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DerpyDoo

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Posts posted by DerpyDoo


  1. Over the past two months, colonists who came from a multitude of backgrounds have toiled hard to develop Terra, as they call it now. From such humble beginnings in an unforgiving and hostile environment, they have seen the world change under their careful ministrations. Made many discoveries about their new home. More work is yet to be done, but the planet is no longer the empty husk it once was - and someday soon this first generation of Terrans will step outside their domes and be able to truly breathe the air around them.

     

    HWBTechTree.png


  2. [Homeworld Bound]

    The battle against the Legion has just ended. Azeroth Herself is wounded by the deep thrust of Sargeras' sword. It's a grim time, and yet despite that the factions are already preparing for yet another war - one promising to outstrip all the rest in its bloodshed. For some, it was a wake up call. The last twenty years had been a parade of apocalyptic events, each one only requiring a single slip-up for everything to be over. For those people, enough was enough. They would find someplace else.

     

    From a handful of B.O.O.M. Project veterans, as well as skilled tinkers of several other races, Great Dark Beyond Incorporated was formed. Their mission statement: Finding a place to go that could be made into a worthwhile home, away from the constant dangers of Azeroth. They scoured Draenic star charts, reverse-engineered and innovated many technologies, and prepared a one-way mission aboard a massive colony ship named The Marigold. A planet was selected, one without a World-Soul, unlikely to draw the attention of cosmic powers seeking large sources of magic. Their target, Exoplanet X-2, was studied at great length while plans were drawn up to transform it from the barren rock it was into a paradise for future colonists. Despite the blueprint of their future, it would take a great deal of work - and a lot of hands.

     

    The vast void-traveling ship built and hanging silently in Azeroth's orbit, they began to seek out others who had a similar mindset about the world's constant peril, searching through applicants for those who would have the skills required to shape the new world they would call home. It was made abundantly clear: By the time The Marigold reached its destination, hundreds if not thousands of years would have passed on Azeroth. Even if it survived, returning was not an option. For some that was not a problem, and the rosters were filled. The cryopods filled and loaded, and before the Fourth War ended The Marigold drifted away from Azeroth into the depths of space...

     

    [OOC Information]

    <Homeworld Bound> is a guild-based roleplay centered around the colonization and terraforming of a planet far out in the Great Dark Beyond. It is a progressive mission-heavy constructive roleplay, where a dead world will slowly transform around the players through their own actions, until it becomes a lush paradise of their own making.

    Most communication will be handled through the discord, which can be found at https://discord.gg/8eYhzVYbBE The discord is for prospective and active guild members specifically. Discord required for membership.

    Most races will be permitted, with only few exceptions. Requests can be discussed with Derpy in the discord. Race restrictions largely will be around creatures either too big to fit in a pod, or from species that do not get along well with others. Classes that are restricted include Warlocks/Shadowcasters/Necromancers,, any corrupted magic users. Those who wield magics in general may find their agility to cast diminished at first. With no world soul, the planet being terraformed has no leylines, or great wealth of natural energy to draw upon. For some caster classes however (such as Druids, Shamans) their power will grow in time as things progress - and are highly valuable in their own way. Light Users are mostly unaffected.

    A number of important in-character positions are available.

    The phase will not be publicly hosted, however at a point there will be plenty of passive roleplay opportunities available between guildmembers.


  3. On 11/8/2017 at 6:27 PM, Norshar said:

    Such a smartass response

    Waaaait, dont YOU play a lot of Demon Hunters? I hadn't even realized!

    Also playful sass aside, at this present moment all moderation is done with the fact in mind that I am presently hosting it on Epsilon, with the limitations and understand of what that can do to my attempts at moderation. All situations that might have resulted in moderative action are also weighed carefully with the Epsilon situation as a definitive factor in mind.


  4. 5 hours ago, Rosebane said:

    Never bothered to ask but are we going to have to mod our scale into being /super/ tiny (aka .1) or would we just remain our normal scales that we had before entering the phase? (If it’s in the post some where I didn’t see it o-o)

    I tinker with perspective, you dont have to change your scale at all. Everything else outside the dome is big. The experience IS best with .visibility far though, it's built around that setting.


  5. The Miniaturium

    2946a66c1f572632a9ea0b6e88d362f70d605e29

    (Temporary Image)

    The Ethereals are a race of merchants, run by companies or consortiums that travel the Great Dark Beyond in search of exploitable opportunities. Older than the Draenei, haters of the Void, and lovers of profit. Like their much more small-minded goblin counterparts, there are various amounts of conflict between these ethereal corporations who eventually obtain their own identities through the goods, technology, or services that they provide. Their vast nexus-ships and transdimensional portal networks allow them to wander the universe after the loss of their planet, K'aresh to the void.

     

    Similarly to goblins, many ethereals have what - to many other races and societies - can be considered... malleable ethics. Corporeal life is simply too commonplace across the galaxy, and most of that life barely travels to more than one planet in its lifetime - if it's lucky. It makes it easy to ignore the customs of 'natives' on the planets that they extort. Occasionally with manipulation, occasionally with violence, sometimes with absolutely no contact at all as what they desire is taken. The ones who usually show the least restraint but the most instinct and savvy are the ones that rise to the top. The Nexus-Princes.

     

    We now move to Nexus-Prince J'hraaq, of the Thaumic Union. An ethereal who has made his own corporation on the concept of 'terraforming', seeding completely dead planets with life - to some amount of success. Whether as exploitable nature reservations, or luxurious resorts for those who can pay the price to lounge on such designer planets, it has seen J'hraaq blessed with overwhelming profit. His business making him have very definitive viewpoints on corporeal life, he holds both an extreme irreverence and astounding fascination for the struggles of lesser creatures. It had become his passion. And, his hobbies reflect these passions. As some wealthy Executives might have a fish tank filled with exotic fish, or a terrarium with a rare, endangered creature... J'hraaq's tastes are far more befitting someone of his excessive wealth and maniacal passions. Enter; The Miniaturium.

     

    A small Biodome which was multilayered for additional security, around the size of a holographic table, complete with its own very detailed and intensive monitoring systems. It holds atmospheric systems, ambient magic collectors and dispensaries, multiple biomes, security safeguards, and much more. A fantastic, no expense spared endeavor... for one purpose.

    Housing sentient life.

    Though certainly controversial, there are no laws against such things in space. The venture, considered eccentric at best by certain more personable corporations and an exciting prospect by others, is either considered amusing, enthralling, or uninteresting by the Ethereal populace at large. The Thaumic Union rarely does business with external races, so with care they selected specimens from worlds that do very little business on the galactic front and have even less interstellar experience. Backwater worlds, containing them in what is essentially a perfect minuscule prison. The most horrifying thing... nothing is expected of them.

    There are no experiments. No tests. No tampering.

    Their needs are cared for. Their desires attended to.

    Guests for life of a beautifully perfect cage of gold.

    And the only law is no harm must come to the dome... after that, there is complete freedom within its walls.

    Some might find this an opportunity. A way to escape the horrors of the worlds they were seemingly plucked from. Some who lived in poverty might find it a wonderful change.

    Others who brought old hatreds with them might find this simply a new venue, a new battlefront. Others might be unable to handle captivity, the helplessness and seek to break free of a seemingly impossible prison.

    There may be those who look to make the best of the situation. And those who see this as finally a chance to be free and unfettered from the laws of the societies they had come from, whether to commit violence or not.

     

    All of it lies within the purview of the Nexus-Prince, as he watches his little subjects with enraptured delight in a dancing drama unfolding before his very eyes. His exhibit. His little executive terrarium.

    His Miniaturium.

     

    OOC INFORMATION

    Each person who arrives in the dome is outfitted with an implant. This implant is wired into their body on a deep level, and is capable of mild to lethal shock, injection, tracking and monitoring of vitals. It is also capable of requisitions for supplies. Every living thing, including wildlife, is tagged with a similar implant of some description. Creatures with unique physiology would have adaptations to their implant in order for greatest effectiveness.

    Due to the nature of the situation, no demons, demon hunters, constructs - titanic or otherwise, or incorporeal creatures can be introduced to the Dome for story reasons.

    Due to issues in the past, no dragons or other giant/oversized creatures may be introduced to the Dome. Mogu are not permitted as well, due to consistent issue with them both IC and OOC. All specimens went through thorough analysis before entry, so such instances would have been discovered.

    However, due to the nature of the roleplay there are many races which may not normally be welcome that are. These races include: Uncursed and Cursed Arakkoa, Ogres, Kobolds, Gnolls, Naga, Murlocs, and MANY more. Please contact Caretaker if you have any concerns about the nature of your character's race.

    There is no OOC claiming of territory or buildings within the Miniaturium, all claims must be enforced IC.

    While player death is not something actively encouraged, as the phase is not an arena by its pure nature, player death within the Miniaturium must be accepted under proper circumstances.

     

    Magic is dry and restricted within the dome. Magical use that you are uncertain about should be confirmed with Caretaker, however some basic information is here:

    Arcane is weakened. Persistent arcane effects are constantly drained. Mana does not naturally restore itself, no leyline or ambient magic is available. However, mana rations are available from dispensaries located in each major settlement's Mage Tower. Teleportation and Portaling only functions within the dome. Attempts to transport outside of it result in an impact against the shield itself, with a premature drop out of the teleport.

    Chi requires a couple of days to get used to, presumably due to your new size, however upon becoming accustomed it functions as normal.

    The Light and the Shadow both function, however they are weakened due to the size of your characters. This does not affect very much when interacting with other creatures on your scale, however, so mechanically it is not dramatically different. However, these magics affect you at an EXCESSIVELY faster rate. Light magic bolsters you and makes you more vigorous. Shadow magic causes exhaustion, atrophy, and emotionlessness at a far faster rate as well.

    Void is despised by the Ethereals, and will result in immediate termination of a specimen implementing it.

    Due to size, and the weakening of your soul energy, Fel Magic is excessively self destructive. Within seconds of channeling a fel magic spell, the caster's soul would flare up and burn out of them - leaving them an empty husk. Summoning does not work here, due to the rift barrier the dome projects, but even if it did the smallest imp would still be gigantic in comparison to any inhabitant of the Dome.


  6. 2 hours ago, Insomnia said:

    This is written before I go to bed, there might be typos and errors.  Keep this in mind.

     

    The reason the Dev Exe was taken down, and the ID was changed so said Exe could no longer be used is it creates a number of potential issues.  I will list you them here;

     

    One, it removes you from the CDN, which means when the issues our development team is currently having with CASC gets fixed which I can assure you -should- be very soon based off of what I have heard and been told --you will not be able to stream and receive updates as they come.  This is strictly for testing purposes, and with good reason.

    Two, It can cause bugs and errors.  Whilst this isn't an issue, the further you modify (Or so I've been told) your client it will increase wait times, login screens, etc.  This will cause an issue and likely lead to people who got the Exe and thinking it was okay to complain about long waits.  This is a variable that isn't taken into account when thinking over solutions to issues because you shouldn't have it.  There is a reason even developers are alerted not to modify their primary exe.

    Three, it has the potential to damage CASC and the server itself.  I have been made very aware after asking about it that it can in fact damage casc if you were to upload or modify the incorrect things.  Not to mention there is a possibility of you getting in deep shit regardless --because they can and will see a list of who is using the client.

    Finally, there are a number of other issues with using a client that you shouldn't have, and it has been locked away from the public with good reason.  There are issues with CASC on the server I have overheard, and for the sake of respect of their wishes --I will not disclose.  These issues shouldn't be around for too terribly long, and it is unfortunate but is the issue.  Keep in mind, these issues wouldn't likely be a variable if the server launched on it's release date; December.  But we launched in the fall.  That's the price you pay, sadly.  Screaming about swords and the following won't increase the rate things are developed and will likely discourage people from developing further.  If it was a Developer EXE without error or issues, it would have been released for public use, and I would understand better why you'd want it.  And in this scenario, there was a lack of communication to some extent, because it appears as if the staff held out on you --which they didn't.  I don't disagree with what has been said about some staff members being inactive, and that communication is important.  But at the very same time, full and complete transparency isn't -needed-.  No other server has offered it, not RPH, not DivinityX, not Echilonde, and not Paragon.  My apologies for the inconvenience, and I am just as illinformed in a lot of ways as I am NOT an official.  I simply hope I could clear up what I have been made aware of on the matter.  Do enjoy your night now.  :)

    I dont even know fully how to code and I know that's not how it works. That's not how any of this works. You cant (or really shouldnt) be able to affect the server AT ALL. Cracked exe or not.

    qGhiEIe.gif

    Folks 'fixed' the exe real real fast. Like cracking DRM. This shouldnt be server DRM. I love me some internal patches but I cant approve of time spent to block it like Terry Crews unless there's actual real stuff goin on. It's silly to devote resources to that.

    Also, doesnt it not remove you from the CDN? Not sure for certain.


  7. Just now, Azarchius said:

    We will consider it. I'll just note that the RP scene survived for many years without the equivalent of a 'phase list', and RPH is unique among servers with its implementation.

    Rest assured that an implementation is arriving as soon as we can address it.

    Please do understand the reality that Epsilon isn't competing against those servers. It's competing against RPH, and it's at the moment lacking in commands, population, motivation, systems... it should be clear why there's so few people. I want so badly to see Epsilon do well because quite honesty like many people I don't have a real option to go anywhere else anymore.

     

    And it was bad enough that there are those out there who are in the same place that have outright said they don't even want to bother with the RP scene anymore because of it. People chose nothing at all over Epsilon, because to them it's just about the same thing. No RP.


  8. I guess this is true. Not many people enter phases.

     

    On a sidenote, it IS admittedly probably too late. However, some fashion of persistent phase list system WOULD be far far better than eventannounce. It's been shown and proven to be a reliable way of getting people to review phases that are currently hosting. I disagree one hundred percent with the approximation that it wont benefit phases. Only that it's maybe too late for most things to benefit phases.


  9. Phase lists, please. Something. A stopgap while waiting. A way to possibly entice the few people around into a phase so the RP server can have some RP. Anything. Whatever needs to be done with that.


  10. 1 minute ago, Morgus said:

    Didn't you read what I wrote? Azar has been without a computer for half the servers lifetime, could you people chill out. Also the people mad at the mutes should just make appeals and it will be taken care of properly.

    Oh, I thought you were like, bringing things up and being like "Yeah, I understand the situation" not being an apologist. It's fine tho, I gotta go to sleep.


  11. Just now, Morgus said:

    What do you mean?

    Well, because of the small level of tension, it's not like people can console themselves in the wide-eyed knowledge that a wealthy flow of quality content is either available or *immediately* due for instant release. Atm, the server doesn't even fully match up command-wise with some other servers out there, cough. And doesn't outstrip it. Now, I do believe in the capacity of Azarchius and any other coders with the team to achieve such things.

    All i'm saying is that because of that situation, it's just a little wobbly. So what just happened, the hardline stamping out people criticizing how a mute was handled, that was a TERRIBLE way to do it. In a terrible time to do it. Certain members of staff are significantly better at resonating with the community. Some are... significantly better at inflaming it. This is a bad time to piss everyone off, that's all.


  12. 2 minutes ago, Morgus said:

    Other than the server being only about 1 month old the fact that Azarchius hasn't had a computer for 2 weeks might've been what caused some of these problems. I think you are right about some of what you say but I believe that it will be fixed as the server grows both in popularity and age.

    It just made things a little more shaky, for this sort of issue to occur.


  13. Azarchius is an amazing individual, and I do mostly chug along about the notion that - even though there haven't been updates, I trust that he will come through. I have faith in the things he's said to me even still.

    I will say though that I disagree with that notion. Right now, because of the instability of the server situation. The fact that some of the hype has fizzled because of a lack of updates - not really anyone at fault for that, but it's still done some damage - a my-way-or-the-highway approach to it wasn't a good idea. There's no situation where that was going to be a victory, and now where enforcement actions are supposed to make people repentant. Know that they were doing something wrong, and whether or not they feel bad it should be clear enough to everyone else as well.

    This is not that. Nobody who's been banned feels like it's deserved. That's a big deal. That means all of those mutes, and the *actual account ban* that occurred are completely ineffective for their true purpose.


  14. Hmm. This is a sticky situation on me there. For me, it's a bit of a concern where I have seen other private servers out there in the past where, when faced with community backlash for a decision they decided to double down on it. This has almost never been the good decision though, it creates polarized groups that hate the staff team. And unlike some other situations, a love it or leave it attitude can really strangle a server. Especially since right now, Pepsi's a little dry. It's not like it's a massive server with huge groups of people to drop. And... the way it was settled was disheartening to say the least. I'd actually voiced immediate concerns about this early on to some members of staff when Epsilon wasn't even released yet. If everyone has stepped up against an action that's been taken, even if it's a riotous bunch of memery in response, it should probably be watched - and not just stomped on over and over again to try and put it out.

    I was told, quite some time ago at that point - exactly quoted
    " A staff member will sooner resign if they have accrued a very bad reputation, regardless if it is earned or not. "
    Among other notations that the staff's connection with the community and it's reputation among them is of utmost importance. So, seeing a kind of literal 'stifle the dissent' thing... it's like corking up a volcano. It doesnt fix things. It doesn't make people repentant, it makes them angry.

    At least with loud anger you know what's going on and can fix the problem... once it goes quiet, instead... well. It gets harder.

     

    So, I guess mostly it amounts to. Stop goddamn scaring me, figure out the situation please, I kind of threw a lot of faith into Pepsi and it's scaring me. >:I


  15. Gnomish Power Armor is already a thing and already has been used B)
    Though it is somewhat-ish rare, or at least not reproducible at the drop of a hat. SAFE 14 had a few of the suits, and more may be able to be found across the Wasteland, in... varying condition.
    Now... the Brotherhood, well. That's a toughie. Yes? But at the same time... I may alter them somewhat. Make them a sort-of POTENTIAL ally during the Old Gnomeregan Blues DLC. Right now, it's Shady Sands - and focused fully on that.

    Let's open up the GECK and get the New Coldridge Republic started B) Then we can move along to the rest of the wasteland, raiding groups, the tribes of the Tundrid Hills, and the rest.


  16. Following Total Atomic Annihilation, the rebuilding of this gnomish nation may fall to you.

    f24.gif

    That's why we here at the SAFE Program, Securing A Future - Eventually, have prepared for you an indoctrination dossier about present-day approved history as well as a glimpse of the kind of excellent living you can expect in a Long-Term Nuclear Fallout Bunker, A SAFE.

    Remember, if the worst is to happen... you will be SAFE with us.

    Firstly! Let me congratulate you on your approval and acceptance to SAFE 14! Located in Coldridge Valley, we ensure your descendants for the projected few centuries until safe radiation levels will live in a comfortable (certainly compared to the surface) environment constantly regulated to reduce radiation contamination!

    Now, let us recap on the recent events that have led to the SAFE Program's creation, and get you caught up on important history.

    | - > The First War occurs, invasion by strange alien creatures from another planet known as Orcs assault the kingdom of Azeroth.
    |
    | - > The attacks become significantly more aggressive, and move northwards during what is colloquially known as the Second War.. Khaz Modan
    |       is made safe through technological development and minefielding, however the Gnomes and Dwarves still join the Alliance to help combat this worldwide threat.
    |
    | - > Goblins, motivated by greed like always, throw any native loyalty to their very planet away and side with the invading forces, focusing on technological
    |       development for them as well.
    |
    | - > Thanks to gnomish ingenuity and the stalwart bonds of the Alliance, the far weaker Horde is mostly forced out of Azeroth back through the invasion
    |        point in the now Blasted Lands.
    |
    | ((DIVERGENCE, SHIFT AND CHANGE IN TIMELINE))
    |
    | - > Polarized even more strongly than before by alternate sides in the war, the Goblins decide to side more fiercely with the dying Horde than before, keeping
    |        some bastions of Horde power alive as they begin an aggressive research and development program into weaponry. The Gnomish people see this as a deadly
    |        threat to the peace brought about by the Alliance's victory, and thusly resolve to help push the Alliance's military might to the pinnacle of its performance. This
    |        arms race becomes known as the Cold Technology Wars, a period of 7 years following the Second War.
    |
    | - > Gnomish Scientist Sicco Thermaplugg creates Irradiator technology, which is summarily stolen by Goblin espionage agents. Sicco Thermaplugg takes a vacation
    |       which is waylayed by bandits and is killed far away from Gnomeregan territory. Goblin agents use the Irradiator technology to create the first Thermonuclear
    |       explosive device, and the plans are swiftly reproduced with greater efficiency by Gnomeregan scientists.
    |
    | - > A one-year period known as the Brink occurs as the gnomish and goblin leadership have a stand-off with these devastating weapons that were projected to be
    |       capable in great enough quantities to destroy the known world. Because of this danger, the SAFE Program is created by the Gnomeregan government in order to
    |       protect our species in the event of nuclear annihilation.
    |
    | - > COMING SOON: Gnomeregan scientists are further safeguarding our future with the currently in-development LAZARUS Project! A creation kit capable of turning a
    |       barren stretch of radioactive wasteland into a beautiful and almost completely harmless eden! Presently, the project is only in development but SAFE 14 is
    |       designated to be one of the first to receive a LAZARUS unit once it's released from prototyping! Remember, with us - you're SAFE!
    |
    | - > Record edit ends August 22nd, Year 610 King's Calendar
    | - > Last Accessed, 180 years ago.

     

    6465ed11f33c5ddabe31036a4e16be80.png

    The SAFE Program is a roleplay heavily inspired by the Fallout series, while remaining extremely heavily within believable Warcraft perimeters. It centralizes on SAFE 14, a long-term nuclear fallout shelter that has been active for around 180 years. History had a change and Divergence that started at Year 10, after the full defeat of the Horde during the Second War, and expedition into Draenor. The Third War never occurred, instead replaced by a series of events between the Alliance and Horde, now drug along in an extremely aggressive arms race between the Gnomes and Goblins. This culminated in the creation of the atomic bomb - and after a very short period of brinkmanship total atomic annihilation. The society of the Eastern Kingdoms has completely fallen, save for small bastions (The Elves in Silvermoon have locked themselves away, and many human societies in the north have become tribal again in the face of wastelands and radiation storms)

    8bb066500e0c49844946fba719c8d5bb.jpg


    Magic is rare, and mostly left by the wayside due to culture during the Cold Technology Wars - especially in gnomish and goblin society, though some other races still are devoted to the magical arts. Dwarves and Gnomes became closer than ever during this period of time, and there are common enough instances of dwarves who were accepted into the SAFE programs. Life within the SAFE was fully communal, and has very little privacy. The small numbers that live there usually get to know every single person who lives within their SAFE. Food, clothing, and clean water is obtained through feats of technology, and each SAFE is watched by an Overseer who handles administrative duties.

    057530d0612c4d3e328216b0f024f831.jpg

    The story of SAFE 14 has already begun, as a faulty water chip leaves the SAFE with only a week's worth of water. Having no replacements, the Overseer sent out a small group into the Coldridge Wastes, where they discovered there was not much left for them... some of the small group was lost to the wastes, however some companions were gained. Wanderers, Mutant Lepers, Sentient Robots, the Wastes were more full of life than expected. Here, the sole survivor of the SAFE expedition looking for a chip met with The Wanderer - a traveler from SAFE 13 in Kharanos, a long-destroyed safe by Frostmane Ghouls.

    1a2afae252ac50d58b0b4cd27c07a93c.jpg

    He told her many tales about the Wastes, stories about Newtt - the valley full of horrific experiments at the foot of Gnomeregan. Of his home in SAFE 13 and the Frostmane Ghouls that destroyed it. Of the Eastlands, where the tribal gnomes made do in the least-irradiated valleys and alcoves of Morogh, and of The Forge - the remains of great Ironforge taken over by a Raider-King who uses the Great Forge as one of the few ways to create new steel in the Wastes, as well as the infectious Radplague that de-evolves those in the outer rings of the city into mindless troggs and lepers. He told her he had come to Coldridge Valley chasing a legend of something known as Lazarus - able to return life to the wasteland.

    With the Wanderer by her side, the sole survivor of the expedition found a lead that brought her towards trolls being the culprits for the stolen water-chip. With a leper gnome and a self-reprogramed bot by their side they assaulted the Frostmane's cave, forcing their way inside and finding both the chip... and a stolen prototype for the LAZARUS Project, one of the only prototypes known to exist outside of the now-deadly Gnomeregan and Newtt Basin.

    Returning back to the SAFE, the survivor of the expedition found that things had changed. A riot had broken out after it was known that there were only a few days of water remaining in the SAFE, and blame was laid on the Overseer who had kept it secret to prevent a panic. She was killed during the riot, among others - and now the riot was contained, but everything was different. Everything in the SAFE had changed, and the eyes of the leadership turned to the Wanderer and his discovered Lazarus unit...

     

    OOC INFORMATION

    Serious gnomish roleplay, go figure.

    I'm a passionate fan of both Fallout AND Warcraft, and have sought to blend the pair together as much as I can. Most things are the same, with heavy mixes of both. It's Fallout elements on a Warcraft canvas, a what-if scenario involving similarities to the problems of Gnomeregan, on a far larger scale - sweeping the Eastern Kingdoms.

    As expected, things are custom enough that players may require to make characters specifically for this. An inevitability for the form, but the roleplay so far during these events has been quite fun! It runs pretty well on just a few players, though as things grow more can always be helpful.

    Because of the setting, the #1 races permitted are Dwarves and Gnomes. Native to the area, they are simply the best options. Those who play other character races may find themselves limiting their capabilities further than would be fun. However, there are also options for other things such as Leper Gnomes, Sentient Robots, and VERY RARELY Tribal Humans.

    Goblins are a tricky situation in this. While there ARE options for them to be written in, the are the metaphorical commies of this story - hated and despised by a gnomish population with a heavily indoctrinated upbringing telling them that goblins were at fault for everything and struck first in the nuclear war. Playing a goblin would be to begin with, a stranger in a strange land. Deep within the enemy territory of Dun Morogh, a goblin's ancestory would've had to have been unique arrivals followed by generations of time in those nuclear wastes. Then, most natives and any automated systems would be against them. Many goblins would likely find a rather swift end out there in the dead radioactive wastes.

    There are planned expansions to territory as story progresses, including a path for certain DLC nods to Fallout content including references to
    Old World Blues
    Honest Hearts
    The Pitt
    And the Master's Coming.

    Each brings a bit more terrain to the table, with a bit more to do with it each time. At the moment, the starter storyline in Coldridge Valley could be best described as similar to the birth of the NCR and Shady Sands.

    I am looking for people who are interested enough to help me in this endeavor in terms of DMing, however I will mostly want to be able to get a read on that person first before giving them perms.

    Anyone is welcome to come invis and check things out, maybe you'll see something you like! The entire map is and will be custom builds (except maybe for a revamped Ironforge or Gnomeregan, in time)

    PHASE 283

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