Prelude:
The tale began many many years ago in Darkon, a swarmy young Halfling turned up in a rather dank town, a constant smirk on his face and a skip in his step. He went by the name of D. Brumbat, few knew of his origins of his intentions really.
A group of travellers were passing on threw the town, treasure hunters some may call them, frowned upon by the locals the group exsisted of human, a elf and a pair of halflings. D. Brumbat seeing a oppurtunity took it, made some 'banter' with them and they agreed for him to tag along. His skills then became apparent, a jack of all trades, proficient in all, mastering none. He was ever usefull in the perills the group found themselves in.
As time progressed and D. Brumbat got to know the group better, he began to rile up the pair of halflings, demanding bigger cuts in their findings, later 'Accidents' claimed the lives of the human and elf.
As time furtherd more and more, the trio halfers alured in more of their kin, D. Brumbat proclaimed himself the leader over them.
And so it began....Standings within the Clan:Young'ns, aged 1-30, these are the runts of the clan, used for the jobs the olderer Brumbats do not wish to do.
Mature's, aged 30-60, they are now independant, they may leave their clan or stay, but are expected to bring in something to the clan.
Elite's, aged 60+, they have seen much and learnt much over their years, utelizing what they have learnt and the skills they posses they are often right hand mans to the Elders, ever vigilant on a slip up of the Elder so they may take controll.
Elder, often the oldest or the strongest of the Clan, they controll the will of those bellow them, demanding first pickings, the finest women, they are resented for their standing. They rarely stay at the top for long.
Bloodline is very important in Brumbat society, who knows who, how do they know them, who your parents were, what they did, it sets you in the picking order before you have even made a mark yourself.
Some of the more maddend Brumbats are often inbred, by Clans that sought to keep the bloodline as pure as possible, they are often Elites before they have even set their mark, they receive 'special' treatment, trained by the best of the clan and often getting pickings after the Elder/His right hand.
Class's:Alignment: Chaotic Neutral, all sorts of Evil.
Rogue: The jacks of all trades, the swift blade in your side, the first to run when things take a turn for the worst.
These are the most common among the Brumbats, proving efficient where'ever they may find themselves for their resourcefullness.
Often these tricks of the trades are passed down along the blood line, but most skills are fairly common among the clan.
Ranger: Those that abandoned city life to find better prospects within the robust lands of Darkon, utelizing all they learnt within the cities and all they learn over time in the countryside they are often road side robbers and cut throats.
No tricks are passed on along the bloodline, often the young find themselves dropped in the wilderness, forced to make their own way in survival...some survive, most do not.
Druids: (Rare) those that have found a greater bond with nature, some of the clans rulings are disgarded by them as they have formed a bond with nature, they seek to presserve it aswell as uphold the Clans rulings, mostly, they are often the Elders of the small groups within the woods.
Wizards: (Rare) those of standing within the clan may well pick scrolls and other forms of knoledge as their cut, Brumbats in general take little interest for such seeing it merely as stock to trade, they are often revered among the clan, often advisors to the Elder.
Assasins: (specialist) with considerable training from within or outside the clan, some may prosper to learn where to strike more specificly, utelizing their skills to become a even stiller blade among the shadows, striking out and cutting their opponent down with vigor.
Those that master this trait often arise to Elite's swiftly.
Shadowdancer: (specialist) the scouts that fell from their path, plummeting into darkness, they have so long walked among the shadows, learnt from their Elders that they are one with the shadows, rarely...if ever seen, constantly fearing the light they are loners, deprived from the Clan it does not take long for them to lose their sanity.
Other class's fall outside of the Clan, often married into the Clan, they are seen as lower than most others within the Clan hierachy.
Clan Rulings:
Among thieves there is scaresly a code, much alike with the Brumbats, their rulings are so introcate and contriversial for outsiders it is hard to make head or tails from what they really commit themselves to.Always listen to the Elder, he will provide and look after you, within reason.
Take what you need, nothing more, pass on what you dont need to a Clan member, that or it is to be sold and profit split.
Thievery punished by removal of index and middle finger, second time, removal of hand, third, arm, there is rarely a fourth accounted for.
Disagreements will be fought out one on one, head to head, no exceptions. To oppose the Elder for leadership or on any matter you must challenge him, Right Hands excepted as they may sideswipe the Elder at any time in an attempt to take leadership over the clan.
Rules may be added dependant on the Land, but these rules are stood fast.Brumbat Socialogy: Fights among the clan can spark up on a whim, highly offencive to one another they often scrape over the smallest of things, baring no grudge they define the picking order.
Shadey dealings, backstabbings, bribery, thefts, kidnappings are general dealings among the Clan, they unite and reafirm bonds amongst them.
Often lying, tricking to further their own goals.
They hardly trust any other kin than their own, using them for their worth.
//Brumbats can post their personal Bio's bellow as they will