Hunters Guild (Faction Overview - Rough Draft)

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Hunters Guild (Faction Overview - Rough Draft)

Post  DM_Dekkar on Sat Apr 13, 2013 7:38 am

(Here in is WORK IN PROGRESS, and is subject to change, this is just to give players an oversight on the different factions without spoiling too much of the role-play, as per beta this is currently used in game)

" The hunters are to be feared, not just cause the silver damage they will do in a fight (even if they loose), but the risk of being captured. These men and women of different races, are usually very well trained fighters equipped with exotic equipment, and the more seasoned hunters with Silver weapons, just as well, Rangers and other high tracking skilled classes can track a Lycon by their paw prints. Some Hunters just kill werewolves for the love of killing so they will likely also attack other animals as well. But some are in it just for the money, in which case there is a chance they may capture you. While most adhere to the general rule of law and command of the Guild itself, some within the Guild act independently for their own means, in which case the Guild will not support them should they get into trouble. Some Werewolf Hunters have studied the Transmutation School of Magic so are able to sense their prey's shifting power at a range proportionate to their arcane level, these are the ones who are more likely to capture you since they would understand your value. Others will have just studied tracking and have learned to be proficient at tracking Lycanthropes. "



A New Face

With the recent meeting with the Druid Circle, Fey, and the Shining-blade, as well as the half-dragon wizard Vashan - it was decided amongst other things, that it's time for the Hunters Guild to take a turn for the better. Currently being discussed with the Lord of Dohral, Grandmaster Christoff has brought up the idea of creating a new sub-group dubbed "Bounty Hunters" whose purpose will be the hunting and capture of criminal's wanted by the courts to better make a new form of income. More will be updated soon..


Hunters Guild law and structure

The Guild isn't as powerful as it was several decades ago. The many years of their constant strife against the various forces of evil, be it the undead vampires - to their primary foe, the were-beasts, has left the Guild in much a fragment of its former self. Many of it's members have died for their cause, or disappeared, presumed to have they themselves, turned into the very beasts they hunt. Although there are different Guilds located throughout different parts of the world, each one adheres to different set of rules and laws for their territory they cover and which also each guild can cover multiple territories at once. In this case, Dohral and Tivook and the surrounding forests and hills adhere to the hunters "protection", which was agreed upon by the Lord of Dohral to help keep the wilds "tame and secure". Although acting independently from the crown, it is by his authority their presence in his realm is tolerated.

The Guild has a ranking structure similar to that of military ranks, where members can advance based on time within the guild, prowess or usefulness when on the hunt. Also various different merits that can be recognized by the Marshal's or Grandmaster can push a Newblood further in the guild. From highest to lowest the ranks are: Grandmaster, Marshal, Captain, Knight, and Newblood(Usually called just "Hunter"). There can only be two Marshals at any given time with control spread between them both. The Grandmaster is responsible for the operation as a whole in the areas involved, unlike most Guild leaders , the Hunters Guild's Grandmasters usually take an active role - not only producing patrols and other objectives for his kinsmen, but seeing to it personally at times as well. When becoming a member of the Guild, one must first pass several field tests which high ranks will assess, that includes tracking, survival skills, climbing, and various physical activities as the hunter must constantly be on the move. Should the unfortunate event that a Grandmaster should die, his rank will pass to one of the two Marshals whom are elected by the seasoned veterans within the order, otherwise the Grandmaster stays as such for life - when chosen.

The genral law is the following "No hunter shall hurt another brother or shall be themselves punished with banishment or death, to hurt innocents is to betray law, and will be subject to the punishments of the territory in question. Disobeying an order from a superior is insubordination and will be subject to punishment, and possible banishment from the guild. Hunters found to break agreements or treatries established by the Grandmaster will be subject to punishment depending on violation in question. To Hunt any civilized beast, Were-beasts and the like, must first be agreed upon by the Marshal's, before pursuing said hunt. Anybody, or anything captured by the Guild MUST be presented to a Captain or higher rank to be decided where the captured will be placed, or if they will be released. Failure to report captures is considered slavery, and is FORBIDDEN, Hunters found selling their captures to underground types will be subject to extreme punishment by the Guild.

Dohral/Tivookian Guild Roster

Grandmaster Christoff
Marshal Benedict
Marshal Aleik'sein
Captain James
Captain Mordian
Captain Vostroyan
Knight Reaver
Knight Khaliek
Knight Aryls'
Knight Kharv
Knight Halden
Hunter Tanith
Hunter Cadian
Hunter Slyado
Hunter Elysian

The Brave Deceased (Those that died on duty in the field of Dohral or Tivookian territory)


Marshal Solar, Went missing, presumed turned.
Captain Tallaran, Slain by a necromancer.
Knight Alexandros, Slain by a were-beast named White Wolf (Ajax)
Knight Warrick, Slain by a were-beast named White Wolf (Ajax)
Hunter Richard, Slain by a were-beast named White Wolf (Ajax)
Hunter Denis, Slain by a horde of goblins.
Hunter Serenity, Slain by a vicious vampire.
Hunter Ughnarick, Slain by a vicious vampire.
Hunter Simon, Assassinated by unknown perpetrators.
Hunter Wallace, Slain in a skirmish with bandits.


Last edited by DM_Dekkar on Sun Apr 28, 2013 5:09 pm; edited 2 times in total

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Re: Hunters Guild (Faction Overview - Rough Draft)

Post  DM_Dekkar on Sun Apr 14, 2013 4:25 pm

DIPLOMACY

Color Codes = Neutral , Alliance , War , Relations Worsening, Relations Rising

Order Of The Shining Blade(PCs) - Peace treaty


Grand City Of Dohral - Non-Aggression Pact, Peace treaty, trade-agreement.

Druidic Circle (PCs) - Mutual Assistance Pact, Council Of Judgement

Mercenaries Guild (PCs) - Temporary Alliance, trade-agreement

The Cholla -Peace treaty, trade-agreement


Eastern Stronghold Dwarven Encalve - Peace treaty

Shak Tolun - War

Organized Bandits - War

Curst Vampyre - War


Note, these aren't ALL the factions in the entire game world, these are local yet dominate factions. Minor factions such as Fey, Elven Enclaves, Half-lings etc. either fall with another major Faction, or are too small to make an impact on politics. Also, Factions with PCS listed next to them, means that actual player(s) are in the faction as well. Others are "NPC Controlled" (DM run)

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Male Number of posts : 72
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