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[size=30pt]The Seaside[/size][font=zapfino]
Eternity Ends and Begins with the Ocean's Tides
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Welcome:
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You find yourself standing, paws squished into the stand, staring out at a sandbar stretching not too far out. At the end of it lies what seems to be some sort of twoleg contraption, the kind they use for walking on water... but it's big. Really big. And old looking, too. Taking a few tentative steps forward, you notice that as you've been standing there, the tide's begun to rise, beginning to cover up the only path to this strange contraption. You only have a few minutes to decide before you'll have to trudge through the icy cold ocean, somehting which you're not very fond of.
So what do you do? Go Forward? Or Run back home?
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Territory:
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IN GENERAL
In general, it's well... a beach. Nothing more, nothing less. Sandy, and watery. A sandbar leads from the mainland to the small island where the ship lies, only crossable at low tide - unless you fancy swimming through the icy water, that is... especially during winter.
Several hundred yards off shore a forest begins, where one would gather herbs, and if out on a traveling mission, perhaps, if given extra time, catch a forest animal or two.
THE SHIP
A large ship, built up of several levels. Level zero, the safest level. It's the least decayed, easiest to escape from, and warmest. The nursery lies here, protected by many boards and such. As well, the Hunting Mother and Fighting mother reside in their own respective dens, where they train the Hunting and Fighting kits.
Level one is where the apprentices stay. It's fairly easy to access, but a bit harder to defend. It's stable and warm, though.
Level two is where the warriors stay. It's easy to spot oncoming threats from here, but easy to get out, too. There are some holes in the sides, covered by leaves, that can be used to jump out of in times of emergency; without breaking your neck.
Level three is where the medicine den lies, it's hard to get to, and fairly easy to defend, considering all the levels to go through. All injured cats would be safe here. As well, the elder's den lies here too.
The top is the top of the ship, a nice open area to relax in the sun or keep lookout. In a corner is a small cabin where the Captain resides.
Each level is accessed by jumping, or climbing by sticking your claws into the sides, then jumping across the gap to the next level.
PREY
Hunted are seagulls, fish, mussels, crabs, and the occasional wandering edible creature.
Breakers open the mussels and crabs, along with anything else that needs opening.
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Religion:
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The cats of the seaside worship the greek gods/titans, and if they want something, will burn a piece of freshkill as a sacrifice to the god of the area they are in need of help in. For instance, if a cat needs love, they would burn a piece of freshkill to Aphrodite in hopes for finding a mate.
Each day, a ritual is held in honor of Poseidon, God of the sea.
Also, each cat picks a god, titan or goddess to worship, completely on their own. More than one cat may worship a god/goddess/titan.
ex; cat 'x' worships Ares, cat 'y' worships Apollo, cat 'z' can also worship Ares.
To the individual god they worship, an additional sacrifice is performed daily, on their own time. -every
The god/goddess/titan they worship must be in some way related to an aspect of your character.
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Ceremonies
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Determining Ranks: During the first moon of a kit's life, it is watched closely, to determine whether it is a hunter or a fighter. If there's more than one kit in the litter, there must be at least one kit chosen for each rank. The mother has the final say, unless the kit is adopted. In which case, the Captain decides.
When a traveller or breaker is chosen, the cat must be apprentice age, and learn the skills necessary. Travelers would learn necessary herbs, and what they look like, while breakers would work on strengthening their claws and arm muscles.
Becoming A Hunter/Fighter:
When a cat reaches the age of 11 moons, and has passed the assessment, they will receive a ceremony, consisting of 1; traveling to the second level, while following his/her mentor. 2; Receiving a blessing from his/her mentor {i.e. 'you have shown much courage and strength in your training, may -god cat worships- watch you closely} Each blessing is individual and unique. 3; receive a blessing from the captain, asking for poseidon to watch closely. 4; traveling to the mainland to sit vigil overnight.
Becoming A Hunter/Fighter Apprentice:
When a cat reaches the age of 6 moons, they will receive a ceremony, consisting of 1; traveling to the first level, while their mentor (predetermined. only the captain and knows who it is, though) comes down from the second level. 2; Receiving a blessing from his/her mentor {i.e. 'you show great promise in becoming a hunter, may -god cat worships- watch you closely} Each blessing is individual and unique. 3; receive a blessing from the captain, asking for poseidon to watch closely. 4; traveling to the mainland to sit vigil all day.
Becoming A Medicine Cat Apprentice:
When a cat reaches the age of 6 moons, and has chosen not to follow the path of a hunter or fighter, they will receive a ceremony, consisting of 1; traveling to the third level, while the medicine cat waits. 2; Receiving a blessing from the medicine cat {i.e. 'you show much promise in serving your clan, may -god cat worships- watch you closely} Each blessing is individual and unique. 3; receive a blessing from the captain, asking for poseidon to watch closely 4; traveling to the top to sit vigil all day. -drop
Becoming A Medicine Cat:
A cat can be any number of moons, but when the previous medicine cat is no longer able to fulfill their duty, they will receive a ceremony, consisting of 1; waiting at the third level, while the previous medicine cat comes up from the second level. 2; Receiving a blessing from the medicine cat {i.e. 'you show much promise in serving your clan, may -god cat worships- watch you closely} Each blessing is individual and unique. 3; receive a blessing from the captain, asking for poseidon to watch closely 4; traveling to the top to sit vigil all night.
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Ranks:
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[b]Captain: Leader of The Seaside. All final decisions are made by him/her.
1/1
First Mate: Second in command, takes the leaders place in a time of absence or when the leader dies, organizes patrols.
1/1
Second Mate: Oversees that daily duties are done. {Apprentices going out for training, hunters hunt, etc.}
1/1
Medicine Cat/ Medicine Cat Apprentice: In charge of healing the cats.
1/1
1/1
Hunting Mother: During the day, hunter kits are pre-trained on how to hunt.
0/1 -- OPEN
Fighting Mother: During the day, fighter kits are pre-trained on how to fight.
0/1 -- OPEN
Travelers: Travelers are few cats of The Seaside who, aside from Hunter duties, when supplies get low, take a two to three day trip to gather herbs from the forest for the Medicine Cat. -in the
Must be a hunter, and not a breaker
0/3 -- OPEN
Breaker: A few Hunters of The Seaside who are strong and nimble. They break open shells of crustaceans for the others to eat.
Must be a hunter, and not a traveler
0/3 -- OPEN
Hunter: Hunts for The Seaside when the tide is low, and fishes when possible.
0/? -- Always Open!
Fighter: Spend their time training to fight in all territories, improving techniques, and watching for potential threats from enemies, including twolegs.
0/? -- Always Open
Hunter Apprentice: Trains to be a Hunter, and could be chosen to be a Breaker.
0/? -- Always Open
Fighter Apprentice: Trains to be a Fighter.
0/? -- Always Open
Fighter Kit: 1-5 moons of age, has been chosen to be a fighter
1/? -- Always Open
Hunter Kit: 1-5 moons of age, has been chosen to become a hunter
1/? -- Always Open
Queen: She-cats expecting or nursing kits.
0/? -- Always Open
Elder: Eldest/Cats who can't do normal duties. {Blind, paralyzed, etc.}
0/? -- Always Open
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