Abandoned. Exploited. Forgotten.
Doom’s Way is not a significant island by any stretch of the imagination. It had a minor role in past conflicts with the Horde and the Alliance building bases, staging skirmishes and fighting over the small landmass to secure it as a forward base. With the end of the Fourth War this was no longer necessary and over the years Doom’s Way was completely abandoned.
Until now. Both the Shattered Hand and Stormwind Intelligence, with the aid of the Bilgewater Cartel and Gnomeregan Covert Ops respectively, discovered a distress signal coming from the island on a frequency only used by the infamous Darkfuse Solutions. A weapons cache of ingenious and destructive potential, reported missing in the region by the cartel, is now all but confirmed to be buried on Doom’s Way.
Thus, a casus belli is formulated. Doom’s Way will once more shake and suffer at the hands of the Alliance and the Horde. Bases will be rebuilt; defences will be erected and with or without the destructive firepower of the Darkfuse Weapon cache one faction will emerge victorious and claim the island for their faction.
War, Knowledge, Might and Power. They will all be put to the test on Doom’s Way.
– Garlokk Direforge, Ironforge Archivist on the Doom’s Way campaign
Salutations Argent Dawn!
This pet project has been in the making since early April and following the success of the Ghosts of the Hinterlands Campaign some of us have finally put our heads together to organize this with a more hands-on approach to the narrative and a healthy focus on player involvement.
Location and Lore
Doom’s Way is a remote island situated off the coast of Desolace with a very scarcely documented history. Prior to the Darkspear Rebellion a Centaur Clan occupied the island only for the True Horde to discover and then subsequently conquer it. The Kor’kron garrison abandoned Doom’s Way with the Rebellion’s victory, only to reappear as a strategic target during the Fourth War with both factions vying for control. Ultimately the Alliance forces won, but soon after the end of the Fourth War they also left the island as it quickly lost its strategic value with there being no open war between the factions. War journals and ledgers were lost, reports were discarded and over the years Doom’s Way once more became forgotten.
It may be due to this obscurity that the Darkfuse Solutions cartel hid a cache of dangerous Darkfuse weaponry in an unknown location on the island, with a distress signal tipping off Horde and Alliance intelligence about its existence. Soon enough both Alliance and the Horde realized each other’s activities and what started as a simple retrieval mission became a diplomatic issue: Both the Horde (who discovered and named the island) and the Alliance (who claimed it in the Fourth War) treat the island as their own property and will now fight over it to establish dominance and to secure the weapon cache for their own benefit.
OOC we will use unphased Ashran as the location and treat the faction bases as abandoned and in need of repair and maintenance.
Campaign Mechanics
We plan the 2-week long campaign to involve RP-PvP battles, RP-PvE encounters with NPCs as well as side plots involving the history of Doom’s Way as well as the reconstruction of the faction bases. We plan to involve and expand on Camp roleplay with objectives such as securing resources around the island (with the enemy faction being free to patrol the areas and disrupt these efforts), clearing out local nuisances left behind by other former visitors and the recovery of any intel regarding the Darkfuse cache and the means of retrieving it safely.
There will be certain reveals, decisions and developments that we feel will be exciting for the attendants as we plan to involve even the little man in them, not just the head honchos and commanders.
RP-PvP
As the dominant focus of the Campaign, we will utilize the same ruleset that was used in Ghosts of the Hinterlands, which is:
- One Ability every 5 seconds as a tank and damage dealer
- Unlimited Healing and Healing AoE
- No Hard CC, Forced displacement and interrupts
- No hard-hitting AoE and single-target abilities
- We expect attendants in these skirmishes to be at max level and relatively geared to survive the occasional moshpit
- No 1v10 heroics in the backlines or constant harassment of healers
- We encourage participants to mix in emotes directed at friend or foe to spice up these fights
- Aim for engagement and fun, not to compete and win. If you have any issues and grievances, let an organizer and your Guild Master/Guild Officer know.
- Horrific Vision Head Enchantments are banned. Please either unequip your helmet or use one that doesn’t have any of the enchantments.
Doom’s Way Bases and Events
A core narrative element for the campaign will be the reconstruction and maintenance of the respective faction bases. Due to the island’s remote location there won’t be an abundance of strong materials or resources. As a result, the organizers (IC Commanders) will issue orders to head to the nearby woodlands to gather wood, the lava-smeared caves for granite and other objectives to both spice up camp RP, as well as create avenues for smaller skirmishes so patrols and gathering teams can engage each other.
There will also be RP-PvE encounters in the form of ghostly remnants of the island’s previous occupants whose ghastly activities will need to be dealt with before their haunts start affecting the faction bases themselves. These wraiths will also provide lore tidbits about the island, previous conflicts, the reason these ghosts even exist in the first place and even the Darkfuse cache itself via ghostly remarks and even journals that the attendants can recover.
These encounters will be freely emoted fights with reasonably lengths and outcomes. We don’t expect anyone to get demolished by a ghostly goblin, but they will put up a fight!
Neutrals and Antagonist Factions
Due to the remote and abandoned nature of the island and of the campaign’s focus of both factions wanting to defeat one another we decided to not incorporate scenarios or activities by neutral groups who would have a weird and hard time to show up anyway. Mercenaries trying to play both sides, Anti-War propagandists as well as antagonist/villain groups can signup as Horde or Alliance members or help with roleplaying NPCs with close collaboration with the organizers.
DISCORD
We will have a Discord server linked here the moment it’s ready. We will post further lore and clarifications on it as well as do the bulk of the campaign organization and communication.
Organizers and Contacts:
Primary Horde Contacts
Gruggosh – Hand of Conquest – Discord: grugs
Elfculler/Sinbane – Overall DM for both factions – Discord: warmonger1
Primary Alliance Contacts
Hit/Lloris – Holy Order of Lordain – Discord: vexedvexing
Gnorfolus – Hounds of Wrynn – Discord: gnorfell
Elfculler/Sinbane – Overall DM for both factions – Discord: warmonger1