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Post by Saint Ambrosef on Aug 28, 2016 12:48:55 GMT -5
Hey! Sorry I've been missing, I've had a busy past couple of days. >.< I'll get right on the descriptions.
also, I love the color scheme T_T You're so much better than me at them lol
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Post by Featherwing on Aug 29, 2016 13:10:50 GMT -5
I literally just looked up swamp color schemes and was like "well lets just plug those in and see how it goes"
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Post by Saint Ambrosef on Aug 29, 2016 23:20:51 GMT -5
uGHHHH SORRY I rewrote these like half a dozen times because I didn't like how it sounded. But they're finally done! I didn't do any landmarks or describe the camp for AshClan, because I assume you already have an idea of what you want there. So I just did an overview of the terrain, which is what I think (hope) you wanted.
BAYOUCLAN: Tall cypress and red maple loom over the murky waters, thick foliage blocking the blue sky beyond; what sunlight breaks through has a soft, filtered effect on the understory trees of cottonwood, aspen, and black willow. Spanish moss trails from their lower branches, while rock cap clings to their damp bases. The uneven ground slopes gently in small mounds. Dark water flows sluggishly in the bayou, murkiness hiding the varying depths. Duck weed floats like floatsam. Spindly roots of bladderwort criss-cross the surface, their little yellow flowers peeking over the muddy banks. Higher on land, skunk cabbage clusters in bright green patches, while blue-marsh violets offer bright blooms in their little clumps. Low-growing alder shrubs, lichen boulders, and ferns offer plenty of cover. Most of the territory is fairly low-lying. However, the land begins to rise close to the northern and eastern borders; thus, these are the driest parts. The bayou is fed by an old river from the northeast, as well as a few streams draining into the basin. Pure water would be hard to fine for those unused to the swamp. Solid land varies: in some regions, there are sizeable chunks of raised land. Most of the territory consists of channels and small ponds dotted with large isles. The cats who dwell in the bayou have alternate names for the seasons, due to the nature of their roofed woods. Leaf-fall is commonly called coppersky, referring to the bright reds and golds of the foliage. Leaf-bare is known as bluesky, as the sky becomes much more visible without the thick cover of leaves. Newleaf is instead whitesky, due to the bright white blooms of the numerous cottonwoods. Finally, greenleaf is instead known as greensky, for obvious reasons.
ASHCLAN: The volcano looms above the heads of the clan like a solemn sentinel, a symbol of both safety and danger. Testament to its fiery temper dot the landscape below; scars of blackened lava, long-charred stumps, and tephric boulders. Amongst these also harbors the signs of its fertile generosity: quaking aspen and cottonwood line the rich soil of the foothills, spindly creepers crawling up their smooth trunks. Further up the slope, deciduous trees give way to rockier soil and whitebark pines. Though undergrowth grows sparser the farther up one travels, the ground is thick with bracken and ivies. Leaf loam provides a spongy forest floor. Huckleberry grows on the edges of old lava, ripe with sweet berries that are favorites of kits, while wild irises bask in patches of sun. The volcanic mountainside is dotted with numerous caves formed by long-ago eruptions; some are no more that bubble chambers, while others form tunnels leading deep into the cold rock. The crater of the volcano sits miles above the territory, although apprentices are expected to make the trip at least once. A slow river winds its way close to the western border, draining into the bayou below. Here the trees thin to more exposed terrain, the swaying tall grasses open to the sky. The southern border cuts a slash across the landscape in the form of a steep gorge; it stretches from east to west, becoming a rushing river during newleaf storms. Crossing the gorge is a precarious venture-- both because of the dangerous drop and the enemies awaiting on the other side.
I'm still not quite happy with AshClan's, so feel free to change anything that bothers you or contradicts your mental image of the territory. I tried to fit in something about twoleg paths, but every time the wording was awkward, so I gave up ^^' I did do a lot of research into the types of vegetation and geographical formations of both terrains, though, so you can be assured that all of that is accurate xD
Also, note to self: Jack-in-the-pulpit root is good for eye injuries, arthritis, and snakebites.
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Post by Saint Ambrosef on Aug 29, 2016 23:21:24 GMT -5
I literally just looked up swamp color schemes and was like "well lets just plug those in and see how it goes" slightly less impressed but still awed because i didn't think about that
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Post by Featherwing on Aug 30, 2016 9:18:57 GMT -5
I was having too rough a time getting the right shade of brown so in a way it was me throwing in the hue-finding towel XD
Over all AshClan's is EXACTLY what I wanted. That is literal perfection. I'm of course going to tweak it a fraction in order to add the landmarks– Like the Fire Boulder [when a fire so hot once licked at a giant boulder on the north western edge of the territory and it's flames were imprinted into the very stone] and Stone Falls [lava that flowed over one of the cave entrances and hardened so it looks like a stone waterfall] and, predictably, the Twoleg paths.
I imagine there are small hiking trails that twolegs take occasionally, and then there are dirt paths for go-carts and jeeps to take tourists up to see the caldera. I'll weave them in somehow
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Post by Saint Ambrosef on Aug 30, 2016 11:14:08 GMT -5
Oh great! I was worried it wasn't what you were expecting.
I was going to make a separate little section for the camp and landmarks for my clan, but I could try and incorporate it into the territory description to match yours.
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Post by Featherwing on Aug 30, 2016 14:58:53 GMT -5
Actually the separating it out bit sounds more organized. Like we have an overall territory description but then in a list below that we have landmarks and in another paragraph/list for camp attributes.
I am horrifyingly excited for this.
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Post by Saint Ambrosef on Aug 30, 2016 15:19:32 GMT -5
okay good because I wasn't sure how I was going to intergrate that without messing up the flow I had going xD i'll get started on the landmarks/camp descriptions, then write out the clan personality bit
and saaaame! I'm so pumped for this rp
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Post by Featherwing on Aug 30, 2016 15:24:20 GMT -5
It'll be easier on us in the long run ^_^ I'll get my layout done and some of the siders and what not and I'll plug in the info into the layouts and see out they look. Will you get all of our notes organized and see what else we need while I work on that?
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Post by Featherwing on Aug 30, 2016 19:32:55 GMT -5
AshClan Territory + Landmarks The volcano looms above the heads of the clan like a solemn sentinel, a symbol of both safety and danger. Testaments to its fiery temper dot the landscape below; scars of blackened lava, long-charred stumps, and tephric boulders. Amongst these also harbors the signs of its fertile generosity: quaking aspen and cottonwood line the rich soil of the foothills, spindly creepers crawling up their smooth trunks. Further up the slope, deciduous trees give way to rockier soil and white-bark pines. Though undergrowth grows sparser the farther up one travels, the ground is thick with bracken and ivies. Leaf loam provides a spongy forest floor. Huckleberry and strawberry grows on the edges of old lava, ripe with sweet berries that are favorites of kits, while wild irises bask in patches of sun. In green leaf or the Long Summer, one can collect such delightful treats easily and medicine cats often dry them to store as wintery incentives. In autumn, the air gets chilly and the leaves turn glorious shades of yellow, orange, red and brown. But that is not what is so eagerly awaited– raspberries finally ripen and are ready to eat during this time and the moon is a glorious shade of red orange, prompting the renaming of the season as Time of the Red Moon. It is said that during this time the visions in the Caldera are at it's most clear. The volcanic mountainside is dotted with numerous caves formed by long-ago eruptions; some are no more that bubble chambers, while others form tunnels leading deep into the cold rock. The crater or Caldera of the volcano sits miles above the territory, although apprentices are expected to make the trip at least once, especially during leaf-bare when two legs are rare. This season is otherwise known as The Long Night, for it's chill and the hidden sun. A slow river winds its way close to the western border, draining into the bayou below. Here the trees thin to more exposed terrain, the swaying tall grasses open to the sky. The southern border cuts a slash across the landscape in the form of a steep gorge; it stretches from east to west, becoming a rushing river during new-leaf storms. A result of these heat flashes and the storms that they bring, we call this season the Storm Time. Crossing the gorge is a precarious venture-- both because of the dangerous drop and the enemies awaiting on the other side.
- Fire Stone [ A large boulder in the north eastern quadrant of the territory. Named for when a fire so hot licked at the stone and left a permanent imprint on its surface ]
- Stone Falls [ During a long ago eruption, molten rock, pumice and tephra was expunged from the caldera. Rolling over one of the ancient lava tube entrances, part of that mixture managed to solidify into what now appears to be a stone waterfall. Moderately close to the Eastern Border. Hotspot for Twolegs ]
- The Caldera [ The eruption site. A large rock valley within the volcano where the air is a thick, hot mist and the earth is unnaturally warm at all times. Come here to see visions– of what is between you and the Spirit of the Mountain. Hotspot for Twolegs during daylight hours. ]
- The River [ Beware during the Storm Time, for the storms of heated rain make this otherwise lackadaisical river swell and thunder over it's banks. ]
- The Log Walk [ A Twoleg hiking trail. Only used during green leaf or The Long Summer. It's activity is unpredictable. ]
- The Thunderpath [ A dusty, unpaved road where tour buses and other vehicles drive up to see the Caldera. Hotspot during The Long Summer. Be extremely careful ]
- The Dust Bowl [ High up on the mountain is a cave, and within this cave one can find the softest sand, silt and ash. A perfect combination to train in, thus why it's worth the walk. ]
AshClan Camp
wip
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Post by Featherwing on Aug 30, 2016 19:50:17 GMT -5
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Example Example Example Example w/ banners
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Post by Saint Ambrosef on Aug 31, 2016 12:50:29 GMT -5
EDIT: wowww that looks amazing
For BayouClan, I was thinking one of their notable traits would be "unseen/concealed." Because they live in the thick swamp, and because their pelts are usually quite dark they blend in extremely well to their surroundings. Maybe the other would be calculating. They we'd have a nice alliteration xD
BAYOUCLAN PERSONALITY/CULTURE: Damp, dreary, and murky-- all words used by outsiders to describe the bayou. They look into the tangled foliage and see undergrowth to trip over, mud to cake their pelts, a maze to be lost in. But the cats who dwell within it see their world in a different light: abundant moss for the plushest nests, soft clay to hide pawsteps, a landscape to vanish in. Instead of dim light, they see shadows to stalk in. Rather than dreary waters to drown in, a source of life.
The water, indeed, is the soul of their hunting grounds. It is a haven for the prey that sustains them: waterfowl, small rodents, and reptiles. Even in leaf-bare, when thin sheets of ice creep over the surface, animals remain drawn to the swamp for the shelter is promises from harsh winter winds. And not only does it feed them, but it also protects them. True, there are predators drawn to the water as well as prey. But the water keeps many dangers away. The occasional flooding of the low territory drives away many beasts that encroached upon the unfamiliar terrain, such as foxes and coyotes. Wetlands also provide a variety of unique herbs and medicinal plants that cannot be found elsewhere. Thus, the cats have a special respect for water: they consider it their provider and protector.
The clan cats are much like the water that surrounds them. They are smooth, able to adapt at a moment's notice. Their temperaments vary, but are often influenced and shift with the setting around them-- ranging from boiling hot to ice cold. Most swamp cats are of the calculating mindset, due to the clan's individual culture and the way most apprentices are taught to think; like water, they will find every crack and crevice of weakness in their target. And as water always flows down, sense of direction is always a prominent trait in these cats-- they must develop it, or they would quickly become lost in foliage so thick they cannot see the sun. It must be noted that living in the dense bush makes for a hard environment to be silent. Thus, swamp cats are particularly skilled in ways of stealth, having to have mastered the difficulties their natural home provides. Outsiders would feel claustrophobic in most parts of their territory, while cats from the bayou would likely feel agoraphobic outside their hunting grounds. BayouClan are typically quick to mock outsiders, in some ways thinking themselves superior because of their way of life, but are slow to jump into all-out battle. They prefer guerilla warfare-- that is, ambushes and lightning attacks.
Physically, BayouClan is made for its surroundings. Shades of brown, dark gray, and black are common among the ranks, while gingers and tawny colors are unusual but not unheard of. As stealth and concealment is a large part of their culture, cats with large white markings have been known to purposely muddy themselves in order to better blend into the landscape before venturing on hunts. Pure-white and silver cats are rare and often find their training to be particularly difficult. Pelts are composed of thick, medium-length fur, adept at keeping moisture out. In terms of build, the cats are more slender and sleek due to their lean diets, but are otherwise average in size. Swamp cats have particularly sensitive hearing, a result of living in a sound-absorbent territory, and thus often have ears slightly larger than normal. Due to the limited range of vision offered in their hunting grounds, they have learned not to rely on sight as much as the other senses.
BayouClan cats are rather sheltered from humans, seeing as they rarely venture into the thick foliage of the swamp. Older warriors who have seen them wander the territory before or have even ventured into the town know to be wary of them. The youth, however, are often completely unafraid because they have never experienced humans for themselves. Regardless of age, all the cats have a natural curiosity toward human relics. Old crawfish traps, half-submerged boats, and moldering woodwalks are hardly foreign to them, leading to a ready acceptance of human objects in their territory.
wow this turned out longer than I thought it would I combined everything about the physical qualities, personality, and culture of the clan, as well as a little insight into how they see things. I'll do landmarks/camp next, then I'll gather the notes for you. Did you just want everything for the clan page, or also all the notes on the characters?
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Post by Saint Ambrosef on Aug 31, 2016 14:39:21 GMT -5
BAYOUCLAN TERRITORY OVERVIEW: Tall cypress and red maple loom over the murky waters, thick foliage blocking the blue sky beyond; what sunlight breaks through has a soft, filtered effect on the understory trees of cottonwood, aspen, and black willow. Spanish moss trails from their lower branches, while rock cap clings to their damp bases. The uneven ground slopes gently in small mounds. Dark water flows sluggishly in the bayou, murkiness hiding the varying depths. Duck weed floats like floatsam. Spindly roots of bladderwort criss-cross the surface, their little yellow flowers peeking over the muddy banks. Higher on land, skunk cabbage clusters in bright green patches, while blue-marsh violets offer bright blooms in their little clumps. Low-growing alder shrubs, lichen boulders, and ferns offer plenty of cover. Most of the territory is fairly low-lying. However, the land begins to rise close to the northern and eastern borders; thus, these are the driest parts. The bayou is fed by an old river from the northeast, as well as a few streams draining into the basin. Pure water would be hard to fine for those unused to the swamp. Solid land varies: in some regions, there are sizeable chunks of raised land. Most of the territory consists of channels and small ponds dotted with large isles. The cats who dwell in the bayou have alternate names for the seasons, due to the nature of their roofed woods. Leaf-fall is commonly called coppersky, referring to the bright reds and golds of the foliage. Leaf-bare is known as bluesky, as the sky becomes much more visible without the thick cover of leaves. Newleaf is instead whitesky, due to the bright white blooms of the numerous cottonwoods. Finally, greenleaf is instead known as greensky, for obvious reasons.
LANDMARKS:
- The Raisedway - [ A disused human walkway made of wood that snakes from the southeast corner to the north border. Used to travel cross-territory quickly ]
- The Moss Glen - [ Called "the glen" for short; a little U-shaped valley/depression in the northeastern landscape, covered with cushion moss. While a hike from camp, it's the ideal place for training ]
- The Gorge - [ A steep-walled ravine plunging to 50 feet at the lowest point, although it is only about 20 feet across. Makes up much of the northern border between the two clans and floods in whitesky. An old maple fell haphazardly across it at one point, offering the only bridge across ]
- Twoleg Place - [ A large town sits just beyond the western border. The twoleg place stretches from further south all the way up past AshClan's territory. Beware of rogues and loners ]
- Abandoned Shack - [ A rotted out husk of a one-time twoleg shack, located south. A favorite of both snakes and rodents during the winter ]
- Mire's Pond [ A brief break in the trees, giving way to a small pond and surrounding mire, just north of camp ]
- The Sanctuary - [ In the northeastern corner of the territory, there lies a crystal-clear hot spring known as the Sanctuary. Warm year-round thanks to volcanic vents, mist constantly rolls off the spring's surface. Here, medicine cats and leaders see visions of their ancestors in the fog and commune with them here. Apprentices are brought here at least once to determine if they see anything in the mist ]
CAMP: Long ago, more than two centuries back, the eastern part of twoleg place was part of a large plantation. Situated in the fertile fields below the great volcano, the rich land offered bountiful crops and wealth to those who owned it. However, one day the ground began to shake beneath their feet, and a column of smoke arose from the great mountain. The humans, who thought the mountain was dormant, were scared away from their lucrative property by the threat of being buried in ash and lava, and so they began to sell what land they could and abandoned what they could not.
The earthquake, however, did more than frighten the humans. The landscape began to shift. The terrain began to sink lower over the decades, and the river that coursed nearby began to spread its waters outwards. Foliage thickened, and the damp world began to creep into its surroundings. Residents of the small settlement, built on the old plantation grounds, watched as the original manor house was slowly swallowed by the swamp. Now children whisper to each others rumors that such a house still exists, out in the dense wilderness of the bayou. Some brush the stories off as myth.
But the cats of BayouClan know better. The house still stands on its original foundation, albeit lower than before. The white siding has long since turned to the color of mottled dirt. Branches scrape against the clouded windows and saplings sprout between the backsteps. Spanish moss sways lazily in the breeze from where it hands off the once-grand front porch. Creepers have almost completely covered the lower west half of the house. But the cats who dwell within it do not notice the disuse settled upon the house. To them, it is their home.
Outsiders might question their decision to live in the former nest of twolegs. But, they would ask in return, why would they not? It was long since abandoned when the clan first settled there; it was not as if the humans would be returning. Their thick territory offered no other places opened enough for camp but sheltered enough for a home. The foundation ensured that the camp was raised well above the usual flood levels. And the home, despite its dilapidated appearance, was made solidly with quality craftmanship; the roof was mostly intact, with only one area of the attics caved-in (which offered the inhabitants a secondary escape-route). It was humid, true, like anywhere in the swamp, but unlike elsewhere it was not damp inside. Enemies would only be able to enter through the main doorway, thanks to the still-solid walls. The buckling front steps offered an obstacle to even the fittest alligator. Branches close to windows on the second story offer numerous escape routes, but noisy and difficult ways in.
When a cat first enters, they are greeted by an elaborate staircase leading to the "catwalk" above the foyer, called the Highloft. It is here that the clan leader sits, between the broken pickets to make announcements and look down upon their clan, sitting on the cold marble floor below. Most of the larger rooms are uninhabited, used as spaces for social gatherings and sharing tongues. The apprentice's den is located in the storage room beneath the staircase, close to the door in case of attack. The medicine cats have long made the kitchen's former pantry into their own, with withering shelves offering abundant storage for herbs. Warriors dwell in what at one time was the humans' study, a thick carpet layer of moss laid for nests across the floor; a window looks directly out onto the front porch, allowing warriors to react speedily to incoming danger.
As an extra precaution against enemies and floods, the frail and young are kept on the upper floor. Elders reside in the back of the second floor, in what was likely the laundry room. The grumble about the western-facing window, but they secretly enjoy the extra warmth in bluesky and appreciate the glimpses of sunset. The stairs can present a challenge to the especially old, but they rarely need to climb them anyways. They are kept plenty in company by the kits, as the nursery resides down the hall in a tiny old bedroom. Mothers must be cautious of adventurous kits, less they accidentally fall from the catwalk or down the stairs. In fact, kits are not allowed down the stairs until they are at least 3 moons old. The clan leader's den is in an snug closet just around the corner from the stairs, offering quick access to the story below and the Highloft.
Two areas of camp are forbidden: first, the west wing of the second floor, as the floor there is partially rotted and could collapse under the weight of a cat. Second, the original cellar, long since filled with water, and likely home to snakes.
PREY:
- Bank Voles - [ A round rodent found in drier parts of the swamp ]
- Rats - [ Swamp and tree-rats, the bigger ones are dangerous to the youth ]
- Minks - [ A weasel-like rodents, dangerous to kits and the inexperienced ]
- Songbirds - [ Includes eastern bluebirds, swamp sparrows, gnatcatchers, and red-winged blackbirds ]
- Waterfowl - [ American coots, moorhens, green heron, kingbirds ]
- Reptiles - [ Lizards, redbelly water snake, black swamp snakes, mud snakes ]
- Amphibians - [ Toads and Frogs ]
- Mice - [ Not particularly common, but they do exist ]
- Rabbits - [ Believe it or not, "swamp rabbits" are a real thing ]
PREDATORS:
- Barred Owls - [ A medium-sized owl with distinctive barred marks; dangerous to kits ]
- Turtles - [ Alligator snapping turtles will take off a cat's paw if they aren't careful ]
- Snakes - [ Venomous or dangerous snakes include eastern indigos, cottonmouths, rat snakes, and eastern rattlesnakes ]
- Alligators - [ Apprentices have special lessons on how to detect and avoid these monsters ]
- Nutria - [ Massive rodents that look like a cross between beavers and rats. Highly temperamental ]
- Raccoons - [ They eat anything, including kits, but they thrive happiest on bird eggs and hatchlings ]
- Coyotes - [ Uncommon, and they don't stay for long, but highly dangerous to all cats ]
- Red Wolf - [ Very rare; the elder Cacklestump is the only cat alive who has seen one ]
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Post by Featherwing on Sept 1, 2016 16:02:03 GMT -5
Just notes on Clan stuff please the character stuff is secondary. I'm working on my culture/personality thing too ^^
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Post by Featherwing on Sept 2, 2016 12:01:33 GMT -5
AshClan personality + culture:
Fire made flesh–– consider those words the unspoken thread that binds the whole of the mountain’s inhabitants together. You see a monster, occasionally rumbling in its slumber to remind the mortal of its destructive powers. We see a heart, beating like any other. The mountain is a spirit not to be conquered but instead to be understood. It breathes, as we do and from its breath springs a bounty unlike anything you’ve ever seen. To have inner fire is to have the will to do what is necessary.
Where you feel tremors in the earth and fear that a pyroclastic flow is moments away from being ejected from the volcanic core– we feel a gentle nudge, a reminder that there will be more Twolegs crawling over the caldera within days. The trees are not thick, not overbearing like the unfortunate dwellings of the swamp, instead light is everywhere. Home is light, warmth… passion. Fire is found in all things, from the delicious berries gleaming ripe and ready from their bushes, to the smooth water that flows clean and clear against limestone banks. Yes, that’s right, even in water one can feel the heat of the volcano’s heart. It tastes nothing like ash, as rumored by outsiders. The limestone purifies it, much like how fire cleanses the earth and it is in that connection where we look to all things. Fire cleanses, rule number one.
Rule number two is the most emphasized one. Do not turn your back on the Caldera. This goes for both the actual mountain and the cats who live upon it. We are an excitable sort, and scuffles are ways to clear the air and the heart. Kits are taught to speak their minds, keep their hearts open– for a vent that is kept sealed will only build the pressure within until one day, the rage will unleash its great and terrible powers upon those who live in its shadow. This is both a metaphor and a literal warning. Though our temperaments range from the rage of a cloud reaching Water eruption to the smooth– almost cold– Earth eruption, we all know the Way of Fire. We fight and we burn until there is nothing left and the ashes of what once was settle onto the cooling obsidian. We are not a subtle Clan, although we do know the meaning of patience. One must be patient to live on a volcano, after all. One must know what the signs mean, which are signs of an impending eruption and which are just signals from the grumpy Spirit within the Caldera. When you fight fire, you do not expect it to sit still and so you should not expect us to do so.
Our honor is paramount, we do not do well with trickery– to question one’s honor is to question one’s existence, one’s inner flame. That is rule three. Fire is Life, Loyalty, and Kin. To break a loyalty is to risk one’s very life and if the matter is grave, it will result in a Fight of Fire. It is an official, public, complaint against an individual’s conduct. A public event, a fight between two individuals that only ends in complete submission. The winner also wins the feud and the matter is settled– forever. The molten rock has hardened. In order to prevent such fights, and whatever consequences rise up from them, you must Listen. You listen not only to the words said, but to the actions presented. Your words are wind, always shifting but your body is that of an ever present and immovable mountain.
And mountainous we are. Muscular legs and chest muscles from climbing and jumping, we are strong but agile. Games are common– mentors often group apprentices together to run them through obstacle courses, ensuring that they use their energies productively. Games, appearing violent to outsiders, ensure that the students understand what the consequences of a real catastrophe would be. Games that prepare our pelts for what will come. As for our pelts, we are much like the earth around us. Many are tabbies of varying shades of brown and grey like the rocks, gingers and golds for our tall grasses and even dappled or solid white for the bark on our aspen trees. Tortoiseshells and calicos are occasional and often find themselves the best equipped for the territory. Black cats are most uncommon, for they stick out in a landscape of mainly bright colors. Our fur is thick and primarily short although we do have the longer furred variety– they are not as commonly found. Short to medium fur is best for our environment, really. Summers are sweltering and the caves in which we dwell are warm from the volcano’s underbelly despite the seasonal dusting of snow.
We are laced with tradition– for instance, when a queen is pregnant, tradition states she must make the climb to the Caldera and find the names of her babes in the swirling clouds within. In AshClan, queens are expected to carry out most of their duties well into their pregnancy, for to give them up early is pointless and a sign of weakness. We are Fire, we kick the rocks and keep walking. We do not stay down, not even if Death is whispering in our ears and tugging at our tails. We fight and we burn. We are AshClan and we are Fire made Flesh.
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Post by Saint Ambrosef on Sept 5, 2016 23:22:41 GMT -5
Hey Fae! So sorry I haven't been on. We moved this weekend from a house into a short-term apartment and it was...well, chaos. Our apartment doesn't have wifi yet, but will soon. I'll try and check on when I can, but it should only be a max of a few days until I have steady internet here.
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Post by Featherwing on Sept 6, 2016 12:32:56 GMT -5
Hey don't worry! Classes and stuff are happening for me rn so take your time The longer we develop it the better our ideas turn out anyway XD
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Post by Saint Ambrosef on Sept 7, 2016 13:31:19 GMT -5
I just found out that we'll get internet tomorrow evening. But apparently there is also free wifi in the apartment clubhouse, so I'll try to check that out later! (Right now I'm at our old house so that I can use the wifi for school, but I have to leave in a minute)
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Post by Featherwing on Sept 9, 2016 11:27:51 GMT -5
Woot! Well get on whenever you can and we can continue this i'm milling about and just finishing up some stuff things for school.
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Post by Saint Ambrosef on Sept 9, 2016 15:39:02 GMT -5
We have internet!! Woo
Okay, what else do we still need for the clans? There's still forms for our cats to make, anything else? Herb lists, codes, etc?
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Post by Featherwing on Sept 9, 2016 15:49:24 GMT -5
Herb list for sure and maybe a basic code for both clans. I've already got a few for AshClan but if you want you can get a herb list up for both clans. I've got a party to go to at 8 and if I'm on it'll be sparingly because I don't want to seem like a snob.
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Post by Saint Ambrosef on Sept 9, 2016 15:58:45 GMT -5
Here's our notes on the clans. Or at least the relevant posts.For the first main conflict, I was thinking we could play with the idea of rogues from the town encroaching in the clan territories. A little cliche, but we could shape it around until we get something we like.
And/or, we could have two power-hungry cats in both clans, secretly helping each other come to power by taking out each other's competition in borders scuffles and "accidents". They could form their own followings, gangs within their clans. Members of such gangs could be either aware of the ambitious cats' plans or naively following what they believe to be a influential, loyal clan cat. Both allow us to steer the conflict in the needed directions by rpings the troublesome rogue/gang leaders, while allowing other rp'ers to interact by being apart of their gang. Or against it. In fact, after awhile, these gangs could start to fracture the clans from the inside out. As the gang leaders get closer to the power they want, their true natures could become more apparent to their clans; this could cause multiple other factions to break out. Some cats join the "gang," while others become divided by how to deal with it. It could be a very interesting angle to play.
EDIT: And as the leaders get closer to their desire, the former partners-in-crime turn on each other. So their conflicts inside the clans, but also against them too. I'm loving that second insurgents plot. Perhaps we could combine them, to a degree? Like, perhaps the two trouble makers 'hire' rogues from town to do their dirty work, promising them land and a steady food supply in their new world. Gives the opportunity for multiple fractures in the command structure.
Yuss, apprentices as the canary's in the mine. Perhaps only a handful listen, but most if not all chalk it up to over imagination? Or perhaps only some of them saw it, like Raven and Jagged and Web but Frost and Squirrel weren't there to see it so they don't believe them?
Yes, I like that. Perhaps the handful that listen break away into a faction within their clans. And the apprentices, unknowingly, make worse the problem they were trying to avoid/solve. Frost won't really be apart of the group. She goes out, like, twice with her brother to meet with them, but they're caught the third time. Frostpaw's easily cowed by authority, so she never sneaks out again. Webpaw, on the other hand, thinks of himself as a rebel and couldn't care less about authority, so he keeps going out without his sister. It's part of the road leading to their eventual quarrel. also I really want there to be a gorge of some sort, I'm thinking an old fissure in the side, horizonal before curving down and getting shallower and shallower the closer it gets to the swamp. I'm thinking it was once the site of a minor vent eruption. It could be the main border and split between the two clans. There is a large log from a fallen tree on the swamp side that makes it passable. The apprentices could cross the log there as opposed to going further to the left of the fissure to cross where it's shallow or going down into the swamp's shallow end to pass.
I love the gorge idea. Like a scar in the landscape. Each clan could have their own story about how it got there: the ash cats would talk about how the spirits of their volcano split the earth with an eruptions to keep their kin safe from their enemies. Bayou cats, on the other hand, would believe that their ancestors used water from a great river to carve it from the land and provide a barrier against the rival clan. There could be a cave or tunnel in the ravine wall that the apprentices discover, and they make it their meeting place of sorts. Perhaps it's an old volcanic vent, and a warm draft still blows from it occasionally.
How should we set up characters on the clan pages? Should we restrict it to one-line physical descriptions like in the books, or go with the separate blocks for each character? If the latter, we should find a limit to agree on.
Loving that form btw. 2 lines of personality works, but perhaps we should really emphasize to not make a mary-sue/gary stu/scary sue/scary stu kind of character. I hate flat characters who's only purpose is to find a mate/have a family. The family section should stay but we should limit it slightly, like immediate family. No cousins/aunts/uncles unless it's completely necessary. Grandparents/parents/siblings are fine, but on the condition that you plan to actually incorporate that relationship into your rping.
CHARACTER NAME | Gender | Rank | Age Lines of physical description ~ Lines of physical description ~ Lines of physical description ~ Lines of physical description ~ Lines of physical description ~ Lines of physical description ~ Lines of physical description ~ Lines of physical description ~ Description of personality ~ Description of personality ~ Description of personality ~ Description of personality ~ Description Description of personality ~ Description of personality ~ Description of personality ~ Description of personality ~ Description < Crush / Mate > Family of:What shall I work on next? I guess the information. Let's see, we need: territory descriptions, clan personality, clan history, perhaps a section on prey & predators, battle and hunting techniques...what else? Herb list, perhaps, or maybe that's too excessive.
I've been meaning to pitch an idea to you. In my old WolfClan, I had the idea to make an "achievement" section, just for fun. It was basically a list of different milestones that we checked off when we reached them. For instance, "Active Clan (Reach 100 Pages)" "MegaClan (Over 50 Members)" "Graduation (Promote 20 Apprentices to Warrior Status". That sort of thing. If you can work on territory descriptions, like compile what we've said already in a nice, eloquent format then the rest comes easily. Clan History + About I've kind of kept simple and we can customize it to what we want [ that graphic at the top of the page is the basics I kind of got from what we've discussed ]. Definitely a section on prey/predators and a herb list are probably the best thing we can do. I don't think hunting/battle techniques will be needed unless we just want to go into more detail?
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Post by Saint Ambrosef on Sept 9, 2016 16:00:13 GMT -5
social snobs are underrated~
Sure! I kinda wanted to do both herb lists because I have a lot of ideas xD I'll get on that. I'll also work on the achievement lists. Just some basics that we can always add to.
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Post by Featherwing on Sept 11, 2016 11:52:52 GMT -5
I'll work on a prey+predator list for both clans.
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Post by Featherwing on Sept 11, 2016 12:11:30 GMT -5
Prey + Predators :: BayouClan- Water Voles [ common ]
- Mice [ uncommon ]
- Muskrats [ common ]
- Armadillos [ rare ]
- Waterfowl [ common ]
- Quails [ uncommon ]
- Turkeys [ rare ]
- Turtles [ common ]
- Rabbits [ uncommon ]
- Squirrels [ uncommon ]
- Amphibians [ common ]
- Fish [ common ]
- Bobcats [ rare ]
- Coyotes [ uncommon ]
- Alligators [ common ]
- Snapping Turtles [ common ]
- Black bears [ rare ]
- Foxes [ uncommon ]
- Raccoons [ common ]
- Western Cottonmouth Snake [ common ]
- Copperhead Snake [ uncommon ]
- Eastern Diamondback Rattlesnake [ rare ]
Prey + Predators :: AshClan- Water Voles [ rare ]
- Mice [ common ]
- Pheasants [ common ]
- Rabbits [ uncommon ]
- Squirrels [ common ]
- Warblers [ uncommon ]
- Turtle-dove [ common ]
- Thrush [common ]
- Kestrel [ uncommon ]
- Raven [ common ]
- Quails [ common ]
- Fish [ rare ]
- Beech-marten [ common ]
- Bobcats [ rare ]
- Foxes [ common ]
- Sparrow-Hawk [ common ]
- Hawks [ common ]
- Eagles [ common ]
- Eastern Diamondback Snake [ uncommon ]
- Coyotes [ uncommon ]
- Black bears [ rare ]
- Green whip snake [ uncommon ]
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Post by Featherwing on Sept 12, 2016 12:55:50 GMT -5
Okie dokie, predators + prey lists are done!
then it's just achievements, the rules... and... coding.
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Post by Featherwing on Sept 23, 2016 14:25:54 GMT -5
Hmm so what else should we work on?
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Post by Saint Ambrosef on Sept 24, 2016 16:43:51 GMT -5
oops sorry >_< the drama on wcrp has been driving me off lately so I haven't been on very much
i'll make the achievements list!
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Post by Featherwing on Sept 24, 2016 19:03:00 GMT -5
There's dramaaaaa?
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Post by Saint Ambrosef on Sept 26, 2016 23:03:41 GMT -5
OH MAN you don't even want to know seriously
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