Westguard Keep

Guild Name
The guild has different IC and OOC names.

OOC Name

 * Full name -Westguard Keep.
 * Abbreviation - W.G.K.

IC Name

 * Full Name - Westguard 4th Platoon.
 * Abbreviation - W.G.F.

Officers

 * Captain: Kintaki Iradan Hearthright
 * 1st Lieutenant: Vacant
 * 2nd Lieutenant: Pypher Church, Bolvan Truestrike

Non-Commisioned Officers

 * Sergeant Major: Grungi Stonegyro
 * Sergeant: None
 * Corporal: Mayura Firebane, Thorack Bloodaxe, Yenai Morolé
 * Lance-Corporal: None

Non-Officers

 * Private: Maytor Copperfeet, Serianna Thaurassian, Aamina Ducard, Isamu Rageheart, Shorandil Shadowspell, Feren Bloodmire, Borgyn Bloodseeker, Aussa Wolfsbane, Feardon Gojira.

Employment
The Westguard 4th Platoon is compromised of some of the bravest in Northrend. Men and women who have worked hard to fight the bitter cold weather in just their shirt and trouser recruit uniform to become some of the most hearty combatants in the war. The 4th expect the best of people in their Platoon when they seek to join, and most aren’t capable of meeting their standards.

Applying
Joining the Westguard 4th Platoon requires going through a lengthy application process then weeks of hard training as a recruit. Even some of the more competent warriors of the alliance have been denied. All people joining have to meet with one of the officers whom will fill out a form that will be looked over by one of more of the officers at a later point.

FAQ about joining
Yes, all members are required to have Wrath of the Lich King upgrade to their account so that they can get to Northrend- Westguard Keep where most, of our events and roleplay will happen. Yes, we're going to be implementing a minimum level of Fifty-six (56) on all members soon, Due to the high level mobs in the area we believe Fifty-six to be the safest minimum level. Yes, each rank has a uniform that has been done for it, and each of the different sections inside the guild will have different uniforms, basic lower level uniforms will be supplied to you, but more expensive ones may have to be bought for yourself if our stockpile runs out. Of course, all people can join the force as long as they are willing to fight for the greater good and the cause of Westguard Keep and the Alliance Vangarde. The Westguard 4th Platoon has stopped recruiting Kaldorei and Draenei, although currant men and women in service to the force were aloud to remain. Gnomes, Dwarves and Humans are still very much welcome into the Westguard 4th as applicants.
 * Do I require Wrath of the Lich King to join?
 * Is there a minimum level to the guild?
 * Does the guild have any uniform that I will have to wear?
 * Can I join on my Death Knight?
 * Are there any Racial Restrictions?

Guild Lore
The Westguard 4th in Northrend is a military group that used to be based in and around Menethil, working now instead with the Alliance Vangard to help beat back the Lich King and other menaces that threaten the alliance.

Past
When Westguard Keep was being constructed on the Western side of Howling Fjord, it was built to overlook the ocean for possible other threat and to counter them. The first three platoons of Westguard Keep work in and around to keep the lands safe, the Westguard 1st being lead by Captain Adams himself. The 4th platoon was commissioned to help with the war effort and continue to push back against the enemies. Most of them conscripts that required quick training to be ready for the troubles of warfare.

Present
Currently the Westguard 4th Platoon is recruiting more and training them to do the work required to win the war. Currently their focus is on the Pirates heading in from the ocean whilst they train the men more in combat with Giants, being a hard task to manage for most normal sized humans, their other work involves bombardment of the Drakes, trying to keep the population of them down despite their rate of breeding.

Future
Is still to come.

Occupations
Each member of the Westguard 4th works to better themselves constantly and for the fight to keep the platoon going. People are forced to work long days and short nights.

Infantry
The Infantrymen and Women of Westguard 4th are stalwart defenders in the face of enemies that outnumber and outgun them. The Drakes, Giants and other countless threats, but the men stand strong and fearless.

Squad Leader

 * The Infantries Squad leader is a man of courage and conviction who has stood in the face of danger and came out intact. It is his task to keep the people in his squad alive, healthy, and most of all, fit.  Failure to do so could cost lives.

Squad Medic

 * Each of the Infantry Squads has their own medic to help them with injuries on the field, although usually equipped to be as capable as most of the infantrymen in the squad, she will usually be the one who will spend less time fighting and more time trying to save an injured man’s life.

The Infantrymen

 * The backbone of the war effort. Armed and ready to take on anything.  Courage unmatched by even the most brave of city guards.  These men fall in behind their Squad leader and follow every command of their superior instantly and without objection.



Cannoneers
The explosives experts of the Westguard 4th, more frequently known as the "Cannoneers" are the Men and Women who monitor all of the explosive weaponry of the force, from the Bombardments in the Zepplin to the Cannons outside the fort town, they are responsible.

Squad Leader

 * The Squad Leader of the Cannoneers is a man who doesn't know little to nothing about explosive devices. He orders where to aim the cannons with a masterful eye and keeps the Bombardment steady, without him some consider the war effort to lack progress.

Squad Medic

 * The Medic in the Cannoneer squad is a gruesome, when injuries do happen in the Cannoneer squad, they tend to be devastating and needing a true expert to work on them.

The Cannoneers

 * Almost every man or woman in the Cannoneers is a Dwarven or Gnomish person. They work tirelessly to keep the weapons going against the largest of foes, trying to bring them down before they even bring their attacks close to the Infantry.

Crossbowmen
The crossbowmen and women are the people with the best eyesight and aim of the Westguard 4th platoon, although they take up the smallest percentage of the actual total manpower in the fort, they also serve as scouts.

Squad Leader

 * The Crossbowmen squad leader is a expert marksman and killer. He keeps the squad in constant practise with their crossbows in the firing range.  His work mainly consists of killing the smaller targets and is more accurate than the cannoneers.

Squad Medic

 * The medic in the Crossbowmen team is a member with the normal crossbowman with enough skill to patch up any injuries that may happen, although due to their nature of staying far from the conflict they're not injured much.

The Crossbowmen

 * The crossbowmen are stealthy scouts and accurate killers, capable of putting a bolt into a giants eye at great range. The main of their work is purely accurate kills.  They are known for not being too capable in melee combat.



MDA
The MDA, or Magical Defense and Assault squad is one of the most useful faction inside the Westguard 4th platoon. Protection from drake fire and their powerful spells have turned the tide of many battles, their work also falls into Research.

Squad Leader

 * The MDA squad leader is a magi of unquestionable power, she works with researching new spells and keeping those in her squad at the peak of their mental capabilities, she's usually seen with her nose in some book instead of other pursuits.

Squad Medic

 * Isn't much of a Medic as the others and usually worked with more of the Defense side of magic, keeping the squad protected, along with any others whom may need it. The Medic is always respected for her powess

Magus

 * The mages, priests and warlocks of the MDA squad are quick working War Magi who cast defensive spells and their offensive spells to improve their allies and slaughter the strongest of enemies, these people also work as Librarians in the Westguard 4th

Diplomatic Status
The Westguard 4th has very little time to make alliances but have had time to interact with a few other factions.

Allies
The Westguard 4th has just one ally that they remain on friendly terms with.

The Gnomish Union
-"The Gnomish Union was founded whilst the Gnomes still resided in Gnomeregan for the gnomish people to have their say and support where ever and how ever they needed it. Now after the fall of Gnomeregan the Union acts as a stable group of gnomes who are still looking out for the gnomish race on behalf of the High Tinker while he focuses on Alliance Matters. They work to help Gnomes all over the world however they can to help take back Gnomeregan." The Gnomish Union supplies the Westguard 4th with their most up to date technologies, and offer a safe place for the gnomes to be in Westguard Keep, although currant diplomacy is being worked out as to the construction of the 'Technologically Awesome Navigational Killing Machine Around Normality, Warsuit.' or the "TANKMAN" for short.

Rivals
The Westguard 4th has no rivals or enemies inside the alliance

Laws and Rules of Westguard.

 * No killing Turkeys.
 * Respect the Chain of Command.
 * No entering the Officers hall unless invited.
 * No fighting amongst the Alliance.
 * No Sexual Actions whilst in Westguard.
 * All explosive items are to be inspected by the Cannoneers.
 * All people of the alliance in Westguard are to report to the visitors room before they are given free access. ((it's the room north eastern room ontop of the stairs in the keep))
 * No weapons drawn unless during combat training in Westguard Keep.
 * Westguard Military Members (All four platoons) have the right to arrest you for any suspicious actions under the Cultist Prevention Act at any time.
 * All mounts are to be stabled and not left out at random.
 * Access to any areas in the fort appart from Visitors Room and Parade Ground is forbidden. Do not feel suprised if you're arrested for being elsewhere in the keep under the Cultist Prevention Act.
 * All body transformation items are forbidden. If found carrying them they will be broken and the owner searched and arrested under the Cultist Prevention Act.
 * Undead horses and gryphons are forbidden, only Horses, Rams and Mechnostriders aloud to be used inside Westguard Keep. ((Very rarely an exception is made))
 * Normal Alliance Laws.