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Amorpheous
Crew

Human Human

PostPosted: Fri Aug 30, 2013 12:07 am
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"For all Matope's children have returned to her
and so the beginning has become the end.
We shall see it come to pass."
 
PostPosted: Fri Aug 30, 2013 12:23 am
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In a far, hidden area of the Swamp, tangled in in the trees and roots rising from the water, there lies a tribe called End Days. End Days is a tribe surrounding the prophecies of two prophets: Creating Monsters and Weapon of Choice. those who are in End Days are preparing for the end of the swamp as they know it.

Therefore, because this is a group survival effort, all members must:
■ listen unquestioningly to Creating Monsters and Weapon of Choice
■ cooperate as a tribe
■ work hard
■ be strong

End Days will not accept members who:
■ do not believe
■ are flighty or silly
■ are unreliable and non-tribe orientate

NEWS and UPDATES
08.30.13 tribe is established
09.09.13 tribe write up is complete
 

Amorpheous
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Human Human


Amorpheous
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Human Human

PostPosted: Fri Aug 30, 2013 12:33 am
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End Days was founded by two prophets who found themselves seeing the end of the Swamp and they became determined to live through this End to see the new Beginning. As they see it, in the beginning, all kin lived in the Swamp and now all kin have returned. The kiokote, acha, totoma, and zikwa were all driven out of their homes and all that remained must be the kimeti. The kiokote, acha, and totoma suffered for their journeys and the zikwa were thrown into the light, the kimeti, they reason and they see, will suffer in times to come. They also believe that the threat is to all kin for the kimeti stayed in the Swamp and when the serendipity ends for kimeti, it will end for all kin. They began spreading their message and amassing followers to their cause until they were large enough to claim a territory of their own to prepare for the day that would take all comforts away.

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These are the beliefs, traditions, and rituals of End Days.

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VARIABLE EVENTS
These events take place as needed or as they arise. There is no set time for these events and they are generally unplanned.


Joining The process of joining begins by finding ones way to the the Endlands. Once there, a potential new member will be brought to one or both of the tribe prophets. They will be asked to live with the tribe until the next full moon, or the one after if there is less than a week until the next full moon. As they are not members of the tribe, they are not required to do any work, but it is to their advantage if they work. During this time, they are watched to see how they interact with other tribes members. On the full moon, all potential members are brought to the Point of Beginning where they must pledge their belief in Creating Monsters and Weapon of Choice as well as the cause of End Days. Afterwards, like the child members of the tribe entering adulthood, they must go on a vision quest at Vision Point. When they receive a vision from the MotherFather, they can return to the main tribelands where they share their vision with the tribe. All new members are celebrated at the next End Feast.

Heat Judgment Any kin accused of a crime is given a trial in the form of a grueling interrogation by one or both of the clan heads, or alternatively by one or more of the commissaries. The trial is held in a small, close quarters sweat lodge. Most verdicts reached in a Heat Judgement are final, however, if the trial was not held by one of the prophets, the accused kin can be saved by the word of a prophet. Additionally, prophets can pardon any kin of their crimes, though in most cases, those crimes are minor or the kin must have done something truly great for the crime to be negated. Crimes are taken very seriously because any action that negatively impacts the tribe can be the difference between survival and death. In some cases, the accuser may also choose to confront the accused in the Heat Judgement.

Rapture A Rapture is an incredibly rare event wherein the MotherFather takes a member of the tribe rather suddenly, either as warning or as an act of kindness. Raptures are set apart from normal deaths as they are generally sudden and seemingly violent in nature. The Rapturing can take an exceedingly long time to complete itself, while others experience a shorter one. However, the Rapture is not irreversible. Whenever a kin is Raptured, they must be brought immediately to the Shallow Depths and Creating Monsters or Weapon of Choice called for. Using their deep connection to the Swamp and the MotherFather, both prophets have been known to have brought kin back to life following a Rapture.

Leave Taking Kin may choose to leave the tribe at anytime. This is called Leave Taking and is not a permanent situation. Kin who choose to leave must inform the prophets and are often given a send off where charms and gifts are given to protect them from the harm of the outside Swamp. Any kin who leave are always welcomed back into the tribe and their return is celebrated at the next End Feast.

Damnation This is the ultimate punishment for any member of End Days. Only kin who commit the most heinous of crimes are sentenced to Damnation. These kin are held prisoner on the End Guard until the next full moon when they are chased off of the End Lands by the End Fighters. These exiled kin are often chased a great distance away and are never welcomed back into the tribe. All tribes members are given pardon to attack any Damned kin should they reappear near or on tribe lands.

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TRADITIONS and RITUALS
These are planned and regular traditions and rituals that take place as scheduled by the clan heads.


End Feasting Four times a year, during the days before, of, and after an equinox, the tribe partakes in End Feasting. It is a celebration of their continued survival as well as a way to relax. Symbolically, it also represents their ability to continue to provide the necessary components of survival such as companionship, growing kin, food, shelter, and leadership. All members of the tribe unless they are away on a missionary trip and cannot make it back despite having tried attend the End Feast. Additionally, any members of the public can partake in the End Feast though they are asked to bring an offering to the tribe in the form of items such as kills, salt, tar, and other materials that could aid in survival. This, however, is not required and the tribe trusts that those who are able will provide and they are happy to support those who can't. This event takes place off of Safe Grounds because it is open to the public. Often during an End Feast, there will be sweat lodges built on tribe land where kin are said to have intense spiritual journeys.

Sighting the End Also known as the End Sight, this event takes place a week after the End Feast when the moon reaches apex of its travel across the sky. This event is open only to tribe members and the only events of dire need can excuse an absence. At the End Sight, members listen to the prophecies that that prophets provide as well as discuss evidence of the coming end. The most important part is of the End Sight is the drowning and revival of one of the tribe prophets in the Shallow Depths because it helps give them a clear view into death within the culture. The MotherFather often gives visions to the prophets during this time as walking dreams and all these visions are immediately shared for the benefit of the tribe.

End Games This is a chance for different members of the tribe to compete against each other to show off their skills in different aspects of survival. The games are designed in a way that does not deplete resources and in general consist of contest such as hunting a certain predator or a certain number of prey animals as quickly as possible, collecting a certain plant that is currently needed in the tribe, building forts, and races. The End Games is held once a year as determined by the prophets. Despite the fact that this is a competition, it is also good natured and is a chance for the entire tribe to participate in something together.

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RITES of PASSAGE
These are the events that follow a kin growing up withing End Days.


Vision Quest When a child of the tribe first enters adulthood, they are sent up to Vision Point for the Vision Quest. It is believed that the Vision Quest will increase the kin’s connection to the Swamp and the coming future that they are preparing for as well as to show them what it is like to be without a tribe, even if only for a few nights. They are sent up to Vision Point with minimal food and water and expected to meditate and search their souls. Some kin may go alone while others who are close in age choose to go together. When they receive a vision from the MotherFather, they return to the tribe and that night, they share their vision to the tribe. While they are now considered adults in the tribe, they are still not fully-fledged members as they have not truly experienced life outside the tribe.

Settling The Settling is so named because it is designed to show members who have grown up in the tribe what life is like outside the tribe and to settle them permanently within it. Once a year during the summer End Feast, all new adults that have gone on their Vision Quest are gathered and sent off on their Settling quest, given charms and gifts for protection and comfort. During their Settling young adults are free to do whatever they wish outside of tribe lands. They are given until the next End Feast to return to the tribe. If they do not return, then they are presumed to have left the tribe. A non-confirmed member of the tribe cannot participate in Leave Taking and therefore, if they choose to return later on they will be treated as if they had grown up outside of the tribe and now wanted to join.

Feast of Rebirth The first day of the autumn End Feast is dedicated to those returning from their Settling. It is called the Feast of Rebirth because by leaving the tribe, they have figuratively died, and through return, have been reborn. During the Feast of Rebirth, those who have just returned from their Settling are encouraged to share stories from their experience off tribelands. It is also during the Feast of Rebirth that they are, through a combination of their personal desire and impartial evaluation of their skill, assigned to a role in the tribe. They will also be given a mentor who will help them learn the more specific duties and skills involved with their particular job since up until that time, they had only been trained in general skills that could be used in all roles.
 
PostPosted: Fri Aug 30, 2013 12:37 am
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Known to tribe members as the Endlands, the tribelands of End Days is situated deep in a forgotten corner of the Swamp. This area was chosen because it was only penetrable if one was wiling to make it through dense tangled growth. Past this wall of natural protection, the Swamp thins out slightly to make way for the damp, watered lands of End Days though truly open expanses of land are still rare and small. The Endlands is mainly made up of wetlands and small hammocks, or dry-land protrusions, and is heavily forested. One of the main features of the Endlands is a great outcrop that forms the back of the tribe territory.

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These are culturally important areas of the tribelands, imbued with meaning by the tribe's actions and beliefs.


POINT of BEGINNING A collection of large flat stones that lie near the Shallow Depths. Important meetings are centered around the Point of Beginning and any announcements are made there. The highest stone protruding from the ground is reserved for the Prophets. The Point of Beginning is the place for kin to start their lives anew as survivors of the end.

STRONGHOLD The Stronghold is a barrier that the tribe has built just inside the edge Endlands as a first line of defense between the tribe and the rest of the Swamp when the end comes. It is a combination of any materials that the Holdbuilders deem suitable through experimentation. The Stronghold is continually built up and reinforced. There are key areas known only to tribe members that will let kin through, while smaller gaps will let other, small creatures through to ensure a flow of life. Potential new members who find their way to the Endlands will be guided past the Stronghold, but not given any information about how to exit or other entrances.

HIGH HELD There is a cave moderately high up in the End Guard called the High Held that is used as the dwelling place of the two Prophets. No one is allowed into the High Held without the permission of one of the Prophets. It is an intensely private location that few have had the honor of seeing. The area surrounding the High Held is also off limits to most kin.

DEN The Den is the resting area of the rest of the tribe. It starts as a cave going into the End Guard but has been expanded as a network of reinforced tunnels and rooms that are constantly being expanded by the Holdbuilders to accommodate new members. There are specific rooms used to house young children as well as for Ills Healers to keep their supplies and nurse patients.

SAFE GROUNDS The Safe Grounds is the final standing ground beside the End Guard should the Stronghold be breached. The edge of the Stronghold is marked by the Sweet Tail, Bone Garden, and Hauntlands. Supplies are kept exclusively on the Safe Grounds both in the open and hidden to keep the necessarily supplies safe from thieves, animals, and any who mean End Days harm.

BONE GARDEN This is where the dead are placed. End Days does not believe in the burial of the dead and instead see the bleached, bare bones of the dead as a reminder of the stark, emptiness of death. Some tribe members choose to walk in the garden, honoring the dead while others respect those that came before them from afar. The Bone Garden borders the Safe Grounds and it as seen as a way for the already dead to contribute to the survival effort, with their spirits keeping watch over that area of the tribe lands.

HAUNTLANDS This is were the End Spirit resides. The Hauntlands is a large area covered by closely grouped trees that keep most kin from entering. Standing by the edge of the Hauntlands, one can hear the dying sounds of kin and the terrible song of the End Spirit. Nothing good comes from entering the Hauntlands and members are actively encouraged not to enter. That makes it a prime spot for dares among children, but some exit the Hauntlands changed forever, their innocence stolen from them.

VISION POINT Vision Point is one of the highest points on the End Guard and is a small, flat, raised area used by Dayenders going on their Vision Quest. There are small skeletons of meals left their by kin and creature alike. It is only possible to reach Vision Point by one path and to try another way is to fall to your death from the End Guard.

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These are important or notable natural landmarks that hold significance even without the beliefs of the Dayenders.


END GUARD A huge outcrop that forms the back of the territory, the End Guard is important not just for its natural significance, but also the role it plays in the tribe as the last area of defense, home to the High Held, Den, Rockhold, and Vision Point. While not impenetrable from the other side, it is significantly more difficult to climb the other side of the End Guard than it is on the side that the tribe occupies, especially since no trails have been worn into its face by use.

ROCKHOLD The Rockhold is an area relatively low on the End Guard that is essentially a large bowl in the rock. The Rockhold itself is pocketed by smaller bowls. The Rockhold is used by by the Rations Keepers to store embers for smoking and burning purposes as well as an area to hold collected salt water where it evaporates, letting the Rations Keeprs harvest the salt for use in preservation.

SHALLOW DEPTHS Next to the Point of Beginning, this pool gained its name from it deceptively deep waters. While it looks shadow because of the illusion of being able to see to the bottom, any kin who tries to simply step into the Shallow Depths would find themselves sinking deep very quickly. The Shallow Depths is the place where the resurrections from Raptures takes place because it is believed the depth of the water mirrors the depth of life and the powers that the two Prophets have.

DEADPOOL A still, unmoving pool filled with the dead, it is believed that the poisonous nature of the pool is caused by the End Spirit and its closeness to the Hauntlands. No kin will drink out of the pool that, if one gets too close to, smells of dead animals. Some kin find the pool beautiful, but it is a reminder of the end that might face kin should they not be adequately prepared.

SWEET TAIL The Sweet Tail is a quick moving river that flows through the tribe territory. It marks the edge of the Safe Grounds and one of its turns goes through the Hauntlands. It was so named for the sweet water that flows in it. The Sweet Tail starts at a spring that originates underneath the End Guard, and disappears into the ground as strangely as it appears. Part of the flow diverges into the Shallow Depths and keeps the water in the lake fresh.

WHITE GROVE A dense grove of trees so named for the soft white moss that grows inexplicably all over the trees and surrounding area, the White Grove contains a clearing in the center. It is far from the den and the close growth of the trees protects anyone in the clearing from outside, prying eyes. It is therefore that the White Grove is a prime place for young members and their more amorous activities.
 

Amorpheous
Crew

Human Human


Amorpheous
Crew

Human Human

PostPosted: Sun Sep 01, 2013 7:33 pm
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While most kin do multiple jobs in the tribe and help wherever they are needed, all kin also specialize in a specific role that they do on a daily basis to help bolster the tribe's chances at survival. Roles are also not set in stone. While a kin may be in one role for all of their adult life, the effects of age may prompt that kin to choose a less physically demanding role within their chosen area or outside of it where they serve as helpers rather than workers who will be expected to do any and all jobs required of them.

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PROPHET There are only two prophets in End Days. The prophets give the tribe spiritual and physical guidance on a personal, tribe-wide, and Swamp-wide level. Ultimately, all decisions are for the tribe prophets to make and no major issues are to be decided without the prophets. The prophets have the power and authority to change any decision and their word is law amongst the tribe. Beyond their leadership role, they are also the word of truth. Their duty is to seek answers from the Swamp and their dreams and subsequently report their findings back to the rest of the tribe so that they may better prepare for the coming end.

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COMMISSARY Commissaries are appointed by Creating Monsters and Weapon of Choice. They are not necessarily the most skilled in their roles, but they are seen as the one most capable of leadership. There is one commissary per role except youth and they are responsible for carrying out the orders of the two Prophets as well as coordinating the work being done by those who share their role. They are expected to work alongside other members of the tribe and are only given the distinction of managerial duties outside of their daily work and respect within the tribe. Commissaries often rotate with different kin taking on the role as needed since it is a demanding job that takes a lot of fortitude and strength.

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BAYHOLDER Charged with the tribe's defense, Bayholders are the warriors of the tribe as well as workers in any other areas of defense. They train in combat to fight any potential threats to the tribe. Additionally, they help build and reinforce the Stronghold. One of the ways that the Bayholders are trying to improve the defense of the tribe is to find ways of making the End Guard even more impenetrable.

HOLDBUILDER Holdbuilders are tasked with any construction work on the Endlands. They expand the den underground, making sure to build in support, but their main task is to maintain and improve the Stronghold. They are always experimenting with new materials and techniques to build more impressive structures. They are also in charge of building the sweat lodges that the tribe uses as places of spiritual journey and the Heat Judgement.

RATIONS KEEPER Exactly as the name implies, Rations Keepers are in charge of collecting and preserving food for the tribe. All kin who are able and who want to can contribute by hunting and gathering, but Rations Keepers are especially good at acquiring food and cultivating plants. They also work on preservation techniques such as smoking and salting. Rations Keepers work with Holdbuilders to create pockets of hidden rations in the Safe Grounds.

ILLS HEALER The healers of the tribe, Ills Healers are tasked with the mental and physical health of tribe members. They work closely with Rations Keepers to cultivate the necessary herbs to take care of the tribe. They are usually well versed in medicinal practices and are also expected to provide individual counseling and guidance whereas the Prophets provide guidance for all. When a kin leaves the tribe for extended periods on official tribe business, it is not unusual to send an Ills Healer with him or her.

OUTLIFTER Outlifters specialize in reaching out to other inhabitants of the Swamp through acts of charity. Outlifters are often capable of other tribe jobs, but are particularly drawn to spreading the ideas, beliefs, and goodness of the tribe to non-members. They often work closely with all other roles to provide the necessary help to those who need it. They offer food, shelter, and guidance to non-members and encourage other members of the community to support or join the tribe.

COURIER These kin are those who are best at diplomacy. Couriers serve as the missionaries and diplomats of the tribe to other tribes and far away non-members while Outlifters focus on charity in the surrounding areas of the tribe. Couriers also visit other tribes and kin to learn new survival techniques, trade information, and gather supplies that are not available near the tribelands such as salt water, embers, and tar.

YOUTH They are trained in all manner of helping the tribe once they are able. They do not, however, receive specialized training and are usually put to work on simpler jobs on tribe grounds or just outside of it. Youth also often accompany nearby Outlifter groups to do community work. Full of unlimited potential, this is a time for a kin to try out different roles to see what they are best suited for. Their opinion will be taken into account when assigning them their future job.

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OUTWALKER Outwalkers are not official members of the tribe but they are considered allies to the cause. Outwalkers are kin who believe in the Prophets and their message but are unable to stay with or join the tribe for one reason or another. While they are not the tribe's first priority, if they ask for help it is not often that they would be turned away. Outwalkers often bring back information or supplies as offerings to the tribe.
 
PostPosted: Mon Sep 02, 2013 3:37 pm
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PROPHETS

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COMMISSARIES

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Ultimate Purpose ....

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BAYHOLDERS

HOLDBUILDERS

RATIONS KEEPERS

ILLS HEALERS

OUTLIFTERS

COURIERS

YOUTHS

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OUTWALKERS
 

Amorpheous
Crew

Human Human


Amorpheous
Crew

Human Human

PostPosted: Mon Sep 02, 2013 3:40 pm
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These are End Days' relationships with other kin and creatures of the Swamp.

VIEWS on OUTSIDERS

Some kin choose to look on outside kin with pity because they haven't been enlightened with the knowledge of the coming end, others see them as stupid because they see the signs but can't see what it all means. Mostly though, the prescribed opinion of the tribe is to see outsiders as potential members and to treat them well since not all kin are suited for tribe life; their lack of tribe suitability for physical or personal reasons does not automatically mean that they are not worthy of respect. The two Prophets preach a message of tolerance and charity, but there remains varying levels of prejudice within the tribe. Any act of open discrimination or hatred will be dealt with by one of the Prophets or a commissary. While prejudice is not actively weeded out, it is not acceptable practice to air ones views in public.

Outsiders are always welcome to join the tribe or even just to visit, however, one is not allowed to benefit from the fruits of the tribe's labor without contributing. Outsiders who stay for longer than a few days must begin to contribute to the tribe and if they are not gone by the next full moon, will be asked to leave or join the tribe.

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WORK OUTSIDE of the TRIBE

There is a large emphasis on community service within the tribe. While Outlifters' role in the tribe is to organize and carry out service and charity work within the community, all members are expected to participate in community work in the surrounding area. Outlifter's will often travel farther away to spread the word and some even go on extended mission trips to spread the word about End Days and do good within the Swamp. It is especially encouraged amongst the youth of the tribe to participate in community work such as helping replant trees when a fire has burned down a section of the Swamp or hunt for elderly kin who are no longer as physically capable as they once were.

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RELATIONSHIP with OTHER TRIBES

Generally, End Days values what other tribes can offer to their own. End Days is happy to ally with other tribes for supplies, information, and an exchange of services. They are especially interested in learning building and preservation techniques that could further their own cause. While they are friendly with other tribes, unless invited, other tribes are strictly prohibited from the Endlands except as individual visitors. Additionally, while members of End Days are allowed to join other tribes, this is not encouraged and they are expected to live on the Endlands. Should they need to take a short few days of leave, they must first consult the Prophets and they will be expected to make up the work they would be doing otherwise first. They are also expected to return promptly.

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VIEWS on COMPANIONS and FAMILIARS

Other animals are valued for their ability to act as companions and helpers. The companionship of an animal help a kin heal or comfort the sad and lonely. While the help of any animal may lead to more successful hunts or enable a kin to carry something they might not otherwise be able, of the other creatures that inhabit the Swamp, birds are valued most highly because it is believed that birds represent foresight and are thought to be excellent at spiritually guiding their kin. In fact, the tribe keeps several bird familiars on the Endlands that belong to the tribe as a whole rather than any specific kin. One bird that the tribe is trying to track down is the vulture as it is believed that vultures are capable of offering protection from the End Spirit and the looming threat of a violent, terrible death. Other than birds, hounds are also highly valued for their keen noses and the belief that they are loyal guardians of the physical body. Having both a hound and a bird means that you are physically and spiritually protected and guided.

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OFFICIAL RELATIONSHIPS

These are official, formalized, but otherwise non-binding relationships with other tribes that have been created for mutual benefit.

the FRIENDS Though End Days interacts with The Friends' sworn enemy, Rise and Shine, the differences between the two tribes and the professed purpose of the relationship are enough that The Friends and End Days are also on good terms. In fact, while End Days and Rise and Shine do not share any common ideology, The Friends and End Days, in part, exist to help the disenfranchised and downtrodden. The Friends and the Outlifters and Couriers can be found working together in service of the community.

MOTHBORN The Mothborn have tar pits on their tribe lands so the End Days formed a trade relationship between the two tribes in order to obtain tar for the Stronghold. In return, Dayenders trade excess medicinal plants and seeds to help Mothborn healers who have a shortage of medical materials. There are official trade meetings planned between the two tribes where each tribe sends representatives to trade with each other.

the ROYAL RAINBOW TROUPE To add some entertainment to open events and bring in more potential members, End Days will, at times, hire The Royal Rainbow Troupe to perform at their events. Paid with food, company, and potential performers, The Royal Rainbow Troupe helps End Days build their image of a prosperous, cheerful, and welcoming tribe. Additionally, while Dayenders are expected to be ultimately loyal to End Days, The Royal Rainbow Troupe is one of the tribes that Dayenders are allowed to join secondary to their allegiance to End Days.

RISE and SHINE Though these tribes do not share a common mission or even similar ideals, they have found the mutual interest of business and food preservation. Mostly, the two tribes are concerned with trading research and techniques to do with food preservation and preparation, though End Days may also bring Rise and Shine in to cater open events as a celebration of food and plenty when there is a particular desire for opulence that goes beyond access to more than enough food.

SHADOW WALKERS While End Days does not make use of the Shadow Walkers' spiritual guidance or counseling, there is a general agreement between the tribes that should a Dayender wish for the Shadow Walkers to perform the rite of The Soul's Fond Farewell their death, they only need to make it known and their wishes will be carried out should they die after which their body is taken to the Bone Garden and their spirit joining those who were laid there before them.

WESTFEN With Westfen, End Days trades building techniques and information. While both tribes independently build different structures, information on what works and what doesn't is key to building better. Therefore, End Days has formed a casual alliance with Westfen to expand construction information to benefit both tribe's building projects. Additionally, while End Days does not share Westfen's ideologies, both tribes are focused on living off of and surviving in the Swamp as best they can, so any exchange of information and techniques that can contribute to that is welcome.
 
PostPosted: Sat Sep 07, 2013 5:27 pm
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"Walk not on these lands, little one.
Step not on the bones of my dead.
Here where the trees are dead
and where the trees are alive.

Hear my voice, little one.
Listen, little one.

You do not understand."


There once was a doe that lived in a deep, dark area of the swamp where roots twisted through the water tripping up any who sought to enter. Hanging from the branches were tendrils and fronds, dead things and living things reaching to obscure life from view. Hidden away in that dank, cold grove where no creature dared set foot was a doe dark as night with eyes hidden deep in her head so that their glow could hardly be seen. She haunted these trees though no creature challenged her claim. Hidden away from the world, she grew gaunt and thin, her words lost to the wind so that eventually she was only capable of moaning a warning sound.

She lived out her years among those trees and so still she was at times that the Swamp began to grow into her and her into the Swamp. The bones of long dead creatures grew tangled in her hair and tail, every manner of living and dead became a part of her twisted body. Still she lived on though, in those poisonous waters, in between those fatal trees. Any kin or animal that dared enter her area of the Swamp was swiftly dealt with, either through what could only be called bad luck, felled by trees, strangled by veins, drowned in a thalweg, or brought down by the doe herself. She was a quick hunter, killing not for sport or for food, but merely to protect what she thought of as hers.

Moon after moon, year after year, she lived in her impenetrable home, a doe lost to solitude and madness. She grew old while her mind remained quick and sharp. Even as her limbs failed her, she continued to drag herself around, losing parts of herself to the swamp but not caring one whit so long as she could continue to force her body to do what her mind bid it do.

At long last, however, not even a will as strong as hers could force her dying body to continue to walk as she once walked, snap as she once snapped. She lay down on the Swamp floor, water swallowing her dark sides and holding her down. She cried a song of rage, anger and mourning, still warning other kin and creatures to stay away. Her song grew weaker though, weaker and weaker still as moons dragged by.

One night, on the night she thought she must die, a white doe approached her from between two trees, glowing just slightly in the darkness of the Swamp. She stared down at the doe laying in the water, saying without words to stop her song and quieting the pain that wracked the other's body. Angry, the dark doe, struggled to rise but could not, so she screamed.

In that scream contained rage at the other doe who dared come so close. Who was she to invade her sanctuary and decide what pain she could and could not feel? Who was this doe who stood above her, playing with her fate?

It was then that she realized that the doe was the MotherFather, come down to visit her on her death bed. Her scream stopped and she closed her eyes, abhorring the idea of death, but unable to do anything to stop it. A sudden movement snapped the doe from out of her quiet death and she struck out, rising with a splash from the water to pull a large, male vulture out of the air. It had prematurely thought her dead and had come down to claim her body. Staring defiantly at the MotherFather, the doe bared her bloody teeth.

Even as she made to rise up, she also fell back down. The strength leaving her body, the dying vulture clutched in her jaws. With her final breath, she let out a low, howling sound of pain and defiance. Finally though, she stilled. The MotherFather stared down at the doe with sad eyes, and in what was both and act of kindness and the teaching of a terrible lesson, the MotherFather took the vulture from the doe's mouth, cutting it open its chest with a hoof and removed it still beating heart. Then she did the same to the doe, taking out the still dark heart and replacing it with the vulture's.

No kin can come back from the dead, not truly, but now the doe's body began to move once more, reinvigorated, but dead. The MotherFather left then, leaving the doe laying in the water, unbreathing but full of breath, dead and cold but full of life. So shehe resumed her haunting of her area of the Swamp even as it shrunk and some of it thinned away. Without herhis words, and less kin than shehe was before, shehe sang herhis moaning, howling song. Needing no rest and no air, shehe led a horrible, unending life. Even if shehe wanted to rest shehe could not.

In time, herhis dark pelt was bleached white by the wind and sun as bones are when freed from the dead. And thus is the origin of the End Spirit, both a warning and a gift, a message from the MotherFather to love life, but not at the detriment of truly living.


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Even now, the Swamp is still haunted by the End Spirit. While the End Spirit stays mostly within the Hauntlands, shehe has been known to walk the Bone Garden and even stray into the fringes of the Safe Grounds. No kin has ever been able to approach herhim; shehe is only seen from a far, out of the corner of one's eyes, like death looming to take one's spirit away. It is considered bad luck to see the End Spirit and many kin suffer from bad health or other tragedies after being visited by herhim. While young children may dare each other to enter herhis lands, all grown members of the tribe know better than to trespass on the Hauntlands. Some have even taken to leaving offerings for herhim to appease herhis vengeful might.

While the End Spirit is genderless due to herhis nature, some do call herhim "The White Doe of Death".
 

Amorpheous
Crew

Human Human


Amorpheous
Crew

Human Human

PostPosted: Sun Sep 08, 2013 12:28 am
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Coming soon...  
PostPosted: Sun Sep 08, 2013 11:38 pm
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All records of tribe rp's are recorded here. This includes personal rp's between tribe members and tribe orp's.

_______________________________________________

OFFICIAL TRIBE ORPS


OTHER RPS

_______________________________________________

To report a personal rp that takes place between two or more tribe members to be recorded here, please use the following form:

[color=#b0a89a][b][size=16]Staving Off the End of Days[/size][/b][/color]

[size=11][b]Participants[/b] [usernames of those involved]
[b]Players[/b] [names of kin involved]
[b]Description[/b] [short description of the rp]
[b]Link[/b] [url=link to rp]name of rp[/url][/size]

 

Amorpheous
Crew

Human Human


Amorpheous
Crew

Human Human

PostPosted: Mon Sep 09, 2013 12:01 am
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Joining End Days requires that your kin be available for ORPs and plots that may affect their lives. While End Days is not an exclusive tribe, the expectation is that a kin's primary loyalty is to End Days; additionally, it is unlikely that your kin could juggle the responsibilities of two work intensive tribes, so other tribes to join would be those that generally promote community, but do not require your kin to show up at regular meetings or be on short notice. End Days members also tend to stay exclusively on the tribelands unless given leave by one of the two Prophets. While minor wandering is permitted during the day, your kin will be expected to do their duties before leaving and must return by that night or the next morning at the latest. As always, joining does not bind your kin to the tribe for the rest of his or her rp life and Leave Taking is always an option if your kin grows restless.

If your kin would be a good fit for the tribe, please fill out and post the following form, you will be contacted shortly about the status of your application and the possibility of rp:


[b][color=#843330][size=16]I Will Survive[/size][/color][/b]

[img]link to cert[/img]
[size=11][b]Username[/b] [your username]
[b]Personality Blurb[/b] [a quick look at your kin's personality]
[b]Discovery[/b] [how did your kin find out about End Days/why does your kin want to join]
[b]Role[/b] [what role will your kin play in the tribe, how will they contribute to the tribe]
[b]Roleplay[/b] [are you interested in roleplaying them meeting one of the Prophets?][/size]


_______________________________________________

All children of tribe members are automatically accepted into the tribe, however you should still account for their suitability for the tribe. To join, please fill out and post this form:

[b][color=#bb9c7f][size=16]From Here I Began[/size][/b][/color]
[size=11][b]Username[/b] [your username]
[b]Kin Name[/b] [url=link to cert]name of kin[/b]
[b]Role[/b] [What role will they be entering as, including Youth]


_______________________________________________

If you are accepted, please fill out the following form, the information will be used on the front page in the member's list:

[quote="Amorpheous"][/quote]
[code][b][color=#13413c]name of kin[/color][/b] [short personality blurb defining the role your kin plays in the tribe]
 
PostPosted: Mon Sep 09, 2013 12:07 am
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We are always looking for plots for the tribe. If you have individual kin who would be interested in plotting with End Days or you have a tribe that doesn't have an official relationship with End Days as trade or work partners, but would still like to interact, please fill out the following form:

[color=#52463f][b][size=16]These Chance Meetings[/size][/b][/color]

[size=11][b]Tribe or User[/b] [your tribe or username]
[b]Potential Plots[/b] [what are you interested in][/size]


_______________________________________________

All plot proposals will be kept here:  

Amorpheous
Crew

Human Human


Amorpheous
Crew

Human Human

PostPosted: Mon Sep 09, 2013 12:15 am
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While this tribe within the universe of Matope takes itself dead serious, some important OOC notes should be made to clarify:

  • While both Creating Monsters and Weapon of Choice may or may not be actual seers and prophets, what they say is purely speculation on my part and is not based on any secret information that I have sneakily obtained about the future plot of Matope
  • Your kin will not be involved with plots against their will. Important events such as Raptures will be discussed with owners before hand since these could radically change a kin's life
  • While it is clear to us, outside of the universe, that the End Spirit is actually a doe named Walking Spirits (who isn't actually white), her existence as an actual, living kin is unknown to members of End Days, as well as most kin outside of the tribe, and she cannot be approached as if she were a living kin for the sake of the tribe plot


Thanks for bearing with the strange limitations and occurrences that take place within the tribe.
 
PostPosted: Mon Sep 09, 2013 12:18 am
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Mass quoting code:

[spoiler][/spoiler]


_______________________________________________

To-do list:
  • Obtain Creating Monsters, Weapon of Choice, and Walking Spirits (quests here)
  • Create member's list banners
  • Write up winter ORP information
  • Obtain ORP prizes (The Four Horsemen, The Four Wonders or something..., birds)
 

Amorpheous
Crew

Human Human


Amorpheous
Crew

Human Human

PostPosted: Mon Sep 09, 2013 12:23 am
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CONCEPT and GRAPHICS Amorpheous
FONT Roman Antique

INSPIRATION
Blinded by Silence for conversations that inspired the Rapture and my obsession with a cult tribe
Minsuil and thyPOPE with Westfen and tribe layout
 
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Tribes

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