Races:
High Elves:
The descendents of the Highborne that traveled across the Great Sea and settled in the golden lands known of Quel'thalas, the High Elves are a proud and haughty race. Living lives only dreamed of by the likes of men, they studied and mastered the great arcane arts in their capital city of Silvermoon.
Even through the burning of their forests during the Second Great War they persevered in relative comfort and stability even as the lands of man were torn asunder by war. Peresevered that is, until the coming of the Dark Prince Arthas and the Scourge. Despite the dogged defense led by Sylvanas Windrunner, the High Elves sacred lands were warped and defiled by the armies of the Scourge. Eventually Silvermoon itself fell to the black tide of the undead hordes. The Sunwell, the source of the elves great power, was destroyed. The Sunwell’s death throes were felt all throughout the world and the Elves, once so filled with life and light, found themselves empty and broken, almost as if a piece of their heart had been torn away.
Those High Elves who were either unwilling or unable to join the Alliance in the fight against the Scourge fled south to the lands Stormwind. In the north Kael'thas Sunstrider and his infamous Blood Elves -those High Elves who had not fled- battled alongside Grand Marshall Garithos against the Scourge.
For a time the difference between blood and high elf was in name alone. However that is no longer the case. A cultural divide has arisen between the two. The High Elves now represent those elves who refuse to concede to the Fel temptations of Illidan in order to satisfy their arcane lusts, while the Blood Elves represent a precarious new hope for the dying elven kind.
Humans of Stormwind:
The blood of humanity is strong and all of that blood is descended from the mighty lineage of the Arathi Bloodline. Few are more proud of that heritage that the humans of Stormwind. These willful beings rarely back down, rarely give in, and are fiercely loyal. However, they can also be reckless and prone to acts of foolishness. The people of Stormwind are proud but the invasion of the orcish Horde has left an erasable mark upon their culture, their pride and ideology.
Ruled by the noble and grizzled King Varian Wynn, the capital of their nations has become bombarded by refugees from the north. Still recovering from the war and the loss of the northern kingdoms Stormwind is ill-prepared to handle the sick and peniless victims of the Scourge. Meanwhile troubles brew in their kingdom as ancient foes once willing to lurk and hide in the shadows gain heart at the news of the fall of Lordaeron. Despite this the people of Stormwind will soldier on. For the fall of the northern kingdoms marks them as the strongest remaining human nations and it is their duty to uphold humanities place in the world.
Dwarves of Ironforge:
The Dwarves are a stubborn race. One need only look at them to understand that. Stout and intimidating, they never back down, and would rather die than retreat in the face of the enemy.
But the Dwarves are no longer in ascendance. Only half a decade ago, they lost their Prince and his entire expeditionary force to Northrend and to the betrayal of the Damned One. But the Dwarves are still Dwarves. They will fight to defend their lands, and those of their allies, even from their own dead. In this vein King Magni of Ironforge has sent Brahn Bronzebeard, his only remaining brother, as an ambassador to Stormwind.
The great forges of the dwarfen capital ring mad with the hammers and chisels as the Dwarves prepare for a war against an enemy that never tires, knows no fear, and feels no pain. The city bears an air of desperation that it has not felt in an age. The dwarves have not faced a threat of this magnitude since the times of Kilrog Deadeye, and this time, there will be no glorious army of the Alliance led by Lothar to save them. This time, they must save themselves.
Lawful Magical Practices:
Arcane Arts:
The Arcane Arts are easily the most developed of the magic practices as it was in this art that the High Elves were most adept. They in turn taught their human pupils the same and those first hundred adepts taught the rest of humanity the art as well. The arcane arts are perhaps the purest form of magic next to the Fel Magic’s wielded by the Burning Legion.
Mages who have mastered the Arcane Arts can float objects through thin air, erect shields around themselves, transport themselves anywhere in the world within the time span of a single second and create blasts of energy that can rip through metal and flesh.
The arts of the arcane magisters cover a wide variety of skills and talents, though this broad range of skills and talents comes at a price. The knowledge one must consume in the pursuit of your mastery is daunting at the best of times. Though all arts require discipline the arcane requires it even more so. There are no short-cuts to power when it comes to the arcane arts.
To compete among others you must study your art with dutifufully bordering on obsessive. The Arcane Arts are a science and to conduct ones magic on must have a keen understanding of the theory of magic before you even consider making use of it's application. However for those who manage to attain mastery of such knowledge your options on the route toward power become nearly infinite.
Pyromancy:
The Fire Lore as it was known among the long past mages of Quel’thalas. Known as Battle-Mages by their peers in Dalaran the mages who practiced the art of pyromancy were fearsome foes indeed. To these mages the fearsome flames of Azeroth were merely servants to their whims and desires. Still with great power comes great risk. Of all the lawful arts of magic the art of pyromancy is by far the most dangerous.The reason for this is simple.
Pyromancers draw their magical powers from the chaotic energies that seep through the prison of the great fire lord Ragnoros. These energies mix with the magic of Azeroth forming a form of chaotic form of magic that is difficult to control. More than a few wives threw their late husband’s ashes over the cliffs of the Altarec Mountain and none of them due to a post-mortem incineration.
The Demonic Magic’s and the Dark Arts Outlawed: By the edict of the King himself all Demonic Magic’s and Dark Arts have been outlawed in Stormwind. These foul powers bring nothing but destruction and corruption and cannot be allowed to spread throughout the city. Any such persons found practicing these forbidden arts shall be killed on sight.
- Dark Arts Restricted
- Demonic Magic’s Restricted
Corruption and Reanimation:This is a unique death system we have been playing with. Coming Soon.
Book of Lore: As you adventure you will learn more and more about the world around you. The Book of Lore will record all that you learn. It will also record what history you make as you affect the world around you. You will start with the basic information for Stormwind and your racial heritage.
Dual Wielding: Dual wielding is allowed but has a unique system. First off it automatically counts as a major strength and requires at least one of your chosen weapons to be a major strength as well. For example if you were to dual wield with a sword and a dagger either the sword or the dagger would need to be a major strength. Your “offhand weapon” must be a minor strength.
Armor: Armor does not count as a strength but requires prerequisites in the form of fitness. Light and cloth armor do not have prerequisites but if you wish to wear medium armor (chain and scale mail) you will need to have the journeyman fitness rank. To wear heavy armor (plate mail) you must at least have the adept fitness rank.
Dwarf Clan Names: It is acceptable to carry the Bronzebeard and Stormpike surnames as long as you do not claim to be the long lost son of Magni or other such rubbish. However you may rest assured that such a choice will have an effect on characters you meet. Whether they will be good or bad is for you to discover.
Professions: There are a number of professions that you can learn. Professions include both the “gathering” and “creating” halves. For example if you were to learn alchemy then you would also know how to gather the things you needed. That being said in some cases you will have to buy or find raw materials such as metal ore for Blacksmithing. For now professions count as strengths. That being said because they fall under the realm of professions it is possible to become a master in your chosen profession even if you have another mastery ranked strength. You may only have one profession.
Titles: It is possible for players to earn titles. While it is fine for you to giver yourself a title note that should they be too grandiose they will mostly like be scoffed and laughed at by others. That is unless you truly earned it.
(Draft)(Open To Major Editing)