Or sooner, which will depend what time is available. There will be many new updates to the guild in the ways of events, lore, structure, features, and stories. In addition to updates and some changes, you will see a lot of rebalancing, and easier integration of our guild’s systems.
There are several events that I’m currently working on that will take place in January and will continue to go into February. While they will focus more specifically on teams in Draenor, with a stable portal open between both worlds, our players will be able to move between places and participate in multiple events.
Going Home: The Suncasters will complete the process of building a way home. This will also be coupled with a corresponding event in Azeroth.
Mal’naar: Sunguard forces shall move into a fallen Draenei village with the aid of the Sunsworn and Sha’tari. Their objective is to locate a focusing crystal in which will allow the process of creating powerful portals to and from Azeroth. Such an artifact however has attracted unwanted attention.
Bridging the Gap: After studying the Highborne Tome found in the Peak of Flame, Sunguard forces on Azeroth will enter the Ley Lines. This complex realm serves as a webway through time and space trying to find a “path” to Draenor. They will meet an unlikely ally and a powerful foe.
Going Home: Once Mal’naar has been acquired, the Sunguard will attempt to build a portal stable enough to allow the flow of troops and resources to and from Azeroth. Mal’naar’s power will take time to calibrate the portal once it’s open. The Sunguard will need to hold out long enough for their forces make it through.
Securing Alliances: Survival on Draenor will not only require raw cunning and strength but the assistance of the native forces that reside upon it. The Sunguard will begin diplomatic missions with native forces to count on their help against the Iron Horde and Burning Legion.
Champion of the Frostwolves: Although our heroes have earned the respect of the Frostwolf Clan, the orcs of Frostfire still remain firmly seated in their frozen home. In order to motivate the Frostwolves to take the offensive, the Sunguard forces will prove that their leadership can be trusted. A series of trials will await those attempting to win that trust.
Shadow’s Guide: After the incident in Skyreach, the home of the Arroka is in turmoil. Civil war seems to have broken out as the firm hand of the Adherents has loosened. The Sunguard will assist a shadowy sect of Arroka named the Veiled Hand in their struggle against their oppressive kin. This aid will come with the assistance of the Veiled Hand’s most formidable shadowmancers.
The Sha’tari Retribution: As the Draenei and Sunsworn forces hold out a desperate battle against the Burning Legion in Talador, their struggle will suffer a major setback when a new force of Legion Loyal Orcs join the fray. The arrival of the Sunguard forces allows a quick and forceful reprieve and a chance a burning revenge from the shattered Sha’tari forces.
Cutting Out the Rot: While the events in Draenor unfold, the Sunguard will contend against a growing coven of cultist within Quel’Thalas. The Sunguard forces learn about the haunting and maddening dreams that are plaguing the common and nobility alike.
Night’s Watch: After weeks of missing persons and late night assaults continue to plague the guardians of Silvermoon, the Sunguard sets out to investigate. While on patrol, they are assaulted by cultists who give them their first glance at the enemy they have been seeking.
Rise of the Fleshshapers: The cultist intentions become ever clearer and increasingly bold as they begin to lash out against more fortified targets. As strange creatures begin to assault the Blood Knight Enclave in the city, the Sunguard must defend its halls.
Confronting the Homunculus: Time has come to quell the Bleeding Eye’s interest within the city, however not everything is as it seems. The Sunguard must prepare as all hell is about to break loose in the city’s streets.
New Lorecrafting: Expanding the fanon that the guild has created, we will see more content on major noble houses, lands and estates, bloodlines, chivalry, and betrayal. Documented wikipages will also highlight the major battles and events of Act 2 and 3.
Numbers rehaul: I’ll begin the process of converting all of our rolling system to work specifically with roll20. This should allow great balancing and clarity.
Loot System rehaul: I’ll make loot more meaningful and far more important to character’s ability to be successful, expect there to be limits on how many artifacts/items you can bring into battle.
RP/PvP: We will reaffirm our dedication to sever-wide events. I’m exploring the idea of a guild RBG team. While we can do one right away, finding a good night and a good comp is important. (Or a leader who has more time than I do).
Update to class skills and p-classes: Most classes will gain additional abilities which they can swap out for others. This will work similarly to a talent system and give players more creativity and customization with their character in our rolling system.