|
https://media.giphy.com/media/2ya7xLyEeynlZM4FCw/giphy.gif
|
Plotter
|
|
304 posts
|
|
its time for a tracker
|
Aug 17, 2024 16:22:11 GMT
|
Lore Librarian
|
Post by Cheshire on Nov 30, 2020 3:24:47 GMT
[googlefont="Lora"][googlefont="Playfair Display"] As free as the winds, the Mercurior have no territory. They wander the lands as they please alone or in small groups. Each member is marked with a red brand somewhere on a visible part of the body to identify them as a member of the guild. Guild members are allowed to go anywhere in the land without being harried by pack wolves as long as they uphold the contents of the contract. | Lord | Timber Bri | |
|
|
|
https://media.giphy.com/media/2ya7xLyEeynlZM4FCw/giphy.gif
|
Plotter
|
|
304 posts
|
|
its time for a tracker
|
Aug 17, 2024 16:22:11 GMT
|
Lore Librarian
|
Post by Cheshire on Dec 2, 2020 22:56:05 GMT
[googlefont="Lora"][googlefont="Playfair Display"] 2 Males | 4 Females Total: 6 High Ranks Lord The leader of the guild. Due to the nature of the Guild, their role is quite different from usual. During most the year, they act as a waypoint for Guild members. Usually accompanied by one Grand and two to three Magnums, they are to have food and medicine available along with a safe resting place for any Guild members that wish to rest. Any jobs that the other packs wish the Mercurior to complete are sent to them first. They then distribute them to the correct Grands. During the Winter Gathering, they act as a true pack leader and lead the pack through the winter. Cause Second in command and adviser to the Lord. Due to the nature of the pack, they aren't like a normal second. They act as a second, smaller waypoint during the majority of the year and provide the same things as the Lord's waypoint but in a smaller version. They travel with two to three Magnums. During the Winter Gathering, they act like a true second in command.
Top Ranks Grands The top of their trade. They hold responsibility over their respective trade's well-being and missions. They need to know the general location of those under them and make sure assignments are completed. New Guild members are assigned mentors by Grands. They are given the hardest and most dangerous jobs and also cost the most to hire out specifically. Assassin | Spy | Mercenary | Healer | Open | Open | Coahoma | Open |
Main Body Magnums The majority of the pack. They are free to do as they please. Occasionally, they are tasked with jobs to complete but otherwise have no obligations. Assignments are to be completed in a timely manner and reported to their respective Grand upon completion. These are the wolves that are usually the ones carrying out assignments. Assassin | Spy | Mercenary | Healer | Smoke | Soralai | Open | Open |
Non-TradeEden
|
|
|
https://media.giphy.com/media/2ya7xLyEeynlZM4FCw/giphy.gif
|
Plotter
|
|
304 posts
|
|
its time for a tracker
|
Aug 17, 2024 16:22:11 GMT
|
Lore Librarian
|
Post by Cheshire on Dec 2, 2020 22:56:37 GMT
[googlefont="Lora"][googlefont="Playfair Display"] Assassin Trained to kill, assassins are tasked with the elimination of wolves. They can only be given jobs from the Three Packs's high ranking and higher wolves. It is the trade with the most risks and the fewest members. They are also the trade that has the highest base cost to hire. There are two restrictions regarding jobs sent their way. They cannot be asked to kill a fellow guild member nor can they be asked to kill a pack leader.
Spy Spies are trained in stealth and secrecy. They are the wolves that spend the most time in pack territory. Some of the more dedicated spies will integrate themselves into a pack to complete their mission. This is usually done with the knowledge of the Lord and Cause so that they can be easily extracted when needed. It also means that some spies will not have the Mercurior brand despite being in the Guild to better facilitate their mission. When not tasked with a specific job, they are to gather information here and there as they come across it. If anything of note or importance is heard, they are to report to the Cause or Lord as soon as possible. Their missions usually consist of a Three Packs leader having a Mercurior Spy spy find out certain information on one of the other packs. As is the same with the Assassins, Spies cannot be asked to spy on the Guild.
Mercenary The most combat orientated members of the pack, the mercenaries are the largest in number. They are often hired out to act as guards whether just for territory patrol or for some event. Occasionally, they are enlisted to help with the Three Packs' hunts but it happens rarely. In wartime, they are hired on as help in battles. As it is with the other two trades, Mercenaries cannot be hired out to do anything that might harm the Guild.
Healer The healers work as wandering medics. They may be called on by the Guild to treat guildmembers, but, like the other trades, are free to wander and do as they please as long as they have no assignments. Their main job is to treat the Guild's illnesses and injuries but they are also tasked with painting the brand on new members and refreshing old marks. If a wolf is promoted, they are to update the mark as well.
|
|
|
https://media.giphy.com/media/2ya7xLyEeynlZM4FCw/giphy.gif
|
Plotter
|
|
304 posts
|
|
its time for a tracker
|
Aug 17, 2024 16:22:11 GMT
|
Lore Librarian
|
Post by Cheshire on Dec 2, 2020 22:57:05 GMT
[googlefont="Lora"][googlefont="Playfair Display"] Ranking up is done through challenges. The Mercurior have a simple system. Challenges can only be initiated during the Winter Gathering or the Meeting of the Summer Solstice. They are always trial by combat and any rank can be challenged for. Challenges and their result are not accepted unless they are overseen by one Grand ranked or higher wolf and two other wolves. If the challenger is the winner, the two wolves swap ranks and brands are updated to reflect the change. If the challengee is the winner than the ranks stay the same and the brands do not change. If the challenger loses than they must wait until the next all Guild event before they can challenge again.
|
|
|
https://media.giphy.com/media/2ya7xLyEeynlZM4FCw/giphy.gif
|
Plotter
|
|
304 posts
|
|
its time for a tracker
|
Aug 17, 2024 16:22:11 GMT
|
Lore Librarian
|
Post by Cheshire on Dec 2, 2020 22:57:50 GMT
[googlefont="Lora"][googlefont="Playfair Display"] The Contract The first lord of the Mercurior established the Guild with the consent of the leaders of the Three Packs at the time. The lord was allowed to create his Guild but with a few requirements which are listed below.
- The Guild cannot claim territory. They can establish den sites, but they cannot claim any territory for themselves.
- All members of the Guild, with the exception of the Lord and Cause, can be hired out by the Three Packs to do tasks for them. They will be paid for their work in whatever means desirable except for land.
- Guild members must keep non-Guild members and criminals under control. They are to monitor them and make sure they don't cause any trouble. Should they cause any trouble, the Guild will take responsibility for the damages.
- All Guild members are to be identified with a red brand located somewhere on their body. To distinguish Guild members from regular loners, they are to be branded with a mark on a visible part of the body. If the brand is not seen, than the wolf will be treated as a regular loner regardless of whether or not they are a Guild member.
As long as the Lord upholds these requirements, the Guild will be allowed move freely across all three territories and the neutral lands. They will be allowed to hunt where they please, rest where they please, and generally live without any problems or harassment from the Three Packs as long as the Contract is upheld. The Guild was thus established with these unbreakable rules in place.
Events Meeting of the Summer Solstice The Meeting of the Summer Solstice is an event that takes place sometime around the Summer Solstice. The length is variable and typically is one to two days. All members of the Guild are required to attend.
The Lord's group arrives first at the location, typically decided during the Winter Gathering, and howls using the Guild's message system to signal to the rest of the Guild the location of the Meeting. Guild members arrive over the course of the next two to three days.
The Meeting begins with an all Guild meeting. It begins with the induction of new members and biding farewell to those that have left. Following that, guild members report on the past few months, discuss and enact new laws and discuss the upcoming months among other topics. The final portion of the meeting is dedicated to declaring rank challenges. Once the all Guild meeting ends, the Magnums are dismissed and the Grands, Cause, and Lord remain to discuss assignments past and present, and the Three Packs.
The following day is spent on challenges if there are any. If there aren't, than the meeting is concluded and the Guild members are free to leave. Before they may leave, they must tell the Lord or Cause if they will be participating in the Winter Gathering. If they say they will be participating, the Lord or Cause will inform them of the meeting location for the Gathering.
Winter Gathering The Winter Gathering is the only time the Guild resembles and acts as a pack. As the winter is often a difficult time for lone wolves, the entire Guild gathers to help each other survive the winter. Attendance is not required.
All the members that said they would be participating at the Meeting of the Summer Solstice gather at predesignated location. The location changes every year and is chosen by the Lord who selects the location during their wanderings. They will howl using the guild's message system at the location to let the guild know where to meet when the Winter Gathering is to begin.
The signal to begin gathering is first snow. At first snow, those who stated they would attend must make their way to the meeting place. The Guild will wait for four days and no longer at the meeting place before moving on. During those four days, every morning, a wolf will howl as means to guide members to the location. The Lord will greet everyone that arrives so they know who is yet to come. If a wolf has not arrived by the end of the four days, the guild leaves anyways, but the Lord will let everyone know to keep an eye out for the missing wolf or wolves. The missing wolf or wolves must either tough out the winter alone or try and catch up with the Guild. As for wolves that change their mind and decide to come but originally said they wouldn't, they are welcome to join but if they miss the Guild, will not be looked out for. For wolves that decide not to go but originally said they would attend, they are to howl to let the Guild know they are no longer attending and not to expect them.
For the rest of winter, the Guild acts as a roving pack and supports each other through the winter. When the snow melts and the prey returns, the Guild disperses until the Meeting of the Summer Solstice.
Revealed Culture Red Marks the Spot The Mercurior have stores of meat and common medicines for their members scattered all across the territories. The stores are buried most times. If that is not possible, another method is used, usually tree hollows or caves. Most of the stores are located in the neutral territory. A few are strewn about here and there in the pack territories with the exception of the Au'Dar's territory. The Au'Dar territory has no stores while the ones in the other pack territories are much harder to find.
All stores are marked with the same red paint as the Mercurior brand. Usually placed on a nearby rock or tree. A red circle indicates it does not need refilling. A single claw mark indicates that more meat needs to be added. Two claw marks signify low medicine stores. Half circle means both need to be refilled.
The general rule is that all Mercurior members are allowed access to the stores. If a pack wolf stumbles across one, it is largely understood that they are to leave it alone. Mercuriors are free to take what they need and replace what they can. The Lord or Cause may chose to check all nearby stores and refill them as needed in the area they are staying for the next few days. If a Grand finds a store with a half circle, they are expected to refill it to the best of their ability.
|
|