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For Your Information:

We participate in a lot of Discord Roleplay! Therefore joining our discord is REQUIRED! At times, we might be far more active in discord roleplay than in game! We keep track of our plotlines on there.

Scroll down for general information and rules on our guild.

Relevant links:

-What You'd I-See (Information on the guild flyer and pamphlet, the in-character pieces)

-Guild History

-Historical Plotlines

GUILD SUMMARY & Factions

This guild is fragmented and made up of several factions. Below are the current factions active within the guild. You will OOCly decide which one you would like to join. The summary for each faction is below, and further information you'd learn IC is lower on this page.

THE KEEP (main sect): 

TLDR: The primary 'protagonist' section of the guild that provides a Dalaran-like sanctuary to odd races/outcasts looking for a family. Most are antihero in nature. You are free to roleplay odd races AS LONG AS you don't godmod and back up your character with a reasonable backstory.

These are monsters WITH morals!

This section of the guild's goal is to provide sanctuary for those “outcasts” who need  it. Their home is within a place known as the “Keep”. Strange people that do have good hearts, the location of the guild’s central group of people is in Howling Fjord, Northrend. A Vry'kul structure seemingly abandoned when the scourge were no longer a threat, the sanctuary stands strong against the rough winds of Northrend. Previously, the Keep had nasty enemies known as “The Kingdom”. Ever since an event known as “the purge”, however, the two covens have merged and actively work together as one.

IN CHARACTER EMOTE (What your characters sees upon visiting!):

When you step into the Keep, the first thing you will notice is the scent of burning candles, various herbs... and blood. The structure has the architecture of the Vry'kul, with various modifications here and there. That will not be seen until one goes deeper into the Keep, of course. For now, you would walk down a long hallway into the main command room of the Keep. Several throne-like chair surround a large table, filled with maps of various locations on Azeroth. You might immediately notice the diversity of these people. Some drakes fly by, right at home. Some dragons wander about, chit-chatting about various matters. Several San'layn sit at smaller tables, discussing the world news or stories of the past. Even some demons here and there wander about freely, causing no trouble. This is the Keep, a melting pot of outcasts and misfits--that much is very clear.  Species from all over Azeroth and beyond are welcome, should they mind our rules to not attack those within the Keep. 

Make no mistake. Most of the monsters here have done terrible things. But generally, they do strive to do good...for the most part. Most here have a brutal dark side, especially since the majority of people here are indeed San'layn, of whom need to drink blood to eat. Paintings line the walls of various war heroes or abstract art. A sigil of a bat impaled on a pike hangs on the walls, a reminder of what the Keep fights for. The colors are black, red, and gold, similar to that of the Horde, ironically. 

Other notable rooms include the Blood Room, an ice cold area where blood is stored. Inquire the Blood Commander as to where the blood is obtained. The roosting area is for the drakes specifically, which are a modified section of the old proto drake stables and are being expanded as well. The alchemy lab is where herbs and metals are made into potions or transmuted. The stables, outside of the Keep, are kept warm with magic and provide comfortable housing for the mounts of guests and those just passing through. The kitchen has plenty of food and is being contributed to on a daily basis by those who hunt to provide for the mortals in the Keep, and is open to all to use them. Maps line the walls of the Keep, with notations to point out free and open rooms. The sanctuary has many rooms available and is expanding. 

This is an entire indoor city, much like Dalaran, Stormwind, or Silvermoon!

REBEL COVEN:

When you look at San'layn, typically you think of noble vampires planning some dastardly things  from the shadows and sipping blood out of a wine glass. This is based on the Blood Halls in Icecrown Citadel, of course. That's not what this coven represents at all, of course. Seated in Sholazar Basin is a highly unusual coven known as "Rebel Coven", and they have a mixture of human and elven vampyr. To them, it doesn't matter the species either--so long as you are vampyr, of course. They look very punkish, often wearing hairstyles more similar to orcs and trolls than elves or humans. Many of them have a ton of tattoos or piercings, several own mechano-hogs or similar vehicles, and there's always a party to be had in their territory. 

The coven's territory is interesting, to say the least. Set by a lake-beach, there's a village of Sin'dorei styled houses, all relatively small. A mixture of goblin lights and torches brighten up the area, not that they need too much help to see. There's various statues of dragons, basilisks, gnolls, kobolds, devilsaurs, raptors, and other decorations in the area. It's...rather nice, ethereal, and a bit contrast to their otherwise rowdy nature. In fact, things here are kept pristine--there's no litter, and despite parties going on constantly, trash is handled and this place is extremely well-taken care of.

Rebel coven is an anomaly. In the pits of their souls, they are not evil at all. They hate being used as tools for others, and are extremely wary of outsiders. Most here have gone through hell in the past, and they stick together very closely. Many see each other as like brothers and sisters, but very few are related by blood. They love pulling pranks on mortals, including chasing and biting them for the hell of it, and making them scream. As of late, though, this practice has been reduced, since they're no longer hidden.

Rebel Coven now is allied with The Keep after circumstances left them nearly shattered via attack by Darkbringer's Cult. They were able to chase the cult off, but at this point, finally accept the fact that they need allies. As such, their territory is known by the Keep, and visitors can stop in.

Rebel Coven still is extremely uptight about outsiders on their territory, though, and within their territory exclusively, a few might chase and bite you. Of course, this is never lethal, and it is their territory. If this happens, they will provide a place to rest and recover, at least. Otherwise, you might get a few angry glares if you are visiting and not one of them. However, if you are present enough and kind to them where many are typically not, you might end up making friends (earning reputation to exalted!) and no longer will be scorned.

THE MENICHAE:

Where do you find FIENDS among monsters? Look no further than this faction. The Menichae are at a shaky ceasefire with the Keep, but by no means are they on good terms. These are monsters WITHOUT morals that the Keep does not like to associate with. Why, then, do they avoid war? Well, simple. The Keep has warred for so long, that they agreed not to interfere so long as these people do not slave trade or abuse people sexually. Otherwise, everything is fair game, and the Menichae will likely have no qualms with dark rituals, mass murder, leveling towns, you name it. The Keep is at war with this faction.

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The Torn is extremely open to creative ideas and backstories. This means that odd races such as, but not limited to: Dragons, San'layn, Quel'dorei, Half-races, and more are welcome in our guild.

DISCLAIMER: The backstory and play-style for a race like that must make sense. You cannot go trotting around a major city as a KoS (kill on site) race and expect the NPC guards not to do anything IC. Your character needs to put effort into hiding whatever they are where it makes sense, and the backstory must cite how they survived various wars if many of their kind were wiped out previously. PLEASE SEE GUILD RULES, THIS CONCEPT IS EXPLAINED FURTHER.

Yes, such things are possible and backed up by lore if done correctly. If you have an issue, please see the red section below.

 

You'd be interested in joining us if:

1. You're a creative person who has ideas to share.

2. Your character is unique and has complex backstory that aligns with lore.

3. Your character is looking for a place to fit in.

4. You are 18+ and comfortable with adult themes in guild chat.

5. You're interested in large scale plot planning.

You should NOT consider joining us if:

1. You are an elitist that does not accept either special circumstances or unique characters.

2. You are under 18 and/or uncomfortable with strong language.

3. Troll other people on your off time (this not only makes our guild look bad, but it makes you an asshole.)

4. Your story makes no sense at all and completely ignores every aspect of World of Warcraft lore. No, not lore you assumed or created.

Guild Rules​

(READING REQUIRED)

Guild CHAT Rules and Regulations

  1. In regards to swearing, jokingly is fine, however intentionally using it as an insult is not to be tolerated.

  2. SCREENSHOT any harassing messages--preferably posted on a site like Imgur--and send them to a Psychiatrist (Officer) or directly to the Guild Master.

  3. Mature matters can be mentioned and discussed, however controversial topics such as religion, race, politics, and rape should kept to a minimum. Topics such as sex and drugs can be discussed in a mature matter.

  4. IMPORTANT: Joking around in guild chat is fine, but taking things too far and making people uncomfortable is NOT OK. Psychiatrists (officers) are expected to remain mature about these matters so they can be approached if someone feels uncomfortable. Do not argue with an officer if they interject.

  5. Arguments need to be taken to whisper!

  6. Officer word is law. If you think an officer is being unfair, please bring it up to the GM and you will be talked to privately.

General Guild Rules and Regulations

  1. We are a tolerant guild when it comes to your character’s story--however if the lore is bent too far, then you will need to modify it. An officer will be able to discuss it with you if there is an issue. There is a undefined lore in Blizzard’s story itself, meaning that if it makes sense then we can keep it.

  2. If there is an issue outside of the guild, please direct them to an Officer; SCREENSHOT and link it to an officer. You can ask in guild chat if an officer is on.

  3. The Guild Master has final say. If you find more relevant information on the situation, please feel free to bring it up to her! Things can change based on what we do learn. That includes if she prefers not to invite a kicked member, a topic not to be discussed, or an event that will not happen due to lore issues. The guild is run as fairly as possible and it is a bit more lenient than others. If you want it to stay that way then keep it a healthy environment.

  4. Guild events are able to be made by all IC members. Do not include other guilds, however, unless you discuss it with an Officer or the Guild Master. It is not that hard to set up an event, so long that it does not lore break. We do encourage outside roleplay, so by all means have fun with that as well.

  5. Causing Out of Character drama between you another person is heavily frowned upon. If it does happen, do not bring the guild itself into it, especially if the guild itself has nothing to do with the issue. If you have a problem with another guild member, contact either a Psychiatrist (officer) or the Guild Master. Screenshots are essential.

  6. ROLEPLAY PROFILE ADDONS ARE REQUIRED AT THIS POINT. Otherwise you can't track what is going on. There are no exceptions, this is mandatory. 

  7. Tell your recruitment officer your favorite WoW race if you've read these rules.

  8. Only recruitment officers and above can invite. Inquire them about who you’d like to bring into the guild; they will ask why, be it an alt or a friend. We’d like to bring in those interested in roleplaying above all. Those interested in exclusively current content are welcome as well, however encouraged to roleplay.

  9. You are required to join our discord if you want to join our guild. We use that tool to communicate.

Further guild information:

​When you contact OOCly, you will get a guild invite, and then can be brought in by a recruitment officer IC. You will decide OOCly which faction is a good for your toon and inquire an officer. 

In Character Communicators (IC CHAT):

Discord Comm channels are the In Character chat. Your character will be brought into the guild ICly by a toon already in the guild, and will be explained the situation. Then, they will be given a communicator, which enables a promotion to IC rank. Whisper (/w [name]) or DM can also be used for private IC conversation, depending on the specific channel your toon changes their communicator to.

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Application Process

To join us, you can contact any of the officers mentioned below, or the GM herself. She has provided her battletag on the bottom of this page. She will want to speak with you in regards to character plans and such. We have a very lax process. 

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You will be directed to the "What You'd I-See" tab for information on how you'd learn about the guild in character and what to look at during the recruitment process in game, where flyers, pamphlets and contracts (depending on the faction) are brought to life. 

Questions? Add: DES#12770 on Battletag.

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