By Zyroh and helped by SwiftGeneration
Northyrn is a densely populated region of Northrend in the very centre of the chaos. Crowded with brutal bandits, Unforgiving Enemies, Unexplored dungeons, The most EPIC of loot and hundreds of hero's all ready to tackle the challenges that the world has too offer!
In this EPIC adventure you are a slave, captured by the Savage Dust Orcs that rule over the StormTalon Barrens, the driest place in all of Northrend. You were found unconscious on the edge of Wolf Claw Peak, covered in blood and cuts. From here you are made to fight in the Arena of Bones to deem your worthiness. Unless you slay the brute beasts that are in the Pit with you, you will be killed and your head will be impaled on the spires of the camp gate! Once you have proven yourself, you are welcome to be apart of the BloodScar Clan or roam the vast lands in search of Adventures, Storys, Freedom, Loot, Friends or even just the ability to slaughter anyone who stands in your way... In this Unique RPG you are free to do as you please, from PvPing, Mining, Raiding, Pillaging, Farming or even Ruling your very own clan of bandits! This map is also based in Northrend, the same place as my previous RPG, Realm of War.Storyline
Spoiler for Hidden Content:
Within Northrend, in the times of old, several different races began to develop independently from one another, populating their respective territories and developing their own cultural and technological identites. Those of human, elvish, dwarven, orcish, nordic, and giant decent were the most prominent of these races.
But after a time, once encampments evolved into empires, and stone tools evolved into that of iron and steel, the 6 predominant races of Northrend dissapeared without a trace. The smaller groups of nomadic races, particularly the Sorcerers of Graventhorn, thrived under the absence of the vast empires of before.
It would be 100 years before the 6 dominant races returned. This gap in time would later be known as the "Rise of Gravenkind."
Word spread fast among the settled minor races on the return of the Great 6. Some of them, like those of the Goblins, were assimilated into the newly re-emerged cultures. Others, like the Graventhorns (whose undead armies had grown immensely in the century's absence) fought back against the expanding empires.
But all had been surprised at the news surrounding the dissapearances of the predominent 6. One hundred years prior, on the date of the solar eclipse, several ancient ruins opened portals to alternate realms. The gates into the other realms remained closed for a century, allowing for each race to advance individually.
When the gates re-opened, each of the races expanded the borders of their previously abandoned empires at alarming rates. The innumerable cultural differences brought about by an extended period of isolationism would lead to an all out war of the 6 races, which would give Northrend the nickname... The Realm of War...
Races to play as:
Spoiler for Hidden Content:
Northrend. Realm of War, Before it was known as such, it was nothing more than fields of energy. Large chunks of mass magical energy, floating about the Mundis. The Great Magi controlled the celestial arcanic flow, something that all magic is said to flow through. The 'veins' of magic are the strongest at the point of Origin. A place that is said to contain the divine essence of magic itself, the GODS themselves.
The Great Magi were divine beings, unknown as to what they looked like or when they came to be. Their existence is said to have been since the beginning of creation. They controlled the flow of magical energies through out ALL of creation. Everything possessed magic, to some degree or another. The veins pulsed as they always did, until one eon.
The Great Magi, working ever so hard to concentrate and evenly flow the magics within, noticed an...anomaly...within the veins. The inner core, the Origin, was speaking to them for the first time since creation. It spoke no words, it was merely thrumming with magic. The thrumming grew more intense, and the Magi feared they had angered the gods in some way. This was far from anger, this was the process of divine creation.
A shock wave of magic energy escaped the Origin, blasting the Great Magi. Within this energy was every single idea, thought, creation, and design needed to create the "Grand Blueprint". This was something far unknown to the Great Magi, they only obeyed the ebb and flow of the veins. They only obeyed their gods, and this is what those gods wanted from them. The Great Magi met together and formed a council among themselves, to decipher whom did what.
The Great Magi, Alferic, was in charge of the creation of contained magics on the plane of existence. The Great Magi, Gurdanic, was in charge of creating the plane itself, every bit of the world and the area that existed around it. The Great Magi, Vorldag, was in charge of creating the Humans and granting them soul crystals. Their ability to have free will among themselves, and others. The Great Magi, Tyuifdey, was in charge of creating every other living being on this plane. This Great Magi was the first, and only, Magi to break free of his chains, and gain his own free will. This fatal mistake, would be the downfall of many generations of this "Grand Blueprint" plane.
Once this world had been completed, the Grand Magi met once more to develop a sound design of how each piece should be governed. It took them centuries to come up with every single detail needed to properly run an entire plane of existence. But, once decided, this would be set into celestial stone. Nothing could and would change how this "Celestial Mundi Council" was governed. The gods within the Origin finally sealed the realms fate with the Touch Of Karlmala.
As the world was in it's infancy, many realms and empires had risen and fallen. None was more important than the mighty Realms Of War, Northrend. These realms were the first, and still the only, realms to continue thriving. Some say, the gods love the land and command the Great Magi to protect it at all times. Others say the gods are jealous, and continue to deliver destruction and chaos to the Realms Of War. But nothing can destroy or demoralize the great nation, whatever the story is, is yet to be told. Only lore and scribes tales of valor from ancient ages long past can even begin to describe this realms history. This, is but one of those many stories of ancient lore.
Nords of Howling Fjord.
Dust Orcs of StormTalon Barrens.
Frost Orcs of Glacier Ridge.
Elves of VioletForest.
Cave Trolls of Mountain Pass.
Undead of Graventhorn.Non-playable Sub Races:
Goblins:Occupations and jobs:
-minor front row soldier
-second and third row knight
-minor village owner (3-4 people)
-golden knight(need character)
-MusicianClasses:These will determine how you play and how you protect your team in raids, dungeons and group quests.
Warrior- Warriors take aggro and uses a sword and shield mainly, they can take a lot of damage with shield badges. they cant heal themselves so if they cant protect their healer, they will probably die unless they are very skilled!
Archer-archers go with long range combat and use any arrow type and a bow and they cant heal themselves.
Druid-druids always heal people and don't do much damage but if they are solo questing they can use a iron sword and lava block.
Mage *now playable!*-mages are unique at fighting. They use mainly water blocks to slow there enemys down and lava blocks to burn them! they can also use bows with any arrows unless its a boom arrow and can heal people, they also cannot use any other weapons available
Paladin-Paladins use Spears and battle axes but no shield but can heal themselves
Rogue-Rogues open valuable loot chests,can access locked doors,pickpocket people and parkour a lot. swords and spears only
Death Knight- *Admin Only* They can use any weapon, shield, bow, arrow and armour they like...Dungeons:
So dungeons will not be like your normal RPG dungeon they will be heroic and unique mini adventures that consist of 1-5 players and are based up on your gear, For example, Leather gear = tier 1. Dungeons will involve daily quests, Sweet Loot, Epic Adventures, Lore books leading to hidden things and places, Boss battles, parkour, scripted puzzles, hundreds of trash mobs, hours of grinding and lots and lots of fun! The dungeons will be very detailed and will be aesthetically pleasing and as well thought out the RPG element of the dungeon will be! Most of you that will actually read this will know that the first major dungeon will be called the Hidden Depths and this will be riddled with easter eggs and limited edition items and quests to celebrate the opening of the Realm of War as a playable map!Raids:
Raids are kind of like Dungeons but on a bigger scale and will be much harder yet much more rewarding, Raids are available once you get diamond armour or have a fairly high geared up player to run through it with you! Raids will have multiple boss fights and these boss's will have a low chance of dropping amazing gear sometimes even rares! For a Raid you need 5-15 players, the more people the less geared up they need to be! Classes will play a huge roll in PvE in Raids, For example Tanks (Warriors,Death Knights,Paladins and Rogues) are usually the best equipped people in the dungeon, they will use a melee weapon and usually a shield to dish out high damage yet take a lot and keep aggro to protect healers (Druids and Mages) and ranged classes (Archers and Mages). I plan for raids to be some of the most EPIC group experiences in the whole of Total Miner:Forge history! Arenas:
Arenas are areas in which teams of players can compete against each other in deathmatch-style PvP. Instead of participating in objective-based PvP, these contests center around your team's ability to obliterate the other team. The Arena PvP system matches teams of equal size together to increase fairness and make advancement to the highest tiers more difficult and more rewarding. The arena allows for 2v2, 3v3 and 5v5. A team can be made up of any of the races in the game, for example In a 3v3 team you could have a Dust Orc and a Nord against a Nord and a Elf. You can also bet on fighters to win in the arena, from a minimum of 500 gold to a maximum of 128K gold (2 stacks of gold).Current Members:
Host and creator: Zyroh (me)
Co-Host and creator: SwiftGeneration
Lore Writer: Carbon x Spider
Lore Writer: Conmaan
Lore Writer: Jack of ShadesPlease fill in the template below and reply to the topic with it once completed if you would like to become a member and or tester:
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*Credit to Jeff McNewmen for the Pictures seen above!