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Post by Akante on Jan 31, 2012 19:04:51 GMT -5
color key~ teal consists of Rita's direct bloodline navy consists of nobility dark green consists of 2nd generation nobility dark red consists of prisoners and slaves. uncolored names are those who joined on their own accord.
memeber count;; 21. + females;; 12. + males;; 9. + in acceptance;; 9. total;; 30. limit;; 50.
+ auto-accepted;; 2 Theta, Otim
THE CAPTAIN'S DECK~
Captain: Rita Quarter Master: none First Mates: none The Sharks: + Loan Shark: none + Hammerheads: none
THE BOW~
Sailing Master: none Master Gunner: Bresha Banshee: Levana Embassy: none + Scoundrel: none Kraken: none
THE HULL~
Gunners: Fairah | Nico Phantoms: not for your eyes~ Watchmen: Shark | Creek Dancer + Sirens: Verressa Surgeons: Night Steward/ess: none Riggers: Sonja + Two-Legs: Little Deerscream | Arwan
THE BILGE~ Sailors: Emila | Hype | Theta | Mara | Xanto | Skyrim | Kyron | Weiss Whelps: Otim Scallywags: none
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Post by Akante on Jan 31, 2012 19:05:11 GMT -5
[/b] Captain: The head of the pack, all powers, responsibilities, and rights fall onto the Captain. It is his/her job to maintain the desired order, whether directly or indirectly through the ranks. During times of battle, the Captain serves alongside the Master Gunner. Quarter Master: The equal to the Captain - the beta of internal affairs, who exists to check the alpha's power. S/he ventures into the heartland of El Dorado often, to ensure that everything is running smoothly. Members who cannot resolve issues are expected to approach the Quarter Master. First Mates: The heirs to the Captain and Quarter Master. Not necessarily a hereditary rank, they are double-ranked to discourage laziness. The Sharks: The few, trusted members who are in charge of regulating the monetary values of each pack member. They may double as advisors, seeing as they should be pretty darn trustworthy enough to be entrusted with such great responsibilities. Should any of these members be found and convicted of lying, cheating, or stealing, they are instantly demoted to Scallywag. [li] Loan Shark: The head honcho of the Sharks. It's the Loan Shark's responsibility to ICly and OOCly keep track of all exchanges, purchases, and sellings that take place within the pack. They control and monitor the Hammerheads. These members are also likely to double as betas to the Captain and/or Quarter Master, but only if deemed so by their Captain and/or Quarter Master. [/li][li] Hammerheads: The underlings of the Loan Shark. It's their responsibility to witness all events in which monetary exchanges take place. They settle disputes concerning these exchanges, and report all updates and findings to their Loan Shark.[/li][/ul] .
THE BOW~
Sailing Master: In charge of the Embassy - usually one or two members. They are expected to be extremely knowledgeable of the outside world, and often lead their rank on frequent missions to familiarize themselves (though they usually venture on more missions). An advisor, of sorts, the Sailing Master(s) should be able to confer with the Captain and Quarter Master about potential threats, allies, or raiding zones.
Master Gunner: Both brawn and brains, this member should reigns over the Gunners, and should be the strongest member of the pack. S/he should be able to strategize in battles and should also be the best fighter in the pack. Often, the Master Gunner may set up missions where the Gunners will venture into neutral lands to practice fighting (and possibly killing) random rogues, just so they can get a taste of what it's like to fight someone who has no qualms about fighting back.
Banshee: The Banshee is the head of the Phantoms. Chosen for their almost robotic loyalty to the alphas, their duties require them to make sure the internal cogs of the pack's clock are working perfectly. If anything goes wrong inside the pack, it's up to the Banshee to fix it. More often than not, the Banshee may work alongside the Kraken to deal with troublemakers. Banshees are in charge of watching out for rebellion against the Captain.
Embassy: A combination of ambassadors and spies (aka the Ambassador or Mole specialty), the Embassy are a group of members that are quick and capable in the art of intelligence gathering as well as appealing to the strangers of the outside world. These members should be swift, quick-thinking, persuasive, and extremely perceptive. The Embassy needs permission to set out on missions only by their Sailing Master. [li] Scoundrel: A subrank of the Embassy, the Scoundrels are those who venture out, mainly to neutral lands, to raid and pillage to bring back valuables to the pack. Any creature can fill this rank, as long as they keep up with the demands of the Captain's Deck. Double-ranking is optional, and encouraged, with this rank.[/li][/ul] Kraken: The hidden monster of El Dorado - unknown and unseen by any other than the Captain's Deck and Banshee. This ferocious beast is the tormentor of those who stir unwanted troubles within the pack. Having been swept away from the public's eye, usually by the Banshee, the criminal is handed over to the Kraken, where his/her fate is left to this beast. Torturer, Executioner, and Silencer, the Kraken serves its purpose behind curtains, and is only available under the command of the Captain's Deck or the Banshee.
THE HULL~ Gunners: The topnotch fighters, as well as the fingermen for the Quarter Master. These members are responsible for protecting the pack in times of intrusion, breaking up riots through means of violence, or even aiding with punishments. They follow under the Master Gunner, and must be fully capable of following any and all orders. Stereotyped as ruthless and brutal, Gunners should have hearts of steel. Occasionally, a Gunner will be expected to accompany a member of the Embassy when they venture to potentially dangerous places.
Phantoms: Often called the "Rats", the Phantoms are under the direct control of the Banshee. Double-ranked and extremely secretive, these members are die-hard loyalists for the pack. Having been selected for their outstanding contributions and potential, they serve as the internal spies. They have one goal, and one goal only - sustain the desired order of the Captain's Deck, and sniff out any undesirables. They report all findings to the Banshee.
Watchmen: The borderguards and scouts. They often work alongside the Gunners to keep in shape, or two help fight off/eliminate troublesome recruits. These members must have a pristine understanding of what the pack needs, and therefore may only let in those with high potential. The Watchmen will be held accountable for any mishaps that occur at the borders, so it's best to do you job, and do it well. [li]Sirens: A subrank of the Watchman, these members are purely females. The Sirens are the ones who, most of the time, enslave other creatures into the pack by luring them in with their undeniable feminine charm and beautiful poise. Occasionally, though, the Sirens may bring in someone who has voluntarily wished to enter the pack. Behind their beauty and grace, these members must have a cunning and quick mind, knowing how to read someone from the inside out and decide whether or not they're worth it all.[/li][/ul] .Surgeons: Those specialized in the knowledge of herbs, plants, remedies, poisons, and anatomy. They tend to the wounded and sick, as well as stirring up trouble when ordered to by the Captain's Deck. Usually, the senior Surgeon will be the one 'in charge', though this merely means setting up recruitment. It is extremely important that the Surgeons do not mess up when working on a member, otherwise they might be accused of intentionally harming/killing said member, and consequences may follow. Stewards/Stewardesses: With only a couple of members in this rank, they are tolerant, patient, and flexible. Any pups from a prestigious family may be placed into the care of the Stewards and Stewardesses after three weeks of care from their birth mothers. These members must also be able to fully comprehend what it means to be a member of El Dorado, and should be able to easily communicate this idea, the values, and customs of this pack, to the Whelps. It is the Stewards'/Stewardesses' prime responsibility that the Whelp grows up with the right mentality. If they sense any sort of weakness or fault, physical or psychological, they are to report it to the Quarter Master or Captain. Riggers: For those of inadequate size/whatever to fill in the other working ranks. Upon acceptance, these creatures will tell their Watchman their capabilities, and from there they will be assigned a certain task. Each task - the job assigned to them - may vary from Rigger to Rigger. These members may rank themselves according to seniority. Tasks may include, but are not limited to,: scavenging for gems, tools, etc; accompanying the Scoundrels on raids (only for trustworthy Riggers); spying internally, and being an aid for someone else in the ranks. [li] Two-Legs: The resident humans of El Dorado. Despite being low on the rankings, the humans are crucial to El Doradan culture, for they are the ones who manage, create, and apply all accessories and tattoos. These members should not be attacked unless they attack one of our own, in which case it shall be held down and not killed until a member of authority arrives to determine the situation.[/li][/ul]
THE BILGE~ Sailors: The common member of the pack, whether it be because they are newly-accepted or recently demoted. The Sailors should be hunting for the pack until they finally manage to work their way up in rank.
Whelps: Those under the age of nine months. At that age, they're to be moved directly into a working rank (hopefully the one they've been mentored into). Otherwise, they're automatically bumped into the Sailor rank. Don't be afraid to rough up a Whelp a bit, depending on who its parents are, since they're supposed to be able to handle themselves.
Scallywags: Those who have truly been deemed unworthy to be in the ranks, yet not enough to be killed or exiled. Traitors, criminals, and completely useless members are tossed into this rank. Prisoners from battles are also detained at this rank.
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Post by Akante on Jan 31, 2012 19:05:28 GMT -5
ALLIES;;
Eschaton;; + terms: we give them poisons & fire and lessons to use them. we offer each other aid when needed. no backstabbing. + proof: here.
Name;; + terms: insert terms here + proof: insert proof here
ENEMIES;;
Almas Rotas;; + reason: fought against them for land - lost. fought for land again - won. + terms: kill or enslave on sight. + proof: here, here
Leeroy Jenkins;; + reason: trespassed and pissed off pack members. + terms: kill or enslave on sight. + proof: here
Name;; + reason: insert reason here + terms: insert terms here + proof: insert proof here
PAST RELATIONS;;
Marre's Keep;; + terms: tense/fragile alliance. we will only aid them in challenging for land against Almas Rotas + proof: here. + reason terminated: they were conquered. oh well~
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Post by Akante on Jan 31, 2012 19:05:43 GMT -5
"Since El Dorado doesn't have the best sense of 'justice', there's bound to be those that like to take advantage of this. Should one make himself appealing to others, he can gather his own 'Posse'. The maximum amount for someone's Posse is three, unless they're a member of the Captain's Deck, where there is no limit. The purpose of this Posse is backup for everyone involved inside of it. The members of a Posse, even if under the command of the Posse's originator, should be willing and able to support one another. Should someone in the Posse be bullied/attacked/accused, his Posse should be able to support and back him/her up. Also, if someone in the Posse wants to challenge for a higher rank, they don't have to fight for it by themself - their Posse can fight with them. This is also true for the member who's being challenged."
Posses are a way to not only encourage members to get out and meet other members, but to associate members with each other to find someone that they're compatible with, as companions in the same group. Members within the Posse must show support to each other, no matter what, or you risk being booted from a Posse. And if you're shunned from a Posse, that Posse has every right to go around and let everyone else know how incompetent you are, so it might become difficult to get into another one... So it's best to stay true and diligent to whatever Posse you end up in. Members wishing to start a Posse need OOC permission from the Captain to do so. Upon receiving permission, you will also receive a customized Posse trinket - a single trinket that is unique to members of your Posse and no one else. These trinkets can be used to identify a member of another Posse, or perhaps someone who isn't even in one - ergo they're available for the taking. Or, with explicit permission from the Captain or Quarter Master, you may choose a tattoo, instead - this is only for special, privileged cases.
The Captain reserves the right to break up a Posse should she feel that they're threatening the well-being of the pack or the Captain/Quarter Master.
Rita;; -tattoo + Bresha + member two + etc
Shark;; - trinket; shark tooth necklace + Weiss + member two + etc
Mara;; - trinket + Theta + member two + etc
Posse Leader;; -trinket + member one + member two + etc
"Those who have truly been deemed unworthy to be in the ranks, yet not enough to be killed or exiled. Traitors, criminals, and completely useless members are tossed into this rank. Prisoners from battles are also detained at this rank."
In general, Scallywags are typically creatures who have made stupid mistakes, such as trespassing, angering a noble/royal too much, committing treason (but not bad enough to be killed), or other reasons. Scallywags may be treated as 'slaves' under extreme circumstances and with permission from the Captain and/or Quarter Master. If a Scallywag is considered dangerous enough, s/he may be assigned a Master to ensure that a constant eye is watching over them, possibly even teaching them to redeem themselves from whatever horrible deed they committed... if there's even a possibility of redemption, of course. However, under no circumstances may a Master free/bump their Scallywag out of their Scallywag status - only the Captain and/or Quarter Master have the right to do this.
Reasons for 'enslavement' ; Fighting against us for land and losing Murder of anyone in the Bow Murder of a Legend (if you somehow weren't killed) Murder of anyone highly-favored by the Captain Trespassing with malicious intent and more...
Master;; + slave one + etc
Master;; + slave one + etc
"For those of inadequate size/whatever to fill in the other working ranks. Upon acceptance, these creatures will tell their Watchman their capabilities, and from there they will be assigned a certain task. Each task - the job assigned to them - may vary from Rigger to Rigger. These members may rank themselves according to seniority. Tasks may include, but are not limited to,: scavenging for gems, tools, etc; accompanying the Scoundrels on raids (only for trustworthy Riggers); spying internally, and being an aid for someone else in the ranks."
Riggers are assigned upon acceptance by their recruiter. It is up to said recruiter to properly assign each and every Rigger to an appropriate job. If a Rigger feels s/he was placed in an inadequate job, they may take it up with either their recruiter or anyone in the Bow or Captain's Deck for reassignment.
The Riggers~
Sonja;; + aid to Shark + thief
Rigger;; + duties/assignments/etc
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