With the old data nuked and completely wiped from of its virtual existence, I suppose erecting this thread upon the ashes of the previous one.
This is the main post of the OOC. Here I'll feature character sheets and notes related to the RP.
Character Sheets:
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Information about the new organizations in the Roleplay:
The Red Vanguard
Motto: "Immovable like the mountain. Fearless as the stone. Strong as our steel."
The White Hand
Motto: "Valor through Loyalty, Victory through Obedience."
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Sharon Daerin'Lei
Riders of the Abyss - Sherpa's 3 apprentices:
The Butcher
Malizia the Damned
Gorgoth
W.I.P.
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Feel free to post your character sheets in the OOC. I will copy paste them and edit them on to the first post so that we have all the sheets in one organized place. :)
List of notable NPCs in the RP:
Lord Richard Greymoon of the house Greymoon:
Rich human noble, who is an ally and personal friend of Sharon. 68 years old, white hair, and a little flabby. Around 180cm.
Donald Farwright
Human assassin, paid to kill Sharon by Sherpa. 26 years old. Black hair. Works for Arnoff. Lover to Astrid.
Astrid Blacklake
Human assassin, paid to kill Sharon by Sherpa. 24 years old. Blonde hair. Works for Arnoff. Lover to Donald.
Arnoff Jarston
Original leader of the first group of assassins. 48 years old. Brown hair. Veteran rogue on Sherpa's paylist.
"Smokey" Bart Khel[Deceased]
Dwarven demolition specialist. Paid to kill Sharon by Sherpa. 33 years old. Deep brown hair and beard. Works for Arnoff. Younger brother of Karn. Died in the corridors beneath Honor's Watch in Stormwind in an explosion.
Karn Khel.
Heavily armored dwarven warrior who loves his axe. Paid to kill Sharon by Sherpa. 35 years old. Golden hair and beard. Works for Arnoff. Elder brother of Bart.
Sebastian Horrowschmidth.
Captain of the Siren's Wail, White Hand frigate. 27 years old human.
Sevarian Hoster[Deceased]
Ex Cult of the Damned Darkmaster, loyal ally of Sherpa and closest friend. Powerful dark wizard and necromancer. 51 years old. Black hair, clean shaved. Around 187 cm tall. Former Grandmaster of the Silver Hand. Slain by Captain Serphia of the Sentinels in his Ritual Chamber beneath Honor's Watch.
Mipsy Blitzfuse
Eccentric Gnome Mage with a high temper. Paid to kill Sharon by Sherpa, but she broke the contract. 42 years old. Pink hair and ponytail. Wears an overly large wizard hat. 90cm tall. Works for no one. Younger sister of Gimpsy.
Morbid[Undead]
Sadistic undead assassin working with Sherpa, unique in that he is one of the few undead who serve Sherpa out of his own free will. In life was known as Richard Horton, professional human male assassin who died when his girlfriend and colleagues; frightened and disgusted by his vile behavior; betrayed him and he died at the hands of Lord Greymoon's houseguard.
Gimpsy Blitzfuse
Gnome Shopkeeper. Has her own gadget shop in the Dwarven District of Stormwind called "Gimpsy's Amazing Emporium of Brilliant Solutions" . 46 years old. Bright blue hair. 100cm tall. Elder sister of Mipsy. .
This is the main post of the OOC. Here I'll feature character sheets and notes related to the RP.
Character Sheets:
----------------------------------------
Information about the new organizations in the Roleplay:
The Red Vanguard
Motto: "Immovable like the mountain. Fearless as the stone. Strong as our steel."
The Red Vanguard is a smaller guild, populated by Humans and Dwarves with about 80 members of war veterans and family members who banded together to create the mercenary outfit. They are usually recognized by their red cloaks and tabards, carrying the guild's insignia; a rampaging golden bull on a red background. As an outfit, they are renowned for their tendency to wear super heavy armor into battle, alongside their massive tower shields. Though it does take its toll on their mobility, they are known for being close to unbreakable on the field of battle, able to withstand massive amounts of punishment by the enemy. Alongside their toughness, their dwarven background also gives them a great access to explosive weaponry and firearms, giving them a wider array of weapons to deal with their enemies on the battlefield.
They have a long history that dates back to the first great wars, where the Red Vanguard was originally a Dwarven unit of 60 warriors sent from Ironforge to help the the northern human kingdoms against the Orcish invasions.
Armored in the heaviest armor forged in the Great Forges of Ironforge and massive Tower Shields inlaid with Thorium to give them better magical resistance, the Red Vanguard quickly became known for their incredible toughness in the field of battle. Projectiles had little effect against their mighty shields and armor, and their shieldwall was all but nigh impenetrable by normal humanoids. Being able to take hits and hold the line, the Vanguard became known as the grinders by the human forces, wearing their foes out before cutting them down.
One of their most famous battles consisted of a surprise skirmish that erupted when the human platoon they were assisting encountered a large orcish vanguard force in the deep mainlands of Lordearon. Despite being outnumbered two to one by the brutes, the Vanguard choose to take the frontline while the human platoon defended the flanks. Facing down the furious charge from the orcish horde, it was completely stopped by the stalwart down, bogging the enraged orcs down in a prolonged slugging match. Countless crude axes and swords were broken by the orcs as they attempted to tear down the shieldwall, but despite their rage and savage strength; they were unable to put a dent in the dwarven line. After the battle had lasted for a while, the dwarven commander choose to switch to the attack, and with the once impetus and eager, now weak and tired after having wasted their strength trying to batter down the dwarven shields, found the slaughter quickly being turned around on them as they were cut down by the dwarven axes.
The Orcs routed alongside their war leader, leaving the field littered with slain greenskin at the feet of the Red Vanguard. Despite having slain more than a hundred greenskin, the dwarves had only suffered three casualties and two injuries, while the human casualties were light as well.
This became among the Vanguard's proudest moments as they were recognized by the human commanders as a renowned fighting unit. However, this glory would soon be overshadowed by a bitter defeat that would follow.
Months later, patrolling the Alterac Mountains, the Red Vanguard found themselves ambushed by almost a hundred Orcs in a surprise attack, lead by the same warlord that they had defeated on the fields of Lordearon. The attack brought disastrous consequences for the dwarves as they were caught out of position and the fighting degenerated into a chaotic mess that the brutish and individualistic orcish warriors thrived on.
Only through a heroic and desperate effort from the dwarves did they manage to slay the orcish brute that lead the warband and scatter the rest, but at a heavy price; for by the time the battle ended, more than thirty dwarves, more than half the unit, lay dead or dying in the frostbaked forests and rivers at the bottom of the mountain. This was a colossal blow that the Vanguard never managed to recover from, and by the end of the Second War, the remnants of their now broken unit was disbanded by the order of the dwarven king. The survivors, both disheartened and demoralized, went their separate ways. Some returned home, while others enlisted among human armies to help hunt the orcish remnants for vengeance.
The Red Vanguard remained as but a memory, until the outbreak of the Third Great War, as the relentless Scourge swooped like a shadow over the human lands, bringing death and destruction in its nightmarish wake.
United in the defense of the human kingdoms, the veterans of the Red Vanguard banded together to recreate their old unit as a mercenary guild, and this time, their ranks were further increased by human veterans who remembered the fighting prowess of the old Vanguard, and desired to see it restored.
The battles that followed were very different from the ones they had experienced in the past. No longer fighting the brutish orcs, they now faced the relentless, undying armies of the Scourge, and the menagerie of unholy monstrosities that they commanded. Their old armor and shields served them well against the blades and claws of the undead minions, but more of the Vanguard's members succumbed to the foul, dark magic of their necromantic overlords and the virulent plagues their servants carried. But despite the losses, the Vanguard fulfilled its role of being an immovable rock in the way of the Scourge forces, slowing their advance wherever they showed up and bought countless human and elven refugees time to escape.
Their most heroic battle during the Third War occurred in Andorhal. As the unholy masses of the Scourge's forces advanced over the bridge, the Vanguard placed themselves on the opposite side to meet them, joined by two Paladins. As the damned horde descended upon them, the Red Vanguard did not only hold the line, but also advanced across the bridge despite the brunt of the Scourge forces falling down on them. Shocked eyewitnesses were amazed to see the warriors of the Vanguard not only stop, but push the undead horde of the Scourge back on the other side of the river. Although Andorhal inevitable fell to the Scourge, this great act of valor became the greatest achievement of the Red Vanguard.
Now the Red Vanguard has established itself as a mercenary guild with its headquarters, the famed Ale Hall of The Red Beard in Stormwind, built in true dwarven fashion. Although they had severely exhausted their resources and manpower after the Third War, the guild was helped through the support and donations from many of the refugees that they had saved in the war against the Scourge.
Now they serve as defenders for hire, heavy and resilient linebackers ready to protect lives and property for the right price. They are also one of the mercenary outfits to take the most war related contracts in Stormwind per member, and have had members serve against both the Horde, the Scourge and the Burning Legion ever since their new beginning in Stormwind.
They have a long history that dates back to the first great wars, where the Red Vanguard was originally a Dwarven unit of 60 warriors sent from Ironforge to help the the northern human kingdoms against the Orcish invasions.
Armored in the heaviest armor forged in the Great Forges of Ironforge and massive Tower Shields inlaid with Thorium to give them better magical resistance, the Red Vanguard quickly became known for their incredible toughness in the field of battle. Projectiles had little effect against their mighty shields and armor, and their shieldwall was all but nigh impenetrable by normal humanoids. Being able to take hits and hold the line, the Vanguard became known as the grinders by the human forces, wearing their foes out before cutting them down.
One of their most famous battles consisted of a surprise skirmish that erupted when the human platoon they were assisting encountered a large orcish vanguard force in the deep mainlands of Lordearon. Despite being outnumbered two to one by the brutes, the Vanguard choose to take the frontline while the human platoon defended the flanks. Facing down the furious charge from the orcish horde, it was completely stopped by the stalwart down, bogging the enraged orcs down in a prolonged slugging match. Countless crude axes and swords were broken by the orcs as they attempted to tear down the shieldwall, but despite their rage and savage strength; they were unable to put a dent in the dwarven line. After the battle had lasted for a while, the dwarven commander choose to switch to the attack, and with the once impetus and eager, now weak and tired after having wasted their strength trying to batter down the dwarven shields, found the slaughter quickly being turned around on them as they were cut down by the dwarven axes.
The Orcs routed alongside their war leader, leaving the field littered with slain greenskin at the feet of the Red Vanguard. Despite having slain more than a hundred greenskin, the dwarves had only suffered three casualties and two injuries, while the human casualties were light as well.
This became among the Vanguard's proudest moments as they were recognized by the human commanders as a renowned fighting unit. However, this glory would soon be overshadowed by a bitter defeat that would follow.
Months later, patrolling the Alterac Mountains, the Red Vanguard found themselves ambushed by almost a hundred Orcs in a surprise attack, lead by the same warlord that they had defeated on the fields of Lordearon. The attack brought disastrous consequences for the dwarves as they were caught out of position and the fighting degenerated into a chaotic mess that the brutish and individualistic orcish warriors thrived on.
Only through a heroic and desperate effort from the dwarves did they manage to slay the orcish brute that lead the warband and scatter the rest, but at a heavy price; for by the time the battle ended, more than thirty dwarves, more than half the unit, lay dead or dying in the frostbaked forests and rivers at the bottom of the mountain. This was a colossal blow that the Vanguard never managed to recover from, and by the end of the Second War, the remnants of their now broken unit was disbanded by the order of the dwarven king. The survivors, both disheartened and demoralized, went their separate ways. Some returned home, while others enlisted among human armies to help hunt the orcish remnants for vengeance.
The Red Vanguard remained as but a memory, until the outbreak of the Third Great War, as the relentless Scourge swooped like a shadow over the human lands, bringing death and destruction in its nightmarish wake.
United in the defense of the human kingdoms, the veterans of the Red Vanguard banded together to recreate their old unit as a mercenary guild, and this time, their ranks were further increased by human veterans who remembered the fighting prowess of the old Vanguard, and desired to see it restored.
The battles that followed were very different from the ones they had experienced in the past. No longer fighting the brutish orcs, they now faced the relentless, undying armies of the Scourge, and the menagerie of unholy monstrosities that they commanded. Their old armor and shields served them well against the blades and claws of the undead minions, but more of the Vanguard's members succumbed to the foul, dark magic of their necromantic overlords and the virulent plagues their servants carried. But despite the losses, the Vanguard fulfilled its role of being an immovable rock in the way of the Scourge forces, slowing their advance wherever they showed up and bought countless human and elven refugees time to escape.
Their most heroic battle during the Third War occurred in Andorhal. As the unholy masses of the Scourge's forces advanced over the bridge, the Vanguard placed themselves on the opposite side to meet them, joined by two Paladins. As the damned horde descended upon them, the Red Vanguard did not only hold the line, but also advanced across the bridge despite the brunt of the Scourge forces falling down on them. Shocked eyewitnesses were amazed to see the warriors of the Vanguard not only stop, but push the undead horde of the Scourge back on the other side of the river. Although Andorhal inevitable fell to the Scourge, this great act of valor became the greatest achievement of the Red Vanguard.
Now the Red Vanguard has established itself as a mercenary guild with its headquarters, the famed Ale Hall of The Red Beard in Stormwind, built in true dwarven fashion. Although they had severely exhausted their resources and manpower after the Third War, the guild was helped through the support and donations from many of the refugees that they had saved in the war against the Scourge.
Now they serve as defenders for hire, heavy and resilient linebackers ready to protect lives and property for the right price. They are also one of the mercenary outfits to take the most war related contracts in Stormwind per member, and have had members serve against both the Horde, the Scourge and the Burning Legion ever since their new beginning in Stormwind.
The White Hand
Motto: "Valor through Loyalty, Victory through Obedience."
The White Hand is a relatively new organization in Stormwind, formed less than a year ago. But despite their young age, the organization has grown exponentially, both from military contracts, maritime protection services and powerful yet mysterious investors.
They are most often recognized by their white cloaks and tabards, carrying the organization's emblem of an open black hand on a white background. Another noticeable feature of their uniforms are the stainless steel masks and faceguards that their members tend to wear, concealing their faces. There have been many theories as to why they are wearing masks, with everything from that they may be hiring wanted criminals, to secret ritualistic face mauling ceremonies and hiding monsters and demons within their ranks. The answer given by the organization's spokeswoman is that it is to protect the identities of their members and avoid acts of revenge on the job.
The organization constitutes of multiple layers, or four circles. The first and outermost circle are the occasional associates and workers of the organization. The second consists of military contractors working under under a contract for the White Hand for a set period of time, which can be renewed further down the line. The third circle consists of the official members, who are part of the guild that makes up the heart of the organization. And the fourth circle consists of officers, administrators and leaders of the guild. There are rumors that there might even be a fifth circle, specifically for mysterious Chosen, but not even the organization's own members can confirm it.
Their areas of service originally only consisted of maritime protection in the South Seas, escort, patrolling and exterminating annoying natives, but the organization has since then expanded their services to include military mentoring, security advisory, magical tutoring, bodyguarding and property protection.
They have even negotiated a deal the authorities of Stormwind which has allowed them to begin the construction of an impressive fortress at the cliffs close by the harbor to serve as the organization's future HQ, partly paid for by the Crown, in return for taking up the responsibility of maintaining Stormwind's naval defense.
Their organization currently has 200 inner circle members, alongside roughly 400 current contractors, many of whom are sailors. They are also known for focusing on hiring a lot of young and aspiring mages, and even offer to cover the expenses of magical education in exchange for future contracts and service with the organization. They are less interested in older and already experienced mages, even though they do hire some as temporary contractors.
Their naval force consists of seven ships. The Maelstrom's Eye, Seahorse, Johnny and The Wave being double decked forty six pounders, the latter two employing steam engines and frontal armor plating.
Then there are the two sister ships, Justine and Joan, two newly built commissioned ships by the organization, each carrying a crew of sixty, triple decks and forty powerful long range cannons, with the newest steam engines available alongside a slender figure to make them mercilessly fast on the ocean. They always sail and hunt together, able to catch and outrun almost any other ship, and whittle them down from afar with powerful yet accurate cannonfire. Even though most of their contracts are about protection, they each have still chased down and sunk more enemy ships than most of the Alliance's own battle ships, their success borne through the teamwork between the two ships, and the technology that they both boast.
The last ship was Horus, a heavy command vessel from the Alliance navy that was decommissioned after suffering extensive damage in a battle against Horde warships, that the White Hand bought before they could scuttle it. Although it was damaged at the time of the purchase, the organization paid for repairs, and even made multiple improvements to the ship at the Stormwind harbor, adding armored plating, more guns and better materials. Once the repairs were finished, Horus set out for sea almost immediately in the middle of night, never to be seen again. With the ship gone, alongside her crew of eighty six souls, most presume it to have sunk somewhere on the vast ocean, maybe because the repairs might have been incomplete or the original damage had been too great. The White Hand has been rather quiet about the whole affair, and given no official statement about the whereabouts or condition of their ship; while being rather calm about the potential massive investment loss that it would have been if the ship had been sunk.
They are most often recognized by their white cloaks and tabards, carrying the organization's emblem of an open black hand on a white background. Another noticeable feature of their uniforms are the stainless steel masks and faceguards that their members tend to wear, concealing their faces. There have been many theories as to why they are wearing masks, with everything from that they may be hiring wanted criminals, to secret ritualistic face mauling ceremonies and hiding monsters and demons within their ranks. The answer given by the organization's spokeswoman is that it is to protect the identities of their members and avoid acts of revenge on the job.
The organization constitutes of multiple layers, or four circles. The first and outermost circle are the occasional associates and workers of the organization. The second consists of military contractors working under under a contract for the White Hand for a set period of time, which can be renewed further down the line. The third circle consists of the official members, who are part of the guild that makes up the heart of the organization. And the fourth circle consists of officers, administrators and leaders of the guild. There are rumors that there might even be a fifth circle, specifically for mysterious Chosen, but not even the organization's own members can confirm it.
Their areas of service originally only consisted of maritime protection in the South Seas, escort, patrolling and exterminating annoying natives, but the organization has since then expanded their services to include military mentoring, security advisory, magical tutoring, bodyguarding and property protection.
They have even negotiated a deal the authorities of Stormwind which has allowed them to begin the construction of an impressive fortress at the cliffs close by the harbor to serve as the organization's future HQ, partly paid for by the Crown, in return for taking up the responsibility of maintaining Stormwind's naval defense.
Their organization currently has 200 inner circle members, alongside roughly 400 current contractors, many of whom are sailors. They are also known for focusing on hiring a lot of young and aspiring mages, and even offer to cover the expenses of magical education in exchange for future contracts and service with the organization. They are less interested in older and already experienced mages, even though they do hire some as temporary contractors.
Their naval force consists of seven ships. The Maelstrom's Eye, Seahorse, Johnny and The Wave being double decked forty six pounders, the latter two employing steam engines and frontal armor plating.
Then there are the two sister ships, Justine and Joan, two newly built commissioned ships by the organization, each carrying a crew of sixty, triple decks and forty powerful long range cannons, with the newest steam engines available alongside a slender figure to make them mercilessly fast on the ocean. They always sail and hunt together, able to catch and outrun almost any other ship, and whittle them down from afar with powerful yet accurate cannonfire. Even though most of their contracts are about protection, they each have still chased down and sunk more enemy ships than most of the Alliance's own battle ships, their success borne through the teamwork between the two ships, and the technology that they both boast.
The last ship was Horus, a heavy command vessel from the Alliance navy that was decommissioned after suffering extensive damage in a battle against Horde warships, that the White Hand bought before they could scuttle it. Although it was damaged at the time of the purchase, the organization paid for repairs, and even made multiple improvements to the ship at the Stormwind harbor, adding armored plating, more guns and better materials. Once the repairs were finished, Horus set out for sea almost immediately in the middle of night, never to be seen again. With the ship gone, alongside her crew of eighty six souls, most presume it to have sunk somewhere on the vast ocean, maybe because the repairs might have been incomplete or the original damage had been too great. The White Hand has been rather quiet about the whole affair, and given no official statement about the whereabouts or condition of their ship; while being rather calm about the potential massive investment loss that it would have been if the ship had been sunk.
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Sharon Daerin'Lei
Race: High Elf
Age: 235
Description: 190 cm tall. Fairly slim figure, and physically fit. By human standards, he appears to be in his 20s. White skin with a slight tanned tone. His eyes are deep arcane blue with a mystical elven magical tint. His hair is blonde and flows to his neck. Usually clean shaved.
Biography:
A scholar and academic by profession. Sharon was born in Quel'Thalas, where he was raised. He traveled often and visited the human lands of Lordearon and its surrounding kingdoms, and even sometimes the dwarves during his travels.
His academic career started in his homeland of Quel'Thalas, but he became closely acquainted to the circles of Dalaran in the human kingdom to the south, where he became a professor and spent his time tutoring students and delving deeper into the mysteries of the arcane arts together with his fellow colleagues. Besides his work in academia, he also lived a materialistic life of extravaganza and debauchery.
His life changed with the outbreak of the Third War, as the Scourge lay waste to the great northern kingdoms, including his own Quel'Thalas, turning the continent's most sophisticated civilization into a lifeless graveyard.
During the undeath onslaught, with his kingdom shattered and the human and elven armies ruined, Sharon choose to help the human resistance in their struggle for survival and in aiding refugees escape the all consuming legions of the damned, and followed them south.
The conflict permanently changed Sharon; the exposure to the sheer horrors and mindless brutality of the Scourge had been a humbling experience and a wakeup call. Having lost his home, and with the vast majority of his friends and family now dead, he devoted much of his time to helping the denizens of Stormwind, and joined the Silver Covenant as he pursued the reconstruction of Dalaran.
Even after the the magical city of Dalaran was completed, Sharon choose to remain in Stormwind. Part in due to financial difficulties, and partly because he never could feel quite at home in Dalaran after its first ruination. But even then he often visited the city, to give lectures and share his studies and findings with fellow colleagues, much like he had done before the war.
Age: 235
Description: 190 cm tall. Fairly slim figure, and physically fit. By human standards, he appears to be in his 20s. White skin with a slight tanned tone. His eyes are deep arcane blue with a mystical elven magical tint. His hair is blonde and flows to his neck. Usually clean shaved.
Biography:
A scholar and academic by profession. Sharon was born in Quel'Thalas, where he was raised. He traveled often and visited the human lands of Lordearon and its surrounding kingdoms, and even sometimes the dwarves during his travels.
His academic career started in his homeland of Quel'Thalas, but he became closely acquainted to the circles of Dalaran in the human kingdom to the south, where he became a professor and spent his time tutoring students and delving deeper into the mysteries of the arcane arts together with his fellow colleagues. Besides his work in academia, he also lived a materialistic life of extravaganza and debauchery.
His life changed with the outbreak of the Third War, as the Scourge lay waste to the great northern kingdoms, including his own Quel'Thalas, turning the continent's most sophisticated civilization into a lifeless graveyard.
During the undeath onslaught, with his kingdom shattered and the human and elven armies ruined, Sharon choose to help the human resistance in their struggle for survival and in aiding refugees escape the all consuming legions of the damned, and followed them south.
The conflict permanently changed Sharon; the exposure to the sheer horrors and mindless brutality of the Scourge had been a humbling experience and a wakeup call. Having lost his home, and with the vast majority of his friends and family now dead, he devoted much of his time to helping the denizens of Stormwind, and joined the Silver Covenant as he pursued the reconstruction of Dalaran.
Even after the the magical city of Dalaran was completed, Sharon choose to remain in Stormwind. Part in due to financial difficulties, and partly because he never could feel quite at home in Dalaran after its first ruination. But even then he often visited the city, to give lectures and share his studies and findings with fellow colleagues, much like he had done before the war.
Riders of the Abyss - Sherpa's 3 apprentices:
The Butcher
Male Human Death Knight(Undead), Blood Discipline
"Some beasts of war can not be controlled - they can only be unleashed." Darkmaster Sevarian to Sherpa, while reading the Battle Report of the Fourth Purging.
The Death Knight, known simply as “The Butcher” by the innermost circle of the White Hand, was once a dashing swordsman named Ricardo DeCaprio. Ricardo hailed from a wealthy merchant family in Stormwind, and was quite famous within the local fencing communities for his quick reflexes and impressive skill with the sword. He won numerous tournaments, both official and unofficial, and had his fair share of duels even in the open streets of Stormwind.
But the fights were too orderly and square for his taste, and his life too safe in the city. Ricardo had an adventurous spirit and sought to test his skill out in the real world, and so therefore he choose to sign up with the new and popular mercenary outfit known as the White Hand while it was still in its infant stages.
He became a marine and sailed the seas of Azeroth, serving under the prestigious Captain Sebastian Horrowschmidt on the frigate known as the Siren’s Wail.
From the tropical islands of the south sea, to the frigid and merciless northern seas, and the barren lands of eastern Kalimdor he roamed. In his new outfit, he did everything from participating in monotonous maritime protection duties for trade vessels, to aggressive, action filled boarding acts on pirate and horde ships alike.
But he was always prideful, considered to possess a large ego by his fellow crewmate. In battle, he was a poor teamplayer and often went to fight alone. The only thing preventing his ego from becoming his downfall was his impressive skill with his rapier… at least, until one fateful extermination mission of a troll tribe on a remote island in the south sea, where the Siren’s Wail joined arms with its sister ship called Lordaeron’s Revenge.
As the White Hand mercenaries systematically roamed through the island and burned down the primitive villages of the cannibalistic trolls that infested the jungle, Ricardo became separated from his unit(as usual). But this time, he was ambushed by seven vicious headhunters. A merciless battle broke out between the trolls and the lone marine. But despite all odds, Ricardo prevailed. When he slew the fifth troll, the other two fled. But the battle had taken its toll. He was mortally wounded, bruised and battered; bleeding from numerous holes where the stone weapons of the trolls had punctured through his armor. Stubborn as an oaf, Ricardo managed to crawl back to the forward command post of the White Hand, where he went to the infirmary.
There, the surgeon went to work on Ricardo’s wound, while putting the swordsmaster to sleep with a powerful drug to keep him still. The White Hand surgeon discovered that Ricardo’s wounds were not as grave as they might have looked, and that the man could be saved through a lengthy surgery.
But that was not the doctor’s decision to make. With him in the infirmary tent was Knight Captain Malizia of Lordaeron’s Revenge. She was very familiar with Ricardo’s talent in swordsmanship, and knew that both Sherpa and his darkmaster, Sevarian, would crave another powerful minion. Against the doctor’s protest, Malizia ordered an immediate evacuation of the island. Ricardo, denied his surgery due to the time constraint put upon the doctor at the evacuation order of Malizia, succumbed on the operating table.
A notice would later be handed out to his family, informing them about their son’s untimely death. His salary for the next twelve months would also be promised to his widow. The body, however, was never delivered. In the official report, it was said that his body was stolen by the cannibalistic troll tribe of the island, never to be found again. In truth, his body was secretly delivered to Honor’s Watch, where embalmer Morpheous and darkmaster Sevarian, under Sherpa’s supervision, reanimated the boy through a lengthy ritual that took weeks to complete. When Ricardo next opened his eyes, he could no longer feel the warmth of the summer breeze, the scent of spring, or the cold of night. He was now an undead, a Death Knight, bound to the will of Sherpa and his lieutenants.
After he was granted his Runeblade, it would not take long until the fourth purging of the Troll isles of the Southsea that it became apparent that he was best suited for the school of blood, the Death Knight’s path of battle. Combining his great talent with the sword from his former life together with the unholy powers of his Runeblade, Ricardo would become an unstoppable killing machine on the battlefield, shredding the life from every living foe that dared come close to him. Every kill made him stronger, and every drop of blood that fell around him drove him ever more insane. He was instilled with a neverending bloodlust that now burned forever within his mind, filling his every thought and desire.
The only thing ever keeping him from running completely amok was the powerful magic of Sherpa and Sevarian, binding him to their servitude, forcing him to still his blade. Due to his undeath, he was refused from ever showing his skin to the people around him when in Stormwind, including his own brothers in the White Hand. He became a mysterious sight both to those within and without the White Hand, never speaking a word; only ever following the bidding of his masters with quiet obedience.
Whatever sanity Ricardo may have had at the time of his reanimation, it would soon be consumed by the everlasting hunger that now filled his mind. His thirst for blood chewed away whatever thought of reason he may have had while he was locked away in the darkness of Honor’s Watch’s dungeons, which he was so often whenever there was not a direct need for his talent for butchery.
Officially, he was made the Champion of the White Hand.
But unofficially, in the solace of his mind; with what fragments of thought he has still left; he knew he was but a slave, both to his masters, and to his own insatiable bloodlust.
"Some beasts of war can not be controlled - they can only be unleashed." Darkmaster Sevarian to Sherpa, while reading the Battle Report of the Fourth Purging.
The Death Knight, known simply as “The Butcher” by the innermost circle of the White Hand, was once a dashing swordsman named Ricardo DeCaprio. Ricardo hailed from a wealthy merchant family in Stormwind, and was quite famous within the local fencing communities for his quick reflexes and impressive skill with the sword. He won numerous tournaments, both official and unofficial, and had his fair share of duels even in the open streets of Stormwind.
But the fights were too orderly and square for his taste, and his life too safe in the city. Ricardo had an adventurous spirit and sought to test his skill out in the real world, and so therefore he choose to sign up with the new and popular mercenary outfit known as the White Hand while it was still in its infant stages.
He became a marine and sailed the seas of Azeroth, serving under the prestigious Captain Sebastian Horrowschmidt on the frigate known as the Siren’s Wail.
From the tropical islands of the south sea, to the frigid and merciless northern seas, and the barren lands of eastern Kalimdor he roamed. In his new outfit, he did everything from participating in monotonous maritime protection duties for trade vessels, to aggressive, action filled boarding acts on pirate and horde ships alike.
But he was always prideful, considered to possess a large ego by his fellow crewmate. In battle, he was a poor teamplayer and often went to fight alone. The only thing preventing his ego from becoming his downfall was his impressive skill with his rapier… at least, until one fateful extermination mission of a troll tribe on a remote island in the south sea, where the Siren’s Wail joined arms with its sister ship called Lordaeron’s Revenge.
As the White Hand mercenaries systematically roamed through the island and burned down the primitive villages of the cannibalistic trolls that infested the jungle, Ricardo became separated from his unit(as usual). But this time, he was ambushed by seven vicious headhunters. A merciless battle broke out between the trolls and the lone marine. But despite all odds, Ricardo prevailed. When he slew the fifth troll, the other two fled. But the battle had taken its toll. He was mortally wounded, bruised and battered; bleeding from numerous holes where the stone weapons of the trolls had punctured through his armor. Stubborn as an oaf, Ricardo managed to crawl back to the forward command post of the White Hand, where he went to the infirmary.
There, the surgeon went to work on Ricardo’s wound, while putting the swordsmaster to sleep with a powerful drug to keep him still. The White Hand surgeon discovered that Ricardo’s wounds were not as grave as they might have looked, and that the man could be saved through a lengthy surgery.
But that was not the doctor’s decision to make. With him in the infirmary tent was Knight Captain Malizia of Lordaeron’s Revenge. She was very familiar with Ricardo’s talent in swordsmanship, and knew that both Sherpa and his darkmaster, Sevarian, would crave another powerful minion. Against the doctor’s protest, Malizia ordered an immediate evacuation of the island. Ricardo, denied his surgery due to the time constraint put upon the doctor at the evacuation order of Malizia, succumbed on the operating table.
A notice would later be handed out to his family, informing them about their son’s untimely death. His salary for the next twelve months would also be promised to his widow. The body, however, was never delivered. In the official report, it was said that his body was stolen by the cannibalistic troll tribe of the island, never to be found again. In truth, his body was secretly delivered to Honor’s Watch, where embalmer Morpheous and darkmaster Sevarian, under Sherpa’s supervision, reanimated the boy through a lengthy ritual that took weeks to complete. When Ricardo next opened his eyes, he could no longer feel the warmth of the summer breeze, the scent of spring, or the cold of night. He was now an undead, a Death Knight, bound to the will of Sherpa and his lieutenants.
After he was granted his Runeblade, it would not take long until the fourth purging of the Troll isles of the Southsea that it became apparent that he was best suited for the school of blood, the Death Knight’s path of battle. Combining his great talent with the sword from his former life together with the unholy powers of his Runeblade, Ricardo would become an unstoppable killing machine on the battlefield, shredding the life from every living foe that dared come close to him. Every kill made him stronger, and every drop of blood that fell around him drove him ever more insane. He was instilled with a neverending bloodlust that now burned forever within his mind, filling his every thought and desire.
The only thing ever keeping him from running completely amok was the powerful magic of Sherpa and Sevarian, binding him to their servitude, forcing him to still his blade. Due to his undeath, he was refused from ever showing his skin to the people around him when in Stormwind, including his own brothers in the White Hand. He became a mysterious sight both to those within and without the White Hand, never speaking a word; only ever following the bidding of his masters with quiet obedience.
Whatever sanity Ricardo may have had at the time of his reanimation, it would soon be consumed by the everlasting hunger that now filled his mind. His thirst for blood chewed away whatever thought of reason he may have had while he was locked away in the darkness of Honor’s Watch’s dungeons, which he was so often whenever there was not a direct need for his talent for butchery.
Officially, he was made the Champion of the White Hand.
But unofficially, in the solace of his mind; with what fragments of thought he has still left; he knew he was but a slave, both to his masters, and to his own insatiable bloodlust.
Malizia the Damned
“The road to hell is paved with good intentions.”
In times of desperation, good people can be drawn to perform even the most abhorrent actions. Such was the tale of one such individual among the children of the Naaru, known formerly as Ruuna A’Naan. She was a Vindicator who, like the rest of her kind, witnessed the near destruction of her own race at the hands of the vile Orcs.
While her brothers and sisters claimed that through faith and courage, victory could still be found; Ruuna knew that it was nothing but false hope and vain dreams.
She had watched the war with her own eyes. Although the armies might be considered somewhat equal in the beginning, the number of the Orcs seemed only to grow, while that of her own race diminished at an alarming rate, unable to keep up with the bloody grind of the war.
She realized that the light could not grant them victory in their fight against the Orcs, nor could the strength of their own arms or bravery of their own hearts.
As the war grew ever more dire, she abandoned the light to pursue more unconventional means to victory. This choice brought her down the path of necromancy, the teachings of how to communicate, and perhaps more importantly; raise the dead. In her mind, the survivors of her race could never win this battle alone. They needed aid, and what better aid than that of their vengeful, fallen ancestors?
But the path of necromancy was not an easy one, as she soon found out. Progress was slow, and she was barely able to reanimate insects and rats, let alone a living humanoid. Constant failures made her ever more frustrated, and made her look for more desperate means to hasten her own research. But in one despicable moment of dark inspiration, she performed a sacrifice on a band of captured orcs and succeeded in reanimating some of her fallen vindicators. But the reanimation was poorly done, her skills insufficient, and her resurrected brothers and sisters were nothing but shambling corpses incapable of even the simplest motor action.
But while this action only had a meager value for her research, it would inspire a far greater reaction from her own kin. The action was viewed with disgust by her fellow Vindicators. They did not see a valiant effort to win the war through necessary compromise and sacrifice, as Ruuna might have. Instead, they saw the desecration of the corpses of their valiant comrades, the unjust slaying of prisoners of war, and unholy act that defiled their very faith itself; necromancy! An affront to life itself!
For her actions, Ruuna was stripped of any rank and position. She was imprisoned for her crimes, but during the Draenei’s violent crash on Azeroth, succeeded in escaping her wardens. For months, she wandered the continent of Kalimdor aimlessly and without purpose.
It was not until her stay at one of the Inns on the eastern coast of Kalimdor that she ran into a mysterious High Elf who introduced himself simply as Sherpa, by then an undercover agent of the Cult of the Damned. Sherpa had heard the rumors of a rogue necromancer moving up and down the coast of eastern Kalimdor, a rumor which had led him to Ruuna. The idea of a Draenei, a people normally known for their devotion to the light, willfully practicing the arts of necromancy was new to him, which is why he had to see it for himself. That, and the fact that he saw in her another potential servant. Sherpa had many servants, human, dwarf, orc and troll. But he had never had a Draenei serve under him. He knew that if he brought back a Draenei, completely out of her own accord, who was willing and ready to learn the black arts of the Scourge, that he would surely impress and be the envy of the rest of his colleagues.
Seeing both Ruuna’s potential and his own potential for gain, he offered tutelage to the Draenei in return for her servitude. Unable to believe her own luck, to run into a master of the Dark Arts so far in the middle of nowhere, Ruuna gladly accepted Sherpa’s offer and accompanied Sherpa back to the Plaguelands in the Eastern Kingdoms. There, she studied under both Terror Lord Sherpa and Darkmaster Sevarian’s guidance within the Cult of the Damned. Her old martial skills as a vindicator would also come to serve Sherpa, and would indeed be the reason why he offered to make her a Death Knight. In the Scourge, she forsake her old name in favor of a new name; Malizia, inspired by the ruthless conviction with which she carried out her pursuit of necromancy.
Malizia had a mission, and that mission was to save her race, by any means necessary.
Years later, Sherpa offered her a chance to leave and to return to her people. Malizia saw herself much like that of a missionary, carrying the gift of enlightenment to her old peers who had been blinded by the light and its naïve teachings. But unbeknownst to her, Sherpa had already sent a secret messenger ahead to inform the Draenei of her arrival, as well as the atrocities she had committed during her tutelage in the Scourge.
When Malizia finally returned to her people, she was met with an armed band of six Vindicators, her old brothers and sisters whom she had fought with during the wars back on Draenor. They were disgusted by her actions, convinced that Malizia was no more a Draenei, but a monster that had to be stopped. They attacked her on the spot, and during the struggle, Malizia killed five of them, using both her old skills as a vindicator and newfound dark powers and Runeblade to vanquish her old peers. But her old master, still standing, succeeded in defeating her, throwing her to the ground. Yet before he could perform the killing blow and finally end her life, he was suddenly struck down from behind by a mysterious assassin!
As her old master fell dead to the ground before her, eviscerated through the neck by the mysterious rogue, the undead assassin would soon reveal himself to her, introducing himself as “Morbid”. He had been sent as an insurance of her safety by Sherpa, with orders to intervene should her meeting go wrong. The fact that she had been set up, however, was never revealed.
Malizia, with dreams now shattered after her disastrous meeting with her old peers, thanked Morbid for the assistance, before quietly walking away; to undertake the long journey back to the Plaguelands on her own.
Months later, Malizia would reappear at Sherpa’s stronghold, where she was welcomed with open arms. Whatever trauma she might have suffered during her last meeting with her kin was gone. She had accepted that her old home was gone, and so gave herself fully to the Scourge; now the only family she had left. She joined Sherpa’s notorious Black Band, an elite band of cavalrymen draped in black. She would go on to ride through the Ålaguelands and eventually also through the snow covered arctic landscape of Northrend as the final war against the Argent Crusade neared its climax at the Frozen Throne!
She proved herself to be both a great fighter and tactician in the battles she partook, capable of individual decision making even in the heat of battle, and soon became Sherpa’s left hand and third officer, right below Darkmaster Sevarian himself.
But when the Lich King suddenly fell at the hands of the invaders, Malizia was rendered speechless, unable to believe that her king was finally dead for good. If it had not been for the sudden rescue by Sherpa, she would surely have died during the onslaught of the Crusade as well. But instead, she was guided together by a number of ex-scourge members to safety by Sherpa, thus escaping the wrath of the crusade.
For the second time, her life had been turned upside down, and she was again left without direction; her current goal crushed.
With the fall of the Scourge, she would travel to Stormwind, where Sherpa, together with Sevarian, would found his mercenary organization to later be known as the White Hand. Although Sherpa himself choose not to join his own organization during its founding, he named Sevarian the order’s Grandmaster. For her loyalty and service, Malizia became the White Hand’s Knight Captain, leading the elite portion of the White Hand’s Knight Division, and given command of her very own ship; Lordaeron’s Revenge.
In times of desperation, good people can be drawn to perform even the most abhorrent actions. Such was the tale of one such individual among the children of the Naaru, known formerly as Ruuna A’Naan. She was a Vindicator who, like the rest of her kind, witnessed the near destruction of her own race at the hands of the vile Orcs.
While her brothers and sisters claimed that through faith and courage, victory could still be found; Ruuna knew that it was nothing but false hope and vain dreams.
She had watched the war with her own eyes. Although the armies might be considered somewhat equal in the beginning, the number of the Orcs seemed only to grow, while that of her own race diminished at an alarming rate, unable to keep up with the bloody grind of the war.
She realized that the light could not grant them victory in their fight against the Orcs, nor could the strength of their own arms or bravery of their own hearts.
As the war grew ever more dire, she abandoned the light to pursue more unconventional means to victory. This choice brought her down the path of necromancy, the teachings of how to communicate, and perhaps more importantly; raise the dead. In her mind, the survivors of her race could never win this battle alone. They needed aid, and what better aid than that of their vengeful, fallen ancestors?
But the path of necromancy was not an easy one, as she soon found out. Progress was slow, and she was barely able to reanimate insects and rats, let alone a living humanoid. Constant failures made her ever more frustrated, and made her look for more desperate means to hasten her own research. But in one despicable moment of dark inspiration, she performed a sacrifice on a band of captured orcs and succeeded in reanimating some of her fallen vindicators. But the reanimation was poorly done, her skills insufficient, and her resurrected brothers and sisters were nothing but shambling corpses incapable of even the simplest motor action.
But while this action only had a meager value for her research, it would inspire a far greater reaction from her own kin. The action was viewed with disgust by her fellow Vindicators. They did not see a valiant effort to win the war through necessary compromise and sacrifice, as Ruuna might have. Instead, they saw the desecration of the corpses of their valiant comrades, the unjust slaying of prisoners of war, and unholy act that defiled their very faith itself; necromancy! An affront to life itself!
For her actions, Ruuna was stripped of any rank and position. She was imprisoned for her crimes, but during the Draenei’s violent crash on Azeroth, succeeded in escaping her wardens. For months, she wandered the continent of Kalimdor aimlessly and without purpose.
It was not until her stay at one of the Inns on the eastern coast of Kalimdor that she ran into a mysterious High Elf who introduced himself simply as Sherpa, by then an undercover agent of the Cult of the Damned. Sherpa had heard the rumors of a rogue necromancer moving up and down the coast of eastern Kalimdor, a rumor which had led him to Ruuna. The idea of a Draenei, a people normally known for their devotion to the light, willfully practicing the arts of necromancy was new to him, which is why he had to see it for himself. That, and the fact that he saw in her another potential servant. Sherpa had many servants, human, dwarf, orc and troll. But he had never had a Draenei serve under him. He knew that if he brought back a Draenei, completely out of her own accord, who was willing and ready to learn the black arts of the Scourge, that he would surely impress and be the envy of the rest of his colleagues.
Seeing both Ruuna’s potential and his own potential for gain, he offered tutelage to the Draenei in return for her servitude. Unable to believe her own luck, to run into a master of the Dark Arts so far in the middle of nowhere, Ruuna gladly accepted Sherpa’s offer and accompanied Sherpa back to the Plaguelands in the Eastern Kingdoms. There, she studied under both Terror Lord Sherpa and Darkmaster Sevarian’s guidance within the Cult of the Damned. Her old martial skills as a vindicator would also come to serve Sherpa, and would indeed be the reason why he offered to make her a Death Knight. In the Scourge, she forsake her old name in favor of a new name; Malizia, inspired by the ruthless conviction with which she carried out her pursuit of necromancy.
Malizia had a mission, and that mission was to save her race, by any means necessary.
Years later, Sherpa offered her a chance to leave and to return to her people. Malizia saw herself much like that of a missionary, carrying the gift of enlightenment to her old peers who had been blinded by the light and its naïve teachings. But unbeknownst to her, Sherpa had already sent a secret messenger ahead to inform the Draenei of her arrival, as well as the atrocities she had committed during her tutelage in the Scourge.
When Malizia finally returned to her people, she was met with an armed band of six Vindicators, her old brothers and sisters whom she had fought with during the wars back on Draenor. They were disgusted by her actions, convinced that Malizia was no more a Draenei, but a monster that had to be stopped. They attacked her on the spot, and during the struggle, Malizia killed five of them, using both her old skills as a vindicator and newfound dark powers and Runeblade to vanquish her old peers. But her old master, still standing, succeeded in defeating her, throwing her to the ground. Yet before he could perform the killing blow and finally end her life, he was suddenly struck down from behind by a mysterious assassin!
As her old master fell dead to the ground before her, eviscerated through the neck by the mysterious rogue, the undead assassin would soon reveal himself to her, introducing himself as “Morbid”. He had been sent as an insurance of her safety by Sherpa, with orders to intervene should her meeting go wrong. The fact that she had been set up, however, was never revealed.
Malizia, with dreams now shattered after her disastrous meeting with her old peers, thanked Morbid for the assistance, before quietly walking away; to undertake the long journey back to the Plaguelands on her own.
Months later, Malizia would reappear at Sherpa’s stronghold, where she was welcomed with open arms. Whatever trauma she might have suffered during her last meeting with her kin was gone. She had accepted that her old home was gone, and so gave herself fully to the Scourge; now the only family she had left. She joined Sherpa’s notorious Black Band, an elite band of cavalrymen draped in black. She would go on to ride through the Ålaguelands and eventually also through the snow covered arctic landscape of Northrend as the final war against the Argent Crusade neared its climax at the Frozen Throne!
She proved herself to be both a great fighter and tactician in the battles she partook, capable of individual decision making even in the heat of battle, and soon became Sherpa’s left hand and third officer, right below Darkmaster Sevarian himself.
But when the Lich King suddenly fell at the hands of the invaders, Malizia was rendered speechless, unable to believe that her king was finally dead for good. If it had not been for the sudden rescue by Sherpa, she would surely have died during the onslaught of the Crusade as well. But instead, she was guided together by a number of ex-scourge members to safety by Sherpa, thus escaping the wrath of the crusade.
For the second time, her life had been turned upside down, and she was again left without direction; her current goal crushed.
With the fall of the Scourge, she would travel to Stormwind, where Sherpa, together with Sevarian, would found his mercenary organization to later be known as the White Hand. Although Sherpa himself choose not to join his own organization during its founding, he named Sevarian the order’s Grandmaster. For her loyalty and service, Malizia became the White Hand’s Knight Captain, leading the elite portion of the White Hand’s Knight Division, and given command of her very own ship; Lordaeron’s Revenge.
Gorgoth
W.I.P.
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Feel free to post your character sheets in the OOC. I will copy paste them and edit them on to the first post so that we have all the sheets in one organized place. :)
List of notable NPCs in the RP:
Lord Richard Greymoon of the house Greymoon:
Rich human noble, who is an ally and personal friend of Sharon. 68 years old, white hair, and a little flabby. Around 180cm.
Donald Farwright
Human assassin, paid to kill Sharon by Sherpa. 26 years old. Black hair. Works for Arnoff. Lover to Astrid.
Astrid Blacklake
Human assassin, paid to kill Sharon by Sherpa. 24 years old. Blonde hair. Works for Arnoff. Lover to Donald.
Arnoff Jarston
Original leader of the first group of assassins. 48 years old. Brown hair. Veteran rogue on Sherpa's paylist.
"Smokey" Bart Khel[Deceased]
Dwarven demolition specialist. Paid to kill Sharon by Sherpa. 33 years old. Deep brown hair and beard. Works for Arnoff. Younger brother of Karn. Died in the corridors beneath Honor's Watch in Stormwind in an explosion.
Karn Khel.
Heavily armored dwarven warrior who loves his axe. Paid to kill Sharon by Sherpa. 35 years old. Golden hair and beard. Works for Arnoff. Elder brother of Bart.
Sebastian Horrowschmidth.
Captain of the Siren's Wail, White Hand frigate. 27 years old human.
Sevarian Hoster[Deceased]
Ex Cult of the Damned Darkmaster, loyal ally of Sherpa and closest friend. Powerful dark wizard and necromancer. 51 years old. Black hair, clean shaved. Around 187 cm tall. Former Grandmaster of the Silver Hand. Slain by Captain Serphia of the Sentinels in his Ritual Chamber beneath Honor's Watch.
Mipsy Blitzfuse
Eccentric Gnome Mage with a high temper. Paid to kill Sharon by Sherpa, but she broke the contract. 42 years old. Pink hair and ponytail. Wears an overly large wizard hat. 90cm tall. Works for no one. Younger sister of Gimpsy.
Morbid[Undead]
Sadistic undead assassin working with Sherpa, unique in that he is one of the few undead who serve Sherpa out of his own free will. In life was known as Richard Horton, professional human male assassin who died when his girlfriend and colleagues; frightened and disgusted by his vile behavior; betrayed him and he died at the hands of Lord Greymoon's houseguard.
Gimpsy Blitzfuse
Gnome Shopkeeper. Has her own gadget shop in the Dwarven District of Stormwind called "Gimpsy's Amazing Emporium of Brilliant Solutions" . 46 years old. Bright blue hair. 100cm tall. Elder sister of Mipsy. .