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Welcome to the Badlands! A Western/Post-Apocalyptic/Steampunk/Sci-fi/Supernatural roleplay.


    Societies, Communities, and Groups

    Nyx
    Nyx
    Admin


    Number of posts : 14
    Age : 36
    Registration date : 2009-02-25

    Societies, Communities, and Groups  Empty Societies, Communities, and Groups

    Post by Nyx Sun Aug 08, 2010 12:43 am

    Here we will have a canon list and explanation of organizations present. Some good, some bad. You may choose to be apart of one of these, Post Affiliated or Enemies with. Have fun with it.

    The Gaia
    The Gaia consists of a society primarily of women, and primarily of Human, Werefox and Anthro women. Although men of their species and other species are commonly kept around as protectors. These people honor a special code, some may consider them self righteous, but their chosen primary purpose in life is to aid in the revitalization of the planet. These People travel in Caravans across continents, attempting to revitalize land and plant seeds. It wasn't until recently that their efforts took a great turn for the better with the discovery of a spell that could be used to convert sand into nutrient rich soil for planting, and nearly perfected it. Their efforts in the last decade had been little to null in working, but thanks to this new ability things have taken a incredible turn for The Gaia.
    In most walks of life they are a peaceful civilization. They are never the first aggressor but will never withhold from defending themselves and their people. Though it is unlikely that anyone intelligent being would harm these people in the first place.

    The Krepts
    This civilization can hardly be considered civil at all. In desperate times, things often call for desperate measures; and when all of modern civilization and law has crashed to the ground, you find an incredible freedom. A dangerous freedom.
    These people are usually avoided at all cost. They can hardly be considered much better than the Gnormats, only you're not always lucky enough to die. When they come across an Outsider, they either bring them in to devour them as food, take for pleasure, or if someone particularly likes you, they'll keep you as a pet. And believe me, you don't want to be a pet to these beasts.
    The Krepts are ever traveling as well, because staying in one spot allows for a place to be known for avoidance. They love to hunt, if they come close enough to another group or society, they'll either hide on the sidelines until they can surge in and attack at night, or will just plain out rush them. People? More like Barbarians.

    The Syn
    The Syn are not so much a single community, but have a collective of branches. This is the largest and most far reaching society in existence at this time. Humans and supernaturals live together in a symbiotic relationship. While humans are needed as suppliers for survival, supernaturals are also vastly needed for protection. Together they live in a sort of harmony. Each branch has a head of 'Chiefs' or 'Council' as some call them. Every group has three, one Human, one Anthro and One Were. Every 4 years the Chiefs are elected, and unlike history's presidential candidates, these can be re-elected over and over and over again, for up to 50 years at a time before they will be forced to retire.
    These groups are usually large. Consisting of a couple hundred to sometimes even a couple thousand.
    They usually take a spot along some coastal line to make their home, and don't usually travel like most other, much smaller groups. The only time they are seen to travel is when they are making trade goods transportation trips between other Syn posts or non Syn groups.
    Syn camps and posts are rarely ever, if ever, attacked by the Krepts. This is because of their larger numbers and stronger foundations.



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