Lok'Tar! Conquest of the Horde was originally a private World of Warcraft RP community that focused primarily on roleplay within the WoW setting. Originally established in September of 2007, CotH enjoyed a healthy reign of over seven years focused on WoW roleplay. On January 22nd of 2015, a DMCA notice was issued, resulting in a halt of the WoW RP focus. Now, the community has expanded to encompass multiple worlds in various games and settings. This community will serve as a hub for members to join like-minded individuals in any game or environment. The community itself will also host a few game worlds of its own after development progresses enough.
While the dust is settling after the revelation of the WoW server closure, feel free to hang out and see how development goes!
Alright then. I alluded to this briefly in another thread, and I kept forgetting to make an official announcement regarding this. So, here we go:
The current stance on living DKs: not possible. No more such characters will be approved.
On already approved DKs: forcing a retcon at this point in time would be a little unfair. If you want to retcon, feel free to do so. Otherwise, the character will remain as-is until we do another server reset (presumably for Cataclysm). At that point, we'll probably make you turn the DK dead before he or she is re-accepted.
On how "living" or "dead" DKs are: At the very least, they're better preserved than Forsaken (unless they're Forsaken DKs.) They are also good at manipulating blood, so they could probably "fake" some aspects of living. To what degree, I'm willing to allow based on personal interpretation.
Quite frankly, I don't care about your DK ERP.
Any questions?
Edit: Note that this is not the thread to discuss whether living DKs are possible within the lore or not. We have already had a very large thread on the subject. This is the result of that thread. Questions should be kept to how this new policy impacts new/old characters, not the lore. Thank you.
Server coming down briefly for a revision update! Also a test for the groundwork laid in preparation for persistent phasing! Estimated downtime is a minute or so.
Asholme A Brief Outline on the Rules and Expectations in this City of Evil
Author's Note: For ease of reading this guide will be written IC as if it were from Ashley Smiles, High Inquisitor of Tourist Affairs. Any OOC pointers will be included in spoilers just below the IC information.
It is highly recommended to read Lox's guide for more information on character warnings and other important information for when RPing on a lawless island.
Thank you and enjoy reading!
An Introduction
Welcome! We here at the Asholme Tourist Board are happy to welcome you to the frigid, corpse-drenched shores of the island of Asholme, the evilest little city this world has ever seen!
To help make this trip a memorable one for you and your family, where here at the Asholme Tourist Board will be assigning you your very own tour guide.
Myself!
I'm a good servant to our Glorious Queen. Risen into mindless undeath as a Death Knight after a useless life spent in the Night Watch, the Queen graced me (After a super-fun weekend of liberal beatings and senseless torture!) as Asholme's head of tourism! I, of all people, know the importance of following orders to the letter!
Until our glorious Queen's plan to reign death and decay upon all living beings and transforms them into a corpse freed of such useless effects as free choice and will reach fruition, however, you will have to learn how to mind your Ps and Qs from me.
And remember: We love to see happy faces, so let me see a smile on yours before we begin!
Sincerely, Ashley P. Smiles
Grand Inquisitor of Tourist Relations
Reaching The Island
We want to stress this point. I'm going to put it in super-big, awesomely-noticeable script, so you with problems reading (I'm looking at you, Mr. Orc!) can see it real easy like!
Asholme is not just for evil people. It is a neutral port town where all people are allowed to visit!
Reaching Asholme can be tricky! A lot of people think: 'Hey, this island is off the coast of the Grizzly Hills in Northrend. That's really far!' Well you're wrong. And an idiot. And deserving death by at the hands of our Glorious Queen for insolence.
Asholme may be far...But traveling is cheap and inexpensive this time of year!
You can reach the island easily via any means of travel. Flight, ship...But the easiest, of course, would be teleportation.
Reaching the island is as easy as approaching your nearest mage (Or being a mage yourself) and opening up a portal to the dock. The process will be assisted along by wards on the island, which will make teleporting yourself and friends just a bit easier.
Fun!
While on the island you will, of course, be allowed to leave via any means you so desire. Teleportation to and from is not restricted, simply monitored. If you teleport to or away from the island, the Queen will know!
A stable for flying mounts is also included in the port city. Feel free to use it to keep your flying mounts all safe and cozy. Mounts are also there for rental, allowing the poor tourist the chance to soar through the air with the greatest of ease and travel easily off and on the island.
Locations Of Note
Asholme wasn't built in a day. It was built in five!
Through the tireless effort of a small army of undead and passionate volunteers we have created a city virtually over night. We welcome you to enjoy the sights and sounds that is our wonderful city.
Spoiler:
(A fine map by Beltherean! Thanks again for the beautiful birthday gift!)
The City of Asholme: Gray-Green
Yellow: The Drunken Corpse
Blue: Human Refugee Camp
Red: Orc Refugee Camp
The Docks: Brown
Black: The Ship
Yellow: The Arena
Purple: The Felfire Club
The Rise: Green
The Black Bulwark: Purple
The Bastion / Queen's Court: Orange
The City of Asholme
This quaint little village is home to most of the sights and sounds of Asholme. Stretching from the coastline to the beginning of The Rise, the collection of little shops and buildings offers numerous sights and sounds for the discerning tourist.
Alchemy shops, medical bays, inns, parks...You name it we have it!
Come visit the Town Hall (The place with the only working mailbox on the island) and chat with prisoners on the second floor's jail.
Come see the stables, where you can rent flying mounts to soar through the air!
Come see the two refugee camps, the one by the inn (Containing human bandits and lawless miscreants) and the one behind the Town Hall (Containing Old Horde sympathizers and Demon Worshippers). Join in the fun of their depression by taking part in non-lethal combat within the ring...It's not only allowed, but encouraged!
The Drunken Corpse
Food, friends and fun can be found in this relaxed den of inebriates. The Drunken Corpse is the port's main inn, located just off the main thoroughfare and behind the alchemist's shop and ritual chamber.
The first floor of the inn is dedicated to good times and fine alcohol. The second level is where beds can be rented and a private room can be used for business meetings and personal parties.
The Docks
Located just behind the Orc Camp on the south side of the port, the docks function as the...Seedier side of town. The normal skeletal guards give way here to Fel Orcs, guards taken from the ranks of refugees and mutated heavily through Fel exposure.
There is no law once you set foot on the wood of the docks between the sets of hazard lights. Guards will only step in if you are found to be messing with property or doing something that will result in the destruction of the Docks.
The ship, located just as you step on the docks, is a derelict piece of wood. No guards patrol there, and is considered a wilderness fit only for murders and thieves.
The Felfire Club
Located just at the end of the Docks, the sinful Felfire Club functions as the proverbial 'port in the storm' for travelers wishing to escape the violence and lawlessness of the Docks.
The first floor is a sinful paradise of drugs, sex, food and alcohol. Very few, if any, laws besides 'no fighting' are enforced here.
The upper reaches of the club, however, seem to be off limits to people who are not a member of the Felfire Club. Bizarre rituals and evil rites can be heard from the floors above...And at night purple and green lights can be seen flashing through the heavy locked doors on the roof.
The Arena
Situated right across from the Felfire Club, the Arena is a closed-in cage fighting super-dome designed to sate all the violent needs of the Dock-goers.
Fighting outside of the cage is now allowed in the Arena and is strictly enforced.
The Rise
The Rise is the series of small plateau that skirt the pathway leading from the City of Asholme and the Bulwark.
Law is enforced in these areas. Necromancers, Warlocks and Shadow Priests are welcome to socialize in the church, graveyard and Fel Scrapyard here.
The Black Bulwark
The Black Bulwark is the imposing edifice marking the end of the Rise and the beginning of the Bastion.
Guarded by Death Knights and ghouls around the clock, the wall of rubble and spikes is the first line of defense against any would-be attackers.
Behind the Bulwark is the Army Camp, where soldiers of the Queen train and wait for their chance to sink their teeth into fresh flesh.
The Bastion
The tower that dominates the island's top is called The Bastion. There the necromancers who rule this island reside, safely protected by stone and crystal and given free range to practice their art.
On the first floor is the Museum, a collection of relics and trophies won during the long, trying time between the fall of the Catacombs and the construction of Asholme.
On the second floor is the Queen's Lab, a Necromantic research and development base where Necromancers work tirelessly to push the boundaries of their craft.
Right before reaching the roof is the Swinging Cafe, a suspended smorgasbord of refreshments and fine company.
Queen's Court
The Roof of the Bastion is where the Queen holds her court. There all business is conducted and the Queen's throne and seat of command is placed.
Necromancers can also be found here, planning new attacks and defensive measures against those who would see the island harmed.
Crime & Punishment
Laws on Asholme are super fun!
Because of the nature of our island, the Queen herself had to sit down and come up with a whole new code of rules that citizens should follow.
Below are a list of the major ones. Since we believe in freedom and the indomitable will of the individual spirit, rules are minimal but strictly enforced!
No Fighting….Except in approved areas! One can only fight on the Docks, the Old Ship and in one of the Refugee Camps. Except for the Refugee Camps, fighting is allowed to be lethal! Everywhere else fighting will result in punishment.
No Light. In the same way that Shadow and Fel are banned in other cities, the use of Light or any other Divine Magic is not allowed on the island. Draenei are allowed on the island only because of their capacity to be Shaman or use Shadow magic. Anyone caught using Light or wearing armor/weaponry that leads us to believe they use the Light will be punished.
Respect the Guards. The guards, skeletal, necromancer or Fel Orc, are here for your protection.
Respect your Government. Respect the Queen and all other groups who are part of the Queen’s Court. You don’t need to listen to them…But you should still respect them!
And what, you may ask, will happen if you disobey a rule…?
I’m glad you asked!
All punishments carry an immediate imprisonment. Break a law and you will be sent to the jail where –for the entirety of your stay- anyone can purchase you as a slave! Break a rule, and you’ve forfeited your right to be a free agent!
Spoiler:
Those who are caught breaking the law are given two choices OOCly: Stay in jail or put yourself up for enslavement. Jail will keep you in one area to RP while enslavement allows you to RP around the island.
If you are caught breaking the law again a week after committing a crime, you will be executed!
Yay!
Government
The island is ruled by Lady Vetia Ashwind, our fine leader and noble queen. Beneath her is a council of Necromancers, who organize the island's defense system and sculpt it's future path.
Beneath the council and Queen, however, is the Queen's Court. The Queen's Court is a coalition of like-minded guilds and organizations who have demonstrated their willingness to advance the agenda of the island.
As a member of the Court, a guild or group is allowed to help the Queen decide her plans as well as call a specific spot on their island their home.
In exchange for these gifts, however, the Queen expects her Court to fight for her when called.
We here at the Asholme Tourist Board hope you found this guide informative!
If you have any questions, you may post them below.
Server coming down briefly to test some updated code regarding a few commands (such as the custom scale commands). Estimated downtime is a minute or so! All good! Server's back up!
Doing two major policy changes. Or, one revision and one complete change. In no particular order:
1. Character Warnings. I decided to rewrite the Character Warning policy to hopefully make it less susceptible to abuse and to be more clear. It may still need a few kinks worked out of it. This is being put on the wiki by our wiki monkey (feed Krilari a banana), but I will spoil it here for your perusal.
Spoiler:
What is a Character Warning?
In short, a Character Warning, or CW, is a declaration of intent to kill or permanently injure another player character.
While this explains what a CW actually is, it doesn't really explain why they exist or what purpose that they serve. In general, we want everyone to have an enjoyable experience on the server with every roleplay that they engage in, that includes losing fights. While having a character die or be maimed may seem to be antithetical to that, sometimes it is necessary and can serve its own purpose in RP. To understand why, you have to know what they are, and what they are not.
Character Warnings are a roleplaying tool. Sometimes a feud or rivalry between two characters reaches a climax that nothing but a final, definite resolution will suffice in ending it. Not every fight should have a warning attached to it, as the best rivalries can have many encounters within them, but a CW can provide an ending or conclusion.
Character Warnings are a courtesy towards others. Character death can often cause drama, and no one likes drama. Character Warnings provide an established way for characters to kill each other when necessary with minimal issue, while at the same time providing an out for anyone that doesn't wish to have their character be killed.
Character Warnings are threats against blatant stupidity. Characters sometimes do dumb things, and sometimes those dumb things need to be accurately roleplayed. If your character walks into a dragon's mouth, did you really expect him to live?
Most importantly, however, is that Character Warnings are not punishments. Everyone should have fun in the process of roleplay, even when they're losing a conflict. CWs are not designed to allow one player to punish another player OOCly. As a result, remember to keep things fun and have a resolution in mind that everyone will enjoy the aftermath of.
Issuing, Accepting, and Rejecting Warnings
If one wishes to issue a character warning, one must make a very clear declaration of the character's intent. A usual CW involves character death, but also any severe maims, such as the loss of body parts or inflicting other disabilities on a character, also requires a warning. If you think that the resolution that you have in mind may make someone uncomfortable, make sure that your intentions are clear, to avoid problems in the future. Once a warning has been issued, it is up to the target of the warning to either accept or reject the warning, and in both cases the target must make a clear declaration of their acceptance or refusal.
Note that an accepted CW goes both ways: once a target has accepted the warning, the warning also applies in equal measure to the one giving it out. Note, also, that just because a warning has been given, it does not mean that the target is automatically at the mercy of the aggressor. Combat may be required first, with the loser at the winner's mercy. Also note that a warning is automatically accepted in the case of a character doing something that is clearly suicidal and a violation of common sense, and this particular case is also the exception to CWs going both ways.
An accepted CW lasts until either the death/maiming is carried out against a character, or until the end of a "scene" if it is failed to be carried out at that moment. A "scene" ends if the characters involved leave emote range of each other, or if the players involved end the RP (though logging out to intentionally dodge an accepted CW can result in punishment. Don't do it.) As such, CWs rarely last more than an hour, barring long fights.
If the target wishes to refuse a CW, then that must be firmly declared as well. In such a case, it should be worked out between the two players how to resolve the RP, usually involving the characters separating, otherwise peacefully resolving the issue at hand, or continuing with a fight with a non-lethal conclusion. If a decision cannot be reached in a timely fashion, then the best solution is to simply separate the characters.
Reasons for Issuing CWs
Note that Character Warnings should have good reason to occur, and thus you must have a good IC reason to have your character kill another. Here are a list of things that CWs are NOT appropriate for, and invalid reasons for issuing CWs:
1. "X is Y class/race." This may contribute, but shouldn't be the only reason. For example, "X is a Warlock" or "X is an Orc" are not valid reasons to CW someone, however "X is a Warlock and is casting fel magic in Azshara Crater" or "X is an Orc cutting trees in Ashenvale" might be.
2. "My character is a serial killer." That might be the case, but that doesn't mean that you can just CW someone without getting into an appropriate RP, or that your killing ways must lead you to murdering tons of player characters. Keep in mind, CWs apply to scenes, and thus you can't just say "Anyone who interacts with this character automatically accepts a CW."
3. "That guy looked at me funny!" That's fairly disproportionate, don't you think? An odd look or a passing snide comment isn't enough to kill someone, unless you're so mentally imbalanced that I question how the character functions in any society at all. In general, CWs should be issued as a result of major events, not because a character mildly annoyed you.
As a general rule, it's also highly recommended to avoid issuing CWs for events. They can scare people off, and rarely is character death in an event really worth dealing with. Some events may require CWs, but in general it's better to not use them unless the event depends on it.
Remember, CWs are best used sparingly, when no other resolution is logical for the conclusion of an RP. Be careful with these!
2. Player Guards. We're going to tentatively allow player guards to happen now. However, there will be some pretty strict limitations put in on them. Spoiled is a run-down of how player guards will work:
Spoiler:
There will now be only one guard guild, called simply "City Guard". This guild will contain all guards of all factions and cities, so the officially recognized guards can be easily seen and managed under one roof.
Player guards will occur as a result of one of two things...either, the guard will be created directly as a special profile, or a character will be recruited into the guard force through RP with a guild officer or NPC. All players of guard characters must be grunts.
Guild officers will be any guards RPed by GMs, or promoted through roleplay with a GM. Only officers can make the decision to kill or imprison a character. Standard guards, which will be most players, will instead be restricted to things that cannot obstruct a character's RP, such as simply breaking up fights or tossing someone out of the city. For other punishments, an officer will need to be present. Any guard that abuses his or her powers, either ICly or OOCly, can be kicked from the guild at the discretion of the officers.