[Dwarf-RP] The Three Hammers

Argent Dawn
1 2 3 7 Next
The Three Hammers recruitment video: https://youtu.be/vJ5SwPGKHHI

Introduction

It had been done. For the first time, since times immemorial, were the Wildhammer, Bronzebeard and Dark Iron together. Now, they were not merely the kingdom of Khaz Modan, no. They were more than that henceforth. Under the same Kingdom, perhaps, but now a bastion of unity for Dwarven kind! They were too, the Union of the Three Hammers.

Now, you are one of these Dwarves. One of the many Bronzebeards who have worked hard to establish their kingdom within the Alliance? Or perhaps you are from the Wildhammer of the North, whose understanding of the primal ways of the forests and whose empathic links towards the Gryphon beasts have made them invaluable to the city’s defense and commerce? Or perhaps you are one of the grim Dark Iron, whose clan has for ages secluded themselves within the bowels of the earth, practicing ancient rites only known to a few and whose arrival to the city still remains subject of speculation?

Be whatever you may, know this. You are a citizen of the Mountain Kingdom, of this testament Dwarven resilience. And it is your duty to protect it. It is your duty to uphold its glory. It is your duty to join us, to work hard for your people, as they work hard for you. Come then! For Khaz Modan!



About us
'The Three Hammers' has a long history. Originally founded in 2005 as the 'Dwarven Rifle Squad', a regiment of riflemen that grew to become one of the largest guilds on Defias Brotherhood. With the release of Cataclysm the guild embraced a new form as a community guild for all dwarves. Eventually due to a dwindling roleplay community on Defias Brotherhood we moved here, Argent Dawn, to start anew. The years since there have been many ups and downs and many different iterations with different leadership.

Now with the Battle for Azeroth on the horizon we seek to re-establish this once titan of the dwarf community. It is our intent to adopt a new approach and open a new chapter of the guild by putting focus on a more militaristic aspect of dwarven life. With the upcoming war with the Horde and introduction of Dark Iron faction, we want to reflect the ever-closer Union between the three clans by providing a platform for quality community and military roleplay. You can expect to see us organise dwarven community gatherings as well as classic training sessions, multi-event campaigns, guarding Khaz Modan and RP-PvP.

Code of Conduct
We want to promote a friendly and positive atmosphere, our members should treat players in and outside of the guild with respect. We understand that sometimes life can be tough, but we expect our members to play nice. We don’t permit Power Roleplay, Metagaming, ERP and “Lolling”. Religion, politics and adult content is forbidden in the /g chat. Breaking any of these rules may result in a warning or removal. If you feel like one of our members are misbehaving, please contact one of our leaders.

How to reach us?
You can contact us through several means: You can speak with one of our officers in-game, join our community group or leave a message in this thread and we shall contact you.

Community Link: https://www.worldofwarcraft.com/invite/7EmgJ5f03y?region=EU&faction=Alliance

Leadership: Gemir, Goifur, Gilran, Dwinbar, Verbum

And finally some old memorabilia.
Old The Three Hammers video: http://youtu.be/b1QxLj9h1js
Dwarven Rifle Squad video: http://youtu.be/VZmtJM-3XHk
Gallery: http://spectre33.imgur.com/
Hammerguard
The Hammerguard is a mixed battalion with heavy and light infantry, air cavalry as well as supportive elements. It is their mission to serve and protect the Mountain Kingdom and its law-abiding citizens. To ensure the safety of every dwarf within, be it from external threats such as the horde or internal such as vile criminals. It incorporates all the three clans into one coherent unit, serving in part as a symbol of the ideal Khaz Modan.

Hierarchy
Captain - the leader of the battalion.
Lieutenant - the leaders of the companies.
Sergeant - the senior officers of their company, to lead whenever the lieutenant is absent.
Corporal - the junior officers of their company, making sure everyone is in line.
Private - the regular enlisted men and women.
Recruit - newcomers to the battalion that need to learn the ropes.

More specialized ranks may be introduced in the future.

Anvilguard
The Guards are heavy infantry. These men and women, typically equipped with shield, mace, axe and always heavy plate from the forges of Ironforge. They are the bulwark of the dwarf army, taking heavy blows and holding their ground until the battle is won. Additionally they patrol the streets of dwarven towns and cities, making our homes safe.

Mountaineer
The Mountaineers are light infantry. They have a multi-purpose role. From scouting ahead on ground, tracking their enemies, serving as quick light footed infantry to flank the enemy when armed with melee weapons, or behind the great bulwark of Guards, raining bullets upon any opposing force when armed with a rifle. The Mountaineers patrol the mountains and hills of Khaz Modan, traversing harsh terrain, enduring temperatures from freezing cold to blazing hot, climbing deep into caves or high up above. Therefore their training is among the toughest.

Gryphon Rider
The Gryphon Riders are air cavalry. Alike the Mountaineers they serve a multi-purpose role. From high above their can quickly scout large areas of land. In battle they can protect the army from enemy air units, as well as drop bombs on the enemy. Much like ground cavalry they can reach the flanks of an enemy extremely quickly and give them a pounding where it hurts. In the skies they have no equal. For now the Gryphon Riders are more or less merged into the Auxiliary due to lack of interest.

Auxiliary
The Auxiliaries are the supportive elements. Perhaps the most versatile of all the companies. Here we have mages to rain fire upon the enemy, shield our men and women from the vile magic of the Horde. Priests and medics making sure our wounded are brought back home safe and give them the chance to fight another day. As well as Death Knights and other specialists.

Magic
We are fairly strict when it comes to magic as we believe it often can get quite out of hand what a character can do. We allow the typical neutral magics, such as arcane, fire, frost and shamanistic magic. The archetypal evil kind of magic however, like shadow and fel, is somewhat restricted. We allow it as a tool of war, but not to be used against citizens of the Alliance, even in self-defense.
Reserved
Reserved
It's hammer time!
Locked and loaded!
Glad to see my old guild back in action! Best of luck lads!

STOP!... Hammer time!
Something that's worth to mention.

It feels great to be back to bring life to Ironforge!

Also, for the sake of the nostalgia.

Locked and loaded, for Ironforge~!
01/08/2018 23:32Posted by Goifur
It feels great to be back to bring life to Ironforge!


This!
And here I thought I finally found myself a nice dwarven RP guild, until...

Magic
We are fairly strict when it comes to magic as we believe it often can get quite out of hand what a character can do. For one we do not allow any kind of shadow, fel or void, the archetypal evil magic.


:(

Oh well, it's always good to see more dwarven RP.
02/08/2018 02:51Posted by Aradrihm
And here I thought I finally found myself a nice dwarven RP guild, until...

[quote]Magic
We are fairly strict when it comes to magic as we believe it often can get quite out of hand what a character can do. For one we do not allow any kind of shadow, fel or void, the archetypal evil magic.


:(

On that note Aradrihm, it's to enforce the laws in Ironforge and Khaz Modan, we do however support having warlocks in our Auxiliary, but we simply can't have them summon a demon and act as if we're okay with it whilst it goes against our laws and moral.

However, nothing stops you from practicing such magi with other Dark Iron in the shadows of the City of Ironforge or in the wild of Khaz Modan..!
Always good to see some more dwarf action, and more proper military certainly doesn't hurt with the theme of the new expansion. Best of luck!
It's back?! Count me in :) such a shame defias rp died, lots of good memories from this guild. First decent rp guild I joined and fully got into
The Three Hammers are back? That's great! Seems like the perfect place for my Dark Iron Shaman.
Now there's an old name that brings back lots of memories, albeit from a different server! Here's hoping your project will lift off the ground and will go soaring high in the skies! Though not too high, of course. Better to remain pretty grounded as a dwarf.

Either way, lots of good luck to you! If ever I find enough time to properly roleplay my dwarf, I'll know where to throw him.
02/08/2018 09:09Posted by Kozgugore
Now there's an old name that brings back lots of memories, albeit from a different server! Here's hoping your project will lift off the ground and will go soaring high in the skies! Though not too high, of course. Better to remain pretty grounded as a dwarf.

Either way, lots of good luck to you! If ever I find enough time to properly roleplay my dwarf, I'll know where to throw him.


Ahh if this isn't my favourite Orc of my favourite Orc roleplay guild - thank you for your kind words, my friend. Indeed, our battles go way back to a realm far far away and I hope we shall once again meet on the battlefield for the sake of good old times.

For the nostalgia's sake, I found this old video of one of our battles back from the Squad's days:
https://www.youtube.com/watch?v=otd5KHlYBD0
Looks awesome. I wish Dark Iron were out already. I’d never been one for Dwarf RP but I’m certainly excited for Dark Irons to be released and this looks like a great way to get into it. Good luck with continuing here on AD.
If I still had the time to actively RP I would be all over this.

All the best lads! For Khaz Modan.
02/08/2018 03:34Posted by Goifur
02/08/2018 02:51Posted by Aradrihm
And here I thought I finally found myself a nice dwarven RP guild, until...

[quote]Magic
We are fairly strict when it comes to magic as we believe it often can get quite out of hand what a character can do. For one we do not allow any kind of shadow, fel or void, the archetypal evil magic.


:(

On that note Aradrihm, it's to enforce the laws in Ironforge and Khaz Modan, we do however support having warlocks in our Auxiliary, but we simply can't have them summon a demon and act as if we're okay with it whilst it goes against our laws and moral.

However, nothing stops you from practicing such magi with other Dark Iron in the shadows of the City of Ironforge or in the wild of Khaz Modan..!


Perhaps I'm missing something but I don't recall any mention anywhere about fel or shadow being against the law in Khaz Modan or Ironforge. Can you please link to the source for this?
02/08/2018 11:55Posted by Diane
Perhaps I'm missing something but I don't recall any mention anywhere about fel or shadow being against the law in Khaz Modan or Ironforge. Can you please link to the source for this?


To me it's more of a point of morality and chivalry rather than the laws as everyone knows Blizzard does not offer the most detailed lore and laws are typically not described at all. Fel and shadow/void are both based around negative emotions. Fel in particular is also seen as a more volatile and unstable magic. But to me it's a flexible point, we may change what we allow in the future. It's mainly there because everyone has a different point of view on magic, some believe a couple fireballs may be enough, others raining fire over whole villages. I suppose it's a warning that if you want to play a mage you shouldn't expect to be allowed to go complete ham, and instead use moderation.

Join the Conversation

Return to Forum