Hey there and welcome to the Tales of Warcraft RP. First off this RP takes elements from Blizzard's Warcraft and World of Warcraft Universe. I do not claim to own either and only post this RP for fun not profit. The storyline will be broken into arcs and will be as free roam as possible while also leading up to final battles with major antagonists or protagonists, depending on how you post.
First off the RP factions:
The forces of light, also known as the Alliance of Free Races which consist of Humans, dwarves, gnomes, Draenei, Elves, and goblins. The capital city for the alliance being Stormwind while each individual race has their own cities as well. Also yes bitches i said goblins. This is my RP so deal with it.
The forces of dark, also known as the Horde of Azeroth consist of Orcs, trolls, tauren, blood elves, zombies, and worgen/lycan. The capital city for the horde is Orgrimmar. As with the alliance each race has its own capital city as well.
There is also a separatist faction called the Death Knights who are ruled by the Lich Monarchs, a King and Queen. They are an allied group made up of all the races but are all death knights. They criminals who were executed, or unlucky souls who had fallen in battle only to be resurrected by the lich king to serve in his army. They have no allegiance to their racial factions and serve the lich king from his continent of Northrend. The capital city for Death Knights is the Icecrown Citadel
Half-lings are available and can belong to any faction depending on their heritage.
The RP has a class structure. Choosing a class determines what equipment you can and cant use.
The classes with a brief description of each are as follows:
Each race has classes it is best suited for (excluding death knight and warrior which any race can become with equal rating) below is a list each race, their capital city, and what their best class combination would be however you don't have to choose those classes and are free to decide on a separate one.
Each class also has the ability to specialize in two areas of combat. Below is a list of classes and their specializations:
Rules for Battles
1. Post by Post of course if your going against another person (but free combat if its part of your own story unless you ask for someone to be your combatant)
2. Magic limited by class. There is a finite amount of mana a person has so using high level spells will drain you considerable.
3. If you strike a killing blow on another player it has to be legit. There are no god kills.
4. Dodges are limited to the equipment you have. (i.e you wont be dodging much wearing plate armor compared to someone wearing cloth or leather. an exception to this would be any magical boosts you have applied.)
5. Healing is done through magic, food, or potions. Like Magical combat using a healing spell is limited byt the amount of mana use posses.
6. You can party up with other members if you so choose.
7. You cant dodge indefinitely. (i.e Attacks will land.)
8. Death is not permanent but if your character should die you must wait three-five posts before coming back to life from a spirit healer.
Rules for RP
1. Skills is based off your character's class. (i.e a hunter will be more proficient with a bow than a warrior)
1a. New skills and/or magic are learned from various trainers around the world. Most trainers are in major cities but some have been known to wander the world.
2. Only certain classes can use magic while other classes get different abilities such as special attacks or stances.
3. Character deaths can happen but only under the most extreme circumstances. (i.e after a lengthy battle someone delivers a fatal blow to another participant)
4. Traveling can take anywhere between three to five post to reach destination.
5. Only a healing class or spiritual healer can bring someone back from the dead but it takes three to five posts after the character death to come back from the spiritual healer and only one post for a healer to bring someone back.
6. Creatures of the world can be tamed to use in combat only by hunters.
7. Special skills are things professions such as blacksmithing tailoring or mining. You can have three Primary professions while everyone has the ability to have the four secondary professions.
8. No direct controlling another players actions. You can however say you landed some blows against them if in combat, or acknowledge they have touched your character in a way. (I.e Poster A: Character "A" walked around but stopped when he felt a blade touch his back by Character "B")
9. All the Major Towns, Capitals and Factions have leaders already. There is no making a leader character template or a Leader of some separate major faction. Leader's will be played by me, the thread creator when necessary and are treated as NPCs that can only be spoken too.
9a. This is a subset of the leader rule. In WoW you are able to attack the opposing factions leaders, that is NOT the case here. Entering an enemy faction Capital without a current event happening will result in a PERMANENT DEATH of your current character. YOU HAVE BEEN WARNED.
10. Biographies, while not explicitly required are recommended. Characters without bios have to start off at their racial capital.
11. All mounts are available for anyone to use but they must be purchased from a mount collector first. Mount collectors are in every major city but you must have legitly gotten some money before purchasing a mount and must also visit the flying trainer before learning how to fly certain mounts. The exception to this rule are mounts you can only get by:
A) Going through dungeons
B) Mounts awarded for having high reputation with a certain faction
C) Restrictions through complexity of achieving them.
12. Hometowns are locations where you're own personal house is located, should you choose to have one.
13. For those of you familiar with WoW, instances are available. For plot reasons they serve as moments in time that were deemed important enough to be able to visit over. Should you attempt an instance and die you are brought back to normal time and lose anything you may have gained. Loot from instances will only be awarded if you are in a party of three or more.
14. You are allowed to make three separate Character templates but only one of them may be a death knight.
The world of Azeroth is split into four separate islands. The frozen north region of Northrend ruled by the Lich Monarchs. Kalimdor, which is mostly ruled by the Horde. The Eastern Kingdoms which is mostly ruled by the Alliance and Pandaria which located south of Kezan is contested territory. In the center of the vast ocean separating the four islands is a massive whirlpool called the Maelstrom which leads to the center of the planet, a place called Deepholm. Going through the maelstrom won't kill you an the exits are portals that lead you to your faction capital.
There is another planet called The Outlands that is available via The Dark Portal which is housed in all racial capitals. The Outlands belong to no one singular group and like Pandaria is contested territory. A flying mount is required to traverse the Outlands.
For those wishing to Use professions here is the list of available ones and a brief description of each
Primary Professions: Crafting
Character Templates
Name:
Age:
Race:
***:
Hometown:
Class:
Bio:
Special Skills:
Specializations:
First off the RP factions:
The forces of light, also known as the Alliance of Free Races which consist of Humans, dwarves, gnomes, Draenei, Elves, and goblins. The capital city for the alliance being Stormwind while each individual race has their own cities as well. Also yes bitches i said goblins. This is my RP so deal with it.
The forces of dark, also known as the Horde of Azeroth consist of Orcs, trolls, tauren, blood elves, zombies, and worgen/lycan. The capital city for the horde is Orgrimmar. As with the alliance each race has its own capital city as well.
There is also a separatist faction called the Death Knights who are ruled by the Lich Monarchs, a King and Queen. They are an allied group made up of all the races but are all death knights. They criminals who were executed, or unlucky souls who had fallen in battle only to be resurrected by the lich king to serve in his army. They have no allegiance to their racial factions and serve the lich king from his continent of Northrend. The capital city for Death Knights is the Icecrown Citadel
Half-lings are available and can belong to any faction depending on their heritage.
The RP has a class structure. Choosing a class determines what equipment you can and cant use.
The classes with a brief description of each are as follows:
- Death Knight - Wears plate armor and use melee weapons to fight. Can not use ranged weapons but have ranged attacks to compensate. Death Knights also have the ability to dual wield melee weapons. Available weapons - One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Two-Handed Axes, Two-Handed Maces, Two-Handed Swords, Scythes
- Warrior - Wears plate armor and use melee weapons to fight. Can use ranged weapons and throwing weapons to compensate for lack of ranged attacks. Warriors also have the ability to dual wield weapons. Available Weapons - Bows, Crossbows, Daggers, Fist Weapons, Guns, One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Staves, Two-Handed Axes, Two-Handed Maces, Two-Handed Swords, Scythes, Shields
- Paladin - Wears plate armor and uses melee weapons to fight. Can boost power with relics, sigils, and icons but lacks the ability to use ranged weapons. compensates with ranged magic and the ability to heal. Weapons Available - One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Two-Handed Axes, Two-Handed Maces, Two-Handed Swords, Shields
- Hunter - Wears Mail or leather armor and fights primarily with ranged weapons. Can tame wild beasts to fight along side with them. Has the ability to set traps and use melee weapons in dual wielding fashion if they choose. Weapons Available - Bows, Crossbows, Fist Weapons, Guns, One-Handed Axes, One-Handed Swords, Polearms, Staves, Two-Handed Axes, Two-Handed Swords
- Shaman - Wears Mail or leather armor and fights using melee weapons or magic. Doesn't need ranged weaponry to fight due to magical abilities. Also has the ability to heal and dual wield melee weapons. can use relics, sigils, and icons to boost their abilities. Weapons Available - Fist Weapons, One-Handed Axes, One-Handed Maces, Staves, Two-Handed Axes, Two-Handed Maces, Shields
- Demon Hunter - Wears Mail or leather armor fights with melee weapons and magic. By slaying demons and absorbing their essence a demon hunter becomes more powerful and changes with each victory however absorbing too much essence will cause them to permanently become a demon loosing themselves to madness. Demon hunters also have the ability to dual wield weapons. Weapons Available - One-handed Swords, One Handed Axes, One-handed Warglaives, Two-handed Swords, Two-handed Axes, Two-handed Warglaives.
- Monk - Wears leather or cloth and wields melee weapons or fisticuffs. Using their chi, the monks are able to launch a multitude of attacks ranging from healing, to status inflicting, or damaging. This versatile energy makes up for their inability to used ranged weapons and some melee weapons. Monks are able to dual wield some weapons. Weapons Available - Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Staves
- Rogue - Wears leather and dual wields weapons. Rogues are stealth masters and apply poison to their weapons to inflict massive damage, damage of time, or status effects to their target. What they lack in ranged fighting capabilities they make up for in their physical output. Ranged arsenal consists of throwing knives and use of the Bow & Arrow combination. Weapons Available - Bows, Daggers, One-Handed Axes, One-Handed Maces, One-Handed Swords
- Druid - Wears leather and cloth armor. one of the most versatile of classes the Druid doesn't rely on it's weapons although has the ability to use some melee and spell-caster type. By utilizing nature magic the druid is able to change forms to suit the combat situation ranging from a bear for survival, a cat/wolf*/moonkin for combat, a tree for healing, or a deer to quickly travel from place to place. The druid like the shaman and paladin can also use relic, sigils and icons to boost their abilities. Weapons Available - One-handed Maces, Two-handed Maces, Polearms, Staves
- Priest - Wears cloth armor and uses orbs and staffs to boost their magical power. Primarily following the path of healing the priest is not without its own defenses. By dipping into dark arts the priest can use shadow magic to defend itself from assault. Weapons Available - Staves, wands, and orbs
- Mage - Wears cloth and like the priest boosts its magical ability with orbs and staffs. A spell casting genius the mage relies on its vast arsenal of attacks to defeat its foes. with the ability to conjure their own food and summon elementals to fight along side them most mages tend to work alone although when outnumbered they fall due to their mana reserves dropping quickly. Weapons Available - Staves, wands, and orbs
- Warlock - Wears cloth and boosts their abilities with necronomicons and staffs. Warlocks tend to be the dark cousins to mages. They utilize fel energy to power their spells. From afflicting targets with plagues and fear, to calling down raining fire, or summoning demons for their personal use the warlock like the Mage is a force to be reckoned with. Like the mage however with a limited mana supply if the warlock is surrounded and outnumbered death is inevitable. Weapons Available - Staves, wands, and necronomicrons
Each race has classes it is best suited for (excluding death knight and warrior which any race can become with equal rating) below is a list each race, their capital city, and what their best class combination would be however you don't have to choose those classes and are free to decide on a separate one.
- Humans, Castle Stormwind - Paladins or Priests
- Dwarves, Ironforge - Hunters or Monks
- Night Elves/Kal'dorei, Darnassus - Druids or Monks
- Gnomes, Gnomeregan - Priest or Rogue
- Draenei/Eredaer, The Exodar - Shaman or Paladin
- Goblins, Bilgewater Harbor - Rogue or Hunter
- Orcs, Orgrimmar - Rogue or Hunter
- Trolls, Darkspear and Echo Islands - Hunter or Druid
- Tauren, Thunderbluff - Shaman or Druid
- Blood Elves/Sin'dorei, Silvermoon City - Paladin or Warlock
- Zombies/The Forsaken, Lordaeron and The Undercity - Mage or Warlock
- Worgens/Lycan, Castle Gilneas - Hunter or Druid
Each class also has the ability to specialize in two areas of combat. Below is a list of classes and their specializations:
- Death Knight
Blood: A specialization that focuses survivability. Draining life from victims the Death knight replenishes their own energy and heals wounds. Able to summon blood leaches to drain life.
Frost: A specialization that focuses on inflicting massive damage using the power of ice. By manipulating the air the Death knight is able to summon soul-freezing attacks upon their foes
Unholy: A specialization that focuses on inflicting damage over time statuses. Using the dark power granted by the lich king a Death Knight who specializes in Unholy is able to summon a permanent ghoul or geist by their side and enhance their creature with the souls of their fallen foes. Also has the ability to call forth gargoyles to fight alongside them in combat
- Warrior
Arms: A specialization focusing on the finesse of combat. By training their bodies to the limit an Arms Warrior can reach a fighting state called Avatar. In this state the warrior is transformed into its true embodiment of combat and is a force to be reckoned with. The avatar state is temporary and only lasts a few minutes, afterwards any damage the warrior had received prior to transforming is healed but the warrior is left unable to enter the avatar state for a few hours.
Fury: A specialization focusing on widespread damage. A warrior who has chosen to follow the path of Fury has the unique ability to dual wield two-handed weapons through sheer strength alone. With this unique fight style the warrior can unleash a massive storm of blade strikes through techniques such as whirlwind or blade-storm.
Protection: A specialization that focuses on one-handed weapon and shield combos. A warrior that uses this fighting style is able to use his shield as a weapon launching foes and reflecting attacks with ease.
- Paladin
Holy: A Specialization that focuses on healing. By imbuing targets with light a Paladin is able to cure disease and heal wounds nigh instantaneously.
Protection: A specialization that focuses on one-handed weapon and shield combos. Like the warrior class the paladin is able to utilize its shield as a weapon imbuing it with light and launching it as a projectile or imbuing it with light to reflect damage back at the source.
Retribution: A specialization that focuses on two-handed weapon combat. By maximizing their skills to suit only combat needs a paladin is able to inflict massive amounts of physical and magical damage. Imbuing their weapons and attacks with light magic a retribution paladin is the bane to forces of darkness such as undead and demons.
- Hunter
Marksmanship: A specialization that focuses on ranged combat. Hunters who specialize as marksmen have a wider range of arrows and special shots to use.
Beast Master: A specialization that focuses on a hunter's ability to tame wild creatures. Expands the hunters taming ability from beast to include dragonkin, reptiles, and insects along with the ability to have two pets with him at a time.
Survival: A specialization that focuses on a hunters physical attributes. A survivalist specialization has better traps and melee combat by utilizing their bow with traps a hunter can fire and activate traps from a distance while in combat.
- Shaman
Elemental: A specialization that focuses on a shaman's spell casting abilities. A shaman who specializes in Elemental aspect has a higher variety of spells to choose from that focus on trapping and damaging targets.
Enhancement: A specialization that focuses on using totems to boost a shaman's physical combat. By following the path of Enchantment shamans are able to boost their prowess and could be considered a one-man army. Various totems provide different effects ranging from self-regeneration, enhanced speed, tougher skin to resist damage, or sharpening of weapons. the downside is that a shaman must stay in range of his totems to receive their effects and may only use four totems at a time.
Restoration: A specialization that focuses on healing. A Restoration shaman's healing abilities mainly focus on healing large groups at a time by sending life giving streams of energy through friendly targets.
- Demon Hunter:
Splicer: A specialization that focuses on the demon Hunters ability to absorb demonic essences: A splicer has the ability to metamorph its body into various demon's whose essence it has absorbed without losing it's sanity.
Gul'danian: A specialization that focuses on a demon hunter's ability to utilize fel energy. A demon hunter who follows the Gul'danian path is imbued with fel energy and changed into a demon. Keeping their mind's intact they utilize the demon as a conduit for magical combat and enhanced physical prowess on the field.
Berserker: A specialization that focuses on the demon hunters combat. A berserker is prone to fits of rage due to the imbalance of demonic essence they have absorbed. unable to tell friend from foe they attack anything in their path. an upside to these berserker rages include an increased regeneration, immunity to stunning effects and diseases, and increases to speed strength and durability. On the downside, because the demon hunter has lost control of its mind they are more open to psionic attacks, manipulation, and mind control.
- Monk
Brewmaster: A specialization that utilizes drunken fist combat and focuses on survivability. By using the unorthodox fighting style a brewmaster is able to deflect and avoid damage during combat while striking out at their opponent with powerful crushing blows. can drinking alcohol and combine it with chi to breath fire.
Mistweaver: A specialization that focuses on using chi to heal. A mistweaver is bale to channel chi through themselves and others to form a healing stream that continuously restores the targets vitality. In absences of multiple targets the chis can be used to launch singular orbs of healing energy.
Windwalker: A specialization that focuses solely on combat. Utilizing chi a Windwalker is able to access a multitude of techniques ranging from blasts and beams to enhanced uppercuts or spin kicks. A combat specialist with few equals
- Rogue
Assassination: A specialization that focuses on the rogues use of poisons. An assassin is able to apply up to three different poisons on their daggers increasing their lethality.
Combat: A specialization focusing on a rogues hand to hand abilities. while most rogues stick to the shadows a rogue who specializes in combat is suited for a frontal assault. Experts in CQC (close quarters combat) a combat rogue is able to deal out swift death in a skirmish but has trouble with large engagements.
Subtlety: A specialization that focuses on a rogues stealth. Masters of subtlety are able to vanish and reappear behind their foes quickly striking before disappearing from sight. The downside to their hit and run tactics are that in a fight against multiple foes they can only focus on one opponent at a time and are usually overwhelmed before they can get a killing strike.
- Druid (Note that a druid no matter the specialization can become any of it's forms but wont be able to use them as effectively as the specialized forms)
Normal forms: Wolf, Cat, Bear, Flight (Eagle/Falcon/Hawk), Travel (Deer/Cheetah), Tree, Aquatic (Seal/Orca/Manitee), Owlbear
Feral Combat: A specialization that utilizes a druids combat forms of either wolf or cat. In wolf combat form the druid is subject to fits of rage and ferocity but can fight for longer periods of time, the equivalence of a fury warrior. in cat combat form the druid uses a cats ability to blend into the shadows and attack from behind catching targets unaware, the equivalence of a subtlety rogue. Specialized Forms: Midnight Silverback (Wolf) King of the Jungle (Cat)
Guardian: A specialization that focuses on surviving group combat. Utilizing bear form a druid is able to face multiple foes at once. the bears increased strength and durability allows it to fight for great periods of time, the equivalence of a protection warrior. Specialized Forms: Son of Ursa (Bear)
Restoration: A specialization that focuses on healing. Utilizing the treant form a druid becomes more in touch with nature and is able to cast great healing magic. although the focus of restoration is group healing it has the ability to cast single target healing over time spells. Specialized Forms: Tree of Life (Treant)
Balance: A specialization that focuses on druid combat magic. Utilizing the owlbear form druid uses both the sun and moon to empower its spells. Casting sun-themed spells such as illuminate or blaze will cause it to go into Eclipse mode which increases the potency of its sun spells for a while the opposite is true for its moon-themed spells such as Starfall and midnight which puts the druid into Solar eclipse mode. Specialized Forms: Moonkin (Owlbear)
- Priest
Discipline: A specialization that focuses on healing through damage. A priest following the discipline specialization can simultaneously damage enemies and heal allies at the same time. By placing wards on their targets a priest can transfer life from one target to another.
Shadow: A specialization focusing on using dark arts for damage. A priest who follows the Shadow path is able to summon a shadow fiend to assist in combat. Also able to utilize the powerful shadowform it increases its durability and magical abilities exponentially at the cost of deteriorating health. a shadow priest also has the unique ability to attack the minds of their opponents slowing down reaction time and for the weak minded taking control of their bodies.
Holy: A specialization that focuses on single target healing. A holy priest while only being able to heal one target at a time has the unique ability of casting at greater speeds than other specializations. able to fire off dozens of spells in a matter of moments the holy priest is great in small groups. upon death a holy priest is transformed into a Valkyrie and has the ability to multitarget it's healing spells and resurrect themselves after a short period of time.
- Mage
Fire: A specialization that focuses on a mage's pyrokinetic abilities. By specializing in fire a mage's repertoire of fire themed spells are increased. High level spells such as Summon: Fire Elemental, Soul Flame and Devastation become available to mages of this specialization.
Frost: A specialization that focuses on a mage's cyrokinetic abilities. By specializing in frost a mage's repertoire of ice and frost themed spells are increased. Spells such as Summon: Frost Elemental, Frostfire, and Soul Frost become available to mages of this specialization.
Arcane: A specialization that focuses on a mage's arcane abilities. A master of the arcane forces, mages that specialize in this area of combat gain access to several reality warping techniques such as Living Bomb, Temporal shield, and Mirror Image
- Warlock (Note: Any warlock can summon demons but only a demonlogist can used their enhanced forms)
Demons available for summoning (1 demon at a time, 2 if demonology specialization): Imp, Voidwalker, Succubus, Fel Hound, Fel Guard, Infernal, Fel Demon
Affliction: A specialization that enhances a Warlock's damage over time spells, diseases, curses, and plagues. Warlocks who toy with there foe tend to be more suited towards this specialization. By afflicting their target with a slow curse they are able to watch as other spells ravage the victim. The downside to this form of specialization comes when the warlock is faced with multiple foes at once and cannot keep up with the afflictions.
Demonology: A specialization that enhances a Warlock's demons, demonic conrtol, and demonic abilities; allowing two demons to be summoned at once. A demonology Warlock has enhanced demons to choose from when summoning and has the ability to metamorphosis themselves into a demonic state for a few moments similar to an Arms warrior's Avatar state, increasing their magical damage output and their physical defenses. Once they revert back to normal they are restored to prime physical condition but are unable to transform again for some time.
Enhanced Demons: Fel Imp (Imp), Voidlord (Voidwalker), Shivarra (Succubus), Observer (Fel Hound), Wrathguard (Fel Guard), Abyssal (Infernal), Terrorguard (Fel Demon) [Note: Terror guard and Abyssal because of their size can only be single summoned]
Destruction: A specialization that focuses on a Warlock's direct attack spells: Destruction specialization increases the damage, radius, splash range, and spell range of a Warlock's spells. It unlocks the spells Hellfire, Hellfire Canon, and Hellfire Assault along with other hellfire, felfire, and darkness spells.
Rules for Battles
1. Post by Post of course if your going against another person (but free combat if its part of your own story unless you ask for someone to be your combatant)
2. Magic limited by class. There is a finite amount of mana a person has so using high level spells will drain you considerable.
3. If you strike a killing blow on another player it has to be legit. There are no god kills.
4. Dodges are limited to the equipment you have. (i.e you wont be dodging much wearing plate armor compared to someone wearing cloth or leather. an exception to this would be any magical boosts you have applied.)
5. Healing is done through magic, food, or potions. Like Magical combat using a healing spell is limited byt the amount of mana use posses.
6. You can party up with other members if you so choose.
7. You cant dodge indefinitely. (i.e Attacks will land.)
8. Death is not permanent but if your character should die you must wait three-five posts before coming back to life from a spirit healer.
Rules for RP
1. Skills is based off your character's class. (i.e a hunter will be more proficient with a bow than a warrior)
1a. New skills and/or magic are learned from various trainers around the world. Most trainers are in major cities but some have been known to wander the world.
2. Only certain classes can use magic while other classes get different abilities such as special attacks or stances.
3. Character deaths can happen but only under the most extreme circumstances. (i.e after a lengthy battle someone delivers a fatal blow to another participant)
4. Traveling can take anywhere between three to five post to reach destination.
5. Only a healing class or spiritual healer can bring someone back from the dead but it takes three to five posts after the character death to come back from the spiritual healer and only one post for a healer to bring someone back.
6. Creatures of the world can be tamed to use in combat only by hunters.
7. Special skills are things professions such as blacksmithing tailoring or mining. You can have three Primary professions while everyone has the ability to have the four secondary professions.
8. No direct controlling another players actions. You can however say you landed some blows against them if in combat, or acknowledge they have touched your character in a way. (I.e Poster A: Character "A" walked around but stopped when he felt a blade touch his back by Character "B")
9. All the Major Towns, Capitals and Factions have leaders already. There is no making a leader character template or a Leader of some separate major faction. Leader's will be played by me, the thread creator when necessary and are treated as NPCs that can only be spoken too.
9a. This is a subset of the leader rule. In WoW you are able to attack the opposing factions leaders, that is NOT the case here. Entering an enemy faction Capital without a current event happening will result in a PERMANENT DEATH of your current character. YOU HAVE BEEN WARNED.
10. Biographies, while not explicitly required are recommended. Characters without bios have to start off at their racial capital.
11. All mounts are available for anyone to use but they must be purchased from a mount collector first. Mount collectors are in every major city but you must have legitly gotten some money before purchasing a mount and must also visit the flying trainer before learning how to fly certain mounts. The exception to this rule are mounts you can only get by:
A) Going through dungeons
B) Mounts awarded for having high reputation with a certain faction
C) Restrictions through complexity of achieving them.
12. Hometowns are locations where you're own personal house is located, should you choose to have one.
13. For those of you familiar with WoW, instances are available. For plot reasons they serve as moments in time that were deemed important enough to be able to visit over. Should you attempt an instance and die you are brought back to normal time and lose anything you may have gained. Loot from instances will only be awarded if you are in a party of three or more.
14. You are allowed to make three separate Character templates but only one of them may be a death knight.
The world of Azeroth is split into four separate islands. The frozen north region of Northrend ruled by the Lich Monarchs. Kalimdor, which is mostly ruled by the Horde. The Eastern Kingdoms which is mostly ruled by the Alliance and Pandaria which located south of Kezan is contested territory. In the center of the vast ocean separating the four islands is a massive whirlpool called the Maelstrom which leads to the center of the planet, a place called Deepholm. Going through the maelstrom won't kill you an the exits are portals that lead you to your faction capital.
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There is another planet called The Outlands that is available via The Dark Portal which is housed in all racial capitals. The Outlands belong to no one singular group and like Pandaria is contested territory. A flying mount is required to traverse the Outlands.
For those wishing to Use professions here is the list of available ones and a brief description of each
Primary Professions: Crafting
- Blacksmithing - Uses raw ores and gems to craft weapons, armors, and parts. Can also repair gear.
- Alchemy - Uses raw plants to craft and concoct potions. Can also transmutate ores into finer materials. Can also create relic, sigils and icons.
- Tailoring - Uses raw cloth to craft cloth armor and at high level flying carpets.
- Enchanting - Breaks down enchanted items for raw material to enchant other items with.
- Jewelcrafting - Refines raw gems for practical socketing of equipment and general sales use.
- Leatherworking - Uses skins taken from various beasts to craft armor and toolkits.
- Inscription - Uses raw plants to make magical ink which can then be used to form glyphs
- Engineering - Uses raw ores to make parts that are then used to craft various gadgets, weapons, armors, and vehicles.
- Mining - Mines mineral deposits and veins for materials.
- Skinning - Skins various beast for fur and leather materials
- Herbalism - Picks plants for use in Alchemy and Inscribing.
- Archaeology - Digs up fossils for profits, ancient crafting recipes, and boosts.
- Fishing - Fishes for cooking materials.
- Cooking - Cooks food for enhancements
- First Aid - General first aid through use of bandages.
Character Templates
Name:
Age:
Race:
***:
Hometown:
Class:
Bio:
Special Skills:
Specializations:
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