07-06-2018, 02:09 PM
THE STYX RIVER ORDER
— INTRODUCTION
Welcome to the Styx River Order, traveler. Its origins dating back to 2014 on other RP sites, the Order is a trading-based group that can offer wares and shelter to wanderers. On the outside they are a hospitable, gentle faction, but step inside and you'll realize it's anything but. Away from the guilds and merchants and clean streets, the Order is run by extremely radical cultists hellbent on destroying sinners, serial killers and the like. Their main focus is establishing peace in the world...through force. But don't let that frighten you! Come on in while the food's still warm...
— TERRITORY
The Order resides in an small abandoned port town, complete with a small harbor. Shops and houses line the bay [ref 1] [ref 2], and here merchants and newcomers from the sea can trade their goods. All around the town are different bazaars and markets [ref] aside from the port. There are also some restaurants with a bit of food still stocked up, where civilians can meet with others or just grab a quick meal. A towering amphitheater, known as the Coliseum, hovers over the town [ref]. This is where gladiatorial combat, often among prisoners and captive criminals, takes place, as well as the executions and meetings. Each civilian is entitled to their own personal dwelling in an apartment complex [ref], which they can decorate as they please. The town is surrounded by different biomes, including a sea.
The outskirts of the town are dominated by cropland and rolling hills [ref], where civilians can tend to crops and livestock to produce leather, dairy products, meat and products for their guild. It serves as a hunting grounds as well as a source of food and products for herbivores and those interested in gardening and baking. Further onward is a thick temperate forest [ref] which, as you head west, develops into an evergreen forest and then a taiga as mountains begin to show [ref]. To the east it gets warmer as shrubland begins to appear [ref], and eventually it leads up to a desert that extends far past the territory [ref].
Essentially the territory is split into three parts: a temperate region with the town, a colder region in the taiga and a warmer region in the desert. The borders extend along many different biomes, and while one newcomer may be in a temperate forest full of life, the other may be in a dry desert where water and food is scarce.
The outskirts of the town are dominated by cropland and rolling hills [ref], where civilians can tend to crops and livestock to produce leather, dairy products, meat and products for their guild. It serves as a hunting grounds as well as a source of food and products for herbivores and those interested in gardening and baking. Further onward is a thick temperate forest [ref] which, as you head west, develops into an evergreen forest and then a taiga as mountains begin to show [ref]. To the east it gets warmer as shrubland begins to appear [ref], and eventually it leads up to a desert that extends far past the territory [ref].
Essentially the territory is split into three parts: a temperate region with the town, a colder region in the taiga and a warmer region in the desert. The borders extend along many different biomes, and while one newcomer may be in a temperate forest full of life, the other may be in a dry desert where water and food is scarce.
— RULES & FAQ
OOC Rules
1. All BOB rules apply.
2. No drama, bullying or harassment out of character.
3. Be welcoming of new members and help integrate them into the community.
4. Respect one another, and do not hesitate to ask any questions.
IC Rules
1. The purposeful injury or slaughter of a fellow civilian or a member of a partnered group is forbidden.
2. Disrespect of dominants, your fellow civilians or the concept of Styxism is highly frowned upon.
3. Rape of any sort is forbidden, regardless of political status.
4. The words of true religious prophets, such as the Holy One, are law, as well as the current consul.
5. Confess to any sins you may have committed. Own up to crimes and do not lie or blaspheme.
6. Exile is rare—the most treacherous of criminals will be publicly executed.
Can I play a senator, consul, etc. or the Holy One, Great Paladin, etc.?
No. Such ranks must be earned either through HP tryouts or ICly. Ranks labeled "regular positions" are free to play.
I need an HP in my thread!
The following post after this one will allow you to request a high position—simply state the title of the rank and a link to the thread in question.
Someone's being rude to me and stirring drama, what should I do?
Send the leader(s) a PM describing the situation—OOC drama is not permitted at any time.
1. All BOB rules apply.
2. No drama, bullying or harassment out of character.
3. Be welcoming of new members and help integrate them into the community.
4. Respect one another, and do not hesitate to ask any questions.
IC Rules
1. The purposeful injury or slaughter of a fellow civilian or a member of a partnered group is forbidden.
2. Disrespect of dominants, your fellow civilians or the concept of Styxism is highly frowned upon.
3. Rape of any sort is forbidden, regardless of political status.
4. The words of true religious prophets, such as the Holy One, are law, as well as the current consul.
5. Confess to any sins you may have committed. Own up to crimes and do not lie or blaspheme.
6. Exile is rare—the most treacherous of criminals will be publicly executed.
Can I play a senator, consul, etc. or the Holy One, Great Paladin, etc.?
No. Such ranks must be earned either through HP tryouts or ICly. Ranks labeled "regular positions" are free to play.
I need an HP in my thread!
The following post after this one will allow you to request a high position—simply state the title of the rank and a link to the thread in question.
Someone's being rude to me and stirring drama, what should I do?
Send the leader(s) a PM describing the situation—OOC drama is not permitted at any time.
— HISTORY
In a faraway realm, a wolf named Seeker dominated a land of ruthless wolves, known as the Styx River Pack. His iron grasp on the pack was held until his final breath, where he then found himself in another world where all kinds of creatures ran about. He was adopted into the Daremo family, becoming the uncle to a half-demon named Toxicwaste. This ambitious nephew had lost his faith in many, putting his trust in five deities. Soon after, he formed a group of followers with the assistance of his (though somewhat unbelieving) uncle—the Styx River Order. One day he had mysteriously disappeared from his home and had arrived in another unusual world, where he extended the power of the Order from a ragtag cult to a trading faction in spite of his uncle's disappearance.
— TRADITIONS
STYXISM. The Order has a unique religion that is forced upon its members—Styxism. It is a five-god polytheism revolving around demanding yet often generous entities, and the religion's festivals and customs are incorporated into daily life. However, not all Styxists are members of the Order, and a link to the Styxism guide is found below.
FLUVIUM. The Order has a coin currency called a fluvium, which has the current consul's surname (or name if they bear none) and an insignia of their choice on it. This is used when initiating trades or betting.
GUILDS. The Order also has guilds that members can choose to affiliate with. When a child becomes an apprentice, they must speak to the master of a guild to learn a specific craft. Before becoming a civilian, the master may assign the apprentice a final test so that their skills in that craft are proven.
GLADIATORS. Captive enemies and traitors of the Order may be sentenced to gladiatorial combat in the Coliseum. Members are free to bet fluvium or other items on fighters.
FLUVIUM. The Order has a coin currency called a fluvium, which has the current consul's surname (or name if they bear none) and an insignia of their choice on it. This is used when initiating trades or betting.
GUILDS. The Order also has guilds that members can choose to affiliate with. When a child becomes an apprentice, they must speak to the master of a guild to learn a specific craft. Before becoming a civilian, the master may assign the apprentice a final test so that their skills in that craft are proven.
GLADIATORS. Captive enemies and traitors of the Order may be sentenced to gladiatorial combat in the Coliseum. Members are free to bet fluvium or other items on fighters.
— POLITICS
The Styx River Order chooses not to align itself as anything but as a group that will tolerate the Clans' presence as long as they tolerate theirs. The Order does not form alliances, but rather partnerships, which are like business associates. In exchange for certain goods or services (ex: protection from other groups), the Order will not fight against the partnered group and will offer their own wares at an exclusive discounted price.
Partnerships
N/A
Neutral
all not listed
Enemies
none
Partnerships
N/A
Neutral
all not listed
Enemies
none
— RANKS
Despite having a heavy emphasis on Styxism and tradition, the nobles of the religion and the Order's social hierarchy are not to interfere. For example, the Holy One doesn't always have to be the consul—such a title is obtained by approval of the gods rather than the Order.
CONSUL—HP. The leader of the Order. Their word is law and they ultimately make the most crucial decisions. They are likely to be the Holy One as well, but it is not necessary to take control, and vice versa. In the event that the consul is not the Holy One, the consul will often appoint the Holy One as a religious adviser.
Toxicwaste Daremo, played by psychosocial.
SENATOR—HP. The deputy or second-in-command, they will take control of the Order when the consul dies, disappears or resigns. They can host events, executions, raids and occasionally meetings, though promotions and demotions must be run through the consul.
tba
MASTER—HP. The heads of the guilds, they are in charge of their specific guild's operations and the training of their members. This includes the medic as well.
[Commerce] tba
[Arms] tba
[Alchemists] tba
[Medics] tba
[Peddlers] tba
LEGATE—HP. A master of war; can lead raids and border patrols, as well as training sessions and inflicting discipline on the disorderly.
tba
TRIBUNE—HP. A master of relations; can host events and hunting patrols, as well as gift baskets and ally interactions.
tba
CENTURION—HP. A step up from sentinel. They are used to keep the peace and ensure the safety of others—they can host patrols but not very large events.
tba
SENTINEL—sHP. A stepping stone rank for promising civilians. They are used as a welcoming committee—they must run events through higher positions.
tba
REGULAR POSITIONS. A civilian is a member aged 12 months and up. An apprentice is a juvenile member aged 6-11 months, often training in a craft. A child is a young member aged 5 months and younger. An elder is a member who has retired from work either due to disabling injuries, weakening health or old age. These positions are free to play.
CONSUL—HP. The leader of the Order. Their word is law and they ultimately make the most crucial decisions. They are likely to be the Holy One as well, but it is not necessary to take control, and vice versa. In the event that the consul is not the Holy One, the consul will often appoint the Holy One as a religious adviser.
Toxicwaste Daremo, played by psychosocial.
SENATOR—HP. The deputy or second-in-command, they will take control of the Order when the consul dies, disappears or resigns. They can host events, executions, raids and occasionally meetings, though promotions and demotions must be run through the consul.
tba
MASTER—HP. The heads of the guilds, they are in charge of their specific guild's operations and the training of their members. This includes the medic as well.
[Commerce] tba
[Arms] tba
[Alchemists] tba
[Medics] tba
[Peddlers] tba
LEGATE—HP. A master of war; can lead raids and border patrols, as well as training sessions and inflicting discipline on the disorderly.
tba
TRIBUNE—HP. A master of relations; can host events and hunting patrols, as well as gift baskets and ally interactions.
tba
CENTURION—HP. A step up from sentinel. They are used to keep the peace and ensure the safety of others—they can host patrols but not very large events.
tba
SENTINEL—sHP. A stepping stone rank for promising civilians. They are used as a welcoming committee—they must run events through higher positions.
tba
REGULAR POSITIONS. A civilian is a member aged 12 months and up. An apprentice is a juvenile member aged 6-11 months, often training in a craft. A child is a young member aged 5 months and younger. An elder is a member who has retired from work either due to disabling injuries, weakening health or old age. These positions are free to play.
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