Warcraft II
Along the coast of Hillsbrad in southern Lordaeron, a lone Alliance outpost wages a guerilla war against the terrifying might of the Horde.
Active Characters
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Refugees, Rumours and a Knight:
Refugees from the Kingdom of Azeroth have brought with them ill news. Stormwind City has been sacked by the Horde, and King Llane has been slain by an assassin. Lord Lothar, the leader of these refugees, has warned King Terenas II, Lord of Lordaeron, that our lands are under immediate threat of the Horde.
Already rumours are spreading along our coasts, of a huge Horde armada crossing the Great Sea. If these rumours are true, then we may only have days, not weeks, to prepare. Our armies are still mustering, and it will take longer than this before can make a response in full. Whatever threatens to lurch from the waves, and onto the beaches of our homeland, we must stall it unto death if needs be.
However, we are not alone. A contingent of Elves from Quel'Thalas, and a detachment of Dwarves from Ironforge have arrived to not only bolster our efforts, but also to see the situation for themselves. Both nations are not yet committed to a mutual military effort, and so for now these forces are only a token of their support - but never the less, we shall need them in the coming days.
Sir Tobias Helmwall, a Knight in the service to the regional commander of the southern defence forces, is assembling a small regiment of men and women to aid him in establishing an outpost in Hillsbrad. He is a young, rash man with little combat experience to his name, but his peers know him as an honourable fighter and a keen scholar.
You are assigned to his command, and whether for love of country, or for love of money, you are to follow his orders to whatever end.
Godspeed, and let us hope that Lord Lothar is wrong, and that the Horde is merely content with staying in the south.
Classes:
Footman:
Footmen are the initial line of defenses against the Horde. Arrayed in hardened steel armor, they courageously wield broadsword and shield in hand-to-hand combat against their vile Orcish foes. The valorous Footmen are ever prepared to heed the call to arms.
Elven Archer:
Out of the mysterious forests of Quel'thalas come the Elven Archers to aid the Alliance in its darkest hour. Descendants of the elder race of Lordaeron, these sylvan woodsmen are unmatched in their use of the bow. Unencumbered by helm or heavy armor, Archers are keen of eye and fleet of foot. These Elves have long been embroiled in a bloody conflict with the hated Trolls of Lordaeron and are swift to let loose a rain of arrows upon any foe, including those that attack from the skies above.
Elven Ranger:
Elven rangers are a special cadre of elven archers who are intimately bound to the wildlands of Lordaeron. Their pursuit of mastery in Longbow, Marksmanship, and Scouting make them more rugged and even deadlier than their brothers — traits for which they are greatly feared amongst their enemies. These secretive and elite warriors have never involved themselves in the affairs of humans, but when Horde onslaughts threatened to destroy the elven homelands, they quickly offered their services to the Alliance. Although their numbers are few, their presence could change the course of the war if they are deployed wisely.
Knight:
The Knights of Lordaeron represent the fiercest fighting force in the armies of the Alliance. Protected by suits of heavy armor, they carry mighty warhammers with which to crush all who would threaten the freedom of their lands. Astride great warhorses, these honorable and just warriors serve as a symbol of order to the peoples of Lordaeron in these dark and chaotic times. Having learned of the fate the Knights of Azeroth suffered after the First War, they have sworn to both avenge their fallen brethren and free their homelands from the grip of the Orcish Hordes.
Paladin:
This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead.
Paladins are similar to Knights in their appearance and tactics, but have access to spells.
Mage:
Once students of the Conjurers of Azeroth, this new order of Mages have been forced to discover untapped magical forces to command in their war against the ruthless Orcs. Although masters of their arts, the Conjurers who fell during the First War were unprepared for the rigors of warfare. Determined to avoid a similar fate, the Mages have undertaken a regimen equally demanding on body and soul, thus dedicating themselves to the command of more aggressive and destructive magiks. Whether in their sanctum at the Violet Citadel in Dalaran or on the many battlefields of Lordaeron, the Mages are resolute in their efforts to defend the people.
They can cast these spells.
Dwarven Demolition Squad:
From the deep, subterranean halls of Khaz Modan, the Dwarven Demolition Squads come to aid the Alliance in their crusade for the liberation of Khaz Modan. As masters in the handling and arming of explosives, these squads are renowned for their ability to demolish any obstacle - from a mightily wall to a bulwark of solid stone. Reckless and bold, these Dwarves are zealous in their loyalty to the Alliance and would not hesitate to detonate their explosive payload should the situation turn grim.
Armed with their innovative exploding shells, the stalwart Demonlition Teams of Khaz Modan are capable of blasting apart enemy ranks from long range. These fearless dwarves are masters of explosive devices and relish in pounding fortified enemy emplacements to dust.
Gryphon Riders:
From the ominous and foreboding peaks of Northeron come the Dwarven Gryphon Riders. Mounted upon their legendary beasts and wielding the mystic Stormhammers forged deep within the secret chambers of their Aviaries, these feral Dwarves fear no enemy and rely upon no friend. They have allied themselves only with the Elves of Quel'thalas, distrusting both their Dwarven cousins and the Humans alike. When the call to battle is sounded, however, they can be counted upon to fight alongside any who oppose the Horde.
Mercenaries:
As Lordaeron and its allies mobilize their armies for war, mercenaries have been employed as a stop-gap measure to bolster the existing forces. These men and women from across the continent of Azeroth hold allegiance to no Lord, but gold speaks volumes to their commitment, and the coffers of the Alliance are all too willing to indulge them. They vary in skills, talents and renown, and to a regional commander, present an unreliable force on paper. However, in practice, they may be just what the Alliance needs to keep the Horde at bay long enough for its regular armies to respond.
Rules
- No God modding and all that jazz.
- No OOC arguments.
- When playing a mercenary, your spells are limited to Warcraft II's spell lore. See here for the list
- Pay attention to Sir Tobias, as he'll be the story's main protagonist and will keep things from degenerating into a free-for-all.
- When playing a mercenary, no Horde races allowed.
- If leaving the RP, please have the courtesy to kill your character - or at the very least, notify me, so that I may do it for you.
- Character sheets go to the character tab.
- Where there is a Lore conflict between WC2 and the other games, WC2 takes precedent.
- As proof that you've read all of this, put "I swear allegiance to Sir Tobias Helmwall" at the bottom of your character sheet.
Character Sheet
Name:
Age:
Gender:
Class: Will also define race, unless mercenary is chosen.
Race: Mercenaries Only
Weapons and Armour: If pre-existing class chosen, then keep it in line with their lore weaponry as seen above.
Spells: Mercenaries only. Pre-existing class spells can be found in their descriptions.
Appearance:
History: