(A-RP) The Scrimshanders

Argent Dawn
The Scrimshanders

Definition of scrimshander
1 : scrimshaw
2 : a person who creates scrimshaw

Scrimshaw is the name given to scrollwork, engravings, and carvings done in bone or ivory.


The Scrimshanders are a paramilitary Alliance group acting against the Forsaken (and anyone else in the way) on the western seaboard of the north Eastern Kingdoms region – Silverpine, Gilneas, Tirisfal, Kul Tiras, and perhaps even further afield. Their goals are simple – to provide strategic assistance to the Alliance in eliminating various threats, most notably the remnants of the Forsaken, and to ensure the taint of necromancy is thoroughly and completely removed from the Eastern Kingdoms. This latter mission may pit them against stranger foes, in stranger climes, but their main place and purpose is definitely at the heart of the fight in Lordaeron.

The guild aims to offer something with camaraderie and ardor, yet flexibility and purpose as well. Relying upon covert strikes and pinpoint precision, the Scrimshanders certainly have much to offer the heterodox, the cunning, and the clever. Whether it is tracking Forsaken spies, carving into Horde supply lines, or sowing distrust between rival practitioners of dark magic, the battle is endless and the tasks varied in their nature.

As such, most classes and races work just fine! There are a few exceptions, however. Necromancy, being loathed with a deep and abiding passion, prohibits Death Knights. Lightforged and most Paladins, while respected, may find themselves unsuitable for the work, though not always. In contrast, Void Elves are acceptable, but any sign of succumbing to the Void or to the allure of necromancy will probably result in a quick demise. Lastly, Warlocks and Demon Hunters are far too associated with corrupt magic to be welcomed, though unusual or reforming demonologists might be accepted. The guild’s attitude to combat certainly synergises well with the Illidari, but not much else does.

In terms of theme, there’s a strong question of vengeance – and the lengths individuals might go to accomplish their goals. Much of what the Scrimshanders do is morally right, or at least done against those who are morally repugnant, but doing fairly brutal things to terrible people is hardly a pleasant path. And yet there is also an element of freedom and hope, thematically – that the war may yet be won, and that by skirting the edge, the darkness may yet be driven back. Grimly optimistic is a good watchword.

FAQ

What makes this guild stand out? Why should I apply here, and not to another guild with similar themes?

Certainly, there are similarities to “fer the nerth” guilds, covert ops guilds, etc. But also differences. The Scrimshanders’ specific focuses give the guild more direction, and the prospect for long-term plots that spring neither out of specific missions (as with covert ops) nor personal politics (as is often the case with northern guilds). Instead, these plots grow out of ideological purpose, and the demands thereof. With the way BFA is shaping up, the guild (and the individuals who comprise it) have flexibility to grow and adapt in ways other guilds might struggle to cope with. The intent is to pick up and make use of what works, and discard the rest.

How is the guild structured?

Given the loose affiliations and flexibility of the Scrimshanders, the ranking is a flatter and broader hierarchy than is common, but it goes essentially like this for membership:

New Meat (those who have yet to survive a full engagement/mission)
Blooded (those who have indeed survived a full engagement/mission)
Bone Carvers (veterans, full members worthy of engagement and respect)

Descending in order of importance.

Those in positions of greater authority:

Flensers (Entrusted with a handful of others – capable of working down to the bone, so the others may continue)
Renderers (Taking the fat off the bone and working it into something useful – seconds in command, specialist advisers, et cetera)

And of course, the leader.

Hi there.

Are there any OOC guild policies of which I should be aware upon joining?

Easy summary: don’t be a dick, don’t interfere in other people’s RP without asking if it’s okay, and don’t stick “Not a DK Icly” in your RP profile.

Who do I contact for further, more specific questions, and/or joining?

The easiest person to talk to is definitely me, but you can contact any senior member - just ask who the highest ranking person currently online is. If you can't find anyone, send me an OOC letter detailing your interest. I’ll be sure to add you and reply ASAP. In terms of IC justification, we can either approach you, or you can approach us - an IC letter works either way, or perhaps we might know of your character's exploits and seek you out!

-----

Further questions are welcome, and can be added to the FAQ.

Argent Archives Page: https://www.argentarchives.org/node/214194?
Reserved, just in case more stuff needs to be added here in due time.
The parts about necromancy caught my eye. Does it mean you'll show open hostility to Death Knights and their undead on the Alliance side of things, too? I could imagine some good IC rivalry coming from that.
12/08/2018 00:13Posted by Theremistra
The parts about necromancy caught my eye. Does it mean you'll show open hostility to Death Knights and their undead on the Alliance side of things, too? I could imagine some good IC rivalry coming from that.


Certainly, unlike everyone else, the Death Knights of the Alliance can expect not to be hauled from their...I don't know, wherever they are at 3am, dragged out into a courtyard and set on fire.

...while anybody's looking. It's safe to say that the official outlook of the guild is not friendly towards the Death Knights, and especially not towards those who might still be serving the Scourge, such as those not in active military service with the Alliance.

Naturally, Horde DKs get the same mercy as Forsaken, i.e: none.
12/08/2018 00:56Posted by Taeghen
12/08/2018 00:13Posted by Theremistra
The parts about necromancy caught my eye. Does it mean you'll show open hostility to Death Knights and their undead on the Alliance side of things, too? I could imagine some good IC rivalry coming from that.


Certainly, unlike everyone else, the Death Knights of the Alliance can expect not to be hauled from their...I don't know, wherever they are at 3am, dragged out into a courtyard and set on fire.

...while anybody's looking. It's safe to say that the official outlook of the guild is not friendly towards the Death Knights, and especially not towards those who might still be serving the Scourge, such as those not in active military service with the Alliance.

Naturally, Horde DKs get the same mercy as Forsaken, i.e: none.


We've got a shady Death Knight guild on the Alliance and it would be sweet if we could perhaps arrange for some rivalry! Maybe we'll run into each other during the campaign if you're taking part in it.
12/08/2018 01:10Posted by Theremistra
12/08/2018 00:56Posted by Taeghen
...

Certainly, unlike everyone else, the Death Knights of the Alliance can expect not to be hauled from their...I don't know, wherever they are at 3am, dragged out into a courtyard and set on fire.

...while anybody's looking. It's safe to say that the official outlook of the guild is not friendly towards the Death Knights, and especially not towards those who might still be serving the Scourge, such as those not in active military service with the Alliance.

Naturally, Horde DKs get the same mercy as Forsaken, i.e: none.


We've got a shady Death Knight guild on the Alliance and it would be sweet if we could perhaps arrange for some rivalry! Maybe we'll run into each other during the campaign if you're taking part in it.


Certainly sounds like a good band of horrific abominations against existence to keep an eye on.
Added an AA page, the better to keep an eye on things. It's a little bare-bones at the moment (and, frankly, it's my first time using the site) so feedback's more than welcome.
At present, the Scrimshanders can be found in Boralus, preparing for their tasks at hand. Feel free to try and inquire after us IC - if phasing happens to be an issue, it's easy enough to get a group up. Very much looking for more, so we can get off to an excellent start in the weeks to come.
And so the Scrimshanders begin the first of many adventures, off to Freehold on dubious business with dubious means.

Still, there's been odder victories, and thus far, all has gone quite well.

Should be back to Boralus soon, with a new ship in hand.
The Scrimshanders can be found in Boralus for the foreseeable future, but it's beginning to look a lot like witchcraft.

Everywhere they go~

(In other words, might be findable in Drustvar soon, once all the cards are in place. Would love to coordinate with anyone else using the zone presently, so if you have need of this motley lot, please let me know!)
Up we go.

And eventually after recruiting a few more able bodies, we went off to Drustvar to investigate witchcraft and general spookiness.
Marshal, I trust this letter finds you in good health.

As per your previous request, I send this as an overall report about our efforts around Fallhaven. I regret to inform you that they have not been without loss of life. Many of the villagers outside the settlement proper have been attacked, killed, or transmuted into swine. A dwarf from the Explorers' League was also found to have been viciously murdered.

There can be no doubt that a foul witchcraft is at the heart of this. We began by sweeping towards the mountains, finding a dwarf of the Explorers' League - one Magnus Ironhammer - beset by wolves, hiding up a tree. We escorted him to his digsite, an ancient set of Menhirs, which he informed us were of Drust origin. As he explored the site, which consisted of three such menhirs, an ancient stone basin, and a large sword set over such a basin, we discovered the presence of several runestones, which resonated and glowed with a soft radiance.

While studying this, one of our number discovered that the dwarf had no shadow - a fact kept at bay by the darkness of our surroundings, finally revealed in the light of the stones. His form appeared to crack open, and instead there was a wizened, inhuman hag - whose hand I sent you previously. A pitched battle ensued, as she rose up the dead, including the corpse of the actual explorer in question. We were able to drive her off, but she escaped with two of the stones.

From there our inquiries grew more cautious and specific. We investigated the outlying settlements and found them either deserted entirely, or home to enthralled creatures and picked-at corpses. One thing we noticed was the recurring slaughter of swine, though at the time we had no idea why the pigs should be targeted. Those at Fallhaven were not slaughtered, but some of their feed seemed to be tainted or rotten.

To ascertain more of this, we ventured out to the nearby slaughterhouse, by the inner bay. There we discovered a slaughter indeed, but of people. Shambling thralls, undead constructs of human and pig horribly mingled together, dominated the place. A witch directed enthralled servants to butcher pigs - some of which, I regret to say, may have once been people. We saw one such transformation at a distance. A direct assault would've been foolhardy, so we resolved to ambush the witch. Our success in this was mixed - we were able to kill the witch, but were forced to retreat from the thralls and ensorcelled wolves that came to her aid. When we returned the next day, the slaughterhouse appeared deserted, picked clean of all - save pigs. Apparently most of the crew were not present for such disasters, and would be returning. Our warnings went unheeded.

We also examined the local graveyard, at your direction, but we were ambushed by more thralls and one of the witches, who escaped. We were unable to track her further, and she did not resemble either the first or second witch. Thus, we have reason to believe one lurks still near Fallhaven, but we have yet to find her, and I do not believe we will succeed in so doing, after the events of tonight.

When we fought the first witch, she fled towards a Trogg lair - wounded as we were, I thought it wisest not to pursue just then, though it would let her recover. We corrected this tonight. The Troggs were of little skill, but surprisingly, equally little morale. Troggs are too stupid to feel fear, so it must've taken true horror to establish such a reaction. We discovered she had been bleeding them dry via parasitic insects, and sacrificing the most unfortunate upon a terrible altar amidst their cairns.

It appears her intention was to use the blood to empower the runestones she held in some way - for when we recovered the one atop the altar, it glowed like the sun, a far cry from its earlier state. To cut a very lengthy story short, we were able to kill her, as she seems to have been declared outcast from her coven for her failures. Her head should have already made its way to you - I apologise for the state.

In short, the current unpleasantness suggests that the witchcraft runs deep, and Fallhaven's troubles may be far from over. I suggest finding more outside help - we cannot be everywhere at once, I'm afraid, and our own talents have proven lacking in rooting out the problem. Should you require our services once again for specific work, you can of course contact us via our mutual friend in Boralus.

May the Light protect,

Taeghen De'Teirm
And on an interesting set of shenanigans in Zandalar are we. For such reasons, might not be seen around and about IC. Do give us a poke, though! Always happy to get some ideas going.
Back to Boralus at long last, after a slightly too long experience involving swamps, brutosaurs, undead, -different- undead, and too many bloody Blood Trolls.

Seek us out if you're interested, since at present, all the world's an oyster. Or steamed clam, in Kul Tiran parlance.
A small bump! Currently busily recruiting and seeking opportunities in the north Eastern Kingdoms, so if someone would care to involve the Scrimshanders in anything related to the current mess in the Highlands, more than happy to hear.

After some IC development, we've also softened our stance on the Illidari - slightly - so while Demon Hunters shouldn't expect a completely warm reception, they're welcome to aid if they don't mind broadening their work.
I only had the briefest of interactions with these folks in Boralus but they came across as super solid, industry-orientated roleplayers. Like any good one-night stand, I recommend.
Oof, been a while since the last update. We've been off working against the Blood Elves of Quel'thalas (which was as painful as you might expect. Fire was involved.) Currently we're recuperating in Boralus, where we can be found once again.

Next on the agenda? Witchcraft.

How do we know they're witches? Ducks.
Work work. After yet more Pissing off the Horde (tm), rest and relaxation once again ensue, if only because a barbed spear in the thigh really, really hurts. On a related note, we're very much interested in recruiting some IC healers/menders.

Seriously, we're dying here. Help.
I'm just curious, to me it sounds the guild would be quite fitting for a vengeful ret pala, how come you think they are unsuitable?
Lovely group! I had the fortune to randomly be included in their Rp recently and I really liked the interaction.

Recommended to all interested.

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