The Goblin’s last breath rattled in his throat, a wet, gurgling sound as the blade slid free. The Voiceless One wiped the dagger clean on the corpse’s vest before slipping back into the shadows of Booty Bay’s lower docks. The warm salt air mixed with the coppery tang of blood, a scent he had grown familiar with.
Another contract finished. Another name forgotten.
It had been years since he left the Dragon Isles, years since he shed the illusion of belonging. Honour, duty—those were relics of a war he never fought. What remained was skill, and skill had value in the right hands. The silent, the patient, the precise—those were the ones who survived.
Yet, even in the lawless corners of Azeroth, he found himself surrounded by fools. Clumsy killers who left trails behind, mercenaries who let their tongues wag, and cutthroats who thought brute force was the answer to every problem. It was a wonder they managed to survive at all.
That was when the idea took root.
One night, beneath the glow of a single lantern in a Ratchet tavern, he laid the first brick of what would become The Severed Tongue.
“If you cannot keep silent,” he told the desperate Forsaken seeking refuge from his former employers, “then you cannot be trusted.”
A knife, a swift strike, and the Forsaken’s tongue lay on the table—a warning to those who sat beside him.
“Speak only in whispers,” The Voiceless One continued, ignoring the twitching body beside him. “And never louder than the coin that hires you.”
That was the first.
More came in time—broken soldiers, discarded spies, killers without a cause. Those who had no place in the world but still had a purpose.
The Voiceless One shaped them as Neltharion had once shaped him before he watched them walk into the night, alone. He honed them into instruments of silence, of control. Words were weapons, just like blades, and loose tongues were as dangerous as rusted steel. Every whisper had a price, every secret a weight.
They had no banners, no public face, no grand ideals. Only contracts. Only purpose.
And in time, the whispers spread.
The assassins who never spoke. The guild that left no traces. The blade in the dark that killed without warning.
They called themselves The Severed Tongue.
And for the first time since waking in a world that had no place for him, The Voiceless One found something close to belonging.
Not in honour. Not in duty.
But in silence.
The guild will hold events once every two weeks, but guild members will be encouraged to hold events in between. There will also be social rp going on in between and attendance at various realm events (which guild members would be encouraged to attend if available, to help build contacts).
We are open to being ‘hired’ for in game contracts, however, this will need to be discussed OOC with the ‘mark’ to be assassinated and desired outcome agreed (this is to reduce / eliminate any OOC confusion). This will include signing our agreement using our anonymous form (link will be provided during the IC meeting).
While we pride ourselves on aspiring to be the elite assassin’s of Azeroth, we’re aware that sometimes, things go wrong and the contract may not be fulfilled on the first attempt. However, we would like to make it known, that if this is the case, once The Severed Tongue has you on the kill list, you will remain on the kill list (this is unless clause 5 is invoked from the Contract of Shadows). We will be contacting you OOC to organise future interactions. So please be certain if you wish to have us involved.
If however, it’s for an NPC, we’d be more than happy to assist.
Booty Bay.
Should you wish to seek our services, you need simply wear a blue cloak to indicate you seek our services and venture into Booty Bay. We’ll approach you, and we’ll take it from there (OOC, we’ll set a day and time and place within Booty Bay).
If you are interested in joining us (we welcome new tongues from both Horde and Alliance) please reach out on discord or in game mail or whisper (details below).
You can OOC find us via our discord;
Or you can whisper Thosash in game or mail, or join our WoW in game community;
https://www.worldofwarcraft.com/invite/3dlmqzMIkAg?region=EU&faction=Horde
As well as the above, if you seek our services, you can complete our anonymous enquiry form (link below);
https://tinyurl.com/tonguesenquiry
Please be aware, that The Severed Tongue, reserve the right to refuse our services for contracts that are not within our remit or where renumeration is not sufficient for the difficulty of the contract.
We have kept our roll system basic, so as not to distract too much away from the roleplay and in the hope it will be easy to pick up.
1. Basic Roll Mechanic
Players roll using /roll 100.
2. Difficulty Tiers
The DM will decide the difficulty of rolls outlined below, depending on the encounter:
Easy (1-100): Success on 30+
Moderate (1-100): Success on 50+
Hard (1-100): Success on 70+
Very Hard (1-100): Success on 90+
3. Advantage & Disadvantage
You may have an advantage, for example, you stalk your prey from the shadows if rogue, or you’re a hunter with good perception, or even mage with excellent skills in illusion. Take 2 rolls as outlined below;
Advantage: Roll twice, take the higher result (if the action is in your character’s expertise).
Conversely, you may have a disadvantage, you are not good with magical locks or trying to hold an illusion in a chaotic magic area. Take 2 rolls for disadvantage as outlined below;
Disadvantage: Roll twice, take the lower result (if the action is especially difficult for your character).
4. Critical Rolls
1-5: Critical Failure (Major consequence)
96-100: Critical Success (Exceptional outcome)
5. Combat Rolls
Each participant rolls /roll, and the higher roll wins.
6. Emotes & Roleplay First
Always describe your action before rolling. The roll should support the story, not replace the RP.
For example;
Emote, then /roll 100, for example, 'The Voiceless One attempts to stab [insert name] in the back'
General stealth roll system
Before each encounter, every assassin must /roll 100 to determine their ability to remain undetected. This roll accounts for environmental factors, enemy awareness, and the assassin’s ability to move unseen.
85-100 (Perfect Infiltration): The assassin moves silently and positions themselves perfectly for an assassination or to bypass the enemy entirely. No risk of detection.
65-84 (Hidden but Risky): The assassin remains unseen but causes a minor disturbance. A guard or beast might glance around, hesitate, or investigate the noise. The assassin must freeze in place or attempt to recover quietly.
40-64 (Suspicion Raised): A guard hears something unusual or catches movement in the corner of their eye. The assassin must roll again to recover or risk being spotted.
1-39 (Detected): The assassin is spotted. The enemy prepares to raise the alarm or attack. The assassin must act immediately to silence the witness or combat begins.
If an assassin rolls 40-64 (Suspicion Raised), they must roll again to determine if they can remain undetected.
75+ (Quick Thinking): The assassin remains hidden by using a distraction, shadow cover, or a clever movement.
50-74 (Partial Success): The assassin manages to avoid being outright spotted, but the enemy is now on high alert, making further stealth harder.
49 or Below (Failure): The enemy is fully aware something is wrong and will search the area, increasing detection difficulty for all assassins.
If an assassin rolls 1-39 (Detected), they must act fast to prevent an alarm:
70+ (Silent Kill): The assassin eliminates the witness instantly before they can react.
50-69 (Brief Struggle): The target resists briefly but is killed before sounding an alarm. However, the noise may attract attention.
49 or Below (Failure): The target yells or triggers an alarm, alerting nearby enemies and forcing combat.
If all assassins roll 85+, they gain a Coordinated Stealth Bonus:
They may perform a synchronised takedown, eliminating all enemies in the area without additional rolls.
If bypassing the enemies, all assassins receive +10 to their next stealth roll.
If half or more of the assassins roll below 40, the group is at risk of full detection, increasing encounter difficulty.
Helping an Ally (If Your Roll Was 85+ and a Clean Kill)
An assassin who rolls 85+ (Perfect Infiltration) and successfully eliminates their target silently can attempt to assist an ally who failed their stealth roll and is about to enter combat (this can be before or just after a stealth recovery roll is made). You must state who you are going to help first before you wish to do so, before you roll.
If an ally rolled 40-64 (Suspicion Raised): The assisting assassin may roll 100 to create a distraction or eliminate the threat before the enemy encounter fully begins.
75+ (Perfect Cover): Through the veil of shadows you move quickly, and silence the enemy from behind.
50-74 (Partial Cover): You move through the shadows but fail to reach the enemy. You have provided just enough of a distraction however to grant your ally a +10 to their roll. You remain hidden in the shadows.
49 or Below (Failure): You fail to reach the enemy before combat is initiated and decide to remain hidden in the shadows.
Limit: Each assisting assassin may only attempt one rescue per encounter.
All classes and races from both Horde and Alliance.
WoW is a high class fantasy and as long as your character has a valid reason to become an assassin, they will be welcome (we go with the approach that OOC class is not the same as IC).
Some classes may be restricted in number (such as healers, it makes little sense to have more healers than assassins).
Other classes may be carefully monitored and numbers limited, resulting in applications being closed for this IC class on occasion (too many mages or warlocks and it may take away from the core theme a little), but with that in mind, on Azeroth, a curse or enchanted item can be just as effective as a dagger.
An example is the GM, the Voiceless One, whose backstory can be found here.