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Rising of the Tide MOD

07-30-2002, 05:57 PM#1
Darkest90
Currently things are slow... but I guess all MODs go pretty slow...

Anyway, here's our story.

***

Murlocs: The Forbringers of the Tide

Murloc History

The Birth of the Murlocs (Around 20 After Maelstrom)

The Titans left the world of Kalimdor with the evil Old Gods in a sleeping rage underneath the earth. The Well of Eternity was calm and the Dragons watched over it peacefully.

A race known as the Kar'Gannith had followed the Titans for many Eons within their small world-ships, they watched the world from afar, studying the strange weather and wind patterns. Then they landed and examined the fauna and flora, the native races. They were intrigued by the Well of Eternity, and of the Dragons and all the things the Titans had done. They loaded information into their primitive computers, then shut down the ships and let go of their wandering life for a peaceful century of life and observation.

Some of the Kar'Gannith bored into the earth, learning from the Dwarves. Some went to the forests, learning from the cannabalistic Trolls. They all went their own ways. To the North, for the Nerubians. To the jungles, for the Night Elves. Then, some went into the sea to learn from the Sea Giants.

Then, the earth shattered. Many Kar'Gannith Ships were destroyed by the earthquakes and the ones remaining were burnt by the Burning Legion. Some Kar'Gannith took off in their primitive, smaller ships and flew off, following the wake of the Titans. And with them, the knowledge of Kalimdor and what it once was.

The Maelstrom swallowed many Sea Giants up, the few that were there safegaurded the Kar'Gannith in their deep caves, even saved their small energy efficient submarines and bubble-like cities. Slowly, the underwater Kar'Gannith moved closer to the Maelstrom with advanced machinery to not let the Maelstrom swallow them up.

They discovered the Maelstrom to hold more energy then any of their computers and machines. Endless pits of power for experiments and charging machines. With it, they could create metal for building, they could harness electricity, they could use magic, an essence they had never experienced before.

A Kar'Gannith geneticist named Murl used plankton to charge with biological energy within the Maelstrom. He overdosed the first batch and fried them. For a year experimenting with charging plankton, each one was overdosed. When he found a dose of biological energy that plankton could accept, it was so small that he realised that a dose every week would take years to make them grow.

So, every few days he charged his little batch of plankton. They grew into small creatures he could hold in his hand. Every dose made them larger. When they were large enough, he noticed that they were just big blobs. Growth alone could not make a thinking being, they needed evolution.

Murl charged them with magical energy along with biological energy. So many colors of magics could be used, magic was a wide array of types of magics. He used aquatic magic, wild magic, battle magic... each time watching something grow.

Many died during the charging of magic, only two of these creatures were left and Murl was pleased. They were named Adanr and Veen, and they both multiplied within Murl's care until there were many of these creatures. Then, for the first time in the history of the Xel, he sold these things called 'Murlocs' meaning 'Murl's Tools' in the Kar'Gannith tongue.

They were the perfect servant, warrior, and assassin. The Murlocs could walk upon land and swim in the sea. They had instictive combat abilities and magical strength. Their soft, complex, guttural language was perfect for sending messages to fellow assassins. They were loyal servants and could do any task.

The Departure of the Kar'Gannith (Around 50 A.M.)

Soon though, the Kar'Gannith found primitive submarines delve into their oceanic world. The land Kar'Gannith had come, speaking of a World Ship they had built that could get them off of the world, and back on the trail of the Titans where they could continue to world-hop.

Many took off, leaving the Kar'Gannith population at an all-time low. The Murlocs were the only company to the few large families that wanted to stay in their aquatic homes. Many Murlocs were taken off in the World Ship, living in huge terreriums the World Ships held. Some were left behind without families to be with. They roamed around the bubble cities, not a soul to serve. They eventually found other abandoned Murlocs and teamed up into Clans.

The few clans consisted of many Murlocs in their seperate parts of the bubble city. They fought with eachother, then started to attack the Kar'Gannith who stayed behind. The many Murlocs who still lived with the Kar'Gannith fought and a majority died. The Clans drove the remaining Kar'Gannith back up to the shore, the loyal Murlocs with them.

Then, the Clans destroyed the Bubble City, taking things they knew how to use. Simple weapons, mystical metals and databases of knowledge. They moved into the ever swirling seaweed beds under the Maelstrom. The Clans kept on fighting, the peaceful magicians moved deeper into the beds, right directly under the Maelstrom. Their they built stone walls all around their small towns. Then, as the Maelstrom grew when magics were fed to it, the Murlocs slept under the torrent... making themselves slowly change as if they were being charged by magics once more.

The other clans fought, and fought, soon the War grew to a small percentage. Just small raids and eventually it stopped. They multiplied and grew swiftly in the ocean. Some of the Clans moved out of the Maelstrom, building aquatic cities not unlike the Kar'Gannith Bubble Cities. They learned magic, they learned how to make weapons, they learned how to live. They slowly moved upwards, to the light. Some Clans worked their way right up into Khaz Modan and the shores of Azeroth. Some strayed into Kalimdor, Undermine and Northrend.

They moved up into the shores, usually never straying where the tide couldn't brush their feet. The Murlocs were very unsure of leaving the waters. They developed better running feet and skipped across the dry beaches, even straying into the nearby forests for a minute or two. They found easy pathways to ponds and shallows, water holes, swamps, marshes, lakes and rivers. There, the Murlocs found it comfortable. They learned how to hunt animals, they created their own religion and myths. They built small huts and built upon the place. The Murlocs learned to defend themselves from monsters such as Dragons, Trolls, and Wolves. They built and became a mighty civilization on all landmasses.

The Breaking of the Murlocs (Around 500 A.M.)

For Two Centuries the Murlocs lived upon the land. Their high towers led up into the clouds where they basked in the moistness. They mined gold and rare metals, they learned how to cook and prepare wonderful food, they learned to make Silk and wonderous cloths. All this would make a Trader fortunes upon fortunes.

The Murlocs were governed by a government called the Equals. These representives represented the Cities and Villages, then other powers such as Defense, Metalworking, Crafting, Agriculture, Wizardry, and Equality. There was no money, everyone lived on what they could make for themselves. Of course they traded to live.

Thought the succesful race mostly lived in Kalimdor, a few seperate societies dwelled in Azeroth and Khaz Modan. They were unlucky, they fought with eachother and only had time to make crude weaponry. Their numbers dwindled to new enemies who were tired of their fighting.

The Kalimdor Murlocs were then broke. First the Furbolgs attacked with their Shamanistic Abilities and their powerful structure, claiming they were taking over their forests and their skies. These bear men fought for a long time, destroying small villages and setting Defenses to max. The invention of Imbued Magic won these battles as they enchanted their spears to strike hard and to go very far at fast speeds.

Then, the Taurens attacked as they came to the Mulgore for their millenial hunting season. They found the Murlocs as new prey and meat. The towers crumbled to earthquakes as the Earth Mother blindly helped destroy a peaceful race. The Taurens were few, and the Murlocs eventually tought them who was boss around the lakes.

Now, no leisurally buildings were made, no comfortable towers or bathhouses. No Magic Rooms or Pubs. All of the houses and buildings had towers to defend. All Murlocs were tought how to awaken their combat abilities they had forgotten. Families were scared and communities were terrified. A short peace came about where there were no troubles, the Murlocs began to calm down when a new enemy entered their region.

The Centaurs came in their numbers and their strange strategies. They were fast and would burn buildings and retreat before forces could eliminate them. Vollies of arrows, fired randomly, killed many in the crowds, warriors were hacked down by axes and wizards were shot down by Centaur Sorcery.

With the help of the Serpents, a race of dragon-like flying reptiles, they were able to defend their towns. But unluckiness came upon them. Stampedes of Storm Walkers, large lizards resembling Kodos, burnt the villages out of their season. Quillboars rallied with the Furbolgs to attack once more and bring down the Murloc Cities who had done nothing but lived.

The Aviamancers still lived down by the shore, there, clouded by mist they had summoned, many Murloc refugees huddled over crude huts and ramadas. The Serpents blasted stray armies with their acidic breath, and the Aviamancers decided to turn the tables with their cursed luck.

They started breeding Serpents. Carefully they tamed them with friendship and happiness as well as combat skills. The best of the best were taken to even more tedious training, imbued with magic and taught how to handle their new supernatural abilities. Finally, the Aviamancers built the Temple of Charms and the Serpents were put into a magical sleep that would last a long time.

The Murloc Refugees built huts out in the forests, they armed the ceremonial Tiderunners with weapons who patrolled the area for armies. The Hunstmen were rallied into armies and the assassin Murlocs, rejected for their lust of bloodshed, were brought back in as quick, stealthy, Nightcrawlers for Scouts.

The Murlocs were broken, but then the special Serpents awaked from their sleep in the Temple of Charms.

Of Luck and Caution (Around 560 A.M.)

The Luckdragons awoke, their ivory scales glistened, their sparkling breath of pure luck calmed the Murlocs. Across the horizon they flew, making Furbolgs fall sick, Quillboars grow welts, Taurens get Mad Cow Disease and sleeping Centaurs get tipped over by Night Elf children.

Their enemies strayed back up to Ashenvale or to other places in Kalimdor. The Murlocs returned to their cities and started rebuilding. They never built to big, never built too high in the sky, for fear of losing it all again some day...

***

We are currently looking for those that can draw concept art and/or do 3D images. If you would like to help email me at [email protected]
08-16-2002, 04:01 PM#2
Guest
sounds good keep us updated
08-17-2002, 01:49 PM#3
Guest
I haven't had the time to go over that, but it looks very well written and even, dare I say it, professional. I like the way the Murlocks are a lot more than the simple beasts we see in the game - that those are just part of a major civilisation.


What was that about computers and machinery?
And a creator race going around in their world ships called Xel? Isn't that a bit -too- similar to StarCraft, and less fantasy and more sci-fi? What the heck's that at the end about Mad Cow Disease?
The above issues seem to detract from the well laid out ideas.
I'm eager for your response. :)
08-19-2002, 10:08 PM#4
ShadowOrcIX
well there is a creator race.... forget their name.. it was in the manual... but they forged the world that warcraft takes place in....
08-31-2002, 01:59 AM#5
Guest
Cool story...I have school starting soon, but feel free to message me if you want some (not sure how much) help.
09-30-2002, 10:22 PM#6
Guest
I love Murlocs! I don't think they'd be an advanced, technological race as you presented them, and the Xel'Naga roots are a bit of a contrived crossover-- cool story nonetheless!

Are you maybe doing a campaign or map based on this? I'd love to play it!

And, if you're making any new Mur-models, maybe one with something other than a shield and a knife, I'll love you forever!
10-01-2002, 04:18 PM#7
dtime35
Well i techinally didnt read it but it looks as if it has pontrental so if uneed some help msg me [email protected]
10-13-2002, 02:33 AM#8
Darkest90
The computers and machinery? Down at the bottom of the sea!

The creator race, the Xel, followed the Titans. I named them the Xel because I thought that you guys would be too confused otherwise.

Their real names are the Kar'Gannith, which means "Forever Following" in my Xel'Naga Language.

Mad Cow Disease? That was a joke I use whenever I talk about defeating Taurens, kind of my trade mark, as well as Murlocs.

Sadly, I figured out my lack of expertise and a slow computer makes this mod kind of crappy. My models are not very good, my programming always has bugs. The only thing I'm able to get done are the cool scenario's, quests, and stuff in my campaign.

I stopped with a few scenario's about a Murloc Mosswarrior named Daijak, and his quest to unify the Guilds of the Southern Shores and flood the lands. I stopped at the point when they met their allies, the Octuses, because their models sucked.

However, I'm full with ideas, that's my proffesion, and I'm great at at balancing stats and cool maps. However, with the lack of good models and a good machine, I cannot do it alone =(.

However, if there are some modelers and maybe a few people with some good WE smarts, I bet we could pull this off.
10-15-2002, 06:56 PM#9
FurbyI)estroyer
whats a xel?

i think you've mixed sc and wc to much there buddy
10-19-2002, 12:58 PM#10
FurbyI)estroyer
dont get me wrong i love the idea but the whole xel thing is fiction and sounds pretty newbish

after the titans left life evolved on its own ( with the exseption of the dragons)

i think a murloc mod would be a great idea because i just love water and fish and stuff
10-19-2002, 01:47 PM#11
Darkest90
I needed a creator race. The Xel are not the same as the Xel'Naga. They are simply just called, The Xel.

Fine, I'll change the name.
10-19-2002, 03:17 PM#12
FurbyI)estroyer
the titans were the creator race
they made the land then made the dragons and then life evloved

i think it should be about the evolution of race in technology and how they like to stay hidden from the rest of the races.
10-19-2002, 09:58 PM#13
Dmonmonk
triple... post..
neat story
11-08-2002, 12:07 AM#14
FurbyI)estroyer
you shouldnt let this mod die man its a great idea
in fact i wanted to start a murloc mod or help someone with one

im currently working on a murloc rpg (60% complete) and short cin about a murloc (just began)
11-09-2002, 04:23 AM#15
Izidkiel
Dont give up!