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by lovage » Wed Aug 11, 2021 4:30 am
fogclan has a long complicated history that each of the elders have a differing version of. there are tall tales of how starclan sent down a flood to create fogclan’s isle home and sent cats there for it to become a utopia for the new clan after long hardships for the cats there, or that a cat shaped fog came from across the sun drown place and unified the fighting rogues into fogclan in order to get rid of the evil fog cat, or even that fogclan came about in the coldest winter after an old clan named for its shadow was disbanded and its old members reunited in fogclan territory to support each other once again. however, one thing is for certain that each tale has fogclan united against or after a hardship, and that’s what these versions all get right about fogclan’s history. but, it’s not the exact hardship that one would expect from these tall tales. each tall take masks the true horrors of what happened before the current fogclan came to be.
this hardship stems back from when fogclan was the old fogclan. to make it easier for fogclan’s history, old fogclan has become known as the clan before to all cats who remember its terrible past. the clan before was like all normal clans with its ranks and traditions being held for starclan. there were clans neighboring the clan before’s isle, and they were on decent terms as a massive river separated the clan before from the rest of the neighboring clans. and, at every full moon, they all peacefully gathered to share news on the ancestral island which lied south west of the territory. the clans all had their skirmishes over boarders yet none dared to attempt the clan before due to the rivers which guards their isle. so, peace was constant for the clan before as they never had to worry about the borders too much. yet, this caused the other clans to view the clan before as a minor clan that really wasn’t worth the time.
however, though there was peace, trouble was brewing for the clan before as starclan foretold a warning to all the medicine cats of a rising threat from the isles which will spell disaster for all the clans. this panicked the clans especially the clan before who had constant invasions upon their beaches to try to find the threat looming over their heads. multiple battles took place upon the beaches as the neighboring clans refused to hear the clan before out about what they wanted in the situation. this only caused more warriors from the clan before to end up dead or injured from the constant battles against much more battle worn clans. so, tensions were rising with the current leader of the clan before and their clan, and this caused a mild rebellion to come.
this split the clan into two and the isle along with it. the rebels got rogue and loner help while the clan before took only help from itself. with the rebellion winning, the leader had no choice but to seek help from the other clans who in turn tried to take over the isle. but, the rogues and loner that the rebels enlisted had overpowered the clans and made it obvious that there wasn’t a chance. the clan’s abandoned the clan before, fearing their warriors would be harmed by even more. so, the leader was overthrown and the clan before was reunited under the rebel leader.
this is where everything started to change as the new rebel leader faced a problem. the cats loyal to the old leader, so they imposed loyalty measures and surrounded themself with rogue guards. these basically caused for the loyalty to the rebel leader to grow and squashed any thoughts of rebellion for the time being. but, this caused yet another problem of cats imposing ranks above others due to closeness with the leader. and, this caused for there to be too little prey to go around.
during this time of leadership change, the other clans to realize that the prophecy was about the rebellion and they all started to band together to get rid of this threat. they all embarked to the clan before‘s isle to drive out the rebel leader, so they started a war with the clan before. the combined clans easily overpowered the clan before in every battle, but the rebel leader wouldn’t let it be the end. the rebel leader knew that they would be overpowered even on their own territory, so they attacked each clan’s camp and to warn them. each attack injured and killed even more cats than the last until the clan before got them out of their isle and peace was mildly restored. fearing another attack, the other clans decided the war wasn’t over yet as they had one more attack before they fled the clan before’s territory for good.
they trained and recovered for a half moon before they launched the final attack. they combined power with cats in the clan and rogues, but even be with that, it was still a struggle. they had enlisted double spies who warned the clan before who was throughly prepared for this attack. the battle lasted for multiple days and nights until the clan before killed off two of the three leaders. seeing the deaths, the final leader retreated to recoup and ensure the safety of the clans until peace can finally be restored yet again. but, the rebel leader refused to back down and sent out the entire clan before to finish off the war once and for all. this resulted in many cats dying and the other clans being wiped out all together. the injuried and weak killed while any strong cats left were taken into the clan before as its unwilling warriors. some cats escaped under a deputy but never returned to the territory after this all.
the clan before claimed it all the old clans’ territory without hesitation and went on with its time as a terror in the forest. it was known as a terrible group of cats who would kill any invaders without hesitation which was very true. and, so this continued on until there was the second rebellion.
1046 words
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lovage
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by lovage » Wed Aug 11, 2021 5:12 am
it would have been three leaders and all of their nine lives from the first rebellion with the rogues. life has only gotten worse within the clan before as prey, though abundant, was limited to those of higher ranks and loyalty to the leaders. prey would often be taken from hunting patrols as soon as they got back, and the entire feeding of elders and queens first was gone and replaced with the leader, deputy, and guards being fed first. this only made things worse and cats feel like they had to constantly be fighting.
so, battles become very much commonplace within the clan before as it was for freshkill, loyalty and disloyalty, and to achieve a higher rank. some examples of this are the leader and deputy were chosen via battles to the death while guards were also chosen via battling and getting a place on the guards, and how any cat who showed disloyalty were punished by being a gladiator for a guard and forced to fight in an arena. it was a lifestyle for the clan before, and it wouldn’t be changing until cats got done with it.
cats started to plot on the outskirts of the territory where the rogues wouldn’t hear them. it slowly started to build traction when the fourth and final leader took their position of power. this cat was known to be ruthless and power hungry who wished to grow the clan before even more without any care for the current cats’ health or being. this drove the influence of the rebellion even more. the numbers grew and so did their plans.
this rebellion focused on small battles to kill off those who held power or to permanently drive them out one way or another. they forged bonds with nearby barn cats who helped get their twolegs to take the rogues off to a faraway shelter and forever leave the clan before’s territory. it was rough and multiple fights occurred daily which injured most of the rebelling cats, but they still got their numbers growing from in and out of the clan before. these helped to get rid of multiple rogues, leaving mainly the clan cats behind. then, the start of phase two occurred to kill of the fourth leader.
by the time the rogue numbers started to dwindle, the fourth leader realized the rebellion by too late. most cats have already secretly supported the rebellion in one way or the other, and they wanted to current leader out. they started to plot more openly and didn’t care if the outside members were found as long as the rebellion’s five leaders were safe. the fourth leader was desperately trying to get outside help and forces to put down the rebellion but couldn’t as most were aligned with the rebels.
so, the rebels planned their final attack upon the clan before‘s camp. it was a surprise attack in the middle of the night as the cats drove into and from the camp to take on the final rogues and the fourth leader. it was a surprisingly good battle for them as they outnumbered them by a lot and weakened most of the rogues left. by the end of the fight, it was about dawn and the just captured the fourth leader on their second to last life. that fourth and final leader was killed right on the spot and the rogues were either killed or fled the scene. this camp was abandoned as soon as they won the battle and the other old clan’s territory was freed up from the clan before’s control.
the battle was won, but they still had a long ways to go until the current fogclan was formed. the five leaders of the rebellion took up unofficial leadership, and the clan was mostly left to roam the isle.
639 words
Last edited by
lovage on Wed Aug 11, 2021 6:19 am, edited 2 times in total.
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by lovage » Wed Aug 11, 2021 6:18 am
through the whole ruthless leaderships and second rebellion, a group of loners and runaway fogclan warriors lived in the marsh lands. it is a melting pot of culture of differing cats who all need protection. the marsh lands protected them from the rogues who patrolled the area via its smell and overall terrible hunting conditions. they functioned as a group who wanted to live peacefully within this territory, but they couldn’t move outside of the marshes unless they wished to face any dangers that lurked beyond them all.
they weren’t originally thriving, but as they picked up the land, they were able to. with organizing and trials, they picked up everything that they needed to survive. they were able to pick up hunting within the marshes unlike with the clan before who refused to hunt due to how everything was covered up by the smell of marsh. to hunt without smell, they had it rough until they picked up how to fish. so, they turned to mainly fishing but did get the occasional frog and squirrel if they were able to smell it out. and, for the camp, they were able to find the driest land and where flooding occurs to ensure that the camp is fully protected.
it was a utopia for them all that needed protection. so, the group took in anyone they found trustworthy and who would keep their jaw shut outside of camp. the camp of the marsh walkers exist within the heart of the marshes and wouldn’t be detected until halfway into the marsh lands itself. so, they were free to discuss anything there but outside of the camp, they had to remain as undetected as possible. this lead to the creation of multiple ways to keep silent and hidden. these methods stem from existing methods but were always built upon. they use tail signals that the clan cats taught the group to form a language. they mainly use it to discuss hunting movements and how to get away from any rogues in the marshes. an ex-tribe cat taught them about camouflaging into the surroundings by using mud and leaves to blend into everything. the marsh walkers also picked the ability to walk easily across the marsh after adapting to the marsh lands, and any outsider has described it as walking on solid ground for them. but, in reality, they found it out by spreading out their weight and quickly moving their paws as to not to leave behind much of a paw print. these proved to be useful for themselves as they remained undetected for years.
during these years, the cats had developed an entirely different culture than from clan cats. they picked up all sorts of things from all the cats who originated and organized the group. they combined all sorts of naming systems in the group which range from clan names to tribe names to single words to anything that can think of. they just choose what name would suit a cat when they were born. they also took up the group decision making idea to ensure that no cat held too much power like in how it was in the clan before. each cat has a say in each decision as long as they earned their place in the marsh walkers. the only cat with any real power is the medicine cat who is the official mediator and healer of the marsh walkers, but they don’t have any connection to starclan as they feared the clan before would find them if they went outside of the marsh. and, among the cats is the ceremonial leader who pronounces the completion of trainings, new marsh walkers, and any important announcements. outside of that, every other cat was a regular marsh walker.
within the clan, they also adopted a new code called the “marsh walking code.” this was mainly for their protection from the outside of the marshes. it has since been adapted again to fit the current fogclan conditions. but, it went mainly like this:
- any outside cats must be observed to see if they are trustworthy or not. if they don’t seem trustworthy, they aren’t allowed to be approached or attacked unless the threaten the camp. if they can be trustworthy, one member will approach and slowly see if they can join us or not. this rule does include injured cats but not kits.
- any cat who leaves camp must be silent and use tail language to communicate or risk showing our location to enemies.
- no cat may have any power like a clan leader over others and all decisions must be finalized by a group vote. every cat who completed training or close to completion may cast a vote, but all cats may speak up in a meeting.
- all cats under eight moons must remain in camp to complete basic training. they pose a risk to our secrecy and must remain closely guarded.
- if a cat is captured or leaves the marsh walker, then they must keep the marsh walkers a secret, or else claws unleash will be unleashed against them upon seeing them again. though it may not be found out immediately, but if a former marsh walker is leading enemies towards the camp, they will be killed or muted upon sight.
- all cats who can’t hunt for themselves or are retired gets feed first, then the rest may feed. the only time this order is ignored is when there is a feast or for injured/sick cats.
the current code protects the location of the camp more so than marsh walkers themselves, and it does now permit talking outside of the camp unlike before. cats may also talk freely with known fogclan members about marsh walkers, but any marsh walker must remain silent about the group to outsiders.
their camp is the most guarded secret of the marsh walkers. they don’t enjoy strangers knowing where the camp is, so every cat takes an oath to not reveal it. the reasoning behind this is that they all don’t reveal its weaknesses as it is quite fragil. the camp is built on the driest part of the marsh and is surrounded by water on all sides. the area does get flooding and would easily wash away any weak areas in dens or weak swimmers, so they have dug out a moat and build up flood walls from clay to protect their camp. the camp is camouflaged to look like the surrounding marsh, but the inside is relatively clear like any normal clan clearing. there aren’t many assigned dens outside of the medicine cat, kit dens, and the shared den for the senior group members. every cat may carve out their own den or sleep under the stars, but every cat has a den to sleep in if it rains. due to how cats under eight moons can’t leave the camp, there is a connecting training grounds for basic training. this has a similar borders to the camp, but the clearing is much more marshy than the camp’s.
like stated before, there is basic training and another level called experience training. basic training starts at three moons, but it typically doesn’t run every day until the kit is six moons. basic training focuses on their tail language, how to hide tracks, and moving through the marshes via trees and swimming. cats learn how to climb trees and swim under the watch of senior and retired marsh walkers. there aren’t any set mentors, but mentors tend to stick with certain kits. basic training also teaches the history and importance of keeping the camp secret. these cats in basic training aren't allowed to leave camp at all. then, when the cat is around nine moons, they are moved into experience training and allowed out of the camp under supervision. cats learn how to hunt and move through the marshes better. they are taught every hunting method and how to smell over the marshes, and here they put the skills learned in basic training to the test with every patrol testing them in something like the tail language or a code. they all go on patrols and build up their reputation within the marsh walkers. around twelve moons, they are generally welcomed fully within the marsh walkers and none are turned away even if they failed training.
these skills and rules have helped the marsh walkers stay hidden away from the outside of the marshes. this group remained undetected for years until they made themselves known willingly. fogclan didn’t know of their existence up until that point of two years after the second rebellion. now, they do have a good relationship with fogclan and attends the fogclan gathering each moon. however, the group voted to not fully trust them as they constantly keep them at a fox length in case a rebellion happens again. apprentices from the marsh walkers and old marsh walkers who reside in fogclan are forced to keep the camp a secret and are the only cats who may travel freely between the two groups without having to be invited too.
1524 words
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lovage
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by lovage » Thu Aug 12, 2021 2:40 pm
though the marsh walkers were thriving, the original fogclan was very much struggling to get on its paws again. it would have been multiple moons since the ending of the second rebellion. cats fled across the isle due to the failing clan, and the five leaders had shrunk down to one who was the only remaining medicine cat for the clan. the other leaders had either fled to be a loner on the isle or were dead. it was honestly a desperate situation for them all to be in. though they weren’t under the brutal leaders like before, the authority was lackluster with the cats only truly trusting the medicine cat’s words due to their personal link to starclan. and, even then, no cat truly wanted another traditional leader and deputy so the cats didn’t have any authority to guide them.
the medicine cat tried their hardest with leading the clan, but medicine cat training doesn’t prep one to take on and lead a clan at all. starclan had been silent for moons and didn’t have any words for the medicine cat. so, everyone was struggling with it. the clan was falling apart before the medicine cat and they couldn’t risk losing it again after all the work the rebellion did.
so, for one more desperate attempt to build up their dying ranks, they invited the barn cats, kittypets, and loners who helped during the rebellion to join fogclan. most declined like the kittypets and barn cats, but some still joined for the adventure of it all. the medicine cat felt some relief as a new leader could present themself at any moment to help lead the clan. but, that failed and the cats started to get more desperate.
so, the medicine cat lead a patrol to their ancestral isles to share tongues with starclan one final time before deciding what to do. it looked as if fogclan would follow where the other remaining cats of the old clans went to as it seemed as if starclan followed them. they had to get an answer or else the future would be in peril. the medicine cat tried for nights until they were about to give up on starclan all together. then, starclan spoke to them with a vague prophecy of the leaders being five and would be vocal about it. these cats would receive dreams about it until they find out they are a leader of fogclan. if they couldn’t figure it out, then starclan would send a sign about them all. trusting their words, the medicine cat rushed back to announce the news.
cats, being desperate for a good leader, started to make up dreams about certain cats being chosen yet starclan spoke nothing against them. with multiple cats coming forward, the medicine cat casted a vote for the five members of the leadership role. the cats who were chosen did have the dreams outside of two of them, the medicine cat and a senior warrior. though it wasn’t the correct leaders chosen by starclan, they didn’t voice anything about this hiccup and watched the clan grow.
the clan started to rebuild itself up with the guidance of the council members. each one took on a different role from the leader or deputy ranking, and each did receive an extra life from starclan, expect for the two who lied. this was seen as the start of the current fogclan. they created the current ranks, traditions, and many others things with being the current exist council members. though fogclan still has its hardships, it is now started to rebuild itself and thrive once again to get past its terrible history.
610 words
Last edited by
lovage on Fri Aug 13, 2021 2:18 pm, edited 1 time in total.
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by lovage » Fri Aug 13, 2021 2:15 pm
fogclan has grown a lot and has put more of a focus on being a more peaceful clan. this idea is reflected within the current ranks with the erasure of warriors, deputy, and leader to focus more on a community like element. there are no “fighting” ranks outside of the scouts and even then they are limited in to more defensive moves, unless they take up certain subroles. every rank and its subroles are explained below.
council members - they are the leaders of the clan, and they are voted in (or out if absolutely necessary) by the clan. it is limited to five members, and they all function similarly to deputies and leaders within other clans. each one takes a new suffix from one of five (depending on what ones are left), and they are call, cry, echo, song, and throat. these members are split into two hunters and two scouts while the other one is a duel healer-council member or a wildcard from any rank, depending on the current climate of the clan. typically, it may be a wildcard one but healers have joined on a rare occasion (mainly in times of peace or harsh predator situations). starclan grants them all one extra lives which may be removed if they are voted off the council. each member takes on a different role outside of deciding major decisions for the clan:
battle leader - this cat controls what moves are taught and to who. this is to keep the harsher moves from cats who wouldn’t need it in their role. and, in battle, they plot out all attacks and defenses along with manning the front lines. outside of their duties, they observe battle training to ensure moves are taught correctly and effectively.
camp organizer - they organize different roles around the camp. this includes organizing cats to rebuild, expand, or fix dens. they also organize movements between the two clans based upon floodings and seasons.
head of meetings - they conduct clan meetings and any ceremonies in the place of the other council members. this cat will also be the council member to speak at a gathering with other clans or their own clan’s gathering. they may also be deemed a full leader if there is a threat to the entire council like an outsider wanting to take over and kill the leader. in this situation, starclan will grant them temporary two lives which are stripped away when the situation is dealt with. outside of that, they will help the other council members as necessary.
patrol manager - they organize all patrols for the scouts and hunters. they ensure borders are checked and the freshkill pile is well kept. they often accompany the battle leader as a second in command when battles come as they have the most say over battle patrols.
peace keeper - they keep the peace in the clan and ensure a mutual agreement is settled in any disagreements brought before them. and, they can also be sent to other groups to try to reach some sort of peace between them.
healer - these two in cats are the ones who both care for and receive prophecies for the clan. they have normal medicine cat duties. there may be three if one of the healer takes up the council member role. they may take up a mate and have kits if the other healer is fully trained with their full name. outside of the permanent role, there is a small temporary role invoked by all healers when absolutely necessary:
sub-healers - these are very temporary healers brought together by the healers of fogclan. this subrole is given to queen’s helpers and herb finders, but anyone who picks up herbs quickly may learn the role. they are called together in times of plagues and battles to lend help to the healers as needed. typically, they do simple healing tasks like preventing inflections and care on minor wounds, giving herbs as needed for sick cats, and fetching herbs for the healers. their main use is to free up the healers to focus on the major injuries and sicknesses instead of being caught between multiple cats.
lead scout - this is one of two leader roles for the two main groups of the clan, and it’s always limited to one cat. this role is decided by council members and there is no special name or extra lives that comes with it. the lead scout works mainly with the patrol manager, battle leader, and peace keeper. with the scouts, they always focusing on what area needs patrolling and any missions for spies or explorers. they assign every mission based upon what council members want but they always have the final say. in battles, they organize the scouts into groups, led by a guard, for attacks and defenses while assigning orders from the battle leader. outside of that, they also speak with the council members on behalf of the scouts for any concerns.
scouts - these cats function as the main form of protection for the group. due to the clan’s subdued nature, they are taught minimal offensive skills while focusing on defensive tactics along with stealth. their main priorities are to scout out any danger on patrols and being the fighters if necessary. its sub ranks are below:
guards - senior scouts who have been highly respected by the clan. they are trained for this role after receiving their first apprentice and already hold a good reputation in the clan. these cats are the only ones who have learn to killing strikes and harsher offensive moves, and they act as the front line to defend the clan if absolutely necessary. outside of battle, they protect the camp (mainly elders, queens, and kits) and lead all of the scouts.
explorer - these cats are sent to islands and lands outside of fogclan’s island in groups up to three. they are gone for a few days to some moons to find resources like herbs or to find outside help in other cats. these cats are mainly young and would switch to a regular scout when they grow out of the role.
spy - these cats are ones that may infiltrate an enemy group if necessary. they may be heavily scarred or an ex-loner who joined the clan. they are known for their harsh appearances and personalities with keen senses and skills. outside of their duty, they are guards or regular scouts.
lead hunter - this is one of two leader roles for the two main groups of the clan, and it’s always limited to one cat. this role is decided by council members and there is no special name or extra lives that comes with it. they work closely with the patrol manager and are always an experienced hunter. with the hunters, the lead hunter keeps track of what grounds have been hunted and who has been sent out for that day. they may also speak up to the council members on behalf of the hunters with any concerns. this are mainly that they may not have any downtime or an area is getting particularly dangerous for hunters. outside of that, they are always making sure that the freshkill pile is stocked and all the hunters are taken care of.
hunter - these cats provide the food for the clan and are generally larger in numbers compared to scouts. they are generally darker colored cats to be better at stalking prey. its subroles are below:
herb finder - these cats were trained by the healers to track down herbs in deep undergrowth. they just have a better sense of smell compared to normal hunters, and outside of finding herbs, they function like normal hunters.
finder - they are like a herb finder but have more duties. they are trained to find details to help track down anything and scent out stuff even after rain or going through water. they are commonly used to find cats which may be missing, a part of fogclan’s “loner” rank, or the marsh walkers.
junior scout - they are typically hunters who have some skills of a scout. they often changed their role midway through training to become a hunter instead of a scout. they may be used to track down predators for the scouts or bigger prey for scouts to kill.
apprentices - these are cats over the age of six moons. they are trained for one of the three ranks (hunter, scout, or healer). they may choice a sub rank if they show the skill to take it up and choose to do so. most do take up a subrole within their training but some may not. within fogclan, no single mentor is assigned to one apprentice but a group of them to multiple apprentices. this is just to provide a more detailed mentoring according to the council members’ beliefs. each apprentice is given the subrole below at some point during their apprenticeship:
council’s help - every cat gains this subrole at some put during their early apprenticeship. this lasts for a week or two on average but may last for a moon if necessary. it’s a way to teach the apprentices how their clan works and all the subroles they can take on. they do duties to help the council memebers in exchange for learning why their clan run how it does. they may sit in on discussions or shadow a council member.
queen - this is a temporary role which lasts around seven moons on average. this role is open to any cat who is expecting or have kits. however, there are some permanent queens within the clan. they don’t typically stay in the nursery when there are kits but will when kits aren’t around. they are trained to hunt and some defensive moves if the queen is younger. when there aren’t any kits, they will take up simple duties like fletching moss, herbs, or water as needed or go out hunting. the permanent queen subroles are below:
queen’s helpers - this group helps queens take care of their kits or any orphaned kits. they take may do anything as long as it helps out the queens like playing with kits to give the queens a break. outside of that, they are trained by the healers to identify common sicknesses within kits and herbs to treat it. generally, they are taught how to heal colds and sores in kits but leave much more serious illnesses like greencough to the healers. it can be demanding, but these cats are generally older (elder age) who want to continue some duty. it isn’t a popular role with younger cats, but it has happened in the past. any young cat who does this role are commonly unable to leave camp easily (disability or something else) or just enjoys having more to do. this rank is limited to around four cats at a time, but more may temporarily take on the role in times when there is much more of a need for them.
caretaker - much like a queen’s helper, they take care of kits. however, they become an adopted parent for an orphaned kit. they have a mix of hunting duties and some queen’s helper duties when they aren’t caring for an orphaned kit or kits. they are typically cats who may had kits in the past or just want to help beyond their queen’s helper role. typically, there are roughly four of them
kits - these are cats who are six moons and under. they aren’t allowed outside of the camp until five moons or switching camps, and both times they have to be under constant supervision of their parents and different seniors clan members. they are exposed to the different ranks that they can train for at five moons old, allowing them time to see what each role entails and how it works.
elder - these are the retired scouts, hunters, and healers of the clan. they served the clan for years and now enjoy the remainder of their time before they go to starclan. elders share stories from the clan’s history and are treated with great respect from their clanmates. council members may call on them to give advice as necessary, but if times are hard, the newly retired ones may go out and hunt for the clan or defend the camp if absolutely necessary.
marsh walkers - a small band of old fogclan warriors and loners who all live in the wetlands together, and they enjoy their way of life yet still consider themselves part of fogclan. they have a medicine cat and a normal clan hierarchy yet no official leader as they like to have majority rules for decisions.. also, their naming system is not like a clan’s one. this group may use single words, clan names, or tribe names, so it varies based on cat. they may send warriors and freshkill to help fogclan if necessary. each full moon, representatives are sent to the gathering in the heart of the territory.
medicine cat - this role is a general healer without starclan. outside of the selection of a new medicine cat, they don’t involve themselves with starclan; however, if the fogclan healers receive a prophecy involving marsh walkers, then they’ll listen to starclan for a little bit. they are the central figures of the group and may take a special suffix like a leader to signify it. suffixs may include ones similar to council members but also include roar and star. most of the time, the medicine cats stick to their original name.
ceremonial leader - this cat only holds power a deputy would in a regular clan. they don’t take up a special name nor receive any extra lives. their roles include having patrols sent out, performing ceremonies. and organizing cats as needed. every decision by this ceremonial leader may be vetoed by the clan outside of patrols and ceremonies. this role is commonly filled by a senior group member, and they are in this role until they retire or die.
old fogclan warriors (loners) - these few cats are the remaining members of the old fogclan who ran off after the clan grew violent or was born to old fogclan warriors who ran off. they still recognize themselves as fogclan warriors but don’t want to live with the clan in fear that it’ll go south again. some travel in groups but most stay by themselves, and they are generally friendly with fogclan. they come and go as they please from the camp if they like, and some have return to become elders of the clan. each full moon, they may go to the gathering to catch up with old friends but most times they don’t really show up unless told to.
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lovage
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by lovage » Fri Aug 13, 2021 2:26 pm
like all clans, fogclan values loyalty and respect for all cats. however, fogclan is trying to get rid of its harsh past. so, they believe in peace and openness to all cats who may visit them who are few and far between. fogclan also abides by the belief to share their territory for any cat passing through; however, they may unsheathe their claws if the strange cat is violent, unwelcomed, or getting to close to the camp. for fogclan, this peaceful nature goes into their battle styles which focuses on stealth, using the enemy’s moves against them, and attacking points to weaken an enemy instead of killing or seriously injuring them. scouts perform all of this while cats outside of scouts will only learn basic stealth and defensive moves, reflecting their peaceful beliefa.
fogclan is a spiritual clan but doesn’t strictly adheres to it. they believe all that starclan may send them to their healers and council members. starclan is viewed as protectors of their clan who will guide them wisely in prophecies and omens but wouldn’t intervene unless fogclan depended on their help. starclan is known to not speak when there isn’t a need to, and they are mainly just seen as a place for ancestors. yet, they do believe in a dark forest place where cats are sent if they perform especially gruesome crimes like most clans do.
their spiritual beliefs extend beyond just starclan and the dark forest into more supernatural stuff. some believe in cat-like forces that control the natural forces like the rivers and fogs. these cats are forces to be respected and treated well to not have them vengeful towards them. some of the forces are good like the earth and the forest and others like the rivers are evil within these cats’ myths. other cats feel like the spirits roam around them instead of being in places like starclan and tend to control what they can muster to do, meaning the silence of starclan is just that no cat was there. and then, there are some that don’t believe in any form of starclan or dark forest, and they believe that the spirits just watch them and be viewers of a world that they can’t influence. the beliefs of fogclan vary a lot, mainly within the marsh walkers, but they stand by what they believe in no matter what happens.
fogclan’s nature is seen within its code. all cats within fogclan are supposed to follow this code. this has roots within the normal warrior code but has been updated for the current fogclan.
- council members must be respected and have their word followed, but their word isn’t law. they may give orders but can’t make major decisions without the majority of the council approving it.
- every cat who takes up a high rank (lead scout, lead hunter, or council member) must have trained one or more apprentices to be considered for the role. these ranks must be filled one day after the death or removal of the previous rank holder.
- kits must be six moons to become an apprentice, and an apprentice must be at least eleven moons to take their assessment.
- all kits under five moons must remain in the camp, but they may be taken out to travel between the two camps. cats may take kits who are over five moons may be taken out of the camp by a senior clan member or kin.
- cats shouldn’t attack other cats, especially the marsh walkers or old fogclan warriors, unless necessary. peace should be made first until it’s obvious that the cat wouldn’t be peaceful. death blows should be always avoided but only done if one’s life is truly in danger.
- injured cats, if trusted and didn’t attack any fogclan members, and kits must be taken back to camp to receive whatever they need.
- outside of leafbare and leaf-fall, loners are welcomed to hunt on the outskirts of the territory, but if they get close to the camp or the heart of fogclan, then they should be directed out of the area. if they wouldn’t leave, then they’ll be chased off.
fogclan does have some moral codes with they follow. but, they don’t necessarily follow them to a point. these are some moral codes that traditionally are upheld.
- cats who have completed training and over twelve moons may take up a mate. however, they should consult the their eldest kin, who upholds the kin keeping, before becoming mates with a cat.
- no cat may mark borders off the isle or the ancestor islands. if the old clans return, then they should be allowed onto their old territory.
- healers may take up mates and have kits as long as there is another healer who completed their full training and have their full name.
- scouts are the only one to learn offensive moves and receive full training battle training, but hunters and healers may learn defensive moves to ensure they have some form of protection. healers and scouts of certain subroles may learn to hunt.
- old fogclan warriors and marsh walkers are welcomed within the camp always and may stay when necessary.
marsh walkers uphold and respect these codes. the marsh walkers do follow these codes but not fully, and they have some differing codes to protect their own way of life.
- cats from all walks of life may join the marsh walkers but must win the trust of the medicine cat and senior group members.
- any cat who leaves the marshes must be silent about the camp’s location to outsiders or risk showing our weakness to enemies.
- no cat may have any power like a clan leader over others and all decisions must be finalized by a group vote. every cat who completed training or close to completion may cast a vote, but all cats may speak up in a meeting.
- all cats under eight moons must remain in camp to complete basic training. the marsh may be too dangerous for those cats.
- if a cat is leaves the marsh walker territory, then they must keep the marsh walkers a secret to cats who don’t know about the marsh walkers.
- all cats who can’t hunt for themselves or are retired gets feed first, then the rest may feed. the only time this order is ignored is when there is a feast or for injured/sick cats.
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Last edited by
lovage on Tue Aug 17, 2021 5:00 pm, edited 7 times in total.
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by lovage » Sat Aug 14, 2021 11:12 am
fogclan has seen a lot of change within recent times from its past self. these newer traditions focus on unity while maintaining some old ones as to conjure a blend between new and old fogclan.
battle tournament - it is a partnered tournament, and this is from old fogclan where cats used to battle together for the roles of leader and deputy. this has since been toned down and created for scouts to show off their skills. typically, it’s all fun and games with the only rules being no claws and no causing a healer visit. a battle is won when both opposing cats have pinned down for five seconds each. the winners are always presented with first pick from the freshkill pile after the elders and queens have been fed.
crab watching - a group of all the apprentices and typically five mentors venture towards the beach during training to watch crabs during dusk and late into the night. typically, this is done to introduce an older tradition to them of night and crab hunting to all the apprentices. it was originally done by old fogclan warriors when prey was limited but expanded to something of a rite of passage for apprentices. the mentors explain why this hunting method was created and show it off, then they let the apprentices (in groups of two) try it. it is done typically three times in an apprenticeship.
gatherings - since fogclan doesn’t have clans too close to it (within a half day journey), they hold their own gathering. this is for the fogclan loners, marsh walkers, and fogclan itself to attend yet some barn cats from nearby farms may come. each groups selects representatives to go with some higher ranks guarantee to go like medicine cat, healers, and the council members, but the loners show up when the please unless told to do so. usually, the usual gathering news is presents like new kits, apprentices, ect. and warnings about predators, or they may use it to get help from each other like barn cats needing help to drive out rogues. this also presents an opportunity to share tongues with friends in other groups.
kin keeping - the eldest member of any family tends to do this tradition. it isn’t keeping a record of their kin to ensure close cousins don’t become mates, but they do mildly do that. these elders tell their kin stories of previous kin. these stories are typically from the rebellions and highlights the glory of their past kin. they always ensure that their closest kin knows every story to pass onto future kin when they pass. if a cat doesn’t have any kin to receive these stories or be passed down stories, then they typically turn to their mate’s kin or a close friend’s kin to continue this on.
mentor groups - apprentices are partnered with mentor groups to forge up bonds between the differing generations. most groups don’t include kin but may if there is a lack of open mentor groups. most time, this is for hunting and battle lessons then apprentices are passed around the mentors in individual lessons as needed. for subroles, there is a single mentor for a small group of apprentices. these groups have a usual ratio of two apprentices per one mentor, and the groups may be up to ten cats in total. the only exception is the healer role which has the usual single mentor and apprentice for herb training while being sorted into a random group for defensive moves.
naming - naming isn’t up to council members but the parents or kin of the apprentice, or the queen helpers and caretakers or mentors (if they are kinless), depending on the age they entered the clan without kin. an apprentice’s name is decided during their assessment when the namers will watch the apprentice and decide on their name. they will then present the name to the head of meetings. these names reflect something that the namers see in the apprentice if it is a characteristic or a specific feature like pelt color.
subrole test - after basic training, apprentices go through a ceremony of sorts to find where they would be best suited in the test. this is a major turning point of the young apprentice’s apprenticeship as it decides the rest of their training and time as a scout or hunter. it is observed by the current council members, a selection senior clan members, and a healer. here the apprentices are given different tests like one to test the sense of smell and practice battles to show their strengths and weakness. these tests test everything within their future ranking and determines a subrole for them. apprentices may choice to have the subrole if they want to have the subrole. if they don’t take the subrole, then their apprenticeship continues as normal, but if they want to accept the subrole, then they take on the suffix of paws to symbolize learning of two roles for the clan.
vigil - this is performed when a cat receives their full name. two cats of their kin typically may try to poke fun at the newly named cat by disturbing the silence of their vigil, attempting to make them laugh or say something. typically, if the cat makes it through the night fully silent, it foretells that they will have a bright future within their role and may even ascend to the role of lead scout/hunter or council member. and, if they make a noise, it just means that they owe their two kin a piece of prey in the morning, and it also means that they will have a normal future in their role and peaceful retirement. it’s all fun and games that each cat goes through.
marsh walkers come from all walks of life. former kittypets to tribe cats to old fogclan warriors, this pool of cats have founded differing traditions away from usual clan life.
appointment of a medicine cat - this blends how medicine cats are selected in clans with how the leader of tribes chose their to-be. like in tribes, commonly a dream, or an omen on the rare occasion, will be sent down by starclan when the next medicine cat from the group’s kits or sometimes an apprentice. it’s a general sign which may point to pelt coloring or a name theming like nature. the cats to which this applied to are brought before the group and medicine cat, and they are asked if they feel like taking up the role of the medicine cat. this is where the cat is given a choice between becoming a warrior or medicine cat like within clans. most times. all expect one will turn down the role, and after that the cat who accepted the role will receive full training until the current medicine cat retires. however, if two or cats are interested in the role, then the medicine cat will take up them all then decide based upon how their training goes.
marsh hunts - this is a group wide hunt for any cat who has learned how to hunt and is over six moons old. it’s a tournament styled hunt for all of the cats with whoever is able to catch a prey first moves on, and it’s more fun and games than traditional hunting. this is to usher in new leaf and celebrate overcoming hardships. at the end of it all, the cats gather all the prey to feast upon in the camp with anyone who wasn’t able to attend. this is used to be friendly competition and sometimes fogclan hunters are invited. but, it’s mainly to focus on their group as an individual instead of a function of fogclan.
naming - this tends to follow how the tribes name their own. parents will name their kits based upon the first striking thing about them, first thing that comes to mind, or the surrounding area. there is no set naming for cats as all use whatever they feel like, so litters can end up with being mixed with tribe, clan, and loner type names. if a cat comes in as an orphan or wishes to change their name, then the medicine cat and ceremonial leader will name them.
new naming - typically, this only happens when a cat goes to fogclan to get their apprenticeship, and they typically lose their full name, if they didn’t have a clan-based name, for an apprentice one. when they return to the marsh walkers, the cat has a choice to keep their hunter/scout clan name, return to their previous name, or choose a new one all together. every cat constantly picks what they feel best for them, but typically, it is a mix of their clan name and previous name. at night, they announce their choice before the group.
night of stories - kittypets brought about this as it was common for their old twolegs to decorate and celebrate with others during leafbare. around the longest night in the year and the hight of leaf bare, the old kittypets will take charge and decorate the camp using some shells and anything that they can collect. then, when nightfall comes, the entire group gathers around in the camp clearing to tell stories about myths from where they came from or pasted down to them from family. this is a festive night full of storytelling and may even result in swapping of feathers or shells to decorate individual dens. it usually lasts until the moon is highest in the sky and some may even go until dawn.
nightly meetings - due to the small nature of the group and how it functions, every cat gathers at night to share what happened in the day and bring up grievances. typically, nothing much happens so it ends up being a time to relax and talk with other walkers. it feels like a mix of sharing tongues and a clan meeting for those in a clan.
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lovage
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by lovage » Fri Aug 20, 2021 8:36 am
fogclan lies on a huge isle which can support a large number of cats. it’s made up majorly of forest with streams and rivers full of rushing water, just laying apart on an average of twenty five fox lengths. so, flooding is quite common in the territory to the point where they switch camps quite commonly. as for the climate of the territory, it is mainly more cooler temperatures except for late leaf-fall and entirely of leafbare which are very harshly cold. also, it’s just a very rainy. here are the main landmarks are below.
low tide camp - it is a camp situation near a lake, and it’s about a half day journey from the ancestral islands. it is rather spacious and doesn’t have many protective walls around it. the medicine cat den, nursery, and elder’s den all are gathered in one area and have a thick bramble wall around it. the council members, scouts, hunters, and apprentices tend to make their own dens here with mentor-apprentice groups sticking together in a den or two, and they also have the option of sleeping outside if they wish too. there is a large rock pile in the center of camp which serves as the meeting point and stores the freshkill in the center of it to avoid predators getting to it.
high tide camp - this camp is situation upon a wide hill overlooking the nearby river, and it is a full day journey from the ancestral islands. there are thick protective walls surrounding everything in the camp. there isn’t much of a clearing here as it tends to be full of undergrowth near the walls with a more clearing like area in the center. the dens are a few tail lengths from the wall to provide a thicker wall where the dens meet the walls. every cat may choice to sleep outside or in an already made den for each rank, but kits, temporary queens, elders, and ill or injuried cats don’t have this choice. the meeting point of this camp is a large log that acts is apart of the council’s den and the prey pile is located in the rocks around the camp.
training hollow - this is in the middle of the two camps. it is a clearing where the undergrowth doesn’t grow as much, and the ground is just “bouncy” enough to be a good place to train. there is a nearby pond to practice swimming and the ground is good for battle, searching, and other types of training. it can hold multiple mentor-apprentice groups at once to ensure it can be fully used.
ancestral island - this is where the cats go to speak to starclan. it is a group of small islands surrounding a larger one. they are relatively flat and tends to be shrunk when flooding occurs. the outer islands serve as places to get prey, herbs, or to rest up before heading to the main one. on the main island, it is rather hilly with a forest covering most of it. it is no more than a quarter of a day’s journey round the entire island. and, the meeting place for starclan is located within the center of it all.
stargazing pools - these are a group of ponds and waterfalls that surrounds the inner part of the main island. it is described as beautiful to those who see it, and the stars tend to look as if they are caught within the pools’ current due to how clear the reflections are. it is a pretty treeless place with only some pines within it. it is where starclan communicates with the clan.
the marshes are a more unexplored place for fogclan with not much information about it getting out due to the marsh walkers’ secrecy. it is hard to navigate for an outsider and it is mainly just water with a lot of plant growth. land trails have been constructed by the marsh walkers, and only they know what they are. however, here are the locations that the marsh walkers value.
marsh camp - this is their camp. it is rather large and built up on a large island. flooding does happen here so they have built up walls and motes to protect against it. the camp has high walls the blend into the surrounding marsh, and their dens reflect this. the dens are covered in undergrowth and made from bushes. each den tends to be a family unit, and those kinless or not living with family tend to group up with friends and build their own den. the only assigned dens are the nursery and the medicine cat den as each are large and requires its own area.
training grounds - this is connected to the camp via a tunnel. it is similar to fogclan’s one but is way more marshy. it has marsh water and set up courses to instruct ways to move about the marsh without alerting anyone. this is also where assessments for eight moon cats take place.
weeping willows - this is the grave site for the marsh walkers. it is the only dry land that is suitable for burying bodies of their groupmates. there are multiple dead willows with spanish moss on it surrounding the borders of the graveyard and serve as the landmark to the place. this is a very mournful and respected place for the marsh walkers. it is forbidden to hunt and fight here to fully respect their dead. like the camp, outsiders are typically not allowed here unless they are kin or an important friend to the dead.
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lovage
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by lovage » Sat Aug 28, 2021 9:55 am
as stated before, apprentices are trained within groups and then sent to different groups to ensure that they properly get their subrole training done. apprentices receive -paw when made one but recieve -paws to symbolize taking up a subrole when they do. training is hard for fogclan and some have extended training periods to be fully trained. these are for explorers, herb finders, finders, and spies. senior scouts who become a guard will be trained again by another guard but will not lose their scout name when they train again.
all go through basic battle training, but scouts go through battle training the most. they are the protectors of the clan and are taught to be so. it is the focus of their training after all. they are taught typically warrior moves that other clans use, but below are some of the fogclan specific moves that scouts are taught in training.
quick attacks - these are quick strikes to an opponent to confuse them. it is around six strikes before falling back. it is an offensive or defensive move depending on the situation.
bump and dive - this is performed in a battle near a river deep. the scout will pounce at the cat, purposely missing their mark and bumping them somewhat to mildly daze the opponent. and, then to spin around to get the cat and drag them underwater. they will then push the cat under them to make them go down further, and then dart for the shore and away from the opponent. it is getaway tactic used to daze a dangerous opponent and make them panic.
duo strikes - this is used for two cats on a larger opponent. they mirror their movements and strike on cues. though they may not see each other, they have learned a pattern of attacks to ensure it is truly mirrored.
undergrowth dives - like surprise attacks in undergrowth, these are attacks used for invading groups or predators. it is normally three cats per enemy and it’s a lightning fast movement in and out of the undergrowth. two cats go at once and strike the enemy. it is used to make the scouts have a larger number with them.
scouts also have the longest training time with most training up to fourteen moons. for their assessment, they have to perform their attacks with a group against a guard and track them down without alerting them. the guard doesn’t know that they will be attacked. if they take down the guard, then they succeed at their assessment. for the subroles of explorer and scout, they are lead out in a group of two to a nearby barn, usually two or three days journey away, and they have to make it back without help. if the duo don’t return within three days, then a patrol is sent out to track them down. there have been cases where apprentices went missing and didn’t show up for a few moons, but none have died or have been seriously injured.
every cat is taught how to hunt, but hunters are taught it the most. they are taught how to track down and quickly kill prey without much hassle. they have traditional clan hunting methods, but here are some of the fogclan hunting methods that they use.
mimicking chirps - cats mimick the chirps of social birds and act like they are an injuried bird. within this hunting method, there are certain limitations that they have found. it has to be on certain birds only, the chirping has to be right on the dot, and can’t be done back to back in the same area multiple times. it is mainly used off the isle by scouts but is used in leafbare when it is needed.
fake bait - this can happen with any predatory species that they hunt, and it happens in the forest and waters. hunters will be out of sight and have their tail tip out. they will wiggle their tail to attract the attention of prey and then pounce. it takes awhile to ensure that a prey is caught successfully and they may wait for a little bit. this always has two cats in it with one cat acting as the bait and one to catch it.
marsh hunting - this is for the marsh walkers only. they focus on the marsh smells to pick up on any nearby prey. they use this to track down prey and then do traditional hunting when they get it.
hunters are trained for around eleven moons with the longest one being thirteen moons for the finder subroles. their assessment is to catch as much prey as they can and bring it back. as long as they catch prey and demonstrate their tracking then they will pass. herb finders have the extra task of finding herbs that the healers asked for.
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