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Haziz

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Everything posted by Haziz

  1. no you can't have them i'm jewish
  2. is that quintus that's got to be quintus --- l o o k t h a t w a s a v r y k u l b r i d g e
  3. Everett Beckham is going to fund the shit out of this
  4. show those kirin tor fucks they ain't the best
  5. -Notes & OOC Goals- The most important goal is to create a friendly community where everyone can share ideas about how to better the quality of roleplay, influence the story, and bring genuine creativity to the setting. One of the most important notes that needs to be emphasized is that if you join this roleplay, your character will be here for a very long time. This will roughly span between years ten to possibly twenty five, and though timeskips will occur, your character won't be able to leave during that time. This is a major, life-changing experience for the character. It's advised for the sake of the phase's lore that you don't roleplay your character for this outside of the phase. This roleplay will have a heavy emphasis on survival, exploration, and progression. It's likely that your character will be put into situations where they have an extreme possibility of sustaining lifelong injuries or even death. It's a given that the expedition will face many trials that will greatly decrease the amount of NPCs present, and therefore make it much more difficult for players to survive in the new world they've been thrust into. Events will be heavily character-influenced, and may occur simply because of character decisions. The environments are going to be heavily interactive, and the hope is to create a uniquely-themed RP in which many different themes and genres can be explored. More will be added to this thread over time as either more story develops, or I have more to add to various sections. -The Start: Alcázar Isle- Year 8 The island home of the once-great Alcázar family lies only a short distance southwest of Kul Tiras with a nigh-abandoned docks and shipyard greeting newcomers to the sight of a weary town with simple farms and cracked roads of stone that lead to a small fortress crowned by a dilapidated mansion that was once fit for no less than the merchant-lords themselves. With their contribution to Kul Tiras's fleets having been utterly annihilated during the Second War, their farms hit by an ill-timed blight, and a century of attacks from the seas by the Naga and their minions finally beginning to wear away at them, the young men and women that returned to the isle were even bleaker than when the pride of their small fleet was utterly shattered during the Orcish invasion, facing no comfort from the harsh reality of their lives. However, they've had one blessing, and as mythical or preposterous as it may sound, the residents of Alcázar Isle have decided to gamble on the mere chance of a better life. One night a ship that looked barely capable of sailing with a wave-battered hull, withered hull docked at Alcázar's port. Needless to say, it didn't look out of place. The residents were quick to investigate, and as news spread even throughout the night among the small island community of barely over two hundred, the 'nobility' was quick to hear of it. Starving, skeletal, old, dying--insane. These words and many others described the crew of the ship, but 'poor' was definitely not among them. The men were rich, the lower decks filled with chests of golden coins, trinkets, jewels, and even artwork of lands that no one had ever seen before. The dying men told stories of mythical lands with treasures that made their own look meager in comparison, speaking of islands unexplored by any man in the human kingdoms, telling of the lost sailors, 'principalities' of pirates, tribes of trolls, tall elves with purple skin, the Naga menace, and worst yet to come, horrors of blackness previously never thought imagined. The men claimed it was only possible to chart a way back from these lands if one visited the 'City of the Gods' as they had, where the tombs of massive men and women with skin of silver and gold laid buried. They claimed their most important possession was not their treasure, but their map to this 'foreign world'. -Preparation: Kul Tiras- Year 8.5 Though many were skeptical about these wild tales, none could deny what treasure they possessed, and it seemed to be the only glimmer of hope for the residents of Alcázar Isle. As the men finally died, they gifted Alcázar's lord with their map. It was clear to the isle's residents what they must do, and so using the treasure left behind they began to fund an expedition with the purpose of sailing to the land that lay between the Veiled and Forbidding Seas. They sailed far and wide across Kul Tiras's territories and seeking anyone eager and desperate enough for an opportunity to discover new, fertile land. Though many who invested in the venture or signed up for it were desperate, this didn't stop the citizens of Alcázar from continuing to prepare for their expedition. Eventually, they gathered four new vessels for the expedition, funded by the original treasure and private investors. For the first time in what felt like an eternity, the people of Alcázar felt their aspirations rise as word of their expedition traveled throughout the human kingdoms. -Current, Setting Sail: Alcázar Isle- Year 9 With support growing for their expedition, it wasn't long before Kul Tiras's government elected to grant them two additional warships, and one hundred and fifty marines. With the total membership of the expedition nearing six hundred, the ships have docked at Alcázar Isle, and though they still take new recruits for the cause, it won't be long before they set sail on their voyage to this strange new world. With many starting to grow skeptical, and Lord Alcázar growing older, it'd also be best that they set sail sooner than later, lest their membership slowly dwindle into nothingness, and everything again be all for naught. -Things We Need!- In order for greater success, there'll be things that this roleplay OOCly needs. Builders! Being honest, I'm not very good at building, and though I do have a forming building staff, we'd always appreciate more people who'd love to help build an interesting island setting. There'll be multiple biomes included in this, so your skills can be put to many different things. If you have an idea or want to add something, just ask me and there's a pretty good chance that I'll approve. Storywriters! Though I've got a strong baseline for the story, there'll be instances where lore needs to be written for the islands themselves, and I'd like to have several people to develop ideas with and bounce them off of. This can really be anyone and everyone, because there's nothing better than making a story as a community. -Accepted Races & Reasons Why- Due to the timeframe of the expedition, only certain races will be allowed to attend, with some restrictions imposed as to why, and reasoning for them attending. The main accepted races will be humans, dwarves, gnomes, goblins, and high elves. Any other races just wouldn't make sense, considering the expedition is fairly Alliance-centric. As the roleplay progresses, more races will be allowed, though this is with restrictions. One of the themes for the archipelago will be that it has a heavy troll presence, but you'd have to roleplay within the lore of these trolls. Any other race you'd have to contact me about roleplaying and give me a convincing reason as to why they'd either be on the expedition, or on the archipelago. -Positions & Discord!- Within the expedition, there's many, many positions. It's up to the players to fill those roles! The expedition is one, big melting pot of people from various non-Horde backgrounds, so you'll have the opportunity to roleplay characters from a very wide range. For instance, common roles may include things like: cooks, marines, merchants, swashbucklers, professors, anyone with a profession, disgruntled nobility, or really anything you'd like. ICly, the character of Lord Alcázar is going to be an NPC. -Captain- 2/6 - Hernando Alcázar, Bianca Mendoza An officer position ICly, 'captains' are entrusted OOCly with power as well. For instance, captains are members of the expedition that are elected as leaders among groups. Each ship has a captain, but not every ship needs a captain. Captain applications can be discussed with me via Discord. This is really the only position that I feel is currently worth listing for IC reasons, as all other positions can easily be ICly applied for and obtained, but captains will also have certain OOC duties such as arranging the events aboard their ships, and it's an ICly powerful position. -Dungeon Master- This role is suited for someone who'll mainly be working on the story and helping the staff of the phase, DMs will be responsible for event planning, DMing NPCs, helping with environment interaction, and providing answers such as--'x touches a plant', 'x gets poison ivy'. This position will also be discussed with me via Discord. -Factions- This section will be mostly notes for now, but more will be added here as the roleplay progresses. As of now, there's only one faction--the Alcázaran Expedition, but the roleplay may see many factions form between players, including splitting off of the main group, or simply emergent ones from the natives of the islands. This roleplay encourages the formation of factions, simply because of how they may influence the overall progression of the phase, and the conflict that will come from them.
  6. Rarely are savage primitives ever up to company standards, but this writing definitely checks out. Carry on, good lad! It seems pretty unique, but could use a bit of geography on the Feyling bit, other than that, it's great.
  7. Haziz

    The Sythra™

    Sounds like this'll be a fun ride!
  8. Haziz, an Ethereal weapons and robot designer that just wants to make more money and more money, and trade with phases Sythra Is'tharil, a terrible Naga illusionist that parades around as a Highborne and that's all you need to know Everett Beckham, a young human merchant Probably some new characters
  9. Haziz

    The Sythra™

    Just a question, are you Witch from RPH? If so, I've never met you, but hello!
  10. Haziz

    The Sythra™

    new phone who dis
  11. aren't you glad to see me here I swear I'll be better here
  12. what's up

    1. Destruin

      Destruin

      the sky muh dude

  13. The Corporate Alliance - Lore The Hasan(Hasani) Corporate Alliance is an interstellar conglomerate of technology firms covering vast regions of the Twisting Nether, competing with the Consortium and other major Ethereal companies for dominance among primitive worlds. Their main specialty is technology in the form of industrial machinery, computing, and robotics. The conglomerate is headed by a board of nine directors, at the top being the CEO, Nexus-Prince Talad, and the vice being Nexus-Princess Vira'ana, who deals with most company expansions in the military aspect. The regional directors cover an over-sector of company space each, every over-sector having a number of Nexus-Barons to represent the amount of sectors, each Nexus-Baron governing a specific sector. Most over-sectors consist of nine sectors to keep the number 'nine' constant in the Corporate Alliance's government, though this isn't always the case. This is especially not the case in large areas of space that aren't densely populated, but spread out to be too muc for a single Nexus-Baron to handle. Most Ethereals, or those highly familiar with Ethereal politics to a specific level, will know that the Corporate Alliance isn't a fan of a strong government. The Corporate Alliance tends to welcome businesses into their fold with the wide variety of benefits that comes with being apart of it, and will encourage that these businesses grow to control the government that they live under. Through this, the Corporate Alliance tends to subvert government authority, replacing it with the interest of their clients, member-businesses, themselves, or even other governments. Haziz is the Nexus-Baron of OS-7-SS-4 (Over-sector #7, sub-sector #4), which includes Azeroth, Outland, and AU-Draenor. This promotion is fairly recent, and the Nexus-Baron is still handling his affairs, scrambling to get additional staff to help him manage his expanding amount of contracts and businesses. As such, he's a somewhat small figure in an ocean of socioeconomics and political affairs. This is of course after working his way up from a simple robot shop to owning multiple businesses. The main issue for him is that his branch is low-priority to the rest of the Corporation, making working up the ranks particularly difficult for him and his associates. The Corporation has only recently arrived on Azeroth, and seeks to exploit the current turmoil caused by the Legion. Aside from their businesses, the Corporate Alliance maintains a sizable military force to provide security to its businesses, members, territories, and facilities, to enforce its will and directives over affiliated areas, and to combat rival factions if necessary. This military is referred to as the 'S.V.O.C.', or 'Svock'. The initials stand for 'Spellweavers, Vanguards, Operators, and Ciphers', or the divisions of the military. The largest branch of their non-automated military consists of the Vanguards, who either specialize into dueling, or what's commonly referred to as 'tanking', in Azerothian slang. The second-largest branch of the S.V.O.C. is the Spellweavers, the Corporate Alliance's battlemages that either specialize into advanced spellcasters aptly named 'archons' or techmaturges. The third-largest branch consists of the Operators, who either specialize into technicians or vehicle pilots. The final and smallest branch are the Ciphers, the 'cloak and dagger', or 'eyes and ears' of the Corporation, which eventually specialize into most-commonly, nether-stalkers, but rarely, nexus-stalkers. The latter of which is known to manipulate the void's energies is not commonly discussed or known among the Corporation's public circles. Training in all four of these branches is required to meet the standards of a 'Nexus-Guard', or something of a jack-of-all-trades. The Corporate Alliance - OOC Purpose You know those towns that just pop-up overnight, or somehow, miraculously have everything that they need to prosper on Azeroth with little to no outside interaction save for their NPC traders, or perhaps how little phases that exist in the same RP universe have very little interaction between each other, save for sometimes the members traveling to one another? My personal goal for this guild is to bring interaction between phases, and to add a bit of economic realism to RP. A town can't maintain itself in isolation, or usually ends up at best looking something like Darkshire, or even Gilneas in its waning days. Isolation weakens even the mightiest kingdoms, letting them fall prey to simple economic questions or outside threats. Not to say that economics is the most fun part of RP, but trading between phases can provide interesting RP resources that spice things up a bit. Let's say one phase has simple construction, nothing great, but it could be better, let's say another phase has really great construction ICly. The latter phase could provide architects to explain how this simple town transforms into a bustling city. No town is going to have everything it needs, bottom line, and trade between towns makes things more interesting for everyone, and opens up gateways to new friendships and conflicts. It's exactly what both public and private phases need. The Corporate Alliance - Clients, and How to Become One Since the arrival of the Corporate Alliance on Azeroth many guilds, organizations, kingdoms, and companies have set up trade deals and contracts with the enigmatic Ethereals--due to this, one might not even realize that they're ran by them from the comfort of Netherstorm. Clients provide resources and trade for the Corporation to dish out to their other clients, creating this great, big cycle called an economy. Their current list of clients goes as follows! Non-aggression pact with the Consortium. Non-aggression pact with the Protectorate. At war with the Ethereum. To join their ever-expanding list of clients, you'll have to set up a meeting with a high-ranking member of the Corporation. OOCly, you could message a member to set up an IC meeting, or send something in the mail. The meeting would go over the reason for the agreement, the contract itself, the stipulations, and what everyone would be receiving, as well as the consequences for violating the agreement. You can also post in the forum if your phase is a private one, or whisper me when I'm available. The Corporate Alliance - Holdings, Businesses, and Ranks Following this is an ICly public list of the territories, businesses, and holdings of the Corporate Alliance. Hasani Automata, specializes in robotics, industrial machinery, and computation systems. Hasani Fleet Systems, specializes in Ethereal shipping, handling, teleportation, and shipbuilding. The Hasani Armor Workshop, a subsidiary of the Automata, located in Manaforge Ara. The Hasani Biotech Works, a subsidiary of the Automata, located in Manaforge Ara. The Hasani Weapons lab, a subsidiary of the Automata, located in Manaforge Ara. The Hasani Foundry, a subsidiary of the Automata, located in Manaforge Ara. Manaforge Ara, their current HQ in the sector. Manaforge B'naar, an open plot for future expansion. Nexus-Baron - The leader of a sector, currently the only one that won't be an NPC, but more may be added later. Commander - The leader of a sector's military, currently an NPC. Head Project Manager - The head of all projects managed in a sector, currently only one, Virmehn Ravenspear. Executive - The Hazani-employed representative sent to an affiliated territory to make sure their interests are kept relevant, and contracts upheld. Project Manager - Anyone within the Corporation that leads a design team for a produced good. (May be given building & hosting privileges.) Administrator - A Hazani employee specializing in administrative services, often sent with an executive to an affiliated territory. Captain - A member of the S.V.O.C., below a commander. Representative - A representative from an affiliated territory to the Corporation, does not have to be in-guild OOCly. Scientist - Someone within the Corporation that functions to help a project design team, often becomes a project manager. Bodyguard - A guard for any number of person within the Corporation. Contractor - A recruiter, or someone who presents contracts to clients. Staff - Anyone employed by the Corporation to assist clients or operate a business. (May be given hosting privileges.) Automata - A robot within the Corporation actively assisting its owners. Bounty Hunter - Anyone employed by the Corporation to collect debts or carry out hits. Associate - You're not sure yet, but you're going somewhere! The Corporate Alliance's sectoral council is representative of all affiliated businesses and governments, and makes sure that their interests are presented to the hierarchy so that they receive what they want. It currently consists of the following! Nexus-Baron Haziz - The head of the council. Saahira - Project manager. The Corporate Alliance - Public Relations & Imports/Exports This section covers what exactly the average Azerothian aware of the Corporation would know. Since their arrival on Outland, they've been selling automatons and industrial machinery to whomever wishes to buy, and so most would know of this. Publicly, they also advertise for jobs, sales of their machinery, and trading agreements. In order to join the Corporation just post something here about the desire to set up an IC/OOC meeting, and if you really feel like it perform the following. However, IC applications are most-appreciated over forums applications and can be handled by Zarbot. You can message me here in order to receive my Discord and continue there! Character Name: Player name first. Gender: Muh gender. Race: Exotic races are allowed, but if incredibly exotic, provide a legitimate reason (Ex: Naga, Mantid, Botani). The Corporation also has a list of common races, including dominantly, Ethereals, Draenei, Arakkoa, Gnomes, Goblins, Dwarves, and Thalassians. Are they a pre-existing member, or new?: Do you want to have a history with the company already, or not? Depending on how long you've been a member, your race may be narrowed down to the selection of Ethereal, Draenei, or Arakkoa. Profession: What your character does for a living, and doesn't have to be the limited professions. What are your OOC skills?: Things like building, organizing events, hosting--what're your capabilities? Description: Just a brief character description. Backstory: A brief backstory that maybe led them to the Corporation. Availability: What's your availability? Time-zones, days of the week, weekends, etc. Desired Rank: What rank best fits your character? Imports: The Corporation imports primarily raw materials to make their goods, crops & foodstuffs, labor resources such as designers, schematics, and of course the odd magical artifact here or there. Exports: The Corporation exports their technology, such as industrial machinery, automatons, computing systems, administrative services, power to run appliances, communication systems, and whatever their affiliated businesses give to them to provide to their clients--an example being that they export spices and food from Uldum. These lists will grow as their number of clients does. The Corporate Alliance - IC Legislation and OOC Rules Being more than just a company as most Ethereal-run businesses are, the Corporation has a lengthy list of legislation for not only themselves, but the territories they govern, and their clients. A brief look at the Corporate lawbook reveals the following constitution of sorts! These aren't enforced on phases they deal with unless the phase has completely joined the Corporation and accepts it as their government. I. All members and civilians of governed territories of the Corporate Alliance are subject to follow the rules and laws made by the Board of Directors. II. Members and civilians of the Corporate Alliance receive the right to merit, the right to freedom of expression, the right to freedom of media, the right to freedom of petition. Questioning of supervisors is in fact advised, and cannot be met with punishment. Questioning acts, however, are met with the legislation of a Corporation trial. III. The Corporate Alliance does not condone harsh punishments such as torture in legal practices, extortion, or threats of violence against members, civilians, or business entities not affiliated with the Corporation. IV. The Corporate Alliance is firmly against the practice of owning another being, and will not associate with businesses or clients that do. V. Unless merited by an offense, the Corporate Alliance doesn't partake in warfare. All businesses and territories under the wing of the Corporation are subject to this, but any businesses and territories that receive aggressive action are to be supported in full by the Corporation. The lawbook continues near-endlessly, going over patent legislation, the definition of crimes, and various other legislature. It seems very similar to governments such as the United States, Germany, or Japan. The Corporation's official language appears to be K'areshi, the language of the Ethereals. So, basic OOC rules include not being rude, keeping IC and OOC separate, no godmodding, common sense, having basic grammar and skill in the English language, and the ability to peacefully resolve OOC disputes. Things like racism, homophobia, and transphobia aren't tolerated, but are allowed in a joking context, like man if someone's bein' a homo call'em a homo. The Corporate Alliance - Events & Planning The guild is sure to have many events, and I personally love the input of guild members on ideas for future events and guild expansion. One thing the guild will particularly be trying to do is be apart of the events of other phases, and will try to arrange interphase events as well provided there's adequate cooperation and a reason for an event. What we currently have in-store fits with both our own storyline and Legion's, and many events may take guild members out of the known planets and to brand new ones in order to either fight the Legion, or have some sci-fi esq adventure, akin to that of Star Wars, Star Trek, or Futurama, these of course being guild-exclusive events, since not everyone likes or prefers the custom lore that comes with Ethereal megacorps. The handicap, however, that the guild faces is that the main body of the Corporation sees it as a side-project, not really giving it the time of day. Thank you for reading, and I hope you come along for this wacky capitalist space Jew adventure! The ride's gonna be a long, exciting one! If you have any questions, I implore you to ask me in the forum below! -Haziz, Nexus-Baron
  14. Introductions Hello there, I'm Haziz, and this is my own take on Ethereals, featuring headcanons, technology concepts, guides to Ethereal politics, and what to try to avoid when RPing an Ethereal. This'll also cover how Ethereal alignments work, as well as how Ethereal society functions at large. Beware, much of this takes speculation off of what little lore we have for Ethereals so far, and some of it is just my own creative guesses. Not everything in this guide is to be taken literally, and nuance should be applied. This forum will be subject to regular change and updates. I appreciate and love feedback! Who are the Ethereals? Ethereals, at large, are a race of capitalism-centric, arcane humanoids that traverse the Twisting Nether at will through the uses of their own technology, visiting many worlds, places, and even other dimensions such as the Void. Originally made of organic material, they inhabited the planet of K'aresh as the implied dominant sentient species. It can be somewhat inferred that their powerful technology, or someone wielding it, drew the powerful manifestation of the Void Lord Dimensius to K'aresh. However, Dimensius was not entirely prepared for the power of K'aresh's inhabitants, and for a very long time the Ethereals managed to use arcane magic and technology to keep the powerful energies of the Void from destroying their cities via the use of magical barriers, keeping Dimensius and his forces from destroying their cities and fighting him to a standstill. The usage of their technology and magic however, in combination with the conditions being thrust upon them, infused their souls with enough magic to turn them into what they are now. Due to their enhanced magic and minds this proved to be a blessing to the Ethereals, though required to bind themselves with enchanted strips of cloth. Eventually though Dimensius did overrun K'aresh's defenders by opening countless portals to the Void, allowing more of his forces to pour through, thus forcing the Ethereals to abandon their homeworld and scatter across the Twisting Nether, becoming as they are now. The first faction created was born of K'aresh's aristocracy, known as the Ethereum, they swore to avenge their fallen world and hunt down Dimensius, as well as destroy the Void. The Ethereum gradually grew dark and twisted in their desires, causing many of the Nexus-Princes to leave the council and form their own organizations with their own goals. Undeterred, the Ethereum continued in the search for vengeance against Dimensius, destroying anyone in their way. The Protectorate was formed by a Nexus-Prince, who left the council, to stop the Ethereum in their destructive path. Ethereal Government & Culture From what we know about Ethereals, they were originally a high fantasy monarchy. My take on this is that the Ethereals of K'aresh founded their government in idolization of science, technology, and magic. Aka, the ones who produce the most or best of these lead the faction. Something of an autocratic magocracy. It also seems likely that the Ethereals used the word 'Nexus' to refer to their sphere of influence, as opposed to a traditional 'kingdom'. My next note is on how Ethereals are currently, or how the majority are. They seem to have abandoned most traces of autocratic government, favoring political companies where terms of royalty are commonly substituted for ranks within their companies. These seem to be traditional holdouts, as there's a very clear difference between the Ethereum and companies like the Consortium, or Shaffar's Ethereals. The difference is that Ethereals that favor a company setting follow their leaders for a paycheck, and that the Ethereum still holds onto their aristocracy. Therefore I'd say the status quo of Ethereal politics is to hold the position of companies over nobility, since they've socially evolved much since their exodus from K'aresh. It can also be speculated that there may be other Ethereal factions that follow a monarchy, since I doubt that they'd all want to abandon absolute power and instantly turn to a merit-based system, however factions like these likely aren't seen in a very positive light from the point of view of most Ethereals that left the Ethereum. It's also confirmed that as of Legion, there are other Void-adhering Ethereals than the Ethereum, and seem to take it to an even more extreme level. The Shadowguard seem to have a government similar to the Ethereum, though it's possible that they're on the more corporate side of things, having a 'Viceroy', a title commonly associated with the governor of a territory, most-commonly used by the Spanish Empire. The concept is similar to a proprietor. We can also speculate that Ethereals aren't an inherently violent race, and do have a system of vague morality, given that they at large abandoned the Ethereum's total war strategy of destroying anything and everything that stood in the way of their vengeance. We can assume that though much of their morality stems from self-interest, though they do have consciences. It can also be assumed that the main opponents of the Ethereum were lesser races, as in several quest chains it's confirmed that they have ravaged countless worlds, and probably was why so many left the Ethereum. This may also simply represent that the average Ethereal just doesn't want their potential business partners to be vaporized and consumed by the Void. One stern fact of the average Ethereal's morality is probably their intense dislike or hatred of the Void, unless they sway near the Ethereum or Shadowguard side of things. It's also my headcanon that Ethereals do have a music industry, flowing with common themes such as pop, EDM, D&B, dubstep, trap, and other genres of electronic music. Other styles of music aren't uncommon, but these are likely the most-common for Ethereals to listen to. Level of Technology & Magic Ethereal technology seems to be above that of the Draenei, and near or equal to that of the Naaru. Their magic seems to be able to take them from planet to planet in a near instant, and their portals can very obviously do the same. They seem to have no difficulty operating technology like the Manaforges, or Dimensional Ships such as the Mechanar. They also are capable of making extensive usage of holographic displays, and therefore probably record much of their information in a system similar to both the Internet and HoloNet (from Star Wars), given that Nexus-Prince Haramad communicates from an extremely long distance away to adventurers in Stormspire. My own headcanon is that Ethereals likely possess their own spaceships for hauling cargo that isn't easily just teleported, or even use them as social attractions, living spaces, and cities. Something like a spaceship would be terribly impressive to races not at their own level of technology, and prove as a strange new adventure. A tourist trap. This isn't too far off from their operations in the Outlands that feature advanced terraforming technology, capable of turning barren wastes to fertile jungles and reviving parts of the original Farahlon. Ethereals have likely thoroughly explored most modern fields of technology and beyond. Things like DNA, antibiotics, quantum mechanics, chemistry, computing, and advanced physics should be relatively common to the average Ethereal, and jobs in these professions are likely highly specialized. It's also important to realize that you should try to keep a limit on what you do in roleplay as to avoid abusing your highly powerful racial benefits, and that you should have a clear objective for your character. This will be covered more in the 'Things to Avoid' section. Arcanobiology & Reproduction As a race we know very little about, I believe that headcanons (within reason) are necessary to explain several things in Ethereal lore. The first thing I'd like to cover is pre-Dimensius biology, which takes into account the arid environment of K'aresh. A planet similar to Tattooine, and having two suns, the planet was practically an arid wasteland. I believe it's highly possible that the Ethereal species once resembled taller, leaner Argonians, or something similar to the Saurok. As we know, Ethereals aren't a sexually dimorphic species, and I believe that they likely express their gender in ways that only they really understand. Female Ethereals -do- exist, or at least from what I've heard from voicelines during the Mac'Aree questlines, and it wouldn't make much sense for them to not exist. This is considering that Blizzard has a hobby of leaving males or females of species tragically undefined, yet they still exist. Another headcanon I have is that considering they're arcane masses of energy, Ethereals can likely direct different bodily senses to small zones around them, as well as broaden them. For example, if they wanted to, they could see omnidirectionally, though this might take excess mana usage. Onto reproduction, this section is entirely based off of headcanon. My own take on Ethereal reproduction is that they likely undergo some sort of soul meiosis in which two Ethereals combine parts of their energy and formulate an offspring similar to a wisp or arcane sprite. This offspring then matures via feeding off of arcane or whatever energy is given to it, gradually maturing into an Ethereal. It seems entirely unlikely to me that Ethereals are unable to reproduce. More will be added to this section following things revealed from patch 7.3, and headcanons here are subject to change. Things to Avoid This section will cover things to typically avoid when roleplaying an Ethereal, things that generally just make RP bland or unappealing, and will cover commonly found archetypes of Ethereal RPers that I've seen that make Ethereals unappealing to others. -The Everything Merchant- This person is someone that, on their own, can provide anything and everything to another RPer for an IC fee. They're the Merchant Sue most of the time, and often can serve as an Ethereal ex Machina or MacGuffin that can fill any and every role, and they'll justify it using their race as an Ethereal. While it isn't implausible for an Ethereal to have a very broad stock, there should be a limit to what they have, and if it's something special or character development related, there should be progression to acquire said item. A much better version of this is the 'Deal with the Devil', who can acquire something that you want (maybe not exactly) for a very heavy IC fee on other characters, but this is especially difficult to pull off depending on the RP climate. Or for instance, you could be a merchant that claims to have pretty much everything, but really end up like a pawn shop sort of character. There's plenty of ways to avoid this and make a more interesting design for an Ethereal. In my opinion, the Merchant Sue should be avoided simply because their ability to acquire anything and everything necessary for development or casual items just makes things boring and implausible to most RPers. The reason I'd like to emphasize on this type of RPer is because many Ethereal RPers start off as this, and they aren't necessarily bad RPers, just very new to RPing an Ethereal. Even I went through a phase like this on one of my first Ethereals. -The Omnipotent- An Ethereal that abuses their choice of race is no better than a dragon RPer that does the same exact thing. Just because one RPs a very powerful race doesn't mean it has to be bad, but there's nothing more annoying than someone who roleplays an unrestricted character from a typically advanced race. This character flaunts their highly powerful magic and uses OOC arguments to justify it, and while they may be correct in some cases, characters all need limitations. For example, my main character tries to avoid combat because he's an utter coward. My point is that something should be there to handicap your otherwise extreme abilities, or you'll just come off as annoying and bland. Just because you can doesn't mean you should. -Why is a CEO in a Tavern?- Roleplaying a high rank in a corporation or guild can be done well, but your character should often be restricted to your own phase past a certain point, unless going to meet with another character for an important business meeting or something crucial to the development of your character. A character with a high rank ICly should often be preoccupied with other tasks such as managing their establishment, contacting other higher-ups, or dealing with business partners. It comes off as incredibly unrealistic for a character with a high rank to just be gallivanting around some random phase. This is something that originally, I wasn't guilty of, but as my character progressed, found that it to be a problem. Something you could do is have a representative character that you also roleplay, or have your guildmates go about and conduct traveling business. This list will also be updated, and I appreciate feedback. Classes & Professions This will serve as an area to list potential classes for your Ethereal that are common only among Ethereals, but definitely doesn't limit it. With Ethereals, the stars are the limit in terms of creativity! Technomancer - A combination of an Ethereal mage and an engineer, a technomancer manipulates technology with magic, or often combines the two. Their creations are practically endless, and can even feature things like miniature pocket dimensions or IC transmogrification. Enchanting is also a skillset probably included within a technomancer's range. Nethermancer - An Ethereal that specializes in manipulating and fine-tuning the energies of the Twisting Nether, this character can use space-time warping abilities, such as phasing or teleportation, and is often associated with transmutation. These characters study the Nether and its intricacies, and can travel it at will. Engineer - The Ethereal take on an engineer is interesting and much more broad, and comes with the fun of using your gadgets to your advantage, selling them, or simply having fun inventing new creations or innovations for other RPers. This class is a much more technical route. Priest - Ethereals, as evidenced by the Sunwell and quests in Netherstorm, are capable of wielding the Light. They are also extremely capable of infusing themselves with Void, and so would be able to do the same with the Light, yet we have no examples of this so far. This may be because whatever motivation Ethereals have to use the Light is driven by self-interest rather than utter devotion, such as those who give themselves to the Void. The flip side to the Light is the Void, and a Void-based Ethereal will feature the powers of a shadow priest and then some. Ologist - When playing the 'Ologist', it's practically your job to be a historian! To figure out everything and anything, and to catalog it. Roleplayers of this class should be careful to avoid nearing the 'Omnipotent' archetype, and roleplay progressing their own knowledge, as opposed to just 'knowing' it already. Xenobiologist - While Ethereals are no longer biological, one could certainly have fun roleplaying one that studies other species and their cultures, as well as their genetic makeup. The xenobiologist is just such a class, and it's really your take on how you roleplay them. You could be a pacifist, or someone that attempts to forcefully study other species, engaging in sickening experiments. Nether-Stalker - An arcane rogue, the Nether-Stalker fills the role of a scout, assassin, and operative for whomever has hired them to perform this task. They're adept in subterfuge and other rogue skills, wielding glaives or other spell-imbued weaponry. Most of your abilities will have an arcane theme. Astromancer - Ethereals especially would have a need to study the stars, and so an astromancer might be common--one who studies stellar anomalies, charts routes, and draws on celestial bodies for strength in their spellcasting. Think of it as a mix between a diviner and a conjurer with a dash of Ethereal sci-fi thrown in for good measure. Nexus-Stalker - The Ethereal equivalent of a demon hunter, Nexus-Stalkers are Nether-Stalkers who've turned to embrace the Void, bolstering their already supernatural agility and imbuing them with the powers of the Void. These characters may typically suffer from the Void's madness unless fully embracing it, and struggle to control it. They are capable of shifting into the Void, bringing their prey there, and a variety of other abilities. Wind Trader - Merchants that specialize in otherwise exotic goods, their stock isn't exactly common and is oftentimes bizarre, sold for various different forms of currency other than gold. Some of these Ethereals will take the essence or soul of a creature as payment for their items. These merchants may typically be unaffiliated with a larger company, and often act as a small business owner. These traders have the ability to visit other dimensions and timelines. More information and classes will likely be added to this section in time! Creativity with Bindings An Ethereal's bindings are apart of them, and how you style or customize your Ethereal is up to you! While I prefer to use an Ethereal model, many people might be put off by using the same types of models, at least until 7.3 is in. The basic idea here is that you can use whatever base race model you want, and them customize them with a variety of different types of armor or robes, using glances to describe that you're indeed an Ethereal, and appear (maybe not) as such. Your bindings can be as simple as enchanted cloth, or as complex as an entire suit of armor. As they're enchanted by nature, feel free to customize what additional enchantments your bindings may have, but try not to take it too far. For instance, your bindings might also include items that your character uses for their specific type of spellcasting, as opposed to a weapon like a staff or blade. Not only that, but there's plenty of other models that can be used instead of a regular Ethereal, just judging from how Ethereals can freely modify their shape and form via the use of a 'binding'. Timespans This is the part of the forum where I try to compile all we know about Ethereal history and conclude a timeline or frame for how old the Ethereal species is! So, what we know right now is that Dimensius has attacked other worlds, such as Karkora. We also know that the Ethereum once included all of the Ethereal species, but gradually lost membership over time. Another thing we know is that the Ethereum and other Ethereal factions have spread across the Twisting Nether and other dimensions on a broad scope, and as we know, this would require time to do. Dimensius was banished from the world of Karkora before the Eredar joined the Burning Legion approximately 25,000+ years ago. My own opinion is that the Ethereal exodus from K'aresh took place sometime before Dimensius was banished from Karkora, having left K'aresh to find another world to consume and the Ethereum was lead to follow. As always, thank you for reading, and I'd appreciate feedback!
  15. i'm heckin' making an apothecary for this shit
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