[-]
Welcome
You have to register before you can post on our site.

Username


Password





[-]
Useful Links
Forums
Mini-manager
Rules
Tech Support
Events Calendar
Commands (MM)
Commands (Spreadsheet)

[-]
Latest Threads
Custom Artifact Event Planning
Last Post: Cerb57
07-14-2019 01:03 PM
» Replies: 0
» Views: 40
Coming Soon
Last Post: zackaroth
06-22-2019 09:15 PM
» Replies: 0
» Views: 132
Hey Gamers
Last Post: Talona
06-21-2019 06:47 PM
» Replies: 3
» Views: 138
Custom Artifacts, Gold Trait References,...
Last Post: yakobthemoose
06-16-2019 02:43 PM
» Replies: 0
» Views: 127
HFC Lore Items
Last Post: zackaroth
06-09-2019 07:32 AM
» Replies: 0
» Views: 194

[-]
Who's Online
There are currently 15 online users. [Complete List]
» 2 Member(s) | 13 Guest(s)
Cerb57, Unlucky Fellow

  Custom Artifact Event Planning
Posted by: Cerb57 - 07-14-2019, 01:03 PM - Forum: Announcements & News - No Replies

Hello Freedom o/

As you are well aware, we're approaching Legion rapidly and there is a lot to be done on the staff side of things regarding artifacts. In the interest efficiency, those who have been approved on their Custom Artifact, -now- is the time to begin designing the event or events to obtain the artifact in question.

What we need from you in a CtS is as follows

1. Who is Running the Event? You are allowed to ask a Storyteller or a GM to run your event.
2. What lore character/s will be involved in the event.
3. Outline stages of the events for us to review.

Print this item

  Coming Soon
Posted by: zackaroth - 06-22-2019, 09:15 PM - Forum: Announcements & News - No Replies

"The enemy came into our world, their only desire to extinguish all life. They slaughtered our loved ones. They razed our homes, our cities and our sacred places. You tried to stop them, and you failed. And so, you came to me, nothing remaining of you but rage and determination, and you learned that the things that once tormented you could give you power. Now you see that there is no sacrifice too great if it brings an end to the Burning Legion."


[Image: tumblr_obef868oxb1su16x5o6_500.gif]



COMING SOON: Rise of the Illidari

Print this item

  Custom Artifacts, Gold Trait References, and You
Posted by: yakobthemoose - 06-16-2019, 02:43 PM - Forum: Announcements & News - No Replies

Hey all, we’ve gotten quite a few custom artifact requests at this point and we’ve been trying our best to work through them, but it’s a long process and as we announced before, we can really only get through 3 in a meeting before we have to move on. One thing we have been noticing all around, however, is that while we’ve been fine with people asking for their Custom artifacts, people haven’t been quite understanding what we were looking for in effects. We think this is a failure of communication on our part, as while we have an example of a custom artifact in Info Dump 3, there isn’t much exposure to what gold traits 2-4 should be looking like.

I’m going to share with you guys 3 fully finished canon artifacts, ones that we think best represent the role that they cover in the easiest to digest format. We have 1 tank, 1 DPS, and 1 healer artifact for you guys to draw inspiration from in terms of how we went about designing all the artifacts thematically and in terms of power scaling. The reason why we haven’t shared them up to this point is because we don’t want people playing or abandoning characters just based on the artifacts, especially since we’ve said that artifact wielders who want to change their artifact traits can do so via CTS.

We also want to articulate that it is implied and understood that these artifacts are more than just their gold traits, which I believe to be a worry in transitioning from having a legendary or lore weapon to artifact. If you are in possession of an artifact, you can consider yourself much more adept with the baseline spells, attacks, and effects that are relevant to your class. Just a general power upgrade that isn’t really worth quantifying. What these gold traits are giving you are powerful abilities that are only usable with these artifacts.


As has been stated before, anyone who receives an artifact who is not satisfied with the prescribed effects may CTS about having the abilities changed to accommodate their desires. We’re very flexible on this and we want you to enjoy the weapon that you will be spending the entire expansion with.


Without any further ado, here’s the artifacts.




Doomhammer (Enhancement Shaman)

Gold Trait 1 - Doomwinds - A prophecy weapon, forged by the Blackrocks and storied beyond most other weapons, it is as much a symbol to the orcs as it is a potent weapon of the elements. Once per encounter, the shaman may channel their mastery of the elements into this weapon and unleash 4 rapid, powerful blows, each hitting with the energy of a different element. Once per event, this power can be combined with a windfury effect, each blow reverberating to strike 4 additional times.

Gold Trait 2 - Unleash Doom - The force of the earth forged your great weapon, and so too can you forge the earth into weapons of their own. Once per event, the Shaman may hold the Doomhammer high, breaking up the earth behind them. From the broken ground, the Shaman may continue to fire an endless barrage of earth spikes for the remainder of the encounter, able to strike up to 5 enemies each turn in addition to their normal attack.


Gold Trait 3 - Doom Vortex - Once per encounter, the Shaman may strike at enemies far away by throwing the Doomhammer towards them. As it flies through the air, it creates a powerful vortex of fire that burns any foe it touches. Once the hammer reaches its destination, it immediately returns to the Shaman, bringing the Vortex back with it to strike a second time.

Gold Trait 4 - Doom Wolves - The orcs have a long history of kinship and reliance on wolves, and as a Shaman, you can tap into that connection to bring forth three special spectral wolves to fight alongside you once per event. These wolves each embody a different element, Earth, Fire, and Air, and last for the remainder of the encounter.

The Fire Wolf can be commanded to create a Doom Vortex in a straight line towards a target.
The Earth Wolf can be commanded to unleash a barrage of earth spikes towards up to 5 enemies each turn.
The Air Wolf can be commanded to give you a charge of Doomwinds and casts Windfury on you whenever you invoke that trait.



Sheilun, Staff of the Mists (Mistweaver Monk)

Gold Trait 1; Sheilun’s Gift - Sheilun constantly gives off clouds of Mists, wherever the wielder goes. These Mists may be easily manipulated by the wielder, encapsulating their entire party. This will heal moderate wounds, cause their allies to become harder to hit, and allow them to float on the mists, landing safely from any height as well as gaining increased jump height. This effect will last for 3 turns, and is usable each encounter.


Gold Trait 2; Celestial Breath - You breath in the mists that cascade from the staff, embracing Yu’Lon’s blessing. You may then exhale the Breath of Yu’Lon, healing 5 allies in front of them and removing all debilitating effects from them. This will also disorient and debilitate any lesser enemies caught in the breath. Usable once each encounter.


Gold Trait 3; Mistweaving - Wielding Sheilun for as long as you have, you have finally mastered the Mists that gather around the staff. All healing powers are increased, and you as the wielder are under a constant healing effect, regenerating even near-mortal wounds you may have been struck with if given enough time. If Sheilun’s Gift or Celestial Breath have been used in this encounter, you may use one of these effects again.


Gold Trait 4; Blessings of Yu’Lon - Yu’Lon has given you her full blessing, and has chosen you to be the bearer of her mists. Once per week, you may use the staff to transform into an avatar of Yu’Lon for 3 turns, changing your form into a smaller version of the Celestial. Sheilun’s mist constantly rains down from your body, casting Sheilun’s Gift on the entire raid each turn. This also resets your usage of Celestial Breath, which has increased potency, allowing you to fully heal 10 of your allies in a single, sweeping breath attack.



Scale of the Earth-Warder (Protection Warrior)

Gold Trait 1: Neltharion’s Fury: The corruption of the black dragonflight is still present within this discarded scale, and while harmless to the wielder, it can prove very dangerous to their enemies. Once per encounter, the wielder can call upon that power to ignite the shield in shadow flame and taunt enemies around them, draconic whispers drawing them to attack the wielder. Those that would strike either the wielder of the shield are burned by shadowflame, and their injuries dull the pain felt by the wielder.


Gold Trait 2: Might of the Vrykul: Though primarily a defensive tool, there is nothing stopping a sufficiently motivated individual from using a shield as a weapon. This is something the Vrykul understood well, and that drive is carried within this shield. Once per encounter, the warrior may either strike an enemy with the shield, launching them back like an explosive cannonball, killing weaker enemies or stunning them for one round. Or, they can slam the shield on the ground, creating a fissure in the ground that erupts into lava.


Gold Trait 3: Scales of Earth: It is easy to forget, given recent events, that the black dragonflight were once the guardians of earth, intrinsically linked to Azeroth. This shield has not forgotten, however, and still carries within it the lingering power of this once great flight. With the increasing power of its wielder, these abilities can finally be awakened. Passively, Scaleshard becomes coated in burning lava and the wielder’s skin hardens to become more resistant to fire. As well, the user gains the ability to expel an eruption of magma from the face of the shield damaging enemies in a cone in front of them.


Gold Trait 4: Unbreakable Bulwark: Both bulwark and wielder have proven unbreakable through countless fights, and each time they have only come out stronger. When the wielder sets their feet to the ground, nothing will move them short of god-like strength. Should an ally fail a counter attack, once per day they can intercede and attempt their own with a +10 bonus. In addition, they gain the ability to make an unstoppable flame-wreathed charge once per encounter, throwing aside enemies with the strength of ten vrykul and burning those caught in the path.

Print this item

  HFC Lore Items
Posted by: zackaroth - 06-09-2019, 07:32 AM - Forum: Announcements & News - No Replies

Hey guys, I'm creating this thread to catalogue and inform the players of the Lore Weapons that drop in with Hellfire Citadel. There is ALOT. I'll be updating this list every week after we defeat the bosses that drop them. Like with all Lore Weapons, you free to CTS about getting them and can even include whether or not you would like to turn it into an artifact for Legion. For the other WoD Lore Items from earlier raids, please check out this thread here: https://wowfreedom-rp.com/f/Thread-Minor...re-Weapons

HFC Lore items


Bite of the Bleeding Hollow(Staff/Polearm): The weapon of the Bleeding Hollow, passed down from Chieftain to Chieftai. Kilrogg held this weapon all his life, the simplicity of the weapon betraying its deadly nature. Unfortunately, it  has become heavily corrupted with Fel, enhancing it with dark power. Perhaps this weapon can be cleansed if the new wielder wishes to bring it back in line with its former status...or maybe even corrupt it further into darkness (Has a green(fel), red(Fire) and purple(void) skins depending on player preference)

Xu'tenash, Glaive of Ruin(Polearm): This glaive pulses with fel eneries. When you touch it you can almost see the uncountable dead civilizations and people that Mannoroth and his armies had wiped out. Thought to be destroyed by the Main Universe Grom Hellscream, like Mannoroth himself, it seems not even death can stop this weapon from waging destructive war across the cosmos. The one who picks up this weapon would have a mighty weapon indeed...if they can control the chaotic powers within.

Gavel of the Eredar(One Handed Mace): The weapon of the Archimonde and the Legion. The fel energies radiate across its golden surface. Created in the days after Archimonde accepted Sargeras's dark offer, the weapon a focus for demonic and dark energies. Now that Archimonde is truly dead, what secerts does this weapon hold? What wonders can one plunder from the many runes and secerts inscribed into it? Will it destroy its new wielder or will they unlock powers within it that not even Archimonde could have forseen?

Garb of the Demon Prince(Helm, Shoulders and Belt):
Demon Prince's Ascendant Crown( Helm)
Mantle of the Eredar Lord(Shoulders)
Demonbuckle Sash of Argus(Belt)

Archimonde's body soon wasted away, turning to bone and then ash. But his armor remained. Strangely despite all the damage it took, it seems to be repairs itself. The Gold and Green armor contains so much magical and dark power, touching it feels as if touch the surface of a very angry sun. But its potential cannot be ignored. A powerful warlock can use Archimonde's own magical items against the very Legion he helped lead. Will its power corrupt the user? Or will they bend it to their will?




Print this item

  HFC Loot: Special Rules
Posted by: zackaroth - 06-07-2019, 12:23 AM - Forum: Announcements & News - No Replies

Hey guys, just wanted to take a moment to tell you that for HFC we will be using special loot rules. Almost every item in the instance has a Fel coloration and that will be considered the base appearance for those item. Keep in mind, this is not all items but most do. Since we know some people will not want fel corrupted weapons, instead we are giving the players options to choose what color they get. The color of the weapon changes the effect. Now this can range to just a regular fire version of an effect to a caster heavy item becoming a healer heavy item. Here is an example, the first piece of loot from HFC and how to put your name down if you want the cleansed version.

Felfire Munitions Launcher: A massive gun once used by the Iron Horde, now corrupted by Fel, and ripped directly from the Iron Reaver; the corruption permeates the weapon - allowing for a deadly assault. Once per encounter, you can hold the trigger, super-heating the shell inside and the gun is treated like a grenade launcher - the shell explodes in a massive range, stunning enemies in a small radius.

Once per event, you may launch a barrage of Felfire shells upon 5 enemies adjacent to each other, shelling out massive amounts of Chaos damage upon them. If you use ability you will be unable to super heat the shells inside for one encounter.

Fire: The gun has been cleansed by elemental fire, getting rid of the corrupting fel within it. The effect most remains the same but now just does pure fire damage instead.


Arcane: Cleansed by Arcane energies, the gun’s effect changes entirely.. Once per day, the massive plating on the barrel of the gun becomes an Arcane Shield, allowing you to bunker down and pellet the enemy with Arcane infused shells.

Zack(Fire), Aphe(Arcane)

If you want the fel version of the weapon, either put Fel or nothing after your name. Cleansing these items require no special storyline or CTS(unless noted). Players are free to do their own little small cleansing of the weapon and can request the corrupted version to represent it. These do not require a CTS unless you plan to involve major lore characters.

If you have any questions, please feel free to ask.

Print this item

  Order Halls 3.0
Posted by: yakobthemoose - 05-07-2019, 05:04 PM - Forum: Announcements & News - No Replies

Hey guys, we got a fair bit of feedback about our last changes to the order hall system. Some good feedback, but also a fair bit of constructive feedback as well. We ended up reaching out to a number of people who had their criticisms, and having an impromptu meeting regarding making some changes, and we think that most of the issues were born out of a miscommunication on our part, but we also want to compromise where we can.

So, in the spirit of both transparency and fairness, I’m going to go over detail by detail what exactly we mean. What I’m hoping is that, by fully explaining our thought process, we can preemptively answer a lot of questions that have been popping up.


First, I’m going to talk about why we have a buffer period between when we start the expansion and when we choose the Order Hall leaders. Based on previous experiences, we know that if we just shove leadership on people right away, we’re going to run into a lot of problems. People need some time to settle into who their mains are, and everyone else needs time to establish who the leaders are in their respective circles. If we were to name leaders immediately, and people or players don’t know who they are or what they do, there’s going to be a lot of contention, and a lot of people feeling that others might not deserve it. With our time buffer, this allows these leaders to come through organically, through the RP they create. We’re going to be keeping an eye on people all throughout the end of WoD and through the pre-patch content. We’re asking people to apply because we only want to make people leaders that actually want to be them. We’ll never force someone to take a role they have no desire to hold.

That being said, we definitely agree that the initial time period we set out is too long after examining the timeline a second time. We’re going to be greatly reducing the buffer period we initially set out, and will be opening applications for Order Hall Leadership midway through our first zone, Azsuna, and will be selecting them by the Eye of Azshara dungeon. This means, based on where this is happening in our timeline, that we will have leaders in place after the Artifacts are found, but before the real Order Hall campaign begins.


We’re also restructuring how the “hierarchy” within the Order Halls will be set up. We’re going to be treating them somewhat like Guilds. Though each Order Hall will be structured based on the organization that they encompass, they will all be generally structured as follows:
There will be a council of leaders, which will have to be applied for at the appropriate time. Below them are Officers, who will act in the stead of the leaders if they are not present, and may even be promoted to being a leader if their RP leads them that way later on the expansion. Below Officers are Champions, who are exceptional heroes of the Order Hall, but have no desire to lead. Below Champions are Members, who are general followers, but are the general non-artifact wielding members of a class hall.


So we’ve been saying the word “leader” and “leadership” a lot, and I think it hasn’t been entirely clear what we mean by this, what we’re looking for in a leader, or what we expect from leaders once they are appointed. I’m going to divide this up into two sections, because we aren’t just looking at your character’s IC qualifications, we’re also looking at your OOC ability to run an organization and encourage good RP for the members of the Order Hall.

In an IC sense, in order for your character to be considered for being a leader, we’re looking for the following traits:
1. Well respected in their relevant factions
2. In good standing with other factions involved in Legion
3. Willing to put aside petty differences for the good of Azeroth
4. Able to inspire others to fight against the Legion
5. Respected enough to collaborate with other leaders
6. Values the lives of their followers
7. Exemplifies the values of their relevant faction

It will help if your character is already the leader of a group relevant to the order hall, though it is not a requirement.


The IC requirements are honestly less than half of the battle. Like a guild master, the Order Hall leaders will need to promote RP within their Order Hall, as well as take control of the day-to-day operations of the Order Halls. What we’re looking for you as a player is:

1. Consistently active and engaging in RP (not necessarily on your main character, we want to see you as a person)
2. Not looking at leadership as a position of power
3. Will need to promote Order Hall RP and actively encourage others to take part in events (not necessarily ran by you)
4. Not trying to “win” RP or flex authority over others
5. In good standing with the community

Running an active guild with consistent presence in RP will go a long way to showing us you can handle it.


Like I said, the requirements on you as a player are nearly doubly important than the ones on your character. If we OOCly find someone abusing the power given to them by intentionally driving people away from the RP surrounding the Order Hall, the Staff reserves the right to immediately demote your character and remove you from the council. We’re putting a lot of trust into the community, and we know you guys can handle it. We just need to make it extremely clear that we won’t suffer IC or OOC abuses of authority if it diminishes RP for the rest of the Order Hall.

In order to make sure everything goes smoothly, each order hall will have at least 1 GM as a liaison between the leaders and the rest of the staff. In times of IC dispute, they will control an NPC that will have the last say if a middle ground can’t be agreed on. For example, an unsolvable dispute in the Death Knight class hall would be resolved by Darion Mograine. Other than that, our intention is that these Order Halls will be entirely player run, with the events relating to the Garrison Campaign being dealt with by the staff overseeing that particular hall.  


If there are any questions or further thoughts about order halls/leaders, please do not hesitate to reach out either through CtS or private messaging a staff member you are comfortable communicating with. At the end of the day, we are working to make this a system that will make Legion fun and exciting for everyone involved.

Print this item

  Custom Artifacts Now Open!
Posted by: zackaroth - 05-05-2019, 03:34 PM - Forum: Announcements & News - No Replies

Hey guys, with Legion now only a few months away, its time to start thinking about whether or not you want a custom artifact. Unlike canon artifacts, custom ones are made by you. They either be weapons of your own creation or lore weapons that will be boosted up to Artifact status once Legion hits. If you are interested in making a lore weapon into an artifact you do not need to own the lore weapon in question. It just has to be open and applied for. I will be posting the public lore item list so players can look over what is open and what their options are.

Below you'll find our application process. Please read it over and if your interested, post it as a CTS. Don't worry if you feel you aren't good at making effects. The staff will work with you as much as possible to help you make it into what you envision.

Public Lore Item List: https://wowfreedom-rp.com/f/Thread-Publi...3#pid17513

What weapon are you applying for (Please link the wowhead page with the model you would like to use. Also let us know if this is a purely custom weapon or a Lore Weapon):


What character would you like to have this weapon?

What connection does your character have to this weapon?

What order hall do you think your character should belong to?

Do you have a plan/event-line for acquiring these weapons or empowering them to the status of an Artifact?

Please come up with 4 gold traits that the Staff can work with you to build a complete item. If appropriate, include thematic reasoning for the effects, but try not to get too into the lore/flavour of the item:

Print this item

  Legion, Artifacts, and Order Hall Information - Part 6
Posted by: yakobthemoose - 05-05-2019, 03:22 PM - Forum: Announcements & News - No Replies

Hey everyone! It’s been a while since anyone posted an infodump, but with BRF done, we’re back into the swing of preparing for Legion once again. This week, we’re mostly taking care of some housekeeping, but we’re also completely rehashing how Order Halls will work, announcing 2 new artifacts, and talking about AU Draenor during Legion.


Let’s knock the big one out. Previously, we stated that the canon artifact wielders would be the leaders of their respective order hall, and so in order to be considered for one of those artifacts, your character had to have leadership qualities. This will no longer be the case, and we’ll be completely changing how Order Hall leadership will be functioning.

When Legion starts, all player characters, regardless of if they wield a custom artifact, a canon artifact, or no artifact at all, will be considered to be champions of their order halls. This will remain the case for the entirety of the 7.0 Order Hall campaigns, which means that NPC’s will be the leaders of the order halls until that time. Once the Order Hall campaign finishes, artifact wielders (both custom and canon) will be able to apply to have a seat on a council for that particular order hall. It is not required of artifact wielders to be on that council if they wish to remain a champion, but they should respect the authority of the council. Only those who show promise for leadership will be considered for the council.

We feel this is the fairest way to include as many people as possible to be considered for each artifact. The council members will be decided by the staff and ICly appointed by the main NPC leaders for the Order Hall. As a reminder, each order hall will be directly run by a staff member in an OOC, event-running capacity. Ideally, it will be an Order Hall they are not directly a part of.


With that out of the way, let’s get into something new! A few months back, we announced that we were working on two new warrior artifacts, since thematically the others were extremely thematically focused on Vrykul and Humans, which alienates nearly every horde race and a number of Alliance races. Though we haven’t settled on effects for them yet, today we’d like to announce that the two new artifacts will be Gorehowl, legendary weapon of Grom Hellscream, and The Axe of Cenarius, wielded by Broxigar Saurfang, and the only mortal weapon to ever wound Sargeras.

These weapons will be available to Warriors of any “spec”, but we’ll be taking into account the themes behind the weapon:

Gorehowl is the most iconic weapon of the orcs, used to liberate them from the control of the demons forever. It lends itself perfectly to someone who inspires their allies to fight harder with their own incredible feats of strength.

The Axe of Cenarius was bestowed to Broxigar the Red by Malfurion with the blessing of the demigod Cenarius. In his hands, thousands of demons were cut down, and even the Dark Titan himself was struck back to the great dark. This weapon is made for someone who is a force of nature on the battlefield, perfectly designed to destroy demons without remorse.

If you’re a warrior and were greatly disappointed by the lack of variety in artifacts (as we all were), then keep these in your sights. Once the effects are ready, we’ll post the first traits for you all to peruse.

On that same subject, custom artifact requests are now OPEN. Please keep an eye out for the official announcement that will have the format you need to use, as well as some more information. Once that’s posted, feel free to go ahead and apply through CTS.


Next up is AU Draenor, and how we’ll be handling the portal closing. As I’ve explained before, canonically, the portal closes immediately after Hellfire Citadel. Without explanation, everyone just packs up and leaves, then the portals close. From our perspective, this unnecessarily cuts off potential RP on Draenor in the midst of the single greatest Legion invasion in history. We debated about it quite a bit, and we all agreed that while we do have to close the connection to AU Draenor some time in Legion, we have some wiggle room to provide some good RP in the meantime.

To that end, we are officially stating that the connection to AU Draenor will be cut the moment that Gul’dan dies in the Nighthold Raid. This is the end of 7.1 content, for context. Our justification here is that Gul’dan is the last element binding the two timelines, and the reverberation across time from his death will cause the connection to be cut. At that time, anyone from the Main Timeline that is still in the Alternate Draenor will be forcefully transported back to Azeroth. Characters from the Alternate Timeline that are on Azeroth or in Outland will not be forcefully transported back to AU Draenor, but will be permanently cut off from returning. As a reminder, if you wish to have your AU character come to Azeroth permanently, we NEED to have a CTS from you, or else they will not be allowed to be on this side of the portal.

During the extra time that AU Draenor is available, we encourage ST’s to run Legion-themed events in the alternate timeline. No Lore Characters from the AU will be coming over to our time, so please keep that in mind.


As one final note, we want to remind everyone to make sure that they have posted their intentions for mains in this thread: https://wowfreedom-rp.com/f/Thread-Legio...Intentions

We’ll be consulting that thread moving into Legion, so if you don’t make your intentions known, we can’t consider you for an artifact we have no clue that you want.



That’s all for now, our next major update to all this will likely come after HFC, so stay tuned for then.

Print this item

  6.2 Fury of Hellfire
Posted by: zackaroth - 05-04-2019, 07:29 PM - Forum: Announcements & News - Replies (1)

[Image: Fury_of_Hellfire_logo.png]



The Forces of Darkness gather as the Champions of Draenor prepare for the final confrontation

Gul'dan has taken over the Iron Horde. After deposing of Grommash Hellscream, the warlock Gul'dan has successfully usurped his way into leadership. Thanks to his agents, who he has embedded deep within their ranks, there is little resistance and Gul'dan is free to do as he pleases. One of the first steps is to begin corrupting the very land itself. All over Draenor, those attuned to magic and the elements can feel vast amounts of Fel, the warlock is pumping into Tanaan and his creation of an "improved" Hellfire Citidal. And Gul'dan is not alone. His Shadow Council has begun to rip open portals to allows swaths of demons to invade Draenor. Though not a full Legion, it is quickly becoming one as the demon's ranks grow by the day.

The Champions of Draenor will need to band together once more to face off against Gul'dan and his Masters. Who knows what horrors he has created and currently await them within Tanaan and the Citadel? And who knows what more the Legion itself has planned for Draenor...and Azeroth.

Battle for Tanaan

6.2, like Siege of Orgrimmar, will be two parts over two months. The first half, will only have two main storyline events. After these two events, the rest of May will be open for ST's and players to conduct their own events within the zone. Below are some areas of interests that players may apply to hold events for. You aren't limited to just doing these areas and are free to have your own custom events in the zone. You're also free to do Fel Iron Horde/Legion invasions in other areas of Draenor as well!.

 Fang'rila: Home to the Blackfang Tribe of Saberon. These Saberon are a level of vicious that extends even beyond the normal bloodlust this species has. While not corrupted by Gul'dan, these beast men are proving to be dangerous annoyances as they will attack patrols and even lead small strikes on the Horde and Alliance bases to steal supplies. The Saberstalker group has shown interest in stopping these attacks.

The Fel Forge: Built near the glowing veins of Fel that Gul'dan unleashed on the jungle, this area serves as the area where the Fel Iron Horde builds its weapons and machines of war. Weapons imbued with fel and machines that run off it, this area supplies most of the army outside of the Citadel itself. Put an end to their terrible machines and cut off a source of Gul'dan's weapons\

Throne of Kil'Jaeden: This is where the orcs gathered originally and rejected Gul'dan's gift. But like in Outland, the Throne now serves an area for some of the Legion's most powerful minions and Gul'dan's most powerful warriors and Warlocks. The area is also heavily saturated with Fel. This will most likely be the most difficult place for champions to assault, save for the Citadel itself.

Warcamp Gromdar: A former Iron Horde Warcamp, named after Grommash. But like his Iron Horde, it has been twisted and now only twisted monster and fel addicted orcs gather. This is where the finishing touches of items created at the Fel Forge are brought. Bringing this area down will surely dent Gul'dan's plans.

Ironmonger's Hold: The last outpost of the original Iron Horde within Tanaan. Made up of mostly Blackrock orcs, they have refused to join Gul'dan's twisted vision and now seek to just survive. This is almost proving impossible as not only is their fel counterparts attacking them, but also a forces of Pale within their own hold. Perhaps you can convince them to join our side? It won't be easy as they still blame the Outsiders for what they did to the Foundry but they may have no choice. As if they are not wiped out by the Legion or Pale...then we may have too.

Zeth'Gol: Zeth'gol is the home of the Bleeding Hollow orcs. While Kilrogg spends most of time within the Citadel, Zeth'gol is still very active. There the Bleeding Hollow Orcs refine their use of Blood Magic and transform those they deem worthy into Fel Orcs.

Ruins of Kra'nakRuins of an Old Arakkoa Village. The Arakkoa here have fallen to Gul'dan's promises of power and have joined his Shadow Council. Here where the Fel Iron Horde Warlocks teach their new students on how to combine their already dark magics with Fel.

Farlight Terrance: Another Arakkoa ruins near Kar'nak. However here the more powerful Arakkoa lay, those who have adapted well to Fel Magics. Its is unknown who leads these Felsworn Arakkoa and it believed they may have kidnapped and maybe even killed the missing sage, Iskar.

Temple of Sha'naar: A hidden Draenei Temple in Tanaan that was cut off from the world when the Iron Horde formed. However, the paladins and priests here remained resolute and fought off any Iron Horde attack that threatened them. This changed however when the Sargeri allied with Gul'dan's Fel Iron Horde and invaded Tanaan. They brutally executed the stalwart inhabitants and took it over. Now they torture the souls of the dead and Sargeri here seek to prove themselves to become full on Eredar.

WORLD BOSS: Supreme Lord Kazzak: "Second" in Command to Gul'dan and leader of the Legion forces until a higher rank arrives, Kazzak has a sordid history with the people of Azeroth and seeks revenge. Though he stays upon the Throne of Kil'jaeden, he awaits his chance to finally kill the champions who killed him back on Azeroth.

Print this item

  Tanaan and Beyond
Posted by: zackaroth - 04-29-2019, 08:45 PM - Forum: Announcements & News - No Replies

Hey guys, this isn't the official 6.2 post but I wanted to take the time to tell you our plans with Tanaan. Right now we are on break until the 5th of May. The first and ONLY two Tanaan Main events will be on May 10th and May 11th. From there the entire zone will be open to Storytellers or the entire month of May. This means an entire 3 weeks of stuff for Storytellers to do. This will be handled in a way similar to Battlefield Barrens, where people may request to do events in areas in Tanaan and also have the weekends open. We will have several mini-world bosses as well as the full on world boss, Doom Lord Kazaak, available for players to sign up for as well.

Now beyond Tanaan, we are getting extremely close to Legion. Now is the time to start thinking about custom artifacts and getting your CTS's ready. We will have an official announcement on that next week and after its up, players may begin putting their CTS's up about them.

For those who are time minded, here is what the next 4 months will look like.

May
May 10th: Invasion of Tanaan

May 11th: Cipher of Damnation

May 12th-June 2nd: War for Tanaan(ST's Tanaan events)

June

June 7th: Hellfire Citadel Part 1

June 8th: Hellfire Citadel Part 2

June 14th: HFC Part 3

June 15th: HFC Part 4

June 21st: HFC Part 5

June 22nd: HFC Finale

July
Month Long Break

August
???
[Image: 260px-Demon_Hunter_Crest.png?version=cb2...635566c9e0]

Print this item