June 18, 2019, 07:59:46 PM

Author Topic: Felwood Crusade  (Read 3515 times)

Kayuna

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Felwood Crusade
« on: March 17, 2012, 12:23:46 PM »
This is written and created by Malvor Lashvine, of the Jade Gathering.
 
Below is the full list of how the Crusade will take place. While the above information may seem lengthy, it is but the in-character interpretation of the event and Crusade as a whole. I implore you to read this information below and ask questions if necessary, as it is always under development, and any help in making this an even better event than it already looks to be would be appreciated greatly.
 
 
 
1 - Event time and positioning. Crusade layout.
 
 
 
1.1 - While the event and subsequent month of events will be held entirely in the Felwood region, several pre-events will be held by The Jade Gathering and other involved companies to help promote the idea and get us all prepared in-character-ly. These events will most likely be held in either Ashenvale or Moonglade, as these locations are close to Felwood, and offer a neutral zone to meet and converse in without fear of being killed by roaming mobs.
 
 
 
Any further information that details when and where said events will take place will be written below, in a space reserved for such actions. Please, if your guild hosts any events that will be open to the public, inform me ( Malvor ) of them as soon as possible, so they can be posted as ‘open’ and others can be informed of the decision.
 
 
 
The Jade Gathering itself will be holding several prelude events, including one upcoming on Saturday the 24th of March at 19:00, this will allow for some in-character training before the Crusade begins, and will give a chance for your character to ask any questions he/she has. Please inform me of your participation in said events, so I can approximate who will be attending, and in what number.
 
 
 
1.2 – The time of almost all events that are hosted by the Jade Gathering will be at 19:00 ( 7:00 PM ) realm time, and will be open to the wider public. But any other events that are not hosted by us as a guild will be subject to change. The most likely place for any prelude events to take place will be Moonglade, due to its idyllic location as a neutral zone and its lack of monsters to kill the lower-levels.
 
 
 
1.3 Throughout the Crusade, there will be several event types, ranging from those which will involve the Druids and more peaceful people to those which will be solely for the Soldiers in the bunch, and of course, the obvious events that will include EVERYONE taking part, whether a Soldier or healer, this will be your chance to make a difference together.
 
 
 
The Druid only events will be more based around the healing of the land and the cleansing of the waterways and local flora. They will involve a series of Dungeonmastered ( see 3.1 ) parts and will hopefully make a difference in changing the corrupted area into a more clean and prosperous zone. These events will be held by Malvor.
 
 
 
The Soldier and ‘fighter’ events will be also based around Dungeonmastering ( see 3.1 ) and also a rolling system ( see 3.4 ) will be used to determine certain things such as shots from the Glaive Throwers, spells cast over large zones, and the tackling of larger enemies ( see 3.5 ). These events will link in strongly with the storyline of the Druids, and will be able to be continued during the week ( see 1.5 ) if needs be. These events will be held by Delder.
 
 
 
1.4 – The major Crusade itself will consist of several weekly events to be held on a Saturday at 18:00 realm time beginning. These will be as follows:
 
 
 
Saturday 7th of April ( 18:00 realm time ):- “The beginning to a Crusade” – The Cenarion Confederation will be holding the first of four meetings in the Felwood region, but this one will be the first and most prominent. It will dictate the deployment of groups and troops in the location, and will dictate where camps will be set up. The meeting itself will not last long, as there will be ‘pressing matters’ that need to be tended to before the Crusade can begin as a full.
 
These pressing matters will not be as they first seem though, while the Crusaders gather, there will be a sudden opening to the Crusade that was not previously expected, but this will not be explained in detail, through fear of ruining the fun. This event will be the major beginning to the Felwood Crusade, and will be open for EVERYONE to participate in, and it is advisable that you do so.
 
 
 
Saturday 14th of April ( 18:00 realm time ):- “Setting up camp”, “The danger exposed” and “Healing the land”. – After a week to settle in to the location and get a troop settlement in place, the Confederation and the Crusaders are ready to begin the healing of the land and the numerous tasks that come with it. The Twilight Hammer will be exposed again and Captain Jonathan Delder will be leading a force to strike at them once more.
 
For those who are not taking part in the actual fighting of the Twilight Hammer, the land needs healing and it will take the assistance of everyone involved to do so. The less aggressive groups and organisations will be the ones to take part in this ritual, it will involve herbs gathered from around the location, and will call upon the Druidic skill of the participants to help heal a small lake in the central region.
 
Once the land has been vaguely healed and the Twilight Hammer beaten back once more, and enough resource points have been earned ( see 2.2 ) supplies will arrive from Darnassus, and along with these much needed rations, the Crusaders will begin to set up camps around the Felwood area, with each one branching out and partnering with another guild ( see 3.2 ). The location of said camps, and the number of them will be decided depending on the amount of people present, but the camps will now be a permanent base for everyone in the Crusade, and will break contact with the Whisperwind Grove.
 
 
 
Saturday 21st of April ( 18:00 realm time ):- “Supplies from Darnassus”, “Another stand” and “The Irontree Woods” – After the Crusaders have already dealt a major blow to the Twilight Hammer and have begun to heal the land in numerous places, the leaders in Darnassus have undoubtedly heard of these successes and have supplied the Crusaders with two huge and well-working Glaive Throwers ( see 3.3 ), several crates of herbs and a massive amount of food supplies that should last the Crusaders for another set amount of time. But this is all dependant on the number of resource points they have ( see 2.2 ).
 
The new supplies have allowed for the Crusaders to lead another attack at the Twilight Hammer, driving them back into their base and preparing for the final attack before they are driven back to whence they came. But something happens that changes the course of the conflict, this will be revealed on the day, but it will not only affect this particular event, but the rest of the Crusade as a whole.
 
On the other side of Felwood, the Druids have gathered once more to begin healing the Irontree Woods, the location of three dormant ancients whom will be awakened by a drought previously prepared by the Jade Gathering. This will not be an easy task though, as while the Druids work and the Soldiers at our battling the Hammer, another threat looms in close, one that will not be easily shunned aside.
 
 
 
Saturday 28th of April ( 18:00 realm time ):- “The Irontree standoff” and “Breaking Camp” – After the battles of the week, the Druids and Soldiers come together in the Irontree woods, in a final attempt to converse with the dormant ancients and bring about a final healing to the zone. This will begin as a basic gathering, where those taking part will bring their forces and supplies and prepare for a long night of work.
 
But a twist in the story will take place and the threat will begin to dawn on the Crusaders for real, forcing them into action and in a final stand, alongside the Druids, the Soldiers will sight for supremacy over the greater evil. The ancients will offer what aid they can, but only the might of the gathered Crusaders and the amount of resource points earned ( see 2.2 ) will decide how the battle progresses, and who comes clean in victory over the Felwood region.
 
As the battle falls to pieces and possible injured are treated, the Crusade comes to an end, and the participants are advised to pack up their camps and head for the Moonglade, where a final head count will be made and the actual battle itself will be assessed. This will be the final event to the Felwood Crusade, and will be a truly magnificent finale.
 
 
 
1.5 – During the week ( the time disincluding weekends ) there will be option for sub-events to be held. These events will be designed in order to generate resource points ( see 2.1 ) and can be organised by ANY OF THE GUILDS INVOLVED, they don’t have to be specific to the main storyline, but will undoubtedly have a huge effect on the overall ending of the Crusade. I personally encourage any of the guilds involved to contact me in-game or via AA private message, if they want to reserve a spot for a sub-event.
 
 
 
Current sub-event availabilities are as follows:
 
 
 
Monday 9th April - NOT YET RESERVED
 
 
 
Thursday 12th April - NOT YET RESERVED
 
 
 
Friday 13th April – The Jade Gathering: “Council gathering” – A small gathering of all guilds and such involved in the Crusade to discuss the upcoming movements and where camps will be placed. 18:00 realm time.
 
 
 
Sunday 15th April - NOT YET RESERVED
 
 
 
Monday 16th April - NOT YET RESERVED
 
 
 
Thursday 19th April - NOT YET RESERVED
 
 
 
Friday 20th April - NOT YET RESERVED
 
 
 
Sunday 22nd April – The Jade Gathering: “Regulating supplies” – Due to the recent investment from Darnassus, and the currently huge amount of supplies available, Shan’do Malvor Lashvine sees it important that these are regulated properly, and this will be done so on the Sunday. 18:00 realm time.
 
 
 
Monday 23rd April - NOT YET RESERVED
 
 
 
Thursday 26th April - NOT YET RESERVED
 
 
 
Friday 27th April - NOT YET RESERVED
 
 
 
1.6 – While the events are not taking place, it is also advised that each and every character tries to develop his or her own storyline during the Crusade, whether this take place via casual camp-RP or small movements into the forest, it will be accepted. Depending on the scale of this casual character development, it may or may not be taken into consideration in the main storyline events. You do not need to contact anyone specific in order to organise some of this RP.
 
 
 
The camps will be open at all times to people who want to roleplay around them, just remember the location of your camp, or look at the helpful map of the location that will be updated regularly with new details from the Crusade, and will show where quests/events are to take place.
 
 
 
2 – Resource points
 
 
 
2.1 – Resource points are the main part that will decide how the Crusade plays out, while rolling and Dungeonmastering are both important factors in the decision making of the events, the overall outcome will depend almost entirely on the resource point count and how they are spent. This means that the points will be vital to the success of the Crusaders, and will allow for some roleplaying to be organised around them.
 
 
 
These points can be earned in a number of ways ( see 2.2 ) and can be spent on numerous items and pieces of weaponry ( see 2.3 ), they will also decide the beginning and possible endings of several of the main storyline events in the Crusades play out. These so-far being “Setting up camp”, “Supplies from Darnassus”, “The Irontree standoff” and “Regulating supplies”.
 
 
 
2.2 – The resource points themselves can be earned through many different ways, but the main contributor to them will be the weekly storyline events and the events that take place in between. But they can also be earned through ‘minor’ or ‘casual’ RP that has an effect on the Crusade, such as marching out into the forest to gather supplies, completing various healing rites or small skirmishes during the week or creating better collaboration between the camps e.g. through curriers, messaging and small gatherings.
 
 
 
But undoubtedly, resource points will be earned in a primary way via success in the Saturday events and the healing of the land on a large scale. The amounts of resource points earned from these events will be determined by the Crusaders overall performance and how steadily they worked as a team. Both of these factors will be decided by the Crusade leaders ( Malvor, Delder, Ashevn ).
 
 
 
The points earned during events may also be decided by the rolling system, for example, if the Crusaders were to enter a Twilight encampment and pillage their supplies, the Crusade leader would /roll < number > - <number > and the roll achieved would be the deciding factor to the amount of resource points taken from the encampment. The points will be decided this way when specified by the Crusade leaders.
 
 
 
Resource points earned when not on a major event or planned skirmish will be moderated by the Crusader leaders but will make an impact nonetheless. The points may be higher than average, or considerably lower than average, depending on the scale of the task. Resource points decided this way must be consulted with Malvor, Delder, or Ashevn before they are decided. This will mean that they can be recorded and added to the overall amount.
 
 
 
So, resource points can be earned by ANYONE who wishes to make a difference, whether the RP is casual, or related to the storyline, it is encouraged that you contact the Crusade leaders and get the resource points added. So, as a final clarification, your casual RP has a major impact on the storyline, so don’t be afraid to get involved.
 
 
 
Despite this, resource points CAN be lost throughout the Crusade, while this will hopefully be a rare occurrence, it may happen. This may come to pass if the Twilight Cultists were to attack the Crusaders supply lines, a skirmish between the Crusaders turns out as a failure, a contamination breaks out with the supplies, or indeed troops and numerous other reasons that may have an affect later on in the Crusade.
 
 
 
 
 
2.3 – As already explained in brief, the resource points have a huge affect on the outcome of the Crusade; but how? The Crusaders as a whole will begin with 0 resource points. While this number will definitely change during the Crusade, it is a starting point, and the points cannot be altered until the Crusade begins. The objective of the Crusade is to earn a certain number of resource points, which will result in a win over the cultists, and most probably, a success in the healing of the land.
 
 
 
But the resource points will not only be used to decide the fate of the overall Crusade, they can also be used to purchase certain items and weaponry. A full list of the items up for purchase will be revealed at a later date, but a small summary of the main ideas is features below:
 
 
 
Glaive thrower – This huge piece of weaponry will undoubtedly make a huge difference in the fighting of larger foes, and will be invaluable in assaulting the Twilight base camp.
 
Cost: 1000 resource points
 
Special requirements: Requires three people to use at a time, and one must /roll 1-100 to determine the outcome of a shot from the Glaive Thrower.
 
1-40 = Miss, dealing no damage to the enemy or building.
 
41-100 = Hit, causing heavy damage to the enemy or building.
 
 
 
Additional supplies – These will come in extremely useful when the Crusade becomes difficult to handle, the supplies will be delivered by Hippogryph and will supply the entire Crusade for 5 days.
 
Cost: 200 resource points
 
 
 
There will be several other items for purchase, plus the possibly option of hiring mercenaries to aid the Crusaders. Resource points that are spent on items will be reduces from the overall amount, but will have no affect on the grand total.
 
E.g. If you were to have 1000/1000 resource points, and 250 were to be spent, the amount would now be classed as 750/1000, but it is the 1000 that will be counted at the END of the Crusade.
 
3 – Miscellaneous information
 
 
 
3.1 –Dungeonmastering on the Crusade will be done primarily by Malvor, Ashevn, and Delder. They will work together to ensure that one group is not completing a currently uncompletable quest, or that their actions have the correct affect on the overall conflict. They will also allow for the information to be instantly relayed to the Crusade leader ( Malvor ) and other guild leaders involved.
 
Of course, with the larger events, the amount of people attending will by far exceed the 40-person limit for a raid, so instead of the Dungeonmastering being done via /raidwarning, which is usual, it will be projected over the /1 (general) channel, thus allowing for EVERYONE in the zone to see it. However, this in itself can become a drawback when two events are taking place at once; such as the Druid and Soldier events.
 
To combat this, when said two events are playing out simultaneously, there will be a second channel set up – such as ‘DruidDM’ or ‘SoldierDM’ – which will be for the specific people who are involved in said side of the event. If there are only a small number of people attending, such as at the events during the week, the Dungeonmastering may revert back to the usual /raidwarning.
 
 
 
3.2 – When the Crusaders receive supplies and prepare to set up camps, there will undoubtedly be some smaller guilds, with 5 or 6 members, and the larger one with 15 or 16. To avoid the issue of having some camps that only comprise of 4 people, the guilds will be made to ‘partner’ with another guild, depending on their size.
 
The two partnered guilds will have to spend the remaining weeks of the Crusade together, living in a camp-like environment, with roleplay going on between the two guilds. The guild members will be entitled to an in-character vote, which will decide who will be partnered with who. Depending on the amount of guild taking part, and the size of their force, there will likely be only three separate camps. These camps will function independently most of the time, but will come together as a whole for the events.
 
To avoid any loss of information between the two guilds, there will be a Crusade manager – Malvor, Delder and Ashevn – in each camp. This will also mean that any events organised by the single camp can be Dungeonmastered ( see 3.1 ) by the Crusade managers. Communication between the camps in-character-ly will be done by currier, where a person or persons will be sent on a mission from the one camp to another to relay new happenings.
 
The camps will be able to organise their own small events as they wish, but are advised to contact Malvor about them before doing so. The camps themselves will not be run by the Crusade manager, but instead will be organised by the guild leaders of each camp in a small form of ‘council’. This should allow to avoid any form of unfairness between the running of the camps.
 
Below is an example of how camp life might be run:
 
The Red Rangers and the Blue Warriors come together in a camp.
 
Delder will be appointed Crusade manager for this camp, and will help run events and advise the leaders of the Red Rangers and the Blue Warriors.
 
The leader of the Red Rangers, the leader of the Blue rangers, any possible advisors and Delder, will come together to organise how the camp works out resources and supplies. Plus, organising a currier to relay information with the other two camps.
 
 
 
3.3 – When large weapons such as glaive throwers, catapults and ballistae are bought, they have specific ways that they can be used, the weapons will require three to four people to use them, with a system for loading and firing the siege tools. Three of the four people will have to hoist the projectile into place while the fourth prepares the weapon to accept the heavy load, then the system will have to be primed and prepared for the shot.
 
Only once these steps have been carried out will be siege weapon be available for use. When actually firing the ballistae, one must whisper Malvor, Delder or Ashevn – whoever is holding the event- and give them the information as to what they’re aiming at and from what distance. Depending on the distance from the target and the skill of the aiming, the Crusade manager will use a roll and determine whether it hits or not.
 
A miss will result in the projectile hitting the ground or another unwanted target, leaving the shot useless and ineffective. If the shot is to hit its chosen target, the Crusade leader will Dungeonmaster ( see 3.1 ) how much damage it causes. The siege weapon will only come with a set amount of ammo, which will be specified when bought. It can be aimed at any target; from trees to large enemies ( see 3.5 ) and event buildings themselves. The large enemies will suffer most from these attacks.
 
 
 
3.4 - The rolling systems used during the Crusade will be fairly simple; yet will have a huge affect on the fighting. Most of the time, the rolls will be done to define a Dungeonmastered ( see 3.1 ) attack or how many resource points are earned during a quest. The rolling done in this way will be on scale defined by the Crusade managers, and will be passed around from person to person. For example:
 
Crusade manager Dungeonmasters a scene and wants a roll to decide what happens next.
 
He/she asks a member from the Crusade to /roll <number> - <number> and this persons roll will be taken.
 
The next time a roll is needed, another person will be asked.
 
This will continue as so until the unlikely event where we have to begin back from the first person. It will also mean that one must stay vigilant during events, as you may be asked to /roll at any point. The rolling system during in-character fights will be done on a /roll 1-100 basis, where the attacker uses an emote then rolls. It is then the defenders task to /roll 1-100. If their roll is lower than the attackers, they have lost the attack and will have to respond as such.
 
This system may not be favourable for some of the Crusaders, but it is advised that you stick to this, to avoid complications. If one character is weaker than his/her opponent, they have the option to /roll 1- < less than one hundred >, depending on how much of a handicap they want. The in-character fight continues this way until one character is too exhausted to continue, or finds another reason to leave.
 
 
 
3.5 – There will be numerous ‘boss’ encounters during the Crusade, these may come in the form of Ettins, Dragons, or other various ‘larger enemies’. The fighting of said ‘larger enemies’ will be done through a series of rolls ( see 3.4 ) and a fair deal of Dungeonmastering ( see 3.1 ). The Crusaders will have to work as a team to fight the enemy, usually taking four or five combatants or a siege weapon ( see 3.3 ) to take down.
 
During the fight, the Crusade leader will Dungeonmaster the event, deciding on the large enemies attacks and /rolling to decide on its outcome. The people attacking the larger enemy will have to all /roll, and those who come out with a lower score than the enemy will be hit by its attack and will have to respond accordingly. When the Crusaders want to fight back and try and kill the enemy, they will all have to say their specific emote and /roll.
 
Depending on the number of their roll and the number of the ‘larger enemy’s roll, the attacks may miss or hit. It the enemy were to roll a 75, and the Crusaders were to roll 30, 68, 90 and 93, the two who rolled under 75 would have to miss the attack, or their attempt would be blocked or parried. But those who rolled over 75 would hit, and the enemy would take damage.
 
Each enemy starts with a certain number of Health Points ( HP ) and these will deplete every time it is hit until reaching 0. Once this has been reached, the enemy will die and the fight will be over. Not all enemies will have the same amount of HP to begin with though, and some will be harder to kill than others. Dragons and other flying beasts can only be attacked by ranged Crusaders or spell casters, unless, of course, the creature lands on the ground. This will be specified via the Dungeonmastering channel.