Conquest of the Horde

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Righto!

Isle of Conquest is ready to go. Below is a short guide to how I have rigged up the island to work ICly.

Not sure which BG I'll be working on primarily next.

Spoiler:
Right, so;

Back on Thursday night I was asked to build up the battleground areas for RP use, and I've already begun to get pretty far underway with that build. The first on the list was the Isle of Conquest, mostly because I like the area and believed there was a lot that could be done with it.

With each of these areas I'll be giving a bit of a rundown as to the scenario I'm using for them, as I did previously with the Horde Strongholds in the barrens.

So, first up!

The Isle of Conquest

General: The Isle of Conquest is an unnamed island off the coast of Northrend, formerly used as a mutual staging ground for the assault upon Icecrown by the two factions. Because of this two Horde and Alliance bases were erected on either side of the isle, and both salvaged resources for use in the war effort. A neutral port was constructed upon the isle, to prevent any misbehavior amongst the mixed ships coming through the bay. As the war in Northrend has died down though, tensions are escalating intensely due to the close proximity of the fortifications. Conflict broke out multiple times upon the isle until intervention was made by the nearby Argent Crusade, seeking to placate the factions and continue a steady supply of resources to the ongoing efforts in Northrend. Under the watch of the Argent Crusade, much of the military forces formerly stationed on the isle have been drawn back, leaving behind a sizable force to keep the peace in the various fortifications and ensure their respective faction's interests in the island are not tampered with.

At current the forces of each side are still intensely wary of one another. The commanding officers of the existing encampments have issued a call to welcome any unofficial contingents into their walls, seeking to strengthen their numbers in case of an attack by the other side.

NOTE: The guardsmen of either faction are very wary of the other faction, and will not think twice about charging an enemy race approaching their position. Clear visual indicators of a faction's land have been set up on most paths, and the guardsmen consider this ample warning to ward off interlopers. If you approach an enemy guardsmen they will attack, both OOCly and ICly. You will more than likely be escorted out though, but those brandishing weapons to the guards may be slain on impulse.

Alliance Fortress: An Alliance fort is atop the southern end of the isle. It is populated by a division of Skybreaker marines and a contingent of the 7th Legion, including Commander Halford Wyrmbane himself. Staffing their allowed contingents chiefly with Alliance zealots, it is perhaps no surprise that the cannons and sniper's rifles train upon any Horde figure seen remotely near the base.

The Fortress contains two homes, a small market and a camp for units stationing within the region.

Alliance Fortress Ascent: On the path up to the fortress lies a small collection of homes constructed by some of the previous settlers to house a work force-- since called home, thus leaving these structures uninhabited. A staffed guard tower lies within this array of fortifications, as well as the Alliance side of the dividing line from Horde lands.

The Quarry: A mining operation of the Alliance, staffed by miners residing upon the ship at dock here. A prime source of cobalt, the Alliance keep the area under lock and key with guardsmen at the ready and a guard tower constructed to watch over the area.

The Airfield: Just above the Quarry lies an airfield complete with a large hangar, used for Alliance air transport back and forth between the mainland. Largely staffed by a Gnomeregan contingent.

The Western Reach: The path west of the Alliance Fortress, leading into the neutral port of the island. While this region was too difficult to perform efficient construction of fortifications the Alliance has staffed multiple soldiers along the Western Reach, using it for supervision of the coastline and the path leading into the core Alliance territory.

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No Man's Land: On the main trail between the Horde and Alliance Fortress is a strip of neutral territory, carved out after the standstill was declared and reinforced with barricades and soldiers. A workshop has been put back into commission right between the barricades, used for production of war machines upon contract as well as other engineering products. While originally a common producer of siege engines and demolishers for either side, vehicle production has been halted after land mines were sewn upon the ground between the barricade lines just prior to the signing of the treaty.

The Anchorage: A neutral port town constructed along the western bank of the isle, as a joint effort between the Steamwheedle Cartel and a few collectives of engineering guilds which have taken a stake in the isle, notably its production of oil. The port serves any party passing through for the right price, and has ample accommodations for groups seeking to base themselves out of the isle with the many bunks they have constructed.

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Horde Fortress: A Horde fort is atop the northern end of the isle. Staffed by a force of Ogres and the Kor'kron Elite, the fort houses a campground, communal bonfire, and a training ground for troops stationed there.

Horde Fortess Ascent: Down the trail from the Horde Fortress lies an array of watchtowers and campgrounds used by the Horde. Largely built to keep watch upon the nearby Alliance structures, the Horde has largely refrained from building many structures here out of fear of it being bombarded by the nearby Alliance tower. The barricade line for the Horde's side of the neutral field is located here.

The Eastern Shore: The shore east of the Horde Fortress is a mass of fortifications which make up the largest concentration of Horde buildings upon the isle. Housing a zeppelin tower for air transportation, a barracks for troop housing, a meeting hall retrofitted into an inn and dining hall, and a pair of stables, the eastern shore was formerly the main housing grounds for all of the Horde's forces upon the isle. Due to the recall much of it has been left in disuse though, and is open for use by any unofficial contingent which pledges loyalty to the Horde.

The Oil Field: A volatile territory teeming with black oil, the Oil Field and its refinery are an important source of resources and finances for the Horde upon the isle. Staffed by goblins serving under the Horde's banner, the region has been put under use for production of siege machinery following the decline of work in the neutral workshop.

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NOTES: Basically this is a neutral RP zone, but one with great tension between both factions. When I was building around this area it was suggested to me that this be a good implementation towards areas that could be used as guild bases, and from there I followed up with construction with few NPCs inhabiting-- only guards where appropriate, for the most part. Players can inhabit any structure ICly, within reason (yes, the fortresses are fair game but these larger buildings may only be ICly used as a base by guilds, not single characters). See below for the rules for using these areas:

The rules for inhabiting these locations as a guild are:

-Guilds inhabiting a faction-based area must be aligned to that faction. This does not mean that they must be Horde or Alliance military groups, but they cannot consist of a mixed group of faction or, if they do, must only lodge those of one faction within the fortifications. Essentially they must be willing to fight or contribute for that faction should conflict break out upon the island and they are present.

-Guilds using a fortification will be able to enact minor use of the guardsmen WITHIN REASON: Guardsmen can be commanded to -escort- unwanted people from a room, but any requests of a more severe nature will result in either a lack of response or an actual eviction of the guild itself (Ex: asking a guardsmen to kill another player). Guardsmen will assist the victims of a fight if a conflict occurs, and will always throw the instigator out. This will be their reaction whether a GM is there to respond as them or not. They will not follow into battle, nor will they relocate their position at your command. Note that only the structure ICly used by a guild will have guardsmen who respond this way to you. Others have no reason to heed your orders, and will not.

Disclaimer: Guardsmen are considered elite forces due to their organization (Kor'kron and the 7th Legion), and will not lose a fight they are engaged in. By extension, further attempts to fight back with lethal force against a guardsmen will result in death.

-Guilds inhabiting the neutral port have no restrictions upon race or faction, but have no authority over the guardsmen stationed. These guardsmen follow the same disclaimer as above. The port will only allow occupation to groups perceived as 'good' to either faction; Ex: an Alliance or Horde based guild of any description would be allowed, but a group of necromancers or demon-worshippers would be cast out.

-Usual procedure with housing applies here. You cannot wholly claim a structure as your own, and must relinquish control of it if another group has beaten you there prior to your arrival.

-That other island you may see in the distance is not a location condoned for RP at this time. It is inhabited by purely hostile NPCs both OOCly and ICly. Do not go there. Kretol has agreed to this designation.

I direct any questions into the replies below!

EDIT: This all should be available shortly-- I'm not certain if it has been added to the teleporter yet.
Hey there Rigley! While I was on Bingles, I was exploring Winterspring with PhilGobatto, then we discovered this cave that said we were in Alterac Valley, we died and spawned in AV. While I was exploring there I thought that Alterac Valley would be great for Orc and Dwarven RP. Even Tauren and Gnomish. There is a Mine, Stables, Command Center, Flight Path place and other stuff just prefect for Civilian RP, Military RP and all sorts of RP because of like housing near the center and all that.

Just a suggestion, wait. I don't know if I should put this in here or gm Suggestions Forum :/

-Sunthas
I'll be getting around to Alterac Valley shortly, I imagine; I'm not certain which BG I'm going to be attempting first, but I have been looking about in all of them for some inspiration.
As an update:

Not sure if Kret has added isle of conquest to the portal or not.

But! I'll update saying that Alterac Valley is next on the agenda. I have finished most of Dun Baldar so far; due to the size of the area this could take a little while, heh.
IoC has been added to the Portal! Check the faction-specific RP locations.
(05-01-2012, 10:24 AM)Kretol Wrote: [ -> ]IoC has been added to the Portal! Check the faction-specific RP locations.


[Image: picture-21_large.png]
Derp. Just realized that I forgot to spawn decorations within the human farmhouses.

That'll be fixed shortly.
Update: Alterac Valley is good to go, and should be added onto the portals shortly.

ICly the battleground retains its original setting of an active battlefield between the Horde and Alliance, though the advances of either side have worn down over the years of constant feuding, as well as their military backing being funneled out to other regions periodically. At current the Field of Strife remains the point of warfare, though the Frostwolves and Stormpikes have stretched themselves across their domains in an attempt to keep watch over their side of the valley.


Points of interest:

Spoiler:
-The Hall of the Stormpike now serves as a banquet hall as well. All friends of the Alliance and Stormpike Clan are welcome to come and enjoy the feast. And the abundance of ale.

-The Northern Bunker of Dun Baldar now houses an unoccupied bar.

-The Stonehearth Outpost now houses a bar and lodgings for weary travelers, though space is often limited due to it serving as the main deployment point for the Stormpikes onto the Field of Strife.

----

-Iceblood Garrison now houses an arena.

-Hall of the Frostwolf has a communal hall and treasure trove. Look, don't touch.

And that's all I'm pointing out specifically. More may come, but its good to go now. Next should be Strand of the Ancients, I believe.

As a warning, the NPCs are commonly level 50 on either side, with level 80+ marksmen stacked into towers and points occasionally. Please do not kill the level 50 NPCs, or more of these archers will be spawned in their place.
Hell, Rigley, you've been busy.
Can't wait to see AV added to the Portal.
Right! Progress so far.

AV still isn't on the portal-- not sure why not, but its complete and ready to go.

As of late I've been at work with Strand of the Ancients, but I'm halted momentarily as I wait for some new objects of worth to the build to be added in. While waiting on that though I thought I would take a stab at explaining the lore for the place!

So you might wonder why I kinda throw some different lore out for places like this, but not for classic battlegrounds. Well, I can sum it up with one link, pointed to one subsection of an article.

http://www.wowpedia.org/Alterac_Valley#H...d_politics

There... really is little to no lore concerning SotA, or IoC. They're just battlefields, and in SotA's case one which is typically changing hands in what would be a rather comical display ICly.

So in short they've been set at a standstill just for the sake of providing an RP area that has some attempt at a backstory. In SotA's case I've relegated it to be much less of a battleground and yet another neutral region such as IoC, with less faction-specific territory enforced by guards. It is set up as a (somewhat) joint effort between the Explorer's League and the fledgling Reliquary of Silvermoon.

Yes, the Reliquary.

Rigley included elves in his build.

This is mainly based off of their interest in titanic artifacts in Cata, alongside the Explorer's League innate draw to the subject. While the Reliquary is strongly in the belief that the power of the isle should be harnessed for the glory of Silvermoon, they lack the complete power to stage such an excavation as this alone-- hence, they are working alongside the Explorer's League, having come to a truce after discovering one another setting up a basecamp upon the isle within short time of one another. Though strained the Reliquary abides the neutrality, preferring to keep to themselves unless cooperation on an effort is required by one or the other.

More information on this once the entire build is done.

I'd also like some ideas as to what to do with Arathi Basin-- I already know what is to be done with Warsong Gulch, in which I'll just play it straight off as a battlefield. With Arathi though I don't know how I would distribute the resources without being unfair to one side, and thus I'd like some ideas as to what could be done. I don't really see a truce being made between the defilers and the league of Arathor-- perhaps all of the resources are unclaimed?

Dunno. Anyways, that's all I've got for now.

Gimme some thoughts, if you would-- if this is a good idea or one that needs revising, or if you have ideas or corrections for anything so far.
Leave the Basin as a blank slate so that Alliance and Horde para-military groups can try to have at it with events and such in contest over the resource areas?
(05-09-2012, 06:19 AM)zenethen Wrote: [ -> ]Leave the Basin as a blank slate so that Alliance and Horde para-military groups can try to have at it with events and such in contest over the resource areas?

But... But...

That'd mean I wouldn't have anything to build in it!

Maybe I'll see if I can plonk down some houses.

...Plonk is actually a recognized word. Neat.
(05-08-2012, 11:04 PM)Rigley Wrote: [ -> ]AV still isn't on the portal-- not sure why not, but its complete and ready to go.

I've been holding off on adding it until I have a chance to up the levels of all the NPCs in there. I should have a chance to do that today!
I am TOTALLY OK with Strand of the Ancients being a generic Titan archaeology site. Awesome!

Also, I agree with Zenethen, and would like minimal changes to Arathi Basin made. Though adding some houses sounds cool. We could use it as a RP village, as well as a battleground. Blank slate Basin is best basin.
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