are the doodles above random or actual characters? who knows? I do
here is werecreature society; neatly summed up: [well, the roles anyway]
leader
-> a leaders job is to keep the group functioning & peaceful, uphold traditions, and make split-second decisions for the well-being of the group
-> the leader WORKS for the group, not the other way around. though they are an elected leader, their life is not more important than the lives of others
-> a leader is expected to sacrifice themselves if need be. no one forces someone to become a leader, so this is something they are aware of
-> in cases where there simply cannot be discussions with seniors [ie in a natural disaster], leaders will make decisions on behalf of the group - but these may only reflect on the crisis situation [ie, they cant decide "btw im going to change all the laws"]
seniors
-> these are selected by the leader; but overall voted into this group
-> this group acts as a second-in command to the leader - they must agree for a leaders decision to pass
-> the maximum is 5
-> when the leader dies, one of those in this group will be elected to become the next leader
-> despite the label of seniors, the leader may select younger hunters & fighters to be a part of this group if they show potential
-> these will often discuss plans with the leader
healer
-> a healers job is to focus on the physical and mental well-being of those in the group. there may be multiple healers at one time
-> they are required to treat all members equally [moreso than other members]
-> they must take all problems seriously & actively work to find a way to help allieviate symptoms
-> they are not to be used to spill out all of your problems too. this would be too emotionally draining & unreasonable
adviser
-> advisers have a strong link to spirituality & traditions
-> advisers are taught old stories
-> they interpret various omens
-> they give sacrifices (ie, prey) and ward off evil spirits
-> they usually have a great connection to spirits
hunters & fighters
-> youngest one can be a hunter/fighter is 16 years old, if exceptionally completed training
-> the group is actually relatively unthreatened in their territory, so it's often considered okay for older members to wander out of the territory as long as there is no crisis and someone has been informed first
-> all will actually take on both roles of hunting & fighting - hunters are just better hunters who go hunting more often, same with fighters
-> "hunters" also includes those who gather plant life to eat
trainees
-> children are slowly brought into training as to not overwhelm them with too much information
-> the age they are brought into training varies from child to child. latest age to begin is 13 years old
-> training is explained in the tutor section
caregivers
-> general guardians to children until there is someone suitable
-> also includes parents of young kids & those expecting kids
children
-> considered too young to start training
-> are taught the fundamental basics about the group life
-> taught to speak; often learn from retirees and their caregivers
-> voices are listened to in votes, as they provide a unique perspective not covered by corruption [unless they literally cannot speak]
retirees
-> these are hunters & fighters who feel as if they can no longer assist their group in heavy physical activities
-> they tell stories to the children, trainees, and advisers
-> they are often consulted about decisions which will affect the whole group for their suggestions
-> they are looked after until their deaths
other terms:
guardians
-> hunters & fighters entrusted with looking after & helping to raise a kid [as a result, minimum age is 16]
-> not necessary to become one
-> these are usually selected for each child based on who has the closest bond with the children
-> this is to help provide a group family bond
-> parents can be guardians if they wish, but they aren't often
-> specific to each kid
-> essentially spends time with the kid, supplements their training, learns abt them, keeps them entertained, etc.
tutors
-> these teach the trainees about different hunting/fighting techniques
-> training works like this:
----> a tutor will show the trainee some moves & gives them advice on it for one day
----> for the next few days, the trainee will work on these moves with their guardians
----> this allows a tutor to help mentor another trainee [since a fighter will mainly train in fighting skills, and vice versa for a hunter]
----> after these few days, the tutor will assess the trainees skills for these particular moves
----> if they are happy with it, then they will be taught another set of moves
----> if they are unhappy with it, they will practise again with the trainee, and move onto new moves the next day
general notes:
-> all members are expected to contribute in some way - this does not purely mean through hunting and fighting, but also includes passing on knowledge, being a close friend, etc.
-> all members are listened to in votes and will revolt if the leader goes against the agreed vote. exceptions to this are if the reason isnt particularly valid [ie i dont want them because i dont like them on a personal level, is not a valid reason]
-> intruders are to be warned and/or taken back to the main dens. if they pose a threat to the group/territory, intruders will be viciously chased away







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