Warcraft: Stranglethorn Vale - War of the Hakkari

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ShraedVD

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War... War has come to the harsh jungles of the southern kingdoms.
Blood will be shed.. and it will be welcomed.
For the 'Soulflayer' - Blood is the payment for power, after all...

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Welcome to War of the Hakkari. A role play set within the universe of Warcraft (World of Warcraft)
Deep inside the dangerous and humid jungles of Stranglethorn Vale rests various tribes of Trolls with slightly different motives and ideals, ultimately caught in a struggle for control over the region.
Players will mostly assume the role of a Troll of a certain tribe and seek to support their people from the threats they encounter. Tribes for the most part will start off as Neutral across the board but may change based on players and NPC's agendas of interest.
(Disclaimer: This role play is not supposed to be canon, certainly not in the sense that it is railroad in it's plot. It is meant to be organic, simple in design so that players may make it complex themselves. Lore is used frequently but not to a strict degree. This is meant to be for the fun of living the fantasy.)
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Players may control up to 2 characters, (One MUST be a troll) The second character may be a troll from a different tribe, or an enemy from the races listed below.

Trolls are split into different tribes, all that have their own desire for total regional dominance as well as internal motives such as earning favour from their Loa (God/deity) As well as personal character motives.

Troll Appearance:
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Troll Personality and briefing:

Trolls are tall, often slender humanoids with skin hues ranging from blues, greens and even muddy greys. Their hair colour is always vibrant shades or sometimes ashen from age.
Trolls have long, elvish like ears and are equipped with a variety of different shaped tusks, the female usually carrying a smaller set of tusks.

Trolls are heavily tribal and native spiritually, physically and materialistically. Wearing decorative beads, hides, cloths and leather straps. Often you'll find feathers, teeth and sometimes even skulls serving as trophies which they'll wear on their person with pride, usually as a means of showing their status. They're superstitious and quite savage.














The list of Tribes available to players is as followed:​
  1. Gurubashi Tribe the Gurubashi are currently the strongest and richest standing empire within the region of Stranglethorn and aim to continue that legacy for centuries to come. Deep in the eastern edges of the jungle, nestled amongst the neighbouring mountains, the Gurubashi empire makes their capital city of Zul'Gurub their home. Focusing on an aggressive desire of conquest with both physical and magical means. Blood is their fuel for power and it has allowed them to obtain riches beyond measure. Capturing outsiders and opposing tribesmen to be sacrificed to their Loa to empower their champions for war. They ride on raptors as well as the more exalted champions being known to dominate the jungles upon their armoured Devilsaurs, a gift to only the most loyal and worthy Gurubashi. To be Gurubashi, one must let their axe do most of the talking, for the councilmen of the empire speaks for you. You are often set in the ways of your empire. Rarely swayed from the path of glory.
    Summary:
    You are richer than other tribes. A better quality suit of armour and weapons depending on your loyalty and achievement. You are a war engineered people but do hold an authoritative kinship for your race. But the word of your elders must be obeyed or you may be the next to fall from the bloodied stairs of the sacrificial altar.

  2. Bloodscalp Tribe Caught in a seemingly never ending quarrel of skirmishes and sabotage from the Skullsplitter Tribe, the Bloodscalp Tribe - encamped along the north western shores of the vale, are devout in their ways of trophies. They are more in it for the sport of killing and creating mementos out of their victims than to thrall themselves to the Loa's entertainment. They are excellent head hunters, but are inferior in their means of weaponry compared to the Gurubashi and Hakkari. The Bloodscalp often use pets to aid them in the tracking and killing of prey. Their prize Raptors are fiercely loyal to them and eventually grow to sizes that could even support them to be mounted coupled with their javelins, tomahawks and bows, these trolls can easily attack on the move and overwhelm their foe. Magic is a minority to these people unless for perverted dark magic, cursing and hexing enemies. Healing magic is even rarer as they rely solely on herbal medicine to tend their wounded. To be Bloodscalp, you must be in it for little more than the thrill of the hunt or to wreak vengeance on someone who had done you or your tribe wrong. You fight with guerrilla tactics and make use of simple tools, traps and weapons to hinder your victims. Keep your Raptor safe and it shall do the same.
    Summary: You are nimble, resourceful, savage and vengeful. Your pet means more to you than your own life and you must rely on tactics to overcome your challenges. Use stealth and guile to make up for your vulnerable short comings of equipment.
  3. Skullsplitter Tribe You are among the bold. Skullsplitter trolls do anything for their Loa, even at great cost. Their homes reside in the mid southern region of the jungle. Spiritually zealous they erect great obelisks and temples to pray for guidance. They see other tribes as obstacles but the Bloodscalp most of all after their leader was slain by a Bloodscalp warband during an attempt to create a peace treaty between the two tribes. Cementing their hatred for them, they will stop at nothing to see their demise. Skullsplitters have a limited variety of weapons, but are excellent defenders due to their structures and marksmanship with tomahawks and javelins. The exalted Direhorn (Triceratops) serves as their mounts, heavily armoured and proving to be great siege weapons, they ride them into battle en mass with long halberds to skewer and cut down any who trespass their lands. To be Skullsplitter you must be perceptive, cunning. Though your hatred for Bloodscalp may cloud your judgement from time to time, you are often the most mentally disciplined of the local tribes. Your people are stalwart defenders as well as adept priests... Rumor has it they are also able to tame beasts from the spirit realm..
    Summary: You are well armoured and rely on fighting from a defensive position. You know the surroundings well and can tactically dissolve threats that charge your way. Remain cunning and keep your spear arm true.
  4. Hakkari Tribe Blood... Souls.. Nothing matters but the rebirth of your master. Hakkar the Soulflayer. These trolls serve Hakkar with unrelenting fervor. The Hakkari are unmatched in their power in magic, using a wide range of elements to shatter their foes. These trolls are even capable of sundering the ground beneath them and change the weather. On a series of small islands to the far west, off the coast of Stranglethorn, the Hakkari have created a port city and they do well to defend it against assaults. Often using the surrounding waters as deterrent against invading ships. The Hakkari are so powerful in their prowess in magic and the spirit realm that they have even been gifted the ability to reanimate the dead for a short time. These trolls care little for politics, be it alliance or war, as long as their master is brought into the world. They will do what needs to be done. But a large sum of sacrifice must be made to meet this goal. The Hakkari must figure out how they will manage to collect their sacrifices.
    Summary: Magic is your main means of attack and defence. It is everything to you and whatever magic can not succeed, you will turn to the spirits to follow through. You are nefarious in your desire to bring total war to the world. Stop at nothing to bring the Soulflayer into the mortal realm.

    All of the tribes of Trolls to some degree, pray to Loa. However some are clearly more devout and fanatical with their loyalty to their deities. Universally the trolls all serve Hakkar, all but one currently share the same fear that should Hakkar come to the mortal world, all would perish. The Hakkari promise that those who loyally serve the Soulflayer shall be spared his wrath upon entering the mortal world... It is up to you to decide whether that is true, or if stopping the ritual from completing serves your best interest.

    PvP and PvE elements are embroidered within the plot. So survival is key.
    Players will encounter one another and may choose to become friend or foe. Beware the jungle for there are more than trolls and frogs lurking in the ferns. Murlocs, tigers and deadly crocolisks make their home en mass and can/WILL attack given the opportunity.
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The tribes all have different goals but some share similar motives, all the while players may divert from the path of their tribe to create a new destiny based on the quality of their efforts. Create allies or enemies at your leisure but understand the consequences of both.

The main plot is that some tribes wish to bring forth dark and powerful Loa from the spirit realm to wreak destruction upon the world. Other tribes do not share this same desire and will have to try and stop the tribes who are from doing so. But that is not all. Foreign races may also be found in these thick jungles. Word of elves with pale skin and glowing aqua eyes... High elves they call themselves, and they aren't alone. With them they have Humans armour-clad in plate and Dwarves armed with weapons of fire and powder, likely seeking to claim the jungle for themselves... (High elves, Humans and Dwarves serve as the universal enemy of the Trolls and MAY be played ONLY as a secondary character for players, otherwise they are NPC's lead by DM and CO-DM players.)


EQUIPMENT:
Weapons
You may have up to 2 main melee weapons, SHIELD COUNTS AS MAIN MELEE WEAPON.
You may also have 1 range weapon type equipped as well.
Main Melee weapons:
Halberd, Butterfly-Axe, Bearded-Axe, Claymore, Broadsword, Hatchets, Warpicks, Spear, Mace, Flail, Warhammer, Cudgel, Scimitar, Trident, Pike, Cleaver. (Please message me if there is a weapon not mentioned that you're curious about using.)

Arrows cannot exceed 20.

Javelins/Tomahawks cannot exceed 5.

Bolas cannot exceed 8.

Magic: Characters may only have up to 2 elements for the sake of balance.

Fire - Damage, especially effective against targets who are wearing flammable material (wood, bark, natural camouflage. High damage at the cost of high risk. As fire magic is volatile and will easily immolate it's surroundings, which may cause a great deal of environmental damage. (Use with caution. As the DM / CO-DM can control the nature of the fire should it begin burning the surroundings to help promote the concept of fire being out of the casters control from misuse.)

Lightning - Damage, especially effective against targets who are doused, or wearing plate/stone armour. It also has a chance to temporarily stun or paralyse its target. Careful not to cast this element while you are doused or you will damage yourself in the process. (If target is hit with lightning twice in the same combat without being doused or wearing plate/stone, they must be stunned. If the target is wearing plate/stone or is doused, it only takes one lightning attack to stun them. However they become immune to further stuns for 2 rounds of combat.)

Water - Hybrid magic that is both healing and damage. Water may also be used to protect against projectiles. More importantly, Water is the only element that can cure someone from ailments such as disease, poison, hexes and curses. Be aware of your surroundings, while there are many rivers, ponds and puddles within the jungle. The power of your water magic depends solely on what water is available to you in your vicinity. (You may be able to obtain water from the humid jungle air but you are not allowed to sap it from surrounding wildlife and vegetation.)

Earth - Defence and utility, though it can be used offensively, it's limits render it unreliable to inflict damage as much as it excels at preventing damage. It also provides the caster with means of navigating obstacles such as clearing a cave of rubble or scaling a large wall. Earth magic takes a lot out of its user so use sparingly. Depending on the intensity of the spell and whether or not you must channel it to maintain its up time. You may suffer fatigue, exhaustion and may even fall unconscious

Shadow - Utility as well as minor damage. Shadow is where hexes and curses come from. Hindering specific things against it's foes such as the ability to run or become temporarily deaf. This magic serves as a tactical tool. (Use with Caution for Shadow magic brings you closer to madness, over use of this element can lead to the DM/ CO-DM to summoning mad spirits that will haunt the caster. Or members of your tribe will take notice of your madness and cast you out or attempt to murder you. Use it too much and the spirits may outright attack you, even at the most inopportune times.)

Blood - Buff magic, Blood is mostly used to provide combat boost to the caster, but requires blood shed in order to activate it. In most cases the caster must self inflict a wound in order to gain it's benefits. Such as heightened endurance, removing combat fatigue or going into an unrelenting rage to inflict heavy damage against a foe.

Nature - Healing and utility. The power of nature can quickly mend almost any wound as well as providing various tactical options for the caster. Creating vines to hinder an opponent or restrain them. To create saplings or vegetation that the caster can eat or hide in. Nature, unlike all the other elements has the least downsides, mostly due to nature being in abundance in the local region. But the user may have to rest after casting too much.

Armour
There are many types of armour materials but here are examples of armour used specifically for the trolls.

Cloth- Provides no defence from physical attacks but all cloth armour is made ready with some level of warding to protect the user from incoming spells. All levels of Ward magic have only 3 charges before it is destroyed from the clothing permanently. The nature of the ward itself depends.

Wooden/Bark- Lightweight and simple, this armour allows for mobility and great for those who rely on stealth. But provides hardly any true defence against military weapons, it helps the wearer float in water as well as leaves them vulnerable to fire based attacks.

Stone- For the juggernauts. This armour is hardy and can take one hell of a beating. However it leaves the wearer in a encumbered state, limiting their range of movement speed and will make the wearer sink in water. Slashing and piercing weapons do little against this armour but bludgeoning force as well as electrical magic has a chance to shatter its defence.

Plate- This armour is slightly lighter than Stone armour, protecting the user from a great deal of slashing and piercing damage but is still susceptible to bludgeoning force as well as electrical magic (Unlike stone armour which would take the shock for you, plate armour amplifies the effect of electrical magic.) However the wearer is able to swim and stay afloat.

Leather/Hide - Not much to say here, This armour is fitted, effective to provide minor level of protection against attacks, as well as actually allowing the wearer to resist incoming magical attacks, but is susceptible to piercing damage. You can easily stealth and remain mobile in this gear.


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SIGN UP SHEET FORMAT:

Name:

Age:

Height/Weight:

General Appearance:

Tribe:

Melee Weapons:

Range Weapons:

Magic Elements:

Pet/Mount (If you have one.):

Brief backstory:

 
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