Jump to content

Search the Community

Showing results for tags 'Hunters'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

Found 6 results

  1. Attention! The Black Dawn Hunter Association offers hunting services for those in need of hunters. Our skilled hunters are ready to take on any game, big or small, for a fair price in Minas. Contact us to get hunters or apply to become one today! https://discord.gg/uh3jSpDU
  2. Listen closely, young hunters, and hear the tale of the Black Dawn's Rise, as told to me by my mother when I was but a child. In a time long ago, the world was plagued by an unrelenting darkness, an evil that seemed unstoppable. Beasts prowled the land, monsters lurked in the shadows, and demons and dragons ravaged the skies. It was a time of despair, a time when all hope seemed lost. The people of the world lived in fear, for they were powerless against the darkness that threatened to consume them. They prayed to the gods for salvation, but their prayers went unanswered. The darkness grew stronger with each passing day, and it seemed that the world was doomed to eternal night. But then, the Black Dawn rose in the sky, a sign of hope and redemption. The people of the world saw the Black Dawn and knew that they had not been abandoned by the gods. The Black Dawn was a powerful entity, and it sent forth its children, the greatest hunters of the land, to ride forth on horseback and do battle with the evil that threatened to consume the world. These hunters were the bravest and most skilled in the land, but even they were afraid. They knew that they faced terrible odds, for the creatures of darkness were many and their powers were great. The hunters rode out with heavy hearts, knowing that they might not return. But the hunters were not deterred, for they knew that the fate of the world rested on their shoulders. They rode forth with grim determination, facing their fears and steeling themselves for the battles to come. They fought bravely and tirelessly, day and night, never giving up even when it seemed that all was lost. At first, the hunters faced terrible odds, and many of them fell in battle. The darkness seemed overwhelming, and it was easy to lose hope. But the hunters persevered, for they knew that they had no choice but to fight. They battled demons and dragons, outwitted beasts and monsters, and saved countless lives in the process. And so it was that the hunters, with the blessings of the Black Dawn, saved the world from the darkness that threatened to consume it. They were hailed as heroes, and their deeds were remembered for generations to come. Remember this story, young hunters, and never forget the despair that once consumed the world. But also remember that even in the darkest of times, there is always hope. The Black Dawn's Rise reminds us that we can overcome even the greatest of evils, so long as we have the courage and determination to do so. Told by (Kaelin Keldor, the first grand warden of The Black Dawn Hunters association) Join ous today: https://discord.gg/zX2pADZJ
  3. Mondblume Family Lore Limo_Man (Ziggity #0979) | Amelot the Brave and ozark (0zark#2665) | Zeydl Mondblume A manual for those in the Mondblume family. A history of the family name and origins. Family Origins The Lore of the Moon Rose Spoiler: https://www.youtube.com/watch?v=ydaj81_E7LU A ranger stood alone in a valley of freshly fallen snow. He had never enjoyed the city life, the noise, the cobblestone keep towers which hide those fortunate enough to be born rich nobility. His short, messy, light blond hair shined in the dark night. The blackened sky almost entirely darkened, except a brightly shining full moon center sky. The ranger’s cloak tussled in the light winter night wind, a bow strung over his shoulder with a quiver full of arrows. The ranger stood silent gazing into the darkness of the forests around him. As he would step in the snowy fields the crisp snow crackled and stirred along with him. Snowy mountains surrounded him as he sauntered through a thicket of pine trees. He was searching… perhaps hunting for dinner... perhaps he searched for something more. The wandering ranger flipped his cowl from his ranger cloak up over his head as the forest wind began to pick up. The trees croaked and moaned in the night as the blizzard approached. It became evident that the ranger was in need of shelter. The ranger’s head rotated searching until his entire body froze and tensed. He came into view of a tight cave entrance in which he could slide into for shelter. Ducking his head under the rocky cave roof as his body was engulfed by the opening in the mountain. The ranger found himself looking around the cave walls covered in thick moss and dripping stalactites from the ceiling. It became evident that this cave had not been disturbed in a great many years. As he walked through the darkened cave he noticed a light to the back of the cave… the hiss of steel echoed in the cave as his blade was drawn. The cave became eerily silent as the ranger approached the growing light. Spoiler: https://www.youtube.com/watch?v=qbcGRNDiaKM A white rose stood before him shining in the moonlit light through an opening in the ceiling of the cave onto a patch of the greenest grass and thicket the ranger had ever seen. A stone cross lay behind it lit by the glowing moonlight in the cave. Etched into the cross were the words, “Those who seek clarity need only taste a petal.” The ranger set up a small fire in the darkened cave, using his small metal cooking pot to heat some winter snow into fresh steaming water. Delicately the ranger cut off a small petal from the moonlit rose and dropped it into his steamed water. Strangely the petal dissolved instantaneously into the water turning the liquid a silvery white color as if moon dust itself had been sprinkled in. The ranger grasped the pot of steamed water, closing his eyes he drank the petal laced liquid. A strange sensation enveloped him. As the ranger opened his eyes the cave was gone. His mind unhinged as he could see clearly what he was searching for. The ranger could see only the glow of the moon in his mind setting him in a fevered trance. His purpose which he had been searching for his entire life was revealed in a brief instant. The lone ranger entered the ancient cave lost but left a renewed man with purpose. He left a Mondblume. Mondblume Family Values “A petal laced in clarity.” Mondblume Family Tree Spoiler: https://gyazo.com/541d78e28512cb76a598cd4d254ad22f Mondblume Focus Professions Knighthood HRA Politician Beast Hunting Mondblume Family Accent Examples: With Accent Regular common/without accent Zhou net zhou go zhou bet. You need to go to bed. Zy don’t know vy zhou asked? I don’t know why you asked? Somesing iz in ze vater. Something is in the water. Zy am taking a valk down ze street. I am taking a walk down the street. Ze game vas rigged from ze start. The game was rigged from the start. “Th” becomes “s” >> Thinking > Sinking; when used in sharp TH words like therapy, thinking, thesis, Thor etc. “Th” becomes “z” >> That > Zat; with less sharp TH words like thankful, thanks, those, the, etc. “Y” becomes “z” > You > Zhou or “Ending duh sound” becomes “t” such as bed > bet; head, read, knead, mood, food, etc. >> Zy need ze foodt. Family Swear Words: Bagool = Bastard Goon Fool, “Zose bagools vill get zemselves killed.” Vilgrein = fucker; “Zet worthless vilgrein got himself kilt.” Fett Tauschen = fat fool Fruhlingsgarten = calling someone a noob. (spring daisy) “Zhou’re zuch a fruhlingsgarten, zhou don’t know how to do zat?” Mondblume Family History Scyfling Invasion 1773-1775 The origins of the family date back to 1774 during the Scyfling conflict under King Sigismund II of Hanseti-Ruska. The original family participated in this conflict on the opposing side of Bralt the Boar and his invading Scyfling forces. Øzark Mondblume, before adopting his family name, participated in a great deal of battles serving as a Haense Royal Army Ranger during the conflict. His army regiment saw the most battles and largest casualties during the invasion. This war was a major turning point in the beginnings of the journey into the creation of the Mondblume family. Inferni Conflict 1776 The strength of this family was put to the test, for the first real time, in the Inferi war that had been waged near the end of Almaris. In this engagement, the two founding Mondblumes were forever remembered as war heroes of this brutal battle which left one of them in the seven skies. Amelot the Brave. This honorable man had quite a history in Haense’s great city, leaving the lands with five daughters to carry on his legacy. Deserters of the Haeseni throne Taking place right after the Inferi war had finished, and the new lands of Almaris presented themselves, a good sum of the Mondblumes left Haense’s lands in search of another. This hurt the fledgling house, almost causing the house of Mondblume to be left in the dust of history as Øzark Mondblume and several other Mondblumes went with him; only three of the original ten members of Mondblumes remained. Yet the remaining loyal members kept going. The Attenlund Expedition Forever astray, our members of the family scraped and scrambled toward regaining some sense of reputation within Haense - broken by a portion of the lineage seceding from Karosgrad’s steel gates. Though years and years passed, yet it seemed nothing was in the family’s gaze of desperation. Nothing for them to grasp or latch onto; to bring their name out of the cold mud. Eventually, A large expedition to new lands was called upon the nation. Hildebrand Mondblume and his son Albrecht Mondblume were chosen as expedition leaders to host and conquer the lands unknown. Throughout the time in the Attenlund, the Mondblumes had done a fine score for the kingdom - redeemed and recognized for their dire efforts after decades of a no man’s land. The Barony of Richtenburg A small sum of years after the Attenlund expedition was the first court session since the Mondblumes had returned to the city. A large score of citizens amassed within the palace halls, happily waiting to be met with their Koeng’s presence. Once court had begun, Ser Hildebrand Mondblume was called to stand before the Koeng, Koeng Heinrik, as he was made Lord of the newly named Baron house of Mondblume. ~Mondblume Family Traditions~ The Wild Hunt This ‘trial’ sort to speak, is where a young Mondblume, who has yet to be initiated into the family as an adult, is sent outside of Karosgrad’s warm protection to prove in the harsh cold of the Rimeveld region. Said Mondblume child is expected to not return until they’ve successfully hunted a wolf and anything else they managed to gather, while also having to survive solely off of their surroundings as they hunt. Perhaps the most important part of this Hunt is acquiring a white pedal of a rose to symbolize their presence in the family. Later on, this pedal is to be buried/burnt along with the Mondblume who had gathered it during their trial. A Kin’s Bout Whenever Mondblume relatives experience conflict amongst one another, and is not being resolved, the members must take up a competition/bout in hunting. Whoever manages to get more for a feast that will follow this friendly bout is declared the winner, and thus rising as the winner to the original conflict between family. The Grimgold Pact Back when the Mondblumes were still coming to life, in the first line of the family, Amelot the Brave challenged one of the Dwarven marshals to a duel of sorts. Alaric Grimgold was his name, and he made the young Amelot a deal in his early years. One that he’d have to carry on his own. The small agreement required him to grow and progress through the ranks of the BSK - underneath the great marshal Erwin Barclay. Eventually the boy deemed himself ready for this spar, though wasn’t ever able to finish his deal before his passing in the Inferi war’s final engagement. After Amelot’s demise, his family inherited mostly everything that he’d owned - including the duel against Alaric Grimgold. Though, this fated and fabled duel has begun to drift into more of myth and legend to the Mondblume lines - leaving the trial of dueling a Grimgold in a friendly spar in order to prove themselves as stalwart heroes and accomplished warriors who’ve thoroughly lived their lives. ~A History of House Patriarchs~ ~0zark Mondblume~ Not only one of the two founders of the Mondblumes, but was also a successful leader within the HRA. He used to be in control of the Ranger unit within Haense until it was disbanded, making many friends in the great cities of Haense while patriarch. Unfortunately, once the rangers had been disbanded, the adorned war hero felt it time to hang up his rank in Haense and offer his talents to the forming ranger squad within Norland’s city of Elysium. ~Ser Hildebrand Mondblume The Gryphon //Master of the Hunt// //executioner of Koeng Heinrik//~ Hildebrand Mondblume was a knight of Haense, adorned by the moniker of 'The Gryphon'. This knight's time in Haense as the house patriarch set the Mondblumes on a path to gain Barony - through his efforts in the expedition as the Koeng's executioner, the strong presence he and his son Albrecht Mondblume held in the nation's duma, and his time served under both The Order of The Crow and the HRA/BSK. This will be added to in the future whenever we get new lore to put in.
  4. The Marked OOC Purpose The Purpose of the Marked, is event driven RP that focuses on Monster Hunting, the eradication of ‘Rogue Mages’ and the study of all things considered abnormal or abomination as well as the encouragement of folklore driven RP. ---- Short Description The Marked are an organization of monster hunters for hire. Originally founded in Anthos under the guidance and studies of Adeon of Rhoswen and Temp Thersist. The group originally acted as a unit for gathering intelligence and scouting potential weak points for future siege. Eventually introduced to various beasts and repeatedly forced to combat mages, the unit was repurposed to specialize in the removal of what had simply been referred to as ‘Monsters.’ Majority of the Marked’s early life was spent simply eliminating lesser creatures such as the common Vodnik and Harpy. It wasn’t until the Cockatrice incident that the Marked were given any form of recognition within the Rose and the Orenian Empire. Even after the incident, Notoriety of the Marked was generally contained within the Rose and all actions taken by the Marked were simply considered actions of White Rose. The Exodus placed the Marked in an odd position, the Rose had been disbanded as the men took to Aeldin and the group had simply become an Imperial Organization. The Master of the Guild was given a spot on the Privy Council and was considered the ‘Go to’ for matters of the unknown. For years, the group expanded and various splinter organizations began to spring up, thus resulting in an internal power struggle, eventually eradicating 654 of the remaining 712 members, only 32 of which were considered field effective and were of age for Imperial services. Given Order by the Imperial Council, the Headmaster returned to lands of Old and made way for Imperial Return. A few years in, most of the Marked returned to the Old world, carrying news of the Organization’s falling. The Isle that had housed the Marked was a breeding ground for many abominations and the location was an intentional training ground. Unknown to them, it had also housed a large Silver Drake, considered dormant by the locals. For reasons unknown, the Drake not only became active, it seemed to actively assault the strong points held by Imperial forces along the isle and within surrounding lands. In full retreat, the remaining Marked fled the isle, returning to lands of Old and hoping to establish themselves once more. Once there, the number of surviving members was greatly diminished due to pogroms which cost the lives of many of the initiates and mages among the group, because of this, only four remained. The four created a strict code of ethics modeled off of the Knights', both for the preservation of the Marked traditions as well as to ensure the group is never targeted again. -Steel for men, Aurum for monsters- -Never to marry.- -Never to produce offspring.- -Never to ascend beyond the status of a commoner.- -To remain loyal to the code.- -To remain neutral when possible.- -To never fight in a war between men.- -To not solve with swords what can be solved with words- -To protect the mundane and innocent.- -To persevere to the end in any hunt begun.- -To slay those who refuse payment.- To defend your life when it is threatened.- -To take responsibility for personal actions.- -To not choose between a lesser or greater evil.- --- After recent events, the Marked Men are now a completely neutral organisation, allied with no nation whatsoever and involving themselves in no international conflicts or politics. --- Completed Large / Grand Hunts https://www.lordofthecraft.net/topic/111012-a-beast-put-to-rest/?hl=hippogriff ((Gonna take some digging to find these so, give me a few days.)) Cave demon- (Post Pending) Hydra- (Post Pending) Kayran- (Post pending) Blood Mages- https://www.lordofthecraft.net/topic/121393-maelstrom-of-blood/ --- Ranking of The Marked Master The Leader of the Marked. Has final say in all matters. Adeon of Rhoswen (Sode1) Veteran Tried and tested many times, the Marked's senior members are now recognized as Veterans. Marked The Fully trained and bulk force of the Marked, these men attend Hunts, gather required resources and function under the guidance / teachings of the Marked. Initiates These people are untrained, inexperienced and are considered absolutely useless in combat. Typically very young, these are the recruits of the Marked. These people are given the general training of the marked and are expected to specialize within a particular branch of training, be it Medical, Magical or something else entirely. --- Honorary Titles These titles command a certain amount of respect but do not give men any command above the standard rank. The titles are purely cosmetic and will be difficult to obtain. Master of Arms The Master at Arms creates the arms and armor used by the marked. He is responsible for assigning proper arms and armor to match the talents of each man within the organization. Master of the Arcane The Master of the Arcane knows a great deal about all things considered magical in nature. Furthermore, this figure is expected to be an experienced mage and possess significant knowledge on how to neutralize magical threats. Lorekeeper The Lorekeeper is in control of all matters involving the study of unknown plants, creatures and substances. They will be expected to maintain the private libraries. They will also be expected to have an in depth knowledge of all known creatures, herbs and folklore. ---- With Minor research into the Marked, a common location is mentioned across each rumor and kill, a small Chapel in Aldersberg. Should you pursue the minor bit of information that you've been given and approach the chapel, you'd spot a crude carving of an Ouroboros in the Church entry hall, on the left wall just below a support. Should you continue in, 3 men, each wearing identical garb and with a longsword across their laps would be seated within the pews. ((For the RP Environment involved with the application or contract)) Application Format MC Name: IC Name: Age: Race: Minor Backstory: --- Contract Format MC Name of Contract Writer: IC Name of Contract Writer: Creature of Hunt: Requested Proof of Kill: Payment upon Completion: ((There will be Edits to this post, containing Images and Etc.))
  5. Edit 4 - My brain keeps on going on and on about this idea, so I'm thinking up more things for it! Like perhaps auctions afterwards, for those that missed out! Certain people go out, and gather as many Animals as they can, and then sell them to those that weren't online during it, or to people that weren't lucky enough ( Since they have limits on how many Animals you take out of the area. Auctions wouldn't be able to happen right after it / a few hours after it since people wouldn't be able to breed to a large amount unless they already had Animals at their homes to breed them with. Also there could be shops and such, during and after. Supplies for hunting, fighting, taming, and capturing the Animals, as well as food ( Normal food, and things the Animals eat ) . Little event items ( Toys, really ) for the children / anyone that likes to collect things could also be going on. All children could get an event item or two by bringing something to donate to a region / nation / faction / city in need Edit 3 - Hehe, didn't see this before. Filled out now ~~ Event Planners, MC Names: xXxOneLovexXx Event Type: Plentiful Animals Event Date: Sometime in the Spring of the world Factions/Nations effected by the event: Everyone Event Location: Different locations. Forests for Pets, Deserts for Hostile Mobs, and Plains / Empty areas for Hunters Summary: Down below already Concept Images/Screenshots Nothing Other Information: I don't really know... Do you need the Event Team's assistance?: Yes. I can't spawn in anything! If I could, I wouldn't want this. If so, do you require actors and/or builders?: I need some people to play as the ones that perhaps discovered this odd thing that occurs? Wilderness people that spend time in the Wilds that noticed the large group of Animals Edit 2 - It could be yearly ( For the world ) as well. During the spring, there's a chance that the Animals breed like crazy, thus creating the Plentiful Animal Event, or could just be yearly normally, since in the Spring / Summer ( Don't know if LotC has all four seasons or not ) Animals normally increase in population due to the vegetation growth and rain Edit - I thought about some more things for this. For the Hunters, you could easily just go about collecting the loot, actual hunting inside of bringing the Animals back to kill later. For everything - If you have a Minimap that has mob settings, you cannot use it to see where the best places to get the most Animals that are away from other players are / the biggest group of them ( I have a Minimap with settings like that, where I can switch which mobs, including players, that I want to show. It would be a little unfair if I and others could use this to our advantage for those that don't have it ) Okay, so I know already that finding Animals out in the wild are pretty rare, and I was already told that if I get five people to do an event with me, then there will be one, but I don't like the rules the mod said... So, here is my idea. - Animal Event - Where Animals will be plentiful, and you might be able to snag a few. What the mod said is that there would be fighting, but here's my version on it, that can apply to both the ones that want them for food and materials, and then the other that just wants a few pets, like Wolves or Cats The Hunting - This is for the people that want them for food and materials like leather, wool, string ( Maybe add the hostile mobs as well? A certain area of the map for each 'group' ( Hunter, Monster, Pet ) ) , meat, things like that. People will have to fight to get the Animals 'homefree' ( Maybe a certain border where the Animals are yours and you're free to take them home easily and no one else can kill you beyond that point ( Unless it's the normal thing ) . Horses could also be in this group, since a lot of people use them for war, and they're more hard to get than the others due to where they spawn. You must bring your own supplies to take them home. Limit of five Animals per person. The Pet Center - Animals like Wolves and Cats, as well as a few friendly mobs run about, for little kids or people that want a friend by their side. No fighting unless it's between two people that are going for the same one. You must bring your own supplies to tame them and take them home. Certain people, like young children or elderly people can't fight, so it's a good way for them to get a friend. Limit of two Animals per person. The Monster Arena ( Optional ) - ( Happens at night so nothing will burn to death ) A place full of Monsters for the hunters that love for a good bloodbath! All kinds of naturally spawning mobs in the Overworld roam about, waiting to be killed for their loot, or just for the hell of it. You must bring your own supplies and gear for killing the mobs. So that's my idea, and I think it would be great ( Mostly at the time when a lot of people are online so no one truly misses out ) . Please tell me how it could be better, I just thought that this was good for everyone, those that want pets, those that want farm Animals ( Hunters ) and meat, those that love killing evil Creatures...
  6. The Order of the Hunter's Cross The Hunter's Cross ((Once I have an artist, this will be done. See my skin for a general idea.)) What is the Hunter's Cross? The Order of the Hunter's Cross is akin to the UMHG in a few ways, particularly that they are both hunters of monsters. However, whilst the UMHG focuses on the kind of monster that is normally living (or perhaps neither dead nor alive, nor even undead), the Hunter's Cross focuses on the undead of various kinds, including the generic zombies and skeletons, and then the greater threat of the spirits that have recently come to be once more. These individuals will come from many backgrounds. They might be former knights, or perhaps magi. Maybe even a couple peasants or thieves, or even an old orcish bandit. But whatever the case, they have been bound together by a common cause; The threat of the growing ranks of undead. The Order hails from a long time ago, dating back a thousand years. The Order hunted throughout all of Aegis, but soon died out. No one knows exactly when, or how, or why. They just did. The earliest known mention of the Order dates back to a time just after the first Graven had appeared, about 1100 years past. It's in an old, old, book, an heirloom of the Lawrence family. The complete studies of an ancestor long gone, James Lawrence. Not much is known or said about the early order, only that it was often that it's members died for the cause, and that you weren't paid for it; The booty you got was from the corpses of your prey, and the satisfaction of having slain it. Undead and their Strengths and Weaknesses As a general guideline, most undead are severely weakened by the metal gold, rather than silver as in common belief. They have a severe weakness to bright lights, and sunlight seems to destroy them, be it the dead of flesh or those of spirit. The Order will require golden weapons or armour in the Hunting of a spirit, as most of these may not be harmed by iron, and when they are, it is infinitely simpler to bring gold armour and charge at a spirit, or otherwise a golden blade and to make a single slice. Graven: Perhaps the weaker of the two Greater spirits, anything other than flesh that is honed to a fine point, or else a sharp edge, may kill it, should you chance upon the opportunity to strike at where it's heart might once have been. Failing that, a decapitation will serve as well. Holy water and objects consecrated by priest or cleric ((And I ask if you decide to use either, you ACTUALLY obtain it via RP, have an MC object, and show proof (screenies) and object to spirit in question. I have played one myself. It is horrendously annoying and quite impolite when people suddenly start pulling insta-kill objects from their arses)) will also be able to destroy a Graven. They do, however, have the ability to induce insanity through their stares, which may be almost impossible to escape without outside help, as well as the ability to disappear at will. Apparitions: The strongest and most primal of the Greater spirits, an Apparition is nearly impossible to defeat. Very little else is known about these spirits, but it is assumed that gold and a cleric's light will affect it as any other. They too have the power to disappear, but they may also snuff out all lights in an area. If you see one of these, avoid it and come back later with a large hunting party. Ghost: A Lesser spirit, they can be demanifested by a brilliant light, or else gold. They can affect the environment to an extent, however, this is often limited to opening doors, moving about objects, and should it be particularly malevolent, toss furniture around or scratch people. Further classifications will be made in time and with further research. Flag of the OHC ((To come as soon as I have an artist able to do it.)) OHC Ranking System (In brackets are the informal names) The Council Some Slayers as well as all Mediums take place in the Council, organizing Hunts, discussing strategies, making major choices... So on and so forth. Mediums The people who are generally the public face of the Order. Public announcements, recruiting, so on, it comes down to him. Also is relatively knowledgeable about the undead, albeit Slayers will, from time to time, know more about them than the Medium. Whilst sometimes voted in, a few are also born into the position. A Medium cannot be expelled or lose their position, except for in the case that they are compromised in some way, in which case testimony, and proof must be presented. A Medium MUST wear the traditional robes of the Order, unlike most others of the order. Slayers (The Gold Blades) Some of the most skilled Hunters, the Slayers have made quite a few accomplishments. These men and women are quite capable, and it is by no luck that they have survived so long. Often leading a small group of hunters, be they Hunters or simply others they know who have joined in that hunt, they are the shaft of the spear, directing the fight to their targets. So named for the numbers of the dead that have fallen to their blades, and nicknamed for the fact that gold will kill undead without fail. They wear the one of three current uniforms. Honoured Hunters (The Iron Blades) These particular Hunters have been honoured and recognized for their quick thoughts and/or actions, and have slain multiple Greater undead. They have proven that they are ready to die for their cause and for fellow Hunters, and are ready to take the next step. Informally named for the fact that a blade of iron will suffice in a fight with non-spiritual undead. Hunters (The Stakes) The common members of the Order, these Hunters have proven themselves ready by actively participating in Hunts, and slaying their first Greater undead. So named for the fact that wood can kill undead as sure as any blade, given that they strike the right place. The Untested ((Unhooded versions of uniforms are ready, when you join, a PM will be sent containing details.)) You'll be known simply as 'untested' in this phase. This is the phase where you'll be observed, looking at your habits and combat abilities, as well as speed, durability, fighting style, and so on. Once you're ready, you'll be given the go-ahead and set out to actually hunt your prey. The Target List ((Given upon recruition. You would not otherwise have this list)) Current Targets Greater Spirits PRIORITY: The Headless Horseman The Warden: The Hunter: The Bloodied Cavalier: The Lonely Druid: The Retribution: The Bishop: The Highwayman: The Crucified Gravekeeper: The Guardian of Laughter: The Scorch: The Spectral Bard: The Phantom Doctor: The Apparition of Vaerhaven: Lesser Spirits N/A Greater Undead N/A Lesser Undead Hordes N/A *In a bag, there are some application sheets.* The Application ((Note that this is only one way of joining. Otherwise you can seek a Medium out IC)): ((IC Section)) Order of the Hunter's Cross Name: Race: Access to Gold: Readiness to Die: Hometown: Reasons for Joining: Combat Experience: OOC Section MC Name: Skype (Not necessary and unlikely to be used except for the occassional Major Hunts): RP Combat Skill: PvP Skill (With Nexus): Timezone: Members ((Only handed out upon recruition)) -Council- Jack Lawrence -Mediums- Jack Lawrence -Slayers- -Honoured Hunters- -Hunters- -The Untested- Xan'jar Glumpuz'Azog Matthew Dunham Outposts Safehouse 1: Classified Location --------------------------------------- Extra Information to Note: 1. You must provide your own equipment, or otherwise a friend must, or so until there is stable funding. 2. All types of fighters, races, professions, and faiths are accepted. 3. A base of operations will be created should there be need, and should we have the backing, however, until then, locations and times for impromptu meetings will be sent out and about via bird or otherwise. ((A.k.a. Forum PMs)) 4. No formal outposts will be made, however there may be stationing at various areas to patrol as needed, especially in the case of the need of an organized Hunt. 5. Sealing or permanently dispelling a spirit is always the priority, as whilst slaying such will solve the problem for a time, they are apt to return. 6. Upon slaying undead, the bodies are to be burnt. Rules and Tenets 1. You will keep your comrades' and families' lives above all else. 2. You will never abandon a started Hunt, except to save a life. 3. You will not discriminate between faiths or races. 4. You will always burn the body of a fallen comrade, lest he return in undeath. 5. You will always be ready to die in the Hunt. 6. You will never fall from life into undeath. ((Gonna make these obvious.)) ((OOC Regulations)) 1. In the case of using insta-kill objects OTHER than Gold or otherwise, please, PLEASE, actually obtain the object in legitimate RP (a.k.a. No pulling holy water out of your arses unless you have actually RP'd with a priest or Cleric to get such), and have a mod name said item. When using it, you give it to the spirit in question, and if possible, proof. After that, the holy water or otherwise must be discarded. 2. In the case of gold, have the MC object on you. It can be gold armour (emote body slamming, or punching, rather than trying to hit with weapon) or a golden weapon (emote attacks as normal). Having gold nuggets and gold ingots and using those are acceptable if -and ONLY if- the target agrees to allow them to be used to RP, say, a gilded sword or gilded armour. 3. Treat your character's target with respect. Don't go and say stuff to them OOCly that is meant to be harmful, just because they have your character on the point of a sword. I will NOT tolerate that behaviour to the opposing end, and anyone who does will be answering to GM's, or myself. I'm not looking for the best RPers or the best PvPers here. I'm asking for the ones who will be respectful and sympathetic with the other end, whether you're winning or losing. 4. This is meant to be for RP. You want something from a target after you win the combat, you ask it from them, and if they say they don't have it, don't press them. Don't make them /damage 20. Take what you need, and nothing more. It is ridiculously annoying to go searching for items again, especially as a Graven, so I expect that you be sympathetic and let them go, minus some minas or some other object. I sure as **** can't get you in trouble with the server for forcing /damage 20, but I sure can and WILL kick you from the Order if I hear of you doing such. 5. If they refuse to give you that object, just ask to loot some minas. No more than 50. I don't want people being looted blind. 6. In the case of PKing a ghost or spirit, please arrange this with them first, before the Hunt ever starts. Make sure they're okay with being PK'd. If they're not, then don't bother doing it. I don't want to ruin fun for spirits. I want to create RP with them. Not wipe them out. ((I'll finish off prettying this up when I have time. For now, please excuse the horrible looks of this post.))
×
×
  • Create New...