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Haziz

[Interest Check & Roles] The Expedition to the Foreign World

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-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.

Edited by Haziz

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