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  1. Magic in the Doldrums Magic in the Doldrums does not act quite the way it normally does on Azeroth. Everything feels off, different or harder. This document is merely a baseline for what player characters dabbling in each type of magic or rather, how each class or magically inclined race would feel in general. Keep in mind this does not provide the reasons for WHY magic works this way, merely what your character would be able to easily tell. The reasons for why and more things in particular must be found out through Role Play. DISCLAIMER: You are not owed an OOC explanation for the reasons as to why. Just know there are actual reasons for this. Also, keep in mind currently this is all fluff for your role-play experience and the reasons behind this may play into your experience here, such as events and the like. There is no heavily enforced negative for this in the RPG currently. Non-Magic Classes/General: As all living things in Warcraft’s setting have life and spirit energy, they to would feel this very essence be drained from them. Their strikes weaker, their resolve against a blow harder to muster. A warrior may be especially affected by this, but even a commoner or a mage will feel their strength be lesser than it would otherwise be. Arcane: None can sense or find the leylines of Azeroth in the Doldrums. It is as if they don’t exist. Arcane has to be pulled from different sources. Be it an object full of mana and arcane energies, or from the ambient arcane magic in the Doldrums. Upon washing ashore, any mage worth their incantations would notice this, and part of the journey is finding out how to more effectively do what you need. Spells, rituals, everything requires more power in the Doldrums to accomplish compared to Azeroth. Upon casting a spell, an arcane user would ‘feel’ something pulling at the energies. Teleportation does not work. Portal magic simply fails, as this relies on the use of leylines. Blinking, however, does work. Including long distance blinking(though this is -extremely- dangerous and, due to high inaccuracy, can easily result in death.) Holy: Upon calling for the Light, any user of it can tell that something is off. It is harder to call the Light to you and use it, and while on Azeroth using the Light would empower and reinvigorate one, here it does not. You still feel fatigue from casting with it. The important thing to note, is any light user could tell this is not the Light’s doing. It is being pulled -from- them forcefully. And one must work harder to maintain its use, just like Arcane users face. It can still be called upon anywhere in the Doldrums. Shadow: Much akin to Holy and Arcane, it is harder to cast and use shadow magic in the Doldrums. Users would note it is being -heavily- pulled from them, specifically in the direction of Black Finger. Necromancy - Necromancers would find all their attempts to raise undead be futile. All the ways one would raise a corpse into undeath upon Azeroth merely do not work here. This does not mean it does not work at all, but it must be ‘discovered’ how it works. Nature: Nature magic users, druids is particular would be able to tell something is off drastically for them. The Emerald Dream in the Doldrums feels off, not quite right. Still retaining the blessings of their patrons(i.e. Can still use cat form), nothing else feels right. One can not simply enter the dream and it requires more effort to use nature magic then it did on Azeroth. Elemental: Right off the ‘boat’ a shaman can tell something is wrong. The links with elementals one had established is clearly gone. It is as if an Azerothian Shaman went to the outlands to try and summon the powers of their elemental patrons on Azeroth. However, it is important to note that minor shamanistic magic still works, though it is harder to summon just like every other type. Even a beginner shaman could tell that perhaps the magic that does work is a welcoming gift. Fel: Fel and demonic summoning is a tad different on the feel. Much like every other type, there is a strong pull working against the character casting a fel spell or working a fel ritual. Upon casting a spell, the pull is a tad stronger. And summoning demons, even ones that were tied to the warlock on azeroth is impossible. Much like necromancy, the way one did it on Azeroth merely does not work. Playable Magical Races Undead: Undead in the Doldrums feel fatigue. They get tired. This is a completely different feeling from what they would be used to. The shadow magic used to keep an undead’s body together is being pulled from them. See Shadow. Night Elves: Kaldorei, or night elves would not play much differently here, but they would notice they have -no- connection to the tree on mount Hyjal. All the boons granted(protection against disease, ect.) are gone. Blood/High Elf: Quel’/Sin’dorei do not feel any connection to the Sunwell. However, they do feel the pull of arcane from their bodies, meaning the need for arcane of fel to feed their addiction is stronger here and requires more than they would’ve had to deal with on Azeroth. Highborne: A combination of Night elf and Blood elf. The connection Highborne from Kalimdor had to the Hyjal tree is gone, and on top of that, they face a magical addiction that is harder to deal with here. Oddities Tides and Stars: A keen eye and observant person would know that the Doldrums has no tides and the stars change every night. Current, wind, gravity all still exist, but these two things are an odd and easy to discover bit of information. Credit to the original artists for the pictures. I don't own them, I just have no money or artistic talent. Yay, google.
  2. Elle

    March Update!

    Hello, everyone! Your wonderfully evil Head Keeper here with an update about Ice Island. First off, I’m sad to say that my initial estimation of Ice Island being released by the end of this month is not going to be feasible. Our initial and current desire for Ice Island requires far more man-hours of work then we originally thought. The great golem, Axis, has been hard at work on populating the overworld of the island with wildlife and various other NPCs. Making NPCs that are balanced to be challenging, fair and realistic for what they are is a long process, but he is doing a wonderful job. There will also be far more locations and small ‘dungeons’ and encounters out in the world set up with DMkits that you will be able to solve and enjoy without needing a keeper at all. This requires a great deal of creativity, ingenuity and time. Coupled with providing for players on the current islands, this takes time.This is a lot of work and perhaps quite ambitious, but it should allow for things to flow more smoothly and at a reasonable pace for both players and staff to handle, while also giving our staff a chance to continue being players if they so desire. It’s important for us to be able to ground ourselves at a player’s level to avoid becoming murderous on PCs. Or, maybe that’s just me. On top of that, we are also writing detailed lore for the setting. While it is mostly for DMs, some of it will be released for players to view, like the magic lore we’ll be writing. To elaborate on that, any veteran WoW rper can tell that WoW’s magic lore is… all over the place. But, that’s what we get from Blizzard. However, with the setting we are playing in, we have a unique position to make things… more consistent. This will allow DMs and players to understand -how- magic works and provide a consistent experience for that. But, this allows us to build off a stable platform with more powerful rituals and spells and other magicy things, in a consistent way that both players and DMs can work off of. To note, we’re not reworking the basic of WoW’s magic, but rather, expanding them with the changes put onto them by the unique situation of the Doldrums. And perhaps, this will give players some tips on finding out why these changes happen! We have a few other things we will be working on to release with Ice Island. New building rules and clarifications. Territory and node control, and several other things. Ice Isle will have -one- neutral, mostly NPC controlled hub at launch for players. This will provide all your important NPCs and be the -only- safe area of the island at launch. The good news is! Players will be encouraged to change things up and build upon this foundation. I’ll release more information as we complete certain things to apprise you of our progress. But, know that while it is taking us a while to do it, we are taking our time so that the experience is fun out the door, rather then a few weeks or months down the road. Avoid tall grass, and slam that bottle of wine! You’ll need it.~
  3. Elle

    [Quest Chain] A Razor's Bite.

    Rain poured heavily down upon Opej'Nor as the first shots of Haven's Ballista echo'd in the air. Landing in the Razorbranch Encampment, killing trolls and setting the place aflame. Undeterred, the trolls gave a last, to the man defense of their camp, while the Captain led his forces against the trolls. The better equipped and led soldiers of Haven suffered minimal losses. Thanks to the help of a group of adventurers and allies, Haven managed to destroy the trolls and capture one of their leaders. The Invasion has been stopped, the threat of Kolai has been diminished once more, but some scary rumors and thoughts have come to the forefront. In total, around thirty people who occupy Opej'Nor normally have perished since the start. However, hundred of trolls have died. And yet, they kept coming and seemed to not care for the losses. Something else churns at the heart of the Razorbranch tribe... OOC: This concludes the quest chain for a 'Razor's Bite'. Its been a long one, and not terribly event heavy, but I hope everyone enjoyed it all the same! Thank you all for participating!
  4. Elle

    RPG starting XP revamp

    Mhm! This was one of the biggest issues we had from new players, the fact that you started so far below veteran players, and progressed so slowly on an 'infinite' scale of power stat wise, that you may never actually catch up to them. We've been working on improving both the RPG and DM side of things the last few months, even if it isn't incredibly fast a lot of older issues like the starting XP you brought up have been addressed. We appreciate that you thought of the server and how to better it, still.
  5. Elle

    Read Before Posting

    A few little helpful bits for new people! In game, if you type /join LFRP into the chat box, you'll join an OPTIONAL channel to help you find people who are Rpin' if they are willing to hand-wave a little logic so you can more easily find people. Keep in mind this is OPTIONAL for them to provide said information. As it is borderline meta-gaming. We also have on in our discord where you can set things up! Don't be shy, the server isn't dead, just a tad spread out right now.
  6. Hello, Survivors! I'm just dropping a quick update to cover some of the things that are in the works on right now. We have a new system in the works, Farming! The ultimate goal with this is to allow players to grow crops and herbs to make all kinds of delicious meals, salves, and other products. We've a discord channel dedicated to discuss its development, so do check it out! Secondly, we are working on adding to and improving the architect system (Big thanks to Mel), to have more consistant costs and far more objects added to it. We are also still working on evolving and making the RPG combat system better and more user friendly aswell! This includes new tokens for equipment, balance changes and potentially a few other nifty things. Axis, our silent golem, just finished up getting Ice Island and a few other world edits in! These include player built buildings and a few NPC driven ones. Which brings us to the state of the preparation for the Ice Isle: The Keeper team now has a server side ice island to begin working on spawning NPCs and other preparations. We are not quite ready to give a solid launch date yet, as we still have to finish some lore and organisational tidbits to cover before we are ready for launch. The isle is quite large, bigger than any isle we've made so far, so there's quite the work to do! However, there're a few decisions to speak about: Ice Island will start off as the only playable island on its launch, with the other isles being temporarily unaccessible. While it won't be a permanent change, it won't be something that only lasts a week or two either. There will be an abundance of things to do on the isle itself, set up with our lovely DMkit. This means that you will have many occasions to engage with the world without needing to ask for a keeper to do or learn something about it. Things are a tad slow feeling right now, I know! It happens, but we aren't dead or gone. To any new players, remember join the server discord, don't be shy to talk in it either!
  7. Elle

    [Quest Chain] A Razor's Bite.

    *For weeks, skirmishes have ranged in the jungle. Trollish blood split time and time again. The 'Captain' delayed by the lack of siege equipment and blessed by an influx of refugees, some of which turned to guards and workers. But, with the completion of the Ballista and the acquiring of some gunpowder, he was ready to launch his offensive.* [Quest-Event] Salvation of the Sanctuary *Word spreads that a elite group of Razorbranch have set themselves up at the pond near Drustgarde, once known as 'Sanctuary'. Hoping to turn the nature magic innate to the area against their foes, the Kolai have begun to do so with blood magic. The Captain is offering a payment of 500 Silver, and allowing all loot from the raiders to be granted for this. Captain is looking for a decent, organized group and is even offering help from his own 'elite' men in regards to this. Those interested should form a group and have their appointed leader reach out to the Captain to plan for this.* OOC: I will leave it up to players to organize themselves and reach out to me and the Captain to set a time and date for this. Your character can die or be seriously injured in this event. [Finale] The Besieged Launched a Siege. *The Captain has begun making plans to launch an assault on the Kolai main camp. He has stated he will make a call to arms when it begins and he needs aid. This is the make or break of the push-back against the troll invasion.*
  8. @Sevencix They may be defensive, though I don't think that is the intent. As for the setting, I know a few people have expressed how restricted it feels in terms of DMing, and it isn't as bad as people think. It just takes a little creativity. As for the work related issues and hiring people. I just made an announcement in the discord about hiring, as that is where all the current active players are. Though I'll probably throw up a post on the forums to. Generally speaking, staff positions aside council and management are up for application at any time.
  9. I want to say that we are doing the most we can and I can't speak for most of these points. ITs work I can try and -help- with but not something I can, do. Storytelling however... Yes. I know that is lacking. Most of our team is incredibly busy with work and the times they can hop on, are the times when they are either extremely tired, or not when players are generally on. I've mentioned this several times in discord and I'll say it here. -My- biggest problem is hands. Creativity is very important for DMing and trying to work and come up with lore and story changes, and making the world feel alive is incredibly taxing on. I know both Varen and I feel overwhelmed, and we are doing our best. That said, you hit a lot of things on the head about problems here and I'm working on changing them from where I can to the best of my ability. As for the event you speak about? Yes. I heard and I do not like that. I've constantly brought up from my time as a player to now, that the 'bad guy always getting away' is stupid and overdone and poorly executed band-aiding for a misstep in the planned story. I'm currently finishing up new keeper guidelines that should help fix this issue. And of course, I am -always- taking Applications for Keepers. Varen and I can only do so much between the two of us, as far as heavy activity goes. And the best way to fix problems, is to help with them. Not pointing that finger at anyone in particular, but I am just saying. If you -can- help, but choose to only complain, well, then you have to learn patience, as I'm one mind and one pair of hands. Thank you for the feedback, Sevencix. It is really appreciated and I'm sorry if our responses aren't satisfactory, but our lists are long, mate.
  10. "It was a quiet night, Zakula. Not a breathe of wind.... I tell you, none of us saw it coming. None of us. Such... horror. Bless Hindel's bloody greedy for taking its focus it..." Sears took a deep breathe, his body trembling. His fellow Ferry operator leaning across her desk frowning, it was highly uncommon for one ferryman to stay at a stop for more then to drop off or pick up passengers. Let alone say they are moving here... After a few moments, Sears was able to regain enough composure to continue. "Then the waves hit. Massive ones. They poured over the Galleon and then the docks... I... There was more then one, but this one... it was larger, terrifying. A massive black shape in the air... And... it spoke... 'This island and your horde of greed now belong to me.'..." Sears let out a sigh, moving to take a seat and hang his head. "I'm not sure who made it out... but... It burned Silver-Eye. Setting the entire town aflame. Have you ever seen someone set alight by... by a dragon's fire right before you -and- barely survive? Its... I.." He coughed, almost retching at the thought. "S-so many dead.... all because of the bloody green snotball's greed..." "It was a massive black dragon, Zakula. Silver-Eye is ash." Late into the night, Shipmaster Sears arrived to Port Drustgarde, his ferry overloaded with people from Silver-Eye. Injured, burned, suffering from smoke inhalation. Sears stepped onto the docks and told his tale to Zakula, Sotoran soldiers taking the injured to the infirmary. And word spread rapidly. Across the entire Doldrums, all know what now sat atop the peak of Silver-Eye. A massive column of soaring into the sky from Silver-Eye's location was testament to it. Sears could not answer who survived such an event. Only the next few days would show the Doldrums how badly the loss of life was.
  11. Elle

    [Quest Chain] A Razor's Bite.

    Part 2: As the Blood Warrior fell to the blades of adventurers, and word spread many thought yet another Kolai raid on Opej'Nor had been soundly defeated. But, Sal'do was not called 'the Clever' for no reason. He had been kind, in his mind, to the upstarts who refused to bend to the knee to him. Settling on -his- lands. Every chance he had given them to willingly fall in line had failed. There would be no more diplomacy. No more asking. Those on Opej'Nor would serve him in chains, or die. It didn't take long for bad news to reach the ears of the people. Razorbranch Raiders had swarmed into the jungle. Preying on lone hunters and weak looking targets. Halfpoint Haven, once more was throwing off raids, and even the Gorgeous Boy camp just down the beach from Drustgarde was being raided on the daily. It was clear to all that this wasn't just a raid. It was something far worse. [Quest 1] Bring me their h-Necklaces. The 'Captain' at Halfpoint Haven has posted up notes around various settlements. Saying that him and his people would pay for each troll slain. A necklace that all the Kolai raiders seemed to have was what he chose to have as proof. Offering Silver... and if fifty were brought, an item of rare quality would be rewarded to those who threw themselves fully into combating this menace. OOC: I will be placing an NPC who can take these necklaces, you will be given 1xp and 10 silver per turn in. Once 50 are turned in, you will be rewarded with an item from the npc. You make a ticket asking to speak with the 'Captain' and he will give you a rare item of your desire. If you turn in another fifty, you will get a special reward and a title.(100 total.) [Quest 2] I have a Ballista. I Have some Gunpowder. Boom. Trolls Gone. Word spreads that the 'Captain' is looking for help making a Balista and a few explosive bolts to fire at the base camp the trolls have once preparations for an attack are finished. He is looking for at least an adept engineer of some sorts to help, and someone with access to gunpowder or explosives. Like always, the 'Captain' promises payment and rewards for the help. OOC: The Captain needs 100 Rugged timber, 100 Hardwood, 150 Greenery, 100 Simple Metal and 50 sturdy. He will grant Silver for this, plus you gain reputation. Those who contribute the most will gain reputation, possibly a reward. Make a ticket to speak to an npc or the captain. Anyone with Architect 40+ will be given another task to help with for extra silver. People can ask the 'Captain' to point them to a place to find gunpowder to help aswell for silver.
  12. Elle

    [Quest Chain] A Razor's Bite.

    The [Haven's Siege] quest has been completed. All that remains of Part One of this quest chain is [The Butchered Camp]. This is recommended at 5+. The deadline to complete this is 12/9.
  13. "There aren't many left from that time. Back when we lived in more squalid conditions then we do now. When the fear of troll raids." The gruff, dirty human male looked around his fellow refugees around the fire. The moon was high in the sky as he regaled them with heroics of men and women long dead or gone. "The first was when the Daggerfin Pirates owned this and it was simply a bar with a camp. The Ironbound did that. Aye. Them. Heroes, villains, greedy sods. Whatever ye' wanna call them. But, they were the first to stand against the Razorbranch from Kolai. I wasn't here for that one... But.." Trailing off, the man fell silent. The fire cracking to cover the silence. A mild commotion could be heard on the other side of the Port, this wasn't terribly unusual, so the man finally finished his tale. "My brother and I were here for the second. When a large force of those blood-thirsty, beasts came back. In far larger numbers, shortly after Drustgarde purchased the Port and Caveat moved their men out. Oh, by the Light, was it a force to take the Port. They surrounded it. Defenses quickly organized. Luckily we 'ad a hour or two before they finally came ashore and started the siege. They were met with a daring attack. A few o' Lady Springfield's soldiers protected us in the bar while the majority of Drustgarde and its allies started the attack. And I never thought I'd say this, but the bloody orcs came to help aswell. Landed off a ferry, sounded the horn and rushed into the fight. A few of us were taken, my brother included. But, the trolls were almost routed, most of their boats destroyed. Since then, the trolls have not dared to return." About half an hour after the man finished his story, news spread like wildfire. Like the pages of a story, the timing was incredible it seemed. The Razorbranch had returned. They butchered another camp of trolls on the old site of Drustgarde's base. A few hours later, a badly injured and near-death refugee brought even worse news. Halfpoint Haven had been besieged by a small force of trolls aswell they only had enough supplies to hold out for a week... It seems Sal'do the Clever has decided to finally make another move on the board... OOC: So, this is the start of a low-mid xp quest chain designed for groups and possibly some soloing at high xp. Currently, there are two quests to do. [The Butchered Camp] and [Haven's Siege]. [The Butchered Camp] Can be handled without a DM present. But, it is asked you may a ticket afterwards about any special items you find and/or upon clearing the camp. Player's have a week to deal with this before the NPCs will progress. [Haven's Siege] requires some minor DM presence, so for that one you will have to make a ticket and schedule a time with me. Player's have a week to effect the outcome of this quest. The purpose of this quest chain is to both test out a way for us to give players something to atleast be minorly engaged in, hopefully have a blast with, that doesn't require a DM being present due to timezone differences and absences caused by RL. And secondly, try out this formula. There are multiple stages to this, that will be revealed as each milestone is reached, either in time, or by players pushing for a conclusion one way or another. After this first stage, I will open a feedback thread to get people's thoughts. Good hunting.~
  14. Elle

    The Captain's GRAND ADVENTURERS!

    The Clinic and the Book Rumors of the old Silver-Eye Clinic being haunted, abound throughout the Doldrums. It seems the Captain has taken interest in it and gone to Silver-Eye to Investigate.(Make a ticket to speak with him and start the quest. Recommend party size: 2.) Progress: The Captain is outside the Clinic. Complete: Isabelle and Zoe completed this quest. Gaining basic rewards and also being granted a question to ask the captain about himself each. The artifact causing the haunting was kept by a player.
  15. Elle

    The Captain's GRAND ADVENTURERS!

    Retirement?! Bah! I'm too old for that! Posts have appeared on noticeboards across the Doldrums, the Captain is looking for a trained armorsmith and weaponsmith! He speaks of payment to those trained enough to aid him! (Must be able to make Uncommon atleast.) Progress: The Captain has already been approached by someone offering to make atleast the required armor. However, depending on if anyone else approaches him with a better deal or not will determine if he gives the bid over to the current craftsman. Completed: A dwarven armoursmith filled the Captain's order!