Warcraft: Fallen Kingdoms (Old)

Created
Status
Ongoing
Watchers
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Index:
Character Sheet/State of Realm
Turn 1
Turn 1 Results
Turn 2
Turn 2 Results
Turn 3
Turn 3...
Index:
Character Sheet/State of Realm
Turn 1
Turn 1 Results
Turn 2
Turn 2 Results
Turn 3
Turn 3 Results
Turn 4
Turn 4 Results
Battle for Corin´s Crossing - Planning
Battle for Corin´s Crossing - Part 1
Battle for Corin´s Crossing - Part 2
Battle for Corin´s Crossing - Part 3
Battle for Corin´s Crossing - Part 4
Battle for Corin´s Crossing - Part 5
Battle for Corin´s Crossing - Part 6
Battle for Corin´s Crossing - Part 7
Battle for Corin´s Crossing - Epilogue
Turn 5
Turn 5 Results
Turn 6
Turn 6 Results
Turn 7
Turn 7 Results
Turn 8
Turn 8 Results
Turn 9
Turn 9 Results
Turn 10
Turn 10 Results
Interlude - Birthday Tournament
Turn 11
Turn 11 Results
Turn 12
Turn 12 Results
Light´s Hope Chapels Integration - Start
Light´s Hope Chapels Integration - End
Turn 13
Turn 13 Results
Turn 14
Turn 14 Results
Noxious Glade - Start
Noxious Glade - End
Unexpected Visitors - Start
Unexpected Visitors - Part 2
Unexpected Visitors - End
Turn 15
Turn 15 - Results
Dead and Alive - Start
Dead and Alive - Part 2
Dead and Alive - Part 3
Dead and Alive - End
From the Sea - Start
From the Sea - Part 2
From the Sea - Part 3
From the Sea - Part 4
From the Sea - End / Turn 16
Road to Hearthglen - Start
Road to Hearthglen - Start

Maps
Eastern Plaguelands Map
Northern Lordaeron Maps

Omake
Deal of the century/A friend´s promise
Corin´s Crossing - Scarlet Defender

Rules
How the rolls, stats and bonuses work
Rules for Thread Voting using Usernames


Warcraft: Fallen Kingdoms

Your Kingdom lies in ruin, your king is dead and your enemies roam the countryside unchallenged. Your people are afraid, they run, they hide, they submit, but some fight back, those that cannot, will not stand aside and let your kingdom be defiled any further. You are one of them, you are the leader of a group that refuses to allow these travesties to go on any longer, no matter what happens you will fight till the end, until the last breath leaves your body because you are:


[] The Scarlet Crusade: Founded with the goal of eradicating all undead and restoring the Kingdom of Lordaeron, the Scarlet Crusade is the last hope for survivors in the north. As the last living member of the Menethil line you are tasked with leading the Crusade to victory, and when Lordaeron is restored and your people is safe, you can turn your attention to Arthas and end the blemish to the Menethil name forever.

Advantages:
1) Paladins: Mighty warriors and wielder of the Holy Light, these men and women work tirelessly to protect the innocent and destroy evil. After The Knights of the Silver Hand was disbanded many paladins have joined the Scarlet Crusade with the hope of driving the undead out of Lordaeron and healing the land. (Start with a large amount of Paladins.)

2) Tyr´s Hand: The bastion of hope in a dying land. Surrounded by mountains and with a single gate on the east and west sides that can be attacked any enemy that wish to destroy you will have a very hard time. In the west lies the Scourge but in the east lies the last known fertile land in Lordaeron. Claiming it would be a huge boon for the Crusade. (Large defensive bonus, Moderate Infrastructure, Fertile land waiting to be claimed.)

3) The Founders: Saidan Dathrohan, Alexandros Mograine, the Abbendis family, the High Priest Isillien and you. Alone each one of you are a force to be reckoned with but together you are nigh unstoppable. Each of you have a personality that draws people to you, whether it is hatred for undead, wanting to serve a righteous cause or just plain fear people look towards you. (More Refugees head towards you, Bonus to all Category rolls as long as you stay together, Morale Bonus.)

Disadvantages:
1) Fanatics: A growing movement of Fanatics have started. They wish to cast out every species except humans and destroy anything and kill anyone that even hints of carrying the plague, even if there is no definitive proof. The movement is small now but it may grow soon. (May cause diplomatic incidents, may grow worse)

2) Outnumbered: For every undead you slay ten more takes it place. If the Scourge were to ever turn its full might on you, you would be destroyed. Thankfully you are not their only problem and they are being attacked on several fronts. Keep it that way and you might survive. (Constantly attacked, Outnumbered.)

3) The Land Is Dying: The Plague is seeping into the land and is killing it. Crops either don´t grow or grow up wrong and sickly. Almost all animals are either plague-ridden, undead or mutated. If this continue for too long the land may never recover. The refugees often has diseases and their food is often rotten or worse. (Dead land, refugees may carry diseases and hostile wildlife.)

[] The League of Arathor: Formed by the forces of Stromgarde, The League of Arathor mission is to retake Arathi Highland and the Capital Stromgarde. Ogres and the Syndicate are your main enemies though the trolls in the region have started to act up and there are sightings of undead troops. With the death of your liege Galen Trollbane the duty to restore Stromgarde have fallen into your hands.

Advantages:
1) Homeland: The Arathi Highlands is the cradle of Human civilization, where the Empire of Arathor was founded and where contact between humans and high elves was made. Every person in the League knows the importance of this place and will not let it fall into non-human hands. Knowing what they are defending makes it easier for your people to accept the bad situation you find yourself in. (Morale takes longer to drop.)

2) The Strongest: You were once considered the strongest military power in the human realm, able to withstand the might of the entire Horde in the Second War alone for quite some time. Sadly recent events has weakened your forces, but though the army is smaller they are not beaten and has retained their martial discipline and are eager to take revenge against your foes. (Bonus to Army rolls, Bonus against Ogres and the Syndicate while in the Arathi Highlands.)

3) Supplies: Even with all the defeats and loss of territory you have managed to maintain control of the Arathi Basin and with it your victory is assured. The Basin not only provides defense for the civilians it also supplies you with food, lumber, horses, several mines and several smithies. The loss of the Basin would be devastating. There are two entrances and while one is heavily defended with most of your army parked in front of it the other side is lightly defended and a dedicated assault would break though. (Start with no supply shortage, large supply of natural resources available.)

Disadvantages:
1) On All Sides: To the west are Ogres, Syndicate and Elements, to the east are more ogres, more Syndicate and trolls, the south is blocked by Dark Iron Dwarfs and you control the north. There is a way through the mountains to The Hinterlands and the Wildhammer Dwarfs but the tunnel has collapsed and needs to be cleared. (Surrounded by enemies, Isolated.)

2) Low Infrastructure: While you do have a couple of farms, lumber mills, stables and smithies, you have only tents to provide housing with for your soldiers and civilians and you have far too few to provide everyone with protection. If you get raided, a lot of damage could be done. (No defense structure, Penalty to defense, Raids more likely to happened and do more damage.)

3) Traitors: One of the reasons the Syndicate and the Ogres did so well against you was because of traitors, men and women that was bribed, threatened or blackmailed into betraying your forces, delaying orders, leading them into ambushes, ignoring calls for reinforcement, sabotaging equipment or just killing officers. You had hoped that the traitors had been all been found but when your liege was killed by his own bodyguards, you no longer know who you can trust. (Traitors in the League, Enemy Sabotage more effective.)





[] The "Rebel" Scourge: You are a Death Knight, servant to the Lich King until his death and part of the Scourge until the Usurper took control, thankfully he is not as powerful as the Lich King and his control over the Scourge is weaker, weak enough that you and your companions could break free from his control, though you doubt you were the only ones. You have vowed to kill the Usurper and don the Helm of Domination and become the new Lich King, whether it is due to loyalty or a thirst for power is known only to you.

Advantages:
1) Elites: You and your companions are Death Knights, Elite warriors of the Lich King, stronger, faster and more agile than any other soldier, each one of you is worth dozens of soldiers each , wearing Saronite Armor and wielding a rune forged weapon. Rookie soldiers may flee from you given enough incentive and even the most veteran soldier is vary of fighting you. (Bonus to Combat rolls, can scare enemies into fleeing if you play things right.)

2) Unknown: Luckily no one know you exist and it is best if it stays that way if you want to stay alive. With no one knowing you exist you have the element of surprise and a greater chance at succeeding with raids, as long as you don´t raid too often. The longer you stay hidden the more time you have to build up your forces for your attack on Icecrown Citadel and for when you are discovered. (No one knows you exist, Better success chance at raids.)

3) Food? Comfort? We Don´t Need It: Being Undead you don´t need to eat nor do you need to sleep, so having no food or a place to sleep is no problem for you, at least until you get some cultists. The benefit of having no extra baggage or having to tear down any tents or any makeshift building makes it easier to hide and to quickly move around. (No penalty for having no food or a place to sleep until you have any living amongst you, Bonus to hiding rolls.)

Disadvantages:
1) Hated And Alone: The living hates you, the undead hates you, even those made from the earth and metal hates you. You will have no support from any faction and if you are discovered you will be hunted down immediately. But there is still hope, cultists may still exist in the bases that litters Northrend and if you contact them who knows what options opens up. (Major diplomatic penalty with other factions, Large taskforce after you if discovered.)

2) You've Got Nothing: Except for the horses you can summon, the armor you wear and the weapons you wield you have nothing. No base, no supplies, not even a single undead minion. Until you have a base established the only way to get supplies is to either steal it or raid for it. (Start with no supplies, no base or any lesser undead or cultists.)

3) Who Can You Trust?: Of course you not only has to face enemies from other factions but also from within. Each of your companions has their own reason for following you, some are loyal to you, some have no other place to go and some wish to do the same thing as you, donning the Helm of Domination to become the new Lich King. You will have to be careful though as even if you are the strongest Death Knight amongst you, if you appear weak or an opportunity presents itself there may be those that try to take advantage of the situation and take your place. (Divided loyalty amongst you, Watch your back.)
 
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[x] The Scarlet Crusade:

I'd rather risk fanaticism than suffer traitors(be they ambitious or bribed).
 
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On one hand, I want to be the new Lich King.

On the other hand, Alexandros Mograina, better known as the Ashbringer, the man who stood against more than a thousand undead and prevailed.

I can't decide. Refraining from voting unless League of Arathor becomes a threat.

A note on the League of Arathor: it doesn't actually go back to the Empire of Arathor any more than the other human nations in Lordaeron. The Arathorian moved south and founded the Kingdom of Storwind.
 
[X] The "Rebel" Scourge

I want to be an undead Knight who strikes fear into the hearts of the living.
 
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