Difference between revisions of "Wanderers"

15 bytes added ,  07:47, 31 May 2023
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fixing footnotes
(barg is the acting guild master, nice)
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Their guild icon shows three cloaked figures huddled beside a makeshift fire at the side of a road, hidden underneath an overpass on the outskirts of buildings.
Their guild icon shows three cloaked figures huddled beside a makeshift fire at the side of a road, hidden underneath an overpass on the outskirts of buildings.


Their [[Guild#Guild Masters|Guild Master]] is unknown and the acting Guild Master is {{Transient icon|Barguest}} in the event that something happens to the current Guild Master.<ref name="ch14">[[Release Campaign:Main Quest Chapter 14 Prologue|Chapter 14: Entertainers & Rule Makers ~Prelude~ -Alibi of the Urban Legends-]]</ref><sup>16</sup>
Their [[Guild#Guild Masters|Guild Master]] is unknown and the acting Guild Master is {{Transient icon|Barguest}} in the event that something happens to the current Guild Master.<ref name="ch14">[[Release Campaign:Main Quest Chapter 14|Chapter 14: Entertainers & Rule Makers ~Prelude~ -Alibi of the Urban Legends-]]</ref><sup>16</sup>
==Overview==
==Overview==
===Ideology===
===Ideology===


The Wanderers are a rootless guild; they have no ties to any specific spot nor a location they consider their home base. However, their main activity area is near Adachi Ward and Arakawa River. Because the Wanderers do not have a home base, communication is of utmost importance to the guild. Regular communication acts as status reports, confirming to the other members that they are at least still alive as long as they are able to talk. If one were to stop responding to messages and calls, it could be seen as a sign that the member is currently in danger. This tight communication is what allows the Wanderers to evade attacks from the Rule Makers despite being physically separated from each other most of the time.<ref name="ch14"></ref><sup>6 15 16</sup>
The Wanderers are a rootless guild; they hold no ties to any specific spot nor a location they consider their home base. However, their main activity area is near Adachi Ward and Arakawa River. Because the Wanderers do not have a home base, communication is of utmost importance to the guild. Regular communication acts as status reports, confirming to the other members that they are at least still alive as long as they are able to talk. If one were to stop responding to messages and calls, it could be seen as a sign that the member is currently in danger. This tight communication is what allows the Wanderers to evade attacks from the Rule Makers despite being physically separated from each other most of the time.<ref name="ch14"></ref><sup>6 15 16</sup>


The Wanderers' full ideals are currently unknown, but {{Transient icon|Q'ursha}} states that the Wanderers believe in free will and the choice for any given person to decide what they want for themselves, reflecting their nomadic nature.<ref name="ch14"></ref><sup>6</sup>
The Wanderers' full ideals are currently unknown, but {{Transient icon|Q'ursha}} states that the Wanderers believe in free will and the choice for any given person to decide what they want for themselves, reflecting their nomadic nature.<ref name="ch14"></ref><sup>6</sup>
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===Portals===
===Portals===


The guild has a unique view on Portals compared to other guilds, though what this entails specifically is unknown. They have at least one Portal in the Rule Makers' area where those that display rebellious tendencies against the Rule Makers are placed.<ref name="ch13">[[Release Campaign:Main Quest Chapter 13 Prologue|Chapter 13]]</ref><sup>33</sup>
The guild has a unique view on Portals compared to other guilds, though what this entails specifically is unknown. They have at least one Portal in the Rule Makers' area where those that display rebellious tendencies against the Rule Makers are placed.<ref name="ch13">[[Release Campaign:Main Quest Chapter 13|Chapter 13: Invaders ~Undivine Destruction~]]</ref><sup>33</sup>
==Known Members==
==Known Members==
<onlyinclude>
<onlyinclude>
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