Post by 𝕃𝕪𝕤𝕤𝕒 on Dec 17, 2018 12:07:18 GMT -5
NightClan Planning Page-Still Open to Contributors!
Intro
This is where the text will go. It could be text about the territory or about the rules, but know that this will always be text. This is a space saver to test how the fonts and stuff work.
History
NightClan's origins began with a group of traveling cats, nomads who went from place to place in search of somewhere they could call their home. This group was led primarily by two siblings, called Dawn and Dusk. They, alongside whoever else desired to join them, traveled from place to place, learning all they could in hopes of creating what they considered to be a utopian society for them and their families. Along the way, they encounted a Clan of cats who lived together, protected each other, and took care of each other, even into their old age. Taking inspiration from this Clan, the traveling cats found an empty forest and an unpopulated moorland and decided to claim them in order to create their own Clan. However, Dawn and Dusk had different ideas of how the Clan should be run.
Dawn desired to live out in the open moorlands, hiding amongst the tall grasses and sleeping beneath the stars. She saw the value in speed and stealth in a place where there wasn't a lot of cover, and the thought of spending her days in the dark, dreary forest was unappealing to her.
Dusk, on the other hand, saw the forest as an important line of defence for his followers, knowing that the tall, dense trees and thick undergrowth would provide many opportunities for hunting and hiding. He also desired to teach his family how to climb the trees and walk among them the same way he walked on solid ground. The moors made him nervous, as they were wide open to open to predators.
Over time, the two siblings began to fight amonst themselves, and their family members and friends divided themselves up into two groups; those who would follow Dusk, and those who would go with Dawn. The arguing and fighting continued to escalate over moons of buildup until Dawn had had enough. She told her brother that if he did not yield to her, she and her followers would split off and be enemies to his Clan. When Dusk refused to give in, she went through with her threat. She and all those who agreed with her left Dusk behind and moved to the moors, establishing a strict boundary where an arch of rock marked the path of an ancient, dried-out river. She called her new society DayClan, and he dubbed his, NightClan. Any who dared to cross her scent line was met with lethal force from her and her warriors, and Dusk responded in turn.
Over several generations, DayClan and NightClan continued to grow farther and farther apart, until no one was left who remembered the violent civil war. Now the two Clans compete with one another for food, land, and border security, neither Clan willing to give in and admit defeat. However, the seeds of doubt have began to sprout, and the younger generation begins to ask; why do we fight in the first place?
Dawn desired to live out in the open moorlands, hiding amongst the tall grasses and sleeping beneath the stars. She saw the value in speed and stealth in a place where there wasn't a lot of cover, and the thought of spending her days in the dark, dreary forest was unappealing to her.
Dusk, on the other hand, saw the forest as an important line of defence for his followers, knowing that the tall, dense trees and thick undergrowth would provide many opportunities for hunting and hiding. He also desired to teach his family how to climb the trees and walk among them the same way he walked on solid ground. The moors made him nervous, as they were wide open to open to predators.
Over time, the two siblings began to fight amonst themselves, and their family members and friends divided themselves up into two groups; those who would follow Dusk, and those who would go with Dawn. The arguing and fighting continued to escalate over moons of buildup until Dawn had had enough. She told her brother that if he did not yield to her, she and her followers would split off and be enemies to his Clan. When Dusk refused to give in, she went through with her threat. She and all those who agreed with her left Dusk behind and moved to the moors, establishing a strict boundary where an arch of rock marked the path of an ancient, dried-out river. She called her new society DayClan, and he dubbed his, NightClan. Any who dared to cross her scent line was met with lethal force from her and her warriors, and Dusk responded in turn.
Over several generations, DayClan and NightClan continued to grow farther and farther apart, until no one was left who remembered the violent civil war. Now the two Clans compete with one another for food, land, and border security, neither Clan willing to give in and admit defeat. However, the seeds of doubt have began to sprout, and the younger generation begins to ask; why do we fight in the first place?
About
NightClan cats are stealthy and light on their feet, with slim features build for agility rather than power. They are master tree-climbers, and can walk amongst tree branches as though they were on solid ground. Their pelts and eyes tend to be dark in color, ranging from browns and blacks to dark gingers and grays, though there are some exceptions to this rule. They have excellent eyesight and night vision, and prefer to hunt and patrol during the dark when they blend more easily into the forest. Due to this, they carry a mysterious air about them, as though they could jump out at you from any of the countless forest shadows.
Unlike the traditional Clans that Dusk and Dawn took their inspiration from, NightClan cats do not believe in StarClan. In fact, many of them may not believe in an afterlife at all. Though they adopted the naming conventions of traditional Clans, their leaders do not take on the -star suffix when they obtain the position, and they do not rely on a single deputy to advise them. Instead, NightClan leaders appoint a council, made up of three of their elite members who had proven themselves to rank higher than their peers. The council is made up of one soldier, one hunter, and one scout, each of whom is specially trained in a specific aspect of traditional warrior life. When the leader dies, the senior council member becomes the new leader, and appoints one of their peers to be their new counciler.
Soldiers are specially trained in the art of battle. They are the defenders of the Clan, and the primary source of border defense. They are the ones who go on regular border patrols, and it is them who are called into battle when they are needed. Soldiers are typically stronger and broader than other members of their Clan, relying more on their strength and skill to help them win a battle. Although they are also trained in the basics of hunting and stealth, the majority of their training goes toward perfecting their deadly battle strategies.
Hunters are the providers of the Clan, who dedicate their life to feeding their Clanmates. They spend their lives perfecting hunting techniques and inventing new ones to pass on to the next generation, and pride themselves on their speed and precision. Hunters are typically slimmer and smaller than soldiers, with long legs built for running, leaping and lunging. Though their hunting skills can easily translate into battle with a bit of extra training, many of them chose not learn advanced battle techniques in favor of perfecting their hunting skills as much as possible.
Scouts are the seekers and spies of the Clan, the eyes in the dark that see all but are never seen themselves. They are trained in the art of stealth and evasion, light on their feet and quick to flee at the sign of danger. They are incredibly intuitive, and train hard to sharpen their senses of sight and hearing to better listen in on potentially dangerous situations. They tend to be the smallest and quietest of the Clan, with a natural propensity toward eavesdropping. During battle, they may drop down on their opponents from the air of snap a mouse out from off the ground before it even knew it was being hunted.
The healer and their apprentice are skilled in the art of medicine and healing, applying their vast knowledge of herbs to save the lives of cats who would normally die without them. Because there can only be two healers at a time, it is considered an important event when the healer decides that they are ready to take on their apprentice. Healers tend to be kind and caring, and shy away from the ferocity of battle, but this isn't always the case. A healer might choose their apprentice for their intellect or their good memory, though a gentle paw and a comforting presence is the essence of what makes a good healer.
Apprentices are kits who have reached the age of six moons and are ready to begin their training. During their kithood, the leader and council watch the kits closely to determine whether they will become a soldier, hunter, scout, or healer. The leader and council are the ones to decide what path the new apprentices will take, which can sometimes to lead to disappointment, but the idea is that each new apprentice will be put into the position in which they have the most talent and will use that talent to its fullest potential. Apprentices train for a minimum of six moons, aside from healers, who typically train for much longer.
Queens are female Clan members who are pregnant or nursing their kits. For two moons prior to the birth of the kits and six moons after, these queens are granted a break from their regular duties to rest and devote their time to making sure their kits are cared for. Once the kits are old enough to be apprenticed, the queen returns to her regular duties again.
Elders are cats who have decided they are too old to carry out their duties any longer. When a cat is ready to become an elder, they meet with the Clan's leader. If the leader agrees, the cat will retire to the elder's den, where they are taken care of by the younger generation until they pass away. Elders are often seen as sources of advice, stories, and valuable information, and are to be treated with utmost respect. The leader may also call on the elders in times of trouble, when they feel as though they need the elders' experience to make a good decision.
Unlike the traditional Clans that Dusk and Dawn took their inspiration from, NightClan cats do not believe in StarClan. In fact, many of them may not believe in an afterlife at all. Though they adopted the naming conventions of traditional Clans, their leaders do not take on the -star suffix when they obtain the position, and they do not rely on a single deputy to advise them. Instead, NightClan leaders appoint a council, made up of three of their elite members who had proven themselves to rank higher than their peers. The council is made up of one soldier, one hunter, and one scout, each of whom is specially trained in a specific aspect of traditional warrior life. When the leader dies, the senior council member becomes the new leader, and appoints one of their peers to be their new counciler.
Soldiers are specially trained in the art of battle. They are the defenders of the Clan, and the primary source of border defense. They are the ones who go on regular border patrols, and it is them who are called into battle when they are needed. Soldiers are typically stronger and broader than other members of their Clan, relying more on their strength and skill to help them win a battle. Although they are also trained in the basics of hunting and stealth, the majority of their training goes toward perfecting their deadly battle strategies.
Hunters are the providers of the Clan, who dedicate their life to feeding their Clanmates. They spend their lives perfecting hunting techniques and inventing new ones to pass on to the next generation, and pride themselves on their speed and precision. Hunters are typically slimmer and smaller than soldiers, with long legs built for running, leaping and lunging. Though their hunting skills can easily translate into battle with a bit of extra training, many of them chose not learn advanced battle techniques in favor of perfecting their hunting skills as much as possible.
Scouts are the seekers and spies of the Clan, the eyes in the dark that see all but are never seen themselves. They are trained in the art of stealth and evasion, light on their feet and quick to flee at the sign of danger. They are incredibly intuitive, and train hard to sharpen their senses of sight and hearing to better listen in on potentially dangerous situations. They tend to be the smallest and quietest of the Clan, with a natural propensity toward eavesdropping. During battle, they may drop down on their opponents from the air of snap a mouse out from off the ground before it even knew it was being hunted.
The healer and their apprentice are skilled in the art of medicine and healing, applying their vast knowledge of herbs to save the lives of cats who would normally die without them. Because there can only be two healers at a time, it is considered an important event when the healer decides that they are ready to take on their apprentice. Healers tend to be kind and caring, and shy away from the ferocity of battle, but this isn't always the case. A healer might choose their apprentice for their intellect or their good memory, though a gentle paw and a comforting presence is the essence of what makes a good healer.
Apprentices are kits who have reached the age of six moons and are ready to begin their training. During their kithood, the leader and council watch the kits closely to determine whether they will become a soldier, hunter, scout, or healer. The leader and council are the ones to decide what path the new apprentices will take, which can sometimes to lead to disappointment, but the idea is that each new apprentice will be put into the position in which they have the most talent and will use that talent to its fullest potential. Apprentices train for a minimum of six moons, aside from healers, who typically train for much longer.
Queens are female Clan members who are pregnant or nursing their kits. For two moons prior to the birth of the kits and six moons after, these queens are granted a break from their regular duties to rest and devote their time to making sure their kits are cared for. Once the kits are old enough to be apprenticed, the queen returns to her regular duties again.
Elders are cats who have decided they are too old to carry out their duties any longer. When a cat is ready to become an elder, they meet with the Clan's leader. If the leader agrees, the cat will retire to the elder's den, where they are taken care of by the younger generation until they pass away. Elders are often seen as sources of advice, stories, and valuable information, and are to be treated with utmost respect. The leader may also call on the elders in times of trouble, when they feel as though they need the elders' experience to make a good decision.
Territory
NightClan makes their home amongst a dense diciduous forest, beneath treetops that tower dozens of feet high. They thrive within this cramped environment, dark pelts blending in with the shadowy underbrush and the thick leaves of the tree's branches. It is within the heart of this forest that their camp lies, with dens tucked under the roots of massive oak trees or carved into the hillside of Traveller's Pass. At their northern border, at the foot of the great mountains, NightClan claims a portion of the rocky landscape as their hunting grounds. Here, they can train themselves to be nimble and agile by leaping from rock to rock and hunting among the jagged stones for hiding birds and rodents.
Traveller's Pass: A thin path of lush green land that stretches between the hill where NightClan makes their camp and the mountains that mark the northern border of the territory. This pass was named after the travellers who originally discovered and claimed the forest for their new Clan.
Rock Arch: Marking the border between NightClan and their border, DayClan, this naturally-forming rock arch came as a result of an ancient river that also formed the Traveller's Pass. It is the only standing rock formation left over from this river, the rest having long been covered in moss and grass by now. Both Clans use the arch as a gathering place, with the leaders sitting beneath it to address their Clans.
Long Canyon: This steep and treacherous cliff marks NightClan's western border, where the land drops off sharply into a deep canyon with a raging river at the bottom. This gorge is incredibly dangerous for any NightClan cat to wandeoo close to, and it is especially forbidden for apprentices to go near it without the supervision of a grown cat there to make sure they're safe. In early days of the Clan, several cats fell into the gorge and were never heard from again, their bodies washing up on the faraway lake shore days or even weeks later.
Cloudcatcher's Oak: Named for one of the founding members of NightClan, Cloudcatcher's Oak is the tallest and strongest tree in the whole forest. Its branches seem to reach so high that they could catch clouds in them, though in reality the clouds are far too high for any tree to reach. This tree is a popular training spot for Soldiers to train their apprentices, as well as practice essential tree-climbing and navigation skills.
Stream: A long stream wanders through the center of the territory, cutting a path from the mountain river where it breaks off, through DayClan territory to the south, and into the faraway lake where the river meets it. This stream is not incredibly deep, its deepest points barely reaching a regular-sized cat's back, but it can be dangerous for kits in places. It's a primary source of water for the Clan, though it dries up every greenleaf due to the heat.
Traveller's Pass: A thin path of lush green land that stretches between the hill where NightClan makes their camp and the mountains that mark the northern border of the territory. This pass was named after the travellers who originally discovered and claimed the forest for their new Clan.
Rock Arch: Marking the border between NightClan and their border, DayClan, this naturally-forming rock arch came as a result of an ancient river that also formed the Traveller's Pass. It is the only standing rock formation left over from this river, the rest having long been covered in moss and grass by now. Both Clans use the arch as a gathering place, with the leaders sitting beneath it to address their Clans.
Long Canyon: This steep and treacherous cliff marks NightClan's western border, where the land drops off sharply into a deep canyon with a raging river at the bottom. This gorge is incredibly dangerous for any NightClan cat to wandeoo close to, and it is especially forbidden for apprentices to go near it without the supervision of a grown cat there to make sure they're safe. In early days of the Clan, several cats fell into the gorge and were never heard from again, their bodies washing up on the faraway lake shore days or even weeks later.
Cloudcatcher's Oak: Named for one of the founding members of NightClan, Cloudcatcher's Oak is the tallest and strongest tree in the whole forest. Its branches seem to reach so high that they could catch clouds in them, though in reality the clouds are far too high for any tree to reach. This tree is a popular training spot for Soldiers to train their apprentices, as well as practice essential tree-climbing and navigation skills.
Stream: A long stream wanders through the center of the territory, cutting a path from the mountain river where it breaks off, through DayClan territory to the south, and into the faraway lake where the river meets it. This stream is not incredibly deep, its deepest points barely reaching a regular-sized cat's back, but it can be dangerous for kits in places. It's a primary source of water for the Clan, though it dries up every greenleaf due to the heat.