The Kingdom of Loxa
You find yourself in the bitter cold. It is harshly snowing all around you. As you shuffle through the terror that is the eternal winter of Noxbore, you find nothing but the harshness of an arctic wasteland. Just as you are ready to give up hope, it appears before you, towering like a God. Loxian Castle. You enter quickly, close to passing out from being outside in the frigid winds and snow, and are greeted with the feeling of warmth. Of home. You look around; You see glorious knight-like statues, paintings of ancient twolegs gone by. To your left from the entrance, you see dens. To the right, a medical sign hangs above an entryway. And before you is the great doorway to the throne. The throne of the true king.
[size=20pt]History[/size]
The kingdom of Loxa was forged by nomadic cats who stumbled upon the crumbling ruin of an ancient twoleg castle. Through some repair, they were able to turn it into something great again; an impenetrable fortress in the harsh arctic, nearly impossible to assail. It was built in a valley and has walls all around, meaning the only option is frontal assault; even of which is unlikely because of the harsh and brutal cold that is Noxbore (Born of Night, used to refer to the neverending winter). However, there are a lucky few who do survive out in this weather. Those who do and enter the gates find themselves welcome to join the ranks of the once nomadic cats, and eventually they grew larger and larger until they were like a clan.
[size=20pt]Religion[/size]
The Kingdom of Loxa is by no means a heavily religious sort; they welcome a menagerie of cats, but the main religion and the religion of all the leaders so far is The Great Beyond, also known as GreatSky. GreatSky is the faith in ancestors; those who appear as constellations to warn and guide for the future. It is said that all of the king's power and righteousness comes from the GreatSky.
[size=20pt]Territory[/size]
The Territory is a brutal, arctic wasteland. (see: here) While unforgiving, the territory has quite a bit of life to it if one searches hard. More often than not snow rabbits can be found searching the land for food. As such, small plants and a few tree-like plants can also be seen. Bats, a delicacy of the area, can be found in large groups in caves, as well as bears and wolves. It is no phenomenon to see a cat haul in the corpse of a bear or wolf to feed the Kingdom; the cold is but a training ground for these hardened characters.
[size=20pt]The Castle![/size]
See: Here, The castle is a large building made of a stone-like material that seems to repel the chill of the harsh winter that coats Noxbore. It is seperated into several rooms.
The Barracks, The Medical Room, and Kingdom Centre
Upon entering, to the left is a small hallway that expands into a cuboid stretch of rooms. Each room belongs to 1 to 3 soldiers, as well as Soldier-borne squires. Soldier-bornes are not allowed to share room with soldiers, and vice versa. To the right, down another hallway that has a small sign above it with a red +, is the medical room. Here, there are several beds of moss lined in the center of the large room, with shelves and small vases that have mounds of herbs stored in/on them. The shelves usually contain the herbs that can be found nearby in the arctic, like Melflowers, which are responsible for creating Heat (see Spoiler: Heat in the Ranks) whilst the vases are used to preserve the more uncommon herbs or ones that medical cats must make whole journeys for. Having the two hallways aside, the rest of the first floor is an open expanse that is used as the Clan gathering point. Here, cats often spar, talk, or relax, as the situation or personality may warrant. The Fresh kill pile can also be found here, as well as some ancient paintings and statues of the twolegs that used to live here. On the other side of this centre is the throne room.
The throne room: Picture The throne room is where the king spends his time when an announcement must be made to the clan, or otherwise if there are guests. The Throne Room is often decorated upon the expected arrival of other clans or tribes under peace. The known doorways are two to the left and two to the right, although the Royal Family knows of the secret entrances and exits. One doorway on each side leads to each of the two Lookout towers, so that they may ask the lookouts to ring the bells for the kingdom. The usual key goes: 1 toll for announcement, 2 for loner sighted, and 3 for enemy approaching. The other two doors lead to the Royal Family's living quarters, the males on the right side and the females on the left. Each room is lavish, and catered to specific taste.
The Gardens, The Training Grounds, and the "Broken Quarter"
Upon walking up the great staircase from the Kingdom's Centre, the first room is The Gardens. The Garden is a small area the Medical cats use to grow and harvest foreign plants. The soil in the gardens seems to always be fertile, and almost never needs water. As such, the medical cats tend to plant a large variety of plants here, although the most common are Melflowers, since they are important to make Heat. Past the Gardens is the Training Grounds, where Soldiers, Scouts, and Lookouts spend their time with Squires. Here, Squires are taught combat maneuvers, hunting patterns, and important survival knowledge so that the youths don't freeze out in the wasteland in case of emergency. Also in the area is a damaged corridor that leads to what is known as "The Broken Quarter." No one can really explain what is behind the Broken Quarter, but it is essentially a damaged part of the castle that never got repaired. Picture.
"The Great Simulator."
Through a lot of effort, The king took the huge expanse of one room and divided between four different areas, called The Great Simulator. The first area is a recreation of the arctic, like the tundra outside of the castle. The next is a forest, then a swamp, and finally a plains. These large rooms simulate much of what the actual terrains are, aside from prey and predators. This is used to accustom Squires, Soldiers, and Scouts alike to fighting and hunting in different terrain.
The Seer's Home.
The Fourth floor belongs to the Seer. The only lighting it ever usually has is candles, although that is to the Seer's preference. Much of the single room that the fourth floor has is decorated in bone chimes, crude constellation recreations, and other prophetic tools used to foresee danger. Picture.
The Towers
The Staircase splits off here in two directions, one for each tower. Here are where the lookouts spend much of their time, either watching the great expanse of the valley or asleep. Usually Lookouts go in pairs to have some way to pass the time, but some Lookouts tend to go alone.
[size=20pt]Ranks[/size]
[justify]The Ranks are as follows:
King(1, mandatory): The leader of the Kingdom, the King's word is law. Although the Kingdom follows a code, the King has the final say. There must always be a king, and in the event of death his eldest, able prince must take the throne. If there are no princes, then the hierarchy of replacement goes as follows; Queen, princesses, close friend of the king (or specifically mentioned by the king).
Queen(1, mandatory): The wife of the King, the Queen is held in very high regard. Although not as highly regarded as the King, her mere presence demands respect. She does not have any particular abilities other than her status, but she also is often the adviser of the King.
Seer(1, mandatory): The Seer is a title that is not bestowed by the king, but rather is given by the GreatSky. The Seer is the truthseeker, the bone-teller, the fortune reader of the constellations. The Seer is always to be respected, even by the king, as the Seer can foretell when whim or woe are in the future.
Prince (eldest, 1, mandatory): The eldest prince is the next in line to become king. He is held in a higher regard than his brothers and sisters, although he doesn't have much more special treatment than they do.
Princes/Princesses(1-4): The female or younger male siblings of the eldest Prince, these lot have high regards as the children of the King. The eldest male child is the most important, as they are to inherit the throne, but all of them are important for the Kingdom to remain healthy.
Medical cats(1-3, at least 1): The herbalists of the tribe, the Medical cats work wonders with the limited amount of plants they have. Often times they travel away from the tundra for a week, returning with herbs en mass to restock what the tundra itself forbids. While Medical cats are gone, the Aides have the same standing as the Medical cats do; that is to say, wise healers that know when someone is overexerting themselves--and should be listened to.
Aides(1 per Medical cat, +1 at the max): Aides are the apprentices of Medical cats. Still in training, they are not allowed to leave the Castle of Loxa unless they are given permission by and have a Medical cat accompany them. The Aides gain the same type of standing as Medical cats while their mentor is away gathering herbs.
Soldiers(Infinite): Soldiers are the bulk of the Kingdom. Soldiers are responsible for the welfare of the lives that enter the gates, as well as protecting and upholding law. They also often hunt for the kingdom, depending on the number of Scouts.
Lookouts(0-2): Lookouts are the steadfast keepers of the Kingdom. Lookouts have their own towers that overlook the entire valley in which the castle resides. They usually keep out for danger or for lost/injured/dying cats so as to warn the Kingdom as appropriate. They are the aspect of Patience, and it is a very difficult and lonely task to spend much of their time up in those towers. Many cats avoid this class, as they do not find themselves up to the social separation--many go insane within the first moon.
Scouts(0-4 usually): Scouts are the forward-men of the Kingdom. Always the first to be anywhere, they rely on the aspect of Stealth and Agility to guide their paws. They are the spies, the hunters, and the nimble brawlers of the Kingdom. Scouts spend more of their time outside in the arctic, and as such have their fur rubbed in an ancient gelatinous substance the medical cats create called Heat.
It is a simple task to make Heat; all it takes is the chewing of Melflower petals, a type of flower with a reddish, rose like bloom and black center, and mixing that into water. Then the water is carefully put at rest for an hour, which then hardens somewhat into a gel. When rubbed onto a cat's coat, their fur begins to naturally output warmth and ignore cold. This substance lasts up to 24 hours to 48 hours, depending on the amount of Heat used. (a whole bowl of Heat usually lasts up to 48 hours)
Squires(Infinite): Squires are apprentices. When Squires begin their training, they are given general guides to improve their capability in three aspects: Patience, Fighting, and Stealth (as taught by Lookouts, Soldiers, and Scouts respectively). When they gain a couple of moons under their belt, they can decide what class they would like to fall into of the former three. They then take on the title of Soldier-borne, Lookout-borne, or Scout-borne, to resemble that they are still learning but are meant for that title.
Mothers(infinite): Mothers are the shecats and female animals that have fallen in love with a mate and decided to have kits. The mothers are expected to do nothing but make sure no harm comes to their kits; a simple, motherly instinct. Also, they are not expected to return to their former class until their kits are ready to be apprentices. However, the mother may choose to return earlier, so long as her kits have been weaned.
Kits(Infinite): Kits are the children of the Kingdom. Not much to say here; they are responsible for growing up.[/justify]
[size=20pt]The King: Kain Sparrow II[/size]
Name: Kain Sparrow II
Gender:Male
Age: 35 Moons
Rank: King
History: Kain II is the successor to the original king of Loxa, also known as Kain Sparrow. Kain has spent most of his life training to be a great king; the kind that leads his people to not a great revolution, but to a happy, peaceful life. Most of Kain II's actions reflect this dogma, but he does not allow it to blind him.
Personality: Kain II is a very calm-aired type of personality. Many find it easy to say anything to him, no matter how bold it would be. He is slow to anger, and quick to mercy. However, when he is angered, the one who is the source of which shall feel a wrath greater than the heavens. He is a strong duelist, but no fighter. Also, even though he is of a family and history of great regality, he is very humble in his actions, choosing to suggest rather than force.
Strengths and Weaknesses: Kain is a great speaker and can influence the hearts of many. He is also great at one-on-one combat, and is very even-headed. However, he can come across as not being forceful enough in many cases, and often does not hide anything. Also, he tends to give mercy to those who some might think need to be punished.
Dreams and Fears: Kain II often wishes for a time of great prosperity for his kingdom, and would want nothing more. However, he fears that one day, while his dream is so close to fruition, something, maybe even the GreatSky, will snatch it away from him.
Sample RP(For a High Position): Kain stepped down from his golden throne as the last of the invaders stumbled into the gateway of mass proportions that was the throne room door. "So, still resisting, are you?" he questioned, the shadow upon his face blocking vision of his eyes. The chandeliers above held candles whose lights seemed to dance around the roof of the room as the last warrior stepped forwards. "Very well, en guarde!" He announced, and took combat stance. He walked slowly until he and the other warrior were but a couple of feet from each other, and he awaited the first move from his opposition.
Picture(optional): 
Appearance: Standing tall, Kain II seems almost more than just an average cat. His muscles stand out very slightly underneath his long, brown tabby coat, and the grace and poise he always maintains is only that of a true king. His deep yellow eyes seem to stare into the heart of the matter, concerned about the truth and how to reach that truth.
[size=20pt]Form[/size]
[size=20pt]The Members![/size]
King: Kain Sparrow II (as played by Starfletcher1)
Queen:Open(1)
Eldest Prince: Open(1)
Seer: Open(1)
Princes/Princesses: Lilly(Amberpaw909)
Medical cats:Mosspelt(Nightlark); (1-3)
Aides:Open(#of med cats +1)
Lookouts: Libra Orion(Blacklaw the Wanderer); Sinister (ShadowStream); [[[CLOSED]]]
Scouts: Lark S.(Stuffkit);
Soldiers:Merr (Stuffkit); Altair Orion(Blacklaw the Wanderer); Marrowpaw(Nightlark);
Squires: Leo S.(Stuffkit);
Mothers:Open
Kits:Open
Just remember that everyone who makes a character here should be free of judgement, whether it is because of the character personality they created (unless it is godmodding...) or if they are not advanced roleplayers. This clan accepts all and any kinds of cats so long as they are ANIMAL and not GODS.
Rule 1) Do not make fun of others out of character. There will be no fighting or there will be punishment. Fighting in character for a reason is valid.
Rule 2) Do not steal or force ideas onto other people or characters out of character. I.E. learning information out of character and using it in character, or to create a character that is a sibling or relative of another cat without that character's owner's permission.
Rule 3) Do not Godmod; no one is invincible, unbeatable, or otherwise unstoppable. Everyone has weaknesses and no one is perfect at fighting.
Rule 4) Have fun!
If you have any other questions, please feel free to ask!

