This section provides all of the information one would need about how the PhM and the Blagtoof WarTribe will exist within the World Of Warcraft.
All racial restrictions, Ranks and details can be found here and are expected to be adhered to, or you can just use the door.
They are not up for discussion at all. You need us, we don't need you.


The PhM

While the inhabitants of Azeroth quarrel in their own petty affairs, a different force is making it's way towards the small world. Far from the population. In the farthest reaches of Azeroth, a tare forms in the sky. It's as if the world itself let out a horrific scream of pain as a small rift opens to the Chaos Void. The skies blacken as rain begins to pour down. Right before the rift closes, hundreds of small lights bullet out and scatter across the world, searching for vessels to inhabit so that they can start the process of devouring this world into the Void of the Realm Of Chaos once again.

Races allowed within the PhM - Human, Dwarf, Night Elf, Gnome


The PhM Ranks

The Chaos Lord - Guildmaster. The Dark Lord of the End Times brings the forces of Chaos together for one single purpose. To open the Chaos Gate and introduce the world to the Chaos Void.

The Undivided - Nobles. Only the greatest Champions of Chaos could ever gain this title. The creatures that hold this position have the fortunate position to have the most effect on the Chaos Army of the PhM and are always by the side and hold the ear of the Dark Lord.

Chaos Champions - Officers. Those that have served Chaos in glory get bestowed Marks of the Chaos Gods, and become Champions to the Dark Lord and his Chaos Army.

Defilers - Chaos Warlocks of the PhM have the ability to summon and use lesser daemons to do their bidding. They are given the title of the Defilers, due to the accusations by mortals that they are defiling the natural order of things with their dark summonings.

Horrors - Mages deal in the ever changing magics, thus they are governed by the Lord of Change, Tzeentch. Those that follow and sacrifice to the Lord of Change find themselves in this rank.

Bloodletters - Warriors, Hunters & Paladins ultimately serve the Blood God Khorne. No matter their outward appearances or beliefs, the lust for battle and conflict takes hold, and they find themselves paying constant tribute to Khorne, the great Chaos God of War. The taint of the Blood God is ever present and a near impossible whisper to ignore.

Nurglings - Very few can ever really resist the temptation for everlasting life, and Grandfather Nurgle is always there to grant it. Druids & Priests of the PhM not only grant life, but dabble in the dark shadow magics in which Nurgle calls. Eventually the desire for eternal life is replaced by disease and pestilance in exchange for immunity to them. Priests of Nurgle are carriers of all manner of disease and walking death, and their touch that would destroy a mortal life, breathes it anew within the ranks of the PhM.

Beguilers - The temptation and seduction of the shadows and elegant blades is how the Dark Prince Slaanesh gains followers. Rogues wield their abilities with sinful pride and it is when they take pleasure and pride in their own abilities that the Dark Prince whispers to them with promises of even more. It is no surprise that many fall to the seduction of Slaanesh.

Heretics - The forces of Chaos fill out their ranks here. Wicked Heretics come up from their Cultist beginnings before they find their path in the Army Of Chaos. It is here that the temptation of the Gods begins it's dark call.

Cultists - When one enters the Chaos Army of the PhM, they begin their steps down the dark path as Cultists serving their new dark masters. Serve well, and you will find untold riches and glory within the evil ranks of Chaos.


The Blagtoof WarTribe

As the demons of the PhM enter Azeroth, they take with them their Orc suppliments. Dragged from world to world because of the ancient deal turned curse, they fight for their freedom. But unlike most worlds where they are at a huge disadvantage because their usual bodies they are accustomed to inhabiting are never available, in Azeroth, they take their true Orcish forms and finally have the upper hand against their Chaotic Captors. If they defeat the PhM, they will be free to attack any world they choose at any time without the chains that bind them to the PhM.....and they retain their granted immortality, which makes them more deadlier than ever.

Races allowed within the Blagtoof WarTribe - Orc, Troll, Tauren


The Blagtoof WarTribe Ranks

WarBoss - The obvious leader of the Waargh. The Warboss is the biggest and toughest of the Waargh, and has earned his place with brute force. On the battlefield Warbosses need to be in the thick of the fighting to ensure that his troops keep from routing. Just his presence inspires each Orc to fight on to the bitter end no matter what the odds. This matched with his skill in close combat make warbosses very deadly leaders.

Nobz - Nobles. When the Warboss isn't around, the Nobz run the show. Orc Nobz are bigger, stronger Orcs that have earned their status through brutal respect. They lead mobs of boyz into battle and form the bodyguard of a Warboss. They are the meanest, nastiest Orcs you'll face short of the Warboss himself.

Dreadnoughtz - The WarBoss' personal Champions. After you hit your class rank, it is still very possible to move up in the Tribe. The rank isn't given freely, and has to be earned, but if a Tribe member obtains this rank, they get as close to being Nobz as they can. This rank MUST be maintained, and being in it doesn't mean you will stay in it. Effort is required to get it, and to keep it.

SkarBoyz - Skar Boyz are the rough and tumble Hunter Orcs. They are easily recognized due to missing limbs, scars all over their bodies, their rather large frames filled with all manners of holes, gashes, wounds and plates rivetted into them. Skar Boyz are very respected and held in high regard in an Orc Tribe due to their lengthy battle record and still being around to talk about it despite their choice of ranged combat and tamed creatures.

Freebooterz - While stealth and assassination tactics are not particularly Orcy traits, Orc Rogues do exist and will find themselves in the company of Orc Freebooters. Freebooters are hard to track down due to their relatively small numbers and cannot exist without a larger Orc Community as a base. While one might be tempted to take Orc Freebooters lightly, one has to remember, they are still Orcs and as such they are to be feared and reveared for their savagery and power. Most Freebooters tend to mimic that of human Pirates in dress and manner.

Mad Dokz - Orc bodies are capable of sustaining hideous injuries, but even an Orc needs a bit of medical attention now and then. These medical units are headed by Mad Dokz. Priests & Druids fill this role very well and are highly respected in the Orc ranks. Orcs fear little, but they do fear a visit to the Dok basically because an Orc may go in to have a tooth pulled and wake up with his entire jaw removed and replaced with a bear-trap!!

Wierd Boyz - Shaman, Mages & Warlocks of the Waargh. These Orcs are often secluded from the Waargh because their powers come not from the Arcane Arts, but from the energy Orcs emit when they gather. If they don't channel and release it properly and in due time, they could very well explode. Orcs feasting by the campfire could stir up enough Waargh Energy to cause a Minder to go into near overload!

Berzerkerz - This is where the Warriors lie. If you like to hit things with other things, chances are you're a Berzerker Boy. This class manages to fit most Orc temperment, so it's no surprise that Blagtoof Warriors are some of the fiercest warriors ever witnessed.

Gruntz - The meat of the Waargh. Rank in this part of the Tribe is usually determined by bashing. The Orc army is driven by it's massive amount of Troops. The standard Orc is a hulking machine built for the horrors of war. Their nervous systems are dull and they possess great brute strength.

Runtz - Runtz are what are to be considered Orc Children. Orcs that are naieve, inexperienced, young and new to the 'Greenskin Cause' are Runtz. While an Orc doesn't stay a Runt for very long, it's still an important stage for an Orc life. This is where the young Orc decides exactly how high he wishes to climb in the WarBand.

Grotz - Welcome to the slave labor and punishment of the Tribe. If you're a Grot, you have absolutely no rights, no access and no leg to stand on. Chat is inaccessable to you. If you're a Grot, you're also there as punishment for a misdeed. Getting put into Grotz rank is never a good thing, and getting put there too often is a sure way to get removed from the Tribe. Don't be a grubby git and useless slob. Stay out of the Grotz.


The Death Guard Legion Of The PhM

The Death Guard Legion was the sole source of all the original Chaos Plagues. All Undead characters that wish to serve the PhM will be placed into the Death Guard Legion faction of the PhM, so that they might serve their Chaos Lords in all reaches of the world. All characters are expected to serve the cause of the PhM as Lesser Daemons.
Since they serve the Demon Lords of the PhM, they are also at odds with the Blagtoof WarTribe, although their goals and whom they serve is not readily known by the Tribe.....yet.

Races allowed within the Death Guard Legion - Undead


The Death Guard Legion Of The PhM Ranks

The Exalted - The Greater Daemon that holds the rest of them in place. It is from here that the orders of the Chaos Army of the PhM carry down to the rest of the Lesser Daemonic Army.

The Chosen - Nobles. They often lead the charge into battle, screaming the battlecry of their chosen Gods.

Reapers - Daemon Officers. When Daemons become Champions, they fall into the Reaper ranks and are reveared as the best of their classes.

Daemonites - The ability to summon other lesser Daemons and control them is where the Daemonic Warlocks sit. They seek to gain power in the ranks and will do anything they can to prove themselves to the high Daemonic powers of the PhM so that they may find themselves one day in the ranks of the Defilers.

Sorcerers - The Lord of Change, Tzeentch reaches out to the Daemons that dabble in the works of Mages. Very few can resist the power that comes with Magery, and those minds are most assuradely prepared to handle the dealings and deeds of Tzeentch Daemons.

Slayers - Khorne, The Blood God demands constant sacrifices for his Throne of Skulls. Warrior Daemons answer this call with utmost eagerness out of all of the other Daemons.

Carriers - Grandfather Nurgle calls all that wish eternal life to his side. Daemon Priests are often easily corrupted and heed the call of the Great Unclean One over the other Gods.

Tormentors - Those Daemons that seek to please the Dark Prince of Slaanesh end up here. Rogues, with their cunning and elegance with a blade find themselves easily tempted and instantly drawn towards this course.

Standard Bearers - The General ranks are filled here. You begin your path towards true Daemonhood by your actions and choices made here.

Chaos Spawn - Entry. All aspiring lesser Daemons start here.


*Lord Rakknarr, Grishnak Blagtoof, their stories and likenesses, The PhM & The Blagtoof WarTribe ©2004 Rage Productions*
*Use without express written permission prohibited*