PDA

View Full Version : Cabal of the Forgotten Shadow



Aeshura
12-08-2009, 06:05 PM
-Cabal of the Forgotten Shadow-

Legendary: Kuberr Twilight Ascendant [Presumed Dead]
Leader: Magrayth the Enshrouded (Ascendant hopeful)
Lightslayer: Whisperfall

Base of Operations: Church of the Forgotten Shadow (Deathknell)
Rank and File:
Forsaken
Lightslayers: Warriors, Deathknights, Rogues, Mages
Ascendants: Priests, Warlocks, Deathknights

History of the Cabal
The Cabal was founded by the Warlock Kuberr. In it's early stages it was merely a trading organization within the defias brotherhood, and served as a link between the Brotherhood and sympathetic members in the merchant society. After a heated argument Kuberr departed Stormwind for Stratholme, though keeping a steady flow of funds into the Brotherhood. As the scourge problem spread Kuberr made a fortune in the trade routes opening between Dalaran and Stormwind. When Arthas arrived Kuberr had stockpiles of funds which where appropriated even as his body lay writhing with the undead sickness...
Awoken into the strange city of Deathknell as an undead proved almost too much for Kuberr's cunning, rational mind. finding himself in faculty of his fel magic, he summoned his bookkeeper, the Voidwalker Kognath, and entered the first thing that looked familiar. The Chapel of the Forgotten Shadow. The enigmatic Warlock learned much from the Shadow Priests, and the ideas of Divine Humanism and Right to Power appealed to Kuberr's tastes. Vowing revenge against the Alliance for leaving him to die, and the Holy Light for forsaking him, Kuberr set out to master both his burgeoning powers and his own failing undeath.
After a time Kuberr had forged contacts within the Royal Apothicary Society of the Forsaken, as well as weaving a web of spies dubbed "The Cabal", affording him vast amounts of information and the ability to persuade strikes and skirmishes against the alliance. At his height Kuberr lurked in the shadow's of Ravendholt Manor, and had numerous contacts with Azeroths many Horde allied guilds. As time passed Kuber begain performing experiments with Fel energy, working on a way to move persons over distances through fel energy. While working to perfect this system, and hopefully to make another fortune he happened across someone who had also been attempting the same design. Kuberr happened across a Sin'dorei affiliated with the Order of Eversong, and working together hoped to perfect his ability. Before the tests were completed however a malfunction (considered a sabotoge by witnessing Truthseekers)ripped open a Portal into the Nether was opened, allowing A Dragon of immense proportion to manifest in the dungeons of Ravendholt. Followers of the Cabal say that Kuberr attempted to devour the Dragon's soul as it devoured him, believed that he has somehow ascended, or is still doing battle with the Dragon, somewhere in the Twisting Nether...

The Cabal now...
Based in Deathknell, and under the unflinching eye of Magrayth the Enshrouded, the Cabal of the Forgotten Shadow follow the virtues of Respect, Tenacity, and Power. Having yet to declare open war against the followers of the Holy Light, the small group seeks to cement it's power base under the Forsaken umberella. The Organization consists of the Lightslayers, formerly the Truthseekers of Kuberr's Cabal, those who zealously hunt down and destroy followers of the Holy Light, whether for monetary gain or to pass the time. Shadow Ascendants- Shadow Priests, Warlocks, and Necromancers are followers of the Forgotten Shadow who hope to trancend death, and attain powers to shape the mortal world .

"The ultimate goal of practitioners of the Forgotten Shadow is to ascend. Ascension occurs once a person achieves complete control over herself and the power to transcend death. A Forsaken who ascends becomes invulnerable, invincible and eternal. In essence, he becomes a god."
((from http://www.wowwiki.com/Cult_of_Forgotten_Shadow ))

Tenants:
1. Insolence, insubordination, and ignorance leads to a quick death! Respect others until you are sure you can destroy them.
2. It takes long to master ourselves, even longer to master the world around us, perseverence and endurance will lead to victory over death itself.
3. Power comes with a great weight, do not seek to carry more than your shoulders can hold, lest ye be crushed. Do not seek to lighten your load either, for you will find many willing to relieve you of the burden of life.
4. We must be Death's merciful master. withold from sharing it's gift with the weak, lest we find our hands empty in the face of a true enemy.

--if Interested--

Contact Whisperfall, Magrayth, Stonemender ((alt))

Aeshura
12-12-2009, 11:32 AM
**Taken from a private message**

I like that Idea... It'll free me from managing guild banks and other things unrelated to RP. I was thinking about how it would work with guilds like infection... One possible outcome I do like however is it would give the chance for other undead guilds to form and as well as give the undead a feel of cohesion. I was thinking, Magrayth (or Mags) is a pretty stern leader. I wanted to implement tasks such as "Complete one achievement each week" for those who are leveling, it's fairly easy. Those at 80 are given another incentive to get geared etc. I'm also leaning towards the PvP side. Arathi basin would of course be our Battleground of choice, and as such all members would be expected to become a Defiler. using Achievements it becomes easier to get low level players in on the PvP action. If I remember correctly there are some places where low leveled Horde can attack Alliance settlements. I know as a Rogue Darkshire is definitely one of those places (I saw like a 60 hunter and a 30ish paladin... my rogue used the Mind control helmet on the hunter and made it kill the paladin. Hilarity ensued) there's a bunch of little things I want to implement. such as

1. Every X-day (maybe Sunday night) there's chapel, members are invited to share previous exploits and successes. Assignments are also given for the week.
2. Another day devoted to personal training. we call on people who are really good at the class and those classes discuss theory, and strategies. (and yes it's possible to rp this)
3. Group strategy, Team building exercises. We head to stranglethorn and pit our members against crazy odds (2 lvl 70ish members against an 80. anti-class matches) Also wanted to throw in choreography... Like 2 people stage a fight that just looks flashy, it's a hard one but there's potential for fun.
4. Characters must hunt down an elite creature or using unorthodox methods complete a dungeon. (Having a shaman tank or rogue, having all dps with only backup heals, etc.)
(I think this one is particularly useful since it'll challenge members and force them to use crowd control and numerous tactics useful in pvp.)
5. reflection (possibly OOC) we discuss macros, addons and such that improve group cohesion in battle and add an RP flavor to PVP (RP helper especially)
6. We meet again in Deathknell to discuss achievements, hand out assignments give promotions and other intra-guild duties.

*Yeah there's only 6 days a week here. It's so that if member schmuckatelli has work at night every Friday, or if so and so has some IRL quest every Wednesday, they can still make an event.

Recommended Addons:
RP Helper: Definitely for those who wish there was more RP to doing things like grinding, and gathering, this addons comes with modifiable settings that make questing with a friend a lot more satisfying. Also lets other people know that your seducing, sheeping, sapping and such. So it's usefull for PVP as well.
Flag Rsp: Nifty little thing that allows you to show off your character, give you a little more flare, or just explain that she walks with a limp. Most useful though is the Title setting, which we will use to show off your achievements!
Doom cool down pulse: PVP oriented, gives you a little flash for when your cool downs are up, so you can stop looking at your key-binds and start looking at that paladin >.<

*Also we highly recommend RP'ing while leveling! I mean come on... alone it's a boring experience. Bring a friend! or just start RP'n with one. I'd make a rule that no member is allowed to step foot in a blood elf Tavern.. It's A TRAP! Not that I particularly dislike Tavern style RP (i mean it's most of our roots) it's just there's a lot more RP possibilities available (especially to low-levels).