[Dwarf-RP] The Three Hammers



Introduction

It had been done. For the first time, since times immemorial, were the Wildhammer, Bronzebeard and Dark Iron together. Now, they were not merely the kingdom of Khaz Modan, no. They were more than that henceforth. Under the same Kingdom, perhaps, but now a bastion of unity for Dwarven kind! They were too, the Union of the Three Hammers.

Now, you are one of these Dwarves. One of the many Bronzebeards who have worked hard to establish their kingdom within the Alliance? Or perhaps you are from the Wildhammer of the North, whose understanding of the primal ways of the forests and whose empathic links towards the Gryphon beasts have made them invaluable to the city’s defense and commerce? Or perhaps you are one of the grim Dark Iron, whose clan has for ages secluded themselves within the bowels of the earth, practicing ancient rites only known to a few and whose arrival to the city still remains subject of speculation?

Be whatever you may, know this. You are a citizen of the Mountain Kingdom, of this testament Dwarven resilience. And it is your duty to protect it. It is your duty to uphold its glory. It is your duty to join us, to work hard for your people, as they work hard for you. Come then! For Khaz Modan!



About us
'The Three Hammers' has a long history. Originally founded in 2005 as the 'Dwarven Rifle Squad', a regiment of riflemen that grew to become one of the largest guilds on Defias Brotherhood. With the release of Cataclysm the guild embraced a new form as a community guild for all dwarves. Eventually due to a dwindling roleplay community on Defias Brotherhood we moved here, Argent Dawn, to start anew. The years since there have been many ups and downs and many different iterations with different leadership.

Now with the Battle for Azeroth on the horizon we seek to re-establish this once titan of the dwarf community. It is our intent to adopt a new approach and open a new chapter of the guild by putting focus on a more militaristic aspect of dwarven life (This is represented as the Hammerguard Battalion, check out the second post for more information!). With the upcoming war with the Horde and introduction of Dark Iron faction, we want to reflect the ever-closer Union between the three clans by providing a platform for quality community and military roleplay. You can expect to see us organise dwarven community gatherings as well as classic training sessions, multi-event campaigns, guarding Khaz Modan and RP-PvP.

Beyond our rather militaristic approach we still want to remain at least a smidge true to the original concept of The Three Hammers and stay broad. Ultimately we want to enable dwarves to partake in a community of like-minded people (and perhaps not so like-minded). Because of this we are welcome to new ideas and people that are less interested in military and just to be apart of our community!

Code of Conduct
We want to promote a friendly and positive atmosphere, our members should treat players in and outside of the guild with respect. We understand that sometimes life can be tough, but we expect our members to play nice. We don’t permit Power Roleplay, Metagaming, ERP and “Lolling”. Religion, politics and adult content is forbidden in the /g chat. Breaking any of these rules may result in a warning or removal. If you feel like one of our members are misbehaving, please contact one of our leaders.

How to reach us?
The best way to contact us is by sending an in-game /whisper to one of the people listed below, but if none of them are online you could check in with whoever happens to be online.

Leadership: Gemir, Khazmar, Grimbol

30 Likes
Hammerguard Expedition
The Hammerguard was originally assembled as a unit composed of all the three great Clans could offer. Their mission was to defend Khaz Modan and battle the evil Banshee Queen during the Fourth War. Together their mere presence on the field would cause the Horde lines to bend and shatter. Known as "Khaz Modan's finest" after the Howling Fjord Campaign.

Now the world knows peace once again. There is no need for the Hammerguard. Or is there? Afield lay many once mighty holds of the Dwarves. Though the Alliance at large set their eyes to rebuilding, there are still battles to be fought. The Hammerguard is now reformed into the Expedition that will carry the banner of Ironforge to places where it would seldom be seen.

The highest goal of the Hammerguard is to represent Khaz Modan and the Alliance abroad. But they often find themselves in their Mountain hearths for a good ale & tale.

Hierarchy
  • Captain, the leader of the Expedition.
  • Lieutenant, the second in command.
  • Sergeant, the third in command.
  • Corporal, the lowest rank of command responsible for the day-to-day
  • Anvilbearer, the distinguished veterans of the Hammerguard, they carry the Medal of the Anvil, a great weight on their shoulders.
  • Regular, the rank and file of the Hammerguard, ordinary soldiers of all kind.
  • Recruit, the new and unproven.


Through valleys. Over mountains. Fer Khaz Modan!

The Dark Arts
Our view on the evil archetypes, such as Warlocks, Death Knights, and Shadow Priests, is that they are tools of war. Their powers may be unleashed on the enemies of the Mountain Kingdom, but never on its own citizens, even facing armed criminals.
8 Likes
Reserved
Reserved
It's hammer time!
1 Like
Locked and loaded!
Glad to see my old guild back in action! Best of luck lads!

STOP!... Hammer time!
Something that's worth to mention.

It feels great to be back to bring life to Ironforge!

Also, for the sake of the nostalgia.

Locked and loaded, for Ironforge~!
1 Like
01/08/2018 23:32Posted by Goifur
It feels great to be back to bring life to Ironforge!


This!
And here I thought I finally found myself a nice dwarven RP guild, until...

Magic
We are fairly strict when it comes to magic as we believe it often can get quite out of hand what a character can do. For one we do not allow any kind of shadow, fel or void, the archetypal evil magic.


:(

Oh well, it's always good to see more dwarven RP.
02/08/2018 02:51Posted by Aradrihm
And here I thought I finally found myself a nice dwarven RP guild, until...

[quote]Magic
We are fairly strict when it comes to magic as we believe it often can get quite out of hand what a character can do. For one we do not allow any kind of shadow, fel or void, the archetypal evil magic.


:(

On that note Aradrihm, it's to enforce the laws in Ironforge and Khaz Modan, we do however support having warlocks in our Auxiliary, but we simply can't have them summon a demon and act as if we're okay with it whilst it goes against our laws and moral.

However, nothing stops you from practicing such magi with other Dark Iron in the shadows of the City of Ironforge or in the wild of Khaz Modan..!
Always good to see some more dwarf action, and more proper military certainly doesn't hurt with the theme of the new expansion. Best of luck!
It's back?! Count me in :) such a shame defias rp died, lots of good memories from this guild. First decent rp guild I joined and fully got into
The Three Hammers are back? That's great! Seems like the perfect place for my Dark Iron Shaman.
Now there's an old name that brings back lots of memories, albeit from a different server! Here's hoping your project will lift off the ground and will go soaring high in the skies! Though not too high, of course. Better to remain pretty grounded as a dwarf.

Either way, lots of good luck to you! If ever I find enough time to properly roleplay my dwarf, I'll know where to throw him.
02/08/2018 09:09Posted by Kozgugore
Now there's an old name that brings back lots of memories, albeit from a different server! Here's hoping your project will lift off the ground and will go soaring high in the skies! Though not too high, of course. Better to remain pretty grounded as a dwarf.

Either way, lots of good luck to you! If ever I find enough time to properly roleplay my dwarf, I'll know where to throw him.


Ahh if this isn't my favourite Orc of my favourite Orc roleplay guild - thank you for your kind words, my friend. Indeed, our battles go way back to a realm far far away and I hope we shall once again meet on the battlefield for the sake of good old times.

For the nostalgia's sake, I found this old video of one of our battles back from the Squad's days:
https://www.youtube.com/watch?v=otd5KHlYBD0
Looks awesome. I wish Dark Iron were out already. I’d never been one for Dwarf RP but I’m certainly excited for Dark Irons to be released and this looks like a great way to get into it. Good luck with continuing here on AD.
If I still had the time to actively RP I would be all over this.

All the best lads! For Khaz Modan.
02/08/2018 03:34Posted by Goifur
02/08/2018 02:51Posted by Aradrihm
And here I thought I finally found myself a nice dwarven RP guild, until...

[quote]Magic
We are fairly strict when it comes to magic as we believe it often can get quite out of hand what a character can do. For one we do not allow any kind of shadow, fel or void, the archetypal evil magic.


:(

On that note Aradrihm, it's to enforce the laws in Ironforge and Khaz Modan, we do however support having warlocks in our Auxiliary, but we simply can't have them summon a demon and act as if we're okay with it whilst it goes against our laws and moral.

However, nothing stops you from practicing such magi with other Dark Iron in the shadows of the City of Ironforge or in the wild of Khaz Modan..!


Perhaps I'm missing something but I don't recall any mention anywhere about fel or shadow being against the law in Khaz Modan or Ironforge. Can you please link to the source for this?
02/08/2018 11:55Posted by Diane
Perhaps I'm missing something but I don't recall any mention anywhere about fel or shadow being against the law in Khaz Modan or Ironforge. Can you please link to the source for this?


To me it's more of a point of morality and chivalry rather than the laws as everyone knows Blizzard does not offer the most detailed lore and laws are typically not described at all. Fel and shadow/void are both based around negative emotions. Fel in particular is also seen as a more volatile and unstable magic. But to me it's a flexible point, we may change what we allow in the future. It's mainly there because everyone has a different point of view on magic, some believe a couple fireballs may be enough, others raining fire over whole villages. I suppose it's a warning that if you want to play a mage you shouldn't expect to be allowed to go complete ham, and instead use moderation.