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Author Topic: Potential Catty-Clysm Event - Revenge of the Defias  (Read 425 times)

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Sparkyle

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Potential Catty-Clysm Event - Revenge of the Defias
« on: October 05, 2009, 07:21:54 PM »
The Bear’s Head was quiet and gloomy as the grave.

Usually by this time of the day the tavern would be heaving with life; Rosa and her daughter Sasha would be wiggling around the tables with jugs of ale, dodging the wandering hands of beer-soaked letches, off-duty Guardsmen would be propping up the bar, grousing about the brawl that had broken out in the marketplace, the kitchen would be redolent with the smell of Ivan’s famous venison stew while the big man himself would be sweating and toiling, cleaver in hand, and as always old Marwood would be behind the bar, casting his one good, surly eye over the patrons.

While Marwood was standing where he should be, polishing rag in hand, his trademark scowl was replaced by a worried frown. There was no sign of the rest of the staff; Ivan was most likely filling in with the militia, currently struggling around the city to put out the numerous fires that had broken out, and as far as Marwood knew Rosa and Sasha were dead, their house crushed by a section of the city wall ramparts that had collapsed. The Bear’s Head itself was a casualty; the candelabra lay in the middle of the floor, a beam had crashed through one table and the floor was covered with smashed jugs, mugs and bottles. The air stank of stale beer and soot.

And while the world came to an end outside, Marwood stood waiting for customers that would most likely never come. He picked up a dinted pewter mug, spat in it and began to polish the plaster dust from it.

“Anyone here?”

Marwood looked up casually from the mug. As he put the rag down he reached with his left hand towards the pistol under the counter; he had seen looting going on a few streets over, and the occasional rattle of gunfire in the distance told Marwood the Guard were probably dealing with it in a very final manner. His good eye fixed on the man in the doorway. He was dressed in a City Guard tunic, though his blue sash marked him as a reservist. He carried an axe in one hand, a shortsword hung at his waist; both looked too big for him, to Marwood’s old eyes the reservist looked not much over sixteen.

“I’m here, lad.” Marwood said. The boy nodded and picked his way across the tavern to the bar.

“You can’t stay here, sir. The fires are spreading.” Marwood snorted.

“I’m not leaving my tavern. If it burns, I burn with it.” Marwood’s tone was one of complete finality. The lad looked frustrated for a moment.

“But sir, I have orders.” Marwood put down the shiny mug on the bar and gestured around.

“You think your orders matter much now?”

The reservist sighed. “I suppose not.”

Marwood looked at the crestfallen youth and his frown softened a little. He picked up the mug and filled it from one of the casks behind the bar.

“Here lad, drink this. You look like you need it.” The boy nodded in thanks and downed half the cup in one draught. “How are things out there?”

“Bad. The cathedral spire is near collapse. Two ships in the harbour are afire, as are some of the houses around the Park. The fires are out in the magician’s quarter, but they’re still burning in Old Town and the marketplace… it’s a mess. We can’t keep up.” The lad sighed and took another pull at the ale.

Marwood looked around on the floor and found a wooded cup among the debris. He wiped it with his hand and poured some ale for himself. “Does anyone know what happened?” The reservist looked up from his mug.

“People are saying…” the boy faltered for a moment, “People are saying they saw a great black shadow cross the land as the fire started to fall. Word is that the Blackrock erupted, but that tide that came into the harbour… there’s what’s left of a ship at the bottom of the wall there, like a toy, just tossed there…” The boy shook his head.

“I head a mage saying that he was speaking to someone in Southshore when it happened, with one of those seeing-stones. He said that there was a great roar and then nothing… as far as he was concerned, Southshore’s gone. Destroyed. All the gryphon riders we can spare are scouting the land, and it looks like this is happening everywhere.” Marwood gave a resigned nod and supped at his warm beer.

“It’s the end of the world, lad, that’s for sure. The gods are punishing us.”

“Not quite.”

Both men looked towards the door at the new voice. Standing beside the door was a tall, reed-thin man in a long dark robe and hood, hands sheathed in leather gloves. He leaned on a simple staff of redwood.

“Who’s there? Show yourself.” The reservist’s voice was wavering. The stranger seemed to sense the boy’s panic and lowered his hood, revealing an old, weather-beaten face and a bald head.

“Crassus, of the Tower. We’re damping the fires down with frost and the touch of elementals, son. And I can tell you this isn’t the end of the world. It’s the Dark One’s doing.” Marwood scoffed.

“He’s dead.” The old mage shook his head.

“That black shadow that crossed the land was Neltharion himself. He challenges the world to battle him, and he tries to break the mortal races with these… disasters.”

“He’s certainly broken Stormwind, that’s for bloody sure.”

The old mage tapped his way over to the bar and tugged off his gloves.

“Do you have anything to drink, friend?” Marwood nodded and began to sift around the disarray behind the bar to find another vessel.

“Is it really the Dark One, sir?” asked the reservist. The old mage nodded.

“He calls his allies from around the globe to battle the mortal races. This is an hour that will define the Alliance, whether it will stand or fall.”

“Well, as long as Stormwind stands, we can fight him,” said the youth, his sooty face breaking into a smile.

“Wishful thinking, lad,” muttered Marwood. He returned to the bar with another pewter mug and a bottle dusted with white plaster. “Here, I think this is more to your taste, sir.” He put the wine bottle down in front of the mage, twisting the wax sealing the cork free and put an awl on the counter so the old man could uncork it himself.

The three men drank in awkward silence for a few minutes, none being sure how to make conversation. Their quiet moment was broken by a muted crash from the street as something nearby collapsed. The timbers of the Bear’s Head groaned and more dust cascaded from the ceiling, quilting the bar like a sudden snowfall. Marwood cursed under his breath.

“Here my friend. Your rag.” The mage held out something in his left hand. Marwood looked down at the cloth tucked into his belt and was about to correct the mage when he saw what he held; a piece of rough cloth dyed red.

Marwood reached out hesitatingly. The reservist was still in his cup, likely enjoying the brief respite from the chaos in the streets. He took the red rag, and as it left the mage’s open palm the barman saw the cog tattoo in the mage’s palm.

Marwood looked into the mage’s eyes. The old man smiled and gave a gentle nod. The barman lifted the patch that covered his left eye; the puckered hole that marked where his eye should have been had ringed with a circular scar, lines cut into it to make it into a crude cog. Marwood lowered the patch and walked back to the young reservist.

“Top up, lad?” he asked. The boy nodded. Marwood took the youth’s cup and filled it from the cask, taking a moment to refill his own. He passed the reservist his cup and lifted his own mug in a toast. “Here’s to you, son, doing your best for Stormwind.”

The boy beamed and lifted his mug, throwing his head back and draining it in one long draught. When the cup came down he found himself staring into a slim iron tube. The youth looked confused for a second.

“Sorry lad,” said Marwood, and he pulled the trigger on the pistol. The gun barked and the reservist tumbled backwards, a smouldering hole where his left eye had been. The mage took a sip of his wine and tugged his gloves back on.

“Collect your irons, Marwood. All of this is a sign for us. The Guard are running all over the town dealing with fires and looters. Everyone that has been biding their time like you, pretending to be this or that, has been alerted.” The old mage’s face twisted into a cruel sneer.

“As soon as night falls, it’s time for the Brotherhood to take this stinking city back.”
« Last Edit: October 05, 2009, 07:26:05 PM by Sparkyle »
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Sparkyle

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Re: Potential Catty-Clysm Event - Revenge of the Defias
« Reply #1 on: October 05, 2009, 07:25:21 PM »
Ok, this is what I'm wanting to discuss here - an event where the Defias would rise up to exploit the confusion caused by Deathwing's return and attempt to lay seige to Stormwind from within. The little story occured to me a few days ago when I first thought of this plot... just thought I'd use it to capture the imagination a little ;)

This is more or less reserved for popping my plans in as and when I can - expect more to come here later on :D
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A.J. Barlowe

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Re: Potential Catty-Clysm Event - Revenge of the Defias
« Reply #2 on: October 05, 2009, 08:59:35 PM »
This would be pretty interesting. It's worth noting, however, that A) there are already slightly-active Defias bastards around in the form of the Red Spades who recently attempted to recruit, and then to kill, Quint 'n Barlowe. B) Rebellion is on the upsurge, and may continue into the near future. Both of these make it possible to start a proper slow-burn Defias/underground plot that could quite interestingly interact with the life of the city in the near future.
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Sparkyle

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Re: Potential Catty-Clysm Event - Revenge of the Defias
« Reply #3 on: October 06, 2009, 02:26:26 AM »
I've already had words with the old dead man behind the Spades, he's interested :)
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Sparkyle

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Re: Potential Catty-Clysm Event - Revenge of the Defias
« Reply #4 on: October 06, 2009, 06:55:03 PM »
Right, having had a pretty brief chat with the Red-Mask herself, I’ve started to draft a plot for this potential event. I’ve made a couple of estimations of what we could do with to run the event (bear in mind we have the best part of a year to prep this):

Defias (well duh) – I reckon that if we can magic up about 20-30 Defias players, low level alts that have gone through the Deadmines a couple of times to get some roleplay clothes and the obligatory red masks. Running through the DM would be easy with a lvl 80 chaperone, and all the alts could be done in a few hours one night potentially. The number of alts is the only issue, and Quint made a couple of neat suggestions; for starters there are the Red Spades, then any criminal gangs willing to dress up as Defias to bolster numbers, plus there are Horde rp guilds that might be willing to make an alt for a day’s fun in Stormwind. Rogues would be the most logical class to use for the stealth ability – with it the groups of Defias can slip around town largely unseen. The little buggers can recycle when they’re killed to represent numbers, but we do need a couple that won’t; namely personalities and leadership. I’d guess the minimum would be best – one commander, a couple of officers acting as seconds, etc.

Props – we’d need a couple of engineers to make a mass of useful props, such as low level guns, explosives, smoke bombs, firewood (for marking buildings as on fire / damaged). Daggers, axes, swords can be looted from DM.

Battleplan – this is the toughie… how would you attempt to take over Stormwind during a crisis? Froma strategic standpoint, the first thing that occurs to me planning-wise is this; the Defias are already inside, having secreted themselves into the fabric of Stormwind in sleeper-cells. Getting in is not the issue, gaining control is, and the only way I can imagine this working is through dividing the city one borough at a time (taking my lead from the one and only Cyrus here – can you dig it? ;) ). Now, opposition is going to come from two sources: the City Guard and any deputised militia (as in Alliance military units that have been recalled due to the inevitable outbreak of martial law). The Guard are bound to play along, the glory-boys might not since they all consider themselves invulnerable demigods (though I have a plan for that, Operation L4D). The way I’d do it (if I was in charge) would be thus –

1) The Guard are likely to be busy with all manner of problems. What we need is to divide and control their movements. Groups can perform various actions; take civilian hostages, loot businesses, torch buildings, etc. which will draw small numbers of civil defenders into traps where they can be ‘removed’ from play. Once a significant number of Guard are distracted, a strong force can sweep into Old Town and secure it. The Command Centre will become a redoubt, and if need be will be held against attempts to retake.

2) Stormwind cannot be allowed to reinforce itself, so the Deeprun Tram must be cut off. The Dwarven Quarter needs to be secured as swiftly as possible; the swiftest way would be to effect an evacuation – use explosives and a few carelessly thrown torches to set the majority of businesses alight. The dwarven civilian population can then be ‘encouraged’ by disguised agents to evacuate via the Deeprun. Once the majority are evacuated, the stragglers are killed and barricades erected to seal the quarter. The Deeprun entrance is demolished, then boobytrapped and guarded. The harbour should be also removed from play; sabotage to ammo magazines, ships set aflame or scuttled, tanks sabotaged, etc. The Mage Tower / College of Magic is another point of entry. It will require either demolition charges to significantly damage or an infiltrator squad to decapitate the tower and collapse the portal.

3) The streets will need our own brand of policing. For this I recommend a sweeping ‘death squad’ – heavily armed and in large enough numbers to pose a threat to small groups of opponents or civilian mobs. This can move about as needed to support other areas, or just rove the city. Activities that will ‘encourage’ civilians to leave the city are to be a roving brief for this unit; random executions, arson, robbery, anything goes – this squad should be made up of the most vile, dangerous scum in our number, and led by an absolute maniac to inspire fear in all (as in one of our Officer characters).

4) The King. Wrynn is a weighty problem; he can potentially rally the people or cause damage himself. One thing he can’t do is survive catastrophe. So, instead of detaining him or attacking him directly, we turn his keep against him. A demolitions expert (another character) will install a bomb in the keep – one large enough to bring the roof in and flatten the structure. He will operate solo, and as soon as Wrynn makes a move to leave or support the troops, the keep is demolished. Bye bye king, another problem solved.

5) Finally, once enough of the city is evacuated to ensure any civilian attempts at fighting back are easily quashed, the Valley of Heroes bridge is demolished. Stormwind will belong to the Defias.

6) Operation L4D. This is a jackass-contingency plan for dealing with indestructible morons. Basically, when one is encountered, they’re told to behave in the Raid channel more in the spirit of the event. Then they’re mobbed – the nearest areas with Defias in them will empty, and the jackass will end up facing a wave of Defias. They kill the, ok, they respawn. And this goes on, and on, and on. The whole event goes on hold to deal with anyone that can’t follow the game’s rules due to their own over-inflated ego, which will soon enough turn the entire Raid channel on them (hopefully at least). And if they’re still, indestructible, they get binned from the Raid channel and told to come back when they’re old enough to understand how an event like this works. Death Knights are not invulnerable – they’ll be attacked with oil and flame, as will mages. Soldiers will face a Rouke’s Drift style battery of fire – they can’t dodge every bullet or cut down every man, if they don’t get it, they don’t get to be part of the fun; it’s our ball, we can take it away. Zero jackass tolerance. The idea is not to make the attack one that cannot be defended or turned, but one that can get established at least before it gets put down. It’s called drama, tension, making it so the participants don’t know how it’ll all turn out in the end… as in, more fun for more people as opposed to a showcase for metagaming jerkoffs in Full Epic Jackets.

Now… this is just an outline plan. I’d like any feedback, ideas, etc. The ball is in the court of others now – time to adapt the plot (I’m working on a strategy map that can be distributed before the event to ensure units are mobilised correctly).
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Quint

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Re: Potential Catty-Clysm Event - Revenge of the Defias
« Reply #5 on: October 06, 2009, 10:53:51 PM »
It's a pretty solid plan, though I disagree with some minor parts.

The harbour should be also removed from play; sabotage to ammo magazines, ships set aflame or scuttled, tanks sabotaged, etc. The Mage Tower / College of Magic is another point of entry. It will require either demolition charges to significantly damage or an infiltrator squad to decapitate the tower and collapse the portal.

I think the harbour thing is a bit... much, possibly. Remember that there's only one way into the harbour - through that tunnel, which could be blocked very easily and very effectively by collapsing the house above. If the Defias blocked that off and seized the harbour batteries, the harbour would basically be out of play; Stormwind's fleet would be blockading it, but all those Defias-held guns would prevent them from getting close enough to do anything.

4) The King. Wrynn is a weighty problem; he can potentially rally the people or cause damage himself. One thing he can’t do is survive catastrophe. So, instead of detaining him or attacking him directly, we turn his keep against him. A demolitions expert (another character) will install a bomb in the keep – one large enough to bring the roof in and flatten the structure. He will operate solo, and as soon as Wrynn makes a move to leave or support the troops, the keep is demolished. Bye bye king, another problem solved.

Again, this seems like there'd be a far more plausible way to take the king out of the picture - a visit to the frontlines in Northrend or Lordaeron, a diplomatic mission to Gilneas, the Keep locking down and going into siege mode (and him staying inside to protect Anduin); I think we should avoid excessive destruction of landmarks and try not to stretch suspension of disbelief.

5) Finally, once enough of the city is evacuated to ensure any civilian attempts at fighting back are easily quashed, the Valley of Heroes bridge is demolished. Stormwind will belong to the Defias.

See above with the excessive destruction. When you think about it, where's most of Stormwind's siege equipment? Inside the city. How useful is that if the city is taken and those big ol' gates are locked tight? Not very. All it would take to keep the troops out would be to burn or capture the ballistae just outside the gates and fortify the entrance to the city.

6) Operation L4D ... The idea is not to make the attack one that cannot be defended or turned, but one that can get established at least before it gets put down. It’s called drama, tension, making it so the participants don’t know how it’ll all turn out in the end… as in, more fun for more people as opposed to a showcase for metagaming jerkoffs in Full Epic Jackets.

One thing it might be worth considering is using GMs (by which I mean appointed player GM overseer-types, not actual Blizzard GMs) and rolls to establish a winner in fights/see whether or not bullet X hits bluecoat Y. This means that a) it's very clear when you succeed or fail and b) you can't blame the other RPers because it's random chance.

Now, there's a problem there with people who are, say, skilled swordsmen having the same chance of winning a swordfight as a peasant who doesn't know which end to hold, but then there are plenty of ways of getting around that.


Rogues would be the most logical class to use for the stealth ability – with it the groups of Defias can slip around town largely unseen.

Also remember that only rogues can wear Defias Masks.

3) For this I recommend a sweeping ‘death squad’ ... this squad should be made up of the most vile, dangerous scum in our number, and led by an absolute maniac to inspire fear in all (as in one of our Officer characters).

Now that sounds like a lot of fun! Unless I'll be leading the Rifles about (a strong possibility), I'd love to play that officer.
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Sparkyle

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Re: Potential Catty-Clysm Event - Revenge of the Defias
« Reply #6 on: October 06, 2009, 11:10:30 PM »
Well the plan I was toying with isn't anything like what would be done in-game, I was thinking more from a point of view as though I was actually plotting an assault with a few hundred loonies. All destroyings and torchings were purely me running my plan out with 100% success... the bomb in the keep for instance would be found and have to be disarmed (a'la Juggernaut - cracking film :) ).

Your ploy for the harbour is much more well appraised than mine, though I expect the tidal waves will do something to it (considering the pasting Ogrimmar is getting visually, I would thing Stormwind will be getting some too). Plus Wrynn being on an official visit - genius! :) My only quibble with that is he's such a xenophobic tit the only reason he'd go to Gilneas would be to burn it down (because he once got bitten by a dog when he was seven and the WOLVES MUST PAY IN BLOOD FOR MY BITTEN PINKIE!) ;) Same for your GM idea, we'd need someone to stand in the background as raid leader to go to each area's events (which I saw as being timetabled roughly - i.e. 17:00 - Assault against Old Town, 18:30 Raid on Dwarven Quarter, etc.) and make sure folk play fair.

Good job :)
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