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Ur'aman's Rage

09-23-2003, 11:21 PM#1
Doublehex
Characters:

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Ur'aman
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Class:Skullcrusher

Age:21

Bio: Haven been born near the end of the Secon War, Ur'aman was trained to be a warrior. However, after the Secon War ended, Ur'aman's parents were put into the camps. Ur'aman however, escaped and befriended Grom Hellscream.Grom took Ur'aman in as his pupil, and trained him the ways of the warrior. When Thrall rose in power, ur'aman glady joined his forces, believing that Thrall whould conquer the Humans. However, when Thrall revealed that he whould NOT attack the Humans directly, Ur'aman left. He lived off the land, and joined the Forest Troll tribe of the DarkBlades. For four years, he raided High Elf villiages, and on occasion, some Humans.

But something is calling Ur'aman to the Blackrock Orcs in Alterac. He dosen't know what. He's just mindlessly heading there....

Abilities:

Thunder Slam
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Using his great strength, Ur'aman slams the grouns, dealing damage and stunning nearby units.

Cursed Armor
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Equiping armor cursed by the Burning Legion, all units that attacks Ur'aman will recieve damage back.

Berserk
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Using herbs from the wilds, Ur'aman enters a berserking frenzy that streches his muscles, giving him more speed, but slowly damages him from within.

Death Blow
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Ur'aman was said to be able to cleave stone with his axe, and this proves it. He swings it with such strength, he can cleanly cut a foe in two.



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Zul'Maran
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Class:Troll Berserker

Age:26

Bio: Zul'Maran as a child was seperated from his Jungle Troll parents during a raid from Murlocs. The DarkBlade Tribe took him as one of their own, and taught them their many techniques. These included the use of herbs, going into a berserk frenzy, \and laying down wards that whould attack his enemies. Ur'aman and Zul'Maran became very good, and close friends.

Zul'Maran is secretly having visions of his old tribe, the DarkShore, and thinks they are directing him there. He's not sure as of now, however...

Abilities:

Healing Wave
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Calls forth a wave of energy that heals a target and bounces to nearby friendlies. Each bounce heals less damage.

Serpant Ward
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Summons an immobile serpentine ward to attack Zul'Maran's enemies. The ward is immune to magic.

Berserk
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Using herbs from the Troll WitchDoctor;s, Zul'Maran enters a berserking frenzy that streches his muscles, giving him more speed, but slowly damages him from within.

False Images
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Using magic and herbs, Zul'Maran makes three false copies of himself. Each of these images do full damage, and are immune to magic. However, they can only last so long.
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Chapter One:Leaving Home

Required Quests:

Leaving the Tribe

-Reach the Alterac Mountains
-Ur'aman and Zul'Maran must survive.


That's it. I'm leaving. These visions are occuring far too much to just be
some normal dreams. The gods must be telling me to head for the
Alterac Mountains. Zul'Maran will undoubtly whant to come with me.
Well, off I go, to who knows what.

Blocked Passage

-Open up the cavern
-Ur'aman and Zul'Maran must survive.


Apparently, the passage to the caves of Alterac are blocked by
some boulders. There are some Goblins who's dynamite can surely fix
the problem.

Interlude:The Door

After our heros battle some Nerubians, they come across a door that has three slots.
Apparently, they need to find three keys to open the door that will lead them out of the
cavern.

Chapter Two:The Keys

Required Quest

The Keys

-Find the Three Keys
-Ur'aman and Zul'Maran must survive.

A door we found that supposedly leads out of the cavern requires three keys before it will
open for us. We mjust find these keys.

Chapter Three:To the Blackrocks

Required Quests:Reach the BlackRocks

-Reach the Blackrock Clan site.
-Ur'aman and Zul'Maran must survive.

Finnaly, we got out of that forsaken cavern. But it's not iver yet-now Zul'Maran and I must find the
BlackRock Clan site. Then hopefully, I can find some answers as to why the gods have summoned me here.



That's it for now.