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[[Image:Daybreak_Logo.png|thumb|right]]
[[Image:Daybreak_Logo.png|thumb|right]]


__TOC__
== Guild Information ==
'''Guild Type:''' Social, Roleplay, CVC, CVE, Adventure/Dungeon, Militant


'''How to contact us:''' Send a message to [https://www.avlis.org/ucp.php?i=pm&mode=compose&u=26517 Daybreak].
'''How to contact us:''' Send a message to [https://www.avlis.org/ucp.php?i=pm&mode=compose&u=26517 Daybreak].


'''Alignment:''' Any non-good
'''Alignment:''' Any non-good
'''Membership type:''' Both known and secret members allowed


'''Base of operations:''' Unknown at this time, but ties in Mikona and Verloghokbol.
'''Base of operations:''' Unknown at this time, but ties in Mikona and Verloghokbol.


'''What we do:''' Daybreak is a mercenary and bounty hunting guild.
'''What we do:''' Daybreak is a mercenary and bounty hunting guild, that seeks to cooperate with local entities in ensuring the job can get done with minimal interference or collateral damage, actively seeking licenses to conduct business in different nations, with ambitious goals of renown and status amongst all of Avlis' nations. Daybreak takes ''all kinds'' of contracts.
 
'''What to expect:''' The job to get done, for a price. Secure wealth and power; and do whatever is required, big or small, to ensure our survival and the continuation of Avlis against all threats. In order to accomplish this, the focus is to allow each individual Mercenary to grow and prosper, for what benefits the one, will consequentially benefit the many. There are many roles, methods of progression, and non-combative occupations known as the Annex.
 
== Daybreak Precept ==
 
What separates Daybreak from most organizations of this nature is the code by which its members abide. Known as the ''Articles of Organized Havoc'', this document sets the ground rules and expectations of the members and how to coexist with each other and the rest of Avlis. With elements from pirate codes and gangs to organized crime and military organizations, the Articles cover many topics from dividing the spoils of loot, mission outlines and consequences of failure, to interactions with external organizations and alliances. In the spirit of what the Articles attempts to accomplish, there are '''Seven Laws''' that encompass everything and are strictly enforced:
 
#'''The Law of Kinship:''' ''Do not steal from or kill fellow Mercenaries.''
#'''The Law of Loyalty:''' ''Loyalty will be rewarded. The consequence of Betrayal will be without mercy.''
#'''The Law of Return:''' ''Pay Tribute.''
#'''The Law of Continuation:''' ''Do not participate in or facilitate any Apocalyptic events.''
#'''The Law of Accord:''' ''Do not steal from, attack, or kill allied organizations or individuals.''
#'''The Law of Inadequacy:''' ''Failure does not exist as an option.''
#'''The Law of Threefold:''' ''As you sow, so shall you reap.''
 
 
== Daybreak Membership and Structure ==
 
===The Seven===
 
The guild council consists of members known only as The Seven which are collectively the leadership of the organization.
 
===Chapters===
 
Mercenaries are divided up into four different groups known as Chapters: The '''Poison Blade''' - External Affairs and Security, The '''Shadows''' - Intel, Communication, and Information; The '''Silver Tongue''' - Relations, Recruiting, Tacticians, and Ambassadors. Rumors in the underworld suggest the existence of another Chapter, but there is no readily available knowledge on it.
 
===Rank===
 
Each Mercenary falls into a Class based on their skills and contributions to the Organization. Your '''D-Class''' to '''B-Class''' Mercenaries are your standard mercs, from contributing steel and magic to accomplishing missions, collecting information, and doing their part. An '''A-Class''' Mercenary has risen above the standard and exhibits leadership qualities, squad leaders, and developing and enforcing standards of our mercenaries. The '''S-Class''' mercenaries differ from the '''A-Class''' as an S-Class Merc may or may not be in leadership positions, but instead stand out because they are considered the technical experts in their chosen field, trainers, or advisors across the full spectrum of operations and may operate outside of the conventional chain of command.
 
=== Mercenary Occupational Speciality (MOS) ===
 
Each of the mercenaries is assigned a Mercenary Occupational Speciality (MOS) that outlines their job, role, and responsibilities in combat.
 
;'''Martial''' : ''Your Frontliners, Hunters, Warriors, Meatshields. The roles vary between sustainable offense and defense, direct combat, and providing the core capabilities for the unit to get the job done.''
 
;'''Skirmisher''' : ''Your multi-dimensional Fighters, Disrupters, Disablers. Who with bow/blade/spell can identify and interact with the ebb and flow of battle to maintain the upper hand without exposing themselves to unnecessary risk. ''
 
;'''Mystic''' : ''Your Mages, Clerics, Casters, Psions, Enhancers, Spellswords, Eldritches. A Dynamic MOS that's job is to do and/or enable others to accomplish feats that mundane methods are not able to achieve.''
 
;'''Support''' : ''Your Archers, Medics, Scouts, Recon, and Sappers. The role of the Support MOS is to control the engagement (or lack thereof) by utilizing specific skills including but not limited to scouting/trap removal and setting/triage and backline defense. Your job is to make sure the others can do theirs.''
 
=== Annex ===
These are points of contacts or non-combat occupations, skills, talents, and knowledge to attach, append, or add to be used as necessary. It includes things such as arcana and eldritch knowledge, political, lore, quartermaster, annalists, historians, to specialized talents such as a fence to buy and sell, mapmakers, and other useful talents.
 
 
== OOC Mission ==
 
=== Mission Statement ===
 
Daybreak's OOC Mission is to roleplay with our fellow #CoEMF Avlisians! To create opportunities for character growth, increase immersion, and creating more opportunities for RP. We accomplish this by embracing the diversity of our members and give all the opportunities possible for rich, in-depth RP in our interactions. As an evil group by nature there's going to be more conflict amongst our characters than there would be in a good-aligned guild. We embrace this! Step out of your comfort zone, challenge yourself and your guildmates.
 
{|
|-
| style="background:#FFFAF5; border:1px solid #F2E0CE; padding:1em; margin:auto;"| <blockquote>
<blockquote>
<p>'''''"A Master role player is one who is willing and able to bend their character concept to make the game more enjoyable for all involved."''''' -Gary Gygax</p>
</blockquote>
<p>It's not always easy bending character concepts while still remaining IC. One of the hardest things about villains and evil-aligned characters was being able to play together. When there were hundreds of players and you could have 10-15 characters of the same faith or path (Reavers, Raven, Aarilaxians, Ebony, Violet Mages, etc.) it was easy! Goals always aligned. Conflicts and disputes were always a blast, but never character-ending "no one to play with" outcomes. But nowadays if we tried to have an individual guild for every evil type out there we'd have 50 guilds with 0-1 people in them each.
 
<p>Daybreak is our chance to come together OOC'ly and enjoy what my favorite time on Avlis has always been - having fun with guildmates. All of my best memories and stories involve getting together with a group of friends. It's been a challenge to bend character concepts at times (trusting and overlooking 'vulnerabilities' being the hardest for me!), balancing between but I think the results have been absolutely worth it.
 
<p>Obviously this is a roleplaying game, so remaining IC is absolutely vital. But with a little bit of OOC effort and not taking advantage of others who have 'exposed' themselves for the sake of ol' Gary Gygax's quote we'll be able to ensure some of our best times in Avlis are the ones we'll have tomorrow!


'''What to expect:''' The job to get done, for a price.
<p>-Darkfire
</blockquote>
|}


Basically, communication and don't get butt hurt. We work with each other to craft the story. We welcome and encourage drama but keep it IC!


//More information will be added soon, just getting a placeholder.
''WrathOG777: This is a roleplaying game. There is no such thing as winning or losing. Only playing.''


=== An OOC Note ===


We try to accommodate all play styles. Hardcore to casual. You want to make it to every event, post detailed accountings of every outing? Awesome! You don't want to keep up with 43 plots and play every day, you'd rather just keep it casual, simple and fun? We've got a spot for you too! There is no pressure to be online every waking moment. We want to have FUN not stress out! We work hard on remaining IC while still keeping communication channels and the flow of information sharing open to reduce unnecessary OOC stress. We all have RL responsibilities and obligations. We're trying a unique approach with leadership so that when things do come up, we have a strong foundation that can survive the pitfalls of inactivity that creep up because of RL.


We are working on coming up with more ways to socialize and have fun, player-driven events and outings, and focus on the elements that make Avlis so much fun. We encourage all of our guild members to get on Discord as we use it for socializing when out of game, scheduling, and making communication easy.


[[Category:Guilds|Daybreak]]
[[Category:Guilds|Daybreak]]

Revision as of 16:30, 26 June 2020

Daybreak

Guild Information

Guild Type: Social, Roleplay, CVC, CVE, Adventure/Dungeon, Militant

How to contact us: Send a message to Daybreak.

Alignment: Any non-good

Membership type: Both known and secret members allowed

Base of operations: Unknown at this time, but ties in Mikona and Verloghokbol.

What we do: Daybreak is a mercenary and bounty hunting guild, that seeks to cooperate with local entities in ensuring the job can get done with minimal interference or collateral damage, actively seeking licenses to conduct business in different nations, with ambitious goals of renown and status amongst all of Avlis' nations. Daybreak takes all kinds of contracts.

What to expect: The job to get done, for a price. Secure wealth and power; and do whatever is required, big or small, to ensure our survival and the continuation of Avlis against all threats. In order to accomplish this, the focus is to allow each individual Mercenary to grow and prosper, for what benefits the one, will consequentially benefit the many. There are many roles, methods of progression, and non-combative occupations known as the Annex.

Daybreak Precept

What separates Daybreak from most organizations of this nature is the code by which its members abide. Known as the Articles of Organized Havoc, this document sets the ground rules and expectations of the members and how to coexist with each other and the rest of Avlis. With elements from pirate codes and gangs to organized crime and military organizations, the Articles cover many topics from dividing the spoils of loot, mission outlines and consequences of failure, to interactions with external organizations and alliances. In the spirit of what the Articles attempts to accomplish, there are Seven Laws that encompass everything and are strictly enforced:

  1. The Law of Kinship: Do not steal from or kill fellow Mercenaries.
  2. The Law of Loyalty: Loyalty will be rewarded. The consequence of Betrayal will be without mercy.
  3. The Law of Return: Pay Tribute.
  4. The Law of Continuation: Do not participate in or facilitate any Apocalyptic events.
  5. The Law of Accord: Do not steal from, attack, or kill allied organizations or individuals.
  6. The Law of Inadequacy: Failure does not exist as an option.
  7. The Law of Threefold: As you sow, so shall you reap.


Daybreak Membership and Structure

The Seven

The guild council consists of members known only as The Seven which are collectively the leadership of the organization.

Chapters

Mercenaries are divided up into four different groups known as Chapters: The Poison Blade - External Affairs and Security, The Shadows - Intel, Communication, and Information; The Silver Tongue - Relations, Recruiting, Tacticians, and Ambassadors. Rumors in the underworld suggest the existence of another Chapter, but there is no readily available knowledge on it.

Rank

Each Mercenary falls into a Class based on their skills and contributions to the Organization. Your D-Class to B-Class Mercenaries are your standard mercs, from contributing steel and magic to accomplishing missions, collecting information, and doing their part. An A-Class Mercenary has risen above the standard and exhibits leadership qualities, squad leaders, and developing and enforcing standards of our mercenaries. The S-Class mercenaries differ from the A-Class as an S-Class Merc may or may not be in leadership positions, but instead stand out because they are considered the technical experts in their chosen field, trainers, or advisors across the full spectrum of operations and may operate outside of the conventional chain of command.

Mercenary Occupational Speciality (MOS)

Each of the mercenaries is assigned a Mercenary Occupational Speciality (MOS) that outlines their job, role, and responsibilities in combat.

Martial
Your Frontliners, Hunters, Warriors, Meatshields. The roles vary between sustainable offense and defense, direct combat, and providing the core capabilities for the unit to get the job done.
Skirmisher
Your multi-dimensional Fighters, Disrupters, Disablers. Who with bow/blade/spell can identify and interact with the ebb and flow of battle to maintain the upper hand without exposing themselves to unnecessary risk.
Mystic
Your Mages, Clerics, Casters, Psions, Enhancers, Spellswords, Eldritches. A Dynamic MOS that's job is to do and/or enable others to accomplish feats that mundane methods are not able to achieve.
Support
Your Archers, Medics, Scouts, Recon, and Sappers. The role of the Support MOS is to control the engagement (or lack thereof) by utilizing specific skills including but not limited to scouting/trap removal and setting/triage and backline defense. Your job is to make sure the others can do theirs.

Annex

These are points of contacts or non-combat occupations, skills, talents, and knowledge to attach, append, or add to be used as necessary. It includes things such as arcana and eldritch knowledge, political, lore, quartermaster, annalists, historians, to specialized talents such as a fence to buy and sell, mapmakers, and other useful talents.


OOC Mission

Mission Statement

Daybreak's OOC Mission is to roleplay with our fellow #CoEMF Avlisians! To create opportunities for character growth, increase immersion, and creating more opportunities for RP. We accomplish this by embracing the diversity of our members and give all the opportunities possible for rich, in-depth RP in our interactions. As an evil group by nature there's going to be more conflict amongst our characters than there would be in a good-aligned guild. We embrace this! Step out of your comfort zone, challenge yourself and your guildmates.

"A Master role player is one who is willing and able to bend their character concept to make the game more enjoyable for all involved." -Gary Gygax

It's not always easy bending character concepts while still remaining IC. One of the hardest things about villains and evil-aligned characters was being able to play together. When there were hundreds of players and you could have 10-15 characters of the same faith or path (Reavers, Raven, Aarilaxians, Ebony, Violet Mages, etc.) it was easy! Goals always aligned. Conflicts and disputes were always a blast, but never character-ending "no one to play with" outcomes. But nowadays if we tried to have an individual guild for every evil type out there we'd have 50 guilds with 0-1 people in them each.

Daybreak is our chance to come together OOC'ly and enjoy what my favorite time on Avlis has always been - having fun with guildmates. All of my best memories and stories involve getting together with a group of friends. It's been a challenge to bend character concepts at times (trusting and overlooking 'vulnerabilities' being the hardest for me!), balancing between but I think the results have been absolutely worth it.

Obviously this is a roleplaying game, so remaining IC is absolutely vital. But with a little bit of OOC effort and not taking advantage of others who have 'exposed' themselves for the sake of ol' Gary Gygax's quote we'll be able to ensure some of our best times in Avlis are the ones we'll have tomorrow!

-Darkfire

Basically, communication and don't get butt hurt. We work with each other to craft the story. We welcome and encourage drama but keep it IC!

WrathOG777: This is a roleplaying game. There is no such thing as winning or losing. Only playing.

An OOC Note

We try to accommodate all play styles. Hardcore to casual. You want to make it to every event, post detailed accountings of every outing? Awesome! You don't want to keep up with 43 plots and play every day, you'd rather just keep it casual, simple and fun? We've got a spot for you too! There is no pressure to be online every waking moment. We want to have FUN not stress out! We work hard on remaining IC while still keeping communication channels and the flow of information sharing open to reduce unnecessary OOC stress. We all have RL responsibilities and obligations. We're trying a unique approach with leadership so that when things do come up, we have a strong foundation that can survive the pitfalls of inactivity that creep up because of RL.

We are working on coming up with more ways to socialize and have fun, player-driven events and outings, and focus on the elements that make Avlis so much fun. We encourage all of our guild members to get on Discord as we use it for socializing when out of game, scheduling, and making communication easy.