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the citadel
[b]a familial group living in an abandoned castle
[align=left][b]introduction  ・゚☾  ————————————————
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[align=right][b]————————————————  ・゚☾  history
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[div style="font-family: arial; font-size: 14px; color: white; letter-spacing: -1px;"][align=left][b]territory  ・゚☾  ————————————————
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[align=right][b]————————————————  ・゚☾  ranks and politics
[justify][b]ARCANIST — the leader and protector of the citadel. their job is to oversee the growth and balance of the group and to make sure the group's members are kept out of harms way. this role holds the most authority, and while their word isn't strictly law, their decisions should be respected. they oversee the training of the sentinels, and are typically skilled in healing and defense. [i], played by [url=http://www.bearbonesrp.com/index.php?action=profile;u=530]nasa

ENCHANTER — second in command to the arcanist. they are tasked with advising the arcanist on difficult decisions or matters of concern, as well as engaging in leadership duties if the current arcanist is ill or not present. the enchanter will take the mantle of arcanist if the current arcanist dies or retires. has all of the powers of an arcanist, but can be overruled.

ALCHEMIST — the medical expert of the group. their job is to maintain the general health of the group, and to train prodigies. in emergency situations their directions are to be followed without question, unless it puts the patient in more danger, or a more effective method could be applied


MAGE — in training to become a full healer. this rank holds the same authority in medical situations as the mage does, though their directions may be challenged by a fully trained healer if necessary.

SENTINELS — the main protectors of the group. their goal is to protect the general public at any cost, with priority given to the lower positions. can be considered as a stepping-stone rank to the enchanter position, though a promotion can only take place after a sentinel proves their worth to the enchanter. sentinels may choose to wear a small accessory to mark their position within the group.

SPIRIT COUNCIL — the welcoming committee of the citadel. they're typically the first faces you see upon joining. the spirit council are tasked with organizing events and helping new members settle into the castle. generally friendly, helpful and reliable.


ALLIES: none

NEUTRALS: all groups not stated

ENEMIES: none

[align=left][b]traditions  ・゚☾  ————————————————
[justify]tba


[align=center][size=2pt]template © sanguine


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#12
I'VE BEEN GONE FOR NOT EVEN TWO DAYS AND I SEE THIS STUFF?? UGH YOUR MIND FINN I LOVE YOU, WHAT A GENIUS



when this r e p e t i t i o n ends behind the window shades, a semi-conscious sorrow sleeping in the bed I've made  —— that most unrestful bed, that most original of sins, and you'll say that's what I get when I let ambition win again. I'd hate to let you [sub]down,[/sub] so I'll let the waters [sup]rise[/sup] and drown my dull reflection in the naïve expectation in your eyes. back in a cast bit-part, back when I felt most free, I had a butcher's / heart and no-one thought they knew me         .        .        .        .        .         .          [ ★ ]


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#13
HIHI I GOT BORED


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#14
some lil stuff I gotta do today or at some point because damn it nasa u can't be a freeloader forever, pay your boy tax
- detailing on the fauna/flora around the citadel, perhaps look into purchasing mutations to make that happen
- figure out a concrete sign for sebastians tattoo, write a oneshot explaining how he got it, what it means and why it glows
- a study on the major arcana from sebastians view, how does he feel about them? perhaps have him pull a card or do a reading for someone
- start work on a bio for angus, flesh out his character and his role in the citadel


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#15
angus things:
- quite young, maybe between 17 and 19
- uses runecasting quite frequently, has slight distaste for tarot and will avoid using them
- probably carved his own runes, very important to him, do not touch
- served as an apprentice of sorts under the previous enchantress, until an illness took her life, along with several others through the castle
- quite small


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#16
boi he hide
Quote:sanghost 04:45:12 PM Nothing, or nothing you can see...


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#17
ouo



when this r e p e t i t i o n ends behind the window shades, a semi-conscious sorrow sleeping in the bed I've made  —— that most unrestful bed, that most original of sins, and you'll say that's what I get when I let ambition win again. I'd hate to let you [sub]down,[/sub] so I'll let the waters [sup]rise[/sup] and drown my dull reflection in the naïve expectation in your eyes. back in a cast bit-part, back when I felt most free, I had a butcher's / heart and no-one thought they knew me         .        .        .        .        .         .          [ ★ ]


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#18
[sup]oof rev's guide for bl here! i'm gonna do some work on this today and hopefully get it up by monday[/sup]

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THE BADLANDS 」  —  CRŪDĒSCŌ : I GROW HARSH, VIOLENT
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「 CHATTING THREAD 」  —  「 WATCH OUT, THE TEMPLATE SCROLLS 」  —  「 PLOTTING THREAD 」
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TERRITORY.
the badlands is situated in an abandoned beachside town abundant with oak trees, overgrown greenery, and even a few palm trees scattered alongside the beach. the weather is mild most of the time, and the humidity in the area is almost always present. though, other than the occasional marine layer, the town is sunny and the temperatures are tolerable. bordering the city are grand hills and mountains that seem to stretch to the edge of the earth. and while they seem tall and grueling to climb, there is a pass that cuts through them, making travel easier on any foreign visitors; the base of these hills is considered the border. typically, the territory is open, with the absence of armed guards or gates, although, there are daily patrols that pass by frequently. also, at the base of the mountains is a small woodland in which fauna roam.

the streets are old and the once-vibrant structures are fading and chipping away with dwindling age. most of the designs of the buildings in town are archaic, giving somewhat of an 'old-timed' look and feel. there are plenty of abandoned businesses and shops that people can live in or take over for themselves. however, as you travel more inland, the houses become more modernized. there are different rows of neighborhoods with one and two-story houses that can accommodate plenty of people. the oceanside casino is considered to be a headquarters of sorts. meetings, raid or patrol organization, and initiations are to be held in the conference rooms. the hotel, built on top of the casino, holds several stories of suites that come with the basics: beds, closets, and bathrooms. if you want to pass time by playing billiards or card games, there is a large casino on the lobby floor of the hotel.

another addition to the territory is the ocean. this provides a source of fresh marine life such as fish, crab, lobster, and shrimp. there is a stretch of beach that travels all along the coast alongside also a harbor where a few boats are docked, which are commonly used for trading or shipping purposes if needed. there are also plenty of places to explore, such as cliffs overlooking the sea, and even hidden cave systems. other animals tend to nest in these areas such as seagulls, squirrels, and even the occasional fox. essentially, the badlands lives in a city sandwiched by the ocean and the mountains.

RANKS, TITLES & RANKING MEMBERS.
THE COMMANDER ;; SEBASTIAN, PLAYED BY NASA
— the leader of the badlands, they have supreme authority in all situations and their word is to be obeyed without question. oversees the day-to-day running of the badlands.

SECOND ;; TBA, PLAYED BY TBA
— right hand to the commander, they are to be treated with extreme respect. typically leads raids and oversees the running of the council. they can do most things the commander can do, but their actions and decisions can be overruled by the commander.

SURGEON ;; TBA, PLAYED BY TBA
— typically someone who could cut you open without a second thought, the surgeon is the expert on all things medical. they are responsible for handling and training those with the field medic title, along with overseeing any medical issues within the group.

THE COUNCIL ;; TBA, PLAYED BY TBA  /  TBA, PLAYED BY TBA
— those who have proven loyal to the badlands and the commander, they are trusted to lead raids and organize events.

SUBORDINATES
— regular members of the badlands. these members have been fully initiated and make up the majority of the badlands.

VERMIN
— new members who have not yet been initiated, or prisoners captured during raids. these members are at the very bottom of the food chain in the badlands, and should be cautious in their actions.

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BRUTE
— a member of the badlands who has shown considerable strength or brutality, as the title suggests. members assigned with the brute title are given their pick of a weapon from the badlands armory, though this can only be claimed once.

TACTICIAN
— these members have proven themselves to be proficient strategists, and are oftentimes looked to for input while planning raids. those with the tactician title are given first dibs on reconnaissance missions and raid scouting trips.

FIELD MEDIC
— badlanders with the field medic title have show competency in the field of medicine. these members are assigned a room in the med-bay, along with their own med-kit and a small med kit to indicate their position. it should bee noted that field medics have the option of being trained and working alongside the surgeon.

SCAVENGER
— someone who has shown resourcefulness and quick thinking, scavengers are the supply collectors of the group. they are given a strong mule from the stables to take with them on resource hunts, in order to help carry any loot they find back to the main store.

IC & OOC RULES.
— you must show respect to the high positions, especially the commander. failure to do so will result in disciplinary action that is entirely up to what the commander feels is necessary.

— you must notify the commander or second of trespassers and visitors from foreign groups immediately. if they start to cause trouble, promptly, bring them to the commander.

— report to the commander or second if there is any suspicious activity occurring within the group or the territory.

— betraying the badlands is a grave offence. if done, you will be marked as an immediate threat, and depending on the severity of the action, you will either be sentenced into exile or executed. if sentenced into exile, then you become free game to those who're seeking to attack or kill.

— dual-alliances are strictly prohibited as loyalty must only be sworn to the badlands. however, they may be are possible if kept secret; just understand, those found guilty will be exiled or at risk to be executed.

— violence occurring in the city is undoubtedly inevitable, but if it proves to be a problem and injuries/murders start to affect the badlands' numbers and productivity, there will be dire consequences that follow. however, if there is a reasonable excuse behind those actions, you may be pardoned.

— do not share any sensitive information with foreign groups unless permitted by the commander. failure in abiding to do so, will result in severe punishment.

— raids and truce visits are only to be permitted by the commander, though the council will be in charge of delivering any messages to foreign groups, and the second will help with any raid organization.

— any outsiders are to be questioned and put under careful watch until loyalty is assured.

TRADITIONS & CUSTOMS.
— INITIATION to be considered a true member of the badlands, vermin must go through an initiation process which is an exam hosted by the commander, second, and council where participants will be observed carefully after being issued a certain task under a given amount of time such as stealing valuable trophy items or goods from neighboring merchants, beating another vermin into submission, or taking out a member from a rival group of the badlands. these are all given in order to test the participant's strength both mentally and physically; to see whether or not they're capable of handling and adjusting to the merciless lifestyle of the badlands.

— SEASONAL TOURNAMENTS are a variety of games; fishing, sparring, hunting, kayaking/canoeing, and even surfing, will be available for those who wish to participate. winners will also have a large set of awards to be given, such as special titles, temporary release from any duties, praise and popularity amongst peers, and potentially an opportunity to gain authority over regular ranking members.

— SUMMER TIDE is a holiday held on july 21st, that celebrates and welcomes good fortune year round with a grand feast, the finest of music, and the fanciest attire. typically, days leading up to summer tide, are called dog days, in which they are laid-back, and duties to perform will be minimal which many seem to enjoy. allied groups may also be invited to participate in this event as games will be open to play.


— TRADITIONAL HOLIDAYS if discussed with the top dog, traditional holidays will be celebrated as well; from halloween parties to thanksgiving feasts, to christmas decorating and gift giving.

FOREIGN RELATIONS.
The Badlands does not make alliances. All groups are enemies and are to be treated as such. Truces may be made on rare occasions, but don't expect them to last. Groups below are ranked by aggression level — the more bars, the more aggressive BL will be towards them.

FLINTLOCK LODGE : ■ ■
NORTHSTAR DISTRICT : ■ ■
WORD COUNT: 000  /  TEMPLATE MADE BY AUREATE  /  INFO CREDIT TO AUREATE, AND ALL PREVIOUS LEADERS!


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#19
[align=center][div style="font-family: arial; font-size: 11px; width: 440px; line-height: 100%; color: black; margin-top: 10px"][justify]quick to do list;;
- work on bl guide
- reply to bl threads [teo and than]
- just general housekeeping for bl, make some open threads
- backstory for sebastian
- finish the thREE ESSAYS THAT WERE DUE YESTERDAY [I]NASA


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#20
y e s  t d e r d a y n  a  s s  a


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skimming stones — dump
#11
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IN THIS CRUMBLING WORLD, THERE ARE THE WOLVES AND THERE ARE THE SHEEP. THE SHEEP ARE WEAK. THEY STRUGGLE AND EVENTUALLY LET THEIR LIVES SLIP AWAY, THE DARKNESS OF THE NIGHT WASHING THEM AWAY AS IF THEY WERE NEVER HERE. THE WOLVES, HOWEVER, MAKE THEIR OWN WAY. THEY BAND TOGETHER AND HUNT THE SHEEP AS A PACK, USING THEIR COMBINED STRENGTH TO SURVIVE. THIS IS THE WAY OF THE BADLANDS  ———————————————————
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