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KEYS OF THE COAST ☾ OFFICIAL GUIDE ☾ 01/21 - sykes - 01-21-2023 [table][tr][td][/td][/tr][/table] [/div]KEYS OF THE COAST The Keys of the Coast, a distinguished, if simple-living, group that have come to live off the ocean and all that it is home to. The Keys of the Coast are a peaceful group who avoid the primitive wars of the other, bordering groups, and frown upon it. They operate most notably on a diplomatic vote-style system to ensure peace and happiness within the group, and seem to have an affinity for celebrating.
HISTORY All that is known of The Keys' history thus far has been lost to ruin at the bottom of the ocean. Across the cave walls that they call their home are various inscriptions detailing the past, though written in an old language that none can understand.
CHAMINADE'S COUNCIL: TERRITORY The Keys own a small portion of land at the very edge of the mainland, the coast, and a large portion of the ocean just off the mainland. A majority of their territory is underwater, with caves dug into the cliff-faces that they call their homes, with various crystal-lined hollows across the expanse of the shoreline, and vast, white sand beaches. Not much grows here in the way of plants, sugarcane, hydrangea, and juniper trees seen dotting the beaches that make up the territory, and rarely will yarrow, lavendar and geraniums be found. The Keys live off the sea and what it has to offer, which means that their diet consists mainly of fish and shellfish. mainland landmarks: ocean landmarks:
Statues in the Water -- ︵ ‿ The statues in the water are a frightening sight to behold, though beautiful, and don't pose a danger to the Keys at all, really. The statues are remnants of a time when humans walked the islands; nobody quite knows how or why they got where they are now, but they're a part of Keys' territory, a popular attraction in fact, and they're there to stay. RANKS & TITLES The Hierarchy of the Keys of the Coast is more convoluted than one would think, particularly as they operate on a diplomacy based system. The Governor, though technically the leader, is more a figurehead than a leader at all; simply there to maintain order and have the very last say in all that goes on within the Keys. The next Governor is almost always one of the Council, selected by the current Governor themselves, and if the Council deems them unfit to play the figurehead they may hold a vote to replace them at any time.
Governor -- [1/1] (HP) The Governor is, for all intents and purposes, the highest rank within the group, and though they do hold the most power, they are not at liberty to use it without first discussing with the entire group during a meeting or gathering. That said, they do have the last say at all times, and are always the last to cast their votes during an election. The only power they do not have to discuss first is the ability to choose the next Governor, as this is entirely their own choice. CHAMINADE played by Sykes The Cabinet -- [0/4] (HP) The Cabinet is made up of four different members who are always elected via an election. It is made up of the Minister, the head of Defense, the Secretary, head of Commerce, Chancellor, head of Agriculture, and the Reverend, head of healing and spiritual learning. These members have risen through the ranks and have been specifically selected by the group to represent and lead them. The Cabinet members can accept and deny invitations without discussion, and can accept or deny a joiner, can accept or deny alliance requests, may accept or decline requests of assistance, and may banish a member from the group after discussing with other Cabinet members. Minister CHARNAME played by RPER Secretary CHARNAME played by RPER Chancellor Velveteen, played by Cobra Reverend Moe Wiseman, played by Axiom Priests -- [0/2] (HP) Priests are the Healers and Diving Leaders of the group, who translate the will of the Man in the Moon unto us. They are considered a high-position because of their religious authority, and have the ability to accept and deny invitations without consulting the Cabinet, can accept joiners, and may do anything that those below them can do. CHARNAME played by RPER CHARNAME played by RPER Officers -- [unlimited] (HP) Officers are the highest sHP rank within the group. These are noble members that have been assigned to guard the laws of the Keys and maintain the peace. They may accept joiners and hold mini-events outside of regular traditions. CHARNAME played by RPER Assistant -- [unlimited] (sHP) Assistants are a stepping-stone rank for those who have shown promise and have been recognised for their activity, kindness, and their willingness to uphold the peace within the group. They have little power and are more of a recognition title than anything, though they can accept joiners. CHARNAME played by RPER Keys -- [unlimited] Keys are the stronghold of the group and the heart of the memberbase. These are adult members who have gone through their personal rites of passage and have passed; they are expected to uphold the peace within and outside of the group, which means that engaging in fights with other clans is strictly prohibited and can be punished accordingly. Locks -- [unlimited] Locks are the apprentices of the group. These are members who have passed the newcomer stage or were born into the group and who have not yet had their rite of passage and thus are still undergoing training. They may be assigned a mentor at any point, be it a Key or any higher position. Despite still being trained for their branch, they are held to the same degree and standard as Keys. Bolts -- [unlimited] Bolts are the newcomers of the group, those who were not born into the clan and have not had their rite of passage. They may request a rite from any priest or the reverend personally and after doing so, become a Key. They can pass the Key stage and be promoted to a higher position at any point, though will still be expected to perform a rite. Chains -- [unlimited] Chains are those that have broken laws and have been removed of their rank. This is unusual and thus considered highly frowned upon. These members are considered dangerous though may not have committed a dangerous crime. TITLES & REWARDS Guardian of the Deep - For those who have shown their devotion to the group. - Take part in three defence training sessions, or two raids. Master of the Waves - For those who have shown to be friendly and outgoing, and have been recognised for their kindness. - Have participated in four joining threads and two events. Heart of the Ocean - For those who are proficient in the art of healing or have been seen to have a connection to the Man in the Moon. - Successfully heal or help to heal those that are sick or injured, three times. OR - Have participated in two events relating to the Man in the Moon. White Horse - For those who have shown to be talented in the arts and social parts of ocean life. - Participate in two communal events. Seapup - For those below six months who have shown dedication and potential. Neptune's Child - For those who have earned all of Keys of the Coast's titles. TRADITIONS RITE OF PASSAGE --
As mentioned, the rite of passage is a task given to you by a Priest or Reverend in which the chosen are sent into the treacherous crystal caves. The objective is to make it out of the other side within two nights, which can be hard, as the paths are long and winding, the crystals are large and will block your ways, and every path appears to look the same. Some say there are monsters lurking in the deep stationed there to hinder you, though nobody except those who have performed this know for sure, and it is forbidden to speak to anybody about your rite other than the Reverend. Ritual Blessings -- Ritual Blessings are performed on the young, sick, and old, by the Reverend only. It takes place within The Reflection Pool, and the blessed are to be lowered into the sacred water by the Reverend, to which they will pray over their floating body that the Man in the Moon should accept you unto his arms. There are two versions of the ritual, one for those who wish to take the healing path, and one for those whom need healing. New Moon Feast -- The New Moon Feast takes place during the night when the moon would usually be high over our heads. The new moon is when it is believed that the Man in the Moon has gone to sleep, tired from a month of watching over the ocean-dwellers; the Keys of the Ocean take this time to celebrate the Man in the Moon and to remind Him that he is loved and appreciated for the blessings He gives to us. The Keys of the Ocean will sing and dance all night, and when the feast is ready, will sit down to eat, burning their left-overs to give to the Man in the Moon. Full Moon Festival -- The Full Moon Festival is much the same as the New Moon Feast, rather that instead of sitting down to eat and say your prayers, the Keys invite their allies to celebrate with them under the bright light of the Man in the Moon in His most wakened hour. There are many activities during this time, singing, dancing, competitions of all kinds with prizes to be won. Weddings & Funerals -- Weddings and Funerals are an important part of the Keys' life. Weddings take place at the top of the cliffs, overlooking the Ivory Sands and the ocean, where the Reverend and the Man in the Moon will bless the couple's union and wish them happy years together. They are usually given many gifts by other members of the group. Funerals are less happy. These take place on the Ivory Sands, where a Key will be laid to rest upon a funeral pyre which will be lifted onto a raft, set alight, and sent out into the sea. The intention of this is for the fire to drive the Kraken from the deceased's body and let them pass over into the arms of the Man in the Moon. Weddings and Funerals are the only time when Enemies are permitted entrance into the territory, to celebrate or to grieve their relatives or friends. RELATIONS ALLIES - listed here
NEUTRALS -- listed here ENEMIES -- listed here any groups unlisted are considered neutral. RULES & LAWS i. the governor has the last say in everything. ii. attacking another group unprovoked is punishable by banishment. iii. violence towards groupmates is punishable up to the cabinet's discretion. iv. any kind of sexual violence towards anyone is strictly prohibited and will be punished as the cabinet see fit, which may include death or castration. v. the capture and torture of other groups members is prohibited and whichever actions you inflict unto them will be allowed to be returned unto your own body or mind. [/div] [table][tr][td][/td][/tr][/table]
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