The mighty ship Kraken Fall has finally made landfall, even if it met with her demise and permanently beached her, she still lives on in the hearts of many. With her haul damaged, and many whole the spiked the sides and roof, the mighty ship is a meer ripple of what she used to be. Though the magic that courses through her from years of mages and sea shanties keeping her going still runs strong. Creating a strong warm environment on the inside. She had survived worse, and just like the crew that kept her going she’d be willing to remain useful one last time. Being the now guild hall she stands for the pride, and the source name of Kraken’s Locker.
Months ago they recently hit land, losing the majority of their numbers, finally returning home with some of their treasures of magic that would bring this small port community some joy. Though what Captain Gaspard had come to notice, was that this land wasn’t what it was all cracked up to be. The monsters from the sea often attacked, raiders lived just villages away, and the people lived in the cold. Yet word of mouth kept him hoping for some treasure that would one day bring them some security. For some Kraken Fall was a rag tag group of pirates pillaging whatever they could find, while others viewed them as saviors and heroes that survived years on the hard sea.
With Gaspard searching for new crew, to build Kraken’s Locker into a proper guild, he has rules for the people who join, just as he does any normal crew.
1: To swear on Davy Jones or Kraken’s Locker is to swear away your life. Fail to keep your promise is subject to death.
2: Everyone is entitled to their share of booty, no matter how small, as are the towns folk who support the guild.
3: All decisions for the guild are based on a vote, promotions, war, new laws, even small things such as dinner. The Majority vote wins.
4: To desert a guild member, or the “ship” is a death penalty, caried out by captains execution, or by drowning. To pay the debt back to Davy Jones.
5: Fights among guild members my never take place on Kraken’s Locker Soil, and must be accompanied off guild soil, and watch by the guild master, but training is an exception. The winner of the fight will be determined after ten minutes of battle (well say 10 posts each). If both are left standing then a vote will be decided who wins. The winner gets to choose the consequences for the loser, and it sworn upon the ship.
6: Secrets of treasure among guild members, with selfish intent, or dangerous intent, are deeply forbidden. Punishment is followed by being tied to a tree with only a flask of water, a bit of food, and left for three days before being returned.
7: To the Locals, Kraken’s Locker crew must be gentlemanly.
8: Only Guild Members are allowed inside the ship.
9: Everyone does their fair share of chores or their assigned duty.
10: Family of guild members are always taken care of, though expected to do work. They are to be treated in high regard.
11: Sunday’s are peace days, meaning no vices on this holy day. It’s used for warship of Davy Jones, the Sea Goddess, and family.
12: One may not leave the guild without paying their share to the Guild and Town. If their share is not paid and fleeing is attempted, punishment is death or how the captain deems fit.
13: A threat against one, is a threat against many. If one crew member is threatened, hurt, or killed by a person, creature, or another guild, they will cause the Kraken's Locker to Hoist the Colors. Addiotionally the Hoisting the Colors is a sign that the guild is at war, or in battle if the ship displays them.
14: Funerals are to be attended by all members, the body is sent to the sea to be given to Davy Jones. They are sent with all their valuables, the raft is shot down as the sun sets to sink the body. If the death was a natural cause then a celebration is in order, while if the death is one filled with malice, the colors are to be hoisted.
While the rules are set in stone, there is still more to join Kraken’s Locker. The initiation process is fairly simple as one would think, but in reality it’s much more intense then one would believe. When joining, the applicant is brought to Kraken Fall’s haul, to grab a magical barnacle, then sing the guild’s song (which is possessed in the barnacle) on the shore with their feet in the sand and touching the water, as one sings the barnacle opens up and begins to spread across their arms. Which is extremely painful. As the song continues, and the lyrics are sung without stopping from pain, barnacles begin to share the ships history, her hardships, and triumphs, as well as that of her love and hate of the sea. After the song is complete, the barnacles fall off and grow into tiny crabs that run to the sea, the blood left dripping from one’s hand, forms the guild mark, and in the water around them also forms the guild mark, only to quickly fade away. The guild mark changes to the color that’s their soul/aura color. After the act is complete, you sign a contract with the captain, with kraken ink.
There are several ranks within Kraken’s Locker that give it some political structure. While some don’t believe pirates don’t have such things, they do. All positions within Kraken’s Locker are voted upon by the whole crew. However some decisions, and actions require prerequisites or Captain’s approval. For some, payment may be required to the guild. Meaning you need to find some treasure, as that is a trail. Captain, is clearly the one in charge.
Right Hand and Left Hand are the captains personal assistants, personal guards, advisors. They are HAND picked by the captain to respect his will and orders, only to look out for the best intentions of the guild. Each are often more for the political side of the guild. Right Hand deals with the politics of the port, making sure everything is well for them, and Left Hand helps deal with the politics between other guilds.
The Quartermaster is truly the second in charge through the vote of the crew, and narrowed down through the trial a trial. They are also in charge of resource distribution, making sure the guild and village are fed and well. Just like the Quatermaster, the Sailing Master are determined in the same way, except they are experts in locating treasure and espionage. They are the head strategist and become equal in rank to the Quartermaster when war or emergency breaks out. Gunners are among the strongest mages in the crew. Each one has proven themselves worthy of the title, and are often considered for higher promotions when selecting more. They are incharge of the normal members, making sure chores are getting done, and oversee more serious missions. However they are tasked with watching over the seas, and the forest to keep an eye out for danger. The crew are just normal members.
Captain: Gaspard Duval