Difference between revisions of "Black Wolf Company"

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Depending the size of the Company's forces, their defensive scenario would often consist of a balanced force of tanks, healers, ranged and melee support, with their tanks up front to take the bulk of the force, with their ranged and melee support flanking said enemy forces.   
 
Depending the size of the Company's forces, their defensive scenario would often consist of a balanced force of tanks, healers, ranged and melee support, with their tanks up front to take the bulk of the force, with their ranged and melee support flanking said enemy forces.   
  
Though powerful with seemingly imprenetable defenses, Black Wolf Company is not invincible. Though, Nova is a revered strategist and tactician (proven in a certain [https://en.wikipedia.org/wiki/Bloodbath_of_B-R5RB bloodbath] some years ago), she does make mistakes, some more costly than others, especially if the situation starts to become more dire, forcing her to take up a more defensive posture to make sure her Wolves come out alive. Non
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Though powerful with seemingly imprenetable defenses, Black Wolf Company is not invincible. Though, Nova is a revered strategist and tactician (proven in a certain [https://en.wikipedia.org/wiki/Bloodbath_of_B-R5RB bloodbath] some years ago), she does make mistakes, some more costly than others, especially if the situation starts to become more dire, forcing her to take up a more defensive posture to make sure her Wolves come out alive.
 
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:<div style="padding: 7px 4px;font-size:13px; color:#999999;font-family:Georgia;border-bottom:1px;border-bottom:1px dotted;letter-spacing:0.2em;font-variant: small-caps;">''Becoming a Wolf''</div>
 
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::<div style="font-family:Georgia; font-size:13px; color:#999999;"> Becoming one of the crew is being accepted into a dysfunctional family of  
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::<div style="font-family:Georgia; font-size:13px; color:#999999;"> Becoming a part of the Company of Wolves is to be accepted into a dysfunctional family of rebellious misfits, outcasts and exiles, consisting of archers, gladiators, paladins, dark knights, gunbreakers, mages, scholars, warriors and others. Loyal to their Wolf Queen and to eachother and their namesake, the Wolves aren't out to cause malice but also aren't exactly out to charter peace between factions. There is no real way to become one of the company, but their Wolves are alway on the lookout for new talent.
 
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:<div style="padding: 7px 4px;font-size:13px; color:#999999;font-family:Georgia;border-bottom:1px;border-bottom:1px dotted;letter-spacing:0.2em;font-variant: small-caps;">''Mess with a Wolf, the Pack will Bite''</div>
 
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::<div style="font-family:Georgia; font-size:13px; color:#999999;"> Many times, few have tried to provoke, or threaten the Wolves of Black Wolf Company, usually with their Queen putting a stop to it right then and there; individuals have disappeared since and have not been heard from again. Usually, if the Wolves are being harrassed or threatened, the Company goes into full lockdown with its members being placed to guard the premises and eachother.</div></div>
 
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<div align=justify><div style="padding:0px 10px; font-size:16px;color:#666666;font-family:Georgia;text-shadow: 1px 1px 1px silver;border-bottom:1px;border-bottom:1px dotted;letter-spacing:0.2em;font-variant: small-caps;">'''The Establishments'''</div></div>
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: ● <i>Lavender Beds ward 17 plot </i> : Holding their main headquarters in  
 
: ● <i>Lavender Beds ward 17 plot </i> : Holding their main headquarters in  
 
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<div style="padding: 7px 4px;font-size:13px; color:#999999;font-family:Georgia;border-bottom:1px;border-bottom:1px dotted;letter-spacing:0.2em;font-variant: small-caps;"><center>'''Shirogane Outpost'''</center></div>
 
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: ● <i>Shirogane Ward 7 Plot 40</i> : .</div></div>
 
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: ● <i>Lavender Beds Ward 11 Plot 34</i> : ...
 
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Revision as of 00:59, 5 October 2019


Black Wolf Company
{The Wolf Queen Meows...}
The Queen Rules.png

In the Company of Wolves, No One is Alone...

.
Character-divider.png


[edit]
Details


Vital Information


BASE OF OPERATIONS... Den of Black Wolves in Lavender Beds

CURRENT LEADER... Nova Gallendan, also known as the Wolf Queen

HELL KNIGHTS... Javairea Sabah, A'zrael Syne, Faelen Reyre, 4th Hell Knight unaccunted for.

LIVING MEMBERS... 60

Other Statistics


OCCUPATION... Mercenary group, private army, elite fighting force

ALIGNMENT... Neutral

CITY STATE... Gridania

FLAGSHIP... Unknown

"We are not for hire, nor are we for sale..."
In the city state of Gridania, located within the Lavender Beds is the home of Black Wolf Company, a fairly small but powerful free company that specializes in just about everything. Under the guidance of their Wolf Queen, Black Wolf Company is famed for their active community and their prowess in battle. Despite being registered to Gridania, Black Wolf Company holds no loyalty to any Eorzean city-states, with their leader deciding that the politics are slow, cumbersome and prone to corruption.

That being said, the company has been known to charge high prices for their services, ranging from armed escorts to espionage. And despite matching offers, their leader has been known to be notoriously selective, preferring to pick assignments that fit with her strong sense of justice; a trait that few company leaders share. Yet, none of her subordinates disagree with her judgement or choices, trusting her wisdom and experience, despite being relatively young, though some say that she is much older than she looks.

Aside from their extorting fees and selectiveness, the Wolves are known to be extremely secretive, holding irregular meetings in the safety of their home, the Den of Black Wolves. Yet, it's no secret that a good number of these mercenaries wander the land, helping those in need without any fees, usually charging the wealthy, and the people that govern these city-states. Whether it's true or not, therein lies a rumor that one such aristocrat hired Black Wolf Company to bring a massive shipment across from Doma. The aristocrat refused to pay them; Nova calmly gave an order that would become a cautionary tale. The Wolf Queen had ordered her Wolves to sack the aristocrat's estate, keep the shipment and finally had the aristocrat and his family locked in his manor and put to the torch; the only survivors being one, young Viera, whom Nova lovingly adopted. This is all a rumor, however, and whether it came to pass or not, remains to be confirmed.

Fight alongside the Company of Wolves
The Wolves
Mercenaries with a code
Black Wolf Company consists of exiles and outcasts, the strange and dysfunctional, yet dynamic in their structure, and organized, also prepared for nearly anything that comes their way, the Company of wolves is fierce, rebellious and flexible, completing any task handed to them without hesitation. It's members, though zany and colorful, are not without their own set of ideals; some fight for money, for glory, to find purpose or just merely to fight. One thing is certain: the majority of these Wolves are fiercely loyal to their Wolf Queen, strongly supporting her in the toughest of times, going so far as willing to fight to the death just so their leader can be safe from harm.
Tactics and Structure

The Company of Wolves specializes in defense, but can also dwell into more offensive scenarios, usually created with diversion and flanking techniques, giving a smaller group enough time to complete their objective without the enemy knowing. In most cases, the Wolf Queen will join her Wolves in the frontlines, and rally them to victory or a rare loss.

Depending the size of the Company's forces, their defensive scenario would often consist of a balanced force of tanks, healers, ranged and melee support, with their tanks up front to take the bulk of the force, with their ranged and melee support flanking said enemy forces.

Though powerful with seemingly imprenetable defenses, Black Wolf Company is not invincible. Though, Nova is a revered strategist and tactician (proven in a certain bloodbath some years ago), she does make mistakes, some more costly than others, especially if the situation starts to become more dire, forcing her to take up a more defensive posture to make sure her Wolves come out alive.

Becoming a Wolf
Becoming a part of the Company of Wolves is to be accepted into a dysfunctional family of rebellious misfits, outcasts and exiles, consisting of archers, gladiators, paladins, dark knights, gunbreakers, mages, scholars, warriors and others. Loyal to their Wolf Queen and to eachother and their namesake, the Wolves aren't out to cause malice but also aren't exactly out to charter peace between factions. There is no real way to become one of the company, but their Wolves are alway on the lookout for new talent.
Mess with a Wolf, the Pack will Bite
Many times, few have tried to provoke, or threaten the Wolves of Black Wolf Company, usually with their Queen putting a stop to it right then and there; individuals have disappeared since and have not been heard from again. Usually, if the Wolves are being harrassed or threatened, the Company goes into full lockdown with its members being placed to guard the premises and eachother.
The Establishments
The Den of Black Wolves
Lavender Beds ward 17 plot  : Holding their main headquarters in


Command, Structure, and Offices


Wolves in a Meeting.png
The Commanding Officers
Wolf Queen: Nova Gallendan - Warm, welcoming and cheerful, but suprisingly stoic, calm, patient; traits worthy of a leader. Nova had found Black Wolf Company after becoming disgruntled with her previous company, implementing harsher policies and a more defined structure that has been working well for her, lately. Aside from her more benign traits, Nova has also proven to be cold, calculating and incredibly ruthless to the point of ordering her own men to kill one of her own should they fail to follow orders or to prevent them from captured by the enemy. Though, she is not without compassion, she does whatever it takes to win, only retreating if battles become a fight of attrition. The Wolf Queen's duties include administration, handing advice to the more newer recruits, and putting her Wolves and pups in line with a firm, compassionate hand, absolutely refusing to deal more harsher disciplines unless called for; typically, the discipline involves kicking the member out.
Hell Knights: Javairea Sabah, Faelen Reyre, A'zrael Syn - The Hell Knights are the Wolf Queen's council of second-in-commands. Typically, company leaders usually have just the one second-in-command officer, Nova did not fully agree that an entire command structure should just be run with merely one ortwo people. Therefore, bringing four, unique individuals to aid in making decisions and to help guide the Wolves of Black Wolf Company, though, final decisions are left to Nova.
Wolf Praetorian: Serenity Vess - Praetorians are typically the Wolf Queen's personal force, acting as a group of bodyguards and armed escorts, though Nova can easily hold her own. Other times, Praetorians are sent on Black Op missions, to bring back hidden loot, and on occasion, perform assassination missions.
Wolf Princess: Mercury/Venus Auriess - The Wolf Queen's only birth daughter. The Wolf Princess has privelages in her own right, but still much more limited than Hell Knights and others.
Wolf Commander: Kyrru Chan - Wolf Commanders are special officers that will lead packs of Wolves to victory, typicaly in the frontlines, or answering challenges from other companies with deadly force..
Fang Captain: Asi Dreamweaver - Like the Wolf Commander, Fang Captains also lead packs of Wolves, but not usually against other companies; instead, they are sent on missions that involve beastmen and Eikons. The Fang Captain is a rank given to individuals only if those members have served for a certain amount of time and also, if the Wolf Queen is impressed with that invdividual's actions.
Wolven Ranks
Wolf Knight: .
Dire Commando: .
Wolfguard: .
Pack Hunter: .
Wolf Pup: .
Code of Wolves
Respect the Bounty: "The client is both payout and reviewer, so when all is said and done, the job gets finished one way or another. Too many unfinished jobs, or situations that go sideways makes for bad business."
Protect the Crew: "That being said, you're team is your life line. If the crew is in danger, you drop everything. Ignore the job, forget about the client, drop the treasure, and make sure your people are safe. Our people are priority number one, no exceptions."
Leave None to Suffer: "We aren't out to do 'good', but we aren't looking to cause anyone undue suffering. Clean shots, quick interrogations, and no blood sport. Leave all that black karma for the cults."
Leave the Past to Rot: "The Sirens don't give a shit about your past, so when you join all of that goes away. What matters now is what you put forth to the crew, so earn your keep and live a better life. Betray us, and suffer a hell beyond your imagining. Your choice, your future..."
Rules of the Pack
#1: We don't traffic in people, of any sort. That means no beastmen, no voidsent, or people of any kind. Period. [We don't do slave trade RP. Don't ask.]
#2: A-rank and S-rank jobs pay 50% up front. No exceptions. If we are going to die, we are going to die rich. [DMs absolutely need to know the perimeters of the event. No exceptions.]
#3: Payment will always be given for services rendered. Either through a second party or directly, the Sirens will get paid. No debts. Failure to pay can result in deadly consequences. [Dates and times must be decided and all events require at least a two week period to allow folks time to plan and prepare both IC and OOC.]
OOC Note
While we don't actively seek out buyers and sellers for our bounties, we often post up player made bounties for groups to go out and RP together. These are simple one-off events that are easily expanded upon, and are free for the taking. If you have ideas for an event or would like to participate in any of ours, feel free to contact any of the officers within the FC.



Our Story

Sirenbanner2.png


Once we were pirates. Our ships traveled the sea, and docked in ports that never asked for names or cared for destinations. The maps we carried marked islands that were unknown and hidden from the royalty who sailed between cities. Faded parchment that found its way into the hands of the treasure hunter or the struggling merchant were chances at money in exchange for services. We were messengers, the kind that brought good fortunes and news from around the realm to the people who were closed off from the world. We were thieves that stole the best jobs for ourselves as we listened to gossip and captured the bounties in exchange for freedoms and gil.

Songs and tales were our language, a secret code that told everything from trade routes to hidden coves. Few could understand the puzzle enough to crack the codes, but if you were brave enough to follow the old stories you would find an adventure worth your weight in gold. Music, a bard’s weapon, used for an unintended purpose. A lost art, that was abused for war and suffering then left to fade into obscurity, was picked up like jetsam on the sea. We could send a message across leagues to the ears of another to warn them, or turn whole ships towards the deadly rocks of our cove.

The songs we sang carried a weight that could not be explained by any sailor that heard them. Some tried to claimed that we sang dirges for the lost and dead at sea, and that our haunting voices should be avoided at all costs. Others spoke of bright hymns that turned their ships away from deadly rocks and cliffs, and swear by their gods that the songs were blessed. Neither was right or wrong as our whims shifted as violently as waves in a hurricane. We took when we wanted, and paid no mind to the lands or laws of those outside the pirate codes. Even then, we only did our best to stay clear of the others and their portions of the sea.

When the bargain was struck, we were standing against cannon and musket as we signed the treaty to bind our throats. The Pirate Queen turned her attention to our island and our bounty in order to bend knee to her will. She offered us our freedom for the use of our songs, and we agreed on the condition that we would never be forced into her majesty's war. Now our song brings jobs to those willing to take the risk within the confines of Limsa Lominsa. Our bounty is Limsa’s bounty as we offer up jobs to those who are looking to take. Once we were pirates, but not anymore.
Our History
The Siren's Crew
The Siren’s Bounty started as a band of Bards who grew tired of the old songs losing their meaning and powers. The bards, who became disillusioned by war, formed a pirate crew that would torment the trading routes between La Noscea and Thanalan, disrupting war supplies and navy travel. They used their abilities to lure the sailors into wrecking their ships on the coastlines, so the pirates could then come and reap the spoils sometime later. This inevitably lead to the claims of magic waters and phantom areas along the coast where ships did not sail without a ‘trained’ bard on board to counteract the superstitious magics that haunted the area.

Using the superstitions of sailor and pirate alike, the Sirens came up with a song that traveled over sea for yalms. Only the pirates that knew the proper responding call would prevent the ship from being attacked by the Siren’s company. Soon the Sirens had formed a way to line their pockets as ships would either pay the fee for their bards or pay the price from a supernatural attack. Thankfully for the Sirens, the thick fog and rolling mist that shrouds the Cieldalaes islands kept most would be heroes from discovering the true face behind the Siren’s Bards as they continued to squeeze profit from the ships that sailed their part of the ocean.

When the Malstrom gathered pirates to join her grand company, the Sirens came to the aid of Limsa Lominsa and signed their names over on the condition that they would be absolved of all their previous crimes. This lead to a sharp decline in the need to know and retain the melody used by the Sirens to call to one another over great distances. The Song of the Siren was not lost, but the voices able to recreate such a haunting melody grew fewer and fewer the longer they serve under Lominsan rule. Only a few still remain who know of the existence of the Siren’s Call, and even fewer still who can sing her haunting melody.

Secrets about the crew still circulate and rumors of an island where they hid all their treasure come up from time to time. Questions about the nature of their original crew and the reasons behind calling themselves sirens tend to have multiple answers, but one thing remains very clear: The Siren’s Call is still their most guarded secret.
The Bounty Bar
The Siren’s Call is a bar located somewhere in the mists, where local shiphands and merchants can go to find a friendly drink away from the eyes of the Maelstrom. The bar itself is a location where many adventurers come and go all hours of the night, which can often times draw unwanted eyes to the patrons of the bar itself. Keeping neutral, the crew of the Sirens offer protection within their walls to anyone who steps foot across the threshold so long as they obey the rules of the Siren's Bounty and her captain. Bar fights are not uncommon, but further destruction or any deadly force is met with swift recourse as the bouncers of the bar are well equipped to neutralizing any threat to the crew or her guests. There have been times when someone has caused great offense to another, but as the Sirens see it, there is no reason to interfere and once you cross over and off their property you are no concern of theirs. That in mind, most behave themselves while within the hospitality of the Siren's crew and while taking drinks at the Siren's Call.
The Wistful Muse
The Captain’s pride and joy, this ship sees the merchants duties as it travels secret routes from La Noscea to Hingashi. Considered one of the fastest ships out on the open ocean, she isn’t able to hold massive amounts of goods so her trips are rather frequent. Having worked out a side deal with the Confederacy, the Sirens have found a nice little deal smuggling between ports and outposts.


RP Info


Sirensbanner3.png
Where to Find Us
La Noscea - Limsa Lominsa - The center point of their operations, the Sirens are most often found in the pirate central of Eorzea. When there isn't a job to do, this is the default location to find her crew with an ale in their hand and a song in their heart.
Thanalan - Ul'dah - Merchant capital of the realm, the Sirens can be found in just about any market with gil and a deal on the tongue ready to make money for themselves and the crew. Usually the pickpockets and scammers find their calling out here on the streets.
The Black Shroud - Gridania - The shroud does not like pirates, poachers, or most shady folk and so the Sirens do their best to behave around the elementals and their followers. Smuggling happens the most here, as shunned groups live on the fringes begging for handouts.
Coerthas - Mor Dhona - Foundation - The icy plains and mountains of Coerthas are not often visited by the Sirens on a regular basis without a job on the line. The cold tends to keep vacations from being planned here, but a few still venture out for their own personal reasons.
Hingashi - Shirogane - A new frontier of trade has brought the Sirens to the locations of the far-east with promise of new opportunities to make a fortune and a slew of new jobs to pick up. Typically congregated at the Siren's Shirogane trade stop and the docks of Kugane, you'll find mostly shiphands and merchants.
What You Need to Know
The Sirens are known to be a group that deals in both Grand Company jobs and underground business across the realm. Something of unique quality to the free company is the leadership, with each having strong ties to musical talents not unlike the Bards of old. Their leader, often referred to as Luck, is known for his friendly and welcoming attitude towards strangers. However, the more knowledgeable visitor knows the danger that lurks for anyone out to harm the Sirens. The crew seems lazy and almost disorganized with some wondering how they ever complete a job, but when the gloves come off they have the power to leave vast destruction in their wake. Not a lot is known about the history of the Sirens outside of the crew, but for anyone looking to dig deeper it's clear they have been around for quite some time.
RP Hooks
Bounties: The crew is always looking for that next adventure, and they aren't opposed to taking other parties along for the ride. Either hiring the Sirens or being hired yourself, there is always a way to get involved in our plots.
Rumors: There are always times when the rumor of profit or adventure intersect with stories about the Sirens. A crew that is both fool hearty and gil driven to put forth maximum effort into any job, it's not difficult to imagine that there are quite a few outlandish rumors floating about.
Meet and Greet: The Sirens are all over the realm with holdings in all the major city-states and stretching as far as Hingashi in the far east. It's not out of the realm of possibility that on any given day people come in contact with the Sirens regularly in markets and even in open world.
Bar Nights: The Sirens love their drink, their loud boisterous conversations, and good company. It's never hard to find a group of them laughing in the front of the Siren's Call, or within down at the bar.


OOC Notes
Information
Who are we? [OOC]
here

FFXIV!
Recruitment
The FC .

The
Organization
Inspiration
Media
■ Game of Thrones
■ The Black Company(Novel Series)
Tropes & Explanations
A trope is a convention or device that is often found in creative works. In this case, the tropes below describe the tribe either in part, or as a whole. Their background, personality, appearance, etc, most of them can be described in the tropes below.


Credits

Wiki Information
A blank version of the wiki template can be found here
Layout Information
The following is not entirely comprehensive, but contains general credits. Please leave the link-backs if you use this template!
■ Original template by Bancroft Gairn.
■ Adapted by Xheja Rajhera.
■ Tabs by Unnamed Mercenary.
■ Expanded bits by Lucaell Tareth'eian.
■ Header image inspired by D'lyhhia Lhuil.
■ Music bits from J'karu Rhome.
■ Relationships & OOC notes by Glioca Sargonnai.
■ Various formatting inspired by Odette Saoirse & others.
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