Post by OWNER//HAWK on Jan 29, 2010 21:06:24 GMT -6
This kind of ties in with the plot thread, I suppose, but since it's necessary info, I'm thinking it should go here.
This page tells you everything you need to know about all three of the groups. I suggest you read it, because this info is important for anyone intending to role-play here. So, without further ado, I give you:
The Nameless are a shifting band of rogues, loosely affiliated with one another. This we know from their basic plot overview.
But what are they really?
They have no official structure, which means no rules, no way of taking care of others, and no set system of leadership.
The cat with the most support in the group becomes leader, but only if he can challenge and defeat the current leader. This works in the role-playing world in the following fashion: After a while (this is about three weeks) of any given leader's rule, cats are allowed to challenge their leader. They start a poll when the challenge thread is made, and the cats of the Nameless vote. (This is not expressed by voting in the actual role-play. They give their opinions in any way they choose.) The battle's outcome is decided by the results of the poll.
A leader can threaten harm to their subjects for allegiance: they're allowed to rule however they want, until another cat challenges them.
Elders are considered worthless, as they can't take care of themselves. However, most cats don't last this long.
Queens aren't called queens or given special consideration. They're just mothers, and their mates sometimes take care of them just after the kits are born. Sometimes they don't. They have to take care of themselves for most of their pregnancy and thereafter. Quite a few queens don't take care of their kits for more than a few weeks after they're born. Some never wanted kits in the first place (something like a force breed, I'd say) and some want their children to become strong at an early age.
There is no way of teaching young cats: they are just expected to learn from those around them. When you're hungry, you try over and over until you get it right and get something to eat, or you starve. The Nameless believe that if a cat born to them can learn to feed themselves and hold their own in the survival-of-the-fittest chaos, then they're worth keeping in the group. If they can't, then they deserve to starve because they're not superior like the others.
There is only one Healer at a time, and they are the only cat who takes another into their confidence to train them. A Healer only takes a second (apprentice) when they see their end coming soon, however, because it's almost custom for a Healer's second to murder them once they've learned all they can. Healers learn hunting and fighting along with rudimentary healing skills. They're valued among the Nameless, and their opinions hold much weight with the others. However, it's commonplace to buy a Healer off--bribe them with protection or exalted status to support a challenger for leader.
The main body of the group is made up of the average fighters, who hunt and fight and sometimes pass on a few higher skills to younger cats. Allegiances here come in two types: everlasting and fleeting. Fleeting bonds come and go, and it's almost expected that they will be broken after the short truce is over. Everlasting bonds are the type that stay with a cat until the end, and breaking them is considered traitorous and grounds for murder. These are where challengers come from, and challengers habitually bribe their fellow fighters with promises of special treatment and other such things in exchange for support in the coming battle.
The Nameless consider the world theirs, and they kill those who trespass, which consists of basically everyone who isn't their own and some who are. When they come together for a mass attack, they are ruthless and a force to be reckoned with. Growing up in bitterness, constant change, and having to fend for themselves at an early age makes the cats who survive to become hardened fighters very good at what they do.
The Red Death is definitely more refined than the Nameless. They're more rule-oriented.
We know that their leader, a position which is inherited by birth, is descended from Deepstar. What we haven't yet learned is that once a son takes over as leader from his father, he takes the name Deep. If a leader steps down to allow another to take his place, he assumes his old name again. Most leaders keep both of their names: if, for example, a cat named Slash became leader, he would take the name Deep Slash. Some get rid of their name altogether, but some don't--it's a personal choice. Cats in the Red Death don't remember why this is, but they've always done it this way, and they aren't about to change it. Second or third sons often kill their older brothers to be able to become leader when their father dies, and sometimes they even kill their father.
Queens are valued, as they are bringing new cats into the Red Death. They're seen as the cats who give life to new Red Death perfection. Their mates take care of them for the time before their kitting and for several moons afterward. The way they treat their kits depends on the personality of the cat.
Elders aren't as valued as they were in the old days of the Clans, but they aren't chased out or left to die like in the Nameless. The Red Death doesn't provide for them much, but in leafbare, some of the younger cats give up their prey for elders. It's rare to have any at all, because most don't make it to the age of an elder.
Herbalists are trained in medicine from a young age, and their advice is sought on matters of all ranges: from medicine to strange dreams to relationships to inclement weather. Herbalists are more intellectual than the fighting type, but don't let it fool you--they're sometimes more ambitious than anyone else. They can fight and hunt like any cat, although sometimes those skills aren't as strong. These cats only train others when necessary, as they know that in a life so chaotic, the cat they try to take under their wing might kill them without a second thought.
Kits don't become apprentices, per se, but they do learn in a more structured way than those of the Nameless. The older cats take them out into the forest and let them watch and learn to hunt. They are taught to fight, mostly in camp, by playing with others. There are unspoken rules within the Red Death that are similar to the warrior code:
If a young cat breaks these rules, they learn by a sound drubbing that it's not to happen again.
There are two types of 'warrior:' the Berserker and the fighter. Berserkers never last long--not more than six or seven moons after becoming a Berserker, on average. The ones who do are highly valued within the group. Remember the cats in Scourge's rogues who reinforced their claws with other creatures' talons? Some Berserkers have been known to do this, taking great lengths to make their attacks the strongest they can possibly be. They're regular fighters first, but special skills put them into the Berserker category. They need special training from other Berserkers before they'll be accepted into the small group by the leader's ceremony. These cats are exceptionally strong and courageous. They put themselves forward in any battle and focus on nothing but inflicting damage. Berserkers are the ones to watch out for: regular fighters can fight, but Berserkers have two to three moons of specialized training after becoming fighters. Their hunting skills are mediocre at best, because most of their time is spent fighting and guarding others in the group. Berserkers are the ones who push forward, increasing their territory.
Fighters are the main body of the Red Death, and provide the biggest force of defense and bring back the most prey. They do share with queens, elders (when there are any), kits, and Berserkers. Cats in the Red Death don't really patrol, but there are so many of them that they're almost always out checking on their outposts and sweeping for trespassers. They do the jobs that warriors did in the Clans.
If a cat were to be discovered associating with some cat not of the Red Death, they would be exiled on the spot without chance for redemption. Mating with a cat not in the group is even worse, as it is considered polluting the pure bloodlines.
Cats are taken in only in very special circumstances, like if they have proven themselves worthy of being in the Red Death by killing or maiming a cat in the group, especially a Berserker.
Those who aren't with the Nameless or the Red Death are known as loners or abstainers, for refusing to associate with either one. They hide around the lake territory, prey to both rogue groups. Some have permanent hideouts, which are cleverly constructed and hard to find, while others roam from place to place in 'safe' locations. They generally live alone or in groups of two or three. A tom and his mate are common to see, and sometimes entire families are all together, although this is dangerous as the more cats you have, the easier it is for a rogue to notice you. Some of these cats retain a vague knowledge of StarClan or their ancestors.
This page tells you everything you need to know about all three of the groups. I suggest you read it, because this info is important for anyone intending to role-play here. So, without further ado, I give you:
NAMELESS
The Nameless are a shifting band of rogues, loosely affiliated with one another. This we know from their basic plot overview.
But what are they really?
They have no official structure, which means no rules, no way of taking care of others, and no set system of leadership.
The cat with the most support in the group becomes leader, but only if he can challenge and defeat the current leader. This works in the role-playing world in the following fashion: After a while (this is about three weeks) of any given leader's rule, cats are allowed to challenge their leader. They start a poll when the challenge thread is made, and the cats of the Nameless vote. (This is not expressed by voting in the actual role-play. They give their opinions in any way they choose.) The battle's outcome is decided by the results of the poll.
A leader can threaten harm to their subjects for allegiance: they're allowed to rule however they want, until another cat challenges them.
Elders are considered worthless, as they can't take care of themselves. However, most cats don't last this long.
Queens aren't called queens or given special consideration. They're just mothers, and their mates sometimes take care of them just after the kits are born. Sometimes they don't. They have to take care of themselves for most of their pregnancy and thereafter. Quite a few queens don't take care of their kits for more than a few weeks after they're born. Some never wanted kits in the first place (something like a force breed, I'd say) and some want their children to become strong at an early age.
There is no way of teaching young cats: they are just expected to learn from those around them. When you're hungry, you try over and over until you get it right and get something to eat, or you starve. The Nameless believe that if a cat born to them can learn to feed themselves and hold their own in the survival-of-the-fittest chaos, then they're worth keeping in the group. If they can't, then they deserve to starve because they're not superior like the others.
There is only one Healer at a time, and they are the only cat who takes another into their confidence to train them. A Healer only takes a second (apprentice) when they see their end coming soon, however, because it's almost custom for a Healer's second to murder them once they've learned all they can. Healers learn hunting and fighting along with rudimentary healing skills. They're valued among the Nameless, and their opinions hold much weight with the others. However, it's commonplace to buy a Healer off--bribe them with protection or exalted status to support a challenger for leader.
The main body of the group is made up of the average fighters, who hunt and fight and sometimes pass on a few higher skills to younger cats. Allegiances here come in two types: everlasting and fleeting. Fleeting bonds come and go, and it's almost expected that they will be broken after the short truce is over. Everlasting bonds are the type that stay with a cat until the end, and breaking them is considered traitorous and grounds for murder. These are where challengers come from, and challengers habitually bribe their fellow fighters with promises of special treatment and other such things in exchange for support in the coming battle.
The Nameless consider the world theirs, and they kill those who trespass, which consists of basically everyone who isn't their own and some who are. When they come together for a mass attack, they are ruthless and a force to be reckoned with. Growing up in bitterness, constant change, and having to fend for themselves at an early age makes the cats who survive to become hardened fighters very good at what they do.
THE RED DEATH
The Red Death is definitely more refined than the Nameless. They're more rule-oriented.
We know that their leader, a position which is inherited by birth, is descended from Deepstar. What we haven't yet learned is that once a son takes over as leader from his father, he takes the name Deep. If a leader steps down to allow another to take his place, he assumes his old name again. Most leaders keep both of their names: if, for example, a cat named Slash became leader, he would take the name Deep Slash. Some get rid of their name altogether, but some don't--it's a personal choice. Cats in the Red Death don't remember why this is, but they've always done it this way, and they aren't about to change it. Second or third sons often kill their older brothers to be able to become leader when their father dies, and sometimes they even kill their father.
Queens are valued, as they are bringing new cats into the Red Death. They're seen as the cats who give life to new Red Death perfection. Their mates take care of them for the time before their kitting and for several moons afterward. The way they treat their kits depends on the personality of the cat.
Elders aren't as valued as they were in the old days of the Clans, but they aren't chased out or left to die like in the Nameless. The Red Death doesn't provide for them much, but in leafbare, some of the younger cats give up their prey for elders. It's rare to have any at all, because most don't make it to the age of an elder.
Herbalists are trained in medicine from a young age, and their advice is sought on matters of all ranges: from medicine to strange dreams to relationships to inclement weather. Herbalists are more intellectual than the fighting type, but don't let it fool you--they're sometimes more ambitious than anyone else. They can fight and hunt like any cat, although sometimes those skills aren't as strong. These cats only train others when necessary, as they know that in a life so chaotic, the cat they try to take under their wing might kill them without a second thought.
Kits don't become apprentices, per se, but they do learn in a more structured way than those of the Nameless. The older cats take them out into the forest and let them watch and learn to hunt. They are taught to fight, mostly in camp, by playing with others. There are unspoken rules within the Red Death that are similar to the warrior code:
- You don't challenge the leader.
- You don't talk to cats outside the group.
- You don't let a queen or elder go hungry if you can help it.
- You don't let an outsider trespass. You see someone, you kill them. No mercy allowed.
If a young cat breaks these rules, they learn by a sound drubbing that it's not to happen again.
There are two types of 'warrior:' the Berserker and the fighter. Berserkers never last long--not more than six or seven moons after becoming a Berserker, on average. The ones who do are highly valued within the group. Remember the cats in Scourge's rogues who reinforced their claws with other creatures' talons? Some Berserkers have been known to do this, taking great lengths to make their attacks the strongest they can possibly be. They're regular fighters first, but special skills put them into the Berserker category. They need special training from other Berserkers before they'll be accepted into the small group by the leader's ceremony. These cats are exceptionally strong and courageous. They put themselves forward in any battle and focus on nothing but inflicting damage. Berserkers are the ones to watch out for: regular fighters can fight, but Berserkers have two to three moons of specialized training after becoming fighters. Their hunting skills are mediocre at best, because most of their time is spent fighting and guarding others in the group. Berserkers are the ones who push forward, increasing their territory.
Fighters are the main body of the Red Death, and provide the biggest force of defense and bring back the most prey. They do share with queens, elders (when there are any), kits, and Berserkers. Cats in the Red Death don't really patrol, but there are so many of them that they're almost always out checking on their outposts and sweeping for trespassers. They do the jobs that warriors did in the Clans.
If a cat were to be discovered associating with some cat not of the Red Death, they would be exiled on the spot without chance for redemption. Mating with a cat not in the group is even worse, as it is considered polluting the pure bloodlines.
Cats are taken in only in very special circumstances, like if they have proven themselves worthy of being in the Red Death by killing or maiming a cat in the group, especially a Berserker.
ABSTAINERS
Those who aren't with the Nameless or the Red Death are known as loners or abstainers, for refusing to associate with either one. They hide around the lake territory, prey to both rogue groups. Some have permanent hideouts, which are cleverly constructed and hard to find, while others roam from place to place in 'safe' locations. They generally live alone or in groups of two or three. A tom and his mate are common to see, and sometimes entire families are all together, although this is dangerous as the more cats you have, the easier it is for a rogue to notice you. Some of these cats retain a vague knowledge of StarClan or their ancestors.