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A Brave New World
The years that followed the Pandarian Landfall had been harsh and barbaric. The landfall had been a disaster, with thousands lost for both the Horde and Alliance. Pandaria became an “Unwinnable War” with neither side gaining much in way of land or resources, but losing thousands of lives to the brutal war.
Lacking the manpower that had been lost in Pandaria, the Horde and Alliance began to research new weapons of war. These new weapons of mass destruction began to be stockpiled, with both sides of the conflict trying to create the larger and more lethal arsenal. New weapons and improved versions of old ones began to show, from Forsaken Blight, Mana Bombs, Goblin Azsharite Warheads, and Gnomish Radiation Weapons.
Ironically, this short period of time would see very few actual conflicts. Neither side was willing to make the first move if it meant mutually assured destruction. Many thought this alone was a deterrent enough, but Garrosh Hellscream was not a man easily deterred. Tired of inactivity on every front, the Warchief authorized a massive raid on Alliance allied Jinyu territory in Pandaria. Varian, ordered his forces to seize Domination point from the Horde.
Hellscream would not have another five year stalemate, forced to fight over Pandaria. The Horde had tried to seize Pandaria the old way before, Hellscream would not be so foolish a second time. Garrosh ordered the bombardment of The Karasang Wilds, a fleet of Horde Zeppelins carrying the new weapons devastated every Alliance holding there.
Varian was disgusted by the Horde’s actions, luckily the exchange of super weapons had only taken place in Pandaria. Unfortunately, he didn’t think that would last. With most of the Alliance Pandaria army destroyed at Karasang, he’d have to hit the Horde in a different way.. Varian ordered the destruction of The Shrine of Two Moons within the Vale of Eternal Blossoms, its central location in Pandaria made it ideal to stockpile the Horde’s super weapons, Varian would see this threat eliminated.
A fleet of Alliance gunships made their way to the vale, managing to sneak past Horde Zeppelin patrols. The Gunships rained Radiation bombs unto the Temple, what followed would be forever cemented in history..
The bombs not only decimated the temple, but ignited the Horde Stockpile there, a massive explosion of Radiation, Arcane Energy, and Blight rocked the vale, not even the Gunships above escaped, they were disintegrated before they even reached the ground.
The massive output of the combined explosion affected the very land itself, the Vale’s magical waters fueled the destruction, expanding it. The desolation didn’t end there, a massive cloud of latent magical energy, blight, and radiation formed, the cloud swept across Pandaria in a matter of months, killing every living thing there.
Neither side was prepared, the massive storm of dark power grew larger daily, the very mists of Pandaria had been corrupted, and would now stretch across all of Azeroth. The Horde however, had no intentions of wasting around on a dying planet. Hellscream headed a massive exodus across the veiled sea, to the Blasted lands. While the Alliance was busy working on a way to halt the cloud’s growth, the Horde landed on the the Red Reaches of the blasted lands and seized the Dark Portal, sending both civilians and warriors through the portal, in attempt to seize Outland to escape Azeroth’s demise.
When word reached Varian from Nethergarde keep of the Horde’s aggression in the Blasted Lands, it was nearly too late. The cloud of destruction had consumed the cape Stranglethorn, and it would soon reach Stormwind. Left with no choice, and running
out of time, it was decided that the Alliance too, would abandon Azeroth.
Brave Druids, Shamans, and Priests slowed the clouds eventual expansion, allowing refugees from all over Azeroth to reach the Eastern Kingdoms and make their way to the Blasted Lands. Seizing the Dark Portal had proven easy for Alliance forces, as most of the Horde forces had already crossed through the Portal. Even the Stair of destiny on the other side had proven easy enough to capture, it seemed the Horde had no intention of keeping watch over Azeroth.
Countless refugees from all over Azeroth filtered through the portal, even races loosely affiliated with the Alliance (And some which had been hitherto hostile). However, at the last second, a small fleet of Horde Zeppelins blighted several survivors, and mana bombed the portal itself, thus separating Outland and Azeroth once again.
Edited by Zorbak on 3/25/2013 4:53 PM PDT
On the Outland side of things, survivors of all types have scattered across Outland, any attempt by the Alliance or Horde to reign the survivors back into their respective factions has so far failed. The once great leaders of the Alliance are no where to be seen, with several leader’s very survival in question. Of Varian, it is known that he decided to stay in Stormwind, with the surprisingly many who also decided to stay with their city, his son, Anduin’s location is unknown but it is likely that he escaped to Outland. Garrosh was killed shortly after reaching Outland, not much is known about the circumstances of his death, nor was a body ever produced.
The refugees of Azeroth of have spread out across Outland, attempting to rebuild and make a name for themselves, often coming into conflict with the planet’s natives. There are some that believe that the portal can be reignited, and Azeroth reclaimed. But most realize that Outland is all they have now, and that it must be tamed for future generations.
So now you’re ready to rally the refugees and conquer Outland right? HAAHAHA.. No. First you need to learn the basics!
In A Brave New World (A subsidary of CoWinc.) you control entire nation struggling to survive in the rugged lands of Outland, you control every aspect of your nation, from the leadership, to the military, to the peasantry.
Every decision you make ripples across the world, for example, if you invade a nation, I doubt the other nation would respond happily, they’d instead invade the heck out of you. Even small stuff counts, if you lumber a section of forest, don’t expect it to be there next time.
Speaking of lumber, there is no resources counter or anything like this, but if you are wanting to build something, say a fleet, mention gathering resources in a few posts and then mention building the ships themselves over a course of several posts. I don’t want
“And then the ships spawned from the heavens and attacked Hellfire Citadel.”
Not only is it silly that ships would come from the air, but the fact that it came from out of nothing, if you want to invade something, tell us how many troops you’re sending and where, depending on how far the area is away from you, role-play out their journey.
Playing the game is simple, you make a posts dealing with your nation, a post can come from several point of views, and contain any combination of them. The most common are from the point of view of leaders, as they make decisions for their nations. However a post can be from any other person in your nation, perhaps a simple commoner, or a rank and file soldier.
While these shouldn’t be your entire post, it is very important to show whats happening in the big picture with your nation, such as snippets dealing with researchers or projects being undertaken across your nation.
You should be able to get a hold if this fairly quickly.
This is something more specific that I’ve always wanted to bring up, make the wrong choices. What does this mean? Well, in threads where you can read another’s post full knowledge of their troops and numbers, we usually act accordingly, here’s what I need you to do: Make bad calls, perhaps bad calls that lose entire wars, have incompetent generals that would rather defend their garrison then the capitol city.
I’m not saying throw your entire nation to the dogs, but don’t make it too easy for you.
Edited by Zorbak on 3/24/2013 1:59 PM PDT
This thread revolves around refugees from Azeroth attempting to stake their claim in Outland, while trying to deal with the native races.. and each other. As such there are a few things that are different with this thread.
Now, a few points about the game
-Start cap for refugee races is 25,000. Population is dependent upon how many of your race or faction made it to Outland, Nations with races that had easy access to the portal (ie Most Alliance and Horde Races) will have larger start populations.
-Races native to Outland have a larger start population than refugee races. The cap for this is 75,000. Remember that is the maximum.
-Military can take up to 25% of Refugee races and 15% of Outland natives.
-Population grown is different between races, with 8% every 2 days being the average (Orcs, Humans, Trolls)
Key Features of Outland:
Here's a Map of Outland land Claims and Nations Courtesy of Fluency!
Zangarmarsh Ocean: Due to the destruction of the Naga pumping station there, Zangarmarsh now has a large inland sea that leads down into the Nagrand lakes, using this would definitely help trade. Specifically, the Sea takes up most of the central and eastern part of Zangarmarsh, starting at the Coilfang Reservoir, extending to Zabra'Jin to the west. And cutting east across where the road used to be until it reaches Umbrafen Lake, and then extending to a bit north of Telredor, leaving a narrow strip of land from the eastern entrance to the Blade's Edge Mountains that encompasses the Cenarion Refuge and the entrance to Terrokkar. The Nagrand part would extend down to the Ring of Trials and go west until it reached Garadar, where it joins with the Nagrand lakes. (Shown as the White on the map.)
Oshu’gun: an old Naaru space craft that crashed into Nagrand many years ago. It is seen as a mountain, nowadays however. It acts as a holy site to both the Draenei and the Orcs, the mountain has mystical properties, able to show visions of the dead.
Legion Forge Camps: Massive Industrial sites used by the legions to craft their eldritch automatons. Located in Hellfire Peninsula, Nagrand, Blades Edge Mountains, who knows what they could be used for in the hands of a mortal nation.
Portals: All four of the portals in Outland, Death’s door, Twilight ridge, Portal Clearing, and the Stair of destiny are all inert. However some say, that through much time and effort, they could be used to link to eachother, creating easy travel across Outland to those that control them.
Hellfire Citadel: The great fortress of the Fel Horde stands silent at the moment, many nations would like to see this citadel taken for themselves, but few want to brave the citadel’s rumored inhabitants.
Obviously there are many more key features, however in the case of the last four, they seem to be overlooked sometimes. So remember keep your eye out! New things may be added to this list.
Edited by Zorbak on 3/28/2013 10:20 PM PDT
Nation Sign Ups:
Name of Nation:
Overall Population: (Cap 25,000 Refugee, 75,000 Native)
Overall Military: (25% of Refugee pop, 15% for Native pop [Maximum])
[Unit Type]Unit name: (Number of Units)
1.Land’s name: Land description
Here's an example of a sign up!
Name of Nation: The Wyrmscale Caliphate
Government Type: Theocracy
Patriarch Kolphis Darkscale (Orc)
Draaca Longtail the Dragonsworn (Draenei)
Overlord Nuaar (Draenei)
Capitol: Blackwing Hold, Blade’s Edge Mountains
Race(s): Several, mainly Draenei, Orcs, Krokul and Humans.
History/Description: The original Wyrmcult was formed a few years after the Second War. During the War, Deathwing hid clutches of eggs all across Outland, guarded by his most valued underlings. However, Deathwing’s plan did not go unopposed. An Alliance of the local Gronn and Alliance forces drove him out.
What remained however, was the several clutches of eggs strewn across Outland, protected by their unwavering guardians. When Outland was torn asunder, many of the eggs were corrupted, creating the newer Nether Dragons. However a few of the clutches in The Blade’s Edge Mountains had remained uncorrupted.
The remaining Black Dragons of Outland fought a losing battle against the Gronn and their Ogres, in an attempt to fight back, several mortals were taken as vassals to be used against the enemy. This was the beggining of the Wyrm Cult, Orc, Draenei, and even a few stranded Humans joined the dragons, under the leadership of Blackscale, a powerful black Wyrm.
As time wore on however, the Black dragons began to die off, the Ogres finally overwhelming them, what remained of them went into hiding, the Wyrmcult was now on its own. During the second war in Outland, the Wyrmcult attempted to conquer the druids of the Ruaan Weald, however it ended in failure and heavy losses. Recently though, with an influx of new refugees, the Wyrm Cult has grown in numbers and power. Taking the name of the Wyrmscale Caliphate, the wyrmcult wishes to see their holy empire stretch across all of Blade’s Edge, and perhaps farther.
Overall Population: 5,370
Overall Military: 430
[Melee Infantry] Zealot: (150)
Dedicated soldiers of the Wyrmscale Caliphate, the Zealots act as a front line against enemy armies. Zealots who have accomplished a great dead are given armor crafted from Dragon Scales, collected from the many dead dragons dotting the Blade's Edge Mountains. Zealots often wield large two handed axes and swords. A Zealot will almost always fight to the death for the caliphate.
[Caster] Acolyte: (90)
Disciples of Draaca the Dragonsworn, Acolytes aspire to harness the mystical power of flame, using Draconic artifacts, such as teeth or scales to enhance their magics. While their magic is weak without any dragons left in Blade's edge to train them, most have at least trained in first aid to help wounded soldiers after battle.
[Archer] Poacher: (180)
The Wyrmscale poachers used to capture dragon whelps from many of the abandoned clutches across the Blade's Edge Mountains. Now that there are no Black Dragons left in Outland, their name serves a symbolic role. The Wyrmscale poacher is much like an Elven ranger.
[Siege] Demolisher: 10
Demolishers captured from old Horde installments around Blade's Edge. They are currently being refurbished and upgraded for an upcoming invasion of the Ruuan Weald.
1.Blade’s Edge Mountains: The Wyrmscale Caliphate controls most of the Raven's Wood (Besides Grishnath), the Caliphate's capitol, Blackwing Hold, is situated near Blackwing Coven. The Caliphate also controls the Wyrmscale bridge leading to the Ruaan Weald. Evergrove, within the Weald has just been conquered.
Edited by Zorbak on 3/28/2013 11:09 AM PDT
1.Zorbak the Great and Powerful, the King in the North, the Destroyer of Worlds
The Wyrmscale Caliphate
The Black Empire
Netherstorm Trade Confederacy
The Hand of Mal’Zuur and the Morbid Council (The Hand of Mar’Zuur)
The Illidari Darksworn
Part 1: http://us.battle.net/wow/en/forum/topic/8414572049?page=3#49
Part 2: http://us.battle.net/wow/en/forum/topic/8414572049?page=3#57
The Republic of Man
The Bloodstrike Republic
The Steamwheedle Wolves
Edited by Zorbak on 3/30/2013 3:32 PM PDT
If you accept Reservations and Race-Dibs. I would like to go for some kind of Auchenai cross Cult of the Damned (maybe some shadow council once I do my research), with internal power struggles and religious conflicts. Basically, a bunch of evil doers deciding how best to be evil, but having a huge stockpile of corpses to deal with. After the Ethereal have cleared out/Arrakoa have been cleared out. Now we settle in the ruins of Auchindoun...
So, if I'm allowed DIBS Auchindoun. Otherewise, pwweeeease, Meep wants to play a useful nation for once maybe.
Edit: Curses you Zorbak for starting it just as I have to go to Uni. ;P :) I'm excited.
Edited by Fluency on 3/24/2013 2:33 PM PDT
Name of Nation: The Black Empire
Government Type: Monarchical Empire
Emperor Targan Cloudstriker
Minister Lord Re'shan Vorgen (Ministry of Agriculture)
Minister Liam Cloudstriker (Ministry of Trades)
Minister Aserius Shadowmoon (Ministry of Defense)
Minister Ian 'Boom' Cloudstriker (Ministry of Science)
Minister Lord Darius Martin (Ministry of Urban Development)
Minister Adrias 'The One' Makarov (Ministry of Entertainment and Propaganda)
Lord Robert Martin, Speaker of the Assembly of Lords
Highlord Admiral Deadalus Cloudstriker (Imperial Navy)
Highlord General Kreegan Cloudstriker (Imperial Army)
Commander Silver Longshadow (Black Legion)
Commander Ratheron Firehawk (Imperial Guard)
Capitol: Oshu'Mogan, The Black City (Situated where the Expedition Armory used to be)
Race(s): Primarily human with Sin'dorei and Kaldorei.
The Black Empire is at its core a family run organization. The Cloudstriker family was nobility in old Stormwind and were among the first to reach Outland when the orders were given out. The majority of the family survived and upon reaching Outland they found it ripe for aggressive expansion. Under the leadership of their patriarch, Targan Cloudstriker, they gathered to them a group of well educated and highly skilled politicians, teachers, mentors and military leaders with which to build what they hoped would be the next superpower.
As more refugees poured into Outland the Cloudstriker family continued to draw more and more followers to their "nation" and as time would have it they soon developed a strong central organization of a few ten thousand. As it stands they are relatively small but they seek to expand and grow stronger, they have a deep-seated hate for all among the more "barbaric" of the Horde, considering Sin'dorei to be of a higher order of intelligence and simply forced into working with the Horde.
The Empire functions on a class system where warriors, men of action, are believed to be worth more than men of words and are therefore elevated above those around them. On top of that it is divided into three classes; Nobility/Aristocracy (which is still forming and with great ability to jump into this class for those who wish to at the present), Civilians (The rest of the citizenry of the Empire who are not considered warriors/nobles/politicians) and Slaves (All those captured in war and then forced to serve the Empire).
Overall Population: 23,500
Overall Military: 6,000 (Rounded up :3 I hate odd numbers)
[Swordsmen/Pikemen] Black Guard (10 to a squad): 2,000
[Elite Infantry] Legionnaire (10 to a squad): 1,800
[Light Cavalry] Legion Lancers (33 to a squad): 500
[Heavy Cavalry] Black Knights (24 to a squad): 500
[Archers] Riflemen (10 to a squad): 700
[Elite Archers] Rangers (10 to a squad): 200
[Specialists] Techno-Lords: 100
[Specialists] Siege Engineers: 100
[Heavy Weapons] Trebuchets (3 to a squad): 5 Squads
[Heavy Weapons] Siege Tanks (3 to a squad): 2 Squads
[Spellcasters] Librarians: 100
Naval Units - Will be added later in but posting them here.
[Ship to Ship] "Dreadnought" Class Frigate
[Ship to Land] "Emperor's Vigil" Class Destroyers
[Ship to Ship/Land] "Phoenix" Class Cruisers
[Ship to Ship/Land/Troop Carrier] "Emperor's Fist" Class Battlecruisers
[Carrier Class] "Emperor's Might" Class Carriers
Aerial Units - None at present
Edited by Ashoc on 3/28/2013 10:59 AM PDT
Your military sure puts mine to shame XD
Well that's always what happens. I am a military man Zorb :P
I'll add numbers to the units as time goes on.
Okay, I'll bite.
I'll try to write up an appropriate signup, to see how well I've grasped the gist of civ RPs, but please tell me if I do anything wrong so that I can make any necessary corrections. Until I get a proper sign up, can I call dibs on a group NE survivors? Pissed off at the "younger" races' recklessness and corrupting use of magic and technologies, the survivors withdrew from the Alliance and neutral organizations (Cenarion Circle, AD, etc.) and reinstated their death penalty on anyone using or even associating with arcane/fel magic and technology. They rallied around a yet-to-be named priestess, druid, and general.
Sounds great Nem! A few good areas for you to base your nation out of would probably be Cenarion Refuge, or Sylvanaar. However you could really be anywhere your survivors decided to set roots.
Also: Population growth takes place every 2 days, I'll tell get everyones growth rate down on the Nation list later.
[quote]I'll add numbers to the units as time goes on.
Yeah my military is going to add more units and upgrade more of them as time goes on.
Edited by Zorbak on 3/24/2013 3:18 PM PDT
Brave New World Application
Name of Nation: The Draenic Horde
Government Type: Autocracy
Warlord Bhal'dan (Orc): An orcish warrior born on the journey to Kalimdor, he is a strong warrior and a capable strategist, he was
General Ordragh (Orc): An orc warrior, and cousin to Bhal'Dan, he's a very capable warrior, but his envy leads him to resent Bhal'Dan.
Overseer Roseboom (Goblin): A goblin who specializes in urban development, Onyx Roseboom is the favored city planner of the Draenic horde, in addition to her task of keeping watch over the ogre laborers.
Director Shadeslink (Goblin): A goblin rogue specializing in infiltration, he is the director of the GADGET, the Goblin Agency of Demolition, Guile, Espionage, and Tactics.
Head Researcher Blastsprocket (Goblin): A goblin engineer from steamwheedle, defected horde a year after the founding of Orgrjmmar, Blastsprocket is talented in organization and number crunching, but is known to be a bit unstable.
Chief Ambassador Throttlefizz (Goblin): A goblin diplomat from the Bilgewater Cartel, the oppurtunist took a chance on supporting Bhal'Dan, and has been a capable member of the Draenic Horde.
Capitol: Bhalmar (Ango'Rosh Fortress)
Races: Orc, Goblin, Enslaved Ogres
When the horde split apart with the disappearance of Garrosh, an upstart hoping to take his place by the name of Bhal'dan, managed to accrue a force of orcs, and goblins, through bribery, threats, and shows of force. While the most powerful of the horde's shattered factions, he could not hope to keep the rancorous thrallmar under his command, so Bhal'Dan and his loyal made the trek to Zangarmarsh.
Upon arriving, they attempted to open diplomatic relations with the native ogres, who quickly murdered their envoys. While Bhal'Dan wanted to wage a campaign to kill them, the goblins under his wing had a better idea; the enslavement of the ogres would provide a copious source of labor, something they'd desperately need to get on their feet, so as they razed the home of the ogres, they'd disarm and chain the inhabitants, providing weapons, and construction. Eventually, the campaign reduced the number of ogres to a mere thousand, but the floating island was sculpted into the Draenic horde's capital, Bhalmar.
Overall Population: 15,000
Overall Military: 3,000
[Light Melee Scout] Goblin Mole: (50)
Goblins who excel at thievery are often put into the Mole Program, where they are trained by GADGET to stay hidden while gathering and relaying intelligence on the enemy position.
[Light Melee Infantry] Goblin Skirmisher: (450)
[Light Ranged Infantry] Goblin Ranger: (250)
[Medium Melee Infantry] Orcish Grunt: (1250)
[Medium Melee Cavalry] Orcish Raider: (350)
[Heavy Melee Infantry] Orcish Juggernaut: (150)
[Light Ranged Aerial] Orc Windrider: (50)
[Saboteur] Goblin Sapper: (200)
[Infiltration] GADGET Agent: (50)
[Medical] Goblin Medic: (200)
1.Zangarmarsh: The Draenic Horde has taken up residency in the former territory of Ango'Rosh, with their capital city connected to their nearby holdings via a large mushroom, hallowed out into a bridge.
Edited by Robert on 3/24/2013 7:50 PM PDT
Name of Nation: Clockwork Covenant
Government Type: Dictatorship
Ruler: The Prophet Cargash(Blood Elf)
Chief Adviser: High-lord Jalnar
Chief Ambassador: Deltan
Capitol: The fortress Avarrack, built just South of Ecodome Farfield
Race(s): Blood Elves, Goblins, Ethereals
History/Description: The Clockwork Covenant was, when Azeroth first fell, a superpower of the new Outlands nations. The ruler, Prophet Cargash, foresaw the death of the planet as soon as the arms race began and subsequently began gathering together a cult. As soon as the races of the world ran for the Outlands they were ready for this inevitable chaos and were one of the first groups through the Black Portal. They promptly made for one of the many floating islands of Netherstorm, crushed what little resistance remained after the Burning Legion fell, and began construction of their fortress and a massive wall to cut off all their territory.
In time however, stress of ruling in the chaos of Outlands became too much for Cargash to bear, and his sanity snapped. He exiled all races but the Blood Elves and Goblins from the organization, only keeping the Goblins due to the necessity of their engineering skills in upkeeping the many machines that had earned the Covenant its name.
Realizing the mistake in exiling most of his kingdom yet unwilling to let 'impure' races into his "paradise" Cargash sought to ally with beings just as caught up in the arcane as the Blood Elves, and thus turned to the Ethereals. Any Ethereals willing were immediately accepted into the Covenant, and currently all nonessential resources of the empire have been directed to the construction of their military's Titan Project, a horrid fusion of various magics and Goblin mechanations. But despite these advances, the Covenant has lost a great deal of its original power due to the insanity of the ruler.
Currently, they remain isolated in their territory, constructing a large wall across their land and building up enough forces to take all of Netherstorm.
Overall Population: 20520 refugees (1260 more people every 2 days) allied with 800 natives (13000 Blood Elves, 5000 Goblins, 800 Ethereals)
Overall Military: 4140 soldiers (increases by 315 every two days), 350 currently functional Titan warriors (increases by 10 every two days)
[Unit Type]Unit name:
Infantry: 50 men each unit, 60 units. (5 more units every two days)
Footsoldiers, mostly Blood Elves, armed with rifles and swords
Legionaries: 10 men per unit, 46 units (3 more units every two days)
Heavily armored, spear wielding shocktroopers
Cavalry: 10 men each unit, 22 units (2 more units every 2 days)
Raptor mounted soldiers armed with javelins, rifles, and swords
Arcane Warmage: 1 man each unit, 70 units (5 more units every 2 day)
Can't think of anything more to describe them
Battle engine unit: 5 Machines each unit, 2 men each machine, 24 units (2 more unit every 2 days)
Consists of Steam Tonks and salvaged Burning Legion Fel Reavers, manned by Goblins
Nether Ray rider unit: 10 each unit, 14 units. (2 more unit every 2 days)
Air based cavalry armed with grenades and rifles
Airships: 1, destroyer class, manned by 50 soldiers (number increases when built)
One heavily armed and armored warship, complete with two decks, 15 guns, and a crew compliment of Goblin engineers and Blood Elf sky soldiers
Project Titan (Different demons summoned and forcibly armored with clokcwork parts outfitted with mind control devices that break the demon's will completely)
Clockwork Abyssal: 175 (5 more every two days)
The stone bodies of Abyssals taken, Resurrected, and enslaved with Goblin technology
Clockwork Infernal: 175 (5 more every two days)
Same as Abyssals, only Infernal bodies taken
Their stronghold of Avarrack rises from near the Southern border of Ecodome Farfield and they control the ecodome, the nearby Forge base Gehenna and all land between. They currently have no other official territory but have sent scouts to Twilight Ridge and are waiting for more troops before attempting to secure the portal.
Edited by Neltriz on 3/29/2013 8:14 PM PDT
Hey Neltriz! I like the concept but there's a few things I'd like to see
I don't think Skettis is the best place for your nation, I'd like to see perhaps an Arrakoa nation and Skettis would be prime real estate, seeing that your nation is an Alliance between Blood Elves and Goblins, why not Area 52? Netherstorm already has a large amount of Goblins and Bloodelves, so I feel like it would fit a little better.
I like the Project Titan thing, and I think that'd be a good addition, but I feel like your overall military is too large. A smaller population would probably be good, and therefore a smaller military. Your nation wouldn't find its power in its numbers anyhow, it'd be in its technological advantage.
It isn't really clear, but it seems like the amount of people in your military vastly exceeds the specified 25% of your population. Remember that if you were to have a population of 10,000, your military could have 2500 men.
As far as your technology goes, some of it is a little far fetched. Like I said, I'd be fine with project Titan, but it definitely wouldn't be acceptable at the beginning of the thread, it'd be something you research over time. Maybe refrain from using the word "cybernetic" as well, it seems a little high tech, considering you're the clockwork covenant, why not substitute that with Clockwork.
I'll allow your nation if you make a few changes, I'd rather you start with the technology you currently see in game (Perhaps Less so) and work your way up. However, I'd like for you to think if that's the way you want to go. If this is your first Nation RP, a technological civilization would be kind of hard to do, on your first try aswell. Why not make an Arakkoa civilization? Reclaiming the Arakkoan empire would be great, and it'd be much easier to do.
Feel free to think of anything, but if you decide you want to go with what you have, and make some changes to your current Nation, I'll allow it, but I'd definitely recommend tossing it around in your brain a bit. Thanks!
I'm just going to quickly explain my choices.
Maybe refrain from using the word "cybernetic" as well, it seems a little high tech, considering you're the clockwork covenant, why not substitute that with Clockwork.
Sorry, difficult to remember to put clockwork but I was thinking something kind of like all these engineering mind control machines yet altered for use on demons that didn't have a reusable body.
I chose Skettis because it has a huge tactical advantage with the fact that there is no way into the valley besides an aerial assault and the native arrakoa should be relatively easy to conquer after prolonged hammering from the skygaurd and players.
And as for unreasonable power so close to the beginning, I wasn't sure at which point in the thread this description should be coming from.
Changes will be made if find my reasoning unreasonable.
Edited by Neltriz on 3/24/2013 5:43 PM PDT
I chose Skettis because it has a huge tactical advantage with the fact that there is no way into the valley besides an aerial assault and the native arrakoa should be relatively easy to conquer after prolonged hammering from the skygaurd and players.
We gonna be neighbours!
Sign Up will be up within the next 4 hours Zorbak. I have a lecture, but I have mostly completed my sign up. I have 2-3 points of DEVIANCY from your rules/guidelines. Which, I can go either way on. Most are for RP reasons which you'll either allow or deny. It's up to you. You know me, you could give me 5 kobolds and a murloc and I'd be happy as larry. But, I'm thinking of going for the role of 'superpower' this time around. :)
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