[fancypost bgcolor=; borderwidth=0px; bordercolor=; width: 375px;][align=center][size=28pt][shadow=black,left]THE SKULLS[/shadow][/size]
[size=13pt][shadow=black,left]THE GUIDE TO THE CLAN OF THE PIRATES[/shadow][/size]
[size=2pt]space here[/size]
[hr][hr]
[size=2pt]space here[/size]
[justify][size=11pt][shadow=black,left]THE RANKS --[/shadow][/size]
[size=4pt]space here[/size]
Captain; The Captain oversees everything in the Skulls. He has the final say, and he's not to be overridden. If one disobeys him, they're subject to harsh and potentially fatal punishment. The Captain receives seven lives, one for each sea, and is male.
Current Captain; Ao Shin, played by Stormy
First Mate; Equivalent to a deputy, the first mate is the Captain's most trusted Clanmate. He oversees activities and management in the Skulls, and he has the power to do almost anything the Captain can. In order for a male to become first mate, he must be male.
Current First Mate(s); Wolfgate, played by Tempest
Apothecaries; These toms are skilled in healing, and are also trained in politics/leadership. The Captain will often ask for their input on things. They may fulfill the duties of Captain/First Mate when the two are absent. They put their patients first and foremost. In order to reach this rank, they must be male, and have received at least three months of training from a credible source.
Current Apothecarie(s); James, played by Vexxy
Trainee(s); n/a
Officers; These males patrol the ship and territory, and keep the crew in order. They may also serve as bodyguards for the Apothecaries and up, though this rarely happens unless in times of danger. They are highly respected, but can only preform a few tasks that the other high positions can.
Current Officer(s); n/a
Ladies; This is a rank that only females can hold. They are highly respected females, and if a she-cat can work her way up to this rank, it is considered the highest honor a female could possibly get. They are to make sure the Clan is safe, fed, and spy on enemy Clans.
Current Lady; Lady Avorio, played by Jay
Shanghais; The Skulls elite fighting force, the first to attack and the last to withdrawal. They carry out raids, make sure the Clan is safe, protect the Clan from raids, and protect the young, mothers, and older cats with their lives. They're highly respected and in a time of battle, their word is considered final.
Current Head Shanghai; Garrett, played by Kagome
Current Shanghais; Porie, played by Snow Mercury
Rosencrantz, played by Rosencrantz
[size=4pt]space here
Veterans; The elders of the Skulls. They are old and retired crew members, and have a vast knowledge on Skulls' history, beliefs, and traditions. They are highly respected for staying fiercely loyal to the clan for an extremely long period of time. To be a veteran, they must be male or an retired high position, and reached the age of fifty moons.
Crew members; Average, every day members of the Skulls. In order for a cat to become apart of the Crew, they must be male, and completed an apprenticeship as a deckhand under a cat who was/is Crew or higher- including the strenuous graduation test given to them by their mentors.
Deckhands; Deckhands are apprentices who have not yet reached their full strength and knowledge. They are generally taught by the Crew, though any high position can choose to mentor them. All deckhands must be males.
Deckswabbers; Known as "Swabbies" or "Swabs" for short, Swabbies are the kits of the Skulls until they reach about four months of age. They are treasured and protected by the group, especially by Shanghais. They have to be under four months old to be considered a swabbie, anything older and they are a deckhand.
Wenches; These are the female version of Deckhands and Crew members. These are she-cats that chose to go through Deckhand training and, if so, succeeded it. Because of their determination and willingness, they are respected to a certain degree. They have a level of personal freedom not awarded too less worthy she-cats.
Loot; These are females who haven't gone through Deckhand training or failed it. They're considered property of the Skulls, and are equivalent to slaves. In order for a cat to be a loot, they must be female and have not gone through Deckhand training, or if they failed the training.
[size=4pt]space here[/size]
[size=11pt][shadow=black,left]THE LAWS --[/shadow][/size]
[size=4pt]space here[/size]
i. The Captain's word is law. Disobedience is equivalent to mutiny.
ii. Loyalty to the Skulls comes before all else, personal problems can and will wait.
iii. Enemies will receive no quarters. They can die or become slaves.
iv. Skulls protect their own, yet there are two exceptions to this rule. If a Skull member has done something to anger an entire group the Skulls will not shelter you any longer, and if a member of the Skulls has done something directly, or indirectly, to hurt or harm the Skulls.
v. Actions have consequences, and a real Skull will man up to his actions and admit to them.
vi. Work before play, duties before pleasure, slacking off is highly frowned upon.
vii. All forms of rape are prohibited. If this law has been broken then your cat will face punishment.
[size=4pt]space here[/size]
[size=11pt][shadow=black,left]THE PUNISHMENTS --[/shadow][/size]
[size=4pt]space here[/size]
Execution; Greatest punishment of all, few actions will merit this. A cat can face execution if they have started an uprising, attacked a high position, directly disobeyed the captain/first mate, killed another Skulls without good reason, jeopardized relations with allies or fellow anti-clans, or done anything else that would be considered mutiny.
Exile; Second greatest punishment. The degree of exile may vary depending on what crime was committed. If a cat has angered another group, their "exile" could simply be being handed off and left at the discretion of the angered group. If your cat has directly disobeyed an Apothecary, Officer, or Shanghai, proved cowardly in war, harmed a Deckhand or Swabbie, or jeopardized peace with an ally, they can be exiled.
Physical Punishment; This punishment comes in many forms. It can range anywhere from a sound cuff, being clawed by Ao Shin (but it's more likely that his deputy would do this), and serving as target practice for eager Deckhands. Any wounds inflicted through this type of punishment may, and will not, be treated by an Apothecary; Unless the wound becomes infected of life-threatening in any way. If your cat has raped a she-cat, harmed a mother, harmed an ally of the Skulls w/o cause, left the territory without permission, ignored their duties, or has spoken disrespectfully to a high position they are at risk of being physically punished, and their punishment will be determined by the nearest high position.
Loss of Privileges; This is a punishment inflicted for minor infractions, and will vary widely depending on the crime and who committed it. You may lose one or two privileges, or you'll be thrown into the brig for a night or two. If your cat has endangered a fellow Skull, participated in disorderly conduct, or done something generally stupid they are at risk of earning themselves a loss of their privileges.
Warning; A warning is simple a verbal reprimanding from a high position towards a cat who has done something less than good, but not quite serious enough to earn a more tangible punishment. If your cat chooses to ignore a verbal warning, the punishment will immediately be raised by one. Warnings are extremely subjective and depend a great deal on which high position is warning your cat. They may vary from a vicious tirade, to a "please don't do that, or one might not be given at all. If your cat has bothered a high position, acted verbally abusive without cause, or acted in a suspicious manner, they may be at risk for a warning.
[size=4pt]space here[/size]
[size=11pt][shadow=black,left]THE TERRITORY --[/shadow][/size]
[size=4pt]space here[/size]
[size=8]Main Camp; is a beached pirate ship. It's large enough to comfortably house all of the Skulls, and if you want more privacy, you can dig a den in the grassy dunes just outside the ship. The ship is high enough on the beach to where only the highest and strongest storm tides would reach it, and only the hold has really ever been flooded. Only one of the three masts is still standing, and it has a small, tattered, skull-and-cross-bones ( Jolly Roger ) flag just above the crow's nest.
Captain/First Mate's Quarters; are a two room suite just below the deck, and located approximately amidships. One room is for the captain, the other is for the first mate as well as anyone they choose to share the suite with such as she-cats, kits, etc. The other room serves as a luxury den for the officers.
Apothecary Quarters; are simply in the aft, just by the tiller. The herbs are stored here and there, and there are quite a few spots for patients to rest in.
Shanghai Quarters; The Shanghais have a comfortably large den situated just outside of the ship. A large lifeboat is overturned, and there is a large hollow underneath with plenty of room for everyone. Blankets line the bottom and the gently sloping sides to make a very nice, snug sleeping place.
Crew's Quarters; The Crew and the Wenches have the main deck all to themselves. Part of it is sheltered by a fallen mast and canvas sail. Members are free to den up wherever they please – the deck is covered with boxes and barrels, and there are plenty of nooks and crannies.
Deckhand's Quarters; The Deckhands have the large storage room just under the Captain’s Quarters. It’s full of old boxes and crates, with the remains of a rich cargo strewn here and there. Silk and velvet line some of the boxes, and there are jewels and jewelry heaped in piles.
Deckswabber's Quarters; The Swabbies and their mothers have a room just under the gun deck. Originally purposed for the keeping of wealthy hostages, it is quite comfortable and well-protected.
Loot's Quarters; The Loots have one half of the hold to themselves – the half that isn’t covered with fallen timbers and strewn with wreckage. They can make themselves somewhat comfortable among the boxes and crates which once contained the less valuable items.
Brig; The Brig is in the half of the hold not occupied by the Loots. There’s one spot in particular which is inaccessible without assistance, where prisoners of all sorts can be conveniently
Crow's Nest; Falling apart but still useful, the Crow’s Nest sits perched atop the single remaining mast. It is accessible via the still usable rigging, if one has the nerve to climb so high.
Beach; The beach is a very curious place. The part closest to the pirate ship, for about half a mile on either side, is comprised of sandy dunes which lead sharply and then gently down to a sheltered cove. Further along, the beach becomes strewn with rocks of various sizes and large logs which are moved by every tide. The bleached skeleton of a small whale can be found if one walks far enough. The ocean outside of the cove is quite rough and prone to riptides and sneaker waves.
Land; There is a creek that feeds into the ocean a hundred yards or so from the ship. Around the creek is a comfortably lush meadow, full of small rodents and coastal birds. Further back from the ocean is a forest of salt pines, in which some larger wildlife can be found.
[size=6pt]info © dawny & sleenky
design © adyyyy / feesh
[/fancypost]