Emilia A. Snow
Position : Shichibukai Berries : 50,000,000 Posts : 4
Skill Sheet Skill 1: Skill 2: Skill 3: Water God Style
| Subject: Crown's Forge [WIP] Fri Jul 10, 2015 8:01 pm | |
| Name of Crew: Crown's Forge Name of Ship: N/A Crew Flag:Captain: Emilia A. Snow Members:- Raven L. Hellsing - Phoenix D. Jack Goals:- Reform the World Government, one nuisance at a time - Restructure the meaning of authority Motto: "Crowns are worn." Defining your crew: The only defined position with any sort of official title and meaning in Crown's Forge is the Captain. There is no ranking system, and by extension no "First" and "Second" mate. Despite the title "Captain", the entire crew is more or less all on equal standings. While that seems to be the case, Crown's Forge tends to follow the whims, or rather, goals of the Captain. The goals of the captain, which happens to take place as the goals of the crew, inherently allow the goals of the rest of the crew to be achieved, including grasping affluence and financial stability. In that aspect, with coinciding motivations Crown's Forge moves in frightening unison, propelled in determination by one source. While on the subject, the number of members in Crown's Forge is terribly low. As declared by the captain, technically speaking Crown's Forge can go up to four, and should never exceed that number. Despite that, crew count is typically left at three. In truth, the fourth member has, since Crown's Forge had been conceived, been reserved for a specific person, though the slot's fulfillment will never be guaranteed. That being said, Crown's Forge always happens to be at three members, and never more. As said, with motivation being drawn from the same pool of energy, the crew moves together smoother than perfectly sized gears to an abnormally large contraption. Yet, the crew rarely congregates. In fact, the majority of the time, each crew member can usually be found in entirely different seas, let alone different islands. The reason being, as implied by the restricted numbers, Crown's Forge stresses individual strength as opposed strength in numbers. Besides the occasional convention called upon by the captain--which normally happens in Grand Line--the crew members only communicate with each other via snails. Instead, the manner in which they act "together" is through individual action connected by natural phenomenon. For example, in order to take down a person in power, as opposed to coming together to confront the subject head-on, one member might spread slander through the information networks, while another member brings the subject to commit actions that seemingly confirm the implications of inevitably deformed falsified information within the networks, while another member finalises the mission and by public acceptance brings down the willing subject. So the question then becomes, how does the crew move around? The usual trope of a crew is a single unified body that operates a ship, sailing across the seas together whilst managing their individual posts to efficiently travel. In the case of Crown's Forge, as the few as is members work individually there's no way to sail on a ship unless it can be manned by a single person. That being said, the method of travel is, in fact... a matter of choice. The crew members find their own method travel; some might ride a pet across the skies or seas, while another would work within the shadows, simply taking public ferries to get across one way or another. In cases of going into Grand Line from one of the blues? Well, they'll find a way. The attitude that let's them believe in one another, particularly in the case of going between the cardinal blues and into Grand Line back and forth, derives from simple trust. One of the primary factors that keeps Crown's Forge at minimal numbers is the insurance of total and absolute trust in one another. The larger the crew, the more spread out the crew is, with each person having to make an individual bond and relationship, connecting them and inducing loyalty and trust. But, given the size, this isn't always the case. It's easier to make a bond with two people than twenty. With the small size, each member has an extremely high level of trust and loyalty to one another, and with three balances, mutiny becomes an impossibility. There then becomes no meaning in expelling one person forcefully, leaving only two members left. Although the case can be expected as phenomenally rare, it's seen as more efficient and sensible to outright leave the crew, as opposed to attempt to grasp higher power. More than anything, the crew is not so dissimilar to a simple band of friends acting out together. | |
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