[CROSS-FACTION] North & Void RP – The Grim Gest ☠

(FOUNDING LORE) [Somewhere in Tranquillien a framed parchment hangs on the wall amidst weapons of murder and substances of mass destruction.]

Proclamation of the Superiors of Lordaeron, eminently those of Tirisfal and Quel’Thalas.

Regarding the necessity of a mutual undertaking.

The Superiors of the Isle of Quel’Danas, the Superiors of the Eversong Woods, the Superiors of the Ghostlands, the Superiors of of the Plaguelands, the Superiors of the Tirisfal Glades, the Superiors of the Silverpine Forest, the Superiors of the Hillsbrad Foothills, the Superiors of the Hinterlands and the Superiors of the Arathi ighlands,

in consideration and spirit of communion between the Forsaken and blood elves and in grim determination to withstand deeds of adversary,

declared it necessary to form a novel unit in order to extend their reach of influence to both unlawful events and acts of war. Insiders to the aforementioned shall achieve this goal under the supervision of named superiors.

In these regards the end justifies the means, yet disturbance of the everyday world shall be avoided.

The covenant “Grim Gest” is hereby brought into being.

Issued in Tranquillien.

The parchment bears various sigils of the Forsaken and blood elves at the end.

The Tales of the evil Crown

[PCU] Plot : Cosmic Crown of Terror 🌌

Bloody Guidance

Blood magic Guide :drop_of_blood:

 

Once founded upon the cooperation of the Forsaken and Blood Elves in securing their peoples’ security over Tranquillien and the Ghostlands at large, the Grim Gest has since become a thorn in the eyes of politicians and commanders the world over. With their covenant under threat from both the greater Horde and the Alliance, the Grim Gest have become a band of disposessed, bitter souls serving a greater purpose in a hostile world.

Our roleplay revolves around martial and esoteric themes, mostly in Lordaeron and at times Quel’thalas; H.P. Lovecraft’s writings are a longtime inspiration for the members of the good old Gest.
 

Locations

Historically in Lordaeron and Quel’thalas most of the times, be it abandoned ruins, dungeons or temporary claimed old keeps.
Nowadays, the Grim Gest shall dare more visits in populated places to recruit, spy and make allies.
You can expect campaigns and events to bring us farer and around the world when required.

 

IC recruitment can be handled in three different ways:

  • Dungeon draft: Cast away into the prison dungeons to rot for crimes committed, penal servitude in the Grim Gest brings salvation.
  • Individual contract: A walk-up right to strike a deal with the devil.
  • Military redeployment: Careers begin and end in the Grim Gest, guardsmen and elites, all must serve.

Potential recruits are invited to whisper to any member for hooks.

 
To be considered for OOC membership, you have to share the guild’s approach to roleplay and your first character has to be at the current level cap or very close to it already. You will be asked to join the Guild Discord after recruitment, where events and roleplay will be announced and contents shared.

Rules
  1. No ERP
  2. No OOC chatter in spatial channels, /s, /e or /y
  3. IC remains IC, OOC remains OOC. We all like our characters, but we are not our characters.
Races

We don’t recruit Vulperas and Pandaren.

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Best guild on AD! ^^

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Directions are sent by the Serpent Commander, notes left for the loyal.

"To achieve and fund The Operation we will require resources. Fashion yourselves traders and sellswords when in settlements, protecting what “cargos” you can get your hand onto. While in town do not act foolishly, and keep ears open for any useful information.
We shall forge contacts, that I don’t care the nature of as long as it helps our progresses, in the boundaries of our creed.

The days of open warfare and reckless abandon shall wait for a chance to present itself. Where once we clashed on the battlefield with enemy banners, making little rivers or towns famous, we shall now be agents that strike swift and linger shortly, with our limited resources in mind.

Communicate and share informations with the Command and each other when deemed necessary, you know what is at sake."

                                                                  In Life and Death.
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The true Horde’s banner is black as sin. It is time to fight…

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With the gathering of some Grim Gest’s warriors, zealots, cultists, and in the wake of the Duke’s return, the first steps towards their mission were taken through the weeks that followed.

Resorting to robberies and ambushes more than before, the lot had now managed to strike at an old orcish foe, measure the cunning and means of their neighbors in Hillsbrad, and gather enough goods and materials needed through successful assaults on wanderers and militia. None less daring than the other, given the odds and the high stake at risk.

Means and informations required for a first operation have been gathered, and the soon arrival in Arathi of a paladin hungering for glory seems to be the perfect chance to progress through their goal.
To disguise and infiltrate the ranks of the braves following -Sir Duncan- in one of many delves he planned in the North, or facing such a force on the site, will be in their hands and theirs alone. What rests assured is that places as hallowed as old keeps always keep secrets, and often the knowledge to unravel them in one’s favour can be in uncomfortable hands.

The Grim Gest prowls the roads for now, welcoming like-minded individuals in their ranks.

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Beneath the mountain, the catacombs were an ouroboros. Time was stillborn. Thought, an anomaly. Walls pulsed with a dampness not of water, but of memory turned sour.

In this belly of silence, a corpse sat cross-legged—an elf, or the shape of one. Pale as drained moonlight. Hair long, black, heavy with dust. He had gone inward, past thought, past flesh, past names. His mind, peeled free of his skull, drifted among the whispering things and between stars. His body remained behind, as if it had simply been forgotten.

Then came the Wretch.

It moved like a ghoul, hands pawing at the ground, mutt-like. Tall, thin, wrong in the angles. He had once been something else. An Elf, maybe. A man. But the void had sipped at him for years, drop by drop, until only a hunger remained. Hunger with legs.

He found the corpse and fell upon it. Not an act of violence, not at first. Each bite slow, trembling, tongue and lips pressing to skin; akin to a lover. It was soft, and yielded easily in his mouth, the flesh like wet scripture.

Soft meat. Dry sinew. He chewed slowly, reverently. The taste was old magic and the cold ash of decay. Seven days. Seven nights. He stripped the body like a fiend, the feeling of strength returning to his body; an addiction.

Finally engorged; he slept.

In memories; a greenwood. Dusky, a predator in ambush. Armour on his chest, blood in his veins. A name in his mouth—poison. It throbbed like an infected tongue.

But the trees turned enemy. Bark sloughed. Roots twisted like thorns. Everything pulsed. Everything hated.

The Wretch awoke with fat in his teeth and ichor under his nails. The cave’s breath pressed against him again, heavy and wet.

Something rough in his grip.

Cloth. Black. A symbol, faint but sharp: two serpents coiled around each other, biting, becoming.

He stared at it.

Frowned.

Felt nothing.

It meant nothing.

Yet - a name;

His name.

Tyrinar.
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Through Arathi and finally in the ruins of Durnholde, the band tracked the Paladin. Sir Duncan had arrived, and with him both followers and mercenaries keen to aid the holy man into exorcizing the Evils of the land.
What the Grim Gest found past phantasmal guards of old, and the tormented spirits of orc slaves, was a scene of tragedy. An expedition cut short by Evil risen to unleash pain onto the brave delvers.
All but Sir Duncan were massacred, by phantoms risen from the hallowed keep and a pair of ghostly thugs, bandits, right hands to old Blackmoore. Bearing golden crests and trinkets of their master’s house still, forged thanks to the sweat and suffering of orcs.

Battle raged on in Durnhold, a sparkle of Light burning bright against bickering Shadows.

Having chosen to ultimately dispatch the paladin, and with no chance of reasoning with the cruel spirits…the Grim Gest returns with naught but pages of various thorn journals found on Duncan’s body, and the notion that dispatching the Cruel phantoms of Blackmoore’s lackeys sprout the memory of someone familiar, as the motes of shadows binding them to the place left to head somewhere in the North. The claims of Sir Duncan about the order of Light’s Rise and the mission he undertook in their name and memory shall be verified through the recovered pages, in hope they give insight on the next step of their Quest.

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Currently touring ancient Lordaeron, on the hunt for villains, bandits, thieves and all those of ill-repute who may be looking for a home to freely express their darkened desires.

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Within the collection of notes that the Grim Gest had stolen from Sir Duncan one stood above others. The fragmented tale of another Crusader, in pursuit of a Witch.
Of a girl, born in a village close to Stratholme…of how the -Light- had marked her since birth, of miracles and omens. An awe inspiring Saint-to-be that soon gathered favor of the village whole, advising the nobles against cultists and ways to -halt- the spreading of their forbidden creed. A life that ended far beyond the normal span of humans, prompting the priest of that village to safekeep the woman’s bones into a golden urn.

Pursuing such remnants, the Grim Gest pursued.
A village tainted with Shadows and Necromancy was found. Echoes of the past, villagers and the Paladin sent there to verify the sanctity of the puella. Now bound to wander eternally, lamenting their misfortune.
A crypt, infested by three twin fragments of an hungering Banshee. With the favour of the Mountain Lord, and convinction, the warriors made another step towards their goal. Another being had been vanquished, and with it another crack in the Prison they seek.

The clue on their next step is but a familiar name: “Yesaneth”, and as events unfold, a Guardian stirs.

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Six men stood, pale figures clad in dark cloth and darker steel around the summoning circle. The grooves in the dense earth glowed with the faint colouration of deep magic, the air was thick with the anticipation of cruel sorceries.

Watching as his brothers in the Grim Gest prepared themselves to summon the witch, Brokensun pondered the sight, ruminating on what he should be expecting. His attention settled upon the blade dug into the centre of the circle, runes dancing around it. The blade had been found in the Plaguelands, buried within an ancient crypt.

It held the legacies of magic that linked it to a great witch, a crone by the name of Yesha’neth. It was his Commander’s idea to use the blade to scry and divine the location of this witch; to seek her own and listen to her sage and wicked counsel. She was, by his words and lore, a wise and powerful creature with knowledge most keen - and most desirable.

Brokensun’s chin tilted upwards at the thought. He had little faith in ancient powers, particularly that which called itself divine. He had walked with powers most zealous in life, and he found the taste of such religious servitude sour in his mouth. But his service was to his Duke, and he would do as commanded.

It was to him that Brokensun’s attention snapped to now. Duke Xotrios Drak’ash rose his arms up high, and spoke clearly into the night:

“Repeat after me. Speak clearly, for she listens.”

This evening the Grim Gest conducted a dark ritual to commune with the Witch Yesha’neth - a great and powerful crone, ancient and cruel. She spoke of a great many things: of the imprisonment of Baron Morsteth Blightreek; of the rise and downfall of Light’s Rise, the Grim Gest’s ancient antithetical enemy; and of a strange divine presence, an entity of grace that hungers for the end of darkness.

The Witch did not plead or beg for aid, but it became apparent in time that her words came through the barred doors of a prison. Her words were cryptic, no-more than riddles in the dark, but the Gest deducted that her gaol lay in the mountains of Northrend, in the ancient ruins of the Titan’s stone-men.

The Grim Gest now set out on a journey to Northrend, to free this Witch and secure her favour for the trials ahead.

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CHAPTER 4 - WYRD-MAKER

In Dernglen, the Gest spoke to the image of the Crone-Mother. The progenitor of Siren Sooth. Only able to speak in riddles, she subtly clued that Light’s Rise have awoken an intelligence cold and cruel in the north of the World. Such a creation is the architect of the Baron’s light-bound prison. Yesha’neth’s ritual communication was cut short, and the Witch seemingly seized by the God-Brain itself. Seeking answers, the Gest have made landfall upon the shores of Northrend.

In their voyage, they were intercepted by two agents of the God-Brain. These agents, thought at first to be nought but logic and steel, were peeled apart to reveal the human remains trapped within.

Now, after establishing New Hearthglen’s priory as their base of operations, the Gest prepare to embark further north. To the thunder-tressled mountains of the Storm Peaks.

With the Crone-Mother’s fate unknown and the Baron’s prison a mystery - a cold… calculating intelligence sets its sights on the followers of Xa’sugoth.

And slowly, and surely, it draws its plans against them.

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Across the Eastern Kingdoms - in the darkest and dirtiest places of Lordaeron and Quel’thalas - the destitute, criminal and cruel find strange scraps of parchment nailed onto the wooden beams of derelict taverns, ruined chapels and other less than savoury locations that the typical guardsman rarely treads.

The parchment’s message is cryptic and short - a riddle held on thin crumbling paper. The parchment seems to be more oft’ than not stained with old, dried blood and muddied fingerprints.

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The Grim Gest marched, through Dragonblight and Crystalsong, into the Storm peaks.
A first Delve was attempted into one of the highest peaks. An hole, eye shaped, half closed through ancient and metallic alloy.
Their climb was no privy of peril. The slippery surface of the frozen canyons were a danger aggravated by the presence of a blessed construct of meat and metal, and yet the Grim Gest advanced into what turned to be Halls crafted by servants of the Titans.
Ancient servitors activated, in defense of the Holy construct put in charge of the defenses.
Warriors fell, and ichor was shed, until the consolle was reached and activated true gruesome means.
Datas about a Lost battle, a Prison, and a mean to break through it, hopefully.
With more elements to continue their search the warriors recover, ready to continue their march north, where the peaks of Ulduar await.