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Posted: Mon May 26, 2008 5:24 am
MALIGNANT DARK Parental Advisory, content not for the faint of heart, 14+
Welcome to Azeroth, to Outland, to the Twisting Nether and all that lies within. Illidan Stormrage is dead, the Netherwing flight restored and Shattrath is finally at peace. Your scars are still healing, your bruises fading. Many of you have lost friends and family. The battle was won, paid with many lives. Azeroth and Outland are plunged into a strange state of being- peace. The Horde and Alliance have forged a blood pact on the battlefield, and the two sides mingle as one. Old grudges are forgotten or ignored, for victory is too sweet a taste to be spoiled by hatred.
June 2nd 1:30pm: Added an example of a 'good character' to the bottom of the post. May 29th 5:16pm: Player slots have been bumped up to 8. I'm a little leery about adding any more than this, but we'll see. May 26 2:23pm: Added more info on current world status, sorry for the confusion
Party Slots: 7/8 Slots Available
AZEROTH AND OUTLAND: SPECIFICS
-Alliance and Horde are at peace. -Northrend as we know it is nigh impossible to get to, and no one except a select few know whats on it. Mages cant teleport there, boats and airships crash or sink due to the massive storms that encircle the continent. Its pretty much a no-go. -You have no idea who the Lich King is. -The nightmare does not exist. (Or maybe it does? Idk. The druids might.) -The dragon aspects are all MIA, except for Alexstrasza, whos current den location is a well-guarded secret. You do not know where exactly she is.
More will be added as I think of it.
ROLLIN NERDY This campaign will be slightly similar to traditional D&D. I'm not going to play a character, I'm playing the universe. I'm god. I will tell you what is around you, what you see, what you find, and its up to you to react to that. There will be no dice rolling, no stats, no tabletop RPG rules. Just roleplay.
YOU KNOW NOTHING All of us have played and experienced WoW and Warcraft to the point where we have become incredibly familiar with the terrain and features, and we have in our heads that there is a certain way this world must be. This campaign will be hard for you to play in, because you think you know everything. You don't. This campaign is BASED off WoW. Things are different. Some things I will tell you which, because its common knowledge, and some I won't, because your character wouldn't know. The point of this is because 1) Blizzard has set up a very static universe in which nothing ever changes. Its designed for you to keep pumping your $15 USD per month in. This makes for a boring campaign. IF YOU ******** UP, YOU WILL DIE, AND THE WORLD WILL END. No pause, no rewind, no restarts, no 'whoops my bad.' Thats it, go home. 2) I want to keep you on your toes. I want to keep you guessing. I want you to be paranoid, unsure, and always thinking.
Like for instance, most everyone IRL will know that in Ahn'Qiraj, there are lots and lots of bug things, and they like to eat your face. Ingame, however, your character might never have seen AQ, or even been to Silithus. I expect you to know what your character does and doesn't know, and stick to it. Simply put, no metagaming.
YOU GON DIE, GODDAMNED LONG VERSION This will not be an easy campaign. Your characters have a good chance of dying if you aren't careful and you don't think about what you're doing. You will be allowed to make another character to play with (recreate). If there are more than 6 people wanting to play, it will be on a FIRST COME FIRST SERVE BASIS. The 7th person to put in a character profile will be put on a waiting list. If someone dies, they will not be allowed to recreate, instead the first person on the waiting list will be introduced at a time of my choosing, when its appropriate for the campaign. If you die and there is a waiting list, you will be put at the bottom of the waiting list. So say you're in a dungeon, and one of you dies. The next character to be introduced wont be introduced until you get back to a town or similar location. There will be no more than 8 active or pending (meaning you're on the wait list) at any given time.
I WILL PM YOU MAYBE Sometimes I will tell you things as a GM that the other party members wont know. It could be part of your class, or maybe a message from a personal acquaintance. In this case I will PM you, and you may roleplay with me in the PM.
WRITE A GODDAMNED BACKSTORY I expect your characters to have backstories. They don't have to be particularily long, I just want to know where you came from. Did you serve in any wars? Any family? Lovers? Children? Have a home somewhere? Spend the majority of your time in a specific place?
TECH LEVEL Goblin Shredders exist. Dr Boom exists. Fel Reavers aren't so badass. There are no time machines, though, or shrink-rays. Gunpowder is widely used, and magic is sometimes aided in the creation of tech. There are flintlocke pistols, and you can dual wield them, use one, or use one and a melee weapon if you feel extra badass. Rifles are commonplace, flintlocke pistols are a little harder to make and thus rarer. Flintlocke pistols have three shots, and then must be reloaded. Takes about 15 seconds to do this if you're fairly proficient, 7 seconds if you're epic. This is not realistic, and I don't care. Unless I think of some other restrictions tech is pretty much the same as it is in WoW, keeping the aforementioned limitations in mind.
COMBAT Combat will basically be like this: Me: A RABID WOLF WANTS TO BITE YOUR FACE OFF AND LAY EGGS IN YOUR SKULL. You: I KILL IT VIOLENTLY BUT LOOK LIKE A BADASS ******** AS I DO SO. And then you kill it, unless I say otherwise. Usually you just kill s**t unless its like a bossfight(TM) in which case I might have to disallow one hit kills :3 I expect your combat roleplay to be ******** epic, though. Bad combat roleplay: 'i atack it with my axe and kill it' Good combat roleplay: 'With a deep-throated roar, I charge at the wolf, footsteps thundering into the dry, cracked earth. With a mighty heave of my axe, glistening with blackened blood from the mounds of wolves around me, I cleave downwards into it's skull- KRAKOW (yes onomatopoeia is totally okay)!! With a pained yelp, it soars backwards, dead before it hits the ground.' Incredibly cheesy, but you get the point.
SPEELING PLEASE For the love of god, use a spellcheck. I use Firefox, and theres an option where it spellchecks everything you type. Its amazing, I love it. If you're a f*****t and dont use Firefox, type it out in Word first. Grammar is also a plus.
LULS ACCEPTABLE The occasional lul is acceptable, and welcome. But this isn't a silly campaign, its an epic one. If I feel the silly is getting out of hand, I'll tell you to stop.
DON'T MAKE ME PULL OUT THE BIG GUNS If someone decides to be a retard, I will ask Void or whichever mod I feel like asking to deal with it. If you're being a c**t, you'll get kicked out.
TL;DR SHORT N SWEET(C) VERSION -I'm god -You know jack and s**t, cuz this be BASED on WoW -No metagaming -You gon die. Read the goddamned long version of this one. -I might PM you sometimes. -Write a ******** RP. -Spell good please -Read the tech s**t -Not a silly campaign, keep a bit of a lid on the silly. -No godmode, no powergaming, no being a cuntbox -I will swear and frequently, you are welcome to do the same -Romance/petting allowed, keep it 14+. Tits are fine, grinding is fine, tongue is fine, groping is fine. Lewd jokes and innuendo are totally welcome. If the pants come off or there is penetration, thats a PM convo, I don't ******** want to see it.
THIS PART FULLY SUSCEPTIBLE TO EDITS AND ADDITIONS. I will add a note at the top of the thread if I change anything.
CHARACTER CREATION
Don't ******** make a character if you don't plan to dedicate yourself to this rp enough to see it through as far as it can go. For the serious player only.
Anything in brackets may be removed when you fill this out, they're just there for notes. You dont have to PM the profile, just post it here. If I have an issue with it I'll PM you about it.
Name: Race: Gender: Age: (Numbers aint so important, 'teenage' or 'middleage' is fine.) Class: (This doesn't have to be so concrete, if you want to be a gun-toting ******** with no pet thats fine by me. If you're going with a certain spec, like resto shaman for instance, be sure to put that down. Anything that will heavily affect your performance in combat should be listed. So like, affliction/demonology warlock doesn't need to be listed. Shadow/holy priest does need to be listed.) Height: (Try and stay within your race's limitations. A gnome is not ******** going to be 5'4".) Weight: (See height) Body type: (Overweight, heavily muscled, slim, lanky, whatever) Special markings/characteristics: (A tauren with a star marking on one hand for instance or a broken horn on a draenei, any tattoos, piercings, scars, birthmarks, a limp...anything.)
Weapons: (Names aren't important, just a type and a short description: ie- 2handed warhammer with a glowing blue jewel in the haft) Backstory: (Don't need an essay, but if you want to write a big story go ahead...include any relationships you might have, ie close friends or contacts you might be able to use) Pets: (Unless you're a hunter (in which case you can have a badass combat pet) or a druid (in which case you can have a less cool pet like an eagle or something), just stick to noncombat pets like cats or tiny sporebats.) Notes: (Anything you might want to say about the character afterwards)
EXAMPLE OF A GOOD CHARACTER Name: Urgrim Bladedance of the Warsong Clan Race: Orc Gender: Male Age: Urgrim appears to be entering old age. His face carries many creases and scars, but his muscles still thick (even for an orc) and ropey. In reality, he is exceedingly old for an orc, nearing 100 years old. Class: Blademaster. Urgrim is said to be legendary with a blade, hefting his two handed Hellsbite with ease and grace. Few have witnessed the whirling deathstorm that is Urgrim when he enters combat, feeling the surge and flow of battle, but those that do rarely live to tell the tale. Height: 6'9" Weight: 352lbs Body type: Bulky and muscular. Special markings/characteristics: Urgrim carries many scars, most prominently a thick, deep blade wound that intersects 3/4ths of his face, permanently closing one eye. Also scarred into his arms are intricate tribal markings, almost oriental in design.
Weapons: A two handed buster-sword type weapon named Hellsbite with an opaque thick blood channel in the centre taking up 1/3rd the width the blade. This opaque channel seems to glow with inner fire, and sometimes, out of the corner of your eye, you think you can catch a lick of flame escaping out of it and up over the sword. It is otherwise a strange blackened metal, the grip wrapped in reddish leather strips. The pommel is a glowing ruby. Backstory: Urgrim has been a servant of the Horde since long before Orgrimmar was built, long before the Second War. Thrall considers him a reliable and trustworthy warrior who always gets the job done, and thats exactly what Urgrim does. Urgrim is fiercely loyal and will defend his country, Warchief and loved ones no matter what the cost. He spent a decade or so in Ashenvale, repelling the Sentinels. He was one of the first into the Plaguelands, the first into Silithus. He's done battle with giant dinosaurs, legions of risen dead, evil warlocks, corrupt constructs, mad dragons, ogre-kings, giant elementals and hordes more. Grim always has a seemingly tall story to tell. The trouble is is that these fishy stories are always true. Grim finds no more joy in that keeping a camp full of younguns entertained with a story of adventure. Notes: Part of the reason why Grim has stayed alive so long is that every once in awhile, he'll get a hunch, and that hunch is never wrong. Its a rare thing and he still has to rely first and foremost on his wits and strength, however.
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Posted: Mon May 26, 2008 5:34 am
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Posted: Mon May 26, 2008 10:29 am
Ray's life wasn't easy. While his remote tribe of Tauren was eventually swept up in Cairn's vision, his youth was filled with the trials of growing up as a part of a nomadic tribe. But, as his teacher once said, every cloud has it's silver lining. His tribes travels exposed him to many different parts of the continent now known as Kalimdor, and his mastery of the druidic powers that were taught to him was substantial, to say the least.
His calfhood was spent mostly learning how to most benefit the tribe with the druid powers that he was being taught, but when the "revolution" swept him up, Ray feared that all he had learned would be of no use. However, his efforts to soak up as much knowledge as possible wouldn't be in vain. He found that this new world of his and his clan's would require much work, and as he continued to do what was only normal for him, travel through the world and learn much, he would find that he used his powers quite a bit.
Ray was a simple creature, however. While some of his tauren brethren had thoughts of becoming extremely powerful by taking advantage of things like their size or their inherently powerful druidic or shamanic powers, Ray was usually completely content with just helping out other creatures. He found early in his training that he felt particularly drawn towards the healing abilities that every druid had, and so he focused on those. His teacher, a particularly powerful and well-known druid among many clans pushed him quite hard as a child to find his own niche, and Ray easily slipped into healing spells. Later on, his teacher would remark that he always knew that Ray's proficiency would be in healing spells, telling Ray that his moon shaped white spot on the palm of his right hand was an easy tell. Ray simply shook his head at this revelation, thinking to himself that it would be many years and many adventures and teachers later before he knew even half as much as this honored village elder.
Ray loved his teacher, but he knew that he would have to leave him eventually. The day before Ray would begin his journey, his teacher sent a messenger for him. He bestowed upon him his own prized weapon, and Ray felt extremely honored. The staff was absolutely beautiful, enchanted with his teacher's own spirit and power, and morphed into it's form with many different types of woods. It was perfectly balanced, and felt simply... right in Ray's hands.
"And with this final gift, my son, I say goodbye. I will still be here if you ever need me, and always know that the clan still remembers the days when it was just us. If you need our help, it will always be available," his teacher said, bestowing his final words of wisdom.
Ray headed out into the world, ready to learn and to continue with his life adventure.
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Posted: Mon May 26, 2008 10:47 am
Okay, I'm guessing we're allowed to post the profiles in the thread. Please tell me if this is okay/not enough detail Name: Layn Race: Draenei Gender: Female Age: teenager (18ish) Class: Mage. Fire Mage. This means lots of spell crits, aggro monster, and am no good at pvp. Die easily if enemy doesn't die first. Height: 5'3". short for a draenei Weight: um, no clue, what's a good weight for a draenei of said height? Body type: Slim and child like Special markings/characteristics: draenei females have a little figure eight gem thing on their foreheads.... she has a blue flame instead of the weird figure eight thing.
Weapons: Gold-orange short sword that glows blue. And knows how to use it. Not just pretty jewelry. Backstory: While most draenei are devoted to holy magic and arcane powers, Layn has taken a different approach to magic. Instead of mastering the arcane abilities normally found among the draenei, she has turned to fire spells. This was caused by being ignored by other, more conventional draenei due to her very young appearance. They just wouldn't take her seriously, looking at her and seeing a young, 13 or 12 year old child instead of an older, more mature person. Layn left the Exodar after it became clear that she would never be taught anything of importance, and never be taken seriously, if she remained at home. She has vowed never to return until she is powerful enough that her sheer power will force her people to respect her for who she is. She is always exploring dungeons and hidden places, searching for new knowledge and artifacts that will help her accomplish her goals. Somewhere in her travels, she was taught how to use swords, a helpful skill for someone who otherwise would die quickly in a close range fight. She is sad that she was forced to leave her home, but she realizes that in her time away, she has already learned more than any mage back in the Exodar could ever dream of.
Pets: Tiny sporebat!
Notes: I hope that a fire mage being able to wield a sword isn't too much like an ultra powerful character, but when I look at my Nathrezim Mindblade, I don't see a dagger, I see a sword. And in real life, I can use a sword, it doesn't require strength so much as speed, especially with a short sword. So it is conceivable that a caster type could take the time to learn and become proficient in the art of swordwork, as long as the sword is lightweight. I doubt my mage could even lift a broadsword....
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Posted: Mon May 26, 2008 1:14 pm
Name: Parra Race: Night Elf Gender: Male Age: Middle Age (old enough to be experienced in life, but still young enough to kick a**) Class: Druid, preferably feral, but as most druids a little bit of everything, whatever is necessary for the party Height: 6'2" (average height for a Night Elf I guess) Weight: 220lbs? matching the body type Body type: Worn by spending a lot of time in the jungle, not pumped up but fairly muscular Special markings/characteristics: A large scar across his face from a untimely encounter with a not so friendly bear. He was in bearform during the attack, but the scar is also clearly visible in his normal form.
Weapons: A staff, looks like a normal walking stick (for which it is used most of the time) but it seems to have some sort of magical power that enhances Parra's attack power while shapeshifted. Backstory: Parra has always been close to nature. At a young age he his parents always had to drag him from the forest where he was trying to communicate with the animals. In his puberty he thought he could learn more from nature than from any of the teachers in Darnassus, and when he turned 23, the official adult age of the Night Elves, he simply packed his backpack and walked off. Since then, he has been travelling across Kalimdor and the Eastern Kingdoms, discovering the various forms of flora and fauna, using his various transformation forms, he has learned to communicate, on a basic level, with several friendly species of animals, although this has not always been easy, hence the scar on his face. Lately, he has found out that something is corrupting the Azerothian landscape, especially in places like Felwood and the Plaguelands, and he feels that something more is going on than just what is happening over there. Pets: Claw, a young nightsaber panther, a little bit like Ash Catchem's Pikachu, although much less powerful. His faithful companion, can also stealth and helps Parra communicating with other animals. Notes: Parra is very much on his own, sometimes it seems he is more in touch with animals than with other humanoids. He knows what to say and when, due to his Darnassian upbringing, but he is not the one to tell elaborate stories while sitting at a campfire. This might have something to do with events from his past, especially around his 23rd birthday and his leaving Darnassus.
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Posted: Mon May 26, 2008 2:08 pm
Name: Ravox Race: Orc Gender: Male Age: Somewhere in the twenties or thirties. Class: Shaman. Height: 6'7" Weight: 400 pounds. Body type: Heavily Muscled. Special markings/characteristics: A large number or skars on the arms and chest obviously from his own blades.
Weapons: Two Fist Weapons, each having four razor sharp blades.- Backstory: Ravox was always a revolutionary shaman. Ever since his teenage years, he's practiced a mix of magic and melee. Ravox has always beleived that there were more than just the four elementals used commonly by his bretheran. He beleived in many others that he could bond with, which would make shamans in theory, unstoppable. Ravox beleived that once the basic elements were mastered, the shaman would be able to work with Conglomerate, and possibly even Primordial Elementals, increasing his power. In search of these, Ravox has gone everywhere from Westfall, to Frostlands, to the Molten Core, to Draenei Ruins in the waistes of Outland to the Un'goro Crater in order to study these odd elementals. Because of Ravox's unreliable nature, and his absolute obsession with elementals Thrall had been troubled. Thrall had the choice of banishing Ravox due to his recklessness, however fall behind in studies of shamanism, or to allow him to stay and partake in dangerous studies. After much thought, Thrall decided that it be best Ravox be indirectly banished. Thrall constantly sent the restless shaman to all corners of Azeroth to study. Ravox immediately realized what Thrall was doing and after time, accepted it.
During his travels, Ravox came across a story of two fist weapons Raz'Threl, and Zal'Rok. They were said to be instilled with conglomerate energy, however this was later proven to be false. With a party of twenty, Ravox entered the tomb in which the weapons were told to be. After a long journey, a party of five left the tomb successfully. Dissapointed, Ravox deducted that the blades had no conglomerate energy, but an enchantment of a different element on each claw. Ravox became profficient with them, and continued his studies. Months later, he heard of another shaman looking towards Primordial Elementals. After much searching, he found Biz. Together they studied and eventually fell in love, however Ravox couldn't accept finding someone more important that his studies. He drove Biz away constantly taking unnessacery risks he didn't need to take.
Ravox began to attempt to instill elementals into his armor. After failing many times, Ravox began even more dangerous studies. He attempted to instill elementals into animals, he was going mad due to his poor decision. Ravox nearly broke all ties to the Horde, constantly fussing at Thrall for more resources, for a trip back to Orgrimmar, for time to search... Thrall, unconvinced, still sent him from one corner of Azeroth to the next, preventing Ravox from getting the closeur he needed. Ravox ended up nearly killing himself by letting roaming elementals consume him, however he was saved by a passing Undead Priest. After months of traveling together, Ravox healed. They parted ways eventually without ever knowing each other's name. Ravox vowed to continue his studies, even if it damned his soul.
Under Thrall's orders, Ravox was ordered to Northerend to fight the scourge. Ravox has no such plans, and hopes to encounter the Blue Dragonflight, Ice Elementals, and powerful artifacts rather than the dull alliance. Ravox's undead priest friend still aids him through dreams, occasionally the elementals he desires to come into contact help him as well. Pets: N/A Notes: Notably graceful in combat in comparison to his Orcish Bretheran.
((Please note I have neither Firefox, nor Word, and had to use a funky, probably junky spell checker))
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Posted: Mon May 26, 2008 6:25 pm
Name: Helkast Grimforge Race: Dark Iron Dwarf / Thorium Brotherhood Gender: Male Age: Middling-old for a dwarf... About 50-60? Class: Flamesmith (Ele Shaman / Ret Pally) Height: Three foot seven -- Below average for a dwarf, but not far enough below to be out of the ordinary. Weight: 247 pounds. Body type: Short and stocky, toughened from years of battle and forgework, but thickening slightly around the middle due to good living. Special markings/characteristics: To cement his relationship with the element of fire, Helkast has inscribed mystic runes into his flesh. While these decorations are normally inert, when he invokes a spell, they blaze to life, glowing with heat commensurate to the power of the magic being channeled. While Helkast can certainly feel this heat, his skin has long since been accustomed to even hotter fires living around Blackrock Mountain.
Weapons: A great maul hewn from the living rock of the mountain, inset with a blazing ruby. Backstory: Born in the firelit city of Shadowforge, Helkast showed an affinity for fire from a very early age. He was sent to train with the priests of the Clan, but never ascribed to their beliefs, preferring to bend elemental power to his will than worship it. He kept this secret, however, as he feared the repercussions if his "blasphemy" was discovered. Instead he devoted himself to forgework, learning the ins and outs of the blacksmith's craft as only a dwarf can.
Experimenting in secret with binding elementals, Helkast stumbled upon a connection between the deep nature of magic and the symbols used by mages and other spellcasters to focus their power -- Runes. Replications of patterns traced out by ley lines, paths of great natural power, properly shaped runes can manifest arcane magic of vast potential. Knowing none of the deep theory behind Rune Magic, Helkast seared complex runic patterns onto his own body, unwittingly attracting the attention of the elements. A minor fire elemental was first to investigate, and to test his new power Helkast attempted a simple binding spell, to compel the elemental to obey his commands for a few hours. The spell twisted out of Helkast's control, however, the runes on his body forcing the magic through unfamiliar paths, spiraling in on itself, magnifying its effect manyfold. When he regained consciousness, Helkast was stunned to discover he had forged a permanent bond with this elemental, who revealed his name was Char, and warning of the sleeping doom beneath the mountain -- Ragnaros, the Firelord.
Helkast's first thought was of the power that could be gained from harnessing such a massively powerful being, but Char disenchanted him quickly -- a naive runecaster such as himself would be naught but a minor annoyance for the Elemental Lord. Helkast accepted this, but filed the information away in his mind for future refence. Hearing someone approaching, Helkast produced a great ruby (an ancestral treasure), and bade Char hide within it.
When Thaurissan destroyed much of the Redridge Mountains in his ultimate folly, Helkast fled Blackrock with the group of dwarves that would become the Thorium Brotherhood. Pressed to survive in a hostile environment, the dwarves of the Brotherhood took up arms to defend themselves, and Kelkast was no exception. Muscles build up from hours swinging heavy hammers at the forge served him well in combat, and he quickly built a reputation as a skilled fighter, his favored weapon a heavy two-handed maul. Eventually, the Brotherhood sent out scouts to determine what had become of the Dark Iron Clan, and Helkast eagerly volunteered.
While the other scouts stuck to the upper levels of Shadowforge, eavesdropping on conversations and orders, Helkast made his way down to the very underbelly of the mountain, sneaking through hidden passages memorized during his years of secret study. He eventually emerged into what was now the Molten Core, and stood amazed at the sheer size of the great elementals wandering freely throughout the subterranean cavern. A sudden shout echoing from above arrested his attention -- one of the other scouts must have been discovered! Unthinking, Helkast called upon Char to give him a weapon, (he had come unarmed into the mountain, to avoid instantly giving himself away) and the elemental gave him one -- a great hammer, crafted in one piece from the magma pooling on the cavern's floor. Grasping the hammer's still-smoking hilt, Helkast charged back the way he had come, arriving just in time to rescue his fellow scout from the Shadowforge authorities and escape the mountain. Only after they were safe back in Thorium Point did Helkast take the time to examine his new weapon, and he marveled at its simplicity and strength. He inset Char's ruby into the hammer's head, to keep it safe from potential thieves, but also to show respect for his closest friend and ally.
When rumors began circulating about this 'new world', Helkast at first gave them little attention. What did he care about a different world, when he was so preoccupied with this one? But when he heard about discoveries made by the shamanistic Earthen Ring, and in particular a location known as "The Throne of the Elements", where it was said the will of the elements was made manifest in beings known as 'Furies', he decided to venture out and discover the truth of these rumors, and perhaps unlock the secrets of elemental power and free his people from the Firelord's dominion.
Pets: Char, a lesser Fire Elemental that dwells within the gem on Helkast's mace. Helkast does not look on Char as a servant so much as a companion, and only rarely calls on him for any assistance more significant than lighting campfires.
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Posted: Thu May 29, 2008 5:51 pm
Name: Mallix Deathstrider Race: Forsaken, Previously High Elf Gender: Female Age: Young-Middle Aged for an Elf before death. Class: Dark Ranger Height: 6’1” Weight: 75 lbs Body type: Slim Special markings/characteristics: Dark blue-ish gray skin. Left ear missing its tip. Also, while it’s hidden under her clothes, there is a large scar across her heart where she was killed. Weapons: An obsidian black bow and quiver. A small dagger with a glowing green blade on her belt. Backstory: Mallix Deathstrider used to be Mallisa Hawkstrider, a High Elven Ranger of Quel’Thalas under the command of Sylvanas Windrunner. Fate has a sense of irony, it would seem, as now she servers under Sylvanas once more. Mallisa was killed during the attack on Quel’Thalas, slashed right through the heart by an undead warrior after being overwhelmed, literally fighting to the end. She was raised and fought mindlessly for the Scourge until the link was severed. Sylvanas and the other Forsaken showed her the way, and she joined the ranks of the Dark Rangers. Now she often undertakes tasks given out directly by Sylvanas, or even her second in command, Varimathras, but also roams the world for her own reasons. Pets: Krix, an undead raven. It is unsure how these two came to be together, but their unspoken bond is readily apparent, if you ever see him, that is. Often he is flying just out of sight when not spotting and even attacking Mallix’s foes.
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Void Dragoon Vice Captain
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Posted: Mon Jun 02, 2008 7:59 am
Name: Crescena Starsweeper ("Cres" or "Star" she will answer to.) Race: Night Elf Gender: Female Age: Middle-aged, on the verge of old age. Class: Restoration Druid Height: Around 6'5" Weight: 160lbs Body type: Average build leaning towards a slim body. Special markings/characteristics: Her hair is graying, the dark blue becoming lighter towards her scalp, usually in a light braid that reaches the middle of her back. Matching dark blue markings in the shape of leaves adorn her eyes which shine silver. She tends to stay to leathers with leaf-shaped enhancements.
Weapons: A long wooden staff wrapped with vines at the head, sprouting the occasional leaf and flower as if still alive. Backstory: She has three children, two boys who took the druidic ways in feral forms and one daughter, a skilled huntress. Her husband died, a hunter, died in the last seige to kill Archimonde. Her daugther holds his weapons and the cat that stayed with him. Crescena stayed in Felwood as she does now after being pulled to the Cenarion Expedition's task of killing Vashj, trying to heal the land of the scars the Legion left. Pets: A small sparrow she whimsically named Spark that made a home in her shoulderguards make of bark. The pet seems to be more of a pest than a help at times. Her husband's black nightsaber, Nera, will answer if called upon. Notes: (Anything you might want to say about the character afterwards)
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Posted: Sat Jun 07, 2008 4:19 pm
Name: Vallon Frostwhisper (Don't worry, I'll explain the last name) Race: Human Gender: Male Age: Because of life-altering magic, he looks no more than thirty or forty - with the exception of grayish hair - but is actually extremely old. Class: Mage, focuses on Arcane magic and its many uses. Height: 6' 3" Weight: 140 lbs Body type: Slim, with hardly any muscles or fat on his body. Special markings/characteristics: His right eye is missing, and he has replaced it with a glowing magic eye.
Weapons: A 4-foot metal staff with large green jewels on each end.
Backstory: Unknown to most, Ras Frostwhisper had a half-brother, born from a differant mother but the same father. This half-brother's name is Vallon, and he was born in Andorhal while it was still intact and thriving. When he was around twenty, the undead plague began ravaging the continent, and Vallon only escaped it by going to Outland with the Sons of Lothar. While he was there, Vallon devoted his life to the study of Arcane magic, becoming a truly fearsome foe on the battlefield. After fighting for ten years against the demons and Fel Orcs, Vallon found an ancient scroll in the ruins of a Fel Orc warlock's hut. This scroll contained life-altering magic, and using it granted him prolonged life and slowed aging.
During the Opening of the Dark Portal some years later, Vallon escaped from Outland, taking up temporary residence in Nethergarde Keep, where he was introduced to the finer details of Arcane magic by the resident expert. After five months, he bid a fond farewell to Nethergarde and his tutor, taking the road to Stormwind City on a horse given him by the stabler of Nethergarde. However, while traveling through the Swamp of Sorrows, he was suddenly reminded of an ancient troll legend he'd heard from a prisoner before going to Outland, and made his way to the Pool of Tears. Sure enough, in the middle of the lake sat the mighty temple of the Atal'ai trolls, and Vallon quickly dismounted, searching the shallow waters around the lakes edge. He found what he was seeking - two carven stone idols - and, with them, made his way out of the swamp to Stormwind.
In Stormwind, Vallon began a study of the troll idols, discovering to his amazement that there was actually magic infused into every part of the stone, and not simply hanging in the air about it, as most scholars of the day said. With the help of a Draenei shaman, he extracted the magic from the idols, keeping it in enchanted glass containers and studying it day after day. After ten days of extensive study and research, Vallon discovered that the magic contained in the troll idols was like nothing he'd ever seen before; a bizzare offshoot of Divine magic. He took this revolutionary news to the mages of Stormwind, but they discounted it as impossible and shooed him away. Desperate for an open ear, Vallon set out for Andorhal, and to his dismay discovered it destroyed, and the land around it ruined. In despair, he turned his horse and headed for home.
After the war was over, Vallon travelled to Shattrath to speak with Khadgar about his discovery. Khadgar, unlike the mages of Stormwind, gladly accepted this theory and even gave Vallon a medal for it. Vallon, well satisfied, traveled back to Stormwind, where he remains to this day, still studying the various forms of Arcane magic and occasionally traveling to far-off lands.
Pets: A small Mana Wyrm he picked up from the Sanctum of the Moon while in the Ghostlands.
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Posted: Sat Jun 14, 2008 5:28 pm
Name: Fattomius Laden Tinkerbell Race: Gnome Gender: Male Age: Older than that Swiss Cheese under your bed. (300) Class: Warlock/Mage - 61/61/61 Warlock - 0/41/20 Mage Height: Same height as 1 1/2 Sinister Squashlings. Weight: 120lb Body type: Plump Special markings/characteristics: Bushy beard, white hair. burn marks all over his body, ears have frostbite.
Weapons: A Shattered Spellblade.. glowing pink with an aura surrounding it, buffing up everyone with 30 intellect. Chronicle of Dark Secrets in Offhand. Has endless bags has hundreds of Soul Shards sitting in there. Backstory: Fattomius was born on April 1st, then ideal date of a young and charming gnome, but a curse was bestowed upon him, the Curse of Agony. The curse ate away his beauty, but in returned gave him the ability to live forever. His mournful parents abandoned him to the children of Stormwind, where he was exiled away from the classes of Magical energy. Many paladins, and priests alike had tried to cleanse of this curse, but it was impossible. Even though one Paladin had nearly taken it out, she had failed in the end. Fattomius, or Fatso as they had called him by now, was dismayed. In an effort to find a way of this curse, he secretly joined the cartel of Warlocks, which also had a good deal of weed in their basement, and was taught the ways of the warlock. After over 7 years of learning, Fatso finally dispelled the curse himself using different dark arts, but his frozen time stayed intact as his beauty came to him. Not noticing the weight he had put on during those years, Fatso was plump, and was bent on killing that stomach fat. Alligned to the guild, Sanity, he fell in love with a Priest, but his emotions showed no harm when he had conquered the Molten Core, Naxxramas, Blackwing Lair, the three of the most dangerous raids in the entire world, Fattomius and his guild had conquered. He became infamous, as his skills in the dark arts, AND his mage skills, improved monstrously. The curse had also altered his genetics a bit, to be a bit taller. As the priestess had retired from the guild, he had followed her as the two ventured throughout the world. One day patrolling the borders of the Eastern Plaguelands, the two came upon a Abomination patrolling the area, the priestess Tyrandae, (Not Tyrande) had casted Shadowmeld, leaving Fattomius to defend for himself as the warlock, in his 20s, had ran away, upon his return to the area, he saw his love dead. The heartbreak was so overwhelming, he had nearly killed himself venturing into Naxxramas alone, and tore up the Abomination Wing, swearing revenge on the ones lost in this world. In the honor is Tyrandae, Fattomius braved out to Tanaris, where he forged a blade of magical spell powers, and named it, Tyrandae, the Dark Edge of Sanity, and a book written by him, in which one of his pages had a picture of him and her, along with the rest of the guild. His sorrowful eyes mourned quietly, as he looked up. Days would continue to tick as he life would kill himself slowly.
Returning back to Stormwind, Fatso asked kindly for an invite back to the guild, and upon his return, he found many new members, and many of the old gone. The new ones despised him, and had no respect for him. Two months after his return to the guild, their guild master, Genvieve, had passed away too. The tears would not stop pouring, as of the pond he had created, an spectral image of the two appeared to him, as the pond dried up, a wand appeared out, on it, it engraved, Genvieve, the Pure Edge of Sanity. Carrying the weapon carefully, Fattomius continued to venture through the world, his eyes were dry of tears. Now that his chronicle had been finished, he enchanted it with dark arts, closing it forever, and only three hearts would be able to open it. Now, to this present day, he has not changed much, though his attitude is a bit different, he has also obtained a Swift Spectral Tiger. Pets: Mini Diablo, which he obtained as a present from the paladin.. born as a pretty creature, ended up turning into an ugly piece of crap. Notes: Most of his the things listed in his backround was waaaay back.
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Posted: Sun Jul 06, 2008 10:35 am
Name:arkos Race:blood elf Gender:male Age:200 but looks 20 Class:demon hunter Height:human hight range Weight: human range but more slinder Body type:heavily Muscled. Special markings/characteristics:black blind fold over eyes,black markings to increase arcane flow through body. Weapons:warblades with a red glow,when he wants it fuesl people near him with frenzy increasing attack speed. Backstory: For sixty years arkos lived a peaceful and beautiful existence with his family within the protected gates of the City of Silvermoon. All of that changed when Arthas Menethil, the prince of the human race and supposedly his ally, beat down the gates of Silvermoon with his horde of undead ghouls. While his abominable armies pillaged and burned arkos homeland, Arthas himself (with the help of a traitor of your own people, Dar'Khan) destroyed the sacred Sunwell – an event which shattered arkos to his magic-addicted core. For years arkos was a pathetic quivering mess, cowering with fellow survivors in makeshift camps on nearby Sunstrider Isle, until the good news began to spread... thanks to Prince Kael'Thas Sunstrider, him and his people had discovered new ways of accessing arcane energy, Silvermoon was being rebuilt, and a shining new era was about to begin! Now arkos has completed his training as a demon hunter, and have arisen to serve the blood elfs and wants to become a hero of the new golden age! pets:n/a notes:n/a
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