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~*~Mihrung~*~

Queen: Yeesha, Gold Uditith

Second: Open

Third: Korinn and brown Alayth

Third: Erika and bronze Death

Third: Drazellan and bronze Ranilsk

Clan Leaders: Open

 
 
The structure of Mihrung is as follows:

Mihrungs (people of the Mihrung) live within the Mihrung Plains. They can be dragonriders, wher-owners or have no draconic companion, or even wild dragons or whers without human companion.

They can belong to a clan, answering to a Clan Leader. This is not essential, but beneficial to the person, as it guarantees a share in raids, food, companionship, etc.

Everyone then answers to one of the three Thirds, who are equal in power. Thirds approve and usually lead small raids (they cannot be conducted without approval), solve disputes, give out chores, and take care of the day-to-day running of Mihrung Plains.

The Thirds answer to a Second, who coordinates their work.

The Second answers to the Queen, who is in charge of it all. If the Queen says jump, everyone jumps. The Queen appoints people to all positions, except Clan Leader (though she can remove Clan Leaders). The Queen plans, and also leads major raids. She also coordinates the Wilds (both dragon and wher).

 

IC Rules:

Obey your superiors. Failure to do so may result in punishment, at the discretion of the superior.

If a Clan proposes a raid, only that Clan must participate. If a Third proposes a raid, all who the Third specify must participate (of those who answer to that Third). If a Second proposes a raid, everyone who the Second specifies must participate, (up to a max of two Thirds and their respective Clans). If the Queen proposes a raid, everyone who she specifies must participate.

Tithes of all profits must be given thusly: 30% of the total to the Queen, 10% of the total to the Second, 5% of the total to the respective Third(s).

Clans may make their own rules for members to abide by (including tithes within the Clan).

Clans may not prevent members from leaving. If this is found, the Clan leader will be removed and anyone in a position within the Clan will be punished, at the discretion of the respective Third.

Clans:


Clans are little groups within the broader group of the Mihrung. Sometimes they are family groups, sometimes people with common intrests, sometimes fallen bandit groups that have come under the banner of the Mihrung, etc. Clans can be any size, and each is governed by a Clan Leader. Clans make their own rules for members to abide by. Mihrungs do not have to be a member of a Clan, it is their own choice, however there are many benifits, including company, more food (though no one goes without), a garunteed share in profits, etc. They have no real power within the Mihrung power structure.


Clans started to happen on their own, before this structure came into being. Knowing that people like to belong, Yeesha formalized the concept ten years ago. It has been more or less successful, and the competitiveness between the Clans has also been positive, leading to stronger performances where it matters.

 

How to Join the Mihrung:
 

# The Mihrung are a group of men and women with a grudge against society. At the basic level, they are bandits, with a major difference: Dragons.
 

# The Mihrung formed just after the Lost disappeared, about 15 Turns ago. The original members stole 6 eggs from the Weyr, taking them South where they Impressed them. The Wild dragons, and also some whers, soon joined them.
 

# The Mihrung seek to dominate over society through fear, theft, and asserting their power.
 

# Sounds like you? You can be a dragonrider, a wher master, a normal human, or a wild dragon.
 

# If you'd like to be a dragon rider, all normal dragonriders rules apply (ie honorific etc).


# If your character was one of the original members, you can be a bronze or brown rider (or have impressed at a later date). If not, you can be a brown, blue or green rider. Or, you can have formed a bond with a wild dragon. It's not as strong as Impression, but it does happen.


# It's possible for a child to have been born within the Mihrung, especially with limited birth control, but most people will have joined out of their own free will.
 

# Try for a character type that would fit within a bandit situation. Examples: mean, arrogant, not strong-willed (goes with the flow), blood lust, petty thief, kinda dumb. Mihrungs are not usually nice people (though there are exceptions).

# Try for a unique character. Look at what's been done, and what hasn't. Thinking spy? It's been done. Try something new.