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The Condemned Collective.
#1
The Condemned Collective


"... and so with the Lich Kings fall, we the Condemned returned to our old homes. But things could never be the same. We look in the eyes of good, innocent folk and we see fear, we see hatred and disgust. Outcast by the very cities whom we have already given one life for, we are the abandoned seeking purpose. Join me, brothers and sisters of all creed, and we can have purpose once more. There is much to be done in this rotting world, many corruptions to purge. Stand with me, and by my side we shall change the world... for the better." - Ankou.

Content:
1. Purpose
2. Recruitment
3. Location
4. Rules
4.1. OOC rules
4.2. IC rules
5. Questions.

1. Purpose
The Condemned is a guild for Death Knights primarily; those who should not be, but are. Those twisted mockeries of life and the people they one were, those who are allowed to walk freely within the cities, but are no more alive than the rest of the Scourge. This is not a 'Good' guild, it is a guild of dark vigilantes who persue Evil with Scourge-like persistance and morally questionable methods. The ends justify the means.

Goals:-
- Grant the peace of death to any Scourge encountered, whenever possible.
- Investigate why mindless Scourge remain after the Lich Kings death.
- Hunt and slay reckless or malicious wielders of Magic, be it Arcane, Necromancy, Fel or Shadow. Careful and benevolent wielders of these powers are to be ignored.
- Hunt and slay murderers and serious criminals hiding amongst the innocent populace.
- Hunt down rogue Death Knights using their abilities 'irresponsibly'. If they will not renounce their ways, slay them.

If there is enough demand, events will be run to the effect of the above.

2. Recruitment.
Any Death Knight is eligible, if they desire to bring positive change to the world through targeted applications of swift brutality. The Condemned collective is open to both Horde and Alliance, thus owing overarching allegience to no faction. The only allies recognised by the collective, at the moment, are the Ebon Blade and the Ashen Verdict.

There is scope for other classes to be of use, such as Rogues for missions requiring more subtlety or covert infiltration, or Mages/Priests/Warlocks as advisors, assistants on and off the field, providers of teleportation, and cult infiltrators. Necromancers and Warlocks are tolerated, so long as they victimise only those that deserve victimisation. Mortal Warriors may be of use, if they can tolerate both the groups methods and the fact that most of them should be Undead.

Though working toward an essentially 'Good' goal, I doubt Light Priests and Paladins will find this group to their tastes, but that is not to say a place could not be found for them if they were wishing and worthy. Druids and Shamans will likely not have interest in joining, if not view the guild with outright hostilities, because the guild should be primarily Undead - abominations of life and the natural order. Characters of this sort described above are not to be considered enemies unless they make themself so.

All races are permitted, but non-Death Knights will find it harder to join. Bear in mind Ankou is still a Blood Elf at heart, so will be reluctant to accept mortals of certain races. I fully encourage racial tensions between characters.

3. Ranks
To be announced when/if there is enough interest in the guild to warrant a strict, outlined heirarchy.

4. Location.
The guild will be based out of Shadows Vault, but will operate as far as its' members dare spread. This could be globally, because no race is excluded. However, I still expect to see old racial tensions at play, even if everyone is Undead now.

5. Rules.
5.1 OOC Rules.
- Always follow the server rules. Though the guild centres heavily around slaying bad-guys, have respect for your fellow players. Try and make any encounters enjoyable for all parties, and keep in mind you don't have to win everytime.
- If you join and are inactive without notice for an extended period of time, the head of Guild will consider your character to have been killed in action, and will strike their name from the Guild roster.
- A Tabard will be available, but it is to be reserved for special occasaions.

5.2 IC Rules.
- You will obey the orders of your superiors, but not mindlessly.
- Do not cause loss or harm to those who do not deserve it.
- Unless you have specific mission orders, you are permitted to persue your own ventures, personal and economic, and accept contracts that do not conflict with the guilds ideals, such as protection, on the condition that you are not neglectful of your duties.
- Laws of the cities are but an abstraction, adhere to them when it suits. Do not feel bound by them in pursuit of the collectives goals, but do not be reckless.
- Under no circumstances are you to reveal the guilds existance to outsiders, especially to 'authorities'. If you think somebody may be a suitable candidate for joining, or might be interested in contracting the guilds services, contact the Head -before- you take action. Transgressions of this rule will result in serious punishments, or even death. Do not comprimise the Damned collective.
- Minions are permitted. Demons must be kept in check at all times. Undead may only be raised from 'acceptable' corpses; temporary exceptions may be made only in dire circumstances.
- Do not cause loss or harm to members of the collective. Duels are encouraged, so long as all parties included are in agreeance. Serious disagreements between members should be brought to the Head for resolution.
- You are expected to report to the Head frequently, and inform him of your activities and findings. Written correspondance will suffice, on the condition that you use secure methods of delivery.

5. Questions.
Please do not hesitate to PM, or whisper Ankou in game, if you have any questions.

That is all.

EDIT;
Had to change the name. 'The Damned' was reserved. Sadface.
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