01.
Welcome here,The Guild Leader, Iehudiel, is a character that belongs to the Nameless Order. A custome made sacred order that takes inspiration from Templars and Warhammer creed - adapted to extents for World of Warcraft.Presently he is shaping a 'travelling fellowship' of individuals. Among the people that join the Fellowship he will try to pick and induct into the Order.Thus, there may be - hopefully will be more individuals of the Order ovefr time.The Guild story arc envision a gradual progression (exactly as you would like to progress your character) from a travelling band of militant adventurers to a more operational branch of the Order.The Guild Themes can touch 18+ topics and situations. The Faith can be violent and vicious.If you as player, or your character has a problem with colour codes, to wear a tabard, somehow live roleplay limits and constrictions (which are typical of a Path of potential abnegation), discipline, penances, punishments, and have a narrative that can have successes as much as defeats and failures; you may not have the right roleplay mindset sought by this guild.Still interested? Click on the arrow to read about Characters and how they can be part of the Guild.
02.
Characters needs a 'story', and with stories we create our narratives and roleplay.The Fellowship can contain a variety of figures - so long they are compatible to become part of the Order.A former Scarlet seeking a new home?
A criminal wanting asylum in the Order, and away from the law, feigning (or gaining for real) Faith?
A farmer that lost the house to bandits and thugs?
A novice of the Faith seeking guidance from expert hands?
A dark caster seized, and 'offered' (read: coerced) into a redemption path?Only a few examples, keep in mind the Order is not made of good boys and girls, and its roleplay is not pink flowers and sparkly unicorns.
The themes delve in mature contents and greyscale morals.Characters can be visceral, humane and mundane, brutal and violent, solemn and eloquent, blessed and sacred. There is the hope to offer a rainbow, or a caleidoscope of personalities.So ... small essay but ... how can -your story- come into the Fellowship, or the Order?
03.
A simple example from the post before. Your character is that farmer that lose the house to the bandits.
You as player like to start low, and have your longer term progress. Your character is brewing with a not too faithful desire of vengeance.Roleplay happens, and a deal is striken. The Fellowship is to hunt the bandits and exact in blood the vengeance the farmer cannot achieve of his own, and then his pitchfork ... maybe a spear, let's upgrade to a spear as part of the deal ... will be of the Fellowship. After all, he lost the roof, and there is no Azerothian insurance to cover up for that!The bandits naturally are NPCs, part of the background (unless the Farmer player has friends wanting to play bandits for an event!). A 'Roll & Raid Marker' serie of event can happen.This is a first bit of the story... the Farmer then is part of the Fellowship, helps with the tasks of the Order for Iehudiel, or maybe in that mission that the vaunted Former Scarlet pushed vigorously for, to retrieve a holy relic in some tomb in Lordaeron... (Yes that is the story of the Former Scarlet)...Months lapse, Roleplay proceeds, and suddenly an illegitimate son of the farmer surfaces. And ... they have a peculiar claim ... (That is episode 2 of the Farmer's story - brought by them to the Fellowship in form of narrative and event)-- By that, I underline how any player with adequate initiative can contribute to the development and the adventures of the Fellowship.
04.
If the characters of a guild were all very adamant to precepts of a Faith, as written, it would be very, very boring.
Some examples - yes I like examples:Chrome and colour - in healthy doses, and with the know how, and the weighted when and where - will add a lot to the Guild, be it Fellowship or Order stage of its progress!The example of before, the Scarlet that seeks a relic of their previous (current in secret?) order, to then make a return to some secluded enclave and net the glory for the retrieval ... They circumvented the Fellowship! But they had first to gain their trust. And ... manage to slip away with the Relic! (This is a long term type of narrative in my books!). That's ace!A Drachtyr (that we do not recruit in general) with such a perfect visage to trick us, and getting in the ranks? We'll play along ... but with awareness that if the Drachtyr is caught, the door may be pointed! (Or any other thing that may aptly disguise)A thief got caught redhanded, and is threatened to have a wrist severed by one of our most sacred figures? (Yes, that can be neat Roleplay, as a form of threat) The thief player realizes the trouble, and promptly offers a deal ... they know of a hidden treasure, a treasure that surely can help the Order coffers, and put good shine to the Fellowship! (Sparing a wrist, giving us a quest, and if that treasure truly exists, probably an argument for who wants to pour it to the Order coffers for gaining prestige into it, while others may want to split it in the group!)
05.
The mainstream is a cycle of 'events' (Your thing, or Iehudiel thing, or some other event), and downtime where social RP / slice of life / free-form RP happens.In general it is asked that the guild members band together and stick to the location (in game region) they are at. Especially while on mission. In downtime keep to the location or in close proximity. (A guild is not needed to do your thing, and just come for the ride of the events)Players should be easily integrate their own stories, ploys and narratives with the flexibility given by the Fellowship type of design as already abundantly depicted with examples.
Leadership of a guild can lead, can give a direction and organize some events, but remember the fun comes when all contribute to creating roleplay and mobilizing situations.
06.
Races Recruited: Human (including Kul'Tiran Model), Worgen (That keeps in human form), Quel'dorei, Dwarf. Anything else that can disguise successfully as any of the above (OOC talk to leadership appreciated in that case).
Classes: Anything that fits In-Character. We'll avoid Undead / Void users, Dubious Magic. (Unless the latter is kept in disguise)
We are Alliance: No neutrals. Simple as. The guild also takes part to actions agains the Horde.
Keep to Theme: Keep to Horses without palanquin, Hounds, Birds of Prey; realistic 'looks'; one set of armour, do not have a character with ample means, etc.
Less is more: Difficulties make decisions to be taken and to find ways to circumvent problem (hopefully not in trivial way)OOC Guild Chat: Avoid any delicate theme such as politics, religion, etcetera.
The Nameless Order concept is a hermetic Sacred Order that follows the Holy Light, with its own nuances and chrome of its precepts. The inspiration of the concept stems from the historical knightly orders (Templars, Teutons, Hospitallers), a drawing from the Imperial Creed of Warhammer 40k – adapted to an Eastern Kingdom, Old Alliance centred vision.The difference between the Order and the Fellowship is that 'Order' characters must be of the Faith, and are part of the Order or at least are in path to become part of it. Fellowship characters are followers, outsider assets, people that tag along due to this interest or that situation that took place.Characters in the Fellowship can get inducted in the Order proper - which is one of the (starting) main goals of Iehudiel.