern island, the Horde made a basecamp here after their fleet was destroyed during the Shattering.With their larger ships but scare supplies, they took advantage of the larger mass of their island in preparations for a potential conflict. It didn’t do them much good.

     

    Notes

    The island chain is small, boasting little in terms of resources, but it’s isolation is considered a resource all it’s own. Notably fish and salvage from the broken camps are available.


    It’s made up of 3 smaller island blocks, with stony debris and a large burnt out lava plume. Plenty of open ground.


    Much of the Alliance and Horde camps on the island remains, along with the bodies and wreckage of their ships and soldiers. It’s a graveyard.

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