The wind blows fiercely through the woods. The moving air, whipping through the trees creates a serene, whispering sound. Whispers thought to be in the imaginations of the travelers. Whispers that are not in the adventure's mind. Whispers that decide whether or not that particular vagabond will even leave the forest and still be regarded as among the living...
These are the keepers of the forest, those who live beneath the leaves. Those who believe in the ways of nature and not in that of industrialization. The ones looked upon as the secretive and the shrewd. The Outland Hunters. Though not all violent beings, each of the Outland Hunters have become familiarized with "steal else be stolen from" and "kill lest ye be killed" and thus act accordingly. In a day and age where city officials look upon those living off the land as heathens and criminals, the Outland Hunters have become adapt at using this for profit stealing and killing so that they and their cause may prosper.
Due to the Outland Hunters close ties to nature, it is easiest for elves to join into the clan, and may do so at level 10. Giants, dwarves and byrdians may join at level 15 and all other races at level 20. This is a roleplay clan-and thus all applicants must be prepared to demonstrate their role-playing ability in both a Ritual of Representation as well as completing a quest to prove themselves (the quest can sometimes be waved, depending on if that character has proven themselves before or they give a preformance that is above and beyond the
The Ritual of Representation consists of an applicant to present an item to the guild that the character earned himself that in some way reflects who that character is. One of the clan leaders then sacrifices that item, symbolic of that character being absorbed into the clan. Promotions are made through a decision by the
Since this clan believes that all materials are valuable, extra equipment can either be given to other clan members or broken down in sacrifices to generate more income for the clan-thus enabling more rooms to be built.
Here is a list of ranks for each class:
Fighter classes: General, Ace, Hardcore, Champion, Captain, Brickhouse, Brawler, Fisticuff, Breaker, Boxer, Underofficer, Cadet1stClass, Cadet, Trainee, Recruit
Magic classes: Master, Overlord, Ancient, Mystic, Priest, Transcriber, Monk, Acolyte, Disciple, Follower, Underlord, Assistant, GraduateStudent, Student, Apprentice
Thief classes: Teamster, Ringleader, OwnerOfTheCodes, Taker, Gatherer, KeeperOfTheCodes, Shadow, ConArtist, Robber, Pickpocket, Trickster, StudentOfTheCodes, Pilpherer, Hooligan, StickyFingers
Specialized classes: Teamleader - organizes adventuring groups, Recruiter - find new prospects for the clan, Treasurer - Finds ways to get money and diamonds for the clan, Buffer - must know mud well, helps for finding areas and equipment, Diplomat - deals with matters of clan relations, Vice - takes over in absence of leaders, Quester - gives missions to new prospects and new recruits, Enforcer - makes sure everyone of specialized classes within the clan does their job, Builder - creates new rooms and equipment for the clan, Leader - runs the clan.
(branch of Outland Hunters)
(branch of Outland Hunters)
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Last modified: July 8, 2002