THE BLACK ISLE OFFICIAL GUIDE {Updated 12/28}

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  • THE BLACK ISLE

    Welcome to The Black Isle, an independent, pirate-based monarchy. They make themselves right at home across a massive, snow-laden, heavily forested island bordered by tall mountians, steep cliffs, and black beaches. The bitter cold and raging sea waters are only the start to this fierce group.



    HISTORY

    The Black Isle began when the Skulls, a small group dwindling with inactivity, nearly shipwrecked on a large, icy island. Upon landing there, a smilodon known as Luciddreams confronted the small band of pirates. She was an ex ScarClanner living in solitude since the disbandment of her clan. Xylia, the current Skulls captian at the time, negotiated with Lucid in order to live on the island peacefully if permitted. This was accepted, and the leader and the rogue worked together and merged traditions of both groups in order to create The Black Isle.



    TERRITORY

    THE MAIN TERRITORY:

    A massive island is what the Isleites call home. On the southern borders of the island, mountians peak high into the stormy grey sky, remaining dangerous and vaguely explored. At the base of these mounds of stone begins a thick forest of endless fir trees. This terrain is home to a majority of the group's prey which includes a wild array of cervadae, small rodents, and birds as well as berries and nuts. The woodland takes up a majority of the landform before thining out to snowy meadows, sharp cliffs, and black beaches. The salty waters that surround most of the island are cold and vicious. The Black Isles territory is in an icy state of snow and frost three fourths of the year, until a majority of it melts and the waters warm for a few short months of summer.


    THE CASTLE (CAMP):

    Backed against the southern mountains stands a massive stone castle. This is the main camp for the Black Isle. The majority of the group live and recide in the countless rooms within the structure. This is also where the leader(s) and medic(s) can be found. Meetings and events are held in the ballroom, and prisoners are held in the lower dungeons.


    THE WALL:

    The first thing to be noticed when approaching the castle is a tall but crumbling wall. It stretches out the entire circumference of the building with a wide gate being the only access point. The protective structure is several yards thick and several yards high, making it difficult to scale or break through. The iron gate usually remains open for easy access for the group, but is closed during homestead battles and invasions. Prisoners are usually put to work strengthening and repairing the wall.


    THE COURTYARD:

    Upon passing through the gates, you will tread into the large courtyard that fronts the castle. A massive fountian stands at the very center, with thick rosy gardens edging the sides. This is where the group tends to socialize. Games and activities are usually held here.


    THE BALL ROOM:

    Passing through the massive, dark wooden doors, you step into the entrance hallway. It's long, with multiple doors on either side. At the very end there is another set of large doors, through these doors is the ball room. Beautifully patterned red, gold, black, and white floors glimmer under the light of the overhead chandelier. The room is vast and rectangular in shape. To the left, long tables are set up in preparation for foods cooked and served by voluntary chefs in the kitchens. To the right are smaller round tables with chairs for guests to sit if desired. These are a stunning gold with red silk table cloths and chair cushions. Usually a gold vase sits on each table with an array of flowers.


    THE DUNGEONS:

    Deep under the large castle, a narrow stairway leads to tightly spaced cells where prisoners are held. The cells themselves are very small with only a bucket for excretory business and a old, dry hide to sleep on. The small rooms make a ring around a flat stretch of stone lifted slightly higher from the rest of the dungeon. Here, private tortures and interrogations may be given.


    THE VILLAGE:

    Before you reach the castle wall, you will pass through a large, worn down village. On the outskirts are smaller houses with fenced in properties for farming purposes. But the farther you walk in the closer and larger the houses grow. A library, blacksmith, marketplace, and other types of buildings can be found within this snowy town. Members are also encouraged to reside in the cottages if they wish. It's better fit for larger families and helps with production and trade.


    THE BREAKWATER:

    Though the island is mostly bordered by dark, ravenous waters, a breakwater can be found in the north. It is a long, narrow strip of rocks that is submerged during high tide, making it dangerous to cross even for the experienced members. This is the only way to access the island by foot. It leads to more forested territories that the Black Isle do not claim.


    THE BLACK BEACHES:

    Crowning the perimeter of the island are wide, black sand beaches. Most of these begin at the base of tall cliffs, others at small stretches of icy meadows. At the southern borders, a few miles out from the beaches, ice flats can be seen floating out in the ocean. These never melt and remain year round. REF, REF


    THE PIRATE SHIP:

    A reminder of how the Black Isle came to be sits pristine and in good condition off the dark shoreline. This was originally the camp for the Skulls before the merge, and it carries a lot of history for the former group, but now it is used as a main source of transportation for the group when traveling to different territories.


    THE TREASURE CAVERNS:

    Having a taste for piracy, those that wish to store their treasures in a safe place may do so in the bioluminescent caverns hidden away at the base of one of the cliffs to the east. At night it becomes eerily beautiful with the natural glow of the cavern reflecting on the treasures of the Black Isle. It's rumored that these caverns are haunted, but by who or what, those of the Black Isle do not know.



    RELIGION/TRADITION

    The Black Isle, though they harbor some anti-clanesque tendencies, consider themselves an independent group. They bear traits from either type of classification, with no need to directly claim one or the other.


    POLITICS:



    ALLIES:

    These are selected groups that share similar views with the Black Isle. They are to be treated with respect. If needed, they will support them, and often invite them to parties and other events at the castle.

    Sanguine Ruin, The Rift, ColouredClan, *The Cartel




    NEUTRALS:

    Groups with a mutual relationship that are essentially fair game to the Black Isle. Mess them, or don't mess with them. Beware that the former may have IC consequences.

    All other groups not listed as Ally or Enemy.




    ENEMIES:

    Open season. Isleites are welcome to attack, capture, raid, destroy, etc. these groups. They are banned from the territory and are in an “attack on sight” basis.

    The Exiles



    THE CROWNING CEREMONY:

    When a Pirate King/Queen dies, a Heir steps up in their place. When it is time for them to take on the title of king or queen, a large ceremony may be hosted in the ball room, and allies from all around can be invited. During which they can choose to make a vow which is stated below...


    Do you ___________ promise to bare this crown in the name of The Black Isle? (“I do.”) Do you vow to rule this clan honorably and bravely, free of corruption and distain? (“I do.”) Do you swear to provide for your clan before your own needs are met? (“I do.”) Then, before The Black Isle and its allies, in the name of (deceased monarch’s name here) you are crowned the new Pirate King/Queen.



    FUNERALS:

    (this is usually for more public, formal funerals. but applies for any.)


    Funerals are hosted on the eastern beaches. The deceased is placed on a small wooden boat loaded with whatever treasures they had stored away. The boat is then pushed into the choppy seas and is allowed to float out. It is optional for the boat to be set aflame or not, but it is commonly preferred.


    RAIDS:

    The group is founded on a source of piracy, so it is common for raids to be hosted on enemies. The goal is to steal as much treasure as possible, then destroy what cannot be taken. This includes gold, food, herbs, and other tradeable goods.


    RULES/CODE

    THE CODE (IC):

    [1] Isleites before all. This includes allies.

    [2] Do not steal from your fellow group members. This is punishable by imprisonment or the amputation of hands. (forepaws, talons, etc.)

    [3] The Pirate King/Queen is above all. Their word is law. To disobey them is treason.

    [4] The Pirate Ship is used for masses, not personal use.

    [5] Do not commit hostile acts apon allies, this is punishable by exile or death, depending on the damage caused.

    [6] If you host a public torture or execution, clean up your mess in the courtyard.

    [7] Though prisoners are to be fed and watered on a daily basis.


    RULES WITHIN ROLEPLAY (OOC):

    [1] Please be respectful towards your other RPers.

    [2] Bullying will absolutely NOT be tolerated.

    [3] Include everyone. No cliques please.

    [4] If you're having problems with another RPer, contact the current leader's player and inform them. Staff will get involved if necessary.



    HIERARCHY

    PIRATE KING/QUEEN (HP):

    Ruler over the clan. Their word is final, no questions asked. Handles political and internal affairs.


    Zye played by Quiver


    HEIR (HP):

    Second in command. Takes over when the king/queen dies/goes MIA. In charge of certian affairs with permission of the rulers.


    N/A played by N/A


    MENDER(S) (HP):

    Main doctor for the clan. Specializes best in healing and herbs. Is also often seen as an advisor to the kings/queens.


    N/A played by N/A


    MENDER TRAINEE(S) (S/HP):

    The future Menders. In training to eventually fill their mentor's place. They are not permitted to handle dangerous illnesses or treat major wounds by themselves unless there is no Mender available.


    N/A played by N/A



    NAVIGATOR (HP):

    Overseer of the Aces. Keeps them in check. Is also seen as an Adviser to the group. Is entrusted with peace and cooperation within the clan.


    N/A played by N/A



    ACE(S) OF WARFARE (HP):

    In charge of the group's battle and warfare. Usually organizes and/or hosts raids and battles.


    N/A played by N/A



    ACE(S) OF ESPIONAGE (HP):

    Members that focus more on what is going on outside the borders. Spying and such. Work more to prevent unknown attacks on the group. Can also be hired as assassins or mercenaries (privately).


    wei ! played by N/A


    ACE TRAINEE(S) (S/HP):

    Aces in training. Have yet to choose their branch. Will choose upon promotion. Guards the prisoners as well.


    N/A played by N/A



    ISLEITES:

    The rest of the group. Consisting of adults, juveniles, children, and elders.


  • I used to rp here for like 2 years (2013-2015) and today I thought I'd check on you guys to see how The Skulls were doing, and omg I got so scared when I couldn't find 'The Skulls' anywhere

    But heyyy you guys rebranded that's cool :D