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Warcraft Dynasty Quest: Fire of Fëanáro

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hey guys I am just trying my hand at a dynasty quest, on other sites SV FL and SB I have written...
Current voted options
Northern Kalimdor
Ashenvale is a forest full of ancient trees, teeming with life. Though pockets of the forest have become tainted, overall the area is a place of deep magic and spiritual connection with nature. Several lakes are sheltered beneath the forest's boughs. A stretch of beach lines the west edge of the forest, known as the Zoram Strand, where hostile naga dwell. The forest is bordered by mountains to the south, and more forest to the north. The eastern border is the Southfury River.
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Untouched Woodland: Ashenvale has plenty of space for expansion and plenty of game to hunt for food or recreational purposes it is also filled with resources that are waiting to be accessed. +70% to all resource gathering attempts
Major Travel hub: Ashenvale is a major travel hub for both horde and alliances forces so contact with both factions here is available +20% chance of meeting factions and native wildlife
Contested land: The Horde an alliance both have presences here and have frequent skirmishes, so be prepared to encounter a few of them +30% chance of hostile interaction with first contact with horde and alliance.
Zealous Protection: The Alliance presence here the ancients and night elf sentinels guard Ashenvale zealously with constant patrols. Any who threaten the forest - cutting down live trees, poaching beasts of the forest, and the like - are met with the ancients' powerful attacks and the sentinels' deadly arrows. The only unified night elf presence dwelling in Ashenvale is a reclusive group of rangers, the Farstriders. They use the terrain and train other inhabitants in their specialised skills. They hold a difference of opinion amongst themselves regarding strangers in Ashenvale. Some believe that their duty is to welcome and protect travellers, as long as they show no threat to the forest. Others see any strangers as unwelcome interlopers who must be "escorted" to the southern border. +15% chance of hostile Kal'dorei encounter if gathering resources
Evils the Lurks: The demons of the Burning Legion have holdings in Fire Scar Shrine, Felfire Hill, Demon Fall Canyon and Demon Fall Ridge. The vile satyr inhabit ancient elven ruins at Xavian, Night Run, and Satyrnaar. The vicious worgen have taken over an ancient shrine near Felwood, cursed green dragonkin have slipped out from the Emerald Dream portal at Bough Shadow, and corruption taints the once-clear waters of Iris Lake and the Ruins of Stardust. Naga that lurk in the coast attacking anything and everything. In addition to this hulking beak-faced wildkin forage throughout Ashenvale. Vicious harpies are known to make massive nests in the tops of the tallest trees. They hunt at dawn and dusk when the light filtering through the canopy throws the forest into a confusion of shifting shadows. +30% hostile encounters until such presences are cleansed.

Central Kalimdor
Desolace is a gray, rocky wasteland littered with bones. It seems almost under a supernatural curse, its skies always black and stormy, with lightning and high winds a constant within the interior.[2] Pools of yellow, polluted water cover the landscape.
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Fertile coast: the coast you are landing on is lush in comparison to the sad state the rest of it is, enough so that you can effectively build a base and mount an offensive against whatever evils are plaguing this land. +12% of resources gathered at first from the west coast.
The enemy of my enemy: can be your friend, so if there are any factions here that oppose the evil that lurks in this land it would be in your best interests to lend them aid by helping vanquish whatever evils lurk here. +50% to peaceful interactions between Horde and Alliance factions +30% to negotiations with Horde and Alliance based factions
Corrupted land: the land itself is dying due to the corruption that is being introduced into it, if you do not figure out a way to undo the damage and stop whatever is causing it settling it will become very difficult -40% to all resources gained from anywhere other than the west coast
The Burning Blade: An organisaiton in service to the legion and is partly responsible for the corruption of these lands, they need to be stopped and as children of Eru this is a task that you must fulfil +3% growth to demonic presence each turn if not countered +15% attacked by burning blade cultists
Hostile Natives: Naga and Centaurs inhabit this land and it's coast, they are hostile and wicked by nature, you will find no compromise with them as they will attack you without any provocation once your presence is discovered. 10% chance of there being an attack or raid by Centaur or Naga per turn

Southern Kalimdor
Feralas is a large rainforest of huge, ancient trees stretching from Thousand Needles to the coastline in the west and from the wasteland of Desolace in the north to the lush Un'Goro Crater to the south.
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Rich in resources: this land is rich in many resources for you to use and perfect to set up settlements and bases from which you can expand on +70% to all resource gain attempts
Ancient Ruins: There are many ruins scattered about this land enough that you could potentially receive a few of them to begin housing your followers. -40% to construction time if using the ruins as a base
Everyone wants a slice: Feralas is a resource rich land and there are many factions that wish to use it's resources, if you have control over even a small amount of resources you can begin opening negotiations. +50% to all negotiations with the Alliance and Horde
Gordunni: Gordunni orges are bloodthirsty monsters and are highly detrimental to the land of Feralas defiling it with their taint the land. They will only be hostile and will view you as a treat to their power +30% chance attacked by Dire Maul Ogre
 
Characters (incomplete)
The House of Fëanor

Notable Characters


Jenny_Dolfen_-_Feanor%27s_Last_Stand.jpg
Anessi
Father-name Curufinwë
Amilessë Fëanáro
Epessë Fëanor
 
Skills
Martial Sword 15d6+35
  Spear 10d6+35
  Lance 12d6+35
  Archery 15d6+35
  Battle 10d6+35
  Ride 13d6+35
  Unarmed 10d6+35
 
Social Persuade 10d6+20
  Intimidate 20d6+20
  Orate 30d6+20
  Sing 30d5+20
  Lie 5d6+20
  Command 15d6+20
 
Recreational Craft (item) 50d6+50
  Craft (weapon) 50d6+50
  Construct 50d6+50
  Empathise 2d6
 
Subterfuge Hide 15d6+30
  Notice 20d6+30
  Track 15d6+30
  Awareness 20d6+30
 
Last edited:
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