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THE COVENANT GUIDE // Updated 10/13/22 - Printable Version

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THE COVENANT GUIDE // Updated 10/13/22 - THE COVENANT - 10-13-2022

Hidden deep in the earth, where the only light available is that of torch and candle and lamp, The Covenant thrives. A truly warbound and vicious group, they take what they want and kill whoever they please. By day their territory is silent, by night it comes alive with the sounds and sights of patrols and hunting. They fear no one and bow to no one.

Here, only the strong survive.
THE TERRITORY
The lands that The Covenant calls home is a wide land of grasses. Sparse trees dot the landscape. An ancient stone city sits atop the grasses, seemingly empty. It's abandoned houses surround a wide circular dip in the earth, paved with red-stained stone, with seating surrounding it and a circular stairway up.

Underneath this city is where the group truly resides. It consists of a sprawling cave system stretching several hundred miles in every direction. Some caves are unused, some have collapsed, but the majority of them are used by the Covenant for housing, travel, and sparse hunting. Directly under the city is the main cavern, known as The Hold.

Presumed to be carved by ancient humans thousands of years ago, The Hold is lit by torches and lamps. Columns of stone support the 100-foot-high cavern, with intricate carvings scrawled into them. Inlets in the stone act as storefronts or temporary housing. A stairway leads up to a separate housing for the Sentinel. It is 50 feet above the floor. The housing for the Templar is housed 10 feet from the floor, with a wider balcony in order to assist patients and prevent falls.

Even further below The Hold is the third and final layer of The Covenant's home - simply called "The Lower Level", it acts as a holding place for Slaves, Captives of War, and those awaiting punishment. Lit only by candle and lamp, it is cold and damp.
THE RITUALS
The group has two rituals: Blood Rock Trial and Initiation.

Mentorship- Mentors and Apprentices are decided when the Apprentice turns 5 months, they will train for some time (varies between Mentors and Apprentices) and the end goal is for the Mentor and Apprentice to have a parent/child or sibling-like bond by the time the apprentice begins the Blood Rock Trials.

Blood Rock Trials- Blood Rock Trials take place in the center of the city above the main camp. The whole of the group is to watch the apprentices as they spar against their mentor and then the sentinel. After this, a feast is held in the main cave for the Apprentice(s).

Initiation Ritual- Initiation Ritual - Held every now and then, this ritual is insinuated by a Slave or Captive becoming a Commoner through voluntary want or being proven worthy. The Sentinel gifts the former slave a necklace that holds a single ember stone. It signifies the start of their new lives. Former slaves are given respect and are treated as Commoners. Should they break any rules, they are given three warnings before being demoted to Slave yet again.

Raids are commonplace here, often led by The Council, Centurion, or Sentinel.
THE RULES
Despite their warbound nature, this group has a set of laws in place to ensure The Covenant runs smoothly and does not drive itself into the ground.

- Sentinel's word is LAW, failure to respect it and follow it will result in punishment. Severity depends on how severe the crime against the word is.
- Cannibalism and other such crimes are not permitted on group members and allies. Breaking this law will result in severe punishment.
- When raiding, whatever you find is now yours.
- Deliberately disobeying the Sentinel, Centurion, Council, or Templar will result in punishment.
- Aiding enemy groups will result in exile or death.
THE RELATIONS
The Covenant is strictly Warbound. They may have one or two alliances, but these are with like-minded groups. However, with their tenacity and willingness to kill any and all who trespass on their home, those who do know of this group will steer clear until they are sure an agreement can be made.

Allies: Tribe of The Fallen
Neutrals: No one
Enemies: All currently listed groups.
THE RANKS
Sentinel - The Leader and Law of The Covenant. Their power is supreme, and they are capable of calling meetings and raids on other groups. They are renowned for their violence and viciousness, as well as their strategy and battle planning.
Josiah Fauls, played by Dio.

Centurion - The Deputy and Right Hand Man of the Sentinel. Acting as an Enforcer, they are the one who executes Punishments. They can also lead raids on other groups.
Character, played by Player.

Council - Made up of 5 trusted individuals, the Council aids in the decision-making of The Sentinel. Their propositions can be Vetoed.
Character, played by Player.
Character, played by Player.
Character, played by Player.
Character, played by Player.
Character, played by Player.


Templar - The Healer of The Covenant. They have a say in the Council. They are allowed to have up to two apprentices to help ease the work load.
Character, played by Player.

Commoners - The general populace of The Covenant. They can set up jobs and stores within The Hold. Commoners can confide with the Council to help come up with decisions at times.
Infinite!

Bone Meal - The Slaves and Captives of War. They have no rights as long as they are considered Bone Meal, but can prove their worth and become Commoners. From there, it's up or down.
Currently there are no Bone Meal.
THE HISTORY
Josiah Fauls
Spoiler: