User:TheLongConn/Amenthis

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NeutralAmenthis
Warlords landscape art03.jpg
Capital(s) Doorward
Races IconSmall CryptLord.gifIconSmall Nerubian.gifIconSmall NerubianVizier.gif Nerubian
IconSmall Anub'arak.gifIconSmall CryptFiend.gif Crypt Fiend
DwarfDwarf Dwarf
GnomeGnome Gnome
IconSmall Kobold.gif Kobold
Major settlements Ahn'zetal
Minor settlements The Candelabra
Location Southern Azjol'Nerub
PvP status Contested territory
Roleplaying.gif
This article is fan fiction.
The contents herein are entirely player made and in no way represent official Warcraft lore or history. The characters and events listed are of an independent nature and are applied for roleplaying purposes only.

“The old lords fled their estates for the safety of city walls. The Scourge barely touched these hollows; they demanded our corpses, not our riches.”

Remembrant Thoth

“It's a nice place, overall. If you don't mind the bats. Or the kobolds. Or the traps, rockbiters, necromancers, or insane spider-folk. Otherwise, yeah, a nice place.”

Chief Cartographer Ironbell

“The "Gateway to the Underworld", Amenthis was once a hinterland presided over by a number of isolationist nerubian houses. These vibrant caverns, overgrown with moss and lit by sunstone crystals, have become home to two vastly different peoples; the dwarven archaeologists of Doorward and the nerubian refugees of Ahn'zetal.”

Amenthis is a zone in World of Warcraft: Necropolis. Originating from the base of the The Upper Kingdom, these vibrant caverns connect to every major region of Azjol-Nerub. In the days of the Old Kingdom, Amenthis was a private wilderness controlled by a cadre of isolated nerubian houses, the lingering remains of an aging and decrepit nobility. Largely removed from the politics of Ahn'resat and the Upper Kingdom, these houses became increasingly insular, hardly leaving their palatial homes. There were rumors that the old lords had become savage, returning to the ways of the Aqir and stalking the caves like wild beasts.

History

WIP

In the days of the Old Kingdom, Amenthis was a private wilderness controlled by a number of isolated nerubian houses, the lingering remains of an aging and decrepit nobility. Largely removed from the politics of Ahn'resat and the Upper Kingdom, these houses became increasingly insular, hardly leaving their palatial homes. While more peaceful compared to the other hinterlands of Azjol'Nerub, such as the wilds beyond Khep'set and the haunted waterways of Lethae, Amenthis was not a manicured garden; only a handful of roads meandered through the caverns, and the lush moss hid predators of all kinds. There were rumors that the old lords had become savage, returning to the ways of the Aqir and stalking the caves like wild beasts.

There were others that enjoyed the seclusion of Amenthis. On its northeastern edge was the great ziggurat Ahn'vexis, the City of Viziers. Here, historians and scribes penned the history of Azjol'Nerub and the lineages of its great dynasties. Cabals of arcane researchers and scientists probed the skin of reality, hungry for knowledge. Dreamseers peered into the sleeping minds of surface-dwellers, keeping a close eye on the world above.

Whatever secrets the old nobles and viziers of Amenthis once had, they are now lost. When the Scourge decimated the Upper Kingdom, the few remaining nobles fled their isolated palaces to the relative safety of Ahn'resat and Khep'set. The Scourge largely passed over Amenthis, barring the destruction of Ahn'vexis and a few hold-out noble families, their manors crumbling down on their heads. What little civilization that remains in Amenthis is now succumbing to time and entropy, the ruins overcome by moss and falling water.

Change finally arrived to Amenthis in the form of the dwarves of Doorward. What began as a tent city huddling in the corpse of Ahn'vexis has become a bastion of archaeology and history. Over the years, the city has grown exponentially, as have its goals; digsites have sprouted like mushrooms throughout the caverns, reaping the bounty of knowledge from a dead kingdom. The dwarves' fervor has only increased when Earthen and Titanic artifacts were discovered deep in the stone. While far from safe, the wilderness has become somewhat cowed under the loose grip of civilization.

This relative safety has been challenged by the War of the Underworld. As the Ammit death cult spreads its "gift" of undeath to the recovering nerubians, many refugees have fled for Amenthis. Now, Doorward is under assault by nerubian royalists, while frothing necromancers stalk the hollows for refugee camps, eager to "return" their brothers and sisters to the family.

Geography

While nowhere in Azjol'Nerub would be considered safe, Amenthis is likely the most appealing to surface-dwellers. Sunstone deposits illuminate many of the caverns, ranging from near-daylight to a violet dusk. This light nurtures vibrant mosses and lichens that cling to the tan-colored stone walls. Icy streams of mineral water cascade from above, feeding small rivers and lakes. A nexus of the underworld, buried debris from every age has been washed down into the caverns, from vrykul longhouses to tuskarr boats.

While predators lurk behind every stalagmite, the archaeologists of Doorward have worked hard to settle this harsh underground wilderness. Roads lit by electric lanterns and kerosene lamps criss-cross the caverns, connecting distant digsites and outposts. Doorward does its best to secure this land, so long as there are still artifacts to collect.

The once-beautiful estates of the nerubian nobility are slowly reclaimed by vegetation. Nerubian refugees have taken shelter in their shattered cities, hiding from royalist patrols. The most famous of these is Ahn'zetal, and over the course of the underworld campaign, this city becomes a haven for all refugees hiding from the Ammit.

Wildlife

The abundant mosses and lichens of Amenthis nurture a surprising diversity in creatures living far below the surface. Immense trilobites trundle the cavern floors, scraping the stones clean. Herds of Khepsteeds, horse-like beetles, leap across rocky chasms, avoiding the jaws of lumbering talphants and ravenous calcilisks. Large primal bats and cloakrays soar through the open "skies" of the caverns. Wild elementals of stone and earth make their home here, as well. There are even reports of a simulant garden, full of plants and animals composed of living machinery.

Points of Interest

  • Doorward: Dwarven research station turned fortress, built on the ruins of Ahn'vexis, City of Viziers. Capital of the Alliance and Horde forces within Azjol'Nerub.
  • Ahn'zetal: Once a city for the elite of Azjol'Nerub, these ruined manors now shelter nerubian refugees from across the underworld. Adventurers will help resettle the ruins as time goes on.
  • Falkirk's Fall: Falkirk was once a satellite city of Doorward, a storehouse for dangerous artifacts. After the discovery of a mysterious relic, the entire city was pulled into the darkness below. The remaining outskirts of the city are now called Falkirk's Fall, and the rescue teams sent to find the city have all gone mad.

Dungeons

  • Lost Falkirk: A dwarven city that has been pulled into the depths of the caverns. Investigate the city's fall and the whereabouts of its rescue team.
  • The Candelabra: A holy city of the kobolds, where the wax flows freely and candles drive the darkness away. (WIP)

Storylines

  • [A Light in the Darkness]: Journey through the underworld wilderness to the safety of Doorward. (Intro Quest)
  • [March of the Ammit]: The Ammit seek to save their nerubian brethren from the Hive Mind by condemning them to undeath. Necromancers are assaulting refugee camps across Amenthis, raising their corpses from the dead.
  • [Rebuilding Ahn'zetal]: Ahn'zetal is a neglected ruin, but it is safe from the eyes of the Ammit. Clear the city's remains of predators and traps so that the refugees may make a home of it.
  • [Falkirk's Fall]: An enigmatic relic has pulled the entire dwarven city of Falkirk into the caverns below. All rescue teams have gone silent, so it is up to you to investigate the remnants of the sunken city.
  • [A Crusade of Candles]: The high tallowmancers of the holy kobold city of Candelabra have called a crusade against the forces of darkness rising from the underworld. They will bring light to every corner of the caverns, and shed the blood of those in their path.
  • [History Repeats]: Dwarven archaeologists have unearthed priceless relics of their ancestors, but the awakened guardians have no such sentiment for their creator's descendants.
  • [The Battle of Ahn'zetal]: The Ammit and nerubian royalists have assaulted the refugees of Ahn'zetal. Send the Queen a message by breaking their advance.
  • [Dynasty's End]: Investigate the Ammit cult and track its movements back into the Upper Kingdom, to the great mausoleum, Amun'set where they have raised an army of the damned.

Campaign Questlines

  • [Lord of the Lost Dynasty]: The Takhmet Cypher needs to be unlocked to obtain the secrets of the Lost Dynasty. An activating phrase of some kind is needed, but the Takhmeti lords have long since died, their knowledge lost to time. However, the Ammit have recently raised a Takhmeti lord in the depths of Amun'set. If his head is "liberated" from his body, he may be convinced to share his knowledge.
  • [The Young Queen]: The severed (yet animate) head of the Takhmeti lord has revealed the nature of the Cypher's activating phrases, but cannot speak of where to learn them. They are ancient songs of Azjol'Nerub, taught only to the royal families. As knowledge is passed down genetically from nerubian queens to their daughters, one half of the melody, the Queensong, has been tracked through the ancient lineages of Azjol'Nerub to a young handmaiden, huddling in a refugee camp.

Resources

Herbs:

  • Inv misc herb ragveil.png [White Dwarfsbane] - Found in Amenthis. "Incredibly poisonous when eaten raw, as early dwarven explorers discovered. See Doorward Archives file #0013 "The Day of Purging" for further details."
  • Inv misc herb felblossom.png [Brightmoss] - Found commonly across Azjol'Nerub. "When the world ends and all life has been scoured from the earth, brightmoss will still be here."

Ore:

  • Inv ore osmenite.png [Ammolite] - Found commonly in Azjol'Nerub. "The calcified remains of a great beast that once shaped these caverns. Many under-dwellers fashion this material into arms and armor."
  • Inv ore platinum.png [Orpheum] - Found commonly in Azjol'Nerub. "Strange light patterns dance across its surface. Held in high-esteem by earthen blacksmiths, rest their souls."
  • Inv ore cobalt.png [Katabasite] - Found rarely in Azjol'Nerub. "The properties of this material are ever-shifting, but react to intention. Pure potential given form."

Fish:

  • Inv misc fish 69.png [Blind Lanternfish] - Fished commonly across Azjol'Nerub. "Completely blind, but they still produce light. Not the oddest thing you've seen all day."
  • Inv misc fish 48.png [Iceflow Trout] - Fished around the waterfalls of Amenthis. "The iceflow trout's strength can surmount any current, even launching themselves up waterfalls."

Notes