The Crimson Vanguard

Towards a golden horizon, Into a new dawn

Welcome

Welcome to the Crimson Vanguard. We are a military roleplay guild that specializes itself in Blood Knight Roleplay here on Argent Dawn EU. Are you a blood knight roleplayer and do you want to find yourself immersed in a world where you can grow from an initiate all the way up the ranks of the blood knight order? Then this might be the guild for you. Feel free to browse trough our site and don't shy to contact one of the officers for questions or an application.

The Firebrand Handbook

Welcome

Welcome to official Firebrand handbook. In this guide you will be able to find all the information required to know to roleplay a Firebrand Blood Knight. This first page will serve as a guide on how to use the Handbook.


Ideology

Understanding the history of the High Kingdom, and that of the Order of Blood is paramount in understanding the founding principles and ideology behind the creation of the Firebrand Regiment at its core. Taking lessons from the past into consideration, such as the grave legacy that the Order of Blood has become draped within, it falls to each member of the Firebrand Regiment in order to amend the impressions made on the past.As such, the Firebrand seeks to rid, if not at the very least work against the stigma of oppression and arrogance which has become so closely associated with the commonly accepted image of a Blood Knight. The Firebrand Ideology is not centered around masking the past, but to recognize its importance in all of its aspects, be it flawed or not.Through recognition of past actions, the future may be forged through a newfound appreciation for what it is we as Blood Knights strive to protect and serve. A kingdom and her people, whose spirit and soul must never again become compromised by forces found both within and without.The words of the Firebrand Regiment; their motto: “Towards the golden horizon, into a new dawn” speaks of a promise and responsibility which each Blood Elf takes upon themselves when accepting the charge of their position within these ranks. It is towards the future for our people we shall seek prosperity.



Conduct

To stay true to their ideals, the members of Firebrand are to uphold themselves with the virtues of a noble soul, the discipline of a soldier, and the conviction of a stalwart spirit. A Firebrand Blood Knight is expected to carry themselves with the professionalism of a trained soldier, even from the earliest stages of being an Initiate, conducting themselves with the demeanor befitting a champion of their people.To know the time and place for such behavior is critical, however, as order must be upheld in the face of danger upon the battlefield, yet having to ward off the harsh realities of war from jading their personalities, less they become indifferent or apathetic towards their fellow kinsmen both in times of peace and strife.Within civilian population centers, it is the impression of past generations that Firebrand seeks to amend, making it a point to never stray within the domains of arrogance and hubris when interacting with members of the denizens. At the same time, they are not to forsake their pride in who they are, nor what they represent. Tempering their ego with both humility and purpose; such is the way befitting a Firebrand Blood Knight.


Attire

The traditional visage of a Blood Knight is that of a crimson and ebony plated soldier of imposing disposition, commanding both an intimidating presence towards both allies and foe alike. A thematic choice made in a time of dire choices which has become reflected in the manner that the Order of Blood was initially built.A Firebrand Blood Knight, however, dons a theme better suited to reflect the values that they seek to champion. Donning gleaming golden plate, saturated with the deep crimson hues which depict a sense of patriotic vigor, a Firebrand Blood Knight goes forth to represent the very best virtues that a Blood Knight is meant to embody.Each Firebrand Blood Knight is equally outfitted in terms of their protective value, rank having little to do in terms of the quality offered to each unit aside from cosmetic differences which exist solely to differentiate ranks. Each rung on the hierarchical ladder within the Crimson Vanguard has a cape associated with their rank within the chain of command, with the first rank of Aspirant sporting no cape, as they have yet to earn it.Likewise, an Aspirant makes use of a standard Blood Elven faceguard as their issued headgear, before proving themselves as trusted members of the Crimson Vanguard, whereupon they are granted the Mask of the Branded; a metal mask and cowl of enchanted properties, allowing the deceivingly cloth-like material to harden into steel-esque properties when struck.The shoulderpads on a Firebrand Blood Knight’s armor come in the varieties of either round or spiked; both denoting the wearer as either a member or an officer respectively within the Crimson Vanguard.

Dogma

Within the Firebrand Regiment, aspects of the Light and its nature are explored beyond the cursory glance which many may vaguely categorize it within. The Blood Knights of Firebrand recognize two paths towards wielding the Light; the path of faith, and the path of conviction. However, in order to understand how each of these paths function and for an individual to identify with, it is vital that the men and women of the Firebrand Regiment become aware of how we as a group view the Light.In commonly accepted renditions of Light-based worship, it is depicted as an entity of benevolent and omnipresent properties. Yet, it would be an easy mistake to make to believe the Light in its inherent existence to be one which is directed by any sort of morality. Morality is a cultural concept, one which does not always extend beyond such cultural bounds in either larger or lesser aspects of such definitions of what might be considered good or evil.Because of this, a cosmic force such as the Light can therefore not be one of a set direction on the moral compass. Those who wield the Light’s powers are not subjected to the judgment of an entity whose strict definitions of good and evil dictate their allowance or acceptance of the Light’s grace. As history has shown true, the Light’s name and power has been enacted in ways that have been shown to be barbaric, savage, and downright evil in the eyes of many.Whilst this rings true, it is still a fact that the Light may never be used by those who wield it with evil intent. As previously stated; the Light, just as any other cosmic force in the universe such as the Arcane, Nature, even Fel, they all exist in an intertwined state through every fabric of reality, yet each of them have their unique methods of interacting with them.What has been discovered is something that many might contest as a subjective point of view, yet the results produced are nonetheless yielding as a result: The Light is a force of emotional resonance, or more specifically, one which responds to an individual’s state of mind. Call it either faith, conviction, belief, it all comes down to a matter of will.Be such will garnered through a belief in a conscious entity which judges the actions of either an individual or people as a whole, or a will honed through the conviction in one’s own actions; the moral code of a person granting them clarity in what is truly good and evil, despite what commonly accepted rhetoric might lead them to become convinced of, it remains all the same. Will.So long as the will of a person is reinforced by their personal understanding of how one garners the Light’s power for the purposes of a morally just and righteous purpose, it shall serve them thusly. This is the truth of the Light as the Firebrand Regiment understands it.


Weapon Arts

The iconic versatility of a Blood Knight lends itself to excel at a myriad of different combat roles without adversely affecting the other in an overly detrimental capacity. Therefore, each Firebrand Blood Knight is expected to become adept in three general weapon categories:The sword and board, a way of referring to the style of using a one-handed sword in tandem with a sturdy shield, a defensive weapon arts which allows the wielder to stand in defiance against the enemy, stalwart and indomitable as they serve to protect their allies on the battlefield.The greatsword, a mighty two-handed sword which embodies the definition of raw strength and tenacity. It lends itself to the might of a warrior, yet must be wielded with more than brutish force, the intricate movements of such power packed behind a lethal edge will see the skilled combatant utilize its potential to its fullest, rending asunder even the most resilient of foes that obstruct your path to victory.A libram is perhaps a sight associated with the visage of your commonly perceived Paladin of the Alliance, yet one would be foolish to dismiss the sheer practicality that such tomes of power may lend to the versed Blood Knight. Pages infused and tuned to perfectly harmonize with the energies of the Light, a tome may enhance the healing abilities of a Blood Knight Mender beyond the capabilities of what would have been possible with merely their bare hands. In the hands of a dutiful knight, the contents of these pages may unveil the difference between either salvation or damnation of your comrades in arms on the field of battle.


Training

As Blood Knights, your way of life is rife with no shortage of milestones to strive for, be it either bodily, mental, or even spiritual improvements. This means that you are expected to keep fit within each of the aspects mentioned on your own accord without failure. To rely on communal sessions where training is hosted is ill advised, as such sessions are primarily utilized to test your existing skills, rather than marginally improve upon them.However, as a member of the Firebrand Regiment, you adhere to a stricter curriculum based on what all Blood Knights of the order should seek to accomplish on their path to becoming a fully trained unit ready to tackle any obstacle. This is all in addition to the previously aforementioned general training regimen that is expected of any ordinary soldier, beyond just the calling of a Blood Knight.These are abilities based on the prowess of both lightwielding and a heightened expertise within several weapon arts. From the rank of Initiate and upwards, you may approach, and will be expected to find tutelage under the guidance of more senior ranked members of the Firebrand Regiment to fulfill the need of expanding your personal repertoire of Blood Knight abilities as you grow in both experience and personal levels of combat skill.

Structure

The Firebrand Regiment derives its chain of command from within the parent body of the Crimson Vanguard, yet pays its due respects to the traditional ranking structure of the Order of Blood in kind.


Initiate

The first step towards becoming a fully fledged knight starts with both humility and prestige. To become a member of the Order of Blood, one must have shown promise and talent in the fields of both physical and mental discipline, becoming ushered into a brotherhood of refined soldiers from varying creeds. It is here that members of the Firebrand learn to wield the very basics of both martial combat and the illustrious art that is light wielding, supervised by the more senior members of the Firebrand Blood Knights


Adept

Having completed their first Blood Knight trial, Blood Knight Initiates arise to the rank of Adept. It is here that they will begin to shoulder the responsibility of guiding those who were once like them; Initiates, overseeing the basic training of the most fundamental abilities within a Blood Knight’s repertoire. At the same time, they have now begun upon the path that shall lead them to master the more advanced abilities that will come to define the specialisation amidst a Blood Knight’s overall versatile skill set.


Knight

The training is complete, and so has their final standard trial in order to finally achieve the long desired title of a fully fledged Blood Knight. However, this is not a plateau where progression must stagnate. The pursuit of perfection is an infinite path that must be followed diligently. It is as a Knight that members of the Firebrand become regarded as figures of authoritative representation in all matters relating to the standard operations and expectations of being a Blood Knight.


Knight-Master

Few and far between, the Knight-Masters are figureheads within the Order of Blood, often acting as independent leaders who rally a small number of subordinate Blood Knights under their direct authority. They have proven beyond a shadow of a doubt that they are soldiers worthy of the accolades and officerial responsibilities which comes with the position. It is not uncommon for Knight-Masters to personally handpick a small collective of aspiring Blood Knights for the purposes of grooming them for success.


Knight-Champion

Regiment leaders and division heads, the Knight-Champions differ little in terms of actual skills from that of Knight-Masters, as beyond such a point, nigh supernatural feats is the only factor setting them apart. A Knight-Champion is commonly associated with figures of influence, and whom have either been placed at the head of a moderately sized group of subordinate Blood Knights for directive purposes, or is acting in such a capacity as the enforcer of a Knight-Lord’s will.


Knight-Lord

The final pinnacle of possible progression for a Blood Knight, less they deign to succeed the Blood Matriarch Lady Liadrin herself and her Blood Lords. A Knight-Lord acts as the ultimate authority within their select division or regiment, beholden only to the will of Liadrin herself in most matters, and through her; The High Kingdom. Often a position borne and claimed through necessity as a single body of Blood Knights expands beyond a single Knight-Champion’s capability to supervise adequately and efficiently. As such, it is highly unorthodox to find a Knight-Lord without a Knight-Champion as their direct second-in-command.

Trials

When aspiring Blood Knights are deemed of adequate quality and merits, they are chosen for a trial which will put the essence of what they have learned and accomplished thus far to the test. Such trials are also considered significant rites of passage, as it is only through the feat of succeeding in these trials that a Blood Knight is elevated to a higher rank.Initiates are expected to gain a sense of lower mastery within the fields of both weapon arts and lightwielding, showing talent and growth in their current state, which speaks of promise for the more advanced training which would be afforded them as Adepts. At such a point, the more senior Blood Knights who have played a part in supervising their progress may endorse this Initiate’s potential to undertake their trial.Adepts undergo the more advanced stages of fundamental Blood Knight training, moving on from the basic abilities and finding the more specialized roles in which they find themselves excelling in to the point of actual mastery. It is only when an Adept has shown this to be true, and some measure of competence when it comes to lesser leadership responsibilities under the direct mentorship of a higher ranked Blood Knight that they might be considered for their Knight trials.If successful in passing, these trials would mark the conclusion of their training phase and elevate them to fully fledged Blood Knights. The rank of Blood Knight is one which many would consider adequate and fulfilling to a person’s desire to serve the High Kingdom to its potential.However, there are those borne of ambition that would attempt to go even further beyond, ascending higher yet to a level of true mastery; a Knight-Master. There should be no inherent expectation that any Blood Knight would be entitled to this prestige, or even the honor of being considered for its adherent trial.Knight-Masters are picked only from the truly exceptional, and there is no formula that dictates such a choice. It is only by the judgment of the commanding ranks of the Order of Blood that a Knight-Master is chosen, and only those of true devotion to their cause and purpose will live to see it through.However, there is one prerequisite which has been consistently present throughout those who have ascended to this post. A Blood Knight, to even be considered for the Knight-Master trial, must have personally mentored a Blood Knight, be it one or more, all the way from Initiate and all throughout their path of becoming a fully fledged Blood Knight themselves.As Blood Knights rise in the ranks, their responsibilities do not change, but merely become plentiful. Such is the way of the dutiful soldier. However, it goes without saying that any Blood Knight, regardles

Codex of the Crimson Vanguard

The following pages are to be viewed by personnel of the Crimson Vanguard in order to gain insight into what is expected of an individual that has chosen to enlist themselves into the military service of the order. The information held within may only be read through the given codex given to all official members of the Crimson Vanguard, and requires the usage of their assigned gemstone device in order to unlock. Failure to use the device, and any attempts to bypass the locks of the codex through magical or physical means will render the pages void of any text. The information and text sprawled across the enchanted pages are prone to becoming added onto with further segments filling up the available pages, and repeated readthroughs of the codex is advised, should one seek to fully understand their place as a member of the Crimson Vanguard.

Duty of the Soldier

Duty to report

Absence
The expected absence of one’s own presence for duty related matters.
This includes afflictions that prevents a soldier from upholding their duty such as sickness and injury.
Inability
The failure of your own fulfilment of a given order or task.*Having been unable to accomplish a task, regardless of its importance, is expected to be reported back to the source of where the directive was given from, so that it may be achieved by either a more competent party, or to find an alternate solution. Failure to report an unfulfilled objective may lead to a threatening or compromising aspect being left unchecked.
Threats
Any threats or concepts that would place the High Kingdom at risk.
This being in the form of hostile entities entering or occupying own or allied territory.

Any observations or conversations which grant the individual insight into ploys or ideas that would seek to compromise civil peace or the safety of the High Home as a whole.Incompetence
The breach of another soldier’s fulfillment to their duty or conduct.

As the saying goes: “The chain is only as strong as the weakest link”. This holds true in regards to another member’s failure to uphold their post. *One’s failure might very well lead to the dire or even life threatening consequences of another. One member’s actions reflect upon the others through the cause they serve.Leave
The request to be relieved of one’s post and/or obligations for a temporary period of time, be it for personal or official matters. Without being granted either a leave or a pass, departure from the location of your active duty will be seen as abandonment of your post. This may be cause for not only harsh disciplinary actions and potentially dismissal, but in dire situations, where such actions are done whilst on active deployment, might even carry the criminal charge of desertion.


Duty to maintain

Their Post
A soldier of the Crimson Vanguard is expected to uphold their given directive, be it predetermined, or a spontaneous order given by a superior officer.
Exemplary Conduct
The Crimson Vanguard’s code of conduct when interacting with fellow members of both the Blood Knight Order and the Crimson Vanguard, as well as citizens.
Pristine Condition
One of the first things an onlooking party sees when observing the ranks of the Crimson Vanguard is that of their appearance. Every member is expected to maintain their armor and weaponry with dutiful attentionto details. Missing parts of one’s uniform is expected to be rectified, less they wish to face reprimand for their lack of order.
Good Relations
Make no deliberate action to compromise the good standing of another order. Whilst you are exercising your duty to the Crimson Vanguard, you are acting as a representative of the order, regardless of the prestige belonging to your associated rank.
Training
Even without direct supervision, a Vanguard soldier is expected to maintain a firm training regimen in-between official training sessions. The official training sessions is the test of not only one’s physical attributes, but even that of the mental capacity. To believe that one may achieve duty-fit condition by the sessions alone is a concept which will prove to have you fall behind the curve, and as a result, become a liability to your comrades.


Duty to refrain

From Violence
Do not pursue hostile actions, less it be related to one’s duty or given order. Activities such as duels and spars are of course authorized for as long as the rules of proper engagement are adhered to. The meaningless engagement in violence due to a personal offense by another individual is absolutely prohibited, and will be met with extreme disciplinary punishment, or even immediate suspension from duty.*
From Harassment
A member of the Crimson Vanguard is to conduct themselves with civility; never seeking to make juvenile or disrespectful remarks or actions against another person. It is the judgement of the officers, that should any member of the Vanguard so desperately need to utter comments or insults directed at another, that they wait until they are alone, so that everyone who cares may hear it.
From Contrabands
Abusive substance use during active duty hours will be struck down upon harshly. This includes the consumption of alcohol while on duty, deployment, or whilst wearing the uniform; regardless of it being a Felo’dinoriel attire, or Firebrand Regiment uniform.
From Dishonour
From engaging in aspects or activities which would compromise the dignity of the High Kingdom, the Order of Blood, and the Crimson Vanguard as a whole.

Discipline

Dicipline of the mind

Attitude
Never stray from a polite or respectful demeanour. You are meant to be the conduit of the Crimson Vanguard’s image to the world, and regardless of your previous status before enlisting within its ranks, you are now a soldier, whose actions have consequences beyond the scope of the individual that makes them.
Respect
Recognizing one’s fellow comrade of the Crimson Vanguard with the expected respect and gestures befitting their rank and post in relevance to your own.
Blood Knights of the Firebrand Regiment are expected and obligated to understand the concept of saluting their equally and superior ranked even beyond the ranks of the Crimson Vanguard. Should a Firebrand Blood Knight encounter another member of the Order of Blood, they are expected to grant them the same respect that they would any other Blood Knight of the Firebrand Regiment.
Obligation
Acceptance of a superior’s orders, despite personal opinions or conflicting beliefs.
While we do not seek to train mindless drones or killing machines, it is absolutely critical that the chain of command is to be enforced without compromising the mission. Should an individual member have an issue with a given order, they will file a notice to the Marshal himself, but only after fulfilling the aforementioned order given by the commanding officer.
Failure to comply with a given order is an act of insubordination, and depending on the severity, may be cause for immediate dismissal.
Patience
Maintained patience in strenuous situations is given, if order and discipline is to be upheld. There is no place for inconsiderate, or even rash actions within a well formed platoon, and to exercise contempt for such boundaries through actions that would compromise an objective or the safety of your comrades at large will be dealt with to the fullest extent possible.


Dicipline of the body

Strength
As a soldier, less specific exceptions are made in regards to their post, is expected to strive for, and maintain physical condition which will allow them to exercise their duty bound obligations without hindrance. This goes beyond the feats of wearing heavy plate, or to lift a weapon. As an example, a soldier is expected to be able to lift their own body weight whilst wearing full battle ready attire.
Stamina
Following up on the previous point; strength is useless without the stamina to maintain it. Combat personnel are expected to be able to travel great distances over varying periods of time, whilst carrying the weight of not only attire and equipment, but potentially the burden of fallen comrades.
Agility
Speed and flexibility. Perhaps a trait uncommon to associate with plate clad infantry troops, yet an aspect that must be trained and maintained, as the ability to shift and move fluidly at a moment’s notice might be the difference between a deathblow caving their skull in, or merely grazing your person. For the less encumbered units of the Vanguard, agility will be their greatest asset in regards to either keeping themselves out of harm’s way entirely, or outmaneuvering their enemy to achieve a flanking position.
Rested
To maintain a healthy sleeping pattern is key to the upkeep of physical condition, as well as mental abilities. Every member of the Vanguard, whilst not on active deployment or ordered otherwise, is expected to get six to eight hours of sleep every night. Showing up on duty with a slouching posture and heavy bags under one’s eyes will be cause for reprimand.
Diet
Nourishment and a proper balanced intake of food is to be exercised. The Vanguard units are issued three meals a day through the mess hall, and malnourishment will be cause for obligatory physical examination and potential suspension from duty.
Abstinent
While indulging in alcoholic or narcotic substances is to be forbidden at all times during active duty, the continued influence of these sources will not be tolerated if the individual finds it appropriate to change into their uniform and resume duty after doing so.
Furthermore, showing up to duty with a hangover is cause for an officer to exercise disciplinary actions upon the individual, for the purpose of bringing their mild discomfort into a new, heightened realm of discomfort, in order to dissuade them from future incidents.


Dicipline of the Soul

It is the obligation of every individual within the Crimson Vanguard’s rank to gain a clear understanding of their duties and expectations. Regardless of their association with either the Firebrand Regiment or the Felo’dinoriel, an unclear directive is to be remedied by speaking with a superior officer.Conviction
To understand your place in the grander image than that of a mere soldier. As a member of the Vanguard, you never stand alone and those of your comrades are made stronger by your dedication to a common cause. To give your entire being into the service of the High Home is a honor greater than any outside praise may ever provide.
Aspiration
To seek higher tiers of accomplishment through the force of will and motivation. To follow orders and adhering to your post is the expectation set to any who would join the Crimson Vanguard. It is those that go beyond the call of duty, and seek to heighten not only themselves, but that of those around themselves beyond the boundaries of excellence, are the ones who will find their efforts rewarded.
Devotion
You have entered into the life of servitude to the High Kingdom's prosperity. It is by your hand that the path ahead will be forged, and it is by your devotion to our cause that we may achieve our purpose as not only Blood Knights of Firebrand, or members of the Flame Keepers, but as a unity of kinsmen, working towards a greater goal. True dedication and devotion to the service of your duty is achieved only through the abandonment of one's own desires for glory or power.

Ranks and Uniform

Aspirant

These are the individuals who have expressed an interest in the Crimson Vanguard. They will be brought in contact with a recruitment official from the Vanguard upon an appropriate time that suits both parties. The Applicant is an OOC rank, and those who hold it have not yet been recognized as an official member of the Crimson Vanguard.Head - Sin'dorei Helm
Shoulders - Sunscale Spaulders
Cloak - None
Chest - Breastplate of the Silver Hand
Shirt - Tailored Member Shirt
Tabard - Illustrious Guild Tabard
Hands - Gauntlets of the Silver Hand
Waist - Girdle of the Silver Hand
Legs - Legplates of the Silver Hand
Boots - Sabatons of the Silver Hand

Legionnaire

The core infantry unit that makes up the Crimson Vanguard. These individuals have taken part in one or more missions on behalf of the order and have proven to their peers that they are dependable comrades in arms.Head - Judgment Crown
Shoulders - Sunscale Spaulders
Cloak - Ruby Drape of the Mysticant
Chest - Breastplate of the Silver Hand
Shirt - Tailored Member Shirt
Tabard - Illustrious Guild Tabard
Hands - Gauntlets of the Silver Hand
Waist - Girdle of the Silver Hand
Legs - Legplates of the Silver Hand
Boots - Sabatons of the Silver Hand

Herald

Having shown that they excel above and beyond the call of duty, a Legionnaire is given the rank of Herald. While they hold no actual higher authority when compared to their Legionnaire comrades, it will fall upon these selected few to guide and oversee the progress of their fellow members, as well as champion what it means to be a member of the Crimson Vanguard.Head - Judgment Crown
Shoulders - Sunscale Spaulders
Cloak - Cloak of the Betrayed
Chest - Breastplate of the Silver Hand
Shirt - Tailored Member Shirt
Tabard - Illustrious Guild Tabard
Hands - Gauntlets of the Silver Hand
Waist - Girdle of the Silver Hand
Legs - Legplates of the Silver Hand
Boots - Sabatons of the Silver Hand

Praetorian

Through unquestionable dedication, and exemplary conduct, a Legionnaire rises to the prestigious rank of Praetorian. These units embody the values of the Vanguard to a fault. The Praetorian act as the officers eyes and ears within the Crimson Vanguard, and their station is to act as a deputy officer in all matters related to the Crimson Vanguard.Head - Judgment Crown
Shoulders - Glorious Shoulder Pads
Cloak - Vicious Gladiator's Drape of Meditation
Chest - Breastplate of the Silver Hand
Shirt - Tailored Member Shirt
Tabard - Illustrious Guild Tabard
Hands - Gauntlets of the Silver Hand
Waist - Girdle of the Silver Hand
Legs - Legplates of the Silver Hand
Boots - Sabatons of the Silver Hand

Centurion

The officers of the Crimson Vanguard. These entrusted few have been selected by the Marshal to carry out command on their behalf. They stand in charge of tasks such as recruitment and task assignments, oversight and management of troop objectives and reporting both incoming and outgoing activity relating to the Vanguard’s modus operandi.Head - Judgment Crown
Shoulders - Glorious Shoulder Pads
Cloak - Ruthless Gladiator's Cloak of Alacrity
Chest - Breastplate of the Silver Hand
Shirt - Tailored Member Shirt
Tabard - Illustrious Guild Tabard
Hands - Gauntlets of the Silver Hand
Waist - Girdle of the Silver Hand
Legs - Legplates of the Silver Hand
Boots - Sabatons of the Silver Hand

Marshal

The commanding officer of the Crimson Vanguard. This rank is currently held by Knight-Lord Sathorn Blazecrest, who seeks to lead those in his charge through an equilibrium of discipline and fair judgement, striving to inspire his troops to greater heights through each of his actions.Head - Judgment Crown
Shoulders - Glorious Shoulder Pads
Cloak - Drape of the Refreshing Winds
Chest - Breastplate of the Silver Hand
Shirt - Tailored Member Shirt
Tabard - Illustrious Guild Tabard
Hands - Gauntlets of the Silver Hand
Waist - Girdle of the Silver Hand
Legs - Legplates of the Silver Hand
Boots - Sabatons of the Silver Hand

Faded

A disciplinary rank inflicted upon those of the Crimson Vanguard found in grave violation or breach regarding the expected conduct or general behaviour. Whilst holding this rank, the individual is marked by the absence of their cape; having had it revoked, regardless of their former rank. The Faded individual may reassert their previous standing by showing significant improvement in the areas that were the cause of their initial demotion. Failure to rectify this fault may be cause for full dismissal after a prolonged period of holding the rank.Head - Judgment Crown
Shoulders - Sunscale Spaulders
Cloak - None
Chest - Breastplate of the Silver Hand
Shirt - Tailored Member Shirt
Tabard - Illustrious Guild Tabard
Hands - Gauntlets of the Silver Hand
Waist - Girdle of the Silver Hand
Legs - Legplates of the Silver Hand
Boots - Sabatons of the Silver Hand

Training

A light cloth exercise outfit to be used during standard Vanguard Training Sessions, unless specified otherwise. This entire set (with exception of the shirt) is or should be available through the Guild Bank.Shirt - Initiate's shirt
Hands - Light Cloth Gloves
Wrist - Light Cloth Bracers
Belt - Light Cloth Belt
Legs - Handstitched Linen Britches
Feet - Linen Boots

Dress Down

When not actively partaking in duty, be it that a Firebrand Blood Knight is in a state of injury and therefore recovering, on break, or having been instructed to dress down by a commanding officer, the Dress Down Uniform is a lesser version of the full Firebrand uniform that proves to be less taxing on the strength and stamina of the user. This version of the uniform is NOT to be worn during active duty unless having been given specific directives. While in the city, it may only be worn within the Farstrider Square and the buildings therein.Head - None
Shoulders - None
Cloak - None
Chest - None
Shirt - Tailored Member Shirt
Tabard - Illustrious Guild Tabard
Hands - None
Waist - Girdle of the Silver Hand
Legs - Legplates of the Silver Hand
Boots - Sabatons of the Silver Hand

Combat System

Dice based actions

In our combat system, a twenty-sided dice (D20) determines the outcomes of different actions.For Melee attacks within a 1-5 yard range, the dice rolls are as follows:
1-5: Missed Attack - 0 Damage
6-12: Weak Attack - 3 Damage
13-17: Medium Attack - 4 Damage
18-20: Strong Attack - 5 Damage
Ranged attacks covering distances up to 15 yards have their outcomes determined by the following dice rolls:
1-5: Missed Attack - 0 Damage
6-12: Weak Attack - 1 Damage
13-17: Medium Attack - 2 Damage
18-20: Strong Attack - 3 Damage
Healing actions with a range of 1-15 yards result in varying degrees of healing based on the D20 roll:
1-12: Weak Healing - 1 HP
13-17: Medium Healing - 2 HP
18-20: Strong Healing - 3 HP


Player Health and Movement

Each player starts with a base of 20 Health Points (HP) and a default speed of 15 yards. During their turn, players have the option to use their action to dash, enabling them to move at double their usual speed.


Perks

Players can enhance their combat abilities by selecting from three types of perks: Active, Passive, and Limited. Active perks are activated during a player's turn and have no usage limit. Passive perks are always active, waiting for specific conditions to trigger. Limited perks, however, are more powerful but can only be used once until they're recharged based on specific conditions mentioned in their descriptions. These perks can be found at the bottom of this page.


Personal Perks & Advancements

Advancing through ranks grants players access to Personal Perks, unique abilities exclusive to each player. These perks, once authorized, become a permanent addition, further shaping a player's combat capabilities. Higher ranks also unlock additional perk slots, allowing for more customization.Initiate Rank
Upon starting as an Initiate, players are initially equipped with three perk slots, allowing them to select and utilize a variety of perks to tailor their combat abilities.
Advancing to Adept
Upon reaching the rank of Adept, players gain access to a unique Personal Perk slot in addition to their existing three slots. This Personal Perk, once authorized by the officer team, becomes a permanent fourth slot exclusively reserved for the player's personalized ability.
Promotion to Knight
Further progression to the rank of Knight grants players an additional perk slot, resulting in a total of four general perk slots alongside the exclusive Personal Perk slot. This progression allows players to select and employ a broader range of perks, fostering deeper customization and strategic diversity in combat.


Skills & Utility

The combat system includes four main skills—Interpersonal, Bodily, Mental, and Mystical. Players can allocate points to these skills, with a maximum cap of 5 in any single skill and a total of 8 points across all four skills. Each skill category covers a range of abilities, from negotiation and physical feats to mental acumen and magical proficiency.Interpersonal Skill
This skill represents abilities related to communication and understanding others. It encompasses Persuasion for convincing others, Deception for misleading or disguising oneself, Insight for understanding emotions, and Empathy for connecting with others on an emotional level. Interpersonal skills are crucial for navigating social interactions, negotiation, and deciphering the intentions and emotions of others.
Bodily Skill
Bodily skills revolve around physical prowess and agility. This skill set includes Athletics for feats of physical strength, Coordination for balance and agility, Endurance for enduring physical strain, and Skulduggery for performing stealthy or sneaky actions. Bodily skills aid in physical actions such as climbing, running, hiding, and navigating challenging terrains.
Mental Skill
Mental skills focus on mental acuity and knowledge. This category encompasses Discipline for resisting impulses, Investigation for keen observation and analysis, Logic for reasoning and deduction, and Knowledge for understanding facts and information. Mental skills assist in problem-solving, investigative tasks, academic pursuits, and intellectual challenges.
Mystical Skill
Mystical skills center around magical abilities and understanding mystical elements. This skill includes proficiency in Artifacts for understanding and using magical items, Lore for expert knowledge in magical aspects, Expertise in specialized magical domains, and Ley-Sight for sensing magical auras or signatures. Mystical skills are vital for casting spells, understanding magical phenomena, and interacting with magical elements within the game world.

Active Perks

Active Perks grant players active abilities that can be triggered during their turn in combat. These perks allow players to execute specialized actions, providing strategic advantages such as enhanced attacks, defensive maneuvers, or unique abilities tailored to their character's strengths. With no usage limit, Active Perks offer immediate tactical options in battle, requiring players to strategize when to employ these potent abilities.

Barrier

[Active] Grant a friendly target within Ranged distance 1 stack of Ward.

Target Lock

[Active] Make a Melee Attack Roll with a -5. This attack will do an additional 1 damage, even on a miss, counting it as a hit instead.

Immolation Strike

[Active] Make a Melee Attack Roll. If you produce a hit, deal an additional +2 damage, but also sustain 2 damage to yourself. The damage you take to yourself cannot be mitigated or reduced.

Templar's Strike

[Active] Make a Melee Attack Roll. If you produce a Strong Attack, do an additional +2 Damage to the target.

Word of Glory

[Active] Spend all stacks of Ward that you currently have. For every stack of Ward spent, you may select a friendly target within Ranged distance and heal them for 2 HP.

Unyielding Bulwark

[Active] Spend an action to gain 3 stacks of Ward until the start of your next turn, and for as long as these stacks of Ward persist, you may spend them to reduce damage from an enemy attack that targets an ally within Melee distance by an equal amount. The Ward produced by this perk are counted first when calculating any damage.

Focusing Charge

[Active] Make a Ranged Attack Roll. If you produce a hit, gain +3 to your next Ranged Attack Roll.

Bouncing Blast

[Active] Make a Ranged Attack Roll. If you produce a Strong Hit, inflict an additional 2 damage to a target adjacent within melee distance to your original target.

Warding Hymn

[Active] Make a Healing Roll. If you produce a Medium or Strong Heal, gain 1 stack of ward to yourself.

Holy Shock

[Active] Make a Ranged Attack or Healing Roll. If you produce a Strong Attack/Heal, do an additional +2 Damage or Heal to the target.

Passive Perks

Passive Perks offer continuous and passive benefits that are always active, waiting for specific triggers or conditions to come into play during combat. These perks automatically activate based on predetermined circumstances, providing bonuses, resistances, or other advantages without the need for player intervention. Passive Perks complement a player's strategy by offering consistent and situational benefits throughout the battle.

Fortified Health

[Passive] Your max HP is increased by 5.

Martial Prowess

[Passive] Gain +1 to your Melee Attack Roll.

Seal of Blood

[Passive] Whenever you activate a perk which causes you to take damage to only yourself, reduce that value by 1.

Push the Advantage

[Passive] Whenever you make a Melee or Ranged Attack and produce a Strong Hit, you gain a +2 to your next Attack Roll on your next turn.

Survival Instinct

[Passive] While you are at 5 HP or lower, gain +2 to any Melee Attack, Ranged Attack, or Heal roll that you make.

Vengeful Fixation

[Passive] If you were the target of an enemy attack, gain a +1 to any Attack Roll against that enemy. This effect stacks up to a max of +5, but only for as long as you do not switch target.

Killer Instinct

[Passive] Whenever you land the killing blow on an enemy, gain a +4 to your next Attack Roll.

Scent of Blood

[Passive] If an enemy that you dealt damage to dies before your next turn, gain +2 to your next Attack Roll.

Crisis Mending

[Passive] Whenever you make a Healing Roll towards a friendly target, and their HP is at 4 or lower, gain +4 to the roll.

Defensive Duelist

[Passive] Whenever you make a Melee Attack Roll and produce a Strong Hit, the next Attack Roll made by an enemy against you is reduced by 3,

Limited Perks

Limited Perks represent powerful abilities that can be activated during combat, but they have a restricted usage. Once used, these perks cannot be triggered again unless they are recharged through specific conditions mentioned in their descriptions. Limited Perks often provide significant advantages or unique effects, encouraging players to strategically time their activation for maximum impact, considering the constraints of their limited uses.

Intercept

[Limited] Spend your action in order to target all allies within the reach of your movement speed. When an enemy makes an attack of either melee or ranged type that targets one of your allies within range, reduce the damage they take by up to 5 damage. Any additional damage they would have sustained, you may choose to take unto yourself. You cannot mitigate the damage done to more than a single friendly target.

Martyr's Wrath

[Limited] Whenever you make an Attack Roll and produce a hit, you may sacrifice your own health to empower the strike. For every 1 HP spent, increase the damage of your attack by 1.

Bloodletting

[Limited] Whenever you make a Healing Roll, you may sacrifice your own health to empower the heal. For every 1 HP spent, produce an additional 1 healing to your target.

Final Reckoning

[Limited] Make a Ranged Attack Roll. If you produce a hit, every enemy within melee range of your original target takes damage equal to your original attack.

Lay on Hands

[Limited] Make a Healing roll. For every 3 HP missing from their max HP, produce an extra +1 Heal value on top of your roll outcome.

Aegis of Light

[Limited] Spend an action to safeguard up to two friendly targets within Melee distance, and produce 3 stacks of Ward on yourself for every friendly target selected. Until the start of your next turn, all attacks that would target them are instead directed at you. Whatever stacks of ward you had, even outside of those produced by this perk are nullified upon the start of your next turn.

Wake of Ashes

[Limited] Make a Melee Attack Roll against every enemy within Melee distance, but for each target selected, suffer a -1 to the roll. This attack will always hit and produce at least a Weak Hit.

Rallying Cry

[Limited] Select up to three friendly targets within Ranged Distance. Until the start of your next turn, all attack rolls made against your targets suffer a -3. This effect cannot stack from multiple applications of itself.

Battle Shout

[Limited] Select up to three friendly targets within Ranged Distance. Until the start of your next turn, they gain a +2 to the first Action that requires a roll on their turn.

Shield of Vengeance

[Limited] Gain 5 stacks of Ward. Until the start of your next turn, if an enemy attack causes your Ward to become depleted, they take 5 Damage. In addition, all other enemies within Melee Distance take 2 Damage. Otherwise, you lose all stacks of Ward at the start of your next turn.

Contact

Interested in learning more or joining our community? Feel free to reach out to us for information or recruitment opportunities! You can send a message on Discord to the following


Discord

You can send a message on Discord to the following officersSathorn
Synctracx
Kris


World of Warcraft

To connect with us in-game on Argent-Dawn EU server, you can send a whisper or an in-game mail to the following individualsSathorn
Thellias
Loten


Recruitment Form

Interested in joining our ranks? We'd love to get to know you better! Click here to access our recruitment form. This form will ask you a few questions about yourself and your in-game character, helping us understand more about you. Your responses will assist us in finding the perfect fit for you within our community.