[/table]
the isle of atlantis
[b]a reclusive island group
[align=left][b]introduction  ・゚☾  ————————————————
[justify]the isle of atlantis — or atlantis, as it is simply called — is a group that began when its founders, longing for a tight-knit group, discovered an uninhabited island situated in the radiated ocean. they are a heavily pro-oriented group, placing emphasis on community and considering themselves a family more than an institution. while inhabitants of the isle are generally peaceful, they take great caution with new faces, and will not hesitate to act upon suspicions if they feel threatened. for this same reason, alliances with atlantis are hard to come by, and even more difficult to retain.

[align=right][b]————————————————  ・゚☾  history
[justify]atlantis started when two wolf brothers, runestone and rosebreath marrowtooth, decided to break away from what was left of the original clans after the war in search of a safe home after the conditions they saw among the survivors in the mountains. after many harrowing weeks trekking across the scarred land, they at last found the island sanctuary, protected by the sea and abundant in life. when they completed their survey of the land and learned that it could hold not only them, but others caught up in the aftermath of the human war, the brothers set to work building a system that could provide shelter to those who needed it most.

[div style="font-family: arial; font-size: 14px; color: white; letter-spacing: -1px;"][align=left][b]territory  ・゚☾  ————————————————
[justify]atlantis makes its home on a large island about a mile or so west from the mainland. at first glance, it doesn't appear to be much, made up of mostly thick forest and cliff faces leading into deep waters; however, the island contains much more than that.

the most prominent feature of the island are its dense forests, which account for most of the land.  being located in a temperate climate, songbirds, squirrels, and deer roam freely in the forest, as do many other animals that provide plentiful prey to those who call the island home. in these areas where the foliage is thick, it can be difficult to navigate, and most fauna found here is elusive. in contrast, there are some places, particularly nearer to the coasts, where the trees begin to break up, allowing more light to shine though and lighter travel.

the south end of the island boasts plentiful orchards of various fruits, serving as the major food source for the island inhabitants.

there are numerous coves found around the island, the most notable being the one on the northeast point of the island. here, rolling plains break off into sheer cliffs and drop down into a calm ocean pool — a favourite of locals for its serene atmosphere.

white sand beaches surround the island on most sides, broken only by the occasional rocky outcrop or sheltered bay. docks dot the coast, some in reach of smaller outcroppings in the clear water; boats can even be found at a few of these docks, which can be used to sail a short distance into the sea. the eastern edge of the island breaks off into a rocky cliff face a hundred feet above the deep ocean. located on this cliff is a lone lighthouse, constructed in the days of humans. while some avoid it, others admire its mystique and enjoy climbing it for the view at the top.

the sea surrounding the island is a sure sight to behold, but don't be fooled: this ocean was tainted with radiation from the days of the war, turning not only the water itself toxic, but the creatures that dwell within into monstrosities. marine life now is marked with odd proportions, extra features, and strange colours, and are all considered threats. those who visit the isle are heavily warned against coming into contact with the ocean, lest they lose a limb to something living in the depths. while the local fauna has absorbed much the radiation in the water, caution is still advised when drinking; newcomers must learn to build a tolerance for their surroundings — the safest method seems to be ingesting increasing amounts of rainwater over time.

[align=right][b]————————————————  ・゚☾  ranks and politics
[justify]atlantis holds a loose ranking system that is based less around power and more around how much responsibility that rank holds within the group.


[b]GUARDIAN — the leader and protector of atlantis. their job is to oversee the growth and balance of the group and to make sure the group's members are kept out of harms way. this role holds the most authority, and while their word isn't strictly law, their decisions should be respected. [i]runestone, played by nasa

TRITON — second in command to the guardian. they are tasked with advising the alpha on difficult decisions or matters of concern, as well as engaging in leadership duties if the current alpha is ill or not present. the triton will take the mantle of guardian if the current guardian dies or retires. rosebreath, played by sans

HEALER — the medical expert of the group. their job is to maintain the general health of the group, and to train healer apprentices. in emergency situations their directions are to be followed without question, unless it puts the patient in more danger.

HEALER APPRENTICE — in training to become a full healer. this rank holds the same authority in medical situations as the healer does, though their directions may be challenged by a fully trained healer if necessary.

LUNAR SENTINELS — the main protectors of the group. their goal is to protect the general public at any cost, with priority given to the lower positions. can be considered as a stepping-stone rank to the triton position, though a promotion can only take place after a sentinel proves their worth to the guardian. sentinels may choose to wear a small accessory to mark their position within the group.

TIDAL COUNCIL — the welcoming committee of atlantis. they're typically the first faces you see upon joining. the tidal council are tasked with organizing events and helping new members settle into the island. generally friendly, helpful and reliable.


ALLIES: tba

NEUTRALS: tba

ENEMIES: tba

[align=left]traditions  ・゚☾  ————————————————
[justify]while atlantis is tolerant of all religion (or lack thereof), some choose to align themselves with the stories of the gods that are believed to rule over the island.

[spoiler=GODS][b]OBPHION - god of the moon. one of the creator gods, he is associated with the night and all that occurs within it, and is a favourite of those who wish to hide themselves. he also represents knowledge and clarity, being prayed to before one must make a decision. legend dictates the craters on the moon are scars inflicted upon the old god during battle.

HYSDIONE - goddess of the sun, associated with vitality, fertility, new life, and beginnings. one of the creator gods, along with obphion. her blessing is invoked before the start of any major event; she is also the reason most of such events are held during the day.

IROS - sky god and son of hysdione. controls the heavens and manipulates the weather to his moods. thought to be rather vain.

VOSPHINE - sea goddess and daughter of obphion. mother of all sea creatures. she is believed to have been gentler in the days before humanity's destruction of the environment, but is now vengeful and largely considered the most dangerous of the gods.

ALPHOR - twin nature god; responsible for all of the wildflowers in the meadows and the fruit in the trees. governs over the harvest season and the planting of new crops. he makes the seasons change and the plant life thrive, and is known as the forest child. twin brother of alzyne.

ALZYNE - twin nature goddess; the overseer of every animal in the forest, predator and prey alike. she watches over the circle of life and maintains balance within the animal kingdom, blessing new births in the spring and providing prey in even the thickest of winters. known as the child of spring. twin sister of alphor.[/spoiler]

[spoiler=LEGENDS]taken from a strange book uncovered by atlantis' founders, these tales of the gods are regarded as an important part of the island's culture and enjoyed by follower and skeptic alike.


THE CREATION OF THE WORLD
Before there was time, existence was nothing but dark, empty space. This darkness greatly upset the bright goddess Hysdione, and after countless millennium she felt that she could bear it no longer. Seeking out Obphion, she plead that there be just one spark of life in the nothingness, and the ruler of the dark took pity. In his hands, Obphion presented Hysdione with a seed and a bag of dirt, instructing her to throw the two into the space. The goddess did as she was asked, and upon throwing the items, the seed grew with the dirt, forming a sphere of green which Hysdione later called the Earth. The sun goddess was so enamored with her new creation that she vowed never to leave its side, circling it endlessly. But Obphion, seeing her success, found that he was jealous of the sun, and came down from his seat in the sky to inspect this Earth. However, his shadow brought wilt to the plants and cold to the ground, which greatly angered Hysdione and prompted her to chase away the moon god, and, for a short while, all was well on Earth and life flourished.

THE CYCLE OF NIGHT AND DAY
Obphion, god of the dark, disgraced after his banishment from the Earth, grew to be a cold and secretive being in Hysdione's time of prosperity. From his secluded throne, he watched the sun and stars circle the newborn planet, until after many years he devised a plan to take from her as she did him. Weaving a net from the sky, he entrapped the stars, and Hysdione, once again enraged by the capture of her fellows, began her neverending chase for Obphion. To this day, she can be seen trailing after the stars, bringing dawn with her.

THE FIRST BEINGS
When Hysdione threw the dirt and seed that created Earth, the twins Alphor and Alzyne sprouted from its center and, feeling the sun's rays, were become with a good desire to fill the land with creatures of their design. Alphor, the forest child, tended to the Earth's vast gardens, leaving flowers in his wake and fruit in the trees he touched, while Alzyne carved from stone the animals that roamed the green world.
Meanwhile, while Obphion enacted his revenge upon Hysdione, his young daughter Vosphine grew weary of her isolation in her father's empty domain, and, now curious about this world he grew to envy, left the sky to explore its wonders. Upon seeing the plants and the animals, the goddess felt a desire to create as the nature gods had. When Alzyne was satisfied with her work, she tossed away the excess stone, and Vosphine later gathered them, leaving trails along the Earth and great depths where she dug them back up. From these rocks she fashioned the clams and the fish, and filled her footprints with water for them to live in, creating rivers and oceans.


THE MOON'S CRATERS
In the time before Obphion's capture of the stars, Hysdione watched with careful eye the development of the Earth's creatures, tending to them with her warming light and letting them grow under her. For a time they were content, but soon the animals became uncomfortable under the hot sun and began to long for cooler climates, so Hysdione, ever concerned with the fledgling life, sprouted from her hands a son. Iros, god of the winds and the rains and as maternal as the sun goddess, swept over the land at once, bringing comfort to the animals for many years.
Iros, like any being, knew Hysdione's struggle for the stars, and it didn't take much time for him to take matters into his own hands. Catching up to Obphion, he demanded he return the stars to their rightful place, and when the moon god refused, a great battle ensued in the sky for all the Earth to see. While Iros was quick, Obphion was cunning in that he could see what one desired; knowing this, he threw a mirror fashioned from the light of the stolen stars in his trail, in which Iros took great interest and pursued. Once the sky god held the mirror, its qualities were soon revealed: the glass reflected what the gazer thought themselves to be, but Iros, of course, was unable to tell there was magic within it, for he had already become enamored with his ideal reflection.
In the end, Obphion retained his captives, and while he himself gained the scars still seen on on him today, Iros became a vain creature, twisting the weather to his moods and forever lost in the mirror made of starlight.
[/spoiler]


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managed by nasa and sans

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#2
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  RULES  ・゚☾ 
[justify]— The rights of the people must be respected. The most important rule of all, put in place to protect the members and serve as a reminder for what the group stands for. Power is shared equally, and all decisions are based on popular opinion. If any person is found infringing upon another's rights, they are swiftly tried before a court of their peers.
    • A citizen of Atlantis has the right to shelter and care, unique religious and personal beliefs, input in politics, and the truth — lying is extremely frowned upon.

Those looking to join must be inspected. Atlantis is stricter than most when it comes to their joining policy, and for good reason. In order to deter dangerous infiltrators, patrols are sent around in hourly shifts, and are instructed to bring potential joiners found at the border to either the guardian or the triton. Newcomers are then questioned thoroughly; there is no set list to be followed, and thus one could be asked about anything, from family lineage to personal values.
    • If this test is passed, the new member will be given a place in the community and full rights.
    • If this test is failed, the person will be escorted to the beach and sent back to the mainland.
    • In the event that the leader cannot determine whether to welcome someone, that person will be cared for until a decision has been made; during this time, they have partial rights and are barred from promotions and general voting.
    • a stranger may bypass the test and join atlantis if a trusted citizen chooses to vouch for them. the citizen will be expected to watch over the stranger for as long as the guardian deems fit, and if the stranger commits any crimes during this period, both them and the citizen will be held accountable and punished accordingly.

Internal violence is prohibited. Atlantis considers themselves a family, and thus is strongly against member-on-member threats. However, it should be noted that this rule does not bar against the use of violence against outsiders; those sent on patrols are asked to protect the group by any means possible, which can sometimes lead to confrontation depending on one's personal judgement.

Respect is critical. Since power is meant to be shared among the people, respect is what more or less drives position differences, and so it is important that the necessary reverance be shown according to rank — after all, they were chosen to fill them for a reason. Visiting offenders will be promptly escorted from the territory, and those who are already a part of Atlantis are reprimanded accordingly.

All Bearbones rules apply!


[align=center]
  ・゚☾  FAQ 
[div style="font-family: arial; font-size: 12px; width: 470px; line-height: 100%; color: black; margin-top: 10px"]
[justify]How am I supposed to join?
It may seem really strict, but it isn't! All you have to do is post your joining thread, and later you can either make a thread where your character is undergoing questioning, or just pretend it happened in the background. And don't worry, your character may not be considered a full member at first, but OOC, you're always a part of the community!

What kinds of animals are allowed?
All animals are welcome in Atlantis, provided you have paid for the bodies in the shop!

How do I become a high position?
Nobody is handed a position right away; your character is promoted depending on activity and IC contributions.

What is Atlantis' orientation?
Despite being wary towards the other groups, Atlantis is strongly pro-clan in their views and mannerisms.

Won't the radiation harm everyone?
Most of the radiation was absorbed by the sealife, but the levels of radiation on the island may still be harmful for a newcomer, so tolerance is meant to be built up over time through small doses of the irradiated water. Some could be more tolerant than others, assuming that WNR's origin location in the mainland was fairly exposed to war remnants as well. How your character reacts to the environment is entirely up to you!


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#3
[align=center][div style="width: 470px; min-height: 0px; font-family: arial; font-size: 12px; letter-spacing: 0px; text-align: left; color: black; padding: 0px; line-height: 14px;"]reserved


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managed by nasa and sans

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#4
just gonna track this real quick


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WAY  DOWN  HADESTOWN
WAY DOWN UNDER THE GROUND
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#5
(01-28-2018, 12:20 PM)toast link Wrote: just gonna track this real quick



when this r e p e t i t i o n ends behind the window shades, a semi-conscious sorrow sleeping in the bed I've made  —— that most unrestful bed, that most original of sins, and you'll say that's what I get when I let ambition win again. I'd hate to let you [sub]down,[/sub] so I'll let the waters [sup]rise[/sup] and drown my dull reflection in the naïve expectation in your eyes. back in a cast bit-part, back when I felt most free, I had a butcher's / heart and no-one thought they knew me         .        .        .        .        .         .          [ ★ ]


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#6
track!!


lark - 17 - they / them or he / him - mentally ill - disabled
doing my best to be a positive person !

let's try again !

active most weekdays, 10 am to 4 am
time zone : central standard time

[url=http://www.petadoptables.com/levelup.php?id=1127622]
please click to help me grow my pet :>



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#7
trackin'


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[b]DAMN YOUR KISS AND THE AWFUL THINGS YOU DO
[align=center]DEIMOS MARROWTOOTH ⋆ GRIM WEREWOLF OF THE MARROWTOOTH PACK ⋆ CLICK FOR DETAILED BIOGRAPHY
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#8
trick track


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#9
(03-23-2018, 02:24 PM)crows link Wrote:trick track


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oh, what a time to be alive!hub
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#10
traaaack


[b]if you need to breathe
i'll be your remedy
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[abbr=did you just call me a n e r d?! - Pyre ;; hoot nerds like a nerd ;; you're a nerd,  N E R D]nerds[/abbr] + [color=#F7BE81]hub + [color=#F7BE81]art shop
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IN MY HEART AND IN MY HEAD — ATLANTIS GUIDE
#1
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