
Eastwall Curs
"Cobblers with a cause."
“Fixing Boots, Busting Kneecaps”

Who are you?
A criminal enterprise with the ambitious goal of greasing our purses by any means necessary, and 'controlling' Stormwind’s districts through a web of crime, extortion, and brigandry. On the surface, the Eastwall Curs are cobblers, laborers, and odd-jobbers - working folk who earn their keep through callused hands, welts, and long hours of toil.Beyond that veil however, lies a motley crew of unscrupulous wastrels, crooks, and cutthroats who value the weight of their own purse and the well-being of their fellow working man above all else. We’re a dysfunctional family with a moral compass that spins wildly between various shades of grey.
But who are you really?
The Eastwall Curs is a roleplaying guild focused on gritty, street-level criminal RP. We aim to foster a community invested in organic, unscripted roleplay - not lengthy DM narrations, nor closed-off storylines, and certainly not pre-determined plots. Our stories evolve naturally, shaped by in-character decisions, actions, and consequences.Thematically, we lean towards low-fantasy. We’re a ragtag band of brigands, paupers, pariahs, and nameless ne'er-do-wells with ambitions of clawing our way up the social ladder through illicit deals, back-alley schemes, and gutter-level politics. We’re not an entourage of dragonslaying knights on winged steeds. We keep it simple, grounded, and fun.


What can I expect from the Curs?
Organic RP - Driven by unscripted, IC narratives and interactions that anyone can influence. Your actions matter here.Low-Fantasy Themes - For a guild like ours, high-fantasy tends to trivialize the stakes. That’s not to say we avoid it - we’re happy to interact with anyone - but you’re far more likely to find a home here as a bedraggled pauper than as a Death Knight with a runeblade the size of a wagon wheel.A Friendly OOC Community - Zero tolerance for drama. We’re here to escape, create, and enjoy ourselves.Occasional DM Events - While we do host them now and then, and anyone is welcome to run one, they’re not the heart of the guild. The day-to-day RP, stories, and tensions that develop organically are what drive us.A Guild Where Choices Matter - Actions have consequences, both good and bad. You’re in charge of your RP and your story. We’re here to build a world where criminal RP thrives, and to be part of your character’s rise, fall, or bloody stumble through it.
FAQ

How active am I expected to be?As active as you want to be! We’re all here to play a game and enjoy ourselves We have no right nor reason to dictate what you spend your free time on. That said, given the RP-centered nature of our guild, it stands to reason that the more you're around, the more you'll get to take part in our storylines, which boosts both investment and character development.
The only actual 'rule' is this: if your character has been inactive for a full month without a reason provided, they’ll be removed from the guild roster. No hard feelings. If you come back later, you'll always be welcomed back with open arms.What kind of activities can I expect the guild to get up to?A little bit of everything - and most of it illegal. Think brokering unsanctioned arms deals, distributing contraband, shaking down local business owners for 'protection fees', committing heists, roadside robbery, abducting some hapless soul for ransom… the sky’s the limit. If it’s grimy, disreputable, or profitable, it’s on the table.We also have a mercantile side. The Eastwall Curs are a mixed bag of cobblers, errand-runners, smugglers, and laborers. So, whether you’re swinging a cudgel, selling knockoff wares or earning your keep 'legally', there’s a place for you.I'd like to join, but I'm not sure if my character would fit. Are there boundaries set to what you would/wouldn't accept?As long as your character fits the guild's criminal theme and has a solid, sensible reason for joining, you're good. There are no restrictions on how good-natured or malicious they are, nor how skilled or inexperienced.If your character’s a broke sellsword who can barely swing a rusty dagger - Perfect. If they’re a mad sorcerer with a bit of eldritch grit - Great! The guild does lean toward low-fantasy, gritty criminal RP. Fireballs? Sure. Summoning Jaraxxus through a demonic rift without breaking a sweat? Probably not. Keep it grounded, within reason.Tone-wise, a zealous paladin preaching the Three Virtues might not gel as well here as a scoundrel with rusty dirks.Race-wise, we generally lean toward:
Human, Kul Tiran, Worgen, Dwarves, Dark Iron Dwarves, Gnomes, and Elves (Quel’dorei, Ren’dorei, Kaldorei, Dorei'dorei'dorei).
Not likely recruiting: Pandaren, Mechagnomes, Dracthyr, Earthen, Dracthyr, Draenei & Lightforged and Dracthyr.But I have an antediluvian Dracthyr chronomancer with a penchant for arson and a-No.Are there any rules that your guild enforces? IC or OOC?Yes - a few.: OOC Guidelines :
1. Roleplay is a fun hobby. IC drama is great fun. OOC drama is not. Keep it out of the guild.2. Have fun, but not at someone else’s expense. If you intentionally disrupt another player’s RP, you’re out. We’re here to build a community.3. Keep IC and OOC separate. Don’t let character conflicts bleed into real ones. No metagaming either - it spoils the fun for everyone.4. Fair play is key. Your actions have consequences. These will be enforced IC. That said - nothing will be forced on a character if it makes the player uncomfortable. If you’re uneasy about a consequence or event, speak up OOC. We’re flexible and approachable people, unlike our characters.5. If there's a conflict between you and another member, bring it to an officer or the GM. We’ll handle it. And in general - try to get along. We’re too old for petty game squabbles.6. When you join the Curs, you leave old grievances behind. This guild’s a fresh start for everyone. There may be exceptions, but those will be handled case-by-case.7. Mature themes? Never in public, and never with minors. Violating this rule gets you kicked, mocked, and ignored.: IC Guidelines :
1. Snitches get stitches. If you rat out the guild IC, expect IC consequences. You’re welcome to play an infiltrator or informant - but if you get caught, we expect you to accept the outcome (within reason).2. Respect the guild’s hierarchy. This isn’t a military unit, but it’s not Mad Max either. If your character constantly mouths off or stirs trouble, there’ll be IC consequences - whether that’s a back-alley bruising or worse.
You'd like to join the pack, eh?

We’re pretty flexible when it comes to recruitment - there’s no single way to join the Eastwall Curs. Whether it’s by sending an in-character letter to Sid to set up your introduction, randomly approaching us in-game, inquiring within, or stumbling into one of our schemes by accident - there’s room for it all.Recruitment is handled differently depending on the character, their background, and what they’re after.
Some might get in after a quick conversation and a gut-check, while others might need to prove themselves through a task, errand, or shady deal before they're welcomed into the fold.We also offer ‘Ally’ roles, though these are given sparingly.
This means you won’t be formally added to the guild roster (yet), but you’ll have access to our Discord server and community OOC. In-character, you’ll be treated as a prospect under consideration or a trusted ally of the syndicate, someone we might call on when it suits us.Allies don’t get to take part in everything, but it’s a way to test the waters and see how well you, and your character, mesh with the guild. There are typically two reasons we offer this:You’ve been RPing with us for a while, and you’re curious about joining, but you’re already in another guild and don’t want to leave them. In this case, you can inquire about an ally role.Your character isn’t the kind we’d normally recruit, and we’re not certain they fit our world. Rather than close the door, we might offer you an ally role to see how things develop naturally.Questions or Setups?
If you’d rather set something up ahead of time, or you’ve got questions about recruitment or the guild that weren’t answered in the FAQ - feel free to reach out to Sid OOC. Always happy to chat.

This night was no stranger to its own misery. A strident din gnawed at the squalid sinews of Old Town, threading through rancid alleyways like an endless threnody of grievances unresolved. The salt-bitten wind combed dregs and detritus into sluggish whorls, clogging the throats of sewers and choking drains long surrendered to mire and moss. Above, the moon hung like a wan crescent; a scythe suspended in the smoke-thick firmament, half-veiled by errant wisps of furnace-brumes and drifting effluence.Below, the streets crawled with mongrels; knaves, vagrants, grifters and cutthroats, scrabbling in the mire like gaunt jackals for coppers, spoiled gourds, and whatever else the gutters cared to surrender. Where once honest hands plied trades of timber, leather, and stone, now lingered a fetid sinkhole of bludgeoned brows, cracked cudgels, and blood-drenched bricks; a reeking morass where murder might be meted over a toppled tankard or a stolen crust beneath the flickering lantern-light of the Pig 'n Whistle.Howler watched a knot of them: two gristle-faced strays hemming in a lean, hollow-eyed waif. They bristled and spat beneath the sickly lamplight, their words little more than snarled bile and vitriol over some paltry gain. He observed them from a high, listing room above, peering through warped shutters as one might regard vermin quarrelling over a tallow scrap. His saffron-hued gaze brooked no pity. On the contrary, the sight stirred his breast with a bridled chagrin that felt all too familiar.The rickety chair creaked like a mournful crone as he rose. Spurs clinked, a sound muffled by the sawdust strewn across the warped floorboards. He descended and stepped into the mire, his presence wasn't announced by a flourish, but by a coarse clearing of his throat. The brigands stiffened, not out of reverence, but out of calculation.Howler’s voice was low, frayed, as though rasped through moth-bitten hemp stretched over cold-rolled steel.“You lot squabble like dogs over marrow,” he said, his eyes weighing them without affection. “Old Town used to have a spine. Crooked, aye, but a spine all the same.”One of the cutthroats barked something about debts, a snarl stitched through teeth crooked as a moldering picket-fence.Howler’s simpered thinly, his expression more sneer than smile. “Owing?” The word fell flat, bitter. "I’ve seen blood spilled for less than a word. Back in the day, men understood who bled and why. Not for slights, not for scrap. There was order, even in disorder. Men knew who held the strings, and the price of cutting them. Or those worth remembering did, at the very least."His words settled like pale dust in dead air. Somewhere, distant and indistinct, a burst of sound bid his eyes to flit eastward. Was it laughter or murder? In Old Town, distinctions were luxuries.None answered. Only the drip of a gutterpipe replied. “The city’s gone to rot,” he said, closing the space between them, the glint of a signet catching briefly in the gloom like tarnished silver at his knuckle. “The highborn fatten in their marble mansions, and down here, it’s carrion-crows pecking at sockets. The old Garde crumbled into dust long ago. And what’s left?” He gestured with a hare-skin mitt, a sweep of scorn toward the huddled trio. “Rats gnawing at rats.”He paused, measuring them like a merchant eyeing counterfeit wares.“But it needn't be this way.” His voice, a serrated purr. "There’s marrow yet in the moldering carcass of this district. Still meat on the bone, if you've a mind to dig." He flicked his eyes from the fog-thick east towards the men before him. "And make no mistake, Stormwind -is- a carcass now. The only men thriving are those with knives in hand, carving it. Not the ones burrowing through their betters' offal for scraps that even a rabid cur would spurn."A beat passed. His tone softened, but lost none of its iron.“The carving’s cleaner when jackals mind their jaws,” he said. “And if there’s to be blood... Mmh well, let it fatten the purse, not the flies.”He stepped past them, raising a finger to the air as though punctuating a quiet decree.“Feast or famine, boys.”A flicker ghosted his pallid lips, it wasn't a grin, but something leaner, something brittle and wry.“Think on it.”He disappeared into the narrow egress of a weathered shopfront. A hanging plank of grimed, warped wood swung in the mist, creaking softly as it flipped from 'Closed' to 'Open', but its faded letters were barely legible in the half-light and even if they weren't, the trio were likely illiterate anyway.
The Curs can be found at Thane's Boots, right across from the Silver Shield in the district of Old Town. Anyone with a mind to spend their hard-earned coin should definitely drop by.
Below, you'll find a list of our merchandise and our services.
Keep in mind! : Our merchandise isn't publicly listed, but one might learn of it through word of mouth.

Cobbler Services:Sole mending
Replacing or patching worn-out soles with thick leather or wooden inserts for durability
Price: 1 Silver.Heel Repairs
Reinforcing or replacing broken heels with wood, hardened leather, or iron, depending on the boot’s purpose.
Price: 1 Silver.Patchwork & Stitching
Repairing torn leather, fabric, or stitching by hand with strong linen or silk thread. Often done in intricate patterns to ensure strength.
Price: 55 copper.Waterproofing & Weatherproofing
Treating leather with tallow, beeswax, or oils to protect against the elements, ensuring the boots stay dry and functional.
Price: 3.5 silver.Shoe Stretching/Resizing
Using wooden stretchers or heat treatment to gently enlarge shoes that have become too tight.
Price: 2.5 silver.Lacing & Eyelet Replacement
Replacing broken eyelets with metal rivets or reinforced leather, and providing new laces of hemp or leather cord.
Price: 1 silver.Shoe Dyeing & Recoloring
Dyeing leather or fabric shoes with vegetable dyes to restore or change the color.
Price: Negotiable. 1-7 Silver.Personalized Embellishments
Adding personal touches like embroidery, initials, or unique design patterns using leatherwork, beads, or small metal studs.
Price: Negotiable: 5-15 Silver.Footwear Reinforcement for Combat
Strengthening boots or shoes for warriors, adding metal or hardened leather reinforcements to protect against blades and rough terrain.
Price: 5 Silver.Repair for Armored Footwear
Fixing boots that are part of a soldier’s armor set, including re-stitching, re-leathering, and re-coating with oils to preserve the integrity of the materials.
Price: 8 Silver.

Arms & ContrabandHandguns & Sidearms.The Cattleman
A sturdy, six-chamber revolver with a heavy barrel, known for its raw stopping power. A weapon of reputation that's as loud as it is unremitting.
Price: 4.5 Gold.The Longspur
A classic flintlock pistol, with a sleek wooden grip and iron barrel. Slow to reload but a deadly, refined weapon in the hands of a steady hand. Known for its precision and the sharp crack that announces its arrival.
Price: 2 Gold.Pepperbox
A multi-barreled pistol, often six rotating chambers. Prone to misfires, but can empty death into a room in seconds.
Price: 3 Gold.Pocket Puffer
A small, one-shot concealed pistol. Fits in a boot or a sleeve, deadly at dagger-range.
Price: 1 Gold.Dogtooth
A sawed-down blunderbuss pistol. Bell-mouthed, it spits buckshot, nails, or broken glass.
Price: 1.5 Gold.The Discountess
A double-barreled wheellock pistol. It's rare, clumsy to reload, but two quick shots at close range can turn a fight.
Price: 2.5 Gold.Gutterpike Gun
A long-barreled pistol with a bayonet affixed beneath the barrel for stabbing once the powder runs dry.
Price: 2 Gold.Longarms & Shoulder WeaponsTrench Bellow
A short, wide-mouthed blunderbuss that can fire anything stuffed down its throat. Whether it's lead, chain, gravel, even teeth. Terrifying in tight quarters.
Price: 4.5 Gold.Cur’s Bark
A crude musket, long, totally reliable, and respected for its reach. A marksman’s tool, though marksmen are rare.
Price: 7.5 Gold.Ironpipe Volley
A bizarre six-barrel muzzle loader, designed to fire all at once. Prone to explode in careless hands.
Price: 6 Gold.Melee WeaponsDaggers & KnivesGuttersnipe’s Fang
Bog-standard shiv, small, fast, easily concealed
Price: 5 Silver.Rook’s Fang
Blackened dirk, high quality steel!
Price: 35 Silver.Clubs, Maces & BludgeonsKnuckle-Knot
Weighted sap wrapped in oiled cloth
Price: 10 Silver.Manly Maul
Iron-headed sledgehammer, brutal and effective.
Price: 25 Silver.Quarterman’s Stick
Long staff with iron bands.
Price: 30 Silver.SwordsTarnblade
Cheap, short, and often half-dull. Effective, but requires maintenance.
Price: 15 Silver.Hooked Sabre
Curved, single-edged, ideal for street fights and high-seas skirmishes.
Price: 40 Silver.Gutter-Cleaver
Heavy, crude short sword; ugly but effective
Price: 30 Silver.The Seamstress
Narrow rapier-like blade, built for tight quarters
Price: 65 Silver.
Axes & Polearms_Hatchetman’s Handaxe
Small, weight-forward, thrown or swung
Price: 20 Silver.Billhook
Agricultural blade turned raiding weapon
Price: 25 Silver.Rustspike Halberd
Old city guard halberd, requisitioned and repurposed.
Price: 60 Silver.Old Town Stinger
Beaked cleaver. Used for chopping and picking.
Price: 55 Silver.Recreational SubstancesFadeleaf
Price: 70 Copper/Gram.Red Mist
Price: INC Soon.Rolled Glory
Price: 1.5 Silver/Pre-roll.