Posters are found throughout Stormwind's taverns and military establishments."Tired of your sad, pathetic existence since you left the army? Do you wish your days would once again be full of discipline, camaraderie and senseless violence? Luckily for your good-for-nothing ass, the Barbarians Veterans Club has been re-established! Legal misunderstandings and prejudice from the authorities led to our disappearance, but nothing could keep us down and out for too long! Visit the Barbarians Boozer, on the Dwarven District-Cathedral Square canal, and regain some decency."
Who are the Barbarians Veterans Club?Well, as the name would suggest, they are first and foremost an association of ex-soldiers, those on leave and those with a general interest in hacking stuff to death. During their first inception, the club was no more than a front for their illegal activities, but following Colonel Theroux's personal "spiritual rediscovery", he decided a change was needed. The initial goal of the club is being reached... sort of.
For the most part, the Barbarians are fun-loving and rowdy bunch of misfits. They love nothing more than to get hammered at the clubhouse and live a life free of social norms and expectations, yet also seek to replicate their days in the military. The club runs several legitimate businesses which provide members with jobs, such as their bar and military pawn shop. On the side, though, old habits remain, and the club operates in several criminal markets - most notably in stolen goods, extortion, racketeering, street fighting and private security. They have a complete aversion to their old primary sources of income, drug dealing and subduing communities. Instead, the club aims to gain the trust of locals as a sort of "alternative" guard force. Beatings and killings are only dished out to those truly deserving.
The club does it's best to integrate with the community - running their bar, hosting occasional parties and organising charity and community events. Whilst still distrusting of the BVC for their past deeds, many locals would find the latest rendition an appealing organisation to have around in many respects.
MembershipOnly the leadership has really survived from the original club, with most of the original members either dead or imprisoned. In their heyday, the typical Barbarian was human, male and easily recognised by their black leather tabard. It's not unusual to see Dwarves associating with the club, but other races are less well-represented due to a racist undercurrent in club sentiment, although this attitude is easily nullified at the prospect of an exceptional member or promising business opportunity. Whilst members may have families and other jobs on the side, their first and foremost commitment is to the club - with those forgetting this ethos being taught a swift lesson. Those who betray the club or walk away from it unannounced
risk death, and similarly, members can anticipate a healthy
jail sentence if they are careless enough to be caught. Characters who are IC'ly Death Knights, Paladins or Light Priests need not apply, and it's advisable that if you're character is a magic practitioner they keep it on the hush-hush, since it'll earn them endless pelters from fellow members.
StructureThe guild is organised in a tightly knit structure, where roles are are clearly defined. Titles denoted in bold are presently vacant in the club, which allows for quick ascension up the ranks for those interested.
President: The overall leader of the guild, with absolute power at their disposal. The President may take a very active role in club business or delegate most responsibilities - commitment is entirely at their whim. The President will generally allow most matters to be decided by a vote, although can overrule decisions if circumstances justify it - such as during a crisis. They chair council meetings.
Attained: Following the existing President's death or resignation, the next is either elected in, or the Vice President steps up if no election is demanded by members.
Credentials: Obviously enough, a President should be a leader, a tactician and popular.
Vice President: The second in command, the Vice President is primarily in charge of organising members and looking out for any problems they may have. He also acts as the President's chief adviser - offering valuable input on areas such as legal matters, businesses opportunities and strategy. They lead in the absence of the President, and often represent the club in meetings with third parties. They attend council meetings.
Attained: Appointed by the President, but must have served as an officer to be eligible.
Credentials: People skills and a willingness to learn are the best assets for a VP, as they learn how to lead from the President. The VP should be an experienced criminal.
-
Patrol Captain: The street boss of the club, the PC co-ordinates official club events, as well as organising criminal ones. Members knock up a percentage of their earnings to the Patrol Captain, who in turn knocks up his to the leadership. The Patrol Captain attends council meetings.
Attained: The President officially appoints the PC, although the obvious candidate emerges naturally.
Credentials: The Patrol Captain is street smart, cunning and meticulous. They know about almost every illegal racket in the area, and have the skills necessary to get the club involved.
Sergeant-at-Arms: The enforcer of the club, keeping order internally and handling security concerns. If members fall out of line, the Sergeant is sent to have a "chat" with them. They also act as a personal bodyguard for officers, organise clubhouse security and co-ordinate attacks during wartime. Attends council meetings, but is not granted a vote other than on occasions regular members are.
Attained: Strictly at the personal appointment of the President.
Credentials: The Sergeant-at-Arms is loyal, dependable and brutal. Ideally, they should be one of, if not the most tough and feared members of the organisation. They more likely than not have some social issues, seeing as they have no qualms about assaulting the people they embrace as family.
-
Member: A full member of the club, rewarded with their leather tabard. Members assume a wide variety of roles in the club, but generally try to keep the balance sheet positive by completing tasks for the Patrol Captain. They enjoy decent earnings from club activities, as well as other privileges. Members can attend most club meetings, and may sometimes be allowed to vote.
Attained: Prospects who prove they have what it takes to "get serious" within the club are promoted after they are deemed worthy.
Prospect: An aspiring member of the club, who enters a trial period to prove their worth. As a minimum, this period lasts two weeks, but could take as long as several months. Prospects are welcome in the main clubhouse, and participate in certain illegal activities, but are generally not privy to tender information. Traditionally, prospective members are treated like slaves by tabardholders, though jovially, of course.
Attained: Hangarounds who express an interest in joining are offered to go on trial with the club.
Associate: An associate is anyone with an immediate connection to the club, although lacking any formal status within it. They may be a civilian worker for the club, such as a barman, or could simply be a regular of the Boozer.
Attained: People who have a non-club job with us, or who has some other form of connection with us can ask to be invited to the guild.
The Boozer
The Barbarians Boozer was a pub set-up by Davs Smithins and Nigel Brenoe after they avoided initial jail sentences. It is the main legitimate source of income for the club, and is entirely open to the public. Club members can generally be found here when they're not working.
If you have any further questions, feel free to drop myself, Davs or Brenoe a whisper in-game, or ask in this topic.