Non-binary
#F4B548
Name Colour
Dark Sun
Sage of the Stars
I'm devious, I'm devilish, I'm ever so deliciously evil
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Post by Dark Sun on Mar 3, 2022 5:02:16 GMT -5
INTRODUCTION
Bloodstains haunt your mind's eye, a vison of crows picking clean the corpses of an untold number of cats, all of them scattered about the peaceful meadow you'd casually fallen asleep in the night before. They came to you in the night, their misery and anguish stealing into your sleep and causing you to wake with a yowl. Confused and terrified you'd fled, running from these waking nightmares.
Yet even now as you lay sprawled beneath the shade of a solitary pine, heaving your ever breath as though it may be last, and with the pain in your chest it really might be, you know you haven't escaped them, their yowls of rage and torment still echoing in the distance. It will be only a matter of time before they catch you, chase you until your heart bursts, until-
"You poor thing." A soft voice calls, startling you, though you have no energy left in you to flinch. Instead you can only fight to crane your neck, dragging it weakly across the ground to spot this stranger. About three tail-lengths from you she sits, tail tucked neatly over her paws as she gazes at you with the utmost sorrow. "Is this the first time you've seen them? The spirits?" You stare in silent horror, you've sunken into madness it must be. This is another spirit, the final one, the one that kills-
The pretty molly's eyes soften further and she lowers her head as if speaking to your ear, though she hasn't moved a mouse-length. "Hey, it's okay sweet one, you're safe here. Why don't you come back to my Clan's camp. We can fill your belly and the Mender can take a look at you? We aught to help you through all you've seen at the very least."
Shaken and trembling you nod, anything to stop the pain in your head. You slowly rise to all four of your paws and cautiously follow the mysterious she-cat, unsure if you can trust her, but at this point, what choice do you have?
(Full credit goes to Fallenleaves for their contribution.)
ABOUT
WispClan is one half of a two-Clan RP consisting of itself and their close neighbors, ShardClan. WispClan is a very spiritual and down to Earth group of cats. The self-proclaimed "guardians of the coast", their cultural identity of maintaining balance in all things is incorporated into every waking moment in their day-to-day life. Mostly isolated from the rest of the world, WispClan enjoys a relatively peaceful and a most prosperous existence, but much like the daily tides that advance and recede along the coast, their way of life will be shifting again soon, and in unprecedented ways. The Clan will be tested to the absolute limit, and if it is to survive and not be swept away, they must rely on their courage, their faith, and their trust in their fellow Clanmates. The question is, will it be enough? Find out as you embark on this voyage...
Welcome to WispClan.
RULES
1) Follow the rules. Each rule is color coded to identify what the severity of the consequences will be if you break them.
Purple tier = Minor offense. No warnings will be given and you will not be under threat of suspension or termination.
Orange tier = Moderate offense. Your first and second violations will result in a written warning per offense. A further third violation will result in a suspension of one week. A fourth violation will result in prohibition of further participation within the roleplays.
(Note: For every 6 months that passes since your most recent violation, your earliest offense will be discounted. Think of it as an "extra life".)
Red tier = Major offense. A sole violation will result in automatic deletion and prohibition from further participation in the roleplays. There will be no option to appeal.2) Listen to the mods. Mods will be assigned to monitor the Clan pages to ensure this remains a safe and inclusive environment. If you are not a mod, your level of authority will be more limited but will are still able to contribute. If you see anyone breaking rules highlighted within the orange or red tier, don't engage with them. Report any inappropriate behavior immediately by tagging Dark Sun. If someone has already reported the incident, don't submit your own report, and instead simply upvote their post.3) Respect. Treat everyone here how you want to be treated. Please be respectful and considerate of other people - remember that they are living people on the opposite end of the screen. Any homophobia, transphobia, biphobia, xenophobia, sexism, racism, etc. will be dealt with immediately.
If you have a personal problem with someone, please take it to a DM.
(Note: If you post a word that is a slur and you were unaware for it to be considered as such, you will not be punished if you apologize, edit the message in question to remove the problematic word, and agree to never use it here again.)
4) LGBTQ+. LGBTQ+ characters have full acceptance here. If you have a problem with this, then these roleplays aren't for you. This extends into roleplay - anti-LGBTQ roleplay characters are prohibited.5) Follow the forum rules. This is a PG-13 roleplay. Let's try to keep it at that. Forced mating, pregnant apprentices, moderate or heavy references toward sexual innuendo, elaborate descriptions of birthing, torture, excessive violence and gore, and detailed scenarios of kits dying are all strictly prohibited, along with many other tasteless examples that I did not include here.6) Invite only & joining. As you may have noticed, this RP is invite only. This acts as a soft filter system for people joining who would only post one-liners or who would leave shortly after joining, so forth. This is not an attempt at gatekeeping; we simply want people to join who we think would add to the experience, not subtract from it.
In short: Not everyone can join, but anyone can.
If you wish to join the roleplay, explore the Joining Page for further details! (Link is provided in the Directory bubble below.)7) Age. The minimum required age to roleplay here is 18. If you join and you are later revealed to currently be or were a minor at the time of your joining, your presence here will be terminated with no option to appeal.8) Activity. It is encouraged that you make at least one post a week for most characters that you roleplay. We all have lives outside the forums or life can get in the way, we perfectly understand! Communication is encouraged and going AWOL will result in actions being taken. Read below for details.
If you don't respond within 8 days, a DM may be forwarded to you. You won't be in trouble, don't worry! We will be checking on you to see how you are doing, followed by a possible inquiry on your absence.
If you don't respond within 2 weeks, then a further DM message will be sent to you, giving you a friendly reminder that your characters are gathering dust and should probably see some activity relatively shortly. Some of your characters may be temporarily roleplayed by someone else if you do not respond, particularly if their current involvement requires ongoing activity, such as if they're involved in a current plot. Rest assured, strict stipulations will be put in place and they will return to you in the form you left them in. No deaths, no disease, no injuries, no fuss, no muss. If they're not as important to the plot at the time, they will only be mentioned by name and nothing more while you are away.
If you don't respond within a month, then your characters will be killed off. You'll also be placed in the Inactive Members list on the Joining Page thread until your return.
If you don't respond within two months, then your name will be stripped from the Active / Inactive Members sections entirely. If you wish to join again in the future, you'll have to revisit rule #6 within the bubble ("Invite only & joining").
If you wish to take a break that is beyond a week's length, notifying us would be greatly appreciated. If you feel like you won't be back for an extended period, the option will be presented to you for your character(s) to be temporarily used by others until your return, to be permanently adopted by someone else within the roleplay, or to be killed off.
TL;DR: Please post once per week as a bare minimum. If you need time off, please notify us. Going radio silent for a long period may result in your characters getting killed off in order to keep the roleplays flowing.9) Literacy. You must be literate. Good grammar, proper punctuation, and spelling are all expected. This means full sentences that are coherent and easy to understand.10) Post length. It is expected for each user to achieve a minimum of 6-8 full lines per post when roleplaying. In order to allow for everyone to enjoy this roleplay, it is requested that you include in-depth details of your character's actions, environment, thoughts and feelings. Please include a sentence of dialogue, internal or external, whenever possible. Posts that simply state actions without any other context can cause your fellow RPers to have a difficult time with responses.11) No spamming. Any trolling, flaming or spamming will be deleted. If you see someone engaging in these problematic actions, report the issue immediately. If a user has already reported it, instead of making your own submission, we request that you upvote theirs instead.12) Casual chatter. Casual chat in the roleplay threads are certainly allowed, unless they turn into a full-blown conversation that spans entire pages. Let's try to not allow it to get to that point.13) Godmodding. Unless you go about it excessively or handle it immaturely, Godmodding won't be considered a serious offense. Do it once, you'll be asked to reverse your decision. Repeat the offense, and necessary actions will be taken.
If you don't know what Godmodding is, here are a couple of examples.
1) Mary/Gary Sue characters are not permitted. Give your characters depth, flaws, personal obstacles they have to overcome - don't make them excel at everything. Your character also will not succeed or win at every hunt or battle encounter. Your character is not invincible nor perfect.
2) Your character should not be omnipotent and all-seeing. If a conversation is intended to only be heard by its participants (i.e. they were whispering), don't have your character listen in and capture the entire conversation. Similarly, what goes on in the character's rival Clan stays within the borders of said Clan.
14) Big brother. It is typically considered rude to pry into the private lives of others. Unwanted discussions of relationships, romantic interests, motherhood/fatherhood, kit rearing/weaning and retirement are considered faux pas. Cats that engage in rumors and gossip or attempt to force their opinions onto others in an attempt to control them are looked down upon.
To avoid setting off triggers that some users may have, don't have a character creepily pry or be judgmental in regards to the subject matters listed below.
Ex. 1: Relationships - A cat can ask another cat if they are romantically interested in another cat (either in general or towards a specific individual). They cannot pursue the conversation further if the other party doesn't wish to discuss it. Teasing, harassment, and rumor spreading are not allowed.
Ex. 2: Parenthood - A cat can ask another cat if they ever considered or are considering settling down with kits. They cannot pursue the conversation further if the other party doesn't wish to discuss it. Teasing, harassment, and rumor spreading are not allowed.
Ex. 3: Weaning - Queens can ask another Queen when she is going to wean her offspring, and/or they can offer to take over if they notice the other she-cat isn't happy in the nursery. They cannot pursue the conversation further if the other party doesn't wish to discuss it. Teasing, harassment, and rumor spreading are not allowed.
Ex. 4: Retirement - If a cat is no longer in their prime and is slowing down, cats can hint at that they might want to join the Elders' den. They cannot pursue the conversation further if the other party doesn't wish to discuss it, unless their physical state is concerning, in which case the Healer / Mender or the Clan leaders will step in. Teasing, harassment, and rumor spreading are not allowed.15) Kit stealing. All attempts at kit stealing will be ignored. This will further result in suspension or deletion. If the offender is a random, a permanent ban will be put in place on them participating in the future.
16) Kit-killing. Keep descriptions of illness, injury, or the death of a kit within PG-13 limits. Never depict a kit's internal fear or pain/discomfort through the first person. Don't go overboard with graphic detail; try to focus on the emotional storytelling. Some examples are provided below.
Illness: If a kit has contracted a life threatening disease or illness, do not roleplay them in the first person describing their fear or pain/discomfort. If they have contracted a minor sickness such as the common cold, you will not be as heavily restricted in regards to describing their discomfort in the first person.
Injury: If a kit is injured, do not overly describe the amount of blood present or their pain/discomfort in the first person. If they receive a minor injury such as a thorn in a paw, you will have more freedom in terms of describing their discomfort, but if they receive a major injury such as a broken jaw, describe their emotional/internal thought process above all else.
Death: You are not allowed to describe a life threatening situation a kit is in in the first person - instead, it must be posted in the third person. Do not describe the kit's levels of pain or discomfort.
Example 1: Predatory. If a predator is going to take a kit, everyone present will roleplay through the motions of the creature invading the camp, the moments of panic afterwards, followed by an adult cat(s) noticing the predator carrying "something in its jaws" before its departure, and afterwards the Clan can notice the kit's absence.
(TL;DR: We do not want another Snowkit incident occurring.)
Example 2: Environmental. You may describe a kit clinging onto a branch or log floating down a river in the third person. You may describe them going under the waters, but you are not allowed to have the drowning process be roleplayed.
17) Mental Health. There are no restrictions in regards to the selection of mental health issues a character can have. To avoid poor representation however, we strongly request that you thoroughly understand the condition in question before creating a character with said mental health issue. Do not romanticize or dramatize the condition in any way, shape, or form. Intricately integrate into their persona; make it meaningful, while also not making it their entire character. Never excuse bad behavior for the character's mental health issues. If you poorly represent a certain condition, you will receive a warning via a DM, and an attempt to educate you on the subject matter will be made.
If you have any questions, DM or tag Dark Sun or Dawnmist for further details. 18) Canon lore. For all intents and purposes, the canon books are not a part of this universe. Don't expect to find any of the canon Clans or characters over the next ridge of mountains.19) The passage of RP time. In order for a day to be completed, at least one mentor must have finished a training session with their student, one hunting and border patrol must have been completed, and most characters must have interacted with at least three of their Clanmates.
If one Clan is day(s) behind the other, a time skip may take place in order for them to catch up if it is needed.
20) Censorship & CW's. Linked below is a document covering everything regarding content warnings, spoiler tag requirements, so forth. It is a required read.
docs.google.com/document/d/1rl3rmZ5dNXv7dPEt0zXRCGjjVzovVlBSz0BcgUCH4wg/edit
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Non-binary
#F4B548
Name Colour
Dark Sun
Sage of the Stars
I'm devious, I'm devilish, I'm ever so deliciously evil
|
Post by Dark Sun on Mar 3, 2022 5:23:05 GMT -5
TERRITORY MAP LINKS
i.imgur.com/o0vJ4vz.jpg
Map territory, without markers (above)
i.imgur.com/8LRVSIM.jpg
Map territory, with markers (above)
i.imgur.com/vNJyLMz.jpg
WispClan border patrol paths (above). The legend is in the spoiler tag below.
LEGEND
1) Red dotted lines = Border patrol path. Red X = stopping point. Green circle = the point where the border patrol turns around back to camp, going along the same route as they had before
2) Orange dotted lines = 1st outside perimeter patrol path. Orange X's = stopping points
3) Lime green dotted lines = 2nd outside perimeter patrol path. Lime green X = end of patrol path
4) Cyan dotted lines = Interior territory patrol path. Cyan X = stopping point
Stopping point = Temporary scouting zone. If the X is at the camp's entrance, it signifies that is the actual end of the patrol path i.imgur.com/BG18tTO.jpg
ShardClan border patrol paths (above). The legend is in the spoiler tag below.
LEGEND
1) Red dotted lines = 1st border patrol path. Red X = stopping point
2) Orange dotted lines = 2nd border patrol path. Orange X = stopping point i.imgur.com/TUO2R9a.jpg
WispClan & ShardClan borders (above)
i.imgur.com/u8BIaMC.jpg
Shoreline cliffside heights (above). The legend is in the spoiler tag below.
Dark red = Approx. 20-25 ft. Pink = Approx. 30-35 ft. Bright red = Approx. 40-45 ft. Green = Approx. 60-65 ft. Orange = Approx. 70-85 ft. Cyan = Approx. 100 ft. Yellow = Sea level
WISPCLAN CAMP
MOTHER'S EMBRACE
Mother's Embrace is an expansive half-ring of grey-brown jagged peaks, erupting from the ground and stabbing the sky like vicious thorns - much like a queen sheltering her kits from danger, these great, looming rocky spines guard a wide internal basin where the local cats have called their home.
The tallest peak at the topmost section of the ring greatly overshadows its siblings. The stone crests continue to cower down in height as they wrap around on opposite sides before eventually converging again at the bottom. Even the smallest mounds of rock are imposing, towering far above even the mightiest of trees in the forest beyond.
The outside rim of these foreboding summits ranges from unstable near-vertical slopes that are far too perilous to climb, to sturdy and utterly solid variations of these, making upward traversal from all sides almost infeasible. The only obvious entry lies to the bottom of the camp where the ground gradually returns to sea level, forming a natural, open "gate".
The slopes on the inside are barely passable in their own right, but nonetheless several inconspicuous trails - steps of rock that jut out of the base and small grips were paws can fit - have been scouted out and identified by WispClan, should they ever need them for an emergency escape. These routes are periodically marked by white gashes on the stone itself, created by ancient WispClan cats by having ground other rocks against them, and remain in the knowledge of no one but the inhabitants - to an outside observer, they blend seamlessly into the rest of the terrain. THE TRENCHES & THORN TUNNEL
To aid in protection at the rock ring's weak point towards the bottom of the camp, highly inventive ancient WispClan cats excavated two great trenches, beginning at the lower corner of each bottommost peak on either side, and brought them together to almost touch in the center. These cuts in the earth span several tail-lengths in width and are almost equivalent in depth, making jumping the gap dreadfully risky, even for the largest of creatures. If that wasn't enough, any hapless creature unfortunate enough to fall in would be greeted by a thick blanket of thorns lining the bottom, and with little hope to claw their way out again.
Regardless of the hazardous conditions present, the trenches need to be regularly maintained to combat erosion. The prickly defenses must first be removed before any additional work can be done. From there, the cracks in the walls must be secured with new layers of mud and earth, the ground scraped smooth after any unwanted remains or debris have been removed, and only then can the thorns be replaced.
To prevent inquisitive kits from plunging head-first into this clever trap, dense stick walls have been weaved around the inside perimeter of the camp. On the opposite side, a barrier of bushes have long since naturally taken root, greatly reducing visibility of the ditches from would-be intruders.
As aforementioned, the only way inside is a small strip of untouched land in the middle. It remains an obvious point of entry, but it is not completely exposed, for a dense cocoon of sticks and thorn branches wrap around it, creating a narrow tunnel that only allows the passage of a maximum of two cats at a time. THE DIRT PATH
The ground inside the thorn tunnel has been trampled down to bare soil through many generations of pawsteps. This dirt path continues into the camp itself, stretching from the mouth of the tunnel and ending towards the top end of the camp, specifically at the entrance of an underground cave, which has been blocked by tightly woven sticks, branches, and a covering of leaves. THE CLEARING
The outside rocky slopes hide an expansive circular clearing sunken slightly into the ground, forming a shallow bowl. It remains beautifully clean - all messy debris, such as exposed stones or fallen branches, is regularly removed and any signs of growth other than the grass itself are ripped from its roots; its inhabitants are quite meticulous about keeping the place in pristine condition.
Groves of old trees grow on opposite flanks of the meadow, and there are a similar amount of boulders rooted into the ground amongst them as well, providing a good balance between spots for cats to take shade from the sunshine or to take full advantage of its warm rays. Cats often gather here, especially to the cluster at the bottom left of the camp, to share tongues and caught-prey.
The caught-prey stash is located roughly near the middle of the clearing, but more so to the bottom left. SLANTED STONE
A great pointed slab of stone resembling a spearhead erupts at a sharp angle from the base of the tallest peak inside Mother's Embrace. The Slanted Stone is widely used by higher ranking cats to deliver reports and meetings to the rest of the Clan, who would be gathered around below. At its tip it proudly stands almost half a tree-length in height, dwarfing its siblings accompanying it. ELDERS' DEN
A zigzagging ledge slithers its way up from the base of the greatest peak, passing many cracks and exposed chambers along the way, before finally leveling out near the very top of the summit. A narrow walkway widens towards the right side, forming a sizeable balcony, providing an excellent view of the rest of the camp. On the opposite end is a great entrance leading to a large chamber within.
The Elders' den takes the form of an impressively spacious cave, a mammoth hollowed out chamber with high walls that eventually round off into a domed ceiling. Three colossal stone pillars provide additional structural support to carry the roof.
Various "improvements" have been installed to change this otherwise dull, cold interior into a cozy piece of engineering, and to the Elders, a home. The ground in most places is layered with a soft carpet of tightly packed together grass fronds, leaves, and feathers. A peculiar type of orange fungi lines the bare stone walls, and are placed for more than just for show. They emanate a warm orange glow, brilliantly illuminating their immediate surroundings, but reducing in intensity closer towards the center of the room. These mushrooms were pulled from the roots of the world long ago and transported here, and once presented with ample growing conditions and were given the opportunity to thrive, these initial small patched expanded into healthy clusters of varying sizes.
The members of the Elder Circle and the Elders' Shadow rest in the most luxurious of nests nestled inside small hollows on either side and towards the back of the den.
Towards the back left corner of the den lies the primary entrance to the Stonefang Caverns.
Once nightfall hits, scores of fireflies hover over the entire camp, but by far the greatest congregation occurs at this high elevation, adding to the majesty of this place.
Only the Mender and their Novice, the Mediator, and the Seer are permitted within the Elders' den. NURSERY
The nursery is located many rows of ledges distance below the Elders' den - despite this, it still stands a very healthy distance away from the ground, perfectly safe from any conventional ground attack. The shelves outside are lined with tightly knitted twigs to prevent stray kits from falling should they stand too close to the edge. To add to the cozy nature of the interior, great care is made to ensure that only some of the softest bedding is used in the creation of the Queens' nests.
The nursery itself is located deep inside the rock, with a small round hole serving as the only entry or exit. It is very generous in its width and depth, although queens must be mindful to lay at a low crouch so as to not brain themselves. NOVICES' DEN
The Novices' den is located just below the nursery - thankfully, the great monument in which they've made their nests in is dense enough to prevent the travel of the sounds of squealing and mewling kits, which would otherwise be a constant bother to the inhabitants further down. Their den is the shallowest of the bunch, creating a relatively cramped atmosphere, and their nests aren't exactly the coziest either. GUARDIANS' DEN
A trio of interconnecting internal chambers run through close the base of the peak - the Guardians' den, which serves as the resting place and barracks for the Clan's Guardians. There are two entrances, left and right, both of which are just wide enough for two cats to squeeze on past each other at a time. These lead in to two separate antechambers. They are intentionally thinly lined with bedding to discourage heavy sleeping, and during the night two Guardians sleep in each one, acting as a buffer and an early warning system for the rest of their comrades, who sleep in a more spacious room in the middle. The ledge outside is relatively thin and precarious, creating a fantastic defensive position.
The Mediator's nest is also located here. PRISONER DEN & GUARD'S DEN
Two small chambers are exposed at ground level, much further to the left of the other dens. These serve as the prisoner den on the left and the guard's den on the right; the former room can also serve as a place for visiting cats to sleep. They are very seldom used and are poorly maintained as a result. MENDERS' CORNER
The Mender and their Novice make their nests in a secluded corner located towards the far top left of the camp. They sleep in an expanded rabbit's burrow, long abandoned by its previous owner, while their stock of herbs are stored in various crevices along the cliff's edge. Three more nests are located nearby, each sitting underneath an overhanging boulder - one for the Mender if necessary, and the other two are for their patients; more nests are added when needed.
Menders' Corner is bordered by numerous boulders, a pair of of trees growing on one side, walls of tall grass and ferns taller than their heads can reach over, and two shallow pools, which the Mender makes use of regularly. Almost no discernible outside noise makes it to this side of the camp, creating a tranquil and sometimes relatively unsettling atmosphere; it can be easy to forget that dozens of more cats live within such close proximity. STONEFANG CAVERNS
The Stonefang Caverns are a massive network of underground tunnels, which eventually lead to massive jaw-dropping cavernous chambers, some of which are occupied by underground lakes and streams with bone-chilling water. Plenty more of these scrawny, winding passages lead to sudden drop-offs, dead-ends, and collapsed sections of tunnel work, most of which are completely hidden by the overwhelming darkness. Glowing blue-green mushrooms line the edges of some of the walls, strategically placed to illuminate the proper passageways down... and for tactical reasons, some of these glowing trails simply lead to less than ideal locations. Without a guide, it is extraordinarily easy to get lost down here. A cat must learn to use their tongue and their ears down in these depths, and it is required for one's own safety to always travel with a partner.
There are two entrances - one is located near the base of the tallest peak at the topmost border of the camp, and the other is to one corner of the Elders' den. The former is forbidden from cats from entering, and is blocked off by branches and leaves.
The Seer makes their home towards the middle of one of these frigid underground lakes - a thin bridge of rock connects an island to the rocky shore. The lake's enchanting icy blue sheen casts ripple effects along the walls and ceiling. Tiny fish, most no bigger than minnows, inhabit the freezing waters, while bat colonies cluster far elsewhere. The Seer claims to know every nearly pawstep of this seemingly endless underground network like the back of their paw, and given the amount of time they spend down there, that would not come with much surprise. TERRITORY
THE BIRCH FOREST
Although it lacks an official name, this vast stretch of woods holds great significance for WispClan, providing them and their land prey with an abundance of shelter. Beautiful cherry birches thrive, their delicate branches sprouting yellow leaves, and in some denser thickets of the woods they turn the sky gold; its cousin, the paper birch, take root along the tree lines. Magnificent southern live oaks and red alders are sprinkled among the woodland here and there, but the majority of these grow in small groves along the edges of the shores, beyond the reach of the forest. Their range extends along three of the four cardinal directions, excluding the top and bottom of the peninsula, where the air is far chillier and the soil provides far poorer growing conditions.
Each morning, a shroud of pale mist sweeps through much of the rightmost side of the forest, almost up to the borders of the WispClan camp itself, growing thicker and more disorientating closer to the shore. The blanket of mist completely lifts by around Goldhigh. WispClan cats have adapted their senses to see through the obscuring clouds without much difficulty, but outsiders might find great trouble navigating the terrain during the early hours of the day. SUNLIGHT STEPPES
A rugged, exposed landscape with soaring cliffs, some of which are almost as impressive as those lining the coast, creating various chokepoints; otherwise it is fairly flat in these parts with low lying grass, allowing for decent visibility. Prey is not found in great abundance here, and most of what scuttles here is hard to catch, so WispClan hunting patrols generally leave this part of their territory alone. There are two points at its top, striking out in opposite directions - Dull Tooth and Sharp Fang, respectively. Eagles often rest here to devour their kills, giving further reason to give this place a wide berth. Cats that are been spotted by these voracious flying beasts must use the various overhangs provided by the cliffs to hide themselves - some key ones even come with small caves.
Banished cats often make their roost here as they are forbidden from entering the bottommost portion of the territory, excluding the shoreline. Those that cannot swim however are forced to eek out an existence up here on field mice, voles, shrews, and the occasional bird, even seagulls. ISLANDS OF DEPARTURE
A collection of tree-covered islands located off the rightmost coast of the Sunlight Steppes. Not much is known about them - due to their isolated location, no cat within memory has travelled to their shores. ADDER'S AMBUSH, SCALESTONES, LIZARD'S RETREAT
Three boulder-laden meadows that are inhabited by colonies of a variety of cold-blooded creatures. First there is Adder's Ambush, formerly called Reptile's Gambit, a once safe but rather advanced hunting location that has recently seen an explosion in the population of venomous snakes, predominantly adders, which gives this spot its newfound name. Once only the most experienced of Guardians hunted here, but now this place is strictly forbidden for all cats to enter.
Scalerocks is both similar in appearance and in its infestation with the limbless serpents. Much like Adder's Ambush, hunters are forbidden from trespassing here.
Lizard's Retreat, while a hunting spot that matches its twin siblings in appearance, is currently undisturbed by the snake menace. Lizards are typically seen or heard scuttling among the crevices. and are extraordinarily difficult to capture, but they can be spotted lazily sunbathing early each morning and during sun-high. Their slower movements and reaction time make them easier targets, so it is important to time your hunts according to the position of the Gold-eye. Despite their sluggish movement during the early portions of the day, catching them still requires advanced skill, keen senses, great patience, and fast reflexes. Their taste is typically only desired by a small portion of the WispClan population, making this a rather niche hunting spot. WORLD'S WOUNDS
Two deep cracks in the earth, wider than most trees are tall, and extending far beyond a cat's line of sight if facing at either end. They are bottomless, hungry lacerations that have taken the lives of more than a few felines in the past. Hunting patrols must keep their wits about them in case they miss a turn and accidentally fall in, never to be seen or heard from again. CORDIAL COVE
An expansive stretch of beach along the bottom-rightmost coast of WispClan territory, and provides the only safe passage into the salty waters within the entire known region.
Mentors teach their Novices to swim and to fish here, as the water here is very serene compared to the rest of the coast, while other Guardian Swimmers hunt the schools of fish further out to sea. During particularly harsh Cold-claws when prey is scarcer than usual, crabs can be found under rocks, which are caught and eaten as extra snacks until the bountiful harvests of fish return the following Bud-branch.
GULL POINT
Towards the Bottom-rightmost edge of the forest lies Gull Point, a pointed stretch of land mostly devoid of trees. This corner of the territory regularly sees flocks of seagulls gather, and every year they roost along the cliff's edges, adding to the insufferable racket. Cats don't typically visit here as there is nothing of real value in this part of the territory. SPIRIT TREE
A breathtaking behemoth-sized ghostly white willow tree grows at the edge of a cliff - this corner of the land is separated from the main forest by a long, narrow, wriggling stretch of rock and earth. WispClan believes this beautiful tree to be the first of its kind - not of white willows specifically, as no more are found in the region, but of all trees in existence. They also recognize it as the herald of all spirits, the place where their presence is by far the strongest every Starved Silver and Silver Zenith. The majority of the Clan gathers here once per phase when the Silver-eye is at its largest in the sky to perform certain ceremonies, while the Elder Circle and the Mender make their own private trip here every Starved Silver to conduct rituals of their own. WHISKER RIDGE
This scrawny splinter of land juts out to the top-left before the Spirit Tree, starting out wide enough for the entire Clan to stand shoulder to shoulder and they would still not reach either side, but it quickly transitions to a perilously skinny length of heavily weathered rock, before once again widening out at its end. Every year part of the "stem" steadily crumbles into the ocean - eventually the "mass" at the end will become entirely separated from the mainland. Due to the fragile condition of this bridge, members of the Elder Circle made it law generations ago against cats crossing this region, which has been upheld ever since. While these long dead cats certainly had good intentions, there lies another reason for the banishment of this zone, a secret that has only been passed down to the knowledge of the Clan's Elders. SHIPWRECK
Just beyond the end of Whisker Ridge rests a most unusual beast. It is not made of flesh and bone like most other living things, but instead out of wood and shiny stone. It is truly enormous, stretching for half a tree-length in width and multiple tree-lengths in length and height, with the latter represented by a great bare tree stretching towards the sky, baring a monstrous dull brown leaf or web; its twin lies relatively close by, fallen like a rotten log. It is truly an awesome sight, but one that caused a great stir in the ancient cats that had discovered it. The only thing that put them at ease was its condition - its front is caved in, some of it fused into the cliffside that it had slammed into, and the damage had rippled throughout its body like waves on a beach, causing immense destruction. Convinced that it was dead, a patrol was sent out to investigate, where a most disturbing discovery awaited them - huge, long-limbed dead creatures with flat faces were splayed out against the top of the beast, animals that bore bare skin on much of their body excluding the tops of their heads, and some on their faces. Their corpses were wrapped in brightly colored pelts, presumable to designate rank or perhaps to keep them warm. Unsure what to make of them, the term "Twolegs" was later coined.
Fearing the legends to be true, the patrol returned to deliver their reports, and the area was quickly sanctioned off. Luckily, the base of the sea bound mountain provided an almost perfect obstruction from the mainland, although further boundaries had to be drawn to prevent any possible discovery. Luckily for them at the time, Whisker Ridge had recently been facing unparalleled erosion - the perfect cover-up. PLEASANT POOL
One side of the stream that cuts through the leftmost portion of WispClan territory ends in a large, round, tranquil pool. Minimal growth has infested its edges, and surprisingly the stagnant waters have remained crystal clear and pristine.
After Guardian or Novice Swimmers conclude their time at Cordial Cove, they make a pitstop here to rinse themselves of the salty stench that clings onto their fur.
Sometime long ago, Guardian Swimmers and Runners had separate dens, for the latter were unable to tolerate the smell that the fish-catchers brought back with them to the camp every Gold-fall. Sometime later, Swimmers made a habit of visiting Pleasant Pool before returning back to home base out of courtesy, and this tradition has continued ever since.
This beautiful location also serves as a place of mental escape if cats who are currently off duty want some quality alone time to think and relax. PEBBLE BROOK
Armored Branch is the name given to a split in the great river beyond. While the majority of the raging current surges on until it hits the edge of the ocean, a second, smaller, and less turbulent branch makes its way into one corner of WispClan land, forming what's been humbly named Pebble Brook. Its name is derived from the many smooth stones that are exposed in and around the stream While its waters are relatively shallow, only one section (located to the bottom left of Farview Cliff) is regularly used to pass to and from the Training Hollow.
Most of the brook is empty of underwater wildlife, as much of the fish have migrated to Pleasant Pool, making it a poor fishing spot. Plenty of water voles can be found building their nests along the outer edges however. TRAINING HOLLOW
A broad meadow that is almost entirely divided from the main woods by Pebble Brook. The ground in the center is layered with a deep carpet of sand while the outside rim is comprised of flat earth, making it an ideal location for the training of Novice Runners. FARVIEW CLIFF
Above the Training Hollow lies a proud slice of uplifted earth called Farview Cliff, which stretches almost the entire way from the tree line to the coast beyond. An impressive vantage waits at the top of the deceptively gently rising slope, providing an excellent scouting location of the stretch of grassland beyond, allowing easy visibility all the way past Lonely Pine. Because of its critical location, WispClan patrols often frequently through this region. BATTLECRY
A stretch of seemingly insignificant field beyond Farview Cliff, but one that has plenty of stories to tell. Much blood has been spilled here over the generations, and it has been generations since any enemy has pushed past this chokepoint. ARMORED BRANCH (FOOL'S FORD)
The fork in the river located just before the ocean holds two distinct and equally relevant names. Its first title, Armored Branch, comes from the nature of the shoreline. Isolated patches of stalky grass stems and clusters of damp moss make up most of the plant growth here, and much of the poor soil is replaced with a combination of small loose stones and larger variants, all of which are shaped smooth by previous waterflow.
The current closest to either shore travels at an almost sluggish rate compared towards the middle, but land travelers be warned not to stray too close. Even just a few tail-lengths out the land suddenly drops and the force of the water increases dramatically - any cat to wade out to this point is guaranteed to be taken off all four of their paws and swept away with the current with no hope of survival. This place is also called Fool's Ford for a reason.
WispClan and ShardClan patrols frequently encounter each other on their respective banks opposite each other. The noise of the water may be loud, but that doesn't stop them from trash talking one another.
LONELY PINE
A solitary pine tree growing at one of the furthest points of WispClan land, marking the beginning of a patch of woods that is more reminiscent of those one would find on ShardClan territory. WispClan cats rarely hunt here, but patrols do occasional venture further North to investigate any signs of intruders over at Bridge Rocks.
BRIDGE ROCKS
Located just to the bottom of the mountains, dozens of mighty boulders are plastered in the center of the calmest part of the river, providing the only safe passage between Clan territories. Passing patrols encounter each other here on a frequent basis.
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– OUTSIDE THE TERRITORIES –
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MOUNTAIN'S GRIEF
The mouth of the river is located in between two stretches of mountain, almost giving the illusion that they are weeping. The land beyond is currently unexplored by either Clan. ABANDONED TWOLEG NEST & THE HALF-BRIDGE
A long-abandoned fishing hut and dock, left behind seasons ago and is in a severe state of disrepair. The wood on both structures is rotten, leaving them unable to take much weight. Located a healthy distance beyond the territories around a lily pad infested pool, these structures are currently unknown to the Clans.
TWOLEG CAMP
A small infrequently used Twoleg camping ground surrounded by a ring of mountains beyond Eagle's Crown. This location and its littered remains is currently unknown to the Clans.
FORSAKEN FIELD
Located far left of the Clans beyond the chokepoint in between the two clusters of mountains, otherwise known as Neckchoke, the land eventually opens up to reveal a vast meadow. This peaceful place holds a dark secret, one that still haunts the memories of many living cats through the tales of elders. A once great battle was fought here, a flaying mass of fur and flesh drenched in a shallow pool of their own blood, and the only evidence of their presence are claw-scraped trees and gravesites aplenty. Survivors may live on through the Clans; perhaps they are the progenitors of them? WispClan certainly seems to think so.
Since the great battle, which is often referred to as the Old Massacre, Clan cats have been forbidden from trespassing on these tainted lands, out of both and respect and fear for the anguished spirits that may linger here.
FREEDOM'S END
A supposedly haunted and evil coniferous forest beyond Forsaken Field, swarmed by the ghosts of those who had fallen generations ago during the Old Massacre. It is said the forest is sickly and full of wicked creatures and poisonous plants, tainted by the mass slaughter that unfolded here many seasons ago - before the conflict it is described to have been a most enchanting and enthralling place. EDGE(S) OF THE WORLD
The endless ocean that stretches beyond Clan territory. ShardClan and WispClan believe the edges of the world in these directions to be marked here. It is a matter of debate for some if the stretch of saline water is indeed endless, or if it falls off the world eventually in the form of immeasurably high waterfalls.
CLIMATE
WispClan land experiences the four standard seasons, each presenting their own individual challenges or rewards. They are not called Newleaf, Greenleaf, Leaf-fall, and Leaf-bare like in the canon books. Here, the tongues of cats speak them with different words.
1. BUD-BRANCH: A welcoming time of renewal for the forest as it escapes its frozen tomb, promising heavy rain and fresh growth. As the snow and ice melt and the last of the frost loses its hold on the earth, the forest awakens with a growing abundance of prey. The air is cool and damp, and periodic rainfall is to be expected.
WispClan celebrates this season's arrival with various ceremonies dedicated to the forest and its returning vibrancy.
ILLNESSES: The common cold (frequency: low; threat level: low), whitecough (frequency: low; threat level: moderate), greencough (frequency: very low; threat level: high)
2. FULL-GROWTH: The height of the growing season for the coast. Temperatures reach a comfortable level, and although particularly hot (at times unpleasantly so) periods make their irregular appearance, the climate is generally quite cool even at this time of year. The frequency of rainfall has declined sharply, but the forest is more lush than ever before. This season is prone to great storms emerging from the coast, carrying with them vicious winds and stinging rain, and many promise of thunder, lightning, and even greater torrential downpour.
At the height of the season, WispClan organizes a great feast in thanks for the World and all that it has provided them with. Towards the end of full-growth, a second event, a great fast, commences in preparation for harder times.
ILLNESSES: Fever / the flu (frequency: uncommon; threat level: moderate), the common cold (frequency: rare; threat level: low), heatstroke (frequency: very rare; threat level: high)
3. DUSK-LEAF - The first frosts and the drop in temperature mark the beginning of this more difficult season, which in turn acts as a prelude to the greater trials that await the Clan in the following season. The leaves on the deciduous trees gradually turn into brilliant shades of yellow, orange, and red before dropping to the forest floor and withering away. Due to the lack of cover, hunting land prey becomes more difficult as a result. Although the Clan will never starve, thanks mostly to the ocean, WispClan may still engage in rationing caught-prey, depending on its availability.
Towards the end of the season, one last mini celebratory feast is held before most land-caught prey is ordered to be buried underground in preparation for the coming frigid phases.
ILLNESSES: The common cold (frequency: common; threat level: low), whitecough (frequency: uncommon; threat level: moderate), greencough (frequency: rare; threat level: high)
4. COLD-CLAW: All of the trees stand bare like fragile skeletons. Snow blankets the ground, and unbreakable ice has formed over the majority of the bodies of fresh water, excluding the great river. Almost all of the land-prey is hibernating deep underground, safe in their cozy burrows from the frigid temperatures and the insatiable predators that prowl through the undergrowth. The larger schools of fish have retreated to warmer waters, and the ocean water becomes far too cold for Guardians to swim in it for long. Although they typically fair better than most, WispClan nonetheless experiences a good amount of hardship during these trying times.
Caught-prey is rationed, herb stashes run low, and time seems to stand still in the forest. As the clouds congregate into enormous woolly masses, the threat of the annual blizzards linger in the mind of every cat. The worst has yet to come...
ILLNESSES: The common cold (frequency: moderate, threat level: moderate), whitecough (frequency: varies, usually common; threat level: moderate), greencough (frequency: varies, usually uncommon to common; threat level: high), blackcough (frequency: varies, usually uncommon to rare; danger level, extremely high to fatal)
Note: Allergies are dependent on the individual and range in severity on a case by case basis. Their threat level increases during dusk-leaf, peaks at cold-claw, and decreases drastically during bud-branch and full-growth.
PREY, PREDATORS, WILDLIFE
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– PREY –_________________________________________
1) MICE: (Anywhere in their territory- Very common; Easy to catch)2) SHREWS: (Anywhere in the territory- Very common; Easy to catch)3) VOLES: (Anywhere in the territory- Very common; Easy to catch)4) WATER VOLES: (Pebble Brook, anywhere along the river, Pleasant Pool- Common; Easy to catch)
5) SQUIRRELS: (Anywhere in the Birch Forest, around Bridge Rocks- Uncommon; Relatively easy to catch)6) THRUSHES: (Anywhere in the Birch Forest- Common; Relatively easy to catch)7) ROBINS: (Anywhere in the Birch Forest- Common; Relatively easy to catch)8) FINCHES: (Anywhere in the Birch Forest- Common; Relatively easy to catch) 9) SPARROWS: (Anywhere in the Birch Forest- Common; Relatively easy to catch)
10) PIGEONS: (Farview Cliff, Battlecry, Training Hollow- Common; Very easy to catch)
11) STARLINGS: (Anywhere in the Birch Forest- Common; Relatively easy to catch)
12) WRENS: (Anywhere in the Birch Forest- Common; Relatively easy to catch)
13) BLACKBIRDS: (Anywhere in the Birch Forest, Farview Cliff, Battlecry- Uncommon; Relatively easy to catch)
14) CROWS: (Around Bridge Rocks, Lonely Pine- Uncommon; Relatively difficult to catch)
15) WAGTAILS: (Anywhere in the Birch Forest- Common; Relatively easy to catch)
16) WARBLERS: (Anywhere in the Birch Forest- Common; Relatively easy to catch)
17) LAPWINGS: (South of the Birch Forest, above the camp before Sunlight Steppes, Farview Cliff, Battlecry- Common; Relatively easy to catch)18) CARP: (Pleasant Pool- Common; Relatively difficult to catch, generally left alone)
19) MINNOWS: (Pleasant Pool- Common; Difficult to catch and too small to make any kind of meal out of, so they are left alone)
20) CHUBS: (Pleasant Pool- Uncommon; Relatively difficult to catch, generally left alone)21) SALTWATER FISH: (Cordial Cove- Common; Relatively difficult to difficult to catch)22) LIZARDS: (Adder's Ambush, Scalerocks, Lizard's Retreat- Uncommon; Extremely difficult to catch)23) CRABS: (Cordial Cove- Relatively common; Can be found under rocks. Easy to catch. WispClan only hunts these if they are low on prey during Cold-Claw)
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– PREDATORS –_________________________________________ 1) FOXES: (Migrate from beyond Lonely Pine- Rare; Difficult to take on, but can be fought off in groups. Foxes are to be chased out immediately; they cannot be allowed to settle in the forest)2) BADGERS: (Migrate from beyond Lonely Pine- Very rare; Very difficult to take on, but can be driven back in groups. Badgers are to be chased off immediately; they cannot be allowed to settle in the forest)3) EAGLES: (Sunlight Steppes, closer to Dull Tooth or Sharp Fang- Uncommon; They generally don't attack cats and instead feast on fish, but they are considered extremely dangerous and must not be engaged directly)4) RATS: (Migrate from beyond Lonely Pine, rumored to lurk around World's Wounds- Rare; Easy to take on solo, but a pack can be deadly. Precautions must be made to exterminate a nest)5) ADDERS: (Adder's Ambush, Scalerocks- Common; Although not considered predators of cats in their own right, one bite can be fatal)
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– WILDLIFE –
_________________________________________ 1) BEES, WASPS, HORNETS: (Anywhere in the Birch Forest- Relatively common; Dangerous when they swarm)2) ANTS: (Anywhere in the territory, but large nests exist South of Adder's Ambush and North of Lizard's Retreat- Very common; Generally not a danger, but if a kit wanders away from camp and straight into a nest...)3) DEER: (Migrate from beyond Lonely Pine; they occasionally hang around Battlecry, Farview Cliff, and just West of the Camp- Uncommon; Generally harmless if a cat doesn't stray too close. They come and go as they please)4) OWLS: (Anywhere in the Birch Forest, around Bridge Rocks- Uncommon; No threat presented, as long as kits are left guarded)
5) KESTRELS: (Sunlight Steppes- Uncommon; Difficult to catch, generally left alone)
6) HAWKS: (Sunlight Steppes, Farview Cliff, South of the Birch Forest, Gull Point- Uncommon; Difficult to catch, generally left alone)
7) SEAGULLS: (Gull Point, Sunlight Steppes and South of the Birch Forest- Common; Difficult to catch, generally left alone) HERBS & HEALING, POISONS
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– HERBS & HEALING –
_________________________________________ 1) Alder Bark: (Sunlight Steppes, Armored Branch- Common; Eases toothaches)2) Bindweed: (Sunlight Steppes, South of the Birch Forest-Common; Helps bind sticks together)3) Birch Sap: (The Birch Forest- Extremely common; Use is currently unknown)4) Blackberry: (Battlecry- Uncommon; Eases pain of bee stings)5) Borage: (Pebble Brook, Pleasant Pool- Common; Increases milk production and produces better milk, brings down fevers, helps soothe bad bellies and relieves sore chests)6) Bright-eye: (Sunlight Steppes, the Birch Forest- Common; Mixed with lovage to help cure coughs)7) Broom: (The Birch Forest (Cold-Claw only)- Uncommon; Used in poultices that can help broken legs and wounds)8) Burdock Root: (Sunlight Steppes- Very rare; helps cure rat bites, helps soothe infected paws and other sores)9) Burnet: (Everywhere in WispClan territory)- Common; Gives strength, good for expecting queens. Can also be used as a travelling herb)10) Catchweed: (Sunlight Steppes, Gull Point)- Uncommon; Stops poultices from being rubbed off without hurting the skin)11) Catmint/Catnip: (Pleasant Pool- Extremely rare; Best remedy for the deadly greencough, which cats, mainly kits and elders, usually catch in the season of Cold-Claw. Can also be used for whitecough. Can be considered dangerous in extremely high dosages)12) Celandine: (The Birch Forest, along the river's edge)- Uncommon; Soothes weakened or damaged eyes)13) Chamomile: (The Training Hollow or at Cordial Cove; Very rare; Strengthens the heart and soothes the mind. Also given to traveling cats for strength)14) Chervil: (Adder's Ambush, Scalerocks, Lizard's Retreat)- Rare; For infected wounds and bellyache. Can also be used during kitting)15) Cobwebs: (Found anywhere- Extremely common; To soak up and stop, or slow, the bleeding. It may also be used to bind broken bones)16) Coltsfoot: (Pleasant Pool)- Common - Eases breathing or kitten-cough, as well as cracked or sore pads)17) Comfrey Root: (Sunlight Steppes, South of the Birch Forest, Farview Cliff)- Common; Repairs broken bones or soothes wounds. Also used for wrenched claws. Can be used for itching or for inflammation on stiff joints. Also eases stiffness on wrenched shoulders when lined in a nest. Can be used for burns)18) Daisy Leaf: (Pleasant Pool, anywhere along the river, Pebble Brook- Common; Eases the pain of aching joints. It is also a travelling herb)19) Dandelion: (Almost everywhere- Extremely common; The white liquid is thought to be applied to bee stings. Leaves can be chewed. The roots can also be used to help cure the effects of meadow saffron poisoning. Thought to soothe and heal bee stings. Its leaves can also be chewed to act like a painkiller)20) Dock/Dock Leaf: (The Birch Forest- Common; Chewed up and applied to scratches. Similar to sorrel. Also can be put in one's nest during sleep. Soothes scratches, though can sting when being applied. Soothes sore pads. If placed in nests, it can ease the pain of wounds. Can be used to help practice healing on Clanmates)21) Fennel: (South of the Birch Forest, Cordial Cove- Common; Helps pain in the hips)22) Feverfew: (Pebble Brook, anywhere along the river- Common; Reduces body temperature for cats with fever or chills. Also heals aches and pains, especially good for headaches)23) Goatweed: (Anywhere along the river- Uncommon; eases grief)24) Goldenrod: (The Sunlight Steppes, South of the Birch Forest- Common; Good for healing wounds)26) Heather Nectar: (Darkest parts of the Birch Forest- Very rare; Makes swallowing easier and sweetens mixtures)27) Honey: (In honeycombs in beehives up in trees- Uncommon; Soothes infections, is a great remedy for smoke-damaged or sore throats, helps cats swallow other concoctions,[149] helps soothe coughing, and gives energy)28) Horsetail: (Grows deep in the Birch Forest- Common; Treats infections and stops bleeding)29) Ivy Leaf: (Grows in Mender's Corner; Rare- No effect; used to store other herbs)30) Juniper Berries: (Sunlight Steppes- Common; Soothes bellyaches, gives strength, and helps troubled breathing. It is also used to calm cats)31) Lavender: (Sunlight Steppes, South of the Birch Forest, the Training Hollow- Common; Cures fevers and chills. Also used to hide the scent of death)32) Lovage: (Cordial Cove- Uncommon; If it is mixed with bright-eye, it can help cure coughs)33) Lungwort: (Sunlight Steppes- Common; Cures yellowcough)34) Mallow Leaves: (Cordial Cove- Uncommon; Soothes bellyache)35) Marigold: (Pebble Brook, Pleasant Pool, anywhere along the river- Common; Stops infection. Stops bleeding. Used for inflammation of stiff joints)36) Mint: (Grows beside Mender's Corner)- Rare; Hides the scent of death)37) Moss: (Found all over the Birch Forest- Very common; No effect, used to soak up fluid)38) Mouse Bile: (Found anywhere mice are present- Very common; The liquid is stored in moss and dabbed onto ticks embedded in pelt, killing them)39) Oak Leaf: (Very rarely in the Birch Forest and in Sunlight Steppes, beyond Lonely Pine- Uncommon; Stops infection from setting in)40) Parsley: (Battlecry, WispClan Camp- Common; Used to stop milk production. Also used for bellyaches)41) Poppy Seeds: (The Birch Forest- Common; They can help a cat sleep, sooth shock or distress, or ease pain. Not recommended for nursing queens)42) Ragwort Leaves: (The Birch Forest- Common; Treats aching joints and keeps a cat's strength up)43) Raspberry Leaves: (Battlecry- Very rare; Can be a painkiller or to stop bleeding during kitting)44) Rosemary: (WispClan camp- Rare; Used to hide the scent of death)45) Rush: (Pebble Brook, anywhere along the river- Common; Helps hold a broken limb in place, such as casts) 46) Sage: (Sunlight Steppes- Common; Aids with cats suffering from lack of memory and thinking skills)47) Sorrel: (WispClan Camp, Training Hollow- Uncommon; Travelling herb, also used to build up an appetite)48) Sticks: (Everywhere)- Extremely common; Distracts cats from pain. Recommended for queens giving birth)49) Stinging Nettle: (The Birch Forest- Common; Induces vomiting, or brings down swelling, respectively. Can be mixed with comfrey to help heal broken bones. Helps with wounds. Chewing the stems helps fight against infection)50) Sweet-sedge: (Anywhere along the river's edge (Cold-Claw only)- Uncommon; Eases infection)51) Tansy: (Farview Cliff- Uncommon; Cures coughs. Can be used to cure wounds and poisons. Stops cats from getting greencough. Soothes throats. Can be extremely dangerous to pregnant cats)52) Thyme: (Sunlight Steppes, Spirit Tree- Uncommon; Calms nervousness, anxiety, and cats who are in shock)53) Travelling Herbs: (Mixture consists of sorrel, daisy, chamomile, burnet); When mixed together, they suppress pain and give a cat strength)54) Watermint: (Pebble Brook- Common; Eases the suffering that originates from a belly-ache)55) Wood Sorrel: (World's Wounds- Rare; Dries up wounds)56) Yarrow: (Adder's Ambush, Scalerocks, Lizard's Retreat- Uncommon; Extracts poison from wounds. Will make a cat vomit up toxins. The ointment will soften and help heal cracked pads)Note 1: WispClan is particularly vulnerable to greencough as well as rat bites and the likely infection that come along with them.
Note 2: WispClan Menders make sure to use all natural resources around them that the world provides. Many ancient remedies to soothe colds, fevers, and sore throats involve the use of a Queen's milk as the core ingredient. These are presented to kits and young Novices only.WispClan territory is not home to all canon herbs however. Some crucial and non-crucial ones are missing. These include:1) Beech: (Nonexistent, not beech trees in the region; No effect, the nuts are used to attract prey)2) Blazing Star: (Nonexistent; Not relevant to any current and future plot)3) Chickweed: (Nonexistent; Treats greencough, though catnip is often preferred)4) Cob Nuts: (Nonexistent; Made into ointments, effect unknown)5) Elder Leaves: (Nonexistent, no elder trees in the region; Soothes sprains)6) Hawkweed: (Nonexistent; Like catmint but not as strong)7) Lamb's Ear: (Nonexistent; Gives a cat strength)8) Laurel Leaves: (Nonexistent; No effect, used in making herb wraps)9) Ragweed: (Nonexistent; Thought to give a cat strength and energy)10) Tormentil: (Nonexistent; Its root is good for treating all wounds and extracting poisons)11) Wild Garlic: (Nonexistent; Draws out poison from rat bites, prevents infection)12) Willow Bark: (Nonexistent, no willow trees in the region; Eases pain)13) Willow Leaves: (Nonexistent, no willow trees in the region; Stops vomiting)14) Wintergreen: (Nonexistent; Treats wounds and some poisons)_________________________________________
– POISONS –
_________________________________________ 1) Deathberries: (Anywhere along the river- Common; Kills a cat within minutes when consumed. However, if the flesh of the berry is used (with the seed carefully removed), it can cure an infection within an animal without killing them)2) Foxglove Leaves: (Anywhere in the Birch Forest- Uncommon; They can easily and quickly cause paralysis, heart failure, and lead to coma and death)3) Holly Berries: (Anywhere in the Birch Forest- Common; Consumption leading to vomiting, belly pain, and loss of appetite are all common effects, but is only deadly in large quantities or if a cat is very young or very old. A mild poison)4) Meadow Saffron: (Anywhere in the Birch Forest- Uncommon; Poisonous. Causes lethargy, vomiting, and difficulty breathing)5) Deadly Nightshade: (World's Wounds- Rare; Poisonous. Can be used to quickly kill a cat who cannot be saved) A thin silver lining however is that not all of these putrid plants grow within WispClan land. One of the missing poisonous growth is:1) Water Hemlock: (Nonexistent; Causes writhing, pain, and foaming at the mouth)Source: warriors.fandom.com/wiki/Medicine BATTLE MOVES
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– STANDARD TECHNIQUES –
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BACK KICK: Explosive surprise move to catch opponent from behind. Judge opponent's distance from you carefully, then lash out with your back legs, taking all weight on your front paws.
BELLY RAKE: A fight-stopper. Slice with unsheathed claws against the soft flesh of the opponent's belly. If you're pinned down, the belly rake quickly puts you back into control.
FRONT PAW BLOW: Frontal attack. Bring your front paw down hard on your opponent's head. Claws sheathed.
FRONT PAW STRIKE/FOREPAW SLASH: Frontal attack. Slice downward with your front paw at the face or body of your opponent.
KILLING BITE: A death blow to the back of the neck. Quick and silent and sometimes considered dishonorable. Used only as a last resort.
LEAP-AND-HOLD: Ideal for a small cat facing a larger opponent. Spring onto opponent's back and grip with unsheathed claws. Now you are beyond the range of the opponent's paws and in position to inflict severe body wounds. A group of apprentices can defeat a large and dangerous warrior in this way. Watch for the drop-and-roll counter move, and try to jump free before you get squashed.
PARTNER FIGHTING: Guardians who have trained and fought together will often fall instinctively into a defensive position, each protecting each other's back while fending off an opponent on either side. Slashing, clawing, and leaping together, battle pairs can be a whirlwind of danger for attackers.
PLAY DEAD: Effective in a tight situation, such as when you are pinned. Stop struggling and go limp. When your opponent relaxes their grip, thinking you are defeated, push yourself up explosively. This will throw off an unwary opponent and put you in attacking position.
SCRUFF SHAKE: Secure a strong teeth grip in the scruff of your opponent's neck; then shake violently until they are too rattled to fight back. Most effective against rats, who are small enough to throw. A strong throw will stun or kill them.
TAIL YANK: Grab your opponent's tail and yank it with such force that your opponent is thrown off balance.
TEETH GRIP: Target your opponent's extremities – the legs, tail, scruff or ears – and sink in your teeth and hold. This move is similar to the leap-and-hold except your claws remain free to fight.
UPRIGHT LOCK: Final, crushing move on already weakened opponent. Rear up on back legs and bring weight down on opponent. If opponent does the same, wrestle and flip them under you. This makes you vulnerable to the belly rake, so it takes great strength and speed.
HALF-TURN BELLY RAKE: Turn onto your side, slip under the opponent's belly, rake it with your claws, then swiftly turn back onto all fours out from under your opponent.
BADGER DEFENSE: Leap over opponent, turn on your back legs and bite opponent's leg. Used only when fighting badgers.
DUCK AND TWIST: Simple defensive move. The cat ducks then twists around, rolling over onto their back, and then springs to their paws.
JUMP AND PIN: Complicated move. Leap backwards, and bounce off the wall. With precise accuracy, land on the cat.
BODY SLAM: Very crude move. If a Clanmate is in trouble, sprint at full speed into the attacker and knock them over.
LAST MOMENT SLASH: Risky move. If your opponent is charging right for you, wait until the very last moment before pouncing aside. Quickly score one forepaw, claws drawn, against their face before either of you touch the ground, which might cause them to lose their footing when they land, allowing you a small amount of time to reevaluate your position.
FATAL TIDE: Performed in tight chokepoints, all available cats form two defensive lines and face their attackers head-on. When the first wave of assailants meets the jaws of the cats in the first row, they will attempt to grip onto and hoist up their opponent, meanwhile hugging the ground with their bellies. The cats from the row from behind will latch onto the rising enemies and pull them back to engage with them while the initial row returns to their battle positions and holds the front. If executed perfectly and the isolated attackers can be seriously hurt or even killed, this proves to be a monumental defense, but one the enemy can quickly adapt to, thus it's usually just a one shot wonder.
Source: warriors.fandom.com/wiki/Fighting_techniques
WispClan uses a variety of tactics similar to ThunderClan and RiverClan from the canon series.
Source: warriors.fandom.com/wiki/Unique_battle_skills HUNTING TECHNIQUES
HUNTER'S CROUCH - Keep your body low with your tail sticking straight ahead. Hind legs must be ready to leap and front paws must be ready to pounce.
FISHING CATCH - When fishing in a large flowing or stagnant body of water, keep your reflection away from the water to avoid alerting the fishes of your presence. When a fish comes, quickly hook your paw into the water and scoop the fish onto the surface and kill it with a bite.
UNDERWATER FISHING - Carefully swim out to the outer reaches of Cordial Cove, locate a large cluster of tall kelp stalks, take a massive breath, and swiftly dive under the surface of the water. Hide in the kelp forest, focus your vision, and identify a school of fish. Hold your breath for as long as possible while you wait for them to draw near; only surface if absolutely necessary, then quickly return to your hunting spot. Once the school is within striking distance, strike forward and use your legs and tail to propel you along, right into your targeted prey; if necessary quickly switch targets. Catch one in your mouth and immediately head for the surface.
Make your way back to shore, successful or not, to allow other hunters to exercise their chance at prey.
SQUIRREL RACE - When a squirrel runs up a tree to escape, quickly run up the trunk beside the squirrel until you're fast enough to overtake it before it gets to the top of the tree. Chase it down and hopefully catch it.
BIRD LEAP - When a bird is aware that it is being hunted and begins to fly up, leap as high as possible to drag the bird down.
LEAP OF FAITH - A very risky and often ill-advised but nonetheless impressive move; this should only be attempted by the most agile and skilled of hunters. If the bird you are stalking becomes aware of your presence and flies upwards, immediately ascend a sturdy tree and race it upwards. When you're in the optimal position, leap into the air towards the bird, kill it in mid-air with a bite, and be ready to land elegantly onto a thick branch attached to the tree adjacent to yours; rush down the trunk if necessary.
DEATH FROM ABOVE - This technique requires teamwork, precise timing, and a lot of luck. Spot a bird in the brush, and have your hunting partner silently climb up a tree nearby. Meanwhile you stalk the bird and attempt to grab it. If the bird detects you and flies off, try to force it in the direction your partner is hiding. They will leap down and attempt to grab the creature and deliver the killing blow on the way down.
MOUSE STALKER - Keep pawsteps light on the ground and try to slide them so the mouse you're hunting won't feel your pawsteps.
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Non-binary
#F4B548
Name Colour
Dark Sun
Sage of the Stars
I'm devious, I'm devilish, I'm ever so deliciously evil
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Post by Dark Sun on Mar 3, 2022 5:25:59 GMT -5
RANKING SYSTEM
ELDER CIRCLEThe governing body of WispClan. Unlike most authority figures within a group of cats, they are seldom seen as they almost exclusively stick to the confines of their den.
Members of the Elder Circle have some of the most profound connections to the afterlife, rivaled only by the Mender and the Seer themself. They frequently seek guidance from the spirits, often through dreams and deep meditation sessions.
Aside from the very rare Clan meeting, the leading Elders of WispClan only leave their den to travel to the Spirit Tree every Starved Silver (new moon) and Silver's Zenith (full moon) to engage in ceremonies relating to each astrological event.
If all leading Elders perish, the cats from the Elders' Shadow must take over Clan leadership duties.
Members of the Elder Circle or Shadow do not have 9 lives to spare, unlike leaders in canon. ELDERS' SHADOW
Not all Elders desire to be bestowed with the privilege and duty of leading their Clan, instead wishing for a peaceful retirement. If a Senior Guardian comes to this decision, by law this position is typically permanent and cannot be reversed. Unlike their higher ranking denmates, members of the Shadow often come and go from the Elders' Den as they please, and generally interact more with their Clanmates than their leading peers. Regardless of their lack of authority, they are treated with great respect like any Elder.
Under extreme cases, if a member of the Elder Circle is deemed "unfit" to lead by the rest of the council, they are stripped of their position and are forced to retire as a member of the Elders' Shadow. SEER
"The prophet of time", the Seer's duty is to observe all of the possibilities throughout the interweaving threads of existence and may interpret some of what they foresee through prophecy. So as to not disrupt the "natural order" and give their Clan an unfair advantage, they restrict themselves from directly advising their superiors on specific occurrences throughout history and how to navigate through the present to reach a future desired outcome.
The Seer rarely speaks, and as such their voice is held with incredibly high regard. All of what they know falls exclusively on the ears of the cats within the Elder Circle.
They spend most of their life alone in the Stonefang Caverns, a labyrinthine stretch of caves located deep beneath the camp itself, living off of fish and bats. They very seldom see the light of the Gold-eye, having grown intolerant towards it due to their excessive time underground, and as such typically only emerged during nightfall. Their large, circular eyes have perfectly adapted to seeing in the near pitch-dark environment. Their hunting techniques have also had to change - their movements have to be as inconspicuous as possible to ensure all precious hunts lie heavily in their favor. Food is scarce down here, but luckily their prey seldom migrates.
It is said that the Seer may in fact the same cat reincarnated over and over again, generation after generation. Alternatively, it is entirely possible that they are long since deceased, and their soul is what haunts the caverns still. It has also been suggested that they are always slightly out of sync with the timeline, denying them the ability to age or to die. MENDER
WispClan's healer and spiritual guide. They have the most profound connection to the "lesser" spirits and even the Risen themselves, even more so than those within the Elder Circle. As well as the aforementioned tasks, they are in charge of organizing religious ceremonies alongside their superiors. MENDER NOVICE
The cat bestowed the honor of training to become the next Mender. Though they are taught hunting and fighting skills from their mentor like the rest of their Clanmates, their primary focus lie in learning medicinal skills and the ability to read spirits. MEDIATOR
The Mediator acts as a voice of reason both inside the Clan and out of it - they also frequently serve as WispClan's secondary representative / diplomat to ShardClan, outside a chosen Elder. They also serve as a messenger on the side, delivering orders from the Elder Circle to the senior Guardians and the latter's reports to their leaders, or messages directly from the mouths of the Elder Circle to the highest ranking cats within ShardClan and vice versa - as such, they are granted immunity in regards to entering rival territory, so long as they do not hunt or engage in combat outside of self-defense.
Mediators are not permitted to fight for their Clan in order to avoid any personal offenses being committed that would hinder their ability to mediate.
Mediators can join hunting patrols, but are forbidden from attending border patrols. If a patrol is attacked by enemy cats, it is required for them to retreat and warn the Clan.
GUARDIANS
The Clan's hunters, defenders, and fighters. They have sworn to serve and protect their Clan, even at the cost of their life.
Hunting wise, Guardians are divided into two categories. Those who have trained to prey on land creatures are called "Runners", while those who excel in fish catching in the ocean are known as "Swimmers". These labels can be separate or they can be called "Guardian Runners" or "Guardian Swimmers", respectively. If by unusual circumstances a Guardian trained under both environments, they are called "Twin Hunters", and receive a high amount of respect for achieving this feat.
Senior Guardians are in charge of organizing patrols and raiding parties. They pass their reports onto the Mediator and afterwards receive orders rom their superiors in return.
NOVICES
Adolescent cats in training to become Guardians - some are divided into upcoming Runners, and others are trained into becoming future Swimmers. Novices are given a mentor at the age of 6 phases, and usually train until their 12th phase.
Up until they are 9 phases of age, Novices can choose to remain in the nursery, but the option is always available for them to sleep alongside the older Novices in their own den. Regardless. their first three phases of training remain the same: half of their time is dedicated to hunting, and for the rest of the day they spend their time around camp performing chores, caring for the non-leading Elders, and learning about camp life. Only when they reach 9 phases of age does this latter field of learning conclude and is replaced with battle training.
When they are not training with their mentors, Novices are frequently tasked with the jobs that no other cat wants to do, such as clearing out bedding and helping reinforce Clan defenses.
Novices have the lowest ranking level of authority (or lack thereof) within the Clan. As the saying goes, "A Novice is to never be heard, but must always be seen."
Novices receive their forename and their spirit guide after their first trip to the Spirit Tree.
QUEENS
She-cats currently expecting or nursing kits or young Novices. Most queens return to their Guardian duties after their current litter has been weaned, but some may choose to stay behind and become staple bodies around the nursery. Permanent Queens are treated with great respect within WispClan.
If a Queen wishes to return to her duties early, she can inquire upon other Queens to nurse her offspring for her. If their offspring have been weaned and there are other Queens in the nursery, they can stay behind while their mother returns to regular duties; if there are no other nursing Queens present, and if their children are 6 phases of age or older, their kits must join the Novices' den. KITS
The youngest members and future generation of the Clan.
Kits are forbidden from leaving the camp, and when they are not getting into mischief, they spend their days in the nursery, playing in the camp, or listening to stories from Senior Guardians and members of the Elders' Shadow.
Kits are not named by their parents - instead this event is held at the Spirit Tree when they are ready to become Novices at the age of 6 phases. There they will receive their first name, and their surname is given to them later in life when they graduate from their Noviceship to become Guardians.
Kits are also frequently given gender neutral pronouns at birth. (They/them.) They can choose their own pronouns later. LONERS
Loners are cats living on their own who do not belong in any Clan, are not looked after by Twolegs, and are passive to the Clans. They are distinct from rogues in that they don't usually cause trouble, and are unlikely to be affiliated with a large group or gang. Loners generally lay stake to a piece of land around Clan territory, or they take advantage of Twoleg-made shelters such as barns, shacks, or abandoned homes. They keep to themselves and most are quite friendly. ROGUES
Rogues are cats living on their own who do not belong in any Clan, are not looked after by Twolegs, and are aggressive to the Clans. They are very territorial, highly suspicious of outsiders and are usually aggressive, thus they are likely to cause trouble. Many rogues are a part of a larger group or gang. BARN CATS
Barn cats are cats who take advantage of the presence of Twolegs by staking a claim in a large barn or shack, and hunt the local rodent population there; the Twolegs tolerate their company due to this benefit that they bring. They are distinct from loners sharing the same spaces in that they will occasionally accept kittypet food when it is offered to them, and some even trust Twolegs to a certain degree. It is unpredictable what type of barn cat you may encounter; some are as neutral as loners and the rest are as passive as many kittypets. Hostile barn cats are quite rare, and most of which may just be acting very territorial. KITTYPETS
A kittypet is the Clan cats' word for domestic felines that live with Twolegs, who keep and care for them, feeding them dry pebbles and disgusting slop, and only offering stale drinking water. Many become soft and tubby due to this excessive pampering, leading to most kittypets having very clumsy and ill-developed hunting and fighting skills (with notable exceptions). At a certain age they visit the Twoleg veterinarian, or "Cutter", and become even more large and lazy afterwards. BANISHED
The Banished refers to any WispClan cat that has been exiled from their home. Most are tolerated within the territory due to the abundance of prey almost year-round (perhaps this is also an act of mercy from the Clan), although they are forbidden from entering the camp, the Training Hollow, or anywhere near the major land-based hunting zones. Most make the best of their outcast existence at the Sunlight Steppes. They are granted access to Cordial Cove, as well.
Novices can be banished like a Guardian, but this very rarely occurs. It is against Clan law to banish a cat under the age of 6 phases.
By law, Banished cats must live a life of isolationism. They cannot talk to each other, live together, hunt together, defend each other, or have a mate or raise kits together. Failure to comply will result in exile beyond the territory altogether; this punishment would also be bestowed upon them if they enter near the aforementioned landmarks, or if they present themselves to be a direct threat **to their former Clanmates.
(**This only applies to cats who are currently serving under WispClan.)
TBC HISTORY & BELIEFS
Ancient teachings weave a remarkable tale of the World existing not just as a mere lump of rock and soil, but rather as an actual living, breathing, feeling organism. The inhabitants of the woods, the meadows, the mountains, the underground, the oceans, rivers, ponds, and lakes, they are all its children. It nurtures them, granting them the gift of life, and it feeds them, allowing them to grow and prosper. It loves its offspring like a cat Queen loves their kits.
The World is not always a kind mother however. It must test its children, forcing them to experience the horrors of heartbreak, suffering, hunger, pain - tribulations that weed out the weak from the strong, the gluttonous from the humble, the oblivious from those who never take any of what the World offers for granted.The World remained in this harmonious balance for time untold, but eventually the pendulum would swing in favor of the greedy, the forgetful, the unfaithful. Creatures, many cats especially, began taking too much without giving anything in return, forgetting the ancient traditions that had been passed down for generations to keep the world from this oncoming state of entropy. The minds of these formerly clean cats faltered, taking them on a path of Shadow, away from the Light of the spirits. Their lives became without purpose, without direction, but that only served as fuel to the fire of their corruption. This marked the period that became known as the Demoralization.Blood was spilled, brother against brother, sister against sister, parents against their very children. One of these ancient battles, referred to generations later as the Old Massacre, saw countless - hundreds, perhaps even thousands - of deranged felines fighting with tooth and claw in an open battlefield. The land ran red with blood and became layered heavily with torn fur as it was strangled by the piles of mangled corpses. It was an army, but with no sides, no leaders, no cause - it was every cat for themselves.
Around and above them, the World roared in agony. War was everywhere, inescapable, unstoppable, endlessly devouring. It stretched from coast to coast, drowning the oceans and skies themselves in a scarlet hue. Driven by rage and madness, the deranged didn't even know why they were fighting. Their minds were focused on the hunt, screaming kill, kill, kill.Seven days passed, and finally the forests, moors, and mountains around the world fell silent. The fighting hadn't entirely ceased - there were simply too few cats left for their cries to be heard. At the aforementioned meadow, not much was different. Only a pawful of heavily wounded cats were left, some holding their ground, while many more cowered behind trees and boulders. It was not some divine intervention that saved them, but a reawakening of their minds, a conscious epiphany. Broken by grief and trauma, the circle of survivors closed, and instead of settling the matter with more senseless loss of life - a language that only the fallen around them had understood up until their dying breaths - they spoke with fairness, reason, defeat, regret, and some amount of hope was expressed as well. When the time for talking was over, they buried the dead and made a promise. The last cats of this World would not, could not, falter again, and they would rebuild with purpose.Some left the same way they had arrived - alone, afraid, directionless - while others banded together and made way for the gap in between the mountains beyond the stained battlefield. Some of these cats would be visited by the aspirations of long dead cats in their dreams, and from them they would relearn the Old Teachings. Their connection to the spirits was rediscovered and restored, and they passed on this knowledge to their children and grandchildren. This is how WispClan was formed. This is WispClan's story. At the very least, such is the way of the modern telling. The memory of the Old Massacre, like everything in life, was not eternal, and had to be relearned with time. Once it had established itself and grown with confidence, ancient WispClan developed overtime a commonly held belief they had always existed, simple as - but like any weathered cliff, these words began to crumble and become as thin as newly formed ice. Questions were being raised, and the Elders could not shut them out no longer - they needed answers. Four holy crusaders set out on a special mission to recapture the knowledge of their ancient history, and some days later they would find it in Forsaken Field. From what they could interpret, they produced the story that is presented above, and it all but rekindled and helped reinforce their faith. They declared themselves the wardens of their home, the only truly devoted cats left in this World, and they had a duty to protect it._________________________________________
– THE SPIRITUAL BALANCE –
_________________________________________ WispClan fundamentally believes in the balance of all things. Light and darkness, day and night, heat and cold, life and death, and as an oath of respect to the World they inhabit, they have committed their livelihoods to each doing their own part in helping to keep this balance in check. The lessons begin in the nursery. Each WispClan kit is taught that the World is as much alive as they are, and like a mentor teaching their student, they must listen to the words it speaks to them, and follow its every instruction.Every piece of prey caught must be given thanks for the life it sacrificed for them. Patches of herbs must not be over exhausted. They are to take nothing but memories, and leave nothing but pawprints.
Since they believe that the world itself has a spirit, it is therefore logical by consequence that so does every other living creature. Whenever any animal dies - fish, birds, mice, dragonflies, foxes, cats - they enter a spiritual plain where they wander, though generally not too far from their former home or where they had died. To the untrained cat, these traveling souls are unnoticeable, but with the right guidance and teaching, any cat can learn to detect their presence. The rustle of leaves, a cool breeze passing on fur during a still Full-Growth day, the faintest of whispers in the air, unusual disturbances and other signature signs, such as an unnatural stack of leaves or rocks - all are signs that they are indeed never alone.
Not all spirits can be "seen" equally however; some are stronger than others. As a spirit "ages", its "health" begins to decline, withering away like a leaf on the ground. Even the most profoundly gifted of Menders and Elders - cats specially taught to detect such souls - can find it incredibly difficult to recognize the existence of the faintest of wisps.
According to the teachings, most souls exist for only a brief amount of time - sometimes for several phases, others only for less than a day - before returning to the World to later be reborn again, its form remolded to one day fit into a new host. These "mayflies" are mere echoes or shadows of their old life with no interesting tales to tell. As memories of them degrade, so do their forms; therefore, the more memory a creature had attached to it while it was alive and the more influential it was, the longer it will last when it joins the afterlife.
There are numerous factors that influence how long a spirit sticks around, beginning at the most fundamental level: complexity. A mouse is more complicated than a tree, a fox more so than a mouse, and a cat more so than a cat. Once the more sophisticated of creatures are introduced, other relevant factors come into play, such as to what extent they shaped the world around them during their lifetime, and how strong the memories of others were of them.
Many of these types of wisps undergo a spiritual journey of unknown description, following invisible paths, always trying to find the end to their voyage. Only those with the greatest will and strength can complete this journey, and it is then they rise higher and higher into the sky, entering an entirely separate world, one without a name, but those who inhabit it bear great significance nonetheless. WispClan calls them the Risen.
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– THE RISEN – _________________________________________
The Risen are a body of spirits not unlike the canon series' StarClan, although they are significantly less directly involved over living cats' lives.
The vast majority of WispClan never receive signs or dreams from the Risen. That ability is normally exclusive to the Mender, the Seer, and those within the Elder Circle.
_________________________________________
– ANGERED SPIRITS –
_________________________________________
WispClan's primary objective is to ensure that the balance is kept in their sacred part of the World. If one of their cats disrespects the spirits, they must hold a vigil the following night and pray for forgiveness. If disobedience or disrespect continues afterwards or was initially severe enough, the cat in question is temporarily exiled from their camp, sometimes from the territory itself if the crime was especially high. The exiled cat must bring about a connection between them and the spirit they had angered and make peace with them, otherwise the spirit will continue to haunt them and cause them grief, and may do the same to the Clan as a whole.
Minor crimes include:
1) Not giving thanks to a piece of prey before eating it or putting it on the caught-prey pile
2) Not properly burying gullfood
Major crimes include:
1) Killing for sport
2) Heavily disrespecting a piece of caught-prey, such as by throwing it, slashing it needlessly, speaking to it in an intentionally hateful way, etc.
3) Disrespecting the spirits
TRADITIONS
_________________________________________
– CELEBRATIONS –
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1) The Budding Feasts: The initial Budding Feasts are held at the very beginning of the first season of the year, bud-branch, and for up to a full phase afterwards. This celebration consists of four feasts occurring every quarter-Silver - mass gatherings are organized in the heart of the camp where WispClan cats share tongues and gorge themselves while giving prayer and thanks to the World for all of its gifts.
A similar but smaller event occurs at the beginning of dusk-leaf. Instead of being held every quarter-Silver, only one small feast takes place.
2) The Heart of the Forest & The Fast: Both of these festivities are held during the second season, full-growth. The former celebration called the Heart of the Forest is the season cycle's (year's) biggest feast for WispClan. Much like during the budding feasts that take place in the previous season, they give thanks to the World and all the bounty that it provides them. So as to not appear gluttonous however, the second period of the season marks the beginning of the Fast, a period of time stretching an entire phase (moon) where cats never taste even the mouse of a tail, excluding Queens and their kits, and young Novices that have not yet been weaned._________________________________________
– LUNAR RITUALS –
_________________________________________ 1) Calming rituals. At the arrival of every Starved Silver, the Elder Circle, the Mender and their Novice make their way to the Spirit Tree to engage in a series of ceremonies to calm the spirits. They believe that at this time during the phase the lack of the presence of the Silver-eye causes a great disruption in the spiritual plain, and fearing the consequences of this, they pray to keep order intact until the following morning.
2) Strengthening spirits. Every Silver Zenith the majority of WispClan gather by the Spirit Tree to perform ceremonies and rituals, making it a "grander" and "more involved" event than the one occurring every Starved Silver. They believe that the spirits' presence is at its height during this particular time of the phase. WispClan cats are given a generous amount of time to contact deceased friends and loved ones while the night lasts. This is also a trial where they test how powerful or relaxed their "spirit sense" has waxed or waned over the past ~28 days._________________________________________
– AFTER THE HUNT –
_________________________________________ - Upon making a kill, the hunter must sit with the prey for a brief moment to recite ancient scripture, thanking it for its life.- If a deceased animal that is found in the woods and it cannot be eaten, it must be buried out of respect. If the creature is too large for a grave to be realistically dug, then a carpet of flowers and ferns is placed atop its body. Traditionally, the scent of lavender is spread over the body to help hide the scent of death. - If a predatory animal is killed while it was threatening/attacking WispClan cats, the individual(s) who dealt the killing blow must sit vigil with its body for the remainder of the night/day until the next morning. Afterwards, the body is covered with an assortment of growth from the forest floor, including lavender.- If a cat disrespects its prey, it must sit vigil with it and through internal thought must beg for its forgiveness until they feel a specific sensation: a brief chill on their nose, which is a sign of the spirit "marking" them (out of forgiveness) before passing, and will mark the end of the vigil. The prey is to be eaten by that cat afterwards. Even older kits are subject to these consequences; WispClan doesn't discriminate here.- When a cat dies, regardless of their actions throughout life, kind or cruel, faithful or heartless, their body must be treated with respect. They are given a burial, generally South of World's Wounds, and their grave is covered with flowers.
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– NAMING CEREMONIES –_________________________________________ Kits are nameless until they reach the age of 6 phases when they are old enough to make the trip to the Spirit Tree and receive their forename. The following day a separate ceremony occurs and they are declared Novices.When their training is complete ~6 phases later, Novices return to the Spirit Tree once more to receive their surname. Afterwards they are declared a Novice no more, but a Guardian._________________________________________
– THE NURSERY –
_________________________________________ During the first 3 phases of a Novice's curriculum, their duties within the territory are divided in half - they are split between learning hunting techniques from their mentor at the Training Hollow, and learning about camp life and how to respect one's Elders.Young Novices are given the choice of spending further time in the Nursery, as it is a big part of Clan life, or moving in with the older Novices in their own den.At the age of 9 phases, the camp-heavy part of the training process comes to a halt and is replaced with battle skill training. They continue their hunting classes like normal and by this point are ready to be taught the more advanced moves.Kits in WispClan are often weaned much older than most, a tradition born out of natural health benefits that both mother and offspring receive, and perhaps a natural consequence of their down to earth way of life. It isn't unusual for Novices to continue the habit early into their training.
If a Queen wants to leave the nursery early, she can rely on other she-cats to nurse her offspring for her. If they have already been weaned and are of the age to join the Novices' den and there are no other queens available in the nursery, then they are transferred from the latter den to the former.
WispClan Menders make sure to use all natural resources around them that the world provides. Many ancient remedies to soothe colds, fevers, and sore throats involve the use of a Queen's milk as the core ingredient. These are presented to kits and young Novices only.
_________________________________________
– MATRIARCHY –
_________________________________________
- WispClan is a loose matriarchal society. While toms are not forbidden from obtaining positions of power, more often than not one will come to expect to find she-cats occupying these roles.
To add to this, most toms end up joining the ranks of the Elders' Shadow instead of their politically privileged counterparts.
- Tom-cats generally don't mentor Novices. As a natural consequence of this, WispClan Menders are almost always she-cats. CEREMONIES
– LUNAR RITUALS –
_________________________________________
– STARVED SILVER –
_________________________________________
Once per phase, when the Silver-eye has been devoured in shadow and is no longer present in the sky, the Elder Circle, the Mender, and if one is being taught, the Mender Novice, flanked by two Guardians, make their trip to the Southernmost part of the territory, their course set for the Spirit Tree.
Upon the patrol's arrival, the Guardians must keep watch and stay silent; they are only permitted to speak if danger approaches. Meanwhile, the higher ranking cats surround the Spirit Tree and perform the near night-long series of rituals.
The purpose of this ceremony is to bring calm to the distressed spirits around them. They continue their chanting well into the night, their voices interrupted only periodically as they touch their noses to the tree in an attempt to evaluate their condition of the souls around them, before continuing again and repeating the cycle until the Gold-eye rises the following morning._________________________________________
– SILVER ZENITH –
_________________________________________
When the Silver-eye is the fullest in the sky, much of WispClan migrates to the Spirit Tree. Together they take their turns depositing an offering of their choice at the base of the trunk - usually a seashell, a flower petal, or a herb, but never any prey - before verbally give their thanks to the World and the Risen, and then they take a seat back. Once each cat has made their contribution, they are each given a chance to connect to lost Clanmates - friends, loved ones, comrades - while simultaneously analyzing their current level of connection to the spirit world. To do this, each cat pads up to the tree, sits down beside it, and touches their nose to the ghostly white bark. Like before, each cat has to wait their individual turn._________________________________________
– GRADUATION –_________________________________________
Upon reaching 6 phases of age, kits are taken to the Spirit Tree at the height of Silver Zenith. They are at first halted and are ordered to stay put and sit vigil while the standard ceremony commences. Once every other cat begins their journey back to the camp, the Elder Circle will approach the kit(s) and instruct them to follow and engage in their own right of passage. They are guided to the Spirit Tree and are told to touch their nose to it and close their eyes.
In order to pass the test, they must at least faintly detect a minimum of three souls that surround them or are watching them from a distance away, and describe their intentions to the Elder Circle. Following this trial, they must make direct contact with one of the spirits, and are told to describe what creature they are, and ask them their name. If they are privileged with this information, of which they must tell no other cat, they then must ask what their own name shall be. Whatever the spirit answers back with shall be the forename for the kit. Upon passing the test, the Elder Circle chant the kit's name and declare them as a Novice.
Their official ceremony takes place the following day at Goldhigh where they must swear the Oath of Allegiance to their Clan and the Guardian's Directive before they are granted a mentor.
Phases later, the Novice returns to the Spirit Tree to earn their surname, or their Guardian name. A similar ritual commences in which they must detect the spirits around them. As before, they must ask them what their name shall be, and whatever words that are spoken are decreed as official.
(Note: The vast majority of Novices and Guardians are able to detect the spirits without problems, but there are exceptions. Even if they are able to contact the souls around them or establish a connection with any of them, they will not receive their forename or surname. While the former is generally agreed upon as a sign that the Novice has not yet learned their "spirit sense" and must a remain kit for a while longer and try again a full phase later, the latter is typically taken as a bad omen. Under both circumstances, a member of the Elder Circle either becomes the kit's mentor or if they are already a Novice, they second a second member in the Elder. Through daily rituals that take place throughout the territory, the objective is to assist them in discovering their "spirit sense".
If a cat never learns to communicate with or detect the spirits, the Elder Circle and the Seer must assume that either the cat must find it elsewhere outside the territories, or the World has rejected them, possibly as a form of punishment for a previous deed by another cat that was up until then left unpunished. The ex-Clanmate is cast out past Lonely Pine and Mountain's Grief, and can only return if they can gain the spirits' favor. Most are never heard from again, either taken prisoner, killed, or they simply did not come home out of a most bitter grudge.)
_________________________________________
– CLAN CEREMONIES –
_________________________________________ – CLAN MEETING –"May all cats old enough to catch their own prey gather beneath the Slanted Stone for a Clan meeting!"
– NOVICE CEREMONY –
"Last night the forest spirits surveyed this young cat, and they bestowed upon them their blessing to walk and hunt amongst us. They have learned their first lesson in patience, now they must push towards mastering their determination. _______, do you vow to dedicate your life to maintaining the balance in this world, listening to the spirits and your Elders, and serving amongst your Clanmates as their equal? You must promise to protect them, even at the cost of your life. What say you?"[Awaiting response. Response is given.]"Then it is done. This young cat now stands before us no longer a kit, but as a Novice of WispClan. Last night, the spirits named this cat _______. Now speak their name!"[Their new name is chanted. Afterwards, they are granted a Mentor, and their name is chanted once more.]– GUARDIAN CEREMONY –
"It has been ___ phases since this Novice first began the journey of learning our ways. This journey will take them to the stars, but now is the time for the next stage in their life. _______, do you believe this Novice is ready to graduate to becoming a Guardian of WispClan and of the World?"[Awaiting response. Response is given.]"We have received approval from both the spirits and from this young cat's teacher. Now we must hear their words. ______, you have learned much these past phases. Are you ready and committed to put your heart, soul, and your new found skills to the betterment of your Clan? Are you ready to become a Guardian and serve your Clan from life until death, even if it comes untimely?[Awaiting response. Response is given.]"The seal is made! We welcome you, _______, as a Guardian of our Clan and of the World that we all share and inhabit. Now speak their name!"[Their new full name is chanted.]– RETIREMENT CEREMONY –
"Cats of WispClan, it is time for one of our senior Guardians to join the ranks of their Elders! For many seasons they have given their service and their love to their Clan, and now they are deserving of the opportunity to earn their rest. _______, we sincerely thank you for every good deed you've done in the name of your mother Clan, and although your presence may retire amongst your fellow Guardians, your name will be said for generations to come, no less right now. WispClan, call their name!"[Their name is chanted.]– MENDER NOVICE CEREMONY –
"________, are you ready and willing to train as WispClan's future Mender? Although you may be apart from your Clanmates, the rewards will be great, and the blessing shall be granted of having the strongest connection to the spirits - with them to guide you, you will never truly be alone."[Awaiting response. Response is given.]"Divine spirits, I ask that you look upon this young Mender Novice. They have promised their dedication to you and the ancient ways of healing. With your guidance, their heart, and their future skills, they will take care of their Clan like a mother to their kits. We ask for your approval this night, at Silver's Zenith."[Awaiting a sign. A sign is given.]– MENDER CEREMONY –
"_______, are you ready and willing to take your place as an official Mender of WispClan?"[Awaiting response. Response is given.]"Divine spirits, I have taught this young Mender Novice everything I could in the ways of being a healer and a mother/father to their Clan. Now they walk out of my shadow, but may they forever be blessed in your silver light. I ask that you look upon them and decide if they are ready to become a true Mender tonight at Silver's Zenith."[Awaiting a sign. A sign is given.]– NAME CHANGING CEREMONY –
"Spirits of the forest, this Novice/Guardian has given it all to serve you and their Clan. Now, they ask for a small piece in return, as a gesture of faith and good will. They make this request not out of repudiation, but out of humility and honesty. One of you granted them their name long ago, and they no longer see it as a reflection of their true self. We ask for your consent to visit this Novice/Guardian once more and consider the name they propose to continue their service under."[Awaiting arrival from spirit. The name change is approved.]"Their blessing has been granted! From now on, they will be known as ________. WispClan, call their name as a sign of your own approval!"[Their new name is chanted.]– BANISHMENT CEREMONY –
"Today we gather not out of honor and optimism, but out of the greatest disappointment. This cat has broken their oath of loyalty and love to the spirits, the World, their Elders, their code, and to all of you. They have decided all that they once believed in is no longer worth their time, therefore we will reciprocate. From now on, their name and their presence in all of WispClan is banished! _______, you will be given until nightfall to leave our camp/territory, otherwise under the will of the Risen, your former Clanmates will be authorized to kill you. Your time here has ended, and now you must leave."
PUNISHMENTS
– CRIMES & ACTS OF DISOBEDIENCE –
_________________________________________
– PUNISHMENTS FOR KITS –
_________________________________________
Disrespecting superiors: Disrespecting an older cat will result in a scolding at a bare minimum. A Queen can deny the kit their next feed if they so wish.
Disrespecting caught-prey: Disrespecting caught-prey will result in a scolding at a bare minimum. The kit will have to sit vigil with the kill for a designated amount of time, though it is usually less than an older cat - it's well-known how restless kits can be. Following this step, the kit must consume the caught-prey, even if they are still not weaned.
Getting into trouble in camp: Getting into trouble around the camp, such as messing with the Mender's supplies, disturbing older cats during their sleep, climbing and exploring in areas they shouldn't be, etc. will result in a scolding, at a bare minimum. A Queen can deny the kit their next feed if they so wish.
Sneaking out of the camp: Sneaking out of the camp and getting into mischief will result in a scolding at a bare minimum. A Queen can deny the kit their next feed if they so wish.
_________________________________________
– PUNISHMENTS FOR NOVICES –
_________________________________________
Disrespecting superiors: Disrespecting an older cat, such as their mentor, will result in some of the following punishments, including but not limited to: cleaning the camp, tending to the Elders, helping the Mender in their den, clearing out old bedding and dirt, confinement to camp, an order of silence for the day, not eating for the day, a scolding.
Disrespecting caught-prey: Disrespecting caught-prey will result in some of the following punishments, including but not limited to: sitting vigil with the catch for half a day / night (then eating it afterwards and not eating anything the day afterward), extra hunting, helping the Mender in their den, cleaning the camp or some other part of the territory, a scolding.
Eating before their Clanmates: A Novice caught eating before their Clanmates in or out of camp will result in some of the following punishments, including but not limited to: extra hunting for the Clan, not eating until the next day, cleaning the camp, tending to the Elders, clearing out old bedding and dirt, helping the Mender in their den, a scolding.
Sneaking out of camp: Sneaking out of camp unsupervised and without permission will result in some of the following punishments, including but not limited to: extra training for a set period, confinement to camp, helping the Mender in their den, tending to the Elders, clearing out old bedding and dirt, not eating for the day, a scolding, a cat being ordered to supervise them from afar for a period of time.
Forbidden friendships: A Novice caught conversing friendly with an enemy cat on or off the border line will result in some of the following punishments, including but not limited to: Confinement to camp / extra training, a cat being ordered to supervise them from afar for a period of time, tending to the Elders, helping the Mender in their den, cleaning the camp, clearing out old bedding and dirt, a scolding, being shunned from their Clanmates temporarily.
Bullying or teasing: Novices being caught bullying or teasing their denmates are usually never punished directly, although a scolding may occur.
Disrespecting the spirits: A Novice caught verbally disrespecting the spirits may result in them being temporarily banished from the camp until they can make peace with the spirit. If the spirit is angry enough, they may be temporarily exiled from the territory together. An attempt to return before they have completed this task will result in them being turned away and subdued if necessary.
Similar consequences may occur if a Novice cannot detect the spirit realm and/or they were unable to find or gain the acceptance from their spirit guide.
Improper training: If a Novice uses dirty tactics during training, such as cheating, performing an illegal or dangerous move, fighting with claws unsheathed, so forth, it will result in some of the following punishments, including but not limited to: Confinement to camp, tending to the Elders, helping the Mender in their den, cleaning the camp, clearing out old bedding and dirt, apologizing to their training partner, a scolding, their graduation being held back (provided they are close to 12 phases of age)._________________________________________
– PUNISHMENTS FOR GUARDIANS –
_________________________________________
Disrespecting superiors / disobeying orders: Disrespecting a senior cat, especially an Elder, and/or disobeying commands will result in some of the following punishments, including but not limited to: A scolding, glorified Novice chores, a temporary ban on leading patrols, temporary or permanent exile (depending on the severity of the matter), temporary demotion, losing their mentorship if they are partnered with a Novice.
Disrespecting caught-prey: Disrespecting caught-prey will result in some of the following punishments, including but not limited to: sitting vigil with the catch for half a day / night (then eating it and not eating anything the day afterward), extra hunting, glorified Novice chores, a scolding.
Eating before their Clanmates: A Guardian caught eating in or out of camp before the Elders, Queens, and kits have had their fill will result in some of the following punishments, including but not limited to: Extra hunting, a scolding, not eating the next day.
Sneaking out of camp: A Guardian caught sneaking out of camp at night without proper permission or without telling the cat currently on lookout will result in some of the following punishments, including but not limited to: A scolding, confinement to camp, a cat being ordered to supervise them from afar for a period of time.
Forbidden friendships: A Guardian caught friendly conversing with an enemy cat on or off the border line will result in some of the following punishments, including but not limited to: Confinement to camp, glorified Novice chores, a cat being ordered to supervise them from afar for a period of time, a scolding, being shunned from their Clanmates temporarily.
Forbidden romances: A Guardian caught engaging romantically with an enemy cat will result in some of the following punishments, including but not limited to: Confinement to camp, glorified Novice chores, a cat being ordered to supervise them from afar for a period of time, temporary or permanent exile, temporary demotion, being shunned from their Clanmates temporarily.
If kits get involved, that complicates matters further.
If the wrong-doer was a tom-cat, they will be forbidden from ever or raising their kits and may only see them in battle; on top of that, if they came from ShardClan, they will most likely never be taught who their father was. If the tom spills this information to them, permanent exile may occur. If their lover was a Banished cat, they may be exiled along with them. The kits would remain in ShardClan and they would never learn the truth of who their parents were.
If the tom remains obedient and remains within the Clan, they will have to live with the permanent breach of trust and the consequences that follow. When they retire, they'll likely be forced into the position of a member of the Elders' Shadow with no political power over the Clan.
If they had a Novice, it is likely they will be given to a new mentor. It's unlikely they'll be allowed to mentor another Novice after that.
If the wrong-doer was a she-cat and is now pregnant / has given birth, the kits will be allowed to remain in the Clan, but they will never be told who their mother was. If the mother is not exiled, they will be forced to return to Guardian duties.
The same consequences that apply to toms - potentially losing their Novice, the privilege of one day joining the Elder Circle, so forth - also applies to she-cats in this situation.
Neglecting their Novice: If a Guardian is discovered to be neglecting their student, then said Novice will likely be transferred over to another cat to Mentor them instead. The Guardian's ability to mentor any further cats may come into question. A cat may be ordered to supervise them from afar for a period of time to identify a possible cause of this neglect, such as a possible forbidden romance.
A Guardian caught improperly training their Novice will result in a scolding and their Novice likely being transferred to another cat, who will take over their training from there.
Disrespecting the spirits: If a Guardian is caught verbally disrespecting the spirits, this will result in a temporary banishment from the territory until they can make peace with the spirit. An attempt to return before they have completed this task will result in them being turned away and subdued if necessary.
Attacking a Clanmate: A Guardian who attacks a Clanmate will result in some of the following punishments, including but not limited to: A scolding, joining extra patrols and hunting missions with said cat (or likewise, forced separation), glorified Novice chores, temporary or permanent exile (if they attempted to severely injure or murder their Clanmate).
If the cats settle their difference through a brawl, they may face no consequences except a possible scolding or a private meeting with the Elder Circle.
Murder: A Guardian who murders a Clanmate will be immediately and permanently exiled, and will be driven from away the territory. If they return, they will be killed on sight without mercy.
Treachery: A Guardian who betrays their Clan will result in permanent exile - depending on the severity of their crime, not all diplomatic dialogue may entirely closed off forever, but it will be for a very long period of time, and there's no guarantee of their return.
_________________________________________
– OTHER –_________________________________________
Menders: If the Elder Circle deems the current Mender unfit for their position, they may be forced into retirement as a part of the Elders' Shadow, assuming their Novice has been fully trained. If they do not have a Novice, then they must mentor one immediately. If they do have a Novice but they are not fully trained, then they must retire the moment their Novice graduates.
Elder Circle: If the Elder Circle deems one of their own to be unfit for their position, they may be forced into joining the Elders' Shadow and therefore relinquishing their leadership privileges permanently.
Mediator: If the Elder Circle deems the Mediator to be unfit for their position, or if circumstances occurred that would hinder their ability to mediate inside and/or outside the Clan, they may be forced into relinquishing their duties and becoming a regular Guardian.
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Non-binary
#F4B548
Name Colour
Dark Sun
Sage of the Stars
I'm devious, I'm devilish, I'm ever so deliciously evil
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Post by Dark Sun on Mar 3, 2022 5:28:52 GMT -5
ALLEGIANCES
– WISPCLAN – _________________________________________
– ELDER CIRCLE –
_________________________________________ JUNIPERBERRY
Summary...BASIC INFORMATION
Name: Juniperberry Body Type: She-cat Age: 149 phases Gender Identity: Cisgender Pronouns: She/her Preferences: Hetero Allegiance: WispClan Rank: Elder Circle Beliefs: The Risen, nature spirits Kin: Unknown Mate/Kits: None Password: Founder User: Dark Sun (violetsky)
PHYSICAL APPEARANCE Juniperberry is a medium-haired cathedral gray she-cat of average size. Her eyes are a somber gray-blue, telling the story of an ancient lifetime while still carrying the vibrant spark of a cat half her age. She makes an effort to keep her pelt and the rest of her body in peak condition, remaining surprisingly muscular and lean for an elder. Lighter tones of gray run underneath and underside and wrap around half-way up her legs. Small ashen smudges cover the majority of her topside going from head to tail. Thin strips of darker gray fur outline her curved ears, and her muzzle is a pale gray smeared with white patches, betraying her age. Her tail is long and crooked, her paws are large in size, each having six individual toes, and she possesses various battle scars (torn ears and scratches on her muzzle, nose and back left flank) through many season cycles of service.
PERSONALITY & MENTAL TRAITS Juniperberry is figure many choose to look up to - she is rational and almost always knows the best course of action in any given moment, even under times of extreme stress. Her wisdom has not addled, nor has her guiding compass - a life dedicated to duty, honor, and sacrifice. She always aspires to be better than she is, refusing to grow stagnant during her "retirement". (Don't tell her that she's out of the game yet or she might chew your head off for that!) While she is anchored by tradition like the rest of her Clan, her moral and ethical roots have shown to be more flexible than that of cats typical of her age. She remains active, outgoing, and quite sociable, often attending patrols and interclan meetings - getting to know each and every one of her Clanmates as individuals and participating in daily Clan life remain two of her most passionate pursuits to this day. She remains very highly respected within her Clan, and her status and admiration likely extends beyond their borders as well. Juniperberry has after all been the glue holding fragile relations between the Clans together for countless seasons, and although she has long since earned her rest, she makes it abundantly clear that only she will decide when her time is done; it is no secret that she loathes the thought of being an stationary power, utterly free from responsibility and criticism, nor was would she ever be content with fading into a background as a member of the Elders' Shadow.
HISTORY Undetermined.
MISCELLANEOUS INFORMATION Undetermined. _________________________________________
– ELDERS' SHADOW –
_________________________________________
TBD _________________________________________
– SEER –
_________________________________________
TBD _________________________________________
– MENDER –
_________________________________________
TBD _________________________________________
– MENDER NOVICE –
_________________________________________ TBD _________________________________________
– MEDIATOR –
_________________________________________
TBD _________________________________________
– GUARDIANS –
_________________________________________ TBD _________________________________________
– NOVICES –
_________________________________________ TBD _________________________________________
– QUEENS –
_________________________________________ TBD _________________________________________
– KITS –
_________________________________________
TBD – OUTSIDERS –
_________________________________________
– ROGUES –
_________________________________________ TBD _________________________________________
– LONERS –
_________________________________________ TBD _________________________________________
– BARN CATS –
_________________________________________ TBD _________________________________________
– KITTYPETS –
_________________________________________
TBD _________________________________________
– BANISHED – _________________________________________
RELATIONSHIPS
– ATTRACTION BASED –
_________________________________________
– MATES –
_________________________________________ TBD_________________________________________
– EX-MATES –
_________________________________________
TBD
_________________________________________
– ROMANCES –
_________________________________________ TBD
– PROFESSIONAL – _________________________________________
– MENTORS & STUDENTS –
_________________________________________ TBD DECEASED CLANMATES
Testing
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Non-binary
#F4B548
Name Colour
Dark Sun
Sage of the Stars
I'm devious, I'm devilish, I'm ever so deliciously evil
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Post by Dark Sun on Mar 3, 2022 5:29:36 GMT -5
ROLEPLAY LORE
– GENERAL LORE –
_________________________________________
– TWOLEGS & OUTSIDERS – _________________________________________
1) The Clan territories are located many days travel away from any heavily active signs of Twoleg activity, therefore the existence of Twolegs and their kittypets and dog companions are currently not known to the typical WispClan or ShardClan cat. A shipwreck lies to the very South of WispClan land, but only the Elder Circle is aware of its existence. There is also a campsite Northwest of ShardClan land and an abandoned fishing hut and docks to the North of the territories, but these structures are currently undiscovered. Other seldom visited or completely abandoned Twoleg nests dot the woods periodically, but are well beyond Clan boundaries.
TL;DR: No Twolegs, no kittypets, no domestic dogs
2) Rogues and loners are generally very few and far between, and usually live on their own or with their mate(s) and/or kits.
– WISPCLAN LORE – _________________________________________
– CLAN TERMINOLOGY – _________________________________________LUNAR & SOLAR TERMINOLOGY Sun = Gold-eye Moon (body) = Silver-eye Moon (month) = Phase Year = Season cycleNew moon = Starved Silver"Claw-moon" = Silver Fang, Silver Claw, Silver Crescent Quarter-moon = Sleepy Silver Half-moon = Half-SilverFull moon = Silver Zenith Sunrise = Goldrise, morning, dawnSunhigh = Goldhigh, middaySunset = Goldset, Goldfall, evening, dusk Moonrise = SilverriseMoonhigh = SilverhighMoonfall = Silverfall
Silverpelt = Starswept River
SEASONAL TERMINOLOGY
Newleaf = Bud-branch Greenleaf = Full-growth Leaf-fall = Dusk-leaf Leaf-bare = Cold-clawGENERAL CLAN TERMINOLOGY
Gullfood/gull-food – A dead prey animal that has begun to rot; can also be used as an insult. Caught-prey – A recently killed prey animal caught for the purpose of consumption. Caught-prey is hunted by Guardians and Novices, and placed on the caught-prey stash or brought to the Elders. Elders, kits, Queens, and sick cats eat first, then the rest of the Clan, with Novices eating last. Extras stay on the caught-prey stash.
Caught-prey stash – A pile of caught-prey, saved for future consumption.Hunting patrol – A group of cats hunting for caught-prey to bring back for their Clan to eat. May fight if there are trespassers.
Sharing tongues – Cats grooming each other while sharing the latest gossip. A cat lies on the ground, talking, while the other grooms their fur, listening.
She-cat – A female cat.
Tom/tom-cat – A male cat.
DISTANCE TERMINOLOGY
Fox-length – About the length of a fox; approximately a yard. (80 cm)
Kittenstep or kitstep – About the length of kit's step; approximately an inch or a half-inch. (1.25-2.5 cm)
Tail-length – About the length of a cat's tail; approximately a foot. (30 cm)
Rabbit hop or rabbit length – About a foot and a half away. (45 cm)
Mouse-length – About two or three inches. (5-7.5 cm)
Pawstep – About the length of a grown cat's step, roughly six inches. (15 cm)
Tree-length – About the length of a tree; around 40 to 50 feet. (15 m)
INSULTS, EXCLAMATIONS, & PHRASES
As easy as swallowing a minnow – A phrase used to indicate the easiness of a task
As much use as a toothless cat – A (harsh) insult, meaning the recipient is useless
Badger-breath – A (harsh) insult or phrase of disgust, usually directed towards cats of ShardClan.
Badger-face – A (harsh) insult, usually directed towards cats of ShardClan.
Bees in your brain – An exclamation meaning confusion or a cat not making sense. (i.e., You've got bees in your brain!)
Bee-brain – A similar exclamation to "bees in your brain".
By the Risen! – An exclamation used to signify extreme surprise or anger. Similar to Oh my god! in usage and to the fact that they both have mention of a higher force.
Crab-shells and fish-guts – Used by Guardian Swimmers, has the same meaning as thistles and thorns.
(You're) crazier than a fox in a fit! – An insult used when a cat (or cats) are acting crazy. Another version uses "madder" instead of "crazier".
Doesn't matter a whisker/Doesn't catch so much as a whisker – An exclamation meaning the cat does not care, (i.e. it didn't matter a whisker that they didn't help the cat in trouble) similar to I don't give a mousetail. Or saying that a patrol didn't catch anything.
Dormouse – An expression or exclamation used against a cat who sleeps a lot.
Dryfoot – A cat that dislikes getting wet, usually used by Guardian Swimmers.
Dungface – A harsh insult.
Even the best hunter can't wish a crippled squirrel to surrender – A phrase.
Fish-brain – A term that is equivalent to mouse-brain.
Gullfood – Alternative to crowfood.
Honey-brain – A term that is equivalent to mouse-brain.
Honeyfoot – A (scornful) insult used for someone who sticks to the rules closely.
Flea-brain – A (friendly, yet harsh) insult. The severity of the insult is almost always decided by tone.
Flint-striker – Sometimes used as an alternative to "Stirring up a bee's nest."
Fox-dung – A (harsh) insult comparing the recipient to fox droppings. Also used as an exclamation.
Fox-hearted – An insult meaning cruel, cold-hearted, or evil.
Furball – A (friendly, yet harsh) insult. The severity of the insult is almost always decided by tone.
When fish will fly – An exclamation style statement that shows disbelief that a certain event will likely occur (as in That will happen when fish fly), used in many variations. Somewhat like the human phrase, When pigs fly!
How in Starswept River? – An exclamation used meaning "How in the world?"
I don't give a mousetail/They wouldn't give a mousetail – An exclamation meaning that the cat does not care. Another variation is I would ____ for a couple of mousetails, meaning that they are willing to do the inserted action for no real reward. Can also mean that a cat would be stingy enough not to share a mousetail.
I'd have shredded you into mousedust/I'd have shredded you into fishscales! – To gravely injure, rip to shreds. Similar to mousemeat or fishmeat.
In all the stars – An exclamation.
It's as dark as a fox's heart in there – A phrase used to describe darkness.
It's better to scare away a mouse than welcome a badger/It's better to crush a snake's head than let it bite you – Old nursery sayings that mean that it's better to scare away a friendly cat than welcome a not-friendly cat. Also a common phrase pointing out that it's better than punish a potentially innocent cat than let a guilty cat go unpunished.
Make dirt – To use the bathroom, or the dirtplace in Guardian terms.
May the spirits carry your weight/Banish the fleas from your nest – A friendly term used to tell others they wish them well.
May you find good hunting, swift running (/smooth swimming), and shelter when you sleep – An ancient farewell, to say goodbye to loved ones as they pass on.
May the spirits lift your burdens and carry you to the stars – An ancient farewell, to say goodbye to loved ones as they pass on. Usually used if an evil or troubled cat has died.
Milk-drinker – An insult that is directed towards cats that are too green/soft.
Minnow-brain – An insult that is friendly but harsh. An alternative to mouse-brain.
Mouse-brain – A (friendly yet harsh). The severity of the insult is almost always decided by tone.
Mouse-breath – An insult possibly used to intimidate someone.
Mouse-dung – A (somewhat harsh) insult comparing the recipient to mouse droppings. Also used as an exclamation (as in Mouse-dung! That can't be right!). Somewhat like "Darn it!"
Mouse-hearted – An insult that describes one who is cowardly.
Mousefodder – An insult describing a cat that is worthless.
(Only) the Risen knows (what) – Sometimes used to answer a question that is impossible to answer. Similar to "The only god knows what," "The only god knows," and "god knows."
Pain in the butt/rump/tail – An insult meaning a cat is irritating or lazy.
Scaredy-mouse! – A similar expression to scaredy-cat, referring to a cat easily frightened.
Scaredy-sparrow – Same as the term "scaredy-mouse".
Sleekcoat / Roughcoat – Alternate terms for "Swimmer" and "Runner" respectively, thrown around by opposite party. Can be used as a mild or friendly insult.
Smartfoot – A friendly insult.
Snake-hearted, or Snake-heart – Used as an alternative to "fox-hearted" or "fox-heart".
Snake-tongue – An insult meaning cold or unfair; similar to "fox-hearted" or "snake-hearted". Also used as an insult indicating that the recipient is dishonest and contradictory.
Softpaw – An insult for cats who have soft pads under their paws, classifying them as inferior. Used against outsiders.
Sorry catches no prey, or Sorry fills no bellies – Means a cat can be sorry, but that will not change the past.
Spirit's kits! – An exclamation of surprise or disbelief. Sometimes used as an exclamation if a cat is hurt.
Stirring up a bee's nest – A phrase meaning a cat is looking for trouble or starting it.
Tabbies don't change their stripes – Meaning that a cat doesn't change their nature.
Tail-licker – An insult intended for a cat who is sucking up, similar to the word bootlicker.
They have birds pecking out their brains – A (harsh) insult indicating the recipient has obvious stupidity, usually directed towards cats of ShardClan.
What in the Risen's name? – An exclamation similar to "What on Earth?" or "What in the world?"
Weasel-heart – A (harsh) insult, used sometimes to describe cats from ShardClan.
That's a load of badger droppings – A harsh exclamation saying that something is nonsense.
Thistles and thorns – Used to describe bad luck (as in: Thistles and thorns! I blew it!); similar to "Darn it!" or "mouse-dung".
You fight/hunt like a kit! – An expression used to insult or tease a cat who fights/hunts poorly.
We'll cross that river if we come to it – A phrase meaning the same as "we'll cross that bridge when we come to it."
Wild rabbit hunt – A phrase meaning the same as "wild goose chase."
Who made dirt in their fresh nest/caught-prey? – A phrase to describe a cranky or suddenly moody cat.
Would've made mousemeat/fishmeat out of you! – To badly injure, rip to shreds. Similar to mousedust/fishpaste.
Who ruffled their fur? – A similar way of saying "who got under their skin?"
Bat-blind – An insult to a cat's eyesight, similar to the phrase "as blind as a bat."
SOURCE: warriors.fandom.com/wiki/Clan_terminology
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– NAMING RESTRICTIONS – _________________________________________ Much like the canon Clans, there are several sacred words that WispClan recognizes that are never to be used as a suffix or a prefix when naming a cat. They are as follows:1) Silver2) Gold3) Star4) Spirit5) Soul 6) Eye / eyes
Note: While WispClan never uses the words "moon" and "Sun" (replacing them with "Silver-eye" and "Gold-eye", respectively), they are nonetheless aware of the direct translation of these words, therefore they are also forbidden.Novices are not known as 'paws to WispClan. Instead they are given a singular name (ex. Wasp, River, Stone, etc.) by their spirit guide at the age of 6 phases, following a ritual at the Spirit Tree. Usually once Novices reach the age of 12 phases, they make the trip back to the same holy place to receive their Guardian name. (Ex. Waspwing, Rivertail, Stonepelt, etc.)_________________________________________
– THE NURSERY – _________________________________________
During the first 3 phases of a Novice's curriculum, their duties within the territory are divided in half - they are split between learning hunting techniques from their mentor at the Training Hollow, and learning about camp life and how to respect one's Elders.
Young Novices are given the choice of spending further time in the Nursery, as it is a big part of Clan life, or moving in with the older Novices in their own den.
At the age of 9 phases, the camp-heavy part of the training process comes to a halt and is replaced with battle skill training. They continue their hunting classes like normal and by this point are ready to be taught the more advanced moves.
Kits in WispClan are often weaned much older than most, a tradition born out of natural health benefits that both mother and offspring receive, and perhaps a natural consequence of their down to earth way of life. It isn't unusual for Novices to continue the habit early into their training.
If a Queen wants to leave the nursery early, she can rely on other she-cats to nurse her offspring for her. If they have already been weaned and are of the age to join the Novices' den and there are no other queens available in the nursery, then they are transferred from the latter den to the former.
WispClan Menders make sure to use all natural resources around them that the world provides. Many ancient remedies to soothe colds, fevers, and sore throats involve the use of a Queen's milk as the core ingredient. These are presented to kits and young Novices only.
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– MATRIARCHY – _________________________________________
- WispClan is a loose matriarchal society. While toms are not forbidden from obtaining positions of power, more often than not one will come to expect to find she-cats occupying these roles.
To add to this, most toms end up joining the ranks of the Elders' Shadow instead of their politically privileged counterparts.
- Tom-cats generally don't mentor Novices. As a natural consequence of this, WispClan Menders are almost always she-cats.
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BECOMING MATES
_________________________________________When two or more cats become mates (in a monogamous or polyamorous relationship, respectively), they can decide whether or not to publicly disclose that information with the Clan. The same choice is provided to them if they have kits later on down the road.While there is no official ceremony for newly mated cats, they are given the option to participate in a tradition called a Twilight Embrace, which metaphorically refers to very early dawn or late dusk when both the Gold-eye and Silver-eye (Sun and moon, respectively) as well as the stars are visible in the sky simultaneously. To us Twolegs, this event would be known as a honeymoon.Cats away on a Twilight Embrace can take refuge together in a private location, so long as it remains within Clan territory. Unless they are in trouble, no cat may disturb them for any reason. They are given one day and night together where they can feast as much as they want and use the time to emotionally connect without any responsibilities looming over their shoulders. When the Gold-eye rises the next day, they must return to camp.Trivia: It is not unheard of for she-cats to walk away from their Twilight Embrace expecting kits._________________________________________
PARENTING_________________________________________
If a she-cat is expecting kits, they can choose to reveal the kits' father or not. While the tom does get a say in the matter, the she-cat's voice is ultimately the deciding factor in the end.
When a she-cat bares kits, it is not uncommon for their mate to provide support for the first phase, give or take, bringing them prey and fresh bedding. Afterwards, they typically return their full dedication back to Guardian duties, and aside from occasional check-ups are very seldom seen anywhere near the nursery again. The relationship between the pair isn't lost, but rather it is a matter of tradition that toms do not help raise their kits after a certain very early stage - any toms to do so are considered outliers, and while such a practice isn't forbidden, it would be considered to be odd by many nonetheless. Those who break this mold either do it out of selflessness or because there are no other Queens to support their mate in the nursery.
If a tom chooses to stick around and help out, it is not unusual for the kits' mother to have all the say in how they will raise and discipline their offspring. In this relationship dynamic, the father can be considered the provider / support team until their children have been weaned off of milk and their mate returns to their duties.
Once their kits become Novices, they often see their biological fathers little to no differently than most of their Clanmates as a result - the only unconditional love many feel is towards their mother.
The exception to all of this is if a kit is orphaned. If they are old enough (typically 4 phases old or more) and have been weaned and there are no other queens in the nursery, they'll simply join the Novice's den until they reach of age (6 phases). Regardless, **it is forbidden for a tom to raise a kit on their own. A she-cat must provide this role.
(**A gay couple (two toms) may adopt an orphaned kit and are allowed to help raise them if they so choose, but they must still be primarily cared for by a she-cat, especially if they are still nursing.)
Add categories: The Banished, Swearing Allegiance
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SWEARING ALLEGIANCE_________________________________________ WispClan seldom takes in outsiders, and there are numerous contributing factors for this. The first is their isolated location - outsiders would find it hard pressed to emerge from Neck Choke and make it through the top portion of ShardClan territory without being spotted, so realistically the only possible route would through Mountain's Grief, and at that juncture it's a fifty-fifty shot on which side of the river they travel across. Traveling rogues and loners are very rare in these parts and most are chased off by passing patrols. Farview Cliff within WispClan territory is regularly visited and provides an excellent view point past Lonely Pine.
It hasn't been unheard of for WispClan to take in a sick, ill, or dying cat, or a heavily pregnant or nursing queen, but they are almost always sent on their way once they are able to travel. Healthy cats rarely see their way past the aforementioned landmark. Given WispClan's privileged position with a relatively predator-free territory and good sources of prey year-round, their population remains relatively stable across generations, so a need for new Guardians very rarely arises.
It is no secret that WispClan holds a great distrust to cats beyond their borders. The reasoning for this stems more from religious beliefs and a general understandable wariness towards strangers rather than an obsession with bloodlines. In fact, WispClan puts very little emphasis, if any at all, on blood and the debatable loyalty that comes with it. *Their Guardians are taught that real loyalty comes from fulfilling the purpose given to them - protecting their part of the world and serving the wills of the spirits. They emphasize assimilation above all else. Disrespect your beliefs or disrespect your Clan, and you fail in that purpose.
(*That's not to say that newcomers won't face discrimination from their "pure blooded" Clanmates however.)
In order for an outsider to have a chance of even being considered of having a future within the Clan, they must show great interest in their culture and way of life, and a wish to assimilate. If their stay is permitted, at least temporarily, they will be granted a mentor and they will be given basic hunting training. Following that, more advanced hunting skills and battle moves may be taught some phases later if they are considered to be a "keeper" and haven't caused any trouble. Their Guardian name can be expected to be given to them sometime later if they have proven their commitment to life within WispClan, although the timing of their assessment may come noticeably later than if they had been born within the Clan. Up until their Guardian name is earned, they may be interviewed more than once by the Elder Circle to evaluate the progress of their training and if they truly want to become a member of the Clan.
Tip for outsiders: Don't declare you are committed just to Clan life. WispClan devotes themselves entirely to their alleged function. They are but mere pawns to the ways of the World. If WispClan falls, that would not matter if their teachings survived in the knowledge of other cats, and were continued to be practiced. If the newcomer and recognize this and submit to this selected purpose in life, they will have a far greater chance of being successfully accepted as a true Guardian.
GUARDIANS' DIRECTIVE
1) Defend your Clan, even at the cost of your life. Your loyalty and your commitment to your faith are what matter most.
2) Never challenge your Elders, for they speak the words of the Risen - to do so is to question your very faith and way of life.
3) It is your duty to help maintain the balance in this World. Treat everything with the respect it deserves; only leave pawprints, and only take memories.
4) Never anger or disrespect the spirits. They help guide your paws, but only through their choice alone. To be without the spirits' direction is a fate worse than death.
5) Prey must be caught only to be eaten. Sit vigil with your catch and give thanks for its sacrifice before anything else.
6) Elders, Queens, and kits must be fed before the rest of the Clan. Novices can only eat once every other cat in the Clan has had their fill.
7) A kit must be 6 phases old before they can become a Novice.
8) Challenge all trespassing cats. All cats that are not under the will of the Risen are tainted and should be treated with absolute suspicion.
9) Nevertheless, the lives of kits are to be protected at all costs. No harm may come to them, for their limitless potential may allow them to gain the spirits' guidance.
10) No cat may take the life from another, unless it's an act of self-defense or if it's necessary for the safety of the Clan.
UNOFFICIAL RULES
1) It is forbidden to seek friendship or love outside of the Clan.
2) Any deceased animal found that cannot be eaten must be buried, or they must be covered with flowers and other growing things, and a vigil must be held afterward.
3) Banished cats must not cooperate in any fashion. Just as their former Clanmates now shun them, they must share their guilt with all cats. They also cannot take a mate or have kits, or live, hunt or sleep together. Banished cats may only be challenged if they are caught stealing prey, if they present themselves as a threat, or if they are caught cooperating or communicating with others.
4) Every cat must give thanks to the Risen each night.
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Non-binary
#F4B548
Name Colour
Dark Sun
Sage of the Stars
I'm devious, I'm devilish, I'm ever so deliciously evil
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Post by Dark Sun on Aug 10, 2022 19:34:05 GMT -5
Bump.
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Post by Sand on Sept 10, 2022 3:54:35 GMT -5
bump for OP
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Non-binary
#F4B548
Name Colour
Dark Sun
Sage of the Stars
I'm devious, I'm devilish, I'm ever so deliciously evil
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Post by Dark Sun on Sept 18, 2022 21:38:58 GMT -5
PROLOGUE
A most enchanting silver glow from the waning gibbous hung over the woods, emphasizing the chilly atmosphere that rasped over the land like the tongue from a nurturing mother onto the back fur of her kit, but stroking the wrong direction. The air was still and cloaked in a thick gray veil turned silver by the height of the moon, emanating from the vast waters beyond the territories along its second half, shrouding everything it could touch. The hooting of an owl somewhere in the heart of the scraggly forest was one of the few sounds that broke the silence that hung over the region has heavy as the mist itself. From the rocky perch looming high over the camp below, an elderly gray she-cat, her age of which was betrayed by the white fur on her muzzle, sat on her haunches, blending into the background like she was made of stone herself. Her gaze was pointed high, observing the heavens above. Some of the countless shimmering lights appeared to glow warmer than the rest, and even moved, gently dancing across the sky, hundreds of them, but these were not stars - fireflies gathered here after each dusk. Why here, that was not known, but here they were, like every night without fail. The she-cat found comfort in this fact. They were like the Gold-eye and Silver-eye themselves in that respect - they would always be here right on schedule, without change. A new scent wafted up the elder's nose, mixing in with the smells of birch and oak, and the breeze carried over from the Sun-drown-place. Sweeter than the rest, but familiar all the same, she turned her head almost past her right shoulder to see the delicate shape of a small white she-cat approaching her. "Silentsong." the gray molly meowed with courtesy. The ghostly white she-cat dipped her head in respect as she continued her forward advance, ceasing her movement not two tail lengths in front of her superior. She waved her tail and performed a gesture with a forepaw in greeting. "Juniperberry. You summoned me."The gray she-cat nodded once. "Have you dreamt lately, Silentsong?" Silentsong responded with further more gestures from her tail and forepaws. "Yes, I have. It was home, that much was certain, but nothing was recognizable to me. I felt isolated, but I sensed I was not alone. My Elders were with me the whole time, although I could not see them, including yourself.""No spirit guided you?" Juniperberry inquired. The white she-cat shook her head in denial. Juniperberry's eyes widened with interest at this revelation. The spirits always walked side to side with Silentsong, matching her pawstep for pawstep by her side, according to her. Her connection to the deceased was far stronger than any Mender had come before within recent memory. "We must discuss this with the others. All our sleeps were troubled this night. Follow." she meowed bluntly, pulling ahead, expecting the younger she-cat to trail behind her, an assumption she was correct in. The arching entranceway opened up to a great antechamber. Silentsong was surprised by the sudden change in temperature as she entered the cavernous dome - an unusual level of internal heat and humidity remained trapped inside. Adding to the atmosphere were bulky colonies of fiery orange mushrooms that were plastered all over the length of the walls, some even inhabiting the ceiling, producing a toasty glow. Silentsong's intrigue was never dampened now matter how many times she visited this sacred place, the Elder's Den, in spite of the fact her visits were very few and far between. Ahead of the pair was a gathering of Elders, chatting like starlings with hushed voices, muttering to each other with a moderate degree of urgency. Many turned to face the approaching pair. "Juniperberry, you have brought the Mender." one of them croaked. "Regardless of our summons from our Mediator, I suspect her presence would have found its way here regardless. Her mind too has been troubled, in this world and in the realm of visions." Juniperberry replied. Silentsong took her place beside Juniperberry - the Elder she was closest to, to the point she might have even called her a friend - and held her head high at the others, not out of ego, but because most cats, them included, towered over her like lions or tigers. After what seemed like an eternity, at long last one of their voices echoed throughout the room. "Mender, what did the spirits show you?" Mender. That is how she was designated by virtually all who were higher ranking to her. At least Juniperberry identified her by her real name, all the more reason why she personally preferred her above the rest, no disrespect intended. She was wiser too, she often concluded. She had never seen her bicker, lose her cool, or jump to conclusions as quickly as the rest of her denmates, if really at all. There were countless times she had sowed the seeds of chaos back to order, almost acting like a Mediator herself - that was something else she admired about her. When she talked, the room fell silent and everyone treated her words with the utmost respect. Some level of bitterness lingered within the petite she-cat from way back in her Noviceship, emerging in the form of a tinge of envy towards Juniperberry's stature. Silentsong herself had never been taken seriously until well deep into her training to becoming the next Mender of WispClan, and to this day, she had reason to believe not all of her Clanmates had granted her their utmost faith and respect. I'm sure they'd feel different if they came to me with a broken leg and granted me their time of day for me to work my wonders.Silentsong responded with her traditional form of communication - a form of sign language that many of her Clan, although not all, had been required to master the understanding of. Such a feat had not been achieved overnight however - she swore the more youthful cats were as stubborn as their seniors. "The spirits did not walk with me tonight," she communicated. The faces on the Elders reflected the shocked look that Juniperberry had displayed when she had revealed this information to her just before. "But I was not alone. Although no cat fell upon my senses, I was still protected," she clarified before carrying on. "I was at a shore, but it was not Cordial Cove. The sand was replaced with paw-sized water-weathered stones, while the sun-drown-place still stretched out to the edge of my horizon. The water was lapping back and forth at my paws for some time before it began to retreat. The tide was receding at an alarming rate. The pebbly shore was quickly replaced with sticky sand beneath my feet as I chased the waters as far as my breath could carry me.
That is all I remember."
The Elders conversed with themselves in response, their words barely distinguishable from each other. "What does this mean?" "I had a similar dream I think." "This cannot be a coincidence." One by one, once calm had finally settled upon the group, each Elder shared a their own dream, each one vastly different to the next. One spoke of leaves falling in the height of full-growth until the trees were bare, while another weaved together their vision of the river, the one that divided much of their territory from the untouched land beyond, as it split its course and ran elsewhere, while a third spoke of the stars and the inky blackness of the night sky flipping to be reversed with the endless blue abyss that was the sun-drown-place, and the tales kept on coming. "Change must be coming. Great change!" one of the Elders spoke aloud with great anxiety. "Don't you see? The Wicked Times, like the Elders proposed back in the elder days. It was said that our Clan would be given its greatest test, a fire that would burn across the land and scorch all in its wake! Full-growth is approaching, preparations must be made!" Silentsong turned to her side as she saw the ghostly gray figure of Juniperberry heave with disapproval, as if she dealt with matters such as this on a regular basis. "We must not interpret the words of our ancestors quite so literally," she meowed. "They could not foresee the exact events generations past their time. They could only read the signs the spirits and the World chose to share with them and bestow that knowledge upon their successors. Our Clan has faced tribulations before, and we survived them. We shall survive this too." "But what change will there be? Mender, are you sure the spirits did not whisper their wisdom to you? No prophecy was given, no omen could be interpreted?" "Do you doubt the word of our Mender?" Juniperberry growled. "They speak with clarity. They cannot help that they cannot see what has yet to be shared with us." "But surely the S-- He has seen something, has He not?" the Elder retorted. "That is up to Him to disclose and when, and not a moment sooner, and do not speak His name with such disgrace. Be glad that you caught your tongue before you uttered His name without His presence. Have respect." Juniperberry barked back with an unusual amount of venom present in her words. In response, her denmate flattened their ears and shrunk back to fall in line with the others. Silentsong prodded the she-cats shoulder with one paw, rousing her attention. "But has He seen anything, Juniperberry?" she inquired harmlessly. "We must have patience. Only the Risen knows." "That isn't entirely correct. Time also knows." came a voice from the shadows. It was a lightly pitched, almost nasally voice, and one that almost sounded otherworldly, as if it were out of sync with itself. From one corner of the den, a mottled gray-and-white tom emerged, their large moonlit eyes glowing like silver orbs as they stepped out into the light. Their fur fluffed out like a lion's mane, but appeared to be as soft as cotton and a beautiful and as sleek as a kitten's pelt. With complete silence the strange cat padded forward further still. In response all of the Elders, excluding Juniperberry, backed away by several tail-lengths before their front ends almost collapsed to the ground as they performed a unanimous bow. With delay Juniperberry performed the same action, although her movement was far less exaggerated, and upon realizing Silentsong was seemingly staring into open space, she nudged the Mender with intent, who in response copied her gesture. "Seer. You have come." Juniperberry meowed, a subtle purr forming in her throat. "Time has eyes as clear and as far-seeing as those of the Risen, and like they do, it has shown me much relevance." the tom meowed. Silentsong's eyes remained spread open, almost as wide and as bulbous as the cave dweller Himself. She had only seen the Seer once, at a far distance, and until now she had never heard Him speak. It was a most peculiar voice, quite unsettling to the unprepared. She felt honored that He spoke in her presence at all, even if He did not acknowledge her, ignoring her like a cat would pay no attention to an ant. It seemed rather fitting, she thought. Beside her, the pelts from the mollies almost touching, Juniperberry locked her gaze with the tom, but was careful not to stay into His eyes, but out of courtesy but also out of fear of what she might see if she looked too close. Twin storms of knowledge swirled there, she would say, knowledge that did not belong to any but its bearer. She was also careful not to speak. The Seer typically took His time in between sentences, and like everyone in this room, she would take His word with supreme value. "Change is indeed on the horizon for WispClan. The nature of it eludes me, the path remains cloaked in fog, but rest assured the destination is a brighter future for your Clan." Your Clan? Silentsong pondered briefly. She considered the Seer to be apart of WispClan like any other of her Clanmates, but yet, as she continued to think, there truly was something different about Him, something she had perhaps failed to consider until now. He isn't apart from the Clan like a rogue. He's beside it, like a shadow... almost like a spirit in His own right.
But isn't change wrong? she questioned to herself. That's what the Elder Circle demanded be common knowledge. To their shock, it was as if the next words the Seer spoke were in direct correlation to her internal voice. By the Risen! Could the Seer read the minds of cats? "The rigid barriers that you have shielded yourselves with have all but aided in maintaining your survival, but know that not all change is a signature of chaos. The seasons change, so does the time of day and night. Change is but a natural cornerstone of this world." He meowed. "But the visions we have had speak greater volumes than that. You yourself acknowledged this disturbance. Do you not fear what may be to come?" Juniperberry asked brashly. "I fear nothing," the Seer retorted. One might easily misinterpret such a response to come from a place of arrogance, but given the cat's position, both in the Clan and down under it, it was really a statement of honesty and likely some level of apathy. "But nonetheless, what we all have experienced tonight most intrigues me. I will continue to observe, assess, and in time I may come to an understanding." Juniperberry backed off several pawsteps before lowering her head in shame and submission. "My apologies, Seer. I do not doubt your abilities." she meowed. "I am but a messenger, an interpreter, a servant. My abilities are limited. The level of influence you have over your Clan is not where my expertise lies. Until further information can be extrapolated, all discussion of these events beyond this den and mine is to be prohibited." "That is up to me to decide." Juniperberry reminded him boldly. "Indeed." The Seer responded coolly. "Nevertheless, no flaws are to be seen in your perspective. If the sands are shifting, we must keep the Clan calm. No, for now, they must be kept entirely in the dark." The mottled gray-and-white tom in front of her nodded His head before departing, consumed by darkness as they traveled back the tunnel from whence they came. Despite His words of wisdom, the elderly she-cat's mind was still troubled. Please let His words be true. May this oncoming storm bring only prosperity to my Clan. she meowed to herself.
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Non-binary
#F4B548
Name Colour
Dark Sun
Sage of the Stars
I'm devious, I'm devilish, I'm ever so deliciously evil
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Post by Dark Sun on Sept 18, 2022 23:29:39 GMT -5
(Timeskip until the early morning. If anyone would like to create a senior Guardian character to organize and lead a patrol consisting of cats such as Lilyheart, Larklight, Tinyflame, Sprout, etc. etc. whoever, that could be an option! It would give us an immediate avenue to explore the borders. Meanwhile other events can take place ofc, including having cats hang out around the camp.)
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