War between the Alliance and Horde raged on all over Azeroth, yet now it finally has come to an end. While the wayfarers have been ripped apart because of it, the bond they share has never been broken. The roads are again opening up to them, open grass plains beckoning them back with the promise of freedom. It is time to find each other again…
The wayfarers bond has formed naturally from a group of travelers who shared the same goal. Over time they bonded and became friends, a family. No matter where they go, no matter what they do, they always find each other again.
Whilst the faction war has ended, the armies prepare for a new threat. A threat perhaps still unknown to the common folk. Whilst the attention of faction leaders shifts, their people are left behind in broken lands. Villages destroyed, homes burned, families ripped apart. Loyalties to the Alliance are shifting, uncertainty is rising. The wayfarers bond offers a home to those who are lost. To those who feel the need to get away from all the tragedy and destruction. They offer a home to all those travelers and landwalkers who wish to return to their passion now the faction war has come to an end.
The wayfarers bond will continue to do good. Instead of joining the great army of the alliance, they focus on the common folk instead. Whilst traveling they aid those in need, embark on quests and get to know the local culture and cuisine. There are no limits to what you can achieve, the world lies wide open before you. Will you stay where you are and cover your eyes, or take the chance to go on an adventure where the future remains a mystery.
Guild concept:
This guild is a place for roleplayers who prefer social roleplay and story progression over constant combat events. Even though combat will still take place when the group faces danger, it is not the main focus of our roleplay. Our goal is to create a roleplay environment where everyone gets the opportunity to bring their own creativity and stories to the group. Instead of a fixed story, the outcome of any moment of conflict or interaction can lead the story in various directions. We expect our members to show some initiative during roleplay, instead of waiting for the DM to be told if they should scout, attack, speak, move or do anything at all. It creates roleplay that is more immersing and unpredictable. The actions of your character actually has a large influence.
We do not plan several events a week like most traditional roleplay guilds do. We create goals or plan traveling destinations, in which members have freedom to add small additions to the story. Officers will only plan a guild event when they are passionate about sharing a story, we will never force someone to DM to spoon feed roleplay to members. All members are welcome to create events or add an interesting rp moment during our travels. Our events are free of rolls, members are expected to know the strength and weaknesses of their character and roleplay them realistically. The actions of your character have consequences, be they smart or stupid. The DM will respond accordingly to it.
Guild ranks:
Ranks are not used to show which position someone has in the guild. It reflects on how long they have been with the wayfarers, how loyal they are and what they offer to the whole group. Although the original wayfarers are the roots of this group, they do not stand above others unless they achieve that in character and get acknowledged by others to be a leader.
There is no appointed or self-proclaimed leader or forced democracy. The social hierarchy will form naturally and continue to shift and evolve. There will be room for those who are confident or insecure, for leaders and followers. The actions of each individual is their own responsibility. Those who seek guidance or protection, will have to find it themselves. Those able to protect and teach, will have to decide if they wish to offer it or not. This creates a constant changing dynamic between characters, without forcing them into a role from the start. It means in character behaviour, actions and relationships will decide if someone is a leader, has influence or who’s opinion is pushed to the back instead of listened to.
The ranks are as followed:
Roots:
Guild master and officers. The founders of the wayfarers bond and those who oocly manage the guild.Exemplar:
Characters who have been part of the wayfarers for a long time. These people are an example to Tenderfoots and Wayfarers, knowing exactly what this group stands for. Over time this rank can be earned by any member. Exemplars are able to recruit people to the guild or answer questions in the absence of an officer.Wayfarer:
Wayfarers are the bulk of the guild. They have proven themselves and found a spot in the group everyone feels comfortable with.Tenderfoot:
The newest members are called Tenderfoot. They are inexperienced in the ways of The Wayfarers Bond and perhaps even inexperienced in the rough life of the outdoors and long traveling on foot. These characters are given time to get to know the guild both in character and out of character. During this time officers and exemplars will see if the new guild member fits in.
Recruitment:
The wayfarers bond does not actively look for traveling companions by spreading pamphlets or word. They simply meet people and now and then some decide to stick with them. While it is possible you heard about a group of travelers, they are not very well known at this moment.
Before we move to guild recruitment, we want to meet your character first. It is important your character gets along well with the current group. While you might be a very lovely person in real life, it is a priority your character fits in. OOC pleasantries come afterwards. If you prefer to speak to us first, you are very welcome to whisper one of us.
Recruitment officers: Brenten, Ferasu, MĂąrtagh, Eruliesse.
Feel free to whisper any of our members if no recruitment officer is online.
Restrictions:
We have no race or class restrictions. Yet it might prove very difficult for death knights, demon hunters, warlocks and void elves to be accepted by the wayfaring group. Some more than others. A challenge for those who are willing to try.
Current location: Light’s Hope Chapel, Eastern Plaguelands