Orcs of the Red Blade

 

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16
Applications / Red Blade Culture
« on: November 09, 2017, 01:45:49 AM »


  ¤  Orcish Lore  ¤  Orcish Timeline  ¤  Red Blade History  ¤  Great Spirits  ¤  Red Blade Ranks  ¤  FAQ  ¤ 


Introduction
The history and culture of the Red Blade clan is as vast as it is old. Tradition plays a great part in staying true to their ancestors' roots, even to this very day. In this entry, you will find all of the lore and culture specific to the Red Blade clan. While not always entirely similar to, or even reminiscent of, common orcish culture or lore, orcs who call themselves Red Blade are expected to know and live by these customs.


The Clan
The Red Blade clan in its present-day form is a descendent of the Red Blade clan of old before the founding of the Horde, also known as Clan Redblade at the time. Although assimilated into the war machine of the Horde, the Red Blade would eventually return under the leadership of its last known descendent of the last Chieftain following the founding of Durotar, Akesha Redblade. Though many secrets of the old clan were thought gone, ensuing events ensured that the traditions of Clan Redblade resurfaced once more. Now, many of the old traditions - even beliefs - of the old clan have returned to prominence, its customs and religion actively practiced by those following the tenets of the guardian spirit of the clan, the Great Wolf Akashok. It comes as no surprise, then, that even to this very day, the Red Blade clan places great stock in tradition and faith.

Because of the old clan's martial origins, rooted in the Red Blade warband of Githya Redblade, the clan has always known orcs of many different colors and lineage. Outsiders were regularly embraced into the clan when they proved their worth and loyalty, and ties to old clans were even allowed to be retained so long as these did not conflict with the laws or beliefs of the Red Blade's own. This dogma exists to this very day, allowing orcs of many different clans and origins to swear their fealty to the Red Blade and its guardian spirit so long as they are willing to remain true to the Red Blade's creed. As a result, the Red Blade's culture serves as the cement by which orcs of many different qualities may be bound together.


The Red Blade Oath of Blood
When New Blood have completed their trials and have been selected to take the clan's Oath of Blood, the following words are to be recited:

'Akashok, Great Wolf and Father of the Pack, witness me now! From this day until the day I embrace my death, I swear that I will honor my people through blood and toil. I will live by the Code of Honor decreed by my Pack. I will obey my Wolfking and trust in his authority. I will not rest until the pelts of my enemies lie at your feet. My fangs and loyalty belong to my Pack and its brothers and sisters. May dishonor fall upon me on the day that I break these words. From this day forward, I submit myself to the Path of Strength/Wisdom/Cunning. My name is ... and I give my blood willingly to bind this oath.'


Customs
Hunting
The hunt is a central theme to every orc's life. For generations, orcs have pursued a nomadic lifestyle and lived off the land. As a result, almost every orc knows at least the basics of hunting. Due to this strong reliance on what nature has to offer, however, there is great responsibility for the hunter. Red Blades are taught only to harvest and kill that which they require. Proper respect needs to be given to the beasts that are slain, traditionally done by thanking it for its sacrifice or reciting a small prayer. To idly slaughter an animal and not using all of its gifts - the meat, fur, bones, even organs - is to commit a serious crime.

The Reddening of a Blade
Among the Red Blades, to draw one's blade as a threat is no idle gesture. This is something that should only be done when one is willing to back up their words with action in the form of a challenge. As such, it is heavily frowned upon to carelessly unsheathe a blade or weapon of any kind out of combat if it is not for either practical purposes or for guard duty. It has become tradition that a blade has to 'taste blood' any time that it is drawn from its sheath. This rule serves to ensure that no baseless threats are issued by any of its orcs, save for when they are truly serious. If a weapon is drawn and its wielder is not willing to enforce the threat or has done so carelessly, the weapon shall carry its own wielder's blood.

Blood Bonds
Though the forging of personal bonds between two orcs within the clan is a strictly private affair and does not involve any official ceremonies with the rest of the clan, the most commonly adhered rite to forge blood bond between brothers or sisters is the one passed down through generations: when two orcs wish to seal a permanent bond between one another that will consider themselves equals to one another as if they were blood kin, they come together in a private setting. Then, they each draw blood from one another's palms. Both palms are clasped together as they link arms around one another, then words of commitment are vowed to each other.
To be a blood brother or sister is no idle task, however. It is a lifelong bond in which the two committed orcs protect one another until death takes either one of them. To betray a blood brother or sister according to the Code of Honor is to commit a serious crime in the face of the spirits. As such, it is wise to consider one's blood siblings carefully, in order to ensure the best synergy.

Courting
When two orcs are courting one another in a pursuit of a romantic interest, it is Red Blade custom to signify a more serious interest in the other party by offering them a necklace with a rune of their own name on it. This token is an unspoken vow of committal, foretelling his or her desire to spend the rest of their lives together. If the the other accepts, they venture out into the wilderness together, in complete solitude from the rest of civilization. They may only return to the clan once they have hunted down a great prey together, harvesting all of its spoils and fashioning gifts for one another out of it. The traditional gift is to fashion a bonding necklace out of several bones of the prey, added to the necklace that was initially offered to them. Upon their return to the clan, a ceremony will be held for them led by one of its shaman. Gathered in front of a fire, they each present a bone of their hunted prey, inscribed upon which are their own names and several details of their past lives. Upon the instruction of the shaman, they each cast the bones to the fire and recite a prayer to the Great Spirits and their own ancestors, signifying the abandonment of their old lives in favor of their newfound mate. The two then face one another, taking hold of each other's hands above the heat of the fire's flames when the shaman ritually cleanses their joined hands with fresh water, purifying them both of foregone loves and deeds. With the spirits' blessings, they are then declared mates.

Funerary Rites
When orcs pass on from life, their spirit lingers in the Shadowlands, the realm between the living and the dead. In order to guide their way into the ancestors' embrace, their mortal remains must be ritually cleansed and finally placed upon a funerary pyre. It is customary to include important personal belongings of the orc on this pyre if present. In the presence of the rest of the clan, a pyremaster recites a prayer to the Great Spirits and the ancestors to turn their attention to the journey of this orc. When the pyre is lit, the orcs gathered then cry out to the heavens at the top of the lungs, calling to the spirits in order to guide them to the deceased orc's location so they may welcome the orc to the lands of the ancestors, where they are reunited with old loved ones and the great heroes of old to hunt, feast and share tales with.

Exile
Orcs who have lost their way or have committed serious crimes to the clan are exiled by the will of the Wolfking. They will not longer be welcomed as friend to the clan, and any tattoos or markings relating to the clan and its traditions will be ritually burnt away, the orc no longer found worthy to bear the Great Spirits' favors. They are then abandoned to the wilds, left to the spirits' judgement. If they manage to survive the ordeal and ever return to show themselves to the clan again, they are expected to be treated as a pariah.

Wolf Masks
Wolf mantles and masks are a common sight in the Red Blade clan. They serve to symbolize the pack mentality that the clan's orcs have with one another, showing their unity not only through the donning of the clan's colors, but also by adhering the clan's theme that is centered around the wolf. How these masks are obtained, is always left to the orcs' personal experience. Some may wear the skin of a companion or mount that has passed away. Others don the skin of a mighty lupine foe that they have vanquished. Either way, traditional Red Blade garbs are often accompanied by wolf skins and masks, causing Red Blade orcs to be an easily distinguishable sight.


The Code of Honor / The Code of Akashok
Rather than a set of codified laws, the Red Blade knows only the Code of Honor. After all, what better law is there for an orc to live by, than honor itself? The Code of Honor, also known as the Code of Akashok, is the creed which every Red Blade is expected to live by. The Code was once taught to Reggar Redblade by Akashok, and has been central to the Red Blade clan and how they live their life ever since. To break the Code, is to betray the very clan itself. As such, it is expected of every Red Blade to uphold the Code, and to correct fellow clan members if ever they threaten to break it. Upon repeated offenses to the Code, orcs may be punished or even exiled from the clan.


The Code of Akashok dictates that the children of the Red Blade will:

  • Be loyal to their Chief, be it Warchief or Chieftain, at all times, unless this Chief has shown signs of dishonor. Mercenary contractors do not count as Chiefs.
  • Respect their alliances.
  • Only judge others by their honor.
  • Ignore an alliance if dishonorable.
  • Slay a dishonorable foe, even if that foe is helpless.
  • Slay an honorable foe who is not helpless.
  • Be hospitable and generous to those in need.
  • Respect the hospitality shown to them.
  • Free any orcish slaves, unless branded as peons.
  • Avenge any intended insult.
  • Avenge any physical harm done to them in a manner fitting their sense of balance and justice.
  • Fight their enemies to the very end.


The Code of Akashok dictates that the children of the Red Blade will not:

  • Anger the spirits or elements by any means.
  • Betray any person they have sworn an oath in blood towards.
  • Judge others by matters unassociated to their honor.
  • Force themselves upon the helpless, unless dishonorable.
  • Slay an opponent in a duel of honor.
  • Slay a wild animal or any other creature needlessly, unless for revenge, to harvest food or other resources, or to slay a sworn enemy.
  • Slay or steal from one who has shown them hospitality.
  • Take fellow orcs as slaves.
  • Steal the soul of neither friend nor foe.
  • Cannibalize the remains of neither friend nor foe.
  • Worship demons or submit themselves to them or their magics and practices.
  • Trade, bond or make alliances with those branded as traitors or outlaws to the clan or the Horde.
In addition, any warlocks in the clan are expected to adhere to the clan's Code on Warlockry and the Fel.


Clan Gatherings
Clan Gatherings are special occasions when the entirety of the clan is summoned by the Wolfking to discuss various matters of import. Each Gathering is preceded by a short blessing from a Thur'ruk or Gosh'kar, ceremoniously marking the sanctity of the occasion as it takes place under the lawful gaze of the Great Spirit Akashok. Members from each Path gather on either side of the Wolfking, forming a half-circle - in the center of which the speaker or the subject of the discussion will stand. New Blood and any other outsiders of the clan shall stand on the outside of the circle, behind the core members of clan.

Gatherings are used both by the Wolfking to announce the clan's next destination, plans or decrees, as well as an opportunity for the rest of the clan to make announcements, issue statements and earn promotions. Moreover, it is a place to settle personal affairs, from declaring a bond to disputing another's honor.


Rites and Challenges
Challenge of the Wyvern
Various kinds of challenges dedicated to the legend of the great wyvern Sharpwing. The challenges are made up by an orc of the clan, to be completed by competing teams of orcs in an allotted amount of time. These are usually challenges of wits and skill, requiring participating orcs to work and think together in order to gain the upper hand.

Kal'Valokh
When two orcs are at an impasse during a dispute and it cannot be resolved by mere argument, the Wolfking will call for a duel of will between the two parties to let honor decide the just party. The first to surrender, will be declared the loser of the dispute. Failure to accept the outcome of the duel will result in severe punishment given the sanctity of the custom.

Om'riggor
Traditionally a rite of adulthood in the orcish clans, it is first and foremost a naming ceremony in the Red Blade clan. Participating orcs will venture out into the wilderness with naught but rags and a simple weapon of their choosing and are expected to return within the demanded time with a prey of their own choosing that is worthy of their honor.

Rite of Cleansing
The Rite of Cleaning is a ritual to be undertaken by orcs who have previously committed a serious crime or have been exiled and found forgiven through great time and effort. It is also mandatory for warlocks and death knights to undertake in order to be tolerated as a Red Blade, should they have proven themselves trustworthy and deserving enough through the Wolfking's approval.


War Cries
Akashok!
An appeal to the head of the Great Spirits, Akashok, to witness the orc's battle and bless him or her with his boon.

Vrull!
An appeal to the Great Spirit of War, Vrull, to witness the orc's battle. Though Vrull is not commonly known to bestow blessings upon his worshippers, he may be impressed with the display.

Rrosh!
A shout, Red Blade dialect for "blood", to express desire for the enemy's blood. Commonly shouted in unison with many other orcs present as a chant before rushing into battle.

For the Blood of Redblade!
Previously uttered as "For the Blood of the Tribe," the most common battle cry for Red Blades. Since the Red Blades no longer exist in the entity of a tribe but rather a clan, the word "tribe" is either replaced with "clan" or the name of Redblade is used. Its roots go back to the founding father of the Red Blade war band and its subsequent clan, Reggar Redblade. The blood of Redblade is considered to be all those descending from his family, followers or any newcomers to his clan and its tenets.

Rrosh'ka Valokh!
Red Blade dialect for "Blood for our blades!" This is a reference to the tradition that was first called into existence by the founding father of the Red Blade war band, Reggar Redblade. The war band became renowned for coating their blades in blood each time that they were drawn, following the legend of Reggar and the vengeance he inflicted upon the ogres that raided his childhood village. Now, the war cry has become a threatening shout to the Red Blade's adversaries on the field, calling out for their blood to be shed upon their blades.

Kosh'mahar Ravash!
Red Blade dialect for "Take what they owe!" Another reference to the Red Blade's namesake tradition of coating their blades with the blood of their enemies. The war cry is directed to their enemies, demanding they shed their blood on their blades, as that is what they owe them for unsheathing their blades upon the battlefield.

Shok, Arash, Vrashaa!
Red Blade dialect for "Free, strong, proud!" A war cry that Red Blades may be found shouting in unity, as it has grown in popularity since the end of the Third War. It was in this war that the orcs regained their freedom from the shackles of the Burning Legion, having previously served as slaves to their will to hunt down the Draenei and take over Azeroth. With orcish pride and freedom having returned after the Third War, these three words alone have become a rallying cry to remind the orcs what arduous road they have walked down, and what will keep them strong and united in the face of adversity to come. Never again to be enslaved by demons, humans or otherwise.


Calendar
Kosh'harg
Date: March
Description: The first Kosh'harg of the new year, taking place on the day of the Spring equinox. Traditionally a chance for all clans of the Old World to come together in the shadow of the sacred mountain Oshu'gun, where they met with old friends and enemies alike. This is a time to settle rivalries, upsets and debts. As such, violence here is forbidden, instead making place for celebrations, rituals and competitive games.

Wor'aggar
Date: May
Description: Wor'aggar, or the Festival of the Wolf, signifies the coming of Spring and the time to celebrate the renewal of life. Traditionally, this would have been the time for the clan to migrate to new lands and ask the spirits for good tidings. Offerings are made to both Akala to pray for a fertile season and to Kavara for a bountiful hunt. This is a cheerful occasion all around, involving dance, drink, stories and songs.

The Great Midsummer Hunt
Date: June
Description: The height of Summer and the time for orcs to celebrate the best time of year when the days are longest, the lands are thriving and the bounty is plentiful. In honor of Kavara the Huntress and Mo'lak the Prey, the legend is re-enacted through song and ritual, before the orcs themselves are sent out in small hunting parties to chase the finest, most prestigious prey. A feast will be held from all the assembled food and trophies may be presented, to either be kept or offered to the Great Spirit.

Kra-Mavor
Date: August
Description: Translated to Summer Games, Kra-Mavor is exactly that: competitors from all places of society came together to compete as equals in a series of games, including but not limited to archery, wrestling and wolf racing. Offerings will be made to the Great Wolf Akashok, to which the games are dedicated to.

Kosh'harg
Date: September
Description: The second Kosh'harg of the year, taking place on the day of the Autumnal equinox. Traditionally a chance for all clans of the Old World to come together in the shadow of the sacred mountain Oshu'gun, where they met with old friends and enemies alike. This is a time to settle rivalries, upsets and debts. As such, violence here is forbidden, instead making place for celebrations, rituals and competitive games.

Day of the Ancestor
Date: November
Description: Hunting season ends, and so the time comes for the nomadic clans to migrate to better harbor once more. Rather than affording a grand feast, instead ensuring enough foods are stored for the coming Winter, it is a sober occasion when the dead of the past year, but also prior years, are honored. The orcs visit shrines dedicated to the dead to pay tribute for their sacrifice. When the ceremony concludes, they warm themselves by great bonfires to share the grand tales of the honored ancestors.

The Long Night
Date: December
Description: This is a time of cleansing, as orcs prepare to enter the longest night of the year at the Winter solstice. Akala the Den Mother is appeased to guide the mating of animals for a fertile upcoming year. Next, the orcs are ritually cleansed of any ill fortune that befell them from the last year, preparing them for a new year to come. A feast ends the occasion, particularly rich with drink, as the majority will have fermented by this time of year. Celebrations traditionally last until the last light of the Pale Lady fades from the horizon, which is not until the late morning.

17
Off Topic / Dead image links
« on: June 30, 2017, 09:48:07 PM »
Due to a daft, new policy from Photobucket's end, we've had to re-upload all unavailable images all over the website to a new host. If anyone still finds any dead referral links, please let me know either in this thread or in a personal message, and I'll get right back on it.

For those of you who want to fix your signature clan emblem, the original thread's links have been updated as well.

18
Game Related / !Poll: The future of the guild!
« on: February 18, 2017, 01:59:40 PM »
Hello orcses! It sure has been a while!

As many of you have no doubt noticed, the guild has, in recent weeks (or dare I say months), sadly been at an all-time low. This has become so bad that we barely even have anyone attending events any more at all, let alone have any events organized that are exclusively our own. Bearing this in mind, it seems very safe to say that the need for this topic is very well-warranted, as things clearly need to be shaken up if we are to have any hope of multiple people being online at an event or for random RP once again.

To this end, instead of announcing a hiatus for the guild right away (an option that's been in the cards for some time), I figured I would at least offer those that would still potentially want to be invested in the guild a choice. There is, after all, still a chance that there are people out there who would still want to be active in RPing in the guild, but simply do not have the opportunity right now due to the lack of activity. For these people (and to some extend those that once had a hand in the guild in the past as well), I want to offer a choice in deciding the future of the guild. The the options we have here are twofold:

1. Announce an indefinite hiatus for the guild, realizing full well that it may be the permanent end for the guild if things don't get off the ground any more in the (near) future, but at least there will be some manner of 'closure' (if one can call it that, lacking any IC farewells) and the guild's reputation as an orc-only guild throughout the past ten years will have been intact.

2. Reform the guild to accommodate for more races so that the guild, and those members that still want to be a part of this, may live on. At the price of losing the 'prestigious' orc-only tag and with the risk that it may still not save the guild in the long-term since it will by no means be a guarantee that any new people joining may be fit to keep the guild more permanently active. This would of course assume that there would be one or more officers active enough to try and kick things into gear again, knowing that the member and possible future officer count (an equally important problem) might rise well enough again to warrant the organization of proper events again. Of course, we can decide later on to what extend we would open up the guild, be it all Horde races or only certain specific tribal races. It goes without saying that we will do whatever we can to have everything make as much sense and as transition-friendly as possible.


I'm sure there are plenty of arguments to be said for both opinions, so let's at least make sure this topic remains a civil discussion. Everyone is entitled to their own opinion and everyone's opinion matters equally. However, having said that, I did decide to include an option in the poll that allows each voter to say whether or not they actually plan or want to be active in the guild regardless of its future prospect as well. I feel that this is relevant in the sense that it would at least offer a fair estimate of the amount of people who would still want to be active in case the guild lives on, but would on the other hand allow those that would not plan to be active any more but once were a part of the guild to still give their own opinion on the matter. It goes without saying that it's very important to be completely honest with yourself here. When voting for an option that claims you would be active in the near future still, it means that you actually will as well. It would be bad to create false expectations of the member count we might be having here, should the guild plan to live on. Having said that, healthy discussion in this topic is of course encouraged!

The future of the guild lies in your hands, orcs. Choose wisely, and make sure to spread the word to your fellow orcs to come vote!

- Koz

19
Game Related / IMPORTANT: Moving forward
« on: October 17, 2016, 10:16:52 PM »
Hello orcs!

After tonight's officer meeting, the officer team has decided that in order to try and get things up and running again in a last ditch effort, we'll be focusing our efforts on making a big, all-out campaign to speed things up in the Broken Isles before an early return to a different, more RP-friendly locale. We've decided that RP in the Broken Isles is not a very ideal setting for the guild in its present shape, so in hopes of "going out with a bang" on the Broken Isles (at least for the time being), we will focus on a big but to-the-point plot-line to wrap things up.

To do that though, we will take a very brief hiatus for one and a half or so week to focus on getting things prepared, rather than to try and poop things out without having much time to prepare for things and just having to improvise. So until the 30th in two weeks from now, we'll be allowing whoever wishes to throw in a quick plot to do whatever they please, plot-wise. Members will be free to post their own calendar events, and everyone will of course still be encouraged to attend them. However, once the first event to the big campaign does take place, expect big things to happen in a quick succession of events to wrap up our first campaign on the Broken Isles! So anyone wanting to see where the story goes is certainly encouraged to attend those once they take place.

If things go well, we hope to reignite a bit of interest with a big, banging campaign once it kicks off. Only time will tell. Any support would be most welcome to ensure this guild doesn't ultimately kick the bucket within this very year still at least, so fire away your creative crackers if you have any! The officer team will of course still be around, be it IC or OOC, to answer any of your questions or inquiries. Don't hesitate to contact us!

20
Game Related / Reasons of absence
« on: October 16, 2016, 10:47:51 PM »
Heya all, orcs!

As some of you may have been noticing as of late, activity is seriously dwindling in-game. We have seen very little random RP to begin with, and when people do show up for scheduled events at all, it's nowadays rarely any more than two to three people. This has been a trend that's slowly been going on for a few weeks now, and if things keep going like this, they will surely only get worse.

As the officer team, it's our job to ensure this guild remains alive and well. However, it's never up to the officers alone to do this. A large part lies just as much so with the community itself, and that's why I'm coming forward to pose you all this question here to try and get to the root of the problem and see what we can all do together to get things up and running again. It's a team effort, so any input whatsoever will be more than welcome!

So the big question I'm meaning to ask you all is: What is your personal reason for no longer showing up to any random RP or RP events in-game? There's no wrong answer here and no one will be looked down upon for whatever the answer given will be, so please do feel free to answer honestly! Is it a lack of interest in RP, the content that Legion has offered so far, the increased interest in PvE, phasing, or even simply personal circumstances? We would love to hear from you all, so that we can do whatever we can to get things back together again!

21
The Campfire / The Legion Comes
« on: August 29, 2016, 04:18:40 PM »
The Legion Comes


Smouldering embers, broken infernals, dead orcs and broken structures: the Burning Legion had made its mark on Splintertree Post following the short yet brutal siege they laid to it and its occupants. Where the orcs of the Red Blade thought they had slowly gained the upper hand in warding off the demon threats lurking in the northern forests, a sudden yet decisive strike ended any and all notion of that. They fought tooth and nail to ensure the Post would remain standing, but they did so at a price. The entire attack turned out to be one big, elaborate distraction which allowed infiltrating Satyrs to sneak in through the back and pillage through their supplies.

The worst of it all, however? It was not even the supplies they were after. In the thick of the battle, they came for but a single item that was in the orcs’ possession, and the defending forces learned too late before the demons and their ilk could make off with it: the prized Scepter of the Shaman-king. For many years, it had been in the tribe’s possession since they recovered it from other sinister forces, but the ancient relic of Clan Redblade had once again fallen in nefarious hands. There was no telling what neither demon nor Satyr would possibly desire the scepter for, but one thing was certain: whatever the scepter’s purpose was, it would no doubt serve as a catalyst for their own, evil gains. It was too late to pursue the thieves in the wake of the devastating attack, however. The culprits had long fled, and in their hubris, there was but a single clue that they left behind that pointed to its destination: the Broken Isles.

Battered and bruised, the Red Blade tribe prepared to make way back to Orgrimmar. What was hoped to be a quick retreat, turned out to be an arduous journey back into the relative safety of Orgrimmar’s walls, however. Every area surrounding the great warrior city was under severe attack from the Legion – the very city itself under heavy siege without a single reprieve. Even upon their timely return, having fought their way through the siege line in a daring advance, there was no rest for the wicked. A counter attack had to be made upon the Broken Isles – the center of the Legion’s power – and the demonic taint forever cleansed from the face of Azeroth. For the Red Blade tribe, there was a personal score to settle as well, however. With the Scepter of the Shaman-king taken, it would be a dishonour upon the tribe’s name to allow it to remain in demonic hands. Moreover, its former keeper, True Blood Sadok Sharptongue, had fallen to the demons’ fires. He was the first of no doubt many more deaths to come. It would be a heavy price the tribe, the Horde and indeed the entirety of Azeroth would have to pay to see the demonic forces gone for good, if such a thing were ever possible to even begin with.

It is in the face of these dire times that new heroes and leaders alike must stand up to carry the banner of the Red Blade forward into the fires of hell itself. As ships are sent out into the maw of the beast to cull this threat for good, so too do the Red Blades set sail for the Broken Isles to avenge the fallen, regain their honour and, most important of all, to fight for a worthy future for generations to come. For peace and prosperity. For death and glory. For the Horde. And for the Blood of the Tribe.


OOC information:

World of Warcraft: Legion has at long last come, and as is common with every single new expansion by now, Orcs of the Red Blade strives to make the best and full use of everything all of the new content has to offer! Through a chain of introductory events, the stage has been set for the tribe’s upcoming Legion plot, which will provide for yet another countless amount of stories, developments, characters and drama alike throughout the months to come! To ensure both new and present members know what the stakes are, you can read the introduction to the Legion plot above. Below, however, you will find all the OOC information you will need to know in order to be up to date for what to expect these coming weeks!

As with every new expansion, we are going to allow our members to take their time to explore all the new expansion content without having to worry about missing out on any RP experiences throughout the initial urge to explore the new zones and level up. To this end, we will have a two-week hiatus from official guild events following the initial release of Legion. That doesn’t mean RP will cease to exist, however!

As the tribe embarks to set sail for the Broken Isles, the storms and tides of the Maelstrom will split the tribe and its several ships up, initially scattering the tribe as they land upon the shores of the Broken Isles. Those who desire to continue on RPing, be it by themselves or with companions both in and outside the guild, will be quite welcome to continue to do so before the tribe eventually manages to come back together in the third week of Legion’s release. The tribe’s official landing location, and therefore place of rendezvous, will be the area of Highmountain. So you will know where to make your way towards when the time has come for the tribe to continue its arduous adventure into the Broken Isles together!

We hope to be able to welcome you all again when that time comes. Until our RP campaign continues, you can be certain that there will be plenty of people in the guild around to share new experiences with and to explore Legion’s content together with, should you so choose to. Not only is the end of the world a good time to rise up and become a hero, but so too is it to make new friends for life!

For the Blood of the Tribe!

22
Notice Board / Spirits' Blessing
« on: July 25, 2016, 12:56:15 AM »
Spirits' Blessing


Objective:
Whatever it is that we may face in the forest of Ashenvale, I would not have us go unprepared. Physically -and- mentally. The forest is hallowed ground for the Elves, but our very own spirits are not outside of its reach. We do not know if it is Elves, Satyrs or something completely otherworldly that threatens the Horde's presence in Ashenvale, but I will not have it said that we will go unprepared into the forest's shadows. I request any orc from the Path of Wisdom prepares and performs a ritual to reap the spirits' blessing upon the forest grounds for protection. Should any components be necessary to prepare for this undertaking, you are welcome to commission the aid of any orcs willing and able. One way or another, see to it that any forces we might face in Ashenvale will not catch us off-guard on the spiritual plane.

For the Blood of the Tribe,
Wolfking Kozgugore Feraleye

Rewards:
1 Fang per orc.

Additional notes:
Should any components originating from Ashenvale be necessary to prepare for the ritual, ensure at least three orcs are present to protect the party.



Status:
Incomplete

23
Notice Board / Shadows of Ashenvale
« on: July 25, 2016, 12:50:29 AM »
Shadows of Ashenvale


Objective:
These disturbances in Ashenvale do not come out of nowhere. Something must have triggered these attacks, and it is our task to find out the what and the why of it. I need orcs who are brave enough to venture out there and put their eyes and ears to use. Investigate the nearby Night Elf and Satyr encampments and make report of their movements and activities. Keep a special eye out for any signs of warbands wreaking havoc upon the forest grounds.

For the Blood of the Tribe,
Wolfking Kozgugore Feraleye

Rewards:
1 Fang per orc.

Additional notes:
Suffice to say the forests are considered extremely unsafe what with the recent disturbances. Bring at least three orcs, if not more, and do ensure you are not spotted by any of the Elves or Satyrs, for Grom's sake.



Status:
Incomplete

24
Notice Board / Fortifying the Ramparts
« on: July 25, 2016, 12:47:01 AM »
Fortifying the Ramparts


Objective:
With our arrival at the Mor'shan Ramparts, we must see to our defenses. Whatever it is that may be lurking out there in the forests may one day or night come out to haunt us as well, so I want to ensure the ramparts are in peak conditions throughout our stay. I need some orcs to gather wood and stone and ensure the palisades and stakes alike are seen to proper order.

For the Blood of the Tribe,
Wolfking Kozgugore Feraleye

Rewards:
1 Fang per orc.

Additional notes:
In addition to gathering the resources, the defenses will need to be set up as well. So ensure enough orcs are present to do all the lifting!



Status:
Incomplete

25
Notice Board / Supplies from Orgrimmar
« on: July 06, 2016, 12:20:07 AM »
Supplies from Orgrimmar


Objective:
With our return to the homelands, we may once more focus our efforts on resupplying and getting things back in order. To ensure all supplies are well-stocked and properly distributed, trade routes are to be established between our present encampment and the merchants of Orgrimmar. I need orcs to ensure a steady stream of supplies remains in order for the duration of our stay here, so get those caravans going!

For the Blood of the Tribe,

Kozgugore Feraleye
Wolfking of the Red Blade

Rewards:
1 Fang per orc, per successful caravan.

Additional notes:
Quest can be repeated. Minimum of 3 orcs required. Interaction with outsiders is encouraged within Orgrimmar.



Status:
Incomplete

26
Notice Board / Border Patrol
« on: July 06, 2016, 12:03:29 AM »
Border Patrol


Objective:
Orcs,

We have returned to the homelands, and now should ensure we do not remain idle. As we have recently seen, our borders continue to require constant vigil as threats from both within and out nip at the Horde's heels, seeking to bring us down. I will want continued patrols along the inner borders, ranging from Durotar to Orgrimmar to the Northern Barrens and, possibly, Ashenvale. Ensure at least two areas are patrolled at a time and leave a report on the notice board of any findings, even if all is quiet. Fangs shall be rewarded for each individual patrol, and wolves may be put to good use.

For the Blood of the Tribe,

Kozgugore Feraleye
Wolfking of the Red Blade

Rewards:
1 Fang per orc, per patrol.

Additional notes:
Quest is repeatable. Ensure you've gone through at least two areas, with a minimum of three orcs. Interaction with outsiders is encouraged.



Status:
Incomplete

27
Notice Board / Investigating the gem
« on: July 05, 2016, 11:59:04 PM »
Investigating the gem


Objective:
A gem, purportedly suspected to be demonic of nature, has been found amidst the remains of the Observer that was defeated in the Valley of Trials. We need to find out every clue we can about its origins and what it may contain, so gather a party of orcs and find someone or something that may tell us more about this object. It may be that a warlock in the Cleft of Orgrimmar may have something to tell about it. Gul'thauk Kyrazha Throatrender is at present in possession of the gem.

Rewards:
1 Fang per orc.

Additional notes:
OOC: Anyone with advanced knowledge of soul gems should be able to describe the object, but send me a message regardless once it's been done for further information to act upon. Outsiders from the guild may preferably be approached for aid.



Status:
Incomplete

28
Off Topic / Overwatch discussion thread
« on: June 09, 2016, 02:55:55 AM »
Overwatch sucks and Call of Doody is what all the cool kids play. Discuss.


(And discuss any other matters related to this shitty game here.)

29
Notice Board / Missing: Tahet (COMPLETED)
« on: June 05, 2016, 10:42:27 PM »
Missing: Tahet


Objective:
A local Ramhaken is concerned for his missing son. He is last said to have ventured south along the river. He fears the runt may have been foolish enough to venture into Tol'vir territory. Gather a party and venture south to see what has become of him, and return him alive if so possible. The Ramhaken answers to the name of "Tahet".

For the Blood of the Tribe,
Wolfking Kozgugore Feraleye

Rewards:
2 Fangs per orc.

Additional notes:
OOC: The missing person is an in-game NPC, so will not need to be DMed (apart from the rescue itself). 3+ people.




Status:
Incomplete

30
Notice Board / Lost to the sands (COMPLETED)
« on: June 05, 2016, 10:38:42 PM »
Lost to the sands


Objective:
Some of the local Ramkahen have come to us for aid, in hopes we may make ourselves useful. One of them speaks of a city now lost to the sands west of here. A place once named Orsis was overtaken by the desert, its inhabitants and their belongings along with it. One of them seeks to return what was lost to him: A gilded family weapon. It is said to remain within a chest in one of the houses that are now ridden with sand. Find the scimitar and see it returned to Ramkahen.

For the Blood of the Tribe,
Wolfking Kozgugore Feraleye

Rewards:
2 Fangs per orc.

Additional notes:
OOC: The chest is visible via in-game assets, so you will know when you see it. No DMing is required, so go out on your own accord!




Status:
Complete

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