
TERRITORY. after being struck by an intense blizzard, the mountain-residing group was forced to travel away from their old camp until they could find shelter. during their travels, they ended up discovering another village in a lower part of their large territory and took camp there. the territory is lush with forests. fog shelters the territory, the heaviest being at the top of the mountains and least being at the meadows. those who are unfamiliar with the territory often get lost when attempting to climb the mountains, the fog only getting worse the higher they go, clearing up at the very top. this gives the mountain-dwelling clan a very mysterious, almost frightening look.
THE TERRITORY OVERVIEW
picture references - 1 , 2 , 3
the territory is mostly based around a very large mountain range, as they recently had been residing at the very top of the mountains, but had to travel downwards to get away from an intense blizzard. their old camp and territory is still a part of their territory, however it is now where the territory ends on the mountains. at the top of the mountain there are old ruins where members may go to hold ceremonies, pray, and/or view the sky (a great spot for watching aurora borealis). their camp is based around/inside a large, abandoned castle, where most of the events take place and the leader lives. many cabins for the members to live in are scattered throughout all of the territory, from the top of the mountain to the meadows below. there is a ruins at the top of the mountain and it is a great spot for viewing the sky. forests cover the mountains and four lakes connected by rivers are around the territory, near the castle. their territory extends to the farthest lake in the meadow, which is also the largest lake. the meadow is at the bottom of the mountain, filled with many flowers and where most of the cabins are found. a fog covers the territory, causing many creatures to get lost within it. it is heavy within the mountains, getting worse the higher in the mountains, only clearing once you've reached the top.
OUTSIDE THE CASTLE
picture references - 1 , 2 , 3
the camp is based around and inside a large, abandoned castle. the castle itself is a bit hard to climb to, however there are ramps carved out of the rock to aid members with travelling up/down. attempting to climb the edges is not recommended and dangerous. to the left of the top of the stairs there is a steep downward drop to a flatter part of the territory below that has a river running through it. climbing down it safely is possible, however discouraged as the drop could result in broken bones or death. there are several cabins scattered about near the camp that members may choose to live in. the leader(s) live in the castle. deputy(ies) may choose whether or not they wish to live in a cabin or in the castle.
INSIDE THE CASTLE
tour of the castle (the appearance is not the exact same, however the rooms are still laid out the same)
when you enter the castle, you will be greeted with a nicely decorated hallway. upon the walls of every hallway there are books free to borrow for the members of the clan - this is the clan's library. members are free to donate and/or borrow books as they please. they're expected not to steal books. there are many rooms you could enter and all of them are decorated nicely and quite spacious. if you were to turn to your right, you would enter the largest room within the castle. this is where meetings (and occasionally events) are held. whenever a meeting is to be held, notices are posted in advance throughout the territory so that members will know when to show up. the rooms to the left serve various purposes, several available for use as bedrooms, one used as a kitchen, and one used for members to eat. to the very left is a slightly larger than average room that holds any herbs members may need to use if someone is injured/sick near or in the camp.
on the second floor there is a large room that seemingly takes up the entirety of the floor. this is where the majority of events and parties are held, it also doubles as a planetarium. at the end of the hallway on the second floor there are stairs that spiral steep upwards into the tallest tower of the castle. once you reach the floor you will see a large telescope connected to it as well as papers stuck to the wall for members to write their research on.
beneath all of the castle there is are labyrinths that are used to teach mysterious magic. down here, there is often teachings of dark magic. be wary when entering these labyrinths as it is easy to get lost and/or get caught in the middle of something shady.
THE FORESTS
picture references - 1 , 2 , 3
lush forests cover practically all of the territory. this is where most of the hunting will be done, as this is where the prey that are easier to catch will be found. the most commonly found prey include squirrels, voles, birds, wild goat, and chamois. animals of the cervidae family are also generally easy to find, however since they are bigger they are harder to take down and can be aggressive.
THE RIVERS
picture references - 1 , 2 , 3
many rivers flow throughout the flatter parts of the territory, connecting the lakes and piercing through the forests and meadow. this is also a very nice place to hunt, as you could be fishing as well as attempting to stalk prey near the river. any animals native to the forests and lakes can be found in/near these rivers. there is a few rapid rivers, one notably being below the left of the castle's entrance. attempting to swim and/or fish through the rapid rivers is highly discouraged and it is encouraged to find other routes/ways to avoid possible injuries. many of the rivers are small and calm, so they are easy to cross and do not cause much of a problem.
THE LAKES
picture references - lake 1 and 2, lake 1, lake 2, lake 3 and 4, lake 3, lake 4
four lakes lie on the flatter land around the territory, with many winding rivers connecting them. many different fresh-water fishes can be found in these waters, including fishes in the salmonidae family and various lampreys. several birds, like ducks, will be found resting around these lakes and occasionally eurasian otters, although they generally try to stray away from clan members and hunting them is avoided. other prey native to the forests will sometimes be found near them either for a drink or for a bath, but tend to be more often found in the forests or near a river. the lakes are calm and nice for swimming, although two are heavily exposed.
the first two lakes are the closest to the castle, both being just a little bit behind it. they are also the smallest lakes found upon the territory. they are both surrounded by the lush forest life in the territory.
the other two are the largest ones and further away from the castle, to the left of the castle's entrance. they are next to each other and the furthest left is the largest lake in the territory, spanning several miles. they are both exposed, as they are in the meadow.
THE MEADOW
picture references - 1 , 2 , 3
at the bottom of the mountains, there is a large meadow filled with rivers and wild flowers. mice, birds, and rabbits are the most common prey found here. occasionally there may be cows and horses, however they are better off left alone due to their strong legs and large size. there tends to be low amounts of fog at dawn, however it quickly clears up as the sun rises.
THE OLD CAMP
picture references - 1 , 2 , 3
this is where the clan used to reside before they were driven out by an intense blizzard. an abandoned village sits on the side of the mountain made of small wooden cabins that each member can claim and call their own. grass and weeds shoot through the cracks of the rock, creating a softer, more lush ground. there are many old cabins and a large, dusty cabin that was previously used as the clan's library. members may live here, however it is not recommended as it gets harshly cold in the winter and it is more isolated from the rest of the territory. generally more devoted and religious members will live here, as it is just below the ruins and is a good spot for viewing the sky and the northern lights.
THE RUINS
at the top of the mountain lies the ruins of a greek temple. this is where most religious members go to pray. the fog clears here, making a good view for the sky above and the foggy territory below. this is a great place for viewing the northern lights and any events happening in the sky, such as an eclipse.
RANKS. there are four groups of ranks in the frontier, three of them being filled with (semi) high positioning ranks. keep in mind that any member is allowed to hold ally events and parties, however need permission from the leader to torment/attack other clans. also be sure to check out this thread.
DIRECTORS (high positions)
directors are the members who have proven themselves capable of holding a leaderly position and guiding the clan.
ADMINISTRATOR - the ultimate leader of the clan. - alduin penned by scar.
COMMISSIONER - the deputy of the clan; next in line to be administrator. - none, played by tbd
SKY COUNCIL (high positions)
trusted members of the clan who have earned the responsibility of majoring a specific field of the clan's politics
PHYSICISTS - specialize in the clan's threats and focuses on keeping the clan strong and safe. -
MEDIATORS - specialize in the clan's foreign relations and focuses on keeping alliances strong. -
ASTRONOMERS - specialize in staying educated on the clan's status and hosts events. -
VALEDICTORIANS - learning from one of the sky council majors (physicists, mediators, or astronomers) and in line to be promoted to that major. -
CORPORALS (semi/high positions)
members of the clan who have shown strong potential and have earned some authority over official clan business
ASTRONAUTS (hp) - work for mediators, lieutenants, and astronomers and helps out with their duties. may also double as spies depending on circumstance. major stepping stone to higher ranks. - none played by tbd
DOCTORS (hp) - specialize in healing and are recognized as the head healers of the clan. anyone who holds this rank has still has the ability to hold another ranking, as well. -
STARGAZERS (shp) - a stepping stone to higher ranks. these members have shown clear interest in helping the clan and help work for/with high positions. - none played by tbd
CITIZENS (non high positions)
members who do not hold high positions
OFFICERS - the bulk of the clan. the default rank for regular adult members. these members are at least 12 months old.
HEALERS - any members that are medically inclined have the ability to call themselves a healer. they may help out anytime there is a medical emergency, but in the end must step out of the way of doctors. any member with this rank may hold another rank, as well.
SCHOLARS - members that are in training and are too young to be considered a citizen yet. they are encouraged to show up to any lessons that are hosted. these members are between the ages of 6 and 12 months.
MINORS - members who are under the age of 6 months.
EXCHANGE STUDENTS - these are members who temporarily come here from another clan to learn more from the frontier. these members are generally apprentices and often have dual-alliances with the frontier afterwards.
TITLES. these are labels given out to members who have succeeded more than a regular member. these do not give members any special privilege, but they are something to hold with pride. accolades are given out to members who hold (a) title(s).
PILOTS - members who have outgoing, noticeable activity. can also be given to a member who has been welcoming and warm to new members. show great potential and represent the clan.
REGIMENTS - promising warriors and protectors of the clan. have proven themselves in battle and warfare. they serve the clan well on the battlefield. worthy members of respect and show great potential.
PATRIOTS - members who have proven their loyalty over and over again. promising members and fiercely loyal. can also be handed to members who have been in the clan for a long time and have earned appreciation by their clanmates.
HERBALISTS - members who show interest in herbs and remedies. on the track to becoming doctors of the clan, and good candidates for the rank.
ACADEMICS - members who are dedicated in their studies and the teachings of others.
WINGS - younger members of the clan or new members who show potential.
RELIGION AND TRADITIONS. the frontier has no set religion. any member is free to believe in whatever they wish.
they are a clan of astronomers and magicians and they often will hold events surrounding exploring the unknown and learning. they teach specific subjects and majors, and their most encouraged subjects include learning about space and/or magic, however they are not required to learn these things.
there are weekly themes to encourage events and open threads.
when a member dies, they are buried around the top of the mountain, near the ruins, to be closer to the sky. adding plants around this area is encouraged to create a nice garden for the passed members to help nourish.
when a party is held for specific member(s), glitter is thrown on those member(s) to give them a sparkling appearance.
when a member becomes a scholar, they may choose whether they wish to study a major. once they decide, they are given books according to their studies.
when a scholar becomes an officer, they receive gifts based on their major(s) to celebrate their hard work. they all automatically receive a journal, regardless of major. (nice gift ideas could include potions, art kits, telescopes, etc.)
POLITICS. the frontier is a friendly pro-clan that is open to being allies with most any clan, so long as they are not a threat.
allies - hawkclan, the district, the rift, the blackheart rogues, the thunderlands, riverside, the shadow veil, the wind haven
neutrals - any clan that is not listed as an ally/enemy
enemies - sanguine ruins, the renegades, the color command
wars, raids, and tormenting other clans is not permitted unless permission is given from the leader. you do not, however, have to get permission to take gifts, and visit other clans.
IMPORTANT LINKS. check here for any links that point to important info/threads.
high positions and their duties
Exchange Student + Ambassador Program
HISTORY. you can find the frontier's history here.
The guide content is credited to Neo/Nightlights, Copper, Oncey, Mangola, Murkrow, duke, fintaco !, ::HECATE::, Hello, you are awesome, and skylar !?.
Guide was revamped by Grey. and assisted by temorary , later to be modified by temorary . History is credited fully to the names directly above for the original guide content and IDIO SYNIMOUS.
Guide was most recently revamped by spacexual with the help of Star