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[I/T] Cub Colony Concept

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Would you quest for a cub to be a part of this Secret Monkhood?
  Totally! I would even consider one of the elders.
  I would love a cub!
  Nope, it makes no sense or I need more information (Please Post why)
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Conrad The Mighty

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PostPosted: Sun Jan 25, 2015 6:20 pm
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A group of 6 cubs awaken (one of each tribe, save Ice) together all as nieve as new born babies. Immediately they notice the differences between each of them, but they saw nature, not something nurture would teach them. Each of them was clearly made to do something better than the rest, they did not see tribes, they saw a unified group together for a purpose, set by a higher hand.

This purpose was found when they looked away from one another and to their surroundings. The one that could see the clearest was the dark tribe cub, they saw endless tunnels and crevises to be explored within the cave they were at the foot of. But none of them needed an advantage to see the glowing relic they all seemed to be surrounding. The Light cub whom had awakened in the sun, all charged up stepped in closer and lit up the mouth of the cave. It was the Earth cub that saw the fauna surrounding the relic, it too had a glowing quality about it; they knew it was special because they felt a subtle bond to it. It was the wind and the fire cubs that felt the most charged up to protect the relic. The wind wanted to be in the air and could to spot possible intruders, and the fire tribe felt the power from the great volcano they were not far from.

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They are a self-sustaining monk community, each of the orders needed the other to thrive. They welcome any cub that came to them, but avoid tall walkers at any cost as they can not yet be trusted. They live with a general air of discipline and tranquility, but don't be fooled, they are warriors as well. On the whole they value knowledge and welcome new ways to thrive.

Flyers / Fyers
Fyres would be like guards providing protection and heat for the cubs that get too cold in the tunnels. They are alotted a period of reflection at a lava flow, but other than that, they are very disciplined. When the Flyers sound the alarm they are on full alert. The Flyers main job is to protect the Secret Keepers (A term of respect for all non-flyers/fyres). Names for cubs in these Orders are meant to repel danger or protect them (like Lava Paw or Quickshot).

Secret Keepers
Dwellers are responsible for knowing the location of everything within the outer caves and the inner caves. They keep records of everything and every one. They're the ones that hide everyone when a tall walker comes along. Their wings give them the ability to move faster within the caves and make sure all resurface safely. But watch out for their jokes and tricks.
Domes are the ones that provide water to those whom cannot resurface easily for water. They also provide entertainment and are quite infamous for wandering about the surface with the Scales. They get into mischief together and lead relaxation groups. ((Like B'alam yoga/tai chi meets martial arts, yet it is firmly against the rules for the Secret Keepers to spar with the Fyers and Flyers)).
The Scales are the gatherers and hunters. Though hunting parties must be accompanied by an escort of some kind. They are also useful to provide light at night time within the caves and at festivities in the dark, but most importantly in time of hiding from intruders.
The Grounders are the ones that control the fauna around the caves. They keep the flowers thriving and explore the uses of the flower, then oversee the secret keeping. They can act as floaters and do any job they please.

Names for these Orders are meant to inspire the emotion they wish to be treated with. I.e. Ribbon Toes wants to make others laugh, but Storm Watcher is serious and pensive.
The Origional 6 would be the ones in charge of their order, and each would take a turn at being the Shepherd (or commander and chief).


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PostPosted: Sun Jan 25, 2015 6:24 pm
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The legend of the tall walkers will be one full of distrust and fear of the new. They would be for lore only, any that claim to have seen one would be scoffed off as if they saw 'big foot'.

But after they grow at first there will be chaos! The first ones awoken together and found the order and oversaw the first relocation of the relic. They become elders, when other cubs from their faction grew there would be a public meeting to see if they could stay or if they needed to find another living situation elsewhere in the world.

It is said that a B'alam is awoken twice, once when they become self aware as a new spirit, and then again when you become a Tall Walker. The Orders stay the same but jobs adjust a little; they become more like teachers and protectors of law and serenity.

When a cub becomes an adult, they must go through a trial with the Elders. They will decide if the new Tall Walker is worthy to stay. They do consider accolades and testimonies if necessary, these are usually easy to account due to the number of feathers they've had awarded to them up until this point in his or her life. No matter the out come, they are sworn to secrecy about the monkhood.

If the Tall Walker is allowed to stay, they will have a little bit of freedom. They will be allowed to choose a mate if they so please, out of any current Tall Walkers. They may take the function of any Order. If they so please, they may also take a new name. They are allowed to pick a cave to live in. Or They may also go and explore for long periods of time if they can survive it. But they are expected to perpetuate the amount of cubs in the colony.

They can become merchants, scouts, or hunters of big game. They may not bring back any strange Tall Walkers, ever. Only cubs can be trusted with the secret of the relic and fauna in the catacombs. Therefore cubs will always be needed for the primary functions of the Monks.  

Conrad The Mighty

Anxious Smoker

2,400 Points
  • Timid 100
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Conrad The Mighty

Anxious Smoker

2,400 Points
  • Timid 100
  • Magical Girl 50
  • Partygoer 500
PostPosted: Sun Jan 25, 2015 8:05 pm
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More to come  
PostPosted: Sat Jan 31, 2015 12:59 am
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Origional 6
Fyre (Fire) -
Flyer (Wind) -
Dweller (Dark) -
Dome (Water) -
Scales (Light) -
Grounder (Earth) -

Orders
Fyres:
-
-
-


Flyers:
-
-
-


Scales:
-
-
-


Domes:
-
-
-


Dwellers:
-
-
-


Grounders:
-
-
-
 

Conrad The Mighty

Anxious Smoker

2,400 Points
  • Timid 100
  • Magical Girl 50
  • Partygoer 500

Conrad The Mighty

Anxious Smoker

2,400 Points
  • Timid 100
  • Magical Girl 50
  • Partygoer 500
PostPosted: Sat Jan 31, 2015 1:15 am
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You can post as many forms as you'd like to quest for, just quote me with the corrected form when you get him or her.

[color=#003d18][size=20][b]I want this cub to join![/b][/size][/color]
[b]Username[/b]
[b]Cub's Order:[/b] (If your cub does not yet exist, you can put your preference here- or link the image if you already have it)
[b]Cub's Name:[/b]
[b]Why Did he/she choose this name?[/b]
[b]Personality:[/b]
[b]Anything else?:[/b]
 
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[ Plots & Quests ] The Square

 
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