As a Canadian, please don't come here, fix ur own stuff Ameribros, thank you so much! (if you do don't even try Quebec they literally won't let you in)
Rows and columns of thousands of ocular lenses gazed upon the strange silvery youth. Servitors typed away at keyboards or even wrote on vellum, every test done upon the creature being a morsel of information each Genetor and other sapient member of the Mechanicum present was eager to digest.
The thing was truly a marvel, its musculature having broken through dozens of different attempts to restrain it until eventually a system involving the hydraulics of small titan models was made into an impromptu means to hold it down. The creature still thrashed, which admittedly made the study of its biology somewhat difficult. They flooded its system with enough sedatives to kill many larger things yet its reaction was to simply expel all of the chemical through projectile vomit. It was a truly fascinating thing, made all the more interesting when a sample of its blood revealed that it had some sort of relation to humanity. An abhuman of course, nearly as far from homo sapiens as an ape on ancient Terra. But this was no mutant. Whatever this was had to be stable, simply because of the fact it was undeniably an engineered biology.
Theories spread in the assembled ranks of the Techno-Clergy ranging from suggestions that this was the manifestation of archeotech from the past, to this being the project of some Techpriest present, to being the result of some sort of manipulation of the human biology by a xeno race of some sort. The most concerning however, was that this was some sort of weapon of the Grellans. Their technology had always seemed inferior by and large to that of the Ryzans outside of a few instances such as their cameleoline production methods and their abundance of plasma weaponry, but if they could produce such things then they most certainly eclipsed the Ryzan realm of the Mechanicum’s Empire in the field of biology. To think that with flesh could be crafted something so much more perfect than machine gave odd thoughts to many within the chamber.
Ultimately, no theory had any real proof to it. The thing was clearly more than just its impressive physiognomy of course. The rigorous tests on its musculature, bones, skin, and so much more certainly proved that - what most conceded seemed to be a pre-pubescent gene-warrior of some sort - could destroy entire formations while in the nude. Yet what of its mind? Opening its skull clearly elicited a pain response, though unsurprisingly it seemed the life-support provided to ensure it wouldn’t perish in the event of an accident was redundant.
But the most surprising was yet to come. The thing was clearly capable of speech based on the sheer variety of sounds it made from the pain it suffered. But, just before the probes of the Mechanicum could reach the bottom of the thing’s skull it spoke. “Please stop.” was the simple utterance. It started off quiet, before becoming extremely loud, but at least settling on a powerful but nonetheless soft timbre that echoed through the room. The words somehow were commands, but also clearly not threats or demands. They did not intimidate, but nonetheless gave the impression of this individual being one’s master. The servitor received no such input to make it cease as ordered, yet it did. The Genetor in control of it could not muster any will to countermand the seeming malfunction.
The silence that overcame the onlookers eventually came to pass. At last the Heirophant Technis spoke, the force of mind to not simply be in awe of the speech a clear demonstration of why Patrimonia held the rank. “That can be arranged. Who are you, and why did you crash into my Forge?”
“I do not know.”
“Explain.”
“I cannot answer the query, I do not know the truth.”
“To the former or to the latter?”
“Both.”
There was a brief pause, before the Heirophant stated bluntly even for a Techpriest: “Lie.”
Another brief pause, before the celestial arrival replied. “No. I can predict why I am here, there was a failure of some sort. I am out of place, I should not be here. Something very, very important failed for me to be stranded among you. Beyond that I do not know. Who you are, who I am, what this place is. I am unaware.”
Almost as if on queue to make the truth or lie of the child’s words hold greater stakes, the Archmagos’s HUD showed a message. The Grellans had declared war on Ryza for what they claimed to be a cowardly backstabbing. As the message spread among the most senior of the Genetors present, hundreds of Ocular lenses zoomed further on the creature.
As the Heirophant was thinking on how to proceed, another message came warning of a warp-storm to the Galactic West of Ryza. There would be no support from Mars, and no sending of the data learned from this creature to the Mechanicum’s homeworld.
Held Territories: Most importantly the city of Dalaran itself. However with recent times it has acquired a significant territory that was once the Kingdom of Lordaeron and Alterac, as well as a smaller acquisition of what the Gilneans had abandoned outside of their great wall. Currently, their geopolitical goal is a combined offensive with the Stormpike Dwarves and allied Paladin Orders to retake Strahnbrad.
Other Assets: In all of the human, dwarven, and gnomish realms that would accept them, the Dalarani have subsidized magical academies both as exertions of soft powers, but also as genuine efforts to push back against the blows the have been struck to the good people of the Eastern Kingdoms.
Goals and Motivations: Dalaran’s enlightened despot has pushed it towards a somewhat idealist, but nonetheless utilitarian path. The City-State has evolved into something resembling a true nation, and indeed with the many cultures it has come to represent it is arguably now an Empire. Dalaran seeks to strengthen the alliance, yet this is simply a means to an end of fighting the scourge, the fel, and other evils of the world. It thus will not hesitate to stand its ground in disputes with the rest of the alliance. Dalaran is also highly motivated by its inquisitive ideology, their love of learning leading them to pursue relations as good as possible with the High Elves of Quel’Thalas.
Recent History: It seemed that with every passing day of having turned away the strange Prophet, Antonidas had found that the man’s portents were true. While he stared into his scrying orb to witness the battle for Lordaeron and then Quel’Thalas, he decided it was time to act. While he wasn’t going to go gallivanting into the West, he certainly knew that if Dalaran was to sit on its arse waiting for the world to pass them by then they would be crushed just as the Elves almost were.
Seeing the exodus of refugees from Quel’Thalas and the collapsed Kingdom of Lordaeron Antonidas opened the gates of the Violet City for the first time in many years to outsiders. Quickly however, the old man realized just out of touch he was from the outside world when the city was full and a young clerk announced that not even a tenth of the fleeing people had been accommodated. In truth, he was lucky that several sizeable columns of fleeing folk had gone to Stromgarde, rather than try their chances with Dalaran.
After realizing Dalaran in its couldn’t state couldn’t cope with the demand of shelter, food, and other basic needs of the arrivals, Antonidas had sent his emissaries to the great many villages of the now defunct Lordaeron crown that surrounded him. Yet again a shock came to the wizards, for they had arrived hoping to request grain from people they assumed were getting along just fine, but instead found that with the troops of the defunct Lordaeron having been exhausted fighting the scourge the settlements were undefended, prey to freely raid for bandits, trolls, and indeed the further spread of the scourge.
It was thus that the wizardry was effectively forced to take stewardship of these regions, protecting them and the roads between with their arcane might to ensure that grain might yet again come to the mouths that needed it. Yet this process of ferrying food to the great tent cities outside Dalaran could only go for so long, and thus the wizards had to tell the people that they had to either move to the former Lordaeron villages or establish wholly new settlements. Yet they hardly had the infrastructure to help the people through this hard process. This was made yet more difficult as before they could do this they had to establish complex filtration of the refugees to ensure there were no cultists of the damned hidden among them.
It was at this point that Antonidas made his next most controversial decision: to invite the Church of the Light to Dalaran. Though there was great outcry once this was done, he saw little other choice. With the arrival of Priests and Paladins to the city’s doorstep, the guard wasn’t eager to let them inside. But nonetheless they had to such that support and checks for lack of corruption of the refugees could properly be facilitated.
While many raged at what they considered Antonidas squandering the precious resources of Dalaran, a multitude of voices were also quite content with the new authority that the Magocracy exercised on the continent.
Yet, with every settlement that Dalaran took under its purview, it found that it was being assailed from its outskirts forcing the Dalarani mages to spread themselves further and further out. A cycle began where a new village would be claimed under the violet flag, only for it to be attacked from a new frontier that had to be pacified until it too became a controlled territory under threat.
This lead to the mages eventually having to protect and lend their magic to the civilian affairs of a growing territory, with settlements that Gilneas had left behind outside their walls along with disparate humans unaffiliated with the syndicate in Alterac asking for the Violet City’s patronage on top of the initial Lordaeronian acquisitions.
The process of this expansion however began to slow very quickly as Dalaran quite simply began to reach the limit of “spare” wizards that it could use to protect settlements as well as aid their prosperity with magics and their generalized knowledge.
Antonidas was at a crossroads on how to resolve the problem of his overnight Empire being so quickly overstretched. It was struggling with the actual resources to maintain and grow it, not to speak of the logistical, infrastructural, and (at least to the city of Dalaran itself) most importantly bureaucratic strain that was most certainly not catching up. He decided to simply fix the matter by outsourcing the responsibilities that were too difficult for the Magocracy to maintain. The Church of the Light would help maintain the hospices that were occupying precious time and mana of wizards, while the now encountered Dwarves of the Stormpikes were glad to help defend the human settlers of Alterac. Mercenaries were hired, and gradually settlements were asked to form their own Home Guards to at least partially supplement the work of mages defending them. Most upsetting to some within the Violet City were deals made with the many different Orders of the Church of the Light to have them patrol the lands to defend them and keep cultists of the damned afeared. While the geopolitical success of Dalaran has brought great pride to many of the Magocracy, it also brings sideways glances from the Gilneans, Lordaeronians and even Stromgardians as claims recent for the former or ancient for the latter become disputed with settlements coming under the domain of the wizards.
At the same time, Dalaran was very active in expanding its soft power. The capacity of free mages was further strained as many were sent abroad to help establish Dalarani magical academies of magic in any nation of the present or former alliance that would accept them. Going as far as Theramore, they further went to attempt to assist the nations in what ways they could such as joining troll-hunts or helping purge the scourge. Particular efforts have been made to attempt to strengthen relations with Quel’Thalas with joint research projects and other symbols of unity being pushed to try and if not restore Quel’Thalas to the Alliance, at least make it have a direct pact with Dalaran.
With Dalaran having spread its tendrils far and wide, it is certainly the time to look inside for Dalaran as a great many internal issues plague it. The tensions between “greater Dalaran” and the city itself grow ever greater. It is ill-defined exactly what autonomies the territories outside of the city have, with the people of the Violet City becoming ever frustrated at what they perceive as Antonidas preferring foreigners over his own subjects. Religious conflict is spread as the largely apathetic people of Dalaran city look outside at worshippers of the light that divide themselves among how exactly they worship the light be they zealots prostrating themselves at the sight of Scarlet Crusaders, the caressing speech of the elf Arantir, or the Argent Dawn that represent something along the lines of the old code of the Silver Hand. Racial conflict similarly stirs as the human peasantry outside of the city looks with suspicion on the elves, dwarves, and gnomes that the city sports along with the novel introduction of the grand population of half-breeds therein. Though Antonidas promises the best is yet to be seen and his guiding hand has not failed Dalaran thus far, many are concerned that his aging mind and dire experiences are gradually clouding his judgement.
Key Players: The most important person in all of Dalaran is the Archmage Antonidas, head of the Kirin Tor and member of the Council of Six, he is the de facto if not de jure enlightened despot of Dalaran. Yet, entering his seventy-fifth year he has much on his mind for securing the future of Dalaran should he not wake the following day. He has become a dour man after many of his realizations about the world beyond his idyllic city, being far more reclusive than in the past. People can no longer freely visit him, having to make appointments instead. Yet, he has also decided to now spend hours each day to learn about the state of the realm by personally riding out to witness it.
Though having long since left the city, Jaina Proudmoore is an alumnus of Dalaran, and can be considered a member of its greater reach even if most certainly not taking any orders from Antonidas.
Kael’Thas Sunstrider, a member of council of six is also a particularly important figure in Dalaran. While his nature as the son of the Elven King makes him a point of questioned loyalty, it is similarly seen as a useful inroad into good relations with Quel’Thalas and influencing their policy.
Khadgar - one of the noblest sons of Dalaran, great and well known are his exploits. Though for many years he was lost, the opening of the portal now means he may once more grace the Violet City.
Rhonin is a prodigal mage, and one of the Council of the Six. He is seen as the one most likely to replace Antonidas in the event Modera should not be selected for one or the other reason. He is somewhat of a parallel to Ansirem Runeweaver, being far more cosmopolitan yet also stable in his wizarding.
Modera has held her position longer than any member of the council save Antonidas, and by pure seniority would certainly seem to be next in line to be the de facto ruler of the state should he perish.
Ansirem Runeweaver is a member of the council of six, and while an impressive and notably creative archmage he is also known for more crude attitudes to non-humans, expressing great skepticism to the mercy Turalyon had given the orcs. Further he has shown the least enthusiasm towards Antonidas’s push to brotherhood with Quel’Thalas
Vanndar Stormpike is not a Dalaranian and damn well doesn’t take orders from them, but with the recent patronage of Dalaran for the Stormpikes in Alterac he speaks with representatives of the Magocracy almost daily. It is by agreements with him that Dwarves instruct forging of powder weapons for the growing militias of Dalaran and drill them in their use whilst Dalarani mages help him crush the orcs, trolls, ogres, and renegade men that are in the land. But perhaps most valued is simply the contribution of the wizards in facilitating the shipments of foods from the Lordaeron refugees settling in Alterac ruins, as well as their knowledge assisting in the excavations of the Stormpikes. He is also a critical link between Dalaran and Ironforge, his good word allowing many contracts on good conditions to be negotiated between the Mages and the realm of the Dwarves.
Arellas Fireleaf is a liaison between Dalaran and the Scarlet Crusade. A devoted zealot of the Light, he has nonetheless impressed much of Dalaran with his arcane knowledge and abilities, and is perhaps the sole reason that the Magocracy has been convinced that perhaps the Scarlet Crusade has redeeming qualities and may operate on its territory.
==OC==
Arantir Skellen has come to be an unofficial voice of the High Elven refugees that have settled in number within now Dalarani territory. He is unfortunately a great point of contention and headache for the Council of Six. He is a zealot of the Church of the Light, and the cold attitude of many mages within Dalaran to the Church understandably cause tensions when a firebrand as such runs amok. But, worse yet is that having mostly lead the Elves that were stuck outside of the Elfgate, a feeling of abandonment has resonated in his rhetoric that eventually lead him and many of the people that look up to the man to no longer recognize the authority of the Sunstrider dynasty. To the Magocracy which is trying to be on as good terms as possible with Quel’Thalas, harbouring such malcontents raises a problem. He has also come to be quite popular with many human refugees settling in Dalaran as well, and indeed his ability with magic as a seemingly self-taught mage has even impressed many a wizard. While for now a mere thorn in the side of the Kirin Tor, there is a concern his populism will one day genuinely challenge their rule of their extended realm outside of the city of Dalaran itself. For now, the wizards try to stifle his growing popularity among the new and old citizenry alike by spreading the knowledge that supposedly he was never actually ordained into the Church as a Priest, and is most certainly speaking without any authority as mere laity. He will typically be seen alongside his brother Alaestas.
Nilio is a gnome that fled his adopted home of Ironforge after an accident in his laboratory that made him a wanted man. He has found a home in Dalaran for his work, namely the attempt to synthesize magic with machinery. Grinding manastones as fuel, his experiments were a means for him to take the easy way out after running into issues with his scholarly studies as a natural born mage. Some particularly reactionary wizards however have taken negatively to his presence seeing the reduction of magic to a science being a perversion of their art.Though his services are appreciated, he is somewhat problematic as a remaining nuisance to the Dwarves and to a lesser extent gnomeregan left unpunished.
Barad is a Dwarf that was a close friend of Nilio who attempted to safeguard the gnome by taking the blame for the explosion. However, when he found out the penalty for the explosion would be many years of imprisonment his bravery shattered and thus he fled together with the gnome. An engineer by trade, he was extensively helping Nilio while also looking into his own works. Namely, he was interested in making machinery for the civilian sector such as agricultural equipment, growing frustrated with the rest of Ironforge’s tinkerers focusing almost entirely on military matters with the technology of peace being a mere footnote in their mental libraries. Much like Nilio the magocracy has valued his farming machinery and other contraptions, but Ironforge still wants him in shackles which has forced Dalarani emissaries to work overtime in their efforts to maintain good relations.
On the Stormpikes The Stormpikes are an extremely recent addition to the region. The expedition by Vanndar was almost a personal project of the Dwarf, the personal interest in unearthing precious artifacts to discover more of Dwarven history being a daring but well planned affair. The Dwarves arrived to Alterac experiencing many setbacks when first attempting to establish themselves, the combined Frostwolf Orcs, trolls, ogres, Syndicate, and Scourge elements all presenting their own respective problems. However, their difficulties were significantly reduced when wizards bearing Violet Banners arrived in the lands they were holding. After a long night of drinking with their representative, Vanndar found that he had arranged a very mutually beneficial partnership. The Dalarani and Stormpikes would pool their efforts to not only beat back the villainy that occupied the land, but properly secure it such that studies of archaeology could be performed and displaced people make their homes there.
Ultimately the relationship between Dalaran and the Stormpikes had little formal binding to it, but it also has had little reason to fray. Some do see the two come to a head in the future however, as some have concerns that the Stormpikes maybe have disputes with some of the more zealous, or alternatively bigoted members of the Scarlet Crusade that the Dalarani have largely let run free to be spared of expenses in men and resources that the Scarlet Crusaders take upon themselves. Further, Vanndar is finding himself rather annoyed as some Dwarves in his expedition slowly take to the spreading following of the populist worship of the light spread by the High Elf Skellen. As well, the harbouring of the Dwarf Barad and Gnome Nilio has made Vanndar hear complaints from his troops on more than one occasion.
I was curious, would people be more interested in seeing a Dalaran or Stromgarde? In both cases I was hoping to play them as somewhat proactive role with the former trying to play very tall propping up the alliance by sending its wizards all over and such, whilst for the latter Mr. Trollbane would try to reclaim Stromgarde's regions lost to trolls and such, with the goal of announcing a new Arathi Empire
I've played all the RTS games and WotLK but I'm somewhat ignorant of the new lore (though I have skimmed through the wiki to try get a base idea), but since most of the point of divergence seems to be "higher level" so hopefully I should be fine sticking to just what was depicted in Reign of Chaos for Dalaran
EDIT: By the way, how many "creative liberties" could we take, particularly given its an alternate timeline/universe? I.e. a lot of the characters that would be important to the story of Dalaran i.e. members of their council have rather barebones, unclear, or even conflicting lore.
Eventually, and quite honestly to his surprise, the resident Mechanic had found use for Elias. While he wouldn't say this out loud... even if he could that is, he would keep his mouth shut to the opinion that some much needed professionalism was provided by his hand. It wasn't that the crew was incompetent, but he damn well knew that there weren't enough clipboards with checkboxes about the place to warrant a reasonable insurance fee.
Of course, he hadn't exactly told them where he got his knowledge from either. Rag-tags of this sort probably wouldn't take well to a veteran that hadn't fought for the rebels. Not to say that he was a patriot or anything of the sort, truth be told he harboured a great deal of resentment for the government and the military for having left him behind to suffer the Reavers. But he could hardly expect strangers to tell the difference, could he? He was even more glad that they hadn't picked up on the name Riemen, but it was probably just because these folk were from a different part of the 'verse. He respected the Anabaptists and he considered himself forever in their debt. But he wasn't one of them, the stars were for him. After all, what the hell could possible even await him if he settled down?
As he was sawing through a piece of wood for a little personal project, he was very abruptly disturbed be the sound of people in the distance panicking. Soon he heard the reason for their fear, quite understandably. Carefully setting his tools aside and brushing dust off of himself, he went out to meet the officers of the law head on.
Nothin fancy, no hiding, he was simply going to go out and meet them. That's that, right? Well no, most likely things would not be all that easy. But it wasn't as if he could hide and make himself scarce like the Anabaptists had gone and done. At best he'd be a liability getting somebody else caught because they were stuck with his ass.
Thus, he simply strolled over to where the greatest commotion was, writing down "I AM UNARMED AND COMPLIANT - I AM MUTE" on his little piece of blackboard as he did so. One hand would be raised to show surrender and that he was unarmed, whilst the other was simply displaying what was written down. He looked over to any crew present hoping they could confirm the text.
Kinda interested, mulling over the idea of grabbing Dalaran/Kirin Tor, perhaps take it into a Magi-Tech direction (it seemed to already be going there with all the Dwarf tanks and copters there in the WC3 campaign) or alternatively a Stromgarde trying to retake its ancestral home and reform the Arathor Empire (admittedly map painty)
Looks good overall then. Are you still wanting to wait a month for the new year in order to begin?
While I would like to get started sooner, Q4 is very busy and I wouldn't want to cause trouble by getting into it only to not be able to post for weeks, wouldn't be good for me and certainly wouldn't be good for the game. I can probably get into it slightly earlier than the new year, though.
Hello again! The sheet's not bad at all, but I do have a couple small notes.
The personality section is a very high-level overview. Is there enough to go on there where other people could approximate how he'd act in certain situations? It's not critical to have a huge personality section, but the more you could say about how he behaves, the better. Characters with more/stronger personalities are easier and more compelling to play as, after all.
Since he has an infinite amount of poison darts and blinding darts regulated by mana and cooldown, those should definitely be individual powers, and mushrooms especially since they're pretty much pure magic. I would also recommend fleshing out the Weaknesses section. You say he's tiny, but spend more time in the weakness describing how capable he is than how his size hinders him. I assume Teemo's weaknesses might also include that he's physically weak (in that he doesn't possess much physical strength, instead relying on his kit of tricks) and doesn't have much defense or health.
Name: Teemo Game Origin: League of Legends Appearance:
Personality:
Teemo rides a thin line between chipper compatriot and unrepentant killer
~ Tristana
There are two sides to Teemo. Outside of missions he is a kind, friendly yordle, his tiny stature hiding the size of his heart. Yet in a mission, he does whatever needs to be done not limiting himself to brutality if the demand for such is there. Outside of war, he always makes sure to give people his best. Calm, curious, and friendly, he has all the traits typical to a yordle. He helps those in need, loves making friends, an almost childish attitude to justice than can be summarized as a love of "fairness", and most peculiarly has a certain naivete that seems almost paradoxical when superimposed on his ruthlessness in battle. He has an appreciation for music, playing his flute whenever the opportunity arises.
Teemo has an aversion to fighting as part of a group however. Speculation on why this is has lead to many theories. Some say that he is afraid (perhaps due to experiencing such) of losing those with him. At others its because he - somewhat arrogantly - believes that the would slow him down, showcasing a more negative part of his personality. Others who know him better suggest that he doesn't want others to see him be the cold killer he becomes in times of violence. The truth is, all of these suggestions have some merit. He would prefer to have all his cherished friends not perish in the dangerous scraps he gets himself into and he would prefer they keep seeing him as the cute furry creature that they see in peacetime.
Time to put on my killing hat.
~ Teemo
Background: A native of Bandle City, Teemo defends the Yordlish homeland at all costs. Swiftly rising to the rank of Captain in the military, he does not use or carry the rank by virtue of command. It is largely simply an acknowledgement of his skill as a soldier. Though undeniably cute, many a would-be aggressor against Bandle City would find themselves victims of his guerilla warfare. Now a Scout of the Mothership, he was on yet another mission to mercilessly slaughter would-be transgressors when he found himself in a new world entirely.
Specialty: Teemo is an expert of guerilla warfare. Hit-and-run tactics, ambushes, traps, you name it, he will use unconventional means to get an upper hand on enemies that are otherwise superior in numbers, strength, or other means. Level: 1 Experience: 0/10 (The amount of EXP required to level up will increase by 10 each level, but rewards get bigger, too) Powers:
GUERRILLA WARFARE - If Teemo stands still and takes no actions for a short duration, he becomes invisible. If he's in bush (or similar concealment), Teemo can enter and maintain his Invisibility while moving. After leaving invisibility, Teemo gains the element of surprise, increasing the speed of his attacks for a brief period.
Strengths: (Things your character's always good at, or always can do; essentially, passive abilities or bonuses. You start with three, but you can add more in place of powers when you level up)
Stealth - a combination of his size, his training, experience, and yordlish magic has him very hard to spot even when he isn't outright invisible.
Swiftness - His legs might be small, but Teemo's feet let him easily scurry away at a speed most would find unachievable.
Manual of Arms - he is an expert with many traditional weapons, but in particular he excels at weaponizing his blowpipe (which double as a flute, whistle, and staff), and the great reserve of mushrooms he carries.
Weaknesses:
TINY - Teemo's size ensures that he is nowhere near as strong nor as durable as an adult human being.
Spirits:
Guest List: (Put up to three characters you like or want to see, and you'll run into them sooner or later in the RP. There's no restriction on what characters you put in, other than the same ones that apply to PCs) Inventory: Blowpipe - this is a weapon, but also an instrument if needed! Telescope - Finest Yordle craftsmanship! Helmet - rather thin and worn, it won't protect from much but is also rather light and protects Teemo with its size almost like an umbrella. Also has protective goggles. Darts - shot from the blowpipe, can be thrown in a pinch. Backpack - for carrying things.