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Posts with tag concept-guilds

All-pandaren guild rolls its chi into action

Allpandaren guild rolls into action
In today's Mists of Pandaria era, you'd think there would be a pandaren-themed guild on every street corner, especially on roleplay realms. Oddly, that's not the case. Is it that the pandaren haven't captured the imagination of players in the same way other races and classes have, or are players simply more pragmatically focused on personal playstyles and achievements?

Keeping the faith in this time of rugged individualism is Faithful of the Ways, an all-pandaren guild on Emerald Dream (US-Alliance). Coming together just recently, the guild has already fully leveled with players drawn by the idea of honoring the pandaren roots and lore. Support from the realms other RP guilds has helped Faithful of the Ways carry pandaren principles throughout the land.

"The Faithful is one of the few one-race roleplaying guilds on Emerald Dream," says Zhiang Liu, the group's GM. "There has been talk of a lack of open roleplay on the server, and the Faithful serve to counteract that 'hole,' if you would. While we are based in Pandaria, we are primarily roleplaying everywhere we go in Azeroth. We've been to the Blue Recluse, Ironforge, Dalaran. We've even roleplayed in the middle of a raid. It doesn't matter what we do or where we go -- we always seek to turn it into an epic adventure."

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Filed under: Interviews

RP Inside the Kirin Tor: 'There are specialists for everything, I suppose'

Magebased guild 'There are specialists for everything, I suppose'
Dalaran remains one of the shining jewels of Azeroth. Many players make their homes in this glittering city in the sky. Horde and Alliance players alike have traditionally enjoyed the hospitality of the historically neutral Kirin Tor, who were content to cloister themselves to focus on matters of magic and learning.

But Jaina Proudmoore's politics have pulled the Kirin Tor into alignment with the Alliance. The peaceful face of Dalaran is no more. The Kirin Tor have ejected the Sunreavers from its ranks and the city itself, throwing them into the Violet Hold or killing them outright (though some managed to escaped to Silvermoon).

Roleplaying behind this volatile facade is one of WoW's most unique concept guilds, Moon Guard's Magus Senate of Dalaran. Comprised almost entirely of mages and other magic users, the guild turns magic to reflect upon arcane politics and the fireworks of world battle.

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Filed under: Interviews, 15 Minutes of Fame

Fearsome paladin collective crusades for the Light

Fierce paladin collective stands for the Light
Knights in shining armor or divisive zealots? The roleplay opportunities for a group of paladins in Azeroth are fierce, either way you look at it. The catch is how they are perceived and manage to interact with their fellow players. Are they protectors of the faith and guardians of fellow citizens, or a fearsome hammer of intolerance to be brought down upon anything that deviates?

Amelas Langston of Caelestis Templares, a guild of paladins on Silver Hand (US-RP), walks that line regularly with a guild of roleplayers who've become known for their devotion to eradicating any opposition to the Light. Has its hardline approach made pariahs of its players? Or has its stalwart stand against the forces of evil made heroes and saviors of its characters?

WoW Insider: Most readers will probably assume that a guild of paladins is portraying a knightly, noble mission, but in fact, your roleplay focus is quite different. A recent recruiting post on the realm forums noted that many of your members roleplay "gruff, jackass characters," and the words "zealotry" and "intolerance" have been used to described the group's approach to its roleplay. Does your mission cast guild members in danger of becoming pariahs among the Silver Hand RP community?

Amelas: It's a fair thing to assume. I've found that the majority of people that role play as paladins have that sort of a character. The Caelestis Templares, however, are dedicated to a goal, that goal being the eradication of all that stands in opposition to the Light. Intolerance and zeal are actually key virtues of our guild, so to describe us as zealots would be pretty accurate.

If our characters encounter something that the Order dictates is heretical, then they are obligated to take action against it. It becomes a bit of a drag when the actions of our characters make people think that the player behind them are as hard and unfriendly as they are.

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Filed under: Interviews, 15 Minutes of Fame

Kaldorei guild brings Darnassus to the fore

Kaldorei guild brings Darnassus to the fore
Since the typical WoW Insider reader has been around the block in Azeroth more than a few times, when we hear about a guild that's been going strong for many years, we tend to intuitively grok the associated ramifications. We understand the strength and adaptability it takes to weather entire gaming eras of personalities, patches, and expansions. It's the strength of the willow that bends in the wind yet does not break -- or, say, the steady strength and focus of the night elves as they traverse the centuries in harmony with their environment.

Gazing into the legacy of Nature's Grasp, a kaldorei-exclusive guild on Defias Brotherhood (EU-RP-PvP), we see a guild that has seen many different shapes and leaders over the years. "On our server there have been a number of night elf guilds that have been established," notes GM Arkil, "but all have been absorbed into Nature's Grasp at some point, making us the go-to guild for any night elf involvement in events, and we're frequently considered as 'the' guild that represents Darnassus."

As we've seen from our interviews with race- and class-specific guilds such as wry blood elves, adventurous rogues, and fiercely opinionated orcs, the personalities of specialized guilds can become quite narrowly focused. One has to wonder if the players behind Nature's Grasp might be as reclusive as the kaldorei they play. Apparently not. "We've been active a lot during Mists, we have a hefty constant playerbase, and we have weekly events most weeknights and retro raid runs during the weekends," Arkil says. "There's a great sense of community in the guild with a number of artists and musicians who share their work on our forums at, and we have an annual RL guild meet in some European location, which is a lot of fun."

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Filed under: Interviews, 15 Minutes of Fame

Injecting draenei culture into mainstream Azeroth

Injecting draenei culture into mainstream Azeroth THU
It's been about a decade now since the crash of the Exodar, and the ageless ways of the draenei are beginning to weave themselves into the fabric Azeroth. Yet of all Azeroth's peoples and despite what must be an ancient history, the draenei remain shrouded in a certain amount of mystery. Into that breach steps the draenei guild Kharanei of Wyrmrest Accord (US), working to preserve existing draenei heritage while pushing the culture forward into Azerothian society.

"We're establishing guild canon lore and culture all the time, everything from weddings to holidays to folk tales and language," says Nelua, Kharanei's GM. "We actually invented a week-long holiday to coincide with the Indian Diwali, the Festival of Light (much like Blizzard bases its holidays on existing ones). It commemorates the flight from Argus and the triumph of good over evil while paying respects to those who died fighting the good fight. A large, open-attendance celebration was held in Telaar, and it was very successful -- a very proud moment for the guild."

Kharanei brings more than merely entertaining ideas to the table. A lore-driven council with other Alliance guilds and a storyteller-guided roleplaying framework keep its day-to-day progress feeling fresh and alive, pulling the draenei into an ever-closer relationship with the world they now inhabit.

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Filed under: Interviews, 15 Minutes of Fame

All-orc clan leader offers fierce perspectives on RP, world PvP, and Garrosh

Allorc clan leader offers fierce perspectives on RP, world PvP, and Garrosh
Leave it to a player who attacks WoW with the ferocity and passion of his orcish character to rationally and objectively dissect the pros and cons of making a guild home in a racially exclusive guild.

"Pros of a one-race clan, tribe or house: Focus, intensity, and real sense of being dedicated and set apart, as well as shared lore that becomes a motivating force in itself," enumerates Stonzgrinda, the GM of what might be the game's only orc-exclusive guild on an RP-PvP realm. "The immersion is much more credible and intense for roleplaying purposes. Cons of a one-race clan, tribe or house: Some classes are unavailable for specific purposes -- for instance, a stealthing druid healer for a team of rogues. Some achievements are not obtainable. The narrow niche makes recruiting difficult. ... Players have to know some lore and be able to present it to a standard."

So what makes it worthwhile for the Bloodfury Clan of orcs? "Our sense of camaraderie, shared culture and purpose gives our roleplayers something that no general RP guild could ever attain," Stonzgrinda answers without hesitation. "When we say 'Strength and honor,' it means something. When we mourn the passing of a player who has quit the game, we truly mourn them and remember their contributions and the unique light they brought to our warband."

Ready for some industrial, orc-strength opinions of Garrosh Hellscream, Thrall, and more? Read on.

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Filed under: Interviews, 15 Minutes of Fame

Inside the fabulous world of blood elf roleplaying

Inside the fabulous world of blood elf roleplaying
Whew, we got the snark over with right up front in the headline -- because now it's time to get down to business. Sin'dorei-exclusive guild Selama Ashalanore spins Azerothian lore as tautly as any of the most stringent of the racial guilds we've profiled in recent weeks. "Out of character, Selama Ashalanore is a 'safe place' for lore-compliant blood elf roleplay," notes GM Tholmai Lightbreaker. "In many, many roleplay communities, blood elves are traditionally seen in a very negative light. In our guild, we are working hard to undo that image."

In character, members act out the lives of a group of like-minded blood elves devoted to the restoration of their people since their near extinction during the Third War. "Following the Third War, the blood elves have been caught up in Horde affairs in Outland, the Northrend campaign, the cataclysm, and, most recently, the events in Pandaria," Tholmai explains. "They've barely had a chance to recover. Our group acknowledges this and works round the clock for the Horde agenda, as well as to restore glory to their ancient people."

Can Selama Ashalanore members manage to maintain a sense of levity about the notorious reputation of their race while remaining focused on their compelling racial lore? Oh yes, they can -- and then some.

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Filed under: Interviews, 15 Minutes of Fame

The Legion of Vengeance: Forsaken having the time of their unlives

The Hand of Vengeance Forsaken having the time of their unlives
Of all the cities in Azeroth, the one that seems to me most like a living, breathing city is coincidentally the one that's undead. The Undercity huddles beneath the ruins of Lordaeron, drenched in atmospheric detail: its hidden underground tunnel, an oft-confusing pinwheel layout and dangerous elevators that confound new visitors, the eerie ruins above with their invisible ghosts, the throne room with all its power struggles and heart-wrenching beauty -- and the Royal Apothecary Society. Who hasn't spent time cautiously exploring the Apothecarium, with its cages of groaning test subjects and burbling vats of green plague?

Many players haven't given much thought to the cadre of Forsaken apothecaries in an expansion or more, but you'd be a fool if you assumed they hadn't been busy. Their story has captured the imaginations of a group of players on Moon Guard (US), the all-Forsaken guild The Legion of Vengeance (formerly Hand of Vengeance). Named for the Forsaken forces sent to Northrend by Sylvanas Windrunner to wreak plague and vengeance upon the Lich King, this roleplaying group functions within the context of the Royal Apothecary Society itself, continuing its evil work in a fascinating adventure that's captivated its all-undead player roster.

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Filed under: Interviews, 15 Minutes of Fame

Savage trolls roleplay the revenge of the Zandalari

Savage troll guild roleplays the revenge of the Zandalari
Deep in the heart of steamy Stranglethorn Vale, within the golden city of Zul'Gurub, gathers a savage band of Zandalari trolls. Loyal to neither the Horde nor the Alliance, these players embrace a fierce roleplaying ethic that can be both fascinating and intimidating to newcomers. Yet Atal Zanza Aka is esteemed by other guilds on Argent Dawn (RP-EU) and has become a vital (if quantitatively small) ingredient in the roleplaying community.

We visited with guild leader Zazajin to explore this niche of WoW roleplaying and find out how this guild manages to thrive in as antagonistic role that sweeps it away from the well-traveled paths and populated city centers of Azeroth.

WoW Insider: It would appear that making a troll character for Atal Zanza Aka is full-throttle roleplaying not for the faint of heart, would you agree?

Zazajin: Our guild is indeed first and foremost a roleplaying guild. We formed as a breakaway from the Loa Atal Ai (a Darkspear-based trollish guild which serves the Horde but includes different troll tribes) during the occupation of the Echo Isles, and abandoned the Horde to serve the Zandalari and preserve trollish culture, which our characters felt was threatened under the Horde's regime and thus moved to Zul'Gurub to try to preserve that culture. We're made up of various troll tribes, much like the Zandalari themselves. We've members from the Amani (forest trolls), Drakkari (frost trolls), farraki (sand trolls), Gurubashi (jungle trolls), and Zandalari (those trolls that stand up straight, haha).

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Filed under: RP, Interviews, 15 Minutes of Fame

Going Large: All-tauren guild stampedes beyond roleplaying

It's a fairly safe assumption that a guild composed exclusively of members of one Azerothian race will be a roleplaying guild. If you made that assumption about The Venture Co.'s Thunderhoof Clan -- and yes, the guild is exclusively tauren -- you'd be missing most of what this guild is all about. Of course they roleplay; one glance at the guild Tumblr or website makes their love of the shu'halo life abundantly clear. But as a self-described casual guild, TC also enjoys light raiding and organized and world PvP as well as light RP. It's a fairly unique approach among race-specific groups, which usually core into racial lore and rarely engage in organized raiding or PvP.

We interviewed GM Ravkha to find out how such a specialized guild swings easily with such a wide-ranging approach to the game. For the herd!

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Filed under: Interviews, 15 Minutes of Fame

All-worgen guild runs wild across Azeroth

Among the ruins of Gilneas, we found the worgen. Those of you who follow me on Twitter know that for some time now, I've been searching WoW's nooks and crannies for players in class- and race-specific guilds. Frustratingly, what seems like one of the most natural race-specific groups, the worgen, has eluded me. But now, from the shadows of Emerald Dream (US-Alliance), I present The Päck, a guild composed entirely of Gilnean worgen. Primarily a roleplaying guild, The Päck takes an active part in the realm's RP and world PvP events and raids solo and with the friendly assistance of the realm's all-dwarf guild.

We talked with GM Nymaway to sniff out what keeps a pack of feral shapechangers thriving in an active roleplaying community.

WoW Insider: I think even non-roleplaying WoW players can recognize the immediate roleplaying potential of a worgen character, especially if they've run a new worgen through the atmospheric Gilneas starting experience. What drew you to the worgen concept?

Nymaway: The thought of roleplaying a character that once lived a normal human life, to have it all taken away by a single bite, intrigued me. There is so much you can do with your character in regards to emotions. One moment your character seems perfectly fine. She is in her human form, but something has set her off. She loses her temper, and the next thing you know she has turned into a werewolf-type creature throwing a table across a room of a tavern.

Also, what could be more intimidating than seeing some one coming at you as a human, then shifting into a giant beast on the battlefield?

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Filed under: Interviews, 15 Minutes of Fame

Rollicking good world PvP with a barrel of dwarves

The ambush
Doggedly determined. Drunken. Daring. Dogmatic. It seems that all the adjectives I associate with dwarves seem destined to draw me into another setup for commenters to rag on me about my fondness for alliteration. But those dwarves -- they may be small, but they're a little intimidating, really. I mean, when dwarves get together to do something, they tend to go right over the top. As Harrison Jones should have said: Dwarves -- why'd it have to be dwarves?

That's why the idea of a den of dwarves fomenting world PvP (defiant derring-do, or dastardly deeds?) from the depths of a dwarf-only guild seems downright devious to me. The Three Hammers? Sounds like a dwarven hangover remedy to me. I'm sure whatever they're doing over there is all done in the spirit of back-pounding, beer-swilling brotherhood, but I dunno. You tell me if you'd feel entirely at ease alone in the inn with this crowd of hooligans. I might just scurry back to my night elven abode among the trees before someone spills dwarven ale all over my robes ...

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Filed under: Interviews, 15 Minutes of Fame

WHU is Frostheim and why did we recover his cloak?

Recovered Cloak of Frostheim
Every now and again, we'll run a 15 Minutes of Fame interview with someone whose WoW personality simply overflows the standard interview format. In those cases, we have to resort to crazy bullet-point summaries before the break in order to have any hope of conveying the sheer reach of their awesomesauce. You'll undoubtedly recognize our subject from the pages of WoW Insider, yet his influence is felt far beyond its borders. It's true what they say: Sometimes the strongest, most potent things come in small (read: dwarf-sized) packages.

Who: Brian Wood, aka Frostheim, Grandpappy Frostheim
What: Dwarven hunter; blogger at Warcraft Hunters Union and WoW Insider; guild master of the massive, all-hunter Icecrown (US) guild Warcraft Hunters Union (WHU), recently responsible for the first all-hunter kill of a Cataclysm boss; podcaster with the Hunting Party Podcast; founder of the WoW Hunters Hall community portal; and eponym of the Recovered Cloak of Frostheim
When: Since 2005
Where: Icecrown (US-Alliance)
Why: Purportedly, being an "uncommonly good-looking hunter" has something to do with it.
How: Follow us past the break to find out!

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Filed under: Hunter, Interviews, 15 Minutes of Fame

All-DK guild squeezes WoW in ice-fisted military death grip

Knights of Menethil
Most players seem to have some form of love-hate relationship with death knights. They adore the solid utility of the class, or they deplore its highly tuned versatility. They embrace launching a character from the relatively rarified atmosphere of level 55, or they scorn the ranks of players who are still trying out class mechanics and tactics in Burning Crusade and Wrath content. Most players seem to loosely string together all of these opinions, leaving death knights blinking like deer in the headlights when facing the wall of preconceptions in a pickup group.

You'll find no such equivocation in The Knights of Menethil. This all-DK guild on Moon Guard (US) roleplays its military aspect and origins in vengeance-soaked lore with an icy-fisted gauntlet of iron. The group has turned the story of death knights into what officer Eredis calls "as engaging a storytelling experience as any other class that people play" -- not only for itself but also for the rest of the realm.

The Knights of Menethil are what you might call approachable creeps. "[Approachability is] vital for any guild, but especially for one where the bosses appear to be grim, paranoid, morally ambiguous hard-noses when in character," says Valdiis, also a guild officer. We interviewed the leading triumvirate of the Knights of Menethil to trace what GM Celuur calls an evolution of its original story of vengeance against the Lich King and true service to the Alliance in the name of the last true king of Lordaeron,Terenas Menethil II, to the new goal that finds a place for every undead knight.

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Filed under: Interviews, Death Knight, 15 Minutes of Fame

Guild ratchets to level 25 on 100% pure, steam-driven gnome power

Gnomeregan Forever
"This makes me super happy. I want to join this guild." What sort of guild does it take to evoke that kind of reaction from Community Manager Zarhym on the official forums? Gnomes -- lots and lots of nothing but gnomes.

"Gnomes are tiny little bundles of concentrated awesome," writes Forbidra, the GM of an all-gnome guild on Wyrmrest Accord (US). "They have endured so much hardship, and yet their indomitable spirit and insatiable curiosity shines through. Gnomes attack their problems with their intellect and ingenuity, rather than with brute force. Still, many players consider gnomes a joke race and don't take them seriously. We in Gnomeregan Forever respectfully disagree. Many of us in G4 not only love roleplaying our characters but actively strive to combat gnomish stereotypes and discrimination on our realm. We believe that gnomes can do pretty much anything any other group of players can do and have heckuva lot of fun doing it!

"Oh, indeed we do! And honestly, all joking aside, most people seem to secretly love gnomes. Whenever our guild goes someplace together, people stop and stare. You can almost see thought bubbles popping over their heads: 'OMG, gnomes!!' Sometimes they will follow us. They have no idea what we are up to, but they figure with that many gnomes, it's gotta be fun, right?

All gnomes. All fun. All the time. Meet Gnomeregan Forever.

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Filed under: Interviews, 15 Minutes of Fame

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