User:Xlel/Warcraft IV FANFIC

I've wanted to start up a Warcraft IV page for a while since there wasn't an existing one (despite the fact that there isn't much of a chance for the actual game to be made).

I'll be working on it for a while, and would like to hear comments and suggestions (or criticisms since this is my first wiki page besides my userpage). Xlel 01:45, 16 September 2007 (UTC)

"Races"
Alliance: When a portal to Argus is discovered in the outer reaches of Outland the alliance sends its armies to secure the area and investigate what's left of the draeneis' once beautiful homeworld...

Consists of humans, dwarves, gnomes, night elves, draenei, and furbolgs etc...

Burning Legion: With the Sha'tar organizing the Alliance and Horde against the Legion Kil'jaedens progress in Outland ground to a halt. Then without warning Sargeras sent a mental message to him, instructing him to retrieve a powerful artifact from outland, one that would be the key to his resurrection...

Consists of eredar, nathrezeim, ered'ruin, sayaad, shivarra, mo'arg etc..

Horde: With news of the legions plan to ressurect Sargeras reaching the horde Thrall, Sylvanas and its other leaders have immediately begun rallying their forces to stop Kil'jaeden's forces from completing his dark work...

Consists of orcs, trolls, ogres, goblins, tauren, tuskarr, blood elves and forsaken etc... Other:

(working on final race leaning towards a "Coalition" of races that are fighting the legion, and thus would be neutral to both alliance and horde.)

Gameplay: Because the Horde and Alliance have basically merged the existing playable races i think that the most effective solution is to have a branched construction tree. For example although all horde players begin with orcs and alliance players begin with humans for this RTS they would be able to construct buildings and research different abilities that allow then to create blood elf and draenei units, or troll and dwarf units, allowing the player to have access to all races, and adjust their strategy accordingly.

Campaign(s)
Alliance Campaign: Return to Argus

Burning Legion Campaign: Shadow of Sargeras

Horde Campaign: Unification (still working on this title)

"Other" Campaign:

Player Unit List
Gameplay Notes: My idea for Warcraft IV combines the four existing factions from Warcraft III (Night elf, Human, Orc, and Undead) into the Alliance and Horde, then adds the Legion and a new faction that i'm still working on. =In order to accomodate the greater variance in units for the alliance and horde factions players begin with the basic units of their armies (orcs and humans) and construct specialized buildings, or perform research to branch into more complex units (such as trolls, dwarves, etc.)

Horde:
Overview: The Horde, like the alliance, has a balanced unit set, but is more disposed to melee and ground units. It's units are designed to outlast their opponents; most of their upgrades, casters, and heros are meant to increase dps and attack speed, but there are exceptions in the Blood elf and Forsaken units, which focus more on stealth and ranged attack power. Horde players best strategies lie in creating a heavy ground force to wipe out enemy buildings and armies, and their biggest threats come from aerial and siege units.

Land units:

"Worker": Orc Peon: An industrious orc worker.

"Basic Melee": Orc Grunt: A skilled orcish axeman, the backbone of the horde.

"Advanced Melee": Orc Raider: An orcish wolfrider, can switch between "shattering blows" and "slicing blows" for combat against buildings, or enemy soldiers.

"Heavy Melee 1": Tauren Brave: A Tauren soldier, suprisingly swift for its size.

"Basic Ranged": Darkspear Headhunter/Darkspear Berserker: Trolls proficient in spear combat, they form the basis of the horde's ranged forces.

"Secondary Ranged": Forsaken Deathstalker: Stealthy forsaken assasins equipped with crossbows.

"Tertiary Ranged": Blood Elven Farstrider: These blood elves have the longest range of all horde troops.

"Primary Spellcaster": Orc Shaman: Young orcs who hold a particularly strong bond with the powers of lightning.

"Secondary Spellcaster": Darkspear Witchdoctor: Cunning trolls that can create powerful wards to bolster the hordes forces or cripple their enemies.

"Tertiary Spellcaster": Tauren Spiritwalker: Skilled tauren druids that can become ethereal to enhance their magical skills, or return to the physical plane to supplement melee warriors..

"Support": Kodo Rider: A kodo that provides a boost of morale by carrying massive war drums and supplies into battle, it can even ferry grunts and other soldiers through battlefields.

"Secondary Support": Goblin Engineer: Part of a large mercenary group in the service of the horde, these engineers can construct factories to build devastators and other mechanical units.

"Unique 1": Blood Elf Cavalier: A Blood elven soldier atop a hawkstrider.

"Unique 2": Spellbreaker: Blood elven soldiers meant to counter enemy magi.

"Unique 3": Forsaken Apothecary: Undead chemists that can bring ghastly chemical based plagues to the battlefield.

"Unique 4": Taunka Crusher: The Taurens northern relatives, these massive soldiers are skilled at scattering enemy troops.

"Siege": Stonemaul Destroyer: Stonemaul ogres, skilled at tearing enemy structures to the ground.

"Siege 2": Orcish Demolisher: The traditional orcish catapult, simple and effective.

"Siege 3": Orcish Blade Tower: The first siege weapon of the horde designed completely by orcish engineers. It flings enormous buzzsaws that damage enemy buildings until they are destroyed or repaired.

"All-Purpose": Goblin Devastator: created by the Hordes goblin mercenarys the Devastator is an immense machine equipped with a shredder-esque blade, a secondary arm for lifting obstructions (such as enemy siege weapons) and a salvo of rockets attached to the left and right sides.

"All-Purpose": Twilight Golem: Crafted by Forsaken and Blood Elven magi specifically to combat the Scourge and Burning Legion, these massive entities wield arcane magic and alchemic weapons with remarkable potency.

Ultimate: Runic Collossus: The combined mystic power of every race within the horde, the Runic collossus draws on both arcane and elemental magics to defend horde settlements from assault, and lead its armies into battle.

Air Units:

"Basic Assault": Orc Wyvern Rider: The famed wind riders of the Horde, armed with spears coated in the wyverns own venom.

"Aerial Combat": Goblin Pterror: A new goblin creation designed with the vicious pterrodax of un'goro in mind.

"Unique": Dragonhawk Rider: A Blood elf atop a massive dragonhawk, able to lay down layers of fire on enemy ground soldiers or neutralize enemy flyers.

"Siege": Darkspear Batrider: Trolls equipped with bombs designed to set buildings aflame.

"Scout": Forsaken Seeker: Bats from the eastern kingdoms, used by the forsaken as scouts.

"Transport": Runed Zeppelin: A goblin made zepplin covered in orcish runes and pictures.

Sea Units:

"Transport": Orc Freighter: A large orcish transport.

"Naval Assault": Blood Elf Galleon: A large blood elf warship.

"Anti-air": Darkspear Frigate: A ship designed by the darkspear trolls to cripple enemy air forces with dangerous hexes.

"Amphibious": Forsaken Crawler: A machine designed by the forsaken to travel along the floor of the ocean, but is able to creep along the ground aswell.

"Amphibious 2": Goblin Sub: A submersible attached to the body of an enourmous turtle, it can set mines underwater, or crawl across land to accompany the hordes troops.

"Siege": Ogre Juggernaut: Enormous ships equipped with cannons so large they take ogres to load and fire them.

Buildings:

"Primary": Orcish Hall: The center of Horde military outposts.

"Supply": Orc Burrow: A small bunker used by orcs to grow food and garrison troops in times of battle.

"Turret": Watchtower: The basic orcish defensive structure, totemic carvings and voodoo wards can be placed within it to enhance its effectiveness.

"Bestiary": Used by the Horde to raise its kodo beasts and wolves, can be upgraded to hold a skytower for wyverns, bats and dragonhawks aswell.

"Shop": Merchants Lodge: Horde quartermasters commission weapons for their commanders here.

"Basic training": Barracks: Grunts, Headhunters, and Braves all train at this massive structure.

"Caster training": Spirit Den: Used by orcs, trolls and Tauren to train their spellcasters.

"Harbor": War Docks: Built by the hordes goblins and trolls to produce seafaring vessels.

"Siege": Siege Laboratory: The site where masons, scientists, chemists and engineers come to put their designs to work.

"Hero Summoning": Altar of Spirits: A modified version of the orcs altar of storms, it contains bits and pieces of designs from every race within the horde.

Lumber: War mill: The centers of horde blacksmithing and woodworking, the design is mostly unchanged since its use during the third war.

"Unique 1 ":Twilight Spire: A twisting metal tower, site of Forsaken and Blood Elf Research. Can fires blasts of shadow energy at aerial attackers, or fire magic at ground troops, but not simultaneously.

"Unique 2": Solar Sanctum: A building used for training blood elven troops, can emit waves of light energy to heal nearby soldiers and sear enemies.

Heroes:

"Hero 1": Orc Blademaster: A new breed of blademasters, trained in both shamanistic magic and the bladesweeping skills of their predecessors.

"Hero 2": Tauren Runemaster: Tauren that have begun researching the art of runic magic.

"Hero 3": Darkspear Primal: Trolls that have learned to channel the power of the beasts native to their new homeland in kalimdor.

"Hero 4": Forsaken Reaper: The most deadly of the forsakens soldiers, equipped with massive scythes imbued with shadow magic, designed to cut down the most powerful of the scourge's monstrosities.

"Hero 5": Blood Knight: Blood Elven paladins, once they stole their light based powers from m'uru, but redeemed themselves after doing battle with the legion at the isle of quel'danas.

Alliance:
Overview: The Alliance has very a balanced unit-list. This allows Alliance players to alter their army to fit the enemy, if they turtle behind turrets and defensive structures siege weapons can bring them down, if they use a large air group you can counter it, and its land and hero units can match the Horde and Legion if given proper support. The Alliance weakness stems from the fact that while its good at everything, it's not great at anything.

Land units:

"Worker"(gold): Human Peasant: Stouthearted citizens of the human kingdoms, able to take arms against invaders should the need arise (becomes militia).

"Worker"(wood): Night Elf Wisp: Spirits used to gather wood, so that trees near alliance settlements might be spared the axe.

"Basic Melee": Human Footman: Well trained soldiers of the alliance armies.

"Heavy Melee": Mountain Giant: Enormous stone creatures that created by the titans in ancient times.

"Basic Ranged 1": Night Elf Sentinel: Night elven archers that stealthaly defend alliance territory.

"Basic Ranged 2": Dwarven Rifleman: Dwarven soldiers wielding hefty blunderbuss rifles.

"Mid Range": Night Elf Huntress: Cunning night elves that can sense hidden foes.

"Advanced Melee 1": Human Knight: Mighty human warriors that wield swords and immense javelins in battle.

"Advanced Melee 2": Draenei Vindicator: Skilled draenic warriors that live to defend their people.

"Primary Spellcaster": Gnomish Mage: Magi that wield arcane and frost spells in the defense of the alliance.

"Secondary Spellcaster": Draenei Anchorite: Draenic priests that live to protect the citizens of the alliance.

"Support Spellcaster": Draenei Shaman: Students of the Broken Nobundo, these draenei use their newfound powers to support other warriors within the alliance.

"Siege 1": Elekk Demolisher: Elekk trained by the draenei to move rubble away from ruins and mines, also put into war use against their enemies structures.

"Siege 2": Ironforged Golem: Massive constructs made using techniques that combine gnomish engineering and dwarven blacksmithing.

"Unique 1": Furbolg Druid: A furbolg elder that joined the alliance out of grattitude for the protection of its kin and homeland.

"Unique 2": Furbolg Ursa: A warrior from one of the furbolg tribes brought into the alliance by the Night elves and Draenei.

"All Purpose": Steam Golem: Mechanical constructs that represent the pinnacle of Alliance technology.

"All Purpose": Cenarion Keeper: Druidic sons of the demigod Cenarius.

Ultimate: Ancient of Light: Ancients corrupted by the legion, but purified by a combination of druidic, light, and arcane magic.

Air Units:

"Scout": Gnomish Biplane: A Gnomish device used to survey battlefields and distant terrain.

"Basic Assault": Dwarven Flying Machine: A dwarven machine used to protect Alliance borders, and bomb enemy outposts.

"Aerial Combat 1": Dwarven Gryphon Rider: Wildhammer dwarves that are famed throughout the alliance for their prowess in aerial combat.

"Aerial Combat 2": Night Elven Hippogryph Rider: Hippogryphs trained by the night elves, used to defend their forest homes.

"Transport": Draenei Aether Barge: A massive airship used by the draenei to ferry supplies and troops between settlements and over battlefields.

"Unique 1": Draenic Stormbringer: A powerful vessel used by the draenei to protect supply groups and reinforce aerial squadrons.

Sea Units:

"Transport": Human Transport Ship

"Anti-air": Night Elf Frigate

"Naval Assault": Gnomish Submarine

"Siege": Human Steamship

"Unique 1": Gnomish Carrier

Buildings:

Heroes:

"Hero 1": Human Paladin

"Hero 2": Dwarven Thane

"Hero 3": Gnomish Mekgineer

"Hero 4": Night Elf Druid of the Wild

"Hero 5": Draenei Exarch

Burning Legion:
Overview: The Legion is a major turtling faction, their build, research, and training times are long, but their actual units are incredibly powerful, their "food" costs and resource costs are high aswell, but this is offset by the Legions unique buildings (the nether generator and fel reactor) which slowly produce resources and provide massive amounts of food once properly upgraded. The Legion is a nearly unstoppable faction once they're up and running, so their only weakness lies in being taken out early.

Land units:

"Worker": Gan'arg Engineer

"Basic Melee": Felguard

"Heavy Melee": Infernal

"Basic Ranged": Imp(s)

"Primary Spellcaster": Shivarra

"Secondary Spellcaster": Sayaad

"Unique 1": Felbeast

"Unique 2": Voidterror

"All Purpose": Abyssal

"All Purpose": Beholder

Ultimate: Fel Reaver

Air Units:

"Unique 1": Terrorfiend (able to switch between "ground mode" and "air mode")

"Unique 2": Doomguard (able to switch between "ground mode" and "air mode")

Sea Units:

(haven't seen the legion out at sea yet... so this will have to wait)

Buildings:

Fel Cannon

Fel Transporter

Fel Beacon

Nether Generator

Fel Reactor

Heroes:

"Hero 1": Pitlord

"Hero 2": Dreadlord

"Hero 3": Eredar

More Coming Soon

Subrace Unit List
(Not all are technically "mercenary" units, some are derelect structures that can be claimed in both single player and multi-player to convey powerful benefits on their owner)

Naga Spawning pool: Creates a steady supply of naga units.

Highborne ruins: Increases the mana regen rate of all units on the map.

Titan Golem Workshop: Slowly puts out a stream of Golems.

Rune Amplifier: an installation left by the titans that has several abilities depending on which rune is active. Fire rune: increases damage Water rune: increases health regeneration Earth rune: increases defense etc...

Ethereal Ether Beacon: Used to call in Ethereal units and the "Nexus Prince" mercenary heros

Ether projector: allows its controller "spike" a ley line, causing manafiends to be drawn to a location.

Arrakoa Arcane Eye: a structure that can be used to teleport units around the map.

Arrakoan Veil: a camp that allows its controller to summon arrakoa and avians to aid them.

More Coming Soon


 * Open to suggestions