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CYCLE 120Current time: Apr 03 2025, 02:06 AM



South-West Quadrant — Canis


Canis is the room to the farthest West. Though this room is fairly small, it is chilling. It has a low set, convex roof that nearly reaches the floor in the middle of the room. Dispersed throughout this room are bones, but they do not belong to any recognizable creature. Some of them are twisted, broken, burnt and chipped, while others are completely alien. Small gems remain embedded on some of these bones, suggesting they may have at one time been Gembounds. Shallow water has begun to fill any divots in the floor.
LOCATIONS

The West Wall
This wall is farthest from the Core, and the least magically charged. It is inscribed with drawings and carvings set into the rock of scenes unrecognizable, for now.
The Chambers
In the heart, many rock structures from the ceiling touch the floor, creating many smaller rooms and walkways.
The Circuit
Circling around the chambers, the dusty rock floors are clear of bones. Many sets of alien footprints are preserved in the dry mud.
The Bone Fortresses
Piles and piles of bones have been arranged into structures that act as shelters, but from what?

TRAVEL
» Tunnel K       » Tunnel P       » Tunnel L

INFESTED BY ORDER
Canis is currently Infested with the fungus that contaminates with Order. (read more)

THREAD LOCKED
The Bonebound IN The Chambers
A MURMUR FROM THE RUINS
ECHOES SOFTLY AS THE ROOTS UNDO
AND THE BRANCH BECOMES
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103 POSTS ʡ 408699
None 122 Cycles
Origin Cave

#1
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MAGICKA LEVEL 100%
RESTORED TO 100%



"Now to turn this house into a home; it's the only thing that rattles bones."I Know a Ghost, Crowder

A family born from the yawning grave and enduring through the cycles past, The Bonebound is less of a kingdom with a patriarch and more of a simple family wishing to simply survive and find comfort in one another. They exist to take care of the bones, respecting them and seeing into their fortunes and secrets. They are rather isolated, preferring to seek assistance only when necessary and to only respond to aggression, not make it.

Threads

C46, It's Still Our Nest — Auré calls the Bonebound together once more, with his mother, Giggle, at his side.

C50, in this organization, there is a way — After four slow cycles, Auré calls his kin together to deliver grim news and promises for the future.

C55, roll call — Another lull in the caves brings necessity for another roll call.

C55, [Spy vs. Spy] The Bonebound — Astraea approaches the Bonebound and tasks them with the protection of a certain blue deer...

C57, [Quest] Spy vs. Spy Conclusion: Bonebound — Astraea returns to Rezik in a chrysalis and knowledge of where Mother's central nest is; the Bonebound prepare for war.

Hierarchy (click to reveal!)
The Bonebound are an egalitarian group where each member, King or Bound, is held to equal standards of importance. In this manner, they resemble a tribe. However, as it becomes necessary, the King takes less of a symbolic role and more of one properly resembling a leader. However, he is no tyrant and listens dutifully to each of his members and cares for their well-being as any leader should.

The Bone King — Essentially, more or less, a title. Auré considers himself to be equal to his fellow Bonebound. He simply is the one who usually calls meetings and leads Binding Ceremonies. As times call for it, however, he takes a grander leading role and seeks to be a benevolent protector of his own.

Bonebound — The heart and soul of the clan, these are Gembound who have been truly accepted into the family and serve whatever purpose they wish to. Many carry titles outside of being Bonebound, such as being The Bonecaster or The Kinsguard, to better describe what duty they perform. True Bonebound may invite outside Gembound to join the group, as they have the King's full confidence and trust.
    — The Firefly (Auré)
    — The Bonecaster (Giggle)
    — The Kinsguard (Eythan)
    — The Friend (Wilder)
    — The Daredevil (Aries)
    — The Kuna tou Adiou (Kerberos)
    — The ??? (Ashtoreth)

Bound — Fledgling members of the Bonebound who have yet to prove themselves as part of the family and loyal; they may, additionally, be young Gembound (1 cycle old) either adopted or harbored by the Bonebound.
    — Kalama

Traditions (click to reveal!)
Binding Ceremony — Each Bound* must undergo a special, private ceremony before becoming a true Bonebound. It is often called together in the entrance of the Chambers in Canis. Other members of the Bonebound — besides the King — must be present to bear witness to the Bound's answers to these questions:

    — "Do you choose to guide, protect, and care for all of us, even in death?" (choosing loyalty)
    — "By what title do you wish to be known as?" (choosing first title)
    — "Would you rather your stone see life again, or that it rest with you?" (choosing life /death)

Once this is complete, the newly-promoted Bonebound is taught the Marrowsight spell by the King. The Bonebound then, as a whole, celebrate in some way, such as through a friendly sparring tournament, fun and games, or a feast — often pre-determined and prepared ahead of time.
* multiple Bound may be promoted per ceremony, which is often the case

The First Cast — When a Bonebound dies, a bone is removed from their body and added to the Bonecaster's pit, to be seen into and to guide the Bonebound in the future. Which bone this is varies, often being based on the characteristics of the deceased member in life. As soon as the deceased's part of the pit, a reading is performed.

Cairn-building — Each member of the Bonebound, should their bone(s) be recovered, have a cairn erected in their home, den, etc. Personal effects may be brought to the cairn and placed among the bones, as well as their stone should magicka be kept from it or they decided not to be revived at their Binding Ceremony.

Relations

Children of Rot — Passive, Friendly

The Seven — Passive, Friendly

Kingdom of Eridanus — Passive, Friendly

Sentinels of the Sands — Passive, Neutral

The Sea Kingdom — Unknown


 
 
THREAD LOCKED



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