Make a Warfront! But

You must use your own character as the one of the two present commanders for it! So, this is yet another product of my own boredom and a general curiosity to what you the peeps would create. Also because along with rapidly ilvling alts, Darkshore and Arathi are still fun to occassionally scoot through. So, a small template for it all.

Zone: Where is it taking place? (Older Zones qualify since MacGuffins are a thing in WoW!)

Elite Guard: Turalyon has his bois, Liadrin has Blood Knights, which elite NPC unit is the one aiding your character in this?

Arrival Dialogue: Simple, what does your character say when it’s the players playing on his team?

Defending Dialogue/Goading: What is it your character is saying to the other faction? (up to 3 lines to abide by Arathi Warfront rules)

Base Design: Which aesthetic does your character as commander use?

Breach: What does your character say when the enemy team breaches the base and moves in to attack?

Opponent: (Optional) Who is it that sits across the field in the other base?

2 Likes

this is fun. lemme in…

Commander: Dragonslayer Sint Dagon. (Alternative commanders for alternate weeks: Darius Crowley and his Northgate Freedom Fighters, and Halford Wyrmbane and the 7th Legion. Silverpine storyline memories…)

Zone: Silverpine. Gilneas has been reclaimed by King Greymane at last, but the enemy does not wish to let him have it quite yet. Stationed out of Pyrewood, he sends one of his most trusted commanders to lead a defense.

Guard: The Blades of Dagon. Black and red armored soldiers bearing the Golden emblem of a dragon’s skull impaled by a sword. Powerful melee warriors, they have no magical skill. Their power comes from their veteran skill at arms.

Arrival Dialogue: “I have slain Gods! This will be child’s play.”

Banter Dialogue: “To provoke me is to provoke the indomitable Gilnean spirit.”

“It is a mistake to tread on a wolf’s tail.”

“Gilneas has no need for walls, as long as I remain its protector.”

Base Design: Built in the shadow of both the Greymane Wall and Shadowfang keep, Pyrewood was once a rundown and broken town. Revitalized by natives and newcomers both, the city has been repaired and built up to challenge armies. Still solidly Gilnean in design, the city has greater defenses than ever seen before. The only way in is through the gate, and even when you’re in, the fight is nowhere near finished. A castle sits where the townhall used to be, atop a hill. It’s a strong defensive position with a road right to Gilneas.

Opposing Commander(s): Nathanos Blightcaller. Gallywix. Deathstalker Commander Belmont.

I added a couple more.

Boss design: Sint is a tough melee fighter, who speeds up and gains more defense the longer she remains on one target. Ideally, swapping her aggro will keep her damageable and keep your tank alive. She casts two abilities, as well. She can smash the ground and damage and stun everyone in a cone in front of her, as well as charge two random targets and stun them.

Warfront design: Its built around trying to break through the enemy’s blockades and trenches to reach Pyrewood. You gather resources to build siege vehicles that you command, summon powerful npcs that help push back the enemy’s own champions and forces, as well as help break Pyrewood’s gate. Once within Pyrewood, the enemy’s castle must be attacked. Within are strong npcs as well as the boss, who doesn’t leave her castle. As long as she isn’t in combat, new soldiers spawn. The relentless aggression of Gilneas can be felt here, as you either break the enemy quickly or become overwhelmed. Due to the proximity to Gilneas, the moment the gates are broken, a timer will begin that determines whether or not Gilnean reinforcements will arrive. Best break those gates when everyone’s ready, aye? If not, be prepared for a very difficult battle.

Zone under Alliance occupation: Silverpine is littered with remnants of old wars. The feral worgen, feral scourge, and several diseased beasts cause trouble. Murlocs still plague Fenris Isle. The Ambermill is filled to the brim with insane mages, and the Sepulcher is now host to an army of leftover abominations and ghouls from the Forsaken war effort.

Horde occupation: The road to Gilneas is loaded with battle as the Gilnean army attempts to breach Pyrewood an reestablish their war effort. That means the warzone in front of Gilneas is active, and where much of the World Questing for the Horde happens.

This warfront ideally takes place during the Nazjatar patch, to explain what the Hell everyone was up to while a few dudes beat up some snakes and fish.

5 Likes

Commander: Overlord Greyah Dustsong

Zone : Northern Barrens. The Alliance of Northwatch Hold and Honor’s Stand didn’t get the message about the war ending. They’ve decided now is a good time to take the Crossroads in a larger effort to take control of the Southern Barrens and destroy Desolation Hold (Barrens Warfront 2.0)

Warfront Design: This Warfront works like others though instead of going from point A to point B, the main goal is to move from the edges of the map to the Center (Crossroads). This is done by capturing main hubs with different resources and NPCs which become available once captured.

Mor’shan Rampart, Deathgate’s Bunker, Far Watch Post and the Gold Road (South) are the capture points on this map.

When Defending:

NPCs : Overlord Greyah and her Watchers of the Southfury Watch defend the Crossroads from Alliance attackers. Watchmasters man each of the capture points. Valkosk Blacktongue mans Far Watch Post, Fertt Spinehewer mans Mor’shan Rampart, Kass Keelhaul mans the Gold Road (South), and Ceadrith Dreamwalker mans Deathgate’s Bunker. The Watchmasters have a large health pool and their own unique abilities and skills.

The Honor Watch are Greyah’s NPCs that remain with her, the more capture points are uncaptured, the more Honor Watchers she has around her.

Farwatchers are elite NPCs that lead regular Watchers in waves around the map. Watchers are the bulk of forces Greyah commands.

Capture Points: For every capture point (4) that is captured, the Watchmaster of the point captured will retreat to the Crossroads, regaining full health and joining Greyah in the defense. For every Watchmaster present, Greyah gains a buff boosting stamina by 5%, up to 20% if all four capture points are captured.

With every capture point captured, the attack team gains resources that help to attack the Crossroads. Depending on skill level, teams should strategize how many capture points to take in order to win. The more capture points captured means more resources that could potentially make the fight at the end more manageable but longer since there would be more Watchmasters present, and Greyah has more health. Less capture points means less resources to manage the boss fight but if you’re able to push through, the fight may be faster.

Gold Road (South) captured awards Supplies, which allows the recruitment of additional soldiers on the field.

Deathgate’s Bunker captured awards Rations that allow soldiers on the field to recover and heal at a faster pace along with a health boost.

Mor’shan Rampart captured awards Reinforcements which allows Night Elf assistance in the form of siege weapons that can bring down walls faster.

Far Watch Post captures awards Blockade which cuts waves of defenders on the field by a percentage, allowing a better control of the field.

Starting: Alliance attackers start half and half at Ratchet and Honor’s Stand and must work together to take capture points.

Field: The field is rife with defenders and even other hostile enemies for the Alliance to withstand. Harpies and centaur around Deathgate’s Bunker and Gold Road (South). Quilboar and lions around Far Watch Post and Mor’shan. Watchers and Farwatchers will respond to capture points being attacked and will need to be dealt with quickly, otherwise they will retake the point and you will lose your advantage and have to recapture it.

Arrival Dialogue : ”The Barrens belong to the Horde! The Southfury Watch will do its duty and retake the Barrens! Red Dust and Honor!”

Defending Dialogue/Goading : ”Even with all your might you still can’t win!”

”For years the Watch has defended these lands and kept it. Today is no different it seems!”

”The spirits told me you would fail.”

Base Design : Literally the Crossroads.

Breach : ”Impossible! Watchers, to me! Drive out these attackers! RED DUST AND HONOR!”

Kill: ”The spirits guide you!”

Opponents: Major Davin of Northwatch Hold.

4 Likes

Zone : Deepwoods (Grizzly Hills style forest)

Elite Guard : Blademasters & Flameseer’s,

Arrival Dialogue : The Deepwoods belongs to the Scarred Blade… Victory or Death!!

Defending Dialogue/Goading : No matter your advance, you will be burned by the blade!!

Base Design : Scarred Blade Sigils, pits of lava, lots of blades

Breach : At last you come to face a true death!!

Opponent : Slayer Thane Hogrim the Runebreaker

2 Likes

Commander: Enekie Graves, Freelancer

Zone: Ghostlands.

The war might be over, but we’re not here for a war, are we? Officially, this Warfront doesn’t exist. Officially, this invasion isn’t happening.

On behalf of SI:7, Enekie Graves has accepted a job to exploit the weakened Silvermoon via destabilization missions. Of course, being that this is technically peacetime, she’s disguised it as a renegade action with a few regiments of assassins, snipers, spies and saboteurs…as well as a handful of adventurers.

Goal: Unlike other Warfronts where Iron and Wood are gathered en masse, the Ghostlands sees the challenging team locating individual supplies: poisons, sharpened blades, cloaking devices. These will be used in order to claim all individual nodes from the enemy: Suncrown Village, Gates of Zul’Aman, the Howling Ziggurat, Tranquilien and Deatholme.

Unlike nodes in other Warfronts, each Ghostland node has a time limit to be captured in. If players fail to take out the enemy commander in three minutes, they will repel the attackers and instantly refortify their guards, causing players to have to locate more tools and try again.

Elite Guard: Enekie’s elite are her Kaldorei Spiteblades, a team of unruly assassins who stay hidden near supplies to lure foes out and attack them. Enekie will also occasionally mark troublesome characters for assassination, her spies swarming around them after a certain time.

Arrival Dialogue: “Welcome to scenic Ghostlands. Savor this moment. Take in the sights: the rot, the decay, the numerous Blood Elves in need of a quick and ruthless death. Shall we get to work?”

Goading Dialogue: “Oh dear. Did we kill that guy? He looked important.”

“Well, if they didn’t want their throat cut, they should have worn a thicker necklace.”

“I just felt an itch. Did the enemy attack or was that a spider? Rancid, in either case.”

Losing Bases: “I’m sorry, did we all decide to do the opposite of winning? A little spirit, if you please.”

“Oh, good, we just lost a base. That’s going to make my life so much easier. Thanks.”

“Oh no! Not that base! That one was my favorite!”

Breach Dialogue: “Ah, farts.”

Base Design: Enekie’s base is actually a series of three Kaldorei camps nestled deep in the Ghostlands, but it’s impossible to tell which one she’s in at any given time. Players who arrive at one, thinking they’ve got the drop on her, are often shocked to find enemies waiting there, instead. Enekie will flee to a different outpost if cornered. Only when all nodes are captured can a bead on her location be drawn.

Opponent: Enekie’s foe is almost always another Rogue from the Horde-side, the enemies a combination of Deathstalkers and Blood Elf spies.

4 Likes

I’d actually make it non-factional, just to prove Warfronts can be fun even without PvP.

Zone : A large volcanic island surrounded by five smaller islands bearing jungles, ruins and a shanty town.

Elite Guard : A random assortment of Horde and Alliance races that rejected the conflict and sailed away to make a new home, ran into each other and tried to live peacefully with each other… with varying degrees of success.

Arrival Dialogue : “I don’t know how the hell you shacked up on our home, but by the Spirits, you’re going to wish you’d stayed on your ships!”

Defending Dialogue : “We have survived Dark Rangers, SI:7 assassins, plagues and sea monsters. We’re not going to fall to bloody pirates!”

Base Design : a mix of Orcish, Human and repurposed ruins of ancient Kaldorei design for the Exiles, a ruined warship and repurposed ruins for the Pirates.

Breech! : “You scum will not pass! These people have suffered far too much to fall to the likes of you parasites!”

Opponent : Venture Co. ‘Privateer’ Captain Khoitha Knife-Ears, Kaldorei adventurer turned pirate out to claim a powerful relic hidden in the ruins and the opportunity to press-gang the Exiles into service amongst her crew.

1 Like

This one is both factions working together because it sounds fun to me.

After the war many races from between factions opened up trade and sharing of knowledge. Leading to a collaboration between dark iron dwarves and primarily AU blackrock orcs. It was during these times that a rouge faction of orcs that where forced out when the dark irons retook their home began raiding .

Commander : Nogroc and No’groc. One is a balckrock from alternate draenor and one is from our timeline but no one knows which is which.

Zone : Blackrock Mountain. Starting in the very bottom players have to climb the mountain until the final fight in that room where you fight the dragon in classic.

Elite Guard : A mixix of orcs wearing Blackrock armor and the guards protecting the queen of the dark irons (forgot her name)

Arrival Dialogue : “BLACKROCKS! Let’s do our new friends a favour and kick this traitors out shall we!?”

Defending Dialogue/Goading : “Light the forges! I think they managed to actually scratch our armor that time!”
“Is this leather? What kind of idiot wears LEATHER armor?”
“I bet you losers don’t even forge your own armor!”

Base Design : Mostly dark iron design obviously but heavily reinforced by au Blackrock buildings and barricades.

Breach : “So these fools think they can take this mountain? Get me my shield! No the other shield. No the OTHER other one!”

Opponent : Some random orc calling himself warchief riding a protodrake. The fight is actually defending long enough to assemble the gliders needed board a set of stolen airships. Destroying or commandeering all of them. The final battle part is chasing the orcs out of the ocean to reveal gasp they where being lead by a black dragon! This fight it’s basically like the final death wing fight but you are shooting cannons at him.

1 Like

Ooh fun! I also wanted to make this not an Alliance vs Horde faction thing, but other threats of the world. Perhaps the coming void aberrations?

Commander: Ahruu Wolfmane and his beloved mate Raton Wolfmane

Zone: Moonglade (he’s a druid, of course)

Elite Guard: High Druids, preferably ones of the Balance variety

Base Design: Nighthaven, but with many more Ancients, treants, walls of vines and flowers, and sentinels and druids ready to defend.

Arrival Dialogue: “Heroes, the void seeks to spread its corruption once more. Rise and defend this land! For the Earth Mother! For Azeroth!”

Goading:

  1. “The Nightmare has tried to overcome us again and again. This time will be no different.”
  2. “The spirits of the wilds are all around you. Come closer so that you may hear them.”
  3. “Life always finds a way. You will be snuffed out!”

Breach: “Stand strong, heroes! Do not give in to fear! We will prevail!”

Opponent: Void, fel, undead, some other kind of corruption… You know.

2 Likes

Commander: Ranger Vanndrel Starstalker

Zone : Eastern Plaguelands

Elite Guard : Ren’dorei Rift Wardens and Spellbreakers

Arrival Dialogue : The Horde look to pick over the tainted bones of the dead in these lands. Even Trolls deserve to rest.

Defending Dialogue/Goading :
“Come on, then!”
“Who is leading you mongrels this week? Has Gamon finally become Warchief?”
“Is this it? Is this all the fury you can muster?”

Base Design : Elvish designs, mostly those of the Quel’dorei lodges but with a skew towards blue/purple.

Breach :
“You dare to attack me in my own lodge? Bash’a no falor talah!”

Opponent : A Mossflayer Troll and Zandalari expedition, looking to pillage the remains of various Mossflayer settlements for powerful voodoo.

1 Like

Gonna be cheeky and use Vanndrel’s post to build off this.

Commander: Prelate Loh’kash

Zone : Eastern Plaguelands

Elite Guard : Zandalari Prelates of Krag’wa and Kimbul

Arrival Dialogue : “Once, these death plagued lands belonged to de’ trolls. Now, de’ Mongrel Alliance Imperialists seek to pilfer and defile! Drive them to de’ sea!”

Defending Dialogue/Goading :
“Ha, so de’ true face of de’ Spirit of de’ Alliance comes to fight? I shall enjoy washin’ my blade with ja’ blood an’ doin’ Azeroth a favor.” (if put against a Worgen, Void Elf or Scarlet type human)
“Dis be ja’ only warnin’ Alliance. Return home alive, or in a box.”
“I be hopin’ ja’ remember ja’ wisdom and make your way home befo’ this gets ugly.” (if against someone from the Light of All summit)

Base Design : Most likely the former Mossflayer temple, but Zanda-fied so it looks much nicer, less corrupt and like a place people would live.

Breach : “Damn, To Arms! De’ drive to de’ sea begins now!” Loh Promptly aggros onto the closest player with his guards

Opponent : Mostly just the appropriate players to fit in.

Kill: “More Justice fo’ Dazar’alor!”

Wipe: “De’ Alliance chose their finest Poorly.”

Defeat: bubbles and begins to hearth “Dis no’ ova’. Ja’ will lose fo’ de’ same reason de’ horde failed to beat ja’ in Darkshore and Arathi!”

3 Likes

The Hinterlands shoreline.

Elder Torntusk

“Dis be Raventusk land an dem Dwarve be tryin’ ta take it from us! Dem savages be needin’ ta be put in der place!”

“Ya be wantin’ ta take da Raventusk lands? Ya better be prepared ta get dirty. We fisha’s won be givin’ dis land away witoutta fight!”

“Torntusk been wantin’ ta kill ya vermin fa years. Ya just givin’ us an excuse ta finish da job.”

“If I didn’t know any betta I’d say ya be fisha’s yaselves. Can be smellin’ ya from here.”

Standard huts and such. Raventusk aren’t super rich on the Hinterlands side…so we’ll improvise with slingshots and shoot rotten fish at Wildhammer Griffon Riders. The fish will disorient the griffons and their riders.

“What be ya problem tryin’ ta take away our land furtha?! Ya not be claimin’ dis land while I be standin’ here!”

Falstad Wildhammer.

1 Like