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Disney Villains Victorious K/L/Rs
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== The Huntsmen of the Elite Global Huntsmen Club (Origin: Various)== King - The Elite Global Huntsmen's Club<br/> The Elite Global Huntsmen's Club is exactly what it sounds like: an organization of accomplished hunters and trackers who seek only the toughest challenges for their guns. There is some dispute as to whom is in charge of the club, as no one can agree to what criteria leadership requires. Clayton is most suited to leading expeditions, McLeach is the best tracker, Gaston sports the most impressive kill of the group, and Charles Muntz is the most senior member. Other newer recruits like Buldeo, Amos Slade and the exiled king Fergus have joined on the merit of their skills, though each hungers for a different prize. Additionally, the socialite Cruella DeVille associates freely with the club, making luxurious clothing and accessories from any parts of beasts that aren't taxidermied. The club holds no allegiances to any other kingdoms, though they are often hailed as monster-slayers throughout the world (apart from the beast kingdoms where they are universally reviled). Players who take a stand against the rampant killing of the club will soon find themselves involved in the most dangerous game.<br/> Rumors abound about the founder of the club, who has come to be known only as The Man. Among those beast-people and intelligent animals who have come to hate humanity, The Man is seen as the living personification of everything wrong with the human race. But the fact that The Man seems to play little if any part in the politics of the club hints at his possible true nature: that he is an average person who did not realize the true effects of his actions until it was too late. So perhaps he does personify humanity after all. You discover <i>one</i> continent, you use <i>one</i> fossil fuel, you shoot <i>one</i> doe...<br/> Land - Worldwide Hunting Grounds<br/> The EGHC lays claim to Australia and many scattered locations around the world where they maintain hunting lodges. The true headquarters of the club is Muntz's zeppelin, a mobile base that is well-supplied and decadently furnished, a mansion in the sky. The zeppelin is defended by every trigger-happy hand aboard, giving even Captain Hook's marauding sky pirates reason to avoid attacking them. Even with no current prizes, the airship is always on the move due to the challenge posed by their permanent guest, Alice. Constantly pursued by unimaginable creatures sent from Wonderland by the Queen of Hearts, she has taken desperate refuge with the club who gladly defend the girl for the sport of gunning down her attackers. Despite their promise of safeguarding her, the hunters use the girl as bait more often than not, netting the most fantastic kills of these strange beasts in a new locale every time. There is a small chance of persuading Alice to return to face her fears in Wonderland, though the club will most certainly not allow their greatest source of game to leave. Most of the club's standing lodges are staffed by a few token servants, though trespassing on club property is strictly prohibited. Players who wish access to the airship must prove themselves to the lodge stewards before they can earn the honor of meeting the inner circle.<br/> Rule - Make Quota<br/> Only club members are allowed in the lands staked out by the EGHC. Those who have joined up with the hunters are expected to contribute consistently to their trophy wall, both to prove their loyalty and to sate Cruella's incessant demand for furs and skins. Players can earn this upkeep by killing a beast that is sufficiently big, dangerous or unique, or by killing a large quantity of lesser creatures for the tanners. Failure to deliver enough times can result in immediate termination of membership. Additionally, the club can expunge membership on members who refuse to hunt, as such action is viewed as weak, cowardly and unbefitting the EGHC name. Rivalries are common within the club, and sabotage by other hunters is frequent, as a means of lowering others' positions in the hierarchy. Direct interference is frowned upon, and directly intervening in a hunt may be viewed as blatant protection of targets, intentional or not. Prestige and luxuries await those who prove themselves capable and clever. Termination is the only reward for the weak, foolish or unsportsmanlike.<br/>
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