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BADLANDS
WELCOME TO THE BADLANDS we will like to see how long you can endure this place. A dog eat dog world- chuck your humanity out the door right after you take a step over that border line. We have no morals, how could we in this day of age anyways, this is how we survive. Our government is in utter chaos- whoever kills or overthrows the top dog becomes the new leader. That's just how we like it here is all. The city of the Badlands is truly beautiful, but never judge a books by its cover. The buildings with there chipped, and rain-washed buildings that show pastels of the colors they used to have that where so vibrant and alive. Rooms in these buildings hide many secrets, where blood stains are common on carpets. You're either exiled or born into it, and it's hard to get out. We are fearless, headstrong, and dangerous, known for raiding civilizations and killing groups of people to get what we want. We will do anything to survive, don't stand in our way.
WHERE WE LIVE is sort of ironic to our own situation, we live in the nicest territory-well it's what it seems on the outside. Surrounding the territory is a scrub desert biome the heat can get very extreme and there is a lack of water around as well. A large city where the buildings have the palest versions of once vibrant colors, that’s been largely left alone, there are houses, there are storefronts--and most noticeably, there’s a mansion, where the Top Dog has made their home. But you must understand, the city is not what it seems, this is no metropolitan utopia that you might think it is. Coming here unaccompanied means death, or even something worse. Buildings are blockaded with planks, and whatever can be found. Those who have power are always prepared to drive that power through someone's skull, just to prove, what makes them the best. The mansion is where their leader lives, and it’s not a place you want to be unless you’re one of the leader’s thugs. Tip: Find a place you can defend, and defend it.
WHERE DOES EVERYONE ELSE STAND well we aren't too huge of fans with newcomers, but it's like you're the new kids toy in kindergarten and everyone wants to play with you-- it's all fun in games till someone winds up dead right? We have no diplomacy. The only people who enter the Badlands are those exiled for crimes against the other groups, or else they're loners who've just wind up with some unlucky fortune to be stumbling into here. If you're soft you will be treated poorly, and will not last as long as someone who is ruthless, there is no god here. If people escape the Badlands and make it to St. Peter’s, they won’t turn them away--but always there is a watchful eye.
BADLANDS RANKS
TOP DOG
The Top Dog does what they want, when they want. They’re powerful enough to have gotten the loyalty of a few other strong people, and essentially use that to fortify themselves in the mansion and terrorize the rest of the group to help keep in power
TATIANA played by BRITT
[b]PROXY
he proxy stands as the deputy even known to be a sort of second-in-command to the top dog. they are the top dogs' closest friend, closely tied in with the top dog and his/her family. practically family to the top dog (if not). will step up in the absence of the Top dog and can do anything except hold meetings and accept/deny ally requests.
_____ played by _____
THE COUNCIL
The high council are the tippy top of the group behind the leader and the next in line, they are known as the most deadly of the group but the most trusted of the current Top Dog. If the Top Dog needs consulting, a meeting will be held with the council, proxy, warchief, and lead hunter. They are great hunters and warriors as well. They are able to host raids if given permission from the Proxy or Top Dog.
DYLAN played by WISHY
MARGAUX played by DANNYCAHN[/i]
WARCHIEF
These are the head Grunts of War. They have no special privileges except a fancy title and the ability to boss around the general Grunts of War. It's most common to see a Warchief become an assassin over time if they prove their worthiness to the top dog.
CHARLIE [I]played by BEATLES
LEAD HUNTER
The head Grunts of Prey. They boss around the Grunts of Prey and often lead them in hunting packs. Usually, Grunts of Prey are considered cowards for not choosing to be associated with warfare and the Headhunter is usually someone who has proven to be great in battle as well.
name played by name
CHAMBER
They are the sort of welcoming team of the group, who welcome new comers into the group. They are a very handy crowd and happy to help out, the position is sort of like a step up from just being a grunt. If they do well and make good tie's it could be an easy way to rise up in ranks.
CLOVER played by NESSY
GRUNTS
These are the general population--those who are strong enough or wily enough to survive, but not enough to take any power. Grunts are divided up into two different branches; Grunt of War and Grunt of Prey. Grunts of War are more likely to be seen in battles and Grunts of Prey are those more likely to be seen out hunting for themselves. They obey the higher-ups, and are enlisted if there’s physical labor to be done. Rebellions occasionally arise here, if a small group thinks they can challenge the current leaders. Sometimes Grunts are chosen and groomed for Warchief, if they show enough of a threat and aren’t just killed.
NEOPHYTE
The rank of the Neophyte are the apprentices of the group from the ages 10-15 they are the trainees. There are two kinds of Neophyte's Hunters or Warriors. Neophytes of War and Neophytes of Prey are the picking. They are trained by a grunt of their skill set, the Warchief or Leadhunter will decide who is your mentor. But when a Neophyte comes of age they must undergo a series of tests to become true members of the group. If failed they are flunked and made into worms or are exiled out of the group.
INFIRM
These are a small group of the small and ‘weak’--those who aren’t physically strong or dangerous. Children, families, the old and the sick. They are not a common sight, as they mostly keep to the shadows in small groups, doing everything possible to stay out of sight of the Grunts, who would love to beat on someone beneath them. Often the only thing keeping them in the badlands is the fear that they’ll die trying to make it to another group.
WORMS
Occasionally, someone--a grunt or a council member--will attempt to take down the Top Dog. Often this is done one-on-one, as the council member rarely have a problem with the leader changing hands if the new leader is actually stronger. In these cases, the loser is dubbed a ‘worm’. The lowest of the low, they may be killed, but sometimes they survive and are considered to be an utter weakling, fair game for anyone to torment, and beneath human standards.
TRADITIONS OF THE BADLANDS you wouldn't think that a vicious group of murders would really have many traditions but that have a few. They are associated with the powerfulness of the group but they do have Traditions, and Holiday of sorts.
SUMMER SOLSTICE the summer solstice is always June 21 of every year, the six days leading up to that day are very joyous. It is a belief that good Solstice will lead to a better summer and a warmer winter. There are games hosted by the group that they allow their allies and neutrals come to participate in. On the day of the Solstice, there is a giant feast and everyone is fed as it's one of the two holidays that there is a feast. They do put body paint on themselves creating symbols and such. After the feast, there is a duel between two grunts of war.
WINTER SOLSTICE much like the winter solstice in nature it is always December 21, the six days leading up to that day are also very joyous as well. As a good Solstice means a shorter winter, better hunts, and a long summer in the future. The group holds a hunt in which allies and neutral groups may participate into. If the game is caught they will hold a feast if not that means that the solstice will be bad and all the allies and neutral groups must leave the territory and must not come back until summer.
NEOPHYTE INITATION The Initiation for a Neophyte is the write of passage into the group of the Badlands if they wish to be a grunt they must go through this. To become a grunt is to be a true member of the group, someone who isn't just a piece of garbage floating in the wind. Neophytes of Prey and Neophytes of War go through different types of initiation. Neophytes of Prey and their mentor must go out into the territory of the Loner Lands for a week and must survive off what they found, if the mentor has to step in they fail and are either left there in exile or brought back and made a worm. If the Neophyte is super lucky they will be brought to the Council and if they deemed that they can try again then they can. Neophytes of War have one that could be life or death. Neophytes of War must fight against another Neophyte of War testing to become true Grunts of War. This fight is spectated by the Top Dog, Proxy, The Council, Warchief and the mentor of the Neophyte. The loser, if they haven't died, will become a worm or exiled. In some cases, if there isn't another Neophyte to fight the mentor will be the one to fight their own Neophyte, though the mentor won't be exiled or made a worm if they lose.
BADLANDS TITLES
ADAMENT 一 For dedicated members who put forth ideas and actively strive to get things done
SOCIETAL一 For those that are friendly to newcomers and active
MILITARIST 一 Those who show battle prowess and lead raids time and time again to keep our enemies at fear
ADROIT一 For our young ones who are active and just as friendly
DAUNTLESS一 Given to members who win specific competitions in which this title is offered as a prize.
INVIDIOUS一 Given to the most cunning and creative minds when torturing our enemies
LEGEND 一 For those that have been in the Badlands for over a year and have worked hard and always remained loyal to their clan.
BADLANDS LAWS
The laws of the badlands are not listed out in a code, per se--but there are some unwritten laws.
1. Do not attack a council member--you will be killed.
2. Obey the proxy and the top dog, if you want to survive.
3. If you are dangerous, you will either be killed or picked to be a council member--it’s up to you which of those is the case.
4. Never talk about the bouncers and the top dog behind their back.
5. Disagreeing with the top dog publicly will get you thrown down to a worm.
5. Do not argue with the top dog. Ever.
CURRENT BADLANDS STATUS
WEATHER: Warm temperatures between 90-100 degrees Fahrenheit, humidity is 0%, while precipitation is at 1%
ALLIANCES: Lol none
NEUTRAL: Any one not under Alliances or Enemies
ENEMIES: Northstar District and St. Peters
PLOTS/EVENTS: None of yet
OTHER INFO: Currently under the rule of Tatiana Dogsworth
WHERE WE LIVE is sort of ironic to our own situation, we live in the nicest territory-well it's what it seems on the outside. Surrounding the territory is a scrub desert biome the heat can get very extreme and there is a lack of water around as well. A large city where the buildings have the palest versions of once vibrant colors, that’s been largely left alone, there are houses, there are storefronts--and most noticeably, there’s a mansion, where the Top Dog has made their home. But you must understand, the city is not what it seems, this is no metropolitan utopia that you might think it is. Coming here unaccompanied means death, or even something worse. Buildings are blockaded with planks, and whatever can be found. Those who have power are always prepared to drive that power through someone's skull, just to prove, what makes them the best. The mansion is where their leader lives, and it’s not a place you want to be unless you’re one of the leader’s thugs. Tip: Find a place you can defend, and defend it.
WHERE DOES EVERYONE ELSE STAND well we aren't too huge of fans with newcomers, but it's like you're the new kids toy in kindergarten and everyone wants to play with you-- it's all fun in games till someone winds up dead right? We have no diplomacy. The only people who enter the Badlands are those exiled for crimes against the other groups, or else they're loners who've just wind up with some unlucky fortune to be stumbling into here. If you're soft you will be treated poorly, and will not last as long as someone who is ruthless, there is no god here. If people escape the Badlands and make it to St. Peter’s, they won’t turn them away--but always there is a watchful eye.
BADLANDS RANKS
TOP DOG
The Top Dog does what they want, when they want. They’re powerful enough to have gotten the loyalty of a few other strong people, and essentially use that to fortify themselves in the mansion and terrorize the rest of the group to help keep in power
TATIANA played by BRITT
[b]PROXY
he proxy stands as the deputy even known to be a sort of second-in-command to the top dog. they are the top dogs' closest friend, closely tied in with the top dog and his/her family. practically family to the top dog (if not). will step up in the absence of the Top dog and can do anything except hold meetings and accept/deny ally requests.
_____ played by _____
THE COUNCIL
The high council are the tippy top of the group behind the leader and the next in line, they are known as the most deadly of the group but the most trusted of the current Top Dog. If the Top Dog needs consulting, a meeting will be held with the council, proxy, warchief, and lead hunter. They are great hunters and warriors as well. They are able to host raids if given permission from the Proxy or Top Dog.
DYLAN played by WISHY
MARGAUX played by DANNYCAHN[/i]
WARCHIEF
These are the head Grunts of War. They have no special privileges except a fancy title and the ability to boss around the general Grunts of War. It's most common to see a Warchief become an assassin over time if they prove their worthiness to the top dog.
CHARLIE [I]played by BEATLES
LEAD HUNTER
The head Grunts of Prey. They boss around the Grunts of Prey and often lead them in hunting packs. Usually, Grunts of Prey are considered cowards for not choosing to be associated with warfare and the Headhunter is usually someone who has proven to be great in battle as well.
name played by name
CHAMBER
They are the sort of welcoming team of the group, who welcome new comers into the group. They are a very handy crowd and happy to help out, the position is sort of like a step up from just being a grunt. If they do well and make good tie's it could be an easy way to rise up in ranks.
CLOVER played by NESSY
GRUNTS
These are the general population--those who are strong enough or wily enough to survive, but not enough to take any power. Grunts are divided up into two different branches; Grunt of War and Grunt of Prey. Grunts of War are more likely to be seen in battles and Grunts of Prey are those more likely to be seen out hunting for themselves. They obey the higher-ups, and are enlisted if there’s physical labor to be done. Rebellions occasionally arise here, if a small group thinks they can challenge the current leaders. Sometimes Grunts are chosen and groomed for Warchief, if they show enough of a threat and aren’t just killed.
NEOPHYTE
The rank of the Neophyte are the apprentices of the group from the ages 10-15 they are the trainees. There are two kinds of Neophyte's Hunters or Warriors. Neophytes of War and Neophytes of Prey are the picking. They are trained by a grunt of their skill set, the Warchief or Leadhunter will decide who is your mentor. But when a Neophyte comes of age they must undergo a series of tests to become true members of the group. If failed they are flunked and made into worms or are exiled out of the group.
INFIRM
These are a small group of the small and ‘weak’--those who aren’t physically strong or dangerous. Children, families, the old and the sick. They are not a common sight, as they mostly keep to the shadows in small groups, doing everything possible to stay out of sight of the Grunts, who would love to beat on someone beneath them. Often the only thing keeping them in the badlands is the fear that they’ll die trying to make it to another group.
WORMS
Occasionally, someone--a grunt or a council member--will attempt to take down the Top Dog. Often this is done one-on-one, as the council member rarely have a problem with the leader changing hands if the new leader is actually stronger. In these cases, the loser is dubbed a ‘worm’. The lowest of the low, they may be killed, but sometimes they survive and are considered to be an utter weakling, fair game for anyone to torment, and beneath human standards.
TRADITIONS OF THE BADLANDS you wouldn't think that a vicious group of murders would really have many traditions but that have a few. They are associated with the powerfulness of the group but they do have Traditions, and Holiday of sorts.
SUMMER SOLSTICE the summer solstice is always June 21 of every year, the six days leading up to that day are very joyous. It is a belief that good Solstice will lead to a better summer and a warmer winter. There are games hosted by the group that they allow their allies and neutrals come to participate in. On the day of the Solstice, there is a giant feast and everyone is fed as it's one of the two holidays that there is a feast. They do put body paint on themselves creating symbols and such. After the feast, there is a duel between two grunts of war.
WINTER SOLSTICE much like the winter solstice in nature it is always December 21, the six days leading up to that day are also very joyous as well. As a good Solstice means a shorter winter, better hunts, and a long summer in the future. The group holds a hunt in which allies and neutral groups may participate into. If the game is caught they will hold a feast if not that means that the solstice will be bad and all the allies and neutral groups must leave the territory and must not come back until summer.
NEOPHYTE INITATION The Initiation for a Neophyte is the write of passage into the group of the Badlands if they wish to be a grunt they must go through this. To become a grunt is to be a true member of the group, someone who isn't just a piece of garbage floating in the wind. Neophytes of Prey and Neophytes of War go through different types of initiation. Neophytes of Prey and their mentor must go out into the territory of the Loner Lands for a week and must survive off what they found, if the mentor has to step in they fail and are either left there in exile or brought back and made a worm. If the Neophyte is super lucky they will be brought to the Council and if they deemed that they can try again then they can. Neophytes of War have one that could be life or death. Neophytes of War must fight against another Neophyte of War testing to become true Grunts of War. This fight is spectated by the Top Dog, Proxy, The Council, Warchief and the mentor of the Neophyte. The loser, if they haven't died, will become a worm or exiled. In some cases, if there isn't another Neophyte to fight the mentor will be the one to fight their own Neophyte, though the mentor won't be exiled or made a worm if they lose.
BADLANDS TITLES
ADAMENT 一 For dedicated members who put forth ideas and actively strive to get things done
SOCIETAL一 For those that are friendly to newcomers and active
MILITARIST 一 Those who show battle prowess and lead raids time and time again to keep our enemies at fear
ADROIT一 For our young ones who are active and just as friendly
DAUNTLESS一 Given to members who win specific competitions in which this title is offered as a prize.
INVIDIOUS一 Given to the most cunning and creative minds when torturing our enemies
LEGEND 一 For those that have been in the Badlands for over a year and have worked hard and always remained loyal to their clan.
BADLANDS LAWS
The laws of the badlands are not listed out in a code, per se--but there are some unwritten laws.
1. Do not attack a council member--you will be killed.
2. Obey the proxy and the top dog, if you want to survive.
3. If you are dangerous, you will either be killed or picked to be a council member--it’s up to you which of those is the case.
4. Never talk about the bouncers and the top dog behind their back.
5. Disagreeing with the top dog publicly will get you thrown down to a worm.
5. Do not argue with the top dog. Ever.
CURRENT BADLANDS STATUS
WEATHER: Warm temperatures between 90-100 degrees Fahrenheit, humidity is 0%, while precipitation is at 1%
ALLIANCES: Lol none
NEUTRAL: Any one not under Alliances or Enemies
ENEMIES: Northstar District and St. Peters
PLOTS/EVENTS: None of yet
OTHER INFO: Currently under the rule of Tatiana Dogsworth
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YOU COULD PUSH SOME PEOPLE AROUND HERE ,
[div style="width: 400px; font-family: arial; text-align: center; font-size: 5pt; line-height: 1; letter-spacing: 3px; word-spacing: 2px; margin-bottom: 5px;"]YOU COULD FLEX A MUSCLE AND THRIVE HERE — OFFICIAL ACC.
[div style="width: 400px; font-family: arial; text-align: center; font-size: 5pt; line-height: 1; letter-spacing: 3px; word-spacing: 2px; margin-bottom: 5px;"]YOU COULD FLEX A MUSCLE AND THRIVE HERE — OFFICIAL ACC.