The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• [IN PROGRESS] PC/Mac: NA megaserver for maintenance – April 25, 6:00AM EDT (10:00 UTC) - 2:00PM EDT (18:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

The Bramblescar Clan (NA-AD-RP) (Valenwood Focused / Werewolf Pack Within)

ForestGuard
ForestGuard
✭✭✭
Prettier, fully formated version here: Bramblescar Clan on TESO-RP.com

bramblescar_crest.png

"A scar's not a sign of weakness'r failure. It's a sign of strength, worn by survivors. The ones that fight, fall, an' bleed, then push themselve's back up, livin' ta tell the story, no matter the challenge... no matter the brambles they gotta tear their way out of. This Clan, the Bramblescars, shows the strength of all our people, of the Valenwood itself. Daedra, undead, beasts and monsters fall at our charge. Covenant and Pact falter at our warcries echoing through the 'wood. We do what must be done to earn the respect our people deserve, to protect what's ours and to live life fully, at the sides of those we'd call family. Our scars tell the stories of our journeys, and our journeys tell the stories of our hearts. Share your story with us in flesh an' blood; share what makes you strong an' be stronger at our side."
-Clanchief Krolg

-Origins & Goals-
In Sun's Dusk, 2E 582, one of King Camoran Aeradan's advisers met with a wood orc by the name of Krolg and an argonian, Veesu-Ra of the Gray Mire, to discuss the terms of a clan's formation, a clan that would unite the people of Valenwood and strengthen The Dominion. The adviser seemed to feel that there was value in such a group, that bringing together Valenwood's people after the Blacksap Rebellion, Gray Mire Uprising and Occupation of Silvenar would give them a better sense of community, loyalty and purpose. And so the Bramblescar Clan was created to prove to Tamriel the strength of Valenwood, and that there is a place for everyone under elven rule, the rule of Queen Ayrenn, future Empress of Tamriel.

After all, victory is won by knowing and exploiting the weaknesses of your enemies. Today argonians stand beside dunmer, who have a history of enslaving the lizard-folk. By proving to the Gray Mire argonians that they're valued as people and not property, The Clan hopes to rally the rest of Black Marsh to their cause, chipping away at the Pact while gaining valuable land and resources. The orsimer fight beside the races of men who've sought to exterminate them like pests, chased out of Hammerfell by the redguards only to have Orsinium sacked by the kingdoms of High Rock. By honoring their skill in battle and giving them the respect they deserve The Clan plans to turn the orcs against their former allies, fracturing the Covenant and bolstering the aldmeri armies. Even the clan's location is strategic, for if the Alliance War reaches into Grahtwood they will be there in Cormount to hold it's border with Reaper's March.

Though the reasons for it's approval are clear, The Bramblescar Clan is so much more than a political move. The Clan provides opportunity and community, even family, to those who most need it in Valenwood, and by taking jobs, contracts, bounties, etc. they'll be able to maintain and build their presence, earning respect and wealth for themselves as well as their people outside of The Clan. Though the reasons for it's creation can't easily be missed, most seem to focus on the present, the matters at hand, as Y'ffre "the spirit of the now" would intend.


3326900.jpg

-The People of Valenwood-


[th]ON-icon-Bosmer.png
ON-icon-Bosmer.png
[/th]
[th]The Bosmer, elven clanfolk of Valenwood, are often considered savages by their altmeri cousins for their deep connection to the natural world and their preference for less "civilized" lifestyles. In the past, the bosmer of Cormount attempted to rise up against King Camoran Aeradan. This was called The Blacksap Rebellion, and it was nearly obliterated when Queen Ayrenn sent General Endare, known by the locals as "The Jade Butcher" to pacify it in what would become known as The Massacre of Cormount. Accounts of the event vary, but survivors claim the altmer general's people strangled bosmeri children in the streets, chasing down those who tried to flee. Remnants of the Blacksap Rebellion have seen yet another defeat, and many are ready to embrace a new future.[/th]


ON-icon-Orc.png
The Wood Orcs, at least some clans, have been neighbors and allies to the bosmer for centuries. They are a proud warrior race, with a culture deeply affected by wood elven influence, and though many have fought against the encroaching Dominion, some say it was only because they were offended to have been left out of it and the glorious battles that would surely follow in the Alliance War. The altmer had, from the wood orcs' point of view, come into Valenwood and built their stone cities, driving a wedge between it's "savage" natives and forcing upon them their Dominion's authority. In a time when many forsake the old ways, breaking ancient pacts and treaties, it is even more important that there are those who uphold them and defy the tides of destructive change.


ON-icon-Argonian.png
The Gray Mire Argonians were enslaved by dunmer, and refused to fight beside them in the Ebonheart Pact, for this they were banished. The bosmer gave them The Gray Mire in southern Grahtwood, asking only that they set aside some fish as "payment" for the land. Some of the argonians have even taken up worship of Y'ffre, God of the Forest, in their efforts to bond with the locals and plant roots in the Valenwood. When the altmer arrived and barricaded the Mire, some argonians felt they would once again be slaves to elves and a small rebellion formed only to be quickly quelled. The details of the conflict are not necessarily common knowledge, and those who remain do all they can to prove their benevolence, earning the admiration and protection of their wood elven hosts.


ON-icon-Khajiit.png
The "Forest" Khajiit, despite their troubled past with their bosmer neighbors, may more often be found within the Clan than the other races due to core similarities between them and the people of Valenwood. Some few of Elsweyr's catfolk had even managed tentative truces and understandings before The Dominion formed, unaffected by the Dakarn and Vinedusk conflict over 153 years ago which tore through the remains of northern Valenwood in the last days of the Second Empire. Now, with The Dominion to keep each other in line, common enemies and similar treatment by their altmer allies, more khajiit and bosmer find new and better ways to coexist within The Green. (Quadrupedal breeds will not be allowed as player characters for the sake of coherence.)


120px-ON-Icon-Transparent_Logo.png
The Other Races, besides some exceptions, may be allowed within the clan case by case. Orcs not native to Valenwood and argonians straight out of Black Marsh are not only accepted but actively sought out. Nords, bretons, redguards, imperials, even goblins, may be allowed if an appropriate reason for joining is provided. Altmer, dunmer and vampire characters are forbidden. OOC vampirism is also forbidden, if you need to level it for the dye on your BSC-character make sure you immediately cure it, and if you must RP while it's active do your best to have it not showing.



Clan & Clanfriend Screenshots
3151131.jpg
2997206.jpg
3115228.jpg
3317604.jpg
tRiWIGq.png
1419931263_falenyth.png
1433820549_waterfall.PNG
apZmI8Q.png
1421468957_woodhearthsunset.png
2995053.jpg
1424710449_Screenshot_20150106_000050.png
1421590173_Screenshot_20150117_213912.png.jpg
3268650.jpg
Optional Character Designs
2777477.jpg
2777478.jpg
2943300.jpg
2802968.jpg
2809291.jpg
3088680.jpg
3213897.jpg
3213896.jpg
Explanations for Racial Restrictions
Explanations for Dark Elves and High Elves being Restricted in Bramblescar Clan:

High Elves are often perceived as overly proud, snobbish, delicate, refined and self-important. Generally the "lesser races" come to resent them for their obsession with propriety, purity of blood and primarily-... themselves. In Summerset, rigid hierarchies define the worth of each mer based on class, and goblins are enslaved as cheap labor. Though there are always exceptions to a rule, it is important that the race as it's portrayed is understood and respected, and that sensible deviation be considered. Some have made do in the Empire and human lands, though even with the formation of the Aldmeri Dominion many high elves had to be payed to move into Marbruk, a new settlement in the heart of Valenwood. The high elves miss no opportunity to condemn the backwards and unfathomable nature of their new allies the wood elves, and rather than enjoy living in a tribal atmosphere alongside people they may describe as savage, improper, dangerous and revolting, they seem far more eager to educate and reform the tree-sap people, turning them from ancient traditions they can't understand.


Dark Elves are seen by many as being untrustworthy, and similarly they are slow to trust others. They share a similar pride and arrogance with their untainted cousins, added onto an unmatched cruelty and ruthlessness. The dark elves' ashy gray skin and frightening red eyes are born from the curse of a daedric prince, Azura. Their living gods are the "anticipations" of the "Good Daedra" (Azura, Mephala and Boethiah) a concept few outside of their own race can agree with. Though morality may be a gray area, the dunmeri culture is rife with darker shades. Under their laws assassination is legal, necromancy is acceptable provided it not be on dunmeri corpses, and perhaps most importantly, slavery of the "lesser races" is widespread. Though the argonians have always made up a large percentage of the dunmer's slaves, they were forced to release all of their argonian slaves with the creation of the Ebonheart Pact. However, slavery has not been removed from the culture, and khajiit are now the primary enslaved race, with other beastfolk and bosmer presumably the runners up.



Disclaimer: As much it may seem like I am attacking these races, I am not. The majority of these summaries are pieced together from lore found on UESP.com which comes directly from the game(s). These summaries are here to help us understand why these two races are the least likely to be found within the Clan, and to help justify certain characters' reactions to them.

http://www.uesp.net/wiki/Online:Altmer
http://www.uesp.net/wiki/Online:Dunmer
http://www.uesp.net/wiki/Online:Ebonheart_Pact


3326937.jpg

-Bramblescar Culture-
The Bramblescar Clan's culture is heavily influenced by the bosmer, as all are expected to understand, tolerate and respect The Green Pact made by Y'ffre, the Forest God, between the wood elves and their forest, The Green.



[th]ON-icon-misc-Tree.png[/th]
[th]Do not harm the forest.[/th]


ON-icon-misc-Taproot.png
Do not eat anything made from plant life.


ON-icon-food-Beef.png
Eat only meat. (Loosely Followed.)


ON-icon-misc-Giant_Thumb.png
When you conquer your enemies, eat their flesh. Do not leave them to rot. (Archaic.)


ON-icon-misc-Monster_Teeth.png
Do not kill wastefully.


ON-icon-misc-Monster_Pelt.png
Do not take on the shape of beasts. You are Wood Elves. Your form is sacred.


Though none are required to follow the Pact, especially non-bosmer, meals eaten as a Clan are generally Pact-appropriate, as are prepared potions and remedies, with little to no plant-matter used. Wooden or metal tools and weapons are also somewhat uncommon, as the items used in Valenwood tend differ from those found in other lands. Clanmates interested in what's going into their gullets may want to familiarize themselves with a variety of bosmeri drinks and dishes. Orcish worship of Mauloch, khajiiti worship of the Moons, and a reverence for the aedra is common, though worship of Y'ffre is most predominant, even among the argonians from The Mire. Without The Hist, and many having been raised as slaves, the argonians have lost much of their connection to saxhleel culture (becoming lukiul/"outsiders"). Worship of the daedric princes, including the daedric aspect of Mauloch (Malacath), is not permitted publicly, nor are daedric minions outside of battle.

Aspects of wood orc culture that are carried over include the Code of Mauloch, and the Blood Price.



[th]ON-icon-weapon-Iron_Dagger-Barbaric.png[/th]
[th]Do not kill your kin.[/th]


ON-icon-armor-Orichalc_Steel_Helm-Bosmer.png
Do not attack without cause.


ON-icon-stolen-Pouch.png
Do not steal. (From clanmates, and apart from the Rite of Theft.)


Those who violate the Code, orc or not, may face the Blood Price, where they are bled until the victim of said violation is satisfied, or the Clanchief decides Mauloch's price is met. Other extreme offenses may be met with a Blood Price.

Cannibalism / The Rite of Beastkin
Though the Meat Mandate (and the resulting cannibalism) has become mostly irrelevant, a new rite has been introduced to the clan: The Rite of Beastkin, in which bosmeri participants prepare the body of the fallen to be consumed by Valenwood's beasts. First they take what they can from the corpse, whether that's belongings, meat, bones or organs, then they ritually invoke the Rite, claiming the nearest beasts as their family. As the Mandate allows family to partake in consumption, the Rite allows adherents to honor it without preparing and eating every single kill. This is more often used when there are too many bodies to retrieve and prepare, and is still considered "wasteful" or "cheating" by devout Pact-following bosmer.

Hallucinogens / Animal Spirits / Scarification
Another new (and optional) Rite introduced to the clan is called The Rite of Spirits which involves a hallucinogen called "yabaro" (derived from the dangerous Falinesti Peepers) that opens one up to the "true nature of the forest". In this altered state the imbiber may become aware of any number of animal spirits, each one vying for their attention, wishing to tell them a story. Often times the story told is one especially relevant to the rite's participant, and by the end of the journey they may feel a special closeness or familiarity with the animal they were visited by. Sometimes the Rite may include scarification, generally of the Clan's symbol, somewhere on the imbiber's body.

The Rite of Theft
The Rite of Theft is another aspect of bosmer culture prevalent within the Clan, all are allowed to display their skill in thievery so long as they return the object for something of greater personal value, typically this is used to gain a story, company on a long journey or possibly a date.

Primary Motifs
Barbaric, Primal, Bosmer, Argonian, Orc, Nord
Clan Symbol & Animal Spirit Totems
3151223.jpg

The clan's symbol vaguely mirrors the bosmeri glyphs for words that mean something similar to "bramble" and "scar", pulling each apart and weaving them together so that they are one. The symbol is found on thin leather tabards worn by some clanmates, as well as on weapons, apparel, cups, and even the skin of some clanmates. Indeed, ritual scarification is an optional process involving literal thorns to lift the skin as a blade slices through it in intricate patterns, forming the clan's symbol. The wounds bleed, but then they heal leaving a story well worth telling, as is the spirit of the Clan. A slightly less painful and bloody process is tattooing the symbol in any color of ink. Many members will refrain from such permanent displays of their loyalty, and there is nothing wrong or "lesser" about that, the back of a gauntlet, an ogre tooth around the neck or a belt buckle will do just as well to represent allegiance to the Bramblescars.

It's said by some tribes of Valenwood that each animal named by Y'ffre was given shape under a particular formation of the stars. It is because of this that all animals are imbued with attributes representative of the guardian constellations and their wards, and can be organized under them. Some bosmer have found their animal spirit totems while others shrug it off as childish folktales. This loose and minor "pantheon" is ever-changing as the bosmer learn new stories from distant lands. Stories of the wamasu from argonians of the Gray Mire are beginning to earn the sacred lizard a place in these mythologies.

The Warrior
Wolf: Teamwork
Senche: Strength
Crocodile: Ferocity
Bear: Protectiveness
Boar: Fearlessness
Mammoth: Fortitude
Stag: Vigilance
Woodpecker: Determination
Ant: Unity
Bee: Fertility
The Thief
Snake: Stealth
Hoarvor: Opportunism
Spider: Cunning
Scorpion: Precision
Slaughterfish: Tenacity
Chameleon: Deceptiveness
Eel: Elusiveness
Monkey: Impishness
Sparrow: Speed
Hummingbird: Liveliness
The Mage
Owl: Intelligence
Turtle: Wisdom
Torchbug: Illumination
Vulture: Patience
Butterfly: Gracefulness
Raven: Mystery
Deer: Spirituality
Ferret: Inquisitiveness
Beaver: Ingenuity
Fish: Memory
Wamasu: Conduction
Rules, Ranks & Responsibilities
1) Treat others and guild chat with respect, compassion and decency.
2) No racist, sexist, homophobic or otherwise cruel remarks / harassment in guild chat.
3) Try to keep guild chat mostly clean and free of triggering topics. The game is rated M, but there's more to the word "maturity" than that. This doesn't mean that cursing or an occasionally sexual joke is out of line, it just means that you should keep these things under control / moderation.
4) Romantic and sexual relationships may be discussed and roleplayed openly but try not to focus primarily on them, or bring them unnecessary attention. Know the difference between kissing / holding each other, and sticking your hand down their pants / licking their face. Erotic Roleplay, if it happens, should be kept private (move to group or whispers if it has to get steamy) and as your guild leader I advise you to confirm your partner's age OOC.
5) Give typing your best effort while roleplaying. Errors happen, but consistent lack of common capitalization, punctuation and spelling will receive warnings.
6) As we're playing a game rated M, we assume all players to be 18 or older. If we discover that you are not 18, it may be cause enough to remove you from the guild.

Inactive - No one will ever be removed from Bramblescar Clan for inactivity. Instead we have a rank reserved for Inactive players, who've been gone for over a month. If you return you may have your old rank returned to you.

Outsider - Temporary rank for new members who have not been welcomed into the clan. To advance to the next rank, you will need to arrange an RP where your character meets with a leader of the clan and joins. This does not need to be a standard "walk up and sign up" deal, feel free to be creative in your introduction.

Clanmate - Standard rank for all who have joined the clan. Clanmates receive most privileges, such as access to the guild bank, but cannot invite or moderate each other.

Bloodkin - As is seen in orcish tradition, anyone may be made Bloodkin by proving themselves worthy and exceptionally beneficial to the clan. Before any can claim the title of Bloodkin they must show skill and initiative in progressing the clan's interests and well-being. Bloodkin are welcome to answer any clanmates who would question their loyalty or defy their judgement with the back of their hand or the tip of an arrow, they have more than earned their place in the Clan and should be shown a greater respect for this.

Clanwarden - The highest rank available to most members, Clanwardens represent the Clan and it's interests more fully than other clanmates, even Bloodkin. They are responsible for keeping The Clanchief informed, their people safe from harm and the clan's reputation in check. Players seeking a position among the Clanwardens must be willing and able to take over events that require guidance, and the character should be either a main or secondary alt who is or will quickly be at least level 30. Clanwardens should be shown the same respect as higher ranks, they may not be Clanchief, but their word comes close to law.

The Warcaller (Veesu-Ra) - Bramblescar Leader and Representative to the Cormount Militia. Oversees training, orders and inspects weaponry/armor, coordinates tactics and prepares for the possibility that the war may reach Grahtwood's northern border again.

The Clanchief (Krolg) - Leader of the Bramblescar Clan responsible for all aspects of leadership and clan-management.


3326947.jpg

-The Call of the Wild-
Within The Bramblescar Clan exists a hidden pack of werewolves, led by the Clanchief himself who's lived with the curse for 7 years. Either as the green skinned wood orc, or the black furred and thick-tusked wolf, he is fiercely protective of his fellow wolves, but no more so than the clanmates who remain untouched by the curse of lycanthropy. The Green Pact's rule against shapeshifting makes being a werewolf in Valenwood that much more dangerous, and those afflicted must take extra precautions to protect themselves and their clan. While hunting, werewolves will need to remove their tabard (if they have one) and helms / masks that cover faces are advised.


3326972.jpg

-Primary Locations-
1. Bramblescar Hold Northwest treespire in Cormount, Grahtwood.

(Communal Chamber / Shrine)
The ground floor is a "reception area" of sorts, with outsiders and visitors wandering in and out as they please. Extra food is often shared here and the shrine of Y'ffre is open for all to worship. At the base of the shrine there are usually candles, oils and even offerings such as bone necklaces, spare leather, trinkets and old weapons. Offerings may be taken and distributed in and outside of the Clan as gifts.

(Butcher's Yard / Cold Room / Guar Stable)
Out back and out of sight, carcasses of dead beasts are butchered to the fullest extent. The ground is soaked in blood, piles of bones litter the area, furs hang from bone-racks, and a large pot of water is kept clean for washing. A small tunnel under the treespire leads to a "freezing room" (Cold Cave, Vulkwasten) where the resident ice mage keeps meat cold until it's ready to be eaten. On the other side of the tunnel's entrance is a mammoth-bone and hide stable where guar mounts are kept.

(Storeroom / Kitchen / Hall / Pods / Bridge)
Up the ramp you come to a make-shift "office" where contracts, letters and miscellaneous papers are kept. The containers here are filled with spare materials and supplies meant for clanmates only, such as hides and bones. Through the next doorway of the tree you'd see a vine ladder to the right of the bone door and fire-pit, leading up through a hole in the ceiling. This leads to a very small hall with three red leather curtains and podhomes behind them, woven into the branches of the treespire, these are where most clanmates likely sleep and store their belongings. (Enthonor's Home and other pods used to portray podhomes.) From this hall way you can reach the vine-bridge, leading to the clan's longhouse.

2. Longhouse: (Falinesti Spring Site, Greenshade) A previously abandoned wood orc longhouse, accessible by a vine-bridge in the higher branches of the Hold. The longhouse had fallen into disuse and disrepair until the Clan arrived, and still requires near-constant upkeep. Some of the clan's orcs, non-combatants especially, elect to stay here more often, Krolg's half-bosmer daughter and her bosmer caretaker live here.

3. The Shop: After clanmates assisted Enthonor in the wake of his store's sacking, the businessman is willing to buy and sell goods on behalf of the Clan. If clanmates want to sell hides, carvings, weapons, or artifacts from their adventures, they can do so here, giving Enthonor a cut of the profit as it's always good to have allies.

4. The Green Leaf Tavern: The Green Leaf, or even The Leaf as regulars may call it, is a great place to get smashed on rotmeth or jagga. The Pact-appropriate food is good too, morning, day and night. They tend not to stock or supply much of anything not made from meat, fish, milk, eggs or bugs.

5. The Central Treespire: The bottom level is Cormount's "commons", a market with the freshest meat and bugs, as well as a place to find bounties and other contracts. The middle-level is a public gathering hall, sometimes used for story circles and public celebrations. The top level is the home of Treethane Iirdel, who assisted the Vinedusk Rangers in rooting out Cormount's Blacksap remnants, and should not be disturbed without great reason. Further into the branches there are more pods, various homes, including one that was cleared out and filled with altmer decorations for visitors, diplomats and more refined travelers (The Altmer Embassy in Silvenar, Malabal Tor).

6. The Prayer Tree: Prayer candles are lit in the water bowls here, and prayers are offered to a variety of deities. It also acts as an outdoor lounging area for some.

7. Public Camps: Public campsites, frequented by other groups, clans and travelers.

8. Dominion Camp: One of a few Dominion camps still surrounding Cormount. The High Elves and their allies keep a close eye on the city from here, primarily on the look out for Blacksap revivalists.

9. Khajiiti Camps: Public khajiiti camp-site, often used by travelers on their way in and out of Reaper's March.

3333797.jpg

-Clan & Public Roleplay-
Most RP within the Clan is public and and tends to occur "randomly". If you are interested in roleplaying, simply ask, if no one in Bramblescar Clan is available ask in The Dominion Accord. We hope to provide you with a good amount of roleplay, but everyone is responsible for their own fun. If you can't make it to guild events, try to make something happen with other members when you have the time to.

Wednesdays: Misc. Valenwood Events (6:00 PM PST)

Past Storylines:
Roots of the Moravar (Concluded)
From Marsh to Mire (Concluded)

3333782.jpg

-In Character Officer Chat-
Officer Chat (/o#) is available to all members and used for optional roleplay while questing, grinding, PVPing, crafting, etc. The setting is Bramblescar Hold, and you can designate which room you are RPing in with a [tag] before each post such as [longhouse, fireplace], [pod 1, table] or [cold room, meat racks]. You may turn Officer Chat off for Bramblescar Clan or move it to another tab if you don't want to watch or participate. Always make sure that there is no RP happening in the world-version of the location before starting something up. A simple "Is anyone RPing at the Hold right now?" will do.




Mandatory Recruitment Application:
You can send this to me through enjin messages if you'd rather it weren't public.


Applicant Interview:

The Character

What is your character's race, age and name?
(Wood Elves, Wood Orcs, Gray Mire Argonians and Khajiit are preferred. Other races beyond High Elves and Dark Elves will be considered.)

What is your character's motivation for joining the clan?
(Make sure you understand the themes and concepts here, some characters just won't fit in a relatively "primitive" sort of clan.)

What skills or traits does your character bring to the clan?
(Not all clanmates must be combatants; civillians are allowed but they should bring something, even if that's being a caregiver, cook, servant, entertainer or crafter.)

Is your character one who might take on extra leadership roles or responsibilites?
(There is some room for key roles in the clan that come with their own share of responsibilities. These will need to be discussed in depth prior to any actions being taken.)

What is unique about your character? What might set them apart from others of the same race / archetype? Are they a werewolf? A vampire? A particularly powerful mage?
(Unique and special aren't necessarily ugly words. The key, sometimes, is to seek a balance of interesting and believable. Vampirism, however, is not allowed within the Clan, and we consider BSC a relatively low-magic setting.)


The Player

Are you in other roleplaying guilds? What level of priority would Bramblescar Clan be to you?
(We do accept alts and members of other guilds, but if you don't put an effort into being a part of the Clan you can't expect us to put a lot of effort into you.)

How well acquainted with Elder Scrolls lore are you? Are you willing to learn more?
(We are a heavily lore-focused guild, though we make use of fanon it is inspired and informed by the lore already present in the world. We expect a similar respect for the setting from clanmates.)

What themes and areas of RP in BSC are you most interested in exploring?
(After going through our thread you should have some idea of what's most exciting to you and how you hope to interact with us.)

Have you read the Rules, Ranks & Responsibilities section, and do you agree with these rules?
(Rules are important to make sure people know what is and isn't okay.)

Do you have any other comments, questions, concerns or feedback for us?
(BSC is always growing, changing and becoming better. We hope every member is willing to voice new ideas and opinions, while taking charge of their experience, asking the questions that need asked, etc.)


Pop Quiz

(Yes you can cheat by checking the guild thread and the links found there. :P)

What are the main ingredients in jagga?

What deities are more commonly revered in the Clan?

Are high elves known for being understanding and accepting of bosmeri culture?

What is the (fanon) Spirit of Vigilance?

What infamous event(s) took place in Cormount?

Where in Bramblescar Hold would you be most likely to find the following:

Meat -
Spare Hides & Bones -
Prayer Candles -
Sleeping Clanmates -

Thank yous!
-To many on TESO-RP and in The Dominion Accord for showing support and even helping us to unlock a guildbank and tabard.
-To the TESO Community Managers for featuring us in the 4/15/15 Guild Spotlight.
-To [user]2975905[/user] for making our awesome signature image and character art.
-To [user]14235370[/user] for our amazing clan crest at the top of the thread!
-To [user]5890041[/user] for mentioning us multiple times on Scrollplay and for doing the final Character Corner of Season 2 on our greenspeaker, Epherus.
-To everyone who's joined, contributed or roleplayed with us.



600px-SR-icon-spell-Paralyze.png
Edited by ForestGuard on August 13, 2015 5:33AM
Sign In or Register to comment.