The Republic of Atlas was created officially on January 20th, 2013 by Red (redrabbit348). Since the day of its creation, it has expanded vastly. Along with the clan, Red also owned a server called Allimore in which the clan resided. The server later became a multi-clan server and was home to many well-known clans. The Republic of Atlas was created to give players who joined the opportunity to focus and building and expanding without having to worry about raids and other troubles. The clan had many jobs in which a joining member could choose from. The clan encouraged people of different jobs to work together. Throughout the clan's run, many dedicated members have joined, and the community has flourished. It came summer 2014 though, when Red decided that he wanted to pursue his interests outside of the game. That being said, he gave the ownership of the Republic of Atlas to Air (OffTheAir), a clan veteran who was previously a co-owner and staff member, and Mike (MTD3454), an active community member. He also gave away the server to Ahren (algbbg) who has been working on it since. The server now goes by the name Andromeda. As people began to become upset about the multi-clan environment and just the overall setup of the clan, Air re-shaped it by gathering ideas from dedicated members and using the formula for the original Atlas set-up to which he joined on. The clan is now called Atlas. It now has a goal in making one, big community and insuring that the members within it are happy. It also doesn't focus on a government as much as RoA. These decisions were also made so that Air and Mike, who are not as experienced as Red, didn't have to worry too much about the clan and have a way bigger responsibility than they needed.
OVERVIEW:
Atlas offers a much different experience than it's predecessor. With honesty, it is still a work in process to ensure that it is perfected. Basically, how it works, is that the government is mostly a Council comprised of members. Ideas can be presented in front of the Council members and if a majority agrees than the ideas can be incorporated into Laws and change the way things work within the clan. Unlike RoA, there are no parties. In Atlas there will also be groups that now act as factions. The main idea is to work together with members. Cities can now engage in conflict and work together. Depending on what city you live in, there will be different laws in that city. For example, one city could require one thing while the other doesn't. Along with that, there is a "No-Man's Land" which is basically the land between all cities. Here, players are free to kill one another and there is no rule against it. That DOES NOT MEAN griefing is allowed. If you grief, you will be banned. Period. City creators are selected, you can't just create one whenever. Roleplay is also more used here. We're basically people who all want to enjoy playing the game and just hang out. Oh by the way, the secret word is Turtles. Don't worry, this will come in handy later on in the thread.
COMMUNITY:
The Atlas community has always been regarded as overall awesome and friendly. It's basically what has kept people tied to the clan. That being said, we want to cherish it. We want people who are friendly, dedicated, and want to play the game with us. If we're being honest, we got a lot of oddballs in this clan, myself included. We say things that most of the time are just jokes. But you know, sometimes you get used to people. And once you do, you realize maybe they're not as bad as they seem. We're always trying to be entertaining, we're funny, sometimes in disturbing ways, but still funny. Sometimes it can get out of hand, but we all know we're just messing around. So upon joining this clan, keep in mind the community is important. Be prepared to get to know us, etc. You never know, you may end up as one of the stand-up people we're always hanging out with. Also, if you're not comfortable with cussing, we'll try to keep it at a minimum. That's something that's always thrown around and it's kind of impossible to keep it contained. Overall, all of us here at Atlas want to have fun. Isn't that what Minecraft is about?
MILITARY:
Okay, I just want to get something off my chest. In the past, we attempted to create something Military based. This was known as the Guardians of Atlas. It was composed of highly-experienced PVP members within the clan. We aimed to deploy them on servers and help allied clans with wars if they ever got in any. We are currently a SINGLE-CLAN server, with the exception of KE. We don't need any military at this very moment. If the time comes where a clan needs our help, sure, we'll send soldiers. But recently, I've seen people join the previous Republic of Atlas then immediately assume we are involved with Military. We aren't. So sorry to disappoint you, we won't be going to war with clans. We're pretty peaceful. And to us, that's a good thing.
APPLICATION:
This is the application you must fill out if you're interested in joining the clan.
IGN (In game name. As in, the name you use on Minecraft):
Skype (If you have one. Preferred cause we're always chatting!):
Secret Word (So we know you actually read this thread and understand what we're about. The Secret word is hidden somewhere in this thread. Don't worry, you'll find it. If you READ.):
How dedicated are you? (Doesn't just mean on the server, the community in general.):
Tell us a joke (Keep it appropriate):
You're being attacked by bandits, what do you do?:
ANDROMEDA:
Andromeda is the name of the server our clan resides in. It is run by an awesome guy known as algbbg, who is also a veteran member of the clan. A friendly guy known as Genclone has also done some admirable work on it. Once you're in the clan, you'll be able to hop on and play!
Server IP: 192.99.44.71:26894
Clan Flag:
Big thanks to Aperture for making the Atlas picture!
It is the undisputed and undeniable duty of the Grand Council to guide and oversee the Atlas Council in all political affairs as well as partake in all other functions of the Atlas Council. This includes but is not limited to, drafting and purposing bills, voting on newly purposed bills, and managing lower Government Administrations. The Grand Council functions differently from the Atlas Council in that it is granted a higher position in the political hierarchy. While this does not award the Grand Council the final say in a political affair and does allow the Council to lock a bill in a state known as Limbo which can be a powerful force in political matters. Only the Grand Council can remove a bill from Limbo.
The Atlas Council
It is the lawful duty of all councilors in the Atlas council to govern Atlas under the guidance and leadership of the Grand Council. The Atlas Council is made up of elected/appointed officials who will serve a month long term in office. Each Councilor may only serve in the council two terms in a row unless otherwise nominated by the Grand Council. Councilors are responsible for creating bills which will be purposed to the whole Council to be voted on. All councilors are required by law to review bills submitted to them by full citizens of Atlas. If such a bill is denied the councilor is required to provide ample reasoning why the bill was denied to its original author. Under no circumstances can one councilor claim a bill drafted by any other citizen of Atlas as their own.
Elections
Seven days before the end of every month an election period begins when citizens of Atlas may launch the start of their election campaigns, this is also a time in which eligible councilors who have not yet exceeded their current maximum service length can begin their campaigns for re-election into office. The number of seats available on the Council is directly derived from the clan population at a ratio of seven citizens to one councilor. The Grand Council is prohibited from interfering with or aiding in campaigns for seats on the Atlas Council. The use of graphic art and other forms of media to promote a candidate’s campaign is allowed however use of such media as a method to attack another candidate is not. If any piece of media is deemed to serve that purpose by the Grand Council then it must be removed from use. If a scenario should occur in which it is absolutely necessary the Grand Council is capable of appointing councilors to the Atlas Council. All citizens of Atlas are allowed to vote for the candidates they wish to see on the Council of Atlas. All citizens are allowed to vote up to as many times as there are seats available on the Council however under no circumstances can they vote for the same candidate more than once in a single election. Citizens are expected to have all their votes contained on a single ballot.
Maximum Service Length
To aide in balancing power and the goal of equal representation the most any one citizen of Atlas can run for re-election in a row is two terms. For a service length longer then two terms a citizen must be nominated by the Grand Council for re-election.
Recall Elections
Citizens of Atlas reserve the right to remove an elected councilor from office by triggering a Recall Election in which all citizens who are not currently partaking in a Council seat are permitted to campaign for that councilor’s position. A recall election lasts for a five day period in which the last three allow for all citizens of Atlas to vote for candidates. If the councilor succeeds in gaining at least one half of all votes then he/she will remain in office.
Tie Breaker Elections
Should there ever come a time in which it is necessary to break a tie between multiple candidates all biding for seats on the Council a Tie Breaker Election(s) may be held to narrow down the list of candidates until all seats in the council are filled. A Tie Breaker Election cannot be held more than three times in a row, if ever a fourth Tie Breaker election becomes necessary then the Grand Council will appoint Councilors from the list of finalist candidates.
Bills
Drafting Bills
Both Councilors and Grand Councilors reserve the right to draft bills which can be presented before their respective Councils. Bills are legal documents within Atlas and must contain the following things, a timestamp at the top of the document for its creation date, the name of the original author of the document, a new timestamp for the date of each time a revision was made accompanied by the name of the author who made the revision as well as a brief description of the changes made, and a title by which the bill can be referred to. All drafted bills will be stored in a nation archive regardless of whether they passed or not.
Passing Bills
When a Councilor has finished the first finalized version of their bill draft he/she may present it to the Council of Atlas for debate and revisions made through compromises. In order for a bill to pass this stage it must receive two thirds of votes from the council of Atlas. A bill that has received the necessary votes from the Council of Atlas may proceed to the Grand Council for final review. For a bill to pass this stage and be put into law it must receive another two thirds vote but this time from Grand Councilors. If at any point in time a revision is made to a bill it must be re-evaluated and therefore returns to the begging of the process unless the bill was previously in Limbo. The system works in reverse if a Grand Councilor submits a bill where in it must first be evaluated by the Grand Council and then passed to the Council of Atlas.
Overrides
The Grand Council and Council of Atlas both hold the power to use a special tactic known as an override on bills which are in the second phase of the proposal process. An override allows one Council to push a bill past the other Council after being denied during review. To deploy an override a bill must have received at least three fourths of all votes in the Council of Atlas or all votes in the Grand Council. When an override is deployed the bill has twenty four hours before being put into effect, during this time the opposing Council has the opportunity to place the bill into a state which is known as Limbo by achieving three fourths of all votes towards an override veto. If a bill override is not put into limbo within twenty four hours the only way to take it out of effect is to overturn it.
Overturning Bills
If a bill is passed into law the only way to remove it from effect is to overturn it. For the Atlas Council the only way to overturn a bill is too achieve three fourths of votes towards an overturn. For the Grand Council only one half of votes need to support an overturn. In both cases the bill will be removed from effect and placed into limbo where both Councils can then re-evaluate the bill and begin the process of proposal a new.
Limbo
Any bill placed in limbo is locked from progressing past it current stage until a revision is made which is accepted into the next version of the bill draft. Doing so would remove the bill from Limbo and place it back into the stage to which it was previously barred from progressing past. This would allow for bills which have already progressed past the Council in which they were submitted to re-enter the fray at the point in which they were locked with slightly less difficulty.
Revisions
All revisions made to a bill must be recorded on the official document with a timestamp of the revision, the author of the revision, and a brief description of changes made during this revision. Each time a new version of a bill is presented before the Council it must be submitted to the Nation Archive for storage and preservation. When a revision is made to bill by anyone other than the original author this revision must first be approved by the original author him/herself before being admitted into the official document. Because a document does not need to receive to new vote after being revised if it was previously in Limbo Councilors are granted the right to demand re-evaluation thus preventing it from advancing to the next stage until it has once again been voted on.
Factions
Territory
All Factions are allocated a sizeable sum of land upon founding a city; this land is known as the Faction’s territory. All Factions are responsible for maintaining their territory and upholding their laws within its borders. Homesteads can only be established within a Faction’s territory and are subject to following all laws put in place by said Faction. Territorial borders cannot expand in regions which are already controlled by another Faction. Members of a Faction can only operate within their Faction’s territory and must first be granted land from that Faction to operate within. Land not owned by any one Faction shall be known as No-Man’s land.
No-Man’s Land
No-Man’s land is a lawless region not owned by any Faction. It is within these lands bandits prowl and ruthless brigands make their homes. Mercenaries and Assassins alike flock to these unforgiving realms beyond the kingdoms of Atlas seeking freedom to conduct their ill deeds safe from prosecution. Any Atlastian caught living in No-Man’s land is to be considered an outlaw and should be dealt with promptly. It is up to Factions to determine how they will handle such ‘encounters with these barbarians. Due to the lawless nature of No-Man’s Land any settlements established within this Forsaken region cannot be annexed by a Faction and should be permanently removed from operation lest the Faction desire to “Turn a blind eye” in favor of its own gain be that monetary of otherwise. Goods acquired from No-Man’s land are considered Black Market Items and therein considered contraband in the Global Market.
Black Market Items
Any Items obtained in No-Man’s Land are considered Black Market items and trade of such contraband is prohibited in the Global Market. The Traders Guild reserves the right to define which items are considered contraband within the Global Market. If a merchant is suspected of trading such items within the Global Market he/she is subject to a sizeable fine and possible revocation of their Market License. Factions are required to regulate trade of contraband items and are allowed to define which items are considered contraband in their territory however they must acknowledge all items defined as illegal by the Traders Guild. Failure to regulate the Trade of illegal goods will result in direct action by the Traders Guild. How Factions choose to punish smugglers is left to them to decide however contraband items MUST be turned over to the Traders Guild when discovered.
Faction Wars
Factions are allowed to engage in conflicts wherein battles of all sizes may occur. Faction wars allow one Faction to lay siege onto Cities belonging to opposing Factions (Server Rules still apply) and occupy captured Cities/Homesteads. At the end of a war the opposing Faction must relinquish control of all Cities and Homesteads to their original owner. As with all things Server Rules still apply during faction wars, THIS MEANS NO GRIEFING (or any other violations of Server Rules). All actions within war must abide by the Laws of War and any violation of such laws will result in direct action by the Council of Atlas or the Grand Council.
Cities
All Factions must have a Capitol city which will serve as the central hub of all that Faction’s government and activities. A Factions capitol is eligible to receive a warp to its location via establishing a portal to Avalon Gardens (Spawn). The Capitol of a Faction is not required to be placed within the Faction’s Territory (Due to the fact it has none before it’s cited its capitol) however a Faction’s capitol cannot be placed in a territory belonging to another Faction or near a Bandit settlement/homestead. If a Faction wishes to place its Capitol (or any city) near a bandit encampment such installation must first be dealt with be it through arranged annexation or by bloodshed for a more permanent solution (Provided the bandits have been removed from the installation the city can then be constructed). Factions are awarded a sizeable sum of territory for each city they establish however a faction cannot expand its territory into another Faction’s territory.
Homesteads
A Faction member is allowed to establish a Homestead within his/her Factions territory provided they first receive approval from their Faction’s government. Being approved for a Homestead works similar to leasing region of land within a Factions territory wherein the player is allowed to harvest materials from the allocated land and set up a workshop. However unlike being granted land Players setting up a Homestead are required to construct a home on this land which will act as their residence. Due to the fact the player’s residence has been established on this land they cannot be forcibly removed from the allocated land nor can any land that has been allocated can be forcibly taken back. In order to reacquire land that has been allocated to a Homestead the player must choose by their own accord to release it to the Faction government. A Faction is allowed to provide incentive by the final decision remains in the hands of the player who owns said Homestead. In the same sense a Faction cannot forcibly remove a Homestead in its entirety, the decision to move must be made by the player him/herself.
Leasing Land
A Faction may lease land to a player in which that player must set up a Work Shop and is permitted to harvest resources. The conditions of such an agreement are to be defined by the Faction which reserves the right to cancel such agreement at any time unless otherwise specified in the conditions of the leasing. In any case leased land remains in the ownership of the Faction and must ultimately be returned to it one way another. The conditions of the return of such land into the ownership of the Faction must be defined with the leasing conditions. Upon return of the land to its original owner (The Faction) the Work Shop must be removed by the player whom leased the land unless otherwise stated by the conditions of the lease. Players CANNOT establish their residence within leased land and must have a residence within the territory of the Faction they wish to lease land from.
The Global Market
The Traders Guild
The Traders Guild is a collection of appointed officials who oversee the regulation of contraband and run the Global Market place. The Traders Guild is responsible for defining what items are to be considered Black Market Items or contraband. The Traders Guild strictly prohibits the trade of contraband items within the Global Market and the territories of Atlas (The Trade of contraband is unhindered in No-Man’s Land). The Traders Guild restricts access to the Global market to Merchants who purchase a License from the Guild for a “Small” fee which is decided upon by the Traders Guild. The Traders Guild sets and upholds the laws of fair trade for the Global Market.
The Global Market
The Global Market is an extension of Avalon Gardens which was constructed as a central hub of all trade after the Atlas government struck a deal with Forran Magi who had recently discovered a new land mass within the Nexus. Following the construction of the Global Market the Traders Guild was established and tasked with governing the Market and stop the flow of contraband items in the Atlas economy. The Global Market is a neutral place where licensed Merchants make come to set up their prestigious shops. Because the Nexus is easily accessible from all points in the world the Global Market is a critical location for trade and a license to establish a shop there is highly sought after by all Merchants seeking to build their fortunes.
The Laws of Fair Trade
Because the Global Market is owned by the Government it rests in the hands of the Traders Guild to set and uphold laws to ensure fair business practices for all licensed Merchants. Laws of Fair Trade are considered bills and therein must be passed on to the Councils before being put into effect.
The Laws of War
Sieging Cities
Factions that should choose to settle their differences through blood shed we will quickly find themselves grappling for control of their cities and those of their enemies. Before sieging a city a Faction must provide twenty-four hour notice to the cities owner. A Faction cannot siege a city if there are not at least three citizens belonging to the opposing Faction currently online. Finally, a Faction must announce its attack in on said city in chat. During a siege no armed soldier of either faction is allowed to enter a home or private property regardless of the properties ownership. Only building which are fully accessible to all players both during and before war times can be entered during a siege. Citizens who wish to remain neutral during a siege may shelter within their residence and are to be considered innocent bystanders NOT hostile soldiers. If a citizen wishes to remain neutral they CANNOT attack an armed soldier, doing so will revoke their neutrality. Once the city capitol building (Town Hall) has been captured the city falls to the control of the opposing faction and any citizen whom is not currently declared neutral is therein prohibited from using any teleportation methods to return to the city. Once a city has been occupied only its new owners may use teleportation methods to reach the city. During a siege soldiers of the attacking force are allowed to teleport to their siege camp provided it has not been captured by the defending Faction. Soldiers of the Defending Faction are allowed to teleport to their barracks within the city provided it has not been captured by the attacking Faction. Beyond these exceptions no teleportation to the city is allowed however if the city has a Portal to the Nexus then the Faction currently in control of the portal may use it to bring in troops. Under no conditions can an unarmed citizen travel or teleport to a city under siege. When capturing a structure it must first be emptied of all enemy soldiers within the control point zone only then can the structure be captured at which point a message must be sent in chat stating the structure has been captured.
Occupying Cities
Once a city falls under the control of another Faction any neutral citizens within it are then to be considered captive citizens of the occupying faction and are then subject to its respective laws. Captive citizens are not allowed to enter the territory of another faction. If a captive citizens wishes to act as a spy for their homeland then any information provided to their original faction must be stored in written books which must be transported across the border. Becoming a spy allows a captive citizen to enter territories of their homeland faction and any allies it may have but they must do so without the usage of teleportation. Captive citizens cannot teleport to locations outside of their captor’s territory. Captive citizens are not legally allowed to interact with citizens from other factions and if caught doing so they can be punished. Captive citizens cannot be teleported to any other player save for other captive citizens with residencies in the same city. Captive citizens are not legally allowed to harbor enemy hostiles in their home or private property and if caught doing so they face punishment. Captive citizens are allowed to continue operating within their city of residence but all goods produced must be sold locally NOT in the Global Market. If a citizen owns a shop in the Global Market they are not allowed to access it until the occupation is lifted or they are liberated. Captive citizens can be liberated without needing the city be recaptured itself a Faction merely needs to escort said citizens out of the city and across the border. Captive citizens being liberated still cannot teleport or be teleported to until successfully crossing the border. Captive citizens can choose to become an insurgent. An insurgent is capable of aiding their homeland Faction reclaim the city by digging hidden tunnel networks and underground munitions caches among other things. While an insurgents activities are considered illegal and punishable so long as they do not violate any rules of captive citizenship they are permitted to do whatever is necessary to aide their homeland Faction. A city that has been occupied cannot be attacked for a twenty-four hour period from the moment it was captured.
Occupying Homesteads
Occupying a Homestead is much like occupying a city. It is captured by holding the control zone for that Homestead and flushing out any enemy soldiers. Once this is done if there are any neutral citizens left inside they become captive citizens for the attacking Faction. The Homestead can no longer be teleported to by anyone but members Faction now in control and its allies as well as the captive citizen(s) that took up residence in it. Basically all the same rules apply here as with cities same goes for sieging a Homestead.
Pillaging
Faction soldiers are allowed to pillage the lands of an enemy territory once it has been captured via occupying a nearby Homestead or City. Pillaging is the process of harvesting resources from an enemy’s land, looting unlocked containers, and destroying government owned structures such as roads, railroads, workshops, and forts. All participating Factions must specify if pillaging will be allowed in war before the war begins.
Hostile versus Neutral
Any armed soldier participating in a Factions military is to be considered a hostile unit from the point of joining the military to the end of the war. Once a citizen has joined the military there is no declaring neutrality they must continue to fight for their Faction and will never be re-declared as a citizen until leaving the military at the end of the war. Leaving the military during the war simply classifies the soldier as a deserter and will still be viewed as an enemy combatant. All citizens are considered neutral unless said citizen attacks an armed soldier or citizen of a hostile Faction or are convicted of treason (by being found out for conducting espionage of insurgency against their captors. Killing a neutral citizen in battle is considered a war crime punishable by a sizeable fine. If a neutral citizen is found in by a hostile faction they can be taken captive and transported to an enemy settlement.
Control Zones
Control zones are small spaces within a structure which must be defended from attacking forces in order to retain control of that structure. If a Control zone is contested by any enemy faction and all hostile combatants are cleared from the structure (as well as the zone) then the structure will be captured. If a Portal to the Nexus is captured it can then be used to rain down legions of soldiers from the Nexus until the portal has been re-captured. If a Barracks is captured defending forces can no longer utilize it as a respawn point. Likewise if a siege camp is captured attacking forces can no longer use it as a respawn point. If the capitol building of a city is captured the city falls to the control of the attacking forces. If a city refuge is captured all citizens dwelling within are then considered captives and can be transported out of the city or locked in the refuge. If a Refuge that has been captured is recaptured by the defending forces all citizens still within are liberated however if the citizens have been removed from the structure they must be liberated by killing any soldiers escorting said citizens out of the city. Capturing a Gatehouse opens the gate to allow for attacking forces to progress through it while recapturing it seals the gate.
Random Bits and Bobs
Clan Law versus Clan Rule
I figured I’d best make sure I define what the difference is here so everyone is clear on it. Clan Law acts as more of an RP side of things, you are allowed by server rule to break clan law and weather you get punished for doing it is based on whether you’re found out. For example, you can smuggle contraband into cities or sell it in Black Markets but if your caught doing it then you will receive a punishment like a fine or jail time depending on how the faction wants to handle those kinds of situations. Another example would be insurgency, as an insurgent you break Faction law to aide your homeland and can be punished for doing so but such a punishment won’t be something like a ban, kick, or mute. Clan rules however are things that are set in stone as unbreakable without punishment by server staff. For example, if you are a Captive citizen and not currently acting as a spy and cross into another Faction’s territory your breaking Clan Rule. Using the annotated version of this you can see what is marked as clan rule and what is marked as Clan law.
Annnnnnd...Thanks to the forum editor, apparently all the text was smashed together and the entire section where I listed all the members was removed. Oh well, I guess you have to deal with what you got.
IGN (In game name. As in, the name you use on Minecraft):Colten_em
Skype (If you have one. Preferred cause we're always chatting!):TheShrekoningisNear69
Secret Word (So we know you actually read this thread and understand what we're about. The Secret word is hidden somewhere in this thread. Don't worry, you'll find it. If you READ.): Poop
How dedicated are you? (Doesn't just mean on the server, the community in general.):I'm not dedicated at all. I never play this game. I will never play on the server.
Tell us a joke (Keep it appropriate): Ur gey
You're being attacked by bandits, what do you do?: Your mom
IGN (In game name. As in, the name you use on Minecraft):Colten_em
Skype (If you have one. Preferred cause we're always chatting!):TheShrekoningisNear69
Secret Word (So we know you actually read this thread and understand what we're about. The Secret word is hidden somewhere in this thread. Don't worry, you'll find it. If you READ.): Poop
How dedicated are you? (Doesn't just mean on the server, the community in general.):I'm not dedicated at all. I never play this game. I will never play on the server.
Tell us a joke (Keep it appropriate): Ur gey
You're being attacked by bandits, what do you do?: Your mom
To the dissapointment of all of us, you're actually already part of this clan.
Please help us all.
Nice to see we finally got a new thread! And yes I have a new account now due to extreme difficulties with logging into the old one but oh well it's no bother to me.
-snip- Tell us a joke (Keep it appropriate):: -snip-
Telling us a joke is part of the application process O.o? While I find this incredibly amusing that you actually put that there I don't really see the value in having it. Also it feels like it would be more of a diterrent.
Telling us a joke is part of the application process O.o? While I find this incredibly amusing that you actually put that there I don't really see the value in having it. Also it feels like it would be more of a diterrent.
It's just to show if the person filling out the application is humorous or not. Same with the bandit one. Plus, they're filling out a boring application, at least there's two areas they can express creativity in and hopefully enjoy doing.
Hello My Name is Lenny And I'm Kinda Bored of normal minecraft So I've Decided To Try These Clans out And Yours is The First Good one I Found So here Goes:
IGN: My in Game Name Is ChUg_TrAiN (I Cant Wait Till They Add The Feauture Of Changing Names xD)
Skype: My Skype is Lennytheocelot
Secret Word:The Secret Word Is
Turtles
How dedicated are you?:Verry Dedicated
Dedicated wammmmmmm
Tell us a joke: If A Cheesy break Up Line Is A Joke Then heres A Joke - - > Are You Being Stalked? Because im Seeing People Behind Your back!
You're being attacked by bandits, what do you do?: I jump Onto my Winged Ocelot And Fly Away But To My Dismay The Bandits Are Secretly Dragon People And Turn Into Giant Dragons And Sorround Me. But A Few Years Ago My Uncle Marvin Had Told me An Eassy Solution To A problem Like This. He Told Me That You Should Always Follow our heart... Back To The Present I Say My Heart Running At A Distance In The Forest So I Direct My Ocelot Downwards, Heading into The Forest But Then i Scream Stop To My Ocelot yet He Is Going To Fast And Cannot Stop! I Scream in Fright Before Crashing Into The Soft Grass.
When i Wake Up i Am in A Prison cell... To be Continued (If i Get Accepted)
Ps.Im Shy until I Come out My Shell But Then im crazy so yeah I Wont Talk much At First x3
This application was literally awesome.
Sorry for the late response, I've been gone all day.
You're accepted, welcome!
You're being attacked by bandits, what do you do?: run and get help
ps: im shy untill i get to know people
Google is a good place to find jokes... of varying quality to!
If I got attacked by bandits I would run, while running I would let out a low whistle to alert my ride to come and a giant pink bunny with a turtle shell, dragon wings, and laser guns mounted on the sides of its head AKA the Googley Turtle Dragon. I would ride off into the air and fell triumph but then all of a sudden the bandits would of called a alien to aid them and I would get knocked off my Googley Turtle Dragon by a HLAGTTHDU and hit the ground hard, then the bandits would come up and try to shoot me but I would look into my soul to find nothing so I just turn into a bomb pooping mini dragon and eat a rabbit, then using my insta-pooping abilities I would blow up the bandits and fly off into the sunset but hit the giant flying The End letters and die.
IGN (In game name. As in, the name you use on Minecraft): MCbOsS88
Skype (If you have one. Preferred cause we're always chatting!): MCbOsS88998 (it is either that or MCbOsS8898)
Secret Word (So we know you actually read this thread and understand what we're about. The Secret word is hidden somewhere in this thread. Don't worry, you'll find it. If you READ.): Turtles
How dedicated are you? (Doesn't just mean on the server, the community in general.): very
Tell us a joke (Keep it appropriate): my job. Jk, what do you see most on th Pittsburgh Penguins during the playoffs? Complaining, diving, and crying.
You're being attacked by bandits, what do you do?: protect the town as much as I could.
IGN (In game name. As in, the name you use on Minecraft): MCbOsS88
Skype (If you have one. Preferred cause we're always chatting!): MCbOsS88998 (it is either that or MCbOsS8898)
Secret Word (So we know you actually read this thread and understand what we're about. The Secret word is hidden somewhere in this thread. Don't worry, you'll find it. If you READ.): Turtles
How dedicated are you? (Doesn't just mean on the server, the community in general.): very
Tell us a joke (Keep it appropriate): my job. Jk, what do you see most on th Pittsburgh Penguins during the playoffs? Complaining, diving, and crying.
You're being attacked by bandits, what do you do?: protect the town as much as I could.
Hey dude, although I have nothing against your application you were part of this can previously then left due to being unsatisfied for reasons none of us know.
So, you're denied, but I'm sure there's much better clans out there for you man. Good luck.
Joke:did you hear about the kidnapping, the kid woke-up.
If I were attacked by bandits: I would give them a death stare.
if I am accepted, you will hear more jokes!
PLZ reply fast
I really don't want to deny two Applications in a row, because it doesn't feel right, but the application seems a bit unprofessional. Sorry dude, good luck elsewhere.
Also, as I said before, although the Joke/Bandit questions seem a bit ridiculous/silly, they're intended to show the creativity and humor of the person who joins. Figured I'd mention that. I really enjoyed that idea when Hach brought it up, so until I get flamed for putting it there, it stays.
This is the application you must fill out if you're interested in joining the clan.
As Written By Genclone
The Table of Contents
Article I
The Councils
Article II
Bills
Article III
Factions
Article IV
The Global Market
Article V
Laws of War
The Councils
The Grand Council
It is the undisputed and undeniable duty of the Grand Council to guide and oversee the Atlas Council in all political affairs as well as partake in all other functions of the Atlas Council. This includes but is not limited to, drafting and purposing bills, voting on newly purposed bills, and managing lower Government Administrations. The Grand Council functions differently from the Atlas Council in that it is granted a higher position in the political hierarchy. While this does not award the Grand Council the final say in a political affair and does allow the Council to lock a bill in a state known as Limbo which can be a powerful force in political matters. Only the Grand Council can remove a bill from Limbo.
The Atlas Council
It is the lawful duty of all councilors in the Atlas council to govern Atlas under the guidance and leadership of the Grand Council. The Atlas Council is made up of elected/appointed officials who will serve a month long term in office. Each Councilor may only serve in the council two terms in a row unless otherwise nominated by the Grand Council. Councilors are responsible for creating bills which will be purposed to the whole Council to be voted on. All councilors are required by law to review bills submitted to them by full citizens of Atlas. If such a bill is denied the councilor is required to provide ample reasoning why the bill was denied to its original author. Under no circumstances can one councilor claim a bill drafted by any other citizen of Atlas as their own.
Elections
Seven days before the end of every month an election period begins when citizens of Atlas may launch the start of their election campaigns, this is also a time in which eligible councilors who have not yet exceeded their current maximum service length can begin their campaigns for re-election into office. The number of seats available on the Council is directly derived from the clan population at a ratio of seven citizens to one councilor. The Grand Council is prohibited from interfering with or aiding in campaigns for seats on the Atlas Council. The use of graphic art and other forms of media to promote a candidate’s campaign is allowed however use of such media as a method to attack another candidate is not. If any piece of media is deemed to serve that purpose by the Grand Council then it must be removed from use. If a scenario should occur in which it is absolutely necessary the Grand Council is capable of appointing councilors to the Atlas Council. All citizens of Atlas are allowed to vote for the candidates they wish to see on the Council of Atlas. All citizens are allowed to vote up to as many times as there are seats available on the Council however under no circumstances can they vote for the same candidate more than once in a single election. Citizens are expected to have all their votes contained on a single ballot.
Maximum Service Length
To aide in balancing power and the goal of equal representation the most any one citizen of Atlas can run for re-election in a row is two terms. For a service length longer then two terms a citizen must be nominated by the Grand Council for re-election.
Recall Elections
Citizens of Atlas reserve the right to remove an elected councilor from office by triggering a Recall Election in which all citizens who are not currently partaking in a Council seat are permitted to campaign for that councilor’s position. A recall election lasts for a five day period in which the last three allow for all citizens of Atlas to vote for candidates. If the councilor succeeds in gaining at least one half of all votes then he/she will remain in office.
Tie Breaker Elections
Should there ever come a time in which it is necessary to break a tie between multiple candidates all biding for seats on the Council a Tie Breaker Election(s) may be held to narrow down the list of candidates until all seats in the council are filled. A Tie Breaker Election cannot be held more than three times in a row, if ever a fourth Tie Breaker election becomes necessary then the Grand Council will appoint Councilors from the list of finalist candidates.
Bills
Drafting Bills
Both Councilors and Grand Councilors reserve the right to draft bills which can be presented before their respective Councils. Bills are legal documents within Atlas and must contain the following things, a timestamp at the top of the document for its creation date, the name of the original author of the document, a new timestamp for the date of each time a revision was made accompanied by the name of the author who made the revision as well as a brief description of the changes made, and a title by which the bill can be referred to. All drafted bills will be stored in a nation archive regardless of whether they passed or not.
Passing Bills
When a Councilor has finished the first finalized version of their bill draft he/she may present it to the Council of Atlas for debate and revisions made through compromises. In order for a bill to pass this stage it must receive two thirds of votes from the council of Atlas. A bill that has received the necessary votes from the Council of Atlas may proceed to the Grand Council for final review. For a bill to pass this stage and be put into law it must receive another two thirds vote but this time from Grand Councilors. If at any point in time a revision is made to a bill it must be re-evaluated and therefore returns to the begging of the process unless the bill was previously in Limbo. The system works in reverse if a Grand Councilor submits a bill where in it must first be evaluated by the Grand Council and then passed to the Council of Atlas.
Overrides
The Grand Council and Council of Atlas both hold the power to use a special tactic known as an override on bills which are in the second phase of the proposal process. An override allows one Council to push a bill past the other Council after being denied during review. To deploy an override a bill must have received at least three fourths of all votes in the Council of Atlas or all votes in the Grand Council. When an override is deployed the bill has twenty four hours before being put into effect, during this time the opposing Council has the opportunity to place the bill into a state which is known as Limbo by achieving three fourths of all votes towards an override veto. If a bill override is not put into limbo within twenty four hours the only way to take it out of effect is to overturn it.
Overturning Bills
If a bill is passed into law the only way to remove it from effect is to overturn it. For the Atlas Council the only way to overturn a bill is too achieve three fourths of votes towards an overturn. For the Grand Council only one half of votes need to support an overturn. In both cases the bill will be removed from effect and placed into limbo where both Councils can then re-evaluate the bill and begin the process of proposal a new.
Limbo
Any bill placed in limbo is locked from progressing past it current stage until a revision is made which is accepted into the next version of the bill draft. Doing so would remove the bill from Limbo and place it back into the stage to which it was previously barred from progressing past. This would allow for bills which have already progressed past the Council in which they were submitted to re-enter the fray at the point in which they were locked with slightly less difficulty.
Revisions
All revisions made to a bill must be recorded on the official document with a timestamp of the revision, the author of the revision, and a brief description of changes made during this revision. Each time a new version of a bill is presented before the Council it must be submitted to the Nation Archive for storage and preservation. When a revision is made to bill by anyone other than the original author this revision must first be approved by the original author him/herself before being admitted into the official document. Because a document does not need to receive to new vote after being revised if it was previously in Limbo Councilors are granted the right to demand re-evaluation thus preventing it from advancing to the next stage until it has once again been voted on.
Factions
Territory
All Factions are allocated a sizeable sum of land upon founding a city; this land is known as the Faction’s territory. All Factions are responsible for maintaining their territory and upholding their laws within its borders. Homesteads can only be established within a Faction’s territory and are subject to following all laws put in place by said Faction. Territorial borders cannot expand in regions which are already controlled by another Faction. Members of a Faction can only operate within their Faction’s territory and must first be granted land from that Faction to operate within. Land not owned by any one Faction shall be known as No-Man’s land.
No-Man’s Land
No-Man’s land is a lawless region not owned by any Faction. It is within these lands bandits prowl and ruthless brigands make their homes. Mercenaries and Assassins alike flock to these unforgiving realms beyond the kingdoms of Atlas seeking freedom to conduct their ill deeds safe from prosecution. Any Atlastian caught living in No-Man’s land is to be considered an outlaw and should be dealt with promptly. It is up to Factions to determine how they will handle such ‘encounters with these barbarians. Due to the lawless nature of No-Man’s Land any settlements established within this Forsaken region cannot be annexed by a Faction and should be permanently removed from operation lest the Faction desire to “Turn a blind eye” in favor of its own gain be that monetary of otherwise. Goods acquired from No-Man’s land are considered Black Market Items and therein considered contraband in the Global Market.
Black Market Items
Any Items obtained in No-Man’s Land are considered Black Market items and trade of such contraband is prohibited in the Global Market. The Traders Guild reserves the right to define which items are considered contraband within the Global Market. If a merchant is suspected of trading such items within the Global Market he/she is subject to a sizeable fine and possible revocation of their Market License. Factions are required to regulate trade of contraband items and are allowed to define which items are considered contraband in their territory however they must acknowledge all items defined as illegal by the Traders Guild. Failure to regulate the Trade of illegal goods will result in direct action by the Traders Guild. How Factions choose to punish smugglers is left to them to decide however contraband items MUST be turned over to the Traders Guild when discovered.
Faction Wars
Factions are allowed to engage in conflicts wherein battles of all sizes may occur. Faction wars allow one Faction to lay siege onto Cities belonging to opposing Factions (Server Rules still apply) and occupy captured Cities/Homesteads. At the end of a war the opposing Faction must relinquish control of all Cities and Homesteads to their original owner. As with all things Server Rules still apply during faction wars, THIS MEANS NO GRIEFING (or any other violations of Server Rules). All actions within war must abide by the Laws of War and any violation of such laws will result in direct action by the Council of Atlas or the Grand Council.
Cities
All Factions must have a Capitol city which will serve as the central hub of all that Faction’s government and activities. A Factions capitol is eligible to receive a warp to its location via establishing a portal to Avalon Gardens (Spawn). The Capitol of a Faction is not required to be placed within the Faction’s Territory (Due to the fact it has none before it’s cited its capitol) however a Faction’s capitol cannot be placed in a territory belonging to another Faction or near a Bandit settlement/homestead. If a Faction wishes to place its Capitol (or any city) near a bandit encampment such installation must first be dealt with be it through arranged annexation or by bloodshed for a more permanent solution (Provided the bandits have been removed from the installation the city can then be constructed). Factions are awarded a sizeable sum of territory for each city they establish however a faction cannot expand its territory into another Faction’s territory.
Homesteads
A Faction member is allowed to establish a Homestead within his/her Factions territory provided they first receive approval from their Faction’s government. Being approved for a Homestead works similar to leasing region of land within a Factions territory wherein the player is allowed to harvest materials from the allocated land and set up a workshop. However unlike being granted land Players setting up a Homestead are required to construct a home on this land which will act as their residence. Due to the fact the player’s residence has been established on this land they cannot be forcibly removed from the allocated land nor can any land that has been allocated can be forcibly taken back. In order to reacquire land that has been allocated to a Homestead the player must choose by their own accord to release it to the Faction government. A Faction is allowed to provide incentive by the final decision remains in the hands of the player who owns said Homestead. In the same sense a Faction cannot forcibly remove a Homestead in its entirety, the decision to move must be made by the player him/herself.
Leasing Land
A Faction may lease land to a player in which that player must set up a Work Shop and is permitted to harvest resources. The conditions of such an agreement are to be defined by the Faction which reserves the right to cancel such agreement at any time unless otherwise specified in the conditions of the leasing. In any case leased land remains in the ownership of the Faction and must ultimately be returned to it one way another. The conditions of the return of such land into the ownership of the Faction must be defined with the leasing conditions. Upon return of the land to its original owner (The Faction) the Work Shop must be removed by the player whom leased the land unless otherwise stated by the conditions of the lease. Players CANNOT establish their residence within leased land and must have a residence within the territory of the Faction they wish to lease land from.
The Global Market
The Traders Guild
The Traders Guild is a collection of appointed officials who oversee the regulation of contraband and run the Global Market place. The Traders Guild is responsible for defining what items are to be considered Black Market Items or contraband. The Traders Guild strictly prohibits the trade of contraband items within the Global Market and the territories of Atlas (The Trade of contraband is unhindered in No-Man’s Land). The Traders Guild restricts access to the Global market to Merchants who purchase a License from the Guild for a “Small” fee which is decided upon by the Traders Guild. The Traders Guild sets and upholds the laws of fair trade for the Global Market.
The Global Market
The Global Market is an extension of Avalon Gardens which was constructed as a central hub of all trade after the Atlas government struck a deal with Forran Magi who had recently discovered a new land mass within the Nexus. Following the construction of the Global Market the Traders Guild was established and tasked with governing the Market and stop the flow of contraband items in the Atlas economy. The Global Market is a neutral place where licensed Merchants make come to set up their prestigious shops. Because the Nexus is easily accessible from all points in the world the Global Market is a critical location for trade and a license to establish a shop there is highly sought after by all Merchants seeking to build their fortunes.
The Laws of Fair Trade
Because the Global Market is owned by the Government it rests in the hands of the Traders Guild to set and uphold laws to ensure fair business practices for all licensed Merchants. Laws of Fair Trade are considered bills and therein must be passed on to the Councils before being put into effect.
The Laws of War
Sieging Cities
Factions that should choose to settle their differences through blood shed we will quickly find themselves grappling for control of their cities and those of their enemies. Before sieging a city a Faction must provide twenty-four hour notice to the cities owner. A Faction cannot siege a city if there are not at least three citizens belonging to the opposing Faction currently online. Finally, a Faction must announce its attack in on said city in chat. During a siege no armed soldier of either faction is allowed to enter a home or private property regardless of the properties ownership. Only building which are fully accessible to all players both during and before war times can be entered during a siege. Citizens who wish to remain neutral during a siege may shelter within their residence and are to be considered innocent bystanders NOT hostile soldiers. If a citizen wishes to remain neutral they CANNOT attack an armed soldier, doing so will revoke their neutrality. Once the city capitol building (Town Hall) has been captured the city falls to the control of the opposing faction and any citizen whom is not currently declared neutral is therein prohibited from using any teleportation methods to return to the city. Once a city has been occupied only its new owners may use teleportation methods to reach the city. During a siege soldiers of the attacking force are allowed to teleport to their siege camp provided it has not been captured by the defending Faction. Soldiers of the Defending Faction are allowed to teleport to their barracks within the city provided it has not been captured by the attacking Faction. Beyond these exceptions no teleportation to the city is allowed however if the city has a Portal to the Nexus then the Faction currently in control of the portal may use it to bring in troops. Under no conditions can an unarmed citizen travel or teleport to a city under siege. When capturing a structure it must first be emptied of all enemy soldiers within the control point zone only then can the structure be captured at which point a message must be sent in chat stating the structure has been captured.
Occupying Cities
Once a city falls under the control of another Faction any neutral citizens within it are then to be considered captive citizens of the occupying faction and are then subject to its respective laws. Captive citizens are not allowed to enter the territory of another faction. If a captive citizens wishes to act as a spy for their homeland then any information provided to their original faction must be stored in written books which must be transported across the border. Becoming a spy allows a captive citizen to enter territories of their homeland faction and any allies it may have but they must do so without the usage of teleportation. Captive citizens cannot teleport to locations outside of their captor’s territory. Captive citizens are not legally allowed to interact with citizens from other factions and if caught doing so they can be punished. Captive citizens cannot be teleported to any other player save for other captive citizens with residencies in the same city. Captive citizens are not legally allowed to harbor enemy hostiles in their home or private property and if caught doing so they face punishment. Captive citizens are allowed to continue operating within their city of residence but all goods produced must be sold locally NOT in the Global Market. If a citizen owns a shop in the Global Market they are not allowed to access it until the occupation is lifted or they are liberated. Captive citizens can be liberated without needing the city be recaptured itself a Faction merely needs to escort said citizens out of the city and across the border. Captive citizens being liberated still cannot teleport or be teleported to until successfully crossing the border. Captive citizens can choose to become an insurgent. An insurgent is capable of aiding their homeland Faction reclaim the city by digging hidden tunnel networks and underground munitions caches among other things. While an insurgents activities are considered illegal and punishable so long as they do not violate any rules of captive citizenship they are permitted to do whatever is necessary to aide their homeland Faction. A city that has been occupied cannot be attacked for a twenty-four hour period from the moment it was captured.
Occupying Homesteads
Occupying a Homestead is much like occupying a city. It is captured by holding the control zone for that Homestead and flushing out any enemy soldiers. Once this is done if there are any neutral citizens left inside they become captive citizens for the attacking Faction. The Homestead can no longer be teleported to by anyone but members Faction now in control and its allies as well as the captive citizen(s) that took up residence in it. Basically all the same rules apply here as with cities same goes for sieging a Homestead.
Pillaging
Faction soldiers are allowed to pillage the lands of an enemy territory once it has been captured via occupying a nearby Homestead or City. Pillaging is the process of harvesting resources from an enemy’s land, looting unlocked containers, and destroying government owned structures such as roads, railroads, workshops, and forts. All participating Factions must specify if pillaging will be allowed in war before the war begins.
Hostile versus Neutral
Any armed soldier participating in a Factions military is to be considered a hostile unit from the point of joining the military to the end of the war. Once a citizen has joined the military there is no declaring neutrality they must continue to fight for their Faction and will never be re-declared as a citizen until leaving the military at the end of the war. Leaving the military during the war simply classifies the soldier as a deserter and will still be viewed as an enemy combatant. All citizens are considered neutral unless said citizen attacks an armed soldier or citizen of a hostile Faction or are convicted of treason (by being found out for conducting espionage of insurgency against their captors. Killing a neutral citizen in battle is considered a war crime punishable by a sizeable fine. If a neutral citizen is found in by a hostile faction they can be taken captive and transported to an enemy settlement.
Control Zones
Control zones are small spaces within a structure which must be defended from attacking forces in order to retain control of that structure. If a Control zone is contested by any enemy faction and all hostile combatants are cleared from the structure (as well as the zone) then the structure will be captured. If a Portal to the Nexus is captured it can then be used to rain down legions of soldiers from the Nexus until the portal has been re-captured. If a Barracks is captured defending forces can no longer utilize it as a respawn point. Likewise if a siege camp is captured attacking forces can no longer use it as a respawn point. If the capitol building of a city is captured the city falls to the control of the attacking forces. If a city refuge is captured all citizens dwelling within are then considered captives and can be transported out of the city or locked in the refuge. If a Refuge that has been captured is recaptured by the defending forces all citizens still within are liberated however if the citizens have been removed from the structure they must be liberated by killing any soldiers escorting said citizens out of the city. Capturing a Gatehouse opens the gate to allow for attacking forces to progress through it while recapturing it seals the gate.
Random Bits and Bobs
Clan Law versus Clan Rule
I figured I’d best make sure I define what the difference is here so everyone is clear on it. Clan Law acts as more of an RP side of things, you are allowed by server rule to break clan law and weather you get punished for doing it is based on whether you’re found out. For example, you can smuggle contraband into cities or sell it in Black Markets but if your caught doing it then you will receive a punishment like a fine or jail time depending on how the faction wants to handle those kinds of situations. Another example would be insurgency, as an insurgent you break Faction law to aide your homeland and can be punished for doing so but such a punishment won’t be something like a ban, kick, or mute. Clan rules however are things that are set in stone as unbreakable without punishment by server staff. For example, if you are a Captive citizen and not currently acting as a spy and cross into another Faction’s territory your breaking Clan Rule. Using the annotated version of this you can see what is marked as clan rule and what is marked as Clan law.
You're too kind, good sir. (☞°∀°)☞
Thanks!
Skype (If you have one. Preferred cause we're always chatting!):TheShrekoningisNear69
Secret Word (So we know you actually read this thread and understand what we're about. The Secret word is hidden somewhere in this thread. Don't worry, you'll find it. If you READ.): Poop
How dedicated are you? (Doesn't just mean on the server, the community in general.):I'm not dedicated at all. I never play this game. I will never play on the server.
Tell us a joke (Keep it appropriate): Ur gey
You're being attacked by bandits, what do you do?: Your mom
*I was prophesized by Shangri La*To the dissapointment of all of us, you're actually already part of this clan.
Please help us all.
Normally I would say something like "That's not very nice!" but this is a special case.
Kiddie, there's a pony outside your window with lemons! Look! Oh no now your house is gone!
Telling us a joke is part of the application process O.o? While I find this incredibly amusing that you actually put that there I don't really see the value in having it. Also it feels like it would be more of a diterrent.
It's just to show if the person filling out the application is humorous or not. Same with the bandit one. Plus, they're filling out a boring application, at least there's two areas they can express creativity in and hopefully enjoy doing.
Also, it was Hach's idea. Blame him.
Shell? Are you a turtle aswell?
This application was literally awesome.
Sorry for the late response, I've been gone all day.
You're accepted, welcome!
Air's typo, cemented here for all of eternity. You're welcome, buddy.
Skype FallenEvolve
Secret Word: turtles
How dedicated are you: Very dedicated
Tell us a joke: i cant come up with one :/
You're being attacked by bandits, what do you do?: run and get help
ps: im shy untill i get to know people
Google is a good place to find jokes... of varying quality to!
If I got attacked by bandits I would run, while running I would let out a low whistle to alert my ride to come and a giant pink bunny with a turtle shell, dragon wings, and laser guns mounted on the sides of its head AKA the Googley Turtle Dragon. I would ride off into the air and fell triumph but then all of a sudden the bandits would of called a alien to aid them and I would get knocked off my Googley Turtle Dragon by a HLAGTTHDU and hit the ground hard, then the bandits would come up and try to shoot me but I would look into my soul to find nothing so I just turn into a bomb pooping mini dragon and eat a rabbit, then using my insta-pooping abilities I would blow up the bandits and fly off into the sunset but hit the giant flying The End letters and die.
Woop. Unimportant stuff here.
Skype (If you have one. Preferred cause we're always chatting!): MCbOsS88998 (it is either that or MCbOsS8898)
Secret Word (So we know you actually read this thread and understand what we're about. The Secret word is hidden somewhere in this thread. Don't worry, you'll find it. If you READ.): Turtles
How dedicated are you? (Doesn't just mean on the server, the community in general.): very
Tell us a joke (Keep it appropriate): my job. Jk, what do you see most on th Pittsburgh Penguins during the playoffs? Complaining, diving, and crying.
You're being attacked by bandits, what do you do?: protect the town as much as I could.
Skype: Rahul.vivek3
Word: Turtle
Dedication: very
Joke:did you hear about the kidnapping, the kid woke-up.
If I were attacked by bandits: I would give them a death stare.
if I am accepted, you will hear more jokes!
PLZ reply fast
Hey dude, although I have nothing against your application you were part of this can previously then left due to being unsatisfied for reasons none of us know.
So, you're denied, but I'm sure there's much better clans out there for you man. Good luck.
I really don't want to deny two Applications in a row, because it doesn't feel right, but the application seems a bit unprofessional. Sorry dude, good luck elsewhere.
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Also, as I said before, although the Joke/Bandit questions seem a bit ridiculous/silly, they're intended to show the creativity and humor of the person who joins. Figured I'd mention that. I really enjoyed that idea when Hach brought it up, so until I get flamed for putting it there, it stays.