THE FREE COMPANY is a heavy role-playing guild located on the US-Moon Guard server. Developed in concert with Blizzard lore and fanon (read: extra-canonical) contributions from its members, its story revolves around a company devoted to reclaiming lands lost to time and war by any means necessary.
rules & regulations
01 Our guild often designs and engages in storylines best reserved for mature audiences. Thus, we require that individuals participating in the Free Company be eighteen or older. 02 The Free Company strives to remain an inclusive guild that takes a hard stance against discrimination, bigotry, slander, and libel in all its forms. However, we can only achieve this if our members perform their due diligence in preventing such negligent behavior from occurring within the space we have created together.Bearing this in mind, we prohibit insensitive behavior at an out-of-character level: racism, sexism, xenophobia, transphobia, homophobia, ableism, and harassment have no place here. Furthermore, attempts to perpetuate hatred, resentment, and community divide by defamation of character serve no purpose within our guild, and we expect our members to notify a moderator if they observe such occurring.Communication, too, is critical. We encourage our players to be vocal as they establish boundaries and, even further, for their peers to acknowledge and respect them. Nevertheless, a person might never know there is an issue if it is not brought to their attention, so seek to settle out-of-character conflict privately in a decisive, respectful manner before asking for a moderator's assistance. 03 Members should attempt to gain consent before acting against another individual's character. This is relevant for both one-off interactions and elaborate storylines that might involve short-term and/or long-term consequences, as the Free Company relies on player collaboration to create a story that acknowledges and satisfies the desires of all parties. 04 The Free Company operates off of player contributions that include, and often result in, extra-canonical (see: fanon) content. This is not an effort to refute or invalidate Blizzard lore, but to expand on it. Please extend due respect when engaging with such content. 05 Despite being a heavy role-playing guild, we understand and encourage members to take 'days off' to prioritize their mental and emotional health and prior off-site commitments. Therefore, members who are not consistently active will not be penalized, but it is worth bearing in mind that storylines may come to a standstill if people are repeatedly absent.To ensure that stories and events occur as intended, we request that members notify a moderator if they anticipate an extended absence. We will then work with the member to the best of our ability so that they are up to speed on current happenings upon their return.
staff & support
NAME | POSITION | DISCORD HANDLE |
---|---|---|
WANDER | ADMINISTRATOR & DUNGEON MASTER | VILLAIN#6660 |
DIABLO | MODERATOR | ELPOLLODELDIABLO#5146 |
WITHER | MODERATOR | WITHER#7136 |
information
The Free Company comprises the dedicated few who seek to reclaim a long-contested region known only as the Grave. Though it has grown in the five years since its founding to accommodate the goals and desires of its companions, those who have broken the chain know well their purpose: to create a world ruled solely by free men and women.Before one sets upon their chosen Path, they must complete a ceremony that culminates in breaking their chains. This rite of passage signifies that the chain-breaker no longer seeks to be defined by their fate and wants, instead, to pursue a life of their own design. Henceforth, they are considered free and thus able to reach greater heights alongside their fellows.
AFFILIATION. | ALLIANCE, HORDE, NEUTRAL. |
ALIGNMENT. | TRUE NEUTRAL. |
FOCUS. | CHARACTER DEVELOPMENT, EVENTS, PERSONAL STORIES. |
THEMES. | ADVENTURE, COMBAT, CRIME, ESPIONAGE, GOTHIC HORROR, POLITICAL INTRIGUE, & MORE. |
the paths
PATH | MASTER | DESCRIPTION | EXPEDITIONS |
---|---|---|---|
HUNTER | First Hunter | Those who set foot upon the Path of the Hunter are individuals adept at survival, for their expeditions often lead them into the depths of hostile areas. They spend significant time away from home, fighting on what can be considered the frontlines for a cause greater than them. | Acquisitions, adventure, combat. |
WATCHER | First Watcher | The Path of the Watcher demands patience, persistence, and tact, for they are frequently sent ahead of hunters into hostile areas to gather information that benefits the free men. Theirs is a duty entrusted to the wily few who come and go as need demands. | Investigations, reconnaissance, support. |
SEEKER | First Seeker | That which is hidden must one day be found, for those who subscribe to the Path of the Seeker have a knack for unearthing even the darkest of secrets. Subtlety is their forte; they establish connections and strike deals that see the strings pulled from afar. | Diplomacy, espionage, negotiations. |
CRAFTER | First Crafter | A hammer is as valuable as any sword, and those who embark upon the Path of the Crafter understand the importance of establishing a solid foundation. After all, the kingdoms were not built by mere soldiers alone; just as the crafters have always laid the first stone, so, too, will they always find the first stone to throw. | Construction, gathering, revolution. |