Rules: Not many.
-Please, if you haven't roleplayed on a forum before, read the stickied RP guides! They're awesome, and will give you a good idea of all of the rules this has. In essence:
*No Godmoding.
*Mary-sues are a bit annoying. If you have a strange character, feel free to post up that character's information for a quick review. If you can play the character well, we'll often accept it! (Note, however, that we have several dragons already and more would be pushing it.)
*Having several characters is perfectly fine, but please try to keep all of them active if you have several. This has proven to be a slightly more literary (longer posts per person) RP and writing the thoughts and actions of several characters can be tough.
-Note- It's not a rule that posts have to be long. Two word posts should be avoided if at all possible, but I know sometimes you can't avoid it, and that's okay.
*Try to use at least some sort of grammar. Capitalizing the first word of each sentence is appreciated, and leetspeak is a no. We understand that not everyone knows english as a first language and that's okay.

*This plot doesn't follow the in-game goings-ons exactly. This plot has never occurred in game. However, I've done my best to follow the lore, so I hope everyone approves!
The Setting
Azeroth, the same time that it is in-game, give or take a few months. Directly after the Shattering. Cities and the areas around them play a main role in this storyline.
The Plot (That characters will reasonably know)
The cities are in turmoil. Messengers are disappearing every day, leaving the city and never being heard from again. Mages that attempt to teleport from city to city sometimes never reappear. Windriders and gryphons are torn from the skies. To make things worse, strange beasts are being sighted outside each city, their forms strangely twisted by strong elemental energy. They patrol the skies as well as the roads, slaying those who carry information.
The transfer of communication from city to city has halted because of this. Suspicion is rising, each leader wondering if the other faction - or, perhaps, their allies - are slaying their messengers. The war between the Alliance and the Horde is only urged on by this suspicion, each side blaming the other.
The Plot (That your characters can't reasonably know, unless they're antagonists)
The Twilight's Hammer is attacking again! New magic has been discovered that lets them siphon the magic out of living beings and transfer it into normal beasts. These beasts are driven insane as soon as they are infused with enough magic, and more than one element per beast will flat out kill it. Packs of Fire, Lightning, Light, and other beasts are held in pens around hidden camps to be 'tamed' by self-proclaimed Twilight Clan members. These cultists hide around the cities, sending out their specialized beasts to slay anyone transferring information. Mages and other magic casters aren't slain but instead knocked out and taken back to camp, where the magic - and most of their life - is drained from them and absorbed by a beast. The victims are left with enough energy to stay alive for a few hours before they expend all of their leftover life simply with the effort of breathing.
A fairly well hidden goal lies behind this. Very few of the cultists know of it.
The Beasts and How to Control Them
Each beast has its own element. They can only be controlled by classes who can control this element.
Electric = shaman
Fire = fire mage/Warrior
Earth = Shaman/druid/Warrior
Wind = Shaman
Ice = ice mage/Ice DK
Plague = DK/Rogue
Shadow = Shadow Priest/Warlock/Rogue
Light = Holy/Disc priest/Paladin
Hunters can control any of the beasts, but they can't have many of them. While a fire mage might have four or so, a hunter might have two.
Those aren't set in stone. If your character happens to be strong in some element, than they can control a beast of that type.
Note- the number of beasts your character can control is related to how strong the beasts are. A huge, flaming Devilsaur will be harder to control, so you might only get one other pet.
Controlling a beast is simple enough. Because they start out insane with overflowing elemental power, your character simply has to help hold some of the power inside of him or her self. This lets the beast become sane again, and it bonds to you. Hunters have to bond their spirit with the beast's.
-Each beast has spells and abilities that reflect its element, and they look somewhat different - often changing color. Their eyes also glow, and their breath would be tinted the color that their eyes are.
Thunder = Blue-grey, flashing
Air = swirling grey
Fire = bright orange
Earth = Dull yellow
Ice = Light blue
Plague = Dull green
Shadow = Dark purple
Light = White
-When a beast dies, it *explodes*. All of its elemental energy is released in an explosion that will strike anything and anyone nearby. Watch out!
Getting an Elemental Beast
You can do this any of three ways.
1. Be an antagonist and earn one. This is easy! However, you must be an antagonist.
2. Steal or find one. Some of the weaker ones are forgotten and run away. It'd be very hard to get a strong beast this way, as they're all closely watched.
3. Buy one. They're sometimes sold on the black market via an odd blood elf going by the market name "Talon".
Whew! That was a lot of text. Sign ins can now start!