Post by ness11 on Jul 2, 2009 16:39:38 GMT -5
Anyone who may be interested or wants to learn more about us, please post here or pm me.
Name: Nefarious Marauders
Alignment: Anti, or in more relative terms neutral.
Current Memebers: Karocka *cough*, Black, Luna, Nouri
NPCs and Cannons: Volke, Samurai Goroh, Pico, Star Wolf?
Motto: No compromise, no recoil, no surrender.
Theme Song: Airbourne – Runnin’ Wild www.youtube.com/watch?v=2T6e_mk0O24
Average Member's Are Like: Is a bruised and battered highwayman that shows no yearning to obey the law after admitting to the Nefarious. You’ll however never find two marauders that are completely alike, except maybe in choice of words.
Goals:
There is no definite goal of the marauders, there motives could change with one fell action or mishap, perhaps an opportunity arise. It may just be to do what they want: whether they plunder from the wealthy or a street-ridden whelp, rout the inhabitants of their desired resting grounds through any means, or to strike dread into any traveler. Could it be just to live through the rest of their days with the safety of the group? Aye, each member has their own motives, their own goals, their own dreams, but ultimately they must aid their band, or suffer harsh consequences that aren't necessarily inflicted upon them by their own kin.
History in General and of Creation:
When the SSS stormed the corrupted and foul sanctuary known as Hell; LGN yelled a phrase to his brothers and volunteers: "Free all the prisoners, good or evil!" This decision would help come to form this disorganized but mutually respectful group. Many didn't have a home left to return to, some didn't even want to head home, and their reunion with the populace of any sort of settlement could be disastrous for themselves. They had nothing left, so when rumors of a nearby camp of highwayman sneaking around abducting recruits in the midst of the night, they sought means of a more honorable attachment to the band. Needless to say, new recruits that seemingly wanted to join were widely accepted. They came from all the corners of the Smash Globe, even outside of it as well.
Those that did not freely join at the beginning were scooped up and brought into their camps not knowing where they are, let alone their family's whereabouts in relation to. It was mostly the adolescent and young adults, both were given the same choice: stay and obey the group’s will, or be cut down at the spot. They were scapegoats, a means of "motivation", slaves. As thugs and junkies alike joined the group without hesitation, the young and weak were now only there as a privilege. If the group was running low on supplies or needed to move out fast, they would not hesitate for them, nor would they be given fair rations in such times.
It soon became a fact that they yearned for better items and resources than those salvaged from a nearby village, alas; they soon devoted a partial bit of their time as mercenaries. By now the group had grown to a sustainable and admirable size, enough to keep the camp up and running. They accepted any job: assassination, raids, protection, and even short term military work. They would often commit these crimes without incentive, but any pay was appreciated with a sly grin.
But with slick business comes shady commerce tactics. The Marauders have been known to cop-out of the deal with their original business partner and give up their possession, info, or being they have harvested and selling it off to another group, for a higher price of course. This is a mere rumor though, but they maybe due to the fact of the bandits not allowing their former partners to pursue that option if threatened, and action is taken when necessary to silence these murmurs. Still, even so they seemingly always have weapons of any sort, swords of guns, at their disposal even when they haven’t pillaged in weeks. With that they occasionally open their camp as a small trading post, but they never trade their favorite arms in any case, even in deep need.
They were desperados of the Lylat, gang lords of Mute City, privateers of Tellius and Hyrule, renegades of the Mushroom Kingdom from both the princess and tyrant turtle that were tired of low wages and poor health care that didn’t cover plumber stompings. They were all different from the rest; they exiled themselves from the rest of the world and sought no compromise, but within this group the felt unity. Those that were not described above may still think that being part of this group may symbolically mean something pure and notable, to be remembered. You could never find one of a complete kind, but if given the option to conquer the galaxy or keep on pillaging with the same tight knit group, they'll give ya a big grin and tell you to take a hike. While not admitting to their fondness of their cluster of criminals, they'll cover one another's back by any means, selfish or dignified.
Life is rough as a marauder of the Nefarious, but they won't stop trucking till the ends of the earth, probably beyond that too.
Structure in Organization:
No matter your morale rank in the camp, everyone is expected to pull their own weight and do whatever means necessary to ensure operations in and out of the camp run smoothly. Promotions are simply sought via recommendation of the higher rank, but mainly earning yourself renown and making your name more well known around camp for the positive means, such as a hard worker or saving another marauder’s life. Like in modern corporations and factions in general, the higher you advance up the totem pole, the fewer of them you there are. With that you gain more responsibility but also more freedom and say in decisions.
When joining the trope on free means, you are put through a small test to determine your morale point in the camp. A series of target tests with close and ranged weaponry, more than not you will proceed to be on a mission of any sort and then graded on your performance by the current members. From those scores you are then slotted into a position that is surpass-able through labor and a cool head.
You aren't given a badge or nametag that's stating your occupation and importance to the group, many to all know where they stand at any given time. However, some use the technical terms of: Sparrows, Greenhorn, Shellbacks, Guerilla Op, Warhorse, and Indigo Dogs.
Sparrows – The adolescent or selfish fools who have been revoked to the rank after botching up around camp or on a mission. They were given this role either through force or disobeying orders and stepping far out of line, more so the first circumstance. They most certainly aren’t a necessity but rather an expendable tool, mostly for any distraction that would lead to certain if not instant death, or other shameful and taxing means of punishment. The least amount of right or say in the league. Most do not advance beyond this role to the next level, simply due to the high mortality rate involved. Alas, even prisoners to be delivered to the faction’s business partner have a much more pleasant time in the band than the Sparrows, and that definitely isn’t saying much.
Greenhorn – The common position in the camp, and that vast majority of where recruits start out at, less of course they were forced into the faction; then they would fall under sparrows. Greenhorn are given basic rights and say, but it is easily trumped in comparison to the veteran classes above them; only knowing details through rumor or on a need to know basis.
Shellbacks – Those that proved themselves as a recruit or have advanced beyond greenhorn become designated as a shellback. With being a shellback you get to choose one weapon from a weapon’s vault that is only available to those who are of this rank or higher, but ultimately are ending up with what is left due to the other ranks getting first pick over their weapons of choice. As they draw on to this spot, their voice becomes louder as does their actions, with higher expectations. Most of the veterans of the camp fall under here.
Guerilla Ops (G.O.) – On rare conditions to recruits ever reach this position as they skip over the rest and straight to Guerilla Ops. Even so, they aren’t much more different from the shellbacks. However, in combat and reconnaissance they excel much greater than the shellbacks, often getting better weapon picks than their similar counterparts. Oddly, the majority of none human like (or at least something that stand on two legs) creatures seem to never advance beyond this mark, such as those from the Mushroom Kingdom and Dreamland. The Marksman, Bandoliers, and radical smugglers (those who settle business affairs accordingly and always with the upper hand) fall nicely in this category.
Warhorse – The cream of the crop, they are the battle harden souls who have seen it all; always knowing what goes on where. They hold supreme authority over the lower classes and have oodles of freedom. Second to the Indigo Dogs in dibs and perks in all fields, they are more common than their only superiors and show up to engage in missions more frequently than, but only missions of very high difficulty.
Indigo Dogs (ID) – As the name states, the top dogs around the camp; what they say goes. Anything they want, they get. However in reaching this position they would have to been in the service of the Nefarious Marauders for season upon season and done extraordinary acts throughout the camp and on missions. They are the most respected members of the band. Usually, all except for some exceptions, due to their relatively handful amount of them, Indigo Dogs are rarely seen in small skirmished of any sort, but when anyone in the camp sees them rolling out of camp it is a well known fact that something is going down or some trash need to be removed.
Location:
To avoid repetitive attacks from law enforcement or any sort of faction, such as the SSS, that gets in their way, they have adapted a vagabond nature and often mobilize when the have harvested all the resources in the area or a known force of a massive numbers is coming. Even so, they have been known to set up shop almost anywhere: from the forests of Hyrule, the back alleys of Mute City, to the far remote reaches of the Lylat System, there camps sometimes being a mile or so in whole area. They have no preference; they simply make do with what’s open.
Their camp consists of boom town buildings for ammunition, surplus storage, and housing commendations overnight. Most sleep in small tents big enough for five or six or tepees. The cleanliness of each and every building and settlement varies on those who live and often spend their time lounging in. There are also garages for storing vehicles and means of transportation alike, from F-Zero racers to wild Yoshi’s.
There is but one exception to the norm, the Indigo Dogs do get a much larger building that is more than large enough to fit fourteen or so people, much less the usual six of them. It is always stationed in the middle of the settlement, edging out over the other structures. There are furbished rooms filled with whatever the ID desires, how they maintain these appliances and goods is suspected to be that of the forced labor upon the Sparrow’s, who most carry their belongings or risk being beaten or left behind.
Clothing/Items Specific to Faction:
Logo: www.clim-atic.org/images/logos/ClimaticSwirlSix.gif
Clothing is not an issue amongst those that are part of the Marauders, they wear what they want and how they like it: bandanas, gas masks, do-rags, tank tops, even Magnum PI costumes (well, maybe not that). It generally varies from their origin of where they are from and their personal taste. Even so, somewhere, in a very evident fashion, their logo is plastered on an article of clothing so fellow members can tell their brethren from the common man.
This logo is known as the Unforgiven’s Emblem. How it came about was never foretold, but to some it is a symbol of their life in a spiral form: there life goes deeper and deeper into the spiral, whether they ride it out on the edgy and dangerous perimeter or play it safe and content in the middle. There spirals began when they left their societies and joined this civilization of burglars and pirates, and once your spiral begins there’s no turning back, ever.
Requirements for joining:
Anyone who is willing to join them is welcome, as long as one can pull their own weight around camp and providing for the league. However there is some certain criteria we look at as you cross the horizon.
-This is not for the fate of heart, life is a rough trial filled with edge, jeopardy, agony, but a far reaching goal to gain glory. If you are looking to be the next desperado, get in line behind these guys and you’ll see how that turns out. Your actions will warrant wanted posters throughout this realm and the galaxy, but what weights for you is riches and violence. Become part of the totem pole, and you will find great redemption and treasures as a marauder, we guarantee.
-A quick note to anyone foolish enough to think they can change our ways or turn is in to the authorities. I assure you that your futile attempts will only bring you malice from me and my crew, slavery immanent. We will not halt our plans and actions, don’t bug us and we’ll leave you alone….provided you can stand for yourself. There is no treaty to instill peace between us and others; there is no compromise, no retreat. Change your mind, fantastic, if you have not well….I hope you bring your own body bag for us to carry you off in.
Name: Nefarious Marauders
Alignment: Anti, or in more relative terms neutral.
Current Memebers: Karocka *cough*, Black, Luna, Nouri
NPCs and Cannons: Volke, Samurai Goroh, Pico, Star Wolf?
Motto: No compromise, no recoil, no surrender.
Theme Song: Airbourne – Runnin’ Wild www.youtube.com/watch?v=2T6e_mk0O24
Average Member's Are Like: Is a bruised and battered highwayman that shows no yearning to obey the law after admitting to the Nefarious. You’ll however never find two marauders that are completely alike, except maybe in choice of words.
Goals:
There is no definite goal of the marauders, there motives could change with one fell action or mishap, perhaps an opportunity arise. It may just be to do what they want: whether they plunder from the wealthy or a street-ridden whelp, rout the inhabitants of their desired resting grounds through any means, or to strike dread into any traveler. Could it be just to live through the rest of their days with the safety of the group? Aye, each member has their own motives, their own goals, their own dreams, but ultimately they must aid their band, or suffer harsh consequences that aren't necessarily inflicted upon them by their own kin.
History in General and of Creation:
When the SSS stormed the corrupted and foul sanctuary known as Hell; LGN yelled a phrase to his brothers and volunteers: "Free all the prisoners, good or evil!" This decision would help come to form this disorganized but mutually respectful group. Many didn't have a home left to return to, some didn't even want to head home, and their reunion with the populace of any sort of settlement could be disastrous for themselves. They had nothing left, so when rumors of a nearby camp of highwayman sneaking around abducting recruits in the midst of the night, they sought means of a more honorable attachment to the band. Needless to say, new recruits that seemingly wanted to join were widely accepted. They came from all the corners of the Smash Globe, even outside of it as well.
Those that did not freely join at the beginning were scooped up and brought into their camps not knowing where they are, let alone their family's whereabouts in relation to. It was mostly the adolescent and young adults, both were given the same choice: stay and obey the group’s will, or be cut down at the spot. They were scapegoats, a means of "motivation", slaves. As thugs and junkies alike joined the group without hesitation, the young and weak were now only there as a privilege. If the group was running low on supplies or needed to move out fast, they would not hesitate for them, nor would they be given fair rations in such times.
It soon became a fact that they yearned for better items and resources than those salvaged from a nearby village, alas; they soon devoted a partial bit of their time as mercenaries. By now the group had grown to a sustainable and admirable size, enough to keep the camp up and running. They accepted any job: assassination, raids, protection, and even short term military work. They would often commit these crimes without incentive, but any pay was appreciated with a sly grin.
But with slick business comes shady commerce tactics. The Marauders have been known to cop-out of the deal with their original business partner and give up their possession, info, or being they have harvested and selling it off to another group, for a higher price of course. This is a mere rumor though, but they maybe due to the fact of the bandits not allowing their former partners to pursue that option if threatened, and action is taken when necessary to silence these murmurs. Still, even so they seemingly always have weapons of any sort, swords of guns, at their disposal even when they haven’t pillaged in weeks. With that they occasionally open their camp as a small trading post, but they never trade their favorite arms in any case, even in deep need.
They were desperados of the Lylat, gang lords of Mute City, privateers of Tellius and Hyrule, renegades of the Mushroom Kingdom from both the princess and tyrant turtle that were tired of low wages and poor health care that didn’t cover plumber stompings. They were all different from the rest; they exiled themselves from the rest of the world and sought no compromise, but within this group the felt unity. Those that were not described above may still think that being part of this group may symbolically mean something pure and notable, to be remembered. You could never find one of a complete kind, but if given the option to conquer the galaxy or keep on pillaging with the same tight knit group, they'll give ya a big grin and tell you to take a hike. While not admitting to their fondness of their cluster of criminals, they'll cover one another's back by any means, selfish or dignified.
Life is rough as a marauder of the Nefarious, but they won't stop trucking till the ends of the earth, probably beyond that too.
Structure in Organization:
No matter your morale rank in the camp, everyone is expected to pull their own weight and do whatever means necessary to ensure operations in and out of the camp run smoothly. Promotions are simply sought via recommendation of the higher rank, but mainly earning yourself renown and making your name more well known around camp for the positive means, such as a hard worker or saving another marauder’s life. Like in modern corporations and factions in general, the higher you advance up the totem pole, the fewer of them you there are. With that you gain more responsibility but also more freedom and say in decisions.
When joining the trope on free means, you are put through a small test to determine your morale point in the camp. A series of target tests with close and ranged weaponry, more than not you will proceed to be on a mission of any sort and then graded on your performance by the current members. From those scores you are then slotted into a position that is surpass-able through labor and a cool head.
You aren't given a badge or nametag that's stating your occupation and importance to the group, many to all know where they stand at any given time. However, some use the technical terms of: Sparrows, Greenhorn, Shellbacks, Guerilla Op, Warhorse, and Indigo Dogs.
Sparrows – The adolescent or selfish fools who have been revoked to the rank after botching up around camp or on a mission. They were given this role either through force or disobeying orders and stepping far out of line, more so the first circumstance. They most certainly aren’t a necessity but rather an expendable tool, mostly for any distraction that would lead to certain if not instant death, or other shameful and taxing means of punishment. The least amount of right or say in the league. Most do not advance beyond this role to the next level, simply due to the high mortality rate involved. Alas, even prisoners to be delivered to the faction’s business partner have a much more pleasant time in the band than the Sparrows, and that definitely isn’t saying much.
Greenhorn – The common position in the camp, and that vast majority of where recruits start out at, less of course they were forced into the faction; then they would fall under sparrows. Greenhorn are given basic rights and say, but it is easily trumped in comparison to the veteran classes above them; only knowing details through rumor or on a need to know basis.
Shellbacks – Those that proved themselves as a recruit or have advanced beyond greenhorn become designated as a shellback. With being a shellback you get to choose one weapon from a weapon’s vault that is only available to those who are of this rank or higher, but ultimately are ending up with what is left due to the other ranks getting first pick over their weapons of choice. As they draw on to this spot, their voice becomes louder as does their actions, with higher expectations. Most of the veterans of the camp fall under here.
Guerilla Ops (G.O.) – On rare conditions to recruits ever reach this position as they skip over the rest and straight to Guerilla Ops. Even so, they aren’t much more different from the shellbacks. However, in combat and reconnaissance they excel much greater than the shellbacks, often getting better weapon picks than their similar counterparts. Oddly, the majority of none human like (or at least something that stand on two legs) creatures seem to never advance beyond this mark, such as those from the Mushroom Kingdom and Dreamland. The Marksman, Bandoliers, and radical smugglers (those who settle business affairs accordingly and always with the upper hand) fall nicely in this category.
Warhorse – The cream of the crop, they are the battle harden souls who have seen it all; always knowing what goes on where. They hold supreme authority over the lower classes and have oodles of freedom. Second to the Indigo Dogs in dibs and perks in all fields, they are more common than their only superiors and show up to engage in missions more frequently than, but only missions of very high difficulty.
Indigo Dogs (ID) – As the name states, the top dogs around the camp; what they say goes. Anything they want, they get. However in reaching this position they would have to been in the service of the Nefarious Marauders for season upon season and done extraordinary acts throughout the camp and on missions. They are the most respected members of the band. Usually, all except for some exceptions, due to their relatively handful amount of them, Indigo Dogs are rarely seen in small skirmished of any sort, but when anyone in the camp sees them rolling out of camp it is a well known fact that something is going down or some trash need to be removed.
Location:
To avoid repetitive attacks from law enforcement or any sort of faction, such as the SSS, that gets in their way, they have adapted a vagabond nature and often mobilize when the have harvested all the resources in the area or a known force of a massive numbers is coming. Even so, they have been known to set up shop almost anywhere: from the forests of Hyrule, the back alleys of Mute City, to the far remote reaches of the Lylat System, there camps sometimes being a mile or so in whole area. They have no preference; they simply make do with what’s open.
Their camp consists of boom town buildings for ammunition, surplus storage, and housing commendations overnight. Most sleep in small tents big enough for five or six or tepees. The cleanliness of each and every building and settlement varies on those who live and often spend their time lounging in. There are also garages for storing vehicles and means of transportation alike, from F-Zero racers to wild Yoshi’s.
There is but one exception to the norm, the Indigo Dogs do get a much larger building that is more than large enough to fit fourteen or so people, much less the usual six of them. It is always stationed in the middle of the settlement, edging out over the other structures. There are furbished rooms filled with whatever the ID desires, how they maintain these appliances and goods is suspected to be that of the forced labor upon the Sparrow’s, who most carry their belongings or risk being beaten or left behind.
Clothing/Items Specific to Faction:
Logo: www.clim-atic.org/images/logos/ClimaticSwirlSix.gif
Clothing is not an issue amongst those that are part of the Marauders, they wear what they want and how they like it: bandanas, gas masks, do-rags, tank tops, even Magnum PI costumes (well, maybe not that). It generally varies from their origin of where they are from and their personal taste. Even so, somewhere, in a very evident fashion, their logo is plastered on an article of clothing so fellow members can tell their brethren from the common man.
This logo is known as the Unforgiven’s Emblem. How it came about was never foretold, but to some it is a symbol of their life in a spiral form: there life goes deeper and deeper into the spiral, whether they ride it out on the edgy and dangerous perimeter or play it safe and content in the middle. There spirals began when they left their societies and joined this civilization of burglars and pirates, and once your spiral begins there’s no turning back, ever.
Requirements for joining:
Anyone who is willing to join them is welcome, as long as one can pull their own weight around camp and providing for the league. However there is some certain criteria we look at as you cross the horizon.
-This is not for the fate of heart, life is a rough trial filled with edge, jeopardy, agony, but a far reaching goal to gain glory. If you are looking to be the next desperado, get in line behind these guys and you’ll see how that turns out. Your actions will warrant wanted posters throughout this realm and the galaxy, but what weights for you is riches and violence. Become part of the totem pole, and you will find great redemption and treasures as a marauder, we guarantee.
-A quick note to anyone foolish enough to think they can change our ways or turn is in to the authorities. I assure you that your futile attempts will only bring you malice from me and my crew, slavery immanent. We will not halt our plans and actions, don’t bug us and we’ll leave you alone….provided you can stand for yourself. There is no treaty to instill peace between us and others; there is no compromise, no retreat. Change your mind, fantastic, if you have not well….I hope you bring your own body bag for us to carry you off in.