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Useful threads: setting, story, & roleplay.
The purpose of this thread is to collect and advertise useful threads and sources, for any player looking to find out more about the setting, or about roleplaying and story-building. These may be useful whether reading the background just for interest, creating a new character and wanting to see how it fits into the setting, or looking how to enhance our own roleplaying techniques. Some of these websites are on the wider internet, but most were written by players on our own server Argent Dawn. A parallel thread, "Useful threads: community and events," is no longer stickied for some reason. It can be found at http://eu.battle.net/wow/en/forum/topic/859137676 and looks at the Out Of Character history and community of the server, to introduce the server to new players, and to give help to players in creating, advertising, and maintaining events and guilds.65
Roleplaying Guild List [Argent Dawn]
Every time I log in, I see people demanding help with finding an RP guild, or one with a certain theme. One could not except newcomers to scroll through an endless stream of forum posts, or hundreds of Argent Archives profiles, just to find out that the guild of their liking disbanded a year ago, or hasn’t been active for months. Because it is my intention to help the dynamics of the community, I excluded inactive guilds. Those I inavertedly left out, please contact me ingame via /whisper or mail, or just leave a comment below. Newly formed guilds are welcome aswell, just inform me of your existance. If a listed guild disbands or dies off, the procedure of removal should be the same. The list contains the guild name and few words describing the theme, ordered alphabetically under categories of race/faction exclusiveness. (Let me know if you find a description unfitting or have a better alternative). You can find a guild’s original forum post, Argent Archives profile, and in cases its website by making a google search with „<guildname> argent dawn”. Horde guilds: Orc Blackjaw Clan (Nomadic; not part of, but allied to the Horde) Fourteenth Legion (Grunts) Legion IX (Military) Orcs of the Red Blade (Nomadic) Worg Riders (Nomadic) Troll Alarion Alor Ai Darkspear Tribe Zandalari Empire Tauren The Spirit Wolves Undead (Forsaken) The Hand of Agony (Military, political) The Rotgarde (Military, political) Blood Elf Burning Ashes (Mercenary) Dawnmantle (Research, artifact hunting, pro Quel'Thalas/Horde) Division Twenty Three (Military) Divison Forty Seven (Military) Gilded Coin (Mercenary/Black ops) House Rivorndir (House) Silvermoon Guard Sun Hawks (Military, dragonhawk riders) Sunfury Covenant Sunglow Covenant (Learning & Adventuring) The Arcane Circle (Opposing the Kirin Tor) The Ashborne Incursion (Private military) The Dawnguard (Military) The Farstrider Regiment (Rangers) The Sanguine Eye (Blood elf fanatics) The Sunbrand (Military, priests) The Sunreaver Order (Dalaran representatives) The Sunspear (Military, inspired by The Sunsworn on Draenor) The Vacant Throne (Pro-blood elf and Light fanatics) Goblin Gearfist IBS The Cutthroat Cartel (Criminals) Pandaren Huojin Path (Horde aligned) The Silent Vigil (Shado-Pan, neutral) Multi-racial, Horde military and clans Blood Howl (Warband) Durakra Outriders (Mercenary) Hordes Shadow (Warband) Irontusk Vanguard (Military, Kalimdor Horde races only) Shadow Corps (Military, black ops) Shattered Path (Espionage) Sunforged (Paladins) The Bloodied Spear (Warband) The Bloodstorm Clan (Nomadic clan) The Ceaseless Cohort (Warrior cult) The Crimson Caravan (Trading company / Horde auxiliary force) The Forlorn Legion (Penal military, basically Suicide Squad) The Frozen Paw Clan (New Horde Clan) The Mystic Demand (Reliquary) Multi-racial, more on the edge of Horde society Dark Eye Clan (outcast clan trying to survive) Charred Council („Dark guardian” roleplay) Felshadow Dominion (Demonic cult) Fourfive Fingers (Criminal) Gilded Blades (Mercenary) Oath of Silver (Criminal) Order of the Raven Blood (independent order, adventurers) Primalsong Tribe (Nomadic, not part of the Horde) Sacrilegious School (Occultism, outcasts, spellweaver criminals) Shadowmoon Pact (New Horde clan, welcoming warlocks and demon hunters too) Shady Business (Criminal) Sixty Thieves (Criminal) The Blackguard (Mercenary) The Bone Shark (Privateers, pirate hunters) The Freelancers (Mercenaries, tradesmen, and adventurers. Strictly business.) The Greedy Kraken (Pirate) the Iron Vulture (Air pirates on a goblin zeppelin) The Ravensun (Religious, shadow) The Valiant Accord (Adventurers and mercenaries against the Legion) Valiant Blade (Mercenaries on the Broken Isles) Velvet Syndicate (Mercenary) Wheel of Entropy (Chaos Cult) Winds of Wisdom (Pandaren lifestyle, others are welcome to join) Multi-racial, Neutral Fealty to the Grave (Death Knight, Ebon Blade) The Argent Expedition (Argent Crusade) The Ashen Vanguard The Blackgarde (Argent Crusade inquisition) The Fel Hunt (Illidari) The Silver Gauntlet (Argent Crusade) The Tattered Court (Illidari) The Tide Howler (Sailor/pirate) Misc. Stonemaul Clan (Ogre) The Silver Sun (High Elf, Alliance aligned) Alliance guilds: Human Arathi Honour Guard (Arathi military) House of Darklaw (Alterac noble household) League of Arathor (Arathi politics and military) Stormwind Infantry (Stormwind military) The Crown Bulwark (Stormwind guard) The Westfall Rangers (Westfall guard) Dwarf Anvilmar Iron Brigade (Military) The Three Hammers (Political, military, community) Gnome Gnomeregan Covert Ops (Military) Night Elf Moonleaf Grove (Traditional Kaldorei society) The Highborne (Highborne community, politics, military) The Nightblade Sentinels (Military) The Starsong Sentinels (Military) Draenei Aldori Axiom (Military and faith) Ere Argus (Exodar commune) Nomads of Tureem (Nomadic community / adventures) Vestige of Shalaat (Community with some military) Worgen House of Tarsias (Gilnean noble house) The Duskenpaw (Feral worgen) Pandaren Tushui Multi-racial, Alliance military and closely bonded organisations Bael Modan (Gnome/dwarf community in Kalimdor) Baratide Naval Brigade (Naval military against the Legion) Blazing Shields (Stormwind military) Call of the Silver Hand (Paladins) Crusaders of Turalyon (Peacekeeping/enforcing, military) Evenhold (Knights, refugees. Not taking evil classes. Lordaeron races only) Keepers of the Drassili (Protection of nature, races beyond Nelf also welcome) Knight of Stormwind (Stormwind military) Knights of the Isle (Knightly order) Highwave Irregulars (Kul Tirasian naval military/trade, not directly Alliance) Lightsworn (Knightly order, Menethil Harbor based) Northern Priory (Exploration, human/worgen) Northmist Company (Alliance, but close connection to the Argent Dawn) Order of the Sage (Magic school, quite universal) Silver Archaeology Co (Explorer's League organisation) Sons of Menethil (Military, Menethil Harbor based, Northern EK RP-PvP) Stormwind Bureau (Stormwind intelligence, separate from SI:7) Stormwind City Guard (Stormwind military) Stormwind Royal Navy (Stormwind military) The Ace Platoon (Alliance Elite homeguard) The Chapter of Embers (Human, Dwarf, Worgen - holy order, military) The Fallen Leaf (Peacekeepers—based on Pandaren culture) The Iron Thorn (Stormwind military) The Onyxguard (Duskwood guard & private military) The Royal Society (Authoritic faction, Stormwind based) The Seventh Penal Company (Penal military) The Steel Gauntlet (Stormwind military) The Sworn Swords (Knightly order, Northern EK RP-PvP, DM events) Triune of the Eclipse (NE/draenei/worgen circle) Unit Fourteen (Penal military) Multi-racial, more on the edge of Alliance society Blacktalon Blinders (Criminal) Necromechanica (Dark scientists against darker threats) Nightshade Consortium (Dark magic practitioners in the Plaguelands) Sable Chapter (Questing heroes and outcasts) Silvershield Company (Mercenaries and some tradesmen) The Broken Tower (Adventuring knightly order) The Bronzebrew Company (Trade) The Crooked Peace (Criminal) The Eldritch Covenant (Warlock/Shadow Priest circle of power) The Grey Banner (Militant order) The Rowdy Sparrows (Mercenary) The Settlers (Colonial, civilian survival) The Outblades (Relic hunters, mercenaries, thieves) The Tide Raven (Pirate ship) The Wanderlust Company (Mercenary) Underhand (Demonic cult) Wayfaring Association (Explorers) Multi-racial, Neutral Illidari (dem bois) Kirin Tor Onslaught (Dalaran mages) Mardenholde Accord (Argent Crusade) Sanctum of Magic (Mage school in Dalaran) The Cenarion Guardians (Cenarion Circle) The Ivorystar Academy (Mage school, Kirin Tor aligned) The Ebon Vigil (Knights of the Ebon Blade) The Hunters League (literally that) The Kirin Dal (Dalaran mages) The Silver Charge (Silver Hand knights and some allies) Misc. Bane (Scourge) Bastions Fall (scripted events revolving around the return of the Legion) Bayerleyn Retinue (more „realistic” medieval RP) The Frozen Covenant (Scourge, Cult of the Damned) The Synaari Pact (Freeform) Twilight Hammer (the Old God cult) Honorable mentions, since they’re not RP, but sought after by some: The Bulwark, a level 60 vanilla guild on Horde, and its Alliance counterpart: Afterlife117
[A-RP][Concept/Interest Check] Assassin/Thief RP
Alright, so... before you bring on the downvotes, hear me out. I understand this is a delicate issue that's been done poorly many times, and I'm just as tired of these socially-repressed edgelords hanging around the Pig as the next person, but I had a moment of clarity during my shower this morning, and figured I'd share it with you folks. With that out of the way, let's get this post started. ... Such annotations would be found on noticeboards around Stormwind. Perhaps it spoke to you, perhaps it sounded a little strange. Whichever the two, it's the way to contact me IC about this project. Have fun puzzling it out! Alright, cool. What's the point? The problem I've found with this type of RP is the following (as somewhat described in my post above). Not a lot of people are open to their character being robbed, and even less so, killed. This means guilds usually resort to either bubble RP, or hanging around at the Pig and Whistle, doing nothing all day, looking to pick fights, only to be !@#$% about it when the guards show up. Yeah, tell me about it. What's your solution then? If there is enough interest, what I propose is a small IC union of criminals, who do their jobs through a series of mini-events. Catered to specific characters, you'll be embarking on a job alone, or with one or two guild-members. Since these events are made -for- your character, it gives me the opportunity to provide challenges and content based on your character. An assassin won't be sent on a burglary, and a con artist won't be tasked with killing certain target. Besides that, expect a healthy dose of puzzles like the one above thrown in, to get the gears rolling. If everyone gets their own event, does that mean that each person gets very little RP time individually? On a surface level, yes. If events are only for 1-3 people, then you won't be able to attend every single one (probably). However, I've a few solutions to that problem, should you wish to engage in more RP. Do walk-up RP!Probably the most obvious one. Talk to your fellow criminals, have a drink. Besides that, you're still free to mug whomever you want in the streets Become an NPC! What would bring these events to life even more? If you had an actual target to kill, rather than a raid marker. If you want, you can choose to volunteer as an NPC for other events. You could be an informant, a guard, or maybe even the target! You should probably use an alternate character though. DM an event yourself!Perhaps you've never DMed before. Perhaps you've loads of experience, but no setting to practice in. Either way, if you're interested, you could DM events yourself! More events, means more RP for everyone! Do note that I will probably hold you to certain standards, to make sure you don't ruin others experience. It's their game time, too. Anyways, those were my thoughts, I'd love feedback, and maybe I'll bring this to life. Also, what to name the project? Finally, if you don't feel like solving the puzzle, you can simply whisper me in-game or add me on B-net.(Ighton#2734). Cheers folks!4
[A-Event] Shipwrecked: Primeval
... Two Alliance aircrafts began their voyage towards the Broken Isles, one from Kalimdor headed for Suramar and another from Stormwind to Dalaran. The passengers within come from all walks of life: bakers, tailors, soldiers, elves, dwarves -- all eager to touch down on land. After a long trip over the sea, the vessels are caught in a storm, miles short of their destination. First, winds rock the airships, shearing wood always from the frame. Then the rain comes -- felfire, burning through the deck and setting the engines alight. The ships fell from the sky. Smoke and fire filled the air. The wind screeched and wailed unnaturally, ripping the deck apart. The ships spiralled through a dimension-twisting tear in the sky, casting the survivors far from their course. The aircraft from Stormwind scatters wreckage and crew across a topical isle in uncharted waters, while a great splash heralded the arrival of the airship travelling from Kalimdor. After coming to their senses, the survivors realise they are stranded on an island teeming with predators, from dinosaurs to a tribe of unwelcoming trolls. Whether trollish voodoo or something else, the island seems to be under a curse that blocks one's ability to use any and all magical abilities. Mages find themselves unable to portal away or conjure food. Others quickly notice they cannot cast healing spells, and druids and worgen would find themselves even unable to shapeshift between forms. Magical item enhancements also fail to function. The survivors must now try and stay alive on the island. With most of their equipment, such as armour and weapons, having gone missing in the crash, it might be wise for the survivors to join forces with one another. Without a clear leader, personality clashes and outbursts of pain, anger and frustration are bound to happen -- but perhaps the need for comfort around the campfire will also give birth to friendships forged in adversity. - - - - - - - - - - - - - - - - - - - - - - - OOC Details The event welcomes anyone interested in having their character experience a dangerous shipwreck adventure. The main idea is to have characters of different backgrounds work together on an exotic island - and without the help of magical abilities to make the scenario more thrilling and life-endangering. The event is not about proving whose character is the biggest hero or the most successful know-it-all! The event is meant for creating immersive roleplay scenes of life-threatening experiences in a primitive environment. It's also aimed for people who'd like to make new character contacts, or having an incident like this add something to their character development. Date: 3 - 5 March 2017 Time: Starting Friday 19:00 /// Ends Sunday 21:00-22:00 Location: Isle of Giants, Pandaria Faction: Alliance Event page: https://www.argentarchives.org/node/186915 You can attend as a seasoned hunter or an inexperienced character who lacks skills on how to survive in the wilderness, forcing them to rely heavily on the help of others. Though the situation is upsetting for the characters, players are welcome to also add a little bit of comical flavour through mishaps here and there in the quirky Warcraft fashion. I have organised two very similar events before, in Stranglethorn Vale. You can see video footage of the 2015 one here: https://www.youtube.com/watch?v=GdU79eScGhQ And some snaps of the Shipwrecked event organised in 2010 here: https://www.argentarchives.org/node/55151 There won't be a daily raid channel set up by the organiser to limit OOC talk distracting from the In Character immersion. The event is well-suited for players who can come up with activities on their own (in example initiating a group to look for food or supplies, hunt prey, gather crafting materials etc.). There might be raid groups set up for some DM'ed happenings which you can join In Character (examples: an assault on a troll camp, tracking down prey or a fight with a dinosaur). To sign up for the event, please contact Acrona or post here to confirm you have read and agree on the rules (below) set for the event. This is to make sure everyone attending are on the same page, to keep things fair and fun for all! ... Extra info: - The aircraft from Kalimdor stops at Feathermoon Stronghold, Exodar and lastly Lor’danel before heading towards the Broken Isles - The aircraft travelling from Kalimdor falls into the sea near the island, while the one from Stormwind crashes inland (main camp will be built around the wreckage) - Isle of Giants is filled with level 90 Elite mobs. For level 110’s there’s very little aggro, but please take the mob level into consideration if you plan on attending on a lower level character - Although the journey part won’t be roleplayed out, it’s likely characters would see glimpses of each other after boarding the aircraft (although they are huge, the sort you see in the Broken Shore cinematic), so it’d be nice if people mentioned which of the two aircrafts your character is boarding (the one from Kalimdor or Stormwind). - Posting stories on the thread revolving around the event are more than welcome! ... Friday evening is reserved for characters finding themselves on the island. People can decide on their own how injured their character is at this point, and can either wait for someone to find them, start looking for others or work on the main camp. During Friday the characters would likely focus on finding reasonable people to cooperate with, explore the area and try work on making the camp safe. A few NPC survivors have already started setting up a crude camp before our roleplay characters come to consciousness. People are free to use the cave or the flightmaster spot too, but please be welcoming of others and don't try to make any place guild-restricted. At the same time be reasonable; if your character keeps stirring trouble at the camps, it's unlikely others will tolerate their presence. The main camp is built around the fallen aircraft. ... Saturday is open for all kinds of mini-adventures on the isle as well as campfire roleplay. Those who couldn't attend on Friday are still welcome to join the event, having their character turn up at the camp later than others. ... - The characters might have prepared vessels to try reach the distant Pandaria continent, yet this might not be needed... - At 21:00 Game Time, the magic blocking effect begins to fade and characters are able to travel away with the help of spells (portals, shapeshifting, hearthstones). The rest of the evening people can roleplay taking their characters to whatever destination seems most fitting for them to return to. If you cannot attend on Sunday, you can just imagine your character having been offered a portal to a capital city by an anonymous mage staying behind to get all survivors to safety. ... - Enormous hostile dinosaurs - Small groups of trolls - Mosquito stings: mostly harmless but may cause potent fatigue and feverish behaviour - Snake bites: mild to potent paralysis of the bitten limb for a day, horrible swelling - Lack of food, fresh water and medicine - Various mildly poisonous herbs and mushrooms: moderate to potent nausea and hallucinations - Hungry ants trying to get all over the collected rations ... - Roleplaying a sick/injured character - Helping the injured people by looking for materials and ingredients for bandaging and natural healing - Hunting and gathering food - Crafting tools and items that could prove helpful (Example: making weapons from wood and beast fangs) - Looking for a means to keep the pesky (and big) mosquitos away (stinky salvas and other solutions) - Scouting around - Having a first-hand experience of the waters being filled with angry sea creatures - Trying to take an advantage of the other characters' helpfulness or trying to steal goods from the camp - Making plans with others about creating makeshift boats to get off the island, trying to figure out what tools and materials they would need for them - Campfire roleplay: cooking, songs, stories, riddles etc. Welcome! Don't hesitate to contact me if you have questions about the event. Thanks to Kaldrinal & Chant who helped me write the prelude text! Participants: https://eu.battle.net/forums/en/wow/topic/17615033575?page=2#post-3756
AD Minecraft Server up.
Hello there fine people of Argent Dawn! I have been working on setting up a minecraft server for my guild, a place where people outside of roleplay could relax if they wish it so! but there is little interest from my own guild, obviously not everyone plays minecraft, i'd find it a shame to keep the server to only a small number of people whilst there might be more folks searching for a server where they could just, pop online, do their own thing, a server to socialise on, without the spamming message boxes or the huge multi-wide servers. The server i am setting up is just a plain survival with but a handful of plugins, such as: - Essentials. (Gives commands like /spawn, /home etc etc!) - Lockette. (Locking up your chests and doors for only yourself or specified people so that you can lock off your home from others if you wish it so) - Factions. (Allows you to make a "Guild" of sorts and claim ground so nobody else but you and people in your faction can build and destroy on the faction's claimed land) Anyway! this is just an interest check, by all means if you are interested, please leave a comment so i got an idea how many are still playing. ... [quote]Couple of rules!, No random griefing, unless allowed by the owner of the building, random griefing will get you removed from the server. Here's some screenshots from our new build Spawn (In progress) and a castle project of a playing member on the server. (Also in progress) http://imgur.com/a/52NQO Update: http://i.imgur.com/V7pysES.jpg a new screenshot update of the spawn, the town is in use, though shops are still lacking.25
[A-RP] <The Arclight Association> - Calling all Gnomes!
A.R.C.L.I.G.H.T: Association for Research and Construction in Line with the Interests of Gnomish Home Territories. Current IC Location: Ruins of Ravenwind, Feralas. Recruitment Status: Passive (you'll need to find us IC). An excerpt from the audio-journal of Overseer Hinkles Fastblast, on the subject of Operation: Gnomeregan. Recorded on the twenty-first day of the first month of the thirty-second year, on the standard Lotharian calendar: ... A.R.C.L.I.G.H.T. (in-game guild name is “The Arclight Association”) is a non-militant expeditionary force funded by the groups dedicated to reclaiming and reconstructing the city of Gnomeregan. We accept gnomes of all classes, though users of more dangerous magics must carry an identification C.A.R.D. (Certificate for Adequate Registration of Darkness) issued by the Khaz Modan authorities at all times. Recruitment for death knights is somewhat restricted and not as encouraged as other classes – if you want to RP a death knight in the guild, you’ll have to contact us OOC to begin with. Other races will not be accepted into the guild, though we’re not quite beyond working with them. Activities and Events: A.R.C.L.I.G.H.T. is a guild primarily focussed on travelling all across Azeroth, in search of technological relics which could be of benefit to Gnomeregan. As such, most of our events are grouped together in expeditions. Each expedition is effectively a self-contained campaign centred around a certain area in the world, or a certain item. Expeditions will for the most part be DMed events, with less emphasis on rolls (or combat in general) and more on the weird and wonderful solutions a group of gnomes can come up with. Depending on the story, an expedition may only last a week, or go on for over a month. Between expeditions, A.R.C.L.I.G.H.T. is stationed primarily in their headquarters within New Tinkertown, though members would be free to visit whatever RP hubs in the area that they want to. Weekly meetings will be held during the time between expeditions, as well as recruitment drives to pick up new members before heading out on another adventure. Additionally, smaller events around the Khaz Modan area may be held during the time between expeditions, in order to keep the guild consistently active. We would also be interested in joining in with many community events, which would most likely take precedence over guild-only campaigns if they are of enough interest to us. Guild Ranks: THE SUPERINTENDENT: Superintendent Brandelwyn Brassfizzle is the individual responsible for managing and overseeing the association’s activities, and reporting to Gnomeregan with the group’s progress. The Superintendent does not have much more power than any other gnome within the association, he is simply expected to make sure progress is being made and that the gnomish people are aware of this. OVERSEERS: The Overseers of A.R.C.L.I.G.H.T. are the immediate leadership team, sharing responsibilities with the Superintendent. Any individuals with this rank have proven themselves time and time again, and are willing to take on the responsibilities of assisting with leadership. From an OOC perspective, the Overseers are the primary officers, and are free to lead campaigns as they see fit. There are currently no Overseers in the guild, and likely will not be for the next few months. SURVEYORS: A.R.C.L.I.G.H.T's Surveyors are the gnomes who have proven themselves to be invaluable to the cause, and reliably turn up to expeditions. They are able to assist with the association's upper management, and potentially lead expeditions. OOCly, these are the minor officers of the guild. RESEARCHERS, ENFORCERS AND MEDICS: The ranks Researcher, Enforcer and Medic all have an equal amount of power within the guild, and the difference between them is mostly cosmetic. These ranks make up the majority of average members, who have the authority to recruit more Novices and lead events within campaigns. These ranks are the highest an alt character can achieve. NOVICES: The Novices are the newest members of the association, who have been recently recruited and have yet to embark on their first expedition. After attending an expedition, they will be able to choose whether they wish to become a Researcher, Enforcer or Medic. Guild Rules: - IC drama is very much encouraged, while OOC drama will not be tolerated. If you have an issue with the guild, please try to bring it up constructively so that it can be solved. - OOC chat should be kept to OOC channels, where possible. - Any ERP caught or visits to Goldshire (outside of in-game holiday events) will result in a kick from the guild. - TRP3 is the preferred RP addon for the guild - not using it won't get you kicked, but it's very much recommended. - Try to be as active as you can. We'll only kick after a month of (unannounced) inactivity, but officers will be demoted to a standard rank after fourteen days. FAQ: Do you accept alts? Yes, we will accept alt characters, so long as they are gnomes. I don't know how much you would miss in the way of expeditions, but you're welcome to show up when you can. In general, if you don't think you can show up for at least an hour each week, it's probably not a good idea to sign up. Are there level requirements? No - in the case of most classes, you're just expected to level your character when you find the time. We will eventually be visiting all the continents in-game, so the higher level the better. However, death knights are required to be at least Level 100 before enlisting, to deter people from creating the characters just because they start at Level 55. You will need to be at least Level 10 to partake in events, since you'll need to be in the raid party to see raid warnings. How about uniforms? There aren't any specific uniforms, but you are encouraged to wear a variant of the guild tabard (or a Gnomeregan tabard if you prefer), and decide upon a transmog to match it. This isn't enforced for anyone below the rank of Surveyor, for the most part. I'm playing a non-gnome race, can I still join? Unfortunately, we're keeping recruitment open to gnomes only, to keep the desired atmosphere of a race-specific guild catered to the gnomish race. That doesn't mean we won't RP with you, though - depending on situations, you might even be able to tag along to certain events!81
[BE-RP] The Crimson Vanguard
The concept: What we are and what we have on offer The Crimson Vanguard is a heavily Blood Knight themed guild concept, aiming to deviate from the traditional air of authoritarian structure, while keeping the core focus on a militarized chain of command. The part we play is that of a compact fireteam, taking the battle throughout the entirety of Azeroth, and denying the encroaching threat of the Legion from manifesting itself in the more remote and vulnerable locations, whilst the main war efforts rage on upon the Broken Isles. Whilst consisting primarily of Blood Knights belonging to a regiment known as Firebrand, the Crimson Vanguard takes form with the addition of support from outside the Order of Blood, allowing for a diverse set of units to contribute their talents and expertise to our goals. A more detailed perspective on our purpose and goals might be found here: http://crimsonvanguard.wowlaunch.com/sections/information Events and how we do things Utilizing an experimental combat system, which is designed to promote both character customisation and growth alike, it is our intent to have events run smoothly, and without feeling as if the rate of success if determined solely on the luck of a roll. Instead, we make use of perks, modifiers, and certain combat actions which will allow a team to use a hefty portion of strategy to achieve victory, whilst still keeping things familiar enough to not become overly convoluted and confusing. For a complete overview of the system, visit: crimsonvanguard.wowlaunch.com/sections/combat What are we looking for, and what is expected of members The Crimson Vanguards seek elves of sound moral standing, our agenda being valour driven, and our methods action packed. We wish to employ those that wish to pursue a path of noble deeds, and to serve the trust of the High Kingdom and her people alike. Being a military guild above all else, there will be expectations set in terms of how each member goes about representing the name of the Vanguard. While a uniform is in place for Blood Knights of Firebrand, those that seek to take part in our activities must also adhere to the theme that is the traditional colours of gold and crimson. For an extensive list of our regulations and out of character information, visit: http://crimsonvanguard.wowlaunch.com/sections/rules In closing Thank you for reading this far, and while the linked website has a more expanded pool of information to view, I hoped to capture the condensed essence of what the Crimson Vanguard stands for, and provide a more convenient experience for you, the reader. I say with confidence, that we all look forward to your correspondence. Ad Victoriam.1
[Campaign] Fel in Feralas - LIVE! Cont.2
... Hello Argent Dawn, in the wake of 7.1.5 and the soon to be released (hopefully) 7.2 I present to you my own custom campaign, Fel in Feralas, which has been in the works for a matter of months now. The campaign focuses on the meddling of Vikras and the storyline I've chosen to take him down, as well as give immersion to the numerous invasions the Legion has been bombarding Azeroth with, with the Legion fortifying Dire Maul into a stronghold that must be breached. The campaign itself is a 10-14 day multi-stage sandbox RP-PvE/PVP campaign with an overarching story similar to Feast of Souls, and contains two or three DMed events by yours sincerely and a small amount of scripting, although most of it is player influenced. As for addressing the elephant in the room itself, no, this campaign will in no way glorify or be to promote and boast and show off Vikras and put him in the spotlight all the time. On the contrary, given his past failures he is now almost distrusted and abandoned by the Legion, who will simply push him to the background to meddle with things there. Apart from providing the overarching story narrative and some kind of end boss fight/resolution, Vikras won't appear in the IC story at all, and the spotlight will be on the Legion threat itself. Oh and Vikras will be killed ICly. TL;DR: Think Broken Shore but on a lesser scale and Vikras is Gul'dan just without too much spotlight. Provides a solid conclusion to my character while simultaneously entertaining the masses. Where? Feralas When? 17th-27th until 3rd (February and March) Rules: (For RP-PVP rules see below) Each side can start in two of the three settlements. Horde: Camp Mojache, Camp Ataya Alliance: Dreamer's Rest, Feathermoon Stronghold (Inhospitable till Friday) Estulon 's Tower (To be regarded ICly as Moonspire Watch) and Stonemaul Hold are considered LOCKED due to Legion damage taken until either side reach 1000 resource points (See below) at which point they become unlocked. RP-PVP: RP-PVP as well as RP-PvE will be available across most of the zone, however it must first be negotiated between parties and kept out of camps and settlements. In addition, full scale PVP will be available for those who want it on Sardor Island. http://i.imgur.com/HW7PQWB.png Resource System: Resources will be generated through RP-PvE events. 10 will be generated baseline for hosting an event and +5 will be generated for every member attending. The cap is 2000. Morale System: Morale will be influenced by RP-PvP events. 10 will be granted automatically upon successful victory and +1 will granted for every member attending. Results are reflective for the losing side. The cap is 200. This does not affect the story in anyway, and is purely for IC immersion. Stages: Stage 1: Through the Felfire and the Flames As the Alliance and the Horde arrive in Feralas, it quickly dawns upon them the threat they face. With a settlement apiece already sustained significant damage and unusable until proper supplies can be provided, they must drive back the invading foe, and perhaps, even each other. Stage 2: War Of The Universe Tensions are escalating in the jungle, if not between the Legion and the forces of Azeroth, but the Alliance and Horde as well. With all settlements reclaimed for both sides, the invasion must soon come to a head, The question is against who and how soon? (Automatically proceeded into when both sides have gained 1000 resource points.) Stage 3: Epic Rage of Furious Thunder It all comes to a head. As the Legion's grasp on Dire Maul breaks, the path opens to the belly of the beast. Can the Alliance and Horde set aside their differences to drive the Legion out once and for all? What horrors lie within the city waiting for them? And at what cost must they be willing to pay? (Finalé. DMed event for ALL sides when they have both reached 2000 resource points.) Contact me either here on my btag with any questions, concerns, feedback, criticism, etc. Btag: Voidburner#21298 For DM's only (notes) Discord: OzWarpwrench#0981 Horde DM: Vikras Alliance DMs: Saleysea + Baroosh (Myribelle) Neutral DMs (H): Koranith (part time Myribelle) Neutral DMs (A): Alishara + Rurik + Brandelwyn (The DM roles apply for the finale only, although we can provide you with events in between) ... EDIT: Posted for Vikras! For the duration of his "Forum absence". He is still here. I've done this with his permission.10
[A-RP]Interest Check - A Militia Guild?
While struggling with the catch of cold and brainlessly farming, I had some ponderings of a new guild, something simple yet familiar. With the ongoing trend of more independent military forces like mercenary guilds, private companies and other neutral orders, I can't help but notice a sort of decline of military forces of the governments, particularly Stormwind. Before you tell me to stop right here, however, let me just clarify abit; Yes, I am well aware that blue-coat guilds are usually short-lived and more restrictive to the progress of the individual rather than in collective, and also tending to get stuck on activities in Stormwind City, or attempting to overstep martial authorities which isn't appreciated to most of the people. However, I still believe there is still room for a typical, standardized military company serving the king's Alliance, if done in a delicate, patient and realistic manner. So I hereby open a discussion to see what people think of what I have brainstormed thus far, or if they are willing to share what other guilds there are with similar concepts, and how they work. A list of what I brainstormed for a militia guild of the Alliance thus far: - Based in Stormwind, formed by the Stormwind Army - No larger than a company, highest ranking commander is Captain - As per definition, the company is not comprised of experienced enlisted soldiers, but by non-professional citizens of different backgrounds who still wish to serve the Alliance and protect its lands and interests; A militia in the King's service. - Military training is basic, covering the necessary disciplinary aspects with little concern of "parading quality". Experience will handle the rest of the shaping. - Uniform and equipment is standardized but cheaper in quality. Still representing in blue, but with very little glamour compared to i.e the Royal Guards. - No elitism; If you are a powerful knight or a mage who seeks glory and recognition, there are lots of other places to go to. This is a place for the commoners to serve the Alliance, after all. - Base of operation; somewhere outside Stormwind City. The city itself is well-protected as it is with the city guard and other martial forces, whereas the realm is more vulnerable as the military might is stretched thin, especially after the great loss at the Broken Shore. - Races; preferably humans to emphasize Stormwind nationality, but understandable it's a high demand on low supply due to the RP community as of now. Open for discussion. Depending on the feedback given, I will proceed to extend and evolve the ideas to create a guild eventually, or drop it until further. Feel free to share your thoughts!0
The Blood of Azzinoth (A-DH/RP)
“For ten thousand years, the Demon Hunter has waged an unseen and thankless war against the Burning Legion. Ours is a life of solitude not for our own sakes, but for the sakes of those we strive to protect. But history has shown that even the greatest paragons can fall to depravity. It must never happen again. Our enemies and our allies have good reason to fear our kind. Power corrupts, and absolute power corrupts absolutely. Each and every one of us wages an unending war against evil, but the greatest evil is that which dwells within, and is the hardest war to win.” ------------------------- The In-Character When the Demon Hunters were sprung from their prisons by the Wardens and rejoined the Alliance and the Horde to fight the Burning Legion, not all went back to their old ways. Nemyth, a staunch defender of her people, was singled out by a leader within the Watchers and given a task; if the greatest of them, Illidan, could fall to madness so too could his now loosed followers. Gather a group of like-minded individuals and, under the gaze of the Watchers, prevent any more wayward brothers and sisters from falling from grace and following in His footsteps. The Blood of Azzinoth represents Demon Hunters who have split away from the Illidari, either through an agreement of ideals, mutual respect or more heavy-handed means. These Demon Hunters have taken the next step and rejoined their people and the Alliance, under the stern charge of the Watchers. The Watchers fulfil the role of observer and minder as opposed to jailer and keeper, guiding and advising the Demon Hunters along a path that will (hopefully) bring them closer to their people, the Alliance and to Azeroth as a whole, and away from their solitary existence. This, of course, isn't without its own sacrifices... Due to the specialist nature of a Demon Hunter, their mission is twofold – destroy the Burning Legion and its minions, and protect the interests of the Kaldorei and the Alliance. Notably, this has included the pursuit and eradication of any Demon Hunters who have forsaken Azeroth and joined forced with the Burning Legion, of which there are a startling number of. The Blood specialises in the hunt and trains to combat these renegades with the support of the Watchers, and the sentence is death. This may of course naturally draw the ire of Illidari loyalists who see the Blood as traitors, outsiders and renegades themselves who have forsaken Illidan and his mission for an existence back in chains. Some within the Blood may agree to some degree, but may as well come to enjoy the relative safety that the Alliance offers, so long as they follow the rules and do not lose their way. Even the Demon Hunters within the Blood are at risk of falling to their own comrades – the promise of power is difficult to resist, and a Demon Hunter is embroiled in a constant struggle with his or her inner demon. A momentary lapse of judgement may set the hunter on a path that directly opposes his calling, and it falls to the Blood to mercilessly hunt down and destroy their former comrade before he or she causes more harm – hopefully without their own people knowing that one of these 'trusted' individuals has fallen from grace. To this end, the Blood follow a set of rules to better keep them under control and add some sense of security to the Watchers. This is to avoid any chance of the demon within luring the hunter down a dark path, which may put other hunters at risk as they are tasked with bringing them to justice. The rules are as follows; - The threat, assault and murder of the innocent, be they Horde, Alliance or otherwise is strictly forbidden under pain of imprisonment or death, depending on the severity of the crime. - The threat, assault and murder of any Alliance citizen is punishable by imprisonment or death, depending on the severity of the crime. Other punishments may be dispensed at the Watcher's mercy. - The threat, assault and murder of the Watchers is punishable by imprisonment or death, depending on the severity of the crime. Other punishments may be dispensed at the Watcher's mercy. - The threat, assault and murder of any Demon Hunter within the Blood is punishable by imprisonment or death, depending on the severity of the crime. Other punishments may be dispensed at the Shan'do or her Glaive's mercy. - The consumption of demonic flesh and blood is to be kept to a minimum. The addiction and the draw of power that comes with it can prove to be a hunter's undoing, and the savage act is horrific to behold for any who do not understand the nature of the Demon Hunter's plight. The Watchers may deign the consumption of demons inappropriate at any given time, within reason. - Use ones own powers sparingly. A show of force is sometimes required, but to dispense your arsenal on a lowly cultist is a show of power too great for the situation. If the greatest of our kind can fall, so too can the lowliest of Demon Hunters. The Shan'do and her Glaives may dispense punishment for reckless abuse of power as they see fit. ------------------------- The Out of Character The Blood of Azzinoth is a guild that is tied to the Alliance, and one of the few if not the only Demon Hunter guild to do so. We're striving for a relatively small but close-knit community where the quality of ones' character and roleplay reigns, and after the pre-release we are working diligently to ensure our standards are set for roleplay within Legion. Due to our 'bond' with the Alliance, we're hoping to work closely with other guilds and fulfil a niche within events and roleplay that the Alliance require – that being the hunting of demons – when or if the Illidari cannot be entrusted to such a task. The Blood is a penal regiment in the sense that they are under constant observation and strain by the Watchers and their peers who keep them on a tight leash and ensure that nothing untoward occurs, and we're hoping that this will generate some interesting roleplay (and conflict) with other Illidari Demon Hunters as well as other Alliance personnel. As with all guilds, we have an OOC set of rules that every member must abide by without exception. The rules are as follows; - Be active. We can't keep things going if members don't show an interest or drum up support. Be active so you don't miss any of the guild's progression be it IC and OOC. Myself or the officers are at liberty to kick members as and when we please if we believe they are not invested enough. Typically this is a week offline without any notification beforehand, or if someone has been logging on and off without roleplaying or contributing to conversation, we may kick them simply as a courtesy to the rest of the guild and anyone else looking to join. - Check the Calendar regularly for events. If there is plot-centric roleplay going on, you'll want to be there. If you know it's there, make an effort to turn up. Again, if we believe someone has been avoiding events and roleplay we may remove them at our own liberty. - Public ERP is not allowed and any instances of it will result in removal from the guild. If you're caught, you're out. No exceptions. - Remember that it's a game about war, not a war about a game. Be courteous to your fellow player be they in the guild or out. In many cases you don't know who you're talking to, and a bit of politeness goes a long way. If someone is giving you bother, report it to an officer. - That being said, don't be offended by every little thing. This is by no means a PC guild and there will be topics some people find not to their liking – it isn't your place to decide what people talk about unless it does become a serious problem, in which case you shouldn't kick up a fuss and instead report it to an officer.129
[N, Dragon RP] Community - Scalesworn Accord
As a continuation of our previous thread: we are a dragon role-playing community that seek to promote this new (and kind of experimental) form of role-play! Togheter, we boost our courage, discuss about the world and organize projects. The community has been less active as of recently. However, with the comming of the Burning Legion and the Nightmare, the dragons shall play a global role in the war for the safety of Azeroth. The dragon community itself is welcoming of any dragon, dragonsworn and even dragonfriend role-player that seeks a form of dragon-related RP. We want to provide a friendly yet respectable environment. Here people can cultivate this new form of role-playing without prejudice. However, to safeguard the quality, the reputation and the experience of our role-playing, we require a degree of experience. Consider that it is not advised to role-play a dragon without the experience and ability to potray an overall still-discussed concept. As such, we demand an interview to ascertain whether you may (or not) be part of our community. Anyone found out breaking lore, causing drama within the community, insulting people and avoiding other forms of civil behavour will be adressed as detrimental to the whole community and we will take severe actions against these players. We welcome dragonsworns, dragons and even sympathizers (as long as the chat mantains a civil tone). Due to past issues and after discussing with some players of the community, we have chosen to be more restrictive in the 'Scalesworn Accord' group. Only a few members of the community will be allowed within the Scalesworn Accord and only after passing an OOC interview and IC introduction. Other dragon role-players that still want to interact with us are welcome to do so. In-Game Channel: removed. The previous channel is no longer supported! Currently using private channel. F.A.Q. Is it a guild? What is the Scalesworn Accord? No, we are not a guild. The Scalesworn Accord is an union of dragon-related roleplayers that seek such a new, apparently (recently) welcomed form of role-play. We will organize monthly meetings (as we currently do) and we’ll try to provide more events to the community. We seek to be acknowledged as not only a tolerated part of the server, but even welcomed and respected. Keep in mind: being a member of the Accord does not require being inside our guild and IC agents that join a lesser being's organization are encouraged and even supported. You distinguished between the Scalesworn Accord and a community? Due to past issues and our free-for-all attitude, some drama occurred. While our community is democratic and welcoming, these events forced me to take a more severe stance to avoid further unfortunate events. Therefore, the official members of the Scalesworn - the sole truly representative of our quality - will no longer be represented by the entire community of dragons but only a more restricted circle deemed mature enough not to engage idiotic behavour. What is your goal? The Scalesworn Accord are a group of idealistic dragons vaguely associated with the Wyrmrest Accord who consider themselves an extension of such an order's will and purpose. The scalesworn seek to mantain and carry the values the dragonflights epitomize in this new age of mortals (order, life, magic, dream, time). Following the current dragonflights' lore, we have two main goals. First of all, we seek to safeguard Azeroth through the values entrusted upon us by the Titans: life, time, magic, dream. Such a task involves educating the lesser races to higher values, discouraging indirect threats such as warlocks and fighting against active threats like the Old Gods' minions and the Burning Legion. Due to such a project, we may not only clash against the enemies of Azeroth but even cooperate with the lesser races, encouraging and mantaining a civilized culture worthy of the ones that shall inherit the planet's future. A second goal, less ambitious but necessary, is to find our place within the Age of Mortals without forsaking our identity. Basically, it involves the survival of the dragons as a race, either by safeguarding the few remaining whelps or mending our inability to lay eggs. This theme is subjective and collective at the same times, tough only dragons may be touched directly, such a tragic feeling may be felt within the guild. What about the current lore of the Dragonflight? The current lore states that the Wyrmrest Accord does survive – therefore Nozdormu, Alexstrasza and Ysera still wish for their alliance and union to continue. Kalec has disbanded the Blue Dragonflight, so what the individual blue dragons do is mostly up to them. We are simply working to keep this union useful. As such, the Scalesworn Accord considers itself an expression of the Aspects' common will. According to the Wyrmrest Accord's lore, we recruit only red, green, bronze and blue dragons. Alright! I’m a dragon too, i want to be part of this. Our community is rather small and, at times, inactive. However there are those who support the idea. Feel free to contact one of us in-game and ask for an interview. We are looking for mature, experienced role-players. Please, take note that our form of RP requires a certain skill; not only because it’s hard, but because there is still prejudice. If you are new to role-playing, you may wish to try a different concept or start as a dragonsworn. Interview? Due to a decline of quality during the meetings, we have chosen not to welcome anyone and their mother. We are no longer an open community and demand an interview. You must get interviewed by either Silandos (Meralygos), Lealynn or Raelstrasz or Miragosa (the owners of these dragons wish to remain incognito for a while, contact me or Lea before in order to organize an interview with us or them). If you meet only once per month, what do you do in the rest of your time? We host 3-4 events every month. Needless to say, presence is welcomed. Also we encourage to drop into the greater world outside, interacting with other people than the community. Useful links: Website: http://scaleaccord.webs.com/ Previous thread: http://eu.battle.net/wow/en/forum/topic/13987651054?page=1 Dragon Bestiary: http://scaleaccord.webs.com/apps/forums/topics/show/13323839-dragon-bestiary Guide to DragonRP: http://eu.battle.net/forums/en/wow/topic/1516131435?120
[Campaign] Fel in Feralas- LIVE!
... Hello Argent Dawn, in the wake of 7.1.5 and the soon to be released (hopefully) 7.2 I present to you my own custom campaign, Fel in Feralas, which has been in the works for a matter of months now. The campaign focuses on the meddling of Vikras and the storyline I've chosen to take him down, as well as give immersion to the numerous invasions the Legion has been bombarding Azeroth with, with the Legion fortifying Dire Maul into a stronghold that must be breached. The campaign itself is a 10-14 day multi-stage sandbox RP-PvE/PVP campaign with an overarching story similar to Feast of Souls, and contains two or three DMed events by yours sincerely and a small amount of scripting, although most of it is player influenced. As for addressing the elephant in the room itself, no, this campaign will in no way glorify or be to promote and boast and show off Vikras and put him in the spotlight all the time. On the contrary, given his past failures he is now almost distrusted and abandoned by the Legion, who will simply push him to the background to meddle with things there. Apart from providing the overarching story narrative and some kind of end boss fight/resolution, Vikras won't appear in the IC story at all, and the spotlight will be on the Legion threat itself. Oh and Vikras will be killed ICly. TL;DR: Think Broken Shore but on a lesser scale and Vikras is Gul'dan just without too much spotlight. Provides a solid conclusion to my character while simultaneously entertaining the masses. Where? Feralas When? 17th-27th until 3rd (February and March) Rules: (For RP-PVP rules see below) Each side can start in two of the three settlements. Horde: Camp Mojache, Camp Ataya Alliance: Dreamer's Rest, Feathermoon Stronghold (Inhospitable till Friday) Estulon 's Tower (To be regarded ICly as Moonspire Watch) and Stonemaul Hold are considered LOCKED due to Legion damage taken until either side reach 1000 resource points (See below) at which point they become unlocked. RP-PVP: RP-PVP as well as RP-PvE will be available across most of the zone, however it must first be negotiated between parties and kept out of camps and settlements. In addition, full scale PVP will be available for those who want it on Sardor Island. http://i.imgur.com/HW7PQWB.png Resource System: Resources will be generated through RP-PvE events. 10 will be generated baseline for hosting an event and +5 will be generated for every member attending. The cap is 2000. Morale System: Morale will be influenced by RP-PvP events. 10 will be granted automatically upon successful victory and +1 will granted for every member attending. Results are reflective for the losing side. The cap is 200. This does not affect the story in anyway, and is purely for IC immersion. Stages: Stage 1: Through the Felfire and the Flames As the Alliance and the Horde arrive in Feralas, it quickly dawns upon them the threat they face. With a settlement apiece already sustained significant damage and unusable until proper supplies can be provided, they must drive back the invading foe, and perhaps, even each other. Stage 2: War Of The Universe Tensions are escalating in the jungle, if not between the Legion and the forces of Azeroth, but the Alliance and Horde as well. With all settlements reclaimed for both sides, the invasion must soon come to a head, The question is against who and how soon? (Automatically proceeded into when both sides have gained 1000 resource points.) Stage 3: Epic Rage of Furious Thunder It all comes to a head. As the Legion's grasp on Dire Maul breaks, the path opens to the belly of the beast. Can the Alliance and Horde set aside their differences to drive the Legion out once and for all? What horrors lie within the city waiting for them? And at what cost must they be willing to pay? (Finalé. DMed event for ALL sides when they have both reached 2000 resource points.) Contact me either here on my btag with any questions, concerns, feedback, criticism, etc. Btag: Voidburner#21298 For DM's only (notes) Discord: OzWarpwrench#0981 Horde DM: (All by) Myself Alliance DMs Saleysea (tentative)+Brandelwyn Neutral DMs (H): Myribelle and Koranith Neutral DMs (A): Alishara+Rurik (The DM roles apply for the finale only, although we can provide you with events in between) ...500
[A-RP] The Dainty Damsel
The privateers of The Dainty Damsel. "...Her dark, brooding gaze swept across the quarterdeck, lingering momentarily upon a dark stain, a remnant of the bygone battle. She was about to bark at Dennis, the young swabbie, when she remembered her own first voyage, and how it had marked her forever when Buckling fell from the mast. A stern and strict lieutenant took pity upon her then, as she dry-heaved over little bits and pieces of person. And today she realised why." "He held the perfumed cloth to his nose and filled his lungs with the familiar scent of a loved one waiting for him at home. His hazel eyes hid behind its lid, taking him back to Stormwind. The Dainty Damsel could not carry him fast enough." "The sea had calmed and the morning was broken, but she kept scrubbing her table. She always refused to allow a sailor or helpful hand to steal this task from her. She was worn, her body ached, and the chemicals to clean this bloodied medical bay gave a headache out of this world. But it was cleansing for her. The clean hot water turning red in the basin. The sheets thrown and replaced with crisp clean linnen. Her knuckles were raw and white, strangling the sponge in her hand as she relentlessly scrubbed away the memory of each sailor. She wanted to come home. She wanted her husband." "The knife scraped against the dark wooden piece, shedding more shavings for Dennis to clean up after him. A name was burning in his mind and the dark corner of the mess proved to be a soothing calm in the early morning. The other sailors still slept, but his mind was still stirring...." ____________________________________________________________________________ Ooc: Greetings Argent Dawn Roleplayers! We are a group of experienced roleplayers with a nice friendly atmosphere who have banded together as privateers to sail aboard the Dainty Damsel. We invite you to come along with us, or ask us questions should you have such! Our Captain, Feidos Starwind- Artaeli; A one eyed calm that despite his lazy laid back tone seems always one heartbeat away from drawing steel, ready to fight approaching enemies. He has been a captain for many years,born and raised upon The Cranky Maiden, into a life of piracy. He gained the letter of marque a few years ago to aid the crown in war. The Quartermaster is none other but Kynleigh Hawkins. A strong heart and an even stronger will has placed her from the Navy and onto the Dainty Damsel. The Bosun, the mysterious gentleman Owyn Connal, who was in truth tricked into the position. A man not particularly fond of sailing, but his love for gold and fighting was stronger. His history remains safe in shadows, and his charms and playful games makes most forget to even bother asking about it. The Surgeon, a bitter brooding Lily Darling, once served in Northrend and upon the HMS Endurance of the Navy. Now she is managing the medical unit of the Dainty Damsel to make sure it all runs smoothly. Though few can question her experience with medicine and her near impeccable work, the woman could have had better social skills. And warmer gentler hands at times. Her greatest grieviance so far is nurse Cottonmouth, who continues to eat everything in her path. Including cotton balls and so far, two missing pencils. The Crew is a wonderful band of nearly 100 men, with a handful of women. Some experienced, like the all-knowing and wise Joe Mollen and Florian, the god among men, to the inexperienced cabin boy Dennis. Every life aboard this vessel matters and contribute to the success of the Dainty Damsel. We are also interested in possible allies for storylines and events. You can also take a little gander at our AA website: https://www.argentarchives.org/node/1867327
[A/N-RP] The Cenarion Guardians: Radicals & Zealots #2
...... ... The Cenarion Guardians are an ancient kaldorei religious & paramilitary order dedicated to defending the Balance and upholding the 'Cenarion way of life.' Their methods, attitudes and beliefs are considered radical by many. All members of the Guardians take oaths to defend the Balance with their lives, and each of them is expected to be proficient in combat to do this - but there is also an important religious aspect at the core of the order. They are first and foremost nature worshippers, and this is what drives their actions. It is an ancient order with roots stemming back as far as the pre-Sundering era (and with a whole lot of player time and effort expended under the banner) and a potted history can be found on our guild forum. Our aim for the guild is to promote high quality roleplay with Druidic and traditionalist Night Elven themes, with organised DM events, frequent rituals & prayer events with an authentic Kaldorei flavour, and plenty of opportunity for community involvement and character progression. It's something of a niche guild - a fairly specific concept that fits fairly specific characters - but hopefully our roleplay and open events should have something for everybody. So long as you're not dead, or a demon, or like magic too much. Think of us a little like the nature worshipper's Scarlet Crusade. ... Open to Night Elf and Worgen characters of all classes except for Mages, Warlocks, Death Knights and Demon Hunters. Contact us in-game: Nialls, Thornroot or Malfven are all available to handle matters of recruitment. Just an informal OOC chat with questions about your character and how they fit into the guild/your understanding of the concept. The rest is handled through an IC meeting. ... Are you the Cenarion Circle?No. Most (probably all) druids have ties with the Cenarion Circle, and the Guardians as an order have been in and out of bed with the Circle establishment throughout their history. Many members of the guild will have some connection with the Circle; but the order as a whole does not represent the Cenarion Circle. The Guardians are a wholly more radical sect. What do you mean by 'Radical' or 'Fundamentalist'?... Being a fundamentalist is a bit more than being a 'traditional' Night Elf - for the Guardians it means taking those traditional views and being prepared to apply them with zeal. Guardians' ideology can be stripped back to one line - "The balance of nature before all" - and the radicalism comes from being prepared to put that into action. Is there a uniform?We ask that if you do wear the tabard that you endeavor to make a set that matches it, but otherwise there are no uniform rules. ......94
[H/A - RP Event] Pandaria Spring Fight Festival!
Whoever said spring was a boring season have not yet enjoyed the cut and thrust of this one of a kind event! Come forth, warriors and folks seeking thrills and delights, and be entertained for a fast-paced evening of epic clashes in scenic surroundings! Warrior against warrior! Robot against Robot! It's time for the Pandaria Spring Fight Festival! Time: 20:00-22:00 Date: 19th of Feb Where: Tian Monastery Contact: (Horde) Siavash, (Alliance) Veroníque Argent Archives: https://www.argentarchives.org/node/185545 (Extra visuals) Activities: 20:00 - Welcome Speech in Dawns Blossom 20:10 - The Lunar Lantern Parade Begins 20:25 - Market opens in Tian Monastery 21:30 - Robot Tournament 22:00 - Winter Blossom Ceremony ... Siavash Windfarer - Your host tonight - shall in cooperation with his Alliance assistant inaugurate this festival of fisticuffs by the central lake at Dawn’s Blossom with an opening speech, before leading the progression of guests and champions to the magnificent Tian Monastery in a Parade of Lights. Bring out your lanterns, whether they are Lunar-, enchanted or Pandaren as we walk pass the Gong of Hope and to the Monastery to start the festival! For clarification, a small additional map is shared to visualize the route of the Lunar Lantern Parade: http://imgur.com/UoSmkEK ... For those who wish to sate their other indulgences, come and browse the Spring Fight Festival Market, drawing in a wide range of exotic and entertaining merchants from across the world – teas and cheeses, rockets and pastries, the Spring Market is an emporium of wonders and marvels! The established bazaar by the tavern is recommended, but there are many props and tools for vendors and entertainers to install themselves by. Look around in the azure zone of the map and find yourself a good spot! http://imgur.com/rlNRIty ... Bolts and gears shall slam and smash! Metal shall grind against metal, as the finest, miniature robotic death machines come colliding with meteoric force in the Spring Fight Festivals' clang-tastic Robot Tournament – deploy your little lovable death machines and reduce your opponent's pathetic tin-cans to scrap metal as you battle your way to the Finale! The Robot Tournament is hosted as a “First come first served” contest, where the 3 first submitted competitors gets a chance to challenge Alester Silverwood in the arena. The tournament is hosted through a Single-Elimination system, and only mechanical pets are approved in this battle pet tournament! Broken robots are allowed to be repaired and continue into the final round, but you are also free to switch your set into a new one, in the grand final! The winner of the Tournament’s name will be engraved into a tablet to be featured in the Argent Archives as the very first amongst the future series of the “Windfarer Tournaments” that will be hosted throughout the year. Furthermore, the they will also run off with a medal and the “Torch of Victory” to light the road on their future adventures. ... For your consideration: Is pint sized machine-terror not your thing? Are you more inclined towards a “hands-on” approach when duking it out against anyone foolish to stand in your way? Then prove your mettle against your fellow adventurer and give an audience something to gasp about! Reenacting the ancient myth of the Seven Day Beer Brawl – where esteemed Beer Brewer Barrelbrom made a beer so good that forty men and women fought for seven days and seven nights over the last barrel – you and your battle-hardened combatants are free to see who's truly the shrewdest and strongest in a good ol' fashioned one of one. Healing and first aid is available on spot – and remember, this is all in good fun! ... The Pandaren nation is not only known for their ruthless stamina as proud fighters, but also their caring spirit and wisdom passed through generations. In cooperation with the Tillers, we will host an enchanted ceremony of Winter Blossom Trees, as a symbol of the Winter season that is about to end, and as a ritual to welcome the spring ahead of us. Do not forget to visit the Halfhill Market in good time before the festival and buy the Winter Blossom Sapling, to plant and prepare the needed seeds for the ceremony! Along with the winter blossoms we will of course also light the skies with Pandaren fireworks to end the festival with a last final extravaganza! Gather by the Shrine of Twin Serpents at 10PM and watch a forest of white winter blossoms rise from the earth underneath the many colorful rockets! ... This event is lead by Siavash Windfarer, with the intention of providing a fun RP event, with an enchanting setting and without too much nonsense! To achieve this goal, I gladly accept assistance from other guilds and individuals. I’ve marked out specific zones, to make it easy for everyone to join in the way they like! Furthermore, here is some guidelines that I appeal that you follow: ▬ Show Respect: we are here to create something festive for everyone! We kindly ask everyone to avoid stirring up drama and hot-headed discussions during this event. ▬ Keep PVP off: We’d rather not risk random ganking. Should you want to make an IC duel, keep it in the Ring of Inner Focus or the Ring of Balance that has a natural setting for the occasion! ▬ Understand that the hosts will be busy: They may not be able to get around to everyone. Please don't take it personal, but instead try to help each other. As for Battletag, only send a request if you have something IC to say, or an important message to bring. Siavash will not be approachable for chat messages unrelated to the event! Feedback will gratefully be welcomed on the forum thread or PM via the forum or AA after the event! ▬ The seat at the back of the temple is reserved for the host and the translator at 21:30: Once we begin the Robot Tournament we want that bench to be bookmarked for the hosts in order to do the show. ▬ The staircase Shrine of Twin Serpents is reserved for the host and translator at 22:00: At the ending speech we will host a ceremony including fireworks and Winter Blossom Saplings ... Q: How do I sign up for the market? A: Short answer is that you don't! If you want to make a stall, or perform with entertainment, simply look at the zones on the map and find a free spot within the right area! Tip: You can link a presentation of your stall under “Adventures related to this event“ to promote your stall, at the event program on Argent Archives: Q: What can I sell at the market? A: Gadgets, toys, exotic pets, cloth, magic jewellery, potions, weapons, intoxicants, food, games - It’s a free market, meaning you are free to trade whatever you fancy! Q: How can I entertain at the event? A: You could perform as storyteller, dancer, fire juggler, fortune teller, magician, musician - the sky is your limit! Q: How do I join the Robot Tournament? A: The tournament is managed by the principle of “First come, first served” - meaning you will have to attend at the event and be ready with your mechanical battlepets. The FIRST 3 sign ups we receive during the event will get to join the competition against Alester’s robots. Q: What can I win at the tournament? A: First of all you win the bragging rights: The Spring Fight Festival is going to be one of a series of Battle pet Tournaments, and your character's name will be engraved in a tablet and featured in the archive as the champion. Furthermore you will win the “Torch of Victory”, which is a physical in game prize you can use on your adventures. Finally you will win an illustrated medal to feature on your personal AA profile Q: How do I get Winter Blossom Saplings for the ceremony? A: The seeds are soulbound, meaning you will have to buy the seeds from Merchant Greenfield and sow them in your field, in Halfhill. The more who takes part of this, the more impressive the outcome will be of this ceremony! Q: I can't get to Dawn’s Blossom or Tian Monastery without help. how do I get there? A: We have summon services! Keep an eye on the forum for posts from the delegated warlocks - But contact them in good time, as the event begins 20:00 ST, thus the summoning rituals stops at that time! Other questions? Contact Siavash! ... Sunyiu: For help with the program Alester: For standing in as the Robot Master and fireworks crafter61
[Belf-RP] Dawnherald - Back in Black!
It seems that it is time for us to put up the compulsory forum thread for our guild. However, unlike some I will try to keep this brief and to the point, instead of making it a novel. ... OOC Dawnherald has been around on and off since 2007, and now a 5th generation of leadership is taking on the challenge of restoring the glory of Quel’thalas, while providing some really nice RP along the way! We consider ourselves to be on the hardcore end of the RP spectrum. However, we have a lot of time to spare for those who truly wish to improve their RP. Feedback and friendly tips and tricks will be given aplenty. We accept only blood elves, of all classes except demon hunters. We put great emphasis on letting your character’s individual skills come to light and during events and storylines you will most likely find yourself receiving tasks and information tailored for your character, that you alone can choose on how to act upon. We have a friendly and relaxed atmosphere going on OOC with plenty of activities aside from RP going on - such as PvE content or PvP or alt leveling for sh*** and giggles while we are on Discord having a general laugh at everything from accents to chasing each other around with AoE-debuffs while in PvE. We are looking for people who are seriously interested and dedicated to the RP, but not entirely unable to have a laugh and a good time OOC. Rules ... The ranks! Dawnherald is a military order within the Thalassian army, now led by General Arcreld Sunshield. It operates as a Tactical Deployment Unit, performing very precise tasks at the frontlines and behind enemy lines. Regardless of your character's role and skills, everyone in Dawnherald thus operates within the same unit. The exception is the medical wing which has it's own traditions and structure (more on that further down). There is plenty of room for your character to climb the ranks, chances to climb the ranks are fundamental to the Dawnherald concept of paying attention to individuals. Initiate -> Adept -> Aspirant Through hard work and dedication for the cause, the Initiate can rise to the rank of Adept and then onto the rank of Aspirant. An Aspirant who wishes to reach the rank of Herald must be sponsored by someone who is already at the rank of Herald or above. The sponsor will take the Aspirant under their wing and train them for an upcoming trial. These trials will be tailored to the individual character and the training they have been given by their Sponsor. Herald -> Herald Valiant The Heralds and Herald Valiants are the Dawnherald members that will go down into our history books. They have shown themselves to be a prime example of Sin'dorei virtues and proven strict loyalty to the people of the High Kingdom, as well as to the Dawnherald order. To achieve the rank of Herald is no small feat, and the step from Aspirant to Herald is celebrated with a great ceremony in honor of the new Herald. Herald Champion The Herald Champion is a title that stands outside of the regular ranking structure. This title is held by the winner of the monthly Dawnherald Tournament, where the General pins the Dawnherald members against each other in search of the order's best fighter. What does being the Champion mean? It means some genuine respect and priviledges (and OOC prize money, yay!). It also means that if someone bigger and scarier than the General himself besmirches the General's honor, the champion will be expected to step in and deal with it. Captain -> Commander -> General The officer ranks of Dawnherald, held by members who have very specific duties within the higher workings of Dawnherald. The Mender’s Wing Matron Valyssra Sin’dath makes sure to keep the minds of her menders sharp at all times, with weekly meetings and training events for the medical staff of Dawnherald. Joint training sessions with other guilds are also scheduled - there will be plenty for your character to dig their hands into even if the other members of the orders haven’t had the courtesy of getting themselves injured as of late. Furthermore, the medics always go with the other wings into battle - they don’t just stay at home while everyone else is out having fun! How do I join? We are found at the Halls of Respite in Silvermoon City most evenings. Otherwise, pop a whisper to Arcreld, Valyssra or Celthya. Or, hurl us a mail via the mailbox and we'll get back to you.50
[A-RP] The Crescent Command - Active
... Welcome to the forum thread for the guild; <The Crescent Command>! I led this guild on another realm for a number of years, but unfortunately the realm roleplay began to wither, resulting in the Command being disbanded. This was around six years ago however, and after recently returning to Alliance roleplay, I felt as though there was a gap for an active guild centred on preserving Nature - primarily on Kalimdor, but with the flexibility to venture across Azeroth’s entirety. Especially with the Nightmare running rampant and the Burning Legion invading, this was an opportunity that could not be ignored. Below you will find a lot of information: a brief history of the guild’s origins and principles, recruitment information and a list of rules for the guild, and finally the rank system. Expectations of each rank can be found on the guild’s AA profile. ... ... In Character: After the exile of the Highborne and the want to commune harmoniously with Nature and all her wonders, Kaldorei interest and participation in matters of Druidism became commonplace, and while gender ranks kept female Elves at the head of this blooming civilisation, Druidic teachings remained male orientated. However, a number of female Night Elves were highly inclined to learn Nature’s craft, and did so despite breaking society’s gender conventions. Initially, female druids were not seen as legitimate wielders and weavers of nature’s power but after a slow acceptance the notion of a female druid in a position of power was not a foreign one. One such female elf is Elder Druidess Aariniel Moongrove. She established The Crescent Command eight millennia ago, creating one of few havens for any female druid that wished to continue their training, also subtly aiding the male druids in restoring and protecting Nature wherever possible. Once female druids were welcomed however, the Command slowly dwindled to sport only a few devoted, powerful women, and it was soon attached to the Conclave (and later the Druid Enclave in Darnassus) as a small order that was often overlooked. In recent years, where Night Elves became comfortable living in large cities such as Stormwind, it was especially difficult to rally the last of the order’s Guardians. In the wake of the Third War, The Crescent Command was awoken by the Druid Enclave to aid in the final Battle of Mount Hyjal, but it was not led by Aariniel; who, for almost two millennia, had not been seen amongst her kin. With a new, temporary leader, the Command raced to protect the World Tree. With Archimonde’s defeat however, and with no one at its head, The Crescent Command became inactive once more. In recent months however, the elusive Elder has resurfaced and resumed command of the group. After ripping control from the Druid Enclave in Darnassus, Aariniel has restructured the Command with the help of Keryneth, Carlaina and Ilvyn to include all able-bodied souls who hold the Crescent’s principles. Out of Character: The Crescent Command originates from the realm Steamwheedle Cartel. It was created in early 2007 and was in-and-out of activity until late 2011. The characters of Aariniel and Keryneth are roleplayed by the same person. Since Aariniel is a reclusive character, she cannot always be played due to her dislike for highly social surroundings, thus needing Keryneth to be a proxy leader. It is likely that guild members will get to roleplay with the Elder at certain times, but overall it will be Keryneth and the other guild officers who will be "running the show". ... As you might infer, The Crescent Command is committed to protecting, spreading and restoring nature and the values that she embodies. Despite the recent and tumultuous changes, the overarching goals of the Command remain the same. They strike and defend, in the light and in the shadows, embodying the fighting spirit and traditional values of the Kaldorei in the face of a rapidly changing world. The guild also highlights how Kaldorei society has changed; both over the millennia from the Highborne’s exile to how more recent alliances with Humans (etc) have influenced their culture. While some changes have been made to the guild in comparison to its original state, The Crescent Command will continue to value Kaldorei traditions when discussing Nature and how best to serve her – this means that, while all Alliance races are welcome, they must show a modicum of respect to the ancient Kaldorei culture. Recruitment and Rank system are presented in the next comment.41
[A]The Burning Hammer - Raiding Guild
Greetings Ladies and Gentlemen. The Burning Hammer is open for recruitment. The Burning Hammer is a guild with a core of veteran players, most of us playing since the start of Vanilla WoW. While our original guild was based on Bladefist and Outland, we've since transferred to Argent Dawn EU where we started this new guild. We've raided in Vanilla, TBC and WotLK, where we were a competitive guild in terms of realm-rankings. With Legion we started raiding again, and after clearing Emerald Nightmare and Trial of Valor Heroic, we're looking forward to clearing The Nighthold as well. What can we offer? Our raiding style is casual: no fight goes perfectly from the start and we don’t mind spending some time on a boss if that's what it takes. We do normal raids, heroic raids and mythic plus, and there are always people up for doing those. Alts and friends are more than welcome to join, even for normal raids. Your profile? We don’t expect you to be a hardcore player. Have your gear enchanted and gemmed, be willing to learn and bring some buff-food + damage pots for heroic raids. If we're still learning we won’t ask you to use them, but if we get close to a kill we might ask that you put in that little bit of extra effort in terms of buff-food and damage pots. For communication we use Discord, and we'd prefer it if you have a working microphone for easier feedback during raid encounters. Current Recruitment Specifics: At the moment we are looking for the following classes/specs: Any DPS (870-ish ilvl) Raiding Times: Sunday 8-11 PM server time Monday 8-11 PM server time We also have an optional extra raid on Wednesday for some useful content that lost it's place in the main raiding schedule. Progression so far: 7/7 Heroic Emerald Nightmare 3/3 Heroic Trial of Valor 10/10 Normal Nighthold 8/10 Heroic Nighthold If you're interested in joining and would like to have a chat, contact one of our officers on the following battle.net id's: Foen#2700 HeavyD#2834 Ahi#28860
(RP) The Hammer of Khazadul
"Sweat wiped from a master’s brow, a cloth discarded in focus. hammer rings, clear blows that echo throughout the abandoned halls. The master works alone, sparks rain and a haft connects. The heat of the forge dims as a hammer is crafted A weapon is born, a Legacy begins." The warriors of Khazadul serve one purpose, the preservation of an ancient Dwarven relic. A relic in the form of a renowned war-hammer forged many years ago upon the anvil of mysterious craftsman who's full name was lost to the ages of time. Known only as the Forgefather of Khazadul, a long and venerated Dwarven line. The warriors of Khazadul must prepare for an arduous task as they muster to march north to reclaim the Forgefathers long lost hold and battle any foes that may pose a threat to the Hammer. Perhaps when the Hold is reclaimed, the abandoned halls and corridors from years past may reveal the secrets and missing links to the forging of this mighty relic. The Forgefather: "This Hammer shall not touch the dirt, nor pass from Dwarven hands." As the Battlebringers of Khazadul serve as the backbone; clad in solid plate, rolling over their foes like a tide of steal and bitter curses. The Battlecriers serve as Dwarves with an act for runes and words. Scanning and searching ancient tomes and scrolls, seeking to obtain any shred of knowledge regarding the hammer and its forging. Any Dwarf with a strong heart and the spirit of the mountain may muster under the hammer, no Dwarf no matter the clan will be shunned from this mighty venture. Glory, gold and honor awaits! - Militaristic Dwarven Regiment. - Close community consisting of old friends and new! - Several DM events hosted by different players. - Well planned and enjoyable story-line. - Plenty of opportunity for character progression. OOCLY: Out of character, we are all experienced roleplayers who just aim to have a good time, myself and my Officers have a solid five-plus years under out belt and are more than happy to help anyone new to roleplay along the way. The Guild currently has a heavy tiding towards the more serious gritty side of roleplay characters will be engaging in combat on more than one occasion. We take wounds, death and consequences seriously and expect all of our members to! We really wish to breathe some life back in to the Dwarven community and enjoy the greatest fantasy race for what it is! We hope you come along for the ride and get involved. Classes/Races: We are a Dwarf only guild. As for classes, we accept any and all including Death Knights. Why should any Dwarf willing to lend a hand to the cause be denied? Characters: The Hammer of Khazadul is a heavily militaristic order that requires members to obey the rules and guidelines in place. There isn't room for renegades and thugs. Each of the current members are proud Dwarves that will do nothing to sully the name! We appreciate good in-depth roleplay when it comes to recruitment, rather than just showing up and asking for an invite! As the leader of this group I often take time to get to know your character personally. Please whisper myself: Hargrím in game for information and perhaps an interaction!59
[N-RP] Crimson Sun Brigade
The Crimson Sun Brigade is returning. After a long OOC hiatus that allowed us time to live life and for memories to grow fond, we're looking back on the guild and saying "... Yeah, that was nice. Let's do it again!" We are primarily on Steamwheedle Cartel Horde and its sister servers Moonglade and Sha'tar, but do have a roster on Moonglade Alliance and Argent Dawn Alliance and Horde and are quite willing to join other people's events on most servers. Who Are We? The Crimson Sun Brigade (Steamwheedle Cartel/Argent Dawn) is a faction neutral paramilitary guild that do not care about the strife between the Horde and the Alliance. They have chosen to band together in the defence of Azeroth as opposed to risking the safety of its members by squabbling over old prejudices. Koranith Dawnfire commands over the whole operation which is primarily based in Fenris Keep and Dandred’s Fold. For the sake of making the paperwork a little more manageable, the brigade is divided into three branches: The First branch is led by Aeryndal Riverheart, focusing on humanitarian efforts around Azeroth. We can often be seen aiding civilians after battles and natural disasters. The Second branch is led by Eric Balston and has been given the nickname “Balston’s Braves.” We do most of the exciting stuff, going on adventures, contracted missions, et cetera. The Third branch is lead by Lanariel Belore'draco and focus on the arcane arts and all things magical in nature. We’ll often be found researching old tomes and artifacts, inspecting leylines, and doing the arcane heavy lifting around the brigade. NOTE: Just because an individual’s paperwork is filed under a certain branch does not mean one cannot interact with and aid another branch. An arcanist from the Third branch can accompany a squad primarily comprised of individuals from the Second branch out on missions. What Do We Do? As you can see from the above: a little bit of everything so long as it does not break our neutral status. Azeroth is our home. We will do what it takes to save it from anything that could possibly threaten it; from power hungry necromancers to mad scientists, from dark cults to the Legion itself, and everything in between. But while saving Azeroth is our primary goal, such things like finances can be a tricky! The Crimson Sun Brigade is and has always been primarily funded on others being able to hire us in nearly all matters aside from direct involvement with the Horde-Alliance war. We offer our blades, our spells, our craftsmanship - our time and effort for coin, which has given us the label of "mercenaries" and "sellswords." Flyers for The Crimson Sun Brigade can be seen posted around the capital cities of both factions, as well as the neutral goblin hubs like Booty Bay and Gadgetzan. They advertise our services and the opportunity to join our ranks. (If you are interested in hiring Crimson Sun Brigade or working alongside them during a campaign, please contact an Officer or member that can point you in the right direction!) Events! Firstly, roleplay is not restricted to events. If there are members online and you fancy doing something then just ask. The likelihood is that we will be interested in some random and organic roleplay from fishing together to campfire stories, etc., or even some of the more exciting stuff like treating a badly wounded patient landing at our doorstep. Events that have a plot and a DM will generally happen on Fridays at 20:00 server time. Depending on the current plot-line this can be almost anywhere on Azeroth! Occasionally the Crimson Sun Brigade will join in with the server-wide campaigns (from all four servers) hosted by other guilds, or even host our own depending on how brave the plot-writers feel. You will always be able to find out what we are currently doing because we will post updates on this thread regarding our activities! Can I Join? While we are not actively recruiting, nor will we be spamming the trade channel for such, we are welcoming of new members or returning members. The idea is to have fun! If you are interested you can send a letter or a whisper to an Officer or member who can point you in the right direction. (Worst case you may have to look for us on Steamwheedle Cartel, but if all works out we can log someone onto Argent Dawn and /ginvite ) The Crimson Sun Brigade is present on Steamwheedle Cartel (H), Moonglade (A), and Argent Dawn (A and H) and will be found working with all sorts of guilds and people or making our own plot/content. If you do not know all the in’s and out’s of lore, that is fine - we can help! If you are new to RP and you aren’t sure how to do things - we can help with that too! If you aren’t new and just want to broaden your horizons - we-- … Well, you probably see where I am going with this. The types of roles you are likely to find in the guild are as follows: Combat Oriented: - Melee combatant - Ranged combatant - Spellweavers - Medics Travel Oriented: - Scout - Messenger - Errand boy - Traders General Upkeep at the HQ: - Mundane Medic: from surgeon to field medic to simple nurse. - Holy/Shadow Healer: for critical healing of living/undead patients respectively. - Any profession worker or assistant (smith, leatherworker, tailor, scribe, carpenter, tinkerer). - Groundskeeper - Gardner - Guard - Provisioner: hunting, fishing, and gathering to help feed the brigade. NOTE: Individuals can cover more than one role! Such as a combat capable ranger, who is also a scout and helps as a provisioner when not assigned on a mission. Restrictions: Any race and class is welcome. Heck, we're founded by a trio of Death Knights with a couple of Warlocks in the higher ranks. Just don't be evil or rude or moonlight at 'Plagues R Us' or the likes. We're trying to save Azeroth, dammit! We have no level requirement and will provide some help with leveling, gearing and transmog hunts and we encourage members to help each other through dungeons and group quests, but we will not interrupt an event to do so. Roleplay comes first. We prefer quality RP over quantity and a good disposition IC and OC. If you vanish off the face of Azeroth for months at a time without a given reason, and especially in the early days of your career, you're likely to be removed from the roster. (Those removed for inactivity are welcome to re-apply, though!) We are a social guild of casual RP. All applying members must pass an IC interview. RP Roll System: We use a roll-emote combat system that we train all members to use for the sake of certain events. http://s4.zetaboards.com/Crimson_Sun_Brigade/topic/9819244/1/ For more information about us, read here: http://scarteleu.wikia.com/wiki/Crimson_Sun_Brigade Send your applications to myself via in-game mail (or /w me), apply on this thread, or via our guild forum and we will look to contact you in-game. http://s4.zetaboards.com/Crimson_Sun_Brigade/index/22
[A/CotD-RP] Gravebound - Spookpocalypse
TL;DR - A small Cult of the Damned sect masquerading as collectors of antiques and other curiosities. ... ~ The Gravebound Three, an obscure cautionary tale. Out of character information A few relevant links https://www.argentarchives.org/node/186813 http://wow.gamepedia.com/Cult_of_the_Damned Who are we? Gravebound aims to be an authentic Cult of the Damned-themed guild based around a small sect of said cult. Though the origins of the sect are somewhat of a mystery, only alluded to by sparse old documents and an obscure Scourge fable, "The Gravebound Three" the current iteration is lead from the shadows by the enigmatic lich "Rhazkil the Lost". Those who serve him in preserving and furthering the art of necromancy, his "Gravebound" hide not only behind masks and cowls, but often in plain sight, masquerading as the "House of Mysteries" a small institute that collects, purchases and sells objects of curiosity. The House of Mysteries Set up in Ironforge, the "House of Mysteries" is a small, sumptuous collection of antiques, curiosities and rarities collected from far and wide by the curators and antiquarians of the organisation. Though the front room has been arranged neatly into a gallery of sorts, displaying the more interesting or visually appealing finds, many of the more peculiar items sit in the back available for sale, for the right price. The proprietors and their assistants frequently travel the world to collect new finds or to simply learn more about previous additions. Philosophy Immortality has always fascinated mortals, some fear their own end as it looms ever nearer, others decry the short lifespan typical of their race, still others worry for their friends, family and loved ones. Undeath is considered unsavoury by many, as is the magic that brings about such a condition. The Gravebound however, consider the condition sacred, integral even, not only for the immortality it brings, but for the power of change necromancy holds. Not only to imbue the dead with unlife, but to provide a new existence in which the madness, hatred and pain of the living is severely dulled. Indeed, it is not enough to simply "create" unlife, but one must also "improve" on what came before, what the Titans (and Curse of Flesh) tragically left so flawed. Azeroth is divided by old feuds and petty hatreds of race, religion and resources and any attempts to reconcile are futile. If through undeath and the continued advancement of the art of necromancy, one can create beings unhindered by those old feuds and hatreds, by greed or weakness, then the potential for a unified, peaceful Azeroth becomes a reality. Though the old Lich King is dead and the Cult of the Damned in a severely weakened state, the Gravebound believe that eventually that will change and as long as there are those capable of seeing the "truth" and the sanctity of mortal potential, that the cause will survive and as the art of necromancy is advanced, that it will come to thrive once more as it did before Lichfall.29
[H-RP] Stormfang Clan: The calm before the storm
As the city slowly became quiet into the night, the orc kept peering from the walls towards the barrens. It wouldn't be long before he would venture away from Orgrimmar and deep into Night elf forests, ending up in Hyjal. Many thoughts flooded his mind, for most people it would look like a foolish errand or a suicidal one, but he knew there is too much at stake to stay idle. As he kept thinking about what was to come another orc arrived behind him, asking with a deep voice: ''Can't sleep either?'' He turned around to face the new arrival, nodding in response. ''Unfortunately, I can't, Snowfang. There's too much to think about and so little time. Maybe that troll was right, maybe we are wasting precious time staying here. We should be on the road already.'' Snowfang let out an annoyed grunt, shaking his head. ''Since when do you care for what they say? We both know it takes some time to plan all of this. Kronnor, it's better to arrive a little late than not arriving at all.'' Kronnor turned his attention back towards the barrens, gazing mindlessly towards the horizon. Everything happened so fast, everything he knew changed, almost like history was repeating all over again. Both orcs stayed like that in silence for a couple moments before Kronnor turned around again, eyeing the brown skinned orc. ''You're right, we cannot rush like headless chicken. But we cannot head out alone either, we need more warriors.'' Snowfang grinned at Kronnor, acknowledging the spark of determination that seemed to take over his friend. ''Then let's go get more.'' OOC Information Stormfang Clan is a fresh Orc-only RP guild (can be changed to allow Tauren and Troll too, if enough people from said races are interested in joining). The aim of the guild is to bring Orc roleplay back on the radar, seeing it's slowly going down. Right now, the guild is not a Clan in-character, only a group that Kronnor (my character) puts together for a dangerous mission, which will be the first campaign of the guild. At the end of said campaign the guild will be officially announced as a Clan. We accept all classes, even DKs and Warlocks, but in-character they will not be trusted that easy at the start due to their nature. We also accept both experienced and beginner roleplayers, also we can provide advice for your character's profile if required. The initial plan for event days is to have three of them per week (Monday/Thursday/Sunday), but that's not set in stone and can be changed to suit better the majority of players, with the hour being 20:00 realm time. Our members are also encouraged to put up their own events if they do not interfere with current ones. For more information or if you're interested in joining just contact in-game Giantstalker/Kronnor or Snowfàng. P.S: I'll update soon this thread with the information about the campaign and with information about the ranking system.4
[H-RP] Southfury Marauders - Reformation
CONCEPT Reformed from the remnants of the Forlorn Legion, the Southfury Marauders is a Horde guerilla and skirmisher unit honourbound in service to the Horde and its Warchief. The Southfury seek to revive and promote Kor'kron ideals of discipline and loyalty to both the races of the Horde and the Warchief. The secondary goal of the Southfury is to promote patriotism and push it on the people of Orgrimmar as an ideal, presenting the Horde's victories with an almost religious fervor. ABOUT US The Southfury accept all Horde races, provided they're willing to be active at least once a week and participate in events and especially RP outside events. The guild seeks to promote a military atmosphere during events, with downtime outside of them allowing for more casual, laid back RP without many restrictions. Our goal is to create a healthy, thriving guild with a proper community both in and out of character. UNIFORM As the guild is a military, uniforms will be mandatory for all armour classes apart from cloth who will be required to choose a set of gear that looks good with the tabard(s) that are part of the uniform, for reasons of the Grunt uniform and Hellscream's Reach/guild tabard not looking aesthetically pleasing on casters. The uniform will be slightly altered for Blood Elves and Forsaken, as skimpy clothing is more fit for their barbaric cousins in the Alliance and of course orcs, trolls and tauren who wear it best. RULES OOC - Let someone know beforehand if you're going to be away for more than a week - ERP is strictly prohibited and will result in an immediate kick if found out - Be sensible and respectful to your guildmates - Two characters in the guild per player are allowed at a time IC - Wear your uniform on duty - Keep your uniform tidy at all times - Remain faithful to the Warchief and the Horde - Obey your superiors and address them by their rank and last name - Salute your comrades and your superiors - Breaking the rules will result in getting the bucket - Punishments for breaking the rules will be decided by the officers - Mounts will be tended to by their rider, unless they're unable to due to wounds - Read and remember the rules RANKS From top to bottom the ranks are as follows: First Sergeant - The leader of the Southfury. Senior Sergeant - The right hand of the First Sergeant. Sergeant - Junior officers who are given autonomy while commanding troops. Veteran - Core members who are recognised, but don't want to be officers. Marauder - Standard rank for the majority of the guild. Unproven - New recruits who haven't shown their mettle yet. Reservist - Rank reserved for alts and those who want to RP reservists. RECRUITMENT Recruitment is currently OPEN. Recruiting officers: Ghorek, Eirdarias37
[A-RP] Fellowship of Light - Horn of Conquest
Concept The Fellowship of Light is a group of devoted men and women, who seek to serve the Light in whichever way they can. Taking their directives from the Church of the Holy Light they travel across the worlds to spread the warmth of the Light and strike down those who pose a threat to Light, peace and justice. There is no leader within the Fellowship. It is a travelling community of individuals with their own stories, skills and motives and as such they all have equal influence. There are no uniforms worn or oaths sworn. All participants are both unified and bound by their desire to help alone. The Fellowship welcomes all humans, gnomes and dwarves who wish to serve the Light and the Church, whether they be clergy, warriors or craftsmen. Other races may be included, depending on IC development, story and interactions. Due to the religious nature of the Fellowship it does not immediately accept mages, warlocks, death knights, monks, shamans, druids or shadowpriests. With the exception of death knights due to their class cosmetics, these class restrictions are all IC. All OOC classes are welcome otherwise. Depending on IC development and storylines other IC classes could be welcomed in. Ranks Blade: The brave who take up arms in the name of the Light. These are the men and women who serve on the frontlines against Evil. Cleric: The faithful who serve the Light with their prayers. These are both healers, who seek to treat the bodies and souls of the Fellowship, but also battle casters who can potentially smite down their adversaries. Craftsman: The talented who assist the Fellowship with their skills. These are the backbone of the Fellowship, helping to provide nourishment, tend to weaponry and armour and perhaps even assist in combat using technological devices. Events Whenever possible we want to RP with other guilds and RP'ers but we'll also have 2-4 scheduled and DM'ed events each week. For these events we'll use a system who many may recognise from D&D. Every character is an individual with an unique story and skillset. We aim to let that shine through in our events and general RP. Therefore all members create character sheets. The character sheets allow you to customize your character's traits and special abilities. Please note that this is not a restriction on your character: we encourage you to use your imagination and the abilities from your spellbook/repertoire as you usually would. All characters earn experience points by participating in events or by otherwise assisting the Fellowship. As you level within the guild you expand your abilities and competencies. OOC about us We're a small, newly founded guild consisting of people who enjoy not only RP but several aspects of the game. The guild was founded after heated IC developments but with cool clear heads OOC. Our main goal in RP is to let our characters develop naturally through moral and physical struggles - and have some fun and exciting events on the way. We encourage a helpful atmosphere with humour and banter but also someone to talk to when life is hard. Rules To ensure everyone has fun and can enjoy some immersive RP there are a few guidelines we wish for people to follow: - Keep OOC and IC separate - Don't LOL other people's RP or otherwise disturb them while OOC - OOC banter can be fun but malice and bullying is not accepted Contact To join simply talk to any Fellowship member. If you have questions or comments feel free to post here in the thread or contact Diane in-game.65
[H/A-RP Event] Uldum Nights!
The gentle hum of activity and chatter can be heard between the streets of Mar’at; the Tol’vir welcomes any who dare venture into their village for a browse through the bazaar, a story or adventure; Come forth! Date: April 13th Time: 20:00 - 22.00 Location: Mar’at, Uldum Event Map: http://i.imgur.com/wcZrF63.jpg Faction: Neutral Argent Archives: http://www.argentarchives.org/node/169078 Contact: Siavash (Horde) Hashtag for pictures: #UldumNights Channel for event: /join UldumNights (purely optional!) Activities: ▬ Stalls - Open business for merchants from traders from near and far! ▬ Contract Dealing - Promote your guilds and hire new mercenaries to rally under your banner! ▬ Street Performances - Artists from near and far will provide entertainment to Mar'at! ▬ Sorcerer's Tournament - Win the first prize in the arena! Favouring the free market, the bazaar revolves around the trade of everything and anything under the sun, that has value! (Actual or otherwise imagined..) Are you a trading guild with a cache of potentially profitable yet illegal wares collecting dust in a clandestine warehouse? Are you a mercenary group who hire themselves away to the highest bidder, regardless of moral concerns? A pirate crew who need customers to sell their pillaged treasures to? Set up a stand in the Bazaar; for every ware is legal in Mar'at! ... Sparks and arcane blasts will crack in the air, when the finest wizards brings their enchanted tools and minions to the arena, to challenge their opponents in the Sorcerer's Tournament! Blow life in your old broom or summon marvellous creatures and bring it along to put your fellow wizards and witches into place! The Sorcerer’s Tournament is hosted as a “First come first served” contest, where the 4 first submitted competitors gets a chance to challenge fellow magicians in the arena. The tournament is based on a "Single-Elimination" system, and only pets of the magic type are approved in this battle pet tournament! As a minimum to enter the contest you need 3 magic companions and all factions are welcome in the game. Minions are allowed to be healed and continue into the final round, but you are also free to switch your set into a new set in the next round! After the two finalist are found in round 1, the two eliminated gets to fight in round 2, to find out who wins the 3rd prize, the bronze medal, before the grand final! The winner of the Tournament’s name will be engraved into a tablet to be featured in the Argent Archives as the very first amongst the future series of the “Windfarer Tournaments” that will be hosted throughout the year. Furthermore, the they will also run off with a medal and the “Torch of Victory” to light the road on their future adventures. As Edyne Solemnglade won first prize at the last tournament, he has an advantage for signing up to see how the story unfolds. Will this mage be able to maintain his position as the grand champion, by use of his magic? Let’s put it to the test! ... This event is lead by Siavash Windfarer, with the intention of providing a fun RP event, with an enchanting setting and without too much nonsense! To achieve this goal, I gladly accept assistance from other guilds and individuals. I’ve marked out specific zones, to make it easy for everyone to join in the way they like! http://i.imgur.com/wcZrF63.jpg ... ▬ Show Respect: we are here to create something festive for everyone! We kindly ask everyone to avoid stirring up drama and hot-headed discussions during this event. ▬ Keep PVP off: We’d rather not risk random ganking. ▬ Speak Common/Orcish: This is intended to be a fun and inclusive event for everyone. It really can be a show stopper to be excluded from the fun through language barriers! ▬ Understand that the hosts will be busy: They may not be able to get around to everyone. Please don't take it personal, but instead try to help each other. As for Battletag, only send a request if you have something IC to say, or an important message to bring. Siavash will not be approachable for chat messages unrelated to the event! ▬ Don't block the red area around 8PM and 10PM: Farahz and Siavash needs to use this area (Marked with red on the map) for the opening speech and the ending speech! ▬ Have fun together! ... Q: How do I sign up? A: Short answer is that you don't! If you want to make a stall, or perform with entertainment, simply look at the zones on the map and find a free spot within the right area! (http://i.imgur.com/wcZrF63.jpg) Tip: You can link a presentation of your stall under “Adventures related to this event“ to promote your stall, at the event program on Argent Archives: http://www.argentarchives.org/node/169078 Q: Do I have to sell illegal wares? A: No, not at all. It’s a free market, meaning you are free to trade whatever you fancy! Q: Any ideas of what I could sell at the bazaar? A: Gadgets, toys, exotic pets, cloth, magic jewellery, potions, weapons, intoxicants, food - There is really no limitations! Games such as battle-pet challenges and raffles are also welcome! Q: Any suggestions for what I could do at the bazaar, as entertainment? A: You could perform as storyteller, dancer, fire juggler, snake charmer, fortune teller, magician, musician - the sky is your limit! Q: Can I bring my law-enforcement guild to try and arrest people? A: We'd really appreciate that you didn't – this is designed to create cohesion between the shadier parts of roleplay. Additionally, it's so damn far away, I doubt it's really relevant for law enforcement to come and try and shut it down. In short, we're NOT looking for a fight, we're looking to create atmosphere and roleplay. Q: I can't get to Uldum without help. how do I get there? A: We have summon services! Whisper Orabilia on Horde and Farahz on Alliance. Summoning time is from 19:30-19:55, ST. Keep in mind that the event starts 20:00 sharp, so make approach in good time! Other questions? Contact Siavash!30