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CYCLE 120Current time: Apr 03 2025, 02:01 AM


The Merrymen IN Main Area
A MURMUR FROM THE RUINS
ECHOES SOFTLY AS THE ROOTS UNDO
AND THE BRANCH BECOMES
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None 122 Cycles
Origin Cave

#1
OOC 
 
MAGICKA LEVEL 100%
RESTORED TO 100%


[img]/images/groupimages/group-merrymen.png[/img]
Neutral Evil
Honour among Thieves is the Ancestor of All Honour

"Finis originae pende"
"The end depends on the beginning"


OVERVIEW

There is no specific motive for their actions that is immediately apparent to the naked eye. All focus is placed on the acquiring of possessions and becoming the strongest group within the Origin caves. This may stem to dabble in assassination and contract killing through less than conventional means in order to gain the upper hand. Louie originally wished for the creation of The Merrymen in order to surround himself with the most powerful creatures, though his motives are becoming more sinister as time goes on.

RULES

There are only three rules. Don't kill, maim or rape fellow members. If you are of no use to the Merrymen, you will be chased off or killed. Follow orders or suffer the consequences.

RANKS

Chief Bandit:
-----> Diamondfang
Intelligent and usually the best thief within the group, their drive for command over all the treasures within the cave system is high. A significant figure head and leader, they hold command over all ranks within Merrymen except for Witch Doctor.

Witch Doctor:
-----> Louie
Not explicitly involved in the happenings of the Merrymen, in theory they share joint leadership with the Chief Bandit though it is usually never utilized. Instead, their focus is merely on exploiting the weaknesses of others for profit and aiding those within the Merrymen to keep them at optimal fitness and health.

Artillery:
-----> Nemesis
Usually not built to suit the needs of a thief, these warriors serve as the important body of the group, protecting their brothers and sisters through their brute strength and strong wills. Without members such as these, Merrymen would not be able to hold together against outer forces. They may accompany thieves in their travels in order to provide additional protection. Receive the best medical attention of the group.

Thieves:
-----> Fleur, Magdalena
Primarily what the original founding of the group stood for, they bring in the riches usually in a manner that tries to avoid violence where possible. A weak thief is a useless thief, little energy will be spared in order to heal or improve their skills through prokaryotic manipulation. It is reserved explicitly for the thieves who have proven their capabilities of stealing.

Hunters:
-----> X
These are the dirt members of the group, they are literally nothing more than tools and should be treated as such. All their job is is to make sure the rest of the members remain fed and perform any other tasks that are required of them. Any overuse of force or punishment on hunters can in itself be punishable, though they are pretty much fair game in the grand scheme of things.

Progeny:
-----> Hestia
Any Gembound birthed from a member holding a rank higher than Hunter.

SERVICES

Though not inclined to help others out of the good of their hearts, members of The Merrymen would be happy to do it for a price. This can vary from member to member, though all favours and trades must be overseen by either the Chief Bandit or Witch Doctor in order to ensure maximum benefit for themselves.

If a trade or favour ends up going wrong and more benefit goes to the requester, the requesting character will be captured and placed as a Hunter in order to serve the rest of their debt.

If a trade or favour appears undesirable, the character requesting it will be chased off or potentially captured to serve as a Hunter.

JOINING

Any initiates looking to join may make their way to the Platforms where The Merrymen hold base camp and have either Diamondfang or Louie enter their thread. Either the Chief Bandit or Witch Doctor may request them to perform a task in order to prove their worth. Any large creature (e.g. bear, lion, rhino) will most likely be accepted. Any crippled or sick characters will be denied entrance, but may be invited back at a later date. Characters that can serve as thieves will need to provide examples as to their success rate so far or show keen interest in learning.


 
 



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