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Night Eyes

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==Introduction==
==Introduction==
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'''The Night Eyes''', just the name seems to make you wonder about this faction shrouded in intrigue and mystery. What could they be? Whom could they be? Could they be the beggar reaching out their hand to you? Or perhaps hiding as the baker you makes your bread? Or are they merely shadows in the night, flitting about to complete their own tasks? A common denizen of Sunberth may never know, and perhaps never ''should'' want to know about them either.
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The Night Eyes, just the name seems to make you wonder about this faction shrouded in intrigue and mystery. What could they be? Whom could they be? Could they be the beggar reaching out their hand to you? Or perhaps hiding as the baker you makes your bread? Or are they merely shadows in the night, flitting about to complete their own tasks? A common denizen of Sunberth may never know, and perhaps never ''should'' want to know about them either.
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In truth the '''Night Eyes''' are one of several syndicates that call [[Sunberth]] their home. Known for being drug runners, and weapon smugglers, these men constantly work to undermine Robern's and the Sun's Birth's operations. As lawless as the city they lurk in, this group's existence is whispered as urban legends. Though those in the know fear their abilities for going on small operations aimed to make the most gains with the least amount of resources, and so far their tactics and subterfuge have kept them safely hidden; their circumspection is their armor and they wear it well.
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In truth the Night Eyes are one of several syndicates that call [[Sunberth]] their home. Known for being drug runners, and weapon smugglers, these men constantly work to undermine Robern's and the Sun's Birth's operations. As lawless as the city they lurk in, this group's existence is whispered as urban legends. Though those in the know fear their abilities for going on small operations aimed to make the most gains with the least amount of resources, and so far their tactics and subterfuge have kept them safely hidden; their circumspection is their armor and they wear it well.
==History==
==History==

Revision as of 02:56, 6 February 2012

Contents

Introduction

The Night Eyes, just the name seems to make you wonder about this faction shrouded in intrigue and mystery. What could they be? Whom could they be? Could they be the beggar reaching out their hand to you? Or perhaps hiding as the baker you makes your bread? Or are they merely shadows in the night, flitting about to complete their own tasks? A common denizen of Sunberth may never know, and perhaps never should want to know about them either.

In truth the Night Eyes are one of several syndicates that call Sunberth their home. Known for being drug runners, and weapon smugglers, these men constantly work to undermine Robern's and the Sun's Birth's operations. As lawless as the city they lurk in, this group's existence is whispered as urban legends. Though those in the know fear their abilities for going on small operations aimed to make the most gains with the least amount of resources, and so far their tactics and subterfuge have kept them safely hidden; their circumspection is their armor and they wear it well.

History

The history of the Night Eyes is the youngest of the three most powerful factions, and no one but Raven and Crow seem to actually know what it consists of. One lies so much about the past, and the other says barely anything save that he is here in Sunberth now, and that is good enough. Were anyone to plumb the depths of how this group came about then they would find only two things: No one enters the night eyes without both Crow and Raven's approval and that no one but them would dare tell its history to anyone outside their organization.

The facts behind the mythos


to be worked on...

Forged from their initial strike on Robern's family, this small well knit group began to understand the difficulties awaiting them in the time ahead and has continued their underground war against this threat for the good of all sunberth, even if it requires they have to take over everything themselves.

Allies and Enemies

Being a syndicate with total domination as their primary goal, the Daggerhand of Sunberth have a large list of enemies, though most aren't worth mentioning.

  • The Sun's Birth: The most open and obvious enemy of the Daggerhand. They are centered in the Gated Community, which almost acts as a small fortress for their mighty warriors.
  • Daggerhands: This is the man and the group their organization was formed to take out. They view him as the greatest threat to the city as a want to be despot and dictator. Indeed, when amidst the populations of the smaller gangs, the Night Eyes leaderships saw the power plays beginning in the shadows and deemed to take action. Their first attack on Robern's family was what prompted them to
  • Dastana Nariette: Crow and Raven appear to have had some connections to her in the past, indeed they once were within her gang,leaving her group only after seeing signs of Robern's actions brewing in the minor gangs. Suffice to say: since their split from her ranks relations between them are "strained." Sometimes reconcilatory, sometimes at each other's throats.

Hierarchy of the Night Eyes

In actuality, the Night Eyes is about 250 men,women, and children strong and both more powerful, and less in numbers then one might think. Amongst their members are beggars, pickpockets, thieves, and people with similar skillsets.

The topmost echelons consist of their leaders: Crow and Raven.

Below them are Night Eyes Captains, and Night Eyes lieutenants and below them seargents who organize and orchestrate the factions aims and goals, with the ability to call upon their most experienced men and women to deal with anything that comes up: The Night Eyes Enforcers who carry an equal rank to seargeants in their operations.

The Night Eyes Enforcers form the core of the group and are in actuality the cadre of extremely skilled bodyguards that surround their leaders Crow and Raven, however there are only fifty of them who may claim this title and they are respected throughout the ranks often acting as 'kites' to maintain watch over the other factions as they see fit when they are not guarding their leaders, or answering the calls for assistance by the night Eyes lieutenants...

Headquarters: Westwatch Tower

Prominent Members:


The following list is the existing official ranks within the Night Eyes Organization, and the approximate numbers in each rank.

  • * Padfoot: Some of the least experienced members of the group, ranging from beggars to common thieves. These are the bulk of the Night Eyes network, often going upon their own endeavors, while gaining information and support for various jobs.
  • Thiefling: More experienced then the padfoots their numbers range about 80 They are required to have the ability to protect themselves and move silently at a competent level as well as continued commitments
  • Enforcers: These men tend to be less then thirty in number and have some of the most freedom within the organization itself. They act primarily as the guards of Crow, and Raven when called upon in the toughest of situations. But anywhere else they are the 'kites' of the organization acting to complete any task they are called in to help the officers of the group. In such situations where they are tasked to handle specific problems they are given such freedoms as the right to require help from any padfoot or any supplier for their needs.
  • Officers: Some of the toughest or shrewd members of the Night Eyes organizations tasked with running specific operations and safehouses all with the one overiding goal of keeping the Night Eyes actions as safe and as circumspect as possible. They are the ones who Crow and Raven take council from and have the authority to pass commands to the Enforcers to 'neutralize' any external or internal threat to the organization.
  • Others: There are a myriad of other positions that aren't large enough, or important enough to be mentioned. They range from petty thieves in Crow and Raven's pockets, to inside men of other organizations.

Traditions of the Night Eyes

To be worked on...

Recruitment into the Night Eyes

Recruitment into the Night Eyes is difficult, as every person must be approved by both Crow and Raven.

Required Skills

Before being considered for membership into the Daggerhand, each candidate must acquire a certain level of combat prowess. Although some specific tasks, jobs, or positions require different skills, this list should provide the lowest position's requirements:

In general:

  • Weapon skills: The ability to hold your own with a weapon at basic levels is imperative in the streets of Sunberth. It does not matter the level, but if one cannot defend themselves then they run greater risks.
  • Weaponless Skills: Acrobatics, Running, and Climbing are key to move in and out of the Night Eyes passages.
  • Strength: Night Eyes pride themselves on adaptability in all situations, able to strike hard and fade into the shadows quickly. As such skills like Stealth, Camouflage, Disguise and related skills are imperative to work towards. Intelligence and Investigation, may be acceptable too.
  • Knowledge: Crow and Raven(basic); Night Eyes Structure(basic); Various Sunberth Geography Lores.

Rank requirements:

  • Padfoot: Requirements to enter the Night Eyes as a padfoot are rather easy requirement wise. One must simply have some useful skills for their character to fulfill a job for them. The single caveat is that both Raven and Crow must approve all members in character. Which means they must either meet, or know of your characters through roleplaying :)
  • Thiefling: To be a "Thiefling" of the Night Eyes, one must first obtain a minimum of one skill based on a weapon to level 35. This includes, but is not restricted to: swords, knives or daggers, clubs, axes, bows or crossbows, throwing knives/spears/axes. Unarmed combat can be a substitute, but level must be much higher.
  • Enforcers: To be an Enforcer, you must have one weapon skill at 51 or more. Unarmed at twenty; Stealth(26), Acrobatics(26), Running(26), and Climbing(15) A total combination of 20 points in Intelligence, Disguise, or camouflage and related skills.

For advanced positions, requirements increase.