A militia/adventure/light nobility themed guild
“Hear the horn blow and harken to me now! Our forces muster at daybreak and come the morn we ride out for honor and glory!”
-Baldor Ironbreaker, at the siege of Alessia Bridge
A new force is gathering. Nestled into the Jerall Mountains, in the great muster hall of Rídenseld, the fire of The Iron Riders roars once more. Warriors, guardians, and watchers of Tamriel, will you heed the call? Will you join a brotherhood of those who ride out like the storm to batter against the forces of tyranny? To help those whose own protectors have failed them? Do you wish to be a part of Farholme, the burgeoning village that rests under the watchful protection of the great hall? Do you have what it takes to muster alongside a battle-forged cavalry? Or to hold your ground as a guardian, keeping enemy forces at bay? Perhaps you are a skilled crafter, a trader, merchant or spy seeking a place with a worthy cause? If so, head east along the road from Belkarth then north at the fork. The mountain pass will greet you and those steadfast enough will find the path that leads to us.
For Honor. For Glory. For Justice. For the Iron Riders.
Some may think they know what this means, it sounds simple enough. But it very well may be something you are not expecting. Most guilds create elaborate storylines with a set structure. A beginning and an end with little room for flexibility. Not here. While I and other story creators will create a general outline of an event, and of how things might play out, it is entirely malleable and can change in an instant depending on character choices. In TIR the story and the jobs of your branch do not progress unless YOU progress it. The players 100% drive the narrative and progress of the guild.
TIR is comprised of three branches; The heavy cavalry, the light cavalry, huscarls and retainers
The Heavy Cavalry - The heavy cavalry are the armored warriors and fighters who represent and serve the guiding principles that the Iron Riders are founded upon. Where the huscarls are the anvil, the heavy cavalry is the hammer. Riding upon Battleborn destriers and gatvamar steeds wielding heavy lances, swords and axes the heavy cavalry are a sight to behold. When the cavalry rides together in unison very few things can compare to the enormously imposing might they bare down upon their enemies.
The Light Cavalry- The light cavalry are the swift and cunning counterpart to the heavy cavalry. Armored in mostly leathers, these riders make deadly use of bows, crossbows, javelins and short swords. The light cavalry are the Iron Riders scouts, trackers, informants, hunters, and skirmishers. They seek out and find that which does not want to be found, whether it lurks in a damp cave and or a lofty manor.
Huscarls & Retainers - The huscarls, or guard, are the protectors and sentinels of the Iron Riders holdings; Rídenseld, Farholme, and Goldhollow Fields. Without the huscarls, either chaos from within or threats from the outside would overrun and consume the Riders, spelling certain doom for the people of Farholme. Ever watchful, diligent and dangerous the guards ensure the safety not just for the citizens of Farholme but for all of the riders. From patrols, to armored escorts, the huscarls have a lot of ground to cover, and they do it well. The retainers to the riders are often business owners within the village or peoples of much needed skills. Healers, herbalists, smithies and more. They fulfill the needs of both riders and citizen.
Being a part of The Iron Riders means that in some capacity you are a part of Farholme, the city under the shadow of Rídenseld. Whether you choose to have your character live among the denizens or not is up to you. While the city is fictional, it lives and breathes in the background of our story and the lives of our characters. The town plays host to a myriad of RP hooks, has a growing notables NPC list, and is ever changing and expanding with the stories and events we tell.
TIR is committed to a robust event calendar, as well as a healthy mix of social and action based events. Our events come in several forms; Jobs, Stories, and Chapters. Jobs are branch specific scenarios of something that needs doing that a player picks up, involves others with, and more or less makes it there own. Stories are two, to three events every month that tell a sort of side-quest or short story that often times spurns more jobs. Lastly, Chapters are the overall guild story which moves a bit slower but involves all the branches of the guild. This is in addition to our two regular events; Sunday service with our priestess and Monday's tavern night, AND, our monthly Open Hall Night.
Other important aspects to know about TIR!
- The Iron Riders are a “Good” aligned guild. Character alignments should fall anywhere between (in D&D terms) lawful to chaotic good. Lawful neutral is also acceptable
- There will be guild tabard requirements for a select few ranks at certain times
- The Iron Riders are a "realistic fantasy" guild. Magic has a place but it is not a forefront aspect
- Regularity and being a consistent player is required. We have a 30 day activity limit. In order to remain in TIR a player must attend at least one in game event a month.
If interested, please follow the link above to put in an application! Thank you!