User:DwarvenPunch/Beyond the Cataclysm

=Beyond the Cataclysm=

After the defeat of the corrupted Dragon Aspect, Deathwing, life upon Azeroth has reached an uneasy equilibrum. Horde and Alliance face each other in grim stand-offs and minor skirmishes. Members of neutral organisations like the Argent Dawn and Cenarion Circle appeal to the impetuous Varian Wrynn and hot-headed Garrosh Hellscream, for peace.

But there are more pressing matters. For the wise Draenei Prophet, Velen has recieved another vision from the Naaru. An evil, familiar to all returns to Azeroth. The Burning Legion, thwarted in their attempts to conquer Azeroth, seek a new way to destroy and corrupt. Breaking off vast shards of land pried apart from the Cataclysm, the Legion have established a massive off-coast colony, to the south of the Eastern Kingdoms and Kalimdor. From here, the malevolent forces, merely set back by events on Outland, have gained a footing on the mortal realm and seek to bring back an evil once thought rent and destroyed. Archimonde and Kil'jaden's dark master. Sargeras.

New Races
But all is not lost for the mortals of Azeroth. New and suprising allies have joined the Horde and the Alliance to protect their own, and to save the world that they had once terrorised and perhaps even wished to rule.

History
Beneath the icy continent of Northrend, the mighty Nerubian city of Azjol-nerub sat for a millenia, not caring of the Wars between the Dark Horde and the Alliance of Lorderon, or the mortal races fight against the Burning Leigon. But when the world stood against the Scourge, the citizens of the Spider-City were unprepared for the horrors that faced them. Indeed, after the Scourge routed the Nerubians, the race dug too deep and came against the Faceless ones, the devoted servants of Yogg-Saron. But it was after what appeared to be their darkest hour that gave the people hope. During one battle, the Nerubians gathered for a final stand, were amazed to find the Scourge wandering aimlessly, the higher Liches frantically requesting orders from the Lich King. Unbeknownst to them, the moment where the Lich King unwillingly freed the forsaken, he also inadvertantly caused the confusion of many other of the local Scourge. Slaying the confused undead proved to be far less of a hazard than facing the approaching corruption of Yogg-Saron. The decision was made to carefully excavate outwards, rather than down, under the frigid North Sea. Carefully covering their tracks, a brave few voulenteered to stay behind to skirmish against the undead forces, vowing to never give up the secret, not even to any other Nerubians they came across, less they become undead themselves. The High-Vizier, Anark-Alol sealed this bond with a dreadful curse. Should any Nerubian gurellias left behind die or reveal their secret, the Nerubian would explode through the shadows and claim the traitors soul, even through death. This was often the case. Every once in a while, the Nerubian Vizier would vanish in a thrall of shadow, and re-appear exhausted and more dessicated than he last appeared to be.

Eventually, the High-Vizier died, free to persue the traitors he hated. He ,and many Nerubians did not make the exhausting journey, before the remaining members of politicans and military commanders deemed it safe enough to build again. Undernath the waves, the Nerubians carved their home, Aznek-haren, meaning "City of the Saved" in their language. For years, there was peace as the remaining Nerubians grew closer to one another to rebuild their kingdom. Until recently, the Nerubians were ruled by the remaining 3 Viziers, only one of which was originally a Vizier. The warrior, the young Azna'rael, was originally a general, who inherited her late father's power after his decline in health after arrival. She never forgave her father for his weakness and it has only served to harden her heart, against all who would try to befriend her, or woo her. The next, orignally a seer, Haneb'karut was a twisted soul before his rise to power, and has grown more corrupt as time went on, yearning for the days of the kingdom of old. But, defying the thinking of the seer's time in Northrend, of his time, is the final, true Vizier, Anek'atern. Approachable and wise, this Nerubian had spent time on the surface, where as some would have the people would believe, softened his views on the land dwellers, as he had told many tales of his youth's grand adventures with a group of Tuskarr, hunting for a great red mammoth, known to all as the troll loa, Mam'toth. Though he never suceeded, he appears to be the most approachable member of the city, save the Boy-King. Archa'tulus, the new ruler of the Nerubian people, has recently ascended to the throne, as he is one of the late High Vizier's relatives, and shares the blood of his great-uncle Anub'arak himself. As he has only recently come-of-age, he is unsure of himself and his people, and although counted as an adult, is the same age as the young prince of Stormwind, Andruin Wrynn. He relies heavily on his three Viziers for support. Azna'real and Haneb'karut are of little help, as the former wishes to have nothing to do with the young king's clumsy attempts at wooing her, as she was once a close friend in thier childhood. The latter, encourages his king and his people to be as cruel as they were before the Scourge came, to varying degrees of sucess. But the greatest influence seems to be that of the wizened Anek'atern, who encourages him to reach out to the people of the surface world, to share in the glory and safety of the valleys and plains of the lands to the south.

Joining the Alliance
During the Cataclysm, the shelf that held the city of Aznek-haren below the waves rose up, exposing the island to all for miles around. Visible from Stormwind, the Alliance sent their greatest explorer, Brann Bronzebeard, to investigate. What he relayed back to them was incredible. He spoke of how the Nerubians living there did not seem outwardsly hostile, more afraid if anything. Upon arrival, he was greeted by the warm welcome of Anek'atern who was glad to see a bipedial member of someone who was not Scourge. Brann told him of the demise of the Lich-King, and was hailed as a hero, swept up to the throne of the Boy-King himself, who listened with great interest. But upon returning to the isle, the envoys of Varian Wrynn were shocked to see Horde ambassadors greeted with the same reverence and mirth as themselves. But the situation soon changed, as when a member of the Forsaken arrived to parlay, the twisted seer, Haneb'karut slaughtered her and her fellow Horde, hoping to ignite a war upon the surface. Garrosh Hellscream, along with some prodding from Sylvanas, was outraged, and agianst the pleas of Anek'atern and Baine Bloodhoof, declared war upon the City of the Saved. Upon this note, the already pressured Nerubians fell under attack from a mysterious demonic foe, who as many had feared, wore the tatoos of the Burning Legion upon their brows. Knowing that a war on two fronts, like that against the Scourge and the Old God, would destroy them, reached out for the enemies of the Horde, the Alliance. Much to the suprise and anger of Haneb'karut, the Nerubians were accepted, on the recommendations of Brann Bronzebeard and the Prophet Draenei, Velen, who claimed that the tides of fate were turning, and those that could redeem their race from thier hatred were to be led by a Boy-king.

Classes
Warrior: There have always been Nerubians willing to defend their homes and people from the creatures of the underground and the undead threats from above. When the Burning Legion renewed their attack on Azeroth, many Nerubians were inspired to take up arms against this new invader, alongside their new allies.

Rogue: Many Nerubians have always been light on thier feet, and stealthy, and all can tunnel and hide in the shadows. As such, they seem ideal with the idea of Rogues and hope to use their powers to strike at the foes that call their shadows, their own.

Priest: Nerubians have always had an affinity for the shadow, and the power it posesses, and as such, feel ready to use it to strike at their enemies. Others, in pain from the recent loss of loved ones, revel in their allies light, using it to heal their friends and families alike.

Warlock: Nerubians have always used used shadow magic to shape their surroundings. Rather than it being the taint of the Burning Legion, the shadows of the underground City of the Saved serve as the power behind these warlocks, who can be as noble hearted or cruel as any surface dweller. Indeed some of them now use their power to enslave the demons of the Legion and use them to combat their unholy foes.

Mage: Nerubians are an intelligent race and as such, have been tutored in the ways of the Arcane since their xenophobic origins. Nerubian Magi use the blasts of icy frost akin to their Northrend home, or the fires of the deep places of the Earth where they dug to cower from the Scourge. Commanding intellect from millenia of study, is the weapon of these subterranean dwellers now.

Hunter: Many Nerubians who used their knowledge of the deeps to gather food for the refugees they were, began to take the nocturnal Gran'zanam wasps for companions, originally just serving to flush their prey into a trap, now act as their loyal friends, striking out at the foes of thier people, taking down scouts and footsoldiers of the demons alike.

Deathknight: Many Nerubians were unlucky enough to be taken by the Scourge, and proved to be fearsome fighters. But in the same instant the Lich king let the people of their race escape, many regained their minds and fled for the mountains, and many more still when the Lich King fell. A good number of these joined the Knights of the Ebon blade, who were happy to accept more members, due to the losses in Northrend. Though still ostracized by thier people, many set out to prove that they are still the Nerubians they once were, and lay down unholy justice on the demons who would strike at them.

Male
Greetings, Comrade.

Hey there.

Can I assist you?

Female
Greetings

Oh, hey there!

Yoo-hoo!

Male
(Cackles Manaically) TEEHEHAHEHEHAHEHA!!!......sorry...I do that sometimes...

What do you mean, "Half-man"?! I'm 100% Spider thank-you-very-much!

Oh, what a tangled web we weave...(Snickers)

You should meet my old girlfriend...she was a real man-eater...

Hm? Oh, don't worry about that. It's just webbing...yes it's mine!!!

Female
(Giggles)Oh, what a tangled web we weave....

So, I was in the spa when suddenly, I couldn't get out of the bath!

(Buzzing noises)A fly? I think I'll keep that for later...

I'm a little hungry. Do you happen to be in contact with any of my old boyfriends?

(Burps) Oh, excuse me. I just got back in touch with an old boyfriend.

Male
Oh, be still my spinnerettes!

I can write stuff in my webs. Any magnificent or humble compliments about you were already there.

No, I don't want to wrap you up in my webs...unless you're into that sort of thing...

I brought you a peace offering...pleasedon'teatme!!!

My, my, you're quite the little fly...

Female
I could just wrap you up!...I've got big long arms and a pair of spinnerettes. Pick your poison. I got that too.

No, I'm not a widow. Interested in helping me out?

Hey there, tasty!

(Angrily) Like a figure of Venus?!?! As in dark, hot and poisonous?(Delightedly) Aw! That's the nicest thing anyone's ever said to me!!!

I don't know wether to kiss you or kill you. Meh, I'm a widow. I can do both.

/flee
Bah! Trapped like flies! Retreat!

Try to co-ordinate those feet when we run!

(Hisses) Back to the webs!

Mounts
The Nerubian people have great difficulties riding the mounts of the bi-pedal surface dwellers. Undaunted by this, many cling onto the other mounst by locking the'r long legs around them. Many Nerubians are more used to ustilising the mighty Jormungar, who the Nerubians used to carve out many dwellings in their underground homes, riding in a stirrip-like web-seat for comfort.

Racial Abilities
Tangled Web:Nerubian can spit out a long strand of webbing, similar to a Priest's Mind-flay, causing enemies to slow down for 5 seconds as they try to untangle themselves. 5 sec cast, channeled. 5 minute cooldown.

Webweaver: Tailoring skills incresed by 15. Passive.

Co-ordination: Hit chance increased by 5%. Passive.

Shadow Resistance: Increases your resistance to harmful Shadow effects by X. Passive.

Race relations
Humans- Though some Nerubians do not get on with humans, Nerubians respect and admre their devotion to a cause, and share their hatred for the Undead.

Dwarves- Thought they were instrumental to drawing the Nerubians into the Alliance, many think of the Dwarves as crass and bawdy, for others however, feel a kinship with their fellow cavern dwellers and have developed a relationship akin to the Gnomes and Goblins.

Night Elves- Nerubians do not get on well at all with the Night Elves. Both are intellectual peoples and each despises the other for it, despite the parallels. Despite this, some Nerubians will get over this grudge, if only to rub their sucess into the elves faces.

Draenei- The Nerubians feel uneasy around the bright lights of the Draenei and the other dislike the Nerubians' shadowy caves. Nevertheless, neither wishes harm to the other, and enjoy studying the other's culture and history.

Gnome, Worgen and Murlocs.- The Nerubians think that all three of these racess to be a nusiance, underfoot, savage and plain bizarre to honestly spend too much time around. They Gnomes and Murlocs simply do not care, and the Worgen are just as good as the Nerubians at snobbery, and return their disgust. But friendships can still occur, and often do.

The Horde- The Nerubians, though apologetic towards the Horde for the unintentional slaughter of their ambassadors, will fight the Horde if they bring arms to bear against the city of the saved. They hold a special amnimosity towards the Forsaken, however, for being the undead filth that they are. This feeling is mutual.

Storyline
Players start in the hatchery where they must tend to the young Nerubian grubs there, removing pests and transporting eggs to a better web. Upon coming across an unded Nerubian corpse, players then go out to fight against both an unknown force controlling these creatures with Azna'rael, and a secret Horde infiltration party while under the orders of Haneb'karut. Upon discovering the Burning Leigon's taint, players than go to stop the dreadlord hoping to kill off the Viziers with a potent curse, destroying the leadership, so as to create his own army of undead Nerubians. Players at the end of this will then go above ground to fend off the attacking Horde naval fleet until an Alliance airship arrives. The player will then organise a peace talk between Saurfang and Anek'atern, before fending off a final demonic attack by a horrifying pit-lord.

History/joining the Alliance
The waters off Kalimdor are fraught with danger and mystery. The creatures that dwell within them are no less lethal. The underwater network of coral reefs are home to a multitude of sapient life. Between the great tree, Teldrassil and the shores of Darkshore is the reef Arg-blgbl. It is the centere of an ongoing blood fued between the Whale Fluke Murlocs and a clan of terrifying Mur'gul, the Shark's Fin tribe. The Murlocs of Arg-blgbl were stretched to breaking point when they were forced to retreat from their much stronger cousins, eventually hoping to draw a "line in the sand" off the coast of Darkshore upon the Ngrgbl reef, the local stronghold. Upon arriving, the Murlocs were dismayed to find their stronghold overriden with a powerful force that was beyond their comprehension. The island was being used by the Goblins of the Bilgewater Cartel, who viewed the Murlocs living there as a nusiance, and impeding their unending search for Kaja'mite, which the settlement contained trace amounts of. Fruitlessly pleading to enter while being pursued by their enemies, the far-seer Grbbl-llbrl, ordered a retreat of the womenfolk, children and the unfit towards the nearest coastline. Many of the Women, warriors in their own right refused to run, and instead, many stood alongside their brothers as the faced their enemies. Unfortunately, the Goblins did not care for Murlocs preparing for war upon their beachfront property, and began an intensive shelling campaign. Though the casualties were high, the Mur'gul were driven away by the combination of Murloc numbers and Goblin-high-explosives. But the shelling didn't stop when the last Mur'gul dropped to the ground. The Goblins pounded away as the Murlocs were forced to retreat into the sea. Swimming in the direction of their bretheren who had fled, they came upon a shipwreck being attacked by the Mur'gul. Infuriated by the Mur'gul's determination to start a war on two fronts, the Murlocs slaughtered the wounded Mur'gul, only to find the ship contained Night-elf and Draenei refugees, fleeing a Horde naval encroachment upon the lands to the south. The Draenei were most pleased, despite the elves warnings about the Murlocs, and allowed the tribe safe passage upon the ship that rescued them. The Murlocs, equally grateful, decided that the waters around Teldrassil would be an excellent home, and decided to start a small town there underneath the waves, much to the elves discomfort.Although determined to rid themselves of their pests, they absentmindedly let word seep through to the Gnomes, who, seeing the potential for many of the Murloc's underwater magics pleaded to Varian Wrynn to allow the Whale's Fluke tribe to stay, after hearing word of the Horde gaining an equally aquatic ally... Begrudgingly, the human king listened to the gnomes, and to the Elve's chargrin, the Murlocs continue to prosper.

Classes
Warrior- All Murlocs are expected to protect their homes, families and possessions. As such, the Murlocs of Arg-blgbl have honed their fighting skills with spears and driftwood clubs, tridents and teeth of undersea monsters. Metals in swords are unfamiliar, but the Warriors have since woven coral-handles into the grips, and placed shimmering pearls recovered from the deeps in their hilts, conquering this disadvantage.

Rogue- Murlocs do not need to breathe on land and for their large, froglike feet move with suprising agility. Out of the water, Murloc Rogues hold a great advantage over their bretheren, keeping the agility that they use to move through the waves to propell them through the darkness at their foes.

Shaman- Murlocs revere the elements, it is all they have ever known. Growing in the realm of Neptulon is not without its perks, and the Shamans of the Whale's fluke tribe are well versed in all the furious power, yet also gentle, caress of the ocean waves.

Priest- Murlocs were inadvertantly introduced to the Light by the Draenei, and as such find it facinating to discover that there is a power out there that will not consistantly send vicous sharks to test your mettle. Much to the annoyance of the Elves, the Murlocs continue to venerate shrines of the Moon Godess Elune, as a result of a misguided explanation by the Draenei.

Hunter- In the ocean depths, to live in ones tribe, one had to bring home enough food for two Murlocs, to maximise upon any shortcominss in other gatherers. Murlocs tame the Crabs that surround their reefs to help pin down large prey, and then strike with bows fashioned for underwater use.

Mage- Although a rarity, an individual can show exceeding intelligence and begin to learn the ways of the spellcasters. Egged on by the oracles and seer of their tribes, they reach into the frost, the closest thing to water a Murloc can get, giving them suprising survivability away from humid or temperate areas.

Deathknight- The Undead didn't care who they killed during their reign and as such many met their end at the hands of the Lich King's terrible power. However, due to their relatively simple mindsm,they kept their free will,and so the Murlocs were only cowed into the service of the Scourge by threats of violence against them. Many escaped, but were rejected by their friends and family and were forced into hiding, Now they are re-surfacing as they feel the will of the Scourge weakening, and have been bribed into the Knights of the Ebon Blade, who promised them a place amongst their people once more, in return for their services.

Male
Awwgwrgrgrglb!

Hey!

Hellooo!

Female
Mrgrglblb!

Hi!

Woohoo! I'm over here!

Male
My only wish is to catch a fish....SO JUICY SWEEEEEEEEET!!!!!

I don't see why people think we're cute. I mean come on. The teeth were a dead giveaway.

Hey, do you ever think that fishing is cannibalism? No? Just wondering....

And then, breadcrumbs! And lemons everywhere! Oh, it was horrible!

Know any jokes about fish? Good, Keep 'em to yourself.