Post by Crimsonbird on Dec 10, 2017 8:52:57 GMT
† MarshClan: The Merciless and Wicked †
Lore
Once, during those times long forgotten by most cats, the marshes and plains that is now known as MarshClan's territory was completely uninhabited, until a cat, named Marshstep, came to those lands after a long travel. He originated from a Clan, whose name has been forgotten since then, which he had to leave, after having teamed up with some rogues he had gotten to join in, in the goal to take the role of leader. Unfortunately, his plan may have failed, as him and his servants were banned forever from the Clan.
However, Marshstep hadn't given up on leading a Clan, only he'd lead one of his own. When they stumbled upon the marshes, Marshstep saw through the place's hostile looks, and figured out, that it could be a perfect territory for his Clan. He'd make it a home to all those, who, like him, had gotten lost in the pursuit of power or revenge. That's how our Clan came to be.
Seasons later, MarshClan had grown a big, strong Clan. But a rogue, leader of a huge pack living in the near Twolegplace, didn't view those new cats as neighbors he could possibly live with. They declared war on MarshClan, which lasted for moons and moons. The Clan cats were desperate, until a medicine cat apprentice, Yewpaw, discovered something fabulous. It was just like the Moonstone some Clans used to communicate with their ancestors, but red, and glowing warmly. As she touched the stone, she had a sight of a gigantic cat-like being, the one we know as Deathwarden. This entity offered to help the Clan, and let them stay strong enough so they could win to the rogues, at the price of them respecting his rules and customs. With the support of the Deathwarden, ColdClan thrived in battle, cutting through any rogue who'd dare attacking, for, with their new god's strenght, there was no way they could lose. At the end of the war, Marshstar, in gratefulness, established a new Warrior Code. Deathwarden was now their only god, and he would be as long as MarshClan would remain, as long as there would remain any warriors alive to defend their belief.
Customs
Camp
Camp is located in a clearing near the edge of the marshes, surrounded by thick bramble walls.
Leader's den:
A lone tree near the eastern edge of the camp. Leader's nest is located in a hollowed out space in th trunk. Leader jumps on a thick, lower branch to call Clan meetings.
Medicine cat's den:
A hollowed out log in which medicine cats sleep and store their herbs. A hollow bush near it hosts the sick cats' nests.
Warriors' den:
A large thicket houses the warriors' nests. Its' branches let the sunlight in at dawn.
Apprentices' den:
A flat, elevated stone, protected by a couple bushes' branches, hosts the apprentices. They make themselves deep nests to make up for the rock's hardness.
Nursery:
A thick, dense bramble thicket protects the nursery from any intruders. The inside is lined with moss so the kits don't hurt themselves with the thorns.
Elders' den:
A small cave, near the northern edge of the clearing, next to the Medicine Cat's den, hosts the Elders. Older ones are glad its' stone ceiling, and the branches placed around the entrance, prevent the rain from flowing in.
Lore
Once, during those times long forgotten by most cats, the marshes and plains that is now known as MarshClan's territory was completely uninhabited, until a cat, named Marshstep, came to those lands after a long travel. He originated from a Clan, whose name has been forgotten since then, which he had to leave, after having teamed up with some rogues he had gotten to join in, in the goal to take the role of leader. Unfortunately, his plan may have failed, as him and his servants were banned forever from the Clan.
However, Marshstep hadn't given up on leading a Clan, only he'd lead one of his own. When they stumbled upon the marshes, Marshstep saw through the place's hostile looks, and figured out, that it could be a perfect territory for his Clan. He'd make it a home to all those, who, like him, had gotten lost in the pursuit of power or revenge. That's how our Clan came to be.
Seasons later, MarshClan had grown a big, strong Clan. But a rogue, leader of a huge pack living in the near Twolegplace, didn't view those new cats as neighbors he could possibly live with. They declared war on MarshClan, which lasted for moons and moons. The Clan cats were desperate, until a medicine cat apprentice, Yewpaw, discovered something fabulous. It was just like the Moonstone some Clans used to communicate with their ancestors, but red, and glowing warmly. As she touched the stone, she had a sight of a gigantic cat-like being, the one we know as Deathwarden. This entity offered to help the Clan, and let them stay strong enough so they could win to the rogues, at the price of them respecting his rules and customs. With the support of the Deathwarden, ColdClan thrived in battle, cutting through any rogue who'd dare attacking, for, with their new god's strenght, there was no way they could lose. At the end of the war, Marshstar, in gratefulness, established a new Warrior Code. Deathwarden was now their only god, and he would be as long as MarshClan would remain, as long as there would remain any warriors alive to defend their belief.
Customs
At the time of the Rogue War, the Deathwarden had given MarshClan some customs and rules to follow, though most of the customs the most ominous the Clan has were created by the cats themselves.
Deathwarden is MarshClan's main divinity. He is described a gigantic, battle-scarred cat, his deep black fur fading in shadows. His left eye is white and glowing, while the right one, which is crossed by a scar, is dark, unlit. He takes his power from cats' death , and is said to give the access to the afterlife only to the cats who respected him and his rules. No one knows where the other cats go after their death.
The moon is said to be the Deathwarden's eye, watching upon MarshClan. That's why the Medicine cats and Leader commune with their ancestors every full moon, when the eye is full open, while the new moon is considered a night of misfortune, without his protection.
Before any apprentice becomes a warrior, they get to pass a special test, showing their mental strenght, and dedication. The mentor takes them, at any hour, to any place in the territory, so the apprentice cannot anticipate it. Often helped with another warrior, they have captured a rogue from the Twolegplace or the Abandonned Twoleg den, and kept them in a place kept secret, which changes everytime, to which they bring the apprentice, whom they ask to kill the rogue. They usually take young, defenseless ones, so the apprentice has to kill them in cold blood, not to defend themselves. Only those who succeed are made warriors, those who refuse to kill are executed.
In MarshClan, blood is thought to have some kind of magic properties. Deathwarden himself imposed for any cat who'd become leader to drink the previous leader's blood. The cats have made a whole ceremony of it later.
When disaster strikes the Clan, Medicine cat is sent to ask Deathwarden about how to help with it. He sometimes requires cat sacrifice, for which kits are most commonly used, for the symbol of purity and innocence they are. That's why Medicine cat apprentices have to kill a kit, instead of any other rogue, as their ritual test.
Despite it being a very murder-centered Clan, MarshClan considers cats who muredered a Clanmate as traitors, as any other Clan would. The punishment for it is execution. The Clan has made a ceremony of executions as well, during which the Leader, while pronouncing the ritual words, blinds the cat. Once it is done, he lets the other cats to attack the traitor, and finish them off. While cats who had just failed their warrior test get killed quickly and properly, it is said some of the greatest traitors to ever exist have been eaten alive by their Clanmates.
Because, yes, due to prey being scarce in their territory, especially on Leafbare, MarshClanners do not mind eating rogues or kittypets they catch on their territory, or cats that were executed, whom they judge do not deserve an honorable death.
Deathwarden is MarshClan's main divinity. He is described a gigantic, battle-scarred cat, his deep black fur fading in shadows. His left eye is white and glowing, while the right one, which is crossed by a scar, is dark, unlit. He takes his power from cats' death , and is said to give the access to the afterlife only to the cats who respected him and his rules. No one knows where the other cats go after their death.
The moon is said to be the Deathwarden's eye, watching upon MarshClan. That's why the Medicine cats and Leader commune with their ancestors every full moon, when the eye is full open, while the new moon is considered a night of misfortune, without his protection.
Before any apprentice becomes a warrior, they get to pass a special test, showing their mental strenght, and dedication. The mentor takes them, at any hour, to any place in the territory, so the apprentice cannot anticipate it. Often helped with another warrior, they have captured a rogue from the Twolegplace or the Abandonned Twoleg den, and kept them in a place kept secret, which changes everytime, to which they bring the apprentice, whom they ask to kill the rogue. They usually take young, defenseless ones, so the apprentice has to kill them in cold blood, not to defend themselves. Only those who succeed are made warriors, those who refuse to kill are executed.
In MarshClan, blood is thought to have some kind of magic properties. Deathwarden himself imposed for any cat who'd become leader to drink the previous leader's blood. The cats have made a whole ceremony of it later.
When disaster strikes the Clan, Medicine cat is sent to ask Deathwarden about how to help with it. He sometimes requires cat sacrifice, for which kits are most commonly used, for the symbol of purity and innocence they are. That's why Medicine cat apprentices have to kill a kit, instead of any other rogue, as their ritual test.
Despite it being a very murder-centered Clan, MarshClan considers cats who muredered a Clanmate as traitors, as any other Clan would. The punishment for it is execution. The Clan has made a ceremony of executions as well, during which the Leader, while pronouncing the ritual words, blinds the cat. Once it is done, he lets the other cats to attack the traitor, and finish them off. While cats who had just failed their warrior test get killed quickly and properly, it is said some of the greatest traitors to ever exist have been eaten alive by their Clanmates.
Because, yes, due to prey being scarce in their territory, especially on Leafbare, MarshClanners do not mind eating rogues or kittypets they catch on their territory, or cats that were executed, whom they judge do not deserve an honorable death.
Camp
Camp is located in a clearing near the edge of the marshes, surrounded by thick bramble walls.
Leader's den:
A lone tree near the eastern edge of the camp. Leader's nest is located in a hollowed out space in th trunk. Leader jumps on a thick, lower branch to call Clan meetings.
Medicine cat's den:
A hollowed out log in which medicine cats sleep and store their herbs. A hollow bush near it hosts the sick cats' nests.
Warriors' den:
A large thicket houses the warriors' nests. Its' branches let the sunlight in at dawn.
Apprentices' den:
A flat, elevated stone, protected by a couple bushes' branches, hosts the apprentices. They make themselves deep nests to make up for the rock's hardness.
Nursery:
A thick, dense bramble thicket protects the nursery from any intruders. The inside is lined with moss so the kits don't hurt themselves with the thorns.
Elders' den:
A small cave, near the northern edge of the clearing, next to the Medicine Cat's den, hosts the Elders. Older ones are glad its' stone ceiling, and the branches placed around the entrance, prevent the rain from flowing in.
Territory
The southern half of MarshClan territory is a marsh, where willow trees, and other similar ones, grow. The northern side is a cold, rater desolated, field-like area, where ground is mostly bared, though tall grass and rare trees still grow on a few points.
Landmarks:
The southern half of MarshClan territory is a marsh, where willow trees, and other similar ones, grow. The northern side is a cold, rater desolated, field-like area, where ground is mostly bared, though tall grass and rare trees still grow on a few points.
Landmarks:
Great willow:
A gigantic willow tree growing somewhere in the southern half of the marshes. Lots of medicinal herbs grow around it, so medicine cats often go there. Mates also like to meet under the comfy dome formed by its' drooping branches.
Pitch Marshes:
This area in the eastern part of the marsh is one of the most dangerous, as it is strewn with ponds of a pitch-like matter, in which any animal dumb enough to walk in it, will get stuck. Afterwards, it is extremely hard to get out of it, even with the help of some other cat. Deers sometimes happen to get stuck in there, that's one of the rare moments they can be caught.
Twolegplace:
This Twolegplace marks the southern border of MarshClan territory. Twolegs most generally don't come close to the Clan, though some kittypets or loners sometimes venture in their territory. How dumb of them. A Thunderpath coming from it marks the eastern border of MarshClan territory.
Carrionplace:
Around the western edge of the Twolegplace, the Carrionplace is not the kind of place most cats would want to go to, as it is most generally swarmed with rats. Though, one will almost always find some rogues resting or looking for some food there.
Gorge River and Moonshine Lake:
A deep, fast-flowing river which marks the western border of MarshClan territory. It ends not too far from the edge of the marshes, in an impressively big lake, named so after how it reflects perfectly the night sky. Fishing or swimming in the river would be stupidly dangerous, though fish are quite easy to catch in the lake (for those who actually know how to fish).
Lonely Pine:
Exactly what it sounds like. A giant pine tree has somehow grown in the desertic fields of the northern side of the territory, where no tree usually grows. Apprentices often practice climbing there.
Jagged Fangs:
A small area on the north-eastern edge of MarshClan territory, has jagged, fang-shaped stone peaks spiking from the ground. They surround the Warden's Mouth.
Warden's Mouth:
That's where MarshClan leaders and medicine cats come to share tongues with their ancestors. It's a tunnel, carved deep into the mountains, which ends in a rather large cave, in the middle of which, is the Bloodstone. It resembles a crimson red crystal, whose red glow illuminates the cave. Odd symbols are carved in the stone. It is said they were carved by some erudite cats long ago, even long before Marshstar first discovered his Clan's territory, and tell on how the Deathwarden himself came to be. It also is said that, only a cat specially chosen by the Deathwarden to have a very special future in the Clan, can read them, which is partially why all apprentices have to travel to the Warden's Mouth before they are made warriors.
A gigantic willow tree growing somewhere in the southern half of the marshes. Lots of medicinal herbs grow around it, so medicine cats often go there. Mates also like to meet under the comfy dome formed by its' drooping branches.
Pitch Marshes:
This area in the eastern part of the marsh is one of the most dangerous, as it is strewn with ponds of a pitch-like matter, in which any animal dumb enough to walk in it, will get stuck. Afterwards, it is extremely hard to get out of it, even with the help of some other cat. Deers sometimes happen to get stuck in there, that's one of the rare moments they can be caught.
Twolegplace:
This Twolegplace marks the southern border of MarshClan territory. Twolegs most generally don't come close to the Clan, though some kittypets or loners sometimes venture in their territory. How dumb of them. A Thunderpath coming from it marks the eastern border of MarshClan territory.
Carrionplace:
Around the western edge of the Twolegplace, the Carrionplace is not the kind of place most cats would want to go to, as it is most generally swarmed with rats. Though, one will almost always find some rogues resting or looking for some food there.
Gorge River and Moonshine Lake:
A deep, fast-flowing river which marks the western border of MarshClan territory. It ends not too far from the edge of the marshes, in an impressively big lake, named so after how it reflects perfectly the night sky. Fishing or swimming in the river would be stupidly dangerous, though fish are quite easy to catch in the lake (for those who actually know how to fish).
Lonely Pine:
Exactly what it sounds like. A giant pine tree has somehow grown in the desertic fields of the northern side of the territory, where no tree usually grows. Apprentices often practice climbing there.
Jagged Fangs:
A small area on the north-eastern edge of MarshClan territory, has jagged, fang-shaped stone peaks spiking from the ground. They surround the Warden's Mouth.
Warden's Mouth:
That's where MarshClan leaders and medicine cats come to share tongues with their ancestors. It's a tunnel, carved deep into the mountains, which ends in a rather large cave, in the middle of which, is the Bloodstone. It resembles a crimson red crystal, whose red glow illuminates the cave. Odd symbols are carved in the stone. It is said they were carved by some erudite cats long ago, even long before Marshstar first discovered his Clan's territory, and tell on how the Deathwarden himself came to be. It also is said that, only a cat specially chosen by the Deathwarden to have a very special future in the Clan, can read them, which is partially why all apprentices have to travel to the Warden's Mouth before they are made warriors.
Prey:
Frogs: very common in the marshes
Lizards: quite common
Water voles: common near water
Birds: common in the marshes, uncommon in the fields
Lemmings: quite common in the fields
Small deers: rare, possibly hunted by experienced warriors
Predators:
Snakes: very common in the marshes. If killed, they can also be eaten
Alligators: common in the marshes, wherever the water is deep. Very young ones may be hunted
Owls: uncommon in the marshes. Sometimes preys on kits
Hawks/ Eagles: quite common in the fields and near the mountains
Cougars: rare near the mountains
Bears: rare near the mountains. Generally don't attack cats unless bothered, or really hungry
Twolegs: extremely rare, most of them never try to cross the marshes
Rules
Please be nice to the others.
No powerplaying, godmodding, excessive failRPing (cats aren't perfect, but they mustn't just fail all the time), etc.
Try to keep the ranks and genders balanced.
No Mary-Sues or Gary-Stus: as much in their personnality as in their skills, cats must have at least one major positive trait, and one negative, or several smaller ones.
Keep you pelt colors realistic: Purple, pink or S.T.A.R.R.Y. cats aren't allowed.
If you want a prophecy, or any important event to happen, ask me first.
Password is your favourite RTI cat, among the ones who attend the Gathering.
Your cat can have powers only if there is a prophecy allowing it.
Mates are allowed, if both RPers agreed on it, though timeskip inappropriate sequences.
If you won't be on for some time, you should tell us about it, and ask for some other people to play as your characters while you're gone. If you don't, I'll ask for it within a few days, and you may get kicked out if you stay inactive without warning for a certain period of time.
Form
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