Lordaerons Ambition - WOW AU GSRP - OOC/claim Thread [APP CLOSED]



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Hello and welcome to Warcraft GSRP - Lordaerons Ambition!​

Like the title hints, this game wants to tell a story of epic proportions in World of Warcraft - with a little twist. Together with up to 17 players that portray the different realms in this alternate scenario.

The year is 22 After the Dark Portals Opening (ADP) - right at the beginning of Frozen Throne. Well originally it would be. In this timeline, three major changes differed the course of the whole timeline to a point where it could no longer be part of the original one.

The Story starts 12 years before, in 10 ADP, at the Battle of Grim Batol. As the four dragon Aspects were locked in combat with their arch nemesis Deathwing. The Demon Soul, a mighty artifact made out of a fraction of the other aspects powers and the reason why Deathwing was almost winning against his brethren, rested firmly in Rhonin's hands. Eager to destroy the artifact and releasing its power, he made a mistake - while cutting it open with one of Deathwing's black scales, the plan backfired - instead of releasing the power, the wounded Demon Soul tried to fill it's void, siphoning the very essence of all aspects including Deathwing, before exploding and shattering. There was no trace of Rhonin or the Demon Soul afterwards and many, even Varessa who searched for Rhonin relentlessly, cannot say where he is or even if he is anymore.

This alone would not change the outcome in the grand scheme. The Red Dragons were freed, the Dragonmaw pushed back.

What changed the grand scheme would happen 8 years later, in 20 ADP. In the frozen winter of Northrend, the young prince Arthas Menethil had to make a choice. Before him, in a cave, laid the cursed sword frostmourne. If he took it, he would be able to defeat the Master of the Scourge, Mal'ganis, while rescuing every single one of his men and the dwarven expedition. However, as Muradin Bronzebeard, a companion and long time friend, told Arthas, the sword contained a terrible, soul shattering curse. Arthas, realizing he would have to sacrifice his own well being for the good of his people, extended his hand towards the sword, his eyes closed. Until he felt his hand was grabbed by someone else. His loyal and capable sorceress, Elisa Lescovar, stopped him from doing this. Rather proposing to leave the sword behind, she casted a spell that would reveal the watching Mal'ganis and helped Arthas in his final fight against the dark Lord. They would win that day.

And with that, instead of a soulless Servant of the Lich King, a heroic Prince would return home. With his Eliza, the only one that truly believed in him at his side. Masterless, the Scourge quickly crumbled under the mighty attacks of both the Lordaeron Army under Grand Marshal Garithos and the Order of the Silver Hand under Lord Uther the Lightbringer.

And the last change, when Stormwind was at the brink of civil war as the Stonemasons under Edwin van Cleef demanded their Payment while the nobles refused to pay. Under fierce resistance from the House of Nobles, Varian was able to pay partially. He prolonged the inevitable debt crisis to early 21 ADP, where Emperor Arthas paid the remaining reconstruction debts to help his old friend.

That is the premise under which the storyline changed. Maybe there is more to it. Maybe, I left some things unsaid. There will be a lot to uncover in this game and it remains to be seen if the players can figure out everything - or if that even matters in a world, where multiple elements seek to subterfuge the perception of everybody until their own schemes unfold.

In the end, what happened coined the term of "Lordaerons ambition", a set of demands by Emperor Arthas that tries to establish Lordaeron as the guiding light of the alliance, the emperor over humanity and the ultimate authority on Azeroth. While the Alliance is torn between loyalty, the resistance against Arthas demands and their own problems, a new pact between Stromgarde and Quel'thalas called the Independent Coalition arose to stop Lordaerons Ambition. And while Stormwind slowly recovers after the banishment of the revealed Onyxia, new enemies rose to challenge them and Ironforge: The Blackrock Empire, a unitied front of Dark iron Dwarves and Blackrock Orcs under the leadership of the mysterious Lord Victor Nefarius. And while the Kirin Tor are currently hiding after - what Lordaeron claims - was a assassination attempt of the vilest kind, the Gurubashi try to rebuild their empire after a mysterious benefactor granted them knowledge of "engineering arts". Kul'tiras is turning awefully silent, as in secret Grand Admiral Daelin Proudmoore leaves for Kalimdor to return his daughter, leaving his wife Katherine to care in his stead.

In Kalimdor, the eight weeks war ended half a year ago, leaving the Horde, the Night Elves and Jaina and Kael'thas expedition wounded, but in agreement. Better to wait for the long promised prophet then to draw any more blood, hoping it will all make sense in the end. Still, tensions are high, as revenge and blood lust is still present and the Night Elves ever watchful for one wrong move to end the thread they perceive as inevitable.

A "complete" timeline of events can be read in this document.

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Lordaerons Ambition is, like its spiritual predecessor "Welcome to the World of Warcraft" from Ceslas, an GSRP that is played in turns, which represents one season, starting in summer 22 ADP. Each realm will have at least 3 actions, which are to be submitted as PM to me in SV. Write the actions the way you want, but for processing reasons, try to still be as short as possible while being as long as necessary to get your point across.

Social Rules:
1: This game will use a three claims system. While I encourage you to make three realm claims, in contrast to most games I won't force you to pick three. If you really just like one option, then just name that. It won't give any advantage over someone with three claims.
2: Each turn will take three weeks in RL, with Sunday beginning and Saturday ending (GMT+1). First week to send in orders, other two weeks to let me write up the update parts.
3: It is not allowed to post any proof of PMs, chat logs or other mediums regarding the game or your realm except from the IC and OOC Forum thread and maybe the general accessible discord channels. As this game lives from building trust but also lingering uncertainty, it is vital that IC and OOC everybody can claim what they want, to allow room for deceptions or leaps of faith. People undermining this aspect will be immediately banned from the game. That doesn't mean talking about the game is forbidden - just to provide definitive proof.
4: The GM is included in all conversations regarding the gameplay decisions, IC or OOC, even in the planning phase, e.g. "OOC: Would you be interested in doing X?"
5: Appeals can be made 24 hours after the final turn update is posted, but no later than 72 hours after. Exceptions can be made if a good reason is provided.
6: Because of the AU nature of this game, and its lore's secret parts, it is unavoidable that the lore presented will sometimes stretch the suspension of disbelief. If you feel like certain things aren't right, maybe with a direct example, point it out to me in PM. But I would ask you to believe most things I say as reasonable enough. I put a lot of work into writing it as consistently as I can and I know I'm not perfect.
7: an exhaustive list of lore sources still considered canon and ranked (top-down). General rule is that those sources are only reliable until Arthas takes Frostmourne. After that, only game lore that does not conflict with the AU's lore and/or world descriptions like "Saronite exists and is a metal" or "Northrend has a region called Sholazar" is still true. Consult your GM if in doubt.
- All chronicles books
- Wowpedia, except parts that were taken from the non canon sources (or the citation source is dubious)
- Novels and comics (since i cannot confirm them as i do not have them all)
- Every game lore after the legion expansion is uncanon, only exceptions are information about the Kul Tiran and Zandalar Government and their prominent figures.
- The RPGs are non canon, no exception.
Non canon means it has no lore authority in this game, e.g. won't help in an argument. They can still be used as inspiration.
8: Just because it is AU doesn't mean that everything will happen or not happen like in canon. The dice are rerolled.
9: Please be kind towards one another. The game will be competitive - so make sure that OOC, everyone has fun!
10: I know my English is not the most refined around these parts of the forum. If you want to give me a hand in rewriting your update from a style perspective into something more appealing to the english eye - I would appreciate the help.

Those are the social rules. But I do not want to simply copy the game of Ceslas. I wanted to give it my own little spin - a bit more complicated, but ultimately a bit more transparent in its outcomes, with a bit more strategic leeway, while hopefully encouraging more roleplay along the road.

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In the original game, everything aside from armies were on a free form basis - they had no stats at all and whatever actions you did to improve your state, heroes or other things had mostly narrative effects or only mechanical effects on a fiat basis. That won't change in this game, as it is not the idea to simulate a state, but to have agency as ruler of a warcraft realm and meanwhile support roleplay.
There was an army & fleet cap and according to them regeneration stats. You could send those numbers from at least 0.25 up to the total of your cap to wherever you like within reason. Beyond that, everything was possible or impossible. That things will be changed.

In strategic perspective, the true heroes of warcraft are the armies that fight within and without against the many enemies of their realm. In this game, they will be treated as a character, with an "army sheet" and some stats that give armies some form of personality and growth. They can form from as low as 0.25 manpower to as high as your cap, but all your armies in total can't have more manpower than your army manpower cap. Wise deployment and management of several armies will be key to winning your battles against your opponents and keeping your territory. Fleet will use the same sheet with similar rules.

Here is a deep dive:
Army/Fleet Sheets (here)

To calculate what the realms manpower caps and reg. stats are, the map is divided into zones and them overarching regions. Having full control over a zone will grant one army manpower cap, having full control over a region will grant 0.5 army manpower reg. If those zones have coastal access, they will grant an additional 1 fleet manpower cap and building them a fully functioning harbor grants 0.2 fleet manpower reg. Also, every realm has a base army manpower reg of 0.5 and if they have a fully developed capitol gain 1 army manpower cap extra. Kul Tiras is the only realm with a similar advantage for fleets as long as they hold their capital.

Those regions also grant a reliable measurement for travel - an army can travel to one adjacent region per turn. A fleet can do the same - but with the exception of intercontinental travel, can treat coastal regions that can draw a straight line unobstructed by land or other coast regions to another coastal region as adjacent. Thus, while armies would need 2 turns to travel from Hillsbrad to Menethil Harbor, a fleet just needs one turn. If you can draw a similar line from one region of your continent to another, you can travel to the specific region on the other continent in 3 turns. Isles hopping take 1-2 turns, depending on how close they are to the other continent. However, actions can shorten the travel time, symbolizing additional resources the realm puts into their journey.

Also, since it was a feature that seemed highly requested in the former iterations: Setting up portals is possible. A Portal can be established between two zones you either own or are permitted to use for that purpose. To establish a portal, one has to spend one action to provide the necessary resources and one to construct the portal structures.
A Portal has a distance rating and transport capacity. The distance rating is decided by how far the two portals are separated: within the same subcontinent (e.g. north or South Kalimdor) is 1, to the other side of your continent is 2, a different continent is 3. The transport capacity is the maximum army manpower the portal can transport in one turn. Each point in one of those blocks 0.5 army cap. So in order to establish a Portal between Hillsbrad and and Stormwind that could carry 2 army manpower per turn, you would have a Distance Rating of 2 and a Transport Capacity of 2, meaning you would block 2 of your army manpower capacity for the chance to immediately move your armies between those zones. Also, Portals allow armies in the same zone to regenerate even if they are not in your home territory.

Also a thing are the ranks of power. realms that show their superiority via force projection, economic power, leadership of strong alliances, among others, are granted a special rank to reflect their exceptional status. Those are Regional Power for those realms supreme on their subcontinent and Great Power for those supreme on their continent. The Great Power is not taken into consideration for deciding who the Regional Power is, meaning there can be a Regional Power and a Great Power simultaneously, though not the same realm. Also, just because a slot is free does not mean it has to be filled.
While normal realms have 3 actions, Regional Powers have 4 and Great Powers are granted 5 actions.

And last but not least - this game will contain Artifacts. That right: I made a list of artifacts that give special bonuses, if a fitting character uses it. Some realms start with some, others can be found within the game world.

With all rules out of the way, let's get to the juicy part
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(Download)​
A zone is usually one zone map in IG wow. Hillsbrad for example is one zone. Specific large zones or especially capital cities are exempt for this and are their own zone. This is made by the pink lines that separate the IG wow map zones into smaller ones.
(List of all regions and their zones here)

How to read the Sheet:
Name: Name of the realms
Faction: the coalition they are joined (Alliance, Horde, etc.)
Rank of Power: the starting Power Rank
Notable Members: The most prominent members of the realm
Army: starting army manpower cap / starting army manpower regeneration
Naval: starting fleet manpower cap / starting fleet manpower regeneration
Difficulty: Tells how hard I consider the realm and if there are some secrets involved.
Traits: list of Traits and their descriptions.
Events: Current situations, sometimes with additional rules
Description:
Short description of the alternate story to foreshadow the position, importance and difficulty of the realm.

Eastern Kingdoms

Faction: Alliance of Lordaeron
Rank of Power: Great Power
Notable Members:
Emperor Arthas I. Menethil
Empress Eliza Menethil
Grand Marshall Othmar Garithos
Army: 7/1,5
Naval: 2/0,4
Difficulty: Hard – Important: There is one hidden trait which is only revealed after game start to the player. That trait is a strong disadvantage.
Traits:
-Patriotism:
Lordaeron found a new faith, next to the Light. With its many accomplishments as the victor over the scourge, last defenders against the Horde and longterm leader of the Alliance, the realm only needed one final push to view themselves as superior to others and as protectors and guides to the other Alliance realms. And Arthas return provided just that symbol, his actions of valiant sacrifice a role model to be emulated. With only Archbishop Alonsius left as a voice against this trend as Lord Uther left for Stromgarde, those that do not agree with the sudden change keep quiet in fear of repercussions. The citizens of Lordaeron are willing to contribute far beyond their limits to further the ascension of their realm. Not just contribute, but also demand, even if the emperor has a change of heart and does the unthinkable.
-Lordaeron Legions:
The Veterans of Lordaeron were men that fought both Horde and undead, learning to be tough as nails, highly disciplined and especially effective in their battle formations like the Arathor of old. Those veterans can now teach the armies of Lordaeron a lot, forming them into soldiers that do not falter against improbable odds and remain effective in even the most hostile environments or in the face of starvation.
-Alteracs Riches:
The conquest of Alterac brought mountain ranges filled with valuable metal resources into the hands of Lordaeron. Still the campaign was costly and to refill the treasury meant to put people to work. Prisoners of war work in labor camps to mine gold and the people of Alterac have to pay heavy taxes under the military government. Only those Alteraci that forsake their heritage and swear fealty to the Emperor are granted exemption from the taxes and Lordaeron citizenship – an offer many Alteraci take, though only paying lip service. Overall, Alterac holds economic potential if Lordaeron is willing to work for it.
-Event: Cold War:
Relationships between Quel'Thalas, Stromgarde and Lordaeron became tense after Lordaerons proclamation as the successor of the Arathor empire. While Lordaeron out of nationalistic zeal demands reparations for their safeguarding of the Quel'thalian Border against the scourge, Quel'Thalas in their own view as the superior people outright refuse. Stromgarde, caught in the middle and with a desire to curb Lordaerons ambition, decided to ally itself with Quel'Thalas, creating the Independent League. As of yet no fight has happened, but it will only be a matter of time until either Lordaeron or the Independent Coalition will make their move.
-Event: Northrend Colony:
As per the Emperor's Decree, a small Colony led by his trusted Generals Falric and Marwyn is set up in the Howling Fjord. Northrend belongs to Lordaeron. (Special Rule involved)
Description:
After Stratholmes demise, it seemed that Lordaeron was at it's desperate last moments. But Prince Arthas and Grand Marshal Garithos proved the overconfident undead wrong. Especially Arthas and his now wife Elisa Lescovars sacrifices and dedication brought down the Lord of the Scourge, Mal'ganis, and ended the threat. It marked the moment where Lordaeron would constantly suffer, just to rise ever stronger. When Uther couldn't take his failure, he left and, in his stead, the Crimson Sword rose to defend their homeland. When King Terenas died tragically through a plague at the Dalaran summit, it was as devastating as it was the last blocker that hindered Arthas to take the leadership and lead Lordaeron to its most golden age yet. Claiming to be the successors to the Arathor Empire, the Empire of Lordaeron and it's Emperor and Empress stand firm behind the belief that Lordaeron is the guiding light of the Alliance, the role model and the Lord of Northrend by right of conquest.
Even a realm mighty as Lordaeron has problems. The High Elves won't bow and make amends for their cowardness against the undead and Stromgarde is rather willing to ifhgt then to accept Lordaerons claims on the Arathor Empire, next to the fact that other Alliance members like Stormwind are still in trouble. His Majesty must tread carefully but with maximum devotion to the cause – after all, his whole realm is standing behind him and the good ends justifies any means.
Faction: Independent Coalition
Rank of Power: Regional Power
Notable Members:
King Anasterian Sunstrider
Crown-Princess Lyandra Sunstrider
Grand Magister Belo'vir
Ranger-General Sylvanas Windrunner
Army: 4/0.5
Naval: 2/0,4
Difficulty: Medium – Important: There is one hidden event which is not shown to the player until IC Circumstances reveal it. That event is a disadvantage.
Traits:
-Sunwell & High Elf magic:
The High Elves carry the legacy of the first spellcasters of Azeroth and were the torchbearers to enlighten the Eastern Kingdoms to the existence and use of magic. They are so intertwined with magic that it literally runs through their veins. The Sunwell is both a testament to their needs and their capabilities – harnessing one of the most powerful leylines of Azeroth. With access to the Sunwell, nothing seems impossible within the region of Quel'Thalas. But be warned – should the High Elves lose access to the Well, one can only dread the consequences.
-Eternal Summer:
Since the arrival and domestication of the lands by the High Elves, the Lands of Quel'Thalas are locked in an eternal, evergreen summer. For farmers, it is always harvesting season, for the merchants, it is always a great day for travel, and for the rich it is always the right weather to party. Neither seasonal changes nor bad weather affects the people within the region of Quel'Thalas, boosting the economy and in that the supplies for the armies while keeping the people happy.
-Runestones:
Quel'Thalas had to learn early on to protect itself, from enemies within and without Azeroth. The Runestones are a system of enchanted standing stones that form and maintain a magical barrier around the elven realms, effectively keeping anyone not invited out of the Northern Eversong Forest. The Runestones also veil the extensive magic usage within the realm, which makes it harder for realms like the Burning Legion to detect the Region of Quel'Thalas. The Runestones, however, have a catch – three parts of an ancient key, forming the Key of the Three Moons, can open the barrier. Key which are securely stored behind the shield the Runestones provide.
-Event: Cold War:
Relationships between Quel'Thalas, Stromgarde and Lordaeron became tense after Lordaerons proclamation as the successor of the Arathor empire. While Lordaeron out of realmalistic zeal demands reparations for their safeguarding of the Quel'thalian Border against the scourge, Quel'Thalas in their own view as the superior people outright refuse. Stromgarde, caught in the middle and with a desire to curb Lordaerons ambition, decided to ally itself with Quel'Thalas, creating the Independent League. As of yet no fight has happened, but it will only be a question of time until either Lordaeron or the Independent League will make their move.
-Event: Old Hatred:
While the Amani remain secluded after their defeat in the second war, they still hold their territory in the east by a series of guerilla warfare to fend off any attempt to settle or pacify the area. This is a thorn in the dominance of the Quel'Thalas regions, posing an ever-present threat. While an unofficial armistice helps the kingdom to prosper right now, everybody knows the Amani will strike again, it is merely a question of when.
Description:
The eternal green fields of Quel'thalas blossom undisturbed. Sure, the Horde left scars at the end of the second war, but why should a minor nuisance bother the ancient kingdom that thrived long before the human ones even existed? No scar could be greater as the ones that the Alliance did to the Kingdom. Where was the Alliance when the Horde attacked, or later the Amani even after the Horde was gone? As King Anasterian pointed out justly – all tied up in their unimportant squabbles. Without Anduin Lothar – the only human we owe loyalty anyway – their leadership is weak and we do not have to follow a sinking ship. Some of our people still trusted humans – which lead to Kael'thas betrayal for this insolent young sorceress. But now, with the would-be Emperors demands to repay them for their losses with the scourge and the Fall of Dalaran, every High Elf should see by now that Lordaeron is a lost cause. King Anasterian and the new Cron Princess Lyandra will never bow to such demands and our old friends, the steadfast King Thoras of Stormgarde will neither. Let us be the unavoidable reminder that the would-be Emperor is just mortal after all. Belono sil'aru, belore'dorei.
Faction: Independent Coalition
Rank of Power: Normal Power
Notable Members:
King Thoras Trollbane
Prince Galen Trollbane
Uther the Lightbringer
Lord Lias Falconcrest
Army: 3/1
Naval: 0/0
Difficulty: Easy to Medium – Important: Has one hidden event. This event will be revealed a couple turns after the game starts to the player. That event will decide the fate of the realm in due time.
Traits:
-Unlikely Allies:
Many people lost their homes because of Lordaerons ambition. And all of them sought refuge in Stromgarde. The remnants of the old Silver Hand, led by Uther and even the Syndicate - pardon, Alteraci "nobles and their retainers" - led by Lias Falconcrest, have sworn to help Stromgarde against Lordaeron. While especially the Syndicate and Stromgarde hold a grudge because of their shared history, the more unifying factor is their combined enmity against Lordaeron. Having access to both Paladins and Assassins presents unique options. But one has to be careful – neither Uther nor Falconcrest are mere puppets and surely have their own agendas as well.
-Legacy of Arathor:
While the Arathor empire spread wide and far, the Stromgardians stood guard in the homeland when their chief was gone. Stromgardes legacy as descendents of these ancient, powerful soldiers shape them till this day. Stromgardian soldiers are highly disciplined, effective, and especially their cavalry is the best of the human kingdoms.
-Thoradin's Wall:
Thanks to the constant threat of troll invasions, the old Arathi built a wall to the west to protect its corelands against their arch enemies. As more and more of Lordaeron was settled by humanity, the Wall became increasingly obsolete, but with Lordaeron's Ambitions, it once again serves a purpose. While the wall has been long neglected and was further damaged during the Second War, it can easily be repaired. While in disrepair, it is only a mild defensive advantage, but fully repaired, it will be a strong advantage against any invader from the Hillsbrad region.
-Event: Cold War:
Relationships between Quel'Thalas, Stromgarde and Lordaeron became tense after Lordaerons proclamation as the successor of the Arathor empire. While Lordaeron out of realmalistic zeal demands reparations for their safeguarding of the Quel'thalas Border against the scourge, Quel'Thalas in their own view as the superior people outright refuse. Stromgarde, caught in the middle and with a desire to curb Lordaerons ambition, decided to ally itself with Quel'Thalas, creating the Independent League. As of yet no fight has happened, but it will only be a question of time until either Lordaeron or the Independent League will make their move.
Description:
Stromgarde is regarded among realms as what an unmoving stone is against a wave – resolute, determined and well aware of their position. In Stromgardes books, they guard the last bits of Arathor's legacy that is left. The Horde couldn't change this. And after the rebellions in the Internment Camps, neither could the Alliance. Stromgarde will always be opposed to the beasts that try to slay humanity, be it Orcs, Ogre or their arch enemy – trolls. Always vigilant, the army of Stromgarde is always ready, always trained, always armed. Just as their militia is. And Stromgarde was ready to become dormant again, if it wasn't for the would-be Emperor Arthas to be foolish enough to challenge our legacy. Does he not realize that his approach does unite everyone against him? His Mentor Uther, the High Elves, even those lowly bandits from Alterac – we cannot be choosers to fight against an insane and zealous tyrant. But we are something he will never be – a united tribe of humans that are in league with Quel'thalas might. One Iron Fist to strike at the heart of darkness.
Faction: Alliance of Lordaeron
Rank of Power: Normal Power
Notable Members:
Lord Commander Saidan Dathrohan
Grand Inquisitor Isillien
??? [rejected by Isilien, this Hero can only serve if the Order takes a different path]
Jailor Kassan
Army: 3/0,5
Naval: 1/0,2
Difficulty: Easy – Important: Has one hidden event. That event will be revealed at game start to the player. That event will decide the fate of the realm in due time.
Traits:
-No Cost too Great:
Lordaerons salvation made some within the Silver Hand redefine their relationship with the Light, making them exchange virtues of respect and compassion with an unwavering zeal and the will to sacrifice everything for the greater good. These paladins would found The Crimson Sword, which now stands as the embodiment of these new virtues and hold back for nothing - even their own life if they deem it necessary. The end justifies the means, even if it means purging an entire city.
-Secrets of Dalaran:
Although Dalaran is still in ruins and the remaining mages under archmage Drenden are mostly apprentices, the city itself is still a fountain of magical knowledge. With enough investment Dalaran can become the center of magic for the Lordaeron Empire. But the order must tread carefully, for if the power of the mages eclipses their loyalty it could spell doom for the Crimson Sword. Luckily, the Violet Hold is still intact and its head jailor Kassan is eager and willing to lock up anybody the Crimson Sword wants to, making Dalaran the final destination for many corrupted souls.
-Lordaerons Vassal:
For their service in the Purge of Dalaran, Emperor Arthas entrusted the reconstruction of Dalaran to the Crimson Sword. In that sense, the Crimson Sword are the administrators of their land, while it nominally is a part of the Empire of Lordaeron. Being in a vassal-like state ties the Crimson Sword to Lordaerons will, but also putting it under its protection. Also, since they are technically the same land, they treat shared regions as owned by both, splitting the regular regeneration bonus among them as they see fit, while zone bonuses still belong to those who own them.
-Event: Cold War:
Relationships between Quel'Thalas, Stromgarde and Lordaeron became tense after Lordaerons proclamation as the successor of the Arathor empire. While Lordaeron out of realmalistic zeal demands reparations for their safeguarding of the Quel'thalian Border against the scourge, Quel'Thalas in their own view as the superior people outright refuse. Stromgarde, caught in the middle and with a desire to curb Lordaerons ambition, decided to ally itself with Quel'Thalas, creating the Independent League. As of yet no fight has happened, but it will only be a question of time until either Lordaeron or the Independent League will make their move.
Description:
The Crimson Sword is born out of tragedy. It began when the Silverhand was founded to repel the invading lightless Orcs with holy retribution. It strived further then the Silverhand was tested through the Culling of Stratholme and failed. From that point on, the Silverhand fell and from their ashes we arise. But it needed a baptism of fire that only the Purge of Dalaran could provide. It was the chance to atone for our sin to stay idle when we were needed in Stratholme. Now, we are ready to be the last and truest protectors of the Light, only second to our Emperor. Serving and administrating from Dalaran, we will hunt down the last remnants of those traitorous Kirin Tor, will convert those faithless among us that even allowed the Scourge to take root in our society and are ready to face the enemy behind its walls of stone and broken dreams. The Crimson Sword is ready to be wielded by you, your Majesty.
Faction: -
Rank of Power: Normal Power
Notable Members:
King Genn Greymane
Lord Vincent Godfrey
Lord Darius Crowley
Archmage Arugal
Army: 3/1
Naval: 1/0,2
Difficulty: Medium – Important: There is one hidden event which is not shown to the player until game start.The nature of the event depends on the outcome.
Traits:
-Early Industry:
As Gilneas had to be self-reliant, it had to find a different way to prosper with the limited resources at hand. It started with the mass production of muskets to keep their people safe and ended with the first contraptions to mechanical aid production. Their alchemic tradition which trained them reliable and effective access to those products only added to the success. With that, Gilneas found ways to build up early forms of factories, driven by coal and waterpower. While their isolation will make it harder to advance, they have a powerful industry for their size and the potential to improve.
-Autarky:
Gilneas does not need the outside to survive. The peninsula holds everything that a Gilnean could want for. Be it metals, be it wood, food, hunting game or other needs – Gilneas has enough to prosper, although no extreme abundance. The people are loyal and always ready to serve crown and country and it is obvious that most Gilneans are part of some local service, be that militia, firefighter or otherwise. That all comes at a price – Gilneas is proud of their isolation. Should the crown strife to make any deals with the outside, be they treaties, trade deals or even ALLIANCES, it will be hard to explain it to the public. One must change hearts and minds first.
-Greymane Wall:
The peninsula of Gilneas is already a fortress in itself – with cliffs and reefs that would destroy most ships, except for those that know the secrets of navigating in the area – a privilege reserved for Gilneans. But King Greymane decided to go one step further after the Orcish Rebellion against the internment camps. Building the Greymane Wall, he effectively cut off the peninsula from the rest of Lordaeron. In addition, with the rise of Lordaerons ambition, Gilneas is starting to build two other walls that try to defend Pyrewood and Shadowfang castle. Should they be finished, then an attack on Shadowfang and Pyrewood from the land will be much harder.
(Visual reference: here)
Description:
Splendid Isolation is not just a euphemism for Gilneas – it is a way of life. Whatever does a Gilnean want when he can have anything a proper Gilnean could desire right here? And that thinking is not new – it persisted long before the Alliance was born. And when the Orcs in their internment camps rebelled, it just rejuvenated that longing to a point where it couldn't be ignored any longer. But the situation changed when an originally rogue move by Lord Darius Crowley to attend the Dalaran summit was a close call to death. He was barely able to escape the purge – and was even more lucky to save the Gilnean Archmage Arugal in the process. It sparked the beginning of a chain of events, spearheaded by "Lordaerons Ambition", that would change Gilneas perspective on their safety. Different opinions have arisen – Lord Crowley prefering to expand the defense in order to spare their people a fate similar to Dalaran, while the shrewd Lord Godfrey sees it as an opportunity to rejoin the Alliance under more favorable conditions, as Lordaeron surely needs allies. King Greymane must walk a thin line. While himself being a staunch isolationist, he cannot deny that staying that way might be the doom for his people. Still, his people are all he has and they belief that Gilneas can weather every storm if they belief in themselves and their King. Does the King do the same?
Faction: Alliance of Lordaeron
Rank of Power: Regional Power
Notable Members:
King Magni Bronzebeard
Prince Brann Bronzebeard
Princess Moira Bronzebeard
Army: 6/0.5
Naval: 1/0,2
Difficulty: Medium – Important: There is one hidden trait which is not shown to the player until game start.The trait is a burden to the realm.
Traits:
-Dwarven Craftsmanship:
Among the Three Hammers, the Bronzebeards and the Dark Irons hold a special knack for craftsmanship. Their unknown past and innate connection with stone and metal make them excellent craftsmen with those two materials. Buildings they build are made to last throughout the ages, armor they craft are built to withstand even a dragon's claw, and weapons they forge are destined for greatness. What a dwarven master artisan makes rivals even the quality of magically enchanted projects.

The Bronzebeards have a special twist to this – their central forge in their capital is the most intricate in existence. From here, they crafted some of the most legendary items in the history of Azeroth and a legend says it allows a master craftsman to weave their emotions into the weapons they create.
-Explorers League:
The Explorers League is a testament to the curiosity and will to uncover the hidden truths on Azeroth. Holding a past that is as mysterious as unknown to the dwarves, their explorers guild tries to bring that past back to them. Their leader and founder, Brann Bronzebeard, is especially curious, ambitious and brave. Should any opportunity arrive to hold onto more knowledge, they are the first in line.
-Ironforged Engineering:
While not as good as their friends in Gnomeregan, Ironforge learned a lot about engineering from them. Rifles are a common weapon in their armies and Steam Tanks are a unique dwarven invention, combining the ingenuity of steam engines with the dwarven knack for sieges. While most of their Engineering is reserved for military applications, as their economy is productive enough, one might wonder what the future holds should they decide to develop into other aspects.
-Event: Diamond Vault:
Beneath the throne room lies the ancient diamond cave known as "Old Ironforge". As most rulers of ironforge were mountain kings, they usually travel below to ask the Mountains for their wisdom and guidance. The cave also holds the only access to the royal treasures, vaults filled with those things dear to the royal family. One might wonder what is hidden there.
-Event: Radio Silence:
Gnomeregan was awfully quiet last year, and it only worsened this year. Now, they do not return any messages and block the entrance to their city. While we don't know what is going on, we also received no call for help. All that is terrifying, considering that gnomes are usually open, welcome, and very talkative. What are your orders, your majesty?
-Event: Northrend Colony:
Northrend is a hostile place, even to dwarves. But the stubborn fellas aren't done with that continent just yet. To save anything valuable from Arthas's reach, Khaz Modan colonized a small portion of Dragonblight in Northrend. The Prince governs the Colony in the King's stead and strives to explore and secure as much land as possible, considered that the motherland will continue its support.
(Special Rule involved)
Description:
Be it ice, be it Orcs, be it something else, there are few things a bronzebeard dwarf cannot endure with a cold beer in hand. Ironforge is the perfect symbol of the ancient kingdoms' might. Built inside a mountain, protected by strong walls and gates and being very industrious and joyful inside those walls, it resembles the state of the kingdom that mostly lives inside a mountain range. Still, Ironforge is no isolated place. As a member of the Alliance, it has always helped its human neighbors, as well as the Gnomes which it considers as brothers and sisters. Still, Ironforge faces problems that aren't easy to deal with. First and foremost is the rise of the Blackrock Empire and minor realms within and without Khaz Modan that undermine the integrity of Khaz Modan territory. And secondly they try to keep a close eye on Arthas, whose actions are considered at least suspicious. And of all bad news, now even the Gnomes went silent, barely reacting to us. King Magni, we are in dire need of leadership.
Faction: Alliance of Lordaeron
Rank of Power: Normal Power
Notable Members:
Admiral-Consort Katherine Proudmoore
Lady Priscilla Ashvane
Lord Stromsong
Lord Arthur Waycrest
Army: 4/1
Naval: 4/0,8
Difficulty: Easy – Important: There is one hidden event which is not shown to the player until game start. The event is a disadvantage.
Traits:
-Children of the Sea:
Kul Tiras has an innate relationship with the sea and their navy. Their ships are built with Storm Silver, blessed by Tidesages, manned by hardened sailors and guided by experienced captains. Every one of these three advantages would give any navy a notable advantage, but together, they ensure that Kul Tiran vessels are superior in almost every way to ordinary ships, the Admiralty a unique advantage – they have a free action that they can use to speed up one action that uses their fleet in some kind.
-Mariners:
Kul Tiras mariners are second to none, with Zandalar being the only realm who can boast marines even remotely close in skill to those of Kul Tiras. Be it on the sea or on landfall, Kul Tiran soldiers know how to put the sea factor into the combat equation. Coastal Invasions provide no disadvantage for them.
-Island Faction:
Merchants are one of the life lines of Kul Tiras. Their ships carry the riches to all over the Eastern Kingdoms, but the sea is rough, and pirates love to get their "share". It is no wonder that Kul Tiras constantly requires new ships, and that Boralus has become adept at meeting these demands over the centuries. Their fleets do profit from it and as long as Kul Tiras holds its capital, it receives an additional 0,2 naval reg., symbolizing the vast shipyards situated there.
Description:
After the Dalaran Summit, Kul Tiras turned from one Day to another. As Daelin learned that his Children stole half his escort fleet to the Summit, Daelin left directly to deal with this issue - gladly, for staying would have left him to the same fate King Terenas and Archmage Antonidas would have suffered. After revealing that his wife had supported his children in this coup, Daelin's distrust and the failed attempt to hunt and bring back his children, made him isolate himself until half a year later when his son Tandred returned. Tandred told him how Jainas Expedition went further south Kalimdor, and how Tandred tried to hold a base settlement at their initial landing point, until the Horde found them. As they razed the settlement to the ground, Tandred had to retreat back onto the ships, leaving Jaina behind to seek reinforcement and forgiveness from his father. In his Wrath and worry, Daelin wasted no time, rallying his fleets to travel westward himself, to save his daughter. Katherine, now left with ruling in her husband's stead, has to make a choice: While weakened, Lordaeron is demanding Kul Tiras help against the Free League. Will Kul Tiras provide? Or does it search for a different solution?
Faction: -
Rank of Power: Great Power
Notable Members:
Emperor Victor Nefarius
Onyxia
Warchief Dal'rend Blackhand
King Dagran Thaurissan
Army: 7/1,5
Naval: 1/0,2
Difficulty: Hard – Important: There are two hidden traits and three hidden traits which are not shown to the player until game start. One trait is an advantage, the other might be boon and curse at once. The first event requires diplomacy, the second is a advantage and the last is a looming doom that cannot be ignored forever.
Traits:
-Orcish Elite:
Orcs in general are terrifying opponents. Big, very strong and filled with rage, orcs are berserker on the battlefield. The remnants of the dark horde, however, are the most terrifying of them. Although their skin turned grey after the end of the Second War, their demonic blood lust never quenched as much as those in Thrall's Horde. Holding on to the ideals of the old Horde, they are still the ideal strike force.
-Dark Iron Craftsmanship:
Among the Three Hammers, the Bronzebeards and the Dark Irons hold a special knack for craftsmanship. Their unknown past and innate connection with stone and metal make them excellent craftsmen with those two materials. Buildings they build are made to last throughout the ages, armor they craft are built to withstand even a dragon's claw, and weapons they forge are destined for greatness. What a dwarven master artisan makes rivals even the quality of magically enchanted projects.

Dark Iron Dwarves have a special twist that enhances their creations further – using the mysterious Dark Iron, a material that is far superior to ordinary metal and can only be smelted in the special forges in Shadowforge. Once Dark iron cools down, it is hard to alter its form, a very useful property for the drill heads of their mole machines.
-Emperor Nefarius Triumph:
While the forces of Blackrock mention him in their battle cries, no one really knows who Nefarius is. Considering he forced two of the greatest adversaries to bow before him, it is not farfetched to say that he must be a grave danger to all that oppose him. One has to be careful, for if someone catches his ire, that one will surely perish.
Description:
The Blackrock Empire was created almost as eruptive as the volcano where their capital is placed. Sometime after the end of the Stormwind civil war, as Katrana Prestor was exposed as Onyxia and fled Stormwind, she arrived in the Blackrock Mountain. There, her Brother Nefarian took care of her. As he heard that their plans of infiltrating and destabilizing Stormwind failed that quickly, Nefarian knew that they had to take action before Stormwind would recover too quickly. Soon, the Emperor of the Dark Iron dwarves would have to give his title over to his new overlord, and the Warchief would soon swear allegiance to a non-Orcs that would surpass him nonetheless. From there, as Lord Victor Nefarius, Nefarian would reorganize both realms into one, combining their strengths into a new tool of destruction. Will Nefarian succeed and avenge Onyxia's defeat? Or will he crumble between the attacks of Stormwind and Khaz Modan?
Faction: Alliance of Lordaeron
Rank of Power: Normal Power
Notable Members:
King Varian Wrynn
Queen Tiffin Wrynn
High Lord Bolvar Fordragon
Matthias Shaw
Army: 5/1
Naval: 2/0,2
Difficulty: Easy to Medium
Traits:
-Stonemasons Guild:
The City of Stormwind is a marvel of human architecture and that is no short thanks to the help of their Stonemasons Guild. Famed for their works within the former seven Kingdoms and being the original makers of Nethergarde Keep, they are one of the most skilled and renowned guilds in the eastern kingdoms. After King Varian fought valiantly for the payment of the guild and after Emperor Arthas provided the final payment, the Guild Leader Edwin Van Cleef is loyal to both men and always ready to build the next great project.
-Jack of all Trades:
Dalaran holds the best mages, Lordaeron the most devoted, Stromgarde the best armies, Kul'Tiras the best navy, Alterac had the best merchants and Gilneas the best alchemists. And Stormwind? Stormwind is always second place, in every category. Stormwind's strength is its versatility and the combination of them into what it needs. A true jack of all trades, while master of none. But oftentimes better than a master of one.
-SI:7:
The SI:7 is Stormwinds intelligence agency, a long standing, secret organization that directly reports to the royal crown. No other Kingdom holds an organization with that amount of experience and skill in infiltration, information collection, sabotage, and exfiltration. Their work was crucial in defeating the noble insurrection and saving the royal family from danger and its Leader Master Shaw will make sure that it will stay this way.
-Event: Recent Civil War:
A bit more than half a year ago, Stormwind was caught in a great civil war against its nobility. The fight left the land in a bad shape and while Stormwind city was not destroyed, Onyxias Revelation left the royal Palace and several installations in desperate need for repair. Stormwind has to rebuild once again and if done, it might be able to be as great as it once was.
-Event: Queens Fate:
Queen Tiffin is still in a coma. She has survived the dragon claw that pierced her chest, but it left her with a cursed black flame inside which slowly drains her life force. Her veins blackened, her skin as white as porcelain and she sometimes awaken just to scream the entire time before falling back into the coma. It is only thanks to the constant care of a full staff of famous priests, accomplish mages and master alchemists that she isn't dead yet. Every attempt to break the curse with the resources that Stormwind possess fail, as if Onyxia had designed the curse in a way that Stormwind simply is not capable of breaking. Varian must make a choice and the choice will be many things, but not easy.
Description:
As the people of Stormwind returned to their ruined homes, the true effort began. Brick by brick, lumber by lumber, straw after straw, ruins were turned into houses, castle ruins into fortresses, plundered land into green fields and forests. It only became even brighter when the King's heir entered the light of day, becoming a symbol of Stormwind rebirth. But where there is light, there is also shadow. While the industrious people worked to return Stormwind to its former glory, the Nobles, foremost of them Katrana Prestor, were corrupt and schemed to increase their power. Instead of paying the honest people, they refused, almost stirring Stormwind into a civil war if it weren't for King Varian and his Wife, Queen Tiffin, using the royal coffins of both House Wrynn and Elarian to compensate the unwillingness of the nobles, almost leading to the ruin of both noble houses. Varian would then learn of the true strength and dedication of his people, collecting gold and food for the royal houses so that they wouldn't live in poverty. The Nobles of Stormwind despised the Kings mingling with the common, which only amplified when Lordaeron declared their Emperorship and paid for Stormwinds reconstruction, as well as giving Stormwind every relic back that the Royal Family sold in order to pay. As the Nobles pressured Varian to refuse Lordaerons kindness and instead prepare to oppose Lordaerons claims for Arathors Legacy, Varian instead refused the Nobles' demands and stuck to Emperor Arthas as an old friend and ally. Katrana Prestor used it to start a Civil War in 21 ADP, which ended when she was exposed as Onyxia, Broodmother of the Black Dragonflight. In the final battle, as she destroyed the royal castle and wreaked havoc throughout the city of Stormwind, nearly mortally injuring Queen Tiffin, Varian was able to gravely wound the Dragon, making her retreat eastward. King Varian now has to rebuild his Kingdom. Will he come to Lordaerons aid against the Free League? Will he help Lordaeron to find the Dalaran traitors? … And how will the King save his wife from the brink of death, before it is too late?
Faction: -
Rank of Power: Normal Power
Notable Members:
Archmage Ansirem Runeweaver
Archmage Modera
Army: 3/0,5
Naval: 0/0
Difficulty: Medium
Traits:
-Dalaran Artifacts:
When Archmage Modera and the Kirin Tor Remnants fled their marvelous city, they were able to escape with the most valuable artifacts the organization held within the Violet Citadel. Right now, those provide a special boon to the Remnants, allowing them feats that would usually be impossible to perform with their size. But be warned – there was a reason that those artifacts were hidden and secured and should their wisdom be replaced by their desires, one might wonder what will happen.
-Wonders of Karazhan:
The vacant home of the last Guardian of Tirisfal. The most arcane place that the eastern kingdoms offer, in both meanings of the word arcane. Its interior is many times as grand as the outer design would suggest and its corridors are ever shifting. While Archmage Ansirems Expedition were able to get up to the library once, the tower seemingly took offense to this and changed its layout entirely. Still, the tower holds many secrets and wonders of a time when the mages were daring enough to almost turn a mortal into a god and one can only fantasize what such a being left behind.
-Masters of Magic:
After the High Elves shared their secrets, Dalaran became a melting pot of different cultures, together forming an advanced society based upon further research of the arcane. If somebody knows how to acquire a goal by magic means… the last masters of Dalaran can open doors where others just see walls. Also, they can use one portal at the first level on the same continent for free, though upgrades have to be paid with the usual maintenance.
-Event: Outcast's Cloak:
After their escape from Dalaran, the Kirin Tor Remnants had to learn how to hide their tracks quickly. Traitors to the Alliance and hunted by the Crimson Sword, the Remnants took special precautions to be untraceable. A realm that tries to find them without their consent has to spend great efforts to track them down, defeating the very system they put in place to vanish.
Description:
After Arthas return and the salvation of Lordaeron, Dalaran prospered, as its Scholars could help its neighbor to ease the losses of the brief undead invasion. While some of them like Archmage Ansirem used that new found wealth to realize formerly neglected projects like an expedition to Karazhan, others debated about the price that was paid to end the scourge. While most citizens remained neutral in this debate, viewing Arthas actions as gruesome, but unchangeable now, two more radical fronts emerged - one defending Arthas position and the other seeing the culling of Stratholme as completely avoidable. Those fronts would merely debate intensely, until the Dalaran Summit. When the Alliance met to discuss their future plans for the coalition, demonstrations of those opposing Terenas attending the meeting broke out. It was all civilized though, until Daelin and his guards broke through the demonstration in front of the violet citadel. Suddenly it erupted, trying to breach the citadel's defense, until some almost reached the Portal to the upper rooms. After that, the situation became even more chaotic, as an hour later, most demonstrants broke through, as well as the people inside the citadel including archmage Antonidas and King Terenas were infected with an unknown disease. While Dalaran tried to maintain order, it was only achievable when the Crimson Order arrived, putting the people under house arrest and killing everybody seemingly infected by this disease. It was only when Archmage Modera patrolled the city herself and seeing that most people infected were those opposed to Arthas actions, that she realized the danger. Returning to the Violet Citadel, just too late as Antonidas and Terenas had already died, she gathered the remaining and available members of the Kirin Tor. Taking every artifact that they could get with them, they teleported themselves south to Ansirems Expedition as it was mostly unknown to most but a few people. As Modera and Ansirem try to save what is left of the Kirin Tor, they have to ask themselves - are they willing to risk their deaths to reveal Lordaerons unjust invasion? Will they stay hidden and try to reveal the truth from the shadows? Or do they turn to even darker paths, if not abandoning all hopes?
Faction: -
Rank of Power: Normal Power
Notable Members:
Lord Mandokir
Army: 2/0,5
Naval: 0/0
Difficulty: Easy – Important: There is one hidden event which is not shown to the player and will be shown at game start. The event is a disadvantage.
Traits:
-Blue Blood:
Trolls regenerate much faster and more severe wounds than other mortal beings. When a human loses a hand, it is usually their doom. A troll will laugh in pain, completely recover within weeks. That puts troll armies in an advantageous position, as they recover much easier from losses then other armies. Still, fire seems to be a bane even a troll cannot easily shake off. Trolls take less casualties and have a minimum manpower reg of 0.5.
-Da Voodoo:
Trolls cultivated a special form of religious magic. Although nobody knows why exactly, Voodoo's effects can range from shrinking their enemies, to blessing weapons, to raising the dead into undeath. In that, the Gurubashi have a very potent, but seemingly unreliable source of magic at hand - May their Loa look favorable upon them.
-Woodpunk Revolution:
Through a pact with an unknown entity, a few Trolls chosen by Lord Mandokir were magically infused with knowledge of the goblin like art of Engineering. Though it is mostly centered around their "Boomsticks" and some mechanical tricks such as water wheels and a train completely made out of wood that travels on a track within Zul'Gurub, they now have the mindset and means to delve deeper. What would the Gurubashi be able to accomplish, should they get access to higher quality iron or steel?
-Event: What hav' ya done, mon?!
As Lord Mandokir slayed the Atal'ai, he basically denied a loa his return to the material plane. A fact that left many trolls speechless. While some respect and praise him for that, others see that as a violation of communion between the Loa and the Gurubashi. In that, Lord Mandokir is walking a thin line between madness and greatness. If he cannot balance his faith to the Loa and his newfound love for his mechanical toys, this might provide a chance for more religious movements to end his reign.
Description:
After the Hordes attempted to conquer Stranglethorn and claim it as their new Tanaan in the second war, the Gurubashi lived in relative peace, in self chosen isolation. That was, until a cloaked figure arrived in Zul'Gurub, meeting Lord Mandokir in his sleep. He showed him a future, where the destiny of the Gurubashi would end if they followed Hakkar yet again or rise up to new highs with machines at their fingertips. As Mandokir awoke from this nightmare, the cloaked figure stood right in front of him and made him an offer - he would share the means to produce the marvels he had shown, if Mandokir would end the Atal'ai that were hiding in their Temple in the swamps of sorrow. Only after the cloaked figure used a magic trick to install the promised knowledge in Mandokir as the first engineer of his people did Mandokir agree. After they had defeated the Atal'ai, the cloaked Figure would also hold his end of the bargain, with a last warning. Eager to test this new knowledge, the Trolls of Zul'Gurub already realized some of their marvels, but quickly hit a dead end as their materials couldn't keep up with their creativity. Now Lord Mandokir has new problems ahead of him. Will he heed to the warning of the cloaked figure? How will he try to balance their cultural ways and technological advancement? What will the Loa think of this? And will the Gurubashi again try to reclaim their heritage as the Gurubashi Empire? Time will tell, but one thing is sure - isolation is no option.

Kalimdor

Faction: The Horde
Rank of Power: Regional Power
Notable Members:
Warchief Thrall
Chief Grom Hellscream
Commander Nazgrel
Army: 3/1
Naval: 0/0
Difficulty: Medium
Traits:
-Ashen Skies:
Smoke is rising from the Orgrimmar. Using knowledge they gained from an unknown entity, the Blackrock orcs that fled from Alterac started forges and workshops where they create their newest tools – flamethrower, rifles and cannons. Using the red dragons as carriers and as heaters for their smelters, the Blackrock orcs allow the orcish Horde an early access to technology that the orcs had never dreamed of before. But everything has a price. The fuel for this industrial growth is paid in wood and one might wonder if the elements aside from fire and the night elves will take that circumstance lightly.
-Clashing old Hatred:
While many were able to shake off the demonic rage that filled their veins, other orcs still struggle with the feelings inside them. Hellscream, his Warsong Clan and the Blackrock Clan still especially struggle and even embrace it to a certain extent. While this situation is not ideal, it is a long term problem that has to be addressed and if done right, it might change into a strong boon for the entire horde.
-Allies of the Elements:
The old Horde has lost its connection to the elements, but Warchief Thrall rekindled the deep affiliations. If the shamans of the Frostwolf Clan ask the elements for help, they will usually answer and provide whatever they can do without betraying their nature or the balance of nature itself. That led to many wonders that saved Thrall and the Horde from certain death. Still, one might wonder if the elements will be so favourable if we threaten the very balance of nature itself with the projects of the Blackrock Clan.
-Event: Destiny:
The Prophet guided our steps to these lands. He promised that our future would be decided in Kalimdor and with that the future of Azeroth. But it never came. Instead, the Prophet explained that some had interfered and changed the events. Leaving us with open answers, he promised to return in one year. Now that a year has passed, hopefully we will get the answers the Prophet has promised. As long as destiny is active and as long as Jaina and Thrall are leaders of their realm, both realms cannot go into conflict with one another without a compelling reason.
-Event: Armistice:
The Eight Weeks War was a catastrophe for all involved. Not only did many die without purpose, but it also allowed Illidan to break out of his prison and kill the revered Cenarius. Although everyone involved worked together to contain the damage in Felwood, the armistice is fragile at best. Many warriors on both sides still crave to end this and the question of what news the Prophet will bring will also decide if the armistice will hold or the war resumes.
Description:
When the Horde escaped their internment camps and sailed west, they had no idea what the journey would have in store for them, especially in regards to the savage land they would find. While passing a storm at high sea, the fleet got separated and landed at different times on different locations on Kalimdor. Trying to find each other, Thrall would start to settle the Orcs in Stonetalon mountain to wait for the Prophet and in that pursue finding an ally in Jaina Proudmoore, while Grom would start multiple skirmishes that would throw the Horde and Jainas Expedition into a brief war with the Night Elves. It was only through negotiation that a shaking truce was reached, one that was founded on a common enemy that was prophesied. Now, while everyone is holding their breaths as they await the return of the prophet, Thrall has to cement the Hordes position. Can he strike a balance between the industrious new ways of the Blackrock Orcs and the Shamans trying to reconnect with nature? Can he strike a peace between his people and them in light of (recent) history? Will the Prophet return before the shaking truce is reaching its limits?
No matter how things will evolve, one Thing remains certain - it is either death or victory. Lok'tar Ogar!
Faction: -
Rank of Power: Normal Power
Notable Members:
Lady Jaina Proudmoore
Archmage Mordent Evenshade
Archmage Tervosh
Army: 1/0
Naval: 0/0
Difficulty: Medium
Traits:
-Highborn & Kirin Tor Magic:
With the discovery of the Highborn and their libraries, Jainas Expedition has a unique opportunity – as (known to them) some of the last Kirin Tor and with access to ancient highborn magic, they might be able to revive and upgrade some of the old spells, let aside revolutionize the modern magic arts. A long and maybe prosperous route. One has to be careful however – the Highborn fell for a reason and one might fall to the same hubris.
-Cultural Meltingpot:
Probably no realm is as culturally diverse as Jainas Expedition is – Humans from three different cultures, high elves, dwarves, gnomes and now even highborn. All of them with their unique abilities and flaws. This gives the Expedition a small advantage to almost everything they try to do, as they usually have the right experts and different perspectives to get a job done in a good way. Still, the Expedition is all but a monolith. While the surrounding is still dangerous and far from pacified, they can stay united, but misunderstandings are common. It is unavoidable that realms will emerge with totally contrary agendas.
-Wonders of Eldre'Thalas:
Eldre'Thalas was one of the biggest cities of the Night Elven Empire, a testament to the beauty and awe it held. While it lays in ruins, it is still a place of many chances and secrets. Once the ruins are pacified and the city rebuild, one can only wonder what they can find among the ruins and what can be achieved with those findings.
-Event: Destiny:
The Prophet guided our steps to these lands. He promised that our future would be decided in Kalimdor and with that the future of Azeroth. But it never came. Instead, the Prophet explained that some had interfered and changed the events. Leaving us with open answers, he promised to return in one year. Now that a year has passed, hopefully we will get the answers the Prophet has promised. As long as destiny is active and as long as Jaina and Thrall are leaders of their realm, both realms cannot go into conflict with one another without a compelling reason.
Description:
After Arthas return to Lordaeron, Jaina was heartbroken to see Arthas being with someone else. After a time of tears and pain, she remembered the words of the Prophet she met leaving Stratholme and wondered if his words may still hold true. Eager to find out, she asked her old friend Kael'Thas Sunstrider for help. While he would go search for information in Quel'Thalas, Jaina would accompany Ansirem's Expedition in order to find something about Kalimdor - and both, Kael'Thas and Jaina, would succeed. Combining their findings and thus confirming the existence of Kalimdor, they decided to travel to Kalimdor to see if the Prophecy held true. After assembling an Expedition Force of High Elven and Dalaranians, Jaina would conspire with her Brother Tandred to steal one of Kul Tiras escorts fleets stationed at Southshore for the Dalaran Summit, before sailing west. Arriving in this new continent, Kael'Thas revealed a Goal of his own, which led the Expedition to split up. Jaian would meet the Prophet once more, given the mission to liberate Dire Maul and meeting and allying with Thrall in the Process, while her Brother Tandred, building a base of Operation, was raided by Grom Hellscream and forced to retreat home to Kul Tiras, leaving Jaina behind. Having joined a brief war, which was only averted by the promise and hope that the Prophet will return to enlighten the Problems ahead, Jaina must make important decisions. Can she free the Highborn completely of their corruption? Can she secure and rebuild the City of Eldre'Thalas? Is she able to mend the rift between Orcs and Humans? And foremostly… What will she do in the face of a crisis that nobody can see aside from her?
Faction: -
Rank of Power: Normal Power
Notable Members:
Prince Kael'Thas Sunstrider
Pathaleon the Calculator
High Astromancer Solarian
Master Daellis Dawnstrike
Army: 2/0,5
Naval: 2/0
Difficulty: Medium – Important: There is one hidden event which is not shown to the player until game start.The nature of the event depends on the outcome.
Traits:
-Moonwell of Zin'Malor:
The distance to the Sunwell has a negative impact upon the High Elves of the expedition, who depend upon the lingering mana. Originally this would have provided a problem, but the sun smiled upon its children. The Temple of Zin'Malor held an old Moonwell, a sizable portion of the water of the Well of Eternity. While its potency weakened over the millenia, it still provides enough sustenance for the expedition members as long as they control it.
-Friendship with the Night Elves:
Traitors. That might be a word both sides would throw at each other millenia ago. But today is different. While the Night Elves still remember the old days, Kael'thas Expedition are of a new generation and their help in the Eight Weeks War proved that they at least deserved a chance. Should the Expedition hold its promise to cover their magic tracks, either by careful magic usage or by building the same runestones that cover Quel'thalas, they can count on the help of their Night Elf brethren then they need them.
-Masters of Magic:
Similar to their kin in Quel'thalas, the High Elves of Kael'thas Expedition are experts on the field of magic. While without a potent source of magic like the sunwell, they are still capable to craft many wonders that would greatly aid them in making this place their own home. They just need the right resources and time and much more care if they do not want to anger their Night Elven allies.
Description:
The Expedition wasn't Kael'thas idea. The Prince was literally dragged into this as he tried to help Jaina Proudmoore on her research regarding Kalimdor. Knowing that Kalimdor was tied to their heritage, Kael'Thas searched the Royal Library of Silvermoon, to the dismay of his father, King Anasterian. Warning his son not to dwell too deep into an unpleasant past, he ordered him to stand down. But Kael'Thas curiosity passed the point of return. Meeting up with Jaina, they decided to organize the Expedition anyway. Kael'Thas would return so Quel'Thalas and with help of his trusted companions Daellis and Pathaleon gathered their share of the Expedition. After the Expedition's arrival at Kalimdor, Kael'Thas revealed to Jaina his own plans - finding the ancestral home of their people. And he would find it in Azshara. After first contact with their Ancestors, the "Night Elves" or Kaldorei and learning of their distrust of magic, Kael'Thas was willing to prove that they and their use of magic had changed. After a brief war at the side of the Night Elves against the Horde and Jainas Expedition and the following truce, something in Kael'Thas is still calling him. Will he find the answers he is looking for? Will he be able to mend the ancient rift between his people and his ancestors? Will he accept the Hordes' new ways or take revenge? And after all of that.. will he return home, searching for forgiveness, or surpass his father by becoming king of his own right?
Faction: -
Rank of Power: Normal Power
Notable Members:
Grand Admiral Daelin Proudmoore
Captain Tandred Proudmoore
Captain Lord James Ashvane
Army: 4/0
Naval: 4/0
Difficulty: Medium – Important: There is one hidden event which is not shown to the player until game start.The nature of the event depends on the outcome.
Traits:
-Children of the Sea:
Kul Tiras has an innate relationship with the sea and their navy. Their ships are built with Storm Silver, blessed by Tidesages, manned by hardened sailors and guided by experienced captains. Every part is so optimized, that they are almost superior in every way to ordinary ships, giving Kul Tiras a unique advantage – they have a free action that they can use to speed up one action that uses their fleet in some kind.
-Mariners:
Kul Tiras mariners are second to none, with Zandalar being the only realm who can boast marines even remotely close in skill to those of Kul Tiras. Be it on the sea or on landfall, Kul Tiran soldiers know how to put the sea factor into the combat equation. Coastal Invasions provide no disadvantage for them.
-All along the Coastlines:
It is a long way to Kalimdor and the decisions made along the way will decide with which advantages and disadvantages Grandadmiral Daelin will arrive in this mysterious land. Strange places await, and it will be unclear if the stops they make in their journey will be pleasant or awful.
-Event: Save the Princess:
The whole point of this expedition is to find Princess Jaina and bring her back home safely. She clearly doesn't know the danger she is in. And even if she thinks she can handle it, she can't. She was always naïve and too trusting, so it falls to her father to make the hard but right calls. Grandadmiral Daelin will stop at nothing to save her, even if this means dismissing his daughter's opinion entirely.
-Event: Fleet without state:
While Daelin has a complete fleet and army at his disposal. what he does not have is the infrastructure and economy to provide for both long term.
Description:
Although he could never admit it, the betrayal of his Children Jaina and Tandred at the Dalaran Summit was both a blessing and a curse. Having avoided the fate of Terenas and Antonidas, Grand Admiral Daelin Proudmoores first duty was to catch his Children and bring them to their senses. His anger, like always, hid the true feeling inside him - that he worried for them and felt helpless as he couldn't protect them or their crews from the dangers that lurked in the west. Knowing that the Orcs had sailed west as well and discovering that his wife helped their children in this plot, Daelin became paranoid. Giving him the impression to protect his people from the power struggles within the Alliance, Daelin neglected the Alliance and focused more inwards, which gained him more popularity among his people. As Tandred returned half a year later, telling Daelin how the Expedition split up, Tandred had to hold the bridgehead against a raid of Orcs and lost, which forced him to retreat and leave Jaina behind. Daelins goal was set - he had to set the failures of his family right, return the stranded crew and family back home and end the orcish threat for good, to avenge their fallen - to avenge Darek. While still on their journey west, Daelin and his fleet are eager to arrive. Will he arrive before it is too late? Can he save his daughter and the Kultirans at her side? Will he defeat the Horde once and for all? Will he leave Kalimdor once his duty is done, or does it hold new promises for Kultiras? And can he face or befriend the dangers that Daelin doesn't know yet?
Faction: The Horde
Rank of Power: Normal Power
Notable Members:
Vol'jin
Hexmaster Zalazane
Shadow Hunter Rokhan
Army: 1/0
Naval: 1/0,2
Difficulty: hard – Important: There is one hidden event which is not shown to the player until game start. The event is a disadvantage.
Traits:
-Blue Blood:
Trolls regenerate much faster and more severe wounds than other mortal beings. When a human loses a hand, it is usually their doom. A troll will laugh in pain, completely recover within weeks. That puts troll armies in an advantageous position, as they recover much easier from losses then other armies. Still, fire seems to be a bane even a troll cannot easily shake off. Trolls take less casualties and have a minimum manpower reg of 0.5.
-Da Voodoo:
Trolls cultivated a special form of religious magic. Although nobody knows why exactly, Voodoo's effects can range from shrinking their enemies, to blessing weapons, to raising the dead into undeath. In that, the Gurubashi have a very potent, but seemingly unreliable source of magic at hand - May their Loa look favorable upon them, for if not, chances are it will backfire.
-Bwonsamdi:
Voljin enjoys the special attention of Bwonsamdi, Loa of the dead. As a flickering god who's mood swings constantly, this can be good or bad. While Vol'jin is not King Rastakhan, who enjoys eternal life by the grace of his patron loa, Vol'jin can still climb in Bwonsamdis Favour. How far is Vol'jin willing to go – and how much does it matter in face of a god that can see his efforts differently whenever his mood changes? (Special Mechanic)
-Event: Eye for an Eye:
The humans and elves brought only suffering to the Darkspear. Grom tried to avenge them and yet Warchief Thrall stopped him. While Vol'jin stay true to his Warchief, even he cannot deny that he wished he could spill Elven Blood to honor the dead. It will be a hard call: What will it be? Revenge for the Fallen, or allegiance to the Horde?
-Event: Armistice:
The Eight Weeks War was a catastrophe for all involved. Not only did many die without purpose, but it also allowed Illidan to break out of his prison and kill the revered Cenarius. Although everyone involved worked together to contain the damage in Felwood, the armistice is fragile at best. Many warriors on both sides still crave to end this and the question what news the Prophet will bring will also decide if the armistice will hold or the war resumes.
Description:
Originally from the Darkspear island, the Darkspear Tribe is a fierce yet integral part of the new Horde. As their home island was sunk by the machinations of the Naga witch Zar'jira, it was Thrall who saved them from total annihilation. Forever in his debt, they followed him to Kalimdor, seeking a new place to call home. As scouts and reserve, it was their duty to settle the seaside of the Barrens to ensure a bridgehead while Thrall seeked Grom. Never had they thought that they would meet elves of Kaelthas Expedition and the humans of Jainas. With no means to retaliate without endangering themselves, it was Groms return that would allow them to seize the moment. Starting the Eight Weeks War, they soon learned that it was Thralls wish to co-exists then to take revenge. Now the young Chieftain Vol'jin has to walk a dangerous path.
Faction: The Horde
Rank of Power: Normal Power
Notable Members:
Cairne Bloodhoof
Tagar Bloodhoof
Baine Bloodhoof
Army: 1/0
Naval: 0/0
Difficulty: hard
Traits:
-Children of the Earth Mother:
Blessed by their patron goddess, the Tauren enjoy a special connection with the elements and nature itself. Born from the covenant to be a part of the natural cycle themselves, they are the true masters of shamanism and – next to the night elves – some of the best wielders of druidism. But be careful – should they break the ancient deal with the Earth Mother, they may lose her blessing.
-Strength of a Bull:
Tauren are one of the strongest, fully sentient yet mortal creatures on Azeroth, only comparable to Ogre. And blessed with an endurance that carried them through endless barren lands. Taurens are fearsome enemies, only prohibited by their innate peaceful nature. In a combat, a Tauren is by its physical merit a much stronger foe then most enemies, and thus also needs more supplies to keep moving. In peaceful times, it makes them strong helping hands – building, hunting, harvesting, all those things are much easier for a Tauren, which makes an outsider wonder what else such strong hands can accomplish.
-Knowledge of the Land:
As Nomads, the Tauren were faced with all hard realities Kalimdor had to offer – and survived them. They know how to life off the land, they know how to befriend their wildlife and live in harmony with them and they know the land itself. For as long as a host of Tauren stride the plains of Kalimdor, they will stride forward. (Tauren armies can regenerate in enemy territories while on Kalimdor. Tauren players are also entitled to ask the GM special, Kalimdor centric questions)
-Event: In balance with nature:
Tauren always shared a special relationship with the gifts of the Earth Mother. Whatever they took, they took mercifully. Whatever they had, they used entirely. Whatever they wanted, they would return it graciously once their own end approached. As natural part of the cycle of life and death, Tauren have a hard time understanding or even tolerating the never satisfied maws of the ashen machines the Blackrock used to bribe their way into the Horde. Until there is a time the Tauren have abandoned the Earth Mother or finding a way to let those machines be compatible with that creed, they will never accept industry in their sacred lands.
-Event: Blood Stride:
With the Horde at their side, the Tauren were able to hold their ground against the Centaur tribes roaming from Desolace to every corner of middle Kalimdor. The recent episode of skirmished called the "Blood Stride" is the desperate attempt of the Centaur to pierce the frontlines momentarily and raid behind the frontlines. Inspired by the Blood Lust of their allies, especially younger Bloodhoofs do not accept the losses through those raids as part of the natural order, but preventable. Dreaming of ending the abominations the Tauren enables when they turned the once green Desolace into its barren shadow, they might be willing to challenge their Chieftain if that is what it takes.
-Event: Armistice:
The Eight Weeks War was a catastrophe for all involved. Not only did many die without purpose, but it also allowed Illidan to break out of his prison and kill the revered Cenarius. Although everyone involved worked together to contain the damage in Felwood, the armistice is fragile at best. Many warriors on both sides still crave to end this and the question what news the Prophet will bring will also decide if the armistice will hold or the war resumes.
-Event: Grimtotem Rivalry:
The Grimtotem live in total opposition to the Bloodhoof. Not willing to be part of the natural cycle, but rather to dominate everything within. Seeing the rise of the Horde, the Grimtotem will not idly standby to see them getting surpassed by those outsiders. Sooner or later, the Bloodhooves will have to face their ancient enemies – the question is how and when.
Description: The history of the Bloodhoof only knows the endless strife through a land that is as unforgiving as merciful. Almost wiped out by the chasing centaur raiders, it was Earth Mothers fortune that brought Thrall and his Horde to the plains. A life debt marked the start of a pact that was fueled by the like minded dream of a better future. As part of the Horde, the Bloodhoof could count on their new allies against their countless old enemies. And those new allies inspire the especially young to change their mind. Torn between tradition, dreams, wants and needs, Cairne has to decide if the Bloodhoofs really want to be belong to the cycle or end it once and for all.

Applications are open until next Tuesday, 3.12.24 (DD:MM:YY)

"FAQ"
It doesn't. While time magic in the sense of accelerating or slowing down works just fine, it is impossible to time travel.
Mages that claim to have mastered that feat and not being confined by Bronze dragons complain that they lost the power since the
end of the aspects, pointing at the loss of Nozdormu for it. But if that is true, why isn't magic itself gone without Malygos?
There is a certain best possible ending and a certain worst possible ending – and many variations between them.
But i of course cannot account for the infinite amounts of variations a creative community can come up with, so
don't worry.
No. As many AU Makers might know, you have to twist or insert something new to make the A(lternate) in an AU make sense.
Eliza is such an insert and was made to be such a thing, hopefully with a full personality to appreciate.
But that won't stop you from memeing about that, isn't it?
It a homage to the second iteration of Ceslas Warcraft GSRP. There i played Alterac and since it felt like a fitting name for him,
it is his name in my head canon.

Thanks for reading and hopefully you apply!
 
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Empire of Lordaeron

All I have done, all I will ever do, it is done for my people...

Oh and I guess the following if I can't get that :V :

2. Kingdom of Quel'Thalas

3. Kingdom of Stormwind
 
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1. Kingdom of Quel'thalas
2. Kingdom of Gilneas
3. Kirin Tor Remnants

I too enjoy being arrogant elves :V
 
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1). Orcish Horde
2). Crimson Order


Looks around for Wildhammers, *sad Gryphon noises*

Edit: felt kinda bad for Thrall, no one picked him first.
 
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1. Kael'thas's expedition-No exploded Sunwell, no Illidan, and an actual chance to win the heart of... wait a minute "After a brief war at the side of the Night Elves against the Horde and Jainas (sic) Expedition"
Sounds of High Elven Profanity!
2. Daelin's Fleet-Rule Kul Tiras! Kul Tiras rule the waves! Tirassians never, never, never, will be slaves! Or Orc simps.
3. Kingdom of Stromgarde-We are the shield that guards the realms of men from all would be conquerors, Orcish or otherwise.
 
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1. Kingdom of Gilneas
2. Admiralty of Kul'Tiras
3. Daelin's Fleet

Lets go with this, not entirely the underdog but also not the top of the food chain.
 
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1. Kael'thas Expedition - I wish to build a bastion of elven glory. To make auxillaries of the native races. To unlock new ways of wielding the arcane and nature both of which neither kaldorei nor highborn could have fathomed. To learn of the mistakes that were made when Quel'Thalas was founded and surpass it.
The future is ours for the taking!

2. Admirality of Kul Tiras - Rule Kul Tiras. Kul Tiras rules the waves!

3. Daelin's Fleet - We are the wave that shall break the cliffs!
 
1. Kirin'Tor Remnants
2. Quel'Thalas
3. Kingdom of Gilneas
4. Kingdom of Stromgarde
5. Kingdom of Stormwind
 
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First of all, im amazed. Thanks for all your apps!

Now that im back from work, i post the Discord link: here

Just give a quick tag in the arrival channel and i unlock you
 
First things first, thanks for all the interest. Since its already 21 apps for 17 slots, and i see that those will already fill all slots....

Applications are now closed!

I will announce the players on Saturday.
 
If someone drops I'd love to hop on for Kirin Tor or other mages-y nation. I envision a Twin-headed Orge Mage hanging out.
 
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