Fires of Emberfall/Ranks and Titles

The ranks of House Emberfall have strong significance to the guild, and are meant to represent the progression of the characters as they "ascend" (or descend) in developing their ties to the house, and become indoctrinated into its philosophies. Ranks are largely dependent on roleplay.

=Paths to Enlightenment= Aside from Associates, the Seneschal, and the Margravine, ranks within House Emberfall are divided into the paths of Thorns and Serpents. These paths teach the same lessons: to overcome fear, morals, and the wants of the self. The paths shape the individuals into strong, empowered advocates who are prepared to carry out the will of the house, and protect Azeroth no matter what the cost. Once one begins on a path, they are trained in it until its completion.

The Path of Thorns
The Path of Thorns is meant to develop those who follow it into remorseless killers. Those of the Thorns typically negotiate with the edge of a blade or the invocation of spells. Their specialties focus on direct force and--as the name suggests--are often the first to draw blood. This path values fearlessness, loyalty, and utility.

The Path of Serpents
The Path of Serpents is for those who prefer to fight with words over force. Those that complete this path attempt to reach the hearts and minds of Azeroth, and often work from behind the scenes rather than in the thick of battle. One following the Serpents is learning to devalue morals, spread the philosophies of the house, and think for the "greater good" of the world.

=Ranks= All ranks within House Emberfall are equal when out-of-character, with the exception of the Counsel, Champion, and Seneschal ranks, which are officer positions and held by only one person at a time. In-character, ranks are present and important. Additionally, for each rank beyond Associate a character gains a title bestowed by the house.

Associate
This is the default rank for those new to House Emberfall, and in-character this is not a true rank so much as a relationship with the house or business title. The house believes that supporting the interests of an Associate is worthwhile to whatever degree, or finds their services valuable, and is willing to display formal ties with them. The services of Associates may be used by any ranking member of the house. The requirement of this rank is for a player/character to complete an interview with--and be found suitable to join--the house, and have, in-character, signed a non-competition, non-aggression contract with House Emberfall. These members have also shown their worth by performing jobs or other beneficial actions to House Emberfall. Associates are not expected to take a path (see below) and be fully inducted into House Emberfall, but Associates found "promising" in-character are encouraged to do so.

Vassal
The first step to understanding the philosophies of House Emberfall is to learn that morals are subjective. Associates that understand this may become Vassals, who have freed themselves from the questions and arguments of others and become philosophical representatives of the house. They hold nothing sacred, save their belief that all is subjective.

An Associate who shows that they have moved beyond petty social perceptions is on the path to this rank. The final test must show that the prospective member can violate--if not completely make a twisted mockery of--a moral they once held as their most sacred, and never look toward it as a guiding principle, again. Such proof elevates an Associate to this rank.

Steward
One can learn to free themselves of morals, but the Steward has learned that others must be free, as well, and to not fear attempting to release them. The good word of enlightenment must be spread through subtle social infection, and the Steward confidently carries that message in their heart and mind. The Steward is to speak of their free mind, as well as act on their release from mental captivity, and to help others on their paths toward similar development.

Morals have been conquered by the Vassal, but the Steward shows no fear in helping others develop into 'free-thinking' individuals, or at least put them under the influence of higher minds. The 'ministers' of House Emberfall, Stewards seek out new ways to bring others into lives free of social consequence and morals. For a Vassal to become a Steward, they must successfully encourage someone outside of the house to violate their morals in an extreme manner which the participant would normally never consider.

The Counsel
The Counsel has transcended the concepts of self-preservation and needs. Seeing a broader picture with a distant horizon, the Counsel asks oneself if their actions meet the enlightenment the house seeks, and if they act for the greater good, and not only their own. Right and wrong are dead concepts, and all things are tools for use in the mind of the Counsel. With this enlightenment, the Counsel takes the title of the Serpents' Coil, and helps lead the scientific and philosophical missions of House Emberfall.

The Counsel is free of self, and every action proves it. A single-minded dedication to the greater glory of Azeroth and all within it is the need of this rank. To do this, one seeking this level of enlightenment must determine what their most treasured possession is and ruin it in such a fashion that it will never be loved, again. When this burden is shed, a Steward may be appointed as the single Counsel of House Emberfall, and become the most trusted adviser to the house. This person has conquered all--save cold logic--and secured freedom from the world, as well as having vanquished the haunting specter of personal ambition. In this sense, the Counsel is a spiritual leader, of sorts, guiding Azeroth to enlightenment.

Housecarl
The Housecarl has conquered fear. This is the basic soldier of House Emberfall. Having no direct specialty, they are masters of force, and are assigned to a wide variety of tasks that require rough hands.

The Housecarl has conquered their fear--all fear--by discovering the root of their hesitations. This is a very personal task, and while others may help one find their fear, it is the duty of the Associate seeking this rank to master it, and oneself. To gain this rank, an Associate must discover their greatest fear and conquer it, if not become a master of the thing they once cowered in terror of. Whatever the fear is, the Associate must be found to have confronted and dominated it. Only then are they accepted as a soldier of House Emberfall, and worthy of power.

Harbinger
The Harbinger is House Emberfall's emissary of will, and has overcome their self-needs. The Harbinger has conquered fear, and has learned to look beyond themselves to the greater cause before them. The devotion of the Harbinger makes the rank a reminder to the enemies of House Emberfall that willpower can make a person into a killing machine dedicated to the destruction of not just other people, but of other ideals. Housecarls are subject to the will of Harbingers, and Harbingers are expected to aid the lower rank in locating and giving them the opportunity to destroy their fears.

The Harbinger has learned to look beyond themself and toward the greater goals of the house. They have come to understand that nothing, not even their lives, are as important as the continuation of the philosophies and will of House Emberfall. A Housecarl who has displayed their zeal and proven that they realize their duty to the house, and the world it seeks to create, is a good candidate for this rank.

The Champion
The Champion has completely tossed aside their worries of the perceptions of others and their morals, and will work only toward the will of the house. A Champion completely embraces the philosophies of House Emberfall, and has become a pure instrument of it, free of fear, self, and having no reservations toward doing whatever necessary to ensure House Emberfall's victory. Right and wrong are now meaningless--the House will always be right, because it will decide 'right.' With this clarity, the Champion leads the soldiers of House Emberfall to victory.

The Champion has no morals. No personal wants, needs, or ambitions beyond the wish to spread the power of the house may be found in this individual. With its right hand, it crushes the weak; with its left, it rallies the survivors to battle. There is no concept of innocence--only utility. There is no right or wrong--only what is done. There are no limits but what the mind places upon itself. The Champion is not just killing machine, but a methodical mind who sees no limits beyond those set by the guiding hands of the house, and trusts in those limits, only. A Harbinger who has shown these capacities may be considered for the status of Champion of House Emberfall, the Blade of Thorns.

Rank Requirement Cheat Sheet
Each rank requires the prerequisites shown on the table, below.

*"HE": House Emberfall, "Path": Chosen Path of Enlightenment

While not required (the information may be tracked by paper and pencil) house members are encouraged to use Gryphonheart Reputation and Gryphonheart Items, two flexible and stable add-ons for World of Warcraft which add to the guild experience.

=Titles= Each rank beyond Associate bestows upon a character a title given by the house. These are honorific, and typically note what the character adds to the house or the deed which proved their worthiness of rank.

Examples of ranks: "Champion Torrig the Iron, Fist of Order and Blade of Thorns," "Steward Telina Blueshadow the Unbound, Guide of Souls."