07-18-2020, 04:20 PM
A group that thrives off of violence; the Cardinal Sect is a fanatical cult that worships an ancient worm god by the name of Kornak. On the outside they're seen as noble and diplomatic, but those who get on their bad side see them for what they are: ruthless and bloodthirsty.
Getting in can be somewhat of a challenge and living conditions aren't comfortable, but that is overshadowed by the loyalty everyone has for each other. Comfort is a small price to pay in order to have a tight-knit community that will have your back no matter what.
Getting in can be somewhat of a challenge and living conditions aren't comfortable, but that is overshadowed by the loyalty everyone has for each other. Comfort is a small price to pay in order to have a tight-knit community that will have your back no matter what.
THE TERRITORY
The Cardinal Sect lives in a rocky wasteland and can be found making their home in a massive underground cave with various colored crystals lining the ceiling and a long, flowing river running through the ground. It's very easy to get lost in their crystal caverns.
The sect lives in a crystal cave that is deep underground. You will know when you’re at their border when the grass dies and gives way to barren rockland. There’s dead shrubbery and sharp, dangerous crystals jutting out of the land. Bones litter the ground and there’s a cave mouth with two large and green crystals on either side of it with glyphs carved into the crystals. When you go past the cave entrance, you will see a winding bridge that leads to their camp, which is tightly packed but leaves room for meetings and such.
The camp branches off to individual rooms that are color coded for ranks. The thralls (and those going through the joining ritual but aren’t full members) get a white crystal room that’s damp. Joiners sleep near the pool while Thralls get to sleep in the more comfortable spots such as wall shelves. Acolytes stay in a pink crystal room that has more space but is noticeably damper and gets leaky at times, especially when it’s raining.
Knights stay in a yellow crystal room that’s not cramped and damp, though they have to sleep in the cold and sometimes jagged rocks. The Wizards get the coldest crystal room of them all. They are in a blue crystal room that has frost lining the rocks and ground. This room thrums with power and has an eerie glow to it.
The Ogres get a red crystal room that gives off a menacing aura. It has many sharp stalagmites that sometimes fall, so they better choose their sleeping spot wisely. Shriekers get a green crystal room with no actual ground, but instead, several cave shelves. There’s always the threat of falling off but if one’s careful they shouldn’t fear.
The Swordbearer lives in the purple crystal room and has to deal with rocks falling every night, both small and big. Further into the cave is a vast tunnel system and glowing pools, but to get to them you have to squeeze past a small opening in the Swordbearer’s room. These are the uncharted areas in their cave where people doing rituals are sent to. Sometimes they come back, sometimes they don’t, but that’s just how the sect does things.
Outside of the cave, back into the barren rockland, a massive rock stands in the middle of nowhere and blocks the sun. Carved into the rock is a monstrous worm and an eye above it. This is a Kornak shrine and a ritualistic place.
The sect lives in a crystal cave that is deep underground. You will know when you’re at their border when the grass dies and gives way to barren rockland. There’s dead shrubbery and sharp, dangerous crystals jutting out of the land. Bones litter the ground and there’s a cave mouth with two large and green crystals on either side of it with glyphs carved into the crystals. When you go past the cave entrance, you will see a winding bridge that leads to their camp, which is tightly packed but leaves room for meetings and such.
The camp branches off to individual rooms that are color coded for ranks. The thralls (and those going through the joining ritual but aren’t full members) get a white crystal room that’s damp. Joiners sleep near the pool while Thralls get to sleep in the more comfortable spots such as wall shelves. Acolytes stay in a pink crystal room that has more space but is noticeably damper and gets leaky at times, especially when it’s raining.
Knights stay in a yellow crystal room that’s not cramped and damp, though they have to sleep in the cold and sometimes jagged rocks. The Wizards get the coldest crystal room of them all. They are in a blue crystal room that has frost lining the rocks and ground. This room thrums with power and has an eerie glow to it.
The Ogres get a red crystal room that gives off a menacing aura. It has many sharp stalagmites that sometimes fall, so they better choose their sleeping spot wisely. Shriekers get a green crystal room with no actual ground, but instead, several cave shelves. There’s always the threat of falling off but if one’s careful they shouldn’t fear.
The Swordbearer lives in the purple crystal room and has to deal with rocks falling every night, both small and big. Further into the cave is a vast tunnel system and glowing pools, but to get to them you have to squeeze past a small opening in the Swordbearer’s room. These are the uncharted areas in their cave where people doing rituals are sent to. Sometimes they come back, sometimes they don’t, but that’s just how the sect does things.
Outside of the cave, back into the barren rockland, a massive rock stands in the middle of nowhere and blocks the sun. Carved into the rock is a monstrous worm and an eye above it. This is a Kornak shrine and a ritualistic place.
THE RITUALS AND TITLES
Rituals
The Amalgamate Ritual — This is the ritual all must perform in order to become full members of the Cardinal Sect. Prove your worth by isolating yourself outside of the cave with no food or water for two days. You must go to the Kornak shrine and on the dusk of the second night, cut open your hand and wipe the blood off on the shrine. If the eye carving glows, you are now a full member of the sect. If you fail the ritual, you can take it again until you complete it, if you’re willing to push yourself that hard.
The Acolyte Ritual — When earning the Acolyte rank, members have to take a series of tasks varying from easy to hard to prove that they deserve the rank they’ll move up to next. Each task requires collecting an animal figure carved from crystal that represents wisdom, strength, agility, etc. Gathering all of the animal figures (six in total) will move them to their next and final task. Spar with three Ogres. After the spar is over, they’ll judge and eventually one will step up to mentor the Acolyte. If an Acolyte is chosen to be a Wizard, a Wizard Ogre must train them and so on.
The Shrieker Ritual — Shriekers, like Acolytes, must take a series of tasks before they can actually become a Shrieker. However, unlike the other ritual, they do not collect animal figures. Instead they collect body parts from powerful foes they have slain. After collecting three body parts from their foes, their final task is to spar the Swordbearer to prove their might. After this, they will go on to become full Shriekers and get a glyph carved into their shoulder.
Titles
Adherent — A title for people who have shown the utmost devotion to the sect and “stick to it like glue”
Skirmisher — Title for people who participate in many raids and battles
Quietude — Title for the people who have shown to have a peaceful way of going about things
Fundament — Title for people who have been in the sect since the day it started. Leaving the group will result in the removal of this title
The Amalgamate Ritual — This is the ritual all must perform in order to become full members of the Cardinal Sect. Prove your worth by isolating yourself outside of the cave with no food or water for two days. You must go to the Kornak shrine and on the dusk of the second night, cut open your hand and wipe the blood off on the shrine. If the eye carving glows, you are now a full member of the sect. If you fail the ritual, you can take it again until you complete it, if you’re willing to push yourself that hard.
The Acolyte Ritual — When earning the Acolyte rank, members have to take a series of tasks varying from easy to hard to prove that they deserve the rank they’ll move up to next. Each task requires collecting an animal figure carved from crystal that represents wisdom, strength, agility, etc. Gathering all of the animal figures (six in total) will move them to their next and final task. Spar with three Ogres. After the spar is over, they’ll judge and eventually one will step up to mentor the Acolyte. If an Acolyte is chosen to be a Wizard, a Wizard Ogre must train them and so on.
The Shrieker Ritual — Shriekers, like Acolytes, must take a series of tasks before they can actually become a Shrieker. However, unlike the other ritual, they do not collect animal figures. Instead they collect body parts from powerful foes they have slain. After collecting three body parts from their foes, their final task is to spar the Swordbearer to prove their might. After this, they will go on to become full Shriekers and get a glyph carved into their shoulder.
Titles
Adherent — A title for people who have shown the utmost devotion to the sect and “stick to it like glue”
Skirmisher — Title for people who participate in many raids and battles
Quietude — Title for the people who have shown to have a peaceful way of going about things
Fundament — Title for people who have been in the sect since the day it started. Leaving the group will result in the removal of this title
THE RULES
The Cardinal Sect is very strict in the rules it does have, but outside of them anything is pretty much fair game. If one has doubts about a rule, they can go the Swordbearer for clarification if need be, but to go against a rule is a guaranteed way of being kicked out of cult.
— The Swordbearer's word is law unless proven otherwise by Kornak
— Diplomacy before violence unless dealing with an enemy
— Never question Kornak's word. To do so is blasphemy and results in immediate exile
— If the Swordbearer is acting suspicious, you are free to challenge them
— The Swordbearer's word is law unless proven otherwise by Kornak
— Diplomacy before violence unless dealing with an enemy
— Never question Kornak's word. To do so is blasphemy and results in immediate exile
— If the Swordbearer is acting suspicious, you are free to challenge them
THE RELATIONS
Despite their ruthlessness, the Cardinal Sect considers themselves neutral due to the constant need of more members so they can expand their influence and lure unsuspecting newcomers.
ALLIES — TBA
NEUTRALS — TBA
ENEMIES — The Pitt
ALLIES — TBA
NEUTRALS — TBA
ENEMIES — The Pitt
THE RANKS
SWORDBEARER — The leader of the Cardinal Sect. Works under their god and ensures the groups goals are met, whether they be short term or long term. Is generally followed by an entourage of Ogres.
[member=15670]cheshā.[/member] — roleplayed by [member=292]doppio[/member]
SHRIEKER — The deputies that are picked from the best the Ogres, Wizards, and Knights have to offer. There are usually three at a time but sometimes there can be less than that. They give duties out and are free to host events that benefit the group
N/A — roleplayed by N/A
OGRE — The strongest warriors that have proven themselves to the Swordbearer will become Ogres. Ogres are composed of both Wizards and Knights and they have to be both mentally and physically strong. They are the Swordbearer’s entourage and when they’re not at the Swordbearer’s side, they’ll likely be out in a war party. There’s the Wizard Ogre, Knight Ogre, and the Ogre that is strong in both fields.
N/A — roleplayed by N/A
WIZARD — A rank that deals in magical properties (and sometimes physical under certain circumstances such as close range combat) and also count as healers.
N/A — roleplayed by N/A
KNIGHT — A rank that deals in diplomatic relations. They need to make the sect sound as good as possible so that more people will join it. They don’t necessarily fight but if they do have to, they’re strong and capable of doing so.
N/A — roleplayed by N/A
ACOLYTE — A stepping stone rank for people who have potential to become Knights, Wizards, and Ogres. They have to complete a series of tests over the course of their time as Acolytes.
N/A — roleplayed by N/A
THRALLS — The regular members of the group. Kits, elders, warriors, etc.
[member=15670]cheshā.[/member] — roleplayed by [member=292]doppio[/member]
SHRIEKER — The deputies that are picked from the best the Ogres, Wizards, and Knights have to offer. There are usually three at a time but sometimes there can be less than that. They give duties out and are free to host events that benefit the group
N/A — roleplayed by N/A
OGRE — The strongest warriors that have proven themselves to the Swordbearer will become Ogres. Ogres are composed of both Wizards and Knights and they have to be both mentally and physically strong. They are the Swordbearer’s entourage and when they’re not at the Swordbearer’s side, they’ll likely be out in a war party. There’s the Wizard Ogre, Knight Ogre, and the Ogre that is strong in both fields.
N/A — roleplayed by N/A
WIZARD — A rank that deals in magical properties (and sometimes physical under certain circumstances such as close range combat) and also count as healers.
N/A — roleplayed by N/A
KNIGHT — A rank that deals in diplomatic relations. They need to make the sect sound as good as possible so that more people will join it. They don’t necessarily fight but if they do have to, they’re strong and capable of doing so.
N/A — roleplayed by N/A
ACOLYTE — A stepping stone rank for people who have potential to become Knights, Wizards, and Ogres. They have to complete a series of tests over the course of their time as Acolytes.
N/A — roleplayed by N/A
THRALLS — The regular members of the group. Kits, elders, warriors, etc.
THE HISTORY
TBA