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Jovi of Shadows

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PostPosted: Mon Oct 25, 2021 6:24 pm
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PostPosted: Mon Oct 25, 2021 6:25 pm
[Welcome to the Tani'Ajiri]
The Mercs loan out their strength and expertise for a price.

The Tani'Ajiri (Hired Strength) is a relatively new pride that has come together under the leadership of Siyo'Jini and Thayiga'Thunzi. They started off as a relatively small mercenary band that traveled the savannah, but over the years their numbers have grown and eventually they've settled down to claim a piece of land for their own. A place where they can raise their families and keep them safe from the work that they do.

At a glance!
Colors: Anything and everything is okay!
Breeding: Everything is okay, no permission needed.
Main Species: Lions, leopards, cheetahs, and hybrids.
Familiars: Avians, and snakes, must be bonded. Servals are accepted on their own.
 

Jovi of Shadows

Dangerous Werewolf

7,950 Points
  • Perfect Attendance 400
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Jovi of Shadows

Dangerous Werewolf

7,950 Points
  • Perfect Attendance 400
  • Partygoer 500
  • Team Jacob 100
PostPosted: Mon Oct 25, 2021 6:26 pm
[Pride History]

While wandering the vast African savannah, two creatures happened to meet, completely by chance. Siyo'Jini had been on his own, at the cusp of adulthood, and struggling to survive the unforgiving wilderness. He had no experience with hunting, and was finding the task rather daunting as his belly remained empty. Too socially awkward to ask for assistance from any rogues he managed to come across, and mostly avoid, his days dragged on in unending hunger. That is, until he managed to stumble upon a leopard's stashed kill, hastily pushed under some brush and seemingly forgotten. Siyo'Jini could barely believe his luck! Half-starved, he eagerly pounced on the free meal, only to find himself pounced upon in turn.

The brief struggle between Siyo'Jini and Thayiga'Thunzi drained what remained of the lion's waning energy, and the adolescent leopard was in no better shape. For a moment they simply stared at each other in bitter rivalry, before the meal's actual owner came back to chase the two youngsters away. With little to no success on their own, Siyo'Jini and Thayiga'Thunzi formed a tentative partnership to regroup and overpower the adult leopard that had chased them away. From that moment on, the two decided that they were better off together then they were alone.

In the years that followed, Siyo'Jini and Thayiga'Thunzi grew accustomed to stealing food from rogues as a means to keep themselves fed. It was easier than learning how to hunt for themselves, and their prowess in combat and cooperative team work grew exponentially. Eventually they came across a distressed lioness, who promised to hunt a meal for them if they could chase away a lion that had been stalking her for days. Siyo'Jini was dubious at first, not trusting she would do as she said, but Thayiga'Thunzi saw an opportunity to make a name for themselves out on the savannah. He told Siyo'Jini of his plan, and the young lion hesitantly agreed. It wasn't hard to find the male that had been stalking the lioness, and he wasn't too keen on letting two little upstarts chase him away. What followed was a difficult battle that left both young males relatively hurt, but they had managed to chase away the older lion. Upon returning to the lioness, she was so grateful that she did in fact hunt for them, fulfilling her promise for a job well done.

After that experience, Thayiga'Thunzi actively looked for similar opportunities, with Siyo'Jini quickly realizing the genius of his leopard friend. Together they developed a system of agreements that they called contracts, and for the most part everyone they entered into an agreement with came through on their part of the bargain. Until one day, after a particularly difficult job, a small pride defaulted on their contract and refused to pay what they owed. Siyo and Thunzi were at a loss for what to do, and were chased from the small pride's lands. Word spread throughout the savannah like wildfire, and soon more and more of their contracts were defaulted on.

It was at this point that Siyo'Jini took matters into his own claws. If they were going to ever regain their reputation and be taken seriously again, he needed to do something drastic. With a brief explanation to Thayiga'Thunzi, the young lion set off for that small pride's territory with Thunzi in tow. The two managed to fight their way to the center of the small pride where Siyo challenged the leader, an older male lion, to a duel. Seeing how hurt and weak Siyo already was from fighting their way to him, the leader accepted the challenge.

The following battle was brutal and bloody, as Siyo used every ounce of strength he could muster to bash the other male to the ground and pummel him with consecutive, unrelenting blows. When he was certain the leader did not have the strength to get up Siyo paused to offer him the one chance that would save his life. Pay what was owed. Fulfil the terms of the contract and all would be forgiven. When the leader again refused, Siyo took it upon himself to end the other male's life without hesitation. Word of this also spread like wildfire, and Siyo worked to keep up their reputation as mercenaries from that moment on.

Eventually Siyo and Thunzi took on much larger jobs, with a lot more risk, and they began to seek out others like them. Lions, leopards, cheetahs, and even hybrids were welcomed into their small mercenary band with no prejudice against species or gender. They traveled the savannah until the group became so large that they needed to settle into a home territory where they could take time to relax and raise families in relative peace, while also being accessible to potential interested parties.

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[The Leaders]
  • Siyo'Jini: A male lion. His name means 'No Demon', and was given to him by his father after he murdered his mother. Siyo was raised by his abusive father, in a pride that valued cruelty and pain, and for most of his young life that's all that Siyo knew. As he grew his father began to teach him how to inflict that same pain on others, with claws and teeth, and Siyo was glad to do it if it saved him from his father's ire and that same fate. As an adolescent Siyo'Jini managed to escape his father's grip when his uncle from an opposing pride, that valued virtue and 'good', launched a surprise attack and managed to wipe out the 'evil' pride.

    Siyo was briefly taken in by his uncle, who had pity for the abused youngster, but their relationship was strained at best. When it was clear that Siyo was unable to adjust to the peaceful lifestyle of his uncle's pride, he left to wander the roguelands and discover life for himself.

    Nowadays, Siyo'Jini can be found sparring with his pride on a daily basis. He enjoys training to keep his body fit and his fighting skills sharp, though there is an unrest to him that he can't seem to shake lately. So far it hasn't affected his ability to lead the pride, but most Mercs can tell that something is off with their leader. Perhaps its just restlessness, but Siyo'Jini is not convinced. He can feel it deep in his bones, something isn't right, and sleep has not come to him easily for several long moons.

  • Thayiga'Thunzi: A male leopard. His name means 'Tiger Shadow', and he gave it to himself while growing up an orphan in the rogue lands. Thunzi had to grow up quick, as he soon discovered no one was going to look out for a lonely leopard cub. Sometimes he would be able to convince a new mother to let him feed with her own cubs on one of her kills, but the older he got the harder it was for him to play the 'cute' card. Eventually they started seeing the needy kid as a nuisance, and he was chased off without a second thought.

    As time went on, and his belly went unfilled, Thunzi turned to stealing whatever he could get his paws on. At first he wasn't very successful, but with practice he was able to keep himself from starving. He never really learned how to hunt for himself, as eventually it was far easier for him to steal from other more successful hunters. This often times led him into confrontations, where he learned another of life's lessons. Lions were stronger and bigger than he was, and they always would be. So the leopard learned to be sneaky in how he attacked, favoring a quick kill over a long and bloody brawl that would likely end his life.

    As the Face for the Mercs, Thunzi spends his days living the high life. He no longer needs to steal for his meals, and instead spends most of his energy flirting with as many ladies that will stand him. On occasion he can be seen sparring with Siyo'Jini, but the leopard mostly obliges his fellow leader when he wants to try out a new assassination technique.
 
PostPosted: Mon Oct 25, 2021 6:26 pm
[Territory]

The pride is located on the edge of the savannah, bordered by a small river on one side that flows year round and feeds into a much larger lake not far from the pride’s territory. Vegetation grows thick on the backside of the territory, as the savannah begins to give way to forest. It is here where the Tani’Ajiri make their dens, as there are plenty of large rocks strewn about, with dense trees to shade them from the sun. Game is plentiful on either side of the territory, but can be subject to the yearly migration patterns of large herbivores.

Where the forest side of the territory is used for resting and living quarters, the savannah side is all business. The Mercs do not conceal their location from their neighbors, and actively entertain guests and interested parties. This is where most guild members meet to do business, sparring with one another, and generally showcasing their skills. There is a large cluster of rocks towards the center of the action, where the spectators are allowed to sit and watch while being out of the way. Likewise, many a contract has been formed on these rocks, as the Face frequently does business there. For added measure, crafters often set up small displays of their work around these clustered rocks, to barter or trade with visitors.

Guests are not allowed to enter into the forested areas of the territory unless formally invited to do so by a member of the Pride, and even then they must stay with that member until they leave. Guards are posted around this area of the territory to ensure no unauthorized parties stray into the pride’s living quarters.
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[Noteworthy Locations]
  • Sparring Grounds: A well-worn area that was once a lush grassy field and is now patchy with dirt and worn-down grasses. Many members of the pride use this area to spar with each other on the daily.
  • Hunting Grounds: Lush grassy fields with tall vegetation perfect for hunting. Many herds travel through this area to get to the riverside.
  • The Dens: Thick vegetation and trees make this area nice and shady throughout the day, and shallow dens are dug out by members to use as they see fit.
  • The River: A wide river that flows year-round. At its deepest point, paws no longer touch the riverbed. Fish are plentiful, though wandering crocodiles sometimes pose a threat.
  • Meeting Rock: A large rock formation that overlooks the sparring grounds. All contracts are made on the meeting rock.
  • The Tavern: A small rock formation that is somewhat enclosed and has many crevices and ledges to comfortably relax in.
  • Fighter's Guild: A cluster of rocks that serves as the meeting ground for fighter's guild members. Assignments and contracts are given out by champions here.
  • Thieves' Guild: A cluster of rocks that serves as the meeting ground for thieves' guild members. Assignments and contracts are given out by masterminds here.
  • Healer's Dens: Individual healer's have their own healing dens hidden in the forested parts of the territory. These are usually shallow caves hidden by trees and vegetation.
 

Jovi of Shadows

Dangerous Werewolf

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Jovi of Shadows

Dangerous Werewolf

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PostPosted: Mon Oct 25, 2021 6:27 pm
[Culture]
What it means to be a Merc.


[Species]
All feline species are welcome amongst the Mercs. Lions, leopards, cheetahs, and hybrids all hold the same standing, and are considered equals. Though the pride doesn’t have anything against canines, they are not able to join. Avians and snakes are accepted as long as they are partnered with a full member and are seen as companions that can help a full member on the job. Servals are accepted on their own accord, but do not hold any rank. They are mostly seen as smaller members that can help out around the territory by assisting crafters, healers, and hunters in their day to day duties. Some even take on the job of messenger, relaying messages between leaders or members that need to get in touch with one another.

[Joining]
Rogues are welcome to join the Mercs at any time, provided they are able to pass a series of trials. These trials are typically set by the elites, depending on which rank the rogue would like to join as. While completing their trial an assigned member of the pride will accompany them to ensure it is indeed completed.

[Mating]
The Mercs as a whole value freedom for its members to love who and how they wish. Rogue breeding and flings are permitted, so long as those individuals do not disrupt pridal affairs or put its members at risk. Likewise, if a couple feels strongly enough to declare each other life mates, the Mercs will be happy to rally around them to throw a pride wide celebration.

[Cubs]
The birth of cubs is always a joyous occasion, but the guards will typically tighten security around the forested area of the pride, where dens are made, to ensure they are kept safe. Cubs are raised by their parents, with little to no interference from the pride as a whole.

[Adolescents]
Once cubs become adolescents, they are expected to join a guild to begin training for their adult career. Those who wish to remain civilians may do so by taking on a civilian rank such as artisan, healer, or hunter and are expected to find their own mentors or are free to figure it out for themselves. Seeking out an adventurer may help point them in the right direction, as adventurers work closely with all civilian ranks. Adolescents who join either the fighter's guild or the thieves' guild will train under the supervision of the elites, the champions and the masterminds, to ensure they get the best instruction available to them. Even though adolescents take on the title of their adult rank, they are not allowed to take on contract work unless specifically requested to do so by elites. Typically, they will be paired with a more experienced member of their guild, and the contract will be considered easy enough for them to handle.

[Gender Roles]
Males and females are held in equal standing and have just as much potential to rise in rank. What the pride believes as a whole versus what individuals feel is a completely separate matter, but the Mercs do not officially take sides and its up to members to prove themselves to each other.

[Semi-Open Borders]
The Mercs entertain a lot of guests in an attempt to bring in work, but outsiders are only welcomed on the business side of the territory. The savannah side of the territory is where most Mercs showcase their abilities on the sparring grounds, or where crafters offer their wares to visitors. Guests are expected to behave themselves at all times and remain respectful to Mercs members, otherwise they may find themselves being escorted out of the territory by the guards. Individuals interested in forming a contract with the pride are directed to the Face, so they may sit down and do business in a relaxed setting.

A guest may not enter the forest side of the territory unless invited to do so by a member of the pride, and even then the guards do keep tabs on them, sometimes subtly, and other times directly out in the open depending on how the individual has been perceived.

[Security]
Unless a member of the pride is going out on contract, it is expected that everyone should remain safely inside the pride's territory. They aren't held there against their will, but generally the guards try to intercept anyone leaving so they can keep tabs on them, and may even attempt to persuade them to stay until an off-duty guard can accompany them. This is especially true for civilians, who do not possess the trained fighting ability of other ranks.

[Contracts]
The closest thing to a religion that the pride has. Contracts are extremely important to the Mercs, and they are followed to the 'T'. Doing anything more or anything less without further compensation is considered foolish and dishonorable, and could potentially sully their reputation as professionals. Likewise, a breach of contract by the other party is met with swift and severe consequences. The Mercs can't be seen as weak in the eyes of potential buyers, so compassion or understanding at a situation is completely out of the question. Siyo'Jini, the Boss, will directly involve himself in matters of defaulted contracts and has been known to maim or even kill those who refuse to pay what is owed. In some situations a negotiation may be agreed upon, but it is likely at the detriment of the defaulting party, and the price can sometimes be worse than death...

[Payment]
So, what can be considered payment for a contract? Most commonly the Mercs consider items of value, gemstones, mind-altering substances of all sorts, and hunting rights on another pride's territory to be worthy of their time. In some cases, they may also accept return services of value or favors, but that is at the scrutiny of the Face. They will not, however, accept offers of slaves or women. They don't practice slavery, and males in the Mercs genuinely find it embarrassing that others can't seem to woo their own lover. Likewise, the pride's females would find the notion of 'owning' a female incredibly insulting.

[Guilds]
The Tani'Ajiri is made up of specialized ranks that exist to exhibit a certain kind of skill that others may wish to employ. These ranks are broken down into two guilds: the fighter's guild and the thieves' guild. The fighter's guild specializes in combat heavy ranks, that others may wish to employ for battle, bodyguarding, or bounty hunting. The fighter's guild is overseen by the Champions, who are charged with training guild members and sometimes are sent out on contract work to lead a group of mercenaries. The thieves' guild specializes in stealth and finesse, and the art of delicately extracting items or information from unwitting targets. They also count assassins among their ranks, who are highly trained killers able to get in and out with minimal interference. The thieves' guild is headed up by the Masterminds, who see to the training and upkeep of their guild members and may also assist Thunzi in distribution of guild work. The two guilds do work together fairly well, however, there can sometimes be a bit of rivalry between the two, especially when a contract calls for members of both guilds to work in tandem. It is not uncommon to see Champions and Masterminds butting heads over who's guild is more valuable, and this rivalry helps fuel their desire to train the best of the best.

[The Tavern]
An establishment run by the hunters of the pride. All kills are brought to the tavern where members can come and relax while they enjoy fresh caught meals. This rock formation has many crevices for privacy as well as open ledges for those seeking companionship while they feast. It can get a little rowdy sometimes as members of both guilds as well as civilians are welcomed at all times. Mercs looking to woo outside 'guests' often bring their would-be love interest to the tavern, as it's a more relaxed setting compared to the sparring grounds and isn't quite as intimate as one's den would be. Gossip and hearsay are often shared among members, much to the delight of the tavern keepers who are just as keen to share what they've heard from others. Artisans of all types may bring their wares for trade or simply perform for the enjoyment of those around them if they have the desire to do so. Adventurers are often found in the tavern, gathering requests from members or gleaming juicy bits of information from gossip.
 
PostPosted: Mon Oct 25, 2021 6:28 pm
[Ranks]
The pride's hierarchy and who is expected to do what.


[Pridal Leaders]
  • (1/1) The Boss: The Boss leads the pride in all manner of decision making, and works closely with the Face on all outside affairs. If ever a threat is discovered to the pride itself, the Boss takes matters into his own claws.
  • (1/1) The Face: The only member of the Mercs to deal and make contracts with outsiders. Pridal politics can be tricky, so this individual is as skilled with their silver tongue as they are with their claws and teeth.


[Elite Ranks] - (Limited)
  • Champion - (Fighter's Guild): The best warriors the pride has to offer. They are in charge of training and upkeep of the members in the Fighter's Guild, and are often sent out with groups of mercenaries to act as their commander.
  • Mastermind - (Thieves' Guild): These individuals work closely with the Face, and help distribute contract work throughout the guilds. They are also in charge of directing the Thieves' Guild and training its members.
  • Adventurer - (Civilian): Independent members of the pride that have a knack for exploring dangerous territory. They use their keen sense of awareness to find various supplies and herbs that the crafters and healers need on a daily basis.


[Fighter's Guild] - (Unlimited)
  • Mercenary: These fighters are loaned out on contract work, and are exceptionally skilled warriors. They follow whatever guidelines the contract states, but above all they are loyal to the Mercs.
  • Ranger: Master trackers and bounty hunters. They know the land like the back of their paw, and are particularly good at finding and capturing their quarry alive.
  • Guard: The pride's defenders and peace keepers. These fighters stay within Mercs territory and keep everyone safe from inside and outside threats.


[Thieves' Guild] - (Unlimited)
  • Assassin: Some contracts call for quick, clean kills; and these are the individuals best suited for that sort of work. Highly skilled in both stealth and precision, very few ever escape these trained killers.
  • Bard: Some contracts require the delicate extraction of information, and that's where these individuals come into play. Bards are social butterflies skilled at getting close to a target and tipping the encounter in their favor.
  • Thief: When contracts call for stealth and sleight of hand, these Mercs are who to rely on. They are highly skilled in getting in and out without being seen, and typically don’t get into many combat situations.


[Civilians] - (Unlimited)
  • Artisan: The crafters of the pride. They take hides and bones from the hunters, and use supplies brought back by the adventurers to make trinkets and adornments.
  • Healer: These individuals work to keep the pride healthy. They work closely with adventurers, as many of their herbs can be quite difficult to find.
  • Hunter: The pride's default rank. Most non-combat members choose to become hunters, as they are able to provide the pride with its daily needs while still honing their skills.
  • Cub: Cubs in the pride are simply referred to as cubs. The Mercs hold no special emphasis on this stage of life, and the youngsters are typically left for their parents to raise.
 

Jovi of Shadows

Dangerous Werewolf

7,950 Points
  • Perfect Attendance 400
  • Partygoer 500
  • Team Jacob 100

Jovi of Shadows

Dangerous Werewolf

7,950 Points
  • Perfect Attendance 400
  • Partygoer 500
  • Team Jacob 100
PostPosted: Mon Oct 03, 2022 8:13 am
[Battle System]

*Advantage: Roll twice and take the higher result.


User Image [Combat in the Tani'Ajiri]
The first part of any combat is for both/all participants to roll for Luck. This is done by rolling 1d20 on the first post of the duel for each participant. This usually has no baring over the actual combat and is simply there to add flavor to the encounter, however a result of a '20' on the die roll results in a critical. A critical allows that individual to add a +1 to the result of their first roll in combat.

After rolling for Luck, combat will consist of three rounds, with each participant rolling their assigned battle dies and whatever special feature accompanies it, based solely on their rank. Once 3 rounds have gone by, everyone adds up their totals, and the highest result is declared the winner.

[Combat Dice and Bonuses]
  • Leaders: Roll 1d8 every round. Advantage on every round of combat.
  • Elites: Roll 1d8 every round. Advantage on the first round of combat.
  • Fighter's Guild: Roll 1d8 every round.
  • Thieve's Guild: Roll 1d6 every round. In the first round of combat, roll twice and combine both for the final result.
  • Civilians: Roll 1d6 every round.


[Dueling]
Dueling and sparring are commonplace amongst the mercs. Many have a daily ritual that includes training their bodies for combat, especially if they are not away on contract work. It is encouraged amongst the fighter's guild members to spend at least some time at the sparring grounds each day to showcase their skills for potential buyers to observe. Thieves' guild members are also welcomed and encouraged to duel and train at the sparring grounds, but it is not required as they don't often get into combat situations. Civilians may duel and spar if they wish, but few see a reason to do so.

Disputes amongst pride members are typically handled amongst themselves, but if it's truly serious they may duel each other to settle their differences. If this is the case, and the disagreement is serious enough, they may request the duel to be overseen by either Thunzi or Siyo'Jini. Once a winner is declared, the matter is considered 'settled' in the eyes of the pride.
 
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[IC] Tani'Ajiri Lands

 
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