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Nyx Queen of Darkness
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PostPosted: Sun Oct 23, 2016 7:00 pm
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The Oath
"Night gathers, and now my watch begins. It shall not end until my death. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the watcher on the walls. I am the fire that burns against the cold, the light that brings the dawn, the horn that wakes the sleepers, the shield that guards the realms of men. I pledge my life and honor to the Night's Watch, for this night and all nights to come."





The Reason

In recent years, the walkers have descended upon the Kawani lands wreaking havoc and leaving paths of destruction miles long. Unspeakable acts of horror committed as they came in rising tides, the threat to the land becoming overwhelming.

Karloff lost his battle with a purewalker, leaving him desolate and widowed (or so he believes). In an attempt to save the Kawani lands from at least some of the destruction of Walkers, he has designed a herd who will help him draw a line.

The Wall is nothing but a line in the sand, yet each soquili must pledge his life to protect it should a Walker try to pass. They are the metaphorical and actual "wall" against evil. Their duty and their honour is to hold the line and protect those behind them.

They are to guard the Kawani lands against walkers. The horn will be sounded three times if a walker is seen. Then the brothers (and sisters) of the Night Watch will descend to kill the walkers before they can rampage across the Kawani lands.


Each Night's Watchmen should understand that this is an effort, not a conquering. This is the equivalent of sticking your finger in a dam to stop a leak. Some Walkers will come this way, but more often than not they'll miss them. This is not a dagger to the heart of evil, this is a pinprick.

However, with the new stones there is a chance to "redeem" any walkers pure or otherwise. Sometimes this will present an opportunity and sometimes it will not.

Eventually, the herd will evolve to help any soquili who comes to them in need of help. They are the protector's of the weak, old, young, and defenseless. They do not abide by any King's rule or Queen's. Their service is only to those that have no other protection.

Should one ever leave the Night's Watch, they will be known for an Oathbreaker and outcast.  
PostPosted: Sun Oct 23, 2016 7:00 pm
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PostPosted: Sun Oct 23, 2016 7:30 pm
Rules & Basic Concept



Rules of the Nightwatch


1. Never break your oath.
2. Your allegiance is to the Watch first. You honour no other herd, family, or sovereign above your duty.
3. While you are on duty, you will have no contact or relations with your family. (Family is not prohibited, but rather limited to your off duty time. Duty first, family second.The duty is something that will ultimately protect your family.)
4. All genders/sizes allowed except for Seathi and Mer (simply because it's not possible where they are for them to be there.).
5. No consorting with Walkers/helping them plot evil/helping them escape.
6. Must be willing to help the weak, helpless, and sick and swear no allegiance to a herd above your promise to protect all those who need it.


The Idea:

Born of the need to feel useful after Karloff though he lost his family to walkers, he now is beginning a group to help ward off walkers. This will begin largely by guarding an area outside the Cursed Graveyard and may eventually go into known areas of Walkers so that they can stop them from committing their heinous acts.

Requirements:
Willing to at least plot, though RP is preferable (but everyone has a life, so good plots are okay!). Hoping to have several small RP's going on about hunting/protecting against walkers. (The larger the RP group the harder it is to keep it going, so by limiting it to a few people or spreading it out over several RP's will work out better).
Must accept the basic beliefs of the group. This does not however prevent any member from becoming a betrayer, only that they must live with the repercussions of their actions (being sought after/banished/family refused help by the group).


Ideas/Things That are Needed:
Members!
Walkers! This can be to fight, to try to stone/cure, or even just a random attack. How much your soquili is injured is up to you or it can be controlled by dice roll fights. Death is not required or needed unless you really want to.
More Ideas of what to do: Plots/story arcs, development, more jobs, festivals/events/celebrations, other evils besides walkers, and anything else.  
PostPosted: Sun Oct 23, 2016 7:40 pm
Roster
There will ultimately be 5 locations of the Night's Watch.

Each camp will be 1/2 mile a part stretching over a 2 mile area in front of the Cursed Graveyard.

We'll start out with one camp and hopefully expand up to the five. Leaders of each section will be under Night's Watch Leader Karloff. Eventually there would be a leader over each camp and a leader over each grouping. These will be attained over time.

Jobs Within The Night Watch:



Jobs within the Night's Watch are all important, though some esteem certain jobs more than others, but every person is equally needed.

Rangers: What some esteem as the most important aspect of The Night's Watch. Rangers get the most glory and endure the greatest fatalities and wounds. They walk the wall and keep an eye out for Walkers. At first their jobs will remain along the wall until The Night's Watch is established--then they will be ranging out further and further until eventually they will be sent to help those in need.
Builders: Stronger or more inclined to craft than fight. Builders are responsible for putting up shelter and repairing structures and shields for the Night's Watch.
Gathers: One of the jobs that gets less respect but is equally important. It is this group who plants the crops, waters, and stores them. They keep accounts of how much they have and how many they can feed through a simple scratch mark system.
Healers: Those who are named healer are either a Master or Apprentice. A Master is fully trained in the art of healing while an apprentice is still learning. Their skills can very from treating only certain type of sickness (example: Master 1 can heal sickness caused by weather, disease, fever, etc. Master 2 may only deal in wounds.) or be all encompassing.
Recruiters: For this job, you need the gift of tongue. With words or proficiency in fighting you will need to sway soquili to join the Night's Watch. Usually a bit of both fares better than using only the sword or only the tongue.
A Scribe: This would be some hippograph or taloned creature (up to two but no more than that for now) who would be responsible for keeping records of the Watch
Trainers: Skilled in fighting, it is this groups prerogative to weigh each soquili's worth in fighting. It is their recommendations that carry weight as to which aspect a recruit will ascend to.

Upper Ranks, are not yet open but will be earned, probably through a choosing. These would be the ones (who once held another of these jobs but rose to lead one of the five camps).

Familiars are allowed to join and help. They are held to the same rules.  

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PostPosted: Sun Oct 23, 2016 7:42 pm
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PostPosted: Sun Oct 23, 2016 7:42 pm
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PostPosted: Mon Oct 24, 2016 1:17 am
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PostPosted: Mon Oct 24, 2016 1:18 am
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PostPosted: Mon Oct 24, 2016 1:18 am
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PostPosted: Mon Oct 24, 2016 1:19 am
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