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Post by ᴍɪsᴛғᴀʟʟ » on Aug 18, 2017 21:22:01 GMT -5
WORDS
um I cant edit my own posts riP??
edit:: haha forums decided to fix itself, also I cant seem to add any of you on discord so you do your thing, I'll work on the layout c:
Coding by 5 ❙ AM; Images not mine
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Pansexual
Aɪʀ
i'm back again, fellas.
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Post by Aɪʀ on Aug 18, 2017 21:30:26 GMT -5
» What's your tag? Mine is Air «
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Pansexual
Aɪʀ
i'm back again, fellas.
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Post by Aɪʀ on Aug 18, 2017 21:31:15 GMT -5
» I forgot that the tag is important hhvhdwsz «
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Non-binary
exceed
yo i like cats
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Post by exceed on Aug 18, 2017 23:02:10 GMT -5
The Firefly camp is hidden underground in a small tunneling system. The entrance to the camp is a mildly open cavern with two entrances, and plenty of light to offer. Many tinier caves are attached to the main cavern, some only big enough to hold one to two cats and some big enough to hold more than seven or eight, connected by tunnels- where they are varies. Some prefer the quiet of being at the end of a tunnel with a small den. Mainly families or friends sleep in the same den, including elders, although there are some special caves- for herb storage and a den for the sick and injured, a nursery, and the leader's den.
Main Cave: Large cave in the heart of the tunnels. Cats come here to eat and socialize, as well as be assigned to patrols. The leader speaks from a rock jutting out of the cave's wall known as the Highrock. There is also a pile of moss at the center of the cave that is used as a watering hole and is changed frequently. Leader's Den: A luxurious cave, close to the main cave and near the Highrock. Its entrance is covered with lichen and it's big enough to hold the leader and their family- up to seven or eight cats can sleep in there with plenty of room. Medicine Den: Considered to be the largest den. No healers sleep here, however- it's used for herb storage and a sleeping area for any sick or injured cats. Healers visit almost every day to check up on patients or the herbs. Nursery: A secluded but large cave a tunnel away from the main cave. Moss and feathers pad this den, cozy for queens and safe for their kits. Expecting queens and queens with their kits rest here.
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Post by ᴍɪsᴛғᴀʟʟ » on Aug 19, 2017 8:57:28 GMT -5
WORDS
All of the roleplay layout panels are up in my drafts, I just need the organized information at the end and I'll put everything in the codes c:
Coding by 5 ❙ AM; Images not mine
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Pansexual
Aɪʀ
i'm back again, fellas.
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Post by Aɪʀ on Aug 20, 2017 11:14:43 GMT -5
Firefly Territory
The Colonies inhabit a coniferous forest in the northern hemisphere. The Firefly Colony resides in the right side of the forest. The Firefly's side of the territory was destroyed in a fire many years ago and has barely regrown any of its trees. There are a few healthy pines, but most of the trees are charred or burned down. The undergrowth of the forest is low and barely surviving.
Northern Stream: a stream north of the Firefly camp. It's thinner and more shallow than the Southern Stream, contains less fish, and is closest to the Firefly camp. Southern Stream: a stream south of the Firefly camp. It's a lot more abundant in fish than the Northern Stream and is wider with larger waves. It is the furthest from the Firefly camp. Branch Pile: a pile of fallen charred trees and branches that form a humungous pile of rubble. Apprentices often play here and is a good place to hide from pursuing predators. Training Hollow: a barren clearing that is used to train assignments and young apprentices to fight. Two-leg Place: A small row of cabins and houses far from the colony territories. The town is populated with kittypets and loners that two-legs bring in from farther lands. Star Pool: A small lake far South of the colony territories that is used to communicate with the ancestors. It's full of algae that glows at night.
Camp
The Firefly camp is hidden underground in a small tunneling system. The entrance to the camp is a mildly open cavern with two entrances, and plenty of light to offer. Many tinier caves are attached to the main cavern, some only big enough to hold one to two cats and some big enough to hold more than seven or eight, connected by tunnels- where they are varies. Some prefer the quiet of being at the end of a tunnel with a small den. Mainly families or friends sleep in the same den, including elders, although there are some special caves- for herb storage and a den for the sick and injured, a nursery, and the leader's den.
Main Cave: Large cave in the heart of the tunnels. Cats come here to eat and socialize, as well as be assigned to patrols. The leader speaks from a rock jutting out of the cave's wall known as the Highrock. There is also a pile of moss at the center of the cave that is used as a watering hole and is changed frequently. Leader's Den: A luxurious cave, close to the main cave and near the Highrock. Its entrance is covered with lichen and it's big enough to hold the leader and their family- up to seven or eight cats can sleep in there with plenty of room. Medicine Den: Considered to be the largest den. No healers sleep here, however- it's used for herb storage and a sleeping area for any sick or injured cats. Healers visit almost every day to check up on patients or the herbs. Nursery: A secluded but large cave a tunnel away from the main cave. Moss and feathers pad this den, cozy for queens and safe for their kits. Expecting queens and queens with their kits rest here.
Predators. Wolves (Rare) live on the outskirts of colony territory. a loner may be spotted passing through, but they usually do not mess with the colony cats. Bears (Very uncommon) mostly spotted during the early summer days. they hibernate during the winter and are never spotted unless by freak-accident. Lynxes (Very uncommon) pose very huge threat to the colonies if spotted nesting in colony territory. often requires both colonies to collaborate and drive out predator together. Deer (Uncommon) animals that are usually deemed harmless unless provoked. migrate often. Two-legs (Uncommon) up-walking creatures that pass-by on the occasion to tamper with the trees. the reason why is unclear, but they are prone to catnapping and must be avoided at all costs. Foxes (Common) predators that sometimes hunt and nest within colony territory. usually travel alone and may attack unprovoked. cats are encouraged to travel together to prevent fox attacks. Snakes (Common) slithering creatures most common in the swamplands. a bite from a snake can be fatal. Wolverines (Very common) predators that permanently nest within colony territory. may attack unprovoked, but can sometimes coexist with cats as long as distance is kept.
Prey. Squirrels (Rare) rare to catch due to the scarcity of trees in firefly territory. Hares (Rare) Hawks/Owls/Eagles (Rare) predator birds pose as a huge threat to the colonies and can only be caught as prey using teamwork and extreme skill. Woodpeckers (Very uncommon) are only spotted during the early hours of the morning. hard to find due to scarcity of trees. Birds (Very uncommon) lack of trees make finding prey like this in firefly territory extremely difficult. Shrews (Uncommon) minimum undergrowth makes finding them easy, but so rarely do they nest in firefly territory. Voles (Uncommon) are easiest to catch near water sources and streams. Mice (Uncommon) like to hide in shady spots decent covering, like the branch pile. Lizards (Common) easily caught in the swamplands. some lizards may be too dangerous to eat. Frogs (Common) can be found in the swamplands. are fast and can sometimes be tricky to catch. Fish (Common) found in both streams in firefly territory. more abundant in southern stream.
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Pansexual
Aɪʀ
i'm back again, fellas.
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Post by Aɪʀ on Aug 20, 2017 12:44:11 GMT -5
Dragonfly Territory
The Colonies inhabit a coniferous forest in the northern hemisphere. The Dragonflies take up the left side of the forest. Dragonfly territory is overrun with overgrowth and large, beautiful plants and shrubbery. The forest is abundant in firs, spruces, and pines that overlap one another and cast a persistent shadow over the land, blocking out excessive sunlight and keeping it cool.
Drinking Hole: A small pond of water the cats and other animals frequent for a drink. Fallen Tree: A fallen spruce tree that houses plenty of mice and voles and is a perfect place for hunting. Meadow: A large field full of wild flowers and grass commonly used as a training ground for assignments and apprentices. Abandoned Two-leg Nest: A small cabin surrounded by an assortment of herbs, mostly catmint. A common place for healers to visit. Two-leg Place: A small row of cabins and houses far from the colony territories. The town is populated with kittypets and loners that two-legs bring in from farther lands. Star Pool: A small lake far South of the colony territories that is used to communicate with the ancestors. It's full of algae that glows at night.
Camp
The Dragonfly camp is a clearing surrounded by thick, protective brambles and overgrowth. The entrance to the camp is a hollow log completely entangled in vines and brambles to keep it hidden and in place. Colony meetings are held in the very center of the camp, and sick cats are often instructed to sleep there to be "watched over by the ancestors".
Leader's Den: the smallest bramble den in the camp. It's decorated with flowers and vines and can house up to three cats- the leader and two close relatives. Main Den: the largest den, it houses both guards and hunters and is considered to be the warmest and most comfortable den to be in. Healer's Den: the den where healers sleep. It's also where they keep their herbs. Nursery: where queens, nesting queens, and kits sleep. It's the closest den to the healer's den and has the thickest layer of brambles protecting it. Elder's Den: a small den with tall grass serving as the entrance where the elders sleep. Secondary Den: the den where assignments and apprentices sleep. teachers and mothers sometimes sleep here to comfort new recruits unfamiliar with the new den.
Predators. Wolves (Very uncommon) live on the outskirts of colony territory. a loner may be spotted hunting prey, but they usually do not mess with the colony cats.Lynxes (Uncommon) pose very huge threat to the colonies if spotted nesting in colony territory. often requires both colonies to collaborate and drive out predator together. Bears (Uncommon) mostly spotted during the early summer days. they hibernate during the winter and are hardly ever seen too close to cat contact. with strong cat scent. Two-legs (Common) up-walking creatures that are seen occasionally running through the territory and nesting overnight during the summer. the reason why they come and go is unclear, but they are prone to catnapping and must be avoided at all costs. Dear (Common) animals that are usually deemed harmless unless provoked. they eat a lot of the available shrubs and migrate often. Foxes: (Very common) predators that sometimes hunt and nest within colony territory. usually travel alone and may attack unprovoked. cats are encouraged to travel together to prevent fox attacks. Wolverines (Very common) predators that permanently nest within colony territory. may attack unprovoked, but can sometimes coexist with cats as long as distance is kept.
Prey. Hawks/Owls/Eagles (Rare) predator birds are a huge threat to the colonies and can only be caught using teamwork and extreme skill. Woodpeckers (Very uncommon) are mostly spotted during the early hours of the morning. tricky to catch while in the trees. Crows (Uncommon) are sometimes spotted in swarms or small groups, which makes the possibility of catching at least one high. Hares (Uncommon) swift creatures that require a lot of skill, speed, and agility to keep up with and catch. Rabbits (Common) prey easy to catch when caught by surprise using stealth and speed. Squirrels (Common) most squirrels gather near trees that can be used as an escape route if pursued. requires tree-climbing ability and swiftness. Blackbirds (Common) bird-brained prey quite easy to catch through the element of surprise. Grouse (Common) small birds requiring minimal skill to catch, so long as the hunter is silent. Shrews (Common) small mole-like creatures with the ability to "disappear" at the slightest hint of movement. Voles (Very common) prey that can be caught virtually anywhere in the territory besides noisy areas and areas Mice (Very common) prey that can be caught virtually anywhere in the territory, but are surprisingly fast.
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Pansexual
Aɪʀ
i'm back again, fellas.
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Post by Aɪʀ on Aug 20, 2017 12:49:11 GMT -5
Naming
The Colonies are two separate groups of cats inhabiting the pine forest territories. These cats can be easily distinguished by their unique naming system.
The name a kit receives at birth is the name they will carry until they receive a title. A "title" is a prefix or suffix added to a cat's name after doing something honorable or ranking up. Titles are often associated with a cat's appearance, personality, or rank within the colony, but can also be associated with how they earned their title.
ex: a cat may be born with the name "Budding Rose" but have it changed to "Budding Rose in Mint Field" after becoming a well known healer. When being introduced, others may recognize the addition of his / her name as a sign that he / she deals in medicine or herbs.
another ex: a cat born as "Lion" may earn the title "Roar of Vicious Lion" after proving themselves to be fierce and threatening in battle. They may also become "Lion With Big Heart" after proving to be kind-hearted and compassionate. Cats are only addressed by their title in a form manner.
Each colony is divided into four categories of cats with specific skillsets. These categories are called "companies".
Companies
guards: in charge of defending the colony. guards patrol the territory for threats, check the borders, protect the camp and engage in combat against threats. guards are assigned to watch over hunting patrols, training sessions, and herb-gatherings.
hunters: in charge of feeding the colony. they hunt in patrols and keep the fresh-kill pile stocked. they make sure prey is distributed evenly to every cat.
healers: in charge of keeping the colony healthy. they find, create, and distribute medicine and herbs for sick cats and are the only living liaisons between the colonies and the deceased. they interpret omens and prophecies, and are the only cats capable of seeing, speaking to, and visiting their ancestors. healers have the title "healer" before their name and often drop their suffixes.
ex: Healer Budding Rose in Mint Field or Healer Budding Rose
nesting queens: in charge of caring for and guiding new mothers. unlike regular queens, nesting queens stay in the nursery forever. they start off as new mothers and can decide to become "nest-bound" after having a litter of kits. they can originate from any company besides healers (as healers are forbidden from becoming "nest-bound"), but cannot return once they are committed. feelings towards nesting queens are mixed, as some cats see them as quitters while others are grateful for their service to the colony's future hunters and fighters.
Not all cats can fit into these four categories. Low-ranking cats such as kits are not old not old enough to be categorized, whereas high-ranking cats such as deputies and the leader have surpassed the bindings of a company.
deputies: there are three deputy positions: deputy of hunting, deputy of guarding, and deputy of healing. a new deputy is chosen by the leader when the previous deputy of that company dies or retires. when the leader dies, a new leader is chosen amongst the three deputies by the colony. deputies are in charge of running the company they are assigned to. a deputy of healing keeps all of the healers in line, etc. deputies have the title "deputy" before their title and often drop their suffixes. ex: Deputy Lion or Deputy Lion With Big Heart
leader: the leader is chosen by the colony through casting stones. once leader, the healers "cleanse" him / her and to become honorable throughout several days. the leader is monitored closely by the elders until given approval to proceed on his / her own. the is then free to leader settle disagreements between deputies and make drastic decisions that affect the colony. the leader appoints assignments to teachers and may reward titles. leaders are also representatives and speak for their colony during gatherings. leaders are formally referred to as "leader" by colonymates and "leader ______ " by outsiders. only relatives and close companions refer to him / her by his / her given name in private. ex: Leader Lion; just Lion by relatives in private or Leader Rose; just Budding Rose in private (elders choose what part of their name to address them as, like "Leader Rose", or "Leader Budding" or "Leader Budding Rose") it is not uncommon for leaders who dropped their suffixes as deputies to get new suffixes relating to the companies they originated from. ex: Leader Lion of Guarding; Leader Rose of Healing
elders: cats retired from their respective companies. they are honored for their experience and looked to for guidance and wisdom. their votes during casting stones are weighed heavier than the votes of any other cats and often influence the votes of others. they're in charge of observing newly announced leaders until they deem them fit for service.
queens: she-cats expecting kits. not much to explain here.
teachers: cats that are extremely skilled in their respective companies and tasked with teaching new recruits. teachers are placed in groups of three - a cat from each company excluding nesting queens - and are assigned multiple new recruits or "assignments" to train together (depending on the amount of kits becoming recruits). the trio of teachers are responsible for teaching their assignments basic skills from each company for an entire moon. at the end of the moon, the trio tests their assignments to determine which company is best fit for each one. the trio then appoints each assignment to a permanent mentor in the company most fit for him / her. teachers may reward titles to assignments who show outstanding potential, but can reward titles to assignments only. they cannot reward a title to an apprentice, guard, hunter, etc. besides "queen", "teacher" is the only temporary position. once teaching is complete, he / she either returns to working in his / her respective company or is reassigned to a new trio with a new set of assignments (depending on demand for teachers). cats that have previously been teachers are most likely to become deputy than any other cat in their respective company.
assignments (new recruits): young cats learning new skills that will determine what company they are assigned to. they train for a moon, and are considered to be in "alpha stage" of training.
apprentices: young cats assigned to work under a cat in the company they show the most potential in. they shadow their mentors who teach them the ins and outs of working in their company. training can last from 4 to 8 moons depending on the apprentice and how fast they learn, and they are considered to be in the "beta stage" of training. the average training time is 6 moons.
kits: kittens too young to train in any company. they stay with their mothers in the nursery until 6 moons before training as assignments under a trio of teachers.
Terms & Traditions.
company leading: it is said that the company that the current leader originated from will have good fortune throughout that leader's reign. a leading hunter means "a colony well fed", a leading guard means "a safe and secure colony", and a leading healer means "a colony in good health".
used in a sentence. [ Snake Fang watched the Dragonfly deputy waltz past with her patrol. "Her company's leading," he explained to his apprentice in a low growl. "Mouse-brained Dragonfly guards think they're invincible now. As if Leader Lion is enough to protect them from getting some sense shredded into them." ]
stone castings / casting stones: a voting system that's been around for generations. casting stones is most commonly practiced during the choosing of a new leader, but can sometimes be initiated when the colony or a specific company is having difficulty coming to an agreement. usually the leader will decide things for the colony, but sometimes minor issues are decided by casting stones. only the leader and deputies can announce an official stone casting, but it isn't uncommon for young warriors and apprentices to imitate what they see and host unofficial, mini stone castings amongst themselves. it is frowned upon, but not uncommon.
casting stones for a new leader occurs after the death of the old one. it can take up to several days to be initiated, for the healers want to ensure that the old leader's spirit had made it safely to the stars before choosing the new one. once the healers confirm the old leader's safe passing, the deputies will announce the start of the stone casting. the three deputies will sit in a row outside of the old leader's den, and the colony will each place his / her stone in front of the cat they wish to become the next leader. elders vote first, and their votes carry the most influence over what the rest of the colony may choose. healers vote next, then guards, then hunters, and finally nesting queens. queens and teachers vote under their respective company. kits, new recruits, and apprentices are not permitted to vote in any form of stone casting. once a company is finished with voting, they are dismissed to go about their colony duties. some like to stay back and watch the others vote. stone castings aren't common, so most cats find them interesting and gossip-worthy, and worth missing out on a patrol or two.
cleansing: a ritual carried out by the healers in which a newly appointed leader is groomed and checked for ticks to ensure he / she starts his / her reign fresh and clean.
alpha stage: the first stage of a young cat's training where he / she is tested to determine which company is best suited for them. alpha stage lasts one moon and ends after testing.
beta stage: the second stage of a young cat's training where he / she is assigned to a mentor to learn the ways of his / her company. the beta stage can last from 4 to 8 moons depending on the apprentice, averaging at 6 moons.
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Pansexual
Aɪʀ
i'm back again, fellas.
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Post by Aɪʀ on Aug 20, 2017 13:08:21 GMT -5
Rules
> Follow all forum rules. > Please be kind and respectful to fellow role-players. Insulting, bullying, and spamming is not tolerated here and can result in being permanently deleted from the RP. > All members must join with at least one guard and one elder. Failure to do so will result in myself or one of my mods asking you to redo your joining form. > This is a literate/semi-literate RP. Please utilize decent grammar and spelling. A few errors won't count against you as no one is perfect, but I would like to be able to read and understand what you're trying to portray through your writing. Also, please be detailed! I don't expect paragraphs of writing from anyone - as that can be tiresome and boring - but a few lines explaining what your cat is doing and why would be nice! > If you would like to join with an ancestor or high-ranking cat, please notify me first and ask for permission. Everyone plays an important role in this RP, but ancestors and high-ranking cats play a crucial part in how the plot turns out. I would like to at least walk you through it before you apply! > Please do not spotlight, power play, god-mod, etc. All cats have weaknesses, and everyone will have an opportunity to play an important role in the RP. > I, as well as my moderators, reserve the right to accept and reject anyone we deem fit or unfit for the RP. > I also reserve the right to alter grammatical errors and other issues in joining forms without tampering with a character's personality, design, etc. I will never change anything about a character myself, I will only tweak wording to better fit the flow of the other joining forms. If there's an error with a cat's appearance, personality, or rank, I or a mod may ask you to fix it yourself.
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Post by ᴍɪsᴛғᴀʟʟ » on Aug 20, 2017 14:39:34 GMT -5
WORDS
I put all the information in, all Im missing is the about, terms, roleplay information (will likely but about and roleplay info together as one), history, and allegiance sections c:
Coding by 5 ❙ AM; Images not mine
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