Information
THE STEMMAS
The Stemmas are a group that is obbsessed with bloodlines and purity. Family is everything too them.
Eminence
The leader of the group. What they say goes. They may force certain actions to happen (ex: force mates, force apprentices to age up, force cats to breed, ect) if their will is not followed they can choose to punish the cat(s) who went against their wishes. They may only become mates with the Garroter or Clavigers. They may have multiple mates, but once they choose the Scion they will automatically divorce all their mates except for the Scion's other parent.
Scion
One of the Eminence's kits, and the next in line to become the Eminence. They can veto one choice of the Eminence once every four moons. While they are allowed to breed once they're of age, the Scion is not allowed to have a mate, as they are expected to choose the most suitable partner, and childhood crushes and young foolishness shouldn't get in the way of that.
Blue-bloods
The Eminence's close family (parents, siblings, mate and kits). They don' t have as much power as the Eminence, but they can still force lower ranked cats to do things, and unless the Eminence or Scion disagrees their word is law.
Augurs
Cats that somehow gained the ability of seeing ghosts, most of the times the Augurs are born with this strange ability, and noone really knows how to ensure a kit is born with the ability. Augurs connect the living and the dead, passing on messages and warnings.
Garroter
They may seem as a Claviger with a fancy titel, but don't be fooled, this cat has laughed in death's face and their paws, as clean as they may look, have been covered in blood more times then anyone can count. They are the ones who deals any physical. The pass is the first letter, the third letter and the fourth letter in your username. punishment to cats sentenced by the ones in higher power, from a simple push to a public execution, they must be prepared to do it all. They are also the one to prepare sacrifices.
Clavigers
The Clavigers are tasked with protecting the group. They can hunt, train and fight like Hawkers, but at the end of the day their main duty is to protect. They answer only to the Garroter, and can refuse anyone else that orders them around.
Hawkers
The cats mainly providing for the group, they hunt, fight, and train the Tyros. They are expected to lay down their lives in service of the group and, when the time is right, provide a litter of kittens.
Tyros
Pulled from their comfort of kithood, the Tyros are thrown into the wild world, with only their mentor to protect and train them. They no longer get pampered and protected by the whole clan, instead they are thought to pamper and protect the current Bairns.
Matrons
The mothers of the group. They are expected to fufill every whim and wish of their kits. They and the father of their kits are both responsible for their litter, if a kitten dies both parents will be punished and the remaining kits of the litter will be given to a aunt, grandma or older sister to raise.
Bairns
The future of the group and their parents. They are the most important part of the group, after all, how can you keep your bloodline going without descendants? If a kitten dies it's precieved as a bad sign.
Sacrifices
Always on the front line of battle, always bossed around by everyone else. Sacrifices are viewed as weak and unable to be proper apostles. They may only go out of camp if allowed by someone with a higher rank than them. If something goes wrong one of them will be picked by the Eminence to be the sacrifice to appease the ghosts. They may only mate with other sacrifices.
SINS
- Forbidden romances (ex: AugurXSacrifice)
- Forbidden litters
- Attempting escape
(if you do plan on doing these things, PM the action to me, don't put it out in the open)
Escaping info
Hawkers have a 60% chance of escaping
Nursing Matrons have a 55% chance of escaping
Tyros have a 50% chance of escaping
Pregnant Matrons have a 40% chance of escaping
Bairns have a 20% chance of escaping when accompanied by a older cat
Sacrifices have a 15% chance of escaping
Bairns have a 5% of escaping while alone
SKILLS
Skills are gained by training, every training session will give you 0.5 skill in what you're training, and you have a 30% chance of getting the items you would normally get (ex: "Splashflash (hunting skill 5) trains Examplepaw (huntilgskill 2.5) once, Examplepaw now has hunting skill level 3! During the training Examplepaw (rolled a 1) and Splashflash (rolled a 3) practiced on live prey, bringing back 4 prey!")
Hunting
Lv. 0: 0 prey
Lv. 1: 0-1 prey
Lv. 2: 0-2 prey
Lv. 3: 1-3 prey
Lv. 4: 1-4 prey
Lv. 5: 2-5 prey
Fighting
Lv. 0: 0 damage
Lv. 1: 0-10 damage
Lv. 2: 10-25 damage
Lv. 3: 20-40 damage
Lv. 4: 35-50 damage
Lv. 5: 45-60 damage
Healing
Lv. 0: nothing
Lv. 1: fever, cough, shock, sore throat
Lv. 2: slightly injured, whitecough, dislocated limb, sprain
Lv. 3: injured, infection, hypothermia, overheating
Lv. 4: severly injured, greencough, poison
Lv. 5: yellowcough, redcough, blackcough
Foraging
Lv. 0: 0 brambles
Lv. 1: 0-2 brambles
Lv. 2: 0-4 brambles
Lv. 3: 1-6 brambles
Lv. 4: 1-8 brambles
Lv. 5: 2-10 brambles
Gathering
Lv. 0: 0 herbs
Lv. 1: 0-1 herbs
Lv. 2: 0-2 herbs
Lv. 3: 1-3 herbs
Lv. 4: 1-4 herbs
Lv. 5: 2-5 herbs
Injuries/sickness
1 herb: sore throat
2 herbs: fever, cough, dislocated limb, shock
3 herbs: broken bones, infection, whitecough, slightly injured, overheating
5 herbs: greencough, hayfever, injured
7 herbs: poison, sprain, blackcough, hypothermia
10 herbs: severely injured, redcough, yellowcough
SEASONS
Newleaf: +50% herbs
Greenleaf: +15% herbs, +40% prey
Leaffall: +40% brambles, - 10% prey
Leafbare: - 20% prey, - 40% herbs
EVENTS
Duststorm - only happens in newleaf, not to dangerous, but the dust irratates eyes
Flooding - most common in newleaf and leaffall, sometimes its best to grab some supplies/a loved one and go
Droughts - most common in greenleaf. You're very hot ;). No really, you're burning up, please get some water and shade. Thick-furred cats are way more likely to overheat then thin-furred cats
Fires - only happens if there is a drought, the camp goes up in flames, the dens need to be rebuild, all the prey is scorched, and a few lives are sure to be lost
Attacks - a fox, badger, owl or something moves into the territory, and want to make it theirs. Chace them away or they will kill you
Thunderstorms - most common in leaffall, rain, thunder, and loud booms shake the forest up. Be careful as sickness may set in rather quickly if you have prolonged exposure to the rain. Or you may get stuck by thunder.
Young upwalkers - common during greenleaf and leafbare, not really dangerous, just a nuisance. They will attempt to grab any cat they can reach, however, they are more likely to chase after Bairns then to go after Hawkers
Hunters - careless upwalkers that leave traps all over the place. From the size of the traps it's clear they're going after foxes, but that doesn't mean cats can't set off the traps
Trappers - while similar to the hunters, they actually set their traps to catch cats. Sometimes the cats will be taken away and never seen again, but other times the cat will be released back to the group, that cat will have a bonus against sickness, but will be unable to breed
Frost - only happens in leaffall or leafbare. it kills about half of the herbs, also the ground is hard and slippery at some points, so pay attention to how you're walking
Blizzard - common in leafbare, sickness thrives from the cold. Also don't go out alone, as you have a chance to get lost (lets say Examplepaw and Splashflash go out, Examplepaw loses his way, but Splashflash doesn't and is able to guide them back to camp)
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