Guild:The Frostbrand Marines

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This article is a guild information page for The Frostbrand Marines.

The Frostbrand Sails...

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The Frostbrand sail for Northrend on the tide, the ship and its crew destined for the mist-covered peaks of Hrothgar's Landing. It's a ship of Alliance & Horde, warriors and engineers, a rag-tag collection of men and women from every walk of life and bearing every race and creed. Together they make up the newest force to police and clean up Northrend after the fall of the Lich King…The Frostbrand Marines.

"Just because the Lich King is dead, doesn't mean everything is going to be squeaky clean from here on in. There's still rogue undead, Vyrkul and Kvaldir, evil spirits, hostile trolls, pirates, and other dangers up in the North. And if we're ever gonna make that frozen taint of the world a better place for people to live, well, we still got more fighting to do."

The Frostbrand Marines are a neutral naval guild run by Captain Clovis Briarthorn. They are dedicated towards the goal of reaching, fighting upon and winning Hrothgar's Landing, the frozen island just off the coast of Northrend. There they will secure a neutral port, which will act as a safe haven for the remaining soldiers in Northrend, and traveling merchant ships. They will police the waters of Northrend against remaining Kvaldir forces, and pirates.

Hrothgar's Landing is under the firm control of the Kvaldir. The chill of the Frozen North will freeze the marines to the bone. Pirates, sea-monsters, explosives, murlocs, demons and spies will raid the ship and its crew. The Marines will have to fight and claw for every inch of sea they wish to cross.

The North is waiting, Marine. Are you ready to sail?

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War Games

This isn't The Love Boat. There's gonna be fighting. Lots of it. -Lots-. Ideally not between the crew, but with Kvaldir (Sea Vrykul), Northsea & Southsea Pirates, Undead, and Sea Monsters. Among other possible dangers, as well as enduring storms, hail, iceburgs, and all manner of harshness.

Fighting is the name of the guild game.

The Roll System

The Roll System used for the events is fairly simple. Because I feel that the basic 1-100 rolls are too random and varied, 1-50 is used instead. (Thanks to Brutalskar's for being the person to come up with this in the first place.)

It's simple. When Your Turn is announced over Raid Warning, You will be able to Emote Your Characters Action. Be sure to write the Emote in a style that doesn't God Mod. Example:

Good: Pat loads a cannon ball into the cannon, taking steady aim and firing at the enemy ship.

Bad: Pat fires a cannon at the ship and sinks it.

After you've Emoted, you must then type the following into your text box.

/roll 50

It should appear as something like this:

Pat rolls 8 (1-50)

After you've rolled, The DM - Game organizer and participant in charge of creating the details and challenges of a given adventure - Will /roll against your roll.

Clovis rolls 10 (1-50)

In this example, the DM won the roll, and your attack Failed to Hit/Damage the enemy.

If however, You Hit/Damage the enemy, you will normally do a point of damage to that target. The DM is usually the one who explains to you what happened to the enemy after a Successful or Failed attack. Example:

Pat's attack lands.

Raid Warning: Pat's cannon ball flies towards the enemy ship's Starboard side, slamming against it and tearing a large hole into the ship's side.

Pat's attack misses.

Raid Warning: Pat's cannon ball fails to connect with the enemy vessel. The missle lands harmlessly in the water.

Health Points, Damage, and Mana

Disclaimer: Character Death is of Minimal Risk. Character Death will only occur with You, The Players, Permission. At 0 HP, A Marine is Knocked Out.

Mana is not a concern. If you are a magic user, use common sense. You cannot continue to cast spell after spell after spell without tiring. So, avoid constantly casting spells over and over if possible.

Players attacks, when they hit, tend to do 1 Point of Damage unless specified otherwise by a DM. Same with enemy attacks.

Critical Strikes & Counter Attacks: A Critical Strike deals Double Damage. In order for an attack to be a Critical, the Attackers Roll must be Double what the Defenders Roll is. Example:

Pat attacks. Pat rolls 40 (1-50)

Clovis defends. Clovis rolls 20 (1-50)

Pat's attack hit.

Alternatively: Criticals may occur if the Attackers Roll is a 50. Or the Defenders Roll is a 1.

Counter Attacks work in exactly the same manner as Criticals, only the Defenders roll must be Double the Attackers.

Ship and Crew Statistics

This section is still under construction.

Basically, the temporary layout for this is simple. Everyone gets 6 or 10 HP, depending on the event, and the Ship itself has 400. There are currently no special abilities except using grenades, or using a cannon. However, this section will be revamped within the next week or so!

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Information

In-Character Rules All Marines must follow the Chain of Command Desertion during non-combat is punishable by one month in the brig. Desertion during combat will result in the offender being marroon'd with no supplies. Murder is punishable by decapitation with the Captains Blade. Rape is punishable by decapitation with the Captains Blade. Theft of any ship materials or items of other crew members will result in one months docked pay. Use of Fel Magic is punishable by death. Shadow by banishment. (But you will not granted safety from your fellow crewmen.) Sabotaging the ship in anyway will result in being whipped and beaten, then marroon'd. Discrimination of fellow crew members for race or gender is punishable by one day in the brig, as well as having a weeks pay docked to offended party. Any Marine who neglects to have wounds or disease tended to by Medical crew will be teleported off the ship to the mainland for medical attention.

Chain-of-Command

(All Marines must follow the chain of command.)
Captain: Clovis Briarthorn
Lieutenants: Gisae, Xigo, Anklin
Vanguards: N/A

Common Questions

Q: How do I join?

A: All members must go through a five to ten minute interview with Clovis or a High Ranking Guild Member. With their approval, they will invite you to the guild, and you will be given your chosen rank.

Q: But how can I get an interview with you if you're all out to sea?

A: Not a problem! We have recruiters on the Mainland - Currently, Raniero (Stormwind) and Varjot (Orgrimmar) who can teleport you to the ship. If you are unfit to be a Marine, or reconsider before joining, A Magi on the ship can teleport you back to the mage who originally brought you to us.

Q: How do I leave the guild?

A: You must speak to any member of the Chain of Command. If asking the Captain directly, he will allow you to leave without a fuss if you're reason is acceptable. If asking Lieutenants or Vanguards, they may excuse you from duty, provided they update the Captain.

Q: Spoils of War?

A: During certain combat events, after the battle is over, I may let certain members do /roll to see if they uncover anything of interest on the enemy ship or corpses. Usually, it will be a random trinket that can be sold for some minor sum of money. Sometimes, you may uncover more valuable objects...

Q: The IC Gold system no longer exists due to the Restart, and it is against the rules to pay with OOC gold. How do you plan to pay us?

A: Don't you know? COTH's Economy is based on IMAGINATION!

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Enlistment

Most of the information required to join is found on the In-Character poster, the Frostbrand Marines: Recruiting. Ranks, pay info and other information is listed here.

So you think you are ready to be a Marine. You have the will and the grit and the sheer weaponry to go out and hack your way through the frozen seas. You have a lot of hurdles ahead of you, but the biggest now is joining itself.

First of all, anyone can join the Frostbrand Marines. Priests, Paladins, Druids, Shaman, Warriors, Rogues, Orcs, Humans...It is a free, neutral guild.

Note on Fel: Users of Fel and Shadow Magic shouldn't be known as such. All Warlocks and Shadow Priests should have covers that allow them to operate on the ship.

Note on Forsaken & Ebon Blade: Forsaken are not allowed on the ship and as marines except under specific occasions. The Captain is a paladin and adheres to a no-undead scum policy.


There are dozens of ways that your character could have heard of the Frostbrand Marines. He or she could have heard from…
Posters and fliers scattered around Ratchet and Booty Bay.
Word of mouth from other people.
Recruiters who approached them with a job offer.
Witnessing a meeting, troop movement or events.


Now you've become informed. But the big problem is ahead: The Frostbrand, the ship the marines use, is off to sea. How can you get on it?

Out Of Character it is as simple as going to the RP Portal and heading off to the ship. In-Character, however, your character will have been teleported to the ship via a guild's mage. This allows members to drop into an event logically and get right into the thick of the action.