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Dorini Thera, Nature's Revenge.
#1
Time and time again, someone has the great idea to start a Night Elf guild. But the outsider says, "No! Your guild must be open to us. We desire to join your forces and RP as a member."

The Night Elf guild opens up and outsiders pour in, corrupting the guild idea like a worm corrupts the core of an apple. The guild leader decides ranks will not be attained by outsiders and they will remain as ordinary footsoldiers. But the outsider says, "No! We wish for equal opportunities. The ability to rise above and beyond the mere footsoldier."

I reject those answers. Instead, I chose to be one of those great entrepreneurs that wish to create their own Kaldorei guild. I chose:


[Image: ipia.png]

What is Dorini Thera?

Dorini Thera is a place for all traditional Night Elves and, within reason, outsiders who wish to assist the Night Elves in their struggle. Despite constant blows from Orcs, cultists, Deathwing, and Demons, the Kaldorei still stand strong. The members of Dorini Thera believe that outsider influence should be kept to a minimum and that the Kaldorei can still fight their own fights.

What is our mission?

Dorini Thera exists only to create a safe haven for Kaldorei in their own lands. Though members of Dorini Thera can go out into all the world to assist in local issues, the focus of the group is to fight within Kaldorei lands against those who would upset the natural balance. Current focus would be on Ashenvale with its multitudes of problems not the least of which are the Orcs as they run rampant.

Where does Dorini Thera locate itself?

Dorini Thera is based out of Ashenvale most of the time, though its members are free to travel the world. Leadership is most like to always be found within Kaldorei borders when doing their duty. Outside of their duty, each member of the Dorini Thera collective is their own man and woman.

Ranks

Council
The council exists as leadership of the organization. The biggest decisions are on their heads. Where does the guild go next? What enemies are to be rooted out now? How do we punish any rulebreaking? These are only some of the questions the council has to answer. OOCly, the council ensures activity for the ranks below them as there will end up being two councillors for every significant timezone (EU, US, Aus).

Head councillor: The Head Councillor does exactly what it says on the tin. She calls together meetings and helps in leading the guild to its next objectives.

Councillor: Truthfully, the Head Councillor and her Councillors have about the same amount of say in the guild. Every member of the Council has only the best of intentions for the guild.

Soldiers
The soldiers provide the meat of the operation. Though councillors can be present during individual operations, they do not always have much say in how it goes down unless said councillor is an experienced warrior and the highest ranking officer agrees.

Elite: The Elite is the highest rank a member can get to without a council member being killed or expelled for some reason. Together with their colleagues, the Elites command the lower ranks during big operations, generally staying in camp unless otherwise required. As well as leading big operations, the Elites hold the power to send Commanders onto smaller operations inbetween missions. For example, after an attack on Splintertree, an Elite may speak to an individual Commander to then assassinate a different target. It is then the Commander's responsibility to see the mission given to fruition.

Commander: The Commander goes out into the field with his or her (wo)men. After the orders are given, and unless an Elite joins, the Commander hold the power to either be succesful or fail as the specifics of an operation are theirs to think of. Experienced Commanders are usually elevated to the rank of Elite in reasonable time.

Soldier: The common footsoldier already has had training and is ready to be deployed to their Commander. They will provide the strength needed for the Commander to see the mission succesful. They're also the healers, supporting staff, etc. that may or may not be seen on the battlefield.

Recruit: An inexperienced member. They're still being trained by their superiors, whether they be soldiers, commanders, elites or council members.

Ancillary leader: So? You're an outsider that's joined our ranks? Welcome to the highest rank you'll attain. You lead a small group of outsiders while under the orders of a higher ranking member. Be happy you've made it far enough to have leadership of your own.

Ancillary: The runts of the litter, really. The ancillaries are those of Dorini Thera who did not have the luck to be born Kaldorei. They're still valued members though they cannot gain any ranks above their ancillary status.

Recruitment

So? You want to join us in our fight against those who would do our people harm? Contact anyone who's part of the guild, really. They'll see to it that your recruitment is handed to the proper channels.

Uniforms

Cloth

Spoiler:
[Image: rw0l.png]

Head: Archmage Headpiece (224681)
Shoulder: Blight-Lifter's Mantle (266910)
Chest: Andorhal Tunic (262225)
Belt: Band of the One Hundred and One (266892)
Legs: Bloodmage Leggings (251714)
Boots: Highborne Footpads (214447)
Gloves: Arcane Gloves (208287)

Leather

Spoiler:
[Image: uwxu.png]

Head: Supreme Crown (215439)
Chest: Dark Ranger's Vest (255007)
Belt: Mountaineer's Belt (257143)
Legs: Patched Pants (202237)
Boots: Weather-Worn Boots (201173)
Gloves: Xavren's Gloves (257147)

Mail

Spoiler:
[Image: rpkd.png]

Head: Masterwork Circlet (210272)
Shoulder: Pauldrons of the Thousand Needles (263677)
Chest: Cuirass of Flowing Elements (247486) TRANSMOGGING NEEDED
Belt: Argent Girdle (243841)
Legs: Thrall's Legguards of Conquest (248298 ) TRANSMOGGING NEEDED
Boots: Boneshard Boots (278512)
Gloves: Ale Soaked Grips (263806)

Plate

Spoiler:
[Image: np87.png]

Head: Symbolic Crown (214831)
Shoulder: Doomplate Shoulderguards (227771)
Chest: Doomplate Chestguard (228403)
Belt: Belt of Rising Hope: (243938 )
Legs: Necrotic Boneplate Greaves (278802)
Boots: Kneebreaker Boots (277170)
Gloves: Eastwall Gauntlets (262987)

Together with the uniform, a tabard (or cloak) is to be worn. Normal guild tabards (or shroud of cooperation) for Ancillaries, Recruits, and Soldiers. Illustrious guild tabards (or wrap of unity) for Ancillary Leaders and Commanders. Renowned guild tabards (or cloak of coordination) for Elites and Council Members (Councilors and Head Councilor).

Uniforms are not necessary UNLESS the guild and its members are on formal business where looking like a unit is a good idea. Uniforms are allowed to be worn outside of such business, however, your actions as a uniformed member reflect on the group as a whole.


Uniform pictures by @Ural
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#2
OP updated with uniforms.
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