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SUNHAVEN GUIDE & HUB ☼ 01/23 - Printable Version

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SUNHAVEN GUIDE & HUB ☼ 01/23 - SUNHAVEN - 07-27-2018



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INTRODUCTION  Sunhaven was founded by Jericho in July of 2018 as a place for merchants, shopkeepers, and socialites to call their home.  Though they specialize in trade and all things communal, they encourage individual passions through guilds presiding over the fields of art, medicine, and warfare.  Sunhaven is generally friendly towards other groups and prefer to remain neutral in conflicts so as to continue commerce, but be warned that when provoked they are willing to fight tooth and claw.

[color=darkorange]TERRITORY
  Sunhaven makes their home in a small, floating seatown along the beach at the edge of a mountain range. Along the Mountain Pass and the outskirts of the meadow borders sits thick 8ft tall steel plated wooden barricades they each have large gates that primarily stay open with a guard watching the area for any intruders.  Click each underlined word for a visual reference!

The Town  The floating seatown is a wide array of little, buoyant houses and shops connected by a vast stretch of boardwalk.  Though they may bob and sway gently on the waves below, the structures are connected to the ocean floor and are sturdy enough to withstand the worst of weather.  Most of the buildings are very colorful and are frequently painted over with murals by Sunhaveners, but each varies widely in both function and layout.  Albeit somewhat small and quaint and certainly unconventional, their camp contains most buildings that can be found in any typical town.  Landmarks in the town include the library, the art cafe, and the fountain.

town landmarks:
The Beach  Where the mountains meet the sea lies the beach, the section of Sunhaven's territory that acts as about three-fourths of their border (the other quarter, of course, being deep within the mountains).  Here there are many caves and coves, rife with mystery for the curious explorer.  Landmarks on the beach include the wharf, the warship, the greenhouse, the statues, and the grotto.

beach landmarks:
The Mountains  Sunhaven's mountain range is relatively shallow and springs forth with life due to its typically-warm climate.  Though not tropical by any means, most of the summits are not tall enough to be cold year-round.  The environment is a mix, dotted with forests and bushy expanses, though each colored with a wide variety of flora and fauna; additionally, nestled between the peaks meadows are often found.  Considering the only border accessible by land lies in the mountains, this is where most joiners and visitors can be found wandering.  Landmarks in the mountains include the peak, the orchard, the fjord, and the lake.

mountains landmarks:
RANKS  Below is a description of all the ranks, with the current high and semi-high positions listed.  Character and roleplayer names are clickable to view accounts and subaccounts.

HELION The leader; their word is law. Though their power is without limit, they are responsible for the success and well-being of the group.
Bex, played by kicksie

WARDEN The right hand, second to only the Helion. They are given a great deal of trust and are able to complete most tasks without permission.  Also responsible for stepping up the Helion's stead in their absence.
TBA

GOLDENBLOODS Assistant deputies and trusted council of the Helion.  Expected to contribute ideas for the group as well as keep up with all of the duties of lower ranks. They are over the Sunbearers and are enlisted to be watchful and help with what needs to be done.
TBA

SUNBEARERS The bulk of the clan; full-fledged members who may fulfill a variety of roles.  Unlimited and too many to list.

SPARKS Younger members who are in training to become Sunbearers.  Unlimited and too many to list.

RAYS The children of the group, only able to become Sparks at the age of six months old.  Unlimited and too many to list.

RETIRED RANKS:
REIGNS

JERICHO:
QUANTUM:
MARINA:
BUCKINGHAM:
RELIGION & CUSTOMS  Sunhaven worships the twin deities Apollo and Artemis.  Both are viewed as gods of the sun in a sense, because Apollo is the one to bring the sun up in the morning and Artemis is the one to set it down at night.  Additionally, Apollo is seen as reigning over the arts, health, truth, wealth, fertility, dawn, and summer.  Artemis is seen to have influence over hunting, wilderness, lost souls, ill-fated lovers, dusk, and winter.  Sunhaveners will pray to each respective god for their blessing in relation to these things.  Often when praying, they will burn offerings at the pyre at the mountain range's peak, as it is the closest one can get to the sun (and thus the gods).  When a Sunhavener dies, they will also be cremated so that their smoke may be carried up to the heavens in similar fashion.

As a group of merchants and shopkeepers, Sunhaven has a shop system in which anyone may trade goods and services with others.  Often they will venture to other clans in group trading ventures.  To read more about shops or start your own, click here.

Most of Sunhaven's greatest traditions involve painting — often they will paint each others pelts before events, raids, and ceremonies, and decoration and style varies wildly (and usually upon the individual!).  Art is used as a form of expression for many, and often Sunhaveners will paint murals along the walls of the homes in the sea town to ensure they leave their literal mark upon the group.  And though Sunhaven tends to host parties frequently due to their social nature, the longest day of the year — the summer solstice — is considered sacred due to their worshiping of the sun, and therefore is celebrated with the biggest party of the year: the Sun Festival.  Any and all groups that Sunhaven is friendly with are invited to a huge feast and dance, typically accompanied with games and tournaments for Haveners of all types to show their skill!

POLITICS  Sunhaven is not passive nor warbound, and thus tend to consider themselves neutral.  Most of this has to do with the fact that Sunhaven is a merchant group; they prefer to keep their options open by involving themselves in as few conflicts as possible, but will not hesitate to start and/or finish wars if they feel that their people or trade is threatened.  Neutrals are referred to as clans being on trading terms with Sunhaven, meaning that they can still be visited for commerce (though Allies always get first pick!).

Allies: Tanglewood, The Typhoon, The Ascendants
Trading terms: All not listed
Enemies: The Pitt






Re: SUNHAVEN GUIDE & HUB ☼ 8/6 - SUNHAVEN - 07-27-2018




Re: SUNHAVEN GUIDE ☼ 7/27 (WIP) - axiom - 07-27-2018

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Track



Re: SUNHAVEN GUIDE ☼ 7/27 (WIP) - lexasperated - 07-27-2018

track; will delete if needed!



Re: SUNHAVEN GUIDE ☼ 7/27 (WIP) - Una. - 07-27-2018

Track!


Re: SUNHAVEN GUIDE & HUB ☼ 7/27 - elliot - 07-27-2018

track on main!



Re: SUNHAVEN GUIDE & HUB ☼ 7/27 - jericho - 07-27-2018

...and sub ;^)



Re: SUNHAVEN GUIDE & HUB ☼ 7/27 - Florence - 07-27-2018

tracking!!


Re: SUNHAVEN GUIDE & HUB ☼ 7/27 - grassina - 07-27-2018

[align=center][div style=" background-color: transparent; border: 0px solid black; width: 70%; min-height: 9px; font-family:; line-height: 110%; text-align: justify; padding: 20px"]tracking!


Re: SUNHAVEN GUIDE & HUB ☼ 7/27 - SUNHAVEN - 07-27-2018

all of the mini-guides are complete! sunhaven is pretty much ready to go :^)