Guild:Daybreak: Difference between revisions
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;'''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.'' | ;'''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.'' | ;'''Support''' : ''Your Archers, Medics, Sentries, 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 === | === Annex === |
Revision as of 03:27, 10 February 2023
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: Main headquarters in Verloghokbol, with strong presence in Mikona.
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, Sentries, 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.
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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.