Guild Information

Guild Advancement by Valkorunn Category: Guild Information
April 3, 2021, 7:56 p.m. (2 years, 8 months ago) 1722 views

Advancing through the ranks requires a few things. First of all, remaining in good standing with the guild. Attending a certain amount of events. Hosting some of your own. Most notably, you'll need to complete the Trials of Progression for your Division to advance beyond Warbrand. 

Recruits in the Vanguard are typically already accomplished soldiers or warriors in some sense. They were recruited by the Vanguard after being recognized for their prowess.

Dragoons have completed their training and are starting to get accustomed to their Division.

Warbrands are seasoned veterans of the Vanguard. They show their grit during the branding ceremony by holding a burning coal in their bare hand.

Ironguards are exceptional soldiers who have successfully completed many difficult missions and trials. They have earned the right to create and wield a masterwork weapon of their own.

A Bael Guard is the best at what they do. They are seen as an expert in their field and can wear a custom uniform to their own specification.

Trials of Progression by Division


Rank Progression

Recruit to Dragoon

- Attend 5 RP or RP-PVP events with the Vanguard …

Conquest D20 Guide by Valkorunn Category: Guild Information
April 3, 2021, 7:25 p.m. (2 years, 8 months ago) 1839 views

Thanks to Maxen and the Warcraft Conquest community for allowing us to use this system!

Unless specified otherwise by the person leading the event, we typically use the popular Conquest system at our events.
Simplified ruleset:
Character sheet:

Join the official Conquest Discord for more information.

Conquest Overview

- Players start with 10 health
- A player who lost all their health will be "knocked out" until healed.
- You can take or deal damage based on your combat roll:

1You take 6 damage.
2-3You take 3 damage.
4-6You take 2 damage.
7-9You take 1 damage.
10No effect.
11-13Deal 1 damage.
14-16Deal 2 damage.
17-19Deal 3 damage.
20Deal 6 damage.

Roll 1: You take 6 damage
Roll 2-3: You take 3 damage
Roll 4-6: You take 2 damage
Roll 7-9: You take 1 damage
Roll 10: No effect
Roll 11-13: Deal 1 damage
Roll 14-16: Deal 2 damage
Roll 17-19: Deal 3 damage
Roll 20: Deal 6 damage

Damage dealt in a combat roll may be applied as healing to your own or an allied player’s character, so long as you whisper that player so …

The Laws by Valkorunn Category: Guild Information
Aug. 3, 2019, 6:41 p.m. (4 years, 4 months ago) 1945 views

    1. Guild members and recruits should have a good understanding of the English language.
    2. Please remain respectful at all times when using /say or /yell in an OOC capacity.
    3. Treat other players with respect. This includes stuff like not making suggesting comments, respecting chosen pronouns, being mature and generally maintaining our good reputation.
    4. If you need to correct a misspelled word or phrase, do it in character. EX: If you say, "were was that?" Simply say in character, "Where even." or "Where, I mean." Do not have extended conversations in brackets.
    5. Must uphold the name of the guild through quality roleplay. Don't be afraid to ask for help if you need it!
    6. Must wear uniform at all times when attending in-character events with the guild.
    7. Must understand and obey the hierarchy of the guild, and adhere to the strict military setting we have created. (Understand that we are laid back on certain things, but when it's time to be serious, be serious.)
    8. Non-officers are limited to three characters total, AKA one main and two alts.
    9. Your character name cannot be an exact of important lore characters or characters from fiction. EX: "Bilbo Baggins" is not allowed but "Bilbo Stonebraid" is allowed. …

    Medical Trials by Valkorunn Category: Guild Information
    Aug. 3, 2019, 5:47 p.m. (4 years, 4 months ago) 980 views


    Trials of the Novice

      Day in the Infirmary:
      Once reaching the rank of Dragoon, the aspiring medic will be able to observe and aid others within the infirmary. Here they will learn basic techniques of practice within the setting, such as knowing what tools and materials are needed for certain tasks.

      Reward: [Rune of the Observant] - Image

      Poisons and Anti-Venom:
      The medic will be educated on various and common poisons, then into more detailed ones; with the assistance of an expert on poisons. They will learn the first response method to removing poisons from an individual, and know which remedies counteract which poisons. They then will be tested on a subject to prove their knowledge.

      Reward: [Rune of the Pure] - Image

      Lacerations and Flesh Wounds:
      With guidance, medics will learn their expertise in bandages and how to apply them properly. They will know how to stop bleeding as fast as possible to potentially save lives. Different types of medicines will be introduced to ease flesh wounds and close them up efficiently and effectively.

      Reward: [Rune of Renewal] - Image

    Trials of the Adept

      Fractures and Broken Bones:
      Without the guidance of a teacher, the medics will understand how to …

    Sorcerer Trials by Valkorunn Category: Guild Information
    Aug. 3, 2019, 5:46 p.m. (4 years, 4 months ago) 936 views


    [quote="Hagden Shadowhide"]The dwarven magi are the mind of the Vanguard. As powerful as they are secretive, the Sorcerer Squad unleashes all kind of magics to change the tides of battle. Knowledge their source of power, they constantly strive forward to unlock the secrets of dwarf-kind, conducting research and bringing up theories regularly. "The Seven Schools of Magic" teach a sorcerer the basics on each type of magic, it takes great determination to learn each one of them. Abjuration, Evocation, Conjuration, Enchantment, Transmutation, Illusion and the Diviner School, under supervision, each dwarf magi will have to prove their mastery and understanding through a trial crafted uniquely for that one individual (though following a similar pattern), thus "The Great Learning," the Sorcerer Division Trial of Progression.

    Dragoons to Warbrand: The Basic 3

    7. Abjuration, protective magic. The first step of a sorcerer, is to learn how to use magic defensively and how to protect yourself from it. Abjuration spells have proven themselves life-saving numerous times in the Vanguard's history, allowing sorcerers to shield themselves as well as allies from projectiles and other threats.

    The Trial: The aspirant will approach their Captain, explaining that they believe they are ready for the …

    Mountaineer Trials by Valkorunn Category: Guild Information
    Aug. 3, 2019, 5:46 p.m. (4 years, 4 months ago) 949 views


    Dragoon to Warbrand

    7 - Maintenance. - No mountaineer worth his ale would go out into the wilds with a weapon of questionable quality. Weapon care should be the first lesson. Poisons, imbues, and enchantments are covered as well. Once your training is complete you are sent to gather the crow feather.

    6 - Camouflage - It is important, as a scout, to be able to blend in to your surroundings. Whether you're in a dense forest or a red-rock valley, your ability to adapt and stay hidden will keep you alive. Once complete, you are sent to get the owl feather.

    5 - Ranged Combat - If you normally attack from afar, this course will be easy for you. If not, learn to take down enemies from a distance by throwing knives, or axes. If you pass, you are sent to grab the Kite feather.

    Warbrand to Ironguard

    4 - Close Combat - The sister-challenge to ranged combat. If you prefer to fight up close and personal, this challenge should be fairly easy for you. For those who primarily use ranged weapons, learn to defend yourself with a knife, sword, axe, or spear. Pass, and you will …

    Infantry Trials by Valkorunn Category: Guild Information
    Aug. 3, 2019, 5:45 p.m. (4 years, 4 months ago) 959 views


    The Vanguard Infantry is the front line. Each and every member is ready to give their life for their kin, their land, and their honor. However, what separates bear from cub? The Infantry Division will put those trying through the most rigorous of physical hunts; they must overcome the wilderness and its fiercest. The mettle of the many qualities inherent of the elite will be tried. With each trial, another trait proven, setting lads and lasses apart from their peers. This is “The Great Struggle”, the Infantry Division Trial of Progression. (To be completed in the order listed.)

    Dragoon To Warbrand:

    Salamander; the essence of Adaptivity. These creatures are known primarily for their situational awareness. While not the largest, or most dangerous creature one could come across, their ability to adapt to the world and situations around them make them a formidable hunt.

    The Trial: The aspirant will approach their Captain, explaining that they believe they are ready for the trial. Captain will then assign the aspirant with the traversing and surviving a given hostile environment, in attempts to locate their Captain somewhere within; the aspirant will have restricted (limited) resources in doing so, and will do …

    Guild Advancement: Trials of Progression by Valkorunn Category: Guild Information
    Aug. 3, 2019, 5:42 p.m. (4 years, 4 months ago) 722 views
    This post has been edited by Thorrson as needed and the ranks and progression systems have changed. PLEASE reread this now that it's been updated. Our dearest apologies to Vakos, for mangling his post as the need arises.

    What you need to know (What's changed immediately):

    -Rank and file soldiers no longer need to complete trials to ascend to Ironguard. They need to apply themselves in attendance, and be active in the guild to advance.

    -Mountain Guard rank still requires the completion of all seven trials. Each trial for your division remains unchanged, but can now be completed optionally up to Ironguard.

    -Ironguard forging events are BACK. Before achieving Ironguard, you will speak to an officer and have a weapon of your choice (with a mog of your choice) forged for you, with you taking part in the creation.

    "From times of Titans, the Earthen were there to shape and build the earth. They crafted mountains and carved out rivers and lakes. The very face of Azeroth is made by their creation. But like all, they fell. They became the dwarves, carrying on the legacy of their forebearers in the honour and strength of the Titan who made them.

    Long …

    Vanguard D20 Guide by Valkorunn Category: Guild Information
    Aug. 3, 2019, 5:33 p.m. (4 years, 4 months ago) 666 views

    NOTE: This system is the old RP system we used before switching to Conquest. This system is not in use anymore.

    Hey there! Compiled here, is all you need to know when it comes to the general rules of a standard Vanguard d20 RP event! Everything detailed in this post serves as the ultimate guide on how we run things when it comes to in-game d20 combat & more!

    Two Phases
    Typically, as combat engagement goes; we tend to favor the two phase system: Attacking Rolls & Defending Rolls. As self-explanatory as it is, you roll to attack your enemy, then you roll to see how you fare against the enemy's attack.

    Special note on healing:
    Medics are able to heal during any of these two phases without restriction. They roll as they normally would (out of 20), and get a result. You must declare whether you're healing or attack/defending yourself.

    All members of the Vanguard are well-equipped. During each event, each member starts out with 3 health potions that they can use at any time. They may be used during Attacking and Defending phases. However, during a defense phase, they must roll out of 20 to see if they're …

    Uniforms by Valkorunn Category: Guild Information
    Aug. 3, 2019, 2:51 p.m. (4 years, 4 months ago) 1983 views


    Anyone in the guild can tell you our uniform is up for debate at the best of times. Here's the current Vanguard uniform, which will stay this way for as long as I can manage.

    All belts, weapons, and cloaks are up to YOUR consideration (Within reason)-- with the exception of the medical division, who MUST wear white cloaks. Shirts are entirely optional: Pick something a deep red. Most of the guild shirts are good, as is the Red Workman's Shirt.

    Helms are mostly optional-- in the case of the infantry, where a helm is a matter of safety, however, they are not, and one should be kept on hand even if you only wear it when ordered to do so.



    Head: [Horned Cobalt Helm]

    Obtained from:

    Chest: [Thorium Armor]

    Obtained from:

    Shoulder: [Runic Plate Shoulders]

    Obtained from:

    Hands: [Khan'aish Gloves] OR [Shattered Hand Gauntlets]

    Obtained from:

    Legs: [Wasteland Burnished Legplates] OR [Wasteland Heavy Legguards] OR [Wasteland Armored Legguards]

    Obtained from: Vendor Len at Arms in the Vale of Eternal Blossoms (Atop the Serpent's Spine-- NOT the PvP vendor Flight point, but the other one), OR Vendor Supplier Xin in Townlong Steppes. Cost is 7g90s38c.

    Feet: [Khan'aish Greaves] …

    Moon Guard Time

    Dec. 5, 2023, 10:14 a.m.

    Category post overview

    Title Created
    Guild Advancement 2 years, 8 months ago
    Conquest D20 Guide 2 years, 8 months ago
    The Laws 4 years, 4 months ago
    Medical Trials 4 years, 4 months ago
    Sorcerer Trials 4 years, 4 months ago
    Mountaineer Trials 4 years, 4 months ago
    Infantry Trials 4 years, 4 months ago
    Guild Advancement: Trials of Progression 4 years, 4 months ago
    Vanguard D20 Guide 4 years, 4 months ago
    Uniforms 4 years, 4 months ago

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