

claws out, fangs bared. a clan barely held together, more by dependence rather than
loyalty. these felines hold a unique trait, though. from the moment of their birth,
they wield magic. it starts as some small ability, far too insignificant to ever
possibly help. but, there is a way to increase its power. with the essence of another
cat's soul obtained through murder, the killer can gain just a bit more power. time
after time, death after death, the clan is torn apart but each cat's lust for strength.
it's kill or be killed, and the leader sits comfortably at the top of that hierarchy.
countless deaths and seemingly unlimited power, they rule the clan with an iron paw.
if it weren't for that, most cats would've ran away already.
and it just so happens that one of the medicine cats isn't too happy about this whole
situation. they have plans to overthrow the leader, whether it be for power or in
good faith, we aren't sure. at night, they whisper these ideas to their apprentice and
convince of the plan. the two of them are ready to act, but must wait for the right
moment.
in this web of betrayal, lies, and distrust, who will come out on top?
➜ discussion thread
➜ cast
➜ power logistics wrote:
each cat is born with a unique power at birth.
it should start as something essentially useless.
then, as time passes and they begin to rack up
kills, they should be able to grow their power.
for example, someone could go from being able
to jump a little higher than normal, to jumping
a lot higher than normal, to being able to levitate
for a few moments, to being able to outright float.
of course, this would be a lot slower and in more
steps, but that's overall the idea. roles such as the
medicine cat, deputy, and leader should all be fairly
powerful.
➜ clan attitude wrote:cats are most commonly distrustful and somewhat
hostile towards clanmates they are not close with.
after all, you never know who might plan for you to
become their next target. they have no problem
with accepting rogues or loners in, since there's
always a need for more cats. though, these loners
do not receive any abilities upon entry. there is a
starclan, but they do nothing but give the medicine
cats unnerving dreams of a large weeping cat any
time they attempt to contact them. it's not uncommon
to hear of a mentor killing their own apprentice or a
queen murdering all of her kits one night, though it
is generally frowned upon to kill young cats. the
elders are an easy target, meaning they can never
truly relax. yet, at a certain age, they are forcibly
retired. mainly so they're easy to keep an eye on.
clan territory wrote:
the territory of feralclan is right in the middle of
a secluded forest, far away from any twolegs. it's
populated with deer, bears, moose, and beavers,
making it dangerous for a single cat to go through
alone. the trees are tall and thick, some of them
sporting pine needles. as for prey, small birds
and hares are very common. there are thrushes,
warblers, finches, and tons of other small birds
to pick from. on the ground, creatures such as
shrews and hares can also be found.
➜ rules
1. follow all cs rules 2. fade to black for any mating scenes 3. you may only
have up to 6 characters 4. you may only have up to two high ranks 5. no
powerplaying or mary sues 6. stay realistic as to what happens 7. major events
such as disasters, disease, or prophecies require approval before they happen 8.
reservations last a week before expiring.
1. follow all cs rules 2. fade to black for any mating scenes 3. you may only
have up to 6 characters 4. you may only have up to two high ranks 5. no
powerplaying or mary sues 6. stay realistic as to what happens 7. major events
such as disasters, disease, or prophecies require approval before they happen 8.
reservations last a week before expiring.