12-07-2020, 04:36 PM
THE ENIGMA
The Enigma is a relatively peaceful group that lived in an underwater cave system for many years. Now, they make their way to the surface in an effort to expand their diet and their territory, and better their survival chances; food is scarce now underwater, and many a member are malnourished.
Their ways are different from the other groups; they flourish under a democracy, with the leader as their figurehead but the decisions made together, as a group, in order to keep the peace inside the group and outside, too.
Their ways are different from the other groups; they flourish under a democracy, with the leader as their figurehead but the decisions made together, as a group, in order to keep the peace inside the group and outside, too.
THE TRADITIONS
DEMOCRACY - Those of The Enigma live under a democracy, in which a Foreman or Forewoman is elected to stand as leader to the other groups, however any decisions aside from promotion, demotion and title giving is left to the entire group to decide on collectively.
ASTROLOGY - Due to having spent most of their life living beneath the surface, the people of The Enigma took to studying what they had never seen before; the stars. It is the belief that the deceased members of The Enigma were turned into stars after their death and are now watching over us, and that The Enigma's bad luck in the past was because the surface was blocking The Enigma from the view of the stars. Some members may choose to worship the constellations, where some may simply study them. It is common belief that shooting stars bring good luck and that you should make a wish if you see one and it is sure to come true.
SACRIFICIAL KILLS - To perform a sacrificial kill is the highest honor. The group heads out in small patrols and hunts down the biggest animal they can take down. The leader of the patrol will deal the killing blow, and then the patrol collectively will pray to the constellations for good luck or the old man of the sea, Nereus, for bountiful fishing, and the patrol will then bring back the carcass and the group will feast together. Typically executed once a month after the meeting.
SPIRIT COMPANIONS - Though not expected, members often take spirit companions when joining or when becoming a Tenderfoot. The spirit companion can be any animal they wish, and they alone may converse with their spirit companion. These companions are visible to all and often mingle around The Orphanage when not with their host.
JOB SYSTEM - The job system is a complex system allowing the group to survive off each other while also having something to show for it. There are several branches of the job system, though three of them are lead by Ambassadors.
These jobs are as follows: builders, smiths, healers, and shop owners.
[spoiler=System Guide]Each job will earn you galleons, a currency used exclusively in roleplay. These galleons can be used to buy from members of The Enigma or any other group with a merchant system.
Members can set up a thread in which they offer to sell their services. Any post within that thread or pertaining specifically to their job (i.e, building a house for someone) will earn you ten galleons. Characters can determine how much they wish to sell their services for.
Shop workers are different to the other jobs because they don't have an ambassador, simply because they run their own shop. They can sell anything from food to trinkets, and the price depends entirely on the shop owner's choice.
Shop owners can not make currency outside of their respective threads, however can make threads in which they go out to find and/or hunt what they wish to sell.
Examples:
Hungrydogs' Joke Shop
[Black Eye Telescopes x10] 3 Galleons Each {Buy 1 Get 1 Free}
<Description of what the item does>
[Nosebleed Nougat Pack of 5 x10] 2 Galleons per Pack
<Description of what the item does>
[Optional description of the shop interior][/spoiler]
ASTROLOGY - Due to having spent most of their life living beneath the surface, the people of The Enigma took to studying what they had never seen before; the stars. It is the belief that the deceased members of The Enigma were turned into stars after their death and are now watching over us, and that The Enigma's bad luck in the past was because the surface was blocking The Enigma from the view of the stars. Some members may choose to worship the constellations, where some may simply study them. It is common belief that shooting stars bring good luck and that you should make a wish if you see one and it is sure to come true.
SACRIFICIAL KILLS - To perform a sacrificial kill is the highest honor. The group heads out in small patrols and hunts down the biggest animal they can take down. The leader of the patrol will deal the killing blow, and then the patrol collectively will pray to the constellations for good luck or the old man of the sea, Nereus, for bountiful fishing, and the patrol will then bring back the carcass and the group will feast together. Typically executed once a month after the meeting.
SPIRIT COMPANIONS - Though not expected, members often take spirit companions when joining or when becoming a Tenderfoot. The spirit companion can be any animal they wish, and they alone may converse with their spirit companion. These companions are visible to all and often mingle around The Orphanage when not with their host.
JOB SYSTEM - The job system is a complex system allowing the group to survive off each other while also having something to show for it. There are several branches of the job system, though three of them are lead by Ambassadors.
These jobs are as follows: builders, smiths, healers, and shop owners.
[spoiler=System Guide]Each job will earn you galleons, a currency used exclusively in roleplay. These galleons can be used to buy from members of The Enigma or any other group with a merchant system.
Members can set up a thread in which they offer to sell their services. Any post within that thread or pertaining specifically to their job (i.e, building a house for someone) will earn you ten galleons. Characters can determine how much they wish to sell their services for.
Shop workers are different to the other jobs because they don't have an ambassador, simply because they run their own shop. They can sell anything from food to trinkets, and the price depends entirely on the shop owner's choice.
Shop owners can not make currency outside of their respective threads, however can make threads in which they go out to find and/or hunt what they wish to sell.
Examples:
Hungrydogs' Joke Shop
[Black Eye Telescopes x10] 3 Galleons Each {Buy 1 Get 1 Free}
<Description of what the item does>
[Nosebleed Nougat Pack of 5 x10] 2 Galleons per Pack
<Description of what the item does>
[Optional description of the shop interior][/spoiler]
THE RULES
There are few rules within The Enigma, but those that are in place are expected to be followed accordingly, and failure to do so will be punished.
1. To attack another member of The Enigma is treason and is severely punishable.
2. To betray your fellow members to those who would wish to harm us is treason and will be punished accordingly.
3. Intentionally causing disputes or worse with other groups is severely punishable.
4. All are welcome to join, unless they have intent to harm.
5. All Beasts of Beyond rules apply.
Failure to abide by these laws is severely punishable, and the punishment will entirely depend upon your crime and the members' willingness to forgive. The nicest is a week of everyone else's chores, where the worst is death.
1. To attack another member of The Enigma is treason and is severely punishable.
2. To betray your fellow members to those who would wish to harm us is treason and will be punished accordingly.
3. Intentionally causing disputes or worse with other groups is severely punishable.
4. All are welcome to join, unless they have intent to harm.
5. All Beasts of Beyond rules apply.
Failure to abide by these laws is severely punishable, and the punishment will entirely depend upon your crime and the members' willingness to forgive. The nicest is a week of everyone else's chores, where the worst is death.
THE TERRITORY
SILVER COVE - The Enigma make their camp within Silver Cove, a large system of underground caves and tunnels whose walls are lined with silver and many different types of crystals. The main hall of the cave is covered in glow worms, giving the hall a spectacular, mystifying blue glow. In the rest of the rooms, be it somebody's bedroom or a different room with a different use, lanterns are made with fireflies or oil encased in a glass jar.
VILLAGE OF BONES - The village of bones is made up of the ruins of an ancient human settlement, long destroyed by an unknown force. Trees, brambles and bushes grow out of these ruins and form a strange, misshapen forest usually covered in thick grey fog. Tales of a banshee living there circulate within the group every so often, as a warning to not go alone.
THE ORPHANAGE - The Orphanage is the largest building within The Enigma's territory, and is still standing strong, with only small parts of the building crumbling and closed off from the members. It's a tall, dark building with a miserable aura until you step inside, to be welcomed by vibrant white marble and blue carpet leading up the winding stairs to the upper floors. The Orphanage is where most meetings are called.
FLAVISHAM WOODS - Unlike the Village of Bones, Flavisham Woods is made up entirely of trees with no ruins in sight, aside from a large building called The Orphanage. Towards the start and ends of the year it is covered in thick, white snow, while in the middle of the year when the snow has mostly melted, with only a thin layer coating the tips of the trees and the ground, and the forest floor turned icy, it is a beautiful, shining forest filled to the brim with life.
VILLAGE OF BONES - The village of bones is made up of the ruins of an ancient human settlement, long destroyed by an unknown force. Trees, brambles and bushes grow out of these ruins and form a strange, misshapen forest usually covered in thick grey fog. Tales of a banshee living there circulate within the group every so often, as a warning to not go alone.
THE ORPHANAGE - The Orphanage is the largest building within The Enigma's territory, and is still standing strong, with only small parts of the building crumbling and closed off from the members. It's a tall, dark building with a miserable aura until you step inside, to be welcomed by vibrant white marble and blue carpet leading up the winding stairs to the upper floors. The Orphanage is where most meetings are called.
FLAVISHAM WOODS - Unlike the Village of Bones, Flavisham Woods is made up entirely of trees with no ruins in sight, aside from a large building called The Orphanage. Towards the start and ends of the year it is covered in thick, white snow, while in the middle of the year when the snow has mostly melted, with only a thin layer coating the tips of the trees and the ground, and the forest floor turned icy, it is a beautiful, shining forest filled to the brim with life.
THE RANKS
THE FOREMAN/WOMAN - The 'leader' or simply the figurehead. The Enigma recognize that the other groups have an authority figure, and so simply put have elected a stand-in for the job; the Foreman or Forewoman. That said, they have some more abilities than the others; they can promote and demote people, and hand out titles or give jobs to people. Notably, the Foreman or Forewoman is supposed to act as the protector of the clan.
Hungrydogs Carmichael, played by [member=296]Wag[/member]
SPOKESPERSON - The figurative deputy of the group, or simply put, the member in line to take over as Foreman or Forewoman whenever the current one dies or steps down. That said, most political aspects of the group are given to the Spokesperson after decisions have been made by the group.
N/A, played by N/A
AMBASSADORS - The Ambassadors are the figureheads of the job system. There are a total of three Ambassadors within the group, though any member can hold all three positions if there are not enough members in each job. Their job is to ensure that all is working well within the system, and they are to relay any mishaps to the Foreman or Forewoman, who will then call a meeting to make a decision on the matter. There can be up to two for each system.
Ambassador of Smithing - N/A, played by N/A
Ambassador of Building - N/A, played by N/A
Ambassador of Healing - N/A, played by N/A
UNDERSTUDY - These are made up of those who have passed their test, the Subordinates who were cut out for the job. As such, they are the understudies to the Ambassadors, and are taught the Ambassador's duties by the Ambassadors themselves. This is the first High Position within The Enigma, and it is a great honor, while also a great responsibility.
N/A, played by N/A
SUBORDINATE - The Subordinates are the S/HP's of The Enigma. They are members who have been noticed for their activity and inclusivity and have been offered a shot at a high position, where this is essentially their test and should they pass, they will be promoted, though should they fail they will be demoted. There can be any number of Subordinates within the group.
N/A, played by N/A
Hungrydogs Carmichael, played by [member=296]Wag[/member]
SPOKESPERSON - The figurative deputy of the group, or simply put, the member in line to take over as Foreman or Forewoman whenever the current one dies or steps down. That said, most political aspects of the group are given to the Spokesperson after decisions have been made by the group.
N/A, played by N/A
AMBASSADORS - The Ambassadors are the figureheads of the job system. There are a total of three Ambassadors within the group, though any member can hold all three positions if there are not enough members in each job. Their job is to ensure that all is working well within the system, and they are to relay any mishaps to the Foreman or Forewoman, who will then call a meeting to make a decision on the matter. There can be up to two for each system.
Ambassador of Smithing - N/A, played by N/A
Ambassador of Building - N/A, played by N/A
Ambassador of Healing - N/A, played by N/A
UNDERSTUDY - These are made up of those who have passed their test, the Subordinates who were cut out for the job. As such, they are the understudies to the Ambassadors, and are taught the Ambassador's duties by the Ambassadors themselves. This is the first High Position within The Enigma, and it is a great honor, while also a great responsibility.
N/A, played by N/A
SUBORDINATE - The Subordinates are the S/HP's of The Enigma. They are members who have been noticed for their activity and inclusivity and have been offered a shot at a high position, where this is essentially their test and should they pass, they will be promoted, though should they fail they will be demoted. There can be any number of Subordinates within the group.
N/A, played by N/A
THE HISTORY
[spoiler=Hungrydogs' Reign]The Enigma was first brought together by Hungrydogs Carmichael, who had tired of the infighting and took charge, taking the uncoordinated civilization under his wing and promising a better future for the people.[/spoiler]